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AR location errors on cellular + WiFi model iPad with device connected to Wi-Fi
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world. The application's behavior varies significantly based on the device's networking configuration: Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation. Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration. Cellular + Wi-Fi (Anomalous Behavior): The iPad is a cellular model (equipped with GNSS/GPS). The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi). When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement. Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
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351
Dec ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
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198
Jun ’25
SystemData and IOS Images
Hi, I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it. The largest remaining files (~33 GB) are iOS Simulator images located at: /System/Volumes/Data/Library/Developer/CoreSimulator/Volumes I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only. I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode. Thank you very much for your advice!
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109
Aug ’25
Unexpected error building on Ventura 13.4
Up to now I've been building my x64 binaries on Sequioa specifying a target macOS level of 13.4. That worked fine. In an attempt to debug a problem that was causing some pain I created a 13.4 x64 build environment and tried to build the code there. This code: using CacheKeyType = std::filesystem::path; using CacheValueType = std::tuple<LoadedImage, int, bool>; // <image, lastUse, currentlyLoading> using CacheType = std::unordered_map<CacheKeyType, CacheValueType>; friend class ThreadLoader; static inline constexpr int16_t MAXIMAGESINCACHE = 20; static inline constinit std::atomic_int age{ 0 }; static inline std::shared_mutex rwMutex{}; static inline CacheType imageCache{}; got me the following errors: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:838:5: error: static_assert failed due to requirement 'integral_constant<bool, false>::value' "the specified hash does not meet the Hash requirements" static_assert(__check_hash_requirements<_Key, _Hash>::value, ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:853:1: note: in instantiation of template class 'std::__enforce_unordered_container_requirements<std::filesystem::path, std::hash<std::filesystem::path>, std::equal_to<std::filesystem::path>>' requested here typename __enforce_unordered_container_requirements<_Key, _Hash, _Equal>::type ^ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/unordered_map:1152:30: note: while substituting explicitly-specified template arguments into function template '__diagnose_unordered_container_requirements' static_assert(sizeof(__diagnose_unordered_container_requirements<_Key, _Hash, _Pred>(0)), ""); ^ /Users/amonra/.vs/DSS/build/DeepSkyStackerKernel/DeepSkyStackerKernel_autogen/EWIEGA46WW/../../../../DeepSkyStackerKernel/imageloader.h:60:26: note: in instantiation of member function 'std::unordered_map<std::filesystem::path, std::tuple<LoadedImage, int, bool>>::~unordered_map' requested here static inline CacheType imageCache{}; ^ 2 errors generated. Which isn't "mega-helpful" :( I thought that specifying: set(CMAKE_OSX_DEPLOYMENT_TARGET 13.4 CACHE STRING "Minimum operating system version for deployment" FORCE) would have made the compilations use the same headers as for Ventura above, but it seems not? Is this to be expected?
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280
Jun ’25
Family Controls entitlement not working on TestFlight (works fine on Xcode build)
I’m developing an app that uses Family Controls to block other apps. I’ve already received approval from Apple for the entitlement, and everything works perfectly when I run the app from Xcode on a physical device. However, when I upload the same build to TestFlight, the app installs and runs, but the Family Controls functionality doesn’t work — it seems like the entitlement isn’t being applied in the TestFlight version. So I’d like to ask: 👉 Do Family Controls entitlements work automatically on TestFlight builds, or is there any additional step required to enable them?
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Nov ’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://developer.apple.com/forums/thread/789004
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150
Jul ’25
"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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Aug ’25
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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92
Feb ’26
No Update
My app will not open to myself or to clients and has a pop up that claims "App Outdated" The app version you are using is no longer supported. Please install he latest Heartland update through the App Store. However, there have been no updates to the app.
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Aug ’25
iOS Distribution - Users Still Installing the Old Version After Update
I developed an app using Unity and exported it as an iOS project file so that I could package it in Xcode. Now, I’m facing an issue where users who previously installed version 1.0 are still seeing the old version after installing the updated version 2.0. Although the installation process for version 2.0 appears to complete (with the installation animation), the app still opens as version 1.0. I am an individual developer but used enterprise signing for distribution. I’m quite confused and have looked into the issue—some sources mention it might be related to CFBundleVersion, but modifying it didn’t help. I’d really appreciate some help with this. o(╥﹏╥)o
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Sep ’25
iOS App'te Elektronik Sözleşme Onayı ve Hukuki Geçerlilik Süreci (KVKK - SwiftUI)
Merhaba, iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı. Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim. Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir. Teşekkürler 🍏
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Jul ’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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16k
Aug ’25
iOS App Icon Stuck on Default Capacitor 'Blue X' Placeholder
Summary After replacing every PNG in AppIcon.appiconset with the correct branded heart icon, the installed iOS app on a real iPhone (built and deployed via Xcode, not TestFlight web clip) still displays the default Capacitor 'blue X' placeholder icon on the home screen. The icon files in the repo are confirmed to be the new artwork, but iOS shows the old placeholder. Environment App: ImpulseAlly (Capacitor wrapper around hosted TanStack Start web app) Bundle ID: com.impulseally.app Capacitor iOS, deployment target iOS 15.0 Xcode 17E202, iOS SDK 26.4 (per derived-data log) Install method: Xcode → Run on physical device (not Safari 'Add to Home Screen', not TestFlight) Web shell URL: https://impulseally.com (server.url in capacitor.config.ts) What the user sees On the iPhone home screen, the app icon is the default Capacitor placeholder — a stylized blue 'X' / Capacitor logo on a white background. The expected icon is a sage-green rounded square with a white heart. Please ask for more information if I have not provided what you need. I have a file that I can share with everything I've tried.
