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No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck Automaticaly manage signing and Signing Certificate set to Sign to Run Locally HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
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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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Reply to No Universal for Map App project with Tahoe
Thanks for your post. This is very interesting but I also think we have released many news about why Xcode does not say universal on the template even though they are all universal depending on your target. This thread should be utilized by other developers to provide links to Apple News and videos that explain the path forward. I extend an invitation to anyone who possesses resources and links. I know is confusing if the Xcode template does not say universal, but is all about the target and I would prefer you think about the target after you create the app, so this is still relevant: https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary There is an announcement in this WWDC video about the platforms we are supporting I would recommend you to watch as will answer many questions. Platforms State of the Union - WWDC25 - VideosApple Developerhttps://developer.apple.com · Jun 9, 2025 https://developer.apple.com/videos/play/wwdc2025/102/ The steps outlined belo
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Reply to What Should the iOS Deployment Target Be?
While Foundation Models framework can only run on iOS 26.0 or newer, whether you want to set your deployment target to 26.0 is up to you. If you want to keep your app's target at 18.1 for backwards compatibility for people using an older OS, you can use #available checks to gate certain functionality to be available only for iOS 26.0 or newer. Meaning people using an older OS won't get Foundation Models features, but people using a compatible OS will. This article here explains how to do it: https://developer.apple.com/documentation/xcode/running-code-on-a-specific-version
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NSSegmentedCell misplaced in Liquid Glass mode (macOS 26)
We are currently testing our application under macOS 26 in Liquid Glass mode and noticed an issue with NSSegmentedCell. Our app makes extensive use of NSCell-based drawing. Since macOS 26, when running in Liquid Glass mode, NSSegmentedCell does not render at the expected location. The control itself appears visually correct, but it is clearly drawn offset from the rect it is supposed to occupy. In compatibility mode, everything renders exactly as expected (same code, same layout). To illustrate the issue, here are two screenshots of the same view: Liquid Glass mode 👉 (screenshot 1 – segmented control visibly shifted) Compatibility mode 👉 (screenshot 2 – correct rendering) The regression is obvious when switching between the two modes. This behavior has been present since the first macOS 26 release and is still reproducible with Xcode 26.2 (17C52). I have already filed a report via Feedback Assistant (FB reference available if useful), but I’m posting here to see whether others are experiencing the
Topic: UI Frameworks SubTopic: AppKit
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Reply to Can NWConnection.receive(minimumIncompleteLength:maximumLength:) return nil data for UDP while connection remains .ready?
The receive(minimumIncompleteLength:maximumLength:completion:) has a lot of options and it works with many different protocols. Given that, coming up with a definitive table of what it will do in every possible case is hard, and I’ve never seen that officially documented in sufficient detail [1]. Given that, I generally stick with protocol-specific recipes: For stream-based protocols, like TCP, I use receive(minimumIncompleteLength:maximumLength:completion:) and then, in the completion handler, I process: The data first, if there is any Then the error, if there is one For UDP, I always use receiveMessage(completion:). This is a great option because UDP datagrams have a limited size that easily fits in memory. For message-based protocols without that convenient limit, things get tricky. You have to use receive(minimumIncompleteLength:maximumLength:completion:) but you then need to worry about the isComplete Boolean and potentially the context. Fortunately, these cases are rare [2]. Notably, this approach is co
3w
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 Title: Developer ID + DNS Proxy system extension: profile mismatch for `com.apple.developer.networking.networkextension`
As a follow‑up for anyone hitting the same issue: Per Quinn’s advice, I switched to manual signing outside Xcode and followed the “Exporting a Developer ID Network Extension” guidance. The code signing / notarization side now looks correct and works locally: Host app and DNS Proxy system extension are both signed with Developer ID Application for our team (for example, TEAMID1234). com.apple.developer.networking.networkextension in both host and system extension entitlements uses `dns-proxy-systemextension. The app bundle identifier is com.myapp.agent.MyProxy. The installer pkg is signed with Developer ID Installer: MyApp Inc (TEAMID1234), notarized with notarytool (status: Accepted), stapled, and passes `pkgutil --check-signature. On the test Mac (macOS 14.4, Apple Silicon), sudo installer -pkg MyProxy_…pkg -target / succeeds, the app appears in/Applications, and spctl --assess -vvv -t exec reportssource=Notarized Developer ID`. The app launches and the DNS Proxy system extension runs (any
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Run destination for my Xcode submission
My swift student challenge submission is an iPad app built in Xcode and I'm planning on selecting the Xcode 26 option for testing in the dropdown provided in the application. Just have to confirm that the run destination for the playground in Xcode will be an iPad simulator right? Recently I have seen many participants post their submission screenshot for iPhone renders so just wanted to confirm the run destination. Thank you👾
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Reply to init?(coder: NSCoder) or init?(coder: (NSCoder?))
