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Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
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Jul ’25
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
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853
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild \ -project Hoerspielzentrale.xcodeproj \ -scheme HoerspielzentraleUITests \ -destination 'platform=iOS Simulator,name="Screenshot Simulator”' \ test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:"Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators, derived data and build folder. After the error a complete list of all available destinations can be found, where I can see the simulator I try to use. Available destinations for the "HoerspielzentraleUITests" scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } The rest of the list was omitted. I am currently completely stuck. Thank you
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Jul ’25
Under Xcode 26 beta 3, how to support new glass icons for iOS 26 and old icons for iOS 18?
I know there are several existing threads on this topic but things keep changing. The release notes for Xcode 26 beta 3 have the following statements for a couple of resolved issues: Asset Catalog Fixed: Unable to set Icon Composer icon as alternate iOS icon (153305178) (FB18025356) Icon Composer Fixed: Icon Composer icons back deploy to older versions of iOS, macOS, and watchOS with inconsistent rendering. (152258860) I had a working solution under beta 1 and beta 2 for both of these. But under beta 3, I am now seeing the new glass icons for my app when running on a simulated iOS 18 device. This is happening for both the main app icon and any alternates. This contradicts the statement that beta 3 fixes this issue. There is no documentation (that I can find) describing how you are supposed to support old icons for iOS 18 and new glass icons for iOS 26. There is no documentation for how to support alternate glass icons for iOS 26. What I'm doing at the moment (that worked before beta 3) was to have the normal iOS 18 app icons in the Asset catalog and to have the new glass icons added to the project. The filenames for the glass .icon files have the same name as the app icons in the Assets catalog. This worked under beta 1 and beta 2. And despite the Xcode 26 beta 3 release notes stating that Icon Composer icons no longer back deploy to iOS 18, I'm seeing the opposite. Beta 3 now does the opposite of that statement. Does anyone have a working solution that supports old iOS 18 app icons and new iOS 26 glass icons using Xcode 26 beta 3? Note, all of my testing is with simulated iOS devices and I'm running Xcode 26 beta 3 under macOS 15.5. Maybe that's an issue?
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Jul ’25
App Crashes in Xcode 26 Beta 3
Hi, I'm trying to install run the app in Xcode 26 Beta 3 and getting the below error. *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Error during decoding of 1723: Error Domain=NSCocoaErrorDomain Code=4864 "Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant." UserInfo={NSDebugDescription=Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant.}' terminating due to uncaught exception of type NSException CoreSimulator 1043 - Device: iPhone 16 Pro (F158F199-A41E-4967-87C6-58A42C9C1954) - Runtime: iOS 26.0 (23A5287g) - DeviceType: iPhone 16 Pro Appreciate the help in advance
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311
Jul ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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Jul ’25
Validation incorrectly detects need for web browser engine entitlement, causes "corrupted binaries" error
My iOS app (logbook) is failing App Store Connect validation with: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 96ef48c6-afb4-4e23-9205-8f625577feab)" From the distribution logs, I found the issue: 2025-07-16 07:11:35 +0000 Item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app doesn't have the entitlement com.apple.developer.web-browser-engine.host enabled, returning ["arm64e"] 2025-07-16 07:11:35 +0000 Archs to thin for item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app are ["arm64e"] The validation system is checking for web browser engine entitlements (which my app doesn't need), and when not found, it incorrectly requires arm64e architecture - which is private and unavailable to third-party developers. Details: Xcode: 16.4.0 Uses WKWebView solely to render HTML templates into PDF documents for logbook exports No web browsing functionality - WebView is only used as a rendering engine for PDF generation This appears to be a validation bug. The app builds and runs fine locally. How can I get past this incorrect architecture requirement? I tried everything in the last 2 days to debug it, saying I'm desperate would be a small word... this is blocking our app launch...
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Jul ’25
How to fix iOS 26 Beta / iOS 18 SDK compile conflicts?
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController. The problem is: Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now. At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches. I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day. How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift? It's really frustrating to manage this override conflict.
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235
Jul ’25
Unable to pair xcode with vision pro
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac. I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3: Connect to same wifi network On Vision Pro -> Settings > General > Remote Devices On Mac -> Xcode -> Devices & Simulators -> Select the Vision Pro & enter the code On Mac -> Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled On Vision Pro -> Privacy & Security > Developer Mode I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop & airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro. I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.
