Debugging

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Debugging multi-window AppKit apps: Identifying the window associated with a breakpoint
When working on a multi-window AppKit app, how do you identify which window instance is associated with the current breakpoint? The same question applies when using LLDB. If execution stops inside an object that can exist in more than one window, such as a shared NSViewController subclass, how do you know which window’s object you are currently inspecting? Does Xcode provide a mechanism for showing the NSWindow associated with the current view, view controller or responder while debugging? My current approach is to print object identities and compare them manually. For example, if several identical windows are open, I might print the current object and its window: print(self, #function) Then I interact with one window, make a note of the printed memory addresses in the console, switch to another window and compare the output. This works, but it feels manual. I am not dealing with different window subclasses. The windows may be instances of the same class and may contain instances of the same view controller classes. I simply want an easier way to distinguish which window instance I am debugging. Is there a recommended Xcode, LLDB or AppKit workflow for this?
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Jun ’26
Best practices for speeding up watchOS physical device debugging loops in Xcode?
What are the best practices for a painless physical watchOS debugging loop in Xcode? Debugging a standalone or companion watchOS app on a physical Apple Watch is arguably the slowest feedback loop in Apple development. Every minor code change often results in Xcode getting stuck on "Installing to Apple Watch" for minutes, or throwing a "Failed to attach" LLDB error after a long timeout. The biggest bottlenecks seem to be: The initial Symbol Copying / dyld shared cache sync: This takes forever whenever watchOS gets updated. Can these symbols be pre-cached or manually downloaded on the Mac via an internet connection rather than pulling them byte-by-byte from the watch? Slow Installation over Bluetooth: The watch often defaults to a sluggish Bluetooth link with the iPhone instead of leveraging local Wi-Fi or the direct Mac-to-Watch network tunnel. Debugger Connection Timeouts: Xcode routinely loses track of the target process before the app finishes launching on the watch. My Question: What are your recommended workflows, hidden Xcode flags, build settings, or networking setups to make physical watchOS debugging as close to the simulator experience as possible? Specifically, how do we handle symbol caching and force faster deployment pipelines?
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249
Jun ’26
ARKit object tracking performance
I'm trying to track identified objects in realtime with bounding rects, with no 3D integration, but still has poor update performance. I'm trying to understand how to optimize frame updates. (I'm a new programmer) Using: Foundation, AVFoundation, ARKit, CoreVideo, Vision, CoreImage, CoreVideo with YOLOE-11s object detection currently throttled to 2fps. (target iOS, testing on 16pro) YOLOE-11S CoreML model detects objects with class labels + bounding boxes Labels are matched against ObjectCatalog.json for relevance Matched objects are promoted from blue (detected) to green (identified) Log warnings: ARSession <0x110afdb80>: The delegate of ARSession is retaining 13 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed. Skipping integration due to poor slam at time: 619447.208339 vio_initialized(1) map_size(0) tracking_state_is_nominal(0) is_3dof(0) reinitialize_attempts(6) slam_mode(RegularSLAM)
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Jun ’26
app crashed _CFRelease.cold.1
In my app, I implemented a screen recording functionality. But there was an unexpected crash. 0 CoreFoundation _CFRelease.cold.1 + 16 1 CoreFoundation ___CFTypeCollectionRelease 2 ReplayKit ___56-[RPScreenRecorder captureHandlerWithSample:timingData:]_block_invoke + 148 3 libdispatch.dylib __dispatch_call_block_and_release + 32 4 libdispatch.dylib __dispatch_client_callout + 16 5 libdispatch.dylib __dispatch_lane_serial_drain + 740 6 libdispatch.dylib __dispatch_lane_invoke + 388 7 libdispatch.dylib __dispatch_root_queue_drain_deferred_wlh + 292 8 libdispatch.dylib __dispatch_workloop_worker_thread + 540 9 libsystem_pthread.dylib __pthread_wqthread + 292
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Jun ’26
[FEATURE REQUEST] Add more breakpoint types to Xcode
There are many situations where debug breaking points are not the right tool. What I often need is a log that shows what gets called, with how much frequency, and in which order. There are so many times where I have to add print statements, re compile, re run, see that I didn't include all the print statements I needed, and repeat a couple of times. My proposal (with zero knowledge of technical feasibility), is that much like we have break points, add "print break points" for logging without modifying code. It would be nice too, if I could also, add a "timer break point", where I can tag a function definition, and every time it gets called, it's are timed. Again, no idea if this is possible, but it would be extremely helpful for me, and I'm guessing to many other devs as well. Thoughts?
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May ’26
Integrating BugSplat Crash Reporter
Hello, For the past few days I have been working on integrating a Crash Reporter called "BugSplat" to our macOS desktop app and it got me thinking, how do crash reporters work on macOS ? After days of trial and error (and claude's help) I managed to integrate it but with a different behavior than windows. On Windows: When the app crashes, the BugSplat crash report window opens and allows you to write your details and message to be sent with the crash report (along with a log file) On macOS: It displays the normal macOS' "App exit unexpectedly", to which I click dismiss. But then when I re-open the app the BugSplat crash report window appears. I asked claude if I can avoid the normal macOS dialog entirely, to which it replied: "This is by design — BugSplat macOS is a next-launch crash reporter, not an in-process one. Here's why that's intentional and unavoidable: When a process crashes (SIGSEGV, SIGBUS, etc.), macOS's ReportCrash daemon independently monitors all processes and shows the "quit unexpectedly" dialog — there's no API to suppress it. Meanwhile, BugSplat's Mach exception handler captures the crash data to disk. On the next launch, BugSplat finds that crash data and shows its dialog. This is the same model used by every macOS crash reporter (PLCrashReporter, Firebase Crashlytics on macOS, etc.). The process heap is in a corrupted state at crash time, so showing UI from inside the crashed process is unreliable." LLMs sometimes speak confidently even when they're wrong so that's why I'm asking: Is it really true that that's the normal behavior for every crash reporter? And is it really that huge of a change to overwrite the macOS dialog entirely ? Thank you in advance and sorry for the long paragraph
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Apr ’26
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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Apr ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
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1.1k
Apr ’26
Xcode 26.x Frequently Freezes During Breakpoint Debugging with Simulator
When I use Xcode 26 (0.1, 1) for debugging and hit a breakpoint, using "step over" causes the debugger to freeze at a random line of code. Clicking "Pause program execution" indicates that the line is being executed, but the breakpoint never exits, seemingly causing a freeze. The application on the simulator also becomes unresponsive. However, when I do not use breakpoints, my program runs smoothly, and debugging on a physical device does not cause any freezes. This issue only occurs with the simulator. I am using Xcode on Apple Silicon, and due to some third-party SDKs that depend on Rosetta, our app can only run on the Rosetta simulator. We did not encounter this issue when using Xcode 16.x for simulator debugging. The current situation with Xcode 26.x significantly reduces our development efficiency. What could be causing this, and is there a solution?
