Universal Apps

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A single Universal app includes native binaries that run on Intel-based Macs and Apple Silicon Macs.

Posts under Universal Apps tag

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Univeral installer for M1/Intel app
Hello everyone, I have an application that I need to build in a way that at the end 2 .pkgs are coming out. One for M1 processors and one for Intel. Now I am thinking about distribution. Is there a way where one can create a universal installer that has the possibility to choose for itself between those versions (.pkgs) based on the host processor? Or any other way of distribution where the user does not take care which version they will download, but where one universal installer is provided that should decide for itself which of the 2 .pkgs will be installed?
2
0
1.2k
Jul ’22
Java OpenGL/LWJGL Development Support
If I purchase a MacBook Pro M1 Max, MacBook Air M1, MacBook Air M2, MacBook Pro M1 Pro...-any Apple Silicon MacBook, will OpenGL be supported? I'm currently developing an application with the following software versions and libs: JDK 17.0.2 IntelliJ Ultimate (this isn't very relevant though, but I got it for free from school) LWJGL 3.2.3 (includes OpenGL) JOML 1.9.23 I have not been able to run the application on my MacBook Air, which contains an Intel processor. It did not occur to me until hours of research that OpenGL (Java) has been deprecated since MacOS Mojave. However, I heard that it does work on Apple Silicon/ARM based computers. I don't see how this would work, since both Intel and Apple Silicon run computers still run MacOS where OpenGL is deprecated. Therefore, I would like to double check whether OpenGL (running the previous software specifications) would indeed be compatible with any of the Apple Silicon MacBooks listed above (despite OpenGL being deprecated). Alternatively, I have had to run Windows 10 on Boot Camp in order to test my games and run them abroad, which does not run at desirable speeds... If there are any alternatives that allow OpenGL support on my Intel processor based MacBook Air, please let me know. Otherwise, if anyone could point me towards a discount or deal I could strike for a Apple Silicon MacBook discount for High School students, it would be greatly appreciated (yes, I'm still in High School so I'm trying to do anything possible to avoid buying a new MacBook or at the very least not one at full price).
0
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1.3k
Jul ’22
Ineligible destinations { platform:macOS, name:Any Mac }
I have download Xcode 12 for universal apps. I do not have VALID_ARCHS set at all and I can build FAT binary from Xcode IDE just fine. I have also installed CommandLine tools for Xcode 12, but when I try to build from the Terminal, I get just Intel binaries. Trying the -showdestinations option gives the following error: Ineligible destinations { platform:macOS, name:Any Mac }. If I try to set VALIDARCHS = arm64 to try build for ARM only, I get an error too. { platform:macOS, arch:x86_64h, error:My Mac doesn’t support any of targets’s architectures. You can set target’s Architectures build setting to Standard Architectures to support My Mac. } I have not found Command Line Tools for Xcode 12 Universal apps so maybe the Command Line Tools I have are for the standard Xcode 12 and can't build universal apps? Any ideas what might be wrong?
1
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3.2k
Jun ’22
Sidebar inset spacing changes on rotation and reload - SwiftUI
I have a SwiftUI app that uses a sidebar on iPad. I can not figure out why the edge spacing does not apply, however when I force close the app and reopen it appears normal. Problem: When user first signs in rotates device collapses sidebar and reopens) The problem goes away when force quitting the app and reloading when user is signed in. ContentView struct ContentView: View { var body: some View { #if os(iOS) if horizontalSizeClass == .compact { AppTabView() .environmentObject(store) .environmentObject(quickActionSettings) } else { AppSideNavView() .environmentObject(store) } #else AppSideNavView() .environmentObject(store) #endif } } AppSideNavView (For iPad) struct AppSideNavView: View { @EnvironmentObject var store: Store var body: some View { if store.userAuthState == .signedOut { LoginView() } else if store.userAuthState == .signedIn { AppSidebarNavigation() .environmentObject(store) } else { LoginView() } } } Sidebar struct AppSidebarNavigation: View { enum NavigationItem { case home case expenses } @EnvironmentObject var store: Store @State private var selection: NavigationItem? = .home var body: some View { NavigationView { sidebar .navigationTitle("") .navigationBarTitleDisplayMode(.inline) .navigationBarHidden(true) HomesView() .environmentObject(store) } .navigationViewStyle(DoubleColumnNavigationViewStyle()) } } extension AppSidebarNavigation { var sidebar: some View { List(selection: $selection) { Group { NavigationLink(destination: HomesView() .environmentObject(store), tag: NavigationItem.home, selection: $selection) { Label("Homes", systemImage: "house") .modifier(navText()) } .tag(NavigationItem.home) NavigationLink(destination: ExpensesView() .environmentObject(store) .navigationBarTitleDisplayMode(.large), tag: NavigationItem.expenses, selection: $selection) { Label("Expenses", systemImage: "arrow.right.arrow.left") .modifier(navText()) } .tag(NavigationItem.expenses) } } .listRowBackground(Color("White")) .background(Color("White")) .listStyle(.sidebar) } }
