I posted this as a reply.to a previous post, but got no reply, so here is a new post.
I'm using. user defaults in an app with a self defined suite name. I had put aside work on the app for several months, and after returning to work on it, I'm getting xcode messages when testing, several like:
"Not updating lastKnownShmemState in CFPrefsPlistSource<0x600000358360> (Domain: mySuiteName, User: kCFPreferencesCurrentUser, ByHost: No, Container: (null), Contents Need Refresh: Yes): 1169 -> 1181"
Can anyone tell me what is wrong or point me to an answer.
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Hi! I have a remote student who's learning to code in Swift using Playgrounds - Learn to Code 2.
It's frustrating to try to test his code when we think he as part of a solution to a puzzle because he can't run his code twice in the same puzzle without resetting the puzzle - when he tries, the page gives an error, and he has to reload the whole puzzle, which erases his code. As a workaround, he's been copying his code and reloading the puzzle whenever he wants to test out a partial solution.
Is there an easier way to do this?
hey all today for some reason im getting Unsupported SDK or Xcode version valdation failure when uploading to app store connect. I haven't changed anything and i was able to upload jsut a few days ago with same version of xcode. Its xcode 16.0 anyone else getting this? Maybe its a server side issue?
I have been working on Task Management app for macOS (currently using maOS 15.0 on a M1 MacBook Pro) for a while. Nothing fancy, it uses SwiftUI and Core Data. My problem: I make changes to the app, then run it in the simulator and see if everything works as expected. This works fine for maybe three weeks, until at one point it suddenly stops working – I make a minor change, click "Run" in Xcode (this happens in Xcode 15.x and now Xcode 16), the app icon bounces in the dock, but then no window opens. The app is built and I can see in the console that there are the usual notifications, but I cannot use the simulator anymore. I tried cleaning the Build Folder, resetting the Computer, reinstalling Xcode – nothing helps. What occasionally helps is renaming the Bundle Identifier, but now I only got it to run the simulator once more, then it stopped working. The only solution I have is to manually rebuild the whole app under a new name – that is, recreating the Core Data model and all files, which I have done three times.
And now it stopped working again. Does anyone know why this could be? I think Xcode 16 gives me a notification I did not get from Xcode 15:
"NSBundle file:///System/Library/PrivateFrameworks/MetalTools.framework/ principal class is nil because all fallbacks have failed"
I could not find anything on this. Any ideas are greatly appreciated.
The XCode connection to my local git server for pushing does not work. I've added a remote origin to my project pointing to the local git server. Pulling from that server via xcode works. But pushing to this server results in a dialog popping up. this dialog says
"The repository rejected the provided credentials"
and asks me to select the connection method and the certificate file. When I select the certificate file and press ok then the same error cmes again.
Doing the git push via commandline works without a problem.
So this error has randomly appeared to the code that was building previously even with Xcode 16 and since it has appeared it started falling always. Even after cleaning derived data, build folder, re-cloning the app, doing all kinds of voodoos.
/Users/kakhi/Library/Developer/Xcode/DerivedData/MyApp-eafqhlqmrdvrhudisvbfymvrnwba/Build/Intermediates.noindex/MyApp.build/Debug-iphoneos/MyApp.build/Objects-normal/arm64/MyAppabi.json /Users/kakhi/Library/Developer/Xcode/DerivedData/MyApp-eafqhlqmrdvrhudisvbfymvrnwba/Build/Intermediates.noindex/MyApp.build/Debug-iphoneos/MyApp.build/Objects-normal/arm64/MyApp.abi.json: No such file or directory
I've checked the path and there's indeed no .abi.json file but I've never had anything to do with it. Any ideas what I might be missing? Or is this Xcode 16 bug?
Also, it was succeeding to build after first appearance on Xcode 16 beta 6 but now it fails to succeed subsequent builds on beta 6 as well :(
Hello everyone,
Ever since installing macOS 15.1 beta 5 on this M1 13’’ MacBook Pro, I have been unable to install or update any application from the Mac App Store. I keep getting the following error: “The file “preflight.pfpkg” doesn’t exist.””. The same machine was fine with 15.0 Sequoia and the problem happens regardless of the region setting of the machine.
The machine has at least 148 GB of free disk space on the SSD. The same app I was trying to install from the MAS app I could install from the provider’s website (WhatsApp in this case, but I have tried with other apps too).
Has anyone noticed it before?
Raised the following Feedback ID if it can help: FB15296904
Kind Regards,
Goffredo
"Xcode Build Error: 'Framework not found Reachability' and 'Linker command failed with exit code 1'"
Hello everyone,
I'm having trouble building my app in Xcode. When I try to build, I get the following error:
"Framework not found Reachability"
And also this error:
"Linker command failed with exit code 1 (use -v to see invocation)"
Does anyone know what might be causing this, or how I can fix it? Any help would be greatly appreciated!
