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Objective-C headers build fine with swift but not with Xcode
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line: swift build -c release But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac: xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos The error is: Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation' How can I get Xcode / xcodebuild to work? Note that the project is normally built by running: Scripts/build which runs: swift build -c release after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift): Scripts/generate_package_swift I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail. I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc. Maybe some of those changes would have helped, but maybe they were in incorrect combinations. Thanks for any help.
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169
May ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
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215
May ’25
Xcode 16.3 repeatedly log causing CPU leak
Xcode 16.3 repeatedly logs a same message very frequently, as fast as a single thread can. I use Instruments and Console and find out the log is: Needs flush! by -[DNTBrotliDecoder decodeBytes:length:] in DNTDocumentationSupport. The call is on a single non-main thread. I've tried to clear caches and it seems doesn't change. Yet I don't know exact point when the logging starts since launch. Fortunately, this thread is dispatched at E cores, bringing approximately 2 watts of power load to my Mac. Environments: macOS 15.4 (24E248) Xcode 16.3 (16E140) M4 chip
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3
415
May ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
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80
May ’25
Apple SDKs should provide libunwind_ext.h on macOS
(Copy pasted from FB17261080 that I submitted) Hi: Apple's SDK (libSystem.B.tbd) provides definition for multiple symbols(__unw_add_dynamic_fde / __unw_add_find_dynamic_unwind_sections ), but doesn't provide corresponding headers, available in LLVM upstream as libunwind_ext.h We need such headers to write Exception-Enabled JIT Framework for macOS
1
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279
May ’25
Error in bnns.h - Missing ')'
Greetings! I have an app that builds ad runs just fine in XCode 11 on Catalina on an old Intel MBP. I've recently purchased an M3 Max machine and want to bring this app forward. Just going from XCode 11 to XCode 12 on the old machine, not even trying yet to up to XCode 14 or 15 on the new machine, I get two build errors that I have no idea how to resolve, both in bnns.h. I have not deliberately included this framework, and text search in my project and dependencies finds no incidence of "bnns" at all. These occur in the function prototypes for BNNSApplyMultiheadAttention and BNNSApplyMultiheadAttentionBackward. These prototypes look okay to me, and again I didn't deliberately invoke them in the first place. Does anybody have any idea how I can get past this roadblock? p.s. this is what the first prototype looks like; no unbalanced parens here (spacing edited for readability): int BNNSApplyMultiheadAttention(BNNSFilter F, size_t batch_size, void const* query, size_t query_stride, void const* key, size_t key_stride, BNNSNDArrayDescriptor const* _Nullable key_mask, size_t key_mask_stride, void const* value, size_t value_stride, void *output, size_t output_stride, BNNSNDArrayDescriptor const* _Nullable add_to_attention, size_t * _Nullable backprop_cache_size, void * _Nullable backprop_cache, size_t * _Nullable workspace_size, void * _Nullable workspace)
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267
May ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
0
0
108
May ’25
Apple developer program membership issue
Hi, I paid to renew my membership and I received an order confirmation email. But when i go to my account it says it is still expired - so what did i pay for then? I've emailed Apple developer support and they just sent me a generic bot/copy and paste email telling me i need to renew my account. Everyone i speak to tells me to click a link and it just leads to an email option, i email them, then i get an unhelpful email, then the cycle repeats. It's like: Me: "Hey Apple, i've just paid to renew my account and you're not giving me what i paid for". Apple: "Just renew your account". Me: "....yeah but that's the issue" Apple: "click this link to send an email and start the infinite useless cycle all over again". I have also called apple multiple times and spoke with three people and they are not able to help. I spoke with one of the people's managers and i explained to him that i've stuck in this infinite loop where nothing gets resolved and he sent me a link which just. lead. to. the. same. email. option! I then explained that this is like a dystopian sci-fi movie where this faceless mega-corp (Apple) has taken my money for a service and not given me that service (false advertising / crime). He said he can't help. Then you know what he said? ................... ........ ..... .. "post on the forum". So Apple takes my money and doesn't give me the service they advertised to me then says they can't help me and that i have to ask in the forum. I said "so basically you're advising me that non-apple employees are better suited to help me than Apple employees, lol". What should i do here?? I have a had a team of developers stop working for weeks and this has brought my app development plan to a halt, costing me money.
