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Membership expired, no where to renew it?
Hi, my apple developer membership expired as my payment method did not work, and now all my apps published have been removed from the store. I have tried going onto my account on the apple developer app, but there is no place to renew the app. All i get is the text "Renew your membership to continue accessing program benefits and services. Open the Apple Developer app on your iPhone or iPad, tap the Account tab, and sign in. Then tap Renew and follow the prompts. If you agreed to the Paid Applications Agreement, you'll need to agree to it again after renewal. You can view this agreement in the Agreements, Tax and Banking section of App Store Connect." Apple support is not providing any info, i have gone to the agreements and there is no new agreement to accept, so i need help in how to renew my membership urgently and have my apps relisted.
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Sep ’22
Xcode 14 failed to prepare iOS 15.7 device?
An update to Xcode 14 appeared in the Mac App store today 2022-11-12. After updating Xcode from the App store app on my M1 MacBook, and plugging in an iPad, also updated today 2022-11-12 to iOS 15.7, Xcode says: "Failed to prepare the device for development". A restart of both the Mac and the iPad doesn't fix this issue. Is there a way to get Xcode 14 to debug an 15.7 iPad? Or is a different build required? There also is no 15.7 directory inside Xcode's iPhoneOS DeviceSupport directory.
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Sep ’22
WatchKit app no longer has bridging header after upgrade to Xcode14?
I've upgraded to Xcode 14 and the suggested changes to the project included making the WatchKit app and the extension be a single target. Once I did that, my complications and my old extension code can't find the objective-c objects that I had included via a bridging header. I've gone looking in the watch app settings and there is no option for setting the bridging header. None that I can find, I should say. There is no Swift Compiler section at all, and I can't seem to add a user-defined setting either. Now the app won't compile. If I restore from time machine and try again, then I can't install the app because Xcode tells me that an extensionless WatchKit app has an extension, which of course it does! So how do I add the bridging header to the WatchKit app?
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Sep ’22
xcode14:Library not loaded: /usr/lib/swift/libswiftCoreGraphics.dylib
Xcode13.4.1 is running properly, but after upgrading Xcode14, the debugging device reports an error: Library not loaded: / usr/lib/swift/libswiftCoreGraphics dylib, I according to the online solutions are tried, can't solve my problem, problem is ios10.3.3 equipment, unable to debug, also is unable to start the application success after packaging, Is this a problem with xcode14 itself?
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Sep ’22
Xcode does not respect '__builtin_available' availability API
I'm writing a simple Command line application on macOS with code using C++, using a API called 'std::to_chars' from charconv void foo(void) {   if (__builtin_available(macOS 10.15, *))   {     char buffer[10];     std::to_chars_result tcr = std::to_chars( buffer, buffer+5, 5 ); #pragma unused (tcr)   }else{     return;   }     } Since Xcode complains main.cpp:19:41: error build: 'to_chars<int, 0>' is unavailable: introduced in macOS 10.15 I wrapped the code with an availability check API in C++, __builtin_available(macOS 10.15, *)) But even with this availability check API, Xcode still failed to compile. Anyone knows why?
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Sep ’22
XCode 14 compile errors immediately disappear or do not appear at all
I'm unable to use XCode 14 to develop my app because as soon as a compiler error is shown, it is immediately withdrawn from the Issue Navigator pane. This makes it impossible to see what is wrong. The errors are also immediately withdrawn from the editor. This video shows 3 attempts to compile the project: after the first attempt no error shows, after the second attempt the error shows for a moment then is automatically removed (no mouse or keypress from me), after the third attempt same. https://youtu.be/bmK_k6oLYpQ I have tried rebooting, and deleting ~/Library/Developer/Xcode/DerivedData, to no effect.
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Sep ’22
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, dynamic libraries, bundles, and object files. 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. 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. One of the most common points of confusion with dynamic linker is the way that the dynamic linker identifies dynamic libraries. There are two standard approaches to this, as described in 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. Stub libraries currently use YAML format, a fact that’s relevant when you try to interpret linker errors. Use the tapi tool to create and manipulate these files. 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! 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 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. 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 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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Sep ’22
Xcode 14 "Fix All Issues" not possible?
Im using Version 14.0 (14A309) In Xcode 13 i used the keybinding Control ⌃ + Option ⌥ + Command ⌘ + F to fix all errors in scope, for example an enum with missing cases. It is not possible in Xcode 14 since the "Fix All Issues" button is disabled all the time. You can navigate to "Fix All Issues" from: Editor -> "Fix All Issues" but its not possible to tap the button.
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Sep ’22
"public headers ("include") directory path for 'Guide' is invalid or not contained in the target" error
Hi, I have a problem with making a swift playgrounds app walkthrough. I followed the steps exactly and modified my Package.swift a bit (in the targets section): .executableTarget(name: "App", dependencies: ["Guide"], path: "App"),         .target(             name: "Guide",             path: "Guide",             resources: [             .process("Guide.tutorial"),             ]) Now when I open the project in Playgrounds I get this error: public headers ("include") directory path for 'Guide' is invalid or not contained in the target Any help would be appreciated. Thanks
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2.6k
Sep ’22
Xcode won't display README for Swift package
I converted an iOS framework project to a Swift Package. Everything went smoothly and I can find and add the package to other projects. But Xcode won't display the README for the project. It only displays, "Unable to load the Read Me." I've stripped the README down to just a header and one line of text. I've removed the couple of extra files from the project that exist at the root level. But I still just get the same message. The project is located at: https://github.com/ecrichlow/IoGInfrastructure-iOS.git
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Oct ’22
Minimum deployments XCODE 14.0.1 (14A400)
hello, Im struggling with the Minimum deployments section in Xcode 14 for the Target of my iOS and Mac Catalyst app. Its a bit different from what I'm used, previously I could look at the values in a drop down box. That values I would like to set are iOS 12.4 and MacOS 11.0. What is macOS 14.2 ? it that a catalyst number, What macOS is that? Nevermind I found this - macCatalyst 13.0 = macOS 10.15 macCatalyst 13.4 = macOS 10.15.4 macCatalyst 14.0 = macOS 11.0 macCatalyst 14.7 = macOS 11.6 macCatalyst 15.0 = macOS 12.0 macCatalyst 15.3 = macOS 12.2 and 12.2.1 macCatalyst 15.4 = macOS 12.3 macCatalyst 15.5 = macOS 12.4 macCatalyst 15.6 = macOS 12.5 How do I delete a question?
