What is the recommended way to obtain the concentric corner radius for views within grouped UICollectionView cells? In the most basic example, a UICollectionView with one section and one cell, we observe the cell takes almost the shape of a capsule, but it is indeed not a capsule. What is the way to obtain the radius of the grouped area from within the cell or its registration? I would like to layer elements on top that are concentric to the cell's clip shape. I've tried using custom views with .concentric UICornerConfigurations, setting .cornerConfiguration on the cell and on a custom backgroundView and I've even tried obtaining the .effectiveRadius of the cell after layout (returns 0.0). As of Xcode 26.0 Beta 7, nothing works. This seems like a huge omission; what am I missing here?
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It appears that the only way to access any information about a cell's corner radius is obtained only via the cell's layer cornerRadius. List cells never get their corner configuration updated in grouped configurations. Further, I have noted that as of Xcode 16.0 Beta 7, accessing .cornerConfiguration on UICollectionView.appearance() causes a segfault (FB20029166).
Topic:
UI Frameworks
SubTopic:
General
Tags:
Using xcode 26 with linker flag -ld_classic,get an error : 0 0x1042b9778 __assert_rtn + 160 1 0x1042bc560 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) (.cold.3) + 0 2 0x1041f3da8 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) + 172 3 0x1041f4c1c ld::tool::SymbolTableAtom::addImport(ld::Atom const*, ld::tool::StringPoolAtom*) + 140 4 0x1041f6500 ld::tool::SymbolTableAtom::encode() + 396 5 0x1041e83a8 ___ZN2ld4tool10OutputFile20buildLINKEDITContentERNS_8InternalE_block_invoke.413 + 36 6 0x182a95b2c _dispatch_call_block_and_release + 32 7 0x182aaf85c _dispatch_client_callout + 16 8 0x182acc478 _dispatch_channel_invoke.cold.5 + 92 9 0x182aa7fa4 _dispatch_root_queue_drain + 736 10 0x182aa85d4 _dispatch_worker_thread2 + 156 11 0x182c49e28 _pthread_wqthread + 232 A linker snapshot was created at: /tmp/app-2025-06-13-215652.ld-snapshot ld: Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5
It's work! But need 2 steps. step 1, remove ld64; step 2, add -Xlinker -dead_strip -Xlinker -allow_dead_duplicates. With Xcode 26 Beta 7, it's OK. My project is build success with Xcode 16.3, only build failed with Xcode 26 beta. Above infomation resolvd my issue,Thank You !
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Whenever I hit play on my app to test it on the Mac the register .app part starts taking more than 15 minutes, this is severely impacting my work. There's no indication on what's wrong and how can I fix this.
[Ed asked me to step in here because Launch Services is in my wheelhouse.] [quote='855680022, RafaelF82, /thread/797372?answerId=855680022#855680022, /profile/RafaelF82'] It's the register application.app command [/quote] Oh, interesting. I’d appreciate you filing a bug about this: Reproduce the issue. During the 15 minute delay, trigger a sysdiagnose per the Xcode Sysdiagnose instructions on our Bug Reporting > Profiles and Logs page. Include that sysdiagnose in your bug report. Once you’re done, reply here with your bug number. My guess is that that Xcode isn’t doing anything wrong here. Rather, there’s something weird about the state of your machine and Xcode is just an innocent victim. If you run the lsregister command manually from Terminal, does it reproduce the issue? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic:
Developer Tools & Services
SubTopic:
Xcode
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[quote='856256022, raunits, /thread/798530?answerId=856256022#856256022, /profile/raunits'] I've uploaded the test project on github [/quote] Thanks. Building that I see this structure: TWiOSApp.app/ Base.lproj/ Frameworks/ TWFramework.framework/ Info.plist TWFramework Info.plist PkgInfo PlugIns/ NotifContentExt.appex/ Base.lproj/ Info.plist NotifContentExt NotifServiceExt.appex/ Info.plist NotifServiceExt ShareExt.appex/ Base.lproj/ Info.plist ShareExt TWiOSApp That seems reasonable enough, in that there’s only one copy of your framework embedded at the top level, which is the correct structure for an iOS app. Looking at the project I see that you have a TWFramework target and three ‘utils’ targets (TWUtils, StringUtils, NumberUtils, ModelUtils) each of which produce a static library that’s then linked into the framework. That’s a bit convoluted — you could just compile the code the framework directly — but there’s nothing fundamentally wrong with it. Two things to note about this test project: Your
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
I created 2 iOS projects in Xcode: Project 1: 4 targets (main app + 3 app extensions) 4 static libraries the main app's target dependencies include - 3 app extensions and the 4 libs. the main app's binary is linked to all 4 libs similarly, each extension is linked to all 4 libs Project 2: 5 targets (main app + 3 app extensions + 1 framework) 4 static libraries the main app's target dependencies include - 3 app extensions and the framework each extension is dependent only on the framework the framework's target dependencies include all the 4 static libs As per my understanding, the app bundle size for Project 2 should be less than that of Project 1, since we eliminate duplicating the static libs for each target by using a framework instead. However, I have found that the bundle size is more for Project 2 as compared to the bundle size of project 1. I do not understand, why?
