I'm having an issue with my swiftui macOS application where it is continually consuming more memory over time and after a couple of hours will grind to a halt. I've watched a few videos now on how to use Xcode Memory Graph and Instruments to identify the source of a leak (I assume it is a leak). These videos all provide very obvious issues as examples but mine seems more elusive and I don't know how to identify which part of my code is the cause of the issue.
After running instruments I see the following but the leaked objects are not always consistent:
Xcode Memory Graph shows NSSet as the culprit which is shown under CoreFoundation (not my App). I really am a beginner here and because it's not showing me somewhere in my app that I can go and investigate I'm really stuck.
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I update my Xcode to latest 16.2. However I am unable to run the unit tests which were working fine when I used Xcode 15. Also I am using a CI/CD tools which has Xcode 15.3 and also using iOS 17.5 device to run unit tests and those are also working fine.
I am getting following 3 different types of errors when I try running tests.
Command SwiftCompile failed with a nonzero exit code
Command SwiftEmitModule failed with a nonzero exit code
PhaseScriptExecution failed with a nonzero exit code
Any help how I can fix this?
hello, when i try to archive my unity game through xcode to publish it on app store connect i get these 4 undefined symbol errors: undefined symbol:_initializeclass, undefined symbol: _initializeunityobject, undefined symbol: _onrequestasync, undefined symbol: _onrequestsync.
is there anyway to get rid of this error ? the only solution i found was enabling module verifier in build settings but when i do that i get this error:error: Sandbox: mkdir(24068) deny(1) file-write-create , i get rid of this by choosing no to user script sandboxing in builds settings, but when i do that i get these errors: double-quoted include "LifeCycleListener.h" in framework header, expected angle-bracketed instead, "RedefinePlatforms.h can only be used after UndefinePlatforms.h got included before.", double-quoted include "RenderPluginDelegate.h" in framework header, expected angle-bracketed instead, umbrella header for module 'UnityFramework' does not include header 'RedefinePlatforms.h', umbrella header for module 'UnityFramework' does not include header 'RedefinePlatforms.h', fatal) could not build module 'Test'.
what should i do ?
Hello, I recently decided to start learning how to code for iOS. I don't have much coding experience but I still wanted to explore it for fun at least.
I downloaded Xcode on my Macbook, and opened a new iOS file after downloading iOS 18.1 so I could run the simulator/get a preview of my code.
Even though I only had the basic "Hello World!" that is auto-generated in my code, the preview would never show and sat at a loading screen for multiple hours, saying "Preparing (Automatic) iPhone Simulator" at the top.
There is probably a simple solution that I'm missing. I would appreciate any tips! Thanks.
Mac App getting error - Could not launch “App Name” with Xcode 16.2 and Mac sequoia
Error -
Could not launch “App Name”
Domain: IDELaunchErrorDomain
Code: 20
Recovery Suggestion: LaunchServices has returned error -54. Please check the system logs for the underlying cause of the error.
User Info: {
DVTErrorCreationDateKey = "2024-12-27 12:16:34 +0000";
DVTRadarComponentKey = 113722;
IDERunOperationFailingWorker = IDELaunchServicesLauncher;
}
The operation couldn’t be completed. (OSStatus error -54.)
Domain: NSOSStatusErrorDomain
Code: -54
User Info: {
"_LSFunction" = "_LSOpenStuffCallLocal";
"_LSLine" = 4224;
}
I am trying to name my app "Tata Daewoo Mobility Service" but in app showing without space like 'TataDaewooMobilityService. In korean language not showing the space.
How to add the name in korean language with space in iPhone.
Hi, I'm setting up Xcode and after updating MacOS to 15.2 and Xcode to 16.2, I cannot download the Predictive Code Completion Model. I've done some research and I haven't found any solution, specially since most people suggest that it randomly fixed itself, which for me hasn't been the case. I've tried restarting my Mac, uninstalling and reinstalling Xcode multiple times, I've also reinstalled MacOS from Recovery and haven't found any success (I'm also not running Xcode inside a VM, as I've seen this can cause some problems in this case).
This is the error that I receive when I attempt to download the model:
And here are the details:
The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11eba9a90).DownloadError error 3.)
