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Sporadic crash in xzm_main_malloc_zone_init_range_groups when spawning large binaries (macOS 26.3.1)
We're seeing a sporadic crash (~2-3% of spawns) when launching a large Mach-O binary via posix_spawn(). The crash happens inside libsystem_malloc.dylib during __malloc_init, before any application code runs. The process never reaches main(). Environment: macOS 26.3.1 (25D2128), Apple Silicon (ARM64) Crash signature BUG IN LIBMALLOC: pointer range initial reservation failed, Abort Cause 3 #0 libsystem_malloc.dylib: xzm_main_malloc_zone_init_range_groups.cold.1 #1 libsystem_malloc.dylib: xzm_main_malloc_zone_init_range_groups #2 libsystem_malloc.dylib: xzm_main_malloc_zone_create #3 libsystem_malloc.dylib: __malloc_init #4 libSystem.B.dylib: libSystem_initializer #5 dyld: dyld4::Loader::findAndRunAllInitializers The binary It's a Chromium component-build test binary (browser_tests): ~1.5 GiB on disk, 5.54 GiB total VA footprint (__TEXT 517 MiB, __LINKEDIT 1.04 GiB, __PAGEZERO 4 GiB) Links 527 dylibs via @rpath All images span ~16.4 GiB of VA when loaded A simple loop that spawns this binary 200 times v
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Reply to Sporadic crash in xzm_main_malloc_zone_init_range_groups when spawning large binaries (macOS 26.3.1)
Thanks Quinn, that was exactly the right pointer. We traced through the disassembly of xzm_main_malloc_zone_init_range_groups on macOS 26.3.1 and correlated it with the open source in rel/libmalloc-792 (xzone_segment.c:1210-1250). Here's what we found: The CONFIG_MACOS_RANGES path computes: ptr_reservation_size = XZM_RANGE_SEPARATION + XZM_POINTER_RANGE_SIZE + XZM_RANGE_SEPARATION = 4G + 16G + 4G = 24 GiB ptr_start = 16GiB + (entropy % 736) * 32MiB It then calls mach_vm_map with VM_FLAGS_FIXED for 24 GiB at ptr_start. The 736 granules cover [16 GiB, 39 GiB), ensuring the reservation fits under the 63 GiB commpage limit. Why dylibs land above 16 GiB: The binary is a Chromium component-build test binary (browser_tests) that loads 516 Chromium dylibs plus system libraries (1543 images total). The main executable alone consumes 5.54 GiB of VA (4 GiB __PAGEZERO, 517 MiB __TEXT, 1.04 GiB __LINKEDIT). The 516 Chromium dylibs add another 10.19 GiB of aggregate VM (2.26 GiB __TEXT, 3.86 GiB __LINKEDIT). Combi
23h
Title: 45 Days "Waiting for Review" – 3 Expedites Approved, Zero Movement. Backend Glitch?
Hey everyone, I’m completely stuck and hoping someone here (or an Apple rep) can help, because Developer Support is just sending me the exact same template replies at this point. I submitted a standard version update for my app (Hadiyyati - Luxury Gifts) back on February 7th. It has now been over 45 days, and the status is still permanently frozen on Waiting for Review. Here is the loop I am stuck in: I've had an Expedited Review requested and approved 3 separate times. Support gives me a case number, says they contacted the App Review Board, and tells me to wait. Weeks pass, nothing happens, and when I follow up, I get: At this time, your app review is proceeding normally, and there is no further action you need to take. 45 days for a store update is not proceeding normally. I strongly suspect my submission (ID: aeadea76-8fb4-437c-9c04-60171b909f3e) is bugged, corrupted, or locked in a ghost state on the App Store Connect backend. Has anyone dealt with a completely frozen submission like this? Is there a spe
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TKTokenDriverConfiguration becomes permanently unusable after ctkd process restart
Background We're building a macOS application that acts as a CryptoTokenKit software token. The architecture follows the documented pattern: a container app (a long-running agent process) manages token registration and identity updates via TKTokenDriverConfiguration, and a separate appex extension process handles the actual signing operations for client sessions. What we're doing At agent startup, the container app calls [TKTokenDriverConfiguration driverConfigurations] to obtain our token driver, then registers a token instance ID: NSDictionary *driverConfigurations = [TKTokenDriverConfiguration driverConfigurations]; TKTokenDriverConfiguration driver = / first value from driverConfigurations */; [driver addTokenConfigurationForTokenInstanceID:@setoken]; When the agent renews a certificate, it pushes updated TKTokenKeychainItem objects to ctkd by setting keychainItems on the TKTokenConfiguration: TKTokenConfiguration *tokenCfg = driver.tokenConfigurations[@setoken]; tokenCfg.keychainItems = updatedI
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Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
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Reply to Localization in Swift macOS console Apps.
