Search results for

“Xcode”

93,872 results found

Post

Replies

Boosts

Views

Activity

Unable to use FoundationModels in older app?
Hi, I'm trying to add FoundationModels to an older project but always get the following error: Unable to resolve 'dependency' 'FoundationModels' import FoundationModels The error comes and goes while its compiling and then doesn't run the app. I have my target set to 26.0 (and can't go any higher) and am using Xcode 26 (17E192). Is anyone else having this issue? Thanks, Dan Uff
1
0
108
2d
Xcode Cloud accessing Azure Devops repository
Hi, I am attempting to setup Xcode Cloud for my project. The repository for the project is in Azure Devops. When I look on the internet, I get the answer: Go to AppstoreConnect, your app, Xcode Cloud and configure the repo. However, in my version of Xcode I am immediately sent back to Xcode to configure it. When looking in this forum, I see some old Posts from 2022 and 2024 without any answer. I assume I need to pick 'Github Enterprise' as the GIT provider. If I do, It attempts to connect to devops.azure.com, which sounds about right. But then I get a permission error. I would like to configure Xcode Cloud to access Azure Devops using one of the PATs that I have configured. Has anybody been able to Mae this work? Or should I make a Mirror Repo in Github (ir BitBucket or Gitlab) and let Apple connect to that? Kind regards Wouter
0
0
30
2d
Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugg
1
0
13
2d
Reply to ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Glad to hear you’re making progress. [quote='882117022, i12n, /thread/820580?answerId=882117022#882117022, /profile/i12n'] What's the documented behavior if the user has something actively playing on the system music player? [/quote] Sadly, I can’t help you with that. I waded into this thread because I have expertise in the entitlement side of things. Otherwise I’m a complete noob when it comes to MusicKit. I have a couple of recommendations: As I mentioned above, prototype stuff in Xcode, just to get your third-party tooling out of the mix. If you continue to have problems, start a new thread, using the same subtopic and tags as their thread (well, except for Entitlements). Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Media Technologies SubTopic: General Tags:
2d
Reply to Your development team has reached the maximum number of registered iPhone devices.
[quote='882177022, hbanzon, /thread/797959?answerId=882177022#882177022, /profile/hbanzon'] I just renewed my paid developer account today [/quote] This thread is about free provisioning, which Xcode displays as a Personal Team. The story for paid teams is different. My general advice is that you read through Developer Account Help > Devices. If that’s not sufficient, you can seek help via Apple > Developer > Contact Us. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
2d
Reply to test NEAppProxyProvider without MDM?
[quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] There is a DHCP server on the local LAN to assign addresses to devices. [/quote] Do you actually need that? Or is this something you can’t control? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] if my iPad is trying to talk to anything on say 192.168 [/quote] Does that include multiple subnets? That is, does the DHCP server hand out a 192.168/16 address? Or does it hand out a 192.168.x/24 address? And in that case, are there resources on other 192.168.y/24 networks that you need to talk to? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] can you suggest any other way to accomplish this? [/quote] Depending on your answers to the above, you could potentially do this with an off-the-shelf VPN. Specifically, this would work if you can configure the VPN to: Always run over WWAN. Claim the default r
2d
Reply to Localization in Swift macOS console Apps.
These two statements are at odds: [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] there is nothing special here [/quote] [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] just a command line tool with a Localization.xcstrings file [/quote] Doing this is special because, in general, we don’t localise command-line tools on the Mac. Specifically, the traditional Unix-y way of localising command-line tools [1] is not standard practice on Apple platforms. Rather, Apple platforms use their own mechanism, based on the bundle structure. This mechanism is intended for GUI apps, and you have to jump through hoops to get it to work from the command line [2]. If you’re doing this just for testing, I recommend that you use Xcode’s testing infrastructure. It has options for overriding the language and region. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Roote
Topic: UI Frameworks SubTopic: SwiftUI Tags:
2d
iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Makin
0
0
40
2d
Reply to Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
having the same issue with Xcode 26.4 and Objective C project
Replies
Boosts
Views
Activity
2d
Unable to use FoundationModels in older app?
Hi, I'm trying to add FoundationModels to an older project but always get the following error: Unable to resolve 'dependency' 'FoundationModels' import FoundationModels The error comes and goes while its compiling and then doesn't run the app. I have my target set to 26.0 (and can't go any higher) and am using Xcode 26 (17E192). Is anyone else having this issue? Thanks, Dan Uff
Replies
1
Boosts
0
Views
108
Activity
2d
Reply to Xcode_26 not compiling Metal project
@JMDelh Thanks for providing this and marking as an answer for other people to find about Metal. If you filed a bug as requested can you mark it as well as resolved with Xcode 26.4? Thanks Albert 
  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
2d
Reply to Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Yep, having the same issue when trying to pull through Xcode. Interestingly, push commands seem to work for me.
Replies
Boosts
Views
Activity
2d
Reply to Xcode_26 not compiling Metal project
This issue is corrected by Apple in Xcode Version 26.4 (17E192)
Replies
Boosts
Views
Activity
2d
Xcode Cloud accessing Azure Devops repository
