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iOS Crash Log Shows High Offsets & ??? Modules in Local Debug Build (Binary Images Missing Main Binary)
Hi all, I'm encountering a strange crash issue during local iOS debugging on a real device, and I'm hoping someone can help explain it. The crash log contains unusually high offsets that are completely outside of any module address ranges listed in Binary Images. For example: 6 ??? 0x129ac0ee8 -[...:] + 1052 But the Binary Images section shows: 0x102358000 - 0x102363fff ChinaMobile arm64 ... 0x11bb2c000 - 0x11bdeffff ChinaMobile.debug.dylib arm64 ... ... There are two binaries for my app listed here, but neither matches that high crash address (0x129ac0ee8). Additionally, sometimes the Binary Images section doesn't even include my app's binary at all, which makes the crash logs even harder to analyze. This crash definitely happens inside my main app’s business code, yet the crash offset doesn’t match any listed binary range. Also, the crash logs contain many ??? module names and missing symbols, even though I'm running a Debug build locally, and I know how to symbolize logs manually. My Questions: Why does the crash log show such high offsets, far beyond any Binary Images' range? Why does it have so many ??? entries and missing symbols, even in a local debug build? Could this be related to Xcode version, build settings, or some project misconfiguration? Any suggestions or insights would be greatly appreciated!
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111
Jul ’25
visionOS Simulator: CloudKitWrapper not found
Hello, I'm working on a Unity game which uses Apple Arcade Cloudkit Unity plugin. Cloud save works on all platforms except visionOS. I tried to debug using visionOS 2.4 Simulator. When the game starts XCode display the following error: DllNotFoundException: Unable to load DLL 'CloudKitWrapper'. Tried the load the following dynamic libraries: Unable to load dynamic library '/CloudKitWrapper' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/CloudKitWrapper, 0x0005): tried: '/Users/seb/Library/Developer/Xcode/DerivedData/Unity-VisionOS-akwybgjotadlwrghmmfkhbhpuduf/Build/Products/Debug-xrsimulator/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/CloudKitWrapper' (no such file), '/CloudKitWrapper' (no such file) at Apple.CloudKit.CKContainer.CKContainer_Default () [0x00000] in <00000000000000000000000000000000>:0 at Apple.CloudKit.CKContainer.Default () [0x00000] in <00000000000000000000000000000000>:0 I opened up the "Debug-xrsimulator" and indeed there is no CloudKitWrapper. However, if I "show content" on the app and navigate to the "Frameworks" folder, all Apple Arcade plugins are here, including CloudKit. I guess the plugin is in the right location, but the code tries to load it from the wrong path.
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Jun ’25
Xcode PCCM Fails to Install
When installing Xcode on macOS Tahoe, Predictive Code Completion Model cannot install. The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 User Info: { DVTErrorCreationDateKey = "2025-06-16 04:54:14 +0000"; } Failed to find asset: com.apple.gm.safety_deny.input.code_intelligence.base.generic - no asset Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 System Information macOS Version 16.0 (Build 25A5279m) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-06-16T00:54:14-04:00
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Jun ’25
xcrun problem with Xcode 26 Beta 3
We are trying to run Xcode 26 Beta 3 in our CI but it gives the following error when trying to install simulators: [04:23:37]: ▸ 2025-07-22 04:23:37.173 xcodebuild[856:11336] [MT] DVTPlugInLoading: Failed to load code for plug-in com.apple.dt.IDESimulatorFoundation (/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework), error = Error Domain=NSCocoaErrorDomain Code=3588 "dlopen(/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, 0x0109): Library not loaded: /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator [04:23:37]: ▸ Referenced from: <AE950330-CC10-3EA9-8604-F0BACFEAD81B> /Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/Versions/A/IDESimulatorFoundation [04:23:37]: ▸ Reason: tried: '/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file), '/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file)" UserInfo={NSLocalizedFailureReason=The bundle couldn’t be loaded., NSLocalizedRecoverySuggestion=Try reinstalling the bundle., NSFilePath=/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, NSDebugDescription=dlopen(/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, 0x0109): Library not loaded: /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator I tried adding everything in the book: xcode-select --switch /Applications/Xcode-beta.app xcodebuild -runFirstLaunch xcodebuild -downloadPlatform iOS But nothing seems to work. There is any known bug related to it in this beta? We are using macOS Sequoia.
