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Developer account pending for more that 48 hours
My developer account pending for more that 48 hours.When I login to http://developer.apple.com, it show the following message:Purchase your membership.To continue your enrollment, complete your purchase now.Your purchase may take up to 48 hours to process.I have already paid the membership fee and got the E-invoice from apple.Could anyone help to solve this problem?Thanks.
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35k
Feb ’18
Can't enroll in developer program
So I've been trying for almost two months to enroll in the developer program and have opened support tickets but have gotten nowhere. The first time I tried, my payment went through but was then reversed by Apple and taken back and my enrollment didn't go through. I called support and they said to try a different card, so I did. The same thing happened where it went through and then Apple took it back a few days later (I called both banks and they confirmed that the reversal was initiated by Apple). All attempts since then (including with a third card) will result in being redirected to a page with "Your payment authorization failed on card •••****. Please verify your information and try again, or try another payment method."Information is multiple times checked, and includes the card saved on the Apple ID which had gone through the first time, and I bought a small app in the app store to confirm that card was still working with Apple (it was). The only thing I haven't been able to do is enroll in the development program. When I call support they tell me to try the same things I've already tried multiple times and also say they aren't aware of any problems like this and say they haven't had any problems with developer enrollment payment processing. Has anyone else experienced this and been prevented from enrolling? Anyone know a way to get through and enroll?
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29k
Feb ’20
LLVM and Terminal Support on Mac Apple Silicon
My question set is fairly broad, but I can't seem to find any answers anywhere. As a fairly low-level developer, the vast majority of my work is done with Sublime Text, terminal-based compilers, IDEs like Coq's (coq.inria.fr), and code that has to be compiled by terminal. These projects are at the very fabric of what I do, and I fear that Rosetta 2 will be inadequate until LLVM and other systems are updated to run natively on Apple Silicon. Honestly, I can't really afford complex virtualization systems like Parallels or VMWare (not that they help much) and I'd rather not give up MacOS for my Ubuntu desktop. I was raised on MacOS and I can't imagine losing features like scenes or seamless integration with the rest of my electronics. I want to keep my initial post fairly simple and broad, but if anyone has any questions on what I need supported, feel free to ask. I am sure I'm not alone here.
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7.5k
Jun ’20
Previews doesn't work in package target's subdirectory
I'm trying to preview a view from a swift package which is located in one of the target's directory subdirectories: . ├── Package.swift ├── README.md └── Sources 		└── SatelitUI 				└── Views 						└── MenuBar.swift When I'm previewing a view from the MenuBar.swift file I'm getting following error: NoBuildableEntriesError: active scheme does not build this file Select a scheme that builds a target which contains the current file, or add this file to a target that is built by the current scheme. Which is unexpected because the file should be a part of the SatelitUI target. The thing is it works just fine if I move it into the root target's directory (SatelitUI).
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4.5k
Jun ’20
Errors running with ASAN when targeting iOS Devices
I'm unable to run my app with ASAN enabled when targeting a physical iOS device. Simulator targets do work. With Xcode 12 and an iPad mini 4 running iOS 14 beta 1 I get the following error during app launch ==750==ERROR: AddressSanitizer failed to allocate 0xffffffffff9fc000 (-6307840) bytes at address 2db624000 (errno: 22) ==750==ReserveShadowMemoryRange failed while trying to map 0xffffffffff9fc000 bytes. Perhaps you're using ulimit -v With Xcode 11.5 and an iPad Air 2 running OS 12.4.1 the error is ==2177==Unable to find a memory range after restricting VM. ==2177==AddressSanitizer CHECK failed: /BuildRoot/Library/Caches/com.apple.xbs/Sources/clangcompilerrt/clang-1103.0.32.62/compiler-rt/lib/asan/asanmac.cc:92 "((0 && "cannot place shadow after restricting vm")) != (0)" (0x0, 0x0) <empty stack>==2177==AddressSanitizer CHECK failed: /BuildRoot/Library/Caches/com.apple.xbs/Sources/clangcompilerrt/clang-1103.0.32.62/compiler-rt/lib/asan/../sanitizercommon/sanitizermallocmac.inc:143 "((!asaninitisrunning)) != (0)" (0x0, 0x0) warning: could not execute support code to read Objective-C class data in the process. This may reduce the quality of type information available. AddressSanitizer report breakpoint hit. Use 'thread info -s' to get extended information about the report. (lldb) thread info -s thread #1: tid = 0x1076c2, 0x000000011531e984 libclangrt.asaniosdynamic.dylib`__asan::AsanDie() My coworker is able to use ASAN with the same App using iPad Pro 10.5, iPadOS 13.5.1, Xcode 11.5 Are there any configuration changes I need to make to be able to use ASAN on my devices?
