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In-app purchases fetching issue
I am trying to add in-app purchases to my app. I created a StoreKit Configuration file and checked the option 'Sync this file with an app in App Store Connect' because I have already completed the subscription setup in my Apple Developer account. I also tried implementing the in-app purchases directly without using the StoreKit Configuration file, but I’m getting an 'Invalid Product Identifiers' error. I’ve double-checked, and the product ID matches the one listed in my Apple account. Please guide me on what I should do.
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137
May ’25
How can one suppress SF Symbol deprecation warnings?
Xcode 16 insists on showing deprecations of this type: Some.xib SF Symbol 'doc.on.doc' is deprecated, use 'document.on.document' instead. The problem is that the XIBs in question are set with a Deployment Target of macOS 12, where "document.on.document" actually isn't available and produces a missing image. So the warnings are wrong, as they ignore the deployment target set on the XIB. I filed a bug against this long ago and it was ignored. Having given up... does anyone know how to disable this particular warning?
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277
May ’25
Testing/debugging QLThumbnailProvider on macOS
I'm implementing the 'new' QLThumbnailProvider for our macOS app... So I just created the skeleton from Xcode, added our QLSupportedContentTypes in Info.plist, and have the skeleton code like below: import QuickLookThumbnailing class ThumbnailProvider: QLThumbnailProvider { override func provideThumbnail(for request: QLFileThumbnailRequest, _ handler: @escaping (QLThumbnailReply?, Error?) -> Void) { // cannot trigger break point here! } I understand I should test the Thumbnail Extension by using: $ qlmanage -t my_file.ext Testing Quick Look thumbnails with files: my_file.ext But I don't know what process to attach to in the Xcode debugger... a bit clueless... I've skimmed relevant parts of https://developer.apple.com/videos/play/wwdc2019/719, but there is no real debug tips... Does anyone know if it is possible to debug with Xcode or not? And if possible, then how? 😅
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335
May ’25
Why can't Xcode projects be opened in multiple workspaces
So Xcode has projects. And I breakup my code/libraries/targets into those. So why after 20 years of Xcode, can a workspace, that holds projects not display the same project opened in another workspace? The workspace redirects all output the project would normally generate in DerivedData to a completely different folder by default. What this means is I have to shut one workspace, and then open the other workspace with a different set of projects to see the ones that are shared. The workspace can't build because it can't open the project shared with another one that is open. VS sln files don't have this issue, so why do workspace files.
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113
May ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
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82
May ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
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222
May ’25
Previews globally fail with CouldNotLoadInputObjectFile error
Whenever I try to use SwiftUI previews, the preview fails with a CouldNotLoadInputObjectFile error like this: == PREVIEW UPDATE ERROR: FailedToLaunchAppError: Failed to launch com.my-company.Test | ================================== | | [Remote] CouldNotLoadInputObjectFile: Could not load object file during preview: /Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o | | | | path: /Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o | | | | ================================== | | | [Remote] XOJITError | | | | | | XOJITError: '/Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o': No such file or directory It appears that the preview process cannot find the compiled .o files. However, when I check in Finder, the files do exist and normally running the app works fine. It is noteworthy that this is independent of the XCode project or view I try to preview. It is a global issue on my system. Previews not even work when I create a blank new SwiftUI project in XCode. I tried deleting all caches, derived data, preview caches etc. But without any effect. I have this in XCode 16.3 as well as in 16.4 RC. On macOS Sequoia 15.4.1 on a MacBook Air M4. Does anybody have an idea what might be causing this?
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346
May ’25
Mac (Designed for iPad) not been able to install on Mac testflight
Hi I developed an iPhone app but now I want to release the same app for iPad and Mac (Design for iPad). I made the changes below but I still not been able to install the app on my Mac. It says the app is incompatible but my Mac is MacBook Pro M2 which fills the requirements to install it. Things I did so my iPhone app could have support for iPad and Mac Added iPad and Mac (Designed for iPad) for the supported destinations Change the Status Bar Style to Require full screen Changed iOS minimum Deployments iOS to 17.6 Updated the launch screen logo so stays in the middle Xcode version 16.2 See the sccreenshots of the Xcode configuration and of the TestFlight on my MacBook Pro M2 Is there anything else I need to do? Thanks.
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103
May ’25
NO_CRASH_STACK with different number of crashes from the App Store.
