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Apple 403 detected - Access forbidden
Im getting this specific error 'Apple 403 detected - Access forbidden' when trying to build my app, my previous 10 builds all succesfully work but now it keeps on giving this error. I'm guessing its because of a new agreement email I recieved. But when i got to both developer website and app store connect there is no new agreements to accept. I'm quite stuck. Any help appreciated. Thanks
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3w
Unlocking hidden "Developer mode" option on Ipad (without Mac or Xcode)
Hello, I have an iphone but not an ipad Actually a relative has an iPad. The problem I encoutered was when i was testing an app that I had built prior (so I had the ipa file) but no acces to Xcode. The thing is when I wanted to test it on my iphone, everything WENT SMOOTH and ok. When I tried on iPAD, I encounteed the problem I could not unlock the hidden "developer mode" option in any way, I tried so many things, checked and rechecked, the option was and stayed hidden, I could not activate it. Therefore I could not test the app. In the apple store I was required to give a screenshot for iPAD but that failed. because I could not produce ANY, since I could not run my app on iPAD. I actually have no idea how I activated the ability to turn on the developer mode on my iphone, it was just there and I activated it perhaps because I had added the email of my iphone to the developer account somehow? somehwere? But for iPAD I just could not find a way to do it, don't know if adding it somewhere could trigger something on the ipad to allow it to show the developer mode option so I can activate it finally? Anyway, I tried things I read on internet, methods that mention how to activate the developer mode ability on an ios devide though WINDOWS, there were 2 but one I did not trust much, and even I think i tried it and in the end it did not work for some incompatibility making that method obsolete or something? the other I am not sure but probably same idea. I would like to know, how to activate the ABILITY to SHOW the option to activate the developer mode on iPAD (or any other device but for now I am focuson on iPad) please, and without using macbook or xcode!? Could Apple or anyone offer some guidance? That would help a fellow developer. Thank you. Ps. No I cant get the mac or xcode for now (but hopefully in a far future, but for now I can't). Thanks
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198
Sep ’25
Issue while creating ipa in release mode
I have an MAUI based application build and ready for the distribution. The application is working perfectly in the debug environment on the simulator. So the app logic is working correctly as expected without any errors. But when a release build is created the application crashes on the simulator and physical device. I'm developing the application using .Net 10 framework with target device iOS 26. The Supported OS Platform is set to 15.0 in csproj file. Also have the entitlements. plist file set in the csproj. The IDe used is Visual Studio Code for Mac (MAC OS). The application uses MSAL for the login / authentication purpose (Microsoft.Identity.Client) and SQLite Database (Sqlite-net-pcl) Message: Kindly guide me to build the application correctly in release version and get the ipa file ready for the in house distribution that could be deployed correctly on the physical device with iOS 18 / 26.
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Jan ’26
App store capability request
I requested the Family Controls (distribution) capability but am not sure if I did it correct. I applied, answered the questions why i needed it and submitted. Its been about 2 weeks since applying. In the app configurations, it on apple dev site, it shows in the request history that I submitted it on March 17, but I can click the request (+) button and request it again. Just want to make sure I didn't mess anything up--it seems like they would prevent me from sendin another request if I had already requested it. It hasn't taken them this long to get back to me in the past which is why I am confused. If anyone knows how to speed up the process, please let me know! Thanks.
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1h
Alarmkit- custom sounds
Hello guys, I know people already talked about this here but maybe some of you solved it. When trying Alarmkit, it keeps playing the same default sound. I tried a lot of changes to make it play my custom sound but nothing worked. Has anyone solved this or is it just the alarmkit problem? Thank you and take care guys.
