Simulator

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Rapidly prototype and test builds of your app during the development process using Simulator.

Posts under Simulator tag

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dyld[9610]: Library not loaded: @rpath/AppAuth.framework/AppAuth
dyld[9610]: Library not loaded: @rpath/AppAuth.framework/AppAuth Referenced from: <E20088D5-0655-39D9-B00F-A22EE8D3671C> /Users/user251201/Library/Developer/CoreSimulator/Devices/6AE63BE9-F919-4220-A927-D2738BA51CA6/data/Containers/Bundle/Application/F57CAD64-14DD-4E4D-8F93-CA4C16B65928/App.app/App Reason: tried: '/Users/user251201/Library/Developer/Xcode/DerivedData/App-gfubxhvgdbqiudavsazggfgvzdja/Build/Products/Debug-iphonesimulator/AppAuth.framework/AppAuth' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/AppAuth.framework/AppAuth' (no such file), '/usr/lib/swift/AppAuth.framework/AppAuth' (no such file, no dyld cache), '/Users/user251201/Library/Developer/CoreSimulator/Devices/6AE63BE9-F919-4220-A927-D2738BA51CA6/data/Containers/Bundle/Application/F57CAD64-14DD-4E4D-8F93-CA4C16B65928/App.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Users/user251201/Library/Developer/CoreSimulator/Devices/6AE63BE9-F919-4220-A927-D2738BA51CA6/data/Containers/Bundle/Application/F57CAD64-14DD-4E4D-8F93-CA4C16B65928/App.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/AppAuth.framework/AppAuth' (no such file), '/usr/lib/swift/AppAuth.framework/AppAuth' (no such file, no dyld cache), '/Users/user251201/Library/Developer/CoreSimulator/Devices/6AE63BE9-F919-4220-A927-D2738BA51CA6/data/Containers/Bundle/Application/F57CAD64-14DD-4E4D-8F93-CA4C16B65928/App.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Users/user251201/Library/Developer/CoreSimulator/Devices/6AE63BE9-F919-4220-A927-D2738BA51CA6/data/Containers/Bundle/Application/F57CAD64-14DD-4E4D-8F93-CA4C16B65928/App.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/AppAuth.framework/AppAuth' (no such file) Apk breaks when built. Using Xcode 15.2.
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293
Feb ’24
How can i use Apple Store Connect API
I intend to use Apple Store Connect API for making & updating OFFER CODES in my subscription. I have created the GET requests needed using an API Key I have generated but the POST requests are not going through and getting an error in the process. https://api.appstoreconnect.apple.com/v1/subscriptionOfferCodes This is the API that I am trying to hit using the POST request but the process is not going through for some reason.
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464
Feb ’24
Cannot download simulator list for Xcode
I just upgraded my Xcode to 15.2 today. When it tries to download the list of available simulators, the request to fetch the list failed. From the error log, it says that this link is not returning the expected data: https://devimages-cdn.apple.com/downloads/xcode/simulators/index2.dvtdownloadableindex. It appears that this link is not returning any data at the moment.
4
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439
Jan ’24
Simulator not reflecting simctl override --time command as expected
I have a simulator named "iPhone 14 Pro" created and booted. The override --time command doesn't appear to take anymore. This worked months ago, but broke somewhere along the road of Xcode 14.x. It is a drag setting the system time to 9:41 for App Store Connect screenshots which is why I used the command in the first place. I cannot seem to successfully set the status bar time of the simulator via the following command anymore: xcrun simctl status_bar "iPhone 14 Pro" override --time "9:41" Is this working for anyone else lately? Feedbacks; Created these Dec 7, 2022 FB11859751 - Simulator: iOS simulator not responding to simctl set time FB11859744 - Simulator: watchOS simulator not responding to simctl set time
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1.4k
Jan ’24
Simulator keeps crashing my computer
I'm trying to develop an app. I have to use Xcode 14.2 because my MacBook air is running Monterey. I recently updated to latest. Now, everytime I try to run the app, it locks the computer and causes it to reboot. When it comes back, I get this error: panic(cpu 0 caller 0xffffff7fa2020904): "Enter debugger: submitToRing: Work queue failure detected" @IGHardwareRingBuffer.cpp:1483. There are a lot more codes, but this is the first part. What would cause this?
