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React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
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135
May ’25
Best replacement for MCL
So, as we found out from WWDC, the migration to Apple Silicon is inevitable. Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it! Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
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Jul ’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
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Jul ’25
App crashing on startup
I am a developer working on an iOS enterprise application. When I deployed the release version to my device, it crashes upon startup. It works fine in debug mode on my device. The app is an upgraded version of Xamarin Form to .NET MAUI. I have attached a crash report. I would appreciate any help/insights on how to resolve. --John
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Apr ’25
Need Step-by-Step Instructions for Submitting React Native/Expo App to TestFlight & App Store (Individual Account)
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI conversion if needed, APK file, and using my Xcode for final submission, but not sure what to make of this that will get it on TestFlight from the current React Native. What I would like to ask for help with is a concise, step-by-step checklist (including exact menu names / commands or tools like EAS Submit, Transporter, or Xcode) of the developers' steps and my admin/account holder steps, so I can hand it to the developers and make sure nothing is missed to get on TestFlight. I’m on a tight timeline, so any clear, detailed guidance would be extremely appreciated. Thank you so much. I have looked everywhere and cannot find a step-by-step!
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Nov ’25
Rapport de Bug : Problème Entitlements Family Controls / EAS Build
Le build iOS via EAS échoue systématiquement lors de la phase Xcode. Bien que les capacités Family Controls et App Groups soient activées sur le portail Apple Developer et configurées dans le app.json, les profils de provisionnement générés par EAS sont rejetés par Xcode car ils ne contiendraient pas les droits nécessaires. Configuration du projet : Targets (4) : App principale + 3 extensions (ShieldConfiguration, ShieldAction, ActivityMonitorExtension). Capabilities requises : Family Controls (Development), App Groups. EAS CLI Version : 18.0.6 (et versions antérieures testées). Erreur Xcode récurrente : error: Provisioning profile "[expo] com.*****.*** AdHoc 177230..." doesn't support the Family Controls (Development) capability.. error: Provisioning profile "... AdHoc ..." doesn't include the com.apple.developer.family-controls entitlement.. Ce qui a déjà été tenté (sans succès) : Configuration app.json : Ajout manuel des entitlements pour le bundle principal et configuration du plugin react-native-device-activity. Nettoyage Credentials : Suppression totale des profils et des identifiants sur le site Expo.dev ET sur le portail Apple Developer. +1 Forçage Sync : Utilisation de eas build --clear-cache et réponse "No" à la réutilisation des profils existants. Observation étrange : Le terminal indique souvent ✔ Synced capabilities: No updates, alors que les droits viennent d'être modifiés sur le portail Apple. Sur le portail Apple, les profils affichent pourtant bien "Family Controls (Development)" dans les capacités activées. Je met en piece jointe un des profiles.
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Mar ’26
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?
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Dec ’25
Feedback Assistant Unresponsive
Hello, I was told from Developer engineers to post an Xcode issue on Feedback Assistant. It has been 6 weeks and I have yet to receive a single reply or acknowledgement on my feedback post. I would just like to at least get some sort of acknowledgement from Feedback Assistant that my post is being tracked or if a resolution is in work please. Here's the post: https://feedbackassistant.apple.com/feedback/21824703
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Device token for DeviceCheck API
Hi all, I'm trying to integrate Apple’s DeviceCheck API into my Flutter iOS app. I already have everything set up on the backend — the Apple private key, key ID, team ID, and DeviceCheck capability. The backend is generating and signing the JWT correctly and making requests to Apple. However, I’m currently stuck on the frontend (Flutter): 👉 How can I generate the device_token required by the DeviceCheck API (via DCDevice.generateToken) in a Flutter iOS app? I understand that DCDevice.generateToken() must be called from native Swift code. I previously attempted to use a MethodChannel to bridge this in Swift, but would prefer not to write or maintain native Swift code if possible. I've looked for a prebuilt Flutter package to handle this, but nothing exists or is up-to-date on pub.dev. Main Question: Is there any Apple-supported way to generate the device_token for DeviceCheck from a Flutter app without writing Swift code manually? If not, is DCDevice.generateToken() the only possible approach, and must I implement this via Swift and Flutter platform channels? Thanks!
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Apr ’25
An Apple Library Primer
Apple’s library technology has a long and glorious history, dating all the way back to the origins of Unix. This does, however, mean that it can be a bit confusing to newcomers. This is my attempt to clarify some terminology. If you have any questions or comments about this, start a new thread and 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" An Apple Library Primer Apple’s tools support two related concepts: Platform — This is the platform itself; macOS, iOS, iOS Simulator, and Mac Catalyst are all platforms. Architecture — This is a specific CPU architecture used by a platform. arm64 and x86_64 are both architectures. A given architecture might be used by multiple platforms. The most obvious example of this arm64, which is used by all of the platforms listed above. Code built for one platform will not work on another platform, even if both platforms use the same architecture. Code is usually packaged in either a Mach-O file or a static library. Mach-O is used for executables (MH_EXECUTE), dynamic libraries (MH_DYLIB), bundles (MH_BUNDLE), and object files (MH_OBJECT). These can have a variety of different extensions; the only constant is that .o is always used for a Mach-O containing an object file. Use otool and nm to examine a Mach-O file. Use vtool to quickly determine the platform for which it was built. Use size to get a summary of its size. Use dyld_info to get more details about a dynamic library. IMPORTANT All the tools mentioned here are documented in man pages. For information on how to access that documentation, see Reading UNIX Manual Pages. There’s also a Mach-O man page, with basic information about the file format. Many of these tools have old and new variants, using the -classic suffix or llvm- prefix, respectively. For example, there’s nm-classic and llvm-nm. If you run the original name for the tool, you’ll get either the old or new variant depending on the version of the currently selected tools. To explicitly request the old or new variants, use xcrun. The term Mach-O image refers to a Mach-O that can be loaded and executed without further processing. That includes executables, dynamic libraries, and bundles, but not object files. A dynamic library has the extension .dylib. You may also see this called a shared library. A framework is a bundle structure with the .framework extension that has both compile-time and run-time roles: At compile time, the framework combines the library’s headers and its stub library (stub libraries are explained below). At run time, the framework combines the