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11eba9a90).DownloadError
Code: 3
User Info: {
DVTErrorCreationDateKey = "2024-12-26 23:09:25 +0000";
}
--
There was an error processing the asset.
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11eba9a90).DownloadError
Code: 3
--
System Information
macOS Version 15.2 (Build 24C101)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2024-12-26T17:09:25-06:00
For the record, I'm a new developer and I'm still learning, so thank you very much!
Hello,
I have a problem with Xcode, in C++ language. When I create a new project, I put my program in a file and click Build. It works correctly and without any problems, but when I enter a second file in the same project and click build, it says build failed. In the log it says, duplicate symbols appear.
在使用 Xcode 构建项目时,我遇到了以下错误:
Showing All Errors Only
Prepare packages
Prepare build
Build service could not create build operation: unable to load transferred PIF: The workspace contains multiple references with the same GUID 'PACKAGE:1Y9CU7L2QFO7OX4UJBYP19ZPPL5MJNV3R::MAINGROUP'
Activity Log Complete 2024/12/24, 15:26 0.2 seconds
问题描述:
1. 我正在开发一个使用 Swift Package Manager (SPM) 管理依赖的多模块 iOS 项目。
2. 构建过程中,Xcode 无法加载传输的 PIF 文件,并提示某个 GUID 存在重复引用。
3. 这个问题导致整个项目无法正常构建。
已尝试的解决方案:
1. 检查了 Swift Package Manager 的依赖管理:
• 确认没有重复添加相同的依赖。
2. 清理了 Derived Data:
3. 检查了 project.pbxproj 文件,搜索 GUID 'PACKAGE:1Y9CU7L2QFO7OX4UJBYP19ZPPL5MJNV3R::MAINGROUP':
• 没有发现明显的重复引用。
4. 删除并重新添加了所有的 Swift 包依赖。
5. 删除并重新生成了 .xcworkspace 文件。
结果:
• 尝试以上解决方案后问题依然存在,构建仍然失败。
• 这可能是由于某些依赖的重复引用或 Xcode 内部的问题。
Xcode 16.2
Mac OS 15.2
如果有人遇到过类似问题或者知道该如何解决,能否分享一下解决方案?
非常感谢!
The following error occurred when I uploaded the application for distribution in the test flight.
After rebuilding, the problem resolved. What was the cause?
I recently upgraded the Xcode version from 15.2 to 16.0, and this was my first build, so is it an environmental factor?
ITMS-90433: Invalid Swift Support - The file libswifCore.dylib doesn’t have the correct code signature. Make sure you’re using the correct signature, rebuild your app using the current public (GM) version of Xcode, and resubmit it. Don’t just modify the code signature of libswiftCore.dylib.
Why is Apple not releasing Swift Assist?
If you add a (SiriKit / Widget) intent definition file to an Xcode project and then translate it into another language, the build of the iOS app only works until you close the project. As soon as you open the project again, you get the error message with the next build:
Unexpected duplicate tasks
A workaround for this bug is, that you convert the folder (where the intent file is located) in Xcode to a group. After that every thing works without problems.
Steps to reproduce:
Create a new iOS project
Add a localization to the project (German for example)
Add a SiriKit Intent Definition File
Localize the SiriKit Intent Definition File
Build the project (should work without errors)
Close the project
Open the project again
Build the project again
Expected result:
The project builds without problems
Current result:
The project doesn’t build and returns the error: Unexpected duplicate tasks
Is this a known problem? Is there a way to solve this without switching to Xcode groups (instead of folders)
I’m trying to use the Vision framework in a Swift Playground to perform face detection on an image. The following code works perfectly when I run it in a regular Xcode project, but in an App Playground, I get the error:
Thread 12: EXC_BREAKPOINT (code=1, subcode=0x10321c2a8)
Here's the code:
import SwiftUI
import Vision
struct ContentView: View {
var body: some View {
VStack {
Text("Face Detection")
.font(.largeTitle)
.padding()
Image("me")
.resizable()
.aspectRatio(contentMode: .fit)
.onAppear {
detectFace()
}
}
}
func detectFace() {
guard let cgImage = UIImage(named: "me")?.cgImage else { return }
let request = VNDetectFaceRectanglesRequest { request, error in
if let results = request.results as? [VNFaceObservation] {
print("Detected \(results.count) face(s).")
for face in results {
print("Bounding Box: \(face.boundingBox)")
}
} else {
print("No faces detected.")