Swift’s superclass initialisation rules are complex, so it’s hard to answer questions like this without seeing a concrete example. Anyway, I most commonly see folks hit this when they’re creating a Cocoa view, so let’s look at that: import AppKit class MyView: NSView { var counter: Int override init(frame: NSRect) { self.counter = 0 super.init(frame: frame) } required init?(coder: NSCoder) { super.init(coder: coder) // ^ Property 'self.counter' not initialized at super.init call self.counter = 0 // A } } This fails because you have to initialise counter before calling super. Moving line A up a line fixes the problem. If you have an example of the other behaviour, please share it. Oh, and this was Xcode 26.2 with the macOS 26.2 SDK. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Programming Languages SubTopic: Swift Tags:
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Reply to XCode Simulator Run Destination
[quote='816773021, millerswiftdev, /thread/816773, /profile/millerswiftdev'] Does this mean Mac Catalyst … ? [/quote] No. [quote='816773021, millerswiftdev, /thread/816773, /profile/millerswiftdev'] Does this mean … a iPad VM? [/quote] No. There’s no supported virtualisation mechanism for iPad. If you build in Xcode, you should expect that your submission will be run on the simulator. We call that out in the Swift Student Challenge Submission submission form. You can assume that the Xcode and simulator versions will be 26 or later, so it’s fine to use iOS 26 APIs. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
3w
No Universal for Map App project with Tahoe
Mac Pro 2019, Tahoe 26.3, Xcode 26.2 Mac Mini 2023 M2, Tahoe 26.3, Xcode 26.2 On Mac Pro 2019 the app is only Intel while on Mac Mini 2023 M2 it is ARM64 only. Both have Standard Architectures (Apple Silicon, Intel). Both have Build Active Architecture Only is set to No (Debug + Release). Happen for default new projet macOS -> App and Obj-C, Xib. No change to defaults setting except uncheck Automaticaly manage signing and Signing Certificate set to Sign to Run Locally HOWEVER On Mac Pro 2019, BigSur 11.7.10, Xcode 14.10 the application is build Universal ! Why cannot build universal with Tahoe 26.3, Xcode 26.2 ? Can I submit a Mac applcation to App Store Connect with BigSur 11.7.10, Xcode 14.10 ? What are the minimal version of Mac Os and Xcode to submit a Mac applcation to App Store Connect ?
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93
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XCode Simulator Run Destination
I am looking through the rules and terms and it just says Xcode submissions will be run on a simulator. Does this mean Mac Catalyst or can it be run on a iPad VM? Or more so should we specify in the comments on where to run it. Thank you!
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2
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135
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3w
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
Replies
1
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0
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104
Activity
3w
Reply to No Universal for Map App project with Tahoe
Thanks for your post. This is very interesting but I also think we have released many news about why Xcode does not say universal on the template even though they are all universal depending on your target. This thread should be utilized by other developers to provide links to Apple News and videos that explain the path forward. I extend an invitation to anyone who possesses resources and links. I know is confusing if the Xcode template does not say universal, but is all about the target and I would prefer you think about the target after you create the app, so this is still relevant: https://developer.apple.com/documentation/apple-silicon/building-a-universal-macos-binary There is an announcement in this WWDC video about the platforms we are supporting I would recommend you to watch as will answer many questions. Platforms State of the Union - WWDC25 - VideosApple Developerhttps://developer.apple.com · Jun 9, 2025 https://developer.apple.com/videos/play/wwdc2025/102/ The steps outlined belo
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Reply to Can my submission be ran on iPhone?
@Simpson3568 I am not sure but as per my knowledge submissions created with swift playground can be run on ( or will be run on ) iPad, whereas playgrounds created using Xcode will be run on iOS simulator. For more clarity please read the swift student challenge page on apple developer's website.
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Reply to What Should the iOS Deployment Target Be?
Looking at the policy, requirements are for Swift Playground 4.6 or Xcode 26 https://developer.apple.com/swift-student-challenge/policy/ No iOS is specified on that document. I would set the minimum iOS required the Xcode and Swift Playground allow you to set your needs. Albert Pascual
  Worldwide Developer Relations.
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Reply to What Should the iOS Deployment Target Be?
