Ever since Xcode 15 and iOS 17 came out development has quite often been a nightmare of waiting and waiting -Xcode displaying endless circles saying preparing the device, connecting to the device, installing the device.
But recently to add to this, installation and launching is just taking really forever.
I'm currently running Xcode 15.1 and various versions of iOS 17 (I have several phones) and installing the app from Xcode takes about 7 - 10 minutes (compared to the same app installing in seconds with Xcode 14 for example).
Then once its finally installed, it then takes further minutes to launch, Xcode often actually displays a dialog saying its taking longer than expected to launch the app, adding the footnote "LLDB is likely reading from device memory to resolve symbols."
What could be reasons, and solutions, for the excruciatingly slow installation time, and launch time?
I really need to find a solution to this please - making a code change tweak, running, making another, running, making another, running, just isn't possible given the length of time it takes to install and launch each time.
The iPhone is connected via physical cable to the Mac, and the Mac and iPhone are both on the same Wifi network.
Xcode 15.1
M1 Macbook Pro
Sonomo 14.0
iOS 17.2
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Summary :
I tried everything from uninstalling completely XCODE to upgrading the macOS without any success.
Cleanup Xcode & Upgrade macOS to 15.3.1
This scripts were used to clean up the xcode and residual files. Also used CleanMyMac for the rest !
VERSION="" # "-16.2.0"
## Xcode Deep Clean
# 1. Delete Xcode Itself
sudo rm -rf /Applications/"Xcode${VERSION}".app
# 2. Remove Xcode Cache and Derived Data
sudo rm -rf ~/Library/Caches/com.apple.dt.Xcode
sudo rm -rf ~/Library/Developer/Xcode
sudo rm -rf ~/Library/Application\ Support/Xcode
sudo rm -rf ~/Library/Developer/CoreSimulator
sudo rm -rf ~/Library/Developer/Shared
# 3. Remove Command Line Tools (CLT)
sudo rm -rf /Library/Developer/CommandLineTools
# 4. Remove Xcode Preferences and Supporting Files
sudo rm -rf ~/Library/Preferences/com.apple.dt.Xcode.plist
sudo rm -rf ~/Library/Logs/CoreSimulator
sudo rm -rf ~/Library/Saved\ Application\ State/com.apple.dt.Xcode.savedState
# 5. Remove Simulator Data
sudo rm -rf ~/Library/Developer/CoreSimulator
# 6. Remove Swift & Code Completion Models
sudo rm -rf ~/Library/Application\ Support/Developer/Shared/Xcode
sudo rm -rf ~/Library/Application\ Support/Xcode
Problem :
When i try to press the button "Get" from Xcode -> Settings -> Components i receive systematically these issues :
For Predictive Code Completion Model :
The operation couldn’t be completed. (IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError error 2.)
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError
Code: 2
User Info: {
DVTErrorCreationDateKey = "2025-02-20 2:36:06\U202fPM +0000";
}
--
There was an error transferring over the network.
Domain: IDELanguageModelKit.IDEModelDownloadAdapter.(unknown context at $11b3c5a90).DownloadError
Code: 2
--
System Information
macOS Version 15.3.1 (Build 24D70)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-02-20T15:36:06+01:00
For Platform Support (ex. iOS 18.2 + iOS 18.3.1 Simulator)
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
User Info: {
DVTErrorCreationDateKey = "2025-02-20 2:24:03\U202fPM +0000";
}
--
Download failed.
Domain: DVTDownloadableErrorDomain
Code: 41
--
Failed fetching catalog for assetType (com.apple.MobileAsset.iOSSimulatorRuntime), serverParameters ({
RequestedBuild = 22D8075;
})
Domain: DVTDownloadsUtilitiesErrorDomain
Code: -1
--
Download failed due to a bad URL. (Catalog download for com.apple.MobileAsset.iOSSimulatorRuntime)
Domain: com.apple.MobileAssetError.Download
Code: 49
User Info: {
checkConfiguration = 1;
}
--
System Information
macOS Version 15.3.1 (Build 24D70)
Xcode 16.2 (23507) (Build 16C5032a)
Timestamp: 2025-02-20T15:24:03+01:00
More Details :
By the way im on a MacBook Pro with M1 Max 32GB and 1TB storage. I still have more than 100 GB of Storage. I also switched to RJ45 to be sure its not network issue !
