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Core ML memory usage is dramatically higher with an Xcode 27 build on iOS 27
I’m seeing a major change in reported memory usage (and eventual termination due to memory pressure) when running a Core ML workload built with Xcode 27 on iOS/iPadOS 27. The source code, model files, and MLModelConfiguration are unchanged. Only the Xcode/SDK version used to build the app differs. On the same iPad running iPadOS 27: Xcode 26 build: model loading and prediction complete normally, with a relatively small reported application footprint. Xcode 27 build: the application footprint grows continuously as models are loaded and can exceed 5 GB. The app is eventually terminated unless models are unloaded very aggressively or the increased-memory-limit entitlement is used. I also tested an Xcode 27 build on a device running iOS 26. Its reported peak was only around 300 MB. This suggests the change requires both an Xcode 27-linked binary and the iOS 27 runtime. The workload consists of several compiled Core ML models using .cpuAndNeuralEngine. Loading models sequentially instead of concurrently does not materially change the final footprint. Releasing each MLModel after use does reduce it, so this appears to be model or Neural Engine residency being charged to the application rather than a conventional heap leak. I noticed that the iOS 27 release notes mention Neural Engine memory now being attributed to the application instead of the system. However, I’m unclear about the practical consequences of that change. If the same Neural Engine resources were already physically resident on iOS 26, I would have expected them to contribute to system memory pressure even when they were not attributed directly to the application. Instead, the older configuration runs comfortably, while the Xcode 27/iOS 27 combination approaches or crosses the application’s per-process memory limit. A few additional observations: The problem is more likely to occur after Core ML has already compiled and specialized the models. Cached model loading is much faster and the footprint grows quickly. The first uncached run can survive model preparation because specialization spaces the loads farther apart. Under Instruments, the app often does not terminate, presumably because profiling slows the workload enough to change the peak. os_proc_available_memory() decreases in line with the newly reported footprint. With the increased-memory-limit entitlement, the workload completes, but the reported footprint still reaches several gigabytes. Has anyone else observed a large Core ML memory increase specifically with an Xcode 27 build running on iOS 27? In particular, I’m trying to understand: Is this purely a change in how existing Neural Engine memory is accounted for, or does the new runtime also retain or allocate more memory? Is the new accounting used for the application’s jetsam/per-process memory limit? Is this behavior intentionally gated by the linked SDK version? That would explain why an Xcode 26 build behaves differently on the same iOS 27 device. Should applications now treat the Neural Engine residency of every loaded MLModel as part of their process-memory budget and unload models accordingly? Are there recommended APIs or Core ML loading strategies for controlling this residency? Any confirmation that others are seeing the same Xcode 27/iOS 27 behavior—or clarification of the intended memory-accounting model—would be very helpful.
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1.1k
Aug ’26
Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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670
Aug ’26
Unable to sign into sandbox account on simulator / device hub
Hi, I am unable to sign into the sandbox account on the simulator. Settings > Developer > Sandbox Apple Account > Sign in Xcode: 26.6 (17F113) Xcode Simulator: 16.0 (1063.4) I have even tried on Device Hub on Xcode 27. I vaguely remember being able to sign into the simulator using Questions: Is anyone able to sign into Sandbox account on the simulator / device hub? Is there any workaround? Is this a known issue?
