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Unable to Enable “Media Services (MusicKit, ShazamKit)” When Creating a Key
I am trying to integrate Apple Music API using MusicKit and need to generate a Developer Token. However, when I try to create a new key from the Certificates, Identifiers & Profiles section, the “Media Services (MusicKit, ShazamKit, Apple Music Feed)” option is grayed out. We are getting the error 'there are no identifiers available that can be associated with the key.' Although we did checkmark 'musickit' in app services. I have already: Enrolled in the paid Apple Developer Program Created a valid App ID under Identifiers Logged in as the Account Holder Tried multiple browsers and devices Despite this, the option remains disabled. Could you please enable this or let me know what further steps I need to take? Thank you!
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155
Apr ’25
macOS 虚拟机不能识别手机
Windows 10 使用 VirtualBox 创建的 Monterey 12.6.7 macOS 虚拟机不能识别到 iPhone 7 手机。 iPhone 7 已经连接到电脑主机 (win 10) 的 USB 3.0 口子,手机已经信任电脑。 在 win 10,我看到了 “此电脑\Apple iPhone”,就是说,宿主机识别到了 手机。 现在,开启macOS 虚拟机,虚拟机右下角的 usb 图标,显示并且勾选到了 "Apple Inc. iPhone [0901]",但虚拟机还是没看到手机设备,导致 Xcode 也看不到手机设备。 虚拟机运行后,插拔 iPhone 7 手机,通过 sudo log show --predicate 'eventMessage contains "usbmuxd"' --info 看到了报错信息: 2025-02-13 10:31:06.541201+0800 0xa3c Error 0x0 0 0 kernel: (Sandbox) 1 duplicate report for System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown 2025-02-13 10:31:07.090321+0800 0xf807 Error 0x0 140 0 sandboxd: [com.apple.sandbox.reporting:violation] System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown Violation: deny(1) file-write-mode /private/var/db/lockdown Process: usbmuxd [22583] Path: /usr/local/sbin/usbmuxd Load Address: 0x10564b000 Identifier: usbmuxd Version: ??? (???) Code Type: x86_64 (Native) Parent Process: sudo [22582] Responsible: /System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal User ID: 0 Date/Time: 2025-02-13 10:31:06.793 GMT+8 OS Version: macOS 12.6.7 (21G651) Release Type: User Report Version: 8 MetaData: {"vnode-type":"DIRECTORY","hardlinked":false,"pid":22583,"process":"usbmuxd","primary-filter-value":"/private/var/db/lockdown","platform-policy":true,"binary-in-trust-cache":false,"path":"/private/var/db/lockdown","primary-filter":"path","action":"deny","matched-extension":false,"process-path":"/usr/local/sbin/usbmuxd","file-flags":0,"responsible-process-path":"/System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal","flags":21,"platform-binary":false,"rdev":0,"summary":"deny(1) file-write-mode /private/var/db/lockdown","target":"/private/var/db/lockdown","mount-flags":76582912,"profile":"platform","matched-user-intent-extension":false,"apple-internal":false,"storage-class":"Lockdown","platform_binary":"no","operation":"file-write-mode","profile-flags":0,"normalized_target":["private","var","db","lockdown"],"file-mode":448,"errno":1,"build":"macOS 12.6.7 (21G651)","policy-description":"System Policy","responsible-process-signing-id":"com.apple.Terminal","hardware":"Mac","uid":0,"release-type":"User"} Thread 0 (id: 63477): 0 libsystem_kernel.dylib 0x00007ff80d8368ae __chmod + 10 1 usbmuxd 0x000000010565584e main + 3582 (main.c:816) 2 dyld 0x0000000114e3f52e start + 462 Binary Images: 0x10564b000 - 0x10565afff usbmuxd (0) <0fc9b657-d311-38b5-bf02-e294b175a615> /usr/local/sbin/usbmuxd 0x114e3a000 - 0x114ea3567 dyld (960) <2517e9fe-884a-3855-8532-92bffba3f81c> /usr/lib/dyld 0x7ff80d832000 - 0x7ff80d869fff libsystem_kernel.dylib (8020.240.18.701.6) /usr/lib/system/libsystem_kernel.dylib 2025-02-13 10:35:39.751714+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice 2025-02-13 10:35:45.025063+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
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515
Feb ’25
Workbench Ad Tester not returning preview URLs
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.
