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Can not enter Beta App Review Information due to phone number
I have not been able to update the TestFlight Test Information. I keep getting the error "Make sure the contact phone number only contains numbers and try again" even when only number are entered. I've tried on Safari, Chrome and from the Connect App and all give the same error. I would like to push my App for testing to some external beta testers but can't since Contact Information is required for this.
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106
Apr ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
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136
Apr ’25
GADMobile not identifying
Hi, first time question. I have a game app that I am trying to include google ads on: import GoogleMobileAds I have the following bit of code: init() { GADMobileAds.sharedInstance().start(completionHandler: { _ in print("✅ AdMob started successfully") }) } That is throwing the following error: OliviasGameApp.swift:9:22 Cannot call value of non-function type 'MobileAds' I have gone through countless troubleshooting, including transitioning to Pods. Is there any help on what I can do to resolve this issue?
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93
Apr ’25
CarPlay target missing in XCode
I have CarPlay enabled for my app (CarPlay Audio App (CarPlay framework), CarPlay Audio App (Media Player framework)) and the lessons I'm following suggest I need to add CarPlay as an application extension to my app in Xcode (My Project -> Targets -> My App -> '+' -> iOS Application Extension) but CarPlay is not an option as an extension. Has this step been deprecated or am I missing something in Xcode (this is my first app so yeah there's that).
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101
Apr ’25
Xcode completion binding not working in 16.2
I'm wondering why 'Select Previous Completion' and 'Select Next Completion' aren't working. I'm using Ctrl-K and Ctrl-J but only my arrow keys work to navigation the completion list. 'Show Completion List' works just fine with Ctrl-Esc. There are no conflicts with any Xcode bindings, and I've checked my system settings for keyboard shortcuts as well.. I've completely disabled copilot, etc.. Is there another setting I'm missing? Or, is this a known issue?
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Apr ’25
"package" documents on iCloud Drive don't work in Simulator
Running macOS 15.4.1, Simulator 16.0 (1042.1), various iOS devices (iPhone 16, iPad 13" M4) I log into iCloud and enable iCloud Drive. Running the Files app, I noticed that I can click on "flat" documents (PDF, JPEG, etc) and they work. However, when I click on "package" documents (e.g. represented by a directory behind the scenes), I get a normal download progress, but then an alert "The operation could not be completed. No such file or directory". This seems to happen with all package documents, e.g. Keynote documents or Reality Composer objcap documents. It does not happen on actual devices logged into the same account. I've tried completely deleting and rebuilding the simulator instances in question, with no success.
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Apr ’25
Can I get notified when my watchOS app is terminated by the system (e.g. watchdog)?
Hi all, I’m developing a watchOS app and have seen cases where the app is terminated by the system — for example, due to CPU usage limits being exceeded (watchdog termination). Here’s a portion of one of the crash reports: Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: CAROUSEL 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<app_name>:898] Failed to terminate gracefully after 5.0s ProcessVisibility: Foreground ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 11.280 (user 9.800, system 1.480), 100% CPU", "Elapsed application CPU time (seconds): 5.162, 46% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> My questions: 1.) Is there any way to get notified (via Crashlytics, Xcode Organizer, or any other reporting mechanism) when this type of system-level termination happens — similar to how we’re notified of crashes? 2.)Is there any way for a watchOS app to receive runtime warnings from the system when it’s about to exceed CPU or memory limits — similar to UIApplication.didReceiveMemoryWarningNotification on iOS? Thanks in advance!
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Apr ’25
Could not open Instruments Tutorials's project files
I am currently reviewing the tutorial documentation for the instruments. (Instruments Tutorials: https://developer.apple.com/tutorials/instruments/identifying-a-hang) It seems very useful, so I want to follow the tutorials step by step. However, I am having trouble downloading the sample project files; it appears that the 7z file is broken. (https://developer.apple.com/instruments/tutorials/downloads/InitialVersion.7z) Can anyone help me with how to download the project files properly?
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242
Apr ’25
Urgent help!! Apple developer account still not approved
I have been waiting almost 2 months for my Apple developer account to be approved. I am unable to reach Apple even though I have submitted a ticket and made phone calls and requested to escalate. I have an event at the end of next week so I need the account approved so that I can upload the app. Can someone help? I am really desperate. Im based in Saudi Arabia And have provided all the requested documents from Apple.
