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Xcode15 on Sequoia
Recently I upgraded to Sequoia only to find out that I can‘t run Xcode 15 anymore: I used to run it directly by opening up the app contents and run xcode binary from the macos folder. But this trick is not working anymore (xcode is killed before launch). I need xcode15 to continue working with a project that I have based in Unreal 5.3. I tried to migrate my project to xcode16 but I have thousands of compiler issues that will be hard to fix (with xcode15 everything was ok). does anyone know how to continue using xcode15 and not forcing us to waste time migraring to xcode16? thank you in advance
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166
Jun ’25
Our developer account is unable to renew through the https://developer.apple.com
Hello, Our developer account is unable to renew through the https://developer.apple.com/account website. The account will expire in 8 days. When clicking the "Renew Membership" button to proceed to the order details page, I filled in the required personal information and electronic invoice details as instructed. However, after clicking the "Continue to Payment Method" button, the website became unresponsive. By checking the console logs, I noticed a 500 error occurred on the website. Since we specifically require an electronic invoice, the Developer app cannot meet our needs. The account is nearing expiration. Could you please assist us by temporarily extending the account's expiration date? Your support would be greatly appreciated. Thank you.
1
0
166
May ’25
Assistance with Capturing WebView Snapshot in Broadcast Upload Extension Without Adding to View Hierarchy
Hello, I am currently developing a game streaming application using ReplayKit and Broadcast Upload Extension. I would like to ask for your assistance regarding capturing snapshots of a WKWebView in the upload extension without adding it to a visible view hierarchy. From my understanding, calling takeSnapshot(with:) on a WKWebView that is not added to the view hierarchy generally works for simple web pages. However, when it comes to more complex web content — such as animations or WebGL — the snapshot returns a blank or static image. I believe this is because rendering such content requires access to the GPU, which is not fully available when the web view is off-screen. That said, I’ve observed that certain apps are able to capture live animated web content inside their broadcast upload extensions, even when the main app is terminated. This suggests that the snapshot is not being generated by the main app or from a remote server — especially since the network activity confirms the content is served locally (via localhost or local IP). Given this, I believe there must be a way to achieve GPU-accelerated rendering for WKWebView directly within the upload extension context, without attaching it to the app's UI. I would greatly appreciate any guidance, APIs, or recommended techniques that could help me achieve this behavior correctly and within system limitations. Thank you in advance for your support. I look forward to your advice. Warm regards,
0
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115
Jun ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
2
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121
May ’25
Mobile Device Management Enrollment Profile
I want to create a verified Mobile Device Management (MDM) profile for Apple devices. As we are developing a solution to manage customer-owned Apple devices by remotely installing and managing an MDM configuration profile (both supervised and unsupervised way). Any documentation, enrollment prerequisites (such as Apple Business Manager or Developer Enterprise Program), and support you can provide in this regard would be greatly appreciated.
0
1
167
Jun ’25
SFSpeechRecognizer is not working inside visionOS 2.4 simulator
