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C++ Binary Size Increase in Xcode 16 Compared to Xcode 15
I've recently upgraded my project from Xcode 15 to Xcode 16. Without changing any build settings or compiler flags, I noticed that the final executable size has increased significantly when building the same C++ code. Investigation: To investigate further, I compared the Link Map outputs from both versions of Xcode. One key difference I found: The symbol size for std::sort increased from 4,336 bytes (Xcode 15) to 6,084 bytes (Xcode 16) – a ~40% increase. This seems to be part of a broader trend where other standard library symbols are also taking up more space in the binary when built with Xcode 16. Questions: Has Apple Clang or libc++ in Xcode 16 changed the implementation of STL algorithms like std::sort? Are there changes in inlining, template instantiation, or debug info that could explain the increase? Is this expected behavior? If so, is there any guidance on minimizing the binary size regression?
0
0
151
Apr ’25
Can DocC be used to abstract out lines of comments?
I'd like to point to comments about my code from outside the coding file to keep the code easier to read, but still have the comments show in Xcode's Quick Help. I've grown to appreciate lengthier comments, including Examples for demonstrating values that explain what calculations are doing. My DocC formatted comments have quickly reach 25 lines and some would benefit from even more lines than that, which I do not want to bloat my code files with. I have tried to find a way to abstract these lines into a .docc file that references the given property, and the following markdown successfully shows this when I run Build Documentation. However, clicking on this property fails to show any comments in Quick Help, even though they did prior to my moving them to an .md file. Unfortunately, I'd prefer reading these in the future in Quick Help over Xcode's Developer Documentation Window. I haven't used markdown in decades, so I'm hoping I'm merely making a markdown mistake someone can find below. For reference, InvItem is a SwiftData Model and circularDepletionArcValue is the property failing to show in Quick Help after the following got moved to a .docc file, but had previously shown in QuickHelp, and still does compile within Developer Documentation. `# ``InvItem/circularDepletionArcValue`` A computed property that determines the fill percentage of a circular arc based on the number of days until the inventory runs out. ## Overview The calculation follows these rules: - Returns 0.01 (minimum visible value) for less than 1 day - Returns 1.0 (full circle) for more than 11 days - Returns a proportional value between 0.1 and 1.0 for 1-11 days ## Examples ```swift let item = InvItem() item.daysTilRunOut = 0 item.circularDepletionArcValue // Returns 0.01 item.daysTilRunOut = 5 item.circularDepletionArcValue // Returns 0.5 item.daysTilRunOut = 12 item.circularDepletionArcValue // Returns 1.0
2
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134
Apr ’25
iPhone Doesn't Support App's Architectures (SwiftPM)
Hi, after recently upgrading Xcode to the latest version, I encountered a new bug that prevented me from building the app on my iPhone. Puzzlingly, the app still builds and runs fine on a simulator. Because I am working with a Swift Playground file, the option is not available to simply change the architecture setting. I found a similar setting within the Schemes, but after trying a combination of different architecture settings, the app still doesn't build properly. I noticed the BuildAction seemed to be changing, so I believe that the setting was properly affecting the Architecture setting. Even with a separate dummy test project (SwiftPM), I still ran into the same issues. I updated my iPhone OS to the latest version as well after initially encountering the bug. I'm wondering if anybody is running into the same issues, and if any solutions have been found.
