Recently, I have trouble with my Xcode Cloud builds, where they seemingly complete, but the very final step does not happen.
I am building from the same codebase for both macOS and iOS (I have two “Archive” steps in my workflow, one for iOS and one for macOS). The iOS one usually completes fast without problems. The macOS log ending looks like this, and remains stuck forever, with the macOS build in the “spinning progress” state and never completing.
Is there something I can do on my end to make this work better? I would not want to go back to manual builds, Xcode Cloud is convenient and was working well for a while, but this is really annoying lately.
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Since version 14, Instruments cannot find the binary to show disassembly of executable or library.
It says: Error - Binary file for selected symbol is expected to be here: /Users/<user>/Library/Developer/Xcode/DerivedData/<project>/Build/Products/Release/<project>.
The thing is that the path shown by Instruments is actually the right one, and of course the binary exists in this directory.
Am I missing something somewhere ?
Hey guys, anybody knows how to fix issues with the keyboard on Xcode in preview mode? it used to work well for me but has now stopped working, see details.
Problem statement: Cannot use the keyboard in previews. For example, typing in a textfield does nothing. Everything works well in simulator.
Environment: macOS Monterey 12.6
Xcode 14.1
Thanks in advance for your input.
Hello team,
On Xcode 14.1, After building the project and when the simulator launches, it shows blank black screen. Here steps to reproduce:
build the project with fresh device. Try changing the language to French in device settings
Device should launch in French language. Instead, it loads and goes blank (blank screen)
Quit the simulator (XPC error is displayed) and rebuild the project using the same simulator device.
Build succeeds and simulator launches, but has blank screen on simulator.
Xcode is stuck at "Launching Application"
Is this a known issue?
Has anyone experienced the same? How can I fix this?
Stack (https://stackoverflow.com/questions/74315983/xcode-stuck-on-launching-application) says its a bug, so posting here for recommendations
Does anyone have the same problem? Tried on several devices, didn't help. Changing battery state does not work as well. I guess there should be another way to modify status bar on iOS 16. It worked on iOS 15 though.
xcrun simctl status_bar "iPhone 14 Plus" override --time "9:41"
For the past 2+ years I have been using the same process/code to enable and disabling/clearing activation lock from a device and since last week trying to clear the code is returning a 404 error response:
<head>
<title>404 Not Found</title>
</head>
<body>
<center>
<h1>404 Not Found</h1>
</center>
<hr>
<center>Apple</center>
</body>
</html>
I can confirm that the request looks ok and all the necessary params are being sent as expected.
Every time I the Xcode Cloud want to archive the project, after 30 minutes it says "The step invocation hit a user timeout. The xcodebuild archive invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes."
I added a step before archiving to build the project and it was ok.
Do you have any suggestions on why this keeps happening? It happens constantly to me.
After updating my Xcode, my Xcode is always stuck on "launching app" and the simulator is on a black screen every 2nd time I run the code.
Steps to duplicate.
Close the simulator
Build and run code
Here, Xcode runs the code perfectly.
After I made changes in the code and re-ran the code,
Xcode is now stuck on "launching app" and the simulator is on a black screen
To rerun the code, I would have to go back to step 1 again to run the app on the simulator.
Does anyone have an idea of how I can fix this?
I tried removing derived data, and changing simulators,
doing sudo xcrun simctl erase all in the terminal but didn't fix the issue.
Hi, In our current CI/CD environment, I can easily upload an IPA to Firebase so that we can distribute test versions of the app.
Now we are trying to move the CI/CD to Apple Xcode Cloud and I am trying to figure out how to upload my app to the Firebase Distribution system.
Please advise ;-)
Kind regards,
Wouter
Initially I removed the macOS support for my iPhone app. Now I want to enable it, so I enabled macOS Designed for iPad in Xcode, and also enabled macOS in App Store Connect for the app.
