If I install RealmSwift into an ios app using SPM, I have no problems.
However if I install it into an ios framework, then when building there is this error:
error: missing required modules: 'Realm.Private', 'Realm', 'Realm.Swift'
I have discovered that if I change the import statement from:
import RealmSwift
to
private import RealmSwift
then doing that makes this build error goes away (but doing that isn't a feasible workaround as I would like to publicly export classes stored in Realm from the framework).
There's no point in posting issues with Realm on their support board as its being deprecated and its tumble weeds on their forum.
But I would be very interested in hearing from the Apple expects explanation or speculation on:
why is importing the same framework via SPM into a framework xcode project resulting in different behavior then when importing it into an app?
why would changing import to private import make the build error go away?
TIA
Xcode
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Activity
Use a project hosted by a filesystem/local Git repository.
Make changes to any file in the project.
Switch to the "Source Control" Navigator, and the "Changes" sub-navigator within that.
Select "Uncommitted Changes", or any file below that.
Verify that your changes appear in the source change browser/editor on the right.
Click the "Stage All" button.
Absolutely nothing happens, 90% of the time.
Go back to the Changes navigator, right-click on an item there and select the "Stage Changes in..." popup menu item. It works, every time.
I haven't found any pattern to the 10% of the time the "Stage All" button actually works, wrt what changes are selected in the navigator, whether I've already typed a commit message, etc..
I happen to be using Xcode 16.0 on two Macs: a Mac Studio running MacOS 14.6.1, and a 2019 MacBook Pro running MacOS 14.7.1. Both exhibit the same symptoms.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I used fastlane to package and upload the test package to TestFlight. However, the account in Xcode is often logged out automatically without any prompts.
In Xcode, I logged in with the developer account to automatically manage certificates, provisioning profiles, signatures, etc.
For the fastlane upload, I used a Application-specific passwords.
Does anyone know what could be the reason? I'm almost driven crazy.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Versions
XCode version: 16.2
iOS version: 17.0
Background
I am trying to generate a QR code inside the ActivityReportExtention which encoded the FamilyActivitySelection information. The code is roughly:
Question
Can I create Image inside the ActivityReportExtension? I cannot even render a simple image (not QR code) inside the extension.
How can I debug inside the extension? Logs of the extension are not shown in the console.
Code
A function to generate QR Code
import CoreImage
import UIKit
func generateQRCode(from string: String) -> UIImage? {
let data = string.data(using: .ascii)
guard let filter = CIFilter(name: "CIQRCodeGenerator") else { return nil }
filter.setValue(data, forKey: "inputMessage")
filter.setValue("Q", forKey: "inputCorrectionLevel") // Q for medium quality
guard let outputImage = filter.outputImage else { return nil }
// Scale the QR code image so it looks clear on screen
let transform = CGAffineTransform(scaleX: 10, y: 10)
let scaledImage = outputImage.transformed(by: transform)
// Create a CIContext and generate a CGImage from the CIImage
let context = CIContext()
if let cgImage = context.createCGImage(scaledImage, from: scaledImage.extent) {
return UIImage(cgImage: cgImage)
} else {
return nil
}
}
Inside ActivityReportExtension sandbox:
struct LineChartView: View {
var body: some View {
VStack {
if let qrImage = generateQRCode2(from: "this is a test") {
Image(uiImage: qrImage)
.resizable()
.scaledToFit()
.frame(width: 200, height: 200)
} else {
Text("QR Code generation failed")
}
}
}
}
What I am trying to do is very simple.
Environment description:
macOS Catalina version 10.15.7 iOS Simulator version 12.3 Target device iPhone 11 (iOS 13.2.2)
Open Safari > go to website > mictests.com
Result: "Could not find any media devices. It is very likely that your browser does not allow access to these devices."
The Simulator does have access to the microphone. I can use Siri just fine. Only Safari cannot access the mic. I'm really stuck here, any ideas are welcome.
I often get questions about third-party crash reporting. These usually show up in one of two contexts:
Folks are trying to implement their own crash reporter.
Folks have implemented their own crash reporter and are trying to debug a problem based on the report it generated.
