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[iOS 26] Unable to start TLS handshake connection to devices with self-signed certificates
Hi there, We are facing some issues regarding TLS connectivity: Starting with iOS 26, the operating system refuses to open TLS sockets to local devices with self-signed certificates over Wi-Fi. In this situation, connection is no longer possible, even if the device is detected on the network with Bonjour. We have not found a workaround for this problem. We've tryied those solutions without success: Added the 'NSAppTransportSecurity' key to the info.plist file, testing all its items, such as "NSAllowsLocalNetworking", "NSExceptionDomains", etc. Various code changes to use properties such as "sec_protocol_options_set_local_identity" and "sec_protocol_options_set_tls_server_name" to no avail. Brutally import the certificate files into the project and load them via, for example, "Bundle.main.url(forResource: "nice_INTERFACE_server_cert", withExtension: "crt")", using methods such as sec_trust_copy_ref and SecCertificateCopyData. Download the .pem or .crt files to the iPhone, install them (now visible under "VPN & Device Management"), and then flag them as trusted by going to "Settings -> General -> Info -> Trust". certificates" The most critical part seems to be the line sec_protocol_options_set_verify_block(tlsOptions.securityProtocolOptions, { $2(true) }, queue) whose purpose is to bypass certificate checks and validate all of them (as apps already do). However, on iOS26, if I set a breakpoint on leg$2(true),` it never gets there, while on iOS 18, it does. I'll leave as example the part of the code that was tested the most below. Currently, on iOS26, the handler systematically falls back to .cancelled: func startConnection(host: String, port: UInt16) { self.queue = DispatchQueue(label: "socketQueue") let tlsOptions = NWProtocolTLS.Options() sec_protocol_options_set_verify_block(tlsOptions.securityProtocolOptions, { $2(true) }, queue) let parameters = NWParameters(tls: tlsOptions) self.nwConnection = NWConnection(host: .init(host), port: .init(rawValue: port)!, using: parameters) self.nwConnection.stateUpdateHandler = { [weak self] state in switch state { case .setup: break case .waiting(let error): self?.connectionDidFail(error: error) case .preparing: break case .ready: self?.didConnectSubject.onNext(Void()) case .failed(let error): self?.connectionDidFail(error: error) case .cancelled: self?.didDisconnectSubject.onNext(nil) @unknown default: break } } self.setupReceive() self.nwConnection.start(queue: queue) } These are the prints made during the procedure. The ones with the dot are from the app, while the ones without are warnings/info from Xcode: 🔵 INFO WifiNetworkManager.connect():52 - Try to connect onto the interface access point with ssid NiceProView4A9151_AP 🔵 INFO WifiNetworkManager.connect():68 - Connected to NiceProView4A9151_AP tcp_output [C13:2] flags=[R.] seq=215593821, ack=430284980, win=4096 state=CLOSED rcv_nxt=430284980, snd_una=215593821 nw_endpoint_flow_failed_with_error [C13 192.168.0.1:443 in_progress channel-flow (satisfied (Path is satisfied), viable, interface: en0[802.11], dns, uses wifi, LQM: unknown)] already failing, returning nw_connection_copy_protocol_metadata_internal_block_invoke [C13] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C13] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_connected_local_endpoint_block_invoke [C13] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C13] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C14] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C14] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_connected_local_endpoint_block_invoke [C14] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C14] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection [C14 192.168.0.1:443 tcp, tls, attribution: developer] is already cancelled, ignoring cancel [C14 192.168.0.1:443 tcp, tls, attribution: developer] is already cancelled, ignoring cancel nw_connection_copy_protocol_metadata_internal_block_invoke [C15] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C15] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_connected_local_endpoint_block_invoke [C15] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C15] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C16] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_protocol_metadata_internal_block_invoke [C16] Client called nw_connection_copy_protocol_metadata_internal on unconnected nw_connection nw_connection_copy_connected_local_endpoint_block_invoke [C16] Client called nw_connection_copy_connected_local_endpoint on unconnected nw_connection nw_connection_copy_connected_remote_endpoint_block_invoke [C16] Client called nw_connection_copy_connected_remote_endpoint on unconnected nw_connection [C16 192.168.0.1:443 tcp, tls, attribution: developer] is already cancelled, ignoring cancel [C16 192.168.0.1:443 tcp, tls, attribution: developer] is already cancelled, ignoring cancel 🔴 ERROR InterfaceDisconnectedViewModel.connect():51 - Sequence timeout.