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632
Aug ’26
SwiftUI NavigationSplitView sidebar toolbar has excessive top inset when embedded in TabView since iPadOS 26.4
I’m seeing a layout regression in SwiftUI on iPadOS 26.4 involving NavigationSplitView inside a TabView. When a NavigationSplitView is embedded in a TabView, the sidebar toolbar appears to reserve too much vertical space. There is a large vertical gap between the top edge of the sidebar and the sidebar collapse/toggle icon. It looks as if the sidebar toolbar itself has become much taller than expected. The same NavigationSplitView layout is rendered correctly when it is shown directly without being embedded in a TabView. Environment: iPadOS 26.4 or later SwiftUI iPad TabView NavigationSplitView inside one tab Expected behavior The sidebar toolbar should use its normal height, as it does when the same NavigationSplitView is shown without a surrounding TabView. The sidebar collapse/toggle icon should appear close to the top of the sidebar, without a large empty gap above it. Actual behavior When the NavigationSplitView is hosted inside a TabView, the sidebar toolbar area becomes excessively tall. A large empty space appears above the sidebar collapse/toggle icon. This only happens in the TabView setup. Rendering the same NavigationSplitView directly does not show the issue. Feedback I also filed this as Feedback Assistant report: FB22645938 Has anyone else seen this behavior since iPadOS 26.4? Is this an intentional layout change, or is there a supported way to avoid this additional top inset when using NavigationSplitView inside TabView? Reproduction import SwiftUI struct ContentView: View { enum AppTab { case first case second } @State private var selectedTab: AppTab = .first var body: some View { TabView(selection: $selectedTab) { Tab("First", systemImage: "sidebar.leading", value: .first) { NavigationSplitView { List { Section("Sidebar Content") { ForEach(1...20, id: \.self) { index in Text("Item \(index)") } } } .navigationTitle("Sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button { // action } label: { Image(systemName: "plus") } } } } detail: { Text("Detail") } } Tab("Second", systemImage: "doc", value: .second) { Text("Second tab") } } } }
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1k
Aug ’26
Best path for a 14-year-old student to begin Swift development using an iPad
Hello, My 14-year-old daughter is beginning high school in Florida and is interested in learning Swift and developing applications for Apple platforms. She currently has an iPad and iPhone but does not yet have access to a Mac. We understand that Swift Playground can be used on iPad, while Xcode requires a Mac. We would appreciate guidance on the best learning path for a beginner in her situation: Which official Apple Swift or SwiftUI curriculum should she begin with? How much can she realistically learn and build using Swift Playground on an iPad? At what stage would access to Xcode on a Mac become necessary? Can an app playground started on iPad later be transferred to Xcode on a Mac? Are there recommended Swift Coding Clubs, education programs, or student resources for high-school students in the United States? What should she focus on during her first year if she eventually wants to participate in the Swift Student Challenge? She is motivated to learn correctly from the beginning and build her first small app playground. Thank you for any guidance or educational resources you can provide.
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1.5k
Aug ’26
Clarification on UIScene lifecycle requirement timing and Xcode adoption deadline
Hello, our team is currently in the process of adapting our app for UIScene lifecycle and Liquid Glass. When building with Xcode 26 and iOS 27 Simulator, we see the following message in the console: "UIScene life cycle is now required when building with the latest SDKs. Apps that don't adopt will fail to launch." If we build the app with Xcode 27 without scenes implemented, it crashes on launch as expected. To plan our development roadmap, we would like to clarify the following: 1. Behavior of Xcode 26 builds: Can builds created with Xcode 26 (without UIScene support) still be submitted to the App Store, and will they continue to launch without crashing for users updating to future iOS versions? 2. Xcode 26 submission deadline: Until what exact date will Apple continue accepting App Store submissions built with Xcode 26? Thank you for your guidance!
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784
Aug ’26
XCUITests running incredibly slow with Xcode 15.3
Sometime recently our XCUITests started to hang after awhile and so I had filed this Feedback ticket. With the release of Xcode 15.3 I re-ran the test in the project I had attached to that Feedback ticket (which taps a "Go!" button which pushes a new view controller and then verifies the value of a UILabel) and the tests are running crazy slow on a device now running iOS 17.4. It has been half an hour and only 14 of 100 iterations have been run. Anyone else experience severe performance degradation in their XCUITests with Xcode 15.3?