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1.2k
Apr ’26
Live Activity works perfectly on Simulator but fails on physical device: "No asset provider bundle ID provided"
Hello community, I am implementing a Live Activity for my existing App Store app. The Live Activity works perfectly on the iOS Simulator, but it completely fails to appear on the physical device's lock screen. When I call Activity.request, it succeeds and returns a valid Activity ID, but the physical device's console immediately outputs the following errors from liveactivitiesd: liveactivitiesd is not entitled to specify a scene target. Defaulting containingProcess target to liveactivitiesd No asset provider bundle ID provided I have spent days debugging this and have tried every known workaround. Here is the comprehensive list of what I have already verified and attempted: Environment: Xcode: 16.4 iOS Device: iPhone 13 mini, iOS 26.3.1 macOS: Sequoia 15.6 What I have verified/tried (to avoid duplicate suggestions): NSSupportsLiveActivities: It is set to YES in the main app's Info.plist. I also tried adding it to the Widget Extension's Info.plist just in case. App Icons: The main app has a valid AppIcon set in Assets.xcassets. The Primary App Icon Set Name in Build Settings is correctly set to AppIcon. Bundle IDs: They match perfectly (com.mycompany.app and com.mycompany.app.MyWidget). Version & Build Numbers: The main app and the Widget Extension have exactly the same Version and Build numbers. App Groups & Entitlements: Checked and perfectly synced between the main app and the extension. Dummy Widget: Since it's a Live-Activity-only extension, I added a standard static DummyWidget to the WidgetBundle to prevent the known iOS 17 bug where the system ignores extensions without home screen widgets. Memory/Sanitizers: Ensured Address Sanitizer and Zombie Objects are completely disabled in the Scheme to prevent the 30MB memory limit crash on the device. Nuclear Option: Completely deleted the Widget Extension target, wiped DerivedData, restarted the Mac and iPhone, and recreated the extension from scratch. Minimal UI Test: Replaced the widget's UI with a simple Text("Test") to rule out any SwiftUI rendering crashes. Device Settings: Verified that "Live Activities" is enabled under "Face ID & Passcode" settings on the physical iPhone. Despite all of this, the Simulator works flawlessy, while the device throws No asset provider bundle ID provided and shows nothing. Does anyone know what specific condition causes liveactivitiesd to fail to find the asset provider (the parent app) on a physical device for an existing app? Are there any undocumented provisioning profile quirks or obscure Build Settings I might be missing? Any insights would be deeply appreciated. Thank you!
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Apr ’26
runModal exits with a fatal error.
I have been using this block of Swift code for weeks with no problems. Then, today, every time I invoke it it fails: let openPanel = NSOpenPanel() openPanel.canChooseFiles = true openPanel.allowsMultipleSelection = false openPanel.canChooseDirectories = true openPanel.canCreateDirectories = false openPanel.title = NSLocalizedString("Open a CSV file", comment: "Open a CSV File") var result = NSApplication.ModalResponse.OK do { try result = openPanel.runModal() } catch { print("Open Panel failed: \(error)") return } if result == .OK { CSVFile = openPanel.url!.path } else { openPanel.close() print("No CSV file selected.") return } I get this message pointing to the .openModal expression: "Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value" It's a real head-scratcher!
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Apr ’26
Issues with Family Controls during development
Hi everyone! I’m building Delta — an app designed to rethink time, because time is literally our most valuable currency. So the core mechanic involves earning time in useful apps and then spending it on apps that are a distraction. I already have a prototype that’s being actively tested in a closed beta, but I’ve started noticing that more and more testers are reporting the same bug. “Time is being counted even when I'm not in the app I marked as useful.” I suspect that Screen Time is also tracking background time, although this behavior isn't correct for my app. Does anyone know how to track specifically those moments when an app marked as useful and used for “time-earning” is in the foreground? Additionally, I hit a wall with Screen Time and had to accept that I can’t force a user away from another app if they’re active there, nor redirect them to my app to trigger the lock screen. Because of this, I had to resort to a penalty system, which is equal to the time the user spent additionally after their time ran out. And here, I run into the same problem I described at the beginning of the post. I can’t track the background status of another app, even though I’m trying really hard... Can anyone suggest any ways I can get out of this situation, or should I keep looking for a solution, or shift toward explaining this to the user?.. (However, I’m holding out until the very end before giving up on finding a solution)
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Apr ’26
iOS 12.5.8 fails to bootstrap app
Hello, I released a new build for my app but it fails to run on iOS 12.5.8 (tested on iPad Air, iPhone 6, iPhone 5s). The launch storybard is shown, then the app stops abruptly. There is no crash log. It runs fine on iOS 13 or higher. Xcode 26.3 was showing a call stack (something with UIView) that did not include any app code. Now with Xcode 26.4 (and its new command line tools) there is an info popup with a debug metadata dump. However, I don’t intend to focus on Xcode here because it officially does not support iOS 12. It’s ok if I cannot debug, I just want the app to run on the device like the previous build did. Since there is no crash log, and the console is showing a bootstrap error, I believe my app code has not been executed and is therefore not at fault. Build 674 released on 23-Mar-2026: worked fine on iOS 12, built with Xcode 26.3 Build 675 released on 29-Mar-2026: Bootstrap error as described, with both Xcode 26.3 and 26.4 Deployment target = 12.4 Tried Instruments but it fails as soon as I hit record. In the console I found BKSProcessErrorDomain code 1. Here on the forum I found a post where the cause was no internet access but my device does have internet access. I made only very little code changes to my app between 674 and 675, no storyboard updates. I get the impression the loader does not even begin to execute my code. At this point I wonder if: some certificate has expired (see release dates above), or if something is incompatible in my main storyboard (though I did not change anything there), or the device ran out of memory (1 GB) Note: The