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Shortcut only works on one target/scheme
I added an AppIntent and Shortcut to an app. I have different targets all producing slightly different versions of the app (for testing purposes) but even though the files with the intents and shortcuts are included on all targets, when I run the app from one of the other targets the shortcuts stop working and appearing on the Shortcuts app. Only the version without parameters appears and when run produces an error: “The action (name) could not run because an internal error occurred” Is there anything I’m missing? if I duplicate the target where they run ok, everything is fine (and I might just recreate all the targets) thanks!
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Feb ’25
Bonjour Capabilities
I'm a noobie but doing a tutorial where it requires me to add these capabilities to my project. Access Wi-Fi Information Network Extentions Bonjour Services I have the Access Wi-Fi and Network Extentions installed but I could not find Bonjour Services Any help would be much appreciated! Thanks
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Jan ’25
Xcode Git integration destroyed my git local repository
This is using Xcode 16.2 (16C5032a), MacOS 15.2, on MacbookPro 16 M1 Pro. I have two repositories, one for an application and another one for a framework. The repository framework is integrated into the application one as git submodule. I was going to push the submodule to Github using Xcode git integration. It detects some conflicts and ask to pull. I pull. A window appears with some conflicting files (5 or 6). Review them. While reviewing something in Xcode crashed, but as Xcode was still up and running, ignored the crash. Decided to cancel the conflicts window and inspect my local files. Pull again but this time I decided to pull both repos. Review the conflicting changes and decided to cancel again to continue by hand in a terminal. Then, I notice that the project for the submodule is in red and that the "Changes" tab shows a bunch of files with and admiration mark. I go to the submodule folder in Finder and... everything inside the submodule folder was gone, disappeared, lost... everything, even the ".git" folder (only remained a binary folder for a component I use for the framework but is empty). I decided to run a recovery tool. It finds nothing to recover inside that folder, nothing. A lot of files even from years ago but nothing inside that folder? how is that possible? I filled a Feedback assistant issue: FB16307182 Could it be possible that Xcode "moved" everything to another place (I'm desperate so I'm starting to think in absurd explanations) Thanks
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Jan ’25
Xcode debug memory graph bug
NSTimer keeps a strong reference of a ViewController, but in Xcode Memory graph debugger it shows it as a weak reference ( i.e by a non-darker line ). is this expected or a bug? Context : I was fixing a memory leak issue, where the Timer inside the View controller was Not invalidated properly ( In turn Not allowing my view controller to get deallocated, even after being dismissed ). So, when I invalidated the timer, View controller also got properly deallocated. which means Timer was indeed keeping a strong reference! Then why is it showing as a weak reference in the Xcode Debug Memory graph?
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Jan ’25
xCode Organizer hang issues & logs
Our team is currently handling hang issues and logs received by the Organizer during our project. Regarding the xCode Organizer, we’d like to ask a few questions: The hang rate is presented as a bar chart for each app version. Is there any way to get detailed information for each versions? For example, what percentage of the hang rate is attributed to users on different iOS versions? We've encountered a situation where the hang logs have decreased, but the hang rate has increased. Could you explain why this might occur? I was wondering how the hang rate is sampled. For instance, does it record all users who experience a hang, or only those under specific conditions? The situation is that we can see only a handful of hang logs (around 13), but we have hundreds of thousands of DAUs. This ratio seems quite off. Could you explain what might cause us to receive such a small number of logs for each version?
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Jan ’25
XCode git commit showing other Projects
I imported few files in my Xcode project from other projects using drag and drop. Even though the files are copied in the new project and there are no softlinks pointing to the location of other project, the issue is whenever I do a git commit and push, Xcode keeps showing all the projects to commit to rather than just the current project. There seem to be no setting to permanently remove git dependency of other projects. Is there anyway to remove references to other projects?
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Jan ’25
How to exclude header files from 3rd party pods from getting the Apple Clang warning policies?
I have the 'warnings as errors' policy set to Yes for Apple Clang and Swift compiler. As far as I know, there is no way to make exceptions to the warning policies from Swift compiler (correct me if I am wrong), what about Clang warning policies, specifically when it comes to header files from 3rd party pods? They don't show up on the Compile Sources so I can't apply flags such as -Wno-error=deprecated to them. Adding #pragma GCC... to them won't help as a fresh pod install will wipe the #pragma statements out. Is there a way to exclude the header files from pods from getting the warning policies from Clang so I won't see errors from them when compiling Clang modules that's a part of the build process?
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Feb ’25
Provisioning profile "iOS Team Provisioning Profile: com.xfinity.mobile.spamfilter" doesn't include the currently selected device . But there is no selected/built for device
I'm attempting make to make a distribution build of an app. In the Xcode target the supported destinations has only iPhone and build active architectures only is set to NO. I created an archive, then selected Distribute App/ Debugging, but then got this error: Provisioning profile "iOS Team Provisioning Profile: com.abc.def" doesn't include the currently selected device "DT-iPad-XXXX" (identifier YYYY-YYYYYY). I've no idea what this device is, it's nothing to do with me, somebody must have added it to the provisioning profile. But that should be beside the point shouldn't it? Because this device has never ever been connected to my Mac/Xcode and so can't be "the currently selected device". So I tried again. I changed build active architectures to YES and connected an iPhone to the Mac/Xcode and created an archive again. But it was the exact same error. What's going on, why is Xcode saying this iPad is the currently selected device when attempting to make a distribution?
