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Help creating notarised DMG for macOS app distribution
I am trying to follow the guide for automating creation of a DMG for distribution of a macOS application but can't figure out how to get the ExportOptions.plist from a manual export. I am trying to follow this guide: https://developer.apple.com/documentation/security/customizing-the-xcode-archive-process What is a 'manual export' and what are the steps for creating a manual export. `# Ask xcodebuild(1) to export the app. Use the export options # from a previous manual export that used a Developer ID. /usr/bin/xcodebuild -exportArchive -archivePath "$ARCHIVE_PATH" -exportOptionsPlist "$SRCROOT/ExportOptions.plist" -exportPath "$EXPORT_PATH"` Where is "$SRCROOT" ? presumably I have to copy this ExportOptions.plist to this location. Thanks - I am sure this must be blindingly obvious because there seems to be no reference as to how you do this 'manual export' or where one finds the resulting options file.
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222
Mar ’25
How to skip this warning to complete the build in Xcode?
Hi, When build our project on one Mac/Xcode, build got interrupt and failed, it state that "The signature of "xxxxxx.x-framework" cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED)" One strang thing is this build failed only on Xcode/mac, but the exact the project could be built successfully. So question here: How can skip this warning to make the project build successfully? More curious, how this interrupt only happened on one Xcode, while others are ok? Thanks, KK
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245
Mar ’25
Classic Linker error after renaming project
We are renaming the project and a Static Library the is critical to the operation on the app is not found during compiling. We have the same project working fine. We have reviewed the project.pbxproj file and searched for erroneous linking, reviewed the Target settings and there is nothing obviously wrong. (Copied and secured the original) Typically workflow is: Clean Delete Derived Data dir D/l Swift Packages Build/Run The team has many years using Xcode / Swift and the project and this is not clear how to resolve. We have scoured SO and the solutions do not apply. Facts: -No cocoapods -Search Paths all set Linker all set Thoughts?
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153
Mar ’25
Build Input File Not Found After Migrating to Xcode 16.2 and M3 Macs
Hello everyone, My team is in the process of migrating from Xcode 15.2 to Xcode 16.2, and we are also transitioning from Intel Macs to M3 Max Macs. During this transition, we had to update the "Excluded Architectures" settings to include arm64 for compatibility with our new machines. Everything seemed fine when testing builds locally on our individual machines. However, when we merged our changes into a shared branch and attempted to archive the build or run it on Codemagic, we encountered the following error: Build input file cannot be found: '/Users/.../DerivedData/.../UninstalledProducts/iphoneos/Router.framework/Router'. Did you forget to declare this file as an output of a script phase or custom build rule which produces it? Steps We Have Taken: Checked Derived Data: We cleared DerivedData and rebuilt the project, but the issue persists. New Branch Testing: We combined all the merged changes into a new branch on a single machine to rule out any Xcode version mismatches, but we still see the same issue. Any guidance would be much appreciated. Thanks in advance!
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212
Mar ’25
Upload Symbols Failed
Hi there - when attempting to upload the latest build of my macOS app to App Store Connect via Xcode's Organizer I'm now greeted with this warning. I don't even know what it's attempting to tell me.. Yes, I understand what dSYMs are for - but the UUIDs don't appear anywhere in my workspace (full text search on the folder), in the build log, or the ..thing.. the 'Export' button generates. Any help much appreciated, ATM I don't even know where to start. Cheers, Jay
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330
Mar ’25
Xcode Cloud Code Signing Issue – App Store Review Can’t Open Exported App
Hey everyone, We’re running into a frustrating issue with Xcode Cloud builds submitted to App Store Review. After every build, we must manually delete all code signing certificates generated by Xcode Cloud; otherwise, the reviewers can’t open the exported App Store app. When they try to open it, they see the error: “Apple Information Security: A process was blocked from running and moved to Trash: [Our App Name]” Oddly enough, if we delete all Xcode Cloud-generated certificates and then trigger a new Xcode Cloud build, the problem temporarily disappears—until the next submission, where we have to repeat the process. Has anyone else encountered this issue? Any recommendations on how to prevent this from happening? We’d rather not keep trashing certificates after every build. Thanks!
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387
Mar ’25
Rare EXC_BAD_ACCESS (SIGBUS) KERN_PROTECTION_FAILURE crash when running function?
