I am writing SwiftData app, using a group container.
When editing a SwiftUI file, every couple of seconds a dialog - that the app wants to access data from other apps - pops up. It is impossible to edit
a view file while Canvas preview is open.
If preview is resumed the dialog has to be confirmed twice.
Each time the app is started from Xcode, the dialog has to be confirmed again.
Any idea, how to stop these boring dialogs?
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When I build and rum my iOS app with xocde 16.0 or higher version with my 16.0 iOS, 17.0 iOS, if fails to run with error. (Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore)
I found this error after update my macOS and xcode (Ventura -> Sequoia, Xcode 15.2 -> 16.2). I try to setting '-weak_framework SwiftUI' for solve this error with this post (https://forums.developer.apple.com/forums/thread/126506). But when applied, an error occurred in modify on all swiftUI. If a project is built with a simulator over 18 versions, it runs smoothly.
*issue project is with tac or tuist. There are two projects in question, and each configuration is (1.17.0 tca + 4.37.0) / (tuist 3.4.0).
Does anyone have any pointers as where I even start to debug this issue and narrow down on what's going on with Xcode 16?
Lcov config file (.lcovrc) is not present in below default locations: ~./lcovrc
How to link manually created lcovrc file to lcov to customise the behaviour of lcov?
This is probably a beginner's mistake, but I can't find anything about this error anywhere, and it's completely reproducible, even on GitHub Runners and with a fresh Xcode project.
The error doesn't seem to be caused by the Swift package used, Defaults, but by xcodebuild.
macOS Sequoia 15.2 (24C101)
Xcode Version 16.2 (16C5032a)
Defaults Version 9.0.0
When following Defaults' installation instructions, building and archiving from Xcode still works fine, but building with xcodebuild always fails with this error:
Copy /Users/user/DefaultsTest/build/Release/DefaultsTest.app/Contents/Resources/Defaults_Defaults.bundle /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle (in target 'DefaultsTest' from project 'DefaultsTest')
cd /Users/user/DefaultsTest
builtin-copy -exclude .DS_Store -exclude CVS -exclude .svn -exclude .git -exclude .hg -resolve-src-symlinks /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle /Users/user/DefaultsTest/build/Release/DefaultsTest.app/Contents/Resources
error: /Users/user/DefaultsTest/build/Release/Defaults_Defaults.bundle: No such file or directory (in target 'DefaultsTest' from project 'DefaultsTest')
I made a fresh, reproducible Xcode project here:
https://github.com/F1248/DefaultsTest
And a failing GitHub Action here:
https://github.com/F1248/DefaultsTest/actions/runs/12303972248/job/34340347771
Any help would be greatly appreciated.
I have been trying to contact Apple Developer support for a month with no response. I am trying to get my developer account reinstated. My case ID is 102486116514. If there are any support members available to assist that would be very much appreciated.
Hello,
My Enrollment is pending since last 2 weeks, i have received an email for verification and after submitting the form, it gave verification unsuccessful and will contact back in 2 business days.. it's been 2 weeks but still not response. This process doesn't have any status badge of where it got stuck and why it is taking time. We are much waiting to be enrolled in to lauch our Apps on Apps Store.
Thanks & Regards,
Bharath Naik,
India.
Hi,
I have paid for a membership a couple of days now, but nothing happens why there is such a long time waiting (apple says 48hours),
please someone can help me
thank you
costgior1 @ gmail.com
I received a new Macbook Pro (14 inch, M4, 24 GB memory, 1 TB SSD) and now trying to get all development tools working on it. I have installed Mac OS 15.2, Xcode 16.2 and ios 18.2 on my iphone. When I launch Xcode and run a simulator, it executes fine. When I try to attach to my iphone Xs Max with a USB cable, Xcode gives an error trying to communicate with a remote process. This used to work.
The details of the error are listed below:
An error occurred while communicating with a remote process.
Domain: com.apple.dt.CoreDeviceError
Code: 3
Failure Reason: The connection was invalidated.
User Info: {
DVTErrorCreationDateKey = "2024-12-14 05:29:35 +0000";
IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker;
"com.apple.dt.DVTCoreDevice.operationName" = enablePersonalizedDDI;
}
The connection was invalidated.
