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Why is my device, in a free developer account under the age of majority, allowing beta updates?
I am a developer with a free developer account, and my account is under the legal age of majority. I know that, according to the terms in Section 6 of the Apple Developer Agreement, I must be the legal age of majority to use pre-release software, and yet the Software Update section of Settings on my device would allow me to install a beta release of iOS 26. Is there a way for me to hide/remove this option without signing out of my account, and not have it appear again as an option until I reach the age of majority?
1
0
105
Dec ’25
Regarding Launch Screens
When building an app with iOS26 beta3, I received a warning saying "Launch screens will soon be required." Does this mean that, similar to the thread below, the app might not launch in builds for iOS27 and later (including iOS27)? https://aninterestingwebsite.com/forums/thread/789004
1
0
143
Jul ’25
Error Message - Rork Publishing in Apple IOS
Hi, I keep getting an error message when I try to publish my App made with Rork into Apple IOS. Message reads "Submission failed: Submission failed. Contact support. Don’t dump it on Rork — it won’t fix this. We still need a human." Any help with this would be appreciated. I am using Microsoft edge and have also used Google Chrome.
1
0
80
Nov ’25
Is there a way for two users to make development builds on separate accounts for one app?
Tech stack: React Native + Expo. We are using two solo developer accounts (not a business or team account). Context: Friend and I set out to make an app together. Friend created app and set it up on Apple. We worked on it together. He controlled devops (builds and submission). Friend no longer can commit to development. Wants to transfer to me. I create apple developer account. After app transfer, my phone (deviceid) underwent a 14 day soft ban preventing builds. That has since been lifted. There seems to be something in place preventing me from making dev builds on the original dev bundleid. It says it's still owned by him despite the app transfer. Bottom line: what needs to happen so I can make dev builds? Nice to have: we can both make dev builds under the same bundleid
1
0
254
Dec ’25
Is there a way for two users to make development builds on separate accounts for one app?
Tech stack: React Native + Expo. We are using two solo developer accounts (not a business or team account). Context: Friend and I set out to make an app together. Friend created app and set it up on Apple. We worked on it together. He controlled devops (builds and submission). Friend no longer can commit to development. Wants to transfer to me. I create apple developer account. After app transfer, my phone (deviceid) underwent a 14 day soft ban preventing builds. That has since been lifted. There seems to be something in place preventing me from making dev builds on the original dev bundleid. It says it's still owned by him despite the app transfer. Bottom line: what needs to happen so 1 can make dev builds? nice to have: is there a way for us to both make dev builds under the same bundleid?
1
0
135
Dec ’25
The signature of cannot be validated and may have been compromised
I'm currently developing a Unity game for iPad and have run into a critical issue that's completely blocking me from building the project. The project uses the Mapbox SDK for Unity. Everything was working fine during today test build on the iPad. I made minor changes - just four scripts, then attempted another build. However, Xcode began showing the following error: The signature of “MapboxCommon.xcframework” cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED) This error now occurs consistently. I've tried building on a different MacBook and with a different Apple account, but the result is the same. I haven't made any changes to the Mapbox framework, nor have I updated it recently. I'm trying to determine the root cause: Is this something I've done on my end? Or is it an issue with the Mapbox framework or their signing certificate? Is there a temporary workaround that would allow me to proceed with development builds while I investigate a proper fix? Any insights or suggestions would be greatly appreciated.
1
0
261
Jul ’25
Apple Support for Xcode error
Hello, We tried calling Apple support who suggested they cannot help and work thru emails and discussion forums to resolve the technical issue we are facing to post our first App in App Store. I have given admin level credential to my son (minor) allowing him to incorporate his Xcode to App Store with his credentials. Apparently, he keeps getting error he does not have enough credentials to do so and we are unable to proceed further. I acknowledge I am not a developer & Apple support team was unable to help, I wonder if there is specific support channel I need to follow to resolve the issue. His App is going to help is Robotics team in upcoming event and we appreciate if someone can kindly point me to right direction to resolve the matter at earliest.
1
0
62
Nov ’25
How to create a dylib for iOS project?