The following function could run several hundred times with no problem but will occasionally cause a EXC_BAD_ACCESS (SIGBUS). The last time it was a KERN_PROTECTION_FAILURE perhaps meaning it is trying to write to a read only memory but previously it was KERN_INVALID_ADDRESS. I have tried debugging tools to no avail. Can anyone see any reason why the following function could be causing this. Just in case the function is a red herring the only other thing that was running is a AVQueuePlayer that contains 11 tracks, but the crash happens mid song making it unlikely. The function includes running other functions so below is all related functions that happen as a result of a swipe gesture. func completeLeft() { let add1 = Int(tiles[Square - (squares2move + 2)].name ?? "0") ?? 0 let add2 = Int(currentNode.name ?? "0") ?? 0 let add = add1 + add2 if add.isMultiple(of: 9) == false { if squares2move == 0 { self.moveinprogress = 0 return } moveLeft1() } if add.isMultiple(of: 9) { squares2move += 1 moveLeft2() } func moveLeft1() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.run(move, completion: { self.tiles[Square - (squares2move + 1)].name = self.currentNode.name self.tiles[Square - 1].name = "" self.currentNode.position = self.positions[Square - (squares2move + 1)] self.newNumber() }) } func moveLeft2() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.zPosition = currentNode.zPosition - 1 currentNode.run(move, completion: { self.currentNode.position = self.positions[Square - (squares2move + 1)] self.tiles[Square - 1].name = "" self.currentNode.name = "\(add)" self.tiles[Square - (squares2move + 1)].name = "\(add)" if add > self.score { self.score = add } if add > self.currentgoal { self.levelComplete()} else { self.playEffects2(soundEffect: "Tink", Volume: self.effectsVolume, Type: "caf")} if self.currentNode.childNode(withName: "Label") == nil { self.currentNode.texture = SKTexture(imageNamed: "0.png") let Label = SKLabelNode(fontNamed: "CHALKBOARDSE-BOLD") Label.text = "\(add)" Label.name = "Label" let numberofdigits = Label.text!.count if numberofdigits == 1 { Label.fontSize = 45 * self.hR} if numberofdigits == 2 { Label.fontSize = 40 * self.hR} if numberofdigits == 3 { Label.fontSize = 32 * self.hR} if numberofdigits == 4 { Label.fontSize = 25 * self.hR} Label.horizontalAlignmentMode = .center Label.verticalAlignmentMode = .center Label.fontColor = .systemBlue Label.zPosition = 2 self.currentNode.addChild(Label) self.currentNode.zPosition = self.currentNode.zPosition + 1 var nodes = self.nodes(at: self.positions[Square - (squares2move + 1)]) nodes = nodes.filter { $0.name != "Tile" } nodes = nodes.filter { $0 != self.currentNode } nodes = nodes.filter { $0 != self.currentNode.childNode(withName: "Label") } for v in nodes { v.removeFromParent()} } else { let Lbl = self.currentNode.childNode(withName: "Label") as? SKLabelNode Lbl!.text = "\(add)" let numberofdigits = Lbl!.text!.count if numberofdigits == 1 { Lbl!.fontSize = 45 * self.hR} if numberofdigits == 2 { Lbl!.fontSize = 40 * self.hR} if numberofdigits == 3 { Lbl!.fontSize = 32 * self.hR} if numberofdigits == 4 { Lbl!.fontSize = 25 * self.hR} self.currentNode.zPosition = self.currentNode.zPosition + 1 var nodes = self.nodes(at: self.positions[Square - (squares2move + 1)]) nodes = nodes.filter { $0.name != "Tile" } nodes = nodes.filter { $0 != self.currentNode } nodes = nodes.filter { $0 != self.currentNode.childNode(withName: "Label") } for v in nodes { v.removeFromParent()} } self.moveinprogress = 0 }) } } func moveLeft() { var duration = TimeInterval(0.1) duration = Double(squares2move) * duration self.soundEffect = "swipe" self.playEffects(Volume: self.effectsVolume) let move = SKAction.move(to: positions[Square - (squares2move + 1)], duration: duration) currentNode.run(move, completion: { self.tiles[Square - (squares2move + 1)].name = self.currentNode.name self.tiles[Square - 1].name = "" self.currentNode.position = self.positions[Square - (squares2move + 1)] self.newNumber() }) }
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215
Mar ’25
Apple ID dissapears from Xcode and build is failing
I'm calling this command to export archive: xcodebuild -exportArchive -archivePath .build/XYZ.xcarchive -exportPath .build/XYZ.ipa -exportOptionsPlist Authenticator/ExportOptions.plist -quiet -allowProvisioningUpdates Here is my exportOptions file content <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>method</key> <string>app-store-connect</string> <key>signingStyle</key> <string>automatic</string> <key>teamID</key> <string>ABCD</string> </dict> </plist> Most of the time this command fail with this error: error: exportArchive No Accounts error: exportArchive No signing certificate "iOS Distribution" found What we found is that our Apple ID just disappear from Xcode and we need to add it again manually. So there are two questions here: Why Apple ID account dissapears and how I can fix this? Is there an option to not use Apple ID account in Xcode and for example to use -authenticationKeyID flags of xcodebuild? Just to mention this happens only on our CI machine and not locally.
