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“build disappears”

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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
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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 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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Reply to 409 Error when submitting app for App Store review — stuck submission
I am seeing the same issue. I had another developer try to submit the same build and they got the issue as well, but when they created a new build for submission on their end they were able to successfully submit. So I'm wondering if there is possibly some build issue on my end, but I'm not seeing any indication that is the case from App Store Connect. This is a build that we have distributed through Test Flight that we are now trying to submit for release.
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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 Unable to use FoundationModels in older app?
The error comes and goes while its compiling and then doesn't run the app. This typically happens when the code is shared across multiple targets, and one of them has minimal deployment target lower than version 26. Also, if your project has a watchOS app, the FoundationModels framework isn't currently available in watchOS. If that is not your case, I'll be interested in looking into your project, or the build log that contains the error. Best, —— Ziqiao Chen  Worldwide Developer Relations.
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Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I will go ahead and file a request for a Core HID development variant. Perfect, thank you. FYI, I can't guarantee anything will change, but I'd like to get this sorted out as soon as possible, so this might be working relatively soon (at least on paid accounts). One comment here: More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I've seen a few requests asking about providing this support to the free account tier, not just the paid tier. It's a reasonable suggestion, but I did want to explain that the main reason the development entitlements are restricted to paid accounts is as a form of practical security protection. The idea here is that the underlying details of development signing's limitations: Builds only run on the specific devices that were registered when the signing profile was generated. Registering a device requires extracting
Topic: App & System Services SubTopic: Drivers Tags:
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In App provisioning production testing fails
During the in‑app provisioning flow, we successfully obtain the provisioning certificates and generate object for posting. However, in the production environment the flow fails when posted to a broker. broker/v4/devices/{SEID}/cards The staging environment works correctly and provisioning completes without issues. Object {encryptedCardData, activationData, ephemeralPublicKey} is build. The T&C screen never appears. FB22332303
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugg
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Reply to iPad Pro Wi-Fi ping spikes with Bluetooth (iPadOS 26
DevForums is primarily focused on APIs, so if you’re building an app that’s affected by this, or a Bluetooth accessory, please let me know. If not, my advice is that you seek help from Apple Support, either directly or on Apple Support Community. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to TN3134 clarification: DNS Proxy Provider unusable without MDM on iOS?
[quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is it possible to distribute a DNS proxy provider for use on non-MDM / non-supervised devices? [/quote] No. The table in the DNS proxy section of TN3134 lists two options for iOS: app extension | 11.0 | supervised devices only | 16.0 | per-app on managed devices If you exclude those two options then you have… well… zero options. [quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is [this] strictly enforced at distribution/runtime? [/quote] Yes. It’s a privacy policy that’s strictly enforced at runtime [quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is a packet tunnel provider the only viable alternative for App Store distribution? [/quote] There are two parts to this question: Do packet tunnel providers work on general user devices? Are there a viable alternative to a DNS proxy. The answer to the first is “Yes.” TN3134 makes that clear. The answer to the second is “No.” TN3
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Reply to Migrating to the UIKit scene-based life cycle
Thank you for your response, Richard. I have a follow-up question to clarify the exact trigger for the launch failure. Could you tell us which of the following scenarios actually causes the app to fail to launch? Built with Xcode 26 (iOS 26 SDK), run on an iOS 27 device — Does the app fail to launch simply because the device is running iOS 27, even though it was built with the older(=26) SDK? Built with Xcode 27 (iOS 27 SDK), run on any OS version including iOS 27 — Does the failure occur across all OS versions, including iOS 27(All OS versions(iOS15 or higher) supported by my app), as long as the app was compiled with the iOS 27 SDK without adopting the scene-based life cycle? Both of the above — Does the failure apply in either case? Understanding whether this is enforced at the OS level (runtime) or at the SDK/build level (compile time) is critical for planning our migration and release timeline. Thank you.
Topic: UI Frameworks SubTopic: UIKit
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My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
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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
Replies
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Views
Activity
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 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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Activity
1d
Reply to 409 Error when submitting app for App Store review — stuck submission
I am seeing the same issue. I had another developer try to submit the same build and they got the issue as well, but when they created a new build for submission on their end they were able to successfully submit. So I'm wondering if there is possibly some build issue on my end, but I'm not seeing any indication that is the case from App Store Connect. This is a build that we have distributed through Test Flight that we are now trying to submit for release.
Replies
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Views
Activity
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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68
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Reply to Unable to use FoundationModels in older app?
The error comes and goes while its compiling and then doesn't run the app. This typically happens when the code is shared across multiple targets, and one of them has minimal deployment target lower than version 26. Also, if your project has a watchOS app, the FoundationModels framework isn't currently available in watchOS. If that is not your case, I'll be interested in looking into your project, or the build log that contains the error. Best, —— Ziqiao Chen  Worldwide Developer Relations.
Replies
Boosts
Views
Activity
2d
Reply to Supported way to expose an iPhone+controller as a macOS gamepad without restricted entitlements?
