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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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Mar ’26
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 failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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Mar ’26
Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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Mar ’26
App review rejection due to accessibility
Hi, and apologies for a long post! We have created an app that enables wireless communication with FIDO2 devices over Bluetooth by creating virtual HID devices and translating the packages. In order to do this, we use the HIDVirtualDevice class as described here: https://developer.apple.com/documentation/corehid/creatingvirtualdevices We learned the hard way that this sample code does not work without the “com.apple.developer.hid.virtual.device“ entitlement, but with it, it behaves as expected. Now, our application has been rejected during Review, both by the initial App Review and the appeal to the App Review Board. The problem is that I can’t really figure out what the issue is. The first rejection states the following: The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. (Please see attached screenshot) The attached screenshot is of the screen the app shows when requesting permissions, with this code: else if bluetoothManager.requirePermissions { GradientTitle(text: "PERMISSIONS \nNEEDED") Text( """ This application requires additional permissions to run. Open the settings menu to allow access before restarting the application. """ ) and a button with this action: if let url = URL( string:"x-apple.systempreferences:com.apple.preference.security?Privacy_Accessibility" ) { NSWorkspace.shared.open(url) } The requirePermissions boolean is set from here, let properties = HIDVirtualDevice.Properties( descriptor: VirtualDevice.fidoDescriptor, vendorID: VirtualDevice.vendorId ) if HIDVirtualDevice(properties: properties) != nil { await MainActor.run { self.requirePermissions = false } break } else { await MainActor.run { self.requirePermissions = true } When HIDVirtualDevice(properties: properties) is called, a system pop-up with App would like to control this computer using accessibility features. Grant access to this application in Security and Privacy preferences located in System Preferences. shows. I responded to the rejection by trying to argue that allowing you to use your device wirelessly does increase accessibility, and that this is the only purpose of the app. Their response was: Regarding 2.4.5, Accessibility usage. To resolve this issue, it would be appropriate to remove Accessibility usage for non-accessibility purposes. Should you require more assistance with resolving this issue, Apple Developer Technical Support is available to provide direct one-on-one support for discrete code-level questions. Please be sure to include any crash logs, screenshots or steps to reproduce this issue in your request. I contacted technical support and tried to explain the issue again, and got the following response: Guideline 2.4.5 - Performance The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. Accessibility features are intended to help users with different capabilities interact with their devices and app. Apps may not use features designed to increase accessibility for other purposes. We understand that the reason for using Accessibility feature on macOS. However, the usage is not compliant with the provided guideline. The last sentence is not complete, and it’s hard to understand what the issue is, given that they have not actually responded to my arguments. My best guess right now is point 2.4.5 (v): 2.4.5 Apps distributed via the Mac App Store have some additional requirements to keep in mind: (v) They may not request escalation to root privileges or use setuid attributes. If this is the case, I can understand the rejection, although it’s strange they didn’t just say so then. If that is correct, given that the system pop-up and accessibility requirement also trigger when running their sample code (which creates a virtual keyboard), does that mean that no one using this class and framework can submit apps to the App Store? I never intended to use an accessibility framework, and I was quite surprised the first time the pop-up appeared. RIght now I'm just confused and dissapointed with the level of feedback from Apple, and would appreciate any help, either in providing a solution or just explaining what the specific issue is.
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Mar ’26
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: "AppleIAP" plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = "AppleIAPPlugin" public let jsName = "AppleIAP" public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: "getProducts", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "purchase", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "restorePurchases", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "getCurrentEntitlements", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "openManageSubscriptions", returnType: CAPPluginReturnPromise), ] @objc func getProducts(_ call: CAPPluginCall) { /* StoreKit 2 implementation */ } @objc func purchase(_ call: CAPPluginCall) { /* ... */ } // etc. } AppleIAPPlugin.m: objc #import <Foundation/Foundation.h> #import <Capacitor/Capacitor.h> CAP_PLUGIN(AppleIAPPlugin, "AppleIAP", CAP_PLUGIN_METHOD(getProducts, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(purchase, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(restorePurchases, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(getCurrentEntitlements, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(openManageSubscriptions, CAPPluginReturnPromise); ) MyBridgeViewController.swift (custom bridge to register the plugin): swift import UIKit import Capacitor class MyBridgeViewController: CAPBridgeViewController { override open func capacitorDidLoad() { bridge?.registerPluginType(AppleIAPPlugin.self) } } Main.storyboard points to MyBridgeViewController (module: App) instead of CAPBridgeViewController. TypeScript side: typescript import { registerPlugin } from "@capacitor/core"; export const AppleIAP = registerPlugin("AppleIAP"); What I've verified Both .swift and .m files are in the Xcode project's Compile Sources build phase nm on the compiled binary confirms OBJC_CLASS_$_AppleIAPPlugin symbol exists The build succeeds with zero errors Other SPM-based Capacitor plugins (Share, Media, NativeAudio) work fine — they have pluginMethods and jsName symbols in the binary; my custom plugin does NOT A bridging header (App-Bridging-Header.h) is configured with #import <Capacitor/Capacitor.h> What I've tried (all failed) .m file with CAP_PLUGIN macro only (no CAPBridgedPlugin in Swift) Added CAPBridgedPlugin protocol conformance to Swift class Created MyBridgeViewController subclass with registerPluginType() in capacitorDidLoad() Removed/added override public func load() method Added #import <Foundation/Foundation.h> to .m file Various bridging header configurations Multiple clean builds and derived data wipes Environment Xcode 16 Capacitor 6 (via SPM, binary xcframework) iOS 17+ deployment target Physical device testing (not simulator) Question How should a custom plugin in the App target be registered with Capacitor 6 when using SPM? The SPM-based plugins from node_modules get auto-discovered, but my custom plugin in the App target does not. Is there a step I'm missing to make registerPluginType() work, or should I structure my custom plugin as a local SPM package instead? Any guidance would be greatly appreciated.
