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A few questions about allowed-os-versions and os-version in Distribution Definition files
In the archived documentation for Distribution Definition files (https://developer.apple.com/library/archive/documentation/DeveloperTools/Reference/DistributionDefinitionRef/Chapters/Distribution_XML_Ref.html), the allowed-os-versions and os-version element are partially documented. I have a few questions about these elements: allowed-os-versions The documentation states: Availability: Available in OS X v10.6.6 and later. Has this element always worked correctly in the past? I'm asking because it does not seem to work correctly on OS X v10.14 for the min attribute of a sub os-version element. os-version The documentation states: This element is designed for you to use a specific OS version number for the min attribute, and a major OS version number for the before attribute. The expectation is that you will know an exact minimum version but not an exact major version. This keeps you from having to guess the last minor revision before the next major revision, as you would have to do if the before attribute were inclusive. This is quite confusing because the documentation never explicitly says what a specific or major OS version number is. Is specific major.minor.patch or major.minor? What is major? major or major.minor? As the documentation was created at a time where the OS version scheme was: 10.minor.patch (and minor was actually the major) and we are now in an era where the OS version is major.minor.path, this is even more confusing. I would also be curious to know what the major version is officially supposed to be for macOS Tahoe in this case. 16 or 26? Generally speaking, this documentation is missing examples for a lot of the elements. Also why is there a tag for InstallerJS and not one for Installation in the Developer Forums?
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Sep ’25
Host-Only Networking and Port Forwarding Support in macOS Virtualization Framework
I’ve developed a virtual machine manager application using the macOS Virtualization framework. The application currently supports both NAT and bridged networking configurations. I’m now looking to implement host-only networking, where the guest VM can communicate with the host but not with external networks. Is this networking mode supported by the Virtualization framework, and if so, what is the recommended approach to set it up? Additionally, I would like to implement port forwarding from the host to the guest (e.g., redirecting traffic from a specific port on the host to a port on the guest). Is there a way to configure port forwarding using the built-in APIs of the Virtualization framework, or would this require a custom networking solution? Any guidance or best practices for implementing these features within the constraints of the framework would be greatly appreciated.
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141
May ’25
Change the OSLog level that is written to Xcode console of a dependent library
I'd like to give control to the app developer that uses my library to select which level of logs they'd like to see from my lib (e.g. do they want to see all debug messages or just errors). I know there are filtering controls that Xcode gives us, but I'm wondering if there is a way to pull this off with code. Ideally the user callsite would look like MyLib(logLevel: .info). And then I would pass that info level somehow to OSLog. Today, I create my logger like this: let myLogger = Logger( subsystem: Bundle.main.bundleIdentifier ?? "UnknownApp", category: "MyLibrary" ) As far as I can tell, there is nothing I can then pass to my myLogger instance to configure the threshold level. I'm imagining an interface like: myLogger.logLevel(.warning) // Later... myLogger.debug("You won't see this") myLogger.error("But you will see this") Does OSLog and friends give us any ability to do this out of the box, or are we building little wrappers around OSLog to accomplish this? Thank you, Lou
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444
Mar ’25
Gnu Fortran and Mac OS Sequoia
I observed the following problem: A scientific code to perform Reverse Monte Carlo simulations (‘rmcxas’) compiled with the most up to date version of gcc/gfortran and Xcode including command line tools on Mac OS Sequoia 15.4 on a Macbook air with M4 processor generates the following problem upon starting it in a terminal: dyld[10154]: dyld cache '(null)' not loaded: syscall to map cache into shared region failed dyld[10154]: Library not loaded: /usr/lib/libSystem.B.dylib Referenced from: <0144F82E-003C-37A9-A544-9AE6336E549B> /Users/markuswinterer/bin/rmcxas Reason: tried: '/usr/lib/libSystem.B.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/usr/lib/libSystem.B.dylib' (no such file), '/usr/lib/libSystem.B.dylib' (no such file, no dyld cache), '/usr/local/lib/libSystem.B.dylib' (no such file) zsh: abort rmcxas This occurs only about every 5th time the code is started. Help would be highly appreciated.
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May ’25
Capacitor iOS Plugin with MobileVLCKit – Swift Plugin Not Recognized from Angular
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?
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188
Jul ’25
How to call a Swift file directly from Angular using Capacitor?
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!
