I can see that iOS beta 2 was released yesterday. I'm not running the beta yet on my actual iPhone, but I wanted to see if an issue I reported in beta 1 was fixed.
Is there a way to update my iOS 26 simulator for beta 2? Usually, there's a new Xcode download that includes the new simulator, but it looks like the most recent Xcode beta release was June 9.
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Hello,
I have an iphone but not an ipad
Actually a relative has an iPad.
The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode.
The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok.
When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app.
In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD.
I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it
perhaps because I had added the email of my iphone to the developer account somehow? somehwere?
But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally?
Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea.
I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!?
Could Apple or anyone offer some guidance?
That would help a fellow developer.
Thank you.
Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
Hello,
I'm trying to use multiple Background Assets Packs to host map tiles.
This is problematic for a few reasons.
MKTileOverlay requires a method that returns a URL.
AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing.
There's no name-spacing. Everything appears to be flattened. (See Error below)
Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved.
AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does
For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414.
Foo/10/239/414.png
Bar/10/239/414.png
And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error.
The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
My phone's charging port is fried. It only charges wirelessly. Fixing it costs the same as the phone. I currently am having a lot of issues enrolling for apple developer program as well, so I can't use test flight right now.
I want to enable developer mode on my phone, but it's never been connected to xcode before, so the option is not available.
How do I enable developer mode without being able to connect it to a pc?
I have a mac, and both my mac and iphone are on the same apple id.
thank you
https://developer.apple.com/download/foundation-models-adapter/
Download link to toolkit is borked:
https://developer.apple.com/services-account/download?path=/Developer_Tools/Foundation_Models_Framework_Adapter_Toolkit/adapter_training_toolkit_v0_1_0.zip
Topic:
Developer Tools & Services
SubTopic:
General
Routinely I'll have additional questions when browsing the Apple Developer Documentation. Would be really convenient if we could just submit that feedback from the documentation webpage itself, Apple could have the data, and potentially down the line address it; but at least you'd have the data.
For example, I'm looking at the documentation for AttributedString: https://developer.apple.com/documentation/foundation/attributedstringprotocol/index(_:offsetbycharacters:)
Now, I would like to know what would happen if the distance brought the position past the end, what would be returned. Because it's non-optional which I imagine would imply nil would be returned if the parameters were invalid. But it doesn't say.
I run into these small missing behavioral details with some regularity and imagine others do as well. It would be really great if we could just submit that discrepancy and perhaps see some numbers on the page of the total number of discrepancies submitted or something so we can see that it's not just us and have some peace of mind that based on the amount of feedback submitted there's a higher chance that this discrepancy will be addressed in the future.
Hi, I am developing IOS(Android App) with React Native.
I am very confused about cocoapods and pod and how to correctly install it on my new Macbook Pro M4. I am not using bash but I am using zsh. Note, actuallywhich pod return nothing
During the preparation of my environment, it say
CocoaPods is one of the dependency management system available for iOS. CocoaPods is a Ruby gem. You can install CocoaPods using the version of Ruby that ships with the latest version of macOS.
the web site show two commands
gem install cocoapods
sudo gem install cocoapods
I saw another command as well
brew install cocoapods
During different processes, I experienced several time the following error (Command 'pod install failed)
Command pod install failed.
└─ Cause: pod install --repo-update --ansi exited with non-zero code: 1
Then I am confused about cocoapods and pod. Are both he same?
With my previous MacBook pro, I spend time to install cocoapod on my profile because Ruby was not the latest version on the system. But apparently, on my new Macbook Pro M4, the command ruby -v return (as well)
ruby 2.6.10p210 (2022-04-12 revision 67958) [universal.arm64e-darwin25]
The current stable version is 4.0.0.
I bought a new macbook pro M4 and I reinstalled node and all package for Rect Native 0.81 a expo 54 excepted cocoapods. Now, I need to configure the push notification and it's time to install cocoapods as it's require here
But on my new macbook pro, I would like to make sure I do it correctly and I kindly ask your help and recommandation to install Ruby and cocoapods/pod
Q1: Should I install cocoapods with brew install cocoapods or gem install cocoapods?
Q2: what's is the difference or the common point with cocoapods and pod?