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Mar ’26
xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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Mar ’26
Instruments Malfunction
I’m reporting a severe reproducible issue in Instruments, specifically when using the SwiftUI instrument and opening Show Cause & Effect Graph. What happens: • Instruments becomes extremely laggy/unresponsive • The graph/detail area can turn solid magenta/pink • Memory usage rapidly increases (I observed around 18 GB, 25 GB, and up to 34 GB) • My Mac has crashed/restarted during this, or in other terms, had a kernel panic, where my Mac froze, and everything unresponsive. The Trackpad wouldn't even click. Important detail: • I could not find a generated kernel panic log after the crash/restart. Repro context: • SwiftUI iOS app profiled from Xcode • Trigger is specifically entering Show Cause & Effect Graph • Recordings can be short and still trigger it • Issue is much less severe or absent if I avoid that view What I already tried: • Rebooting • Short captures / fewer instruments • Clearing Xcode/Instruments caches/preferences • Retesting after cleanup • Reinstalling Xcode Is this a known Instruments regression? Is there a workaround besides avoiding Show Cause & Effect Graph? What exact diagnostics should I collect when no kernel panic file is generated? Specs: Xcode Version 26.3 (17C529) Instruments Version 26.3 (17C529) macOS Version 26.4 Beta (25E5223i) MacBook Pro 13-inch, M1, 2020, 16 GB RAM
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Mar ’26
Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
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Mar ’26
Has this happened to anyone else????
I have purchase an Apple developer account on the 9th of March 2026, but the purchase still shows pending... I have sent the apple support team 3 emails which not one has been responded to... This is getting ridiculous now. If anyone knows how I can resolve this issue please reach out to me. I have proof of payment for my account over email but zero response from Apple.
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Mar ’26
XCode 26 - xcodebuild command hangs on XCFail
On XCode 26.x, calling XCFail with continueAfterFailure set to false causes xcodebuild command to hang indefinitely if the XCUIApplication object is stored outside the test method. Create a new template iOS App project with UI tests Add XCFail(...) to a UI test test-case Set the XCUIApplication in self.app (avoiding this fixes the hang) Run tests with xcodebuild test The terminal hangs forever Reproduction example import XCTest final class TestAppUITests: XCTestCase { var app: XCUIApplication? = nil override func setUpWithError() throws { continueAfterFailure = false } override func tearDownWithError() throws { app?.terminate() } @MainActor func testExample() throws { let app = XCUIApplication() self.app = app // <- HERE this causes the problem app.launch() XCTFail() } } Reproduction environment macOS Sequoia 15.7.3 Tested XCode 26.3 and XCode 26.2 have the hang Tested XCode 16.4 does work as expected XCode 16.4 The issue does not happen on XCode 16.4, and is likely introduced in XCode 26. Related threads: https://developer.apple.com/forums/thread/809989 https://developer.apple.com/forums/thread/793307 Work-around Do not store XCUIApplication in the XCTestCase instance, maintain it scoped to the test methods.
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Mar ’26
auto-renewable subscriptions
I’m submitting the first auto-renewable subscriptions for my iOS app. Apple’s documentation says the subscriptions should be selectable from the app version page under ‘In-App Purchases and Subscriptions,’ but that section does not appear on my version page even though the build is attached and the subscriptions exist in App Store Connect. The subscriptions currently show ‘Waiting for Review.’ Please advise how to attach the subscriptions to the app version so I can complete first-time subscription submission.
