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Unable to build memory graph
When I click on the memory graph, xcode cannot create the memory graph and reports an error. All the error messages below are: I have tried to clarify any cache。 an unknown error occurred launching the helper task Domain: DTLeaksService Code: -1 User Info: { DVTErrorCreationDateKey = "2025-03-20 07:37:28 +0000"; DVTRadarComponentKey = 637311; } Event Metadata: com.apple.dt.memory_graph_capture : { "debugSession_coalescedState" = 2; "debugSession_isSynthetic" = 0; "debugSession_state" = 2; "device_identifier" = "00008020-000924663A90003A"; "device_isCoreDevice" = 1; "device_model" = "iPhone11,2"; "device_osBuild" = "18.4 (22E5222f)"; "device_platform" = "com.apple.platform.iphoneos"; "device_thinningType" = "iPhone11,2"; "dvt_coredevice_version" = "443.19"; "dvt_coresimulator_version" = "1010.10"; "dvt_mobiledevice_version" = "1784.101.1"; "launchSession_schemeCommand" = Run; "launchSession_state" = 2; "launchSession_targetArch" = arm64; "memgraphDebugger_duration_ms" = 3059; "memgraphDebugger_precedingCount" = 1; "memgraphDebugger_status" = "-1"; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "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" = 99; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_structuredConsoleMode" = 1; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos18.4"; "sdk_osVersion" = "18.4"; "sdk_variant" = iphoneos; } System Information macOS Version 15.4 (Build 24E5238a) Xcode 16.3 (23773.5) (Build 16E5129f) Timestamp: 2025-03-20T15:37:28+08:00
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256
Mar ’25
The behavior of the app using the Promises library changes between Xcode 15.4 and Xcode 16.2.
I’m creating code that performs asynchronous processing using the Promises library (https://github.com/google/promises). In this context, when building the app in Xcode 15.4 and Xcode 16.2, the behavior differs between the two. I’m using version 2.1.1 of the library. Also, I’ve tried using the latest version, 2.4.0, but the result was the same. Has anyone encountered the same issue or know an effective solution? Here's a simple code that reproduces this issue. @IBAction func tapButton(_: UIButton) { _ = getInfo() } func getInfo() -> Promise<Void> { Promise(on: .global(qos: .background)) { fulfill, _ in self.callApi() .then { apiResult -> Promise<ApiResult> in print("\(#function), first apiResult: \(apiResult)") return self.callApi() // #1 } .then { apiResult in print("\(#function), second apiResult: \(apiResult)") // #2 fulfill(()) } } } func callApi() -> Promise<ApiResult> { Promise(on: .global(qos: .background)) { fulfill, _ in print("\(#function), start") self.wait(3) .then { _ in let apiResult = ApiResult(message: "success") print("\(#function), end") fulfill(apiResult) } } } struct ApiResult: Codable { var message: String enum CodingKeys: String, CodingKey { case message } } The Swift Language version in the build settings is 5.0. The console output when running the above code is as follows: When built with Xcode 15.4: 2025/03/21 10:10:46.248 callApi(), start 2025/03/21 10:10:46.248 wait 3.0 sec 2025/03/21 10:10:49.515 callApi(), end 2025/03/21 10:10:49.535 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:10:49.535 callApi(), start 2025/03/21 10:10:49.536 wait 3.0 sec 2025/03/21 10:10:52.831 callApi(), end 2025/03/21 10:10:52.832 getDeviceInfo(), second apiResult: ApiResult(message: "success") The process proceeds from #1 to #2 after completing the code comment in #1. When built with Xcode 16.2: 2025/03/21 09:45:33.399 callApi(), start 2025/03/21 09:45:33.400 wait 3.0 sec 2025/03/21 09:45:36.648 callApi(), end 2025/03/21 09:45:36.666 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 09:45:36.666 callApi(), start 2025/03/21 09:45:36.666 wait 3.0 sec 2025/03/21 09:45:36.677 getDeviceInfo(), second apiResult: Pending: ApiResult 2025/03/21 09:45:39.933 callApi(), end The process does not wait for the code comment in #1 to finish and outputs the #2 print statement first. Additionally, even with Xcode 16.2, when changing the #2 line to "print("(#function), second apiResult: (apiResult.message)")", the output becomes as follows. From this, it seems that referencing the ApiResult type, which is not a String, might have some effect on the behavior. 2025/03/21 10:05:42.129 callApi(), start 2025/03/21 10:05:42.131 wait 3.0 sec 2025/03/21 10:05:45.419 callApi(), end 2025/03/21 10:05:45.437 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:05:45.437 callApi(), start 2025/03/21 10:05:45.437 wait 3.0 sec 2025/03/21 10:05:48.706 callApi(), end 2025/03/21 10:05:48.707 getDeviceInfo(), second apiResult: success Thank you in advance
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158
Mar ’25
Xcode 16 Automatically Builds & Runs Simulator While Editing Storyboard
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!