I know there has been issues with SFSpeechRecognizer in iOS 17+ inside the simulator. Running into issues with speech not being recognised inside the visionOS 2.4 simulator as well (likely because it borrows from iOS frameworks). Just wondering if anyone has any work arounds or advice for this simulator issue. I can't test on device because I don't have an Apple Vision Pro. Using Swift 6 on Xcode 16.3. Below are the console logs & the code that I am using. Console Logs BACKGROUND SPATIAL TAP (hit BackgroundTapPlane) SpeechToTextManager.startRecording() called [0x15388a900|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending SpeechToTextManager.startRecording() completed successfully and recording is active. GameManager.onTapToggle received. speechToTextManager.isAvailable: true, speechToTextManager.isRecording: true GameManager received tap toggle callback. Tapped Object: None BACKGROUND SPATIAL TAP (hit BackgroundTapPlane) GESTURE MANAGER - User is already recording, stopping recording SpeechToTextManager.stopRecording() called GameManager.onTapToggle received. speechToTextManager.isAvailable: true, speechToTextManager.isRecording: false Audio data size: 134400 bytes Recognition task error: No speech detected <--- Code private(set) var isRecording: Bool = false private var recognitionRequest: SFSpeechAudioBufferRecognitionRequest? private var recognitionTask: SFSpeechRecognitionTask? @MainActor func startRecording() async throws { logger.debug("SpeechToTextManager.startRecording() called") guard !isRecording else { logger.warning("Cannot start recording: Already recording.") throw AppError.alreadyRecording } currentTranscript = "" processingError = nil audioBuffer = Data() isRecording = true do { try await configureAudioSession() try await Task.detached { [weak self] in guard let self = self else { throw AppError.internalError(description: "SpeechToTextManager instance deallocated during recording setup.") } try await self.audioProcessor.configureAudioEngine() let (recognizer, request) = try await MainActor.run { () -> (SFSpeechRecognizer, SFSpeechAudioBufferRecognitionRequest) in guard let result = self.createRecognitionRequest() else { throw AppError.configurationError(description: "Speech recognition not available or SFSpeechRecognizer initialization failed.") } return result } await MainActor.run { self.recognitionRequest = request } await MainActor.run { self.recognitionTask = recognizer.recognitionTask(with: request) { [weak self] result, error in guard let self = self else { return } if let error = error { // WE ENTER INTO THIS BLOCK, ALWAYS self.logger.error("Recognition task error: \(error.localizedDescription)") self.processingError = .speechRecognitionError(description: error.localizedDescription) return } . . . } } . . . }.value } catch { . . . } } @MainActor func stopRecording() { logger.debug("SpeechToTextManager.stopRecording() called") guard isRecording else { logger.debug("Not recording, nothing to do") return } isRecording = false Task.detached { [weak self] in guard let self = self else { return } await self.audioProcessor.stopEngine() let finalBuffer = await self.audioProcessor.getAudioBuffer() await MainActor.run { self.recognitionRequest?.endAudio() self.recognitionTask?.cancel() } . . . } }
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173
May ’25
`xcodebuild -list` command with Swift Packages in Xcode 16.3 leads to an INTERNAL ERROR
An internal error occurs when executing the xcodebuild -list command targeting a Swift Package. This behavior is new in Xcode 16.3 and was not present in the previous version, Xcode 16.2. cd ~/Developer mkdir Playground cd Playground swift package init xcodebuild -list Command line invocation: /Applications/Xcode-16.3.0.app/Contents/Developer/usr/bin/xcodebuild -list Resolve Package Graph ** INTERNAL ERROR: Unable to load workspace '/Users/treastrain/Developer/Playground' ** Uncaught Exception: -[Swift.__SwiftDeferredNSArray intersectsSet:]: unrecognized selector sent to instance 0x600001aab5e0 Stack: 0 __exceptionPreprocess (in CoreFoundation) 1 objc_exception_throw (in libobjc.A.dylib) 2 -[NSObject(NSObject) __retain_OA] (in CoreFoundation) 3 ___forwarding___ (in CoreFoundation) 4 _CF_forwarding_prep_0 (in CoreFoundation) 5 -[DVTCoreDevice(DVTCoreDeviceIDE) deviceSupportsBuildable:buildParameters:error:] (in IDEFoundation) 6 -[DVTCoreDevice(DVTCoreDeviceIDE) supportedArchitecturesForBuildableContext:buildParameters:error:] (in IDEFoundation) 7 _IDERunDestinationsForBuildableUsingDeviceWithBuildParameters (in IDEFoundation) 8 -[IDERunDestinationManager runDestinationsForScheme:schemeCommands:executionEnvironment:eligibleOnly:genericOnly:architectureVisibility:] (in IDEFoundation) 9 IDESchemeDetermineAvailableRunDestinations (in IDEFoundation) 10 -[IDEScheme _actuallyInvalidateAvailableRunDestinations] (in IDEFoundation) 11 addSchemeAndMakeActiveIfNecessary #1 (result:error:) in IDESwiftPackage.generateScheme(with:buildable:additionalBuildables:unsetRunnable:makeActive:orderHint:) (in IDESwiftPackageCore) 12 IDESwiftPackage.generateScheme(with:buildable:additionalBuildables:unsetRunnable:makeActive:orderHint:) (in