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TestFlight Beta Build Webhook Events Missing (Shown in WWDC25 but Not available in API/Portal)
I am trying to add webhook subscriptions for TestFlight build processing completion and TestFlight beta build review completion events. These were showcased in the WWDC25 session: https://developer.apple.com/videos/play/wwdc2025/324/ Currently, I am able to receive webhook events for distribution updates, and the corresponding checkmark option is available in the App Store Connect portal. However, there is no checkmark option in the portal to subscribe to beta build-related events. In the video, there is clearly a checkmark option for the beta review event subscription (at 4:55). The current documentation also does not mention beta processing and beta review event subscriptions. It only lists the event types that are visible in the web portal: https://developer.apple.com/documentation/appstoreconnectapi/webhookeventtype When I try to add the BUILD_BETA_DETAIL_EXTERNAL_BETA_STATE_UPDATED event (as shown in the video at 6:10) via the PATCH API request, I get the below error. "errors": [ { "id": "****-****-****-****-*********3851", "status": 409, "code": "ENTITY_ERROR.ATTRIBUTE.TYPE", "title": "An attribute in the provided entity has the wrong type", "detail": "'BUILD_BETA_DETAIL_EXTERNAL_BETA_STATE_UPDATED' is not a valid value for the attribute 'eventTypes/3'.", "expectedValues": [ "APP_STORE_VERSION_APP_VERSION_STATE_UPDATED", "BETA_FEEDBACK_CRASH_SUBMISSION_CREATED", "BETA_FEEDBACK_SCREENSHOT_SUBMISSION_CREATED" ], "source": { "pointer": "/data/attributes/eventTypes/3" } } ] } The App Store Connect web portal also does not provide a checkmark option for subscribing to this event type. My questions are: Are the TestFlight build processing completion and beta build review completion webhook events coming soon, or do they already exist? Are there any other ways to get beta build events apart from polling?
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printf %a/%A misrounding (C99 compliance violation) when guard digit is 8
Note This issue has already been reported via Feedback Assistant as FB20512074, but the status is Investigation Complete – Unable to Diagnose with Current Information. Since this bug does not produce a crash log and is therefore difficult to capture through Feedback, I am also posting it here on the Developer Forum to provide additional details and to open discussion. ⸻ Description When formatting floating-point numbers with %a or %A, macOS libc sometimes rounds incorrectly when the guard digit equals 8. This leads to non-conformance with C99’s round-to-nearest, ties-to-even rule. ⸻ Steps to Reproduce #include <stdio.h> int main(void) { // precision 0 printf("%.0a\n", 1.5); printf("%.0a\n", 1.53); printf("%.0a\n", 1.55); printf("%.0a\n", 1.56); // precision 1 printf("%.1a\n", 0x1.380p+0); printf("%.1a\n", 0x1.381p+0); printf("%.1a\n", 0x1.382p+0); printf("%.1a\n", 0x1.383p+0); return 0; } Expected Results (per C99/C11) %.0a with inputs (1.5, 1.53, 1.55, 1.56): 0x2p+0 0x2p+0 0x2p+0 0x2p+0 %.1a with inputs (0x1.380p+0, 0x1.381p+0, 0x1.382p+0, 0x1.383p+0): 0x1.4p+0 0x1.4p+0 0x1.4p+0 0x1.4p+0 Actual Results (macOS observed) %.0a with inputs (1.5, 1.53, 1.55, 1.56): 0x1p+0 0x2p+0 0x1p+0 0x2p+0 %.1a with inputs (0x1.380p+0, 0x1.381p+0, 0x1.382p+0, 0x1.383p+0): 0x1.3p+0 0x1.4p+0 0x1.3p+0 0x1.4p+0 This shows that values slightly above half are sometimes treated as ties and rounded down incorrectly. ⸻ Root Cause Analysis Inside Libc/gdtoa/FreeBSD/_hdtoa.c, rounding is decided in dorounding(): if ((s0[ndigits] > 8) || (s0[ndigits] == 8 && (s0[ndigits + 1] & 1))) adjust = roundup(s0, ndigits); This logic has two mistakes: Half detection Correct: When the guard nibble is 8, all lower discarded digits must be checked. Current: Only the LSB of the next nibble is checked (& 1). Consequence: Cases like ...8C... (e.g. 1.55 ≈ 0x1.8C…) are strictly greater than half, but are treated as exact halves and rounded down. Tie-to-even parity check Correct: For a true half (all lower digits zero), rounding should use the parity of the last kept digit. Current: The code incorrectly uses the parity of the next discarded nibble instead. Consequence: True ties are not rounded to even reliably. ⸻ Proposed Fix (behavioral) if (s0[ndigits] > 8) { adjust = roundup(...); // strictly > half } else if (s0[ndigits] == 8) { if (any_nonzero_tail(s0 + ndigits + 1)) { adjust = roundup(...); // > half } else { // exact tie: round-to-even if (s0[ndigits - 1] & 1) adjust = roundup(...); } } ⸻ Impact This bug is not limited to %.0a; it occurs for any precision when the guard nibble is 8. It causes exact halves to round incorrectly and greater-than-half values to be rounded down. The effect is alternating outputs (zigzag) instead of consistent monotonic rounding. This is a C99 compliance violation.
