Hello!
I'm working on a new app, and DYLD_PRINT_STATISTICS=1 is not working - i.e., not producing any output.
Build platform:
MacBook Pro (15-inch, 2018)
macOS Monterey, 12.0 beta 6 (21A5506j)
Xcode 13.0 beta 5 (13A5212g)
Test device:
iPad 8th generation
iPadOS 15.0 beta 8 (19A5340a)
I'm setting it as usual in Product -> Scheme -> Edit Scheme, then going to "Run" tab on the left and choosing "Arguments" on the top. In that screen I enter "DYLD_PRINT_STATISTICS" for Name and "YES" for Value. Nothing prints.
I also tried:
Using "1" for Value instead of "YES"
Entering "DYLD_PRINT_STATISTICS=YES" as Name and leaving Value blank
Entering "DYLD_PRINT_STATISTICS=1" as Name and leaving Value blank
Every combination of the above, but as command-line arguments instead of environment variables.
Also, I tried "DYLD_PRINT_APIS" as Name and "YES" as Value, and that works normally.
What's going on here?
Is it something with the all-SwiftUI lifecycle?
An issue with the beta macOS/Xcode/iPadOS?
Thanks!
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
The Xcode 13 part of the SOTU video and the https://developer.apple.com/xcode/ page mention "Team Comments" -- this seems really cool. But... how do you get the comments? And can you ADD or EDIT comments within Xcode? Or just see them?
I've tried with a github repo and a bitbucket one but don't see those.
Thanks!
I'm seeing an error trying to test out async let. It seems like this should work, based on the async/let and structured concurrency session videos.
Here's the code:
func doIt() async -> String {
let t = TimeInterval.random(in: 0.25 ... 2.0)
Thread.sleep(forTimeInterval: t)
return String("\(Double.random(in: 0...1000))")
}
async {
async let a = doIt()
async let b = doIt()
async let c = doIt()
async let d = doIt()
let results = await [a, b, c, d]
for result in results {
print(" \(result)")
}
}
But, I get this error for every "async let" statement:
error: AsyncLetSwift55WWDC21.playground:12:15: error: expression is 'async' but is not marked with 'await'
async let a = doIt()
^
await
Am I missing something key, or is this a bug?
I'm running this in the Xcode 13.0 beta, in a Playground.
Thanks!!
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Swift Playground
WWDC21
wwdc21-10134
wwdc21-10132
I was just watching the Enhance voice communication with Push To Talk WWDC22 session video and was wondering (a few questions) --
(1) (when) will you be making the demo app available that was shown at the beginning of the video?
(2) There was some detail given regarding the new APNs push type ("pushtotalk"), but it was unclear to me if that's something I need to handle manually, or if those will be sent automatically when I do channelManager.requestBeginTransmitting?
(3) How does the audio data itself get routed around? Is that handled by the system between the requestBeginTransmitting and stopTransmitting calls? Or somehow part of the APNs payload? Or something we must handle?
Thank you!
thanks!!
I'm trying to update to the macOS Big Sur beta (day 1!) but the installation keeps failing with a timeout.
I get a popup that says:
An error occurred installing macOS.
The request timed out.
If I go into /var/log/install.log, there's some detail here, showing that bridgeOS timed out.
What's the fix for this?
Here are the last lines of the install.log file:
2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Started downloading package com.apple.pkg.BridgeOSBrain (http://swcdn.apple.com/content/downloads/04/28/001-18400-A_9PR1LXEKFC/czmgv59ffn8j0u96xf2tu7tiu2ykcp3izt/BridgeOSBrain.pkg)
2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Retrieved package com.apple.pkg.BridgeOSBrain (http://swcdn.apple.com/content/downloads/04/28/001-18400-A_9PR1LXEKFC/czmgv59ffn8j0u96xf2tu7tiu2ykcp3izt/BridgeOSBrain.pkg)
2020-06-22 23:46:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Starting bridgeOS update prepare
2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: bridgeOS update prepare timed out!
2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 osinstallersetupd[384]: Operation queue failed with error: Error Domain=com.apple.OSInstallerSetup.error Code=601 "An error occurred installing macOS." UserInfo={NSLocalizedDescription=An error occurred installing macOS., NSLocalizedRecoverySuggestion=The request timed out.}
2020-06-22 23:56:18-05 Andrews-MacBook-Pro-4 InstallAssistant[375]: Stopped operation queue with Error Domain=com.apple.OSInstallerSetup.error Code=601 "An error occurred installing macOS." UserInfo={NSLocalizedDescription=An error occurred installing macOS., NSLocalizedRecoverySuggestion=The request timed out.}
Any ideas?
