I noticed that the "Show Library" button in interface builder is missing. How do we add view elements? Is there a new feature I'm not aware of?
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When I import both AppIntents and MediaPlayer in the same file, I get the error “No such module '_MediaPlayer_AppIntents’”
To reproduce:
Create a new project with Xcode 26 beta, selecting storyboard UI and swift language.
In ViewController.swift add import AppIntents and import MediaPlayer
Build
Get the error: “No such module '_MediaPlayer_AppIntents’”
Submitted as FB18189693
Hi,
I've an old mac book with old Xcode and my iphone is new 16 pro with 18.5. I've connected my iphone to my brother new mac book to copy his Xcode files from
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/18.5 (22F76)"
that I'll be able to debug my application on my old Mac book. I succeeded to download Symbols folder and Info.plist. however there are missing
DeveloperDiskImage.dmg and
DeveloperDiskImage.dmg.signature
files.
Couldn't find them on my brothers machine.
Someone can help me understand why I cannot find them or provide the needed files for me to able to debug using my iphone?
Best regards and thanks in advance,
Chen
Is this setup possible / have a solution:
There is a .xcframework F, which uses a 3rd party library, lets call it L.
There is an app which uses the xcframework
The app also uses L
Both the app and F use SPM to integrate L
F is using L for its own internal purposes. F is providing some functionality to the app. How it implements that ideally should be a black box from the app's perspective.
The app also happens to use L for its own purposes.
I can't get this set up working, always get warnings about duplicate symbols when running the App.
This will presumably be due to the fact there are separate copies of L in both F and A.
So how can that be eliminated?
Can F not statically like to L and use the App's version of L at runtime? If so how can Xcode be configured so that F can actually compile?
Or vice versa - can the App not statically link in its own copy of L and use that in the framework? If so, similar questions, how to configure Xcode to set this up?
I can't believe this is an obscure use case, yet after days of searching and reading documentation I can't find any solution.
Note that I was able to get this going when the app and the framework used Cocoapods to integrate L, but I just can't do similarly if the use of Cocoapods is replaced with SMP.
When using cocoapods, within the frameworks Xcode section, the pods framework is set to Do Not Embed. This is probably the vital difference between the working Cocoapods implementation and the not working SPM solution. However, when using SPM Xcode doesn't present any option to either embed nor not embed the dependency. Why not? Can it somehow be set to not embed?
Hi everyone,
does anyone also have the problem that e.g. the modifier .classEffect() does not work?
it is not recognized, although I have the required versions and languages all up to date.
I can't get any further, even ChatGPT was at the end of its wisdom 😬.
maybe someone has the same problem and a solution for it.
many thanks in advance
Topic:
Developer Tools & Services
SubTopic:
Xcode
Xcode automatically generates an InfoPlist.xcstrings file for all targets, even framework targets. In frameworks, this doesn't include any user-facing content - it only has the bundle name and the copyright string. But neither of these are going to be used by users.
Is there a way to tell Xcode that it doesn't need to generate these xcstrings files for content that is not user-facing?
I have a similar but different problem to another thread. I am using Xcode 16, implementing Firebase Crashlytics. I have the dSYMs working correctly in a Debug build. However when I change to a Release Build the dSYMs do not generate properly. In my archive the XXXapp.debug.dylib file is missing.
I verified the debug format with dSYMs, changed Strip settings, compared Debug and Release settings etc without any fix. Any ideas of how to solve this problem?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm creating a .xcframework in order to deliver an api/functionality to a customer for inclusion into an app.
I'm doing it as a .xcframework as I want it to be a binary so that the source code isn't accessable.
The xcframework has dependencies on modules which are installed via SPM (there are a few, an example is PhoneNumberKit)
When I build the xcframework and then add it to a test program and invoke its api then there's a run time error saying "PhoneNumberKit/resource_bundle_accessor.swift:44: Fatal error: unable to find bundle named PhoneNumberKit_PhoneNumberKit"
How can I build the xcframework so that its dependencies are included within it?
(Stepping back a bit, is an xcframework an appropriate approach for this?)
building gcc14-libgcc14 using Macports + Apple clang
returns following error
In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/message.h:78,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/arm/thread_status.h:40,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/machine/thread_status.h:35,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/loader.h:52,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/dyld.h:30,
from /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_lang_gcc14/libgcc14/work/gcc-14.2.0/libgcc/config/darwin-crt-tm.c:29:
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:510:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int, unsigned int)'}
510 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint32_t b)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'}
498 | MPG_PAYLOAD(uint8_t flag, uint32_t a)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:523:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint16_t, uint16_t)' {aka 'long long unsigned int(unsigned char, unsigned int, short unsigned int, short unsigned int)'}
523 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint16_t b, uint16_t c)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'}
498 | MPG_PAYLOAD(uint8_t flag, uint32_t a)
libgcxx compiles fine
if forcing compile using clang20/clang19 there is no error.