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1.5k
Aug ’26
C23 `` missing from libSystem (FB24179855)
Filed FB24179855 for this. Posting here so others hitting similar limitations can track and/or reference it (Apple's triage reportedly weighs duplicate count). Issue <stdbit.h>, the C23 standard header for bit-manipulation utilities (stdc_leading_zeros, stdc_count_ones, stdc_bit_width, etc.) from C23 §7.18, is not present in the macOS SDK libSystem. Worth noting this is a libc/SDK gap, not a compiler gap. Apple Clang accepts -std=c23 fine, and <stdckdint.h> (also C23, also library-level, e.g. ckd_add) is already present and working correctly. So C23 library headers are clearly being landed in libSystem incrementally. stdbit.h just hasn't made it in yet. If anyone's found a workaround (other than falling back to __builtin_clz/__builtin_popcount etc.) or has visibility into whether this is scheduled, would be good to hear. Repro #include <stdbit.h> int main(void) { return stdc_leading_zeros((unsigned)0); } $ /usr/bin/cc -std=c23 repro.c repro.c:1:10: fatal error: 'stdbit.h' file not found 1 | #include <stdbit.h> | ^~~~~~~~~~ 1 error generated. Environment Apple clang version 21.0.0 (clang-2100.1.1.101) Target: arm64-apple-darwin25.6.0
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Aug ’26
Crash reports stopped completely on 2026-07-28 — Organizer and App Store Connect both show zero crashes
Since 2026-07-28 I have received no crash reports at all — neither in the Xcode Organizer nor in App Store Connect. Before that date crash reports arrived regularly, and had done so consistently for the past year. This does not look like a filter or display artifact: The Organizer Crashes tab is empty for every filter range. App Store Connect shows no crashes for the same period. Crash reporting did not taper off. It went from arriving normally to nothing from one day to the next, and has stayed at nothing since. A third-party crash reporter in the same app still records fatal crashes, including within the last two days. Devices are crashing; the reports are not arriving at Apple. Reproduces in Xcode 26.6 and in Xcode 27.0 beta 4, so it is not specific to the beta or to a single Xcode installation. Already ruled out, none of which made any difference: Apple Developer Program License Agreement is accepted. Age Rating declaration is complete. Xcode account removed and re-added, certificates re-checked. Developer System Status logged an App Store Connect performance issue on 2026-07-29, 09:25–13:25 PDT, marked resolved. The timing is close to the onset, and crash reporting does not appear to have resumed since. Filed as FB24131907. Feedback Assistant shows "Recent Similar Reports: None", so as of today there is apparently no comparable report on file. Colleagues with unrelated apps on separate accounts are seeing the same thing starting at the same date, which is why I am posting rather than only filing. If you are affected, please reply with your FB number and the date your crash reports stopped. Several accounts showing the same onset date is what rules out per-app causes.
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Aug ’26
Xcode Intelligence Chat Agent Changes Overwrite Entire File
I have this local agent using Qwen 3.6 (the version that is ~17 GB). Last time I tried using this a couple months ago it worked ok. Now the agent frequently does not know how to edit a file. It takes its proposed changes and completely overwrites the entire source file with the change instead of just modifying the portion of the source code. Sometimes the agent thinks it doesn't have permission to make a change and wants me to copy and paste code. Is there an Xcode skill provided somewhere that I can use with the Agent so it knows how to work in this environment properly? Currently I have it set up via "Chat" with "Tools Enabled" and "Automatically apply changes" is on.
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Aug ’26
SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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Aug ’26
Extract Subview option missing in Xcode 26
Hi everyone, I recently updated to Xcode 26.0 and noticed that the “Extract Subview” refactoring option seems to be missing. Now, in Xcode 26, the only options I see under Editor -> Refactor -> are: Extract to Selection File Extract to Method Extract to Variable Extract All Occurrences But there’s no Extract Subview as there was before. Was Extract Subview intentionally removed in Xcode 26? Or is it hidden behind a new menu location or renamed?
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Aug ’26
Error when access StoreView / ProductView on iOS 27.0 simulator
Hi, Feedback: FB23494579 Using StoreView / ProductView on iOS 27.0 simulator / device hub throws the following error: Error: Accessing State<ProductViewEventConfiguration>'s value without being installed on a View. This will create a new ProductViewEventConfiguration instance each time. Environment macOS 26.5.2 (25F84) Xcode 27.0 beta 2 (27A5209h) Simulator / Device Hub - iPhone 17 Pro (iOS 27.0) Screenshot
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1.1k
Jul ’26
Question about simulating BGAppRefreshTask and BGProcessingTask in recent Xcode versions
ご指定の挨拶や結びの言葉をすべて除外した、本文のみの英文です。 I am writing to inquire about the debugging workflow for background processing in recent versions of Xcode. In previous versions of Xcode, we were able to test the behavior of background fetches using the "Simulate Background Fetch" option under the Debug menu. However, this menu item is no longer available in the latest Xcode environment. Our application requires executing background tasks, such as automatically transferring images captured during background transition to a remote server. We are currently in the process of migrating our background structure to the latest BackgroundTasks framework (BGTaskScheduler) in accordance with the recommendations in the official documentation. Now that the GUI menu item has been removed, could you please provide the official guidelines or recommended workflow for simulating and debugging BGAppRefreshTask and BGProcessingTask on the iOS Simulator? Specifically, I would like to know if executing specific LLDB commands while the process is paused is the only supported method to simulate these events during development.
