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Reply to Xcode 16.2 iOS error = CFMessagePort
In the Debug area when running Xcode apps, click the eyeball icon to find out what library is causing the error. It's really helpful! CFMessagePort needed to communicate with PPT. Type Error Library UlKitCore PID : TID 10670 : 0x31d27a Subsystem com.apple.UIKit Category PPT Call Site 0x4384fc : -[UlApplication(UlApplicationTesting) _ purplePPTServerPort] With this information, ChatGPT was finally able to say - The error is logged by UIKitCore, meaning it's part of Apple's framework and not your code. This did not start until I updated to Xcode 16.2 (and I've reinstalled it). Chat also said - This issue often arises due to miscommunication or missing entitlements related to CFMessagePort in sandboxed environments. It doesn't affect the app's functionality; it's usually a warning tied to Apple's internal tools. So, hopefully it isn't actually a problem. Ugh! -Ashley
Topic: Community SubTopic: Apple Developers Tags:
Jan ’25
Reply to Decode errors, even on "Hello, world!" - Mac
I think I figured it out (ChatGPT helped, but also wasted days of time). We think it is because I have an Intel-based mac and the predictive coding is causing problems. If I'm wrong, I'd like help. I'm using Sequoia 15.2. and Xcode 16.2. Note that this error does NOT happen in Xcode 15. The following errors were from Apple's default Hello World (Mac) code with no changes, using a new install of Xcode. Errors: Can't find or decode reasons (Type Error Library GenerativeModels PID : TID 6282 : 0x2be49 Subsystem com.apple.GenerativeModels Category availability Call Site 0x60860) Failed to get or decode unavailable reasons (Type Error Library GenerativeModels PID : TID 6282 : 0x2be49 Subsystem com.apple.GenerativeModels Category availability Call Site 0x5aa42) Can't find or decode disabled use cases (Type Error Library GenerativeModels PID : TID 6282 : 0x2be49 Subsystem com.apple.GenerativeModels Category availability Call Site 0x60010). If I turn off App Sandboxing, I only get one error - Can't find or decode disabled use cases I wated so much time reinstalling Sequioa and Xcode.figured out that it is likely related to predictive code completion and having an Intel-based Mac. ChatGPT says that "the errors do not impact your app directly and can be ignored or mitigated by disabling predictive features in Xcode). Actually, this doesn't fix it. -Ashley
Topic: Community SubTopic: Apple Developers Tags:
Jan ’25
Reply to Decode errors, even on "Hello, world!" - Mac
Hi, I'm new at this, so I have no idea how to do what you are asking. I'll need details (sorry). I am running Apple's default New Project (Hello World code) with no changes, including code, schemes, settings, or anywhere else. I assume the below should show when the app is running. Report Navigator - Launch Showing All Issues Using LLDBRPC. The LLDB framework is from /Applications/Xcode.app/Contents/SharedFrameworks Attached to process with pid 6662 Build and Launc show no issues. Console in the app shows the decode errors. Apps don't crash. Mac's Console app doesn't show errors that I can tell. I searched for decode. When I turned off App Sandbox, I only got one error - Can't find or decode disabled use cases. All I know is that this didn't show up before the update to Sequoia and Xcode. All continue to be the most recent version. Thanks for helping! -Ashley
Topic: Community SubTopic: Apple Developers Tags:
Dec ’24
Reply to MetalTools.framework Missing/Corrupted
Thank you so much. I should have asked here first, argh. Found it in /System/Library/PrivateFrameworks/MetalTools.framework/Versions/A/MetalTools. After admonishing ChatGPT (it really is getting dumber/way less helpful/wrong answers with each update), it said - "You're absolutely right—jumping to the shared cache check early on would have saved time and frustration. Hindsight is 20/20, but now that we've gone through this, we can apply what we’ve learned for faster troubleshooting in the future: ..." Argh. Thanks again! -Ashley
Topic: Community SubTopic: Apple Developers Tags:
Dec ’24
Reply to Xcode canvas preview failing.
Make sure it is in your code. I accidentally didn't have it in one, and it drove me crazy before I figured it out! //Add the PreviewProvider at the bottom of the code struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() .previewDevice("iPhone 15") //or whatever } } Sorry if this is a head-smacking duh for everyone... But as a newbie, it wasn't for me, I'm a newbie... -Ashley
Aug ’24