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108
Mar ’25
How to setup a directory in Xcode project 16.2
the Xcode Version 16.2 (16C5032a), I want to know how to setup a directory in Xcode project when develop the iOS app. Here is the whole thing: I start a new iOS App project "test_path". then I right click, and choose "New Folder", to make a new folder "configx" then I right click on the configx folder, and choose the "add files to test_path", add a file in it But the folder does not exist in the project when try to access by "Bundle.main.urls" func. 5. when ls in the Mac, /data/Containers/Bundle/Application/E4F11903-3FAD-467F-A4CD-60AC68D64934/test_path.app, the file just at the root path of test_path.app, no "configx" folder ahead the file. so, how to setup a directory or a path in iOS project?
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95
Mar ’25
Find selected text
A feature of Visual Studio which I’ve always missed in Xcode is the ability to quickly search for the selected text in the editor. Currently, after selecting the text I want to find, I have to hit cmd+c, cmd+f, cmd+v, then enter. Am I missing a shortcut? I would like to be able to select the text I’m looking for, then use a shortcut that would immediately search for the selected text in the current editor.
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155
Mar ’25
Push Notification
Hello. We're developing an app with Flutter that receives VoIP calls. However, when the app is in the background or closed, the push notification arrives, but the call doesn't. It works perfectly when the app is open. We use Firebase, Flutter, and JANUS WebRTC. We need to know what type of permissions or actions we should consider so that the app opens when it receives a call. How can we resolve this issue? Thank you very much.
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119
Mar ’25
SwiftUI Preview Fails to Load While Project Builds and Runs Fine: Alamofire Module Map Issue
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
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159
Mar ’25
Getting 18.3.1 (22D8075) Simulator via xcodebuild
On my local machine I'm running Xcode 16.2. I currently have: iOS SDK 18.2 (22C146) Simulator 18.3.1 (22D8075) I'm setting up a CI machine to match my local setup, but I can't seem to get the 18.3.1 simulator on there. I'm running: xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 16.2 The -buildVersion is 16.2 (I'm pretty sure to match the 16.2 of Xcode, as oppose to 18.2 for iOS) but this doesn't fetch the 18.3.1 simulator. Is someone able to explain to me what's going on here? I've not seen this mismatch before between Simulator and iOS but according to another post this seems like a valid setup, but I could be misinterpreting it.
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168
Mar ’25
App Freezing at Launch and Unexpected Termination
We are experiencing an issue where our app gets stuck during launch. The splash screen appears for some time, and then the app either becomes unresponsive or closes unexpectedly. However, there are no crash logs captured in Xcode or Firebase Crashlytics, indicating that the app is not crashing but rather being terminated. This issue is preventing affected users from properly launching the app. Additionally, some users have reported occasional lag and slow performance when using the app. The issue occurs only for a specific subset of users and appears to be related to other Electronic Logging Device (ELD) apps running in the background. When these apps are active, our app struggles to launch and sometimes becomes unresponsive. We suspect that this behavior could be related to system resource allocation, such as high memory consumption by background apps, which might be affecting our app's ability to launch correctly. However, we have been unable to reproduce the issue on our end despite multiple attempts. Actions Performed During App Launch: Firebase configuration API requests, including: Fetching account details Registering the FCM token with the server Asynchronous background requests to fetch POI details Creating a local database and storing POI data in local storage We would like guidance from Apple regarding potential causes and debugging strategies, especially in scenarios where the app does not produce crash logs but still fails to launch properly. Any insights into memory management, conflicts with background applications, or system resource constraints would be highly appreciated. Steps to Reproduce: Install and launch the app on an affected device. Observe that the app gets stuck on the launch screen. After some time, the app terminates unexpectedly. Issue is inconsistent and occurs only for certain users. Presence of other ELD apps running in the background appears to influence the issue.