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609
Jan ’25
Assistance Required for Accessing Non-Secure HTTP API in Ionic Build App
Dear Team, I was previously able to access a non-secure HTTP API in my Ionic-built app. However, I am now encountering an error where the API requests are being rejected. Interestingly, this API works perfectly on Android and web platforms without any issues. As part of my troubleshooting, I have already added the following lines to my Info.plist file: <key>NSAppTransportSecurity</key> <dict> <key>NSAllowsArbitraryLoads</key> <true/> </dict> Could you kindly suggest any alternative solutions or additional settings required to access this HTTP API? Your help would be greatly appreciated. Thank you, Mozib
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Jan ’25
Info.plist
Hello, im trying to get my app to be able to ask the device for permission to have access to the camera. To do so i created an info.plist and turned off the generate Info.plist file in packaging. I then added what i believe are all the necessary keys. However, when i try to build and test on my phone i keep running an error that says that my app has a missing or invalid CFBundleExecutable in its info.plist. I tried to fix it by adding Key: CFBundleExecutable Type: String Value: $(EXECUTABLE_NAME) However, this isnt working. I have already added a BundleIdentifier using my com.name.appname the Bundle version string and Bundle Version. Now im not fully sure what to put to fix this issue. Is there another way to get the camera to work without having to create an info.plist? Or is this the only way?
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Feb ’25
Debug View Hierarchy not showing AVCaptureVideoPreviewLayer
I have an iOS application view that contains an AVCaptureSession, AVCaptureVideoPreviewLayer (created with the AVCaptureSession), and a UIImageView (in the backend the app takes the output of the AVCaptureSession, runs it through a Semantic Segmentation model, and displays the output in the UIImageView). When I pause the app and run the “Debug View Hierarchy”, it shows the UIImageView, the relevant buttons and labels. However, it does not seem to show AVCaptureVideoPreviewLayer that I have set up in my application. Is there some special set up that needs to be done to be able to view Camera Related features? The following is part of the view code, a component that is used to render the AVCaptureVideoPreviewLayer (not sure if this is enough, please let me know if its not): class CameraViewController: UIViewController { var session: AVCaptureSession? var frameRect: CGRect = CGRect() var rootLayer: CALayer! = nil private var previewLayer: AVCaptureVideoPreviewLayer! = nil init(session: AVCaptureSession) { self.session = session super.init(nibName: nil, bundle: nil) } required init?(coder: NSCoder) { super.init(coder: coder) } override func viewDidLoad() { super.viewDidLoad() setUp(session: session!) } private func setUp(session: AVCaptureSession) { previewLayer = AVCaptureVideoPreviewLayer(session: session) previewLayer.videoGravity = AVLayerVideoGravity.resizeAspectFill previewLayer.frame = self.frameRect DispatchQueue.main.async { [weak self] in self!.view.layer.addSublayer(self!.previewLayer) //self!.view.layer.addSublayer(self!.detectionLayer) } } } struct HostedCameraViewController: UIViewControllerRepresentable{ var session: AVCaptureSession! var frameRect: CGRect func makeUIViewController(context: Context) -> CameraViewController { let viewController = CameraViewController(session: session) viewController.frameRect = frameRect return viewController } func updateUIViewController(_ uiView: CameraViewController, context: Context) { } }
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Jan ’25
Linking static libraries openssl to Xcode 15.2 project fails due to link errors
Hello, I used to add openssl static libraries (libssl.a, libcrypto.a) that, I created on Mac, and add them after to my C++ project within XCode. With Xcode 14.2 (and before) all works fine. Switching to Xcode 15.2, tons of link errors rise (ld: Undefined symbols). I tried _ld_classic to force use 'old' linker but no success. Rebuild the static libraries with multiple config param or upgrade to recent openssl library does not help. Any clues what went wrong when linking static libraries with Xcode 15.2 project? Thx.
