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Developing app for personal use only
This is probably a long shot, is it possible to develop an IOS app for my personal use only without having to go through the App Store and install it onto my personal ios device? I’m not interested in selling an app yet, but I would like to create my own apps for my own use. The only thing I dislike iOS for is that I can’t write programs for myself and use them on my device! Cheers, Peter
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Feb ’25
Quality of predictive code completion
I am so perturbed by Xcode's predictive code completion (PCC) - it operates like a 5 year old boy who constantly distracts me code by throwing up entirely irrelevant code sections even if there is nothing to complete. Even in cases where I have a long set of references (object dot something dot something etc), and PCC would be really handy, its list rarely has what is in the immediate scope of my source line as the first couple of suggestions. Additionally, its code suggestions (fully lines of code, structs etc) sort of skirt what might be possible mixed with code from elsewhere in my app. Quality of PCC is awful and at this point with CoPilot doing such a great job, chatGPT lose integration with Xcode, what is Apple thinking, are they serious about their hijacked AI term? I am open to suggestions, what (the heck) could I be doing wrong or should I refresh something. Right now I have turned off PCC, it is not helping.
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380
Feb ’25
macOS 虚拟机不能识别手机
Windows 10 使用 VirtualBox 创建的 Monterey 12.6.7 macOS 虚拟机不能识别到 iPhone 7 手机。 iPhone 7 已经连接到电脑主机 (win 10) 的 USB 3.0 口子,手机已经信任电脑。 在 win 10,我看到了 “此电脑\Apple iPhone”,就是说,宿主机识别到了 手机。 现在,开启macOS 虚拟机,虚拟机右下角的 usb 图标,显示并且勾选到了 "Apple Inc. iPhone [0901]",但虚拟机还是没看到手机设备,导致 Xcode 也看不到手机设备。 虚拟机运行后,插拔 iPhone 7 手机,通过 sudo log show --predicate 'eventMessage contains "usbmuxd"' --info 看到了报错信息: 2025-02-13 10:31:06.541201+0800 0xa3c Error 0x0 0 0 kernel: (Sandbox) 1 duplicate report for System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown 2025-02-13 10:31:07.090321+0800 0xf807 Error 0x0 140 0 sandboxd: [com.apple.sandbox.reporting:violation] System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown Violation: deny(1) file-write-mode /private/var/db/lockdown Process: usbmuxd [22583] Path: /usr/local/sbin/usbmuxd Load Address: 0x10564b000 Identifier: usbmuxd Version: ??? (???) Code Type: x86_64 (Native) Parent Process: sudo [22582] Responsible: /System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal User ID: 0 Date/Time: 2025-02-13 10:31:06.793 GMT+8 OS Version: macOS 12.6.7 (21G651) Release Type: User Report Version: 8 MetaData: {"vnode-type":"DIRECTORY","hardlinked":false,"pid":22583,"process":"usbmuxd","primary-filter-value":"/private/var/db/lockdown","platform-policy":true,"binary-in-trust-cache":false,"path":"/private/var/db/lockdown","primary-filter":"path","action":"deny","matched-extension":false,"process-path":"/usr/local/sbin/usbmuxd","file-flags":0,"responsible-process-path":"/System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal","flags":21,"platform-binary":false,"rdev":0,"summary":"deny(1) file-write-mode /private/var/db/lockdown","target":"/private/var/db/lockdown","mount-flags":76582912,"profile":"platform","matched-user-intent-extension":false,"apple-internal":false,"storage-class":"Lockdown","platform_binary":"no","operation":"file-write-mode","profile-flags":0,"normalized_target":["private","var","db","lockdown"],"file-mode":448,"errno":1,"build":"macOS 12.6.7 (21G651)","policy-description":"System Policy","responsible-process-signing-id":"com.apple.Terminal","hardware":"Mac","uid":0,"release-type":"User"} Thread 0 (id: 63477): 0 libsystem_kernel.dylib 0x00007ff80d8368ae __chmod + 10 1 usbmuxd 0x000000010565584e main + 3582 (main.c:816) 2 dyld 0x0000000114e3f52e start + 462 Binary Images: 0x10564b000 - 0x10565afff usbmuxd (0) <0fc9b657-d311-38b5-bf02-e294b175a615> /usr/local/sbin/usbmuxd 0x114e3a000 - 0x114ea3567 dyld (960) <2517e9fe-884a-3855-8532-92bffba3f81c> /usr/lib/dyld 0x7ff80d832000 - 0x7ff80d869fff libsystem_kernel.dylib (8020.240.18.701.6) /usr/lib/system/libsystem_kernel.dylib 2025-02-13 10:35:39.751714+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice 2025-02-13 10:35:45.025063+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
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582
Feb ’25
How to Export OBJ with Texture (JPG + MTL) from ARKit LiDAR Scan in iOS?