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133
May ’25
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
0
0
144
May ’25
Probably the longest Apple Developer enrollment process - 423 days
I have submitted an Apple Developer enrollment application on 2024-March-18, and it's still "IS BEING PROCESSED". And I have submitted multiple support tickets and asked for the status, and ALL of the replies are "uNDer rEvIEW". For real? 423 days? How can it possibly take this long? This is beyond unreasonable. I need a real update on my application—enough with the generic responses. My enrollment ID is 7AR6PGYR9R.
1
2
266
May ’25
How to attach to Privileged Helper as root?
We have a Privileged Helper tool that we install with SMJobBless. I would like to debug it. I've added WaitForDebugger in our helper tool launchd plist and it does wait. But I can't attach to it via Debug->Attach to Process in Xcode with error: Code: 3 Failure Reason: tried to attach to process as user 'myusername' and process is running as user 'root' I set Debug process as: root in scheme settings. But I'm not sure if it does anything since I'm not running this particular scheme at the moment of attach. I tried unsuccessfully to set "Wait for the executable to be launched" but I had to create a new scheme for it since helper is built as part of the main app so maybe I did something wrong. Am I doing something wrong or is it not possible to attach to root process?
2
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731
May ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
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197
Jun ’25
Using devicectl to observe Darwin Notifications
Hello, I'm trying to use devicectl to observe Darwin Notifications on my iPhone. Instructions: OVERVIEW: Observe a Darwin notification on a device. Note that this command will wait for 300 seconds by default before exiting. You can override this by providing a different --timeout value. USAGE: devicectl device notification observe --device <uuid|ecid|udid|name> --name <name> ... [--verbose] [--quiet] [--timeout <seconds>] [--json-output <path>] [--log-output <path>] DEVICE OPTIONS: -d, --device <uuid|ecid|udid|name> The identifier, ECID, UDID, or name of the device. COMMAND OPTIONS: --name <name> The name of the Darwin notification. This can be passed multiple times to observe multiple Darwin notifications. OUTPUT OPTIONS: -v, --verbose If given, provide more logging output than normal. -q, --quiet If given, output will include only errors. -t, --timeout <seconds> The overall command timeout in seconds. If this limit is exceeded the command is abandoned as a failure. -j, --json-output <path> An optional path to write a JSON file with command results. Note: JSON output to a user-provided file on disk is the ONLY supported interface for scripts/programs to consume command output. -l, --log-output <path> An optional path to write all logging otherwise passed to stdout/stderr. OPTIONS: --version Show the version. -h, --help Show help information. Executed command: xcrun devicectl device notification observe --device XXX --name com.example.Notification Result: Darwin notification observation started. 300.0 seconds remaining: On iOS, I'm posting a Darwin notification using: CFNotificationCenterPostNotification(center, CFNotificationName("com.example.Notification" as CFString), nil, nil, true) My CFNotificationCenterAddObserver on iOS does receive this notification. But the devicectl does not. Also no results when I remove the observer on iOS. How can I send a notification in such a way that it is picked up by the devicectl observer?
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1.1k
May ’25
Objective-C headers build fine with swift but not with Xcode
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line: swift build -c release But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac: xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos The error is: Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation' How can I get Xcode / xcodebuild to work? Note that the project is normally built by running: Scripts/build which runs: swift build -c release after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift): Scripts/generate_package_swift I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail. I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc. Maybe some of those changes would have helped, but maybe they were in incorrect combinations. Thanks for any help.
Replies
0
Boosts
0
Views
169
Activity
May ’25
App Stuck on Launch Screen When Debugging on iOS 18.5 Device with Xcode 16.3
I am using a Mac computer running macOS 15.5 with Xcode version 16.3 (16E140) and an iPhone XS Max on iOS 18.5. When debugging my app on the real device using Xcode, the app gets stuck on the launch screen and fails to proceed to the main interface. There is no output in the Xcode console, and the top of the window continuously shows "attaching to [app name] on [iPhone name]". Here are the details: The same issue occurred when the phone was running iOS 18.4.1. When I tested on another real device running iOS 17, the app launched and ran normally. I’ve tried clearing the cache, but it didn’t help. I deleted the ~/Library/Developer/Xcode/iOS DeviceSupport folder, let it re-download the necessary files, and ran the app again, but the issue persists. I’m currently out of ideas and would appreciate any assistance.
