unable to find developer runtimes in this list https://developer.apple.com/download/all/?q=simulator%20runtime
also, can see it's not being published since iOS 18.2 release, any specific reasons for it? or is the download link changed here?
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I just turned it on by accident and I can’t turn it off… I’m using IOS 26 rn and I can’t go back and I can’t disable the developer mode, I’m not a developer so yeah
Topic:
Developer Tools & Services
SubTopic:
General
I'm running macOS 15.5. I now have Xcode 26 and I'm testing my iOS app against iOS 26. I've encountered several UIKit / iOS 26 bugs I'd like to report. In Feedback Assistant I choose "Developer Technologies & SDKs". Eventually I get asked "What build does the issue occur on?". The list of choices is:
iOS 18.2 Seed 4
iOS 18.1.1
iOS 17.7.2
An earlier iOS build
I'm not sure
So how to I report this as an iOS 26 beta 1 issue?
hey I accidentally deleted my info.plist with holds my app version and other critical things and I don't know how to get it back or how to recode it
Topic:
Developer Tools & Services
SubTopic:
General
I would like to inquire about a concern related to the app review process. Specifically, I would like to understand if forcefully denying an application's execution on the iOS Simulator (for instance, by implementing a check in the code that prevents the app from running in a simulated environment) could negatively impact or delay the app’s approval during the App Store review process.
This measure is intended solely for security and integrity reasons during development and distribution. The app functions normally on real devices, and all other guidelines and requirements outlined by Apple are being strictly followed.
Could you please confirm whether such a restriction on the Simulator is acceptable, and if there are any best practices or recommendations from Apple regarding this?
Thank you for your support, and I look forward to your guidance.
I'm finding developing for HomeKit using the iOS Simulator utterly confounding.
All of my home's actual HomeKit accessories show up fine when I run the HomeKit app I'm developing on my actual phone. But none show up when I run my app in the iOS Simulator.
Maybe that's how it's supposed to be? I decided to run the HomeKit Accessory Simulator in an attempt to get something to show up in the iOS Simulator, but the accessories I've created there don't show up in the Simulator either.
How do I get devices to show up in the iOS Simulator?
Thanks.
Hi. I have an iPad 7th gen running iPadOS 14.8.1. For testing purposes, I want to upgrade it to the latest release of iPadOS 17, even though the device wants me to upgrade to iPadOS 18.5. Is there a way to upgrade it to iPadOS 17?
btw this would free-up a newer iPad running iPadOS 17 so I can install iPadOS 26 beta.
Thank you.
Topic:
Developer Tools & Services
SubTopic:
General
I’m using iOS 26 right now, can’t go back to iOS 18 cuz I did not backup and my phone is so laggy right now i cant even turn off developer mode help me please
Topic:
Developer Tools & Services
SubTopic:
General
https://developer.apple.com/download/foundation-models-adapter/
Download link to toolkit is borked:
https://developer.apple.com/services-account/download?path=/Developer_Tools/Foundation_Models_Framework_Adapter_Toolkit/adapter_training_toolkit_v0_1_0.zip
Topic:
Developer Tools & Services
SubTopic:
General
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?
Topic:
Developer Tools & Services
SubTopic:
General
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)?
Topic:
Developer Tools & Services
SubTopic:
General
For the Linux version of my application which is written in C++ using Qt, I display the CHM format help files with this code:
QString helpFile{ QCoreApplication::applicationDirPath() + "/Help/" + tr("DeepSkyStacker Help.chm","IDS_HELPFILE") };
QString program{ "kchmviewer" };
QStringList arguments{ "-token", "com.github.deepskystacker", helpFile };
helpProcess->startDetached(program, arguments);
(helpProcess is a pointer to a QProcess object)
The -token com.github.deepskystackerpart of that ensures that only a single instance of the viewer is used for any code that uses that invocation.
Are there any chm file viewers for macOS that are capable of that sort of trick? The ones I've found on the App Store give minimal information and appear to be very simple minded tools that are not not intended for integration into an application as above.
I know that MacPorts offers ports of kchmviewer but I'd prefer not to use either that or HomeBrew ...
David
Topic:
Developer Tools & Services
SubTopic:
General
We're facing critical stability issues with a Xamarin-based iOS warehouse management app and need expert validation of our crash log analysis.
We’re seeing recurring issues related to:
Auto Layout Threading Violations
Memory Pressure Terminations
CPU Resource Usage Violations
These are causing app crashes and performance degradation in production. We've attached representative crash logs to this post.
Technical Validation Questions:
Do the crash logs point to app-level defects (e.g., threading/memory management), or could user behavior be a contributing factor?
Is ~1.8GB memory usage acceptable for enterprise apps on iOS, or does it breach platform best practices?
Do the threading violations suggest a fundamental architectural or concurrency design flaw in the codebase?
Would you classify these as enterprise-grade stability concerns requiring immediate architectural refactoring?
Do the memory logs indicate potential leaks, or are the spikes consistent with expected usage patterns under load?
Could resolving the threading violation eliminate or reduce the memory and CPU issues (i.e., a cascading failure)?