library’s code, as a Mach-O dynamic library, and its associated resources. The exact structure of a framework varies by platform. For the details, see Placing Content in a Bundle. macOS supports both frameworks and standalone dynamic libraries. Other Apple platforms support frameworks but not standalone dynamic libraries. Historically these two roles were combined, that is, the framework included the headers, the dynamic library, and its resources. These days Apple ships different frameworks for each role. That is, the macOS SDK includes the compile-time framework and macOS itself includes the run-time one. Most third-party frameworks continue to combine these roles. A static library is an archive of one or more object files. It has the extension .a. Use ar, libtool, and ranlib to inspect and manipulate these archives. The static linker, or just the linker, runs at build time. It combines various inputs into a single output. Typically these inputs are object files, static libraries, dynamic libraries, and various configuration items. The output is most commonly a Mach-O image, although it’s also possible to output an object file. The linker may also output metadata, such as a link map (see Using a Link Map to Track Down a Symbol’s Origin). The linker has seen three major implementations: ld — This dates from the dawn of Mac OS X. ld64 — This was a rewrite started in the 2005 timeframe. Eventually it replaced ld completely. If you type ld, you get ld64. ld_prime — This was introduced with Xcode 15. This isn’t a separate tool. Rather, ld now supports the -ld_classic and -ld_new options to select a specific implementation. Note During the Xcode 15 beta cycle these options were -ld64 and -ld_prime. I continue to use those names because the definition of new changes over time (some of us still think of ld64 as the new linker ;–). The dynamic linker loads Mach-O images at runtime. Its path is /usr/lib/dyld, so it’s often referred to as dyld, dyld, or DYLD. Personally I pronounced that dee-lid, but some folks say di-lid and others say dee-why-el-dee. IMPORTANT Third-party executables must use the standard dynamic linker. Other Unix-y platforms support the notion of a statically linked executable, one that makes system calls directly. This is not supported on Apple platforms. Apple platforms provide binary compatibility via system dynamic libraries and frameworks, not at the system call level. Note Apple platforms have vestigial support for custom dynamic linkers (your executable tells the system which dynamic linker to use via the LC_LOAD_DYLINKER load command). This facility originated on macOS’s ancestor platform and has never been a supported option on any Apple platform. The dynamic linker has seen 4 major revisions. See WWDC 2017 Session 413 (referenced below) for a discussion of versions 1 through 3. Version 4 is basically a merging of versions 2 and 3. The dyld man page is chock-full of useful info, including a discussion of how it finds images at runtime. Every dynamic library has an install name, which is how the dynamic linker identifies the library. Historically that was the path where you installed the library. That’s still true for most system libraries, but nowadays a third-party library should use an rpath-relative install name. For more about this, see Dynamic Library Identification. Mach-O images are position independent, that is, they can be loaded at any location within the process’s address space. Historically, Mach-O supported the concept of position-dependent images, ones that could only be loaded at a specific address. While it may still be possible to create such an image, it’s no longer a good life choice. Mach-O images have a default load address, also known as the base address. For modern position-independent images this is 0 for library images and 4 GiB for executables (leaving the bottom 32 bits of the process’s address space unmapped). When the dynamic linker loads an image, it chooses an address for the image and then rebases the image to that address. If you take that address and subtract the image’s load address, you get a value known as the slide. Xcode 15 introduced the concept of a mergeable library. This a dynamic library with extra metadata that allows the linker to embed it into the output Mach-O image, much like a static library. Mergeable libraries have many benefits. For all the backstory, see WWDC 2023 Session 10268 Meet mergeable libraries. For instructions on how to set this up, see Configuring your project to use mergeable libraries. If you put a mergeable library into a framework structure you get a mergeable framework. Xcode 15 also introduced the concept of a static framework. This is a framework structure where the framework’s dynamic library is replaced by a static library. Note It’s not clear to me whether this offers any benefit over creating a mergeable framework. Earlier versions of Xcode did not have proper static framework support. That didn’t stop folks trying to use them, which caused all sorts of weird build problems. A universal binary is a file that contains multiple architectures for the same platform. Universal binaries always use the universal binary format. Use the file command to learn what architectures are within a universal binary. Use the lipo command to manipulate universal binaries. A universal binary’s architectures are either all in Mach-O format or all in the static library archive format. The latter is called a universal static library. A universal binary has the same extension as its non-universal equivalent. That means a .a file might be a static library or a universal static library. Most tools work on a single architecture within a universal binary. They default to the architecture of the current machine. To override this, pass the architecture in using a command-line option, typically -arch or --arch. An XCFramework is a single document package that includes libraries for any combination of platforms and architectures. It has the extension .xcframework. An XCFramework holds either a framework, a dynamic library, or a static library. All the elements must be the same type. Use xcodebuild to create an XCFramework. For specific instructions, see Xcode Help > Distribute binary frameworks > Create an XCFramework. Historically there was no need to code sign libraries in SDKs. If you shipped an SDK to another developer, they were responsible for re-signing all the code as part of their distribution process. Xcode 15 changes this. You should sign your SDK so that a developer using it can verify this dependency. For more details, see WWDC 2023 Session 10061 Verify app dependencies with digital signatures and Verifying the origin of your XCFrameworks. A stub library is a compact description of the contents of a dynamic library. It has the extension .tbd, which stands for text-based description (TBD). Apple’s SDKs include stub libraries to minimise their size; for the backstory, read this post. Use the tapi tool to create and manipulate stub libraries. In this context TAPI stands for a text-based API, an alternative name for TBD. Oh, and on the subject of tapi, I’d be remiss if I didn’t mention tapi-analyze! Stub libraries currently use YAML format, a fact that’s relevant when you try to interpret linker errors. If you’re curious about the format, read the tapi-tbdv4 man page. There’s also a JSON variant documented in the tapi-tbdv5 man page. Note Back in the day stub libraries used to be Mach-O files with all the code removed (MH_DYLIB_STUB). This format has long been deprecated in favour of TBD. Historically, the system maintained a dynamic linker shared cache, built at runtime from its working set of dynamic libraries. In macOS 11 and later this cache is included in the OS itself. Libraries in the cache are no longer present in their original locations on disk: % ls -lh /usr/lib/libSystem.B.dylib ls: /usr/lib/libSystem.B.dylib: No such