I'm getting this error trying to compile my framework, which I newly added some Swift code to:
<module-includes>:1:9: note: in file included from <module-includes>:1:
#import "LibcOverlayShims.h"
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX12.3.sdk/usr/lib/swift/shims/LibcOverlayShims.h:80:15: error: declaration of 'sem_t' must be imported from module 'Darwin.sys.semaphore' before it is required
static inline sem_t *_stdlib_sem_open2(const char *name, int oflag) {
^
/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX12.3.sdk/usr/include/sys/semaphore.h:43:13: note: declaration here is not visible
typedef int sem_t;
^
<unknown>:0: error: could not build Objective-C module 'SwiftOverlayShims'
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I get this errorif I either attempt to install to an empty APFS partition, or if I convert a working HFS+ partition and attempt to reinstall onto it to make it bootable.
Just like this topic:
https://developer.apple.com/forums/thread/713211
Except this also applies to the latest Xcode 15 beta 2.
The Attach to process feature seems to be broken, as it is unable to enumerate a process list and display it for me to choose from. It just says "Getting process list..." forever.
Edit: I seem to have found the problem. It is dependent on having a project currently open in Xcode. I am trying to debug a binary from someone else without their projects, just to peek at the Metal scene capture, and thus did not think to open a project first. Opening a project makes the process list fill out.
I have added multiple status icons to my project, in the form of .icon files created with Icon Composer. The main app icon works, but the status icons are not working.
I am attempting to load the images from the asset catalog using NSImage imageNamed:, and apply them to the NSApp dockTile using NSGlassEffectContainerView. I don't even know if that attempt is going to work, as I never get past the stage of NSImage loading the icons.
Maybe someone on the forums knows what to do there? I'd be willing to use one of my coding support incidents to work through this if necessary, as my two incidents will expire as my subscription rolls over in August anyway.
My project lives at https://github.com/losnoco/cog/, and the Tahoe attempt WIP lives in the wip.tahoe branch, with the latest commit as of this post being the attempt to adapt the Dock Icon generation.
I'd love to know if I can adapt this easily. I'm also still trying to support existing non-Glass custom .png icons the user can add to their profile folder with buttons in the preferences, as well as supporting legacy status icons on pre-Tahoe installs. I also try to add a progress bar to the dock tile view when the app is processing something at length.
... unless you copy the Frameworks folder from the News app into it. Yes, that's right, Home, as distributed with the first beta, is missing its Frameworks folder.
I am trying to use NSURLSession for http and https streaming, but I encounter numerous issues doing so. For one thing, my file open function must be synchronous, since the caller is expecting to be able to start reading data the moment the open function returns. Also, the read requests are expected to complete on the same thread as the file is opened from, which also implies synchronous access. I also do my own decoding and playback interface, and support a whole host of exotic formats, so it's really impractical for me to use the AVPlayer interface.I also have a concern with using Core Audio to decode indeterminate length non-seekable streams which may not start on a packet boundary, but I'll take that to another sub forum of this site, since it's not really a networking question.
Apparently, now plain iMessage sticker packs require a privacy policy, so where can I find one that discloses that it would be impossible for my sticker pack to collect any information, so I can publish a new version of the thing?
I just installed the release candidate last night, and now most apps can't capture my webcam's full resolution. It's a Logitech C615, and it supports 1080P 30fps, but only over MJPEG. Now apps are either capturing incredibly choppy video, or capturing at the low resolutions the camera supports over RGB.
The question speaks for itself. Is there any exposed API for accessing or implementing Spatial Audio, for virtual surround playback, say, from doing my own multi-channel decoding and outputting to discrete surround speaker positions, and having that track a user wearing a Spatial Audio compatible headphone or earphone device attached to their Mac via Bluetooth?
I maintain an audio player, and I currently implement a fixed position spatial audio downmixer for surround, as an option. I would also like to support Spatial Audio downmixing via the OS. And I do not want to have to convert my app to a Catalyst app and lose a good chunk of backwards compatibility with older macOS versions to do this.
I have no idea how to solve this. I am not using many local variables, yet I am hitting the 512 KiB stack size limit for secondary threads. My app has already been close to hitting this, now it's definitely hitting it.
How the heck do I trace this down? Instruments has nothing about stack memory usage.
On macOS Monterey beta 7, the Twitter app is no longer producing any sound. I have to share the tweets, and open the link in Safari, to get any sound.
I have had a consistent bug since macOS Developer beta 9, and continuing with beta 10. First it happened with Myst from the GOG.com store, version 1.5.3, which is an Unreal Engine 4.26 title, and Apple Silicon native. Then it happened again with the latest release of Wonderbox from Apple Arcade, which is also now an Apple Silicon native title, and another Unreal Engine 4.26 title.
