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Gnu Fortran and Mac OS Sequoia
I observed the following problem: A scientific code to perform Reverse Monte Carlo simulations (‘rmcxas’) compiled with the most up to date version of gcc/gfortran and Xcode including command line tools on Mac OS Sequoia 15.4 on a Macbook air with M4 processor generates the following problem upon starting it in a terminal: dyld[10154]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed dyld[10154]: Library not loaded: /usr/lib/libSystem.B.dylib Referenced from: <0144F82E-003C-37A9-A544-9AE6336E549B> /Users/markuswinterer/bin/rmcxas Reason: tried: '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache), '/usr/local/lib/libSystem.B.dylib' (no such file) zsh: abort rmcxas This occurs only about every 5th time the code is started. Help would be highly appreciated.
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May ’25
Unable to download the latest EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate."
Hi Team, I’ve tried downloading the EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate from multiple sources, but all the links I found point to expired versions. Could you please help me with the URL to the latest version of this certificate? Here are the links I’ve already tried, but none of them worked: https://project-chip.github.io/connectedhomeip-doc/guides/darwin.html#profile-installation https://github.com/project-chip/connectedhomeip/blob/master/docs/guides/darwin.md Apple Site Looking forward to your support. Thanks, Mantosh Kumar
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Sep ’25
Unexpected performance penalty attributed to first Swift Testing test
I have a Swift package with a test suite that contains some tests implemented with Swift Testing. Locally, they run quickly, but when I run them on Semaphore CI (https://semaphore.io), the first Swift Testing test to execute incurs a performance penalty. I'm running the tests with xcodebuild on iOS Simulator: xcodebuild test \ -scheme "Scheme" \ -workspace Workspace.xcworkspace \ -destination "platform=iOS Simulator,name=iPhone 16,OS=18.2" The scheme is configured to use a test plan that has parallelization disabled. Here's an excerpt from the output showing what I'm seeing: Test Suite 'All tests' started at 2025-04-03 07:47:37.328. ◇ Test run started. ↳ Testing Library Version: 102 (arm64-apple-ios13.0-simulator) ◇ Iteration 1 started. ◇ Suite <redacted> started. ◇ Test foo() started. ✔ Test foo() passed after 23.063 seconds. When foo() is not the first test it runs in under 100 ms. The reason that I have parallelization disabled is that I was initially seeing all of the tests in this suite incur a performance hit. But now it's clear that there must be some startup cost. Things I'm wondering: What is this startup penalty? Why don't I encounter it locally? Why is it attributed to the first test? (this seems like a bug) My wild guesses around 1 so far have been… maybe some simulator clone is booting. I've tried to rule that out by disabling parallelization, but maybe there's still something there. maybe swift testing is getting loaded lazily and there's some kind of dynamic linking cost Thoughts on 2… maybe there's some one-time penalty when using swift testing that I've already incurred locally but that has not yet been incurred in the CI image Guidance welcome! x-posted: FB17102970 (Unexpected performance penalty attributed to first Swift Testing test) https://forums.swift.org/t/first-swifttesting-test-always-slow/79066
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Apr ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
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Sep ’25
Flutter: abnormal delay on iOS in position recovery on first opening
Good morning everyone, I am developing a Flutter app for Android and iOS. When I press a button, the app detects the location of the device (obviously with permissions already granted). On Android everything works correctly. On iOS, however, when I press the button for the first time after opening the app, the location is detected after about 30-50 seconds. On the other hand, if I repeat the operation later, the response time is drastically reduced (only a few seconds). I am using the location package (https://pub.dev/packages/location), and the code to get the location is as follows: var currentLocation = await location.getLocation(); Has anyone experienced this problem before or knows how to solve it? Thank you very much! Federico
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262
Sep ’25
Inconsistency in returning nanoseconds in /bin/date
I am using macOS’s /bin/date command, both in Terminal and via AppleScript (do shell script). I noticed inconsistent behaviour with the %N format specifier for nanoseconds: • On some Macs, date +%s%N returns numeric nanoseconds as expected. • On other Macs, the same command returns a literal N or fails when coerced to a number. • This occurs across different macOS versions and on both Intel and Apple Silicon machines. My understanding is that macOS ships BSD date, which does not officially document %N. I am trying to determine: 1. Is %N in /bin/date officially supported on macOS, and if so, on which versions? 2. If %N is not supported, what is Apple’s recommended, portable method for obtaining sub-second or millisecond timestamps in shell scripts or AppleScript across all macOS versions?