Topic:
Developer Tools & Services
SubTopic:
Xcode
Got emailed three .txt crash files. Cannot for the life of me figure out how to get Xcode to do something with them.
Tried:
renaming .txt to .crash
Dropping onto "devices and simulators" window
Dropping on to "devices and simulators > select device >
View device logs"
"Download debug symbols" for the archive in Xcode (says "dowloaded debug symbols" so did it)
... and many other things
Xcode 13 simply refuses to respond to the drag-and-drop of the file no matter the file extension and no matter where in Xcode's various windows/tools I drop it.
Has anyone done this with a crash .txt file from app review and Xcode 13?
Hello everyone! I found that the Xcode Cloud workflows under my project are completely stuck. The tasks that are already running cannot be completed. Newly started tasks remain in the queued state forever and cannot be canceled. They are consuming my usage quota 😢. Has anyone else encountered the same issue?
Hello,
I am currently working on personal project based on Matter.
I need to create a Basic Video Player as specified in Matter's standard embedding the Media Playback Cluster.
I went through the reading of how Apple now supports Matter as a standard :
linkText
My understanding of the following schematic, is alongside :
HomeKit Accessory Protocol (HAP) Framework API
Related HAP accessories underneath the homeKit framework.
Developpers also find under the Homekit framework :
CHIP (Connected Home IP) Framework API
Related Matter accessories this time
Both types of accessories/devices can be commissioned in the HomeKit ecosystem seemlessly.
Each framework has it's documentation :
HAP : https://developer.apple.com/documentation/homekit/hmhomemanager
CHIP : https://developer.apple.com/documentation/matter
I want through the process of installing XCode and the HomeKit Accessory Simulator. In the list of HomeKit Accessories I did not see any Media related devices :
The list of currently supported devices is limited as I read here and will be enriched with time :
https://support.apple.com/en-us/102135#:~:text=The%20Home%20app%20currently%20supports,%2C%20temperature%2C%20and%20humidity).
In the meantime, as I read the matter documentation, I read several references made to the Media Playback :
https://developer.apple.com/documentation/matter/mtrclustermediaplayback
https://developer.apple.com/documentation/matter/mtrbaseclustermediaplayback
https://developer.apple.com/documentation/matter/clusters#Interacting-with-the-Media-Playback-cluster
My questions are :
Are Matter Basic Video Players, (Media Playback) supported in HomeKit ?
Why aren't they listed in HomeKit Accessory Simulator ?
How can I add a Basic Video Player in HomeKit and display it's Media Playback controls once I have added the device to HomeKit ?
Thank you for your Answer.
Regards
David
I am constantly reaching my daily ChatGPT limit and even though it's recommending that I log in, I already am.
What can I do to fix this?
Xcode 26.2 RC has been out for over 24 hours and it's still not possible to submit apps.
Is this place just for customers of the "developer program" to help each other, or is there any apple employees here able to help, with privileged access?
Seems to me that not, but i prefer to ask anyway, it's not clear to me
Because if there are some employees here, can you please do your job
regards
Topic:
Developer Tools & Services
SubTopic:
Developer Forums
I added a new liquid glass icon built with Icon Composer to my app. It works and looks great on iOS 26 but Xcode complains that required icon files for older versions are missing.
I still have the old AppIcon in my Asset Catalog but it seems like it's not being used.
How do I configure Xcode to use the old icons for iOS 18 and the new icon for iOS 26?
Hello,
I'm unable to run any test cases in Xcode 16 with the iOS 18 simulator.
Steps to Reproduce:
Create a new iOS project in Xcode 16 using the default iOS app template with the testing option checked.
Run any test or UI test case by clicking the "Play" icon in the Test navigator.
