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Xcode SwiftUI Preview "app" wants to access data from other app
I am writing SwiftData app, using a group container. When editing a SwiftUI file, every couple of seconds a dialog - that the app wants to access data from other apps - pops up. It is impossible to edit a view file while Canvas preview is open. If preview is resumed the dialog has to be confirmed twice. Each time the app is started from Xcode, the dialog has to be confirmed again. Any idea, how to stop these boring dialogs?
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iOS app fails to run with Xcode 16 & less than iOS17.0 no issue with Xocde 15
When I build and rum my iOS app with xocde 16.0 or higher version with my 16.0 iOS, 17.0 iOS, if fails to run with error. (Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore) I found this error after update my macOS and xcode (Ventura -> Sequoia, Xcode 15.2 -> 16.2). I try to setting '-weak_framework SwiftUI' for solve this error with this post (https://forums.developer.apple.com/forums/thread/126506). But when applied, an error occurred in modify on all swiftUI. If a project is built with a simulator over 18 versions, it runs smoothly. *issue project is with tac or tuist. There are two projects in question, and each configuration is (1.17.0 tca + 4.37.0) / (tuist 3.4.0). Does anyone have any pointers as where I even start to debug this issue and narrow down on what's going on with Xcode 16?
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xcodebuild: "error: …/build/Release/Defaults_Defaults.bundle: No such file or directory"
This is probably a beginner's mistake, but I can't find anything about this error anywhere, and it's completely reproducible, even on GitHub Runners and with a fresh Xcode project. The error doesn't seem to be caused by the Swift package used, Defaults, but by xcodebuild. macOS Sequoia 15.2 (24C101) Xcode Version 16.2 (16C5032a) Defaults Version 9.0.0 When following Defaults' installation instructions, building and archiving from Xcode still works fine, but building with xcodebuild always fails with this error: Copy /Users/user/DefaultsTest/build/Release/DefaultsTest.app/Contents/Resources/Defaults_Defaults.bundle /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle (in target 'DefaultsTest' from project 'DefaultsTest') cd /Users/user/DefaultsTest builtin-copy -exclude .DS_Store -exclude CVS -exclude .svn -exclude .git -exclude .hg -resolve-src-symlinks /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle /Users/user/DefaultsTest/build/Release/DefaultsTest.app/Contents/Resources error: /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle: No such file or directory (in target 'DefaultsTest' from project 'DefaultsTest') I made a fresh, reproducible Xcode project here: https://github.com/F1248/DefaultsTest And a failing GitHub Action here: https://github.com/F1248/DefaultsTest/actions/runs/12303972248/job/34340347771 Any help would be greatly appreciated.
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Enrollment in review
Hello, My Enrollment is pending since last 2 weeks, i have received an email for verification and after submitting the form, it gave verification unsuccessful and will contact back in 2 business days.. it's been 2 weeks but still not response. This process doesn't have any status badge of where it got stuck and why it is taking time. We are much waiting to be enrolled in to lauch our Apps on Apps Store. Thanks & Regards, Bharath Naik, India.
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Upgraded now xcode will not connect to iphone
I received a new Macbook Pro (14 inch, M4, 24 GB memory, 1 TB SSD) and now trying to get all development tools working on it. I have installed Mac OS 15.2, Xcode 16.2 and ios 18.2 on my iphone. When I launch Xcode and run a simulator, it executes fine. When I try to attach to my iphone Xs Max with a USB cable, Xcode gives an error trying to communicate with a remote process. This used to work. The details of the error are listed below: An error occurred while communicating with a remote process. Domain: com.apple.dt.CoreDeviceError Code: 3 Failure Reason: The connection was invalidated. User Info: { DVTErrorCreationDateKey = "2024-12-14 05:29:35 +0000"; IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker; "com.apple.dt.DVTCoreDevice.operationName" = enablePersonalizedDDI; } The connection was invalidated. Domain: com.apple.Mercury.error Code: 1001 User Info: { XPCConnectionDescription = "<SystemXPCPeerConnection 0x600003b3ab50> { <connection: 0x600000a040f0> { name = com.apple.CoreDevice.CoreDeviceService, listener = false, pid = 0, euid = 4294967295, egid = 4294967295, asid = 4294967295 } }"; } Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008020-000A315C2182002E"; "device_isCoreDevice" = 1; "device_model" = "iPhone11,6"; "device_osBuild" = "18.2 (22C152)"; "device_platform" = "com.apple.platform.iphoneos"; "device_thinningType" = "iPhone11,6"; "dvt_coredevice_version" = "397.28"; "dvt_coresimulator_version" = "993.7"; "dvt_mobiledevice_version" = "1759.60.7"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 107626; "operation_errorCode" = 1001; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.3.com.apple.Mercury.error"; "operation_errorWorker" = IDEInstallCoreDeviceWorker; "operation_name" = IDERunOperationWorkerGroup; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_113575882_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 1; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_mtc_enable" = 1; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_structuredConsoleMode" = 1; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos18.2"; "sdk_osVersion" = "18.2"; "sdk_variant" = iphoneos; } System Information macOS Version 15.2 (Build 24C101) Xcode 16.2 (23507) (Build 16C5032a) Timestamp: 2024-12-13T20:29:35-09:00 I have tried several fixes from other users and nothing works. I do have developer mode turned on and have tried clearing the trusted devices and re-enabling many times with no luck. Currently out of options.