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3w
On Demand Resources does not show an error
I am integrating On Demand Resources into my Unity game. The resources install without any problems if the internet connection is stable: all resources are installed. While testing various scenarios without an internet connection, I encountered the following problem: if I turn off the internet during installation, I don't get any error messages, but if I turn the internet back on, the download no longer continues (and I still don't get an error). If I reopen the application with a stable internet connection, the download will always be at 0%. Please tell me what I am doing wrong. #import "Foundation/Foundation.h" #if ENABLE_IOS_ON_DEMAND_RESOURCES #import "Foundation/NSBundle.h" #endif #include <string.h> struct CustomOnDemandResourcesRequestData; typedef void (*CustomOnDemandResourcesRequestCompleteHandler)(struct CustomOnDemandResourcesRequestData* handler, const char* error); #if ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { NSBundleResourceRequest* request; }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { NSMutableArray* tagArray = [NSMutableArray array]; for (int i = 0; i < tagCount; i++) { const char* tag = tags[i]; if (tag != NULL) { [tagArray addObject:[NSString stringWithUTF8String:tag]]; } } NSSet* tagSet = [NSSet setWithArray:tagArray]; CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); data->request = [[NSBundleResourceRequest alloc] initWithTags:tagSet]; [data->request beginAccessingResourcesWithCompletionHandler:^(NSError* error) { dispatch_async(dispatch_get_main_queue(), ^{ const char* errorMessage = error ? [[error localizedDescription] UTF8String] : NULL; handler(data, errorMessage); }); }]; return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { [data->request endAccessingResources]; delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return data->request.progress.fractionCompleted; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { float priority = (float)data->request.loadingPriority; return priority; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { if (priority < 0.0f) priority = 0.0f; if (priority > 1.0f) data->request.loadingPriority = NSBundleResourceRequestLoadingPriorityUrgent; else data->request.loadingPriority = (double)priority; } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { NSString* resourceStr = [NSString stringWithUTF8String: resource]; NSString* path = [[data->request bundle] pathForResource: resourceStr ofType: nil]; if (path == nil) { return NULL; // или другое значение по умолчанию } const char* result = strdup([path UTF8String]); // копируем строку return result; // в C# нужно будет освободить память } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { free((void*)str); } #else // ENABLE_IOS_ON_DEMAND_RESOURCES struct CustomOnDemandResourcesRequestData { }; extern "C" CustomOnDemandResourcesRequestData* CustomOnDemandResourcesCreateRequest(const char* const* tags, int tagCount, CustomOnDemandResourcesRequestCompleteHandler handler) { CustomOnDemandResourcesRequestData* data = new CustomOnDemandResourcesRequestData(); if (handler) handler(handlerData, NULL); return data; } extern "C" void CustomOnDemandResourcesRelease(CustomOnDemandResourcesRequestData* data) { delete data; } extern "C" float CustomOnDemandResourcesGetProgress(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" float CustomOnDemandResourcesGetLoadingPriority(CustomOnDemandResourcesRequestData* data) { return 0.0f; } extern "C" void CustomOnDemandResourcesSetLoadingPriority(CustomOnDemandResourcesRequestData* data, float priority) { } extern "C" const char* CustomOnDemandResourcesGetResourcePath(CustomOnDemandResourcesRequestData * data, const char* resource) { return NULL; } extern "C" void CustomOnDemandResourcesFreeString(const char* str) { } #endif // ENABLE_IOS_ON_DEMAND_RESOURCES
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Oct ’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
Determining Why a Symbol is Referenced
Recently a bunch of folks have asked about why a specific symbol is being referenced by their app. This is my attempt to address that question. If you have questions or comments, please start a new thread. Tag it with Linker so that I see it. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com" Determining Why a Symbol is Referenced In some situations you might want to know why a symbol is referenced by your app. For example: You might be working with a security auditing tool that flags uses of malloc. You might be creating a privacy manifest and want to track down where your app is calling stat. This post is my attempt at explaining a general process for tracking down the origin of these symbol references. This process works from ‘below’. That is, it works ‘up’ from you app’s binary rather than ‘down’ from your app’s source code. That’s important because: It might be hard to track down all of your source code, especially if you’re using one or more package management systems. If your app has a binary dependency on a