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Jan ’25
dyld: Symbol not found ... certain MeshResource APIs on iOS 17.x
I submitted feedback as FB16463501 -- posting here for others to see, or maybe for Apple to share any help if there are workarounds, etc.: Targets below iOS 18.x fail to launch app due to dyld[xxxxx]: Symbol not found: errors when referencing: MeshResource.init(from:) async - https://developer.apple.com/documentation/realitykit/meshresource/init(from:)-b7hb i.e. dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC MeshResource.replace(with:) async - https://developer.apple.com/documentation/realitykit/meshresource/replace(with:)-8uvri i.e. dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF Targets tested that exhibit issue: (DYLD errors) Device: iOS 17.7.2, iPhone 14 Pro Max Simulator: iOS 17.5 (21F79), iPhone 15 System Information: macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) MRE -- include this code in your app: (no need to invoke, just reference) static func addOrUpdateEntityModel_MRE(_ entity: ModelEntity) async { let descriptor = MeshDescriptor(name: "MyDescriptor") do { if let modelComponent = entity.model { // update existing ModelComponent if let model = try? MeshResource.Model(id: "MyModelId", descriptors: [descriptor]) { var contents = MeshResource.Contents() contents.models = .init([model]) try await modelComponent.mesh.replace(with: contents) /// `dyld[78830]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE7replace4withyAcDE8ContentsV_tYaKF` } } else { //create new ModelComponent /// Comment-out the 2 lines below == dyld error for above `MeshResource.replace(with:)` let meshRes = try await MeshResource(from: [descriptor]) /// `dyld[61511]: Symbol not found: _$s10RealityKit12MeshResourceC0A10FoundationE4fromACSayAD0C10DescriptorVG_tYaKcfC` entity.model = .init(mesh: meshRes, materials: [SimpleMaterial()]) } } catch { fatalError() } }
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517
Feb ’25
iOS devices in CI get lost
Hello. We have a few iOS devices connected to CI macs. We test our 3D engine, so we really need hardware devices for that. The issue is that Xcode loses connection to the devices once in a while, mostly after mac reboot, which requires a human to enter test room and unplug and plug cable again. Even if device is visible and accessible in Finder, Xcode may still don't see it, and devicectl shows it as disconnected. Are there any hacks to make connection stable? The best what we could achieve so far was to remove iOS device screen lock - otherwise mac reboot would in 100% cases require human interaction to reconnect the device. Both iOS and mac are logged into the same Apple ID. Mac is logged in automatically after reboot iOS devices have no screen lock Thank you.
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191
Jan ’25
Xcode Preview Not Working - JITError, XOJITError
Diagnostics I'm able to build my project and run it on a simulator. I generate my project with xcodegen which I've added a bunch of things to in attempting to fix this but failed! This is my project.yml file: name: Ecstasy options: deploymentTarget: iOS: 17.0 xcodeVersion: "15.2" developmentLanguage: en targets: Ecstasy: type: application platform: iOS sources: - path: Sources - path: Resources info: path: Configurations/Info.plist properties: CFBundleDevelopmentRegion: "$(DEVELOPMENT_LANGUAGE)" CFBundleExecutable: "$(EXECUTABLE_NAME)" CFBundleIdentifier: "$(PRODUCT_BUNDLE_IDENTIFIER)" CFBundleInfoDictionaryVersion: "6.0" CFBundleName: "$(PRODUCT_NAME)" CFBundlePackageType: "APPL" CFBundleShortVersionString: "1.0" CFBundleVersion: "1" UILaunchStoryboardName: "" UIViewControllerBasedStatusBarAppearance: true UIStatusBarHidden: false UIRequiresFullScreen: true UISupportedInterfaceOrientations: - UIInterfaceOrientationPortrait UIUserInterfaceStyle: Light settings: base: DEVELOPMENT_TEAM: MLJ2C965T7 PRODUCT_BUNDLE_IDENTIFIER: com.raw-e.Ecstasy SWIFT_OPTIMIZATION_LEVEL: "-O" SWIFT_COMPILATION_MODE: wholemodule ENABLE_PREVIEWS: YES DEBUG_INFORMATION_FORMAT: dwarf-with-dsym CLANG_ENABLE_MODULES: YES SWIFT_VERSION: 5.0 TARGETED_DEVICE_FAMILY: 1 ENABLE_BITCODE: NO SWIFT_ACTIVE_COMPILATION_CONDITIONS: DEBUG SWIFT_EMIT_LOC_STRINGS: YES SWIFT_STRICT_CONCURRENCY: complete ENABLE_USER_SCRIPT_SANDBOXING: YES configs: debug: SWIFT_OPTIMIZATION_LEVEL: "-Onone" SWIFT_COMPILATION_MODE: incremental ENABLE_TESTABILITY: YES GCC_OPTIMIZATION_LEVEL: 0 ONLY_ACTIVE_ARCH: YES DEBUG_INFORMATION_FORMAT: dwarf ENABLE_PREVIEWS: YES SWIFT_ACTIVE_COMPILATION_CONDITIONS: "DEBUG PREVIEW" release: SWIFT_OPTIMIZATION_LEVEL: "-O" SWIFT_COMPILATION_MODE: wholemodule ENABLE_TESTABILITY: NO GCC_OPTIMIZATION_LEVEL: s ONLY_ACTIVE_ARCH: NO dependencies: - package: APITime - package: GUITime - package: LoggingTime - package: Shares packages: APITime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/APITime" } GUITime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/GUITime" } LoggingTime: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/LoggingTime" } Shares: { path: "/Users/raw-e/Desktop/Useful Swift Things/My Packages/Shares" }
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Jan ’25