This is a complex issue and this post is my attempt to untangle some of that complexity.
If you have a follow-up question about anything I've raised here, please put it in a new thread with the Debugging tag.
IMPORTANT All of the following is my own direct experience. None of it should be considered official DTS policy. If you have a specific question that needs a direct answer — perhaps you’re trying to convince your boss that implementing your own crash reporter is a very bad idea — start a dedicated thread here on the forums and we can discuss the details there. Use whatever subtopic is appropriate for your issue, but make sure to add the Debugging tag so that I see it go by.
Share and Enjoy
—
Quinn “The Eskimo!” @ Developer Technical Support @ Apple
let myEmail = "eskimo" + "1" + "@" + "apple.com"
Scope
First, I can only speak to the technical side of this issue. There are other aspects that are beyond my remit:
I don’t work for App Review, and only they can give definitive answers about what will or won’t be allowed on the store.
Implementing your own crash reporter has significant privacy implications.
IMPORTANT If you implement your own crash reporter, discuss the privacy impact with a lawyer.
This post assumes that you are implementing your own crash reporter. A lot of folks use a crash reporter from another third party. From my perspective these are the same thing. If you use a custom crash reporter, you are responsible for its behaviour, both good and bad, regardless of where the actual code came from.
Note If you use a crash reporter from another third party, run the tests outlined in Preserve the Apple Crash Report to verify that it’s working well.
General Advice
I strongly advise against implementing your own crash reporter. It’s very easy to create a basic crash reporter that works well enough to debug simple problems. It’s impossible to implement a good crash reporter, one that’s reliable, binary compatible, and sufficient to debug complex problems. The bulk of this post is a low-level explanation of that impossibility.
Rather than attempting the impossible, I recommend that you lean in to Apple’s crash reporter. In recent years it’s acquired some really cool new features:
If you’re creating an App Store app, the Xcode organiser gives you easy, interactive access to Apple crash reports.
If you’re an enterprise developer, consider switching to Custom App Distribution. This yields all the benefits of App Store distribution without your app being generally available on the store.
iOS 14 and macOS 12 report crashes in MetricKit. This is a very cool feature, and I’m surprised by how few people use it effectively.
If you previously dismissed Apple crash reports as insufficient, I encourage you to reconsider that decision.
Why Is This Impossible?
Earlier I said “It’s impossible to implement a good crash reporter”, and I want to explain why I’m confident enough in my conclusions to use that specific word. There are two fundamental problems here:
On iOS (and the other iOS-based platforms, watchOS and tvOS) your crash reporter must run inside the crashed process. That means it can never be 100% reliable. If the process is crashing then, by definition, it’s in an undefined state. Attempting to do real work in that state is just asking for problems [1].
To get good results your crash reporter must be intimately tied to system implementation details. These can change from release to release, which invalidates the assumptions made by your crash reporter. This isn’t a problem for the Apple crash reporter because it ships with the system. However, a crash reporter that’s built in to your product is always going to be brittle.
I’m speaking from hard-won experience here. I worked for DTS during the PowerPC-to-Intel transition, and saw a lot of folks with custom crash reporters struggle through that process.
Still, this post exists because lots of folks ignore this reality, so the subsequent sections contain advice about specific technical issues.
WARNING Do not interpret any of the following as encouragement to implement your own crash reporter. I strongly advise against that. However, if you ignore my advice then you should at least try to minimise the risk, which is what the rest of this document is about.
[1] On macOS it’s possible for your crash reporter to run out of process, just like the Apple crash reporter. However, possible is not the same as easy. In fact, running out of process can make things worse: It prevents you from geting critical state for the crashed process without being tightly bound to OS implementation details. It would be nice if Apple provided APIs for this sort of thing, but that’s currently not the case.
Preserve the Apple Crash Report
You must ensure that your crash reporter doesn’t disrupt the Apple crash reporter. This is important for three reasons:
Some fraction of your crashes will not be caused by your code but by problems in framework code, and accurate Apple crash reports are critical in diagnosing such issues.