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Mar ’26
How long did your App Store Small Business Program enrollment take?
Hey everyone I submitted my enrollment for the App Store Small Business Program on February 18th and I'm still waiting for a decision no response yet even after following up. I know Apple doesn't publish an official timeline, so I wanted to ask the community: How long did it take for your enrollment to be approved (or rejected)? A few things that would help: How many days/weeks did you wait? Did you get any follow-up emails asking for more info, or was it just a straight approval? Is there anything you did that helped speed things up? Would really appreciate hearing your experiences it's a bit nerve-wracking waiting without any status update! Thanks in advance!
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Mar ’26
macOS App Distributed via ZIP Cannot Open — Possible Code Signing / Notarization Issue
My team is distributing a cross-platform app outside the Mac App Store via ZIP file. The app works perfectly on Windows, but on macOS, while the ZIP downloads and extracts without issue, the app refuses to open. Users see either the app appear in the dock then immediately disappear or a Gatekeeper prompt saying the developer cannot be verified. We suspect the root cause is related to code signing and/or notarization, but we're not entirely sure where the breakdown is occurring. We have a few questions as we work through this. For ZIP-based distribution outside the Mac App Store, is both a Developer ID certificate and Apple notarization required on current macOS versions? We've also seen references to using ditto instead of Finder's built-in Compress option when packaging the ZIP. Is that necessary to properly preserve the app bundle structure and extended attributes? Any guidance on where this process might be going wrong would be hugely appreciated. Thanks!
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Mar ’26
Macbook M5 Development Kernel Panic
Hi, I'm posting a boot crash here. Environment Hardware: Macbook M5 Pro OS Version: macOS 26.3.1 (25D2128) and matching version of KDK from official apple download page Kernel Version: Darwin Kernel Version 25.3.0 Reproducibility: Consistent Here is my panic log --- I truncated one field "SOCDNandContainer" as the original log is too long to post, hitting the size limit. I followed a blog post to boot the development kernel as the ReadMe file from KDK only contains instructions for Intel Macs. https://jaitechwriteups.blogspot.com/2025/10/boot-custom-macos-kernel-on-macos-apple.html I've tried a few 26.2 KDKs before 26.3.1 public launch, and they all showed same errors (26.1 and 26.0 KDKs don't have any development kernel for T8142 chip). Also, I own two fresh M5 Pro, and it is consistent across the machines. The highlight is panic(cpu 8 caller 0xfffffe0050e18010): [Exclaves] $JgOSLogServerComponent.RedactedLogServer.init(logServerNotific:OSLogServerComponent\/OSLogServerComponent_Swift.swift:815: Fatal error: invalid rawValue for TightbeamComponents.RedactedLogSer at PC ... Is this a genuine bug or am I following a wrong guide to boot the development kernel? I don't think the blog is wrong because I'm able to boot the "release" kernel included in the KDK on the same M5 Pro, and the "development" kernel on M4 Mac Mini, using the same routine. Just to be clear, I'm not compiling XNU myself, but am using the ones included in the kit.
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Mar ’26
How to programmatically determine fixed CPU frequency for memory latency benchmarking on Apple Silicon?
Hi everyone, I am developing a benchmarking tool to measure memory latency (L1/L2/DRAM) on Apple Silicon. I am currently using Xcode Instruments (CPU Counters) to validate my results. In my latest run for a 128 MB buffer with random access, Instruments shows: Latency (cycles): ~259 cycles (derived from LDST_UNIT_OLD_L1D_CACHE_MISS / L1D_CACHE_MISS_LD). Manual Timer Result: ~80 ns. To correlate these two values, I need the exact CPU Frequency (GHz) at the time of the sample. My Questions: Is there a recommended way to programmatically fetch the current frequency of the Performance cores (p-cores) during a benchmark run? Does Apple provide a "nominal" frequency value for M-series chips that we should use for cycle-to-nanosecond conversions? In Instruments, is there a hidden counter or "Average Frequency" metric that I can enable to avoid manual math? Hardware/Software Environment: Tool: Instruments 26.3+ (CPU Counters Template). Chip: A19, iPhone 17 pro. OS: 26.3.
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Mar ’26
Xcode 26 references a local package twice for test
My project uses about 10 local packages. When Xcode determins its dependencies graph it includes project Foo (a package) and project Foo_Foo (???). This is a no op for normal builds, but causes the Foo package to be linked twice for test builds which then fail due to duplicate symbols. Nowhere in my repository is Foo_Foo defined or reference. Nowhere in the .xcodeproj/ folder is there mention of Foo_Foo. What am I doing wrong?
