Search results for

“missing package product”

52,396 results found

Post

Replies

Boosts

Views

Activity

Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feat
1
0
96
2d
Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Hi everyone, I’m the developer of one sec, an app used by a large number of users globally to reduce time spent on social media and to build healthier digital habits. Because of this, we rely heavily on Apple’s Screen Time / DeviceActivity / FamilyControls, ManagedSettings APIs – and unfortunately, we’re seeing increasingly severe issues in production that directly impact hundreds of thousands of real iOS users. During the past years, we have been busy filing dozens of feedback requests for different Screen Time issues – and there has been no response from Apple at all. Developer Relations might be able to confirm that the bugs are present and that they ended up with the right team – but they are never addressed, neither are workarounds provided. Instead, the situation gets worse and worse. iOS 26 introduced a series of heavy regressions (which have been reported via Apple’s official bug report tool Feedback Assistant on iOS 26 beta 1 in June 2025 – and have not been addressed 10 Months later). This
1
0
208
3d
Reply to Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Fully seconding this, Frederik! I found this thread because I’m facing an issue with DeviceActivity thresholds not firing at all. I’m also trying to understand how this behaves in production for apps that rely on usage-threshold relocking. Have you found any mitigation or ‘least broken’ implementation pattern that improves reliability, even if there’s no true workaround? Any OS-version-specific observations would be really helpful. Thanks in advance!
Topic: App & System Services SubTopic: General Tags:
3d
AlarmKit alarm occasionally fires at exactly 12:00 AM
[FB22327481] We are observing a rare issue where alarms scheduled using AlarmKit occasionally fire exactly at 12:00 AM, even though the alarm was scheduled for a different time. This issue happens only for a very small number of users (for example, 1–2 users per several thousand per day), but multiple reports confirm that the alarm goes off exactly at midnight. We also found that other developers are experiencing the same issue: https://developer.apple.com/forums/thread/815714 Observed behavior For a small number of users: Alarm fires at exactly 00:00 (midnight) This happens even when the scheduled alarm time is something like 7:30 AM Happens rarely Hard to reproduce internally Appears to happen only on real devices in production Additional notes We are using AlarmKit fixed schedules (not relative) Dates passed to AlarmKit are correct at scheduling time We do not intentionally create midnight alarms Issue seems random Question Are there any known limitations or edge cases with AlarmKit fixed schedule
2
0
111
3d
Reply to Xcode 26.4: Regressions in Intelligence features
Seconding everything that's been said in this thread so far. The agentic coding is much laggier and overall unpredictable. I'm waiting 5-10 minutes sometimes for a response. It also seems to eat up my usage limits much faster. I'm seeing the same issues with authentication. I have to sign in to Claude multiple times per day. And I agree that hiding the thinking while it's happening leads to a lot of wasted time and tokens because I have no idea if the agent has lost its way. Appreciate you looking into this and hopefully releasing a 26.4.1 to address these issues!
3d
Reply to Localization in Swift macOS console Apps.
I have managed to wrap a command line tool into a .app package and to test my package localization. while this works it's obviously not the idle way to test a package localization. Just waiting to see if I get any more responses from someone who has actually tried to do this. Just to recap, there is nothing special here, just a command line tool with a Localization.xcstrings file that has one sentence both in English and fr-CA.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
Reply to Localization in Swift macOS console Apps.
by console, I am referring to a command line tool. Yes. I realize that. But use of the word console is triggering. It's better to say Terminal or command-line to minimize the distress of your fellow developer. My intention was to use the command line tool to test a package I am working on, as the eventual target will be a window app, I may abandon my efforts to localize my command line tool. I am using Swift Testing to unit test the package. I was hoping to hear from someone who had actually done this already. I'm not sure what you're trying to do there. I do have an app that can operate both normally and on the command line. So I can verify that it does work. But unless you have very specific requirements, and someone paying your bills for you, stay far away from any kind of command line tool on the Mac. The command line is a radically different environment and is wholly unsuitable for testing a normal app. If you want to do unit testing, I guess that's fine. You can use the Xcode debugger
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
Reply to App disappeared from App Store Connect - support unresponsive - Case 102841743378
I need to be direct: we are now moving into new territory. This has gone on for four months. Four months of open cases, broken contact forms, no resolution, and now an app that has vanished from App Store Connect entirely with zero explanation. The pace of this is completely unacceptable for a paid business account. The facts are not in dispute: Payment of £79 cleared my bank on 12 March 2026. I have the bank statement. The account was renewed and active. Team ID: AW699Z7G8H, Bundle ID: com.sofiqe.app, Case: 102841743378. Despite this, Apple's systems are showing my membership as expired and prompting me to pay again. This means Apple cannot keep track of what has been paid. That is not a developer error. That is an Apple billing failure. I am now being asked to pay twice for a membership I already hold, while my app has been pulled from the store, TestFlight distribution is blocked, and my business is actively losing time and revenue. I have two demands: An account-level specialist verifies the 12 M