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Jan ’26
Invalid Profiles
Hello Team! Recently we cleaned up profiles and renewed certificates under developer account, noticing profile expiration date showing invalid, it supposed to show certificate expiration date. Due to this I am not able to update or download profiles. Any one experienced this this? what would be the solution?. Thanks, Kumar.
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May ’25
Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
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Oct ’25
LibGDX/MobiVM App refuses to launch on iOS 26.0.1
Hello, currently I am having trouble releasing an app because it crashes/does not launch on iOS 26.0.1. We have uploaded apps in the past so I tried building one of them with our current toolchain. I use Xcode 16.4, Kotlin version 2.0.0, LibGDX 1.13.1 and robovm/MobiVM 2.3.23. I uploaded the build to TestFlight and tested with physical devices running iOS 18.5 and 26.0.1. It runs fine on 18.5 but refuses to launch on the 26.0.1 device. I cannot retrieve a crash log or .ips file because none is written. When I write a Console log while the app crashes/does not launch I get no hints as to why it does so. Do you maybe have additional ideas as to why it keeps not launching on iOS 26.0.1?
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Sep ’25
Can I get notified when my watchOS app is terminated by the system (e.g. watchdog)?
Hi all, I’m developing a watchOS app and have seen cases where the app is terminated by the system — for example, due to CPU usage limits being exceeded (watchdog termination). Here’s a portion of one of the crash reports: Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: CAROUSEL 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<app_name>:898] Failed to terminate gracefully after 5.0s ProcessVisibility: Foreground ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 11.280 (user 9.800, system 1.480), 100% CPU", "Elapsed application CPU time (seconds): 5.162, 46% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> My questions: 1.) Is there any way to get notified (via Crashlytics, Xcode Organizer, or any other reporting mechanism) when this type of system-level termination happens — similar to how we’re notified of crashes? 2.)Is there any way for a watchOS app to receive runtime warnings from the system when it’s about to exceed CPU or memory limits — similar to UIApplication.didReceiveMemoryWarningNotification on iOS? Thanks in advance!
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Apr ’25
pkgbuild on Tahoe fails to build packages if any directory name contains non-ascii characters
pkgbuild on Tahoe (26.3.1) fails to build packages if any directory name contains non-ascii characters. pkgbuild is able to build successfully with the same source data on previous versions on macOS, so this is a regression and prevents us from build able to build our products on macOS 26. Example that demonstrates the issue: mkdir -p MyAppData/Taishōgoto echo "Testing" >> MyAppData/Taishōgoto/Content.txt pkgbuild --identifier com.example.MyAppData --install-location '/Library/Application Support/MyAppData' --root MyAppData myappdata.pkg Error messages: parent directory ./Taishōgoto does not exist pkgbuild: error: Cannot write package to "myappdata.pkg". (The file “package.bom” couldn’t be saved in the folder “NSIRD_pkgbuild_52fPuN”.) I have submitted this via Feedback Assistant (FB22312299). I have not found a workaround. Tried copying pkgbuild from Sequoia but the problem persisted, probably because the buggy code is in PackageKit rather than the tool itself.
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1w
Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type "Dynamic Library") 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed" So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting over the other?
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Oct ’25
NSUbiquitousContainers
I'm using Xcode 16.3 and I want to add the key "NSUbiquitousContainers" but I cannot do it in the Entitlements file, it should be in info.plist file! I have done it before but in previous versions of Xcode when the info.plist was in the project navigator. However, now I cannot find the file and I did not find any way to create it! Please guide me in detail how to proceed (I'm not new to Swift or SwiftUI but not familiar to project settings)?