file or directory Apple APIs, most notably dlopen, understand this and do the right thing if you supply the path of a library that moved into the cache. That’s true for some, but not all, command-line tools, for example: % dyld_info -exports /usr/lib/libSystem.B.dylib /usr/lib/libSystem.B.dylib [arm64e]: -exports: offset symbol … 0x5B827FE8 _mach_init_routine % nm /usr/lib/libSystem.B.dylib …/nm: error: /usr/lib/libSystem.B.dylib: No such file or directory When the linker creates a Mach-O image, it adds a bunch of helpful information to that image, including: The target platform The deployment target, that is, the minimum supported version of that platform Information about the tools used to build the image, most notably, the SDK version A build UUID For more information about the build UUID, see TN3178 Checking for and resolving build UUID problems. To dump the other information, run vtool. In some cases the OS uses the SDK version of the main executable to determine whether to enable new behaviour or retain old behaviour for compatibility purposes. You might see this referred to as compiled against SDK X. I typically refer to this as a linked-on-or-later check. Apple tools support the concept of autolinking. When your code uses a symbol from a module, the compiler inserts a reference (using the LC_LINKER_OPTION load command) to that module into the resulting object file (.o). When you link with that object file, the linker adds the referenced module to the list of modules that it searches when resolving symbols. Autolinking is obviously helpful but it can also cause problems, especially with cross-platform code. For information on how to enable and disable it, see the Build settings reference. Mach-O uses a two-level namespace. When a Mach-O image imports a symbol, it references the symbol name and the library where it expects to find that symbol. This improves both performance and reliability but it precludes certain techniques that might work on other platforms. For example, you can’t define a function called printf and expect it to ‘see’ calls from other dynamic libraries because those libraries import the version of printf from libSystem. To help folks who rely on techniques like this, macOS supports a flat namespace compatibility mode. This has numerous sharp edges — for an example, see the posts on this thread — and it’s best to avoid it where you can. If you’re enabling the flat namespace as part of a developer tool, search the ’net for dyld interpose to learn about an alternative technique. WARNING Dynamic linker interposing is not documented as API. While it’s a useful technique for developer tools, do not use it in products you ship to end users. Apple platforms use DWARF. When you compile a file, the compiler puts the debug info into the resulting object file. When you link a set of object files into a executable, dynamic library, or bundle for distribution, the linker does not include this debug info. Rather, debug info is stored in a separate debug symbols document package. This has the extension .dSYM and is created using dsymutil. Use symbols to learn about the symbols in a file. Use dwarfdump to get detailed information about DWARF debug info. Use atos to map an address to its corresponding symbol name. Different languages use different name mangling schemes: C, and all later languages, add a leading underscore (_) to distinguish their symbols from assembly language symbols. C++ uses a complex name mangling scheme. Use the c++filt tool to undo this mangling. Likewise, for Swift. Use swift demangle to undo this mangling. For a bunch more info about symbols in Mach-O, see Understanding Mach-O Symbols. This includes a discussion of weak references and weak definition. If your code is referencing a symbol unexpectedly, see Determining Why a Symbol is Referenced. To remove symbols from a Mach-O file, run strip. To hide symbols, run nmedit. It’s common for linkers to divide an object file into sections. You might find data in the data section and code in the text section (text is an old Unix term for code). Mach-O uses segments and sections. For example, there is a text segment (__TEXT) and within that various sections for code (__TEXT > __text), constant C strings (__TEXT > __cstring), and so on. Over the years there have been some really good talks about linking and libraries at WWDC, including: WWDC 2023 Session 10268 Meet mergeable libraries WWDC 2022 Session 110362 Link fast: Improve build and launch times WWDC 2022 Session 110370 Debug Swift debugging with LLDB WWDC 2021 Session 10211 Symbolication: Beyond the basics WWDC 2019 Session 416 Binary Frameworks in Swift — Despite the name, this covers XCFrameworks in depth. WWDC 2018 Session 415 Behind the Scenes of the Xcode Build Process WWDC 2017 Session 413 App Startup Time: Past, Present, and Future WWDC 2016 Session 406 Optimizing App Startup Time Note The older talks are no longer available from Apple, but you may be able to find transcripts out there on the ’net. Historically Apple published a document, Mac OS X ABI Mach-O File Format Reference, or some variant thereof, that acted as the definitive reference to the Mach-O file format. This document is no longer available from Apple. If you’re doing serious work with Mach-O, I recommend that you find an old copy. It’s definitely out of date, but there’s no better place to get a high-level introduction to the concepts. The Mach-O Wikipedia page has a link to an archived version of the document. For the most up-to-date information about Mach-O, see the declarations and doc comments in <mach-o/loader.h>. Revision History 2025-08-04 Added a link to Determining Why a Symbol is Referenced. 2025-06-29 Added information about autolinking. 2025-05-21 Added a note about the legacy Mach-O stub library format (MH_DYLIB_STUB). 2025-04-30 Added a specific reference to the man pages for the TBD format. 2025-03-01 Added a link to Understanding Mach-O Symbols. Added a link to TN3178 Checking for and resolving build UUID problems. Added a summary of the information available via vtool. Discussed linked-on-or-later checks. Explained how Mach-O uses segments and sections. Explained the old (-classic) and new (llvm-) tool variants. Referenced the Mach-O man page. Added basic info about the strip and nmedit tools. 2025-02-17 Expanded the discussion of dynamic library identification. 2024-10-07 Added some basic information about the dynamic linker shared cache. 2024-07-26 Clarified the description of the expected load address for Mach-O images. 2024-07-23 Added a discussion of position-independent images and the image slide. 2024-05-08 Added links to the demangling tools. 2024-04-30 Clarified the requirement to use the standard dynamic linker. 2024-03-02 Updated the discussion of static frameworks to account for Xcode 15 changes. Removed the link to WWDC 2018 Session 415 because it no longer works )-: 2024-03-01 Added the WWDC 2023 session to the list of sessions to make it easier to find. Added a reference to Using a Link Map to Track Down a Symbol’s Origin. Made other minor editorial changes. 2023-09-20 Added a link to Dynamic Library Identification. Updated the names for the static linker implementations (-ld_prime is no more!). Removed the beta epithet from Xcode 15. 2023-06-13 Defined the term Mach-O image. Added sections for both the static and dynamic linkers. Described the two big new features in Xcode 15: mergeable libraries and dependency verification. 2023-06-01 Add a reference to tapi-analyze. 2023-05-29 Added a discussion of the two-level namespace. 2023-04-27 Added a mention of the size tool. 2023-01-23 Explained the compile-time and run-time roles of a framework. Made other minor editorial changes. 2022-11-17 Added an explanation of TAPI. 2022-10-12 Added links to Mach-O documentation. 2022-09-29 Added info about .dSYM files. Added a few more links to WWDC sessions. 2022-09-21 First posted.
