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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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Xcode 15 & 16: macOS app suddenly stops running in simulator
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.
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Issue with Xcode 16 - Errors When Splitting Code for Widgets
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!
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Xcode 16 build fails randomly with
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 :(
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Xcode build time frustration
We have a Xcode project consisting of: A mix of Swift and Objective-C code app code ~ 1600 source files. Roughly around 35 {XC}Frameworks. Some of them are binary and some of them are getting built as a dependency to our app, etc. Binary libraries. Most of the frameworks built together with app code are Objective-C or Swift-based, which have their own amount of sources files and framework dependencies. The binary frameworks mostly contain cross-platform C++ code. Our (the poor developers) frustration is that almost all time when we do a insignificant change (or even just tap Cmd-R without any changes) in Swift-file or Objective-C file (.m) and then build again then big sh*t show starts again... For example: Frameworks may get rebuilt even though they are not touched. Tons of app-level files get built again even though no interface changes, etc. was made. Module verifier keeps verifying modules not touched at all, which takes really long time. Xcode 16 didn't seems to improve the situation - on the contrary. Example of an untouched framework that for unknown reason goes trough this every time we build: I know it is hard to come with ideas to solve this for an unknown larger project. But do other people with similar-size projects also experience this or is re-building not an issue for you? Cheers!
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why does apple not respond to developer help?
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 ?
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"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!
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Continuous Devicectl Errors: CoreDeviceError 3002, 12010, and 1000 with iOS 18.1/iPadOS18.0
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!
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Can't disable "Connect via Network"
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?
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[Xcode Instruments][Allocations] Chart not showing any data
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
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How subscriptions are implemented in Patreon?
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?
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Can't find the option to review and accept the updated license agreement in my login as Account Holder
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
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XCode does not recognize my iPhone
I'm trying to run my app on my iPhone and XCode is unable to detect it. Versions (as of time of writing, these are all the latest versions) XCode: 15.0.1 iOS: 17.1.2 macOS: Sonoma 14.1.2 What I've tried Updating all hardware to the latest versions. Restarting all hardware. Clearing cache/derived data. Using different USBC ports/cables. Using the XCode 15.1-Beta 3 (the latest beta) Clearing trusted computers and re-trusting Disabling Multipath Networking (solution for someone else on the dev forums) Creating a brand new xcode project. Disabling all wifi/bluetooth and reconnecting Using different wifi networks Calling mac support (they directed me back here) Scouring forums What happens I start by disconnecting my phone from my computer, clear trusted computers, restart xcode, and start (basically) from a completely blank slate. First I open XCode to my project. Then I connect my iPhone via USBC. I see that XCode says "iPhone not eligible while pairing in progress" (or something like that). I see on my phone that I must trust this computer, I hit trust, I enter my phone's passcode, then that disappears on my phone, and in XCode the message about eligibility disappears. I then click on the device selector to choose between either a simulator or a hardware device and under hardware I only see a message that says "No eligible devices connected to my mac". If I open the "Manage Run Destinations" organizer I see all the simulators there in the simulators tab, but when I go to the Devices tab, I see nothing. Sometimes when I go through this process, I can get a banner to appear up top, but still no device shows up on the left. The banner will show me that it is indeed my iPhone, but it will be missing information like "Serial Number" or "Capacity". Here's a screenshot of what I see. Keep in mind, this banner up top does not always show up when I go through this process. iPhone CAN be detected on my other laptop When I do this exact same thing on my other laptop, everything works just fine. Here are the specs I'm running on that laptop. (using the same cable/wifi network/etc) XCode 15.0.1 macOS: Ventura 13.6.1 iPhone 17.1.2 (I'm using the same iPhone) The only difference here being the macOS version. However, the problem started on my "broken" computer while I was running a previous major macOS version. This problem is actually what prompted my to do a system update to Sonoma. Please for the love of god, halp!!!
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Dec ’23
Current iOS 17.6.1 Restore images useless
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?
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How to prevent duplicate resource bundles from SPM dynamic framework in app extensions?