[quote='882371022, Arebus, /thread/820871?answerId=882371022#882371022, /profile/Arebus'] I thought it would be easier to write a CLI than … [/quote] Yeah, I know what you mean, but recently I’ve moved away from that approach: For low-level stuff, I tend to put the test code into a unit test. This is just as easy to debug as a command-line tool, but it has the advantage that, as you exercise various code paths, you build up a corpus of unit tests that ensure that things continue to work in the future. For GUI stuff, I lean into Xcode’s preview feature. Or just do my experimentation in an target. And there’s Xcode’s UI testing support. I don’t use that a lot but, in my defence, UI stuff isn’t my focus. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: UI Frameworks SubTopic: SwiftUI Tags:
1d
Reply to Are there known issues with aggressive optimization (-O) affecting third-party libraries?
[quote='821109021, JTechHyd, /thread/821109, /profile/JTechHyd'] Are there known issues with aggressive optimization (-O) affecting … ? [/quote] Yes. If you’re using a C-based language it’s very easy to rely on undefined behavior, and the exact behaviour you get can change based on the optimisation level, the compiler version, the OS version, and so on. This is true in safer languages as well, but it’s less common. For example, Swift is generally safer than C but there are still sources of undefined behaviour, including unsafe pointers [1] and concurrency [2]. Is sounds like you’re building this third-party library from source. Is that right? If so, you can dig into the library to see if you can isolate the cause of the problem. This is no different from tackling a hard-to-debug problems in your own code. You can use both build-time tools (like the Clang static analyser) and runtime tools (like the standard memory debugging tools). It’s also possible for problems like this to be caused by bu
1d
‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
‌Using Xcode 26, the built package encounters device compatibility issues — while it installs successfully on supported iPhone devices, but it crashes immediately upon launch and cannot run normally.‌‌In previous versions of Xcode, the same minimum deployment setting in the project did not cause such compatibility issues.‌ The app built with Xcode 26 shows the following behavior when installed and tested on various devices:‌ iPhone6p iOS12.5.8 fails to run 2.iPhone6 iOS11 fails to run 3.Iphone6 iOS12.5.7 fails to run 4.iPhone7 iOS12.1.3 ok 5.iPhoneX iOS 12.2 ok 6.iphone6s plus iOS10.3.1 ok 7.iphoneXS. iOS 12.1.4 ok 8.iPhone11 iOS 13.6.1 ok 9.iPhone7. iOS 13.7 ok We have tested and found that an iPhone 6s Plus running iOS 10.3.1 can normally run the app. We would like to know whether apps built with Xcode 26 are inherently incompatible with iPhone 6 and older devices. Has Xcode 26’s underlying build environment removed full support for the A8 chip, resulting in binary files containing instructions or
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Reply to My app doesn't respond on iPhone Air iOS 26.1.
⏺ That's it. The fix is: Removed ASSETCATALOG_COMPILER_LAUNCHIMAGE_NAME = LaunchImage from both Debug and Release build settings Added UILaunchStoryboardName = LaunchScreen to Info.plist Without a proper launch storyboard, UIKit falls back to a legacy compatibility mode that computes wrong screen dimensions on iPhone Air — causing the fractional tab bar height and the infinite layout loop. The LaunchScreen.storyboard already existed in the project but was never referenced.
