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Errors with PerfPowerTelemetryClientRegistrationService and PPSClientDonation when running iOS application in Xcode
I've suddenly started seeing hundreds of the same block of four error messages (see attached image) when running my app on my iOS device through Xcode. I've tried Cleaning the Build folder, but I keep seeing these messages in the console but can't find anything about them. Phone is running iOS 26.1. Xcode is at 16.4. Mac is on Sequoia 15.5. The app is primarily a MapKit SwiftUI based application. Messages below: Connection error: Error Domain=NSCocoaErrorDomain Code=4099 The connection to service named com.apple.PerfPowerTelemetryClientRegistrationService was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction. UserInfo={NSDebugDescription=The connection to service named com.apple.PerfPowerTelemetryClientRegistrationService was invalidated: Connection init failed at lookup with error 159 - Sandbox restriction.} (+[PPSClientDonation isRegisteredSubsystem:category:]) Permission denied: Maps / SpringfieldUsage (+[PPSClientDonation sendEventWithIdentifier:payload:]) Invalid
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Crash in UIKeyboardStateManager when repeatedly switching text input focus in WKWebView (hybrid app)
We’re building a hybrid iOS app using Angular (web) rendered inside a WKWebView, hosted by a native Swift app. Recently, we encountered a crash related to UIKeyboardStateManager in UIKit when switching between text inputs continuously within an Angular screen. Scenario The screen contains several text input fields. A “Next” button focuses the next input field programmatically. After about 61 continuous input field changes, the app crashes. It seems like this may be related to UIKit’s internal keyboard management while switching focus rapidly inside a WebView. crash stack: Crashed: com.apple.main-thread 0 WebKit 0xfbdad0 + 236 1 UIKitCore 0x10b0548 -[UITextInteractionSelectableInputDelegate _moveToStartOfLine:withHistory:] + 96 2 UIKitCore 0xd0fb38 -[UIKBInputDelegateManager _moveToStartOfLine:withHistory:] + 188 3 UIKitCore 0xa16174 __158-[_UIKeyboardStateManager handleMoveCursorToStartOfLine:beforePublicKeyCommands:testOnly:savedHistory:force:canHandleSelectableInputDelegateCommand:keyEvent:]_block
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Testflight issue: "The requested app is not available or doesn't exist"
We submitted a build to testflight and received a confirmation email it was successfully uploaded. When we open testflight on our iPhone's (X, 6s) we get a message of Could not install appname The requested app is not available or does not exist Where appname is the name of the app. Its very confusing because I can see the build listed in testflight on my mobile device and can view it in iTunes connect. I also can't install prior builds that had worked successfully when I try.
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Reply to Xcode Cloud builds stuck at App Store Connect
@DTS Engineer I also don't think it's anything to do with my code (though I could always be wrong). This pipeline ran for 1hr 33min until I canceled it and none of the 3 targets finished, they all got stuck at 93%: https://appstoreconnect.apple.com/teams/411a63c1-9d73-4245-8bec-d755e3579ec7/apps/6737959724/ci/builds/ac32a2f1-0a28-446b-bae1-c3228612af8b/summary This pipeline ran for 53 minutes until I canceled it but iOS target succeeded, macOS and visionOS were stuck at 93%. https://appstoreconnect.apple.com/teams/411a63c1-9d73-4245-8bec-d755e3579ec7/apps/6737959724/ci/builds/3cb93c56-2eb4-4984-97df-879c0e83c8dd/summary BOTH of these pipeline runs were for the same exact commit, the code didnt change between them yet in one of them iOS succeeded and in the other one it didnt.
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Reply to Xcode Cloud builds stuck at App Store Connect
@DTS Engineer yes I submitted a request but it was through the contact us form not through feedback assistant: https://developer.apple.com/contact/case/102801901445/solution/select Case 102801901445 As far as sharing the project, here's a direct link to the pipeline: https://appstoreconnect.apple.com/teams/411a63c1-9d73-4245-8bec-d755e3579ec7/apps/6737959724/ci/builds/28aadaf4-68e2-4e10-9a18-fd69a574307d/summary
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Reply to HELP! "In-App Purchases and Subscriptions" section unavailable.
By saying I guess, I mean that I'm not the one to make the final decision when it comes to somebody else's system since I am not referring to a specific, written set of instructions by the company. Then where does my 'guess' come from, you may ask. I submitted a new app to the review at the end of the last year. Initially, I was going to have subscription plans. But 'Prepare for submission' didn't disappear, as chronicled in this thread. So I decided to release it as a free app with no IAPs. While waiting for the review, I realized that the In-App Purchases and Subscriptions section disappeared. Yesterday, I prepared a software update, and the same section was back. Soon after I clicked on the submission button, this section disappeared once again. In all, it doesn't bother me if you don't listen to me. I don't work for Apple, Inc.
