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Xcode 15 beta 6: ld: warning: building for 'macCatalyst', but linking in dylib built
In Xcode 15 beta 6, building any Mac Catalyst project will encounter the following Linker warning. ld: warning: building for 'macCatalyst', but linking in dylib (/Applications/Xcode-beta.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/System/Library/Frameworks/Cocoa.framework/Versions/A/Cocoa.tbd) built for 'macOS'
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11
5.8k
Aug ’23
dyld not searching in /usr/local/lib (cmd line tools 2397)
It seems impossible to me, but around the time I installed the latest command line tools (xcode-select version 2397) binaries what were built with linkages to @rpath/libfoo.dyld stopped being able to find their dependency. The error looks like this. dyld[1471]: Symbol not found: _GEOSGeomGetX Referenced from: <16DBE67F-CB32-31EE-BCE0-BFB58EEC9740> /Users/pramsey/tmp/capi_indexed_predicate Expected in: <no uuid> unknown zsh: abort ./capi_indexed_predicate If I turn on DYLD_PRINT_SEARCHING, I can see the linker giving up on the rpath entry. dyld[1501]: find path "@rpath/libgeos_c.1.dylib" dyld[1501]: not found: "@rpath/libgeos_c.1.dylib" I can work around, partially, by setting DYLD_LIBRARY_FALLBACK_PATH to have /usr/local/lib in it, but that is only a partial fix, because SIP will strip that variable for any child processes, which means most of my development and database work is borked. This seems like a very new quirk, maybe related to the XCode 15 update, at least in my personal time line, has anyone else seen it, or have any clue as to what has changed? (Worth noting, nothing changed in my code, just one day my builds wouldn't run anymore, and that day was the day after I had installed the new commandline tools).
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5
4.4k
Sep ’23
Clang 15.0 produces slow c++ applications
Hello, I Run MacOs ventura 13.6 and command line tools 15.0 on MacBook Intel I7 post 2018. After installing clang 15.0 the performance of C++ test programs shows 4 at 5 times slower execution time compared to Clang 13.0 Has anybody observed this slow down ? The tests using a lot of mathematical computations is compiled with the folowing command : g++ -std=c++17 -march=native -funroll-loops -Ofast -DNDEBUG -o a atest.cpp So I had to revert to Clang 13.0 to have reasonnable execution time . What makes C++ code so slow ?
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0
4.7k
Sep ’23
Certificate issue with https://ppq.apple.com
Hi there, some of our users can't verify their enterprise apps currently. Does anybody know of certificate issues with https://ppq.apple.com ? When I open https://ppq.apple.com in Safari, it redirects sometimes to https://ppq-ext.v.aaplimg.com, and then the certificate is not trusted because it doesn't match the hostname (certificate is for https://ppq.apple.com). Some hours ago, it would't do that redirect and it was working in Safari, but now it redirects and I get the error. When doing curl https://ppq.apple.com on the command line, I don't get the redirect and the connection is working. Cheers, Matthias
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1
1.7k
Oct ’23
Expected in: /usr/lib/libc++.1.dylib
dyld: Symbol not found: __ZTTNSt3__114basic_ofstreamIcNS_11char_traitsIcEEEE Referenced from: /private/var/containers/Bundle/Application/19315D00-BA14-46B0-83BD-0961BBFFC9B8/VBell.app/VBell Expected in: /usr/lib/libc++.1.dylib in /private/var/containers/Bundle/Application/19315D00-BA14-46B0-83BD-0961BBFFC9B8/VBell.app/VBell Who knows how to solve this problem?
2
0
1.8k
Nov ’23
Moving From Enterprise App to Unlisted App
We have an enterprise app distributed through our website. Time to time some older device users get issue not being able to open app as, when they click trust developer, Nothing happens. We are now planning to create a unlisted app, to be distributed in appstore. I was not able to find where to create a new app in appstore connect, Maybe that is because we use Enterprise account. So we tried creating a normal account with the same apple id used for enterprise account. It failed saying there is already a account associated. So in brief Is it possible for an enterprise account to upload app to app store as unlisted app Is it possible for 1 apple Id to have both enterprise and developer account
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0
366
Nov ’23
Enterprise account enrolment process stuck and no response from apple
Hello, my enrolment process (ID 6DMR9J4AU5) for apple Enterprise Developer registration connected to my apple id status is still “Pending” since uploading of all requested documents last week. But in confirmation email received last week from apple was stated that apply will response in two working days which has passed allready. Please update. P.S. live support doesn’t responsible, so I try to write about this issue here.
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0
286
Nov ’23
Test iOS On-Demand Resources on M1 mac(Designed for iPad) fail
I create a new project just for testing on-demand resources and it works properly on real devices and iOS simulators but no luck on Mac(Designed for iPad). The project is very simple like bellow: NSBundleResourceRequest* request = [[NSBundleResourceRequest alloc] initWithTags:[NSSet setWithArray:@[@"A"]]]; [request beginAccessingResourcesWithCompletionHandler:^(NSError* error){ if (error != nil) { NSLog(@"%@", error.description); } }]; The error I encounter on my M1 Mac is consistently: Error Domain=NSCocoaErrorDomain Code=-1 "(null)". However, I'm unsure about what steps to take to resolve this issue. Just wondering can we test on-demand resources on apple silicon macs directly by 'Designed for iPad', or we can only test on real devices and simulators? I have read many documentations and websites but it seems like no one addresses about this.