static library, dynamic library, or framework, you might not have access to that library’s source code. IMPORTANT This post assumes the terminology from An Apple Library Primer. Read that before continuing here. The general outline of this process is: Find all Mach-O images. Find the Mach-O image that references the symbol. Find the object files (.o) used to make that Mach-O. Find the object file that references the symbol. Find the code within that object file. Those last few steps require some gnarly low-level Mach-O knowledge. If you’re looking for an easier path, try using the approach described in the A higher-level alternative section as a replacement for steps 3 through 5. This post assumes that you’re using Xcode. If you’re using third-party tools that are based on Apple tools, and specifically Apple’s linker, you should be able to adapt this process to your tooling. If you’re using a third-party tool that has its own linker, you’ll need to ask for help via your tool’s support channel. Find all Mach-O images On Apple platforms an app consists of a number of Mach-O images. Every app has a main executable. The app may also embed dynamic libraries or frameworks. The app may also embed app extensions or system extensions, each of which have their own executable. And a Mac app might have embedded bundles, helper tools, XPC services, agents, daemons, and so on. To find all the Mach-O images in your app, combine the find and file tools. For example: % find "Apple Configurator.app" -print0 | xargs -0 file | grep Mach-O Apple Configurator.app/Contents/MacOS/Apple Configurator: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64] … Apple Configurator.app/Contents/MacOS/cfgutil: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Extensions/ConfiguratorIntents.appex/Contents/MacOS/ConfiguratorIntents: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit executable x86_64] [arm64:Mach-O 64-bit executable arm64] … Apple Configurator.app/Contents/Frameworks/ConfigurationUtilityKit.framework/Versions/A/ConfigurationUtilityKit: Mach-O universal binary with 2 architectures: [x86_64:Mach-O 64-bit dynamically linked shared library x86_64] [arm64] … This shows that Apple Configurator has a main executable (Apple Configurator), a helper tool (cfgutil), an app extension (ConfiguratorIntents), a framework (ConfigurationUtilityKit), and many more. This output is quite unwieldy. For nicer output, create and use a shell script like this: % cat FindMachO.sh #! /bin/sh # Passing `-0` to `find` causes it to emit a NUL delimited after the # file name and the `:`. Sadly, macOS `cut` doesn’t support a nul # delimiter so we use `tr` to convert that to a DLE (0x01) and `cut` on # that. # # Weirdly, `find` only inserts the NUL on the primary line, not the # per-architecture Mach-O lines. We use that to our advantage, filtering # out the per-architecture noise by only passing through lines # containing a DLE. find "$@" -type f -print0 \ | xargs -0 file -0 \ | grep -a Mach-O \ | tr '\0' '\1' \ | grep -a $(printf '\1') \ | cut -d $(printf '\1') -f 1 Find the Mach-O image that references the symbol Once you have a list of Mach-O images, use nm to find the one that references the symbol. The rest of this post investigate a test app, WaffleVarnishORama, that’s written in Swift but uses waffle management functionality from the libWaffleCore.a static library. The goal is to find the code that calls calloc. This app has a single Mach-O image: % FindMachO.sh "WaffleVarnishORama.app" WaffleVarnishORama.app/WaffleVarnishORama Use nm to confirm that it references calloc: % nm "WaffleVarnishORama.app/WaffleVarnishORama" | grep "calloc" U _calloc The _calloc symbol has a leading underscore because it’s a C symbol. This convention dates from the dawn of Unix, where the underscore distinguish C symbols from assembly language symbols. The U prefix indicates that the symbol is undefined, that is, the Mach-O images is importing the symbol. If the symbol name is prefixed by a hex number and some other character, like T or t, that means that the library includes an implementation of calloc. That’s weird, but certainly possible. OTOH, if you see this then you know this Mach-O image isn’t importing calloc. IMPORTANT If this Mach-O isn’t something that you build — that is, you get this Mach-O image as a binary from another developer — you won’t be able to follow the rest of this process. Instead, ask for help via that library’s support channel. Find the object files used to make that Mach-O image The next step is to track down which .o file includes the reference to calloc. Do this by generating a link map. A link map is an old school linker feature that records the location, size, and origin of every symbol added to the linker’s output. To generate a link map, enable the Write Link Map File build setting. By default this puts the link map into a text (.txt) file within the derived data directory. To find the exact path, look at the Link step in the build log. If you want to customise this, use the Path to Link Map File build setting. A link map has three