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Inquiry about Open Source Release of Xcode 15's ld Source Code
Inquiry about Open Source Release of Xcode 15's ld Source Code Dear Apple Developer Support Team, I hope this email finds you well. I am a developer with a keen interest in Apple's development toolchain. I noticed that Xcode 15 uses a new version of the linker (ld), and I'm particularly interested in its source code. I would like to inquire about: When will the source code for the ld linker used in Xcode 15 be made available as open source? Your response would be greatly appreciated. Thank you for your time and attention to this matter. Best regards, Panghu
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Xcode 16 project build malfunction
I have one project, it has one Swift (AppKit) App and one C++ dylib project, I don't have problem in build the dylib, but when build the UI App, there will be an error: "ld: multiple errors: file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/AppDelegate.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/AppDelegate.o'; file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/ViewController.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/ViewController.o'; file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/GeneratedAssetSymbols.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/GeneratedAssetSymbols.o' clang++: error: linker command failed with exit code 1 (use -v to see invocation)" Clean project folder and rebuild - it won't fix I tried remove the two Swift files and added it again- it won't fix Delete DerivedData folder - it won't fix I upgraded to Xcode 16.1 - also tried above, it won't fix BUT: the project doesn't have any problem when build with Xcode 15
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Another Xcode doc. error: Non-existent 'App Icons & Launch Images' menu item
In "Create asset catalogs and sets" - https://help.apple.com/xcode/mac/current/#/dev10510b1f7 - I read this: " Create an iOS or tvOS launch screen image set: Choose App Icons & Launch Images > New [OS] Launch Image from the Add button (+) or from the Editor > Add Assets menu. For an iOS app, you can also change the default launch screen source to an image set. " But neither the Editor -> Add New Asset menu nor the Add button (+) menu contains an "App Icons & Launch Images" item. I can add that I use Xcode 16.1. So again, the Xcode documentation is quite misleading and confusing! My (real) question is if it is possible to give Xcode ONE launch image from which Xcode creates all necessary image sizes automatically? Or do we still need the apps and services that creates a bunch of launch images from ONE image?
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Launchd won't run a daemon that calls setuid in Sonoma, but it will allow it in Sequoia and Monterey
We have a daemon (/Library/LaunchDaemons) that has been calling setuid (usr/include/unistd.h) for some time. Launchd allowed that until we started compiling using Xcode 16 (maybe even Xcode 15). But now we have to remove that call for launchd to allow the daemon to run. That's not really an issue to remove that call but it is very mysterious that it only fails in Sonoma. Works in Sequoia and Monterey. Why is that? We found this after adding some logging to our daemon plist: The application with bundle ID <redacted> is running setugid(), which is not allowed. Exiting. We're actually calling setuid.
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iOS Build Availability in Xcode
When attempting to fix an issue that is only happening on a specific iOS build I noticed that I am not able to install that specific build on my simulator. Is there any way to get specific iOS builds that are not available through Xcode? Example: The bug I am trying to fix is only happening on 17.6.1 and 17.7.1. These specific builds are not available through Xcode. Attempted Resolution: I found a iPhone14,5_17.6.1_21G101_Restore.ipsw file but was not able to import it into Xcode for use nor was I able to use it on a physical device.
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Run identical UI/Unit tests on different build targets
I have different versions of my iOS App (written in SwiftUI). The app on the store, the App Clip, and one or two next version apps not yet released (e.g. A/B comparison). All good. But now I've started creating UI and Unit tests and I'm confused about how to get this working. Each build target has its own scheme. And in that scheme I have a Test plan for that target. E.g. The App Clip scheme has an App Clip test plan. Since all the app variants are very similar, I only have one set of unit tests and one set of UI tests so each test plan includes the same unit test target and the UI test target. Problem: When I selected a scheme (e.g. for the App Clip) and ran the tests, it turned out that all the tests ran for another build target, not the target of the scheme. I think this might be because within the definition of the test target there's a field specifying the host application. I.e. the build target. Question: How can I set up my project so that the test plan uses the relevant target build? Or do I have to duplicate all the test targets (one for each target)? Or do I have to manually change each test target before running it for a particular build target?
