Hello all, I am new to implementing payments in an app, and thus completely at sea here. I have created a small app that I have set a one-time (non-consumable) payment for a premium version. In the Xcode simulator (on all platforms) and on any physical test devices I have tried, the payment works as expected. I have a sandbox account and various test accounts, both dummy and actual real accounts (friends and family). Everywhere everything works perfectly fine. Yet, when I submit for review I get a rejection with this contents: We found that your in-app purchase products exhibited one or more bugs which create a poor user experience. Specifically, the app still failed to load the in-app purchase. Please review the details and resources below and complete the next steps. Review device details: Device type: iPad Air (5th generation) OS version: iPadOS 18.6 Next Steps When validating receipts on your server, your server needs to be able to handle a production-signed app getting its receipts from Apple’s
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[quote='803265021, CMDdev, /thread/803265, /profile/CMDdev'] Is the presented app's sample code available … ? [/quote] I asked the presenter about this and they confirmed that, no, it’s not publicly available. However, if you have specific questions, feel free to post them here and I’ll see if I can find you some answers. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic:
Privacy & Security
SubTopic:
General
Tags:
I am developing a CarPlay driving tasks app and is able to display push notifications on CarPlay. I am looking at a way to get a tap action handler for push notifications on CarPlay such that when a user taps the notification and by default the app opens, but I want to present a CPInformationTemplate with data corresponding to the tapped notification.
Hello, In a launched agent, I need to call into a third‑party library that may occasionally hang. At present, these calls are made from a separate thread, but if the thread hangs it cannot be terminated (pthread_cancel/pthread_kill are ineffective). Would Apple recommend isolating this functionality in a separate process that can be force‑terminated if it becomes unresponsive, or is there a preferred approach for handling such cases in launched agents? Can I use the system call fork() in launched agent? Thank you in advance!
Hi, I'm here hoping for some help or advice in terms of a critical situation I'm currently facing. I want to change the copyright of an app, which was my previous app but now transferred to another company. In the Apple developer panel, is there anywhere that can change the copyright? Here is a quick summary of the app development, Software Vendor 1 developed the app, then transferred to Software Vendor 2, eventually the Client user(only paid for the app but don't have developer account) can use it. Now, I'm the Software Vendor 1 and has transferred the app to Software Vendor 2, but the copyright is still Software Vendor 1; and I want to ask Vendor 2 change the copyright to Client user directly as the Client user has bought the app. I’ve contacted Apple Support multiple times through mails. They just tell me to ask the Account Holder/Admin of the organization account that now owned the app to contact them in order to receive support. Then, I've asked Software Vendor 2 to contact Apple
I have totally reset and wiped this iPhone 7 to factory settings. I have rebooted the Mac Mini multiple times. I have removed this iPhone 7 from my list of devices, signed out, signed back in. I have used a second cable and used a USB port instead of firewire port. And yet, xCode will still not allow this iPhone 7 with iOS 15.8 to be paired with xCode 26. Surely this is not difficult for someone at Apple to replicate. Is there not anyone out there who can vouch that a physical iPhone 7 is recognized by xCode 26?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Team ID: 93LGGK4LG4 Apple ID: 6751961511 Please Apple Team Help Me.
