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Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
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308
Oct ’25
Installer package is terminated after 600 seconds
Hi, I have an installer package that runs a postinstall script. The script can take a long time to complete, as one thing it does is copy about 10-30 GB of files using the rsync tool. We noticed on macOS 15 that the installer would fail almost exactly 10 minutes after it started. Looking in the /var/log/install.log, I see a message like this: 2025-07-01 12:54:32-07 Work-M1 package_script_service[21562]: PackageKit: Terminating PKInstallTask(pid:21573). Task has exceeded its 600 seconds of runtime. This does not happen in my testing on macOS 12 (Monterey) I have a few questions about this: A) Is this documented, and which OS introduced this? B) Is there a way a developer can extend or disable the time limit via a setting in the installer package. Or if not, is there a way end end user can disable it temporarily on their system? Thanks, Andrew
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189
Sep ’25
Associating file extension with my application
My application uses a text file with an extension of .dssfilelist. On Linux I would register the Mime type and associate it with the application in the .desktop file. <?xml version="1.0" encoding="UTF-8"?> <mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info"> <mime-type type="text/dssfilelist"> <comment>DeepSkyStacker file-list file</comment> <glob pattern="*.dssfilelist" /> </mime-type> </mime-info> I believe that I need to add stuff to the Info.plist for my application, but I also understand that CFBundleTypeExtensions is deprecated. So please could you show me what I now need to add to the Info.plist file so that these files will be registered as "text/dssfilelist" type and associated with my application and to associate a .icns file with it?
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733
May ’25
On demand module download
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use. The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
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Oct ’25
Xcode 26 Beta Simulator Bug: Issue with Fast Account Creation Using Passkeys
Hi everyone, We’re testing the new iOS 26 capability, Performing Fast Account Creation with Passkeys, using the sample project provided here: Performing Fast Account Creation with Passkeys. When running the project on the iOS 26 simulator and tapping the "Sign Up" button, we encounter the following error: The operation couldn’t be completed. (com.apple.AuthenticationServices.AuthorizationError error 1010.) From the header file, this error is described as: /// ASAuthorizationError.h /// This error signals that the device is not currently set up to create passkeys. ASAuthorizationErrorDeviceNotConfiguredForPasskeyCreation AS_API_AVAILABLE(ios(19.0), macos(16.0), visionos(3.0)) = 1010, We’ve tested this on both Xcode 26 Beta 1 and Beta 2, and the error persists on the simulator in both versions. However, when testing on a physical iOS 26 device, everything works as expected, just like in the WWDC demo. Could this issue be related to missing simulator settings? Or is it a potential bug in the simulator? Any advice would be greatly appreciated. Thanks in advance!
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Nov ’25
Xcode Cloud - Base Configuration Reference
Hello, I'm building this mobile app using Quasar - Capacitor on iOS. The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'. App.xcodeproj:1" I've tried every possible solution and made sure that everything is set perfectly. Can anyone please help me with that? Thanks in advance, appreciate you 🫶🏻
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190
Oct ’25
Unexpected error building on Ventura 13.4
Up to now I've been building my x64 binaries on Sequioa specifying a target macOS level of 13.4. That worked fine. In an attempt to debug a problem that was causing some pain I created a 13.4 x64 build environment and tried to build the code there. This code: using CacheKeyType = std::filesystem::path; using CacheValueType = std::tuple<LoadedImage, int, bool>; // <image, lastUse, currentlyLoading> using CacheType = std::unordered_map<CacheKeyType, CacheValueType>; friend class ThreadLoader; static inline constexpr int16_t MAXIMAGESINCACHE = 20; static inline constinit std::atomic_int age{ 0 }; static inline std::shared_mutex rwMutex{}; static inline CacheType imageCache{}; got me the following errors: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:838:5: error: static_assert failed due to requirement 'integral_constant<bool, false>::value' "the specified hash does not meet the Hash requirements" static_assert(__check_hash_requirements<_Key, _Hash>::value, ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:853:1: note: in instantiation of template class 'std::__enforce_unordered_container_requirements<std::filesystem::path, std::hash<std::filesystem::path>, std::equal_to<std::filesystem::path>>' requested here typename __enforce_unordered_container_requirements<_Key, _Hash, _Equal>::type ^ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/unordered_map:1152:30: note: while substituting explicitly-specified template arguments into function template '__diagnose_unordered_container_requirements' static_assert(sizeof(__diagnose_unordered_container_requirements<_Key, _Hash, _Pred>(0)), ""); ^ /Users/amonra/.vs/DSS/build/DeepSkyStackerKernel/DeepSkyStackerKernel_autogen/EWIEGA46WW/../../../../DeepSkyStackerKernel/imageloader.h:60:26: note: in instantiation of member function 'std::unordered_map<std::filesystem::path, std::tuple<LoadedImage, int, bool>>::~unordered_map' requested here static inline CacheType imageCache{}; ^ 2 errors generated. Which isn't "mega-helpful" :( I thought that specifying: set(CMAKE_OSX_DEPLOYMENT_TARGET 13.4 CACHE STRING "Minimum operating system version for deployment" FORCE) would have made the compilations use the same headers as for Ventura above, but it seems not? Is this to be expected?
