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Minimum deployments XCODE 14.0.1 (14A400)
hello, Im struggling with the Minimum deployments section in Xcode 14 for the Target of my iOS and Mac Catalyst app. Its a bit different from what I'm used, previously I could look at the values in a drop down box. That values I would like to set are iOS 12.4 and MacOS 11.0. What is macOS 14.2 ? it that a catalyst number, What macOS is that? Nevermind I found this - macCatalyst 13.0 = macOS 10.15 macCatalyst 13.4 = macOS 10.15.4 macCatalyst 14.0 = macOS 11.0 macCatalyst 14.7 = macOS 11.6 macCatalyst 15.0 = macOS 12.0 macCatalyst 15.3 = macOS 12.2 and 12.2.1 macCatalyst 15.4 = macOS 12.3 macCatalyst 15.5 = macOS 12.4 macCatalyst 15.6 = macOS 12.5 How do I delete a question?
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1.4k
Oct ’22
Help with blocked developer account
Hi all I don’t even know if this is a help post or just a cry from my soul. I'll start from the very beginning. My firm is developing software for small and medium businesses. For us developers, there is nothing unusual about this. If the client's store, we transfer it beautifully and without problems to the mobile application. We have been releasing apps since 2019. And everything was fine, even excellent, until August 2022. In August, after submitting the application for review, I, as the account developer, received a notice that clause 3.2f was violated and that my account would be closed. It is clear that I immediately filed an appeal, but the Apple inspectors said that they would not change their minds. To say that I was shocked = to say nothing. Since then, I have filed 6 appeals, created other accounts (tried), so that our clients are calm that we are fulfilling our obligations. no response to appeals (no calls, no letters) Does anyone know how else to contact support? Because I have no more ideas, honestly - I'm broken. Thanks for reading, Tim
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1.1k
Oct ’22
Updateign provisioning taking forever
Hello, in the past couple of weeks I've been experience some problems with xcode regarding the signing & capabilities. I work in a company that makes customized apps for every of our clients and beacause of that we have about 200 targets in our project. In the past couple of weeks, I have been hanving trouble with the signing & capabilities in xcode. Some times is taking too long to load the poart where i select the team were the app will be upload and when it does it got stuck with the massege updating provisioning . There is anything that could have been done to not take too much time to the target get ready to be publiched? Thanks in advanced for any help.
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801
Nov ’22
How to disable Temporary Tabs in Xcode?
It's maddening. I just opened a file and now it's gone because I had the audacity to open another file. I've learned that I can double click the tab of the first file to make it a permanent tab... but, of course, I'll need to do that every time I ever open any file ever, and if I close that file and come back to it later I'm going to be constantly having to double click tabs just to make Xcode stop replacing my tabs for me. It's nuts. It's driving me insane. Please. Is there any way to just DISABLE the temporary tabs behavior? I don't find it helpful in any way and I find it to be destructive to my development workflows.
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2.7k
Nov ’22
Instruments cannot find binary for disassembly
Since version 14, Instruments cannot find the binary to show disassembly of executable or library. It says: Error - Binary file for selected symbol is expected to be here: /Users/<user>/Library/Developer/Xcode/DerivedData/<project>/Build/Products/Release/<project>. The thing is that the path shown by Instruments is actually the right one, and of course the binary exists in this directory. Am I missing something somewhere ?
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2.1k
Nov ’22
Keyboard on Xcode Previews
Hey guys, anybody knows how to fix issues with the keyboard on Xcode in preview mode? it used to work well for me but has now stopped working, see details. Problem statement: Cannot use the keyboard in previews. For example, typing in a textfield does nothing. Everything works well in simulator. Environment: macOS Monterey 12.6 Xcode 14.1 Thanks in advance for your input.
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1.6k
Nov ’22
XCode 14.1: Stuck at "Launching Application" after building the project
Hello team, On Xcode 14.1, After building the project and when the simulator launches, it shows blank black screen. Here steps to reproduce: build the project with fresh device. Try changing the language to French in device settings Device should launch in French language. Instead, it loads and goes blank (blank screen) Quit the simulator (XPC error is displayed) and rebuild the project using the same simulator device. Build succeeds and simulator launches, but has blank screen on simulator. Xcode is stuck at "Launching Application" Is this a known issue? Has anyone experienced the same? How can I fix this? Stack (https://stackoverflow.com/questions/74315983/xcode-stuck-on-launching-application) says its a bug, so posting here for recommendations
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45k
Nov ’22
XCODE 14.1 stuck on "launching application" Mac M1
After updating my Xcode, my Xcode is always stuck on "launching app" and the simulator is on a black screen every 2nd time I run the code. Steps to duplicate. Close the simulator Build and run code Here, Xcode runs the code perfectly. After I made changes in the code and re-ran the code, Xcode is now stuck on "launching app" and the simulator is on a black screen To rerun the code, I would have to go back to step 1 again to run the app on the simulator. Does anyone have an idea of how I can fix this? I tried removing derived data, and changing simulators, doing sudo xcrun simctl erase all in the terminal but didn't fix the issue.