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Jul ’25
Scope of GPT Training in Xcode 26
Hello, I watched WWDC 25 and saw that GPT will be integrated into Xcode. This raised a question for me. As far as I know, GPT models learn from user interactions. However, the GPT terms of use mention that business accounts are excluded from training. Does this also apply to the GPT integrated into Xcode 26? I couldn’t find any information about this in the Xcode 26 beta release notes or the Apple Developer Program License Agreement. If anyone knows where this is documented, I’d really appreciate it if you could share it. Also, if any Apple staff is reading this, I’d be grateful if you could clarify whether the same non-training policy applies within Xcode. Thank you!
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Jun ’25
Only see "Personal team" although I've been added to my company team
Hello, I've been added as an "App Manager" to a team of my company to which the app I'm developing belongs. I've received the invite e-mail, done all required step. On the websites (Apple Developer and App Store Connect), everything to be fine: I properly appear as a member of the team, I see the application, I can edit it. However, when I log in in Xcode with that account, I only see the "Personal team". Therefore, I got the error "Failed Registering Bundle Identifier" (which makes sense since the app belongs to the team of my company, not to my Personal team). Since the Apple ID I used is my personal Apple ID (which happens to be my personal email address), and I already done some stuff with it, I feared that there was a problem with this particular Apple ID. Therefore, we tried to add me to the team with my professional email address. This time, we added this address as a Developer in the Team. But still the same problem: When I tried to log in in Xcode with that 2nd address, I still only see the Personal team. Note that professional email address has never been used on any Apple product before. I also tried to log out / log in multiple times, restarting XCode, and still the same problem. What are we missing? How can I be able to select the right team in Xcode?
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Jul ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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108
Jun ’25
No models available in Xcode 26 beta Code Assistant
I have downloaded the new Xcode beta, signed in with my ChatGPT account yet there is still no model available for me to select. I have reinstalled Xcode, logged in and out of the ChatGPT integration a dozen times, pressed every single button, but nothing seems to make a model appear? Am I stupid or am I missing something?
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Jul ’25
Module not found when using inheritance
PLATFORM AND VERSION Development environment: Xcode 16.4 (16F6), macOS 15.5 (24F74) Run-time configuration: iOS 18.3.1 DESCRIPTION OF PROBLEM I cannot build my app due to a module not found error when I'm importing Sample-Swift.h header to an ObjectiveC file. I need to use Swift code to ObjectiveC file with Swift code using an external XCFramework. It seems to be related to a mix with ObjectiveC and Swift code when Swift code uses class inheritance from FZWorkoutKit class. With a full Swift project, no issue. STEPS TO REPRODUCE Project https://fizzup.s3.amazonaws.com/files/public/Sample-WK.zip Open the provided project and try to build it. The issue occurs. In MyObject.m file, if you comment the first import (Sample-Swift.h), no issue occurs but I cannot use my Swift code (MyFile class). Uncomment the line commented in step 1. Go to MyFile.swift and change class inheritance from GoModeController (from FZWorkoutKit framework) to UIView (from UIKit). No issue occurs.
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Jun ’25
Is a modulemap file required when importing a static library objective-c framework? If not when is a modulemap required?
