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Reply to Please, update coremltools with Keras 3.0 support.
Please file an enhancement request using the Feedback Assistant so that your request can be seen by the appropriate decision makers. If you file the request, please post the Feedback number here so we can make sure it gets routed to the right team. Please note that filing an enhancement request does not guarantee Apple will add any requested functionality to Apple products in the future. However, with that said, filing an enhancement request is a good way to get your ideas in front of the folks who make decisions about that sort of thing. If you're not familiar with how to file enhancement requests, take a look at Bug Reporting: How and Why?
Topic: Machine Learning & AI SubTopic: Core ML Tags:
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tabBarMinimizeBehavior behavior in iOS 26
I'm trying to revamp the player into a floating style like Apple music. I use tabViewBottomAccessory with tabBarMinimizeBehavior. At the time, I noticed an issue that tabViewBottomAccessory would not automatically collapse when the scroll area was small (but still exceeded the screen height). tabViewBottomAccessory can only be automatically collapsed when the scroll area is large enough. Below is the simplest demo. I'm not sure if it's intentional or if it's a bug. Besides, I wonder if we can control it programmatically(expanded/inline)? struct ContentView: View { var body: some View { TabView { Tab(Numbers, systemImage: number.circle) { List { // 200 works well, but 20 not ForEach(0..<200) { index in Text((index)) } } } } .tabBarMinimizeBehavior(.onScrollDown) .tabViewBottomAccessory { HStack { Text(SwiftUI Demo App) } } } }
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Reply to Allowed method for using Stripe in a mobile app for purchasing subscription plans?
Thank you for your post. We recommend that you sign up for a session with App Review during the weekly Meet with Apple event. Sign in with your Developer ID and select Request a one-on-one App Review consultation. A member of the App Review team will help you with your questions regarding the review process and the App Review Guidelines.
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Allowed method for using Stripe in a mobile app for purchasing subscription plans?
Hello, I need clarification about the correct and allowed way to use Stripe inside my mobile app for subscription purchases. My mobile app is for real estate agents. An agent can create an account and gets unlimited property uploads for the first 3 months. After 3 months, they must choose a subscription plan: Basic Plan: 3 property uploads per month Premium Plan: 15 property uploads per month The same agent can also log in on my website, where I am using Stripe to handle subscription payments. From the website, they can upgrade or downgrade their subscription. Now the main question: I want the agent to be able to upgrade their subscription directly from the mobile app as well, using Stripe. What is the allowed and compliant method to let the user purchase or manage their subscription inside the mobile app, considering that Stripe is used on my website? Specifically: Can I open a Stripe Checkout page in a WebView? Or must I open it in the device’s external browser (Safari)? Or does Apple require a dif
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Is it allowed to include an additional executable inside a macOS App Store app bundle and let users run it manually?
Hello, I’m preparing a macOS app for App Store submission, and I have a question regarding whether including an extra executable inside the app bundle is permitted under the App Store Review Guidelines. My app would include a command-line tool placed inside the bundle, such as: MyApp.app/Contents/MacOS/ or MyApp.app/Contents/Resources/ The purpose of this tool is to help users collect hardware/system information for troubleshooting or error reporting. Importantly: The app never launches this executable automatically. It never runs in the background. It is intended to run only when the user chooses to run it manually. The intended workflow is: The executable is shipped inside the app bundle. When needed, the app simply informs the user where the tool is located. The user manually executes it—either by double-clicking in Finder or by running it from Terminal. The executable runs independently, and the app does not trigger, spawn, or control the process. My questions are: Is this approach allowed under the macOS
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Reply to Is it allowed to include an additional executable inside a macOS App Store app bundle and let users run it manually?
Thank you for your post. We recommend that you sign up for a session with App Review during the weekly Meet with Apple event. Sign in with your Developer ID and select Request a one-on-one App Review consultation. A member of the App Review team will help you with your questions regarding the review process and the App Review Guidelines.
