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The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels
Trying to publish my .NET MAUI app via the transporter after migrating it from Xamarin (using the App Store Connect feature directly within visual studio 2022 has never worked for me) and getting this error. Validation failed (409) Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. I have setup my maui app to use the asset catalog with the .pngs setup as bundled resources and I have also tried using the .svg method, both resulting in this error. When I zip and unzip my .ipa file I can see the asset catalog as part of the payload (C:\Archives\AIM_MAUI\Payload\AIM_MAUI.app\AppIcon.appiconset) Here is the contents of the Contents.json file { "images" : [ { "filename" : "icon_40.png", "idiom" : "iphone", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_60.png", "idiom" : "iphone", "scale" : "3x", "size" : "20x20" }, { "filename" : "icon_58.png", "idiom" : "iphone", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_87.png", "idiom" : "iphone", "scale" : "3x", "size" : "29x29" }, { "filename" : "icon_80.png", "idiom" : "iphone", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "3x", "size" : "40x40" }, { "filename" : "icon_120.png", "idiom" : "iphone", "scale" : "2x", "size" : "60x60" }, { "filename" : "icon_180.png", "idiom" : "iphone", "scale" : "3x", "size" : "60x60" }, { "filename" : "icon_20.png", "idiom" : "ipad", "scale" : "1x", "size" : "20x20" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "2x", "size" : "20x20" }, { "filename" : "icon_29.png", "idiom" : "ipad", "scale" : "1x", "size" : "29x29" }, { "filename" : "icon_58.png", "idiom" : "ipad", "scale" : "2x", "size" : "29x29" }, { "filename" : "icon_40.png", "idiom" : "ipad", "scale" : "1x", "size" : "40x40" }, { "filename" : "icon_80.png", "idiom" : "ipad", "scale" : "2x", "size" : "40x40" }, { "filename" : "icon_76.png", "idiom" : "ipad", "scale" : "1x", "size" : "76x76" }, { "filename" : "icon_152.png", "idiom" : "ipad", "scale" : "2x", "size" : "76x76" }, { "filename" : "icon_167.png", "idiom" : "ipad", "scale" : "2x", "size" : "83.5x83.5" }, { "filename" : "icon_1024.png", "idiom" : "ios-marketing", "scale" : "1x", "size" : "1024x1024" } ], "info" : { "author" : "xcode", "version" : 1 } } I have tried manually using the actool tool from Xcode 16.4 to create the Assets.car file that is seeming to be missing and leading to this issue but even that can't compile the icons (or even a simple sample appicon.appiconset from Xcode with a singular .png added) and I am beginning to think there's an issue with the actool itself. I have tried reinstalling Xcode and every time the actool is just a partial download or a stub of the tool and not the real tool (actool size on my Mac is only 170kb and per my research it should be at least a couple mb) Is there any workaround?
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276
Jul ’25
Information about legacy (new app)
Hello I developed an app for my cousin (I wrote all the code myself), but she’ll be the one managing it once it’s published. She’ll take care of the content, updates, and anything admin-related. Right now, the app uses my Firebase account and my Apple Developer account (App Store Connect), which I set up at the start of the project. I’m wondering: • Am I at risk legally or financially if the accounts stay under my name, even though I won’t be involved in the app after release? • Is it possible to migrate the project to her email, meaning transfer Firebase and the Apple Developer account to her own account, so that everything is properly under her control? Thanks in advance for any insights or experiences
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178
Jul ’25
Compile apple
Ive been working on android studio and have my app put together and was gonna start thr apple process and everything I read says I'll need a Mac to do it. Can someone either point me in the right direction or could I send my code over and someone compile my code for me?
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253
Jan ’25
Unexpected performance penalty attributed to first Swift Testing test
I have a Swift package with a test suite that contains some tests implemented with Swift Testing. Locally, they run quickly, but when I run them on Semaphore CI (https://semaphore.io), the first Swift Testing test to execute incurs a performance penalty. I'm running the tests with xcodebuild on iOS Simulator: xcodebuild test \ -scheme "Scheme" \ -workspace Workspace.xcworkspace \ -destination "platform=iOS Simulator,name=iPhone 16,OS=18.2" The scheme is configured to use a test plan that has parallelization disabled. Here's an excerpt from the output showing what I'm seeing: Test Suite 'All tests' started at 2025-04-03 07:47:37.328. ◇ Test run started. ↳ Testing Library Version: 102 (arm64-apple-ios13.0-simulator) ◇ Iteration 1 started. ◇ Suite <redacted> started. ◇ Test foo() started. ✔ Test foo() passed after 23.063 seconds. When foo() is not the first test it runs in under 100 ms. The reason that I have parallelization disabled is that I was initially seeing all of the tests in this suite incur a performance hit. But now it's clear that there must be some startup cost. Things I'm wondering: What is this startup penalty? Why don't I encounter it locally? Why is it attributed to the first test? (this seems like a bug) My wild guesses around 1 so far have been… maybe some simulator clone is booting. I've tried to rule that out by disabling parallelization, but maybe there's still something there. maybe swift testing is getting loaded lazily and there's some kind of dynamic linking cost Thoughts on 2… maybe there's some one-time penalty when using swift testing that I've already incurred locally but that has not yet been incurred in the CI image Guidance welcome! x-posted: FB17102970 (Unexpected performance penalty attributed to first Swift Testing test) https://forums.swift.org/t/first-swifttesting-test-always-slow/79066
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113
Apr ’25
Is it possible to use Lottie with Swift Package Manager files?