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Jul ’26
iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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Jul ’26
SKTestSession.buyProduct(identifier: options:) throws error
Hi, Overview I am trying to write a unit test case to buy a storekit product. SKTestSession.buyProduct(identifier: options:) throws the error StoreKit.StoreKitError.notEntitled Testcase Code @Test func example() async throws { let session = try SKTestSession(configurationFileNamed: "VehicleStore") session.disableDialogs = true session.clearTransactions() do { let transaction = try await session.buyProduct(identifier: "nonconsumable.car", options: []) print(transaction) } catch { // Throws StoreKit.StoreKitError.notEntitled print("Error: \(error)") } } Storekit configuration file Note In-App purchases capability is added StoreKit configuration file is used in testcase Environment: macOS 26.5.2 (25F84) Xcode 26.6 (17F113)
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1.4k
Jul ’26
Core ML memory usage is dramatically higher with an Xcode 27 build on iOS 27
I’m seeing a major change in reported memory usage (and eventual termination due to memory pressure) when running a Core ML workload built with Xcode 27 on iOS/iPadOS 27. The source code, model files, and MLModelConfiguration are unchanged. Only the Xcode/SDK version used to build the app differs. On the same iPad running iPadOS 27: Xcode 26 build: model loading and prediction complete normally, with a relatively small reported application footprint. Xcode 27 build: the application footprint grows continuously as models are loaded and can exceed 5 GB. The app is eventually terminated unless models are unloaded very aggressively or the increased-memory-limit entitlement is used. I also tested an Xcode 27 build on a device running iOS 26. Its reported peak was only around 300 MB. This suggests the change requires both an Xcode 27-linked binary and the iOS 27 runtime. The workload consists of several compiled Core ML models using .cpuAndNeuralEngine. Loading models sequentially instead of concurrently does not materially change the final footprint. Releasing each MLModel after use does reduce it, so this appears to be model or Neural Engine residency being charged to the application rather than a conventional heap leak. I noticed that the iOS 27 release notes mention Neural Engine memory now being attributed to the application instead of the system. However, I’m unclear about the practical consequences of that change. If the same Neural Engine resources were already physically resident on iOS 26, I would have expected them to contribute to system memory pressure even when they were not attributed directly to the application. Instead, the older configuration runs comfortably, while the Xcode 27/iOS 27 combination approaches or crosses the application’s per-process memory limit. A few additional observations: The problem is more likely to occur after Core ML has already compiled and specialized the models. Cached model loading is much faster and the footprint grows quickly. The first uncached run can survive model preparation because specialization spaces the loads farther apart. Under Instruments, the app often does not terminate, presumably because profiling slows the workload enough to change the peak. os_proc_available_memory() decreases in line with the newly reported footprint. With the increased-memory-limit entitlement, the workload completes, but the reported footprint still reaches several gigabytes. Has anyone else observed a large Core ML memory increase specifically with an Xcode 27 build running on iOS 27? In particular, I’m trying to understand: Is this purely a change in how existing Neural Engine memory is accounted for, or does the new runtime also retain or allocate more memory? Is the new accounting used for the application’s jetsam/per-process memory limit? Is this behavior intentionally gated by the linked SDK version? That would explain why an Xcode 26 build behaves differently on the same iOS 27 device. Should applications now treat the Neural Engine residency of every loaded MLModel as part of their process-memory budget and unload models accordingly? Are there recommended APIs or Core ML loading strategies for controlling this residency? Any confirmation that others are seeing the same Xcode 27/iOS 27 behavior—or clarification of the intended memory-accounting model—would be very helpful.
