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"A software update is required" message is shown when running beta software
I'm running the latest iOS 26 beta 5 on my iPad and iPhone. Whenever I run these betas, I always get the message below telling me an update is available (whenever I plug in my devices). I'm assuming this is because the update check is detecting that I have something other than the latest production release. Obviously, it makes no sense to ask me to update to a prod build when I'm running the dev beta. Is there a way to turn this message off? Or maybe Apple could handle this situation better? Or maybe it's just a bug and I'm the only one getting this message?
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Aug ’25
macOS .chm viewer
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
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Jun ’25
Gyro/Orientation iframe embed doesn't work on iOS26, works on iOS 18.5
So I'm testing a microapp that is contained in an IPFS folder. I use a web3 website that is used to view NFTs and their IPFS files. The app has gyro controls, which are enabled through a confirmation gesture. In iOS 18.5, when I press "Request Permission" button I get the popup to allow the app to acess movement and orientation. In iOS26, pressing the button does nothing. Keep in mind that this only happens through the website, that uses iframes. When I load the IPFS file from a direct link, the popup appears with no issue. I think this might be because iOS26 uses WebGPU or it might be a bug since iOS26 is still in beta.
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Jul ’25
Simulator crash Exception Type: EXC_CRASH (SIGKILL) WatchDog: 0x8BADF00D
Hello, My app often crashes when I use simulators. I would like some help with reading the crash report that is generated. Especially with the part below Thread 0 Crashed. Based on other posts I understand that the 0x8BADF00D in the crash report is a WatchDog crash that basically says that WatchDog terminated the app because the main thread was blocked for a significant time. Many processes can block the main thread so it's hard to find out what it is in our specific case. Can someone help me reading through the crash report? Short_crash_report.txt Background information The application is Xamarin Native and I use Rider as an IDE. When I use Visual Studio, the simulators run just fine. No crash occurs while using my app on a device. The crash happens on multiple simulators with different OS versions. I already deleted XCode cache, erased content and settings of several simulators and deleted iOS DeviceSupport files.
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533
Feb ’25
Error App Distribution Minimum IOS
I try to distribute my App again, but receive now the error that the Minimum IOS is not supported by Info.plist with Runner. i have latest XCode and the error stays whatever IOS I Set in General and in the building rules. Any one has an idea or had same issue since recent Xcode / project Updates ? thanks so much
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Sep ’25
Firebase FCM iOS Notifications Not Sending – APNs "Auth Error from APNs or Web Push"
Hi everyone. I’m working on an iOS app that uses Firebase Cloud Messaging (FCM) to send push notifications. I’m encountering an issue when trying to send notifications either from Firebase Functions or directly using the FCM token with the Firebase Admin SDK and REST API. Error Message: FirebaseMessagingError: Auth error from APNS or Web Push Service code: 'messaging/third-party-auth-error' message: 'Auth error from APNS or Web Push Service' What I’ve Set Up: iOS App Registered in Firebase Bundle ID: Kilovative-Designs.ParkAware APNs Key downloaded from Apple Developer Portal Team ID and Key ID correctly entered in Firebase Console Firebase Admin SDK Service Account setup and used for sending Device is successfully receiving FCM tokens Subscribed to topics and calling Messaging.messaging().subscribe(toTopic:) works Using firebase-admin to send FCM messages via sendToDevice or sendToTopic What I’ve Tried: Tested push via firebase-admin in Node.js (got same APNs auth error) Tested with both topic-based and direct token-based push Confirmed the .p8 key is uploaded in Firebase, with correct Key ID and Team ID Tried generating a new APNs Auth Key Firebase Admin SDK is initialized with the correct service account Using Node.js firebase-admin with a known good FCM token, and sending this payload: { notification: { title: "Test Notification", body: "This is a direct FCM test" }, token: "cxleOwi73EhFh9C5_V4hED:APA91bE3W..." } Returns: FirebaseMessagingError: Auth error from APNS or Web Push Service Questions: Are there known conditions under which Firebase throws this error even if the APNs Auth Key is present? Does the Bundle ID need to start with com. in the Apple Developer Portal and Firebase for APNs authentication to work? Could this be a certificate or provisioning profile mismatch issue (even when using a .p8 key)? Is there a way to manually validate APNs authentication from Firebase outside of actual push delivery? Any insight or guidance would be incredibly helpful. I’m new to developing and have tried repeated efforts to fix this issue but still haven’t resolved it. Thanks in advance!
