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A Summary of the WWDC25 Group Lab - Developer Tools
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for Developer Tools. Will my project codebase be used for training when I use Xcode's intelligent assistant powered by cloud-based models? When using ChatGPT without logging in, your data will not be used to improve any models. If you log in to a ChatGPT account, this is based on your ChatGPT account settings, which allows you to opt-out (it defaults to on). When using Xcode with accounts for other model providers, you should check with the policies of your provider. And finally, at no point will any portion of your codebase be used to train or improve any Apple models. We'd love to make our SwiftUI Previews (and soon, Playgrounds) as snappy as possible. Is there any way to skip certain build steps, such as running linters? It seems the build environment is exactly the same (compared to a debug build), but maybe there's a trick. Starting with Xcode 16, SwiftUI previews use the exact same build artifacts as the regular build. The new Playgrounds support in Xcode 26 uses these build artifacts too. Shell script build phases are the most common thing that introduces extra build time, so as a first step, try turning off all shell script build phases (like linters) to get an idea if that’s the issue. If those build phases add significant time to your build, consider moving some of those phases into asynchronous steps, such as running linters before committing instead of on every build. If you do need a shell script build phase to run during your build, make sure to explicitly define the input and output files, as that is a huge way to improve your build performance. Are we able to provide additional context for the models, like coding standards? Documentation for third party dependencies? Documentation on your own codebase that explains things like architecture and more? In general, Xcode will automatically search for the right context based on the question and the evolving answer, as the model can interact multiple times with your project as it develops an answer. This will automatically pick up the coding style of the code it sees, and can include files that contain architecture comments, etc. Beyond automatic context, you can manually attach other documents, even if they aren't in your project. For example, you could make a file with rules and ideas and attach it, and it will influence the response. We are very aware of other kinds of automatic context like rule files, etc, though Xcode does not support these at this time. Once ChatGPT is enabled for Coding Intelligence in Xcode 26, and I sign into my existing ChatGPT account, will the ChatGPT Coding Intelligence model in Xcode know about chat conversations on Xcode development done previously in the ChatGPT Mac app? Xcode does not use information from other conversations, and conversations started in Xcode are not accessible in the web UI or ChatGPT app. Is there a plan to make SwiftUI views easier to locate and understand in the view hierarchy like UIKit views? SwiftUI uses a declarative paradigm to define your user interface. That allows you to specify what you want, with the system translating that into an efficient representation at runtime. Unlike traditional AppKit and UIKit, seeing the runtime representation of SwiftUI views isn't sufficient in order to understand why it's not doing what you want. This year, we introduced a SwiftUI Instrument that shows why things are happening, like view re-rendering. Is it possible to use the AI chat with ChatGPT Enterprise? My company doesn't allow us to use the general ChatGPT, only the enterprise version they have setup that prevents data from being leaked Yes, Xcode 26 supports logging into any existing ChatGPT account, including enterprise accounts. If that does not meet your needs, you can also setup a local server that implements the popular chat completions REST API to talk to your enterprise account how you need. Now that Icon Composer is here, how does it complement or replace existing vector design tools such as Sketch for icon design? Icon Composer complements your existing vector design tools. You should continue to create your shapes, gradients, and layers in another tool like Sketch, and compose the exported SVG layers in Icon Composer. Once you bring your layers into Icon Composer, you can then use it to influence the translucency, blur, and specular highlights for your icon. What’s one feature or improvement in the new Xcode that you personally think developers will love, but might not immediately discover? Maybe something tucked away or quietly powerful that’s flown under the radar so far? One feature we're particularly excited about is the new power profiler for iOS, which gives you further insights into the energy consumption of your app beyond what was possible with the energy instrument previously. You can learn more about how to use this instrument and how it can help you greatly reduce your apps battery usage in the documentation, as well as the session Profile and optimize power usage in your app. There were also improvements in accessibility this year with Voice Control, where you can naturally speak your Swift code to Xcode, and it understands the Swift syntax as you speak. To see it in action, take a look at the demonstration in What’s new in Xcode 26. We have a software advisory council that is very sensitive to having our private information going to the cloud in any form. What information do you have to help me guide Xcode and Apple Intelligence through the acceptance process? One thing you can do is configure a proxy for your enterprise that implementing the popular Chat Completions API endpoint protocol. When using a model provider via URL, you can use your proxy endpoint to inspect the network traffic for anything that you do not want sent outside of your enterprise, and then forward the traffic through the proxy to your chosen model provider. Are there list of recommended LLMs to use with Xcode via Intelligence/Local? I've tried Gemma3-12B, but.. I hope there are better options? Apple doesn't have a published list of recommended local models. This is a fast-moving space, and so a recommendation would become out of date very quickly as new models are released. We encourage you to try out the local model support in Xcode 26 with models that you find meet your needs, and let us and the community know! (continued below)
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1.1k
Jul ’25
The behavior of the app using the Promises library changes between Xcode 15.4 and Xcode 16.2.
