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Reply to Incorrect menu consistency warnings logged in Tahoe for NSStatusItem, performance issues related?
This appears to be a pervasive OS-level issue, likely related to the new, and unnecessary, iconography that Tahoe introduces throughout application menus. It does not affect menu functionality, but it does interfere significantly with readability. That Apple seems unaware of the problem is unfortunately not surprising. macOS 26 has introduced a broad set of regressions, and this is far from the most severe. Many developers have become discouraged from filing reports after repeatedly receiving the familiar “No other reports” response in Feedback Assistant, which in practice suppresses useful reporting rather than encouraging it. The most serious practical impact here is that this visual noise can completely obscure meaningful output in the Xcode debug console, making it difficult to spot real warnings, errors, or diagnostics when they matter. That an Apple engineer should reply to such a problem dismissively reinforces this perception. “Bad Dye Job” is likely the underlying cause.
Topic: UI Frameworks SubTopic: AppKit Tags:
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Reply to Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
To test my suspicion that this is an Xcode issue and not macOS 15 issue, I used Swift Package Manager to built a small executable instead of building it with Xcode. The complete software (using the new Span API) is this: import Foundation @main struct App { static func main() { let data = Data([1, 2, 3, 4, 5]) let span = data.span print(span[2]) } } using this Package.swift file // swift-tools-version: 6.2 import PackageDescription let package = Package( name: span-compat-test, platforms: [.macOS(.v13)], targets: [.executableTarget(name: span-compat-test)] ) I make an executable by running swift build -c release on macOS 26 using Apple Swift version 6.2.1 (swift-6.2.1-RELEASE). The resulting executable runs on macOS 26, macOS 15, and macOS 14. I have not tested older OS versions. So, SwiftPM is able to compile the executable in a way that runs on older OS versions while in Xcode I currently require a manual workaround.
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Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
I am building a bundle target for macOS 12 and later using Xcode. The bundle is not a standalone app, but a plug-in that is loaded by a host app. The code is written in Swift and uses the new Span API which is available in the OS-provided standard library in macOS 26 and backdeploys to macOS 10.14.4+. Xcode should instruct the linker to include libswiftCompatibilitySpan.dylib in the compiled bundle to provide this backdeployment, but that does not happen. SwiftPM does this additional linking by adding an rpath. When trying to load the bundle using the NSBundle.loadAndReturnError() API, I get the following error on macOS 15 (and no error on macOS 26): Error Domain=NSCocoaErrorDomain Code=3588 dlopen(.../MyBundle.someBundle/Contents/MacOS/MyBundle, 0x0109): Library not loaded: @rpath/libswiftCompatibilitySpan.dylib Referenced from: .../MyBundle.someBundle/Contents/MacOS/MyBundle Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes
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Reply to Xcode Cloud builds stuck at App Store Connect
Looks like an issue with App Uploads on App Store Connect was finally acknowledged on https://developer.apple.com/system-status/. We recently migrated to using exclusively Xcode Cloud, so I completely agree that instances like this happen WAY too often with no communication from Apple and are showstoppers for our process. While asking developers to verify that their projects work used to be accurate when dealing with local issues, Xcode Cloud seems to just give out at random times with no indication of what's wrong. These issues seem to solely lie with Apple's implementation of a cloud based build service, which is magnified by a serious lack of communication from Apple during these outages.
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Xcode 26.2 stuck on "Select the Components..."
I've downloaded Xcode 26.2 directly from Developer.Apple.com and I'm stuck here. I have deleted and redownloaded, restarted computer, tried the App Store version, tried 26.1, and maybe a couple other things. Regardless always end up stock here. I hit Install and it just brings me right back to this same window. Thank you. This is my first time downloaded any version of Xcode on this machine MacBook Pro, Apple M4 Max, Tahoe 26.2.
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Reply to Xcode 26.2 stuck on "Select the Components..."
Thank you for your post. Have you attempted to install a component other than the built-in one, such as iOS? Could you please provide me with a screenshot of the interface after selecting the components to install and pressing the install button? Ensure that your macOS version is compatible with Xcode 26.2. You mentioned Tahoe 26.2, Verify your macOS version by going to the Apple menu > About This Mac, and ensure it meets the minimum requirements for the Xcode version you're trying to install. Make sure you have sufficient storage space available on your drive for the installation. Xcode can require a significant amount of free space. Remove any partially installed versions of Xcode. You can check for these in the Applications folder or use and delete any leftover files related to Xcode. Ensure that your user account has the necessary permissions to install software. You should be logging in as an administrator. I trust that this implementation is successful. I
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Reply to Library not loaded: @rpath/libswiftCompatibilitySpan.dylib – Building bundle target
Thank you for your post and the valuable workaround information provided. Very interesting! Managing dynamic libraries and ensuring compatibility across various macOS versions can indeed be a complex task. The manual workaround you have implemented is highly intelligent and an effective approach when dealing with missing runtime libraries on older systems, but should not be missing in macOS as far as I know. However, automating this process would undoubtedly enhance maintainability. In my opinion, it would be beneficial to have a bug report indicating the issue in macOS 15. Instead of hardcoding the path to, you can utilize to dynamically locate it. This approach can make your build script more resilient to changes in Xcode toolchain paths. Modify your “Copy Files” build phase to include a script that utilizes, ensuring its adaptability. Given your belief that Xcode should handle this better, and I concur, consider submitting feedback to Apple on your bug report, even if the target is macOS
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Reply to Xcode Cloud builds stuck at App Store Connect
Xcode Cloud outages like this are frustratingly common, and usually regard a broken linkage between the build system and App Store Connect. @DTS Engineer Albert, I would discourage you from asking developers to spend time troubleshooting their projects. The problem is on Apple's end 99% of the time, especially when there are multiple reports. Nor would I point to the Developer System Status page as evidence that the system is working. These frequent outages are rarely acknowledged there. Committing to an Xcode Cloud workflow means that these outages are not just an annoyance, they're often a show-stopper. Xcode Cloud is in need of rapid and accurate communication between devs and Cloud engineers, which is objectively not happening. Reports through Feedback assistant often take several days to be acknowledged. Posts here, even when scores of devs pile in, seem to take a day or more to get the attention of the right person. At the very least, could we get an acknowledgement here that
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Debugging help: BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API
Hi, we've been developing an XR application for Apple Vision Pro which has worked fine so far. Now that the SDKs have updated to 26.2 (for Xcode and AVP versions) we've run into an error that prevents the app from launching. I get the following error when running the application in the AVP Simulator (building for destination Apple Vision Pro (26.2), and my colleague gets the same error when building for the device itself and launching there. BUG IN CLIENT: For mixed reality experiences please use cp_drawable_compute_projection API Type: Error | Timestamp: 2026-01-13 09:21:57.242191+02:00 | Process: My XR App | Library: CompositorNonUI | TID: 0x75e2c (copied with all metadata) How can we debug this further? The error in the console doesn't seem to give any stack trace or clear pointer to the code which relates to it. I've tried searching for CompositorNonUI, but that doesn't yield any results in our project (nor Google nor the Apple developer forums). There is one post in the forum that has a similar
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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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