I have an error when I use Apple Git-154 to clone the repository:
My OS version: Sequoia 15.2
tannguyen@Mys-MacBook-Pro ~ % git -v
git version 2.39.5 (Apple Git-154)
tannguyen@Mys-MacBook-Pro ~ % git clone https://github.com/nestjs/nest.git
Cloning into 'nest'...
remote: Enumerating objects: 187515, done.
remote: Counting objects: 100% (118/118), done.
remote: Compressing objects: 100% (42/42), done.
error: inflate: data stream error (incorrect data check)10 MiB/s
fatal: pack has bad object at offset 212760331: inflate returned -3
fatal: fetch-pack: invalid index-pack output
Xcode
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Please see this question: https://github.com/appium/appium/discussions/20827?sort=new
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello developers,
I've been building out my platform, mostly working on the Android side of a flutter app. Today I decided to make sure the iOS version wasn't getting too far behind, but when I attempted to build the app I began running into an issue I've never seen before, and after spending about 8 hours trying to figure this out, I feel like I'm more lost than when I began.
The error when trying to build:
Uncategorized (Xcode): Could not resolve package dependencies:
downloaded archive of binary target 'grpc' from
'https://dl.google.com/firebase/ios/bin/grpc/1.65.1/rc1/grpc.zip' does not
contain a binary artifact.
fatalError
This is a flutter app which uses firebase as a backend. I've been building with flutter/ios for about 6 years now and have never encountered this, and after searching google it appears that no one else aside from 2 people have either.
I found that there's a github repo which contains this dependency as well, so I was going to try to modify the URL from the google.com url to the github url, but I'm not surewhere I would look to change this reference.. or if this is even possible.
Does anyone have any experience with this error?
I have a M2 macbook pro Which has storage problem. I work with react native and xcode. So I was wondering If I can keep react native projects in external hard drive that could run in xcode and also work with git. ??
Topic:
Developer Tools & Services
SubTopic:
Xcode
I use the code below for a non-consumable in-app purchase in my apps. Has anybody worked out how to handle this without using any of the deprecated items?
SKPaymentQueue - deprecated,
SKPayment - deprecated,
SKProduct - deprecated,
transactionState - deprecated,
SKPaymentTransaction - deprecated,
finishTransaction - deprecated
func paymentQueue(_ queue: SKPaymentQueue, shouldAddStorePayment payment: SKPayment, for product: SKProduct) -> Bool
{
true
}
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction])
{
for transaction in transactions
{
switch transaction.transactionState
{
case .purchasing:
break
case .purchased:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .failed:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
case .restored:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .deferred:
break
@unknown default:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
break
}
}
}
// Sets the purchase to true in the Db
class IAPHandler: NSObject {
//Get the ProVersion Status
static func isProVersionPurchased() -> Bool
{
let VC_String = "IAPHandler"
var theStatus = false
do {
let settings = try Database.shared.databaseConnection!.read { db in
try My_Settings.fetchOne(db)
}
let theStatusText = settings?.ProVersion ?? "false"
theStatus = theStatusText == "true" ? true : false
} catch {
print("Getting the ProVersion Status failed! \(VC_String) \(error)")
}
return theStatus
}
// Set ProVersion to true.
static func setProVersionToPurchased()
{
let VC_String = "IAPHandler"
do {
try Database.shared.databaseConnection!.write { db in
try db.execute(sql: "UPDATE My_Settings SET ProVersion = :proVersion WHERE Settings_ID = :id",
arguments: ["proVersion": "true", "id": 1])
}
} catch {
print("Update set pro version, failed! \(VC_String)s \(error)")
}
}
}// End of class
I’m working on an Xcode App Playground project (.swiftpm) and trying to add a .mlmodel file (e.g., Exercises.mlmodel) to it. However, when I add the .mlmodel file to my project, I encounter the following error:
Exercises.mlmodel: No predominant language detected. Set COREML_CODEGEN_LANGUAGE to preferred language.
The .mlmodel file works perfectly fine when used in a regular Xcode project (.xcodeproj), but this issue occurs as soon as I add the file in an App Playground project (.swiftpm).
Steps I’ve Tried:
Ensuring the .mlmodel file is correctly added to the project folder.
