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IOS 18.1
Bug with my keyboard , emoji portion. my emojis all show, but certain ones try to turn themselves into stickers and I can’t use them as normal emojis. is there a way to fix this ? it’s super annoying that I can’t use them without them turning into stickers/pictures.
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App compiles but "Unable to install" on device
When I try to run my app on my iPhone, from Xcode, I get a popup that says Unable to Install "AppName". There is some text in the popup. Here's the first part of it. (I replaced the real app's name with "AppName".) Anyone know how to fix this? Unable to install "AppName" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 User Info: { DVTErrorCreationDateKey = "2024-09-28 04:04:29 +0000"; IDERunOperationFailingWorker = IDEInstalliPhoneLauncher; } -- Unable to install "AppName" Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 -- Could not inspect the application package. Domain: com.apple.dt.MobileDeviceErrorDomain Code: -402653103 User Info: { DVTRadarComponentKey = 282703; MobileDeviceErrorCode = "(0xE8000051)"; "com.apple.dtdevicekit.stacktrace" = ( ...
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Looking to Make a Unity Plugin for VisionOS
I'm using Unity to create a VisionOS project. Using Polyspatial. I want to be able to use WeatherKit. I can not seem to create a VisionOS plugin in Unity. I've found all sorts of resources for building one for iOS. I made small changes to convert to VisionOS, but no matter what I do, I get 'Undefined Symbol' errors when I try to build the XCode project. Most recently I used this github for reference https://github.com/Robert-96/unity-swift/tree/main Am i trying to do something that just isn't possible for VisionOS?
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Xcode do not pause at breakpoints
In the latest version of Xcode, breakpoints are not displaying correctly, making it difficult to track code behavior. Previously, Xcode allowed you to step through each function, showing clear execution steps and allowing interaction to debug effectively. However, now it only shows memory addresses without providing meaningful insights, limiting the ability to interact with or test the code as it's being developed. Is anyone else experiencing this issue, or does anyone know of a workaround?
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Simulator not working
Since its update to iOS 18.0, I have not been able to use the Simulator in Xcode at all. It is stuck loading for a very long time, and then it crashes. I managed to get it to start once, but it used up all of my system's memory immediately. I have not had any problems with the Simulator before the iOS 18.0 update. Additionally, after the Simulator crashing, the StoryBoard usually stops working as well, until I restart Xcode. (I use an M1 MacBook Air with 8GB of RAM)
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StoreKit Testing with different Country Codes
I am writing unit tests that change the country by setting the .storefront property of SKTestSession to different country codes. I have made sure that the country codes I am using are indeed valid based on ISO 3166-1 alpha-3 region code standards. My default storefront in the StoreKit Configuration file is "USA" but in the unit test, I set it to say "IND" and it runs my test. In the production code, when I print await Storefront.current?.countryCode, I indeed get "IND" as expected. Now when I change the value to say "RUS" by assigning it to the SKTestSession instance, the printed value in production code is still "IND" from the previous assignment. If I call .resetToDefaultState() on the session after first test passes with "IND", it defaults to "USA" but when I set it to "RUS" in my test after it, it stays on "USA". Basically the value does not change after the first change and calling reset resets it to configuration file default but reassigning a new value has no effect on Storefront. What am I doing wrong? Btw, I have tested with both XCTest and Swift Testing but the testing framework has nothing to do with this issue. I am on Xcode 16, macOS 15, Swift 6
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Compile problem on Sonoma 14.7 with Command Line Tools
