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Reply to String Catalog stops updating upon changing source code
But once that string is translated If by this you mean that it has translations in other languages, then Xcode is expected to update the value and mark translations as needing review automatically. But if the source string itself is already marked as translated in the xcstrings file, then you are already in a conflicted state where there is a value in code and also a source value in the xcstrings. In that case, it is expected because Xcode will never change the value of a source string that is marked as translated in the source language. It is only allowed to do so if the state is new. When such a string with a default value from code first appears in the String Catalog, it will have a state of new. The String Catalog Editor then prevents editing this string from the Catalog because the code defined the value and we don't want conflicting state. But perhaps in your case something or someone went into the JSON and flipped it to translated. In that case, this is expected behavior due to invali
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Reply to String Catalog stops updating upon changing source code
Thanks for the post. It seems like you have not received any replies. I think I have a suggestions for you to get people to see the issue you encountering by providing a little project sample. I am not aware of any localization issues at this time. So once that string is translated, changing the default value in code and rebuilding does not update the catalog? Or is there a way to determine what strings have default values in code that do not match the catalog values to see if any were missed as wording was tweaked over time? It’s been a long time since I use that, when I was using it I did periodically export my localization files using Xcode's Editor > Export for Localization.... This created an XLIFF file that I can diff against previous versions to spot discrepancies between default values in code and your localization files. Now, I think many developers are experts in localization and they can provide you great suggestions but I think that if you provide a little focused sample that shows in
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MetalToolchain download fails on macOS 26.2, build 17C48 catalog error
Without this, I can't install/open Unreal Engine on my iMac OS 26.2 Tahoe. I can't even download the Metal Toolchain in Xcode-Settings-Components. It fails every time. when I try to open Unreal Engine, it says this: Xcode Metal Compiler error: error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain But every time I try to download Metal Toolchain in terminal, it says this: xcodebuild: error: Failed fetching catalog for assetType (com.apple.MobileAsset.MetalToolchain), serverParameters ({ RequestedBuild = 17C48; }) % sudo xcode-select --reset xcrun -f metallib Password: xcrun: error: sh -c '/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -sdk /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk -find metallib 2> /dev/null' failed with exit code 17664: (null) (errno=No such file or directory) xcrun: error: unable to find utility metallib, not a developer tool
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Reply to Team “57AWJ345M2” cannot enable iCloud Key-Value Storage for Bundle ID “com.marsgame.fg2”
That's a surprise to me. Would you mind to try with the following steps and see if the error is still there? Confirm the app transfer process is successfully completed. Confirm your provisioning profile is updated. You can do so by uncheck the Automatically manage signing box in Xcode and then check it back, which has Xcode refresh the provisioning profile. If you manually manage your codesign, download the updated profile from Apple's membership portal. Find the provisioning profile for your app from ~/Library/Developer/Xcode/UserData/Provisioning Profiles/ (or ~/Library/MobileDevice/Provisioning Profiles/ if you are using earlier version Xcode). If you have multiple files in the folder, find the one that has App ID Name tied to your app ID. Open the provisioning profile with your favorite text editor, and try to find the identifier of the key-value store identifier. If everything goes well, the identifier should be there. In your Xcode project, update the value o
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Reply to Unknown APNs ERROR: BadEnvironmentKeyInToken when sending Push To Talk notifications
Hi, I'm experiencing the exact same issue with BadEnvironmentKeyInToken (HTTP 403) from APNs. In my case: I'm using a P8 key (not certificate-based auth) The P8 key was recently created with APNs service enabled Everything works fine with sandbox/development environment (Debug builds via Xcode) The error only occurs with production environment (TestFlight builds) My provisioning profile correctly shows aps-environment: production The device token is valid for production (confirmed by the profile) The strange part is: Sandbox server (api.sandbox.push.apple.com): Returns BadDeviceToken (expected, since token is for production) Production server (api.push.apple.com): Returns BadEnvironmentKeyInToken (HTTP 403) My JWT generation looks correct (same key works for sandbox), Team ID, Key ID, and Bundle ID are all verified to be correct. Did you ever find a solution to this issue?