1
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1.5k
Jun ’22
Code Signing a C++ universal application bundle with a embedded python3 framework
Hi all, I'm developing a 3D modeling C++ application with embedded Python scripting capabilities which targets Big Sur. I want to distribute my application ("MyApp") with a full python package directly integrated into the MyApp bundle (the MyApp.app folder) so that users won't have to install Python manually. So I binded Python3.9 and my app using pybind11, and copied the Python framework folder (all files of the folder of the version 3.9, which is named "3.9") into the "Framework" directory of my App bundle, then locally set the PYTHONPATH and PYTHONHOME environment variables at run time so that they point to the python's Framework folder copied into the bundle. It's working: python scripts can run from my application even if there isn't python installed in the system. However, I have an issue when signing my MyApp bundle. Assuming that I need a python framework package which is universal, correctly signed and has folder structure and files compliant with Apple's bundle specs, I saw too options at first On one hand, homebrew provides signed python packages but for arm64 architecture only, so it must be excluded since I need x86_64 too. On the other hand, the official python website provides universal python packages but they are not signed. I then copied the Package from the official python website and removed many of its unessential components to make it tidy as much as possible, then ran a script that codesign all files that codesign signals as "not signed at all" when running it on the full RizomUV App bundle. Once all files that need to be signed have been signed, I got the following message when running codesign on the MyApp bundle folder: codesign --force --verify --verbose --sign "Developer ID Application: XXXXXXX (XXXXXX)" MyApp.app --option runtime MyApp.app: replacing existing signature MyApp.app: bundle format unrecognized, invalid, or unsuitable In subcomponent: /Users/me/Documents/a_path/MyApp.app/Contents/Frameworks/Python/lib/python3.9 That python3.9 folder, which contains a bunch of python script files (***.py) and some directories which seems to be not compliant with the bundle specifications. This prevents the signature of the full bundle and that's obviously a problem. I'm sure I'm not the only one who integrated Python as a framework into a universal bundle. I could do more investigations but I'm less and less confident that I'm following the right path as I find it overly complicated. There must be a better way right? Any help or feedback would be more welcomed. Best
4
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1.9k
May ’22
Xcode 13, something broke, nothing compiles, includes no longer find .h files?
Hey So I was developing on... xcode 12, or 11? Not sure. I don't do much dev on apple lately, but in past I was able to run my c++ projects cross platform on windows/linux (cmake) and xcode. On latest xcode 13.3.1 something weird changed and I cant figure out how to un-change it. In general it's down to my imports. I have import like #include "someFolder/lalala/folder/file.h" but on mac now apparently I have to... #include "../someFolder/lalala/folder/file.h" instead Which is a little problematic given... 1500+ .h/cpp files etc... How/why/how can I go back to old way of "pathing" my files? I noticed that if I click on file & look at Identity & type I can sorta "change" the location of file, to relative to parent/group/etc. But none of them "fixes the issue". Can any1 suggest anything?
2
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1.4k
May ’22
Building universal C++ libraries from source
My app uses several 3rd party C++ libraries such as Google's Protobuf and many others. Most of them are dynamic libs (.dylib) and were built using standard .configure/make/make install from source. It is not clear to me how to build these in order to get universal libraries which run on Intel and Apple Silicon. Is there a flag in the standard build system that causes it to output a universal binary? Or can I build two libs (one for Intel and one for Apple Silicon) and combine them into a universal binary?