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287
Jun ’25
On Demand Resources does not show an error
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong. #import "Foundation/Foundation.h" #if ENABLE_IOS_ON_DEMAND_RESOURCES #import "Foundation/NSBundle.h" #endif #include <string.h> struct CustomOnDemandResourcesRequestData; typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error); #if ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { NSBundleResourceRequest* request; }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { NSMutableArray* tagArray = [NSMutableArray array]; for (int i = 0; i < tagCount; i++) { const char* tag = tags[i]; if (tag != NULL) { [tagArray addObject:[NSString stringWithUTF8String:tag]]; } } NSSet* tagSet = [NSSet setWithArray:tagArray]; CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet]; [data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) { dispatch_async(dispatch_get_main_queue(), ^{ const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL; handler(data, errorMessage); }); }]; return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { [data->request endAccessingResources]; delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return data->request.progress.fractionCompleted; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { float priority = (float)data->request.loadingPriority; return priority; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { if (priority < 0.0f) priority = 0.0f; if (priority > 1.0f) data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent; else data->request.loadingPriority = (double)priority; } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { NSString* resourceStr = [NSString stringWithUTF8String: resource]; NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil]; if (path == nil) { return NULL; // или другое значение по умолчанию } const char* result = strdup([path UTF8String]); // копируем строку return result; // в C# нужно будет освободить память } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { free((void*)str); } #else // ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); if (handler) handler(handlerData, NULL); return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { return NULL; } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { } #endif // ENABLE_IOS_ON_DEMAND_RESOURCES
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119
Oct ’25
SF Symbols 7: Hundreds of SF Symbols missing 'Availability' info
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26. Questions: Are there plans to add Availability info for all symbols? If the field is blank, is there a safe latest-OS version we can assume? I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label. Screenshot Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
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Oct ’25
Determining Why a Symbol is Referenced
Recently a bunch of folks have asked about why a specific symbol is being referenced by their app. This is my attempt to address that question. If you have questions or comments, please start a new thread. Tag it with Linker so that I see it. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Determining Why a Symbol is Referenced In some situations you might want to know why a symbol is referenced by your app. For example: You might be working with a security auditing tool that flags uses of malloc. You might be creating a privacy manifest and want to track down where your app is calling stat. This post is my attempt at explaining a general process for tracking down the origin of these symbol references. This process works from ‘below’. That is, it works ‘up’ from you app’s binary rather than ‘down’ from your app’s source code. That’s important because: It might be hard to track down all of your source code, especially if you’re using one or more package management systems. If your app has a binary dependency on a static library, dynamic library, or framework, you might not have access to that library’s source code. IMPORTANT This post assumes the terminology from An Apple Library Primer. Read that before continuing here. The general outline of this process is: Find all Mach-O images. Find the Mach-O image that references the symbol. Find the object files (.o) used to make that Mach-O. Find the object file that references the symbol. Find the code within that object file. Those last few steps require some gnarly low-level Mach-O knowledge. If you’re looking for an easier path, try using the approach described in the A higher-level alternative section as a replacement for steps 3 through 5. This post assumes that you’re using Xcode. If you’re using third-party tools that are based on Apple tools, and specifically Apple’s linker, you should be able to adapt this process to your tooling. If you’re using a third-party tool that has its own linker, you’ll need to ask for help via your tool’s support channel. Find all Mach-O images On Apple platforms an app consists of a number of Mach-O images. Every app has a main executable. The app may also embed dynamic libraries or frameworks. The app may also embed app extensions or system extensions, each of which have their own executable. And a Mac app might have embedded bundles, helper tools, XPC services, agents, daemons, and so on. To find all the Mach-O images in your app, combine the find and file tools. For example: % find "Apple Configurator.app" -print0 | xargs -0 file | grep Mach-O Apple Configurator.app/Contents/MacOS/Apple Configurator: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64] … Apple Configurator.app/Contents/MacOS/cfgutil: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Extensions/ConfiguratorIntents.appex/Contents/MacOS/ConfiguratorIntents: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Frameworks/ConfigurationUtilityKit.framework/Versions/A/ConfigurationUtilityKit: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit dynamically linked shared library x86_64] [arm64] … This shows that Apple Configurator has a main executable (Apple Configurator), a helper tool (cfgutil), an app extension (ConfiguratorIntents), a framework (ConfigurationUtilityKit), and many more. This output is quite unwieldy. For nicer output, create and use a shell script like this: % cat