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Apr ’25
The UDID of my iphone is not linked to the App Certificates, Identifiers & Profiles (Devices)
Hello, I need to registrer the UDID of the Iphones used by the company in the "Certificates, Identifiers & Profiles" Devices of the app dev. One of them is well added but I can't install my app test on the device. Msg " Cette App ne peut pas être installé car son intégrité n’a pas pu être vérifiée". Usually, we have this message when the UDID is not in the "Certificates, Identifiers & Profiles" Devices's list. Could you please help me to fixe this issue ? Best regards
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Apr ’25
Urgent: Developer Account Locked After Payment – No Access or Refund
Hello, I recently enrolled in the Apple Developer Program and paid the $99 fee. Before I could even submit my app or access any services, my Apple ID was locked without warning or explanation. I received no specific communication, and I am now unable to log in, request support, or access the developer tools I paid for. Apple has effectively taken payment without providing the service. I am a legitimate developer and would appreciate a review of my case, a refund, or a clear explanation of what went wrong.
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Apr ’25
Company Developer Account locked
Hi everyone! Writing this from my personal Developer Account but this is related to my other account, enrolled under my startup organization account. Sunday morning I've started finalizing a feature on my startup that I've worked on with my colleagues for over a year already. I've pushed the code as usual, wanted to do a internal TestFlight build and I was apparently logged out on Xcode from my account. Thought it's no big deal - went to log in in Xcode Settings -> Account but my attempt was unsuccessful - I was presented a message stating "Unknown error occurred". Weird, but then I tried to use the browser to login into App Store Connect using the following account - I was met with the same message. Alright, I thought I might need to reset my password - clicked on Forgot Password and started the reset password flow. To my surprise, I am presented a new message, stating - Your account has been locked and I need to verify my phone number to request access to this account. I proceed, enter my phone number associated with the account and click continue. I am the presented with the message that my Account Access is Requested and I need to wait up to a day. I then also decided to check Keychain and well, surprise surprise - all my certificates have also been revoked from keychain, both development and distribution. Well, I wake up this morning to the following email: And attempting to login/reset password now presents a message stating that my account is now LOCKED: I've been an Apple Developer for more than 7 years. I've had multiple Developer accounts. This is the first time I'm seeing such things. Please, someone explain what is going on and how can I verify my identity with apple to access my account? I cannot release a new version of our startup's app. We are suffering business losses due to failing to meet a deadline with a potential client. I cannot believe such things are happening.
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Apr ’25
Cannot renew membership after expiration.
I cannot renew my membership after it expired in January of 2025. I initially let it lapse, but I decided to renew it. There is nowhere to renew it. There is no renew button in the Developer App, and the web application tells me it expired, but doesn't provide an option to renew. It just tells me to go to the Developer App and click on the Renew button which isn't there.
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Apr ’25
Xcode Test Pane for TDD and Unit Tests?
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long. But that got me thinking. In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question. So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately? Perhaps by adding a #Testing section to your code #Testing(MyService.self) // Define the entity to be tested. If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time. What do you think?
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Apr ’25
Not able to connect iPad with Xcode
I am not able to connect my iPad 10th gen (OS - 18.4.1) with Xcode (OS - 16.3). It is give me error "Failed to find a DDI that can be used to enable DDI services on the device. Usually this means the best DDI we could find for a platform did not have compatible CoreDevice content. Run 'devicectl list preferredDDI' from the command line to get more details on why no valid DDI can be found." I also tried uninstalling and installing Xcode but still the same issue. Please suggest the solution.