Replies
1
Boosts
0
Views
215
Activity
May ’25
Xcode 16.3 repeatedly log causing CPU leak
Xcode 16.3 repeatedly logs a same message very frequently, as fast as a single thread can. I use Instruments and Console and find out the log is: Needs flush! by -[DNTBrotliDecoder decodeBytes:length:] in DNTDocumentationSupport. The call is on a single non-main thread. I've tried to clear caches and it seems doesn't change. Yet I don't know exact point when the logging starts since launch. Fortunately, this thread is dispatched at E cores, bringing approximately 2 watts of power load to my Mac. Environments: macOS 15.4 (24E248) Xcode 16.3 (16E140) M4 chip
Replies
7
Boosts
3
Views
415
Activity
May ’25
App archive only show custom distribution method
I want to archive app, but can't choost appstore or other release method.
Replies
1
Boosts
0
Views
230
Activity
May ’25
enrollment process stuck!!!!
Hey, I'm already waiting for enrollment approval for more then 2 months. apple not communicate with me and not answer to my emails. I attache everything that was needed but they just disappear. is there a way to call them or something?
Replies
1
Boosts
1
Views
93
Activity
May ’25
App Unable to Archive After Xcode Update
Hi! I am having trouble getting my app to build successfully or archive since an xcode update a few months ago. Below is the error that shows in the log. Thank you in advance for any help! Run custom shell script 'Run Script' Failed to package [project folder]. Command PhaseScriptExecution failed with a nonzero exit code
Replies
0
Boosts
0
Views
80
Activity
May ’25
Increase maximum number of registrated iOS devices
Hello, I'm currently testing my project on multiple iPads, and Xcode is showing the following error on my fourth device: Your development team has reached the maximum number of registered iPad devices. I was wondering whether registering for the Apple Developer Program membership would allow me to register more devices. I’d appreciate your support!
Replies
1
Boosts
0
Views
289
Activity
May ’25
Apple SDKs should provide libunwind_ext.h on macOS
(Copy pasted from FB17261080 that I submitted) Hi: Apple's SDK (libSystem.B.tbd) provides definition for multiple symbols(__unw_add_dynamic_fde / __unw_add_find_dynamic_unwind_sections ), but doesn't provide corresponding headers, available in LLVM upstream as libunwind_ext.h We need such headers to write Exception-Enabled JIT Framework for macOS
Replies
1
Boosts
0
Views
279
Activity
May ’25
Error in bnns.h - Missing ')'
Greetings! I have an app that builds ad runs just fine in XCode 11 on Catalina on an old Intel MBP. I've recently purchased an M3 Max machine and want to bring this app forward. Just going from XCode 11 to XCode 12 on the old machine, not even trying yet to up to XCode 14 or 15 on the new machine, I get two build errors that I have no idea how to resolve, both in bnns.h. I have not deliberately included this framework, and text search in my project and dependencies finds no incidence of "bnns" at all. These occur in the function prototypes for BNNSApplyMultiheadAttention and BNNSApplyMultiheadAttentionBackward. These prototypes look okay to me, and again I didn't deliberately invoke them in the first place. Does anybody have any idea how I can get past this roadblock? p.s. this is what the first prototype looks like; no unbalanced parens here (spacing edited for readability): int BNNSApplyMultiheadAttention(BNNSFilter F, size_t batch_size, void const* query, size_t query_stride, void const* key, size_t key_stride, BNNSNDArrayDescriptor const* _Nullable key_mask, size_t key_mask_stride, void const* value, size_t value_stride, void *output, size_t output_stride, BNNSNDArrayDescriptor const* _Nullable add_to_attention, size_t * _Nullable backprop_cache_size, void * _Nullable backprop_cache, size_t * _Nullable workspace_size, void * _Nullable workspace)
Replies
3
Boosts
0
Views
267
Activity
May ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
Replies
0
Boosts
0
Views
108
Activity
May ’25
Minimum macOS Deployment target on Xcode 16.4
Can someone tell me the minimum macOS deployment target on Xcode 16.4 The information is missing here where it is normally listed: https://developer.apple.com/support/xcode/ And I do not want to install yet the deployment target has changed. Thanks
Replies
2
Boosts
0
Views
249
Activity
May ’25
Apple developer program membership issue
Hi, I paid to renew my membership and I received an order confirmation email. But when i go to my account it says it is still expired - so what did i pay for then? I've emailed Apple developer support and they just sent me a generic bot/copy and paste email telling me i need to renew my account. Everyone i speak to tells me to click a link and it just leads to an email option, i email them, then i get an unhelpful email, then the cycle repeats. It's like: Me: "Hey Apple, i've just paid to renew my account and you're not giving me what i paid for". Apple: "Just renew your account". Me: "....yeah but that's the issue" Apple: "click this link to send an email and start the infinite useless cycle all over again". I have also called apple multiple times and spoke with three people and they are not able to help. I spoke with one of the people's managers and i explained to him that i've stuck in this infinite loop where nothing gets resolved and he sent me a link which just. lead. to. the. same. email. option! I then explained that this is like a dystopian sci-fi movie where this faceless mega-corp (Apple) has taken my money for a service and not given me that service (false advertising / crime). He said he can't help. Then you know what he said? ................... ........ ..... .. "post on the forum". So Apple takes my money and doesn't give me the service they advertised to me then says they can't help me and that i have to ask in the forum. I said "so basically you're advising me that non-apple employees are better suited to help me than Apple employees, lol". What should i do here?? I have a had a team of developers stop working for weeks and this has brought my app development plan to a halt, costing me money.
