I have command line tools installed:
% pkgutil --pkg-info=com.apple.pkg.CLTools_Executables
package-id: com.apple.pkg.CLTools_Executables
version: 16.2.0.0.1.1733547573
volume: /
location: /
install-time: 1739567437
Thus clang is installed here:
% whereis g++
g++: /usr/bin/g++
I also have installed gcc from homebrew:
% /opt/homebrew/bin/g++-14 --version
g++-14 (Homebrew GCC 14.2.0_1) 14.2.0
Copyright (C) 2024 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
However, I still cannot compile any c++ code, even the simplest one:
#include <iostream>
using namespace std;
int main() {
cout << "Hello World!" << endl;
return 0;
}
It returned this error:
% /opt/homebrew/bin/g++-14 ~/Downloads/try.cpp
ld: unsupported tapi file type '!tapi-tbd' in YAML file '/Library/Developer/CommandLineTools/SDKs/MacOSX15.sdk/usr/lib/libSystem.tbd' for architecture arm64
collect2: error: ld returned 1 exit status
It seems to be command line tools related. But I've already installed the most recent version of CLT and gcc.
Additionally, clang can compile the same code:
% /usr/bin/g++ ~/Downloads/try.cpp
% ./a.out
Hello World!
What else shall I do to make this g++ compiler work?
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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]
Topic:
Developer Tools & Services
SubTopic:
General
iPhone does not show Xcode app when plugged to MacBook. Anybody know something about viewing your app on your iPhone? Thanks
Does anyone know where I can get to the API diffs for iOS 18 -> iOS 26?
My App cordova based hubrid app , which work fine till ios-17,
On iOS 18 , it shows blank screen untill the user touch or scroll the view
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone,
I’m encountering an issue with Firebase Dynamic Links in my app that I’m hoping someone can help me with.
Everything was working perfectly before, but recently, I’ve run into a problem. Here’s the scenario:
If the app is not installed and a Firebase Dynamic Link is clicked, the user is correctly redirected to the app store to install the app.
Once the app is installed and opened for the first time, the dynamic link doesn't work. The app doesn't open to the correct content or link that was clicked.
I’ve tried the following troubleshooting steps with no success:
Verified that the app is configured properly in Firebase and that the Dynamic Links settings are correct.
Checked the app's deep linking settings and ensured everything matches with the Firebase setup.
Confirmed that the Firebase SDK is up-to-date.
Attempted to clear app cache and reinstall.
Tested the links in both debug and production modes.
Despite trying all these steps, the issue persists.
Has anyone else faced this issue before or have any suggestions for how to fix it? Any insights would be greatly appreciated!
Thanks in advance!
Hey, Since I set up push notifications for my Flutter app following this tutorial https://documentation.onesignal.com/docs/flutter-sdk-setup, my Flutter app no longer builds for iOS in the CD pipeline. I get the following error:
[17:24:47]: ▸ ProcessException: Process exited abnormally with exit code -6:
[17:24:47]: ▸ Command line invocation:
[17:24:47]: ▸ /Applications/Xcode_15.4.app/Contents/Developer/usr/bin/xcodebuild -list
[17:24:47]: ▸ User defaults from command line:
[17:24:47]: ▸ IDEPackageSupportUseBuiltinSCM = YES
[17:24:47]: ▸ 2025-03-10 17:24:46.855 xcodebuild[13337:34491] [MT] DVTAssertions: ASSERTION FAILURE in DevToolsCore/Xcode3Core/LegacyProjects/Frameworks/DevToolsCore/DevToolsCore/ProjectModel/DataModel/References/SynchronizedGroups/PBXFileSystemSynchronizedAbstractGroup.m:28
