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Terrible treatment by Apple Dev support team
I paid for my developer account on the 13th of June 2024 (1 week ago). My ID was approved. However, I still don't have access to the account. When I go to check the status of it, it is asking me to pay again. I then tried to email the team, however only received useless, timewasting responses, such as "Please go to developer.apple.com/enroll to enroll for an apple dev account", which I already told them prompts me to pay again and verify my ID again. I then tried to call them, and they said they had to re-verify my ID and would call me back in 10 mins, but I never received a call back. I also couldn't call them again because it wouldn't let me request another call from them. I then emailed them, but still haven't received a response. The next day I tried to request another call from them, during their opening hours at Thursday 4pm AEST, (they are open Mon-Fri 9am-5pm AEST see https://developer.apple.com/support/worldwide-telephone-hours/) however it still says that "Phone support is currently unavailable". I tried to email them but now I am getting no responses at all. I tried to contact the apple support through the iMessage chat, however I was only put on call with a lady who was helpful, but couldn't even do anything as she was only generic support. She couldn't even schedule me a call or transfer me to the developer team, even though it was within their working and calling/support hours. I have tried to refund my developer account, but apparently that purchase is "illegible for a refund". This is the treatment I get from apple for paying $100 USD. An entire week of being left on blank. I don't know what to do. I paid 100 bucks for an account which I can't even use, and the support hasn't helped me for an entire week. My emails being left on blank, and I can't even call them. If anyone from apple or anyone that could help me sees this, please contact me ASAP at makrypodisc@ hotmail.com or reply to this thread. Thank you.
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Screen goes black
My iPhone 15 (iOS 18) has gone black several times lately. It won’t respond to touch or attempted reset. It will just suddenly come back on the Lock Screen. I’m wondering if something maybe loose with the screen.
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Odd inputAccessoryView Behavior
An iOS app I wrote 7 years ago has bumped into an odd problem so far on a single device, an iPad, amongst several thousand in this in-company app. I cannot reproduce the issue a user is seeing with, of course, the same version of iOS. I've got some very simple code that adds an inputAccessoryView to a picker list. The text on the inputAccessoryView is not visible, nor is it 'clickable.' The top of the uploaded image is what the user is seeing. The bottom of the image is what I'm seeing. I'm guessing there's some iPad/iOS setting that's causing this issue where either the text is transparent or its color is matching the background. Any ideas about that setting would be very much appreciated. Is there another place more appropriate that this request for help should be placed? UIColor *selectedColor; selectedColor = [UIColor colorWithRed:255.0/255.0 green:255.0/255.0 blue:255.0/255.0 alpha:1]; pickerView.backgroundColor = selectedColor; UIToolbar* keyboardDoneButtonView = [[UIToolbar alloc] init]; keyboardDoneButtonView.barStyle = UIBarStyleBlack; keyboardDoneButtonView.translucent = NO; keyboardDoneButtonView.tintColor = selectedColor; [keyboardDoneButtonView sizeToFit]; UIBarButtonItem* doneButton = [[UIBarButtonItem alloc] initWithTitle:@"Select" style:UIBarButtonItemStylePlain target:self action:@selector(pickerDoneClicked:)]; UIBarButtonItem* flexSpace = [[UIBarButtonItem alloc] initWithTitle:@" " style:UIBarButtonItemStylePlain target:nil action:nil]; UIBarButtonItem* cancelButton = [[UIBarButtonItem alloc] initWithTitle:@"Cancel" style:UIBarButtonItemStylePlain target:self action:@selector(pickerCancelClicked:)]; UIBarButtonItem* flexSpace1 = [[UIBarButtonItem alloc] initWithTitle:@" " style:UIBarButtonItemStylePlain target:nil action:nil]; UIBarButtonItem* gotoTopButton = [[UIBarButtonItem alloc] initWithTitle:@"" style:UIBarButtonItemStylePlain target:self action:@selector(pickerTopClicked:)]; [keyboardDoneButtonView setItems:[NSArray arrayWithObjects:doneButton, flexSpace, cancelButton, flexSpace1, gotoTopButton, nil]]; _textFieldProduct.inputView = pickerView; _textFieldProduct.inputAccessoryView = keyboardDoneButtonView; [pickerView selectRow:currentProductData->row inComponent:0 animated:YES];
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Type '' does not conform to protocol '_IntentValue' - AppIntents
Hi there. First time poster! I'm attempting to implement App Intents in my app, as part of the App Intent I have included a parameter requiring the user specify one of their 'to do lists'. @Parameter(title: "List", description: "One of your Marvelist lists.") var list: MarvelistModels.List However, I'm receiving the below error in Xcode... Type 'MarvelistModels.List' does not conform to protocol '_IntentValue' When I go to the struct for MarvelistModels.List, and attempt to make it conform to _IntentValue, it adds typealias Specification = type to my struct... however, I can't quite figure out how to make it conform. Any help/advice would be greatly appreicated!