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1.4k
Oct ’22
Can no longer start iOS app on MacOS via XCode
I'm writing here because I'm out of ideas now, I allow my iOS app to be used on macOS and previously I was able to launch my app via XCode and perform debugging but suddenly I'm not able to launch my app anymore (I updated my OS (12.6) and my XCode (14.0.1) in the meantime). When I start it I see the icon but then it immediately crashes with following error in the output AddressSanitizer: CHECK failed: sanitizer_mac.cpp:1231 "((ret_value)) &lt;= (((1ULL &lt;&lt; 36)))" ... AddressSanitizer: CHECK failed: sanitizer_mac.cpp:1231 "((ret_value)) &lt;= (((1ULL &lt;&lt; 36)))" ... (lldb)  I can't even put a breakpoint anywhere as my code doesn't even get executed. I tried a test project and it works there but my project doesn't start up even though it works perfectly fine on iOS/ tvOS and on iPads. How can I fix this error or what's exactly the problem?
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1.8k
Oct ’22
Apple Watch Missing Developer Mode Option
I have an iPhone 14 running iOS 16.1 and my series 5 watch running watchOS 9.1. I was able to turn on Developer Mode on the phone by going to Settings--> Privacy & Security --> Developer Mode. On the watch however (I'm doing this directly on the watch and not on the watch app on the phone) once I'm in Privacy & Security, there is no option to select Developer Mode. How do I get my watch in Developer Mode in order to get a successful build in xCode?
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Oct ’22
Help with blocked developer account
Hi all I don’t even know if this is a help post or just a cry from my soul. I'll start from the very beginning. My firm is developing software for small and medium businesses. For us developers, there is nothing unusual about this. If the client's store, we transfer it beautifully and without problems to the mobile application. We have been releasing apps since 2019. And everything was fine, even excellent, until August 2022. In August, after submitting the application for review, I, as the account developer, received a notice that clause 3.2f was violated and that my account would be closed. It is clear that I immediately filed an appeal, but the Apple inspectors said that they would not change their minds. To say that I was shocked = to say nothing. Since then, I have filed 6 appeals, created other accounts (tried), so that our clients are calm that we are fulfilling our obligations. no response to appeals (no calls, no letters) Does anyone know how else to contact support? Because I have no more ideas, honestly - I'm broken. Thanks for reading, Tim
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1.1k
Oct ’22
Provide feedback on technotes
About technotes Technotes are focused, timely documents from Apple Developer Technical Support. They explore a wide range of development topics and provide guidance for developers creating apps and accessories for all of Apple’s platforms. Learn about specific development topics through these in-depth technical articles. You can subscribe to this RSS feed to get notified when new technotes are published. We encourage you to discuss the technotes here in the forums and share your feedback via Feedback Assistant. Let us know if a technote is helpful, or what we can do to improve it. We would appreciate it if you include a Feedback Assistant (FB) number in your forums post, so we can easily track your feedback, and let you know when it’s resolved. Tagging your post When tagging your post, please add the relevant tags for the technology area it applies to. You can also add the Technotes tag, if you wish. Providing feedback To create new feedback about a specific technote (or technotes as a whole) using Feedback Assistant, use the following path: What are you seeing an issue with? Developer Tools Which area are you seeing an issue with? Developer Documentation What does the documentation issue you are reporting involve? Technotes Please provide the URL of the content you reporting an issue with: The complete URL of the technote. For example, https://developer.apple.com/documentation/technotes/tn3102-http3-in-your-app. If you wish to leave feedback on Technotes in general, use https://developer.apple.com/documentation/technotes for the URL. Then complete the remaining fields appropriately. We appreciate and look forward to your feedback.
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4.1k
Oct ’22
Updateign provisioning taking forever
Hello, in the past couple of weeks I've been experience some problems with xcode regarding the signing & capabilities. I work in a company that makes customized apps for every of our clients and beacause of that we have about 200 targets in our project. In the past couple of weeks, I have been hanving trouble with the signing & capabilities in xcode. Some times is taking too long to load the poart where i select the team were the app will be upload and when it does it got stuck with the massege updating provisioning . There is anything that could have been done to not take too much time to the target get ready to be publiched? Thanks in advanced for any help.
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Nov ’22
How to disable Temporary Tabs in Xcode?
It's maddening. I just opened a file and now it's gone because I had the audacity to open another file. I've learned that I can double click the tab of the first file to make it a permanent tab... but, of course, I'll need to do that every time I ever open any file ever, and if I close that file and come back to it later I'm going to be constantly having to double click tabs just to make Xcode stop replacing my tabs for me. It's nuts. It's driving me insane. Please. Is there any way to just DISABLE the temporary tabs behavior? I don't find it helpful in any way and I find it to be destructive to my development workflows.
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Nov ’22