Hello. For the last few months I have been facing a situation for which I do not understand either the reason or the solution. Here is an example for the last few weeks: In App Store Connect it shows 214 crashes for the last week In Xcode it shows 56 crashes for the last 2 weeks without stack traces (NO_CRASH_STACK) In Firebase Crashlytics there is not a single crash. When I click "Show in Finder" it opens a folder with .xccrashpoint files. As far as I understood from the instructions on posting crash reports - this is not what is needed. Interesting point: it looks like the errors occur on iOS 15-16 devices. I have several questions: Why is the number of crashes in Xcode different from the number in App Store Connect? Where are the other crashes? How can I understand what the problem is if there are no stack traces in Xcode?
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136
May ’25
Simulator failing to recognize bundle ID
Hi all, I'm learning how to make iOS apps this weekend and I've failed to resolve the following issue. Here's important data regarding my xcode build: On my apple developer account, the bundle exists for the Team I'm currently using (meaning it will fail 'registering' the bundle identifier). I don't think this is a problem or of concern given that my bundle ID already exists on the account. My build settings have 'Product Build Identifier' pointing to the same bundle Identifier My info.plist file has the following lines: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> ... </dict> </plist> Simulator device failed to install the application. Domain: IXErrorDomain Code: 13 Failure Reason: Missing bundle ID. User Info: { DVTErrorCreationDateKey = "2025-05-19 05:15:54 +0000"; FunctionName = "+[IXPlaceholder _placeholderForBundle:client:withParent:installType:metadata:placeholderType:mayBeDeltaPackage:isFromSerializedPlaceholder:error:]"; IDERunOperationFailingWorker = IDELaunchiPhoneSimulatorLauncher; SimCallingSelector = "installApplication:withOptions:error:"; SourceFileLine = 740; } -- Failed to get bundle ID from /Users/arefmalek/Library/Developer/Xcode/DerivedData/livekit-chat-testing-aqvuirqqvooijpaeaygcygnklgap/Build/Products/Debug-iphonesimulator/livekit-chat-testing.app Domain: IXErrorDomain Code: 13 Failure Reason: Missing bundle ID. User Info: { FunctionName = "+[IXPlaceholder _placeholderForBundle:client:withParent:installType:metadata:placeholderType:mayBeDeltaPackage:isFromSerializedPlaceholder:error:]"; SourceFileLine = 740; } -- Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "0D21E870-A71F-413D-B885-05BBF6D05A66"; "device_model" = "iPhone17,3"; "device_osBuild" = "18.4 (22E238)"; "device_platform" = "com.apple.platform.iphonesimulator"; "device_thinningType" = "iPhone17,3"; "dvt_coredevice_version" = "443.19"; "dvt_coresimulator_version" = "1010.10"; "dvt_mobiledevice_version" = "1784.120.3"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 3586; "operation_errorCode" = 13; "operation_errorDomain" = IXErrorDomain; "operation_errorWorker" = IDELaunchiPhoneSimulatorLauncher; "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.iphonesimulator"; "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" = 0; "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" = 0; "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" = "iphonesimulator18.4"; "sdk_osVersion" = "18.4"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 15.5 (Build 24F74) Xcode 16.3 (23785) (Build 16E140) Timestamp: 2025-05-18T22:15:54-07:00 Looking at /Users/arefmalek/Library/Developer/Xcode/DerivedData/livekit-chat-testing-aqvuirqqvooijpaeaygcygnklgap/Build/Products/Debug-iphonesimulator/livekit-chat-testing.app/info.plist, I see my bundleid on my info.plist file here. What's going on? Where does the simulator need the specification of my bundleid in order to run my application? I've been trying to learn how this works with pretty much no avail so far.
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May ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
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May ’25
Xcode not omitting binary of static framework
I'm following the steps laid out in Creating a static framework which states: When a client links and embeds the framework, Xcode 15 or later omits the main binary from the embedded framework bundle because it’s already statically linked into the client. Specifically, I'm adding a new framework target to my project, and then changing the Mach-O type in its build settings to Static Library. What I'm observing when I build (debug or release) is that that the resulting framework folder inside of the app bundle still contains a binary. Furthermore, upon inspecting strings and symbols in both the main app executable and this library binary, it appears that my strings and symbols do end up in the main executable and not in the library binary. Does this mean that this binary is just a stub left behind? Is this intended? Can I safely delete this binary with a build phase script?
