in Project/Package Dependencies, some problem occurs while i add Exact Version value like '1.1.0-0fec058'. the finally value i input will be random updated to 1.0.0 or other value. Reproduce by input any version value like '1.2.0-"0"' which second part begin with 0. So bad experience.
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Swift Package:
I have an old objc library, that is added as XCFramework to swift package as a binary target.
targets: [
.target(
name: "CoreServices",
dependencies: ["OldContainer"],
path: "CoreServices"
),
.binaryTarget(
name: "OldContainer",
path: "Frameworks/OldContainer.xcframework"
),
]
This serves the purpose, it builds fine and able to run on simulator. However this framework is breaking the Xcode previews.
Error:
== PREVIEW UPDATE ERROR:
[Remote] JITError: Runtime linking failure
Additional Link Time Errors:
Symbols not found: [ _OBJC_CLASS_$_SCSecureServicesFactory ]
==================================
| [Remote] LLVMError
|
| LLVMError: LLVMError(description: "Failed to materialize symbols: { (static-Login, { __replacement_tag$1015 }) }")
== VERSION INFO:
Tools: 16C5032a
OS: 23G93
PID: 38675
Model: MacBook Pro
Arch: arm64e
== ENVIRONMENT:
openFiles = [
/Users/../Documents/GitHub/Packages/Login/Sources/Login/LoginView.swift
]
wantsNewBuildSystem = true
newBuildSystemAvailable = true
activeScheme = Launch
activeRunDestination = iPhone 16 Pro Max variant iphonesimulator arm64
workspaceArena = [x]
buildArena = [x]
buildableEntries = [
Login
Login
]
runMode = JIT Executor
== SELECTED RUN DESTINATION:
Simulator - iOS 18.2 | iphonesimulator | arm64 | iPhone 16 Pro Max | no proxy
== EXECUTION MODE OVERRIDES:
Workspace JIT mode user setting: true
Falling back to Dynamic Replacement: false
Based on the error, SCSecureServicesFactory is an objc file inside the XCFramework. Since this is a binary target, I could not add a swift setting module map flag to the XCFramework.
Is there any workaround to get the previews working ? Or Am I blocked until the library is converted into swift ?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Developer Tools
Xcode Previews
Since iOS 18.2 the simulators have been missing the content under Apps menu for Settings. We are on to iOS 18.3 and still no Apps settings.
@dts
I am very troubled with Xcode; it always closes on its own. I have commented about this before, but I didn’t receive any response. I am frustrated now.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I can’t view energy reports in the Xcode Organizer. I keep getting the message “An error occurred while downloading energy reports. Please provide a valid value”
Feedback ID: FB16595567
I have an error when I use Apple Git-154 to clone the repository:
My OS version: Sequoia 15.2
tannguyen@Mys-MacBook-Pro ~ % git -v
git version 2.39.5 (Apple Git-154)
tannguyen@Mys-MacBook-Pro ~ % git clone https://github.com/nestjs/nest.git
Cloning into 'nest'...
remote: Enumerating objects: 187515, done.
remote: Counting objects: 100% (118/118), done.
remote: Compressing objects: 100% (42/42), done.
error: inflate: data stream error (incorrect data check)10 MiB/s
fatal: pack has bad object at offset 212760331: inflate returned -3
fatal: fetch-pack: invalid index-pack output
From last week all crash for watchOS has been broken.
The latest version 15.22.1 missing all stack trace and showing weird as attached.
All the crashes for previous versions totally disappeared.
I use the code below for a non-consumable in-app purchase in my apps. Has anybody worked out how to handle this without using any of the deprecated items?