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Jul ’25
Is there a way to limit the MusicKit JWT tokens to just the Apple Music API using scopes?
Hi, I'm generating MusicKit JWT tokens on my backend side and using it on the client side to query the Apple Music API. One concern I have is accidentally over issuing the scope of this JWT, resulting in accidental access more services than intended like DeviceCheck or APNS. Other than using separate keys for MusicKit and other services, is there a way to limit the generated JWT to only the Apple Music API (https://api.music.apple.com/v1/*) using the JWT payload scope?
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May ’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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Jul ’25
React-Native app XCode build on IOS
First time user here. Trying to build my React-Native app on xcode. I keep getting "Could not build Module" and "missing package product" and tried many combination for my Podfile. I am on macbook pro M2, XCode version 16.2, building on iphone 16 v18.3.1. Pod version 1.16.2, react-native-cli:2.0.1, Here is my Podfile. I tried to assign modular_headers to individual Firebase packages but then I cant pod install. require_relative '../node_modules/react-native/scripts/react_native_pods' require_relative '../node_modules/@react-native-community/cli-platform-ios/native_modules' use_modular_headers! platform :ios, '18.0' prepare_react_native_project! target 'plana' do config = use_native_modules! use_react_native!( :path => config[:reactNativePath], :fabric_enabled => false, :app_path => "#{Pod::Config.instance.installation_root}/.." ) post_install do |installer| react_native_post_install( installer, config[:reactNativePath], :mac_catalyst_enabled => false, ) end end
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May ’25
iOS App'te Elektronik Sözleşme Onayı ve Hukuki Geçerlilik Süreci (KVKK - SwiftUI)
Merhaba, iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı. Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim. Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir. Teşekkürler 🍏
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Jul ’25
An Apple Developers Rant.... (So upset...)
Hello Everyone, (and I hope folks at Apple are listening) So around a year ago, I decided to take on the challenge of creating my own Iphone App from scratch. I am an engineer by trade, and thought it would be a fun interesting experience, and maybe make some money on the side. So I bought a macbook, and focused on learning Swift for the next few months. Lots of really great developer folks helped me along the way. And I could not have been successful without so much help. It is very much appreciated. So I finished the app, created my own company. And deployed it to the Istore. Unfortunately, just no interest, I think I sold like 4 copies. No problem, still got to learn a lot along the way. So when it came time to renew my developer licence, I let it expire. Just did not make any sense to drop another $100 into it, since only 4 copies had sold in a year. And then..... this happened!!!! I attempted to use the App that was installed on my own Iphone.... and got the message "My Apps Name" is no longer Available. and it stops... The code is on my phone. I am fully aware that I can no longer use xcode to put anything else on my iphone without a developer licence. But for Apple to reach into my own Iphone, and deny my access to something that I already created, (and in theory already paid for) is just infuriating!!! I checked, and even though it no longer exists in the IStore, purchased copies still seem to function. (one person that bought a copy was a friend of mine). So do I really need to drop another $100, puchase an actual copy of MY OWN APP from the app store, just to have it on my own phone again???!!! So much money and time went into this, that I am considering just smashing every apple product I own, and go with Android instead. I am a single person developer. Almost no one does this sort of thing anymore. Apple used to be the place where innovators could come to try to make something cool and fun to use. I guess not any more. Dan
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Feb ’25
Unable to Add Font to Asset Catalog as a Font Set (Appearing as "Data")