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Mar ’25
Crash reports downloaded by Xcode contain impossible call hierarchy
I was just having a look at some crash reports downloaded by Xcode, and I noticed the same wrong pattern I already mentioned here: the crash reports indicate that method A calls method B, which is impossible. In the first crash report below, method MainViewController.showSettings seems to be called by ConfirmMoveViewController.openSourceInFinder, which is impossible. ConfirmMoveViewController.openSourceInFinder is a context menu action in a modal window, and MainViewController.showSettings is in a completely different window and the two methods have no relation whatsoever. In the second crash report below, MainViewController.setSortMode is triggered by the press of a button (and nothing else) but seems to be called by OtherViewController.copy that can be triggered by a context menu (or keyboard shortcut). The two methods have no relation whatsoever. The rest of the stack trace confirm that it's indeed the button that was pressed. This seems to me like a quite serious bug in how macOS creates crash reports. 1.crash 2.crash
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374
Mar ’25
Failed to Install Preview App on iPhone in Xcode Previews (HelloWorldApp)
Hi everyone, I'm encountering an issue when trying to run Xcode Previews for my HelloWorldApp on a real iPhone device. The app fails to install, and I get the following error message: Development Environment: Xcode Version: 16C5032a macOS Version: 23H420 Test Device (iPhone): iPhone 12 mini, iOS 15.5 (19F77) MacBook: MacBook Air (M1, arm64e) Error Message: Whenever I attempt to preview the app using SwiftUI Previews on my iPhone (iPhone của Định), I get the following installation error: FailedToInstallAppError: Failed to install ”HelloWorldApp.app” Could not install the preview host ”HelloWorldApp.app” on iPhone của Định Here’s part of the detailed log: agentBundle = com.DihNgx.HelloWorldApp { url: file:///Users/dihngx/Library/Developer/Xcode/DerivedData/HelloWorldApp-eyeszqttvaydocbdmoiwcczlazrt/Build/Intermediates.noindex/Previews/iphoneos/HelloWorldApp/Products/Debug-iphoneos/HelloWorldApp.app signingInformation: Code Signing { identifier: com.DihNgx.HelloWorldApp identity: A9A830FA23874E2047C974D6621D441EB9CBC7CC hasGetTaskAllow: true isSandboxed: false } } Device Information: Device Name: iPhone của Định Device Identifier: 00008101-001C482922C0001E iOS Version: 15.5 Provisioning profile installed: "iOS Team Provisioning Profile: com.DihNgx.HelloWorldApp" Steps I’ve already tried (but the issue persists): Ensured that Xcode recognizes the iPhone and that the device is connected properly. Checked Code Signing and Provisioning Profile (no issues were shown). Cleaned the build folder (Cmd + Shift + K) and deleted Derived Data. I’d really appreciate any advice or suggestions on how to solve this issue. Has anyone else faced a similar error or knows how to fix this? Thanks so much in advance!
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180
Mar ’25
Why does my zsh prompt permanently change?
Hey, I am using the terminal a lot. Since I updated to Sonoma (so, really a long time ago). My prompt or more precise the hostname always changes between three states. Sometimes it is username@Macbook-Pro-of-XXX, sometimes username@MacbookPro and sometimes it's username@xxxxxxxx-yyyy-zzzz-aaaa-bbbbbbbbbbbb. The latter is probably my UUID. Does anyone have a clue why this randomly changes?
