func setupUDPSocket() {
stopSearch()
udpSocket = GCDAsyncUdpSocket(delegate: self, delegateQueue: DispatchQueue.main)
do {
try udpSocket?.bind(toPort: 4012)
try udpSocket?.beginReceiving()
try udpSocket?.joinMulticastGroup("239.255.255.250")
} catch let error {
DispatchQueue.main.async {
print(Thread.current)
print(error)
print(error)
}
}
}
private func search() {
guard let udpSocket = udpSocket else {
print("not set udpSocket")
stopSearch()
return
}
let message = "M-SEARCH * HTTP/1.1\r\n" +
"HOST: 239.255.255.250:1900\r\n" +
"MAN: \"ssdp:discover\"\r\n" +
"MX: 3\r\n" +
"ST: ssdp:all\r\n" +
"\r\n"
let data = message.data(using: .utf8)!
udpSocket.send(data, toHost: "239.255.255.250", port: 1900, withTimeout: -1, tag: 0)
}
This is my send SSDP code, my project was inited in Objective-C, recently I update xcode to 16, I get Error Domain=NSPOSIXErrorDomain Code=65 "No route to host", when I send UPD data in iOS 18, but iOS 17 is ok.
Even I found, if I init a new project in Swift, this bug is disappear.
Xcode Server
RSS for tagXcode Server controls server-side bots that continuously build, analyze, test, and even archive your Xcode projects.
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Error launching process, description '未能完成操作。(com.apple.extensionKit.errorDomain错误2。)', reason ''
GPU process (0x129000ab0) took 3.3203 seconds to launch
WebContent process (0x1280180c0) took 5.3785 seconds to launch
Failed to create extensionProcess for extension 'com.apple.WebKit.Networking' error: Error Domain=com.apple.extensionKit.errorDomain Code=2 "(null)" UserInfo={NSUnderlyingError=0x302e21b60 {Error Domain=RBSServiceErrorDomain Code=1 "Client not authorized" UserInfo={NSLocalizedFailureReason=Client not authorized, RBSPermanent=false}}}
When the app is in the foreground, immediately kill the process, then click on the app icon, it will crash and there will be no crash log. It takes one second before clicking on
Hi All,
I am trying to make the connection of XCode with my Azure DevOps TFS server repository but I am not able to make it. My XCode version is 16.0 and iOS version is 15.0.
I’m currently working on an iOS project that involves loading and playing stereoscopic/spatial videos. I’m using the AVFoundation framework, specifically AVURLAsset, but I’m having trouble determining how to correctly load and handle stereoscopic videos.
I would like to know:
Any guidance or code snippets would be greatly appreciated, I´m not understanding pretty well the apple developer videos...
Thank you in advance for your help!
Best,
Lau
Hello everyone! I’m new to this forum and have never designed an app before. I’ve used Unity and Xcode. When I launch the build in Xcode, it always replies “Build Failed.” I’ll explain the problem and attach some screenshots.
The app I’m trying to launch comes from the Unity platform (version 2022.3.46f1) + Vuforia for augmented reality. Everything works well on this platform (I’ve already checked it); I export the project into a specially created folder after clicking on “Build”; I open the project in Xcode version 16.0 (I downloaded this application a few days ago); I connect my iPhone and my Apple ID by going to “Xcode” > “Settings” and linking my account; to connect my iPhone, I go to “Window” > “Devices and Simulators” and link everything; then I go to “Targets” > “Unity iPhone” and check in the “General” and “Signing and Capabilities” sections to ensure everything is correct; I then change the development team name to my account “MARCO ARICO” (previously activated on Apple Developer with an already paid annual subscription) and check that the “Bundle Identifier” is the same as the one I entered in Unity under “Player” > “Other Settings.” At this point, I send the Build, and after a few moments, it says “Build Failed” with this error: “/Users/albertodanielemanzo/Desktop/Unity/App_7/Unity-iPhone.xcodeproj Signing for 'Unity-iPhone' requires a development team. Select a development team in the Signing & Capabilities editor.” I would like to add that the Mac I’m using belongs to a friend who specifically lent it to me to launch this app, and all the steps I took are based on in-depth research from YouTube tutorials and official Unity and Xcode forums.
The computer I’m using is a MacBook Air with macOS Sonoma 14.6.1, which belongs to my friend who lent it to me. All subscriptions are under my name. My username is the same as the development team name (Development Team); the subscription I have with Apple is individual, as are my downloaded certificates for app development.
I have already addressed the issue with Apple Developer support, and they advised me to write on this forum.
Buongiorno a tutti! Sono nuovo su questo Forum e non ho mai progettato una app prima d'ora. Ho usato Unity e Xcode. Su Xcode lancio la build, ma mi replica sempre "Build Failed". Adesso spiego il problema e allego degli screen.