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226
Jan ’24
Strange issues with VisionOS template
Hello, I'm getting some strange behavior as I keep working with AVP on Xcode. First the basic template used to be normal, and when I previewed contentView it would display the basic sphere (using volume preset) right in the center of the screen. Now, when I create any basic template, the preview window is way elevated upwards to where its basically going thru the ceiling in the room. For the life of me I cannot get Xcode to correct this behavior. Also, while I can create a scene with assets in RealityKit, and try to view it in my content bundle following this Apple tutorial https://developer.apple.com/videos/play/wwdc2023/10203/ I cannot get my new scene to show in an immersive view file. I made sure to use the swiftUI template for the immersive view and I had the correct setup for it. My naming conventions are correct and there are no typos or errors (that I know of). I CAN get the basic template scene to show up, but not my custom scene with a pancake model in it. I've gone thru the video several times, but that still doesn't solve the above issue of the initial template previewing way to high. Does anyone have any advice on fixes for this subject? Edit : I may have located the issue to importing assets and using them in a new scene in realityComposerPro. Still not sure why it breaks after creating a scene in RCP. I haven't even used them in y project yet. (Started a new one) --> If I reset the project it removes the errors. But I still can't see my pancake, even if I just replace the template scene with a basic scene with just the asset in it. Much like the sphere but pancake instead. Also the initial scene may be high because using the volume template the view starts at the users feet. That might be why
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333
Jan ’24
Can not build project with FMOD for Unreal 2.0.2.20 for iOS Simulator - Error “building for iOS Simulator, but linking in object file built for iOS”
Hi guys, I have Xcode 15.2 + MacOS Sonoma 14.2.1 + iPhone SDK 17.2 + Apple M3 chip When I build my project with FMOD for Unreal 2.0.2.20 for iOS Simulator on have an error: /Plugins/FMODStudio/Binaries/IOS/libfmodL_iphoneos.a(libfmodL_iphoneos.a-arm64-master.o) building for iOS Simulator, but linking in object file built for iOS**, file '/Plugins/FMODStudio/Binaries/IOS/libfmodL_iphoneos.a' Found that in downloaded latest verison "fmodstudio20220ue5.3mac.zip" from https://www.fmod.com/download#fmodforunreal inside folder "Plugins/FMODStudio/Binaries/IOS" there are no files for iOS Simulator (so it's not builded for support it or they just forgot to do it) So next i found on page https://www.fmod.com/docs/2.02/api/platforms-ios.html#ios-specific-starter-guide that they Released iOS simulator binary for Core Engine and Studio Engine FMOD Core Engine library /api/core/lib/libfmod_iphonesimulator.a - Release iOS simulator binary for production code. /api/core/lib/libfmodL_iphonesimulator.a - Release iOS simulator binary with logging enabled for development. FMOD Studio Engine library (used in conjunction with core library) /api/studio/lib/libfmodstudio_iphonesimulator.a - Release iOS simulator binary for production code. /api/studio/lib/libfmodstudioL_iphonesimulator.a - Release iOS simulator binary with logging enabled for development. So next step from page https://www.fmod.com/download#fmodengine I downloaded "fmodstudioapi20220ios-installer.dmg" inside 2 folders "/api/core/lib" and "/api/studio/lib" I found these files and copy it to my folder "/Plugins/FMODStudio/Binaries/IOS/", and it didn't work :slight_smile: So just to try luck I made a copy of this folder and deleted files that work for iOS build only libfmod_iphoneos.a libfmodL_iphoneos.a libfmodstudio_iphoneos.a libfmodstudioL_iphoneos.a Next step renamed files libfmod_iphonesimulator.a -> libfmod_iphoneos.a libfmodL_iphonesimulator.a -> libfmodL_iphoneos.a libfmodstudio_iphonesimulator.a -> libfmodstudio_iphoneos.a libfmodstudioL_iphonesimulator.a -> libfmodstudioL_iphoneos.a And finally I successfully builded and launched my project with FMOD for Unreal 2.0.2.20 for iOS Simulator FMOD team need to rebuild FMOD for Unreal with adding _iphonesimulator and _appletvsimulator files and support and it will launch on iOS/TVOS Simulators with any problems. PS same you can do with TVOS Simulator and fix it
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369
Jan ’24
iOS 17 keeps disappearing from simulator device options
I havent been able to figure out a pattern/cause, but every week or so, my simulator loses most of its available iOS version options. I should have 16.4 and 17 available, but you see I do not. When I go into xcode, iOS 17.0 has 2 entries, one allegedly available, and one awaiting download. Clicking "GET" on the grey one just pops a download windows which says its already downloaded. The only thing that sorts this is a reboot and it's back to normal again - with all my iOS versions available in the simulator. I dont want to keep having to reboot my dev machine. What is going on with XCode and how do I fix it for good?
