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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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Xcode 26.4 is missing the documentation for Foundation
Upgraded to Tahoe 26.4 and Xcode 26.4 and realized Xcode is missing the documentation for Foundation. Occasionally, if other (not yet missing) documentation references a Foundation entity, such as a type, clicking on it may open in a web browser pointing to the externally hosted Apple documentation. Anyone else experiencing this or have a workaround (perhaps the documentation files are on disk but were somehow lost / disconnected from the Xcode doc browser)? I checked the release notes for 26.4 and for 26.3 but did not find a mention of anything like that. Filed an issue with Apple, please do too if you are affected so hopefully it will see some love and lead to restoring the documentation. Edited: found some possibly related files in my ~/Library and the newer version v302 (26.4 related, I think, is considerably smaller): du -sh ~/Library/Developer/Xcode/DocumentationCache/* | awk -F/ '{print $NF "\t" $1}' v296 1.0G v302 507M
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Are there known issues with aggressive optimization (-O) affecting third-party libraries?
We are encountering an issue in an iOS application where functionality works correctly in Debug builds but fails in Release builds distributed via TestFlight. Details Debug (No Optimization -Onone): Works correctly Release (Optimize for Speed -O): Fails Release with -Onone: Works, but app size nearly doubles Context The issue is related to integration with the Microsoft ONNX runtime library. It appears that the Swift/Clang compiler is aggressively optimizing certain parts of the code in Release builds, possibly removing or altering required logic. Observations The issue started appearing with recent iOS/Xcode updates. No code changes affecting this logic were made recently. Behavior strongly suggests optimization-related side effects. Questions Are there known issues with aggressive optimization (-O) affecting third-party libraries? Are there recommended flags to selectively disable optimization for specific modules or functions? Any tools or diagnostics to identify what is being optimized out? Temporary Workaround Using -Onone resolves the issue but is not viable for production due to significant increase in app size. Any guidance would be greatly appreciated.
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Request for Official Draggable FCPXML Structure Specification for Workflow Extensions – Needed for Subtitle/Caption Generation Tools
Hi Apple Developer Forums and Final Cut Pro team, I am developing a Final Cut Pro Workflow Extension focused on speech-to-text / subtitle recognition and generation. The extension runs inside Final Cut Pro, analyzes clips, generates accurate subtitles (often hundreds of individual elements), and allows users to drag the generated subtitles directly back into the FCP timeline as a clean, editable Compound Clip or Storyline. We are implementing this drag-and-drop functionality using the official pasteboard mechanism (com.apple.finalcutpro.xml and versioned types such as com.apple.finalcutpro.xml.v1-10). While the high-level documentation is helpful: Supporting Drag and Drop for Data Sent to Final Cut Pro FCPXML Reference Designing Workflow Extensions There is still no detailed public specification for the exact internal XML structure that Final Cut Pro expects for a drag operation to reliably result in a usable Compound Clip (or direct Storyline insertion), especially when dealing with large numbers of subtitle titles. After extensive systematic testing (multiple rounds over several weeks, with full experiment logs), we have observed the following: Short subtitle sequences work with many different structures (various combinations of , , , inline titles, etc.). Long subtitle lists (800+ individual elements) only succeed reliably when the outer structure uses a specific shell: root= containing + (often combined with a mainflow sequence and inner / layers). In all working cases, the dropped result appears as a “fake” / nested Compound Clip that requires 2–3 Break Apart (unpack) operations before the real editable Storyline with individual titles is revealed. Almost all other structures — pure as root, as root, wrapper layers, direct inline titles without the clip + gap + storyline shell, etc. — are immediately rejected by Final Cut Pro when the subtitle count is high. This undocumented behavior forces third-party Workflow Extension developers to engage in time-consuming blind guesswork and reverse-engineering just to achieve basic, reliable drag-and-drop integration. Our request: We kindly ask Apple to publish a detailed, official specification for the Draggable FCPXML Text Protocol (or expand the existing FCPXML Reference) that clearly defines: The minimal and recommended XML structure for dragging content into the timeline as a Compound Clip or Storyline. Exact roles and requirements for , , , , , and any implicit “mainflow” patterns. Best practices for handling large numbers of nested titles/subtitles. Reasons why certain nesting patterns are rejected or produce multi-level fake compounds. Any version-specific differences across FCPXML DTD versions. This specification is critically necessary for the FCPX Workflow Extension ecosystem. Reliable drag-and-drop from extensions back to the timeline is one of the most valuable integration points for subtitle/caption tools, transcription services, title generators, and other workflow utilities. Without clear guidelines, developers waste significant time on trial-and-error, leading to inconsistent user experiences and slower innovation in the Final Cut Pro community. We are more than happy to share our complete experiment logs, working and failing XML samples, and GitHub repository with the documentation or engineering team if it helps accelerate this. Thank you in advance for any official clarification or guidance. Clear documentation in this area would greatly benefit both developers and Final Cut Pro users.