Checking the generated Core ML Swift code in a .xcodeproj environment—works as expected.
Searching for a way to explicitly set COREML_CODEGEN_LANGUAGE in a .swiftpm project, but it seems that Xcode does not provide this option.
Any advice or solutions would be greatly appreciated!
I have tried the solutions in these articles, however none of them worked:
https://medium.com/@sofiadinizms/how-to-use-coreml-in-swift-playgrounds-8d5f001c5d15
https://developer.apple.com/forums/thread/743942?answerId=776359022#776359022
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Swift Student Challenge
Xcode
Hi everyone,
I’m working on my submission for the Swift Student Challenge and need some advice. I already have an existing app that’s live on the App Store, and I’d like to use the same app for my submission.
However, while creating the App Playground, I noticed that I’m unable to create additional targets. This is problematic because my app relies heavily on specific targets like ShieldAction, ShieldConfiguration, and DeviceActivityMonitor. Without these targets, the app’s core functionality won’t work as intended.
Is there a known limitation or workaround for this? How can I submit my app’s functionality within the constraints of the App Playground?
Thanks in advance for your help!
My widget uses the @Environment(.isActivityFullscreen) variable. When running on ios 17, it will crash and report an error:
dyld[55031]: Symbol not found: _$s7SwiftUI17EnvironmentValuesV9WidgetKitE20isActivityFullscreenSbvg
Expected in: /Library/Developer/CoreSimulator/Volumes/iOS_21E213/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.4.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
I’m working in the app playground and want to add my usdz file but when i drag drop the file to my main folder i cannot add target to it which leads to a resource not found error while I build my app. It was working on a normal xcode project but while transitioning to app playground it is not working. How can I fix this issue?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Student Challenge
ARKit
Swift Playground
RealityKit
When overriding the following seek functions in a custom subclass of AVPlayerItem, a "method does not override method from its superclass" error occurs, causing the build to fail. This issue only happens after updating to Xcode 16. Do you have any suggestions on how to fix it?
https://developer.apple.com/documentation/avfoundation/avplayeritem/seek(to:completionhandler:)-91gnw
https://developer.apple.com/documentation/avfoundation/avplayeritem/seek(to:tolerancebefore:toleranceafter:completionhandler:)
(This error disappears 3 seconds after the build fails or temporarily disappears when the function's position in the file is changed.)
Hi,
I am using xcode build that receive it's configuration using xcconfig files, those add some new definitions to the project, like the location of openssl library.
If xcode environment variable include prefix that matches one of the fields in the project settings, it is automatically referred to as if you added it to that field.
for example : the var HEADER_SEARCH_PATHS_openssl_libopenssl has value (openssl headers' path) that should be automatically added to the field Headers Search Paths under project settings.
For some reason it stopped working for me and i'm not sure why (i've tried to release the xcconfig files). any idea why ?
Thanks !
I have developed a mobile app using SwiftUI. Now I am in the process of building a CarPlay application. I know how to test the CarPlay app using a simulator but here is my confusion,
Testing the iPhone app and CarPlay together (few scenarios like user login / logout, location enabled /disabled in the mobile app)
Kindly help me validate the above scenarios as I am getting black screen on iPhone whenever the CarPlay is launched. Below is the code snippet,
func application(_ application: UIApplication,
configurationForConnecting connectingSceneSession: UISceneSession,
options: UIScene.ConnectionOptions) -> UISceneConfiguration {
if connectingSceneSession.role == .carTemplateApplication {
let sceneConfiguration = UISceneConfiguration(name: "CarPlay Scene", sessionRole: connectingSceneSession.role)
sceneConfiguration.delegateClass = CarPlaySceneDelegate.self
return sceneConfiguration
}
// Configuration for other types of scenes
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
struct MyApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var delegate
var body: some Scene {
WindowGroup {
ContentView()
.preferredColorScheme(.light)
}
}
}
Info.plist
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>CPTemplateApplicationSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>CarPlay Scene</string>
<key>UISceneDelegateClassName</key>
<string>$(PRODUCT_MODULE_NAME).CarPlaySceneDelegate</string>
</dict>
</array>
</dict>
</dict>
Hello all!