SKPaymentQueue - deprecated,
SKPayment - deprecated,
SKProduct - deprecated,
transactionState - deprecated,
SKPaymentTransaction - deprecated,
finishTransaction - deprecated
func paymentQueue(_ queue: SKPaymentQueue, shouldAddStorePayment payment: SKPayment, for product: SKProduct) -> Bool
{
true
}
func paymentQueue(_ queue: SKPaymentQueue, updatedTransactions transactions: [SKPaymentTransaction])
{
for transaction in transactions
{
switch transaction.transactionState
{
case .purchasing:
break
case .purchased:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .failed:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
case .restored:
SKPaymentQueue.default().finishTransaction(transaction)
// Hide the restore button
navigationItem.setRightBarButton(nil, animated: true)
// Set the ProVerion in the Db to true
IAPHandler.setProVersionToPurchased()
// Also hide the Purchase button
UIView.animate(withDuration: 1.0, animations: { [weak self] in
self?.purchaseBtn_Outlet.alpha = 0
}) { [weak self] (success) in
if self!.theDevice.isOneOf(K.Device_Groups.SE_3_iPhone8) {
self?.segControlTop_Constraint.constant = 10
} else if self!.theDevice.isPhone {
self?.segControlTop_Constraint.constant = 30
}
}
case .deferred:
break
@unknown default:
if let error = transaction.error
{
let errorDescription = error.localizedDescription
print("Transaction failed due to error: \(errorDescription)")
}
break
}
}
}
// Sets the purchase to true in the Db
class IAPHandler: NSObject {
//Get the ProVersion Status
static func isProVersionPurchased() -> Bool
{
let VC_String = "IAPHandler"
var theStatus = false
do {
let settings = try Database.shared.databaseConnection!.read { db in
try My_Settings.fetchOne(db)
}
let theStatusText = settings?.ProVersion ?? "false"
theStatus = theStatusText == "true" ? true : false
} catch {
print("Getting the ProVersion Status failed! \(VC_String) \(error)")
}
return theStatus
}
// Set ProVersion to true.
static func setProVersionToPurchased()
{
let VC_String = "IAPHandler"
do {
try Database.shared.databaseConnection!.write { db in
try db.execute(sql: "UPDATE My_Settings SET ProVersion = :proVersion WHERE Settings_ID = :id",
arguments: ["proVersion": "true", "id": 1])
}
} catch {
print("Update set pro version, failed! \(VC_String)s \(error)")
}
}
}// End of class
What I want?
I expect to use xcrun devicectl device process launch --device <uuid> <bundle-identifier> --payload-url <URL> to launch my app and pass the specified URL as I usually do in iPhone.
What I do?
Let's say the app A which I'm developing.
I try to use UIApplication.open(:options:completionHandler:) in another app to open the app A with registered schema. And whether app A is cold launch or background resumption, app A can go foreground with receiving URL.
If I use xcrun devicectl as above described, app A can still be opened. However, app A can't receive URL which I pass through --payload-url option. That's different from in iOS.
BTW: I as well try YouTube with UIApplication.open and xcrun devicectl, the former way work, the latter way not work.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I’m working in the app playground and want to add my usdz file but when i drag drop the file to my main folder i cannot add target to it which leads to a resource not found error while I build my app. It was working on a normal xcode project but while transitioning to app playground it is not working. How can I fix this issue?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Student Challenge
ARKit
Swift Playground
RealityKit
Trying to use App Data on Xcode 16.2, and failing
I'm running the app with the debugger. When I run the app, I need to do a handful of things, which affects my app's cache files, and UserDefaults. What I'd like to do is store all of these settings, then have them loaded in when the app launches, so I don't need to do same, tedious work of changing settings by hand in the UI.
So, I discovered that I can provide an xcappdata directory in the Run options. This seems like exactly what I'm looking for. But I can't seem to get it to work. Like, when the app runs, it looks like none of those settings are brought in.
I ran the app on a device, and pulled down the application data, and then put that in the project. And you can see in the screenshot, that the value is set.
So, either I'm missing something (which is totally possible) or this feature is broken. Documentation on this is not great, so maybe I'm doing something wrong. If the feature is known to be broken, I'll give up on this. But if it should work, it would be great to get some tips here.
Hello all!
My application written with C++ for iOS. Want to make some functionality in static library for the purpose of reuse it in different C++ projects. Want to make universal library for using StoreKit2. Global idea is to wrap StoreKit2 Swift out with CPP interoperability.
Now trying to make clear for my self how to create C++ static library with Swift interoperability for iOS in XCode. There are only Objective-C option when you creating static library in XCode for iOS. Is it correct:
Create Static Library with Objective-C in XCode
Remove all default Objective-C files
Add C++ files
Add C++/Swift interoperability in build settings
Add swift classes
Beside all of it some questions:
When C++ static library contain Swift code with interoperability will it require some special settings for project (Swift standard lib or some other settings)? Or it could be used like any other C++ libraries?
What is the optimal build settings in this case to reduce dependencies when using it different projects?
Is there any examples of the same approach for iOS development?
Hi,
I'm working in unity and I've implemented Firebase Phone Number Authentication in it. Everything works fine when I directly install build from xCode. App Attest screen shows up, user receives OTP on their phone and login works. But when I download the same build from TestFlight, it gets stuck after the user sends OTP request.