IDESwiftPackageCore) 13 IDESwiftPackage.generateSchemes(_:isRootPackage:) (in IDESwiftPackageCore) 14 IDESwiftPackage.update(from:graphHasErrors:delegate:) (in IDESwiftPackageCore) 15 specialized IDESPMWorkspaceDelegate.rootPackagesDidUpdate(packages:graphHasErrors:modelGraphSynchronizerToken:) (in IDESwiftPackageCore) 16 closure #1 in IDESPMWorkspaceDelegate.packageGraphDidFinishAction(_:duration:result:) (in IDESwiftPackageCore) 17 partial apply for closure #1 in IDESPMWorkspaceDelegate.disableWorkspaceContentSynchronization(during:) (in IDESwiftPackageCore) 18 <deduplicated_symbol> (in DVTFoundation) 19 <deduplicated_symbol> (in DVTFoundation) 20 thunk for @escaping @callee_guaranteed () -> () (in DVTFoundation) 21 __58-[DVTModelObjectGraph performBlockCoalescingModelChanges:]_block_invoke (in DVTFoundation) 22 -[DVTModelGraphTransactionScope performTransaction:] (in DVTFoundation) 23 -[DVTModelObjectGraph performBlockCoalescingModelChanges:] (in DVTFoundation) 24 DVTModelObjectGraph.performBlockCoalescingModelChanges<A>(_:) (in DVTFoundation) 25 IDESPMWorkspaceDelegate.disableWorkspaceContentSynchronization(during:) (in IDESwiftPackageCore) 26 IDESPMWorkspaceDelegate.packageGraphDidFinishAction(_:duration:result:) (in IDESwiftPackageCore) 27 <deduplicated_symbol> (in IDESwiftPackageCore) 28 SPMWorkspace.packageGraphActionFinished(_:) (in SwiftPM) 29 closure #2 in closure #3 in SPMWorkspace.processPackageGraphActionsInBackgroundIfNeeded(canProcessPackageGraphActions:) (in SwiftPM) 30 <deduplicated_symbol> (in SwiftPM) 31 <deduplicated_symbol> (in SwiftPM) 32 <deduplicated_symbol> (in SwiftPM) 33 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) (in libswift_Concurrency.dylib) zsh: abort xcodebuild -list Environments: % xcodebuild -version Xcode 16.3 Build version 16E140 % swift --version swift-driver version: 1.120.5 Apple Swift version 6.1 (swiftlang-6.1.0.110.21 clang-1700.0.13.3) Target: arm64-apple-macosx15.0
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945
Jun ’25
Can’t Enable Developer Mode on Apple Watch – No Prompt Appears
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch. Device info: Apple Watch Series 9 (watchOS 10.4) Paired with iPhone 14 Pro (iOS 17.4.1) Xcode 15.3 (macOS 15.5, Apple Silicon) Issue: When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy &amp; Security. I’ve already tried the following: Rebooting both devices Unpairing and re-pairing the watch Erasing and setting up the watch again Signing out and back into my Apple ID Using the latest Xcode version (15.3 and 16.3 both tested) Running clean builds and checking provisioning profiles Attempting install via both simulator and physical device Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings. I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround. Thanks in advance.
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198
May ’25
Windows / Linux support.
No, seriously, what's the excuse there? How many apps never got to iOS because of this? I already have a computer I'm happy with, buying a Mac just for code is too much. Yet I really wish I could develop for my iPad, because I love my iPad. So here I am, doing android dev for my phone, hopping someday, I can make iOS dev too.
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May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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May ’25
Help Analyzing Crash Logs – Auto Layout Threading Violation, Memory Pressure, CPU Usage
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis. We’re seeing recurring issues related to: Auto Layout Threading Violations Memory Pressure Terminations CPU Resource Usage Violations These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post. Technical Validation Questions: Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor? Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices? Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase? Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring? Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load? Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)? Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems? Documentation & UX Questions: What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling) From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc. JetsamEvent-2025-05-27-123434_REDACTED.ips ) WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips Any insights, analysis, or references would be incredibly helpful. Thanks in advance!
