Build, test, and submit your app using Xcode, Apple's integrated development environment.

Xcode Documentation

Posts under Xcode subtopic

Post

Replies

Boosts

Views

Activity

MULTIPLE problems with XCode
I am encountering multiple problems deploying an app using Xcode. First, I could not install Xcode from the App Store. I tried multiple times, rebooting etc. Finally I found a link to download an xip file from the developer site and unzip it. That worked. It took 2 hours. Now I'm trying to build my app. I get a message saying IOS 18.1 not installed. I try clicking on it an select Manage Run Destinations. It brings me to the Devices popup screen but I am unable to select anything. I tried setting up a Simulator as well. Still unable to select a desitiation. So then I tried updating my IPAd to IOS 18.1 thinking that might help. Big mistake. First I got a message saying some library were incompatible. Now I have a message saying Unknown Error. Disconnect and reconnect cables which I have done multiple times. This of course includes multiple times of clicking trust this device, then entering device password, then entering the auth code. They don't make it easy. I tried clicking the Get for IOS 18.1. I really don't want to update my machine to this. I'm actually using a friend's MAC. When I did this it tells me it requires 8gb and I don't have enough disk space. But I do have 20gb available. So about 4 hours of trying and nothing works. Two hours to install Xcode, can't select a different destination, can't connect my IPAd anymore, can't download the update. Not even sure why the device or destination is necessary. It's not necessary to build the same app for Android. I had similar issues with XCode in my initial attempts just to get the app signed until I figured out that I needed to have a device attached for the provisioning to work. That took days including trying to find a UDID from ITunes(???) and other wild goose chases. That makes no sense whatsoever. Now I can't even do that. So I guess my question is/are: Do I have a new buggy version of XCode and if so, how do I get a previous one? How do I select a different destination? How do I get past the IOS 18.1 requirement? How do I download IOS 18.1 if that's what I decide to do? How do I connect my IPad? Can I go back to previous OS on IPad if 18.1 doesn't work with XCode? How do I do certificate provisioning if I can't connect my IPad? Other than that everything works great.
0
0
396
Oct ’24
App not showing on simulator when "wait for executable to be launched" is selected
I am trying to launch my app manually during debug process. To achieve this, I selected "wait for executable to be launched" from Edit Scheme -> Info tab. I remember a few years ago, this process would install the fresh app on simulator/device and xcode waits it to be launched manually. Now Xcode is still waiting to be launched, but I dont see the app installed on simulator anywhere. I am stuck
1
0
368
Oct ’24
Re: "Unknown Apple ID" entries in Xcode Accounts settings
Hello! This post is a response to another post from Oct 17 that has already been locked for some reason: https://forums.developer.apple.com/forums/thread/766500 After upgrading to Xcode 16.0, our build machine was no longer able to archive and upload builds to App Store Connect automatically, as every single time it would say: `IDEDistribution: Failed to log in with account "(null)" while checking for an App Store Connect account` I tried using the workaround in the post above as suggested, but it does not help the problem. Removing and signing out of the account just results in Xcode not being able to do automatic signing because it no longer has access to the account with privileges to do that automatic signing. error: exportArchive No Accounts error: exportArchive No signing certificate "iOS Distribution" found I also tried Xcode 16.1 beta 3 as suggested and now the build machine's account is actually removed after every build via our build system! I have to log on after every build, log back in, and then upload the build to App Store Connect manually. I'm guessing that this "workaround" was added to Xcode itself, which is not serving its intended purpose and has actually made things worse. Not sure if there is a more official venue to send a bug report, but I'm posting here for help since that's where I originally found the post and it appeared to be written by an Apple engineer. Any other possible workarounds? Should I try one of the newer beta releases? Any help would be appreciated as this is becoming very cumbersome and a routine update of Xcode on our build machine has caused a ton of headaches.