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Clipboard Bug within simulator 26.4
After updating to Xcode 26.4 and also the update on the simulator the copy paste feature in the simulators doesn't work anymore and i can't build my app without it because the user has to copy and paste api keys in it. Is there an solution for it I have tried to install an other simulator ios version but then the simulator doesn't work on the the new xcode. Have someone already found an solution?
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Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with "Logic Testing Unavailable." The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Build.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ build-for-testing Run tests without building: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Test.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ test-without-building Note: xcodebuild test (combined build and test) also fails with the same error. Expected result: The hosted unit tests run successfully on the connected physical device, as they do under Xcode 26.2. Actual result: Step 1 (build-for-testing) succeeds. Step 2 (test-without-building) fails immediately (within ~1 second) with: 2026-03-26 11:23:28.683 xcodebuild[51930:731004] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:28.725 xcodebuild[51930:730966] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:29.239 xcodebuild[51930:730966] Writing error result bundle to /var/folders/jl/knmkq18x4cg_3w087zgpfldm0000gn/T/ResultBundle_2026-26-03_11-23-0029.xcresult xcodebuild: error: Failed to build project TestProject with scheme TestProject-UnitTests.: Cannot test target “redacted” on “redacted”: Logic Testing Unavailable Logic Testing on iOS devices is not supported. You can run logic tests on the Simulator. Why this looks like an Xcode regression: The same project and same physical iOS 16.0.3 device work under Xcode 26.2. Under Xcode 26.4, build-for-testing still succeeds, so signing, provisioning, and bundle construction appear valid. The failure happens only when Xcode plans or launches the on-device test run. Before the failure, Xcode 26.4 logs: DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. A newer physical device running iOS 26.3 works under Xcode 26.4 without this warning. The issue also reproduces with a minimal standalone Xcode project, which makes a project-specific configuration problem unlikely. The Xcode-generated .xctestrun files for the passing Xcode 26.2 case and failing Xcode 26.4 case are structurally equivalent, making an .xctestrun format difference unlikely to be the cause.
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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About Customizing Xcode Project Navigator UI
Since I have downloaded latest Xcode version I am having Project Navigator in the Menu Style UI and not in the Tab based UI, the one earlier. Also, I am not able to find any options to change Project Navigator style. Please provide user the option to change UI to either Menu based or Tab based Project Navigator UI ( Projects, Source Control, Bookmark, find etc )
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Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: "Cannot preview in this file. Could not find target description for “TaskListView.swift”". The explanation is: "The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting." If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
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Simulator fails to boot
Im working on my laptop with Mac OS 15.7.5 and Im using Xcode 26.0.1 and Im trying to simulate the code I've written. It only allows me to simulate on iPhone 16e but it never finishes loading, I also tried using my personal iPhone as a simulator but that doesn't work either. Could it possibly be my storage on why the simulators don't work?
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Installation of XCode CLT on Tahoe 26.1
I am unable to install due to the following error: "can't install the software because it is not currently available from the software update server" Mac OS: Tahoe 26.1 CLI: Iterm2 Command : xcode-select --install Output: Command transitions to a GUI installer and attempts to download but fails with the attached error. As a result I am unable to proceed with installing Homebrew from CLI or downloaded pkg
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "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.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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How to manually install iOS 26 Simulator download archive?