Replies
0
Boosts
0
Views
133
Activity
May ’25
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
Replies
0
Boosts
0
Views
144
Activity
May ’25
Probably the longest Apple Developer enrollment process - 423 days
I have submitted an Apple Developer enrollment application on 2024-March-18, and it's still "IS BEING PROCESSED". And I have submitted multiple support tickets and asked for the status, and ALL of the replies are "uNDer rEvIEW". For real? 423 days? How can it possibly take this long? This is beyond unreasonable. I need a real update on my application—enough with the generic responses. My enrollment ID is 7AR6PGYR9R.
Replies
1
Boosts
2
Views
266
Activity
May ’25
Debug Memory Graph: Unable to build memory graph
Submitted feedback FB17075016 Xcode 16.3 release macOS 15.4 iOS 18.4 / iPadOS 18.4 release builds Memory graph fails to build when targeting physical devices running release builds referenced above. Memory graph will build against a simulator device.
Replies
6
Boosts
6
Views
620
Activity
May ’25
How to attach to Privileged Helper as root?
We have a Privileged Helper tool that we install with SMJobBless. I would like to debug it. I've added WaitForDebugger in our helper tool launchd plist and it does wait. But I can't attach to it via Debug->Attach to Process in Xcode with error: Code: 3 Failure Reason: tried to attach to process as user 'myusername' and process is running as user 'root' I set Debug process as: root in scheme settings. But I'm not sure if it does anything since I'm not running this particular scheme at the moment of attach. I tried unsuccessfully to set "Wait for the executable to be launched" but I had to create a new scheme for it since helper is built as part of the main app so maybe I did something wrong. Am I doing something wrong or is it not possible to attach to root process?
Replies
2
Boosts
0
Views
731
Activity
May ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files &amp; Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
Replies
0
Boosts
0
Views
197
Activity
Jun ’25
Using devicectl to observe Darwin Notifications
Hello, I'm trying to use devicectl to observe Darwin Notifications on my iPhone. Instructions: OVERVIEW: Observe a Darwin notification on a device. Note that this command will wait for 300 seconds by default before exiting. You can override this by providing a different --timeout value. USAGE: devicectl device notification observe --device <uuid|ecid|udid|name> --name <name> ... [--verbose] [--quiet] [--timeout <seconds>] [--json-output <path>] [--log-output <path>] DEVICE OPTIONS: -d, --device <uuid|ecid|udid|name> The identifier, ECID, UDID, or name of the device. COMMAND OPTIONS: --name <name> The name of the Darwin notification. This can be passed multiple times to observe multiple Darwin notifications. OUTPUT OPTIONS: -v, --verbose If given, provide more logging output than normal. -q, --quiet If given, output will include only errors. -t, --timeout <seconds> The overall command timeout in seconds. If this limit is exceeded the command is abandoned as a failure. -j, --json-output <path> An optional path to write a JSON file with command results. Note: JSON output to a user-provided file on disk is the ONLY supported interface for scripts/programs to consume command output. -l, --log-output <path> An optional path to write all logging otherwise passed to stdout/stderr. OPTIONS: --version Show the version. -h, --help Show help information. Executed command: xcrun devicectl device notification observe --device XXX --name com.example.Notification Result: Darwin notification observation started. 300.0 seconds remaining: On iOS, I'm posting a Darwin notification using: CFNotificationCenterPostNotification(center, CFNotificationName("com.example.Notification" as CFString), nil, nil, true) My CFNotificationCenterAddObserver on iOS does receive this notification. But the devicectl does not. Also no results when I remove the observer on iOS. How can I send a notification in such a way that it is picked up by the devicectl observer?
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