I have this code:
var eventIn = kevent(ident: UInt(self.socket),
filter: Int16(EVFILT_WRITE),
flags: UInt16((EV_ADD | EV_ENABLE)),
fflags: 0,
data: 0,
udata: nil
)
I looked at it and thought why do I have those extra parentheses? So I changed it to
var eventIn = kevent(ident: UInt(self.socket),
filter: Int16(EVFILT_WRITE),
flags: UInt16(EV_ADD | EV_ENABLE), // changed line!
fflags: 0,
data: 0,
udata: nil
)
and then kevent gave me EBADF.
Does this make sense to anyone?
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Hey Guys , I think forcing people to download Simulator along side SDK will increase hude download size, is not a good experience for developers.
Make simulator download optional and you can keep it ticked by default inside (Settings/Components/IOS XX.X Support) for beginner developers , but for advanced developer there should be option to untick it and reduce huge download size.
If it doesn't result in huge download size,then we have took a wrong turn somewhere.
Debugger on Xcode 16.x is super slow and it turns out it's only this way when Xcode is connected to my iPhone via WiFi. If I disable WiFI on my iPhone everything is just fine. But that's not a solution.
An engineer posted this supposed solution, https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes.
Forgive me but that's not a solution, especially since we used to be able to shut off "Connect via WiFI."
I've seen so many posts here and everywhere else with no one stating any clear answer.
Does anyone know why has this been removed? And is anyone aware of it?
I've posted in the Feedback Asst. as many others have.
What gives?
My business is trying to renew our Apple Account. On renewal we get a message saying we’ll receiving an enrollment status email soon - we are yet to receive one and it’s been over a week. Our Apps have since been removed from the App Store. We have multiple cases open with Developer Support, the only response to date was with a number to call. That number was for consumer support and thus couldn’t help.
How can we get hold of someone to assist? This is having a massive impact on our business.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I already asked this, although I want to ask again so it boots and gets more people; When I try to run my project on the simulator, it tells me there is a bug. It is not in the code I wrote, but I believe in the compiler. It would work perfectly, say the build succeeded, but the phone turns white and stops there. I don't know how to debunk it, what to do!
Picture of what happens with the phone:
Picture of the debugging area:
Picture of my code:
If I need to add more things, please let me know.
Have a great day!
When we tried local notification by enabling background fetch, audio , remote notifications and push notifications under signing and capability in debugging mode everything was working fine. We need this package to work in background mode i.e., when the app is idle in IOS. This functionality is required in our application send notifications when we receive a signal from signalr package from server even though the app is idle. It worked perfectly when we connect it in debugging mode and we have proceed to TestFlight update but app from the TestFlight didn't send notifications when the screen is off or in background
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi,
I need to access my private and public key that i have on my iPhone in folder that i named Keys. Directory is located On My IPhone. How can i access this directory? How do I know its path?
Please help.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Like the title says, I'll commit some changes no problem with my Git name and email displayed properly, then work for a while longer and when use the integrate menu to stage and commit I find the git name/email are empty.
My credentials are properly entered in settings.
The only fix i've found is quitting and restarting. Any less frustrating option?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Just because the original post was locked
I used Swift Playground to develop application in Mac OS. Also using ZStack I used limited area in full page (using .frame(width: $, height: $)). However using command + R or clicking start button to see preview .app, while non resizing application my ZStack show as cutted. Please tell me how to set preview .app frame size as width, height... The buttom code is ContentView.swift code.
@main
struct ContentView: App {
init() {
MyFont.registerFonts()
}
// @StateObject private var audioPlayer = AudioPlayer()
var body: some Scene {
WindowGroup {
NavigationStack {
StartMenuView()
.frame(minWidth: 594, maxWidth: 594,
minHeight: 1142, maxHeight: 1142)
.preferredColorScheme(.dark) // Dark Mod
.statusBar(hidden: true) // Hidden Status Bar
.edgesIgnoringSafeArea(.all) // Ignoring Safe Area
}
}
.windowResizability(.contentSize)
}
}
Thank you for reading.


Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Swift
App Review
Swift Playground
Hello Apple Developer Support,
I hope this post finds you well. I have several questions regarding the refund process, developer commission, and revenue payout, and I would appreciate your insights on the following:
1/ Refund Process:
When a customer cancels an order, when will Apple process the refund for the developer? How long does it typically take for developers to receive the refunded amount?
2/Developer Commission:
How does the commission for developers work in the event of a refund? Does Apple adjust the commission or deduct any percentage in case of a refund?
3/Refund Notifications:
Is there a notification system that alerts developers when a customer cancels an order and a refund is processed?
4/Revenue Payout:
How long does it take developers to receive the revenue from purchases, and is there a specific payout schedule for this?
5/Commission Percentage for Small Earnings:
If the developer's total earnings are under 1 million VND, what is the commission rate that applies?
Thank you in advance for your assistance. I look forward to your response.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Subscriptions
In-App Purchase
My membership got expired and I don't see the renew button anywhere on the website or the developer app.
In my case, I have changed the developer account email address 6 months ago and the new email was not mapped for renewal that's why the renew button was not showing (I guess).