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Apr ’25
Missing Files Xcode Build Error
I have an iOS app. When I install pods via CLI to my project for the first time, launch Xcode, and then run the app, everything works fine – no build errors. But after several instances of running the project on my device, all of a sudden build errors appear like: /Pods/FirebaseCrashlytics/Crashlytics/Crashlytics/Settings/Models/FIRCLSApplicationIdentifierModel.m:19:9 'Crashlytics/Shared/FIRCLSByteUtility.h' file not found /Pods/PostHog/vendor/libwebp/ph_sharpyuv_csp.h /Pods/PostHog/vendor/libwebp/ph_sharpyuv_csp.h: No such file or directory And I have no idea why if it's because of my PodFile or any Build Settings/Phases/Rules, but this keeps happening repeatedly and it's impossible to develop anything with this. I've tried a string of commands such as "pod deintegrate", "pod cache clean --all", removing PodFile.lock and doing pod install again, removing derived data, and cleaning build folder. I still keep running into the same build error and it's always after a few builds this happens, nothing is missing prior when the project successfully builds. Here is my PodFile for reference: # Uncomment the next line to define a global platform for your project platform :ios, '17.0' def google_utilities pod 'GoogleUtilities/AppDelegateSwizzler' pod 'GoogleUtilities/Environment' pod 'GoogleUtilities/ISASwizzler' pod 'GoogleUtilities/Logger' pod 'GoogleUtilities/MethodSwizzler' pod 'GoogleUtilities/NSData+zlib' pod 'GoogleUtilities/Network' pod 'GoogleUtilities/Reachability' pod 'GoogleUtilities/UserDefaults' end target 'SE' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! # Pods for SE pod 'Firebase/Core' pod 'Firebase/Firestore' pod 'Firebase/Auth' google_utilities end target 'NSE' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! # Pods for NSE pod 'Firebase/Messaging' google_utilities end target 'targetApp' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! #Pods for targetApp pod 'Firebase/Core' pod 'Firebase/Crashlytics' pod 'Firebase/Messaging' pod 'Firebase/Firestore' pod 'Firebase/Storage' pod 'Firebase/Functions' pod 'PromiseKit', '~> 6.0' pod 'lottie-ios' pod 'GooglePlaces' pod 'JWTDecode', '~> 2.4' pod 'PostHog' pod 'Kingfisher', '~> 8.0' pod 'PhoneNumberKit' google_utilities end post_install do |installer| installer.aggregate_targets.each do |target| target.xcconfigs.each do |variant, xcconfig| xcconfig_path = target.client_root + target.xcconfig_relative_path(variant) IO.write(xcconfig_path, IO.read(xcconfig_path).gsub("DT_TOOLCHAIN_DIR", "TOOLCHAIN_DIR")) end end installer.pods_project.targets.each do |target| target.build_configurations.each do |config| if config.base_configuration_reference.is_a? Xcodeproj::Project::Object::PBXFileReference xcconfig_path = config.base_configuration_reference.real_path IO.write(xcconfig_path, IO.read(xcconfig_path).gsub("DT_TOOLCHAIN_DIR", "TOOLCHAIN_DIR")) config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '17.0' end end end installer.pods_project.targets.each do |target| if target.name == 'BoringSSL-GRPC' target.source_build_phase.files.each do |file| if file.settings && file.settings['COMPILER_FLAGS'] flags = file.settings['COMPILER_FLAGS'].split flags.reject! { |flag| flag == '-GCC_WARN_INHIBIT_ALL_WARNINGS' } file.settings['COMPILER_FLAGS'] = flags.join(' ') end end end end end And here is my only "Run Script" in Build Phases: "${PODS_ROOT}/FirebaseCrashlytics/upload-symbols" \ -gsp "${PROJECT_DIR}/targetApp/GoogleService-Info.plist" \ -p ios \ "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
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Apr ’25
Xcode lldb po doesnt print object description only memory
for instance: po [NSBundle mainBundle] 0x0000600002130000 p [NSBundle mainBundle] (NSBundle *) 0x0000600002130000 p [[NSBundle mainBundle] bundlePath] error: Execution was interrupted, reason: EXC_BAD_ACCESS (code=1, address=0x0). The process has been returned to the state before expression evaluation. I am in debug mode
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107
Activity
Apr ’25
Can not enter Beta App Review Information due to phone number
I have not been able to update the TestFlight Test Information. I keep getting the error "Make sure the contact phone number only contains numbers and try again" even when only number are entered. I've tried on Safari, Chrome and from the Connect App and all give the same error. I would like to push my App for testing to some external beta testers but can't since Contact Information is required for this.
Replies
1
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0
Views
106
Activity
Apr ’25
Simulate run/ bike move
There is an option in the iPhone Simulator If I select this : nothing happens . I have a Map in my App, and my location wont change , even if I wait 10 or 15 minutes. If i do a request to HealthKit , there is no walk/run samples.