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Jul ’25
Publish IPA
Hello everyone, I build and run the app in iPhone in developer mode but now i am trying to install and run the app in another iPhone in which i did not turned on the developer mode. it installed but not opening without the Developer mode. Is there any another way to install and run the app with Developer mode for one time. If not then tell me the process how i can do publishing in testFlight or appStore. Thanks
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Jul ’25
Xcode 16.0 iOS 12 support
We are preparing builds using Xcode 16.0 given we have a large set of users on iOS 12. Now we have doubts wether we will run into issues if we ship using it (even if it compiles, archives and uploads successfully) given the table columns and content has changed since the last time we checked this table: https://developer.apple.com/support/xcode/. 1- Is the Deployment Targets range for Xcode 16 value correct for iOS? (On the 24th of February it had iOS 12-18, now it has iOS 15-18) 2- Are we OK to ship for iOS 12 using xcode 16.3? Thanks, Joao Garcia
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Jul ’25
How to use protocols to support managing SwiftUI views from different modules ?
In out project, we are creating a modular architecture where each module conform to certain protocol requirements for displaying the UI. For example: public protocol ModuleProviding: Sendable { associatedtype Content: View /// Creates and returns the main entry point view for this module /// - Parameter completion: Optional closure to be called when the flow completes /// - Returns: The main view for this module @MainActor func createView(_ completion: (() -> Void)?) -> Content } This protocol can be implemented by all different modules in the app, and I use a ViewProvider structure to build the UI from the module provided: public struct ViewProvider: Equatable { let id = UUID() let provider: any ModuleProviding let completion: () -> Void public init(provider: any ModuleProviding, completion: @escaping () -> Void) { self.provider = provider self.completion = completion } @MainActor public func layoutUI() -> some View { provider.createView(completion) } This code throws an error: Type 'any View' cannot conform to 'View' To solve this error, there are two ways, one is to wrap it in AnyView, which I don't want to do. The other option is to type check the provider with its concrete type: @ViewBuilder @MainActor private func buildViewForProvider(_ provider: any ModuleProviding, completion: (() -> Void)?) -> some View { switch provider { case let p as LoginProvider: p.createView(completion) case let p as PostAuthViewProvider: p.createView(completion) case let p as OnboardingProvider: p.createView(completion) case let p as RewardsProvider: p.createView(completion) case let p as SplashScreenProvider: p.createView(completion) default: EmptyView() } } This approach worked, but it defeats the purpose of using protocols and it is not scalable anymore. Are there any other approaches I can look at ? Or is this limitation in SwiftUI ?
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Jul ’25
SPI Analysis Reports "Corrupted Binary" for Valid iOS App After Exhaustive Debugging - Infrastructure Issue
ISSUE SUMMARY: iOS app receives "The app contains one or more corrupted binaries" error during Apple's SPI (Static Program Interface) analysis after successful upload to App Store Connect. Exhaustive systematic debugging indicates this is an Apple validation infrastructure issue, not application code. ERROR IDs ENCOUNTERED: f3de06b6-6a60-45a2-9856-77327004a64e 386f96fc-851f-42ec-91d7-c77b590ffeb6 ae1a9f9a-b980-490f-ad61-27f4552a4346 3e3c1839-f3f5-4f7b-9221-659dda8de970 COMPREHENSIVE DEBUGGING PERFORMED: PHASE 1: INITIAL TROUBLESHOOTING ✅ Attempted upload without manual IPA modifications - STILL FAILS ✅ Tested with Xcode Cloud builds (Apple's own infrastructure) - STILL FAILS ✅ Tried different upload methods (Xcode Organizer, Transporter) - STILL FAILS PHASE 2: CONFIGURATION FIXES ✅ Removed all iOS 26 references from codebase - STILL FAILS ✅ Fixed missing NSPhotoLibraryUsageDescription in Info.plist - STILL FAILS ✅ Removed empty entitlements file - STILL FAILS ✅ Verified all build settings and code signing - STILL FAILS PHASE 3: SYSTEMATIC COMPONENT ISOLATION Created blank test project and tested individual components: ✅ GRDB 7.5.0 package alone - PASSES validation ✅ Supabase 2.30.1 package alone - PASSES validation ✅ RevenueCat 5.32.0 package alone - PASSES validation ✅ PostHog 3.28.3 package alone - PASSES validation ✅ airports.db database file alone - PASSES validation ✅ HTML template files alone - PASSES validation ✅ CLAUDE.md documentation file alone - PASSES validation ✅ Localizable.strings files alone - PASSES validation ✅ ALL COMPONENTS TOGETHER in test project - PASSES validation PHASE 4: CODE AUDIT AND FIXES ✅ Comprehensive multi-agent code audit identified potential