I am a bit confused. My understanding previously was that a modulemap was required in order to have a bridging header be generated. Now it has come to my attention that a modulemap is both a build input and something you can put in the Modules folder of the built product if you so choose. I have tried reading the clang modulemap documentation, but am really struggling to connect most of what it says to the problem at hand. In a project I am working on, the generation of the modulemap file is quite problematic. The framework imports C++ libraries and itself writes Objective-C++ wrappers for them. Currently, the modulemap file is both set as the Module Map File in "Build Settings" and presumably used when the Swift project later imports it. In this project the modulemap is a list of the objective-c++ header files then export * I am trying to understand what I would lose if I do one or both of two things: What happens if I dont set this module map file in the build settings for the objective-c++ framework? What happens if I dont have a modulemap involved whatsoever in this objective-c++ framework and then it is imported into Swift? And does any of this change if its compiled as a static vs dynamic library? What if I embed it vs not embed it? Because the build in the real project is so complicated its hard to isolate what is going on. So I built a smaller sample app. There is CFramework which has an objective-c++ class. There is SwiftProject which imports that framework and is purely Swift. It imports the module and uses it. I did not write a modulemap file, and the Swift project builds just fine. In the timeline it: Prepares packages Computes target dependency graph Builds static cache for iPhoneSimulator18.2sdk As near as I can tell even though the objective-c++ framework is not built with a modulemap in its build settings and there is not a modulemap included in the framework everything works. So then the modulemap file is useless? Perhaps it speeds things up but what step would theoretically be skippable?
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Jun ’25
JSON Tutorial
HiSuppose i made a macOS App and want to connect to Oracle or mySQL Database I heard best way is using JSON which i dontknow anything about it, where can I find good reading about it thats specifically related to macOS or iOS Apps ?--Kindest Regards
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Feb ’26
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
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Jul ’25
How can you have a framework which uses a 3rd party dependency and an app that uses the framework and also the same dependency?
Is this setup possible / have a solution: There is a .xcframework F, which uses a 3rd party library, lets call it L. There is an app which uses the xcframework The app also uses L Both the app and F use SPM to integrate L F is using L for its own internal purposes. F is providing some functionality to the app. How it implements that ideally should be a black box from the app's perspective. The app also happens to use L for its own purposes. I can't get this set up working, always get warnings about duplicate symbols when running the App. This will presumably be due to the fact there are separate copies of L in both F and A. So how can that be eliminated? Can F not statically like to L and use the App's version of L at runtime? If so how can Xcode be configured so that F can actually compile? Or vice versa - can the App not statically link in its own copy of L and use that in the framework? If so, similar questions, how to configure Xcode to set this up? I can't believe this is an obscure use case, yet after days of searching and reading documentation I can't find any solution. Note that I was able to get this going when the app and the framework used Cocoapods to integrate L, but I just can't do similarly if the use of Cocoapods is replaced with SMP. When using cocoapods, within the frameworks Xcode section, the pods framework is set to Do Not Embed. This is probably the vital difference between the working Cocoapods implementation and the not working SPM solution. However, when using SPM Xcode doesn't present any option to either embed nor not embed the dependency. Why not? Can it somehow be set to not embed?
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Jun ’25
SpringBoard Crashes on macOS Simulator When Receiving Critical Alerts
I’m experiencing a consistent crash of SpringBoard on macOS when running my iOS app in the Simulator. The crash occurs specifically when a critical alert (geofence notification) is triggered by my server and delivered to the app. Xcode version: 16.4 macOS version: 15.5 App uses UNUserNotificationCenter with critical alert notifications related to geofencing. When the critical alert is received, SpringBoard quits unexpectedly on macOS, crashing the Simulator UI to the home screen. The notification is delivered by Firebase, and I have updated to the latest version of that. The console shows: XPC connection interrupted [C:1] Error received: Connection interrupted. [C:1-2] Error received: Connection interrupted. This does not happen when testing on a real device — the app works fine there, however, Springbaord still crashes on macOS. Please advise if this is a known issue or if there’s a workaround. This severely impacts development and testing of location-based critical notifications. The last time I tested this functionality, with an older version of Xcode, I had no issues. Thank you for your help.