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144
Apr ’25
Executable Path is a Directory
My build succeeded but I immediately got the following pop-up error: Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file. User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"} Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file. System Information macOS Version 15.5 (Build 24F5053f) Xcode 16.3 (23785) (Build 16E140) Applied and Failed Fixes: Upgrade to MacOS 15.5 Beta pod deintegrate/podinstall uninstall and reinstall Xcode Delete DerivedData folder Edit info.plist Executable File name
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178
Apr ’25
Google map APIs not working in my app with xcode 16.3
https://maps.googleapis.com/maps/api/place/autocomplete/json?input=station%20bab%20saadoun&key=GOOGLE_API_KEY&components=country:TN func googleAutocomplete(for query: String, completion: @escaping ([GooglePlaces]) -> Void) { let apiKey = GoogleMapAPIs.shared.apiKey let baseURL = "https://maps.googleapis.com/maps/api/place/autocomplete/json" guard let url = URL(string: "\(baseURL)?input=\(query)&key=\(apiKey)&components=country:TN") else { print("Invalid URL") completion([]) return } print(url) let task = URLSession.shared.dataTask(with: url) { data, response, error in if let error = error { print("Error fetching data: \(error.localizedDescription)") completion([]) return } guard let data = data else { print("No data received") completion([]) return } do { let decodedResponse = try JSONDecoder().decode(GooglePlacesResponse.self, from: data) completion(decodedResponse.predictions) } catch { print("Decoding error: \(error)") completion([]) } } task.resume() } struct GooglePlaces: Codable { let title: String? let region: StructuredFormatting? let placeID: String? enum CodingKeys: String, CodingKey { case title = "description" case region = "structured_formatting" case placeID = "place_id" } } struct StructuredFormatting: Codable { let main_text: String let secondary_text: String? } struct GooglePlacesResponse: Codable { let predictions: [GooglePlaces] } Error fetching data: The network connection was lost.
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65
Apr ’25
Debug Failed in Xcode Simulator
I can‘t use breakpoints on the simulator after updating Xcode and the simulator. I can use breakpoints on a physical iPhone. I tired to download other iOS simulator version, but still not working. Both SwiftUI and UIKit not working. Xcode version: 16.2 SDK version: 18.2 (22C146) Simulator version: 18.3.1 (22D8075) Mac OS version: 15.4 Beta Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
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16k
Apr ’25
XCODE Account not found
I have one of our developer when he attempts to login to xcode on his macos device, he get a message that account is not found but he has an account and he logs in to app developer portal with no issue. Thanks
0
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51
Apr ’25
ITMS - 90714 Invalid Binary Error occurred while upload the app into TestFlight
We are received the following error while uploading the application into TestFlight. **ITMS-90714: Invalid binary - The app contains one or more corrupted binaries. Please rebuild the app and resubmit. ** After sometimes we submit the same application without changing the configurations application submitted successfully into the App Store. We are using the Xcode 15.3 version.
3
1
1.3k
Apr ’25
In-App Purchase Popup Dialog Not Appearing
Hi - I've added in-app purchases (Quarterly and Yearly ) to my app and submitted it for TestFlight. The app is available, but in my Developer account, the in-app purchases section still shows the products as 'Waiting for Review.' When I test the app for in-app purchase, the dialog does not appear. Is this issue of "Approval" of the in-app purchase product? If YES, how can I get approval for these in-app purchase products? FYI: I have attached a screenshot of the in-app purchase products. Please suggest Thanks, Sushil
1
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130
Apr ’25
'botan/types.h' file not found
The line #include <Accelerate/Accelerate.h> causes a chain of files to be included. When uuid.h is included, it tries to include botan/types.h. This causes the above error message, 'botan/types.h' file not found. . This is for the Apple M3 Max, running Xcode 16.2. clang dialect = c++23. macOS build target = macOS 15 Sequoia
1
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88
Apr ’25
none of the input catalogs contained a matching stickers icon set or app icon set named "Assets.xcassets"
Hi, in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error. Tried all the solutions from forums, didn't work. Restarted Mac Deleted Assets.xcassets and recreated with AppIcon and AccemntColor Copied "Assets.xcassets" from new dummy Project to main one. I don't have info.plist file Could you please help. Thanks, Bhanu
0
0
102
Apr ’25
xcode can't find c++ headers
I'm currently working on my own renderer program using c++. Everything was fine until I update the MacOS to 15.4. I keep receiving these errors: "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/c++/v1/cerrno:30:5 tried including <errno.h> but didn't find libc++'s <errno.h> header. This usually means that your header search paths are not configured properly. The header search paths should contain the C++ Standard Library headers before any C Standard Library, and you are probably using compiler flags that make that not be the case." It says I have problem with finding <errno.h> while including . After searching for solutions, I check the related xcode path, xcode-select -p shows : "/Applications/Xcode.app/Contents/Developer", seems fine. And I can actually see the errno.h file in the folder "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/errno.h" I tried to use CommandLineTool's SDKs by sudo xcode-select -s /Library/Developer/CommandLineTools but not working. The error Information says: This usually means that your header search paths are not configured properly.The header search paths should contain the C++ Standard Library headers before any C Standard Library, and you are probably using compiler flags that make that not be the case. Additionally, after running xcodebuild -showsdks, it shows two identical macosx sdks "macos 15.4". Could this be a hint? I also have tried reinstall xcode, not working. I've just created a simple project including and running std::cout << errno, it worked fine. So I tried to run it in my renderer program by cutting all the compile sources except "main.cpp", it still get the errors. What have changed? How do I set things right?