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Mar ’26
Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2] I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid. Does anyone know either where the SDK download can be found, or how to download it using command-line tools? Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks. [1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file? [2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
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Mar ’26
App Rejected – Guideline 5.1.1(iv) – Location Permission Pre-Prompt With “Not Now” Button
Issue from App Review: My app shows a custom explanation screen before triggering the system location permission dialog. This screen explains why location access is needed. It includes: A “Continue” button → triggers the system permission dialog A “Not Now” button → dismisses the explanation and delays the permission request Apple states that: “The user should always proceed to the permission request after the message.” They are asking me to remove the exit button from the pre-permission message. My Questions Is it now against policy to include a “Not Now” option in a pre-permission explainer screen? Are we required to immediately show the system permission dialog after any pre-permission explanation? What is the recommended UX pattern if the feature depends on location but I don’t want to force the permission immediately at launch? Would it be compliant to: Remove the “Not Now” button, OR Remove the custom pre-prompt entirely and rely only on the system dialog? The feature in question requires location to function properly, but I want to implement it in a user-friendly way that respects user choice and avoids unnecessary denial rates. If anyone has recently resolved a similar 5.1.1(iv) issue, I’d really appreciate hearing how you handled it. Thank you in advance for your help!
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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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118
Activity
Mar ’26
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 failed to launch. Domain: FBProcessExit Code: 64 Failure Reason: The process failed to launch. User Info: { BSErrorCodeDescription = "launch-failed"; } The operation couldn’t be completed. Launch failed. Domain: RBSRequestErrorDomain Code: 5 Failure Reason: Launch failed. Launchd job spawn failed Domain: NSPOSIXErrorDomain Code: 85 Failure Reason: Bad executable (or shared library) Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "00008150-000E19E814A1401C"; "device_isCoreDevice" = 1; "device_model" = "iPhone18,1"; "device_osBuild" = "26.4 (23E246)"; "device_osBuild_monotonic" = 2304024600; "device_os_variant" = 1; "device_platform" = "com.apple.platform.iphoneos"; "device_platform_family" = 2; "device_reality" = 1; "device_thinningType" = "iPhone18,1"; "device_transport" = 0; "launchSession_schemeCommand" = Run; "launchSession_schemeCommand_enum" = 1; "launchSession_targetArch" = arm64; "launchSession_targetArch_enum" = 6; "operation_duration_ms" = 6590; "operation_errorCode" = 1; "operation_errorDomain" = "com.apple.dt.CoreDeviceError.10002.FBSOpenApplicationServiceErrorDomain"; "operation_errorWorker" = IDELaunchCoreDeviceWorker; "operation_error_reportable" = 1; "operation_name" = IDERunOperationWorkerGroup; "param_consoleMode" = 1; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphoneos"; "param_diag_MTE_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_mtc_enable" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 99; "param_launcher_substyle" = 0; "param_lldbVersion_component_idx_1" = 0; "param_lldbVersion_monotonic" = 210000160004; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphoneos26.4"; "sdk_osVersion" = "26.4"; "sdk_platformID" = 2; "sdk_variant" = iphoneos; "sdk_version_monotonic" = 2304023700; } System Information macOS Version 26.4 (Build 25E246) Xcode 26.4 (24909) (Build 17E192) Timestamp: 2026-03-30T09:59:46+02:00
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90
Activity
Mar ’26
Using Xcode Coding Agents with Custom Model Endpoints (Azure Foundry, etc.)
Trying to use the new built-in coding agents in Xcode (Claude / Codex), but running into a limitation with enterprise model setups. Our org accesses models through Microsoft Foundry (Azure-hosted endpoints), and we can connect to those models in Xcode using a custom endpoint / URL. That part works. However, that setup doesn’t seem to work with the built-in coding agents themselves. Those still appear to require direct account login or native API keys, with no way (that I can find) to point them at a custom endpoint or provider-backed deployment. Anyone figured out a way to get the agent experience working with enterprise setups like Foundry (or proxy layers)? Or is that not supported yet?
