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Building for iOS Simulator, but the linked and embedded framework ‘XX.framework‘ was built for

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Reply to Notarization stuck "In Progress" for 48+ hours - 6 submissions (Team ID: Y7T24GD249)
You can expect that most uploads will be notarised quickly. Occasionally, some uploads are held for in-depth analysis and may take longer to complete. As you notarise your apps, the system will learn how to recognise them, and you should see fewer delays. For lots of additional info about notarisation, see Notarisation Resources. Specifically, it links to a Q&A with the notary service team that’s quite instructive. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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Reply to All notarization submissions stuck "In Progress" — first-time notarization, 9 submissions over 16+ hours
You can expect that most uploads will be notarised quickly. Occasionally, some uploads are held for in-depth analysis and may take longer to complete. As you notarise your apps, the system will learn how to recognise them, and you should see fewer delays. For lots of additional info about notarisation, see Notarisation Resources. Specifically, it links to a Q&A with the notary service team that’s quite instructive. [quote='814937021, JimWu01, /thread/814937, /profile/JimWu01'] 1- … but 16+ hours with zero feedback seems excessive. [/quote] My experience, based on reports I’ve seen here in the forums, is that when you hit the in-depth analysis path it can take a day or two to clear. I generally don’t bother investigating issues like this until a week has passed. [quote='814937021, JimWu01, /thread/814937, /profile/JimWu01'] 2- Is there any manual configuration Apple needs to do on their end to unblock my team for notarization? [/quote] No, that’s a different issue. [quote='814937021, JimWu01, /thr
Topic: Code Signing SubTopic: Notarization Tags:
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Reply to SWİFT STUDENT CHALLANGE iOS vers
[quote='815061021, alyme, /thread/815061, /profile/alyme'] iOS 19/iPadOS 19 [/quote] There is no iOS 19 O-: You can assume that your playground will be run on a released version of iPadOS 26 / macOS 26 [1]. AFAICT the fine print doesn’t specify what type of device will be used for testing, other than to confirm that on-device intelligence will be available [2]. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] See my response here to the equivalent question from last year. [2] See this thread.
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Reply to Swift package in Xcode 26.3 rc
Do this: Launch Xcode 26.3rc. File > New > Project. At the top, select iOS. In the main list, select App Playground. Complete the workflow from there. Good luck with your submission! Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com
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iOS 26 WKWebView renders same HTML with smaller font size [closed]
I have an iOS app that generates and renders a custom HTML document inside a UIWebView. After updating a device to iOS 26, the same HTML is rendered with noticeably smaller fonts compared to previous iOS versions. No code or HTML changes were made. Context HTML is generated dynamically and rendered in a UIWebView The HTML is embedded inside a custom XML wrapper The issue happens only on iOS 26 Earlier iOS versions render the font size correctly
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Reply to UIApplication.canOpenURL not working without Safari
Hi Albert, Thank you for the reply. I don't think the issue is related to universal links, as I am not trying to redirect to my app/any app specifically. I am trying to open an URL from my app, which should redirect the user to any browser that is installed on the user's device. This is what I would expect UIApplication.shared.open(https://www.apple.com) to do. I added a hotfix, by prefixing the URL with known browsers' universal links, but that is not really scalable and it won't cover all browsers. Example: UIApplication.shared.open(knownAppScheme://www.apple.com) The Notes app opens https://www.apple.com successfully in any other browser even if Safari is not installed on a device using iOS 26.0+.
