Im using Version 14.0 (14A309)
In Xcode 13 i used the keybinding Control ⌃ + Option ⌥ + Command ⌘ + F to fix all errors in scope, for example an enum with missing cases.
It is not possible in Xcode 14 since the "Fix All Issues" button is disabled all the time.
You can navigate to "Fix All Issues" from:
Editor -> "Fix All Issues" but its not possible to tap the button.
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Hi,
I have a problem with making a swift playgrounds app walkthrough. I followed the steps exactly and modified my Package.swift a bit (in the targets section):
.executableTarget(name: "App", dependencies: ["Guide"], path: "App"),
.target(
name: "Guide",
path: "Guide",
resources: [
.process("Guide.tutorial"),
])
Now when I open the project in Playgrounds I get this error:
public headers ("include") directory path for 'Guide' is invalid or not contained in the target
Any help would be appreciated.
Thanks
I am not able to load my Apple Developer account details in Xcode in my new MacBook. After going to preferences in Xcode and signing in with Apple ID, after few seconds, it prompts the following error “Unexpected nil property at path: 'Actor/relationships/providerid’”. How can I fix this.
I have an iPhone 14 running iOS 16.1 and my series 5 watch running watchOS 9.1. I was able to turn on Developer Mode on the phone by going to Settings--> Privacy & Security --> Developer Mode. On the watch however (I'm doing this directly on the watch and not on the watch app on the phone) once I'm in Privacy & Security, there is no option to select Developer Mode. How do I get my watch in Developer Mode in order to get a successful build in xCode?
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I've been happily building and deploying my app to my iPhone and Watch S8, and the app was ready to submit to App Store Connect last night. However, when archiving it I got an error saying that my DynamicEventSelectionIntent was in multiple extensions. It was, kind of. When I started working on the complications I copied the Widgets intents into the complications, and left the name the same, but they were not in multiple targets.
It looks like the info plist only had one item in the IntentsSupported (because they're the same name), so I decided to rename them so I had a widget one and a complications one.
The problem I have now is that I can't deploy to my iPhone and Watch anymore because I'm getting this error:
This app contains a WatchKit app with one or more Siri Intents app extensions that declare IntentsSupported that are not declared in any of the companion app's Siri Intents app extensions. WatchKit Siri Intents extensions' IntentsSupported values must be a subset of the companion app's Siri Intents extensions' IntentsSupported values.
All I've done is rename one intent, and locate every instance of it in the info plist files, and add the appropriate new one into the right places.
Here's what I've got. Main App contains Widget and WidgetIntentHandler, plus Watch App, which contains Complications and ComplicationsIntentHandler.
Target: Main app: (I've removed everything that has no bearing on extensions.)
Target: Widget:
Target: WidgetIntentHandler:
Target: Watch App:
Target: Complications:
Target: ComplicationsIntentHandler:
Please, can someone tell me what should and should not be in the various parts, as I've tried for 12 hours now and I cannot get this to deploy to my iPhone anymore :( Thanks.
After not happening to me for a few months, this issue has started hitting me again with currently %100 reproducability.
If turn on VPN on my Mac then instantly the developer certificates within the keychain become untrusted.
But that's not all, if VPN is then turned off the certificates do not revert to their trusted status but remain untrusted.
The consequence of this is that if VPN is turned on and then a build is perform, it fails, and the only way to fix things is to delete the cert(s) from they keychain and re-install them.
As a remote worker, having this happen several or even dozens of times a day is incredibly annoying and frustrating.
This issue has been occurring for literally years, sometimes it occurs very often, others while its quiet for a while, and has spanned multiple versions of Xcode and Mac OS. So whatever the cause is its endemic. It doesn't just affect myself, but all the members in my development team.
I'm currently using Xcode 14.1 RC 2 and Monterey but I've seen this issue occur with many versions of Xcode and Mac. (I'm using Cisco AnyConnect Secure Mobility Client).
If the VPN is somehow interfering/affecting the connectivity aspect when an attempt is made by Xcode to validate the certificate, then why does it not rectify itself after turning off VPN?