Topic: UI Frameworks SubTopic: UIKit Tags:
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Background Assets - Apple Hosted - iOS26
I've followed the setup process to get Apple Hosted Background Assets configured for my project. (https://developer.apple.com/documentation/backgroundassets/downloading-apple-hosted-asset-packs) But when I build and run the app I get the following error... BackgroundAssets/AssetPackManager.swift:174: Fatal error: The process lacks a team ID. I've checked the Signing->Team for both targets and they both have my Team associated. Any help or advice would be appreciated...
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xc
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Reply to Different app behavior when running on device from Xcode
Thank you @Tomato and @DTS Engineer ! The purpose of my app is to provide a notification mechanism when there are drastic air quality changes. To accomplish this, I have an async function that makes a GET request to an air quality sensor (using UrlSession), decode the payload, and then do comparisons with previous readings. If the readings have changed drastically, an UNMutableNotificationContent() is scheduled. Currently, my async function is called from within a repeating scheduled timer so that I can poll my sensor every minute: Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { _ in timerVal -= 1 if timerVal == 0 { timerVal = startVal getAQI() } } This all works just fine (including when the app is in the background) ONLY when I run the app from Build and Run in Xcode on my dev iPhone as the destination. I've left the app running this way for hours in the background and with the phone locked and it works great! However, when I try to run the app purely from the app shortcut on my iPhone
Topic: Community SubTopic: Apple Developers Tags:
1d
Different app behavior when running on device from Xcode
I have an app I am working on that makes a REST call, updates the UI with the info, and sends a notification. When I run Build and Run my app from Xcode using my iPhone as the destination, it works exactly as I want it to - my REST calls and notifications continue to work when the app is in the background. However, when I run my app that has been installed on my iPhone from the Xcode build/run directly (without Xcode in the picture), it does NOT behave correctly and only works when my app is in the foreground. What am I missing?
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Reply to Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
First off, to clarify the purpose of this forum and my role at Apple, this forum is specifically to support engineers building products for our platform, not consumer-level support. I'm responding here because I hope the information will be helpful to you and to other engineers working on our hardware. However, I can't comment on if or when this will be fixed, nor am I the right person to try and pass feedback through. Secondly, on the feedback side, I'd appreciate you filling a bug on this and then posting the bug number back here so I can ensure it gets to the correct team. That's the best way to get this feedback to the relevant engineering team. In any case, I can't provide you with a direct solution, but I can confirm that this is basically what's going on: From what I am reading, it appears to be that the M4 Pro has 3 display lanes, and when I plug the first Studio Display XDR, it is using 2 lanes. More specifically, the kernel logic that assigns display pipes to monitors is not particularly so
1d
Reply to Installation of XCode CLT on Tahoe 26.1
Thanks for the post, I don’t see what are you selecting to install. Download Directly from the Apple Developer Portal is the recommended way or better use the Apple Store for the release version. Go to the Apple Developer Downloads page. Sometimes the GUI fails, but forcing the macOS software update utility through the terminal works. If Xcode is a beta or internal build, the xcode-select --install command will almost always fail because Apple does not host beta Command Line Tools on the public production update servers. I would recommend to install the Xcode you want from the developer portal if beta or RC and the App Store if you want the latest release version. Albert 
  Worldwide Developer Relations.
