Hello Apple Developer Community,
I recently created a fresh project with:
No dependencies
No additional written code
After generating the iOS build, I navigated to the build folder:
cd build/ios/iphoneos/Runner.app
Then, I ran the following commands to inspect the binary:
otool -Iv Runner | grep -w _strlen
otool -Iv Runner | grep -w _malloc
Surprisingly, I received positive results, meaning these functions are present in the binary.
My Questions:
Why is a fresh Flutter project (with no extra dependencies) including these APIs in the binary?
Xcode
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I'm currently writing a macro which outputs Swift Testing code:
// Macro code ...
@MainActor
@SnapshotSuite
struct MySuite {
func makeView() -> some View {
Text("a view")
}
}
which expands to...
// Expanded macro code ...
@MainActor
@Suite
struct _GeneratedSnapshotSuite {
@MainActor
@Test(.tags(.snapshots))
func assertSnapshotMakeView() async throws {
let generator = SnapshotGenerator(
testName: "makeView",
traits: [
.theme(.all),
.sizes(devices: .iPhoneX, fitting: .widthAndHeight),
.record(false),
],
configuration: .none,
makeValue: {
MySuite().makeView()
},
fileID: #fileID,
filePath: #filePath,
line: 108,
column: 5
)
await __assertSnapshot(generator: generator)
}
}
In short, this macro creates snapshot tests from a function.
This all works but I'm finding a couple of limitations, potentially with how Macros are expanded in Swift.
Xcode diamonds are not visible
The snapshots tag isn't discovered
There are a couple of things worth noting though:
The suites and tests are discovered in Xcode's Test Navigator each time Xcode runs tests (cmd + u) - although they need to rerun to be updated.
I manually add a @Suite in my code as well as my @SnapshotSuite to all of the suites.
(The tags never seem to be available though)
Couple of questions on this:
Is this a known issue?
Are there any workarounds?
I do wonder if there's a workaround for showing the diamonds with XCTest APIs such as:
https://github.com/swiftlang/swift-corelibs-xctest/tree/main
https://developer.apple.com/documentation/xctest
I am currently developing a No-Sandbox application.
What I want to achieve is to use AuthorizationCopyRights in a No-Sandbox application to elevate to root, then register SMAppService.daemon after elevation, and finally call the registered daemon from within the No-Sandbox application.
Implementation Details
Here is the Plist that I am registering with SMAppService:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>Label</key>
<string>com.example.agent</string>
<key>BundleProgram</key>
<string>/usr/local/bin/test</string>
<key>ProgramArguments</key>
<array>
<string>/usr/local/bin/test</string>
<string>login</string>
</array>
<key>RunAtLoad</key>
<true/>
</dict>
</plist>
Code that successfully performs privilege escalation (a helper tool popup appears)
private func registerSMAppServiceDaemon() -> Bool {
let service = SMAppService.daemon(plistName: "com.example.plist")
do {
try service.register()
print("Successfully registered \(service)")
return true
} catch {
print("Unable to register \(error)")
return false
}
}
private func levelUpRoot() -> Bool {
var authRef: AuthorizationRef?
let status = AuthorizationCreate(nil, nil, [], &authRef)
if status != errAuthorizationSuccess {
return false
}
let rightName = kSMRightBlessPrivilegedHelper
return rightName.withCString { cStringName -> Bool in
var authItem = AuthorizationItem(
name: cStringName,
valueLength: 0,
value: nil,
flags: 0
)
return withUnsafeMutablePointer(to: &authItem) { authItemPointer -> Bool in
var authRights = AuthorizationRights(count: 1, items: authItemPointer)
let authFlags: AuthorizationFlags = [.interactionAllowed, .preAuthorize, .extendRights]
let status = AuthorizationCopyRights(authRef!, &authRights, nil, authFlags, nil)
if status == errAuthorizationSuccess {
if !registerSMAppServiceDaemon() {
return false
}
return true
}
return false
}
}
}
Error Details
Unable to register Error Domain=SMAppServiceErrorDomain Code=1 "Operation not permitted" UserInfo={NSLocalizedFailureReason=Operation not permitted}
The likely cause of this error is that /usr/local/bin/test is being bundled.
However, based on my understanding, since this is a non-sandboxed application, the binary should be accessible as long as it is run as root.
Trying
post as mentioned in the response, placing the test binary under Contents/Resources/ allows SMAppService to successfully register it. However, executing the binary results in a different error.