FindMachO.sh #! /bin/sh # Passing `-0` to `find` causes it to emit a NUL delimited after the # file name and the `:`. Sadly, macOS `cut` doesn’t support a nul # delimiter so we use `tr` to convert that to a DLE (0x01) and `cut` on # that. # # Weirdly, `find` only inserts the NUL on the primary line, not the # per-architecture Mach-O lines. We use that to our advantage, filtering # out the per-architecture noise by only passing through lines # containing a DLE. find "$@" -type f -print0 \ | xargs -0 file -0 \ | grep -a Mach-O \ | tr '\0' '\1' \ | grep -a $(printf '\1') \ | cut -d $(printf '\1') -f 1 Find the Mach-O image that references the symbol Once you have a list of Mach-O images, use nm to find the one that references the symbol. The rest of this post investigate a test app, WaffleVarnishORama, that’s written in Swift but uses waffle management functionality from the libWaffleCore.a static library. The goal is to find the code that calls calloc. This app has a single Mach-O image: % FindMachO.sh "WaffleVarnishORama.app" WaffleVarnishORama.app/WaffleVarnishORama Use nm to confirm that it references calloc: % nm "WaffleVarnishORama.app/WaffleVarnishORama" | grep "calloc" U _calloc The _calloc symbol has a leading underscore because it’s a C symbol. This convention dates from the dawn of Unix, where the underscore distinguish C symbols from assembly language symbols. The U prefix indicates that the symbol is undefined, that is, the Mach-O images is importing the symbol. If the symbol name is prefixed by a hex number and some other character, like T or t, that means that the library includes an implementation of calloc. That’s weird, but certainly possible. OTOH, if you see this then you know this Mach-O image isn’t importing calloc. IMPORTANT If this Mach-O isn’t something that you build — that is, you get this Mach-O image as a binary from another developer — you won’t be able to follow the rest of this process. Instead, ask for help via that library’s support channel. Find the object files used to make that Mach-O image The next step is to track down which .o file includes the reference to calloc. Do this by generating a link map. A link map is an old school linker feature that records the location, size, and origin of every symbol added to the linker’s output. To generate a link map, enable the Write Link Map File build setting. By default this puts the link map into a text (.txt) file within the derived data directory. To find the exact path, look at the Link step in the build log. If you want to customise this, use the Path to Link Map File build setting. A link map has three parts: A simple header A list of object files used to build the Mach-O image A list of sections and their symbols In our case the link map looks like this: # Path: …/WaffleVarnishORama.app/WaffleVarnishORama # Arch: arm64 # Object files: [ 0] linker synthesized [ 1] objc-file [ 2] …/AppDelegate.o [ 3] …/MainViewController.o [ 4] …/libWaffleCore.a[2](WaffleCore.o) [ 5] …/Foundation.framework/Foundation.tbd … # Sections: # Address Size Segment Section 0x100008000 0x00001AB8 __TEXT __text … The list of object files contains: An object file for each of our app’s source files — That’s AppDelegate.o and MainViewController.o in this example. A list of static libraries — Here that’s just libWaffleCore.a. A list of dynamic libraries — These might be stub libraries (.tbd), dynamic libraries (.dylib), or frameworks (.framework). Focus on the object files and static libraries. The list of dynamic libraries is irrelevant because each of those is its own Mach-O image. Find the object file that references the symbol Once you have list of object files and static libraries, use nm to each one for the calloc symbol: % nm "…/AppDelegate.o" | grep calloc % nm "…/MainViewController.o" | grep calloc % nm "…/libWaffleCore.a" | grep calloc U _calloc This indicates that only libWaffleCore.a references the calloc symbol, so let’s focus on that. Note As in the Mach-O case, the U prefix indicates that the symbol is undefined, that is, the object file is importing the symbol. Find the code within that object file To find the code within the object file that references the symbol, use the objdump tool. That tool takes an object file as input, but in this example we have a static library. That’s an archive containing one or more object files. So, the first step is to unpack that archive: % mkdir "libWaffleCore-objects" % cd "libWaffleCore-objects" % ar -x "…/libWaffleCore.a" % ls -lh total 24 -rw-r--r-- 1 quinn staff 4.1K 8 May 11:24 WaffleCore.o -rw-r--r-- 1 quinn staff 56B 8 May 11:24 __.SYMDEF SORTED There’s only a single object file in that library, which makes things easy. If there were a multiple, run the following process over each one independently. To find the code that references a symbol, run objdump with the -S and -r options: % xcrun objdump -S -r "WaffleCore.o" … ; extern WaffleRef newWaffle(void) { 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 ; Waffle * result = calloc(1, sizeof(Waffle)); 14: 94000000 bl 0x14 <ltmp0+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … Note the ARM64_RELOC_BRANCH26 line. This tells you that the instruction before that — the bl at offset 0x14 — references the _calloc symbol. IMPORTANT The ARM64_RELOC_BRANCH26 relocation is specific to the bl instruction in 64-bit Arm code. You’ll see other relocations for other instructions. And the Intel architecture has a whole different set of relocations. So, when searching this output don’t look for ARM64_RELOC_BRANCH26 specifically, but rather any relocation that references _calloc. In this case we’ve built the object file from source code, so WaffleCore.o contains debug symbols. That allows objdump include information about the source code context. From that, we can easily see that calloc is referenced by our newWaffle function. To see what happens when you don’t have debug symbols, create an new object file with them stripped out: % cp "WaffleCore.o" "WaffleCore-stripped.o" % strip -x -S "WaffleCore-stripped.o" Then repeat the objdump command: % xcrun objdump -S -r "WaffleCore-stripped.o" … 0000000000000000 <_newWaffle>: 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 14: 94000000 bl 0x14 <_newWaffle+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … While this isn’t as nice as the previous output, you can still see that newWaffle is calling calloc. A higher-level alternative Grovelling through Mach-O object files is quite tricky. Fortunately there’s an easier approach: Use the -why_live option to ask the linker why it included a reference to the symbol. To continue the above example, I set the Other Linker Flags build setting to -Xlinker / -why_live / -Xlinker / _calloc and this is what I saw in the build transcript: _calloc from /usr/lib/system/libsystem_malloc.dylib _newWaffle from …/libWaffleCore.a[2](WaffleCore.o) _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtFTf4dnn_n from …/MainViewController.o _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtF from …/MainViewController.o Demangling reveals a call chain like this: calloc newWaffle WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) and that should be enough to kick start your investigation. IMPORTANT The -why_live option only works if you dead strip your Mach-O image. This is the default for the Release build configuration, so use that for this test. Revision History 2025-07-18 Added the A higher-level alternative section. 2024-05-08 First posted.
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1.5k
Jul ’25
Mergeable Libraries using XCFramework
Hello.

On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target. Following the documentation on Configuring your project to use mergeable libraries it said. 
  But on Manually configure merging don’t said how to configure to indirect dependencies. 
  So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release. 

In app target is set build settings MERGED_BINARY_TYPE = manual; The question is: 
 Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework. 

 Regards 
Michel Carvalho
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350
Oct ’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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506
Oct ’25
AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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361
Oct ’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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279
Sep ’25
How to install self signed certificate to iPhone simulator running iOS 18.5?
I am trying to communicate with the backend of my project. So I need to install the certificate into the simulator. I have the .pem file but when I drag-dropped it into the simulator, I got the error "Simulator device failed to complete the requested operation.". The simulator is an iPhone 16 Pro running iOS 18.5. Is there any way to install the cert to my simulator? PS: I can't use Apple Configurator or MDM because I am using the office's Mac. And I can't install anything there. So I can only do it manually.
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447
Nov ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
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125
May ’25
Background Assets Directory Collision
Hello, I'm trying to use multiple Background Assets Packs to host map tiles. This is problematic for a few reasons. MKTileOverlay requires a method that returns a URL. AssetPackManager.shared.url() throws, but it's unrelated to the url. It will return a URL even if it points to nothing. There's no name-spacing. Everything appears to be flattened. (See Error below) Simultaneously, this also is not the case as the documentation states: if there’s a path collision across multiple asset packs, then it’s undefined from which asset pack an individual file will be resolved. AssetPackManager.shared.url() doesn't have an optional parameter to explicitly declare the asset pack you want to access, like AssetPackManager.shared.contents(at: FilePath) does For example, I have multiple different tiles I'm trying to overlay for z: 10, x: 239, and y: 414. Foo/10/239/414.png Bar/10/239/414.png And even when explicitly stating the fold directory, it appears that the assets are flattened down. As I'm receiving this error. The URL for “Foo/10/239/414.png” couldn’t be retrieved: “414.png” couldn’t be copied to “239” because an item with the same name already exists.
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308
Activity
Oct ’25
Installer package is terminated after 600 seconds
Hi, I have an installer package that runs a postinstall script. The script can take a long time to complete, as one thing it does is copy about 10-30 GB of files using the rsync tool. We noticed on macOS 15 that the installer would fail almost exactly 10 minutes after it started. Looking in the /var/log/install.log, I see a message like this: 2025-07-01 12:54:32-07 Work-M1 package_script_service[21562]: PackageKit: Terminating PKInstallTask(pid:21573). Task has exceeded its 600 seconds of runtime. This does not happen in my testing on macOS 12 (Monterey) I have a few questions about this: A) Is this documented, and which OS introduced this? B) Is there a way a developer can extend or disable the time limit via a setting in the installer package. Or if not, is there a way end end user can disable it temporarily on their system? Thanks, Andrew
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4
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Activity
Sep ’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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1
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556
Activity
Oct ’25
Associating file extension with my application
My application uses a text file with an extension of .dssfilelist. On Linux I would register the Mime type and associate it with the application in the .desktop file. <?xml version="1.0" encoding="UTF-8"?> <mime-info xmlns="http://www.freedesktop.org/standards/shared-mime-info"> <mime-type type="text/dssfilelist"> <comment>DeepSkyStacker file-list file</comment> <glob pattern="*.dssfilelist" /> </mime-type> </mime-info> I believe that I need to add stuff to the Info.plist for my application, but I also understand that CFBundleTypeExtensions is deprecated. So please could you show me what I now need to add to the Info.plist file so that these files will be registered as "text/dssfilelist" type and associated with my application and to associate a .icns file with it?