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745
Jan ’24
visionOS app gets stuck when pressing the x button
Hey there, I'm new to SwiftUI and have been working on a visionOS app. To learn about the API and language, I downloaded the Hello World project: https://developer.apple.com/documentation/visionos/world/ I noticed the following issues: Using Xcode v15.2, I built and ran the World app at the Simulator. In the app, I am greeted with the main "Hello World" screen. I selected to view the Earth card, and in it, I clicked to "View Globe" As the 3D Earth view is displayed, I pressed the 'x' button of the main app. Problem: The main app panel closes, but the 3D Earth view is still displayed. There is no way to return back to the main app screen and properly exit the app. Problem: I can close the 3D Earth view (via its dedicated 'x' button), and this sometimes returns me back to the main Simulator screen (but other times it gets stuck to an empty Simulator screen). When I re-open the World app, I can only see the 3D Earth view; the World app is stuck there and there's no way of returning back to the main screen. The only workaround I've found is to rebuild the app. Any information would be much appreciated. Thanks
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268
Jan ’24
App not building iOS 16 and lower on Xcode 15
I recently upgraded to Xcode 15 from Xcode 14, and now my app only runs iOS17. When I try running on iOS 15/16, I get a very generic memory Thread 1: EXC_BAD_ACCESS (code=1, address=0x0) crash when my app attempts to launch on the simulator. Also, if I upload a build from my device, the crash happens on all real devices not running iOS17. My teammate is still running Xcode 14 and is able to build on iOS 15/16 devices (minimum is 15 for our app), and can push builds that work for all users. Is this a known issue, or am I missing something simple? The fact that upgrading Xcode versions is the only variable has made it really difficult to diagnose. The only thing I have tried so far is the suggested fix for a known issue in the Xcode 15 release notes (https://developer.apple.com/documentation/xcode-release-notes/xcode-15-release-notes#Known-Issues). However, this doesn't seem likely to be the same issue as my minimum deployment target is 15.0. (I also am not sure I implemented that 'fix' correctly...) Any help or direction would be much appreciated, thanks!
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897
Jan ’24
Is this a bug or a feature?
I recently encountered a "potential bug" with SwiftData. I save my model with modelContent.insert and after that I get following error when trying to delete it with modelContent.delete: Could not cast value of type 'Swift.Optional<Any>' (0x1f5b871f8) to 'Foundation.UUID' This I mentioning the let id: UUID field marked with @Attribute(.unique). This build doesn't crash running in an iOS Sim but if it's running thought TestFlight on my iPhone it just crashes. If I try to delete elements that aren't just created, I don't get this error.
