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5.1.1

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Reply to Writing video and audio via AVAssetWriter
OK so i have been looking at this again,and i have soem more info.I have recently moved my Dev Box to 10.10, hopwever i am still using XCode 5.1.1 and linking against the OSX 10.9 Libraries,well specifying OSX 10.9 as the Base SDK in my project settings.But now i am getting an error message when i make the [assetWriterAudioInput markAsFinished]; callcalling [assetWriterVideoInput markAsFinished] appears to complete ok, but calling, gives me the following error in the output.. figSampleBufferCheckDataSize signalled err=-12731 (kFigSampleBufferError_RequiredParameterMissing) (bbuf vs. sbuf data size mismatch) at /SourceCache/CoreMedia_frameworks/CoreMedia-1562.235/Sources/Core/FigSampleBuffer/FigSampleBuffer.c line 1286Additionlly When i call: [assetWriter endSessionAtSourceTime:endTime];i get the following erros in the console[16:20:28.901] <<<< FAC >>>> RunConverter: Fatal: AudioConverterFillComplexBuffer returned 1768846202[16:20:28.901] <<<< MediaProcessor >&g
Topic: Media Technologies SubTopic: Audio Tags:
Nov ’15
Xcode cannot install or launch applications supporting the 64-bit architecture on devices running iOS versions prior to 6.0
According to apple developer site info,'deployment target' must be set to at least 5.1.1 In order to support 64 bit in iOS apps, :https://developer.apple.com/library/ios/documentation/General/Conceptual/CocoaTouch64BitGuide/ConvertingYourAppto64-Bit/ConvertingYourAppto64-Bit.htmlAs I understand it - it means that a device with iOS 5.1.1 (32 bit) should be supported (but OS below 5.1.1 is not supported). However, when the app is installed using xCode (6.4) on iPhone4(iOS 5.1.1) I get the following error: Xcode cannot install or launch applications supporting the 64-bit architecture on devices running iOS versions prior to 6.0. This configuration is supported for distribution through the iOS App Store, but cannot be used during development with Xcode. To continue, edit the Run scheme action and select a build configuration that does not include the 64-bit architecture.The error says that this this version (5.1.1) supported on appstore but not on xcode. Does it mean
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3.3k
Oct ’15
"object file was built for newer iOS version"
After upgrading to Xcode 7.0, one of our projects is giving a boatload of linker warnings like this:ld: warning: object file (...) was built for newer iOS version (5.1.1) than being linked (5.1)The thing is, the deployment target of the project is 5.1.1, not 5.1. I can't find a 5.1 anywhere in the project (and I have searched all the files that exist in the project.) I have absolutely no idea where that 5.1 is coming from.Even if it were coming from one of the third-party precompiled libraries, why should that matter? I'm not trying to build for 5.1. I'm trying to build for 5.1.1. Why would Xcode try to link for 5.1, when the deployment target of the project is 5.1.1?When I look at the linker command, printed in the issues window, I can't see a 5.1 anywhere there either. (The only thing I see is export IPHONEOS_DEPLOYMENT_TARGET=5.1.1.)This started happening only after the upgrade to Xcode 7.0. Nothing else has changed in the project.What is causing this, and how d
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9.6k
Oct ’15
Reply to App rejected - Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage
Hello, Thank you for your resubmission. Upon further review, we identified additional issues that need your attention. See below for more information. If you have any questions, we are here to help. Reply to this message in App Store Connect and let us know. Review Environment Submission ID: REDACTED Review date: November 21, 2024 Version reviewed: 1.3.9 Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage The app requires users to register with personal information prior to accessing non account-based features. Specifically, your app requires user to sign up or login before searching for the ride. Next Steps To resolve this issue, please revise the app to allow access to app content and features, such as viewing product listings, details, and pricing information, prior to registration or login. Once the user decides to use account-based features, the app may present the registration or login feature at that time. Support Reply to this message in your preferred language if you need assista
Nov ’24
Reply to is Sign In with Apple Mandatory?
El 19 sept. 2020 a las 18:39 De Apple Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage We noticed that your app requests the user’s consent to access their camera but does not clarify the use of the camera in the applicable purpose string. El 19 sept. 2020 as19:03 Hi, we recently sent a previous version that had the same requests in the .plist file informing the use of the camera to be able to exchange your photo and it was approved without problems, none of this has changed. I send a screenshot to confirm this. Captura de Pantalla ... El 19 sept. 2020 a las 19:54 De Apple 5. 1.1 Legal: Privacy - Data Collection and Storage 4. 8 Design: Sign in with Apple Hello, Since your app offers account access through a third-party login service, Sign in with Apple should be included as an equivalent log in option. Please review Guideline 4.8 for more information about our Sign in with Apple policies. To learn more about implementing Sign in with Apple in your app, we recommend you review the samp
Topic: App & System Services SubTopic: General Tags:
Sep ’20
Reply to Login to access the App
>I didn't found any info in the guidelines about thisAre you sure? There are two parts to your proposal: ✖ login to access the App and ✖✖ use of OAuth2/restful (web session/simplified) token v. sign in/pwd.See the ASRG's section 5.1.1:(v) Account Sign-In: ✖ If your app doesn’t include significant account-based features, let people use it without a log-in. Apps may not require users to enter personal information to function, except when directly relevant to the core functionality of the app or required by law. If your core app functionality is not related to a specific social network (e.g. Facebook, WeChat, Weibo, Twitter, etc.), you must provide access without a login or via another mechanism. Pulling basic profile information, sharing to the social network, or inviting friends to use the app are not considered core app functionality. The app must also include a mechanism to revoke social network credentials and disable data access between the app and social network from within the app. ✖✖ An app
Mar ’19
In-app Account Deletion
Based on Apple's guideline 5.1.1 (https://developer.apple.com/app-store/review/guidelines/#5.1.1), apps that allow account creation must allow account deletion. Our app only requires a specific ID and birthdate for in-app registration or account activation. But the actual account creation does not happen in-app. Does our app also need account deletion functionality as well? Thanks in advance.
