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Unable to build complex Mac app project with 8 targets since upgrading to Mac OS Sequoia
I have a complex project that used to compile without any problems that i could not solve before I bought a new iMac (the latest, M4), which came with macOS Sequoia. I've ben able to compile the whole project since 1998, which has evolved into an AppKit Mac app written almost completely in Swift. I am also able to compile this project on Xcode 16.1 on MacOS Sonoma. However, since I upgraded to MacOS Sequoia, I am stumped with lots of errors that I don't know how to fix. Many of them are related to new build system, which works fine in smaller projects I have written, but it completely breaks when I use this more complex project. I've been unable to create a focused project so I can file a DTS incident, because when I try to recreate it in a new, more focused project, the problem goes away. I tried to transfer the code to a freshly created project, and I was able to make it build again without errors, but then this new project just creates empty bundles without any resources and executables in them. In almost 25 years of experience in coding, I've never encountered such huge problems with just a MacOS upgrade. I would like to have some guidance on how to proceed. Here is an example of the errors I'm getting: error: unable to write file '/SchIS64.build/Objects-normal/arm64/SchIS64.LinkFileList': fopen(/SchIS64.build/Objects-normal/arm64/SchIS64.LinkFileList, wb): No such file or directory (2) (in target 'SchIS64' from project 'Scheduler (Cocoa)') WriteAuxiliaryFile /SchIS64.build/unextended-module.modulemap (in target 'SchIS64' from project 'Scheduler (Cocoa)') cd /Users/admin/Documents/Development/Scheduler/Scheduler write-file /SchIS64.build/unextended-module.modulemap WriteAuxiliaryFile /SchIS64.build/unextended-module-overlay.yaml (in target 'SchIS64' from project 'Scheduler (Cocoa)') cd /Users/admin/Documents/Development/Scheduler/Scheduler write-file /SchIS64.build/unextended-module-overlay.yaml WriteAuxiliaryFile /SchIS64.build/SchIS64.hmap (in target 'SchIS64' from project 'Scheduler (Cocoa)') cd /Users/admin/Documents/Development/Scheduler/Scheduler write-file /SchIS64.build/SchIS64.hmap
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Download & replace app container
I used to download and replace the app container when I was testing, essentially downloading the container from the live app, and restoring it into the test app in order to not affect the live app, but to test major changes on "live" data. it seems the option for downloading and replacing in Xcode no longer works, I will sometimes get a container downloaded, other times it only part downloads. I can never seem to get it to replace. No errors, but it doesn't work on the new device. It used to be that devices & simulators showed when it was downloading and replacing but it no longer does that. Is there another way of doing this? Currently I'm having to take a backup of the live phone, restore on the test device, then delete all the unneeded apps, otherwise the restore takes ages, then backup the test device and restore every time I need to restart.
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Xcode simulator & preview not loading
Hello, I recently decided to start learning how to code for iOS. I don't have much coding experience but I still wanted to explore it for fun at least. I downloaded Xcode on my Macbook, and opened a new iOS file after downloading iOS 18.1 so I could run the simulator/get a preview of my code. Even though I only had the basic "Hello World!" that is auto-generated in my code, the preview would never show and sat at a loading screen for multiple hours, saying "Preparing (Automatic) iPhone Simulator" at the top. There is probably a simple solution that I'm missing. I would appreciate any tips! Thanks.
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Why is Toggle's value not changed in Xcode cloud?
In the code below, the check for the toggle value passed in my xcode. However, it failed in cloud, i.e., that value was still "0" after being tapped. func testToggle() throws { let app = XCUIApplication() app.launch() let fieldName = "MyToggle" let field = app.switches[fieldName] XCTAssertTrue(field.exists, "Field '\(fieldName)' should exist|debug = \(app.debugDescription)") let firstMatch = field.switches.firstMatch firstMatch.tap() #if FAILED_XCODE_CLOUD // Verify the toggle/switch is in the desired state XCTAssertEqual(firstMatch.value as? String, "1", "Field '\(fieldName)' should be ON|debug = \(app.debugDescription)") // "1" is On, "0" is Off #endif } In addition, I'd also like to ask why a traverse to firstMatch is needed?
