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For the following build command: xcodebuild -scheme "my-app" -skipPackagePluginValidation -destination "platform=iOS Simulator,name=iPhone 14" -sdk "iphonesimulator" IPHONEOS_DEPLOYMENT_TARGET=16.4 -verbose clean build I am getting the following build failed error: ** BUILD FAILED ** The following build commands failed: SwiftCompile normal x86_64 Compiling\ CursorInfo+Parsing.swift,\ Dictionary+Merge.swift,\ Documentation.swift,\ Exec.swift,\ File+Hashable.swift /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/CursorInfo+Parsing.swift /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/Dictionary+Merge.swift /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/Documentation.swift /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/Exec.swift /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/File+Hashable.swift (in target 'SourceKittenFramework' from project 'SourceKitten') SwiftCompile normal x86_64 /Users/localuser/Library/Developer/Xcode/DerivedData/my-app-bsbypltlaczdjfaivhtmmjutxmzf/SourcePackages/checkouts/SourceKitten/Source/SourceKittenFramework/Exec.swift (in target 'SourceKittenFramework' from project 'SourceKitten') Building the app with Xcode for the simulator works fine. Anyone an idea what's the issue here?
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Hi, I am developing a 'framework' for a client so they can embed some of my code into their own custom app. I'm confused a bit about the best option to distribute this. I have created an iOS 'framework' within my Xcode project and added all the necessary files there. Can I just build the framework and send them the build folder for the framework? Or is it better to generate an .xcframework that I read about somewhere? I'm just not completely sure about the benefits for distributing an .xcframework file (which there doesn't seem to be an option to generate from Xcode) over just the .framework folder from the built products? Thanks.
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Hi friends, I have a problem suddenly by archiving my app in XCode 14.3 I'm getting this errors: Showing All Errors Only Prepare build note: Building targets in dependency order error: Multiple commands produce '/Users/razvanu/Library/Developer/Xcode/DerivedData/Runner-aeiwqtydtcicmbcjpyzoxtfwhzig/Build/Intermediates.noindex/ArchiveIntermediates/Runner/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework' note: Target 'GoogleUtilities-00567490' (project 'Pods') has create directory command with output '/Users/razvanu/Library/Developer/Xcode/DerivedData/Runner-aeiwqtydtcicmbcjpyzoxtfwhzig/Build/Intermediates.noindex/ArchiveIntermediates/Runner/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework' note: Target 'GoogleUtilities-54e75ca4' (project 'Pods') has create directory command with output '/Users/razvanu/Library/Developer/Xcode/DerivedData/Runner-aeiwqtydtcicmbcjpyzoxtfwhzig/Build/Intermediates.noindex/ArchiveIntermediates/Runner/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework' Multiple commands produce '/Users/razvanu/Library/Developer/Xcode/DerivedData/Runner-aeiwqtydtcicmbcjpyzoxtfwhzig/Build/Intermediates.noindex/ArchiveIntermediates/Runner/IntermediateBuildFilesPath/UninstalledProducts/iphoneos/GoogleUtilities.framework' I tried all the solutions that I found, nothing works for me :( please guide me how to fix this issue, thanks in advance!
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Hello all! Trying to find any info about how to create iOS/MacOS application written with CMake/C++ within Network Extension. There are few questions: How to setup CMake project for correct application building with XCode? Is there any examples of it? Some of details about XCode part covered in this thread But there are nothing about settings for CMake.
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I am currently facing a challenge in my iOS app development. I need to programmatically retrieve the status of the Auto Rotate setting in iOS, specifically the lock status of the Portrait Mode. Could you please provide guidance on how to obtain the lock status of the Portrait Mode programmatically in iOS? I want to adapt my app's behavior based on this information to ensure a seamless user experience. I would greatly appreciate any assistance, insights, or code snippets that can help me address this problem effectively. https://i.stack.imgur.com/D9AWh.jpg I expect to obtain the lock status of the Portrait Mode programmatically in iOS. The desired result would provide me with information on whether the Portrait Mode is currently locked or unlocked on the device. I am seeking guidance, suggestions, or sample code snippets that can help me retrieve this lock status effectively using Swift in my iOS app development.
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Hi, I've tried multiple ways of solving this issue, including adding scripts, DISABLE Bitcode and non works. ERROR ITMS-90125: "The binary is invalid. The encryption info in the LC_ENCRYPTION_INFO load command is either missing or invalid, or the binary is already encrypted. This binary does not seem to have been built with Apple's linker." I am currently building a games with Unity, and trying to publish to test flight but no success at the moment. Non of the online solutions works on my side. Appreciate for your inputs, thanks in advance!
