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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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When you set inputAccessoryView AND inputView you get unexpected system UI in between the two custom views
When you set inputAccessoryView AND inputView you get unexpected system UI in between the two custom views If anyone has a workaround for this I'd love to hear it. See also: https://stackoverflow.com/questions/79818015/uitextfield-custom-inputaccessoryview-with-custom-inputview-in-ios-26 Red == inputAccessoryView Blue == inputView Glassy bit in between == bug? // // ViewController.swift // Custom Keyboard // // Created by Lewis Smith on 19/02/2026. // import UIKit class ViewController: UIViewController { let textField = { let textField = UITextField() textField.translatesAutoresizingMaskIntoConstraints = false textField.backgroundColor = .yellow let inputAccessoryView = UIView(frame: CGRect(x: 0, y: 0, width: .zero, height: 70)) inputAccessoryView.backgroundColor = .red let inputView = UIView(frame: CGRect(x: 0, y: 0, width: .zero, height: 70)) inputView.backgroundColor = .blue // When you set inputAccessoryView AND inputView you get unexpected UI inbetweeen the two custom views textField.inputAccess
Topic: UI Frameworks SubTopic: UIKit Tags:
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vImageBuffer_InitWithCGImage fails with Xcode 26 but succeeds with Xcode 15I am
I am attempting to load a jpeg image into a vImage_Buffer. I am just trying to get the data in an ARGB format. This code works fine in the Xcode 15 build , but fails with kvImageInvalidParameter error from vImageBuffer_InitWithCGImage in the Xcode 26 build. This code is written in ObjectiveC++. Here is a code fragment: int CDib_ARGB::Load(LPCSTR pFilename) { int rc = 0; if (NULL == m_pRaw_vImage_Buffer) { NSString *pNS_filename = [[NSString alloc]initWithUTF8String:pFilename]; NSImage *pNSImage = [[NSImage alloc] initWithContentsOfFile:pNS_filename]; if (nil == pNSImage) rc = -1; else { int width = pNSImage.size.width; int height = pNSImage.size.height; if (pNSImage.representations) { NSImageRep *imageRep; int jj; width = 0; height = 0; for (jj = 0; jj < pNSImage.representations.count; jj++) { imageRep = pNSImage.representations[jj]; if (imageRep.pixelsWide > width) width = imageRep.pixelsWide; if (imageRep.pixelsHigh > height) height = imageRep.pixelsHigh; } } NSSize imageSize = NS
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What is it so hard to develop on the Watch?
I am trying to develop a Watch and iOS app as companion. It is beyond stupid how I can not keep the watch connected to Xcode to develop. I have tried all the so-called tricks. Why is this so fragile? The phone is USB connected to my Mac I have tried turning off the wifi on my Mac and have the phone and watch on the same network. Nada I have tried just having everything on the same network. The watch is connected maybe 20% of the time. I have tried creating a hotspot network with my phone. The watch is connected maybe 50% of the time. This is truly an awful experience. Am I doing something wrong? Any advice would be grateful.
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Xcode cloud
I'm facing an issue with Xcode Cloud. Every branch I push to my GitLab repository is not appearing as selectable when I try to create a build with my workflow. Additionally, if I try to update the workflow from Xcode, it crashes every time I save the changes. Any help would be appreciated. Translated Report (Full Report Below) ------------------------------------- Process: Xcode [32110] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 26.2 (24553) Build Info: IDEApplication-24553000000000000~2 (17C52) Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.apple.dt.Xcode [58945] User ID: 501 Date/Time: 2026-02-19 13:11:54.9987 -0600 Launch Time: 2026-02-19 13:03:37.7725 -0600 Hardware Model: Mac16,5 OS Version: macOS 26.2 (25C56) Release Type: User Crash Reporter Key: 61D7E2DA-E724-EFE2-6A01-25079BFCA2D1 Incident Identifier: B3D4A277-7CB5-4696-A00F-057929659F41 Sleep/Wake UUID: 2D4F6C41-716C-4B47-8D40-27FD2D74A8AE Time
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Xcode 26 is insanely slow
Hey there Just updated to Xcode 26 on mac OS Sequoia (MBP M1 Max 32GB, 2021, so you know, still pretty decent and capable). Xcode is super slow on building, but also on editing. There is a lag between what I type and what is displayed. Am I the only one experiencing this? Is there something I should look into?
