Hi!
I'm building an app that uses Swift Charts to visualize stock market data, and I'm encountering a couple of issues.
The stock API I’m using provides data only for the trading days when the market is open. The problem is that I need to skip over the missing dates (non-trading days) in the chart, but still keep the x-axis formatted correctly (e.g., group ticks by month). If I convert the dates to String to handle missing data, I lose the correct x-axis formatting, and the date labels become inaccurate among with its data.
Here’s som of the code I’m using for parsing the dates and structuring the data:
struct StockDataPoint: Identifiable, Decodable {
var id: String { datetime }
let datetime: String
let close: String
var date: Date {
datetime.toDate() ?? Date()
}
var closePrice: Double {
Double(close) ?? 0.0
}
}
extension String {
func toDate() -> Date? {
let formatter = DateFormatter()
formatter.locale = Locale(identifier: "en_US_POSIX")
formatter.timeZone = TimeZone(abbreviation: "UTC")
formatter.dateFormat = self.count == 10 ? "yyyy-MM-dd" : "yyyy-MM-dd HH:mm:ss"
return formatter.date(from: self)
}
}
And:
LineMark(
x: .value("Datum", point.date),
y: .value("Pris", point.closePrice)
)
.interpolationMethod(.cardinal)
.lineStyle(StrokeStyle(lineWidth: 0.7))
.foregroundStyle(.linearGradient(colors: [.blue, .yellow, .orange], startPoint: .bottomTrailing, endPoint: .topLeading))
.frame(height: 300)
.background(Color.black.opacity(0.6))
.chartYScale(
domain: (
(stockAPI.stockData.map { $0.closePrice }.min() ?? 0) * 0.98
...
(stockAPI.stockData.map { $0.closePrice }.max() ?? 100) * 1.02
)
)
.chartXAxis {
AxisMarks(values: .automatic(desiredCount: 5)) { value in
AxisGridLine().foregroundStyle(Color.gray.opacity(0.5))
AxisTick().foregroundStyle(Color.gray)
AxisValueLabel().foregroundStyle(Color.gray)
}
}
.chartYAxis {
AxisMarks(values: .automatic(desiredCount: 5)) { value in
AxisGridLine().foregroundStyle(Color.gray.opacity(0.5))
AxisTick().foregroundStyle(Color.gray)
AxisValueLabel().foregroundStyle(Color.gray)
}
}
What I need help with:
Skipping missing dates on the x-axis and show correct data for corresponding days.
Keeping the x-axis well formatted (grouped by month, accurate labels).
Thanks in advance for any suggestions!
Developer Tools
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I am migrating your application to Xcode 16 and swift 6 and in the process of creating the build I am stumbling over this issue. I have tried several fixes recommended by AI which didn't solve this issue.
The pods have been updated to the latest supported platform versions.
I appreciate some guidance on how to resolve this compiling issue.
clang++: error: SDK does not contain 'libarclite' at the path '/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/arc/libarclite_iphonesimulator.a'; try increasing the minimum deployment target
Command Ld failed with a nonzero exit code
Hi everyone,
I’m currently trying to create a pure backdrop blur effect in my iOS app (SwiftUI / UIKit), similar to the backdrop-filter: blur(20px) effect in CSS. My goal is simple:
• Apply a Gaussian blur (radius ~20px) to the background content
• Overlay a semi-transparent black layer (opacity 0.3)
• Avoid any predefined color tint from UIBlurEffect or .ultraThinMaterial, etc.
However, every method I’ve tried so far (e.g., .ultraThinMaterial, UIBlurEffect(style:)) always introduces a built-in tint, which makes the result look gray or washed out. Even when layering a black color with opacity 0.3 over .ultraThinMaterial, it doesn’t give the clean, transparent-black + blur look I want.
What I’m looking for:
• A clean 20px blur effect (like CIGaussianBlur)
• No color shift/tint added by default
• A layer of black at 30% opacity on top of the blur
• Ideally works live (not a static snapshot blur)
Has anyone achieved something like this in UIKit or SwiftUI? Would really appreciate any insights, workarounds, or libraries that can help.
Thanks in advance!
Ben
Hello,
We are reaching out to the official forum as an option to help us solve an issue we’re encountering with our app.
