building gcc14-libgcc14 using Macports + Apple clang
returns following error
In file included from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/message.h:78,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/arm/thread_status.h:40,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/machine/thread_status.h:35,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/loader.h:52,
from /Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach-o/dyld.h:30,
from /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_lang_gcc14/libgcc14/work/gcc-14.2.0/libgcc/config/darwin-crt-tm.c:29:
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:510:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int, unsigned int)'}
510 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint32_t b)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'}
498 | MPG_PAYLOAD(uint8_t flag, uint32_t a)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:523:1: error: conflicting types for 'MPG_PAYLOAD'; have 'uint64_t(uint8_t, uint32_t, uint16_t, uint16_t)' {aka 'long long unsigned int(unsigned char, unsigned int, short unsigned int, short unsigned int)'}
523 | MPG_PAYLOAD(uint8_t flag, uint32_t a, uint16_t b, uint16_t c)
| ^~~~~~~~~~~
/Library/Developer/CommandLineTools/SDKs/MacOSX26.sdk/usr/include/mach/port.h:498:1: note: previous definition of 'MPG_PAYLOAD' with type 'uint64_t(uint8_t, uint32_t)' {aka 'long long unsigned int(unsigned char, unsigned int)'}
498 | MPG_PAYLOAD(uint8_t flag, uint32_t a)
libgcxx compiles fine
if forcing compile using clang20/clang19 there is no error.
Xcode
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This week I update from Xcode 16.0 to Xcode 16.4.
Today I realized, that the Menu item "New Group without Folder" does no more appear, when I press the option key.
I tried to find an answer with DuckDuch Go and Chat GPT, but without success.
Can anyone help me, how to fix that issue?
Thanks a lot.
I'm trying to bring up an existing macOS app workspace to build against the macOS 26 SDK, however Xcode 26b1 is producing the following error, and I'm unable to proceed:
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: error reading '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap': No such file or directory
/Users/tonyarnold/Documents/Reveal/<unknown>:1:1: failed to emit precompiled module '/Users/tonyarnold/Library/Developer/Xcode/DerivedData/ModuleCache.noindex/_Builtin_stdbool-LVR359SH1U4537HG9T3JOGN.pcm' for module map '/Applications/Xcode-beta.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/clang/17/include/module.modulemap'
I've checked and the module map that it claims is missing is there on the filesystem.
Is this a known issue with this beta?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Anyone else notice that Xcode 16.1 seems to have stopped building universal binaries for both debug and release builds even though under "Build Settings-Build Active Architecture" both Debug and Release are set to NO. We had been using the universal binary builds out of Debug for preliminary tests on Intel based machines. The Architectures setting is set to: Standard Architectures (Apple Silicon, Intel) - $(ARCHS_STANDARD).
I started a brand new empty app and it does the same thing.
A workaround is to set the Destination in Xcode's menu bar to "Build on Any Mac" and then find the binary and drag it to the Intel computer. You can't run that one though from Xcode. Another workaround is to build an Archive and drag that one.
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If you have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
Seems like converting groups into folders looks like a great way to clear up the project file and reduce merge conflicts for large teams, started trying it today and it even lead us to find some untracked/unused files in the project. This structure also seems to be the default now after Xcode 16. The question is, are there any downsides to converting groups to folders, the one ones that come to mind is losing Xcode virtual file ordering, which is no biggie. If your have an "enterprise level app" would love to hear your experience if your team decided to convert to a folder structure.
In WWDC25 Video "Explore localization with Xcode" they show how to use generated symbols from string catalogs. This is a great feature and I'd like to use it. However most of my code is split across smaller SPM packages.
In the video they say at 19:20:
Finally, generated symbols help you avoid boilerplate code in frameworks and packages.
I've been able to use the refactoring tool to convert strings from my catalog to use generated symbols. Afterwards the code doesn't compile anymore:
Type 'LocalizedStringResource' has no member ''
Unfortunately the video only showcases this for frameworks but not for packages. Since they clearly speak about packages I'd like to learn how to use the feature for my packages.
Hello Apple Developer Community. I only wanted to ask you guys, what I can do, if the ChatGPT Model isn't working in Xcode 16 (because of the Code Assistance).
Because when I try to use it, it says, that I need to connect a Model, which I already did with the ChatGPT Integration.
Can somebody help me with this?
Thanks :)
Device Info:
MacBook M3 - Midnight - 16GB RAM
(These are Pictures of the Errors)
how do we add google models, deepseek, or mistral into xcode 26 intelligence model providers ?
Hi Apple Developer Community. I have a problem with opening my Xcode File in Xcode 16. It says, that a specific File is missing and I don't know how to resolve this. Can someone help me?
Thanks for the help :)
How do I make std::string look like a char array? The expression viewer for std::strings is horrible.