When dealing with really hard-to-debug problems, you need the more obscure info that’s shown in the Apple crash report.
If you’re working with someone from Apple (here on the forums, via a bug report, or a DTS case, or whatever), they’re going to want an accurate Apple crash report. If your crash reporter is disrupting the Apple crash reporter — either preventing it from generating crash reports entirely [1], or distorting those crash reports — that limits how much they can help you.
IMPORTANT This is not a theoretical concern. The forums have many threads where I’ve been unable to help folks debug a gnarly problem because their third-party crash reporter didn’t preserve the Apple crash report (see here, here, and here for some examples).
To avoid these issues I recommend that you test your crash reporter’s impact on the Apple crash reporter. The basic idea is:
Create a program that generates a set of specific crashes.
Run through each crash.
Verify that your crash reporter produces sensible results.
Verify that the Apple crash reporter produces the same results as it does without your crash reporter
With regards step 1, your test suite should include:
An un-handled language exception thrown by your code
An un-handled language exception thrown by the OS (accessing an NSArray out of bounds is an easy way to get this)
Various machine exceptions (at a minimum, memory access, illegal instruction, and breakpoint exceptions)
Stack overflow
Make sure to test all of these cases on both the main thread and a secondary thread.
With regards step 4, check that the resulting Apple crash report includes correct values for:
The exception info
The crashed thread
That thread’s state
Any application-specific info, and especially the last exception backtrace
[1] A particularly pathological behaviour here is to end your crash reporter by calling exit. This completely suppresses the Apple crash report. Some third-party language runtimes ‘helpfully’ include such a crash reporter, which makes it very hard to debug problems that occur within your process but outside of that language.
Signals
Many third-party crash reporters use UNIX signals to catch the crash. This is a shame because using Mach exception handling, the mechanism used by the Apple crash reporter, is generally a better option. However, there are two reasons to favour UNIX signals over Mach exception handling:
On iOS-based platforms your crash reporter must run in-process, and doing in-process Mach exception handling is not feasible.
Folks are a lot more familiar with UNIX signals. Mach exception handling, and Mach messaging in general, is pretty darned obscure.
If you use UNIX signals for your crash reporter, be aware that this API has some gaping pitfalls. First and foremost, your signal handler can only use async signal safe functions [1]. You can find a list of these functions in sigaction man page [2] [3].
WARNING This list does not include malloc. This means that a crash reporter’s signal handler cannot use Objective-C or Swift, as there’s no way to constrain how those language runtimes allocate memory [4]. That means you’re stuck with C or C++, but even there you have to be careful to comply with this constraint.
The Operative: It’s worse than you know.
Captain Malcolm Reynolds: It usually is.
Many crash reports use functions like backtrace (see its man page) to get a backtrace from their signal handler. There’s two problems with this:
backtrace is not an async signal safe function.
backtrace uses a naïve algorithm that doesn’t deal well with cross signal handler stack frames [5].
The latter point is particularly worrying, because it hides the identity of the stack frame that triggered the signal.
If you’re going to backtrace out of a signal, you must use the crashed thread’s state (accessible via the handlers uap parameter) to start your backtrace.
Apropos that, if your crash reporter wants to log the state of the crashed thread, that’s the place to get it.
Your signal handler must be prepared to be called by multiple threads. A typical crashing signal (like SIGSEGV) is delivered to the thread that triggered the machine exception. While your signal handler is running on that thread, other threads in your process continue to run. One of these threads could crash, causing it to call your signal handler.
It’s a good idea to suspend all threads in your process early in your signal handler. However, there’s no way to completely eliminate this window.
Note The need to suspend all the other threads in your process is further evidence that sticking to async signal safe functions is required. An unsafe function might depend on a thread you’ve suspended.
A typical crashing signal is delivered on the thread that triggered the machine exception. If the machine exception was caused by a stack overflow, the system won’t have enough stack space to call your signal handler. You can tell the system to switch to an alternative stack (see the discussion of SA_ONSTACK in the sigaction man page) but that isn’t a complete solution (because of the thread issue discussed immediately above).