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172
Jun ’25
xcode 16.3 now not selecting correct Signing Certificate with Automatically Manage Signing Selected
HI, I upgraded to macos 15.5 and xcode 16.3. Last year I was able to update one of my apps on the App Store without issues. Today, after a successful Testflight test, I now need to submit a new version of my app to the App Store for Distribution as the next version/build. However, when I configure a manual setting for the signing, I can select the correct choices. But when I click automatically manage signing, and choose the correct team, xcode put in the wrong signing certificate. It is choose a development one, and not the distribution one. I am concerned about this since I have read that when using the Archive tool, it choses the automatically manage signing by default. And that check box is selecting the "default" settings. I do not know where these default settings are being set, or how to fix this issue. I do not see any info in my searching up to this point. I hope someone can help. thank you, cc
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123
May ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
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82
May ’25
Xcode15 on Sequoia
Recently I upgraded to Sequoia only to find out that I can‘t run Xcode 15 anymore: I used to run it directly by opening up the app contents and run xcode binary from the macos folder. But this trick is not working anymore (xcode is killed before launch). I need xcode15 to continue working with a project that I have based in Unreal 5.3. I tried to migrate my project to xcode16 but I have thousands of compiler issues that will be hard to fix (with xcode15 everything was ok). does anyone know how to continue using xcode15 and not forcing us to waste time migraring to xcode16? thank you in advance
Replies
3
Boosts
0
Views
166
Activity
Jun ’25
New iOS 26 Beta Xcode Support for Older Version of Xcode
I have an older Macbook, and it only supports Xcode 15.2, and I want to be able to work with my iPhone SE 3rd gen, which currently has the iOS 26 beta on it. Is there a place I can find the download for that, and can I even run it on that version of Xcode? If not, can I download a newer version of Xcode on MacOS Ventura?
Replies
2
Boosts
0
Views
352
Activity
Jun ’25
Our developer account is unable to renew through the https://developer.apple.com
Hello, Our developer account is unable to renew through the https://developer.apple.com/account website. The account will expire in 8 days. When clicking the "Renew Membership" button to proceed to the order details page, I filled in the required personal information and electronic invoice details as instructed. However, after clicking the "Continue to Payment Method" button, the website became unresponsive. By checking the console logs, I noticed a 500 error occurred on the website. Since we specifically require an electronic invoice, the Developer app cannot meet our needs. The account is nearing expiration. Could you please assist us by temporarily extending the account's expiration date? Your support would be greatly appreciated. Thank you.
Replies
1
Boosts
0
Views
166
Activity
May ’25
Assistance with Capturing WebView Snapshot in Broadcast Upload Extension Without Adding to View Hierarchy
Hello, I am currently developing a game streaming application using ReplayKit and Broadcast Upload Extension. I would like to ask for your assistance regarding capturing snapshots of a WKWebView in the upload extension without adding it to a visible view hierarchy. From my understanding, calling takeSnapshot(with:) on a WKWebView that is not added to the view hierarchy generally works for simple web pages. However, when it comes to more complex web content — such as animations or WebGL — the snapshot returns a blank or static image. I believe this is because rendering such content requires access to the GPU, which is not fully available when the web view is off-screen. That said, I’ve observed that certain apps are able to capture live animated web content inside their broadcast upload extensions, even when the main app is terminated. This suggests that the snapshot is not being generated by the main app or from a remote server — especially since the network activity confirms the content is served locally (via localhost or local IP). Given this, I believe there must be a way to achieve GPU-accelerated rendering for WKWebView directly within the upload extension context, without attaching it to the app's UI. I would greatly appreciate any guidance, APIs, or recommended techniques that could help me achieve this behavior correctly and within system limitations. Thank you in advance for your support. I look forward to your advice. Warm regards,
Replies
0
Boosts
0
Views
115
Activity
Jun ’25
Couldn't open apple account from Bangladesh
I'm trying to open an Apple account to enroll in the developer programme from Bangladesh but couldn't get verification code on Bangladeshi phone number. I've tried multiple phone numbers but got the same response (Verification codes can't be sent to this phone number at this time. Please try again later).
Replies
0
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0
Views
104
Activity
May ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
Replies
2
Boosts
0
Views
121
Activity
May ’25
Mobile Device Management Enrollment Profile
I want to create a verified Mobile Device Management (MDM) profile for Apple devices. As we are developing a solution to manage customer-owned Apple devices by remotely installing and managing an MDM configuration profile (both supervised and unsupervised way). Any documentation, enrollment prerequisites (such as Apple Business Manager or Developer Enterprise Program), and support you can provide in this regard would be greatly appreciated.
Replies
0
Boosts
1
Views
167
Activity
Jun ’25
Variable name auto-complete gone from lldb?
Ever since updating to Xcode 16.3, auto-completing variable names in lldb does not work. Is this a known bug? Is there a workaround to get it do auto-complete again?
