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Reply to iMessages App Capability Issue with In-App Purchase
@AET720 I then began by using the iMessage App template in xCode. And BAM right off the bat, I could not get the In-App Purchases capability to show up when I select my iMessage extension target. When you add the In-App Purchase capability to a target in Xcode, it adds the com.apple.developer.storekit entitlement string. This entitlement isn't a supported entitlement as explained in Determining if an entitlement is real. For a list of entitlements Apple supports, see Capabilities overview > Supported capabilities. if you added the In-App Purchase capability to your app target in Xcode, remove it. It is unnecessary. This capability is already enabled when you use an explicit App ID. If your iMessage extension uses an App ID, In-App Purchase is already enabled.
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Reply to DriverKit Dext fails to load with "Exec format error" (POSIX 8) on macOS 26.2 (Apple Silicon) when SIP is enabled
FYI, things work better if you just reply to the thread instead of using comments. Honestly, the comment feature doesn’t really work. First, let me start with the error messages you posted: Thank you. Yesterday, I accidentally removed arm64e from the compilation architecture and kept only x86_64 and arm64 architectures. The problem of Domain=NSPOSIXErrorDomain Code=8 Exec format error was solved. One thing you need to be careful about when looking at our log messages is focusing too much on the EXACT error code/detail instead of the overall flow. Looking at this message as an example: KernelManagerd: Error Domain=NSPOSIXErrorDomain Code=8 Exec format error This format structure: Error Domain= Code= ...is a common structure used by NSError to describe error codes from lower level subsystems. In this case, it's saying this was a POSIX error code, meaning error code 8 from the ERRNO range, or ENOEXEC. The string Exec format error is actually the generic POSIX error string description returned by perror(). All
Topic: App & System Services SubTopic: Drivers Tags:
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Reply to SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
Hello The crash you posted is in SpriteKit code, not SceneKit code. However, I'm not certain this is a SpriteKit bug. A common cause of SpriteKit crashes is accessing/modifying SpriteKit objects outside of SpriteKit's update loop. Even calling methods or accessing properties that look like they don't modify anything (e.g, -frame) can trigger mutation to SpriteKit's internal data structures, which is unsafe if done from multiple threads. Indeed, while looking through past SpriteKit bugs I found one for the exact function shown in your crash report. The resolution of that bug was in the app, which was found to be updating SpriteKit objects from multiple threads. I suggest looking through each of the crash reports in the Xcode organizer. Look for reports where multiple thread backtraces contain SpriteKit methods/functions. That should point to locations your code is accessing/modifying SpriteKit objects where it should not be. -- Justin
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Appkit without storyboards XCode 26.2
I’m running macOS 15.7 with Xcode 26.2, and I’m trying to learn the basics of AppKit. I’m fully aware that AppKit is considered a legacy / “old” technology and that Apple clearly does not promote it out of the box anymore. This is especially visible in recent versions of Xcode, where you can no longer create a macOS App template without Storyboards or SwiftUI. That said, AppKit is still widely used under the hood, so I think it’s reasonable to at least understand its fundamentals. Here’s the problem I’m facing. I create a standard macOS App project using the Xcode template (AppKit App Delegate). Then I: delete Main.storyboard remove all storyboard references from Info.plist try to create the window manually in applicationDidFinishLaunching At this point, the project builds, but the app either: does not show any window, or behaves as if it were not a proper GUI app While debugging, it looks like Xcode / Swift is treating my target more like a dylib / wrapper than a normal .a
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WebView Exit fullscreen issue on iPadOS
This demonstrates an issue with SwiftUI's WebView on iPadOS. To repro, testing on iPad Simulator OS 26.2, macOS 26.2, Xcode 26.2. Download and unzip this project: https://drive.google.com/file/d/1z3MobjDf_RvvOtriXtinXvrJ7rGHwZRs/view?usp=share_link Set up Signing and Run the swiftui-webview App target on simulator (I'm using iPad Pro 13-inch (M5 simulator) Tap/click the fullscreen [ ] button in the bottom left corner of the webpage. Tap/click the 'X' button in the top left, to exit fullscreen. Result: The WebView exits fullscreen, but there is no content loaded, just a white background. It's also now not possible to visit other URLs - the WebView appears to be unresponsive and not repaint. This does not appear to affect macOS 26.2, just iPadOS.