Domain: com.apple.Mercury.error
Code: 1001
User Info: {
XPCConnectionDescription = "<SystemXPCPeerConnection 0x600003b3ab50> { <connection: 0x600000a040f0> { name = com.apple.CoreDevice.CoreDeviceService, listener = false, pid = 0, euid = 4294967295, egid = 4294967295, asid = 4294967295 } }";
}
Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : {
"device_identifier" = "00008020-000A315C2182002E";
"device_isCoreDevice" = 1;
"device_model" = "iPhone11,6";
"device_osBuild" = "18.2 (22C152)";
"device_platform" = "com.apple.platform.iphoneos";
"device_thinningType" = "iPhone11,6";
"dvt_coredevice_version" = "397.28";
"dvt_coresimulator_version" = "993.7";
"dvt_mobiledevice_version" = "1759.60.7";
"launchSession_schemeCommand" = Run;
"launchSession_state" = 1;
"launchSession_targetArch" = arm64;
"operation_duration_ms" = 107626;
"operation_errorCode" = 1001;
"operation_errorDomain" = "com.apple.dt.CoreDeviceError.3.com.apple.Mercury.error";
"operation_errorWorker" = IDEInstallCoreDeviceWorker;
"operation_name" = IDERunOperationWorkerGroup;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 3;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphoneos";
"param_diag_113575882_enable" = 0;
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 1;
"param_diag_guardMalloc_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_mtc_enable" = 1;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_enable" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 2;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 99;
"param_launcher_substyle" = 0;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_structuredConsoleMode" = 1;
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphoneos18.2";
"sdk_osVersion" = "18.2";
"sdk_variant" = iphoneos;
}
System Information
macOS Version 15.2 (Build 24C101)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2024-12-13T20:29:35-09:00
I have tried several fixes from other users and nothing works. I do have developer mode turned on and have tried clearing the trusted devices and re-enabling many times with no luck. Currently out of options.
Our customers are large enterprises and we need to be able to collect traces on our customers' endpoints in support cases. Especially critical are performance problems.
So far we've instructed our customers to use ktrace:
sudo ktrace artrace -p appname --type=profile
We would then open this trace in Instruments with the CPU profile and load our own symbols.
The problem is, that symbols for system libraries are missing. In one instance we see that all of the high load is coming from a syscall made by libpcap. But all symbols other than our own are missing.
How can we collect traces which include those symbols?
I tried to use
ktrace symbolicate
in tests where I recorded a trace and then used ktrace symbolicate to collect system lib symbols, but it fails for most libraries, including libpcap and the syscalls. This is somewhat surprising, because dyld_info -exports /usr/lib/libpcap.A.dylib is able to print the symbols including offsets.
So what is the recommended workflow for this scenario?
Installing Xcode is of course not an option on a customer machine, especially not in an enterprise scenario.
Dear Apple Developer Support,
I’m reporting an issue in Xcode 16 where the iOS minimum Deployments value in the Targets General tab resets to blank when set below iOS 15.6. This issue does not occur when setting the target through Build Settings, where it’s retained correctly.
Steps to Reproduce:
Set the minimum Deployments value to below 15.6 in General > minimum Deployments.
Save and close the project.
Reopen the project and check the target in General — it’s blank.
Workarounds Tried:
Tested on Xcode 16, 16.1, and 16.2.
Manually set the target every time.
Set the target via Build Settings (works but is inconvenient).
System Info:
Xcode: 16.2
macOS: 14.5
This impacts my workflow as my project targets iOS 13. Please investigate and advise.
Please check the attached screenshots
Thanks and Regards,
Pavan
I have tried paying for apple devloper enrollment membership 3 times & have received the email from Apple saying -Order will be processed in 2 days. We';; get back to you in 2 business days.
No response yet. Can anyoone please guide me for the same.
Xcode crashes over and over again, and I can't use it anymore.
I tried uninstall and re-install xcode from the app store, and upgrade macOS to the newest version, but still not working, please help me to fix it.
Reproduce Steps:
Launch Xcode from the Launchpad or Dock
Wait a few seconds(within 10 seconds), Xcode crash <- Issue
And here is the crash report:
xcode_crash_report.log
I also summited a feedback, and here is the feedback id: 16047663
I am facing a serious and urgent issue. I am trying to build my app for an update on the Store, but in Xcode, instead of archiving the expected Runner application, the archive is successfully created, yet it is not associated with the correct Runner. As a result, I am unable to upload and distribute the app to the Store after the build.
I have been stuck on this issue for two days, trying every possible solution, but I cannot identify what is wrong or causing the problem. Could someone please assist or guide me on how to resolve this? I would greatly appreciate any help.
Thank you in advance.
Please check the screenshots:
My preferred way of setting up an app project no longer works in Xcode 16.
I like to have my apps massively modularized - a separate SPM module for every significant feature. I use a project grouped together with a package that contains all the feature modules. The project's app target imports a consolidated AppFeature from the package that is all the logic of the app.
In Xcode 15 and before, I had a process for creating this kind of setup (described below -- unfortunately the forums don't support collapsible sections). Where I used to be able to drag a directory from Finder into the Xcode files navigator (step 6 in my process), it now rejects the drag.
What I'm looking for is a way to have a single window open that has my Swift package and below that a separate folder for each executable target. Creating new modules in the package automatically creates new schemes in Xcode. Executable targets in the project can reference any module in the package. Source control treats the entire thing as one repository.
I've tried all the approaches I can think of to accomplish the same goal, but no luck. The projects I've already built work fine in Xcode 16 -- I just can't make a new one. Unfortunately I can't revert to Xcode 15 for this purpose since it apparently doesn't run on my work machine with macOS 15.
Here's my process that worked great till now:
In Terminal, create the project folder Foo:
$ mkdir Foo
$ cd Foo
Create the package:
$ swift package init
Creating library package: Foo
Creating Package.swift
...