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Passing Referral Codes in iOS App Installs
The use case that I want to implement is as follows: user A has the app, user B doesn't have the app yet. User A wants to referral user B to get points. User B scans the QR code present in user A's app. User B gets redirected to the App Store and when downloads the app, the code will be automatically present in the sign up request (so the referral code will be cashed during first launch of the app). In Android it was implemented using Google Play Install Referrer. Based on my research, in Apple apparently there isn't an alternative, can you please confirm me this.
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tensorflow-metal
Using Tensorflow for Silicon gives inaccurate results when compared to Google Colab GPU (9-15% differences). Here are my install versions for 4 anaconda env's. I understand the Floating point precision can be an issue, batch size, activation functions but how do you rectify this issue for the past 3 years? 1.) Version TF: 2.12.0, Python 3.10.13, tensorflow-deps: 2.9.0, tensorflow-metal: 1.2.0, h5py: 3.6.0, keras: 2.12.0 2.) Version TF: 2.19.0, Python 3.11.0, tensorflow-metal: 1.2.0, h5py: 3.13.0, keras: 3.9.2, jax: 0.6.0, jax-metal: 0.1.1,jaxlib: 0.6.0, ml_dtypes: 0.5.1 3.) python: 3.10.13,tensorflow: 2.19.0,tensorflow-metal: 1.2.0, h5py: 3.13.0, keras: 3.9.2, ml_dtypes: 0.5.1 4.) Version TF: 2.16.2, tensorflow-deps:2.9.0,Python: 3.10.16, tensorflow-macos 2.16.2, tensorflow-metal: 1.2.0, h5py:3.13.0, keras: 3.9.2, ml_dtypes: 0.3.2 Install of Each ENV with common example: Create ENV: conda create --name TF_Env_V2 --no-default-packages start env: source TF_Env_Name ENV_1.) conda install -c apple tensorflow-deps , conda install tensorflow,pip install tensorflow-metal,conda install ipykernel ENV_2.) conda install pip python==3.11, pip install tensorflow,pip install tensorflow-metal,conda install ipykernel ENV_3) conda install pip python 3.10.13,pip install tensorflow, pip install tensorflow-metal,conda install ipykernel ENV_4) conda install -c apple tensorflow-deps, pip install tensorflow-macos, pip install tensor-metal, conda install ipykernel Example used on all 4 env: import tensorflow as tf cifar = tf.keras.datasets.cifar100 (x_train, y_train), (x_test, y_test) = cifar.load_data() model = tf.keras.applications.ResNet50( include_top=True, weights=None, input_shape=(32, 32, 3), classes=100,) loss_fn = tf.keras.losses.SparseCategoricalCrossentropy(from_logits=False) model.compile(optimizer="adam", loss=loss_fn, metrics=["accuracy"]) model.fit(x_train, y_train, epochs=5, batch_size=64)
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macOS 26.0 Tahoe + Xcode 26.0.1 Simulator causes system-wide audio distortion
After upgrading to macOS 26.0 Tahoe and Xcode 26.0.1, I’ve noticed an issue with audio playback whenever the iOS Simulator is running. Device: MacBook Pro 13" (2020, Intel, 16GB RAM, 500GB SSD) Issue: Any sound played on the Mac (system sounds, music, videos) begins to break/distort once the Simulator is active. App Sounds: If the app running inside the Simulator plays audio, that audio also breaks/distorts. Previous Version: This issue did not occur on macOS Sequoia 15 or with Xcode 16. Everything was working fine before the upgrade.
