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CoreText crash on iOS 26.0 Simulator (Xcode 26.2) when rendering string with zero-width non-joiner and combining marks
Environment: Xcode 26.2 Simulator: 26.0 / iPhone 17 Summary: Assigning a specific Unicode string to a UILabel (or any UITextView / text component backed by CoreText) causes an immediate crash. The string contains a visible base character followed by a zero-width non-joiner and two combining marks. let label = UILabel() label.text = u{274D}u{200C}u{1CD7}u{20DB} // ^ Crash in CoreText during text layout Crash stack trace: The crash occurs inside CoreText's glyph layout/shaping pipeline. The combining marks U+1CD7 and U+20DB appear to stack on the ZWNJ (which has no visible glyph), causing CoreText to fail during run shaping or bounding box calculation. Questions: Is this a known CoreText regression in the iOS 26.0 simulator? Is there a recommended fix or a more targeted workaround beyond stripping zero-width Unicode characters? Will this be addressed in an upcoming update
Topic: UI Frameworks SubTopic: General
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Reply to LaunchAgent (Mac) as peripheral doesn't show a pairing request.
I chatted with my Core Bluetooth colleague about this, and we’re not entirely sure how the failure you’re seeing can be caused by your execution context. Which isn’t to say that it’s not the case, just that the connection isn’t obvious. I usually debug problems like this in small steps. For example, in your case: I would build my agent as an app, with a menu bar and everything. I’d run that from the Finder (or Xcode) and see if Bluetooth behaves in that case. I’d then set it to run as a launchd agent, but still with the menu bar. And re-test Bluetooth. If that works, you know that the launchd agent context isn’t the cause of your issue. Finally, I’d then switch it to run without a menu bar by setting LSUIElement. And re-test Bluetooth again. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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How to Animate Fade of a View Simultaneously with Frame of Another View
Hi, I have two views in my view hierarchy searchButtonView and searchBarView. I am trying to fade out the searchButtonView while animating the change in the frame of searchBarView simultaneously within a UIView.animate block. However, when I run the app, the frame of searchBarView resizes correctly while the alpha of searchButtonView does not animate to 0 as expected. How can I fix this so that both view animate simultaneously? Please see my code below. Thank you class MovieTitlesViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view. } var searchButtonView: UIView! var searchBarView: UIView! override func viewDidLayoutSubviews() { createSearchButtonView() createSearchBarView() } func createSearchButtonView() { searchButtonView = UIView(frame: CGRect(x: 23, y: view.safeAreaInsets.top, width: 48, height: 48)) let searchImageView = UIImageView(image: UIImage(named: Search Icon)!) searchImageView.frame = CGRect(x
Topic: UI Frameworks SubTopic: UIKit
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Reply to Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
[quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] the option in Xcode is all I need? [/quote] Correct [1]. [quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] there is another issue on my side that I need to track down. [/quote] I have a bunch of helpful links in Network Extension Resources. Specifically, check out Debugging a Network Extension Provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Assuming that: You’re creating one you’re part of a paid developer team. See Developer Account Help > Reference > Supported capabilities (iOS). You’re creating a packet tunnel provider. You’re not concerned with MDM deployment.
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Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
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TabView with .page style vibrates and reloads content during sheet detent drag
FeedBack Id: FB22031397 (Demo proj Attached to Feedback) Description: When a TabView using .page tabViewStyle is placed inside a sheet configured with multiple presentationDetents, dragging the sheet handle to resize between detents causes the TabView to re-render all its pages on every frame of the drag gesture. This results in visible content vibration, scroll position jumping, and tab content flashing during the drag. The issue is fully reproducible with the attached minimal demo project. Steps to Reproduce: Run the attached TabViewSheetVibrationDemo.swift on any iOS device or simulator Tap Open Sheet on the main screen Swipe left to any tab Scroll down inside the tab so content is not at the top Grab the sheet drag indicator at the top and slowly drag upward or downward to resize between medium and large detent Observe the tab content while dragging Expected Results: The TabView page content should remain completely stable during sheet resize. Scroll positions should be preserved and no re-rendering shoul
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Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination. This occurs despite the selected destination being a valid iOS Simulator (not a build only device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name h, product name Diabe
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Metal 4 (validation / debug layer): residency set requirement mismatch for memoryless attachments