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1.5k
Mar ’22
Reply to Inspecting Downloads for Notarization
Please forgive the late reply, I've done some additional research during Spring Break here, and it's been instructive.Since we started this process, DisplayLink has released 5.1.1 of its kext, and the installer that they have posted is supposed to be notarized. Looking at the package:Persephone:Extensions tom$ spctl -a -t install -vvvv /Volumes/DisplayLink Installer/DisplayLink Software Installer.pkg /Volumes/DisplayLink Installer/DisplayLink Software Installer.pkg: accepted source=Notarized Developer ID origin=Developer ID Installer: DisplayLink Corp (73YQY62QM3)However, the package itself doesn't have a ticket stapled to it, which means that you must have access to the internet if you want it to install correctly. The spctl action itself isn't enough for you to know you have a viable package that will install offline. However, it appears that stapler can tell you:Persephone:Extensions tom$ stapler validate -v /Volumes/DisplayLink Installer/DisplayLink Software Installer.pkg Processing: /Volumes/Dis
Topic: Code Signing SubTopic: General Tags:
Apr ’19
a trouble with downloading an application with plist
We are upgrading the development environment as follows. MacOS: 10.9.5 → 10.15.2 Xcode: 5.1.1 → 11.3 Cordova: Body: 3.6.3 → 9.0.9 IOS platform: 3.6.3 → 5.1.1 As a result, it became impossible to download with plist. The following error has occurred. (Null) is already installed (Null) cannot be installed because the bundle ID is the same as (null). To continue, delete (null) from the device and try again. Please tell me how to resolve the above event.
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1.3k
Feb ’20
Reply to About Account deletion when users use the Sign in with Apple
I also do not save the token obtained with apple Sign in on my app. I could start saving it and revoke it when the user wants to delete the account, the issue is I always get invalid_client error no matter what client ID I use in the request. This is the last part in the Apple reminder email. If your app offers Sign in with Apple, use the Sign in with Apple REST API to revoke user tokens. https://developer.apple.com/documentation/sign_in_with_apple/revoke_tokens#discussion Is this really necessary to pass the app review? The token as a validity of 1 day, and users are not going to create and delete an account in the same day I guess. It seems that this API isto be used when using sign in with apple on the web. Can someone at Apple provide some explanations? Upcoming Requirement Reminder Note: This is a support message regarding upcoming requirements that may be relevant for your app. Starting June 30, 2022, apps submitted to the App Store that support account creation must also include an option to initiate a
Topic: App & System Services SubTopic: General Tags:
May ’22
Reply to Jax-metal not recognising GPU
Hi, I just ran into this issue on an M1 14 MBP. I got it to install and run correctly. Instructions here. The key is for now it needs jaxlib 0.4.10 but jax 0.4.11. Jax seems to allow using a jaxlib that is one point version less, so this configuration works. The key instructions are below: # obtain JAX source code git clone https://github.com/google/jax.git --branch jaxlib-v0.4.10 --single-branch cd jax # build jaxlib from source, with capability to load plugin python build/build.py --bazel_options=--@xla//xla/python:enable_tpu=true # install jaxlib python -m pip install dist/*.whl You also need Bazel 5.1.1 to build jaxlib (it’ll give you instructions if it can’t find it) and Python 3.10 or it won’t install the jaxlib wheel. If you’re using Anaconda you’ll have to create an environment using 3.10 and not any other version. At this point it tells you to install Jax via pip, but don't do that or it will default to 0.4.10 which is the wrong version. Instead, download the zip for the source code for the
Topic: Machine Learning & AI SubTopic: General Tags:
Jun ’23
Reply to Jax-metal on M2 Pro does not recognize GPU
Hi, I just ran into this issue on an M1 14 MBP. I got it to install and run correctly. Instructions here. The key is for now it needs jaxlib 0.4.10 but jax 0.4.11. Jax seems to allow using a jaxlib that is one point version less, so this configuration works. The key instructions are below: # obtain JAX source code git clone https://github.com/google/jax.git --branch jaxlib-v0.4.10 --single-branch cd jax # build jaxlib from source, with capability to load plugin python build/build.py --bazel_options=--@xla//xla/python:enable_tpu=true # install jaxlib python -m pip install dist/*.whl You also need Bazel 5.1.1 to build jaxlib (it’ll give you instructions if it can’t find it) and Python 3.10 or it won’t install the jaxlib wheel. If you’re using Anaconda you’ll have to create an environment using 3.10 and not any other version. At this point it tells you to install Jax via pip, but don't do that or it will default to 0.4.10 which is the wrong version. Instead, download the zip for the source code for the
Topic: Machine Learning & AI SubTopic: General Tags:
Jun ’23