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May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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May ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
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May ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
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110
May ’25
Application crashes referencing callAsyncJavaScript
When referencing WebKit’s function callAsyncJavaScript, any iOS app crashes immediately on startup when running in simulator. On device, it does not crash. The error message is: dyld[9892]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Furthermore, this only happens for some simulators. With Xcode 16.3, it’s simulators 18.0 and prior. With Xcode 16.4 RC1 it includes simulators iOS 18.5 and 18.4 but works correctly on earlier versions of simulator. The reproduction path is easy. Example file attached. This used to work about 3 weeks or a month ago, which is perplexing. As a workaround I replaced the function with evaluateJavaScript which does not crash, but that is not the desired method to use for us. The attached file can reproduce it easily - just refernece this view from the default ContentView in a new project. TestWebView.swift
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May ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
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109
May ’25
In-app purchases fetching issue
I am trying to add in-app purchases to my app. I created a StoreKit Configuration file and checked the option 'Sync this file with an app in App Store Connect' because I have already completed the subscription setup in my Apple Developer account. I also tried implementing the in-app purchases directly without using the StoreKit Configuration file, but I’m getting an 'Invalid Product Identifiers' error. I’ve double-checked, and the product ID matches the one listed in my Apple account. Please guide me on what I should do.
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0
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0
Views
137
Activity
May ’25
How can one suppress SF Symbol deprecation warnings?
Xcode 16 insists on showing deprecations of this type: Some.xib SF Symbol 'doc.on.doc' is deprecated, use 'document.on.document' instead. The problem is that the XIBs in question are set with a Deployment Target of macOS 12, where "document.on.document" actually isn't available and produces a missing image. So the warnings are wrong, as they ignore the deployment target set on the XIB. I filed a bug against this long ago and it was ignored. Having given up... does anyone know how to disable this particular warning?
Replies
0
Boosts
2
Views
277
Activity
May ’25
Testing/debugging QLThumbnailProvider on macOS
I'm implementing the 'new' QLThumbnailProvider for our macOS app... So I just created the skeleton from Xcode, added our QLSupportedContentTypes in Info.plist, and have the skeleton code like below: import QuickLookThumbnailing class ThumbnailProvider: QLThumbnailProvider { override func provideThumbnail(for request: QLFileThumbnailRequest, _ handler: @escaping (QLThumbnailReply?, Error?) -> Void) { // cannot trigger break point here! } I understand I should test the Thumbnail Extension by using: $ qlmanage -t my_file.ext Testing Quick Look thumbnails with files: my_file.ext But I don't know what process to attach to in the Xcode debugger... a bit clueless... I've skimmed relevant parts of https://developer.apple.com/videos/play/wwdc2019/719, but there is no real debug tips... Does anyone know if it is possible to debug with Xcode or not? And if possible, then how? 😅
Replies
3
Boosts
0
Views
335
Activity
May ’25
Why can't Xcode projects be opened in multiple workspaces
So Xcode has projects. And I breakup my code/libraries/targets into those. So why after 20 years of Xcode, can a workspace, that holds projects not display the same project opened in another workspace? The workspace redirects all output the project would normally generate in DerivedData to a completely different folder by default. What this means is I have to shut one workspace, and then open the other workspace with a different set of projects to see the ones that are shared. The workspace can't build because it can't open the project shared with another one that is open. VS sln files don't have this issue, so why do workspace files.
Replies
1
Boosts
0
Views
113
Activity
May ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
Replies
0
Boosts
0
Views
82
Activity
May ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
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1
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0
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222
Activity
May ’25
So, when can we ditch Xcode and enjoy happier software development on VSCode/Cursor?
So, when can we ditch Xcode and enjoy happier software development on VSCode/Cursor?
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1
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0
Views
94
Activity
May ’25
Previews globally fail with CouldNotLoadInputObjectFile error
Whenever I try to use SwiftUI previews, the preview fails with a CouldNotLoadInputObjectFile error like this: == PREVIEW UPDATE ERROR: FailedToLaunchAppError: Failed to launch com.my-company.Test | ================================== | | [Remote] CouldNotLoadInputObjectFile: Could not load object file during preview: /Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o | | | | path: /Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o | | | | ================================== | | | [Remote] XOJITError | | | | | | XOJITError: '/Users/me/Library/Developer/Xcode/DerivedData/Test-dzmdthicvcbuwkawncuacsomcdcd/Build/Intermediates.noindex/Test.build/Debug-iphonesimulator/Test.build/Objects-normal/arm64/TestApp.o': No such file or directory It appears that the preview process cannot find the compiled .o files. However, when I check in Finder, the files do exist and normally running the app works fine. It is noteworthy that this is independent of the XCode project or view I try to preview. It is a global issue on my system. Previews not even work when I create a blank new SwiftUI project in XCode. I tried deleting all caches, derived data, preview caches etc. But without any effect. I have this in XCode 16.3 as well as in 16.4 RC. On macOS Sequoia 15.4.1 on a MacBook Air M4. Does anybody have an idea what might be causing this?