Setup: MSAA rendering using a memoryless texture as the color attachment (render_image) and a normal texture as the resolve attachment (resolve_image). MTL_DEBUG_LAYER / API validation is enabled for this. When trying to add the memoryless texture to a residency set, I get the following error: -[MTLDebugResidencySet validateResource:], line 114: error 'residency sets do not support memoryless resources. Which is as expected and identical to Metal 3. However, if I don't add it to the residency set, I then get the following error when committing to the command queue: -[MTL4DebugCommandQueue commit:count:options:], line 67: error 'Commit With Options Validation Attachment texture (Label: render_image) used in command buffer (at index 0) is not added to any residency set on the command buffer or command queue. So which way around is actually correct in Metal 4? Either way, this makes the use of memoryless textures/attachments impossible right now when validation is enabled. FWIW: when disabling all validation, ei
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PKAddPaymentPassViewController cannot be created in TestFlight build despite entitlement being present
We are integrating Apple Pay In-App Provisioning in our banking application using an external SDK. The provisioning flow works on the iOS Simulator (mock sheet appears), but fails on real devices via TestFlight with the error: internalInconsistency: PKAddPaymentPassViewController can not be created Environment: Xcode 16 iOS 18 Real device: iPhone (tested via TestFlight / Distribution build) Card network: Mastercard What we've verified: com.apple.developer.payment-pass-provisioning entitlement is set to YES in our .entitlements file The entitlement is confirmed present in our Development provisioning profile via security cms -D -i embedded.mobileprovision | grep payment-pass → returns PKAddPaymentPassViewController.canAddPaymentPass() returns true on the device The card is NOT already in Apple Wallet (0 local/remote Secure Element passes) All provisioning data is present and valid (encryptedPayload, authorizationCode, primaryAccountSuffix, cardholderName) The external SDK is configured successfully a
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Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
While we're looking into how to address this, take a look at the contents of your ~/.ssh/known_hosts file. You may find that you have different entries for a host with algorithms like ssh-ed25519 or ecdsa-sha2-nistp256 listed. Try reordering the lines in this file so that the ecdsa-sha2-nistp256 line is last, and then quit and restart Xcode. — Ed Ford,  DTS Engineer
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Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
I also get these warnings for every NSMenu even when creating a blank project using XIB or Storyboards in Xcode. I think it's unreasonable to have an engineer tell us to just regard the logs as log noise, as @enquora pointed out. As developers we have to use the console to log important information and there's no way to filter this out since it's at the system level. I know this might seem like a minor problem in the bigger picture of bugs on Tahoe but this really should be looked at by Apple as we didn't have to deal with this on 15.4.
Topic: UI Frameworks SubTopic: AppKit Tags:
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Managed account can't upload with altool
I had a personal Apple account which I used to upload apps to App Store Connect for our company. I used altool with an app-specific password, like this: xcrun altool --upload-app -u mylogin%mycompany.com -p my-app-specific-password --file MyApp.ipa --type ios --verbose Recently I was asked to convert to it a company-managed account. Once I did this, altool stopped working, with the error Failed to determine the appleID from bundleID com.mycompany.myapp with platform IOS. Unable to generate an Apple Connect token at this time due to a general error. The complete error log is below. I tried creating a new app-specific password, but had the same result. If I deliberately use the wrong password, I get a different error: Failed to determine the appleID from bundleID com.mycompany.myapp with platform IOS. Your Apple ID or password was entered incorrectly. So I don't think it's a password problem. I can manually upload to App Store Connect using Xcode with this same account, so it seems like it has the righ
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Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SW
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Can we specify a simulator to be used for our app's evaluation?
I'm making my app in Xcode (as an app playground). I understand that the app will be run in a simulator when being evaluated if I choose the Xcode option on the submission form. However, my app looks significantly better on iPhones than on iPads. Is there a way for me to specify which device to use that will be respected by judges? What about device orientation? Thanks.
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CoreText crash on iOS 26.0 Simulator (Xcode 26.2) when rendering string with zero-width non-joiner and combining marks
Environment: Xcode 26.2 Simulator: 26.0 / iPhone 17 Summary: Assigning a specific Unicode string to a UILabel (or any UITextView / text component backed by CoreText) causes an immediate crash. The string contains a visible base character followed by a zero-width non-joiner and two combining marks. let label = UILabel() label.text = u{274D}u{200C}u{1CD7}u{20DB} // ^ Crash in CoreText during text layout Crash stack trace: The crash occurs inside CoreText's glyph layout/shaping pipeline. The combining marks U+1CD7 and U+20DB appear to stack on the ZWNJ (which has no visible glyph), causing CoreText to fail during run shaping or bounding box calculation. Questions: Is this a known CoreText regression in the iOS 26.0 simulator? Is there a recommended fix or a more targeted workaround beyond stripping zero-width Unicode characters? Will this be addressed in an upcoming update
Topic: UI Frameworks SubTopic: General
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145
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Reply to LaunchAgent (Mac) as peripheral doesn't show a pairing request.