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1
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2
Views
1.1k
Activity
Aug ’26
App Startup with Debugger in Xcode 26 is slow
My app start up has became horrid. It takes 1 minute to open SQLlite database for my rust core. Impossible to work... I have Address Sanitizer, Thread Perf Checker and Thread Sanitizer disabled...
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27
Boosts
6
Views
4.4k
Activity
Aug ’26
Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
Replies
2
Boosts
3
Views
670
Activity
Aug ’26
Unable to sign into sandbox account on simulator / device hub
Hi, I am unable to sign into the sandbox account on the simulator. Settings > Developer > Sandbox Apple Account > Sign in Xcode: 26.6 (17F113) Xcode Simulator: 16.0 (1063.4) I have even tried on Device Hub on Xcode 27. I vaguely remember being able to sign into the simulator using Questions: Is anyone able to sign into Sandbox account on the simulator / device hub? Is there any workaround? Is this a known issue?
Replies
2
Boosts
0
Views
632
Activity
Aug ’26
SwiftUI NavigationSplitView sidebar toolbar has excessive top inset when embedded in TabView since iPadOS 26.4
I’m seeing a layout regression in SwiftUI on iPadOS 26.4 involving NavigationSplitView inside a TabView. When a NavigationSplitView is embedded in a TabView, the sidebar toolbar appears to reserve too much vertical space. There is a large vertical gap between the top edge of the sidebar and the sidebar collapse/toggle icon. It looks as if the sidebar toolbar itself has become much taller than expected. The same NavigationSplitView layout is rendered correctly when it is shown directly without being embedded in a TabView. Environment: iPadOS 26.4 or later SwiftUI iPad TabView NavigationSplitView inside one tab Expected behavior The sidebar toolbar should use its normal height, as it does when the same NavigationSplitView is shown without a surrounding TabView. The sidebar collapse/toggle icon should appear close to the top of the sidebar, without a large empty gap above it. Actual behavior When the NavigationSplitView is hosted inside a TabView, the sidebar toolbar area becomes excessively tall. A large empty space appears above the sidebar collapse/toggle icon. This only happens in the TabView setup. Rendering the same NavigationSplitView directly does not show the issue. Feedback I also filed this as Feedback Assistant report: FB22645938 Has anyone else seen this behavior since iPadOS 26.4? Is this an intentional layout change, or is there a supported way to avoid this additional top inset when using NavigationSplitView inside TabView? Reproduction import SwiftUI struct ContentView: View { enum AppTab { case first case second } @State private var selectedTab: AppTab = .first var body: some View { TabView(selection: $selectedTab) { Tab("First", systemImage: "sidebar.leading", value: .first) { NavigationSplitView { List { Section("Sidebar Content") { ForEach(1...20, id: \.self) { index in Text("Item \(index)") } } } .navigationTitle("Sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button { // action } label: { Image(systemName: "plus") } } } } detail: { Text("Detail") } } Tab("Second", systemImage: "doc", value: .second) { Text("Second tab") } } } }
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3
Boosts
3
Views
1k
Activity
Aug ’26
Best path for a 14-year-old student to begin Swift development using an iPad
Hello, My 14-year-old daughter is beginning high school in Florida and is interested in learning Swift and developing applications for Apple platforms. She currently has an iPad and iPhone but does not yet have access to a Mac. We understand that Swift Playground can be used on iPad, while Xcode requires a Mac. We would appreciate guidance on the best learning path for a beginner in her situation: Which official Apple Swift or SwiftUI curriculum should she begin with? How much can she realistically learn and build using Swift Playground on an iPad? At what stage would access to Xcode on a Mac become necessary? Can an app playground started on iPad later be transferred to Xcode on a Mac? Are there recommended Swift Coding Clubs, education programs, or student resources for high-school students in the United States? What should she focus on during her first year if she eventually wants to participate in the Swift Student Challenge? She is motivated to learn correctly from the beginning and build her first small app playground. Thank you for any guidance or educational resources you can provide.
Replies
5
Boosts
0
Views
1.5k
Activity
Aug ’26
Can not see crash report from Xcode organizer
Xcode 26.6 It's showing crashes from the App Store Analytics. But no crash logs from Xcode Organizer. I have tried to sign out and log in to Xcode again. I also changed the folder /Library/Developer/Xcode/Products and View > Reload the Organizer. Nothing helps. It's still empty for all versions.