For difficult reasons I won’t get into, I ended up manually downloading the latest iOS 26 simulator runtime. I now have a file named 78756498-8AB4-4E5A-986C-7AA435758657.aar copied to my Mac. How do I get this archive installed so Xcode 26 recognizes it as a proper simulator runtime component? All searching I‘ve done for manually installing simulators references dmg files and older versions of Xcode. There’s no mention of aar files. When I tried the command: sudo xcrun simctl runtime add ./78756498-8AB4-4E5A-986C-7AA435758657.aar I get the result: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=22): Error while creating AEA backend Invalid argument I tried to use Archive Utility to open the file but that just says it is unable to expand the file. I even tried renaming the file with a dmg extension and then tried mounting the file and I get the same “AEA backend” error. My Mac doesn’t have sufficient Internet access to let me download and install this normally through Xcode. I need to find a way to get this file installed manually.
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iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
Hello Apple Developer Community, I'm seeing a persistent crash in my iOS app reported via Firebase Crashlytics. The issue only started appearing on devices running iOS 26.3.0 and above (the crash does not occur on lower iOS versions, and it's unrelated to my app's version number). Key points: My app does NOT use any Text-to-Speech (TTS) features whatsoever. No AVSpeechSynthesizer, no Speech framework, no related APIs called from our code. My app is primarily written in Objective-C (with some Swift components possibly via dependencies). The crash stack is entirely within Apple's private TextToSpeech framework, specifically in ausdk::BufferAllocator::instance(). I suspect it might be indirectly triggered by a third-party ad SDK (e.g., Google Mobile Ads, AppLovin, etc.) that could be loading or interacting with accessibility features in the background — but this is just a hypothesis, as I have no direct evidence yet. Here is one representative crash log: Crashed: com.apple.root.user-initiated-qos.cooperative 0 TextToSpeech 0x6bb00 ausdk::BufferAllocator::instance() + 99800 1 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 2 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 3 TextToSpeech 0x1a0b9c ausdk::BufferAllocator::instance() + 1365620 4 libswift_Concurrency.dylib 0x628b4 swift::runJobInEstablishedExecutorContext(swift::Job*) + 288 5 libswift_Concurrency.dylib 0x63d28 swift_job_runImpl(swift::Job*, swift::SerialExecutorRef) + 156 6 libdispatch.dylib 0x13f48 _dispatch_root_queue_drain + 364 7 libdispatch.dylib 0x146fc _dispatch_worker_thread2 + 180 8 libsystem_pthread.dylib 0x137c _pthread_wqthread + 232 9 libsystem_pthread.dylib 0x8c0 start_wqthread + 8 The crash occurs on a background cooperative queue (Swift Concurrency). Questions: Has anyone else seen crashes inside ausdk::BufferAllocator::instance() in TextToSpeech on iOS 26.3.0+ even without using TTS in their app? Could a third-party ad SDK be causing the TextToSpeech framework to load unexpectedly (e.g., via accessibility preloading)? Is this a known bug in iOS 26's Spoken Content / Speak Selection features? Any workarounds or fixes from Apple? Any insights, similar reports (especially from Objective-C based apps), or advice would be greatly appreciated! Thanks!
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugging suggestions, or references would be greatly appreciated. Thanks in advance!
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Xcode 26.4 is missing the documentation for Foundation
Upgraded to Tahoe 26.4 and Xcode 26.4 and realized Xcode is missing the documentation for Foundation. Occasionally, if other (not yet missing) documentation references a Foundation entity, such as a type, clicking on it may open in a web browser pointing to the externally hosted Apple documentation. Anyone else experiencing this or have a workaround (perhaps the documentation files are on disk but were somehow lost / disconnected from the Xcode doc browser)? I checked the release notes for 26.4 and for 26.3 but did not find a mention of anything like that. Filed an issue with Apple, please do too if you are affected so hopefully it will see some love and lead to restoring the documentation. Edited: found some possibly related files in my ~/Library and the newer version v302 (26.4 related, I think, is considerably smaller): du -sh ~/Library/Developer/Xcode/DocumentationCache/* | awk -F/ '{print $NF "\t" $1}' v296 1.0G v302 507M
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Are there known issues with aggressive optimization (-O) affecting third-party libraries?
We are encountering an issue in an iOS application where functionality works correctly in Debug builds but fails in Release builds distributed via TestFlight. Details Debug (No Optimization -Onone): Works correctly Release (Optimize for Speed -O): Fails Release with -Onone: Works, but app size nearly doubles Context The issue is related to integration with the Microsoft ONNX runtime library. It appears that the Swift/Clang compiler is aggressively optimizing certain parts of the code in Release builds, possibly removing or altering required logic. Observations The issue started appearing with recent iOS/Xcode updates. No code changes affecting this logic were made recently. Behavior strongly suggests optimization-related side effects. Questions Are there known issues with aggressive optimization (-O) affecting third-party libraries? Are there recommended flags to selectively disable optimization for specific modules or functions? Any tools or diagnostics to identify what is being optimized out? Temporary Workaround Using -Onone resolves the issue but is not viable for production due to significant increase in app size. Any guidance would be greatly appreciated.