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Apr ’25
iOS App'te Elektronik Sözleşme Onayı ve Hukuki Geçerlilik Süreci (KVKK - SwiftUI)
Merhaba, iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı. Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim. Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir. Teşekkürler 🍏
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54
Jul ’25
Developer Account Renewal Country Payment Change
Hi, Help!! So I was in Thailand for a number of years and developed an app over there and signed up as a developer over there. But now I'm in the USA indefinitely and I'm unable to change my payment method. How can I change it? I called the USA support line twice and no one was able to help me. I tried the Thailand phone number and I'm unable to call from the USA. Any suggestions? Thanks!!
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351
Dec ’24
Understanding Mach-O Symbols
This posts collects together a bunch of information about the symbols found in a Mach-O file. It assumes the terminology defined in An Apple Library Primer. If you’re unfamiliar with a term used here, look there for the definition. If you have any questions or comments about this, start a new thread in the Developer Tools & Services > General topic area and tag it with Linker. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Understanding Mach-O Symbols Every Mach-O file has a symbol table. This symbol table has many different uses: During development, it’s written by the compiler. And both read and written by the linker. And various other tools. During execution, it’s read by the dynamic linker. And also by various APIs, most notably dlsym. The symbol table is an array of entries. The format of each entry is very simple, but they have been used and combined in various creative ways to achieve a wide range of goals. For example: In a Mach-O object file, there’s an entry for each symbol exported to the linker. In a Mach-O image, there’s an entry for each symbol exported to the dynamic linker. And an entry for each symbol imported from dynamic libraries. Some entries hold information used by the debugger. See Debug Symbols, below. Examining the Symbol Table There are numerous tools to view and manipulate the symbol table, including nm, dyld_info, symbols, strip, and nmedit. Each of these has its own man page. A good place to start is nm: % nm Products/Debug/TestSymTab U ___stdoutp 0000000100000000 T __mh_execute_header U _fprintf U _getpid 0000000100003f44 T _main 0000000100008000 d _tDefault 0000000100003ecc T _test 0000000100003f04 t _testHelper Note In the examples in this post, TestSymTab is a Mach-O executable that’s formed by linking two Mach-O object files, main.o and TestCore.o. There are three columns here, and the second is the most important. It’s a single letter indicating the type of the entry. For example, T is a code symbol (in Unix parlance, code is in the text segment), D is a data symbol, and so on. An uppercase letter indicates that the symbol is visible to the linker; a lowercase letter indicates that it’s internal. An undefined (U) symbol has two potential meanings: In a Mach-O image, the symbol is typically imported from a specific dynamic library. The dynamic linker connects this import to the corresponding exported symbol of the dynamic library at load time. In a Mach-O object file, the symbol is undefined. In most cases the linker will try to resolve this symbol at link time. Note The above is a bit vague because there are numerous edge cases in how the system handles undefined symbols. For more on this, see Undefined Symbols, below. The first column in the nm output is the address associated with the entry, or blank if an address is not relevant for this type of entry. For a Mach-O image, this address is based on the load address, so the actual address at runtime is offset by the slide. See An Apple Library Primer for more about those concepts. The third column is the name for this entry. These names have a leading underscore because that’s the standard name mangling for C. See An Apple Library Primer for more about name mangling. The nm tool has a lot of formatting options. The ones I use the most are: -m — This prints more information about each symbol table entry. For example, if a symbol is imported from a dynamic library, this prints the library name. For a concrete example, see A Deeper Examination below. -a — This prints all the entries, including debug symbols. We’ll come back to that in the Debug Symbols section, below. -p — By default nm sorts entries by their address. This disables that sort, causing nm to print the entries in the order in which they occur in the symbol table. -x — This outputs entries in a raw format, which is great when you’re trying to understand what’s really going on. See Raw Symbol Information, below, for an example of this. A Deeper Examination To get more information about each symbol table, run nm with the -m option: % nm -m Products/Debug/TestSymTab (undefined) external ___stdoutp (from libSystem) 0000000100000000 (__TEXT,__text) [referenced dynamically] external __mh_execute_header (undefined) external _fprintf (from libSystem) (undefined) external _getpid (from libSystem) 0000000100003f44 (__TEXT,__text) external _main 0000000100008000 (__DATA,__data) non-external _tDefault 0000000100003ecc (__TEXT,__text) external _test 0000000100003f04 (__TEXT,__text) non-external _testHelper This contains a world of extra information about each entry. For example: You no longer have to remember cryptic single letter codes. Instead of U, you get undefined. If the symbol is imported from a dynamic library, it gives the name of that dynamic library. Here we see that _fprintf is imported from the libSystem library. It surfaces additional, more obscure information. For example, the referenced dynamically flag is a flag used by the linker to indicate that a symbol is… well… referenced dynamically, and thus shouldn’t be dead stripped. Undefined Symbols Mach-O’s handling of undefined symbols is quite complex. To start, you need to draw a distinction between the linker (aka the static linker) and the dynamic linker. Undefined Symbols at Link Time The linker takes a set of files as its input and produces a single file as its output. The input files can be Mach-O images or dynamic libraries [1]. The output file is typically a Mach-O image [2]. The goal of the linker is to merge the object files, resolving any undefined symbols used by those object files, and create the Mach-O image. There are two standard ways to resolve an undefined symbol: To a symbol exported by another Mach-O object file To a symbol exported by a dynamic library In the first case, the undefined symbol disappears in a puff of linker magic. In the second case, it records that the generated Mach-O image depends on that dynamic library [3] and adds a symbol table entry for that specific symbol. That entry is also shown as undefined, but it now indicates the library that the symbol is being imported from. This is the core of the two-level namespace. A Mach-O image that imports a symbol records both the symbol name and the library that exports the symbol. The above describes the standard ways used by the linker to resolve symbols. However, there are many subtleties here. The most radical is the flat namespace. That’s out of scope for this post, because it’s a really bad option for the vast majority of products. However, if you’re curious, the ld man page has some info about how symbol resolution works in that case. A more interesting case is the -undefined dynamic_lookup option. This represents a halfway house between the two-level namespace and the flat namespace. When you link a Mach-O image with this option, the linker resolves any undefined symbols by adding a dynamic lookup undefined entry to the symbol table. At load time, the dynamic linker attempts to resolve that symbol by searching all loaded images. This is useful if your software works on other Unix-y platforms, where a flat namespace is the norm. It can simplify your build system without going all the way to the flat namespace. Of course, if you use this facility and there are multiple libraries that export that symbol, you might be in for a surprise! [1] These days it’s more common for the build system to pass a stub library (.tbd) to the linker. The effect is much the same as passing in a dynamic library. In this discussion I’m sticking with the old mechanism, so just assume that I mean dynamic library or stub library. If you’re unfamiliar with the concept of a stub library, see An Apple Library Primer. [2] The linker can also merge the object files together into a single object file, but that’s relatively uncommon operation. For more on that, see the discussion of the -r option in the ld man page. [3] It adds an LC_LOAD_DYLIB load command with the install name from the dynamic library. See Dynamic Library Identification for more on that. Undefined Symbols at Load Time When you load a Mach-O image the dynamic linker is responsible for finding all the libraries it depends on, loading them, and connecting your imports to their exports. In the typical case the undefined entry in your symbol table records the symbol name and the library that exports the symbol. This allows the dynamic linker to quickly and unambiguously find the correct symbol. However, if the entry is marked as dynamic lookup [1], the dynamic linker will search all loaded images for the symbol and connect your library to the first one it finds. If the dynamic linker is unable to find a symbol, its default behaviour is to fail the load of the Mach-O image. This changes if the symbol is a weak reference. In that case, the dynamic linking continues to load the image but sets the address of the symbol to NULL. See Weak vs Weak vs Weak, below, for more about this. [1] In this case nm shows the library name as dynamically looked up. Weak vs Weak vs Weak Mach-O supports two different types of weak symbols: Weak references (aka weak