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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 HomePod mini temperature sensor in HomeKit with Mac Catalyst
Is there a documentation or even a public sample code for this anywhere, which I could check? Sort of? Several years ago, we released the HomeKit ADK (Accessory Development Kit) as open source. The ADK is the platform we've been recommending creating HomeKit accessories with for several years, so by definition, it can create a fully functional accessory. However, the project itself is designed to run on an embedded platform, so getting it to run on macOS would be a bit of work. For what it's worth, there are also third-party projects that implement HAP (for example, Homebridge), which make it fairly easy to bridge into HomeKit. None of that is formally supported by Apple, but it's certainly possible to get it working. __ Kevin Elliott DTS Engineer, CoreOS/Hardware
Topic: App & System Services SubTopic: Hardware Tags:
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Reply to No eligible devices connected to 'My Mac
Thanks for your post, on your screenshots you show the simulators not the devices. Also, your Xcode is one version old, you should update the Xcode version from the App Store. Ok, this message usually means Xcode can’t find a connected physical device that matches the deployment target or provisioning profile settings of your project. If you planning to use the simulator as shown in your screenshot, select a Simulators, go to the device toolbar in Xcode → choose a simulator (e.g., iPhone 17 Pro). Build & run, the project will launch in the simulator instead of looking for a physical device. Or better yet, connect a Physical Device. Connect your iPhone/iPad via USB. Trust the Mac when prompted on the device. In Xcode, the device should appear under “Connected Devices” in the toolbar. Check Deployment Target & Provisioning Profile. Make sure the deployment target supports your device’s iOS version. In Signing & Capabilities, confirm a va
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Reply to Annoying popup window in Xcode Previews when the initial controller of the main storyboard is a macOS window
Thank you for your post and your screenshot. While the screenshot depicts the app as a SwiftUI View, your post explicitly mentions that the app is built using UIKit Storyboards? When utilizing Xcode Previews with a storyboard-based macOS application that retains the default window controller entry point, it is important to note that the app’s entry point is typically defined by a window controller in the storyboard (often linked to the initial scene). In full-screen mode, macOS may preserve this state across UI refreshes. Could you please isolate the entry point of the app and create a new focused project that displays it? Additionally, I recommend providing your expectations so that we can assist you in fulfilling them. If you intend to use SwiftUI, I would suggest sticking to that framework. Albert Pascual
  Worldwide Developer Relations.
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Reply to iOS 26.0+: sceneDidBecomeActive / applicationDidBecomeActive fires during Lock button press while app is active
Hello @stopthatnoise Can you share that new project with me to investigate? 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. If this is a bug, you can file a bug report here and attach the project there, and I will escalate as needed. Feel free to file now and reply with the FB number in this thread, so we can get a head start on the investigation.  Travis Trotto - DTS Engineer
Topic: UI Frameworks SubTopic: UIKit Tags:
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Could not install [APP]. The requested app is not available or doesn't exist.
I've created a new app on App Store Connect. Setup everything like all the forms, the build, users, internal testing group, and then sent the invitation emails for testing. Now users can see the app in the TestFlight but when they try to install it, they get the error below. Could not install [APP]. The requested app is not available or doesn't exist. I've sent an email to Apple support couple of days ago but still no response. Saw some comments on the internet that you need to send your app for review and once it's approved you can use TestFlight. So I sent the app for review with a long description about how I'm not able to use TestFlight but still on wait. Tried to create a public TestFlight link but I get this error: Beta contract is missing for the app. but there's actually no contract anywhere. What do I do? This is completely unacceptable. Why is the TestFlight not working? Why are the error messages not helpful?
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Notarized but Gatekeeper fails macOS 15 only?
Okay, I just pushed a release and notarized. Works great on my test laptop (macOS 26.2) and my test desktop (macOS 14.x) But it seems to fail for a friend who's running macOS 15. I've been using the same GitHub actions successfully for months. How can notarization work for macOS 14 and 26, but not for macOS 15? I think everything looks okay as far as the signing? I've checked codesign -dvv Executable=/Applications/Avogadro2.app/Contents/MacOS/Avogadro2 Identifier=cc.avogadro Format=app bundle with Mach-O thin (arm64) CodeDirectory v=20500 size=11607 flags=0x10000(runtime) hashes=352+7 location=embedded Signature size=8986 Authority=Developer ID Application: Geoffrey Hutchison (…..) Authority=Developer ID Certification Authority Authority=Apple Root CA Timestamp=Feb 5, 2026 at 8:47:21 PM Info.plist entries=24 TeamIdentifier=….. Runtime Version=15.5.0 Sealed Resources version=2 rules=13 files=3306 Internal requirements count=1 size=172 And from spctl -a -vv /Applications/Avogadro2.app: accepted source=
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Xcode 26.3 unlocks the power of agentic coding!
