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App Icon Dimension
I am trying to make an app icon 20 x 20 pixel dimension. I cannot get the icon to be sized this way. It gets blurry. I have used adobe express + illustrator. I have not been able to size it. It is a 400 x 400 dimension png. I want the proportion to be 20 x 20 without losing the clarity.
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349
Feb ’26
Trouble setting up watches to use TestFlight that are AWFK configured
I am developing a simple watch app and I use my personal watch for development with Xcode. Personal watch is series 10 gps only. I have two other watches that I want to use for testing the app, but not needing them to be connected to Xcode. The test watches have cellular option, and I need a cell plan per watch because the watches need to be standalone, not counting initial setup. To get the standalone cell plan the watches need to be configured using AWFK. Here is what I have tried/current issues. I switch between all three watches on my phone using the watch app. Originally tried to put test watches in developer mode, thinking I would connect to Xcode, developer mode is not available when watch is setup using AWFK. Pushed the watch app to apple connect, setup TestFlight group, added the test users and my phone user, accepted invites TestFlight is installed on my phone, I see the testflight setup for the watch app I set a test watch using watch app on the phone, run install for the test app from TestFlight on the phone, spinner moves for awhile then goes back to Install. I am not able to get the watch app installed on the test watches from the phone. Is what I am attempting to do supported? I haven't found much specific documentation on this. If I pair the test watches as regular watches, set them to developer mode, can I pair them again as AWFK and will developer mode survive the switch? Or is there something really simple that I'm overlooking? Appreciate any help that can be extended.
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372
Dec ’25
Error App Distribution Minimum IOS
I try to distribute my App again, but receive now the error that the Minimum IOS is not supported by Info.plist with Runner. i have latest XCode and the error stays whatever IOS I Set in General and in the building rules. Any one has an idea or had same issue since recent Xcode / project Updates ? thanks so much
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105
Sep ’25
Replace Apple Clang with Vanilla Clang, what can go wrong?
We are developing a cross platform c++ application. We also use some objective-c (no swift) and specific Apple frameworks like AVFoundation, CoreML in the MacOs version of our software. We use Apple Clang as compiler when building for MacOs. As our code is primarily c++ we would like to use the latest and greatest c++ 20 features. So we are looking into using vanilla clang instead, the builds with vanilla clang seem to work fine, however our concern is that we might have overlooked possible issues that could arise. So our question is whether there are specific things we need to address when switching compilers, are there things that we need to be aware of? In the end we just want to know if switching compilers won't cause problems we can't oversee. So we would like to know if others took the same steps and what your thoughts/experiences are regarding this?
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116
Aug ’25
What is the unit used for the availableKilobytes property of the target object?
In the online documentation for InstallerJS, it is stated that the unit for the availableKilobytes property of the target field is kilobytes. Isn't it actually bytes because of a bug in the very first release of macOS that supported InstallerJS? [Q] Has there been a fix in the recent years regarding this property that would explain why the documentation says it's kilobytes? Even though at the time of this writing, the unit is still bytes when you call my.target.availableKilobytes I'm using this call to dump the value of this property in install.log: system.log(my.target.availableKilobytes + ''); Ref. https://developer.apple.com/documentation/installer_js/target/1811975-availablekilobytes (FB20448952)
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129
Sep ’25
How to implement background notifications with action buttons (Accept/Decline) in iOS Flutter app?
