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How do I query the "+" button in XCTest?
I have a + image in the UI from the following code struct QueryPlusButton: View { var body: some View { Button { } label: { Image(systemName: "plus") } } } However, I'm not able to query the + image in XCTest using any of the following queries let view = app.images["plus"] //let view = app.staticTexts["plus"] //let view = app.buttons["plus"] XCTAssertTrue(view.exists, "Plus button does not exist") The test fails. Is there a methodical way to determine what a query is for any UI element? Thank you.
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Sep ’24
Unable to build Core Image kernels in XCode 16
My app is suddenly broken when I build it with XCode 16. It seems Core Image kernels compilation is broken in XCode 16. Answers on StackOverflow seem to suggest we need to use a downgraded version of Core Image framework as a workaround, but I am not sure if there is a better solution out there. FYI, I am using [[ stitchable ]] kernels and I see projects having stitchable are the ones showing issue. air-lld: error: symbol(s) not found for target 'air64_v26-apple-ios17.0.0' metal: error: air-lld command failed with exit code 1 (use -v to see invocation) Showing Recent Messages /Users/Username/Camera4S-Swift/air-lld:1:1: ignoring file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/CoreImage.framework/CoreImage.metallib', file AIR version (2.7) is bigger than the one of the target being linked (2.6)
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Sep ’24
Swift Package Manager Stuck in Loading State in Xcode 16
I’m having an issue with Xcode 16 where the Swift Package Manager is stuck in the "Searching All Sources" state. It only shows Apple Swift packages and is not listing any of third-party packages. I’ve tried completely reinstalling Xcode, but the problem persists. Has anyone else encountered this issue? Any suggestions on how to resolve it?
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Sep ’24
KeyedUnarchive a previously object archived with NSArchiver archivedDataWithRootObject
Hi, in my previous macOS app I used to archive a dictionary to a preference file using [NSArchiver archivedDataWithRootObject:dictionary]; and to unarchive it using [NSUnarchiver unarchiveObjectWithData:dataFromDisk]; Now I would like to replace the 2 deprecated methods with NSError *error; NSSet *classSet = [NSSet setWithObjects:[NSDictionary class], [NSArray class], [NSString class], [NSNumber class], [NSData class], nil]; NSDictionary *dictionary = [NSKeyedUnarchiver unarchivedObjectOfClasses:classSet fromData:dataFromDisk error:&error]; But I get a nil dictionary and the error 4864: non-keyed archive cannot be decoded by NSKeyedUnarchiver. So I guess I should first keep on unarchiving the preferences dataFromDisk using the old deprecated method [NSUnarchiver unarchiveObjectWithData:dataFromDisk]; Then I could use the new NSKeyedArchiver and NSKeyedUnarchiver methods for the upcoming release. But, if this deprecated method [NSUnarchiver unarchiveObjectWithData:dataFromDisk]; fails to unarchive the old data (and on some machines now it fails), how could I use the new methods? Should I consider my old preference file gone? Is a way to force the new NSKeyedUnarchiver method to unarchive data previously archived with NSArchiver ?
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Sep ’24
Not able to inspect react native drop down element in iOS
Am trying to automate below drop down but iOS Accessibility inspector is unable to detect the element. Even we tried with Appium Inspector issue is same. Drop down: https://www.npmjs.com/package/react-native-element-dropdown We tried to debug the dropdown component. In that we can see the value is rendered properly from react. We have raised the issue with Appium, but they have given few suggestions in the Appium setting but it didn't solve. Now it's something that has to be done from XCTest Framework end. Appium issue git link: https://github.com/appium/appium/issues/14825
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Sep ’24
Xcode 16 Typed Allocators
From the Xcode 16 Release notes: Clang New Features Clang now supports generating code to call typed allocators. To enable this support for C allocation functions such as malloc() set the CLANG_ENABLE_C_TYPED_ALLOCATOR_SUPPORT build setting to YES. For C++ allocations with operator new, set CLANG_ENABLE_CPLUSPLUS_TYPED_ALLOCATOR_SUPPORT to YES. (132456928) Looking in the Build Settings I don't see anything that says Typed Allocator or something similar. I would love to have a bit more information about what this is as well.