I want to create a dynamic library for my iOS project, which would be loaded at runtime. In Xcode, there are templates available for creating a static/dynamic lib for MacOS. But under the iOS tab, there is only a "static library" template. So, I used the "static library" template and in its build settings I changed the Mach-O type to "dynamic library". Now after building it, I use the file command on the generated file and it tells me it is a dynamic lib. But the generated file still has .a extension, which is usually for static libs. I'm aware we can tell Xcode in build settings to change the .a extension to something else, say .dylib but this seems like a hacky way to create a dynamic library. What is the correct way? I am aware that standalone dylibs are not supported on iOS, and we need to wrap them in a framework. For my use case, the framework will literally be a wrapper, it won't have any source files of its own. It should only contain the dynamic lib generated from some independent codebase. I am not sure how to place the dylib in the framework.
1
0
166
Dec ’25
Information about legacy (new app)
Hello I developed an app for my cousin (I wrote all the code myself), but she’ll be the one managing it once it’s published. She’ll take care of the content, updates, and anything admin-related. Right now, the app uses my Firebase account and my Apple Developer account (App Store Connect), which I set up at the start of the project. I’m wondering: • Am I at risk legally or financially if the accounts stay under my name, even though I won’t be involved in the app after release? • Is it possible to migrate the project to her email, meaning transfer Firebase and the Apple Developer account to her own account, so that everything is properly under her control? Thanks in advance for any insights or experiences
1
0
180
Jul ’25
On Demand Resources as Legacy Technology
I read on this documentation : https://aninterestingwebsite.com/help/app-store-connect/reference/app-uploads/on-demand-resources-size-limits that On Demand Resources a legacy technology. Does this mean ODR will be deprecated? If so, when will it officially take effect? Our application is planning to use it, so we need more information to support our decision.
1
0
293
Nov ’25
Unexpected app version in logs — does MARKETING_VERSION change dynamically?
Hello, I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice. We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version. Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3. However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store. In our project, we set the app version using the MARKETING_VERSION environment variable. This value is configured via XcodeGen, and we define it in a YAML file. Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected. We'd like to know what might cause this behavior, and if there are any known factors that could lead to this. Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store? yaml: info.plist:
1
0
112
Jun ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
1
0
320
Jul ’25
There is an error when building binutils.
There is an error when building binutils. /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/_stdio.h:318:7: note: to match this '(' /Users/koudah/elf2x68k/build_gcc/src/binutils-2.42/zlib/zutil.h:147:33: note: expanded from macro 'fdopen' 147 | # define fdopen(fd,mode) NULL /* No fdopen() */ | ^
1
1
345
May ’25
Assets.car not being built as part of the archiving and distribution process
I am working on a MAUI application. When I go to archive my build to then release it, my bundle is not including the Assets.car file that apple is seemingly expecting for handling the app icons, which is leading to issues trying to publish my app. The assets are in a AppIcon.appiconset folder in my project (under Platforms>iOS>Resources) with a proper Contents.json file also in there. They are setup as a BundledResource (also have tried ImageAssets for the build type but with the same issue occurring). I am using visual studio 2022 on Windows 11 paired with a Mac (Sequoia 15.5) and Xcode 16.4. I have even tried manually compiling the asset catalog from xcode16.4 and trying to use terminal commands to have actool create the Assets.car but that runs with no files created to the output destination as well as no errors. I believe there may be an issue with actools in my Xcode copy. I have tried uninstalling and reinstalling with no luck. Any suggestions or tips?
1
0
199
Jul ’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!
1
0
83
Apr ’25
Compatibility issue with iPhone 15
My App is not compatible with iPhone 15 but can run on iPhone 14 perfectly fine, what could be the problem? I am new to App development.
Replies
1
Boosts
0
Views
366
Activity
Oct ’25
Why is my device, in a free developer account under the age of majority, allowing beta updates?
I am a developer with a free developer account, and my account is under the legal age of majority. I know that, according to the terms in Section 6 of the Apple Developer Agreement, I must be the legal age of majority to use pre-release software, and yet the Software Update section of Settings on my device would allow me to install a beta release of iOS 26. Is there a way for me to hide/remove this option without signing out of my account, and not have it appear again as an option until I reach the age of majority?
Replies
1
Boosts
0
Views
105
Activity
Dec ’25
I can't find speech recognition option in + capability
How to add speech recognition in + capability in Xcode there is no "Speech Recognition" in the list.