I chatted with my Core Bluetooth colleague about this, and we’re not entirely sure how the failure you’re seeing can be caused by your execution context. Which isn’t to say that it’s not the case, just that the connection isn’t obvious. I usually debug problems like this in small steps. For example, in your case: I would build my agent as an app, with a menu bar and everything. I’d run that from the Finder (or Xcode) and see if Bluetooth behaves in that case. I’d then set it to run as a launchd agent, but still with the menu bar. And re-test Bluetooth. If that works, you know that the launchd agent context isn’t the cause of your issue. Finally, I’d then switch it to run without a menu bar by setting LSUIElement. And re-test Bluetooth again. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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How to Animate Fade of a View Simultaneously with Frame of Another View
Hi, I have two views in my view hierarchy searchButtonView and searchBarView. I am trying to fade out the searchButtonView while animating the change in the frame of searchBarView simultaneously within a UIView.animate block. However, when I run the app, the frame of searchBarView resizes correctly while the alpha of searchButtonView does not animate to 0 as expected. How can I fix this so that both view animate simultaneously? Please see my code below. Thank you class MovieTitlesViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() // Do any additional setup after loading the view. } var searchButtonView: UIView! var searchBarView: UIView! override func viewDidLayoutSubviews() { createSearchButtonView() createSearchBarView() } func createSearchButtonView() { searchButtonView = UIView(frame: CGRect(x: 23, y: view.safeAreaInsets.top, width: 48, height: 48)) let searchImageView = UIImageView(image: UIImage(named: Search Icon)!) searchImageView.frame = CGRect(x
Topic: UI Frameworks SubTopic: UIKit
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Reply to Do I need to request Packet Tunnel Provider entitlement from Apple to get my app working?
[quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] the option in Xcode is all I need? [/quote] Correct [1]. [quote='877058022, crewshin, /thread/816045?answerId=877058022#877058022, /profile/crewshin'] there is another issue on my side that I need to track down. [/quote] I have a bunch of helpful links in Network Extension Resources. Specifically, check out Debugging a Network Extension Provider. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Assuming that: You’re creating one you’re part of a paid developer team. See Developer Account Help > Reference > Supported capabilities (iOS). You’re creating a packet tunnel provider. You’re not concerned with MDM deployment.
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Reply to Assets duplicating on Xcode 26.1 Beta 3
This is still an issue on 26.3. @SubvertDev What I ended up doing was extracting the Icon Composer rendered icon variants from an Assets.car built with Xcode 26.0.1 and adding those back to the project as pre-rendered icons to the assets catalog. Updating the icons in the future will be a pain, but at least for now the app's compressed thinned size hasn't gone up by >20MB when building with Xcode 26.1 and later.
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TabView with .page style vibrates and reloads content during sheet detent drag
FeedBack Id: FB22031397 (Demo proj Attached to Feedback) Description: When a TabView using .page tabViewStyle is placed inside a sheet configured with multiple presentationDetents, dragging the sheet handle to resize between detents causes the TabView to re-render all its pages on every frame of the drag gesture. This results in visible content vibration, scroll position jumping, and tab content flashing during the drag. The issue is fully reproducible with the attached minimal demo project. Steps to Reproduce: Run the attached TabViewSheetVibrationDemo.swift on any iOS device or simulator Tap Open Sheet on the main screen Swipe left to any tab Scroll down inside the tab so content is not at the top Grab the sheet drag indicator at the top and slowly drag upward or downward to resize between medium and large detent Observe the tab content while dragging Expected Results: The TabView page content should remain completely stable during sheet resize. Scroll positions should be preserved and no re-rendering shoul
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Xcode 26.3: Simulators incorrectly shown as "build only device" — Run (Cmd+R) fails while Build (Cmd+B) and command-line build/deploy succeed
Product Xcode Version 26.3 (26C5131e) Platform macOS / iOS Simulator / iOS Device Classification Bug / Incorrect UI Behaviour Reproducibility Always (persists across restarts, scheme recreation, DerivedData clearing) Date Encountered February 20, 2026 Hardware Mac mini (M2) running macOS Test Device iPhone SE (2nd generation), iOS 26.3 Summary In Xcode 26.3, attempting to run an iOS app on any simulator destination using Cmd+R fails with the error: A build only device cannot be used to run this target. Please select an available device or choose a simulated device as the destination. This occurs despite the selected destination being a valid iOS Simulator (not a build only device). The same project builds successfully using Cmd+B within Xcode and builds, installs, and runs correctly via the command line using xcodebuild, xcrun simctl, and xcrun devicectl. Steps to Reproduce Open a valid iOS project in Xcode 26.3. The project in question has target name h, product name Diabe
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146
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Metal 4 (validation / debug layer): residency set requirement mismatch for memoryless attachments
