Hi, I am testing payment on simulator. It worked previously but stopped. I am getting an error:
<SKPaymentQueue: 0x600000031200>: Payment completed with error: Error Domain=ASDErrorDomain Code=530 "(null)" UserInfo={client-environment-type=Sandbox, storefront-country-code=USA, NSUnderlyingError=0x600000c61fe0 {Error Domain=AMSErrorDomain Code=100 "Authentication Failed The authentication failed." UserInfo={NSMultipleUnderlyingErrorsKey=(
"Error Domain=AMSErrorDomain Code=2 "Password reuse not available for account The account state does not support password reuse." UserInfo={NSDebugDescription=Password reuse not available for account The account state does not support password reuse., AMSDescription=Password reuse not available for account, AMSFailureReason=The account state does not support password reuse.}",
"Error Domain=AMSErrorDomain Code=0 "Authentication Failed Encountered an unrecognized authentication failure." UserInfo={NSDebugDescription=Authentication Failed Encountered an unrecognized authentication failure., AMSDescription=Authentication Failed, AMSFailureReason=Encountered an unrecognized authentication failure.}"
), AMSDescription=Authentication Failed, NSDebugDescription=Authentication Failed The authentication failed., AMSFailureReason=The authentication failed.}}}
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I have this error for 5 min :
title: Waiting to reconnect to {Iphone_Name}
content: Previous preparation error: The developer disk image could not be mounted on this device.. Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
after a while :
title: The developer disk image could not be mounted on this device.
content: Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError: The bundle image is missing the requested variant for this device.)
What has been tryed :
- Xcode : clean
- Xcode : close
- Iphone : unpluged
- Iphone : Remove trusted device
- Iphone : Remove Dev mode
- Iphone : Re-active dev mode (then reboot)
- Iphone : Accepte dev mode
- Iphone : wait 5 min
- Iphone : connect to the macbook pro (M1)
- Iphone : accepte first form
- XCode : start it
- Iphone : accepte second form
- XCode : select my project
THEN BUG SAME PLAIN OLD APPLE BUG (again and again)
(I have try it like 20 times, i'm fed up now)
I have paid for a pro (100euros) account to be able to push to my brand new iphone.
I have tried everything, like :
remove xcode, re-install it. No Update for the iphone.
sudo installer -pkg /Applications/Xcode.app/Contents/Resources/Packages/XcodeSystemResources.pkg -target /
What I can do :
- Buy a subscription to store my iphone on icloud (cause basic option is already full)
- Ask a refound for the iphone (obviously not working) and my apple subscription developers. And fix my old iphone. No point to buy brand new device that is not working.
Also, same error with my brand new ipad pro 16 pouce.
I can't push to the store, cause you ask screen shot. But I can't start the apps, so i can't have screen shot. So i have to change my plans in terms of project.
Please help, before I switch to a full web stack based on rust
I am developing an app for Vehicle owners with a built-in map navigation feature with voice navigation support. The app works fine without voice navigation but when I use voice navigation it occasionally crashes and it crashes while voice navigation is not in progress.
What makes it impossible to diagnose is that even though it crashed 10 times on the flight, I don't see any crash reports in 'Apple Connect'. I tried running it in a simulator and it didn't crash there! but on a real device, when I drive with the app navigating me I crashes abruptly after a few minutes and it's not while the voice navigation is speaking! I also ran the app without AVFoundation and it did not crash then. So I am 100% sure it is something with this AVFoundation framework.
If anyone can help find the problem in my following code it would be really helpful.
import SwiftUI
import AVFoundation
struct DirectionHeaderView: View {
@Environment(\.colorScheme) var bgMode: ColorScheme
var directionSign: String?