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Sep ’24
Can't build with Xcode 14: "Doesn't match platform DriverKit"
I have an app that includes a DriverKit extension that up until now I've been building without issue using Xcode 13. It was time to regenerate my Developer ID Application certificate so I needed to rebuild the app. However, I'm now running macOS Ventura and Xcode 14.3.1, and cannot get it to build in this later version of Xcode for reasons that are totally inscrutable to me. I've tried using both the newly generated provisioning profiles I've manually created in the "Certificates, Identifiers & Profiles" developer page, and the (still valid) provisioning profiles I already had installed. The trouble is that, when I select a provisioning profile I made for the DriverKit extension, Xcode won't accept it for the following reason: Platform: macOS Doesn't match platform DriverKit This makes no sense to me! There is no way to create a distribution provisioning profile for the "DriverKit" platform. All I can select is either "Mac" or "Mac Catalyst". So there's seemingly no way out of this. What am I missing?
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Sep ’24
Errors running with ASAN when targeting iOS Devices
I'm unable to run my app with ASAN enabled when targeting a physical iOS device. Simulator targets do work. With Xcode 12 and an iPad mini 4 running iOS 14 beta 1 I get the following error during app launch ==750==ERROR: AddressSanitizer failed to allocate 0xffffffffff9fc000 (-6307840) bytes at address 2db624000 (errno: 22) ==750==ReserveShadowMemoryRange failed while trying to map 0xffffffffff9fc000 bytes. Perhaps you're using ulimit -v With Xcode 11.5 and an iPad Air 2 running OS 12.4.1 the error is ==2177==Unable to find a memory range after restricting VM. ==2177==AddressSanitizer CHECK failed: /BuildRoot/Library/Caches/com.apple.xbs/Sources/clangcompilerrt/clang-1103.0.32.62/compiler-rt/lib/asan/asanmac.cc:92 "((0 && "cannot place shadow after restricting vm")) != (0)" (0x0, 0x0) <empty stack>==2177==AddressSanitizer CHECK failed: /BuildRoot/Library/Caches/com.apple.xbs/Sources/clangcompilerrt/clang-1103.0.32.62/compiler-rt/lib/asan/../sanitizercommon/sanitizermallocmac.inc:143 "((!asaninitisrunning)) != (0)" (0x0, 0x0) warning: could not execute support code to read Objective-C class data in the process. This may reduce the quality of type information available. AddressSanitizer report breakpoint hit. Use 'thread info -s' to get extended information about the report. (lldb) thread info -s thread #1: tid = 0x1076c2, 0x000000011531e984 libclangrt.asaniosdynamic.dylib`__asan::AsanDie() My coworker is able to use ASAN with the same App using iPad Pro 10.5, iPadOS 13.5.1, Xcode 11.5 Are there any configuration changes I need to make to be able to use ASAN on my devices?
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Sep ’24
loudKit Containers are not being created or connecting back do apple dev besides the default container
Every new container i create for cloudkit doesn't work and or connect back to my icloud dev account. Here are the errors: Communication with Apple failed. An iCloud Container with Identifier 'iCloud.icloud.com.plantclock.backup' is not available. Please enter a different string. Provisioning profile "iOS Team Provisioning Profile: CGL.CannaGrowLog" doesn't support the iCloud.icloud.com.plantclock.backup iCloud Container. Provisioning profile "iOS Team Provisioning Profile: CGL.CannaGrowLog" doesn't match the entitlements file's value for the com.apple.developer.icloud-container-identifiers entitlement. STEPS TO REPRODUCE Went into xcode > Project name > targets > icloud > containers > + sign and anytime i try to add it fails with the above issues. Also, going into apple dev website has no option to even see or add containers.
