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What exactly an Xcode framework does?
I created 2 iOS projects in Xcode: Project 1: 4 targets (main app + 3 app extensions) 4 static libraries the main app's target dependencies include - 3 app extensions and the 4 libs. the main app's binary is linked to all 4 libs similarly, each extension is linked to all 4 libs Project 2: 5 targets (main app + 3 app extensions + 1 framework) 4 static libraries the main app's target dependencies include - 3 app extensions and the framework each extension is dependent only on the framework the framework's target dependencies include all the 4 static libs As per my understanding, the app bundle size for Project 2 should be less than that of Project 1, since we eliminate duplicating the static libs for each target by using a framework instead. However, I have found that the bundle size is more for Project 2 as compared to the bundle size of project 1. I do not understand, why?
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254
Sep ’25
Need guidance for creating the xcprivacy file WITHOUT A MAC when coding on flutter, especially when third party sdks are there.
When you have a mac, creating xcprivacy is pretty straightforward for your app, you simply use xcode, then select the sdks and target them and your privacy manifest is ready. In the other hand, when you are using CI/CD solutions you might not use xcode direclty. In that instance and if you are coding in flutter, you need to create your privacy manifest by hand. I would like guidance how to write that file, I would it for a given third party SDK and where to put that file in the flutter project (just to be sure) For example we choose the most important third party SDK manifest: FUTTER framework. I keep getting errors about it for my app, got alot of builds get the INVALID BINARY error because of that, and my mails indicating me a problem with the manifest. Please show me the source code of the manifest privacy for a project where a third party SDK is present (in particular: flutter sdk) Thanks
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138
Mar ’25
Can't download macOS 26 beta 8
Any time I attempt to download the latest beta of macOS 26, Safari stops the download at Zero KB, with no indication of why. I'm able to download OS 26 beta 8 for the other platforms absolutely fine, just not macOS. Pressing the little orange "reload" button, just results in another copy of the same zero KB file bundle on the file system. Can anyone help please?
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178
Aug ’25
lldb-dap closes connection
If I build an x64 binary on my M4 Mini, when I try to debug it using Visual Studio remote debugging the connection is closed, which means I cannot debug my code in x64 mode. I need to be able to do this as I have architecture specific code. I have Rosetta installed. FWIW I have the same issue with lldb-mi :( David
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118
Jul ’25
Command line compilation problem, standard includes not found
This example fails to compile on Sequoia 15.4 with Xcode 16.3 and the command line tools installed; jacquesmenu@macstudio:C++Tests > cat pcount_test.cpp // clang++ -std=c++17 -o IntWrapperTest IntWrapperTest.cpp #include // std::string #include // std::cout #include // std::ostringstream int main1 (int argc, char* argv[]) { std::string theString = "Prière d'éviter"; std::cout << theString << ", size(): " << theString.size () << std::endl; std::stringstream oss; oss << theString << std::endl; std::cout << oss.str () << ", pcount(): " << oss.pcount () << std::endl; } //_______________________________________________________________________________ // position in output stream #include // std::ofstream int main () { std::ofstream outfile; outfile.open ("test.txt"); outfile.write ("This is an apple",16); long pos = outfile.tellp(); outfile.seekp (pos-7); outfile.write (" sam",4); outfile.close(); return 0; } jacquesmenu@macstudio:C++Tests > clang++ pcount_test.cpp pcount_test.cpp:3:10: fatal error: 'string' file not found 3 | #include // std::string | ^~~~~~~~ 1 error generated. The same occurs with iostrem if it is the first include mentioned. Compiling in Xcode itself does not this problem, though. This include is to be found here: jacquesmenu@macstudio:C++Tests > xcode-select -p /Applications/Xcode.app/Contents/Developer jacquesmenu@macstudio:C++Tests > ls -sal /Applications/Xcode.app/Contents/Developer/**/string | grep MacOSX 72 -rw-r--r-- 10 root wheel 203802 Mar 8 06:17 /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/c++/v1/string
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114
Apr ’25
React native app crash on TestFlight
Good day everyone. I have a react native app which works on dev mode on my device - Iphone 13 pro version: 18.5, but when deployed to TestFlight and installed on same device it crashes when ever I click on any TextInput. I downloaded the crash file but finding it difficult to pinpoint the problem. I want to know what the problem is, if it's related to an installed package or code base or any other. Any help will be appreciated!!! Thanks. crashlog.crash
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121
Jul ’25
Set date and time in iOS Simulator
I am trying to fix a bug in my iOS app that is dependent upon date and time. Is there any way to set the actual time on the iOS Simulator to a specific date and time? I know that you can set one for the status bar, but that doesn't affect the actual date and time that is reported by the system to apps.
