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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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1.1k
Jul ’25
Game Porting Toolkit brew install issue
Hi, I’m having trouble installing GPT 1.1 on macOS Sequoia 15.3.1 using Xcode Command Line Tools 16.0. I downloaded Evaluation Environment for Windows Games 2.1, mounted the image, and opened the README file. Then, I followed Option 2 to build the environment from scratch: Set up your development and Homebrew environment Ensure you are using Command Line Tools for Xcode 15.1. You can download this older version from: https://developer.apple.com/downloads Note: There is a header file layout change that prevents using newer versions of the macOS SDK. softwareupdate --install-rosetta arch -x86_64 zsh /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" which brew brew tap apple/apple http://github.com/apple/homebrew-apple brew -v install apple/apple/game-porting-toolkit At first, I noticed that I needed to use CLT 15.1, which is not supported on later macOS versions (including mine). Even when I tried using 15.3 (which is somehow supported), I received a message stating that I needed CLT v16.0 or higher to install GPT. After following all the steps and waiting for the installation to complete, I got the following error: ==> Installing apple/apple/game-porting-toolkit ==> Staging /Users/tycjanfalana/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641db7d1ea1e380ccb2f457bb24cd8043c428b6c10ea22932--crossover-sources-22.1.1.tar.gz in /private/tmp/game-porting-toolkit-20250316-15122-yxo3un ==> Patching ==> /private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine/configure --prefix=/usr/local/Cellar/game-porting-toolkit/1.1 --disable-win16 --disable-tests --without-x --without-pulse --without-dbus --without-inotify --without-alsa --without-capi --without-oss --without-udev --without-krb5 --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++ checking build system type... x86_64-apple-darwin24.3.0 checking host system type... x86_64-apple-darwin24.3.0 checking whether make sets $(MAKE)... yes checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang checking whether the C compiler works... no configure: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure: error: C compiler cannot create executables See `config.log' for more details ==> Formula Tap: apple/apple Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.4.24 ORIGIN: https://github.com/Homebrew/brew HOMEBREW_PREFIX: /usr/local Homebrew Ruby: 3.3.7 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.3.7/bin/ruby CPU: 14-core 64-bit westmere Clang: 16.0.0 build 1600 Git: 2.39.5 => /Library/Developer/CommandLineTools/usr/bin/git Curl: 8.7.1 => /usr/bin/curl macOS: 15.3.1-x86_64 CLT: 16.0.0.0.1.1724870825 Xcode: N/A Rosetta 2: true ==> ENV HOMEBREW_CC: clang HOMEBREW_CXX: clang++ CFLAGS: [..] Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue, please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple In config.log, I found this: configure:4672: checking for gcc configure:4704: result: /usr/local/opt/game-porting-toolkit-compiler/bin/clang configure:5057: checking for C compiler version configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang --version >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -v >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -V >&5 clang-8: error: argument to '-V' is missing (expected 1 value) clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -qversion >&5 clang-8: error: unknown argument '-qversion', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -version >&5 clang-8: error: unknown argument '-version', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5097: checking whether the C compiler works configure:5119: /usr/local/opt/game-porting-toolkit-compiler/bin/clang [...] dyld[15547]: Symbol not found: _lto_codegen_debug_options_array Referenced from: <E33DCAC4-3116-3019-8003-432FB3E66FB4> /Library/Developer/CommandLineTools/usr/bin/ld Expected in: <43F5C676-DE37-3F0E-93E1-BF793091141E> /usr/local/Cellar/game-porting-toolkit-compiler/0.1/lib/libLTO.dylib clang-8: error: unable to execute command: Abort trap: 6 clang-8: error: linker command failed due to signal (use -v to see invocation) configure:5123: $? = 254 configure:5163: result: no configure: failed program was: | /* confdefs.h */ | #define PACKAGE_NAME "Wine" | #define PACKAGE_TARNAME "wine" | #define PACKAGE_VERSION "7.7" | #define PACKAGE_STRING "Wine 7.7" | #define PACKAGE_BUGREPORT "" | #define PACKAGE_URL "" | /* end confdefs.h. */ | | int | main (void) | { | | ; | return 0; | } configure:5168: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure:5170: error: C compiler cannot create executables See `config.log` for more details Does anyone have any ideas on how to fix this?
