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xCode26.x Metal4 classes do not compile
Hi, I am using xCode26.x. But my Metal4 classes are not compiling. I downloaded the sample code from Apple's website - https://developer.apple.com/documentation/Metal/processing-a-texture-in-a-compute-function. For example, I am getting errors like Cannot find protocol declaration for 'MTL4CommandQueue'; I have hit a deadline. Any recommendations are very welcome. I have downloaded the Metal Tool chain. When I run the following commands on the terminal - xcodebuild -showComponent metalToolchain ; xcrun -f metal ; xcrun metal --version I get the following response - Asset Path: /System/Library/AssetsV2/com_apple_MobileAsset_MetalToolchain/86fbaf7b114a899754307896c0bfd52ffbf4fded.asset/AssetData Build Version: 17A321 Status: installed Toolchain Identifier: com.apple.dt.toolchain.Metal.32023 Toolchain Search Path: /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899754307896c0bfd52ffbf4fded /Users/private/Library/Developer/DVTDownloads/MetalToolchain/mounts/86fbaf7b114a899
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AccessorySetupKit documentation
This is not a question but rather a small bit of documentation on how Accessory Setup Kit actually works. I spent a couple days figuring this out so I thought let's share my findings. The example app is very light and the documentation definitely has room for improvement so here are a couple important notes. Findings: If you're running > iOS 18 and add any property to your Info.plist file you're no longer able to scan for devices by using CBCentralManager.scanForPeriphals. This will no longer return discoverable devices. Below iOS 18 these properties in the Info.plist are ignored by the OS and you can safely use the legacy method of connecting to bluetooth devices. If you're running > iOS 26 the removeAccessory will show a prompt to the user. If you're running < 26 you can silently remove the accessory and start each session with a clean state. If you create CBCentralManager before you start the ASK session you'll not get the state = PoweredOn. If you have 0 access
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Post-iOS update crash on app launch with split/black screen (Flutter + WebView)
Hi all. Thanks in advance for any guidance you’re able to offer. We’ve had an issue reported by multiple customers where, following an iOS update, our app crashes on the next launch. When this happens, users briefly see a split screen: half of the view shows the app background, while the other half is completely black. After this point, the app is unusable. Here’s what we’ve uncovered so far during our investigation: We believe this occurs when a user is already signed into the app at the time they install the iOS update. For context, we intentionally do not force users to log out of the app, as it’s primarily used for customer support and assistance. This is a firm business decision and not something we plan to change. We suspect the issue is related to our Flutter WebView and how it restores or reloads session state following an iOS update. In the past, updating the Flutter version has resolved similar issues, but we are currently on the latest available version. Once the half-screen issue occurs,
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Issue keeping scroll position in SwiftUI
Hey there, Link to the sample project: https://github.com/dev-loic/AppleSampleScrolling Context We are working on creating a feed of posts in SwiftUI. So far, we have successfully implemented a classic feed that opens from the top, with bottom pagination — a standard use case. Our goal, however, is to allow the feed to open from any post, not just the first one. For example, we would like to open the feed directly at the 3rd post and then trigger a network call to load elements both above and below it. Our main focus here is on preserving the scroll position while opening the screen and waiting for the network call to complete. To illustrate the issue, I created a sample project (attached) with two screens: MainView, which contains buttons to open the feed in different states. ScrollingView, which initially shows a single element, simulates a 3-second network call, and then populates with new data depending on which button was tapped. I am currently using Xcode 26 beta 6, but I can also reproduce thi
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Apple terminated my only developer account, holding $30K, no explanation after multiple appeals. I have a family to support.
I'm a full-time indie iOS developer. This is my family's only income. On December 19th, Apple terminated my developer account with zero explanation, and they're holding $30,000 in earnings. Background Solo developer, working 12+ hours/day Five apps on the App Store This is my family's only source of income What happened December 19, 2025: Account terminated with this message: Upon further review of the activity associated with your Apple Developer Program membership, it's been determined that your membership, or a membership associated with your account, has been used for dishonest or fraudulent activity, in violation of the Apple Developer Program License Agreement. Given the severity of the identified issues, your account has been flagged for removal. No specifics. No evidence. No prior warnings. What I've tried ✅ Appealed immediately - rejected with template response ✅ Asked for ANY details about what I allegedly did - no response What I actually did (trying to figure out what triggered this) Used expedite
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Reply to Xcode 26 can no longer launch, and crashes immediately
Hi, there. Sorry you're dealing with this. We're aware of the issue and you can expect a broad fix to make its way into an Xcode near you soon. In the meantime, you can resolve this by removing the local user state for your Xcode Project or Workspace: Quit Xcode (if it's still running, or if another workspace is open). In Finder, find your .xcodeproj file Right-click it > Show Package Contents Navigate to: {project}.xcworkspace → xcuserdata Delete the xcuserdata folder Once you relaunch Xcode, you may need to recreate any user-local state for your project or workspace, but the crash will be gone and you will be able to keep working. Please follow up if you have any further difficulties. Thanks.
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Reply to Is this normal while developing an app on the watch?
I have now spent about 12 hours on this. I have pretty much tried everything now, including trying to completely uninstall Xcode and reinstall it as well as unpairing the watch from the phone. Where I am now is that I can get the phone to be seen by xcode but when it pairs and connects, when I click on the phone, it DOES NOT show that the watch is paired with the phone. Name Hostname Identifier State Model -------------- ------------------------------ ------------------------------------ ----------- -------------------------- Bryan's iPhone Bryans-iPhone.coredevice.local 9E04C304-C46E-5719-B97A-5FE176AA60B7 connected iPhone 17 Pro (iPhone18,1) Bryan’s iPad Bryans-iPad.coredevice.local 2B7A9ED0-E1E5-5C0B-9BD7-9BADC752CED4 unavailable iPad (A16) (iPad15,7) What is also the problem is that because I re-paired my watch, there is no developer mode available. So caught in some sort of nefarious loop. I will try waiting to the morning, but honestly, if this works then it is like a big WTF Apple. I really ap
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C function in library code gets stripped when distributed
This is a continuation of https://developer.apple.com/forums/thread/795348 I rambled too much and did not understand the underlaying problem. The problem is that I have a C function in a iOS library. I want to call this C function from a dylib that this library loads on runtime. When running directly from Xcode (either in debug or release mode) this works correctly. However, when the app is uploaded to testflight or distributed for debugging then the function is stripped and a null function pointer exception crashes the app. In the last post it was really hard to explain and I was pressed on time but I've created a minimal reproducible example: https://github.com/ospfranco/dylib_crash The instructions to run and reproduce the crash are on the README.
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Why is Xcode taking forever to install/launch app?
Ever since Xcode 15 and iOS 17 came out development has quite often been a nightmare of waiting and waiting -Xcode displaying endless circles saying preparing the device, connecting to the device, installing the device. But recently to add to this, installation and launching is just taking really forever. I'm currently running Xcode 15.1 and various versions of iOS 17 (I have several phones) and installing the app from Xcode takes about 7 - 10 minutes (compared to the same app installing in seconds with Xcode 14 for example). Then once its finally installed, it then takes further minutes to launch, Xcode often actually displays a dialog saying its taking longer than expected to launch the app, adding the footnote LLDB is likely reading from device memory to resolve symbols. What could be reasons, and solutions, for the excruciatingly slow installation time, and launch time? I really need to find a solution to this please - making a code change tweak, running, making another, running
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