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Metal is not installed on Xcode 26 on Xcode Cloud
Hi there, We’re encountering this error in all of our builds when using the latest Xcode and macOS: The Metal Toolchain was not installed and could not compile the Metal source files. Download the Metal Toolchain from Xcode > Settings > Components and try again. In short, all builds are failing. I’ve tried fixing this by installing Metal and applying other solutions, but none of them worked reliably. Is there a way to ensure that the Metal Toolchain is installed on the CI machine?
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Stage Manager app icon in Xcode 26 macOS apps
Adding icons to Xcode macOS apps using Icon Composer is easy, the icon shows up in the Dock and in the About dialog right away. Yet, after many years struggling with other ways to add icons, I was hoping the new method in macOS 26 and Xcode 26 would finally make the icons show up in Stage Manager as well. Alas, nothing I tried, including killing a lot of things, rebooting while holding my tongue at the right angle, etc, did not help. I do have some new macOS Xcode project apps that show the icon properly in Icon Manager, generated with Icon Composer, yet other apps never show their icon in Icon Composer, no matter what voodoo I try. Forums online yield no solutions to this common problem.
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iTMSTransporter 4.1: --assetDescription fails with “No value present”
Until recently, I was able to upload my app with iTMSTransporter version 4.1.0 with the following command: /usr/local/itms/bin/iTMSTransporter -m upload -jwt {x.y.z} -v eXtreme \ -assetFile /Users/abc/Downloads/build.ipa \ -assetDescription /Users/abc/Downloads/AppStoreInfo.plist Starting this week, with iTMSTransporter version 4.1.0, the command fails with the following error: [2025-09-03 11:38:02 GET] &lt;main&gt; ERROR: No value present Package Summary: 1 package(s) were not uploaded because they had problems: /Users/abc/Downloads/build.ipa - Error Messages: No value present The same command still works when using the iTMSTransporter bundled with the Transporter app (version 4.0), so the issue appears to be specific to 4.1. Any guidance or confirmation from others experiencing this would be much appreciated.
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Xcode 26.0 unknown type name 'sqlite3_context'
I have been using the Mixpanel-Swift SDK alongside the Salesforce Mobile SDK in my iOS project with Xcode 16.4 without any issues. However, after upgrading to Xcode 26, I started encountering a problem related to SQLite3. Here is the relevant portion of my Podfile setup: platform :ios, '17.0' def required_pods source 'https://cdn.cocoapods.org/' source 'https://github.com/forcedotcom/SalesforceMobileSDK-iOS-Specs.git' use_frameworks! pod 'SalesforceAnalytics', '13.0.2' pod 'MobileSync', '13.0.2' pod 'SalesforceSDKCore', '13.0.2' pod 'SalesforceSDKCommon', '13.0.2' pod 'SmartStore', '13.0.2' pod 'Mixpanel-swift' end target 'Test' do required_pods end post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['EXPANDED_CODE_SIGN_IDENTITY'] = "" config.build_settings['CODE_SIGNING_REQUIRED'] = "NO" config.build_settings['CODE_SIGNING_ALLOWED'] = "NO" config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '17.0' end end end Has anyone else encountered a similar issue or discovered a workaround? Any advice or solutions would be greatly appreciated. Thank you in advance!