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5k
Jun ’25
Cannot launch simulated executable: no file found at /Applications/Warenwirtschaft.app
Hallo zusammen, ich habe seit einiger Zeit ein Problem, dass ich eine App 'Warenwirtschaft' aus Xcode heraus nicht mehr im Simulator oder auf meinem IPad starten kann. Ein Compilieren und Verteilen über TestFlight funktioniert weiterhin ohne Probleme. Leider klappt das Debugger nun nicht mehr. Anbei die Fehlermeldung von Xcode. Ich hoffe ihr könnt mir helfen. Grüsse Mark Cannot launch simulated executable: no file found at /Applications/Warenwirtschaft.app Domain: IDEFoundationErrorDomain Code: 1 User Info: { DVTErrorCreationDateKey = "2025-02-05 10:10:06 +0000"; IDERunOperationFailingWorker = IDELaunchiPhoneSimulatorLauncher; } Event Metadata: com.apple.dt.IDERunOperationWorkerFinished : { "device_identifier" = "D572897F-2ECB-4109-9DFC-C7D0FB145C1C"; "device_model" = "iPad16,6"; "device_osBuild" = "18.2 (22C150)"; "device_platform" = "com.apple.platform.iphonesimulator"; "device_thinningType" = "iPad16,6-A"; "dvt_coredevice_version" = "397.28"; "dvt_coresimulator_version" = "993.7"; "dvt_mobiledevice_version" = "1759.81.1"; "launchSession_schemeCommand" = Run; "launchSession_state" = 1; "launchSession_targetArch" = arm64; "operation_duration_ms" = 562; "operation_errorCode" = 1; "operation_errorDomain" = IDEFoundationErrorDomain; "operation_errorWorker" = IDELaunchiPhoneSimulatorLauncher; "operation_name" = IDERunOperationWorkerGroup; "param_debugger_attachToExtensions" = 0; "param_debugger_attachToXPC" = 1; "param_debugger_type" = 3; "param_destination_isProxy" = 0; "param_destination_platform" = "com.apple.platform.iphonesimulator"; "param_diag_113575882_enable" = 0; "param_diag_MainThreadChecker_stopOnIssue" = 0; "param_diag_MallocStackLogging_enableDuringAttach" = 0; "param_diag_MallocStackLogging_enableForXPC" = 1; "param_diag_allowLocationSimulation" = 1; "param_diag_checker_tpc_enable" = 1; "param_diag_gpu_frameCapture_enable" = 0; "param_diag_gpu_shaderValidation_enable" = 0; "param_diag_gpu_validation_enable" = 0; "param_diag_guardMalloc_enable" = 0; "param_diag_memoryGraphOnResourceException" = 0; "param_diag_mtc_enable" = 1; "param_diag_queueDebugging_enable" = 1; "param_diag_runtimeProfile_generate" = 0; "param_diag_sanitizer_asan_enable" = 0; "param_diag_sanitizer_tsan_enable" = 0; "param_diag_sanitizer_tsan_stopOnIssue" = 0; "param_diag_sanitizer_ubsan_enable" = 0; "param_diag_sanitizer_ubsan_stopOnIssue" = 0; "param_diag_showNonLocalizedStrings" = 0; "param_diag_viewDebugging_enabled" = 1; "param_diag_viewDebugging_insertDylibOnLaunch" = 1; "param_install_style" = 2; "param_launcher_UID" = 2; "param_launcher_allowDeviceSensorReplayData" = 0; "param_launcher_kind" = 0; "param_launcher_style" = 0; "param_launcher_substyle" = 0; "param_runnable_appExtensionHostRunMode" = 0; "param_runnable_productType" = "com.apple.product-type.application"; "param_structuredConsoleMode" = 1; "param_testing_launchedForTesting" = 0; "param_testing_suppressSimulatorApp" = 0; "param_testing_usingCLI" = 0; "sdk_canonicalName" = "iphonesimulator18.2"; "sdk_osVersion" = "18.2"; "sdk_variant" = iphonesimulator; } System Information macOS Version 15.3 (Build 24D60) Xcode 16.2 (23507) (Build 16C5032a) Timestamp: 2025-02-05T11:10:06+01:00
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441
Feb ’25
csh globbing got broken a while back
% mkdir /tmp/test % cd /tmp/test % touch {a,b,c}{1,2,3,4,5,6}.txt % lf a1.txt a3.txt a5.txt b1.txt b3.txt b5.txt c1.txt c3.txt c5.txt a2.txt a4.txt a6.txt b2.txt b4.txt b6.txt c2.txt c4.txt c6.txt % echo [b-z]*.txt a1.txt a2.txt a3.txt a4.txt a5.txt a6.txt b1.txt b2.txt b3.txt b4.txt b5.txt b6.txt c1.txt c2.txt c3.txt c4.txt c5.txt c6.txt I filed FB16715590 about this. I have a vague memory this might be related to some code to pretend to be case insensitive, but I can't find it now.