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19
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733
Activity
May ’25
On demand module download
I am working on an iOS app and I want to achieve on demand module download inside the app when the user clicks on the module icon which he wants to use. The idea is that we have a super app consisting of multiple modules say four independent apps/features and I want to separate each one so that when the user selects a specific app/feature, it’s downloaded on demand and then opened directly within the same super app resulting in a lower app size initially I want to upload all the code of all modules to app store connect but when the user downloads the app, then only one module's code should be available to the user, the rest of the module's code should be downloaded when the user wants to use that module. I know apple restricts downloading new code but in my case I want to upload all the code to app store for review but just give option to the user to get rest of the code when needed. Any guidance, architectural advice, or example implementations would be highly appreciated.
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165
Activity
Oct ’25
Xcode 26 Beta Simulator Bug: Issue with Fast Account Creation Using Passkeys
Hi everyone, We’re testing the new iOS 26 capability, Performing Fast Account Creation with Passkeys, using the sample project provided here: Performing Fast Account Creation with Passkeys. When running the project on the iOS 26 simulator and tapping the "Sign Up" button, we encounter the following error: The operation couldn’t be completed. (com.apple.AuthenticationServices.AuthorizationError error 1010.) From the header file, this error is described as: /// ASAuthorizationError.h /// This error signals that the device is not currently set up to create passkeys. ASAuthorizationErrorDeviceNotConfiguredForPasskeyCreation AS_API_AVAILABLE(ios(19.0), macos(16.0), visionos(3.0)) = 1010, We’ve tested this on both Xcode 26 Beta 1 and Beta 2, and the error persists on the simulator in both versions. However, when testing on a physical iOS 26 device, everything works as expected, just like in the WWDC demo. Could this issue be related to missing simulator settings? Or is it a potential bug in the simulator? Any advice would be greatly appreciated. Thanks in advance!
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580
Activity
Nov ’25
Xcode Cloud - Base Configuration Reference
Hello, I'm building this mobile app using Quasar - Capacitor on iOS. The app is working perfectly, but I'm encountering an issue whenever I push the rep I get this error: "Error Unable to open base configuration reference file '/Volumes/workspace/repository/ios/App/Pods/Target Support Files/Pods-App/Pods-App.release.xcconfig'. App.xcodeproj:1" I've tried every possible solution and made sure that everything is set perfectly. Can anyone please help me with that? Thanks in advance, appreciate you 🫶🏻
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190
Activity
Oct ’25
Unexpected error building on Ventura 13.4
Up to now I've been building my x64 binaries on Sequioa specifying a target macOS level of 13.4. That worked fine. In an attempt to debug a problem that was causing some pain I created a 13.4 x64 build environment and tried to build the code there. This code: using CacheKeyType = std::filesystem::path; using CacheValueType = std::tuple<LoadedImage, int, bool>; // <image, lastUse, currentlyLoading> using CacheType = std::unordered_map<CacheKeyType, CacheValueType>; friend class ThreadLoader; static inline constexpr int16_t MAXIMAGESINCACHE = 20; static inline constinit std::atomic_int age{ 0 }; static inline std::shared_mutex rwMutex{}; static inline CacheType imageCache{}; got me the following errors: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:838:5: error: static_assert failed due to requirement 'integral_constant<bool, false>::value' "the specified hash does not meet the Hash requirements" static_assert(__check_hash_requirements<_Key, _Hash>::value, ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:853:1: note: in instantiation of template class 'std::__enforce_unordered_container_requirements<std::filesystem::path, std::hash<std::filesystem::path>, std::equal_to<std::filesystem::path>>' requested here typename __enforce_unordered_container_requirements<_Key, _Hash, _Equal>::type ^ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/unordered_map:1152:30: note: while substituting explicitly-specified template arguments into function template '__diagnose_unordered_container_requirements' static_assert(sizeof(__diagnose_unordered_container_requirements<_Key, _Hash, _Pred>(0)), ""); ^ /Users/amonra/.vs/DSS/build/DeepSkyStackerKernel/DeepSkyStackerKernel_autogen/EWIEGA46WW/../../../../DeepSkyStackerKernel/imageloader.h:60:26: note: in instantiation of member function 'std::unordered_map<std::filesystem::path, std::tuple<LoadedImage, int, bool>>::~unordered_map' requested here static inline CacheType imageCache{}; ^ 2 errors generated. Which isn't "mega-helpful" :( I thought that specifying: set(CMAKE_OSX_DEPLOYMENT_TARGET 13.4 CACHE STRING "Minimum operating system version for deployment" FORCE) would have made the compilations use the same headers as for Ventura above, but it seems not? Is this to be expected?
