Hi there!
Back with Xcode 14 and iOS 16 there were two new app icon sizes introduced to iOS:
64pt @2x (128x128px)
64pt @3x (192x192px)
68pt @2x (136x136px)
What are those icons used for?
Neither the Xcode 14 release notes nor the Human Interface Guidelines are mentioning those sizes and what they are used for.
In previous Xcode versions the asset catalog had labels for each icon size. As Xcode 15 still doesn’t bring that feature back I’m still puzzled when those icon sizes are visible to the user.
Best! – Alex
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In Xcode 15.0.0 I have created a package using a template Swift Macro. I have named it 'MyMacroApple'. The template comes with #stringify macro so I have created an new app and named it 'MyMacroApp' then copy pasted the code from 'MyMacroApple' main.swift file
import MyMacroApple
let a = 17
let b = 25
let (result, code) = #stringify(a + b)
then I have added Local package dependency to the app project and selected package product 'MyMacroApple' of Library kind to my 'pocMyApp' target.
When I run the project I get the error: "No such module 'MyMacroApple'"
Hi friends,
I'm using XCode 14.3.1, and suddenly I can't build my app, I'm getting this errors:
`
Could not build the precompiled application for the device.
Error (Xcode): Undefined symbol: _FIRConsentStatusDenied
Error (Xcode): Undefined symbol: _FIRConsentStatusGranted
Error (Xcode): Undefined symbol: _FIRConsentTypeAdStorage
Error (Xcode): Undefined symbol: _FIRConsentTypeAnalyticsStorage
Error (Xcode): Undefined symbol: _FIRFirestoreErrorDomain
Error (Xcode): Undefined symbol: _GADAdLoaderAdTypeNative
Error (Xcode): Undefined symbol: _GADAdSizeFluid
Error (Xcode): Undefined symbol: _GADAdSizeFromCGSize
Error (Xcode): Undefined symbol: _GADCurrentOrientationAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADCurrentOrientationInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADErrorUserInfoKeyResponseInfo
Error (Xcode): Undefined symbol: _GADInlineAdaptiveBannerAdSizeWithWidthAndMaxHeight
Error (Xcode): Undefined symbol: _GADLandscapeAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADLandscapeInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingGeneral
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingMatureAudience
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingParentalGuidance
Error (Xcode): Undefined symbol: _GADMaxAdContentRatingTeen
Error (Xcode): Undefined symbol: _GADPortraitAnchoredAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _GADPortraitInlineAdaptiveBannerAdSizeWithWidth
Error (Xcode): Undefined symbol: _IsGADAdSizeValid
Error (Xcode): Undefined symbol: _NSValueFromGADAdSize
Error (Xcode): Undefined symbol: OBJC_CLASS$_AwesomeNotificationsFcmPlugin
Error (Xcode): Undefined symbol: OBJC_CLASS$_AwesomeNotificationsPlugin
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRAnalytics
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentChange
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentReference
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRDocumentSnapshot
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFieldPath
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFieldValue
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFilter
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFirestore
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRFirestoreSettings
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRGeoPoint
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRLoadBundleTaskProgress
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRQuerySnapshot
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRSnapshotMetadata
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRTimestamp
Error (Xcode): Undefined symbol: OBJC_CLASS$_FIRTransactionOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADAdLoader
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADAppOpenAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADBannerView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADDebugOptionsViewController
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADExtras
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADMobileAds
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdImageAdLoaderOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdMediaAdLoaderOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADNativeAdViewAdOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRequest
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRequestConfiguration
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRewardedAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADRewardedInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADServerSideVerificationOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GADVideoOptions
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMBannerView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMInterstitialAd
Error (Xcode): Undefined symbol: OBJC_CLASS$_GAMRequest
Error (Xcode): Undefined symbol: OBJC_CLASS$_GIDConfiguration
Error (Xcode): Undefined symbol: OBJC_CLASS$_GIDSignIn
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCameraPosition
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCameraUpdate
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCircle
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSCoordinateBounds
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMapStyle
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMapView
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMarker
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSMutablePath
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSPolygon
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSPolyline
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSServices
Error (Xcode): Undefined symbol: OBJC_CLASS$_GMSTileLayer
Error (Xcode): Undefined symbol: OBJC_METACLASS$_GADNativeAdView
Error (Xcode): Undefined symbol: OBJC_METACLASS$_GMSTileLayer
Error (Xcode): Undefined symbol: _kFIRFirestoreCacheSizeUnlimited
Error (Xcode): Undefined symbol: _kGADAdSizeSmartBannerLandscape
Error (Xcode): Undefined symbol: _kGADAdSizeSmartBannerPortrait
Error (Xcode): Undefined symbol: _kGIDSignInErrorDomain
Error (Xcode): Undefined symbol: _kGMSMaxZoomLevel
Error (Xcode): Undefined symbol: _kGMSMinZoomLevel
Error (Xcode): Undefined symbol: _kGMSTileLayerNoTile
Error (Xcode): Linker command failed with exit code 1 (use -v to see invocation)
Error launching application on MyPhone's iPhone.
