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Reply to App Store Connect crashes not appearing in Xcode/Firebase
Thanks for the very interesting post. Experiencing discrepancies between crash reports from App Store Connect and other tools like Xcode Organizer or Firebase Crashlytics can be frustrating. If using Firebase Crashlytics alongside Apple’s built-in crash reporting, ensure there are no conflicts. Consider disabling one to see if crash reporting aligns with the other tool. Ensure that the correct dSYM files were uploaded for each build version. Mismatched or missing dSYMs can prevent proper symbolication. Check the build logs or archives in Xcode to confirm that dSYMs were generated successfully and uploaded. Use on the dSYM file to ensure it includes UUIDs matching those in the crash logs. Confirm that no third-party libraries are missing their dSYMs or are causing symbolication issues. During your testing, have you been able to reproduce the crash? Is the crash reported as terminated by the user? I would personally disable the third-party crash library to observe the results. However, this is
Topic: App & System Services SubTopic: General Tags:
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Reply to Universal Links are not working in the Xcode 26 simulators
Thank you for sharing this post. It is extremely interesting because I have been seeking to verify the functionality of AASA files under the simulator. However, I have encountered difficulties in consistently ensuring their proper operation, as the simulator frequently malfunctions and requires a complete reload, necessitating the re-initialization of the cache. I primarily rely on an external device to verify the simulator’s functionality. Additionally, I believe the most recent release is Xcode 26.2, not 26.1, which you are currently using. Please update your Xcode and obtain the new simulators as well. Since you have already verified that universal links are working properly on real devices, you know is going to work for your customers, the important part on the simulator is find out if the AASA file was registered and if had the time to install and download the file. For that you can use the Tech Note to go over troubleshooting. But as always my recommendation is to verify with a physici
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App Store Connect crashes not appearing in Xcode/Firebase
Hi Apple Team, We have high crash counts in App Store Connect > App Analytics > Crashes (197), but zero matching crashes in Xcode Organizer or Firebase Crashlytics for the same app version/build. App details: Bundle ID: com.youtunein.youtunein Version: [1.88,1.89,1.90,1.91] Affected iOS versions: [1.88,1.89,1.90,1.91] Steps tried: Downloaded raw .crash files from App Store Connect and symbolicated in Xcode Organizer – no crashes appear. Firebase console clean, no spikes. dSYM files uploaded via Xcode Archive/Transporter. Enabled crash reporting in app (no custom crash handling blocking). Crash reports attached (top 3 symbolicated). No ANRs/symbolication issues visible. Production + TestFlight both affected? Need help understanding discrepancy and resolving. Thanks!
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Reply to Upload for App Store Connect: App Record Creation Error
I checked the release log file IDEDistributionAppStoreConnect.log I found that the api url(https://appstoreconnect.apple.com/iris/provider/xxxxxx/v1/apps?xxxxx) was unable to retrieve my application information. I logged into my developer account in the browser and manually opened the link in the browser, which returned the information of the app I tried logging out of my account in Xcode, logging back in, and resubmitting the operation, but the same error occurred. Just to clarify, my account also has APP administrator permissions under another company's account. I'm not sure if this has any impact.
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Reply to Choppy minimized search bar animation
Dear @DTS Engineer, thank you very much for your continued effort on this matter! Truly appreciate it! I use Xcode Version 26.2 (17C52) and experience this choppy animation in both SwiftUI Canvas and an actual device running iOS26.2. At the same time, I would like to point out that the animation indeed runs smoothly when the TabView is commented out / not used at all (as perhaps in your code). It does not, however, when the TabView is used (as in my initial code). #Preview { if #available(iOS 26, *) { TabView { // Does this cause a problem? Tab { SwiftUIView() } label: { Label(Test, systemImage: calendar) } } } else { // Fallback on earlier versions } } Hopefully this helps to narrow down the source of the issue!
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Camera Permissions Popup
We have a very strange issue that I am trying to solve or find the best practice for. We have a SwiftUI View that uses the Camera to preview. So as suggested in Apples Docs we check authorisation status and then if it's not determined we request authorisation. We also have the privacy entry in the info.plist case .notDetermined: AVCaptureDevice.requestAccess(for: .video) { accessStatusAuthorised in if !accessStatusAuthorised { self.cameraStatus = .notAuthorised } else { self.isAuthorized = true self.cameraStatus = .authorised self.startCameraSession(cameraPosition: cameraPosition) } } case .restricted: cameraStatus = .notAuthorised isAuthorized = false case .denied: cameraStatus = .notAuthorised isAuthorized = false case .authorized: cameraStatus = .authorised isAuthorized = true startCameraSession(cameraPosition: cameraPosition) break @unknown default: isAuthorized = true cameraStatus = .notAuthorised } However when we call this code it freezes the Camera feed, even when allow has been tapped. However and th
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Universal Links are not working in the Xcode 26 simulators
After updating the Xcode 26, defined universal links are not working in the iOS simulator. In the configuration, we have verified all the things including AASA file hosting and domain configuration. It is working properly in the real devices. Issue occurring only for Simulators. How can I debug it in the simulators to validate this ? Xcode Version: 26.1 Simulator iOS: 26.1
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Uploading SPI error: Validation failed (409) The app contains one or more corrupted binaries. Rebuild the app and resubmit. NSUnderlyingError : Validation failed (-19241) The app contains one or more corrupted binaries. Rebuild the app and resubmit
I am using Xcode (Version 26.2 (17C52)) -> Archive -> Distribute App (or Validate App) to upload my iOS app into App Store Connect. However I am always getting this error: I tried exporting the app as an IPA and uploading with Transporter, but I see the same error. I couldn't find any other useful logs or error messages. REPRODUCTION STEPS: Archive complete iOS app using Xcode 26.2 Upload to App Store Connect (upload succeeds) Apple's automated SPI analysis runs Validation fails with corrupted binary error TECHNICAL DETAILS: Target: iOS 15+ Xcode: 26.2 Architecture: arm64 More info: I have created the app in App Store Connect and this is my first time uploading. The app can build and run on my physical phone and emulator without any problem. Would be great to get some help! Thanks!