Hi Support Team, I am new here. I am unable to add my fonts to the asset catalog there is no option to add new font set when I click the plus sign. When I drag my files in they show up as data. I have a Contents.json in the font folder called BeVietnamProFont.font. Is there something I am doing wrong? Thanks SO much! { "info": { "version": 1, "author": "xcode" }, "properties": {}, "fonts": [ { "filename": "BeVietnamPro-Black.ttf", "weight": "black", "style": "normal" }, { "filename": "BeVietnamPro-BlackItalic.ttf", "weight": "black", "style": "italic" }, { "filename": "BeVietnamPro-Bold.ttf", "weight": "bold", "style": "normal" }, { "filename": "BeVietnamPro-BoldItalic.ttf", "weight": "bold", "style": "italic" }, { "filename": "BeVietnamPro-ExtraBold.ttf", "weight": "heavy", "style": "normal" }, { "filename": "BeVietnamPro-ExtraBoldItalic.ttf", "weight": "heavy", "style": "italic" }, { "filename": "BeVietnamPro-ExtraLight.ttf", "weight": "ultralight", "style": "normal" }, { "filename": "BeVietnamPro-ExtraLightItalic.ttf", "weight": "ultralight", "style": "italic" }, { "filename": "BeVietnamPro-Light.ttf", "weight": "light", "style": "normal" }, { "filename": "BeVietnamPro-LightItalic.ttf", "weight": "light", "style": "italic" }, { "filename": "BeVietnamPro-Regular.ttf", "weight": "regular", "style": "normal" }, { "filename": "BeVietnamPro-Italic.ttf", "weight": "regular", "style": "italic" }, { "filename": "BeVietnamPro-Medium.ttf", "weight": "medium", "style": "normal" }, { "filename": "BeVietnamPro-MediumItalic.ttf", "weight": "medium", "style": "italic" }, { "filename": "BeVietnamPro-SemiBold.ttf", "weight": "semibold", "style": "normal" }, { "filename": "BeVietnamPro-SemiBoldItalic.ttf", "weight": "semibold", "style": "italic" }, { "filename": "BeVietnamPro-Thin.ttf", "weight": "thin", "style": "normal" }, { "filename": "BeVietnamPro-ThinItalic.ttf", "weight": "thin", "style": "italic" } ] } ![]("https://developer.apple.com/forums/content/attachment/56835f04-d1c1-468f-808b-9a786562d367" "title=Screenshot 2025-07-13 at 1.05.05 PM.png ;width=539;height=630")
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Jul ’25
Debugging State Restoration
I'm adding state restoration to an old iOS app that does not use scenes or storyboards. Creating of view controllers is entirely programmatic. I found the restorationArchiveTool for iOS which is very helpful. However it also refers to a StateRestorationDebugLogging mobileconfig profile that is supposed to turn on additional debug logging when restoring state. https://download.developer.apple.com/ios/restorationarchivetool_for_ios_7/StateRestorationDebugLogging.mobileconfig However I do not seem to be able to install it to either a simulator or my device. Does anyone know if this profile is still valid? If so, how do I install it? Tom Aylesworth
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Jan ’25
Seeking Help - Need to Identify Date Contacts Were Added
Saw this info: https://developer.apple.com/documentation/contacts/cncontactstore But have no idea what I'm doing. This is a pressing matter and I need to determine the date/time contacts were originally created on my icloud account. I have tried the shortcuts method and it merely shows the date they were loaded into whichever device i'm logged in on if they were created a while ago
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Dec ’24
Understanding Mach-O Symbols
This posts collects together a bunch of information about the symbols found in a Mach-O file. It assumes the terminology defined in An Apple Library Primer. If you’re unfamiliar with a term used here, look there for the definition. If you have any questions or comments about this, start a new thread in the Developer Tools & Services > General topic area and tag it with Linker. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Understanding Mach-O Symbols Every Mach-O file has a symbol table. This symbol table has many different uses: During development, it’s written by the compiler. And both read and written by the linker. And various other tools. During execution, it’s read by the dynamic linker. And also by various APIs, most notably dlsym. The symbol table is an array of entries. The format of each entry is very simple, but they have been used and combined in various creative ways to achieve a wide range of goals. For example: In a Mach-O object file, there’s an entry for each symbol exported to the linker. In a Mach-O image, there’s an entry for each symbol exported to the dynamic linker. And an entry for each symbol imported from dynamic libraries. Some entries hold information used by the debugger. See