Replies
10
Boosts
7
Views
1.4k
Activity
Aug ’26
Clarification on UIScene lifecycle requirement timing and Xcode adoption deadline
Hello, our team is currently in the process of adapting our app for UIScene lifecycle and Liquid Glass. When building with Xcode 26 and iOS 27 Simulator, we see the following message in the console: "UIScene life cycle is now required when building with the latest SDKs. Apps that don't adopt will fail to launch." If we build the app with Xcode 27 without scenes implemented, it crashes on launch as expected. To plan our development roadmap, we would like to clarify the following: 1. Behavior of Xcode 26 builds: Can builds created with Xcode 26 (without UIScene support) still be submitted to the App Store, and will they continue to launch without crashing for users updating to future iOS versions? 2. Xcode 26 submission deadline: Until what exact date will Apple continue accepting App Store submissions built with Xcode 26? Thank you for your guidance!
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0
Boosts
1
Views
784
Activity
Aug ’26
XCUITests running incredibly slow with Xcode 15.3
Sometime recently our XCUITests started to hang after awhile and so I had filed this Feedback ticket. With the release of Xcode 15.3 I re-ran the test in the project I had attached to that Feedback ticket (which taps a "Go!" button which pushes a new view controller and then verifies the value of a UILabel) and the tests are running crazy slow on a device now running iOS 17.4. It has been half an hour and only 14 of 100 iterations have been run. Anyone else experience severe performance degradation in their XCUITests with Xcode 15.3?
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3
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0
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1.5k
Activity
Aug ’26
C23 `` missing from libSystem (FB24179855)
Filed FB24179855 for this. Posting here so others hitting similar limitations can track and/or reference it (Apple's triage reportedly weighs duplicate count). Issue <stdbit.h>, the C23 standard header for bit-manipulation utilities (stdc_leading_zeros, stdc_count_ones, stdc_bit_width, etc.) from C23 §7.18, is not present in the macOS SDK libSystem. Worth noting this is a libc/SDK gap, not a compiler gap. Apple Clang accepts -std=c23 fine, and <stdckdint.h> (also C23, also library-level, e.g. ckd_add) is already present and working correctly. So C23 library headers are clearly being landed in libSystem incrementally. stdbit.h just hasn't made it in yet. If anyone's found a workaround (other than falling back to __builtin_clz/__builtin_popcount etc.) or has visibility into whether this is scheduled, would be good to hear. Repro #include <stdbit.h> int main(void) { return stdc_leading_zeros((unsigned)0); } $ /usr/bin/cc -std=c23 repro.c repro.c:1:10: fatal error: 'stdbit.h' file not found 1 | #include <stdbit.h> | ^~~~~~~~~~ 1 error generated. Environment Apple clang version 21.0.0 (clang-2100.1.1.101) Target: arm64-apple-darwin25.6.0
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1
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0
Views
655
Activity
Aug ’26
Crash reports stopped completely on 2026-07-28 — Organizer and App Store Connect both show zero crashes
Since 2026-07-28 I have received no crash reports at all — neither in the Xcode Organizer nor in App Store Connect. Before that date crash reports arrived regularly, and had done so consistently for the past year. This does not look like a filter or display artifact: The Organizer Crashes tab is empty for every filter range. App Store Connect shows no crashes for the same period. Crash reporting did not taper off. It went from arriving normally to nothing from one day to the next, and has stayed at nothing since. A third-party crash reporter in the same app still records fatal crashes, including within the last two days. Devices are crashing; the reports are not arriving at Apple. Reproduces in Xcode 26.6 and in Xcode 27.0 beta 4, so it is not specific to the beta or to a single Xcode installation. Already ruled out, none of which made any difference: Apple Developer Program License Agreement is accepted. Age Rating declaration is complete. Xcode account removed and re-added, certificates re-checked. Developer System Status logged an App Store Connect performance issue on 2026-07-29, 09:25–13:25 PDT, marked resolved. The timing is close to the onset, and crash reporting does not appear to have resumed since. Filed as FB24131907. Feedback Assistant shows "Recent Similar Reports: None", so as of today there is apparently no comparable report on file. Colleagues with unrelated apps on separate accounts are seeing the same thing starting at the same date, which is why I am posting rather than only filing. If you are affected, please reply with your FB number and the date your crash reports stopped. Several accounts showing the same onset date is what rules out per-app causes.
