I sometimes use Xcode 14.2.
Recently, I have an issue with simulators:
on some SwiftUI project, the simulator list is empty.
I created a new project. I see the complete list of simulators, but when running for a simulator, it fails with following diag;
Same error with UIKit project.
Details
Unable to boot the Simulator.
Domain: NSPOSIXErrorDomain
Code: 60
Failure Reason: launchd failed to respond.
User Info: {
DVTErrorCreationDateKey = "2025-06-29 06:16:35 +0000";
IDERunOperationFailingWorker = "_IDEInstalliPhoneSimulatorWorker";
Session = "com.apple.CoreSimulator.SimDevice.134EC197-BA6B-45DF-B5B2-61A1D4F14863";
}
--
Failed to start launchd_sim: could not bind to session, launchd_sim may have crashed or quit responding
Domain: com.apple.SimLaunchHostService.RequestError
Code: 4
--
Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {
"device_model" = "iPhone15,2";
"device_osBuild" = "16.2 (20C52)";
"device_platform" = "com.apple.platform.iphonesimulator";
"launchSession_schemeCommand" = Run;
"launchSession_state" = 1;
"launchSession_targetArch" = "x86_64";
"operation_duration_ms" = 8341;
"operation_errorCode" = 60;
"operation_errorDomain" = NSPOSIXErrorDomain;
"operation_errorWorker" = "_IDEInstalliPhoneSimulatorWorker";
"operation_name" = IDERunOperationWorkerGroup;
"param_consoleMode" = 0;
"param_debugger_attachToExtensions" = 0;
"param_debugger_attachToXPC" = 1;
"param_debugger_type" = 3;
"param_destination_isProxy" = 0;
"param_destination_platform" = "com.apple.platform.iphonesimulator";
"param_diag_MainThreadChecker_stopOnIssue" = 0;
"param_diag_MallocStackLogging_enableDuringAttach" = 0;
"param_diag_MallocStackLogging_enableForXPC" = 1;
"param_diag_allowLocationSimulation" = 1;
"param_diag_checker_tpc_enable" = 1;
"param_diag_gpu_frameCapture_enable" = 0;
"param_diag_gpu_shaderValidation_enable" = 0;
"param_diag_gpu_validation_enable" = 0;
"param_diag_memoryGraphOnResourceException" = 0;
"param_diag_queueDebugging_enable" = 1;
"param_diag_runtimeProfile_generate" = 0;
"param_diag_sanitizer_asan_enable" = 0;
"param_diag_sanitizer_tsan_enable" = 0;
"param_diag_sanitizer_tsan_stopOnIssue" = 0;
"param_diag_sanitizer_ubsan_stopOnIssue" = 0;
"param_diag_showNonLocalizedStrings" = 0;
"param_diag_viewDebugging_enabled" = 1;
"param_diag_viewDebugging_insertDylibOnLaunch" = 1;
"param_install_style" = 0;
"param_launcher_UID" = 2;
"param_launcher_allowDeviceSensorReplayData" = 0;
"param_launcher_kind" = 0;
"param_launcher_style" = 0;
"param_launcher_substyle" = 0;
"param_runnable_appExtensionHostRunMode" = 0;
"param_runnable_productType" = "com.apple.product-type.application";
"param_runnable_type" = 2;
"param_testing_launchedForTesting" = 0;
"param_testing_suppressSimulatorApp" = 0;
"param_testing_usingCLI" = 0;
"sdk_canonicalName" = "iphonesimulator16.2";
"sdk_osVersion" = "16.2";
"sdk_variant" = iphonesimulator;
}
--
System Information
macOS Version 12.7.1 (Build 21G920)
Xcode 14.2 (21534) (Build 14C18)
Timestamp: 2025-06-29T08:16:35+02:00
I filed a bug report: FB18475006
Xcode
RSS for tagBuild, test, and submit your app using Xcode, Apple's integrated development environment.
Selecting any option will automatically load the page
Post
Replies
Boosts
Views
Activity
I have a small playground approx 150 lines no SwiftUI
It also has a 70 line text file
Xcode now thinks I have over 4000 files that have changed and they are Xcode or system files
If I am looking at this list then the Mac Mini will freeze with a frozen mouse, just a stuck mouse pointer.
After a minute or so the Mac will reboot itself.
Any suggestions as to how to fix this would be appreciated.
I have already reinstalled Xcode and the tools and its still the same.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I've been experimenting with using local LLMs in place of ChatGPT in coding assistant. I was able to do this using LM Studio. I found that switching LLMs was a little clunky, but eventually, I was able to make it work. However, none of the LLMs I tried were able to generate error free Swift code. Not surprising at this stage.