Hello, developers! Xcode 26.3 unlocks the power of agentic coding! Get ready to explore new features that released last Tuesday. If you haven't already, you can download Xcode 26.3 from the Apple Developer Downloads page Check out the official documentation for getting started and how to configure agents in Xcode: ‎ Writing code with intelligence in Xcode Generate code, fix bugs fast, and learn as you go with intelligence built directly into Xcode https://developer.apple.com/documentation/xcode/writing-code-with-intelligence-in-xcode/ ‎ Setting up coding intelligence Enable third-party coding tools that you want to use in the coding assistant https://developer.apple.com/documentation/xcode/setting-up-coding-intelligence ‎ Giving external agentic coding tools access to Xcode Let agentic coding tools access your project and Xcode capabilities using the Model Context Protocol https://developer.apple.com/documentation/xcode/giving-agentic-coding-tools-access-to-xcode ‎ Code-along: Experiment with coding
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Shield Action Extension rejected by App Store Connect – Invalid NSExtensionPointIdentifier for ManagedSettingsUI
Hello, I’m using the Screen Time API / Family Controls in my iOS app Sobre and I’m having an issue submitting a new build to TestFlight. My app setup is as follows: Main app ID: com.balthazar.sobre App extensions: Device Activity Monitor: com.balthazar.sobre.deviceactivitymonitor Shield Configuration: com.balthazar.sobre.shieldconfiguration Shield Action: com.balthazar.sobre.shieldaction On the Apple Developer portal: Family Controls (Distribution) is enabled for: the main app ID com.balthazar.sobre and all 3 extension App IDs above. App Groups are also configured for the app and the extensions. New App Store provisioning profiles have been generated for the app and all 3 extensions and are used in the latest build. When I submit the build through App Store Connect (via Fastlane / EAS), validation fails only for the Shield Action extension with this error: Invalid Info.plist value. The value of the NSExtensionPointIdentifier key, com.apple.ManagedSettingsUI.shield-action-se
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All notarization submissions stuck "In Progress" — first-time notarization, 9 submissions over 16+ hours
I'm submitting my first macOS app (a native SwiftUI menu bar app, signed with Developer ID Application certificate, Hardened Runtime enabled) for notarization using xcrun notarytool submit with keychain profile authentication. All 9 of my submissions have been stuck at In Progress for up to 16 hours. None have transitioned to Accepted or Invalid. Logs are unavailable for all of them (notarytool log returns Submission log is not yet available). Environment macOS: 26.2 (25C56) Xcode: 26.1.1 (17B100) notarytool: 1.1.0 (39) App: Native SwiftUI, universal binary (x86_64 + arm64), ~2.2 MB DMG Bundle ID: com.gro.ask Team ID: 4KT56S2BX6 What I've verified Code signing is valid: $ codesign --verify --deep --strict GroAsk.app passes with no errors $ codesign -dvvv GroAsk.app Authority=Developer ID Application: Jack Wu (4KT56S2BX6) Authority=Developer ID Certification Authority Authority=Apple Root CA CodeDirectory flags=0x10000(runtime) # Hardened Runtime enabled Runtime Version=26.1.0 Format=app bundle with Mach-O uni
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Reply to Error when updating system extension
[quote='875131022, IHadToChooseAUserNameAndIdidntWantTo, /thread/809959?answerId=875131022#875131022, /profile/IHadToChooseAUserNameAndIdidntWantTo'] Are there public APIs to assess notarization? [/quote] That’s tricky, because it depends on your definition of API. The codesign tool has a --check-notarization operation that does that. See Testing a Notarised Product and the codesign man page. While that’s documented, I’m not a fan of using command-line tools as APIs. The code signing requirement language has the notarized constraint. That’s not documented where it should be but it’s debatable whether that’s just because the parent document is stuck in the Documentation Archive. Annoyingly, an equivalent constraint has not been added to the LightweightCodeRequirements framework. If you think that’d be useful, I encourage you to file an enhancement request for it. And if you do, please post your bug number, just for the record. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple
Topic: Code Signing SubTopic: Notarization Tags:
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Reply to Local Network permission on macOS 15 macOS 26: multicast behaves inconsistently and regularly drops
I wanted to shared a quick update on FB21858319. I figured you’d appreciate that given all the work you put in to help isolate it (-: My experience is that Apple is pretty good about fixing local network privacy problems like this one. The critical factor is reproducing the problem, which is why I’ve been so happy to get your cooperation here on this thread. Based on our preliminary analysis of your bug, we think we know what’s going on here. I’m going to offer a little insight into that below, but first I want to set some expectations. Understanding the problem isn’t the same as fixing it. I can’t offer any concrete timeline as to when a fix for this problem will be released. However, when we start seeding a beta release that contains the fix, you should be notified via Feedback Assistant [1]. As to what’s actually happening here, lemme explain a bit about how local network privacy works. As described in TN3179, the local network privacy state on macOS is per user. However, macOS’s networking stack is global
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Reply to Content Filter Permission Prompt Not Appearing in TestFlight
I’m glad to hear that you’re making progress. [quote='875219022, lilan, /thread/773414?answerId=875219022#875219022, /profile/lilan'] We still have to do a submission for NEURLFilter right? [/quote] Yes. Specifically, there’s a process for onboarding with the Oblivious HTTP relay. You can find a link to the submission form at the bottom of How to onboard with an Oblivious HTTP relay hosted by Apple. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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