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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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Spotlight Importer Extension Not Triggered for Custom UTI on macOS
Hi all, I'm trying to add Spotlight support to a macOS app that handles custom virtual machine bundles with the .vpvm extension. I’ve followed the current documentation and used the modern CSImportExtension approach with a Spotlight Importer extension target. Here’s what I’ve done: App Info.plist: Declared com.makeprog.vpvm as a UTI conforming to com.apple.package. Registered it under UTExportedTypeDeclarations and CFBundleDocumentTypes. Spotlight Importer Extension: Added a new macOS target using the Spotlight Import Extension template. Set the NSExtensionPointIdentifier to com.apple.spotlight.import. Used CSSupportedContentTypes = com.makeprog.vpvm. Implemented a minimal update(_ attributes:forFileAt:) method that sets displayName, title, and contentDescription. Other steps: Verified that the .appex is embedded under Contents/PlugIns/. Confirmed it appears in mdimport -e output with correct UTI. Used mdimport -m -d2 -t /path/to/file.vpvm, but I still get: Imported '/path/to/file.vpvm' of type 'com.makeprog.vpvm' with no plugIn. The extension is never invoked. I’ve also tried: Ensuring the .vpvm file is a valid directory bundle. Restarting Spotlight / rebuilding index. Ensuring the app and extension are properly signed. Tried installing the app in test virtual machine Question: Has anyone successfully used CSImportExtension for custom UTIs? Is there something additional I need to do for the extension to be recognized and triggered? Any advice or examples would be greatly appreciated! Thanks in advance.
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Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975
Xcode 16.2 Flutter version 3.27.1 0 0x1008abee4 __assert_rtn + 160 1 0x1008add9c ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) (.cold.3) + 0 2 0x100789640 ld::tool::OutputFile::setFixup64(unsigned char*, unsigned long long, ld::Atom const*) + 656 3 0x100785b78 ld::tool::OutputFile::applyFixUps(ld::Internal&, unsigned long long, ld::Atom const*, unsigned char*) + 4388 4 0x10078be18 ___ZN2ld4tool10OutputFile10writeAtomsERNS_8InternalEPh_block_invoke + 488 5 0x19bc19428 _dispatch_client_callout2 + 20 6 0x19bc2d850 _dispatch_apply_invoke3 + 336 7 0x19bc193e8 _dispatch_client_callout + 20 8 0x19bc1ac68 _dispatch_once_callout + 32 9 0x19bc2c8a4 _dispatch_apply_invoke + 252 10 0x19bc193e8 _dispatch_client_callout + 20 11 0x19bc2b080 _dispatch_root_queue_drain + 864 12 0x19bc2b6b8 _dispatch_worker_thread2 + 156 13 0x19bdc5fd0 _pthread_wqthread + 228 A linker snapshot was created at: /tmp/Test Kopi Kenangan.debug.dylib-2025-02-27-100512.ld-snapshot ld: Assertion failed: (reconstituted == accumulator), function setFixup64, file OutputFile.cpp, line 2975. clang: error: linker command failed with exit code 1 (use -v to see invocation)
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Forbidden request when using API in Codemagic( Unable to find a team with the given Content Provider ID )
Failed to fetch certificates: This request is forbidden for security reasons - Unable to find a team with the given Content Provider ID '72df6041-c291-4d95-b690-2a3b75ff72f6' to which you belong. Please contact Apple Developer Program Support. https://developer.apple.com/support I have already confirmed that: All API keys were generated correctly. All required roles and permissions have been assigned in App Store Connect. To confirm my doubt, I requested api key from a fellow developer, and that worked in CodeMagic without throwing an error. Could you please help me figure out why the given Content Provider ID is not being recognized? Thank you.
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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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A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were inclusive. This is quite confusing because the documentation never explicitly says what a specific or major OS version number is. Is specific major.minor.patch or major.minor? What is major? major or major.minor? As the documentation was created at a time where the OS version scheme was: 10.minor.patch (and minor was actually the major) and we are now in an era where the OS version is major.minor.path, this is even more confusing. I would also be curious to know what the major version is officially supposed to be for macOS Tahoe in this case. 16 or 26? Generally speaking, this documentation is missing examples for a lot of the elements. Also why is there a tag for InstallerJS and not one for Installation in the Developer Forums?