While Foundation Models framework can only run on iOS 26.0 or newer, whether you want to set your deployment target to 26.0 is up to you. If you want to keep your app's target at 18.1 for backwards compatibility for people using an older OS, you can use #available checks to gate certain functionality to be available only for iOS 26.0 or newer. Meaning people using an older OS won't get Foundation Models features, but people using a compatible OS will. This article here explains how to do it: https://developer.apple.com/documentation/xcode/running-code-on-a-specific-version
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3w
NSSegmentedCell misplaced in Liquid Glass mode (macOS 26)
We are currently testing our application under macOS 26 in Liquid Glass mode and noticed an issue with NSSegmentedCell. Our app makes extensive use of NSCell-based drawing. Since macOS 26, when running in Liquid Glass mode, NSSegmentedCell does not render at the expected location. The control itself appears visually correct, but it is clearly drawn offset from the rect it is supposed to occupy. In compatibility mode, everything renders exactly as expected (same code, same layout). To illustrate the issue, here are two screenshots of the same view: Liquid Glass mode 👉 (screenshot 1 – segmented control visibly shifted) Compatibility mode 👉 (screenshot 2 – correct rendering) The regression is obvious when switching between the two modes. This behavior has been present since the first macOS 26 release and is still reproducible with Xcode 26.2 (17C52). I have already filed a report via Feedback Assistant (FB reference available if useful), but I’m posting here to see whether others are experiencing the
Topic: UI Frameworks SubTopic: AppKit
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96
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Reply to DeviceActivityReportExtension: NSExtensionPrincipalClass required by App Store but rejected at runtime
@DTS Engineer I'm experiencing the exact same issue. Is there a fix planned for this? Environment: Xcode 26.2 (24553) (Build 17C52) iOS tested: 18.7.2 and 26.3
Topic: App & System Services SubTopic: General Tags:
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Reply to Can NWConnection.receive(minimumIncompleteLength:maximumLength:) return nil data for UDP while connection remains .ready?
The receive(minimumIncompleteLength:maximumLength:completion:) has a lot of options and it works with many different protocols. Given that, coming up with a definitive table of what it will do in every possible case is hard, and I’ve never seen that officially documented in sufficient detail [1]. Given that, I generally stick with protocol-specific recipes: For stream-based protocols, like TCP, I use receive(minimumIncompleteLength:maximumLength:completion:) and then, in the completion handler, I process: The data first, if there is any Then the error, if there is one For UDP, I always use receiveMessage(completion:). This is a great option because UDP datagrams have a limited size that easily fits in memory. For message-based protocols without that convenient limit, things get tricky. You have to use receive(minimumIncompleteLength:maximumLength:completion:) but you then need to worry about the isComplete Boolean and potentially the context. Fortunately, these cases are rare [2]. Notably, this approach is co
Replies
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Views
Activity
3w
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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1
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61
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Reply to Title: Developer ID + DNS Proxy system extension: profile mismatch for `com.apple.developer.networking.networkextension`
As a follow‑up for anyone hitting the same issue: Per Quinn’s advice, I switched to manual signing outside Xcode and followed the “Exporting a Developer ID Network Extension” guidance. The code signing / notarization side now looks correct and works locally: Host app and DNS Proxy system extension are both signed with Developer ID Application for our team (for example, TEAMID1234). com.apple.developer.networking.networkextension in both host and system extension entitlements uses `dns-proxy-systemextension. The app bundle identifier is com.myapp.agent.MyProxy. The installer pkg is signed with Developer ID Installer: MyApp Inc (TEAMID1234), notarized with notarytool (status: Accepted), stapled, and passes `pkgutil --check-signature. On the test Mac (macOS 14.4, Apple Silicon), sudo installer -pkg MyProxy_…pkg -target / succeeds, the app appears in/Applications, and spctl --assess -vvv -t exec reportssource=Notarized Developer ID`. The app launches and the DNS Proxy system extension runs (any
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3w
Run destination for my Xcode submission
My swift student challenge submission is an iPad app built in Xcode and I'm planning on selecting the Xcode 26 option for testing in the dropdown provided in the application. Just have to confirm that the run destination for the playground in Xcode will be an iPad simulator right? Recently I have seen many participants post their submission screenshot for iPhone renders so just wanted to confirm the run destination. Thank you👾
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6
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0
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447
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3w
Reply to init?(coder: NSCoder) or init?(coder: (NSCoder?))
Swift’s superclass initialisation rules are complex, so it’s hard to answer questions like this without seeing a concrete example. Anyway, I most commonly see folks hit this when they’re creating a Cocoa view, so let’s look at that: import AppKit class MyView: NSView { var counter: Int override init(frame: NSRect) { self.counter = 0 super.init(frame: frame) } required init?(coder: NSCoder) { super.init(coder: coder) // ^ Property 'self.counter' not initialized at super.init call self.counter = 0 // A } } This fails because you have to initialise counter before calling super. Moving line A up a line fixes the problem. If you have an example of the other behaviour, please share it. Oh, and this was Xcode 26.2 with the macOS 26.2 SDK. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Programming Languages SubTopic: Swift Tags:
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Reply to XCode Simulator Run Destination
[quote='816773021, millerswiftdev, /thread/816773, /profile/millerswiftdev'] Does this mean Mac Catalyst … ? [/quote] No. [quote='816773021, millerswiftdev, /thread/816773, /profile/millerswiftdev'] Does this mean … a iPad VM? [/quote] No. There’s no supported virtualisation mechanism for iPad. If you build in Xcode, you should expect that your submission will be run on the simulator. We call that out in the Swift Student Challenge Submission submission form. You can assume that the Xcode and simulator versions will be 26 or later, so it’s fine to use iOS 26 APIs. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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