4d
Reply to Localization in Swift macOS console Apps.
by console, I am referring to a command line tool. My intention was to use the command line tool to test a package I am working on, as the eventual target will be a window app, I may abandon my efforts to localize my command line tool. I am using Swift Testing to unit test the package. I was hoping to hear from someone who had actually done this already.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
4d
Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I was able to replicate this issue in a very simple way, within a new project created with the standard Xcode template, to which I added a Swift Package as a library (MyLibrary). This is the Package definition: // swift-tools-version: 6.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: MyLibrary, platforms: [.iOS(.v18)], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: MyLibrary, targets: [MyLibrary] ), ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .target( name: MyLibrary, path: Sources/MyLibrary ), ], swiftLanguageModes: [.v6] ) If the target name is equal to library name
4d
Reply to Xcode always enabling default package traits
I'll have to spend a little more time playing around to properly isolate things but it looks like this might be related to it being an Xcode workspace with the two packages. If I open just the executable package in Xcode everything works as expected.
Replies
Boosts
Views
Activity
2d
Xcode always enabling default package traits
Trying out the new package trait support in Xcode 26.4 and it seems like the default traits for the package are being enabled even when explicitly set to disabled. At first I thought it was something wonky in the Xcode UI around the new support for traits. I've been able to replicate the issue with just two Swift packages, so no Xcode UI for setting the traits. Feature package // swift-tools-version: 6.3 import PackageDescription let package = Package( name: MyAwesomeFeature, platforms: [ .macOS(.v26) ], products: [ .library( name: MyAwesomeFeature, targets: [MyAwesomeFeature] ) ], traits: [ .trait(name: SomeBetaFeature), .default(enabledTraits: [SomeBetaFeature]), ], targets: [ .target( name: MyAwesomeFeature ), ], swiftLanguageModes: [.v6] ) For the sake of testing I've given it a simple object that just prints if the trait is enabled Inside MyAwesomeFeature public struct SomeObject { func printTraitStatus() { #if SomeBetaFeature print(Beta feat
Replies
1
Boosts
0
Views
96
Activity
2d
Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Hi everyone, I’m the developer of one sec, an app used by a large number of users globally to reduce time spent on social media and to build healthier digital habits. Because of this, we rely heavily on Apple’s Screen Time / DeviceActivity / FamilyControls, ManagedSettings APIs – and unfortunately, we’re seeing increasingly severe issues in production that directly impact hundreds of thousands of real iOS users. During the past years, we have been busy filing dozens of feedback requests for different Screen Time issues – and there has been no response from Apple at all. Developer Relations might be able to confirm that the bugs are present and that they ended up with the right team – but they are never addressed, neither are workarounds provided. Instead, the situation gets worse and worse. iOS 26 introduced a series of heavy regressions (which have been reported via Apple’s official bug report tool Feedback Assistant on iOS 26 beta 1 in June 2025 – and have not been addressed 10 Months later). This
Replies
1
Boosts
0
Views
208
Activity
3d
Reply to Screen Time APIs showing severe inconsistencies (DeviceActivity not firing + impossible usage data)
Fully seconding this, Frederik! I found this thread because I’m facing an issue with DeviceActivity thresholds not firing at all. I’m also trying to understand how this behaves in production for apps that rely on usage-threshold relocking. Have you found any mitigation or ‘least broken’ implementation pattern that improves reliability, even if there’s no true workaround? Any OS-version-specific observations would be really helpful. Thanks in advance!
Topic: App & System Services SubTopic: General Tags:
Replies
Boosts
Views
Activity
3d
Reply to iCloud Sync not working with iPhone, works fine for Mac.
I’d like a robust dev environment for this. I’m not confident cksyncengine works for sandbox users. I’m not confident cksyncengine works in Xcode simulators I’m not confident cksyncengine works in development as opposed to production iCloud. Without this confidence it’s difficult to set-up, difficult to test and difficult reporting bugs.
Replies
Boosts
Views
Activity
3d
AlarmKit alarm occasionally fires at exactly 12:00 AM
[FB22327481] We are observing a rare issue where alarms scheduled using AlarmKit occasionally fire exactly at 12:00 AM, even though the alarm was scheduled for a different time. This issue happens only for a very small number of users (for example, 1–2 users per several thousand per day), but multiple reports confirm that the alarm goes off exactly at midnight. We also found that other developers are experiencing the same issue: https://developer.apple.com/forums/thread/815714 Observed behavior For a small number of users: Alarm fires at exactly 00:00 (midnight) This happens even when the scheduled alarm time is something like 7:30 AM Happens rarely Hard to reproduce internally Appears to happen only on real devices in production Additional notes We are using AlarmKit fixed schedules (not relative) Dates passed to AlarmKit are correct at scheduling time We do not intentionally create midnight alarms Issue seems random Question Are there any known limitations or edge cases with AlarmKit fixed schedule
Replies