Hi everyone,
I’ve been troubleshooting this for days — my app icon doesn’t show in the Simulator or TestFlight builds, despite what seems like a perfect setup.
✔️ What I’ve Already Verified:
AppIcon.appiconset includes all required PNGs (20x20 up to 1024x1024)
Contents.json is valid and complete (see attached)
Asset catalog folder is named AppIcon
Set correctly in Project > General > App Icon Source = "AppIcon"
Cleaned build folder, restarted Xcode, and tried on multiple simulators
Even used a fresh Xcode demo project — same result
🧪 Setup Details:
Xcode version: [replace with your version, e.g. 15.3]
iOS Deployment Target: [e.g. iOS 16.0]
App Type: SwiftUI
🔍 Screenshots Attached:
Assets.xcassets structure
Project > General tab (App Icon section)
Info.plist
Contents.json
Blank icon on simulator home screen
❓ Questions:
Could this be a metadata or cache corruption?
Is there a known issue with icons not rendering in recent Xcode builds?
Any workaround to force refresh the icon system?
Any help is deeply appreciated — thank you in advance!
Topic:
Developer Tools & Services
SubTopic:
Xcode
New betas of the platforms were released today (June 23), but I don't see any update for Xcode. Is there a way to get the Xcode 26 beta 1 to install the beta2 OSes for the simulator somehow? Or do we simply need to wait for an update?
WKWebView based apps crash in today's Xcode 16.4 iOS 18.5 simulator with messages including:
"Library not loaded: /usr/lib/swift/libswiftWebKit.dylib"
and of the form
"/Users/yyy/Library/Developer/Xcode/DerivedData/zzz/Build/Products/Debug-iphonesimulator/libswiftWebKit.dylib' (no such file)"
If I do this:
NSString *name = @"Jim";
NSMenuItem *menuItem = [[NSMenuItem alloc]init];
// Analyze does show localization warning when format string is used.
menuItem.title = [NSString stringWithFormat:@"Hello %@",name];
I expect to get the following warning:
User-facing text should use localized string macro
But I don't. However if I do this:
menuItem.title = @"What";
I do get the warning about localization as expected and as desired when I run Analyze. Is this considered a bug?
Thanks!
When the Icon Composer file is imported into the project folder, and after building, there is a warning that says:
Failed to parse icontool JSON output.
Parts of the warnings show this:
Entity: line 1: parser error : Start tag expected, '<' not found
\211PNG
^
Entity: line 1: parser error : Start tag expected, '<' not found
\211PNG
^
Entity: line 1: parser error : Start tag expected, '<' not found
\211PNG
^
/* com.apple.actool.notices */
warning: Failed to parse icontool JSON output.
Underlying Errors:
Description: The data couldn’t be read because it isn’t in the correct format.
Failure Reason: The data is not in the correct format.
Debug Description: Garbage at end around line 6, column 0.
/* com.apple.actool.compilation-results */
I have created the icon with png files in each layer group in icon composer.
However the project is able to compile, and running shows the correct icon.
What is the issue with this?
In 2020 I created FB7719215, which I updated several times (including just now) and in 2021 I created FB9204092, but the issue is still there: when I keep Xcode open (currently version 16.3), my battery drains much quicker, even when it's apparently idle. For instance, today I barely did anything in Xcode, but still it has been at a constant 90% CPU for the last hours, and I keep checking the battery percentage to check how much time I have left.
Does anyone at Apple has an explanation, workaround and/or fix?
I am developing an iPhone and watch app with xcode.
I bought a new Mac and when I tried to build it with xcode, I got the message
"/Users/watanabekensuke/TennisData/TennisDataMax/TennisDataMax Watch App/headlinea-regular.ttf lstat(/Users/watanabekensuke/TennisData/TennisDataMax/TennisDataMax Watch App/headlinea-regular.ttf): No such file or directory (2)"
and I couldn't build it. Can someone help me?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Using Xcode 26.0 beta (17A5241e)
Wanted to try out raw identifiers for Swift Testing tests, and while they work, syntax colorization is dreadful. Much less readable then just using a custom name with @Test.
Feedback: FB18260756
Example with a raw identifier of some example test name:
Xcode 16.4, MacOS Sequoia 15.5
If I try to use a logger in an Xcode Playground e.g.
import os
import UIKit
var logger = Logger(subsystem: "Loggertest", category: "")
logger.info("Hello, world!")
I get the following error
error: Couldn't look up symbols: ___dso_handle ___dso_handle Hint: The expression tried to call a function that is not present in the target, perhaps because it was optimized out by the compiler.
Its the logger.info ... that is causing the error.
I have raised FB18214090 but there are no other reports.
I would be grateful if some of you could verify if the Playground runs or errors on your system.
A workaround, still using Logger, would be a great help.
Thanks,
Chris
Topic:
Developer Tools & Services
SubTopic:
Xcode