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8.7k
Jun ’20
Unable to import local XCFramework module
Our project is split up into multiple Pods with CocoaPods and I'm currently trying to convert all of our podspecs to SPM. One of our projects has XCFramework dependencies that I'm trying to include from a local source, but my project files are complaining that the modules couldn't be found when I try to import them. Is there something I'm missing here? My Package.swift file looks something like this: // swift-tools-version:5.3 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package(     name: "MyPackage",     defaultLocalization: "en_us",     platforms: [         .iOS(.v12),         .watchOS(.v6),         .macOS(.v10_15)     ],     products: [         .library(             name: "MyPackage",             targets: [                 "MyPackage"             ]),     ],     dependencies: [     ],     targets: [         .target(             name: "MyPackage",             dependencies: [                 .byName(name: "LocalXCFramework")             ],             path: "Sources/"         ),                  .binaryTarget(             name: "LocalXCFramework",             path: "Frameworks/LocalXCFramework.xcframework"         )              ] ) In this example, if I try to import the modules from LocalXCFramework, I get an error saying it couldn't be found.
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8.2k
Jun ’20
Xcode randomly modifies my scheme content
I'm struggling with maintaining source-controlled collaboration when Xcode just cannot make up its mind about how to generate the schemes. I don't edit the scheme and I get these sort of changes in git. from: <BuildableProductRunnable &#9;&#9;&#9;&#9; runnableDebuggingMode = "0"> to: <RemoteRunnable &#9;&#9;&#9;&#9; runnableDebuggingMode = "2" &#9;&#9;&#9;&#9; BundleIdentifier = "com.apple.Carousel" &#9;&#9;&#9;&#9; RemotePath = "/$(PRODUCT_NAME)"> It's pretty incomprehensible to me, but has anyone run into similar?
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12k
Oct ’20
(How) Can I use DocC for internal documentation?
As presented in the talks and documentation I’ve seen so far, DocC works for public and open Swift symbols. But how about stuff for internal use? We are developing a fairly complex mixed source SDK with several components, that would benefit greatly from direct integration of auxiliary content for diagrams and so on. But since many of these parts are for internal use only, they have module or below level visibility. Is there a way to build an internal documentation target that includes this information with DocC, and — if so — how?
11
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6.5k
Jun ’21
How can I resolve the xcode12.4 build error: Use of undeclared identifier '_CTYPE_A'?
I have a project that previously built for x86_64 that includes objective C, C and C++ files using Xcode 11.7. I am now trying to upgrade my project so that it will build for both arm64 and x86_64 using xcode 12.4. However, when I attempt to build, I receive many errors relating to missing "CTYPE"s as well as functions missing from the global namespace. /Applications/Xcode12.4.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/include/_wctype.h:53:24: Use of undeclared identifier '_CTYPE_A' /Applications/Xcode12.4.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/include/_wctype.h:53:33: Use of undeclared identifier '_CTYPE_D' /Applications/Xcode12.4.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/include/_wctype.h:71:10: Use of undeclared identifier '__istype' /Applications/Xcode12.4.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/include/_wctype.h:89:24: Use of undeclared identifier '_CTYPE_L' /Applications/Xcode12.4.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX11.1.sdk/usr/include/_wctype.h:125:17: Use of undeclared identifier '__tolower'; did you mean 'towlower'? /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1/cctype:103:9: No member named 'isalnum' in the global namespace; did you mean 'iswalnum'? /Applications/Xcode12.4.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include/c++/v1/cctype:104:9: No member named 'isalpha' in the global namespace; did you mean 'iswalpha'? There are more errors than this present but this is the gist of what I am seeing. It should be noted that as far as I can tell I am not using any of the functions or definitions in my code and that these errors seem to be from functions and definitions deep in the SDK. Is there anything I should be looking for in particular to resolve these build errors? Do I need to change a project setting?
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1.5k
Jun ’21
Xcode 13.0 can't pair to Apple TV 4K (tvOS 15.0)
On Xcode 13.0, I can no longer pair with an Apple TV 4K (tvOS 15.0). Until now it has always worked but since the new update to tvOS 15.0 and Xcode 13.0 I can no longer connect. I have gone through the following steps to connect: Open remote app and devices settings on Apple TV 4K (tvOS 15.0). Open Devices and Simulators in Xcode 13.0. Select Apple TV in the list and press "Pair". Code appears on the Apple TV and I can enter it in an Xcode window. After the code input, there is a short loading sign that a connection is being established. After a few seconds, the whole thing stops without an error message and the "Pair" button is visible again. Does anyone have the same problem? I would like to optimize my apps for tvOS 15 and test them on a physical device.