issues: Fixed threading deadlock in AppContext.swift (removed DispatchQueue.main.sync) Eliminated UIPrintPageRenderer KVC usage (replaced with UIGraphicsPDFRenderer) Verified no private API usage throughout codebase ✅ Applied all fixes - STILL FAILS validation PHASE 5: COMPLETE PROJECT RECREATION ✅ Copied ALL source code from failing project to working test project ✅ Same dependencies, same resources, same configuration ✅ Test project with individual components: PASSES validation ✅ Test project with complete source code: FAILS validation with identical error PHASE 6: FINAL COMPREHENSIVE AUDIT ✅ 4 specialized code audits completed: Runtime & Reflection analysis: CLEAN String-based API & KVC analysis: CLEAN System Integration analysis: CLEAN Constants & Private Values analysis: CLEAN ✅ No violations of Apple guidelines detected ✅ No private API usage found ✅ No dangerous code patterns identified DEFINITIVE EVIDENCE OF INFRASTRUCTURE ISSUE: Every individual component passes Apple SPI analysis when tested alone All components together in test project pass Apple SPI analysis Complete source code fails Apple SPI analysis with identical error Both local builds and Xcode Cloud builds fail identically Comprehensive code audits find no violations whatsoever Issue persists across different projects, build environments, and upload methods REPRODUCTION STEPS: Archive complete iOS app using Xcode 16.4.0 Upload to App Store Connect (upload succeeds) Apple's automated SPI analysis runs Validation fails with "corrupted binary" error EXPECTED BEHAVIOR: App should pass SPI analysis as systematic testing proves all components are individually valid. ACTUAL BEHAVIOR: SPI analysis consistently reports "corrupted binary" despite exhaustive debugging showing clean code. TECHNICAL DETAILS: Bundle ID: [your bundle ID] Target: iOS 18+ Xcode: 16.4.0 Architecture: arm64 Dependencies: GRDB 7.5.0, Supabase 2.30.1, RevenueCat 5.32.0, PostHog 3.28.3 SwiftUI app with @Observable pattern Offline-first SQLite + cloud sync architecture CONCLUSION: This level of systematic debugging definitively isolates the issue to Apple's SPI analysis infrastructure. No reasonable code-level explanation remains for why individual components pass validation but the complete app fails with identical errors across multiple build environments. Requesting urgent investigation of SPI analysis validation logic that may be incorrectly flagging legitimate applications as having "corrupted binaries."
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Jul ’25
Undefined symbol linker errors after upgrading to Xcode 16 with Flutter iOS integration
Dear Apple Developer Support, We are experiencing a critical issue after upgrading our development environment from Xcode 15 to Xcode 16 (beta). Our iOS application integrates Flutter via CocoaPods (install_all_flutter_pods and flutter_post_install) and uses plugins like webview_flutter. After the upgrade, our project started failing at the linking stage with the following errors: Undefined symbol: _XPluginsGetDataFuncOrAbort Undefined symbol: _XPluginsGetFunctionPtrFromID Undefined symbol: Plugins::SocketThreadLocalScope::SocketThreadLocalScope(int) Undefined symbol: Plugins::SocketThreadLocalScope::~SocketThreadLocalScope() Linker command failed with exit code 1 These symbols seem to originate from Flutter’s new native C++ plugin architecture (possibly via webview_flutter_wkwebview), and were previously resolving fine with Xcode 15. We have ensured the following: Added -lc++ and -ObjC to OTHER_LDFLAGS Cleaned and rebuilt Flutter module via flutter build ios --release Re-installed CocoaPods with pod install Verified Flutter.xcframework and plugin xcframeworks are present Despite this, the linker fails to resolve the mentioned symbols under Xcode 16. This suggests a stricter linker behavior or a compatibility issue with the new C++ plugin system Flutter uses. Can you confirm: If Xcode 16 introduces stricter C++/Objective-C++ linker constraints? Is there an official workaround or updated documentation for dealing with Plugins::SocketThreadLocalScope and related symbol resolution? Should these symbols be declared explicitly or provided in .xcframework format from plugin developers? We would appreciate guidance or clarification on how to proceed with Flutter plugin compatibility under Xcode 16. Thank you.
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Jul ’25
Xcode doesn't recognise changes in file status, unable to stage and commit to repo.
I'm using Version 16.4 (16F6) of Xcode on macOS 15.5 (24F74) and everything was working fine until I selected an older build to branch out from. Now, Xcode cant properly know the file status as it keeps on changing it after quitting and relaunching it. The changes in the file are there and when trying to commit to the local repo it doesn't show any changes to stage. At present I'm relying on making project folder backups as a way of backing up builds. Any suggestions what can be done?