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Request for Official Draggable FCPXML Structure Specification for Workflow Extensions – Needed for Subtitle/Caption Generation Tools
Hi Apple Developer Forums and Final Cut Pro team, I am developing a Final Cut Pro Workflow Extension focused on speech-to-text / subtitle recognition and generation. The extension runs inside Final Cut Pro, analyzes clips, generates accurate subtitles (often hundreds of individual elements), and allows users to drag the generated subtitles directly back into the FCP timeline as a clean, editable Compound Clip or Storyline. We are implementing this drag-and-drop functionality using the official pasteboard mechanism (com.apple.finalcutpro.xml and versioned types such as com.apple.finalcutpro.xml.v1-10). While the high-level documentation is helpful: Supporting Drag and Drop for Data Sent to Final Cut Pro FCPXML Reference Designing Workflow Extensions There is still no detailed public specification for the exact internal XML structure that Final Cut Pro expects for a drag operation to reliably result in a usable Compound Clip (or direct Storyline insertion), especially when dealing with large numbers of subtitle titles. After extensive systematic testing (multiple rounds over several weeks, with full experiment logs), we have observed the following: Short subtitle sequences work with many different structures (various combinations of , , , inline titles, etc.). Long subtitle lists (800+ individual elements) only succeed reliably when the outer structure uses a specific shell: root= containing + (often combined with a mainflow sequence and inner / layers). In all working cases, the dropped result appears as a “fake” / nested Compound Clip that requires 2–3 Break Apart (unpack) operations before the real editable Storyline with individual titles is revealed. Almost all other structures — pure as root, as root, wrapper layers, direct inline titles without the clip + gap + storyline shell, etc. — are immediately rejected by Final Cut Pro when the subtitle count is high. This undocumented behavior forces third-party Workflow Extension developers to engage in time-consuming blind guesswork and reverse-engineering just to achieve basic, reliable drag-and-drop integration. Our request: We kindly ask Apple to publish a detailed, official specification for the Draggable FCPXML Text Protocol (or expand the existing FCPXML Reference) that clearly defines: The minimal and recommended XML structure for dragging content into the timeline as a Compound Clip or Storyline. Exact roles and requirements for , , , , , and any implicit “mainflow” patterns. Best practices for handling large numbers of nested titles/subtitles. Reasons why certain nesting patterns are rejected or produce multi-level fake compounds. Any version-specific differences across FCPXML DTD versions. This specification is critically necessary for the FCPX Workflow Extension ecosystem. Reliable drag-and-drop from extensions back to the timeline is one of the most valuable integration points for subtitle/caption tools, transcription services, title generators, and other workflow utilities. Without clear guidelines, developers waste significant time on trial-and-error, leading to inconsistent user experiences and slower innovation in the Final Cut Pro community. We are more than happy to share our complete experiment logs, working and failing XML samples, and GitHub repository with the documentation or engineering team if it helps accelerate this. Thank you in advance for any official clarification or guidance. Clear documentation in this area would greatly benefit both developers and Final Cut Pro users.
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Clipboard Bug within simulator 26.4
After updating to Xcode 26.4 and also the update on the simulator the copy paste feature in the simulators doesn't work anymore and i can't build my app without it because the user has to copy and paste api keys in it. Is there an solution for it I have tried to install an other simulator ios version but then the simulator doesn't work on the the new xcode. Have someone already found an solution?