var nextStepDistance: String
var instruction: String
@Binding var showDirectionsList: Bool
@Binding var height: CGFloat
@StateObject var locationDataManager: LocationDataManager
@State private var synthesizer = AVSpeechSynthesizer()
@State private var audioSession = AVAudioSession.sharedInstance()
@State private var lastInstruction: String = ""
@State private var utteranceDistance: String = ""
@State private var isStepExited = false
@State private var range = 20.0
var body: some View {
VStack {
HStack {
VStack {
if let directionSign = directionSign {
Image(systemName: directionSign)
}
if !instruction.contains("Re-calculating the route...") {
Text("\(nextStepDistance)")
.onChange(of: nextStepDistance) {
let distance = getDistanceInNumber(distance: nextStepDistance)
if distance <= range && !isStepExited {
startVoiceNavigation(with: instruction)
isStepExited = true
}
}
}
}
Spacer()
Text(instruction)
.onAppear {
isStepExited = false
utteranceDistance = nextStepDistance
range = nextStepRange(distance: utteranceDistance)
startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)")
}
.onChange(of: instruction) {
isStepExited = false
utteranceDistance = nextStepDistance
range = nextStepRange(distance: utteranceDistance)
startVoiceNavigation(with: "In \(utteranceDistance), \(instruction)")
}
.padding(10)
Spacer()
}
}
.padding(.horizontal,10)
.background(bgMode == .dark ? Color.black.gradient : Color.white.gradient)
}
func startVoiceNavigation(with utterance: String) {
if instruction.isEmpty || utterance.isEmpty {
return
}
if instruction.contains("Re-calculating the route...") {
synthesizer.stopSpeaking(at: AVSpeechBoundary.immediate)
return
}
let thisUttarance = AVSpeechUtterance(string: utterance)
lastInstruction = instruction
if audioSession.category == .playback && audioSession.categoryOptions == .mixWithOthers {
DispatchQueue.main.async {
synthesizer.speak(thisUttarance)
}
}
else {
setupAudioSession()
DispatchQueue.main.async {
synthesizer.speak(thisUttarance)
}
}
}
func setupAudioSession() {
do {
try audioSession.setCategory(AVAudioSession.Category.playback, options: AVAudioSession.CategoryOptions.mixWithOthers)
try audioSession.setActive(true)
}
catch {
print("error:\(error.localizedDescription)")
}
}
func nextStepRange(distance: String) -> Double {
var thisStepDistance = getDistanceInNumber(distance: distance)
if thisStepDistance != 0 {
switch thisStepDistance {
case 0...200:
if locationDataManager.speed >= 90 {
return thisStepDistance/1.5
}
else {
return thisStepDistance/2
}
case 201...300:
if locationDataManager.speed >= 90 {
return 120
}
else {
return 100
}
case 301...500:
if locationDataManager.speed >= 90 {
return 150
}
else {
return 125
}
case 501...1000:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
case 1001...10000:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
default:
if locationDataManager.speed >= 90 {
return 250
}
else {
return 200
}
}
}
return 200
}
func getDistanceInNumber(distance: String) -> Double {
var thisStepDistance = 0.0
if distance.contains("km") {
let stepDistanceSplits = distance.split(separator: " ")
let stepDistanceText = String(stepDistanceSplits[0])
if let dist = Double(stepDistanceText) {
thisStepDistance = dist * 1000
}
}
else {
var stepDistanceSplits = distance.split(separator: " ")
var stepDistanceText = String(stepDistanceSplits[0])
if let dist = Double(stepDistanceText) {
thisStepDistance = dist
}
}
return thisStepDistance
}
}
#Preview {
DirectionHeaderView(directionSign: "", nextStepDistance: "", instruction: "", showDirectionsList: .constant(false), height: .constant(0), locationDataManager: LocationDataManager())
}
Sometimes, I receive old location data from the location manager.
i am unable to deploy the iOS app with automation using below command:
ios-deploy --bundle /Users/XXXX/Library/Developer/Xcode/DerivedData/iOSClient2-XXXXXXX/Build/Products/Debug-iphoneos/iOSClient2.app/ --id 00008020-XXXXXXXXX --justlaunch --verbose
with the error:
------ Debug phase ------
Starting debug of 00008120-000C713236E0A01E (D38AP, D38AP, uknownos, unkarch, 18.1, 22B83) a.k.a. 'Svt’s iPhone' connected through USB...
Device Class: iPhone
build: 22B83
version: 18.1
Found Xcode developer dir /Applications/Xcode.app/Contents/Developer
version: 18.0
version: 18
2024-11-08 15:26:09.531 ios-deploy[33496:644410] [ !! ] Unable to locate DeviceSupport directory with suffix 'DeveloperDiskImage.dmg'. This probably means you don't have Xcode installed, you will need to launch the app manually and logging output will not be shown!
Observation:
Xcode 16 missing the DeviceSupport for iOS17 and above.
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/....