Replies
1
Boosts
0
Views
139
Activity
Jun ’25
Regarding Launch Screens
When building an app with iOS26 beta3, I received a warning saying "Launch screens will soon be required." Does this mean that, similar to the thread below, the app might not launch in builds for iOS27 and later (including iOS27)? https://aninterestingwebsite.com/forums/thread/789004
Replies
1
Boosts
0
Views
143
Activity
Jul ’25
Error Message - Rork Publishing in Apple IOS
Hi, I keep getting an error message when I try to publish my App made with Rork into Apple IOS. Message reads "Submission failed: Submission failed. Contact support. Don’t dump it on Rork — it won’t fix this. We still need a human." Any help with this would be appreciated. I am using Microsoft edge and have also used Google Chrome.
Replies
1
Boosts
0
Views
80
Activity
Nov ’25
Is there a way for two users to make development builds on separate accounts for one app?
Tech stack: React Native + Expo. We are using two solo developer accounts (not a business or team account). Context: Friend and I set out to make an app together. Friend created app and set it up on Apple. We worked on it together. He controlled devops (builds and submission). Friend no longer can commit to development. Wants to transfer to me. I create apple developer account. After app transfer, my phone (deviceid) underwent a 14 day soft ban preventing builds. That has since been lifted. There seems to be something in place preventing me from making dev builds on the original dev bundleid. It says it's still owned by him despite the app transfer. Bottom line: what needs to happen so I can make dev builds? Nice to have: we can both make dev builds under the same bundleid
Replies
1
Boosts
0
Views
254
Activity
Dec ’25
Is there a way for two users to make development builds on separate accounts for one app?
Tech stack: React Native + Expo. We are using two solo developer accounts (not a business or team account). Context: Friend and I set out to make an app together. Friend created app and set it up on Apple. We worked on it together. He controlled devops (builds and submission). Friend no longer can commit to development. Wants to transfer to me. I create apple developer account. After app transfer, my phone (deviceid) underwent a 14 day soft ban preventing builds. That has since been lifted. There seems to be something in place preventing me from making dev builds on the original dev bundleid. It says it's still owned by him despite the app transfer. Bottom line: what needs to happen so 1 can make dev builds? nice to have: is there a way for us to both make dev builds under the same bundleid?
Replies
1
Boosts
0
Views
135
Activity
Dec ’25
Is PacketLogger working for you on Sequoia?
It used to work for me (a few months, maybe a year ago). Right now when I run it there is no output (even though I granted it Bluetooth Capture permissions and have working RFCOMM communication in my program). Versions: PacketLogger 2024.03.18 (2024.03.18d1) Sequoia 15.4.1 M2 chip
Replies
1
Boosts
0
Views
170
Activity
May ’25
The signature of cannot be validated and may have been compromised
I'm currently developing a Unity game for iPad and have run into a critical issue that's completely blocking me from building the project. The project uses the Mapbox SDK for Unity. Everything was working fine during today test build on the iPad. I made minor changes - just four scripts, then attempted another build. However, Xcode began showing the following error: The signature of “MapboxCommon.xcframework” cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED) This error now occurs consistently. I've tried building on a different MacBook and with a different Apple account, but the result is the same. I haven't made any changes to the Mapbox framework, nor have I updated it recently. I'm trying to determine the root cause: Is this something I've done on my end? Or is it an issue with the Mapbox framework or their signing certificate? Is there a temporary workaround that would allow me to proceed with development builds while I investigate a proper fix? Any insights or suggestions would be greatly appreciated.
Replies
1
Boosts
0
Views
261
Activity
Jul ’25
Apple Support for Xcode error
Hello, We tried calling Apple support who suggested they cannot help and work thru emails and discussion forums to resolve the technical issue we are facing to post our first App in App Store. I have given admin level credential to my son (minor) allowing him to incorporate his Xcode to App Store with his credentials. Apparently, he keeps getting error he does not have enough credentials to do so and we are unable to proceed further. I acknowledge I am not a developer & Apple support team was unable to help, I wonder if there is specific support channel I need to follow to resolve the issue. His App is going to help is Robotics team in upcoming event and we appreciate if someone can kindly point me to right direction to resolve the matter at earliest.
Replies
1
Boosts
0
Views
62
Activity
Nov ’25
Messed up my Repo. Need help with discarding a commit and dding to the previous one on the main branch.
