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Xcode GPU capture missing initial buffer data
I'm using the WebGPU abstraction library wgpu to build an app using compute shaders that compiles to Metal (on macOS), and in certain patterns where it uses a staging buffer for initial data, the data is just total missing from the capture, breaking other workflows such as shader debugging or seeing the completed results in the final buffer. I wrote up details including a repro project and screen shots of the issue at https://github.com/gfx-rs/wgpu/issues/8111 . Seems like an Xcode bug. Any ideas? I'm happy to help investigate further if I can.
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UIKit crash on app built with Xcode 26 but run on iOS 18.X
An app built on Xcode 26 (beta4) presents various UIViewCOntrollers. Presentation of any UIViewController that contains a UIToolbar leads to a UIKit crash when run on an iOS 18.5 device, it does not crash when run on iOS 26. The exception logged: *** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView because no class named TtGC5UIKit17UICoreHostingViewVCS_21ToolbarVisualProvider8RootView was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' Anyone else seen this? I've submitted a bug report via Feedback Assistant, including a minimal Xcode workspace that reproduces the crash, hoping this will get some attention.
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What's in Reality Composer Pro 26
That title would have made a great WWDC Sessions. Unfortunately, it seems like nothing is new in Reality Composer Pro this year. I've noticed at all versions of the Xcode Beta this summer have shipped with Reality Composer Pro version 2.0. There have been slight bumps in the build number. I haven't found any new features or seen any documentation to indicate that anything has changed. So the question is, what is the state of Reality Composer Pro? Should we continue to use this tool or start doing everything in code? A huge number of Sample Projects use Reality Composer Pro, so it seems like Apple is still using it even if they didn't update it this year.
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Unable perform AppIntent in interactive Widget
I am currently developing an interactive widget, but an AppIntent issue blocked me for 2 days. I have an AppIntent named TimerActionIntent, which has two parameters: TimerType and TimerAction. Here is the code: import AppIntents enum TimerType: Int, CaseIterable, AppEnum, AppEntity { case sleep case feeding static let typeDisplayRepresentation: TypeDisplayRepresentation = Timer Type static let caseDisplayRepresentations: [TimerType : DisplayRepresentation] = [ .sleep: Sleep, .feeding: Feeding ] } enum TimerAction: Int, CaseIterable, AppEnum, AppEntity { case start case pause case stop static let typeDisplayRepresentation: TypeDisplayRepresentation = Timer Action static let caseDisplayRepresentations: [TimerAction : DisplayRepresentation] = [ .start: Start, .pause: Pause, .stop: Stop ] } struct TimerActionIntent: AppIntent { static let title: LocalizedStringResource = Operate a Log Timer @Parameter(title: Timer, default: .sleep) var timerType: TimerType @Parameter(title: Action, default: .start) var action: Ti
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Reply to TextKit 2 undocumented and unexpected behavior in textViewportLayoutControllerDidLayout
Thanks for filing the feedback report (FB19698121). No, I don't think what you described is expected. viewportRange and viewportBounds should have a valid value in textViewportLayoutControllerDidLayout(_:). I've tried quite a few times and haven't been able to reproduce the issue. I am on Xcode 26 Beta 7 + macOS 15.6 (24G84). You might try with the same environment to see if the issue is still there. And just for my curiosity, did you try to call layoutViewport() when viewportRange is nil, as shown below, with the hope that textViewportLayoutControllerDidLayout will be triggered once again with a valid viewportRange and viewportBounds? if viewportLayoutController.viewportRange == nil { DispatchQueue.main.async { viewportLayoutController.layoutViewport() } return } Best, —— Ziqiao Chen  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: General Tags:
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UIScene.ConnectionOptions.shouldHandleActiveWorkoutRecovery Missing?
According to the WWDC25 Presentation Track workouts with HealthKit on iOS and iPadOS, there is supposed to be a new property for restoring an active workout after a crash on iOS/iPadOS. The developer documentation also supports this. However, this property does not seem to exist in the latest Xcode 26 beta, even in projects targeting iOS 26.0 as the minimum version. Am I missing something? Has this property not been made available yet? It is actually looking like all of the new iOS 26.0 properties are missing UIScene.ConnectionOptions on my system.
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XCode 14 compile errors immediately disappear or do not appear at all
I'm unable to use XCode 14 to develop my app because as soon as a compiler error is shown, it is immediately withdrawn from the Issue Navigator pane. This makes it impossible to see what is wrong. The errors are also immediately withdrawn from the editor. This video shows 3 attempts to compile the project: after the first attempt no error shows, after the second attempt the error shows for a moment then is automatically removed (no mouse or keypress from me), after the third attempt same. https://youtu.be/bmK_k6oLYpQ I have tried rebooting, and deleting ~/Library/Developer/Xcode/DerivedData, to no effect.
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Redefinition of module 'AppleTextureEncoder'
I have been working on a project before this year's new OSX and Xcode update and I was able to build the project with little trouble. But since updating to any of the beta software, including the latest version of Tahoe 26.0 and Xcode26-beta4 I have not been able to build this same project. I have tried reseting package cache and updating to the latest package versions. As well I have deleted the derived data and cleaning the build folder. The following error output is one of 55 errors I am getting. It seems like the modules for the XRSimulator are redefinitions from those for MacOSX. I don't know how to limit or redirect the definition of the modules to just those for the XRSimulator (this is a VisionOS project). I also tried all of this on different betas of Xcode with all the same result. This bug is causing a problem with the 16.4 version of Xcode as well. I would really really appreciate anybody's help on this. in file included from /Applications/Xcode.app/Contents/Developer/Pl
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Reply to Redefinition of module 'AppleTextureEncoder'
Ok I downloaded the latest version of macOS Tahoe beta and after breaking Xcode I reinstalled the latest beta version of that. And now I get a bug pertinent to the work Im doing now the development environment. I don't understand why we have to work under unstable beta environments. I really do want AR applications to flourish but they won't ever if this is the type of conditions developers have to be under to make software. This bug has held me up for over a month.
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