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Xcode 16.x Simulators sometimes draw the screen with the wrong aspect ratio and appear distorted
Simulators sometimes draw the screen with the wrong aspect ratio and appear distorted. I'm on macOS 14.7 and using Xcode 16.1, but Xcode 16 was also sometimes doing this. This is happening in both iPhone simulator and iPad simulators. Is anyone else seeing this? It's not just the Home Screen, it happens in apps too. I have a weird bug when testing on the iPad simulators and I can't tell if it is a bug in the simulator or in my app. All my iPads are broken, so I can't actually test on device right now.
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Elementos no responden a un toque xcode
Desarrolle una app en xcode 16 para version minima de ios 16, todo funcionaba bien hasta la version 17 de ios, pero para ios 18 empezaron los problemas, los botones no responden a un toque, se deben sostener con un toque largo para que funcionen, ahora de un momento a otro ya no funciona para ninguna version de ios, los eventos tactiles deben ser prolongados para que se activen, en los botones o elementos que usan el tapgesture, he probado de todo versiones de xcode, versiones de swiftui, dispostivos reales, emuladores de todo y nada funciona, algun consejo o solucion gracias
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On Xcode16, when using the xcodebuild command to package, the developer account will be logged out, and then the packaging will fail.
Our CI process uses XcodeBuild tools. It used to work very well. The shell code is as follows: step 1 "++++++++++++++++clean++++++++++++++++" xcodebuild clean -workspace ${WORKSPACE_NAME}.xcworkspace \ -scheme ${SCHEME_NAME} \ -configuration ${configuration} step 2 "+++++++++++++++++archive+++++++++++++++++" xcodebuild archive -workspace ${WORKSPACE_NAME}.xcworkspace \ -scheme ${SCHEME_NAME} \ -configuration ${configuration} \ -archivePath ${ARCHIVE_PATH} -allowProvisioningUpdates YES step 3 "+++++++++++++++++ipa+++++++++++++++++" xcodebuild -exportArchive \ -archivePath ${ARCHIVE_PATH} \ -exportPath "${IPA_PATH}" \ -exportOptionsPlist ${EXPORT_METHOD_PLIST_PATH} \ -allowProvisioningUpdates YES But after upgrading to xcode16, every time I execute the step3, it fails. The error log is like this ** ARCHIVE SUCCEEDED ** 2024-11-08 16:19:54.360 xcodebuild[36487:6743710] [MT] IDEDistribution: -[IDEDistributionLogging _createLoggingBundleAtPath:]: Created bundle at path "/var/folders/ch/1mvd9gz11cn8zy9h254qz2600000gn/T/***.xcdistributionlogs". error: exportArchive No Accounts error: exportArchive Provisioning profile "iOS Team Store Provisioning Profile: com.***" doesn't include signing certificate "Apple Distribution: *** Co Ltd (***)". ** EXPORT FAILED ** At this time, my Apple developer account disappeared in xcode-setting-account, and it automatically logged out. If I log in again and execute the shell command, the above phenomenon will reappear. What is the cause of this, and what do I need to do to solve this problem? I look forward to your reply
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Mac Issue with Developer ID certificate and Sign in with Apple capability
Hello I have a problem with provisionprofile file. I have created Identifier with Sign in with Apple capability turned on, created Profile with Developer ID selected and now I try to export archive with generated Developer ID provision file but it says "Profile doesn't support Sign in with Apple" Also interesting thing that default provisions like macOS App Development Mac App Store Connect don't show such error when I try to export archive Maybe this problem is only related to Developer ID provision and Direct Distribution doesn't support Sign in with Apple, but I havent found proves about this idea
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XCode 16: Multiple commands produce '{Path}Info.plist'
Hey guys, so I've read a lot of previous issues opened before opening this one, and I am doing it because none of the info found solved my problem. So, I am trying to build my app which it has a custom Info.plist file. But i keep getting the issue of multiple command when trying to build. Here is how it;s configured: Info.plist has the target membership correct Build Setting is set to 'NO' under "Generate Info.plist File" The path is correct, in the same folder as the ContentView And here is what I've already tried to fix the issue: Check in Build Phases if the wasn't a duplication: There isn't Removing the Info.plist from the "Copy Bundle Resources": When I do this, than I get another issue which is "Build input file cannot be found. Did you forget to declare this file as an output of a script phase or custom build rule which produces it?" Switching the Build to Legacy Build System: Nothing changed Deleting the manually created Info.plist file and changing the Build Settings to 'YES' under "Generate Info.plist File": I get the same issue "Build input file cannot be found. Did you forget to declare this file as an output of a script phase or custom build rule which produces it?" Deleted the Derived Data multiple times Deleted the Info.plist file and re-added it through File > New File Anyway, this is my last resource to find some help here in the forum. Any insight is valid P.S: XCode version 16.1
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macOS Sequoia: “App” would like to access data from other apps when launched from Xcode
Since updating to macOS Sequoia, I see this dialog every time I launch my SwiftUI macOS app from Xcode: Users who installed the app from the App Store don’t see it. And this didn’t happened in previous macOS versions. Could launching it from Xcode be triggering some extra access requirement? How can I stop this dialog from appearing every time I launch my app? It’s very disruptive to the debugging process.