I am developing a Flutter app for food delivery (a multivendor e-commerce restaurant app). In the vendor app (Android), I successfully implemented a background notification that stays active until the vendor responds with either Accept or Decline. This works fine on Android, but I cannot get the same functionality working on iOS. My requirements: Vendor should receive a background notification. The notification should include action buttons (Accept / Decline). It should remain active until the vendor takes action. My questions: Is this possible to implement in iOS with Flutter? If yes, what is the recommended way (e.g., firebase_messaging, flutter_local_notifications, flutter_foreground_task, or native iOS integration)? Are there any iOS restrictions I should consider compared to Android background services? I built this for Android using firebase_messaging + flutter_foreground_task + flutter_local_notifications. On iOS, I tried setting up firebase_messaging and flutter_local_notifications, but I’m unable to keep the notification persistent with Accept/Decline action buttons. I expected similar behavior to Android, but it seems iOS has more restrictions around background services and notification handling. Dependencies I am using (relevant ones): firebase_core: ^3.8.0 firebase_messaging: ^15.1.5 flutter_local_notifications: ^17.2.2 flutter_foreground_task: ^8.17.0 get: ^4.7.2 shared_preferences: ^2.3.2
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300
Sep ’25
Xcode Code coverage shows zero; even after 245 successful tests
I have a project inside the project structure. I have around 300 unit tests in the project. I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully. The log I get is: Aggregation tool emitted warnings: warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10 PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version. I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped. Please help me get the coverage number back. Thank you.
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133
Oct ’25
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
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145
May ’25
On demand module download
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use. The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
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161
Oct ’25
ATS doesn't download AirPlay Diagnostic profile
I need to install the AirPlay profile on an iphone to watch decrypted traffic in ATS for development work on CarPlay. The documentation for ATS says to click "Utilities -> Download Profiles -> AirPlay Diagnostic Mode". When I do this, it brings up a file dialog, presumably to select a location to download. But nothing happens. The other profiles launch a web browser and download the .mobileconfig profile. How do I get the AirPlay profile? Am I misunderstanding how this is supposed to work? I found ATSAssetsInfoDefault.plist which references these files. And they all have https://developer.apple.com/services-account/download?path=/iOS/iOS_Logs/... except the AirPlay profile, which is type "slug" and just says ats-airplay-diagnostic-mode-profile. Is this a bug in the app?
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159
Dec ’25
On Demand Resources does not show an error
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong. #import "Foundation/Foundation.h" #if ENABLE_IOS_ON_DEMAND_RESOURCES #import "Foundation/NSBundle.h" #endif #include <string.h> struct CustomOnDemandResourcesRequestData; typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error); #if ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { NSBundleResourceRequest* request; }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { NSMutableArray* tagArray = [NSMutableArray array]; for (int i = 0; i < tagCount; i++) { const char* tag = tags[i]; if (tag != NULL) { [tagArray addObject:[NSString stringWithUTF8String:tag]]; } } NSSet* tagSet = [NSSet setWithArray:tagArray]; CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet]; [data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) { dispatch_async(dispatch_get_main_queue(), ^{ const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL; handler(data, errorMessage); }); }]; return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { [data->request endAccessingResources]; delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return data->request.progress.fractionCompleted; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { float priority = (float)data->request.loadingPriority; return priority; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { if (priority < 0.0f) priority = 0.0f; if (priority > 1.0f) data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent; else data->request.loadingPriority = (double)priority; } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { NSString* resourceStr = [NSString stringWithUTF8String: resource]; NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil]; if (path == nil) { return NULL; // или другое значение по умолчанию } const char* result = strdup([path UTF8String]); // копируем строку return result; // в C# нужно будет освободить память } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { free((void*)str); } #else // ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); if (handler) handler(handlerData, NULL); return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { return NULL; } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { } #endif // ENABLE_IOS_ON_DEMAND_RESOURCES
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115
Oct ’25
Settings app crashes when tapping "Manage" under Sandbox account without internet connection
Device: iPhone 13 OS Version: iOS 26.4, iOS 26.5 Summary: The Settings app crashes when accessing the Sandbox account management screen in Developer Settings while the device is offline. Steps to Reproduce: Enable Developer Mode on the device Disconnect from the internet (Wi-Fi and cellular off) Go to Settings → Developer Ensure a Sandbox account is signed in Tap on "Sandbox" Tap on "Manage" Expected Result: The system should either: Open the Sandbox management screen, or Show an error indicating no internet connection Actual Result: The Settings app crashes immediately after tapping "Manage". Reproducibility: Always (100%) when offline Additional Notes: Issue observed on iOS 26.4 and iOS 26.5 Does not occur on iOS 18 May also be present in other iOS 26.x versions Does not occur when the device has an active internet connection
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3w
Apple Watch co-sysdiagnose not generated in Family Setup / managed account scenario
Hi everyone, I’m currently researching Apple Watch pairing behavior and diagnostic logging across different setup modes. I can reliably trigger a co-sysdiagnose on an Apple Watch when it is paired in a normal standalone / standard configuration. In that case, the expected co-sysdiagnose archive appears on the paired iPhone. However, in a Family Setup / managed account scenario, behavior is different: The watch provides the expected haptic feedback after the sysdiagnose button combination But no co-sysdiagnose archive appears on the paired iPhone afterward The same hardware behaves differently depending on pairing/account configuration My question is: Is co-sysdiagnose collection, transport, or availability intentionally different for Family Setup / managed Apple Watch devices? For example: Are logs stored elsewhere? Is transfer to the organizer iPhone restricted? Is co-sysdiagnose unsupported in Family Setup mode? Are additional conditions required, such as Wi-Fi, charging state, unlocked devices, or a longer delay? I may be missing something obvious, but I have not found documentation describing this difference. If this is expected behavior, I’d really appreciate a pointer to the relevant documentation. Thanks a lot!