L'app che sto cercando di lanciare viene dalla piattaforma Unity (versione 2022.3.46f1)+Vuforia per realtà aumentata. Su questa piattaforma funziona tutto (ho già avuto modo di ricontrollare); esporto il progetto nella cartella appositamente creata dopo aver cliccato su "Build"; apro il progetto su Xcode versione 16.0 (questa applicazione l'ho scaricata qualche giorno fa); collego il mio iPhone e il mio ID Apple andando su "Xcode" > "Settings" e collego il mio account; per collegare il mio iPhone vado su "Window" > "Devices and Simulators" e collego il tutto; dopodichè vado su "Targets" > "Unity iPhone" e controllo nelle sezioni "General" e "Signing and Capabilities" che tutto vada bene; modifico quindi il nome del team di sviluppo e metto il mio account "MARCO ARICO" (preventivamente attivato su Apple Developer con abbonamento annuale già pagato) e controllo che il "Bundle Identifier" sia lo stesso che ho inserito su Unity nella sezione "Player" > "Other Settings"; a questo punto mando la Build e mi dice dopo pochi istanti "Build Failed" con questo errore: "/Users/albertodanielemanzo/Desktop/Unity/App_7/Unity-iPhone.xcodeproj Signing for "Unity-iPhone" requires a development team. Select a development team in the Signing & Capabilities editor."
Mi permetto di aggiungere che il Mac che sto usando è di un mio amico che me l'ha appositamente prestato per lanciare questa app e che tutti i passaggi che ho fatto sono frutto di approfondimento su tutorial YouTube e forum ufficiali di Unity e Xcode.
Il pc che sto usando è un MacBook Air con macOS Sonoma 14.6.1 di un mio amico che me lo ha prestato. Tutti gli abbonamenti li ho fatti a nome mio. Il mio nome utente è lo stesso nome del team di sviluppo (Developement Team); l'abbonamento che ho stretto con Apple è di tipo individuale come sono miei i certificati scaricati per lo sviluppo dell'app.
Ho già affrontato il problema con l'assistenza telefonica di Apple Developer e mi hanno consigliato di scrivere su questo Forum.
I installed xcode 16 and both Predictive Code Completion Model and iOS 18.0 Simulator Failed Download.
I can live without the code completion, but I can not get any Simulator to install.
I clicked of the info button and it shows the following:
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2024-09-30 15:57:24 +0000";
}
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22A3351;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
Download failed as the server said authentication failed. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 41
User Info: {
checkServer = 1;
}
System Information
macOS Version 15.0 (Build 24A335)
Xcode 16.0 (23051) (Build 16A242d)
Timestamp: 2024-09-30T10:57:24-05:00
I’m using Xcode 16 on an M1 Pro and experiencing overheating issues. It seems like Apple rushed the release without addressing glitches that cause the laptop to overheat, which can directly affect battery life, decreasing its performance and, in turn, lowering the value of the Mac. I really dislike this from Apple. We pay a lot for their products, and issues like these devalue them.
So I'm tryin to install an blank application on my device but It doesn't show on the Run on Target in Xcode, but when I look at manage run destination it shows my device?
All,
I a new developer, with a new developer account. I have registered but I have not been able to create a device in my developer account. Whenever I try, I always get an error message that the device is already attached.
I see devices in my personal account but none in my developer account. How cal I fix this? Please hel
Hi Team,
Exporting the archive through the Jenkins pipeline (executing commands on a Mac EC2 instance as a Jenkins agent) isn't working, while exporting directly from the Mac terminal successfully generates the IPA file. What might be the cause?
When we execute it on directly Mac terminal, it asks Keychain password first time & after that it automatically generates IPA file.
Note : We are using below working command to open keychain access.
security unlock-keychain -p "my_password" /Users/ec2-user/Library/Keychains/login.keychain-db
Export command :
xcodebuild -exportArchive
-archivePath $PWD/build/Archive/MyApp.xcarchive
-exportPath $PWD/build/IPA
-exportOptionsPlist ../../Dev_exportOptions.plist
-allowProvisioningUpdates
Current details:
Node version : node-v18.17.0-darwin-arm64
Npm version : 9.6.7
Ionic version : 5.2.6
Xcode version : 15.4
Macos : Sonoma 14.6.1
After upgrading to Xcode 16.0, I encountered the following error when building my project. It compiled successfully on Xcode 15 or Xcode 16 with -ld64.
I am not sure how to resolve this issue and would appreciate any help.