Xcode gets stuck at the "Testing" state indefinitely.
Environment:
macOS 15 beta 8
Xcode 16 beta 6
iOS 18 beta 7 simulator
I have a SwiftUI app that I've been working on in XCode 16.1. The project builds and runs in the simulators, on my mac and on my iPhone/iPad without any issues. I'm also able to build my unit test project and run them without any errors. The project has zero warnings in it.
When I go to the Edit Schemes options and change the Run scheme to be a Release build with the Debug Executable unchecked I get a compiler error:
Command SwiftCompile failed with a nonzero exit code
I've attempted this Release Run with the following target devices in XCode:
My iPhone 15 Pro Max (iOS 18.2 Beta 3)
MacBook Air (M1) (15.2 Beta)
iPhone 16 Simulator (iOS 18.1)
Any iOS Simulator Device (arm64, x86_64)
All 3 of these target have the same issue. Normally I would just debug the error from the logs but when I look at the build output I can't see any information in the log to tell me what happened. It looks like the source files are sent into the SwiftCompiler and the compiler fails without bubbling up the issue.
I've provided the full error log export as a Gist HERE due to it's size. Is there anything in the log I'm missing? Is there a way for me to turn on more verbose logging during compilation of a Release Build?
I created a brand new Multiplatform App in XCode and I added all of my source files to it. No project configuration settings were changed. I could build it successfully with the debug configuration. I then changed it to the Release configuration and experienced the same error. I can create another fresh project and make the same release configuration with none of my source files in it and get a successful build. I
t seems there is something wrong with my source files and the release configuration but the compiler doesn't indicate what. I'm lost at this point as I can't figure out how to get a release build and can't seem to find any indication as to why.
Xcode Preview is not working.
Successed to build Preview but error message displays like below:
I think it's maybe related with loader path followed by error details below.
I created xcproj file using tuist 4.19.0.
How can I fix this issue?
Error Details
Hi,
I'm testing out Xcode 16 beta and I have a couple of questions:
Is Swift Assist only available on Sequoia? I see that predictive code completion is per https://www.apple.com/newsroom/2024/06/apple-empowers-developers-and-fuels-innovation-with-new-tools-and-resources/, but I tried the beta on Sonoma and I'm not seeing it
Regarding Swift Assist - I understand that code is only used to process requests and never stored on servers, and Apple will not use it to train machine learning models. However, my company's security team may still decide that using Swift Assist is too much of a risk. How can we disable it across multiple developer machines?
Thank you!
On iOS 18.0+ simulators, tap any share link button from any app, select "Save to Files", the "Save" button is disabled.
In all previous simulator versions this works. This behavior even happens with default Apple apps like Photos.
Simulator: Version 16.0 (1037)
XCode: Version 16.1 beta (16B5001e)
macOS: 14.6.1 (23G93)
Hi all, I have set up a trivial test project to try Apple-hosted background assets following the instructions in the three articles at https://developer.apple.com/documentation/backgroundassets.
When I run the local mock server with xcrun ba-serve and set the URL override in Settings as described in the "Testing asset packs locally" article, I am able to download a test pack on my iOS devices. On the Mac that I use to run the mock server, however, the same call to AssetPackManager.shared.assetPack(withID: "TestAssetPack") that works on iOS always reports
The asset pack with the ID “TestAssetPack” couldn’t be looked up: No asset pack with the ID “TestAssetPack” was found.
even when not running the mock server, which led me to believe that it may not be hitting it at all. In fact, the macOS app will download asset packs uploaded to App Store Connect even when running the local server and setting the xcrun ba-serve url-override to the exact same string as in Settings on iOS. My initial suspicion was that something is wrong with the URL override, so I have tried all combinations of the Mac's hostname, IP address or "localhost" (with the corresponding SSL certificates) with and without port 443, always prefixing with "https://" for the url-override. All the same.
Does anyone have an idea what may be the issue here?
