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Why are our macOS builds in Xcode Cloud hanging at the “Archive” stage?
Hello, We are experiencing a persistent issue where macOS builds in Xcode Cloud consistently hang at the Archive stage. The build itself completes successfully, but no artifacts appear, and it seems the build gets stuck during artifact upload. These builds remain in this state for several days (currently 3 days and counting) not failing, but never finishing. We opened a support ticket (102756662562), but we have not received any response yet. We rely on Xcode Cloud for our entire CI/CD pipeline, and at the moment our workflow is completely blocked because of this issue. Has anyone encountered something similar or found a workaround? Thank you.
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Huge discrepency of predictions confidence between from Pytorch to Coreml example
I am follwing this tutorial: https://apple.github.io/coremltools/docs-guides/source/convert-a-torchvision-model-from-pytorch.html I have obtained simialr result using the python code. However when I view it in Xcode, the preview prediction percentage confidence is way off I suspect it is due the the output of the model, which is in percentage already and in Xcode it multiply 100 again leading to this result. Please give me any feedback to fix this, thank you.
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Setting Installation Directory correctly is a mystery
Hello I'm wrapping my head around on how to properly set up xcode project to produce a static library ending up in file locations /usr/local/lib/libXXX.a and /usr/local/include/XXX/xxx.h so it can be used Unix style in other projects. If I put under Deployment Deployment Location: YES Installation Build Products Location: / Installation Directory: /usr/local/lib Skip Install: NO I get errors like warning: Stale file '/usr/local/usr/local/include/xxx.h' is located outside of the allowed root paths. and things like error: Cycle inside a single target; building could produce unreliable results. Installation Build Products Location: /usr/local/lib Installation Directory: / I get warning: Stale file '/usr/local/include/xxx.h' is located outside of the allowed root paths. but the library file is not put into /usr/local/lib (note /usr/local/lib and /usr/local/include are owned by my user and writeable) I could write an old style Makefile and have xcode call the makefile but there must be an easier
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Reply to SwiftUI Slider onEditingChanged is unreliable on iOS 26
Hi everyone, I wanted to share an additional finding that might help narrow down the issue. In my case, the unexpected behavior of onEditingChanged appears only when the Slider uses the step parameter. Here is a minimal reproducible example: @State private var speed = 50.0 @State private var isEditing = false { didSet { print(isEditing:(isEditing)) } } var body: some View { VStack { Slider( value: $speed, in: 0...100, step: 10, onEditingChanged: { editing in isEditing = editing } ) Text((speed)) .foregroundColor(isEditing ? .red : .blue) } } ✔️ Without the step parameter (works as expected): Start dragging: isEditing: true End dragging: isEditing: false ❌ With the step parameter: Start dragging: (no logs at all) End dragging: isEditing:false isEditing:true So the final editing state becomes true again when the drag gesture ends — matching what others here have observed. Additional details: Issue reproduces on iOS 26.1 Worked correctly on iOS 26.0.1 Tested with Xcode Version 26.1.1 (17B100) It seems t
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Xcode 26.1.1 React Native build fails: “Could not delete ios/build” & “Operation not permitted”
I’m building a React Native 0.72.10 iOS app and hitting build errors. Environment: macOS: Apple M4, Sequoia 15.7.2 Xcode: 26.1.1 React Native: 0.72.10 Errors: Could not delete /Users/.../ios/build because it was not created by the build system Unable to write file '/Users/.../ios/build/Pods.build/Debug-iphonesimulator/...': Operation not permitted (Multiple Pods / React Native framework headers affected) What I’ve tried: bash rm -rf ios/build rm -rf ~/Library/Developer/Xcode/DerivedData xattr -w com.apple.xcode.CreatedByBuildSystem true ios/build pod deintegrate && pod install sudo chown -R $(whoami) ios/build Observations: ios/build is recreated automatically. Some files have com.apple.xcode.CreatedByBuildSystem: true. 3.Xcode have Full disk access authorisation. Why does Xcode fail to delete / write to ios/build even though it’s recreated automatically by the build system? Is this caused by Xcode itself, macOS permissions? Any recommended fix or workaroun
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Reply to Bonjour for discovering a specific device's ip
Hi there, I struggle to get the mDNS name using _services._dns-sd._udp on iOS 26.1. I tried two methods: NetServiceBrowser always gives me [NSNetServicesErrorCode: -72008 (missingRequiredConfigurationError), NSNetServicesErrorDomain: 10] DNSServiceBrowser fails with NoAuth I also tried NWBrowser, but learned that it does not work with _services._dns-sd._udp. My Info.plist: NSBonjourServices _services._dns-sd._udp NSLocalNetworkUsageDescription mDNS_Browser needs to have network access to search for Multicast services I tested it with a physical device, none of the above methods work. The strange thing is that NSBonjourServices works in the simulator the first time I use it but then fails, DNSServiceBrowser does not work. But with macOS 17 DNSServiceBrowser works but NSBonjourServices does not. This is so random, I am out of ideas. Here is an example project that can be used to test both methods: GitHub @DTS Engineer :)
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Severe Delay When Tapping TextField/Searchable on iOS 18 (Real Device) — XPC “Reporter Disconnected” Loop Until Keyboard Appears
