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Update metadata for an already submitted feedback
I submitted a Feedback (FB17843422) on Monday evening after the keynote about Tahoe beta 1. At the time it still wasn't listed in the "What build does the issue occur on?" dropdown. I selected "I'm not sure" instead hoping I could update it later but as far as I can tell that isn't the case since "Add more information" only lets me add additional comments. Is there some way for me to do that or is it even necessary?
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85
Jun ’25
How do I get HomeKit accessories to show up in the iOS Simulator?
I'm finding developing for HomeKit using the iOS Simulator utterly confounding. All of my home's actual HomeKit accessories show up fine when I run the HomeKit app I'm developing on my actual phone. But none show up when I run my app in the iOS Simulator. Maybe that's how it's supposed to be? I decided to run the HomeKit Accessory Simulator in an attempt to get something to show up in the iOS Simulator, but the accessories I've created there don't show up in the Simulator either. How do I get devices to show up in the iOS Simulator? Thanks.
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361
Jun ’25
Issue with Custom element
Hi, We are seeing the below error in our angular application where we use the custom elements. Can you please help us to resolve the issue? [Error] TypeError: new.target does not define a custom element. The same code works fine in other browsers.
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225
Feb ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
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Sep ’25
Is it possible to use Mac Os as a container?
hello developers, First priority I couldn't find a proper title for the question :( The reason why I open a topic here is not to find the answer by direct point shooting; My goal is what do Apple, Developer, Companies and Devops teams think and comments about the subject I'm going to ask here? We use Jenkins as the Devops CI/CD tool at our company, and in Macos/Apple/iOS development, we use a lot of Mac Mini devices. Since we build/compilers on a project-based, version-based basis, we cannot get 100% efficiency from our devices. (For example, because the dependencies of a project are different from other projects; we dedicate only 1 Mac Mini to that project. (As the dependecys of the projects are too many and large, the migration process is very difficult for us, the cost of moving to a lower-level Mac Mini device is high / but this is just an example)) While researching, I saw that there is no docker container image for MacOs X (enterprise or legal) and I know about the Apple EULA. (For virtualization, Apple hardware must be used as a basis. Because the MacOs system is paid for on a device-based basis.) What I want to ask here is can I find or create a MacOs docker container image legally? How is the structure of other companies in their CI processes? If I install MacOs with more than one VMware/VirtualBox on Mac Mini, What harm could it do me in Jenkins? (I'm curious about people's comments on this.)
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5.9k
Jan ’25
Unable to download the latest EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate."
Hi Team, I’ve tried downloading the EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate from multiple sources, but all the links I found point to expired versions. Could you please help me with the URL to the latest version of this certificate? Here are the links I’ve already tried, but none of them worked: https://project-chip.github.io/connectedhomeip-doc/guides/darwin.html#profile-installation https://github.com/project-chip/connectedhomeip/blob/master/docs/guides/darwin.md Apple Site Looking forward to your support. Thanks, Mantosh Kumar
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178
Sep ’25
Change the OSLog level that is written to Xcode console of a dependent library
I'd like to give control to the app developer that uses my library to select which level of logs they'd like to see from my lib (e.g. do they want to see all debug messages or just errors). I know there are filtering controls that Xcode gives us, but I'm wondering if there is a way to pull this off with code. Ideally the user callsite would look like MyLib(logLevel: .info). And then I would pass that info level somehow to OSLog. Today, I create my logger like this: let myLogger = Logger( subsystem: Bundle.main.bundleIdentifier ?? "UnknownApp", category: "MyLibrary" ) As far as I can tell, there is nothing I can then pass to my myLogger instance to configure the threshold level. I'm imagining an interface like: myLogger.logLevel(.warning) // Later... myLogger.debug("You won't see this") myLogger.error("But you will see this") Does OSLog and friends give us any ability to do this out of the box, or are we building little wrappers around OSLog to accomplish this? Thank you, Lou
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431
Mar ’25
Method for privileged action using Framework
I'm exploring using a handful of frameworks to share code between macOS apps. However, one of these frameworks needs privilege to function. The main app has a helper tool utilizing SMAppService. However, I can't work out if there's a feasible way to use that helper tool to support the framework dependency. Should I be creating a second helper tool for the framework instead? Or am I barking up the wrong tree? Thanks!
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505
Jan ’25
How to package a static library and headers into an XCFramework?