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Apr ’25
Windows 11 Support in macOS Virtualization Framework
Hello, According to the official documentation, the macOS Virtualization Framework currently supports only macOS and Linux guest operating systems. I would like to know if there is any way—officially or through a supported workaround—to run Windows 11 as a guest using this framework. Additionally, is there any indication or roadmap suggesting that support for Windows guests might be introduced in a future release, such as in macOS 16? Any insights or official clarification would be greatly appreciated. Thank you.
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May ’25
Why does a Swift test think my simple struct is main actor-isolated?
My experience with Swift 6 strict concurrency so far doesn't match my understanding of implicit MainActor isolation semantics. This is a cross-post from StackOverflow. I will link answers between both forums. TL;DR Build succeeds when testing a struct declared in the test module, but fails when the struct is moved to the main module: Main actor-isolated property … cannot be accessed from outside the actor. Steps to reproduce Open up Xcode 26 beta 2 on macOS 26 (probably also ok on current stables). Create a new Swift app with Swift testing, no storage. Call it WhatTheSwift. Set the Swift Language Version on all three targets to Swift 6. Update the default test file to be this: import Testing @testable import WhatTheSwift struct WhatTheSwiftTests { @Test func example() async throws { let thing = Thing(foo: "bar") #expect(thing.foo == "bar") } } struct Thing { let foo: String } That should build fine, and the tests should pass. Now, move the Thing declaration into its own Thing.swift file in the WhatTheSwift module, and try running the test again. You should see this: Observations Marking the test @MainActor allows the test to pass, suggesting the compiler actually wants to isolate Thing.foo to the main actor. My question Why? And why only when Thing is in a different module?
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Jun ’25
zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
OS:macOS15.5 CPU:Apple M1 Pro zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
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Jun ’25
How to call a Swift file directly from Angular using Capacitor?
Hi everyone, I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure. The Swift file is called RtspVlcPlugin.swift and looks like this: import Capacitor @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin { @objc func iniciar(_ call: CAPPluginCall) { call.resolve() } } In AppDelegate.swift I register it like this: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ RtspVlcPlugin registered.") } The registration message prints correctly in Xcode logs. But from Angular, when I try to call it like this: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); RtspVlcPlugin.iniciar({ ... }); I get this error: {"code":"UNIMPLEMENTED"} So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime. My question is: What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor? Thanks in advance!
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Jul ’25
Capacitor iOS Plugin with MobileVLCKit – Swift Plugin Not Recognized from Angular
Hi everyone, I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps. What works: I followed the Capacitor Plugin Development Guide. I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly. The issue on iOS: I implemented the iOS part in Swift, using the official MobileVLCKit documentation. I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest. Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration. The problem: Even though I manually register the plugin with: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ Plugin RtspVlcPlugin registered manually.") } It prints the registration message just fine. BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error: "code":"UNIMPLEMENTED" I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin. I’ve verified RtspVlcPlugin.swift is added to the target and compiled. The Swift file doesn’t seem to register or expose any methods to Angular. I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods. My Swift code (RtspVlcPlugin.swift): import Capacitor import MobileVLCKit @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate { var mediaPlayer: VLCMediaPlayer? var containerView: UIView? var spinner: UIActivityIndicatorView? @objc func iniciar(_ call: CAPPluginCall) { guard let urlStr = call.getString("url"), let x = call.getDouble("x"), let y = call.getDouble("y"), let w = call.getDouble("width"), let h = call.getDouble("height"), let url = URL(string: urlStr) else { call.reject("Missing parameters") return } DispatchQueue.main.async { self.containerView?.removeFromSuperview() let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h)) cont.backgroundColor = .black cont.layer.cornerRadius = 16 cont.clipsToBounds = true let sp = UIActivityIndicatorView(style: .large) sp.center = CGPoint(x: w/2, y: h/2) sp.color = .white