Xcode: Version 16.1 (16B40
iOS: iOS17 and above
In Xcode 16, even if Objective-C is selected, the Navigator in the documentation viewer displays Swift information.
I don't know when this bug was introduced, but it's there in the last Xcode 16 betas at least.
I hope as many developers as possible submit this bug to Apple to get their attention.
P.S. Yes, I know there's Dash. For many years, Dash was a much better option than Xcode's built-in viewer. However, in version 5, the Dash developer introduced some unfortunate UI changes that made Xcode a better option to view the documentation in certain cases. Unfortunately, the Dash developer doesn't seem to be interested in user feedback anymore. He's been ignoring suggestions and user requests for years by now.
In several places on https://developer.apple.com/documentation/xcode/configuring-your-app-icon I read:
"In the Project navigator, select an asset catalog."
But my Project Navigator does NOT contain any "asset catalog". So it's impossible to follow the instructions of the documentation, and thus specify a new app icon (set).
I can add that I use Xcode 16.1 on MacOS 15.0.1 Sequoia.
I have added a screen shot to document what I am saying.
I have also reported this error in https://feedbackassistant.apple.com/feedback/15738182
Hello,
I’m working with the RoomPlan API to capture and export 3D room models in an iOS app. My goal is to implement the RoomCaptureSessionDelegate protocol to handle the end of a room capture session. However, I’m encountering a cautionary warning in Xcode:
Warning: "captureSession(:didEndWith:error:) nearly matches defaulted requirement captureSession(:didEndWith:error:) of protocol RoomCaptureSessionDelegate."
I’ve verified that my delegate method signature matches the protocol, but the warning persists. I suspect this might be due to minor discrepancies in the parameter types or naming conventions required by the protocol.
Below is my full RoomScanner.swift file:
import RoomPlan
import SwiftUI
import UIKit
func exportModelToFiles() {
let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz")
let documentPicker = UIDocumentPickerViewController(forExporting: [exportURL])
documentPicker.modalPresentationStyle = .formSheet
if let windowScene = UIApplication.shared.connectedScenes.first as? UIWindowScene,
let rootViewController = windowScene.windows.first?.rootViewController {
rootViewController.present(documentPicker, animated: true, completion: nil)
}
}
class RoomScanner: ObservableObject {
var roomCaptureSession: RoomCaptureSession?
private let sessionConfig = RoomCaptureSession.Configuration()
private var capturedRoom: CapturedRoom?
func startSession() {
roomCaptureSession = RoomCaptureSession()
roomCaptureSession?.delegate = self
roomCaptureSession?.run(configuration: sessionConfig)
}
func stopSession() {
roomCaptureSession?.stop()
guard let room = capturedRoom else {
print("No room data available for export.")
return
}
let exportURL = FileManager.default.temporaryDirectory.appendingPathComponent("RoomModel.usdz")
do {
try room.export(to: exportURL)
print("3D floor plan exported to \(exportURL)")
} catch {
print("Error exporting room model: \(error)")
}
}
}
// MARK: - RoomCaptureSessionDelegate
extension RoomScanner: RoomCaptureSessionDelegate {
func captureSession(_ session: RoomCaptureSession, didUpdate room: CapturedRoom) {
// Handle real-time updates if necessary
}
func captureSession(_ session: RoomCaptureSession, didEndWith capturedRoom: CapturedRoom, error: Error?) {
if let error = error {
print("Capture session ended with error: \(error.localizedDescription)")
} else {
self.capturedRoom = capturedRoom
}
}
}
The simulator will not work. No matter How much I restart, when I open my app, it tells me either Build succeeded but I see a loading bar or a loading automatic phone simulator but it never shows up like the line would. keep going in a loop, for example this is what it looks like,
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.
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
Been using Xcode's Download Container for a short time, and at first there were no issues.
But lately, it doesn't always download all the files from my iPhone to the Mac. Sometimes cleaning the build folder works, other times not.
As well, the same happens whether I am connected to my iPhone via cable, or wifi.
Has anyone else had this issue?
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
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
Where can I find ios 18 DeveloperDiskImage.dmg?
Is there a way in Xcode to change the image viewer to use nearest filtering instead of linear (which I think it uses by default)?
I'd like to be able to example exact pixels in my images, similar to I do in the Metal debugger.
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
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.
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?
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?