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Feb ’26
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
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Jul ’25
Tabbar UITest bug on tvOS
When running UITests on tvOS, tabBar viewIdentifiers (UIKit) are no longer appearing. When you run the test, accessibility identifiers for tabs are no longer locatable but all other identifiers appears except for the tabs in the tabBar. In the stack trace of the debugger, if I print application, I can see all existing viewIdentifiers except those that were set for the tabs (on tvOS only). If I force an action on the simulator after the app has launched and the view appeared ie move left or right, the identifiers appears (confirmed by stack trace) and the test will continue as expected. This was not an issue in the past (no code changes). I am not sure if this appeared after updating my mac to Sequoia. But for iOS, there is no issue. This bug only appears on tvOS and specifically the tabs. Issue persists on: Sequoia 15.4.1 Xcode 16.3
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May ’25
Missing crash reports
We can see from App Store Connect under TestFlight tab on the overview that our build got X number of crashes. Problem is that these crashes are not found in Crash feedback tab or not from Xcode Organizer. This problem has been ongoing for us in multiple different app builds now. Is there any suggestions what might cause this problem and how to start solving this? I'm pretty confident that these crashes happen in our network extension (NEPacketTunnelProvider). Note - We have a lot of TestFlight users and to start asking them all separately manual logs from phone might not help us here. (Settings > Privacy > Analytics & Improvements > Analytics Data). Also these crashes have not been reported to us by the users. I suspect that the reason is that the extension kicks automatically back up since we are running VPN there with on demand rules. Meaning that the users might not be able to notice the service crash or shut down because of the automatic restart. Thanks
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Jun ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
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Jun ’25
iOS Crash Log Shows High Offsets & ??? Modules in Local Debug Build (Binary Images Missing Main Binary)
Hi all, I'm encountering a strange crash issue during local iOS debugging on a real device, and I'm hoping someone can help explain it. The crash log contains unusually high offsets that are completely outside of any module address ranges listed in Binary Images. For example: 6 ??? 0x129ac0ee8 -[...:] + 1052 But the Binary Images section shows: 0x102358000 - 0x102363fff ChinaMobile arm64 ... 0x11bb2c000 - 0x11bdeffff ChinaMobile.debug.dylib arm64 ... ... There are two binaries for my app listed here, but neither matches that high crash address (0x129ac0ee8). Additionally, sometimes the Binary Images section doesn't even include my app's binary at all, which makes the crash logs even harder to analyze. This crash definitely happens inside my main app’s business code, yet the crash offset doesn’t match any listed binary range. Also, the crash logs contain many ??? module names and missing symbols, even though I'm running a Debug build locally, and I know how to symbolize logs manually. My Questions: Why does the crash log show such high offsets, far beyond any Binary Images' range? Why does it have so many ??? entries and missing symbols, even in a local debug build? Could this be related to Xcode version, build settings, or some project misconfiguration? Any suggestions or insights would be greatly appreciated!
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111
Activity
Jul ’25
visionOS Simulator: CloudKitWrapper not found
Hello, I'm working on a Unity game which uses Apple Arcade Cloudkit Unity plugin. Cloud save works on all platforms except visionOS. I tried to debug using visionOS 2.4 Simulator. When the game starts XCode display the following error: DllNotFoundException: Unable to load DLL 'CloudKitWrapper'. Tried the load the following dynamic libraries: Unable to load dynamic library '/CloudKitWrapper' because of 'Failed to open the requested dynamic library (0x06000000) dlerror() = dlopen(/CloudKitWrapper, 0x0005): tried: '/Users/seb/Library/Developer/Xcode/DerivedData/Unity-VisionOS-akwybgjotadlwrghmmfkhbhpuduf/Build/Products/Debug-xrsimulator/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/usr/lib/system/introspection/CloudKitWrapper' (no such file), '/Library/Developer/CoreSimulator/Volumes/xrOS_22O237/Library/Developer/CoreSimulator/Profiles/Runtimes/xrOS 2.4.simruntime/Contents/Resources/RuntimeRoot/CloudKitWrapper' (no such file), '/CloudKitWrapper' (no such file) at Apple.CloudKit.CKContainer.CKContainer_Default () [0x00000] in <00000000000000000000000000000000>:0 at Apple.CloudKit.CKContainer.Default () [0x00000] in <00000000000000000000000000000000>:0 I opened up the "Debug-xrsimulator" and indeed there is no CloudKitWrapper. However, if I "show content" on the app and navigate to the "Frameworks" folder, all Apple Arcade plugins are here, including CloudKit. I guess the plugin is in the right location, but the code tries to load it from the wrong path.