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Activity
Jun ’25
On Demand Resources does not show an error
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong. #import "Foundation/Foundation.h" #if ENABLE_IOS_ON_DEMAND_RESOURCES #import "Foundation/NSBundle.h" #endif #include <string.h> struct CustomOnDemandResourcesRequestData; typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error); #if ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { NSBundleResourceRequest* request; }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { NSMutableArray* tagArray = [NSMutableArray array]; for (int i = 0; i < tagCount; i++) { const char* tag = tags[i]; if (tag != NULL) { [tagArray addObject:[NSString stringWithUTF8String:tag]]; } } NSSet* tagSet = [NSSet setWithArray:tagArray]; CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet]; [data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) { dispatch_async(dispatch_get_main_queue(), ^{ const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL; handler(data, errorMessage); }); }]; return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { [data->request endAccessingResources]; delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return data->request.progress.fractionCompleted; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { float priority = (float)data->request.loadingPriority; return priority; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { if (priority < 0.0f) priority = 0.0f; if (priority > 1.0f) data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent; else data->request.loadingPriority = (double)priority; } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { NSString* resourceStr = [NSString stringWithUTF8String: resource]; NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil]; if (path == nil) { return NULL; // или другое значение по умолчанию } const char* result = strdup([path UTF8String]); // копируем строку return result; // в C# нужно будет освободить память } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { free((void*)str); } #else // ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); if (handler) handler(handlerData, NULL); return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { return NULL; } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { } #endif // ENABLE_IOS_ON_DEMAND_RESOURCES
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Activity
Oct ’25
How To change my App Icon
Hello, Good morning to you all. Please I need a guide on how to change my app icon on the developer account. Necessary steps would be appreciated Thanks for the anticipated assistance. Best Regards Biggie
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Activity
Jul ’25
SF Symbols 7: Hundreds of SF Symbols missing 'Availability' info
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26. Questions: Are there plans to add Availability info for all symbols? If the field is blank, is there a safe latest-OS version we can assume? I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label. Screenshot Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
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Oct ’25
Determining Why a Symbol is Referenced
Recently a bunch of folks have asked about why a specific symbol is being referenced by their app. This is my attempt to address that question. If you have questions or comments, please start a new thread. Tag it with Linker so that I see it. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Determining Why a Symbol is Referenced In some situations you might want to know why a symbol is referenced by your app. For example: You might be working with a security auditing tool that flags uses of malloc. You might be creating a privacy manifest and want to track down where your app is calling stat. This post is my attempt at explaining a general process for tracking down the origin of these symbol references. This process works from ‘below’. That is, it works ‘up’ from you app’s binary rather than ‘down’ from your app’s source code. That’s important because: It might be hard to track down all of your source code, especially if you’re using one or more package management systems. If your app has a binary dependency on a static library, dynamic library, or framework, you might not have access to that library’s source code. IMPORTANT This post assumes the terminology from An Apple Library Primer. Read that before continuing here. The general outline of this process is: Find all Mach-O images. Find the Mach-O image that references the symbol. Find the object files (.o) used to make that Mach-O. Find the object file that references the symbol. Find the code within that object file. Those last few steps require some gnarly low-level Mach-O knowledge. If you’re looking for an easier path, try using the approach described in the A higher-level alternative section as a replacement for steps 3 through 5. This post assumes that you’re using Xcode. If you’re using third-party tools that are based on Apple tools, and specifically Apple’s linker, you should be able to adapt this process to your tooling. If you’re using a third-party tool that has its own linker, you’ll need to ask for help via your tool’s support channel. Find all Mach-O images On Apple platforms an app consists of a number of Mach-O images. Every app has a main executable. The app may also embed dynamic libraries or frameworks. The app may also embed app extensions or system extensions, each of which have their own executable. And a Mac app might have embedded bundles, helper tools, XPC services, agents, daemons, and so on. To find all the Mach-O images in your app, combine the find and file tools. For example: % find "Apple Configurator.app" -print0 | xargs -0 file | grep Mach-O Apple Configurator.app/Contents/MacOS/Apple Configurator: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64] … Apple Configurator.app/Contents/MacOS/cfgutil: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Extensions/ConfiguratorIntents.appex/Contents/MacOS/ConfiguratorIntents: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Frameworks/ConfigurationUtilityKit.framework/Versions/A/ConfigurationUtilityKit: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit dynamically linked shared library x86_64] [arm64] … This shows that Apple Configurator has a main executable (Apple Configurator), a helper tool (cfgutil), an app extension (ConfiguratorIntents), a framework (ConfigurationUtilityKit), and many more. This output is quite unwieldy. For nicer output, create and use a shell script like this: % cat FindMachO.sh #! /bin/sh # Passing `-0` to `find` causes it to emit a NUL delimited after the # file name and the `:`. Sadly, macOS `cut` doesn’t support a nul # delimiter so we use `tr` to convert that to a DLE (0x01) and `cut` on # that. # # Weirdly, `find` only inserts the NUL on the primary line, not the # per-architecture Mach-O lines. We use that to our advantage, filtering # out the per-architecture noise by only passing through lines # containing