XCode 16 beta1 and beta2 hangs whenever I try to open Localizable.xcstrings. The localization screen appears but afterwards XCode becomes unresponsive until I kill it. To make matters worse, upon restart the last window, Localizaton is reloaded, instantly causing a hang again (I need to be super quick as I have about half a second to try to click elsewhere like crazy). The same localization strings file works fine on XCode 15.4.
I tried to export all localizations in 15.4, empty the file, re-generate localization strings, re-import languages one by one in 16, starting with different languages (thinking maybe a weird exotic character causes the issue with one of the languages, this happened previously crashing XCode 15 until I found the offending character and replaced it with something else). But generally even after just adding a single language there is a serious slowdown - after adding the second one, XCode hangs again.
Note: the app in question has a lot of localizable strings - I had no issue creating a simple project with only a few strings. Just hoping a fix - I really wished the issue was fixed in beta2 but now I am a bit concerned that maybe it's a rare problem and might not get fixed as I saw no similar reports so far.
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Xcode will build and analyze fine using the Debug build configuration but trying to use Analyze or Archive with Release configuration generates 3 errors: Undefined symbol: protocol conformance descriptor, Undefined symbol: type metadata accessor, and Undefined symbol: nominal type descriptor causing the linker to command to fail. The library is included and already linked and a previous version did not have the error so I think it's a code issue but not quite sure what it is or how to fix!
The project/package can be found here:
https://github.com/kudit/Device/tree/v2.1.17
(to reproduce, checkout this version and rename appending ".swiftpm" to the folder, then right-click to show package contents, open the Development folder and open the Xcode project there. It's done this way so the package can be imported and edited on iPad Swift Playgrounds)
Cannot select individual view in selectable mode in Xcode preview, it only show the whole blue device border.
I've been contacting Apple Developer support for over 3 weeks now regarding new agreement that is not visible anywhere in account and no option to accept it either. Submitted ticket twice but no response at all. All they have to say is "Thank you for contacting us. We’ve received your support request and will get back to you as soon as possible. Your case ID is 102320028158. If you have any additional information you’d like to provide or would like a status update on your case, please reply back to this email."
My company rebranded and we need to update our merchant name that displays when a user makes a purchase with their Apple Wallet. The merchant name displays correctly on bank statements, but still reflects the old name within apple wallet.
I can't seem to find where the actual display name for the merchant is set or updated. Any insights here would be helpful!
Hello, Developer team! Does anyone have an idea about the problem I'm facing with the simulator ? I'm learning how to code in SwiftUI and my simulator was working just fine but yesterday I close my laptop the other day and open today and see the code :
import SwiftUI
import SwiftData
@main
struct first_projectApp: App {
var sharedModelContainer: ModelContainer = {
let schema = Schema([
Item.self,
])
let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false)
do {
return try ModelContainer(for: schema, configurations: [modelConfiguration])
} catch {
fatalError("Could not create ModelContainer: \(error)")
}
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(sharedModelContainer)
}
}
I don't know where it comes from . I used IOS 17.5 I try to upgrade to IOS 18 but that didn't fix the problem. Currently I'm seeing 3 errors :
Showing Recent Errors Only
Build target first project of project first project with configuration Debug
Ld /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Products/Debug-iphonesimulator/first\ project.app/first\ project.debug.dylib normal (in target 'first project' from project 'first project')
cd /Users/amedekatamatode/Desktop/calculator/first\ project