6
0
912
Oct ’24
App compiles but "Unable to install" on device
When I try to run my app on my iPhone, from Xcode, I get a popup that says Unable to Install "AppName". There is some text in the popup. Here's the first part of it. (I replaced the real app's name with "AppName".) Anyone know how to fix this? Unable to install "AppName" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 User Info: { DVTErrorCreationDateKey = "2024-09-28 04:04:29 +0000"; IDERunOperationFailingWorker = IDEInstalliPhoneLauncher; } -- Unable to install "AppName" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 -- Could not inspect the application package. Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 User Info: { DVTRadarComponentKey = 282703; MobileDeviceErrorCode = "(0xE8000051)"; "com.apple.dtdevicekit.stacktrace" = ( ...
1
0
362
Sep ’24
Error I can't seem to fix
Hi everyone. I am trying to build an app that's capable of displaying a RTSP stream of my IP camera. I am building it with GStreamer and using a C Bridge Header so it's Swift compatible. I keep getting this error, and I can't figure out how to solve it. I've tried everything I can think of, and everything ChatGPT can think of (lol). Anyone any idea's? Sorry if this post falls in the wrong category. I didn't see any categories that my problem fits in, so I chose this one.
1
0
236
Oct ’24
Unable to Vertify App/ Preview only on iPhone
Choose the real iPhone device on my Xcode and build for running. Xcode warn me to vertify the Developer App certification in VPN & Device Management. When I get through it as vertify. The setting page still ask me to vertify the app. I press the "Vertify App" Button and press "Vertify" but it can't work. And it also cannot preview when I choose my device in the previewer. But both work well on my iPad Air. I can pass the vertify app and also can preview through Xcode. I searched the problem in forum.i found someone who has the same problem. https://developer.apple.com/forums/thread/744579 I try to change my network environment, reboot the device, reboot the develop laptop, but still cannot work. I'm using Xcode Version 16.0 (16A242d) iPhone 14 Pro with iOS 18.0 (22A3354) iPad Air 3 with iPad OS 17.6.1
0
0
337
Sep ’24
Archive Failed On Xcode 16
I am using TXLiteAVSDK_Player package dependencies and now when I want to archive and distribute an app I get this two warnings : Upload Symbols Failed The archive did not include a dSYM for the TXFFmpeg.framework with the UUIDs [1xxxxxx]. Ensure that the archive's dSYM folder includes a DWARF file for TXFFmpeg.framework with the expected UUIDs. Upload Symbols Failed The archive did not include a dSYM for the TXSoundTouch.framework with the UUIDs [Axxxx]. Ensure that the archive's dSYM folder includes a DWARF file for TXSoundTouch.framework with the expected UUIDs. My system is macOS sonoma 14.5 and Xcode is 16.0. How can I eliminate this warning?
3
0
2.5k
Dec ’24
Does the iOS simulator append any different HTTPs headers to an iPhone?
I've got a bit of code which is making a HTTPS GET request. On an iPhone it runs as expected, however when running on the simulator there's a HTTP 400 response. I've logged the url and my http headers that I'm adding, and in both cases they are identical for the simulator and iPhone (there is no http body content). Therefore, as everything is identical, I'm wondering how it could work with hardware and not with the simulator? Does the OS append any additional HTTP headers before the request goes out (such as User-Agent for example) and might those be different between iPhone/simulator?
0
0
397
Oct ’24
Does Azure Communication Services SDK support visionOS?
I would like to develop a visionOS app for Apple Vision Pro that includes a group video calling feature. My app needs to support communication not only between other Vision Pro users but also with users on mobile apps or web-based platforms. Is the ACS SDK compatible with visionOS? If not, are there other communication SDKs or APIs that support integrating video calling across different platforms (visionOS, iOS, web)? Any insights on handling group video calls in a spatial computing environment would be greatly appreciated. Thank you!
0
0
308
Oct ’24
Xcode projects all no longer Clean