app has 4 targets: main app target framework AU app extension intents app extension Thanks, Sven PS: Misclicked subtopic which should have been General (sorry). Here’s the redacted console excerpt: standard 22:21:13.187990+0200 SpringBoard Evaluate: making new window key: <SBMainSwitcherWindow: 0x159e5f640>, for reason: push standard 22:21:13.188303+0200 SpringBoard Removed: <FBUIApplicationSceneDeactivationAssertion: 0x283c9dfe0; reason: systemAnimation; all scene levels; hasPredicate: NO> standard 22:21:13.198299+0200 assertiond Submitting new job for "com.example.app" on behalf of <BKProcess: 0x141d15d50; SpringBoard; com.apple.springboard; pid: 48; agency: SystemShell; visibility: foreground; task: running> standard 22:21:13.198867+0200 SpringBoard Bootstrapping com.example.app with intent foreground-interactive standard 22:21:13.201136+0200 assertiond Submitted job with label: UIKitApplication:com.example.app[0x1d9f][58] standard 22:21:13.201244+0200 SpringBoard Icon touch canceled (tap gesture may still succeed): <private> fehler 22:21:13.201329+0200 SpringBoard [com.example.app] Bootstrap failed with error: <NSError: 0x283e4cd80; domain: BKSProcessErrorDomain; code: 1 (bootstrap-failed); reason: "Failed to start job"> fehler 22:21:13.201421+0200 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> with error: Error Domain=BKSProcessErrorDomain Code=1 "Unable to bootstrap process with bundleID com.example.app" UserInfo={NSLocalizedDescription=Unable to bootstrap process with bundleID com.example.app, BKSProcessExitReason=0, NSLocalizedFailureReason=Failed to start job, NSUnderlyingError=0x283e4c5d0 {Error Domain=NSPOSIXErrorDomain Code=3 "No such process" UserInfo={BKLaunchdOperation=launch_get_running_pid_4SB, NSLocalizedDescription=Unable to get pid for label UIKitApplication:com.example.app[0x1d9f][58], BKLaunchdJobLabel=UIKitApplication:com.example.app[0x1d9f][58], NSLocalizedFailureReason=No such process}}, BKSProcessJobLabel=UIKitApplication:com.example.app[0x1d9f][58], BSErrorCodeDescription=bootstrap-failed} standard 22:21:13.201507+0200 SpringBoard Adding: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> standard 22:21:13.201606+0200 SpringBoard <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> exited. standard 22:21:13.202002+0200 assertiond Unable to get pid for 'UIKitApplication:com.example.app[0x1d9f][58]': No such process (3) fehler 22:21:13.202145+0200 assertiond Failed to start job with error <NSError: 0x141e1aba0; domain: NSPOSIXErrorDomain; code: 3; reason: "No such process"> { description = "Unable to get pid for label UIKitApplication:com.example.app[0x1d9f][58]"; failureReason = "No such process"; userInfo = { BKLaunchdJobLabel = UIKitApplication:com.example.app[0x1d9f][58]; BKLaunchdOperation = launch_get_running_pid_4SB; } } standard 22:21:13.202238+0200 assertiond Deleted job with label: UIKitApplication:com.example.app[0x1d9f][58] standard 22:21:13.202804+0200 SpringBoard Removing: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> standard 22:21:13.221231+0200 SpringBoard Application process state changed for com.example.app: <SBApplicationProcessState: 0x28336f0a0; pid: -1; taskState: Not Running; visibility: Unknown> standard 22:21:13.221566+0200 SpringBoard Process exited: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> -> <FBApplicationProcessExitContext: 0x283e37b10; exitReason: (none); terminationReason: (none)> { stateAtExit = <FBProcessState: 0x28337c760; pid: -1; taskState: Unknown; visibility: Unknown>; }
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Apr ’26
AVKit crash when rendering AVPlayerView controls — macOS 26.4 regression
Description Our app, Octory, allows users to create onboarding and communication workflows composed of slides containing various UI components, including embedded video players powered by AVPlayerView. Since macOS 26.4 Beta, the app crashes at launch whenever a workflow contains a video component. Workflows without video components load and render without issue, which points to a regression in AVKit's player control rendering pipeline. As anyone seen similar behaviour when using AVKit or is it something we do not do properly? Expected Behavior The app opens and renders the workflow, including the embedded video component. Actual Behavior The app briefly launches and immediately crashes with SIGABRT on the main thread. Crash Analysis Key takeaways for anyone investigating: Root cause — abort() inside NSImageSymbolConfiguration The crash occurs entirely within Apple frameworks, with no third-party code in the faulting call chain (aside from the app's entry point). The sequence is: AVPlayerItem finishes loading and fires a KVO notification that it is ready to play (_updateCanPlayAndCanStepPropertiesWhenReadyToPlayWithNotificationPayload:) This KVO chain propagates through NSKeyValueDidChange up to AVPlayerView, which calls _updateVideoGravityType AVPlayerControlsViewController responds by calling _updateZoomButtonImage, which asks AVPlayerControlsConfigurator for a configured SF Symbol via +[NSImage(AVAdditions) avkit_imageWithSymbolName:textStyle:scale:accessibilityDescription:] The symbol rendering hits -[NSImageSymbolConfiguration _getEffectivePointSize:glyphWeight:glyphSize:backfilledWithFont:scale:], which calls abort() The entire crash stack is in AppKit (NSImage / NSImageSymbolConfiguration) and AVKit — no application code is involved in the faulting path. The abort() suggests a precondition or assertion failure inside the symbol configuration logic, possibly due to an invalid or nil font/text style being passed during the zoom button image setup. This is triggered automatically the moment an AVPlayerItem becomes ready to play and AVKit attempts to render its transport controls. There is no way for the application to intercept or work around this. Relevant stack frames (Thread 0 — main thread) 3 AppKit -[NSImageSymbolConfiguration _getEffectivePointSize:glyphWeight:glyphSize:backfilledWithFont:scale:] + 440 ← abort() here 4 AppKit -[NSImageSymbolRepProvider _bestRepresentationForImage:hints:] + 404 11 AVKit +[NSImage(AVAdditions) avkit_imageWithSymbolName:textStyle:scale:accessibilityDescription:] + 332 12 AVKit -[AVPlayerControlsConfigurator configuredSymbolForImageName:] + 92 13 AVKit -[AVPlayerControlsViewController _updateZoomButtonImage] + 160 14 AVKit -[AVPlayerControlsViewController setVideoGravityType:] + 52 15 AVKit -[AVPlayerView _updateVideoGravityType] + 1056 28 AVFCore -[AVPlayerItem didChangeValueForKey:] + 56 29 AVFCore -[AVPlayerItem _updateCanPlayAndCanStepPropertiesWhenReadyToPlayWithNotificationPayload:updateStatusToReadyToPlay:] + 660 Additional Notes Removing the video component from the workflow (i.e. not instantiating AVPlayerView) resolves the crash entirely. The crash is 100% reproducible on every launch. This behavior was not present on macOS 26.3 or any prior release. The app was not recompiled — the same binary that works on 26.3 crashes on 26.4 Beta & 26.4. Environment Detail Value OS macOS 26.4 Hardware MacBook Pro M1 (MacBookPro17,1)