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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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Dec ’25
How To change my App Icon
Hello, Good morning to you all. Please I need a guide on how to change my app icon on the developer account. Necessary steps would be appreciated Thanks for the anticipated assistance. Best Regards Biggie
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97
Activity
Jul ’25
AR location errors on cellular + WiFi model iPad with device connected to Wi-Fi
I am developing an Augmented Reality (AR) navigation application for the iPad, utilizing the ARCL library to place Points of Interest (POIs) in the real world. The application's behavior varies significantly based on the device's networking configuration: Cellular Network (Expected Behavior): On an iPad with a cellular modem, when using the cellular network, all POIs are placed accurately with correct orientation. Wi-Fi Only (Expected Behavior): On a Wi-Fi-only model (no GPS chip), POI placement is inaccurate, confirming the need for an external GPS receiver for that hardware configuration. Cellular + Wi-Fi (Anomalous Behavior): The iPad is a cellular model (equipped with GNSS/GPS). The device is connected to a Wi-Fi network (enforced via an MDM profile, preventing the user from disabling Wi-Fi). When actively connected to this specific Wi-Fi network, the AR POIs consistently display with an incorrect orientation and placement, even though the device hardware has a dedicated GPS chip. The placement error strongly suggests that the device's determined location or heading is erroneous. It appears that the active Wi-Fi connection is somehow interfering with or overriding the high-accuracy GNSS/GPS data, leading to a flawed Core Location determination that negatively impacts the ARCL world tracking and anchor placement. Has anyone experienced a scenario where an active Wi-Fi connection on a cellular iPad model causes Core Location to prioritize less accurate location data (potentially Wi-Fi-based location services) over the device's built-in GNSS/GPS, resulting in severe orientation errors? We observed that on Apple map(native application) as well it is showing wrong location and orientation when it is connected to WiFi
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0
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351
Activity
Dec ’25
Uploading your App logo without Xcode
I want to upload my App logo. I am using Expo and I am not sure how to get my logo up? Please help.
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1
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81
Activity
Oct ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files &amp; Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
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198
Activity
Jun ’25
SystemData and IOS Images
Hi, I’m trying to free up space on my computer and have uninstalled Xcode. However, I noticed that many large files remain on the filesystem even after uninstalling it. The largest remaining files (~33 GB) are iOS Simulator images located at: /System/Volumes/Data/Library/Developer/CoreSimulator/Volumes I attempted to delete them using root privileges, but it seems that these system files are mounted as read-only. I’m reaching out to ask for guidance to ensure that these files do not contain anything important for macOS, and that it’s safe to remove them before getting in recovery mode. Thank you very much for your advice!
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109
Activity
Aug ’25
Unexpected error building on Ventura 13.4
Up to now I've been building my x64 binaries on Sequioa specifying a target macOS level of 13.4. That worked fine. In an attempt to debug a problem that was causing some pain I created a 13.4 x64 build environment and tried to build the code there. This code: using CacheKeyType = std::filesystem::path; using CacheValueType = std::tuple<LoadedImage, int, bool>; // <image, lastUse, currentlyLoading> using CacheType = std::unordered_map<CacheKeyType, CacheValueType>; friend class ThreadLoader; static inline constexpr int16_t MAXIMAGESINCACHE = 20; static inline constinit std::atomic_int age{ 0 }; static inline std::shared_mutex rwMutex{}; static inline CacheType imageCache{}; got me the following errors: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:838:5: error: static_assert failed due to requirement 'integral_constant<bool, false>::value' "the specified hash does not meet the Hash requirements" static_assert(__check_hash_requirements<_Key, _Hash>::value, ^ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/__hash_table:853:1: note: in instantiation of template class 'std::__enforce_unordered_container_requirements<std::filesystem::path, std::hash<std::filesystem::path>, std::equal_to<std::filesystem::path>>' requested here typename __enforce_unordered_container_requirements<_Key, _Hash, _Equal>::type ^ /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX13.3.sdk/usr/include/c++/v1/unordered_map:1152:30: note: while substituting explicitly-specified template arguments into function template '__diagnose_unordered_container_requirements' static_assert(sizeof(__diagnose_unordered_container_requirements<_Key, _Hash, _Pred>(0)), ""); ^ /Users/amonra/.vs/DSS/build/DeepSkyStackerKernel/DeepSkyStackerKernel_autogen/EWIEGA46WW/../../../../DeepSkyStackerKernel/imageloader.h:60:26: note: in instantiation of member function 'std::unordered_map<std::filesystem::path, std::tuple<LoadedImage, int, bool>>::~unordered_map' requested here static inline CacheType imageCache{}; ^ 2 errors generated. Which isn't "mega-helpful" :( I thought that specifying: set(CMAKE_OSX_DEPLOYMENT_TARGET 13.4 CACHE STRING "Minimum operating system version for deployment" FORCE) would have made the compilations use the same headers as for Ventura above, but it seems not? Is this to be expected?