I have problems compiling a C++ code on a new MacBook Pro, which I didn't encounter on a previous machine. The error message is as follows. In file included from multipacting/src/genptab.h:12: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/iostream:43: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/ios:223: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/__locale:15: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/__memory/shared_ptr.h:24: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/__memory/allocation_guard.h:15: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/__memory/allocator_traits.h:14: In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/__memory/construct_at.h:23: /Library/Developer/CommandLineTools/SDKs/MacOSX15.0.sdk/usr/include/c++/v1/new:241:14: error: no type named 'size_t' in namespace 'std'; did you mean simply 'size_t'? operator new(std::size_t __sz, const std::nothrow_t&) _NOEXCEPT _LIBCPP_NOALIAS; ^~~~~ /Library/Developer/CommandLineTools/usr/lib/clang/15.0.0/include/stddef.h:46:23: note: 'size_t' declared here typedef SIZE_TYPE size_t; ^
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Xcode 16.0 Crashing on macOS 15: NSInvalidArgumentException
Hello everyone, I’m facing a frustrating issue with Xcode 16.0 crashing immediately upon startup after I upgraded to macOS 15.0. Any help appreciated! Translated Report (Full Report Below) Process: Xcode [10530] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 16.0 (23051) Build Info: IDEApplication-23051000000000000~2 (16A242d) App Item ID: 497799835 App External ID: 869020508 Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-09-28 01:24:51.5167 +0100 OS Version: macOS 15.0 (24A335) Report Version: 12 Bridge OS Version: 9.0 (22P353) Anonymous UUID: D25ADD90-233B-1703-21AC-A6FA4E3D75B8 Sleep/Wake UUID: F37B53C4-1D4C-40B4-AA91-30FD1B0B2D51 Time Awake Since Boot: 14000 seconds Time Since Wake: 6748 seconds System Integrity Protection: enabled Crashed Thread: 1 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Xcode [10530] Application Specific Information: abort() called Application Specific Signatures: NSInvalidArgumentException Application Specific Backtrace 0: 0 CoreFoundation 0x00007ff8086186d6 exceptionPreprocess + 242 1 DVTFoundation 0x000000010ded4173 DVTFailureHintExceptionPreprocessor + 448 2 libobjc.A.dylib 0x00007ff8080ffc00 objc_exception_throw + 62 3 CoreData 0x00007ff80f587f49 -[NSPersistentContainer loadStoreDescriptions:withCompletionHandler:] + 745 4 CoreData 0x00007ff80f336a75 -[NSPersistentContainer loadPersistentStoresWithCompletionHandler:] + 421 5 XcodeCloudKit 0x0000000122d8b178 $sSo21NSPersistentContainerC13XcodeCloudKitE24xcc_loadPersistentStoresSo0A16StoreDescriptionCyYaKFTY0 + 392 6 XcodeCloudKit 0x0000000123038b41 $s13XcodeCloudKit11PersistenceO8CoreDataO11CoordinatorV4load33_18A3EDB99D4ACDAD00E5493367C885E4LL9containerySo21NSPersistentContainerC_tFyyYacfU0_TQ1 + 1 7 XcodeCloudKit 0x0000000122a40ca1 $s12XcodeCloudUI5AlertV6ButtonV0aB3KitE12editWorkflow5forId9workspace6windowAESS_xSo8NSWindowCtAF17WorkspaceProviderRzlFZyyYbScMYccfU_yyYacfU_TATQ0 + 1 8 XcodeCloudKit 0x0000000122a85ec1 $sxIeAgHr_xs5Error_pIegHrzo_s8SendableRzlTR10Foundation3URLVSg_Tg5TQ0_ + 1 9 XcodeCloudKit 0x0000000122b4f941 $s13XcodeCloudKit5StoreC17UpdateCoordinatorC11updateTeams33_E402E4AAA8712E61E54F530D6C0BBC6ALL12teamSessionsySayAA11TeamSessionCG_tYaKFyScgyyts5Error_pGzYaKXEfU_yyYaKcfU_TATQ0_ + 1 10 libswift_Concurrency.dylib 0x00007ffd0e1fb441 _ZL23completeTaskWithClosurePN5swift12AsyncContextEPNS_10SwiftErrorE + 1 Thread 0:: Dispatch queue: com.apple.main-thread 0 libswiftCore.dylib 0x7ff819ddd124 swift_conformsToProtocolMaybeInstantiateSuperclasses(swift::TargetMetadataswift::InProcess const*, swift::TargetProtocolDescriptorswift::InProcess const*, bool)::$_1::operator()((anonymous namespace)::ConformanceSection const&) const::'lambda'(swift::TargetProtocolConformanceDescriptorswift::InProcess const&)::operator()(swift::TargetProtocolConformanceDescriptorswift::InProcess const&) const + 4 1 libswiftCore.dylib 0x7ff819ddc1af swift_conformsToProtocolMaybeInstantiateSuperclasses(swift::TargetMetadataswift::InProcess const*, swift::TargetProtocolDescriptorswift::InProcess const*, bool) + 3359 2 libswiftCore.dylib 0x7ff819dda56e swift_conformsToProtocol2 + 78 3 SwiftUICore 0x7ffb12e7da7c 0x7ffb12a27000 + 4549244 4 AttributeGraph 0x7ff919e5934c AGTypeApplyFields2::Visitor::visit_field(AG::swift::metadata const*, AG::swift::field_record const&, unsigned long, unsigned long) + 98 5 AttributeGraph 0x7ff919e51f4e AG::swift::metadata::visit(AG::swift::metadata_visitor&) const + 774
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Creating an installer for a V3 AudioUnit
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?
