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“build disappears”

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Reply to Is it a bug in UIActivityViewController to Airdrop ?
I filed a bug report with an sample project and 2 files for testing. I confirm the problem. FB22253128 Here the message in FB (with the zipped sample project and 2 test files): Context: Xcode 26.3, iOS 18.7.6 on iPhone Xs In this iOS app, I call UIActivityViewController to let user Airdrop files from the app. When trying to send a URL whose file name contains some characters like accentuated (-, é, '), the transfer fails. Removing those characters makes it work without problem. Steps to reproduce Build and load the app on iPhone transfer the 2 pdf files ('name accentué.pdf' and 'name plain.pdf' to the Documents folder of Test app (I did it in Finder on Mac with iPhone USB connected to the Mac). The 2 files are identical except their name. Run the app Tap 'Send by AirDrop name plain.pdf' and select AirDrop to Mac : Transfer OK Tap 'Send by AirDrop name accentué.pdf' and select AirDrop to Mac : Transfer fails
Topic: UI Frameworks SubTopic: UIKit Tags:
2w
Reply to Reliable region monitoring (geofence-based) while app is killed
The app will indeed be relaunched using Region Monitoring even if force quit. Reliability problems usually occur if the region around the station is not suitably set. There are a number of reasons, and some misplaced expectations on how region monitoring works that could be causing this: the region could not be placed correctly. A common issue is to use coordinates from a map or obtained otherwise. As region monitoring is based on WiFi and mobile signals, and those are affected by attenuation and reflections, as far as region monitoring goes, exact coordinates from a map may not be in the correct position. So, if you are having an issue with a certain location, you may want to double check that you see yourself located at the correct place and get the center coordinates according to live location rather than using a map or otherwise obtained coordinates. the region could be too small. Depending on the environment, the minimum radius could vary between 100 to 500 meters (and sometimes more, in rural areas). If
2w
Notarization Requests In Progress
Hello, I am following up on several notarization requests in order to understand the process better. I submitted my first notary request yesterday and it took several hours to complete (where I submitted two other requests along the way thinking they may be stuck). They were all accepted after ~3 hours had passed since the first request was made. In that time I discovered a bug and had to rebuild/codesign, and submitted to notarize again. I've now had two requests with the new build (.zip file) in progress for ~18 hours. The bug fix I made between builds was innocuous and I'm wondering if my jobs are getting flagged due to recent account lockouts when I was first setting up my organizations' developer account. I've seen several replies here in the forum from DTS Engineers - hi Quinn :), so I'm aware of the possibility of 'rare' in-depth analysis, however I've experienced it in 100% of my requests. What is causing my requests to always require in-depth analysis and is there anything I can do
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Reply to macOS Tahoe 26.4 Beta 4: Rosetta deprecation warning not shown — bug or intended behavior?
I like galad87’s take on this. Rather than worrying about other folks’ apps, I suggest that you on your own products. And in that case the messaging is super clear: If your build system or final software depends on Rosetta, you should be working to break that dependency as a matter of priority. And if you have technical questions about how to do that, please post them here on the forums. We’re hear to help. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
2w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
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Building a 4-agent autonomous coding pipeline on Apple Silicon — MLX backend questions
Hi, I'm building ANF (Autonomous Native Forge) — a cloud-free, 4-agent autonomous software production pipeline running on local hardware with local LLM inference. No middleware, pure Node.js native. Currently running on NVIDIA Blackwell GB10 with vLLM + DeepSeek-R1-32B. Now porting to Apple Silicon. Three technical questions: How production-ready is mlx-lm's OpenAI-compatible API server for long context generation (32K tokens)? What's the recommended approach for KV Cache management with Unified Memory architecture — any specific flags or configurations for M4 Ultra? MLX vs GGUF (llama.cpp) for a multi-agent pipeline where 4 agents call the inference endpoint concurrently — which handles parallel requests better on Apple Silicon? GitHub: github.com/trgysvc/AutonomousNativeForge Any guidance appreciated.