a DLE. find "$@" -type f -print0 \ | xargs -0 file -0 \ | grep -a Mach-O \ | tr '\0' '\1' \ | grep -a $(printf '\1') \ | cut -d $(printf '\1') -f 1 Find the Mach-O image that references the symbol Once you have a list of Mach-O images, use nm to find the one that references the symbol. The rest of this post investigate a test app, WaffleVarnishORama, that’s written in Swift but uses waffle management functionality from the libWaffleCore.a static library. The goal is to find the code that calls calloc. This app has a single Mach-O image: % FindMachO.sh "WaffleVarnishORama.app" WaffleVarnishORama.app/WaffleVarnishORama Use nm to confirm that it references calloc: % nm "WaffleVarnishORama.app/WaffleVarnishORama" | grep "calloc" U _calloc The _calloc symbol has a leading underscore because it’s a C symbol. This convention dates from the dawn of Unix, where the underscore distinguish C symbols from assembly language symbols. The U prefix indicates that the symbol is undefined, that is, the Mach-O images is importing the symbol. If the symbol name is prefixed by a hex number and some other character, like T or t, that means that the library includes an implementation of calloc. That’s weird, but certainly possible. OTOH, if you see this then you know this Mach-O image isn’t importing calloc. IMPORTANT If this Mach-O isn’t something that you build — that is, you get this Mach-O image as a binary from another developer — you won’t be able to follow the rest of this process. Instead, ask for help via that library’s support channel. Find the object files used to make that Mach-O image The next step is to track down which .o file includes the reference to calloc. Do this by generating a link map. A link map is an old school linker feature that records the location, size, and origin of every symbol added to the linker’s output. To generate a link map, enable the Write Link Map File build setting. By default this puts the link map into a text (.txt) file within the derived data directory. To find the exact path, look at the Link step in the build log. If you want to customise this, use the Path to Link Map File build setting. A link map has three parts: A simple header A list of object files used to build the Mach-O image A list of sections and their symbols In our case the link map looks like this: # Path: …/WaffleVarnishORama.app/WaffleVarnishORama # Arch: arm64 # Object files: [ 0] linker synthesized [ 1] objc-file [ 2] …/AppDelegate.o [ 3] …/MainViewController.o [ 4] …/libWaffleCore.a[2](WaffleCore.o) [ 5] …/Foundation.framework/Foundation.tbd … # Sections: # Address Size Segment Section 0x100008000 0x00001AB8 __TEXT __text … The list of object files contains: An object file for each of our app’s source files — That’s AppDelegate.o and MainViewController.o in this example. A list of static libraries — Here that’s just libWaffleCore.a. A list of dynamic libraries — These might be stub libraries (.tbd), dynamic libraries (.dylib), or frameworks (.framework). Focus on the object files and static libraries. The list of dynamic libraries is irrelevant because each of those is its own Mach-O image. Find the object file that references the symbol Once you have list of object files and static libraries, use nm to each one for the calloc symbol: % nm "…/AppDelegate.o" | grep calloc % nm "…/MainViewController.o" | grep calloc % nm "…/libWaffleCore.a" | grep calloc U _calloc This indicates that only libWaffleCore.a references the calloc symbol, so let’s focus on that. Note As in the Mach-O case, the U prefix indicates that the symbol is undefined, that is, the object file is importing the symbol. Find the code within that object file To find the code within the object file that references the symbol, use the objdump tool. That tool takes an object file as input, but in this example we have a static library. That’s an archive containing one or more object files. So, the first step is to unpack that archive: % mkdir "libWaffleCore-objects" % cd "libWaffleCore-objects" % ar -x "…/libWaffleCore.a" % ls -lh total 24 -rw-r--r-- 1 quinn staff 4.1K 8 May 11:24 WaffleCore.o -rw-r--r-- 1 quinn staff 56B 8 May 11:24 __.SYMDEF SORTED There’s only a single object file in that library, which makes things easy. If there were a multiple, run the following process over each one independently. To find the code that references a symbol, run objdump with the -S and -r options: % xcrun objdump -S -r "WaffleCore.o" … ; extern WaffleRef newWaffle(void) { 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 ; Waffle * result = calloc(1, sizeof(Waffle)); 14: 94000000 bl 0x14 <ltmp0+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … Note the ARM64_RELOC_BRANCH26 line. This tells you that the instruction before that — the bl at offset 0x14 — references the _calloc symbol. IMPORTANT The ARM64_RELOC_BRANCH26 relocation is specific to the bl instruction in 64-bit Arm code. You’ll see other relocations for other instructions. And the Intel architecture has a whole different set of relocations. So, when searching this output don’t look for ARM64_RELOC_BRANCH26 specifically, but rather any relocation that references _calloc. In this case we’ve built the object file from source code, so WaffleCore.o contains debug symbols. That allows objdump include information about the source code context. From that, we can easily see that calloc is referenced by our newWaffle function. To see what happens when you don’t have debug symbols, create an new object file with them stripped out: % cp "WaffleCore.o" "WaffleCore-stripped.o" % strip -x -S "WaffleCore-stripped.o" Then repeat the objdump command: % xcrun objdump -S -r "WaffleCore-stripped.o" … 0000000000000000 <_newWaffle>: 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 14: 94000000 bl 0x14 <_newWaffle+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … While this isn’t as nice as the previous output, you can still see that newWaffle is calling calloc. A higher-level alternative Grovelling through Mach-O object files is quite tricky. Fortunately there’s an easier approach: Use the -why_live option to ask the linker why it included a reference to the symbol. To continue the above example, I set the Other Linker Flags build setting to -Xlinker / -why_live / -Xlinker / _calloc and this is what I saw in the build transcript: _calloc from /usr/lib/system/libsystem_malloc.dylib _newWaffle from …/libWaffleCore.a[2](WaffleCore.o) _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtFTf4dnn_n from …/MainViewController.o _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtF from …/MainViewController.o Demangling reveals a call chain like this: calloc newWaffle WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) and that should be enough to kick start your investigation. IMPORTANT The -why_live option only works if you dead strip your Mach-O image. This is the default for the Release build configuration, so use that for this test. Revision History 2025-07-18 Added the A higher-level alternative section. 2024-05-08 First posted.
