ld: symbol(s) not found for architecture arm64
clang++: error: linker command failed with exit code 1 (use -v to see invocation)
Undefined symbol: nominal type descriptor for CoreGraphics.CGFloat
Undefined symbol: type metadata for CoreGraphics.CGFloat
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.BinaryFloatingPoint in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.Encodable in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.FloatingPoint in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.Hashable in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.Comparable in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.Equatable in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.Decodable in CoreGraphics
Undefined symbol: protocol conformance descriptor for CoreGraphics.CGFloat : Swift.SignedNumeric in CoreGraphics
LLVM
RSS for tagThe LLVM compiler is the next-generation compiler introduced in Xcode 3.2 for Snow Leopard based on the open source LLVM.org project.
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Hi i am currently using XCode 15 to build a Swift command line application.
But when I try to build & debug my project, it throws an error saying that it could not launch the executable.
It does build but as the error suggests, the Build dir does not have a executable in it. I have messed around with DerivedData & Build location settings for quite a bit with no luck.
Currently both of them are at default settings as I cleared XCode caches from ~/Library/Caches & created a new project. I tried compiling the basic Hello World but that seems to "build" but with no executable.
I have attached the report for the Could not launch error
Error report
Am i missing something with respect to build location / configuration?
Thanks for any assistance.
I'm trying to use
#if hasFeature(ADDRESS_SANITIZER)
#endif
But it doesn't work.
Is there a way with a precompile directive to check if the Address Sanitizer is active?
when building my project with Xcode16 Beta, I came across several compile errors in c++ code, which used to be ok when building with Xcode15. It's not easy to fix them because some of them came from third part libraries. Is there a way to configure Xcode to build c++ code conforming to the Xcode 15 manner? (I know I can get back to Xcode15 temporarily, but I worry these issue can not be fixed even in the official release version)
I'm trying to add JPEG-XL encoding/decoding capabilities to my app and haven't been able to find a trustworthy pre-compiled version. The only one I've found is in https://github.com/awxkee/jxl-coder-swift.
As a result I've been trying to compile my own iOS version from the reference implementation (https://github.com/libjxl/libjxl), having done virtually no compiling before. When I started out, my gut said, "Compiling for a different platform should be easy since it's not like I'm actually writing or modifying the implementation", but the more I research and try, the more doubtful I've become. So far I've figured out it means compiling all the dependencies (brotli, highway, libpng, skcms, etc.) too, but I've also gotten nowhere with them, having tried my hand at modifying cmake toolchains and CMakeList.txt files.
As a novice, am I biting off more than I can chew with this? Is the seemingly simple task, "Compile this C++ library for iOS" actually something that freelancers charge huge amounts for? (If so, this makes the free compiled version mentioned above even more questionable)
Any help or pointers would be greatly appreciated.
Crowdstrike Falcon vs Xcode performance
Our IT department is using CrowdStrike Falcon, an ML-security tool, on all the Mac hardware. It will flag processes as malicious, and it sounds like it may sandbox such processes that are deemed malicious and / or scan anything the process touches.
TLDR
Does anybody know how to make CrowdStrike Falcon behave nicely with Xcode and its tools and prevent it from consuming high CPU and interfering with the build and debugging processes? Xcode, SwiftUI previews and building should be as performant as possible.
Details
Perplexity describes CrowdStrike Falcon as follows:
CrowdStrike Falcon is a cloud-based endpoint security platform that provides real-time protection against malware, ransomware, and other cyber threats. It uses artificial intelligence and machine learning to detect and prevent known and unknown threats across endpoints (laptops, desktops, servers, etc.), cloud workloads, and cloud environments. The Falcon platform includes next-generation antivirus, endpoint detection and response (EDR), managed threat hunting, vulnerability management, and other security capabilities delivered through a lightweight sensor that streams data to the CrowdStrike cloud for analysis and response.