/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -dynamiclib -isysroot /Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator18.0.sdk -O0 -L/Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Products/Debug-iphonesimulator -F/Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Products/Debug-iphonesimulator -filelist /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/first\ project.build/Debug-iphonesimulator/first\ project.build/Objects-normal/arm64/first\ project.LinkFileList -install_name @rpath/first\ project.debug.dylib -Xlinker -rpath -Xlinker @executable_path/Frameworks -dead_strip -Xlinker -object_path_lto -Xlinker /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/first\ project.build/Debug-iphonesimulator/first\ project.build/Objects-normal/arm64/first\ project_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -Xlinker -debug_variant -fobjc-link-runtime -fprofile-instr-generate -L/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/first\ project.build/Debug-iphonesimulator/first\ project.build/Objects-normal/arm64/first_project.swiftmodule -Xlinker -alias -Xlinker _main -Xlinker ___debug_main_executable_dylib_entry_point -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Intermediates.noindex/first\ project.build/Debug-iphonesimulator/first\ project.build/Objects-normal/arm64/first\ project_dependency_info.dat -o /Users/amedekatamatode/Library/Developer/Xcode/DerivedData/first_project-ebsglpjmgwtgzpflkvloohzydjuf/Build/Products/Debug-iphonesimulator/first\ project.app/first\ project.debug.dylib
ld: warning: Could not parse or use implicit file '/Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore.tbd': cannot link directly with 'SwiftUICore' because product being built is not an allowed client of it
Undefined symbols for architecture arm64:
"_main", referenced from:
___debug_main_executable_dylib_entry_point in command-line-aliases-file
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)
Undefined symbol: _main
Linker command failed with exit code 1 (use -v to see invocation)
I hope someone helps me how to figure it out. Thank you!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Swift Student Challenge
Swift
Xcode
Certain entitlements require special permission from Apple like DriverKit or Screentime API/Family controls.
Those entitlements are tied to the bundle IDs of the app.
If those entitlements have been granted for an app from developer A (personal account) and we transfer that app to developer B (organization account), including the bundle IDs, will those bundle IDs keep the entitlement?
Or will we need to re-request from the developer account B?
Any insights or experiences regarding this process would be greatly appreciated.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
DriverKit
Family Controls
Screen Time
Entitlements
I am trying to configure scenes to capture a redirect URL after a successful login attempt. I am using OAuth code flow. This is the code I have so far:
ios_app.swift
import SwiftUI
@main
struct ios_appApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
let persistenceController = PersistenceController.shared
@StateObject private var authState = AuthState()
var body: some Scene {
WindowGroup {
ContentView()
.environment(\.managedObjectContext, persistenceController.container.viewContext)
.environmentObject(authState)
}
}
}
AppDelegate.swift
import UIKit
import AWSMobileClient
import GoogleSignIn
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
print("AppDelegate: didFinishLaunchingWithOptions")
AWSMobileClient.default().initialize { (userState, error) in
if let userState = userState {
print("UserState: \(userState)")
} else if let error = error {
print("Error initializing AWSMobileClient: \(error.localizedDescription)")
}
}
GIDSignIn.sharedInstance.restorePreviousSignIn { user, error in
if let error = error {
print("Error restoring previous Google Sign-In: \(error.localizedDescription)")
}
}
return true
}
}
SceneDelegate.swift
import UIKit
import SwiftUI
import GoogleSignIn
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
print("SceneDelegate: scene willConnectTo")
guard let windowScene = (scene as? UIWindowScene) else {
print("SceneDelegate: Invalid windowScene")
return
}
let window = UIWindow(windowScene: windowScene)
let contentView = ContentView().environmentObject(AuthState())
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
print("SceneDelegate: window initialized and visible")
}
func sceneDidDisconnect(_ scene: UIScene) {