parts: A simple header A list of object files used to build the Mach-O image A list of sections and their symbols In our case the link map looks like this: # Path: …/WaffleVarnishORama.app/WaffleVarnishORama # Arch: arm64 # Object files: [ 0] linker synthesized [ 1] objc-file [ 2] …/AppDelegate.o [ 3] …/MainViewController.o [ 4] …/libWaffleCore.a[2](WaffleCore.o) [ 5] …/Foundation.framework/Foundation.tbd … # Sections: # Address Size Segment Section 0x100008000 0x00001AB8 __TEXT __text … The list of object files contains: An object file for each of our app’s source files — That’s AppDelegate.o and MainViewController.o in this example. A list of static libraries — Here that’s just libWaffleCore.a. A list of dynamic libraries — These might be stub libraries (.tbd), dynamic libraries (.dylib), or frameworks (.framework). Focus on the object files and static libraries. The list of dynamic libraries is irrelevant because each of those is its own Mach-O image. Find the object file that references the symbol Once you have list of object files and static libraries, use nm to each one for the calloc symbol: % nm "…/AppDelegate.o" | grep calloc % nm "…/MainViewController.o" | grep calloc % nm "…/libWaffleCore.a" | grep calloc U _calloc This indicates that only libWaffleCore.a references the calloc symbol, so let’s focus on that. Note As in the Mach-O case, the U prefix indicates that the symbol is undefined, that is, the object file is importing the symbol. Find the code within that object file To find the code within the object file that references the symbol, use the objdump tool. That tool takes an object file as input, but in this example we have a static library. That’s an archive containing one or more object files. So, the first step is to unpack that archive: % mkdir "libWaffleCore-objects" % cd "libWaffleCore-objects" % ar -x "…/libWaffleCore.a" % ls -lh total 24 -rw-r--r-- 1 quinn staff 4.1K 8 May 11:24 WaffleCore.o -rw-r--r-- 1 quinn staff 56B 8 May 11:24 __.SYMDEF SORTED There’s only a single object file in that library, which makes things easy. If there were a multiple, run the following process over each one independently. To find the code that references a symbol, run objdump with the -S and -r options: % xcrun objdump -S -r "WaffleCore.o" … ; extern WaffleRef newWaffle(void) { 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 ; Waffle * result = calloc(1, sizeof(Waffle)); 14: 94000000 bl 0x14 <ltmp0+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … Note the ARM64_RELOC_BRANCH26 line. This tells you that the instruction before that — the bl at offset 0x14 — references the _calloc symbol. IMPORTANT The ARM64_RELOC_BRANCH26 relocation is specific to the bl instruction in 64-bit Arm code. You’ll see other relocations for other instructions. And the Intel architecture has a whole different set of relocations. So, when searching this output don’t look for ARM64_RELOC_BRANCH26 specifically, but rather any relocation that references _calloc. In this case we’ve built the object file from source code, so WaffleCore.o contains debug symbols. That allows objdump include information about the source code context. From that, we can easily see that calloc is referenced by our newWaffle function. To see what happens when you don’t have debug symbols, create an new object file with them stripped out: % cp "WaffleCore.o" "WaffleCore-stripped.o" % strip -x -S "WaffleCore-stripped.o" Then repeat the objdump command: % xcrun objdump -S -r "WaffleCore-stripped.o" … 0000000000000000 <_newWaffle>: 0: d10083ff sub sp, sp, #32 4: a9017bfd stp x29, x30, [sp, #16] 8: 910043fd add x29, sp, #16 c: d2800020 mov x0, #1 10: d2800081 mov x1, #4 14: 94000000 bl 0x14 <_newWaffle+0x14> 0000000000000014: ARM64_RELOC_BRANCH26 _calloc … While this isn’t as nice as the previous output, you can still see that newWaffle is calling calloc. A higher-level alternative Grovelling through Mach-O object files is quite tricky. Fortunately there’s an easier approach: Use the -why_live option to ask the linker why it included a reference to the symbol. To continue the above example, I set the Other Linker Flags build setting to -Xlinker / -why_live / -Xlinker / _calloc and this is what I saw in the build transcript: _calloc from /usr/lib/system/libsystem_malloc.dylib _newWaffle from …/libWaffleCore.a[2](WaffleCore.o) _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtFTf4dnn_n from …/MainViewController.o _$s18WaffleVarnishORama18MainViewControllerC05tableE0_14didSelectRowAtySo07UITableE0C_10Foundation9IndexPathVtF from …/MainViewController.o Demangling reveals a call chain like this: calloc newWaffle WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) WaffleVarnishORama.MainViewController.tableView(_:didSelectRowAt:) and that should be enough to kick start your investigation. IMPORTANT The -why_live option only works if you dead strip your Mach-O image. This is the default for the Release build configuration, so use that for this test. Revision History 2025-07-18 Added the A higher-level alternative section. 2024-05-08 First posted.