Finally, there’s the question of how to exit from your signal handler. You must not call exit. There’s two problems with doing that:
exit is not async signal safe. In fact, exit can run arbitrary code via handlers registered with atexit. If you want to exit the process, call _exit.
Exiting the process is a bad idea anyway, because it will prevent the Apple crash reporter from running. This is very poor form. For an explanation as to why, see Preserve the Apple Crash Report (above).
A better solution is to unregister your signal handler (set it to SIG_DFL) and then return. This will cause the crashed process to continue execution, crash again, and generate a crash report via the Apple crash reporter.
[1] While the common signals caught by a crash reporter are not technically async signals (except SIGABRT), you still have to treat them as async signals because they can occur on any thread at any time.
[2] It’s reasonable to extend this list to other routines that are implemented as thin shims on a system call. For example, I have no qualms about calling vm_read (see below) from a signal handler.
[3] Be aware, however, that even this list has caveats. See my Async Signal Safe Functions vs Dyld Lazy Binding post for details.
[4] I expect that it’ll eventually be possible to write signal handlers in Swift, possibly using some facility that evolves from the the existing, but unsupported, @_noAllocation and @_noLocks attributes. If you’d like to get involved with that effort, I recommend that engage with the Swift Evolution process.
[5] Cross signal handler stack frames are pushed on to the stack by the kernel when it runs a signal handler on a thread. As there’s no API to learn about the structure of these frames, there’s no way to backtrace across one of these frames in isolation. I’m happy to go into details but it’s really not relevant to this discussion [6]. If you’re interested, start a new thread with the Debugging tag and we can chat there.
[6] (Arg, my footnotes have footnotes!) The exception to this is where your trying to generate a crash report for code running in a signal handler. That’s not easy, and frankly you’re better off avoiding signal handlers in general. Where possible, handle signals via a Dispatch event source.
Reading Memory
A signal handler must be very careful about the memory it touches, because the contents of that memory might have been corrupted by the crash that triggered the signal. My general rule here is that the signal handler can safely access:
Its code
Its stack (subject to the constraints discussed earlier)
Its arguments
Immutable global state
In the last point, I’m using immutable to mean immutable after startup. It’s reasonable to set up some global state when the process starts, before installing your signal handler, and then rely on it in your signal handler.
Changing any global state after the signal handler is installed is dangerous, and if you need to do that you must be careful to ensure that your signal handler sees consistent state, even though a crash might occur halfway through your change.
You can’t protect this global state with a mutex because mutexes are not async signal safe (and even if they were you’d deadlock if the mutex was held by the thread that crashed). You should be able to use atomic operations for this, but atomic operations are notoriously hard to use correctly (if I had a dollar for every time I’ve pointed out to a developer they’re using atomic operations incorrectly, I’d be very badly paid (-: but that’s still a lot of developers!).
If your signal handler reads other memory, it must take care to avoid crashing while doing that read. There’s no BSD-level API for this [1], so I recommend that you use vm_read.
[1] The traditional UNIX approach for doing this is to install a signal handler to catch any memory access exceptions triggered by the read, but now we’re talking signal handling within a signal handler and that’s just silly.
Writing Files
If your want to write a crash report from your signal handler, you must use low-level UNIX APIs (open, write, close) because only those low-level APIs are documented to be async signal safe. You must also set up the path in advance because the standard APIs for determining where to write the file (NSFileManager, for example) are not async signal safe.
Offline Symbolication
Do not attempt to do symbolication from your signal handler. Rather, write enough information to your crash report to support offline symbolication. Specifically:
The addresses to symbolicate
For each Mach-O image in the process:
The image’s path
The image’s build UUID [1]
The image’s load address
You can get most of the Mach-O image information using the APIs in <mach-o/dyld.h> [2]. Be aware, however, that these APIs are not async signal safe. You’ll need to get this information in advance and cache it for your signal handler to record.
This is complicated by the fact that the list of Mach-O images can change as you process loads and unloads code. This requires you to share mutable state with your signal handler, which is exactly what I recommend against in Reading Memory.