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Problem with in-app payment on iphone simulator in Xcode
Hi, I am testing payment on simulator. It worked previously but stopped. I am getting an error: <SKPaymentQueue: 0x600000031200>: Payment completed with error: Error Domain=ASDErrorDomain Code=530 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=USA, NSUnderlyingError=0x600000c61fe0 {Error Domain=AMSErrorDomain Code=100 "Authentication Failed The authentication failed." UserInfo={NSMultipleUnderlyingErrorsKey=( "Error Domain=AMSErrorDomain Code=2 "Password reuse not available for account The account state does not support password reuse." UserInfo={NSDebugDescription=Password reuse not available for account The account state does not support password reuse., AMSDescription=Password reuse not available for account, AMSFailureReason=The account state does not support password reuse.}", "Error Domain=AMSErrorDomain Code=0 "Authentication Failed Encountered an unrecognized authentication failure." UserInfo={NSDebugDescription=Authentication Failed Encountered an unrecognized authentication failure., AMSDescription=Authentication Failed, AMSFailureReason=Encountered an unrecognized authentication failure.}" ), AMSDescription=Authentication Failed, NSDebugDescription=Authentication Failed The authentication failed., AMSFailureReason=The authentication failed.}}}
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Can't connect XCode and brand new Iphone 16 pro
I have this error for 5 min : title: Waiting to reconnect to {Iphone_Name} content: Previous preparation error: The developer disk image could not be mounted on this device.. Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.) after a while : title: The developer disk image could not be mounted on this device. content: Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.) What has been tryed : - Xcode : clean - Xcode : close - Iphone : unpluged - Iphone : Remove trusted device - Iphone : Remove Dev mode - Iphone : Re-active dev mode (then reboot) - Iphone : Accepte dev mode - Iphone : wait 5 min - Iphone : connect to the macbook pro (M1) - Iphone : accepte first form - XCode : start it - Iphone : accepte second form - XCode : select my project THEN BUG SAME PLAIN OLD APPLE BUG (again and again) (I have try it like 20 times, i'm fed up now) I have paid for a pro (100euros) account to be able to push to my brand new iphone. I have tried everything, like : remove xcode, re-install it. No Update for the iphone. sudo installer -pkg /Applications/Xcode.app/Contents/Resources/Packages/XcodeSystemResources.pkg -target / What I can do : - Buy a subscription to store my iphone on icloud (cause basic option is already full) - Ask a refound for the iphone (obviously not working) and my apple subscription developers. And fix my old iphone. No point to buy brand new device that is not working. Also, same error with my brand new ipad pro 16 pouce. I can't push to the store, cause you ask screen shot. But I can't start the apps, so i can't have screen shot. So i have to change my plans in terms of project. Please help, before I switch to a full web stack based on rust
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My App crashes run-time occasionally when I use AVFoundation and related code
I am developing an app for Vehicle owners with a built-in map navigation feature with voice navigation support. The app works fine without voice navigation but when I use voice navigation it occasionally crashes and it crashes while voice navigation is not in progress. What makes it impossible to diagnose is that even though it crashed 10 times on the flight, I don't see any crash reports in 'Apple Connect'. I tried running it in a simulator and it didn't crash there! but on a real device, when I drive with the app navigating me I crashes abruptly after a few minutes and it's not while the voice navigation is speaking! I also ran the app without AVFoundation and it did not crash then. So I am 100% sure it is something with this AVFoundation framework. If anyone can help find the problem in my following code it would be really helpful. import SwiftUI import AVFoundation struct DirectionHeaderView: View { @Environment(\.colorScheme) var bgMode: ColorScheme var directionSign: String? var nextStepDistance: String var instruction: String @Binding var showDirectionsList: Bool @Binding var height: CGFloat @StateObject var locationDataManager: LocationDataManager @State private var synthesizer = AVSpeechSynthesizer() @State private var audioSession = AVAudioSession.sharedInstance() @State private var lastInstruction: String = "" @State private var utteranceDistance: String = "" @State private var isStepExited = false @State private var range = 20.0 var body: some View { VStack { HStack { VStack { if let directionSign = directionSign { Image(systemName: directionSign) } if !instruction.contains("Re-calculating