Topic: UI Frameworks SubTopic: UIKit
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Help! App Review Stuck in Guidelines 5.1.1(i) and 5.1.2(i) Loop
Hi, Our app (Tenkobo) received a rejection notice after review due to the fact that we use Gemini AI since 3 builds ago. Since then, we have been improving the disclosure of the data we collect, explicitly stating all the data, introducing a new feature that checks granular consent and syncs consent state for the user to the backend, and controls for whether to send to the Gemini API service for that feature depending on consent state for the user. Moreover, this feature is a premium add-on to a module that already does most things locally on the device and sends to our cloud infrastructure to allow storage and sync when users use multiple devices. It is a multi-platform app. However, despite every improvement, we keep getting the same Rejection reason that The issues we identified still need your attention. I have asked for help or even that the rejection reason be more specific, but nothing. I have send pictures, and in this last rejection about 8 hours ago, I had to reply with a video showing that
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Core Image for depth maps & segmentation masks: numeric fidelity issues when rendering CIImage to CVPixelBuffer (looking for Architecture suggestions)
Hello All, I’m working on a computer-vision–heavy iOS application that uses the camera, LiDAR depth maps, and semantic segmentation to reason about the environment (object identification, localization and measurement - not just visualization). Current architecture I initially built the image pipeline around CIImage as a unifying abstraction. It seemed like a good idea because: CIImage integrates cleanly with Vision, ARKit, AVFoundation, Metal, Core Graphics, etc. It provides a rich set of out-of-the-box transforms and filters. It is immutable and thread-safe, which significantly simplified concurrency in a multi-queue pipeline. The LiDAR depth maps, semantic segmentation masks, etc. were treated as CIImages, with conversion to CVPixelBuffer or MTLTexture only at the edges when required. Problem I’ve run into cases where Core Image transformations do not preserve numeric fidelity for non-visual data. Example: Rendering a CIImage-backed segmentation mask into a larger CVPixelBuffer can cause l
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.glassProminent leading toolbar item animation issue on push navigation
Hi, I have an issue with applying the .glassProminent modifier to a button placed in the leading section the nav bar that triggers a push navigation to another screen in iOS 26. I have made a simple sample project to verify it happens there too, and I'm getting the same behaviour where the prominent button flashes with a darker background and disappears. The HIG does mention not tinting or adding custom backgrounds to tool bar items in iOS 26, so I'm unsure if this is a bug in iOS 26 or the unexpected behaviour they refer to when adding custom tint/backgrounds. Below is the simplified sample app code: var body: some View { NavigationStack { VStack { Text(Main Screen) .font(.largeTitle) } .navigationTitle(Home) .navigationBarTitleDisplayMode(.inline) .toolbar { ToolbarItem(placement: .navigationBarLeading) { NavigationLink(destination: SecondScreen()) { Text(Push Nav) } .buttonStyle(.glassProminent) } } } } } struct SecondScreen: View { var body: some View { VStack { Text(Second Scre
Topic: UI Frameworks SubTopic: SwiftUI
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App Review Rejection – Guideline 2.1: “Create PIN” Not Responsive on iPad (iPhone-Only App)
Hi everyone, I’m looking for clarification regarding an App Review rejection under Guideline 2.1 – Performance – App Completeness. Apple reported the following issue: Bug description: “Create PIN” button was not responsive Review device: iPad Air 11-inch (M3) OS version: iPadOS 26.2.1 What’s confusing is the following: Observed behavior on our side The app has been tested extensively on: Multiple iPhone models iPad devices (including recent iPadOS versions) In all our testing: The Create PIN button is responsive The tap action triggers correctly The flow completes without errors At this point, we are unable to reproduce the issue described by App Review on either iPhone or iPad. iPhone-only intent vs iPad review The app is designed and optimized for iPhone usage only. However, the review was performed on an iPad device. If an app is available for download on iPad, is it always expected to function fully on iPad regardless of being phone-optimized? If iPad support is not intended, is explicitly disabling iPad
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Why doesn’t Transaction.updates emit reliably?
I'm on macOS Sequoia Version 15.7.3 (24G419) and using Xcode Version 26.2 (17C52). In my Xcode project, Transaction.updates and Product.SubscriptionInfo.Status.updates don’t seem to emit updates reliably. The code below works consistently in a fresh Xcode project using a minimal setup with a local StoreKit Configuration file containing a single auto-renewable subscription. class InAppPurchaseManager { static let shared = InAppPurchaseManager() var transactionTask: Task? var subscriptionTask: Task? init() { print(Launched InAppPurchaseManager...) transactionTask = Task(priority: .background) { for await result in Transaction.updates { print(nReceived transaction update...) try? await result.payloadValue.finish() } } subscriptionTask = Task(priority: .background) { for await result in Product.SubscriptionInfo.Status.updates { print(nReceived subscription update...) print(state:, result.state.localizedDescription) } } } } I initialise it in: func applicationDidFinishLaunching(_ aNotification: Notification) { _ =
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