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128
Mar ’25
Unable to localise CFBundleName on iOS Home Screen in en-US
Hi, I have an app that has a different name in en-GB and en-US. In the past I have created localised InfoPlist.strings files, InfoPlist.strings (English) InfoPlist.strings (English (United Kingdom)) InfoPlist.strings (English (United States)) and added CFBundleName = "Default Name", CFBundleName = "UK Name", and CFBundleName = "US Name", for example to each of the three files respectively. After building/installing/running this has worked as expected; if you set the device language to en_GB the display name on the iOS Home Screen is "UK Name", if you set it to en_AU for example it would be "Default Name" and if you set it to en_US it would be "US Name". Furthermore, when the name appears in system modals the correct name would appear based on locale too. For example, with the device language set to en_US, if you long press the app icon on the iOS home screen and tap Remove App, a modal will appear which says 'Remove "US Name"?'. This no longer appears to work correctly. For that same project having made no changes, simply running it on an iOS 17 or iOS 18 device; with the language set to en_US, the name on the home screen will be "Default Name", however, if you again long press and tap remove app, it will say 'Remove "US Name"'. It works correctly for en-GB. Like I said, I remember this working in the past, so I checked on an old device I have running iOS 15.8.2 as well as a simulator running iOS 15.2 and it does work as expected in both of those cases. I tried to create a new minimal project to see if something had changed and therefore if the setup I have is now incorrect and saw that the preferred method of localization now involves making a string catalog instead of multiple strings files. For a new project; duplicating the setup at the top of this post using a string catalogue file named InfoPlist.xcstrings results in the same incorrect behaviour when setting the device language to en_US. I guess my question is, is this a bug in iOS? Or is it likely that I am doing something wrong here?
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232
Mar ’25
We need to regain access to maintain our app on the App Store
Hello Developer Community, I'm facing a critical situation with our company's Apple Developer Account. We are unable to access our account because: The admin of our Apple Developer Account is a former team member We cannot reach this person anymore We need to regain access to maintain our app on the App Store Questions: What is the official process to recover account access in this situation? What documentation will Apple require to verify our company ownership? Who should we contact at Apple to start this process? Any guidance from developers who have experienced a similar situation would be greatly appreciated. Note: I'll be happy to provide more details if needed, while keeping sensitive information private. Thanks in advance for your help!
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61
Mar ’25
Apple developer member ship Renewal
We are facing a challenge with the renewal of our Apple Developer Program. Last year, we renewed it using a UPI ID, but that UPI ID is no longer available. We have added a new UPI ID and want the payment to be deducted from it. However, when we click on ‘Renew the Program,’ it redirects us to the old UPI ID, which we are unable to delete. It also shows that there is a currently active subscription linked to that UPI ID. We are in the 30-day grace period. We contacted the Apple Support team, but they have not provided a solution. Is there anyone who can help with this?”
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72
Mar ’25
UI Test Cases Failing with Custom Accessibility Labels in SwiftUI
Hello Apple Developer Support, I am writing to seek assistance with an issue we are experiencing in our SwiftUI application concerning UI test cases. Our application uses accessibility labels that differ slightly from the display content to enhance VoiceOver support. However, we have encountered a problem where our UI test cases fail when the accessibility label does not match the actual display content. Currently, we are using accessibility identifiers in our tests, but they only retrieve the accessibility label, leaving us without a method to access the actual display content. This discrepancy is causing our automated tests to fail, as they cannot verify the visual content of the UI elements. We would greatly appreciate any guidance or solutions you could provide to address this issue. Specifically, we are looking for a way to ensure our UI tests can access both the accessibility label and the actual display content for verification purposes. For ex: Problem scenario - setting accessibilityLabel masks access to any displayed content If an accessibilityLabel is set on a UI element, then it seems to be no-longer possible to check/access the displayed content of that element: var body: some View { Text("AAA") .accessibilityIdentifier("textThing") .accessibilityLabel("ZZZ") // Different label from the text which is displayed in UI } // in test... func test_ThingExists() { XCTAssert(app.staticTexts["AAA"].exists) // Fails, cannot find the element XCTAssertEqual(app.staticTexts["ZZZ"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content XCTAssertEqual(app.staticTexts["ZZZ"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content XCTAssert(app.staticTexts["textThing"].exists) // Passes, but does not check the displayed content XCTAssertEqual(app.staticTexts["textThing"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content XCTAssertEqual(app.staticTexts["textThing"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content } element.label still only checks the accessibilityLabel. There is not, it seems, an way back to being able to check the content of the Text element directly. Thank you for your attention and support. We look forward to your valuable insights.
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166
Mar ’25
{Project}-LinkMap-normal-arm64.txt changed?
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
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90
Mar ’25