Log shows:
Run command: 'xcodebuild -exportArchive -archivePath /Volumes/workspace/tmp/d3c9c43f-e24e-4ad9-882d-d0179ab3149b.xcarchive -exportPath /Volumes/workspace/developmentexport -exportOptionsPlist /Volumes/workspace/ci/development-exportoptions.plist '-DVTPortalRequest.Endpoint=http://172.16.182.66:8089' -DVTProvisioningIsManaged=YES -IDEDistributionLogDirectory=/Volumes/workspace/tmp/development-export-archive-logs -DVTSkipCertificateValidityCheck=YES -DVTServicesLogLevel=3' Command exited with non-zero exit-code: 70
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Reposting (after a while) from the Swift forums - the build timeline for our project has a lot of weird gaps in the beginning - almost 15 seconds in total, which is quite a big chunk of the total build time. Is there any way to determine why they exist or how I could fix them? I hope it's just something hidden and not the build system literally doing nothing...
This is on Xcode 15.4.
Topic:
Developer Tools & Services
SubTopic:
Xcode
We have a Privileged Helper tool that we install with SMJobBless. I would like to debug it.
I've added WaitForDebugger in our helper tool launchd plist and it does wait.
But I can't attach to it via Debug->Attach to Process in Xcode with error:
Code: 3
Failure Reason: tried to attach to process as user 'myusername' and process is running as user 'root'
I set Debug process as: root in scheme settings. But I'm not sure if it does anything since I'm not running this particular scheme at the moment of attach.
I tried unsuccessfully to set "Wait for the executable to be launched" but I had to create a new scheme for it since helper is built as part of the main app so maybe I did something wrong.
Am I doing something wrong or is it not possible to attach to root process?
I was my understanding that you're supposed to be able to open a .ips crash log in Xcode and see pretty much what you would see if the app had been running in the debugger when it crashed. But the addresses in my app don't get symbolicated. I opened the .ips in the same project and same version of Xcode that was used to create the app. The .dSym file is around, and I can use it to symbolicate using the atos tool. What am I missing?
We have an existing app in which we have implemented AppShortcuts. The snippet view works fine in iOS 17 while in iOS18 beta, it doesn't able to fetch color from xcassets. If we use system colours or UIColor it's working fine.
Not working
Color("progressColor")
Working
Color(uiColor: UIColor(named: "progressColor")!)
Color.red
Color(hex: "3881d3") // Note: We created Color extension to generate color from hex string.
Hi Guys,
I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode.
They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions
Like below:
default developer mode available IOS 17.4.1
default developer mode not available IOS 17.5.1
Cannot select individual view in selectable mode in Xcode preview, it only show the whole blue device border.
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.
I've been contacting Apple Developer support for over 3 weeks now regarding new agreement that is not visible anywhere in account and no option to accept it either. Submitted ticket twice but no response at all. All they have to say is "Thank you for contacting us. We’ve received your support request and will get back to you as soon as possible. Your case ID is 102320028158. If you have any additional information you’d like to provide or would like a status update on your case, please reply back to this email."
My company rebranded and we need to update our merchant name that displays when a user makes a purchase with their Apple Wallet. The merchant name displays correctly on bank statements, but still reflects the old name within apple wallet.
I can't seem to find where the actual display name for the merchant is set or updated. Any insights here would be helpful!
Certain entitlements require special permission from Apple like DriverKit or Screentime API/Family controls.
Those entitlements are tied to the bundle IDs of the app.
If those entitlements have been granted for an app from developer A (personal account) and we transfer that app to developer B (organization account), including the bundle IDs, will those bundle IDs keep the entitlement?
Or will we need to re-request from the developer account B?