I will go ahead and file a request for a Core HID development variant. Perfect, thank you. FYI, I can't guarantee anything will change, but I'd like to get this sorted out as soon as possible, so this might be working relatively soon (at least on paid accounts). One comment here: More broadly, I think it would be very valuable to have a simple user-space API for controller virtualization available to hobbyists and personal developers as well, even if limited to development builds. I've seen a few requests asking about providing this support to the free account tier, not just the paid tier. It's a reasonable suggestion, but I did want to explain that the main reason the development entitlements are restricted to paid accounts is as a form of practical security protection. The idea here is that the underlying details of development signing's limitations: Builds only run on the specific devices that were registered when the signing profile was generated. Registering a device requires extracting
Topic: App & System Services SubTopic: Drivers Tags:
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Reply to "Testflight is currently unavailable" message for all users
I uploaded a new build of the app and that seems to have resolved the issue. 🤷‍♂️
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In App provisioning production testing fails
During the in‑app provisioning flow, we successfully obtain the provisioning certificates and generate object for posting. However, in the production environment the flow fails when posted to a broker. broker/v4/devices/{SEID}/cards The staging environment works correctly and provisioning completes without issues. Object {encryptedCardData, activationData, ephemeralPublicKey} is build. The T&C screen never appears. FB22332303
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0
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0
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30
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Unable to Control Optical Zoom via USB (UVC) in Custom Swift App, While Prebuilt App Works
I’m currently working on a macOS application to control a USB camera’s optical zoom via a direct USB connection. My situation: I am using a USB camera that supports optical zoom. I downloaded an open-source project, CameraController. The prebuilt binary provided on GitHub works perfectly, and I can successfully control the camera’s optical zoom. However, when I build and run the same project from source in Xcode, the zoom control UI appears disabled (grayed out). The project compiles without errors. Additionally, I attempted to implement zoom control myself using the UVC protocol in Swift . However, it seems that the zoom control commands are not successfully sent or recognized by the camera. Questions: Why would the prebuilt app work, but the same source code built locally results in disabled zoom controls? Are there known limitations on sending zoom control requests via USB on macOS? Is there a recommended modern approach for controlling optical zoom programmatically via Swift? Any insights, debugg
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Reply to iOS 26.3.0 TextToSpeech EXC_BAD_ACCESS
We see this issue in iOS 26.3 as well, but it can reproduce almost every time if we build the app with Xcode 26.4 and run the app on an iOS 26.3 device. Also sent: FB22305926 with the crash log.
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Reply to iPad Pro Wi-Fi ping spikes with Bluetooth (iPadOS 26
DevForums is primarily focused on APIs, so if you’re building an app that’s affected by this, or a Bluetooth accessory, please let me know. If not, my advice is that you seek help from Apple Support, either directly or on Apple Support Community. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Views
Activity
2d
Reply to TN3134 clarification: DNS Proxy Provider unusable without MDM on iOS?
[quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is it possible to distribute a DNS proxy provider for use on non-MDM / non-supervised devices? [/quote] No. The table in the DNS proxy section of TN3134 lists two options for iOS: app extension | 11.0 | supervised devices only | 16.0 | per-app on managed devices If you exclude those two options then you have… well… zero options. [quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is [this] strictly enforced at distribution/runtime? [/quote] Yes. It’s a privacy policy that’s strictly enforced at runtime [quote='820849021, AndriiSulimenko, /thread/820849, /profile/AndriiSulimenko'] Is a packet tunnel provider the only viable alternative for App Store distribution? [/quote] There are two parts to this question: Do packet tunnel providers work on general user devices? Are there a viable alternative to a DNS proxy. The answer to the first is “Yes.” TN3134 makes that clear. The answer to the second is “No.” TN3
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2d
Reply to Migrating to the UIKit scene-based life cycle
Thank you for your response, Richard. I have a follow-up question to clarify the exact trigger for the launch failure. Could you tell us which of the following scenarios actually causes the app to fail to launch? Built with Xcode 26 (iOS 26 SDK), run on an iOS 27 device — Does the app fail to launch simply because the device is running iOS 27, even though it was built with the older(=26) SDK? Built with Xcode 27 (iOS 27 SDK), run on any OS version including iOS 27 — Does the failure occur across all OS versions, including iOS 27(All OS versions(iOS15 or higher) supported by my app), as long as the app was compiled with the iOS 27 SDK without adopting the scene-based life cycle? Both of the above — Does the failure apply in either case? Understanding whether this is enforced at the OS level (runtime) or at the SDK/build level (compile time) is critical for planning our migration and release timeline. Thank you.
Topic: UI Frameworks SubTopic: UIKit
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Activity
2d
My app fails to launch since I have changed of iPhone (from iPhone13 pro to iPhone 17 pro)
Since I have changed of iPhone (yesterday) to run my draft application, I systematically, and instantaneously get a message The application failed to launch., i.e. the application successfully built and was downloaded to the new iPhone (Iphone 17 pro - iOS 26.4). I have checked that this new iPhone is well registered on my list of authorized devices. Could you help me to fix this issue ? Here is the verbose attached to the failure: The application failed to launch. Domain: com.apple.dt.CoreDeviceError Code: 10002 User Info: { BundleIdentifier = com.laurent-guise.ble-laser; DVTErrorCreationDateKey = 2026-03-30 07:59:46 +0000; IDERunOperationFailingWorker = IDELaunchCoreDeviceWorker; } The request to open com.laurent-guise.ble-laser failed. Domain: FBSOpenApplicationServiceErrorDomain Code: 1 Failure Reason: The request was denied by service delegate (SBMainWorkspace). User Info: { BSErrorCodeDescription = RequestDenied; FBSOpenApplicationRequestID = 0x3868; } The operation couldn’t be completed. The process fa
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