<?xml version="1.0" encoding="utf-8" standalone="no"?><rss xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" version="2.0"><channel><title>Active questions tagged xcode - Stack Overflow</title><description>most recent 30 from stackoverflow.com</description><managingEditor>noemail@noemail.org (Pheepster)</managingEditor><pubDate>Tue, 28 Apr 2026 08:37:23 GMT</pubDate><creativeCommons:license xmlns:creativeCommons="http://backend.userland.com/creativeCommonsRssModule">https://creativecommons.org/licenses/by-sa/4.0/rdf</creativeCommons:license><link>https://stackoverflow.com/questions/tagged?tagnames=xcode&amp;sort=active</link><language>en-us</language><itunes:explicit>no</itunes:explicit><itunes:subtitle>most recent 30 from stackoverflow.com</itunes:subtitle><itunes:owner><itunes:email>noemail@noemail.org</itunes:email></itunes:owner><item><title>Preventing Xcode from auto-versioning files</title><link>https://stackoverflow.com/questions/28770779/preventing-xcode-from-auto-versioning-files</link><category>xcode</category><category>git</category><author>noemail@noemail.org (Pheepster)</author><pubDate>Fri, 27 Feb 2015 17:22:12 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/28770779</guid><description>
            &lt;p&gt;This is a general Xcode question but here goes.&lt;/p&gt;
&lt;p&gt;When a nib is opened, Xcode auto-versions it, causing it to appear as a changed file in Git/SourceTree. This occurs regardless of whether any real changes have occurred in the nib. The behavior occurs in other file types as well, like image asset catalogs.&lt;/p&gt;
&lt;p&gt;When working in a large app with many nibs or large asset catalogs, opening/closing without changes can result in a large list of changed files and increase the chances of unintentionally staging and committing, etc.&lt;/p&gt;
&lt;p&gt;Does anyone know of a way to prevent Xcode from auto-versioning?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>How to use UILocalNotification to open specific view containing CoreData</title><link>https://stackoverflow.com/questions/31794902/how-to-use-uilocalnotification-to-open-specific-view-containing-coredata</link><category>ios</category><category>xcode</category><category>swift</category><category>core-data</category><category>uilocalnotification</category><author>noemail@noemail.org (The Dude)</author><pubDate>Mon, 3 Aug 2015 19:06:16 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/31794902</guid><description>
            &lt;p&gt;I am developing an application where the user can set a notification reminder to change the password of the CoreData instance to which the reminder was set.&lt;/p&gt;
&lt;p&gt;&lt;a href="https://i.sstatic.net/huOzi.png" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/huOzi.png" alt="enter image description here" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;When the user hits the &amp;quot;First Action&amp;quot; button I want them to be redirected to the second and fourth view.&lt;/p&gt;
&lt;p&gt;Here's what I'm trying&lt;/p&gt;
&lt;p&gt;Relevant code from my AirlineViewController.swift and AppDelegate.swift&lt;/p&gt;
&lt;p&gt;AirlineViewController.swift:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;@IBAction func buttonTapped(sender: AnyObject) {
    NSNotificationCenter.defaultCenter().addObserver(self, selector:&amp;quot;showAMessage:&amp;quot;, name: &amp;quot;actionOnePressed&amp;quot;, object: nil)
    NSNotificationCenter.defaultCenter().addObserver(self, selector:&amp;quot;drawAShape:&amp;quot;, name: &amp;quot;actionTwoPressed&amp;quot;, object: nil)

    
    var dateComp:NSDateComponents = NSDateComponents()
    dateComp.year = 2015;
    dateComp.month = 08;
    dateComp.day = 03;
    dateComp.hour = 21;
    dateComp.minute = 03;
    dateComp.timeZone = NSTimeZone.systemTimeZone()
    
    var calender:NSCalendar = NSCalendar(calendarIdentifier: NSCalendarIdentifierGregorian)!
    var date:NSDate = calender.dateFromComponents(dateComp)!
    
    
    var notification:UILocalNotification = UILocalNotification()
    notification.category = &amp;quot;FIRST_CATEGORY&amp;quot;
    notification.alertBody = &amp;quot;Hi, I am a notification&amp;quot;
    notification.fireDate = date
    
    UIApplication.sharedApplication().scheduleLocalNotification(notification)
    
}


func drawAShape(notification:NSNotification){
    println(&amp;quot;drawAShape&amp;quot;)
    var view:UIView = UIView(frame:CGRectMake(10, 10, 100, 100))
    view.backgroundColor = UIColor.redColor()
    
    self.view.addSubview(view)
    println(&amp;quot;drawAShape&amp;quot;)
    
}

func showAMessage(notification:NSNotification){
    
    var message:UIAlertController = UIAlertController(title: &amp;quot;A Notification Message&amp;quot;, message: &amp;quot;Hello there&amp;quot;, preferredStyle: UIAlertControllerStyle.Alert)
    message.addAction(UIAlertAction(title: &amp;quot;OK&amp;quot;, style: UIAlertActionStyle.Default, handler: nil))
    
    self.presentViewController(message, animated: true, completion: nil)
}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;AppDelegate.swift&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -&amp;gt; Bool {

    //Actions
    var firstAction:UIMutableUserNotificationAction = UIMutableUserNotificationAction()
    firstAction.identifier = &amp;quot;FIRST_ACTION&amp;quot;
    firstAction.title = &amp;quot;First Actions&amp;quot;
    
    firstAction.activationMode = UIUserNotificationActivationMode.Foreground
    firstAction.destructive = true
    firstAction.authenticationRequired = false
    
    var secondAction:UIMutableUserNotificationAction = UIMutableUserNotificationAction()
    secondAction.identifier = &amp;quot;SECOND_ACTION&amp;quot;
    secondAction.title = &amp;quot;Second Actions&amp;quot;
    
    secondAction.activationMode = UIUserNotificationActivationMode.Foreground
    secondAction.destructive = false
    secondAction.authenticationRequired = false
    
    var thirdAction:UIMutableUserNotificationAction = UIMutableUserNotificationAction()
    thirdAction.identifier = &amp;quot;THIRD_ACTION&amp;quot;
    thirdAction.title = &amp;quot;Third Actions&amp;quot;
    
    thirdAction.activationMode = UIUserNotificationActivationMode.Background
    thirdAction.destructive = false
    thirdAction.authenticationRequired = false
    
    //Category
    
    var firstCategory:UIMutableUserNotificationCategory = UIMutableUserNotificationCategory()
    firstCategory.identifier = &amp;quot;FIRST_CATEGORY&amp;quot;
    
    let defaultActions:NSArray = [firstAction, secondAction, thirdAction]
    let minimalActions:NSArray = [firstAction, secondAction]
    
    firstCategory.setActions(defaultActions as [AnyObject], forContext: UIUserNotificationActionContext.Default)
    firstCategory.setActions(minimalActions as [AnyObject], forContext: UIUserNotificationActionContext.Minimal)
    
    //NSSet of all our categories
    let categories:NSSet = NSSet(objects: firstCategory)
    
    
    let types:UIUserNotificationType = UIUserNotificationType.Alert | UIUserNotificationType.Badge
    
    let mySettings:UIUserNotificationSettings = UIUserNotificationSettings(forTypes: types, categories: categories as Set&amp;lt;NSObject&amp;gt;)
    
    UIApplication.sharedApplication().registerUserNotificationSettings(mySettings)
    
    
    return true
}

func application(application: UIApplication!,
    handleActionWithIdentifier identifier:String!,
    forLocalNotification notification:UILocalNotification!,
    completionHandler: (() -&amp;gt; Void)!){
        
        if (identifier == &amp;quot;FIRST_ACTION&amp;quot;){
            
            NSNotificationCenter.defaultCenter().postNotificationName(&amp;quot;actionOnePressed&amp;quot;, object: nil)
            
        }else if (identifier == &amp;quot;SECOND_ACTION&amp;quot;){
            NSNotificationCenter.defaultCenter().postNotificationName(&amp;quot;actionTwoPressed&amp;quot;, object: nil)
            
