Within Xcode's settings location section is a drop down menu to switch between setting the derived data location to be default, relative or custom.
However its a global setting.
I work on more than one project simultaneously, and for one of them I want the location set to relative, but default for all the others.
Is there any way of achieving that?
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Hi,
I am able to build my iOS app successfully, developed in objective-C with iOS 17.5 SDK and Xcode 15.
Due to requirement of Appstore we are trying to build with iOS 18 SDK and Xcode 16.
When building getting error in LAEnvironmentState.h file:
a) "Property requires field to be named"
b) "Expected member name or ';' after declaration specifiers"
Same app when opening with Xcode 15 gets build without any issue.
Any help/suggestion would be appreciated.
Hey iOS Dev's,
I’m currently working on a Swift Package Manager (SPM) for WireGuard, originally developed by a previous team member. It was working fine in Xcode 15.2, but after upgrading to Xcode 16 and Swift 6, I need to update the SPM to ensure compatibility with my base projects and other projects relying on it.
With Apple making Xcode 16 mandatory for app submissions starting April 24, this has become an urgent issue. I’ve searched extensively but haven’t found a working solution yet.
Has anyone faced similar challenges with Swift 6 migration and SPM updates? Any insights, best practices, or debugging tips would be greatly appreciated!
Let’s connect and collaborate—I’d love to discuss possible solutions! 😊
#iOSDevelopment #Swift6 #Xcode16 #SPM #WireGuard #iOS #Swift #SoftwareEngineering #AppStore
I'm signing up as an Apple Developer, but I've paid 4 times, and after about 10 hours each time, the order status changes to Cancelled, and there is no email explaining the reason for the cancellation, and the payment has not been refunded to me, and no staff has contacted me. I was confused
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product?
The Package.swift content and the project are:
The WebP.xcframework is static:
The Xcode Build Product's WebP.framework is dynamic:
We'd like to give account holder role to another person in our team and when I tried to verify my account and post id photos in Developer app, I always got the next answer:
'Unable to Send Information, Your information could not be sent due to a connection error' with 2 buttons (try, cancel).
I tried it many times with same result.
I don't know what is wrong.
I have an issue when i use external tester with a public link and emails.
Test fly is well installed but when i have to open the app, it just charge as seen in the screen.
Upon updating to Xcode 16.3, my StoreKit2 unit testing suite encountered a malfunction.
let result = await product.purchase()
The code snippet above simply halts execution, preventing the task from progressing. In a regular environment, everything appear to function correctly.
I have been wanting to make a mobileprovision file and a p12 file, how do i make these files but using only ipad?
The flags like #if DEBUG ... endif are dependent on the Active Compilation Conditions. So if they say DEBUG the enclosed code block will be executed, otherwise not.
Now I have the phenomenon that a #DEBUG block in a Package does not evaluate these conditions. It rather depends on the name of the configuration used to build.
So if I build my app with Active Compilation Condition set to DEBUG, but the configuration name is something like App-Release, the DEBUG block in my Package is not added/executed. The ones which are directly in the project are added.
Vice versa if the Compilation Condition say RELEASE but the configuration is called App-Debug the blocks in the Package are added to the compilation, but the ones in the project itself are not
It suffices that the config name contains the word Debug for this to happen. E.g. the configuration App-Release-Debug (I know that this would be stupid, but it is for demonstrating purposes) will cause the Packages to include the DEBUG blocks.
This happens no matter what you set in the Build Settings of the project and/or target.
The Packages are added via GitHub/GitLab Source Control with SPM.
Any ideas why this behaves like it does? It doesn't seem like it should...
I am experimenting with Swift Testing and Xcode Cloud and would like to write some tests that require to use MusicKit functionality. For example I'd like to fetch an album via MusicCatalogRessourceRequest to test an initializer of another struct.
However this test fails because the permission to access the music library is not granted. Once the permission is granted, the test works as expected.
Things I have tried:
Add NSPrivacyAccessedAPITypes to the Info.plist. This did not show any effect. Below is the corresponding snippet
Trying to tap the button programmatically. Once again this did not show any effect.
The Info.plist snippet:
<key>NSPrivacyAccessedAPITypes</key>
<array>
<string>NSPrivacyAccessedAPIMediaLibrary</string>
</array>
The code snippet to tap the button:
let systemAlerts = XCUIApplication(bundleIdentifier: "com.apple.springboard")
let allowButton = systemAlerts.buttons["Allow"]
if allowButton.exists {
allowButton.tap()
}
What am I doing wrong here? I need access to MusicKit functionalities to write meaningful tests. Thank you
I’m having a problem with my Apple Developer subscription payment:
1️⃣ My card was successfully charged €99 – I have a confirmation email from the payment system
2️⃣ But my Apple Developer account shows "Order Canceled" – the cart displays this status
Additionally, when I log into my account, it prompts me to register again as if the payment didn’t go through.