2
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4.4k
May ’22
Moving from different apps per platform to one Universal App
I currently have 3 different apps (one for iPhone, one for iPad and one for Mac, with different bundle ids) published in the App Store and I'm thinking of the possibility to merge them into one, and make that one Universal. At the moment I have 3 different Xcode targets with some code shared and some unique per platform. This allows me to keep iPhone-only code on the iPhone target, and iPad only code to the iPad, for example. My question is if I can keep this 3 different targets and create 3 different builds but somehow put them under the same app in AppStoreConnect (I don't know how to do that)? If the answer is no, I suppose I'd have to take the iPhone app, make it universal, and update my code to use the iPad's one instead. I currently use compiler conditionals like #if IS_IPAD_APP, I wonder if I could do a similar thing to avoid compiling iPhone code or assets into the iPad? For Mac I believe I can submit a different bundle? Thank you in advance!
0
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1.3k
May ’22
Unable to generate universal binary
Hi, I'm maintaining two apps for internal need's. One of the app is generated as universal binary and executes as arm on the M1 chips . .perfect, but the second one is only executing in rosetta and I don't see why ! I have no dependency, only apple framework library, the only fancy libraries are some low-level network libs, but I have tried whiteout and no change. The build settings arch are "Standard architecture (Apple Silicon , intel) and everything other is on default. When I run the code my only choice is "My Mac (rosetta)" or any Mac intel. Any idea where I'm going wrong ? Regard's Claude
2
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1k
May ’22
M1 Silicon app (designed for iPad) doesn't launch after codesign
I have an application made for iPhone and iPad with enabled capability to run natively on M1 Macs. When I try to resign it with an AdHoc profile: codesign --force --deep -s - MyApp.app Application can not be launched anymore with error: "MyApp.app" cannot be opened because the developer did not intend for it to run on this Mac. Contact the developer for support. Is there way to resign it without loosing an ability to run on M1 Mac? Thanks!
3
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1.1k
Apr ’22
xcodebuild -create-xcframework generate errors
Hello, We try to build an universal framework (especially for Silicon) but when we try to launch 'xcodebuild -create-xcframework ...' we got an error : "unable to create a Mach-O from the binary" We managed to create 2 archives (device and simulator) with thie command 'xcodebuild archive...' but then we got the error above when trying to generate xcframework. Our framework use VLCMobileKit so may be the error comes from that but we are pretty lost now :) , and xcodebuild command doesn't show furhter infos about the error. Thanks in advance
1
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1.3k
Mar ’22
Xcode Executable Not Found
Hello, So I have been coding in React Native. I decided download the app to my phone. So after some configuration I had the IOS code and decided to open it in the XCode and use it on my iPhone to make sure there is no error or bugs. When I open up my project in Xcode I get an error saying Executable not found and it give me a path like this. /Users/{user}/Library/Developer/Xcode/DerivedData/instagramclone-dryvgcjhtprxzfaqclglbqtiuwvr/Build/Products/Debug-iphonesimulator/instagram.app So I check the path and instagram.app is there. So the file exists however, the app has this cross logo on it and when I double click it gives me an error saying "You can't open the application "instagram" because it may be damaged or incomplete. This is how the file looks like. I don't get it why it says's that. Just letting everyone know I am coding in Apple M1 because I know sometimes some things may not be supported in every chip or setup is different so I am using M1 (Apple Mac Mini) Thank you
1
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2.4k
Mar ’22
Both ios-arm64-simulator and ios-x86_64-simulator represent two equivalent library definitions
Seeing these when trying to create an xcframework for Apple Silicon that supports Mac Catalyst and the iOS Simulator: Both ios-arm64-simulator and ios-x86_64-simulator represent two equivalent library definitions. Both ios-arm64-maccatalyst and ios-x86_64-maccatalyst represent two equivalent library definitions. Here's the command: xcodebuild -create-xcframework \ 		-framework ./xcframework-build/catalyst-x86_64/opencv2.framework \ 		-framework ./xcframework-build/catalyst-arm64/opencv2.framework \ 		-framework ./xcframework-build/osx-x86_64/opencv2.framework \ 		-framework ./xcframework-build/osx-arm64/opencv2.framework \ 		-framework ./xcframework-build/iphonesimulator-arm64/opencv2.framework \ 		-framework ./xcframework-build/iphonesimulator-x86_64/opencv2.framework \ 		-framework ./xcframework-build/iphoneos-arm64/opencv2.framework \ 		-output ./xcframework-build/opencv2.xcframework From my understanding fat binaries for these frameworks isn't valid, but maybe it is in this case? These are static frameworks if that matters at all. Using Xcode 12.2 RC.