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iMessages App Capability Issue with In-App Purchase
**The issue - ** I can't add In-App Purchase as a capability in xCode to my iMessage extension target. **What I have tried - ** I have a valid provisioning profile with In-App Purchases enabled. I have agreed to all agreements in the apple developer console. I have an apple developer membership. I have added an active bank account to my apple developer account. **How the issue came to be - ** I am trying to develop a stand-alone iMessage app (no underlying app) which as I understand it is different from a iMessage extension app(this has an underlying app that it syncs/interacts with). To do this, I updated my mac to latest OS (Tahoe 26.2) and xCode as well. I then began by using the iMessage App template in xCode. And BAM right off the bat, I could not get the In-App Purchases capability to show up when I select my iMessage extension target. To be clear, when you make the template, you get 2 targets, one is just a regular app target and the other is the iMessage extension target. No
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Driver Activation failure error code 9. Maybe Entitlements? Please help
This is my first driver and I have had the devil of a time trying to find any information to help me with this. I beg help with this, since I cannot find any tutorials that will get me over this problem. I am attempting to write a bridging driver for an older UPS that only communicates via RPC-over-USB rather than the HID Power Device class the OS requires. I have written the basic framework for the driver (details below) and am calling OSSystemExtensionRequest.submitRequest with a request object created by OSSystemExtensionRequest.activationRequest, but the didFailWithError callback is called with OSSystemExtensionErrorDomain of a value of 9, which appears to be a general failure to activate the driver. I can find no other information on how to address this issue, but I presume the issue is one of entitlements in either the entitlements file or Info.plist. I will have more code-based details below. For testing context, I am testing this on a 2021 iMac (M1) running Sequoia 15.7, and this iMac is on MDM, speci
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Reply to Content Filter Permission Prompt Not Appearing in TestFlight
OK. But you have the code for the PIRProcessDatabase tool, right? So how about you step through it to see where it throws this error? Keep in mind that PIR Service Example isn’t a set of tools, like Xcode, where you’re limited to just running the tool and that’s that. Rather, it’s sample code for you to explore, and then use the results to inform the development of the server-side of your system. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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SpriteKit scene used as SCNView.overlaySKScene crashes due to SKShapeNode
I recently published my first game on the App Store. It uses SceneKit with a SpriteKit overlay. All crashes Xcode downloaded for it so far are related to some SpriteKit/SceneKit internals. The most common crash is caused by SKCShapeNode::_NEW_copyRenderPathData. What could cause such a crash? crash.crash While developing this game (and the BoardGameKit framework that appears in the crash log) over the years I experienced many crashes presumably caused by the SpriteKit overlay (I opened a post SceneKit app randomly crashes with EXC_BAD_ACCESS in jet_context::set_fragment_texture about such a crash in September 2024), and other people on the internet also mention that they experience crashes when using SpriteKit as a SceneKit overlay. Should I use a separate SKView and lay it on top of SCNView rather than setting SCNView.overlaySKScene? That seemed to solve the crashes for a guy on stackoverflow, but is it also encouraged by Apple? I know SceneKit is deprecated, but according to Apple critical bugs wou
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Reply to XCode26.2 ld: Assertion failed: ((ct == Atom::ContentType::objcConst) || (ct == Atom::ContentType::objcData) || (ct == Atom::ContentType::constData) || (ct == Atom::ContentType::constText)), function ObjCClassReadOnlyDataRef, file Atom.cpp, line 329
Hello, I have tried all the solutions you provided, but the compilation of my project using Xcode 26.2 still failed. The problem is the same as before. This seems to be an error thrown by the new linker of Xcode. How can we locate this issue? What methods are there to make my project compile successfully in Xcode 26.2? Thank you.
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.glassEffect() renders dark on device but works on simulator - TestFlight doesn't fix it
iOS 26 SwiftUI .glassEffect() renders dark/gray on physical device - TestFlight doesn't fix it .glassEffect() renders as dark/muddy gray on my physical iPhone instead of the light frosted glass like Apple Music's tab bar. What I've confirmed: Same code works perfectly on iOS Simulator Apple Music and other Apple apps show correct Liquid Glass on same device Brand new Xcode project with just .glassEffect() also renders dark TestFlight build (App Store signing) has the SAME problem - still dark/gray This rules out developer signing vs App Store signing as the cause What I've tried: Clean build, delete derived data, reinstall app Completely reinstalled Xcode All accessibility settings correct (Reduce Transparency OFF, Liquid Glass set to Clear) Disabled Metal diagnostics Debug and Release builds Added window configuration for Extended sRGB/P3 color space Added AppDelegate with configureWindowForLiquidGlass() Tried .preferredColorScheme(nil) Tried background animation to force live rendering Env
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Reply to Xcode Metal Trace
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. I'll check the status next time I do a sweep of forums posts where I've suggested bug reports and post any information about changes I am able to share to this thread. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Graphics & Games SubTopic: Metal Tags:
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Reply to Dell monitor volume control issue on iMac via USB-C
Our engineering teams need to investigate this issue, as resolution may involve changes to Apple's software. Please file a bug report, include a small Xcode project and some directions that can be used to reproduce the problem, and post the Feedback number here once you do. I'll check the status next time I do a sweep of forums posts where I've suggested bug reports and post any information about changes I am able to share to this thread. Bug Reporting: How and Why? has tips on creating your bug report.
Topic: Media Technologies SubTopic: Audio Tags:
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