Hi, I'm currently facing an issue where my React Native app crashes only on a real iPhone. On the simulator and in Xcode preview, the app runs fine.
Previously, I had an issue with FlatList regarding props.getItem, which I solved by installing some missing Babel dependencies. After that, everything worked correctly in the simulator.
But when I try to open the app on a real device, it shows the splash screen and crashes immediately. I've already done a full clean and reset, including:
npx react-native start --reset-cache
Deleted node_modules and Pods, reinstalled everything
Cleaned build folder via Xcode
Deleted DerivedData
Restarted Metro bundler and simulator/device
The issue only happens on the physical device.
Here’s a portion of the crash log
IDate/Time: 2025-04-14 19:11:28.6796 -0300
Launch Time: 2025-04-14 19:11:28.5292 -0300
OS Version: iPhone OS 18.3.2 (22D82)
Release Type: User
Baseband Version: 4.20.03
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: JazminChebar [1973]
Triggered by Thread: 0
Last Exception Backtrace:
0 CoreFoundation 0x19a0865fc __exceptionPreprocess + 164 (NSException.m:249)
1 libobjc.A.dylib 0x197601244 objc_exception_throw + 88 (objc-exception.mm:356)
2 JazminChebar 0x1009b2c04 RCTFatal + 568 (RCTAssert.m:147)
3 JazminChebar 0x1009c81f8 __28-[RCTCxxBridge handleError:]_block_invoke + 532 (RCTCxxBridge.mm:1178)
4 libdispatch.dylib 0x1a1e19248 _dispatch_call_block_and_release + 32 (init.c:1549)
5 libdispatch.dylib 0x1a1e1afa8 _dispatch_client_callout + 20 (object.m:576)
6 libdispatch.dylib 0x1a1e29a34 _dispatch_main_queue_drain + 984 (queue.c:8093)
7 libdispatch.dylib 0x1a1e2964c _dispatch_main_queue_callback_4CF + 44 (queue.c:8253)
8 CoreFoundation 0x19a0d2bcc CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE + 16 (CFRunLoop.c:1793)
9 CoreFoundation 0x19a0cf1c0 __CFRunLoopRun + 1996 (CFRunLoop.c:3163)
10 CoreFoundation 0x19a121284 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434)
11 GraphicsServices 0x1e73914c0 GSEventRunModal + 164 (GSEvent.c:2196)
12 UIKitCore 0x19cc6a674 -[UIApplication _run] + 816 (UIApplication.m:3846)
13 UIKitCore 0x19c890e88 UIApplicationMain + 340 (UIApplication.m:5503)
14 JazminChebar 0x100178708 main + 80 (main.m:7)
15 dyld 0x1c037dde8 start + 2724 (dyldMain.cpp:1338)
Dive into the vast array of tools, services, and support available to developers.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
Within Xcode's settings location section is a drop down menu to switch between setting the derived data location to be default, relative or custom.
However its a global setting.
I work on more than one project simultaneously, and for one of them I want the location set to relative, but default for all the others.
Is there any way of achieving that?
Hello All
I'm encountering an issue with Keychain access in iOS simulators after reinstalling Xcode. My app successfully accesses the Keychain on physical devices, but simulators consistently fail with errors.
Details:
App uses Keychain to store API keys
Works perfectly on physical devices
After Xcode reinstall, simulator Keychain access fails
Error logs show "Keychain retrieve failed for key with status: -25300"
I've properly configured Keychain Sharing entitlements
My entitlements file includes: $(AppIdentifierPrefix)*******
What I've tried:
Resetting simulators
Deleting simulator Keychain databases manually
Adding Keychain Sharing capability
Ensuring entitlements are correct
My app worked fine with simulators before reinstalling Xcode, which suggests something changed in the development environment rather than my code.
Has anyone encountered similar issues? Is there a recommended approach for handling Keychain access in simulators that's more resilient to Xcode environment changes?
Thanks for your help!
I am working on an iOS app using Flutter that tracks outgoing calls using CallKit. The call tracking functionality works perfectly in Debug mode but does not work when the app is published to TestFlight.