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1
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0
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102
Activity
Apr ’25
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT
SWIFTUI LAYERING ISSUE: BACKGROUND ALWAYS APPEARS IN FRONT OF CONTENT THE PROBLEM I'm facing a frustrating issue in my SwiftUI macOS app where a background RoundedRectangle is consistently displaying in front of my content instead of behind it. This isn't an intermittent issue - it never works correctly. The colored background is always rendering on top of the text and icons, making the content completely unreadable. Here's my current implementation: private func sceneRow(for scene: Scene, index: Int) -> some View { ZStack(alignment: .leading) { // Hidden text to force view updates when state changes Text("$$noteStateTracker)") .frame(width: 0, height: 0) .opacity(0) // 1. Background rectangle explicitly at the bottom layer RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // 2. Content explicitly on top HStack { Image(systemName: "line.3.horizontal") .foregroundColor(.blue) .frame(width: 20) Text("$$index). $$truncateTitle(scene.title.isEmpty ? "Untitled Scene" : scene.title))") .foregroundColor(selectedScene?.id == scene.id ? .blue : .primary) .fontWeight(selectedScene?.id == scene.id ? .bold : .regular) Spacer() if scene.isComplete { Image(systemName: "checkmark.circle.fill") .foregroundColor(.green) .font(.system(size: 12)) .padding(.trailing, 8) } } .padding(.vertical, 4) .padding(.leading, 30) } .contentShape(Rectangle()) .onTapGesture { selectedChapter = chapter selectedScene = scene } .onDrag { NSItemProvider(object: "$$scene.id.uuidString)|scene" as NSString) } .onDrop(of: ["public.text"], isTargeted: Binding( get: { hoveredSceneID == scene.id }, set: { isTargeted in hoveredSceneID = isTargeted ? scene.id : nil } )) { providers in handleSceneDrop(providers, scene, chapter) } .contextMenu { Button("Rename Scene") { sceneToRename = scene newSceneTitleForRename = scene.title newSceneDescriptionForRename = scene.description isRenamingScene = true } Button(role: .destructive) { confirmDeleteScene(scene, chapter) } label: { Label("Delete Scene", systemImage: "trash") } } } Despite explicitly ordering elements in the ZStack with the background first (which should place it at the bottom of the stack), the RoundedRectangle always renders on top of the text and icons. WHAT I'VE TRIED I've attempted multiple approaches but nothing works: ZStack with explicit zIndex values ZStack { RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) .zIndex(1) HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .zIndex(2) } No effect - background still appears on top. Using .background() modifier instead of ZStack HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) .background( RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) ) Same issue - the background still renders in front of the content. Custom container view with GeometryReader struct SceneRowContainer: View { var background: Background var content: Content init(@ViewBuilder background: @escaping () -> Background, @ViewBuilder content: @escaping () -> Content) { self.background = background() self.content = content() } var body: some View { GeometryReader { geometry in // Background rendered first background .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) // Content rendered second content .frame(width: geometry.size.width, height: geometry.size.height) .position(x: geometry.size.width/2, y: geometry.size.height/2) } } } This changed the sizing of the components but didn't fix the layering issue. NSViewRepresentable approach I tried implementing a custom NSViewRepresentable that manually manages the view hierarchy: struct LayerOrderView: NSViewRepresentable { let background: () -> Background let content: () -> Content func makeNSView(context: Context) -> NSView { let containerView = NSView() // Add background hosting view first (should be behind) let backgroundView = NSHostingView(rootView: background()) containerView.addSubview(backgroundView) // Add content hosting view second (should be in front) let contentView = NSHostingView(rootView: content()) containerView.addSubview(contentView) // Setup constraints... return containerView } func updateNSView(_ nsView: NSView, context: Context) { // Update views... } } Even this direct AppKit approach didn't work correctly. Using .drawingGroup() ZStack { // Background RoundedRectangle(cornerRadius: 6) .fill(sceneBackgroundColor(for: scene)) .padding(.horizontal, 4) // Content HStack { /* content */ } .padding(.vertical, 4) .padding(.leading, 30) } .drawingGroup(opaque: false) Still no success - the background remains in front. PROJECT CONTEXT macOS app using SwiftUI Scene contents need to be displayed on top of colored backgrounds The view uses state tracking with a noteStateTracker UUID that updates when certain changes occur App needs to maintain gesture recognition for taps, drag and drop, and context menus The issue is completely reproducible 100% of the time - the background is always in front WHAT I WANT TO ACHIEVE I need a reliable solution to ensure that the background color (RoundedRectangle) renders behind the HStack content. The current behavior makes the text content completely unreadable since it's hidden behind the colored background. Has anyone found a workable solution for this seemingly basic layering problem in SwiftUI on macOS? Thank you for any help, Benjamin
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3
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136
Activity
Apr ’25
GADMobile not identifying
Hi, first time question. I have a game app that I am trying to include google ads on: import GoogleMobileAds I have the following bit of code: init() { GADMobileAds.sharedInstance().start(completionHandler: { _ in print("✅ AdMob started successfully") }) } That is throwing the following error: OliviasGameApp.swift:9:22 Cannot call value of non-function type 'MobileAds' I have gone through countless troubleshooting, including transitioning to Pods. Is there any help on what I can do to resolve this issue?
