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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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Save SwiftData object for model with one to many relationship
First the Model: import Foundation import SwiftData //Model for Earned Value Analysis @Model final class CostReport{ var aCWP: Double //Actual Cost of Work Performed var bCWP: Double //Budgeted Cost of Work Performed var bCWS: Double // Budgeted Cost of Work Scheduled var cumACWP: Double// Cumlative Actual Cost of Work Performed var cumBCWP: Double // Cumlative Budgeted Cost of Work Performed var cumBCWS: Double // Cumlative Budgeted Cost of Work Scheduled var startDateOfPeriod: Date var endDateOfPeriod: Date var contract: Contract? init(aCWP: Double = 0.0, bCWP: Double = 0.0, bCWS: Double = 0.0, cumACWP: Double = 0.0, cumBCWP: Double = 0.0, cumBCWS: Double = 0.0, startDateOfPeriod: Date = .now, endDateOfPeriod: Date = .now, contract: Contract) { self.aCWP = aCWP self.bCWP = bCWP self.bCWS = bCWS self.cumACWP = cumACWP self.cumBCWP = cumBCWP self.cumBCWS = cumBCWS self.startDateOfPeriod = startDateOfPeriod self.endDateOfPeriod = endDateOfPeriod self.contract = contract } } @Model //Model for Contracts final class Contract{ var costReports: [CostReport] var contractType: ContractType? @Attribute(.unique)var contractNumber: String @Attribute(.unique)var contractName: String var startDate: Date var endDate: Date var contractValue: Double var contractorName: String var contractorContact: String var contractorPhone: String var contractorEmail: String init(costReports: [CostReport], contractType: ContractType, contractNumber: String = "", contractName: String = "", startDate: Date = .now, endDate: Date = .now, contractValue: Double = 0.0, contractorName: String = "", contractorContact: String = "", contractorPhone: String = "", contractorEmail: String = "") { self.costReports = costReports self.contractType = contractType self.contractNumber = contractNumber self.contractName = contractName self.startDate = startDate self.endDate = endDate self.contractValue = contractValue self.contractorName = contractorName self.contractorContact = contractorContact self.contractorPhone = contractorPhone self.contractorEmail = contractorEmail } } @Model //Model for contract types final class ContractType{ var contracts: [Contract] @Attribute(.unique)var typeName: String @Attribute(.unique)var typeCode: String var typeDescription: String init(contracts: [Contract], typeName: String = "", typeCode: String = "", typeDescription: String = "") { self.contracts = contracts self.typeName = typeName self.typeCode = typeCode self.typeDescription = typeDescription } } ContractType has a one to many relationship to Contract. Contract has a one to many relationship with CostReport. The ContractTypes can vary depending on the users situation so I need the user to be able to enter ContractTypes. Code for that: import SwiftUI import SwiftData struct EnterContractTypes: View { @Environment(.modelContext) var managedObjectContext @Query private var contracts: [Contract] @Query private var contractTypes: [ContractType] @State private var typeName: String = "" @State private var typeCode: String = "" @State private var typeDescription: String = "" var body: some View { Form { Section(header: Text("Enter Contract Type") .foregroundStyle(Color(.green)) .bold() .font(.largeTitle)) { TextField("Name", text: $typeName) .frame(width: 400, height: 40) TextField("Code", text: $typeCode) .frame(width: 400, height: 40) TextField("Description", text: $typeDescription, axis: .vertical) .frame(width: 600, height: 60) } } .frame(width:1000, height:500) } func save() { let newContractType = ContractType(context: managedObjectContext) newContractType.typeName = typeName newContractType.typeCode = typeCode newContractType.typeDescription = typeDescription try? managedObjectContext.save() The "let newContractType = ContractType(context: managedObjectContext)" is where the error happens. It says there is an extra argument in the context call.
