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ld: Assertion failed: (resultIndex < sectData.atoms.size())
Hi, I wanted to compile a project (For the compilation I used gcc-13 from home-brew) and I got the following error from the linker: 0 0x100e0f648 __assert_rtn + 72 1 0x100d43fac ld::AtomPlacement::findAtom(unsigned char, unsigned long long, ld::AtomPlacement::AtomLoc const*&, long long&) const + 1204 2 0x100d59924 ld::InputFiles::SliceParser::parseObjectFile(mach_o::Header const*) const + 15164 3 0x100d66e30 ld::InputFiles::parseAllFiles(void (ld::AtomFile const*) block_pointer)::$_7::operator()(unsigned long, ld::FileInfo const&) const + 420 4 0x1a95f0440 _dispatch_client_callout2 + 20 5 0x1a9603f1c _dispatch_apply_invoke + 224 6 0x1a95f0400 _dispatch_client_callout + 20 7 0x1a9601fb8 _dispatch_root_queue_drain + 684 8 0x1a96026c0 _dispatch_worker_thread2 + 164 9 0x1a979c038 _pthread_wqthread + 228 ld: Assertion failed: (resultIndex < sectData.atoms.size()), function findAtom, file Relocations.cpp, line 1336. collect2: error: ld returned 1 exit status I am using a MacBook Pro M2 (Ventura 13.5.2 (22G91)) and the CommandLineTools version 15.0. I have read through some earlier posts about linker issues, which were solved by downgrading Xcode. After downgrading to 14.3.0 I was able to compile the code. Did anyone run into the same Problem? If so, is there a better solution for this? Best regards
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8.1k
Jan ’24
Xcode 15 beta 8 not handling assembly code for iOS
I cannot get an assembly language file for architecture aarch64 (iOS) to assemble. The error message is Command CompileC failed with a non-zero exit code. I have been able to compile C, C++ and Swift without problems. The assembly language file has type "Assembly". When I change the file type to "Assembly-LLVM", Xcode says that there is no rule. When I change the file type to "Assembly-NASM" Xcode says that the script must have at least one output. Do I need to load something additional for Xcode to assemble files? Thanks! Gene
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817
Sep ’23
Xcode 15 does not recognize iPhone 13 Pro Max with iOS 17
Hi! Help me, please. I've installed Xcode 15 on MacOS Ventura 13.5.1 and have an issue, that I couldn't solve in a week: Xcode 15 doesn't recognize iPhone 13 Pro Max with iOS 17 - It doesn't show it at all. What I've found now: Xcode 14.3.1 recognizes the same iphone. Xcode 15 beta has the same issue. Xcode 15 recognizes other devices with 16.4 (iPhone 13 and iPad 8 Gen). Updated the iphone to 17.0.1, same thing. Tried Xcode reinstallation, turning on/off developer mode, unpairing, connecting with other USB cables. Xcode: Version 15.0 (15A240d) iPhone: iPhone 13 Pro Max with iOS 17.0.1 MacOS: Ventura 13.5.1 (22G90) Xcode 14.3.1: Xcode 15 at the same time:
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5.7k
Jun ’24
Distribution Provisioning Profile isn't showing up in Xcode
I'm a newbie to deploying flutter apps to the iOS app store, so bare with me. Below is a screenshot of Xcode, and it says that it can't find any "iOS Development provisioning profiles." I don't understand why I need one. The strange thing is that I created a Distribution Profile, so I don't know why that's not showing up here. When I run the build command from the flutter CLI this is what I get: I find this all very confusing and frustrating. If anyone could help that would be great. Also if anyone needs more info about my setup just ask. I'm not sure what info is helpful and what isn't.
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5.4k
Oct ’23
Unable to launch + Attach to Mac Widget (Sonoma + Xcode 15)
Attempting to launch a widget in Debug mode on Sonoma from Xcode 15 is failing with the following message: attach failed (Not allowed to attach to process. Look in the console messages (Console.app), near the debugserver entries, when the attach failed. The subsystem that denied the attach permission will likely have logged an informative message about why it was denied.) Looking in console I see this message: macOSTaskPolicy: (com.apple.debugserver) may not get the task control port of (MacGalleryWidget) (pid: 1851): (MacGalleryWidget) is hardened, (MacGalleryWidget) doesn't have get-task-allow, (com.apple.debugserver) is a declared debugger(com.apple.debugserver) is not a declared read-only debugger What Xcode settings should I be looking at to rectify this? I suspect I may have something that's out of whack.
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696
Sep ’23
Clang 15.0 make c++ code 5 times slower than Clang 14.3.1
Hi, I am running Mac Intel I7 post 2020 with Sonoma and clang 15.0 . The Clang 15.0 makes c++ code running 5 times slower than it was before upgrade from Ventura 13.6 and Clang 14.3.1 The other trouble is that Sonoma does not allow to revert to Clang 14.3.1 . I do not use Xcode only command line tools . here my options : g++ -std=c++17 -Ofast -march=native -funroll-loops -flto -DNDEBUG -o a prog.cpp So what happened to C++ ?
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687
Sep ’23
Trust this computer no longer persists when rebooting the host mac machine
Using iPads with iOS 17 connected to 2018 intel mac minis no longer maintain trust with Xcode after rebooting the machine. For context, we have several iPads for our CI system that run tests on the device so they're always connected to the mac minis. We have needed to reboot the mac minis often to workaround issues that happen with older versions of Xcode. Once the mac mini does an autologin, the iPads would connect to it and we can run tests again using a fresh state of macOS needed to build and run the tests. We recently upgraded to Xcode 15 and didn't have any issues with this. However, once we upgraded the iPads to 17.0.2, this workflow was broken and we have to physically go to the iPad to accept the trust once again. The iPad was available through finder but Xcode doesn't recognize it. The same issue has been blogged at https://droidwin.com/trust-this-computer-in-ios-16-1-bug-or-an-intentional-change and asks the question of whether this was intentional or not. If it is intentional, is there a developer mode option that can be used to always trust devices which are crucial for CI automation?
