When I update the macOS from 15.5 to 15.6, Preview error.
1、I try remove simulator cache, sdk
2、remove Xcode build cache
3、reinstall Xcode
4、try with this method https://byby.dev/uninstall-xcode#:%7E:text=Delete%20old%20simulators%20and%20devices,moving%20them%20to%20the%20Trash
but all failed
swiftui log.txt
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There is a code review (split view) feature. Which is nice. But then when I see a change I want to stage and right click the blue bar in the gutter next to the change, I'm only presented with the option to discard the change, nothing else.
So in order to stage I either have to go to the source control window (accessed via the project navigator) or close the code review tool, stage, and then go back to the code review tool.
Right now, if I added a large swatch of contiguous code, the stage feature in Xcode is all or nothing — either I stage all the changes or I stage none of them.
It would be a better UX if after spotting the isolates changes within that swatch that are final if I could select them and stage them. This way, it would be easy for me to easily green light all the changes I know are production ready, and then when I'm done, clearly see those which are not and easily be able to hone in on the changes that require some more thought.
I’m new to iOS development. Previously, I’ve worked with Python and Django, mainly using JetBrains PyCharm PRO. In PyCharm, I really benefit from plugins like "Rainbow Brackets" , which help a lot with readability and code navigation. As someone who wears glasses, I find such visual aids very helpful for reducing eye strain.
While exploring Xcode, I noticed that similar built-in features or up-to-date plugin support seem limited. Considering Apple’s strong focus on accessibility and user experience, I was a bit surprised by this. With Xcode 26 coming soon, I’m also wondering if there will be improvements in plugin support or built-in tools like Swift Linter and Swift Format.
Are there any current tools or plugins you’d recommend to fill these gaps?
My app (called "MuVis - Music Visualizer") passes the macOS App Store verification, but is failing the iOS verification. The errors indicate a problem with the Swift package github.com/Treata11/CBass. I have been in touch with the CBass package developer (Treata11) as well as the original BASS developers (un4seen.com). We think the problem is related to CBass swift-package config (which apparently works fine for mac, but doesn’t for iOS). The source code for the package is at the site package. All of us think that the package is configured correctly in accordance with the latest Apple package development documentation. Please tell us what is wrong with this package, and how to make it pass the iOS App Store verification.
The Xcode error messages from validation testing include several items similar to:
Upload Symbols Failed: inline-code
The archive did not include a dSYM for the bass.framework with the UUIDs [18D5DBE2-3250-3EDE-B75C-D81B4E9F05AC, A88554A0-9087-3776-AC05-424B2D52F973, DEB682F5-ABBE-39D5-A0F8-8C01C14E178A]. Ensure that the archive's dSYM folder includes a DWARF file for bass.framework with the expected UUIDs.
Since the MuVis app is long and complex, I have written a minimal reproducible example app (called "SwiftCBassDemo") for which source code is available at DemoApp.
I am using macOS 15.6.1, Xcode 16.4, and iOS 18.6.2.
I can not seem to get ll the pieces working here. Has anyone set up grok?
URL - https://api.x.ai/v1/chat/completions
api-key ----
API Key Header x-api-key
Doesn't work. Any help would be greatly appreciated.
Thanks,
Rob
Topic:
Developer Tools & Services
SubTopic:
Xcode
In previous versions of the simulator, it was possible to import files into the Files app by dragging them from the Finder into the Simulator. It appears that in the iOS 26 Simulator, this opens the file in Safari.
I've only tried it with .json files so far.
The documentation at https://developer.apple.com/documentation/xcode/sharing-data-with-simulator says that the original behaviour should happen:
To add files to Simulator, select one or more files in Finder on your Mac, then click the Share button. Select Simulator from the share destination list. Choose the simulated device from the drop-down list. Simulator opens the Files app, and lets you select where to save the files.
I'd love to learn if this is intentional behaviour, and if so, what workarounds there might be. I use this pattern quite a lot, as I have a HealthKit app, and I've built a system that allows me to export workouts as JSON files from a real device, that I can then import into a simulator for testing.