In TestFlight on macOS it shows "Requires macOS and a Mac with Apple Silicon chip" but still lists it under IOS only Apps. (My Mac is Mac Book Air M1, macOS 13.1).
I have another simple app which I created and it works just fine and I can't find any difference in the build setup between the two.
I have verified the App works well with Mac (Designed for iPad) simulator so the App do work on macOS that much is certain.
So my question is how can I enable macOS for an IOS app that previously was only built for iPhone/iPad. Either I'm missing a step or there is a bug lurking here.
As it is now I am not able to install the app on macOS from TestFlight.
Thanks,
Marcus
Hello
I´m developing an App which has a Tableview populated with some data and by the time I push a button the get this data to obtain other variables an populate the tableview again the app freezes and this message appears on Xcode right lower window: QUARANTINED DUE TO HIGH LOGGING VOLUME.
Xcode 14.2
the message appears when the app is running on simulator and also when running on device.
Any clue?
Thank You
Juan
I am getting an error on Xcode Build
The bundle version must be higher than the previously uploaded version.
I am at a loss. My bundle version is set at 20. The latest version uploaded has bundle version 18. The project is clearly higher than the most recently uploaded version.
What am I doing wrong?
I tried setting the Bundle version in both the General tab for the target, in the Build Settings and in the Info.plist. Which takes precedence?
Fastlane reports the current build version as 18 on TestFlight.
Confusingly, throughout Xcode, Bundle Version is variously referred to as both 'Bundle Version' and 'Current Project Version', and is 'Build' on App Store Connect.
App Store Version is variously referred to as 'Version', 'Bundle version string (Short)', and 'Marketing Version'.
The documentation states that Xcode Cloud comes with support for git lfs (https://developer.apple.com/documentation/xcode/source-code-management-setup) but when I run my unit tests in Xcode Cloud, which have many images which are stored in git lfs, the tests all fail because they don't have the images.
How do I get Xcode Cloud to fetch git lfs images?
Thanks
I received the attached crash report. The problem is that the crash report does not contain the abort reason - it appears to be thrown in the GCD library with no additional information.
Is it a possible deadlock?
2023-02-15_02-40-23.0077_+0100-94015bd052c4005658221a5e6279f28a75b9e92c.crash
Any ideas?
So I've added swift-format as one of my dependencies to my own swift package so that I can use their lint swift package plugin.
Here is my Package.swift:
// swift-tools-version: 5.7
// The swift-tools-version declares the minimum version of Swift required to build this package.
import PackageDescription
let package = Package(
name: "EssentialFeed",
platforms: [
.iOS(.v16),
.macOS(.v13),
.macCatalyst(.v16),
.tvOS(.v16),
.watchOS(.v9)
],
products: [
// Products define the executables and libraries a package produces, and make them visible to other packages.
.library(
name: "EssentialFeed",
targets: ["EssentialFeed"]),
.library(
name: "EssentialFeedTestHelpers",
targets: ["EssentialFeedTestHelpers"]),
],
dependencies: [
.package(url: "https://github.com/apple/swift-format", .upToNextMajor(from: "0.50700.1")),
],
targets: [
// Targets are the basic building blocks of a package. A target can define a module or a test suite.
// Targets can depend on other targets in this package, and on products in packages this package depends on.
.target(
name: "EssentialFeed",
dependencies: [],
plugins: [
.plugin(name: "LintPlugin", package: "swift-format"),
.plugin(name: "FormatPlugin", package: "swift-format"),
]
),
.target(
name: "EssentialFeedTestHelpers",
dependencies: []),
.testTarget(
name: "EssentialFeedTests",
dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]),
.testTarget(
name: "EssentialFeedAPIEndToEndTests",
dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]),
]
)
I get the following error when pulling this package:
product 'LintPlugin' required by package 'essentialfeed' target 'EssentialFeed' not found in package 'swift-format'.
But if you look at swift-format's Package.swift, you can see the plugins exist.
I get this error from time to time in UI tests when they are run on CI. Any ideas what might be causing this error?
