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Reply to Metal Toolchain Not Installing
Hi. Thanks for asking. I'm using Xcode Version 26.2 (17C52) on macOS 26.2 (25C56) and I was able to successfully install the metalToolchain component using the command you show in your question above and the the commands on this page. Maybe try downloading and installing separately (there are directions on the page above). Also, have you tried on a different network?
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Reply to Seeing resources from another app in same Xcode project
Thanks for the post, this is something I don’t think I have seen before unless I have a reference to some of the file. Definitely a head scratcher for me. Inviting other developers here to to provide there opinion of possible causes for this. One thought I have is that Xcode keeps a lot of build artifacts and project-related data in its derived data folder. This can often lead to stale or incorrect information being used by Interface Builder. Have you try to go to Product > Clean Build Folder (or Cmd+Shift+K). Do this for both projects/targets if they are in the same workspace. Even if your NIB files are separate, the custom classes (e.g., your AppDelegate subclasses, custom NSWindowControllers, or NSView subclasses) that are referenced in those NIBs might be accidentally included in the wrong target. If a class from App A is somehow included in App B's target (or vice-versa), Interface Builder for App B's NIB might try to instantiate or show properties from App A's version of that class? The Info
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Reply to Testing Significant Location Change
You would want to use the Simulator's Features -> Location to test how your app handles location updates. But eventually, for testing background capabilities, the only reliable test would be to run the app on a physical device while it is standalone, not connected to Xcode - for which you would want to implement your own logging and testing methodology within the app - and for location apps, actually travel, as simulated locations are going to perform better than real ones, and if testing background capabilities attached to Xcode, you will not get a real life demonstration of how your app performs, as debugging via Xcode will give it additional capabilities to assist in debugging your code, but will not show what your customers will eventually experience.
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Using an API key with xcodebuild commands for Enterprise builds
Hey folks, Looking for some assistance with using an API key with xcodebuild commands to archive/export builds on our Enterprise developer account. The goal here is to allow Xcode to completely manage signing/certificates with our cloud distribution certificate, since these builds are happening in CI and we don't want to be manually handling user sessions/certificates on these machines. This is working great with our App Store account, but with our Enterprise account we're getting errors both archiving and exporting the builds. Here's an example of an export command that is giving errors: xcodebuild -exportArchive -exportOptionsPlist /path/to/exportOptions.plist -archivePath /path/to/archive.xcarchive -exportPath /path/to/export -authenticationKeyID *** -authenticationKeyIssuerID *** -authenticationKeyPath /path/to/key.p8 -allowProvisioningUpdates I've put some example values there, but we've double/triple checked the real values when this is actually running. These are the errors we're getting: 2026
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Buttons become unresponsive after using .windowStyle(.plain) with auto-hiding menu
I'm developing a visionOS panorama viewer app where I need to implement an auto-hiding floating menu in immersive space. The menu should: Show for 3 seconds when entering immersive mode Auto-hide after 3 seconds, Reappear when user taps anywhere (using SpatialTapGesture). Buttons should respond to gaze + pinch interaction The Problem: When I add .windowStyle(.plain) to achieve transparent window background for the auto-hide effect, all buttons in the menu become completely unresponsive to gaze + pinch interaction. The buttons only respond to direct finger touch (poking). Without .windowStyle(.plain): Buttons work correctly with gaze + pinch, but I cannot achieve transparent window background for hiding. With .windowStyle(.plain): Window can be transparent, but buttons lose gaze + pinch interaction. Code: App.swift: @main struct MyApp: App { @StateObject private var model = AppModel() var body: some Scene { WindowGroup(id: MainWindow) { ContentView() .environmentObject(model) } .defaultSize(width: 900, height:
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Testing Significant Location Change
We are currently developing a research-based iOS application that relies heavily on background capabilities, specifically Significant Location Change. We are using CLLocationManager.startMonitoringSignificantLocationChanges(). During development, when using Debug → Simulate Location in Xcode, we receive a location update only once. Subsequent simulated location changes do not trigger additional callbacks, which makes testing and development quite cumbersome. Are there any tools, commands, or workflows (e.g., via Xcode, Instruments, or system-level simulation) to reliably simulate multiple significant location change callbacks for testing purposes? If there aren't such tools, how do I test this behaviour reliably, robustly and rigidly?