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Mar ’26
Increased crash occurrence in iOS 26.4
Hello. Our application performs encoding and decoding of large json files which sometimes may take up to 1,5GB of RAM memory. We understand that this may be a problem for devices with low RAM memory (3GB). But before iOS 26.4 we didn't have much occurrences (3 for the last 90 days). Starting from iOS 26.4 it started to crash a lot. Can the reason be that iOS 26.4 occupies more RAM memory so there is less memory left for our app? Or maybe starting from iOS 26.4 there is less RAM memory allocated per app? The crash message is Fatal error: failed to allocate 392 bytes of memory with alignment 8
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583
Mar ’26
UIScrollView Fast Scrolling have it scroll to the beginning when i press dpad to left while vertical scrolling
I'm triaging the issue with the fast scrolling on UIScrollView and I'm really upset how little to no info this component is on the internet. Like i disabled scrolling and yet after holding the dpad down to scroll downward eventually the fast scroll mechanism is used. The issue I have is that I have a setup where the scrollview scrolling is disabled and whenever cells are focused it'll scroll to the cell's position for that cells to focused on top left side of the scrollview. I start off with the cell placed at position x of 1000. I scroll down enough to enable fast scrolling. While fast scrolling vertically, i press left a couple of time and it somewhat scroll horizontally. Actual scrollView index is suddenly placed to x:0 instead of let say x:950-1000 Expected should be scrolled to the left of cell at position x 1000. Attached the stack trace and the log showcasing it and run it on simulator tvos 26.2. Initial properties of the scrollview we set up scroll = [UIScrollView new]; scroll.contentInsetAdjustmentBehavior = UIScrollViewContentInsetAdjustmentNever; scroll.automaticallyAdjustsScrollIndicatorInsets = false; [scroll setDirectionalLockEnabled:TRUE]; [scroll setContentInset:UIEdgeInsetsMake(0, 0, 0, 0)]; scroll.bounces = FALSE; scroll.delaysContentTouches = FALSE; scroll.showsVerticalScrollIndicator = FALSE; scroll.showsHorizontalScrollIndicator = FALSE; The plan for me at least is to somehow disable the horizontal scrolling interaction of it when fast scrolling is enabled, without accessing the private components of it.
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390
Mar ’26
AXSpeech Thread Crash SEGV_ACCERR
Hi everyone, I've encountered a rare and strange crash in my app that I can't consistently reproduce. The crash seems to occur deep within Apple's internal frameworks, and I can't pinpoint which line of my own code is causing it. Here's the crash stack trace: #44 AXSpeech SIGSEGV SEGV_ACCERR 0 CoreFoundation ___CFCheckCFInfoPACSignature + 4 1 CoreFoundation _CFRunLoopSourceSignal + 28 2 Foundation _performQueueDequeue + 492 3 Foundation ___NSThreadPerformPerform + 88 4 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 5 CoreFoundation ___CFRunLoopDoSource0 + 176 6 CoreFoundation ___CFRunLoopDoSources0 + 340 7 CoreFoundation ___CFRunLoopRun + 828 8 CoreFoundation _CFRunLoopRunSpecific + 608 9 Foundation -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212 10 TextToSpeech _TTSCFAttributedStringCreateStringByBracketingAttributeWithString + 776 11 Foundation ___NSThread__start__ + 732 12 libsystem_pthread.dylib __pthread_start + 136 Sometimes, instead of line 10 referencing _TTSCFAttributedStringCreateStringByBracketingAttributeWithString, it shows: 10 TextToSpeech LogWarning(char const*, ...) + 7288 Has anyone experienced a similar issue or know what might be triggering this crash? Any guidance on how to investigate or resolve this would be greatly appreciated. Thank you!
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3.1k
Mar ’26
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
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266
Mar ’26
Debugging multi-window AppKit apps: Identifying the window associated with a breakpoint
When working on a multi-window AppKit app, how do you identify which window instance is associated with the current breakpoint? The same question applies when using LLDB. If execution stops inside an object that can exist in more than one window, such as a shared NSViewController subclass, how do you know which window’s object you are currently inspecting? Does Xcode provide a mechanism for showing the NSWindow associated with the current view, view controller or responder while debugging? My current approach is to print object identities and compare them manually. For example, if several identical windows are open, I might print the current object and its window: print(self, #function) Then I interact with one window, make a note of the printed memory addresses in the console, switch to another window and compare the output. This works, but it feels manual. I am not dealing with different window subclasses. The windows may be instances of the same class and may contain instances of the same view controller classes. I simply want an easier way to distinguish which window instance I am debugging. Is there a recommended Xcode, LLDB or AppKit workflow for this?
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567
Activity
Jun ’26
Best practices for speeding up watchOS physical device debugging loops in Xcode?
What are the best practices for a painless physical watchOS debugging loop in Xcode? Debugging a standalone or companion watchOS app on a physical Apple Watch is arguably the slowest feedback loop in Apple development. Every minor code change often results in Xcode getting stuck on "Installing to Apple Watch" for minutes, or throwing a "Failed to attach" LLDB error after a long timeout. The biggest bottlenecks seem to be: The initial Symbol Copying / dyld shared cache sync: This takes forever whenever watchOS gets updated. Can these symbols be pre-cached or manually downloaded on the Mac via an internet connection rather than pulling them byte-by-byte from the watch? Slow Installation over Bluetooth: The watch often defaults to a sluggish Bluetooth link with the iPhone instead of leveraging local Wi-Fi or the direct Mac-to-Watch network tunnel. Debugger Connection Timeouts: Xcode routinely loses track of the target process before the app finishes launching on the watch. My Question: What are your recommended workflows, hidden Xcode flags, build settings, or networking setups to make physical watchOS debugging as close to the simulator experience as possible? Specifically, how do we handle symbol caching and force faster deployment pipelines?
