(Sometimes I think I'm the only person who's actually using the new Xcode multiplatform app paradigm! So hard finding info on the various "gotchas".)
My multiplatform app supports macOS (not Catalyst), iOS, iPadOS, and tvOS. It's an internal testing app, never meant to be on any app store.
It has only one Target (the new multiplatform target).
I've been able to work through all the teething issues except for Entitlements. My iOS and tvOS app both use 3 entitlements that are for those platforms only. The macOS version doesn't need or want them. But if those 3 entitlements are in the .entitlements file, the macOS version won't launch at all (not even in the sim).
Of course as soon as I take those 3 entitlements out of the file, it runs.
Sooo...in a multiplatform targeted app how do you specify different entitlements for different platforms? Or is it not possible?
Thanks!
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I have os_log statements in my app. With my phone connected to the Mac, when I run the app through XCode, open Console app, those logs are shown. However, when I'm launching the app on its own, those logs don't appear in Console (phone still connected).
Am I missing something very basic? Please help.
, it is after update to Xcode 14.3:
[default] CGSWindowShmemCreateWithPort failed on port 0
hello. i have 3 time started a new project now
I am making a app and i get a Error code on Info.plist file.
I have been trying to resolve an issue with the Info.plist file in an Xcode project. The error message is "Multiple commands produce" related to the Info.plist file. I have tried several approaches to fix the issue, including:
Checking the "Copy Bundle Resources" section in the "Build Phases" tab of the project settings to ensure there is only one Info.plist file listed.
Deleting the Info.plist file from the project and creating a new one, then updating the reference to the Info.plist file in the "Build Settings" tab.
Can anyone help me with this??
Issue: When I click run unit tests the tests get 'stuck' and in the top bar is says "Testing..." and never completes - I even left it for an hour.
I have created new projects with no code written and the same thing happens.
I have deleted and re-downloaded code as well.
Current Xcode: 14.3
I don't believe it's a project issue since I have tried multiple but rather something with Xcode.
and my CPU % for Xcode shoots to 365+ when this is happening. I have a M1 Max with 64GB.
Any help would be appreciated.
Hi,
Since yesterday (May 11, 2023) I can no longer send an update on TestFlight for the Apple Developer account of a client on which I am admin. It gives me the following error:
The last time I sent a version to TestFlight was May 4, 2023 and I had no problem.
With other client applications I have no problem sending my updates to TestFlight.
I have no problem connecting to Apple Connect with my Apple ID, I can see that I am an admin on the Apple Developer account.
My config:
macOS 13.3.1 (a)
Xcode Version 14.3 (14E222b)
Regards
Tof
My tests fail with "Restarting after unexpected exit, crash, or test timeout". This is what I have so far established:
Does only happen when building with xcodebuild (14.3) but not when building with Xcode (14.3)
Tests that are failing are in a .testTarget within a local swift package and part of a test plan together with tests that are in subprojects
there are no crashlogs, so likely these tests are not crashing
with Xcode 14.2 there are no problems whatsoever (xcodebuild or Xcode)
Any ideas on how to debug this any further?
Best Roddi
The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
Hai gais.. i have question about xcode installation.. can i use m2/ssd storage to install n running xcode? For free up my internal space
Whenever I try to open Xcode it gives me an error. I have Xcode on the latest version available on the App Store.
I have been getting these error messages in debug window in Xcode:
2023-06-06 07:46:15.412684-0500 Courier[8456:442818] [LayoutConstraints] Unsupported layout off the main thread for _UIModernBarButton with nearest ancestor view controller, UINavigationController
2023-06-06 07:46:15.413268-0500 Courier[8456:442818] [Assert] -[UIImageView _invalidateImageLayouts] must be called on the main queue
2023-06-06 07:46:15.413730-0500 Courier[8456:442818] [Assert] -[UIImageView _layoutForImage:inSize:cachePerSize:forBaselineOffset:] must be called on the main queue
(lldb)
The messages come when my code crashes and gives this error message in a red ribbon in the editor window:
Thread 10: EXC_BREAKPOINT (code=1, subcode=0x10515fd44)
In the Debug navigator on the left pane of Xcode, it shows the code stopped at:
#0 0x000000010515fd44 in _dispatch_assert_queue_fail ()
This is what shows at the end in the editor window. At the very end is where the error message in the red ribbon shows:
0x10515fd10 <+68>: add x9, x9, #0xf2f ; "BUG IN CLIENT OF LIBDISPATCH: Assertion failed: "
0x10515fd14 <+72>: stp x9, x8, [sp]
0x10515fd18 <+76>: adrp x1, 65
0x10515fd1c <+80>: add x1, x1, #0xefa ; "%sBlock was %sexpected to execute on queue [%s (%p)]"
0x10515fd20 <+84>: sub x0, x29, #0x18
0x10515fd24 <+88>: bl 0x10519cfc8 ; symbol stub for: asprintf
0x10515fd28 <+92>: ldur x19, [x29, #-0x18]
0x10515fd2c <+96>: str x19, [sp]
0x10515fd30 <+100>: adrp x0, 65
0x10515fd34 <+104>: add x0, x0, #0xf65 ; "%s"
0x10515fd38 <+108>: bl 0x1051986b0 ; _dispatch_log
0x10515fd3c <+112>: adrp x8, 98
0x10515fd40 <+116>: str x19, [x8, #0x268]
-> 0x10515fd44 <+120>: brk #0x1
I have no idea which code is causing the error, so I don't even know what code to put in my question.
