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Reply to Is there a way for two users to make development builds on separate accounts for one app?
Try this: Using Xcode, create a new project from one of the iOS > App template. During the creation process, select your team, that is, the team that the app was transferred to. And enter the bundled ID of that transferred app. Build that for the device (so not the simulator). Does that work? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Electron app notarization fails "invalid signature" - local codesign passes
Unable to notarize Electron-based application. All notarization attempts fail with The signature of the binary is invalid for main executable and Electron Framework, despite passing local codesign verification. ENVIRONMENT: macOS: 24.6.0 (Sequoia) Hardware: Apple M4 Max (arm64) electron-builder: 26.0.12 Electron: 36.9.5 (also tested 37.10.2, 38.2.0) Certificate: Developer ID Application: AS LIVE MEDIA SP Z O O Team ID: 2KJ532SU3G Certificate validity: Oct 7 2025 - Oct 8 2030 PROBLEM: Every notarization submission fails with identical error for two binaries: Contents/MacOS/PresentClic Desktop Contents/Frameworks/Electron Framework.framework/Versions/A/Electron Framework Error message: The signature of the binary is invalid. Architectures affected: Both x86_64 and arm64 CRITICAL CONTRADICTION: ✅ Local verification PASSES: $ codesign --verify --deep --strict PresentClic Desktop.app Result: valid on disk, satisfies Designated Requirement ❌ Apple notarization service FAILS: Error: The signature of the binary is in
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Archive Fails: Conflict with Existing KEXT Developer ID Certificate
Hi everyone, We're trying to prepare a DriverKit App for a client test, and we've run into an unavoidable signing conflict that seems to be caused by the Xcode Archive process itself. Background & Environment: Environment: macOS 15.6.1, Xcode 16.4 Our project consists of a main App Target and a DEXT Target. Both the Debug and Release configurations for both targets are set to Xcode's default: Automatically manage signing. Our developer account holds a valid, active Developer ID Application (With Kext) certificate, which we use for signing our legacy KEXT. The Action That Triggers Failure: From this clean state, we execute Product -> Archive. The Archive process fails during the signing validation phase and presents the following three errors, completely halting the process: There is a problem with the request entity - You already have a current Developer ID Application Managed (With Kext) certificate... No profiles for 'com.company.Acxxx.driver' were found... No profiles for
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Reply to Archive Fails: Conflict with Existing KEXT Developer ID Certificate
I’m glad to hear you get this sorted out. And thanks for posting your solution. [quote='867546022, charles.cc, /thread/807467?answerId=867546022#867546022, /profile/charles.cc'] Do not attempt to configure the Distribution Profile directly in Xcode’s Target settings [/quote] Right. [quote='867546022, charles.cc, /thread/807467?answerId=867546022#867546022, /profile/charles.cc'] only swap in the Distribution Certificates (Manual) during the Organizer Distribution phase. [/quote] Right. When using the Xcode organiser’s distribution workflows, you want the Xcode archive to be Development signed. Anything else is pointless — because when you distribute from the organiser it’s going to overwrite the signature — and a potential source of confusion. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Flutter iOS Widget Extension – CodeSign Failed (ActivityKit entitlement missing, cannot enable in Identifiers)
Hello everyone, I am developing a Flutter iOS application that includes a Widget Extension + Live Activity (ActivityKit). The project runs successfully on the iOS simulator when launched directly from Xcode, but it cannot be signed properly via Flutter and I cannot upload the build to App Store Connect due to the following CodeSign error: Command CodeSign failed with a nonzero exit code Provisioning profile … doesn't include the entitlement: com.apple.developer.activitykit.allow-third-party-activity This error never goes away no matter what I try. And the main problem is that my App ID does NOT show any ActivityKit or Live Activity capability in the Apple Developer portal → Identifiers → App ID. So I cannot enable it manually. However: Xcode requires this entitlement Flutter requires this entitlement When I add the entitlement manually in the .entitlements file, Xcode says: “This entitlement must be enabled in your Developer account. It cannot be added manually.” So I am stuck in a
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FSKit removeItem Not Being Called - Volume Operations Issue