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391
Sep ’23
Help... VS Code has all my Personal files from my MacBook Pro
Hello, I just installed Flutter on MacBook Pro. In VS Code I just noticed that all my Personal files that are on my MacBook Pro are now in VS Code. How do I easily delete them all? There are MANY files. Command + S was not working so I started accepting pop up messages that VS Code asked hoping that that might help. I'd really appreciate any help. Thank you. LJ
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306
Oct ’23
How to use the new AppleTextureConverter library?
The release notes for Xcode 14 mention a new AppleTextureConverter library. https://developer.apple.com/documentation/xcode-release-notes/xcode-14-release-notes TextureConverter 2.0 adds support for decompressing textures, advanced texture error metrics, and support for reading and writing KTX2 files. The new AppleTextureConverter library makes TextureConverter available for integration into third-party engines and tools. (82244472) Does anyone know how to include this library into a project and use it at runtime?
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677
Oct ’23
Installing Transporter with --accept arg
I am trying to install Transporter programmatically by passing the --accept argument as follows: wget -O iTMSTransporter_installer_linux_3.2.sh "https://itunesconnect.apple.com/WebObjects/iTunesConnect.woa/ra/resources/download/public/Transporter__Linux/bin" and then sudo sh ./iTMSTransporter_installer_linux_3.2.sh --accept y However it still prompts me to read and then accept the license. How can I accept the license from the command line?
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200
Oct ’23
Hobbyist Developer
Hi all: I am a retired engineer who spent many years developing software for various non-real time applications. I am interested in continuing to develop software in a MacOS/iOS environment, primarily to support some of my hobbies, but do not know the best approach for doing so. At least initially, I would like to develop a few small applications that could run on a Mac or iPad for personal use (i.e., I am not interested in releasing the applications on the Apple Store - I only want to install the applications on my own devices). Does Xcode make sense as a development environment for me? Would I need to become a member of the Apple Developer Program?
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583
Nov ’23
Documentation for MACOSX_DEPLOYMENT_TARGET?
Has MACOSX_DEPLOYMENT_TARGET been deprecated? I do not seem to find any proper documentation of it at apple.com. Background: I'm building C-based application(s) and libraries (both Intel and AS) that are distributed compiled/linked to our users. I would like to update my build machines from 10.15 (Intel) and 11 (AS), to macOS 12 (or even higher, if possible) but I would like to be sure that our users can run the executable and that they can link their code against our libraries (and our object code) also on older versions of macOS. Ideally I would like to continue to support users on macOS 10.15 on Intel and 11 on AS, but macOS 11 on Intel would also be acceptable. It seems MACOSX_DEPLOYMENT_TARGET (perhaps combined with SDKROOT) could allow this, but I have not been able to find anything except rumors, i.e. no proper documentation at any Apple site. Testing is not really an option since at least some problems would likely only occur at runtime (e.g. due to weak linking). I am using the command line tools and GNU make (no Xcode project or some such, also no App Store). Any pointers would be greatly appreciated!
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1.5k
Oct ’23
Xcode 15 Issue: React Native App Won't Run or Build
I recently updated to Xcode 15 and have encountered a frustrating issue with my React Native app. Before the update, everything was working perfectly, but now I'm unable to run or build my project. I would greatly appreciate your help in resolving this problem. Issue: After updating to Xcode 15, my React Native app is not working as expected. I'm unable to run the project on my simulator or device. Building the app fails with errors that I didn't encounter in Xcode 14. Additional Information: I have ensured that my Node.js and React Native dependencies are up-to-date. I've tried cleaning the project and deleting derived data, but the issue persists. Xcode 15 is up to date, and I've also updated my macOS to the latest version. Steps I've Tried: Cleaned the project. Deleted derived data. Reinstalled Xcode. Updated NPM packages. Checked for Xcode updates. Verified the Xcode build settings. Environment: macOS version: macOS Sonoma 14 Xcode version: 15.0 Node.js version: 20
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8.5k
Oct ’23
Non-profit registration with Failures.
Hello Apple Forums folks! All right with you? I hope so. I have the following problem: D-U-N-S number registration. We hired a service that, according to them, as required by Apple, we need to have a developer account and be registered. As we are a non-profit institution, I need to register. On your page, I created my account and I follow the tutorial to fill in the information. I receive this email with the code. However, when we're trying to register the code it says it is invalid. The information on the first step who I've selected: The registration e-mail with the code has been sent by Apple: At the end, the fail on registraion:
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200
Oct ’23
Xcode 15 archiving makes Plugins fail to load
I have a project that has a number of plugins in it. They are compiled and placed in the correct location and the build runs fine in the Debug / Release schemes. If I archive the build with Xcode 15 the resulting build generates a number of errors symbol not found in flat namespace '_OBJC_CLASS_$_XXXX for various classes that are part of the main application including the AppDelegate and other classes. This does not occur with Xcode 14.3.1 or previous versions. It still occurs in Xcode 15.1 beta 1. This happens regardless if I notarize the build with Apple or not. Has anyone seen anything like this? Any ideas how to resolve it? My current workaround is to use xcodebuild to compile a Release build and notarize that build.
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459
Oct ’23