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644
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Aug ’26
[API] cannot add handler to 3 from 3 - dropping New XCode error!
while resizing screen on mac, start getting this weird error [API] cannot add handler to 3 from 3 - dropping All lazyVgrids fail to show afterwards then app crashes if you keep resizing. This error started with macOS Ventura. Any help much appreciated.
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6
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5
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3.6k
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Aug ’26
Xcode Intelligence Chat Agent Changes Overwrite Entire File
I have this local agent using Qwen 3.6 (the version that is ~17 GB). Last time I tried using this a couple months ago it worked ok. Now the agent frequently does not know how to edit a file. It takes its proposed changes and completely overwrites the entire source file with the change instead of just modifying the portion of the source code. Sometimes the agent thinks it doesn't have permission to make a change and wants me to copy and paste code. Is there an Xcode skill provided somewhere that I can use with the Agent so it knows how to work in this environment properly? Currently I have it set up via "Chat" with "Tools Enabled" and "Automatically apply changes" is on.
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4
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907
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Aug ’26
SFSpeechRecognizer is unavailable or fails to initialize on iOS 26.4 and 26.5 Simulators
I am testing SFSpeechRecognizer using the en_US locale. When the iPhone Simulator’s system language is set to Japanese, SFSpeechRecognizer.isAvailable returns false for en_US, so speech recognition is unavailable. As far as I have tested, this issue does not occur on iOS Simulator 26.2 or earlier. Is this a Simulator-specific issue, or is it a behavior change that could also occur on physical devices? Has any additional setup become necessary to use speech recognition in Simulator? I then changed the iPhone Simulator’s system language to English. After doing so, SFSpeechRecognizer.isAvailable returned true for en_US. However, starting a recognition task still failed immediately with kLSRErrorDomain Code=300, “Failed to initialize recognizer.” The following error was returned: Error Domain=kLSRErrorDomain Code=300 "Failed to initialize recognizer" UserInfo={ NSLocalizedDescription=Failed to initialize recognizer, NSUnderlyingError={ Error Domain=kLSRErrorDomain Code=300 "Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json" UserInfo={ NSLocalizedDescription=Failed to create recognizer from=/Users/<USERNAME>/Library/Developer/CoreSimulator/Devices/<DEVICE-UUID>/data/private/var/MobileAsset/AssetsV2/com_apple_MobileAsset_UAF_Siri_Understanding/purpose_auto/ c079bfa6b8856202dc8cb2135fef3b06229ced6e.asset/AssetData/mini.json } } } I have not observed either of these issues on iOS Simulator 26.2 or earlier: With the Simulator language set to Japanese, the en_US recognizer does not become unavailable. When SFSpeechRecognizer.isAvailable is true, recognition does not fail with kLSRErrorDomain Code=300. Environment Xcode: 26.6 (17F113) iOS Simulator 26.5 (23F77), iPhone 17 (A3258J/A) iOS Simulator 26.4 (23E244), iPhone 17 (A3258J/A)
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0
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1
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1k
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Aug ’26
Extract Subview option missing in Xcode 26
Hi everyone, I recently updated to Xcode 26.0 and noticed that the “Extract Subview” refactoring option seems to be missing. Now, in Xcode 26, the only options I see under Editor -> Refactor -> are: Extract to Selection File Extract to Method Extract to Variable Extract All Occurrences But there’s no Extract Subview as there was before. Was Extract Subview intentionally removed in Xcode 26? Or is it hidden behind a new menu location or renamed?