imports) Weak definitions IMPORTANT If you use the term weak without qualification, the meaning depends on your audience. App developers tend to assume that you mean a weak reference whereas folks with a C++ background tend to assume that you mean a weak definition. It’s best to be specific. Weak References Weak references support the availability mechanism on Apple platforms. Most developers build their apps with the latest SDK and specify a deployment target, that is, the oldest OS version on which their app runs. Within the SDK, each declaration is annotated with the OS version that introduced that symbol [1]. If the app uses a symbol introduced later than its deployment target, the compiler flags that import as a weak reference. The app is then responsible for not using the symbol if it’s run on an OS release where it’s not available. For example, consider this snippet: #include <xpc/xpc.h> void testWeakReference(void) { printf("%p\n", xpc_listener_set_peer_code_signing_requirement); } The xpc_listener_set_peer_code_signing_requirement function is declared like so: API_AVAILABLE(macos(14.4)) … int xpc_listener_set_peer_code_signing_requirement(…); The API_AVAILABLE macro indicates that the symbol was introduced in macOS 14.4. If you build this code with the deployment target set to macOS 13, the symbol is marked as a weak reference: % nm -m Products/Debug/TestWeakRefC … (undefined) weak external _xpc_listener_set_peer_code_signing_requirement (from libSystem) If you run the above program on macOS 13, it’ll print NULL (actually 0x0). Without support for weak references, the dynamic linker on macOS 13 would fail to load the program because the _xpc_listener_set_peer_code_signing_requirement symbol is unavailable. [1] In practice most of the SDK’s declarations don’t have availability annotations because they were introduced before the minimum deployment target supported by that SDK. Weak definitions Weak references are about imports. Weak definitions are about exports. A weak definition allows you to export a symbol from multiple images. The dynamic linker coalesces these symbol definitions. Specifically: The first time it loads a library with a given weak definition, the dynamic linker makes it the primary. It registers that definition such that all references to the symbol resolve to it. This registration occurs in a namespace dedicated to weak definitions. That namespace is flat. Any subsequent definitions of that symbol are ignored. Weak definitions are weird, but they’re necessary to support C++’s One Definition Rule in a dynamically linked environment. IMPORTANT Weak definitions are not just weird, but also inefficient. Avoid them where you can. To flush out any unexpected weak definitions, pass the -warn_weak_exports option to the static linker. The easiest way to create a weak definition is with the weak attribute: __attribute__((weak)) void testWeakDefinition(void) { } IMPORTANT The C++ compiler can generate weak definitions without weak ever appearing in your code. This shows up in nm like so: % nm -m Products/Debug/TestWeakDefC … 0000000100003f40 (__TEXT,__text) weak external _testWeakDefinition … The output is quite subtle. A symbol flagged as weak external is either a weak reference or a weak definition depending on whether it’s undefined or not. For clarity, use dyld_info instead: % dyld_info -imports -exports Products/Debug/TestWeakRefC Products/Debug/TestWeakDefC [arm64]: … -imports: … 0x0001 _xpc_listener_set_peer_code_signing_requirement [weak-import] (from libSystem) % dyld_info -imports -exports Products/Debug/TestWeakDefC Products/Debug/TestWeakDefC [arm64]: -exports: offset symbol … 0x00003F40 _testWeakDefinition [weak-def] … … Here, weak-import indicates a weak reference and weak-def a weak definition. Weak Library There’s one final confusing use of the term weak, that is, weak libraries. A Mach-O image includes a list of imported libraries and a list of symbols along with the libraries they’re imported from. If an image references a library that’s not present, the dynamic linker will fail to load the library even if all the symbols it references in that library are weak references. To get around this you need to mark the library itself as weak. If you’re using Xcode it will often do this for your automatically. If it doesn’t, mark the library as optional in the Link Binary with Libraries build phase. Use otool to see whether a library is required or optional. For example, this shows an optional library: % otool -L Products/Debug/TestWeakRefC Products/Debug/TestWeakRefC: /usr/lib/libEndpointSecurity.dylib (… 511.60.5, weak) … In the non-optional case, there’s no weak indicator: % otool -L Products/Debug/TestWeakRefC Products/Debug/TestWeakRefC: /usr/lib/libEndpointSecurity.dylib (… 511.60.5) … Debug Symbols or Why the DWARF still stabs. (-: Historically, all debug information was stored in symbol table entries, using a format knows as stabs. This format is now obsolete, having been largely replaced by DWARF. However, stabs