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Mac Xcode Software License Agreement

I accepted when I upgraded to latest version. I alos tried running sudo xcodebuild -license and sudo xcodebuild -license accept from the terminal, but it is still not working.

Mac Xcode Software License Agreement

I have accept its license through the terminal command sudo xcodebuild -license then -q then agree but I still get the same error message. I have also accepted the license when first opening the application.

The first Xcode Licence I agreed to was a beta license. Therefore somehow the entries in this file were still named ...beta... what seems to have caused the error. By running 'sudo xcodebuild -license accept' a new file is created that is compatible with Matlab (provided ur not using a beta Xcode Version).

This is from 2021, using Mac Big Sur version 11.0.1 with Xcode-betaMy problem is that Macports install requires Agree to Xcode license in Terminal: sudo xcodebuild -license but that command returned only xcode-select: error: tool 'xcodebuild' requires Xcode, but active developer directory '/Library/Developer/CommandLineTools' is a command line tools instance.I found a stack overflow issue that mentioned how to reset the xcode-select.which in my case is sudo xcode-select -s /Applications/ Then I used sudo xcodebuild -license, scrolled through the license and accepted it. (Via the application, I never had an option to accept.)the other stack flow issue that helped me is xcode-select active developer directory error

MORE INFO: After reading -the-titanium-cli-and-getting-error-you-have-not-agreed-to-the-xcode-license-agreements-please-run-xcodebuild--license I believe I have the same issue (still no resolution though).

This useful trick with xcodebuild works if you have only a single Xcode app to deploy, but the situation becomes less clear if you maintain several on a single machine. And, you may have seen from time to time that you install a different version of Xcode (or a Beta version) on your own machine, that you need to re-accept the license again. What exactly is going on here?

You might be aware that section 2b that you cite talks about derivative works but does not prevent "mere aggregation" in a collection of software. It could very well be that when you are calling the command git, you think that you are calling the program that you are used to but in fact are calling some command developed by Apple which asks you to agree with the license of the Xcode/iOS collection before effectively calling the real software. This would not be a modification of git and therefore would not be a violation.

As for section 6, I am sure that Apple complies with this by providing all the required information somewhere (on your machine). It does not effectively imposes further restriction on the use of the software because they very likely provide the source somewhere and you can compile this source yourself and use it without agreeing to any license.

It's possible that they consider their terminal to be part of xcode, and that they want you to agree to their license before you use their terminal in certain ways. They cannot condition your use of Git on agreement to any other kind of license, but they don't need to provide you the terminal that git runs on, or the operating system beneath that.

Just installed Xcode, then the license agreement pops up. I click agree and type in my password. Then it just stays there. I can click agree as many times as I want, but it will not go past the license agreement. I have not been able to use Xcode yet.

Apple released an updated end-user license agreement (EULA) along with the release of Big Sur in November 2020, which requires cloud providers to lease Apple hardware to no more than one customer for a minimum of 24 hours.

Did you check your Apple developer account for new license agreement? Periodically, Apple will release a new developer license agreement that you need to sign before you can build new apps. You will get a build failure if there is a pending license agreement to sign. Login to your Apple developer account to check if there's a new license agreement.

Error message: "The Apple Developer Program License Agreement has been updated, In order to access certain membership resources, you must accept the latest license agreement". Or you may see "Unable to process request - PLA Update available. You currently don't have access to this membership resource. To resolve this issue, agree to the latest Program License Agreement in your developer account."

It appears as though xcode-select could have asked me to accept a license agreement. Instead, you're prompted the first time you try and run the command line binary, and the Ruby build scripts had gobbled up the error message.

UPDATE: Since writing this post I've upgraded to Mavericks on a second computer, ran into the same problem, and launched XCode. After it had installed its missing components I could run gcc without being prompted to accept a license agreement, and gem compilation just worked. Also take a look at the comments below, where others have been explaining what's worked for them.