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Jul ’25
Xcode 26 Beta 3 unable to build with error: Failed to find a DDI that can be used to enable DDI services on the device
In Xcode 26 Beta 2 I had no issues, but as soon as I updated to Beta 3, I get the following error when I attempt to build to my iPhone 15 Pro running iOS 26 beta 3: Failed to find a DDI that can be used to enable DDI services on the device. Usually this means the best DDI we could find for a platform did not have compatible CoreDevice content. Run 'devicectl list preferredDDI' from the command line to get more details on why no valid DDI can be found. Domain: com.apple.dt.CoreDeviceError Code: 12001 I ran xcrun devicectl list preferredDDI and get the following: WARNING: No usable DDI found for the iOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/iOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: iOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No DDI was found for the macOS platform. No usable DDI found for the tvOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/tvOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: tvOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No usable DDI found for the watchOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/watchOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: watchOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No usable DDI found for the visionOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/xrOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: xrOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external When I run xcrun devicectl manage ddis update it hangs and does not update. I have also tried the obvious steps of uninstalling and reinstalling as well as unpairing and repairing my run devices. I have not tried sudo rm -rf /Library/Developer/DeveloperDiskImages/* Is that step recommended? Or any insights how to solve this issue? Thanks!
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570
Jul ’25
Suddenly, cannot install app on device
Hi, I am using Xcode 16.4, and my test device is Iphone 16 pro max. Everything was working fine until today when I get an error that I cannot install the app on the device. The error I get is: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cRjyg7/extracted/[myapp].app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure sure that your app is signed by a valid provisioning profile. Creating a new project and installing it to the mobile works fine. Please can someone from Apple or the community respond? there are many posts with this error but none were solved. Troubleshooting attempts included: Resetting all certificates. delete the app from the device unpairing device codesigning via cli reloading older git code commit Nothing is working. thanks
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596
Jul ’25
Xcode 26 intelligence editor modifications.
Greetings, Ive been exerimenting with the new Apple intelligence chat. I want to be able to use my custom LLM and I made that work (I can chat back and forward from the left panel with my server) but I cannot find out how to change the editor contents like chatgpt does. chatgpt is able to change the current editor and, seems like, all files in the pbx. I tried to catch the call with charles with no success. In the OpenIA platform docs it doesnt mention anything that could change the code shown. does anyone know how to achieve this? Is the apple intelliece documentation lacking this features and will it be completed soon? will this features even be open for developers?
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334
Jul ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
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2
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0
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275
Activity
Jul ’25
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
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1
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853
Activity
Jul ’25
Xcodebuild does not find any simulators
I am trying to integrate fastlane, which relies on xcodebuild. So this is my first experience with xcodebuild. Whenever I run a command to test or build the target in the folder where all the files of the project are stored, the action failes with Unable to find a device matching the provided destination specifier For example I might be running this command: xcodebuild \ -project Hoerspielzentrale.xcodeproj \ -scheme HoerspielzentraleUITests \ -destination 'platform=iOS Simulator,name="Screenshot Simulator”' \ test However the mentioned error is returned: xcodebuild: error: Unable to find a device matching the provided destination specifier: { platform:iOS Simulator, OS:latest, name:"Screenshot Simulator” } The requested device could not be found because no available devices matched the request. I can confirm that the simulator exists, is available and it can be booted. I have tried different simulators, different schemas, referencing them by their identifier, switching Xcode Versions, reset all simulators, derived data and build folder. After the error a complete list of all available destinations can be found, where I can see the simulator I try to use. Available destinations for the "HoerspielzentraleUITests" scheme: { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:961DC569-9931-419A-B46E-769AAFA73EA2, OS:18.5, name:Screenshot Simulator } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } { platform:iOS Simulator, id:5E51FD98-C451-472F-9CDE-08D49E6B737B, OS:18.5, name:Screenshot Simulator Pro } The rest of the list was omitted. I am currently completely stuck. Thank you
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268
Activity
Jul ’25
Under Xcode 26 beta 3, how to support new glass icons for iOS 26 and old icons for iOS 18?