print("SceneDelegate: sceneDidDisconnect")
}
func sceneDidBecomeActive(_ scene: UIScene) {
print("SceneDelegate: sceneDidBecomeActive")
}
func sceneWillResignActive(_ scene: UIScene) {
print("SceneDelegate: sceneWillResignActive")
}
func sceneWillEnterForeground(_ scene: UIScene) {
print("SceneDelegate: sceneWillEnterForeground")
}
func sceneDidEnterBackground(_ scene: UIScene) {
print("SceneDelegate: sceneDidEnterBackground")
}
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
guard let url = URLContexts.first?.url else {
print("SceneDelegate: No URL found in URLContexts")
return
}
print("SceneDelegate: openURLContexts with URL: \(url)")
if GIDSignIn.sharedInstance.handle(url) {
print("SceneDelegate: Google Sign-In handled URL")
return
}
if url.scheme == "myurlscheme" || (url.scheme == "https" && url.host == "mydomain.com" && url.path == "/mobile-auth-callback") {
print("SceneDelegate: Handling auth response for URL: \(url)")
AuthService.shared.handleOAuthCallback(url: url)
} else {
print("SceneDelegate: URL scheme not handled: \(url.scheme ?? "No scheme")")
}
}
func scene(_ scene: UIScene, continue userActivity: NSUserActivity) {
print("SceneDelegate: continue userActivity")
if userActivity.activityType == NSUserActivityTypeBrowsingWeb {
if let url = userActivity.webpageURL {
handleUniversalLink(url: url)
}
}
}
private func handleUniversalLink(url: URL) {
print("SceneDelegate: Handling universal link: \(url)")
if url.path.contains("/mobile-auth-callback") {
let queryItems = URLComponents(url: url, resolvingAgainstBaseURL: false)?.queryItems
let code = queryItems?.first(where: { $0.name == "code" })?.value
if let code = code {
print("SceneDelegate: Received code: \(code)")
AuthService.shared.exchangeCodeForToken(code: code)
} else {
print("SceneDelegate: No code found, handling email/password callback")
AuthService.shared.handleEmailPasswordCallback(url: url)
}
}
}
}
Also introduced this configuration in Info.plist:
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>UIWindowSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>Default Configuration</string>
<key>UISceneDelegateClassName</key>
<string>ios-app.SceneDelegate</string>
</dict>
</array>
</dict>
</dict>
...Other parameters
</dict>
</plist>
I am using the simulator to launch my app and can see AppDelegate related logs but I am not seeing any SceneDelegate logs (I suppose because it is not being initialized nor called).
I have tried restarting the computer/Xcode, clean and rebuild the application but none of the things I tested work.
Is there any part of my code wrong? Any other idea here?
I recently compiled my macOS App with Swift 6 in Xcode 16 (was using Swift 5 previously) and noticed that AppKit Integration doesn't appear to be working as before. All my instances of NSHostingView which allow me to add a SwiftUI View to an AppKit NSWindow view controller no longer respond to mouse input anymore. All my NSHostingView instances display but refuse to accept any user interaction. Has anyone else noticed this and is there a workaround to get NSHostingView to once again be able to accept user/mouse events with Swift 6?
I have an app on the App Store for many years enabling users to post text into clouds in augmented reality. Yet last week abruptly upon installing the app on the iPhone the screen started going totally dark and a list of little comprehensible logs came up of the kind:
ARSCNCompositor <0x300ad0e00>: ARSCNCompositor (0, 0) initialization failed. Matting is not set up properly.
many times, then
RWorldTrackingTechnique <0x106235180>: Unable to update pose [PredictorFailure] for timestamp 870.392108
ARWorldTrackingTechnique <0x106235180>: Unable to predict pose [1] for timestamp 870.392108
again several times and then:
ARWorldTrackingTechnique <0x106235180>: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 870.413247, Last known timestamp: 865.350198, Delta: 5.063049, System timestamp: 870.415781, Delta between system and frame: 0.002534. }
and then again the pose issues several times.
I hoped the new beta version would have solved the issue, but it was not the case. Unfortunately I do not know if that depends on the beta version or some other issue, given the app may be not installed on the Mac simulator.
Hi there,
I successfully created an AppIntent for our app, and when I had it in the same target as our main app it showed up fine in the shortcuts app.