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2
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155
Activity
Jun ’25
Incorrect Syntax Color for Raw Identifiers
Using Xcode 26.0 beta (17A5241e) Wanted to try out raw identifiers for Swift Testing tests, and while they work, syntax colorization is dreadful. Much less readable then just using a custom name with @Test. Feedback: FB18260756 Example with a raw identifier of some example test name:
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95
Activity
Jun ’25
Xcode PCCM Fails to Install
When installing Xcode on macOS Tahoe, Predictive Code Completion Model cannot install. The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.) Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 User Info: { DVTErrorCreationDateKey = "2025-06-16 04:54:14 +0000"; } Failed to find asset: com.apple.gm.safety_deny.input.code_intelligence.base.generic - no asset Domain: ModelCatalog.CatalogErrors.AssetErrors Code: 1 System Information macOS Version 16.0 (Build 25A5279m) Xcode 16.4 (23792) (Build 16F6) Timestamp: 2025-06-16T00:54:14-04:00
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3
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118
Activity
Jun ’25
xcrun problem with Xcode 26 Beta 3
We are trying to run Xcode 26 Beta 3 in our CI but it gives the following error when trying to install simulators: [04:23:37]: ▸ 2025-07-22 04:23:37.173 xcodebuild[856:11336] [MT] DVTPlugInLoading: Failed to load code for plug-in com.apple.dt.IDESimulatorFoundation (/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework), error = Error Domain=NSCocoaErrorDomain Code=3588 "dlopen(/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, 0x0109): Library not loaded: /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator [04:23:37]: ▸ Referenced from: <AE950330-CC10-3EA9-8604-F0BACFEAD81B> /Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/Versions/A/IDESimulatorFoundation [04:23:37]: ▸ Reason: tried: '/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file), '/Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator' (no such file)" UserInfo={NSLocalizedFailureReason=The bundle couldn’t be loaded., NSLocalizedRecoverySuggestion=Try reinstalling the bundle., NSFilePath=/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, NSDebugDescription=dlopen(/Applications/Xcode-beta.app/Contents/Frameworks/IDESimulatorFoundation.framework/IDESimulatorFoundation, 0x0109): Library not loaded: /Library/Developer/PrivateFrameworks/CoreSimulator.framework/Versions/A/CoreSimulator I tried adding everything in the book: xcode-select --switch /Applications/Xcode-beta.app xcodebuild -runFirstLaunch xcodebuild -downloadPlatform iOS But nothing seems to work. There is any known bug related to it in this beta? We are using macOS Sequoia.
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2
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202
Activity
Jul ’25
Scope of GPT Training in Xcode 26
Hello, I watched WWDC 25 and saw that GPT will be integrated into Xcode. This raised a question for me. As far as I know, GPT models learn from user interactions. However, the GPT terms of use mention that business accounts are excluded from training. Does this also apply to the GPT integrated into Xcode 26? I couldn’t find any information about this in the Xcode 26 beta release notes or the Apple Developer Program License Agreement. If anyone knows where this is documented, I’d really appreciate it if you could share it. Also, if any Apple staff is reading this, I’d be grateful if you could clarify whether the same non-training policy applies within Xcode. Thank you!