Note You can learn about images loading and unloading using _dyld_register_func_for_add_image and _dyld_register_func_for_remove_image respectively.
[1] If you’re unfamiliar with that term, see TN3178 Checking for and resolving build UUID problems and the documents it links to.
[2] I believe you’ll need to parse the Mach-O load commands to get the build UUID.
What to Include
When deciding what to include in a crash report, there’s a three-way balance to be struck:
The more information you include, the easier it is to diagnose problems.
Some information is hard to obtain, either because there’s no public API to get that information, or because the API is not available to your crash reporter.
Some information is so privacy-sensitive that it has no place in a crash report.
Apple’s crash reporter strikes its own balance here, and I recommend that you try to include everything that it includes, subject to the limitations described in the second point.
Here’s what I’d considered to be a minimal list:
Information about the machine exception that triggered the crash
For memory access exceptions, the address of the access that triggered the crash
Backtraces of all the threads (sometimes the backtrace of a non-crashing thread can yield critical information about the crash)
The crashed thread
Its thread state
A list of Mach-O images, as discussed in the Offline Symbolication section
IMPORTANT Make sure you report the thread backtraces in a consistent order. Without that it’s hard to correlate information across crash reports.
Revision History
2025-08-25 Added some links to examples of third-party crash reports not preserving the Apple crash report. Added a link to TN3178. Made other minor editorial changes.
2022-05-16 Fixed a broken link.
2021-09-10 Expanded the General Advice section to include pointers to Apple crash report resources, including MetricKit. Split the second half of that section out in to a new Why Is This Impossible? section. Made minor editoral changes.
2021-02-27 Fixed the formatting. Made minor editoral changes.
2019-05-13 Added a reference to my Async Signal Safe Functions vs Dyld Lazy Binding post.
2019-02-15 Expanded the introduction to the Preserve the Apple Crash Report section.
2019-02-14 Clarified the complexities of an out-of-process crash reporter. Added the What to Include section. Enhanced the Signals section to cover reentrancy and stack overflow. Made minor editoral changes.
2019-02-13 Made minor editoral changes. Added a new footnote to the Signals section.
2019-02-12 First posted.
I upgraded xcode to 16.2 and found that the txt file generated by Write Link Map File is different from before, no longer containing detailed data. So, how to set it up to obtain the same link map file as the previous xcode version.
# Path: /Users/....../xxx.app/__preview.dylib
# Arch: arm64
# Object files:
[ 0] linker synthesized
# Sections:
# Address Size Segment Section
0x00004000 0x00000000 __TEXT __text
# Symbols:
# Address Size File Name
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi,
in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error.
Tried all the solutions from forums, didn't work.
Restarted Mac
Deleted Assets.xcassets and recreated with AppIcon and AccemntColor
Copied "Assets.xcassets" from new dummy Project to main one.
I don't have info.plist file
Could you please help.
Thanks,
Bhanu
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello,
For one of my recent release (2 versions ago), I used to be able to check its p50 of Hang Rate, but now it disappear and not showing up in XCode Organizer Metrics anymore. The p90 of Hang Rate of this version is still there.
It's so unpredictable. Is there something we can do to get this data to populate? If not, may I understand usually why this issue will happen, is it something frond-end bug or is it because there is some thing abnormal going on in the back-end data?
Hi,
We are facing issues on ios simulators os version 18, "Simulator device failed to install the application. Failed to create promise. Underlying error (domain=IXErrorDomain, code=2):"
Due to this error simulator is unable to install the application. we are facing this intermittently.
xcode version : Xcode.16.0.0.16A242d.app
ios simulator runtime : com.apple.CoreSimulator.SimRuntime.iOS-18-0
ios simulator : com.apple.CoreSimulator.SimDeviceType.iPhone-16
mac os version : macOS 15.4
we have tried upgrading to xcode Xcode.16.1.0.16B40.app and ios simulator runtime to 18.1 but its not working. Also we have rebooted xcode, not helping.