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How to collect macOS traces on customer machines with symbols for OS libs?
Our customers are large enterprises and we need to be able to collect traces on our customers' endpoints in support cases. Especially critical are performance problems. So far we've instructed our customers to use ktrace: sudo ktrace artrace -p appname --type=profile We would then open this trace in Instruments with the CPU profile and load our own symbols. The problem is, that symbols for system libraries are missing. In one instance we see that all of the high load is coming from a syscall made by libpcap. But all symbols other than our own are missing. How can we collect traces which include those symbols? I tried to use ktrace symbolicate in tests where I recorded a trace and then used ktrace symbolicate to collect system lib symbols, but it fails for most libraries, including libpcap and the syscalls. This is somewhat surprising, because dyld_info -exports /usr/lib/libpcap.A.dylib is able to print the symbols including offsets. So what is the recommended workflow for this scenario? Installing Xcode is of course not an option on a customer machine, especially not in an enterprise scenario.
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Xcode 16 Minimum Deployments value Not Saving
Dear Apple Developer Support, I’m reporting an issue in Xcode 16 where the iOS minimum Deployments value in the Targets General tab resets to blank when set below iOS 15.6. This issue does not occur when setting the target through Build Settings, where it’s retained correctly. Steps to Reproduce: Set the minimum Deployments value to below 15.6 in General > minimum Deployments. Save and close the project. Reopen the project and check the target in General — it’s blank. Workarounds Tried: Tested on Xcode 16, 16.1, and 16.2. Manually set the target every time. Set the target via Build Settings (works but is inconvenient). System Info: Xcode: 16.2 macOS: 14.5 This impacts my workflow as my project targets iOS 13. Please investigate and advise. Please check the attached screenshots Thanks and Regards, Pavan
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xcode crash when launch
Xcode crashes over and over again, and I can't use it anymore. I tried uninstall and re-install xcode from the app store, and upgrade macOS to the newest version, but still not working, please help me to fix it. Reproduce Steps: Launch Xcode from the Launchpad or Dock Wait a few seconds(within 10 seconds), Xcode crash <- Issue And here is the crash report: xcode_crash_report.log I also summited a feedback, and here is the feedback id: 16047663
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App archive wrong runner
I am facing a serious and urgent issue. I am trying to build my app for an update on the Store, but in Xcode, instead of archiving the expected Runner application, the archive is successfully created, yet it is not associated with the correct Runner. As a result, I am unable to upload and distribute the app to the Store after the build. I have been stuck on this issue for two days, trying every possible solution, but I cannot identify what is wrong or causing the problem. Could someone please assist or guide me on how to resolve this? I would greatly appreciate any help. Thank you in advance. Please check the screenshots:
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Modularizing an Xcode 16 project
My preferred way of setting up an app project no longer works in Xcode 16. I like to have my apps massively modularized - a separate SPM module for every significant feature. I use a project grouped together with a package that contains all the feature modules. The project's app target imports a consolidated AppFeature from the package that is all the logic of the app. In Xcode 15 and before, I had a process for creating this kind of setup (described below -- unfortunately the forums don't support collapsible sections). Where I used to be able to drag a directory from Finder into the Xcode files navigator (step 6 in my process), it now rejects the drag. What I'm looking for is a way to have a single window open that has my Swift package and below that a separate folder for each executable target. Creating new modules in the package automatically creates new schemes in Xcode. Executable targets in the project can reference any module in the package. Source control treats the entire thing as one repository. I've tried all the approaches I can think of to accomplish the same goal, but no luck. The projects I've already built work fine in Xcode 16 -- I just can't make a new one. Unfortunately I can't revert to Xcode 15 for this purpose since it apparently doesn't run on my work machine with macOS 15. Here's my process that worked great till now: In Terminal, create the project folder Foo: $ mkdir Foo $ cd Foo Create the package: $ swift package init Creating library package: Foo Creating Package.swift ... Create a directory for the project: $ mkdir App In Xcode, create a new app project called Foo and put it in the App folder Open the Foo project Drag the top level Foo directory from Finder into the Xcode project and drop it immediately under the project name Close the Xcode project Create a file called Package.swift and place it in the App folder. Edit it to have an empty package content. This ensures Xcode won’t display that folder in the source navigator under the package header. import PackageDescription let package = Package( name: "", products: [], dependencies: [], targets: [] ) Open the Xcode project. You should have top-level project name* Foo*. Under that will be the package, also named Foo. Then there will be the app target, also named Foo. You can rename the app target folder Foo to something like iOS if you want to have other targets for other platforms like macOS.
