Importing CoreImage.CIFilterBuiltins fixed the problem for me. Thanks much.
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I was running into the same error with my newly acquired iPhone 16 Pro. I downloaded Xcode 16.1 beta 2 as suggested in this thread and successfully set it up for development. This morning my phone was updated to what appears to be the final iOS 18 version (as opposed to the version installed on new phones) and tried Xcode 16 (NON beta) again. This time the setup for development worked immediately. That suggests to me that Xcode 16 came with a package specifically for the final version of iOS 18, and not for the version shipped on new phones. Hopefully this will all be resolved soon between shipping phones with the latest OS version and updates to Xcode.
FWIW, I updated my phone manually in Settings>General>Software Update.
I just updated to Xcode 16 beta 3. A very simple Mac app I developed in beta 2 that previewed successfully just prior to the Xcode upgrade has started crashing on preview with the "fatalError in UVJITAgent.swift" message. It builds and runs successfully. It's only a problem previewing the app's one view.
I'm experiencing the same problem. I just installed the visionOS 1 beta 4 via the Terminal (using the "xcrun simctl runtime add " command).
That resulted in the visionOS 1.0 Simulator appearing in the list of available platforms in Xcode 15's Settings window.
But when I try to add a new target to an existing project, or even create a new project, there is no visionOS option in the template chooser that appears. I have quit and relaunched Xcode a few times, but that has not helped. Is there something else I need to be doing?
I am running into the same problem with running an iPad app on my M1 MBP. I am seeing the same error message in both Xcode 13.x and Xcode 14 beta 3. I have tried deleting the built product and rerunning the project. I have tried switching from automatic codesigning to manually codesigning the project. I have tried changing the bundle identifier with both automatic and manual codesigning. I have even tried running it after removing the one library it uses (a Swift package). None of these actions has resolved the problem. This is very frustrating because I know the project ran as a Mac app successfully last time I tried a month ago.
Has anybody come up with any further solutions to this problem that haven't yet been mentioned in this thread?
I've been seeing this message frequently today while checking out an Apple sample app running in iOS 12.4 iPad simulators. The only way I found to resolve it was to quit the simulator app and run the project from Xcode again.
I finally realized that I simply needed to keep a strong reference to sub. The finished code now looks something like:
private var searchTextObserver: AnyCancellable!
private var item: ModelItem!
private func setupTextObserver() {
let sub = NotificationCenter.default
.publisher(for: NSControl.textDidChangeNotification, object: searchTermText)
.map( { ($0.object as! NSTextField).stringValue } )
.debounce(for: .milliseconds(500), scheduler: RunLoop.main)
.sink(receiveValue: { [weak self] in
self?.item.value = $0
})
searchTextObserver = sub
}
I'm having the same problem running Xcode 12.3 in Mac OS 11.1 on a 16" MacBook Pro (late 2019). After running a SwiftUI preview, or running an app in an iOS simulator, audio from other apps plays with a horrible stutter. For example, the audio track of a YouTube video playing through Safari, or a song playing in Apple Music. Whether it's going directly through the Mac speakers or through the headphone jack to my external speakers, the sound is unlistenable. I have tried suggestions I've seen online to change the Simulator's audio input and output settings in the I/O menu, and I've tried killing CoreAudio. None of these suggestions has fixed the problem. It obviously makes one's workflow much more difficult if you're trying to follow along with a tutorial video, something I've found myself needing to do a lot to learn SwiftUI development.
I was running into the same issue and really appreciate this solution. For what it's worth, I found that I also needed to remove the PDFKit framework that I had originally added to the project in Mojave (and that also worked in Catalina). It was causing a code signing error.