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2
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93
Activity
Apr ’25
CarPlay target missing in XCode
I have CarPlay enabled for my app (CarPlay Audio App (CarPlay framework), CarPlay Audio App (Media Player framework)) and the lessons I'm following suggest I need to add CarPlay as an application extension to my app in Xcode (My Project -> Targets -> My App -> '+' -> iOS Application Extension) but CarPlay is not an option as an extension. Has this step been deprecated or am I missing something in Xcode (this is my first app so yeah there's that).
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1
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101
Activity
Apr ’25
Xcode completion binding not working in 16.2
I'm wondering why 'Select Previous Completion' and 'Select Next Completion' aren't working. I'm using Ctrl-K and Ctrl-J but only my arrow keys work to navigation the completion list. 'Show Completion List' works just fine with Ctrl-Esc. There are no conflicts with any Xcode bindings, and I've checked my system settings for keyboard shortcuts as well.. I've completely disabled copilot, etc.. Is there another setting I'm missing? Or, is this a known issue?
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0
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38
Activity
Apr ’25
"package" documents on iCloud Drive don't work in Simulator
Running macOS 15.4.1, Simulator 16.0 (1042.1), various iOS devices (iPhone 16, iPad 13" M4) I log into iCloud and enable iCloud Drive. Running the Files app, I noticed that I can click on "flat" documents (PDF, JPEG, etc) and they work. However, when I click on "package" documents (e.g. represented by a directory behind the scenes), I get a normal download progress, but then an alert "The operation could not be completed. No such file or directory". This seems to happen with all package documents, e.g. Keynote documents or Reality Composer objcap documents. It does not happen on actual devices logged into the same account. I've tried completely deleting and rebuilding the simulator instances in question, with no success.
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0
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78
Activity
Apr ’25
Can I get notified when my watchOS app is terminated by the system (e.g. watchdog)?
Hi all, I’m developing a watchOS app and have seen cases where the app is terminated by the system — for example, due to CPU usage limits being exceeded (watchdog termination). Here’s a portion of one of the crash reports: Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: CAROUSEL 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<app_name>:898] Failed to terminate gracefully after 5.0s ProcessVisibility: Foreground ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 11.280 (user 9.800, system 1.480), 100% CPU", "Elapsed application CPU time (seconds): 5.162, 46% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> My questions: 1.) Is there any way to get notified (via Crashlytics, Xcode Organizer, or any other reporting mechanism) when this type of system-level termination happens — similar to how we’re notified of crashes? 2.)Is there any way for a watchOS app to receive runtime warnings from the system when it’s about to exceed CPU or memory limits — similar to UIApplication.didReceiveMemoryWarningNotification on iOS? Thanks in advance!
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1
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84
Activity
Apr ’25
Could not open Instruments Tutorials's project files
I am currently reviewing the tutorial documentation for the instruments. (Instruments Tutorials: https://developer.apple.com/tutorials/instruments/identifying-a-hang) It seems very useful, so I want to follow the tutorials step by step. However, I am having trouble downloading the sample project files; it appears that the 7z file is broken. (https://developer.apple.com/instruments/tutorials/downloads/InitialVersion.7z) Can anyone help me with how to download the project files properly?
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2
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242
Activity
Apr ’25
Urgent help!! Apple developer account still not approved
I have been waiting almost 2 months for my Apple developer account to be approved. I am unable to reach Apple even though I have submitted a ticket and made phone calls and requested to escalate. I have an event at the end of next week so I need the account approved so that I can upload the app. Can someone help? I am really desperate. Im based in Saudi Arabia And have provided all the requested documents from Apple.