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1.4k
Jul ’25
Promotional Offer keeps returning Contact Developer (Error code: 3903)
I am trying to add promotional offers in my iOS App. The signature is being verified through a google cloud function. My user id, signature, and product and offerIds return perfect. Promotional offer appears in the payment sheet as well. When applying for payment, the "ding" sound comes as well. But then I get the UIAlert with Unable to Purchase Contact developer. Error code in logs is 3903
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96
Dec ’25
How to install cocoapods and pod
Hi, I am developing IOS(Android App) with React Native. I am very confused about cocoapods and pod and how to correctly install it on my new Macbook Pro M4. I am not using bash but I am using zsh. Note, actuallywhich pod return nothing During the preparation of my environment, it say CocoaPods is one of the dependency management system available for iOS. CocoaPods is a Ruby gem. You can install CocoaPods using the version of Ruby that ships with the latest version of macOS. the web site show two commands gem install cocoapods sudo gem install cocoapods I saw another command as well brew install cocoapods During different processes, I experienced several time the following error (Command 'pod install failed) Command pod install failed. └─ Cause: pod install --repo-update --ansi exited with non-zero code: 1 Then I am confused about cocoapods and pod. Are both he same? With my previous MacBook pro, I spend time to install cocoapod on my profile because Ruby was not the latest version on the system. But apparently, on my new Macbook Pro M4, the command ruby -v return (as well) ruby 2.6.10p210 (2022-04-12 revision 67958) [universal.arm64e-darwin25] The current stable version is 4.0.0. I bought a new macbook pro M4 and I reinstalled node and all package for Rect Native 0.81 a expo 54 excepted cocoapods. Now, I need to configure the push notification and it's time to install cocoapods as it's require here But on my new macbook pro, I would like to make sure I do it correctly and I kindly ask your help and recommandation to install Ruby and cocoapods/pod Q1: Should I install cocoapods with brew install cocoapods or gem install cocoapods? Q2: what's is the difference or the common point with cocoapods and pod? Cocoapod web site said If using the default Ruby included with macOS, installation will require you to use sudo when installing gems As ruby -v print 'ruby 2.6.10p210', I suppose, I should not install cocoapod with sudo You can use a Ruby Version manager such as RVM or rbenv to manage multiple Ruby versions, or you can use Homebrew to install a newer Ruby with brew install ruby. As far I understand, I should not install cocoapods with the Ruby version of the system, then I suppose the command Q3: Will 'brew install cocopads' install the latest version on my profile? Will it upgrade the system version Q4: What will do the command brew install rbenv ruby-build rbenv install 3.2.2 (or better: rbenv install 4.0.0) in comparison with brew install ruby My guess I suppose that the following will help, but it would nice if you could correct me and clarify # All should be done in my profile brew install rbenv ruby-build echo 'eval "$(rbenv init - bash)"' >> ~/.zprofile source ~/.zprofile rbenv install 4.0.0 # rbenv global 4.0.0 # What is it? ruby -v gem install cocoapods Q5: But then, what about pod and the error message Command pod install failed. As you can see, I am a bit confused and I would appreciate your clarification I thanks you for your help and clarification and I wish you a happy new years
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233
Jan ’26
Inconsistent results involving code signatures and bundles
I admit I am doing something unusual, and I would not be surprised if it didn't work. I am surprised, however, because after performing the equivalent operations on four bundles, all of the bundles work fine on macOS 15.6.1, but only two of them work on macOS 26.1 (beta 2). I don't know what causes the different outcomes. What I am trying to do is get Java to pass the macOS 26 AppKit UI SDK linkage checking without having to rebuild the JDK using Xcode 26. Rebuilding works for the latest SDK, but it is very inconvenient and may not work for older JDKs. It usually takes a while before the JDK build team successfully transitions to a new Xcode release. My approach is to use vtool to update the sdk version in the LC_BUILD_VERSION load command of $JAVA_HOME/bin/java, which is the launching executable for the JDK. I performed this operation on four JDKs: 25, 21, 17, and 11. (I ran vtool on macOS 15.) It was completely successful on JDK 25 and 21. The JDK launches correctly on macOS 15 and macOS 26. On macOS 26, AppKit uses the new UI, which is the desired outcome. The JDK runs despite that fact that I signed the modified $JAVA_HOME/bin/java with my developer ID, which is inconsistent with the JDK bundle signature. (Redoing the bundle signing is part of the JDK build process; if that were necessary, I would stick with rebuilding the JDK.) The operation was not successful on JDK 17 and 11. I noticed two problems, which are not obviously related. When vtool created the new version of the java program, it lost the tool definition. $ vtool -show-build-version java java: Load command 10 cmd LC_BUILD_VERSION cmdsize 32 platform MACOS minos 11.0 sdk 11.1 ntools 1 tool LD version 609.8 $ vtool -set-build-version 1 10.0 26.0 -output a.out java /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/vtool warning: code signature will be invalid for a.out $ vtool -show-build-version a.out a.out: Load command 22 cmd LC_BUILD_VERSION cmdsize 24 platform MACOS minos 10.0 sdk 26.0 ntools 0 Adding back the tool definition didn't seem to matter. When I try to run the revised executable (in the context of the JDK bundle), it works on macOS 15, but on macOS 26, it is rejected as damaged. If I run the revised executable outside the JDK bundle, it runs (but fails because it can't find the rest of the JDK, which is expected). In all cases, GateKeeper rejects the revised executable because it has not been notarized, but that doesn't seem to stop the program from executing.