I’m creating code that performs asynchronous processing using the Promises library (https://github.com/google/promises). In this context, when building the app in Xcode 15.4 and Xcode 16.2, the behavior differs between the two. I’m using version 2.1.1 of the library. Also, I’ve tried using the latest version, 2.4.0, but the result was the same. Has anyone encountered the same issue or know an effective solution? Here's a simple code that reproduces this issue. @IBAction func tapButton(_: UIButton) { _ = getInfo() } func getInfo() -> Promise<Void> { Promise(on: .global(qos: .background)) { fulfill, _ in self.callApi() .then { apiResult -> Promise<ApiResult> in print("\(#function), first apiResult: \(apiResult)") return self.callApi() // #1 } .then { apiResult in print("\(#function), second apiResult: \(apiResult)") // #2 fulfill(()) } } } func callApi() -> Promise<ApiResult> { Promise(on: .global(qos: .background)) { fulfill, _ in print("\(#function), start") self.wait(3) .then { _ in let apiResult = ApiResult(message: "success") print("\(#function), end") fulfill(apiResult) } } } struct ApiResult: Codable { var message: String enum CodingKeys: String, CodingKey { case message } } The Swift Language version in the build settings is 5.0. The console output when running the above code is as follows: When built with Xcode 15.4: 2025/03/21 10:10:46.248 callApi(), start 2025/03/21 10:10:46.248 wait 3.0 sec 2025/03/21 10:10:49.515 callApi(), end 2025/03/21 10:10:49.535 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:10:49.535 callApi(), start 2025/03/21 10:10:49.536 wait 3.0 sec 2025/03/21 10:10:52.831 callApi(), end 2025/03/21 10:10:52.832 getDeviceInfo(), second apiResult: ApiResult(message: "success") The process proceeds from #1 to #2 after completing the code comment in #1. When built with Xcode 16.2: 2025/03/21 09:45:33.399 callApi(), start 2025/03/21 09:45:33.400 wait 3.0 sec 2025/03/21 09:45:36.648 callApi(), end 2025/03/21 09:45:36.666 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 09:45:36.666 callApi(), start 2025/03/21 09:45:36.666 wait 3.0 sec 2025/03/21 09:45:36.677 getDeviceInfo(), second apiResult: Pending: ApiResult 2025/03/21 09:45:39.933 callApi(), end The process does not wait for the code comment in #1 to finish and outputs the #2 print statement first. Additionally, even with Xcode 16.2, when changing the #2 line to "print("(#function), second apiResult: (apiResult.message)")", the output becomes as follows. From this, it seems that referencing the ApiResult type, which is not a String, might have some effect on the behavior. 2025/03/21 10:05:42.129 callApi(), start 2025/03/21 10:05:42.131 wait 3.0 sec 2025/03/21 10:05:45.419 callApi(), end 2025/03/21 10:05:45.437 getDeviceInfo(), first apiResult: ApiResult(message: "success") 2025/03/21 10:05:45.437 callApi(), start 2025/03/21 10:05:45.437 wait 3.0 sec 2025/03/21 10:05:48.706 callApi(), end 2025/03/21 10:05:48.707 getDeviceInfo(), second apiResult: success Thank you in advance
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158
Mar ’25
Making a Screenshot Without Right Hardware
I’m looking to publish an app I’ve written on my iPad (Air, to be exact), but I can’t make a screenshot at the required size (which is Pro). And yes, I don’t have a Mac (yeah, I know). Is there an easy or simple way to get a screenshot of an app if I don’t have the right hardware? Is this something I could scale/resize from a smaller device? Or, could I just include a portion of the actual screenshot in a picture (with the correct dimension) that has other text/information? any help would be greatly appreciated
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250
Mar ’25
Verify Identity
We'd like to give account holder role to another person in our team and when I tried to verify my account and post id photos in Developer app, I always got the next answer: 'Unable to Send Information, Your information could not be sent due to a connection error' with 2 buttons (try, cancel). I tried it many times with same result. I don't know what is wrong.
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69
Apr ’25
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!
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1k
Mar ’25
Cannot renew membership after expiration.
