Xcode16.4连接真机的时候报错 Previous preparation error: An error occurred while communicating with a remote process.; The connection was invalidated,重新配对,重启,卸载重装,升级系统都尝试了,全部无效,有人遇到过吗,求帮助🙏
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I am using v1/apps/{appid}/appPricePoints to get app pricepoints.
Few days ago i noticed that calling v1/apps/{appid}/appPricePointsfilter[territory]=USA&limit=200
i get four pages but last page just reaches only 400$ pricepoint.
As i can see also on App Store connect
Then i have to click additional prices
Please help what am i missing ?
Upgrading from XCode 16 to 26, I redownloaded the simulators, and now I'm having a blank simulator choice that I cannot seem to do anything about.
When pressing the + at the bottom, Xcode stops responding.
Things I've tried;
Reinstalling Xcode (after removing /devlopers)
Changing minimum deployments (to any version)
Changing iOS Deployment Target (to any iOS version)
Any clues on what I'm missing here?
It was working on XCode 16 yesterday.
Images
https://preview.redd.it/blank-simulators-xcode-26-v0-g7h0rkdt1npf1.png
https://preview.redd.it/blank-simulators-xcode-26-v0-zze2zsuv1npf1.png
I have four apps currently deployed on the App Store. One of these apps crashes on launch when running on iOS 26, but functions as expected on iOS 18 and earlier versions. I am seeking to understand what changes in iOS 26 might be causing this issue.
When running the app in debug mode on devices with iOS 26 using Xcode 16.1, the app crashes.
The crash log references libobjc-trampolines.dylib, suggesting a potential issue with the Objective-C runtime.
Has anyone else encountered a similar issue?
AGX: AGX: agxa_device_template.hpp:1467:setupCompiler: *** FATAL: driver shader binary file not found in (null) for extension g15p!!!
D [yHZ]: added warning: [MEDIUM]: SW04: A debugger is attached to the App.
D [ProbeCallbacks]: [IXGUARD] debugger detected
objc[1461]: couldn't dlopen libobjc-trampolines.dylib: dlopen(/usr/lib/libobjc-trampolines.dylib, 0x0106): tried: '/usr/lib/system/introspection/libobjc-trampolines.dylib' (no such file, not in dyld cache), '/usr/lib/libobjc-trampolines.dylib' (no such file), '/private/preboot/Cryptexes/OS/usr/lib/libobjc-trampolines.dylib' (open() failed with errno=24), '/usr/lib/libobjc-trampolines.dylib' (no such file, not in dyld cache)
What steps can I take to resolve this crash?
Thank you for your assistance.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Some of my apps are configured to use Xcode Cloud. Some time ago, this service was blocked for developers from Russia. I want to transfer one of my apps to another account. But there is the following requirement in the checklist: "You must remove all Xcode Cloud related data from the app you want transferred." I can't do it myself because I see an error in App Store Connect: "The page you’re looking for can’t be found.". It is also not available through Xcode. I would like to delete all Xcode Cloud settings for all my apps. Can you help me with this?
We would like to request an enhancement to Xcode Cloud workflows to support skipping builds when a GitHub Pull Request is in Draft state.
Our team frequently collaborates on pull requests that go through multiple iterations during the code review cycle. Each small commit or push triggers an Xcode Cloud workflow run, even if the PR is still in draft and not ready for final review or CI validation. This leads to:
Wasted compute resources and time on draft work that is not yet intended for integration.
Increased noise in Xcode Cloud logs and dashboards.
Longer feedback cycles for meaningful PRs, since draft workflows compete for available concurrency.
A simple option in the workflow configuration (e.g., “Skip runs for draft pull requests”) would address this problem by:
Reducing unnecessary workflow executions.
Freeing up capacity for production-ready and review-ready builds.
Improving overall developer productivity by aligning CI runs with the actual readiness of a PR.
This feature would be especially valuable for teams with frequent collaboration and long-lived PRs.