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6
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9
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1.2k
Activity
Aug ’26
Error when access StoreView / ProductView on iOS 27.0 simulator
Hi, Feedback: FB23494579 Using StoreView / ProductView on iOS 27.0 simulator / device hub throws the following error: Error: Accessing State<ProductViewEventConfiguration>'s value without being installed on a View. This will create a new ProductViewEventConfiguration instance each time. Environment macOS 26.5.2 (25F84) Xcode 27.0 beta 2 (27A5209h) Simulator / Device Hub - iPhone 17 Pro (iOS 27.0) Screenshot
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2
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1.1k
Activity
Jul ’26
How to respond to alarms that appear when I compile my app
When compiling the app on an iPhone running iOS 16, the following alerts appear. What steps should I take to resolve this? UIScene lifecycle will soon be required. Failure to adopt will result in an assert in the future. CoreUI: CUIThemeStore: No theme registered with id=0
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0
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637
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Jul ’26
Question about simulating BGAppRefreshTask and BGProcessingTask in recent Xcode versions
ご指定の挨拶や結びの言葉をすべて除外した、本文のみの英文です。 I am writing to inquire about the debugging workflow for background processing in recent versions of Xcode. In previous versions of Xcode, we were able to test the behavior of background fetches using the "Simulate Background Fetch" option under the Debug menu. However, this menu item is no longer available in the latest Xcode environment. Our application requires executing background tasks, such as automatically transferring images captured during background transition to a remote server. We are currently in the process of migrating our background structure to the latest BackgroundTasks framework (BGTaskScheduler) in accordance with the recommendations in the official documentation. Now that the GUI menu item has been removed, could you please provide the official guidelines or recommended workflow for simulating and debugging BGAppRefreshTask and BGProcessingTask on the iOS Simulator? Specifically, I would like to know if executing specific LLDB commands while the process is paused is the only supported method to simulate these events during development.
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0
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352
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Jul ’26
iOS Simulator fails to boot (18.6 / 26.1 / 26.2) – launchd_sim could not bind to session
Hi, I’m facing a consistent simulator boot issue that appears to start after iOS 18.2 simulator runtimes and persists in 18.6, 26.1, and 26.2. Observed behavior iOS 18.2 simulator works fine iOS 18.6 simulator does NOT boot iOS 26.1 / 26.2 simulators do NOT boot Tried everything reinstall/clear cache and all and event formatted the system Unable to boot the Simulator NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding macOS: Sequoia Xcode: 26.1, 26.2 Machine: Apple Silicon Unable to boot the Simulator. Domain: NSPOSIXErrorDomain Code: 4 Failure Reason: Interrupted system call User Info: { DVTErrorCreationDateKey = "2025-12-26 02:19:27 +0000"; IDERunOperationFailingWorker = "_IDEInstalliP.honeSimulatorWorker", Session = "com apple CoreSimulator.SimDevice CCDECA56-4A59-491B-A830-0F3928FCD957"; } Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding Domain: com.apple.SimLaunchHostService.RequestError Code: 4 Event Metadata: com.apple. dt. DERunOperationWorkerFinished : { "device_identifier" = "CCDECAE6-4A59-491B-A830-0E3928FCD957"; "device_model" = "iPhone18, 1"; "device_osBuild" = "26.1 (23B86)"; "device_osBuild_monotonic" = 2301008600; "device_os_variant" = 1; "device_platform" = "com apple.platform.iohonesimulator"; "device_platform_family" = 2; "device_reality" = 2; "device_thinningType" = "iPhone18,1"; "device_transport" = 4; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 1183; "operation_errorCode" = 4; "operation_errorDomain" = NSPOSIXErrorDomain; "operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker"; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com apple platform Please help on this as it got stuck. Thanks
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8
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5
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1.7k
Activity
Jul ’26
SKTestSession.buyProduct(identifier: options:) throws error
Hi, Overview I am trying to write a unit test case to buy a storekit product. SKTestSession.buyProduct(identifier: options:) throws the error StoreKit.StoreKitError.notEntitled Testcase Code @Test func example() async throws { let session = try SKTestSession(configurationFileNamed: "VehicleStore") session.disableDialogs = true session.clearTransactions() do { let transaction = try await session.buyProduct(identifier: "nonconsumable.car", options: []) print(transaction) } catch { // Throws StoreKit.StoreKitError.notEntitled print("Error: \(error)") } } Storekit configuration file Note In-App purchases capability is added StoreKit configuration file is used in testcase Environment: macOS 26.5.2 (25F84) Xcode 26.6 (17F113)
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7
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1.4k
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Jul ’26