I've added Push Notifications and App Attest in capabilities. I've also additionally added Remote Notifications.
In device log I see an error about mobile provisioning file but I've added that to my account also. Is this expected behavior that phone number authentication does not work on TestFlight? If yes, how can I get this approved from apple since they need to test it before approving it.
Thanks!
I have a warning on my AR app Virtual Tags that since July does not show its camera information telling:
"ARCL.SceneLocationView implements focusItemsInRect: - caching for linear focus movement is limited as long as this view is on screen."
I tried inserting the function, but documentation does not explain what it should return and how to generate it. Is someone able to help me?
Thanks,
I am using Xcode 15.2. I am loading a URL in a WKWebView, but a hand cursor appears above the web view. Scrolling up and down does not work. I tried adjusting the scroll bounds and isUserInteractionEnabled, but the hand cursor is still visible. How can I fix this?
Topic:
Developer Tools & Services
SubTopic:
Xcode
For normal testing I build an application using Xcode and selecting "Build for Profiling" from the Product menu.
For production I do
"xcodebuild clean build -configuration Release ......."
I notice a big performance difference.
In my case the XCode profiling build runs in under a minute, the xcodebuild version takes over 4 minutes.
The XCode profiling build uses the Release configuration, the xcodebuild is also using the Release configuration.
What additional configuration options are being set/used when "Building for Profiling"?
I'm having a hard time finding an answer to this question.
I started using on-demand resources for some data assets. After that, the Swift Asset Symbol Extension feature began to fail in the Xcode editor. Even though the app builds and runs fine, the Xcode editor shows errors, indicating that there is no extension variable for my color and image assets.
I submitted feedback and updated it after each new Xcode release. However, I have not received any responses, and the problem persists.
The Xcode versions I tested: 15.3, 15.4, 16.1, 16.2, 16.3
Steps to reproduce this error:
Create a new app project (SwiftUI, Swift).
Create a new color asset named "myBackground."
In ContentView, add a background modifier to a view: .background(Color.myBackground). Auto-completion will work, and there are no issues.
Create a new data asset named "myData."
Add the "On Demand Resource" tag to "myData" with the tag "some_tag."
Create a new color asset named "myOtherBackground" and make its color different from "myBackground."
In ContentView, try to replace the background with Color.myOtherBackground. It will not be listed in auto-completion and will show the error "Type 'Color' has no member 'myOtherBackground.'"
However, it will still compile and show "myOtherBackground" in the preview, simulator, or on the device.
You will start to see the failed "Project Build Preparation" report in the Reports Navigator in Xcode.
According to the report, the "GenerateAssetSymbols" command fails.
Error message:
GenerateAssetSymbols /Users/***/Projects/***/***/Assets.xcassets (in target '***' from project '***')
cd /Users/***/Projects/***
/Applications/Xcode_15.3.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_dependencies --output-partial-info-plist /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/assetcatalog_generated_info.plist --app-icon AppIcon --accent-color tint --compress-pngs --enable-on-demand-resources YES --development-region en --target-device iphone --minimum-deployment-target 15.0 --platform iphonesimulator --asset-pack-output-specifications /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist --compile /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Products/Debug-iphonesimulator/workoutai.app /Users/***/Projects/***/***/Assets.xcassets --bundle-identifier *** --generate-swift-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.swift --generate-objc-asset-symbols /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols.h --generate-asset-symbol-index /Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/DerivedSources/GeneratedAssetSymbols-Index.plist
/* com.apple.actool.errors */
: error: Could not create a NSArray from '/Users/***/Library/Developer/Xcode/DerivedData/***-***/Index.noindex/Build/Intermediates.noindex/***.build/Debug-iphonesimulator/***.build/AssetPackOutputSpecifications.plist'.
: error: Not enough arguments provided; where is the input document to operate on?
Command GenerateAssetSymbols failed with a nonzero exit code
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
Topic:
Developer Tools & Services
SubTopic:
Xcode
Domain: com.apple.dt.CoreDeviceError
Code: 3000
Failure Reason: The path to the provided bundle's main executable could not be determined.
Recovery Suggestion: Ensure that your bundle's Info.plist contains a value for the key CFBundleExecutable.
Topic:
Developer Tools & Services
SubTopic:
Xcode
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?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Instruments
Xcode
Organizer Window
Performance