2
Boosts
0
Views
111
Activity
3d
Reply to Xcode 26.4: Regressions in Intelligence features
Seconding everything that's been said in this thread so far. The agentic coding is much laggier and overall unpredictable. I'm waiting 5-10 minutes sometimes for a response. It also seems to eat up my usage limits much faster. I'm seeing the same issues with authentication. I have to sign in to Claude multiple times per day. And I agree that hiding the thinking while it's happening leads to a lot of wasted time and tokens because I have no idea if the agent has lost its way. Appreciate you looking into this and hopefully releasing a 26.4.1 to address these issues!
Replies
Boosts
Views
Activity
3d
Reply to 26.4 beta and RC versions are unable to be created on anything but 26.4 beta host OS
I confirm that installing the Xcode.app/Contents/Resources/Packages/MobileDevice.pkg package of Xcode 26.4 (with the UI) on macOS 15.7.5 fix the installation problem of macOS 26.4 in VirtualBuddy.
Topic: App & System Services SubTopic: Core OS Tags:
Replies
Boosts
Views
Activity
3d
Reply to Localization in Swift macOS console Apps.
I have managed to wrap a command line tool into a .app package and to test my package localization. while this works it's obviously not the idle way to test a package localization. Just waiting to see if I get any more responses from someone who has actually tried to do this. Just to recap, there is nothing special here, just a command line tool with a Localization.xcstrings file that has one sentence both in English and fr-CA.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
Boosts
Views
Activity
4d
Reply to Localization in Swift macOS console Apps.
by console, I am referring to a command line tool. Yes. I realize that. But use of the word console is triggering. It's better to say Terminal or command-line to minimize the distress of your fellow developer. My intention was to use the command line tool to test a package I am working on, as the eventual target will be a window app, I may abandon my efforts to localize my command line tool. I am using Swift Testing to unit test the package. I was hoping to hear from someone who had actually done this already. I'm not sure what you're trying to do there. I do have an app that can operate both normally and on the command line. So I can verify that it does work. But unless you have very specific requirements, and someone paying your bills for you, stay far away from any kind of command line tool on the Mac. The command line is a radically different environment and is wholly unsuitable for testing a normal app. If you want to do unit testing, I guess that's fine. You can use the Xcode debugger
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
Boosts
Views
Activity
4d
Reply to App disappeared from App Store Connect - support unresponsive - Case 102841743378
I need to be direct: we are now moving into new territory. This has gone on for four months. Four months of open cases, broken contact forms, no resolution, and now an app that has vanished from App Store Connect entirely with zero explanation. The pace of this is completely unacceptable for a paid business account. The facts are not in dispute: Payment of £79 cleared my bank on 12 March 2026. I have the bank statement. The account was renewed and active. Team ID: AW699Z7G8H, Bundle ID: com.sofiqe.app, Case: 102841743378. Despite this, Apple's systems are showing my membership as expired and prompting me to pay again. This means Apple cannot keep track of what has been paid. That is not a developer error. That is an Apple billing failure. I am now being asked to pay twice for a membership I already hold, while my app has been pulled from the store, TestFlight distribution is blocked, and my business is actively losing time and revenue. I have two demands: An account-level specialist verifies the 12 M
Replies
Boosts
Views
Activity
4d
Reply to Localization in Swift macOS console Apps.
by console, I am referring to a command line tool. My intention was to use the command line tool to test a package I am working on, as the eventual target will be a window app, I may abandon my efforts to localize my command line tool. I am using Swift Testing to unit test the package. I was hoping to hear from someone who had actually done this already.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
Boosts
Views
Activity
4d
Reply to Stuck with subscription review
I've found a solution. I need to delete subscription products with status Developer Action Needed and create a new one. This needs changing product id and fixing app for new ids... Apple, fix your process, it's buggy.
Replies
Boosts
Views
Activity
4d
Reply to NSURL - is it intended behavior for -URLByAppendingPathComponent: to allow appending multiple path components in one call?
If an app assumes it's appending only one path component on a directory it owns (like inside a package), it may think it is safe, but it can be tricked into overwriting files at unexpected file system locations.
Topic: App & System Services SubTopic: General Tags:
Replies
Boosts
Views
Activity
4d
Reply to Previews for SwiftUI views in Packages don't work in Xcode 26.4
I was able to replicate this issue in a very simple way, within a new project created with the standard Xcode template, to which I added a Swift Package as a library (MyLibrary). This is the Package definition: // swift-tools-version: 6.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: MyLibrary, platforms: [.iOS(.v18)], products: [ // Products define the executables and libraries a package produces, making them visible to other packages. .library( name: MyLibrary, targets: [MyLibrary] ), ], targets: [ // Targets are the basic building blocks of a package, defining a module or a test suite. // Targets can depend on other targets in this package and products from dependencies. .target( name: MyLibrary, path: Sources/MyLibrary ), ], swiftLanguageModes: [.v6] ) If the target name is equal to library name
Replies
Boosts
Views
Activity
4d