Hi everyone,
I’m currently learning Swift application development for Apple devices and I’m eager to get the latest knowledge and features that Apple offers. My goal is to test sample apps on my iPhone, primarily for learning, and I have no intention of selling or publishing anything on the iOS App Store.
I’m curious if I am legally allowed to join the Apple Developer Program given that I’m on a UK skilled worker visa. Would this impact my ability to enroll?
Thanks for your help!
Apple Developer License
UK Skilled Worker Visa: https://www.gov.uk/skilled-worker-visa
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I am trying to add an XCUITest target to an existing application. When I try to run the tests, I get the error "Invalid configuration: MyProjectUITests sets both USES_XCTRUNNER and either TEST_HOST or RUNTIME_TEST_HOST".
I have seen information stating that it might be because I have multiple apps built from different build configurations in the same scheme, but I could not resolve the issue with any of the suggestions I saw.
I've attached a screenshot of the error message and a link to a project stripped down to just the existing configuration to help with diagnosing this issue. I would really love to be able to get some UI tests running.
My Project
There are CarPlay resources from Apple (https://developer.apple.com/documentation/carplay/) but it seems entirely geared towards iOS app development.
Are there any resources or documentation that help with CarPlay integration on the vehicle/head unit side of things? I believe you need to download the CarPlay Communication Plug-In and integrate that with the head unit platform and applications, but there isn't much documentation that comes along with the Plug-In .zip download.
Is there a different place where resources for head unit developers is located?
I’ve recently begun learning how to utilize Xcode. I have an app in Xcode that closely resembles the iOS App template. Whenever I initiate a build, it successfully completes, but it never finishes installing views into the iOS Simulator. This issue is also present when I attempt to preview the app within the Xcode editor.
I am currently using a 2020 MacBook Air (M1). Have you encountered a similar problem? If so, how did you resolve it?
[Written using Apple Inteligence Writing Tools]
Have been using Xcode 16.0 on this Mac successfully but now Xcode won't open. The welcome screen appears but the rotating indicators run apparently forever. MacBook Air recently updated to Sequoia 15.0
When using rvictl, I notice that it creates 2 interfaces. One of which establishes a link local connection between the iPhone and the Mac. What is this connection for? Why is it so talkative? and why can I only bring one of the created interfaces down but not the other?
When I try to bring down the interfaces with the ifconfig enX down command it stops the DHCP requests and several TCP DUP ACK, but the other interface is persistent and will not stop talking.
Can someone explain what type of traffic is being transmitted between the Mac and the iPhone?
Recently, we reworked a crucial part of our app and managed to half the amount of CPU cycles our app requires (according to Xcode Instruments).
Nonetheless, when using the Time Profiler component in instruments, it shows that the CPU time spent was either higher or the same (depending on execution).
The main time-consuming factor here: libsystem_pthread.dylib - the amount of CPU time spent by this library has doubled from original implementation to reworked implementation.
Therefore, I'm having a few questions:
How should I interpret this result?
How is this even possible if the CPU clock cycles halved?
What is the better metric here, the CPU cycles or the time profiler?
How can I reduce the impact of that said library? What does that library do and how can I influence its performance?
Thanks in advance.
I’ve developed an Apple Watch extension for an existing iOS app. When I run the app on the watch via Xcode using the simulator, everything works fine. However, when I try to install it on my iPhone, the Watch app doesn’t show it in the "Available Apps" list, so I can't install it on the watch.
The Apple Watch is connected to my iPhone, and I can see other apps available for installation without any issues.
I also created a brand new project with watchOS support to troubleshoot, but the same problem occurred.
Any ideas on how to resolve this?
Hi.
I created a Message Filter Extension target to filter spam sms messages, deferring the request to my backend. The extension makes the call and send this payload:
POST /server-endpoint HTTP/1.1
Accept: */*
Content-Type: application/json; charset=utf-8
Content-Length: 148
{
"_version": 1,
"query": {
"sender": "14085550001",
"message": {
"text": "This is a message"
}
},
"app": {
"version": "1.1"
}
}
My question is, is possible modify this payload to send the "receiver" number (is possible get the receiver number in this extension?), or use an identifier, to let my backend know which user number the filter was applied to.
I think is impossible because the extension makes the call and create the payload, and I don't see anything in docs to add other prop, but there's other way to know the "receiver" number of the sms?
Thanks:)
Hi, the really handy shortcut to refresh the preview canvas in Xcode via keyboard shortcut option+command+p is not available anymore (!?!?).
Also the menu-entry 'Canvas' in the previous versions <16.1 is not anymore.