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33k
Mar ’22
Intel app running on ARM launches Intel architecture of a universal app via NSTask
Hi, So my app (which is a mix of C++ and Objective-C) is still not a universal build since it has a lot of C++ dependencies that need to be recompiled first. I'm using a NSTask to launch other processes from my app. Unfortunately the subprocess (even when the binary is universal) is launched via Rosetta and not natively (so the same as my app). What's the best solution to control the architecture of a spawned subprocess? Thanks.
1
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1.9k
Mar ’22
Universal pkg fail with rosetta install prompt on M1 macOS
Yesterday I was able to install a package on M1 MacBook Air, but today it's failing. The system is currently running Big Sur 11.6.3 kernel 20.6.0 (199506). Was there a recent update that may have caused this? My distribution-style pkg for my application is signed and notarized. The application is universal with x86_64 and arm64 support. The application provides some system extensions as well, all universal binaries. Obviously from the screenshot, you can tell that the package needs a title, but I doubt that is the problem here. Any hints?
2
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896
Feb ’22
Will the AppIcon automatically rounded in macOS 11?
Some context from the Human Interface Guidelines. It says that the AppIcon should be square in shape with no rounded edges. But when I build my app with the same image specs using Image Asset Catalog, it does not seems to be rounding the corners automagically. I know it does in iOS and iPadOS, but does it work macOS 11. And what about Icon shapes in older macOS Catalina? Will this change affect them. Square without rounded corners looks kinda ugly.
3
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5.2k
Feb ’22
App not launch on an M1 mac
Xcode 13.1 / MacOS 12.0.1 / M1Max Steps to reproduce. Create Archive via Xcode Distribute App -> Development Sign with the correct development Profile Start the App from the exported folder No problem on intel Mac !!! Right klick on the binary : Last login: Tue Nov 16 18:11:53 on ttys002 /Applications/APP1.app/Contents/MacOS/APP1 ; exit;                   /Applications/APP1.app/Contents/MacOS/APP1 ; exit; zsh: killed     /Applications/APP1.app/Contents/MacOS/APP1 No info in system.log. Same error if gatekeeper off. What is happening here?
10
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4.3k
Feb ’22
Xcode architecture independent LDFLAGS arm64 x86 Apple Silicon M1
I have a project which comes in project.pbxproj with this OTHER_LDFLAGS = ( "-lgit2", "-force_load", External/libgit2.a, /usr/local/lib/libssh2.a, <-- The problem "-lcrypto", "-lssl", "-lcurl", ); but on a Apple Silicon M1 homebrew comes with /opt/homebrew/lib/libssh2.a instead /usr/local/lib/libssh2.a like in x86 I already tried to add both, but with less success OTHER_LDFLAGS = ( "-lgit2", "-force_load", External/libgit2.a, /usr/local/lib/libssh2.a, /opt/homebrew/lib/libssh2.a, "-lcrypto", "-lssl", "-lcurl", ); How to make it work on x86 and on arm64 without alternate code changes here ? e.g. a variable which is set during a pre-build script, but how ?
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2.1k
Feb ’22
Build or run Mac Catalyst apps on Intel Mac?
I have successfully built an app using Mac Catalyst. It runs on iPhone, iPad, and M1 Macs, and is available now in the App Store as "Designed for iPad". So far, so good. But it's not available for Intel-based Macs, and I haven't been able to build a version that will run on Intel. Is this possible? If so, how do I do it? And with regard to the App Store, if I do it can I update my existing app to include the Intel-capable version, or does that have to be a separate purchase? I've been through all the Apple and third-party doc I can find, but couldn't find anything useful. Grateful for any advice!
1
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2.6k
Jan ’22
Univeral installer for M1/Intel app
Hello everyone, I have an application that I need to build in a way that at the end 2 .pkgs are coming out. One for M1 processors and one for Intel. Now I am thinking about distribution. Is there a way where one can create a universal installer that has the possibility to choose for itself between those versions (.pkgs) based on the host processor? Or any other way of distribution where the user does not take care which version they will download, but where one universal installer is provided that should decide for itself which of the 2 .pkgs will be installed?