Here is the plist at that time.
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>Label</key>
<string>com.example.agent</string>
<key>BundleProgram</key>
<string>Contents/Resources/test</string>
<key>ProgramArguments</key>
<array>
<string>Contents/Resources/test</string>
<string>login</string>
</array>
<key>RunAtLoad</key>
<true/>
</dict>
</plist>
Here is the function at that time.
private func executeBin() {
let bundle = Bundle.main
if let binaryPath = bundle.path(forResource: "test", ofType: nil) {
print(binaryPath)
let task = Process()
task.executableURL = URL(fileURLWithPath: binaryPath)
task.arguments = ["login"]
let pipe = Pipe()
task.standardOutput = pipe
task.standardError = pipe
do {
try task.run()
let outputData = pipe.fileHandleForReading.readDataToEndOfFile()
if let output = String(data: outputData, encoding: .utf8) {
print("Binary output: \(output)")
}
task.waitUntilExit()
if task.terminationStatus == 0 {
print("Binary executed successfully")
} else {
print("Binary execution failed with status: \(task.terminationStatus)")
}
} catch {
print("Error executing binary: \(error)")
}
} else {
print("Binary not found in the app bundle")
}
}
Executed After Error
Binary output:
Binary execution failed with status: 5
Are there any other ways to execute a specific binary as root when using AuthorizationCopyRights?
For example, by preparing a Helper Tool?
Hello Apple Developer Community,
I recently created a fresh project with:
No dependencies
No additional written code
After generating the iOS build, I navigated to the build folder:"build/ios/iphoneos/Runner.app"
Then, I ran the following otool commands to inspect the binary:
otool -Iv Runner | grep -w _strlen
otool -Iv Runner | grep -w _malloc
Surprisingly, I received positive results, meaning these functions are present in the binary.
My Questions:
Why is a fresh project (with no extra dependencies & No additional written code) including these APIs in the binary?
I have used XCode for decades as my default C/C++ programming IDE. I write code that I run locally on my Mac, via "Sign to run locally". Typically this has always "just worked".
I am now using MacOS 14.7 Sonoma, and I suddenly find I cannot run my code projects because I cannot dynamically load unsigned libraries.
"not valid for use in process: library load disallowed by system policy"
BUT - it appears that to allow my local MacOS code to bypass this requires I have a bundle identifier to modify entitlements. Which in turn requires a developer account which I don't have.
Is this all correct? Is there any way to have code run locally and use dynamic libraries as I've done previously? Any advice is much appreciated.
What I want?
I expect to use xcrun devicectl device process launch --device <uuid> <bundle-identifier> --payload-url <URL> to launch my app and pass the specified URL as I usually do in iPhone.
What I do?
Let's say the app A which I'm developing.
I try to use UIApplication.open(:options:completionHandler:) in another app to open the app A with registered schema. And whether app A is cold launch or background resumption, app A can go foreground with receiving URL.
If I use xcrun devicectl as above described, app A can still be opened. However, app A can't receive URL which I pass through --payload-url option. That's different from in iOS.
BTW: I as well try YouTube with UIApplication.open and xcrun devicectl, the former way work, the latter way not work.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hi everyone,
I am experiencing an issue where I am unable to sign in to my Apple ID within Xcode. Even after updating my password and ensuring that all my credentials are correct, I continue to receive an "Incorrect username or password" error. However, I can successfully log in to Apple Developer Portal, iCloud, and Apple ID settings using the same credentials.
Steps I've Taken to Resolve the Issue:
Updated Software
I have updated macOS Sequoia and Xcode to the latest versions.
I have also verified that my Apple Developer certificates are up to date.
Tried Resetting Authentication in macOS
I removed all related entries for Xcode, Apple ID, and Developer from Keychain Access.
Logged out of my Apple ID from System Settings and restarted my Mac.
Logged back in and retried signing in to Xcode.
Checked Authentication & Security Settings
I verified that two-factor authentication (2FA) is enabled.
Tried appending the verification code directly to the password when logging into Xcode.
Checked Xcode Developer Directory
Ran sudo xcode-select --switch /Applications/Xcode.app/Contents/Developer
Verified using xcode-select -p, which correctly pointed to the Xcode Developer directory.
Tried Resetting Developer Tools
Removed and reinstalled Command Line Tools (xcode-select --install).
