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How do I determine whether a framework contains bitcode?
Hi there I've recently had my upload rejected in Xcode Organizer as a result of one of the frameworks we use containing bitcode. Error: [ContentDelivery.Uploader.XXXXXXXXXX] Validation failed (409) Invalid Executable. The executable 'Sam.app/Frameworks/Foo.framework/Foo' contains bitcode. Is there an accurate way to determine whether an .xcframework contains bitcode ahead of time without using Xcode Organiser? My current methodology is below, please can I get some confirmation that this is accurate, or suggest a more efficient approach? I have concerns about my approach and whether it throws false positives for empty bitcode markers. 1. get original framework size 2. run xcrun bitcode_strip -r framework_path -o temp 3. get new framework size 4. if new size is smaller than original, then it contains bitcode Thanks for the help, Sam
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1.1k
Feb ’25
Xcode asset validation failed
Hi all, First time trying to upload a game to the App Store, having some trouble with it. I have managed to build my Unity Project and get it onto Xcode, but when I click "distribute app" it is giving me this error. Asset validation failed, Invalid Bundle. The bundle at (app name).app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'. Xcode version 16.2 Unity editor version 2022.3.30f1 Anyone know how to get past this? Many thanks!
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359
Feb ’25
How to find Siri response window by bundle id
Hi, experts, I want to find Siri response window by bundle id and use it for checking or printing, here is my example code: XCUIDevice.shared.siriService.activate(voiceRecognitionText: "call mom") let siriApp = XCUIApplication(bundleIdentifier: "***") // Print out text from siriApp, // expecte print: "Sorry, I can't make a phone call with your iphone." Where should I put into ***? I tried "com.apple.SiriViewService", "com.apple.siri.velocity", "com.apple.springboard' but nothing work Any suggestion appreciated, thanks!
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118
Aug ’25
lldb-dap closes connection
If I build an x64 binary on my M4 Mini, when I try to debug it using Visual Studio remote debugging the connection is closed, which means I cannot debug my code in x64 mode. I need to be able to do this as I have architecture specific code. I have Rosetta installed. FWIW I have the same issue with lldb-mi :( David
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Jul ’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-->App name-->TestFlight-->Feedback-->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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749
Jan ’25
Why does a Swift test think my simple struct is main actor-isolated?
My experience with Swift 6 strict concurrency so far doesn't match my understanding of implicit MainActor isolation semantics. This is a cross-post from StackOverflow. I will link answers between both forums. TL;DR Build succeeds when testing a struct declared in the test module, but fails when the struct is moved to the main module: Main actor-isolated property … cannot be accessed from outside the actor. Steps to reproduce Open up Xcode 26 beta 2 on macOS 26 (probably also ok on current stables). Create a new Swift app with Swift testing, no storage. Call it WhatTheSwift. Set the Swift Language Version on all three targets to Swift 6. Update the default test file to be this: import Testing @testable import WhatTheSwift struct WhatTheSwiftTests { @Test func example() async throws { let thing = Thing(foo: "bar") #expect(thing.foo == "bar") } } struct Thing { let foo: String } That should build fine, and the tests should pass. Now, move the Thing declaration into its own Thing.swift file in the WhatTheSwift module, and try running the test again. You should see this: Observations Marking the test @MainActor allows the test to pass, suggesting the compiler actually wants to isolate Thing.foo to the main actor. My question Why? And why only when Thing is in a different module?
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234
Jun ’25
Invalid Profiles
Hello Team! Recently we cleaned up profiles and renewed certificates under developer account, noticing profile expiration date showing invalid, it supposed to show certificate expiration date. Due to this I am not able to update or download profiles. Any one experienced this this? what would be the solution?. Thanks, Kumar.
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May ’25
zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
OS:macOS15.5 CPU:Apple M1 Pro zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
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203
Jun ’25
React native app crash on TestFlight
Good day everyone. I have a react native app which works on dev mode on my device - Iphone 13 pro version: 18.5, but when deployed to TestFlight and installed on same device it crashes when ever I click on any TextInput. I downloaded the crash file but finding it difficult to pinpoint the problem. I want to know what the problem is, if it's related to an installed package or code base or any other. Any help will be appreciated!!! Thanks. crashlog.crash
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133
Jul ’25
Request for clarification of Developer mode
Hi Guys, I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode. They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions Like below: default developer mode available IOS 17.4.1 default developer mode not available IOS 17.5.1
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897
Oct ’25
AppleClang adds `/usr/local/include` to application search folders
By default, AppleClang adds /usr/local/include to the application search folders for include files (as opposed to the system include dirs). This causes problems with the expected include order because application search folders always have priority over system includes. Specifically it causes problems with the conan package manager as library includes are added with -isystem This behaviour differs from LLVM mainline clang and GCC, where /usr/local/include is a system include (added with -internal-isystem). Steps to reproduce - run echo 'int main() { return 0; }' | clang -xc -v - the output is as follows Apple clang version 17.0.0 (clang-1700.0.13.5) Target: arm64-apple-darwin24.5.0 Thread model: posix InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang" ... -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk -I/usr/local/include -internal-isystem /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/local/include ...
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120
Aug ’25
iOS AppPresser app logs out automatically after any period of time (Android works fine)
Hello, Thank you for taking the time to read this and hopefully helping me. https://apps.apple.com/gb/app/gdl-graded-darts-leagues/id1592502150 I created a mobile app using AppPresser that is connected to my WordPress website. The iOS app is logging users out when they close the app and go back to it. The login session does not persist, and users are forced to log in again frequently. This happens at any time period between closing and opening the app. This only happens on iOS — Android keeps the session active as expected. I don't know if I've included this post in the correct topic, sorry. Thanks again for any ideas and assistance!
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96
Jul ’25
IOS dylib to vision pro (Unity)
Hi, I am trying to bring an existing Unity app to vision pro, and am trying to make all of the librairies compatible (the project loads native libs at runtime). For some of them, there is an arm64 IOS .framework file that seems to build and be found easily in the device, but for one of them I only got a .dylib. When building on xcode, it tells me it can't find it. So I added it to the lib search path in build settings, and it built. But on the device, it still can't seem to find the .dylib : Library not loaded: ./libpdfium.dylib Referenced from: <59B1ACCC-FFFD-3448-B03D-69AE95604C77> /private/var/containers/Bundle/Application/0606D884-CB09-44CA-8E4F-4A309D2E7053/[...].app/Frameworks/UnityFramework.framework/UnityFramework Reason: tried: '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), './libpdfium.dylib' (no such file), '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), '//libpdfium.dylib' (no such file) I am not used to Apple environment, is there a way to correctly reference this .dylib (not talking about compatibility here, just the first "lib found" step) ? Thanks.
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496
Feb ’25
Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
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403
Oct ’25
Error build expo EAS
I'm trying to create a new build from VSC through EAS (expo) but it's failing and returning the error I'm attaching. I'm running the command eas build --profile preview --platform ios. I have an "App Manager" account, my colleague has the same role and he can do builds normally. I have other permissions and accesses ok, as can be seen in the attached picture, but apparently I have the issue in "register bundle identifier". Does anyone faced the same issue? How can I solve this? What step I'm missing? Thanks in advance!
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171
May ’25
How can we get crash reports for the app installed on users' devices
Hi, From App analytics, we found that our app crashed from time to time on users' devices despite that we have tested it thoroughly on our devices. We are doubt that it's the reason why we can't retain them. But how can we get the crash reports for the app installed on user devices? We have no users' emails and can't ask them directly.
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418
Mar ’25