        }
        
        completionHandler()       
}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;The problem with this code is that it just opens the last view or the first if the app is completely closed.&lt;/p&gt;
&lt;p&gt;Can anybody help me&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">2</re:rank></item><item><title>Unable to install app on Xcode 15 - Failed to verify code signature</title><link>https://stackoverflow.com/questions/77489007/unable-to-install-app-on-xcode-15-failed-to-verify-code-signature</link><category>xcode</category><category>installation</category><category>xcode15</category><author>noemail@noemail.org (Jorn Rigter)</author><pubDate>Wed, 15 Nov 2023 15:32:42 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/77489007</guid><description>
            &lt;p&gt;The installation of my app was working fine before, and literally nothing changed when I tried to run it on my device, but I'm getting the following error when trying to install (iOS 17.1.1, Xcode 15.0.1):&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&amp;quot;Unable to install {app name}&amp;quot;&lt;/p&gt;
&lt;p&gt;Failed to verify code signature of {path name} (a valid provisioning
profile for this executable was not found).&lt;/p&gt;
&lt;p&gt;Verify that the Developer App certificate for your account is trusted on your device. Open
Settings on the device and navigate to General -&amp;gt; VPN &amp;amp; Device
Management, then select your Developer App certificate to trust it.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Problem is, I can't grant that permission under General -&amp;gt; VPN &amp;amp; Device Management, nothing of the sorts shows up there.&lt;/p&gt;
&lt;p&gt;I was searching for 30 minutes before finding a solution, so posting here in case it is useful to some folks!&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">2</re:rank></item><item><title>Get application logs from tvOS [closed]</title><link>https://stackoverflow.com/questions/79932047/get-application-logs-from-tvos</link><category>xcode</category><category>tvos</category><category>xcrun</category><author>noemail@noemail.org (Sahil)</author><pubDate>Sun, 26 Apr 2026 12:20:58 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79932047</guid><description>
            &lt;p&gt;I am building an automated workflow to run on real tvOS devices.&lt;/p&gt;
&lt;p&gt;I am able to install and launch the application on the Apple TV but I can't find any way to get the logs that are generated by the application.&lt;/p&gt;
&lt;p&gt;I use the command&lt;/p&gt;
&lt;pre class="lang-bash prettyprint-override"&gt;&lt;code&gt;xcrun devicectl device process launch --device &amp;lt;UDID&amp;gt; &amp;lt;BUNDLE_ID&amp;gt;
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;and this launches the app on the TV but I can't get the logs.&lt;/p&gt;
&lt;p&gt;It would run in headless environment so I can't look up Xcode GUI to logs it has to be in some log file that I can later parse as per my use case.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">-2</re:rank></item><item><title>Mysterious error message: "Unable to obtain a task name port right for pid {_windowserver}: (os/kern) failure (0x5)" when calling newDocument() [closed]</title><link>https://stackoverflow.com/questions/79932019/mysterious-error-message-unable-to-obtain-a-task-name-port-right-for-pid-win</link><category>xcode</category><category>macos</category><category>cocoa</category><author>noemail@noemail.org (lpetrich)</author><pubDate>Sun, 26 Apr 2026 10:54:12 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79932019</guid><description>
            &lt;p&gt;I have recently restarted macOS Cocoa development, and I am running a M4 iMac with Tahoe 26.4.1, and using Xcode version 26.4.1 (17E202).&lt;/p&gt;
&lt;p&gt;When my app starts, I get no error messages, but what triggers an error message is selecting File &amp;gt; New...&lt;/p&gt;
&lt;p&gt;This successfully calls AppDelegate.newDocument() but before executing any of that function's code, the app emits this error message:&lt;/p&gt;
&lt;p&gt;Unable to obtain a task name port right for pid {_windowserver}: (os/kern) failure (0x5)&lt;/p&gt;
&lt;p&gt;I have replaced the pid number with what that process runs: _windowserver .&lt;/p&gt;
&lt;p&gt;Is there some permission that I need that I am not setting correctly?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">-1</re:rank></item><item><title>Wrong language shown in AppStore</title><link>https://stackoverflow.com/questions/77772229/wrong-language-shown-in-appstore</link><category>xcode</category><category>app-store-connect</category><author>noemail@noemail.org (Menslo)</author><pubDate>Sun, 7 Jan 2024 07:20:10 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/77772229</guid><description>
            &lt;p&gt;I probably have more of a beginner's question, but I just can't get any further. I have programmed my first app and it is now in the Apple App Store. Yay. The app is in German, but the App Store lists English as the app language. In App Store Connect, I have entered German as the primary language and the app language.
I did a bit of research and it seems to be due to the settings in Xcode. In the app info in Xcode, the default localization development language is specified. Is it related to this? How can I change the development language in Xcode so that the app language in the App Store is shown as German?
I have read that it is not recommended to set the language manually to German. I would therefore like to set the development language to German. Or does it make more sense to simply select the localization manually in the info?
I tried to set primary language and app language in App Store Connect - but the App language in App Store is still shown as English.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">3</re:rank></item><item><title>Xcode 16.0: "Unexpected service error: The Xcode build system has crashed" while building iOS project [closed]</title><link>https://stackoverflow.com/questions/78995007/xcode-16-0-unexpected-service-error-the-xcode-build-system-has-crashed-while</link><category>ios</category><category>xcode</category><category>react-native</category><category>build-error</category><category>xcode16</category><author>noemail@noemail.org (Waseem Kurne)</author><pubDate>Tue, 17 Sep 2024 16:33:24 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/78995007</guid><description>
            &lt;p&gt;I am encountering a build failure in Xcode 16.0 where the build system crashes with an unexpected service error.&lt;/p&gt;
&lt;p&gt;Environment&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Xcode: 16.0&lt;/li&gt;
&lt;li&gt;react native version: 0.73.8&lt;/li&gt;
&lt;li&gt;macOS: 15&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Error&lt;/p&gt;
&lt;p&gt;During the build process, Xcode fails with the following message:&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;unexpected service error: The Xcode build system has crashed. Build again to continue.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://i.sstatic.net/QsRfQSmn.png" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/QsRfQSmn.png" alt="enter image description here" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;a href="https://i.sstatic.net/xVr4rSvi.png" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/xVr4rSvi.png" alt="enter image description here" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Expected Behaviour&lt;/p&gt;
&lt;p&gt;The project should build successfully without crashing the Xcode build system.&lt;/p&gt;
&lt;p&gt;Steps to Reproduce&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Open the project in Xcode 16.0&lt;/li&gt;
&lt;li&gt;Select a simulator or physical device&lt;/li&gt;
&lt;li&gt;Click Build or Run The build system crashes with the above error&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;What I Tried&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Cleaned the build folder (Shift + Cmd + K)&lt;/li&gt;
&lt;li&gt;Deleted DerivedData&lt;/li&gt;
&lt;li&gt;Restarted Xcode and system&lt;/li&gt;
&lt;li&gt;Reinstalled dependencies (if React Native: node_modules + pod install)&lt;/li&gt;
&lt;li&gt;Checked for invalid project configurations&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;What are the possible causes of this Xcode 16.0 build system crash, and how can it be resolved?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">42</re:rank></item><item><title>pod install Xcode Error Failed to save foo.xcodeproj</title><link>https://stackoverflow.com/questions/78636310/pod-install-xcode-error-failed-to-save-foo-xcodeproj</link><category>xcode</category><category>cocoapods</category><author>noemail@noemail.org (make)</author><pubDate>Tue, 18 Jun 2024 08:39:16 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/78636310</guid><description>
            &lt;p&gt;&lt;a href="https://i.sstatic.net/FypJoOuV.png" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/FypJoOuV.png" alt="enter image description here" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;I've been encountering an issue where, after running pod install, Xcode consistently throws an error: &amp;quot;Failed to save foo.xcodeproj.&amp;quot; To clear this warning, I have to click through it more than 50 times.&lt;/p&gt;
&lt;p&gt;This has become quite frustrating, as it happens every time I run pod install. Is there a way to prevent this error from occurring?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>Trying to build just after installing cordova and getting error after error</title><link>https://stackoverflow.com/questions/79930493/trying-to-build-just-after-installing-cordova-and-getting-error-after-error</link><category>ios</category><category>xcode</category><category>cordova</category><category>cordova-8.0.0</category><author>noemail@noemail.org (David Markowitz)</author><pubDate>Thu, 23 Apr 2026 04:58:29 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79930493</guid><description>
            &lt;p&gt;I've gone through the documentation, following the steps for installation and app creation, but every time I try to build, I get at least one error, sometimes more.  I've noticed at least one step eft out of the docs - adding a developer team in Signing and Capabilities in Xcode.  I've also noticed that building for ios from the terminal fails because the default configuration it tries to use is  &lt;code&gt;{ platform:iOS Simulator, OS:latest, name:iPhone SE (3rd generation) }&lt;/code&gt;, and it results in the error &lt;code&gt;Unable to find a device matching the provided destination specifier&lt;/code&gt;. However, I can fix that by specifying the destination with the --buildFlag (or building in Xcode).&lt;/p&gt;
&lt;p&gt;The one error that keeps happening when building in terminal is this one (which I get when building with --verbose):&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;Command failed with exit code 65: xcodebuild -workspace App.xcworkspace -scheme App -configuration Debug -sdk iphonesimulator -destination platform=iOS Simulator,name=iPhone 17 build
Error: Command failed with exit code 65: xcodebuild -workspace App.xcworkspace -scheme App -configuration Debug -sdk iphonesimulator -destination platform=iOS Simulator,name=iPhone 17 build
    at makeError (/Users/[my project path]/node_modules/cordova-ios/node_modules/execa/lib/error.js:60:11)
    at handlePromise (/Users/[my project path]/node_modules/cordova-ios/node_modules/execa/index.js:118:26)
    at process.processTicksAndRejections (node:internal/process/task_queues:105:5)
    at async Promise.all (index 0)
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;(I removed my path from the code above) What is causing this??&lt;/p&gt;
&lt;p&gt;And the latest errors I'm getting when trying to build in Xcode are these:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;/Users/[path to my project]/platforms/ios/App/Assets.xcassets: Failed to read file attributes for &amp;quot;/Users/[path to my project]/starvoyage/platforms/ios/App/Assets.xcassets&amp;quot;