The problem lies in the implementation of the AppIntents framework in our codebase, which, at the moment, is impossible to complete due to compilation errors occurring in specific targets of our app. We are currently using Xcode 16.0.
First of all, we want to clarify that the integration of the AppIntents library poses no issues in our development targets (pre-production environments), since no additional code obfuscation steps are performed there.
However, in the release targets used for production builds (those intended to be released to users), we encounter the following compilation error:
These errors indicate that the “.swiftconstvalues” files are missing for all of the files in our application.
We also want to highlight that we are using a code obfuscation tool called Arxan, provided by Digital.ai. This tool is integrated via specific Build Settings configurations, various files added to the project, and an additional Build Phase script.
We have conducted the following tests:
Disabling Arxan in release targets: The app compiles successfully and those files are generated (suspicious, I know).
Adding a library with AppIntents references and an AppIntent in our app: Both scenarios produce the same compilation error.
Creating a demo project with AppIntents and Arxan (basic implementation): The project compiles correctly and those files are in place.
Contacting Digital.ai support: They suggested several changes to the Build Settings, but none of them resolved the issue.
Additionally, we’ve attempted to gather information from the compiler to understand how these “.swiftconstvalues” files are generated. Unfortunately, we haven’t found any official documentation, so we would like to ask a few questions:
Is it possible to interfere with the creation of these files in any way? For example, via scripts or other custom build steps?
Is there any way to force the generation of these files through a build parameter or flag?
Is it possible to bypass the “Extract App Intents Metadata” step during compilation? If so, what would be the implications of doing this when using a library that includes references to AppIntents?
I know that involving a code obfuscation tool raises suspicions about it being the problem, we just want to know a little more about this compilation step to have some more context before reaching them again.
Feel free to ask any questions or details, any reply is appreciated.
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Developer Tools
Compiler
Intents
App Intents
I came across several "errors" being reported when I run my app, however my app seems to function correctly.
I believe they fall in the category listed on this ( now locked ) thread https://developer.apple.com/forums/thread/115461
However, I wanted to post the ones I found to clarify ( close to submission) just in case any of these end up being more than just log noise later. PLEASE let me know if you've come across these before and whether they impacted anything or if you can confirm they are just log noise. Thanks in advance!
-[RTIInputSystemClient remoteTextInputSessionWithID:performInputOperation:] perform input operation requires a valid sessionID. inputModality = Keyboard, inputOperation = , customInfoType = UIEmojiSearchOperations
AVAudioSession_iOS.mm:2,223 Server returned an error from destroySession:. Error Domain=NSCocoaErrorDomain Code=4099 “The connection to service with pid 102 named com.apple.audio.AudioSession was invalidated from this process.” UserInfo={NSDebugDescription=The connection to service with pid 102 named com.apple.audio.AudioSession was invalidated from this process.
CAReportingClient.mm:532 Attempted to remove a reporter not created by this client { careporter_id=408,331,130,765,320 }
load_eligibility_plist: Failed to open //private/var/db/os_eligibility/eligibility.plist: Operation not permitted(1) - I verified and this file is indeed in non read mode on my Mac for the user. However it affects nothing.
The following 2 pop up - although I have no explicit code or 3P code ( nor Ads) that require impressions - each time I click on the Game Center Access Point post authentication.
Cannot add impressions because no tracker is specified by the metrics fields context. Did you forget to set one from your view controller or data source?
Cannot add page fields because none are specified by the metrics fields context. Did you forget to add an PageMetricsPresenter to the object graph used for actions?
I would like to clarify that my app is a Reader APP and a hybrid application built with Vue.js and Capacitor. To comply with Apple’s guidelines, I am not using any third-party SDKs for account management or payments. Instead, I am attempting to use the official StoreKit External Link Account API as required.
To achieve this, I created a custom native Capacitor plugin in Swift, which calls the StoreKit 2 classes (SKStoreExternalLinkAccountRequest and SKStoreExternalLinkAccountViewController) to present the required modal before redirecting users to manage their accounts externally.
However, I am encountering a technical issue:
When building the app in Xcode 16 (with iOS Deployment Target set to 16+), the Swift compiler cannot find the StoreKit 2 classes (SKStoreExternalLinkAccountRequest and SKStoreExternalLinkAccountViewController).
I have attached a screenshot showing the error in Xcode.
