Posts under Developer Tools & Services topic

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No service and no complaints procedure
Hi, I requested a callback for Developer support as I was trying to set up a new Apple Developer account for my employer. As this was a new business for Apple, looking to create an Apple Developer Premium account, I thought Apple might be even slightly interested in helping answer some key questions. I requested a callback. The page claimed they would be 'calling shortly'. No call came. So, I requested another callback... The page again claimed they would be 'calling shortly'. Yet again, no call came. Later, I requested yet another callback... The page again claimed they would be 'calling shortly'. As is the norm, no call came. I called Apple support main telephone number, and they explained that this was a failing of their system on their part, hurrah... that was correct. But they told me they could not deal with my issue as it was a developer support issue. I already have a developer account anyway, so really they should be supporting me, I already PAY them! So normal support could only help in so far as they were able to tell me what I already know, the Apple developer support system does not work. The thing is, nobody at Apple actually cares about this. They don't really care about anything, as is clear by the lack of means to escalate issues. So, I sent an email instead, through their website form. I received no response. The next day, I requested another callback, no call came. I sent another email, and got no response. It is totally exasperating that Apple have no functional complaints system at all, and is damning of the origination. It is perfectly clear that they regard users, and customers, with abject contempt. Now I am going to have to write a snail mail letter to their CEO in the USA in the hope that they given more of a damn than those they preside over.
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Xcode 26: `IDERunDestination: Supported platforms for the buildables in the current scheme is empty` repeatedly logged when running tests from `.xctestrun` file
We are seeing repeated occurrences of the following log line in test runs triggered via .xctestrun files on iOS 26: IDERunDestination: Supported platforms for the buildables in the current scheme is empty. This line is printed n number of times after a test fails, significantly increasing test execution duration (2–3 minutes extra in some cases). The issue does not occur when tests are built and run together from Xcode directly — it’s specific to .xctestrun-based executions using xcodebuild test-without-building. Steps to Reproduce: Use Xcode 26 to build a sample XCTest target (we used a simple UI test project). Locate the generated .xctestrun file under DerivedData/.../Build/Products/.... Run tests using: xcodebuild -xctestrun /path/to/sample.xctestrun \ -destination "id=<device_id>" \ test-without-building Observe the logs during test failure. Observed Behavior: The log line IDERunDestination: Supported platforms for the buildables in the current scheme is empty appears multiple times. The test cleanup and teardown phase takes significantly longer (2–3 minutes). Expected Behavior: The log should appear once or not at all. Test cleanup time should remain consistent. Additional Information: Affects only iOS 26 devices and .xctestrun-based runs. Not reproducible on iOS < 26. Xcode 26 and 26.x beta versions tried. Reproducible both locally and on CI systems using real devices. Same .xctestrun file, when used on older OS versions, does not cause delay.
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Apple Developer Enrollment Refuses to Take My Money (Payment Constantly Declined)
I'm trying to enroll in Apple Developer and I continuously getting a "Payment Declined" message despite trying 4 credit cards, a debit card and even my apple card. When I try this through the developer app the "Enroll Now" button is greyed out. It's not a bank issue I've already checked and they don't see any requests coming through. I’ve tried multiple times with no luck. Contacted Apple support and they are extremely slow with the responses with very little help. Does anyone have any thoughts on how to fix this?
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Payment pending for weeks to access the Developer Program
Hi, My payment has been pending since early January to join the developer program in spite of the mention that it should be processed in a couple business days. This is preventing me from moving forward with my app. I see several similar issues on the Forum but no answer to my issue. Any thoughts on how to speed up this process? Any help would be much appreciated!
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XCode26.2 ld: Assertion failed: ((ct == Atom::ContentType::objcConst) || (ct == Atom::ContentType::objcData) || (ct == Atom::ContentType::constData) || (ct == Atom::ContentType::constText)), function ObjCClassReadOnlyDataRef, file Atom.cpp, line 329
Dear Apple engineers: My previous project was successfully compiled using Xcode 16.2. Now, I need to adapt it to Xcode 26. I know that the linker in Xcode 26 has undergone significant changes. So, in the 'Other Linker Flags' configuration of the Build Settings in the project engineering of Xcode 26.2, I deleted '-ld64' and added '-Xlinker -dead_strip -Xlinker -dead_strip -allow_dead_duplicates' to adapt to the new linker of Xcode 26. After the modification, when I compiled my project engineering using Xcode 26.2 compiler, I encountered a new linker error. The error log is attached. Regarding this error, how should we solve it? Thank you. XCode26.2BuildErrorLog.txt
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XcodePreviews cleared actual app data
I've been developing an advanced gps tracking tool and had over 500 miles of data collected in the local storage of my test app. Recently, I used the XcodePreviews app to use my device to test UI updates as I was making them. To my surprise, doing this cleared all the data from my actual test app. Has this happened to anyone else before? Is there a way to recover my lost data? Why does this happen? I've verified that this is always clearing my app data. I tested by adding data to my actual test app then launching XcodePreviews - only to find that my app data has been cleared.