I tried to reach to Apple support, the phone support wasn't available so I wrote couple of emails. After 48 hrs they have sent an email saying the new email address has been mapped but still I see no renew button. I added required funds and disabled the auto-renew option yet no hope.
it's been four days still no replay from Apple. I was constantly checking for the phone support. Today I saw phone support was available so I immediately requested the call and explained the support staff about my situation and he fixed within a minute.
so guys if you are facing similar issue and see no solution even after contacting multiple times via emails, wait for phone support and request a call. This is the fastest and efficient way to resolve this "renew" issue. add the required funds so that the subscription payment will be done instantly.
Have a good day y'll
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Accounts
Developer Program
I can sucessfully send pushes to an app (which has been installed/run via Xcode) when the pushes are going through the Apple sandbox server.
However I want to test the server is configured correctly to send them through the Apple production server.
In the Xcode scheme I tried to change the build configuration to release (and ticked debug executable off) ,however the pushes still only work when sent through the sandbox.
Is there a way of installing/running the app using Xcode such that its compatible with the push production environment?
Does the APS Environment entitlement come into play here? this only ever says development.
(The app is on behalf of a 3rd party company, they've added me to their apple developer account but with limited powers, I can't upload to Testflight nor make an ad-hoc release with with to test with)
The target was chosen as IPhone and IPad. I can also run this build on my IPad. The info.plist content of all our other applications is the same and there were no problems until today. I don't understand why it is being rejected now.
Hi there,
How to let instruments - app launch template wait for process to launch , rather than actively launch by instruments?
I need to profile the app launch performance when clicking a push notification or cold launch via a url link. How to let instruments to wait for the process and collect the data?
Currently, I tried the command
xctrace record --template "App Launch"
--attach MyApp
--device-name 'Phone-Dev'
--output mytrace.trace
But it soon failed with 'Cannot find process matching name: MyApp'. How to make it work?
Topic:
Developer Tools & Services
SubTopic:
Instruments
When trying to use the watchOS preview the simulator fails to load and throws about 15 errors. Clearly the simulator is trying to load all of the iOS packages to the watchOS simulator. However, these packages clearly aren't included in the watchOS app. Furthermore, both apps build successfully to the main simulators, just not the previews. Having a list of errors that simply should not be there is a pretty big annoyance when something is going wrong. How do I fix this?
Was working ok, then after my latest attempt at submitting a .PKG it crashes right after displaying the list of previous submitted things.
This make it impossible to make progress with my project, unless there's another way of getting it to TestFlight (not using Xcode).
Transporter 1.3.2 on Intel Mac Sequoia 15.0
I am trying to add complication feature to my watchOS app. I need to add some keys to the Info.plist.
Project Navigator - no Info.plist file (as expected)
Target watchOS > Build Settings > Info.plist values.
I am unable to add a value. Hovering over a row does NOT show small '+' or '-' icons.
How do I edit the Info.plist?
% eas build --profile development --platform ios
To upgrade, run npm install -g eas-cli.
Proceeding with outdated version.
Found eas-cli in your project dependencies.
It's recommended to use the "cli.version" field in eas.json to enforce the eas-cli version for your project.
Learn more
Found eas-cli in your project dependencies.
It's recommended to use the "cli.version" field in eas.json to enforce the eas-cli version for your project.
Learn more
Found eas-cli in your project dependencies.
It's recommended to use the "cli.version" field in eas.json to enforce the eas-cli version for your project.
Learn more
Found eas-cli in your project dependencies.
It's recommended to use the "cli.version" field in eas.json to enforce the eas-cli version for your project.
Learn more
Loaded "env" configuration for the "development" profile: no environment variables specified. Learn more
Specified value for "ios.bundleIdentifier" in app.json is ignored because an ios directory was detected in the project.
EAS Build will use the value found in the native code.
✔ Using remote iOS credentials (Expo server)
If you provide your Apple account credentials we will be able to generate all necessary build credentials and fully validate them.
This is optional, but without Apple account access you will need to provide all the missing values manually and we can only run minimal validation on them.
✔ Do you want to log in to your Apple account? … yes
› Log in to your Apple Developer account to continue
✔ Apple ID: … XXXXXX@YYYY
› The password is only used to authenticate with Apple and never stored on EAS servers
Learn more
✔ Password (for XXXXXX@YYYY: … **********************
› Saving Apple ID password to the local Keychain
Learn more
✖ Logging in...
Invalid username and password combination. Used ' XXXXX@YYYY' as the username.
› Removed Apple ID password from the native Keychain
? Would you like to try again? › no / yes
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.:
Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing:
MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb
i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC
MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri
i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF
Targets tested that exhibit issue: (DYLD errors)
Device: iOS 17.7.2, iPhone 14 Pro Max
Simulator: iOS 17.5 (21F79), iPhone 15
System Information:
macOS Version 15.3 (Build 24D60)
Xcode 16.2 (23507) (Build 16C5032a)
MRE -- include this code in your app: (no need to invoke, just reference)
static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async {
let descriptor = MeshDescriptor(name: "MyDescriptor")
do {
if let modelComponent = entity.model { // update existing ModelComponent
if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) {
var contents = MeshResource.Contents()
contents.models = .init([model])
try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF`
}
} else { //create new ModelComponent
/// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)`
let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC`
entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()])
}
} catch {
fatalError()
}
}