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Posts under Developer Tools & Services topic

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Xcode 26 Link Error
Using xcode 26 with linker flag -ld_classic,get an error : 0 0x1042b9778 __assert_rtn + 160 1 0x1042bc560 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) (.cold.3) + 0 2 0x1041f3da8 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) + 172 3 0x1041f4c1c ld::tool::SymbolTableAtom::addImport(ld::Atom const*, ld::tool::StringPoolAtom*) + 140 4 0x1041f6500 ld::tool::SymbolTableAtom::encode() + 396 5 0x1041e83a8 ___ZN2ld4tool10OutputFile20buildLINKEDITContentERNS_8InternalE_block_invoke.413 + 36 6 0x182a95b2c _dispatch_call_block_and_release + 32 7 0x182aaf85c _dispatch_client_callout + 16 8 0x182acc478 _dispatch_channel_invoke.cold.5 + 92 9 0x182aa7fa4 _dispatch_root_queue_drain + 736 10 0x182aa85d4 _dispatch_worker_thread2 + 156 11 0x182c49e28 _pthread_wqthread + 232 A linker snapshot was created at: /tmp/app-2025-06-13-215652.ld-snapshot ld: Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5196. clang++: error: linker command failed with exit code 1 (use -v to see invocation)
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developer membership program
for over 2 months, I have peen trying to purchase apple developer account, I have submitted duns number, they also requested other verification details which I have submitted over 2 months, and I have tried chatting apple support and they keep telling me it under review for more than 2 months, currently they are not replying my chat
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Xcode 16.4 on macOS Tahoe 26
I’m currently using the stable release of Xcode 16.4, and I’m considering installing macOS beta 26. Before I upgrade, I’d like to know: 👉 Is it generally possible to use Xcode 16.4 with macOS Tahoe beta? My goal is to continue building and submitting apps to the App Store using the non-beta Xcode version. I understand that Apple only officially supports each stable Xcode with the current public macOS release, but in practice, has anyone run into issues doing this? This would not be my primary development Mac, but I’d still like to be able to compile and test code on the machine running the macOS beta. I’d appreciate any experiences or official guidance — especially regarding app signing, archiving, or compatibility with Xcode Cloud. Thanks in advance!
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My account registration is stuck indefinitely, and the support team hasn’t resolved it! Before hosting developer conferences, shouldn’t Apple at least ensure the registration process works for developers?
My account application was rejected, and I’ve been stuck in limbo! The outdated process needs an update! To the Apple Developer Support Team, I am a developer currently applying for an Apple Developer Account. Below is a brief summary of the technical obstacles I encountered during my registration process on June 4th, along with suggestions for process optimization: Problem Overview During registration, the payment confirmation page froze for approximately 10 minutes with no loading indicators. Without any error codes or timeout messages on the interface, I was forced to restart the registration process 3 times. Conflict with App Store daily purchase limits was identified when accessing via mobile. After resolving the limit issue, the registration system continued to display a “Contact Support” error. I immediately reached out to the support team. Support Team Interaction The support team repeatedly responded with vague updates like “awaiting system synchronization,” offering no estimated resolution time or escalation path. I was told to either “wait indefinitely” or “try again with a different identity.” Wait, I’m just trying to register with my own credentials—why can’t I proceed after a 10-minute attempt? Impact Account access restrictions have halted my ability to develop applications. Optimization Suggestions User Experience Enhancements: Implement real-time alerts (e.g., pop-ups, notifications) for payment-related issues on desktop to avoid silent failures. Add a pre-registration check for App Store balance/limit conflicts. Transparency &amp; Accountability: Replace opaque “black-box” error handling with clear, rule-based guidance for developers. Provide a dedicated escalation channel and ensure timely human intervention for unresolved issues. As a developer committed to the iOS ecosystem, I acknowledge the complexity of account systems but believe targeted UX adjustments could prevent cascading failures like this. I welcome technical discussions to resolve my current registration blockage and collaborate on preventive measures.