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1
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249
Activity
Jun ’26
ARKit object tracking performance
I'm trying to track identified objects in realtime with bounding rects, with no 3D integration, but still has poor update performance. I'm trying to understand how to optimize frame updates. (I'm a new programmer) Using: Foundation, AVFoundation, ARKit, CoreVideo, Vision, CoreImage, CoreVideo with YOLOE-11s object detection currently throttled to 2fps. (target iOS, testing on 16pro) YOLOE-11S CoreML model detects objects with class labels + bounding boxes Labels are matched against ObjectCatalog.json for relevance Matched objects are promoted from blue (detected) to green (identified) Log warnings: ARSession <0x110afdb80>: The delegate of ARSession is retaining 13 ARFrames. The camera will stop delivering camera images if the delegate keeps holding on to too many ARFrames. This could be a threading or memory management issue in the delegate and should be fixed. Skipping integration due to poor slam at time: 619447.208339 vio_initialized(1) map_size(0) tracking_state_is_nominal(0) is_3dof(0) reinitialize_attempts(6) slam_mode(RegularSLAM)
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2
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453
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Jun ’26
Slow launch of app on iOS Simulator 26.4
Each time I launch a Debug version of the app on iOS Simulator, I see the Launch Screen presented and then about a 30-second delay before the app is responsive and debug output appears in the console panel. Filed FB22345091
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10
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Jun ’26
app crashed _CFRelease.cold.1
In my app, I implemented a screen recording functionality. But there was an unexpected crash. 0 CoreFoundation _CFRelease.cold.1 + 16 1 CoreFoundation ___CFTypeCollectionRelease 2 ReplayKit ___56-[RPScreenRecorder captureHandlerWithSample:timingData:]_block_invoke + 148 3 libdispatch.dylib __dispatch_call_block_and_release + 32 4 libdispatch.dylib __dispatch_client_callout + 16 5 libdispatch.dylib __dispatch_lane_serial_drain + 740 6 libdispatch.dylib __dispatch_lane_invoke + 388 7 libdispatch.dylib __dispatch_root_queue_drain_deferred_wlh + 292 8 libdispatch.dylib __dispatch_workloop_worker_thread + 540 9 libsystem_pthread.dylib __pthread_wqthread + 292
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10
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687
Activity
Jun ’26
[FEATURE REQUEST] Add more breakpoint types to Xcode
There are many situations where debug breaking points are not the right tool. What I often need is a log that shows what gets called, with how much frequency, and in which order. There are so many times where I have to add print statements, re compile, re run, see that I didn't include all the print statements I needed, and repeat a couple of times. My proposal (with zero knowledge of technical feasibility), is that much like we have break points, add "print break points" for logging without modifying code. It would be nice too, if I could also, add a "timer break point", where I can tag a function definition, and every time it gets called, it's are timed. Again, no idea if this is possible, but it would be extremely helpful for me, and I'm guessing to many other devs as well. Thoughts?
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4
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296
Activity
May ’26
I have the same, iOS 26.3.0
open FB22712056
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1
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614
Activity
May ’26
Integrating BugSplat Crash Reporter
Hello, For the past few days I have been working on integrating a Crash Reporter called "BugSplat" to our macOS desktop app and it got me thinking, how do crash reporters work on macOS ? After days of trial and error (and claude's help) I managed to integrate it but with a different behavior than windows. On Windows: When the app crashes, the BugSplat crash report window opens and allows you to write your details and message to be sent with the crash report (along with a log file) On macOS: It displays the normal macOS' "App exit unexpectedly", to which I click dismiss. But then when I re-open the app the BugSplat crash report window appears. I asked claude if I can avoid the normal macOS dialog entirely, to which it replied: "This is by design — BugSplat macOS is a next-launch crash reporter, not an in-process one. Here's why that's intentional and unavoidable: When a process crashes (SIGSEGV, SIGBUS, etc.), macOS's ReportCrash daemon independently monitors all processes and shows the "quit unexpectedly" dialog — there's no API to suppress it. Meanwhile, BugSplat's Mach exception handler captures the crash data to disk. On the next launch, BugSplat finds that crash data and shows its dialog. This is the same model used by every macOS crash reporter (PLCrashReporter, Firebase Crashlytics on macOS, etc.). The process heap is in a corrupted state at crash time, so showing UI from inside the crashed process is unreliable." LLMs sometimes speak confidently even when they're wrong so that's why I'm asking: Is it really true that that's the normal behavior for every crash reporter? And is it really that huge of a change to overwrite the macOS dialog entirely ? Thank you in advance and sorry for the long paragraph
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241
Activity
Apr ’26
Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3
I want to address the missing or incomplete DirectX calls from D3DMetal and Game Porting Toolkit 3. These missing calls have in part caused issue with our porting process and we are reconsidering. Missing or Incomplete Calls DXGI_FEATURE_PRESENT_ALLOW_TEARING — IDXGIFactory5::CheckFeatureSupport — this calls has to do with how VSync is handled and some modern games require it to initialize. Currently D3DMetal return 0 maybe by design but most likely because it’s not integrated. Adding a stub that returns 1 can fix this. I’m my use case I simply Noped the check and forced it to continue. D3D12_FEATURE_D3D12_OPTIONS2.DepthBoundsTestSupported — this call is also not present. Which causes games to not initialize rendering. Thankfully this was fixed by once again skipping the check. But this is essential for water rendering. This could be one reason currently water is not rendering in our game. IDXGIOutput6::GetDesc1().ColorSpace — returns DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 (SDR) on external HDR compatible displays. We were able to fix this by forcing HDR to be enabled. It should return HDR support. These calls may exist but they need to be updated to return the correct values. Specifically for depth bound test you can reference MoltenVK which sets it up on top of Metal since it’s not a native feature. The water issue could be also an issue with how the shaders are compiled. But I’m unable to check because of the closed source nature of GPTK and its debuggers. What is a better way we can debug our game to see why the water isn’t rendering. Does D3DMetal have some debug options or something similar? Feedback Number FB22330617 - Missing DirectX Calls for Tearing and Depth Bound Test in D3DMetal and GPTK 3 We hope these issues are resolved quickly because we were thinking of a simultaneous release with our Windows version, but we can't ship with such large bugs.
