Hey devs,
I have a really weird issue and at this point I cannot determine is it a Big Sur 11.1 or M1 issue or just some macOS settings issue.
Short description
programatically (from node, electron) I'd like to store x509 cert to keychain. I got the following error message:
SecTrustSettingsSetTrustSettings: The authorization was denied since no user interaction was possible. (1) I could reproduce this issue on: a brand new mac mini with M1 chip and Big Sur 11.1
another brand new mac mini with M1 chip and Big Sur 11.1
a 2018 MacBook pro with Intel chip and Big Sur 11.1
I couldn't reproduce this issue on: 2020 MacBook pro with intel i9 chip and Big Sur 11.1
2020 MacBook pro with intel i9 chip and Big Sur 11.0
How am I trying to store the cert
node test.js
test.js
const { exec } = require('child_process')
exec(
	`osascript -e 'do shell script "security add-trusted-cert -d -r trustRoot -k /Library/Keychains/System.keychain /Users/kotapeter/ssl/testsite.local.crt" with prompt "Test APP wants to store SSL certification to keychain." with administrator privileges'`,
	(error, stdout, stderr) => {
		if (error) {
			console.log(error.stack)
			console.log(`Error code: ${error.code}`)
			console.log(`Signal received: ${error.signal}`)
		}
		console.log(`STDOUT: ${stdout}`)
		console.log(`STDERR: ${stderr}`)
		process.exit(1)
	}
)
testsite.local.crt:
----BEGIN CERTIFICATE
MIIDUzCCAjugAwIBAgIUD9xMnL73y7fuida5TXgmklLswsowDQYJKoZIhvcNAQEL
BQAwGTEXMBUGA1UEAwwOdGVzdHNpdGUubG9jYWwwHhcNMjEwMTE3MTExODU1WhcN
NDEwMTEyMTExODU1WjAZMRcwFQYDVQQDDA50ZXN0c2l0ZS5sb2NhbDCCASIwDQYJ
KoZIhvcNAQEBBQADggEPADCCAQoCggEBANM08SDi06dvnyU1A6//BeEFd8mXsOpD
QCbYEHX/Pz4jqaBYwVjD5pG7FkvDeUKZnEVyrsofjZ4Y1WAT8jxPMUi+jDlgNTiF
jPVc4rA6hcGX6b70HjsCACmc8bZd+EU7gm4b5eL6exTsVzHc+lFz4eQFXgutYTL7
guDQE/gFHwqPkLvnfg3rgY31p3Hm/snL8NuD154iE9O1WuSxEjik65uOQaewZmJ9
ejJEuuEhMA8O9dXveJ71TMV5lqA//svDxBu3zXIxMqRy2LdzfROd+guLP6ZD3jUy
cWi7GpF4yN0+rD/0aXFJVHzV6TpS9oqb14jynvn1AyVfBB9+VQVNwTsCAwEAAaOB
kjCBjzAJBgNVHRMEAjAAMAsGA1UdDwQEAwIC9DA7BgNVHSUENDAyBggrBgEFBQcD
AQYIKwYBBQUHAwIGCCsGAQUFBwMDBggrBgEFBQcDBAYIKwYBBQUHAwgwHQYDVR0O
BBYEFDjAC2ObSbB59XyLW1YaD7bgY8ddMBkGA1UdEQQSMBCCDnRlc3RzaXRlLmxv
Y2FsMA0GCSqGSIb3DQEBCwUAA4IBAQBsU6OA4LrXQIZDXSIZPsDhtA7YZWzbrpqP
ceXPwBd1k9Yd9T83EdA00N6eoOWFzwnQqwqKxtYdl3x9JQ7ewhY2huH9DRtCGjiT