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934
Jan ’24
Library not loaded: @rpath/AppAuth.framework/AppAuth in flutter
Translated Report (Full Report Below) Incident Identifier: 58852A91-9913-490E-929C-09271F54780F CrashReporter Key: D6CABE7E-4D4A-48E3-A0EB-C24EDF93DF82 Hardware Model: MacBookPro15,1 Process: Runner [41341] Path: /Users/USER/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Runner Identifier: com.test.dp.io Version: 1.8.0 (1) Code Type: X86-64 (Native) Role: Foreground Parent Process: launchd_sim [31432] Coalition: com.apple.CoreSimulator.SimDevice.9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D [6247] Responsible Process: SimulatorTrampoline [1613] Date/Time: 2024-01-15 17:10:44.2262 +0530 Launch Time: 2024-01-15 17:10:44.2013 +0530 OS Version: macOS 14.2.1 (23C71) Release Type: User Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: DYLD 1 Library missing Library not loaded: @rpath/AppAuth.framework/AppAuth Referenced from: <5ACCFAFC-421D-3CFE-97EC-EF9A57716669> /Users/USER/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Runner Reason: tried: '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/usr/lib/swift/AppAuth.framework/AppAuth' (no such file), '/usr/lib/swift/AppAuth.framework/AppAuth' (no such file, not in dyld cache), '/Users/prasadbabar/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Frameworks/AppAuth.framework/AppAuth' (no such file), '/Users/prasadbabar/Library/Developer/CoreSimulator/Devices/9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D/data/Containers/Bundle/Application/6E8117A7-815F-47BC-8BAD-8D9FA922F8E8/Runner.app/Framewo (terminated at launch; ignore backtrace) VSCode error: Exception: Unable to launch com.test.dp.io on 9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D: ProcessException: Process exited abnormally: An error was encountered processing the command (domain=FBSOpenApplicationServiceErrorDomain, code=1): Simulator device returned an error for the requested operation. The request was denied by service delegate (SBMainWorkspace). Underlying error (domain=FBSOpenApplicationServiceErrorDomain, code=1): The request to open "com.test.dp.io" failed. The request was denied by service delegate (SBMainWorkspace). Command: xcrun simctl launch 9FA0CF6A-4CAF-49EC-A5B7-EE14221EE71D com.test.dp.io --enable-dart-profiling --enable-checked-mode --verify-entry-points Error launching application on iPhone 15 Pro Max.
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398
Jan ’24
App fails to start on simulator
We are generating an App version for our QA testers to try on their simulators. For most of them it works fine, but we have two users the App is crashing on startup. By checking the Console logs we have this issue with launchd. error 12:22:42.120557+0200 SpringBoard Bootstrapping failed for <FBApplicationProcess: 0x17bbe0440; app<com.package.of.the.app((null))>:<invalid>> with error: <NSError: 0x60000146b930; domain: RBSRequestErrorDomain; code: 5; "Launch failed."> { NSUnderlyingError = <NSError: 0x60000146bed0; domain: NSPOSIXErrorDomain; code: 1> { NSLocalizedDescription = Launchd job spawn failed; }; } Has anyone encountered this issue? We have tried to restart the simulator, clean Derived Data, restart the Mac and the simulator, try with other Apps and simulators, generate the App from another computer and nothing works. Both the Mac that are generating the .app and the tester Macs are M2
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260
Jan ’24
UI Tests on Xcode Cloud fail due to Simulator randomly showing Apple logo
Hello everyone! When I run UI Tests on Xcode Cloud, I often encounter unexpected failures. Checking the screen recording, I found that the iOS Simulator could go into a black screen with a white Apple logo and a progress bar for a period after the test starts. This behavior of the Simulator causes my app's UI Tests to fail randomly, which greatly affects the practical use of UI Tests. I suspect this phenomenon is unrelated to my app and test cases, so I'm asking if anyone else has encountered a similar issue. 🤔
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450
Jan ’24
Custom library/framework with ARCHS = $(ARCHS_STANDARD) not running in iOS simulator
We have one custom library/framework with ARCHS = $(ARCHS_STANDARD) under build settings. I export the library/framework with "Any iOS device" target and export the library/framework. But when we try to integrate this custom library/framework in to another project ( M1 with xcode 14.2 with rosetta enabled ) its not running in iOS simulator. Getting error like. : Unsupported Swift architecture Note : Its running fine in real device.
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470
Jan ’24