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Multiple-frames BlendShape (failed) Animation in Reality Composer Pro
Goal: To render in an apple vision pro app, the solid-mechanics 3D simulation results coming form an FEA code. Starting point: I have surface vtks with deformations on each node. Each time step has a a mesh with the nodal coordinates. This is straighforward translatable to a usd MeshSequence. Unfortunately, the results cannot be simplified to a scaling o linear transformation as you would do with other game-oriented animations. Tools: Right now, I am using Xcode and reality composer pro (RCP) to build the scenes. Technical limitations: I am aware that RCP can do animations with BlendMesh and skeletons and that MeshSequence is not a problem. Progress: Coverting to the sequence of vtk meshes to a usd MeshSequence is straighforward. This animates correctly in Preview and Blender (see screenshot). I managed to convert from MeshSequence to multiple keys and BlendMesh. This also animates correctly in Blender and preview. Unfortunately, the BlendMesh of multiple blended meshes shows a zero animation time in RCP (see screenshot below) Also, see below usda file scheme for the animation. Of course I am not showing full vectors such as faceVertexCounts, faceVertexIndex, normals. Question: what is the right set up to create a BlendMesh animation that RCP will correctly import and animate, form a set of Meshes or multiple key shapes? Blender animation Time zero RCP "animations" #usda 1.0 ( defaultPrim = "BlendMeshRoot" doc = "Blender v4.5.3 LTS" endTimeCode = 48 framesPerSecond = 24 metersPerUnit = 1 startTimeCode = 0 timeCodesPerSecond = 24 upAxis = "Z" ) def Xform "BlendMeshRoot" ( customData = { dictionary Blender = { bool generated = 1 } } ) { def SkelRoot "Mesh" { custom string userProperties:blender:object_name = "Mesh" float3 xformOp:rotateXYZ = (89.99999, -0, 0) float3 xformOp:scale = (0.009999999, 0.01, 0.01) double3 xformOp:translate = (0, 0, 0) uniform token[] xformOpOrder = ["xformOp:translate", "xformOp:rotateXYZ", "xformOp:scale"] def Mesh "Mesh" ( active = true prepend apiSchemas = ["MaterialBindingAPI", "SkelBindingAPI"] ) { uniform bool doubleSided = 1 float3[] extent = [(25.091871, -34.121277, -13.298501), (299.94482, 245.10088, 202.35126)] int[] faceVertexCounts = [3, 3, ... int[] faceVertexIndices = [0, 10293, ... rel material:binding = </BlendMeshRoot/_materials/MeshSequence_Default> normal3f[] normals = [(-0.3632836, -0.9102419, -0.19870725), .... point3f[] points = [(244.41148, 155.42062, 70.454926),..... float3[] primvars:node_displacement = [(93.54703, 110.9341, 48.37992).... float3[] primvars:Normals = [(-0.0050530406, -0.9910114, -0.13368203),... int[] primvars:skel:jointIndices = [0, 0, 0, 0, 0 ... float[] primvars:skel:jointWeights = [1, 1, 1, 1, 1... uniform token[] skel:blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] rel skel:blendShapeTargets = [ </BlendMeshRoot/Mesh/Mesh/frame_0000>, ....... </BlendMeshRoot/Mesh/Mesh/frame_0005>, ] prepend rel skel:skeleton = </BlendMeshRoot/Mesh/Skel> uniform token subdivisionScheme = "none" custom string userProperties:blender:data_name = "Mesh" custom float userProperties:originalTime float userProperties:originalTime.timeSamples = { 0: 0, } def BlendShape "frame_0000" { uniform vector3f[] offsets = [(0, 0, 0), (0, 0, 0),..... uniform int[] pointIndices = [0, 1, 2, ..... } ..... ..... #### BlendShape frame to 0005 ..... def Skeleton "Skel" ( prepend apiSchemas = ["SkelBindingAPI"] ) { uniform matrix4d[] bindTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] uniform token[] joints = ["joint1"] uniform matrix4d[] restTransforms = [( (1, 0, 0, 0), (0, 1, 0, 0), (0, 0, 1, 0), (0, 0, 0, 1) )] prepend rel skel:animationSource = </BlendMeshRoot/Mesh/Skel/Anim> def SkelAnimation "Anim" { uniform token[] blendShapes = ["frame_0000", "frame_0001", "frame_0002", "frame_0003", "frame_0004", "frame_0005"] float[] blendShapeWeights.timeSamples = { 0: [1, 0, 0, 0, 0, 0], 1: [0.9697085, 0.03029152, 0, 0, 0, 0], 2: [0.88787615, 0.11212383, 0, 0, 0, 0], ..... 46: [0, 0, 0, 0, 0.11212379, 0.8878762], 47: [0, 0, 0, 0, 0.030291557, 0.96970844], 48: [0, 0, 0, 0, 0, 1], } } } } def Scope "_materials" { def Material "MeshSequence_Default" { token outputs:surface.connect = </BlendMeshRoot/_materials/MeshSequence_Default/Principled_BSDF.outputs:surface> custom string userProperties:blender:data_name = "MeshSequence_Default" def Shader "Principled_BSDF" { uniform token info:id = "UsdPreviewSurface" float inputs:clearcoat = 0 float inputs:clearcoatRoughness = 0.03 color3f inputs:diffuseColor = (0.8, 0.4, 0.3) float inputs:ior = 1.5 float inputs:metallic = 0 float inputs:opacity = 1 float inputs:roughness = 0.5 float inputs:specular = 0.2 token outputs:surface } } } def Scope "AnimationClips" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> } def RealityKitComponent "AnimationLibrary" { custom rel animations = </BlendMeshRoot/Mesh/Skel/Anim> custom token info:id = "RealityKit.AnimationLibrary" custom double realitykit:approximateDuration = 2 custom double[] realitykit:clipDurations = [2] custom string[] realitykit:clipNames = ["Anim"] custom rel realitykit:clipTargets = </BlendMeshRoot/Mesh/Skel/Anim> custom double realitykit:frameRate = 24 custom bool realitykit:isAnimationLibrary = 1 } }
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"Build input file cannot be found" error occurs in Archive.
