Hello I'm a computer engineering student who needs to build some apps from time to time, and when I do I need to use services like xampp which runs apache, and after I updated the OS to dev beta, the apache were never able to start again, and here is the error code from log, I'm just posting here in case apple fixed it,I see that the 15 beta 2 that rolled out today has no mention of it, so hope to see it fixed, so I can local host again in my mac with out reinstalling my OS or rollback. cheers
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Hello I've just got the M4 ipad pro 13 inch,256G and I've updated the ipad with ipadOS 18 for the greate new features, also my phone, I've noticed a few days after the installation my system data has been growing like crazy, it started around 120 G when I first noticed, but has grown to 185.88GB as of today, leaving my ipad with bearly any storage left, and the same case happened for my iphone 15 pro max, but when I check today iphone storage have went down, but Ipad is still having almost 200G of unknown stuff, Am I the only one getting this issue?
I’ve been trying to update my Macbook pro for a while now. I’m on version 10.14.6, I’ve been able to get away with not having enough storage for the newer updates but now it is unavoidable as my laptop is nearly unusable.
My issue is that I do not have enough storage. I’ve done everything, deleted old files, cleared my trash, deleted apps, etc. Still, the two things taking up the majority of my storage are applications the laptop will not let me delete and the system itself. It’s become incredibly frustrating, especially since the majority of the apps that I can’t delete I don’t even use. Is there a way to bypass this? Or any other possible solution?
I updated my MacBook and iPhone(both 13 and 15pro) to the latest beta 2 version system. I could successfully open the iPhone Mirroring App on MacOS and go through the password verification step, but the app displays stuck on the "Connecting" step, and could not go further.
I have an app that I would like to test on Mac Sequoia. But when I build in Xcode Cloud, it seems to fail with a This bundle is invalid. Apple is not currently accepting applications built with this version of the OS. It also complains about the release train being closed, but I created a new release (set to manually be released). And it is pulling an old CFBundleShortVersionString somehow, but the other app versions (iOS and VisIonOS) in the same Xcode Cloud build work fine.
So I was experimenting with Xcode and signed in with my Apple ID. For some reason despite my Apple ID being my name, the signing cert is the name of another family member. Is there any way to correct this?
J’ai remarqué que seul mon haut parleur supérieur
fonctionne et non le principal, que ce soit pour les sonneries, vidéo, musique ou autres. J’ai essayer de le corriger en redémarrant mon IPhone mais sans succè, et connecté mes AirPods pour les déconnecter par la suite, cela a fais fonctionner le haut parleur principal mais au même volume et qualité que le supérieur c’est à dire pas grand chose. Suis-je le seul à avoir cela ?? J’ai un iPhone 15 pro sous IOS 18 version 2
I deleted the password app by mistake. How can I get it back on my phone?
I updated to IOS 18, now every time I click on Screen Time, my phone freezes and then goes back to the main screen. After being upset for a while, I decided to go back to IOS17, but to do so, I need to unable the "Find my iPhone," which is also LOCKED and unavailable with this update. What am I supposed to do?
The screen time issue is still going on in Beta 2. I have submitted my report. There is no way of accessing the screen time settings. It just crashes. If you try to go to the locked out app, the only option that actually works is the OK button. You can’t dismiss or extend for 15 minutes. who else is having this same issue?
I have an admin role. but I won't be able to access the Certificates, Identifiers, and Profiles page. When I tried to access this page, it was saying, 'Access Unavailable PopUp'. Please help me to fix this issue. thanks
My Team ID : 2KLNCC859A
Good evening guys
I have a big problem. My Mac consumes a lot of internet, up to 50 GB a day, and I do all my work on Xcode with a search on Safari.
I don't know where this whole internet is going
I tracked consumption on the Activity Monitor and it also does not show where this consumption is
The total capacity is 50 GB, and the available processes do not consume more than 5 GB
what should I do ?!!
I've created a closed source iOS SDK from a local Swift package, which has dependencies on other Swift packages, and successfully created a binary XCFramework following the solution from my previous post.
Now I'm proceeding with the process to distribute this SDK. I believe I want to upload the XCFramework to a public repo alongside a Package.swift file and an Example app project that uses the XCFramework. So each time I go to create a new release I’ll create a new XCFramework replacing the current one, verify it's working properly in the example app, then commit, tag, and push to the repo.