Xcode is an IDE from Apple to create apps for iPhone, iPad, Mac, Apple Watch, and Apple TV.You probably need some of its tools without install the entire package.Maybe you want to write a command-line software on macOS, or maybe you need to use Homebrew package manager.In that case, you only need the subset of it: Xcode command-line tools.In this post, I documented three most frequently asked questions about the Xcode command-line tools.How to Install Xcode Command Line ToolsHow to Uninstall Xcode Command Line ToolsHow to Update Xcode Command Line ToolsManually Install Command Line Tools for XcodeHow to Install Xcode Command Line ToolsmacOS is bundled with xcode-select.By using this command, you can download and install the latest Xcode command-line tools.What you need is to enter the following command.if(typeof ez_ad_units!='undefined')ez_ad_units.push([[468,60],'godo_dev-medrectangle-3','ezslot_8',106,'0','0']);__ez_fad_position('div-gpt-ad-godo_dev-medrectangle-3-0');xcode-select --installHere is an example session when I install Xcode command-line tools.$ xcode-select --installxcode-select: note: install requested for command line developer toolsAfter you entered the previous command on Terminal, a pop-up window will appear for confirmation.Click Install to continue.If you need to rethink again, click Cancel.Xcode command line tools install confirmationA standard License Agreement will appear.If you want to, you can read them all.Click Agree to continue the installation process.Xcode command line tools license agreementA pop-up window will appear informing you of the download progress.This time you do nothing.Wait until the download process finished.This can take a long time, it depends on your internet speed.if(typeof ez_ad_units!='undefined')ez_ad_units.push([[580,400],'godo_dev-medrectangle-4','ezslot_4',114,'0','0']);__ez_fad_position('div-gpt-ad-godo_dev-medrectangle-4-0');Downloading Xcode command line toolsAfter the downloading finished, the final pop up window will appear.This is to inform you that the Xcode command-line tools were installed on your machine successfully.

You may be asked whether you want to install Xcode or the command line developer tools, with the latter being the default. If you choose to install Xcode, after installation has completed be sure to launch the Xcode application once to accept the end-user license agreement (EULA).

If you do not get a response containing the word "version" then install XCode.You can download it from the Mac App Store (just search for "xcode"). Afterinstalling XCode, you need to agree to the license. So run the followingcommand in a terminal:

Install Xcode using the OS X App Store application or download it from the OS X Developer site which requires a minimum of a free membership. Xcode takes a while to download and is placed into the Applications folder (/Applications directory) with the CLT in /Applications/ Once installed start Xcode to accept the license agreement.

I recently installed Unreal Engine on my Mac running Mac OS Big Sur. I had installed xcode and xcode command line tool before on Mac OS Catalina but when I tried to run Unreal Engine for the first time it came up with an error "Can't find Xcode install for Metal compiler. Please install Xcode and run to accept license or ensure active developer directory is set to current Xcode installation using xcode-select." I do not know why this is happening and when I do xcode-select in my terminal it shows the command tools are installed and when I check for software updates, it finds none

We've all seen the license agreements required to click-through when mounting a disk image, but it is a nightmare trying to do it yourself. Let DMG Canvas take care of it for you. If your company wants to ensure the user has seen the license agreement upfront, it's a piece of cake. Just put your license's text into DMG Canvas and you're done. It even supports styles and multiple languages.

You should now see a software update popup asking you the following: "The xcode-select command requires the command line developer tools. Would you like to install the tools now?" Click on the Install button to confirm, then Agree to the License Agreement when requested (have fun reading through this).

By default Qt is installed in "/Qt" but other locations can be chosen. This tutorial assumes that Qt is installed in "/Geopsy/Qt-5.14". Qt provide a lot of components, to get the minimal footprint, select only one Qt version and inside this version, only "macOS" (Qt 5.14.2 for this tutorial). After the license agreement, the installation should start. Do not launch Qt Creator at the end.

With OS X Server installed and running we can turn our attention to the Xcode Service. If you have not already done so you should download and install Xcode on the server from the Mac App Store (assuming you are developing with the released version of Xcode). If you have just installed Xcode on the server you will need to run it before configuring the Xcode service to accept the software license agreement and let it finish installing components.


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