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Reply to Beta contract missing
The issue you described should be resolved now. Please upload another build in order to start testing again. If it is not, and you seeing the same error, please may I ask you to create a bug that can be assigned to the correct team? If you have any questions about filing a bug report, take a look at Bug Reporting: How and Why? Albert Pascual
  Worldwide Developer Relations.
9h
Beta contract missing
Hi, I’m running into a persistent issue in App Store Connect related to TestFlight and app reviews, and I’m hoping someone has seen this before. Around two weeks ago, I started getting the following error when trying to create external TestFlight builds: ENTITY_UNPROCESSABLE.BETA_CONTRACT_MISSING Since then: I cannot create any external TestFlight tests Internal TestFlight builds appear, but cannot be downloaded (“The requested app is not available or doesn’t exist”) My apps do not progress properly through review One app got stuck in “In Review” for ~10 days; I eventually withdrew it and resubmitted it At this point, I cannot update two existing apps, and I can’t start testing a new app at all Important details: This is an individual developer account I am the Account Holder All contracts appear active and valid The issue affects multiple apps, not just one Nothing changed on my side (no contract updates, no account changes) before this started happening. I’ve already reached out to Apple D
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Playgrounds app with the latest SDK (OS 26)
I am preparing for Swift Student Challenge, but it seems like the iPad Playground app still not support the latest SDK. I can't use frameworks like FoundationModel, etc., directly in playground app My playground for this year would require iPad environment since it uses PencilKit, ARKit, etc., and I also want to use the latest tech + the liquid glass UI Right now, I develop the project as a normal Xcode project, and I am wondering how do I post it? As Xcode playground, it must run on macOS As Swift Playground project, the iPad version of Playground does not support latest APIs and it can't compile
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dlopen problems with debug build, macOS SDK 15, and ASAN
Hello, There seems to be a regression with macOS SDK 15 and dynamically loading libraries if Address Sanitizer is turned on. Seems to only affect Debug builds, and .frameworks. I've also reported this via the Feedback Assistant: FB16513866 Here's a minimal repro, if anyone is interested: https://gist.github.com/peter-esik/6b00432e411be85333e14ae7d953966e I thought I'd post this here, as according to my web searches, this isn't a very well-known bug at this point.
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Rate limits for frequent iOS resets (EraseDevice) and activation processes?
Hello everyone, I am looking for technical clarification regarding potential rate limits when automating frequent iOS device resets. In my workflow, I need to reset test devices multiple times per day using the EraseDevice MDM command, often combined with the ReturnToService flag for automated setup. I understand that after a full reset, the device undertakes several critical steps to become operational again, including device activation, system app installation, MDM re-enrollment, and subsequent validation of developer certificates for internally distributed apps. Based on Apple’s documentation and my own observations, I am aware of the following domains being involved in these processes: Device Activation: albert.apple.com, gs.apple.com, captive.apple.com, humb.apple.com, static.ips.apple.com, sq-device.apple.com, tbsc.apple.com, time*.apple.com System App Installation: *.itunes.apple.com, *.apps.apple.com, *.mzstatic.com MDM Enrollment: Communication with Apple ADE servers followed by the MDM serv
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Reply to Support for trailing accessory views in Tab (sidebarAdaptable TabView)
Thank you @Reveloper, The current status of your Feedback can be viewed in Feedback Assistant under Resolution. You can track if the report is still being investigated, has a potential identified fix, or has been resolved in another way. For more details on Feedback Status, please see “Understanding the Status of Your Feedback” linked here: https://developer.apple.com/bug-reporting/status I hope this helps!  Travis Trotto - DTS Engineer
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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