Accepted the Xcode license agreement (sudo xcodebuild -license).
Reinstalled Xcode
Completely uninstalled Xcode using sudo rm -rf /Applications/Xcode.app and reinstalled it from the Mac App Store.
Problem Summary:
Xcode does not recognize my Apple ID credentials, despite them being correct.
I can successfully log in to Apple’s web services, but not to Xcode.
I have already attempted multiple fixes, including resetting keychain entries, reinstalling Xcode, and verifying system configurations.
I would appreciate your guidance on resolving this issue, as I need access to my Apple Developer account within Xcode to continue working on my app.
Thank you for your support.
Hello!
When trying to use MLTensor, I am getting the error that it is not found in scope even though I am using Xcode 15.1 (it says fully up to date) and set my deployment target to iOS 17.2. Is there something else I need to be doing in order to use MLTensor?
Thanks!
Michael
Today after I apparently fat fingered/misclicked/misdragged something in Xcode, the short cut for "Reveal in Project Navigator" (cmd+shift+J) stopped working for me. I don't have any custom shortcut bindings and the other shortcuts still work, as far as I can tell.
I've deleted and re-installed Xcode; I've run defaults delete com.apple.dt.Xcode to no avail. I'd really like this shortcut back as it's probably my second or third most used one :(
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am trying to test this simulated Error.
The issue is, I can't get this to trigger through the simulatedError function.
Error will always end up as an unknown error
Example code snippet:
@available(iOS 17.0, *)
func testPurchase_InvalidQuantity() async throws {
// Arrange
testSession.clearTransactions()
testSession.resetToDefaultState()
let productID = "consumable_1"
try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase)
guard let product = await fetchProduct(identifier: productID) else {
XCTFail("Failed to fetch test product")
return
}
let option = Product.PurchaseOption.quantity(4)
let result = await manager.purchase(product: product, options: option)
switch result {
case .success:
XCTFail("Expected failure due to invalid quantity")
case .failure(let error):
print("Received error: \(error.localizedDescription)")
switch error {
case .purchaseError(let purchaseError):
XCTAssertEqual(purchaseError.code, StoreKitPurchaseError.invalidQuantity.code)
default:
XCTFail("Unexpected error: \(error)")
}
}
}
In the above code snippet, I have an Unexpected Error.
But if i remove try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase) I will receive a XCTFail in the success of my result.
So when I set the quantity to a -1, only then can I correctly receive an invalidQuantity.
Does anyone know why the try await testSession.setSimulatedError(.purchase(.invalidQuantity), forAPI: .purchase) would fail to work as directed? I have tests for all the generic errors for loadProducts API and the simulatedError works great for them
xCode 16.2 deletes the dev account ...
Steps:
Open the xCode 16.2 (16C5032a)
Open xCode -> Settings -> Accounts
Make sure there are no accounts added
Add some dev account using an AppleID
Make sure the added account is presented in the accounts list
Exit xCode and re-launch it
Open xCode -> Settings -> Accounts
Check the list of dev accounts ...
Actual results:
The list of accounts is empty, and the "No accounts" text is presented.
Expected result:
The previously added account is in service
Topic:
Developer Tools & Services
SubTopic:
Xcode
when opening Main.storyboard, all screens turn black, XCode freezes, and then closes. I am adding the font according to this guide. I'm trying to add Inter-VariableFont_opsz,wght.ttf of the https://fonts.google.com/specimen/Inter
I have a xcode project generated by unity 6
my mac:
my x-code:
It's a simple project but the building time lasted over 10 minutes and I found a page
https://discussions.unity.com/t/optimizing-ios-and-macos-build-times-using-ccache/809570
I tried to run ccache in my mac and hope to accelerate the building.
I installed ccache in my MAC by brew
I made two script with +x mode
I created a testc folder to verify the script
and it did work.
Then I opened the xcode and added CC and CXX to the “Build Settings”
I triggered the building
But it didn’t work, the building used the default compiler.
I had repeated to ask AI about it and cleaned building cache many times, but the problem still exists.
Even without any probing executing of the ccache-clang script ( I configured the log file position, so if it has been executed once, there will be some logs)
Could someone help me check if there’s something wrong?
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am signed into Xcode for automatic signing. Which works for a random amount of builds and then the Account/AppleID dissappears from Xcode. This is a vital part of our CI/CD processes and disrupts the workflow alot.