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65
Activity
Mar ’26
App review rejection due to accessibility
Hi, and apologies for a long post! We have created an app that enables wireless communication with FIDO2 devices over Bluetooth by creating virtual HID devices and translating the packages. In order to do this, we use the HIDVirtualDevice class as described here: https://developer.apple.com/documentation/corehid/creatingvirtualdevices We learned the hard way that this sample code does not work without the “com.apple.developer.hid.virtual.device“ entitlement, but with it, it behaves as expected. Now, our application has been rejected during Review, both by the initial App Review and the appeal to the App Review Board. The problem is that I can’t really figure out what the issue is. The first rejection states the following: The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. (Please see attached screenshot) The attached screenshot is of the screen the app shows when requesting permissions, with this code: else if bluetoothManager.requirePermissions { GradientTitle(text: "PERMISSIONS \nNEEDED") Text( """ This application requires additional permissions to run. Open the settings menu to allow access before restarting the application. """ ) and a button with this action: if let url = URL( string:"x-apple.systempreferences:com.apple.preference.security?Privacy_Accessibility" ) { NSWorkspace.shared.open(url) } The requirePermissions boolean is set from here, let properties = HIDVirtualDevice.Properties( descriptor: VirtualDevice.fidoDescriptor, vendorID: VirtualDevice.vendorId ) if HIDVirtualDevice(properties: properties) != nil { await MainActor.run { self.requirePermissions = false } break } else { await MainActor.run { self.requirePermissions = true } When HIDVirtualDevice(properties: properties) is called, a system pop-up with App would like to control this computer using accessibility features. Grant access to this application in Security and Privacy preferences located in System Preferences. shows. I responded to the rejection by trying to argue that allowing you to use your device wirelessly does increase accessibility, and that this is the only purpose of the app. Their response was: Regarding 2.4.5, Accessibility usage. To resolve this issue, it would be appropriate to remove Accessibility usage for non-accessibility purposes. Should you require more assistance with resolving this issue, Apple Developer Technical Support is available to provide direct one-on-one support for discrete code-level questions. Please be sure to include any crash logs, screenshots or steps to reproduce this issue in your request. I contacted technical support and tried to explain the issue again, and got the following response: Guideline 2.4.5 - Performance The app requests access to Accessibility features on macOS but does not use these features for accessibility purposes. Specifically, the app uses Accessibility features for non-accessibility feature. Accessibility features are intended to help users with different capabilities interact with their devices and app. Apps may not use features designed to increase accessibility for other purposes. We understand that the reason for using Accessibility feature on macOS. However, the usage is not compliant with the provided guideline. The last sentence is not complete, and it’s hard to understand what the issue is, given that they have not actually responded to my arguments. My best guess right now is point 2.4.5 (v): 2.4.5 Apps distributed via the Mac App Store have some additional requirements to keep in mind: (v) They may not request escalation to root privileges or use setuid attributes. If this is the case, I can understand the rejection, although it’s strange they didn’t just say so then. If that is correct, given that the system pop-up and accessibility requirement also trigger when running their sample code (which creates a virtual keyboard), does that mean that no one using this class and framework can submit apps to the App Store? I never intended to use an accessibility framework, and I was quite surprised the first time the pop-up appeared. RIght now I'm just confused and dissapointed with the level of feedback from Apple, and would appreciate any help, either in providing a solution or just explaining what the specific issue is.
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74
Activity
Mar ’26
Custom Capacitor 6 plugin with SPM: "plugin is not implemented on ios" despite being compiled
Hi everyone, I'm building an iOS app using Capacitor 6 with Swift Package Manager (SPM). I have a custom native plugin (AppleIAPPlugin) for StoreKit 2 In-App Purchases that lives in the App target (not as an SPM package). Despite compiling successfully, the JavaScript bridge throws: "AppleIAP" plugin is not implemented on ios Setup AppleIAPPlugin.swift: swift import Foundation import Capacitor import StoreKit @objc(AppleIAPPlugin) public class AppleIAPPlugin: CAPPlugin, CAPBridgedPlugin { public let identifier = "AppleIAPPlugin" public let jsName = "AppleIAP" public let pluginMethods: [CAPPluginMethod] = [ CAPPluginMethod(name: "getProducts", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "purchase", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "restorePurchases", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "getCurrentEntitlements", returnType: CAPPluginReturnPromise), CAPPluginMethod(name: "openManageSubscriptions", returnType: CAPPluginReturnPromise), ] @objc func getProducts(_ call: CAPPluginCall) { /* StoreKit 2 implementation */ } @objc func purchase(_ call: CAPPluginCall) { /* ... */ } // etc. } AppleIAPPlugin.m: objc #import <Foundation/Foundation.h> #import <Capacitor/Capacitor.h> CAP_PLUGIN(AppleIAPPlugin, "AppleIAP", CAP_PLUGIN_METHOD(getProducts, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(purchase, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(restorePurchases, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(getCurrentEntitlements, CAPPluginReturnPromise); CAP_PLUGIN_METHOD(openManageSubscriptions, CAPPluginReturnPromise); ) MyBridgeViewController.swift (custom bridge to register the plugin): swift import UIKit import Capacitor class MyBridgeViewController: CAPBridgeViewController { override open func capacitorDidLoad() { bridge?.registerPluginType(AppleIAPPlugin.self) } } Main.storyboard points to MyBridgeViewController (module: App) instead of CAPBridgeViewController. TypeScript side: typescript import { registerPlugin } from "@capacitor/core"; export const AppleIAP = registerPlugin("AppleIAP"); What I've verified Both .swift and .m files are in the Xcode project's Compile Sources build phase nm on the compiled binary confirms OBJC_CLASS_$_AppleIAPPlugin symbol exists The build succeeds with zero errors Other SPM-based Capacitor plugins (Share, Media, NativeAudio) work fine — they have pluginMethods and jsName symbols in the binary; my custom plugin does NOT A bridging header (App-Bridging-Header.h) is configured with #import <Capacitor/Capacitor.h> What I've tried (all failed) .m file with CAP_PLUGIN macro only (no CAPBridgedPlugin in Swift) Added CAPBridgedPlugin protocol conformance to Swift class Created MyBridgeViewController subclass with registerPluginType() in capacitorDidLoad() Removed/added override public func load() method Added #import <Foundation/Foundation.h> to .m file Various bridging header configurations Multiple clean builds and derived data wipes Environment Xcode 16 Capacitor 6 (via SPM, binary xcframework) iOS 17+ deployment target Physical device testing (not simulator) Question How should a custom plugin in the App target be registered with Capacitor 6 when using SPM? The SPM-based plugins from node_modules get auto-discovered, but my custom plugin in the App target does not. Is there a step I'm missing to make registerPluginType() work, or should I structure my custom plugin as a local SPM package instead? Any guidance would be greatly appreciated.
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104
Activity
Mar ’26
xcrun -v notarytool -> rc = 69
The following process to sign my .pkg installer for distribution outside the app store have been working for over a year and recently the notarization fails with a rc = 69. I not aware of any changes other then xtools updates for the latest macos 15.6.1. Admittedly I felt lucky to have gotten it all to work initially and I could really use help. Thanks in advance! Bill The signing (no errors): productsign --sign macos_cert myapp.pkg The notarization (rc=69): xcrun -v notarytool submit myapp.pkg --apple-id my_apple_id --team-id XXXXXXXXXX
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516
Activity
Mar ’26
Instruments Malfunction
I’m reporting a severe reproducible issue in Instruments, specifically when using the SwiftUI instrument and opening Show Cause & Effect Graph. What happens: • Instruments becomes extremely laggy/unresponsive • The graph/detail area can turn solid magenta/pink • Memory usage rapidly increases (I observed around 18 GB, 25 GB, and up to 34 GB) • My Mac has crashed/restarted during this, or in other terms, had a kernel panic, where my Mac froze, and everything unresponsive. The Trackpad wouldn't even click. Important detail: • I could not find a generated kernel panic log after the crash/restart. Repro context: • SwiftUI iOS app profiled from Xcode • Trigger is specifically entering Show Cause & Effect Graph • Recordings can be short and still trigger it • Issue is much less severe or absent if I avoid that view What I already tried: • Rebooting • Short captures / fewer instruments • Clearing Xcode/Instruments caches/preferences • Retesting after cleanup • Reinstalling Xcode Is this a known Instruments regression? Is there a workaround besides avoiding Show Cause & Effect Graph? What exact diagnostics should I collect when no kernel panic file is generated? Specs: Xcode Version 26.3 (17C529) Instruments Version 26.3 (17C529) macOS Version 26.4 Beta (25E5223i) MacBook Pro 13-inch, M1, 2020, 16 GB RAM
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202
Activity
Mar ’26
Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
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101
Activity
Mar ’26
Has this happened to anyone else????
I have purchase an Apple developer account on the 9th of March 2026, but the purchase still shows pending... I have sent the apple support team 3 emails which not one has been responded to... This is getting ridiculous now. If anyone knows how I can resolve this issue please reach out to me. I have proof of payment for my account over email but zero response from Apple.
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4
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180
Activity
Mar ’26
XCode 26 - xcodebuild command hangs on XCFail
On XCode 26.x, calling XCFail with continueAfterFailure set to false causes xcodebuild command to hang indefinitely if the XCUIApplication object is stored outside the test method. Create a new template iOS App project with UI tests Add XCFail(...) to a UI test test-case Set the XCUIApplication in self.app (avoiding this fixes the hang) Run tests with xcodebuild test The terminal hangs forever Reproduction example import XCTest final class TestAppUITests: XCTestCase { var app: XCUIApplication? = nil override func setUpWithError() throws { continueAfterFailure = false } override func tearDownWithError() throws { app?.terminate() } @MainActor func testExample() throws { let app = XCUIApplication() self.app = app // <- HERE this causes the problem app.launch() XCTFail() } } Reproduction environment macOS Sequoia 15.7.3 Tested XCode 26.3 and XCode 26.2 have the hang Tested XCode 16.4 does work as expected XCode 16.4 The issue does not happen on XCode 16.4, and is likely introduced in XCode 26. Related threads: https://developer.apple.com/forums/thread/809989 https://developer.apple.com/forums/thread/793307 Work-around Do not store XCUIApplication in the XCTestCase instance, maintain it scoped to the test methods.