/Users/[path to my project]/platforms/ios/App/Assets.xcassets: None of the input catalogs contained a matching stickers icon set, app icon set, or icon stack named  &amp;quot;AppIcon&amp;quot;.
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;No idea what these are either.  FWIW, I'm not experienced with Xcode (or Cordova for that matter), so really not sure what I'm doing.  It really seems like the Cordova docs for starting out are not complete or updated.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">1</re:rank></item><item><title>Trying to use /usr/bin/gcc instead of Xcode clang for purposes of C++20</title><link>https://stackoverflow.com/questions/79930842/trying-to-use-usr-bin-gcc-instead-of-xcode-clang-for-purposes-of-c20</link><category>c++</category><category>xcode</category><category>macos</category><category>gcc</category><author>noemail@noemail.org (Jeff Swearingen)</author><pubDate>Thu, 23 Apr 2026 16:22:25 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79930842</guid><description>
            &lt;p&gt;I'm attempting to use the gcc compiler installed at /usr/bin/gcc by homebrew on my MacBook running Tahoe.  Every time I run it, it defaults to Xcode's clang instead.  I am attempting to compile C++20 programs and have the flags set to -std=c++20, but am still getting errors with commands such as import std;&lt;/p&gt;
&lt;p&gt;I'm running &lt;code&gt;gcc -std=c++20 main.cpp&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;My path is:&lt;/p&gt;
&lt;pre class="lang-none prettyprint-override"&gt;&lt;code&gt;/usr/bin/gcc /opt/homebrew/opt/node@22/bin /opt/homebrew/opt/ruby/bin /opt/homebrew/bin /opt/anaconda3/condabin /opt/homebrew/opt/node@22/bin /opt/homebrew/opt/ruby/bin /opt/homebrew/bin /Library/Frameworks/Python.framework/Versions/3.14/bin /Library/Frameworks/Python.framework/Versions/3.14/bin /Library/Frameworks/Python.framework/Versions/3.14/bin /Library/Frameworks/Python.framework/Versions/3.13/bin /usr/local/bin /System/Cryptexes/App/usr/bin /usr/bin /bin /usr/sbin /sbin /var/run/com.apple.security.cryptexd/codex.system/bootstrap/usr/local/bin /var/run/com.apple.security.cryptexd/codex.system/bootstrap/usr/bin /var/run/com.apple.security.cryptexd/codex.system/bootstrap/usr/appleinternal/bin /opt/pkg/env/active/bin /opt/pmk/env/global/bin /Library/Apple/usr/bin /usr/local/go/bin
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;When I run &lt;code&gt;gcc -v&lt;/code&gt;, this is what I get:&lt;/p&gt;
&lt;pre class="lang-none prettyprint-override"&gt;&lt;code&gt;Apple clang version 21.0.0 (clang-2100.0.123.102)

Target: arm64-apple-darwin25.4.0

Thread model: posix

InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin
&lt;/code&gt;&lt;/pre&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">2</re:rank></item><item><title>Build input file cannot be found {PATH} did you forget to declare this file as an output</title><link>https://stackoverflow.com/questions/73963588/build-input-file-cannot-be-found-path-did-you-forget-to-declare-this-file-as-a</link><category>ios</category><category>swift</category><category>objective-c</category><category>xcode</category><category>build</category><author>noemail@noemail.org (iiiivaska)</author><pubDate>Wed, 5 Oct 2022 16:34:36 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/73963588</guid><description>
            &lt;p&gt;After creating and deleting the Objective-C file with the header, an error appeared. How can I fix it?&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;error build: Build input file cannot be found:&lt;br /&gt;
'/Users/iiiivaska/Desktop/To-Do List/To-Do List/View/Cells/To-Do List-Bridging-Header.h'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it?&lt;/p&gt;
&lt;/blockquote&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">41</re:rank></item><item><title>How to add a quick and dirty, default/dummy icon to Xcode AppIcon asset class?</title><link>https://stackoverflow.com/questions/72179565/how-to-add-a-quick-and-dirty-default-dummy-icon-to-xcode-appicon-asset-class</link><category>xcode</category><author>noemail@noemail.org (Doug Null)</author><pubDate>Tue, 10 May 2022 00:41:41 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/72179565</guid><description>
            &lt;p&gt;My app doesn't upload to App Store Connect, for TestFlight, because app store icon is missing (see below error).&lt;/p&gt;
&lt;p&gt;What's the fastest way to populate the AppIcon asset class, to solve this?&lt;/p&gt;
&lt;p&gt;I don't care what the icon is; this is only an internal test app.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;ITMS-90713: Missing Info.plist value - A value for the Info.plist key 'CFBundleIconName' is missing in the bundle 'com.company.KPdiag9May2022b'. Apps built with iOS 11 or later SDK must supply app icons in an asset catalog and must also provide a value for this Info.plist key.&lt;/p&gt;
&lt;/blockquote&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>Xcode 26.4 build error: "call to consteval function 'fmt::basic_format_string' is not a constant expression" in React Native iOS build</title><link>https://stackoverflow.com/questions/79921402/xcode-26-4-build-error-call-to-consteval-function-fmtbasic-format-string-i</link><category>ios</category><category>xcode</category><category>react-native</category><category>mobile</category><category>build</category><author>noemail@noemail.org (Waseem Kurne)</author><pubDate>Tue, 7 Apr 2026 09:09:10 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79921402</guid><description>
            &lt;p&gt;I am encountering a build error while compiling a React Native iOS project using Xcode 26.4.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Environment&lt;/strong&gt;&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;React Native: 0.81.x&lt;/li&gt;
&lt;li&gt;Xcode: 26.4&lt;/li&gt;
&lt;li&gt;macOS: 26.4&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;strong&gt;Error&lt;/strong&gt;
During the build process, I get the following error:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;call to consteval function 'fmt::basic_format_string' is not a constant expression
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;&lt;strong&gt;Expected Behaviour&lt;/strong&gt;
The project should compile and run successfully on iOS without build errors.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Actual Behaviour&lt;/strong&gt;
The build fails during compilation with the above error.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Steps to Reproduce&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Create or open a React Native project&lt;/li&gt;
&lt;li&gt;Install dependencies (npm install / yarn)&lt;/li&gt;
&lt;li&gt;Open the iOS project in Xcode 26.4&lt;/li&gt;
&lt;li&gt;Attempt to build the project&lt;/li&gt;
&lt;li&gt;The error appears during compilation&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;&lt;strong&gt;What I Tried&lt;/strong&gt;&lt;/p&gt;
&lt;ol&gt;
&lt;li&gt;Cleaned the build folder&lt;/li&gt;
&lt;li&gt;Deleted DerivedData&lt;/li&gt;
&lt;li&gt;Reinstalled node_modules&lt;/li&gt;
&lt;li&gt;Ran pod install again&lt;/li&gt;
&lt;li&gt;Tried rebuilding multiple times&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;What is the root cause of this error in Xcode 26.4, and how can it be resolved in a React Native iOS project?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">4</re:rank></item><item><title>How can I access 'package' members declared in a Swift package from an Xcode project?</title><link>https://stackoverflow.com/questions/79929168/how-can-i-access-package-members-declared-in-a-swift-package-from-an-xcode-pro</link><category>swift</category><category>xcode</category><category>swift-package-manager</category><category>access-modifiers</category><author>noemail@noemail.org (Sweeper)</author><pubDate>Tue, 21 Apr 2026 03:39:38 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79929168</guid><description>
            &lt;p&gt;I am building a framework for others to use. The framework itself is not built with SPM, but with Xcode. (It has a .xcodeproj file.)&lt;/p&gt;
&lt;p&gt;Now I want to use macros in this framework. As far as I know, both the macro implementation and macro declaration must be in a Swift Package. So I created a new Swift Package with &lt;code&gt;--type macro&lt;/code&gt;, and added that as a local package dependency of the framework.&lt;/p&gt;
&lt;p&gt;Since the macro declaration is public, the users using my framework will also be able to use the macro by importing the modules of the Swift Package. &lt;strong&gt;This is undesirable.&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I found that the &lt;a href="https://github.com/swiftlang/swift-evolution/blob/main/proposals/0386-package-access-modifier.md" rel="nofollow noreferrer"&gt;&lt;code&gt;package&lt;/code&gt; access modifier&lt;/a&gt; seems to be designed to solve this problem. It is supposed to allow different modules that form one single &amp;quot;package&amp;quot; to access each others' code. It doesn't seem like this is only applicable to SPM projects, as it mentions&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Swift as a language leaves it up to the build system to define the boundaries of a package.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;So I assume there is some build setting in Xcode that allows me to include the SPM packages to be considered the same &amp;quot;package&amp;quot; as the Xcode framework target.&lt;/p&gt;
&lt;p&gt;I found a build setting named &lt;code&gt;SWIFT_PACKAGE_NAME&lt;/code&gt;, which sounds promising:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;An identifier that allows grouping of modules with access to symbols with a package access modifier.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;But I don't know what to set this to. I tried setting it to the same name as the Swift package containing the macro (the name passed as the first parameter to &lt;code&gt;Package.init&lt;/code&gt; in Package.swift), but I still cannot access &lt;code&gt;package&lt;/code&gt; symbols.&lt;/p&gt;
&lt;p&gt;What can I do to prevent users of my framework from accessing the Swift Packages that my framework depends on?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>Kotlin Multiplatform Mobile unable to run on iOS: Execution failed for task ':shared:compileKotlinIosX64'</title><link>https://stackoverflow.com/questions/66113448/kotlin-multiplatform-mobile-unable-to-run-on-ios-execution-failed-for-task-sh</link><category>ios</category><category>xcode</category><category>kotlin</category><category>kotlin-multiplatform</category><author>noemail@noemail.org (Fatin Wasta)</author><pubDate>Tue, 9 Feb 2021 05:24:18 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/66113448</guid><description>
            &lt;p&gt;I have created &lt;strong&gt;fresh project(Hello World)&lt;/strong&gt; in KMM followed by their official website. In android it works smooth but when I am trying to run in XCode it's giving errors because of which &lt;code&gt;I am unable to build / run the xcode project&lt;/code&gt;. I have attached screenshots and logs for my errors. Somehow xcode scheme is not getting generated in the KMM platform that's what I am guessing.
Can anyone please help me understand what am I missing?
Any help would be appriciated.
&lt;a href="https://i.sstatic.net/u6u4u.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/u6u4u.png" alt="Screenshot of android studio build settings" /&gt;&lt;/a&gt;
&lt;a href="https://i.sstatic.net/xA4ZD.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/xA4ZD.png" alt="Screenshot of blank iOS scheme" /&gt;&lt;/a&gt;
&lt;a href="https://i.sstatic.net/vKGo6.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/vKGo6.png" alt="XCode error log 1" /&gt;&lt;/a&gt;
&lt;a href="https://i.sstatic.net/DU1Xa.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/DU1Xa.png" alt="XCode error log 2" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;Following is my dev env:

Xcode 11.4.1
Android 4.1.2
Kotling Plugin version 1.4.30 (stable)
KMM 0.2.0```


XCode Logs:

&amp;gt; Task :shared:compileKotlinIosX64
Downloading native dependencies (LLVM, sysroot etc). This is a one-time action performed only on the first run of the compiler.
Extracting dependency: /Users/fatin/.konan/cache/clang-llvm-apple-8.0.0-darwin-macos.tar.gz into /Users/fatin/.konan/dependencies
e: java.lang.RuntimeException: Cannot extract archive with dependency: /Users/fatin/.konan/cache/clang-llvm-apple-8.0.0-darwin-macos.tar.gz.

&amp;gt; Task :shared:compileKotlinIosX64 FAILED

FAILURE: Build failed with an exception.

* What went wrong:
Execution failed for task ':shared:compileKotlinIosX64'.
&amp;gt; Compilation finished with errors

* Try:
Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

* Get more help at https://help.gradle.org

BUILD FAILED in 7s
1 actionable task: 1 executed
Command PhaseScriptExecution failed with a nonzero exit code ```
[![enter image description here][3]][3]


&lt;/code&gt;&lt;/pre&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">13</re:rank></item><item><title>Mac OS X app - deploying to Applications directory</title><link>https://stackoverflow.com/questions/31794081/mac-os-x-app-deploying-to-applications-directory</link><category>xcode</category><category>macos</category><category>deployment</category><category>installation</category><category>packaging</category><author>noemail@noemail.org (davis)</author><pubDate>Mon, 3 Aug 2015 18:16:54 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/31794081</guid><description>
            &lt;p&gt;I'm trying to have my app deploy to a user's applications directory on install, but am having trouble determining the correct configuration settings.&lt;/p&gt;

&lt;p&gt;Right now I have:&lt;/p&gt;

&lt;p&gt;&lt;code&gt;Deployment Postprocessing - YES
Installation Build Products Location - ""
Installation Directory - "/Applications"
&lt;/code&gt;&lt;/p&gt;

&lt;p&gt;This seems to work when doing &lt;code&gt;xcodebuild install&lt;/code&gt;, but is this the best way to do this?  I had to change Installation Build Products Location from &lt;code&gt;/tmp/Project.dst&lt;/code&gt; to an empty string which doesn't seem right.  Also should these settings be set on the target, the project, or both?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">1</re:rank></item><item><title>Is it possible to customize the indent style of XCode?</title><link>https://stackoverflow.com/questions/1035366/is-it-possible-to-customize-the-indent-style-of-xcode</link><category>c++</category><category>xcode</category><category>formatting</category><category>coding-style</category><author>noemail@noemail.org (Paul Wicks)</author><pubDate>Tue, 23 Jun 2009 21:32:16 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/1035366</guid><description>
            &lt;p&gt;For example, I'd like to not indent namespaces in C++ code, but the prefpane doesn't seem to have any place to make a decision of this granularity. Is there some hidden config file or something? Or am I just out of luck?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">22</re:rank></item><item><title>Run unit test of a Package from Host application project</title><link>https://stackoverflow.com/questions/79570226/run-unit-test-of-a-package-from-host-application-project</link><category>xcode</category><category>swift-package-manager</category><author>noemail@noemail.org (Kaunteya)</author><pubDate>Sat, 12 Apr 2025 08:44:40 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79570226</guid><description>
            &lt;p&gt;I have moved some logic of my app to a separate framework. I am adding it as a local package.
How do I run the unit tests of the framework alongside the host apps unit test?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">1</re:rank></item><item><title>How to correctly install Admob into my Swiftui project?</title><link>https://stackoverflow.com/questions/79928882/how-to-correctly-install-admob-into-my-swiftui-project</link><category>xcode</category><category>swiftui</category><category>admob</category><category>google-ads-api</category><author>noemail@noemail.org (Jason W)</author><pubDate>Mon, 20 Apr 2026 14:50:39 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79928882</guid><description>
            &lt;p&gt;New to SwiftUI and I am working on my first game. I have been following the instructions from this YouTube video to add Admob to the project:&lt;/p&gt;
&lt;p&gt;&lt;a href="https://www.youtube.com/watch?v=ZPGvJmw2xfc" rel="nofollow noreferrer"&gt;https://www.youtube.com/watch?v=ZPGvJmw2xfc&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Below is the problematic code from the video that appears to be out of date (maybe):&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;func load() {
        
        let request = Request()
        
        InterstitialAd.load(with: adUnitID, request: request){ [weak self] ad, error in
            if let error { print(&amp;quot;Failed to load \(error)&amp;quot;); return}
            self?.interstitial = ad
            self?.interstitial?.fullScreenContentDelegate = self
            print(&amp;quot;interstitial has loaded!!!&amp;quot;)
        }
    }
    
    func present() {
        guard let root = UIApplication.shared.firstKeyWindowRootViewController() else {return}
        guard let interstitial else {
            print(&amp;quot;Not Ready! Loading now!&amp;quot;) ; load() ; return
        }
    }
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;&lt;strong&gt;WARNING&lt;/strong&gt;: I get a warning for this code:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;self?.interstitial?.fullScreenContentDelegate = self
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;The warning is:&lt;/p&gt;
&lt;p&gt;Main actor-isolated conformance of 'InterstitialAdManager' to 'FullScreenContentDelegate' cannot be used in nonisolated context; this is an error in the Swift 6 language mode&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;ERROR&lt;/strong&gt; - I get an error for this code:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;guard let root = UIApplication.shared.firstKeyWindowRootViewController() else {return}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;The error is:&lt;/p&gt;
&lt;p&gt;Value of type &amp;quot;UIApplication' has no member 'firstKeyWindowRootViewController&lt;/p&gt;
&lt;p&gt;I'm not sure how to resolve the warning or the error.&lt;/p&gt;
&lt;p&gt;Below is the rest of the code from the video if it helps, no errors or warnings appear in the remainder. I did add the package dependencies for Google Mobile Ads to the project.&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;import SwiftUI
import GoogleMobileAds
import Combine
import Foundation


final class InterstitialAdManager:NSObject, ObservableObject, FullScreenContentDelegate {
    
    private let adUnitID = &amp;quot;ca-app-pub-3940256099942544/1033173712&amp;quot;
    
    private var interstitial: InterstitialAd?
    
    func load() {
        
        let request = Request()
        