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How to consume a dynamic Xcode framework?
I have an Xcode project setup as follows: 3 static libraries 1 framework target, whose Mach-O type is set to Dynamic Library main app target (iOS app) The target dependencies are as follows: In framework's build phase [Link with libraries], I have the 3 libs statically linked. In the main app's build phase [Link with libraries], I have only the framework, which is dynamically linked. As per my understanding: The libs are statically linked to the framework. So, the framework binary would contain code from all the libs. The framework is dynamically linked to the main app (iOS app in this case). So, the main app's binary only has a reference to the framework's binary, which would be loaded in the memory at runtime. Assuming my understanding is correct, I'm stuck with the following problem: All 3 libs build successfully The framework builds successfully The main app target doesn't build. The compilation is successful, but the build fails with linker errors. Please let me know if I am doing something incorrectly, or if a configuration is missing. Below are more details: The linker gives the following error: Undefined symbols for architecture arm64: "StringUtils.GetStr() -> Swift.String", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o "TWUtils.GetNum() -> Swift.Int", referenced from: dynamic_fw.AppDelegate.application(_: __C.UIApplication, didFinishLaunchingWithOptions: [__C.UIApplicationLaunchOptionsKey : Any]?) -> Swift.Bool in AppDelegate.o ld: symbol(s) not found for architecture arm64 clang: error: linker command failed with exit code 1 (use -v to see invocation) And the command shown in the logs for linking phase is: Ld /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw normal (in target 'dynamic-fw' from project 'dynamic-fw') cd /Users/raunit.shrivastava/Desktop/dynamic-fw /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang -Xlinker -reproducible -target arm64-apple-ios17.5-simulator -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator17.5.sdk -O0 -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -L/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -L. -L./StringUtils -L./TWFramework -L./TWUtils -L./dynamic-fw -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/EagerLinkingTBDs/Debug-iphonesimulator -F/Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator -F. -F./StringUtils -F./TWFramework -F./TWUtils -F./dynamic-fw -filelist /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw.LinkFileList -Xlinker -rpath -Xlinker @executable_path/Frameworks -Xlinker -rpath -Xlinker ./\*\* -dead_strip -Xlinker -object_path_lto -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_lto.o -Xlinker -export_dynamic -Xlinker -no_deduplicate -Xlinker -objc_abi_version -Xlinker 2 -fobjc-link-runtime -L/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/lib/swift/iphonesimulator -L/usr/lib/swift -Xlinker -add_ast_path -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic_fw.swiftmodule -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __entitlements -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent -Xlinker -sectcreate -Xlinker __TEXT -Xlinker __ents_der -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/dynamic-fw.app-Simulated.xcent.der -framework TWFramework -Xlinker -no_adhoc_codesign -Xlinker -dependency_info -Xlinker /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Intermediates.noindex/dynamic-fw.build/Debug-iphonesimulator/dynamic-fw.build/Objects-normal/arm64/dynamic-fw_dependency_info.dat -o /Users/raunit.shrivastava/Library/Developer/Xcode/DerivedData/dynamic-fw-foqtqhpopkmoapfufzxbfloamnpr/Build/Products/Debug-iphonesimulator/dynamic-fw.app/dynamic-fw
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Installer package is terminated after 600 seconds
Hi, I have an installer package that runs a postinstall script. The script can take a long time to complete, as one thing it does is copy about 10-30 GB of files using the rsync tool. We noticed on macOS 15 that the installer would fail almost exactly 10 minutes after it started. Looking in the /var/log/install.log, I see a message like this: 2025-07-01 12:54:32-07 Work-M1 package_script_service[21562]: PackageKit: Terminating PKInstallTask(pid:21573). Task has exceeded its 600 seconds of runtime. This does not happen in my testing on macOS 12 (Monterey) I have a few questions about this: A) Is this documented, and which OS introduced this? B) Is there a way a developer can extend or disable the time limit via a setting in the installer package. Or if not, is there a way end end user can disable it temporarily on their system? Thanks, Andrew
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🔥 Xcode 26 RC – visionOS App Icon Created with Icon Composer Appears Empty