m/GVU/WnNm4tUTuGU4FyjSTRi8bNUxTSF5PZ0U2/vFZ0d7T43NbLQAiFSxyfC1r6
qjKQCYDL92XeU61zJxesxy5hxVNrbDpbPnCUZpx4hhL0RHgG+tZBOlBuW4eq249O
0Ql+3ShcPom4hzfh975385bfwfUT2s/ovng67IuM9bLSWWe7U+6HbOEvzMIiqK94
YYPmOC62cdhOaZIJmro6lL7eFLqlYfLU4H52ICuntBxvOx0UBExn----END CERTIFICATE
testsite.local.key:
----BEGIN RSA PRIVATE KEY
MIIEpQIBAAKCAQEA0zTxIOLTp2+fJTUDr/8F4QV3yZew6kNAJtgQdf8/PiOpoFjB
WMPmkbsWS8N5QpmcRXKuyh+NnhjVYBPyPE8xSL6MOWA1OIWM9VzisDqFwZfpvvQe
OwIAKZzxtl34RTuCbhvl4vp7FOxXMdz6UXPh5AVeC61hMvuC4NAT+AUfCo+Qu+d+
DeuBjfWnceb+ycvw24PXniIT07Va5LESOKTrm45Bp7BmYn16MkS64SEwDw711e94
nvVMxXmWoD/+y8PEG7fNcjEypHLYt3N9E536C4s/pkPeNTJxaLsakXjI3T6sP/Rp
cUlUfNXpOlL2ipvXiPKe+fUDJV8EH35VBU3BOwIDAQABAoIBAQDDGLJsiFqu3gMK
IZCIcHCDzcM7Kq43l2uY9hkuhltrERJNle70CfHgSAtubOCETtT1qdwfxUnR8mqX
15T5dMW3xpxNG7vNvD/bHrQfyc9oZuV6iJGsPEreJaV5qg/+E9yFzatrIam0SCS7
YL6xovPU58hZzQxuRbo95LetcT2dSBY33+ttY7ayV/Lx7k6nh0xU6RmTPHyyr8m7
yHpoJoSxdT/xv5iBSZ8mM9/2Vzhr14SWipVuwVVhDSfbn8ngHpIoQDkaJLMpWr+m
4z3PqfftAwR6s6i96HnhYLnRir618TQh4B9IEngeEwCMn4XAzE3L+VTaKU1hg9el
aMfXzPERAoGBAPa+sJ2p9eQsv0vCUUL8KeRWvwjDZRTd+YAIfpLMWrb0tMmrBM4V
V0L2joF76kdDxt1SAlHoYCT/3Rn8EPmK0TN3MEskiXQ7v57iv+LZOZcpe0ppG/4A
ZihF9+wUjFCDw4ymnRQD463535O6BgZV+rcZksFRD2AwvEjt1nYm93VXAoGBANsh
AYM+FPmMnzebUMB0oGIkNkE9nVb9MPbQYZjEeOeHJqmt1Nl6xLuYBWTmWwCy7J4e
QPtnuMCdO6C1kuOGjQPBFIpeyFMzll+E3hKzicumgCpt5U8nTZoKc/jZckRD7n3p
lbYYgHOR3A/3GCDK5L3rwziWpSRAGMSCQylvkOC9AoGBAKLfZL3t/r3LO8rKTdGl
mhF7oUYrlIGdtJ/q+4HzGr5B8URdeyJ9u8gb8B1Qqmi4OIDHLXjbpvtFWbFZTesq
0sTiHCK9z23GMsqyam9XbEh3vUZ082FK6iQTa3+OYMCU+XPSV0Vq+9NPaWGeHXP5
NTG/07t/wmKASQjq1fHP7vCpAoGBAK4254T4bqSYcF09Vk4savab46aq3dSzJ6KS
uYVDbvxkLxDn6zmcqZybmG5H1kIP/p8XXoKCTBiW6Tk0IrxR1PsPHs2D3bCIax01
/XjQ1NTcYzlYdd8gWEoH1XwbJQWxHINummBTyowXguYOhVhM9t8n+eWbn1/atdZF
2i+vS3fhAoGAYKw6rkJfTSEswgBKlQFJImxVA+bgKsEwUti1aBaIA2vyIYWDeV10
G8hlUDlxvVkfwCJoy5zz6joGGO/REhqOkMbFRPseA50u2NQVuK5C+avUXdcILJHN
zp0nC5eZpP1TC++uCboJxo5TIdbLL7GRwQfffgALRBpK12Vijs195cc=----END RSA PRIVATE KEY
What I've already found
If I run the following command from terminal It asks my password first in terminal and after that It asks my password again in OS password prompt.
sudo security add-trusted-cert -d -r trustRoot -k /Library/Keychains/System.keychain /Users/kotapeter/ssl/testsite.local.crt
It looks like I'm getting the above error message because osascript hides the second password asking dialog.