MacOS version:
Apple M2
15.3 (24D60) Sequoia
related:
https://developer.apple.com/forums/thread/724434
https://stackoverflow.com/questions/50252887/account-automatically-removed-from-xcode
I feel a bit dumb now.
I once succeeded to change the language of an app on Watch simulator. So it is possible.
And I'm not able to repeat (fool of me I did not took note of how I did it).
I just remember it was simply through some language settings selection, may be rebooting the Mac, but not by changing anything in code.
Does someone know how to do ?
Reposting (after a while) from the Swift forums - the build timeline for our project has a lot of weird gaps in the beginning - almost 15 seconds in total, which is quite a big chunk of the total build time. Is there any way to determine why they exist or how I could fix them? I hope it's just something hidden and not the build system literally doing nothing...
This is on Xcode 15.4.
Topic:
Developer Tools & Services
SubTopic:
Xcode
Is there a way to deploy the iPhone 16E device update via command line?
I'm looking for something similar to the way we deploy runtimes etc. via xcrun simctl
(Hoping not to have to manually update all of our build machines :) )
[EDIT]
xcodebuild -runFirstLaunch -checkForNewerComponents doesn't help.
Hello,
We're attempting to validate our application archive through Xcode but the application is crashing during the validate step and we're not sure why.
Platform: macOS 15.1
Arch: arm64
We've confirmed that our developer agreements are up to date (a suggestion made by other posts on these forums). Other suggestions have been to downgrade Xcode but we're hoping there's another explanation.
The application is quite complex - many libraries and framework - but executes as expected during development and testing.
Crash Report
Any insight into this error would be appreciated. We're sure it's something wrong with our plist or archive structure but the crash is limiting our ability to debug.
Questions
I am developing a social screen time application that enables users to create “sprints” and set sprint goals—essentially time limits on usage for selected applications. For this functionality, users select the apps they wish to manage using the FamilyActivitySelection interface (from the FamilyControls framework).
However, our backend needs to distinguish each application uniquely (for example, via the app’s bundle identifier) in order to correctly map and enforce user-defined sprint goals. Unfortunately, we are encountering an issue where retrieving the bundle identifier directly from the FamilyActivitySelection is returning nil. As a result, we are unable to globally identify the selected apps.
Could you please advise if there is an alternative method or property available in the FamilyControls API that would allow us to uniquely identify the apps? Alternatively, is there another approach recommended by Apple for obtaining a global identifier for applications selected via FamilyActivitySelection?
Thank you for your time and assistance. I look forward to your guidance on how to resolve this issue.
Code
The following is the print statement I used to check if bundleIdentifier is nil after I stored user's selections to the variable selection using familyActivityPicker:
for app in selection!.applications {
let bundleId = app.bundleIdentifier ?? "Unknown Bundle ID"
let token = app.token
let localizedDisplayName = app.localizedDisplayName ?? "Unknown Localized Display Name"
print("Selected app bundle identifier: \(bundleId)")
print("localizedDisplayName: \(localizedDisplayName)")
}
Console log result I received from the print statement above:
Selected app bundle identifier: Unknown Bundle ID
localizedDisplayName: Unknown Localized Display Name
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Family Controls
Managed Settings
Screen Time
Hello Friends,
We have a strange bug that Xcode is deploying static binaries from within .XCFramework into the CONFIGURATION_BUILD_DIR
An example of our xcframeworks structure is:
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>AvailableLibraries</key>
<array>
<dict>
<key>BinaryPath</key>
<string>libglfw3.a</string>
<key>HeadersPath</key>
<string>Headers</string>
<key>LibraryIdentifier</key>
<string>macos-arm64_x86_64</string>
<key>LibraryPath</key>
<string>libglfw3.a</string>
<key>SupportedArchitectures</key>
<array>
<string>arm64</string>
<string>x86_64</string>
</array>
<key>SupportedPlatform</key>
<string>macos</string>
</dict>
</array>
<key>CFBundlePackageType</key>
<string>XFWK</string>
<key>XCFrameworkFormatVersion</key>
<string>1.0</string>
</dict>
</plist>
for open source creative coding toolkit
https://github.com/openframeworks/openFrameworks
Can you see any issues in the above.
Some ideas for me is to generate xcarchive instead of deploying the .a in the xcframeworks, however that does not explain the include being packaged there, so I think this might be a Xcode issue
Topic:
Developer Tools & Services
SubTopic:
Xcode