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3
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2
Views
346
Activity
May ’25
Xcode local documentation location
Where are the local documentation files location on MacOS? None of the existing data on the internet is applicable anymore. Trying to bundle documentation for use in an LLM and the developer site is unusable for crawling. Thanks! *.docset
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0
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0
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69
Activity
May ’25
Mac (Designed for iPad) not been able to install on Mac testflight
Hi I developed an iPhone app but now I want to release the same app for iPad and Mac (Design for iPad). I made the changes below but I still not been able to install the app on my Mac. It says the app is incompatible but my Mac is MacBook Pro M2 which fills the requirements to install it. Things I did so my iPhone app could have support for iPad and Mac Added iPad and Mac (Designed for iPad) for the supported destinations Change the Status Bar Style to Require full screen Changed iOS minimum Deployments iOS to 17.6 Updated the launch screen logo so stays in the middle Xcode version 16.2 See the sccreenshots of the Xcode configuration and of the TestFlight on my MacBook Pro M2 Is there anything else I need to do? Thanks.
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0
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0
Views
103
Activity
May ’25
NO_CRASH_STACK with different number of crashes from the App Store.
Hello. For the last few months I have been facing a situation for which I do not understand either the reason or the solution. Here is an example for the last few weeks: In App Store Connect it shows 214 crashes for the last week In Xcode it shows 56 crashes for the last 2 weeks without stack traces (NO_CRASH_STACK) In Firebase Crashlytics there is not a single crash. When I click "Show in Finder" it opens a folder with .xccrashpoint files. As far as I understood from the instructions on posting crash reports - this is not what is needed. Interesting point: it looks like the errors occur on iOS 15-16 devices. I have several questions: Why is the number of crashes in Xcode different from the number in App Store Connect? Where are the other crashes? How can I understand what the problem is if there are no stack traces in Xcode?
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0
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0
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136
Activity
May ’25
Simulator failing to recognize bundle ID
Hi all, I'm learning how to make iOS apps this weekend and I've failed to resolve the following issue. Here's important data regarding my xcode build: On my apple developer account, the bundle exists for the Team I'm currently using (meaning it will fail 'registering' the bundle identifier). I don't think this is a problem or of concern given that my bundle ID already exists on the account. My build settings have 'Product Build Identifier' pointing to the same bundle Identifier My info.plist file has the following lines: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>CFBundleIdentifier</key> <string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> ... </dict> </plist> Simulator device failed to install the application. Domain: IXErrorDomain Code: 13 Failure Reason: Missing bundle ID. User Info: { DVTErrorCreationDateKey = "2025-05-19 05:15:54 +0000"; FunctionName = "+[IXPlaceholder _placeholderForBundle:client:withParent:installType:metadata:placeholderType:mayBeDeltaPackage:isFromSerializedPlaceholder:error:]"; IDERunOperationFailingWorker = IDELaunchiPhoneSimulatorLauncher; SimCallingSelector = "installApplication:withOptions:error:"; SourceFileLine = 740; } -- Failed to get bundle ID from /Users/arefmalek/Library/Developer/Xcode/DerivedData/livekit-chat-testing-aqvuirqqvooijpaeaygcygnklgap/Build/Products/Debug-iphonesimulator/livekit-chat-testing.app Domain: IXErrorDomain Code: 13 Failure Reason: Missing bundle ID. User Info: { FunctionName = "+[IXPlaceholder _placeholderForBundle:client:withParent:installType:metadata:placeholderType:mayBeDeltaPackage:isFromSerializedPlaceholder:error:]"; SourceFileLine = 740; } -- Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "0D21E870-A71F-413D-B885-05BBF6D05A66"; "device_model" = "iPhone17,3"; "device_osBuild" = "18.4 (22E238)"; "device_platform" = "com.apple.platform.iphonesimulator"; "device_thinningType" = "iPhone17,3"; "dvt_coredevice_version" = "443.19"; "dvt_coresimulator_version" = "1010.10"; "dvt_mobiledevice_version" = "1784.120.3"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 3586; "operation_errorCode" = 13; "operation_errorDomain" = IXErrorDomain; "operation_errorWorker" = IDELaunchiPhoneSimulatorLauncher; "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.iphonesimulator"; "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" = 0; "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" = 0; "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" = "iphonesimulator18.4"; "sdk_osVersion" = "18.4"; "sdk_variant" = iphonesimulator; } -- System Information macOS Version 15.5 (Build 24F74) Xcode 16.3 (23785) (Build 16E140) Timestamp: 2025-05-18T22:15:54-07:00 Looking at /Users/arefmalek/Library/Developer/Xcode/DerivedData/livekit-chat-testing-aqvuirqqvooijpaeaygcygnklgap/Build/Products/Debug-iphonesimulator/livekit-chat-testing.app/info.plist, I see my bundleid on my info.plist file here. What's going on? Where does the simulator need the specification of my bundleid in order to run my application? I've been trying to learn how this works with pretty much no avail so far.