The cert always gets stored in keychain but when I get the error message the cert "Trust" value is not "Always Trust".
References
StackOverflow question: https://stackoverflow.com/questions/65699160/electron-import-x509-cert-to-local-keychain-macos-the-authorization-was-deni
opened issue on sudo-prompt electron package: https://github.com/jorangreef/sudo-prompt/issues/137
Posts under macOS tag
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for the Tahoe host and guest: does guest login to app store work, and does xcode in guest work?
in my environment: I upgraded host and guest to Tahoe, the guest still cannot login to app store with error: an unknown error occurred
NSHostingSceneRepresentation, introduced in macOS 26, allows calling SwiftUI’s windows and other elements set in a Scene from AppKit. However, while Settings and WindowGroup set in the Scene can be invoked as expected using environment.openSettings() and environment.openWindow(id:) respectively, calling Window or WindowUtility doesn’t work. That is, the app just fails to open the desired window with the provided ID, and no error message or other feedback/crash/freeze appears.
I expect that executing the openUtilityWindow(_:)action in the following code will display the UtilityWindow set in the scene. However, the window does not actually open.
@main
final class AppDelegate: NSObject, NSApplicationDelegate {
private let scene = NSHostingSceneRepresentation {
UtilityWindow("Utility Window", id: "UtilityWindow") {
Text("Utility Window")
.scenePadding()
}
}
func applicationWillFinishLaunching(_ notification: Notification) {
NSApp.addSceneRepresentation(self.scene)
}
@IBAction func openUtilityWindow(_ sender: Any?) {
self.scene.environment.openWindow(id: "UtilityWindow")
}
}
Is there something wrong with my implementation and expectation? Or is this a bug in NSHostingSceneRepresentation?
Just in case, I’ve already filed this issue withFeedback Assistant: FB20310722
This feedback also includes a sample project reproducing this issue.
My UIKit/Mac Catalyst app supports a user opening multiple windows (multiple scenes). One of these is a special scene that shows content that I want to appear in front of all other app windows/scenes, even while the user is interacting with one of the app's other scenes. I do not need this special scene to stay in front of the windows of other apps, just in front of the windows of my own app.
While I'm not 100% sure, it seems that AppKit supports this through the NSWindow level property. I can't find any equivalent feature in UIKit/Mac Catalyst. UIWindow windowLevel is not the same thing since that only affects the order of windows within a given scene. I need an entire scene (and its windows) to stay in front of my app's other scenes (and their windows).
I don't see anything relevant in UIWindow, UIScene, UIWindowScene, UISceneSession, UIScene.ActivationRequestOptions, or UIWindowScene.ActivationRequestOptions.
Hi,
I'm trying to setup a AVAudioEngine for USB Audio recording and monitoring playthrough.
As soon as I try to setup playthough I get an error in the console: AVAEInternal.h:83 required condition is false: [AVAudioEngineGraph.mm:1361:Initialize: (IsFormatSampleRateAndChannelCountValid(outputHWFormat))]
Any ideas how to fix it?
// Input-Device setzen
try? setupInputDevice(deviceID: inputDevice)
let input = audioEngine.inputNode
// Stereo-Format erzwingen
let inputHWFormat = input.inputFormat(forBus: 0)
let stereoFormat = AVAudioFormat(commonFormat: inputHWFormat.commonFormat, sampleRate: inputHWFormat.sampleRate, channels: 2, interleaved: inputHWFormat.isInterleaved)
guard let format = stereoFormat else {
throw AudioError.deviceSetupFailed(-1)
}
print("Input format: \(inputHWFormat)")
print("Forced stereo format: \(format)")
audioEngine.attach(monitorMixer)
audioEngine.connect(input, to: monitorMixer, format: format)
// MonitorMixer -> MainMixer (Output)
// Problem here, format: format also breaks.
audioEngine.connect(monitorMixer, to: audioEngine.mainMixerNode, format: nil)
Hi,
I am currently developing a document-based application with additional WindowGroup for macOS and have encountered a challenge related to document container management. Specifically, I need to open a windowGroup that shares the same container as the one used in the DocumentGroup. However, my current approach of using a global shared model container has led to unintended behavior: any new document created is linked to existing ones, and changes made in one document are reflected across all documents.