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Hi, I try to compile our sorcecode which we formerly built on the same system after 3 month and I always get the same error when trying: Error: The sandbox is not in sync with the Podfile.lock. Run 'pod install' or update your CocoaPods installation. Already tried: I tried everything in the description and what I could find in Forums, but I cannot get rid of this error. e.g. Podfile deintegrate, podfile clean, podfile install, deleting podfile.lock, cleaning the build folder, sudo gem install cocoapods and so on. React: We use react for programming because we need cross-platform. npx react-native bundle --entry-file index.js --platform ios --dev false --bundle-output ios/main.jsbundle --assets-dest ios sudo npm install -g n and so on. Additional Info: I use Xcode 14.2 (to not get any risk, did not change the version since last successful build.) and try to compile for iPhone 14 or iPhone 12 or generic, all produces the same error, Question: how can I solve the issue? Can you help understanding what the error is caused by, what exactly is meant by sandbox in this case and not in sync? Full message: Showing Recent Issues PhaseScriptExecution [CP]\ Check\ Pods\ Manifest.lock /Users/(user)/Library/Developer/Xcode/DerivedData/AI_Coach_React_App-gsxbvzpyjczflhdlschivgmalhdw/Build/Intermediates.noindex/App.build/Release-iphonesimulator/AI_Coach_React_App.build/Script-1EBE9B5E0B137169D14EAFA5.sh (in target 'Coach_React_App' from project 'Coach_React_App') cd /Users/(user)/Documents/GitHub/(projectname)h/ios /bin/sh -c /Users/(user)/Library/Developer/Xcode/DerivedData/Coach_React_App-gsxbvzpyjczflhdlschivgmalhdw/Build/Intermediates.noindex/Coach_React_App.build/Release-iphonesimulator/Coach_React_App.build/Script-1EBE9B5E0B137169D14EAFA5.sh error: The sandbox is not in sync with the Podfile.lock. Run 'pod install' or update your CocoaPods installation. The sandbox is not in sync with the Podfile.lock. Run 'pod install' or update your CocoaPods installation.
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I've been seriously considering a 14" MBP (coming from a 15" MBP) and am curious how well iOS/macOS development will work on a 14" screen. Has anyone worked with Xcode on a 14" MBP, or is it too small (especially with the simulator on screen?) Is there any way to move the SwiftUI preview window (and/or the simulator) to an external monitor?
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I have a Macbook pro with OS Big Sur 11.7.7, Xcode 13.2.1 and device iPhone 7 with iOS 15.7.6, all of which are up to date but any app updates will not be accepted by the app store as they must be built with the latest SDK. does this mean I need to Invest in a new Mac in order maintain my Apps in the store.
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Hello, I am running a virtual machine on my Apple Silicon Mac, using the sample Xcode project provided by Apple last year. I have Ventura 13.4 installed on on the host and the VM. I try to enter my Apple ID credentials in "Sign In with Apple ID" in the VM so I may then update this VM to Sonoma. I am sure I am getting my password correct. I cannot log in. Please see the screen shot. Am I supposed to be able to do this? I can log into developer.apple.com within the VM OK. Thank you. FB12263051
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Hi all, I'm working on an iOS app that takes a user's input via touch and returns audio and haptic feedback relative to how hard the user touches the screen (i.e., the harder the user touches the screen, the louder the volume and stronger the haptic response will be). The problem is that the tracking of pressure sensitivity only seems to be available on iOS devices with 3D Touch functionality, which Apple discontinued in 2019-2020 in favor of the much simpler Haptic Touch functionality, which does not appear to offer dynamic tracking of touch inputs. How does this affect my users? Well, those who have an older iPhone between 6s and 11 (excluding SE and XR) will have access to a fully functional immersive environment that provides dynamic audio and haptic responses based on the pressure of their touch inputs - exactly as intended. Unfortunately, the majority of my users who use an iPhone 12 or above will be left with a static environment that provides the same audio and haptic response regardless of the pressure of their touch inputs. Ironically, users with old iPhones will have full access to my app's functionality, while users with new iPhones will be excluded from the experience that I wish to provide. As a developer who is passionate about providing dynamic and immersive experiences to more than a subset of his users, Apple's dropping of 3D Touch for Haptic Touch feels like a massive downgrade in terms of functionality and performance. Is there any way to bypass the limitations of the new Haptic Touch iPhones so that I can record touch pressure sensitivity and provide new iPhone users with the same dynamic experience that old iPhone users enjoy?