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4w
AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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351
Oct ’25
MailCore.swift
Hi, is there a compiled version of MailCore.swift? I want to build an easy-to-use mail app for my mother, who is 97, has a MacBook Air, but Apple Mail is too complicated for her. chatGPT said I am too stupid to compile it by myself. Regards Stephan
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82
Oct ’25
Run builds on old binary
I am encountering an issue where the application running on a physical device does not reflect the most recent source changes. Observed behavior On the device, the application behaves as if an older binary is running. Specifically: Newly added debug UI labels do not appear. The logs still show old debug prints instead of new ones. Steps taken to ensure a clean install: Changed the bundle identifier Set a new display name (the app still showed the old display name when I click run). Deleted the app manually from the device before every reinstall. Build and install steps Performed multiple clean builds with a fresh Derived Data path. Built from terminal using xcodebuild (Debug configuration, physical device target, automatic provisioning). Installed using: xcrun devicectl device install app Verified: The updated source files are listed under Compile Sources and compiled from the expected path. The bundled Info.plist includes the new bundle identifier and display name. Installation output confirms new bundle identifier. Question What could cause a newly built and installed application to run with behavior from an older binary? Are there recommended ways to verify that the device is actually launching the latest installed build, and to ensure stale binaries are not being executed? Any guidance on additional diagnostics or misconfigurations to check would be appreciated.
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327
Jan ’26
Attach a debugger to app launched via `devicectrl`
With the latest (26) version of Apple's developer tools, is there a way to manually attach a debugger (other than lldb) to an iOS app launched with "devicectl device process launch --start-stopped"? In the past, this was possible via the ios-deploy third-party tool (now defunct), which provided a debugserver port. This information is notably missing when using devicectrl – although the process ID of the launch process is provided, and the tool is clearly aimed at letting you launch and attach to processes from the command line. lldb can, of course, attach via its built-in support for this using the device set of commands. But I'm explicitly looking for a way to attach my own debugger via the GDB-compatible debug proxy.
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217
Oct ’25
App Icon Dimension
I am trying to make an app icon 20 x 20 pixel dimension. I cannot get the icon to be sized this way. It gets blurry. I have used adobe express + illustrator. I have not been able to size it. It is a 400 x 400 dimension png. I want the proportion to be 20 x 20 without losing the clarity.
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1
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0
Views
349
Activity
Feb ’26
There is an issue with Korean consonants and vowels being separated in the simulator.
In Simulator Korean character system has not working well. I want to type "", however, if I type the same thing on the simulator's virtual keyboard (Korean), it comes out as ''. I think this is caused by IME system in ios simulator bug. I think this has been happening since IOS 17.
