It's so bad seeing this light mode...
Can I ask Apple to give me an access to their frontend, so I can contribute to their repo with a dark mode feature?
Not asking Apple to make the dark theme, but rather asking them let me do it.
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I'm running Xcode 16.3.
Below are the instructions from TN3187:
To configure your Info.plist for scene support, you should add a UIApplicationSceneManifest key with a scene configuration:
Open your Xcode project.
Select your app target.
Navigate to the General settings for your app target.
Enable the “Supports multiple windows” checkbox in the Deployment Info section. There is no checkbox - just an arrow that goes to the info tab
Edit the Info.plist file and add a UIApplicationSceneManifest key [example follows] Where is the Info.plist file and how do I edit it? - none shown
Topic:
Developer Tools & Services
SubTopic:
Xcode
I’m seeing inconsistent call stacks and usage percentages in the Time Profiler between two Instruments builds:
• Xcode 16.0’s Instruments Version 16.0 (16A242d)
• Xcode 16.3’s Instruments Version 16.0 (16E140)
When I open an old .trace file recorded with the 16A242d profiler in the newer 16E140 Instruments, the call trees and percentage breakdowns no longer match. It looks like the latest Instruments now exposes or collapses different frames (e.g. system libraries, inline code) by default.
I rely on these call stacks as a baseline to track performance regressions and verify optimizations over time. Unfortunately, every Xcode/Instruments update changes what I see, making it impossible to compare profiles across versions.
My questions:
Is there a way in Instruments 16.0 (16E140) to restore the exact call-tree view and percentage calculations that 16A242d produced?
Failing that, is there a recommended workflow or tool for capturing CPU profiles in a way that remains stable and comparable, regardless of Xcode or Instruments version?
Any guidance on achieving consistent, version-independent performance measurements would be greatly appreciated!
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 have just updated my MacBook to Tahoe Beta 2, but now I cannot boot the iOS simulator.
Where can I download the next Xcode beta? The Application download page is still showing the Xcode beta 1 build.
Cheers,
Jeff
This week I update from Xcode 16.0 to Xcode 16.4.
Today I realized, that the Menu item "New Group without Folder" does no more appear, when I press the option key.
I tried to find an answer with DuckDuch Go and Chat GPT, but without success.
Can anyone help me, how to fix that issue?
Thanks a lot.
I can see that iOS beta 2 was released yesterday. I'm not running the beta yet on my actual iPhone, but I wanted to see if an issue I reported in beta 1 was fixed.
Is there a way to update my iOS 26 simulator for beta 2? Usually, there's a new Xcode download that includes the new simulator, but it looks like the most recent Xcode beta release was June 9.
I'm trying to bring up an existing macOS app workspace to build against the macOS 26 SDK, however Xcode 26b1 is producing the following error, and I'm unable to proceed:
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: error reading '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap': No such file or directory
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: failed to emit precompiled module '/Users/tonyarnold/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/_Builtin_stdbool-LVR359SH1U4537HG9T3JOGN.pcm' for module map '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap'
I've checked and the module map that it claims is missing is there on the filesystem.
Is this a known issue with this beta?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Anyone else notice that Xcode 16.1 seems to have stopped building universal binaries for both debug and release builds even though under "Build Settings-Build Active Architecture" both Debug and Release are set to NO. We had been using the universal binary builds out of Debug for preliminary tests on Intel based machines. The Architectures setting is set to: Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD).
I started a brand new empty app and it does the same thing.
A workaround is to set the Destination in Xcode's menu bar to "Build on Any Mac" and then find the binary and drag it to the Intel computer. You can't run that one though from Xcode. Another workaround is to build an Archive and drag that one.
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If you have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If your have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
Hi folks,
I bought a apple developer program two weeks back. I have got the enrollment ID but it says it is still in review. Is two weeks the standard time or is there anything I have to do from my side.
In WWDC25 Video "Explore localization with Xcode" they show how to use generated symbols from string catalogs. This is a great feature and I'd like to use it. However most of my code is split across smaller SPM packages.
In the video they say at 19:20:
Finally, generated symbols help you avoid boilerplate code in frameworks and packages.
I've been able to use the refactoring tool to convert strings from my catalog to use generated symbols. Afterwards the code doesn't compile anymore:
Type 'LocalizedStringResource' has no member ''
Unfortunately the video only showcases this for frameworks but not for packages. Since they clearly speak about packages I'd like to learn how to use the feature for my packages.
Hello Apple Developer Community. I only wanted to ask you guys, what I can do, if the ChatGPT Model isn't working in Xcode 16 (because of the Code Assistance).
Because when I try to use it, it says, that I need to connect a Model, which I already did with the ChatGPT Integration.
Can somebody help me with this?
Thanks :)
Device Info:
MacBook M3 - Midnight - 16GB RAM
(These are Pictures of the Errors)
how do we add google models, deepseek, or mistral into xcode 26 intelligence model providers ?
I'm currently facing an issue while integrating Sign in with Apple on a Firebase web app using JavaScript.
✅ What I’ve done:
Created a Service ID
Created an App ID and enabled Sign in with Apple
Linked the Service ID to the App ID under Web Authentication Configuration and also add these
Domains and sub-domains: apple-signin-test-next.firebaseapp.com
Registered return URL: https://apple-signin-test-next.firebaseapp.com/__/auth/handler
Generated a key with Sign in with Apple capability and added:
Key ID
Team ID
Private Key
Client ID (Service ID not App ID)
all in the Firebase Auth Apple Sign-In configuration
I’ve tried multiple test projects and keys, including deleting and recreating everything, but I still consistently receive this error:
invalid_client
🔎 Additional Details:
The client_id in the auth request matches the Service ID exactly
I’m not using an iOS app — this is purely web-based Sign in with Apple
I am using a valid Apple Developer account enrolled in the program
What could be the reason Apple keeps returning invalid_client even though all configuration seems correct?
Please help us to resolve the issue.
We are ready to connect for a call too.
Thanks
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Sign in with Apple
Sign in with Apple JS
Hello,
I tried posting about an issue I'm experiencing with HCE, and no matter the text I type, I get error "This post contains sensitive language. Please revise it in order to continue."
Is there any option to resolve it?
Topic:
Developer Tools & Services
SubTopic:
Developer Forums
I'm trying to update to BETA 2 but my mac mini does not see the update and keeps telling me that my machine is up to date.
How do I get the latest BETA 2?
Hi Apple Developer Community. I have a problem with opening my Xcode File in Xcode 16. It says, that a specific File is missing and I don't know how to resolve this. Can someone help me?
Thanks for the help :)
How do I make std::string look like a char array? The expression viewer for std::strings is horrible.