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295
Mar ’25
Request for clarification of Developer mode
Hi Guys, I want to support my client for enable the developer mode, But they not accept to connect with any other devices(Mac Xcode) to enable developer mode. They are nearly 10 people to enable developer mode. But I think without mac we can't enable developer mode in some of devices. So I need a clarification with IOS versions. That's only we are excepting to list out which IOS versions don't have developer mode option default. Please list out that IOS versions Like below: default developer mode available IOS 17.4.1 default developer mode not available IOS 17.5.1
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870
Oct ’25
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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177
Oct ’25
App Freezing at Launch and Unexpected Termination
We are experiencing an issue where our app gets stuck during launch. The splash screen appears for some time, and then the app either becomes unresponsive or closes unexpectedly. However, there are no crash logs captured in Xcode or Firebase Crashlytics, indicating that the app is not crashing but rather being terminated. This issue is preventing affected users from properly launching the app. Additionally, some users have reported occasional lag and slow performance when using the app. The issue occurs only for a specific subset of users and appears to be related to other Electronic Logging Device (ELD) apps running in the background. When these apps are active, our app struggles to launch and sometimes becomes unresponsive. We suspect that this behavior could be related to system resource allocation, such as high memory consumption by background apps, which might be affecting our app's ability to launch correctly. However, we have been unable to reproduce the issue on our end despite multiple attempts. Actions Performed During App Launch: Firebase configuration API requests, including: Fetching account details Registering the FCM token with the server Asynchronous background requests to fetch POI details Creating a local database and storing POI data in local storage We would like guidance from Apple regarding potential causes and debugging strategies, especially in scenarios where the app does not produce crash logs but still fails to launch properly. Any insights into memory management, conflicts with background applications, or system resource constraints would be highly appreciated. Steps to Reproduce: Install and launch the app on an affected device. Observe that the app gets stuck on the launch screen. After some time, the app terminates unexpectedly. Issue is inconsistent and occurs only for certain users. Presence of other ELD apps running in the background appears to influence the issue.
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306
Mar ’25
Errors after importing plugins on other machines via source control
We are trying to setup Apple Unity Plugins, in out project we have a handful of developers who contribute to the project via git. When building and importing plugins via tarball (as instructed in the Github repo) the package clearly points to local path, so once pushed all members encounter the error: An error occurred while resolving packages: Project has invalid dependencies: com.apple.unityplugin.accessibility: Tarball package [com.apple.unityplugin.accessibility] cannot be found at path ..... When trying to actually move content to the package folder (same way as any other unity plugins is setup) and add it as "embedded", it works fine on local machine, but team members will get a few of errors: [Apple Unity Plug-ins] No Apple native plug-in libraries found. DLLNotFoundException: AppleCoreNativeMac assembly ... No Apple Native plug-in libraries found. Moreover AppleCoreNativeMac.bundle is flag as not verified and deleted by macOS. What is the right way to setup unity plugins in a project used by multiple members via sourcetree ?