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0
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1
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114
Activity
Apr ’25
The UDID of my iphone is not linked to the App Certificates, Identifiers & Profiles (Devices)
Hello, I need to registrer the UDID of the Iphones used by the company in the "Certificates, Identifiers & Profiles" Devices of the app dev. One of them is well added but I can't install my app test on the device. Msg " Cette App ne peut pas être installé car son intégrité n’a pas pu être vérifiée". Usually, we have this message when the UDID is not in the "Certificates, Identifiers & Profiles" Devices's list. Could you please help me to fixe this issue ? Best regards
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1
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0
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76
Activity
Apr ’25
Urgent: Developer Account Locked After Payment – No Access or Refund
Hello, I recently enrolled in the Apple Developer Program and paid the $99 fee. Before I could even submit my app or access any services, my Apple ID was locked without warning or explanation. I received no specific communication, and I am now unable to log in, request support, or access the developer tools I paid for. Apple has effectively taken payment without providing the service. I am a legitimate developer and would appreciate a review of my case, a refund, or a clear explanation of what went wrong.
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1
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0
Views
170
Activity
Apr ’25
Company Developer Account locked
Hi everyone! Writing this from my personal Developer Account but this is related to my other account, enrolled under my startup organization account. Sunday morning I've started finalizing a feature on my startup that I've worked on with my colleagues for over a year already. I've pushed the code as usual, wanted to do a internal TestFlight build and I was apparently logged out on Xcode from my account. Thought it's no big deal - went to log in in Xcode Settings -> Account but my attempt was unsuccessful - I was presented a message stating "Unknown error occurred". Weird, but then I tried to use the browser to login into App Store Connect using the following account - I was met with the same message. Alright, I thought I might need to reset my password - clicked on Forgot Password and started the reset password flow. To my surprise, I am presented a new message, stating - Your account has been locked and I need to verify my phone number to request access to this account. I proceed, enter my phone number associated with the account and click continue. I am the presented with the message that my Account Access is Requested and I need to wait up to a day. I then also decided to check Keychain and well, surprise surprise - all my certificates have also been revoked from keychain, both development and distribution. Well, I wake up this morning to the following email: And attempting to login/reset password now presents a message stating that my account is now LOCKED: I've been an Apple Developer for more than 7 years. I've had multiple Developer accounts. This is the first time I'm seeing such things. Please, someone explain what is going on and how can I verify my identity with apple to access my account? I cannot release a new version of our startup's app. We are suffering business losses due to failing to meet a deadline with a potential client. I cannot believe such things are happening.
Replies
9
Boosts
11
Views
1.3k
Activity
Apr ’25
Cannot renew membership after expiration.
I cannot renew my membership after it expired in January of 2025. I initially let it lapse, but I decided to renew it. There is nowhere to renew it. There is no renew button in the Developer App, and the web application tells me it expired, but doesn't provide an option to renew. It just tells me to go to the Developer App and click on the Renew button which isn't there.
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0
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2
Views
65
Activity
Apr ’25
Xcode Test Pane for TDD and Unit Tests?
At the last place I worked it took roughly 5 minutes to do an application build. Which in turn made doing any sort of TDD or ever just regular Unit Tests extremely painful to do as the cycle time was simply too long. But that got me thinking. In recent versions of Xcode, Apple added Previews for SwiftUI Views that basically showed code changes to the View in real time. And Previews were made possible by extremely targeted compilation of the view in question. So... what if instead of a Preview pane in the Xcode IDE there was a Test pane the could be displayed such that Tests for a piece of code could be created and run almost immediately? Perhaps by adding a #Testing section to your code #Testing(MyService.self) // Define the entity to be tested. If you could drop the turnaround time AND provide a test playground for service level code that could speed development of such code greatly... and encourage interactive test development at the same time. What do you think?
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0
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0
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180
Activity
Apr ’25
Cannot run build on connected iPhone (Xcode 16 beta 4 + IOS 18)
Build functions on simulator but when I select run on connected iPhone (12 Pro Max, latest iOS 18 beta) I am given a prompt window that says: Preparing Tom's iPhone Xcode will continue when the operation is complete with a loading icon. I have let it sit on this screen for over an hour with no change. Running Xcode 16 Beta 4 on M3 MacBook Pro
Replies
3
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2
Views
564
Activity
Apr ’25
Not able to connect iPad with Xcode
I am not able to connect my iPad 10th gen (OS - 18.4.1) with Xcode (OS - 16.3). It is give me error "Failed to find a DDI that can be used to enable DDI services on the device. Usually this means the best DDI we could find for a platform did not have compatible CoreDevice content. Run 'devicectl list preferredDDI' from the command line to get more details on why no valid DDI can be found." I also tried uninstalling and installing Xcode but still the same issue. Please suggest the solution.