My application written with C++ for iOS. Want to make some functionality in static library for the purpose of reuse it in different C++ projects. Want to make universal library for using StoreKit2. Global idea is to wrap StoreKit2 Swift out with CPP interoperability.
Now trying to make clear for my self how to create C++ static library with Swift interoperability for iOS in XCode. There are only Objective-C option when you creating static library in XCode for iOS. Is it correct:
Create Static Library with Objective-C in XCode
Remove all default Objective-C files
Add C++ files
Add C++/Swift interoperability in build settings
Add swift classes
Beside all of it some questions:
When C++ static library contain Swift code with interoperability will it require some special settings for project (Swift standard lib or some other settings)? Or it could be used like any other C++ libraries?
What is the optimal build settings in this case to reduce dependencies when using it different projects?
Is there any examples of the same approach for iOS development?
Hello,
I am brand new to development in Xcode. I have created a Mac app that I need to use XLSXWriter to export a workbook and sheet. Is GitHub the only place for this download or is there an apple developer specific area to get the library?
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello, I need help I desire to select/filter the contours on an image. Not sure best way to do that. Idea select/filter for bottom left most contour? see image attached please. also will need end points or court corners. and need contour to be fine line, smooth, ie accurate of the court end line and side lines only is desired. thank you :) or also glad for other ideas or api to determine the lines/corners I need.
glad to email to discuss if that is better/easier actually prefer that. thanks.
A new app I have submitted to Apple App Review for iOS/tvOS/macOS has been rejected for tvOS because it is apparently crashing on launch. The same build has been approved by App Review for iOS and macOS.
So far, App Review have not provided me with a crash report, and despite a lot of trying, I cannot get the crash to occur either on a real device or on any version of the Apple TV in the simulator.
Apart from constantly asking App Review for the crash report, I don't know how to resolve this, and that means I either have to give up on tvOS for this app, delay the launch, or perhaps start another submission and get lucky with a different reviewer that doesn't experience the crash (but then what if lots of users do?).
I've tried running a release build on my devices and the simulator; but I'm not sure how I'm supposed to debug this without a crash to work with. The TestFlight build for the same upload that is crashing for App Review works just fine.
Any suggestions would be welcome.
I have tried all of the above options, cleaned cached data, restarted several times, did not work.
The tunnel connection failed while the system tried to connect to the device.
Domain: com.apple.dt.RemotePairingError
Code: 4
System Information
macOS Version 15.2 (Build 24C101)
Xcode 16.2 (23507) (Build 16C5032a)
iOs 18.1.1
How to collaborate project between Unity Dev and Xcode SwiftUI Dev, is it possible..?
and how is the workflow for that if possible..?
I am getting this error in a couple of places in my code with Task closure after setting Swift 6 as Language version in XCode.
Passing closure as a 'sending' parameter risks causing data races between code in the current task and concurrent execution of the closure
Below is minimally reproducible sample code.
import Foundation
final class Recorder {
var writer = Writer()
func startRecording() {
Task {
await writer.startRecording()
print("started recording")
}
}
func stopRecording() {
Task {
await writer.stopRecording()
print("stopped recording")
}
}
}
actor Writer {
var isRecording = false
func startRecording() {
isRecording = true
}
func stopRecording() {
isRecording = false
}
}
While making the class Recorder as Actor would fix the problem, I fear I will have to make too many classes as Actors in the class and in my scenario, there could be performance implications where real time audio and video frames are being processed. Further, I don't see any race condition in the code above. Does the error talk about possible race conditions that could arise if I were to call other functions on the self in future, or the current code itself is not safe?
Hello.
We have a few iOS devices connected to CI macs. We test our 3D engine, so we really need hardware devices for that. The issue is that Xcode loses connection to the devices once in a while, mostly after mac reboot, which requires a human to enter test room and unplug and plug cable again. Even if device is visible and accessible in Finder, Xcode may still don't see it, and devicectl shows it as disconnected.
Are there any hacks to make connection stable? The best what we could achieve so far was to remove iOS device screen lock - otherwise mac reboot would in 100% cases require human interaction to reconnect the device.
Both iOS and mac are logged into the same Apple ID.
Mac is logged in automatically after reboot
iOS devices have no screen lock
Thank you.