To address this issue, I am looking for a solution that allows each newly created document to be individualized while still sharing the document container with all relevant WindowGroups that require access to the data it holds. I would greatly appreciate any insights or recommendations you might have on how to achieve this.
struct Todo: App {
var body: some Scene {
DocumentGroup(editing: Item.self, contentType: .item) {
ContentView()
}
WindowGroup(for: Item.self) { $item in
ItemView(item:$item)
.modelContainer(Of DocumentGroup above)
}
}
}
Thank you for your time and assistance.
Best regards,
After updating to MacOS 26.1 I encountered an issue that Roblox tends to freeze quite often for 10 - 60 seconds at most, this is really annoying that it is doing this as i play the game a lot. My theory is that it is like a driver issue with metal or something, I have reinstalled MacOS, reinstalled the game and lowed the performance manually but nothing is working.
Wondering if you could help, when it will be fixed and if others are having the same issue.
Many thanks, William.
Is anyone else using one of the "Dark" editor themes (such as "Default (Dark)" or "Classic (Dark)" in Xcode? And is anyone doing this with Xcode 26 on macOS 26?
Here's the result while using the "Default (Dark)" theme while my Mac is in "light" mode:
Note that the black background of the editor goes all the way to the far left edge of the Xcode window. The large gray area in the project tree is the black background bleeding through the sidebar.
This is really distracting. Is there a way to fix this (besides not using a dark theme - I've been using dark themes for over 30 years)? This appears to be a poor design decision in macOS 26 to have split views show the background of the secondary column behind the primary column. iPadOS 26 has the same issue (see https://developer.apple.com/forums/thread/800073).
I've been trying to add a CoreSpotlight indexer to my macOS application. The new template for the indexer uses the new appex CSImportExtension style importer.
I've been following this ->
https://developer.apple.com/documentation/corespotlight/csimportextension
I changed the CSSupportedContentTypes in the Info.plist file to the correct file type uti.
I added a dummy value into the attributes (see code below) - just setting contentDescription to 'noodle' (easy to search for)
class ImportExtension: CSImportExtension {
override func update(_ attributes: CSSearchableItemAttributeSet, forFileAt: URL) throws {
// Add a dummy value, and see whether spotlight finds it
attributes.contentDescription = "noodle"
}
}
I have a number of files on disk that match the uti (and can be found when I search by the file name)
Yet, when I build and run my app, the a spotlight search for 'noodle' finds no results.
Can anyone give me any advice? I cannot find any indication that the ImportExtension is called (although when I put a log message at the start of the update() call there's no message in the console which seems to suggest it's not being called).
Is there any way of debugging this?
Cheers and thanks -- Darren.
Hi,
I am looking for comprehensive "controls" documentation for SwiftUI.
When searching on the Apple site, I have not seen any documentation that shows a picture of a control and an explantation of what it does, for all the available controls.
I have also searched the web for such documentation, and have not found any.
When I was learning Rust, I came across a beautiful document about GTK3 (PDF) that had a complete list of controls, including pictures. If something looked interesting I could do a search for more details.
Thanks, Jim
Is there a way to configure the style and toolbar of the macOS window that Xcode uses in #Preview?
I am working on a macOS application and want to preview some SwiftUI views within different window styles, toolbar styles and window title/subtitle visibilities.
Some of the modifiers to control the look-and-feel of a window are actually Scene Modifiers, not View Modifiers:
.windowStyle
.windowToolbarLabelStyle
.windowToolbarStyle
But #Preview does not accept Scenes, so I can't apply these modifiers:
// Error, not a view modifier.
#Preview {
ContentView()
.windowStyle(...)
}
// Error, Window is not supported in #Preview.
#Preview {
Window("Browser", id: "browser") {
ContentView()
}
}
If I give my ContentView a .toolbar(...), Xcode's Preview will correctly show a window with a toolbar, but not necessarily in the style I want.
Is there a way to apply the Scene Modifiers to #Preview so that I can see how they affect the window's chrome and toolbar?
I am facing an issue while codesigning the Content/MacOS executable. The executable name is exactly similar to the .app file, and the signing certificates have not expired yet.