        InterstitialAd.load(with: adUnitID, request: request){ [weak self] ad, error in
            if let error { print(&amp;quot;Failed to load \(error)&amp;quot;); return}
            self?.interstitial = ad
            self?.interstitial?.fullScreenContentDelegate = self
            print(&amp;quot;interstitial has loaded!!!&amp;quot;)
        }
    }
    
    func present() {
        guard let root = UIApplication.shared.firstKeyWindowRootViewController() else {return}
        guard let interstitial else {
            print(&amp;quot;Not Ready! Loading now!&amp;quot;) ; load() ; return
        }
    }
    
    
    func adDidDismissFullScreenContent(_ ad: any FullScreenPresentingAd) {
        print(&amp;quot;Dismissed, loading next ad!&amp;quot;)
        self.interstitial = nil
        self.load()
    }
    
    
    func ad(_ ad: FullScreenPresentingAd, didFailToPresentFullScreenContentWithError error: Error) {
        print(&amp;quot;Failed to present \(error)&amp;quot;)
        self.interstitial = nil
        self.load()
    }
    
}



private extension UIApplication {
    func firstKeyWindowRootViewContoller() -&amp;gt; UIViewController? {
        connectedScenes
            .compactMap { ($0 as? UIWindowScene)?.keyWindow}
            .first?
            .rootViewController
    }
}


private extension UIWindowScene {
    var keyWindow:UIWindow? { windows.first(where: { $0.isKeyWindow})}
}
&lt;/code&gt;&lt;/pre&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>How to remove "cannot use default expression for inference" warning when trying to make @ViewBuilder closure with parameters optional?</title><link>https://stackoverflow.com/questions/79928649/how-to-remove-cannot-use-default-expression-for-inference-warning-when-trying</link><category>ios</category><category>xcode</category><category>swiftui</category><author>noemail@noemail.org (Ser Pounce)</author><pubDate>Mon, 20 Apr 2026 07:56:39 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79928649</guid><description>
            &lt;p&gt;I have a common pattern in my app where I define a &lt;code&gt;@ViewBuilder&lt;/code&gt; closure in a generic &lt;code&gt;Struct&lt;/code&gt; in such a way that it's optional to be used:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;struct MenuList&amp;lt;T: MenuListItem, AdditionalRowActions: View&amp;gt;: View
{
    private var additionalRowActions: (T, Binding&amp;lt;Bool&amp;gt;) -&amp;gt; AdditionalRowActions
    
    init(@ViewBuilder additionalRowActions: @escaping (T, Binding&amp;lt;Bool&amp;gt;) -&amp;gt; AdditionalRowActions = { (_: T, _: Binding&amp;lt;Bool&amp;gt;) in EmptyView() })
    {
        self.additionalRowActions = additionalRowActions
    }
}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;After I installed Xcode 26.4, I'm now getting a warning on the parameter that says:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Cannot use default expression for inference of '(T, Binding&amp;lt;Bool&amp;gt;) -&amp;gt; AdditionalRowActions' because it is inferrable from parameters #0, #12, #13, #17, #18, #20, #21, #22, #24, #25; this will be an error in a future Swift language mode&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;The properties referenced (which I omitted from the initial example for brevity) all are of type &lt;code&gt;T&lt;/code&gt;, &lt;code&gt;[T]&lt;/code&gt;, or a non &lt;code&gt;@ViewBuilder&lt;/code&gt; closure that takes &lt;code&gt;T&lt;/code&gt; as a parameter.&lt;/p&gt;
&lt;p&gt;I'm wondering if anyone knows what I can do to get rid of this warning while maintaining the  same functionality?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">1</re:rank></item><item><title>"Use of private header from outside its module:" in a Cocoapods dependency in an Xcode project</title><link>https://stackoverflow.com/questions/79919483/use-of-private-header-from-outside-its-module-in-a-cocoapods-dependency-in-an</link><category>ios</category><category>xcode</category><category>clang</category><category>cocoapods</category><author>noemail@noemail.org (user27192979)</author><pubDate>Fri, 3 Apr 2026 09:10:37 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79919483</guid><description>
            &lt;p&gt;Some background, in our iOS project we have a dependency on &lt;code&gt;RestKit&lt;/code&gt;, an outdated networking and request mapping library. It has its own dependency on &lt;code&gt;AFNetworking&lt;/code&gt;, another outdated library, but it has vendored the files in a subfolder (so no versioning on that at all). Since iOS 26 it has been giving an error in the file &lt;code&gt;RestKit/Network/AFHTTPClient.m&lt;/code&gt; namely:&lt;/p&gt;
&lt;p&gt;&lt;code&gt;&amp;quot;Use of private header from outside its module: 'netinet6/in6.h'&amp;quot;&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;I have tried dealing with this in several ways. The first thought was to simply remove the offending line, this works and no other errors pop up. However the included file defines a bunch of constants related to networking that I prefer not to change without understanding them first. The inclusion also depends on &lt;code&gt;_SYSTEM_CONFIGURATION&lt;/code&gt; being defined, so I figured if I can somehow configure the build to not define that, it will skip including the header with no changes to the code. This define seemingly controls the addition of reachability to the framework, which we don't use through this library, so it would be fine to miss that functionality. Finally, the header is a system header and I'm almost certain there must be a way to include it anyway, albeit with specific build parameters.&lt;/p&gt;
&lt;p&gt;When I remove the line, everything seems to work fine. So any confirmation/explanation that it's fine to remove would be an acceptable answer. The file also includes &lt;code&gt;netinet/in.h&lt;/code&gt; and there seems to be logic to prevent including &lt;code&gt;netinet6/in6.h&lt;/code&gt; directly. This could very well be an incorrect include regardless of iOS 26.&lt;/p&gt;
&lt;p&gt;It seems the &lt;code&gt;_SYSTEM_CONFIGURATION&lt;/code&gt; define is added when the optional &lt;code&gt;SystemConfiguration&lt;/code&gt; framework is included, removing it does get rid of the error when building standalone, but not when including the dependency in the project. A reproducible way of removing that framework that keeps the error away even in the project that includes this lib would also be an acceptable answer.&lt;/p&gt;
&lt;p&gt;I have also tried to wrestle with the modulemap for a bit. Technically I should be able to tell clang that it's all good by configuring the modulemap file, but I'm not versed enough in clang's syntax and options to come up with a fix. A working modulemap example that I can use to get rid of the error would also be acceptable as an answer. I read that when the library is a system framework it should be allowed, but Xcode is not having it, spitting out more errors about the invalid modulemap on top of the original error.&lt;/p&gt;
&lt;p&gt;I am currently investigating disabling the error with &lt;code&gt;-Wno-private-header&lt;/code&gt;, but I can't seem to get it to work. Either I'm using the wrong flags fields or the option doesn't work to disable this error.&lt;/p&gt;
&lt;p&gt;On the off chance someone knows of a good replacement, that would also be acceptable. But I've looked to replace this thing many times before and our equally outdated API format being JSON-like but not quite valid JSON makes this one of the only working solutions for mapping our entities (which is all we use it for, really).&lt;/p&gt;
&lt;p&gt;What is the best approach?&lt;/p&gt;
&lt;p&gt;Restkit:&lt;br /&gt;
&lt;a href="https://github.com/restkit/restkit" rel="nofollow noreferrer"&gt;https://github.com/restkit/restkit&lt;/a&gt;&lt;br /&gt;
Offending file:&lt;br /&gt;
&lt;a href="https://github.com/RestKit/RestKit/blob/development/Code/Network/AFNetworking/AFRKHTTPClient.m" rel="nofollow noreferrer"&gt;https://github.com/RestKit/RestKit/blob/development/Code/Network/AFNetworking/AFRKHTTPClient.m&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;AFNetworking (original, also has the problem):&lt;br /&gt;
&lt;a href="https://github.com/AFNetworking/AFNetworking" rel="nofollow noreferrer"&gt;https://github.com/AFNetworking/AFNetworking&lt;/a&gt;&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">8</re:rank></item><item><title>Invalid bundle - on iPad, you need to include the Main.storyboard launch storyboard file in your bundle</title><link>https://stackoverflow.com/questions/78483244/invalid-bundle-on-ipad-you-need-to-include-the-main-storyboard-launch-storybo</link><category>flutter</category><category>xcode</category><category>dart</category><category>ipad</category><category>app-store</category><author>noemail@noemail.org (viral goti)</author><pubDate>Wed, 15 May 2024 10:18:35 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/78483244</guid><description>
            &lt;p&gt;I have Created one application for mobile using flutter.
I uploaded app for google play platform successfully.
After that I uploaded app for iPhone AppStore through Xcode it gives error like belove&lt;/p&gt;
&lt;p&gt;&amp;quot;&lt;strong&gt;Invalid bundle. Because your app supports Multitasking on iPad, you need to include the Main.storyboard launch storyboard file in your bundle. Use UILaunchScreen instead if the app’s MinimumOSVersion is 14 or higher and you prefer to configure the launch screen without storyboards. For details, see: &lt;a href="https://developer.apple.com/documentation/bundleresources/information_property_list/uilaunchstoryboardname" rel="nofollow noreferrer"&gt;https://developer.apple.com/documentation/bundleresources/information_property_list/uilaunchstoryboardname&lt;/a&gt; (ID: - - -)&lt;/strong&gt;&amp;quot;&lt;/p&gt;
&lt;p&gt;I am not able to solve this issue.
So, I just remove iPad option from Xcode and public only for iPhone device.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">2</re:rank></item><item><title>How would you trace back the source of an imported framework?</title><link>https://stackoverflow.com/questions/19378557/how-would-you-trace-back-the-source-of-an-imported-framework</link><category>ios</category><category>objective-c</category><category>xcode</category><category>module</category><category>linker</category><author>noemail@noemail.org (Dave Verwer)</author><pubDate>Tue, 15 Oct 2013 10:12:51 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/19378557</guid><description>
            &lt;p&gt;With Xcode 4 and the iOS 6 SDK in order to make use of the classes in QuartzCore.framework you had to link against the QuartzCore.framework and &lt;code&gt;#import &amp;lt;QuartzCore/QuartzCore.h&amp;gt;&lt;/code&gt;. This was fine and it made sense. I was happy with my view of the world :)&lt;/p&gt;