DemoCode:
import SwiftUI
import UIKit
import PencilKit
class PencilKitViewController: UIViewController, PKCanvasViewDelegate, PKToolPickerObserver {
lazy var canvasView: PKCanvasView = {
let canvasView = PKCanvasView()
canvasView.drawingPolicy = .anyInput
canvasView.translatesAutoresizingMaskIntoConstraints = false
return canvasView
}()
lazy var toolPicker: PKToolPicker = {
let toolPicker = PKToolPicker()
toolPicker.showsDrawingPolicyControls = true
toolPicker.addObserver(self)
return toolPicker
}()
let drawing = PKDrawing()
override func viewDidLoad() {
super.viewDidLoad()
canvasView.drawing = drawing
canvasView.delegate = self
view.addSubview(canvasView)
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
canvasView.frame = view.bounds
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
toolPicker.setVisible(true, forFirstResponder: canvasView)
toolPicker.addObserver(canvasView)
canvasView.becomeFirstResponder()
}
// canvas
func canvasViewDrawingDidChange(_ canvasView: PKCanvasView) {
print("drawing")
}
func canvasViewDidFinishRendering(_ canvasView: PKCanvasView) {
}
func canvasViewDidEndUsingTool(_ canvasView: PKCanvasView) {
}
func canvasViewDidBeginUsingTool(_ canvasView: PKCanvasView) {
}
}
// UIRepresentable for SwiftUI
struct PencilKitView: UIViewControllerRepresentable {
class Coordinator {
var parentObserver: NSKeyValueObservation?
}
var onSubmit: ((UIImage?, Error?) -> Void)? = .none
func makeUIViewController(context: Context) -> PencilKitViewController {
let pencilKitViewController = PencilKitViewController()
context.coordinator.parentObserver = pencilKitViewController.observe(\.parent, changeHandler: { vc, _ in
})
return pencilKitViewController
}
func updateUIViewController(_ uiViewController: PencilKitViewController, context: Context) {
}
func makeCoordinator() -> Self.Coordinator { Coordinator() }
}
struct ContentView: View {
var onSubmit: ((UIImage?, Error?) -> Void)? = .none
var body: some View {
PencilKitView()
}
}
struct ContentView_Previews: PreviewProvider {
static var previews: some View {
ContentView()
}
}
iOS:
macCatalyst:
I'm getting a "Couldn’t communicate with a helper application" error when uploading archive to notary service from Xcode.
Xcode v14.2.
MacOS 13.2.1.
Tried booting from safe mode, re-installing Xcode, re-installing OS. Any ideas what could be causing this?
Thanks :)
I'm trying to debug my metal shaders in Xcode 14.2. However clicking "Capture metal GPU" while debugging recently started showing the following error:
Capturing MTLPipelineLibrary is not supported.
Unsupported method: -[MTLDevice newPipelineLibraryWithFilePath:error:]
To enable capturing, disable calls to unsupported APIs and relaunch your application.
I can't find any info about MTLPipelineLibrary or how to disable it. I've also confirmed that Metal GPU Frame Capture is enabled in my build
What's causing this issue and how can I work around it so I can debug my shaders again?
(Sometimes I think I'm the only person who's actually using the new Xcode multiplatform app paradigm! So hard finding info on the various "gotchas".)
My multiplatform app supports macOS (not Catalyst), iOS, iPadOS, and tvOS. It's an internal testing app, never meant to be on any app store.
It has only one Target (the new multiplatform target).
I've been able to work through all the teething issues except for Entitlements. My iOS and tvOS app both use 3 entitlements that are for those platforms only. The macOS version doesn't need or want them. But if those 3 entitlements are in the .entitlements file, the macOS version won't launch at all (not even in the sim).
Of course as soon as I take those 3 entitlements out of the file, it runs.
Sooo...in a multiplatform targeted app how do you specify different entitlements for different platforms? Or is it not possible?
Thanks!