Debug Symbols, below. Examining the Symbol Table There are numerous tools to view and manipulate the symbol table, including nm, dyld_info, symbols, strip, and nmedit. Each of these has its own man page. A good place to start is nm: % nm Products/Debug/TestSymTab U ___stdoutp 0000000100000000 T __mh_execute_header U _fprintf U _getpid 0000000100003f44 T _main 0000000100008000 d _tDefault 0000000100003ecc T _test 0000000100003f04 t _testHelper Note In the examples in this post, TestSymTab is a Mach-O executable that’s formed by linking two Mach-O object files, main.o and TestCore.o. There are three columns here, and the second is the most important. It’s a single letter indicating the type of the entry. For example, T is a code symbol (in Unix parlance, code is in the text segment), D is a data symbol, and so on. An uppercase letter indicates that the symbol is visible to the linker; a lowercase letter indicates that it’s internal. An undefined (U) symbol has two potential meanings: In a Mach-O image, the symbol is typically imported from a specific dynamic library. The dynamic linker connects this import to the corresponding exported symbol of the dynamic library at load time. In a Mach-O object file, the symbol is undefined. In most cases the linker will try to resolve this symbol at link time. Note The above is a bit vague because there are numerous edge cases in how the system handles undefined symbols. For more on this, see Undefined Symbols, below. The first column in the nm output is the address associated with the entry, or blank if an address is not relevant for this type of entry. For a Mach-O image, this address is based on the load address, so the actual address at runtime is offset by the slide. See An Apple Library Primer for more about those concepts. The third column is the name for this entry. These names have a leading underscore because that’s the standard name mangling for C. See An Apple Library Primer for more about name mangling. The nm tool has a lot of formatting options. The ones I use the most are: -m — This prints more information about each symbol table entry. For example, if a symbol is imported from a dynamic library, this prints the library name. For a concrete example, see A Deeper Examination below. -a — This prints all the entries, including debug symbols. We’ll come back to that in the Debug Symbols section, below. -p — By default nm sorts entries by their address. This disables that sort, causing nm to print the entries in the order in which they occur in the symbol table. -x — This outputs entries in a raw format, which is great when you’re trying to understand what’s really going on. See Raw Symbol Information, below, for an example of this. A Deeper Examination To get more information about each symbol table, run nm with the -m option: % nm -m Products/Debug/TestSymTab (undefined) external ___stdoutp (from libSystem) 0000000100000000 (__TEXT,__text) [referenced dynamically] external __mh_execute_header (undefined) external _fprintf (from libSystem) (undefined) external _getpid (from libSystem) 0000000100003f44 (__TEXT,__text) external _main 0000000100008000 (__DATA,__data) non-external _tDefault 0000000100003ecc (__TEXT,__text) external _test 0000000100003f04 (__TEXT,__text) non-external _testHelper This contains a world of extra information about each entry. For example: You no longer have to remember cryptic single letter codes. Instead of U, you get undefined. If the symbol is imported from a dynamic library, it gives the name of that dynamic library. Here we see that _fprintf is imported from the libSystem library. It surfaces additional, more obscure information. For example, the referenced dynamically flag is a flag used by the linker to indicate that a symbol is… well… referenced dynamically, and thus shouldn’t be dead stripped. Undefined Symbols Mach-O’s handling of undefined symbols is quite complex. To start, you need to draw a distinction between the linker (aka the static linker) and the dynamic linker. Undefined Symbols at Link Time The linker takes a set of files as its input and produces a single file as its output. The input files can be Mach-O images or dynamic libraries [1]. The output file is typically a Mach-O image [2]. The goal of the linker is to merge the object files, resolving any undefined symbols used by those object files, and create the Mach-O image. There are two standard ways to resolve an undefined symbol: To a symbol exported by another Mach-O