I decided to train an LLM (Llama3.1-8b) with Apple's Swift Programming language reference, using Open WebUI, and this worked. I was able to get the LLM to generate working Swift Code that I was able to test in Playgrounds.
The problem I'm having now is that Xcode is locked up on the last LLM I tried out. I've tried deleting all the LLM providers in Settings, leaving only ChatGPT, but Xcode still defaults to the local LLM, even though it throws errors if you try to ask it a question.
I've tried reinstalling Xcode, downloading new versions of sample Xcode projects, and deleting various data files, all to no avail.
I would really like to test the new LLM I've trained in coding assistant, but right now, Xcode won't let me. It won't even let me revert to ChatGPT.
Any idea what this message means? I assume it's coming from CloudKit, but the application seems to store and retrieve data properly.
Xcode failed to provision this target. Please file a bug report at https://feedbackassistant.apple.com and include the Update Signing report from the Report navigator.
Provisioning profile "iOS Team Provisioning Profile: com.OctaneBuddy.ios" doesn't include the com.apple.developer.foundation-models entitlement.
Getting pretty upset at not being able to deploy and test on my phone :/ Works just fine with another project/app though.
I added a new liquid glass icon built with Icon Composer to my app. It works and looks great on iOS 26 but Xcode complains that required icon files for older versions are missing.
I still have the old AppIcon in my Asset Catalog but it seems like it's not being used.
How do I configure Xcode to use the old icons for iOS 18 and the new icon for iOS 26?
Using xcode 26 with linker flag -ld_classic,get an error :
0 0x1042b9778 __assert_rtn + 160
1 0x1042bc560 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) (.cold.3) + 0
2 0x1041f3da8 ld::tool::SymbolTableAtom<x86_64>::classicOrdinalForProxy(ld::Atom const*) + 172
3 0x1041f4c1c ld::tool::SymbolTableAtom::addImport(ld::Atom const*, ld::tool::StringPoolAtom*) + 140
4 0x1041f6500 ld::tool::SymbolTableAtom::encode() + 396
5 0x1041e83a8 ___ZN2ld4tool10OutputFile20buildLINKEDITContentERNS_8InternalE_block_invoke.413 + 36
6 0x182a95b2c _dispatch_call_block_and_release + 32
7 0x182aaf85c _dispatch_client_callout + 16
8 0x182acc478 _dispatch_channel_invoke.cold.5 + 92
9 0x182aa7fa4 _dispatch_root_queue_drain + 736
10 0x182aa85d4 _dispatch_worker_thread2 + 156
11 0x182c49e28 _pthread_wqthread + 232
A linker snapshot was created at:
/tmp/app-2025-06-13-215652.ld-snapshot
ld: Assertion failed: (it != _dylibToOrdinal.end()), function dylibToOrdinal, file OutputFile.cpp, line 5196.
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have a project that uses local SPM packages for modularization. In one of my local SPM packages I have a .storyboard file that gets packaged as a resource in the SPM package and consumed inside the parent.
In Xcode 15.4, the resource bundle for my local SPM Package has the bundle id PackageName-TargetName-resources. I use this inside a parent storyboard to reference the storyboard from the SPM package.
In Xcode 16, however, the resource bundle for my SPM Package gets assigned the bundle id packagename.TargetName.resources.
This, of courses, introduces a crash in builds of my app done with Xcode 16 due to the incorrect bundle id.
There is no documentation of this change that I could find by Apple or by the SPM team.
Apple Team: There is a Feedback Report FB14803020 with the build files attached from Xcode 15.4 and Xcode 16. I cannot attach those here due to the public nature of this forum
When I import both AppIntents and MediaPlayer in the same file, I get the error “No such module '_MediaPlayer_AppIntents’”
To reproduce:
Create a new project with Xcode 26 beta, selecting storyboard UI and swift language.
In ViewController.swift add import AppIntents and import MediaPlayer
Build
Get the error: “No such module '_MediaPlayer_AppIntents’”
Submitted as FB18189693
On my MacBook Pro M4 with macOS 15.5 and Xcode 16.4, I have a simple SwiftUI-based WatchOS application consisting of a NavigationSplitView that displays a short List of items, and a detail view consisting of a TabView {...}.tabViewStyle(.verticalPage) that displays a fixed number of "pages" of detailed information about the selected list item.
When I use XCTest UI Automation with XCUIApplication(), I am finding that I need to add a sleep(1) after every interaction, such as a .tap() or .swipeUp() before I can attempt any assertion such as XCTAssertGreaterThan(app.cells.count, 3) to ensure that the top level List of items is more than 3. All the added sleep(1) statements are making the tests very slow...