Then I realized that many of the new System Control widgets introduced in iOS 18 (e.g. lockscreen, control center) live in the widget extension target, but they also need to reference that same AppIntent. So to fix this, I thought I'd migrate out the code into it's own SPM package that both the WidgetExtension and the Main App processes can reference. However, after doing that and rebuilding, the intent no longer shows up in the Shortcuts app. Furthermore, my AppShortcutsProvider class now has this error when trying to define the list of appShortcuts:
App Intent <name> should be in the same target as AppShortcutsProvider
Is this intended, and if so, how do we reference the same AppIntent across multiple targets?
I had iPhone Mirroring in MacOS 15 working, but something glitched on my iPhone and I had to perform a "Reset All Settings" and now I can no longer connect to my iPhone. I assume that some key has been cached when I connected initially, but I can't figure out how to reset the connection. Does anybody have any suggestion as to how to reset the connection?
I've noticed that the font file PingFang.ttc is no longer in /System/Library/Fonts/LanguageSupport/ on iOS 18. And I use CoreText APIs get the new font file, which is int the FontServices.framework and named PingFangUI.ttc.
But it doesn't seem to be a regular TrueType font collection. It can't be parsed correctly by stb_truetype. I copied this file to my mac, and it can't be opened by Font.app either, which says it doesn't contain installable fonts. It also can’t pass font validation (Font.app → File → Verify File), saying “System validation failed”, I don't know what that means.
So I tried to read the binary of that file. I've noticed that the ‘CFF ‘ table is missing in the new font file, and there is a new table 'hvgl'. But I can't find any documentation for this table. Maybe this is a new format. And what confuses me is that the TTC header of the new font file has not changed, same as the old PingFang.ttc file, with a ‘ttcf’ tag, and majorVersion is 2 minorVersion is 0.
Please tell me how to parse the new format, so maybe I can modify stb_truetype to get our app to work.
Thanks!
When I new project is initiated in XCode 16 beta 3, an overall folder is created to contain all the generated content in the Navigator pane . In past XCode version, this main container (under the project name) has always been generated as a group. Is this change by design or a bug? The issue this creates is that the files and folders in this overall Folder can not be repositioned - they remain in ascending alphabetical order. I must convert this initial Folder into a Group by right clicking on the folder name and selecting "Convert to group" which converts the folder to a group. I am then able to reposition files, groups and folders within this group. I don't see anywhere in the XCode documentation where this change in behavior is mentioned.
Anyone else having this same issue. I never have understood the difference or use cases for groups vs folders in the xcode Navigator pane.
Has anyone else had this problem? I’ve had it on iOS 18 Dev beta 3 where I can’t move the volume slider for certain apps. I found a workaround, but it’s a bit tedious and has to be redone every time I restart my device. Here are the steps:
Go to Accessibility.
Turn on Sound Recognition.
Click on any of the options under Sound Recognition.
Turn off Sound Recognition.
After that, the volume slider will work like normal. But, like I said, this only works until the next restart.
I have a problem with my xcode. I try to install apps xcodes to manage multiple xcode. My xcode version on 15.2(i try to run on iOS 15 SE1 it's no problem) and after that i try to install xcode 16 beta 3 i try to run iOS 15 SE1 the simulator blank. After that, i delete xcode 16 beta 3 and use xcode 15.2 i try to run on Simulator SE1 iOS 15 the simulator can't response touch. I try to trigger with Device menu on simulator Home, lock, trigger screenshot, etc. The simulator not response touch. How to solve this problem ? how to remove all simulator if uninstall xcodes.
Hello,
My app often crashes when I use simulators. I would like some help with reading the crash report that is generated. Especially with the part below Thread 0 Crashed. Based on other posts I understand that the 0x8BADF00D in the crash report is a WatchDog crash that basically says that WatchDog terminated the app because the main thread was blocked for a significant time. Many processes can block the main thread so it's hard to find out what it is in our specific case. Can someone help me reading through the crash report?
Short_crash_report.txt
Background information
The application is Xamarin Native and I use Rider as an IDE. When I use Visual Studio, the simulators run just fine. No crash occurs while using my app on a device.