object file To a symbol exported by a dynamic library In the first case, the undefined symbol disappears in a puff of linker magic. In the second case, it records that the generated Mach-O image depends on that dynamic library [3] and adds a symbol table entry for that specific symbol. That entry is also shown as undefined, but it now indicates the library that the symbol is being imported from. This is the core of the two-level namespace. A Mach-O image that imports a symbol records both the symbol name and the library that exports the symbol. The above describes the standard ways used by the linker to resolve symbols. However, there are many subtleties here. The most radical is the flat namespace. That’s out of scope for this post, because it’s a really bad option for the vast majority of products. However, if you’re curious, the ld man page has some info about how symbol resolution works in that case. A more interesting case is the -undefined dynamic_lookup option. This represents a halfway house between the two-level namespace and the flat namespace. When you link a Mach-O image with this option, the linker resolves any undefined symbols by adding a dynamic lookup undefined entry to the symbol table. At load time, the dynamic linker attempts to resolve that symbol by searching all loaded images. This is useful if your software works on other Unix-y platforms, where a flat namespace is the norm. It can simplify your build system without going all the way to the flat namespace. Of course, if you use this facility and there are multiple libraries that export that symbol, you might be in for a surprise! [1] These days it’s more common for the build system to pass a stub library (.tbd) to the linker. The effect is much the same as passing in a dynamic library. In this discussion I’m sticking with the old mechanism, so just assume that I mean dynamic library or stub library. If you’re unfamiliar with the concept of a stub library, see An Apple Library Primer. [2] The linker can also merge the object files together into a single object file, but that’s relatively uncommon operation. For more on that, see the discussion of the -r option in the ld man page. [3] It adds an LC_LOAD_DYLIB load command with the install name from the dynamic library. See Dynamic Library Identification for more on that. Undefined Symbols at Load Time When you load a Mach-O image the dynamic linker is responsible for finding all the libraries it depends on, loading them, and connecting your imports to their exports. In the typical case the undefined entry in your symbol table records the symbol name and the library that exports the symbol. This allows the dynamic linker to quickly and unambiguously find the correct symbol. However, if the entry is marked as dynamic lookup [1], the dynamic linker will search all loaded images for the symbol and connect your library to the first one it finds. If the dynamic linker is unable to find a symbol, its default behaviour is to fail the load of the Mach-O image. This changes if the symbol is a weak reference. In that case, the dynamic linking continues to load the image but sets the address of the symbol to NULL. See Weak vs Weak vs Weak, below, for more about this. [1] In this case nm shows the library name as dynamically looked up. Weak vs Weak vs Weak Mach-O supports two different types of weak symbols: Weak references (aka weak imports) Weak definitions IMPORTANT If you use the term weak without qualification, the meaning depends on your audience. App developers tend to assume that you mean a weak reference whereas folks with a C++ background tend to assume that you mean a weak definition. It’s best to be specific. Weak References Weak references support the availability mechanism on Apple platforms. Most developers build their apps with the latest SDK and specify a deployment target, that is, the oldest OS version on which their app runs. Within the SDK, each declaration is annotated with the OS version that introduced that symbol [1]. If the app uses a symbol introduced later than its deployment target, the compiler flags that import as a weak reference. The app is then responsible for not using the symbol if it’s run on an OS release where it’s not available. For example, consider this snippet: #include <xpc/xpc.h> void testWeakReference(void) { printf("%p\n", xpc_listener_set_peer_code_signing_requirement); } The xpc_listener_set_peer_code_signing_requirement function is declared like so: API_AVAILABLE(macos(14.4)) … int