I created a symbolic breakpoint with 'LayoutConstraints' in the Symbol field. It is never tripped.
I get no purple warnings that says a line of code should not be in the main thread.
I have no idea where to go from here. I don't ind anything when I do a search in the internet that is narrowed down to address my error.
I am running the code on an iPhone 13 Pro Max device with iOS 16.5.
I am using Xcode 14.3 on a Mac Pro running Ventura 13.4
Running on a Core i9 MacBook Pro with macOS 13.4 (22F66) and the Xcode 15 beta. Running "Export Localizations" seems to work fine with smaller projects, but in my larger project, it's not working unless I do a "Clean" first.
The way my project is set up is that the main project depends on a few dynamic frameworks built from other Xcode projects which are incorporated into the main project and set as dependencies.
What happens is that I'm getting the error "Unable to build project for localization string extraction. See the build logs for failure description." In the logs, I see that the Link (x86_64) step succeeds, but the Link (arm64) step fails, with a Could not find or use auto-linked framework 'MyFramework' message for each framework dependency that's in another Xcode project. This would suggest that the dependencies are being built only for x86_64. If I clean the project, the "Export Localizations" will then succeed, but if I do a regular build again, "Export Localizations" goes back to being broken.
What I think is happening is that the "Export Localizations" workflow is using the same binaries as Debug builds, and leveraging any existing Debug builds that happen to exist instead of rebuilding them, but it's also trying to build for all supported architectures whereas a Debug build usually only builds the current one. This, of course, causes a failure to link to dependent libraries/frameworks, since they don't have binaries for the non-active architecture.
Is there any way to turn off building for all architectures for the "Export Localizations" workflow? I don't think it's necessary just for localizations TBH.
String catalog is a great new feature to organize strings in one place. What would you recommend how to handle extracted Strings which need not be translated in different languages
Hi there!
Back with Xcode 14 and iOS 16 there were two new app icon sizes introduced to iOS:
64pt @2x (128x128px)
64pt @3x (192x192px)
68pt @2x (136x136px)
What are those icons used for?
Neither the Xcode 14 release notes nor the Human Interface Guidelines are mentioning those sizes and what they are used for.
In previous Xcode versions the asset catalog had labels for each icon size. As Xcode 15 still doesn’t bring that feature back I’m still puzzled when those icon sizes are visible to the user.
Best! – Alex
In Xcode 15.0.0 I have created a package using a template Swift Macro. I have named it 'MyMacroApple'. The template comes with #stringify macro so I have created an new app and named it 'MyMacroApp' then copy pasted the code from 'MyMacroApple' main.swift file
import MyMacroApple
let a = 17
let b = 25
let (result, code) = #stringify(a + b)
then I have added Local package dependency to the app project and selected package product 'MyMacroApple' of Library kind to my 'pocMyApp' target.
When I run the project I get the error: "No such module 'MyMacroApple'"
Hi friends,
I'm using XCode 14.3.1, and suddenly I can't build my app, I'm getting this errors:
`
Could not build the precompiled application for the device.