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Reply to How to properly localize AppIntent dialogs for Siri?
(duration.localized()) timer started. This works great as long as these two languages are set to the same language on the user's device: [UI language] Settings → General → Language & Region → Preferred Language [Siri langauge] Settings → Apple Intelligence & Siri → Language However, when they differ, even this method doesn't yield correct results. This behavior makes sense to me. Assuming that: Your device has the UI language set to English, the region set to United States, and the Siri language set to German. duration is set to 10 seconds. I believe this is how it works: Siri creates an instance of your app intent (StartTimerIntent), and runs its perform method in your app's process. The perform method creates an IntentDialog, which triggers localized(). There, .autoupdatingCurrent returns the current Preferred locale (en_US), and so localized() returns: 10 seconds timer started.”. The string is used as a key to create the localized string resource (LocalizedStringResource) for the dialog message. Si
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Reply to App Store submission validation failed: Missing info.plist value WKApplication
Thanks Ed, but I've just solved the problem. I'd inadvertently saved an archive from this App's build into the App's source directory. On deleting that extraneous archive, Validation then complained about Background Processing plist key (the app uses CoreData - CloudKit sync). Adding a plist entry fixed that error and now the app has passed validation and been uploaded - but doesn't yet appear in my iOS apps (for TestFlight testing).
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App Store submission validation failed: Missing info.plist value WKApplication
I've developed a Multiplatform app under Xcode 26 (currently using 26.2 17C52). The current destinations of the single target are Mac, iPad and Mac(designed for iPad). The minimum deployments are MacOS 15.6 and iOS 18.6. All destinations build and perform correctly on physical devices (running OS 26 versions). The MacOS version has been submitted successfully to the AppStore for TestFlight usage. However, the iPad version shows a submission validation failure: Missing Info.plist value. A value for the key “WKApplication”, or “WKWatchKitApp” if your project has a WatchKit App Extension target, is required in “xxxxx.app/xxxxx.app” bundle. For details, see: https://developer.apple.com/documentation/watchkit/creating_independent_watchos_apps/setting_up_a_watchos_project (ID: 4911506c-39c3-4b69-a8bb-5e5dcd3dc2fb) The app has no WatchKit version (although one's planned for a future release). The Target's Build Settings include a watchOS Deployment Target and Info.plist values related to WatchKit.
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Bug: Xcode 26.2 wants `ENABLE_DEBUG_DYLIB`: How do I enable that in `Package.swift`?
Xcode tells me Previewing in executable targets now requires a new build layout for unoptimized builds. Either set ENABLE_DEBUG_DYLIB to YES for this target, or break out your preview code into a separate framework with its own scheme. How do enable that in Package.swift. swiftSettings don't work (.define and unsafeFlags with -D ...). Creating a library product that the executable then depends on doesn't help either. I have two targets, one is an executable target. The #Preview macro is in the non-executable target.
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Reply to Installed Xcode - Canvas fails to boot
Thanks for the post. It seems like you're experiencing issues with Xcode 26.2 on macOS Sequoia. So the preview stops rendering anything in a simple Hello World app? Would you like to post the app here for developers to test and see how it behaves? If so, please share a link to your test project. That'll help us better understand what's going on. If you're not familiar with preparing a test project, take a look at Creating a test project. Verify that both your macOS and Xcode versions are fully updated. Since you're on Sequoia 15.7.3 and Xcode 26.2, check for any available updates for macOS that might address. I would recommend to move to macOS Tahoe. Sometimes, clearing derived data can resolve issues related to indexing and builds. You can do this by navigating to and deleting the contents. If the canvas is causing Xcode to hang, try disabling it temporarily. Open your project settings, navigate to the section, and uncheck “Live Views”. As a more drastic measure, consider completely uninstalling Xco
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Uploading SPI error: Validation failed (409) The app contains one or more corrupted binaries. Rebuild the app and resubmit. NSUnderlyingError : Validation failed (-19241) The app contains one or more corrupted binaries. Rebuild the app and resubmit
I am using Xcode (Version 26.2 (17C52)) -> Archive -> Distribute App (or Validate App) to upload my iOS app into App Store Connect. However I am always getting this error: I tried exporting the app as an IPA and uploading with Transporter, but I see the same error. I couldn't find any other useful logs or error messages. REPRODUCTION STEPS: Archive complete iOS app using Xcode 26.2 Upload to App Store Connect (upload succeeds) Apple's automated SPI analysis runs Validation fails with corrupted binary error TECHNICAL DETAILS: Target: iOS 15+ Xcode: 26.2 Architecture: arm64 More info: I have created the app in App Store Connect and this is my first time uploading. The app can build and run on my physical phone and emulator without any problem. Would be great to get some help! Thanks!
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