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Unable to Subscribe to Apple Developer Program
I have been attempting to complete my enrollment for the Apple Developer Program, but each time I try, I am shown the message: “Your enrollment could not be completed at this time.” The issue persists across multiple attempts and days, and I am unable to proceed further. I am signed in with my Apple ID, and the error appears immediately during the enrollment process. Could you please advise on: Whether this is a known issue affecting my region, or If there are any additional steps or verification required to complete enrollment from Cameroon? I would greatly appreciate any guidance or support you can provide, as I am eager to continue with development using Apple’s platforms. Thank you for your time and assistance.
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iMessages App Capability Issue with In-App Purchase
**The issue - ** I can't add "In-App Purchase" as a capability in xCode to my iMessage extension target. **What I have tried - ** I have a valid provisioning profile with In-App Purchases enabled. I have agreed to all agreements in the apple developer console. I have an apple developer membership. I have added an active bank account to my apple developer account. **How the issue came to be - ** I am trying to develop a "stand-alone" iMessage app (no underlying app) which as I understand it is different from a "iMessage extension app"(this has an underlying app that it syncs/interacts with). To do this, I updated my mac to latest OS (Tahoe 26.2) and xCode as well. I then began by using the "iMessage App" template in xCode. And BAM right off the bat, I could not get the "In-App Purchases" capability to show up when I select my iMessage extension target. To be clear, when you make the template, you get 2 targets, one is just a regular "app" target and the other is the iMessage extension target. Now I am not sure if I even need the "app" target if I'm trying for a standalone iMessage app, but I figured it wouldn't be causing this issue as I have tried deleting that target and nothing changed. **Replicating the issue - ** I have tried creating other "iMessage App"'s off of the template to see if maybe I just got it wrong or misconfigured something in my development, but it seems like when you start one of those templates, you immediately are not able to see the "In-App Purchase" capability. **Help! - ** I know this to be possible as there is another (very popular) iMessage extension out on the app store right now called "Game Pigeon" which is also provided by an individual just like I am trying to do, and he uses In App Purchases in his iMessage app. Any help on this would be GREATLY appreciated. Please reach out to me if you need/want additional info or could/want to schedule a meeting.
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Appkit without storyboards XCode 26.2
I’m running macOS 15.7 with Xcode 26.2, and I’m trying to learn the basics of AppKit. I’m fully aware that AppKit is considered a legacy / “old” technology and that Apple clearly does not promote it out of the box anymore. This is especially visible in recent versions of Xcode, where you can no longer create a macOS App template without Storyboards or SwiftUI. That said, AppKit is still widely used under the hood, so I think it’s reasonable to at least understand its fundamentals. Here’s the problem I’m facing. I create a standard macOS App project using the Xcode template (AppKit App Delegate). Then I: delete Main.storyboard remove all storyboard references from Info.plist try to create the window manually in applicationDidFinishLaunching At this point, the project builds, but the app either: does not show any window, or behaves as if it were not a proper GUI app While debugging, it looks like Xcode / Swift is treating my target more like a dylib / wrapper than a normal .app bundle (at least judging by runtime behavior and the lack of a proper AppKit lifecycle). While searching for answers, I found this article: https://ashidiqi.com/blog/how-to-setup-xcode-project-programmatically-with-appkit/ The author claims that in this scenario you must not use the @main attribute and instead need a main.swift file that manually calls NSApplicationMain. However, the article also mentions that Xcode shows the error: 'main' attribute cannot be used in a module that contains top-level code The confusing part is that I do not have any top-level code in my project when using @main. At the same time, when I ask an LLM for clarification, it tells me that: @main does not require a storyboard removing a storyboard does not force you to switch to main.swift @main should work fine for a fully programmatic AppKit app So I’m left with two concrete questions: What is the correct, modern answer here? When building a fully programmatic AppKit app (no storyboard, no SwiftUI), do you actually need main.swift, or is @main still fully supported and correct? Is there any supported or recommended way in modern Xcode to get a “clean” AppKit app template without a storyboard? Either via project settings, templates, or some documented workflow — without having to fight the build system or end up with a half-broken target. I’m not trying to fight Apple’s direction here — I just want to understand the correct way to work with AppKit in 2025, even if it’s not the preferred path anymore. Thanks in advance for any clarification.