2
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290
Apr ’25
Why can't I see the version I built on TestFlight
After developing the IOS app using XCode, I https://aninterestingwebsite.com/account/resources/identifiers/list Created Identifiers (HanBaoAI) and locally created Certificate SigningRequest.certSigningRequest https://aninterestingwebsite.com/account/resources/certificates/list Created Certificates (Expiry Date 2026/04/21) and also created profiles (HanBaoAI, Expires 2026/04/21), and then https://appstoreconnect.apple.com/apps I created an app (HanBaoAI) and uploaded it to the official website using Product Archive in xcode. The upload was successful, but the official website's testflight showed 1 (processing). When I refreshed the page, there was no information in testflight. May I ask what the reason is? How to solve it? Please provide complete and detailed solution steps.
0
0
44
Apr ’25
DriverKit XCode compilation errors
I'm working on dext project (c++), Base SDK and Supported Platforms are set to DriverKit. #include causes errors: error "The iostreams library is not supported since libc++ has been configured without support for localization." error "<locale.h> is not supported since libc++ has been configured without support for localization." Also it's not possible to define custom log object: undeclared identifier 'os_log_create'. <os/log.h> included and os_log function is compiled correct. macOS as additional SDK did not help. Thanks a lot for any hint.
1
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524
Apr ’25
UIButton
After setting the title for the button and changing the font of the title, an inner margin appears on the button itself. How to remove this inner margin? It doesn't occur on the simulator, but this phenomenon exists on the 17.6 mobile phone.
1
0
26
Apr ’25
Xcode 16.0 and 16.1 regression: only allows .scn files to be added to .scnassets group
There is a significant regression in Xcode 16.0 and 16.1 (16B5014f) in that it no longer allows asset files other than .SCN files to be added to a .scnasset group and folder. This really wrecks our ability to maintain our app since we heavily depend on additional assets like .USDZ, .JPEG, .PNG, etc. files to be able to be included in the group for on-demand resource tagging and loading. I filed FB15239224 but I'm wondering if this is intentional and if anyone knows of a workaround.
1
2
551
Apr ’25
How include dSYM when I build my Framework project?
This question is related to this post (of mine). It seems default build settings do not include dSYM files needed when uploading embedding app package. But now Xcode issues new warnings about this. Now the question - how do I tell Xcode to create dSYM files for me, say when I build My.Framework? I asked AI chatbot which tells me that for release build I need to : set "Debug Information Format" to DWARF set "Strip Debug Symbols During Copy" to off I have item 1 turned on (which I believe is the default). But item 2 is on, maybe that's the reason I do not have dSYM files in final built My.Framework. Should I turn "Strip Debug Symbols During Copy" off?
3
0
206
Apr ’25
C++ Binary Size Increase in Xcode 16 Compared to Xcode 15
I've recently upgraded my project from Xcode 15 to Xcode 16. Without changing any build settings or compiler flags, I noticed that the final executable size has increased significantly when building the same C++ code. Investigation: To investigate further, I compared the Link Map outputs from both versions of Xcode. One key difference I found: The symbol size for std::sort increased from 4,336 bytes (Xcode 15) to 6,084 bytes (Xcode 16) – a ~40% increase. This seems to be part of a broader trend where other standard library symbols are also taking up more space in the binary when built with Xcode 16. Questions: Has Apple Clang or libc++ in Xcode 16 changed the implementation of STL algorithms like std::sort? Are there changes in inlining, template instantiation, or debug info that could explain the increase? Is this expected behavior? If so, is there any guidance on minimizing the binary size regression?
Replies
0
Boosts
0
Views
151
Activity
Apr ’25
Can DocC be used to abstract out lines of comments?