Thank you for considering this request—we believe it would significantly improve the efficiency of Xcode Cloud for real-world development workflows.
We have had 2 Builds so far stuck archiving. Both indicate in their logs that Build Archive took a normal amount of time (9m and 19m) but the step Archive - iOS never finished. One of them ran for more than 6 days until we noticed and canceled it. The other one ran for 18 hours, and also had to be canceled manually.
They were in two different projects, with no significant changes. The first build ran on Xcode 16.4 (16F6) and macOS Sequoia 15.6 (24G84), which we had had no issues like this with until just now, and the second ran on Xcode 26 (17A324) and macOS Tahoe 26 (25A354). We tested our app on the newest Xcode version and had no issues.
Submitted report using feedback assistant:
FB20279737.
Topic:
Developer Tools & Services
SubTopic:
Xcode Cloud
The other day the XCode account had some error that I so that I decided to log out and in again.
But when trying to log in to my apple account I get this "Bad URL" with the description "Try signing in again or contact Apple Developer Support to resolve account access".
This only happens on the XCode on my work computer. I can log in to XCode on other computers with the same account. This happens only on this computer and with any account that I try to log in to.
Obviously there is some cache file somewhere that I need to delete. But I am not finding it.
So I asked the integrated AI a question and the answer was just some hallucination. Now that's nothing new. But the AI then proceeded to apply those hallucinated changes to my code base.
Luckily I had no uncommited changes and could use git to revert those multi file changes.
But it could have easily been different. So what did I do wrong? Did I click something? Pressed the wrong key? Don't want to happen this again and possibly destroy work.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have Xcode 16.4 and want to upgrade to Xcode26 on a MacBookPro with Intel and macOS 26.0. However I keep getting the error message (in German), that the download of the App is not possible, Xcode could not be installed and I should try later.
I tried to restart the Mac, close all Apps etc. I tried it meanwhile several times, but still no success.
Any Idea what I could try or do to solve the problem? Thx in advance
Topic:
Developer Tools & Services
SubTopic:
Xcode
The code is shown as follows. Once the tabViewBottomAccessory is enabled, the tabViewSidebarBottomBar disappears.
TabView {
Text("tab a")
.tabItem {
Image(systemName: "a.square")
Text("Tab A")
}
.ignoresSafeArea(edges: [.all])
Text("tab b")
.tabItem {
Image(systemName: "b.square")
Text("Tab B")
}
.ignoresSafeArea(edges: [.all])
}
//.tabViewBottomAccessory {
// Text("tabViewBottomAccessory")
//}
.tabBarMinimizeBehavior(.onScrollDown)
.tabViewStyle(.sidebarAdaptable)
.tabViewSidebarBottomBar {
Text("tabViewSidebarBottomBar")
}
Hi I have an developer app tied that is the account owner for our ABM and also for our Apple Developer account. When i go to the developer app and try to purchase additional hours it doesnt let me "Apple account cant be used to make purchases" And i am the account holder for both. The email tied to it is an "username/@/domain.appleid.com". Any help appreciated
I am scheduling critical user notifications with a custom sound. This worked for years both on devices and in the simulator. Since Xcode 26 it crashes in simulator.
Example
let content = UNMutableNotificationContent()
content.title = "Critical"
content.body = "Example"
content.sound = UNNotificationSound.criticalSoundNamed(UNNotificationSoundName("notification.aiff"), withAudioVolume: 0.5)
content.interruptionLevel = .critical
let trigger = UNTimeIntervalNotificationTrigger(timeInterval: 10, repeats: false)
let request = UNNotificationRequest(identifier: "exampleCriticalNotification", content: content, trigger: trigger)
UNUserNotificationCenter.current().add(request)
It seems that simpler variants such as just content.interuptionLevel = .critical or just content.sound = UNNotificationSound.defaultCritical also crash.
I assume that critical notifications is a small niche use case but i still hope this gets fixed. This is filed as FB20272392 with a full crash log.
While I am not new to programming, I am quite new to the Swift language. I am using the Swift Playground app on macOS 26 on an M1 MacBook Air.
