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Validate KernelRace iOS build (PR #32) on real Xcode + device/simulator #33

Description

@michalharakal

Context

PR #32 added iosArm64/iosSimulatorArm64 targets to KernelRace's
shared/composeApp modules, plus a hand-authored iosApp/ Xcode project
shell (SwiftUI entry point embedding the Kotlin/Native framework via
embedAndSignAppleFrameworkForXcode).

None of it could be built or run in the session that produced it — that
environment was Linux only, with no Xcode/macOS available at all. Verification
there was limited to: non-Apple targets (jvm/android/wasmJs) still compiling
after the change, and structural checks on the Xcode project files (balanced
.pbxproj braces, valid Info.plist/Contents.json). The .xcodeproj itself
has never been opened in Xcode.

What needs a Mac

  • open iosApp/iosApp.xcodeproj — confirm Xcode accepts the hand-authored project file without a "project format" repair prompt/error. This is the highest-risk item: .pbxproj is easy to get subtly wrong by hand.
  • Build the iosApp scheme for a simulator (⌘R) — confirm the "Compile Kotlin Framework" run-script phase (:composeApp:embedAndSignAppleFrameworkForXcode) actually finds and embeds the framework.
  • Build + run on a real device.
  • Confirm the app launches, IosModelProvider downloads/caches the GGUF (or picks up a bundled asset), and generation actually produces output — the Ktor Darwin download path (shared/src/iosMain/.../IosModelProvider.kt) has never executed.
  • Confirm the PlatformChips row highlights "iOS" correctly at runtime (compiled but never rendered).
  • Add a real 1024×1024 app icon — Assets.xcassets/AppIcon.appiconset is currently an empty slot.

Related

Good fit for whoever on the team has a Mac + Xcode handy.

Activity

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