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“xcode github”

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Reply to Unusually long “Waiting for Review” times this week (App Store + TestFlight delays?)
This was expected. Apple open the AI flood gates with those agent in XCode. Meaning repeating trash Apps are overpopulating the Store and in consequence, unjustified weeks long review times. This is a big🖕 to the Developer community, 🍏is siding with AI generators, which now PIRATE our code directly through agents. They should at least have the decency to remove the anual fee, but no.. too much greed involved🤑
Feb ’26
Reply to EXC_BAD_ACCESS issue need advice
Thanks for the post, my guess here is your process is called KSCrash? The crash file should be posted as an attachment to be able to analyze. Kindly submit a comprehensive crash report, adhering to the guidelines outlined in Posting a Crash Report. https://developer.apple.com/forums/thread/688669 As you said, the error typically indicates that your application is trying to access memory that has already been deallocated or is otherwise invalid. Although you mentioned using Address Sanitizer, double-check your configuration to ensure it's correctly enabled. Sometimes, specific project settings might prevent tools from working as expected. If you're using collections that hold objects, ensure they are not being modified. Use or breakpoints to trace object lifetimes and ensure they are being deallocated when expected. This can help pinpoint where the object is being released prematurely. If you're using third-party libraries, ensure they are up-to-date, as bugs in libraries can manifest similarly. However it see
Feb ’26
Reply to Usage of External Packages for the challenge
@DTS Engineer Yes, this is still possible, even with this constraint. If you intend on creating your .swiftpm project via Xcode, you can add local Swift packages. See the below image where I successfully build an Xcode App Playground project with a local package: However, this will not work if you use the Swift Playgrounds app, so users should be aware of this limitation: Also keep in mind that the package must only contain Swift code. If there is any non-Swift code, the project will refuse to build.
Feb ’26
Sign In Failed on Apple
When testing the same warning comes up (sign in failed network error) for the apple and demo sign in I created. The google one works fine. I am confused because when I test in Xcode on multiple devices it works perfect. The tester has got the same error repeatedly? Most recently as a fix have updated the production backend. Does anyone have any insight why the xcode testing works for me but not the tester (I understand they are on a live device- I have even connected my phone and tested on that).
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Feb ’26
Reply to wkwebview/safari failed to load local http webview
Thank you for the post. I am not aware of any bugs in making a request. Could you please provide a focused sample demonstrating the issue? Are you using URLSession configurations, or is it a straightforward request? Crappy code below but please do not use it as I didn't even use Xcode for it. if let url = URL(string: https://www.apple.com) let task = session.dataTask(with: url) { data, response, error in // If you want to convert data to string and print if let htmlString = String(data: data, encoding: .utf8) { // response } } Ensure your local server is configured correctly, especially in terms of HTTP headers. Validate that all required headers (like , , etc.) are properly set. Verify server logs for any errors or unusual activity when the requests from these devices come in. If your local server uses HTTPS, ensure that your SSL certificate is valid. Although it's a local server, ensure there are no DNS-related configurations interfering. Try accessing via IP address directly instead of a hostname.
Topic: Safari & Web SubTopic: General
Feb ’26
Xcode 26.3 -> ChatGPT -> SSO Based Account
So through work, we have ChatGPT Enterprise accounts, that authenticate via SSO. I am trying to link it to my Xcode 26.3, and it starts the SSO process (I can see it navigate to Microsoft), but then it apparently fails, and then Xcode window says, I am logged out. I have tried multiple times, and confirmed the valid account... Anyway to get Xcode 26.3 to tie to my ChatGPT Enterprise Account?
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Feb ’26
Reply to Claude Code cannot create files in nested folders
Based on the log you're showing, I think that you actually may be using the existing built-in Xcode coding assistant agent, not Claude Agent! If you see a line of text that says Claude Sonnet 4.5 or Claude Opus 4.5 in your prompt bar, you are using the old feature — make sure that says Claude Agent. If you're having trouble getting this to show up, double check you've downloaded the Claude Agent binary from Anthropic in Xcode Settings > Intelligence > Anthropic (hit the Get button if one is showing) and that you have signed in using the ... next to Account on the Claude Agent settings page.
Feb ’26
Reply to Linker nondeterminism (ld_new) involving branch islands
I tested the reproduction I cobbled together again this morning with the current Xcode 26.4 beta and it no longer displayed the issue. Xcode version details: Apple Swift version 6.3 (swiftlang-6.3.0.119.2 clang-2100.0.119.1) Target: arm64-apple-macosx26.0 If it's possible to provide positive confirmation that the underlying issue was identified and resolved that'd be great, but even if not thanks to whoever worked on this!