I'd like to point to comments about my code from outside the coding file to keep the code easier to read, but still have the comments show in Xcode's Quick Help. I've grown to appreciate lengthier comments, including Examples for demonstrating values that explain what calculations are doing. My DocC formatted comments have quickly reach 25 lines and some would benefit from even more lines than that, which I do not want to bloat my code files with. I have tried to find a way to abstract these lines into a .docc file that references the given property, and the following markdown successfully shows this when I run Build Documentation. However, clicking on this property fails to show any comments in Quick Help, even though they did prior to my moving them to an .md file. Unfortunately, I'd prefer reading these in the future in Quick Help over Xcode's Developer Documentation Window. I haven't used markdown in decades, so I'm hoping I'm merely making a markdown mistake someone can find below. For reference, InvItem is a SwiftData Model and circularDepletionArcValue is the property failing to show in Quick Help after the following got moved to a .docc file, but had previously shown in QuickHelp, and still does compile within Developer Documentation. `# ``InvItem/circularDepletionArcValue`` A computed property that determines the fill percentage of a circular arc based on the number of days until the inventory runs out. ## Overview The calculation follows these rules: - Returns 0.01 (minimum visible value) for less than 1 day - Returns 1.0 (full circle) for more than 11 days - Returns a proportional value between 0.1 and 1.0 for 1-11 days ## Examples ```swift let item = InvItem() item.daysTilRunOut = 0 item.circularDepletionArcValue // Returns 0.01 item.daysTilRunOut = 5 item.circularDepletionArcValue // Returns 0.5 item.daysTilRunOut = 12 item.circularDepletionArcValue // Returns 1.0
Replies
2
Boosts
0
Views
134
Activity
Apr ’25
iPhone Doesn't Support App's Architectures (SwiftPM)
Hi, after recently upgrading Xcode to the latest version, I encountered a new bug that prevented me from building the app on my iPhone. Puzzlingly, the app still builds and runs fine on a simulator. Because I am working with a Swift Playground file, the option is not available to simply change the architecture setting. I found a similar setting within the Schemes, but after trying a combination of different architecture settings, the app still doesn't build properly. I noticed the BuildAction seemed to be changing, so I believe that the setting was properly affecting the Architecture setting. Even with a separate dummy test project (SwiftPM), I still ran into the same issues. I updated my iPhone OS to the latest version as well after initially encountering the bug. I'm wondering if anybody is running into the same issues, and if any solutions have been found.
Replies
3
Boosts
0
Views
144
Activity
Apr ’25
Executable Path is a Directory
My build succeeded but I immediately got the following pop-up error: Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file. User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"} Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file. System Information macOS Version 15.5 (Build 24F5053f) Xcode 16.3 (23785) (Build 16E140) Applied and Failed Fixes: Upgrade to MacOS 15.5 Beta pod deintegrate/podinstall uninstall and reinstall Xcode Delete DerivedData folder Edit info.plist Executable File name
Replies
0
Boosts
0
Views
178
Activity
Apr ’25
Google map APIs not working in my app with xcode 16.3
https://maps.googleapis.com/maps/api/place/autocomplete/json?input=station%20bab%20saadoun&key=GOOGLE_API_KEY&components=country:TN func googleAutocomplete(for query: String, completion: @escaping ([GooglePlaces]) -> Void) { let apiKey = GoogleMapAPIs.shared.apiKey let baseURL = "https://maps.googleapis.com/maps/api/place/autocomplete/json" guard let url = URL(string: "\(baseURL)?input=\(query)&key=\(apiKey)&components=country:TN") else { print("Invalid URL") completion([]) return } print(url) let task = URLSession.shared.dataTask(with: url) { data, response, error in if let error = error { print("Error fetching data: \(error.localizedDescription)") completion([]) return } guard let data = data else { print("No data received") completion([]) return } do { let decodedResponse = try JSONDecoder().decode(GooglePlacesResponse.self, from: data) completion(decodedResponse.predictions) } catch { print("Decoding error: \(error)") completion([]) } } task.resume() } struct GooglePlaces: Codable { let title: String? let region: StructuredFormatting? let placeID: String? enum CodingKeys: String, CodingKey { case title = "description" case region = "structured_formatting" case placeID = "place_id" } } struct StructuredFormatting: Codable { let main_text: String let secondary_text: String? } struct GooglePlacesResponse: Codable { let predictions: [GooglePlaces] } Error fetching data: The network connection was lost.