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154
Jul ’25
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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175
Jun ’25
iOS Build Memory Access Issues Causing Crashes
Our app has an old codebase, originating in 2011, which started out as purely Objective-C (and a little bit of Objective-C++), but a good amount of Swift has been added over time as well. Lots of Objective-C and Swift inter-op, but in general very few 3rd party libraries/frameworks. Like many other codebases of this size and age, we have a good amount of accumulated tech debt. In our case, that mostly comes in the form of using old/deprecated APIs (OpenGL primary amongst them), and also using some ‘tricks’ that allowed us to do highly customized UI popups and the like before they were officially supported by iOS, but unfortunately are still in use to this day (i.e. adding views directly to the UIWindow such that that are ‘on top’ of everything, instead of presenting a VC). Overall though, the app is very powerful and capable, and generally has a relatively low crash rate. About two months ago, we started seeing some new crashes that seemed to be totally unrelated to the code changes that were made at the time. Moreover, if a new branch with a feature or bug fix was merged in, the new crash would either disappear entirely, or move somewhere else. These were not ‘normal’ crashes either - when hooked up to the debugger in Xcode, often times the crashes would happen when calling into system library (e.g. initializing a UIColor object). Some of the steps taken to try and mitigate or eliminate these crashes include: Rolling back merges Often worked, but then most future merges would cause a new and different crash to appear Using the TSan and ASan tools to try and diagnose thread or memory issues TSan reported a couple of issues near launch that have been fixed, and there are others in some areas of the app, but they have been around a long time and don’t appear to correlate with any recent changes, nor did fixing the ones at launch (and throughout testing to try and reproduce crashes) result in elimination of the new crashes ASan does not identify any issues Modifying the code changes in a branch before merging it in In one case where the changes were limited to declaring ‘@objc static var: Bool’ in a Swift class and setting a value to it in a couple of places, simply removing the @objc from the declaration would result in the crash going away. Since the var had to be exposed to Objective-C, it was eventually moved to a pure Objective-C class that already existed and is a singleton (not ideal, but it’s been around a long time and has not yet been refactored) in order to preserve the functionality and the crash was no longer reproducible Removing all 3rd party libraries or frameworks Not a long-term solution, and this mostly worked in that the crashes went away, but it also resulted in removal of long-existing features expected by our users Updating 3rd party libraries and frameworks when possible (there were some very old ones) Updating these did not have any effect on the crashes, except that the crashes moved around in the same way as when merging in a branch, and again, where the crash actually occurred was uncorrelated with the library/framework that was updated Changes to the App’s Build Settings in Xcode Set supported/valid architectures to arm64 exclusively Stripping of all architectures other than arm64 from 3rd party binaries Cleaning up of old/outdated linker flags Removal of other custom build flags that were needed at one point, but are no longer relevant Generally trying to make all the build settings in our (quite old/outdated) app match those of a newly created iOS app Code signing inject base entitlements is set to YES Removal of old/deprecated BitCode flag These changes seemed to help and the codebase was more ‘stable’ (non-crashing) for a while, but as we tried to continue development, the crashes would reappear Getting crash reports off of test devices and analyzing them based on the various documents about crash reports provided by Apple This was helpful and pointed to new things to investigate, but ultimately did not help to identify the root cause of these crashes Throughout all of the above, the crashes would come and go, very reproducibly for a given branch being merged in, but if a subsequent branch is merged in, the crash may go away, or simply move somewhere else - sometimes it would crash in our code that calls other parts of our code, and other times when calling system frameworks (like the UIColor example above). One thing that is consistent though, is that the crash would never happen anywhere near the code that was changed or added by a branch that was merged in. Additional observations when trying to figure out the cause of these crashes: Sometimes the smallest code change would result in a crash happening or not The crash reports generated on-device vary quite a bit in terms of the type and reason for the crash All crashes have an Exception Type of EXC_BAD_ACCESS, but vary between (SIGABRT) (SIGBUS) (SIGKILL) (SIGSEV) The crashing thread is often (but not always) on Thread 0 (main thread), and often the first line in the backtrace would be just ‘???’, sometimes followed by a valid memory address and file, but often times just ‘0x0 ???’ Most crash reports have an exception subtype of KERN_PROTECTION_FAILURE Many also state that the Termination Reason is ‘CODESIGNING 2 Invalid Page’ This in particular was investigated thoroughly, including looking at the Placing Content In A Bundle document but after further changes to ensure that everything is in the right place, the crashes were still observed Another odd thing in most of the crash reports is in the Binary Images section, there is a line that once again is mostly ???s or 000s - specifically ‘0x0 - 0xffffffffffffffff ??? unknown-arch <00000000000000000000000000000000> ???’ The crashes occur on different physical devices, typically the same crash for a given branch, and regardless of iOS version This includes building from different Macs. We did observe some differences between versions of Xcode (crashed similarly when built from an older version of Xcode, but not from a newer one), but we recently had all developers ensure they are running Xcode 16.4 - we also tried Xcode 26, but the crashes were still observed Overall, it seems like there is something very strange going on in terms of how the App binary is constructed such that a small code change somehow affects the binary in such a way that memory is not being accessed correctly, or is not where it is expected to be. This level of what appears to be a build-time issue that manifests in very strange run-time crashes is both confusing and difficult to diagnose. Despite the resources provided by Apple for investigation and diagnosis, we cannot seem to find a root cause for these crashes and eliminate them for good.
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342
Sep ’25
Can't download macOS 26 beta 8
Any time I attempt to download the latest beta of macOS 26, Safari stops the download at Zero KB, with no indication of why. I'm able to download OS 26 beta 8 for the other platforms absolutely fine, just not macOS. Pressing the little orange "reload" button, just results in another copy of the same zero KB file bundle on the file system. Can anyone help please?
