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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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Reply to UIApplication.canOpenURL not working without Safari
Thanks for your post and interesting on your comment about: Long press on the Safari icon and choose Remove app If you make the system avoid using Universal Links by telling how to handle the link. Since you mentioned universal links, make sure there's no conflict with any custom URL schemes defined in your app's . Universal links should ideally not interfere with opening URLs in a browser unless specifically set up to redirect to an app. 
Since you observed different behavior on iOS 26.0+, double-check whether this is related to a beta version or a specific OS bug. Review Apple's release notes or beta forums for any related issues and consider filing a bug report if necessary. Ensure you're testing on various devices and simulators, as sometimes configuration or environment-specific issues can cause unexpected behavior. But I’m wondering if you are disabling the link itself, you can see that on the swctutils file search for the link itse
Topic: UI Frameworks SubTopic: UIKit
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Apple's PCC + Foundation Models
Hi, I am developing an iOS application that utilizes Apple’s Foundation Models to perform certain summarization tasks. I would like to understand whether user data is transferred to Private Cloud Compute (PCC) in cases where the computation cannot be performed entirely on-device. This information is critical for our internal security and compliance reviews. I would appreciate your clarification on this matter. Thank you.
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Reply to Apple's PCC + Foundation Models
Apologies for the delay! Please see our doc main page: https://developer.apple.com/documentation/foundationmodels The Foundation Models framework provides access to Apple’s on-device large language model that powers Apple Intelligence to help you perform intelligent tasks specific to your use case. This article from Apple says something similar: https://machinelearning.apple.com/research/apple-foundation-models-2025-updates The new Foundation Models framework gives access to developers to start creating their own reliable, production-quality generative AI features with the ~3B parameter on-device language model.
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Reply to AlarmKit - Behaviors when dismissing alarms
Thanks so much for the post, very interesting on those 2 points: In case the alarm fires while the user has unlocked their screen and they do things on the screen, the alarm is dismissed (and stopped), but the stopIntent is not executed. In case the alarm fires while the user has unlocked their screen and they swipe up the Live Activity banner, the alarm is also dismissed (and stopped), but again the stopIntent is not executed. I never seen that issue on AlarmKit. Very interested to see if you can reproduce that in a simple focused sample you can share here? Do you get the same results with just the relevant code in a small test project? If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. Albert Pascual
  Worldwide Developer Relations.
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Assert error breaking previews
A foundation models bug I keep running into when in the preview phase of the testing. The error never seems to occur or break the app when I am testing on the simulator or on a device but sometimes I am running into this error when in a longer session while being in preview. The error breaks the preview and crashes it and the waring on it is labeled as : Assert in LanguageModelFeedback.swift This is something I keep running into, where I have been using foundation models for my project
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Reply to com.apple.developer.payment-pass-provisioning missing in TestFlight build despite provisioning profile having it
Thanks for that dump. Much nicer! My reading of the stuff in your latest post suggests that you’re authorised to use the entitlement but you’re not actually claiming it. Remember that a provisioning profile acts an allowlist. It tells the system what entitlements you’re allowed to claim, but it doesn’t actually claim them. You actually claim entitlements in your app’s code signature. Note To learn more about how this works, see TN3125 Inside Code Signing: Provisioning Profiles. I usually debug problems like this by first confirming the nature of the problem: Instead of sending my app directly to App Store Connect, I export an archive. For example, when using Xcode’s organiser window I click Distribute App and then follow the Custom > App Store Connect > Export workflow. I then upload that archive using Transporter. Presuming that reproduces the problem, I unpack the archive by hand. See Unpacking Apple Archives. I can then dump the profile and the entitlements in the resulting app. The profile dump comm
Topic: Code Signing SubTopic: Entitlements Tags:
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Reply to Assert error breaking previews
Hi, Sorry to hear you are occasionally having problems with foundation models and previews working. The best next step will be to file a feedback with diagnostics the next time you hit this so we can take a look. Install the logging profile using instructions available here: https://developer.apple.com/bug-reporting/profiles-and-logs/?name=swift On your mac running Xcode, and on your physical preview device (if you are using one). Install the logging profile using the following instructions on your mac running Xcode; and if you are using one, your physical preview device (iOS or visionOS): https://developer.apple.com/bug-reporting/profiles-and-logs/?name=swift Then when you reproduce the problem in Xcode: Either (a) an error banner will appear, click the Diagnostics button in that banner; or (b) if you're not seeing an error but you still want to provide diagnostics you can get the same diagnostics window by going under the Editor menu in the menu bar, then selecting the Canvas submenu, then selectin