symbols are still used for some specific roles. Note See <mach-o/stab.h> and the stab man page for more about stabs on Apple platforms. See stabs and DWARF for general information about these formats. In DWARF, debug symbols aren’t stored in the symbol table. Rather, debug information is stored in various __DWARF sections. For example: % otool -l Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/TestCore.o | grep __DWARF -B 1 sectname __debug_abbrev segname __DWARF … The compiler inserts this debug information into the Mach-O object file that it creates. Eventually this Mach-O object file is linked into a Mach-O image. At that point one of two things happens, depending on the Debug Information Format build setting. During day-to-day development, set Debug Information Format to DWARF. When the linker creates a Mach-O image from a bunch of Mach-O object files, it doesn’t do anything with the DWARF information in those objects. Rather, it records references to the source objects files into the final image. This is super quick. When you debug that Mach-O image, the debugger finds those references and uses them to locate the DWARF information in the original Mach-O object files. Each reference is stored in a stabs OSO symbol table entry. To see them, run nm with the -a option: % nm -a Products/Debug/TestSymTab … 0000000000000000 - 00 0001 OSO …/Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/TestCore.o 0000000000000000 - 00 0001 OSO …/Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/main.o … Given the above, the debugger knows to look for DWARF information in TestCore.o and main.o. And notably, the executable does not contain any DWARF sections: % otool -l Products/Debug/TestSymTab | grep __DWARF -B 1 % When you build your app for distribution, set Debug Information Format to DWARF with dSYM File. The executable now contains no DWARF information: % otool -l Products/Release/TestSymTab | grep __DWARF -B 1 % Xcode runs dsymutil tool to collect the DWARF information, organise it, and export a .dSYM file. This is actually a document package, within which is a Mach-O dSYM companion file: % find Products/Release/TestSymTab.dSYM Products/Release/TestSymTab.dSYM Products/Release/TestSymTab.dSYM/Contents … Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab … % file Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab: Mach-O 64-bit dSYM companion file arm64 That file contains a copy of the the DWARF information from all the original Mach-O object files, optimised for use by the debugger: % otool -l Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab | grep __DWARF -B 1 … sectname __debug_line segname __DWARF … Raw Symbol Information As described above, each Mach-O file has a symbol table that’s an array of symbol table entries. The structure of each entry is defined by the declarations in <mach-o/nlist.h> [1]. While there is an nlist man page, the best documentation for this format is the the comments in the header itself. Note The terms nlist stands for name list and dates back to truly ancient versions of Unix. Each entry is represented by an nlist_64 structure (nlist for 32-bit Mach-O files) with five fields: n_strx ‘points’ to the string for this entry. n_type encodes the entry type. This is actually split up into four subfields, as discussed below. n_sect is the section number for this entry. n_desc is additional information. n_value is the address of the symbol. The four fields within n_type are N_STAB (3 bits), N_PEXT (1 bit), N_TYPE (3 bits), and N_EXT (1 bit). To see these raw values, run nm with the -x option: % nm -a -x Products/Debug/TestSymTab … 0000000000000000 01 00 0300 00000036 _getpid 0000000100003f44 24 01 0000 00000016 _main 0000000100003f44 0f 01 0000 00000016 _main … This prints a column for n_value, n_type, n_sect, n_desc, and n_strx. The last column is the string you get when you follow the ‘pointer’ in n_strx. The mechanism used to encode all the necessary info into these fields is both complex and arcane. For the details, see the comments in <mach-o/nlist.h> and <mach-o/stab.h>. However, just to give you a taste: The entry for getpid has an n_type field with just the N_EXT flag set, indicating that this is an external symbol. The n_sect field is 0, indicating a text symbol. And n_desc is 0x0300, with the top byte indicating that the symbol is imported from the third dynamic library. The first entry for _main has an n_type field set to N_FUN, indicating a stabs function symbol. The n_desc field is the line number, that is, line 22. The second entry for _main has an n_type field with N_TYPE set to N_SECT and the N_EXT flag set, indicating a symbol exported from a section. In this case the section number is 1, that is, the text section. [1] There is also an <nlist.h> header that defines an API that returns the symbol table. The difference between <nlist.h> and <mach-o/nlist.h> is that the former defines an API whereas the latter defines the Mach-O on-disk format. Don’t include both; that won’t end well!
