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There is a such method in Bundle: func classNamed(_ className: String) -> AnyClass? The description says it loads the Class object for className. It's, obviously, an Objective-C stuff. I started from Objective-C but didn't used it, preferring NSClassFromString. Now I suddenly tested it in various applications. I was surprised that it doesn't work in iOS apps neither in Playground: import Foundation class TalkingFruit {   func greet() {     print("Hello, playground")   } } @objc class LagacyFruit: NSObject { } print(Bundle.main.classNamed("TalkingFruit") ?? "no class") // no class print(Bundle.main.classNamed("LegacyFruit") ?? "no class") // no class print(Bundle.main.classNamed("NSObject") ?? "no class either") // no class either And now I have a question: Does it even work? And how it's supposed to be used? Working use case example would be great.
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Hello! I want to clarify the usage scope of auto-renewable subscriptions. The guideline telling us:"If you offer an auto-renewing subscription, you must provide ongoing value to the customer. While the following list is not exhaustive, examples of appropriate subscriptions include: new game levels; episodic content; multi-player support; apps that offer consistent, substantive updates; access to large collections of, or continually updated, media content; software as a service (“SAAS”); and cloud support."So, it's emphasises, that there could be other cases. I want to be sure will my app be approved by the review, or not.My application is an offline business utility. It doesn't provide any cloud services or updating media content. The only reason to use subscriptions is that the app will be consistently updated according to: iOS updates, user suggestions, new features and bug fixes. So it's probably one of "apps that offer consistent, substantive updates", isn't it?What should I write to users and to Apple so that the app will be able to pass review?There are many reasons why I like auto-renewable subscription model, besides 85% revenue. It sufficiently lowers barriers for a user, thanks to the free trial and ability to cancel if the first experience was not satisfying. Moreover, it provides great feedback: looking at subscribed users count I'm able to decide, should I spend more time supporting this application, or should I pay attention to another, more successful aps. I also can release the app earlier, and gradually improve it constantly listening to user feedback. It's better than make a technically ideal paid app that nobody will buy. And I think it just more fair, because todays app are not "fire and forget" products and require continuous maintenance and updates.
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What is the process named TestFlightServiceExtension on my iPhone 6S, iOS 14.4? It also can be found in one (1) crash report over the internet. Is this process safe?
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I need to unpack .tar.gz. Unfortunately, there is no built-in tool for that in iOS.Is it possible to copile a minitar example from libarchive (https://github.com/libarchive/libarchive/tree/master/examples/minitar) as a standalone library? I don't want to include the entire libarchive, due to it's size and complexity.
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I have a XGBoost.Booster which recieves a sparce matrix returned by FeatureHasher. There is no feature names. How to convert this type of model to CoreML and how to pass an array to that model?
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It's not specified in the documentation. Do NSJSONSerialization output JSON in the canonical form?
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In Swift 4.0 structs whose stored properties are all Hashable compiler provides the synthesized implementation of `hashValue`. How does it implemented? What hash function it uses? Where can I find this information by myself (I know that Swift is open-source)?
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Hello!I'm developing for iOS for 4 years but I never dealed with SpriteKit before. Now I want to learn this framework an make a simple puzzle game. I used for UIKit layout (Autolayout, `layoutSubvies()`, etc.). What technologies do I use in SpriteKit? Everything seems to be fixed size. For example:let backgroundNode = SKShapeNode(rectOf: CGSize(width: 100, height: 100))I can create a rectangular SKShapeNode of size 100x100. But what if I want it to be resized according to scene size changes? What is the common approach?
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Is there a way to get current App Store country programmatically on iOS?I know that I can request IAPs and use SKProduct priceLocale property, but what if the app has no In-App Purchases?
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I have an app that provides user an ability to select a sound for an alert. User can chose one of default sound or upload a custom one. My app had UIFileSharingEnabled set to true since previous version. It allows user to use iTunes to manage sound files. The previous version passed review process without any problems, but now my app was rejected with the following message from Apple:Guideline 4.2.1 - Design - Minimum FunctionalityYour app has the UIFileSharingEnabled key set to true in the Info.plist, but we were not able to share files from your app.Next StepsIf your app does not require the file sharing feature, please set the UIFileSharingEnabled key in the Info.plist to false.I send a reply:UIFileSharingEnabled allows a user to add custom sounds using iTunes. User also can delete files previously imported with "Open In..." dialog this way. I don't see any sense in disabling of this key, it will make the app neither more safe nor more simple. Please, can you close this issue?But there is no response for 2 days. What should I do? Wait for response or use the Submit an appeal to the App Review Board link? I don't want to remove UIFileSharingEnabled key.
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