*Exact error message : **
org.openqa.selenium.SessionNotCreatedException: Could not start a new session. Response code 500. Message: An unknown server-side error occurred while processing the command. Original error: Error running 'install': An error was encountered processing the command (domain=IXErrorDomain, code=2): Simulator device failed to install the application. Failed to create promise. Underlying error (domain=IXErrorDomain, code=2): Failed to set icon resources promise for com.yyyy.xxxx Failed to create promise. Host info: host: 'uci-macmini-019lab3b.local', ip: 'fe80:0:0:0:1caf:6627:141d:f464%en0' Build info: version: '4.30.0', revision: '509c7f17cc' System info: os.name: 'Mac OS X', os.arch: 'aarch64', os.version: '15.3.1', java.version: '11.0.25' Driver info: com.mypackage.common.drivers.CustomIosDriver$ByteBuddy$g865VfU3 Command: [null, newSession {capabilities=[{appium:webviewConnectTimeout=120000, appium:autoAcceptAlerts=true, appium:app=/Users/mobileci/.buildkite-agent/builds/uci-macmini-019lab3b/mypackage/e2e-test-ios-simulator/8155f349-18b9-413c-9d17-dcb064986154/test_artifacts/target.app, appium:includeSafariInWebviews=true, appium:locale=US, appium:mjpegServerPort=52715, appium:newCommandTimeout=600000, appium:waitForIdleTimeout=3, appium:derivedDataPath=/Users/mobileci/.buildkite-agent/builds/uci-macmini-019lab3b/mypackage/e2e-test-ios-simulator/8155f349-18b9-413c-9d17-dcb064986154/appium_wda_ios/, appium:wdaConnectionTimeout=300000, appium:wdaLaunchTimeout=300000, appium:processArguments={env={E2E_TESTING=YES, RUN_UUID=8155f349-18b9-413c-9d17-dcb064986154}}, appium:automationName=XCUITest, appium:fullReset=true, appium:udid=F266ECC3-FD23-464D-B0C3-576EB48B2FF5, appium:deviceName=E2ESimulator, appium:wdaLocalPort=52714, appium:showXcodeLog=true, appium:webkitDebugProxyPort=52716, appium:noReset=false, appium:language=en, platformName=IOS, appium:simpleIsVisibleCheck=true}], desiredCapabilities=Capabilities {app: /Users/mobileci/.buildkite-..., autoAcceptAlerts: true, automationName: XCUITest, derivedDataPath: /Users/mobileci/.buildkite-..., deviceName: E2ESimulator, fullReset: true, includeSafariInWebviews: true, language: en, locale: US, mjpegServerPort: 52715, newCommandTimeout: 600000, noReset: false, platformName: IOS, processArguments: {env: {E2E_TESTING: YES, RUN_UUID: 8155f349-18b9-413c-9d17-dcb...}}, showXcodeLog: true, simpleIsVisibleCheck: true, udid: F266ECC3-FD23-464D-B0C3-576..., waitForIdleTimeout: 3, wdaConnectionTimeout: 300000, wdaLaunchTimeout: 300000, wdaLocalPort: 52714, webkitDebugProxyPort: 52716, webviewConnectTimeout: 120000}}] Capabilities {app: /Users/mobileci/.buildkite-..., autoAcceptAlerts: true, automationName: XCUITest, derivedDataPath: /Users/mobileci/.buildkite-..., deviceName: E2ESimulator, fullReset: true, includeSafariInWebviews: true, language: en, locale: US, mjpegServerPort: 52715, newCommandTimeout: 600000, noReset: false, platformName: IOS, processArguments: {env: {E2E_TESTING: YES, RUN_UUID: 8155f349-18b9-413c-9d17-dcb...}}, showXcodeLog: true, simpleIsVisibleCheck: true, udid: F266ECC3-FD23-464D-B0C3-576..., waitForIdleTimeout: 3, wdaConnectionTimeout: 300000, wdaLaunchTimeout: 300000, wdaLocalPort: 52714, webkitDebugProxyPort: 52716, webviewConnectTimeout: 120000} at
难道是电脑版本问题吗 macos15.3.1
错误报告
Topic:
Developer Tools & Services
SubTopic:
Xcode
I'm integrating Apple Pay with PayFort in a Swift iOS application, and I’m currently working on preparing a valid purchase request using Apple Pay, as described in PayFort’s documentation:
🔗 https://docsbeta.payfort.com/docs/api/build/index.html?shell#apple-pay-authorization-purchase-request
The documentation outlines the following required parameters:
apple_data
apple_signature
apple_header
apple_transactionId
apple_ephemeralPublicKey
apple_publicKeyHash
apple_paymentMethod
apple_displayName
apple_network
apple_type
Optional: apple_applicationData
I understand these should be derived from the PKPayment object after Apple Pay authorization, but I’m having trouble mapping everything correctly. Here’s what I’m seeing in code:
payment.token
// Returns something like: <PKPaymentToken: 0x28080ae80; transactionIdentifier: "..."; paymentData: 3780 bytes>
payment.token.paymentData
// Contains 3780 bytes of encrypted data
payment.token.paymentData.base64EncodedString()
// Returns a long base64 string, which at first glance seems like it could be used for apple_data,
// but PayFort doesn't accept it as-is — so this value appears to be incomplete or incorrectly formatted
I can successfully retrieve the following values from payment.token.paymentMethod:
apple_displayName
apple_network
apple_type
However, I’m still unsure how to extract or build the following in the format accepted by PayFort:
apple_data
apple_signature
apple_header
apple_transactionId
apple_ephemeralPublicKey
apple_publicKeyHash
apple_paymentMethod
These may be contained within the paymentData JSON, but I’m not sure how to decode it or if Apple allows decrypting it in a way that matches PayFort’s expected format.
How can I correctly extract or build apple_data, apple_signature, and apple_header from the Apple Pay token?
Also, how should I handle the decryption or decoding (if necessary) of paymentData to retrieve values like apple_transactionId, apple_ephemeralPublicKey, and apple_publicKeyHash?
If anyone has successfully set this up or has example code that bridges Apple Pay and PayFort’s expected request format, it would be super helpful!
Thanks in advance 🙏
Hi guys, recently I've been investigating new UI Testing in Xcode7. There seems to be limited APIs we can call direct in UI test. Can I include header files and call public API of my tested app in UI Test? so that I can have more flexibility to set my app status before running test. I intent to call API method "-(void)reloadURL:(NSURL *)url" of my app in UI Test, but test failed with "XCTRunner -[_XCTRunnerAppDelegate myAppDelegateUtils]: unrecoginzed selector sent to instance 0x7cf0a992fe10"In Unit Test we can call any API of the tested app, does it support in UI Testing too? I'm a start learner of Xcode and its testing...could anyone help to answer this question? Thanks!
I'm having an issue specifically with SwiftUI previews in my iOS project. The project builds and runs fine on devices and simulators (in Rosetta mode), but SwiftUI previews fail to load in both Rosetta and native arm64 simulator environments. The main error in the preview is related to the Alamofire dependency in my SiriKit Intents extension:
Module map file '[DerivedData path]/Build/Products/Debug-iphonesimulator/Alamofire/Alamofire.modulemap' not found
This error repeats for multiple Swift files within my SiriKit Intents extension. Additionally, I'm seeing:
Cannot load underlying module for 'Alamofire
Environment
Xcode version: 16.2
macOS version: Sonoma 14.7
Swift version: 6.0.3 (swiftlang-6.0.3.1.10 clang-1600.0.30.1)
Dependency management: CocoaPods
Alamofire version: 5.8
My project is a large, older codebase that contains a mix of UIKit, Objective-C and Swift
Architecture Issue: The project only builds successfully in Rosetta mode for simulators. SwiftUI previews are failing in both Rosetta and native arm64 environments. This suggests there may be a fundamental issue with how the preview system interacts with the project's architecture configuration. What I've Tried I've attempted several solutions without success:
Cleaning the build folder (⇧⌘K and Option+⇧⌘K)
Deleting derived data
Reinstalling dependencies
Restarting Xcode
Removing and re-adding Alamofire
When I execute:
geoCoder.reverseGeocodeLocation(location, completionHandler:{[weak self](placemarks, error) in
print("reverse geocoding location after altitude: ",location.altitude)
print("placemark location first", placemarks?.first?.location?.altitude ?? -1)
The input CLLocation has correct altitude 25, instead the location in the output placemarks have altitude 0, when of course they should have the same location. Moreover it is impossible to retrofit any data in the returned placemarks as they are portrayed as a read only property.