Thank you in advance!
tried two times to change developer account from individual to organisation. after each try, it takes many weeks - status stuck at "Pending". then without any notification, it becomes "Continue Migration"
now if I click Continue Migration, it gets stuck at Pending for weeks.
The cycle is non stop
Called developer hotline, they say they don't entertain phone call, and only allow Request Callback
Tried request callback, it says the number is not allowed for Request callback
It would be better if the migration is canceled and set back to Individual, but I can't even do that.
Does anyone know where or how I can get help at all ?
Hello,
I’ve been experiencing repeated errors when trying to install my app via flutter run --release on iOS devices using Xcode 16.1 (build 16B5014f) on macOS 15.1. When running the app in debug mode, it sometimes works but takes a long time to install. However, the installation in release mode fails consistently.
This issue occurs on both my iPhone and iPad, both running iOS 18.1 and iPadOS 18, respectively. The errors keep rotating between three variations:
Error 1: CoreDeviceError 3002
Error executing devicectl: ProcessException: Process exited abnormally with exit code 1:
ERROR: Failed to install the app on the device. (com.apple.dt.CoreDeviceError error 3002 (0xBBA))
Connection with the remote side was unexpectedly closed :
"XPCErrorDescription" => "Connection interrupted"
Error 2: CoreDeviceError 12010
Error executing devicectl: ProcessException: Process exited abnormally with exit code 1:
ERROR: The developer disk image could not be unmounted on this device. (com.apple.dt.CoreDeviceError error 12010 (0x2EEA))
Could not read from the device. (com.apple.dt.CoreDeviceError error -402653180 (0xE8000004))
Error 3: CoreDeviceError 1000
Error executing devicectl: ProcessException: Process exited abnormally with exit code 1:
ERROR: The specified device was not found. (com.apple.dt.CoreDeviceError error 1000 (0x3E8))
What I've Tried So Far:
Reinstalled Xcode, cleaned the build folder, and cleared DerivedData.
Tried using both an iPhone and an iPad running iOS 18.1 and iPadOS 18.0.
Ensured that Developer Mode is enabled on both devices.
Disabled VPNs (Bitdefender) and firewall settings.
Manually mounted the developer disk image via Xcode.
Restarted the Mac, Xcode, and devices multiple times.
Despite these steps, the errors persist, and I’m unable to install the app on either device. I would appreciate any guidance or suggestions on how to resolve this issue.
System Information:
macOS Version: 15.1 (Build 24B5055e)
Xcode Version: 16.1 (Build 16B5014f)
Devices: iPhone 14 running iOS 18.1, iPad running iPadOS 18.0
Thank you in advance!
I've upgrade my macbook m3 pro to macOS 15, I have 2 iPhones (12 Pro and 16 Pro) - both on iOS 18 and have 3 versions of Xcode installed (15.4, 16.0, 16.1-2 beta)
For the past week I'm unable to develop on my physical device and checked all the threads in this forum for a workaround to disable the "Connect via Network".
If I'm not connected to VPN on any of my devices, I get the process attached via network after ~20 minutes, but if I try to do it while on VPN it takes forever (not even sure, can't spend 1 hour waiting to be attached or not)
What can I do to disable the "Connect via Network" and why is enabled by default and greyed out?
i.use in not cámara app
ii.is that a pressure-sensitive button, great for creating more or in future
Hi there,
In a project that I am working on, whenever I try running instruments for allocations to see the memory allocations that are happening under the hood, I see the statistics, and the traces updating, however the chart never updates.
I have made new projects on the machine, and I have tried different Xcode versions, and they all show the chart just fine. I have tried running the project on other machines with no success. I have double checked the arguments and options on the active schema I am trying to profile with the schema of a new project and they are identical.
Here is a picture of how it looks:
My questions are as follows:
What properties and settings can disable the chart from showing up?
What diagnostic steps recommended that I should take?
I can not share a reproducible as this is the only project I have with this problem and it is not mine, but please tell me if there is anything else I can provide in order to debug this.
All the best
Parsa
I have an app which is very similar to Patreon, where users can subscribe to influencers and get exclusive content. However, I do not know how to implement it with in-app purchase limitations
Since user can not subscribe to 1 subscription several times, but in my app they can subscribe to 2 or more influencers, I have to create a uniques subscription to all influencers, but there is a limitation of 10,000 in-app products. Additionally, since user can subscribe to only 1 sub in sub group, I also have to create a sub group to every influencer. It is crucial for me to have auto-renewable subscription, so I can not use consumables.