Steps followed to generate signed files:
Executed codesign on files within the .app folder.
Then executed codesign on the .app folder.
Tried to notarize with the new notarization tool.
Do we have to sign each individual file and folder?
Observations:
.DS_Store files were removed from the .app before signing.
Another app with the same certificate is able to sign correctly.
Content/MacOS contains multiple files, including the app executable. These files are signed except the main executable.
same installed_app after copying at another location showing signed.
Getting:
App Sandbox-Not enabled
Hardening-Enabled - Version 10.9.0
Notarization-Granted
Gatekeeper-Can't evaluate
Signed By- Can't verify signature
Hello Team,
We are currently experiencing an issue where some of our devices are not receiving push notifications. We are sending notifications via the Apple Push Notification portal (https://developer.apple.com/notifications/push-notifications-console/) using the following two requests. However, in both cases, the notifications are not being delivered to the devices.
Scenario 1 :
When we send a request with apns-push-type set to alert, we receive the following error.
Request :
curl -v
--header "authorization: bearer ${AUTHENTICATION_TOKEN}"
--header "apns-topic: com.testcompany.sampletest"
--header "apns-push-type: alert"
--header "apns-priority: 10"
--header "apns-expiration: 0"
--data '{"aps":{"alert":{"title":"Test Notification Title","subtitle":"Test Notification Sub Title","body":"Test Notification Body"}}}'
--http2 https://api.push.apple.com:443/3/device/*devicetoken*
Response:
{
"code": 400,
"message": "bad-request",
"reason": "The device token is inactive for the specified topic. There is no need to send further pushes to the same device token, unless your application retrieves the same device token.",
"requestUuid": "c4ae39b4-87e1-4269-a1e9-163f60ec0385"
}
Scenario 2 :
However, if we send the request with apns-push-type set to background, the request is processed successfully by APNs, but no notification is received on the device.
Request :
curl -v
--header "authorization: bearer ${AUTHENTICATION_TOKEN}"
--header "apns-topic: com.testcompany.sampletest"
--header "apns-push-type: background"
--header "apns-priority: 10"
--header "apns-expiration: 0"
--data '{"aps":{"alert":{"title":"Test Notification Title","subtitle":"Test Notification Sub Title","body":"Test Notification Body"}}}'
--http2 https://api.push.apple.com:443/3/device/*devicetoken*
Response:
Getting a message that The notification sent successfully but no notification is received on the device.
In both cases (with alert and background push types), the push notification does not reach the device.
Additionally, when we validated the device token using the APNs Device Token Validator, it appears to be valid and returns the following message.
"Device Token is valid for sending Alert & Background push-type notifications in the Production environment"
Affected Device:
macOS version : MacOS 15.3.1
Processor : Apple M1
Could you please assist me in resolving this issue?
Thanks
In the online documentation for InstallerJS, it is stated that the unit for the availableKilobytes property of the target field is kilobytes.
Isn't it actually bytes because of a bug in the very first release of macOS that supported InstallerJS?
[Q] Has there been a fix in the recent years regarding this property that would explain why the documentation says it's kilobytes? Even though at the time of this writing, the unit is still bytes when you call my.target.availableKilobytes
I'm using this call to dump the value of this property in install.log:
system.log(my.target.availableKilobytes + '');
Ref. https://developer.apple.com/documentation/installer_js/target/1811975-availablekilobytes
(FB20448952)
Hey,
Just recently I realized something I have been overlooking in my build pipelines.
I thought that by adding the the "hardened runtime", I disable 3rd-party library injection (I do not have the disable-library-validation entitlement added).
However, I was using some checks on my code and I noticed that the "library validation" code signature check fails on my applications (e.g. adding the .libraryValidation requirement via the LightweightCodeRequirements framework) - with codesign -dvvvv /path/to/app I can check it doesn't have the CS_REQUIRE_LV flag:
[...]
CodeDirectory v=20500 size=937 flags=0x10000(runtime) hashes=18+7 location=embedded
[...]
then I used in Xcode the "Other Code Signing Flags" setting and added the -o library option, which added the flag:
[...]
CodeDirectory v=20500 size=937 flags=0x12000(library-validation,runtime) hashes=18+7 location=embedded
[...]