Any insights or experiences regarding this process would be greatly appreciated.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
DriverKit
Family Controls
Screen Time
Entitlements
I am trying to configure scenes to capture a redirect URL after a successful login attempt. I am using OAuth code flow. This is the code I have so far:
ios_app.swift
import SwiftUI
@main
struct ios_appApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var appDelegate
let persistenceController = PersistenceController.shared
@StateObject private var authState = AuthState()
var body: some Scene {
WindowGroup {
ContentView()
.environment(\.managedObjectContext, persistenceController.container.viewContext)
.environmentObject(authState)
}
}
}
AppDelegate.swift
import UIKit
import AWSMobileClient
import GoogleSignIn
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
print("AppDelegate: didFinishLaunchingWithOptions")
AWSMobileClient.default().initialize { (userState, error) in
if let userState = userState {
print("UserState: \(userState)")
} else if let error = error {
print("Error initializing AWSMobileClient: \(error.localizedDescription)")
}
}
GIDSignIn.sharedInstance.restorePreviousSignIn { user, error in
if let error = error {
print("Error restoring previous Google Sign-In: \(error.localizedDescription)")
}
}
return true
}
}
SceneDelegate.swift
import UIKit
import SwiftUI
import GoogleSignIn
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
print("SceneDelegate: scene willConnectTo")
guard let windowScene = (scene as? UIWindowScene) else {
print("SceneDelegate: Invalid windowScene")
return
}
let window = UIWindow(windowScene: windowScene)
let contentView = ContentView().environmentObject(AuthState())
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
print("SceneDelegate: window initialized and visible")
}
func sceneDidDisconnect(_ scene: UIScene) {
print("SceneDelegate: sceneDidDisconnect")
}
func sceneDidBecomeActive(_ scene: UIScene) {
print("SceneDelegate: sceneDidBecomeActive")
}
func sceneWillResignActive(_ scene: UIScene) {
print("SceneDelegate: sceneWillResignActive")
}
func sceneWillEnterForeground(_ scene: UIScene) {
print("SceneDelegate: sceneWillEnterForeground")
}
func sceneDidEnterBackground(_ scene: UIScene) {
print("SceneDelegate: sceneDidEnterBackground")
}
func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
guard let url = URLContexts.first?.url else {
print("SceneDelegate: No URL found in URLContexts")
return
}
print("SceneDelegate: openURLContexts with URL: \(url)")
if GIDSignIn.sharedInstance.handle(url) {
print("SceneDelegate: Google Sign-In handled URL")
return
}
if url.scheme == "myurlscheme" || (url.scheme == "https" && url.host == "mydomain.com" && url.path == "/mobile-auth-callback") {
print("SceneDelegate: Handling auth response for URL: \(url)")
AuthService.shared.handleOAuthCallback(url: url)
} else {
print("SceneDelegate: URL scheme not handled: \(url.scheme ?? "No scheme")")
}
}
func scene(_ scene: UIScene, continue userActivity: NSUserActivity) {
print("SceneDelegate: continue userActivity")
if userActivity.activityType == NSUserActivityTypeBrowsingWeb {
if let url = userActivity.webpageURL {
handleUniversalLink(url: url)
}
}
}
private func handleUniversalLink(url: URL) {
print("SceneDelegate: Handling universal link: \(url)")
if url.path.contains("/mobile-auth-callback") {
let queryItems = URLComponents(url: url, resolvingAgainstBaseURL: false)?.queryItems
let code = queryItems?.first(where: { $0.name == "code" })?.value
if let code = code {
print("SceneDelegate: Received code: \(code)")
AuthService.shared.exchangeCodeForToken(code: code)
} else {
print("SceneDelegate: No code found, handling email/password callback")
AuthService.shared.handleEmailPasswordCallback(url: url)
}
}
}
}
Also introduced this configuration in Info.plist:
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>UIWindowSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>Default Configuration</string>
<key>UISceneDelegateClassName</key>
<string>ios-app.SceneDelegate</string>
</dict>
</array>
</dict>
</dict>
...Other parameters
</dict>
</plist>
I am using the simulator to launch my app and can see AppDelegate related logs but I am not seeing any SceneDelegate logs (I suppose because it is not being initialized nor called).
I have tried restarting the computer/Xcode, clean and rebuild the application but none of the things I tested work.
Is there any part of my code wrong? Any other idea here?
I have an app on the App Store for many years enabling users to post text into clouds in augmented reality. Yet last week abruptly upon installing the app on the iPhone the screen started going totally dark and a list of little comprehensible logs came up of the kind:
ARSCNCompositor <0x300ad0e00>: ARSCNCompositor (0, 0) initialization failed. Matting is not set up properly.
many times, then
RWorldTrackingTechnique <0x106235180>: Unable to update pose [PredictorFailure] for timestamp 870.392108
ARWorldTrackingTechnique <0x106235180>: Unable to predict pose [1] for timestamp 870.392108
again several times and then:
ARWorldTrackingTechnique <0x106235180>: SLAM error callback: Error Domain=Slam Error Code=7 "Non fatal error occurred due to significant drop in a IMU data" UserInfo={NSDescription=Non fatal error occurred due to significant drop in a IMU data, NSLocalizedFailureReason=SlamEngineNodeGroup Failure: IMU issue: gyro data stream verification failed [Significant data drop]. Failed on timestamp: 870.413247, Last known timestamp: 865.350198, Delta: 5.063049, System timestamp: 870.415781, Delta between system and frame: 0.002534. }
and then again the pose issues several times.