Did I miss any option to enable this again or was this some kind of silly cleanup driven by Apple?
Hi,
I am encountering a linking issue with a project for an iOS .NET MAUI application that I am developing using Visual Studio 17.11.4. This project includes a custom static library (.a). The custom static library (.a) depends on the libxml2 library. However, it appears that libxml2 is not included in Xcode 15.4 (Sonoma OS), resulting in the following error:
error : Undefined symbols for architecture arm64:
error : "_xmlBufferCreate", referenced from: ....
I have set the following additional arguments for compilation: -cxx -gcc_flags "-lz -lxml2".
Despite my efforts to install libxml2 using Homebrew, I have not been successful.
Could you please advise on how I can resolve this issue? Specifically, what is the path that Xcode uses to include libxml2?
I want to use createML to generate an image recognition model. This works when I put the images in separate sub-folders. But my data consists of many images in one folder with a spreadsheet index of the photos according to several different attributes. I suppose I could write a script to move the images into the correct folders, and repeat this for each of the attributes. But I was hoping there’s a way of doing this directly in createML since I’m sure it’s a common requirement.
Anyone know if createML can do this or does anyone know of an app that would save me writing the script?
Hello, I'm a software developer, my teammates and I have developed a mobile application, we want to share it on the Apple Store, but we can't buy a developer account, it doesn't accept our credit cards in any way, Apple support team in my location can't help, how can I buy a developer account?
I have Xcode 16 and iPadOS 18.0
I am trying other connect the iPad to Xcode.
It started with preparing iPad and
Xcode will continue when the operation completes.
It hangs now for 2 hours. What is wrong with it?
There is lot of space at the iPad
IOS 18.0 (22A3354)
Pad Pro (11-inch) (2nd generation)
It worked earlier with Xcode 15 and iPadOS 17
I have a small Swift command line tool for MacOS.
I have added a small demo CoreML model to the project and can correctly load the model in Swift like let model = try! Matcher_512x256().
However, once I add a single C++ or Objective C file to the Compile Sources of my build target, the compilation fails with an error stating that the model cannot be found: "...ModelAndCpp/ModelAndCpp/main.swift:11:18 Cannot find 'Matcher_512x256' in scope".
Please help me resolve this. Does XCode change into a different "compilation mode" once a C++ file is present which might cause this error? XCode version is 16A242d.
I can reproduce the issue with a tiny repository (5 small files) which I have uploaded here on GitHub.
To reproduce the issue, simply remove the .m and .cpp files from Compile Sources to compile correctly, or add one of them to get the error.
Thank you and best regards,
Manuel
Hello!
I have been successfully building out my Xcode project in the past few months to my iPhone 15. I recently got a new iPhone 16 pro and have been having a hell of a time trying to figure out how to build to my new phone.
Here's the error I am getting:
Unknown file type in '/Users/username/Desktop/filename/Libraries/libiPhone-lib.a'
please help! Any suggestions would be greatly appreciated.
NOTE: I am using a M1 laptop with Sequoia OS
Currently, the Apple account being used for business purposes is locked and the license cannot be renewed. I tried unlocking and changing the password with assistance from the information center, but all failed. We would like to request support in this regard.
We build a number of iOS apps using different distribution certificates on a "headless" build machine in a data center. It is a burden to have to accept a newly imported certificate because codesign causes a dialog to pop up requesting to authorize the private key
We have tried a number of suggestions in various posts, including deleting the certificate and re-importing with security import using the -T flag to allow codesign. After doing this, and even though the ACL shows a very similar picture to the post authorized state, keychain still requires a dialog to be "Allowed".
What can be done, from the command line, to avoid this popup?
Hello,
I am currently learning SwiftUI through a paid course and am working on integrating Firebase into my project. While trying to add the Firebase package through Xcode, everything seems to work fine except for the fact that I am unable to find the FirebaseFirestoreSwift package. I am using the latest versions of both Xcode and macOS.
I have attached a screenshot from the package manager where I couldn't locate the FirebaseFirestoreSwift package. Could you kindly assist me in resolving this issue? How can I correctly add this specific package to my project?
Thank you for your support.
"Can not preview in this file"
Xcode 16.0
iPhone 14 Pro , iOS 18.0
When I choose to start Preview on my iPhone, the canvas screen keeps showing loading circle animation. The iPhone enters the Xcode Previews App but only displays the default screen (Xcode icon& 'Preview from Xcode')
I uploaded the some of diagnostics files
previews_diagnostics_summary.txt
remote_injection.json