I’m experiencing an issue in Xcode 16 where the app randomly builds and runs in the simulator while I’m designing items in the storyboard.
Here’s what I’ve tried so far to stop this behavior:
Disabled "Show Live Issues" in the General settings
Removed all key bindings related to Build & Run in the Key Bindings settings
Checked for unintentional shortcut triggers, but nothing seems to be causing it
Update XCode from 16.1 to 16.2
Delete Derived Data
Despite these actions, Xcode still automatically builds and launches the simulator at unexpected times, disrupting my workflow.
Is there any setting or hidden configuration that could be causing this?
How can I completely prevent Xcode from running the simulator automatically while editing UI in the storyboard?
Would really appreciate any guidance on this!
The code in my app is split into frameworks that I can use both from my main app and its app extensions. In order to use the frameworks inside the app extension, I need to build them with the Xcode build setting Require Only App-Extension-Safe API set to Yes.
When I do that, debugging framework code in my main app no longer works properly. I can set a breakpoint, but any attempt to print a value via p or po will give a set of errors like the following:
error: module file /Users/.../Library/Developer/Xcode/DerivedData/...-daqfgouagvlkudfebrmzrurogmld/Build/Intermediates.noindex/SwiftExplicitPrecompiledModules/_errno-B8I5WSZMM09RXHYLYEWSC1BLE.pcm cannot be loaded due to a configuration mismatch with the current compilation
error: Objective-C App Extension was enabled in PCH file but is currently disabled
How do I fix this?
Hi,
I'm using XCode 16 to connect my iPhone. Recently I'm getting an error as below while connecting to Xcode to install the app
Timeout while connecting to remote device.
Domain: com.apple.mobiledevice
Code: -402652910
User Info: {
DVTErrorCreationDateKey = "2025-04-02 15:03:29 +0000";
FunctionName = "_AMDeviceCreateWithRemoteDeviceWithError";
IDERunOperationFailingWorker = IDEInstallCoreDeviceWorker;
LineNumber = 334;
}
System Information
macOS Version 15.3.2 (Build 24D81)
Xcode 16.2 (23507) (Build 16C5032a)
Is there any way we can connect iOS 18 devices through USB only?
Unable to Submit iOS App for App Review Due to Incorrect Beta Xcode Error
I'm encountering an issue when trying to submit a new build of my iOS app to the App Store. The app launches from TestFlight without any problems, but when attempting to submit it for App Review, I get the following error:
"This build is using a beta version of Xcode and can’t be submitted."
However, I'm not using a beta version of Xcode. I've tested this with both the public releases of Xcode 16.3 and 16.2.
The build logs show no issues with the SDK or Platform versions, but in App Store Connect, the metadata is displaying the following:
Build SDK: $(SDK_PRODUCT_BUILD_VERSION)
Build Platform: $(PLATFORM_PRODUCT_BUILD_VERSION)
any suggestion would be greatly appreciated!
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've recently upgraded my project from Xcode 15 to Xcode 16. Without changing any build settings or compiler flags, I noticed that the final executable size has increased significantly when building the same C++ code.
Investigation:
To investigate further, I compared the Link Map outputs from both versions of Xcode. One key difference I found:
The symbol size for std::sort increased from 4,336 bytes (Xcode 15) to 6,084 bytes (Xcode 16) – a ~40% increase.
This seems to be part of a broader trend where other standard library symbols are also taking up more space in the binary when built with Xcode 16.
Questions:
Has Apple Clang or libc++ in Xcode 16 changed the implementation of STL algorithms like std::sort?
Are there changes in inlining, template instantiation, or debug info that could explain the increase?
Is this expected behavior? If so, is there any guidance on minimizing the binary size regression?