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Swift OpenAPI Generator Error
PLATFORM AND VERSION iOS Development environment: Xcode 26, macOS 26 Run-time configuration: iOS 18 and up DESCRIPTION OF PROBLEM I am on the beta version of os 26 for both Xcode and macOS. When I try to run my project, which has the Swift OpenAPI Generator from apple, it gives the error "unsupported configuration: the aggregate target 'OpenAPIGenerator' has package dependencies, but targets that build for different platforms depend on it" STEPS TO REPRODUCE Install macOS 26 and Xcode 26 and try running an iOS app built for iOS 18.0 and up wit the OpenAPIGenerator package on a physical iPhone running iOS 26
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366
Jul ’25
Load bundle resources in UI Tests
I want to load images from my bundle, which works fine when running the main app. However this does not work when running UI Tests. I read that the test bundle is not the main bundle when running tests. I try loading the bundle via this snippet: let bundle = Bundle(for: Frames_HoerspielUITests.self) This is my test class wrapped these the canImport statements so it can be added to the main app target and used for getting the correct bundle: #if canImport(XCTest) import XCTest final class Frames_HoerspielUITests: XCTestCase { override func setUpWithError() throws { continueAfterFailure = false } override func tearDownWithError() throws { } @MainActor func testExample() throws { let app = XCUIApplication() app.launch() } @MainActor func testLaunchPerformance() throws { measure(metrics: [XCTApplicationLaunchMetric()]) { XCUIApplication().launch() } } } #else final class Frames_HoerspielUITests { } #endif However while this works when running the main app, it still fails in the UI tests. It is a SwiftUI only app. and I can't add the images to the asset catalog because they are referenced from another location. Any ideas? Thank you
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329
Jul ’25
Error about "swift for windows" at windows11
谁能告诉我为什么? “[正在运行] swift ”d:\vscode object\swift object\ceshi.swift” JIT 会话错误:未找到符号:[ $ss 27_allocateUninitializedArrayySayxG_BptBwlFyp_Tg5 ] 未能具体化符号: { (main, { main, $sSa 12_endMutationyyF, $ss 5print_9separator10terminatoryypd_S2StFfA0_, $ss 5print_9separator10terminatoryypd_S2StFfA1_, $ss 27_finalizeUninitializedArrayySayxGABnlF }) } [完成] 在 0.47 秒内退出并带有 code=4294967295” 当“Swift for Windows”在 VSCode for Windows 上运行时。 路径为 true,“Package-swift-lsp: Path”为 true。 谁能告诉我为什么?
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842
Jul ’25
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler
Module compiled with Swift 6.0.3 cannot be imported by the Swift 6.1 compiler: /private/var/tmp/_bazel_xx/8b7c61ad484d9da1bf94a11f12ae6ffd/rules_xcodeproj.noindex/build_output_base/execroot/main/CustomModules/BIYThred/CocoaLumberjack/framework/CocoaLumberjack.framework/Modules/CocoaLumberjack.swiftmodule/arm64-apple-ios.swiftmodule
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750
Jul ’25
Customization in Swift ArgumentParser's help command and error output
Hello I want to implement customisation to swift argumentparser, Here are following changes want to do it in my cli changing default footer present in help command output currently help command output coming like this OVERVIEW: clisample USAGE: clisample <subcommand> OPTIONS: --version show the version. -h, --help show the help. SUBCOMMANDS: logs (default) Export logs for clisample processes. See 'clisample --help' for more information.' so instead of See 'clisample --help' for more information.' I want my own string For more details, run 'clisample help <subcommand>' customise error string getting from validation error Error: Missing value for '-t <time>' Help: -t <time> Time window (e.g. 10h, 30m, 2d). Usage: clisample logs --time <time> See 'clisample logs --help' for more information. so I want error output with example and customised footer, like this Error: Missing value for '-t <time>' Help: -t <time> Time window (e.g. 10h, 30m, 2d). Usage: clisample logs --time <time> Example: clisample logs -t 5m For more details, run 'clisample help <subcommand>' Is this changes possible from anyway?
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543
Sep ’25
Undefined symbol
Is anyone have this problem on xcode 26 ? Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility50 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityDynamicReplacements
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1.4k
Sep ’25
Error `Type of expression is ambiguous without a type annotation` when trying to create a Task.