Replies
2
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0
Views
1.2k
Activity
Jul ’22
Java OpenGL/LWJGL Development Support
If I purchase a MacBook Pro M1 Max, MacBook Air M1, MacBook Air M2, MacBook Pro M1 Pro...-any Apple Silicon MacBook, will OpenGL be supported? I'm currently developing an application with the following software versions and libs: JDK 17.0.2 IntelliJ Ultimate (this isn't very relevant though, but I got it for free from school) LWJGL 3.2.3 (includes OpenGL) JOML 1.9.23 I have not been able to run the application on my MacBook Air, which contains an Intel processor. It did not occur to me until hours of research that OpenGL (Java) has been deprecated since MacOS Mojave. However, I heard that it does work on Apple Silicon/ARM based computers. I don't see how this would work, since both Intel and Apple Silicon run computers still run MacOS where OpenGL is deprecated. Therefore, I would like to double check whether OpenGL (running the previous software specifications) would indeed be compatible with any of the Apple Silicon MacBooks listed above (despite OpenGL being deprecated). Alternatively, I have had to run Windows 10 on Boot Camp in order to test my games and run them abroad, which does not run at desirable speeds... If there are any alternatives that allow OpenGL support on my Intel processor based MacBook Air, please let me know. Otherwise, if anyone could point me towards a discount or deal I could strike for a Apple Silicon MacBook discount for High School students, it would be greatly appreciated (yes, I'm still in High School so I'm trying to do anything possible to avoid buying a new MacBook or at the very least not one at full price).
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0
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0
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1.3k
Activity
Jul ’22
Ineligible destinations { platform:macOS, name:Any Mac }
I have download Xcode 12 for universal apps. I do not have VALID_ARCHS set at all and I can build FAT binary from Xcode IDE just fine. I have also installed CommandLine tools for Xcode 12, but when I try to build from the Terminal, I get just Intel binaries. Trying the -showdestinations option gives the following error: Ineligible destinations { platform:macOS, name:Any Mac }. If I try to set VALIDARCHS = arm64 to try build for ARM only, I get an error too. { platform:macOS, arch:x86_64h, error:My Mac doesn’t support any of targets’s architectures. You can set target’s Architectures build setting to Standard Architectures to support My Mac. } I have not found Command Line Tools for Xcode 12 Universal apps so maybe the Command Line Tools I have are for the standard Xcode 12 and can't build universal apps? Any ideas what might be wrong?
Replies
1
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0
Views
3.2k
Activity
Jun ’22
Sidebar inset spacing changes on rotation and reload - SwiftUI
I have a SwiftUI app that uses a sidebar on iPad. I can not figure out why the edge spacing does not apply, however when I force close the app and reopen it appears normal. Problem: When user first signs in rotates device collapses sidebar and reopens) The problem goes away when force quitting the app and reloading when user is signed in. ContentView struct ContentView: View { var body: some View { #if os(iOS) if horizontalSizeClass == .compact { AppTabView() .environmentObject(store) .environmentObject(quickActionSettings) } else { AppSideNavView() .environmentObject(store) } #else AppSideNavView() .environmentObject(store) #endif } } AppSideNavView (For iPad) struct AppSideNavView: View { @EnvironmentObject var store: Store var body: some View { if store.userAuthState == .signedOut { LoginView() } else if store.userAuthState == .signedIn { AppSidebarNavigation() .environmentObject(store) } else { LoginView() } } } Sidebar struct AppSidebarNavigation: View { enum NavigationItem { case home case expenses } @EnvironmentObject var store: Store @State private var selection: NavigationItem? = .home var body: some View { NavigationView { sidebar .navigationTitle("") .navigationBarTitleDisplayMode(.inline) .navigationBarHidden(true) HomesView() .environmentObject(store) } .navigationViewStyle(DoubleColumnNavigationViewStyle()) } } extension AppSidebarNavigation { var sidebar: some View { List(selection: $selection) { Group { NavigationLink(destination: HomesView() .environmentObject(store), tag: NavigationItem.home, selection: $selection) { Label("Homes", systemImage: "house") .modifier(navText()) } .tag(NavigationItem.home) NavigationLink(destination: ExpensesView() .environmentObject(store) .navigationBarTitleDisplayMode(.large), tag: NavigationItem.expenses, selection: $selection) { Label("Expenses", systemImage: "arrow.right.arrow.left") .modifier(navText()) } .tag(NavigationItem.expenses) } } .listRowBackground(Color("White")) .background(Color("White")) .listStyle(.sidebar) } }