Hi, I've uploaded the test project on github: https://github.com/Raunit-TW/xcode-framework-poc Adding more context to the problem, it was first discussed here: https://developer.apple.com/forums/thread/751522. To summarize, we have an application with a bunch of extensions, all of them dependent on some common C++ source files. Building each target individually leads to a bloated app bundle and final binary, since the contents are copied to each binary. As per our understanding, frameworks can solve this issue of increased binary size by packaging the common C++ files separately such that they can be shared among the extensions.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
I have two apps in App Store Connect (same app but different bundle IDs), and I would like to manage workflows for both. However, when configuring workflows, although both apps appear on the list for configuration at first, selecting and configuring the first will be the only app available, since after that, there's no way to add the other app. It looks like a bug, but I couldn't find any additional reports of this case while browsing the web.
Users have been reporting that the TestFlight version of my app (compiled with Xcode 26 Beta 6 17A5305f) is sometimes crashing on startup. Upon investigating their ips files, it looks like Core Data is locking up internally during its initialization, resulting in iOS killing my app. I have not recently changed my Core Data initialization logic, and it's unclear how I should proceed. Is this a known issue? Any recommended workaround? I have attached the crash stack below. Thanks! crash_log.txt
@msmialko is this resolved? I want to open the second L2CAP Channel, Xcode report the error: xpc_fd_dup failed: errno 22 WARNING: Unknown error: 584 Failed to open L2CAP channel
Topic:
App & System Services
SubTopic:
Networking
Tags:
Several app developers are struggling with the inability to provide a separate app icons that looks nice on older macOS versions while at the same time provide Icon Composer icons that look great on macOS Tahoe 26. An ability to provide separate icons is super important to those who have app icons that follow the curvature of the default icon borders (as the corner rounding radius is different for Sequia and Tahoe). Take a look at this for example: https://github.com/ghostty-org/ghostty/issues/7564#issuecomment-3042061547 Question: Is there a definitive/recommended way to address this issue? How can a developer add a glass icon variant that looks good on Tahoe and provide a bitmap icon for older macOS versions? Some background info: Prior to Xcode 26 beta 4, one could add an App Icon to Assets to be used as app icon for legacy macOS versions (Sequia and older) and use a new Icon Composer icon (placed in the project root) for macOS Tahoe 26. Enabling Include all app icon assets under target settings e
In case it's helpful to anyone else, I managed to get past the problem I was having with the new style icon. It turns out, all I had to do was rename the AppIcon.icon file to anything else (within the Xcode 26 GUI) then rename it back. Apparently, I added the file to the project in Xcode 16, so it wasn't flagged properly as an icon asset. Later, I had a separate problem with the same symptom. This time I added the .icon file with Xcode 26, but in the dialog, I neglected to check the box for the target, so it wasn't added to the Copy Bundle Resources build phase.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
I've encountered a potential bug where a TextField connected to an optional value (not a string) works as expected when bound to a @State property, but won't update a @Binding property. Here is some example code import SwiftUI struct ContentView: View { @Binding var boundValue: Double? @State private var stateValue: Double? = 55 var body: some View { TextField(Bound value, value: $boundValue, format: .number) Text((boundValue ?? .nan)) TextField(State value, value: $stateValue, format: .number) Text((stateValue ?? .nan)) } } #Preview { ContentView(boundValue: .constant(42.00)) } It's as though the optional value stored externally is preventing the value updating. Can anyone confirm whether this is intentional, or a bug? This is in Xcode 26b6, on macOS Tahoe 26b8, but from this query it looks like the problem has existed for years.
Topic:
UI Frameworks
SubTopic:
SwiftUI