My asset pack has the following manifest:
{
"assetPackID": "TestAssetPack",
"downloadPolicy": {
"onDemand": {}
},
"fileSelectors": [
{
"file": "TestAsset.txt"
}
],
"platforms": [
"iOS",
"macOS"
]
}
I am running v26.1 for macOS, iOS & Xcode.
Edit:
Just to be clear, my assumption here is that the URL overrides (in Settings on iOS or via ba-serve on macOS) is what should cause the app to hit the mock server. Is that correct or am I missing something?
I have a command line tool that zsh refuses to run when built for Apple Silicon or as a univerisal binary (the specific message is zsh: killed TOOL_NAME). I can only get it to run if I build it exclusively for Intel/Rosetta.
Running/debugging from within Xcode works fine for any architecture.
The tool is a very simple C/C++ unix command-line tool; it doesn't have any external dependencies beyond the C runtime and the C++ STL.
I suspect something in code signing is going awry, but I've tried various team and certificate combinations without any luck. I've also tried enabling/disabling the app sandbox, also without any luck. (The app is not for distribution so it doesn't really need to be code signed at all.)
Any suggestions?
Hello!
We're working on a large app with over 400 modules in both Swift and Objective-C, totaling more than 3 million lines of code. Since the release of Xcode 15 and 16 this summer, we’ve been experiencing issues with LLDB that have made debugging practically impossible.
Here are some of the problems we’re facing:
The first breakpoint takes a very long time to hit.
When using 'po self', we encounter the following error:
error: type for self cannot be reconstructed: type for typename "$s5MyModule10PlayerViewCD" was not found (cached)
error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work.
We get numerous log messages like this:
Debugging will be degraded due to missing types. Rebuilding the project will regenerate the needed module files.warning: (arm64) /Users/egormerkushev/Library/Developer/Xcode/DerivedData/App-enhtbwiyebmjsffoqkqhhpshsfia/Build/Products/Debug-iphoneos/MyModule.framework/MyModule(UploadConfiguration.o) 0x000000000000079d: unable to locate module needed for external types: /Users/builder/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/169D1N0MIKBUI/Security-3BRN4UPIIGHME.pcm
error: '/Users/builder/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/169D1N0MIKBUI/Security-3BRN4UPIIGHME.pcm' does not exist
In the Derived Data folder, we find files with hash-like names, such as:
Security-3JM2E93YFDLZNYHWPPIMWNENB.d
Security-3JM2E93YFDLZNYHWPPIMWNENB.dia
Security-3JM2E93YFDLZNYHWPPIMWNENB.pcm
Security-3JM2E93YFDLZNYHWPPIMWNENB.scan
Security-3NAAT3MGN7XY96KVJW529HR41.d
Security-3NAAT3MGN7XY96KVJW529HR41.dia
Security-3NAAT3MGN7XY96KVJW529HR41.pcm
Security-3NAAT3MGN7XY96KVJW529HR41.scan
Security-3RJH8STJC01N1KKN7JCY1WK7F.d
Security-3RJH8STJC01N1KKN7JCY1WK7F.dia
Security-3RJH8STJC01N1KKN7JCY1WK7F.pcm
Security-3RJH8STJC01N1KKN7JCY1WK7F.scan
Security-3TILE9XTY0B8UV9VYL7Y0MJN.d
Security-3TILE9XTY0B8UV9VYL7Y0MJN.dia
Security-3TILE9XTY0B8UV9VYL7Y0MJN.pcm
Security-3TILE9XTY0B8UV9VYL7Y0MJN.scan
Security-3ZE8O6ZPHE4L52UZGL0PCBA59.d
Security-3ZE8O6ZPHE4L52UZGL0PCBA59.dia
...
When enabling LLDB logs with:
log enable -f /tmp/lldb.log lldb all
we end up with a 1.5GB log file containing hundreds of thousands of error messages.