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Mar ’25
When creating a nested framework, most but not all symbols found
I've got an app where I want to split its Model code into a framework (.xcframework and .framework for debugging) so that it can be used by more than one app. The code has dependencies on 3rd party code, which are installed via pods. During the conversion process I keep running into the same issue which manifests with all the 3rd party code - which is that the majority of its api can be used (something like 80-90%) but for the remainder there is a linker error at runtime showing undefined symbols. I have this problem with CocoaLumberjack,RealmSwift, PhoneNumberKit and more. Its very quick and easy to reproduce the issue with a minimal framework and minimal app, below I'll describe how a minimal setup using CocoaLumberjack reproduces the issue: From scratch, I use Xcode to create a framework project, run pod init, then modify the pod file to be: platform :ios, '16.0' workspace 'TheFramework' project 'TheFramework' target 'TheFramework' do use_frameworks! pod 'CocoaLumberjack/Swift', '3.8.5' end post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '16.0' config.build_settings['BUILD_LIBRARY_FOR_DISTRIBUTION'] = 'YES' end end end Then I add source code: import Foundation import CocoaLumberjack public class AClassInTheFramework { public class func aMethod() { let consoleLogger = DDOSLogger.sharedInstance DDLog.add(consoleLogger, with: .debug) DDLogDebug("Some logging") } } Within the Xcode project, Build Libraries for Distribution is set to Yes, I also add that line to the pod file in case CocoaLumberjack isn't set similarly. In the Framework's Xcode General section, Frameworks and Libraries contains Pods_TheFramework.framework set to Do Not Embed. In the Build Phases section, in the Link Binary with Libraries section, Pods_TheFramework.framework is set to required. Next I create an Xcode app template, run pod install, and edit the app pod file to be: platform :ios, '16.0' workspace 'AppUsingFramework' project 'AppUsingFramework' target 'AppUsingFramework' do use_frameworks! pod 'CocoaLumberjack/Swift', '3.8.5' end post_install do |installer| installer.pods_project.targets.each do |target| target.build_configurations.each do |config| config.build_settings['IPHONEOS_DEPLOYMENT_TARGET'] = '16.0' end end end I build the framework, and drag and drop it into the app. I add the following code to the app's delegate: import TheFramework ... AClassInTheFramework.aMethod() The App's target has the following linkage settings: When I build and run the app, there is the following error: If I change the source code in the framework to this: public class AClassInTheFramework { public class func aMethod() { let consoleLogger = DDOSLogger.sharedInstance DDLog.add(consoleLogger, with: .debug) // DDLogDebug("Some logging") } } Then there is no error and the code runs successfully. This illustrates the problem I've encountered with all the nested frameworks - in this particular case calls to DDLog.add() don't result in an error but calls to DDlogDebug() do, and that has been mirrored with other nested frameworks (for example with Realm, opening a database, adding, finding,retrieving an item all works without a problem, however attempting to use Realm's Results<> API results in a similar symbol not found error). Additionally note that the identical CocoaLumberjack code can run fine when used directly from within the app, i.e., if I add the following code to the app: import CocoaLumberjack func useCocoaLumberjackDirectlyFromWithinApp() { let consoleLogger = DDOSLogger.sharedInstance DDLog.add(consoleLogger, with: .debug) DDLogDebug("Some logging") } useCocoaLumberjackDirectlyFromWithinApp() Then it runs, i.e. DDLogDebug() can be successfully called from within the app, its only when its called via the framework that the error occurs. Why might I be encountering these issues? I'd have thought either I'd be able to use 100% of the nested framework's public api, or 0% of it (is something is not configured correct), not ~80% which is what I am encountering. Any ideas? TIA
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256
Mar ’25
Watch App Not available to install
I added an Apple Watch app target for an iOS app. If I install it directly through Xcode it runs, however it seems to be able to communicate with iphone through Watch Connectivity framework and once I close the app it seems to uninstall itself from the watch. When I installed the iphone app frist, the app does not show up on the available apps on the iphone Watch application, what could be the issue ? The iphone app was created using react native through expo. Testing Devices Iphone 13 pro max IOS 26.0.1 --- Apple Watch Series 4 WatchOS 10.6
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109
Nov ’25