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179
Aug ’25
lldb-dap closes connection
If I build an x64 binary on my M4 Mini, when I try to debug it using Visual Studio remote debugging the connection is closed, which means I cannot debug my code in x64 mode. I need to be able to do this as I have architecture specific code. I have Rosetta installed. FWIW I have the same issue with lldb-mi :( David
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121
Jul ’25
Unexpected timezone issues
Hi, my server in Melbourne Australia is getting weather forecasts from a few places around Australia. When I look at the daily timesteps that I get back, they might be something like this: "days": [ { "forecastStart": "2025-06-25T00:00:00Z", "forecastEnd": "2025-06-26T00:00:00Z", "daytimeForecast": { "forecastStart": "2025-06-25T07:00:00Z", "forecastEnd": "2025-06-25T19:00:00Z", "overnightForecast": { "forecastStart": "2025-06-25T19:00:00Z", "forecastEnd": "2025-06-26T07:00:00Z",} It doesn't matter where I ask for - Melbourne, Darwin, Perth, it always comes back the same. The documentation says that daytimeForecast is 7 am to 7 pm local and overnightForecast is 7pm to 7 am local. However, in a place like Perth 7-19Z is 3 pm to 3 am, not 7 pm to 7 am like advertised. I can see that for any given date, there are 3 maximum temperature forecasts, a 24 hour max, a daytime max and an overnight max and they differ from each other. Can anyone help me understand what's happening here? And furthermore in the example above, the 24 hour forecasts that have, for example this: "forecastStart": "2025-06-25T00:00:00Z" ... Can the 00:00:00Z be trusted literally? Or is it more the case that it's "2025-06-25" but the HMS got tacked on in a conversion?
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100
Jul ’25
Why does a Swift test think my simple struct is main actor-isolated?
My experience with Swift 6 strict concurrency so far doesn't match my understanding of implicit MainActor isolation semantics. This is a cross-post from StackOverflow. I will link answers between both forums. TL;DR Build succeeds when testing a struct declared in the test module, but fails when the struct is moved to the main module: Main actor-isolated property … cannot be accessed from outside the actor. Steps to reproduce Open up Xcode 26 beta 2 on macOS 26 (probably also ok on current stables). Create a new Swift app with Swift testing, no storage. Call it WhatTheSwift. Set the Swift Language Version on all three targets to Swift 6. Update the default test file to be this: import Testing @testable import WhatTheSwift struct WhatTheSwiftTests { @Test func example() async throws { let thing = Thing(foo: "bar") #expect(thing.foo == "bar") } } struct Thing { let foo: String } That should build fine, and the tests should pass. Now, move the Thing declaration into its own Thing.swift file in the WhatTheSwift module, and try running the test again. You should see this: Observations Marking the test @MainActor allows the test to pass, suggesting the compiler actually wants to isolate Thing.foo to the main actor. My question Why? And why only when Thing is in a different module?
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229
Jun ’25
If you have code to package as a framework which has a 3rd party dependency, what can you do given that iOS doesn't support umbrella frameworks
I've got a large and complex app which has several dependencies upon 3rd party libraries (installed as pods). The app is structured according to Model-View-Controller design and there is a requirement to implement the Model part as an .xcframework so it can be included and used in the original app along with a few new apps. However, Apple documentation states that umbrella frameworks are not supported (Technical Note TN2435). The Model code has several dependencies which would be totally unfeasible to replace or remove, for example it uses RealmSwift for database storage. Obviously it would be impossible to write one's own database storage scheme in place of using Realm. However, if my framework uses Realm as a dependency, then its now become an umbrella framework. So therefore not supported according to Apple documentation. So what are options/solutions?
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604
Nov ’25
Command Line Tool Embedding in SwiftUI App
I have added 2 command line tools in my swiftUI app for macOS, it was working fine locally, but it gives error when i try to make archive of it. I am not sure about the reason, but it was related to sandboxing the command line tools, after this i have tried multiple solutions but i am unable to resolve this issue, how should i handle the helper command line tools
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434
Feb ’25
Missing Sources in Apple OSS Distributions
I noticed that there are numerous missing source repositories. For instance: https://github.com/apple-oss-distributions/IOHIDFamily/blob/07b14847cb5b4e0f826a3970961624969e443a6e/IOHIDFamily.xcodeproj/project.pbxproj#L4274 Many files referenced in the xcodeproj are listed but do not actually exist in the repositories.
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358
Feb ’25
Provisioning Profile Does Not Include Required Speech Recognition Entitlement
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.
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165
Jun ’25
AppleClang adds `/usr/local/include` to application search folders
By default, AppleClang adds /usr/local/include to the application search folders for include files (as opposed to the system include dirs). This causes problems with the expected include order because application search folders always have priority over system includes. Specifically it causes problems with the conan package manager as library includes are added with -isystem This behaviour differs from LLVM mainline clang and GCC, where /usr/local/include is a system include (added with -internal-isystem). Steps to reproduce - run echo 'int main() { return 0; }' | clang -xc -v - the output is as follows Apple clang version 17.0.0 (clang-1700.0.13.5) Target: arm64-apple-darwin24.5.0 Thread model: posix InstalledDir: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin "/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/clang" ... -isysroot /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk -I/usr/local/include -internal-isystem /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/local/include ...
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114
Aug ’25