I have already added Background Modes (voip, audio, processing, fetch) in Info.plist. I have added CallKit.framework in Xcode under Link Binary With Libraries (set to Optional).
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>aps-environment</key>
<string>production</string>
</dict>
</plist>
These are the necessary permission which I used in info.plist:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>BGTaskSchedulerPermittedIdentifiers</key>
<array>
<string>com.agent.mygenie</string>
</array>
<key>CADisableMinimumFrameDurationOnPhone</key>
<true/>
<key>CFBundleDevelopmentRegion</key>
<string>$(DEVELOPMENT_LANGUAGE)</string>
<key>CFBundleDisplayName</key>
<string>MyGenie</string>
<key>CFBundleDocumentTypes</key>
<array/>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>mygenie</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$(FLUTTER_BUILD_NAME)</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>$(FLUTTER_BUILD_NUMBER)</string>
<key>LSRequiresIPhoneOS</key>
<true/>
<key>NSCallKitUsageDescription</key>
<string>This app needs access to CallKit for call handling</string>
<key>NSContactsUsageDescription</key>
<string>This app needs access to your contacts for calls</string>
<key>NSMicrophoneUsageDescription</key>
<string>This app needs access to microphone for calls</string>
<key>NSPhotoLibraryUsageDescription</key>
<string>This app needs access to photo library for profile picture updation</string>
<key>UIApplicationSupportsIndirectInputEvents</key>
<true/>
<key>UIBackgroundModes</key>
<array>
<string>voip</string>
<string>processing</string>
<string>fetch</string>
<string>audio</string>
</array>
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
<key>UIMainStoryboardFile</key>
<string>Main</string>
<key>UISupportedInterfaceOrientations</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
<key>UISupportedInterfaceOrientations~ipad</key>
<array>
<string>UIInterfaceOrientationPortrait</string>
<string>UIInterfaceOrientationPortraitUpsideDown</string>
<string>UIInterfaceOrientationLandscapeLeft</string>
<string>UIInterfaceOrientationLandscapeRight</string>
</array>
[code.txt](https://developer.apple.com/forums/content/attachment/0a327dbd-652e-41d5-8811-c462d09e0567)
</dict>
</plist>
And below is the file are AppDelegate.swift, call_tracking_mixin.dart, & main_call.dart file for full knowledge
My build succeeded but I immediately got the following pop-up error:
Executable Path is a Directory
Domain: DVTMachOErrorDomain
Code: 5
Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file.
User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"}
Executable Path is a Directory
Domain: DVTMachOErrorDomain
Code: 5
Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file.
System Information
macOS Version 15.5 (Build 24F5053f)
Xcode 16.3 (23785) (Build 16E140)
Applied and Failed Fixes:
Upgrade to MacOS 15.5 Beta
pod deintegrate/podinstall
uninstall and reinstall Xcode
Delete DerivedData folder
Edit info.plist Executable File name
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have an iOS app that I also run on my Macbook Air M1. My app plays music and I use FaceTime for voice communication with users of my app. How do I stop FaceTime from cutting out the music on my app?
Xcode 16.2 archive fails to compile XIB
Xcode Archive command fails most of the time while compiling an XIB which was created in older Xcode.
XIB was updated in Xcode 16.2 version also which did not fix this issue.
Archive from Xcode app works but Xcode build command fails and no reason shown by the command.
** ARCHIVE FAILED **
The following build commands failed:
CompileXIB /Users…/Resources/Nibs/<XIB_NAME>.xib
Hi, I currently have an app that connect to an arduno via CoreBluetooth. However, the app no longer discovers the arduino when the operating system was upgraded to iOS 18.3.1, however on iOS version 17.6.1 the ardiuno was discoverable I was able to test this theory on two different phones each with different iOS versions. Why are my peripherals no longer being discovered with this update? and what is the solution?
After update to Xcode 16.3, any breakpoints stopped in simulator and device. The scheme is configured to Debug in Build Configurator.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi, I’m having trouble installing GPT 1.1 on macOS Sequoia 15.3.1 using Xcode Command Line Tools 16.0.
