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App Store submission blocked after Xcode 27 beta / macOS update
I am experiencing an App Store submission issue after updating my Mac development environment. A build of my iOS app can be uploaded and appears in App Store Connect/TestFlight, but when I try to use the build for App Review, it is rejected because it was built using a beta version of Xcode. I am currently using Xcode 27 beta because of the macOS environment installed on this Mac. I have been advised that I may need to return the Mac to a stable macOS/Xcode environment and rebuild the app. This is particularly concerning because the app and its development data already exist on this Mac, and reverting the development environment may require a full backup and OS reinstallation. I would like to know: What is the officially supported procedure to return to a stable macOS and Xcode environment without losing development data? Which stable Xcode version should be used to rebuild the app for App Store submission? Is there any supported way to submit the existing build, or must it be rebuilt completely with a non-beta Xcode? I would also like to know whether other developers using the current beta environment are experiencing the same App Store Connect submission restriction. I would also like clarification regarding responsibility and remediation in this situation. If a development environment provided through Apple’s software update or beta distribution results in an existing application becoming unable to be submitted to App Store Connect, what responsibility does Apple assume for the resulting disruption to developers? In particular, if resolving the issue requires backing up development data, reinstalling macOS, reinstalling Xcode, and rebuilding the application, does Apple provide an official recovery procedure or support for developers affected by this situation? I believe this is important not only for my application, but also for other developers who may encounter the same issue. I would appreciate an official clarification from Apple regarding both the technical solution and Apple’s policy for developers affected by this problem. Thank you.
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Is there a real Swift Package Manager Registry in existence?
I would like to be able to use an SPM registry to access the various open source packages that my app uses. I want to do this so that I can use JFrog's Artifactory as a registry proxy, and manage my app's dependencies through it. I've found an announcement in 2019 that GitHub Package Registry was going to support Swift packages, but I have found no newer info. All the other things I've found which call themselves Swift package registries do not conform to SE-0292. Are there any public SPM registries? Will there be any in the near future?
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Abnormal BOOL value only in iOS 18 Simulator after upgrading Xcode 16 & iOS 18 SDK
After upgrading to Xcode 16 and iOS 18 SDK, my Objective-C project has serious BOOL value errors only on iOS 18 Simulator. The same code works perfectly on real iPhone devices and Mac Catalyst. When getting BOOL return values from methods or assigning system API results to BOOL properties, it generates unexpected negative large numbers. Since C language treats all non-zero values as true in if() judgment, our business logic is completely broken. Could you please explain what underlying changes in iOS 18 Simulator or Xcode 16 compiler caused this BOOL parsing problem? Thank you.
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Instruments fails while processing SwiftUI recording
I’m seeing a consistent Instruments error after recording a SwiftUI profile: “Failed to stop recording session: Data Providers emitted errors: Required” The recording itself starts and runs normally. The error appears only after I stop recording, while Instruments is processing the trace. No profiling results are produced. Environment: Xcode 27.0 beta 5 (27A5237l) Instruments 27.0 (27A5237l) Physical iOS device running the latest beta I can reproduce this consistently using the SwiftUI template. I’ve also tried updating Instruments and restarting the tools, but the issue remains. Expected: The trace finishes processing and displays the collected data. Actual: Processing fails with the data-provider error above.
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Cannot Log Into CloudKit Dashboard Using My Mac
I use my fingerprint to attempt to log in, but the spinner just spins and a file is downloaded to my Download folder with the title icloud.developer.apple.com with zero bytes. I've cleared cookies and cache, but it doesn't help. I can get to CloudKit Dashboard via Xcode in the Signings and Capabilities tab, but I never had to do it this way. I've been doing it via the Mac.
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Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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Unable to sign into sandbox account on simulator / device hub
Hi, I am unable to sign into the sandbox account on the simulator. Settings > Developer > Sandbox Apple Account > Sign in Xcode: 26.6 (17F113) Xcode Simulator: 16.0 (1063.4) I have even tried on Device Hub on Xcode 27. I vaguely remember being able to sign into the simulator using Questions: Is anyone able to sign into Sandbox account on the simulator / device hub? Is there any workaround? Is this a known issue?