Questions:
How can I restore access to Apple Developer?
What should I do about the payment—will it be refunded automatically, or do I need to contact support?
Could this be a system error, and should I try paying again?
Thanks in advance for your help!
Xcode16.2+iOS18以上的系统,加载图片http类型的url时,会自动升级为https,下面是Safari自动打印的日志:This content was automatically upgraded and should be served over HTTPS.有什么解决方案吗?
this is our code foe fetching the apnstoken - and registering for the FCM and snding it to our servers. - we are consistently getting apns == null
import 'dart:io';
import 'package:firebase_messaging/firebase_messaging.dart';
import 'package:firebase_auth/firebase_auth.dart';
import 'package:cloud_firestore/cloud_firestore.dart';
import 'package:firebase_messaging/firebase_messaging.dart';
import 'package:solaris/services/fetch_deviceId.dart';
Future initializeFCM() async {
final FirebaseMessaging _firebaseMessaging = FirebaseMessaging.instance;
// Request notification permissions for iOS
final settings = await _firebaseMessaging.requestPermission();
print('Notifcation Permission Status: ${settings.authorizationStatus}');
String? apnsToken;
int retries = 0;
const int maxRetries = 60;
const Duration retryDelay = Duration(seconds: 2);
// Retry fetching the APNs token until it's available or max retries are reached
while (apnsToken == null && retries < maxRetries) {
print(retries);
apnsToken = await _firebaseMessaging.getAPNSToken();
if (apnsToken == null) {
await Future.delayed(retryDelay);
retries++;
}
}
if (apnsToken != null) {
// APNs token is available, proceed to get FCM token
String? fcmToken = await _firebaseMessaging.getToken();
if (fcmToken != null) {
// Register the device and token with your backend
await registerDeviceAndToken(fcmToken);
} else {
// Handle the case where FCM token is still null
print('FCM token is null.');
}
} else {
// Handle the case where APNs token is not available after retries
print('APNs token not available after retries.');
}
}
Future registerDeviceAndToken(String fcmToken) async {
//fcmToken = fcmToken;
print(fcmToken);
final user = FirebaseAuth.instance.currentUser;
if (user == null) {
print('❌ User not logged in');
return;
}
final deviceId = await DeviceInfoService.getUniqueDeviceId();
//final fcmToken = await FirebaseMessaging.instance.getToken();
print('📱 Device ID from register_fcm: $deviceId');
print('📩 FCM Token from mew getapnd function: $fcmToken');
if (deviceId == null || fcmToken == null) {
print('❌ Failed to get deviceId or fcmToken');
return;
}
final docRef = FirebaseFirestore.instance
.collection('master_users')
.doc(user.uid)
.collection('deviceId')
.doc(user.uid); // This document holds a map: { deviceId: fcmToken }
print(docRef);
try {
// Get current data, fallback to empty map
final snapshot = await docRef.get();
final data = snapshot.data() ?? <String, dynamic>{};
print(data);
// Update or add current deviceId key
data[deviceId] = fcmToken;
// Save updated map back to Firestore
await docRef.set(data);
print(data);
print('✅ Device ID and FCM token updated/stored under correct structure');
} catch (e) {
print('❌ Firestore write error: $e');
}
}
In our Unity App for iOS build, when we opened the PDF from the app, it is automatically opening in landspace mode instead of portrait. In the android and windows apps, we are able to open in the portrait mode. We tried to make the changes in the project settings but it did not change.
Any way in which we can acheive this would be helpful for us.
We are facing a challenge with the renewal of our Apple Developer Program. Last year, we renewed it using a UPI ID, but that UPI ID is no longer available. We have added a new UPI ID and want the payment to be deducted from it. However, when we click on ‘Renew the Program,’ it redirects us to the old UPI ID, which we are unable to delete. It also shows that there is a currently active subscription linked to that UPI ID. We are in the 30-day grace period. We contacted the Apple Support team, but they have not provided a solution. Is there anyone who can help with this?”
My application is in flightTest mode.
I received my first two crash reports in XCODE /Organizer. The context is well described, and I was able to isolate the locations where very serious errors occurred.
My application is connected. I'm missing one piece of data in this crash report: the time of the crash.
This will help me see what (in my case) static data was being read on the data server at that time. This will help me investigate.
Is it possible to obtain this information?
We have submitted an application to apply for the Apple Developer account to submit a new app, but its been in the system for 3 months. Despite chasing every other day, its not moving along.
Does anyone know how to escalate this in Apple as its causing us a lot of delay.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi, I’m having trouble installing GPT 1.1 on macOS Sequoia 15.3.1 using Xcode Command Line Tools 16.0.