Hi! I wanted to use Lottie in my swiftpm app, but I've been running into errors and I'm not sure if it's possible. When I try to run the app, it crashes and I get errors saying that the library isn't loaded and the files aren't found (basically these: https://github.com/lottie-react-native/lottie-react-native/issues/373 , https://github.com/airbnb/lottie-ios/issues/2233 ). But moving the framework file into the PackageFrameworks folder doesn't work, and also I'm getting the error that swiftpm cannot distribute packages containing binary frameworks and from what I understand that just isn't something that swiftpm can do. So I was wondering if anyone knows any workarounds to this, or if I should just ditch Lottie? Any help or advice would be greatly appreciated!
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420
Feb ’25
When I build binutils, I get a compile error.
When building binutils (2.4.4) on Mac OS Sequoia (15.4), a compilation error occurs. In file included from ../../zlib/gzguts.h:21: In file included from /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/stdio.h:61: /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/_stdio.h:318:7: error: expected identifier or '(' 318:7: error: expected identifier or '(' 318 | FILE | FILE fdofdopen(int, cpen(int, const char onst char ) __DARWI) __DARWIN_ALIN_ALIAS_STARTIAS_STARTING(__MAC_NG(__MAC_10_6, __I10_6, __IPHONE_2_0PHONE_2_0, __DARWI, __DARWIN_ALN_ALIAS(fIAS(fdopen)); dopen)); | ^ | ^ ../../zlib/zutil.h:147:33: note: expanded from macro 'fdopen' 147 | # ../../zlib/zutil.h:147:33: note: expanded from macro 'fdopen' 147 | # define define fdopefdopen(fd,moden(fd,mode) NULL /) NULL / No f No fdopen() *dopen() */ | ^ / | error.txt In 1311 Line.
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444
Apr ’25
Unable to open mach-O at path
Hi, there's this point at which a beginner needs to beg for help. Unable to open mach-O at path: /Library/Caches/com.apple.xbs/Binaries/RenderBox/install/Root/System/Library/PrivateFrameworks/RenderBox.framework/default.metallib Error:2 I get this everytime I select a month and year on a custom date picker, I believe because I try to force the ".generateChartData()" for the chart to update. I guess the problem might be that the ".onAppear" and ".onChange" are conflicting with each other? } .onChange(of: showDatePicker) { viewModel.startDate = selectedDate viewModel.generateChartData() } } .onAppear { viewModel.generateChartData() }
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147
Apr ’25
La version IOSOS 18.3.1 PARA IPAD AIR 5 GENERACION NO ESTA DISPONIBLE
How do I download the iPad Air (5th generation) 18.3 simulator? I activated my Mac and only have version 18.2 available. I need to test the simulator that they are testing, but I can't because I don't have version 18.3 available. I only have the iPad version 18.2 available and the application works fine on that version. I have already added logs in different parts of the application, but in the files that you shared with me no log appears. The macOS operating system is macOS Drought.
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331
Feb ’25
There is an error when building binutils.
There is an error when building binutils. /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX.sdk/usr/include/_stdio.h:318:7: note: to match this '(' /Users/koudah/elf2x68k/build_gcc/src/binutils-2.42/zlib/zutil.h:147:33: note: expanded from macro 'fdopen' 147 | # define fdopen(fd,mode) NULL /* No fdopen() */ | ^
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316
May ’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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181
Jul ’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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232
Jul ’25
.Net MAUI (Windows & Mac)
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.?
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589
Feb ’25
Permission Folder
Hello everybody! I would like some help to resolve the error "/usr/bin/openssl" x509 -noout. I've tried different ways but it persists. I'm using Delphi (Embarcadero) version 12, I've also tried with 11 and without success. I use MacMini version 15.2. What could be causing this error Thank you in advance
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236
Feb ’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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131
Jul ’25
I made a browser plugin to do something Apple should've done themselves.
This browser extension is a doc reading enhancer for the Apple Developer website. It supports i18n translation, hover link previews, and bilingual display. Currently, it supports four languages: ja-JP, ko-KR, zh-CN, and zh-TW. It works with Swift/SwiftUI/Foundation modules now, and it's expected to support Swift Test, Swift Charts, UIKit, Swift Playground, and XCode modules by the end of this month. For more info, check out: https://appledocs.dev. You can also visit https://appledocs.dev/progress to see translation progress and vote. Note: It's only works on Chrome、Edge(In review)、Firefox(In review) Screenshot:
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132
Apr ’25