JoeyDeVries / LearnOpenGL

Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
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Mac M1 fails to launch: the platform is not currently connected #363

Open aritan opened 1 year ago

aritan commented 1 year ago

Mac M1 pro OS 13.1 (22C65) Xcode 14.2

After these steps

// Mac OS X building

brew install cmake assimp glm glfw freetype
cmake -S . -B build
cmake --build build -j$(sysctl -n hw.logicalcpu)

mkdir xcode
cd xcode
cmake -G Xcode ..

I am able to open Xcode and successfully build the target, but I encounter a launch failure with an alert message.

image

Here is the full error information from Xcode:

Could not launch “1.getting_started__1.1”
Domain: IDEDebugSessionErrorDomain
Code: 3
Failure Reason: the platform is not currently connected
User Info: {
    DVTRadarComponentKey = 855031;
    IDERunOperationFailingWorker = DBGLLDBLauncher;
    RawUnderlyingErrorMessage = "the platform is not currently connected";
}
--

Analytics Event: com.apple.dt.IDERunOperationWorkerFinished : {
    "device_model" = "MacBookPro18,1";
    "device_osBuild" = "13.1 (22C65)";
    "device_platform" = "com.apple.platform.macosx";
    "launchSession_schemeCommand" = Run;
    "launchSession_state" = 1;
    "launchSession_targetArch" = arm64;
    "operation_duration_ms" = 3397;
    "operation_errorCode" = 3;
    "operation_errorDomain" = IDEDebugSessionErrorDomain;
    "operation_errorWorker" = DBGLLDBLauncher;
    "operation_name" = IDERunOperationWorkerGroup;
    "param_consoleMode" = 0;
    "param_debugger_attachToExtensions" = 0;
    "param_debugger_attachToXPC" = 1;
    "param_debugger_type" = 3;
    "param_destination_isProxy" = 0;
    "param_destination_platform" = "com.apple.platform.macosx";
    "param_diag_MainThreadChecker_stopOnIssue" = 0;
    "param_diag_MallocStackLogging_enableDuringAttach" = 0;
    "param_diag_MallocStackLogging_enableForXPC" = 1;
    "param_diag_allowLocationSimulation" = 1;
    "param_diag_checker_tpc_enable" = 1;
    "param_diag_gpu_frameCapture_enable" = 0;
    "param_diag_gpu_shaderValidation_enable" = 0;
    "param_diag_gpu_validation_enable" = 0;
    "param_diag_memoryGraphOnResourceException" = 0;
    "param_diag_queueDebugging_enable" = 1;
    "param_diag_runtimeProfile_generate" = 0;
    "param_diag_sanitizer_asan_enable" = 0;
    "param_diag_sanitizer_tsan_enable" = 0;
    "param_diag_sanitizer_tsan_stopOnIssue" = 0;
    "param_diag_sanitizer_ubsan_stopOnIssue" = 0;
    "param_diag_showNonLocalizedStrings" = 0;
    "param_diag_viewDebugging_enabled" = 0;
    "param_diag_viewDebugging_insertDylibOnLaunch" = 1;
    "param_install_style" = 0;
    "param_launcher_UID" = 2;
    "param_launcher_allowDeviceSensorReplayData" = 0;
    "param_launcher_kind" = 0;
    "param_launcher_style" = 0;
    "param_launcher_substyle" = 0;
    "param_runnable_appExtensionHostRunMode" = 0;
    "param_runnable_productType" = "com.apple.product-type.tool";
    "param_runnable_type" = 2;
    "param_testing_launchedForTesting" = 0;
    "param_testing_suppressSimulatorApp" = 0;
    "param_testing_usingCLI" = 0;
    "sdk_canonicalName" = "macosx13.1";
    "sdk_osVersion" = "13.1";
    "sdk_variant" = macos;
}

I found a workaround: disabling the Debug executable option allows successful launch, but debugging is not possible. Is there a solution to enable both launch and debugging?

Vecige commented 1 year ago

Don't use Rosetta