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599
Mar ’25
Can't extract Xcode_12.5.1.xip file
I have tried several options so far to no avail: Unarchiver shuts down silently (after ~1.5hr of trying to unarchive). xip console tool fails after ~1.5hr with this error: xip: signing certificate was "Software Update" (validation not attempted) xip: error: The archive “Xcode_12.5.1.xip” failed to be moved to the final destination due to the error: The operation couldn’t be completed. No such file or directory. extracted .app is incomplete though weighs about 30GB unxip extracts for ~1.5hr (being stuck for ~40min on Expanding items from “Xcode_12.5.1.xip”: 99%) and then shuts down. extracted .app is incomplete with the size of ~1.9GB Are there any other options I can try to extract Xcode 12.5.1 xip archive? Would external drive be an issue (I have Xcode_12.5.1.xip on external drive)?
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3.8k
Mar ’25
xcodebuild: WARNING: Using the first of multiple matching destinations
When trying to generate build for mac catalyst using xcodebuild xcodebuild archive -scheme MYSDK -destination="generic/platform=macOS,variant=Mac Catalyst" -archivePath archives/maccatalyst.xcarchive SKIP_INSTALL=NO BUILD_LIBRARIES_FOR_DISTRIBUTION=YES SUPPORTS_MACCATALYST=YES Xcode warnings about multiple matching destinations --- xcodebuild: WARNING: Using the first of multiple matching destinations: { platform:macOS, arch:x86_64, id:XX, name:My Mac } { platform:macOS, arch:x86_64, variant:Mac Catalyst, id:XX, name:My Mac } { platform:iOS, id:dvtdevice-DVTiPhonePlaceholder-iphoneos:placeholder, name:Any iOS Device } { platform:iOS Simulator, id:dvtdevice-DVTiOSDeviceSimulatorPlaceholder-iphonesimulator:placeholder, name:Any iOS Simulator Device } { platform:macOS, name:Any Mac } { platform:macOS, variant:Mac Catalyst, name:Any Mac } Here native macOS is displayed first instead of Mac Catalyst. I have tried using "generic/platform=macOS,variant=Mac Catalyst,name=Any Mac". But the same issue occurred. xcode version: Version 16.2 (16C5032a)
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752
Mar ’25
OS Ventura can't open XIP files
I want to install the latest Xcode development software on my Mac, but the xip files won't open. I keep getting the following message: There was a problem while reading the contents of "Xcode_15 xip": Data is corrupted I have tried several unarchiver packages, and keep getting this message. I have also downloaded several other Xcode versions with the same result. Any idea what is going on here and/or how to fix it?
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205
Mar ’25
App (using MusicKit) rejected - Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage
App Rejected stating "Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage" Issue Description One or more purpose strings in the app do not sufficiently explain the use of protected resources. Purpose strings must clearly and completely describe the app's use of data and, in most cases, provide an example of how the data will be used. My App is simple using MusicKit. My app has only two buttons and the user just taps them. ・search button : Search for Apple Music with auto-generated text and play previews. ・listen button : Listen to searched songs on Apple Music. NSAppleMusicUsageDescription key is "the app requires Apple Music access to search for songs and to play the searched songs." I don't know how to fix it. Please let me know some advice.