It appears that the WatchOS implementation of UI Automation lacks the ability to wait until the UI event queue is idle. Am I the only one seeing this?
When I run the debug memory graph from Xcode I'm getting a set of system objects with warnings.
Are there any tips on how to locate what might be causing these?
What is the policy for data sharing when using Coding Intelligence in Xcode 26? In many environments, sending out source code or even meta data that may be stored in external systems is not allowed. Is there any kind of policy on data persistency / sharing when using the default provider? Is there a way to limit data sharing apart from running models locally?
Are there any details available on how Xcode 26 connects to third party model providers? For example, can Xcode only use OpenAI compatible API endpoints?
When renaming A.value, it also causes the value inside the conditional compilation in checkRename to be renamed.
How to resolve or avoid this situation?
class A {
let value = "1"
}
class B {
var value = 0
}
func checkRename() {
var b = B()
#if os(iOS)
b.value = 456
#elseif os(macOS)
b.value = 789
#endif
}
Xcode Version 15.4 (15F31d).
Topic:
Developer Tools & Services
SubTopic:
Xcode
Like so many, i am getting
The operation couldn’t be completed. (ModelCatalog.CatalogErrors.AssetErrors error 1.)
Domain: ModelCatalog.CatalogErrors.AssetErrors
Code: 1
User Info: {
DVTErrorCreationDateKey = "2025-06-25 12:50:18 +0000";
}
Failed to find asset: com.apple.fm.code.generate_small_v1.tokenizer.generic - no asset
Domain: ModelCatalog.CatalogErrors.AssetErrors
Code: 1
System Information
macOS Version 16.0 (Build 25A5295e)
Xcode 16.4 (23792) (Build 16F6)
Timestamp: 2025-06-25T08:50:18-04:00
error when trying to download the AI extension in XCODE
running Tahoe Beta 2; latest Xcode version
Topic:
Developer Tools & Services
SubTopic:
Xcode
Xcode 16.3 build on ios18.4 ,app can't launch. Then lost connection to the debugger .
but Xcode16.3 with ios18.3 can launch
with iOS 18.4. I and my colleagues are unable to launch the app.
and with the xcode error
error.txt
Topic:
Developer Tools & Services
SubTopic:
Xcode
How to download the runtime simulators for the most recent Xcode 26 beta? The current download command I’m using doesn’t seem to work, and I’m encountering the following issues:
The runtime simulator download command (xcodebuild) requires the version number to be specified explicitly. I’ve tried multiple variations of version names/numbers but haven’t been able to identify the correct naming convention used by Apple for the Xcode 26 beta simulator runtimes.
$ xcodebuild -downloadPlatform IOS -exportPath ~/Downloads -buildVersion 26
Finding content...iOS 26 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0
Finding content...iOS 26.0 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0 beta
Finding content...iOS 26.0 is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion "26.0 beta"
Finding content...iOS 26.0 beta is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion "26.0_beta"
Finding content...iOS 26.0_beta is not available for download.
$ xcodebuild -downloadPlatform iOS -exportPath ~/Downloads -buildVersion 26.0_beta
Finding content...iOS 26.0_beta is not available for download.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I have a Vulkan project on Xcode which should open one window.
I quit Xcode, open Xcode, open my project and then run my project. This results in one window opening.
Then I close the window. Run the project and two windows open on top of each other.
I again quit Xcode, open Xcode, open my project and then run my project. This results in one window opening.
So in order to get my project to run properly (open only one window), I have to restart Xcode.
I have an older Vulkan project I'm working on in Xcode, which opens properly. I'm setting up this project the same way as this older project.
I am following the Setup Vulkan (MoltenVK) With GLFW On Mac Using Xcode - Vulkan Graphics/Games Programming Youtube video. https://www.youtube.com/watch?v=_j3ugZwT3Vc&t=19s
I have my project up on Github, if someone could take a look and tell me what may be wrong with it. https://github.com/flocela/BlackSpider
Thank you. : )
Topic:
Developer Tools & Services
SubTopic:
Xcode
Apple claims you can share files to the Xcode simulator.
The first step works (share-to-simulator context menu exists). But when you execute this nothing happens.
This contradicts the apple documentation which states:
a Simulator opens the Files app, and lets you select where to save the files.
If I instead try to drag and drop between the Mac and the simulator's file manger I receive the message:
Simulator device failed to open file:///Users/me/Downloads/Exchange/ExampleExport.json.
So what is the trick? Is there a missing authorisation that I need to set in the simulator's settings for example?
MacOS: 15.5
Xcode: 16.4 (16F6)
... the latest stable Apple versions.