I am using ARKit with RealityKit to scan objects using LiDAR on iOS. I can generate an OBJ file from ARMeshAnchors, but I am missing the texture export (JPG + MTL). What I Have So Far: Successfully capturing mesh using ARMeshAnchor. Converting mesh into MDLAsset and exporting .obj. I need help generating the .jpg texture and linking it to the .mtl file. private func exportScannedObject() { guard let camera = arView.session.currentFrame?.camera else { return } func convertToAsset(meshAnchors: [ARMeshAnchor]) -> MDLAsset? { guard let device = MTLCreateSystemDefaultDevice() else {return nil} let asset = MDLAsset() for anchor in meshAnchors { let mdlMesh = anchor.geometry.toMDLMesh(device: device, camera: camera, modelMatrix: anchor.transform) // Apply a gray material to the mesh let material = MDLMaterial(name: "GrayMaterial", scatteringFunction: MDLScatteringFunction()) material.setProperty(MDLMaterialProperty(name: "baseColor", semantic: .baseColor, float3: SIMD3(0.5, 0.5, 0.5))) // Gray color if let submeshes = mdlMesh.submeshes as? [MDLSubmesh] { for submesh in submeshes { submesh.material = material } } asset.add(mdlMesh) } return asset } func export(asset: MDLAsset) throws -> URL { let directory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first! let url = directory.appendingPathComponent("scaned.obj") if MDLAsset.canExportFileExtension("obj") { do { try asset.export(to: url) return url } catch let error { fatalError(error.localizedDescription) } } else { fatalError("Can't export USD") } } if let meshAnchors = arView.session.currentFrame?.anchors.compactMap({ $0 as? ARMeshAnchor }), let asset = convertToAsset(meshAnchors: meshAnchors) { do { let url = try export(asset: asset) showScanPreview(url) } catch { print("export error") } } } extension ARMeshGeometry { func vertex(at index: UInt32) -> SIMD3<Float> { assert(vertices.format == MTLVertexFormat.float3, "Expected three floats (twelve bytes) per vertex.") let vertexPointer = vertices.buffer.contents().advanced(by: vertices.offset + (vertices.stride * Int(index))) let vertex = vertexPointer.assumingMemoryBound(to: SIMD3<Float>.self).pointee return vertex } // helps from StackOverflow: // https://stackoverflow.com/questions/61063571/arkit-3-5-how-to-export-obj-from-new-ipad-pro-with-lidar func toMDLMesh(device: MTLDevice, camera: ARCamera, modelMatrix: simd_float4x4) -> MDLMesh { func convertVertexLocalToWorld() { let verticesPointer = vertices.buffer.contents() for vertexIndex in 0..<vertices.count { let vertex = self.vertex(at: UInt32(vertexIndex)) var vertexLocalTransform = matrix_identity_float4x4 vertexLocalTransform.columns.3 = SIMD4<Float>(x: vertex.x, y: vertex.y, z: vertex.z, w: 1) let vertexWorldPosition = (modelMatrix * vertexLocalTransform).columns.3 let vertexOffset = vertices.offset + vertices.stride * vertexIndex let componentStride = vertices.stride / 3 verticesPointer.storeBytes(of: vertexWorldPosition.x, toByteOffset: vertexOffset, as: Float.self) verticesPointer.storeBytes(of: vertexWorldPosition.y, toByteOffset: vertexOffset + componentStride, as: Float.self) verticesPointer.storeBytes(of: vertexWorldPosition.z, toByteOffset: vertexOffset + (2 * componentStride), as: Float.self) } } convertVertexLocalToWorld() let allocator = MTKMeshBufferAllocator(device: device); let data = Data.init(bytes: vertices.buffer.contents(), count: vertices.stride * vertices.count); let vertexBuffer = allocator.newBuffer(with: data, type: .vertex); let indexData = Data.init(bytes: faces.buffer.contents(), count: faces.bytesPerIndex * faces.count * faces.indexCountPerPrimitive); let indexBuffer = allocator.newBuffer(with: indexData, type: .index); let submesh = MDLSubmesh(indexBuffer: indexBuffer, indexCount: faces.count * faces.indexCountPerPrimitive, indexType: .uInt32, geometryType: .triangles, material: nil); let vertexDescriptor = MDLVertexDescriptor(); vertexDescriptor.attributes[0] = MDLVertexAttribute(name: MDLVertexAttributePosition, format: .float3, offset: 0, bufferIndex: 0); vertexDescriptor.layouts[0] = MDLVertexBufferLayout(stride: vertices.stride); let mesh = MDLMesh(vertexBuffer: vertexBuffer, vertexCount: vertices.count, descriptor: vertexDescriptor, submeshes: [submesh]) return mesh } } What I Need Help With: How do I generate the JPG texture from the AR scene? How do I save an MTL file linking the OBJ model to the texture? How can I correctly apply the texture when viewing the OBJ in an external 3D viewer? I appreciate any guidance, including sample code or resources! If you have a complete working solution, I’d love to discuss further via private channels.
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482
Feb ’25
Bug in ‘Learn to Code 2’ – ‘Variables: Seeking Seven Gems’ Causing Errors Regardless of Actions
I’ve encountered a bug in Swift Playgrounds within “Learn to Code 2”, specifically in the “Variables: Seeking Seven Gems” section. No matter what I do—or even if I do nothing at all—an error always occurs. I’ve tested this on both an iPad (9th generation) and an iPad Pro 11-inch (4th generation), and the issue happens on both devices. Has anyone else experienced this? Any ideas on how to fix or work around it? Thanks!
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Feb ’25
Won't compile/build after a "Clean Build Folder..." invoked
I have 2 versions of my app. This version I issued the "Clean Build Folder..." command. After doing so it will no longer compile/build. I've restored the directory to a copy prior to the Clean Build Folder with same result. The other version of this code will build and execute. Command SwiftCompile failed with a nonzero exit code /Users/martinwoscek/develop/iOS_switft_DEVELOP/FullScreenCamera-master-no_drivemonitor/AV Foundation/Base.lproj/LaunchScreen.storyboard: Encountered an error communicating with IBAgent-iOS. Showing Recent Issues . . . Command SwiftCompile failed with a nonzero exit code Command SwiftCompile failed with a nonzero exit code Build failed 2/11/25, 8:15 AM 1.4 seconds
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396
Feb ’25
Preview broken
Hello, I am doing the SwiftUI tutorial with Xcode 16.2 For the watch app the simulator working fine but the preview keep saying “This app cannot run on the selected target device.” while the preview is working …… For the macOS part the simulator working fine but the preview is totally broken with -> ”ContentView.swift” not found in any targets. While it is correctly added to the target … Please fix or make tutorial clear.
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158
Feb ’25
Xcode 16.2 not seeing iOS 18 devices
Ever since I updated to Xcode 16.2, no device running iOS 18 shows up in Xcode. I can see the devices in Finder and Apple Configurator, but not in Xcode. When I run xcrun devicectl list devices, I also do not see the devices, so I assume the issue is in CoreDevice somewhere. I've tried many things I've seen suggested in similar threads (toggling developer mode, reinstalling Xcode, using a different physical cable, etc) and so far nothing has helped. This same behavior is also happening for my entire development team, which has been as difficult as you might imagine. Any info on how to resolve this would be much appreciated.