Hi,
I encountered an issue in my code where I directly used #import <CoreHaptics/CoreHaptics.h> without adding it to the "Link Binary With Libraries" section under Build Phases. My deployment target is iOS 12, and the code was running fine before; however, after upgrading Xcode, the app crashes immediately on an iOS 12 device with the following error message: DYLD, Library not loaded: /System/Library/Frameworks/CoreHaptics.framework/CoreHaptics | xx | Reason: image not found.
Did Xcode modify the default auto-linking configuration? When did this behavior change in which version of Xcode? Do I need to specify CoreHaptics.framework as Optional in "Link Binary With Libraries"?
Thanks for reply soon!
Is there some official documentation about the SYSTEM_VERSION_COMPAT environment variable and how it affects the version reported by tools like sw_vers and whether the presence of that environment variable affects APIs like NSOperatingSystemVersion?
I ask this in context of recent macOS 26 Beta version where NSOperatingSystemVersion from older versions of XCode (for example XCode 15.4) report the macOS version as 16.0.
Topic:
Developer Tools & Services
SubTopic:
Xcode
In the latest Xcode video, I saw that the newest version of Xcode has integrated large language models (LLMs), allowing users to switch between models in Settings. However, after downloading Xcode 26 Beta and opening Settings, I couldn't find this feature. Is it because this functionality hasn't been rolled out in the Beta version?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm watching the session video "What's new in Xcode 26" and when I try out the new #Playground macro (in the context of a local package in my project) I see only this activity indicator for about 10-15 minutes:
Eventually I do see this error:
Despite the error, my local package does not import SwiftUI and has no dependencies other than Foundation.
I checked the Xcode 26 release notes and I don't see this issue mentioned.
A clean build of my project takes 55 seconds. Is it expected behavior that #Playground would require 10+ minutes to spin up?
Is there anything I can to do make the new #Playground macro work correctly?
Thank you.
I've installed Xcode 26.0 beta (17A5241e), and if I select my project from the Welcome to Xcode dialog, Xcode crashes.
I've attempted this 10 times with the same result each time.
What should I do?
Thank you.
I am wondering if new AVCam sample code was tested before release. It hangs on startup on iPhone 14 pro running iOS 26 beta with the following logs on console:
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
<<<< FigAudioSession(AV) >>>> audioSessionAVAudioSession_CopyMXSessionProperty signalled err=-19224 (kFigAudioSessionError_UnsupportedOperation) (getMXSessionProperty unsupported) at FigAudioSession_AVAudioSession.m:606
App is being debugged, do not track this hang
Hang detected: 8.04s (debugger attached, not reporting)```
When watching videos about Xcode, the AI coding feature is demonstrated using Swift. Since our company started development early with an Objective-C codebase, I want to know whether the Intelligence feature mentioned in the new feature video supports Objective-C
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello,
I've noticed the prices of my products in my Xcode synced StoreKit configuration are not updated when I change the price in App Store Connect. I tried to manually sync the file, to remove and add it again to my project but old initial prices are still used.
In the screenshot below, the price is currently $2.99 but the file still uses the initial price of $1.99. It makes testing a little bit painful because I'm never sure which product is being shown.
Is this a bug?
Is there a way to get the live production App Store prices be used instead of the starting prices?
I filed a feedback for this: FB17798486
Regards,
Axel
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
StoreKit Test
StoreKit
App Store Connect
Xcode
I am here and I AM UNABLE TO PUBLISH AN UPLDATE!
On xcode in the "signing" i see ONLY ME AND NOT THE COMPANY, i am added as administrator in the apple console developer BUT NOTHING CHANGE!!
i tried to add an account but I STILL NOT SEE THE COMPANY, ONLY ME HOW TO FIX THIS??
THIS IS THE WORSE WAY TO SETUP AN ACCOUNT I EVER SEE
Do simulators match real device for pixel density for testing image assets?
Hello!!!
I want to do a little project for the original iPhone running iOS 3.1.3 and I don’t find the SDK for iOS 3.1.3.
I’ve tried downloading Xcode 3.1.3 from the Apple Developer site, but during the installation process, the iPhone SDK doesn’t appear to be included. I also tested Xcode 3.2.2, but it doesn’t seem to have the iPhone OS 3.1.3 SDK either.
Does anyone still have the iPhone OS 3.1.3 SDK available or know where I can find it?
Thanks!!
Edgar
Topic:
Developer Tools & Services
SubTopic:
Xcode