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Full Problem Report: problem_report.txt Process Causing Error: Python3 MacOS Version: Ventura 13.3 Chip/Model: M1 2020 Macbook Air Background and Context: Working on a data science project in Python that depends on a Julia Package to run correctly. Specifically I need to work with the curricular analytics / curricular visualization packages found here. While working with Julia I found I needed to use Julia 1.6.7 to properly get both of these programs working. But to do more expansive data analysis I'm going to be using Python, and I'm trying to get Python and Julia to play nice using JuliaCall (https://cjdoris.github.io/PythonCall.jl/stable/). I've set up a python virtual environment with my nessicary dependancies for python and I used JuliaPkg to manage the version and julia packages used. Looking at JuliaPkg, I got juliapkg.resolve() to successfully run in a virtual python3 environment, which created the julia environment (Just getting to this step involved a morning of troubleshooting as JuliaPkg seems to be inherently designed to download the newest version of Julia). Then, when finally trying to run import juliacall python3 quits with the following error: ERROR: zsh: segmentation fault python3 Below is a preview of the entire problem report linked to the top of this post. Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0xfffffffffffffff8 Exception Codes: 0x0000000000000001, 0xfffffffffffffff8 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [75009] VM Region Info: 0xfffffffffffffff8 is not in any region. Bytes after previous region: 18446603350599745529 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL mapped file 7ffc98ae0000-7ffca6f8c000 [228.7M] r-x/r-x SM=COW ...t_id=a8481703 ---> UNUSED SPACE AT END Thread 0 Crashed:: Dispatch queue: com.apple.main-thread 0 libjulia-internal.1.6.dylib 0x10ad58e2d jl_uv_puts + 749 1 libjulia-internal.1.6.dylib 0x10ad59050 jl_printf + 208 2 libjulia-internal.1.6.dylib 0x10aca6954 jl_vexceptionf + 244 3 libjulia-internal.1.6.dylib 0x10aca6a12 jl_errorf + 146 4 libjulia-internal.1.6.dylib 0x10ad3d95e jl_load_dynamic_library + 1262 5 libjulia-internal.1.6.dylib 0x10ad3eec5 _julia_init + 405 6 libjulia-internal.1.6.dylib 0x10ad74af8 jl_init_with_image__threading + 72 7 libffi.dylib 0x7ff81c8f28c2 ffi_call_unix64 + 82 8 ??? 0x302c861e0 ??? Thread 1:: com.apple.rosetta.exceptionserver 0 runtime 0x7ff7fff88694 0x7ff7fff84000 + 18068 Thread 2: 0 ??? 0x7ff89b68a9a8 ??? 1 libsystem_kernel.dylib 0x7ff80ba851ee kevent + 10 2 libjulia-internal.1.6.dylib 0x10ad77161 signal_listener + 577 3 libsystem_pthread.dylib 0x7ff80babf1d3 _pthread_start + 125 4 libsystem_pthread.dylib 0x7ff80bababd3 thread_start + 15 I would be posting about this in the JuliaCall Githhub forum but from trying to find similar threads this seems to be a uniquely apple issue... Any suggestions or additional info would be super helpful!
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I decided to change the app to a different UI as the existing one is limited and the new one has more functions. I don't want my users to download a new app. I just want them to update. I have the keystore files and all the other files generated when I build my first app. How do I add it to an already exported app? ready for PlayStore testing?
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I have Xcode 15.0 beta (15A5160n) and the iOS 17.0 beta (21A5248u) simulator installed on macOS 13.4 (22F66). I have iPadOS 17.0 (21A5248v) installed on my 8th generation iPad, and developer mode is enabled. Whenever I connect via USB and attempt to pair in the Xcode Devices and Simulator window, I get the error "Unable to locate a valid DDI for the iOS platform." I've tried unpairing and repairing multiple times. I've rebooted the iPad and my Mac. Nothing works.
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Dear colleagues No matter how hard I try I can’t get large files ~20Gb to be processed correctly by the productbuild At least that’s what I think. I use —large-payload option Product build actively complains with warnings about 12,0 as min version of macOS. The issue here is that in app plist 12.4 is set as min version. PRE-INSTALL REQUIREMENTS PROPERTY LIST should apparently be used for this but no possible combo of options can fix this warning. The warning have far reaching consequences. More on this later All the utilities even Apple ones like Trandporter unpack the pkg absolutely wrong. When I check temporary expanded archive my 20gb file turns into 8Gb! i still have to check installer way whether it unpacks correctly. AppStore submission immediately rejects the pkg because lsmin key is 12.4 while package min is 12.0. The thing is I never ever used 12.0 anywhere. so to summarize. Cant submit large payloads archive Can’t extract it either what to do ? Best regards
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Pulling my hair out over here! I have confirmation of my D-U-N-S number from Apple. But whenever I try to enroll my business as a developer over at https://developer.apple.com/enroll/organization/details/edit/legal-entity I get "The information you entered did not match your D&B profile. Before submitting your information, check your D&B profile. If you've recently changed your legal entity name, update your D&B profile." But I am entering the information exactly as I received it from Apple when I did the D-U-N-S lookup (https://developer.apple.com/enroll/duns-lookup/#!/search) When I clicked "date your D&B profile", I got confirmation that my entity name and D-U-N-S were as I was entering and nothing was changed. Any ideas? This has put the brakes on our app releases.
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