the route...") { Text("\(nextStepDistance)") .onChange(of: nextStepDistance) { let distance = getDistanceInNumber(distance: nextStepDistance) if distance <= range && !isStepExited { startVoiceNavigation(with: instruction) isStepExited = true } } } } Spacer() Text(instruction) .onAppear { isStepExited = false utteranceDistance = nextStepDistance range = nextStepRange(distance: utteranceDistance) startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)") } .onChange(of: instruction) { isStepExited = false utteranceDistance = nextStepDistance range = nextStepRange(distance: utteranceDistance) startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)") } .padding(10) Spacer() } } .padding(.horizontal,10) .background(bgMode == .dark ? Color.black.gradient : Color.white.gradient) } func startVoiceNavigation(with utterance: String) { if instruction.isEmpty || utterance.isEmpty { return } if instruction.contains("Re-calculating the route...") { synthesizer.stopSpeaking(at: AVSpeechBoundary.immediate) return } let thisUttarance = AVSpeechUtterance(string: utterance) lastInstruction = instruction if audioSession.category == .playback && audioSession.categoryOptions == .mixWithOthers { DispatchQueue.main.async { synthesizer.speak(thisUttarance) } } else { setupAudioSession() DispatchQueue.main.async { synthesizer.speak(thisUttarance) } } } func setupAudioSession() { do { try audioSession.setCategory(AVAudioSession.Category.playback, options: AVAudioSession.CategoryOptions.mixWithOthers) try audioSession.setActive(true) } catch { print("error:\(error.localizedDescription)") } } func nextStepRange(distance: String) -> Double { var thisStepDistance = getDistanceInNumber(distance: distance) if thisStepDistance != 0 { switch thisStepDistance { case 0...200: if locationDataManager.speed >= 90 { return thisStepDistance/1.5 } else { return thisStepDistance/2 } case 201...300: if locationDataManager.speed >= 90 { return 120 } else { return 100 } case 301...500: if locationDataManager.speed >= 90 { return 150 } else { return 125 } case 501...1000: if locationDataManager.speed >= 90 { return 250 } else { return 200 } case 1001...10000: if locationDataManager.speed >= 90 { return 250 } else { return 200 } default: if locationDataManager.speed >= 90 { return 250 } else { return 200 } } } return 200 } func getDistanceInNumber(distance: String) -> Double { var thisStepDistance = 0.0 if distance.contains("km") { let stepDistanceSplits = distance.split(separator: " ") let stepDistanceText = String(stepDistanceSplits[0]) if let dist = Double(stepDistanceText) { thisStepDistance = dist * 1000 } } else { var stepDistanceSplits = distance.split(separator: " ") var stepDistanceText = String(stepDistanceSplits[0]) if let dist = Double(stepDistanceText) { thisStepDistance = dist } } return thisStepDistance } } #Preview { DirectionHeaderView(directionSign: "", nextStepDistance: "", instruction: "", showDirectionsList: .constant(false), height: .constant(0), locationDataManager: LocationDataManager()) }
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Xcode 16 missing the DeviceSupport for iOS17 and above
i am unable to deploy the iOS app with automation using below command: ios-deploy --bundle /Users/XXXX/Library/Developer/Xcode/DerivedData/iOSClient2-XXXXXXX/Build/Products/Debug-iphoneos/iOSClient2.app/ --id 00008020-XXXXXXXXX --justlaunch --verbose with the error: ------ Debug phase ------ Starting debug of 00008120-000C713236E0A01E (D38AP, D38AP, uknownos, unkarch, 18.1, 22B83) a.k.a. 'Svt’s iPhone' connected through USB... Device Class: iPhone build: 22B83 version: 18.1 Found Xcode developer dir /Applications/Xcode.app/Contents/Developer version: 18.0 version: 18 2024-11-08 15:26:09.531 ios-deploy[33496:644410] [ !! ] Unable to locate DeviceSupport directory with suffix 'DeveloperDiskImage.dmg'. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown! Observation: Xcode 16 missing the DeviceSupport for iOS17 and above. /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/.... Xcode: Version 16.1 (16B40 iOS: iOS17 and above
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Xcode 16 destroys Objective-C Developer Documentation
In Xcode 16, even if Objective-C is selected, the Navigator in the documentation viewer displays Swift information. I don't know when this bug was introduced, but it's there in the last Xcode 16 betas at least. I hope as many developers as possible submit this bug to Apple to get their attention. P.S. Yes, I know there's Dash. For many years, Dash was a much better option than Xcode's built-in viewer. However, in version 5, the Dash developer introduced some unfortunate UI changes that made Xcode a better option to view the documentation in certain cases. Unfortunately, the Dash developer doesn't seem to be interested in user feedback anymore. He's been ignoring suggestions and user requests for years by now.