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Unable to install apps from Xcode 26.6 to some iPhones and iPads
Recently, with Xcode 26.6, we've been unable to install apps on some physical devices (iPhone, iPad). Some devices work fine. An alert saying "Install Application not available" appears. I reported it through Feedback Assistant, but someone from Apple replied that it's an issue with Xcode 27.0 beta and told me to install the latest Xcode 27. However, I'm actually using Xcode 26.6. The issue is still unresolved, so if anyone learns anything, I'd appreciate it if you could share an update.
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Unable to launch tests in Xcode 26
I am trying to upgrade my app to use Xcode 26 and I cannot get my tests to launch. I am trying to launch tests to the simulator, and I always get this error after 300 second timeout: "encountered an error (The test runner hung before establishing connection.)" There are no other errors getting logged. I can run to the same simulator just fine, and in Xcode 16 the tests launch with no issues. The tests also run fine on an actual iPhone. Thanks in advance.
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Xcode 16 is running on an iPhone 7 with iOS 12.1.3. The application fails to open normally and crashes immediately upon startup.
I am currently using Xcode 16 (16A242d) and testing on an iPhone 7 running iOS 12.1.3. However, when I try to launch the app on the device, it crashes immediately. Below are the crash logs from the iPhone 7: 错误 11:54:55.731858+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches/ATXCacheFile-_ATXAppPredictor-TotalScore 错误 11:54:55.731897+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches 错误 11:54:55.754498+0800 kernel Sandbox: duetexpertd(132) deny(1) mach-lookup com.apple.proactive.ActionPrediction.predictions 错误 11:54:55.756102+0800 duetexpertd Unable to remove recent engagement cache file. Error: Error Domain=NSCocoaErrorDomain Code=4 UserInfo={NSFilePath=, NSUserStringVariant=, NSUnderlyingError=0x100db60a0 {Error Domain=NSPOSIXErrorDomain Code=2}} 错误 11:54:56.571640+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 696; SBApplicationStateRunningReasonsKey = ( { SBApplicationStateRunningReasonAssertionIdentifierKey = UIApplicationLaunch; SBApplicationStateRunningReasonAssertionReasonKey = 10000; } ); SBMostElevatedStateForProcessID = 8; } 错误 11:54:56.829372+0800 assertiond [IGCProject:696] SyscallError: setpriority(PRIO_DARWIN_ROLE, 696, 3): No such process 错误 11:54:56.944833+0800 dasd Activity not tracked as being started, ignoring it 错误 11:55:06.153790+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 697; SBMostElevatedStateForProcessID = 8; } 错误 11:55:06.430433+0800 assertiond [IGCProject:697] SyscallError: setpriority(PRIO_DARWIN_ROLE, 697, 3): No such process 错误 11:55:13.158889+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 699; SBMostElevatedStateForProcessID = 8; } 错误 11:55:13.416290+0800 assertiond [IGCProject:699] SyscallError: setpriority(PRIO_DARWIN_ROLE, 699, 3): No such process I am trying to understand what is causing this issue. Even after archiving and installing the app, it still crashes. According to the official documentation, Xcode 16 is supposed to support iOS 12, but this issue persists. I would like to know the possible reasons for this behavior.
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Running Mac App UI Tests fails on a CI runner with locked screen
Hi everyone, I'm trying to run a Mac app UI tests on our CI servers (Mac minis). The servers are logged in, but the lock screen is active (aka, the active process is the com.apple.loginwindow). UI tests end up failing with: Failed to activate application (current state: Running Background) Is there any way to run Mac UI tests on a server like this without having to disable the lock screen? Our admins will likely not accept that solution, and I agree with them. Aside from running a full VM just for the UI tests, I can't find any solution. Thank you, Miguel Arroz
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XCUITests running incredibly slow with Xcode 15.3
Sometime recently our XCUITests started to hang after awhile and so I had filed this Feedback ticket. With the release of Xcode 15.3 I re-ran the test in the project I had attached to that Feedback ticket (which taps a "Go!" button which pushes a new view controller and then verifies the value of a UILabel) and the tests are running crazy slow on a device now running iOS 17.4. It has been half an hour and only 14 of 100 iterations have been run. Anyone else experience severe performance degradation in their XCUITests with Xcode 15.3?