"Build input file cannot be found" error occurs in Archive. When running Archive to generate a build file, the build file generation fails with a "Build input file cannot be found: ..." error. When debugging, the build runs fine on the actual device without any errors. Comparing and modifying the Build Settings with other projects doesn't fix the issue. Deleting the Swift file and attempting to Archive results in a crash due to the missing file. Even after deleting and adding the Swift file, the same error persists when attempting to Archive. Even after deleting and re-adding the Swift file, the issue persists even after deleting all DerivedData file space on my Mac and restarting Xcode. Can you help me with this issue? It worked fine before the recent macOS update, and I successfully archived and published it to the App Store a few days ago. I believe this issue occurred after updating macOS to 26.0.1. My Xcode version is 26.0.1.
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iPhone 17, IOS 26 - No option to enable ‘Processor Trace’
According to the documentation for Processor Trace, it should be available on the iPhone 16 or later. Going off of the Optimize CPU performance with Instruments WWDC session, the toggle for it should be under Developer > Performance, but I don’t see this option anywhere on my iPhone 17. I can’t run a Processor Trace in Instruments without this feature turned on, because it claims my iPhone’s CPU is unsupported. Has anyone else managed to enable Processor Trace on the A19 chips?
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HELP ME
HELP ME someone is using all of these tools etc and have been hacking all of my devices and iClouds and certain apps using HomeKit iCloud kit Xcode and I need someone to help me debug my phone or teach me what to do they are using hardware or external / sharing across devices / and it’s seriously affecting my physical and mental health. I have contacted the FBI and have a meeting in October but I’m hoping someone can help me in the time being please it’s all of my devices and daugters tabelts / doesn’t matter if it’s android or iPhone . help plssss
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XCode reverts CoreData's .xccurrentversion
I am experiencing an issue where XCode reverts .xccurrentversion file in my iOS app to the first version whenever xcodebuild is run or whenever XCode is started. This means I can build the app and run tests in XCode if I discard the reversion .xccurrentversion on XCode start. However, testing on CI is impossible because the version the tests rely on are reverted whenever xcodebuild is run. The commands I run to reproduce the issue ❯ git status Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Path/.xccurrentversion no changes added to commit (use "git add" and/or "git commit -a") ❯ git checkout "Path/.xccurrentversion" Updated 1 path from the index ❯ git status nothing to commit, working tree clean ❯ xcodebuild \ -scheme Scheme \ -configuration Configuration \ -sdk iphonesimulator \ -destination 'platform=iOS Simulator,name=iPhone 16 Pro,OS=latest' \ -skipPackagePluginValidation \ -skipMacroValidation \ test > /dev/null # test fails because model version is reverted ❯ git status HEAD detached at pull/249/merge Changes not staged for commit: (use "git add <file>..." to update what will be committed) (use "git restore <file>..." to discard changes in working directory) modified: Path/.xccurrentversion no changes added to commit (use "git add" and/or "git commit -a") I have experienced such issue in 16.3 (16E140) and 16.2 (16C5032a). Similar issues/solutions I have found online are the following. But they are either not relevant or do not work in my case. https://stackoverflow.com/questions/17631587/xcode-modifies-current-coredata-model-version-at-every-launch https://github.com/CocoaPods/Xcodeproj/issues/81 Is anyone aware of any solution? Is there a recommended way I can run diagnostics on XCode and file a feedback?
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