Replies
0
Boosts
0
Views
65
Activity
Apr ’25
Debug Failed in Xcode Simulator
I can‘t use breakpoints on the simulator after updating Xcode and the simulator. I can use breakpoints on a physical iPhone. I tired to download other iOS simulator version, but still not working. Both SwiftUI and UIKit not working. Xcode version: 16.2 SDK version: 18.2 (22C146) Simulator version: 18.3.1 (22D8075) Mac OS version: 15.4 Beta Couldn't find the Objective-C runtime library in loaded images. Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process. The crash log is located in ~/Library/Logs/DiagnosticReports and has a prefix 'lldb-rpc-server'. Please file a bug and attach the most recent crash log.
Replies
49
Boosts
63
Views
16k
Activity
Apr ’25
XCODE Account not found
I have one of our developer when he attempts to login to xcode on his macos device, he get a message that account is not found but he has an account and he logs in to app developer portal with no issue. Thanks
Replies
0
Boosts
0
Views
51
Activity
Apr ’25
ITMS - 90714 Invalid Binary Error occurred while upload the app into TestFlight
We are received the following error while uploading the application into TestFlight. **ITMS-90714: Invalid binary - The app contains one or more corrupted binaries. Please rebuild the app and resubmit. ** After sometimes we submit the same application without changing the configurations application submitted successfully into the App Store. We are using the Xcode 15.3 version.
Replies
3
Boosts
1
Views
1.3k
Activity
Apr ’25
In-App Purchase Popup Dialog Not Appearing
Hi - I've added in-app purchases (Quarterly and Yearly ) to my app and submitted it for TestFlight. The app is available, but in my Developer account, the in-app purchases section still shows the products as 'Waiting for Review.' When I test the app for in-app purchase, the dialog does not appear. Is this issue of "Approval" of the in-app purchase product? If YES, how can I get approval for these in-app purchase products? FYI: I have attached a screenshot of the in-app purchase products. Please suggest Thanks, Sushil
Replies
1
Boosts
0
Views
130
Activity
Apr ’25
Xcode Energy Impact Zero
When testing Energy Impact on Xcode, it shows zero, and other data is normal
Replies
0
Boosts
0
Views
51
Activity
Apr ’25
Xcode 16.3 not working on MacOS 15.4.1
I just updated macOS to 15.4.1 and downloaded the latest version Xcode (16.3), and the simulator is not loading at all? Is this a common issue between Xcode 16.3 and macOS 15.4.1 or is it just me? I tried all the fixes I found online and it is just no working for me. Can someone please help me? Thanks!
Replies
2
Boosts
1
Views
247
Activity
Apr ’25
create many provisioning profile
i'v use own apple id run project with my mobile phone, but the xcode create a lot provisioning profile in same time(the pic only show a bit part)
Replies
1
Boosts
0
Views
104
Activity
Apr ’25
'botan/types.h' file not found
The line #include <Accelerate/Accelerate.h> causes a chain of files to be included. When uuid.h is included, it tries to include botan/types.h. This causes the above error message, 'botan/types.h' file not found. . This is for the Apple M3 Max, running Xcode 16.2. clang dialect = c++23. macOS build target = macOS 15 Sequoia
Replies
1
Boosts
0
Views
88
Activity
Apr ’25
none of the input catalogs contained a matching stickers icon set or app icon set named "Assets.xcassets"
Hi, in XCode and iOS app. Tried to add Icon, got image size errors. reuploaded with correct sizes and started getting this error. Tried all the solutions from forums, didn't work. Restarted Mac Deleted Assets.xcassets and recreated with AppIcon and AccemntColor Copied "Assets.xcassets" from new dummy Project to main one. I don't have info.plist file Could you please help. Thanks, Bhanu
Replies
0
Boosts
0
Views
102
Activity
Apr ’25
xcode can't find c++ headers
I'm currently working on my own renderer program using c++. Everything was fine until I update the MacOS to 15.4. I keep receiving these errors: "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX15.4.sdk/usr/include/c++/v1/cerrno:30:5 tried including <errno.h> but didn't find libc++'s <errno.h> header. This usually means that your header search paths are not configured properly. The header search paths should contain the C++ Standard Library headers before any C Standard Library, and you are probably using compiler flags that make that not be the case." It says I have problem with finding <errno.h> while including . After searching for solutions, I check the related xcode path, xcode-select -p shows : "/Applications/Xcode.app/Contents/Developer", seems fine. And I can actually see the errno.h file in the folder "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/errno.h" I tried to use CommandLineTool's SDKs by sudo xcode-select -s /Library/Developer/CommandLineTools but not working. The error Information says: This usually means that your header search paths are not configured properly.The header search paths should contain the C++ Standard Library headers before any C Standard Library, and you are probably using compiler flags that make that not be the case. Additionally, after running xcodebuild -showsdks, it shows two identical macosx sdks "macos 15.4". Could this be a hint? I also have tried reinstall xcode, not working. I've just created a simple project including and running std::cout << errno, it worked fine. So I tried to run it in my renderer program by cutting all the compile sources except "main.cpp", it still get the errors. What have changed? How do I set things right?