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4
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133
Activity
May ’25
CPListTemplate in CarPlay Simulator: Multiple Items Selected on Tap
I am encountering an issue while running my CarPlay app in the simulator using CPListTemplate. On app launch, when I tap on the first item in the list and then tap on the second item, both items remain selected instead of only the latest tapped item. This behavior does not align with the expected single-item selection functionality. Has anyone else faced this issue? Is there a workaround or a known resolution for this behavior?
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0
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0
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67
Activity
May ’25
Crash on saving an autocreated testplan in Xcode 16.3?
Is anybody able to save the autocreated testplan successfully with Xcode 16.3? I get a crash no matter what (different filenames, locations, machines, ...). Now created a template project: same thing. Xcode Version 16.3 (16E140) on macOS 15.5 (24F74) Known issue, or am I holding it wrong?
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1
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286
Activity
May ’25
Xcode not omitting binary of static framework
I'm following the steps laid out in Creating a static framework which states: When a client links and embeds the framework, Xcode 15 or later omits the main binary from the embedded framework bundle because it’s already statically linked into the client. Specifically, I'm adding a new framework target to my project, and then changing the Mach-O type in its build settings to Static Library. What I'm observing when I build (debug or release) is that that the resulting framework folder inside of the app bundle still contains a binary. Furthermore, upon inspecting strings and symbols in both the main app executable and this library binary, it appears that my strings and symbols do end up in the main executable and not in the library binary. Does this mean that this binary is just a stub left behind? Is this intended? Can I safely delete this binary with a build phase script?
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1
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288
Activity
May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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0
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54
Activity
May ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
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0
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81
Activity
May ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
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0
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110
Activity
May ’25
Application crashes referencing callAsyncJavaScript
When referencing WebKit’s function callAsyncJavaScript, any iOS app crashes immediately on startup when running in simulator. On device, it does not crash. The error message is: dyld[9892]: Symbol not found: _$sSo9WKWebViewC6WebKitE19callAsyncJavaScript_9arguments2inAF17completionHandlerySS_SDySSypGSo11WKFrameInfoCSgSo14WKContentWorldCys6ResultOyyps5Error_pGcSgtF Furthermore, this only happens for some simulators. With Xcode 16.3, it’s simulators 18.0 and prior. With Xcode 16.4 RC1 it includes simulators iOS 18.5 and 18.4 but works correctly on earlier versions of simulator. The reproduction path is easy. Example file attached. This used to work about 3 weeks or a month ago, which is perplexing. As a workaround I replaced the function with evaluateJavaScript which does not crash, but that is not the desired method to use for us. The attached file can reproduce it easily - just refernece this view from the default ContentView in a new project. TestWebView.swift
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2
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238
Activity
May ’25
ActivityKit linker error
I have a ContentView in my app which includes the line of code FileUploadProgressAttributes. this struct is defined in a file included in the target FileUploadProgressExtension. and it is an ActivityAttributes. in ContentView I imported FileUploadProgressExtension, and the xcode is able to find the FileUploadProgressAttributes during prebuild. but during build, it gives me Undefined symbols for architecture arm64: "FileUploadProgressExtension.FileUploadProgressAttributes.init(filename: Swift.String) -> FileUploadProgressExtension.FileUploadProgressAttributes the workaround i found is to add the file with the FileUploadProgressAttributes to my app's target, but I'm not sure if this is the right thing to do. When Xcode created the extension for me, it added the extension target as a target dependency of my app. so obviously if i added this file to my app target it makes the extension target pointless. First time working with widgets so I'm not sure if I'm missing something.
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109
Activity
May ’25