&lt;p&gt;In Xcode 5 with the iOS 7 SDK the QuartzCore headers seem to be getting imported automatically. Using CA classes raises no warnings or linker errors.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;My question is this:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Given that these headers are obviously being imported from somewhere and the library is being linked, how do I trace the source of the import and the linked framework? This is more just for my curiosity and to understand more about this process than to solve a specific problem.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Additional Information:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Modules are switched on (by default in Xcode 5) but @import is not being used in any of the code. However, switching &lt;code&gt;Enable Modules (C and Objective-C)&lt;/code&gt; and &lt;code&gt;Link Frameworks Automatically&lt;/code&gt; both to be "No" does not seem to require the #import of QuartzCore to compile.&lt;/li&gt;
&lt;li&gt;Once modules are switched off, viewing Product | Perform Action | Preprocess shows the QuartzCore header in the preprocessed output. This explains why the code compiles, but not where it came from.&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;code&gt;otool&lt;/code&gt; shows nothing of the QuartzCore framework in its output:&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;$ otool -L Test 
Test:
    /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics (compatibility version 64.0.0, current version 600.0.0)
    /System/Library/Frameworks/UIKit.framework/UIKit (compatibility version 1.0.0, current version 2903.2.0)
    /System/Library/Frameworks/Foundation.framework/Foundation (compatibility version 300.0.0, current version 1047.20.0)
    /usr/lib/libobjc.A.dylib (compatibility version 1.0.0, current version 227.0.0)
    /usr/lib/libSystem.dylib (compatibility version 1.0.0, current version 111.0.0)
&lt;/code&gt;&lt;/pre&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Edited with a partial solution&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;I figured out the source of the #import at least. Checking through the iOS 7 UIKit headers, UISlider now includes an import of &lt;code&gt;&amp;lt;QuartzCore/QuartzCore.h&amp;gt;&lt;/code&gt; which was not there in iOS 6. Mystery one solved, but the lack of linker errors is still curious.&lt;/li&gt;
&lt;/ul&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">9</re:rank></item><item><title>Detect if build is triggered from SwiftUI Preview in Build Phases - Run Script</title><link>https://stackoverflow.com/questions/77844783/detect-if-build-is-triggered-from-swiftui-preview-in-build-phases-run-script</link><category>xcode</category><category>swiftui</category><category>preview</category><category>swiftui-previews</category><category>xcode-build-phase</category><author>noemail@noemail.org (fer0n)</author><pubDate>Fri, 19 Jan 2024 08:54:32 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/77844783</guid><description>
            &lt;p&gt;Is there any way to detect if the build was triggered by the SwiftUI Preview from inside Build Phases - Run Script?&lt;/p&gt;
&lt;p&gt;I'm using &lt;code&gt;swiftlint&lt;/code&gt; with &lt;code&gt;--fix --format&lt;/code&gt;, the problem is when I have the Preview open it sometimes triggers a build, which often changes the file while I'm typing, which then brings up the &amp;quot;keep changes/revert&amp;quot; dialog. Keeping the changes often leads Xcode to crash. Ideally, I'd like to do something like this:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;if buildWasTriggeredBySwiftUIPreview then
    swiftlint
else 
    swiftlint --fix --format &amp;amp;&amp;amp; swiftlint
fi
&lt;/code&gt;&lt;/pre&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">1</re:rank></item><item><title>Animating launch screen zoom</title><link>https://stackoverflow.com/questions/61749516/animating-launch-screen-zoom</link><category>ios</category><category>swift</category><category>xcode</category><category>animation</category><category>uiimageview</category><author>noemail@noemail.org (TsGDev)</author><pubDate>Tue, 12 May 2020 10:36:14 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/61749516</guid><description>
            &lt;p&gt;&lt;strong&gt;1:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I'm trying to animate a zoom out/size change of a &lt;code&gt;UIImageView&lt;/code&gt; . Below is how I want the launch screen to look and then once it's loaded to go onto my &lt;code&gt;HomeViewController&lt;/code&gt;. &lt;/p&gt;

&lt;p&gt;&lt;a href="https://i.sstatic.net/1ms0a.gif" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/1ms0a.gif" alt="How I want it to look"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;2:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Because (at the moment) I'm doing the animation on the &lt;code&gt;HomeViewController&lt;/code&gt; &lt;em&gt;which I know isn't the right way to do it&lt;/em&gt;, the buttons on my &lt;code&gt;VC&lt;/code&gt; instantly appear as the animation is happening&lt;/p&gt;

&lt;p&gt;&lt;a href="https://i.sstatic.net/SsoZX.gif" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/SsoZX.gif" alt="Button problem"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;3:&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;And finally, this is almost how I want it to look, but to achieve this, I've put a &lt;code&gt;UIView&lt;/code&gt; which covers the buttons but not the logo and have animated it to fade &lt;em&gt;as if the buttons were fading in&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://i.sstatic.net/phuzl.gif" rel="nofollow noreferrer"&gt;&lt;img src="https://i.sstatic.net/phuzl.gif" alt="With UIView"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;So how would I do the initial animation on the launch screen before loading my &lt;code&gt;HomeViewController&lt;/code&gt;? I can't seem to add my &lt;code&gt;UIImageView&lt;/code&gt; onto my &lt;code&gt;AppDelegate.swift&lt;/code&gt; to do the animation there, many thanks!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;CODE:&lt;/strong&gt; (in &lt;code&gt;viewDidLoad&lt;/code&gt; of &lt;code&gt;HomeViewController&lt;/code&gt;)&lt;/p&gt;

&lt;pre&gt;&lt;code&gt;let orginalY = self.imageView.center.y
    UIView.animate(withDuration: 1.0, animations: {() -&amp;gt; Void in
        self.imageView?.transform = CGAffineTransform(scaleX: 0.5, y: 0.5)
        self.imageView.center.y = orginalY - 100
    }, completion: nil)