Replies
2
Boosts
0
Views
290
Activity
Apr ’25
Why can't I see the version I built on TestFlight
After developing the IOS app using XCode, I https://aninterestingwebsite.com/account/resources/identifiers/list Created Identifiers (HanBaoAI) and locally created Certificate SigningRequest.certSigningRequest https://aninterestingwebsite.com/account/resources/certificates/list Created Certificates (Expiry Date 2026/04/21) and also created profiles (HanBaoAI, Expires 2026/04/21), and then https://appstoreconnect.apple.com/apps I created an app (HanBaoAI) and uploaded it to the official website using Product Archive in xcode. The upload was successful, but the official website's testflight showed 1 (processing). When I refreshed the page, there was no information in testflight. May I ask what the reason is? How to solve it? Please provide complete and detailed solution steps.
Replies
0
Boosts
0
Views
44
Activity
Apr ’25
DriverKit XCode compilation errors
I'm working on dext project (c++), Base SDK and Supported Platforms are set to DriverKit. #include causes errors: error "The iostreams library is not supported since libc++ has been configured without support for localization." error "<locale.h> is not supported since libc++ has been configured without support for localization." Also it's not possible to define custom log object: undeclared identifier 'os_log_create'. <os/log.h> included and os_log function is compiled correct. macOS as additional SDK did not help. Thanks a lot for any hint.
Replies
1
Boosts
0
Views
524
Activity
Apr ’25
UIButton
After setting the title for the button and changing the font of the title, an inner margin appears on the button itself. How to remove this inner margin? It doesn't occur on the simulator, but this phenomenon exists on the 17.6 mobile phone.
Replies
1
Boosts
0
Views
26
Activity
Apr ’25
Xcode 16.0 and 16.1 regression: only allows .scn files to be added to .scnassets group
There is a significant regression in Xcode 16.0 and 16.1 (16B5014f) in that it no longer allows asset files other than .SCN files to be added to a .scnasset group and folder. This really wrecks our ability to maintain our app since we heavily depend on additional assets like .USDZ, .JPEG, .PNG, etc. files to be able to be included in the group for on-demand resource tagging and loading. I filed FB15239224 but I'm wondering if this is intentional and if anyone knows of a workaround.
Replies
1
Boosts
2
Views
551
Activity
Apr ’25
How include dSYM when I build my Framework project?
This question is related to this post (of mine). It seems default build settings do not include dSYM files needed when uploading embedding app package. But now Xcode issues new warnings about this. Now the question - how do I tell Xcode to create dSYM files for me, say when I build My.Framework? I asked AI chatbot which tells me that for release build I need to : set "Debug Information Format" to DWARF set "Strip Debug Symbols During Copy" to off I have item 1 turned on (which I believe is the default). But item 2 is on, maybe that's the reason I do not have dSYM files in final built My.Framework. Should I turn "Strip Debug Symbols During Copy" off?
Replies
3
Boosts
0
Views
206
Activity
Apr ’25