I downloaded Evaluation Environment for Windows Games 2.1, mounted the image, and opened the README file. Then, I followed Option 2 to build the environment from scratch:
Set up your development and Homebrew environment
Ensure you are using Command Line Tools for Xcode 15.1. You can download this older version from:
https://developer.apple.com/downloads
Note: There is a header file layout change that prevents using newer versions of the macOS SDK.
softwareupdate --install-rosetta
arch -x86_64 zsh
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
which brew
brew tap apple/apple http://github.com/apple/homebrew-apple
brew -v install apple/apple/game-porting-toolkit
At first, I noticed that I needed to use CLT 15.1, which is not supported on later macOS versions (including mine). Even when I tried using 15.3 (which is somehow supported), I received a message stating that I needed CLT v16.0 or higher to install GPT.
After following all the steps and waiting for the installation to complete, I got the following error:
==> Installing apple/apple/game-porting-toolkit
==> Staging /Users/tycjanfalana/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641db7d1ea1e380ccb2f457bb24cd8043c428b6c10ea22932--crossover-sources-22.1.1.tar.gz in /private/tmp/game-porting-toolkit-20250316-15122-yxo3un
==> Patching
==> /private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine/configure --prefix=/usr/local/Cellar/game-porting-toolkit/1.1 --disable-win16 --disable-tests --without-x --without-pulse --without-dbus --without-inotify --without-alsa --without-capi --without-oss --without-udev --without-krb5 --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++
checking build system type... x86_64-apple-darwin24.3.0
checking host system type... x86_64-apple-darwin24.3.0
checking whether make sets $(MAKE)... yes
checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang
checking whether the C compiler works... no
configure: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build':
configure: error: C compiler cannot create executables
See `config.log' for more details
==> Formula
Tap: apple/apple
Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb
==> Configuration
HOMEBREW_VERSION: 4.4.24
ORIGIN: https://github.com/Homebrew/brew
HOMEBREW_PREFIX: /usr/local
Homebrew Ruby: 3.3.7 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.3.7/bin/ruby
CPU: 14-core 64-bit westmere
Clang: 16.0.0 build 1600
Git: 2.39.5 => /Library/Developer/CommandLineTools/usr/bin/git
Curl: 8.7.1 => /usr/bin/curl
macOS: 15.3.1-x86_64
CLT: 16.0.0.0.1.1724870825
Xcode: N/A
Rosetta 2: true
==> ENV
HOMEBREW_CC: clang
HOMEBREW_CXX: clang++
CFLAGS: [..]
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue, please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
In config.log, I found this:
configure:4672: checking for gcc
configure:4704: result: /usr/local/opt/game-porting-toolkit-compiler/bin/clang
configure:5057: checking for C compiler version
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang --version >&5
clang version 8.0.0
Target: x86_64-apple-darwin24.3.0
Thread model: posix
InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin
configure:5077: $? = 0
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -v >&5
clang version 8.0.0
Target: x86_64-apple-darwin24.3.0
Thread model: posix
InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin
configure:5077: $? = 0
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -V >&5
clang-8: error: argument to '-V' is missing (expected 1 value)
clang-8: error: no input files
configure:5077: $? = 1
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -qversion >&5
clang-8: error: unknown argument '-qversion', did you mean '--version'?
clang-8: error: no input files
configure:5077: $? = 1
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -version >&5
clang-8: error: unknown argument '-version', did you mean '--version'?
clang-8: error: no input files
configure:5077: $? = 1
configure:5097: checking whether the C compiler works
configure:5119: /usr/local/opt/game-porting-toolkit-compiler/bin/clang [...]
dyld[15547]: Symbol not found: _lto_codegen_debug_options_array
Referenced from: <E33DCAC4-3116-3019-8003-432FB3E66FB4> /Library/Developer/CommandLineTools/usr/bin/ld
Expected in: <43F5C676-DE37-3F0E-93E1-BF793091141E> /usr/local/Cellar/game-porting-toolkit-compiler/0.1/lib/libLTO.dylib
clang-8: error: unable to execute command: Abort trap: 6
clang-8: error: linker command failed due to signal (use -v to see invocation)
configure:5123: $? = 254
configure:5163: result: no
configure: failed program was:
| /* confdefs.h */
| #define PACKAGE_NAME "Wine"
| #define PACKAGE_TARNAME "wine"
| #define PACKAGE_VERSION "7.7"
| #define PACKAGE_STRING "Wine 7.7"
| #define PACKAGE_BUGREPORT ""
| #define PACKAGE_URL ""
| /* end confdefs.h. */
|
| int
| main (void)
| {
|
| ;
| return 0;
| }
configure:5168: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build':
configure:5170: error: C compiler cannot create executables
See `config.log` for more details
Does anyone have any ideas on how to fix this?
I have a problem with the enrollment to Apple Developer program, because the page show the message "Your enrollment in the Apple Developer Program could not be completed at this time", I have 1 week watting for any news for the Send Files to Apple Support but not yet any new news. What I can do about this case?