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C23 `` missing from libSystem (FB24179855)
Filed FB24179855 for this. Posting here so others hitting similar limitations can track and/or reference it (Apple's triage reportedly weighs duplicate count). Issue <stdbit.h>, the C23 standard header for bit-manipulation utilities (stdc_leading_zeros, stdc_count_ones, stdc_bit_width, etc.) from C23 §7.18, is not present in the macOS SDK libSystem. Worth noting this is a libc/SDK gap, not a compiler gap. Apple Clang accepts -std=c23 fine, and <stdckdint.h> (also C23, also library-level, e.g. ckd_add) is already present and working correctly. So C23 library headers are clearly being landed in libSystem incrementally. stdbit.h just hasn't made it in yet. If anyone's found a workaround (other than falling back to __builtin_clz/__builtin_popcount etc.) or has visibility into whether this is scheduled, would be good to hear. Repro #include <stdbit.h> int main(void) { return stdc_leading_zeros((unsigned)0); } $ /usr/bin/cc -std=c23 repro.c repro.c:1:10: fatal error: 'stdbit.h' file not found 1 | #include <stdbit.h> | ^~~~~~~~~~ 1 error generated. Environment Apple clang version 21.0.0 (clang-2100.1.1.101) Target: arm64-apple-darwin25.6.0
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Issue Summary — BWIOSGdx.xcframework fails to run on iOS Simulator
Background: The app embeds an in-app game feature ("Game Hub" / Fallinmoji) that is written in Java against libGDX and cross-compiled to native code for iOS using RoboVM (via ./gradlew :ios:robovmInstall). The build produces BWIOSGdx.xcframework, which is linked and embedded into the main iOS target. What we confirmed in the framework itself: The .xcframework does contain two genuinely separate Mach-O slices — one tagged LC_BUILD_VERSION platform=IOS (device) and one tagged platform=IOS SIMULATOR (arm64 simulator), so at the packaging level Xcode sees a proper simulator slice. Despite that, the framework does not run correctly under the Simulator, so our build script deliberately skips building/linking it entirely for iphonesimulator runs ("libGDX is device-only") and the feature is device-only in practice. Root cause (working theory): RoboVM AOT-compiles JVM bytecode into native ARM64 machine code and relies on hand-written runtime scaffolding (trampolines, dynamic method dispatch, JIT-adjacent code generation) that predates Apple Silicon simulators. That scaffolding appears to assume the calling conventions/execution environment of a physical device and does not behave correctly when executed inside the Simulator's process (which runs under different memory-protection/JIT and code-signing rules than a device). The result is that even though a correctly-tagged simulator slice exists, code compiled by RoboVM's toolchain does not execute reliably there — RoboVM itself has been effectively unmaintained since ~2017 and was never updated for Apple's current arm64 Simulator runtime. Impact: We cannot build/run/debug the Game Hub feature (and by extension, sometimes the whole app when this framework is force-included) in the Simulator, which blocks fast local iteration, CI-based UI testing, and any workflow that depends on Simulator rather than a provisioned physical device. Ask for Apple: Is this a known/expected limitation of running JIT-adjacent or non-Apple-toolchain-compiled native code (e.g., from RoboVM or similar Java→native cross-compilers) inside the iOS Simulator on Apple Silicon, versus on a physical device? Is there a supported mechanism (entitlement, code-signing flag, JIT-related capability) that would let such a framework execute correctly under Simulator, or is Simulator execution of dynamically-generated/trampoline-based native code from third-party toolchains fundamentally unsupported?