My question is how do I set this up as a Swift package that includes an example app that uses the local XCFramework (not a remote url to a zip of the framework) and properly resolves dependencies?
So far I created a directory containing MyFramework.xcframework and Package.swift containing:
// swift-tools-version: 5.10
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "MyFramework",
platforms: [
.iOS(.v14)
],
products: [
.library(
name: "MyFramework",
targets: ["MyFramework"]
)
],
dependencies: [
.package(url: "https://github.com/example/example.git", from: "1.0.0")
],
targets: [
.binaryTarget(
name: "MyFramework",
path: "MyFramework.xcframework"
)
]
)
I then created an Example iOS app project in that directory and now need to integrate the local XCFramework. I wondered if I could do that via File > Add Package Dependencies > Add Local, but when I navigate to that Package.swift and click Add Package it says
The selected package cannot be a direct ancestor of the project.
Do I need a different Package.swift for the Example app, and if so, how do I get that set up? I created a separate Package.swift (contents below) alongside the xcodeproj but when I try to add that in Xcode I get the same error, despite the fact this package is a sibling of the project not an ancestor.
// swift-tools-version: 5.10
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "MyFramework-Example",
platforms: [
.iOS(.v14)
],
dependencies: [
.package(name: "MyFramework", path: "../")
],
targets: [
.target(
name: "MyFramework-Example",
dependencies: ["MyFramework"]
)
]
)
In previous years it seems there were limitations about where AppIntent types could live in your code base for them to be surfaced up to the Shortcuts app. Specifically, they needed to be in the top level app or extension target.
However, WWDC24's What's new in App Intents talks about "Framework Improvements" and has a slide that implies that AppEntity, AppEnum, AND AppIntent types can live in a framework.
Is this actually the case? I can see the Metadata.appintents in the build products of my framework, and my intent is included in the JSON, but these intents never make it into the Shortcuts app when I install an app that consumes the framework. I'm testing this with Xcode 16b1 in a iOS 18 simulator.
I have created a Hand Action Classification project following the guidelines which causes the Create ML tool to provide the very cryptic "Unexpected Error". The feature extraction phase is fine, with the error occurring during model training after the tool reports completion of the first five training iterations as it moves on to report the next ten.
The project is small with 3 training classes and 346 items
I have tried to vary the frame rate and action duration, with all augmentations unset, but the error still persists.
Can you please confirm how I may get further error diagnostic information so that I can determine why Create ML is unable to work with my training data?
Mac OS is Sonoma 14.5 on an iMac 24-inch, M1, 2021. Create ML is Version 5.0 (121.4)
I'm getting confused reading conflicting information about Swift Packages (for example, many sources say its for distributing source code only, but Apple's documentation says a binary framework can be included in them).
What I would like to be able to do is to distribute a project as a binary to external customers (so they cannot see the source code) but distribute it as source code for internal consumption (so when developing a test app that uses the project, source code can be stepped through in the debugger etc.)
Is the feasible/easy?
Could a package manifest be created that can easily be flipped between creating a package containing source only, and a binary only. Or would it be better to have two separate manifests?
I'm trying to run a MacOS application (which has worked in the past on older versions of Xcode and MacOS), and I get the error message:
Could not launch "MyProgramName"
LaunchServices has returned error -10669.
Can't find any documentation on this error code.
Sonoma 14.4.1
Xcode 15.4
I let my iPhone charge, and after about 5 minutes, it shut down and became very hot, unable to boot the OS. I removed the charging cable, and eventually, it booted up. However, once the OS loaded, the phone became extremely laggy and almost unusable.
Here's a scenario: I set an alarm for 10:30 AM and received a time-sensitive message from the Pillow app. After the phone booted up, the message kept notifying repeatedly, causing the phone to overheat and laggy.
My transaction hasn't been processed yet and it more than 48 hours. Can you help me with what is going on.
In other IDEs on many popular platforms, developers have the ability to analyze unreferenced header files in source code (either visually or thru warnings), like below:
// sourcefile.c
#include <file1.h>
// file2.h is not referenced in this source code file, so the following line would be grayed out in a well known iDE
#include <file2.h>
Is this possible in Xcode?