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UIKit bindings no longer working in XCode 26
When I try to create bindings between a xib file and it's associated objective-c source code, xcode no longer autocompletes to either an action or an outlet binding. The little circles in the code editor that would previously indicate bindings are no longer there. I can now only create bindings in the tree heirarchy of the UIKit editor after manually adding IBOutlets to the header files.
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0
179
May ’26
Can't create new version of app or delete old unreleased one
I've come back to a project that last released some 8 years ago. I've updated it over the last couple of months and now I'm trying to create a new version on App Store Connect, but the button isn't there. I still have a couple of versions listed there, one in "Prepare for submission" and one in "Ready for Distribution". The one labelled as ready for distribution is actually still in the app store. There doesn't seem to be an option to delete the version I never submitted
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53
Feb ’26
MTLTextureLoader creates Texture on iPad but not on iPhone
I'm using MTKTextureLoader to try and load a texture it works on iPads, but not on iPhone where I get the error : Error Domain=MTKTextureLoaderErrorDomain Code=0 "Image decoding failed" UserInfo={NSLocalizedDescription=Image decoding failed, MTKTextureLoaderErrorKey=Image decoding failedI'd like to know why, how to detect it, and how to work around it.im working with devices using iOS 11 and 12, but the version doesn't seem to make a difference, just iPad/iPhoneSetup to hand right now:iPhone X: iOS 12.1.3 , A11 GPUiPad : iOS 11.4.1, A9 GPUThe texture is JPG format, size 8192 x 8192, and when it loads, it has the pixelformat MTLPixelFormatBGRA8Unorm_sRGBThe code to load it is: NSError *textureError; //self.texture =[textureLoader newTextureWithCGImage:image.CGImage options:textureLoadingOptions error:&textureError]; self.texture = [textureLoader newTextureWithContentsOfURL:textureURL options:textureLoadingOptions error:&textureError]; if (textureError) { NSLog(@"Texture failed to load %@ with error : %@", image, textureError); return NO; }The commented out code was checking loading the texture from an UIImage, the result is the same.Thinking it was the feature set, I checked the devices supported all the iOS 11 feature sets, the iPhone support all of them, the iPad supports all but MTLFeatureSet_iOS_GPUFamily4_v1 . I was expecting the iPhone to not support one.I saw this question which has the same error: https://forums.developer.apple.com/thread/97218I haven't tried the solution yet but it's my next step, but it won't be a very useful solution if I can't detect when I have to use it.
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2.3k
Nov ’21
UIKit bindings no longer working in XCode 26
When I try to create bindings between a xib file and it's associated objective-c source code, xcode no longer autocompletes to either an action or an outlet binding. The little circles in the code editor that would previously indicate bindings are no longer there. I can now only create bindings in the tree heirarchy of the UIKit editor after manually adding IBOutlets to the header files.
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179
Activity
May ’26
Claude: Your request couldn't be completed.
For the last 2 days, the claude agent has stopped working, it's not the issue where you get logged out after 8 hours, I have signed out and back in multiple times, quit xcode, nothing is working, every request just generates the following response: "Your request couldn't be completed."
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55
Activity
Apr ’26
Can't create new version of app or delete old unreleased one
I've come back to a project that last released some 8 years ago. I've updated it over the last couple of months and now I'm trying to create a new version on App Store Connect, but the button isn't there. I still have a couple of versions listed there, one in "Prepare for submission" and one in "Ready for Distribution". The one labelled as ready for distribution is actually still in the app store. There doesn't seem to be an option to delete the version I never submitted
Replies
0
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0
Views
53
Activity
Feb ’26
MTLTextureLoader creates Texture on iPad but not on iPhone
I'm using MTKTextureLoader to try and load a texture it works on iPads, but not on iPhone where I get the error : Error Domain=MTKTextureLoaderErrorDomain Code=0 "Image decoding failed" UserInfo={NSLocalizedDescription=Image decoding failed, MTKTextureLoaderErrorKey=Image decoding failedI'd like to know why, how to detect it, and how to work around it.im working with devices using iOS 11 and 12, but the version doesn't seem to make a difference, just iPad/iPhoneSetup to hand right now:iPhone X: iOS 12.1.3 , A11 GPUiPad : iOS 11.4.1, A9 GPUThe texture is JPG format, size 8192 x 8192, and when it loads, it has the pixelformat MTLPixelFormatBGRA8Unorm_sRGBThe code to load it is: NSError *textureError; //self.texture =[textureLoader newTextureWithCGImage:image.CGImage options:textureLoadingOptions error:&textureError]; self.texture = [textureLoader newTextureWithContentsOfURL:textureURL options:textureLoadingOptions error:&textureError]; if (textureError) { NSLog(@"Texture failed to load %@ with error : %@", image, textureError); return NO; }The commented out code was checking loading the texture from an UIImage, the result is the same.Thinking it was the feature set, I checked the devices supported all the iOS 11 feature sets, the iPhone support all of them, the iPad supports all but MTLFeatureSet_iOS_GPUFamily4_v1 . I was expecting the iPhone to not support one.I saw this question which has the same error: https://forums.developer.apple.com/thread/97218I haven't tried the solution yet but it's my next step, but it won't be a very useful solution if I can't detect when I have to use it.
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2
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0
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2.3k
Activity
Nov ’21