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6
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3
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1k
Activity
Apr ’26
D3DMetal Extreme Over Synchronization Issues
Explanation Currently, D3DMetal’s GPU synchronization approach introduces significant compute overhead on the CPU. This specifically affects D3D12 games that use modern rendering pipelines on Apple Silicon. Specifically, I’ve tested Death Stranding 2 On the Beach for how it handles its rendering. And the results are extreme: frame times are suffering from a 42% decrease from synchronization. Although there are obviously other effects at play, such as the overhead introduced by Rosetta and Wine, both of them don’t introduce as much overhead as D3DMetal. This issue isn’t just specific to Death Stranding 2 On the Beach; most games running through D3DMetal suffer from this. Most games still seem to force synchronization to ~30 ms to reach the 30 fps amount. But it could be better with better synchronization, such as how DXMT handles it. Instead of doubling the work, it allows Metal to single-handedly track resource dependencies internally. This is in part due to the unfortunate bad mapping of D3D12 calls onto shared logic between D3D11 and D3D12. System M2 Max Mac Studio — 32 GBs — 30-core GPU macOS 26.4 Tahoe CrossOver 26.1 RC Death Stranding 2 On the Beach — Steam Assassin’s Creed Valhalla — Steam & Ubisoft Connect Thank you for your commitment. Another game that I recommend testing to really see this swell is Assassin’s Creed Valhalla. Feedback FB22426600 - D3DMetal Extereme Over Syncranization Issues
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1
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1.1k
Activity
Apr ’26
Xcode 26.x Frequently Freezes During Breakpoint Debugging with Simulator
When I use Xcode 26 (0.1, 1) for debugging and hit a breakpoint, using "step over" causes the debugger to freeze at a random line of code. Clicking "Pause program execution" indicates that the line is being executed, but the breakpoint never exits, seemingly causing a freeze. The application on the simulator also becomes unresponsive. However, when I do not use breakpoints, my program runs smoothly, and debugging on a physical device does not cause any freezes. This issue only occurs with the simulator. I am using Xcode on Apple Silicon, and due to some third-party SDKs that depend on Rosetta, our app can only run on the Rosetta simulator. We did not encounter this issue when using Xcode 16.x for simulator debugging. The current situation with Xcode 26.x significantly reduces our development efficiency. What could be causing this, and is there a solution?
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5
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2
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1.2k
Activity
Apr ’26
Live Activity works perfectly on Simulator but fails on physical device: "No asset provider bundle ID provided"
Hello community, I am implementing a Live Activity for my existing App Store app. The Live Activity works perfectly on the iOS Simulator, but it completely fails to appear on the physical device's lock screen. When I call Activity.request, it succeeds and returns a valid Activity ID, but the physical device's console immediately outputs the following errors from liveactivitiesd: liveactivitiesd is not entitled to specify a scene target. Defaulting containingProcess target to liveactivitiesd No asset provider bundle ID provided I have spent days debugging this and have tried every known workaround. Here is the comprehensive list of what I have already verified and attempted: Environment: Xcode: 16.4 iOS Device: iPhone 13 mini, iOS 26.3.1 macOS: Sequoia 15.6 What I have verified/tried (to avoid duplicate suggestions): NSSupportsLiveActivities: It is set to YES in the main app's Info.plist. I also tried adding it to the Widget Extension's Info.plist just in case. App Icons: The main app has a valid AppIcon set in Assets.xcassets. The Primary App Icon Set Name in Build Settings is correctly set to AppIcon. Bundle IDs: They match perfectly (com.mycompany.app and com.mycompany.app.MyWidget). Version & Build Numbers: The main app and the Widget Extension have exactly the same Version and Build numbers. App Groups & Entitlements: Checked and perfectly synced between the main app and the extension. Dummy Widget: Since it's a Live-Activity-only extension, I added a standard static DummyWidget to the WidgetBundle to prevent the known iOS 17 bug where the system ignores extensions without home screen widgets. Memory/Sanitizers: Ensured Address Sanitizer and Zombie Objects are completely disabled in the Scheme to prevent the 30MB memory limit crash on the device. Nuclear Option: Completely deleted the Widget Extension target, wiped DerivedData, restarted the Mac and iPhone, and recreated the extension from scratch. Minimal UI Test: Replaced the widget's UI with a simple Text("Test") to rule out any SwiftUI rendering crashes. Device Settings: Verified that "Live Activities" is enabled under "Face ID & Passcode" settings on the physical iPhone. Despite all of this, the Simulator works flawlessy, while the device throws No asset provider bundle ID provided and shows nothing. Does anyone know what specific condition causes liveactivitiesd to fail to find the asset provider (the parent app) on a physical device for an existing app? Are there any undocumented provisioning profile quirks or obscure Build Settings I might be missing? Any insights would be deeply appreciated. Thank you!
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3
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623
Activity
Apr ’26
runModal exits with a fatal error.
I have been using this block of Swift code for weeks with no problems. Then, today, every time I invoke it it fails: let openPanel = NSOpenPanel() openPanel.canChooseFiles = true openPanel.allowsMultipleSelection = false openPanel.canChooseDirectories = true openPanel.canCreateDirectories = false openPanel.title = NSLocalizedString("Open a CSV file", comment: "Open a CSV File") var result = NSApplication.ModalResponse.OK do { try result = openPanel.runModal() } catch { print("Open Panel failed: \(error)") return } if result == .OK { CSVFile = openPanel.url!.path } else { openPanel.close() print("No CSV file selected.") return } I get this message pointing to the .openModal expression: "Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value" It's a real head-scratcher!