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Horrible weird Window Server killing bug
OS 26.s, Xcode 26.2 TLDR: My pure SwiftUI app freezes the window server, is this a known problem? My app is pure SwiftUI, no low level calls, no networking, no tricksy pointer use. Somehow, something in my code is terminally confusing the Window Server. As in, I run the app, and before I ever seen a window, the Window Server locks up, and is killed by the OS for being unresponsive. Using debugging shows that I get to the end of a Canvas, and it simply freezes upon exiting. I'm about to do the old comment out everything, and bring it back a bit at a time, but I'm wondering if anyone is experiencing this sort of thing? The reaction is so extreme. And it's not Xcode in particular, I built the program with xcodebuild, Xcode itself not running, and ran my app, and it did the same thing.
Topic: UI Frameworks SubTopic: SwiftUI
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Memory leak in CarPlay when using CPTabBarTemplate
Memory leak in CarPlay when using CPTabBarTemplate Reproduced using the code example Integrating CarPlay with Your Music App from the official Apple documentation - https://developer.apple.com/documentation/carplay/integrating-carplay-with-your-music-app Steps to reproduce the leak: Download and run the example on CarPlay. Select the Settings tab. Click the first item in the list Use Apple Music. Click Back button. Repeat steps 3 and 4 several times. Open Debug Memory Graph in xCode and search for CPGridTemplate - the count will be greater than 0. Conditions under which the memory leak disappears: If you open and switch to all tabs one by one, the leak disappears.
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Reply to Apple wants me to change the Bundle ID (Non XCODE)
Thank you for explaining. Normally the display name is a setting you can change in Xcode, but if you are not using Xcode then the folks in Apple Developer Programs can help you by accessing the database and changing the display name for you. Please contact Apple Developer Programs support and open a support request with them to talk about fixing this problem. You can contact them using the options displayed on this page ~ https://developer.apple.com/contact/topic/select When contacting them, please include the url for this forums thread so they have a way to contact me so we can discuss details about what needs to be done. If you have any trouble with that, please open a code level support request that includes the url to this forums thread so it can be routed directly to my attention. https://developer.apple.com/support/technical/
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Apple wants me to change the Bundle ID (Non XCODE)
Hello! I have a web extension I've written to Google Chrome and Mozilla Firefox. It's made up of simple files. The extension (content.js) A manifest (manifest.json) file which explains the extension The icon (icon.png) Apple has developed App Store Connect / Xcode Cloud specifically for this. I upload those three files as a zip. I move it over to TestFlight for testing and then select Distribution to put it through Apple Review. This is my entire process. I have been doing this for 4+ months and Apple reviewed my application and put it up. I have then gone through 13 subsequent reviews (ALL POSITIVE) and have gone through version upgrades for months, no issue. On the 15th review, they want me to change the name of my application. I have done that in the content.js, the manifest.json, and anywhere that allows me to change it in App Store Connect. There is apparently one more place they want it changed. This is on the App Information / General Information tab, specifically the BundleID. The tip on that
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The identity used to sign the executable is no longer valid
Hi there, When I deploy my app to the iPhone for testing, I get the following error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the Please ensure that the certificates used to sign your app have not expired. If this issue persists, please attach an IPA of your app when sending a report to Apple. executable is no longer valid.) My account was mistakenly deactivated by Apple last month. After appealing, Apple restored it at the end of last month. Currently, my Apple Developer account seems to be working fine. Today, I recreated the developer certificate and identifier, added the account in XCode, everything seemed fine, and I clicked the XCode button (Start the active scheme). The build was successful, but I got the error: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The
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Code Signing Issue with Apple Developer Account (IXUserPresentableErrorDomain, Code: 14)
Hi, I am reaching out to seek assistance with a persistent code signing issue that is preventing our team from installing our iOS app, Scoopz (https://apps.apple.com/us/app/scoopz-real-life-real-video/id6449206831) on physical devices. We suspect there may be an issue with our Apple Developer account, as we have exhausted all standard troubleshooting steps without success. Below, I’ve provided details about the issue, the error logs, and the steps we’ve taken. Issue Description: When attempting to install the app on an iPhone using Xcode, we encounter the following error: Unable to Install “Scoopz: Debug” Domain: IXUserPresentableErrorDomain Code: 14 Recovery Suggestion: Failed to verify code signature of /[REDACTED_PATH]/OurApp.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) The app builds successfully to the iOS Simulator and can be released to the App Store without issues, but it fails to debug on physical devices. Steps Taken: Our team has attempted the following t
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