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159
Activity
Mar ’26
APP打包时显示证书失效怎么解决
显示为——构建描述签名错误: 签名证书无效。签名证书;不可用于代码签名。它可能已被吊销或过期。、 目前是在Apple Developer 重新创建证书、生成描述文件了(显示的是有效);但是下来出来放进打包里就显示证书失效是什么原因?
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67
Activity
Mar ’26
auto-renewable subscriptions
I’m submitting the first auto-renewable subscriptions for my iOS app. Apple’s documentation says the subscriptions should be selectable from the app version page under ‘In-App Purchases and Subscriptions,’ but that section does not appear on my version page even though the build is attached and the subscriptions exist in App Store Connect. The subscriptions currently show ‘Waiting for Review.’ Please advise how to attach the subscriptions to the app version so I can complete first-time subscription submission.
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266
Activity
Mar ’26
How long did your App Store Small Business Program enrollment take?
Hey everyone I submitted my enrollment for the App Store Small Business Program on February 18th and I'm still waiting for a decision no response yet even after following up. I know Apple doesn't publish an official timeline, so I wanted to ask the community: How long did it take for your enrollment to be approved (or rejected)? A few things that would help: How many days/weeks did you wait? Did you get any follow-up emails asking for more info, or was it just a straight approval? Is there anything you did that helped speed things up? Would really appreciate hearing your experiences it's a bit nerve-wracking waiting without any status update! Thanks in advance!
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326
Activity
Mar ’26
macOS App Distributed via ZIP Cannot Open — Possible Code Signing / Notarization Issue
My team is distributing a cross-platform app outside the Mac App Store via ZIP file. The app works perfectly on Windows, but on macOS, while the ZIP downloads and extracts without issue, the app refuses to open. Users see either the app appear in the dock then immediately disappear or a Gatekeeper prompt saying the developer cannot be verified. We suspect the root cause is related to code signing and/or notarization, but we're not entirely sure where the breakdown is occurring. We have a few questions as we work through this. For ZIP-based distribution outside the Mac App Store, is both a Developer ID certificate and Apple notarization required on current macOS versions? We've also seen references to using ditto instead of Finder's built-in Compress option when packaging the ZIP. Is that necessary to properly preserve the app bundle structure and extended attributes? Any guidance on where this process might be going wrong would be hugely appreciated. Thanks!
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Activity
Mar ’26
Macbook M5 Development Kernel Panic
Hi, I'm posting a boot crash here. Environment Hardware: Macbook M5 Pro OS Version: macOS 26.3.1 (25D2128) and matching version of KDK from official apple download page Kernel Version: Darwin Kernel Version 25.3.0 Reproducibility: Consistent Here is my panic log --- I truncated one field "SOCDNandContainer" as the original log is too long to post, hitting the size limit. I followed a blog post to boot the development kernel as the ReadMe file from KDK only contains instructions for Intel Macs. https://jaitechwriteups.blogspot.com/2025/10/boot-custom-macos-kernel-on-macos-apple.html I've tried a few 26.2 KDKs before 26.3.1 public launch, and they all showed same errors (26.1 and 26.0 KDKs don't have any development kernel for T8142 chip). Also, I own two fresh M5 Pro, and it is consistent across the machines. The highlight is panic(cpu 8 caller 0xfffffe0050e18010): [Exclaves] $JgOSLogServerComponent.RedactedLogServer.init(logServerNotific:OSLogServerComponent\/OSLogServerComponent_Swift.swift:815: Fatal error: invalid rawValue for TightbeamComponents.RedactedLogSer at PC ... Is this a genuine bug or am I following a wrong guide to boot the development kernel? I don't think the blog is wrong because I'm able to boot the "release" kernel included in the KDK on the same M5 Pro, and the "development" kernel on M4 Mac Mini, using the same routine. Just to be clear, I'm not compiling XNU myself, but am using the ones included in the kit.
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224
Activity
Mar ’26
The review process takes up to 3 weeks
I’m experiencing an issue with my app submission that has been stuck in “Waiting for Review” for several days, and I wanted to check if others are facing a similar situation or if this is currently expected. apple ID:6758572992
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46
Activity
Mar ’26
How to programmatically determine fixed CPU frequency for memory latency benchmarking on Apple Silicon?