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0
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0
Views
170
Activity
Jun ’25
Trouble setting up watches to use TestFlight that are AWFK configured
I am developing a simple watch app and I use my personal watch for development with Xcode. Personal watch is series 10 gps only. I have two other watches that I want to use for testing the app, but not needing them to be connected to Xcode. The test watches have cellular option, and I need a cell plan per watch because the watches need to be standalone, not counting initial setup. To get the standalone cell plan the watches need to be configured using AWFK. Here is what I have tried/current issues. I switch between all three watches on my phone using the watch app. Originally tried to put test watches in developer mode, thinking I would connect to Xcode, developer mode is not available when watch is setup using AWFK. Pushed the watch app to apple connect, setup TestFlight group, added the test users and my phone user, accepted invites TestFlight is installed on my phone, I see the testflight setup for the watch app I set a test watch using watch app on the phone, run install for the test app from TestFlight on the phone, spinner moves for awhile then goes back to Install. I am not able to get the watch app installed on the test watches from the phone. Is what I am attempting to do supported? I haven't found much specific documentation on this. If I pair the test watches as regular watches, set them to developer mode, can I pair them again as AWFK and will developer mode survive the switch? Or is there something really simple that I'm overlooking? Appreciate any help that can be extended.
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0
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372
Activity
Dec ’25
Error App Distribution Minimum IOS
I try to distribute my App again, but receive now the error that the Minimum IOS is not supported by Info.plist with Runner. i have latest XCode and the error stays whatever IOS I Set in General and in the building rules. Any one has an idea or had same issue since recent Xcode / project Updates ? thanks so much
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1
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0
Views
105
Activity
Sep ’25
Replace Apple Clang with Vanilla Clang, what can go wrong?
We are developing a cross platform c++ application. We also use some objective-c (no swift) and specific Apple frameworks like AVFoundation, CoreML in the MacOs version of our software. We use Apple Clang as compiler when building for MacOs. As our code is primarily c++ we would like to use the latest and greatest c++ 20 features. So we are looking into using vanilla clang instead, the builds with vanilla clang seem to work fine, however our concern is that we might have overlooked possible issues that could arise. So our question is whether there are specific things we need to address when switching compilers, are there things that we need to be aware of? In the end we just want to know if switching compilers won't cause problems we can't oversee. So we would like to know if others took the same steps and what your thoughts/experiences are regarding this?
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1
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0
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116
Activity
Aug ’25
What is the unit used for the availableKilobytes property of the target object?
In the online documentation for InstallerJS, it is stated that the unit for the availableKilobytes property of the target field is kilobytes. Isn't it actually bytes because of a bug in the very first release of macOS that supported InstallerJS? [Q] Has there been a fix in the recent years regarding this property that would explain why the documentation says it's kilobytes? Even though at the time of this writing, the unit is still bytes when you call my.target.availableKilobytes I'm using this call to dump the value of this property in install.log: system.log(my.target.availableKilobytes + ''); Ref. https://developer.apple.com/documentation/installer_js/target/1811975-availablekilobytes (FB20448952)
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0
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129
Activity
Sep ’25
How to implement background notifications with action buttons (Accept/Decline) in iOS Flutter app?
I am developing a Flutter app for food delivery (a multivendor e-commerce restaurant app). In the vendor app (Android), I successfully implemented a background notification that stays active until the vendor responds with either Accept or Decline. This works fine on Android, but I cannot get the same functionality working on iOS. My requirements: Vendor should receive a background notification. The notification should include action buttons (Accept / Decline). It should remain active until the vendor takes action. My questions: Is this possible to implement in iOS with Flutter? If yes, what is the recommended way (e.g., firebase_messaging, flutter_local_notifications, flutter_foreground_task, or native iOS integration)? Are there any iOS restrictions I should consider compared to Android background services? I built this for Android using firebase_messaging + flutter_foreground_task + flutter_local_notifications. On iOS, I tried setting up firebase_messaging and flutter_local_notifications, but I’m unable to keep the notification persistent with Accept/Decline action buttons. I expected similar behavior to Android, but it seems iOS has more restrictions around background services and notification handling. Dependencies I am using (relevant ones): firebase_core: ^3.8.0 firebase_messaging: ^15.1.5 flutter_local_notifications: ^17.2.2 flutter_foreground_task: ^8.17.0 get: ^4.7.2 shared_preferences: ^2.3.2
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1
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300
Activity
Sep ’25
Xcode Code coverage shows zero; even after 245 successful tests
I have a project inside the project structure. I have around 300 unit tests in the project. I see that for some of the subprojects, the coverage numbers show up correctly, but for other subprojects and the main project, the coverage number shows zero, even though the tests are running successfully. The log I get is: Aggregation tool emitted warnings: warning: /Users/ABC/Library/Developer/Xcode/DerivedData/projectABC-hfzmkbdgpiswoxfvvnvhrafaiqyb/Build/ProfileData/A8EEC1FB-1699-4C29-A88C-D3DDA226DBC0/0A416494-A393-4319-AA47-502D72084C9C-43351.profraw: raw profile version mismatch: Profile uses raw profile format version = 8; expected version = 10 PLEASE update this tool to the version in the raw profile, or regenerate the raw profile with the expected version. I only have one Xcode (26.0.1) on my machine. I tried cleaning the derived data, the cleaning project, and rerunning the tests, but it hasn't helped. Please help me get the coverage number back. Thank you.