[17:24:47]: ▸ Details: Assertion failed: IDEFileSystemSynchronizedGroupsAreEnabled()
[17:24:47]: ▸ Object: <PBXFileSystemSynchronizedRootGroup>
[17:24:47]: ▸ Method: +allocWithZone:
[17:24:47]: ▸ Thread: <_NSMainThread: 0x60000026c200>{number = 1, name = main}
[17:24:47]: ▸ Hints:
[17:24:47]: ▸ Backtrace:
[17:24:47]: ▸ 0 -[DVTAssertionHandler handleFailureInMethod:object:fileName:lineNumber:assertionSignature:messageFormat:arguments:] (in DVTFoundation)
[17:24:47]: ▸ 1 _DVTAssertionHandler (in DVTFoundation)
[17:24:47]: ▸ 2 _DVTAssertionFailureHandler (in DVTFoundation)
[17:24:47]: ▸ 3 _DVTAssertionWarningHandler (in DVTFoundation)
My pipeline looks like this:
name: iOS Build and Deploy to App Store with Custom Version
on:
workflow_dispatch:
inputs:
version:
description: 'Version number'
required: true
default: '1.0.0'
env:
FLUTTER_CHANNEL: "stable"
RUBY_VERSION: "3.2.2"
jobs:
build_ios:
name: Build iOS
runs-on: macos-latest
timeout-minutes: 20
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Set up Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: ${{ env.RUBY_VERSION }}
bundler-cache: true
working-directory: 'daytistics/ios'
- name: Clean up vendor
working-directory: 'daytistics/ios'
run: rm -rf vendor
- name: Install Bundler Gems
working-directory: 'daytistics/ios'
run: bundle install
- name: Run Flutter tasks and get pub packages
uses: subosito/flutter-action@v2.16.0
with:
flutter-version-file: 'daytistics/pubspec.yaml'
channel: ${{ env.FLUTTER_CHANNEL }}
cache: true
- name: Get Flutter Packages
working-directory: ./daytistics
run: flutter pub get
- name: Install Bundler Gems
working-directory: 'daytistics/ios'
run: |
bundle install
bundle exec pod repo update # Add this line
# Remove the "Reinstall CocoaPods" step entirely
- name: Pod Install
working-directory: 'daytistics/ios'
run: bundle exec pod install
- name: Clean Flutter build
working-directory: ./daytistics
run: flutter clean
- name: Create .env file
working-directory: ./daytistics
run: touch .env
- uses: maierj/fastlane-action@v3.1.0
with:
lane: 'release_app_store'
subdirectory: daytistics/ios
options: '{
"version_number": "${{ github.event.inputs.version }}",
"env_vars": ["SUPABASE_URL", "SUPABASE_ANON_KEY", "POSTHOG_API_KEY", "SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID", "SENTRY_DSN"]
}'
env:
ASC_KEY_ID: ${{ secrets.ASC_KEY_ID }}
ASC_ISSUER_ID: ${{ secrets.ASC_ISSUER_ID }}
ASC_KEY_P8_BASE64: ${{ secrets.ASC_KEY_P8_BASE64 }}
MATCH_PASSWORD: ${{ secrets.MATCH_PASSWORD }}
MATCH_GIT_BASIC_AUTHORIZATION: ${{ secrets.MATCH_GIT_BASIC_AUTHORIZATION }}
APP_BUNDLE_ID: ${{ secrets.APP_BUNDLE_ID }}
GH_TOKEN: ${{ secrets.GITHUB_TOKEN }}
SUPABASE_URL: ${{ secrets.SUPABASE_URL }}
SUPABASE_ANON_KEY: ${{ secrets.SUPABASE_ANON_KEY }}
POSTHOG_API_KEY: ${{ secrets.POSTHOG_API_KEY }}
SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID: ${{ secrets.SUPABASE_AUTH_EXTERNAL_GOOGLE_CLIENT_ID }}
SENTRY_DSN: ${{ secrets.SENTRY_DSN }}
Everything works as expected in the simulator. However, I think that the problem isn't related to the pipeline. Instead I think it is related to the "Signing Capabilities" in X-Code:
https://i.sstatic.net/E0tSetZP.png
https://i.sstatic.net/oC1xG0A4.png
Thanks for your help!
Hi,
I am trying to bring an existing Unity app to vision pro, and am trying to make all of the librairies compatible (the project loads native libs at runtime).
For some of them, there is an arm64 IOS .framework file that seems to build and be found easily in the device, but for one of them I only got a .dylib.