Cocoapod web site said
If using the default Ruby included with macOS, installation will require you to use sudo when installing
gems
As ruby -v print 'ruby 2.6.10p210', I suppose, I should not install cocoapod with sudo
You can use a Ruby Version manager such as RVM or rbenv
to manage multiple Ruby versions, or you can use Homebrew to install a newer Ruby with brew install ruby.
As far I understand, I should not install cocoapods with the Ruby version of the system, then I suppose the command
Q3: Will 'brew install cocopads' install the latest version on my profile? Will it upgrade the system version
Q4: What will do the command
brew install rbenv ruby-build
rbenv install 3.2.2 (or better: rbenv install 4.0.0)
in comparison with
brew install ruby
My guess
I suppose that the following will help, but it would nice if you could correct me and clarify
# All should be done in my profile
brew install rbenv ruby-build
echo 'eval "$(rbenv init - bash)"' >> ~/.zprofile
source ~/.zprofile
rbenv install 4.0.0
# rbenv global 4.0.0 # What is it?
ruby -v
gem install cocoapods
Q5: But then, what about pod and the error message
Command pod install failed.
As you can see, I am a bit confused and I would appreciate your clarification
I thanks you for your help and clarification and I wish you a happy new years
Topic:
Developer Tools & Services
SubTopic:
General
I'm developing for compliance with Texas law in the United States.
Currently, I'm encountering an issue where I want to test the feature point "when the app undergoes significant changes, a supervised user initiates a request." However, during actual testing, the app pops up an error message: "Can't Ask, An Unknown error occurred."
Additionally, I see the following error message in the Xcode Console: "Error Domain=AskToCore.ATMessageComposeValidationError Code=4 'The user is in a region that does not support this type of ask.' UserInfo={NSLocalizedFailureReason=The user must be in a supported region to use this feature., NSLocalizedRecoverySuggestion=Please ensure the user is in an eligible region., NSLocalizedDescription=The user is in a region that does not support this type of ask.}"
I am indeed not in the Texas region.
I want to conduct full-process testing before the feature is released to the App Store.
What should I do?
Apart from Sandbox testing (which, in fact, doesn't show any pop-ups either), how can I test under real-world conditions?
This is from an Xcode generated file.
var values: [String] = []
let exp = Expectation()
let c = pub.filter { $0 != nil }.map { $0! }.sink(
The second line gives an error: "'Expectation' cannot be constructed because it has no accessible initializers". My best guess that Expectation objects come from some other Apple Swift Testing function, but I don't know where.
Hi there,
I am trying to create my first iOS app using Visual Studio (Win 11) and .NET MAUI.
I created a developer account and if I want to start the debugger with my local device, VS forces me to Configure Automatic Provisioning. I can select my configured account but the operation fails (see screenshot).
I have no idea what is going wrong and I cannot find any setting in the developer account to fix this problem. Can anyone help me out, what is wrong and how to fix, thx!
Topic:
Developer Tools & Services
SubTopic:
General
I am on a windows computer using visual studio 2026 for developing .NET Maui apps for Android and iOS.
Am I able to connect my iPhone to my windows computer and deploy my .NET Maui app to my connected iPhone during deveoplemt?
Topic:
Developer Tools & Services
SubTopic:
General
When a static library is built with Xcode 26 (with deployment target set to iOS 13) and then linked into an app project compiled with Xcode 16, the build process fails with the following linker error:
Undefined symbols for architecture arm64:
"_swift_coroFrameAlloc"
This occurs even though both the static library and the app project have their deployment targets set to iOS 13.0. The static library works on Xcode 26, but fails to link on Xcode 16.
This issue shows up with certain Swift syntax. For example, in my case, using a property getter and setter caused the compiler to emit a reference to _swift_coroFrameAlloc, which in turn triggered the issue.
This issue prevents us from distributing pre-built static libraries compiled with Xcode 26 to teammates who are still using Xcode 16.
I’ve filed feedback for this issue (FB21130604).
Is there any way to work around it? For example, by adding specific Build Settings or something similar?