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Can Xcode still link with libcurl.{#}.tbd?
I created a new iOS project (storyboard if it matters) and added a bunch of C files to it. Some portion of the C files depend on libcurl. I would like to be able to build for both simulator and device if possible. Google claims that Xcode can provide the dependency as part of the inbuilt libraries however I do not see libcurl.4.tbd (or any version) as an option to choose. Is this feature no longer available or is there something I am missing here? For context here is a screen shot of my build error situation
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Developer Account Experience
Hi everyone, I want to share my experience setting up an organization developer account with Apple. I’ve heard many horror stories about how tough it can be, but I didn’t think I’d experience it myself until now. I started the process to create an organization developer account 4 months ago so I could publish my game on the App Store. Completing a game is already hard enough, but my account has been stuck in the "pending" state for all these months. I’ve sent over 20 emails through their contact page and even scheduled calls with their support team, but I’ve been ignored. All I get are automated responses. I tried starting fresh by abandoning the registration and using another email to create a new account. This time, Apple responded but only to cancel the new registration, saying I already have one in progress. I replied, asking why my original registration is still pending, and once again, I was ignored. At this point, I’m exhausted. If anyone sees this and can help, I’d really appreciate it. And if someone from Apple comes across this, please respond it would mean a lot. Thanks, and good luck to anyone going through something similar.
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-[_NFCardSession validateReceivedAPDU:]:236 Invalid ISO7816 APDU detected
I've started building an app that uses NFC to communicate towards a device. The initial communication is being triggered as intended, the last step of authentication is sent the connection seems to drop with the message: -[_NFCardSession validateReceivedAPDU:]:236 Invalid ISO7816 APDU detected, (null) The same response has been validated on an Android device and the process works fine there, but .readerDeselected is triggered instead of .received with cardAPDU. Any way to see which part of the validation that fails? Best regards
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Console Snippets with JavaScript
Hey there guys! I'm new to this, and have been learning JavaScript on Udemy. I'm trying to do everything inside of Safari, instead of using Chrome. But I'm stuck on something that I feel is kind of small, but has been nagging at the back of my brain. When I go to the 'Inspector Developer Tools' (command + option + i), then go to 'Sources', and go to 'Console Snippets', I'm trying to figure out how to delete any JavaScript files from the Console Snippets selection. In Chrome, when you navigate to the Chrome equivalent, if I right click on the file, there's an option to remove the file, but on Safari the only option I get is to Run Console Snippet. Does anyone know how to remove or delete a JavaScript file from the Console Snippets section in Safari? I have no extensions installed.
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Issue with Vertex Animation Scaling Not Working in Reality Composer Pro
Hi everyone, I’m working on a project in Reality Composer Pro, and I’ve encountered an issue with vertex animations. Here’s what I’ve done: I created a model in Blender, which includes two animations: One that scales the vertices of the model. Another that moves the model's position. I imported both animations into Reality Composer Pro, and the position animation works fine, but the vertex scaling animation does not seem to work. What I’m Trying to Achieve: I want the vertex scaling animation to play correctly in Reality Composer Pro alongside the movement animation. Problem: The position animation works as expected, but the vertex scaling animation does not work when applied in Reality Composer Pro. I have checked the vertex scaling animation in other software, and it works fine there. The issue seems to be specific to Reality Composer Pro. Is vertex animation scaling supported in Reality Composer Pro? If so, what might be causing this issue? Any advice or solutions would be greatly appreciated!
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