apple Rejected my app , And send me this letter :Guideline 4.3 - Design - SpamWe noticed that your app provides the same feature set as many of the other apps you've submitted to the App Store; it simply varies in content or language, which is considered a form of spam.The following apps were found to provide different content but are identical in functionality:drift starsNext StepsWhen creating multiple apps where content is the only varying element, you should offer a single app to deliver differing content to customers. Alternatively, you may consider creating a web app, which looks and behaves similar to a native app when the customer adds it to their Home screen. Refer to the Configuring Web Applications section of the Safari Web Content Guide for more information.please help me
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I have two bundle ids, but they seems to be missing and I cant select anyone. this is why I cant create a new app.
I'm submitting a new version of my app, and after click "submit for Review", it show that:
A few more items are needed in order to submit for review
The items listed below are required for submission:There are still screenshot uploads in progress. I didn't met this problem before. Is that mean I haven't upload all the screenshot required or it's still uploading the screenshots to App Store Connect's server? Cause before there is a "save" button after you drag images to the screenshots area, now you don't.
And I think I have uploaded all the screenshots needed and I waited a day to try submit again, still the same.
What should I do?
I have tried everything and still I am getting this. Just for a test I created a new app (Master-Detail template Xcode 11.5) I have created an entry in the iTunes Connect to receive the app upon archiving and uploading. I regenerated all new certificates for iOS Development and Distribution. I created all new Provisioning profiles.
The Dev profile builds deploys and runs on my device
The Dist profile builds but when I select the distribution profile I get the "Profile doesn't include the com.apple.application-identifier entitlement." error.
When I download the profile within Xcode all looks good for the distribution profile:
App ID: matches correctly
Certificated: 1 Included includes the new signing certificate "iPhone Distribution...."
Capabilities: 3 Included Includes Game Center, In-App Purchase, and Keychain Sharing
Entitlements: 5 Included Includes application-identifier, keychain-access-groups, beta-reports-active, get-task-allow, and com.apple.developer.team-identifier.
Im not sure what is going on. This is a standard process I have performed for quite a while. As a matter of fact I just submitted 3 applications last Sunday.
Thank you for any suggestions.
I'm trying to preview a view from a swift package which is located in one of the target's directory subdirectories:
.
├── Package.swift
├── README.md
└── Sources
		└── SatelitUI
				└── Views
						└── MenuBar.swift
When I'm previewing a view from the MenuBar.swift file I'm getting following error:
NoBuildableEntriesError: active scheme does not build this file
Select a scheme that builds a target which contains the current file, or add this file to a target that is built by the current scheme.
Which is unexpected because the file should be a part of the SatelitUI target. The thing is it works just fine if I move it into the root target's directory (SatelitUI).
We have a test tool our engineers use to launch various versions of our application during development and verification. Each daily build of our application is stored on a server. As well, each push of a change generates a new build of our application that is stored on a server. These are added to a database and the developer application accesses the server via REST to find the desired version to run, retrieves a server path and launches the application. This tool is valuable in finding pushes that introduced regressions.
The developer application (Runner) is using the launchApplicationAtURL:options:configuration:error: (deprecated I know) to launch the app. Prior to Catalina, this was working great. However, as of Catalina, this process is taking a VERY long time due to the app needing to be "verified". the app seems to need to be copied to the users machine and verified. It only occurs the first launch, but as most of the time the users are running new push or daily builds, it has made the app useless. With the new remote work environment it is even worse as VPN copy can take forever.
I have switched to using NSTask with a shell script to open the executable in the bundle. If I add the developer tool (Runner) to the Developer Tools in Privacy this seems to launch the application without the need for verification. However this just seems wrong. It also provides little feedback to know when the application is up and running, which makes my user experience poor. As well many of the systems we use this tool on for verification do not have Developer Tools installed. They are VMs.
Is there a way for me to use the launchApplicationAtURL:options:configuration:error: (or the new openApplicationAtURL:configuration:completionHandler:) to launch these versions of the application without the need for the lengthy verification process? Adding our application to the Developer Tools did not seem to help.
I am planning to learn coding and iOS development using Xcode, but I wanted to know if building an app would have some fees or anything similar to that and if so what are the costs?
I'm updating my widget from StaticConfiguration to IntentConfiguration. When I do so, existing widgets installed within simulators and on my iPhone device either show a blank screen or a placeholder screen and fail to initialize.
Is there a safe way to upgrade my widget configuration? I would hate to break the widget for our existing users and force them to manually reinstall.
I tried animating the scrollTo() like so, as described in the docs. - https://developer.apple.com/documentation/swiftui/scrollviewreader
swift
withAnimation {
scrollProxy.scrollTo(index, anchor: .center)
}
the result is the same as if I do
swift
withAnimation(Animation.easeIn(duration: 20)) {
scrollProxy.scrollTo(progress.currentIndex, anchor: .center)
}
I tried this using the example from the ScrollViewReader docs.
With the result that up and down scrolling has exactly the same animation.
struct ScrollingView: View {
@Namespace var topID
@Namespace var bottomID
var body: some View {
ScrollViewReader { proxy in
ScrollView {
Button("Scroll to Bottom") {
withAnimation {
proxy.scrollTo(bottomID)
}
}
.id(topID)
VStack(spacing: 0) {
ForEach(0..100) { i in
color(fraction: Double(i) / 100)
.frame(height: 32)
}
}
Button("Top") {
withAnimation(Animation.linear(duration: 20)) {
proxy.scrollTo(topID)
}
}
.id(bottomID)
}
}
}
func color(fraction: Double) - Color {
Color(red: fraction, green: 1 - fraction, blue: 0.5)
}
}
struct ScrollingView_Previews: PreviewProvider {
static var previews: some View {
ScrollingView()
}
}
I have a Safari web extension that needs the ability to open the popup when the user interacts with a modal coming from the content script.