I will launch and play the game while a Skype video call is idling away on my other monitor. Within about 20 minutes of gameplay, the GPU will lock up, and all keyboard shortcuts will stop working. Within about one minute of that happening, the displays will shut off. At least with Wonderbox, the running game audio kept playing, but the game event loop did stop on its own, so the audio that persisted was the background music and the event sounds that were running when it locked up. The audio continues looping, so the game audio thread is still processing at this time.
At this point, the only access I had to the machine was to SSH into it with my iPad, and monitor processes with the top command, which showed that a crash was being logged. After that crash logged, I kill'd the game executable, which stopped the audio. Then I attempted to HUP WindowServer, which only killed it, and didn't bring back my displays.
I eventually sudo reboot'd the machine, which took a while to process, and when I booted back up, it reported that the machine apparently did panic, either before or during my attempted reboot.
The panic logged indicated that the GPU had crashed or something like that.
A snippet of the panic:
panic(cpu 4 caller 0xfffffe00152a95a8): GFX NMI FIQ - agx_interrupt(4) - failed to transition to state 0 (_iopStatus=7)
RTKit: RTKit-1826.40.9.release - Client: not set
Feedback reported, reference number FB9704932
Since you don't provide a report feature, or let me reply or comment on the issue, I'll post a new issue and link the other one here: https://developer.apple.com/forums/thread/700578
Please give this issue the attention it deserves: deletion so it stops showing up in search results. It's so obviously nonsense that I don't even know where to begin.
As mentioned in the title, whenever an iMac19,2 owner running 10.15.7 runs my app, which features a scene with grain noise and rendering against a transparent background, it crashes like so:
Crashed: CVDisplayLink
0 libobjc.A.dylib 0x681d objc_msgSend + 29
1 SceneKit 0x250780 SCNMTLComputeCommandEncoder::dispatchOnTexture2DWithoutOptimizedThreadGroupPerGrid(id<MTLTexture>, id<MTLComputePipelineState>) + 104
2 SceneKit 0x15abf6 C3D::getGrainNoise256(id<MTLCommandBuffer>, SCNMTLRenderContext*, C3D::RenderGraphResourceManager&) + 403
3 SceneKit 0xc6a9e C3D::CompositePass::compile() + 1410
4 SceneKit 0x391a46 C3D::RenderGraph::allocateResources() + 2198
5 SceneKit 0x14dc2d C3DEngineContextRenderWithRenderGraph + 52
6 SceneKit 0x22666b -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] + 532
7 SceneKit 0x227222 -[SCNRenderer _drawSceneWithNewRenderer:] + 281
8 SceneKit 0x227786 -[SCNRenderer _drawScene:] + 46
9 SceneKit 0x227c8b -[SCNRenderer _drawAtTime:] + 965
10 SceneKit 0x214d29 -[SCNView _drawAtTime:WithContext:] + 542
11 SceneKit 0x214653 -[SCNView SCN_displayLinkCallback:] + 306
12 SceneKit 0x1af4f8 __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke + 49
13 SceneKit 0x2a1468 __36-[SCNDisplayLink _callbackWithTime:]_block_invoke.13 + 52
14 libdispatch.dylib 0x2658 _dispatch_client_callout + 8
15 libdispatch.dylib 0xe6ec _dispatch_lane_barrier_sync_invoke_and_complete + 60
16 SceneKit 0x2a13c5 -[SCNDisplayLink _callbackWithTime:] + 307
17 SceneKit 0x2a10c6 _cvDisplayLinkCallback + 261
18 CoreVideo 0x2e92 CVDisplayLink::performIO(CVTimeStamp*) + 230
19 CoreVideo 0x22c8 CVDisplayLink::runIOThread() + 626
20 libsystem_pthread.dylib 0x6109 _pthread_start + 148
21 libsystem_pthread.dylib 0x1b8b thread_start + 15
I have developer an app, and it is in the App Store now, but apparently, I have done something rather pointless.
I granted it the entitlements:
com.apple.security.assets.movies.read-only
com.apple.security.assets.music.read-only
com.apple.security.files.downloads.read-only
But I have no idea how to get the system paths associated with these entitlements. Currently, the user has to manually grant permission to files in these paths for them to work, as I have no idea how to exclude them from requirement to ask the user to add the directories.
[[NSFileManager defaultManager] URLForDirectory:..] is useless, as it returns paths inside the app's container.
This is also challenging, as I default to setting a file tree browser to the user's Music directory, which can be located anywhere, but instead, it points inside the sandbox container.