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0
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69
Activity
Jun ’25
Only see "Personal team" although I've been added to my company team
Hello, I've been added as an "App Manager" to a team of my company to which the app I'm developing belongs. I've received the invite e-mail, done all required step. On the websites (Apple Developer and App Store Connect), everything to be fine: I properly appear as a member of the team, I see the application, I can edit it. However, when I log in in Xcode with that account, I only see the "Personal team". Therefore, I got the error "Failed Registering Bundle Identifier" (which makes sense since the app belongs to the team of my company, not to my Personal team). Since the Apple ID I used is my personal Apple ID (which happens to be my personal email address), and I already done some stuff with it, I feared that there was a problem with this particular Apple ID. Therefore, we tried to add me to the team with my professional email address. This time, we added this address as a Developer in the Team. But still the same problem: When I tried to log in in Xcode with that 2nd address, I still only see the Personal team. Note that professional email address has never been used on any Apple product before. I also tried to log out / log in multiple times, restarting XCode, and still the same problem. What are we missing? How can I be able to select the right team in Xcode?
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106
Activity
Jul ’25
Does Xcode still support capturing GPU workload for OpenGLES game app on iOS?
As far as I know, there was a time that you can capture GPU workload for opengles game app on iOS using Xcode. However, currently I'm using Xcode version 15.2 and iOS18,it seems the "capture GPU workload" button is always disabled when I'm trying to debug my game app which is using opengles api for graphics rendering no matter switchinng "GPU Frame Capture" to "OpenGL ES" or "Metal" or "Automatically" in the scheme. And I'm not able to capture GPU workload for my game on iOS. The only way to make the "capture GPU workload" button enabled is creating a new project using metal api for graphics rendering. But I don't want to change the graphics API, because it will cause a lot. Does Xcode still support capturing GPU workload for OpenGLES game app on iOS? If not, is there an alternative way?
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0
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108
Activity
Jun ’25
No models available in Xcode 26 beta Code Assistant
I have downloaded the new Xcode beta, signed in with my ChatGPT account yet there is still no model available for me to select. I have reinstalled Xcode, logged in and out of the ChatGPT integration a dozen times, pressed every single button, but nothing seems to make a model appear? Am I stupid or am I missing something?
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0
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196
Activity
Jul ’25
Module not found when using inheritance
PLATFORM AND VERSION Development environment: Xcode 16.4 (16F6), macOS 15.5 (24F74) Run-time configuration: iOS 18.3.1 DESCRIPTION OF PROBLEM I cannot build my app due to a module not found error when I'm importing Sample-Swift.h header to an ObjectiveC file. I need to use Swift code to ObjectiveC file with Swift code using an external XCFramework. It seems to be related to a mix with ObjectiveC and Swift code when Swift code uses class inheritance from FZWorkoutKit class. With a full Swift project, no issue. STEPS TO REPRODUCE Project https://fizzup.s3.amazonaws.com/files/public/Sample-WK.zip Open the provided project and try to build it. The issue occurs. In MyObject.m file, if you comment the first import (Sample-Swift.h), no issue occurs but I cannot use my Swift code (MyFile class). Uncomment the line commented in step 1. Go to MyFile.swift and change class inheritance from GoModeController (from FZWorkoutKit framework) to UIView (from UIKit). No issue occurs.
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181
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Jun ’25
Is a modulemap file required when importing a static library objective-c framework? If not when is a modulemap required?