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1
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0
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1.5k
Activity
Jun ’22
Code Signing a C++ universal application bundle with a embedded python3 framework
Hi all, I'm developing a 3D modeling C++ application with embedded Python scripting capabilities which targets Big Sur. I want to distribute my application ("MyApp") with a full python package directly integrated into the MyApp bundle (the MyApp.app folder) so that users won't have to install Python manually. So I binded Python3.9 and my app using pybind11, and copied the Python framework folder (all files of the folder of the version 3.9, which is named "3.9") into the "Framework" directory of my App bundle, then locally set the PYTHONPATH and PYTHONHOME environment variables at run time so that they point to the python's Framework folder copied into the bundle. It's working: python scripts can run from my application even if there isn't python installed in the system. However, I have an issue when signing my MyApp bundle. Assuming that I need a python framework package which is universal, correctly signed and has folder structure and files compliant with Apple's bundle specs, I saw too options at first On one hand, homebrew provides signed python packages but for arm64 architecture only, so it must be excluded since I need x86_64 too. On the other hand, the official python website provides universal python packages but they are not signed. I then copied the Package from the official python website and removed many of its unessential components to make it tidy as much as possible, then ran a script that codesign all files that codesign signals as "not signed at all" when running it on the full RizomUV App bundle. Once all files that need to be signed have been signed, I got the following message when running codesign on the MyApp bundle folder: codesign --force --verify --verbose --sign "Developer ID Application: XXXXXXX (XXXXXX)" MyApp.app --option runtime MyApp.app: replacing existing signature MyApp.app: bundle format unrecognized, invalid, or unsuitable In subcomponent: /Users/me/Documents/a_path/MyApp.app/Contents/Frameworks/Python/lib/python3.9 That python3.9 folder, which contains a bunch of python script files (***.py) and some directories which seems to be not compliant with the bundle specifications. This prevents the signature of the full bundle and that's obviously a problem. I'm sure I'm not the only one who integrated Python as a framework into a universal bundle. I could do more investigations but I'm less and less confident that I'm following the right path as I find it overly complicated. There must be a better way right? Any help or feedback would be more welcomed. Best
Replies
4
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0
Views
1.9k
Activity
May ’22
Xcode 13, something broke, nothing compiles, includes no longer find .h files?
Hey So I was developing on... xcode 12, or 11? Not sure. I don't do much dev on apple lately, but in past I was able to run my c++ projects cross platform on windows/linux (cmake) and xcode. On latest xcode 13.3.1 something weird changed and I cant figure out how to un-change it. In general it's down to my imports. I have import like #include "someFolder/lalala/folder/file.h" but on mac now apparently I have to... #include "../someFolder/lalala/folder/file.h" instead Which is a little problematic given... 1500+ .h/cpp files etc... How/why/how can I go back to old way of "pathing" my files? I noticed that if I click on file & look at Identity & type I can sorta "change" the location of file, to relative to parent/group/etc. But none of them "fixes the issue". Can any1 suggest anything?
Replies
2
Boosts
0
Views
1.4k
Activity
May ’22
Building universal C++ libraries from source
My app uses several 3rd party C++ libraries such as Google's Protobuf and many others. Most of them are dynamic libs (.dylib) and were built using standard .configure/make/make install from source. It is not clear to me how to build these in order to get universal libraries which run on Intel and Apple Silicon. Is there a flag in the standard build system that causes it to output a universal binary? Or can I build two libs (one for Intel and one for Apple Silicon) and combine them into a universal binary?