sp.startAnimating() cont.addSubview(sp) self.spinner = sp self.containerView = cont self.bridge?.viewController?.view.addSubview(cont) let player = VLCMediaPlayer() player.delegate = self player.drawable = cont player.media = VLCMedia(url: url) self.mediaPlayer = player player.play() call.resolve() } } @objc func cerrar(_ call: CAPPluginCall) { DispatchQueue.main.async { self.mediaPlayer?.stop() self.mediaPlayer = nil self.spinner?.stopAnimating() self.spinner?.removeFromSuperview() self.spinner = nil self.containerView?.removeFromSuperview() self.containerView = nil call.resolve() } } public func mediaPlayerStateChanged(_ aNotification: Notification!) { guard let player = mediaPlayer, player.state == .playing, let sp = spinner else { return } DispatchQueue.main.async { sp.stopAnimating() sp.removeFromSuperview() self.spinner = nil } } } In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular. I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
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Jul ’25
Gnu Fortran and Mac OS Sequoia
I observed the following problem: A scientific code to perform Reverse Monte Carlo simulations (‘rmcxas’) compiled with the most up to date version of gcc/gfortran and Xcode including command line tools on Mac OS Sequoia 15.4 on a Macbook air with M4 processor generates the following problem upon starting it in a terminal: dyld[10154]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed dyld[10154]: Library not loaded: /usr/lib/libSystem.B.dylib Referenced from: <0144F82E-003C-37A9-A544-9AE6336E549B> /Users/markuswinterer/bin/rmcxas Reason: tried: '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache), '/usr/local/lib/libSystem.B.dylib' (no such file) zsh: abort rmcxas This occurs only about every 5th time the code is started. Help would be highly appreciated.
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2
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153
Activity
May ’25
Unable to download the latest EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate."
Hi Team, I’ve tried downloading the EnableBluetoothCentralMatterClientDeveloperMode.mobileconfig certificate from multiple sources, but all the links I found point to expired versions. Could you please help me with the URL to the latest version of this certificate? Here are the links I’ve already tried, but none of them worked: https://project-chip.github.io/connectedhomeip-doc/guides/darwin.html#profile-installation https://github.com/project-chip/connectedhomeip/blob/master/docs/guides/darwin.md Apple Site Looking forward to your support. Thanks, Mantosh Kumar
Replies
2
Boosts
0
Views
236
Activity
Sep ’25
Unexpected performance penalty attributed to first Swift Testing test
I have a Swift package with a test suite that contains some tests implemented with Swift Testing. Locally, they run quickly, but when I run them on Semaphore CI (https://semaphore.io), the first Swift Testing test to execute incurs a performance penalty. I'm running the tests with xcodebuild on iOS Simulator: xcodebuild test \ -scheme "Scheme" \ -workspace Workspace.xcworkspace \ -destination "platform=iOS Simulator,name=iPhone 16,OS=18.2" The scheme is configured to use a test plan that has parallelization disabled. Here's an excerpt from the output showing what I'm seeing: Test Suite 'All tests' started at 2025-04-03 07:47:37.328. ◇ Test run started. ↳ Testing Library Version: 102 (arm64-apple-ios13.0-simulator) ◇ Iteration 1 started. ◇ Suite <redacted> started. ◇ Test foo() started. ✔ Test foo() passed after 23.063 seconds. When foo() is not the first test it runs in under 100 ms. The reason that I have parallelization disabled is that I was initially seeing all of the tests in this suite incur a performance hit. But now it's clear that there must be some startup cost. Things I'm wondering: What is this startup penalty? Why don't I encounter it locally? Why is it attributed to the first test? (this seems like a bug) My wild guesses around 1 so far have been… maybe some simulator clone is booting. I've tried to rule that out by disabling parallelization, but maybe there's still something there. maybe swift testing is getting loaded lazily and there's some kind of dynamic linking cost Thoughts on 2… maybe there's some one-time penalty when using swift testing that I've already incurred locally but that has not yet been incurred in the CI image Guidance welcome! x-posted: FB17102970 (Unexpected performance penalty attributed to first Swift Testing test) https://forums.swift.org/t/first-swifttesting-test-always-slow/79066
Replies
1
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0
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185
Activity
Apr ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
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Sep ’25
Flutter: abnormal delay on iOS in position recovery on first opening