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578
Mar ’25
Making a Screenshot Without Right Hardware
I’m looking to publish an app I’ve written on my iPad (Air, to be exact), but I can’t make a screenshot at the required size (which is Pro). And yes, I don’t have a Mac (yeah, I know). Is there an easy or simple way to get a screenshot of an app if I don’t have the right hardware? Is this something I could scale/resize from a smaller device? Or, could I just include a portion of the actual screenshot in a picture (with the correct dimension) that has other text/information? any help would be greatly appreciated
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253
Mar ’25
For Apple Engineers
I been searching about this for so long now i don’t think it’s possible anymore & its more of a talk about thing than doing😭😭. But i’m a Mixing/Mastering Engineer for Music, & I’m always seeing people music releasing to Apple Music, with the icon “Apple Digital Master“ But when I do research the only thing i can find is it needs to be done in an approved Apple Studio, But me personally i’ve never heard or seen one. So i’m patiently & sincerely waiting for the right response that can help me or lead me to the right person or direction to help me out please, Because all this seeking is really starting to make my brain have aneurysm.
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101
Mar ’25
Workbench Ad Tester not returning preview URLs
Apologies if this isn't tagged right but dev tools and services seemed the most appropriate since this is related to the workbench Ad Tester tool. I'm seeing a behavior where the preview link is not being generated. Specifically, I am seeing a POST request to the following URL consistently fail: https://iadworkbench.apple.com/adtester/api/v1/ads/previewLink?orgId=1127861 Variations/scenarios I have tried so far: All possible ad format choices on all possible devices All options for the placement type Both third party and uploaded creative sources Uploaded creative sources appear to be failing to upload as well A simple div with a "hello world" content fails as a third party creative source Multiple apple accounts I created a new account specifically to test if my primary apple ID was experiencing issues with this Multiple browsers I have tried multiple versions of Chrome/Firefox/Safari I tested with and without browser extensions to determine whether an extension was interfering or not Clearing session/local storage along with cookies I also created new profiles in browsers to verify that I was getting a fresh browser environment In all of these cases, the API request to generate a preview link is consistently failing with a 500 error code. It's worth noting that the web preview option works, but this isn't a truly accurate test environment and can't be solely relied on when testing ad content. I don't know exactly when this started happening as I have not used it in the last couple of weeks but I have used the workbench ad tester extensively in the past the same way I have been trying with my current test without issue. That coupled with the fact that the request for the preview link consistently fails in all of the test scenarios I've outlined above leads me to believe there is a problem with the API that is responsible for generating the preview links.