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6.9k
Feb ’25
Color picker not working
HStack{ FormLable(text: NSLocalizedString("Color", comment: "")) Spacer() Image(systemName: "circle.fill") .font(.system(size: AppFontSize.baseSize.size() * 1.2, weight: .medium)) .foregroundColor(color) .overlay(ColorPicker("Color", selection: $color).labelsHidden().opacity(0.015)) } This is how I use the color picker. I used the same code in two different apps, and the color picker appeared in one app but not in the other. By the way, I upgraded Xcode to the latest version.
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Feb ’25
Xcode 16.2 iPad storyboard not selected on iPad
I have an Iphone application in OBJECTIVE-C and I wanted to and an iPad version . I added the required values in the .plist via the editor (and and iPad to the hardware selection) and in the info of the appli : IPAD screen was not loaded , with no error message on the console. Absolutely no error message. Simulator and real iPad produce the same results. I did a new more test . File, new, file from template and created a new project (objective-c) with a simple Dashboard and a ViewController that is installed by default and populated by Xcode. It works without Errors with iPhone. If I add the iPad values in the plist and info : no IPAd screen loaded, no error in the console. Another test , this time I ask Swift as langage (I dont use this langage it was just for a test). Create a new project, simple Swift application with a storyboard and a ViewController. I add the .plist and.info value (Screenshot) an iPad storyboard and the same exact problem arrives. No loading of the iPad storyboard, No error message in the console. And iPad storyboard is correct , I I force it as the main screen , in "storyboard name" , it is loaded without and error on the iPad and the iPhone. but i dont want that, I want TWO storyboard and the iPad users sent to their interface, with their launchimage IS THIS A BUG IN XCODE 16.2 ? DID I MISS SOMETHING ?I did not found and other "iPad" strings to add to plist/info. I use Xcode Version 16.2 (16C5032a)
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Feb ’25
Certificate is not temporally valid
I'm attempting to test an in app purchase for my app on my phone (not in a simulator, not sandbox testing). I'm getting an error that certificate check has failed. Could this have anything to do with the SHA-1 warnings that Apple has recently mentioned? I've tried regenerating my StoreKit file, cleaning the build, restarting XCode, resetting all of my devices purchases from the Debug > StoreKit menu, all with no luck. Any help would be greatly appreciated. 2025-01-10 19:52:19.974564-0500 MyApp[74478:30675548] [Default] Failed to verify certificate chain due to client recoverable failure: Error Domain=NSOSStatusErrorDomain Code=-67818 "“StoreKit Testing in Xcode” certificate is expired" UserInfo={NSLocalizedDescription=“StoreKit Testing in Xcode” certificate is expired, NSUnderlyingError=0x3027b9d40 {Error Domain=NSOSStatusErrorDomain Code=-67818 "Certificate 0 “StoreKit Testing in Xcode” has errors: Certificate is not temporally valid;" UserInfo={NSLocalizedDescription=Certificate 0 “StoreKit Testing in Xcode” has errors: Certificate is not temporally valid;}}} 2025-01-10 19:52:19.978233-0500 MyApp[74478:30675483] [Default] Failed to verify signature for Transaction, will assume invalid: failedToVerifyCertificateChain Purchase succeeded but verification failed: Certificate Chain Invalid Failed to purchase Premium: invalidCertificateChain saveUnencrypted: Started saving form_info.json saveUnencrypted: Saved form_info.json to Documents Directory in 9 ms (JSONEncoder chunk-based copy-on-write, 1 chunks) at ...
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Feb ’25
Does CLANG_CXX_LANGUAGE_STANDARD affect my Swift app and why is it not set to Compiler Default?
I was just comparing the build settings of two of my apps to try to understand why they behave differently (one of them uses the full screen on iPad, and the other one has small top and bottom black borders, although that's not the issue I want to discuss now). I saw that the option CLANG_CXX_LANGUAGE_STANDARD is set to gnu++0x for the older project, while it's set to gnu++17 for the newer one. The documentation lists different possible values and also a default one: Compiler Default: Tells the compiler to use its default C++ language dialect. This is normally the best choice unless you have specific needs. (Currently equivalent to GNU++98.) If it really is the best choice (normally), why is it not used when creating a new default Xcode project? Or is it better to select a newer compiler version (GNU++98 sounds quite old compared to GNU++17)? Also, does this affect Swift code?