I am on the lesson about types. Perhaps it's a silly question, but what is a portal? It is never described or pointed out where to find it in the puzzle world. Similarly, the instructions reference a "switch" object without ever defining what it is. I cannot write code to call methods or set properties on objects about which I have no useful information. Can anyone advise, please?
Thank you kindly.
I recently updated to macOS sequoia 15.6
Afterward, I updated to Xcode 26
The project I've been running for the last couple years no longer compiles on existing simulators and doesn't build to a physical device. I'm getting an error I'm not familiar with and have no idea how to directly resolve it:
The specific error is 'Command SwiftGeneratePch failed with a nonzero exit code'
Looking up this issue via Google, there wasn't really a lot of information on this particular build failure. Most suggestions were to change the location of the Derived Data folder (Xcode -> File -> Project Settings -> update location of derived data from default to relative)
This was one of the only actionable solutions I found online but this doesn't fully address the issue for me, it just creates a new issue: "Command PhaseScriptExecution failed with a nonzero exit code"
I feel like with enough digging around I should be able to find a solution to the "PhaseScriptExecution" issue; there seems to be a decent amount of information online about that particular problem. I would prefer if I could solve the original 'SwiftGeneratePch" failure without needing to address other issues, though. Is this possible?
I've instilled Tahoe and Xcode 26(17A324) and the combination is virtually unusable, particularly the latter I'm no longer able to build projects reliably. My workflow is completely disrupted by a spinning beach ball so just a warning that you might want to delay until taking the plunge as I should have done. Fortunately, I have a back sequoia machine I can use instead.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone -
I'm seeing an issue specifically on iOS26 where we instantiate a few storyboard items programmatically and pull their restoration identifier. On iOS26, these identifiers are null and cause a crash, but the assignments are on the storyboard and there has been no change to that logic. On iOS 18, for example, there is no crash and the identifiers are pulled properly.
Anybody else seeing this?
After contacting Apple Support regarding MDM support for my Apple Developer Account, I received a link for my MDM request. The form in the link however requests for my Apple ID which seems to only be possible if I have an App on the AppStore. Considering I am only building an MDM Server I can not provide an Apple ID for this purpose.
I have tried explaining this to the AppleSupport contact but I'm not getting any real result. I would appreciate any suggestions or support from this forum.
I specifically require access to the MDM Vendor CSR Signing Certificate so that I can generate the APNs MDM Push Certificate needed for our MDM server to communicate with Apple devices.
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate.
About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object).
Some of the steps taken to try and mitigate or eliminate these crashes include:
Rolling back merges
Often worked, but then most future merges would cause a new and different crash to appear
Using the TSan and ASan tools to try and diagnose thread or memory issues
TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes
ASan does not identify any issues
Modifying the code changes in a branch before merging it in
In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible
Removing all 3rd party libraries or frameworks
Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users
Updating 3rd party libraries and frameworks when possible (there were some very old ones)
Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated
Changes to the App’s Build Settings in Xcode
Set supported/valid architectures to arm64 exclusively
Stripping of all architectures other than arm64 from 3rd party binaries
Cleaning up of old/outdated linker flags
Removal of other custom build flags that were needed at one point, but are no longer relevant
Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app
Code signing inject base entitlements is set to YES
Removal of old/deprecated BitCode flag
These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear
Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple
This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes
Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in.
Additional observations when trying to figure out the cause of these crashes:
Sometimes the smallest code change would result in a crash happening or not
The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash
All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV)
The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’
Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE
Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’
This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed
Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’
The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version
This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed
Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
有効期限が2026年10月10日のApple Push Servicesに記載されている証明書について、その内容を確認すると、以下の出力が表示されます。
notBefore=2022 年 7 月 14 日 10:XX:XX GMT
notAfter=2023 年 8 月 13 日 10:XX:XX GMT
このため、Firebase は証明書の有効期限が切れていると認識し、アップロードを許可しません。
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