Hi, I've got this view model that will do a search using a database of keywords. It worked fine when the SearchEngine wasn't an actor but a regular class and the SearchResult wasn't a Sendable. But when I changed them, it returned Type of expression is ambiguous without a type annotation error at line 21 ( searchTask = Task {). What did I do wrong here? Thanks. protocol SearchableEngine: Actor { func searchOrSuggest(from query: String) -> SearchResult? func setValidTitles(_ validTitles: [String]) } @MainActor final class SearchViewModel: ObservableObject { @Published var showSuggestion: Bool = false @Published var searchedTitles: [String] = [] @Published var suggestedKeyword: String? = nil private var searchTask: Task<Void, Never>? private let searchEngine: SearchableEngine init(searchEngine: SearchableEngine) { self.searchEngine = searchEngine } func search(_ text: String) { searchTask?.cancel() searchTask = Task { guard !Task.isCancelled else { return } let searchResult = await searchEngine.searchOrSuggest(from: text) ?? .notFound guard !Task.isCancelled else { return } await MainActor.run { switch searchResult { case let .searchItems(_, items): showSuggestion = false searchedTitles = items.map(\.title) suggestedKeyword = nil case let .suggestion(keyword, _, items): showSuggestion = true searchedTitles = items.map(\.title) suggestedKeyword = keyword case .notFound: showSuggestion = false searchedTitles = [] suggestedKeyword = nil } } } } }
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579
Oct ’25
Archive Failing for iPhoneOS SDK in Xcode 26
When i am trying to archive a framework for ML, using below command: xcodebuild -workspace "./src/MLProject.xcworkspace" -configuration "Release" -sdk "iphoneos" -archivePath "./gen/out/Archives/Release-iphoneos/MLProject" -scheme "MLProject" -derivedDataPath "./gen/out/" archive BUILD_LIBRARY_FOR_DISTRIBUTION=YES SKIP_INSTALL=NO The same command used to work fine on Xcode 16.4. Attached is the detailed error MLProject_Archive_failure.txt
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139
Oct ’25
Attrubute can only be applied to types not declarations
Error: "Attrubute can only be applied to types not declarations" on line 2 : @unchecked @unchecked enum ReminderRow : Hashable, Sendable { case date case notes case time case title var imageName : String? { switch self { case .date: return "calendar.circle" case .notes: return "square.and.pencil" case .time: return "clock" default : return nil } } var image : UIImage? { guard let imageName else { return nil } let configuration = UIImage.SymbolConfiguration(textStyle: .headline) return UIImage(systemName: imageName, withConfiguration: configuration) } var textStyle : UIFont.TextStyle { switch self { case .title : return .headline default : return .subheadline } } }
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330
Oct ’25
Basic c++ main xcodeproj call to swift struct
I can't find any simple c++ xcodeproj call to swift struct using modern c++ swift mix. there is the fibonacci example that is swift app call to c++. Base on fibonacci example I create new simple project and fail to build it with error when I try to include #include <SwiftMixTester/SwiftMixTester-Swift.h> What is wrong? Is it the right place to ask this? Any work project link? Xcode 26.
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899
Oct ’25
Python Ignoring Invalid Distributions
Hi There, I have been using my Mac Studio to complete some work in Python (which I normally do in Linux) and recently I got this error which has completely stopped all development as venvs will no longer work correctly: WARNING: Ignoring invalid distribution ... (and then whichever apps are currently installed in the venv This occurs for me on every install of any version of Python installed using any of the standard methods (installer). I've tried all the main points of advice on knowledgeable forums, but the difference between Python on Sequoia and Python on Linux is enough such that I am at an end of my debugging knowledge. I've even attempted to blast away any System Python changes with a recovery reinstall, but the problem persists. I've done almost exactly the same setup on my MacBook Air and it is fine ... but the Studio is now unavailable for Python development. I know I have probably dropped the ball somewhere but can't see the error myself so, I'm wondering if I should just blast away everything on the machine and go through the process of doing a clean install. Asking the experts in MacOS here so I can avoid the pain of doing that!