Good morning everyone, I am developing a Flutter app for Android and iOS. When I press a button, the app detects the location of the device (obviously with permissions already granted). On Android everything works correctly. On iOS, however, when I press the button for the first time after opening the app, the location is detected after about 30-50 seconds. On the other hand, if I repeat the operation later, the response time is drastically reduced (only a few seconds). I am using the location package (https://pub.dev/packages/location), and the code to get the location is as follows: var currentLocation = await location.getLocation(); Has anyone experienced this problem before or knows how to solve it? Thank you very much! Federico
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262
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Sep ’25
Inconsistency in returning nanoseconds in /bin/date
I am using macOS’s /bin/date command, both in Terminal and via AppleScript (do shell script). I noticed inconsistent behaviour with the %N format specifier for nanoseconds: • On some Macs, date +%s%N returns numeric nanoseconds as expected. • On other Macs, the same command returns a literal N or fails when coerced to a number. • This occurs across different macOS versions and on both Intel and Apple Silicon machines. My understanding is that macOS ships BSD date, which does not officially document %N. I am trying to determine: 1. Is %N in /bin/date officially supported on macOS, and if so, on which versions? 2. If %N is not supported, what is Apple’s recommended, portable method for obtaining sub-second or millisecond timestamps in shell scripts or AppleScript across all macOS versions?
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Jan ’26
Invalid Profiles
Hello Team! Recently we cleaned up profiles and renewed certificates under developer account, noticing profile expiration date showing invalid, it supposed to show certificate expiration date. Due to this I am not able to update or download profiles. Any one experienced this this? what would be the solution?. Thanks, Kumar.
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101
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May ’25
Apple-hosted managed assets
Hi, anyone managed to make this work? https://developer.apple.com/documentation/backgroundassets Trying for past few days and can't make it work. Following their official documentation, also this video https://www.youtube.com/watch?v=M3jpgZrB1uo, but it seems I am stuck at: try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) What I did: Manifest files created, info.plist configured, asset pack created and uploaded to appstoreconnect via transporter, successfully assigned to app and ready for internal testing. Added to my code: let assetPack = try await AssetPackManager.shared.assetPack(withID: "Tutorial") try await AssetPackManager.shared.ensureLocalAvailability(of: assetPack) let videoData = try AssetPackManager.shared.contents(at: "Videos/Introduction.m4v") but no luck at all.... is anywhere any demo project available to download to compare with my project?
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454
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Oct ’25
LibGDX/MobiVM App refuses to launch on iOS 26.0.1
Hello, currently I am having trouble releasing an app because it crashes/does not launch on iOS 26.0.1. We have uploaded apps in the past so I tried building one of them with our current toolchain. I use Xcode 16.4, Kotlin version 2.0.0, LibGDX 1.13.1 and robovm/MobiVM 2.3.23. I uploaded the build to TestFlight and tested with physical devices running iOS 18.5 and 26.0.1. It runs fine on 18.5 but refuses to launch on the 26.0.1 device. I cannot retrieve a crash log or .ips file because none is written. When I write a Console log while the app crashes/does not launch I get no hints as to why it does so. Do you maybe have additional ideas as to why it keeps not launching on iOS 26.0.1?
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205
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Sep ’25
Can I get notified when my watchOS app is terminated by the system (e.g. watchdog)?
Hi all, I’m developing a watchOS app and have seen cases where the app is terminated by the system — for example, due to CPU usage limits being exceeded (watchdog termination). Here’s a portion of one of the crash reports: Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: CAROUSEL 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:[app<app_name>:898] Failed to terminate gracefully after 5.0s ProcessVisibility: Foreground ProcessState: Running WatchdogEvent: process-exit WatchdogVisibility: Foreground WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 11.280 (user 9.800, system 1.480), 100% CPU", "Elapsed application CPU time (seconds): 5.162, 46% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> My questions: 1.) Is there any way to get notified (via Crashlytics, Xcode Organizer, or any other reporting mechanism) when this type of system-level termination happens — similar to how we’re notified of crashes? 2.)Is there any way for a watchOS app to receive runtime warnings from the system when it’s about to exceed CPU or memory limits — similar to UIApplication.didReceiveMemoryWarningNotification on iOS? Thanks in advance!