Could you please clarify if there are any additional requirements or steps needed to access these StoreKit 2 APIs in a hybrid (Capacitor/Vue) app?
Is there any limitation for hybrid apps, or is there a specific configuration needed in Xcode or the project to make these APIs available?
I am committed to fully complying with Apple’s guidelines and want to ensure the best and safest experience for my users.
Any guidance or documentation you can provide would be greatly appreciated.
my plugin:
my app in xcode - build failed
I would really appreciate it if someone could help me.
Hi,
today I upgraded Xcode to Version 16.4 (16F6) and the Simulator to version Version 16.0 (1042.1) since then I get the following message in the debugger with any project when running the simulator:
load_eligibility_plist: Failed to open /Users/xxxx/Library/Developer/CoreSimulator/Devices/1B9FA609-7502-42DE-93A8-B856E2618A7F/data/Containers/Data/Application/4FA1B071-A5F1-4E00-B3AC-630E273DD900/private/var/db/eligibilityd/eligibility.plist: No such file or directory
I have checked other similar questions but in my case I do not have Cocoapods installed.
So, I'm new to Swift, but I'm trying to get my app idea off the ground and am trying to find a way to create the main module of the app -
two users see in real time, where the other one touches their screen.
So, each of them see a red dot light up on their screen wherever the other one touched it. Ideally dot should change in diameter based on the pressure of the touch.
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile.
I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1,
Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install.
require_relative '../node_modules/react-native/scripts/react_native_pods'
require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules'
use_modular_headers!
platform :ios, '18.0'
prepare_react_native_project!
target 'plana' do
config = use_native_modules!
use_react_native!(
:path => config[:reactNativePath],
:fabric_enabled => false,
:app_path => "#{Pod::Config.instance.installation_root}/.."
)
post_install do |installer|
react_native_post_install(
installer,
config[:reactNativePath],
:mac_catalyst_enabled => false,
)
end
end
I have filled the form to request for this access, but it has been 15 days now and I haven’t gotten any feedback. Apple Support said the appropriate team will be in contact with me once it has been approved. It’s been 15 days and still nothing. I just want to know how long it would take, and Apple’s WWDC 2025 is around the corner, I was really looking forward to get this done before then.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Entitlements
Family Controls
I am facing this error on every flutter project build.
Although it runs ok.
The error happens on the codesign command
What do I need to fix ?
I have validated that every *.plist file is ok using plutil -lint
ERROR MESSAGE
/usr/bin/codesign --force --sign MY_SHA_CODE --verbose
/Users/macbookair/workspace/flutter_application_1/build/ios/Release-iphoneos/Runner.app/Frameworks/libswiftCore.dylib)` exited with status 0. The command's
output was:
/Users/macbookair/workspace/flutter_application_1/build/ios/Release-iphoneos/Runner.app/Frameworks/libswiftCore.dylib: a required plist file or resource is
malformed
Info.plist
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key> <string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleDisplayName</key> <string>Flutter Application 1</string>
<key>CFBundleExecutable</key> <string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key> <string>6.0</string>
<key>CFBundleName</key> <string>flutter_application_1</string>
<key>CFBundlePackageType</key> <string>APPL</string>
<key>CFBundleShortVersionString</key> <string>$(FLUTTER_BUILD_NAME)</string>
<key>CFBundleSignature</key> <string>????</string>
<key>CFBundleVersion</key> <string>$(FLUTTER_BUILD_NUMBER)</string>
<key>LSRequiresIPhoneOS</key> <true/>
<key>UILaunchStoryboardName</key> <string>LaunchScreen</string>
<key>UIMainStoryboardFile</key> <string>Main</string>
<key>UISupportedInterfaceOrientations</key> <array>
<string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string> </array>
<key>UISupportedInterfaceOrientations~ipad</key> <array>
<string>UIInterfaceOrientationPortrait</string> <string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string> <string>UIInterfaceOrientationLandscapeRight</string>
</array> <key>CADisableMinimumFrameDurationOnPhone</key>
<true/> <key>UIApplicationSupportsIndirectInputEvents</key>
<true/></dict>
</plist>
Please help.
Xcode 16.3 repeatedly logs a same message very frequently, as fast as a single thread can. I use Instruments and Console and find out the log is:
Needs flush!
by -[DNTBrotliDecoder decodeBytes:length:] in DNTDocumentationSupport.