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3.3k
Dec ’22
TestFlight shows iOS app supports macOS, but still says its iOS only
Initially I removed the macOS support for my iPhone app. Now I want to enable it, so I enabled macOS Designed for iPad in Xcode, and also enabled macOS in App Store Connect for the app. In TestFlight on macOS it shows "Requires macOS and a Mac with Apple Silicon chip" but still lists it under IOS only Apps. (My Mac is Mac Book Air M1, macOS 13.1). I have another simple app which I created and it works just fine and I can't find any difference in the build setup between the two. I have verified the App works well with Mac (Designed for iPad) simulator so the App do work on macOS that much is certain. So my question is how can I enable macOS for an IOS app that previously was only built for iPhone/iPad. Either I'm missing a step or there is a bug lurking here. As it is now I am not able to install the app on macOS from TestFlight. Thanks, Marcus
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1.8k
Dec ’22
QUARANTINED DUE TO HIGH LOGGING VOLUME
Hello I´m developing an App which has a Tableview populated with some data and by the time I push a button the get this data to obtain other variables an populate the tableview again the app freezes and this message appears on Xcode right lower window: QUARANTINED DUE TO HIGH LOGGING VOLUME. Xcode 14.2 the message appears when the app is running on simulator and also when running on device. Any clue? Thank You Juan
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1.8k
Dec ’22
_dispatch_client_callout crash
I received the attached crash report. The problem is that the crash report does not contain the abort reason - it appears to be thrown in the GCD library with no additional information. Is it a possible deadlock? 2023-02-15_02-40-23.0077_+0100-94015bd052c4005658221a5e6279f28a75b9e92c.crash Any ideas?
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1.8k
Feb ’23
plugin targets missing from swift-format dependency
So I've added swift-format as one of my dependencies to my own swift package so that I can use their lint swift package plugin. Here is my Package.swift: // swift-tools-version: 5.7 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: "EssentialFeed", platforms: [ .iOS(.v16), .macOS(.v13), .macCatalyst(.v16), .tvOS(.v16), .watchOS(.v9) ], products: [ // Products define the executables and libraries a package produces, and make them visible to other packages. .library( name: "EssentialFeed", targets: ["EssentialFeed"]), .library( name: "EssentialFeedTestHelpers", targets: ["EssentialFeedTestHelpers"]), ], dependencies: [ .package(url: "https://github.com/apple/swift-format", .upToNextMajor(from: "0.50700.1")), ], targets: [ // Targets are the basic building blocks of a package. A target can define a module or a test suite. // Targets can depend on other targets in this package, and on products in packages this package depends on. .target( name: "EssentialFeed", dependencies: [], plugins: [ .plugin(name: "LintPlugin", package: "swift-format"), .plugin(name: "FormatPlugin", package: "swift-format"), ] ), .target( name: "EssentialFeedTestHelpers", dependencies: []), .testTarget( name: "EssentialFeedTests", dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]), .testTarget( name: "EssentialFeedAPIEndToEndTests", dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]), ] ) I get the following error when pulling this package: product 'LintPlugin' required by package 'essentialfeed' target 'EssentialFeed' not found in package 'swift-format'. But if you look at swift-format's Package.swift, you can see the plugins exist.
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1.1k
Feb ’23
PencilKit's PKToolPicker shows normally on iOS, but not on Mac Catalyst.
DemoCode: import SwiftUI import UIKit import PencilKit class PencilKitViewController: UIViewController, PKCanvasViewDelegate, PKToolPickerObserver {       lazy var canvasView: PKCanvasView = {     let canvasView = PKCanvasView()      canvasView.drawingPolicy = .anyInput      canvasView.translatesAutoresizingMaskIntoConstraints = false      return canvasView    }()       lazy var toolPicker: PKToolPicker = {     let toolPicker = PKToolPicker()     toolPicker.showsDrawingPolicyControls = true     toolPicker.addObserver(self)     return toolPicker   }()       let drawing = PKDrawing()       override func viewDidLoad() {     super.viewDidLoad()     canvasView.drawing = drawing     canvasView.delegate = self     view.addSubview(canvasView)   }       override func viewDidLayoutSubviews() {     super.viewDidLayoutSubviews()     canvasView.frame = view.bounds   }       override func viewDidAppear(_ animated: Bool) {     super.viewDidAppear(animated)     toolPicker.setVisible(true, forFirstResponder: canvasView)     toolPicker.addObserver(canvasView)     canvasView.becomeFirstResponder()   }       // canvas   func canvasViewDrawingDidChange(_ canvasView: PKCanvasView) {     print("drawing")   }       func canvasViewDidFinishRendering(_ canvasView: PKCanvasView) {         }       func canvasViewDidEndUsingTool(_ canvasView: PKCanvasView) {         }       func canvasViewDidBeginUsingTool(_ canvasView: PKCanvasView) {         } } // UIRepresentable for SwiftUI struct PencilKitView: UIViewControllerRepresentable {       class Coordinator {     var parentObserver: NSKeyValueObservation?   }       var onSubmit: ((UIImage?, Error?) -> Void)? = .none       func makeUIViewController(context: Context) -> PencilKitViewController {     let pencilKitViewController = PencilKitViewController()     context.coordinator.parentObserver = pencilKitViewController.observe(\.parent, changeHandler: { vc, _ in      })     return pencilKitViewController   }       func updateUIViewController(_ uiViewController: PencilKitViewController, context: Context) {   }       func makeCoordinator() -> Self.Coordinator { Coordinator() } } struct ContentView: View {       var onSubmit: ((UIImage?, Error?) -> Void)? = .none       var body: some View {       PencilKitView()   } } struct ContentView_Previews: PreviewProvider {   static var previews: some View {     ContentView()   } } iOS: macCatalyst:
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1.8k
Mar ’23
Can't capture metal GPU workload — Capturing MTLPipelineLibrary is not supported.
I'm trying to debug my metal shaders in Xcode 14.2. However clicking "Capture metal GPU" while debugging recently started showing the following error: Capturing MTLPipelineLibrary is not supported. Unsupported method: -[MTLDevice newPipelineLibraryWithFilePath:error:] To enable capturing, disable calls to unsupported APIs and relaunch your application. I can't find any info about MTLPipelineLibrary or how to disable it. I've also confirmed that Metal GPU Frame Capture is enabled in my build What's causing this issue and how can I work around it so I can debug my shaders again?
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3.1k
Mar ’23