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zsh终端中执行python3或pip3命令,弹出Install Command Line Developer Tools弹窗安装
OS:macOS15.5 CPU:Apple M1 Pro zsh终端中执行python或pip命令,提示未找到命令,但执行python3或pip3命令,预期也是提示未找到命令,实际结果弹出Install Command Line Developer Tools弹窗安装,网上查阅资料,删除/usr/bin/python3、/usr/bin/pip3、/usr/local/bin/python3、/usr/local/bin/pip3文件即可达到预期,但无权限删除/usr/bin/python3与/usr/bin/pip3文件,尝试过root账号、进行系统恢复模式暂时禁用SIP解决方案,都无法解决;🙏大佬指点一二;
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171
Jun ’25
Unexpected app version in logs — does MARKETING_VERSION change dynamically?
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:
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101
Jun ’25
How do I determine whether a framework contains bitcode?
Hi there I've recently had my upload rejected in Xcode Organizer as a result of one of the frameworks we use containing bitcode. Error: [ContentDelivery.Uploader.XXXXXXXXXX] Validation failed (409) Invalid Executable. The executable 'Sam.app/Frameworks/Foo.framework/Foo' contains bitcode. Is there an accurate way to determine whether an .xcframework contains bitcode ahead of time without using Xcode Organiser? My current methodology is below, please can I get some confirmation that this is accurate, or suggest a more efficient approach? I have concerns about my approach and whether it throws false positives for empty bitcode markers. 1. get original framework size 2. run xcrun bitcode_strip -r framework_path -o temp 3. get new framework size 4. if new size is smaller than original, then it contains bitcode Thanks for the help, Sam
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1k
Feb ’25
The signature of cannot be validated and may have been compromised
I'm currently developing a Unity game for iPad and have run into a critical issue that's completely blocking me from building the project. The project uses the Mapbox SDK for Unity. Everything was working fine during today test build on the iPad. I made minor changes - just four scripts, then attempted another build. However, Xcode began showing the following error: The signature of “MapboxCommon.xcframework” cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED) This error now occurs consistently. I've tried building on a different MacBook and with a different Apple account, but the result is the same. I haven't made any changes to the Mapbox framework, nor have I updated it recently. I'm trying to determine the root cause: Is this something I've done on my end? Or is it an issue with the Mapbox framework or their signing certificate? Is there a temporary workaround that would allow me to proceed with development builds while I investigate a proper fix? Any insights or suggestions would be greatly appreciated.
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224
Jul ’25
Assets.car not being built as part of the archiving and distribution process
I am working on a MAUI application. When I go to archive my build to then release it, my bundle is not including the Assets.car file that apple is seemingly expecting for handling the app icons, which is leading to issues trying to publish my app. The assets are in a AppIcon.appiconset folder in my project (under Platforms>iOS>Resources) with a proper Contents.json file also in there. They are setup as a BundledResource (also have tried ImageAssets for the build type but with the same issue occurring). I am using visual studio 2022 on Windows 11 paired with a Mac (Sequoia 15.5) and Xcode 16.4. I have even tried manually compiling the asset catalog from xcode16.4 and trying to use terminal commands to have actool create the Assets.car but that runs with no files created to the output destination as well as no errors. I believe there may be an issue with actools in my Xcode copy. I have tried uninstalling and reinstalling with no luck. Any suggestions or tips?
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179
Jul ’25
LibGDX/MobiVM App refuses to launch on iOS 26.0.1
Hello, currently I am having trouble releasing an app because it crashes/does not launch on iOS 26.0.1. We have uploaded apps in the past so I tried building one of them with our current toolchain. I use Xcode 16.4, Kotlin version 2.0.0, LibGDX 1.13.1 and robovm/MobiVM 2.3.23. I uploaded the build to TestFlight and tested with physical devices running iOS 18.5 and 26.0.1. It runs fine on 18.5 but refuses to launch on the 26.0.1 device. I cannot retrieve a crash log or .ips file because none is written. When I write a Console log while the app crashes/does not launch I get no hints as to why it does so. Do you maybe have additional ideas as to why it keeps not launching on iOS 26.0.1?
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187
Sep ’25
Replace Apple Clang with Vanilla Clang, what can go wrong?
We are developing a cross platform c++ application. We also use some objective-c (no swift) and specific Apple frameworks like AVFoundation, CoreML in the MacOs version of our software. We use Apple Clang as compiler when building for MacOs. As our code is primarily c++ we would like to use the latest and greatest c++ 20 features. So we are looking into using vanilla clang instead, the builds with vanilla clang seem to work fine, however our concern is that we might have overlooked possible issues that could arise. So our question is whether there are specific things we need to address when switching compilers, are there things that we need to be aware of? In the end we just want to know if switching compilers won't cause problems we can't oversee. So we would like to know if others took the same steps and what your thoughts/experiences are regarding this?