`
Any idea how to fix this issue :( thanks in advance!
Application fails almost immediately after initial entry to rendering code.
Could not locate file '.' in bundle.
Class for component already registered
Registering library () that already exists in shader manager. Library will be overwritten.
Resolving material name 'engine:BuiltinRenderGraphResources/AR/suFeatheringCreateMergedOcclusionMask.rematerial' as an asset path -- this usage is deprecated; instead provide a valid bundle
What additional packages need updates to run successfully? I have updated the Xcode and other packages available in Beta set
Hello!
I've started preparing my project for Xcode 15 using Xcode 15 beta. However when I try to build for a simulator I always get this error:
Command ExtractAppIntentsMetadata failed with a nonzero exit code
This error does not occur when building for a physical device and the build finishes successfully.
I tried cleaning, deleting DD, reinstalling pods, nothing works.
From logs it happens on this step:
ExtractAppIntentsMetadata (in target 'AppName' from project 'AppName')
I have Xcode 15.0 beta (15A5160n) and the iOS 17.0 beta (21A5248u) simulator installed on macOS 13.4 (22F66). I have iPadOS 17.0 (21A5248v) installed on my 8th generation iPad, and developer mode is enabled. Whenever I connect via USB and attempt to pair in the Xcode Devices and Simulator window, I get the error "Unable to locate a valid DDI for the iOS platform."
I've tried unpairing and repairing multiple times. I've rebooted the iPad and my Mac. Nothing works.
We have an app that uses Siri Shortcuts in iOS 16. WWDC '23 announced more flexible shortcut phrase matching in iOS 17 when apps are built with Xcode 15 run on Sonoma. I've downloaded and installed (Xcode and Sonoma) and rebuilt the app. I've ensured that "APP_SHORTCUTS_ENABLE_FLEXIBLE_MATCHING = YES" in the Build Settings. Unfortunately the App Shortcuts Preview Window shows the following error when I click on my build "No Flexible Matching Assets - This target is for a platform which is not supported by Flexible Matching or does not have Flexible Matching enabled"
Other things I tried: I set our minimum deployment target to iOS 17 and built for an iOS 17 Simulator.
Any ideas on how to get flexible matching for shortcut phrases?
Hi,
I love the idea of the ImageResource struct and it is a great error reduction to automatically provide an ImageResource for every Image in the asset catalog. I immediately started to adopt it.
But I have a case where I would still need to have access to the name of the Image and the bundle. So I would suggest that you provide change the struct for ImageResource to have name and bundle as public getters. With this, there is still a safe way in the code to access the resource and still be able to use the name of the resource.
So instead of generating:
struct ImageResource: Hashable {
/// An asset catalog image resource name.
fileprivate let name: String
/// An asset catalog image resource bundle.
fileprivate let bundle: Bundle
/// Initialize an `ImageResource` with `name` and `bundle`.
init(name: String, bundle: Bundle) {
self.name = name
self.bundle = bundle
}
}
Just generate it as:
struct ImageResource: Hashable {
/// An asset catalog image resource name.
let name: String
/// An asset catalog image resource bundle.
let bundle: Bundle
/// Initialize an `ImageResource` with `name` and `bundle`.
init(name: String, bundle: Bundle) {
self.name = name
self.bundle = bundle
}
}
The same applies to ColorResource as well.
I have posted a feedback on this, but I am curious what others think about this? Am I the only one who still needs to have access to the name and the bundle of the ressource?
Hello, do the String Catalogs (new in Xcode 15) support Swift Packages?
I've tried adding a new Localizable.xcstrings (string catalog) file to my package's resources folder.
Great! I then see this screen:
All good so far.
I then try to go and build my Swift Package... and nothing changes. The string catalog is never populated and I'm left with the same screen as above.
So, do string catalogs not support packages at this time or am I doing something wrong?
I was really hoping String Catalogs would work and save the day since Export Localizations also does not work for Swift packages that don't support macOS. 😔
Hello , I am facing following error while building my project on xcode cloud using custom ci scripts .
Error:
ci_post_clone.sh script is failing with following error.
Run command: 'cd /Volumes/workspace/repository/ci_scripts && /Volumes/workspace/repository/ci_scripts/ci_post_clone.sh'
/Volumes/Task/ci_plan.env: line 2: unexpected EOF while looking for matching `''
/Volumes/Task/ci_plan.env: line 3: syntax error: unexpected end of file
Here is my script : ci_post_clone.sh
#!/bin/sh
touch availCert-dev.p12
touch availCert-qa.p12
touch availCert-stage.p12
touch availCert-prod.p12
ls -la
It also shows a warning message for shebang:
The ci_post_clone.sh is executable but exited with 1 exit code. Make sure a valid shebang line is specified if the file is a script and that the interpreter specified in the shebang line is supported on Xcode Cloud.