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Aug ’25
Family Controls Entitlement NOT applied to App Extensions (and Support Form is broken)
Hello, I am facing a critical issue where the Family Controls (Distribution) entitlement is not being applied to my app extensions, despite the main app ID being approved. Main App ID: com.hayashikento.focuspact (Approved on March 13) Extension ID 1: com.hayashikento.focuspact.ShieldActionExtension (Pending/Not visible) Extension ID 2: com.hayashikento.focuspact.ShieldConfigurationExtension (Pending/Not visible) I have submitted requests multiple times, but the entitlement does not appear in the "Capability Requests" for these extensions in the Certificates, Identifiers & Profiles portal. Furthermore, I am unable to contact Developer Support because the "Contact Us" form on the developer website consistently shows a "Request error" or freezes on the submission page. Since I am completely blocked from TestFlight distribution, could someone from Apple please look into my account (Team ID: UHG4J7F7NH) and manually sync these entitlements? Thank you for your help.
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"A software update is required" message is shown when running beta software
I'm running the latest iOS 26 beta 5 on my iPad and iPhone. Whenever I run these betas, I always get the message below telling me an update is available (whenever I plug in my devices). I'm assuming this is because the update check is detecting that I have something other than the latest production release. Obviously, it makes no sense to ask me to update to a prod build when I'm running the dev beta. Is there a way to turn this message off? Or maybe Apple could handle this situation better? Or maybe it's just a bug and I'm the only one getting this message?
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84
Aug ’25
Docker won't run on Sequoia 15.4
I'm on Mac Studio with Apple M1 Max and I recently upgrated to Sequoia 15.4. After that, Docker won't run anymore. I tried almost all proposed solutions on the web to make Docker to work with Sequoia 15.4 (e.g. workaround at GitHub), without success. Because of this, now I'm stuck in all of my development activities. For example, I cannot develop and deploy anymore my projects and applications. What can I make to solve that?
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Apr ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://aninterestingwebsite.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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Aug ’25
The future of Rosetta
Hello, From what I have heard, macOS will soon phase out Rosetta. I was wondering if Rosetta will still be available to install separately (instead of being preinstalled). I don't use Rosetta to run applications, because all the applications I use are ARM. However, for my YouTube channel, I often use the -arch x86_64 flag with clang. I do this so I can show the result from objdump and teach x86_64 Assembly, while also running the program through Rosetta. This may be a very niche use case, however I was still curious. Thank you!
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Apple 403 detected - Access forbidden
Im getting this specific error 'Apple 403 detected - Access forbidden' when trying to build my app, my previous 10 builds all succesfully work but now it keeps on giving this error. I'm guessing its because of a new agreement email I recieved. But when i got to both developer website and app store connect there is no new agreements to accept. I'm quite stuck. Any help appreciated. Thanks
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Feb ’26
Authentication issue from Expo EAS CLI
Hello, I am experiencing an authentication issue when submitting my Expo iOS app to App Store Connect using the Expo EAS CLI from the terminal. The exact flow is as follows: I run the submit command in the terminal. I am prompted to enter my Apple ID. After entering the Apple ID, I am prompted to enter my Apple ID password. After the password is accepted, I am prompted to enter a 6-digit verification code. I receive the 6-digit code immediately via SMS or phone call. I enter the code correctly and immediately, but the CLI always returns “Invalid code.” This happens every time. Important notes: The Apple ID and password are correct. The 6-digit code is entered immediately and exactly as received. Logging in to App Store Connect via a web browser with the same Apple ID, password, and SMS code works without any issue. The problem only occurs when authenticating through the terminal using Expo EAS CLI. Could you please advise why the verification code is being rejected in the CLI and how I can successfully authenticate and submit my app?
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Feb ’26
Cannot Install Developer Beta Update OTA or IPSW
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies. I can update official iOS versions, but not beta versions. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and prevents me from making timely updates to my app and from diagnosing new issues during testing. I’d like to request that Apple investigate this issue and identify a solution. For reference, I’ve installed a bare-bones version with no new apps, and the problem persists. I would like a resolution that allows me to update normally without having to DFU the phone each time. This occurs via OTA or IPSW manual download and installation. Please refer to the following FB submission numbers: FB21642029 and FB21017894. CAN SOMEONE PLEASE RESPOND BACK TO THIS MESSAGE AND HELP ME TROUBLESHOOT THIS ISSUE?!
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Jan ’26
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
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May ’25
Best replacement for MCL
So, as we found out from WWDC, the migration to Apple Silicon is inevitable. Does anyone have a good recommendation for a replacement for Macintosh Common Lisp on Apple Silicon? I was using it back in the MPW days and struggling to keep the Lisp code working, but Apple Silicon has thrown a money wrench at it! Thanks in advance for any advice on any available Apple Silicon Lisp development tools!
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Activity
Jul ’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
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142
Activity
Jul ’25
App crashing on startup
I am a developer working on an iOS enterprise application. When I deployed the release version to my device, it crashes upon startup. It works fine in debug mode on my device. The app is an upgraded version of Xamarin Form to .NET MAUI. I have attached a crash report. I would appreciate any help/insights on how to resolve. --John
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128
Activity
Apr ’25
Need Step-by-Step Instructions for Submitting React Native/Expo App to TestFlight & App Store (Individual Account)
Hello - I’m the Account Holder for an individual Apple Developer Program account. I’m working with freelance junior developers who are building my app in React Native mainly in TypeScript (.tsx) with some JavaScript, with code in GitHub. The app currently runs in Expo Go now. I’ve been directed to this forum for step-by-step guidance. Specifically I need clear, sequential instructions I can give my developers (and what I personally must do on my Mac) so they can produce a properly signed iOS build for TestFlight (internal testing), and Upload that build to App Store Connect and then submit the release to the App Store. Context: This is an individual developer account (not an organization). I am the only person with a Mac. I added them as developers but was told I need to be the one to upload the final build (is this true, and if so, what do they send me to do that, and when they send it to me, can you please tell me exactly what I need to do from there?) I was told about Swift Playground, possible SwiftUI conversion if needed, APK file, and using my Xcode for final submission, but not sure what to make of this that will get it on TestFlight from the current React Native. What I would like to ask for help with is a concise, step-by-step checklist (including exact menu names / commands or tools like EAS Submit, Transporter, or Xcode) of the developers' steps and my admin/account holder steps, so I can hand it to the developers and make sure nothing is missed to get on TestFlight. I’m on a tight timeline, so any clear, detailed guidance would be extremely appreciated. Thank you so much. I have looked everywhere and cannot find a step-by-step!