I’m running Xcode 26.1.1 (17B100) with deployment target iOS 18.0+, and I’m seeing a consistent and reproducible issue on real devices (iPhone 13 Pro, iPhone 15 Pro): Problem The first time the user taps into a TextField or a SwiftUI .searchable field after app launch, the app freezes for 30–45 seconds before the keyboard appears. During the freeze, the device console floods with: XPC connection interrupted Reporter disconnected. { function=sendMessage, reporterID=XXXXXXXXXXXX } -[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID. inputModality = Keyboard customInfoType = UIEmojiSearchOperations After the keyboard finally appears once, the issue never happens again until the app is force-quit. This occurs on device Reproduction Steps Minimal reproducible setup: Create a new SwiftUI app. Add a single TextField or .searchable modifier. Install Firebase (Firestore or Analytics is enough). Build and run on device. Tap the text fie
Topic: UI Frameworks SubTopic: SwiftUI
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Reply to Unable to get a new API Key
I see two straightforward options here: Use Xcode for your development. Xcode has a Personal Team feature that allows you to develop apps for your own device without being a member of a paid team [1]. Re-join the paid developer program. I’m not sure if your third-party tooling has the equivalent of Xcode’s Personal Team feature. I very much doubt it, but you’d have to ask the vendor to be sure. But the current path your on, which is clearly focused on paid team membership, because it need an App Store Connection API key, isn’t going to work when you can’t create such a key. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Albeit with significant restrictions. For the details, see Developer > Support > Choosing a Membership.
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Reply to Enhanced Security Capability < iOS 26
[quote='867158022, Calumh11, /thread/806195?answerId=867158022#867158022, /profile/Calumh11'] TestFlight … fails to install as well. [/quote] Thanks for confirming that. [quote='867158022, Calumh11, /thread/806195?answerId=867158022#867158022, /profile/Calumh11'] programatically add the capability for iOS 26 only but I have not found a way to do that! [/quote] That’s not possible. Xcode reflects this capability into your app’s entitlements. Entitlements are baked into your code signature. You can’t add them at runtime. If you’re curious how this actually works, have a read of TN3125 Inside Code Signing: Provisioning Profiles. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Privacy & Security SubTopic: General Tags:
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Reply to Static library produced by Xcode 26 causes link error on Xcode 16
[quote='808201021, Wutian, /thread/808201, /profile/Wutian'] both [projects] have their deployment targets set to iOS 13.0. [/quote] Neither Xcode 26 nor Xcode 16 support iOS 13 development. According to Developer > Support > Xcode, they both have a minimum deployment target of iOS 15. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to AgeRange Functionality working on iPhone how to debug on Mac?
[quote='867287022, Mikesch8764, /thread/807578?answerId=867287022#867287022, /profile/Mikesch8764'] Unfortunately I do not have a separate Mac to test it. [/quote] One option here is to install that beta into a VM and test it within the VM. Last I checked you can’t use App Store, and that includes TestFlight, in a VM, but you should be able to run a development-signed build from Xcode. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: General Tags:
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Payment sheet will not show in second payment
I developed a web app using .net c#. The app runs a workflow which included Apple payment. App can work on any browser of any device (even non-IOS). When the app is browsed using PC windows Chrome browser, the payment sheet will show with QR code to scan using iPhone. If I cancelled the pop-up by clicking on X without scanning the code, and then returned to idle screen and performed another payment, I will reach paymentRequest.Show() but nothing will show and no errors are logged in console. Note that: I use Payment Request API The issue appear on the second payment. The issue will be solved once I refresh the page. My app supports both single and separate pages mode and issue appear on both. I used to see an error Uncaught NotSupportedError: Failed to execute 'define' on 'CustomElementRegistry': the name apple spinner has already been used with this registry. So I thought the issue might be in loading the apple SDK script multiple times, and solved the issue to be loaded only once.
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iPad - Can I prevent Multitasking on my app?
I have a game built in Unreal Engine 5.6 which uses tilt motion controls to rotate an object. I've restricted the app to only run in portrait for iPhone, and everything works fine, however for iPad I've had a few issues relating to multitasking and I can't seem to solve it. Forcing the app to portrait only still allows the app to run in landscape mode, but shows black bars either side of the game, and the axes for the motion controls are incorrect. X becomes Y and Y becomes X, and there's no way for my app to know which orientation it is because the container is still technically portrait. Allowing my game to run in all orientations makes the whole app more presentable, it doesn't add black bars and the game is still functional and I'm able to map the controls correctly because the game knows it's landscape rather than portrait. The problem with allowing my app to run in landscape mode is if multitasking is enabled on the ipad, you can resize the app to be portrait, and then I run into the same problem again
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