Are these issues rooted in Xamarin framework limitations, or do they point more toward app-specific implementation problems?
Documentation & UX Questions:
What Apple-recommended solutions exist for these specific issues? (e.g., memory management, thread safety, layout handling)
From your experience, how would these issues manifest for users? (e.g., crashes, slow performance, logout events, unresponsive UI, etc.
JetsamEvent-2025-05-27-123434_REDACTED.ips
)
WarehouseApp.iOS.cpu_resource-2025-05-30-142737_REDACTED.ips
WarehouseApp.iOS-2025-05-27-105134_REDACTED.ips
Any insights, analysis, or references would be incredibly helpful.
Thanks in advance!
Topic:
Developer Tools & Services
SubTopic:
General
Hello,
I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice.
We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version.
Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3.
However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store.
In our project, we set the app version using the MARKETING_VERSION environment variable.
This value is configured via XcodeGen, and we define it in a YAML file.
Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected.
We'd like to know what might cause this behavior, and if there are any known factors that could lead to this.
Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store?
yaml:
info.plist:
Hello,
I've encountered unexpected behavior related to version information in our app logs, and I'd like to ask for some advice.
We reviewed logs collected from a user running our app (currently available on the App Store). The logs are designed to include both the build number and the app version.
Based on the build number in the logs, we believe the installed app version on the user's device is 1.0.3.
However, the app version recorded in the logs is 1.1.5, which is the latest version currently available on the App Store.
In our project, we set the app version using the MARKETING_VERSION environment variable.
This value is configured via XcodeGen, and we define it in a YAML file.
Under normal circumstances, the value defined in the YAML file (MARKETING_VERSION = 1.0.3) should be embedded in the app and reflected in the logs. But in this case, the version from the current App Store release (1.1.5) appears instead, which was unexpected.
We'd like to know what might cause this behavior, and if there are any known factors that could lead to this.
Also, is it possible that MARKETING_VERSION might somehow dynamically reflect the version currently available on the App Store?
YAML:
info.plist:
Subject: Assistance Needed with Enabling Speech Recognition Entitlement for iOS App
Hi everyone,
I’m seeking guidance regarding the Speech Recognition entitlement for my iOS app using Capacitor. Our App and we submitted a request to Apple Developer Support four days ago, but have not yet received a response.
🧩 Summary of the issue:
Our app uses the Capacitor speech recognition plugin (@capacitor-community/speech-recognition) to listen for native voice input on iOS.
We have added both of the required keys in Info.plist:
NSSpeechRecognitionUsageDescription
NSMicrophoneUsageDescription
We previously had a duplicate microphone key, which caused the system to silently skip the permission request. After removing the duplicate, we did briefly see the microphone permission prompt appear.
However, in our most recent builds, the app launches without any prompts, even on a fresh install. The plugin reports:
available = true
permissionStatus = granted
Despite this, no speech input is ever received, and the listener returns nothing.
We believe the app is functioning correctly at a code level (plugin loads, no errors, correct Info.plist), but suspect the missing Speech Recognition entitlement is blocking actual access to the speech system.
🔎 What we need help with:
How can we confirm whether the Speech Recognition entitlement is enabled for our App ID?
If it’s not enabled, is there a way to escalate or re-submit the request? Our app is currently stuck until this entitlement is granted.
Thank you for your time and any guidance you can offer!
I am building an iOS app with the App ID: com.echo.eyes.app
I have a paid Apple Developer membership and have followed all correct procedures, including:
Adding com.apple.developer.speech-recognition manually to the App.entitlements file
Setting Info.plist keys for microphone and speech permissions
Assigning my Apple Developer Team to the project
Setting App/App.entitlements under Code Signing Entitlements
Despite all this, Xcode automatic signing fails, and I receive the error:
vbnet
Copy
Edit
Provisioning profile 'iOS Team Provisioning Profile: com.echo.eyes.app' doesn't include the com.apple.developer.speech-recognition entitlement.
I am unable to add the entitlement via the Capabilities section, and no method I try will allow provisioning to succeed.
Please update this App ID to include the required entitlement in the provisioning profile. This issue is preventing all voice recognition functionality.
Thank you.
How to add speech recognition in + capability in Xcode there is no "Speech Recognition" in the list.
Hello,
I recently enrolled in the Apple Developer Program and created an App ID with the bundle ID com.echo.eyes.voice.
I am trying to enable Speech Recognition in the App ID capabilities list, but the option does not appear — even after waiting over a week since my membership was activated.
I’ve already:
Confirmed my Apple Developer account is active
Checked the Identifiers section in the Developer portal
Tried editing the App ID, but Speech Recognition is not listed
Contacted both Developer Support and Developer Technical Support (Case #102594089120), but was told to post here for help
My app uses Capacitor + the @capacitor-community/speech-recognition plugin. I need the com.apple.developer.speech-recognition entitlement to appear so I can use native voice input in iOS.
I would really appreciate help from an Apple engineer or anyone who has faced this issue.
Thank you,
— Daniel Colyer
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.