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Auth with app specific password to access SearchAds API
Hi I'm building native app for SearchAds. Is it possible to use app specific password with SearchAds API or get a token using app specific password? I know its possible using JWT: https://developer.apple.com/documentation/apple_search_ads/implementing_oauth_for_the_apple_search_ads_api But using that in the app is not very user friendly even if the app will generate public and private keys.
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Apple Developer Program Purchase
Hi there, I subscribed and paid for the Apple Developer Program through the Developer app on my Mac two days ago, but the program is still not active. In the Developer app, I now see a message saying that I can’t enroll through the app with this account, even though I did it before. On the web version, it says I need to purchase the membership—how is that possible? I can see my subscription in my account subscriptions. Support hasn’t provided any answers yet.
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My dev account is blocked
For un unknown reason, my Apple ID has been blocked. Since I can not connect anymore to my developer account ! I've asked to unblock it (iforgot.apple.com) but according to support the unblock sequence is not send because this Apple ID is in used. I need help to unblock my ID in order to manage my app.... note : I use an another account to post this messages.
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Apple Developer Program Enrollment Pending for 4+ Days, No Payment Processed
Hello everyone, I recently enrolled in the Apple Developer Program, completed all required forms, and submitted my payment details. I received an email confirming my enrollment order and stating it would be processed within two business days, but it’s now been over four days, and I haven’t seen a charge on my card or received any follow-up communication. Here’s what I’ve tried so far: Emailed Apple Developer Support multiple times: No response after four follow-ups. Called Apple Support: They couldn’t connect me directly to Developer Support. Is there a way to expedite this or another contact method that I might have missed? Any advice or similar experiences would be greatly appreciated!
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Error when building Maui project for macCatalyst
I'm trying to build and run a Maui project but keep getting the following error: I'm using JetBrains Rider and I have it set not to build for iOS but I can't seem to get past this message. I'm using an Apple Silicon Mac, the project is cross platform, builds and runs fine on Windows. The problem seems to be with libSDL2.a. Has anyone encountered this error before? If so any suggestions on what to do about it?
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Account blocked
Hi, ok everyone. I need help please. My developer account was suddenly blocked without any reason and any notice. What I should do now? On regular support I didn't get any useful information, they said that this is probably permanent. WTH?? Can I even know what I have done wrong???Any help please! I cant beleive it. I have building app for years to get some subscribers and now the block me without ANY info !!!!??? I pay for developer account for some year I was at wwdc etc. and now I get blocked. WTF PLEASE HELP! the account Im writing from is not the account that was blocked! I would write with my main developer account but I cant login.
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Additional assets/icons won't be included in the build in versions above 15
Hello! Recently, I noticed that my build isn’t including additional assets (icons). I tried using two different versions of Xcode (16.1 and 15.4) on separate Macs, but I’m getting the same result. Not all icons are being included in the build. However, I found that if I set my minimum deployment version to 14, all of the icons appear as expected. Starting from target version 15 in Xcode, no additional icons are included. Is there any way to resolve this?
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App Not Launching on Device After Xcode 16.1 Update
Hi everyone, Since updating to Xcode 16.1 on macOS Sequoia 15.0.1, I’m having issues with my app not launching on my iOS device. The app finishes compiling in Xcode without any errors, but it never appears to launch on the device—it either gets stuck indefinitely or doesn’t show any progress on the device screen. Details of the Issue: Xcode shows that the app is launching, but there’s no progress on the device. Tried on multiple devices with the same result. Troubleshooting Steps I’ve Tried: Cleaned the build folder and deleted derived data. Verified the deployment target matches the device’s iOS version. Checked provisioning profiles and code signing settings. Restarted both Xcode and my device. Tried connecting over both USB and Wi-Fi. Workaround Found: Unpairing the device from Xcode, pairing it again, then turning off Wi-Fi on the device before building allows the app to launch successfully. Has anyone else experienced this with Xcode 16.1? Any tips on a more permanent solution or other troubleshooting steps would be greatly appreciated. Thank you!