When building on xcode, it tells me it can't find it. So I added it to the lib search path in build settings, and it built. But on the device, it still can't seem to find the .dylib :
Library not loaded: ./libpdfium.dylib
Referenced from: <59B1ACCC-FFFD-3448-B03D-69AE95604C77> /private/var/containers/Bundle/Application/0606D884-CB09-44CA-8E4F-4A309D2E7053/[...].app/Frameworks/UnityFramework.framework/UnityFramework
Reason: tried: '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), './libpdfium.dylib' (no such file), '/usr/lib/system/introspection/libpdfium.dylib' (no such file, not in dyld cache), '//libpdfium.dylib' (no such file)
I am not used to Apple environment, is there a way to correctly reference this .dylib (not talking about compatibility here, just the first "lib found" step) ?
Thanks.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Linker
Apple Unity Plug-Ins
visionOS
iPad and iOS apps on visionOS
Hi All,
I have an App on AppStore, recently the minimum supported version of the app was changed from iOS 12 to iOS 14.
Post that the TestFlight builds are crashing on launch.
If we revert the minimum supported iOS version to 12, the crash no longer happens.
This project is using cocoapods, and from the crash logs it seems the issue with with PLCrashReporter framework.
"EXC_CRASH" Termination reason: DYLD 9 weak-def symbol not found '__ZN7plcrash3PL_5async15dwarf_cfa_stateljiE10push_stateEv'.
This issue is happening only on TestFlight builds where the minimum supported version is 14.0
Any pointer to a solution is welcome.
Hi everyone,
I'm developing a Capacitor plugin to display an RTSP video stream using MobileVLCKit on iOS. The Android side works perfectly, but I can’t get the iOS plugin to work — it seems my Swift file is not being detected or recognized, even though I’ve followed the official steps.
What works:
I followed the Capacitor Plugin Development Guide.
I implemented the Android version of the plugin in Java inside the android/ folder. Everything works perfectly from Angular: the plugin is recognized and calls execute correctly.
The issue on iOS:
I implemented the iOS part in Swift, using the official MobileVLCKit documentation.
I initially placed my RtspVlcPlugin.swift file in the plugin’s iOS folder, as the docs suggest.
Then I moved it directly into the main app’s ios/App/App/ folder next to AppDelegate.swift and tried manual registration.
The problem:
Even though I manually register the plugin with:
if let bridge = self.window?.rootViewController as? CAPBridgeViewController {
bridge.bridge?.registerPluginInstance(RtspVlcPlugin())
print("✅ Plugin RtspVlcPlugin registered manually.")
}
It prints the registration message just fine.
BUT from Angular, the plugin is not recognized: Capacitor.Plugins.RtspVlcPlugin has no methods, and I get this error:
"code":"UNIMPLEMENTED"
I also tried declaring @objc(RtspVlcPlugin) and extending CAPPlugin.
I’ve verified RtspVlcPlugin.swift is added to the target and compiled.
The Swift file doesn’t seem to register or expose any methods to Angular.
I even tried adding the code without using a plugin at all — just creating a Swift class and using it via the AppDelegate, but it still doesn't expose any callable methods.
My Swift code (RtspVlcPlugin.swift):
import Capacitor
import MobileVLCKit
@objc(RtspVlcPlugin)
public class RtspVlcPlugin: CAPPlugin, VLCMediaPlayerDelegate {
var mediaPlayer: VLCMediaPlayer?
var containerView: UIView?
var spinner: UIActivityIndicatorView?
