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Reply to CPContactTemplate does not display buttons iOS26
Thanks for the post, so when using the https://developer.apple.com/documentation/carplay/cpcontacttemplate api for CarPlay has changed the output from iOS 16 to 26? Can you provide a focused sample showing the issue? The most common reason for buttons not showing is incorrect setup. The code for creating and configuring the buttons must be correct. Are you correctly initializing the button classes (e.g., CPContactCallButton())?Are you setting the properties of the buttons correctly (e.g., contactName, phoneNumber, messageBody)?Ensure you have implemented logic to handle button presses. Buttons require interaction to perform actions. Without either the target-action pattern (using addTarget) or implementing a CPButton delegate method the buttons have nothing to execute. The template needs to be presented using the correct CarPlay CPInterfaceController. Ensure that you are displaying your CPContactTemplate through the CarPlay interface. Ensure the view controller which is housing the CarPlay template is correct
Topic: Design SubTopic: General Tags:
1h
Layout issue using .strokeBorder modifier
Hello, Developers! While writing custom view modifier I ran into unexpected behavior of .strokeBorder modifier. The underlying content seem to be “bleeding” outside of the stroke border edges, even though they share the exact same shape for their layout. This issue relevant for both Xcode Previews and on-device testing. Maybe someone has experienced this issue before, I'd be glad to see your opinion on this matter.
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Reply to Can a Swift Student Challenge submission include .metal shader files ?
Thank for the post, I’m not int that team at all nor I have inside information, Im just looking at the eligibility rules. According to the requirements, the project must run on either Swift Playgrounds 4.6 or Xcode 26, or later. Since Swift Playgrounds looks like doesn’t support building .metal shader files the same way Xcode does, it seems like you could technically meet the requirements by only running the project in Xcode. From: https://developer.apple.com/swift-student-challenge/eligibility/ “Your app playground must be built with and run on Swift Playground 4.6 or Xcode 26” OR is the key word here. Hope this helps, you can also sent that question to that team as they have an email address on their page. Albert Pascual
  Worldwide Developer Relations.
4h
Reply to انشاء تطبيق جديد
Thanks for the post and happy you want to create a game. But your post does not provide specific questions we can answer. About the development environment you asked in your post if translate worked well: Development Environment: Xcode: This is Apple's integrated development environment (IDE). You'll need it to write and build your iOS or macOS app. Download it from the Mac App Store. Swift (Programming Language): Swift is Apple's preferred language for iOS/macOS development. It's modern, safe, and relatively easy to learn. UIKit or SwiftUI (User Interface Framework): UIKit: The traditional framework. Mature and highly documented. Might be more suitable if your team is already familiar with it. SwiftUI: Apple's newer, declarative UI framework. Easier to write cleaner and more maintainable code, especially for simple layouts. Consider this if you're starting fresh. We will focus on SwiftUI for this guide. Here are a few suggestions that might help it attract more attention: Provide more details: Expan
4h
Can a Swift Student Challenge submission include .metal shader files ?
Hello developers, i have a project for SSC that includes metal shader code. The project runs fine when I build and run it in Xcode, but it does not run in the Swift Playground app. The reason is that Swift Playgrounds doesn’t compile/build source files with the .metal extension the same way Xcode does (so the shader never gets built/loaded in Playgrounds). The requirements say: “Your app playground must be built with and run on Swift Playgrounds 4.6 or Xcode 26, or later.” Since it says “or” (not “and”), does that mean it’s acceptable if the project only builds/runs in Xcode?
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7h
Reply to Cannot preview in this file – SwiftUI Preview referencing deleted simulator
Hi, Sorry to hear you are having trouble using previews. A few things you could try: Run xcrun simctl --set previews list to see the list of previews sims. Perhaps you'll see the UUID list there Similarly if you wanted to delete all the previews sims run xcrun simctl --set previews delete all If you are still seeing issues we'd suggest filing a feedback report We will need the diagnostics Xcode Previews generates in order to help us understand the error the previews system is encountering. Install the logging profile using instructions available here: https://developer.apple.com/bug-reporting/profiles-and-logs/?name=swift On your mac running Xcode, and on your physical preview device (if you are using one). Install the logging profile using the following instructions on your mac running Xcode; and if you are using one, your physical preview device (iOS or visionOS): https://developer.apple.com/bug-reporting/profiles-and-logs/?name=swift Then when you reproduce the problem in Xcode
8h
Archiving Catalyst project that embeds macOS tool
Hi! I have a Catalyst app that embeds command line utility. So the project has two targets: Catalyst target, this target depends on #2 and embeds it into its bundle. macOS target, the command line tool. Both targets have package dependency to the same package. I used this to embed the CMD tool. Everything builds, runs and works fine until I try to archive the project. Archiving stops early with such error: error: Multiple commands produce '/Users/kse2/Library/Developer/Xcode/DerivedData/PkgTest-clngkndczxoprpdlwefqqiqlryjt/Build/Intermediates.noindex/ArchiveIntermediates/PkgTest/IntermediateBuildFilesPath/UninstalledProducts/macosx/MacrosForSwift.o' note: Target 'MacrosForSwift' (project 'MacrosForSwift') has a command with output '/Users/kse2/Library/Developer/Xcode/DerivedData/PkgTest-clngkndczxoprpdlwefqqiqlryjt/Build/Intermediates.noindex/ArchiveIntermediates/PkgTest/IntermediateBuildFilesPath/UninstalledProducts/macosx/MacrosForSwift.o' note: Target 'MacrosForSwift' (project 'MacrosForS
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Not seeing any AI/Agent options in Xcode 26.3
I've installed Xcode 26.3 on Sequoia 15.7.3 but I'm not seeing any of the AI options showing in Xcode that I see in usage/example videos. For example that AI icon in the top left hand corner isn't visible, and if I select Settings there is no Intelligence section, yet there is in all the demo videos. Why am I not seeing any of these new features?
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12h
Xcode 26.3 Codex Account just spinning
I have the new Xcode 26.3 running on an Intel MBP macOS 26.2 I have clicked to download Codex in the Xcode settings, then under the Intelligence section I select Codex but where it says ChatGPT Account there is a spinner that never ends. I suspect it is meant to show a Sign In button. I don't see any documentation to suggest this shouldn't work on Intel, so what gives? My ChatGPT in Xcode section is successfully signed in, and i've tried signing that out.
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Reply to Unable to commit changes
Thank you for you help, Albert! I typed git status on Terminal and I got this: I see no errors on Source Control I tried your commands to check the configuration on git and… the commit button became active in Xcode. So I made the commit. Now, it's working, but I'm not sure what made this change. I'd really like to understand to prevent future problems.
13h