I cannot renew my membership after it expired in January of 2025. I initially let it lapse, but I decided to renew it. There is nowhere to renew it. There is no renew button in the Developer App, and the web application tells me it expired, but doesn't provide an option to renew. It just tells me to go to the Developer App and click on the Renew button which isn't there.
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Apr ’25
How to use xcframework in SwiftPackage and statically link it into iOS product
I want to statically link xcframework as binaryTarget in Swift Package, but it is copied into the product as dynamic when the Xcode build. How to use xcframework in SwiftPackage and statically link it into iOS product? The Package.swift content and the project are: The WebP.xcframework is static: The Xcode Build Product's WebP.framework is dynamic:
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94
Apr ’25
Breakpoint on Runtime Issue os_log_fault_default_callback
The app stops on the breakpoint when "All Runtime Issues" is added. If I disable the breakpoint, the app runs normally. Is there a new project setting to avoid this breakpoint from being set. It does not appear to be a valid error. I am running Xcode 16.2. I edited the "Type" field in the breakpoint box. This occurs with the "System Frameworks" option only.
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169
Apr ’25
Build input file cannot be found
Hi! When I run my project on a real device (iPhone 15 Pro), I encounter the following error: Build input file cannot be found: '/Users/Interexy/Library/Developer/Xcode/DerivedData/SinglePhotoBook-geecnphrjebsisdmhcyzlsefvphm/Build/Products/Debug-iphoneos/SinglePhotoBook.app/SinglePhotoBook'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? How can I solve this? I've already reinstalled Pods and cleaned DerivedData a million times, but the issue persists. Xcode: Version 15.4
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305
Mar ’25
watchOS-Questions about HealthKit privileges
The WatchOS developer is not allowed to obtain healthKit permission status. The result is always unauthorized (either by clicking the dot/cross in the upper left corner or by turning on all Health, on some, off all). WatchOS 开发获取 healthKit 的权限状态authorizationStatus不准。结果始终都是未授权(无论是点击左上角的点叉号还是开启全部健康项开关,开启部分,关闭所有),怎么处理?
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67
Apr ’25
PDF opening from iOS Unity app in landscape mode instead of portrait
In our Unity App for iOS build, when we opened the PDF from the app, it is automatically opening in landspace mode instead of portrait. In the android and windows apps, we are able to open in the portrait mode. We tried to make the changes in the project settings but it did not change. Any way in which we can acheive this would be helpful for us.
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104
Apr ’25
Deep link to a file in Xcode
Hi, is there documentation on how to write a deep link that will open Xcode on a given file, and optionally a line number? I know about xed, and I would like exactly that functionality, but in link form, so that I can link to a certain file from an app such as Obsidian or from a README.md file. I checked Xcode's Info.plist and it understands several URL schemes, the most promising of which is xcode://, which successfully launches the app, but no matter what I tried, I get an error dialog telling me that Xcode did not understand the URL. Any help on this topic would be greatly appreciated. Victor
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305
Mar ’25
Game Porting Toolkit brew install issue
Hi, I’m having trouble installing GPT 1.1 on macOS Sequoia 15.3.1 using Xcode Command Line Tools 16.0. I downloaded Evaluation Environment for Windows Games 2.1, mounted the image, and opened the README file. Then, I followed Option 2 to build the environment from scratch: Set up your development and Homebrew environment Ensure you are using Command Line Tools for Xcode 15.1. You can download this older version from: https://developer.apple.com/downloads Note: There is a header file layout change that prevents using newer versions of the macOS SDK. softwareupdate --install-rosetta arch -x86_64 zsh /bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)" which brew brew tap apple/apple http://github.com/apple/homebrew-apple brew -v install apple/apple/game-porting-toolkit At first, I noticed that I needed to use CLT 15.1, which is not supported on later macOS versions (including mine). Even when I tried using 15.3 (which is somehow supported), I received