Create a directory for the project:
$ mkdir App
In Xcode, create a new app project called Foo and put it in the App folder
Open the Foo project
Drag the top level Foo directory from Finder into the Xcode project and drop it immediately under the project name
Close the Xcode project
Create a file called Package.swift and place it in the App folder. Edit it to have an empty package content. This ensures Xcode won’t display that folder in the source navigator under the package header.
import PackageDescription
let package = Package(
name: "",
products: [],
dependencies: [],
targets: []
)
Open the Xcode project. You should have top-level project name* Foo*. Under that will be the package, also named Foo. Then there will be the app target, also named Foo. You can rename the app target folder Foo to something like iOS if you want to have other targets for other platforms like macOS.
I created a new iOS project (storyboard if it matters) and added a bunch of C files to it. Some portion of the C files depend on libcurl. I would like to be able to build for both simulator and device if possible. Google claims that Xcode can provide the dependency as part of the inbuilt libraries however I do not see libcurl.4.tbd (or any version) as an option to choose. Is this feature no longer available or is there something I am missing here?
For context here is a screen shot of my build error situation
Hi everyone,
I want to share my experience setting up an organization developer account with Apple. I’ve heard many horror stories about how tough it can be, but I didn’t think I’d experience it myself until now.
I started the process to create an organization developer account 4 months ago so I could publish my game on the App Store. Completing a game is already hard enough, but my account has been stuck in the "pending" state for all these months.
I’ve sent over 20 emails through their contact page and even scheduled calls with their support team, but I’ve been ignored. All I get are automated responses.
I tried starting fresh by abandoning the registration and using another email to create a new account. This time, Apple responded but only to cancel the new registration, saying I already have one in progress. I replied, asking why my original registration is still pending, and once again, I was ignored.
At this point, I’m exhausted. If anyone sees this and can help, I’d really appreciate it. And if someone from Apple comes across this, please respond it would mean a lot.
Thanks, and good luck to anyone going through something similar.
I've started building an app that uses NFC to communicate towards a device.
The initial communication is being triggered as intended, the last step of authentication is sent the connection seems to drop with the message:
-[_NFCardSession validateReceivedAPDU:]:236 Invalid ISO7816 APDU detected, (null)
The same response has been validated on an Android device and the process works fine there, but .readerDeselected is triggered instead of .received with cardAPDU.
Any way to see which part of the validation that fails?
Best regards
Hey there guys! I'm new to this, and have been learning JavaScript on Udemy. I'm trying to do everything inside of Safari, instead of using Chrome. But I'm stuck on something that I feel is kind of small, but has been nagging at the back of my brain. When I go to the 'Inspector Developer Tools' (command + option + i), then go to 'Sources', and go to 'Console Snippets', I'm trying to figure out how to delete any JavaScript files from the Console Snippets selection. In Chrome, when you navigate to the Chrome equivalent, if I right click on the file, there's an option to remove the file, but on Safari the only option I get is to Run Console Snippet. Does anyone know how to remove or delete a JavaScript file from the Console Snippets section in Safari? I have no extensions installed.
Hi everyone,
I’m working on a project in Reality Composer Pro, and I’ve encountered an issue with vertex animations. Here’s what I’ve done:
I created a model in Blender, which includes two animations:
One that scales the vertices of the model.
Another that moves the model's position.
I imported both animations into Reality Composer Pro, and the position animation works fine, but the vertex scaling animation does not seem to work.
What I’m Trying to Achieve:
I want the vertex scaling animation to play correctly in Reality Composer Pro alongside the movement animation.
Problem:
The position animation works as expected, but the vertex scaling animation does not work when applied in Reality Composer Pro.
I have checked the vertex scaling animation in other software, and it works fine there. The issue seems to be specific to Reality Composer Pro.
Is vertex animation scaling supported in Reality Composer Pro? If so, what might be causing this issue? Any advice or solutions would be greatly appreciated!
Happy to have a new MacBook Pro M4 now - the new machine was setup from time machine backup of my old MacBook Pro M1.
Sadly Predictive Code Completion does not work on the new M4 (it was working great on the M1).
Xcode shows as downloaded component:
Predictive Code Completion Model [com.apple.fm.code.generate_small_v1.base: 500.1.81600.13.200772,0] [com.apple.fm.code.generate_safety_guardrail.base: 1.6.81619.13.200716,0] [com.apple.gm.safety_deny.input.code_intelligence.base: 32024010.20241007.171244.100.377,0] [com.apple.gm.safety_deny.output.code_intelligence.base: 32024010.20241007.171244.100.377,0] (Installed)
Things I already tried:
Removed and reinstalled Xcode 16 (also latest beta).
Disabled/enabled Xcode Editor Settings for predictive code completion
Many many reboots
Removed Xcode cache
Maybe the downloaded Model is somehow locked to the old machine?
How can I remove, redownload or reinstall it again?
Thank you very much.
Tobias