Topic:
App Store Distribution & Marketing
SubTopic:
App Review
Tags:
Using Tensorflow for Silicon gives inaccurate results when compared to Google Colab GPU (9-15% differences). Here are my install versions for 4 anaconda env's. I understand the Floating point precision can be an issue, batch size, activation functions but how do you rectify this issue for the past 3 years? 1.) Version TF: 2.12.0, Python 3.10.13, tensorflow-deps: 2.9.0, tensorflow-metal: 1.2.0, h5py: 3.6.0, keras: 2.12.0 2.) Version TF: 2.19.0, Python 3.11.0, tensorflow-metal: 1.2.0, h5py: 3.13.0, keras: 3.9.2, jax: 0.6.0, jax-metal: 0.1.1,jaxlib: 0.6.0, ml_dtypes: 0.5.1 3.) python: 3.10.13,tensorflow: 2.19.0,tensorflow-metal: 1.2.0, h5py: 3.13.0, keras: 3.9.2, ml_dtypes: 0.5.1 4.) Version TF: 2.16.2, tensorflow-deps:2.9.0,Python: 3.10.16, tensorflow-macos 2.16.2, tensorflow-metal: 1.2.0, h5py:3.13.0, keras: 3.9.2, ml_dtypes: 0.3.2 Install of Each ENV with common example: Create ENV: conda create --name TF_Env_V2 --no-default-packages start env: source TF_Env_Name ENV_1.) conda install -c apple tensor
Okay, I made it working exactly as I wanted, so I'd like to inform all people participating here, but also others who might see this while searching for similar content. The first stumbling block was making sure the application can actually send Apple Events in the first place. And in that regard I admit I should've listened better to @Etresoft and I apologize to him for not listening more carefully and dismissing his remark about hoops so that the app can actually send Apple Events too easily. It turned out that, even though the application is NOT sandboxed, com.apple.security.automation.apple-events entitlement is mandatory in the entitlements file. I couldn't assume it would be necessary even for a NON-sandboxed app, but it is. From my experience with executing AppleScript from another, sandboxed, application I remember that defining com.apple.security.automation.apple-events in the entitlements file and NSAppleEventsUsageDescription in the Info.plist file always go together and that's th
Topic:
App & System Services
SubTopic:
Automation & Scripting
Tags:
I need my application to copy some files, but using Finder. Now, I know all different methods and options to programmatically copy files using various APIs, but that's not the point here. I specifically need to use Finder for the purpose, so please, let's avoid eventual suggestions mentioning other ways to copy files. My first thought was to use the most simple approach, execute an AppleScript script using NSUserAppleScriptTask, but that turned out not to be ideal. It works fine, unless there already are files with same names at the copying destination. In such case, either the script execution ends with an error, reporting already existing files at the destination, or the existing files can be simply overridden by adding with overwrite option to duplicate command in the script. What I need is behaviour just like when Finder is used from the UI (drag'n'drop, copy/paste…); if there are existing files with same names at the destination, Finder should offer a resolution panel, asking the user to stop, replace, d
Hi everyone, After updating to Xcode 16.4, my StoreKit configuration stopped working. Whenever I run the app with a .storekit file set as the active scheme, I immediately get this alert: “The file has been changed. Do you want to save your changes or revert to the file on disk?” No matter if I choose Save Anyway or Revert, StoreKit testing does not work - the purchases are not simulated, and the scheme is basically broken. This issue didn’t exist in Xcode 15.4 - the same StoreKit configuration file works fine there. What I tried so far: Clearing Derived Data - no effect Making sure no scripts/tools modify the .storekit file - still happens Restarting Xcode and macOS - no change Environment: Xcode 16.4 Happens in both Simulator and on device Reproducible 100% Has anyone else seen this in 16.4? Any known workarounds until Apple fixes it? Thanks!
When you present a view controller, you can prevent the swipe down to dismiss gesture in most cases by setting the presented view controller's isModalInPresentation property to true. Apple even provides a sample app about this: Disabling the pull-down gesture for a sheet
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
Hi, thank you for those information, it's very helpful. Did you also find any better documentation or step by step guide how to make apple-hosted background assets work from scratch? I went through their official documentation and their youtube video many times in the past few days, but can't manage to make them work. I followed their guide, but no luck. Seems I am missing something...
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
After combing the forums and release nodes, here are some extra notes to help other developers using Apple-Hosted Background Assets. I don't promise I got this perfect, but it may help direct you. AssetPack.Status is an OptionSet (not an enum!) - Critical API detail missing from guide It's a bitmask where values can be combined 2⁰ (1) = available to download 2¹ (2) = update available 2² (4) = up to date 2⁶ (64) = downloaded Example: status value 69 = 0b1000101 = available + up to date + downloaded Use .contains() method to check specific flags AssetPack.version property - Undocumented feature Auto-assigned by App Store Connect for Apple-hosted packs Increments with each upload of same asset pack ID No file deduplication across asset packs Same file in two packs = counts twice toward 200GB limit Best practice: create separate pack for shared files Shared namespace path requirements Asset pack ID is NOT part of file path Each file must have unique relative path across ALL app's asset
as i want to tract activity of iphone user using core motion framework , guide me through .