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Live Activities widget extension does not reflect updated SwiftUI UI (custom views/assets appear ignored)
Hello Apple Developer Technical Support, I’m following up on case #102807413324 and submitting this as a code-level support request. We are integrating iOS Live Activities (ActivityKit + WidgetKit extension written in SwiftUI) into an Expo/React Native app. We’re seeing behavior where the Live Activity UI shown on the Lock Screen appears to “stick” to an older layout and ignores updated SwiftUI code and/or bundled assets, even after rebuilding, reinstalling, and removing existing Live Activities before testing again. Environment Device: iPhone 13 iOS: 26.2 macOS: 15.7.3 (24G419) Xcode: 16.4 (16F6) Expo SDK: 52 React Native: 0.76.9 expo-live-activity: ^0.4.2 Build type: Ad-Hoc signed IPA (EAS local build) Summary We have a WidgetKit extension target (LiveActivity.appex, bundle id: stimul8.LiveActivity) using ActivityConfiguration(for: LiveActivityAttributes.self). The extension contains multiple SwiftUI views selected via a “route” (derived from deepLinkUrl / title / subtitle), and uses images/backgro
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Reply to Is designing the playground app for macOS only an option??
My reading of the rules is that you have to create an iOS playground. Check out the instructions on the Swift Student Challenge > Get ready page: Your submission to the Swift Student Challenge must be built with and run in Xcode or Swift Playground. If you’re building an app playground in Xcode: Open Xcode > Create New Project > iOS > App Playground If you’re building an app playground in Swift Playground: Open Swift Playground > Create New App In both cases you end up with an iOS app playground. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Can't start Ad Hoc .ipa for iOS 12
Hi, We're having problems starting an Ad Hoc ipa on an iPad with iOS 12.7.7 and 12.7.8. The iPad's UUID has been added to the provisioning profile. The iPad that we are trying to start the app on is online, so Apple's certificate validation server should be reachable. We don't have any problems with iOS versions above iOS 12. The .ipa was built using the latest version of Xcode (26.2, build 17C52). Here is the anonymised and reduced console log (only the app launch / bootstrap part): default 07:29:35.683108+0100 SpringBoard Icon touch began: default 07:29:35.752640+0100 SpringBoard Icon tapped: default 07:29:35.768538+0100 trustd cert[0]: SubjectCommonName =(leaf)[]> 0 default 07:29:35.791500+0100 SpringBoard Trust evaluate failure: [leaf IssuerCommonName LeafMarkerOid SubjectCommonName] default 07:29:35.793654+0100 trustd cert[0]: IssuerCommonName =(path)[]> 0 default 07:29:36.043497+0100 assertiond Submitting new job for on behalf of SpringBoard (pid: 48) default 07:29:36.044393+0100 Sprin
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LLDB assertion failure when debugging Swift app
While debugging a Swift application in Xcode, LLDB crashes with an assertion failure related to LLDBMemoryReader and pointer authentication. The issue occurs during normal debugging (e.g. inspecting variables or stack frames), and causes the debugger to become unusable. The error appears to be triggered inside the Swift language runtime reflection path in LLDB error: Assertion failed: (LLDBMemoryReader module to address map ran into pointer authentication mask!), function addModuleToAddressMap, file /AppleInternal/Library/BuildRoots/603ae698-b099-11ef-b64c-aabfac210453/Library/Caches/com.apple.xbs/Sources/lldb/llvm-project/lldb/source/Plugins/LanguageRuntime/Swift/LLDBMemoryReader.cpp, line 537 Stack dump without symbol names (ensure you have llvm-symbolizer in your PATH or set the environment var `LLVM_SYMBOLIZER_PATH` to point to it): 0 LLDB 0x00000001240eb8f8 llvm::sys::PrintStackTrace(llvm::raw_ostream&, int) + 40 1 LLDB 0x0000000123bbd0a8 lldb_private::lldb_assert(bool, char const*, char con
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Reply to How to properly localize AppIntent dialogs for Siri?
Thank you for the explanation! Xcode did add the localized string key %@ timer started. to my string catalog as you correctly assumed, and I have provided a proper translation: %@ Timer gestartet. However, I still don't understand why Siri does not translate the %@ part properly. When it's 10 seconds in English, it also reads 10 seconds when Siri is set to German with the number 10 being correctly translated (zehn instead of ten) but not the unit (seconds where it should read Sekunden). Summary & Overview: Localized String Key: %@ timer started. English output: Displayed text: 10 seconds timer started. Spoken by Siri: Ten seconds timer started. 🇺🇸🇺🇸🇺🇸🇺🇸 German output: Displayed text: 10 seconds Timer gestartet. Spoken by Siri: Zehn seconds Timer gestartet. 🇩🇪🇺🇸🇩🇪🇩🇪 where zehn is German, but seconds is English. This seems to be a bug? I will wrap this as a minimal example in an Xcode project to file a Feedback report and share the ID here once I've done that, as you sugges
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Reply to Is this normal while developing an app on the watch?
After unpairing apple watch in xcode, I also had the issue that I was never able to see it again in Xcode until I did the following. Completely delete Xcode including deleting following files (chatgpt suggested, check before deleting) ~/Library/Developer/Xcode ~/Library/Preferences/com.apple.dt.Xcode.plist ~/Library/Caches/com.apple.dt.Xcode ~/Library/Developer/CoreSimulator/Devices Afterwards I deactivated and activated developer mode in iphone, and started new project. Watch became visible.
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