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23k
Jun ’21
Pending Paid Apps Agreement - going nuts
We dont have any paid apps we only push a free app in the app-store. a few times a year Apple then comes out with 'new agreements' and then it stops my developers from being able to push versions until we have 'accepted the new agreements' - and that can only be by a certain user that has to go in and click 'yes' on something that we never read anyways right. And nomatter what it keeps having this Paid Apps that i need to do something on - and then its pending and then .... who knows. It is super annoying as i dont carry iphone and i dont use macbooks and my 2 factor verification unit ( which has to be apple ofcourse....) isnt always on me especially here during lockdowns & isolation etc which caused a huge headache. My question : can i just be free of having to agreeing to any paid apps here and get that out of the loop totally because you pause our commits by having me to sign in and click yes on some odd thing your lawyers changed could you consider just sending an OTP to a phonenumber and not trying to force an apple device us on us managers ? my developers have macbooks etc its fine but they cant accept these contracts. and i dont need this paid apps thing why cant we just have this option of not dealing with it until we have a paid app in the store - it doesnt make sense.
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815
Jun ’21
dyld: Symbol not found: swift34swift50override_conformsToProtocol
I am getting following error from one of the pod frameworks while running the app (Build is a success). dyld: Symbol not found: __ZN5swift34swift50override_conformsToProtocolEPKNS_14TargetMetadataINS_9InProcessEEEPKNS_24TargetProtocolDescriptorIS1_EEPFPKNS_18TargetWitnessTableIS1_EES4_S8_E. Referenced from: X framework Expected in: frameworks/DeviceKit.framework/DeviceKit mac OS 10.15 Xcode 12.4 React native 0.63 cocoapods: 1.10.1
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17k
Aug ’21
Login to azure devops account from xcode
How do I sign in to Azure devops accounts from xcode preferences. The account for Azure doesn't show up. The code is already hosted on Azure Devops and I was working on an already made project and the repo is already in the azure devops account. The previous account was obselete and now I need to login to my own account to push the changes. Whenever I am trying to push and commit the changes I get an error: remote: You are not authorized to access this collection. (-20)
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1.2k
Aug ’21
Posting a Crash Report
If you need help investigating a crash, please include a crash report in your post. To smooth things along, follow these guidelines: For information on how to get a crash report, see Acquiring crash reports and diagnostic logs. Include the whole crash report as a text attachment (click the paperclip icon and then choose Add File). This avoids clogging up the timeline while also preserving the wealth of information in the crash report. If you’re not able to post your crash report as an attachment, see Can’t Post Crash Report as Attachment below. If you want to highlight a section of the report, include it in the main body of your post. Put the snippet in a code block so that it renders nicely. To create a code block, add a delimiter line containing triple backquotes before and after the block, or just click the Code Block button. If possible, post an Apple crash report. Third-party crash reporters are often missing critical information and have general reliability problems (for an explanation as to why, see Implementing Your Own Crash Reporter). Symbolicate your crash report before posting it. For information on how to do this, see Adding identifiable symbol names to a crash report. If you need to redact the crash report, do so consistently. Imagine you’re building the WaffleVarnish app whose bundle ID is com.example.wafflevarnish but you want to keep your new waffle varnishing technology secret. Replace WaffleVarnish with WwwwwwVvvvvvv and com.example.wafflevarnish with com.eeeeeee.wwwwwwvvvvvvv. This keeps the text in the crash report aligned while making it possible to distinguish the human-readible name of the app (WaffleVarnish) from the bundle ID (com.example.wafflevarnish). Finally, for information on how to use a crash report to debug your own problems, see Diagnosing issues using crash reports and device logs. Can’t Post Crash Report as Attachment Crash reports have two common extensions: .crash and .ips. If you have an .ips file, please post that [1]. DevForums lets you attach a .crash file but not an .ips file (r. 117468172). To work around this, change the extension to .txt. If DevForums complains that your crash report “contains sensitive language”, leave it out of your initial post and attach it to a reply. That often avoids this roadblock. If you still can’t post your crash report, upload it to a file sharing service and include the URL in your post. Post the URL in the clear, per tip 14 in Quinn’s Top Ten DevForums Tips. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" [1] Because it’s easy to go from an .ips file to a .crash file. I usually do this by choosing File > Quick Look in the Finder. For more info about these file formats, see this post. Revision History: 2024-11-21 Added a recommendation to post the .ips format if possible. 2024-05-21 Added some advice regarding the “contains sensitive language” message. 2023-10-25 Added the Can’t Post Crash Report as Attachment section. Made other minor editorial changes. 2021-08-26 First posted.
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7.5k
Aug ’21
Performance difference between Xcode's "Build for Profiling" and xcodebuild for Release
For normal testing I build an application using Xcode and selecting "Build for Profiling" from the Product menu. For production I do "xcodebuild clean build -configuration Release ......." I notice a big performance difference. In my case the XCode profiling build runs in under a minute, the xcodebuild version takes over 4 minutes. The XCode profiling build uses the Release configuration, the xcodebuild is also using the Release configuration. What additional configuration options are being set/used when "Building for Profiling"? I'm having a hard time finding an answer to this question.
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991
Sep ’21