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iOS Content Filter Permission Prompt Not Appearing in TestFlight and Not Working
I added a Content Filter to my app, and when running it in Xcode (Debug/Release), I get the expected permission prompt: Would like to filter network content (Allow / Don't Allow). However, when I install the app via TestFlight, this prompt doesn’t appear at all, and the feature doesn’t work. Is there a special configuration required for TestFlight? I already set the minimum deployment to be 17 for the extension and the app. Thanks!
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Reply to Choppy minimized search bar animation
Thanks for the post. Instead of examining the two distinct attributes that will trigger the animation, I should directly copy the code and test it myself. I'm a horrible human compiler and I should let Xcode do the work for me. .searchable(text: $searchQuery) .searchToolbarBehavior(.minimize) Upon using your code and utilizing the most recent released version of Xcode, I have not observed the choppy animation issue on my end. I would be grateful if you could provide the specific version of Xcode and simulator you are experiencing this problem with, as it could potentially be a bug. Let’s get to the bottom of this! Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Memory leak when no draw calls issued to encoder
I noticed that when the render command encoder adds no draw calls an apps memory usage seems to grow unboundedly. Using a super simple MTKView-based drawing with the following delegate (code at end). If I add the simplest of draw calls, e.g., a single vertex, the app's memory usage is normal, around 100-ish MBs. I am attaching a couple screenshot, one from Xcode and one from Instruments. What's going on here? Is this an illegal program? If yes, why does it not crash, such as if the encode or command buffer weren't ended. Or is there some race condition at play here due to the lack of draws? class Renderer: NSObject, MTKViewDelegate { var device: MTLDevice var commandQueue: MTL4CommandQueue var commandBuffer: MTL4CommandBuffer var allocator: MTL4CommandAllocator override init() { guard let d = MTLCreateSystemDefaultDevice(), let queue = d.makeMTL4CommandQueue(), let cmdBuffer = d.makeCommandBuffer(), let alloc = d.makeCommandAllocator() else { fatalError(unable to create metal 4 objects) } self.device
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Xcode Using 90GB with ~/Library/Developer — What Can I Safely Clean?
Hi everyone, I’m an iOS developer working on a Mac with limited storage (256 GB). I’ve noticed that the ~/Library/Developer folder is taking up almost 90 GB, mainly due to Xcode-related content. Inside it I see folders like: Xcode/DerivedData DocumentationCache iOS DeviceSupport UserData CoreSimulator/Devices Before deleting anything, I’d like to understand which of these folders are safe to clean up, and what the potential side effects might be (for example, rebuild times, simulator re-downloads, etc.). What is the recommended best practice to manage disk space when using Xcode on a low-storage machine? Thanks in advance for your help.
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Playgrounds app with the latest SDK (OS 26)
I am preparing for Swift Student Challenge, but it seems like the iPad Playground app still not support the latest SDK. I can't use frameworks like FoundationModel, etc., directly in playground app My playground for this year would require iPad environment since it uses PencilKit, ARKit, etc., and I also want to use the latest tech + the liquid glass UI Right now, I develop the project as a normal Xcode project, and I am wondering how do I post it? As Xcode playground, it must run on macOS As Swift Playground project, the iPad version of Playground does not support latest APIs and it can't compile
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Temporarily disable macOS capture of USB RFID reader(s)
Hello. I am attempting to wrap the C library libnfc as a Swift library. This is not for use on macOS - it's mainly for use on Linux (Raspberry Pi). I have a USB reader and my code appears to work so far, however the code/test/debug cycle is suboptimal if I'm running the code on the Pi. As I use a Mac for day-to-day coding, I'd prefer to use Xcode and my Mac for development. MacOS appears to capture the NFC hardware for its own frameworks and attempting to open a connection to the USB device gives a Unable to claim USB interface (Permission denied) error. ioreg shows that the hardware is claimed by an Apple framework: UsbExclusiveOwner = pid 10946, com.apple.ifdbun Is there a way to temporarily over-ride that system and use the hardware myself? I've tried Googling but most of the replies are out of date and Claude's advice launchctl unload /System/Library/LaunchDaemons/com.apple.ifdreader.plist doesn't appear to work... I'm wary of disabling SIP - is there a simple way to have access to the hardware m
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