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971
Mar ’25
Testing and Debugging Code Running in the Background
I regularly bump into folks confused by this issue, so I thought I’d collect my thoughts on the topic into a single (hopefully) coherent post. If you have questions or comments, put them in a new thread here on the forums. Feel free to use whatever subtopic and tags that apply to your situation, but make sure to add the Debugging tag so that I see your thread go by. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Testing and Debugging Code Running in the Background I regularly see questions like this: My background code works just fine in Xcode but fails when I download the app from the App Store. or this: … or fails when I run my app from the Home screen. or this: How do I step through my background code? These suggest a fundamental misunderstanding of how the debugger interacts with iOS’s background execution model. The goal of this post is to explain that misunderstanding so that you can effectively test and debug background code. Note The focus of this post is iOS. The advice here generally applies to any of iOS’s ‘child’ platforms, so iPadOS, tvOS, and so on. However, there will be some platform specific differences, especially on watchOS. This advice here doesn’t apply to macOS. It’s background execution model is completely different than the one used by iOS. Understand the Fundamentals The key point to note here is that the debugger prevents your app from suspending. This has important consequences for iOS’s background execution model. Normally: iOS suspends your app when it’s in the background. Once your app is suspended, it becomes eligible for termination. The most common reason for this is that the system wants to recover memory, but it can happen for various other reasons. For example, the system might terminate a suspended app in order to update it. Under various circumstances your app can continue running after moving to the background. A great example of this is the continued processed task feature, introduced in iOS 26 beta. Alternatively, your app can be resumed or relaunched in the background to perform some task. For example, the region monitor feature of Core Location can resume or relaunch your app in the background when the user enters or leaves a region. If no app needs to be executing, the system can sleep the CPU. None of this happens in the normal way if the debugger is attached to your app, and it’s vital that you take that into account when debugging code that runs in the background. An Example of the Problem For an example of how this can cause problems, imagine an app that uses an URLSession background session. A background session will resume or relaunch your app in the background when specific events happen. This involves two separate code paths: If your app is suspended, the session resumes it in the background. If your app is terminated, it relaunches it in the background. Neither code path behaves normally if the debugger is attached. In the first case, the app never suspends, so the resume case isn’t properly exercised. Rather, your background session acts like it would if your app were in the foreground. Normally this doesn’t cause too many problems, so this isn’t a huge concern. On the other hand, the second case is much more problematic. The debugger prevents your app from suspending, and hence from terminating, and thus you can’t exercise this code path at all. Seek Framework-Specific Advice The above is just an example, and there are likely other things to keep in mind when debugging background code for a specific framework. Consult the documentation for the framework you’re working with to see if it has specific advice. Note For URLSession background sessions, check out Testing Background Session Code. The rest of this post focuses on the general case, offering advice that applies to all frameworks that support background execution. Run Your App Outside of Xcode When debugging background execution, launch your app from the Home screen. For day-to-day development: Run the app from Xcode in the normal way (Product > Run). Stop it. Run it again from the Home screen. Alternatively, install a build from TestFlight. This accurately replicates the App Store install experience. Write Code with Debugging in Mind It’s obvious that, if you run the app without attaching the debugger, you won’t be able to use the debugger to debug it. Rather: Extract the core logic of your code into libraries, and then write extensive unit tests for those libraries. You’ll be able to debug these unit tests with the debugger. Add log points to help debug your integration with the system. Treat your logging as a feature of your product. Carefully consider where to add log points and at what level to log. Check this logging code into your source code repository and ship it — or at least the bulk of it — as part of your final product. This logging will be super helpful when it comes to debugging problems that only show up in the field. My general