1d
Sporadic crash in xzm_main_malloc_zone_init_range_groups when spawning large binaries (macOS 26.3.1)
We're seeing a sporadic crash (~2-3% of spawns) when launching a large Mach-O binary via posix_spawn(). The crash happens inside libsystem_malloc.dylib during __malloc_init, before any application code runs. The process never reaches main(). Environment: macOS 26.3.1 (25D2128), Apple Silicon (ARM64) Crash signature BUG IN LIBMALLOC: pointer range initial reservation failed, Abort Cause 3 #0 libsystem_malloc.dylib: xzm_main_malloc_zone_init_range_groups.cold.1 #1 libsystem_malloc.dylib: xzm_main_malloc_zone_init_range_groups #2 libsystem_malloc.dylib: xzm_main_malloc_zone_create #3 libsystem_malloc.dylib: __malloc_init #4 libSystem.B.dylib: libSystem_initializer #5 dyld: dyld4::Loader::findAndRunAllInitializers The binary It's a Chromium component-build test binary (browser_tests): ~1.5 GiB on disk, 5.54 GiB total VA footprint (__TEXT 517 MiB, __LINKEDIT 1.04 GiB, __PAGEZERO 4 GiB) Links 527 dylibs via @rpath All images span ~16.4 GiB of VA when loaded A simple loop that spawns this binary 200 times v
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2
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0
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68
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23h
Reply to Sporadic crash in xzm_main_malloc_zone_init_range_groups when spawning large binaries (macOS 26.3.1)
Thanks Quinn, that was exactly the right pointer. We traced through the disassembly of xzm_main_malloc_zone_init_range_groups on macOS 26.3.1 and correlated it with the open source in rel/libmalloc-792 (xzone_segment.c:1210-1250). Here's what we found: The CONFIG_MACOS_RANGES path computes: ptr_reservation_size = XZM_RANGE_SEPARATION + XZM_POINTER_RANGE_SIZE + XZM_RANGE_SEPARATION = 4G + 16G + 4G = 24 GiB ptr_start = 16GiB + (entropy % 736) * 32MiB It then calls mach_vm_map with VM_FLAGS_FIXED for 24 GiB at ptr_start. The 736 granules cover [16 GiB, 39 GiB), ensuring the reservation fits under the 63 GiB commpage limit. Why dylibs land above 16 GiB: The binary is a Chromium component-build test binary (browser_tests) that loads 516 Chromium dylibs plus system libraries (1543 images total). The main executable alone consumes 5.54 GiB of VA (4 GiB __PAGEZERO, 517 MiB __TEXT, 1.04 GiB __LINKEDIT). The 516 Chromium dylibs add another 10.19 GiB of aggregate VM (2.26 GiB __TEXT, 3.86 GiB __LINKEDIT). Combi
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23h
Title: 45 Days "Waiting for Review" – 3 Expedites Approved, Zero Movement. Backend Glitch?
Hey everyone, I’m completely stuck and hoping someone here (or an Apple rep) can help, because Developer Support is just sending me the exact same template replies at this point. I submitted a standard version update for my app (Hadiyyati - Luxury Gifts) back on February 7th. It has now been over 45 days, and the status is still permanently frozen on Waiting for Review. Here is the loop I am stuck in: I've had an Expedited Review requested and approved 3 separate times. Support gives me a case number, says they contacted the App Review Board, and tells me to wait. Weeks pass, nothing happens, and when I follow up, I get: At this time, your app review is proceeding normally, and there is no further action you need to take. 45 days for a store update is not proceeding normally. I strongly suspect my submission (ID: aeadea76-8fb4-437c-9c04-60171b909f3e) is bugged, corrupted, or locked in a ghost state on the App Store Connect backend. Has anyone dealt with a completely frozen submission like this? Is there a spe
Replies
2
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0
Views
92
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1d
TKTokenDriverConfiguration becomes permanently unusable after ctkd process restart
Background We're building a macOS application that acts as a CryptoTokenKit software token. The architecture follows the documented pattern: a container app (a long-running agent process) manages token registration and identity updates via TKTokenDriverConfiguration, and a separate appex extension process handles the actual signing operations for client sessions. What we're doing At agent startup, the container app calls [TKTokenDriverConfiguration driverConfigurations] to obtain our token driver, then registers a token instance ID: NSDictionary *driverConfigurations = [TKTokenDriverConfiguration driverConfigurations]; TKTokenDriverConfiguration driver = / first value from driverConfigurations */; [driver addTokenConfigurationForTokenInstanceID:@setoken]; When the agent renews a certificate, it pushes updated TKTokenKeychainItem objects to ctkd by setting keychainItems on the TKTokenConfiguration: TKTokenConfiguration *tokenCfg = driver.tokenConfigurations[@setoken]; tokenCfg.keychainItems = updatedI
Replies
3
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217
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1d
Localization in Swift macOS console Apps.