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Xcode doesn't gather code coverage for local Swift package targets
My app setup is similar to https://forums.developer.apple.com/thread/133495 - I have an app target, some frameworks and local Swift packages. I added the package tests to the test plan.Now, when "gather code coverage" is just "on" in the test plan, I get code coverage from the package targets. But when I selectively add only the targets I want (including the package targets), the package targets don't show up in the code coverage results at all.Gathering code coverage for all targets isn't really what I want, because that includes a lot of third-party code that I'm not interested in.
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App Store submission blocked after Xcode 27 beta / macOS update
I am experiencing an App Store submission issue after updating my Mac development environment. A build of my iOS app can be uploaded and appears in App Store Connect/TestFlight, but when I try to use the build for App Review, it is rejected because it was built using a beta version of Xcode. I am currently using Xcode 27 beta because of the macOS environment installed on this Mac. I have been advised that I may need to return the Mac to a stable macOS/Xcode environment and rebuild the app. This is particularly concerning because the app and its development data already exist on this Mac, and reverting the development environment may require a full backup and OS reinstallation. I would like to know: What is the officially supported procedure to return to a stable macOS and Xcode environment without losing development data? Which stable Xcode version should be used to rebuild the app for App Store submission? Is there any supported way to submit the existing build, or must it be rebuilt completely with a non-beta Xcode? I would also like to know whether other developers using the current beta environment are experiencing the same App Store Connect submission restriction. I would also like clarification regarding responsibility and remediation in this situation. If a development environment provided through Apple’s software update or beta distribution results in an existing application becoming unable to be submitted to App Store Connect, what responsibility does Apple assume for the resulting disruption to developers? In particular, if resolving the issue requires backing up development data, reinstalling macOS, reinstalling Xcode, and rebuilding the application, does Apple provide an official recovery procedure or support for developers affected by this situation? I believe this is important not only for my application, but also for other developers who may encounter the same issue. I would appreciate an official clarification from Apple regarding both the technical solution and Apple’s policy for developers affected by this problem. Thank you.
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2
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0
Views
289
Activity
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Is there a real Swift Package Manager Registry in existence?
I would like to be able to use an SPM registry to access the various open source packages that my app uses. I want to do this so that I can use JFrog's Artifactory as a registry proxy, and manage my app's dependencies through it. I've found an announcement in 2019 that GitHub Package Registry was going to support Swift packages, but I have found no newer info. All the other things I've found which call themselves Swift package registries do not conform to SE-0292. Are there any public SPM registries? Will there be any in the near future?
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3
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1.5k
Activity
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Abnormal BOOL value only in iOS 18 Simulator after upgrading Xcode 16 & iOS 18 SDK
After upgrading to Xcode 16 and iOS 18 SDK, my Objective-C project has serious BOOL value errors only on iOS 18 Simulator. The same code works perfectly on real iPhone devices and Mac Catalyst. When getting BOOL return values from methods or assigning system API results to BOOL properties, it generates unexpected negative large numbers. Since C language treats all non-zero values as true in if() judgment, our business logic is completely broken. Could you please explain what underlying changes in iOS 18 Simulator or Xcode 16 compiler caused this BOOL parsing problem? Thank you.
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Views
161
Activity
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Instruments fails while processing SwiftUI recording
I’m seeing a consistent Instruments error after recording a SwiftUI profile: “Failed to stop recording session: Data Providers emitted errors: Required” The recording itself starts and runs normally. The error appears only after I stop recording, while Instruments is processing the trace. No profiling results are produced. Environment: Xcode 27.0 beta 5 (27A5237l) Instruments 27.0 (27A5237l) Physical iOS device running the latest beta I can reproduce this consistently using the SwiftUI template. I’ve also tried updating Instruments and restarting the tools, but the issue remains. Expected: The trace finishes processing and displays the collected data. Actual: Processing fails with the data-provider error above.