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317
2w
Game Center fetchSavedGames sometimes returns empty list of games, although it works correctly on the next tries
I have implemented the Game Center for authentication and saving player's game data. Both authentication and saving player's data works correctly all the time, but there is a problem with fetching and loading the data. The game works like this: At the startup, I start the authentication After the player successfully logs in, I start loading the player's data by calling fetchSavedGames method If a game data exists for the player, I receive a list of SavedGame object containing the player's data The problem is that after I uninstall the game and install it again, sometimes the SavedGame list is empty(step 3). But if I don't uninstall the game and reopen the game, this process works fine. Here's the complete code of Game Center implementation: class GameCenterHandler { public func signIn() { GKLocalPlayer.local.authenticateHandler = { viewController, error in if let viewController = viewController { viewController.present(viewController, animated: false) return } if error != nil { // Player could not be authenticated. // Disable Game Center in the game. return } // Auth successfull self.load(filename: "TestFileName") } } public func save(filename: String, data: String) { if GKLocalPlayer.local.isAuthenticated { GKLocalPlayer.local.saveGameData(Data(data.utf8), withName: filename) { savedGame, error in if savedGame != nil { // Data saved successfully } if error != nil { // Error in saving game data! } } } else { // Error in saving game data! User is not authenticated" } } public func load(filename: String) { if GKLocalPlayer.local.isAuthenticated { GKLocalPlayer.local.fetchSavedGames { games, error in if let game = games?.first(where: {$0.name == filename}){ game.loadData { data, error in if data != nil { // Data loaded successfully } if error != nil { // Error in loading game data! } } } else { // Error in loading game data! Filename not found } } } else { // Error in loading game data! User is not authenticated } } } I have also added Game Center and iCloud capabilities in xcode. Also in the iCloud section, I selected the iCloud Documents and added a container. I found a simillar question here but it doesn't make things clearer.
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868
1w
Parameter Errors - procedural vs. optional
So I’m writing a program, as a developer would - ‘with Xcode.’ Code produced an error. The key values were swapped. The parameters suggested were ‘optional parameters variables.’ “var name: TYPE? = (default)” var name0: TYPE ============================= name0 = “super cool” ‘Name is not yet declared at this point provided with x - incorrect argument replace ExampleStruct(name:”supercool”) should be x - incorrect argument replace ExampleStruct(name0:”supercool”) ============================= In swift, there is a procedural prioritization within the constructor calling process. Application calls constructor. Constructor provides constructor signature. Signature requires parameters & throws an error if the params are not in appropriate order. - “got it compiler; thank you, very much” Typically, when this occurs, defaults will be suggested. Often the variable type. Ie String, Bool. such as: StructName(param1:Int64, param2:Bool) (Recently, I have seen a decline in @Apple’s performance in many vectors.) As stated before, the key value pairs were out of sequence. The optionals were suggested instead of the required parameters. This leads me to believe that there is an order of operations in the calling procedure that is being mismanaged. I.e. regular expression, matching with optional. This confuses these with [forced, required] parameters, and the mismanagement of ‘key: value’ pairs. this is a superficial prognosis and would like to know if anyone has any insight as to why this may occur. Could it be a configuration setting? Is it possibly the network I connected to bumped into something. Etc.. I appreciate any and all feedback. Please take into consideration the Apple developer forum, guidelines before posting comments. #dev_div
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139
1w
How to disable native Full Screen and implement custom "Zoom to Fill" with minimum window constraints in MacOs SwiftUI / Appkit
I am creating a macOs SwiftUI document based app, and I am struggling with the Window sizes and placements. Right now by default, a normal window has the minimize and full screen options which makes the whole window into full screen mode. However, I don't want to do this for my app. I want to only allow to fill the available width and height, i.e. exclude the status bar and doc when the user press the fill window mode, and also restrict to resize the window beyond a certain point ( which ideally to me is 1200 x 700 because I am developing on macbook air 13.3-inch in which it looks ideal, but resizing it below that makes the entire content inside messed up ). I want something like this below instead of the default full screen green When the user presses the button, it should position centered with perfect aspect ratio from my content ( or the one I want like 1200 x 700 ) and can be able to click again to fill the available width and height excluding the status bar and docs. Here is my entire @main code :- @main struct PhiaApp: App { @NSApplicationDelegateAdaptor(AppDelegate.self) var appDelegate var body: some Scene { DocumentGroup(newDocument: PhiaProjectDocument()) { file in ContentView( document: file.$document, rootURL: file.fileURL ) .configureEditorWindow(disableCapture: true) .background(AppColors.background) .preferredColorScheme(.dark) } .windowStyle(.hiddenTitleBar) .windowToolbarStyle(.unified) .defaultLaunchBehavior(.suppressed) Settings { SettingsView() } } } struct WindowAccessor: NSViewRepresentable { var callback: (NSWindow?) -> Void func makeNSView(context: Context) -> NSView { let view = NSView() DispatchQueue.main.async { [weak view] in callback(view?.window) } return view } func updateNSView(_ nsView: NSView, context: Context) { } } extension View { func configureEditorWindow(disableCapture: Bool = true) -> some View { self.background( WindowAccessor { window in guard let window else { return } if let screen = window.screen ?? NSScreen.main { let visible = screen.visibleFrame window.setFrame(visible, display: true) window.minSize = visible.size } window.isMovable = true window.isMovableByWindowBackground = false window.sharingType = disableCapture ? .captureBlocked : .captureAllowed } ) } } This is a basic setup I did for now, this automatically fills the available width and height on launch, but user can resize and can go beyond my desired min width and height which makes the entire content inside messy. As I said, I want a native way of doing this, respect the content aspect ratio, don't allow to enter full screen mode, only be able to fill the available width and height excluding the status bar and doc, also don't allow to resize below my desired width and height.