Replies
2
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0
Views
4.4k
Activity
May ’22
Moving from different apps per platform to one Universal App
I currently have 3 different apps (one for iPhone, one for iPad and one for Mac, with different bundle ids) published in the App Store and I'm thinking of the possibility to merge them into one, and make that one Universal. At the moment I have 3 different Xcode targets with some code shared and some unique per platform. This allows me to keep iPhone-only code on the iPhone target, and iPad only code to the iPad, for example. My question is if I can keep this 3 different targets and create 3 different builds but somehow put them under the same app in AppStoreConnect (I don't know how to do that)? If the answer is no, I suppose I'd have to take the iPhone app, make it universal, and update my code to use the iPad's one instead. I currently use compiler conditionals like #if IS_IPAD_APP, I wonder if I could do a similar thing to avoid compiling iPhone code or assets into the iPad? For Mac I believe I can submit a different bundle? Thank you in advance!
Replies
0
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1.3k
Activity
May ’22
Unable to generate universal binary
Hi, I'm maintaining two apps for internal need's. One of the app is generated as universal binary and executes as arm on the M1 chips . .perfect, but the second one is only executing in rosetta and I don't see why ! I have no dependency, only apple framework library, the only fancy libraries are some low-level network libs, but I have tried whiteout and no change. The build settings arch are "Standard architecture (Apple Silicon , intel) and everything other is on default. When I run the code my only choice is "My Mac (rosetta)" or any Mac intel. Any idea where I'm going wrong ? Regard's Claude
Replies
2
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0
Views
1k
Activity
May ’22
M1 Silicon app (designed for iPad) doesn't launch after codesign
I have an application made for iPhone and iPad with enabled capability to run natively on M1 Macs. When I try to resign it with an AdHoc profile: codesign --force --deep -s - MyApp.app Application can not be launched anymore with error: "MyApp.app" cannot be opened because the developer did not intend for it to run on this Mac. Contact the developer for support. Is there way to resign it without loosing an ability to run on M1 Mac? Thanks!
Replies
3
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0
Views
1.1k
Activity
Apr ’22
M1 Chip Mac app - MS Office files not opening in WKWebview
We are not able to load any .xlsx, .pptx file in WKWebview with M1 Chip Mac app but we can load PDF files. The app is designed for iPad. We can able to load the same files in iOS and iPadOS. We are getting "Frame Load Interrupted" error in Mac app.
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4
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0
Views
2.8k
Activity
Apr ’22
xcodebuild -create-xcframework generate errors
Hello, We try to build an universal framework (especially for Silicon) but when we try to launch 'xcodebuild -create-xcframework ...' we got an error : "unable to create a Mach-O from the binary" We managed to create 2 archives (device and simulator) with thie command 'xcodebuild archive...' but then we got the error above when trying to generate xcframework. Our framework use VLCMobileKit so may be the error comes from that but we are pretty lost now :) , and xcodebuild command doesn't show furhter infos about the error. Thanks in advance
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1
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1.3k
Activity
Mar ’22
Xcode Executable Not Found
Hello, So I have been coding in React Native. I decided download the app to my phone. So after some configuration I had the IOS code and decided to open it in the XCode and use it on my iPhone to make sure there is no error or bugs. When I open up my project in Xcode I get an error saying Executable not found and it give me a path like this. /Users/{user}/Library/Developer/Xcode/DerivedData/instagramclone-dryvgcjhtprxzfaqclglbqtiuwvr/Build/Products/Debug-iphonesimulator/instagram.app So I check the path and instagram.app is there. So the file exists however, the app has this cross logo on it and when I double click it gives me an error saying "You can't open the application "instagram" because it may be damaged or incomplete. This is how the file looks like. I don't get it why it says's that. Just letting everyone know I am coding in Apple M1 because I know sometimes some things may not be supported in every chip or setup is different so I am using M1 (Apple Mac Mini) Thank you
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2.4k
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Mar ’22
Both ios-arm64-simulator and ios-x86_64-simulator represent two equivalent library definitions
Seeing these when trying to create an xcframework for Apple Silicon that supports Mac Catalyst and the iOS Simulator: Both ios-arm64-simulator and ios-x86_64-simulator represent two equivalent library definitions. Both ios-arm64-maccatalyst and ios-x86_64-maccatalyst represent two equivalent library definitions. Here's the command: xcodebuild -create-xcframework \ 		-framework ./xcframework-build/catalyst-x86_64/opencv2.framework \ 		-framework ./xcframework-build/catalyst-arm64/opencv2.framework \ 		-framework ./xcframework-build/osx-x86_64/opencv2.framework \ 		-framework ./xcframework-build/osx-arm64/opencv2.framework \ 		-framework ./xcframework-build/iphonesimulator-arm64/opencv2.framework \ 		-framework ./xcframework-build/iphonesimulator-x86_64/opencv2.framework \ 		-framework ./xcframework-build/iphoneos-arm64/opencv2.framework \ 		-output ./xcframework-build/opencv2.xcframework From my understanding fat binaries for these frameworks isn't valid, but maybe it is in this case? These are static frameworks if that matters at all. Using Xcode 12.2 RC.