Feb ’26
Reply to Clarifying when Game Center activity events fire relative to authentication
I'm trying to implement this too. Seems like it is working on macOS but iOS does not. I've implemented the flow as described by @DTS Engineer GKGameActivity.checkPendingGameActivityExistence is false even if I open the a challenge to a leaderboard from the Games App. I have iOS 26.3, macOS 26.3 building with Xcode 26.2. Curiously the Debug > GameKit > Manage Game Progress window shows nothing on both iOS and macOS. The app shows up but nothing seems set up. The leaderboard is live but the activity is not in App Store Connect.
Topic: Graphics & Games SubTopic: GameKit Tags:
Feb ’26
Run destination for my Xcode submission
My swift student challenge submission is an iPad app built in Xcode and I'm planning on selecting the Xcode 26 option for testing in the dropdown provided in the application. Just have to confirm that the run destination for the playground in Xcode will be an iPad simulator right? Recently I have seen many participants post their submission screenshot for iPhone renders so just wanted to confirm the run destination. Thank you👾
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Feb ’26
BLE advertising/scanning communication broken on iPhone 17 — CBPeripheralManager + CBCentralManager workflow
Environment: iPhone 17 / iPhone 17 Pro (Apple N1 chip) iOS 26.x Xcode 26 Framework: Flutter app with native iOS BLE library (CoreBluetooth) We have a production IoT app that communicates with BLE nodes (Nordic, PIC, EnOcean peripherals) using an advertising/scanning-based protocol — not GATT connections. The app broadcasts commands via CBPeripheralManager (advertising service UUIDs) and receives responses by scanning with CBCentralManager (reading manufacturer data and service UUIDs from advertisement packets). This workflow has been reliable across all iPhone models from iPhone 8 through iPhone 16 Pro Max. On iPhone 17 devices, we are experiencing multiple failures in this workflow. Architecture: Sending commands: We use CBPeripheralManager.startAdvertising() with CBAdvertisementDataServiceUUIDsKey to broadcast a UUID-encoded command to nearby nodes. Receiving responses: We use CBCentralManager.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey: true]) and f
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344
Feb ’26
Custom collection view layout animation jumps
I have a very simple custom collection view layout that supports self-sizing. When a cell is selected, I expand the cell by modifying its constraints. This change (and the resulting effect on the collection view layout) is animated using [self.collectionView.collectionViewLayout invalidateLayout] followed by [self.collectionView layoutIfNeeded] within an animation closure. When you first tap on a cell, it expands smoothly as expected. When you tap on it again to contract it, however, its content jumps before it shrinks again. How can I fix this? For what it’s worth, I’ve noticed that neither UICollectionViewFlowLayout nor UICollectionViewCompositionalLayout have this issue, which suggests I’m doing self-sizing incorrectly. Here’s a screen recording demonstrating the issue. I’ve also put together a minimal sample project. I’m using Xcode 26.2 and iOS 26.2.1.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Feb ’26
Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
Can confirm the same bug on various machines with various different setups. Issue happens only on Tahoe 26.3, but with Xcode 26.1.1, Xcode 26.2 and Xcode 26.3 RC. Issue happens with public projects and proper setups of SSH keys, known_hosts, Xcode settings etc. Issue doesn't happen for all projects but for those affected it happens even on a first checkout with a fresh Xcode install that has never seen that project before. Haven't figured out exactly what triggers the issue, but projects that have dependencies that have dependencies again seems to have a higher likelihood. Only mitigation is to run xcodebuild -resolvePackageDependencies via terminal before opening the project, that still works fine under macOS 26.3, resolving directly in Xcode always fils with Failed to verify SSH fingerprint.
Feb ’26
Reply to Is Changing IOS version in package.swift file manually accepted?
[quote='876364022, Yashya, /thread/815698?answerId=876364022#876364022, /profile/Yashya'] Yes it's in Xcode playground [/quote] OK. This came up last year and the general consensus is that it’s fine to make this change in order to avoid all the availability ceremony. Note The reason I asked about whether you’re using Xcode is that Swift Playground still doesn’t support the iOS 26 SDK )-: See this post. I’d appreciate you filing a bug requesting that Xcode’s Swift playground support add a deployment target option. This limitation is an ongoing source of confusion for Swift Student Challenge participants )-: Please post your bug number, just for the record. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Feb ’26
Reply to Unusually long “Waiting for Review” times this week (App Store + TestFlight delays?)