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0
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133
Activity
Oct ’25
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
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0
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0
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145
Activity
May ’25
On demand module download
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use. The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
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1
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0
Views
161
Activity
Oct ’25
ATS doesn't download AirPlay Diagnostic profile
I need to install the AirPlay profile on an iphone to watch decrypted traffic in ATS for development work on CarPlay. The documentation for ATS says to click "Utilities -> Download Profiles -> AirPlay Diagnostic Mode". When I do this, it brings up a file dialog, presumably to select a location to download. But nothing happens. The other profiles launch a web browser and download the .mobileconfig profile. How do I get the AirPlay profile? Am I misunderstanding how this is supposed to work? I found ATSAssetsInfoDefault.plist which references these files. And they all have https://developer.apple.com/services-account/download?path=/iOS/iOS_Logs/... except the AirPlay profile, which is type "slug" and just says ats-airplay-diagnostic-mode-profile. Is this a bug in the app?
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0
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159
Activity
Dec ’25
On Demand Resources does not show an error
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong. #import "Foundation/Foundation.h" #if ENABLE_IOS_ON_DEMAND_RESOURCES #import "Foundation/NSBundle.h" #endif #include <string.h> struct CustomOnDemandResourcesRequestData; typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error); #if ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { NSBundleResourceRequest* request; }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { NSMutableArray* tagArray = [NSMutableArray array]; for (int i = 0; i < tagCount; i++) { const char* tag = tags[i]; if (tag != NULL) { [tagArray addObject:[NSString stringWithUTF8String:tag]]; } } NSSet* tagSet = [NSSet setWithArray:tagArray]; CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet]; [data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) { dispatch_async(dispatch_get_main_queue(), ^{ const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL; handler(data, errorMessage); }); }]; return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { [data->request endAccessingResources]; delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return data->request.progress.fractionCompleted; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { float priority = (float)data->request.loadingPriority; return priority; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { if (priority < 0.0f) priority = 0.0f; if (priority > 1.0f) data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent; else data->request.loadingPriority = (double)priority; } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { NSString* resourceStr = [NSString stringWithUTF8String: resource]; NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil]; if (path == nil) { return NULL; // или другое значение по умолчанию } const char* result = strdup([path UTF8String]); // копируем строку return result; // в C# нужно будет освободить память } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { free((void*)str); } #else // ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); if (handler) handler(handlerData, NULL); return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { return NULL; } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { } #endif // ENABLE_IOS_ON_DEMAND_RESOURCES
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115
Activity
Oct ’25
Settings app crashes when tapping "Manage" under Sandbox account without internet connection
Device: iPhone 13 OS Version: iOS 26.4, iOS 26.5 Summary: The Settings app crashes when accessing the Sandbox account management screen in Developer Settings while the device is offline. Steps to Reproduce: Enable Developer Mode on the device Disconnect from the internet (Wi-Fi and cellular off) Go to Settings → Developer Ensure a Sandbox account is signed in Tap on "Sandbox" Tap on "Manage" Expected Result: The system should either: Open the Sandbox management screen, or Show an error indicating no internet connection Actual Result: The Settings app crashes immediately after tapping "Manage". Reproducibility: Always (100%) when offline Additional Notes: Issue observed on iOS 26.4 and iOS 26.5 Does not occur on iOS 18 May also be present in other iOS 26.x versions Does not occur when the device has an active internet connection