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Activity
Jul ’25
Mergeable Libraries using XCFramework
Hello.

On my app I have the necessity to use mergeable libraries, in my context my libraries are indirect dependency, in other words the dependency isn’t target in my project, and they are XCFramework where they are imported on Framework, Libraries, and Embedded Content session on my app target. Following the documentation on Configuring your project to use mergeable libraries it said. 
  But on Manually configure merging don’t said how to configure to indirect dependencies. 
  So I have tried configure use the linker flag -merge_framework for each XCFramework using -Wl, -merge_framework, {XCFramework_Name}, but I am receiving the following error unknown argument: -merge_framework’ when build the release. 

In app target is set build settings MERGED_BINARY_TYPE = manual; The question is: 
 Is possible using mergeable libraries in XCFramework dependencies ? How I do this? Because on the doc is not clear how to use in indirect dependency like XCFramework. 

 Regards 
Michel Carvalho
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350
Activity
Oct ’25
Support Liquid Glass and normal app icon
How do I support both Liquid Glass app icon for devices running iOS 26 and a regular app icon for devices running iOS18?
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190
Activity
Jul ’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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506
Activity
Oct ’25
.NET(NativeAOT)
在将游戏从 Nintendo Switch 移植到 Mac 的过程中使用 .NET (NativeAOT) 有哪些限制和注意事项(尽管两者都是 ARM)?
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136
Activity
Jun ’25
AppleWatchのデベロッパモードをONにする方法
開発アプリで通知確認を行うため、UDIDをプロビジョニングプロファイルに追加する必要があります。 iPhoneのUDIDは取得することができたのですが、AppleWatchのUDIDを取得する方法が分かりません。 Xcodeと接続してUDIDを取得しようとしましたが、iPhoneのみ認識がされAppleWatchが認識されていません。 AppleWatchもデベロッパモードをONしなければならないとAppleから返答をもらったが、その方法がわからないのでどなたかご教授お願い致します。
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361
Activity
Oct ’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
Replies
1
Boosts
0
Views
279
Activity
Sep ’25
How to install self signed certificate to iPhone simulator running iOS 18.5?
I am trying to communicate with the backend of my project. So I need to install the certificate into the simulator. I have the .pem file but when I drag-dropped it into the simulator, I got the error "Simulator device failed to complete the requested operation.". The simulator is an iPhone 16 Pro running iOS 18.5. Is there any way to install the cert to my simulator? PS: I can't use Apple Configurator or MDM because I am using the office's Mac. And I can't install anything there. So I can only do it manually.
Replies
3
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0
Views
447
Activity
Nov ’25
Trackpad Right-Click (Two-Finger Tap) Support in Linux Guests – macOS Virtualization Framework
Hello, I'm developing a macOS application that uses the Virtualization framework to run Linux virtual machines (specifically Ubuntu and Fedora) on Apple Silicon Macs. I've noticed that while the macOS host properly supports all trackpad gestures, the two-finger tap gesture for right-click does not work within the Linux guest. Only the primary click is recognized. This behavior is consistent across different Linux distributions and desktop environments (GNOME, KDE, etc.). I would like to confirm: Is the macOS Virtualization framework expected to support trackpad gestures such as two-finger tap for right-click within Linux guest VMs? If not currently supported, is there a known workaround to enable right-click functionality for the trackpad in Linux guests? (e.g., configuration changes in the VM, Linux kernel input modules, or framework-level adjustments.) Any insights or suggestions would be greatly appreciated. Thank you!
Replies
2
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0
Views
125
Activity
May ’25