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Xcode 26.4 cannot run app-hosted unit tests on physical iOS 16 devices ("Logic Testing Unavailable")
Summary: After upgrading to Xcode 26.4, app-hosted XCTest execution on physical devices running iOS 16 fails at test-planning time with "Logic Testing Unavailable." The same project and same device work under Xcode 26.2. The failure reproduces with a standalone minimal Xcode project, which suggests this is an Xcode regression rather than a project-configuration issue. Environment: Xcode: 26.4 (17E192) macOS: Tahoe 26.4 Failing device: iPhone 11 (iPhone12,1), iOS 16.0.3 Working comparisons: Xcode 26.2 + same iPhone 11 (iOS 16.0.3): works Xcode 26.4 + iPad Pro 11-inch (4th generation) on iOS 26.3: works Regression: Yes. Works on Xcode 26.2. Fails on Xcode 26.4. Same project, same signing setup, same physical iOS 16 device. Minimal reproduction: A minimal sample project with: one iOS app target one app-hosted unit-test target one UI-test target (for comparison; not required to reproduce) Steps for the unit-test repro on a physical device running iOS 16: Build for testing: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Build.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ build-for-testing Run tests without building: xcodebuild -project TestProject.xcodeproj \ -scheme TestProject-UnitTests \ -sdk iphoneos \ -destination 'platform=iOS,id=<DEVICE_UDID>' \ -derivedDataPath DerivedData-Device-Unit \ -resultBundlePath Results-Device-Unit-Test.xcresult \ DEVELOPMENT_TEAM=<TEAM_ID> \ CODE_SIGN_STYLE=Automatic \ test-without-building Note: xcodebuild test (combined build and test) also fails with the same error. Expected result: The hosted unit tests run successfully on the connected physical device, as they do under Xcode 26.2. Actual result: Step 1 (build-for-testing) succeeds. Step 2 (test-without-building) fails immediately (within ~1 second) with: 2026-03-26 11:23:28.683 xcodebuild[51930:731004] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:28.725 xcodebuild[51930:730966] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. 2026-03-26 11:23:29.239 xcodebuild[51930:730966] Writing error result bundle to /var/folders/jl/knmkq18x4cg_3w087zgpfldm0000gn/T/ResultBundle_2026-26-03_11-23-0029.xcresult xcodebuild: error: Failed to build project TestProject with scheme TestProject-UnitTests.: Cannot test target “redacted” on “redacted”: Logic Testing Unavailable Logic Testing on iOS devices is not supported. You can run logic tests on the Simulator. Why this looks like an Xcode regression: The same project and same physical iOS 16.0.3 device work under Xcode 26.2. Under Xcode 26.4, build-for-testing still succeeds, so signing, provisioning, and bundle construction appear valid. The failure happens only when Xcode plans or launches the on-device test run. Before the failure, Xcode 26.4 logs: DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion. A newer physical device running iOS 26.3 works under Xcode 26.4 without this warning. The issue also reproduces with a minimal standalone Xcode project, which makes a project-specific configuration problem unlikely. The Xcode-generated .xctestrun files for the passing Xcode 26.2 case and failing Xcode 26.4 case are structurally equivalent, making an .xctestrun format difference unlikely to be the cause.
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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About Customizing Xcode Project Navigator UI
Since I have downloaded latest Xcode version I am having Project Navigator in the Menu Style UI and not in the Tab based UI, the one earlier. Also, I am not able to find any options to change Project Navigator style. Please provide user the option to change UI to either Menu based or Tab based Project Navigator UI ( Projects, Source Control, Bookmark, find etc )
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Previews for SwiftUI views in Packages don't work in Xcode 26.4
I have an iOS project based on SwiftUI in which almost all code is organised in Packages. With Xcode 26.2 and 26.3, I can preview all SwiftUI views without issues. With Xcode 26.4, the same previews don't work, in the canvas appears this error message: "Cannot preview in this file. Could not find target description for “TaskListView.swift”". The explanation is: "The list of source files that produce object files did not contain this file to be previewed. Check to make sure it is not excluded using the EXCLUDED_SOURCE_FILE_NAMES build setting." If I add a SwiftUI view to the main project files (not in a package), the preview works as expected. Is it an Xcode 26.4 regression? Or do I need to modify some configuration file?
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174
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Xcode 26.4 does not restore the most recent scheme
When opening a project or workspace in Xcode 26.4 the most recently active scheme is not restored. Instead, the scheme reverts to the first scheme in the list. I've tried opening and closing Xcode a few times, and removing the user data for a workspace. No luck. Any suggestions or workarounds?