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13
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33k
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Mar ’22
Intel app running on ARM launches Intel architecture of a universal app via NSTask
Hi, So my app (which is a mix of C++ and Objective-C) is still not a universal build since it has a lot of C++ dependencies that need to be recompiled first. I'm using a NSTask to launch other processes from my app. Unfortunately the subprocess (even when the binary is universal) is launched via Rosetta and not natively (so the same as my app). What's the best solution to control the architecture of a spawned subprocess? Thanks.
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1.9k
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Mar ’22
Universal pkg fail with rosetta install prompt on M1 macOS
Yesterday I was able to install a package on M1 MacBook Air, but today it's failing. The system is currently running Big Sur 11.6.3 kernel 20.6.0 (199506). Was there a recent update that may have caused this? My distribution-style pkg for my application is signed and notarized. The application is universal with x86_64 and arm64 support. The application provides some system extensions as well, all universal binaries. Obviously from the screenshot, you can tell that the package needs a title, but I doubt that is the problem here. Any hints?
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2
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896
Activity
Feb ’22
Will the AppIcon automatically rounded in macOS 11?
Some context from the Human Interface Guidelines. It says that the AppIcon should be square in shape with no rounded edges. But when I build my app with the same image specs using Image Asset Catalog, it does not seems to be rounding the corners automagically. I know it does in iOS and iPadOS, but does it work macOS 11. And what about Icon shapes in older macOS Catalina? Will this change affect them. Square without rounded corners looks kinda ugly.
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5.2k
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Feb ’22
App not launch on an M1 mac
Xcode 13.1 / MacOS 12.0.1 / M1Max Steps to reproduce. Create Archive via Xcode Distribute App -> Development Sign with the correct development Profile Start the App from the exported folder No problem on intel Mac !!! Right klick on the binary : Last login: Tue Nov 16 18:11:53 on ttys002 /Applications/APP1.app/Contents/MacOS/APP1 ; exit;                   /Applications/APP1.app/Contents/MacOS/APP1 ; exit; zsh: killed     /Applications/APP1.app/Contents/MacOS/APP1 No info in system.log. Same error if gatekeeper off. What is happening here?
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10
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4.3k
Activity
Feb ’22
Xcode architecture independent LDFLAGS arm64 x86 Apple Silicon M1
I have a project which comes in project.pbxproj with this OTHER_LDFLAGS = ( "-lgit2", "-force_load", External/libgit2.a, /usr/local/lib/libssh2.a, <-- The problem "-lcrypto", "-lssl", "-lcurl", ); but on a Apple Silicon M1 homebrew comes with /opt/homebrew/lib/libssh2.a instead /usr/local/lib/libssh2.a like in x86 I already tried to add both, but with less success OTHER_LDFLAGS = ( "-lgit2", "-force_load", External/libgit2.a, /usr/local/lib/libssh2.a, /opt/homebrew/lib/libssh2.a, "-lcrypto", "-lssl", "-lcurl", ); How to make it work on x86 and on arm64 without alternate code changes here ? e.g. a variable which is set during a pre-build script, but how ?
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2.1k
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Feb ’22
Build or run Mac Catalyst apps on Intel Mac?
I have successfully built an app using Mac Catalyst. It runs on iPhone, iPad, and M1 Macs, and is available now in the App Store as "Designed for iPad". So far, so good. But it's not available for Intel-based Macs, and I haven't been able to build a version that will run on Intel. Is this possible? If so, how do I do it? And with regard to the App Store, if I do it can I update my existing app to include the Intel-capable version, or does that have to be a separate purchase? I've been through all the Apple and third-party doc I can find, but couldn't find anything useful. Grateful for any advice!
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2.6k
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Jan ’22