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5
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280
Activity
Jun ’25
Family Controls entitlement not working on TestFlight (works fine on Xcode build)
I’m developing an app that uses Family Controls to block other apps. I’ve already received approval from Apple for the entitlement, and everything works perfectly when I run the app from Xcode on a physical device. However, when I upload the same build to TestFlight, the app installs and runs, but the Family Controls functionality doesn’t work — it seems like the entitlement isn’t being applied in the TestFlight version. So I’d like to ask: 👉 Do Family Controls entitlements work automatically on TestFlight builds, or is there any additional step required to enable them?
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2
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216
Activity
Nov ’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://developer.apple.com/forums/thread/789004
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150
Activity
Jul ’25
"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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97
Activity
Aug ’25
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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92
Activity
Feb ’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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87
Activity
Mar ’26
No Update
My app will not open to myself or to clients and has a pop up that claims "App Outdated" The app version you are using is no longer supported. Please install he latest Heartland update through the App Store. However, there have been no updates to the app.
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136
Activity
Aug ’25
iOS Distribution - Users Still Installing the Old Version After Update
I developed an app using Unity and exported it as an iOS project file so that I could package it in Xcode. Now, I’m facing an issue where users who previously installed version 1.0 are still seeing the old version after installing the updated version 2.0. Although the installation process for version 2.0 appears to complete (with the installation animation), the app still opens as version 1.0. I am an individual developer but used enterprise signing for distribution. I’m quite confused and have looked into the issue—some sources mention it might be related to CFBundleVersion, but modifying it didn’t help. I’d really appreciate some help with this. o(╥﹏╥)o
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281
Activity
Sep ’25
iOS App'te Elektronik Sözleşme Onayı ve Hukuki Geçerlilik Süreci (KVKK - SwiftUI)
Merhaba, iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı. Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim. Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir. Teşekkürler 🍏
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66
Activity
Jul ’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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16k
Activity
Aug ’25
.NET(NativeAOT)
在将游戏从 Nintendo Switch 移植到 Mac 的过程中使用 .NET (NativeAOT) 有哪些限制和注意事项(尽管两者都是 ARM)?
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134
Activity
Jun ’25
iOS App Icon Stuck on Default Capacitor 'Blue X' Placeholder
Summary After replacing every PNG in AppIcon.appiconset with the correct branded heart icon, the installed iOS app on a real iPhone (built and deployed via Xcode, not TestFlight web clip) still displays the default Capacitor 'blue X' placeholder icon on the home screen. The icon files in the repo are confirmed to be the new artwork, but iOS shows the old placeholder. Environment App: ImpulseAlly (Capacitor wrapper around hosted TanStack Start web app) Bundle ID: com.impulseally.app Capacitor iOS, deployment target iOS 15.0 Xcode 17E202, iOS SDK 26.4 (per derived-data log) Install method: Xcode → Run on physical device (not Safari 'Add to Home Screen', not TestFlight) Web shell URL: https://impulseally.com (server.url in capacitor.config.ts) What the user sees On the iPhone home screen, the app icon is the default Capacitor placeholder — a stylized blue 'X' / Capacitor logo on a white background. The expected icon is a sage-green rounded square with a white heart. Please ask for more information if I have not provided what you need. I have a file that I can share with everything I've tried.
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117
Activity
3w
Messed up my Repo. Need help with discarding a commit and dding to the previous one on the main branch.
I wanted to rollback a commit. So I shifted to the commit before it. Then I added new commits on the one I switched to, not realising this is not happening on the main branch. Now what do I do? Neerav
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1
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215
Activity
Nov ’25
Marking video as watched doesn’t work in Apple’s Developer iOS app
I’m using Developer iOS app to watch WWDC session videos. i notice it doesn’t record a video as watched after I watched it and even manual marking it using Mark as Watch has no effect. I remember the issue started several years ago because some old WWDC videos were marked watches.
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0
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117
Activity
Jul ’25
Is there a way for two users to make development builds on separate accounts for one app?
Tech stack: React Native + Expo. We are using two solo developer accounts (not a business or team account). Context: Friend and I set out to make an app together. Friend created app and set it up on Apple. We worked on it together. He controlled devops (builds and submission). Friend no longer can commit to development. Wants to transfer to me. I create apple developer account. After app transfer, my phone (deviceid) underwent a 14 day soft ban preventing builds. That has since been lifted. There seems to be something in place preventing me from making dev builds on the original dev bundleid. It says it's still owned by him despite the app transfer. Bottom line: what needs to happen so 1 can make dev builds? nice to have: is there a way for us to both make dev builds under the same bundleid?
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1
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193
Activity
Dec ’25