I am a bit confused. My understanding previously was that a modulemap was required in order to have a bridging header be generated. Now it has come to my attention that a modulemap is both a build input and something you can put in the Modules folder of the built product if you so choose. I have tried reading the clang modulemap documentation, but am really struggling to connect most of what it says to the problem at hand. In a project I am working on, the generation of the modulemap file is quite problematic. The framework imports C++ libraries and itself writes Objective-C++ wrappers for them. Currently, the modulemap file is both set as the Module Map File in "Build Settings" and presumably used when the Swift project later imports it. In this project the modulemap is a list of the objective-c++ header files then export * I am trying to understand what I would lose if I do one or both of two things: What happens if I dont set this module map file in the build settings for the objective-c++ framework? What happens if I dont have a modulemap involved whatsoever in this objective-c++ framework and then it is imported into Swift? And does any of this change if its compiled as a static vs dynamic library? What if I embed it vs not embed it? Because the build in the real project is so complicated its hard to isolate what is going on. So I built a smaller sample app. There is CFramework which has an objective-c++ class. There is SwiftProject which imports that framework and is purely Swift. It imports the module and uses it. I did not write a modulemap file, and the Swift project builds just fine. In the timeline it: Prepares packages Computes target dependency graph Builds static cache for iPhoneSimulator18.2sdk As near as I can tell even though the objective-c++ framework is not built with a modulemap in its build settings and there is not a modulemap included in the framework everything works. So then the modulemap file is useless? Perhaps it speeds things up but what step would theoretically be skippable?
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101
Activity
Jun ’25
JSON Tutorial
HiSuppose i made a macOS App and want to connect to Oracle or mySQL Database I heard best way is using JSON which i dontknow anything about it, where can I find good reading about it thats specifically related to macOS or iOS Apps ?--Kindest Regards
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474
Activity
Feb ’26
Proper includes into Package.swift
Ok, I have a bit of special problem. I want to use the "Swift Upcoming Feature Flags" in my packages. The problem is that we have quite a lot of Packages in a quite deep tree: at the root of the Package directory there are four dirs: AppA/ AppB/ Shared/ Temporary/ also the packages ExternalLibs and BuildPlugins. Temporary contains Packages that need rework and the other three subdirs each contain the subdirs: Features/ Utilities/ Services/ All in all there are over 100 packages. Now I would like to use definitions like https://github.com/treastrain/swift-upcomingfeatureflags-cheatsheet to use in the Package.swift files. And as you might guess, I do not want to copy those into each and every Package.swift file. It seems like SPM is only finding includes by itself if they are in the exact same directory as the Package.swift file 🙄 That's not at all helpful… Has anyone found a way to do useful includes into Package.swift files? Any help appreciated. Thank You Roddi
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124
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Jul ’25
How can you have a framework which uses a 3rd party dependency and an app that uses the framework and also the same dependency?
Is this setup possible / have a solution: There is a .xcframework F, which uses a 3rd party library, lets call it L. There is an app which uses the xcframework The app also uses L Both the app and F use SPM to integrate L F is using L for its own internal purposes. F is providing some functionality to the app. How it implements that ideally should be a black box from the app's perspective. The app also happens to use L for its own purposes. I can't get this set up working, always get warnings about duplicate symbols when running the App. This will presumably be due to the fact there are separate copies of L in both F and A. So how can that be eliminated? Can F not statically like to L and use the App's version of L at runtime? If so how can Xcode be configured so that F can actually compile? Or vice versa - can the App not statically link in its own copy of L and use that in the framework? If so, similar questions, how to configure Xcode to set this up? I can't believe this is an obscure use case, yet after days of searching and reading documentation I can't find any solution. Note that I was able to get this going when the app and the framework used Cocoapods to integrate L, but I just can't do similarly if the use of Cocoapods is replaced with SMP. When using cocoapods, within the frameworks Xcode section, the pods framework is set to Do Not Embed. This is probably the vital difference between the working Cocoapods implementation and the not working SPM solution. However, when using SPM Xcode doesn't present any option to either embed nor not embed the dependency. Why not? Can it somehow be set to not embed?