I hoped the new beta version would have solved the issue, but it was not the case. Unfortunately I do not know if that depends on the beta version or some other issue, given the app may be not installed on the Mac simulator.
Hi there,
I successfully created an AppIntent for our app, and when I had it in the same target as our main app it showed up fine in the shortcuts app.
Then I realized that many of the new System Control widgets introduced in iOS 18 (e.g. lockscreen, control center) live in the widget extension target, but they also need to reference that same AppIntent. So to fix this, I thought I'd migrate out the code into it's own SPM package that both the WidgetExtension and the Main App processes can reference. However, after doing that and rebuilding, the intent no longer shows up in the Shortcuts app. Furthermore, my AppShortcutsProvider class now has this error when trying to define the list of appShortcuts:
App Intent <name> should be in the same target as AppShortcutsProvider
Is this intended, and if so, how do we reference the same AppIntent across multiple targets?
Hello,
My app often crashes when I use simulators. I would like some help with reading the crash report that is generated. Especially with the part below Thread 0 Crashed. Based on other posts I understand that the 0x8BADF00D in the crash report is a WatchDog crash that basically says that WatchDog terminated the app because the main thread was blocked for a significant time. Many processes can block the main thread so it's hard to find out what it is in our specific case. Can someone help me reading through the crash report?
Short_crash_report.txt
Background information
The application is Xamarin Native and I use Rider as an IDE. When I use Visual Studio, the simulators run just fine. No crash occurs while using my app on a device.
The crash happens on multiple simulators with different OS versions. I already deleted XCode cache, erased content and settings of several simulators and deleted iOS DeviceSupport files.
I'm using Xcode Cloud for release builds and unit tests, and it works fine. Recently, I added some XCUITests, but to run it the way I need I started to use this mock server. Basically, the idea is you define before each test what responses you want to get for specific requests. It works like a charm locally. But if I want to run it in Xcode Cloud, it looks like the server has failed to launch. The mock server is a separately launched binary file. I think this is because this permission I get when launch it locally.
So, my question is how to allow this kind of permission in Xcode Cloud to make my UITests works correctly?
You can find a detailed instruction how server is launched on a github page I provided.
I strugge to make the app icon appear in the simulator and on a physical test device. Currently only the placeholder icon is shown. Using Xcode 15.4 and visionOS 1.2
If configured which app icon to use under Targets/[my app]/General:
And in assets theres my visionOS app icon:
Why is the app icon not used? Am I missing something or is this an Xcode bug?
How to report a bug says "With Feedback Assistant available on iPhone, iPad, Mac, and the web, it’s easy to report issues you encounter". The Feedback Assistant User Guide says "Tell Apple about your experience with beta or seed releases". Is Feedback Assistant only intended for reporting bugs in beta software?
A year ago I reported a bug in Xcode 14 and now I'm being asked to verify this issue with Xcode 16 Beta 3. I'm not a beta tester and I don't want to install beta software. How should I proceed?
When I attempt to preview my code, I encounter an error message stating, “Cannot preview in this file: Failed to launch (App Name).” This issue is specific to this particular app. I attempted creating a new project, and that works fine.
This is what it says in the diagnostics:
| [Remote] JITError
|
| ==================================
|
| | [Remote] LLVMError
| |
| | LLVMError: LLVMError(description: "The file was not recognized as a valid object file")
Build functions on simulator but when I select run on connected iPhone (12 Pro Max, latest iOS 18 beta) I am given a prompt window that says:
Preparing Tom's iPhone
Xcode will continue when the operation is complete
with a loading icon. I have let it sit on this screen for over an hour with no change.
Running Xcode 16 Beta 4 on M3 MacBook Pro
Topic:
Developer Tools & Services
SubTopic:
Xcode