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3
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582
Activity
Apr ’26
Issues with Family Controls during development
Hi everyone! I’m building Delta — an app designed to rethink time, because time is literally our most valuable currency. So the core mechanic involves earning time in useful apps and then spending it on apps that are a distraction. I already have a prototype that’s being actively tested in a closed beta, but I’ve started noticing that more and more testers are reporting the same bug. “Time is being counted even when I'm not in the app I marked as useful.” I suspect that Screen Time is also tracking background time, although this behavior isn't correct for my app. Does anyone know how to track specifically those moments when an app marked as useful and used for “time-earning” is in the foreground? Additionally, I hit a wall with Screen Time and had to accept that I can’t force a user away from another app if they’re active there, nor redirect them to my app to trigger the lock screen. Because of this, I had to resort to a penalty system, which is equal to the time the user spent additionally after their time ran out. And here, I run into the same problem I described at the beginning of the post. I can’t track the background status of another app, even though I’m trying really hard... Can anyone suggest any ways I can get out of this situation, or should I keep looking for a solution, or shift toward explaining this to the user?.. (However, I’m holding out until the very end before giving up on finding a solution)
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0
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343
Activity
Apr ’26
iOS 12.5.8 fails to bootstrap app
Hello, I released a new build for my app but it fails to run on iOS 12.5.8 (tested on iPad Air, iPhone 6, iPhone 5s). The launch storybard is shown, then the app stops abruptly. There is no crash log. It runs fine on iOS 13 or higher. Xcode 26.3 was showing a call stack (something with UIView) that did not include any app code. Now with Xcode 26.4 (and its new command line tools) there is an info popup with a debug metadata dump. However, I don’t intend to focus on Xcode here because it officially does not support iOS 12. It’s ok if I cannot debug, I just want the app to run on the device like the previous build did. Since there is no crash log, and the console is showing a bootstrap error, I believe my app code has not been executed and is therefore not at fault. Build 674 released on 23-Mar-2026: worked fine on iOS 12, built with Xcode 26.3 Build 675 released on 29-Mar-2026: Bootstrap error as described, with both Xcode 26.3 and 26.4 Deployment target = 12.4 Tried Instruments but it fails as soon as I hit record. In the console I found BKSProcessErrorDomain code 1. Here on the forum I found a post where the cause was no internet access but my device does have internet access. I made only very little code changes to my app between 674 and 675, no storyboard updates. I get the impression the loader does not even begin to execute my code. At this point I wonder if: some certificate has expired (see release dates above), or if something is incompatible in my main storyboard (though I did not change anything there), or the device ran out of memory (1 GB) Note: The app has 4 targets: main app target framework AU app extension intents app extension Thanks, Sven PS: Misclicked subtopic which should have been General (sorry). Here’s the redacted console excerpt: standard 22:21:13.187990+0200 SpringBoard Evaluate: making new window key: <SBMainSwitcherWindow: 0x159e5f640>, for reason: push standard 22:21:13.188303+0200 SpringBoard Removed: <FBUIApplicationSceneDeactivationAssertion: 0x283c9dfe0; reason: systemAnimation; all scene levels; hasPredicate: NO> standard 22:21:13.198299+0200 assertiond Submitting new job for "com.example.app" on behalf of <BKProcess: 0x141d15d50; SpringBoard; com.apple.springboard; pid: 48; agency: SystemShell; visibility: foreground; task: running> standard 22:21:13.198867+0200 SpringBoard Bootstrapping com.example.app with intent foreground-interactive standard 22:21:13.201136+0200 assertiond Submitted job with label: UIKitApplication:com.example.app[0x1d9f][58] standard 22:21:13.201244+0200 SpringBoard Icon touch canceled (tap gesture may still succeed): <private> fehler 22:21:13.201329+0200 SpringBoard [com.example.app] Bootstrap failed with error: <NSError: 0x283e4cd80; domain: BKSProcessErrorDomain; code: 1 (bootstrap-failed); reason: "Failed to start job"> fehler 22:21:13.201421+0200 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> with error: Error Domain=BKSProcessErrorDomain Code=1 "Unable to bootstrap process with bundleID com.example.app" UserInfo={NSLocalizedDescription=Unable to bootstrap process with bundleID com.example.app, BKSProcessExitReason=0, NSLocalizedFailureReason=Failed to start job, NSUnderlyingError=0x283e4c5d0 {Error Domain=NSPOSIXErrorDomain Code=3 "No such process" UserInfo={BKLaunchdOperation=launch_get_running_pid_4SB, NSLocalizedDescription=Unable to get pid for label UIKitApplication:com.example.app[0x1d9f][58], BKLaunchdJobLabel=UIKitApplication:com.example.app[0x1d9f][58], NSLocalizedFailureReason=No such process}}, BKSProcessJobLabel=UIKitApplication:com.example.app[0x1d9f][58], BSErrorCodeDescription=bootstrap-failed} standard 22:21:13.201507+0200 SpringBoard Adding: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> standard 22:21:13.201606+0200 SpringBoard <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> exited. standard 22:21:13.202002+0200 assertiond Unable to get pid for 'UIKitApplication:com.example.app[0x1d9f][58]': No such process (3) fehler 22:21:13.202145+0200 assertiond Failed to start job with error <NSError: 0x141e1aba0; domain: NSPOSIXErrorDomain; code: 3; reason: "No such process"> { description = "Unable to get pid for label UIKitApplication:com.example.app[0x1d9f][58]"; failureReason = "No such process"; userInfo = { BKLaunchdJobLabel = UIKitApplication:com.example.app[0x1d9f][58]; BKLaunchdOperation = launch_get_running_pid_4SB; } } standard 22:21:13.202238+0200 assertiond Deleted job with label: UIKitApplication:com.example.app[0x1d9f][58] standard 22:21:13.202804+0200 SpringBoard Removing: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> standard 22:21:13.221231+0200 SpringBoard Application process state changed for com.example.app: <SBApplicationProcessState: 0x28336f0a0; pid: -1; taskState: Not Running; visibility: Unknown> standard 22:21:13.221566+0200 SpringBoard Process exited: <FBApplicationProcess: 0x15d13b3e0; com.example.app; pid: -1> -> <FBApplicationProcessExitContext: 0x283e37b10; exitReason: (none); terminationReason: (none)> { stateAtExit = <FBProcessState: 0x28337c760; pid: -1; taskState: Unknown; visibility: Unknown>; }
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5
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648
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Apr ’26
AVKit crash when rendering AVPlayerView controls — macOS 26.4 regression