The crash happens on multiple simulators with different OS versions. I already deleted XCode cache, erased content and settings of several simulators and deleted iOS DeviceSupport files.
I'm currently setting up a new build environment.
Our old build server was a small M1 Mac Mini set up to build our, up-to-now, only app.
Since we now have a second app (and probably more to come) and have some issues building all on the same mac (gem versions, flutter versions, etc.) I now set up a virtualized build environment.
I'm currently running a MacOS 15 beta 3 VM on a M2 Mac Mini also on MacOS 15 beta 3.
The VM has all basic tools inside, including Xcode 16 beta 3 and is logged in with our AppleID for our build server.
The VM is spun up with a non-persistent storage before the build, installs the gem's/flutter in the correct version, checks out the code and builds it.
Now I'm getting an error on the build, that I have to select a development team, but he team is already selected and the build is working fine on the old M1 Mac Mini.
It is suggested to login to Xcode, so I logged in to Xcode in the VM, which itself was successful, but when loading the teams I'm getting the following error:
Decoding Error
There was a failure decoding response: (HTTP 401, 60 bytes)
The data couldn't be read because it isn't in the correct format..
The account info is correct, it's the same account that is logged in to MacOS and it's the same account from the old build system.
I guess this somehow has to do with the MacOS VM (before MacOS 15 it was not possible to signin to an apple id, this is also the reason why I use the beta).
Is there any chance to fix this and get it working?
We are not able to use Xcode cloud builds (or any other cloud services) due to corporate policies.
We are also not able to buy a dedicated Mac Mini for every app (too expensive and too much time needed for maintenance).
I have recently noticed that ever since I downloaded iOS 18 Public Beta 1, I have been unable to get to the screen time settings, after clicking the tab, the app just freezes. Although after a while I did get to the Screen Time tab, but all of the previous changes to my screen time were voided. App limits, Downtime, you name it, all gone. While my app limits do not work, I noticed that downtime still functioned, but when my parent changed the downtime settings on their phone (running iOS 17 no betas), it did nothing on my end. I am currently submitting feedback to apple and am trying to find workarounds. On an unrelated note to this issue, I noticed that “One More Minute” and “Request More Time” aren‘t there anymore, does anybody have any ideas or workarounds on any of these?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Family Controls
Screen Time
Apparently UI tests are unable to tap menu buttons but can tap regular buttons inside forms. Earlier today I was able to see in the Simulator that the UI test tries to tap the button by tapping the center of the containing form row, which works for regular buttons, but not for menu buttons. In fact, when trying in the SwiftUI preview in Xcode it seems that menu buttons have to be tapped exactly on top of them, while regular buttons can be tapped anywhere in the form row. (Now I’m not able to see touches performed by the UI test anymore in the Simulator for an unknown reason, even though I have “Show single touches” enabled in the Simulator settings.)
How can I open a menu button in a UI test?
The UI code:
struct ContentView: View {
@State private var label1 = "Menu 1"
@State private var label2 = "Menu 2"
var body: some View {
NavigationStack {
Form {
LabeledContent("Menu 1") {
Button(label1) {
label1 = "Menu 1 tapped"
}
.accessibilityIdentifier("menu1")
}
LabeledContent("Menu 2") {
Menu(label2) {
Button("Button") {
}
.accessibilityIdentifier("button")
}
.accessibilityIdentifier("menu2")
}
}
}
}
}
#Preview {
ContentView()
}
And the test:
final class problemUITests: XCTestCase {
func testExample() throws {
// UI tests must launch the application that they test.
let app = XCUIApplication()
app.launch()
app.collectionViews.element(boundBy: 0).buttons["menu1"].tap()
app.collectionViews.element(boundBy: 0).buttons["menu2"].tap()
app.collectionViews.element(boundBy: 0).buttons["button"].tap()
}
}