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Reply to Xcode 26.1 re-release?
There was a release of Xcode 26.2 that was dated December 4th. Then there was a release of Xcode 26.1 on December 16. Which is the most current? Why was there a later release of 26.1 when there was a ralease of that level in November 11 followed by a 26.1.1? This release strategy is somewhat confusing.
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Reply to Xcode Cloud Export Archive Fails with Xcode 26.2 RC
@Gong Thank you for providing the comprehensive post and the bug report number. You made sure to use the release version of Xcode correct? 17C52? Please allow the engineering team ample time to investigate this issue, considering the upcoming holiday season. You can see the status of your feedback in Feedback Assistant. There, you can track if the report is still being investigated, has a potential identifiable fix, or has been resolved in another way. The status appears beside the label Resolution. We're unable to share any updates on specific reports on the forums. For more details on when you'll see updates to your report, please see What to expect after submission. Albert Pascual
  Worldwide Developer Relations.
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Reply to App Review Rejected, Invalid Binary, App Version
Thanks for the post. Have you search the forums for this issue? Are you utilizing any other software besides Xcode? Are you using Objective-C with empty names in the metadata? To identify the binaries with those conditions, you can run the following Terminal command on each binary inside the app: ‘% xcrun dyld_info -objc Payload/YourApp.app/YourApp | grep (null)”’ Can you check the build log in Xcode and provide me with those messages including the warnings are really important and may give us a clue. Can you share those warnings? Additionally, could you please share the Xcode version, the minimum operating system requirements, and any relevant build settings that may be pertinent to this task? I eagerly anticipate your responses to guide you toward a comprehensive resolution for this matter, provided the script yields favorable outcomes. Otherwise if is not the issue I am thinking with Objective-C, please get it touch with App Store Connect support as they’ll have the reason the bi
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Reply to Instruments Crash using swiftui instrument
Thanks for the post. It looks like you're encountering a specific crash related to the SwiftUI instrument in Xcode 26.2, which can be quite frustrating, especially when it interrupts a useful workflow. Given that you've already attempted some common troubleshooting steps like removing derived data, reinstalling, updating Xcode, and restarting devices, and that is a crash on the Instruments app let’s go ahead and file a bug: Once you open the bug report, please post the FB number here for my reference. If you have any questions about filing a bug report, take a look at Bug Reporting: How and Why? Albert Pascual
  Worldwide Developer Relations.
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Reply to XCTFail immediately aborts the test in Xcode 26 — no retry on failure
This is a known issue in Xcode 26 and later. When using XCTest in Xcode 26 and later, a test failure will cause the test runner process to terminate and relaunch before continuing to the next test if all the following conditions are met: The test class is written in Swift, The test’s continueAfterFailure property is set to false, Either the test method is async or the async overload of setUp or tearDown is overridden, and The test encounters a failure. Under these conditions, the first issue recorded by each affected test will cause the test runner process to be terminated after its tearDown sequence finishes. A new test runner process will then be launched, and execution will continue with the next test. This applies to any XCTAssert calls which fail, all calls to XCTFail, and failures encountered by UI automation API calls. This change was made to XCTest in order to improve reliability, since the XCTestCase.continueAfterFailure API uses Objective-C exceptions and can cause problems when us
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XCTFail immediately aborts the test in Xcode 26 — no retry on failure
Hi, I’m seeing an unexpected change in how XCTFail behaves in UI tests after updating Xcode. I use the following helper method: `func waitForExistance(file: StaticString, line: UInt) -> Self { if !(element.exists || element.waitForExistence(timeout: Configuration.current.predicateTimeout)) { XCTFail(couldn't find element: (element) after (Configuration.current.predicateTimeout) seconds, file: file, line: line) return self } else { return self } }` In Xcode 16.4, this worked as expected: – when an element wasn’t found, XCTFail was triggered, but the test continued running, allowing my retry logic to execute. After updating to Xcode 26.1 / 26.2 - the test now immediately aborts after XCTFail, without executing the next retry. The logs show: `t = 113.22s Tear Down t = 113.22s Terminate com.viessmann.care:81789 *** Assertion failure in -[UITests.Tests _caughtUnhandledDeveloperExceptionPermittingControlFlowInterruptions:caughtInterruptionException:whileExecutingBlock:], XCTestCase+Iss
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Reply to UIImageWriteToSavedPhotosAlbum doesn't working on Mac catalyst
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. If you post the Feedback number here I'll check the status next time I do a sweep of forums posts where I've suggested bug reports. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Programming Languages SubTopic: Swift Tags:
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Xcode crashes on launch
I have Mac mini intel, and updated top Sequia 15.7.2 and updated Xcode to 26 and now it crashes on launch. I uninstalled and reinstalled and still crashes. I uninstalled and installed Xcode 16.4 and that crashes on launch also. I've looked all over for help but cannot find anything. Can anyone please help me with this?