I downloaded Evaluation Environment for Windows Games 2.1, mounted the image, and opened the README file. Then, I followed Option 2 to build the environment from scratch:
Set up your development and Homebrew environment
Ensure you are using Command Line Tools for Xcode 15.1. You can download this older version from:
https://developer.apple.com/downloads
Note: There is a header file layout change that prevents using newer versions of the macOS SDK.
softwareupdate --install-rosetta
arch -x86_64 zsh
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"
which brew
brew tap apple/apple http://github.com/apple/homebrew-apple
brew -v install apple/apple/game-porting-toolkit
At first, I noticed that I needed to use CLT 15.1, which is not supported on later macOS versions (including mine). Even when I tried using 15.3 (which is somehow supported), I received a message stating that I needed CLT v16.0 or higher to install GPT.
After following all the steps and waiting for the installation to complete, I got the following error:
==> Installing apple/apple/game-porting-toolkit
==> Staging /Users/tycjanfalana/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641db7d1ea1e380ccb2f457bb24cd8043c428b6c10ea22932--crossover-sources-22.1.1.tar.gz in /private/tmp/game-porting-toolkit-20250316-15122-yxo3un
==> Patching
==> /private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine/configure --prefix=/usr/local/Cellar/game-porting-toolkit/1.1 --disable-win16 --disable-tests --without-x --without-pulse --without-dbus --without-inotify --without-alsa --without-capi --without-oss --without-udev --without-krb5 --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++
checking build system type... x86_64-apple-darwin24.3.0
checking host system type... x86_64-apple-darwin24.3.0
checking whether make sets $(MAKE)... yes
checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang
checking whether the C compiler works... no
configure: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build':
configure: error: C compiler cannot create executables
See `config.log' for more details
==> Formula
Tap: apple/apple
Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb
==> Configuration
HOMEBREW_VERSION: 4.4.24
ORIGIN: https://github.com/Homebrew/brew
HOMEBREW_PREFIX: /usr/local
Homebrew Ruby: 3.3.7 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.3.7/bin/ruby
CPU: 14-core 64-bit westmere
Clang: 16.0.0 build 1600
Git: 2.39.5 => /Library/Developer/CommandLineTools/usr/bin/git
Curl: 8.7.1 => /usr/bin/curl
macOS: 15.3.1-x86_64
CLT: 16.0.0.0.1.1724870825
Xcode: N/A
Rosetta 2: true
==> ENV
HOMEBREW_CC: clang
HOMEBREW_CXX: clang++
CFLAGS: [..]
Error: apple/apple/game-porting-toolkit 1.1 did not build
Logs:
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc
/Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build
If reporting this issue, please do so to (not Homebrew/brew or Homebrew/homebrew-core):
apple/apple
In config.log, I found this:
configure:4672: checking for gcc
configure:4704: result: /usr/local/opt/game-porting-toolkit-compiler/bin/clang
configure:5057: checking for C compiler version
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang --version >&5
clang version 8.0.0
Target: x86_64-apple-darwin24.3.0
Thread model: posix
InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin
configure:5077: $? = 0
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -v >&5
clang version 8.0.0
Target: x86_64-apple-darwin24.3.0
Thread model: posix
InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin
configure:5077: $? = 0
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -V >&5
clang-8: error: argument to '-V' is missing (expected 1 value)
clang-8: error: no input files
configure:5077: $? = 1
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -qversion >&5
clang-8: error: unknown argument '-qversion', did you mean '--version'?
clang-8: error: no input files
configure:5077: $? = 1
configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -version >&5
clang-8: error: unknown argument '-version', did you mean '--version'?
clang-8: error: no input files
configure:5077: $? = 1
configure:5097: checking whether the C compiler works
configure:5119: /usr/local/opt/game-porting-toolkit-compiler/bin/clang [...]