I know there are several existing threads on this topic but things keep changing. The release notes for Xcode 26 beta 3 have the following statements for a couple of resolved issues: Asset Catalog Fixed: Unable to set Icon Composer icon as alternate iOS icon (153305178) (FB18025356) Icon Composer Fixed: Icon Composer icons back deploy to older versions of iOS, macOS, and watchOS with inconsistent rendering. (152258860) I had a working solution under beta 1 and beta 2 for both of these. But under beta 3, I am now seeing the new glass icons for my app when running on a simulated iOS 18 device. This is happening for both the main app icon and any alternates. This contradicts the statement that beta 3 fixes this issue. There is no documentation (that I can find) describing how you are supposed to support old icons for iOS 18 and new glass icons for iOS 26. There is no documentation for how to support alternate glass icons for iOS 26. What I'm doing at the moment (that worked before beta 3) was to have the normal iOS 18 app icons in the Asset catalog and to have the new glass icons added to the project. The filenames for the glass .icon files have the same name as the app icons in the Assets catalog. This worked under beta 1 and beta 2. And despite the Xcode 26 beta 3 release notes stating that Icon Composer icons no longer back deploy to iOS 18, I'm seeing the opposite. Beta 3 now does the opposite of that statement. Does anyone have a working solution that supports old iOS 18 app icons and new iOS 26 glass icons using Xcode 26 beta 3? Note, all of my testing is with simulated iOS devices and I'm running Xcode 26 beta 3 under macOS 15.5. Maybe that's an issue?
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387
Activity
Jul ’25
App Crashes in Xcode 26 Beta 3
Hi, I'm trying to install run the app in Xcode 26 Beta 3 and getting the below error. *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Error during decoding of 1723: Error Domain=NSCocoaErrorDomain Code=4864 "Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant." UserInfo={NSDebugDescription=Class 'BSAuditToken' has a superclass that supports secure coding, but 'BSAuditToken' overrides -initWithCoder: and does not override +supportsSecureCoding. The class must implement +supportsSecureCoding and return YES to verify that its implementation of -initWithCoder: is secure coding compliant.}' terminating due to uncaught exception of type NSException CoreSimulator 1043 - Device: iPhone 16 Pro (F158F199-A41E-4967-87C6-58A42C9C1954) - Runtime: iOS 26.0 (23A5287g) - DeviceType: iPhone 16 Pro Appreciate the help in advance
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311
Activity
Jul ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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Activity
Jul ’25
Validation incorrectly detects need for web browser engine entitlement, causes "corrupted binaries" error
My iOS app (logbook) is failing App Store Connect validation with: "The app contains one or more corrupted binaries. Rebuild the app and resubmit. (ID: 96ef48c6-afb4-4e23-9205-8f625577feab)" From the distribution logs, I found the issue: 2025-07-16 07:11:35 +0000 Item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app doesn't have the entitlement com.apple.developer.web-browser-engine.host enabled, returning ["arm64e"] 2025-07-16 07:11:35 +0000 Archs to thin for item /Users/guillaumehuchet/Library/Developer/Xcode/Archives/2025-07-16/Skyden 16-7-25, 09.01.xcarchive/Products/Applications/Skyden.app are ["arm64e"] The validation system is checking for web browser engine entitlements (which my app doesn't need), and when not found, it incorrectly requires arm64e architecture - which is private and unavailable to third-party developers. Details: Xcode: 16.4.0 Uses WKWebView solely to render HTML templates into PDF documents for logbook exports No web browsing functionality - WebView is only used as a rendering engine for PDF generation This appears to be a validation bug. The app builds and runs fine locally. How can I get past this incorrect architecture requirement? I tried everything in the last 2 days to debug it, saying I'm desperate would be a small word... this is blocking our app launch...
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366
Activity
Jul ’25
How to fix iOS 26 Beta / iOS 18 SDK compile conflicts?
A method in my app now requires the override keyword when compiling with Xcode 26 beta / iOS 26 SDK, but if I add it, the current official Xcode 16.4 (iOS 18 SDK) throws a compile error. It's about 'toggleSidebar(_:)' in UIViewController. The problem is: Apple expects our apps to be ready for iOS 26 launch this fall, so I need to be actively developing and testing in the Xcode 26 beta now. At the same time, I still need to submit updates to the App Store using the current official Xcode 16.4 until iOS 26 officially launches. I'm using a single .xcodeproj file and can't keep manually adding/removing -DIOS_SDK_26_OR_LATER in Build Settings multiple times a day. How to fix it and why isn't there a straightforward #if sdk(>=26.0) type of check for compile-time in Swift? It's really frustrating to manage this override conflict.
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235
Activity
Jul ’25
Xcode 26 - Can't add a Swift Package
I'm trying to add a swift package using Xcode 26 Beta but I keep getting the spinning loader. I tried to remove and re-add my github account, clear history and running plutil -remove IDESwiftPackageAdditionAssistantRecentlyUsedPackages ~/Library/Preferences/com.apple.dt.Xcode.plist in the terminal.