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Inquiry about Open Source Release of Xcode 15's ld Source Code
Inquiry about Open Source Release of Xcode 15's ld Source Code Dear Apple Developer Support Team, I hope this email finds you well. I am a developer with a keen interest in Apple's development toolchain. I noticed that Xcode 15 uses a new version of the linker (ld), and I'm particularly interested in its source code. I would like to inquire about: When will the source code for the ld linker used in Xcode 15 be made available as open source? Your response would be greatly appreciated. Thank you for your time and attention to this matter. Best regards, Panghu
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Using resources with Swift Testing
Hey guys. I’m working on a project where I’m using the SwiftTesting framework instead of XCTest to run my unit tests. I have a file (test.png) located in my test resources folder: PackageName > Tests > PackageNameTests > Resources > test.png I’m trying to access this file in my tests, but I’m running into issues when trying to load it dynamically. Here’s what I’ve tried so far: Using Bundle.module.path(forResource:ofType:): This approach didn’t work, as Bundle.module seems to be unsupported or returns nil in Swift Testing. Using #file Macro for Relative Paths: I tried constructing a path based on #file and navigating to the resources directory, but it also didn’t yield the correct path. Has anyone successfully loaded test resources in the Swift Testing framework? Is there a recommended way to access resource files in Swift Testing, especially for projects where Bundle.module isn’t available? I've gone through the Apple Docs for Swift Testing, but I can't seem to find anything that answers my question. Thanks in advance guys!
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Xcode 16 project build malfunction
I have one project, it has one Swift (AppKit) App and one C++ dylib project, I don't have problem in build the dylib, but when build the UI App, there will be an error: "ld: multiple errors: file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/AppDelegate.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/AppDelegate.o'; file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/ViewController.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/ViewController.o'; file cannot be open()ed, errno=2 path=/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/GeneratedAssetSymbols.o in '/Users/steventang/Library/Developer/Xcode/DerivedData/doodle-girdwlxpmnbetjdldjvdgddoetub/Build/Intermediates.noindex/doodle.build/Debug/doodle.build/Objects-normal/arm64/GeneratedAssetSymbols.o' clang++: error: linker command failed with exit code 1 (use -v to see invocation)" Clean project folder and rebuild - it won't fix I tried remove the two Swift files and added it again- it won't fix Delete DerivedData folder - it won't fix I upgraded to Xcode 16.1 - also tried above, it won't fix BUT: the project doesn't have any problem when build with Xcode 15
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how to build pkg file with xcode cloud that is notarized and also has postinstall file?
I am creating a macOS app with the following requirements: Automatic Startup: After initial installation, the app should automatically start, even after the OS restarts. Notarized Installation: The installation package (.pkg) should be notarized to avoid user have to make security exception. In my current setup I’ve created a script, ci_scripts/ci_post_xcodebuild.sh, which uploads the package file $CI_APP_STORE_SIGNED_APP_PATH/<appName>.pkg to GitHub via Xcode Cloud. While I can successfully download the app, I’m encountering two main issues: Notarization (I assume): I’m unsure how to get Xcode Cloud to notarize the .pkg file. Currently, upon opening the .pkg file for the first time, users have to go to System Settings > Privacy & Security to allow an exception for the package, after which installation proceeds successfully on second try. I’d like to automate the notarization process to eliminate this extra step. Adding Additional Files to PKG installer: My current .pkg file only includes the app binary. I need to configure Xcode Cloud to include a postinstall script and a launchd daemon configuration file within the package. This would ensure that necessary files are set up on installation and that the app is properly registered as a launch daemon.
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