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214
Apr ’25
Symbol not found: NSUserActivityTypeLiveActivity and WidgetCenter.UserInfoKey.activityID
The app I'm working on has iOS 16.0 as target. Recently Live Activities support was added, but then it started crashing when running on iOS 16.0 devices. After some investigation, I've found that the culprit was the presence of NSUserActivityTypeLiveActivity and WidgetCenter.UserInfoKey.activityID, even though they were inside an @available(iOS 17.2, *) block. If I comment these two variables, the app work as expected. I've also tried adding #if canImport(ActivityKit) around the code, but without success. But if the @available isn't working, how can I prevent this? It looks like a bug, since the documentation says that NSUserActivityTypeLiveActivity is supported but iOS 14.0+, but I'm pretty sure it was introduced on 16.1. This is the only output I get with the crash: dyld[66888]: Symbol not found: _$s9WidgetKit0A6CenterC11UserInfoKeyV10activityIDSSvgZ Referenced from: <D6EFF120-2681-34C1-B261-8F3F7B388238> /Users/<redacted>/Library/Developer/CoreSimulator/Devices/8B5B4DC9-3D54-4C91-8C88-E705E851CA0F/data/Containers/Bundle/Application/DB6671FF-CB07-4570-BD63-C851D94FAF29/<redacted>.app/<redacted>.debug.dylib Expected in: <C5E72BB5-533F-3658-A987-E849888F4DFC> /Library/Developer/CoreSimulator/Volumes/iOS_20A360/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 16.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
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119
Mar ’25
Integrating binary inside Framework via SPM
So I will summary an issue one of our clients has asked us on GitHub: https://github.com/pendo-io/pendo-mobile-sdk/issues/233 Project that is a custom framework that uses different SPM packages (one of them is Binary package), we have our main logic inside that framework and we have different targets that use this framework, everything works on the simulator, but running the app on the actual device provokes a crash saying "Binary framework was not found". We have like 20 other SPM packages that work fine, this is the first one we have an issue with. Please note I understand that SPM will not copy paste the Binary for the magic framework as it does for the apps so I suggested to embed it manually. So my question is what the best(easy) way to do it. Please refer to the following issue for more details: https://github.com/pendo-io/pendo-mobile-sdk/issues/233
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100
Mar ’25
Issue with Apple Developer Enrollment – Trusted Device & Subscription Conflict
Context: I recently encountered an issue while trying to enroll in the Apple Developer Program with my personal Apple ID, and I need guidance on how to resolve it. A few months ago, I helped a client set up an Apple Developer account because they didn’t have an iPhone, Mac, or even an Apple ID. To assist them, I created an Apple ID for them and used my iPhone (via the Apple Developer app) to enroll their account in the Apple Developer Program. Now that the project is complete, I have removed myself from their Apple Developer account and given them full control over the app. However, when I tried to enroll my personal Apple ID in the Developer Program, I was unable to do so. After contacting Apple Support, I was informed that my phone number is still recognized as the trusted device for my client’s Apple ID, preventing me from enrolling in the Developer Program under my own account. Additional Issues: When I checked my Apple ID subscription list on account.apple.com, I noticed that the Apple Developer Program Membership is still listed under my personal Apple ID. However, when my client logs into their Apple ID subscription list, the Apple Developer subscription does NOT appear under their account. Even though the Apple Developer Program subscription is listed under my Apple ID, I cannot access the Apple Developer portal (developer.apple.com/account) to manage my account, enroll, or create apps. However, my client CAN still access the Developer portal and create/manage apps, even though the subscription is NOT in their Apple ID subscription list. Problems: My phone number is still a trusted device for my client’s Apple ID, blocking me from enrolling my own Developer account. The Developer Program subscription appears under my Apple ID instead of my client’s, even though my client is the one using the Developer account. I cannot access Apple Developer features, while my client can—even though the subscription is technically under my Apple ID. Questions: How can I unlink my phone number and device from my client’s Apple ID so I can enroll in the Apple Developer Program? Why does the Developer Program subscription appear under my Apple ID instead of my client’s, and how can I fix this? Why can’t I access the Developer portal, even though the subscription is listed under my Apple ID? Has anyone faced a similar issue, and if so, how was it resolved? Any advice or guidance would be greatly appreciated! Thanks in advance.