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Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi everyone I recently build an app and deployed it through app store connect and testet it on TestFlight. Everything worked fine up until build 1.0.3. Since then I have not been able to install the app on my phone through TestFlight - even though build and submission runs through successfully on eas, expo and app store. I have tried deleting and reinstalling the TestFlight from my phone. removing and adding back myself as tester. checking logs and commits from the shift from build 1.0.3 to build 1.0.4. I can see I changed name and slug, so I tried removing the app from app store connect and added a new one with new build and submission. Ran through successfully but still could not install the app through TestFlight on my iPhone. I have also tried reaching out to Apple Developer Support, but I have not heard from them. Has anyone tried something similar?
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Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
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501
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Reply to Build stuck in "In Review" for 29+ hours after 3.1.2(c) resubmission
Our app Miiro (App ID: 6759159052) was rejected for Guideline 3.1.2(c) on March 13. What is Guideline 3.1.2(c) about? Nobody remembers all those numbers and corresponding meanings in heart. The build moved to In Review shortly after but has been stuck there for over 29 hours with no status change. So what's the issue? You don't have to wait for your turn because you pay a subscription fee?
2w
Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
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Build stuck in "In Review" for 29+ hours after 3.1.2(c) resubmission
Our app Miiro (App ID: 6759159052) was rejected for Guideline 3.1.2(c) on March 13. We fixed the pricing hierarchy on the paywall (yearly price now displayed as primary, monthly equivalent as subordinate) and resubmitted the same day at 2:25 PM CET. We also replied in the Resolution Center explaining the fix. The build moved to In Review shortly after but has been stuck there for over 29 hours with no status change. We requested an expedited review on March 14. This is our first app submission. We are a small two-person team and the app is ready for launch. Any help moving this forward would be appreciated.
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Reply to .storeButton(.visible, for: .policies) shows “Terms of Service Unavailable” — how does it work?
Same query here. I've tried everything I can think of to get the terms link to render content based on App Store Connect configuration. I can only get it working in local development in Xcode builds by passing a dedicated url to the supposedly custom terms link field, which, according to both common sense and official developer documentation, isn't necessary. I've set the policy link there, which works, but the terms link never renders the proper content, despite having opted into the standard EULA.
2w
Duplicate Charges on iOS 26.4 Beta - Refund Request Denied
I am currently running iOS 26.4 Beta and have encountered a critical issue with the in-app purchase system. Due to a system malfunction in this beta version, I was charged multiple times for the same purchase. I have already submitted a formal refund request through the official channels; however, the request was rejected/not processed. Has anyone else experienced similar billing issues on this specific beta build? Any advice on how to escalate this, given that the standard refund process has failed?
0
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2w
Reply to Is it a bug in UIActivityViewController to Airdrop ?
I filed a bug report with an sample project and 2 files for testing. I confirm the problem. FB22253128 Here the message in FB (with the zipped sample project and 2 test files): Context: Xcode 26.3, iOS 18.7.6 on iPhone Xs In this iOS app, I call UIActivityViewController to let user Airdrop files from the app. When trying to send a URL whose file name contains some characters like accentuated (-, é, '), the transfer fails. Removing those characters makes it work without problem. Steps to reproduce Build and load the app on iPhone transfer the 2 pdf files ('name accentué.pdf' and 'name plain.pdf' to the Documents folder of Test app (I did it in Finder on Mac with iPhone USB connected to the Mac). The 2 files are identical except their name. Run the app Tap 'Send by AirDrop name plain.pdf' and select AirDrop to Mac : Transfer OK Tap 'Send by AirDrop name accentué.pdf' and select AirDrop to Mac : Transfer fails
Topic: UI Frameworks SubTopic: UIKit Tags:
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2w
Reply to Reliable region monitoring (geofence-based) while app is killed