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Sep ’24
Problem installing debugging on IOS 18 with Xcode 16
Project previously built and installed fine (Xcode 16). Upgrade to IOS 18 and now debug install 'Prepares' for ever (never finishes) on both my iPhone 11 Pro and my 12.9 iPad. Tried clearing buffers, derived data, restarting/rebooting. The projects are projects that I have tested and run for several years on many versions, not new to the Xcode world. Permissioning (i.e. Developer mode) enabled on all devices, tried various cables on all devices. Relinked all devices..but no success. Projects build and run fine on simulators, but just can't finish installing on the real hardware. Stunning frustrating and NO USEFULL error messages.
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Sep ’24
Pls validate workaround for Predictive Code n/a on external boots
What minimal changes can I make to use Xcode 16+ predictive code completion (PCC) when I've been booting from external drives (on the same apple-silicon machine)? PCC says it requires booting from an internal drive. I boot from external for a host of reasons that aren't going to change, but need to investigate whether/how I should accommodate PCC. I haven't found technical communications on PCC requirements, and I hate to guess (wrong) because OS/workflow reconfiguration is hard and disruptive. So this post is to ask whether my approach would work, or if there's a better one. I hope to continue using the external for the user home directory, the installed Xcode application, and Xcode temporary files (and of course the projects and artifacts). (a) Does the "internal drive" requirement extend only to booting, or also to installing Xcode or situating the user HOME dir? (b) Can one use the same external HOME directory for a user booting alternately from an internal and external drives? I would doubt it since the OS's would conflict e.g., in the HOME/Library state. So I assume that means we use separate HOME dir's, but link key user HOME directories to external/real HOME (git, etc. - also .ssh?). Then OS's have distinct views, but user has mostly common view. (Assuming user always codes/builds for least-common-denominator.) Aside: is it possible to redirect the system var/temp to an external? (c) Xcode signing for the same machine/CPU seems locked to a specific OS. I.e., to switch between OS drives but do code signing in Xcode, I've had to re-issue a certificate. (c-1) Is that avoidable? (c-2) Can I somehow maintain a per-machine certificate, and toggle between them? (c-3) Is that process made possible or impossible if Xcode is always pointing at the same Derived-Data/Archives directories? Is there any way to make it semi-automatic, once configured? Thank you! (I didn't see any forum tag for PCC.)
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Sep ’24
Xcode 14.3.1 for Ventura 13.6.9
Where do I download this version of Xcode? Xcode 14.3.1 Or whatever is the latest version for Ventura 13.6.9 I'm trying to learn Unreal Engine which is asking for Xcode to be installed. When I got to the app store I get an error: "Xcode can’t be installed on “2017 iMac27” because macOS version 14.5 or later is required." Please advise Thanks
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Sep ’24
XCode does not recognize my iPhone
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says "iPhone not eligible while pairing in progress" (or something like that). I see on my phone that I must trust this computer, I hit trust, I enter my phone's passcode, then that disappears on my phone, and in XCode the message about eligibility disappears. I then click on the device selector to choose between either a simulator or a hardware device and under hardware I only see a message that says "No eligible devices connected to my mac". If I open the "Manage Run Destinations" organizer I see all the simulators there in the simulators tab, but when I go to the Devices tab, I see nothing. Sometimes when I go through this process, I can get a banner to appear up top, but still no device shows up on the left. The banner will show me that it is indeed my iPhone, but it will be missing information like "Serial Number" or "Capacity". Here's a screenshot of what I see. Keep in mind, this banner up top does not always show up when I go through this process. iPhone CAN be detected on my other laptop When I do this exact same thing on my other laptop, everything works just fine. Here are the specs I'm running on that laptop. (using the same cable/wifi network/etc) XCode 15.0.1 macOS: Ventura 13.6.1 iPhone 17.1.2 (I'm using the same iPhone) The only difference here being the macOS version. However, the problem started on my "broken" computer while I was running a previous major macOS version. This problem is actually what prompted my to do a system update to Sonoma. Please for the love of god, halp!!!