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Unable to find a destination matching the provided destination specifier
Hello community! Recently I faced unusual problem when I'm trying to run UITest from commandline. Everything works from XCode (I can execute UITest on both simulator and device), but in console I'm always getting: xcodebuild: error: Unable to find a destination matching the provided destination specifier: { platform:iOS Simulator, OS:17.5, name:iPhone 15 Pro } I already checked lot of possible solutions but none worked. What seems to be important here, I don't have any "Available destinations" proposal. Also installed XCode version is 16, but I need to run this project on 15.4 which is in another folder (I used xcode-select to choose 15.4, also tried to execute xcodebuild using full path) . Executing: xcrun simctl list shows me f.e.: -- iOS 17.5 -- iPhone 13 Pro (D20DE861-B938-4FD3-9797-F0AE0BBA5569) (Shutdown) iPhone 15 (FE8687E4-B7CD-4861-83F8-B9E833F14982) (Shutdown) iPhone 15 Plus (4B1F46CC-7C95-496B-9776-EC6BC539199E) (Shutdown) iPhone 15 Pro (C622866E-74C8-45F5-A7B0-DFA76BC7C452) (Booted) iPhone 15 Pro Max (CEF3892C-CFD4-4558-A317-A6EBDB079AAF) (Shutdown) but running: xcodebuild -workspace ./***.xcworkspace -scheme xxxUITests -destination 'platform=iOS Simulator,name=iPhone 15 Pro,OS=17.5' build brings same error. What is also interesting, I'm getting same error when trying to run same command in GitLab pipeline. Is there anyone who had same problem?
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[Bug] std::variant in containers triggers UBSan error in Xcode 16.x
I've discovered a bug in Xcode 16.0/16.1 where using std::variant in containers across compilation units triggers UBSan errors. This is a regression as it works correctly in Xcode 15.4. Here's a minimal reproduction case: [base.h] #pragma once #include <string> #include <variant> #include <forward_list> class Item { public: std::variant<std::monostate, std::string> value; }; typedef std::forward_list<Item> ItemList; class Test { public: void addItem(const Item& item); ItemList items; }; [base.cpp] #include "base.h" void Test::addItem(const Item& item) { items.push_front(item); } [main.cpp] #include "base.h" int main() { Test t; Item item; t.addItem(item); return 0; } To reproduce: Compile with UBSan enabled (-fsanitize=undefined) Occurs on both arm64 and x86_64 Occurs in both Xcode 16.0 and 16.1 Works correctly in Xcode 15.4 I've filed a Feedback Assistant report: FB15710420 Workaround: The issue can be avoided by implementing the addItem method in the header file instead of a separate compilation unit. Has anyone else encountered this issue? Are there other workarounds besides moving the implementation to the header?
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VisionOS Simulator Stuck on Black Screen with "Hello World" Code in Xcode
Hello everyone, I’m currently developing my first VisionOS app in Xcode, starting with the default "Hello World" code provided when creating a new VisionOS Mixed Reality App. However, I’m facing some issues with performance and previewing that I can’t seem to resolve. When I load the preview, it takes an extremely long time, and sometimes it doesn’t load at all. Even when I try to run the app in the VisionOS Simulator, the simulator shows an endless black screen and never displays the intended view. I’ve made no changes to the code, so it’s purely the base setup. Here are my system details: Xcode version: 16.1, VisionOs 2.0; macOS version: 15.0.1; Hardware: MacBook Air 2020 M1 I’ve tried restarting Xcode and my machine, but the issue persists. Has anyone else faced similar problems or have any suggestions for fixing this? Or is my hardware simply too weak? Any help would be greatly appreciated! Thank you in advance!
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IBInspectable was deprecated.
I noticed that IBDesignable was deprecated in the Xcode 16 release notes, and IBInspectable was deprecated in the Xcode 16.1 release notes. So, I performed some tests on IBDesignable and IBInspectable in Xcode. I wrote the following code: @IBDesignable extension UIView { @IBInspectable var cornerRadius: CGFloat { get { layer.cornerRadius } set { layer.cornerRadius = newValue } } @IBInspectable var borderWidth: CGFloat { get { layer.borderWidth } set { layer.borderWidth = newValue } } @IBInspectable var borderColor: UIColor { get { UIColor(cgColor: layer.borderColor ?? .init(red: 1, green: 1, blue: 1, alpha: 0)) } set { layer.borderColor = newValue.cgColor } } } I cannot access the IBInspectable property in Xcode 16. However, I can access the IBInspectable property in Xcode 16.1 and Xcode 16.2 Beta, where the Interface Builder shows it in the Attributes Inspector. Is it possible that this will be updated later, as it differs from the release notes? Thank you.
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What files used by Xcode can I delete?
I ran out of disk space and I think I've come to the point that I need to delete files used by Xcode. Can I delete Simulator altogether? It doesn't look like I can run the latest Xcode without iOS 18 installed with it on my Mac Pro. Is there any way I can exclude iOS 18 support using the current Xcode? Would it be a good option to uninstall the latest Xcode and use a previous version of Xcode instead, since I'm not developing for iOS 18? Since I've been working on only macOS apps, is it possible for me to delete anything that has to do with developing for iOS?
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Validate fail Archive bundle is invalid Unable to load ‘Info.plist’ for bundle at path
This bundle is invalid. Unable to load ‘Info.plist’ for bundle at path: ‘My App.app/Contents/Library/Spotlight/MyApp-SpotlightIndex.mdimporter’.. This mdimporter is embedded in my app with a Copy step in Build Phases and when I Archive the compiled app, I get that error when I try to Validate. The app works OK, the mdimporter Spotlight works OK, all runs fine. But the Validate on the Archive does not work, it fails with that error.
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