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LLDB Cannot Load ODBC Driver Due to Sandbox Restrictions - How to Debug
I'm developing a macOS console application that uses ODBC to connect to PostgreSQL. The application works fine when run normally, but fails to load the ODBC driver when debugging with LLDB(under root works fine as well). Error Details When running the application through LLDB, I get this sandbox denial in the system log (via log stream): Error 0x0 0 0 kernel: (Sandbox) Sandbox: logd_helper(587) deny(1) file-read-data /opt/homebrew/lib/psqlodbcw.so The application cannot access the PostgreSQL ODBC driver located at /opt/homebrew/lib/psqlodbcw.so(also tried copy to /usr/local/lib/...). Environment macOS Version: Latest Sequoia LLDB: Using LLDB from Xcode 16.3 (/Applications/Xcode16.3.app/Contents/Developer/usr/bin/lldb) ODBC Driver: PostgreSQL ODBC driver installed via Homebrew Code Signing: Application is signed with Apple Development certificate What is the recommended approach for debugging applications that need to load dynamic libraries? Are there specific entitlements or configurations that would allow LLDB to access ODBC drivers during debugging sessions? Any guidance would be greatly appreciated. Thank you for any assistance!
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AudioQueue Output fails playing audio almost immediately?
On macOS Sequoia, I'm having the hardest time getting this basic audio output to work correctly. I'm compiling in XCode using C99, and when I run this, I get audio for a split second, and then nothing, indefinitely. Any ideas what could be going wrong? Here's a minimum code example to demonstrate: #include <AudioToolbox/AudioToolbox.h> #include <stdint.h> #define RENDER_BUFFER_COUNT 2 #define RENDER_FRAMES_PER_BUFFER 128 // mono linear PCM audio data at 48kHz #define RENDER_SAMPLE_RATE 48000 #define RENDER_CHANNEL_COUNT 1 #define RENDER_BUFFER_BYTE_COUNT (RENDER_FRAMES_PER_BUFFER * RENDER_CHANNEL_COUNT * sizeof(f32)) void RenderAudioSaw(float* outBuffer, uint32_t frameCount, uint32_t channelCount) { static bool isInverted = false; float scalar = isInverted ? -1.f : 1.f; for (uint32_t frame = 0; frame < frameCount; ++frame) { for (uint32_t channel = 0; channel < channelCount; ++channel) { // series of ramps, alternating up and down. outBuffer[frame * channelCount + channel] = 0.1f * scalar * ((float)frame / frameCount); } } isInverted = !isInverted; } AudioStreamBasicDescription coreAudioDesc = { 0 }; AudioQueueRef coreAudioQueue = NULL; AudioQueueBufferRef coreAudioBuffers[RENDER_BUFFER_COUNT] = { NULL }; void coreAudioCallback(void* unused, AudioQueueRef queue, AudioQueueBufferRef buffer) { // 0's here indicate no fancy packet magic AudioQueueEnqueueBuffer(queue, buffer, 0, 0); } int main(void) { const UInt32 BytesPerSample = sizeof(float); coreAudioDesc.mSampleRate = RENDER_SAMPLE_RATE; coreAudioDesc.mFormatID = kAudioFormatLinearPCM; coreAudioDesc.mFormatFlags = kLinearPCMFormatFlagIsFloat | kLinearPCMFormatFlagIsPacked; coreAudioDesc.mBytesPerPacket = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mFramesPerPacket = 1; coreAudioDesc.mBytesPerFrame = RENDER_CHANNEL_COUNT * BytesPerSample; coreAudioDesc.mChannelsPerFrame = RENDER_CHANNEL_COUNT; coreAudioDesc.mBitsPerChannel = BytesPerSample * 8; coreAudioQueue = NULL; OSStatus result; // most of the 0 and NULL params here are for compressed sound formats etc. result = AudioQueueNewOutput(&coreAudioDesc, &coreAudioCallback, NULL, 0, 0, 0, &coreAudioQueue); if (result != noErr) { assert(false == "AudioQueueNewOutput failed!"); abort(); } for (int i = 0; i < RENDER_BUFFER_COUNT; ++i) { uint32_t bufferSize = coreAudioDesc.mBytesPerFrame * RENDER_FRAMES_PER_BUFFER; result = AudioQueueAllocateBuffer(coreAudioQueue, bufferSize, &(coreAudioBuffers[i])); if (result != noErr) { assert(false == "AudioQueueAllocateBuffer failed!"); abort(); } } for (int i = 0; i < RENDER_BUFFER_COUNT; ++i) { RenderAudioSaw(coreAudioBuffers[i]->mAudioData, RENDER_FRAMES_PER_BUFFER, RENDER_CHANNEL_COUNT); coreAudioBuffers[i]->mAudioDataByteSize = coreAudioBuffers[i]->mAudioDataBytesCapacity; AudioQueueEnqueueBuffer(coreAudioQueue, coreAudioBuffers[i], 0, 0); } AudioQueueStart(coreAudioQueue, NULL); sleep(10); // some time to hear the audio AudioQueueStop(coreAudioQueue, true); AudioQueueDispose(coreAudioQueue, true); return 0; }
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Repeated Failure to Enroll in Apple Developer Program – No Reason Provided
Hello, I’ve attempted multiple times to enroll in the Apple Developer Program, but the enrollment consistently fails. Despite reaching out to Apple Support through several emails, I have never received a clear explanation or log details on why the enrollment was not successful. I even requested that my client (with a foreign account) attempt the payment on my behalf, yet the application was still rejected. This suggests the issue is not simply related to payment method or regional restrictions. At this point, I would appreciate clear feedback or error details explaining why the enrollment fails so I can resolve the issue. For reference, here is the Purchase ID issued to me during the attempted enrollment: DWHQ8WFZJH I kindly ask Apple Support or community members with similar experience to assist in resolving this matter.
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Xcode's new-tab vs. reuse-tab behavior is still infuriating and baffling.
Is there any way to stop Xcode from randomly re-using a tab when you click on a file in the project treeview? I never, never, NEVER want the file in the current tab replaced. If the clicked-on file is not already open in a tab, I want a new one. Every time. But in Xcode, you sometimes get a new tab, and sometimes don't. I can't find any pattern to this absurd behavior. Even double-clicking doesn't produce a new tab, even though the Navigation settings say, "Double-click: Opens tab in focused editor." WTH is this thing doing, and how do we stop it? This is Xcode 16.4.
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Signature Validation Issue in Apple Notifications V2 Webhooks
I am writing to bring to your attention a critical issue we are encountering while implementing Apple V2 webhook notifications on our platform. We are currently unable to authorize the token due to signature verification issues. We are unclear about the expected signature and how to validate it correctly. Additionally, we observed that the kid (Key ID), which was available in the header in Apple Pay V1 and used to retrieve the public key, is no longer present in the V2 webhook headers. We have already reviewed the official documentation here: Apple Server Notifications V2, but it does not clarify how to handle the signature validation or proceed. We would appreciate any guidance or documentation that could help us complete this integration successfully. Thank you for your support
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SwfitUI withAnimation's completion not called on iOS 26
I'm adapting my app on iOS 26, and I just found out withAnimation fuction's completion not called in some cases. The same code on iOS 18 was fine. The problem is very fatal, When you check the api, it saids "The completion callback will always be fired exactly one time",but this time it doens't work. I'm using the Xcode Version 26.0 (17A321) RC1,still not test on a real devcie yet.