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Apr ’25
pkgbuild on Tahoe fails to build packages if any directory name contains non-ascii characters
pkgbuild on Tahoe (26.3.1) fails to build packages if any directory name contains non-ascii characters. pkgbuild is able to build successfully with the same source data on previous versions on macOS, so this is a regression and prevents us from build able to build our products on macOS 26. Example that demonstrates the issue: mkdir -p MyAppData/Taishōgoto echo "Testing" >> MyAppData/Taishōgoto/Content.txt pkgbuild --identifier com.example.MyAppData --install-location '/Library/Application Support/MyAppData' --root MyAppData myappdata.pkg Error messages: parent directory ./Taishōgoto does not exist pkgbuild: error: Cannot write package to "myappdata.pkg". (The file “package.bom” couldn’t be saved in the folder “NSIRD_pkgbuild_52fPuN”.) I have submitted this via Feedback Assistant (FB22312299). I have not found a workaround. Tried copying pkgbuild from Sequoia but the problem persisted, probably because the buggy code is in PackageKit rather than the tool itself.
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1w
Embed/Do Not Embed & Mach-O type
My Xcode project has the following configuration: 1 iOS app target 1 Xcode framework target (mach-o-type "Dynamic Library") 5 static libraries Dependencies: All the static libraries are target dependencies of the framework. The framework is the only target dependency of the iOS app. For the iOS app target, within the General tab > Frameworks, Libraries & Embedded content, I've set the framework as "Do not embed" So now I have a dynamic framework which won't be copied to the .app bundle in the build output. As per my understanding, this should result in a runtime error, dyld should not be able to find the framework files as they were not embedded in the final .app bundle. But regardless, my app runs without any errors, using all the methods exposed by the framework. What is the correct understanding here? What exactly does Embed/Do not embed mean (apart from excluding the files from .app bundle) When both settings are specified, is there any priority or precedence of one setting over the other?
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Oct ’25
NSUbiquitousContainers
I'm using Xcode 16.3 and I want to add the key "NSUbiquitousContainers" but I cannot do it in the Entitlements file, it should be in info.plist file! I have done it before but in previous versions of Xcode when the info.plist was in the project navigator. However, now I cannot find the file and I did not find any way to create it! Please guide me in detail how to proceed (I'm not new to Swift or SwiftUI but not familiar to project settings)?
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Apr ’25
Windows 11 Support in macOS Virtualization Framework
Hello, According to the official documentation, the macOS Virtualization Framework currently supports only macOS and Linux guest operating systems. I would like to know if there is any way—officially or through a supported workaround—to run Windows 11 as a guest using this framework. Additionally, is there any indication or roadmap suggesting that support for Windows guests might be introduced in a future release, such as in macOS 16? Any insights or official clarification would be greatly appreciated. Thank you.
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189
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May ’25
Programatically Get macOS Version From Mac Catalyst Version
How can I get the macOS version from the Mac Catalyst version? We're building Info.plist files ourselves but we need a way to programatically (using shell scripts) derive the LSMinimumSystemVersion key needed from the iOS deployment target.
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140
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Jun ’25
Why does a Swift test think my simple struct is main actor-isolated?
My experience with Swift 6 strict concurrency so far doesn't match my understanding of implicit MainActor isolation semantics. This is a cross-post from StackOverflow. I will link answers between both forums. TL;DR Build succeeds when testing a struct declared in the test module, but fails when the struct is moved to the main module: Main actor-isolated property … cannot be accessed from outside the actor. Steps to reproduce Open up Xcode 26 beta 2 on macOS 26 (probably also ok on current stables). Create a new Swift app with Swift testing, no storage. Call it WhatTheSwift. Set the Swift Language Version on all three targets to Swift 6. Update the default test file to be this: import Testing @testable import WhatTheSwift struct WhatTheSwiftTests { @Test func example() async throws { let thing = Thing(foo: "bar") #expect(thing.foo == "bar") } } struct Thing { let foo: String } That should build fine, and the tests should pass. Now, move the Thing declaration into its own Thing.swift file in the WhatTheSwift module, and try running the test again. You should see this: Observations Marking the test @MainActor allows the test to pass, suggesting the compiler actually wants to isolate Thing.foo to the main actor. My question Why? And why only when Thing is in a different module?