Description Our app, Octory, allows users to create onboarding and communication workflows composed of slides containing various UI components, including embedded video players powered by AVPlayerView. Since macOS 26.4 Beta, the app crashes at launch whenever a workflow contains a video component. Workflows without video components load and render without issue, which points to a regression in AVKit's player control rendering pipeline. As anyone seen similar behaviour when using AVKit or is it something we do not do properly? Expected Behavior The app opens and renders the workflow, including the embedded video component. Actual Behavior The app briefly launches and immediately crashes with SIGABRT on the main thread. Crash Analysis Key takeaways for anyone investigating: Root cause — abort() inside NSImageSymbolConfiguration The crash occurs entirely within Apple frameworks, with no third-party code in the faulting call chain (aside from the app's entry point). The sequence is: AVPlayerItem finishes loading and fires a KVO notification that it is ready to play (_updateCanPlayAndCanStepPropertiesWhenReadyToPlayWithNotificationPayload:) This KVO chain propagates through NSKeyValueDidChange up to AVPlayerView, which calls _updateVideoGravityType AVPlayerControlsViewController responds by calling _updateZoomButtonImage, which asks AVPlayerControlsConfigurator for a configured SF Symbol via +[NSImage(AVAdditions) avkit_imageWithSymbolName:textStyle:scale:accessibilityDescription:] The symbol rendering hits -[NSImageSymbolConfiguration _getEffectivePointSize:glyphWeight:glyphSize:backfilledWithFont:scale:], which calls abort() The entire crash stack is in AppKit (NSImage / NSImageSymbolConfiguration) and AVKit — no application code is involved in the faulting path. The abort() suggests a precondition or assertion failure inside the symbol configuration logic, possibly due to an invalid or nil font/text style being passed during the zoom button image setup. This is triggered automatically the moment an AVPlayerItem becomes ready to play and AVKit attempts to render its transport controls. There is no way for the application to intercept or work around this. Relevant stack frames (Thread 0 — main thread) 3 AppKit -[NSImageSymbolConfiguration _getEffectivePointSize:glyphWeight:glyphSize:backfilledWithFont:scale:] + 440 ← abort() here 4 AppKit -[NSImageSymbolRepProvider _bestRepresentationForImage:hints:] + 404 11 AVKit +[NSImage(AVAdditions) avkit_imageWithSymbolName:textStyle:scale:accessibilityDescription:] + 332 12 AVKit -[AVPlayerControlsConfigurator configuredSymbolForImageName:] + 92 13 AVKit -[AVPlayerControlsViewController _updateZoomButtonImage] + 160 14 AVKit -[AVPlayerControlsViewController setVideoGravityType:] + 52 15 AVKit -[AVPlayerView _updateVideoGravityType] + 1056 28 AVFCore -[AVPlayerItem didChangeValueForKey:] + 56 29 AVFCore -[AVPlayerItem _updateCanPlayAndCanStepPropertiesWhenReadyToPlayWithNotificationPayload:updateStatusToReadyToPlay:] + 660 Additional Notes Removing the video component from the workflow (i.e. not instantiating AVPlayerView) resolves the crash entirely. The crash is 100% reproducible on every launch. This behavior was not present on macOS 26.3 or any prior release. The app was not recompiled — the same binary that works on 26.3 crashes on 26.4 Beta & 26.4. Environment Detail Value OS macOS 26.4 Hardware MacBook Pro M1 (MacBookPro17,1)
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2
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790
Activity
Mar ’26
Increased crash occurrence in iOS 26.4
Hello. Our application performs encoding and decoding of large json files which sometimes may take up to 1,5GB of RAM memory. We understand that this may be a problem for devices with low RAM memory (3GB). But before iOS 26.4 we didn't have much occurrences (3 for the last 90 days). Starting from iOS 26.4 it started to crash a lot. Can the reason be that iOS 26.4 occupies more RAM memory so there is less memory left for our app? Or maybe starting from iOS 26.4 there is less RAM memory allocated per app? The crash message is Fatal error: failed to allocate 392 bytes of memory with alignment 8
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0
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583
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Mar ’26
UIScrollView Fast Scrolling have it scroll to the beginning when i press dpad to left while vertical scrolling
I'm triaging the issue with the fast scrolling on UIScrollView and I'm really upset how little to no info this component is on the internet. Like i disabled scrolling and yet after holding the dpad down to scroll downward eventually the fast scroll mechanism is used. The issue I have is that I have a setup where the scrollview scrolling is disabled and whenever cells are focused it'll scroll to the cell's position for that cells to focused on top left side of the scrollview. I start off with the cell placed at position x of 1000. I scroll down enough to enable fast scrolling. While fast scrolling vertically, i press left a couple of time and it somewhat scroll horizontally. Actual scrollView index is suddenly placed to x:0 instead of let say x:950-1000 Expected should be scrolled to the left of cell at position x 1000. Attached the stack trace and the log showcasing it and run it on simulator tvos 26.2. Initial properties of the scrollview we set up scroll = [UIScrollView new]; scroll.contentInsetAdjustmentBehavior = UIScrollViewContentInsetAdjustmentNever; scroll.automaticallyAdjustsScrollIndicatorInsets = false; [scroll setDirectionalLockEnabled:TRUE]; [scroll setContentInset:UIEdgeInsetsMake(0, 0, 0, 0)]; scroll.bounces = FALSE; scroll.delaysContentTouches = FALSE; scroll.showsVerticalScrollIndicator = FALSE; scroll.showsHorizontalScrollIndicator = FALSE; The plan for me at least is to somehow disable the horizontal scrolling interaction of it when fast scrolling is enabled, without accessing the private components of it.
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390
Activity
Mar ’26
AXSpeech Thread Crash SEGV_ACCERR
Hi everyone, I've encountered a rare and strange crash in my app that I can't consistently reproduce. The crash seems to occur deep within Apple's internal frameworks, and I can't pinpoint which line of my own code is causing it. Here's the crash stack trace: #44 AXSpeech SIGSEGV SEGV_ACCERR 0 CoreFoundation ___CFCheckCFInfoPACSignature + 4 1 CoreFoundation _CFRunLoopSourceSignal + 28 2 Foundation _performQueueDequeue + 492 3 Foundation ___NSThreadPerformPerform + 88 4 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 5 CoreFoundation ___CFRunLoopDoSource0 + 176 6 CoreFoundation ___CFRunLoopDoSources0 + 340 7 CoreFoundation ___CFRunLoopRun + 828 8 CoreFoundation _CFRunLoopRunSpecific + 608 9 Foundation -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 212 10 TextToSpeech _TTSCFAttributedStringCreateStringByBracketingAttributeWithString + 776 11 Foundation ___NSThread__start__ + 732 12 libsystem_pthread.dylib __pthread_start + 136 Sometimes, instead of line 10 referencing _TTSCFAttributedStringCreateStringByBracketingAttributeWithString, it shows: 10 TextToSpeech LogWarning(char const*, ...) + 7288 Has anyone experienced a similar issue or know what might be triggering this crash? Any guidance on how to investigate or resolve this would be greatly appreciated. Thank you!
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7
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3.1k
Activity
Mar ’26
Official visionOS sample "Creating an interactive 3D model in visionOS" fails to restore/show the car model when relaunched from Home
Environment: Device: Apple Vision Pro visionOS: 26.3.1 Xcode: 26.2 (17C52) Sample: Creating an interactive 3D model in visionOS Repro steps: Build and run the official sample from Xcode Confirm the car model displays correctly Quit the app Relaunch the app from Home Observe that the official car model no longer appears / fails to restore correctly Expected: The official car model should display normally after relaunching from Home Actual: The sample works when launched from Xcode, but fails when relaunched from Home
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1
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266
Activity
Mar ’26