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399
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Cannot Log Into CloudKit Dashboard Using My Mac
I use my fingerprint to attempt to log in, but the spinner just spins and a file is downloaded to my Download folder with the title icloud.developer.apple.com with zero bytes. I've cleared cookies and cache, but it doesn't help. I can get to CloudKit Dashboard via Xcode in the Signings and Capabilities tab, but I never had to do it this way. I've been doing it via the Mac.
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1
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379
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DeviceHub not showing iOS 16 devices or simulators
Seems like there is an issue in Xcode 27 beta 4 & 5 where DeviceHub doesn't show iOS 16 devices or simulators. I've checked the filters to ensure I haven't hidden anything and the are listed in the Xcode destination dropdown.
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0
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106
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App Startup with Debugger in Xcode 26 is slow
My app start up has became horrid. It takes 1 minute to open SQLlite database for my rust core. Impossible to work... I have Address Sanitizer, Thread Perf Checker and Thread Sanitizer disabled...
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27
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6
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Coding Assistant autocomplete breaks with many Swift packages
I’m seeing a reproducible issue in both Xcode 26 and Xcode 27 where Coding Assistant appears to stop autocompleting when a project contains a larger number of Swift Package dependencies. Symptoms: Autocomplete suggestions from Coding Assistant stop appearing. File targeting with @ stops working. The issue typically appears shortly after opening the project If I start a brand-new chat immediately after opening the project, Coding Assistant sometimes works briefly before failing Reducing or removing Swift Package dependencies fixes the issue I’ve created a sample project that reproduces the problem and have also filed Feedback Assistant report: FB23341243 The issue seems related to package count or project complexity rather than any specific package, although I haven’t yet identified the exact threshold that triggers it. Has anyone else run into this or has anyone found a workaround?
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2
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3
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600
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Unable to sign into sandbox account on simulator / device hub
Hi, I am unable to sign into the sandbox account on the simulator. Settings > Developer > Sandbox Apple Account > Sign in Xcode: 26.6 (17F113) Xcode Simulator: 16.0 (1063.4) I have even tried on Device Hub on Xcode 27. I vaguely remember being able to sign into the simulator using Questions: Is anyone able to sign into Sandbox account on the simulator / device hub? Is there any workaround? Is this a known issue?
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2
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440
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Unable to install apps from Xcode 26.6 to some iPhones and iPads
Recently, with Xcode 26.6, we've been unable to install apps on some physical devices (iPhone, iPad). Some devices work fine. An alert saying "Install Application not available" appears. I reported it through Feedback Assistant, but someone from Apple replied that it's an issue with Xcode 27.0 beta and told me to install the latest Xcode 27. However, I'm actually using Xcode 26.6. The issue is still unresolved, so if anyone learns anything, I'd appreciate it if you could share an update.
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1
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1
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494
Activity
3w
Unable to launch tests in Xcode 26
I am trying to upgrade my app to use Xcode 26 and I cannot get my tests to launch. I am trying to launch tests to the simulator, and I always get this error after 300 second timeout: "encountered an error (The test runner hung before establishing connection.)" There are no other errors getting logged. I can run to the same simulator just fine, and in Xcode 16 the tests launch with no issues. The tests also run fine on an actual iPhone. Thanks in advance.
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11
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Xcode 26.0 through 26.6 fails to open on M2 MacBook Air with Tahoe 26.6.1
Everything has been updated. Countless reboots and reinstalls. Yet Xcode still won't open. Keep getting "Xcode quit unexpectedly dialog" with buttons to Reopen, Ignore, Report. Any suggestions on what lingering file is killing Xcode on open? Thanks!
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293
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Can not see crash report from Xcode organizer
Xcode 26.6 It's showing crashes from the App Store Analytics. But no crash logs from Xcode Organizer. I have tried to sign out and log in to Xcode again. I also changed the folder /Library/Developer/Xcode/Products and View > Reload the Organizer. Nothing helps. It's still empty for all versions.
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10
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Xcode26.6 + WDA 自动化测试
Can iOS 26.6 + Xcode 26.6 be used for automated testing? Are there any successful case studies?
