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Configuring "high frequency sampling"
Hey folks, We are looking for a way to increase the sampling frequency beyong what's currently called "high frequency sampling" for CPU profiler (or time profiler -- doesn't really matter for us). We are aware that this is not offered through the UI but wondering if we can somehow experimentally enable this via the .tracetemplate (plist). Basically, we see that samplingRate exists (in the plist) but don't see it having an effect on the actual runs. The resulting trace file always lists sample-rate-micro-seconds="1000" for the data table. E.g., <table trigger="time" pmc-events="Cycles" target-pid="SINGLE" schema="counters-profile" needs-kernel-callstack="0" sample-rate-micro-seconds="1000"/> Cheers
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Feb ’25
Xcode 16 warning about missing symbols of static framework
I work on an SDK, and one of the ways we distribute it is as a pre-compiled static XCFramework. As far as I know, it’s the nature of a static framework to not contain symbols since the framework will be embedded in the final app binary, and the symbols should then be generated. However, when testing the "Validate" function of the Xcode 16 deployment process, our users are receiving a warning that says the framework does not contain symbols. Is my assumption about static frameworks and symbols incorrect? Could this be a bug in Xcode 16? Should we modify something in our framework to inform Xcode that symbols are not needed?
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Feb ’25
Apple Watch SE2 Xcode Debugging Issues
I currently own an Apple Watch SE2 device. However, when I try to debug from the watch to the actual device, the connection loss issue occurs all too often. Once the connection is lost, it continues to try to connect in the Disconnected list on the Xcode "Devices and Simulators" screen and is in a loading state. Very often, even when the connection is established and you are trying to start debugging, it drops out. Xcode cannot debug properly on the actual device. I later found out that the Apple Watch SE2 does not support 5.0 Hz Wi-Fi, only 2.5 Hz. I think that might be the cause. Is this phenomenon less likely to occur if you debug on an actual device such as a regular Apple Watch 7/8/9 or Ultra model? In fact, if debugging is difficult with the Apple Watch SE model, I am wondering whether I should purchase an additional Apple Watch. Or is there another way to improve this issue? It would be nice if the Apple Watch could be debugged by connecting it to a Mac with an actual cable like the iPhone. I am wondering if there is a way to disable and enable network debugging in Xcode. In the past, debugging the watch using only Bluetooth with the iPhone in Xcode seemed to be more stable. Except for the Watch, the iPad doesn't have any major issues with Wi-Fi debugging on the iPhone.
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Feb ’25
Swift playground + metal crashes on swift 6
Following code crashes (sigsegv in lldb-rpc-server) when run as swift 6, but runs correctly when run as swift 5 (from "Metal by tutorials"): import PlaygroundSupport import MetalKit print("start") guard let device = MTLCreateSystemDefaultDevice() else { fatalError("GPU is not supported") } let frame = CGRect(x: 0, y: 0, width: 600, height: 600) let view = MTKView(frame: frame, device: device) view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1) let allocator = MTKMeshBufferAllocator(device: device) let mdlMesh = MDLMesh(sphereWithExtent: [0.75,0.75,0.75], segments: [100, 100], inwardNormals: false, geometryType: .triangles, allocator: allocator) let mesh = try MTKMesh(mesh: mdlMesh, device: device) guard let commandQueue = device.makeCommandQueue() else { fatalError("Could not create a command queue") } let shader = """ #include <metal_stdlib> using namespace metal; struct VertexIn { float4 position [[attribute(0)]]; }; vertex float4 vertex_main(const VertexIn vertex_in [[stage_in]]) { return vertex_in.position; } fragment float4 fragment_main() { return float4(1, 0, 0, 1); } """ print("A") let library = try device.makeLibrary(source: shader, options: nil) let vertexFunction = library.makeFunction(name: "vertex_main") let fragmentFunction = library.makeFunction(name: "fragment_main") let pipelineDescriptor = MTLRenderPipelineDescriptor() pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm pipelineDescriptor.vertexFunction = vertexFunction pipelineDescriptor.fragmentFunction = fragmentFunction print("X") pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor) let pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor) guard let commandBuffer = commandQueue.makeCommandBuffer(), let renderPassDescriptor = view.currentRenderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { fatalError() } renderEncoder.setRenderPipelineState(pipelineState) renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer, offset: 0, index: 0) guard let submesh = mesh.submeshes.first else { fatalError() } renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: 0) renderEncoder.endEncoding() guard let drawable = view.currentDrawable else { fatalError() } commandBuffer.present(drawable) commandBuffer.commit() print("test") PlaygroundPage.current.liveView = view Crash report: https://gist.githubusercontent.com/tumdum/8aa53bc806619c0d21c93a55fae07937/raw/370b00c07b08fff8856f9fc678de9888faa8d06e/crash.log I'm on macOS 15.1.1 (24B2091) + Xcode 16.2 (16C5032a)
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Feb ’25
Denied Enrollment in Apple Developer Program Without Explanation – Seeking Guidance