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Precompile bridging header and compilation of any swift files that import that import my objective-c framework with modulemap runs every build
I have a project which is set up like so App.xcproject App target { Dependency on Bridges.framework } Bridges.xcproject Bridges.framework Bridges.framework has a bunch of Objective-c++ headers that import c++ headers/frameworks etc. It has a modulemap that allows it to generate bridging headers for the App target which is Swift only. I have noticed that every single build Planning Swift module App is run for 1 second, then Precompile bridging header is run for a moment, then every single swift file that imports Bridges recompiles regardless of if it had any edits taking about 2-3 seconds. It feels like since nothing has changed inside of Bridges that this bridging header precompile should not be necessary every single run. Bridges.framework is in General/Frameworks as "Do not embed" Bridges is in build phases "Target dependencies" and "Link binary with libraries" Is this just normal and I should let this slide or is there a way to avoid this?
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Making an xcode Run Script phase run when any file within a folder has changed
I have an Xcproject that I am using to define a .framework target that includes Objective-C++ bridges for a whole slew of C++ libraries. To bridge Objective-C++ to Swift code in a separate target, I am using a .modulemap file that I generate in a script. So we've essentially got App.xcproject App target { Dependency on Bridges.framework } Bridges.xcproject Bridges.framework { Dependency on generate-modulemap + a whole slough of c++ libraries } generate-modulemap It is VERY expensive for the Bridges framework to need to compile each build. The generation of the bridge static library takes 21 seconds, and the signing of it takes 32 seconds. I would like to get generate-module to have its RunScript phase run based on dependency analysis. This way a new modulemap is only made when there is a new header and I can avoid compiling the whole framework each build. Normally, I would just list all of the headers in the input list to the script, but in this case, the goal is more to have it be any file within that folder. However, it is very unclear how to do so. Is there a way to get the "based on dependency analysis" to go based on any file within a folder? A filelist does not work here because the filelist does not get updated automatically when you add a new header into that folder.
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Cannot load developer teams in Xcode.
Hi, The ui error says unable to login, but I'm able to login (because if I don't give the correct password it's a different error). When Xcode tries to fetch the available teams though it errors out. I can successfully login and access my teams on a different machine that's on the same network. So I know the account and network are fine. Here's what the ui shows .. and I'm also including the Xcode logs from Console. Any ideas? Thanks! xcode.log
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lldbinit file in Xcode
My ultimate aim is to be able to prevent Xcode from single-stepping into certain C++ functions - just as it does not single-step into std:: functions. It appears to be possible to arrange this by making a more elaborate version of an LLDB setting such as this: target.process.thread.step-avoid-regexp (regex) = ^std:: It also appears to be possible to put this setting into an "lldbinit" file so that LLDB (within Xcode) picks up the setting automatically when a debugging session starts. What I do not know is this: Where do I put the "lldbinit" file inside my project? What Xcode project or target settings need to be made to tell Xcode where to find my "lldbinit" file and use it?
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Apple Developer Enrollment — I'm the LLC Owner but Getting Upload Error
Hey everyone, I’m trying to enroll in the Apple Developer Program as a company (LLC), and I’m the sole owner and CEO. I uploaded all the documents required, but when I try to re-upload the missing one using their upload link, I get this error message: “Sorry, you don’t have access. Your account isn’t authorized to upload files.” Has anyone faced this before? Is there a fix or do I need to contact Apple directly? Also, they’re asking for a business card or an employment verification letter — but I’m the owner and don’t have either. How do you handle this if you’re the only person in the LLC? Do I just create a business card or write the verification letter myself? Any help or advice would be much appreciated. 🙏 Thanks in advance!
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Predictive code completion model fails to download
Still getting the error message "Failed -- Failed to find asset: com.apple.gm.safety_deny.input.code_intelligence.base.generic - no asset" Tried all the recommended solutions, toggling Apple Intelligence and Siri Toggling Value under "Editing" in settings: " check-box Predictive code completion" no help Still download fail with above message (plenty of disk space)
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Xcode 26.0 beta: Double-click in Navigator Doesn’t Open File in New Tab
Issue Report — Xcode 26.0 beta (17A5241e) In Xcode 26.0 beta, double-clicking a file in the project navigator does not open it in a new tab as it normally should. Instead, it opens the file in the current editor window. Interestingly, Option-clicking a file still opens it in a new tab as expected. I’ve confirmed that my Navigation preferences are properly set (see the attached screenshot), so this seems like a possible regression or bug in the current beta version.