Finally, the LLDB console output in Xcode ends with errors like:
error: Assertion failed: (byte_size > 0 && byte_size <= 8 && "GetMaxU64 invalid byte_size!"), function GetMaxU64, file DataExtractor.cpp, line 527
Stack dump without symbol names (ensure you have llvm-symbolizer in your PATH or set the environment var `LLVM_SYMBOLIZER_PATH` to point to it):
0 LLDB 0x0000000116ccfe1c llvm::sys::PrintStackTrace(llvm::raw_ostream&, int) + 56
1 LLDB 0x000000011682fdcc lldb_private::lldb_assert(bool, char const*, char const*, char const*, unsigned int) + 148
2 LLDB 0x000000011682944c lldb_private::DataExtractor::GetMaxU64(unsigned long long*, unsigned long) const + 72
3 LLDB 0x00000001167335a8 lldb_private::CompilerType::GetValueAsScalar(lldb_private::DataExtractor const&, unsigned long long, unsigned long, lldb_private::Scalar&, lldb_private::ExecutionContextScope*) const + 304
4 LLDB 0x000000011666f0f4 lldb_private::Value::ResolveValue(lldb_private::ExecutionContext*, lldb_private::Module*) + 388
5 LLDB 0x0000000116671e94 lldb_private::ValueObject::ResolveValue(lldb_private::Scalar&) + 104
6 LLDB 0x0000000116674d6c lldb_private::ValueObject::GetValueAsSigned(long long, bool*) + 140
7 LLDB 0x000000011650510c lldb::SBValue::GetValueAsSigned(long long) + 160
8 lldb-rpc-server 0x00000001025ebe70 rpc_server::_ZN4lldb7SBValue16GetValueAsSignedEx::HandleRPCCall(rpc_common::Connection&, rpc_common::RPCStream&, rpc_common::RPCStream&) + 92
...
13 libsystem_pthread.dylib 0x00000001917fb2e4 _pthread_start + 136
14 libsystem_pthread.dylib 0x00000001917f60fc thread_start + 8
Please file a bug report against lldb reporting this failure log, and as many details as possibleerror: Assertion failed: (byte_size > 0 && byte_size <= 8 && "GetMaxU64 invalid byte_size!"), function GetMaxU64, file DataExtractor.cpp, line 527
Stack dump without symbol names (ensure you have llvm-symbolizer in your PATH or set the environment var `LLVM_SYMBOLIZER_PATH` to point to it):
0 LLDB 0x0000000116ccfe1c llvm::sys::PrintStackTrace(llvm::raw_ostream&, int) + 56
1 LLDB 0x000000011682fdcc lldb_private::lldb_assert(bool, char const*, char const*, char const*, unsigned int) + 148
2 LLDB 0x000000011682944c lldb_private::DataExtractor::GetMaxU64(unsigned long long*, unsigned long) const + 72
3 LLDB 0x00000001167335a8 lldb_private::CompilerType::GetValueAsScalar(lldb_private::DataExtractor const&, unsigned long long, unsigned long, lldb_private::Scalar&, lldb_private::ExecutionContextScope*) const + 304
4 LLDB 0x000000011666f0f4 lldb_private::Value::ResolveValue(lldb_private::ExecutionContext*, lldb_private::Module*) + 388
5 LLDB 0x0000000116671e94 lldb_private::ValueObject::ResolveValue(lldb_private::Scalar&) + 104
6 LLDB 0x0000000116674c44 lldb_private::ValueObject::GetValueAsUnsigned(unsigned long long, bool*) + 140
7 LLDB 0x0000000116505224 lldb::SBValue::GetValueAsUnsigned(unsigned long long) + 160
8 lldb-rpc-server 0x00000001025ebf18 rpc_server::_ZN4lldb7SBValue18GetValueAsUnsignedEy::HandleRPCCall(rpc_common::Connection&, rpc_common::RPCStream&, rpc_common::RPCStream&) + 92
9 lldb-rpc-server 0x00000001025f62b8 rpc_common::Connection::PrivateHandleRPCPacket(rpc_common::RPCPacket&, rpc_common::RPCPacket&, bool&) + 628
10 lldb-rpc-server 0x00000001025f9e8c Packets::ProcessPackets() + 564
11 lldb-rpc-server 0x00000001025f9bf4 Packets::ReadThread() + 276
12 lldb-rpc-server 0x00000001025f9ad4 Packets::RunReadThread(void*) + 12
13 libsystem_pthread.dylib 0x00000001917fb2e4 _pthread_start + 136
14 libsystem_pthread.dylib 0x00000001917f60fc thread_start + 8
Please file a bug report against lldb reporting this failure log, and as many details as possiblePrinting description of self:
error: type for self cannot be reconstructed: type for typename "$s5MyModule10PlayerViewCD" was not found (cached)
error: Couldn't realize Swift AST type of self. Hint: using `v` to directly inspect variables and fields may still work.