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95
Activity
Nov ’25
Rapport de Bug : Problème Entitlements Family Controls / EAS Build
Le build iOS via EAS échoue systématiquement lors de la phase Xcode. Bien que les capacités Family Controls et App Groups soient activées sur le portail Apple Developer et configurées dans le app.json, les profils de provisionnement générés par EAS sont rejetés par Xcode car ils ne contiendraient pas les droits nécessaires. Configuration du projet : Targets (4) : App principale + 3 extensions (ShieldConfiguration, ShieldAction, ActivityMonitorExtension). Capabilities requises : Family Controls (Development), App Groups. EAS CLI Version : 18.0.6 (et versions antérieures testées). Erreur Xcode récurrente : error: Provisioning profile "[expo] com.*****.*** AdHoc 177230..." doesn't support the Family Controls (Development) capability.. error: Provisioning profile "... AdHoc ..." doesn't include the com.apple.developer.family-controls entitlement.. Ce qui a déjà été tenté (sans succès) : Configuration app.json : Ajout manuel des entitlements pour le bundle principal et configuration du plugin react-native-device-activity. Nettoyage Credentials : Suppression totale des profils et des identifiants sur le site Expo.dev ET sur le portail Apple Developer. +1 Forçage Sync : Utilisation de eas build --clear-cache et réponse "No" à la réutilisation des profils existants. Observation étrange : Le terminal indique souvent ✔ Synced capabilities: No updates, alors que les droits viennent d'être modifiés sur le portail Apple. Sur le portail Apple, les profils affichent pourtant bien "Family Controls (Development)" dans les capacités activées. Je met en piece jointe un des profiles.
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78
Activity
Mar ’26
Using iOS App on iPhone 5s with iOS 12.5.8
Objective: Downloading and running an old Swift iOS App on iPhone 5s with iOS 12.5.8. Development System and Tools: Apple macBook, M4 Pro, running macOS Tahoe 26.3.1 (25D2128). Xcode Version 26.3 (17C529)
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Activity
3w
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?
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Activity
Dec ’25
Feedback Assistant Unresponsive
Hello, I was told from Developer engineers to post an Xcode issue on Feedback Assistant. It has been 6 weeks and I have yet to receive a single reply or acknowledgement on my feedback post. I would just like to at least get some sort of acknowledgement from Feedback Assistant that my post is being tracked or if a resolution is in work please. Here's the post: https://feedbackassistant.apple.com/feedback/21824703
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Activity
2w
Device token for DeviceCheck API
Hi all, I'm trying to integrate Apple’s DeviceCheck API into my Flutter iOS app. I already have everything set up on the backend — the Apple private key, key ID, team ID, and DeviceCheck capability. The backend is generating and signing the JWT correctly and making requests to Apple. However, I’m currently stuck on the frontend (Flutter): 👉 How can I generate the device_token required by the DeviceCheck API (via DCDevice.generateToken) in a Flutter iOS app? I understand that DCDevice.generateToken() must be called from native Swift code. I previously attempted to use a MethodChannel to bridge this in Swift, but would prefer not to write or maintain native Swift code if possible. I've looked for a prebuilt Flutter package to handle this, but nothing exists or is up-to-date on pub.dev. Main Question: Is there any Apple-supported way to generate the device_token for DeviceCheck from a Flutter app without writing Swift code manually? If not, is DCDevice.generateToken() the only possible approach, and must I implement this via Swift and Flutter platform channels? Thanks!
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Activity
Apr ’25
How to pick which simulator i want to use in xcode
currently i'm in xcode 26.2 which want's me to use ios 26.2 but i only have ios 18.2 and i can't figure out how to make xcode use that simulator
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Activity
Feb ’26
An Apple Library Primer
Apple’s library technology has a long and glorious history, dating all the way back to the origins of Unix. This does, however, mean that it can be a bit confusing to newcomers. This is my attempt to clarify some terminology. If you have any questions or comments about this, start a new thread and 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" An Apple Library Primer Apple’s tools support two related concepts: Platform — This is the platform itself; macOS, iOS, iOS Simulator, and Mac Catalyst are all platforms. Architecture — This is a specific CPU architecture used by a platform. arm64 and x86_64 are both architectures. A given architecture might be used by multiple platforms. The most obvious example of this arm64, which is used by all of the platforms listed above. Code built for one platform will not work on another platform, even if both platforms use the same architecture. Code is usually packaged in either a Mach-O file or a static library. Mach-O is used for executables (MH_EXECUTE), dynamic libraries (MH_DYLIB), bundles (MH_BUNDLE), and object files (MH_OBJECT). These can have a variety of different extensions; the only constant is that .o is always used for a Mach-O containing an object file. Use otool and nm to examine a Mach-O file. Use vtool to quickly determine the platform for which it was built. Use size to get a summary of its size. Use dyld_info to get more details about a dynamic library. IMPORTANT All the tools mentioned here are documented in man pages. For information on how to access that documentation, see Reading UNIX Manual Pages. There’s also a Mach-O man page, with basic information about the file format. Many of these tools have old and new variants, using the -classic suffix or llvm- prefix, respectively. For example, there’s nm-classic and llvm-nm. If you run the original name for the tool, you’ll get either the old or new variant depending on the version of the currently selected tools. To explicitly request the old or new variants, use xcrun. The term Mach-O image refers to a Mach-O that can be loaded and executed without further processing. That includes executables, dynamic libraries, and bundles, but not object files. A dynamic library has the extension .dylib. You may also see this called a shared library. A framework is a bundle structure with the .framework extension that has both compile-time and run-time roles: At compile time, the framework combines the library’s headers and its stub library (stub libraries are explained below). At run time, the framework combines the library’s code, as a Mach-O dynamic library, and its associated resources. The exact structure of a framework varies by platform. For the details, see Placing Content in a Bundle. macOS supports both frameworks and standalone dynamic libraries. Other Apple platforms support frameworks but not standalone dynamic libraries. Historically these two roles were combined, that is, the framework included the headers, the dynamic library, and its resources. These days Apple ships different frameworks for each role. That is, the macOS SDK includes the compile-time framework and macOS itself includes the run-time one. Most third-party frameworks continue to combine these roles. A static library is an archive of one or more object files. It has the extension .a. Use