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241
Oct ’25
Cannot Install Developer Beta Update OTA or IPSW
I’m a registered iOS developer, and I’ve been facing an issue with installing iOS developer updates for the past couple of years. I can download the updates, but they get stuck at 99.9% complete and don’t finish. I’ve tried following the instructions to force restart the phone, but it stays on the Apple logo screen until it dies. I can update official iOS versions, but not beta versions. To update, I have to put the phone in DFU mode and install the update that way. This is frustrating and prevents me from making timely updates to my app and from diagnosing new issues during testing. I’d like to request that Apple investigate this issue and identify a solution. For reference, I’ve installed a bare-bones version with no new apps, and the problem persists. I would like a resolution that allows me to update normally without having to DFU the phone each time. This occurs via OTA or IPSW manual download and installation. Please refer to the following FB submission numbers: FB21642029 and FB21017894. CAN SOMEONE PLEASE RESPOND BACK TO THIS MESSAGE AND HELP ME TROUBLESHOOT THIS ISSUE?!
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99
Jan ’26
Running tests on multiple simulators and local mock servers
Hello, I have a question about running tests on multiple simulators. Currently, my company has a WDIO+Appium test suite with XCUITEST driver that runs on a single simulator through a mockttp proxy (we are intercepting and mocking some of the responses from our APIs and pass through the rest). In order to route the traffic we are currently using 'networksetup -setsecurewebproxy '. Everything works as expected. With growing number of tests we'd like to scale number of simulators on a single host to 3-5. We have a working setup but the problem are system-wide proxy settings routing traffic from multiple simulators, which we can't distinguish by UDID or any other means, we know of. We can spin multiple mock servers on the same machine but we are struggling to find the way to route the traffic on a simulator basis. In the end, both options are viable: 1 mock server running for multiple simulators N number of mock servers for N number of simulators Has anyone had the same/similar problem? How to approach this? We are currently running on Sequoia OSX and platform version 18.6. Thanks!
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296
4w
Trouble setting up watches to use TestFlight that are AWFK configured
I am developing a simple watch app and I use my personal watch for development with Xcode. Personal watch is series 10 gps only. I have two other watches that I want to use for testing the app, but not needing them to be connected to Xcode. The test watches have cellular option, and I need a cell plan per watch because the watches need to be standalone, not counting initial setup. To get the standalone cell plan the watches need to be configured using AWFK. Here is what I have tried/current issues. I switch between all three watches on my phone using the watch app. Originally tried to put test watches in developer mode, thinking I would connect to Xcode, developer mode is not available when watch is setup using AWFK. Pushed the watch app to apple connect, setup TestFlight group, added the test users and my phone user, accepted invites TestFlight is installed on my phone, I see the testflight setup for the watch app I set a test watch using watch app on the phone, run install for the test app from TestFlight on the phone, spinner moves for awhile then goes back to Install. I am not able to get the watch app installed on the test watches from the phone. Is what I am attempting to do supported? I haven't found much specific documentation on this. If I pair the test watches as regular watches, set them to developer mode, can I pair them again as AWFK and will developer mode survive the switch? Or is there something really simple that I'm overlooking? Appreciate any help that can be extended.
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232
Dec ’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