The app will indeed be relaunched using Region Monitoring even if force quit. Reliability problems usually occur if the region around the station is not suitably set. There are a number of reasons, and some misplaced expectations on how region monitoring works that could be causing this: the region could not be placed correctly. A common issue is to use coordinates from a map or obtained otherwise. As region monitoring is based on WiFi and mobile signals, and those are affected by attenuation and reflections, as far as region monitoring goes, exact coordinates from a map may not be in the correct position. So, if you are having an issue with a certain location, you may want to double check that you see yourself located at the correct place and get the center coordinates according to live location rather than using a map or otherwise obtained coordinates. the region could be too small. Depending on the environment, the minimum radius could vary between 100 to 500 meters (and sometimes more, in rural areas). If
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Views
Activity
2w
Notarization Requests In Progress
Hello, I am following up on several notarization requests in order to understand the process better. I submitted my first notary request yesterday and it took several hours to complete (where I submitted two other requests along the way thinking they may be stuck). They were all accepted after ~3 hours had passed since the first request was made. In that time I discovered a bug and had to rebuild/codesign, and submitted to notarize again. I've now had two requests with the new build (.zip file) in progress for ~18 hours. The bug fix I made between builds was innocuous and I'm wondering if my jobs are getting flagged due to recent account lockouts when I was first setting up my organizations' developer account. I've seen several replies here in the forum from DTS Engineers - hi Quinn :), so I'm aware of the possibility of 'rare' in-depth analysis, however I've experienced it in 100% of my requests. What is causing my requests to always require in-depth analysis and is there anything I can do
Replies
1
Boosts
0
Views
129
Activity
2w
Reply to macOS Tahoe 26.4 Beta 4: Rosetta deprecation warning not shown — bug or intended behavior?
I like galad87’s take on this. Rather than worrying about other folks’ apps, I suggest that you on your own products. And in that case the messaging is super clear: If your build system or final software depends on Rosetta, you should be working to break that dependency as a matter of priority. And if you have technical questions about how to do that, please post them here on the forums. We’re hear to help. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
Topic: App & System Services SubTopic: Core OS Tags:
Replies
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Views
Activity
2w
Static library links on device but fails on iOS Simulator
I’m working on an iOS workspace with: a static library project: M800SDK a test app project: TestAppObj I was able to build M800SDK for iOS Simulator on Apple Silicon as a simulator static library, and I also verified the architectures in the produced .a file. However, when I link the app target against that simulator build and try to build TestAppObj for iOS Simulator, I get the following linker errors: Undefined symbols for architecture arm64: _OBJC_CLASS_$_TokenMngr clang++: error: linker command failed with exit code 1 Additional context: The library links and works correctly when building the app for a physical iPhone. And the public header TokenMngr.h is found correctly by the app target. The app target is compiled as Objective-C++ where needed. The library is linked in the app target under “Link Binary With Libraries”. Could you help me understand: Is it possible to run on iOS Simulator ? the recommended way to package and consume this library for iOS Simulator on App
Replies
3
Boosts
0
Views
95
Activity
2w
Building a 4-agent autonomous coding pipeline on Apple Silicon — MLX backend questions
Hi, I'm building ANF (Autonomous Native Forge) — a cloud-free, 4-agent autonomous software production pipeline running on local hardware with local LLM inference. No middleware, pure Node.js native. Currently running on NVIDIA Blackwell GB10 with vLLM + DeepSeek-R1-32B. Now porting to Apple Silicon. Three technical questions: How production-ready is mlx-lm's OpenAI-compatible API server for long context generation (32K tokens)? What's the recommended approach for KV Cache management with Unified Memory architecture — any specific flags or configurations for M4 Ultra? MLX vs GGUF (llama.cpp) for a multi-agent pipeline where 4 agents call the inference endpoint concurrently — which handles parallel requests better on Apple Silicon? GitHub: github.com/trgysvc/AutonomousNativeForge Any guidance appreciated.
Replies
0
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0
Views
240
Activity
2w
Unable to Download Apps via TestFlight - "The requested app is not available or doesn't exist" Error
Hi everyone I recently build an app and deployed it through app store connect and testet it on TestFlight. Everything worked fine up until build 1.0.3. Since then I have not been able to install the app on my phone through TestFlight - even though build and submission runs through successfully on eas, expo and app store. I have tried deleting and reinstalling the TestFlight from my phone. removing and adding back myself as tester. checking logs and commits from the shift from build 1.0.3 to build 1.0.4. I can see I changed name and slug, so I tried removing the app from app store connect and added a new one with new build and submission. Ran through successfully but still could not install the app through TestFlight on my iPhone. I have also tried reaching out to Apple Developer Support, but I have not heard from them. Has anyone tried something similar?