ar, libtool, and ranlib to inspect and manipulate these archives. The static linker, or just the linker, runs at build time. It combines various inputs into a single output. Typically these inputs are object files, static libraries, dynamic libraries, and various configuration items. The output is most commonly a Mach-O image, although it’s also possible to output an object file. The linker may also output metadata, such as a link map (see Using a Link Map to Track Down a Symbol’s Origin). The linker has seen three major implementations: ld — This dates from the dawn of Mac OS X. ld64 — This was a rewrite started in the 2005 timeframe. Eventually it replaced ld completely. If you type ld, you get ld64. ld_prime — This was introduced with Xcode 15. This isn’t a separate tool. Rather, ld now supports the -ld_classic and -ld_new options to select a specific implementation. Note During the Xcode 15 beta cycle these options were -ld64 and -ld_prime. I continue to use those names because the definition of new changes over time (some of us still think of ld64 as the new linker ;–). The dynamic linker loads Mach-O images at runtime. Its path is /usr/lib/dyld, so it’s often referred to as dyld, dyld, or DYLD. Personally I pronounced that dee-lid, but some folks say di-lid and others say dee-why-el-dee. IMPORTANT Third-party executables must use the standard dynamic linker. Other Unix-y platforms support the notion of a statically linked executable, one that makes system calls directly. This is not supported on Apple platforms. Apple platforms provide binary compatibility via system dynamic libraries and frameworks, not at the system call level. Note Apple platforms have vestigial support for custom dynamic linkers (your executable tells the system which dynamic linker to use via the LC_LOAD_DYLINKER load command). This facility originated on macOS’s ancestor platform and has never been a supported option on any Apple platform. The dynamic linker has seen 4 major revisions. See WWDC 2017 Session 413 (referenced below) for a discussion of versions 1 through 3. Version 4 is basically a merging of versions 2 and 3. The dyld man page is chock-full of useful info, including a discussion of how it finds images at runtime. Every dynamic library has an install name, which is how the dynamic linker identifies the library. Historically that was the path where you installed the library. That’s still true for most system libraries, but nowadays a third-party library should use an rpath-relative install name. For more about this, see Dynamic Library Identification. Mach-O images are position independent, that is, they can be loaded at any location within the process’s address space. Historically, Mach-O supported the concept of position-dependent images, ones that could only be loaded at a specific address. While it may still be possible to create such an image, it’s no longer a good life choice. Mach-O images have a default load address, also known as the base address. For modern position-independent images this is 0 for library images and 4 GiB for executables (leaving the bottom 32 bits of the process’s address space unmapped). When the dynamic linker loads an image, it chooses an address for the image and then rebases the image to that address. If you take that address and subtract the image’s load address, you get a value known as the slide. Xcode 15 introduced the concept of a mergeable library. This a dynamic library with extra metadata that allows the linker to embed it into the output Mach-O image, much like a static library. Mergeable libraries have many benefits. For all the backstory, see WWDC 2023 Session 10268 Meet mergeable libraries. For instructions on how to set this up, see Configuring your project to use mergeable libraries. If you put a mergeable library into a framework structure you get a mergeable framework. Xcode 15 also introduced the concept of a static framework. This is a framework structure where the framework’s dynamic library is replaced by a static library. Note It’s not clear to me whether this offers any benefit over creating a mergeable framework. Earlier versions of Xcode did not have proper static framework support. That didn’t stop folks trying to use them, which caused all sorts of weird build problems. A universal binary is a file that contains multiple architectures for the same platform. Universal binaries always use the universal binary format. Use the file command to learn what architectures are within a universal binary. Use the lipo command to manipulate universal binaries. A universal binary’s architectures are either all in Mach-O format or all in the static library archive format. The latter is called a universal static library. A universal binary has the same extension as its non-universal equivalent. That means a .a file might be a static library or a universal static library. Most tools work on a single architecture within a universal binary. They default to the architecture of the current machine. To override this, pass the architecture in using a command-line option, typically -arch or --arch. An XCFramework is a single document package that includes libraries for any combination of platforms and architectures. It has the extension .xcframework. An XCFramework holds either a framework, a dynamic library, or a static library. All the elements must be the same type. Use xcodebuild to create an XCFramework. For specific instructions, see Xcode Help > Distribute binary frameworks > Create an XCFramework. Historically there was no need to code sign libraries in SDKs. If you shipped an SDK to another developer, they were responsible for re-signing all the code as part of their distribution process. Xcode 15 changes this. You should sign your SDK so that a developer using it can verify this dependency. For more details, see WWDC 2023 Session 10061 Verify app dependencies with digital signatures and Verifying the origin of your XCFrameworks. A stub library is a compact description of the contents of a dynamic library. It has the extension .tbd, which stands for text-based description (TBD). Apple’s SDKs include stub libraries to minimise their size; for the backstory, read this post. Use the tapi tool to create and manipulate stub libraries. In this context TAPI stands for a text-based API, an alternative name for TBD. Oh, and on the subject of tapi, I’d be remiss if I didn’t mention tapi-analyze! Stub libraries currently use YAML format, a fact that’s relevant when you try to interpret linker errors. If you’re curious about the format, read the tapi-tbdv4 man page. There’s also a JSON variant documented in the tapi-tbdv5 man page. Note Back in the day stub libraries used to be Mach-O files with all the code removed (MH_DYLIB_STUB). This format has long been deprecated in favour of TBD. Historically, the system maintained a dynamic linker shared cache, built at runtime from its working set of dynamic libraries. In macOS 11 and later this cache is included in the OS itself. Libraries in the cache are no longer present in their original locations on disk: % ls -lh /usr/lib/libSystem.B.dylib ls: /usr/lib/libSystem.B.dylib: No such file or directory Apple APIs, most notably dlopen, understand this and do the right thing if you supply the path of a library that moved into the cache. That’s true for some, but not all, command-line tools, for example: % dyld_info -exports /usr/lib/libSystem.B.dylib /usr/lib/libSystem.B.dylib [arm64e]: -exports: offset symbol … 0x5B827FE8 _mach_init_routine % nm /usr/lib/libSystem.B.dylib …/nm: error: /usr/lib/libSystem.B.dylib: No such file or directory When the linker creates a Mach-O image, it adds a bunch of helpful information to that image, including: The target platform The deployment target, that is, the minimum supported version of that platform Information about the tools used to build the image, most notably, the SDK version A build UUID For more information about the build UUID, see TN3178 Checking for and resolving build UUID problems. To dump the other information, run vtool. In some cases the OS uses the SDK version of the main executable to determine whether to enable new behaviour or retain old behaviour for compatibility purposes. You might see this referred to as compiled against SDK X. I typically refer to this as a linked-on-or-later check. Apple tools support the concept of autolinking. When your code uses a symbol from a module, the compiler inserts a reference (using the LC_LINKER_OPTION load command) to that module into the resulting object file (.o). When you link with that object file, the linker adds the referenced module to the list of modules that it searches when resolving symbols. Autolinking is obviously helpful but it can also cause problems, especially with cross-platform code. For information on how to enable and disable it, see the Build settings reference. Mach-O uses a two-level namespace. When a Mach-O image imports a symbol, it references the symbol name and the library where it expects to find that symbol. This improves both performance and reliability but it precludes certain techniques that might work on other platforms. For example, you can’t define a function called printf and expect it to ‘see’ calls from other dynamic libraries because those libraries import the version of printf from libSystem. To help folks who rely on techniques like this, macOS supports a flat namespace compatibility mode. This has numerous sharp edges — for an example, see the posts on this thread — and it’s best to avoid it where you can. If you’re enabling the flat namespace as part of a developer tool, search the ’net for dyld interpose to learn about an alternative technique. WARNING Dynamic linker interposing is not documented as API. While it’s a useful technique for developer tools, do not use it in products you ship to end users. Apple platforms use DWARF. When you compile a file, the compiler puts the debug info into the resulting object file. When you link a set of object files into a executable, dynamic library, or bundle for distribution, the linker does not include this debug info. Rather, debug info is stored in a separate debug symbols document package. This has the extension .dSYM and is created using dsymutil. Use symbols to learn about the symbols in a file. Use dwarfdump to get detailed information about DWARF debug info. Use atos to map an address to its corresponding symbol name. Different languages use different name mangling schemes: C, and all later languages, add a leading underscore (_) to distinguish their symbols from assembly language symbols. C++ uses a complex name mangling scheme. Use the c++filt tool to undo this mangling. Likewise, for Swift. Use swift demangle to undo this mangling. For a bunch more info about symbols in Mach-O, see Understanding Mach-O Symbols. This includes a discussion of weak references and weak definition. If your code is referencing a symbol unexpectedly, see Determining Why a Symbol is Referenced. To remove symbols from a Mach-O file, run strip. To hide symbols, run nmedit. It’s common for linkers to divide an object file into sections. You might find data in the data section and code in the text section (text is an old Unix term for code). Mach-O uses segments and sections. For example, there is a text segment (__TEXT) and within that various sections for code (__TEXT > __text), constant C strings (__TEXT > __cstring), and so on. Over the years there have been some really good talks about linking and libraries at WWDC, including: WWDC 2023 Session 10268 Meet mergeable libraries WWDC 2022 Session 110362 Link fast: Improve build and launch times WWDC 2022 Session 110370 Debug Swift debugging with LLDB WWDC 2021 Session 10211 Symbolication: Beyond the basics WWDC 2019 Session 416 Binary Frameworks in Swift — Despite the name, this covers XCFrameworks in depth. WWDC 2018 Session 415 Behind the Scenes of the Xcode Build Process WWDC 2017 Session 413 App Startup Time: Past, Present, and Future WWDC 2016 Session 406 Optimizing App Startup Time Note The older talks are no longer available from Apple, but you may be able to find transcripts out there on the ’net. Historically Apple published a document, Mac OS X ABI Mach-O File Format Reference, or some variant thereof, that acted as the definitive reference to the Mach-O file format. This document is no longer available from Apple. If you’re doing serious work with Mach-O, I recommend that you find an old copy. It’s definitely out of date, but there’s no better place to get a high-level introduction to the concepts. The Mach-O Wikipedia page has a link to an archived version of the document. For the most up-to-date information about Mach-O, see the declarations and doc comments in <mach-o/loader.h>. Revision History 2025-08-04 Added a link to Determining Why a Symbol is Referenced. 2025-06-29 Added information about autolinking. 2025-05-21 Added a note about the legacy Mach-O stub library format (MH_DYLIB_STUB). 2025-04-30 Added a specific reference to the man pages for the TBD format. 2025-03-01 Added a link to Understanding Mach-O Symbols. Added a link to TN3178 Checking for and resolving build UUID problems. Added a summary of the information available via vtool. Discussed linked-on-or-later checks. Explained how Mach-O uses segments and sections. Explained the old (-classic) and new (llvm-) tool variants. Referenced the Mach-O man page. Added basic info about the strip and nmedit tools. 2025-02-17 Expanded the discussion of dynamic library identification. 2024-10-07 Added some basic information about the dynamic linker shared cache. 2024-07-26 Clarified the description of the expected load address for Mach-O images. 2024-07-23 Added a discussion of position-independent images and the image slide. 2024-05-08 Added links to the demangling tools. 2024-04-30 Clarified the requirement to use the standard dynamic linker. 2024-03-02 Updated the discussion of static frameworks to account for Xcode 15 changes. Removed the link to WWDC 2018 Session 415 because it no longer works )-: 2024-03-01 Added the WWDC 2023 session to the list of sessions to make it easier to find. Added a reference to Using a Link Map to Track Down a Symbol’s Origin. Made other minor editorial changes. 2023-09-20 Added a link to Dynamic Library Identification. Updated the names for the static linker implementations (-ld_prime is no more!). Removed the beta epithet from Xcode 15. 2023-06-13 Defined the term Mach-O image. Added sections for both the static and dynamic linkers. Described the two big new features in Xcode 15: mergeable libraries and dependency verification. 2023-06-01 Add a reference to tapi-analyze. 2023-05-29 Added a discussion of the two-level namespace. 2023-04-27 Added a mention of the size tool. 2023-01-23 Explained the compile-time and run-time roles of a framework. Made other minor editorial changes. 2022-11-17 Added an explanation of TAPI. 2022-10-12 Added links to Mach-O documentation. 2022-09-29 Added info about .dSYM files. Added a few more links to WWDC sessions. 2022-09-21 First posted.