I compile plugins for Adobe Illustrator using CORE and Adobe SDK libraries. Xcode 14 has recently refused to clean any of my Xcode projects, system wide, although they compile and run fine. If I change Project Settings > Advanced > Build Location from Legacy to Default, it cleans fine, but when debugging, many breakpoints cannot be used. The marker has a dotted outline and a popup states that the breakpoint cannot be resolved. I'd like to stay with Legacy for the Build Location, and resolve the cleaning problem. Changing permissions or deleting contents of build folders hasn't helped. Has anyone else seen and solved this issue? macOS Sonoma 14.6.1 Xcode 14.3
0
0
160
Sep ’24
Looking to Make a Unity Plugin for VisionOS
I'm using Unity to create a VisionOS project. Using Polyspatial. I want to be able to use WeatherKit. I can not seem to create a VisionOS plugin in Unity. I've found all sorts of resources for building one for iOS. I made small changes to convert to VisionOS, but no matter what I do, I get 'Undefined Symbol' errors when I try to build the XCode project. Most recently I used this github for reference https://github.com/Robert-96/unity-swift/tree/main Am i trying to do something that just isn't possible for VisionOS?
0
0
250
Sep ’24
DriverKit XCode compilation errors
I'm working on dext project (c++), Base SDK and Supported Platforms are set to DriverKit. #include causes errors: error "The iostreams library is not supported since libc++ has been configured without support for localization." error "<locale.h> is not supported since libc++ has been configured without support for localization." Also it's not possible to define custom log object: undeclared identifier 'os_log_create'. <os/log.h> included and os_log function is compiled correct. macOS as additional SDK did not help. Thanks a lot for any hint.
1
0
463
Apr ’25
Bug: "xcode-select --install" installs outdated version (on MacOS Sequoia)
I just did a fresh install of MacOS Sequoia 15.0.1, then I installed Xcode 16. Then, in Terminal, I did: xcode-select --install Which created a pop-up window from which I installed the Command Line tools. Later that day I used the command "brew doctor", and got this warning: Warning: Your Command Line Tools are too outdated. Update them from Software Update in System Settings. If that doesn't show you any updates, run: sudo rm -rf /Library/Developer/CommandLineTools sudo xcode-select --install Alternatively, manually download them from: https://developer.apple.com/download/all/. You should download the Command Line Tools for Xcode 16.0. And yes, System Settings -> Software Update showed that Command Line Tools needed to updated. I find this to be very strange behavior of MacOS Sequoia 15.0.1...
2
0
1k
Oct ’24
using mapkit keep getting error message is it a bug?
I keep getting these messages every time the location of the user updates on the map. Although I doublechecked throughout my code and and I am not doing it within the view??? messages I receive: Publishing changes from within view updates is not allowed, this will cause undefined behavior. Publishing changes from within view updates is not allowed, this will cause undefined behavior. Publishing changes from within view updates is not allowed, this will cause undefined behavior. Publishing changes from within view updates is not allowed, this will cause undefined behavior. Publishing changes from within view updates is not allowed, this will cause undefined behavior. Publishing changes from within view updates is not allowed, this will cause undefined behavior
1
0
270
Oct ’24
Xcode content assist fails when booting from external drive?
I boot from an external drive. Content assist in Xcode seems to not work any more. Is that because it is blocked by the unavailability of predictive code completion? I understand that predictive code completion does not work when booting from externals, and have asked (begged?) for details so that I can migrate to booting from an internal drive: https://developer.apple.com/forums/thread/764688 But would someone (anyone?) please confirm that other forms of content assist still work in Xcode 16 when booting from an external drive? (Then I'll continue looking for why it's not working in my case.) (Separately, I'd love answers to my other posting so I can migrate to booting from the internal drive.)
0
0
219
Oct ’24
Cannot catch `std::invalid_argument` on clang++ under m1 -fno-rtti