Okay, so I created a new Xcode project using SwiftData, and ticked the box for iCloud integration. I added a container on the web dashboard. Then I added “ = Date()” to the definition of Item.timestamp so that it has a default value. I added the container to my Xcode project..
Then I added this “let config” and “let container” and changed the “.modelContainer” like this:
This will successfully add stuff to core data, which also appears in iCloud dashboard.
BUT, if I delete the app and re-launch, I don’t see the existing iCloud data until the SECOND launch, even though the Xcode runtime log shows it fetched it.
Do I need to do some magic to get it to refresh? Is the CloudKit subscription managed by SwiftData or do I need to do something for that?
thanks!
I've got a project repo that includes some submodules. In one of my submodules, I checked out a different commit. Neither the original repo nor the submodule have any changes.
Once you get in this situation, you cannot change branches.
For example, I am in "develop" branch, and I want to switch to "main".
In Xcode, I control-click the "main" branch and choose "Check-out". This fails with an error that says, "The working copy has conflicting, uncommitted changes. Commit or discard the changes and try again."
However, if I go to the Source Control menu and choose "Discard All Changes...", I get an error, "Cannot Discard Changes. There are no uncommitted changes in the working copies for this project."
The Source Control Navigator, under Changes, under Local Changes, shows the submodule with a "?" as the status.
It looks to me that Xcode 13 is confused by the submodule -- in one spot setting that changes exist, in another, acting as if there are no changes.
Am I missing something?
Getting this error suddenly tonight:No App Store Conect Account:No accounts with App Store Connect access have been found for the team "<MY TEAM>". App Store Connect access is required for App Store distribution.Then below it lists my Apple ID and says "No App Store Connect access for the team".Nothing has changed and it worked a week ago.I'm the owner of my company, the "agent" account in member center and admin on app store connect.Any solution to this?I had a similar problem maybe 6 months ago that randomly went away on its own at some point, but was stuck with it for a week or more at the time.
Hello,
I'm seeing many errors like this in the Xcode debug console when I build and run my app:
ERROR: Unrecognized attribute string flag '?' in attribute string "T@"NSString",?,R,C" for property debugDescription
The app project makes heavy use of Logger(), and I suspect it is related to that logging in some way, but I haven't been able to narrow down the issue to specific log calls.
I have Category, Subsystem and Timestamp enabled in the Xcode console, but none of those are displayed for this output.
What causes this? Or how can I better narrow down the source?
Build and run on simulator is suddenly very slow since Xcode 16.3. The build is normal, but the run part launches the simulator and sits and waits 5, 10, 15, sometimes 20 seconds before anything happens. During that time, the screen is blank on the simulator and the console output is blank in Xcode.
What's going on here?
Is there a fix or work-around?
EDIT: If I turn off the debugger, so it just runs without attaching it, the launch happens instantly.
Hi All,I've got the new 2018 MacBook Pro 15" (15,1) running High Sierra 10.13.6 and the Xcode 10.0 (10A255) release version and am having the following recurring issue.I've got an iOS project that I'm running in the simulator. In this case I'm actually running XCTests. The total tests run for about 4 seconds.At this point, Xcode looks like it's idle, but my fans spin up to full speed and Activity Monitor shows me: diagnosticd 170% cpu diagnosticd 82% cpu notifyd 78% cpu SpringBoard 78% cpuSometimes it shows diagnosticd higher like 350% CPU, but always diagnosticd is the highest.The computer doesn't seem to be doing anything. Both Xcode and Simulator are responsive.If I close the simulator, these disappear and the fans spin back down.This happens 100% of the time with the iPhone XR simulator, but doesn't seem to happen at all with any of the others, including the XS and XS Max.Anyone else seeing this?
Suddenly today I'm getting this error when I click "Distribute App" in Xcode 12.5:
No App Store Connect account:
No accounts with App Store Connect access have been found for the team "XXXXXXXXXXXX". App Store Connect access is required for App Store Connect distribution.
Then it lists my several accounts below, and next to each, under "Issue", it says "Unable to authenticate with App Store Connect".
I can login to AppStoreConnect via the website, with no issues, and my account is the account owner.
There are no updated terms or developer agreements etc to accept and no banking or tax info to update.
I tried deleting the account from Xcode and re-adding it. It adds without trouble, but then fails at this point.