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159
Mar ’25
App crashing on real iPhone only (working fine on simulator and Xcode preview)
Hi, I'm currently facing an issue where my React Native app crashes only on a real iPhone. On the simulator and in Xcode preview, the app runs fine. Previously, I had an issue with FlatList regarding props.getItem, which I solved by installing some missing Babel dependencies. After that, everything worked correctly in the simulator. But when I try to open the app on a real device, it shows the splash screen and crashes immediately. I've already done a full clean and reset, including: npx react-native start --reset-cache Deleted node_modules and Pods, reinstalled everything Cleaned build folder via Xcode Deleted DerivedData Restarted Metro bundler and simulator/device The issue only happens on the physical device. Here’s a portion of the crash log IDate/Time: 2025-04-14 19:11:28.6796 -0300 Launch Time: 2025-04-14 19:11:28.5292 -0300 OS Version: iPhone OS 18.3.2 (22D82) Release Type: User Baseband Version: 4.20.03 Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: SIGNAL 6 Abort trap: 6 Terminating Process: JazminChebar [1973] Triggered by Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x19a0865fc __exceptionPreprocess + 164 (NSException.m:249) 1 libobjc.A.dylib 0x197601244 objc_exception_throw + 88 (objc-exception.mm:356) 2 JazminChebar 0x1009b2c04 RCTFatal + 568 (RCTAssert.m:147) 3 JazminChebar 0x1009c81f8 __28-[RCTCxxBridge handleError:]_block_invoke + 532 (RCTCxxBridge.mm:1178) 4 libdispatch.dylib 0x1a1e19248 _dispatch_call_block_and_release + 32 (init.c:1549) 5 libdispatch.dylib 0x1a1e1afa8 _dispatch_client_callout + 20 (object.m:576) 6 libdispatch.dylib 0x1a1e29a34 _dispatch_main_queue_drain + 984 (queue.c:8093) 7 libdispatch.dylib 0x1a1e2964c _dispatch_main_queue_callback_4CF + 44 (queue.c:8253) 8 CoreFoundation 0x19a0d2bcc CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE + 16 (CFRunLoop.c:1793) 9 CoreFoundation 0x19a0cf1c0 __CFRunLoopRun + 1996 (CFRunLoop.c:3163) 10 CoreFoundation 0x19a121284 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434) 11 GraphicsServices 0x1e73914c0 GSEventRunModal + 164 (GSEvent.c:2196) 12 UIKitCore 0x19cc6a674 -[UIApplication _run] + 816 (UIApplication.m:3846) 13 UIKitCore 0x19c890e88 UIApplicationMain + 340 (UIApplication.m:5503) 14 JazminChebar 0x100178708 main + 80 (main.m:7) 15 dyld 0x1c037dde8 start + 2724 (dyldMain.cpp:1338)
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76
Apr ’25
Push Notification
Hello. We're developing an app with Flutter that receives VoIP calls. However, when the app is in the background or closed, the push notification arrives, but the call doesn't. It works perfectly when the app is open. We use Firebase, Flutter, and JANUS WebRTC. We need to know what type of permissions or actions we should consider so that the app opens when it receives a call. How can we resolve this issue? Thank you very much.
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119
Mar ’25
"No Such Module" When Using Mergable Libraries In a Static XCFramework
I'm attempting to create a proof of concept of a static library, distributed as an XCFramework, which has two local XCFramework dependencies. The reason for this is because I'm working to provide a single statically linked library to a customer, instead of providing them with the static library plus the two dependencies. The Issue With a fairly simple example project, I'm not able to access any code from the static library without the complier throwing a "No such module" error and saying that it cannot find one of the dependent modules. Project Layout I have an example project that has some example targets with basic example code. Example Project on Github Target: FrameworkA Mach-0 Type: Dynamic Build Mergable Library: Yes Skip Install: No Build Libraries For Distribution: Yes Target: FrameworkB Mach-0 Type: Dynamic Build Mergable Library: Yes Skip Install: No Build Libraries For Distribution: Yes XCFrameworks are being generated from these two targets using Apple's recommendations. I've verified that the mergable metadata is present in both framework's Info.plist files. Each exposes a single struct which will return an example String. Finally I have my SDK target: Target: ExampleKit Mach-0 Type: Static Build Mergable Library: No Create Merged Binary: Manual Skip Install: No Build Libraries For Distribution: Yes The two .xcframework files are in the Target's folder structure as well. The "Link Binary With Libraries" build phase includes them and they're Required. Inside of the ExampleKit target, I have a single public struct which has two static properties which return the example strings from FrameworkA and FrameworkB. I then have another script which generates an XCFramework from this target. Expectations Based on Apple's documentation and the "Meet Mergable Libraries" WWDC session I would expect that I could make a simple iOS app, link the ExampleKit.xcframework, import ExampleKit inside of a file, and be able to access the single public struct present in ExampleKit. Unfortunately, all I get is "No such module FrameworkA". I would expect that FrameworkA and FrameworkB would have been merged into ExampleKit? I'm really unsure of where to go from here in debugging this. And more importantly, is this even a possible thing to do?
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287
Mar ’25
Stale Issues, refreshAllObjects() is not working
Hi Experts, Could you please help. Issue at high level: After Editing a View contains a Table entries, saved and hit back button to display View, Table entries are duplicated or displaying previous and current entries together. Here is my Issue in detailed. List view display, clicking on any row, would navigate to DisplayView of a record. I am displaying a table in DisplayView. DisplayView contains "row" as parameter, and it must be initialized in "init" method, where I use row.key and fetch another table (say ColorTab) using Color.Key. DisplayView contains "NavigationView", with Edit button. it displays fetched Colors. example Red and Green. when user click on Edit, it takes to EditPage. user can remove / add colors. Once user made changes, saved and hit back button. Table entries are duplicated or showing previous and current entries. Options tried, a) init method is only triggering 1st time, not triggering when back button clicked, I failed to use FetchRequest outside of init method, I tried on OnAppear too. i didn't trigger. b) Failed to use FetchRequest inside of var Body too. c) tried using viewContext.refreshAllObjects() .. it is not refreshing the table. Could you please help if there is solution for the issue. Thanks, Bhanu
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84
May ’25
Apple Contact Forms not working
Hi, I need to contact Apple developer support. But on "Call Me" - it get a response to say the email is invalid (it is a telephone number!). I can also see in dev tools it fails with "errorToken": "EMAIL_VALIDATION_FAILED". "errorMessage": "Given emailAddress : xxxx is Invalid", I get the same error on the "Send a Message" form. The other members of my team also have the same problem, so we have no way to contact support.
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206
Mar ’25
I have mistakenly submitted the enroll two times, via the web
Hei everyone. As the title says, I have submitted the enrollment for the developer program two times, by mistake. I did it once, two days ago, I have received the order aknowledgement and that was it. However, today I have logged in the dev account on the web, and I saw this : To continue your enrollment, complete your purchase now Your purchase may take up to 48 hours to process. I was like, oh, finally. let me finish the enrollment. but in reality, I have applied again, and received the same order aknowledgment. How bad in trouble I am, or how bad did I messed up? And more importantly, what happens now? I mention that no money charge has been issued from my card on neither of the attempts. Thank you, Best regards, Gabriel.
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51
May ’25
Can I use ARGeoAnchor with simulated locations
I'm trying to evaluate if we can support AR navigation with MapKit. The feature is supposed to be available for users in US. I tried to run the sample on my iPhone: https://developer.apple.com/documentation/arkit/tracking-geographic-locations-in-ar?language=objc But I'm in a location that ARGeoTrackingConfiguration.checkAvailabilityWithCompletionHandler: always return false. I think ARGeoAnchor isn't supported in my location. I tried to use simulated locations by Adding a gpx file when launching the app. Enabling Xcode -> Debug -> Simulate Location -> New York, NY, US But the availability for ARGeoAnchor is still false. Is that possible for me to develop the ARGeoAnchor feature outside of the covered areas?
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126
Mar ’25
I paid to activate the developer account but 1 month has passed!
Hello. I paid 1012 Turkish Liras from Turkey a month ago, maybe more than a month ago, through my Apple Developer Account, and my order number is as follows: W1340824368 The fee has been reduced but I have not received any notification or email! All documents are available. Please guide and help me, thank you.
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131
Apr ’25
XCode Cloud Infrastructure Location
I am trying to find answers to the following questions about the XCode Cloud infrastructure for compliance purposes, but could not find it in the documentation. Where is the Xcode Cloud infrastructure hosted? Is there any way to specify that your builds happen in the US only? Does Xcode Cloud infra have any SLA on uptime? Does XCode Cloud meet any kind security compliance standards?
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133
Mar ’25
Developer Account Enrollment Delayed Over a Month After Re-Submission – No Updates
Hi everyone, I’m experiencing a frustrating delay with my Apple Developer Program enrollment and I’m hoping someone here can help or escalate the issue. I had previously completed the enrollment process and was approved, but after opening the Apple Developer app on my iPad, the entire progress reset for some reason. I was forced to start the process again from scratch, including submitting all required documents. Last time, my documents were verified and approved within 7 days. However, this time, it’s been over a month since I submitted my documents and there's been no progress. I contacted Apple Developer Support, but they responded saying it would take an “undetermined amount of time,” without providing any explanation, timeline, or guidance. That’s extremely concerning, especially since I’ve already gone through this once before. This delay is affecting my ability to move forward with game releases and business plans. I’m more than willing to provide any additional documentation if needed, but I’m currently stuck with no idea what’s going on. Can someone from the Apple team please: Check the status of my enrollment using Enrollment ID: 772673548 Let me know if there are any issues that require action from my side Or help escalate this for review? Any help or guidance would be greatly appreciated. Thank you, Shamsad M
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Apr ’25
Error Missing required module 'RxCocoaRuntime' in xcframeworks
Hi. I have a xcframework that has a dependency on 'RxSwift' and 'RxCocoa'. I deployed it using SPM by embedding it in a Swift Package. However when I import swift package into another project, I keep getting the following error: "Missing required module 'RxCocoaRuntime" How can I fix this? Below are the steps to reproduce the error. Steps Create Xcode proejct, make a dependency on 'RxSwift' and 'RxCocoa' (no matter doing it through tuist or cocoapods) Create XCFramework from that proejct. (I used commands below) xcodebuild archive \ -workspace SimpleFramework.xcworkspace \ -scheme "SimpleFramework" \ -destination "generic/platform=iOS" \ -archivePath "./SimpleFramework-iphoneos.xcarchive" \ -sdk iphoneos \ SKIP_INSTALL=NO \ BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild archive \ -workspace SimpleFramework.xcworkspace \ -scheme "SimpleFramework" \ -archivePath "./SimpleFramework-iphonesimulator.xcarchive" \ -sdk "iphonesimulator" \ SKIP_INSTALL=NO \ BUILD_LIBRARY_FOR_DISTRIBUTION=YES xcodebuild -create-xcframework \ -framework "./SimpleFramework-iphoneos.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \ -framework "./SimpleFramework-iphonesimulator.xcarchive/Products/Library/Frameworks/SimpleFramework.framework" \ -output "./SimpleFramework.xcframework" Embed in Swift Package, and deploy. // swift-tools-version: 6.0 // The swift-tools-version declares the minimum version of Swift required to build this package. import PackageDescription let package = Package( name: "SimplePackage", platforms: [.iOS(.v16)], products: [ .library( name: "SimplePackage", targets: ["SimplePackage"]), ], dependencies: [ .package(url: "https://github.com/ReactiveX/RxSwift", from: "6.8.0") ], targets: [ .binaryTarget( name: "SimpleFramework", path: "Sources/SimpleFramework.xcframework" ), .target( name: "SimplePackage", dependencies: [ "SimpleFramework", "RxSwift", .product(name: "RxCocoa", package: "RxSwift") ] ) ] ) Download Swift Package in another project and import module. I resolved this by removing dependencies from the Swift Package, downloading package in another project, and fetching dependencies by cocoapods. Thist works, but I don't want to use another dependency manager while using SPM. Development Environment CPU : Apple M4 Max MacOS : Sequoia 15.3 Xcode : 16.2
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Mar ’25