There is a native message handler that comes with the safari web extension when you first create it:
import SafariServices
import os.log
class SafariWebExtensionHandler: NSObject, NSExtensionRequestHandling {
func beginRequest(with context: NSExtensionContext) {
let item = context.inputItems[0] as! NSExtensionItem
let message = item.userInfo?[SFExtensionMessageKey]
os_log(.default, "Received message from browser.runtime.sendNativeMessage: %@", message as! CVarArg)
let response = NSExtensionItem()
response.userInfo = [ SFExtensionMessageKey: [ "Response to": message ] ]
print("hit")
context.completeRequest(returningItems: [response], completionHandler: nil)
}
}
I have the permissions to send a native message, I've seen some examples online where you can access the SFSafariApplication module from SafariServices and open the popover. But I can't seem to access SFSafariApplication in this module.
My test flight application crashed while doing a disk writing operation. I saw the following error in crash log
1073.76 MB of file backed memory dirtied over 705 seconds (1522.14 KB per second average), exceeding limit of 12.43 KB per second over 86400 seconds\
After a little bit of research I found from Apple documentation that System will throw an exception if disk writes from the app exceeds a certain limit in 24 hours window
[https://developer.apple.com/documentation/xcode/reducing-disk-writes)
But the threshold is not documented. But looking at the crash log we can reverse calculate this threshold as 12.43KB * 86400 ~ 1 GB
Does this means that iOS application won't be able to write data more than this limit (1 GB) per day?
on iOS, I want to add up undo/redo and a close button. On ipadOS, I only need to add a close button
What’s your experience in adding a close button to the ToolPicker? Or at least have the position of the window so I can add an overlapping box (even on floating).
Hello
I've noticed that this product, heavily promoted on the ASC forums for many years, is no longer available from the Apple App Store.
Can anyone tell me the reason why the product is no longer supported?
Friends have asked me if it is 'safe' to use.
Is it?
Note to moderator: If I'm asking in the wrong places, please redirect my question. Thank you.
Hello, I've just got a new computer and now I want to transfer my developer account (certificates, keys etc.) to the new computer. Right now my developer membership has expired since I'm not doing any apps right now, but I might start again in the future.
I'm not sure if I need to transfer anything, or if I will just get new certificates and keys when (if) I restart my membership?
What do I need do, before I reset my old computer? I have developed apps for both for iOS and macOS.
I'm trying to implement custom NSTextContentManager and use it with NSTextView, however it seems that NSTextView expect NSTextContentStorage all the time.
final class MyTextContentManager: NSTextContentManager {
// ...
}
It's added to layout manager, and NSTextView instance finds it properly:
let textContentManager = MyTextContentManager() textContentManager.addTextLayoutManager(textLayoutManager)
however, when I use it, I see errors at:
[MyTextContentManager textStorage]: unrecognized selector sent to instance 0x600003d84870
the textStorage property is part of NSTextStorageObserving, that is not NSTextContentManager interface.
It looks like NSTextView is not ready to work with custom NSTextContentManager. What did I miss?
I just updated Xcode to the newest Version (13.0 13A233). And what I immediately recognized was that when I was typing in a large class (1000 Lines or more) the typing was delayed like 1 or 2 seconds. This makes it really hard to type or even do anything with my project. It works perfectly fine in smaller projects with only 100 Code Lines per File, but it is really hard to type in bigger projects with over 30 files and 3000 Code Lines per File. This always happens when I use Xcode, whether I run the app on a real device or a simulator.
Things that could cause the issue in my case:
I removed the contents of ~/Library/Developer/Xcode/iOS DeviceSupport, because it took the device previously too long to launch, but I don´t think that this should have an effect on my Xcode typing performance.
I would really appreciate any help, because this issue makes my work impossible and really concerns me a lot.
I'm working on several apps that were developed on Xcode 12.5. Using Xcode 13.1, I set a breakpoint, which correctly appears as the blue marker in the left-hand column of the editor. When I run the apps (in a simulator), the breakpoint turns to an outline of a breakpoint marker, with a dotted blue outline and a white interior. The apps do not stop at the breakpoint.
Breakpoints work as expected on an app started in Xcode 13.1.
I've dug through the docs but find nothing that describes what the outline breakpoint means or how to make it work. I've done all the standard stuff: cleaned the build folder, deleted derived data.
What does the outline breakpoint marker mean, and how do I get breakpoints working in Xcode 13.1 when debugging code developed originally on Xcode 12.5?
Thanks in advance for any help.
John
After Upgrading to Xcode 13 my Builds are failing with Command CodeSign failed with a nonzero exit code.
My app is in version 3.4.4. While trying to build version 3.4.5 for Mac we have started to get this error:
Command CodeSign failed with a nonzero exit code
Have tried everything people have said in this and other forums:
Clean build folder; Restart Xcode
Add --deep to Other Code Signing Flags
Revalidate all Certificates
Manual and Auto Signing
The unsigned executable works fine. I am Evan able to Sign it manually and distribute locally.
For Store Submission we need this step to succeed.
Will appreciate help from Apple Technical Support
This started happening with Xcode 13.
When trying to build other branch than develop it says that my branch may only exist locally. All branches are published in the remote, so i don't know why is this happening...
here is a screenshot of what i'm getting
same goes for the scheme which is marked as shared and pushed to the repo...
Hello,
I am wondering how one can play music videos (with the actual video playing) with the ApplicationMusicPlayer using MusicKit for Swift?
There is not much documentation on this, so any help would be appreciated.