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7
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0
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509
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2w
Reply to Really Long Wait time for review and all testflight expired
I have the same, across all applications. All builds were expired, one during initial review phase. I can't add any build to testflight and only get There was an error processing your request. Please try again later.
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2w
Can I use metal shader if I use RealityKit to build a VisionOS app?
I asked AI to build a realistic ocean shader for a VisionOS project using RealityKit. It gave a bunch instructions and asked me to connect large amount of nodes for the ShaderGraph in the Reality Composer Pro. I am just wondering if AI can help to generate the Metal shader code directly, or build the ShaderGraph nodes for me automatically.
Replies
0
Boosts
0
Views
501
Activity
2w
Reply to App stuck in "Waiting for Review" for over two weeks
I have a similar problem. The app has even been distributed. I am trying to update the app with a new build. I have applied for expedited request and contacted apple support but no update. It has been stuck on waiting for review for over 2 weeks now.
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2w
Reply to Build stuck in "In Review" for 29+ hours after 3.1.2(c) resubmission
Our app Miiro (App ID: 6759159052) was rejected for Guideline 3.1.2(c) on March 13. What is Guideline 3.1.2(c) about? Nobody remembers all those numbers and corresponding meanings in heart. The build moved to In Review shortly after but has been stuck there for over 29 hours with no status change. So what's the issue? You don't have to wait for your turn because you pay a subscription fee?
Replies
Boosts
Views
Activity
2w
Can two NSPanel windows both display active/focused appearance simultaneously on macOS 26?
I'm building a macOS app with two separate NSPanel windows, both using the new liquid glass material (NSVisualEffectView / macOS 26). The UI intentionally has two separate floating panels visible at the same time. The problem: only the key window displays the active liquid glass appearance. The non-key panel always renders with the inactive/foggy appearance, even with: NSWindowStyleMaskNonactivatingPanel canBecomeKeyWindow = false orderFrontRegardless() addChildWindow(_:ordered:) Is there any way — documented or otherwise — to force the active liquid glass appearance on a non-key NSPanel? Or is this fundamentally a compositor-level restriction? If it's impossible with two separate windows, is there an alternative approach to achieve two visually separate liquid glass boxes that both appear active simultaneously?
Replies
1
Boosts
0
Views
58
Activity
2w
Build stuck in "In Review" for 29+ hours after 3.1.2(c) resubmission
Our app Miiro (App ID: 6759159052) was rejected for Guideline 3.1.2(c) on March 13. We fixed the pricing hierarchy on the paywall (yearly price now displayed as primary, monthly equivalent as subordinate) and resubmitted the same day at 2:25 PM CET. We also replied in the Resolution Center explaining the fix. The build moved to In Review shortly after but has been stuck there for over 29 hours with no status change. We requested an expedited review on March 14. This is our first app submission. We are a small two-person team and the app is ready for launch. Any help moving this forward would be appreciated.
Replies
2
Boosts
0
Views
68
Activity
2w
Reply to .storeButton(.visible, for: .policies) shows “Terms of Service Unavailable” — how does it work?
Same query here. I've tried everything I can think of to get the terms link to render content based on App Store Connect configuration. I can only get it working in local development in Xcode builds by passing a dedicated url to the supposedly custom terms link field, which, according to both common sense and official developer documentation, isn't necessary. I've set the policy link there, which works, but the terms link never renders the proper content, despite having opted into the standard EULA.
Replies
Boosts
Views
Activity
2w
Duplicate Charges on iOS 26.4 Beta - Refund Request Denied
I am currently running iOS 26.4 Beta and have encountered a critical issue with the in-app purchase system. Due to a system malfunction in this beta version, I was charged multiple times for the same purchase. I have already submitted a formal refund request through the official channels; however, the request was rejected/not processed. Has anyone else experienced similar billing issues on this specific beta build? Any advice on how to escalate this, given that the standard refund process has failed?
Replies
0
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0
Views
75
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2w