dyld[15547]: Symbol not found: _lto_codegen_debug_options_array
Referenced from: <E33DCAC4-3116-3019-8003-432FB3E66FB4> /Library/Developer/CommandLineTools/usr/bin/ld
Expected in: <43F5C676-DE37-3F0E-93E1-BF793091141E> /usr/local/Cellar/game-porting-toolkit-compiler/0.1/lib/libLTO.dylib
clang-8: error: unable to execute command: Abort trap: 6
clang-8: error: linker command failed due to signal (use -v to see invocation)
configure:5123: $? = 254
configure:5163: result: no
configure: failed program was:
| /* confdefs.h */
| #define PACKAGE_NAME "Wine"
| #define PACKAGE_TARNAME "wine"
| #define PACKAGE_VERSION "7.7"
| #define PACKAGE_STRING "Wine 7.7"
| #define PACKAGE_BUGREPORT ""
| #define PACKAGE_URL ""
| /* end confdefs.h. */
|
| int
| main (void)
| {
|
| ;
| return 0;
| }
configure:5168: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build':
configure:5170: error: C compiler cannot create executables
See `config.log` for more details
Does anyone have any ideas on how to fix this?
My app has a Watch app companion, and a Widget.
are this settings correct to distribute these to TestFlight and Apple Store ?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Apologies if this isn't tagged right but dev tools and services seemed the most appropriate since this is related to the workbench Ad Tester tool. I'm seeing a behavior where the preview link is not being generated. Specifically, I am seeing a POST request to the following URL consistently fail:
https://iadworkbench.apple.com/adtester/api/v1/ads/previewLink?orgId=1127861
Variations/scenarios I have tried so far:
All possible ad format choices on all possible devices
All options for the placement type
Both third party and uploaded creative sources
Uploaded creative sources appear to be failing to upload as well
A simple div with a "hello world" content fails as a third party creative source
Multiple apple accounts
I created a new account specifically to test if my primary apple ID was experiencing issues with this
Multiple browsers
I have tried multiple versions of Chrome/Firefox/Safari
I tested with and without browser extensions to determine whether an extension was interfering or not
Clearing session/local storage along with cookies
I also created new profiles in browsers to verify that I was getting a fresh browser environment
In all of these cases, the API request to generate a preview link is consistently failing with a 500 error code. It's worth noting that the web preview option works, but this isn't a truly accurate test environment and can't be solely relied on when testing ad content.
I don't know exactly when this started happening as I have not used it in the last couple of weeks but I have used the workbench ad tester extensively in the past the same way I have been trying with my current test without issue. That coupled with the fact that the request for the preview link consistently fails in all of the test scenarios I've outlined above leads me to believe there is a problem with the API that is responsible for generating the preview links.
Hi,
I am getting an error stating "Argument passed to call that takes no arguments". I want this Apple Watch App to measure and store RR Intervals from the PPG sensor on the Apple Watch for Heart Rate Variability calculations. Please help me fix this, I can't figure it out. Here is my code:
heartbeatQuery = HKHeartbeatSeriesQuery(predicate: predicate,
dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in
// Switch to main thread for UI updates
DispatchQueue.main.async {
if let error = error {
print("Heartbeat query error: (error.localizedDescription)")
self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)"
// Consider stopping the workout session if the query fails critically
// self.stopWorkoutSession()
return
}
if ended {
print("Heartbeat query indicates series ended.")
}
// Append valid RR intervals
if timeSinceLastBeat > 0 {
self.rrIntervals.append(timeSinceLastBeat)
self.beatCount += 1
}
} // End DispatchQueue.main.async
}) // End query data handler
// --- END OF PROBLEMATIC INITIALIZER ---
// Execute the query if it was created successfully
It recommends the fix as removing this part:
'(predicate: predicate,
dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in
// Switch to main thread for UI updates
DispatchQueue.main.async {
if let error = error {
print("Heartbeat query error: (error.localizedDescription)")
self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)"
// Consider stopping the workout session if the query fails critically
// self.stopWorkoutSession()
return
}
if ended {
print("Heartbeat query indicates series ended.")