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96
Aug ’25
My app crashes and I don't know why
Hi! I'm new at developing apps. I built my app with Expo and it's working fine in simulator and my iPhone 14 as well. But when I try to run the build in my iPhone with TestFlight it crashes instantly :/ This is part of the log: Incident Identifier: B0ED8DEF-A0F0-4D0C-B3BB-3BB9CAB3242A Distributor ID: com.apple.TestFlight Hardware Model: iPhone14,7 Process: colbakapp [83024] Path: /private/var/containers/Bundle/Application/44211687-140E-4DF3-A577-CB68CE6414B0/colbakapp.app/colbakapp Identifier: com.colbak.colbakapp Version: 1.0.0 (3) AppStoreTools: 16F3 AppVariant: 1:iPhone14,7:18 Beta: YES Code Type: ARM-64 (Native) Role: Foreground Parent Process: launchd [1] Coalition: com.colbak.colbakapp [18141] Date/Time: 2025-06-22 13:26:29.0142 -0400 Launch Time: 2025-06-22 13:26:28.6532 -0400 OS Version: iPhone OS 18.5 (22F76) Release Type: User Baseband Version: 3.60.02 Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: SIGNAL 6 Abort trap: 6 Terminating Process: colbakapp [83024] Triggered by Thread: 2 Thread 0: 0 libsystem_kernel.dylib 0x00000001f2e4fce4 mach_msg2_trap + 8 1 libsystem_kernel.dylib 0x00000001f2e5339c mach_msg2_internal + 76 (mach_msg.c:201) 2 libsystem_kernel.dylib 0x00000001f2e532b8 mach_msg_overwrite + 428 (mach_msg.c:0) 3 libsystem_kernel.dylib 0x00000001f2e53100 mach_msg + 24 (mach_msg.c:323) 4 CoreFoundation 0x00000001a1c42900 __CFRunLoopServiceMachPort + 160 (CFRunLoop.c:2637) 5 CoreFoundation 0x00000001a1c411f0 __CFRunLoopRun + 1208 (CFRunLoop.c:3021) 6 CoreFoundation 0x00000001a1c42c3c CFRunLoopRunSpecific + 572 (CFRunLoop.c:3434) 7 GraphicsServices 0x00000001eee21454 GSEventRunModal + 168 (GSEvent.c:2196) 8 UIKitCore 0x00000001a4655274 -[UIApplication _run] + 816 (UIApplication.m:3845) 9 UIKitCore 0x00000001a4620a28 UIApplicationMain + 336 (UIApplication.m:5540) 10 colbakapp 0x00000001046296b0 main + 64 (AppDelegate.swift:6) 11 dyld 0x00000001c8b17f08 start + 6040 (dyldMain.cpp:1450) Thread 1: 0 libsystem_pthread.dylib 0x000000022c350aa4 start_wqthread + 0 Thread 2 Crashed: 0 libsystem_kernel.dylib 0x00000001f2e5a1dc __pthread_kill + 8 1 libsystem_pthread.dylib 0x000000022c357c60 pthread_kill + 268 (pthread.c:1721) 2 libsystem_c.dylib 0x00000001a9c782d0 abort + 124 (abort.c:122) 3 libc++abi.dylib 0x000000022c2815a0 abort_message + 132 (abort_message.cpp:78) 4 libc++abi.dylib 0x000000022c26fef4 demangling_terminate_handler() + 316 (cxa_default_handlers.cpp:72) 5 libobjc.A.dylib 0x000000019f1e7c08 _objc_terminate() + 172 (objc-exception.mm:499) 6 libc++abi.dylib 0x000000022c2808b4 std::__terminate(void ()()) + 16 (cxa_handlers.cpp:59) 7 libc++abi.dylib 0x000000022c2840d0 __cxa_rethrow + 188 (cxa_exception.cpp:658) 8 libobjc.A.dylib 0x000000019f1e5568 objc_exception_rethrow + 44 (objc-exception.mm:399) 9 colbakapp 0x00000001049f7b68 invocation function for block in facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const, NSInvocation*, NSMutableArray*) + 200 (RCTTurboModule.mm:444) 10 colbakapp 0x00000001049fc538 facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1::operator()() const + 36 (RCTTurboModule.mm:463) 11 colbakapp 0x00000001049fc538 decltype(std::declval<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1&>()()) std::__1::__invoke[abi:ne190102... + 36 (invoke.h:149) 12 colbakapp 0x00000001049fc538 void std::__1::__invoke_void_return_wrapper<void, true>::__call[abi:ne190102]<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMu... + 36 (invoke.h:224) 13 colbakapp 0x00000001049fc538 std::__1::__function::__alloc_func<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1, std::__1::allocator<face... + 36 (function.h:171) 14 colbakapp 0x00000001049fc538 std::__1::__function::__func<facebook::react::ObjCTurboModule::performVoidMethodInvocation(facebook::jsi::Runtime&, char const*, NSInvocation*, NSMutableArray*)::$_1, std::__1::allocator<facebook::... + 104 (function.h:313) 15 libdispatch.dylib 0x00000001a9bbcaac _dispatch_call_block_and_release + 32 (init.c:1575) 16 libdispatch.dylib 0x00000001a9bd6584 _dispatch_client_callout + 16 (client_callout.mm:85) 17 libdispatch.dylib 0x00000001a9bc52d0 _dispatch_lane_serial_drain + 740 (queue.c:3939) 18 libdispatch.dylib 0x00000001a9bc5dac _dispatch_lane_invoke + 388 (queue.c:4030) 19 libdispatch.dylib 0x00000001a9bd01dc _dispatch_root_queue_drain_deferred_wlh + 292 (queue.c:7198) 20 libdispatch.dylib 0x00000001a9bcfa60 _dispatch_workloop_worker_thread + 540 (queue.c:6792) 21 libsystem_pthread.dylib 0x000000022c350a0c _pthread_wqthread + 292 (pthread.c:2696) 22 libsystem_pthread.dylib 0x000000022c350aac start_wqthread + 8 Thread 3: 0 libsystem_pthread.dylib 0x000000022c350aa4 start_wqthread + 0 ... EOF
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88
Jun ’25
Emulator crashing