Hi, I am attempting to setup Xcode Cloud for my project. The repository for the project is in Azure Devops. When I look on the internet, I get the answer: Go to AppstoreConnect, your app, Xcode Cloud and configure the repo. However, in my version of Xcode I am immediately sent back to Xcode to configure it. When looking in this forum, I see some old Posts from 2022 and 2024 without any answer. I assume I need to pick 'Github Enterprise' as the GIT provider. If I do, It attempts to connect to devops.azure.com, which sounds about right. But then I get a permission error. I would like to configure Xcode Cloud to access Azure Devops using one of the PATs that I have configured. Has anybody been able to Mae this work? Or should I make a Mirror Repo in Github (ir BitBucket or Gitlab) and let Apple connect to that? Kind regards Wouter
Replies
0
Boosts
0
Views
30
Activity
2d
Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugg
Replies
1
Boosts
0
Views
13
Activity
2d
Reply to Clipboard issues with simulators
Made a little macOS menu bar app that fixes this for me. It syncs the clipboard both ways between macOS and the Simulator automatically. full Xcode project available here: https://github.com/iAmrMohamed/SimClipboardSync
Replies
Boosts
Views
Activity
2d
Reply to Does your Canvas in Xcode crash all the time due to AXRemoteElement-BackgroundFetch?
I am having the same issue on both of my machines (both running Xcode 26.4 and 26.4 simulators.) After setting the simulator back to iOS 26.2, I can work in the SwiftUI canvas.
Replies
Boosts
Views
Activity
2d
Reply to ApplicationMusicPlayer.shared player.play() permission denied in app sandbox (Tauri)
Glad to hear you’re making progress. [quote='882117022, i12n, /thread/820580?answerId=882117022#882117022, /profile/i12n'] What's the documented behavior if the user has something actively playing on the system music player? [/quote] Sadly, I can’t help you with that. I waded into this thread because I have expertise in the entitlement side of things. Otherwise I’m a complete noob when it comes to MusicKit. I have a couple of recommendations: As I mentioned above, prototype stuff in Xcode, just to get your third-party tooling out of the mix. If you continue to have problems, start a new thread, using the same subtopic and tags as their thread (well, except for Entitlements). Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Media Technologies SubTopic: General Tags:
Replies
Boosts
Views
Activity
2d
Reply to Your development team has reached the maximum number of registered iPhone devices.
[quote='882177022, hbanzon, /thread/797959?answerId=882177022#882177022, /profile/hbanzon'] I just renewed my paid developer account today [/quote] This thread is about free provisioning, which Xcode displays as a Personal Team. The story for paid teams is different. My general advice is that you read through Developer Account Help > Devices. If that’s not sufficient, you can seek help via Apple > Developer > Contact Us. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: Code Signing SubTopic: General
Replies
Boosts
Views
Activity
2d
Reply to test NEAppProxyProvider without MDM?
[quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] There is a DHCP server on the local LAN to assign addresses to devices. [/quote] Do you actually need that? Or is this something you can’t control? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] if my iPad is trying to talk to anything on say 192.168 [/quote] Does that include multiple subnets? That is, does the DHCP server hand out a 192.168/16 address? Or does it hand out a 192.168.x/24 address? And in that case, are there resources on other 192.168.y/24 networks that you need to talk to? [quote='881984022, Davidbaraff2, /thread/820572?answerId=881984022#881984022, /profile/Davidbaraff2'] can you suggest any other way to accomplish this? [/quote] Depending on your answers to the above, you could potentially do this with an off-the-shelf VPN. Specifically, this would work if you can configure the VPN to: Always run over WWAN. Claim the default r
Replies
Boosts
Views
Activity
2d
Reply to iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
We see this issue in iOS 26.3 as well, but it can reproduce almost every time if we build the app with Xcode 26.4 and run the app on an iOS 26.3 device. Also sent: FB22305926 with the crash log.
Replies
Boosts
Views
Activity
2d
Reply to Localization in Swift macOS console Apps.
These two statements are at odds: [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] there is nothing special here [/quote] [quote='882101022, Arebus, /thread/820871?answerId=882101022#882101022, /profile/Arebus'] just a command line tool with a Localization.xcstrings file [/quote] Doing this is special because, in general, we don’t localise command-line tools on the Mac. Specifically, the traditional Unix-y way of localising command-line tools [1] is not standard practice on Apple platforms. Rather, Apple platforms use their own mechanism, based on the bundle structure. This mechanism is intended for GUI apps, and you have to jump through hoops to get it to work from the command line [2]. If you’re doing this just for testing, I recommend that you use Xcode’s testing infrastructure. It has options for overriding the language and region. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Roote
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Replies
Boosts
Views
Activity
2d
iOS 26.4 Simulator + Xcode local StoreKit returns PurchaseResult.userCancelled immediately, even in Apple sample app
Hi, I’m seeing a reproducible issue with local StoreKit testing on the iOS 26.4 Simulator. Environment: Xcode 17E192 iOS 26.4 Simulator StoreKit Testing in Xcode using a .storekit configuration file attached to the Run scheme SubscriptionStoreView StoreKit 2 What happens: Tapping a subscription purchase button starts the flow, but the purchase immediately returns: StoreKit.Product.PurchaseResult.userCancelled No purchase dialog appears. No transaction is created. Debug > StoreKit > Manage Transactions remains empty. Transaction.updates, Transaction.unfinished, and Transaction.currentEntitlements do not produce any new purchase-related events. Important detail: This happens not only in my app, but also in Apple’s sample: Implementing a store in your app using the StoreKit API I tested the sample with its own .storekit file and shared scheme. The sample shows the same behavior on iOS 26.4 Simulator. On iOS 26.2 Simulator: The purchase flow does react differently. I see the warning: Makin
Replies
0
Boosts
0
Views
40
Activity
2d