Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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Create ML Trouble Loading CSV to Train Word Tagger With Commas in Training Data
I'm using Numbers to build a spreadsheet that I'm exporting as a CSV. I then import this file into Create ML to train a word tagger model. Everything has been working fine for all the models I've trained so far, but now I'm coming across a use case that has been breaking the import process: commas within the training data. This is a case that none of Apple's examples show. My project takes Navajo text that has been tokenized by syllables and labels the parts-of-speech. Case that works... Raw text: Naaltsoos yídéeshtah. Tokens column: Naal,tsoos, ,yí,déesh,tah,. Labels column: NObj,NObj,Space,Verb,Verb,VStem,Punct Case that breaks... Raw text: óola, béésh łigaii, tłʼoh naadą́ą́ʼ, wáin, akʼah, dóó á,shįįh Tokens column with tokenized text (commas quoted): óo,la,,, ,béésh, ,łi,gaii,,, ,tłʼoh, ,naa,dą́ą́ʼ,,, ,wáin,,, ,a,kʼah,,, ,dóó, ,á,shįįh (Create ML reports mismatched columns) Tokens column with tokenized text (commas escaped): óo,la,,, ,béésh, ,łi,gaii,,, ,tłʼoh, ,naa,dą́ą́ʼ,,, ,wáin,,, ,a,kʼah,,, ,
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Has `xcodebuild -showdestinations` been changed since macOS Sequoia?
Hi, I just upgraded MBP M3 Pro and mac mini M1/M2 to macOS 15.1 Sequoia and these macs not showing its available destination candidates after update. DEVELOPER_DIR=`xcode-select -p` xcodebuild -scheme myapp -derivedDataPath ./derived_data -showdestinations Command line invocation: /Applications/Xcode/Xcode_16.2.app/Contents/Developer/usr/bin/xcodebuild -scheme myapp -derivedDataPath derived_data -showdestinations User defaults from command line: IDEDerivedDataPathOverride = /path/to/myapp/derived_data IDEPackageSupportUseBuiltinSCM = YES Available destinations for the approduce_calc_v2 scheme: { platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:00006020-001971C422C3C01E, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } While my macs got all the simulator runti
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Reply to Has `xcodebuild -showdestinations` been changed since macOS Sequoia?
I found out what makes xcodebuild -showdestinations change behavior within the app codebases exactly. With Xcode 16.x on Sequoia, xcodebuild -showdestinations on the scheme without Swift Package dependencies shows only my mac, Any iOS Simulator Device, and Any iOS Device. If my app depends on any Swift Packages, the command finally prints out all the devices installed in my mac after resolving dependencies. but if the package dependencies are already resolved beforehand(e.g. by dependency cacheing) the command falls back to print out my mac, Any iOS Simulator Device, and Any iOS Device only. If you want to see what simulator devices are available, you should abandon SwiftPM cache and run SPM before executing command.
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Issue with Sending Live Photos in Messages on iOS 18
Dear Apple Support, I’ve noticed an issue with the Messages app on iOS 18. When I try to send Live Photos, I select the Live Photo icon, but the photo is sent as a still image instead. Despite following the correct steps, the Live Photo feature doesn’t seem to be working properly. I would appreciate it if your team could look into this and resolve the issue in an upcoming update. Thank you for your support and continued innovation! Best regards, Erfan Nateghie
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Sep ’24
Command line app doesn't prompt for a permission when it runs from from a terminal
I've made a simple command line app that requires Screen recording permission. When I ran it from Xcode, it prompts for a permission and once I allowed it from the settings, it runs well. #include <stdio.h> #include <stdlib.h> #include <unistd.h> #include <CoreGraphics/CGDisplayStream.h> int main() { printf(# Start #n); if (CGPreflightScreenCaptureAccess()) { printf(# Permitted.n); } else { printf(# Not permitted.n); if (CGRequestScreenCaptureAccess() == false) { printf(# CGRequestScreenCaptureAccess() returning falsen); } } size_t output_width = 1280; size_t output_height = 720; dispatch_queue_t dq = dispatch_queue_create(com.domain.screengrabber, DISPATCH_QUEUE_SERIAL); CGError err; CGDisplayStreamRef sref = CGDisplayStreamCreateWithDispatchQueue( 1, output_width, output_height, 'BGRA', NULL, dq, ^( CGDisplayStreamFrameStatus status, uint64_t time, IOSurfaceRef frame, CGDisplayStreamUpdateRef ref ) { printf(Got frame: %llu, FrameStatus:%d n, time, status); } ); err = CGDisplayStreamS
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Oct ’24
Critical Issue in iOS 18 Beta: UITabBarController Child View Controller Incorrectly Added as UITabBarItem, Leading to Application Crash
I am writing to report an issue I encountered with iOS 18 beta that affects my application, which has been available on the App Store for over two years and currently has over 60,000 active users. My application utilizes a UITabBarController to manage multiple tabs, where each tab hosts a UIViewController embedded within a UINavigationController. The application operates in two different states, where users may have either 5, 4, or 3 tabBarItems depending on their configuration. The issue arises when fewer than 5 tabs are present. In these cases, I add child view controllers to the UITabBarController to ensure they are displayed above the tab bar, rather than below it. The relevant code snippet is as follows: tabBarController.addChild(childController) tabBarController.view.addSubview(childController.view) Prior to iOS 18, this implementation functioned as expected. However, with the release of iOS 18, adding a child view controller to the UITabBarController results in the c
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Aug ’24
Having problems with the game porting toolkit
So I'm installing the toolkit but during the process the terminal just gives me this: Last 15 lines from /Users/quiqu/Library/Logs/Homebrew/game-porting-toolkit/01.configure: --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++ checking build system type... x86_64-apple-darwin23.5.0 checking host system type... x86_64-apple-darwin23.5.0 checking whether make sets $(MAKE)... yes checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang checking whether the C compiler works... no configure: error: in /private/tmp/game-porting-toolkit-20240928-16869-7g5o5t/wine64-build': configure: error: C compiler cannot create executables See config.log' for more details If reporting this issue please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple quiqu@Quiques-Laptop ~ % please if someone could help I have a tournament this weekend and I need t
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Sep ’24
iOS 18 Bug -Certificate Trust Settings for Private Root Certificates Not Available
Importing an existing self- signed trusted root certificate no longer triggers option to trust cert in Settings / About / Certificate Trust Settings In iOS 18. Cert installed manually from internal website, as email attachment, and using profile in Configurator all produce same result. Same cert and processes work on iOS 16.7.10, iOS 17.6.1 and iPadOS 18.0 But not on iOS 18.0 nor beta iOS 18.1 beta5 on iPhone 16 Also tried regening a new test root on macOS Sonoma and installing using Configurator. No difference. It’s broken - I’ve reported it by Feedback - it’s a vital security flaw. Anyone else see this or have a workaround?