Edit: I found a workaround. Make a folder in Files.app, then search for it within ~/Library/Developer/CoreSimulator/Devices. Open the folder in Finder, then add any files you want to be available in the Simulator.
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.
Hi everyone, I'm totally new to this and am just having fun making an app for myself. I'm attempting to get a broadcastupload extension working, but whatever i do i cant get the replaykit to work. I keep getting this error in xcode:
Provisioning profile "Project v6 Broadcast Upload Development" doesn't include the com.apple.developer.replaykit.broadcast entitlement.
What I've tried:
Created separate App IDs for each target (Explicit App IDs, not Wildcard)
Enabled App Groups capability on all three App IDs in Apple Developer Portal
Selected the correct App Group for all App IDs
Added App Groups capability in Xcode for all targets and all build configurations
Created entitlements file with com.apple.developer.replaykit.broadcast: true for Broadcast Upload extension
Recreated provisioning profiles multiple times
Used manual code signing with correct certificates
I'm completely lost. I reached out directly to apple developer support and they just told me to come here...
Any help would be grgeatly appreciated.
I've filed a FB already through standard channels (FB ID: FB19032008) but I'll post it here in case it may get some attention from others experiencing similar issues. On macOS 26 Beta 5 and Xcode 26 Beta 5 (and earlier revisions afaik) Icon Composer specifies a minimum window size that greatly exceeds the bounds of the 1280x800/832pt video modes available on 13in MacBooks, and which also is too large for the default 1440x900 video mode on non-notched 13in MacBook Air/Pro models as this causes a default-size 64pt dock to occlude the window. I've attached screenshots depicting this behaviour in the two above described cases. Best solution seems like reducing min window size to something that will fit reasonably in a 1280x800pt viewport including the dock and menu bar (e.g. 1000x600 or something).
Hi all,
Has anyone else run into this issue in Xcode 26?
I’m logged into my paid ChatGPT Plus account, but the Xcode integration doesn’t seem to recognize the subscription. After a short period of use, I get the following error:
“Over daily limit. ChatGPT in Xcode will be unavailable for up to 24 hours. For higher limits, sign in with a paid ChatGPT account.”
Since I’m already signed in with a paid account, this looks like either a bug or a limitation specific to Xcode.
Is this expected behavior, or has anyone found a workaround to make Xcode properly recognize Plus accounts?
Thanks in advance for any guidance.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi. I have the following code with results in an error message
//
// ViewController.swift
// Accelerometer
//
//
import UIKit
import CoreMotion
let motion = CMMotionManager()
class ViewController: UIViewController {
@IBOutlet var xaxis: UILabel!
@IBOutlet var yaxis: UILabel!
@IBOutlet var zaxis: UILabel!
let movementManager = CMMotionManager()
override func viewDidLoad() {
super.viewDidLoad()
movementManager.startAccelerometerUpdates()
movementManager.accelerometerUpdateInterval = 0.1
Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { _ in
if let data = self.movementManager.accelerometerData {
// self.xaxis.text = String(data.acceleration.x)
//self.yaxis.text = String(data.acceleration.y)
//self.zaxis.text = String(data.acceleration.z)
var xoutput: () = self.xaxis.text = String(data.acceleration.x)
var xoutput = xoutput * 9.81
print(xoutput)
}
}
}
}
I realize that it is not working since the whole value of "xoutput" has a string in it. Any advice on making it so it will be a Double?
THANK YOU!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone. I am trying to place accelerometer data on my iPhone App. However, when printing the data, the data is on top of each other and sometimes at the top of the screen. Labels are also abbreviated. I am clueless. I would appreciate any help. Below are photos.
Thank you!!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone. I have the following code that I am trying to execute in Xcode. I then install it on my iPhone. It doesn't run at all and I don't know why. Any thoughts?