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Activity
Jul ’25
Unable to pair xcode with vision pro
So I have an apple developer account, a mac running Sequoia, and a Vision Pro, all I want to do is run my build on the headset, but I can't connect the headset to Xcode on the mac. I've tried the steps I've seen online with no luck, as I can't see the device I cannot complete step 3: Connect to same wifi network On Vision Pro -> Settings > General > Remote Devices On Mac -> Xcode -> Devices & Simulators -> Select the Vision Pro & enter the code On Mac -> Run a build targeted at your vision pro device which should now be a run destination (Developer mode setting wasn't visible till I did this), you will get an error saying developer mode is not enabled On Vision Pro -> Privacy & Security > Developer Mode I have tried multiple networks, hotspots, disabled my firewall, disabled settings like airdrop & airplay, made sure both devices are up to date, even tried a developer beta OS on the vision pro. I can connect to the mac to share the screen on the vision pro but am unable to simply connect to xcode to run a build.
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328
Activity
Jul ’25
Publish IPA
Hello everyone, I build and run the app in iPhone in developer mode but now i am trying to install and run the app in another iPhone in which i did not turned on the developer mode. it installed but not opening without the Developer mode. Is there any another way to install and run the app with Developer mode for one time. If not then tell me the process how i can do publishing in testFlight or appStore. Thanks
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91
Activity
Jul ’25
Xcode 16.0 iOS 12 support
We are preparing builds using Xcode 16.0 given we have a large set of users on iOS 12. Now we have doubts wether we will run into issues if we ship using it (even if it compiles, archives and uploads successfully) given the table columns and content has changed since the last time we checked this table: https://developer.apple.com/support/xcode/. 1- Is the Deployment Targets range for Xcode 16 value correct for iOS? (On the 24th of February it had iOS 12-18, now it has iOS 15-18) 2- Are we OK to ship for iOS 12 using xcode 16.3? Thanks, Joao Garcia
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533
Activity
Jul ’25
How to use protocols to support managing SwiftUI views from different modules ?
In out project, we are creating a modular architecture where each module conform to certain protocol requirements for displaying the UI. For example: public protocol ModuleProviding: Sendable { associatedtype Content: View /// Creates and returns the main entry point view for this module /// - Parameter completion: Optional closure to be called when the flow completes /// - Returns: The main view for this module @MainActor func createView(_ completion: (() -> Void)?) -> Content } This protocol can be implemented by all different modules in the app, and I use a ViewProvider structure to build the UI from the module provided: public struct ViewProvider: Equatable { let id = UUID() let provider: any ModuleProviding let completion: () -> Void public init(provider: any ModuleProviding, completion: @escaping () -> Void) { self.provider = provider self.completion = completion } @MainActor public func layoutUI() -> some View { provider.createView(completion) } This code throws an error: Type 'any View' cannot conform to 'View' To solve this error, there are two ways, one is to wrap it in AnyView, which I don't want to do. The other option is to type check the provider with its concrete type: @ViewBuilder @MainActor private func buildViewForProvider(_ provider: any ModuleProviding, completion: (() -> Void)?) -> some View { switch provider { case let p as LoginProvider: p.createView(completion) case let p as PostAuthViewProvider: p.createView(completion) case let p as OnboardingProvider: p.createView(completion) case let p as RewardsProvider: p.createView(completion) case let p as SplashScreenProvider: p.createView(completion) default: EmptyView() } } This approach worked, but it defeats the purpose of using protocols and it is not scalable anymore. Are there any other approaches I can look at ? Or is this limitation in SwiftUI ?