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Xcode doc. error: There is no 'asset catalog' in Project Navigator
In several places on https://developer.apple.com/documentation/xcode/configuring-your-app-icon I read: "In the Project navigator, select an asset catalog." But my Project Navigator does NOT contain any "asset catalog". So it's impossible to follow the instructions of the documentation, and thus specify a new app icon (set). I can add that I use Xcode 16.1 on MacOS 15.0.1 Sequoia. I have added a screen shot to document what I am saying. I have also reported this error in https://feedbackassistant.apple.com/feedback/15738182
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Error: captureSession(_:didEndWith:error:) nearly matches defaulted requirement in RoomCaptureSessionDelegate
Hello, I’m working with the RoomPlan API to capture and export 3D room models in an iOS app. My goal is to implement the RoomCaptureSessionDelegate protocol to handle the end of a room capture session. However, I’m encountering a cautionary warning in Xcode: Warning: "captureSession(:didEndWith:error:) nearly matches defaulted requirement captureSession(:didEndWith:error:) of protocol RoomCaptureSessionDelegate." I’ve verified that my delegate method signature matches the protocol, but the warning persists. I suspect this might be due to minor discrepancies in the parameter types or naming conventions required by the protocol. Below is my full RoomScanner.swift file: import RoomPlan import SwiftUI import UIKit func exportModelToFiles() { let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz") let documentPicker = UIDocumentPickerViewController(forExporting: [exportURL]) documentPicker.modalPresentationStyle = .formSheet if let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene, let rootViewController = windowScene.windows.first?.rootViewController { rootViewController.present(documentPicker, animated: true, completion: nil) } } class RoomScanner: ObservableObject { var roomCaptureSession: RoomCaptureSession? private let sessionConfig = RoomCaptureSession.Configuration() private var capturedRoom: CapturedRoom? func startSession() { roomCaptureSession = RoomCaptureSession() roomCaptureSession?.delegate = self roomCaptureSession?.run(configuration: sessionConfig) } func stopSession() { roomCaptureSession?.stop() guard let room = capturedRoom else { print("No room data available for export.") return } let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz") do { try room.export(to: exportURL) print("3D floor plan exported to \(exportURL)") } catch { print("Error exporting room model: \(error)") } } } // MARK: - RoomCaptureSessionDelegate extension RoomScanner: RoomCaptureSessionDelegate { func captureSession(_ session: RoomCaptureSession, didUpdate room: CapturedRoom) { // Handle real-time updates if necessary } func captureSession(_ session: RoomCaptureSession, didEndWith capturedRoom: CapturedRoom, error: Error?) { if let error = error { print("Capture session ended with error: \(error.localizedDescription)") } else { self.capturedRoom = capturedRoom } } }
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Xcode 16.x Simulators sometimes draw the screen with the wrong aspect ratio and appear distorted
Simulators sometimes draw the screen with the wrong aspect ratio and appear distorted. I'm on macOS 14.7 and using Xcode 16.1, but Xcode 16 was also sometimes doing this. This is happening in both iPhone simulator and iPad simulators. Is anyone else seeing this? It's not just the Home Screen, it happens in apps too. I have a weird bug when testing on the iPad simulators and I can't tell if it is a bug in the simulator or in my app. All my iPads are broken, so I can't actually test on device right now.
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Elementos no responden a un toque xcode
Desarrolle una app en xcode 16 para version minima de ios 16, todo funcionaba bien hasta la version 17 de ios, pero para ios 18 empezaron los problemas, los botones no responden a un toque, se deben sostener con un toque largo para que funcionen, ahora de un momento a otro ya no funciona para ninguna version de ios, los eventos tactiles deben ser prolongados para que se activen, en los botones o elementos que usan el tapgesture, he probado de todo versiones de xcode, versiones de swiftui, dispostivos reales, emuladores de todo y nada funciona, algun consejo o solucion gracias
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On Xcode16, when using the xcodebuild command to package, the developer account will be logged out, and then the packaging will fail.
Our CI process uses XcodeBuild tools. It used to work very well. The shell code is as follows: step 1 "++++++++++++++++clean++++++++++++++++" xcodebuild clean -workspace ${WORKSPACE_NAME}.xcworkspace \ -scheme ${SCHEME_NAME} \ -configuration ${configuration} step 2 "+++++++++++++++++archive+++++++++++++++++" xcodebuild archive -workspace ${WORKSPACE_NAME}.xcworkspace \ -scheme ${SCHEME_NAME} \ -configuration ${configuration} \ -archivePath ${ARCHIVE_PATH} -allowProvisioningUpdates YES step 3 "+++++++++++++++++ipa+++++++++++++++++" xcodebuild -exportArchive \ -archivePath ${ARCHIVE_PATH} \ -exportPath "${IPA_PATH}" \ -exportOptionsPlist ${EXPORT_METHOD_PLIST_PATH} \ -allowProvisioningUpdates YES But after upgrading to xcode16, every time I execute the step3, it fails. The error log is like this ** ARCHIVE SUCCEEDED ** 2024-11-08 16:19:54.360 xcodebuild[36487:6743710] [MT] IDEDistribution: -[IDEDistributionLogging _createLoggingBundleAtPath:]: Created bundle at path "/var/folders/ch/1mvd9gz11cn8zy9h254qz2600000gn/T/***.xcdistributionlogs". error: exportArchive No Accounts error: exportArchive Provisioning profile "iOS Team Store Provisioning Profile: com.***" doesn't include signing certificate "Apple Distribution: *** Co Ltd (***)". ** EXPORT FAILED ** At this time, my Apple developer account disappeared in xcode-setting-account, and it automatically logged out. If I log in again and execute the shell command, the above phenomenon will reappear. What is the cause of this, and what do I need to do to solve this problem? I look forward to your reply
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