Replies
6
Boosts
7
Views
400
Activity
May ’25
Has anyone turned macOS into a globally accessible multiuser dev server?
Has anyone here successfully set up macOS as a globally accessible, multiuser development server using native remote login (SSH) and VS Code Remote?
Replies
1
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0
Views
109
Activity
May ’25
SFSpeechRecognizer is not working inside visionOS 2.4 simulator
I know there has been issues with SFSpeechRecognizer in iOS 17+ inside the simulator. Running into issues with speech not being recognised inside the visionOS 2.4 simulator as well (likely because it borrows from iOS frameworks). Just wondering if anyone has any work arounds or advice for this simulator issue. I can't test on device because I don't have an Apple Vision Pro. Using Swift 6 on Xcode 16.3. Below are the console logs & the code that I am using. Console Logs BACKGROUND SPATIAL TAP (hit BackgroundTapPlane) SpeechToTextManager.startRecording() called [0x15388a900|InputElement #0|Initialize] Number of channels = 0 in AudioChannelLayout does not match number of channels = 2 in stream format. iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending iOSSimulatorAudioDevice-22270-1: Abandoning I/O cycle because reconfig pending SpeechToTextManager.startRecording() completed successfully and recording is active. GameManager.onTapToggle received. speechToTextManager.isAvailable: true, speechToTextManager.isRecording: true GameManager received tap toggle callback. Tapped Object: None BACKGROUND SPATIAL TAP (hit BackgroundTapPlane) GESTURE MANAGER - User is already recording, stopping recording SpeechToTextManager.stopRecording() called GameManager.onTapToggle received. speechToTextManager.isAvailable: true, speechToTextManager.isRecording: false Audio data size: 134400 bytes Recognition task error: No speech detected <--- Code private(set) var isRecording: Bool = false private var recognitionRequest: SFSpeechAudioBufferRecognitionRequest? private var recognitionTask: SFSpeechRecognitionTask? @MainActor func startRecording() async throws { logger.debug("SpeechToTextManager.startRecording() called") guard !isRecording else { logger.warning("Cannot start recording: Already recording.") throw AppError.alreadyRecording } currentTranscript = "" processingError = nil audioBuffer = Data() isRecording = true do { try await configureAudioSession() try await Task.detached { [weak self] in guard let self = self else { throw AppError.internalError(description: "SpeechToTextManager instance deallocated during recording setup.") } try await self.audioProcessor.configureAudioEngine() let (recognizer, request) = try await MainActor.run { () -> (SFSpeechRecognizer, SFSpeechAudioBufferRecognitionRequest) in guard let result = self.createRecognitionRequest() else { throw AppError.configurationError(description: "Speech recognition not available or SFSpeechRecognizer initialization failed.") } return result } await MainActor.run { self.recognitionRequest = request } await MainActor.run { self.recognitionTask = recognizer.recognitionTask(with: request) { [weak self] result, error in guard let self = self else { return } if let error = error { // WE ENTER INTO THIS BLOCK, ALWAYS self.logger.error("Recognition task error: \(error.localizedDescription)") self.processingError = .speechRecognitionError(description: error.localizedDescription) return } . . . } } . . . }.value } catch { . . . } } @MainActor func stopRecording() { logger.debug("SpeechToTextManager.stopRecording() called") guard isRecording else { logger.debug("Not recording, nothing to do") return } isRecording = false Task.detached { [weak self] in guard let self = self else { return } await self.audioProcessor.stopEngine() let finalBuffer = await self.audioProcessor.getAudioBuffer() await MainActor.run { self.recognitionRequest?.endAudio() self.recognitionTask?.cancel() } . . . } }
Replies
0
Boosts
0
Views
173
Activity
May ’25
`xcodebuild -list` command with Swift Packages in Xcode 16.3 leads to an INTERNAL ERROR