Ideas?
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
App Store Connect
Xcode
App Store Connect API
App Submission
Hello!
I'm running Xcode 16 and can't find the "Continue building after errors" setting anymore. Anybody know where to find it?
The documentation says it's in the General tab of Xcode preferences, so that seems out of date.
Thanks!
Hello!
I'm using the App Store Connect API to get some pricing information for my apps and in-app purchases. If I'm understand correctly, I first need to get the base territory and then get pricing schedules for that territory, and the process looks to be the same across both App information and In-App Purchase information, even though those each use different API endpoints.
My question is about Base Territory. I thought that was a thing that's the same across an entire App Store Connect team, but I see these two APIs:
(1) Read the base territory for an app's price schedule
and
(2) Read the selected base territory for an in-app purchase price schedule
The fact that both of these exist implies that IAPs can have a different base territory than the app itself, and that different apps can have different base territories, or even that different IAPs in the same app could have different base territories. Is that actually true?
Or, do both APIs exist for convenience - so that if you're dealing with an IAP you can use that API instead of the app API, for example?
The reason I'm asking is that I'd like to be as efficient as possible with API calls.
Right now, in order to get prices for all apps in my account and all IAPs, I believe I need to call:
To fetch all pricing information:
/v1/apps - Get list of all apps
For each app:
/v1/appPriceSchedules/{appId}/baseTerritory - Get base territory
/v1/appPriceSchedules/{appId}/manualPrices?filter[territory]={territoryId} - Get prices for base territory
/v1/apps/{appId}/inAppPurchasesV2?include=iapPriceSchedule - Get IAPs
/v1/apps/{appId}/subscriptionGroups?include=subscriptions - Get auto-renewable subscriptions
For each IAP:
If type is NOT non-renewing subscription:
/v1/inAppPurchasePriceSchedules/{iapId}/baseTerritory - Get base territory
/v1/inAppPurchasePriceSchedules/{iapId}/manualPrices?filter[territory]={territoryId} - Get prices
If type IS non-renewing subscription OR auto-renewable subscription:
/v1/subscriptions/{iapId}/prices?filter[territory]={territoryId} - Get subscription prices
This is getting what we want, but hat's a LOT of API calls. Are there steps here we can shortcut or cut out? I'm looking for the current, manually-set prices for everything.
Thanks very much!
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect API
Tags:
Subscriptions
In-App Purchase
App Store Connect API
SceneKit keyed blend shape animation imported from Collada (.dae) file (created in Maya) not playing
I'm using Maya to create animations to use in SceneKit.I'm exporting as COLLADA file (.dae) using Maya's built-in FBX DAE exporter.Animations on the node transform all work perfectly. For example, if we have an animation of the translation, rotation, or scale -- or a combination of those -- the animation imports correctly with the node.However, when I import an animation based on keyed blend shape inputs, the animation doesn't play.Within Xcode, if I click on the .dae and start looking at attributes, the node is there and has the blend shape (geometry morpher) attached, and it is manipulable.Additionally, an animation is listed, and if I look at attributes within the node, the animation is listed there as well.If I iterate through the SCNNode's animationKeys property, an animation is there and it has the correct amount of time associated with it. But I can't seem to get it to work.On the Xcode side of things, I have tried:Saying "Update" when prompted to update the .dae file within Xcode.Not updating the .dae file when promptedApplying Jon Allee's Collada Morph Adjuster to the .dae file, before giving it to Xcode.Loading as SCNSceneSource instead of SCNSceneOn the Maya side of things, I've tried several variations on the creation/export process:Tried the "remove single key" checkbox (with and without)Tried the "bake animation" setting in the export windowTried checking and unchecking "Deformed models" and "Blend Shapes"Under the Collada option in the export window, I've tried with and without "Single Matrix" checked. I usually check "Single Matrix" now or I get a bunch of animations within Xcode. However, checking or not checking this option does not appear to have any effect on SceneKit's behavior. The transform animations work either way, and the blend shape animations don't work either way.I've also looked at dozens of Stack Overflow questions carefully -- this is not a duplicate question, as well as ones in Apple's forums and am pretty out of ideas.I put together a quick sample project that demonstrates both the working and non-working, and includes the source Maya files as well as a couple of explainer videos.I'm using:Maya 2018.2 (Cut ID: 201711281015-8e846c9074)Xcode 9.3 (9E145)macOS High Sierra 10.13.4iOS 11.3.1Thanks!