I will be appreciative for response on this issue.
Thank You
I installed Xcode 15 without downloading iOS 17 simulator. When I opened my iOS app project in it, Xcode showed "iOS 17.0 not installed". This is as expected. My question, however, is that after I connected my phone, it's shown in "Manage run destination", but not in Xcode deployment target selection list. Does anyone know if this is as expected? Do I have to install iOS 17 simulator to get my device shown in Xcode? Thanks.
The new test report, with the automatic video recording and scrubber, is great. I'm setting up different configurations for different languages to improve localization testing, but I was wondering if it was possible to make the simulator device type part of the configuration.
For example, I'd like to have a single test plan with an "iPhone 14" test plan, an "iPad Air" test plan, etc. Then I would just press Cmd-U, and Xcode would run through each device in sequence, leaving me with videos of each test run that I could review in the test report.
Is that possible?
Hey,
I'm trying the new strings catalog, and I have a script that I would like to run on the xcstrings json.
My question is there some documentation on the json format (what keys can it have, and values)?
Also, I didn't try it yet, but what if I set for example 50 languages and 1000 localization keys, is that json really scalable? It could grow quite large, would xcode still keep it as one big file, or it would somehow split it into chunks?
Would be happy for any info from the dev teams, thanks!
Is it possible to merge or split a string catalog? It doesn't seem possible now.
The workaround i use now is eidting the xcstrings file in TextEdit.
Hi.
I want to use OSLog. It is working as expected inside my controller. I can view all details in the console and can use "jump to source" and it jumps to the source code :) NICE
If I call this inside a package in side a static func like this
Package Example:
import OSLog
class A {
static func testLog(meesage: String) {
Logger(subsystem: "Test", category: "console").info("\(message)")
}
}
I can the message inside the console but "Jump to soure" is not working. Only a ?
appears on screen.
Did I miss anything ?
Hi
Is anyone aware of a way to emulate the digital crown within the Vision Pro Simulator? I've tried various key/scrolling combinations without any luck.
I am interested to see how the progressive immersion mode works.
Thanks
The need is to persist between launches the state of storyboard objects such as of type UISwitch, UITextField, etc. Can this be done using @AppStorage? If so how can @AppStorage be set to watch these?
I tried getting @AppStorage to watch an outlet class member variable that is connected to the storyboard object:
@IBOutlet weak var iPhoneName: UITextField!
@AppStorage("iPhoneName") var iPhoneName: String = ""
This got an error because the variable to be watched is already declared.
I decided to make the the watched variable different than the one connected to the Storyboard's UITextField object:
@AppStorage("iPhoneName") var striPhoneName: String = ""
and got the error: Unknown attribute 'AppStorage' . In what import library is @AppStorage defined?
If @AppStorage cannot be used for this, what is the easiest way to code storyboard object persistence? I am looking for an easy, and quick way. I am not concerned with memory usage right now.
Throughout the WWDC guides and videos, Apple claims existing iOS and iPadOS apps will run in the visionOS Pro Simulator "unmodified." But none of my existing UIKit apps do.
xrOS is installed and it does run for new project templates. But even after making sure "Apple Vision (Designed for iPad)" is added to my project settings, the destination never appears in the picker UI.
What is Xcode detecting? If existing apps must be using SwiftUI or somesuch, then Apple needs to state that as a requirement.
And if that is the case, is there a migration example of meeting this requirement without breaking or rewriting my apps?
According to the WWDC202310224 "Simplify distribution in Xcode and Xcode Cloud" video, there are two questions about my development process.
First, the developer must use "Development Profile" to config Signing & Capability instead of "Developer ID Application profile" for building Applications?
shown as the pictures below
Second, after build application successfully with "Development Profile", process Product -> archive will fail with "Command SetOwnerAndGroup failed with a nonzero exit code"
error message, I have no idea how to solve this problem.
Cloud you please tell me how to successfully archive the DriverKit application step by step and further directly distribute Application ?
Thanks for your helpful support.
I have chronic problems with the connection between Xcode and my phone.
I plug the phone in and Xcode says "Waiting for phone to unlock", but the phone is already unlocked. I try locking and unlocking it, but nothing happens.
If I can get past this problem by disconnection and reconnecting the phone a couple of times, it gets into the "downloading symbols" phase and never gets out of it.
Finally, even though I have checked the "Connect via network" option, it never works, and I can never connect unless I plug in the phone with a USB cord (yes, the phone and the computer are on the same Wifi network).
Some days this is just an annoyance, but some days (like today) I really need to test something on my phone for a customer who's waiting for it, and I cannot. The thing I'm trying to test involves sending text messages so I can't use the simulator or even an iPad. What can I do to debug this problem?