This was expected. Apple open the AI flood gates with those agent in XCode. Meaning repeating trash Apps are overpopulating the Store and in consequence, unjustified weeks long review times. This is a big🖕 to the Developer community, 🍏is siding with AI generators, which now PIRATE our code directly through agents. They should at least have the decency to remove the anual fee, but no.. too much greed involved🤑
Replies
Boosts
Views
Activity
Feb ’26
Reply to EXC_BAD_ACCESS issue need advice
Thanks for the post, my guess here is your process is called KSCrash? The crash file should be posted as an attachment to be able to analyze. Kindly submit a comprehensive crash report, adhering to the guidelines outlined in Posting a Crash Report. https://developer.apple.com/forums/thread/688669 As you said, the error typically indicates that your application is trying to access memory that has already been deallocated or is otherwise invalid. Although you mentioned using Address Sanitizer, double-check your configuration to ensure it's correctly enabled. Sometimes, specific project settings might prevent tools from working as expected. If you're using collections that hold objects, ensure they are not being modified. Use or breakpoints to trace object lifetimes and ensure they are being deallocated when expected. This can help pinpoint where the object is being released prematurely. If you're using third-party libraries, ensure they are up-to-date, as bugs in libraries can manifest similarly. However it see
Replies
Boosts
Views
Activity
Feb ’26
Reply to Usage of External Packages for the challenge
@DTS Engineer Yes, this is still possible, even with this constraint. If you intend on creating your .swiftpm project via Xcode, you can add local Swift packages. See the below image where I successfully build an Xcode App Playground project with a local package: However, this will not work if you use the Swift Playgrounds app, so users should be aware of this limitation: Also keep in mind that the package must only contain Swift code. If there is any non-Swift code, the project will refuse to build.
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Views
Activity
Feb ’26
Sign In Failed on Apple
When testing the same warning comes up (sign in failed network error) for the apple and demo sign in I created. The google one works fine. I am confused because when I test in Xcode on multiple devices it works perfect. The tester has got the same error repeatedly? Most recently as a fix have updated the production backend. Does anyone have any insight why the xcode testing works for me but not the tester (I understand they are on a live device- I have even connected my phone and tested on that).
Replies
0
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0
Views
67
Activity
Feb ’26
Reply to wkwebview/safari failed to load local http webview
Thank you for the post. I am not aware of any bugs in making a request. Could you please provide a focused sample demonstrating the issue? Are you using URLSession configurations, or is it a straightforward request? Crappy code below but please do not use it as I didn't even use Xcode for it. if let url = URL(string: https://www.apple.com) let task = session.dataTask(with: url) { data, response, error in // If you want to convert data to string and print if let htmlString = String(data: data, encoding: .utf8) { // response } } Ensure your local server is configured correctly, especially in terms of HTTP headers. Validate that all required headers (like , , etc.) are properly set. Verify server logs for any errors or unusual activity when the requests from these devices come in. If your local server uses HTTPS, ensure that your SSL certificate is valid. Although it's a local server, ensure there are no DNS-related configurations interfering. Try accessing via IP address directly instead of a hostname.
Topic: Safari & Web SubTopic: General
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Views
Activity
Feb ’26
Xcode 26.3 -> ChatGPT -> SSO Based Account
So through work, we have ChatGPT Enterprise accounts, that authenticate via SSO. I am trying to link it to my Xcode 26.3, and it starts the SSO process (I can see it navigate to Microsoft), but then it apparently fails, and then Xcode window says, I am logged out. I have tried multiple times, and confirmed the valid account... Anyway to get Xcode 26.3 to tie to my ChatGPT Enterprise Account?
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1
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0
Views
87
Activity
Feb ’26
Reply to Claude Code cannot create files in nested folders
Based on the log you're showing, I think that you actually may be using the existing built-in Xcode coding assistant agent, not Claude Agent! If you see a line of text that says Claude Sonnet 4.5 or Claude Opus 4.5 in your prompt bar, you are using the old feature — make sure that says Claude Agent. If you're having trouble getting this to show up, double check you've downloaded the Claude Agent binary from Anthropic in Xcode Settings > Intelligence > Anthropic (hit the Get button if one is showing) and that you have signed in using the ... next to Account on the Claude Agent settings page.
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Feb ’26
Reply to Possible Nested NavigationSplitView regression
As requested, I've posted a sanitized version to GitHub: https://github.com/mcstoufer/GUI_DEMO
Topic: UI Frameworks SubTopic: SwiftUI
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Feb ’26
Reply to Linker nondeterminism (ld_new) involving branch islands
I tested the reproduction I cobbled together again this morning with the current Xcode 26.4 beta and it no longer displayed the issue. Xcode version details: Apple Swift version 6.3 (swiftlang-6.3.0.119.2 clang-2100.0.119.1) Target: arm64-apple-macosx26.0 If it's possible to provide positive confirmation that the underlying issue was identified and resolved that'd be great, but even if not thanks to whoever worked on this!