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Game Center fetchSavedGames sometimes returns empty list of games, although it works correctly on the next tries
I have implemented the Game Center for authentication and saving player's game data. Both authentication and saving player's data works correctly all the time, but there is a problem with fetching and loading the data. The game works like this: At the startup, I start the authentication After the player successfully logs in, I start loading the player's data by calling fetchSavedGames method If a game data exists for the player, I receive a list of SavedGame object containing the player's data The problem is that after I uninstall the game and install it again, sometimes the SavedGame list is empty(step 3). But if I don't uninstall the game and reopen the game, this process works fine. Here's the complete code of Game Center implementation: class GameCenterHandler { public func signIn() { GKLocalPlayer.local.authenticateHandler = { viewController, error in if let viewController = viewController { viewController.present(viewController, animated: false) return } if error != nil { // Player could not be authenti
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application(_:didFinishLaunchingWithOptions:) not called on MDM iPads after overnight idle — app resumes without cold start
We are seeing a strange lifecycle issue on multiple MDM-managed iPads where application(_:didFinishLaunchingWithOptions:) is not called after the device is idle overnight. Even if we terminate the app manually via the app switcher, the next morning the system does not perform a cold launch. Instead, the app resumes directly in: applicationDidBecomeActive(_:) This causes all initialization logic that depends on didFinishLaunching to be completely skipped. This behavior is consistent across four different supervised MDM devices. Environment Devices: iPads enrolled in MDM (supervised) iOS version: 18.3 Xcode: 16.4 macOS: Sequoia 15.7.2 App type: Standard UIKit iOS app App: Salux Audiometer (App Store app) Expected Behavior If the app was terminated manually using the app switcher, the next launch should: Start a new process Trigger application(_:didFinishLaunchingWithOptions:) Follow the normal cold-start lifecycle Actual Behavior After leaving the iPad idle overnight (8–12 hours): The next launch skips
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Reply to [Texas SB 2420] How to Retrieve Parental Consent Status
Hi @Umeki, To enable all the technologies and access all the signals Apple has made available to comply with regional age assurance requirements, starting with Texas, you must build your app against the iOS 26.2 and iPadOS 26.2 SDKs and later, with Xcode 26.2 (17C52) and later. To view the latest Xcode versions and SDKs, see here. As of iOS 26.2 and iPadOS 26.2, age assurance includes the following signals: Declared Age Range API — Determine whether a person using your app is in an applicable region that requires additional age-related obligations. When a child account, or their parent or guardian, chooses to share age information, the Declared Age Range API will return the age band or age category, depending on legal requirements in the region. The API will also provide information about the method used to confirm the age band or category, whether parental controls are enabled, and whether the user is eligible for age gated features. For more details, see the following documentation: AgeRan
Topic: App & System Services SubTopic: General Tags:
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Xcode Cloud Fails on Export: App Store Connect Authentication Error
Hello, Our Xcode Cloud builds are successfully archiving but fail every time during the Export archive for app-store distribution step. The issue appears to be a persistent authentication failure with App Store Connect that we are unable to resolve. Primary Error: The build logs show a critical authentication failure. IDEDistribution.critical.log shows: App Store Connect request for store configuration failed for account Session Proxy Provider... Unable to authenticate with App Store Connect. DVTITunesSoftwareService.log specifies the error is DVTITunesSoftwareServiceFoundation.DVTServicesSessionProviderCredentialITunesAuthenticationContextError.proxy. The build process eventually terminates during the IDEDistributionSymbolsStep with an Rsync failed error, which we believe is a symptom of the earlier authentication failure. Troubleshooting Already Performed: We have already taken the following steps without success: Verified the account used for the integration has Account Holder and Admin roles. Con
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How to properly use PermissionKit to ask permission
For testing permission response we can use the sandbox account However, when testing permission requests using the AskCenter API, none of the ask API works for me in xcode 26.2 rc and iOS 26.2 rc. For SignificantAppUpdateTopic, I got errors like The user is in a region that does not support this type of ask in the console log, but I've already set my billing address to Texas. For CommunicationTopic, the console shows several XPC-related errors, and I’m not sure which of them are relevant. Both of them show an alert view of Can't ask, An unknown error occurred Can someone help to guide us how to test the request flow? Thanks
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How to test SignificantChange Permission Ask
I'm developing for compliance with Texas law in the United States. Currently, I'm encountering an issue where I want to test the feature point when the app undergoes significant changes, a supervised user initiates a request. However, during actual testing, the app pops up an error message: Can't Ask, An Unknown error occurred. Additionally, I see the following error message in the Xcode Console: Error Domain=AskToCore.ATMessageComposeValidationError Code=4 'The user is in a region that does not support this type of ask.' UserInfo={NSLocalizedFailureReason=The user must be in a supported region to use this feature., NSLocalizedRecoverySuggestion=Please ensure the user is in an eligible region., NSLocalizedDescription=The user is in a region that does not support this type of ask.} I am indeed not in the Texas region. I want to conduct full-process testing before the feature is released to the App Store. What should I do? Apart from Sandbox testing (which, in fact, doesn't show any pop-ups either), ho
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