Thank you.
import CoreMotion
class MyViewController: UIViewController {
let motionManager = CMMotionManager()
func startAccelerometer() {
if motionManager.isAccelerometerAvailable {
motionManager.accelerometerUpdateInterval = 0.1 // 10 updates per second
motionManager.startAccelerometerUpdates(to: .main) { (data, error) in
guard let accelerometerData = data else { return }
let x = accelerometerData.acceleration.x
let y = accelerometerData.acceleration.y
let z = accelerometerData.acceleration.z
// Process the x, y, and z acceleration values here
print("X: \(x), Y: \(y), Z: \(z)")
}
}
}
}
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am a recently joined developer. However, I have 5 app builds, and 3 are in live in the App Store. I recently updated from iPhone 13 mini to iPhone 16e. I am logged into iCloud with my personal Apple ID, but in media & purchases, I am logged in with my Apple dev ID (email has my company domain). For some reason, only my oldest app build is visible in testflight on my iPhone. Logging in on MacBook, I see all 5 apps and current builds. Under testflight tab there, the correct group with my email (same as developer account ID) is listed as invited. Yet, none are visible in my iPhone testflight. Clicking on the invite email gives "Couldn't Load App
This invitation cannot be accepted because your Apple Account, (redacted) has already been associated to this app." Does anyone, please, have any advice???
Hi all,
I'm trying to install the Xcode 26 beta on Tahoe (M4 Mac mini). I tried the latest beta 6 both the universal and the apple silicon version, but at startup the system says the app is corrupted and will be deleted. I tried this multiple times - always with a fresh download. Then I downloaded the beta 5, which told me at startup that there is no macOS SDK available and then Xcode also quits.
I want to update/test my macOS apps for the upcoming Tahoe and want to adapt for the new design. On my Mac is the Xcode version 16.4 installed and this is working correctly. In the last years I started with earlier versions of Xcode betas, but this year I'm a little bit more late.
Are there any steps I missed or is this a known issue yet? I had never before so much trouble installing any beta. What can I do?
Best regards,
Jürgen Terpe
I have managed to configure Apple Intelligence in Xcode to access my deployed models in Azure AI Foundry.
However, when I would try to chat with the selected model, I get the following error:
Message from Azure OpenAI: Failed request due to: bad request
Additional context:
{"error": {"code": "BadRequest", "message": "Response API v1 is in GA, please use remove api-version or use api-version=latest."}}
Is there a way to remove v1 from the endpoint used or to define an explicit api-version?
Or do I have to change my deployment in Azure AI Foundry?
Hello everyone,
I am currently developing an iMessage Sticker Pack in Xcode 16.4 (Build 16F6) on macOS 15.6.1.
The project builds without errors, but when running in the iOS 18.6 Simulator (iPhone 15 Pro, iPhone 16, etc.), the Sticker Pack does not show up inside Messages. Instead, the Simulator displays a white screen or the sticker drawer simply does not include my extension.
In the logs I consistently see this error:
FrontBoard[app] error: Application "de.eazyapp.smileystickerpack.StickerPackExtension" is unknown to FrontBoard
Simulator device failed to launch de.eazyapp.smileystickerpack.
Domain: FBSOpenApplicationServiceErrorDomain
Code: 1
Failure Reason: The request was denied by service delegate (SBMainWorkspace) for reason: NotFound ("Application "de.eazyapp.smileystickerpack" is unknown to FrontBoard").
User Info: {
BSErrorCodeDescription = RequestDenied;
DVTErrorCreationDateKey = "2025-08-21 10:11:22 +0000";
FBSOpenApplicationRequestID = 0x6e63;
IDERunOperationFailingWorker = IDELaunchiPhoneSimulatorLauncher;
SimCallingSelector = "launchApplicationWithID:options:pid:error:";
}
The request to open "de.eazyapp.smileystickerpack" failed.
Domain: FBSOpenApplicationServiceErrorDomain
Code: 1
Failure Reason: The request was denied by service delegate (SBMainWorkspace) for reason: NotFound ("Application "de.eazyapp.smileystickerpack" is unknown to FrontBoard").