In short, our debugger is completely unusable at this point, which is severely impacting our team's ability to develop effectively.
Do you have any suggestions on how we can resolve these issues? We would really appreciate your help. Thank you!
Hello,
I am writing this post because the Apple Developer Program enrollment process is clearly malfunctioning, and I have reached a point where this situation is unacceptable.
First payment
I initially purchased the Apple Developer Program on December 3rd, 2025 at 16:03 (Turkey time).
The payment was fully completed, confirmed by my bank, and I received the official Apple Store receipt.
• Order ID: W1557478965
• Amount: 1029 TRY
• Status: Completed / Posted
Despite this, my account continued to show:
• “Purchase your membership”
• Enrollment status: Pending
• No access to App Store Connect
After several days with no response from Apple Support and no activation, I assumed something had gone wrong on Apple’s side.
Second payment
Because I was completely blocked and received no reply from support or the forums, I made a second payment to rule out any payment failure.
• Order ID: W1694587309
• Amount: 1029 TRY
• Status: Completed / Posted
Current situation
At this point:
• Two separate payments
• Two unique Apple Store order IDs
• Zero activation
• Zero response from Apple Support
• Enrollment still Pending
• App Store Connect still inaccessible
Support case details:
• Apple Support Case ID: 102769533427
• Multiple follow-ups sent
• No reply
• No action taken
This is no longer a delay — this is a system-level failure.
I have paid twice for a single Developer Program membership and received nothing in return: no activation, no explanation, and no support.
I am formally requesting manual intervention by Apple staff to:
1. Immediately activate my Apple Developer Program membership
2. Investigate and resolve the duplicate payment (refund or clarification)
3. Explain why a paid enrollment can remain blocked with no support response
If this forum is monitored by Apple employees, this issue requires urgent escalation.
This situation should not happen in a paid developer program.
Thank you.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods).
The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps.
However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435).
The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm.
However, if my framework uses Realm as a dependency, then its now become an umbrella framework.
So therefore not supported according to Apple documentation.
So what are options/solutions?
Hi,
I just migrated from Xcode 15 to Xcode 16.3 RC. When I run my app on any simulator, iOS 17 or iOS 18, I seeing strange behavior the second time I launch the app. The app uses a few frameworks, such as Firebase Crashlytics, and the network calls all work fine on the initial launch. however, subsequent launches consistently get the following error:
Task <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2> finished with error [-1001] Error Domain=NSURLErrorDomain Code=-1001 "The request timed out." UserInfo={_kCFStreamErrorCodeKey=-2102, NSUnderlyingError=0x600000c46910 {Error Domain=kCFErrorDomainCFNetwork Code=-1001 "(null)" UserInfo={_kCFStreamErrorCodeKey=-2102, _kCFStreamErrorDomainKey=4}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>, _NSURLErrorRelatedURLSessionTaskErrorKey=(
"LocalDataTask <17ACD3D4-FB31-4091-A797-D573F31909C2>.<2>"
), NSLocalizedDescription=The request timed out.,
The only way to run again on that simulator is to Erase All Content and Settings. I did not see this issue in Xcode 16, and my app has been in production for over a year without networking issues.
Pushing to my phone works fine.
Running on MacBook Pro apple silicon - Sequoia 15.3.2
Any help would be greatly appreciated!
Thanks,
Mike