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Activity
Aug ’25
Family Controls Entitlement NOT applied to App Extensions (and Support Form is broken)
Hello, I am facing a critical issue where the Family Controls (Distribution) entitlement is not being applied to my app extensions, despite the main app ID being approved. Main App ID: com.hayashikento.focuspact (Approved on March 13) Extension ID 1: com.hayashikento.focuspact.ShieldActionExtension (Pending/Not visible) Extension ID 2: com.hayashikento.focuspact.ShieldConfigurationExtension (Pending/Not visible) I have submitted requests multiple times, but the entitlement does not appear in the "Capability Requests" for these extensions in the Certificates, Identifiers & Profiles portal. Furthermore, I am unable to contact Developer Support because the "Contact Us" form on the developer website consistently shows a "Request error" or freezes on the submission page. Since I am completely blocked from TestFlight distribution, could someone from Apple please look into my account (Team ID: UHG4J7F7NH) and manually sync these entitlements? Thank you for your help.
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1w
"A software update is required" message is shown when running beta software
I'm running the latest iOS 26 beta 5 on my iPad and iPhone. Whenever I run these betas, I always get the message below telling me an update is available (whenever I plug in my devices). I'm assuming this is because the update check is detecting that I have something other than the latest production release. Obviously, it makes no sense to ask me to update to a prod build when I'm running the dev beta. Is there a way to turn this message off? Or maybe Apple could handle this situation better? Or maybe it's just a bug and I'm the only one getting this message?
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1
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84
Activity
Aug ’25
Docker won't run on Sequoia 15.4
I'm on Mac Studio with Apple M1 Max and I recently upgrated to Sequoia 15.4. After that, Docker won't run anymore. I tried almost all proposed solutions on the web to make Docker to work with Sequoia 15.4 (e.g. workaround at GitHub), without success. Because of this, now I'm stuck in all of my development activities. For example, I cannot develop and deploy anymore my projects and applications. What can I make to solve that?
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3
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194
Activity
Apr ’25
How to Obtain License File for Main Camera Access Entitlement in visionOS (Email Was Deactivated During Approval)
Hi everyone, I'm developing a visionOS application using Unity with an enterprise developer account. I applied for the Main Camera Access entitlement, but at the time of submission, the email address associated with my Apple ID was deactivated, so I couldn’t receive any email communication from Apple. Later, I updated the email address for my Apple ID. Now, in the Apple Developer portal under Identifiers, I can see that my app has been granted Main Camera Access, and I can also add the corresponding capability in Xcode. However, according to Apple’s documentation(https://aninterestingwebsite.com/documentation/visionos/building-spatial-experiences-for-business-apps-with-enterprise-apis): “To use entitlements, you need to include both the entitlement file and a corresponding license file in your app. After Apple approves your app for one or more entitlements, you receive a license file, along with additional instructions.” I never received this license file, possibly due to the deactivated email. I don't know where to find it or how to retrieve it now. What exactly is this license file? If it was originally sent to an unreachable email, how can I request it again or get it resent? Where in the Apple Developer portal (or elsewhere) can I access or download this file? Any help or guidance would be greatly appreciated! Thanks in advance.
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2
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125
Activity
Aug ’25
The future of Rosetta
Hello, From what I have heard, macOS will soon phase out Rosetta. I was wondering if Rosetta will still be available to install separately (instead of being preinstalled). I don't use Rosetta to run applications, because all the applications I use are ARM. However, for my YouTube channel, I often use the -arch x86_64 flag with clang. I do this so I can show the result from objdump and teach x86_64 Assembly, while also running the program through Rosetta. This may be a very niche use case, however I was still curious. Thank you!
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57
Activity
1w
Apple 403 detected - Access forbidden
Im getting this specific error 'Apple 403 detected - Access forbidden' when trying to build my app, my previous 10 builds all succesfully work but now it keeps on giving this error. I'm guessing its because of a new agreement email I recieved. But when i got to both developer website and app store connect there is no new agreements to accept. I'm quite stuck. Any help appreciated. Thanks
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96
Activity
Feb ’26
Authentication issue from Expo EAS CLI
Hello, I am experiencing an authentication issue when submitting my Expo iOS app to App Store Connect using the Expo EAS CLI from the terminal. The exact flow is as follows: I run the submit command in the terminal. I am prompted to enter my Apple ID. After entering the Apple ID, I am prompted to enter my Apple ID password. After the password is accepted, I am prompted to enter a 6-digit verification code. I receive the 6-digit code immediately via SMS or phone call. I enter the code correctly and immediately, but the CLI always returns “Invalid code.” This happens every time. Important notes: The Apple ID and password are correct. The 6-digit code is entered immediately and exactly as received. Logging in to App Store Connect via a web browser with the same Apple ID, password, and SMS code works without any issue. The problem only occurs when authenticating through the terminal using Expo EAS CLI. Could you please advise why the verification code is being rejected in the CLI and how I can successfully authenticate and submit my app?
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Feb ’26
Cannot Install Developer Beta Update OTA or IPSW
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies. I can update official iOS versions, but not beta versions. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and prevents me from making timely updates to my app and from diagnosing new issues during testing. I’d like to request that Apple investigate this issue and identify a solution. For reference, I’ve installed a bare-bones version with no new apps, and the problem persists. I would like a resolution that allows me to update normally without having to DFU the phone each time. This occurs via OTA or IPSW manual download and installation. Please refer to the following FB submission numbers: FB21642029 and FB21017894. CAN SOMEONE PLEASE RESPOND BACK TO THIS MESSAGE AND HELP ME TROUBLESHOOT THIS ISSUE?!
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Jan ’26