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109
Activity
Jun ’25
SpringBoard Crashes on macOS Simulator When Receiving Critical Alerts
I’m experiencing a consistent crash of SpringBoard on macOS when running my iOS app in the Simulator. The crash occurs specifically when a critical alert (geofence notification) is triggered by my server and delivered to the app. Xcode version: 16.4 macOS version: 15.5 App uses UNUserNotificationCenter with critical alert notifications related to geofencing. When the critical alert is received, SpringBoard quits unexpectedly on macOS, crashing the Simulator UI to the home screen. The notification is delivered by Firebase, and I have updated to the latest version of that. The console shows: XPC connection interrupted [C:1] Error received: Connection interrupted. [C:1-2] Error received: Connection interrupted. This does not happen when testing on a real device — the app works fine there, however, Springbaord still crashes on macOS. Please advise if this is a known issue or if there’s a workaround. This severely impacts development and testing of location-based critical notifications. The last time I tested this functionality, with an older version of Xcode, I had no issues. Thank you for your help.
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215
Activity
Feb ’26
更新Xcode16.3版本之后,使用pods工程报错,之前15.4版本XCode没有这个问题啊
谁帮我看下这个问题怎么解决啊,困扰一个多星期了,遇到的同胞联系下邮箱799610809QQ邮箱 Module 'Foundation' is needed but has notbeen provided, and implicit use of modulefiles is disabled
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560
Activity
Sep ’25
Avoiding Plugin Execution in a Linked Swift Package During Top-Level Package Builds
I am working on an iOS project using Xcode 16.0 that leverages multiple Swift packages. Among these, I have a Shared Package that contains reusable code and is linked to several top-level feature packages (e.g., VideoPlayer, VideoEditor, etc.). The Shared Package includes a Swift Package Manager plugin for linting code standards, which is designed to execute during its own build process. However, when building a top-level package (e.g., VideoPlayer), the Shared Package is also built as part of the dependency graph. During this process, the linting plugin in the Shared Package is executed unnecessarily, even though the intent is to only build the Shared Package's code. This behavior results in a significant increase in build times for the top-level packages, as the linting plugin is executed every time the Shared Package is built indirectly. Key Details: Xcode Version: 16.0 Swift Package Manager: Used for dependency management. Issue: The linting plugin in the Shared Package executes during the build of top-level packages, increasing build times. Expected Behaviour: The plugin should only execute when the Shared Package is built directly, not when it is built as a dependency of a top-level package. I would like to know if there is a way to configure the Shared Package or the Swift Package Manager to prevent the plugin from executing when the Shared Package is built as a dependency of a top-level package, while still allowing the plugin to run when the Shared Package is built directly. Any guidance, configuration tips, or best practices to address this issue would be greatly appreciated.
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108
Activity
Jul ’25
Tabbar UITest bug on tvOS
When running UITests on tvOS, tabBar viewIdentifiers (UIKit) are no longer appearing. When you run the test, accessibility identifiers for tabs are no longer locatable but all other identifiers appears except for the tabs in the tabBar. In the stack trace of the debugger, if I print application, I can see all existing viewIdentifiers except those that were set for the tabs (on tvOS only). If I force an action on the simulator after the app has launched and the view appeared ie move left or right, the identifiers appears (confirmed by stack trace) and the test will continue as expected. This was not an issue in the past (no code changes). I am not sure if this appeared after updating my mac to Sequoia. But for iOS, there is no issue. This bug only appears on tvOS and specifically the tabs. Issue persists on: Sequoia 15.4.1 Xcode 16.3
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1
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192
Activity
May ’25
Missing crash reports
We can see from App Store Connect under TestFlight tab on the overview that our build got X number of crashes. Problem is that these crashes are not found in Crash feedback tab or not from Xcode Organizer. This problem has been ongoing for us in multiple different app builds now. Is there any suggestions what might cause this problem and how to start solving this? I'm pretty confident that these crashes happen in our network extension (NEPacketTunnelProvider). Note - We have a lot of TestFlight users and to start asking them all separately manual logs from phone might not help us here. (Settings > Privacy > Analytics & Improvements > Analytics Data). Also these crashes have not been reported to us by the users. I suspect that the reason is that the extension kicks automatically back up since we are running VPN there with on demand rules. Meaning that the users might not be able to notice the service crash or shut down because of the automatic restart. Thanks
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106
Activity
Jun ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
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159
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Jun ’25