Is this flag something I should be explicitly setting? Because I was under the impression enabling hardened runtime would be enough. Popular Developer ID distributed applications (e.g. Google Chrome, Parallels Desktop, Slack) all have this flag set.
Hi,
I am facing a very weird issue where I am unable to download our own application from TestFlight for testing.
This issue only happens for one of our applications; we are able to download our other applications without any issues.
Furthermore, this only happens on one of our MacBooks; the game downloads fine on our other MacBook (macOS 15) and can run our application.
When running the console, I noticed this error being thrown when the TestFlight fails the download:
I have tried reinstalling TestFlight, clearing all instances of our application as what Finder can find, restarting the MacBook but nothing worked.
Is there anyone that faced this similar issue, or any Apple staff that could help with this?
OS version: macOS Tahoe (26 Beta) latest
TestFlight was able to download on this version previously, until one day it couldn't (and not sure why), tried downloading latest version but did not solve the issue.
Note: We noticed that we are unable to install our own application from the Appstore as well, on this MacBook that has the TestFlight issue.
Hey I’m working on a macOS app that wants to detect the MacBook lid / hinge angle (i.e. how far the screen is open) by directly reading the internal sensor via HID / IOKit (a private / undocumented API). I came across this project: LidAngleSensor —
GitHub: https://github.com/samhenrigold/LidAngleSensor?tab=readme-ov-file
Before investing too much effort, I’d like to ask the community:
Has anyone succeeded in getting such an app accepted on the Mac App Store when it includes sensor-level, private API access like this?
What were the reviewer feedback or rejection reasons (if any)?
Are there documented cases (positive or negative) where Apple approved or rejected apps for accessing non-public hardware sensors?
What’s the risk of getting banned or permanently rejected for integrating this kind of functionality?
If you have direct experience (whether it passed or failed), I’d love to hear your stories, strategies, or pointers. Thanks in advance!
Hi,
I have been using external NVMe disk since March 2025 with my Mac M1 1TB until recently couple of days agao I updated Mac OS to Tahoe from Sequpoia 15.6. Now Mac OS Tahoe is disconnecting my NVMe automatically saying please eject the disc before disconnecting and suddenly after an hour it reconnects.
Right now I have reinstall Mac OS Sequoia and My external NVMe disk is working again.
This post is for Mac OS developers to check for APFS drivers on Mac Tahoe as they are messing up with external NVMe SSD. I dont know about others brand of NVMe I am using Transcend inclosure with transcend NVMe 2TB SSD hard disk.
Kindly please check as its not NVMe issue its and OS issue. If it was NVMe issue my SSD should also not work with Sequoia but as it is working with Sequoia so it has to be something with Tahoe OS.
Kindly review your code about APFS drivers or thunderbold USB C drivers or may be something else linked to APFS file system.
I hope this post reaches you and you guys can consider it as help ful.
Kind regards
I am coming from C#, where Forms and Controls are placed similar to Swift Storyboards. I have been trying to learn Storyboards, but keep running across tutorials regarding SwiftUI, and Storyboard examples are few. So the question becomes, "how do I position controls on a Form using SwiftUI?" See the example below.
I have run across many videos that use either horizontal or vertical positioning of controls, but these examples are usually very simple, with items occupying only the center portion of the screen. I get stuck on examples that are more complicated.
The example below only shows the controls for the upper part of a Form, with some type of textbox (Viewform) below making up the rest of the Form.
How does one make more complicated placement of controls with SwiftUI?
When I tried turning on ENABLE_ENHANCED_SECURITY = YES in an Xcode 26.1 beta project, I got a bunch of "module file not found" errors like this:
While building module 'CoreServices':
In file included from <module-includes>:1:
/Applications/Xcode26.1-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/CoreServices.framework/Headers/CoreServices.h:19:2: fatal error: module file '/Volumes/Work/Xcode-derived/PlainCalc3-gixjfymjqamwmufdwcseugzjehqa/Build/Intermediates.noindex/ExplicitPrecompiledModules/CoreFoundation-5POB3HW0BHFSPWLD7DOOKAULM.pcm' not found: module file not found
19 | #include <CoreFoundation/CoreFoundation.h>
| ^
I tried deleting the project's derived data.
Is this a known issue?