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27
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Slow launch of app on iOS Simulator 26.4
Each time I launch a Debug version of the app on iOS Simulator, I see the Launch Screen presented and then about a 30-second delay before the app is responsive and debug output appears in the console panel. Filed FB22345091
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Simulator fails to boot
Im working on my laptop with Mac OS 15.7.5 and Im using Xcode 26.0.1 and Im trying to simulate the code I've written. It only allows me to simulate on iPhone 16e but it never finishes loading, I also tried using my personal iPhone as a simulator but that doesn't work either. Could it possibly be my storage on why the simulators don't work?
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34
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Installation of XCode CLT on Tahoe 26.1
I am unable to install due to the following error: "can't install the software because it is not currently available from the software update server" Mac OS: Tahoe 26.1 CLI: Iterm2 Command : xcode-select --install Output: Command transitions to a GUI installer and attempts to download but fails with the attached error. As a result I am unable to proceed with installing Homebrew from CLI or downloaded pkg
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message "The application failed to launch.", i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = "com.laurent-guise.ble-laser"; DVTErrorCreationDateKey = "2026-03-30 07:59:46 +0000"; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open "com.laurent-guise.ble-laser" failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "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.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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Xcode_26 not compiling Metal project
Hello Xcode 26.0.1 (17A400) Missing some Metal components When building a program using Metal, it induces an unexpected error : “error: error: cannot execute tool 'metal' due to missing Metal Toolchain; use: xcodebuild -downloadComponent MetalToolchain Command CompileMetalFile failed with a nonzero exit code” Which terminates the build The fix given “xcodebuild -downloadComponent MetalToolchain” using sudo does not work Did someone find a work around or could resolve the issue? Many thanks Jean MacBook Air M4; macOS 26.0.1; Xcode 26.0.1
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Xcode Source Control pull/push hangs indefinitely, terminal Git works normally After Tahoe 26.3 (25D125) Update
Device Details: MBP M2 Pro AND MBP M3 Pro macOS 26.3 (25D125) Xcode Version 26.3, 26.2, 26.1 (I reinstalled all 3 of these after the macOS update) BUG: Xcode hangs indefinitely when performing Source Control operations (Pull or Push) on a Git repository that uses SSH authentication. The same repository works correctly when performing the equivalent Git operations from the Terminal using the Git CLI. The issue appears to be specific to Xcode’s internal Source Control integration. When the operation is triggered from Xcode, the UI shows a spinning progress indicator and never completes. Terminal Git commands (git fetch, git pull, git push) complete normally using the same SSH key and repository. A hang sample taken during the issue shows the Xcode main thread blocked in Source Control authentication and fingerprint handling code paths, including: IDESourceControlUIHandler IDESourceControlFingerprintManager handleAuthenticationFailure showFingerprintAlertOnWindow This suggests Xcode may be waiting on a Source Control authentication or host fingerprint UI flow that never resolves. SSH connectivity itself is functioning correctly: ssh -T git@bitbucket.org and ssh -T git@github.com both authenticate successfully. git ls-remote, git fetch, git pull, and git push all work correctly from Terminal. No Source Control accounts are configured in Xcode Preferences. Authentication relies entirely on SSH keys. Steps to Reproduce Configure an SSH key for Git access (e.g., Bitbucket or GitHub) and confirm it works via Terminal. Clone or open an existing Git repository that uses SSH (git@host:repo.git). Open the project/workspace in Xcode. In Xcode, attempt a Source Control operation such as: Source Control → Pull Source Control → Push Observe that Xcode displays a spinning progress indicator and does not complete the operation. Logs available on this Feedback Assist ID: FB22146913
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iOS 26.2 Simulator is not available for download
I'm trying to download the iOS 26.2 simulator, but it fails both in Xcode and via the command line. When I run: xcodebuild -downloadPlatform iOS -buildVersion 26.2 -exportPath ~/Downloads It returns: iOS 26.2 is not available for download. I would like to know: Why iOS 26.2 simulator cannot be downloaded at the moment. Whether iOS 26.2 simulator is still available, or if it has been removed or replaced. How to properly get and install the iOS 26.2 simulator. Any official explanation or solution would be greatly appreciated. Thank you!