Is it possible to build localization into console apps, developed in SwiftUI in Xcode26. I have created a catalog, (.xcstrings file) with an English and fr-CA string. I have tried to display the French text without success. I am using the console app to test a package which also has English/French text. English text works fine in both package and the console main, but I cannot generate the French. From what I can discover so far it's not possible without bundling it as a .app, (console app). Looking for anyone who has crossed this bridge.
Replies
7
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0
Views
260
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1d
Reply to Localization in Swift macOS console Apps.
[quote='882371022, Arebus, /thread/820871?answerId=882371022#882371022, /profile/Arebus'] I thought it would be easier to write a CLI than … [/quote] Yeah, I know what you mean, but recently I’ve moved away from that approach: For low-level stuff, I tend to put the test code into a unit test. This is just as easy to debug as a command-line tool, but it has the advantage that, as you exercise various code paths, you build up a corpus of unit tests that ensure that things continue to work in the future. For GUI stuff, I lean into Xcode’s preview feature. Or just do my experimentation in an target. And there’s Xcode’s UI testing support. I don’t use that a lot but, in my defence, UI stuff isn’t my focus. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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1d
Reply to Are there known issues with aggressive optimization (-O) affecting third-party libraries?
[quote='821109021, JTechHyd, /thread/821109, /profile/JTechHyd'] Are there known issues with aggressive optimization (-O) affecting … ? [/quote] Yes. If you’re using a C-based language it’s very easy to rely on undefined behavior, and the exact behaviour you get can change based on the optimisation level, the compiler version, the OS version, and so on. This is true in safer languages as well, but it’s less common. For example, Swift is generally safer than C but there are still sources of undefined behaviour, including unsafe pointers [1] and concurrency [2]. Is sounds like you’re building this third-party library from source. Is that right? If so, you can dig into the library to see if you can isolate the cause of the problem. This is no different from tackling a hard-to-debug problems in your own code. You can use both build-time tools (like the Clang static analyser) and runtime tools (like the standard memory debugging tools). It’s also possible for problems like this to be caused by bu
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1d
‌Xcode26-built apps cannot run on iPhone 6 or earlier devices‌
‌Using Xcode 26, the built package encounters device compatibility issues — while it installs successfully on supported iPhone devices, but it crashes immediately upon launch and cannot run normally.‌‌In previous versions of Xcode, the same minimum deployment setting in the project did not cause such compatibility issues.‌ The app built with Xcode 26 shows the following behavior when installed and tested on various devices:‌ iPhone6p iOS12.5.8 fails to run 2.iPhone6 iOS11 fails to run 3.Iphone6 iOS12.5.7 fails to run 4.iPhone7 iOS12.1.3 ok 5.iPhoneX iOS 12.2 ok 6.iphone6s plus iOS10.3.1 ok 7.iphoneXS. iOS 12.1.4 ok 8.iPhone11 iOS 13.6.1 ok 9.iPhone7. iOS 13.7 ok We have tested and found that an iPhone 6s Plus running iOS 10.3.1 can normally run the app. We would like to know whether apps built with Xcode 26 are inherently incompatible with iPhone 6 and older devices. Has Xcode 26’s underlying build environment removed full support for the A8 chip, resulting in binary files containing instructions or
Replies
6
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0
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412
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1d
Reply to My app doesn't respond on iPhone Air iOS 26.1.