Here is the error message
Assertion failed: ((ct == Atom::ContentType::objcConst) || (ct == Atom::ContentType::objcData) || (ct == Atom::ContentType::constData) || (ct == Atom::ContentType::constText)), function ObjCClassReadOnlyDataRef, file Atom.cpp, line 3022.
how if its apple inc system it should not be frustrating the developer! how to find results for the issue
Hello everyone, on August 31st, all the apps in my personal developer account were suddenly expired and deleted, I have not received any response from Apple. My apps are in compliance with Apple's policies. I then uploaded a new version and sent it to the review team, but I received the following error "There was an error processing your request. Please try again later."
I have contacted Apple via Email and Phone but no one cares about my problem.
Has anyone had the same situation as me, I am really worried.
Having an issue today where archives on Xcode Cloud are failing at the Code Signing step. The error reported by Xcode Cloud has been one of the 2 following:
502 error from developerservices2.apple.com
Unexpected character 'u' (I assume this is in some way related to the HTTP failure above, but please correct me if I'm wrong)
Sometimes they even appear together, with the HTTP error as a warning and the unexpected character as the error
I assume this is some kind of Xcode Cloud / developer tools outage. I saw another post on the forum from 3 weeks ago that reported the same errors coming from Xcode Cloud. I also saw that there is a "Resolved Outage" with Xcode Cloud from 8/19 (maybe that is related)?
Has anyone found a way around this? Any updates on when this will be resolved? It has been happening for us consistently since the first Xcode Cloud archive that we ran today (around 10AM EDT).
I always get the user location not found error even though I have activated my location
import SwiftUI
import MapKit
import CoreLocation
class LocationManager: NSObject, ObservableObject, CLLocationManagerDelegate {
private let locationManager = CLLocationManager()
@Published var location: CLLocation? = nil
@Published var authorizationStatus: CLAuthorizationStatus? = nil
override init() {
super.init()
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyBest
locationManager.requestWhenInUseAuthorization()
locationManager.startUpdatingLocation()
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
guard let newLocation = locations.last else { return }
location = newLocation
print("Updated location: \(newLocation.coordinate.latitude), \(newLocation.coordinate.longitude)")
}
func locationManager(_ manager: CLLocationManager, didChangeAuthorization status: CLAuthorizationStatus) {
authorizationStatus = status
if status == .authorizedWhenInUse || status == .authorizedAlways {
locationManager.startUpdatingLocation()
}
}
}
private func sectionTitle(_ title: String) -> some View {
Text(title)
.font(.headline)
.fontWeight(.bold)
.padding(.bottom, 8)
}
private func openAppleMaps() {
let destinationLatitude: CLLocationDegrees = -6.914744
let destinationLongitude: CLLocationDegrees = 107.609810
guard let currentLocation = locationManager.location?.coordinate else {
print("Lokasi pengguna tidak ditemukan.")
return
}
let currentLatitude = currentLocation.latitude
let currentLongitude = currentLocation.longitude
// URL encode parameters
let urlString = "http://maps.apple.com/?saddr=\(currentLatitude),\(currentLongitude)&daddr=\(destinationLatitude),\(destinationLongitude)&dirflg=d"
guard let appleMapsUrl = URL(string: urlString) else {
print("URL tidak valid.")
return
}
// Open Apple Maps
UIApplication.shared.open(appleMapsUrl, options: [:]) { success in
if !success {
print("Gagal membuka Apple Maps.")
}
}
}
Gittim macbook pro aldım ve xcode yükledim.
key>CADisableMinimumFrameDurationOnPhone ve bu kodu iphone 13 pro telefonuma nasıl yüklerim
On August 8th, we were preparing to update our game. As usual, we were uploading the IPA to Apple Contact through Xcode, but during the uploading process, we received a prompt saying, "Your app must be registered with App Store Connect before it can be uploaded. Xcode will create an app record with the following properties." (According to our past successful submission experience, this prompt should not appear), and after clicking the next step, we received a prompt saying, "App Record Creation Error: App Record Creation failed as you do not have permission to perform requests of this type." Our game is now unable to be delivered from Xcode to Apple Contact.
I have the Facebook SDK version 17.0.2 and xcode 15. Sharing photos and links work fine but when I try sharing videos, I get the following error:
Failed to log access with error: access=<PATCCAccess 0x301d12b20> accessor:<<PAApplication 0x301d27e30 identifierType:auditToken identifier:{pid:18440, version:47210}>> identifier:A9159DCD-76B1-4C77-A01E-DA611929B50B kind:intervalEvent timestampAdjustment:0 visibilityState:0 assetIdentifierCount:0 accessCount:0 tccService:kTCCServicePhotos, error=Error Domain=NSCocoaErrorDomain Code=4097 "connection to service with pid 15679 named com.apple.privacyaccountingd" UserInfo={NSDebugDescription=connection to service with pid 15679 named com.apple.privacyaccountingd}