@objc func iniciar(_ call: CAPPluginCall) {
guard
let urlStr = call.getString("url"),
let x = call.getDouble("x"),
let y = call.getDouble("y"),
let w = call.getDouble("width"),
let h = call.getDouble("height"),
let url = URL(string: urlStr)
else {
call.reject("Missing parameters")
return
}
DispatchQueue.main.async {
self.containerView?.removeFromSuperview()
let cont = UIView(frame: CGRect(x: x, y: y, width: w, height: h))
cont.backgroundColor = .black
cont.layer.cornerRadius = 16
cont.clipsToBounds = true
let sp = UIActivityIndicatorView(style: .large)
sp.center = CGPoint(x: w/2, y: h/2)
sp.color = .white
sp.startAnimating()
cont.addSubview(sp)
self.spinner = sp
self.containerView = cont
self.bridge?.viewController?.view.addSubview(cont)
let player = VLCMediaPlayer()
player.delegate = self
player.drawable = cont
player.media = VLCMedia(url: url)
self.mediaPlayer = player
player.play()
call.resolve()
}
}
@objc func cerrar(_ call: CAPPluginCall) {
DispatchQueue.main.async {
self.mediaPlayer?.stop()
self.mediaPlayer = nil
self.spinner?.stopAnimating()
self.spinner?.removeFromSuperview()
self.spinner = nil
self.containerView?.removeFromSuperview()
self.containerView = nil
call.resolve()
}
}
public func mediaPlayerStateChanged(_ aNotification: Notification!) {
guard let player = mediaPlayer,
player.state == .playing,
let sp = spinner else { return }
DispatchQueue.main.async {
sp.stopAnimating()
sp.removeFromSuperview()
self.spinner = nil
}
}
}
In the Angular project, I’m using the plugin by manually registering it with registerPlugin from @capacitor/core. Specifically, in the service where I need it, I do the following:
import { registerPlugin } from '@capacitor/core';
const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin');
After this, I try to call the methods defined in the iOS plugin, like RtspVlcPlugin.iniciar({ ... }), but I get an UNIMPLEMENTED error, which suggests that the plugin is not exposing its methods properly to the Angular/Capacitor environment. That makes me believe the problem lies in how the Swift file is integrated or registered, rather than how it is used from Angular.
I’d appreciate any guidance on how to properly expose a Swift-based Capacitor plugin’s methods so that they are accessible from Angular. Is there any additional registration step or metadata I might be missing on the iOS side?
Hi everyone,
I’m working on a Capacitor app built with Angular, and I’m trying to call a Swift class directly from the root of the iOS project (next to AppDelegate.swift) without using a full Capacitor plugin structure.
The Swift file is called RtspVlcPlugin.swift and looks like this:
import Capacitor
@objc(RtspVlcPlugin)
public class RtspVlcPlugin: CAPPlugin {
@objc func iniciar(_ call: CAPPluginCall) {
call.resolve()
}
}
In AppDelegate.swift I register it like this:
if let bridge = self.window?.rootViewController as? CAPBridgeViewController {
bridge.bridge?.registerPluginInstance(RtspVlcPlugin())
print("✅ RtspVlcPlugin registered.")
}
The registration message prints correctly in Xcode logs.
But from Angular, when I try to call it like this:
import { registerPlugin } from '@capacitor/core';
const RtspVlcPlugin: any = registerPlugin('RtspVlcPlugin');
RtspVlcPlugin.iniciar({ ... });
I get this error:
{"code":"UNIMPLEMENTED"}
So, even though the plugin is registered manually, it’s not exposing any methods to the Angular/Capacitor runtime.
My question is:
What is the correct way to access a manually created Swift class (in the root of the iOS project) from Angular via Capacitor?
Thanks in advance!
Hello,
I have created a .NET MAUI application in Windows Visual Studio 2022.
Also I have a MAC fully configured with latest Visual Studio for MAC and Xcode Installed.
When pairing the MAC for windows machine I am able to run the simulators for various IPhone devices(as they are attached to MAC) but when I try to run for the MacCatalyst from my Windows machine it doesnt work.
Is it possible to create a build for the MAUI application for MacCatalyst from my windows machine.The build should be created in my Windows folder directory.?
We are considering the development of a new service, We would like to ask for detailed information on the feasibility of the following.
Is it possible to encapsulate only xcframework, such as encapsulating xcframeworkA into xcframeworkB? If the above is possible, will the application incorporating the xcframework in the above state pass the review of apple?
Hello guys,
I have probleme with the lib react tinode on ios , someone can help m on it plz ?
am I correct in thinking that local agentsic coding is going to come to Xcode at some point ? I'm thinking cursor ai or windsurf / cline style.
Topic:
Developer Tools & Services
SubTopic:
General
Hello Apple Developer Support,
I am writing to seek assistance with an issue we are experiencing in our SwiftUI application concerning UI test cases.
Our application uses accessibility labels that differ slightly from the display content to enhance VoiceOver support. However, we have encountered a problem where our UI test cases fail when the accessibility label does not match the actual display content.
Currently, we are using accessibility identifiers in our tests, but they only retrieve the accessibility label, leaving us without a method to access the actual display content. This discrepancy is causing our automated tests to fail, as they cannot verify the visual content of the UI elements.