This is so so so so annoying.
Can somebody please comment on why this happens and if there's a way to prevent it.
Hello, in the past couple of weeks I've been experience some problems with xcode regarding the signing & capabilities.
I work in a company that makes customized apps for every of our clients and beacause of that we have about 200 targets in our project. In the past couple of weeks, I have been hanving trouble with the signing & capabilities in xcode. Some times is taking too long to load the poart where i select the team were the app will be upload and when it does it got stuck with the massege updating provisioning . There is anything that could have been done to not take too much time to the target get ready to be publiched?
Thanks in advanced for any help.
It's maddening. I just opened a file and now it's gone because I had the audacity to open another file. I've learned that I can double click the tab of the first file to make it a permanent tab... but, of course, I'll need to do that every time I ever open any file ever, and if I close that file and come back to it later I'm going to be constantly having to double click tabs just to make Xcode stop replacing my tabs for me.
It's nuts. It's driving me insane.
Please. Is there any way to just DISABLE the temporary tabs behavior? I don't find it helpful in any way and I find it to be destructive to my development workflows.
Recently, I have trouble with my Xcode Cloud builds, where they seemingly complete, but the very final step does not happen.
I am building from the same codebase for both macOS and iOS (I have two “Archive” steps in my workflow, one for iOS and one for macOS). The iOS one usually completes fast without problems. The macOS log ending looks like this, and remains stuck forever, with the macOS build in the “spinning progress” state and never completing.
Is there something I can do on my end to make this work better? I would not want to go back to manual builds, Xcode Cloud is convenient and was working well for a while, but this is really annoying lately.
hello developers,
First priority I couldn't find a proper title for the question :(
The reason why I open a topic here is not to find the answer by direct point shooting; My goal is what do Apple, Developer, Companies and Devops teams think and comments about the subject I'm going to ask here?
We use Jenkins as the Devops CI/CD tool at our company, and in Macos/Apple/iOS development, we use a lot of Mac Mini devices. Since we build/compilers on a project-based, version-based basis, we cannot get 100% efficiency from our devices. (For example, because the dependencies of a project are different from other projects; we dedicate only 1 Mac Mini to that project. (As the dependecys of the projects are too many and large, the migration process is very difficult for us, the cost of moving to a lower-level Mac Mini device is high / but this is just an example))
While researching, I saw that there is no docker container image for MacOs X (enterprise or legal) and I know about the Apple EULA. (For virtualization, Apple hardware must be used as a basis. Because the MacOs system is paid for on a device-based basis.)
What I want to ask here is can I find or create a MacOs docker container image legally?
How is the structure of other companies in their CI processes?
If I install MacOs with more than one VMware/VirtualBox on Mac Mini, What harm could it do me in Jenkins? (I'm curious about people's comments on this.)
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Enterprise
Continuous Integration
Virtualization
Today I got stuck with a weird behaviour with my c++ project. There is the code which doesn't catch exception from standard library (the same snippet works well on intel mac and under linux machines).
Code snippet:
#include <exception>
#include <stdexcept>
#include <iostream>
#include <string>
int main() {
try {
std::stod("notanumber");
} catch (const std::invalid_argument&) {
std::cerr << "Caught std::invalid_argument" << std::endl;
}
}
Compilation command:
clang++ -fno-rtti main.cpp -o main && ./main
Clang versions:
clang++ --version
Homebrew clang version 15.0.3
Target: arm64-apple-darwin21.6.0
Thread model: posix
InstalledDir: /opt/homebrew/opt/llvm/bin
Also tried:
Apple clang version 14.0.0 (clang-1400.0.29.102)
Target: arm64-apple-darwin21.6.0
Thread model: posix
InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
Output:
libc++abi: terminating with uncaught exception of type std::invalid_argument: stod: no conversion
[1] 65643 abort ./main
Expected output:
Caught std::invalid_argument
Other info:
Chip: Apple M1
OS: 12.6
Each year I get my renewal email from Apple, however, since 2019 (yes, this is the 4th year in a row) I've been unable to renew due to this infamous "Please enter fewer characters" error message. Each time I've had to open a support case, talk to someone on the phone, they take all of my details along with screenshots, etc. and manually renew my subscription. Once they've charged my card I never hear from them again and issue never gets resolved.