A demo project is available here: https://github.com/Naituw/SwiftLibraryDeploymentTargetIssue
The demo project includes:
StaticLibraryProject: A simple Swift static library with property getter setter usage
AppProject: An iOS app that links against the static library
verify_compatibility.sh: An automated script to reproduce the issue
Method 1: Manual Build and Verification
Open StaticLibraryProject/StaticLibraryProject.xcodeproj in Xcode 26
Build the StaticLibraryProject for iOS device (Release configuration)
Locate the built libStaticLibraryProject.a in the build products directory
Copy libStaticLibraryProject.a to AppProject/AppProject/ directory
Open AppProject/AppProject.xcodeproj in Xcode 16
Build the AppProject for iOS device
Method 2: Automated Script
Edit verify_compatibility.sh to configure the paths to your Xcode installations:
Set XCODE_26_PATH to your Xcode 26 installation path (e.g., /Applications/Xcode.app)
Set XCODE_16_PATH to your Xcode 16 installation path (e.g., /Applications/Xcode16.app)
Run the script: ./verify_compatibility.sh
Hi, I am having an issue with xcodebuild -showdestinations command.
Steps to reproduce:
Create a new iOS application project in Xcode or use an existing one.
Navigate to this project in a terminal.
Run xcodebuild -project 'your-project-name.xcodeproj' -scheme 'your-scheme' -showdestinations
What I expect:
All destinations available in the Xcode UI should be listed.
What I get:
It depends. For new projects, I consistently get only generic platform destinations and my connected physical device.
When I run the same command on an older project, I sometimes see all the expected destinations. It seems to be a roughly 50/50 chance between the two outcomes.
Is there a way to get consistent results from xcodebuild -showdestinations? What can I do to ensure all destinations are listed reliably?
Here is a more detailed log and a screenshot:
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:50.261 xcodebuild[34753:6177985] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:50.342 xcodebuild[34753:6177959] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
❯ xcodebuild -workspace 'WorkoutDiary.xcworkspace' -scheme 'WorkoutDiary' -showdestinations
Command line invocation:
/Applications/Xcode.app/Contents/Developer/usr/bin/xcodebuild -workspace WorkoutDiary.xcworkspace -scheme WorkoutDiary -showdestinations
User defaults from command line:
IDEPackageSupportUseBuiltinSCM = YES
2025-06-17 19:13:52.393 xcodebuild[34757:6178035] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
2025-06-17 19:13:52.472 xcodebuild[34757:6178020] [MT] DVTDeviceOperation: Encountered a build number "" that is incompatible with DVTBuildVersion.
Resolve Package Graph
Resolved source packages:
<REDACTED>
Available destinations for the "WorkoutDiary" scheme:
{ platform:macOS, arch:arm64, variant:Designed for [iPad,iPhone], id:<REDACTED>, name:My Mac }
{ platform:iOS, arch:arm64, id:<REDACTED>, name:<REDACTED> }
{ platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device }
{ platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device }
{ platform:iOS Simulator, id:DBFB9613-0261-4544-908A-335570F3C35F, OS:18.3.1, name:iPhone 11 }
{ platform:iOS Simulator, id:A48C309C-231A-4197-A295-900F89C94D86, OS:18.3.1, name:iPhone 16 Pro Max }
Hi all,
I’m developing a watchOS app and have seen cases where the app is terminated by the system — for example, due to CPU usage limits being exceeded (watchdog termination). Here’s a portion of one of the crash reports:
Exception Type: EXC_CRASH (SIGKILL)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: CAROUSEL 2343432205
<RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<app_name>:898] Failed to terminate gracefully after 5.0s
ProcessVisibility: Foreground
ProcessState: Running
WatchdogEvent: process-exit
WatchdogVisibility: Foreground
WatchdogCPUStatistics: (
"Elapsed total CPU time (seconds): 11.280 (user 9.800, system 1.480), 100% CPU",
"Elapsed application CPU time (seconds): 5.162, 46% CPU"
) reportType:CrashLog maxTerminationResistance:Interactive>
My questions:
1.) Is there any way to get notified (via Crashlytics, Xcode Organizer, or any other reporting mechanism) when this type of system-level termination happens — similar to how we’re notified of crashes?
2.)Is there any way for a watchOS app to receive runtime warnings from the system when it’s about to exceed CPU or memory limits — similar to UIApplication.didReceiveMemoryWarningNotification on iOS?
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
General
OS:macOS15.5
CPU:Apple M1 Pro
zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone,
I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps.
What works:
I followed the Capacitor Plugin Development Guide.
I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly.
The issue on iOS:
I implemented the iOS part in Swift, using the official MobileVLCKit documentation.
I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest.
Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration.