Error (Xcode): Undefined symbol: _FIRConsentStatusDenied
Error (Xcode): Undefined symbol: _FIRConsentStatusGranted
Error (Xcode): Undefined symbol: _FIRConsentTypeAdStorage
Error (Xcode): Undefined symbol: _FIRConsentTypeAnalyticsStorage
Error (Xcode): Undefined symbol: _FIRFirestoreErrorDomain
Error (Xcode): Undefined symbol: _GADAdLoaderAdTypeNative
Error (Xcode): Undefined symbol: _GADAdSizeFluid
Error (Xcode): Undefined symbol: _GADAdSizeFromCGSize
Error (Xcode): Undefined symbol: _GADCurrentOrientationAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADCurrentOrientationInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADErrorUserInfoKeyResponseInfo
Error (Xcode): Undefined symbol: _GADInlineAdaptiveBannerAdSizeWithWidthAndMaxHeight
Error (Xcode): Undefined symbol: _GADLandscapeAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADLandscapeInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingGeneral
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingMatureAudience
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingParentalGuidance
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingTeen
Error (Xcode): Undefined symbol: _GADPortraitAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADPortraitInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _IsGADAdSizeValid
Error (Xcode): Undefined symbol: _NSValueFromGADAdSize
Error (Xcode): Undefined symbol: OBJC_CLASS$_AwesomeNotificationsFcmPlugin
Error (Xcode): Undefined symbol: OBJC_CLASS$_AwesomeNotificationsPlugin
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRAnalytics
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentChange
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentReference
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentSnapshot
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFieldPath
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFieldValue
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFilter
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFirestore
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFirestoreSettings
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRGeoPoint
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRLoadBundleTaskProgress
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRQuerySnapshot
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRSnapshotMetadata
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRTimestamp
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRTransactionOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADAdLoader
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADAppOpenAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADBannerView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADDebugOptionsViewController
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADExtras
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADMobileAds
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdImageAdLoaderOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdMediaAdLoaderOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdViewAdOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRequest
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRequestConfiguration
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRewardedAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRewardedInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADServerSideVerificationOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADVideoOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMBannerView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMRequest
Error (Xcode): Undefined symbol: OBJC_CLASS$_GIDConfiguration
Error (Xcode): Undefined symbol: OBJC_CLASS$_GIDSignIn
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCameraPosition
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCameraUpdate
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCircle
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCoordinateBounds
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMapStyle
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMapView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMarker
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMutablePath
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSPolygon
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSPolyline
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSServices
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSTileLayer
Error (Xcode): Undefined symbol: OBJC_METACLASS$_GADNativeAdView
Error (Xcode): Undefined symbol: OBJC_METACLASS$_GMSTileLayer
Error (Xcode): Undefined symbol: _kFIRFirestoreCacheSizeUnlimited
Error (Xcode): Undefined symbol: _kGADAdSizeSmartBannerLandscape
Error (Xcode): Undefined symbol: _kGADAdSizeSmartBannerPortrait
Error (Xcode): Undefined symbol: _kGIDSignInErrorDomain
Error (Xcode): Undefined symbol: _kGMSMaxZoomLevel
Error (Xcode): Undefined symbol: _kGMSMinZoomLevel
Error (Xcode): Undefined symbol: _kGMSTileLayerNoTile
Error (Xcode): Linker command failed with exit code 1 (use -v to see invocation)
Error launching application on MyPhone's iPhone.
`
Any idea how to fix this issue :( thanks in advance!
Application fails almost immediately after initial entry to rendering code.
Could not locate file '.' in bundle.
Class for component already registered
Registering library () that already exists in shader manager. Library will be overwritten.
Resolving material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
What additional packages need updates to run successfully? I have updated the Xcode and other packages available in Beta set
Hello!
I've started preparing my project for Xcode 15 using Xcode 15 beta. However when I try to build for a simulator I always get this error:
Command ExtractAppIntentsMetadata failed with a nonzero exit code
This error does not occur when building for a physical device and the build finishes successfully.
I tried cleaning, deleting DD, reinstalling pods, nothing works.
From logs it happens on this step:
ExtractAppIntentsMetadata (in target 'AppName' from project 'AppName')
I have Xcode 15.0 beta (15A5160n) and the iOS 17.0 beta (21A5248u) simulator installed on macOS 13.4 (22F66). I have iPadOS 17.0 (21A5248v) installed on my 8th generation iPad, and developer mode is enabled. Whenever I connect via USB and attempt to pair in the Xcode Devices and Simulator window, I get the error "Unable to locate a valid DDI for the iOS platform."
I've tried unpairing and repairing multiple times. I've rebooted the iPad and my Mac. Nothing works.
We have an app that uses Siri Shortcuts in iOS 16. WWDC '23 announced more flexible shortcut phrase matching in iOS 17 when apps are built with Xcode 15 run on Sonoma. I've downloaded and installed (Xcode and Sonoma) and rebuilt the app. I've ensured that "APP_SHORTCUTS_ENABLE_FLEXIBLE_MATCHING = YES" in the Build Settings. Unfortunately the App Shortcuts Preview Window shows the following error when I click on my build "No Flexible Matching Assets - This target is for a platform which is not supported by Flexible Matching or does not have Flexible Matching enabled"
Other things I tried: I set our minimum deployment target to iOS 17 and built for an iOS 17 Simulator.
Any ideas on how to get flexible matching for shortcut phrases?