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Jun ’25
zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
OS:macOS15.5 CPU:Apple M1 Pro zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
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253
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Jun ’25
How to call a Swift file directly from Angular using Capacitor?
Hi everyone, I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure. The Swift file is called RtspVlcPlugin.swift and looks like this: import Capacitor @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin { @objc func iniciar(_ call: CAPPluginCall) { call.resolve() } } In AppDelegate.swift I register it like this: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ RtspVlcPlugin registered.") } The registration message prints correctly in Xcode logs. But from Angular, when I try to call it like this: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); RtspVlcPlugin.iniciar({ ... }); I get this error: {"code":"UNIMPLEMENTED"} So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime. My question is: What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor? Thanks in advance!
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Jul ’25
CLI and macOS version compatibility matrix
Looking for a dynamic table that displays the latest supported CLI versions with the version of macOS. Specifically, is CLI 15.3 supported on Ventura 13.7.8? More generally, what is the lastest version of CLI supported on macOS <version_goes_here>
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386
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Oct ’25
Capacitor iOS Plugin with MobileVLCKit – Swift Plugin Not Recognized from Angular
Hi everyone, I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps. What works: I followed the Capacitor Plugin Development Guide. I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly. The issue on iOS: I implemented the iOS part in Swift, using the official MobileVLCKit documentation. I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest. Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration. The problem: Even though I manually register the plugin with: if let bridge = self.window?.rootViewController as? CAPBridgeViewController { bridge.bridge?.registerPluginInstance(RtspVlcPlugin()) print("✅ Plugin RtspVlcPlugin registered manually.") } It prints the registration message just fine. BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error: "code":"UNIMPLEMENTED" I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin. I’ve verified RtspVlcPlugin.swift is added to the target and compiled. The Swift file doesn’t seem to register or expose any methods to Angular. I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods. My Swift code (RtspVlcPlugin.swift): import Capacitor import MobileVLCKit @objc(RtspVlcPlugin) public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate { var mediaPlayer: VLCMediaPlayer? var containerView: UIView? var spinner: UIActivityIndicatorView? @objc func iniciar(_ call: CAPPluginCall) { guard let urlStr = call.getString("url"), let x = call.getDouble("x"), let y = call.getDouble("y"), let w = call.getDouble("width"), let h = call.getDouble("height"), let url = URL(string: urlStr) else { call.reject("Missing parameters") return } DispatchQueue.main.async { self.containerView?.removeFromSuperview() let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h)) cont.backgroundColor = .black cont.layer.cornerRadius = 16 cont.clipsToBounds = true let sp = UIActivityIndicatorView(style: .large) sp.center = CGPoint(x: w/2, y: h/2) sp.color = .white sp.startAnimating() cont.addSubview(sp) self.spinner = sp self.containerView = cont self.bridge?.viewController?.view.addSubview(cont) let player = VLCMediaPlayer() player.delegate = self player.drawable = cont player.media = VLCMedia(url: url) self.mediaPlayer = player player.play() call.resolve() } } @objc func cerrar(_ call: CAPPluginCall) { DispatchQueue.main.async { self.mediaPlayer?.stop() self.mediaPlayer = nil self.spinner?.stopAnimating() self.spinner?.removeFromSuperview() self.spinner = nil self.containerView?.removeFromSuperview() self.containerView = nil call.resolve() } } public func mediaPlayerStateChanged(_ aNotification: Notification!) { guard let player = mediaPlayer, player.state == .playing, let sp = spinner else { return } DispatchQueue.main.async { sp.stopAnimating() sp.removeFromSuperview() self.spinner = nil } } } In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following: import { registerPlugin } from '@capacitor/core'; const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin'); After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular. I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
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Jul ’25