I'm developing a custom file system using FSKit. After testing some example projects on github and have encountered an issue where the removeItem(_:named:fromDirectory:) method in my FSVolume.Operations implementation is not being invoked when attempting to delete files or directories through Finder or the command line. Environment: macOS: macOS 26.1 Xcode: 16.2 / 17A400 Sample Project: https://github.com/KhaosT/FSKitSample https://github.com/debox-network/FSKitBridge My volume implements the required FSVolume.Operations protocol with the following removeItem implementation: func removeItem( _ item: FSItem, named name: FSFileName, fromDirectory directory: FSItem ) async throws { logger.info(remove: (name)) if let item = item as? MyFSItem, let directory = directory as? MyFSItem { directory.removeItem(item) } else { throw fs_errorForPOSIXError(POSIXError.EIO.rawValue) } } Steps to Reproduce: Mount the custom FSKit-based file system Create files using Finder or terminal (works correctly - creat
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Title: Push notifications not working on iOS – aps-environment missing in signed app with manual Codemagic signing
Hi everyone, I’m having trouble getting remote push notifications working on iOS for a production Flutter app, and it looks like it’s related to the provisioning profile / entitlements used during signing. Context Platform: Flutter Push provider: OneSignal (backend is Supabase; Android push works fine) CI: Codemagic Target: iOS TestFlight / App Store builds I’m on Windows, so I cannot open Xcode locally. All iOS builds happen via Codemagic. Capabilities / entitlements In the Apple Developer portal, my App ID for com.zachspizza.app has: Push Notifications capability enabled A separate Broadcast capability is listed but currently not checked. In my repo, ios/Runner/Runner.entitlements contains: xml aps-environment production So the project is clearly requesting the push entitlement. Codemagic signing setup For my App Store workflow (ios_appstore_release in codemagic.yaml ): I use a combination of manual and automatic signing: Environment variables can provide: P12_BASE64 + P12_PASSWORD (distribution ce
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Failed to retrieve development teams for
Hey everyone, after signing in to my Apple Account in Xcode and I click on it, I keep getting the Failed to retrieve development teams for xyz. I have a developer account (Individuals), however not paid one yet as I'm not that close to finish my app. I'm using the latest version of everything, signed out and back in multiple times from my accounts. Any idea why this is happening and how to fix it?
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Compiler exception when using Binding and Swift 6
In my code I use a binding that use 2 methods to get and get a value. There is no problem with swift 5 but when I swift to swift 6 the compiler fails : Here a sample example of code to reproduce the problem : `import SwiftUI struct ContentView: View { @State private var isOn = false var body: some View { VStack { Image(systemName: globe) .imageScale(.large) .foregroundStyle(.tint) Text(Hello, world!) Toggle(change it, isOn: Binding(get: getValue, set: setValue(_:))) } .padding() } private func getValue() -> Bool { isOn } private func setValue(_ value: Bool) { isOn = value } }` Xcode compiler log error : 1. Apple Swift version 6.1.2 (swiftlang-6.1.2.1.2 clang-1700.0.13.5) 2. Compiling with the current language version 3. While evaluating request IRGenRequest(IR Generation for file /Users/xavierrouet/Developer/TestCompilBindingSwift6/TestCompilBindingSwift6/ContentView.swift) 4. While emitting IR SIL function @$sSbScA_pSgIeAghyg_SbIeAghn_TR. for <<debugloc at <compiler-generated>:0:0>
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Layout recursion error message
Hi all, when I launch my macOS app from Xcode 16 on ARM64, appKit logs me this error on the debug console: It's not legal to call -layoutSubtreeIfNeeded on a view which is already being laid out. If you are implementing the view's -layout method, you can call -[super layout] instead. Break on _NSDetectedLayoutRecursion(void) to debug. This will be logged only once. This may break in the future. _NSDetectedLayoutRecursion doesn't help a lot, giving me these assembly codes from a call to a subclassed window method that looks like this: -(void) setFrame:(NSRect)frameRect display:(BOOL)flag { if (!_frameLocked) [super setFrame:frameRect display:flag]; } I have no direct call to -layoutSubtreeIfNeeded from a -layout implementation in my codes. I have a few calls to this method from update methods, however even if I comment all of them, the error is still logged... Finally, apart from that log, I cannot observe any layout error when running the program. So I wonder if this error can be safely ignored? Than
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Why is SimulatorTrampoline taking TONS of memory?
This is a M4 iMac 32GB 2TB where over the last few months memory use has been crazy. The worst offender is SimulatorTrampoline. I just opened a default iOS app and ran it in a simulator. So this is as simple as it gets: there's 1 SF Symbol and Hello, world! text. iStatMenus shows SimulatorTrampoline at 10.7GB, Safari 5.2GB, Xcode at 3.2GB, and swap at 548MB meanwhile ActivityMonitor shows the top memory use of Ildb-rpc-server at 2.30GB, Xcode at 523.4MB Swap is 548MB is the only number that matches and the fact that Memory used is ~26GB total. Is this amount of memory use normal? Is iStat menu reporting something different than Activity monitor. This computer used to never swap. Any suggestions?
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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/86fbaf
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