Apple Silicon

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Build apps, libraries, frameworks, plug-ins, and other executable code that run natively on Apple silicon.

Posts under Apple Silicon tag

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ITMS-90863: Macs with Apple silicon support issue (iCloud library)
Recently I started getting emails from AppStoreConnect when I submit new builds The email states: ITMS-90863: Macs with Apple silicon support issue - The app links with libraries that aren’t present in macOS: /usr/lib/swift/libswiftCloudKit.dylib I can run this app on apple silicon from TestFlight or directly from Xcode and it runs just fine including all iCloud functions. This app has been using iCloud for several years now. So my question is: Should I just ignore the email or do I need to change something to bring this app into compliance?
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3.3k
Nov ’24
Xcode Arguments Passed On Launch won't load
I am building and running a simple Open MPI C application. In order to run it, I configured the run process in this way:\ Edit Scheme -> Run -> Info -> Executable -> Other... -> /path/to/mpiexec Edit Scheme -> Run -> Arguments -> Arguments Passed On Launch -> -np 4 "$(BUILT_PRODUCTS_DIR)/$(EXECUTABLE_NAME)" Now, instead of the hardcoded "4" as the number of processes, I want to specify an environment variable (like the already existing BUILT_PRODUCTS_DIR and EXECUTABLE_NAME environment variables), so I enter in Environment Variables NUM_PROCS as Name and 4 as Value. Thus, I write in Arguments Passed On Launch the whole quoted string: "-np" "$(NUM_PROCS)" "$(BUILT_PRODUCTS_DIR)/$(EXECUTABLE_NAME)". And Xcode can't read the NUM_PROCS environment variable (despite I can easily read it in the C program by a getenv("NUM_PROCS")!), in fact, it runs the default number of processes of my system (12). I tried in a very large number the different ways of writing arguments (every string on a new line, with quotes, without quotes, ...), but none worked as I expected. M3 Pro, macOS Sequoia 15.0.1 Xcode 16.0
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Oct ’24
SwiftUI and ShareLink - Save button on Share Sheet crashes the app
I have an iOS/iPadOS app. When I run the app on Mac as a Designed for iPad app, Save button on the Share Sheet crashes the app. I want to share a view with ImageRenderer, but here's an even easier example where I am trying to share an SF Symbol as an image. ShareLink(item: Image(systemName: "swift"), preview: SharePreview(Text("PNG"), image: Image(systemName: "swift"))) Share button works. It opens Share Sheet. "Add to Photos" works. "Copy" works. I can paste the image file in Finder after I press "Copy". But when I press the "Save" button, my app crashes with the error: Thread 1: "-[NSItemProvider pathExtension]: unrecognized selector sent to instance 0x600001c1e290" How to fix this error? How to make saving the image work? Maybe I need additional permissions in plist? I already have "Privacy - Photo Library Additions Usage Description" and everything on iOS and iPadOS works without a problem.
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Oct ’24
How to wrap existing iOS app to launch on MacOS
Hi community! It is known that application designed for iOS may be launched on MacOS with arm chip. With XCode this is simple, you just choose to launch on current machine (Designed for iPad). As I can see, some magic happens: some tool wraps myproj.app into another app, which contains WrappedBundle link and Wrapper subdirectory. Does anybody know how to invoke this wrapping tool via command line? I am using CLion as IDE for my personal preferences, and I want to build app with CLion and wrap the result with external tool into a MacOS-compatible app to test if it works for MacOS as well. In other words, having the myproj.app I want to run something like "magictool -wrap /path/to/myproj.app" Best regards!
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Oct ’24
Reasonable time for fix to easy-to-reproduce kernel panic?
Since I haven't heard so much as a peep from Apple on this, I thought I'd take a poll here on how long I could expect an easily reproducible (albeit possibly obscure) kernel panic to be fixed. I was under the impression that kernel panics were a big deal but it's been almost 2 months since I updated from macOS 14 to macOS 15.0 dev beta 7 / public beta 5 when I originally came across and reported a panic triggered while playing StarCraft II. I've been able to consistently trigger panics playing certain (maybe all) Co-op maps in SC2 and since my first report Aug 22, I've filed 8 additional bug reports, each automatically generated after hitting yet another panic. (I'm not sure exactly who is able to view these but for what it's worth, these are the reports I've filed so far: FB14886510, FB14905773, FB14960435, FB15304609, FB15391195, FB15467943, FB15468127, FB15491485, FB15491684.) A few other people have reported the issue to SC2's developer, Blizzard, and apparently Blizzard has acknowledged they're aware of the problem so it's safe to rule out the possibility of a hardware defect or other issue specific only to my computer. The logs point the blame at the AppleDCP driver, although I suppose the problem could technically be in the DCP firmware instead. Regardless, Apple's code is clearly at fault here. I'll admit the importance of a video game isn't exactly like keeping the power on at a hospital but I don't know why it would be deemed particularly unimportant either. At 53 days in, am I wrong to expect this to have been fixed by now or is Apple really being that slow?
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Oct ’24
When building for physical iPhone throws Command PhaseScriptExecution failed with a nonzero exit code
I developed my app with React-Native-CLI, version 0.67.2. I use Xcode 16 on MacOS Sequoia 15.0.1 It builds and runs fine on any simulator, iOS 17 or iOS 18. As soon as I build it for my iPhone 12 iOS 17.6.1 or archive, it throws this error "Command PhaseScriptExecution failed with a nonzero exit code" at the last time. It actually starts the Metro. I made my iPhone into developer mode. Paired it with MacOS. The thing I don't get why it doesn't work on my iPhone when it works fine on simulators. It doesn't even archive. Anyone encountered something like this in the past?
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Oct ’24