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Unable to reset simulators
I'm unable to reset simulators using the menu or the xcrun simctl tool: <output of xcrun simctl list> == Devices == -- iOS 17.5 -- iPhone SE (3rd generation) (5A06623A-173D-4C96-8DD3-3E9FE39A06F1) (Shutdown) iPhone 15 (iOS 17.5) (F4329E8D-29BB-4EA7-8465-C11A98D04ED7) (Shutdown) -- iOS 18.0 -- iPhone SE (3rd generation) (2DDE8F03-F8E1-4C1B-8E28-CD9B208F3FFA) (Shutdown) iPhone 16 Pro (DE788688-8AC6-40A0-B25C-A56AA423798E) (Shutdown) iPhone 16 Pro Max (1405184C-36A9-40F3-B0D0-4EEB88452883) (Shutdown) iPhone 16 (0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A) (Shutdown) iPhone 16 Plus (95421C27-11A0-4FCF-A889-DAAE8557B271) (Shutdown) == Device Pairs == ~/Library`` ❯ xcrun simctl erase 0CBBA7DB-B20E-4F17-BBC5-910F1F6E1A0A An error was encountered processing the command (domain=NSCocoaErrorDomain, code=513): “data” couldn’t be moved because you don’t have permission to access “Deleting-8FEDFF47-5B2F-4534-BCA2-036BBE68CE37”. You don’t have permission. To view or change permissions, select the item in the Finder and choose File > Get Info. Underlying error (domain=NSPOSIXErrorDomain, code=1): The operation couldn’t be completed. Operation not permitted Operation not permitted Xcode Version 16.0 (16A242d) MacOS 15.0.1 (24A348)
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1.7k
Jan ’25
Xcode 15.3 Command Line Build of Aggregate Doesn't Respect Derived Data Location
I have an aggregate project that compiles several Xcode projects. All Derived Data locations are set to the default: Xcode > Settings > Locations > Advanced = Unique (the default) Aggregate Project > File > Project Settings... > Derived Data = Default Location Individual Sub Projects > File > Project Settings... > Derived Data = Default Location And yet, when I do a command line build, for each of the sub projects, a "build" folder is created alongside the sub project's xcodeproj file. Note that this project is quite old, going back many Xcode versions. I had previously had Xcode > Settings > Locations > Advanced set to "Legacy", but am shifting these old projects to use the default DerivedData location – this might be part of the problem, given that the Legacy mode always created a "build" folder next to the .xcodeproj file. Can anyone explain this? Best Wishes, Mark
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453
Jan ’25
Error while reading test baseline file
When running Unit tests on my project, I get an error: Error while reading test baseline file: "The file “05ACE933-24F8-449B-9949-77312B3070BC.plist” couldn’t be opened because there is no such file." at path: "/private/var/folders/qy/g9s46vp88xggk_001s62kxb00000gn/X/54A3BAF3-89F8-52E2-8575-47176446C08E/d/Wrapper/MyApp.app/PlugIns/MyAppTests.xctest/xcbaselines/05ACE933-24F8-449B-9949-77312B3070BC.plist" This happened after a rebase / merge, so I must have accidentally deleted a file from the repository. This only seems to happen on the 'My Mac (Designed for iPad) device. When I run the unit tests on my iPhone, all seems to be well. How can I either remove the reference to the missing file, or reset the baselines in the project? Kind regards, Wouter Wessels
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504
Jan ’25
Can't compile asset catalog when including iMessage App Icon asset
I'm trying to add an iMessage extension to my app, and upon adding the iMessage App Icon set, I ran into an issue with one specific icon size: 1024x768px, aka 1x 1024x768pt. When I remove this one icon from the icon set, it compiles and runs fine, however I can't push it to the App Store as I get the error: "Asset validation failed. Missing Image Asset. Your app is missing the Large App Icon asset 'AppIcon' in 'Payload/Runner.app/PlugIns/MessagesExtension.appex'." I'm assuming this refers to 1024x768px, as this size placeholder appears upon adding a New Messages Extension Icon to my assets folder, and 1024x1024 is already included and compiles fine with it. However, when I add the 1024x768 icon, and try to run the app, I get the error: "Command CompileAssetCatalog failed with a nonzero exit code" The app icon's filename is correct, it is exactly 1024x768 px, and my contents.json correctly includes : { "filename" : "AppIcon_1024x768.png", "idiom" : "ios-marketing", "platform" : "ios", "scale" : "1x", "size" : "1024x768" } as is the same format for all of my other icons that work. Why am I running into this issue upon inclusion of this one required size? How do I fix it?