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104
Activity
3w
Apple Watch co-sysdiagnose not generated in Family Setup / managed account scenario
Hi everyone, I’m currently researching Apple Watch pairing behavior and diagnostic logging across different setup modes. I can reliably trigger a co-sysdiagnose on an Apple Watch when it is paired in a normal standalone / standard configuration. In that case, the expected co-sysdiagnose archive appears on the paired iPhone. However, in a Family Setup / managed account scenario, behavior is different: The watch provides the expected haptic feedback after the sysdiagnose button combination But no co-sysdiagnose archive appears on the paired iPhone afterward The same hardware behaves differently depending on pairing/account configuration My question is: Is co-sysdiagnose collection, transport, or availability intentionally different for Family Setup / managed Apple Watch devices? For example: Are logs stored elsewhere? Is transfer to the organizer iPhone restricted? Is co-sysdiagnose unsupported in Family Setup mode? Are additional conditions required, such as Wi-Fi, charging state, unlocked devices, or a longer delay? I may be missing something obvious, but I have not found documentation describing this difference. If this is expected behavior, I’d really appreciate a pointer to the relevant documentation. Thanks a lot!
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133
Activity
4w
Age Ratings Responses - Required for TestFlight also?
I have a Apple Developer accounts for development purposes only and that is also used for testing builds via TestFlight. Is the Age Ratings Responses updates due by the end of January 2026 still required even to send builds to TestFlight?
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124
Activity
Dec ’25
AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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351
Activity
Oct ’25
MailCore.swift
Hi, is there a compiled version of MailCore.swift? I want to build an easy-to-use mail app for my mother, who is 97, has a MacBook Air, but Apple Mail is too complicated for her. chatGPT said I am too stupid to compile it by myself. Regards Stephan
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82
Activity
Oct ’25
URL Scheme For Apple Developer App
In our App we have a need to open Apple Developer App from our iOS App to guide user to Developer App. But looks like there is no confirmed URL Scheme provided. Can you help on this.
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188
Activity
Oct ’25
Run builds on old binary
I am encountering an issue where the application running on a physical device does not reflect the most recent source changes. Observed behavior On the device, the application behaves as if an older binary is running. Specifically: Newly added debug UI labels do not appear. The logs still show old debug prints instead of new ones. Steps taken to ensure a clean install: Changed the bundle identifier Set a new display name (the app still showed the old display name when I click run). Deleted the app manually from the device before every reinstall. Build and install steps Performed multiple clean builds with a fresh Derived Data path. Built from terminal using xcodebuild (Debug configuration, physical device target, automatic provisioning). Installed using: xcrun devicectl device install app Verified: The updated source files are listed under Compile Sources and compiled from the expected path. The bundled Info.plist includes the new bundle identifier and display name. Installation output confirms new bundle identifier. Question What could cause a newly built and installed application to run with behavior from an older binary? Are there recommended ways to verify that the device is actually launching the latest installed build, and to ensure stale binaries are not being executed? Any guidance on additional diagnostics or misconfigurations to check would be appreciated.
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327
Activity
Jan ’26
Attach a debugger to app launched via `devicectrl`
With the latest (26) version of Apple's developer tools, is there a way to manually attach a debugger (other than lldb) to an iOS app launched with "devicectl device process launch --start-stopped"? In the past, this was possible via the ios-deploy third-party tool (now defunct), which provided a debugserver port. This information is notably missing when using devicectrl – although the process ID of the launch process is provided, and the tool is clearly aimed at letting you launch and attach to processes from the command line. lldb can, of course, attach via its built-in support for this using the device set of commands. But I'm explicitly looking for a way to attach my own debugger via the GDB-compatible debug proxy.
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217
Activity
Oct ’25