Replies
3
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0
Views
407
Activity
Apr ’25
Missing Files Xcode Build Error
I have an iOS app. When I install pods via CLI to my project for the first time, launch Xcode, and then run the app, everything works fine – no build errors. But after several instances of running the project on my device, all of a sudden build errors appear like: /Pods/FirebaseCrashlytics/Crashlytics/Crashlytics/Settings/Models/FIRCLSApplicationIdentifierModel.m:19:9 'Crashlytics/Shared/FIRCLSByteUtility.h' file not found /Pods/PostHog/vendor/libwebp/ph_sharpyuv_csp.h /Pods/PostHog/vendor/libwebp/ph_sharpyuv_csp.h: No such file or directory And I have no idea why if it's because of my PodFile or any Build Settings/Phases/Rules, but this keeps happening repeatedly and it's impossible to develop anything with this. I've tried a string of commands such as "pod deintegrate", "pod cache clean --all", removing PodFile.lock and doing pod install again, removing derived data, and cleaning build folder. I still keep running into the same build error and it's always after a few builds this happens, nothing is missing prior when the project successfully builds. Here is my PodFile for reference: # Uncomment the next line to define a global platform for your project platform :ios, '17.0' def google_utilities pod 'GoogleUtilities/AppDelegateSwizzler' pod 'GoogleUtilities/Environment' pod 'GoogleUtilities/ISASwizzler' pod 'GoogleUtilities/Logger' pod 'GoogleUtilities/MethodSwizzler' pod 'GoogleUtilities/NSData+zlib' pod 'GoogleUtilities/Network' pod 'GoogleUtilities/Reachability' pod 'GoogleUtilities/UserDefaults' end target 'SE' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! # Pods for SE pod 'Firebase/Core' pod 'Firebase/Firestore' pod 'Firebase/Auth' google_utilities end target 'NSE' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! # Pods for NSE pod 'Firebase/Messaging' google_utilities end target 'targetApp' do # Comment the next line if you don't want to use dynamic frameworks use_frameworks! #Pods for targetApp pod 'Firebase/Core' pod 'Firebase/Crashlytics' pod 'Firebase/Messaging' pod 'Firebase/Firestore' pod 'Firebase/Storage' pod 'Firebase/Functions' pod 'PromiseKit', '~> 6.0' pod 'lottie-ios' pod 'GooglePlaces' pod 'JWTDecode', '~> 2.4' pod 'PostHog' pod 'Kingfisher', '~> 8.0' pod 'PhoneNumberKit' google_utilities end post_install do |installer| installer.aggregate_targets.each do |target| target.xcconfigs.each do |variant, xcconfig| xcconfig_path = target.client_root + target.xcconfig_relative_path(variant) IO.write(xcconfig_path, IO.read(xcconfig_path).gsub("DT_TOOLCHAIN_DIR", "TOOLCHAIN_DIR")) end end installer.pods_project.targets.each do |target| target.build_configurations.each do |config| if config.base_configuration_reference.is_a? Xcodeproj::Project::Object::PBXFileReference xcconfig_path = config.base_configuration_reference.real_path IO.write(xcconfig_path, IO.read(xcconfig_path).gsub("DT_TOOLCHAIN_DIR", "TOOLCHAIN_DIR")) config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '17.0' end end end installer.pods_project.targets.each do |target| if target.name == 'BoringSSL-GRPC' target.source_build_phase.files.each do |file| if file.settings && file.settings['COMPILER_FLAGS'] flags = file.settings['COMPILER_FLAGS'].split flags.reject! { |flag| flag == '-GCC_WARN_INHIBIT_ALL_WARNINGS' } file.settings['COMPILER_FLAGS'] = flags.join(' ') end end end end end And here is my only "Run Script" in Build Phases: "${PODS_ROOT}/FirebaseCrashlytics/upload-symbols" \ -gsp "${PROJECT_DIR}/targetApp/GoogleService-Info.plist" \ -p ios \ "${DWARF_DSYM_FOLDER_PATH}/${DWARF_DSYM_FILE_NAME}"
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3
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0
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216
Activity
Apr ’25
What does the Xcode "Minimize Project References" checkbox do?
I searched online didn't find anything. David
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4
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0
Views
211
Activity
Apr ’25