}
// Append valid RR intervals
if timeSinceLastBeat > 0 {
self.rrIntervals.append(timeSinceLastBeat)
self.beatCount += 1
}
} // End DispatchQueue.main.async
})'
But after I remove that it says "Cannot assign value of type 'HKHeartbeatSeriesQuery.Type' to type 'HKHeartbeatSeriesQuery'" PLEASE HELP ME
Thanks
So I will summary an issue one of our clients has asked us on GitHub:
https://github.com/pendo-io/pendo-mobile-sdk/issues/233
Project that is a custom framework that uses different SPM packages (one of them is Binary package), we have our main logic inside that framework and we have different targets that use this framework, everything works on the simulator, but running the app on the actual device provokes a crash saying "Binary framework was not found". We have like 20 other SPM packages that work fine, this is the first one we have an issue with.
Please note I understand that SPM will not copy paste the Binary for the magic framework as it does for the apps so I suggested to embed it manually.
So my question is what the best(easy) way to do it.
Please refer to the following issue for more details:
https://github.com/pendo-io/pendo-mobile-sdk/issues/233
Hey everyone,
I’ve been trying to get my apple developer account approved for weeks now with so many back and forth messages exchanged. However, I’m still not sure where my application stands.
I submitted my verification docs multiple times through a special link. It was under review but then no one acknowledged its current status. Later, I received a follow up asking me to enrol again because it was causing some issue. But when I tried doing that, it says there is some error And asked me to contact support to resolve this.
how long will this take before I get to the stage where I can make a payment and have my account approved?
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I can't create a developer account.
Setting to admin role does not work, follow the invite and then verify email, after that get shown a phone prompt, used every number I have that has SMS, or tried callbacks...
{
"service_errors" : [ {
"code" : "-28248",
"message" : "Verification codes can’t be sent to this phone number at this time. Please try again later.",
"suppressDismissal" : false
} ],
"hasError" : true
}
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
I'm currently transferring an iOS app to a new Apple Developer account and following the process outlined in Apple’s documentation:
🔗 TN3159 - Migrating Sign in with Apple users for an app transfer
The process for generating transfer_identifiers and migrating existing users is clear, and I don’t expect issues with that part.
However, I have a question about preserving the user session after the transfer.
My setup:
The app uses Sign in with Apple via a backend-based authentication flow.
On login, the app retrieves the authorization_code and sends it to the backend.
The backend exchanges the code for tokens from Apple, including a refresh_token.
That refresh_token is then used on the backend to validate the user’s identity on subsequent requests.
My concern:
Once I initiate the app transfer, migrate users, and update the backend with new Apple credentials (client ID, team ID, etc.), I assume that the existing tokens issued under the old credentials will become invalid.
So my question is:
Is there a way to maintain the user’s authenticated session through this transition without requiring them to manually sign in again?
I’d like to ensure a seamless experience for users, if possible.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Tags:
Sign in with Apple
Sign in with Apple REST API
I have a swift project with a Watch companion.
Since the update of Xcode in 16.3 version after updating MAcOs , Watch OS, iOS to the latest version . It is quasi impossible for me to make Xcode work with my series 10 Watch. I have a lot of alert box, messages in the "device & Simulator" tool like this
Previous preparation error: A connection to this device could not be established.; Timed out while attempting to establish tunnel using negotiated network parameters.
And many message telling me that Xcode is preparing the Watch , then that it has lost the connexion.
I have to wait some minutes after EACH run of the App to test it again. This is very annoying .
Some of the alerts I have :
And the best to know , is that I can run the APP outside of Xcode , it works, Connects to the iPhone, fetch data and so. the iPhone sees the Watch without and problem.
Reboots can solve for a few minutes the problem. But that is not a solution.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I paid for an Apple Developer membership, but can only sign 3 apps and restricted to 7 day certificates. I don't even seem to have a way to verify if I am in fact enrolled in the developer program despite being charged for it
I've been trying to enroll my account in a paid Apple Developer Program. I've attempted this for the third time, and the billing is in process according to the bank, yet it has been more than 48 hours and still no response. Even through Apple Support, I have not received a response to my inquiry. Please advise.
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program