0
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447
Dec ’23
NEFilterDataProvider not receiving all traffic
I have implemented the NEFilterDataProvider with the handleNewFlow method and it seems to be working for the most part, but there are some requests (which I can see with Proxyman) that aren't going through the filter. Is there a way to fix this? Would a slow response to one flow cause another flow to bypass the filter? Can multiple flows call handleNewFlow simultaneously or is it all run on a single thread? Thanks
3
0
440
Dec ’23
Apple TV app for Windows 10
Hi, I am using the Apple TV application on a computer with Windows 10. For some time now I have had problems with playing video material. It often happens that there is a black screen in the background, there is sound playing and at some point the entire application freezes. only restarting the computer will help. I was looking for a solution on the Internet and found that many people had a similar problem. The second problem is that the video cannot be played at all, and video clips do not work in the Apple Music application. Only resetting the application helps. The attached video shows a problem with displaying subtitles embedded in the movie "An Apple Original", this problem does not occur in trailers, etc. This can be seen at the end of the trailer where the inscription "December 15 ", he just doesn't blink. I would like to point out that this effect does not occur when I watch it through the Chrome browser. I use the application because it is possible to download a movie/series to disk, which allows me to eliminate any overdubs and jams by streaming directly. From what you can see, both applications are in the beta, preview phase. Have any of you had similar problems? Where can I report it so that developers (I don't know if it's Apple or Microsoft) eliminate it? So when will both applications be released in their final version? https://photos.app.goo.gl/1zuyLS5KjGhSRHM87 Thank you in advance for your answer and help. Regards.
1
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1k
Dec ’23
Beginner Problem: Static Linking
Hi, I just started practicing Static Linking, and I tried to link a third party library into my code, but it kept bugging error: "The header file not found", so I believe there're some steps missing from my code, wish someone can help! Here is the situation: I use OpenGL as the target library, it contains two directories: "Include" directory which holds header files and "lib-arm64"directory which holds "libglfw3.a" and "libglfw.3.dylib". I believe .dylib is related to dynamic linking, so I am not gonna touch that and .a file is the source code I need. Therefore: In Build Phase -&gt; Linking Binary with Library, I attach "libglfw3.a". In Build Setting -&gt; Search Path, I include the address of header directory "Include" in "Header Search Path" and "lib-arm64" in "Library Search Path". "#include &lt;GLFW/glfw3.h&gt;" is the command I copied from OpenGL website template and used in my code. The error is: " 'GLFW/glfw3.h' file not found " If anyone has any advice, feel free to share it, I really appreciate! Another question I have, non-relevant to linking, but to debugging.
3
0
1.1k
Dec ’23
Apple Developer Enterprise Program for version control
I recently joined a new company as an iOS app developer. Here, they conduct PROD testing using an Apple Developer Enterprise Program account before uploading apps to the App Store. When I asked why, they said it's for version management. This process were handled by the previous employees, but since they have all left the company, nobody really knows the the exact reason now. In my opinion, we could just create a branch for PROD version in the remote Git, or create a local branch and, if there are no issues with PROD, merge it into the master branch in the remote. Is my thinking off? As far as I know, the Enterprise Plan isn't made for this purpose; it's supposed to be for internal apps.
0
0
439
Dec ’23
xcode 15 dyld 报错
xcode :Version 15.0.1 (15A507) MACOS:13.6.1 (22G313) thread #1, queue = 'com.apple.main-thread', stop reason = EXC_BAD_ACCESS (code=1, address=0x0) frame #0: 0x0000000000000000 frame #1: 0x000000010482ec60 FUSTAKitOUTLINED_FUNCTION_3 + 580 frame #2: 0x0000000104430810 dyldImageLoaderMachO::doModInitFunctions(ImageLoader::LinkContext const&) + 424 frame #3: 0x0000000104430bd8 dyldImageLoaderMachO::doInitialization(ImageLoader::LinkContext const&) + 52 frame #4: 0x000000010442b600 dyldImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, char const*, ImageLoader::InitializerTimingList&, ImageLoader::UninitedUpwards&) + 536 frame #5: 0x000000010442b56c dyldImageLoader::recursiveInitialization(ImageLoader::LinkContext const&, unsigned int, char const*, ImageLoader::InitializerTimingList&, ImageLoader::UninitedUpwards&) + 388 frame #6: 0x0000000104429878 dyldImageLoader::processInitializers(ImageLoader::LinkContext const&, unsigned int, ImageLoader::InitializerTimingList&, ImageLoader::UninitedUpwards&) + 184 frame #7: 0x0000000104429940 dyldImageLoader::runInitializers(ImageLoader::LinkContext const&, ImageLoader::InitializerTimingList&) + 92 frame #8: 0x000000010441a6d8 dylddyld::initializeMainExecutable() + 216 frame #9: 0x000000010441f928 dylddyld::_main(macho_header const*, unsigned long, int, char const**, char const**, char const**, unsigned long*) + 5216 frame #10: 0x0000000104419208 dylddyldbootstrap::start(dyld3::MachOLoaded const*, int, char const**, dyld3::MachOLoaded const*, unsigned long*) + 396 frame #11: 0x0000000104419038 dyld`_dyld_start + 56 when I run a Test app(Just create with xcode Version 15.0.1 (15A507),without any extra code) depency FUSTAKit.framework packed by xcode Version 15.0.1 (15A507), i find this error。 but used xcode 14.2 pack FUSTA Kit.framework , everything is normal 。
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0
801
Dec ’23
DocC: Is it possible to truly compile the tutorial's code and get compiler errors/warnings
The idea is to make it easer to update documentation when API changes or when code is not correct. Is it possible to make the code file declared like this: @Code(name: "AppDelegate.swift", file: AppDelegate.swift) And the content of the AppDelegate.swift file is: import UIKit @main class AppDelegate: UIResponder, UIApplicationDelegate { func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]? ) -> Bool { compiler error should be raised here return true } } After doing "Product > Build Documentation" the output gives the following documentation and there is not warning or errors during the build: Thank you for your answers.
1
0
795
Dec ’23