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Confused by Rejection – Physical QR Purchase Already Moved to Stripe (Not IAP)
Hi everyone, We just received another App Store rejection under Guideline 3.1.3 - Business - Payments - Other Purchase Methods, stating that we are using in-app purchases to sell physical goods — specifically, a physical QR code sent to the user. However, in our latest build, this issue was already addressed: All physical QR code purchases are now handled entirely through Stripe Checkout, outside of the app. No consumable IAPs are used for physical goods. The purchase flow is completely optional - users can tap “Continue” to skip it and still use the app without ever engaging with Stripe or purchasing anything physical. We’re a small team trying to launch and are stuck in a loop where it seems like the rejection feedback might not reflect the latest build with not clear feedback from Apple. Has anyone experienced something similar? Would really appreciate any guidance or insight — or if anyone from Apple is here, we’re happy to jump on a call to clarify. Thanks in advance!
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Clarification Needed Regarding App Ownership Documentation for SaaS Platform Apps
Hello, Our company (ORDER SYSTEMS FOR COMMUNICATIONS AND INFORMATION TECHNOLOGY CO.) is a SaaS provider. We develop apps for clients, but we are not the owner of the business (جباتي وكرك | Chapati & Karak). We already submitted an official authorization letter, fully signed and stamped by the business owner, confirming our permission to build and publish the app — but it was still rejected. The client does not have an Apple Developer account, which is why we are submitting the app on their behalf through our platform. Could you please clarify: What exact documentation is required in this SaaS case? Is a signed and stamped authorization letter never acceptable? Do you require the client to open their own Apple Developer account even though they are using a SaaS system? Thank you.
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New build submission error
When submitting my new build to app store connect directly from dreamflow, I get this error: Failed Step: Flutter build ipa and automatic versioning Building com.pinpictu for device (ios-release)... ════════════════════════════════════════════════════════════════════════════════ No valid code signing certificates were found You can connect to your Apple Developer account by signing in with your Apple ID in Xcode and create an iOS Development Certificate as well as a Provisioning Profile for your project by: 1- Open the Flutter project's Xcode target with open ios/Runner.xcworkspace 2- Select the 'Runner' project in the navigator then the 'Runner' target in the project settings 3- Make sure a 'Development Team' is selected under Signing & Capabilities > Team. You may need to: - Log in with your Apple ID in Xcode first - Ensure you have a valid unique Bundle ID - Register your device with your Apple Developer Account - Let Xcode automatically provision a profile for yo
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Reply to Can't Post On This Forum
Sorry for the delay responding. I’m running out of workdays for 2025, so I can’t address everything upthread. Instead, I want to post some general guidelines. If DevForums blocks you from posting reasonable content with the message “This post contains sensitive language”, I’d appreciate you filing a bug about that. For instructions on how to do that, see the end of this post. After that, you’ll need a workaround. Here’s how to use a binary search to find the problematic text: As part of the bug reporting process, you saved a copy of your post to a text file. Make a copy of that file. Open it in your text editor of choice. Select half of the file and delete it. Copy the remaining text and try to post that. If it works, undo the delete, select the other half, delete that, and go back to step 4. Make sure to click the Edit button next to your post rather than posting a second reply. If it fails, go back to step 3 and continue dividing. Eventually you’ll get down to something super small and you can usually find
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appstoreconnect.apple.com jump to developer.apple.com/programs
I am already an enrolled apple dev. When I click on Program resources-App Store Connect-Users and Access, it jumps to appstoreconnect.apple.com which prompts me to login. After doing so, is shows a screen like this Then, if I click on the apps button it takes me to https://developer.apple.com/programs/ and the loop begins.
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Reply to "Signing certificate" and post-installation assignment fail due to IOPCIPrimaryMatch
I built Dext with a development ID and successfully re-signed and notarized it. This time, I only notarized the Driverkit, and plan to do the installer app later. Here are the steps I tried: Signed the build using Apple Development in Xcode Re-signed the build product Zipped the build product Notarized using xcrun notarytool submit, which returned Accept. Below is a sample re-signing command. codesign --sign $CODE_SIGN_IDENTITY --entitlements --options runtime --verbose --force build/Release/.app I'll probably need to eventually create an installer app and notarize it, but I think I've temporarily resolved the recent issue of not being able to sign with a Developer ID in Xcode. If you have any issues from an engineering perspective, please let me know.
Topic: Code Signing SubTopic: Entitlements Tags:
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