a message stating that I needed CLT v16.0 or higher to install GPT. After following all the steps and waiting for the installation to complete, I got the following error: ==> Installing apple/apple/game-porting-toolkit ==> Staging /Users/tycjanfalana/Library/Caches/Homebrew/downloads/7baed2a6fd34b4a641db7d1ea1e380ccb2f457bb24cd8043c428b6c10ea22932--crossover-sources-22.1.1.tar.gz in /private/tmp/game-porting-toolkit-20250316-15122-yxo3un ==> Patching ==> /private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine/configure --prefix=/usr/local/Cellar/game-porting-toolkit/1.1 --disable-win16 --disable-tests --without-x --without-pulse --without-dbus --without-inotify --without-alsa --without-capi --without-oss --without-udev --without-krb5 --enable-win64 --with-gnutls --with-freetype --with-gstreamer CC=/usr/local/opt/game-porting-toolkit-compiler/bin/clang CXX=/usr/local/opt/game-porting-toolkit-compiler/bin/clang++ checking build system type... x86_64-apple-darwin24.3.0 checking host system type... x86_64-apple-darwin24.3.0 checking whether make sets $(MAKE)... yes checking for gcc... /usr/local/opt/game-porting-toolkit-compiler/bin/clang checking whether the C compiler works... no configure: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure: error: C compiler cannot create executables See `config.log' for more details ==> Formula Tap: apple/apple Path: /usr/local/Homebrew/Library/Taps/apple/homebrew-apple/Formula/game-porting-toolkit.rb ==> Configuration HOMEBREW_VERSION: 4.4.24 ORIGIN: https://github.com/Homebrew/brew HOMEBREW_PREFIX: /usr/local Homebrew Ruby: 3.3.7 => /usr/local/Homebrew/Library/Homebrew/vendor/portable-ruby/3.3.7/bin/ruby CPU: 14-core 64-bit westmere Clang: 16.0.0 build 1600 Git: 2.39.5 => /Library/Developer/CommandLineTools/usr/bin/git Curl: 8.7.1 => /usr/bin/curl macOS: 15.3.1-x86_64 CLT: 16.0.0.0.1.1724870825 Xcode: N/A Rosetta 2: true ==> ENV HOMEBREW_CC: clang HOMEBREW_CXX: clang++ CFLAGS: [..] Error: apple/apple/game-porting-toolkit 1.1 did not build Logs: /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/00.options.out /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/01.configure.cc /Users/xyz/Library/Logs/Homebrew/game-porting-toolkit/wine64-build If reporting this issue, please do so to (not Homebrew/brew or Homebrew/homebrew-core): apple/apple In config.log, I found this: configure:4672: checking for gcc configure:4704: result: /usr/local/opt/game-porting-toolkit-compiler/bin/clang configure:5057: checking for C compiler version configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang --version >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -v >&5 clang version 8.0.0 Target: x86_64-apple-darwin24.3.0 Thread model: posix InstalledDir: /usr/local/opt/game-porting-toolkit-compiler/bin configure:5077: $? = 0 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -V >&5 clang-8: error: argument to '-V' is missing (expected 1 value) clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -qversion >&5 clang-8: error: unknown argument '-qversion', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5066: /usr/local/opt/game-porting-toolkit-compiler/bin/clang -version >&5 clang-8: error: unknown argument '-version', did you mean '--version'? clang-8: error: no input files configure:5077: $? = 1 configure:5097: checking whether the C compiler works configure:5119: /usr/local/opt/game-porting-toolkit-compiler/bin/clang [...] dyld[15547]: Symbol not found: _lto_codegen_debug_options_array Referenced from: <E33DCAC4-3116-3019-8003-432FB3E66FB4> /Library/Developer/CommandLineTools/usr/bin/ld Expected in: <43F5C676-DE37-3F0E-93E1-BF793091141E> /usr/local/Cellar/game-porting-toolkit-compiler/0.1/lib/libLTO.dylib clang-8: error: unable to execute command: Abort trap: 6 clang-8: error: linker command failed due to signal (use -v to see invocation) configure:5123: $? = 254 configure:5163: result: no configure: failed program was: | /* confdefs.h */ | #define PACKAGE_NAME "Wine" | #define PACKAGE_TARNAME "wine" | #define PACKAGE_VERSION "7.7" | #define PACKAGE_STRING "Wine 7.7" | #define PACKAGE_BUGREPORT "" | #define PACKAGE_URL "" | /* end confdefs.h. */ | | int | main (void) | { | | ; | return 0; | } configure:5168: error: in `/private/tmp/game-porting-toolkit-20250316-15122-yxo3un/wine64-build': configure:5170: error: C compiler cannot create executables See `config.log` for more details Does anyone have any ideas on how to fix this?
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572
Mar ’25
iOS 18.4で NFC や FeliCa の読み取りがしずらい状況のようです。こちらは認知されていますでしょうか?どのバージョンで直る想定でしょうか?