I wanted to rollback a commit. So I shifted to the commit before it. Then I added new commits on the one I switched to, not realising this is not happening on the main branch. Now what do I do? Neerav
Replies
1
Boosts
0
Views
131
Activity
Nov ’25
How to create a dylib for iOS project?
I want to create a dynamic library for my iOS project, which would be loaded at runtime. In Xcode, there are templates available for creating a static/dynamic lib for MacOS. But under the iOS tab, there is only a "static library" template. So, I used the "static library" template and in its build settings I changed the Mach-O type to "dynamic library". Now after building it, I use the file command on the generated file and it tells me it is a dynamic lib. But the generated file still has .a extension, which is usually for static libs. I'm aware we can tell Xcode in build settings to change the .a extension to something else, say .dylib but this seems like a hacky way to create a dynamic library. What is the correct way? I am aware that standalone dylibs are not supported on iOS, and we need to wrap them in a framework. For my use case, the framework will literally be a wrapper, it won't have any source files of its own. It should only contain the dynamic lib generated from some independent codebase. I am not sure how to place the dylib in the framework.
Replies
1
Boosts
0
Views
166
Activity
Dec ’25
Should I disable 'Charge Limit' for iOS development?
Is it recommended to turn off 'Charge Limit' if I leave my iPhone plugged into my Mac all day for development? I want to minimize battery degradation. Thanks
Replies
1
Boosts
0
Views
131
Activity
Nov ’25
Information about legacy (new app)
Hello I developed an app for my cousin (I wrote all the code myself), but she’ll be the one managing it once it’s published. She’ll take care of the content, updates, and anything admin-related. Right now, the app uses my Firebase account and my Apple Developer account (App Store Connect), which I set up at the start of the project. I’m wondering: • Am I at risk legally or financially if the accounts stay under my name, even though I won’t be involved in the app after release? • Is it possible to migrate the project to her email, meaning transfer Firebase and the Apple Developer account to her own account, so that everything is properly under her control? Thanks in advance for any insights or experiences
Replies
1
Boosts
0
Views
180
Activity
Jul ’25
On Demand Resources as Legacy Technology
I read on this documentation : https://aninterestingwebsite.com/help/app-store-connect/reference/app-uploads/on-demand-resources-size-limits that On Demand Resources a legacy technology. Does this mean ODR will be deprecated? If so, when will it officially take effect? Our application is planning to use it, so we need more information to support our decision.
Replies
1
Boosts
0
Views
293
Activity
Nov ’25
Unexpected app version in logs — does MARKETING_VERSION change dynamically?
Hello, I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice. We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version. Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3. However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store. In our project, we set the app version using the MARKETING_VERSION environment variable. This value is configured via XcodeGen, and we define it in a YAML file. Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected. We'd like to know what might cause this behavior, and if there are any known factors that could lead to this. Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store? yaml: info.plist:
Replies
1
Boosts
0
Views
112
Activity
Jun ’25
The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
Replies
1
Boosts
0
Views
320
Activity
Jul ’25
There is an error when building binutils.
There is an error when building binutils. /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/_stdio.h:318:7: note: to match this '(' /Users/koudah/elf2x68k/build_gcc/src/binutils-2.42/zlib/zutil.h:147:33: note: expanded from macro 'fdopen' 147 | # define fdopen(fd,mode) NULL /* No fdopen() */ | ^
Replies
1
Boosts
1
Views
345
Activity
May ’25
Assets.car not being built as part of the archiving and distribution process
I am working on a MAUI application. When I go to archive my build to then release it, my bundle is not including the Assets.car file that apple is seemingly expecting for handling the app icons, which is leading to issues trying to publish my app. The assets are in a AppIcon.appiconset folder in my project (under Platforms>iOS>Resources) with a proper Contents.json file also in there. They are setup as a BundledResource (also have tried ImageAssets for the build type but with the same issue occurring). I am using visual studio 2022 on Windows 11 paired with a Mac (Sequoia 15.5) and Xcode 16.4. I have even tried manually compiling the asset catalog from xcode16.4 and trying to use terminal commands to have actool create the Assets.car but that runs with no files created to the output destination as well as no errors. I believe there may be an issue with actools in my Xcode copy. I have tried uninstalling and reinstalling with no luck. Any suggestions or tips?
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199
Activity
Jul ’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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83
Activity
Apr ’25