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Xcode Cloud build gets stuck after completion?
Recently, I have trouble with my Xcode Cloud builds, where they seemingly complete, but the very final step does not happen. I am building from the same codebase for both macOS and iOS (I have two “Archive” steps in my workflow, one for iOS and one for macOS). The iOS one usually completes fast without problems. The macOS log ending looks like this, and remains stuck forever, with the macOS build in the “spinning progress” state and never completing. Is there something I can do on my end to make this work better? I would not want to go back to manual builds, Xcode Cloud is convenient and was working well for a while, but this is really annoying lately.
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2.1k
Nov ’22
Instruments cannot find binary for disassembly
Since version 14, Instruments cannot find the binary to show disassembly of executable or library. It says: Error - Binary file for selected symbol is expected to be here: /Users/<user>/Library/Developer/Xcode/DerivedData/<project>/Build/Products/Release/<project>. The thing is that the path shown by Instruments is actually the right one, and of course the binary exists in this directory. Am I missing something somewhere ?
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2.1k
Nov ’22
Keyboard on Xcode Previews
Hey guys, anybody knows how to fix issues with the keyboard on Xcode in preview mode? it used to work well for me but has now stopped working, see details. Problem statement: Cannot use the keyboard in previews. For example, typing in a textfield does nothing. Everything works well in simulator. Environment: macOS Monterey 12.6 Xcode 14.1 Thanks in advance for your input.
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1.6k
Nov ’22
XCode 14.1: Stuck at "Launching Application" after building the project
Hello team, On Xcode 14.1, After building the project and when the simulator launches, it shows blank black screen. Here steps to reproduce: build the project with fresh device. Try changing the language to French in device settings Device should launch in French language. Instead, it loads and goes blank (blank screen) Quit the simulator (XPC error is displayed) and rebuild the project using the same simulator device. Build succeeds and simulator launches, but has blank screen on simulator. Xcode is stuck at "Launching Application" Is this a known issue? Has anyone experienced the same? How can I fix this? Stack (https://stackoverflow.com/questions/74315983/xcode-stuck-on-launching-application) says its a bug, so posting here for recommendations
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45k
Nov ’22
Command CodeSign fails because of two Apple Worldwide Developer certificates
I have an Apple Development certificate issued by: Apple Worldwide Developer Relations Certification Authority (until February 20, 2030). From time to time the Xcode build fails and I see that my certificate is invalid. In this situation, I see two "Apple Worldwide Developer Relations Certification Authority" certificates. One is valid until 2030 and the other is valid until 2023. When I remove the second one (until 2023), my Apple Development certificate becomes valid and the build goes fine. But after a while CodeSign fails again, and I have to remove the second certificate again to build the application. Seems to be that second certificates is auto downloaded by Xcode, how can i fix it?
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2.4k
Nov ’22
Clearing activation lock returns 404
For the past 2+ years I have been using the same process/code to enable and disabling/clearing activation lock from a device and since last week trying to clear the code is returning a 404 error response: <head> <title>404 Not Found</title> </head> <body> <center> <h1>404 Not Found</h1> </center> <hr> <center>Apple</center> </body> </html> I can confirm that the request looks ok and all the necessary params are being sent as expected.
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1.4k
Dec ’22
In Xcode Cloud the archiving process keeps failing due to time out.
Every time I the Xcode Cloud want to archive the project, after 30 minutes it says "The step invocation hit a user timeout. The xcodebuild archive invocation timed out. No activity has been detected on stdout, stderr or the result bundle in 30 minutes." I added a step before archiving to build the project and it was ok. Do you have any suggestions on why this keeps happening? It happens constantly to me.
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2.0k
Dec ’22
XCODE 14.1 stuck on "launching application" Mac M1
After updating my Xcode, my Xcode is always stuck on "launching app" and the simulator is on a black screen every 2nd time I run the code. Steps to duplicate. Close the simulator Build and run code Here, Xcode runs the code perfectly. After I made changes in the code and re-ran the code, Xcode is now stuck on "launching app" and the simulator is on a black screen To rerun the code, I would have to go back to step 1 again to run the app on the simulator. Does anyone have an idea of how I can fix this? I tried removing derived data, and changing simulators, doing sudo xcrun simctl erase all in the terminal but didn't fix the issue.
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3.2k
Dec ’22
TestFlight shows iOS app supports macOS, but still says its iOS only
Initially I removed the macOS support for my iPhone app. Now I want to enable it, so I enabled macOS Designed for iPad in Xcode, and also enabled macOS in App Store Connect for the app. In TestFlight on macOS it shows "Requires macOS and a Mac with Apple Silicon chip" but still lists it under IOS only Apps. (My Mac is Mac Book Air M1, macOS 13.1). I have another simple app which I created and it works just fine and I can't find any difference in the build setup between the two. I have verified the App works well with Mac (Designed for iPad) simulator so the App do work on macOS that much is certain. So my question is how can I enable macOS for an IOS app that previously was only built for iPhone/iPad. Either I'm missing a step or there is a bug lurking here. As it is now I am not able to install the app on macOS from TestFlight. Thanks, Marcus
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1.8k
Dec ’22
QUARANTINED DUE TO HIGH LOGGING VOLUME
Hello I´m developing an App which has a Tableview populated with some data and by the time I push a button the get this data to obtain other variables an populate the tableview again the app freezes and this message appears on Xcode right lower window: QUARANTINED DUE TO HIGH LOGGING VOLUME. Xcode 14.2 the message appears when the app is running on simulator and also when running on device. Any clue? Thank You Juan
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1.8k
Dec ’22
Xcode Cloud "The bundle version must be higher than the previously uploaded version."