■概要: 弊社で開発しているアプリ内には、モバイルSuicaを読み取る機能があるのですが、iOS18.4でSuicaの読み取りができない事象に遭遇しています。(ごくまれに読み取れるときがある) ■利用API CoreNFC ■聞きたいこと: こちらいつごろ修正されるか教えてください。 ■参考情報 他社様ですが類似だと思われる事象が発生しております。
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135
Apr ’25
Executable Path is a Directory
My build succeeded but I immediately got the following pop-up error: Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myapp-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myapp.app is not a valid path to an executable file. User Info: {DVTErrorCreationDateKey = "2025-04-17 11:54:27 +0000"} Executable Path is a Directory Domain: DVTMachOErrorDomain Code: 5 Recovery Suggestion: /Users/myname/Library/Developer/Xcode/DerivedData/Myname-dwsmxozkmjfflagroxubgbfvahwq/Build/Products/Debug-iphonesimulator/Myname.app is not a valid path to an executable file. System Information macOS Version 15.5 (Build 24F5053f) Xcode 16.3 (23785) (Build 16E140) Applied and Failed Fixes: Upgrade to MacOS 15.5 Beta pod deintegrate/podinstall uninstall and reinstall Xcode Delete DerivedData folder Edit info.plist Executable File name
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172
Apr ’25
Symbol not found: NSUserActivityTypeLiveActivity and WidgetCenter.UserInfoKey.activityID
The app I'm working on has iOS 16.0 as target. Recently Live Activities support was added, but then it started crashing when running on iOS 16.0 devices. After some investigation, I've found that the culprit was the presence of NSUserActivityTypeLiveActivity and WidgetCenter.UserInfoKey.activityID, even though they were inside an @available(iOS 17.2, *) block. If I comment these two variables, the app work as expected. I've also tried adding #if canImport(ActivityKit) around the code, but without success. But if the @available isn't working, how can I prevent this? It looks like a bug, since the documentation says that NSUserActivityTypeLiveActivity is supported but iOS 14.0+, but I'm pretty sure it was introduced on 16.1. This is the only output I get with the crash: dyld[66888]: Symbol not found: _$s9WidgetKit0A6CenterC11UserInfoKeyV10activityIDSSvgZ Referenced from: <D6EFF120-2681-34C1-B261-8F3F7B388238> /Users/<redacted>/Library/Developer/CoreSimulator/Devices/8B5B4DC9-3D54-4C91-8C88-E705E851CA0F/data/Containers/Bundle/Application/DB6671FF-CB07-4570-BD63-C851D94FAF29/<redacted>.app/<redacted>.debug.dylib Expected in: <C5E72BB5-533F-3658-A987-E849888F4DFC> /Library/Developer/CoreSimulator/Volumes/iOS_20A360/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 16.0.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/WidgetKit.framework/WidgetKit
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114
Mar ’25
Any way to automate adding libraries in Xcode from Swift Package Manager (SPM)?
Hi all, I’m looking for a way to automate the process of adding Swift Package dependencies (SPM) into an Xcode project. Right now, I’m doing this manually via: Xcode → Project → Swift Packages → Add Package Dependency... But I’d like to script this step — ideally as part of a CI/CD pipeline or a setup script. I explored the xcodeproj Ruby gem, but it doesn’t support adding SPM packages, and there's no official support for editing the .xcodeproj structure related to Swift Packages. So my question is: Is there any Apple-supported or community-supported way to programmatically add Swift Package dependencies to an Xcode project or workspace? Would love to know if anyone has: Used xcodebuild, xcodegen, or other tools for this Explored editing project files directly (like project.pbxproj or Package.resolved) Found any API or CLI hooks from Apple for this Thanks in advance!
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45
Apr ’25
devicectl copy directory recursively
I can use devicectl to copy single files from a device fine using: xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots/0001.png --destination Screeshots/0001.png but when there are many files this can get pretty slow. Is there a way of recursively copying an entire directory? I've tried this: xcrun devicectl --verbose device copy from --user mobile --domain-identifier <BUNDLE_ID> --domain-type appDataContainer --device <DEVICE_ID> --source Documents/Screenshots --destination Screeshots but nothing is transferred and it times out eventually with the error: ERROR: The specified file could not be transferred. (com.apple.dt.CoreDeviceError error 7000 (0x1B58)) ERROR: The operation couldn’t be completed. The file service client failed to read data from the network socket because we timed out when waiting for data to become available. (NSPOSIXErrorDomain error 60 (0x3C)) NSLocalizedFailureReason = The file service client failed to read data from the network socket because we timed out when waiting for data to become available. Xcode itself can do it with the "download container..." option, but I'd like to be able to automate it.
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245
Mar ’25