Today I got stuck with a weird behaviour with my c++ project. There is the code which doesn't catch exception from standard library (the same snippet works well on intel mac and under linux machines). Code snippet: #include &lt;exception&gt; #include &lt;stdexcept&gt; #include &lt;iostream&gt; #include &lt;string&gt; int main() { try { std::stod("notanumber"); } catch (const std::invalid_argument&amp;) { std::cerr &lt;&lt; "Caught std::invalid_argument" &lt;&lt; std::endl; } } Compilation command: clang++ -fno-rtti main.cpp -o main &amp;&amp; ./main Clang versions: clang++ --version Homebrew clang version 15.0.3 Target: arm64-apple-darwin21.6.0 Thread model: posix InstalledDir: /opt/homebrew/opt/llvm/bin Also tried: Apple clang version 14.0.0 (clang-1400.0.29.102) Target: arm64-apple-darwin21.6.0 Thread model: posix InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin Output: libc++abi: terminating with uncaught exception of type std::invalid_argument: stod: no conversion [1] 65643 abort ./main Expected output: Caught std::invalid_argument Other info: Chip: Apple M1 OS: 12.6
4
0
1.6k
Dec ’24
Undefined symbol: _OBJC_CLASS_$_ADClient
(void)asaAttribution { if (@available(iOS 14.5, *)) { [self asaAttributionToken]; NSLog(@"adServicesToken1:%@",[ConfigModelTool singleton].asaToken); [self attributionWithToken:[ConfigModelTool singleton].asaToken]; }else { if ([[ADClient sharedClient] respondsToSelector:@selector(requestAttributionDetailsWithBlock:)]) { [[ADClient sharedClient] requestAttributionDetailsWithBlock:^(NSDictionary<NSString *,NSObject *> * _Nullable attributionDetails, NSError * _Nullable error) { if (!error) { [self handleAsaData:attributionDetails]; }else { [StatisticsTool buriedPoint:4649 withOther:@{@"s0":[NSString checkNullString:[NSString stringWithFormat:@"%d",(int)error.code]]}]; } }]; } } } I upgraded the code that was compiled correctly before the official version of Xcode16, but now this error occurs. I deleted the relevant code and still compile the error. My writing style is recommended by the installation official. Can someone help me see what the reason is? Save me, save me!
0
0
962
Oct ’24
Xcode 16 unable to fetch a Swift Package from a private Gitlab repo
I am trying to add a Swift Package from a private Gitlab repository to my Xcode 16 project, and it fails. First symptom is Unable to load the Read Me in the Xcode SPM package browser. And when I add the package, I get a repo.git could not be resolved error. I've used ProxyMan to sniff the network calls issued by Xcode, and it looks like my Gitlab credentials are not provided as part of the GET request when, for example, Xcode tries to fetch the README.md file from the repository. And when I try to add the package, there are no HTTP network calls issued by Xcode at all. I have tried adding a Gitlab account to Xcode's Accounts preference pane, and entering the repository's credentials directly when adding the package. Both yield the same result. Here's a screen capture of Xcode trying to fetch the README: https://share.cleanshot.com/FNRHm6fq I am unable to test this in Xcode 15, as I have upgraded my Mac to Sequoia and Xcode 15 can't be installed on this version of macOS. I have submitted FB15370281 for this issue.
1
0
1.1k
Oct ’24
Unable to export App via Jenkins pipeline
Hi Team, Exporting the archive through the Jenkins pipeline (executing commands on a Mac EC2 instance as a Jenkins agent) isn't working, while exporting directly from the Mac terminal successfully generates the IPA file. What might be the cause? When we execute it on directly Mac terminal, it asks Keychain password first time & after that it automatically generates IPA file. Note : We are using below working command to open keychain access. security unlock-keychain -p "my_password" /Users/ec2-user/Library/Keychains/login.keychain-db Export command : xcodebuild -exportArchive -archivePath $PWD/build/Archive/MyApp.xcarchive -exportPath $PWD/build/IPA -exportOptionsPlist ../../Dev_exportOptions.plist -allowProvisioningUpdates Current details: Node version : node-v18.17.0-darwin-arm64 Npm version : 9.6.7 Ionic version : 5.2.6 Xcode version : 15.4 Macos : Sonoma 14.6.1
0
0
502
Sep ’24
Incremental build changes in Xcode 16?
Hi there! Was there a change in Xcode regarding incremental builds / updating an active Simulator with a new build? We use xcodebuild to manage our internal build framework and out of the sudden, incremental builds are not launched anymore and the Simulator is stuck waiting for the new build to be launched. This was not happening for the last 10+ years. If there is an xcodebuild flag and/or guide of this new behavior, it would help a lot. Thanks everyone!
0
0
498
Sep ’24