xpc_listener_set_peer_code_signing_requirement(…); The API_AVAILABLE macro indicates that the symbol was introduced in macOS 14.4. If you build this code with the deployment target set to macOS 13, the symbol is marked as a weak reference: % nm -m Products/Debug/TestWeakRefC … (undefined) weak external _xpc_listener_set_peer_code_signing_requirement (from libSystem) If you run the above program on macOS 13, it’ll print NULL (actually 0x0). Without support for weak references, the dynamic linker on macOS 13 would fail to load the program because the _xpc_listener_set_peer_code_signing_requirement symbol is unavailable. [1] In practice most of the SDK’s declarations don’t have availability annotations because they were introduced before the minimum deployment target supported by that SDK. Weak definitions Weak references are about imports. Weak definitions are about exports. A weak definition allows you to export a symbol from multiple images. The dynamic linker coalesces these symbol definitions. Specifically: The first time it loads a library with a given weak definition, the dynamic linker makes it the primary. It registers that definition such that all references to the symbol resolve to it. This registration occurs in a namespace dedicated to weak definitions. That namespace is flat. Any subsequent definitions of that symbol are ignored. Weak definitions are weird, but they’re necessary to support C++’s One Definition Rule in a dynamically linked environment. IMPORTANT Weak definitions are not just weird, but also inefficient. Avoid them where you can. To flush out any unexpected weak definitions, pass the -warn_weak_exports option to the static linker. The easiest way to create a weak definition is with the weak attribute: __attribute__((weak)) void testWeakDefinition(void) { } IMPORTANT The C++ compiler can generate weak definitions without weak ever appearing in your code. This shows up in nm like so: % nm -m Products/Debug/TestWeakDefC … 0000000100003f40 (__TEXT,__text) weak external _testWeakDefinition … The output is quite subtle. A symbol flagged as weak external is either a weak reference or a weak definition depending on whether it’s undefined or not. For clarity, use dyld_info instead: % dyld_info -imports -exports Products/Debug/TestWeakRefC Products/Debug/TestWeakDefC [arm64]: … -imports: … 0x0001 _xpc_listener_set_peer_code_signing_requirement [weak-import] (from libSystem) % dyld_info -imports -exports Products/Debug/TestWeakDefC Products/Debug/TestWeakDefC [arm64]: -exports: offset symbol … 0x00003F40 _testWeakDefinition [weak-def] … … Here, weak-import indicates a weak reference and weak-def a weak definition. Weak Library There’s one final confusing use of the term weak, that is, weak libraries. A Mach-O image includes a list of imported libraries and a list of symbols along with the libraries they’re imported from. If an image references a library that’s not present, the dynamic linker will fail to load the library even if all the symbols it references in that library are weak references. To get around this you need to mark the library itself as weak. If you’re using Xcode it will often do this for your automatically. If it doesn’t, mark the library as optional in the Link Binary with Libraries build phase. Use otool to see whether a library is required or optional. For example, this shows an optional library: % otool -L Products/Debug/TestWeakRefC Products/Debug/TestWeakRefC: /usr/lib/libEndpointSecurity.dylib (… 511.60.5, weak) … In the non-optional case, there’s no weak indicator: % otool -L Products/Debug/TestWeakRefC Products/Debug/TestWeakRefC: /usr/lib/libEndpointSecurity.dylib (… 511.60.5) … Debug Symbols or Why the DWARF still stabs. (-: Historically, all debug information was stored in symbol table entries, using a format knows as stabs. This format is now obsolete, having been largely replaced by DWARF. However, stabs symbols are still used for some specific roles. Note See <mach-o/stab.h> and the stab man page for more about stabs on Apple platforms. See stabs and DWARF for general information about these formats. In DWARF, debug symbols aren’t stored in the symbol table. Rather, debug information is stored in various __DWARF sections. For example: % otool -l Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/TestCore.o | grep __DWARF -B 1 sectname __debug_abbrev segname __DWARF … The compiler inserts this debug information into the Mach-O object file that it creates. Eventually