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XCode connection to local git server via ssh and certificate broken
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.
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App is crashing when using "withCheckedContinuation" in Xcode 15 beta 5
We are experiencing an issue with withCheckedContinuation in our Swift project. Our implementation was working perfectly in a previous version of Xcode and continues to work in the simulator. However, it fails to work on a real device. Here’s a brief description of the problem: • Environment: - Xcode Version: Xcode 16.0 Beta 5 - Swift Version: Swift 5 - OS: IOS18 beta 5 • Problem: The code using withCheckedContinuation behaves as expected in the simulator but fails on a physical device. We are receiving a “bad access to memory” error when running on a real device. • What We’ve Tried: 1. Verified that the code works in previous Xcode versions. 2. Tested on different simulators, where it runs without issues. 3. Checked for any obvious errors in memory handling or threading. Code Example: Here’s a simplified version of the problematic code: var body: some View { VStack { Text("Hello, world!") } .padding() .onAppear { Task { await self.checkTrialOrIntroductoryDiscountEligibilityAsync() } } } func checkTrialOrIntroductoryDiscountEligibilityAsync() async { return await withCheckedContinuation { continuation in checkTrialOrIntroDiscountEligibility() { continuation.resume() } } } func checkTrialOrIntroDiscountEligibility(completion: () -> Void) { completion() } }
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1.4k
Aug ’24
Official documentation for Instruments?
Can somebody help me find the official documentation for instruments? Google brings you to this forum, then the link at the top of this forum for Instruments documentation brings you to the Xcode page, which links to these Apple developer docs, wherein a search returns nothing for "Instruments". Searching these Xcode docs for "Instruments" returns only this specific use case on analyzing HTTP traffic.
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Instruments in Xcode 15.3 not showing symbols
When using Instruments in Xcode 15.3 on macOS Sonoma 14.3.1 symbols from system frameworks are not displaying. I've tried creating a template "App" project and running it on the iOS 17.4 simulator without any code changes and still am not seeing symbols so I can be sure it's not unique to my real-world project build settings. If I install Xcode 15.0 and run the same build in the same 17.4 simulator using Instruments 15.0 it shows thread names and symbols for UIKit and other frameworks but is still missing SwiftUI symbols. Instruments 15.3 Instruments 15.0 I've spent 2 days trying to narrow down why I couldn't debug my app and even deleted all my partitions and reinstalled macOS which didn't fix the issue.