I am getting an error on Xcode Build The bundle version must be higher than the previously uploaded version. I am at a loss. My bundle version is set at 20. The latest version uploaded has bundle version 18. The project is clearly higher than the most recently uploaded version. What am I doing wrong? I tried setting the Bundle version in both the General tab for the target, in the Build Settings and in the Info.plist. Which takes precedence? Fastlane reports the current build version as 18 on TestFlight. Confusingly, throughout Xcode, Bundle Version is variously referred to as both 'Bundle Version' and 'Current Project Version', and is 'Build' on App Store Connect. App Store Version is variously referred to as 'Version', 'Bundle version string (Short)', and 'Marketing Version'.
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4.7k
Jan ’23
_dispatch_client_callout crash
I received the attached crash report. The problem is that the crash report does not contain the abort reason - it appears to be thrown in the GCD library with no additional information. Is it a possible deadlock? 2023-02-15_02-40-23.0077_+0100-94015bd052c4005658221a5e6279f28a75b9e92c.crash Any ideas?
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1.8k
Feb ’23
plugin targets missing from swift-format dependency
So I've added swift-format as one of my dependencies to my own swift package so that I can use their lint swift package plugin. Here is my Package.swift: // swift-tools-version: 5.7 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: "EssentialFeed", platforms: [ .iOS(.v16), .macOS(.v13), .macCatalyst(.v16), .tvOS(.v16), .watchOS(.v9) ], products: [ // Products define the executables and libraries a package produces, and make them visible to other packages. .library( name: "EssentialFeed", targets: ["EssentialFeed"]), .library( name: "EssentialFeedTestHelpers", targets: ["EssentialFeedTestHelpers"]), ], dependencies: [ .package(url: "https://github.com/apple/swift-format", .upToNextMajor(from: "0.50700.1")), ], targets: [ // Targets are the basic building blocks of a package. A target can define a module or a test suite. // Targets can depend on other targets in this package, and on products in packages this package depends on. .target( name: "EssentialFeed", dependencies: [], plugins: [ .plugin(name: "LintPlugin", package: "swift-format"), .plugin(name: "FormatPlugin", package: "swift-format"), ] ), .target( name: "EssentialFeedTestHelpers", dependencies: []), .testTarget( name: "EssentialFeedTests", dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]), .testTarget( name: "EssentialFeedAPIEndToEndTests", dependencies: ["EssentialFeed", "EssentialFeedTestHelpers"]), ] ) I get the following error when pulling this package: product 'LintPlugin' required by package 'essentialfeed' target 'EssentialFeed' not found in package 'swift-format'. But if you look at swift-format's Package.swift, you can see the plugins exist.
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1k
Feb ’23
PencilKit's PKToolPicker shows normally on iOS, but not on Mac Catalyst.
DemoCode: import SwiftUI import UIKit import PencilKit class PencilKitViewController: UIViewController, PKCanvasViewDelegate, PKToolPickerObserver {       lazy var canvasView: PKCanvasView = {     let canvasView = PKCanvasView()      canvasView.drawingPolicy = .anyInput      canvasView.translatesAutoresizingMaskIntoConstraints = false      return canvasView    }()       lazy var toolPicker: PKToolPicker = {     let toolPicker = PKToolPicker()     toolPicker.showsDrawingPolicyControls = true     toolPicker.addObserver(self)     return toolPicker   }()       let drawing = PKDrawing()       override func viewDidLoad() {     super.viewDidLoad()     canvasView.drawing = drawing     canvasView.delegate = self     view.addSubview(canvasView)   }       override func viewDidLayoutSubviews() {     super.viewDidLayoutSubviews()     canvasView.frame = view.bounds   }       override func viewDidAppear(_ animated: Bool) {     super.viewDidAppear(animated)     toolPicker.setVisible(true, forFirstResponder: canvasView)     toolPicker.addObserver(canvasView)     canvasView.becomeFirstResponder()   }       // canvas   func canvasViewDrawingDidChange(_ canvasView: PKCanvasView) {     print("drawing")   }       func canvasViewDidFinishRendering(_ canvasView: PKCanvasView) {         }       func canvasViewDidEndUsingTool(_ canvasView: PKCanvasView) {         }       func canvasViewDidBeginUsingTool(_ canvasView: PKCanvasView) {         } } // UIRepresentable for SwiftUI struct PencilKitView: UIViewControllerRepresentable {       class Coordinator {     var parentObserver: NSKeyValueObservation?   }       var onSubmit: ((UIImage?, Error?) -> Void)? = .none       func makeUIViewController(context: Context) -> PencilKitViewController {     let pencilKitViewController = PencilKitViewController()     context.coordinator.parentObserver = pencilKitViewController.observe(\.parent, changeHandler: { vc, _ in      })     return pencilKitViewController   }       func updateUIViewController(_ uiViewController: PencilKitViewController, context: Context) {   }       func makeCoordinator() -> Self.Coordinator { Coordinator() } } struct ContentView: View {       var onSubmit: ((UIImage?, Error?) -> Void)? = .none       var body: some View {       PencilKitView()   } } struct ContentView_Previews: PreviewProvider {   static var previews: some View {     ContentView()   } } iOS: macCatalyst:
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1.8k
Mar ’23
Can't capture metal GPU workload — Capturing MTLPipelineLibrary is not supported.
I'm trying to debug my metal shaders in Xcode 14.2. However clicking "Capture metal GPU" while debugging recently started showing the following error: Capturing MTLPipelineLibrary is not supported. Unsupported method: -[MTLDevice newPipelineLibraryWithFilePath:error:] To enable capturing, disable calls to unsupported APIs and relaunch your application. I can't find any info about MTLPipelineLibrary or how to disable it. I've also confirmed that Metal GPU Frame Capture is enabled in my build What's causing this issue and how can I work around it so I can debug my shaders again?
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3.1k
Mar ’23