I am building a bundle target for macOS 12 and later using Xcode. The bundle is not a standalone app, but a plug-in that is loaded by a host app. The code is written in Swift and uses the new Span API which is available in the OS-provided standard library in macOS 26 and backdeploys to macOS 10.14.4+.
Xcode should instruct the linker to include libswiftCompatibilitySpan.dylib in the compiled bundle to provide this backdeployment, but that does not happen.
SwiftPM does this additional linking by adding an rpath.
When trying to load the bundle using the NSBundle.loadAndReturnError() API, I get the following error on macOS 15 (and no error on macOS 26):
Error Domain=NSCocoaErrorDomain Code=3588 "dlopen(.../MyBundle.someBundle/Contents/MacOS/MyBundle, 0x0109): Library not loaded: @rpath/libswiftCompatibilitySpan.dylib
Referenced from: <CE92806C-94B7-367E-895D-EF6DF66C7FC2> .../MyBundle.someBundle/Contents/MacOS/MyBundle
Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file)" UserInfo={NSLocalizedFailureReason=The bundle couldn’t be loaded., NSLocalizedRecoverySuggestion=Try reinstalling the bundle., NSFilePath=.../MyBundle.someBundle/Contents/MacOS/MyBundle, NSDebugDescription=dlopen(.../MyBundle.someBundle/Contents/MacOS/MyBundle, 0x0109): Library not loaded: @rpath/libswiftCompatibilitySpan.dylib
Referenced from: <CE92806C-94B7-367E-895D-EF6DF66C7FC2> .../MyBundle.someBundle/Contents/MacOS/MyBundle
Reason: tried: '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file, not in dyld cache), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/swift/libswiftCompatibilitySpan.dylib' (no such file), '/private/Frameworks/libswiftCompatibilitySpan.dylib' (no such file), '.../MyBundle.someBundle/Contents/MacOS/../Frameworks/libswiftCompatibilitySpan.dylib' (no such file), NSBundlePath=.../MyBundle.someBundle, NSLocalizedDescription=The bundle “MyBundle” couldn’t be loaded.}
My setup:
Xcode 26.2
macOS 26.2 (25C57) SDK (Built-in)
Xcode
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Hi everyone, (you can answer in french)
I’m french-rookie in xcode, and I have a problem:
I’m trying to choice my custom font to add it in my Main.storyboard button, but it not works.
I have my « Font provided by application » line in my Info.plist, with the name of my font in [0]
(See images below)
When I’m on storyboard button, I chose « custom » in font selector, then display font list but my custom font doesn’t appear.
I already tried to install the font in my mac, but still stucked, nothing change 😭
Could you help me please?
Thanks a lot
(I specify that I scrupulously followed the way of doing explained on the Apple official page:
Adding a Custom Font to Your App )
I downloaded the latest version of Xcode 26 (beta). I'm running Max OS 15.5. How can I use Claude 4 Opus? I can't wait to try this out. Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello!
When launching/debugging on my iPad and iPhone I keep getting the following error:
“Previous preparation error: Failed to find a DDI … Run ‘devicectl list preferredDDI’ …”
I believe this was caused by a previously interrupted Xcode update around June due to low disk space, which may have left DeviceSupport/DDI/CoreDevice files incomplete. Even after finishing the update later, the error persists. I now use a new Mac with 4 TB of storage, but the issue still occurs.
Since then I have unfortunately been blocked from testing or presenting my app on devices. It seems that only a new, fully completed Xcode update might resolve the problem.
Tried so far:
– Cleared caches (CoreDevice/Devices)
– Reset trust on device and re-paired
– Checked devicectl list preferredDDI
I would really appreciate guidance, as at the moment I cannot present my app due to this blocking issue.
Thank you very much for your support!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi!
In neither Xcode 16.2 beta 3 nor Xcode 16.2 I am able to get App Shortcuts Preview to recognise my Shortcuts. In either supported language I always get "No Matching Intent" as the result.
Flexible matching is enabled, minimum deployment target is iOS 18. The Shortcut phrases do work in the simulator and on device.
Is this a known issue or am I missing something?
I am using SwiftData for my model. Until Xcode 15 beta 4 I did not have issues. Since beta 5 I am receiving the following red warning multiple times:
'NSKeyedUnarchiveFromData' should not be used to for un-archiving and will be removed in a future release
This seems to be a CoreData warning. However, I am not using CoreData directly. I have no way to change the config of CoreData as used by SwiftData.
My model just uses UUID, Int, String, Double, some of them as optionals or Arrays. I only use one attribute (.unique).
I have designed a new icon for my app/Tahoe in Icon Composer (launched from within Xcode)but I simply cannot get it to show up. The documentation for Icon Composer spends a lot of time describing how to design the icons but goes distressingly vague/silent on how one might use it. It suggests that I should drag the file to Xcode and it will guide me as to where to put it.
The app continues to use the old (pre-Tahoe) icon.
I don't get any change of behaviour and I don't know what to name the file. I assume that there are no other settings that I have to change. I can't find anything on the web or in Apple's documentation: maybe I'm missing something obvious!
My app is a working NSDocument-based Cocoa project.
Any suggestions please.
Tahoe 26.0.1, Xcode 26.0.1, Apple M1 Max MBP.
I just noticed this today while building a React Native app.
Anybody else seen this and know what it means/how to track it down/how to fix it
Fails to gather code coverage and throws this error
Showing All Messages
Failed to merge raw profiles in directory /Users//Library/Developer/Xcode/DerivedData/Receiver-ekqrbpsaciuxmlfslviajhoecyat/Build/ProfileData/0B0C6B69-FD46-4801-B106-56B7FCD44370 to destination /Users//Library/Developer/Xcode/DerivedData/Receiver-ekqrbpsaciuxmlfslviajhoecyat/Build/ProfileData/0B0C6B69-FD46-4801-B106-56B7FCD44370/Coverage.profdata: Aggregation tool '/Users/shwethamugeraya/Downloads/Xcode 2.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/llvm-profdata' failed with exit code 1: warning: /Users/shwethamugeraya/Library/Developer/Xcode/DerivedData/Receiver-ekqrbpsaciuxmlfslviajhoecyat/Build/ProfileData/0B0C6B69-FD46-4801-B106-56B7FCD44370/2F4EFBF7-1CCF-4E9E-8FD6-482EEDB98B6C-34646.profraw: raw profile version mismatch: Profile uses raw profile format version = 4; expected version = 8
PLEASE update this tool to version in the raw profile, or regenerate raw profile with expected version.
error: no profile can be merged
I have a Xcode project with two apps that have a separate MainMenu.nib file. Both are different apps with different source trees..
Why am I seeing resources in interface builder from one app in another?
I am a bit old school and using the AppDelegate rather than view controllers to capture events... but that should work fine
Thanks ahead of time.
Hi there,
When I deploy my app to the iPhone for testing, I get the following error:
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the
Please ensure that the certificates used to sign your app have not expired. If this issue persists, please attach an IPA of your app when sending a report to Apple.
executable is no longer valid.)
My account was mistakenly deactivated by Apple last month. After appealing, Apple restored it at the end of last month. Currently, my Apple Developer account seems to be working fine.
Today, I recreated the developer certificate and identifier, added the account in XCode, everything seemed fine, and I clicked the XCode button (Start the active scheme). The build was successful, but I got the error:
Failed to verify code signature of /var/installd/Library/Caches/com.apple.mobile.installd.staging/temp.4gpZFc/extracted/c_mll.app : 0xe8008018 (The identity used to sign the executable is no longer valid.)
Both my certificate and identifier were created just a few hours ago and show no issues.
Before my account was deactivated, everything was working fine.
I used a regular non-Apple developer account in XCode and performed the same steps, and it worked fine.
I looked at relevant posts on the forum and tried the suggestions, but none of them solved my problem.
Issue :
When creating a new project in Xcode 26.0 and adding a Share Extension target without modifying any code, the app crashes upon displaying the extension screen with the following error:
*** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'The layout constraints still need update after sending -updateConstraints to <_UINavigationBarTitleControl: 0x105b9cc00; frame = (0 0; 0 0); layer = <CALayer: 0x10b834270>>. _UINavigationBarTitleControl or one of its superclasses may have overridden -updateConstraints without calling super. Or, something may have dirtied layout constraints in the middle of updating them. Both are programming errors.'
Environment :
Xcode 26.0
iOS 26.0 (physical device)
Note: This issue does not occur when running on iOS 18.3.1 (physical device).
Temporary Workaround :
Adding the following implementation to the isContentValid method prevents the exception from occurring:
Objective-C- (BOOL)isContentValid { // Do validation of contentText and/or NSExtensionContext attachments here if (@available(iOS 26, *)) { self.navigationController.navigationBarHidden = YES; } return YES; }
Questions :
Is there any alternative way to avoid this exception?
Since this crash occurs with the default implementation generated by Xcode, is there any plan to fix it in future updates?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Xcode 16.3 repeatedly logs a same message very frequently, as fast as a single thread can. I use Instruments and Console and find out the log is:
Needs flush!
by -[DNTBrotliDecoder decodeBytes:length:] in DNTDocumentationSupport.
The call is on a single non-main thread. I've tried to clear caches and it seems doesn't change. Yet I don't know exact point when the logging starts since launch.
Fortunately, this thread is dispatched at E cores, bringing approximately 2 watts of power load to my Mac.
Environments:
macOS 15.4 (24E248)
Xcode 16.3 (16E140)
M4 chip
90714: Invalid binary. The app contains one or more corrupted binaries. Please rebuild the app and resubmit.
我开发的OC项目,三个月前打包分发还没有问题,半个月前开始就一直报这个错。查了很多资料都无法解决,所有的SDK也都升级了,还是报这个错,麻烦Apple的工程师帮忙指正一下问题,如何解决这个问题。
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
iOS
App Store Connect
TestFlight
Developer Program
Since upgrading my iPhone 13 Pro Max to iOS 26, apps have become nearly impossible to debug. The recent update to iOS 26.1 has made this even worse.
Going from app start to a fully rendered & responding screen takes <1 second on a Debug build when no debugger is attached, but with the debugger attached I get these times (measured manually with a stopwatch):
First render:
<1 second without debugger
5 seconds on USB debugger
30 seconds on wireless debugger
Data loaded from webserver and UI responding:
<1 second without debugger
19 seconds on USB debugger
5 minutes on wireless debugger!
Doing an online speed test reports 55 Mbps for the phone and 60 Mbps on the MacBook, so I doubt it's my WiFi.
Having a debugger attached used to make minimal difference on iOS 18, but the performance has tanked completely since the last major release. What happened?
Hello everyone!
When I run UI Tests on Xcode Cloud, I often encounter unexpected failures. Checking the screen recording, I found that the iOS Simulator could go into a black screen with a white Apple logo and a progress bar for a period after the test starts. This behavior of the Simulator causes my app's UI Tests to fail randomly, which greatly affects the practical use of UI Tests.
I suspect this phenomenon is unrelated to my app and test cases, so I'm asking if anyone else has encountered a similar issue. 🤔
Comments are not displayed correctly in Xcode 16. As you can see on the included screenshot, the first /// are displayed correctly but the remaining ////////////////////////// are super small.
In a programming text editor, like Xcode, all characters MUST be monospaced. Otherwise it is impossible to code. Xcode is not supposed to be a word processor.
There are no parameters to fix that. It was working fine for the past 15 years on Xcode. Please fix that so I can work again. And never do that ever again. Understood?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I encountered this issue with an app I'm writing that accepts arguments. With some troubleshooting I've determined that this is an inherent behaviour in how Xcode 16 compiles SwiftUI apps and how macOS 15 launches them.
The issue:
Launching the app as open /Applications/AppName.app --args --arg1 --arg2 --arg3 etc should allow the app to process the arguments as CommandLine.arguments and this is still the case. How the app sees arguments is unchanged and doesn't matter if you use CommandLine.arguments or swift argument parser or don't have arguments at all. This will affect any SwiftUI app as I'll demonstrate below.
The problem is that if you use a mix of arguments as --arg value pairs or --arg as a flag, then depending on the order the arguments are provides, the app won't launch properly. The icon will appear in the dock but no window appears until you click the icon in the dock. (BTW, having "Application is agent (UIElement)" set to YES in the Info.plist makes this task rather difficult.)
In testing if you use all flags, it's fine. if the flags are in pairs, it's fine. if you have one flag and then a --arg value pair, you will see the issue. If you reverse the order so the flag is after then it works fine.
How to replicate:
On macOS 15 and Xcode 16
Open Xcode
Create a new macOS App (called demoapp in my example)
Select SwiftUI as the interface
Build
That it. Don't add anything and just build the boilerplate hello world app that Xcode makes for you. Once that's built, cd to your /Build/Products/Debug/ directory in terminal and try the following (this happens if you build for release as well):
note, the app window will display when you click the icon in the dock, just not on initial launch
# three single arguments
open ./demoapp.app --args --foo --bar --baz
# App window displays as expected
# one single argument, one arg value pair
open ./demoapp.app --args --foo --bar baz
# The app window will not appear.
# same arguments as before but the single argument is after the arg value pair
open ./demoapp.app --args --bar baz --foo
# App window displays as expected
# arg[1] without `-` or `--` prefix
open ./demoapp.app --args foo --bar --baz
# The app window will not appear.
# arg[1] and arg [2] without prefix
open ./demoapp.app --args foo bar --baz
# The app window will not appear.
# single - in front of the first two arguments
open ./demoapp.app --args -foo -bar baz
# The app window will not appear.
# single - in front of the first three arguments
open ./demoapp.app --args -foo -bar -baz bob
# App window displays as expected
No idea what is going on but I suspect macOS does some pre-processing before launching the app, for example you can do stuff like open /Applications/SomeApp.app --args -AppleLanguages '(de)' to run using a specific language. I presume the OS is pre-processing arguments before launching the app proper.
If I compile the app using Xcode 15.4 then this issue is not present. Also Apps compiled with Xcode 16 do not exhibit the issue on macOS 14 or earlier. It's a specific Xcode 16, macOS 15 thing in the way the app is compiled that makes it behave this way.
I hope I've explained it correctly, but it's very easy to replicate. I filed a feedback for it (under a different apple account), FB15577018.
Any insight into what's going on here would be helpful. Also if there's any compiler flags I could be setting. In my actual project, I'm not making any other changes. The same code compiled under Xcode 16 (.0 or .1RC) behaves differently to Xcode 15.4.
Topic:
Developer Tools & Services
SubTopic:
Xcode
why xcode has no option to fold all
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone. I have the following code that I am trying to execute in Xcode. I then install it on my iPhone. It doesn't run at all and I don't know why. Any thoughts?
Thank you.
import CoreMotion
class MyViewController: UIViewController {
let motionManager = CMMotionManager()
func startAccelerometer() {
if motionManager.isAccelerometerAvailable {
motionManager.accelerometerUpdateInterval = 0.1 // 10 updates per second
motionManager.startAccelerometerUpdates(to: .main) { (data, error) in
guard let accelerometerData = data else { return }
let x = accelerometerData.acceleration.x
let y = accelerometerData.acceleration.y
let z = accelerometerData.acceleration.z
// Process the x, y, and z acceleration values here
print("X: \(x), Y: \(y), Z: \(z)")
}
}
}
}
Topic:
Developer Tools & Services
SubTopic:
Xcode