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Xcode fails to provision target
I've alluded to this before in these posts and there are some posts from others about this, e.g. https://developer.apple.com/forums/thread/759845 and I've filed some bugs related to the behavior. FB20212935 FB19451832 FB19450508 FB19450162 FB19449747 Our company owns the USB vendor IDs X and Y . We've been granted a USB transport entitlement for both of those IDs. The crux of the problem is that I want to build a driver for USB vendor ID Y. Xcode's well-hidden auto-generated provisioning profile for my driver contains com.apple.developer.driverkit.transport.usb: { idVendor = X; } which is obviously not what I want. Xcode fails to provision the target. But I have another, much older project with an auto-generated provisioning profile containing com.apple.developer.driverkit.transport.usb: { idVendor = X; }, { idVendor = Y; } I can build a driver for idVendor Y without problems in this project. But that doesn't help me with my new project. What can I do to fix this? Do I need to request our entitlements again? I fear if I do so, something will get lost in the process. Is there a way to inspect what we have already been granted? - I can't see a "managed entitlements" section on the account portal. I can go through the motions of making a new App ID, then I can see that some Capability Request have been "Assigned", but I don't see what their values are. A second question I have is about the userclient-access entitlement. Are these tied to the bundle ID of the app which claims the access? In other words, if I have two drivers com.mycompany.app1.driver1 com.mycompany.app2.driver2 and I would like to have com.mycompany.app1 communicate with com.mycompany.app1.driver1, I would ask for the com.apple.developer.driverkit.userclient-access capability for com.mycompany.app1.driver1. But must I request that access for each specific app bundle ID that will talk to that driver, or once the entitlement is granted, can I use com.apple.developer.driverkit.userclient-access = { com.mycompany.app1.driver1 } in any of my apps?
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How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
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Forbidden request when using API in Codemagic( Unable to find a team with the given Content Provider ID )
Failed to fetch certificates: This request is forbidden for security reasons - Unable to find a team with the given Content Provider ID '72df6041-c291-4d95-b690-2a3b75ff72f6' to which you belong. Please contact Apple Developer Program Support. https://developer.apple.com/support I have already confirmed that: All API keys were generated correctly. All required roles and permissions have been assigned in App Store Connect. To confirm my doubt, I requested api key from a fellow developer, and that worked in CodeMagic without throwing an error. Could you please help me figure out why the given Content Provider ID is not being recognized? Thank you.
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Xcode 26, Pull Requests support
Does anyone have problems with the Pull Request functionality in Xcode 26 RC? I can’t create a new pull request inside Xcode (it always redirects me to the web page). I can’t see changes within an existing pull request (I only see the PR name; I can’t even approve it or request changes). I’ve had this problem since beta 1 of Xcode 26. Does anyone know how to fix this?
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Cannot enroll
I can log in but not renew dev programm payment: Sorry, you can’t enroll at this time. Your Apple Account is already associated with the Account Holder of a membership. In trader contact i see a wrong DUNS Number but i enabled no chance to edit. When i try to get a support call, error message wrong email. But in account is the right one confirmed. Thanks for helping, how can i enroll to the dev programm and publish my new App? Android is now approved and i stuck with IOS here.
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Issues with Push Notifications and Call Implementation in Flutter App on iOS (Debug Works, Production/TestFlight Fails)
Hello Developers, I am currently developing a Flutter application where I am implementing both push notifications (for messages) and VoIP call notifications. The implementation works perfectly fine on Android. However, I am facing issues specifically on iOS in the following scenarios: Terminated State: When the app is terminated on iOS, neither call notifications nor message notifications are received. In the background state, things partially work, but in the terminated state, nothing comes through. Debug vs Production: In Debug mode, everything works as expected (both message and call notifications). Once I release the app to TestFlight (Production), the notifications completely stop working: Message notifications are not delivered at all. Call notifications also fail to appear in terminated state. Configuration Details: I have already configured APNs with .p8 key in Firebase. The required capabilities (Push Notifications, Background Modes → Remote notifications, VoIP, etc.) are enabled in Xcode. I also updated the AppDelegate.swift / Notification handling code for production environment. Despite these steps, the same issue persists in production/TestFlight. It seems like the issue is specifically related to production environment handling on iOS, since everything works in debug. My Question: What could be causing push notifications and call notifications to not work in the terminated state on iOS, especially in production/TestFlight builds? Are there additional configuration steps required for APNs, VoIP, or background handling in production that differ from debug mode? Any guidance or similar experiences would be really helpful. Thanks in advance for your support.
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