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127
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Xcode 16 is running on an iPhone 7 with iOS 12.1.3. The application fails to open normally and crashes immediately upon startup.
I am currently using Xcode 16 (16A242d) and testing on an iPhone 7 running iOS 12.1.3. However, when I try to launch the app on the device, it crashes immediately. Below are the crash logs from the iPhone 7: 错误 11:54:55.731858+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches/ATXCacheFile-_ATXAppPredictor-TotalScore 错误 11:54:55.731897+0800 kernel Sandbox: assertiond(62) System Policy: deny(1) file-read-metadata /private/var/mobile/Library/DuetExpertCenter/caches 错误 11:54:55.754498+0800 kernel Sandbox: duetexpertd(132) deny(1) mach-lookup com.apple.proactive.ActionPrediction.predictions 错误 11:54:55.756102+0800 duetexpertd Unable to remove recent engagement cache file. Error: Error Domain=NSCocoaErrorDomain Code=4 UserInfo={NSFilePath=, NSUserStringVariant=, NSUnderlyingError=0x100db60a0 {Error Domain=NSPOSIXErrorDomain Code=2}} 错误 11:54:56.571640+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 696; SBApplicationStateRunningReasonsKey = ( { SBApplicationStateRunningReasonAssertionIdentifierKey = UIApplicationLaunch; SBApplicationStateRunningReasonAssertionReasonKey = 10000; } ); SBMostElevatedStateForProcessID = 8; } 错误 11:54:56.829372+0800 assertiond [IGCProject:696] SyscallError: setpriority(PRIO_DARWIN_ROLE, 696, 3): No such process 错误 11:54:56.944833+0800 dasd Activity not tracked as being started, ignoring it 错误 11:55:06.153790+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 697; SBMostElevatedStateForProcessID = 8; } 错误 11:55:06.430433+0800 assertiond [IGCProject:697] SyscallError: setpriority(PRIO_DARWIN_ROLE, 697, 3): No such process 错误 11:55:13.158889+0800 symptomsd Attempt to add an app with insufficient id, info { BKSApplicationStateAppIsFrontmost = 1; BKSApplicationStateExtensionKey = 0; SBApplicationStateDisplayIDKey = "com.igetcool.app"; SBApplicationStateKey = 8; SBApplicationStateProcessIDKey = 699; SBMostElevatedStateForProcessID = 8; } 错误 11:55:13.416290+0800 assertiond [IGCProject:699] SyscallError: setpriority(PRIO_DARWIN_ROLE, 699, 3): No such process I am trying to understand what is causing this issue. Even after archiving and installing the app, it still crashes. According to the official documentation, Xcode 16 is supposed to support iOS 12, but this issue persists. I would like to know the possible reasons for this behavior.
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1
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791
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3w
Running Mac App UI Tests fails on a CI runner with locked screen
Hi everyone, I'm trying to run a Mac app UI tests on our CI servers (Mac minis). The servers are logged in, but the lock screen is active (aka, the active process is the com.apple.loginwindow). UI tests end up failing with: Failed to activate application (current state: Running Background) Is there any way to run Mac UI tests on a server like this without having to disable the lock screen? Our admins will likely not accept that solution, and I agree with them. Aside from running a full VM just for the UI tests, I can't find any solution. Thank you, Miguel Arroz
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1
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0
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324
Activity
3w
XCUITests running incredibly slow with Xcode 15.3
Sometime recently our XCUITests started to hang after awhile and so I had filed this Feedback ticket. With the release of Xcode 15.3 I re-ran the test in the project I had attached to that Feedback ticket (which taps a "Go!" button which pushes a new view controller and then verifies the value of a UILabel) and the tests are running crazy slow on a device now running iOS 17.4. It has been half an hour and only 14 of 100 iterations have been run. Anyone else experience severe performance degradation in their XCUITests with Xcode 15.3?