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Sep ’24
Continuous Devicectl Errors: CoreDeviceError 3002, 12010, and 1000 with iOS 18.1/iPadOS18.0
Hello, I’ve been experiencing repeated errors when trying to install my app via flutter run --release on iOS devices using Xcode 16.1 (build 16B5014f) on macOS 15.1. When running the app in debug mode, it sometimes works but takes a long time to install. However, the installation in release mode fails consistently. This issue occurs on both my iPhone and iPad, both running iOS 18.1 and iPadOS 18, respectively. The errors keep rotating between three variations: Error 1: CoreDeviceError 3002 Error executing devicectl: ProcessException: Process exited abnormally with exit code 1: ERROR: Failed to install the app on the device. (com.apple.dt.CoreDeviceError error 3002 (0xBBA)) Connection with the remote side was unexpectedly closed : "XPCErrorDescription" => "Connection interrupted" Error 2: CoreDeviceError 12010 Error executing devicectl: ProcessException: Process exited abnormally with exit code 1: ERROR: The developer disk image could not be unmounted on this device. (com.apple.dt.CoreDeviceError error 12010 (0x2EEA)) Could not read from the device. (com.apple.dt.CoreDeviceError error -402653180 (0xE8000004)) Error 3: CoreDeviceError 1000 Error executing devicectl: ProcessException: Process exited abnormally with exit code 1: ERROR: The specified device was not found. (com.apple.dt.CoreDeviceError error 1000 (0x3E8)) What I've Tried So Far: Reinstalled Xcode, cleaned the build folder, and cleared DerivedData. Tried using both an iPhone and an iPad running iOS 18.1 and iPadOS 18.0. Ensured that Developer Mode is enabled on both devices. Disabled VPNs (Bitdefender) and firewall settings. Manually mounted the developer disk image via Xcode. Restarted the Mac, Xcode, and devices multiple times. Despite these steps, the errors persist, and I’m unable to install the app on either device. I would appreciate any guidance or suggestions on how to resolve this issue. System Information: macOS Version: 15.1 (Build 24B5055e) Xcode Version: 16.1 (Build 16B5014f) Devices: iPhone 14 running iOS 18.1, iPad running iPadOS 18.0 Thank you in advance!
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Sep ’24
"Xcode Build Error: 'Framework not found Reachability' and 'Linker command failed with exit code 1'"
Hello everyone, I'm having trouble building my app in Xcode. When I try to build, I get the following error: "Framework not found Reachability" And also this error: "Linker command failed with exit code 1 (use -v to see invocation)" Does anyone know what might be causing this, or how I can fix it? Any help would be greatly appreciated! Thank you in advance!
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Sep ’24
Xcode build time frustration
We have a Xcode project consisting of: A mix of Swift and Objective-C code app code ~ 1600 source files. Roughly around 35 {XC}Frameworks. Some of them are binary and some of them are getting built as a dependency to our app, etc. Binary libraries. Most of the frameworks built together with app code are Objective-C or Swift-based, which have their own amount of sources files and framework dependencies. The binary frameworks mostly contain cross-platform C++ code. Our (the poor developers) frustration is that almost all time when we do a insignificant change (or even just tap Cmd-R without any changes) in Swift-file or Objective-C file (.m) and then build again then big sh*t show starts again... For example: Frameworks may get rebuilt even though they are not touched. Tons of app-level files get built again even though no interface changes, etc. was made. Module verifier keeps verifying modules not touched at all, which takes really long time. Xcode 16 didn't seems to improve the situation - on the contrary. Example of an untouched framework that for unknown reason goes trough this every time we build: I know it is hard to come with ideas to solve this for an unknown larger project. But do other people with similar-size projects also experience this or is re-building not an issue for you? Cheers!
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Sep ’24