The problem:
Even though I manually register the plugin with:
if let bridge = self.window?.rootViewController as? CAPBridgeViewController {
bridge.bridge?.registerPluginInstance(RtspVlcPlugin())
print("✅ Plugin RtspVlcPlugin registered manually.")
}
It prints the registration message just fine.
BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error:
"code":"UNIMPLEMENTED"
I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin.
I’ve verified RtspVlcPlugin.swift is added to the target and compiled.
The Swift file doesn’t seem to register or expose any methods to Angular.
I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods.
My Swift code (RtspVlcPlugin.swift):
import Capacitor
import MobileVLCKit
@objc(RtspVlcPlugin)
public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate {
var mediaPlayer: VLCMediaPlayer?
var containerView: UIView?
var spinner: UIActivityIndicatorView?
@objc func iniciar(_ call: CAPPluginCall) {
guard
let urlStr = call.getString("url"),
let x = call.getDouble("x"),
let y = call.getDouble("y"),
let w = call.getDouble("width"),
let h = call.getDouble("height"),
let url = URL(string: urlStr)
else {
call.reject("Missing parameters")
return
}
DispatchQueue.main.async {
self.containerView?.removeFromSuperview()
let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h))
cont.backgroundColor = .black
cont.layer.cornerRadius = 16
cont.clipsToBounds = true
let sp = UIActivityIndicatorView(style: .large)
sp.center = CGPoint(x: w/2, y: h/2)
sp.color = .white
sp.startAnimating()
cont.addSubview(sp)
self.spinner = sp
self.containerView = cont
self.bridge?.viewController?.view.addSubview(cont)
let player = VLCMediaPlayer()
player.delegate = self
player.drawable = cont
player.media = VLCMedia(url: url)
self.mediaPlayer = player
player.play()
call.resolve()
}
}
@objc func cerrar(_ call: CAPPluginCall) {
DispatchQueue.main.async {
self.mediaPlayer?.stop()
self.mediaPlayer = nil
self.spinner?.stopAnimating()
self.spinner?.removeFromSuperview()
self.spinner = nil
self.containerView?.removeFromSuperview()
self.containerView = nil
call.resolve()
}
}
public func mediaPlayerStateChanged(_ aNotification: Notification!) {
guard let player = mediaPlayer,
player.state == .playing,
let sp = spinner else { return }
DispatchQueue.main.async {
sp.stopAnimating()
sp.removeFromSuperview()
self.spinner = nil
}
}
}
In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following:
import { registerPlugin } from '@capacitor/core';
const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin');
After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular.
I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
I'm using Xcode 16.3 and I want to add the key "NSUbiquitousContainers" but I cannot do it in the Entitlements file, it should be in info.plist file! I have done it before but in previous versions of Xcode when the info.plist was in the project navigator.
However, now I cannot find the file and I did not find any way to create it!
Please guide me in detail how to proceed (I'm not new to Swift or SwiftUI but not familiar to project settings)?
Hi everyone,
I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure.
The Swift file is called RtspVlcPlugin.swift and looks like this:
import Capacitor
@objc(RtspVlcPlugin)
public class RtspVlcPlugin: CAPPlugin {
@objc func iniciar(_ call: CAPPluginCall) {
call.resolve()
}
}
In AppDelegate.swift I register it like this:
if let bridge = self.window?.rootViewController as? CAPBridgeViewController {
bridge.bridge?.registerPluginInstance(RtspVlcPlugin())
print("✅ RtspVlcPlugin registered.")
}
The registration message prints correctly in Xcode logs.
But from Angular, when I try to call it like this:
import { registerPlugin } from '@capacitor/core';
const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin');
RtspVlcPlugin.iniciar({ ... });
I get this error:
{"code":"UNIMPLEMENTED"}
So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime.
My question is:
What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor?
Thanks in advance!
Does anyone know where I can get to the API diffs for iOS 18 -> iOS 26?
Hello,
I currently have a live application in the iOS App Store that needs an update to start functioning again, but I've lost the source code in a hard drive failure. Is there a way to reverse engineer the currently deployed package that is live (and also a way to download it from App Store Connect)⁉️
The development change itself is just a very small change for an API route in the code itself. I could even direct an engineer at Apple to make the change in 5 minutes!
Let me know if this is possible.
Thanks❗️