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759
Jan ’25
Preview Start Problem
Hello Apple Developer Community. I have a Problem with Xcode Preview. The Problem is that when I try to start the Preview in Xcode (Not Simulator) It crashes and when I try to click Reopen, it says that I must Update my Mac OS, but my Mac OS is Up-to-Date. Can you help me with this? Thank you :D
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336
Jan ’25
Xcode 16.2 cannot run old projects
I use a 2020 Intel MacBook Pro with 14.7.2 (23H311) system. I have been using Xcode 15.4 to develop and publish games. Since new games need to be developed and published using Xcode 16.2, I recently installed two versions of Xcode on my computer. I can run the project normally with Xcode 15.4, but it keeps reporting errors with Xcode 16.2 and cannot run. The error is in UIKit's UIFocusSystem.h file, with the following message: /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator18.2.sdk/System/Library/Frameworks/UIKit.framework/Headers/UIFocusSystem.h:46:27 Expected ')' This makes me very confused. Is there something wrong? I thought it was because the computer could not have two Xcodes, so I uninstalled both Xcodes and then downloaded the 16.2 version of Xcode from the AppStore. However, after running it, it still reported the error Expected ')'
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765
Jan ’25
Undefined time_t in openssl
I'm having trouble compiling my project for the iOS 18.2 simulator. I'm getting the following error: `Missing '#include <sys/_types/_time_t.h>'; 'time_t' must be declared before it is used` The error points to to simulartor-iOS 18.2 > user/include/sys/_types/_time_t.h #ifndef _TIME_T #define _TIME_T #include <machine/types.h> /* __darwin_time_t */ typedef __darwin_time_t time_t; #endif /* _TIME_T */ This suggests that the time_t type should be defined, but the compiler isn't seeing it. I suspect there might be a problem with preprocessor definitions. Is there anything I set wrong? I am using OpenSSL.xcframework.
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228
Jan ’25
Error Apple Git-154
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
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369
Jan ’25
Connecting xcode with real my visionpro
Currently, the id of my actual visionpro device is different from the xcode that works on my macmini. I added a visionpro id to xcode, but I can't build it with my visionpro. Can I log out of the existing login to xcode and log in with the same ID as visionpro? However, the appleID created for visionpro does not have an Apple Developer membership, so there is no certificate that makes it run on the actual device. How can I add my visionpro ID from the ID with my apple developer membership to run the xcode project app on visionpro? This is the first time this is the first time.
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6.5k
Jan ’25
Reusing string catalog translations in swift packages
Setup I have 2 swift packages and I try to use stirng catalog to manage your localizations I would like to use some specific keys in these packages and some common ones (e.g. "ok_button_tittle") Problem statement I really don't like the idea of creating separate (but the same) translations in these packages I have tried using something like String( localized: "ok_button_title", table: "Localizable", bundle: .main, comment: "Ok button title" ) This does use translations from the main bundle, however this does not automatically create the keys in string catalog Question Is there any possibility to reuse the translations from the main bundle? Maybe there is a hack to make the keys appear automatically in the correct bundle? Or is it a bug?
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481
Jan ’25
Scipy problems with OpenBLAS and Accelerate
I'm using M1pro and have successfully installed Numpy with Accelerate following, and it really speedup my programs. I also ran np.test() to check the correctness and every test passed. However, I can't install Scipy with Accelerate, since the official document said Accelerate has a LAPACK of too old version. I can't even find a scipy that can pass scipy.test(). I tried the codes below: conda install numpy 'libblas=*=*accelerate' conda install scipy np.test() as fails, sp.test() can't even finish conda install numpy 'libblas=*=*openblas' conda install scipy Both np.test() and sp.test() can finish, but with many failures. I believe the bugs are due to Conda. pip install --no-binary :all: --no-use-pep517 numpy pip install scipy np.test() has no failure and went fast, sp.test() uses OpenBLAS and has 3 failures. This is the best version I have found. So my question is: can we find a reliable version of scipy on M1? Considering the popularity of scipy, I think it's not a high-living expectation. And a question for Apple: is there really a plan to upgrade the LAPACK in Accelerate?
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2.7k
Jan ’25
Can't resolve package dependencies
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?
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818
Jan ’25
Xcode doesn't create 'Products' folder
Hi I am building a framework. In the past, if I create a framework project [myFrameworkName.framework] file was created in the 'Products' folder. But my xcode doesn't create 'Products' folder. It also doesn't create [myFrameworkName.framework]. Can I make [myFrameworkName.framework] file? I do not speak English well So I am using a translator. thanks.
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5.9k
Jan ’25
Bitbucket Cloud is Breaking Swift Package Manager
Today when I went to add a package via SPM in Xcode 16.0, the "Recently Used Loading..." spinner ran and never stopped. I could not add any packages. The packages I am loading are remote and not from my own repo. I did a "Refresh Account" via the right-click which then shows items in my own hosted repo (for both Bitbucket Cloud and Github), but "Recently Used" just loads forever and there is no way to add a package. I tried all of the usual cache deleting to no positive outcome. I saw that others had to reinstall Xcode which I am loath to do. I wound up executing defaults delete com.apple.dt.Xcode which of course made me lose all of my settings, but that did correct the problem. At least I thought it did. However, after getting everything reset, it stopped working again with the above issue. In short, I found the issue is with Bitbucket Cloud. If I remove this account from Xcode, SPM works as normal. Add it back (all credentials are 100% fine) and I can no longer use SPM. Does anyone know why Bitbucket Cloud is now breaking SPM and more importantly what can be done to have this account but also have a functioning SPM?
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832
Jan ’25
Cannot assign build target to usdz file
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?
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392
Jan ’25