    UIView.animate(withDuration: 1.2) {
        self.hidingView.alpha = 0
    }
&lt;/code&gt;&lt;/pre&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">0</re:rank></item><item><title>Simulators don't show up as run destination in Xcode 15.0</title><link>https://stackoverflow.com/questions/77211399/simulators-dont-show-up-as-run-destination-in-xcode-15-0</link><category>xcode</category><category>ios-simulator</category><category>xcode15</category><author>noemail@noemail.org (Chris McElroy)</author><pubDate>Sun, 1 Oct 2023 16:45:50 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/77211399</guid><description>
            &lt;p&gt;Since upgrading to Xcode 15.0, I have not been able to set simulators as a run destination. They do not show up as an option in the menu (either in the dropdown from the toolbar, or in the &lt;code&gt;Product &amp;gt; Destination&lt;/code&gt; menu). However, they do show up in the &lt;code&gt;Devices and Simulators&lt;/code&gt; window. They also open happily by themselves (when opening from &lt;code&gt;Xcode &amp;gt; Open Developer Tool &amp;gt; Simulator&lt;/code&gt;), but projects still will not recognize them as a possible run destination.&lt;/p&gt;
&lt;p&gt;I have tried making many changes, with no luck:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Marking several simulators to 'always' show up, instead of automatically&lt;/li&gt;
&lt;li&gt;Making new, custom simulators&lt;/li&gt;
&lt;li&gt;Including both architectures under &lt;code&gt;Product &amp;gt; Destination &amp;gt; Destination Architectures&lt;/code&gt;&lt;/li&gt;
&lt;li&gt;Deleting and redownloading my copy of iOS 17&lt;/li&gt;
&lt;li&gt;Running new or pre-existing projects&lt;/li&gt;
&lt;li&gt;Running iOS only and multi-platform projects&lt;/li&gt;
&lt;li&gt;Restarting Xcode and restarting my computer&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Xcode will connect and run apps on my phone (iPhone 14 Pro running iOS 17.01). Interestingly, the canvas for SwiftUI says &amp;quot;Loading iOS 17.0...&amp;quot;, but it never actually loads (though it will preview on my phone). I would think this points to an issue with my iOS 17 download, but the simulators seem to boot just fine. Many of these attempted fixes were inspired by answers to &lt;a href="https://stackoverflow.com/questions/76414829/xcode-15-shows-simulator-in-devices-but-also-showssimulator-not-installed-in-t"&gt;this similar question&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;Running &lt;code&gt;xcrun simctl list&lt;/code&gt; yields a long list of simulators:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;== Device Types ==
iPhone 6s (com.apple.CoreSimulator.SimDeviceType.iPhone-6s)
iPhone 6s Plus (com.apple.CoreSimulator.SimDeviceType.iPhone-6s-Plus)
iPhone SE (1st generation) (com.apple.CoreSimulator.SimDeviceType.iPhone-SE)
iPhone 7 (com.apple.CoreSimulator.SimDeviceType.iPhone-7)
iPhone 7 Plus (com.apple.CoreSimulator.SimDeviceType.iPhone-7-Plus)
iPhone 8 (com.apple.CoreSimulator.SimDeviceType.iPhone-8)
iPhone 8 Plus (com.apple.CoreSimulator.SimDeviceType.iPhone-8-Plus)
iPhone X (com.apple.CoreSimulator.SimDeviceType.iPhone-X)
iPhone Xs (com.apple.CoreSimulator.SimDeviceType.iPhone-XS)
iPhone Xs Max (com.apple.CoreSimulator.SimDeviceType.iPhone-XS-Max)
iPhone Xʀ (com.apple.CoreSimulator.SimDeviceType.iPhone-XR)
iPhone 11 (com.apple.CoreSimulator.SimDeviceType.iPhone-11)
iPhone 11 Pro (com.apple.CoreSimulator.SimDeviceType.iPhone-11-Pro)
iPhone 11 Pro Max (com.apple.CoreSimulator.SimDeviceType.iPhone-11-Pro-Max)
iPhone SE (2nd generation) (com.apple.CoreSimulator.SimDeviceType.iPhone-SE--2nd-generation-)
iPhone 12 mini (com.apple.CoreSimulator.SimDeviceType.iPhone-12-mini)
iPhone 12 (com.apple.CoreSimulator.SimDeviceType.iPhone-12)
iPhone 12 Pro (com.apple.CoreSimulator.SimDeviceType.iPhone-12-Pro)
iPhone 12 Pro Max (com.apple.CoreSimulator.SimDeviceType.iPhone-12-Pro-Max)
iPhone 13 Pro (com.apple.CoreSimulator.SimDeviceType.iPhone-13-Pro)
iPhone 13 Pro Max (com.apple.CoreSimulator.SimDeviceType.iPhone-13-Pro-Max)
iPhone 13 mini (com.apple.CoreSimulator.SimDeviceType.iPhone-13-mini)
iPhone 13 (com.apple.CoreSimulator.SimDeviceType.iPhone-13)
iPhone SE (3rd generation) (com.apple.CoreSimulator.SimDeviceType.iPhone-SE-3rd-generation)
iPhone 14 (com.apple.CoreSimulator.SimDeviceType.iPhone-14)
iPhone 14 Plus (com.apple.CoreSimulator.SimDeviceType.iPhone-14-Plus)
iPhone 14 Pro (com.apple.CoreSimulator.SimDeviceType.iPhone-14-Pro)
iPhone 14 Pro Max (com.apple.CoreSimulator.SimDeviceType.iPhone-14-Pro-Max)
iPhone 15 (com.apple.CoreSimulator.SimDeviceType.iPhone-15)
iPhone 15 Plus (com.apple.CoreSimulator.SimDeviceType.iPhone-15-Plus)
iPhone 15 Pro (com.apple.CoreSimulator.SimDeviceType.iPhone-15-Pro)
iPhone 15 Pro Max (com.apple.CoreSimulator.SimDeviceType.iPhone-15-Pro-Max)
iPod touch (7th generation) (com.apple.CoreSimulator.SimDeviceType.iPod-touch--7th-generation-)
iPad mini 4 (com.apple.CoreSimulator.SimDeviceType.iPad-mini-4)
iPad Air 2 (com.apple.CoreSimulator.SimDeviceType.iPad-Air-2)
iPad Pro (9.7-inch) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--9-7-inch-)
iPad Pro (12.9-inch) (1st generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro)
iPad (5th generation) (com.apple.CoreSimulator.SimDeviceType.iPad--5th-generation-)
iPad Pro (12.9-inch) (2nd generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--12-9-inch---2nd-generation-)
iPad Pro (10.5-inch) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--10-5-inch-)
iPad (6th generation) (com.apple.CoreSimulator.SimDeviceType.iPad--6th-generation-)
iPad (7th generation) (com.apple.CoreSimulator.SimDeviceType.iPad--7th-generation-)
iPad Pro (11-inch) (1st generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--11-inch-)
iPad Pro (12.9-inch) (3rd generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--12-9-inch---3rd-generation-)
iPad Pro (11-inch) (2nd generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--11-inch---2nd-generation-)
iPad Pro (12.9-inch) (4th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro--12-9-inch---4th-generation-)
iPad mini (5th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-mini--5th-generation-)
iPad Air (3rd generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Air--3rd-generation-)
iPad (8th generation) (com.apple.CoreSimulator.SimDeviceType.iPad--8th-generation-)
iPad (9th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-9th-generation)
iPad Air (4th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Air--4th-generation-)
iPad Pro (11-inch) (3rd generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-11-inch-3rd-generation)
iPad Pro (12.9-inch) (5th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-12-9-inch-5th-generation)
iPad Air (5th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Air-5th-generation)
iPad (10th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-10th-generation)
iPad mini (6th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-mini-6th-generation)
iPad Pro (11-inch) (4th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-11-inch-4th-generation-8GB)
iPad Pro (11-inch) (4th generation) (16GB) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-11-inch-4th-generation-16GB)
iPad Pro (12.9-inch) (6th generation) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-12-9-inch-6th-generation-8GB)
iPad Pro (12.9-inch) (6th generation) (16GB) (com.apple.CoreSimulator.SimDeviceType.iPad-Pro-12-9-inch-6th-generation-16GB)
Apple TV (com.apple.CoreSimulator.SimDeviceType.Apple-TV-1080p)
Apple TV 4K (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-4K)
Apple TV 4K (at 1080p) (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-1080p)
Apple TV 4K (2nd generation) (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-2nd-generation-4K)
Apple TV 4K (2nd generation) (at 1080p) (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-2nd-generation-1080p)
Apple TV 4K (3rd generation) (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-3rd-generation-4K)
Apple TV 4K (3rd generation) (at 1080p) (com.apple.CoreSimulator.SimDeviceType.Apple-TV-4K-3rd-generation-1080p)
Apple Watch Series 2 (38mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-2-38mm)
Apple Watch Series 2 (42mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-2-42mm)
Apple Watch Series 3 (38mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-3-38mm)
Apple Watch Series 3 (42mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-3-42mm)
Apple Watch Series 4 (40mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-4-40mm)
Apple Watch Series 4 (44mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-4-44mm)
Apple Watch Series 5 (40mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-5-40mm)
Apple Watch Series 5 (44mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-5-44mm)
Apple Watch SE (40mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-SE-40mm)
Apple Watch SE (44mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-SE-44mm)
Apple Watch Series 6 (40mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-6-40mm)
Apple Watch Series 6 (44mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-6-44mm)
Apple Watch Series 7 (41mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-7-41mm)
Apple Watch Series 7 (45mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-7-45mm)
Apple Watch SE (40mm) (2nd generation) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-SE-40mm-2nd-generation)
Apple Watch SE (44mm) (2nd generation) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-SE-44mm-2nd-generation)
Apple Watch Series 8 (41mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-8-41mm)
Apple Watch Series 8 (45mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-8-45mm)
Apple Watch Ultra (49mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Ultra-49mm)
Apple Watch Series 9 (41mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-9-41mm)
Apple Watch Series 9 (45mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Series-9-45mm)
Apple Watch Ultra 2 (49mm) (com.apple.CoreSimulator.SimDeviceType.Apple-Watch-Ultra-2-49mm)
== Runtimes ==
iOS 17.0 (17.0 - 21A328) - com.apple.CoreSimulator.SimRuntime.iOS-17-0
== Devices ==
-- iOS 17.0 --
    iPhone SE (3rd generation) (C9B93C6E-6F5C-4885-A1B5-FBDCBB31C462) (Shutdown)
    ez (196EDFD8-C5A9-45A5-A7AC-2B39E07055B8) (Shutdown)
    iPhone 15 (857F0720-4BE4-40B6-A755-D38E1E53608F) (Shutdown)
    iPhone 15 Plus (3936179C-96B4-4947-A6C6-883130058909) (Shutdown)
    iPhone 15 Pro (89F1FBF8-5A76-4E94-B948-3DACCBF7AFBF) (Shutdown)
    iPhone 15 Pro Max (BADA1F50-197A-4FD0-89CF-1F8F10B99149) (Shutdown)
    iPad Air (5th generation) (217163A8-1FA1-4E96-BC9C-8BA436A4E880) (Shutdown)
    iPad (10th generation) (A6820111-FDF8-4EA3-B573-FDDD72D5A0A6) (Shutdown)
    iPad mini (6th generation) (19DA9216-4EC7-4DD8-9688-840C8A3FE8B4) (Shutdown)
    iPad Pro (11-inch) (4th generation) (D1BFB2C4-C752-452A-B700-730FBC8D2EAA) (Shutdown)
    iPad Pro (12.9-inch) (6th generation) (87322B2B-FD56-4B07-B254-B61816E33B83) (Shutdown)
== Device Pairs ==
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;My computer is a MacBook Pro M1 Pro running Ventura 13.6. I'm hesitant to update to Sonoma before resolving this issue.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">17</re:rank></item><item><title>iOS : Testflight No build available for external testers</title><link>https://stackoverflow.com/questions/51022884/ios-testflight-no-build-available-for-external-testers</link><category>ios</category><category>xcode</category><category>app-store</category><category>app-store-connect</category><category>testflight</category><author>noemail@noemail.org (Hardik Amal)</author><pubDate>Mon, 25 Jun 2018 11:54:20 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/51022884</guid><description>
            &lt;p&gt;I am using testflight as a beta testing tool for my app.
I have uploaded the build but invitation are successfully sent to the internal testers but no invitations are sent to external tester.&lt;/p&gt;