Hi, My Ryunjinx emulator's been crashing while I play tears of the kingdom and enter a certain area. Can somebody explain to me why it's crashing? Process: Ryujinx [54839] Path: /Volumes/VOLUME/*/Ryujinx.app/Contents/MacOS/Ryujinx Identifier: org.ryujinx.Ryujinx Version: 1.1 (1.1.0) Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2024-12-21 15:28:23.9844 -0500 OS Version: macOS 15.1.1 (24B91) Report Version: 12 Anonymous UUID: 91B1764F-0E70-FDFA-0541-138ABFD9112A Sleep/Wake UUID: 408A9A03-26A8-4E59-AB8E-66763B38E36B Time Awake Since Boot: 170000 seconds Time Since Wake: 7500 seconds System Integrity Protection: enabled Crashed Thread: 27 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 6 Abort trap: 6 Terminating Process: Ryujinx [54839]
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535
Dec ’24
(React-Native Expo) Add Dependency for Local Native Module
I am converting a project to expo and have created a new expo project. I have migrated most of the react-native code but need to add a native module. I added it using npx create-expo-module expo-settings --local The name of the module DataRetrieval. So far so good but I need a package SwiftCSV. I added it as a dependency to Pods and did a npx pod-install but when I try to import SwiftCSV as a subproject, it is not found. So I tried adding to the DataRetrieval podspec an s.dependency 'SwiftCSV'. I then get an error that there is a redefining of symbols. I am able to include this in a regular Swift file but not in the sub-module under expo. What am I missing about how to not only add a native module but to add dependencies and include it in my project? Thanks, Ray
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340
Feb ’25
App Crashes instantly in Test Flight
Hi everyone! I recently developed an app (sort of a social media app), built in React Native Expo. I have finally after months of coding, completed the App. It works completely fine and passes all my testcases on multiple devices. It has also passed Apples review and after a few tries become stable on all their devices. However, when I released it to TestFlight, it opens and crashes immediately? I have tried numerous fixes, error boundaries etc. but to no avail. I am really struggling here, I can't seem to replicate the error at all even in Xcode. It seems to just crash on open where the splashscreen flashes, not sure why? I have attached the crash report and redacted the TEAM_ID and DEVICE_ID. Any help would be greatly appreciated. Warm regards, Hassan | Founder @ Oneforge GymBuddiesConnect-2025-01-21-013038.txt
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523
Jan ’25
Error build expo EAS
I'm trying to create a new build from VSC through EAS (expo) but it's failing and returning the error I'm attaching. I'm running the command eas build --profile preview --platform ios. I have an "App Manager" account, my colleague has the same role and he can do builds normally. I have other permissions and accesses ok, as can be seen in the attached picture, but apparently I have the issue in "register bundle identifier". Does anyone faced the same issue? How can I solve this? What step I'm missing? Thanks in advance!
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146
May ’25
App crashes during review but not in Simulator
I am submitting new App for review and it is rejected due to Crash on iPad Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Subtype: KERN_INVALID_ADDRESS at 0x0000000000000000 I am not able to reproduce the same locally, have tested app against same iOS and all the device type but no crash. Can someone help provide some pointers on how to debug/investigate the issue. Attached is the crash report I received: crashlog-C2489824-B949-47D8-BE2B-9D54CAE8F733.ips
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481
Feb ’25
Flutter: abnormal delay on iOS in position recovery on first opening
Good morning everyone, I am developing a Flutter app for Android and iOS. When I press a button, the app detects the location of the device (obviously with permissions already granted). On Android everything works correctly. On iOS, however, when I press the button for the first time after opening the app, the location is detected after about 30-50 seconds. On the other hand, if I repeat the operation later, the response time is drastically reduced (only a few seconds). I am using the location package (https://pub.dev/packages/location), and the code to get the location is as follows: var currentLocation = await location.getLocation(); Has anyone experienced this problem before or knows how to solve it? Thank you very much! Federico
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216
Sep ’25
How to upgrade an iPad to iOS 17 for testing?
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.
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60
Jun ’25