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Enabling Main Thread Checker in Xcode May Cause Category Method Implementation Conflicts for UI-Related Classes
​Environment​: Xcode Version: 16.0 (latest stable release) iOS Version: 18.3.1 Devices: physical devices Configuration: Main Thread Checker enabled (Edit Scheme &amp;gt; Run &amp;gt; Diagnostics) ​Issue Description​ When the ​Main Thread Checker​ is enabled, methods defined in a UIViewController category (e.g., supportedInterfaceOrientations) fail to execute, whereas the subclass implementation of the same method works as expected. This conflicts with the normal behavior where ​both implementations should be called. ​Steps to Reproduce​ 1、Declare a category method in UIViewController+Extend.m: // UIViewController+Extend.m @implementation UIViewController (Extend) - (UIInterfaceOrientationMask)supportedInterfaceOrientations { NSLog(@"category supportedInterfaceOrientations hit"); return UIInterfaceOrientationMaskAll; } @end 2、Override the same method in a subclass ,call super methed(ViewController.m): // ViewController.m @implementation ViewController - (UIInterfaceOrientationMask)supportedInterfaceOrientations { NSLog(@"subclass called supportedInterfaceOrientations called"); return [super supportedInterfaceOrientations]; // Expected to call the category implementation } @end 3、​Expected Behavior​ (Main Thread Checker ​disabled): subclass called supportedInterfaceOrientations called category supportedInterfaceOrientations hit 4、Actual Behavior​ (Main Thread Checker ​enabled): subclass called supportedInterfaceOrientations called // category supportedInterfaceOrientations hit ​Requested Resolution​ Please investigate: 1、Why Main Thread Checker disrupts category method invocation. 2、Whether this is a broader issue affecting other UIKit categories.
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tvOS App Icon & Top Shelf Image
ISSUE: Warning: None of the input catalogs contained a matching App Icon & Top Shelf Image brand assets collection named "AppIcon" INFORMATION: So I currently have my app published and it works for iOS, and visionOS. (iPhone, iPad, Mac & Apple Vision Pro) There is one target for all OS versions. I have recently updated it to work with tvOS, however upon building I run into the warning listed at the top of this post. I have the following within the project: 'AppIcon.icon' (from the new icon composer for iOS, macOS and watchOS) And within .xcassets: 'AppIcon' (which contains the majority of the icons) 'Brand Assets' Folder (created by right click, tvOS, New tvOS App Icon and Top Shelf Image; which contains these icons in layers and the correct sizes) Brand Assets retains the names created by Xcode, App Icon - App Store, App Icon, Top Shelf Image Wide, Top Shelf Image In "General" in the target, I have AppIcon, still listed as the AppIcon name. Adding a second entry here for just tvOS does not resolve my issue, our could be that I do not what to call it so it can properly find it. QUESTION: What am I missing so that the build process detects these images properly and completes a successful build for tvOS? I am assuming I need to add options to the App Icons and Launch Screens area, but what is the name I place here for tvOS? SCREENSHOTS:
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How do I take an Icon Composer file and bring it into Xcode?
How do I take an Icon Composer file and bring it into Xcode? The WWDC 25 session video "Create Icons with Icon Composer", Delivery chapter (around 13:16) was not detailed enough on how to bring the file into Xcode so it will be used for the project. Once I've saved the Icon Composer file to Finder, where do I import/put it into my Xcode project. I have previous App Icon content in Assets. Do I add Icon Composer file content to Assets in Xcode? How do I make sure Xcode uses the new Icon Composer content in my Xcode project (for iOS) vs. the App Icon asset I currently use?
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