An internal error occurs when executing the xcodebuild -list command targeting a Swift Package. This behavior is new in Xcode 16.3 and was not present in the previous version, Xcode 16.2. cd ~/Developer mkdir Playground cd Playground swift package init xcodebuild -list Command line invocation: /Applications/Xcode-16.3.0.app/Contents/Developer/usr/bin/xcodebuild -list Resolve Package Graph ** INTERNAL ERROR: Unable to load workspace '/Users/treastrain/Developer/Playground' ** Uncaught Exception: -[Swift.__SwiftDeferredNSArray intersectsSet:]: unrecognized selector sent to instance 0x600001aab5e0 Stack: 0 __exceptionPreprocess (in CoreFoundation) 1 objc_exception_throw (in libobjc.A.dylib) 2 -[NSObject(NSObject) __retain_OA] (in CoreFoundation) 3 ___forwarding___ (in CoreFoundation) 4 _CF_forwarding_prep_0 (in CoreFoundation) 5 -[DVTCoreDevice(DVTCoreDeviceIDE) deviceSupportsBuildable:buildParameters:error:] (in IDEFoundation) 6 -[DVTCoreDevice(DVTCoreDeviceIDE) supportedArchitecturesForBuildableContext:buildParameters:error:] (in IDEFoundation) 7 _IDERunDestinationsForBuildableUsingDeviceWithBuildParameters (in IDEFoundation) 8 -[IDERunDestinationManager runDestinationsForScheme:schemeCommands:executionEnvironment:eligibleOnly:genericOnly:architectureVisibility:] (in IDEFoundation) 9 IDESchemeDetermineAvailableRunDestinations (in IDEFoundation) 10 -[IDEScheme _actuallyInvalidateAvailableRunDestinations] (in IDEFoundation) 11 addSchemeAndMakeActiveIfNecessary #1 (result:error:) in IDESwiftPackage.generateScheme(with:buildable:additionalBuildables:unsetRunnable:makeActive:orderHint:) (in IDESwiftPackageCore) 12 IDESwiftPackage.generateScheme(with:buildable:additionalBuildables:unsetRunnable:makeActive:orderHint:) (in IDESwiftPackageCore) 13 IDESwiftPackage.generateSchemes(_:isRootPackage:) (in IDESwiftPackageCore) 14 IDESwiftPackage.update(from:graphHasErrors:delegate:) (in IDESwiftPackageCore) 15 specialized IDESPMWorkspaceDelegate.rootPackagesDidUpdate(packages:graphHasErrors:modelGraphSynchronizerToken:) (in IDESwiftPackageCore) 16 closure #1 in IDESPMWorkspaceDelegate.packageGraphDidFinishAction(_:duration:result:) (in IDESwiftPackageCore) 17 partial apply for closure #1 in IDESPMWorkspaceDelegate.disableWorkspaceContentSynchronization(during:) (in IDESwiftPackageCore) 18 <deduplicated_symbol> (in DVTFoundation) 19 <deduplicated_symbol> (in DVTFoundation) 20 thunk for @escaping @callee_guaranteed () -> () (in DVTFoundation) 21 __58-[DVTModelObjectGraph performBlockCoalescingModelChanges:]_block_invoke (in DVTFoundation) 22 -[DVTModelGraphTransactionScope performTransaction:] (in DVTFoundation) 23 -[DVTModelObjectGraph performBlockCoalescingModelChanges:] (in DVTFoundation) 24 DVTModelObjectGraph.performBlockCoalescingModelChanges<A>(_:) (in DVTFoundation) 25 IDESPMWorkspaceDelegate.disableWorkspaceContentSynchronization(during:) (in IDESwiftPackageCore) 26 IDESPMWorkspaceDelegate.packageGraphDidFinishAction(_:duration:result:) (in IDESwiftPackageCore) 27 <deduplicated_symbol> (in IDESwiftPackageCore) 28 SPMWorkspace.packageGraphActionFinished(_:) (in SwiftPM) 29 closure #2 in closure #3 in SPMWorkspace.processPackageGraphActionsInBackgroundIfNeeded(canProcessPackageGraphActions:) (in SwiftPM) 30 <deduplicated_symbol> (in SwiftPM) 31 <deduplicated_symbol> (in SwiftPM) 32 <deduplicated_symbol> (in SwiftPM) 33 completeTaskWithClosure(swift::AsyncContext*, swift::SwiftError*) (in libswift_Concurrency.dylib) zsh: abort xcodebuild -list Environments: % xcodebuild -version Xcode 16.3 Build version 16E140 % swift --version swift-driver version: 1.120.5 Apple Swift version 6.1 (swiftlang-6.1.0.110.21 clang-1700.0.13.3) Target: arm64-apple-macosx15.0
Replies
9
Boosts
10
Views
945
Activity
Jun ’25
Can’t Enable Developer Mode on Apple Watch – No Prompt Appears
Hi, I’m currently developing a watchOS app and ran into an issue where I can’t enable Developer Mode on my Apple Watch. Device info: Apple Watch Series 9 (watchOS 10.4) Paired with iPhone 14 Pro (iOS 17.4.1) Xcode 15.3 (macOS 15.5, Apple Silicon) Issue: When I try to run the app on my physical watch device, Xcode prompts that Developer Mode needs to be enabled. However, there is no approval request on the Apple Watch, and no Developer Mode option appears under Settings → Privacy &amp; Security. I’ve already tried the following: Rebooting both devices Unpairing and re-pairing the watch Erasing and setting up the watch again Signing out and back into my Apple ID Using the latest Xcode version (15.3 and 16.3 both tested) Running clean builds and checking provisioning profiles Attempting install via both simulator and physical device Still no luck — the app will not launch on the Apple Watch due to Developer Mode being disabled, and the option is missing entirely from Settings. I visited an Apple Store Genius Bar, but they couldn’t help and told me to contact Developer Support. I’ve already submitted a support request, but in the meantime I wanted to ask here in case anyone else has experienced this and found a workaround. Thanks in advance.