App Icon created with Icon Composer is empty for visionOS app We are developing a universal app, and the app’s icon was created using Icon Composer. Xcode 26, RC visionOS 26 and visionOS 2.5 App Icons on macOS, iOS, and iPadOS are correct We have archived the app for macOS and iOS and successfully uploaded it to the App Store. This strongly suggests that the App Icon configuration in our project settings is correct for these platforms. App Icon issue on visionOS However, the visionOS app icon is not working as expected: When testing on the Vision Pro simulator (versions 2.x and 26.0), the app icon appears empty. When archiving and submitting to the App Store, the process fails with the following error: The app’s Info.plist file is missing the CFBundleIcons.CFBundlePrimaryIcon key for the visionOS App Icon. This suggests that the project’s App Icon settings may not be correctly applied for visionOS builds. Request for assistance We are preparing to release our app, one of the first to support Liquid Glass, and would greatly appreciate guidance on how to resolve this issue with the visionOS app icon. FB20184218
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Unlocking hidden "Developer mode" option on Ipad (without Mac or Xcode)
Hello, I have an iphone but not an ipad Actually a relative has an iPad. The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode. The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok. When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app. In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD. I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it perhaps because I had added the email of my iphone to the developer account somehow? somehwere? But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally? Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea. I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!? Could Apple or anyone offer some guidance? That would help a fellow developer. Thank you. Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
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[REQUEST] for a tool/method/guidance how to create privacy manifest (PrivacyInfo.xcprivacy) when you don't have Xcode/mac
Hello, PrivacyInfo.xcprivacy Is primordial and without it the app is rejected from the Store I believe. All 5 ressources I had found related to it, mention XCODE, or explain how to add the code to langages that I don't use (Switf i think?) etc. I am building the app thought CI/CD, so prior to building it the app does not have privacy manifest and there is not way to generate it automatically without xcode it seems. My app is written in Flutter prior to becoming an iOS app. I am seeking for a method to do that. Thanks.
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[Unreal Engine] File missing if packaged with command line
Hello! I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly. I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app. The Firebase code checks the existence of this file using NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”]; return Path != nil; If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying). I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle. I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed. Thanks!
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What exactly an Xcode framework does?
I created 2 iOS projects in Xcode: Project 1: 4 targets (main app + 3 app extensions) 4 static libraries the main app's target dependencies include - 3 app extensions and the 4 libs. the main app's binary is linked to all 4 libs similarly, each extension is linked to all 4 libs Project 2: 5 targets (main app + 3 app extensions + 1 framework) 4 static libraries the main app's target dependencies include - 3 app extensions and the framework each extension is dependent only on the framework the framework's target dependencies include all the 4 static libs As per my understanding, the app bundle size for Project 2 should be less than that of Project 1, since we eliminate duplicating the static libs for each target by using a framework instead. However, I have found that the bundle size is more for Project 2 as compared to the bundle size of project 1. I do not understand, why?
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system crashed when run java
My book env: MacBook Air Apple M4 15.6.1 (24G90) I installed JDK hs_err_pid6813.log by sdkman and homebrew, but when I ran java, os crashed: /opt/homebrew/o/openj/libexec/openjdk.jdk/Contents/Home/bin | stable ./javac --verison ABRT | 12:32:20 # # A fatal error has been detected by the Java Runtime Environment: # # SIGBUS (0xa) at pc=0x000000010211b340, pid=7237, tid=9987 # # JRE version: (21.0.7) (build ) # Java VM: OpenJDK 64-Bit Server VM (21.0.7, mixed mode, sharing, tiered, compressed oops, compressed class ptrs, g1 gc, bsd-aarch64) # Problematic frame: # V [libjvm.dylib+0x35f340] CodeHeap::allocate(unsigned long)+0x15c # # No core dump will be written. Core dumps have been disabled. To enable core dumping, try "ulimit -c unlimited" before starting Java again # # An error report file with more information is saved as: # /opt/homebrew/Cellar/openjdk@21/21.0.7/libexec/openjdk.jdk/Contents/Home/bin/hs_err_pid7237.log # # [1] 7237 abort ./javac --verison Does that mean I have to reinstall OSX?
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