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510
1w
WKWebView missing page parts
Hi guys, I've been struggling for a few days with this really weird behaviour. We made an app for our e-commerce website and found out that a part of the product page is missing. For any reason, the header and first blocks of the page and footer are displayed, but then a massive part of the content is missing. This content is not loaded through ajax; that's why I don't understand why it's not displayed. You can see here 2 screenshots of what the page should look like and what the page looks like with WKWebView. I've been inspecting this with Safari; there isn't any blocking error in the console, and html elements are just empty. There is the div with class row and nothing in it. The same website is working perfectly with native Android Webview. If anyone has any clue to find out what's going wrong
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307
Jan ’25
orientation transaction token
Hello Im having an error in swiftUI project of mine. I use fullscreencover to navigate through views. Normally it s been working but one point it doesn't. I go through MainMenu -> SomeOtherView -> GameView -> AfterGameView -> SomeOtherView -> MainMenu. When it comes to mainmenu at last, it s showing main menu for a glimpse of a look and then goes back to GameView. In console an error took my notice. > A new orientation transaction token is being requested while a valid one already exists. reason=Fullscreen transition (dismissing): fromVC=<_TtGC7SwiftUI29PresentationHostingControllerVS_7AnyView_: 0x10795ca00>; toVC=<_TtGC7SwiftUI29PresentationHostingControllerVS_7AnyView_: 0x1071c3400>;; windowOrientation=portrait; sceneOrientation=portrait; existingTransaction=<_UIForcedOrientationTransactionToken: 0x600001804a40; state: active; originalOrientation: portrait (1)> Cant really finding the solution. Need help asap I will release a bug update to Appstore.
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484
Jan ’25
Why Actor-isolated property cannot be passed 'inout' to 'async' function call?
Considering below dummy codes: @MainActor var globalNumber = 0 @MainActor func increase(_ number: inout Int) async { // some async code excluded number += 1 } class Dummy: @unchecked Sendable { @MainActor var number: Int { get { globalNumber } set { globalNumber = newValue } } @MainActor func change() async { await increase(&number) //Actor-isolated property 'number' cannot be passed 'inout' to 'async' function call } } I'm not really trying to make an increasing function like that, this is just an example to make everything happen. As for why number is a computed property, this is to trigger the actor-isolated condition (otherwise, if the property is stored and is a value type, this condition will not be triggered). Under these conditions, in function change(), I got the error: Actor-isolated property 'number' cannot be passed 'inout' to 'async' function call. My question is: Why Actor-isolated property cannot be passed 'inout' to 'async' function call? What is the purpose of this design? If this were allowed, what problems might it cause?
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420
Feb ’25
Ambiguous use of 'textField' in Xcode 26
func textField( _ textField: UITextField, shouldChangeCharactersIn range: NSRange, replacementString string: String ) -&gt; Bool { if let delegate = delegate, let shouldChangeCharactersIn = delegate.textField { return shouldChangeCharactersIn(textField, range, string) } return true } This is from an extension extension TextInput: UITextFieldDelegate, ObservableTextFieldDelegateProtocol { The delegate is already a UITextFieldDelegate, but when you click on the error, it returns 7 instances of: "Found this candidate in module 'UIKit' (UIKit.UITextFieldDelegate.textField)" This doesn't give an error in Xcode 16. Is this an Xcode 26 bug?
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182
Jun ’25