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198
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May ’25
Windows / Linux support.
No, seriously, what's the excuse there? How many apps never got to iOS because of this? I already have a computer I'm happy with, buying a Mac just for code is too much. Yet I really wish I could develop for my iPad, because I love my iPad. So here I am, doing android dev for my phone, hopping someday, I can make iOS dev too.
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1
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78
Activity
May ’25
App Not Archiving After Update
Hi! A couple of months ago my app was archiving just fine. Since an xcode update the build fails. Here is what shows at the end of the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder] Command PhaseScriptExecution failed with a nonzero exit code
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54
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May ’25
Help Analyzing Crash Logs – Auto Layout Threading Violation, Memory Pressure, CPU Usage
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis. We’re seeing recurring issues related to: Auto Layout Threading Violations Memory Pressure Terminations CPU Resource Usage Violations These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post. Technical Validation Questions: Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor? Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices? Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase? Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring? Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load? Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)? Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems? Documentation & UX Questions: What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling) From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc. JetsamEvent-2025-05-27-123434_REDACTED.ips ) WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips Any insights, analysis, or references would be incredibly helpful. Thanks in advance!
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172
Activity
Jun ’25
xcode 16.3 now not selecting correct Signing Certificate with Automatically Manage Signing Selected
HI, I upgraded to macos 15.5 and xcode 16.3. Last year I was able to update one of my apps on the App Store without issues. Today, after a successful Testflight test, I now need to submit a new version of my app to the App Store for Distribution as the next version/build. However, when I configure a manual setting for the signing, I can select the correct choices. But when I click automatically manage signing, and choose the correct team, xcode put in the wrong signing certificate. It is choose a development one, and not the distribution one. I am concerned about this since I have read that when using the Archive tool, it choses the automatically manage signing by default. And that check box is selecting the "default" settings. I do not know where these default settings are being set, or how to fix this issue. I do not see any info in my searching up to this point. I hope someone can help. thank you, cc
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123
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May ’25
.NET(NativeAOT)
在将游戏从 Nintendo Switch 移植到 Mac 的过程中使用 .NET (NativeAOT) 有哪些限制和注意事项(尽管两者都是 ARM)?
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134
Activity
Jun ’25
cannot update system time on AppleWatch using simctl
I am attempting to generate screenshots at various logical times using a watchOS 11 simulator. % xcrun simctl status_bar "Apple Watch Series 10 (46mm)" override --time 9:06 An error was encountered processing the command (domain=NSPOSIXErrorDomain, code=45): Simulator device failed to complete the requested operation. Operation not supported Underlying error (domain=NSPOSIXErrorDomain, code=45): Status bar overrides not supported on this platform. Operation not supported Using WatchOS Clock Settings gives me at most 59 minutes in which to succeed. Even if I had a physical watch for every series and size, I would have to wait up to 23 hours before being able to generate my marketing screenshots to support various user scenarios. With three settings variations, a minimal wait time to get to good marketable content would be on the order of 1 month per app version.
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82
Activity
May ’25
Program Enrollment
I have purchased Apple Developer Account, yesterday but till now did not recieve any update regarding for the same. Please update about the account membership. Thanks in advance
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65
Activity
Jun ’25