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Activity
Jul ’25
SPI Analysis Reports "Corrupted Binary" for Valid iOS App After Exhaustive Debugging - Infrastructure Issue
ISSUE SUMMARY: iOS app receives "The app contains one or more corrupted binaries" error during Apple's SPI (Static Program Interface) analysis after successful upload to App Store Connect. Exhaustive systematic debugging indicates this is an Apple validation infrastructure issue, not application code. ERROR IDs ENCOUNTERED: f3de06b6-6a60-45a2-9856-77327004a64e 386f96fc-851f-42ec-91d7-c77b590ffeb6 ae1a9f9a-b980-490f-ad61-27f4552a4346 3e3c1839-f3f5-4f7b-9221-659dda8de970 COMPREHENSIVE DEBUGGING PERFORMED: PHASE 1: INITIAL TROUBLESHOOTING ✅ Attempted upload without manual IPA modifications - STILL FAILS ✅ Tested with Xcode Cloud builds (Apple's own infrastructure) - STILL FAILS ✅ Tried different upload methods (Xcode Organizer, Transporter) - STILL FAILS PHASE 2: CONFIGURATION FIXES ✅ Removed all iOS 26 references from codebase - STILL FAILS ✅ Fixed missing NSPhotoLibraryUsageDescription in Info.plist - STILL FAILS ✅ Removed empty entitlements file - STILL FAILS ✅ Verified all build settings and code signing - STILL FAILS PHASE 3: SYSTEMATIC COMPONENT ISOLATION Created blank test project and tested individual components: ✅ GRDB 7.5.0 package alone - PASSES validation ✅ Supabase 2.30.1 package alone - PASSES validation ✅ RevenueCat 5.32.0 package alone - PASSES validation ✅ PostHog 3.28.3 package alone - PASSES validation ✅ airports.db database file alone - PASSES validation ✅ HTML template files alone - PASSES validation ✅ CLAUDE.md documentation file alone - PASSES validation ✅ Localizable.strings files alone - PASSES validation ✅ ALL COMPONENTS TOGETHER in test project - PASSES validation PHASE 4: CODE AUDIT AND FIXES ✅ Comprehensive multi-agent code audit identified potential issues: Fixed threading deadlock in AppContext.swift (removed DispatchQueue.main.sync) Eliminated UIPrintPageRenderer KVC usage (replaced with UIGraphicsPDFRenderer) Verified no private API usage throughout codebase ✅ Applied all fixes - STILL FAILS validation PHASE 5: COMPLETE PROJECT RECREATION ✅ Copied ALL source code from failing project to working test project ✅ Same dependencies, same resources, same configuration ✅ Test project with individual components: PASSES validation ✅ Test project with complete source code: FAILS validation with identical error PHASE 6: FINAL COMPREHENSIVE AUDIT ✅ 4 specialized code audits completed: Runtime & Reflection analysis: CLEAN String-based API & KVC analysis: CLEAN System Integration analysis: CLEAN Constants & Private Values analysis: CLEAN ✅ No violations of Apple guidelines detected ✅ No private API usage found ✅ No dangerous code patterns identified DEFINITIVE EVIDENCE OF INFRASTRUCTURE ISSUE: Every individual component passes Apple SPI analysis when tested alone All components together in test project pass Apple SPI analysis Complete source code fails Apple SPI analysis with identical error Both local builds and Xcode Cloud builds fail identically Comprehensive code audits find no violations whatsoever Issue persists across different projects, build environments, and upload methods REPRODUCTION STEPS: Archive complete iOS app using Xcode 16.4.0 Upload to App Store Connect (upload succeeds) Apple's automated SPI analysis runs Validation fails with "corrupted binary" error EXPECTED BEHAVIOR: App should pass SPI analysis as systematic testing proves all components are individually valid. ACTUAL BEHAVIOR: SPI analysis consistently reports "corrupted binary" despite exhaustive debugging showing clean code. TECHNICAL DETAILS: Bundle ID: [your bundle ID] Target: iOS 18+ Xcode: 16.4.0 Architecture: arm64 Dependencies: GRDB 7.5.0, Supabase 2.30.1, RevenueCat 5.32.0, PostHog 3.28.3 SwiftUI app with @Observable pattern Offline-first SQLite + cloud sync architecture CONCLUSION: This level of systematic debugging definitively isolates the issue to Apple's SPI analysis infrastructure. No reasonable code-level explanation remains for why individual components pass validation but the complete app fails with identical errors across multiple build environments. Requesting urgent investigation of SPI analysis validation logic that may be incorrectly flagging legitimate applications as having "corrupted binaries."
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Activity
Jul ’25
Undefined symbol linker errors after upgrading to Xcode 16 with Flutter iOS integration
Dear Apple Developer Support, We are experiencing a critical issue after upgrading our development environment from Xcode 15 to Xcode 16 (beta). Our iOS application integrates Flutter via CocoaPods (install_all_flutter_pods and flutter_post_install) and uses plugins like webview_flutter. After the upgrade, our project started failing at the linking stage with the following errors: Undefined symbol: _XPluginsGetDataFuncOrAbort Undefined symbol: _XPluginsGetFunctionPtrFromID Undefined symbol: Plugins::SocketThreadLocalScope::SocketThreadLocalScope(int) Undefined symbol: Plugins::SocketThreadLocalScope::~SocketThreadLocalScope() Linker command failed with exit code 1 These symbols seem to originate from Flutter’s new native C++ plugin architecture (possibly via webview_flutter_wkwebview), and were previously resolving fine with Xcode 15. We have ensured the following: Added -lc++ and -ObjC to OTHER_LDFLAGS Cleaned and rebuilt Flutter module via flutter build ios --release Re-installed CocoaPods with pod install Verified Flutter.xcframework and plugin xcframeworks are present Despite this, the linker fails to resolve the mentioned symbols under Xcode 16. This suggests a stricter linker behavior or a compatibility issue with the new C++ plugin system Flutter uses. Can you confirm: If Xcode 16 introduces stricter C++/Objective-C++ linker constraints? Is there an official workaround or updated documentation for dealing with Plugins::SocketThreadLocalScope and related symbol resolution? Should these symbols be declared explicitly or provided in .xcframework format from plugin developers? We would appreciate guidance or clarification on how to proceed with Flutter plugin compatibility under Xcode 16. Thank you.