Setup: MSAA rendering using a memoryless texture as the color attachment (render_image) and a normal texture as the resolve attachment (resolve_image). MTL_DEBUG_LAYER / API validation is enabled for this. When trying to add the memoryless texture to a residency set, I get the following error: -[MTLDebugResidencySet validateResource:], line 114: error 'residency sets do not support memoryless resources. Which is as expected and identical to Metal 3. However, if I don't add it to the residency set, I then get the following error when committing to the command queue: -[MTL4DebugCommandQueue commit:count:options:], line 67: error 'Commit With Options Validation Attachment texture (Label: render_image) used in command buffer (at index 0) is not added to any residency set on the command buffer or command queue. So which way around is actually correct in Metal 4? Either way, this makes the use of memoryless textures/attachments impossible right now when validation is enabled. FWIW: when disabling all validation, ei
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70
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PKAddPaymentPassViewController cannot be created in TestFlight build despite entitlement being present
We are integrating Apple Pay In-App Provisioning in our banking application using an external SDK. The provisioning flow works on the iOS Simulator (mock sheet appears), but fails on real devices via TestFlight with the error: internalInconsistency: PKAddPaymentPassViewController can not be created Environment: Xcode 16 iOS 18 Real device: iPhone (tested via TestFlight / Distribution build) Card network: Mastercard What we've verified: com.apple.developer.payment-pass-provisioning entitlement is set to YES in our .entitlements file The entitlement is confirmed present in our Development provisioning profile via security cms -D -i embedded.mobileprovision | grep payment-pass → returns PKAddPaymentPassViewController.canAddPaymentPass() returns true on the device The card is NOT already in Apple Wallet (0 local/remote Secure Element passes) All provisioning data is present and valid (encryptedPayload, authorizationCode, primaryAccountSuffix, cardholderName) The external SDK is configured successfully a
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Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
While we're looking into how to address this, take a look at the contents of your ~/.ssh/known_hosts file. You may find that you have different entries for a host with algorithms like ssh-ed25519 or ecdsa-sha2-nistp256 listed. Try reordering the lines in this file so that the ecdsa-sha2-nistp256 line is last, and then quit and restart Xcode. — Ed Ford,  DTS Engineer
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Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
I also get these warnings for every NSMenu even when creating a blank project using XIB or Storyboards in Xcode. I think it's unreasonable to have an engineer tell us to just regard the logs as log noise, as @enquora pointed out. As developers we have to use the console to log important information and there's no way to filter this out since it's at the system level. I know this might seem like a minor problem in the bigger picture of bugs on Tahoe but this really should be looked at by Apple as we didn't have to deal with this on 15.4.
Topic: UI Frameworks SubTopic: AppKit Tags:
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Managed account can't upload with altool
I had a personal Apple account which I used to upload apps to App Store Connect for our company. I used altool with an app-specific password, like this: xcrun altool --upload-app -u mylogin%mycompany.com -p my-app-specific-password --file MyApp.ipa --type ios --verbose Recently I was asked to convert to it a company-managed account. Once I did this, altool stopped working, with the error Failed to determine the appleID from bundleID com.mycompany.myapp with platform IOS. Unable to generate an Apple Connect token at this time due to a general error. The complete error log is below. I tried creating a new app-specific password, but had the same result. If I deliberately use the wrong password, I get a different error: Failed to determine the appleID from bundleID com.mycompany.myapp with platform IOS. Your Apple ID or password was entered incorrectly. So I don't think it's a password problem. I can manually upload to App Store Connect using Xcode with this same account, so it seems like it has the righ
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Xcode is compiling all Swift files one at a time?
I have two apps; one is a subset of functionality of the other. The smaller app has about 170 Swift files. The larger app has these files plus about 120 more. So I would expect the larger app to take around twice as long to build. Instead, the smaller app takes less than a minute to build while the larger app takes over 13 minutes to build; to be exact, it takes 15.3 times longer. While reviewing the build report, I noticed that the smaller app compiles the Swift files in batches, with each batch taking around 10 seconds, but with up to 17 batches running at once. In contrast, the larger app compiles all 290 Swift files in one giant batch, so apparently there is no multithreading of the Swift compilation (see screen shots below). The difference in the number of batches the smaller app compiles at once roughly corresponds to the difference in overall build time. Is there a build setting I can change to make the larger app compile Swift files in multiple smaller batches as the smaller app is doing? I checked SW
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Reply to Broken autocomplete in Xcode 26
@DTS Engineer , every Xcode version starting Xcode 16.0 Currently the problem exists on Xcode Version 26.2 (17C52) And please check the videos I've attached
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