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Unable to Verify Code Signature with Error 0xe8008018 Despite Troubleshooting Attempts
Hello everyone, I am encountering a persistent issue with Xcode where I’m unable to install my app on a testing device due to the following error message: Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.SznYNY/extracted/iForC.app : 0xe8008018 (The identity used to sign the executable is no longer valid.) Here’s what I have tried so far to resolve this issue: 1. Ensured that all my certificates and provisioning profiles are current and valid. 2. Removed all related certificates from my Keychain and reinstalled new ones. 3. Cleaned and rebuilt the project multiple times. 4. Unpaired the device and paired it again. 5. Reinstalled the latest version of Xcode. 6. Performed a complete restore of my Mac. Despite these troubleshooting steps, I am still facing the same issue. I would greatly appreciate any insights or experiences related to this error from anyone who has overcome similar challenges. Thank you in advance for your help!
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Xcode Cloud on Apple Silicon any time soon?
I'm currently using another provider for CI/CD. They've been offering Apple Silicon builds for over a year now. When we switched over, we saw our build times cut in half. I've seen similar results locally, back when I bought an M1 Mac. So, recently, I tried to use Xcode Cloud on my project. My build time is nearly 45 minutes, where my build time on my current system is about 15 minutes, max. Since I work on a team, and we make regular commits, having a 45 minute turnaround is not ideal. When I looked at the logs of my Xcode Cloud project, I saw a lot "x86_64" stuff in there, which led me to believe that Xcode Cloud is still building on Intel machines. Additionally, I run tests on my builds. The build time alone (before running tests) was almost 20 minutes. The 15-minute time I cited with my current CI/CD included build time & tests running. So, a whole cycle finishes on my current setup before tests are even run. I noticed that there was a bunch of x86_64 in the logs, which made me think that Xcode Cloud is still using Intel. Is this true? I've just gotten really used to faster build times, and I can't move onto a system like this, where the times are so drastically different. Like, I wouldn't mind build time that would add only a few more minutes to what I have now. But going from 15 -> 45 minutes is a real problem.
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Developer account payment issue
Im having trouble paying for my new developer account and it seems its been an ongoing issue for new enrollments. Has anyone else had this issue? If so how did you manage to resolve it? I keep getting "Your payment authorisation failed on card. Please verify your information and try again, or try another payment method." I tried different cards, called my bank, tried on safari, tried on the app and been back and forth with support for a couple of weeks no with no solution. Your advice would be greatly appreciated.
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Reoccurring data access prompt issue with Swift Playgrounds 4.6.4 on macOS 26.1
Hello, I am having a recurring issue using Swift Playgrounds version 4.6.4 on macOS 26.1. Upon opening a file and every other time I start typing in the code section I get a prompt, the image below, two or three times. It doesn't matter if I accept or decline all or some of the prompts, as soon as I start typing on another line I get prompted another two or three times for permission. It appears to me that prompt generates every time the preview pane tries to update. Declining the prompt breaks the preview but accepting the prompt only gets you through a single line of code before it appears again. I believe this issue started after I updated to macOS26.1 as I had not encountered it before. I've also opened other files with Swift Playgrounds and encounter the same problem. It could also be unrelated to the update and could be an issue with some permission setting somewhere, however, I have been unable to find what or where it could be. Is anyone else experiencing this? Thank you for your time :)
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In Simulator on status bar red banner with rdar:45025538
Out of nowhere I got some red banner on top of my iPhone 13 mini / iOS 17.5. I cannot pin point the root cause of this. What I can say is that it only happens to Simulators of a certain type, e.g. iPhone 12 and 13 mini, but not iPhone 14 for example. I have installed Xcode 26.1.0 and 26.1.1, out of which 26.1.0 is selected: $ xcode-select -p /Applications/Xcode-26.1.0.app/Contents/Developer And following runtimes: $ xcrun simctl runtime list == Disk Images == -- iOS -- iOS 17.5 (21F79) - CF933623-A258-44F8-B248-C0F25C0C343B (Ready) iOS 26.1 (23B80) - D11C3CDC-EE3D-44CC-8B92-9B7D00B54B0B (Ready) Total Disk Images: 2 (14.6G) Installing the newer 26.1 23B86 runtime doesn't help either.
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