advice is that you use the system log for these log points. See Your Friend the System Log for lots of advice on that front. One of the great features of the system log is that disabled log points are very cheap. In most cases it’s fine to leave these in your final product. Attach and Detach In some cases it really is helpful to debug with the debugger. One option here is to attach to your running app, debug a specific thing, and then detach from it. Specifically: To attach to a running app, choose Debug > Attach to Process > YourAppName in Xcode. To detach, choose Debug > Detach. Understand Force Quit iOS allows users to remove an app from the multitasking UI. This is commonly known as force quit, but that’s not a particularly accurate term: The multitasking UI doesn’t show apps that are running, it shows apps that have been run by the user. The UI shows recently run apps regardless of whether they’re in the foreground, running in the background, suspended, or terminated. So, removing an app from the UI may not actually quit anything. Removing an app sets a flag that prevents the app from being launched in the background. That flag gets cleared when the user next launches the app manually. Note In some circumstances iOS will not honour this flag. The exact cases where this happens are not documented and have changed over time. Keep these behaviours in mind as you debug your background execution code. For example, imagine you’re trying to test the URLSession background relaunch code path discussed above. If you force quit your app, you’ll never hit this code path because iOS won’t relaunch your app in the background. Rather, add a debug-only button that causes your app to call exit. IMPORTANT This suggestion is for debugging only. Don’t include a Quit button in your final app! This is specifically proscribed by QA1561. Alternatively, if you’re attached to your app with Xcode, simply choose Product > Stop. This is like calling exit; it has no impact on your app’s ability to run in the background. Test With Various Background App Refresh Settings iOS puts users in control of background execution via the options in Settings > General > Background App Refresh. Test how your app performs with the following settings: Background app refresh turned off overall Background app refresh turned on in general but turned off for your app Background app refresh turned on in general and turned on for your app IMPORTANT While these settings are labelled Background App Refresh, they affect subsystems other than background app refresh. Test all of these cases regardless of what specific background execution feature you’re using. Test Realistic User Scenarios In many cases you won’t be able to fully test background execution code at your desk. Rather, install a TestFlight build of your app and then use the device as a normal user would. For example: To test Core Location background execution properly, actual leave your office and move around as a user might. To test background app refresh, use your app regularly during the day and then put your device on charge at night. Testing like this requires two things: Patience Good logging The system log may be sufficient here, but you might need to investigate other logging solutions that are more appropriate for your product. These testing challenges are why it’s critical that you have unit tests to exercise your core logic. It takes a lot of time to run integration tests like this, so you want to focus on integration issues. Before starting your integration tests, make sure that your unit tests have flushed out any bugs in your core logic. Revision History 2025-08-12 Made various editorial changes. 2025-08-11 First posted.
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181
Aug ’25
AR location errors on cellular + WiFi model iPad with device connected to Wi-Fi
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world. The application's behavior varies significantly based on the device's networking configuration: Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation. Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration. Cellular + Wi-Fi (Anomalous Behavior): The iPad is a cellular model (equipped with GNSS/GPS). The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi). When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement. Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
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64
1d
The file .xcworkspace does not exist
I have an xCode project called Vision + CoreML I wanted add some charts into it so I started installing cocoapad for the first time I followed all the steps from installing the latest ruby version to running pod install The critical .xcworkspace had been never created no matter how many times pod install was run. It is nowhere to be found. Could anyone advise me on what went wrong here? Here are some files used to generate Podfile platform :ios, '15.0' target 'Vision + CoreML' do use_frameworks! # Comment the next line if you don't want to use dynamic frameworks pod 'Alamofire', '~> 5.6' # Pods for Vision + CoreML pod 'Charts' end and here is the command prompt output ls MacBook-Pro-3:NotAbgabe myusername$ ls App Main View Configuration Models Documentation Podfile Extensions README.md Image Predictor Vision+Core-ML.xcodeproj LICENSE I ran all the commands under the NotAbgabe folder. Not sure if xcworkspace is hidden somewhere between the files