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138
Activity
Jul ’25
Xcode doesn't recognise changes in file status, unable to stage and commit to repo.
I'm using Version 16.4 (16F6) of Xcode on macOS 15.5 (24F74) and everything was working fine until I selected an older build to branch out from. Now, Xcode cant properly know the file status as it keeps on changing it after quitting and relaunching it. The changes in the file are there and when trying to commit to the local repo it doesn't show any changes to stage. At present I'm relying on making project folder backups as a way of backing up builds. Any suggestions what can be done?
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232
Activity
Jul ’25
Xcode 26 Beta 3 unable to build with error: Failed to find a DDI that can be used to enable DDI services on the device
In Xcode 26 Beta 2 I had no issues, but as soon as I updated to Beta 3, I get the following error when I attempt to build to my iPhone 15 Pro running iOS 26 beta 3: Failed to find a DDI that can be used to enable DDI services on the device. Usually this means the best DDI we could find for a platform did not have compatible CoreDevice content. Run 'devicectl list preferredDDI' from the command line to get more details on why no valid DDI can be found. Domain: com.apple.dt.CoreDeviceError Code: 12001 I ran xcrun devicectl list preferredDDI and get the following: WARNING: No usable DDI found for the iOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/iOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: iOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No DDI was found for the macOS platform. No usable DDI found for the tvOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/tvOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: tvOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No usable DDI found for the watchOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/watchOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: watchOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external WARNING: No usable DDI found for the visionOS platform (The DDI's CoreDevice content is too old.). Best (unusable) DDI found is: • hostDDI: file:///Library/Developer/DeveloperDiskImages/xrOS_DDI/ ▿ ddiMetadata: • buildUpdate: 17A5241o • contentIsCompatible: false • coreDeviceVersionChecksIncludeDevelopmentRevision: true • developmentRevision: 0 • enforcingCoreDeviceVersionChecks: true • platform: xrOS ▿ projectMetadata: • Citrine-1070 • CoreDevice-477.23 • DTDeveloperDiskImageSupport-14.0.0 • DTOCMock-23002 • GPUToolsDevice_DDI-310.16.1 • JetsamProperties-2624 • LiveExecutionResultsLogger-20007 • Mercury-64 • Playgrounds-8 • XCTest-24209.8 • incompatibleContentReason: The DDI's CoreDevice content is too old. • isUsable: false • variant: external When I run xcrun devicectl manage ddis update it hangs and does not update. I have also tried the obvious steps of uninstalling and reinstalling as well as unpairing and repairing my run devices. I have not tried sudo rm -rf /Library/Developer/DeveloperDiskImages/* Is that step recommended? Or any insights how to solve this issue? Thanks!
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570
Activity
Jul ’25
Suddenly, cannot install app on device
Hi, I am using Xcode 16.4, and my test device is Iphone 16 pro max. Everything was working fine until today when I get an error that I cannot install the app on the device. The error I get is: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.cRjyg7/extracted/[myapp].app : 0xe8008015 (A valid provisioning profile for this executable was not found.) Please ensure sure that your app is signed by a valid provisioning profile. Creating a new project and installing it to the mobile works fine. Please can someone from Apple or the community respond? there are many posts with this error but none were solved. Troubleshooting attempts included: Resetting all certificates. delete the app from the device unpairing device codesigning via cli reloading older git code commit Nothing is working. thanks
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596
Activity
Jul ’25
Xcode 26 intelligence editor modifications.
Greetings, Ive been exerimenting with the new Apple intelligence chat. I want to be able to use my custom LLM and I made that work (I can chat back and forward from the left panel with my server) but I cannot find out how to change the editor contents like chatgpt does. chatgpt is able to change the current editor and, seems like, all files in the pbx. I tried to catch the call with charles with no success. In the OpenIA platform docs it doesnt mention anything that could change the code shown. does anyone know how to achieve this? Is the apple intelliece documentation lacking this features and will it be completed soon? will this features even be open for developers?
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334
Activity
Jul ’25