We would greatly appreciate any guidance or solutions you could provide to address this issue. Specifically, we are looking for a way to ensure our UI tests can access both the accessibility label and the actual display content for verification purposes.
For ex:
Problem scenario - setting accessibilityLabel masks access to any displayed content
If an accessibilityLabel is set on a UI element, then it seems to be no-longer possible to check/access the displayed content of that element:
var body: some View {
Text("AAA")
.accessibilityIdentifier("textThing")
.accessibilityLabel("ZZZ") // Different label from the text which is displayed in UI
}
// in test...
func test_ThingExists() {
XCTAssert(app.staticTexts["AAA"].exists) // Fails, cannot find the element
XCTAssertEqual(app.staticTexts["ZZZ"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content
XCTAssertEqual(app.staticTexts["ZZZ"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content
XCTAssert(app.staticTexts["textThing"].exists) // Passes, but does not check the displayed content
XCTAssertEqual(app.staticTexts["textThing"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content
XCTAssertEqual(app.staticTexts["textThing"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content
}
element.label still only checks the accessibilityLabel. There is not, it seems, an way back to being able to check the content of the Text element directly.
Thank you for your attention and support. We look forward to your valuable insights.
Not sure if this is common with releases but I've been doing some CI work recently so it's the first time I've seen this myself,
When I list the runtimes installed on my machine:
xcrun simctl list runtimes
I notice the iOS 18.3.1 release has the below info:
== Runtimes ==
iOS 18.3 (18.3.1 - 22D8075) - com.apple.CoreSimulator.SimRuntime.iOS-18-3
Meanwhile the other runtimes are listed as:
== Runtimes ==
iOS 17.5 (17.5 - 21F79) - com.apple.CoreSimulator.SimRuntime.iOS-17-5
iOS 18.4 (18.4 - 22E5216h) - com.apple.CoreSimulator.SimRuntime.iOS-18-4
watchOS 11.2 (11.2 - 22S99) - com.apple.CoreSimulator.SimRuntime.watchOS-11-2
visionOS 2.3 (2.3 - 22N895) - com.apple.CoreSimulator.SimRuntime.xrOS-2-3
(Apologies for the weird formatting above, using code blocks and quote markdown condenses things down to one line for some reason)
This is causing some funkiness in my CI code which I've managed to workaround, but wondered if this was a common thing, specifically the mismatch between the iOS name and the runtime version.
iOS 18.3 and com.apple.CoreSimulator.SimRuntime.iOS-18-3 vs 18.3.1 - 22D8075 where the .1 has been dropped for the runtime names?
We recently integrated MetricKit into our app; however, the 90th percentile data does not seem to match the data in Xcode Organizer. The values reported by MetricKit appear to be higher. Additionally, it looks like data for previous app versions is not being updated in Organizer as adoption of the latest version increases.
Has anyone else experienced this issue? Could there be a delay in data updates for older versions in Organizer? Are there any known limitations or best practices for ensuring consistency between MetricKit and Xcode Organizer data? Any guidance would be greatly appreciated.
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
I'm experiencing an inconsistent behavior with the App Tracking Transparency (ATT) prompt in my Cordova iOS app using the admob-plus-cordova and cordova-plugin-consent plugins.
Environment:
Cordova iOS app
Plugins: admob-plus-cordova, cordova-plugin-consent
iOS Simulator: 16.0
Physical device: iphone 12 17.5.1
Xcode version: 16.2
Issue:
The ATT permission prompt appears correctly in the iOS Simulator but fails to show on physical devices. I've verified that:
Info.plist includes NSUserTrackingUsageDescription
The ATT request is triggered before initializing AdMob
The device is running iOS 14.5 or later
Expected behavior:
ATT prompt should appear on first launch on physical devices (as it does in the simulator)
Actual behavior:
ATT prompt appears correctly in simulator [attach your screenshot]
ATT prompt never appears on physical device
Troubleshooting steps tried:
Verified app hasn't previously requested ATT permission
Confirmed tracking is enabled in device Settings -> Privacy -> Tracking
Verified implementation order (ATT request before AdMob initialization)
Any insights on why this might be happening or additional debugging steps would be greatly appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
iOS
Simulator
Privacy
App Tracking Transparency