}
}
let handler = VNImageRequestHandler(cgImage: cgImage, options: [:])
do {
try handler.perform([request]) // This line causes the error.
} catch {
print("Failed to perform Vision request: \(error)")
}
}
}
The error occurs on this line:
try handler.perform([request])
Details:
This code runs fine in a normal Xcode project (.xcodeproj).
I'm using an App Playground instead (.swiftpm).
The image is being included in the .xcassets folder.
Is there any way I can mitigate this issue? Please do not recommend switching to .xcodeproj, as I am making a submission for Apple's Swift Student Challenge, and they require that I use .swiftpm.
In the Xcode 16.2 release notes, it says to avoid a memory leak in Swift 6 you should "Pass -checked-async-objc-bridging=off to the Swift compiler using “Other Swift Flags” in Xcode build settings." https://developer.apple.com/documentation/xcode-release-notes/xcode-16_2-release-notes#Swift
However, when I add this value to OTHER_SWIFT_FLAGS (either in the Xcode build settings interface, or in an .xcconfig file), it yields a build error:
error: Driver threw unknown argument: '-checked-async-objc-bridging' without emitting errors.
Does anybody know if there's a trick to get this working that isn't explained in the release notes?
I am currently running Xcode Version 14.0 beta (14A5228q) creating a Multiplatform app. I wanted to include a LaunchScreen so added a Launch Screen Storyboard to my project. To the the app to see it I went under Target for my app, General, and under App Icons and Launch Screen I set the Launch Screen File to my storyboard.
This works perfectly when I run the app on iOS; however, when I run it on macOS I get an error:Launch Screen.storyboard error build: iOS storyboards do not support target device type "Mac".
I see there's no way to differentiate between macOS and iOS with the file and there's only one target. Does anyone know a way to make the storyboard only launch when running the iOS app (and iPadOS) and not be seen when running macOS?
Thanks
I would like a shortcut for deleting view in swiftui
VStack {
// long code
}
How to delete VStack with its ending curly bracket?
Thanks
everything works fine in Xcode15, but in Xcode16 it break down.
when I add breakpoint, I start po variable , the lldb shows
error: type for self cannot be reconstructed: type for typename "$s8XYRouter8RegistryOXMtD" was not found (cached)
error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work.
how can I fix the issues!!!. it really mattttttes, and it cause cant developing as normally.
pls, save the child.
I've encountered a strange issue with Swift and I wonder if this is a compiler error or if I didn't understand something correctly.
The following sample code shows a weird issue (please ignore that the demo code itself would not make that much sense in this form, it's just the version from a big and more complicated project, where this would make more sense):
class Test {
var data: [String:[String:String]] = [:]
func test() {
let setValue: ((String, String, String) -> Void) = { [weak self] key, id, value in
if self!.data[key] == nil {
self!.data[key] = [:]
}
let oldValue = self!.data[key]![id]
if oldValue == nil {
self!.data[key]![id] = value
}
}
setValue("0", "1", "2")
}
}
When changing the "data" dictionary through the closure within the "test()" function, everything works as expected until the "if" condition where the oldValue is checked against nil. If I set a break point to this condition, the Xcode debugger tells me that oldValue is nil (which is expected), but the code within the if condition is NOT executed. The comparison oldValue == nil should be be true (because oldValue is actually nil), but the compiler seems to assume something else.
But If I do not user "self!" but instead "self?" then it does work as expected and the code within the if condition is executed.
What I am missing here? Is this the correct behavior or a compiler bug?
I'm facing a bug about App Tracking Transparency permission, my app still shows this permission popup before, and that version was still working fine. I don't understand why today it doesn't show the permission popup anymore, is anyone else having the same problem?
I encountered a problem when adding a new custom font in Xcode 16.1. After including the font and opening my XIB files, the interface preview became blank and the application seemed to experience a heavy load.
To troubleshoot, I removed all custom fonts, and everything returned to normal functionality. However, even after reinstalling Xcode, the issue persisted when adding the font again.
The XIB preview loaded correctly:
The XIB preview turned blank and became unresponsive: