I'm trying to improve my build time on macOS by not building for x86_64. I've got the following settings:
This gets Xcode not to build x86_64 for my app, but not all the package dependencies.
I've updated most of the packages to swift-tools-version: 6.0 but FlatBuffers is still on 5.8 and .macOS(.v10_14). GPT claims:
If your deployment target is set to macOS 10.15 or earlier, Xcode may force x86_64 support for compatibility reasons.
But Xcode is building x86_64 for ALL my packages, even the ones that don't depend on FlatBuffers.
When I open a package in Xcode that depends on FlatBuffers, then it builds arm only, so that may be a red herring.
Not sure what else to try.
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Working with .xctestplan files reminds me very much of working with project files and nibs and storyboards back in the day 😅
It seems that they are non-deterministic.
This means that every time we add a new test module or edit the inclusion rules at all the whole file is recomputed. But it doesn't have a fixed order so everything in the file changes.
It makes it very difficult to see what has happened in PR reviews and causes conflicts any time anything is changed.
TBH... because it isn't alphabetical, even just finding a particular test suite is difficult without changes.
Are there any plans to bring this file format up to date with the likes of xcodeproj and xib files?
It would help massively while working with source control in a larger team.
Thanks
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi,
Our team is facing an issue where the os log message is not fully printed in the Xcode console. Even when using Debug → Attach to Process by PID or Name, the logs appear truncated (Both simulator and physical device).
We noticed that the Xcode 15.0 release notes we saw that there is some truncation made for debug lines in console. We also tried checking the logs using Console.app, but the truncation remains.
If limitation is there how much maximum lines it can print ?
Could anyone please provide guidance on how we can view the complete logs? Any suggestions or workarounds would be highly appreciated.
Hi,
is there documentation on how to write a deep link that will open Xcode on a given file, and optionally a line number?
I know about xed, and I would like exactly that functionality, but in link form, so that I can link to a certain file from an app such as Obsidian or from a README.md file.
I checked Xcode's Info.plist and it understands several URL schemes, the most promising of which is xcode://, which successfully launches the app, but no matter what I tried, I get an error dialog telling me that Xcode did not understand the URL.
Any help on this topic would be greatly appreciated.
Victor
I've got a very simple command-line Swift project that contains a couple of OpenGL shader source files. They need to be accessed at run-time in order to be compiled and linked.
For initial debugging, I hard-coded the absolute path to their location in the Xcode project directory, but I switch back and forth between two machines (MacBook Pro and Mac Studio) for which the project paths are different, so this doesn't work well.
To solve this, I thought I could get Xcode to copy the shader sources over with the executable file at build time.
I'm aware that technically, command-line apps have no resource bundle, but the "Build Phases" -> "Copy Files" section of the project configuration isn't disabled for my project, so I assumed that it could handle this.
I added the two shader source files to the set of files to copy, via the "+" button, and set the Destination to "Products Directory". I left the "Subpath" field blank.
AFAICT, nothing happens: the "Products/Debug" sub-directory of "~/Library/Developer/Xcode/DerivedData/..." has the executable, but neither of the shader sources. In fact, they don't appear anywhere inside ~/Library/Developer/Xcode.
Okay, perhaps I need to uncheck "Copy only when installing" in the project config?
Sadly, as soon as I click to uncheck it, Xcode crashes, even if that's the very first thing I do immediately after Xcode restarts.
FWIW, I'm running Xcode 16.2 on a late 2019 MacBook Pro running Sonoma 14.6.1, but I'm pretty sure I've experienced the problem on my 2024 Mac Studio as well.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Xcode 16.2 (and also Apple Configurator) randomly stopped working since today morning.
Upon opening, the application crashes -> "unexpectedly quit".
I've tried restarting the Mac, I reinstalled Xcode, still the same issue.
This issue is currently on my MacBook Pro M4 on macOS Sequoia 15.3.1.
Problem Reporter shows:
-------------------------------------
Translated Report (Full Report Below)
-------------------------------------
Process: Xcode [5577]
Path: /Applications/Xcode.app/Contents/MacOS/Xcode
Identifier: com.apple.dt.Xcode
Version: 16.2 (23507)
Build Info: IDEApplication-23507000000000000~2 (16C5032a)
App Item ID: 497799835
App External ID: 870964517
Code Type: ARM-64 (Native)
Parent Process: launchd [1]
User ID: 501
Date/Time: 2025-03-07 00:27:05.7449 +0100
OS Version: macOS 15.3.1 (24D70)
Report Version: 12
Anonymous UUID: ---------
Time Awake Since Boot: 10000 seconds
System Integrity Protection: enabled
Crashed Thread: 0 Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6
Terminating Process: Xcode [5577]
Application Specific Information:
abort() called
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x1975ff720 __pthread_kill + 8
1 libsystem_pthread.dylib 0x197637f70 pthread_kill + 288
2 libsystem_c.dylib 0x197544908 abort + 128
3 Xcode 0x1009af550 main.cold.1 + 28
4 Xcode 0x1009af374 main + 448
5 dyld 0x1972b8274 start + 2840
Thread 0 crashed with ARM Thread State (64-bit):
x0: 0x0000000000000000 x1: 0x0000000000000000 x2: 0x0000000000000000 x3: 0x0000000000000000
x4: 0x0000000000000000 x5: 0x0000600000841120 x6: 0x000000000000000a x7: 0x0000000000000001
x8: 0x61ac7d1cc0e801aa x9: 0x61ac7d1ec01289ea x10: 0x0000000000000005 x11: 0x0000000000000005
x12: 0x000060000244c050 x13: 0x0000000000000000 x14: 0x000000019789a81d x15: 0x0000000200fc05b0
x16: 0x0000000000000148 x17: 0x00000002095ea2c0 x18: 0x0000000000000000 x19: 0x0000000000000006
x20: 0x0000000000000103 x21: 0x0000000200fa8920 x22: 0x0000000200fafd38 x23: 0x000000012b004230
x24: 0x00000001972b2000 x25: 0x0000000000000000 x26: 0x0000000000000000 x27: 0x0000000000000000
x28: 0x0000000000000000 fp: 0x000000016f453870 lr: 0x0000000197637f70
sp: 0x000000016f453850 pc: 0x00000001975ff720 cpsr: 0x40000000
far: 0x0000000000000000 esr: 0x56000080 Address size fault
Binary Images:
0x1009ac000 - 0x1009affff com.apple.dt.Xcode (16.2) <81ab48b8-11be-3fa2-9be2-a5d6494288a5> /Applications/Xcode.app/Contents/MacOS/Xcode
0x1975f6000 - 0x197630ff7 libsystem_kernel.dylib (*) <eee9d0d3-dffc-37cb-9ced-b27cd0286d8c> /usr/lib/system/libsystem_kernel.dylib
0x197631000 - 0x19763dfff libsystem_pthread.dylib (*) <642faf7a-874e-37e6-8aba-2b0cc09a3025> /usr/lib/system/libsystem_pthread.dylib
0x1974cb000 - 0x19754cffb libsystem_c.dylib (*) <92699527-645f-3d8d-aed8-1cfb0c034e15> /usr/lib/system/libsystem_c.dylib
0x1972b2000 - 0x197333f3f dyld (*) <398a133c-9bcb-317f-a064-a40d3cea3c0f> /usr/lib/dyld
0x0 - 0xffffffffffffffff ??? (*) <00000000-0000-0000-0000-000000000000> ???
0x1976a3000 - 0x197b97fff com.apple.CoreFoundation (6.9) <190e6a36-fcaa-3ea3-94bb-7009c44653da> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
VM Region Summary:
ReadOnly portion of Libraries: Total=884.0M resident=0K(0%) swapped_out_or_unallocated=884.0M(100%)
Writable regions: Total=804.5M written=320K(0%) resident=320K(0%) swapped_out=0K(0%) unallocated=804.1M(100%)
VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Kernel Alloc Once 32K 1
MALLOC 796.2M 18
MALLOC guard page 96K 6
STACK GUARD 56.0M 1
Stack 8176K 1
__AUTH 1098K 205
__AUTH_CONST 18.3M 351
__DATA 4587K 332
__DATA_CONST 13.1M 354
__DATA_DIRTY 692K 110
__FONT_DATA 2352 1
__LINKEDIT 606.2M 2
__OBJC_RW 2374K 1
__TEXT 277.8M 368
__TPRO_CONST 272K 2
page table in kernel 320K 1
shared memory 32K 1
=========== ======= =======
TOTAL 1.7G 1755
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have a Mac Mini (M4) running macOS Sequoia 15.3.1.
I very recently downloaded and installed the current version of XCode from the app store. I have not added any extensions - it's a vanilla, un-customized, un-enhanced installation.
I have two user profiles (accounts) on my Mac: one Administrator and one Standard, each using a different apple account. I am using the Standard user account to learn XCode.
When I attempt to set up a project, I get an error message when Xcode initially tries to save the (provided) project template file. The error states:
"Failed to save Project2.xcodeproj. The backing file has been modified outside of XCode."
I am using a NAS drive to store my project file. I have also tried saving it to the Desktop. It makes no difference to the error wherever the file is being saved.
Similarly, I tried changing the Standard user account to an Administrator account to see if it was a privileges problem. Again, it made no difference to the error message. (So I changed the account back to a Standard user).
I have tried googling the error but I only find references to problems related to extension/add-in products to XCode: none of which have I added to my XCode installation.
I am attaching screenshots of the steps through the project creation process. Hopefully someone can tell me what I am doing wrong or what the problem is.
Thank you.
When I finished updating the system (Mac: 15.3.1 (24D70) Xcode: Version 16.2 (16C5032a)), the following situation occurred in the Archive package:
Termination Description: DYLD, symbol '_objc_claimAutoreleasedReturnValue' not found, expected in '/usr/lib/libobjc.A.dylib', needed by '/private/var/containers/Bundle/Application/60C6E2BE-661A-4BA9-98CC-6C222F20452B/Blurams.app/Blurams'
Highlighted by Thread: 0
A startup crash occurs on a system with iOS16 or earlier
How to solve this problem? The issue is currently blocking the release of the version
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello!
I'm experiencing a persistent SwiftCompile warning that I haven't been able to resolve for several months:
<unknown>:0: warning: default will never be executed
Observations:
Appears randomly across different files during the build.
No source location or line highlighting is provided.
Persists across clean builds and project reopenings.
Occurs in both Xcode Cloud and local builds.
What I’ve tried:
Ensuring all switch statements on enums explicitly handle every case.
Removing default cases from fully covered enum switches.
Refactoring optional enum handling (e.g., using if let instead of switch).
None of these resolved the issue. Any guidance would be greatly appreciated!
Project details:
Xcode: 16.2
Swift: 6
iOS Target: 17.0+
UI: SwiftUI-only (no UIKit)
Dependencies: SwiftPM
I am at a loss as to why, since the latest update, that my preview pane is no longer working. May i have some assistance on the matter? Thank you in advance! 😀✌️
When I try to build my project in Xcode (from Unity AR) project, it throws me these errors:
I feel like I've tried everything to make the LaunchScreen work. I downloaded xcode the night I tried running this build, so the whole deleting and redownloading and restarting everything didn't work. I've tried making sure my macbook and terminal are fully up to date. I literally can't find a solution! Please help!!
I will also say, I'm fairly new to App building, Xcode, and Unity. But this does seem like a barrier that is stopping me from testing my project.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I got this error when I upgraded to Xcode 16.2. Unfortunately, my project doesn't run anymore. Can anyone help me? I've been postponing my deadline for a week now
'/Users/vdngo/Library/Developer/Xcode/DerivedData/TMC-fiptdrksdfjwrwcdphljlfpuvmmy/Build/Intermediates.noindex/PrecompiledHeaders/TMC-Bridging-Header-swift_1IG9GDIWH1MAW-clang_UTPY7SDIWAR0.pch' for bridging header '/Users/vdngo/.../ios/TMC/Others/TMC-Bridging-Header.h'
Topic:
Developer Tools & Services
SubTopic:
Xcode
When trying to generate build for mac catalyst using xcodebuild
xcodebuild archive -scheme MYSDK -destination="generic/platform=macOS,variant=Mac Catalyst" -archivePath archives/maccatalyst.xcarchive SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES SUPPORTS_MACCATALYST=YES
Xcode warnings about multiple matching destinations
--- xcodebuild: WARNING: Using the first of multiple matching destinations:
{ platform:macOS, arch:x86_64, id:XX, name:My Mac }
{ platform:macOS, arch:x86_64, variant:Mac Catalyst, id:XX, name:My Mac }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:macOS, name:Any Mac }
{ platform:macOS, variant:Mac Catalyst, name:Any Mac }
Here native macOS is displayed first instead of Mac Catalyst. I have tried using "generic/platform=macOS,variant=Mac Catalyst,name=Any Mac". But the same issue occurred.
xcode version: Version 16.2 (16C5032a)
I just started working with Flutter. I use a Macbook m2 and my phone is an iPhone XR. I made a very simple application but no matter what I did, I couldn't start my application on my iPhone XR. I got help from all the AIs but we couldn't do it. I deleted everything including Xcode, Android Studio and Flutter and reinstalled them and I followed the SDK installation step by step on the Flutter page but I can't run my project on Xcode. I entered my Apple account including all the signings and certificates via the .workspace file extension but it didn't work. The error I get from Xcode keeps changing. We installed podfiles with the support I got from the AIs and after some fiddling, I got the only error right now: Command PhaseScriptExecution failed with a nonzero exit code
Hi, I currently have an app that connect to an arduno via CoreBluetooth. However, the app no longer discovers the arduino when the operating system was upgraded to iOS 18.3.1, however on iOS version 17.6.1 the ardiuno was discoverable I was able to test this theory on two different phones each with different iOS versions. Why are my peripherals no longer being discovered with this update? and what is the solution?
Hi, I currently have an app that connect to an arduno via CoreBluetooth. However, the app no longer discovers the arduino when the operating system was upgraded to iOS 18.3.1, however on iOS version 17.6.1 the ardiuno was discoverable I was able to test this theory on two different phones each with different iOS versions. I see that it is failing to find the peripheral at the scan however the logs indicate that the central state is powered on. Why are my peripherals no longer being discovered with this update? and what is the solution?
ive been using the mac m1 for almmost a year and it used to run vision pro simulator on xcode 15 quite smoothly but now its quitting unexpectedly showing errors in loading the realtiykit content
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Reality Composer Pro
visionOS
iPad and iOS apps on visionOS
I'm using a CMake project and Xcode decided that it would ignore or completely change my file tree to some random one. It has Source files (not a folder in my project) and completely ignores my class folder and header folder. It created it's own Header Files folder.
How do I revert this? Why is this even a thing.
I am currently working on creating a virtual interior design app.
Can an app made with the Room Plan API be used on iPhones without LIDAR? If so, how much accuracy would be lost compared to iPhones with LIDAR?
Hello, I'm trying to use Xcode's ARKit Session replay functionality. I have a capture I made using Reality Composer and when trying to use it with Xcode's replay functionality the installation and debugging process seems stalled forever. I've gotten it to work once so I know the capture file is functional but I have never gotten it to work a second time, even though I didn't change any settings.
No amount of restarting Xcode, the Mac, or the iPhone seem to work. I have also tried cleaning build folders, reinstalling the app, and clearing DerivedData.
I can confirm from the Xcode logs that the app installs correctly but the app never launches. If I unselect the checkbox for "ARKit Replay Data", the app launches and debugs nearly instantly.
I have tried letting it "attach" for up to 10 minutes to no avail.