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Feb ’25
macOS test case - Could not launch app
Hi, Overview I am using Xcode Cloud for my multi platform app. The macOS test case fails, however the iOS test case runs and succeeds. I don't have any UI test cases written, the test case are simple and have nothing platform (macOS) specific. Questions What can I do to fix this? Is there any user privileges needed to launch the macOS app for testing? I ask because when I ran the UI tests locally it launched the app and asked for my macOS user password. Just wondering if that is the reason it didn't launch in Xcode Cloud. Error: <Appname> encountered an error (Failed to install or launch the test runner. If you believe this error represents a bug, please attach the result bundle at /Volumes/workspace/resultbundle.xcresult.(Underlying Error: Could not launch "AppnameTests. The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed) ))) × Could not launch "<Appname>" × Could not launch "AppnameTests" × AppnameUITests.testExample() Failed to get launch progress for <XCUIApplicationImpl: 0x600000564630 <BundleID> at /Volumes/workspace/TestProducts/Debug-Dev/<Appname>.app>: Could not launch "app name". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed)) AppnameUITests.swift:28 * AppnameUITests.testLaunchPerformance) Failed to get launch progress for «XCUIApplicationimpl: 0x60000054630 <BundleID> at /Volumes/workspace/TestProducts/Debug-Dev/<Appname>.apps: Could not launch "<Appname>". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed. (Underlying Error: Launch job spawn failed)) AppnameUITests.swift:37 g * AppnameUITestsLaunchTests.testLaunch) Failed to get launch progress for «XCUIApplicationimpl: 0x60000054630 <BundleID> at /Volumes/workspace/Testroducts/Debug-Dev/<Appname>.apps: Could not launch "<Appname>". The LaunchServices launcher has returned an error. Please check the system logs for the underlying cause of the error. (Underlying Error: The operation couldn't be completed. Launch failed.
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2.9k
Feb ’25
Apple Developer Program Enrollment
Hello, I have been enrolled for apple developer program in 14th of February which says it should takes up to 48 hours to enroll. I have received my order number which is W1510513031 but my account is still seems Pending when i logged in. How long it should take? In my account when i logged in it still have purchase button there which i have already paid for it.
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195
Feb ’25
App Tracking Transparency permission request iPadOS 18.3.1.
I implemented AppTrackingTransparency framework but Apple is rejecting the review because it seems the request is failing on iPadOS 18.3.1. which seems rare since it is working on all other devices. Has anyone faced the same issue? I have tested this in a physical iPhone with IOS 18.3.1 and in several devices using Xcode runtime simulator including iPad and iPhone in different IOS versions up to 18.2 (which I understand is the latest available in Xcode). The problem is that 18.3.1 runtime simulator is not available yet. Does anyone have more information when it will be available or what to do in these cases?
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1.1k
Feb ’25
Xcode Preview Crashes: "xcpreviewagent crashed because Alamofire.framework is missing"
Question: I have created a workspace containing a SwiftUI app and two frameworks: B Framework: Handles UI components C Framework: Handles service classes I added a Podfile to manage dependencies. My Podfile is structured as follows: inhibit_all_warnings! workspace 'ABC.xcworkspace' def shared_pods # Shared pods here pod 'Alamofire' end target 'A' do use_frameworks! project 'A/A.xcodeproj' shared_pods end target 'B' do use_frameworks! project 'B/B.xcodeproj' shared_pods end target 'C' do use_frameworks! project 'C/C.xcodeproj' shared_pods end post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '13.0' end end end After installing pods and building the project, everything works fine except for Xcode’s SwiftUI Preview, which crashes with the following error: xcpreviewagent crashed because Alamofire.framework is missing Question: How can I resolve this issue and make SwiftUI Previews work without Xcode crashing?
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453
Feb ’25