⏺ That's it. The fix is: Removed ASSETCATALOG_COMPILER_LAUNCHIMAGE_NAME = LaunchImage from both Debug and Release build settings Added UILaunchStoryboardName = LaunchScreen to Info.plist Without a proper launch storyboard, UIKit falls back to a legacy compatibility mode that computes wrong screen dimensions on iPhone Air — causing the fractional tab bar height and the infinite layout loop. The LaunchScreen.storyboard already existed in the project but was never referenced.
Topic: UI Frameworks SubTopic: UIKit Tags:
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1d
Background Assets - Apple Hosted - iOS26
I've followed the setup process to get Apple Hosted Background Assets configured for my project. (https://developer.apple.com/documentation/backgroundassets/downloading-apple-hosted-asset-packs) But when I build and run the app I get the following error... BackgroundAssets/AssetPackManager.swift:174: Fatal error: The process lacks a team ID. I've checked the Signing->Team for both targets and they both have my Team associated. Any help or advice would be appreciated...
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12
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748
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1d
Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xc
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1.8k
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1d
Reply to Different app behavior when running on device from Xcode
Thank you @Tomato and @DTS Engineer ! The purpose of my app is to provide a notification mechanism when there are drastic air quality changes. To accomplish this, I have an async function that makes a GET request to an air quality sensor (using UrlSession), decode the payload, and then do comparisons with previous readings. If the readings have changed drastically, an UNMutableNotificationContent() is scheduled. Currently, my async function is called from within a repeating scheduled timer so that I can poll my sensor every minute: Timer.scheduledTimer(withTimeInterval: 1.0, repeats: true) { _ in timerVal -= 1 if timerVal == 0 { timerVal = startVal getAQI() } } This all works just fine (including when the app is in the background) ONLY when I run the app from Build and Run in Xcode on my dev iPhone as the destination. I've left the app running this way for hours in the background and with the phone locked and it works great! However, when I try to run the app purely from the app shortcut on my iPhone
Topic: Community SubTopic: Apple Developers Tags:
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1d
Different app behavior when running on device from Xcode
I have an app I am working on that makes a REST call, updates the UI with the info, and sends a notification. When I run Build and Run my app from Xcode using my iPhone as the destination, it works exactly as I want it to - my REST calls and notifications continue to work when the app is in the background. However, when I run my app that has been installed on my iPhone from the Xcode build/run directly (without Xcode in the picture), it does NOT behave correctly and only works when my app is in the foreground. What am I missing?
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4
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101
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1d
Reply to Dual Monitor Studio Display XDR fails on MacBook Pro M4 Pro
First off, to clarify the purpose of this forum and my role at Apple, this forum is specifically to support engineers building products for our platform, not consumer-level support. I'm responding here because I hope the information will be helpful to you and to other engineers working on our hardware. However, I can't comment on if or when this will be fixed, nor am I the right person to try and pass feedback through. Secondly, on the feedback side, I'd appreciate you filling a bug on this and then posting the bug number back here so I can ensure it gets to the correct team. That's the best way to get this feedback to the relevant engineering team. In any case, I can't provide you with a direct solution, but I can confirm that this is basically what's going on: From what I am reading, it appears to be that the M4 Pro has 3 display lanes, and when I plug the first Studio Display XDR, it is using 2 lanes. More specifically, the kernel logic that assigns display pipes to monitors is not particularly so
Replies
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1d
Reply to Installation of XCode CLT on Tahoe 26.1
Thanks for the post, I don’t see what are you selecting to install. Download Directly from the Apple Developer Portal is the recommended way or better use the Apple Store for the release version. Go to the Apple Developer Downloads page. Sometimes the GUI fails, but forcing the macOS software update utility through the terminal works. If Xcode is a beta or internal build, the xcode-select --install command will almost always fail because Apple does not host beta Command Line Tools on the public production update servers. I would recommend to install the Xcode you want from the developer portal if beta or RC and the App Store if you want the latest release version. Albert 
  Worldwide Developer Relations.
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1d