User Info: {
BSErrorCodeDescription = RequestDenied;
FBSOpenApplicationRequestID = 0x6e63;
}
The operation couldn’t be completed. Application "de.eazyapp.smileystickerpack" is unknown to FrontBoard.
Domain: FBSOpenApplicationErrorDomain
Code: 4
Failure Reason: Application "de.eazyapp.smileystickerpack" is unknown to FrontBoard.
User Info: {
BSErrorCodeDescription = NotFound;
}
Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : {
"device_identifier" = "A3986FB9-55ED-42CC-9336-F695C4CB9451";
"device_model" = "iPhone17,1";
"device_osBuild" = "18.6 (22G86)";
"device_platform" = "com.apple.platform.iphonesimulator";
"device_thinningType" = "iPhone17,1";
"dvt_coredevice_version" = "443.24";
"dvt_coresimulator_version" = "1010.15";
"dvt_mobiledevice_version" = "1784.140.4";
"launchSession_schemeCommand" = Run;
"launchSession_state" = 1;
"launchSession_targetArch" = arm64;
"operation_duration_ms" = 23478;
"operation_errorCode" = 1;
"operation_errorDomain" = FBSOpenApplicationServiceErrorDomain;
"operation_errorWorker" = IDELaunchiPhoneSimulatorLauncher;
"operation_name" = IDERunOperationWorkerGroup;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 3;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphonesimulator";
"param_diag_113575882_enable" = 0;
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 0;
"param_diag_guardMalloc_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_mtc_enable" = 1;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_enable" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 2;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 0;
"param_launcher_substyle" = 0;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application.messages";
"param_structuredConsoleMode" = 1;
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphonesimulator18.5";
"sdk_osVersion" = "18.5";
"sdk_variant" = iphonesimulator;
}
System Information
macOS Version 15.6.1 (Build 24G90)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-08-21T12:11:22+02:00
Steps I already tried:
Verified Bundle Identifiers (App + Extension)
Confirmed Stickers.xcstickers is only in the Extension target, not the App target
Checked that the Extension is properly listed under Embed Foundation Extensions
Performed Clean Build Folder, Simulator reset, and reinstall
Tried on a fresh Mac with clean Xcode install
Reproduced consistently across multiple iOS 18 Simulators
Steps to reproduce
Create new iMessage Sticker Pack App in Xcode
Add PNG/APNG stickers into Stickers.xcstickers
Run on Simulator (iOS 18.6)
Open Messages → App Drawer
Sticker Pack is missing, extension does not load
Environment
Xcode 16.4 (16F6)
macOS 15.6.1 (24G90)
iOS Simulator 18.6
Project type: iMessage Sticker Pack
Question
Has anyone else experienced this issue with iMessage Sticker Packs on iOS 18 Simulators?
Any guidance would be appreciated
Thank you,
Hakan
When I create a sticker app in any version of Xcode or for any iOS version, I keep running into the following error:
Error acquiring assertion: <Error Domain=RBSAssertionErrorDomain Code=2 "Could not find attribute name in domain plist" UserInfo={NSLocalizedFailureReason=Could not find attribute name in domain plist}>
I only added stickers after creating the project and this is what happens after running it. I have cleared Derived Data, tried creating a new Info.plist, but nothing seems to solve this core issue. This also occurs both when attempting to run the project on a simulated phone and a physical device. This error also only happens when the sticker app is opened in iMessage. I have looked for solutions everywhere, but none seem to solve my problem. Am I overlooking something?
Hi,
This can't be right. Is there really no replacement for Quartz Debug?!?
As the sole developer on a project who has an Intel Mac and Quartz Debug, I am basically a god now.
Everyone else has Apple Silicon and... I think they're randomly guessing at this point.
Because I have entire teams sending me Intel Mac builds of stuff just so I can test it in QD.
This is THE TOOL we used at NewTek to find performance issues, and THE TOOL I used for a dozen companies after that, to help them with similar issues.
If there's no replacement, is there a reason there's no replacement? This feels like a massive step backwards, having to guess at problems like this.
-Chilton