&lt;p&gt;Below image shows both the groups has been invited
&lt;a href="https://i.sstatic.net/gBfTf.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/gBfTf.png" alt="This image shows both the groups has been invited"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;And this image shows that no build available for external testers
&lt;a href="https://i.sstatic.net/Nz9Pg.png" rel="noreferrer"&gt;&lt;img src="https://i.sstatic.net/Nz9Pg.png" alt="This image shows no build available for external testers"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Can anyone help me how I can get through with this?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">48</re:rank></item><item><title>Xcode documentation has disappeared</title><link>https://stackoverflow.com/questions/79926242/xcode-documentation-has-disappeared</link><category>xcode</category><author>noemail@noemail.org (tmlen)</author><pubDate>Wed, 15 Apr 2026 19:47:08 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79926242</guid><description>
            &lt;p&gt;I'm using Xcode 26.4 for Swift development on macOS 26.4.1.&lt;/p&gt;
&lt;p&gt;It seems that the documentation for the &amp;quot;Foundation&amp;quot; framework has disappeared, possibly after an Xcode update (not the latest one). &amp;quot;Foundation&amp;quot; does not appear in the left-side list in the developer documentation window, and searching for &amp;quot;URLSession&amp;quot;, &amp;quot;UndoManager&amp;quot; finds no result.&lt;/p&gt;
&lt;p&gt;Autocomplete for these classes works. Quick help on URLSession shows just &amp;quot;inherits from&amp;quot; and &amp;quot;conforms to&amp;quot;, but no description and no link to a help page.&lt;/p&gt;
&lt;p&gt;I've tried deleting files in ~/Library/Developer so that it rebuilds the index, and also fully removing and reinstalling Xcode and rebooting, but nothing seems to solve it.&lt;br /&gt;
Is there any way to get the full documentation back in Xcode.&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">-3</re:rank></item><item><title>Xcode Preview crash with ModelContainer initialization</title><link>https://stackoverflow.com/questions/79854507/xcode-preview-crash-with-modelcontainer-initialization</link><category>xcode</category><category>swiftui</category><category>canvas</category><category>preview</category><category>swiftdata</category><author>noemail@noemail.org (Tony Chen)</author><pubDate>Wed, 24 Dec 2025 16:54:31 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/79854507</guid><description>
            &lt;p&gt;Background:&lt;/p&gt;
&lt;p&gt;I have complex Swift Data models with some Relationships, and at some point, my Xcode Preview is no longer working when I want to init a ModelContainer in it. So I tried to debug and create a simple file with no dependencies with other parts of my project.&lt;/p&gt;
&lt;p&gt;Here's my simple code:&lt;/p&gt;
&lt;pre class="lang-swift prettyprint-override"&gt;&lt;code&gt;import Foundation
import SwiftUI
import SwiftData

struct DebugView: View {
    var body: some View {
        Text(&amp;quot;Hello&amp;quot;)
    }
}

@Model
class User {
    var name: String

    init(name: String) {
        self.name = name
    }
}

#Preview {
    let config = ModelConfiguration(UUID().uuidString, isStoredInMemoryOnly: true)
    let container = try! ModelContainer(for: User.self, configurations: config) // This line failed
    DebugView()
}
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;The thing is even this simple view cannot be shown in the Preview window. Error message:&lt;/p&gt;
&lt;p&gt;&lt;img src="https://i.sstatic.net/0kiSnVaC.png" alt="enter image description here" title="Error message of Preview crash" /&gt;&lt;/p&gt;
&lt;p&gt;I'm sure that the crash line is at the ModelContainer init because it works fine without it.&lt;/p&gt;
&lt;p&gt;I tried to delete the cache data with command:&lt;/p&gt;
&lt;pre&gt;&lt;code&gt;xcrun simctl --set previews delete all
&lt;/code&gt;&lt;/pre&gt;
&lt;p&gt;But it's still not working.&lt;/p&gt;
&lt;p&gt;The weird thing is, when I created a new project and move all the files in it, it works at the beginning. But it started to failed when I tried to do some modifications on other files (these simple codes stay unchanged).&lt;/p&gt;
&lt;p&gt;Does any one have any idea?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">2</re:rank></item><item><title>Can one determine the iOS SDK version used to build a binary, programmatically, at run time?</title><link>https://stackoverflow.com/questions/25540140/can-one-determine-the-ios-sdk-version-used-to-build-a-binary-programmatically</link><category>ios</category><category>objective-c</category><category>xcode</category><category>sdk</category><category>ios8</category><author>noemail@noemail.org (Michael Tyson)</author><pubDate>Thu, 28 Aug 2014 03:14:08 GMT</pubDate><guid isPermaLink="false">https://stackoverflow.com/q/25540140</guid><description>
            &lt;p&gt;Ah, iOS 8 - lots of unexpected changes from iOS 7 to account for!&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;tl;dr: Is there a way to &lt;em&gt;programmatically&lt;/em&gt; determine the iOS SDK version used to build an app, at run-time (not with a preprocessor macro)?&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;I'm struggling with some window frame calculations for a library I maintain (distributed as a pre-built static library), as iOS 8 has changed the way the screen coordinate system works.&lt;/p&gt;

&lt;p&gt;Two initial observations, running code for iOS 7 with no changes for iOS 8:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;When built with the iOS 7 SDK, and run on iOS 8, everything works as prior, no changes necessary. &lt;/li&gt;
&lt;li&gt;When built with the iOS 8 SDK, and run on iOS 8, it's broken: some changes in frame calculation are needed to get correct positioning.&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;So, we change the code, with conditionals on &lt;code&gt;[[UIDevice currentDevice] systemVersion]&lt;/code&gt;, to work correctly with the new coordinate system. Now:&lt;/p&gt;

&lt;ol&gt;
&lt;li&gt;When built with the iOS 7 SDK, and run on iOS 7, everything works.&lt;/li&gt;
&lt;li&gt;&lt;p&gt;When built with the iOS 8 SDK, and run on iOS 8, everything works.&lt;/p&gt;

&lt;p&gt;BUT:&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;When built with the &lt;em&gt;iOS 7 SDK, and run on iOS 8&lt;/em&gt;, the calculations are off - remember, when built with the iOS 7 SDK, everything worked fine prior to the iOS 8-specific code changes. So, the changes made actually broke stuff.&lt;/p&gt;&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;Now, normally, I could happily solve this with some macro conditionals on the SDK version (&lt;code&gt;#ifdef __IPHONE_8_0&lt;/code&gt;, etc). But I'm distributing a pre-built static library, built with the iOS 7 SDK, &lt;em&gt;so the code within those conditionals would never make it in&lt;/em&gt;. Here's why that's a problem:&lt;/p&gt;

&lt;p&gt;If the static library is built with the iOS 7 SDK, but linked into an app built with the iOS 8 SDK, &lt;em&gt;it's the same as if the static library were built with the iOS 8 SDK&lt;/em&gt; (because the linking happens at the final app compilation stage, of course). That means I &lt;em&gt;need&lt;/em&gt; to have those iOS 8 changes in there, when the app is built with the iOS 8 SDK -- but I can't use a macro conditional to determine whether to use them, as the C preprocessor did its thing during the static library build under iOS 7.&lt;/p&gt;

&lt;p&gt;So, my question is this: does anyone know how I might be able to determine whether the &lt;em&gt;app build&lt;/em&gt; was made with the iOS 8 SDK, at runtime, from within the pre-compiled static library?&lt;/p&gt;

&lt;p&gt;I did try checking for an iOS 8-only SDK feature (&lt;code&gt;-[UIScreen nativeBounds]&lt;/code&gt;, for example), but  that doesn't fly -- the symbol's available regardless of SDK version.&lt;/p&gt;

&lt;p&gt;Anyone have any ideas?&lt;/p&gt;

        </description><re:rank scheme="https://stackoverflow.com" xmlns:re="http://purl.org/atompub/rank/1.0">8</re:rank></item></channel></rss>