The call is on a single non-main thread. I've tried to clear caches and it seems doesn't change. Yet I don't know exact point when the logging starts since launch.
Fortunately, this thread is dispatched at E cores, bringing approximately 2 watts of power load to my Mac.
Environments:
macOS 15.4 (24E248)
Xcode 16.3 (16E140)
M4 chip
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line:
swift build -c release
But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac:
xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos
The error is:
Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation'
How can I get Xcode / xcodebuild to work?
Note that the project is normally built by running:
Scripts/build
which runs:
swift build -c release
after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift):
Scripts/generate_package_swift
I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include
subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail.
I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc.
Maybe some of those changes would have helped, but maybe they were in incorrect combinations.
Thanks for any help.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Developer Tools
Xcode
Objective-C
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch.
Device info:
Apple Watch Series 9 (watchOS 10.4)
Paired with iPhone 14 Pro (iOS 17.4.1)
Xcode 15.3 (macOS 15.5, Apple Silicon)
Issue:
When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy & Security.
I’ve already tried the following:
Rebooting both devices
Unpairing and re-pairing the watch
Erasing and setting up the watch again
Signing out and back into my Apple ID
Using the latest Xcode version (15.3 and 16.3 both tested)
Running clean builds and checking provisioning profiles
Attempting install via both simulator and physical device
Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings.
I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround.
Thanks in advance.
I'm trying to open an Apple account to enroll in the developer programme from Bangladesh but couldn't get verification code on Bangladeshi phone number. I've tried multiple phone numbers but got the same response (Verification codes can't be sent to this phone number at this time. Please try again later).
Hi everyone,
We're developing an AR app using Unity with Vuforia for object detection. Our app works well in full-screen mode, including detection and post-detection phases. However, we're facing a specific issue in iPad Split View multitasking mode.
Problem:
The AR camera (Vuforia-based) freezes during object detection if another app is opened in Split View.
Post-detection, everything works fine in Split View. The problem only occurs during detection.
Testing Environment:
iPadOS 16+
Unity with Vuforia plugin
Using EnableMultitaskingCameraAccess() method with AVFoundation to support camera multitasking
AR scene is set up properly with detection capabilities in full-screen
My application uses a text file with an extension of .dssfilelist. On Linux I would register the Mime type and associate it with the application in the .desktop file.
<?xml version="1.0" encoding="UTF-8"?>
<mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info">
<mime-type type="text/dssfilelist">
<comment>DeepSkyStacker file-list file</comment>
<glob pattern="*.dssfilelist" />
</mime-type>
</mime-info>
I believe that I need to add stuff to the Info.plist for my application, but I also understand that CFBundleTypeExtensions is deprecated.
So please could you show me what I now need to add to the Info.plist file so that these files will be registered as "text/dssfilelist" type and associated with my application and to associate a .icns file with it?
如何在没有电脑的情况下启用开发者模式
please reply me in Chinese
Hi Apple team and fellow developers,
We previously had Location Push Service Extension enabled and working in production. After transferring the app to a new Apple Developer team, the production App ID was transferred, but the Location Push entitlement was not retained.
We've also created a new App ID for development, and now need Location Push access enabled for both the transferred production ID and the new development ID.
We’ve already submitted the Location Push Access form with all relevant details.
Unfortunately, the App Transfer documentation didn’t make it clear that Location Push access would be lost, and now we’re blocked from making new builds — even for the existing production app.
❓ Questions:
Is it possible to re-enable Location Push for a transferred App ID?
What’s the expected timeline for entitlement approval?
Can Apple staff confirm the request status or let us know if any further action is needed?
Thanks in advance — this entitlement is critical for our app’s functionality and release pipeline.
Best,
Aidar
Topic:
App & System Services
SubTopic:
Notifications
Tags:
APNS
Developer Tools
Maps and Location
Developer Program
In the morning I enrolled in developer program and apple took my money from card and told me it is "being processed".
But in the main page it says
Purchase your membership.
continue your enrollment, complete your purchase now
purchase may take up to 48 hours to process.
So I clicked again and purchased again. Still I got the same email and checked it says " being processed" but money taken twice!!! Why are you giving me same option if it is processed!! Very bad design!!! Also it is still not activated
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Developer Tools
Developer Program