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Sep ’24
Reply to iOS 18 Bug -Certificate Trust Settings for Private Root Certificates Not Available
After installing IOS 18.2, certificate trust is still not showing up. When trying to access a PWA with certificate access, it gives an error and does not allow it. With IOS 17.6 everything worked correctly. Does anyone have a solution for this? In the traces, the following appears: Attempt to search in legacy mode Warning: No client certificate found in the context or in LegacyGetClientCertificate. Thanks! This bug has been around for more than 2 months and is frustrating since the end user cannot access the application with their certificate. Any help is welcome!
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Reply to Updated HTML and Javascript in HTML
const onClick = evt => { const link = document.querySelector('a'); const range = document.createRange(); range.selectNode(link); const selection = window.getSelection(); selection.removeAllRanges(); selection.addRange(range); const successful = document.execCommand('copy'); }; document.querySelector('button').addEventListener('click', onClick); This is an Example. Copy
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Unable to preview on latest Xcode
I'm new to Xcode and decided to give it a try, however, I'm unable to preview even the default hello, world message. I've tried downloading Xcode on the App Store on Mac and from the official website, but I couldn't go pass the Preparing (Automatic) iPhone Simulator. I've also tried the following line of code on Terminal, but nada: xcrun simctl erase all Here's what I see for almost two hours now (it makes no sense): My system specs: iMac Retina 4K, 21.5-inch, 2019, 3 GHz Intel Core i5 6-Core, Radeon Pro 560X 4 GB, 8 GB 2667 MHz DDR4 (two 4gb core each), 1TB SSD. I've coded way bigger web projects using various applications, but Xcode can't even preview the sample file? Please, help. I would really like to code using Swift. :)
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Reply to Unable to preview on latest Xcode
Sure it works. I've tested with Xcode 16.2, MacOS 14.7.2 and using iPhone 16 Pro simulator as in your case. How long ago did you install Xcode ? Are you sure installation is complete ? Or were you asked to download simulators. If so, did you do it ? Try to select another simulator, or restart Xcode. If that does not work, try to reinstall, from a different site. This one works well: https://xcodereleases.com
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Reply to XCode Cloud is literally broken for 2 months now
same issue on Kotlin multiplatfom project FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':composeApp:kspKotlinIosArm64'. > Could not resolve all files for configuration ':composeApp:iosArm64CompileKlibraries'. > Could not download lifecycle-viewmodel.klib (androidx.lifecycle:lifecycle-viewmodel-iosarm64:2.9.0-alpha03) > Could not get resource 'https://dl.google.com/dl/android/maven2/androidx/lifecycle/lifecycle-viewmodel-iosarm64/2.9.0-alpha03/lifecycle-viewmodel-iosarm64-2.9.0-alpha03.klib'. > Could not GET 'https://dl.google.com/dl/android/maven2/androidx/lifecycle/lifecycle-viewmodel-iosarm64/2.9.0-alpha03/lifecycle-viewmodel-iosarm64-2.9.0-alpha03.klib'. > Got socket exception during request. It might be caused by SSL misconfiguration > Connection reset by peer > Could not download lifecycle-runtime.klib (androidx.lifecycle:lifecycle-runtime-iosarm64:2.9.0-alpha03) > Could not get resource 'https://dl.google.com/dl/android/maven2/and
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XCode Cloud is literally broken for 2 months now
Since I started using XCode Cloud, my builds regularly failed due to networking issues, which is really just embarrassing. How can a company like Apple, which praises itself with a high-quality standard, ***** this up so badly? However, since two months ago literally every single build started failing for connection reset by peer My ci_post_clone.sh runs this code and surprisingly enough that step succeeds most of the time. #!/usr/bin/env bash set -e brew install cocoapods curl -s https://get.sdkman.io | bash source $HOME/.sdkman/bin/sdkman-init.sh sdk install java 20.0.1-tem # cd into actual project root cd ../../../ ./gradlew app:ios:podinstall However in the archive task the errors start rolling in 2023-08-30T22:27:24.108163427Z Could not resolve com.google.devtools.ksp:symbol-processing-api:1.9.0-1.0.11. 2023-08-30T22:27:24.108168428Z > Could not get resource 'https://repo.maven.apache.org/maven2/com/google/devtools/ksp/symbol-processing-api/1.9.0-1.0.11/symbol-processing-api-1.9.0-1.
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Sep ’23