Hi everyone, I am developing a benchmarking tool to measure memory latency (L1/L2/DRAM) on Apple Silicon. I am currently using Xcode Instruments (CPU Counters) to validate my results. In my latest run for a 128 MB buffer with random access, Instruments shows: Latency (cycles): ~259 cycles (derived from LDST_UNIT_OLD_L1D_CACHE_MISS / L1D_CACHE_MISS_LD). Manual Timer Result: ~80 ns. To correlate these two values, I need the exact CPU Frequency (GHz) at the time of the sample. My Questions: Is there a recommended way to programmatically fetch the current frequency of the Performance cores (p-cores) during a benchmark run? Does Apple provide a "nominal" frequency value for M-series chips that we should use for cycle-to-nanosecond conversions? In Instruments, is there a hidden counter or "Average Frequency" metric that I can enable to avoid manual math? Hardware/Software Environment: Tool: Instruments 26.3+ (CPU Counters Template). Chip: A19, iPhone 17 pro. OS: 26.3.
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307
Activity
Mar ’26
Xcode 26 references a local package twice for test
My project uses about 10 local packages. When Xcode determins its dependencies graph it includes project Foo (a package) and project Foo_Foo (???). This is a no op for normal builds, but causes the Foo package to be linked twice for test builds which then fail due to duplicate symbols. Nowhere in my repository is Foo_Foo defined or reference. Nowhere in the .xcodeproj/ folder is there mention of Foo_Foo. What am I doing wrong?
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Activity
Mar ’26
Is it possible to download or copy the iOS SDK for Xcode 26.1 using command-line tools? If so, how?
I have Xcode 26.1.1 (installed on a Mac Mini with Sequoia 15.7.2), which was installed from the Universal .xip file available from the Apple Developer site. This file is 2.7Gb. When Xcode is run, there is a menu item at Settings -> Components, and the top section "Platform Support" includes an option to "Get" the iOS SDK, which is an additional 10.3Gb download.[1][2] I would like to either use command-line tools to obtain this iOS SDK component, or find where the downloaded package or its contents are installed on this Mac. This Apple Documentation some examples of using command-line tools to download components for Xcode. However, there is no specific documentation on how to separately download the iOS SDK. It seems that if possible, it could be done with "xcodebuild -downloadComponent", however I have tried a number of likely component names (ios, ios_sdk, ios26.1, ios_sdk26.1, iphoneos, iphoneos_sdk, iphoneos_sdk26.1), and none are valid. Does anyone know either where the SDK download can be found, or how to download it using command-line tools? Background: I require this as I am managing a fleet of Mac Minis located in a data centre (used for iOS/Android builds), and Internet access is restricted - any action requiring Internet access needs the Mac to be removed from the machine room racks and taken to a build room, then connected to a mobile hotspot or similar. This access is slow, and the above 10.3Gb download can take over an hour. If I can download the SDK separately, I can distribute it to all of the Macs over the internal network overnight, in advance of visiting the DC for upgrade tasks. [1] Various web sites say that the iOS SDK is "bundled with" Xcode. However, if that's the case a) how is a 10.3Gb download somehow included in a 2.7Gb file? And b) why do I still need to "Get" this component after installing Xcode from the 2.7Gb file? [2] Note that I am not looking for the iOS Simulator, I have already downloaded the iOS 26.1 version of this. I am specifically looking for the iOS SDK as listed under "Platform Support" in the Xcode menu described above.
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Activity
Mar ’26
App Rejected – Guideline 5.1.1(iv) – Location Permission Pre-Prompt With “Not Now” Button
Issue from App Review: My app shows a custom explanation screen before triggering the system location permission dialog. This screen explains why location access is needed. It includes: A “Continue” button → triggers the system permission dialog A “Not Now” button → dismisses the explanation and delays the permission request Apple states that: “The user should always proceed to the permission request after the message.” They are asking me to remove the exit button from the pre-permission message. My Questions Is it now against policy to include a “Not Now” option in a pre-permission explainer screen? Are we required to immediately show the system permission dialog after any pre-permission explanation? What is the recommended UX pattern if the feature depends on location but I don’t want to force the permission immediately at launch? Would it be compliant to: Remove the “Not Now” button, OR Remove the custom pre-prompt entirely and rely only on the system dialog? The feature in question requires location to function properly, but I want to implement it in a user-friendly way that respects user choice and avoids unnecessary denial rates. If anyone has recently resolved a similar 5.1.1(iv) issue, I’d really appreciate hearing how you handled it. Thank you in advance for your help!
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Activity
Mar ’26