IDK if any Apple Dev Support folks actually use this forum but this is ridiculous.
For the past 2+ years I have been using the same process/code to enable and disabling/clearing activation lock from a device and since last week trying to clear the code is returning a 404 error response:
<head>
<title>404 Not Found</title>
</head>
<body>
<center>
<h1>404 Not Found</h1>
</center>
<hr>
<center>Apple</center>
</body>
</html>
I can confirm that the request looks ok and all the necessary params are being sent as expected.
When I try to run a simple executable from Cmake, I get this error.
dyld[5005]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed
dyld[5005]: Library not loaded: /usr/lib/libSystem.B.dylib
Referenced from: <7EB1C677-BB05-338C-8B29-CC2803CB8C21> /Users/pop/Desktop/Lang
Reason: tried: '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache), '/usr/local/lib/libSystem.B.dylib' (no such file)
I have tried looking for my file
sudo find / -name libSystem.B.dylib
but not luck.
I am using an M1 chip and Ventura 13.1. Please ask for more details if you need them, as I really have no idea what to do about my problem.
Hello,
I applied for the small business program over two months ago and have not received any confirmation email. Could you please let me know if my application was successful or check my status.
Thanks!
We are building a framework which will be used by other apps. Want to integrate crash reporting and diagnostics for our framework. Want to report crashes to our backend happening inside our framework only and ignore app level crashes. Is it possible to filter crashes like that ?
Hi
I've downloaded the latest version of Xcode 14.2 but when I run the app in Simulator I can only test it on iOS16.2 Is there a way to run it in 16.3?
Hi,
Overview
I am using Xcode Cloud for my multi platform app.
The macOS test case fails, however the iOS test case runs and succeeds.
I don't have any UI test cases written, the test case are simple and have nothing platform (macOS) specific.
Questions
What can I do to fix this?
Is there any user privileges needed to launch the macOS app for testing? I ask because when I ran the UI tests locally it launched the app and asked for my macOS user password. Just wondering if that is the reason it didn't launch in Xcode Cloud.
Error:
<Appname> encountered an error (Failed to install or launch the test runner. If you believe this error represents a bug, please attach the result bundle at /Volumes/workspace/resultbundle.xcresult.(Underlying Error: Could not launch "AppnameTests. The LaunchServices launcher has returned an error. Please check the system logs for
the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed) )))
× Could not launch "<Appname>"
× Could not launch "AppnameTests"
× AppnameUITests.testExample()
Failed to get launch progress for <XCUIApplicationImpl: 0x600000564630 <BundleID> at /Volumes/workspace/TestProducts/Debug-Dev/<Appname>.app>: Could not launch "app name". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed))
AppnameUITests.swift:28
* AppnameUITests.testLaunchPerformance)
Failed to get launch progress for «XCUIApplicationimpl: 0x60000054630 <BundleID> at /Volumes/workspace/TestProducts/Debug-Dev/<Appname>.apps: Could not launch "<Appname>". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed))
AppnameUITests.swift:37 g
* AppnameUITestsLaunchTests.testLaunch)
Failed to get launch progress for «XCUIApplicationimpl: 0x60000054630 <BundleID> at /Volumes/workspace/Testroducts/Debug-Dev/<Appname>.apps: Could not launch "<Appname>". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed.
My app has a debugging mode in which it invokes 'leaks' on itself. I am now seeing this message on stderr:
Target process is an ancestor and permitting live process for ancestors so not generating a corpse to save resources by default.
This sort of makes sense, but I would like a more detailed explanation. Is there some option I should be sending to 'leaks' to operate in a better mode? Should I be invoking it differently?