The problem is that apparently Falcon's ML signatures will flag Xcode as malicious. So when building in Xcode, Falcon will use a huge amount of CPU (I have seen it go up to 456%), affecting build performance. I am getting the impression it is sandboxing and / or scanning every single file Xcode touches. The same goes for the iOS Simulator which will also cause Falcon to consume lots of CPU. It's clear this is affecting our build performance a lot.
Falcon supports a number of exclusions:
Machine learning (ML) exclusion: For trusted file paths, stop all ML-based detections and preventions, or stop files from being uploaded to the CrowdStrike cloud.
Indicator of attack (IOA) exclusion: Stop all behavioral detections and preventions for an IOA that’s based on a CrowdStrike-generated detection.
Sensor visibility exclusion: For trusted file paths that you want to exclude from sensor monitoring, minimize sensor event collection, and stop all associated detections and preventions. Use sensor visibility exclusions with extreme caution. Potential attacks and malware associated with excluded files will not be recorded, detected, or prevented.
Using Sensor Visibility Exclusions it is possible to exclude applications on file pattern basis and preventing Falcon's ML signatures for flagging any such process as malicious. Which means that it is possible to exclude /Applications/Xcode.app/** and prevent it, or the processes it spawns, as malicious.
However, Xcode and the toolchain are much more complicated than just excluding a single binary. Switching toolchains via sudo xcode-select -s will also update a lot of files in /usr (see Xcode.app/Contents/Developer/usr) such as /usr/bin/swift*, /usr/bin/ibtool*, /usr/bin/lldb and /usr/bin/xcrun (there are many more).
For testing Xcode performance we excluded /Applications/Xcode.app/** and /usr/bin from Falcon, but just launching the simulator and a simulator build of the app will still cause Falcon to go up to about 300%. I assume this will affect SwiftUI live previews as well. Probably /Users/*/Library/Developer/** should be excluded as well then?
Obviously, Falcon's AI/ML should just identify all of this as legitimate software development tools and no exclusions should be necessary...
IMHO a file-pattern based exclusion seems to contradict what this tool is supposed to do. I would think it should evaluate signing (codesign / spctl) or validate checksums, rather than file pattern based exclusions. But as long as Xcode becomes more performant I am not complaining. The less an IT tool is flagging legitimate software as malicious and interfering with our daily work, the better.
So my question is if anybody knows how to make CrowdStrike Falcon behave nicely with Xcode and its tools and prevent it from consuming high CPU and interfering with the build and debugging processes? Xcode, SwiftUI previews and building should be as performant as possible.
I'm writing a simple Command line application on macOS with code using C++, using a API called 'std::to_chars' from charconv
void foo(void)
{
if (__builtin_available(macOS 10.15, *))
{
char buffer[10];
std::to_chars_result tcr = std::to_chars( buffer, buffer+5, 5 );
#pragma unused (tcr)
}else{
return;
}
}
Since Xcode complains main.cpp:19:41: error build: 'to_chars<int, 0>' is unavailable: introduced in macOS 10.15
I wrapped the code with an availability check API in C++, __builtin_available(macOS 10.15, *))
But even with this availability check API, Xcode still failed to compile.
Anyone knows why?
My question set is fairly broad, but I can't seem to find any answers anywhere. As a fairly low-level developer, the vast majority of my work is done with Sublime Text, terminal-based compilers, IDEs like Coq's (coq.inria.fr), and code that has to be compiled by terminal.
These projects are at the very fabric of what I do, and I fear that Rosetta 2 will be inadequate until LLVM and other systems are updated to run natively on Apple Silicon. Honestly, I can't really afford complex virtualization systems like Parallels or VMWare (not that they help much) and I'd rather not give up MacOS for my Ubuntu desktop. I was raised on MacOS and I can't imagine losing features like scenes or seamless integration with the rest of my electronics.
I want to keep my initial post fairly simple and broad, but if anyone has any questions on what I need supported, feel free to ask. I am sure I'm not alone here.