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3
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1.4k
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3w
C23 `` missing from libSystem (FB24179855)
Filed FB24179855 for this. Posting here so others hitting similar limitations can track and/or reference it (Apple's triage reportedly weighs duplicate count). Issue <stdbit.h>, the C23 standard header for bit-manipulation utilities (stdc_leading_zeros, stdc_count_ones, stdc_bit_width, etc.) from C23 §7.18, is not present in the macOS SDK libSystem. Worth noting this is a libc/SDK gap, not a compiler gap. Apple Clang accepts -std=c23 fine, and <stdckdint.h> (also C23, also library-level, e.g. ckd_add) is already present and working correctly. So C23 library headers are clearly being landed in libSystem incrementally. stdbit.h just hasn't made it in yet. If anyone's found a workaround (other than falling back to __builtin_clz/__builtin_popcount etc.) or has visibility into whether this is scheduled, would be good to hear. Repro #include <stdbit.h> int main(void) { return stdc_leading_zeros((unsigned)0); } $ /usr/bin/cc -std=c23 repro.c repro.c:1:10: fatal error: 'stdbit.h' file not found 1 | #include <stdbit.h> | ^~~~~~~~~~ 1 error generated. Environment Apple clang version 21.0.0 (clang-2100.1.1.101) Target: arm64-apple-darwin25.6.0
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Issue Summary — BWIOSGdx.xcframework fails to run on iOS Simulator
Background: The app embeds an in-app game feature ("Game Hub" / Fallinmoji) that is written in Java against libGDX and cross-compiled to native code for iOS using RoboVM (via ./gradlew :ios:robovmInstall). The build produces BWIOSGdx.xcframework, which is linked and embedded into the main iOS target. What we confirmed in the framework itself: The .xcframework does contain two genuinely separate Mach-O slices — one tagged LC_BUILD_VERSION platform=IOS (device) and one tagged platform=IOS SIMULATOR (arm64 simulator), so at the packaging level Xcode sees a proper simulator slice. Despite that, the framework does not run correctly under the Simulator, so our build script deliberately skips building/linking it entirely for iphonesimulator runs ("libGDX is device-only") and the feature is device-only in practice. Root cause (working theory): RoboVM AOT-compiles JVM bytecode into native ARM64 machine code and relies on hand-written runtime scaffolding (trampolines, dynamic method dispatch, JIT-adjacent code generation) that predates Apple Silicon simulators. That scaffolding appears to assume the calling conventions/execution environment of a physical device and does not behave correctly when executed inside the Simulator's process (which runs under different memory-protection/JIT and code-signing rules than a device). The result is that even though a correctly-tagged simulator slice exists, code compiled by RoboVM's toolchain does not execute reliably there — RoboVM itself has been effectively unmaintained since ~2017 and was never updated for Apple's current arm64 Simulator runtime. Impact: We cannot build/run/debug the Game Hub feature (and by extension, sometimes the whole app when this framework is force-included) in the Simulator, which blocks fast local iteration, CI-based UI testing, and any workflow that depends on Simulator rather than a provisioned physical device. Ask for Apple: Is this a known/expected limitation of running JIT-adjacent or non-Apple-toolchain-compiled native code (e.g., from RoboVM or similar Java→native cross-compilers) inside the iOS Simulator on Apple Silicon, versus on a physical device? Is there a supported mechanism (entitlement, code-signing flag, JIT-related capability) that would let such a framework execute correctly under Simulator, or is Simulator execution of dynamically-generated/trampoline-based native code from third-party toolchains fundamentally unsupported?
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Xcode doesn't gather code coverage for local Swift package targets
My app setup is similar to https://forums.developer.apple.com/thread/133495 - I have an app target, some frameworks and local Swift packages. I added the package tests to the test plan.Now, when "gather code coverage" is just "on" in the test plan, I get code coverage from the package targets. But when I selectively add only the targets I want (including the package targets), the package targets don't show up in the code coverage results at all.Gathering code coverage for all targets isn't really what I want, because that includes a lot of third-party code that I'm not interested in.
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