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432
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UI Glitch in Toolbar Menu Picker After Migrating to Xcode 26
I am experiencing a UI issue after migrating my app from Xcode 16 to Xcode 26. In my implementation, I have a toolbar that contains multiple buttons along with a dropdown menu. The hierarchy for dropdown is as follows: **Toolbar → ToolbarItem → View → Menu → Picker ** Prior to Xcode 26, this setup worked smoothly in production builds. The dropdown (Menu + Picker) behaves as expected, and selecting a value triggers loading a dataset containing thousands of records on the screen. However, after upgrading to Xcode 26, I am observing an animation glitch when dismissing the dropdown after a selection is made. Specifically, the dropdown briefly shows a “capsule-like” animation artifact during dismissal, which persists for a few seconds. This visual issue is noticeable and negatively impacts the perceived performance and user experience of the app. This issue is occurring in an already released app built with Xcode 26. Questions: Is this a known issue or regression in Xcode 26 / SwiftUI Menu or Picker components? If yes, are there any known fixes or upcoming Xcode versions where this is resolved? If not, what would be the recommended approach to eliminate or minimize this animation glitch when dismissing the dropdown? Additional Context: The issue appears only after migration to Xcode 26. The dataset loaded after selection is large (thousands of records). The glitch specifically occurs during the dismissal animation of the Menu/Picker. Any guidance or workarounds would be greatly appreciated.
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How to manually install iOS 26 Simulator download archive?
For difficult reasons I won’t get into, I ended up manually downloading the latest iOS 26 simulator runtime. I now have a file named 78756498-8AB4-4E5A-986C-7AA435758657.aar copied to my Mac. How do I get this archive installed so Xcode 26 recognizes it as a proper simulator runtime component? All searching I‘ve done for manually installing simulators references dmg files and older versions of Xcode. There’s no mention of aar files. When I tried the command: sudo xcrun simctl runtime add ./78756498-8AB4-4E5A-986C-7AA435758657.aar I get the result: An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=22): Error while creating AEA backend Invalid argument I tried to use Archive Utility to open the file but that just says it is unable to expand the file. I even tried renaming the file with a dmg extension and then tried mounting the file and I get the same “AEA backend” error. My Mac doesn’t have sufficient Internet access to let me download and install this normally through Xcode. I need to find a way to get this file installed manually.
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iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
Hello Apple Developer Community, I'm seeing a persistent crash in my iOS app reported via Firebase Crashlytics. The issue only started appearing on devices running iOS 26.3.0 and above (the crash does not occur on lower iOS versions, and it's unrelated to my app's version number). Key points: My app does NOT use any Text-to-Speech (TTS) features whatsoever. No AVSpeechSynthesizer, no Speech framework, no related APIs called from our code. My app is primarily written in Objective-C (with some Swift components possibly via dependencies). The crash stack is entirely within Apple's private TextToSpeech framework, specifically in ausdk::BufferAllocator::instance(). I suspect it might be indirectly triggered by a third-party ad SDK (e.g., Google Mobile Ads, AppLovin, etc.) that could be loading or interacting with accessibility features in the background — but this is just a hypothesis, as I have no direct evidence yet. Here is one representative crash log: Crashed: com.apple.root.user-initiated-qos.cooperative 0 TextToSpeech 0x6bb00 ausdk::BufferAllocator::instance() + 99800 1 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 2 TextToSpeech 0xf8c60 ausdk::BufferAllocator::instance() + 677688 3 TextToSpeech 0x1a0b9c ausdk::BufferAllocator::instance() + 1365620 4 libswift_Concurrency.dylib 0x628b4 swift::runJobInEstablishedExecutorContext(swift::Job*) + 288 5 libswift_Concurrency.dylib 0x63d28 swift_job_runImpl(swift::Job*, swift::SerialExecutorRef) + 156 6 libdispatch.dylib 0x13f48 _dispatch_root_queue_drain + 364 7 libdispatch.dylib 0x146fc _dispatch_worker_thread2 + 180 8 libsystem_pthread.dylib 0x137c _pthread_wqthread + 232 9 libsystem_pthread.dylib 0x8c0 start_wqthread + 8 The crash occurs on a background cooperative queue (Swift Concurrency). Questions: Has anyone else seen crashes inside ausdk::BufferAllocator::instance() in TextToSpeech on iOS 26.3.0+ even without using TTS in their app? Could a third-party ad SDK be causing the TextToSpeech framework to load unexpectedly (e.g., via accessibility preloading)? Is this a known bug in iOS 26's Spoken Content / Speak Selection features? Any workarounds or fixes from Apple? Any insights, similar reports (especially from Objective-C based apps), or advice would be greatly appreciated! Thanks!
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