Hello, I am reaching out to the community because I am facing an issue with my Apple Developer Program enrollment that I cannot resolve. I attempted to enroll in the program through both the Developer app and the website, but my application was denied without any explanation. When I contacted Apple Support, I was told that the decision is final and that no further clarification would be provided. To ensure there were no issues on my end: My Apple ID profile is complete and accurate. All required information was submitted during the enrollment process. (Including my credit card and photos of my passport) I have no prior violations of Apple’s Terms of Service or any history with banned accounts. (And my current account is 10 years old or more) Despite this, my application was rejected outright, and I feel this decision lacks transparency. As a developer who has invested significant time and resources into creating apps for the Apple ecosystem, this situation is both frustrating and disheartening. The lack of explanation also makes it impossible to identify what went wrong or how to address it. I have already tried: Contacting Apple Support directly – they reiterated that the decision is final. Double-checking my account details and region settings – everything matches. Searching for similar cases online – but found no actionable solutions. This experience feels unfair, especially since I have complied with all requirements and have not been given any opportunity to appeal or rectify potential misunderstandings. If anyone has faced a similar situation or has advice on how to proceed, please share your insights. Is there an escalation path within Apple? Should I consider legal action due to the lack of transparency in this process? I am committed to resolving this issue but feel stuck without any clear direction from Apple. Any help or guidance would be greatly appreciated! Thank you in advance for your support. Best regards, Antonio
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Feb ’25
Changing Developer Account type from Organization (Business) to Individual
I have just started the process of closing down my limited company and would like to change my Apple Developer ID account type from Business (Organization) to Individual to release my apps under my own name. I was planning on releasing software in the App Store under my limited company, but I encountered an issue (https://developer.apple.com/forums/thread/759605) that has blocked the development for almost a year and Apple has never bothered to fix the issue. This has forced me to close down the company. I have decided I will be releasing the software as an open source project. All I want now is to be able to sign the software using my regular, personal Apple Account ID. However, my Apple Account is currently tied to my company's Organization Developer Account. It is registered as a business with business accounts, the App Store Connect agreements are signed by my company, and everything else on my Developer profile is tied to that company. I do not see the option to close down the company/business account. The only relevant post I found online was here: https://developer.apple.com/forums/thread/702447 Unfortunately, people mention in the comments that the workaround does not actually work. I have tried reaching Developer Support but had no response via email, and I cannot schedule a call back via the Support page because I cannot verify my overseas phone number. Seems like I have a really tough luck with Apple Developer ecosystem... Has anyone ever managed to do this? Any help much appreciated!
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Feb ’25
App Review Rejection - Help with sequencing?
Hi All, Hoping someone can shed light on the correct way to proceed for App Review using an app built with Unity's IAP Service. I'm unsure if I have a problem with my build or there is a problem with my sequencing of the review process. Unity’s IAP won’t recognize a product until it exists on App Store Connect (which you would expect), however App Store Connect won’t publish products until they are reviewed with a submitted binary. I submitted a binary with my first product for review and the app was rejected for “completeness” because the product was unavailable. I requested clarification and the review team sent a screenshot back showing the store page in the game with the IAP UI in the state I would expect for no products returned (the buttons say “unavailable” and are disabled) - which makes sense, because the IAP is not approved and therefore not available. The review team sent the following: "When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s test environment. The recommended approach is for your production server to always validate receipts against the production App Store first. If validation fails with the error code “Sandbox receipt used in production,” you should validate against the test environment instead." It seems we are not event to the point of receipt validation because the rejection is due to products not being approved and therefore not returned when the app queries them. So the app can't be approved unless it can be tested before the product exist in App Store Connect, but Unity's IAP won’t recognize the product until it exists in App Score Connect? Since I had submitted once I was able to resubmit just the IAP, but that was rejected for completeness because it didn't include a binary - which was rejected because the IAP was not present - and the IAP was not present because it was not approved. The IAP is a very simple "100 Gems" in game currency pack so I don't believe it is being rejected on its own merits, but I suppose I could be mistaken there. I can’t be the only one with this problem, or I must be missing something… or there is something else wrong with my build. Suggestions much appreciated!
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Feb ’25
WatchOS beta 11.4 won't install
I downloaded the iOS and iPadOS 18.4 beta and it worked. Instead on Apple Watch Series 6 it does not install. It says to connect to the Internet but I am connected. I have already tried to restart iPhone 12 pro and Apple Watch but nothing to do. I also did factory data Apple Watch but nothing changed. Apple support told me that they do not help you on betas. I also sent feedback on Apple feedback app. I do not know what to do anymore. Does anyone have the same problem as me? Can it be solved?