this Mach-O object file is linked into a Mach-O image. At that point one of two things happens, depending on the Debug Information Format build setting. During day-to-day development, set Debug Information Format to DWARF. When the linker creates a Mach-O image from a bunch of Mach-O object files, it doesn’t do anything with the DWARF information in those objects. Rather, it records references to the source objects files into the final image. This is super quick. When you debug that Mach-O image, the debugger finds those references and uses them to locate the DWARF information in the original Mach-O object files. Each reference is stored in a stabs OSO symbol table entry. To see them, run nm with the -a option: % nm -a Products/Debug/TestSymTab … 0000000000000000 - 00 0001 OSO …/Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/TestCore.o 0000000000000000 - 00 0001 OSO …/Intermediates.noindex/TestSymTab.build/Debug/TestSymTab.build/Objects-normal/arm64/main.o … Given the above, the debugger knows to look for DWARF information in TestCore.o and main.o. And notably, the executable does not contain any DWARF sections: % otool -l Products/Debug/TestSymTab | grep __DWARF -B 1 % When you build your app for distribution, set Debug Information Format to DWARF with dSYM File. The executable now contains no DWARF information: % otool -l Products/Release/TestSymTab | grep __DWARF -B 1 % Xcode runs dsymutil tool to collect the DWARF information, organise it, and export a .dSYM file. This is actually a document package, within which is a Mach-O dSYM companion file: % find Products/Release/TestSymTab.dSYM Products/Release/TestSymTab.dSYM Products/Release/TestSymTab.dSYM/Contents … Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab … % file Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab: Mach-O 64-bit dSYM companion file arm64 That file contains a copy of the the DWARF information from all the original Mach-O object files, optimised for use by the debugger: % otool -l Products/Release/TestSymTab.dSYM/Contents/Resources/DWARF/TestSymTab | grep __DWARF -B 1 … sectname __debug_line segname __DWARF … Raw Symbol Information As described above, each Mach-O file has a symbol table that’s an array of symbol table entries. The structure of each entry is defined by the declarations in <mach-o/nlist.h> [1]. While there is an nlist man page, the best documentation for this format is the the comments in the header itself. Note The terms nlist stands for name list and dates back to truly ancient versions of Unix. Each entry is represented by an nlist_64 structure (nlist for 32-bit Mach-O files) with five fields: n_strx ‘points’ to the string for this entry. n_type encodes the entry type. This is actually split up into four subfields, as discussed below. n_sect is the section number for this entry. n_desc is additional information. n_value is the address of the symbol. The four fields within n_type are N_STAB (3 bits), N_PEXT (1 bit), N_TYPE (3 bits), and N_EXT (1 bit). To see these raw values, run nm with the -x option: % nm -a -x Products/Debug/TestSymTab … 0000000000000000 01 00 0300 00000036 _getpid 0000000100003f44 24 01 0000 00000016 _main 0000000100003f44 0f 01 0000 00000016 _main … This prints a column for n_value, n_type, n_sect, n_desc, and n_strx. The last column is the string you get when you follow the ‘pointer’ in n_strx. The mechanism used to encode all the necessary info into these fields is both complex and arcane. For the details, see the comments in <mach-o/nlist.h> and <mach-o/stab.h>. However, just to give you a taste: The entry for getpid has an n_type field with just the N_EXT flag set, indicating that this is an external symbol. The n_sect field is 0, indicating a text symbol. And n_desc is 0x0300, with the top byte indicating that the symbol is imported from the third dynamic library. The first entry for _main has an n_type field set to N_FUN, indicating a stabs function symbol. The n_desc field is the line number, that is, line 22. The second entry for _main has an n_type field with N_TYPE set to N_SECT and the N_EXT flag set, indicating a symbol exported from a section. In this case the section number is 1, that is, the text section. [1] There is also an <nlist.h> header that defines an API that returns the symbol table. The difference between <nlist.h> and <mach-o/nlist.h> is that the former defines an API whereas the latter defines the Mach-O on-disk format. Don’t include both; that won’t end well!