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570
Jan ’25
C compilation problem
Hi Would someone happen to know how to solve the problem when installing Concorde.jl in julia: (@v1.11) pkg> add Concorde Resolving package versions... No Changes to ~/.julia/environments/v1.11/Project.toml No Changes to ~/.julia/environments/v1.11/Manifest.toml Precompiling project... ✗ Concorde 0 dependencies successfully precompiled in 2 seconds. 238 already precompiled. 1 dependency errored. For a report of the errors see julia> err. To retry use pkg> precompile (@v1.11) pkg> build Concorde Building Concorde → ~/.julia/scratchspaces/44cfe95a-1eb2-52ea-b672-e2afdf69b78f/5d9f1b1a480235ffdd3c8ab8cab011aa9afe81af/build.log ERROR: Error building Concorde, showing the last 100 of log: x ./concorde/TOOLS/prob2tsp.c x ./concorde/TOOLS/showres.c ... x ./concorde/VERIFY/Makefile.in x ./concorde/README loading cache ./config.cache checking host system type... Invalid configuration darwin': machine darwin' not recognized checking for prespecified compiler options... no checking for gcc... (cached) gcc checking whether the C compiler (gcc -fPIC -O2 -g ) works... no configure: error: installation or configuration problem: C compiler cannot create executables. ERROR: LoadError: failed process: Process(bash -c "CFLAGS='-fPIC -O2 -g' ./configure --with-qsopt=/Users/poss/.julia/packages/Concorde/VRfqN/deps/qsopt --host=darwin", ProcessExited(1)) [1] It seems to be related to the M3 processor as I have the same error on another Mac with that processor, while the M2 I tried on could install the package properly. It is related to my C compiler, but the latter works, despite the error "checking whether the C compiler (gcc -fPIC -O2 -g ) works... no" poss@Mac-de-Michael ~ % gcc --version Apple clang version 16.0.0 (clang-1600.0.26.6) Target: arm64-apple-darwin24.1.0 Thread model: posix InstalledDir: /Library/Developer/CommandLineTools/usr/bin poss@Mac-de-Michael ~ % gcc -fPIC -O2 -g test.c Best, Michaël.
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219
Feb ’25
AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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114
Oct ’25
Apple Developer certificate Revoke
I have received email about your development certificate has been revoked, but couldn't identify who did that, due to this revocation one of our enterprise application stopped working. So posting here to seek some suggestion on following 1.) Identification of Revoking Party: Though I have already raised a support ticket to Apple still waiting for their reply. Is it possible for Apple to send logs or account activity logs that from which account or who did the revocation? 2.) How much does Apple take to reply to the support tickets. 3.) No one else received email in my development team. Is it because the certificate which I created is revoked that's the reason only I have received email? 4.) May I know what are the other scenarios that certificate can be revoked other than a human error? 5.) Is there a way for us to internally monitor activity within our developer account, such as identifying who has been actively logged in and updating certificates?
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435
Jan ’25
The iPhone set display and brightness to automatic, the App is placed in the dock column at the bottom of the desktop, and the icon showing the dark mode appears in the light mode. Is this a system problem?
The iPhone set display and brightness to automatic, the App is placed in the dock column at the bottom of the desktop, and the icon showing the dark mode appears in the light mode. Is this a system problem? device: iPhone 16 pro max system version: 18.2
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285
Dec ’24
Fairplay 4.x Certificate Revocation
I created a fairplay.cer file using the below commands : openssl genrsa -out private_key.pem 1024 openssl req -new -key private_key.pem -out request.csr Here, I manually entered the Country, Organization, etc. I was supposed to use the below commands to make the same : openssl genrsa -aes256 -out privatekey.pem 1024 opensslreq-new-sha1-keyprivatekey.pem-outcertreq.csr-subj "/CN=SubjectName /OU=OrganizationalUnit /O=Organization /C=US" Owing to this, I am unable to create a .p12 file through Keychain Access. I thus want to generate a new fairplay.cer file for Fairplay 4.x. I want to revoke the certificate in order to generate a new one (as it has a limit of 1 certificate for Fairplay) Requesting developer support from Apple. Have raised multiple requests over the past 4 days.
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400
Dec ’24