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Mar ’24
Xcode messages
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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Xcode 16.0 (16A242d): xcodebuild fails due "INTERNAL ERROR: Uncaught exception"
Hi!, Did you experienced failure of xcodebuild tool in Xcode 16? I can't build from command line. It fails when I am trying to perform clean, build, test, etc. actions. macOS version: 14.7 (23H124) Xcode 16.0, Build version 16A242d My steps: sudo xcode-select -s /Volumes/Apps/Developer/Xcode/Xcode_15_4_0.app xcodebuild -showBuildSettings -workspace mc.xcworkspace -scheme AllNormalTests_macOS As result showBuildSettings is working as expected when using Xcode 15.4. Command line invocation: /Volumes/Apps/Developer/Xcode/Xcode_15_4_0.app/Contents/Developer/usr/bin/xcodebuild -showBuildSettings -workspace mc.xcworkspace -scheme AllNormalTests_macOS User defaults from command line: IDEPackageSupportUseBuiltinSCM = YES Build settings for action build and target Testability_macOS: ACTION = build AD_HOC_CODE_SIGNING_ALLOWED = YES AGGREGATE_TRACKED_DOMAINS = YES ALLOW_TARGET_PLATFORM_SPECIALIZATION = NO ALTERNATE_GROUP = staff ... Then: sudo xcode-select -s /Volumes/Apps/Developer/Xcode/Xcode_16_0_0.app xcodebuild -showBuildSettings -workspace mc.xcworkspace -scheme AllNormalTests_macOS As result error: Command line invocation: /Volumes/Apps/Developer/Xcode/Xcode_16_0_0.app/Contents/Developer/usr/bin/xcodebuild -showBuildSettings -workspace mc.xcworkspace -scheme AllNormalTests_macOS User defaults from command line: IDEPackageSupportUseBuiltinSCM = YES ** INTERNAL ERROR: Uncaught exception ** Uncaught Exception: -[NSTaggedPointerString unsignedIntegerValue]: unrecognized selector sent to instance 0xbe036b67f7528701 Stack: 0 __exceptionPreprocess (in CoreFoundation) 1 objc_exception_throw (in libobjc.A.dylib) 2 -[NSObject(NSObject) __retain_OA] (in CoreFoundation) 3 ___forwarding___ (in CoreFoundation) 4 _CF_forwarding_prep_0 (in CoreFoundation) 5 -[DVTDeviceManager _startObservingDevice:] (in DVTFoundation) 6 -[DVTDeviceManager _adjustAvailableDevicesForChangeKind:addedObjects:removedObjects:] (in DVTFoundation) 7 __42-[_DVTDeviceLocatorTracker startObserving]_block_invoke (in DVTFoundation) 8 -[DVTObservingBlockToken observeValueForKeyPath:ofObject:change:context:] (in DVTFoundation) 9 NSKeyValueNotifyObserver (in Foundation) 10 NSKeyValueDidChange (in Foundation) 11 NSKeyValueDidChangeWithPerThreadPendingNotifications (in Foundation) 12 __62-[DVTiPhoneSimulatorLocator _startLocatingDevicesInDeviceSet:]_block_invoke_2 (in IDEiOSSupportCore) 13 __DVT_CALLING_CLIENT_BLOCK__ (in DVTFoundation) 14 ___DVTAsyncPerformBlockOnMainRunLoop_block_invoke (in DVTFoundation) 15 __CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ (in CoreFoundation) 16 __CFRunLoopDoBlocks (in CoreFoundation) 17 __CFRunLoopRun (in CoreFoundation) 18 CFRunLoopRunSpecific (in CoreFoundation) 19 +[DVTKVOConditionValidator waitForCondition:sourceObject:keyPathAffectingConditionBlock:timeout:] (in DVTFoundation) 20 -[Xcode3CommandLineBuildTool _resolveInputOptionsWithTimingSection:] (in Xcode3Core) 21 -[Xcode3CommandLineBuildTool run] (in Xcode3Core) 22 XcodeBuildMain (in libxcodebuildLoader.dylib) 23 -[XcodebuildPreIDEHandler loadXcode3ProjectSupportAndRunXcode3CommandLineBuildToolWithArguments:] (in xcodebuild) 24 -[XcodebuildPreIDEHandler runWithArguments:] (in xcodebuild) 25 main (in xcodebuild) 26 start (in dyld) Abort trap: 6 Simple commands as shown below are working, but not typical build actions. xcodebuild -h xcodebuild -version xcodebuild -showsdks Thank you in advance!
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Playgrounds issue: Has to reload the puzzle every time we test code
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?
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