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Feb ’25
Command Line Tool Embedding in SwiftUI App
I have added 2 command line tools in my swiftUI app for macOS, it was working fine locally, but it gives error when i try to make archive of it. I am not sure about the reason, but it was related to sandboxing the command line tools, after this i have tried multiple solutions but i am unable to resolve this issue, how should i handle the helper command line tools
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Feb ’25
App crashes during review but not in Simulator
I am submitting new App for review and it is rejected due to Crash on iPad Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000000 I am not able to reproduce the same locally, have tested app against same iOS and all the device type but no crash. Can someone help provide some pointers on how to debug/investigate the issue. Attached is the crash report I received: crashlog-C2489824-B949-47D8-BE2B-9D54CAE8F733.ips
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Feb ’25
Missing Sources in Apple OSS Distributions
I noticed that there are numerous missing source repositories. For instance: https://github.com/apple-oss-distributions/IOHIDFamily/blob/07b14847cb5b4e0f826a3970961624969e443a6e/IOHIDFamily.xcodeproj/project.pbxproj#L4274 Many files referenced in the xcodeproj are listed but do not actually exist in the repositories.
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Feb ’25
Program enrollment long time span
Hello Support Team! Hello devs! Please do not put me in some kind of shadowban if there is. I enrolled into the program for more than twice longer ago than program claims to be processed within. And still have no answer for my support request. Status just stays “pending“. I understand Support Team high load and respect them for their work but at the same time I see a lot of posts with unresolved issues like mine now. Thank you for your help and time!
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Feb ’25
Can't Upload Builds or Generate API Keys
Hi everyone, I transitioned my Apple Developer account from Individual to Organization almost two weeks ago, and ever since, I cannot upload builds, generate API keys, or create certificates. Everything worked perfectly before the transition, and I’ve used the same setup. The biggest issue isn’t just the technical problem—it’s Apple Support’s terrible handling of it: They keep copy-pasting the same request for information, even though I’ve sent everything multiple times. When I call, they say "Everything looks good on our end", but nothing is actually fixed. After asking for the same info repeatedly, they disappear and don’t provide any updates. The only unusual thing in my account is that I have two Free Apps Agreements, and one is showing on "Pending User Info", but I have no option to input anything. I have accepted all agreements and not sure what to do. It’s been two weeks. Has anyone dealt with this before? How do I get someone at Apple to actually look at the issue instead of sending copy-paste responses? Thanks.
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Feb ’25
Apple Developer Program Enrollment
Hi. For over 1.5 months, I am trying to opt in apple developer program for my company. Couple of times, I got informed that I have missing documents like shown below. • Applicant’s employment verification • Applicant’s employee badge or business card • Business documents for COMPANY_NAME I have provided employment verification and business documents, but I don't have any employee badge or business card so instead, I've provided my own id card's photo. Apple keeps sending me same email regarding missing documents. What I am missing here? What should I do if i don't have employee badge or business card? Thank you
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Feb ’25
Xcode 16.2 won't open project
Since updating to Sequoia, Xcode no longer opens some projects. What I’ve tried so far: Opening the project directly from the .xcworkspace file, but it still doesn’t open. The app doesn’t crash, but the project simply won’t load, and the UI doesn’t appear. What I tried: Uninstalled and reinstalled Xcode. Cloned the project from scratch. I’m currently using Sequoia 15.3.1 on a macbook pro M3.
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Feb ’25
Instruments has an error and a typo
* [Error] Failed to stop recording session: Failed stoping ktrace session. (xcode-select version 2409) So why can't it stop the ktrace session? And how long has that typo been around? 😄 (Look, I've kept typos in log messages for years because it differentiated that message from other messages.)
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Feb ’25
Troubleshooting Apple Vision Framework Errors
When working on the project "Analyzing a Selfie and Visualizing Its Content" from Apple's documentation, I downloaded the project and opened it in Xcode. However, I encountered the following error: VTEST: error: perform(_:): inside 'for await result in resultStream' error: internalError("Error Domain=com.apple.Vision Code=9 \"Could not create inference context\" UserInfo={NSLocalizedDescription=Could not create inference context}") VTEST: error: DetectFaceRectanglesRequest was cancelled. VTEST: error: DetectFaceRectanglesRequest was cancelled. Error Domain=com.apple.Vision Code=9 "Could not create inference context" UserInfo={NSLocalizedDescription=Could not create inference context} How can I resolve this issue? Thanks in advance!
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Feb ’25
There is no way to test iOS 17-compatible app in a simulator?
The only iOS 17 target available in Xcode 16.2's build settings appears to be iOS 17.6. But there are no simulators (at least that I can find) with anything beyond iOS 17.5. Therefore you can't test on iOS 17 with a simulator, because none will show as a deployment target. What is the expected course of action here? I'm sure there are many cases where developers need to test on iOS 17, but in mine I need to test the new framework for accessing a user's contacts; it has changed significantly, and I need to make sure it degrades gracefully on iOS 17. I'm not inclined to make my application inaccessible to 20% of the user base.
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Feb ’25