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Reply to Playgrounds app with the latest SDK (OS 26)
[quote='875266022, TheBeeApplications, /thread/812429?answerId=875266022#875266022, /profile/TheBeeApplications'] is it acceptable that I use my own glass system instead …? [/quote] I don’t think you’ll get a detailed answer to that. When folks ask questions about what is or isn’t acceptable, I can only really point them at the challenge rules, and specifically: Developer > Swift Student Challenge > Eligibility and requirements Developer > Swift Student Challenge > Terms and Conditions [quote='875266022, TheBeeApplications, /thread/812429?answerId=875266022#875266022, /profile/TheBeeApplications'] Also, I am not able to make portrait mode be locked when tested on iPad, is there any method to lock it in SP? [/quote] I recommend that you start a new thread with that specific question. Put it in the UI Frameworks subtopic that’s most appropriate for the UI framework you’re using, and tag it with Swift Student Challenge. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Sup
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Reply to Whimsical tooltips behaviour in popover (Appkit)
There is however a problem with this solution. If there is a TextField in the popover, typing in makes it firstResponder ; and the parent window controller do not receive mouseEnter events that triggers the tooltips. Which means I do not need to simulate mouseDown but just makeFirstResponder. So at the end, the question boils down to: how to manage the conflict between popover and its parent window about FirstResponder. Is it possible to have first and second responder, I mean forwarding the mouse messages to the parent ? Considering that The shared NSApplication object performs the important task of receiving events from the window server and distributing them to the proper NSResponder objects. NSApp translates an event into an NSEvent object, then forwards the event object to the affected NSWindow object. All keyboard and mouse events go directly to the NSWindow object associated with the event. … When a window object receives an NSEvent object from NSApp, it distributes it to the objects in its vi
Topic: UI Frameworks SubTopic: AppKit Tags:
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iOS 26 - Identify network switch
Currently in our app, to identify a network switch in device we are doing NEHotspotHelper.register and then NEHotspotHelperHandler block. When the command type is evaluate and if the network.didJustJoin, we are identifying it as a network switch. As a part of moving our code base to iOS 26, if is found that NEHotspotHelper is deprecated. What is the proper replacement for this?
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Reply to Launchscreen issues on iPadOS 26
I can confirm there is something crashing my Apps that only have Launchscreen storyboards. I use Autoresizing and not Autolayout. And guys please, make a real effort to build a Launchscreen component in SwiftUI. It makes no sense in 2026, always ten years after and we still have a storyboard file messing/crashing our Apps in Swift.
Topic: UI Frameworks SubTopic: General
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XCUItest - Accessing page content when using deeply nested React Navigation navigators on iOS Using
Hello! I've been trying to automate tests using Appium/XCUITests in a React Native APP, but I'm finding many blockers. They are related to the amount of nested elements in the DOM in which the XCUItest can not go deeper to get all the elements we need. snapshotMaxDepth -> The XCUITest does not support more than 60 value, otherwise it returns the following error: Got response with status 404: {value:{error:stale element reference,message:The previously found element Application 'xyz.xxx.xxx' is not present in the current view anymore. Make sure the application UI has the expected state. Original error: Error kAXErrorIllegalArgument getting snapshot for element {pid=95967} {uid=[ID:1 hash:0x0]},traceback:(nt0 CoreFoundation 0x00007fff20405604 __exceptionPreprocess + 242nt1 libobjc.A.dylib 0x00007fff201a4a45 objc_exception_throw + 48nt2 WebDriverAgentLib 0x000000010a3caa53 -[XCUIElement(FBUtilities) fb_takeSnapshot] + 723nt3 WebDriverAgentLib 0x000000010a3cad07 -[XCUIElement(FBUtilities) fb_snapshotWithAttri
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SpriteKit framerate drop on iOS 26.0
Hello, I have noticed a performance drop on SpriteKit-based projects running on iOS 26.0 (23A341). Below is a SpriteKit scene used to test framerate on different devices: import SpriteKit import SwiftUI class BareboneScene: SKScene { override func didMove(to view: SKView) { size = view.bounds.size anchorPoint = CGPoint(x: 0.5, y: 0.5) backgroundColor = .darkGray let roundedSquare = SKShapeNode(rectOf: CGSize(width: 150, height: 75), cornerRadius: 12) roundedSquare.fillColor = .systemRed roundedSquare.strokeColor = .black roundedSquare.lineWidth = 3 addChild(roundedSquare) let action = SKAction.rotate(byAngle: .pi, duration: 1) roundedSquare.run(.repeatForever(action)) } } struct BareboneSceneView: View { var body: some View { SpriteView( scene: BareboneScene(), debugOptions: [.showsFPS] ) .ignoresSafeArea() } } #Preview { BareboneSceneView() } The scene is very simple, yet framerate drops to ~40 fps as shown by the Metal HUD. Tested on: iPhone 13, iOS 26.0: framerate drops to 40 fps. Sometim
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