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306
Mar ’25
Xcode 16.2 doesn't support custom SF Symbols 6
I was trying to compile an app that contains custom SF Symbols with Template 6.0 in Xcode (using Version 16.2 (16C5032a) on my Macbook running Sonoma 14.7.3 (23H417)). However, when building, I got the error The SVG file provided for the symbol image set ’(SVG file name)‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) for the custom symbols' SVGs. Attempting to preview the symbols in Xcode also seems to crash and force Xcode to quit. I am assuming this is something to do with the symbols not being compatible with my Xcode version, but the problem is that it should work since I am using Xcode 16.2, the latest stable version currently. The SVGs themselves even mention "Requires Xcode 16 or greater", which means they should work. Unfortunately, I could not find anything about this online (except another old post from 2023 with no answers), so I'm at a loss. The only possible cause that I can think of is because I'm running Sonoma instead of Sequoia (I'm using an ancient Intel Macbook which doesn't support Sequoia), but the official SF Symbols website says that it requires Ventura or later. Xcode error logs (my account name is replaced with "(name)" for privacy): CompileAssetCatalog /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources /Users/(name)/Cork/Cork/Assets.xcassets /Users/(name)/Cork/Cork/Preview\ Content/Preview\ Assets.xcassets (in target 'Self-Compiled' from project 'Cork') cd /Users/(name)/Cork /Applications/Xcode-16.2.0.app/Contents/Developer/usr/bin/actool --output-format human-readable-text --notices --warnings --export-dependency-info /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_dependencies --output-partial-info-plist /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_generated_info.plist --app-icon AppIcon --accent-color AccentColor --enable-on-demand-resources NO --development-region en --target-device mac --minimum-deployment-target 13.0 --platform macosx --compile /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources /Users/(name)/Cork/Cork/Assets.xcassets /Users/(name)/Cork/Cork/Preview\ Content/Preview\ Assets.xcassets 2025-02-23 18:53:33.073 ibtoold[8228:157676] NSFileCoordinator is doing nothing. 2025-02-23 18:53:33.107 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.112 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.137 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.141 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) 2025-02-23 18:53:33.280 ibtoold[8228:157676] Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.errors */ error: Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.document.errors */ /Users/(name)/Cork/Cork/Assets.xcassets:./custom.spigot.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.spigot.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.terminal.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.terminal.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.trash.triangle.fill.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.trash.triangle.fill‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /Users/(name)/Cork/Cork/Assets.xcassets:./custom.macwindow.badge.xmark.symbolset/[universal][][][]: error: The SVG file provided for the symbol image set ’custom.macwindow.badge.xmark‘ is not suitable: Template format 6.0 is newer than the version that this software supports (5.0) /* com.apple.actool.compilation-results */ /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Intermediates.noindex/Cork.build/Debug/Self-Compiled.build/assetcatalog_generated_info.plist /Users/(name)/Library/Developer/Xcode/DerivedData/Cork-dbcizsqhvdnuuqbnegvmgsinlavg/Build/Products/Debug/Cork.app/Contents/Resources/AppIcon.icns
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604
Mar ’25
Using @Namespace in #Preview Xcode 15 gives an error message
Greetings... I am trying to use @Namespace for my matchedGeometryEffect use case. prior to Xcode 15 beta the following code worked just fine: struct ChapterItem_Previews: PreviewProvider { @Namespace static var namespace static var previews: some View { ChapterItem(namespace: namespace, show: .constant(true)) } } However trying to do the same within the new Xcode 15 beta #Preview Macro #Preview { @Namespace var namespace ChapterItem(namespace: namespace, show: .constant(true)) } produces the following error message: Ambiguous use of 'Preview(_:traits:body:)' May I kindly get assistance on the proper way I can get this to work in Xcode 15 beta? Please be as detail as you can since I'm still new to swiftUI as well Thank You.
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2.4k
Mar ’25
Swift Playground 4.6 - App Fails to Run with import AppIntent
Hi everyone, I’ve been developing an app using Swift Playgrounds, and it was working fine in version 4.5. However, after updating to Swift Playground 4.6, the app no longer runs. After some testing, I found that the issue occurs when import AppIntent is included. Here’s a simple example: import SwiftUI //import AppIntents // <- If this line is included, Preview and Run fail. @main struct MyApp: App { var body: some Scene { WindowGroup { Image(systemName: "globe") .imageScale(.large) .foregroundColor(.accentColor) Text("Hello, world!") } } } Has anyone else encountered this issue? Thanks!
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361
Mar ’25
Cannot create a second Identifier
I have an application that uses WeatherKit for which I use the registered identifier com.[mycompanyname].[myappname] . I'm now developing a second application using WeatherKit, so I need to create a new identifier on https://developer.apple.com/account/resources/identifiers/add/appId/bundle so that WeatherKit will recognize requests from com.[mycompanyname].[myappname2]. (in this post, I'm using "[xxx]" instead of the real strings) When I go to create an identifier for the new app, I get the error message: An attribute in the provided entity has invalid value An App ID with Identifier 'com.[mycompanyname].[myappname2]' is not available. Please enter a different string. Can anybody explain why I can't register the new app name, and how I can fix this?
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203
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?
0
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570
Mar ’25
Xcode 15 will not connect to ios17 device via network
I'm unable to debug on iPhone 12 running iOS 17 beta 3 via network. I'm running Xcode 15 beta 6 Device shows in devices and simulators and I can debug when connected with cable. However the "Connect Via Network" option is frayed out, oddly however the checkbox is ticked I'm developing a app using RoomPlan so network connectivity is a must for debugging Anyone else encountered this and know how to get around this problem Other devices running iOS 16 connect via network just fine
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3
5.3k
Mar ’25