I have static libraries and headers of a C++ project that I believe are correctly built for iOS and iOS Simulator destinations. The C++ project is built via CMake with something like: cmake dirName \ -G "Unix Makefiles" \ -B buildDir \ -DCMAKE_INSTALL_PREFIX=installDir \ -DCMAKE_SYSTEM_NAME=iOS \ -DCMAKE_SYSTEM_PROCESSOR=arm64 \ -DCMAKE_OSX_ARCHITECTURES=arm64 \ -DCMAKE_OSX_SYSROOT=$(xcrun --sdk iphonesimulator --show-sdk-path) \ -DCMAKE_OSX_DEPLOYMENT_TARGET=15.0 ... cmake --build buildDir --config Release --target install I believe those are all the important parameters. This gives me a static library (.a) and headers that I believe should be compatible with arm64 iOS simulators, and I do this same thing for x86_64 architecture with simulators and for actual iOS non-simulator via the iphoneos SDK path. I'm pretty sure this gives me the correct static lib and headers. Let's assume it does because I'm not able actually create the XCFramework to know if they're right. This does work with a macOS lib and headers, but I need iOS for this library. How do I package this into an XCFramework now? This Apple developer articles says I should be a able to create an xcframework via xcodebuild -create-xcframework -library libName.a -headers include but when I try to do this with my my iOS arm64 simulator static lib I get: error: binaries with multiple platforms are not supported '/Users/.../install/ios-arm64-simulator/libName.a But, when I run: lips -info libName.a I get Non-fat file libName.a is architecture arm64, so, I'm not sure what to do here. Trying to extract arm64 from that static library also produces an error as it it is just an arm64 lib. I'm not really sure what's going on, but from reading online this specific command, xcodebuild -create-xcframework is a consistent pain point in the process of trying to get an XCFramework, and the seemingly only workaround is to archive a framework project and then create the xcframework via xcodebuild -create-xcframework -archive MyFramework.xcarchive -framework[or -library]. However, how am I supposed to get this static lib and headers into a suitable xcodeproj so that I can archive it correctly? Everytime I try to copy the headers and static lib into the Framework xcodeproj and set what I believe are all the correct settings, my .xcarchive is always empty. Does anyone have any advice here on how to get this to work? The main impetus for trying to get this C++ static lib and headers into an XCFramework as that seems like the only valid way to link a 3rd party C++ lib to an SPM package and have the C++ package be interfaceable with Swift.
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556
Feb ’25
Compile apple
Ive been working on android studio and have my app put together and was gonna start thr apple process and everything I read says I'll need a Mac to do it. Can someone either point me in the right direction or could I send my code over and someone compile my code for me?
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251
Jan ’25
iOS Sdk Version vs iOS Version
When you update XCode it updates the sdk version, but do changes in the sdk take effect for apps running in a lower iOS version or only the corresponding iOS version or higher? For instance, https://developer.apple.com/documentation/ios-ipados-release-notes/ios-ipados-18_1-release-notes Do changes listed in the notes only happen for apps that are running on iOS 18.1 devices or on any device with the app compiled against the 18.1 sdk version? Am I the only person who finds the docs totally unclear on this?
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480
Feb ’25
Command Line Tool Embedding in SwiftUI App
I have added 2 command line tools in my swiftUI app for macOS, it was working fine locally, but it gives error when i try to make archive of it. I am not sure about the reason, but it was related to sandboxing the command line tools, after this i have tried multiple solutions but i am unable to resolve this issue, how should i handle the helper command line tools
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426
Feb ’25
How to upgrade an iPad to iOS 17 for testing?
Hi. I have an iPad 7th gen running iPadOS 14.8.1. For testing purposes, I want to upgrade it to the latest release of iPadOS 17, even though the device wants me to upgrade to iPadOS 18.5. Is there a way to upgrade it to iPadOS 17? btw this would free-up a newer iPad running iPadOS 17 so I can install iPadOS 26 beta. Thank you.
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61
Jun ’25
How can I find the error in a TestFlight crash report?
I have uploaded my app to App Store Connect TestFlight. Then I have downloaded it in TestFlight on my iPad. But the app always crashes a few seconds after opening. It seems to be always the same issue. I have a few crash reports in App Store Connect--&gt;App name--&gt;TestFlight--&gt;Feedback--&gt;Crashs. I have opened a crash report in Xcode but I don´t find the error that causes the crash. How can I find the error in Xcode? Is it possible to find the class and line in the class where the crash happened? In addition, how can I export a crash report from Xcode? The crash doesn´t happen in debug mode on my iPad, it only happens when I install and open my app after downloading it from TestFlight on my iPad.
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654
Jan ’25
Missing Sources in Apple OSS Distributions
I noticed that there are numerous missing source repositories. For instance: https://github.com/apple-oss-distributions/IOHIDFamily/blob/07b14847cb5b4e0f826a3970961624969e443a6e/IOHIDFamily.xcodeproj/project.pbxproj#L4274 Many files referenced in the xcodeproj are listed but do not actually exist in the repositories.
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354
Feb ’25