0
0
971
Mar ’25
Side loading an app
We have a .ipa file that we need to side load on iPhone via USB connected to a MAC. IPA file will be on MAC. We can't use enterprise license. We have a business use case where we need to side load the app. Any way to do that or can be reach apple support for this? Please help. Note: The iPhones attached will not have the Apple ID logged in. There are companies who are side loading the app for business purpose on the customers phone.
1
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77
Jun ’25
Flutter build fails on iOS physical device in Android Studio, works in Xcode
Hello, I'm encountering an issue when trying to build and launch a Flutter app on a physical iOS device using Android Studio. Here is the full log: `Launching lib/main.dart on (iPhone Name) in debug mode... Automatically signing iOS for device deployment using specified development team in Xcode project: (Project ID) Running Xcode build... Xcode build done. 19.7s Failed to build iOS app Could not build the precompiled application for the device. Error (Xcode): Target debug_unpack_ios failed: Exception: Failed to codesign (Project Names)/build/ios/Debug-iphoneos/Flutter.framework/Flutter with identity (identity ID). Error launching application on (iPhone Name).` This only happens when using Android Studio. When I build the same project using Xcode, it runs fine on the same device. Background: I accidentally deleted all Apple accounts from Xcode recently. In Keychain Access, I had three identical certificates; I deleted the older two and kept the newest one. I suspect this may be related to provisioning or code signing, but I’m not sure how to resolve it within Android Studio. Any advice or steps to fix this would be greatly appreciated. I created a new test project in Xcode using the iOS > App template, enabled automatic signing in Signing & Capabilities, and selected my team.
 I then tried building and installing the app on a real device, and it worked successfully.
 This confirms that there are no issues with code signing or provisioning on the Apple side.
 Thanks in advance!
1
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84
Jun ’25
App Freezing at Launch and Unexpected Termination
We are experiencing an issue where our app gets stuck during launch. The splash screen appears for some time, and then the app either becomes unresponsive or closes unexpectedly. However, there are no crash logs captured in Xcode or Firebase Crashlytics, indicating that the app is not crashing but rather being terminated. This issue is preventing affected users from properly launching the app. Additionally, some users have reported occasional lag and slow performance when using the app. The issue occurs only for a specific subset of users and appears to be related to other Electronic Logging Device (ELD) apps running in the background. When these apps are active, our app struggles to launch and sometimes becomes unresponsive. We suspect that this behavior could be related to system resource allocation, such as high memory consumption by background apps, which might be affecting our app's ability to launch correctly. However, we have been unable to reproduce the issue on our end despite multiple attempts. Actions Performed During App Launch: Firebase configuration API requests, including: Fetching account details Registering the FCM token with the server Asynchronous background requests to fetch POI details Creating a local database and storing POI data in local storage We would like guidance from Apple regarding potential causes and debugging strategies, especially in scenarios where the app does not produce crash logs but still fails to launch properly. Any insights into memory management, conflicts with background applications, or system resource constraints would be highly appreciated. Steps to Reproduce: Install and launch the app on an affected device. Observe that the app gets stuck on the launch screen. After some time, the app terminates unexpectedly. Issue is inconsistent and occurs only for certain users. Presence of other ELD apps running in the background appears to influence the issue.
3
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304
Mar ’25