How Patreon could implement it, taking into account that they have thousands and millions of influencers?
Can somebody help me figure out a way to resolve this issue?
Hello,
Here is the problem we are facing when we are trying to create a new app in App Store Connect.
I can't find find the option to review and accept the updated license agreement in developer account.
I'm the Account Holder and I'm supposed to see that option somewhere when I login to developer.apple.com.
Could someone help me how to solve this issue?
Regards,
Prem
I'm running Xcode 16 on Sequoia 15.0 with a M1 Max Pro.
The download completes, but every now and then (I've counted 3 times so far), after logging in to my computer and launching Xcode (not necessarily from a restart , the Predictive Code Completion Model starts downloading again.
Any solution?
Thanks.
XCode 16 seems to have an issue with stitchable kernels in Core Image which gives build errors as stated in this question. As a workaround, I selected Metal 3.2 as Metal Language Revision in XCode project. It works on newer devices like iPhone 13 pro and above but metal texture creation fails on older devices like iPhone 11 pro. Is this a known issue and is there a workaround? I tried selecting Metal language revision to 2.4 but the same build errors occur as reported in this question. Here is the code where assertion failure happens on iPhone 11 Pro.
let vertexShader = library.makeFunction(name: "vertexShaderPassthru")
let fragmentShaderYUV = library.makeFunction(name: "fragmentShaderYUV")
let pipelineDescriptorYUV = MTLRenderPipelineDescriptor()
pipelineDescriptorYUV.rasterSampleCount = 1
pipelineDescriptorYUV.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptorYUV.depthAttachmentPixelFormat = .invalid
pipelineDescriptorYUV.vertexFunction = vertexShader
pipelineDescriptorYUV.fragmentFunction = fragmentShaderYUV
do {
try pipelineStateYUV = metalDevice?.makeRenderPipelineState(descriptor: pipelineDescriptorYUV)
}
catch {
assertionFailure("Failed creating a render state pipeline. Can't render the texture without one.")
return
}
I’m encountering an issue since I started using Xcode 16. I have a widget in my app, and I'm trying to organize the code by splitting it into different files for better structure.
However, when I do this, I get an error:
error: Unexpected input file: /Users/******/Desktop/TestApp/TestAppWidget/Provider.Swift (in target 'TestAppWidgetExtension' from project 'TestApp')
I want to emphasize that if I keep all the code in one file, everything works fine.
I've checked the Target Membership, and it's set up correctly.
but I don't understand why this is happening only in Xcode 16.
Has anyone else experienced a similar issue or has any ideas on why this is occurring? I would appreciate any help!
I've got a bunch of AudioUnit projects approaching release, and am attempting to build an installer for them.
All are based on the AudioUnit template in Xcode 14.
What actually governs how the system detects an AudioUnit? The instructions I have seen say that the built .appex should be renamed to have the extension .component and installed into /Library/Audio/Plug-Ins/Components/ - great, I am able to build a signed installer that does that (i.e. strip out the built Application project that is part of the AudioUnit template but useless to, say, a Logic Pro user), include the .appex that declares the plugin and embeds a Framework that contains the actual code (so it can be loaded in-process).
auval -l does not show it after running the installer, nor does Console show anything logged suggesting that it was found but malformed or something like that.
Meanwhile, simply building the project causes auval -l to show an install of it in the build directory, and I have noticed that if I delete that, auval -l would still show the plugin installed, but now in the location I exported an archive of the project (!!). What black magic is this?
However, deleting both the recent build and the archive, after running the installer, and there is no indication that AudioComponentRegistry even sees the copy of it in one of the two locations actually documented to be valid install locations for an AudioUnit.
I have, however, installed one third-party free AUv3 which installed into /Library/Audio/Plug-Ins/Components/
Am I misunderstanding something about how this works? Is there some string other than AudioComponentRegistry I should filter on in Console that might provide a clue why my AudioUnit installed there is not picked up? Must I ship the semi-pointless Application that is part of the Xcode template project, and whatever magical mechanism detects it when I build will work its magic on end-users' machines?
Or could the problem be that the Framework with the actual code under Contents/Frameworks inside the audio unit, rather than installed independently into /Library/Frameworks?
I wanted to take an old iPhone 11 Pro and downgrade from iOS 18 beta to iOS 17 for testing. I can download today (Sept 26) the restore image for the iPhone 11 Pro (and many others) but when I try to restore it (Finder Option click, select restore image), Apple rejects it (I guess they won't sign it).
If find this to be a problem. There is no reason why an iPhone in developer mode can't be used for testing a release less than a few weeks after the next release comes out.
Why do they have the restore images if you can't use them? Why is there no restore images for iOS 17.7?