We use a local swift package in 6 of our app extensions. The product from the local package that we link to each app extension is a dynamic framework. And while the dynamic framework is copied into the final app bundle once, the resource bundles of each target that comprise the dynamic framework is copied into each app extension. I'd much rather have the bundles be copied into the dynamic framework once to prevent app bloat. Here is a visualization of the issue: . └── MyApp.ipa/ ├── MyApp (executable) ├── MyDynamicFramework_TargetA.bundle ├── MyDynamicFramework_TargetB.bundle ├── MyDynamicFramework_TargetC.bundle ├── Frameworks/ │ └── MyDynamicFramework.framework/ │ ├── TargetA │ ├── TargetB │ └── TargetC └── PlugIns/ ├── Widgets.appex/ │ ├── MyDynamicFramework_TargetA.bundle │ ├── MyDynamicFramework_TargetB.bundle │ └── MyDynamicFramework_TargetC.bundle ├── Intents.appex/ │ ├── MyDynamicFramework_TargetA.bundle │ ├── MyDynamicFramework_TargetB.bundle │ └── MyDynamicFramework_TargetC.bundle ├── IntentsUI.appex/ │ ├── MyDynamicFramework_TargetA.bundle │ ├── MyDynamicFramework_TargetB.bundle │ └── MyDynamicFramework_TargetC.bundle ├── NotificationContent.appex/ │ ├── MyDynamicFramework_TargetA.bundle │ ├── MyDynamicFramework_TargetB.bundle │ └── MyDynamicFramework_TargetC.bundle ├── RichPushContent.appex/ │ ├── MyDynamicFramework_TargetA.bundle │ ├── MyDynamicFramework_TargetB.bundle │ └── MyDynamicFramework_TargetC.bundle └── NotificationService.appex/ ├── MyDynamicFramework_TargetA.bundle ├── MyDynamicFramework_TargetB.bundle └── MyDynamicFramework_TargetC.bundle Notice that the resource bundles of Target A, B, and C are copied multiple times causing an unhealthy app size. I'd either like the resource bundles to be copied into MyDynamicFramework or copied once into the app bundle and let the app extensions reference them. Given the SPM + Xcode linking is a black box for the most part, how would I accomplish this?
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Mar ’24
Xcode 14.3.1 for Ventura 13.6.9
Where do I download this version of Xcode? Xcode 14.3.1 Or whatever is the latest version for Ventura 13.6.9 I'm trying to learn Unreal Engine which is asking for Xcode to be installed. When I got to the app store I get an error: "Xcode can’t be installed on “2017 iMac27” because macOS version 14.5 or later is required." Please advise Thanks
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cannot open Runner.xcworkspace
I cannot open the Runner.xcworkspace on xcode even though i have tried everything (all ran with cleaned and not cleaned derived data) -i am running xcode on the latest version -tried deleting/installing again/updating pods more than enough times -tried opening from terminal/xcode/finder (all end up either opening Runner.xcodeproj or not opening at all) what are other options left to do ?
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Pls validate workaround for Predictive Code n/a on external boots
What minimal changes can I make to use Xcode 16+ predictive code completion (PCC) when I've been booting from external drives (on the same apple-silicon machine)? PCC says it requires booting from an internal drive. I boot from external for a host of reasons that aren't going to change, but need to investigate whether/how I should accommodate PCC. I haven't found technical communications on PCC requirements, and I hate to guess (wrong) because OS/workflow reconfiguration is hard and disruptive. So this post is to ask whether my approach would work, or if there's a better one. I hope to continue using the external for the user home directory, the installed Xcode application, and Xcode temporary files (and of course the projects and artifacts). (a) Does the "internal drive" requirement extend only to booting, or also to installing Xcode or situating the user HOME dir? (b) Can one use the same external HOME directory for a user booting alternately from an internal and external drives? I would doubt it since the OS's would conflict e.g., in the HOME/Library state. So I assume that means we use separate HOME dir's, but link key user HOME directories to external/real HOME (git, etc. - also .ssh?). Then OS's have distinct views, but user has mostly common view. (Assuming user always codes/builds for least-common-denominator.) Aside: is it possible to redirect the system var/temp to an external? (c) Xcode signing for the same machine/CPU seems locked to a specific OS. I.e., to switch between OS drives but do code signing in Xcode, I've had to re-issue a certificate. (c-1) Is that avoidable? (c-2) Can I somehow maintain a per-machine certificate, and toggle between them? (c-3) Is that process made possible or impossible if Xcode is always pointing at the same Derived-Data/Archives directories? Is there any way to make it semi-automatic, once configured? Thank you! (I didn't see any forum tag for PCC.)
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