Replies
Boosts
Views
Activity
Feb ’26
Reply to Clarifying when Game Center activity events fire relative to authentication
I'm trying to implement this too. Seems like it is working on macOS but iOS does not. I've implemented the flow as described by @DTS Engineer GKGameActivity.checkPendingGameActivityExistence is false even if I open the a challenge to a leaderboard from the Games App. I have iOS 26.3, macOS 26.3 building with Xcode 26.2. Curiously the Debug > GameKit > Manage Game Progress window shows nothing on both iOS and macOS. The app shows up but nothing seems set up. The leaderboard is live but the activity is not in App Store Connect.
Topic: Graphics & Games SubTopic: GameKit Tags:
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Views
Activity
Feb ’26
Run destination for my Xcode submission
My swift student challenge submission is an iPad app built in Xcode and I'm planning on selecting the Xcode 26 option for testing in the dropdown provided in the application. Just have to confirm that the run destination for the playground in Xcode will be an iPad simulator right? Recently I have seen many participants post their submission screenshot for iPhone renders so just wanted to confirm the run destination. Thank you👾
Replies
6
Boosts
0
Views
447
Activity
Feb ’26
BLE advertising/scanning communication broken on iPhone 17 — CBPeripheralManager + CBCentralManager workflow
Environment: iPhone 17 / iPhone 17 Pro (Apple N1 chip) iOS 26.x Xcode 26 Framework: Flutter app with native iOS BLE library (CoreBluetooth) We have a production IoT app that communicates with BLE nodes (Nordic, PIC, EnOcean peripherals) using an advertising/scanning-based protocol — not GATT connections. The app broadcasts commands via CBPeripheralManager (advertising service UUIDs) and receives responses by scanning with CBCentralManager (reading manufacturer data and service UUIDs from advertisement packets). This workflow has been reliable across all iPhone models from iPhone 8 through iPhone 16 Pro Max. On iPhone 17 devices, we are experiencing multiple failures in this workflow. Architecture: Sending commands: We use CBPeripheralManager.startAdvertising() with CBAdvertisementDataServiceUUIDsKey to broadcast a UUID-encoded command to nearby nodes. Receiving responses: We use CBCentralManager.scanForPeripherals(withServices: nil, options: [CBCentralManagerScanOptionAllowDuplicatesKey: true]) and f
Replies
3
Boosts
0
Views
344
Activity
Feb ’26
Custom collection view layout animation jumps
I have a very simple custom collection view layout that supports self-sizing. When a cell is selected, I expand the cell by modifying its constraints. This change (and the resulting effect on the collection view layout) is animated using [self.collectionView.collectionViewLayout invalidateLayout] followed by [self.collectionView layoutIfNeeded] within an animation closure. When you first tap on a cell, it expands smoothly as expected. When you tap on it again to contract it, however, its content jumps before it shrinks again. How can I fix this? For what it’s worth, I’ve noticed that neither UICollectionViewFlowLayout nor UICollectionViewCompositionalLayout have this issue, which suggests I’m doing self-sizing incorrectly. Here’s a screen recording demonstrating the issue. I’ve also put together a minimal sample project. I’m using Xcode 26.2 and iOS 26.2.1.
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
0
Boosts
0
Views
74
Activity
Feb ’26
Reply to SPM Failed to verified fingerprint for SSH url since Tahoe 26.3
Can confirm the same bug on various machines with various different setups. Issue happens only on Tahoe 26.3, but with Xcode 26.1.1, Xcode 26.2 and Xcode 26.3 RC. Issue happens with public projects and proper setups of SSH keys, known_hosts, Xcode settings etc. Issue doesn't happen for all projects but for those affected it happens even on a first checkout with a fresh Xcode install that has never seen that project before. Haven't figured out exactly what triggers the issue, but projects that have dependencies that have dependencies again seems to have a higher likelihood. Only mitigation is to run xcodebuild -resolvePackageDependencies via terminal before opening the project, that still works fine under macOS 26.3, resolving directly in Xcode always fils with Failed to verify SSH fingerprint.
Replies
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Views
Activity
Feb ’26
Reply to Is Changing IOS version in package.swift file manually accepted?
[quote='876364022, Yashya, /thread/815698?answerId=876364022#876364022, /profile/Yashya'] Yes it's in Xcode playground [/quote] OK. This came up last year and the general consensus is that it’s fine to make this change in order to avoid all the availability ceremony. Note The reason I asked about whether you’re using Xcode is that Swift Playground still doesn’t support the iOS 26 SDK )-: See this post. I’d appreciate you filing a bug requesting that Xcode’s Swift playground support add a deployment target option. This limitation is an ongoing source of confusion for Swift Student Challenge participants )-: Please post your bug number, just for the record. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Feb ’26