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Crowdstrike Falcon vs Xcode build performance
Crowdstrike Falcon vs Xcode performance Our IT department is using CrowdStrike Falcon, an ML-security tool, on all the Mac hardware. It will flag processes as malicious, and it sounds like it may sandbox such processes that are deemed malicious and / or scan anything the process touches. TLDR Does anybody know how to make CrowdStrike Falcon behave nicely with Xcode and its tools and prevent it from consuming high CPU and interfering with the build and debugging processes? Xcode, SwiftUI previews and building should be as performant as possible. Details Perplexity describes CrowdStrike Falcon as follows: CrowdStrike Falcon is a cloud-based endpoint security platform that provides real-time protection against malware, ransomware, and other cyber threats. It uses artificial intelligence and machine learning to detect and prevent known and unknown threats across endpoints (laptops, desktops, servers, etc.), cloud workloads, and cloud environments. The Falcon platform includes next-generation antivirus, endpoint detection and response (EDR), managed threat hunting, vulnerability management, and other security capabilities delivered through a lightweight sensor that streams data to the CrowdStrike cloud for analysis and response. The problem is that apparently Falcon's ML signatures will flag Xcode as malicious. So when building in Xcode, Falcon will use a huge amount of CPU (I have seen it go up to 456%), affecting build performance. I am getting the impression it is sandboxing and / or scanning every single file Xcode touches. The same goes for the iOS Simulator which will also cause Falcon to consume lots of CPU. It's clear this is affecting our build performance a lot. Falcon supports a number of exclusions: Machine learning (ML) exclusion: For trusted file paths, stop all ML-based detections and preventions, or stop files from being uploaded to the CrowdStrike cloud. Indicator of attack (IOA) exclusion: Stop all behavioral detections and preventions for an IOA that’s based on a CrowdStrike-generated detection. Sensor visibility exclusion: For trusted file paths that you want to exclude from sensor monitoring, minimize sensor event collection, and stop all associated detections and preventions. Use sensor visibility exclusions with extreme caution. Potential attacks and malware associated with excluded files will not be recorded, detected, or prevented. Using Sensor Visibility Exclusions it is possible to exclude applications on file pattern basis and preventing Falcon's ML signatures for flagging any such process as malicious. Which means that it is possible to exclude /Applications/Xcode.app/** and prevent it, or the processes it spawns, as malicious. However, Xcode and the toolchain are much more complicated than just excluding a single binary. Switching toolchains via sudo xcode-select -s will also update a lot of files in /usr (see Xcode.app/Contents/Developer/usr) such as /usr/bin/swift*, /usr/bin/ibtool*, /usr/bin/lldb and /usr/bin/xcrun (there are many more). For testing Xcode performance we excluded /Applications/Xcode.app/** and /usr/bin from Falcon, but just launching the simulator and a simulator build of the app will still cause Falcon to go up to about 300%. I assume this will affect SwiftUI live previews as well. Probably /Users/*/Library/Developer/** should be excluded as well then? Obviously, Falcon's AI/ML should just identify all of this as legitimate software development tools and no exclusions should be necessary... IMHO a file-pattern based exclusion seems to contradict what this tool is supposed to do. I would think it should evaluate signing (codesign / spctl) or validate checksums, rather than file pattern based exclusions. But as long as Xcode becomes more performant I am not complaining. The less an IT tool is flagging legitimate software as malicious and interfering with our daily work, the better. So my question is if anybody knows how to make CrowdStrike Falcon behave nicely with Xcode and its tools and prevent it from consuming high CPU and interfering with the build and debugging processes? Xcode, SwiftUI previews and building should be as performant as possible.
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To get the access to test the Chrome beta version in the TestFlight
Hi Everyone, As a team from the company, Pearson (Located in Sri Lanka, the United States, the United Kingdom, India, Australia, China etc.) is working in the software quality engineering field and focusing on compatibility testing on browser versions and the OS versions available in the market. Right now we are facing an issue, especially in iOS devices where the number of users testing the Chrome beta in the TestFlight hit the threshold value (You can ONLY invite up to 10,000 external testers using their email address or sharing a public link.). As a result, we are unable to install the Chrome Beta on iOS devices to continue our compatibility testing which is critical for our application compatibility testing Anyone who does not test or use the Chrome beta app in the TestFlight anymore can delete the Chrome Beta app from the TestFlight.(It will decrease the number of registered users to less than 10,000 ) So that users like us who test our products with the Chrome Beta version will be able to register as Chrome Beta testers and can continue our testing without any hassle. It would be highly appreciated to let others who need to register as Chrome Beta testers in Test Flight to perform their testing
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ios device status
hi, i want to know the status of ios device, like lock, unlock, wifi, roaming data, location, call start, call end even when my app is in killed state to increase the user interaction. How can i achieve this? If this is not possible then how are the 3rd parties like madme are able to integrate such features
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Verify not working
Hi All, I have developed an application in Flutter, and on deploying the application in iOS, happened to get a trust issue, got thru it, but not able to "Verify the app" in spite of good WIFI. PS: I don't have a VPN.
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Apple intelligence
Why Apple intelligence not available for iPhone 15 plus. it’s not fair because I think Apple are for forcing people Buy expensive iPhone 15 pro or pro max, it’s excuse by Apple its do with A 17 chip. Whereas A16 can handle A I feature. Apple wants to make money.
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ios18 - Battery draining and phone heating
Hi, After upgrading my iPhone 15 pro max to ios18 beta, i am facing serious heating issues and battery draining very fast. Also, i can see the mobile charging speed is very low. any recommendations to fix the issue ? I can't downgrade the mobile since there are high chances that i may loose currently configured esims after downgrade.
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UIPrintPageRenderer hangs app after iPhone update
After updating iPhone from 17.4 to 17.5.1 UIPrintPageRenderer completely hangs app when getting NumberOfPages from Renderer. var render = new UIPrintPageRenderer(); if (webViewPages != null && reportIndex < webViewPages.Length) { render.AddPrintFormatter( webViewPages[reportIndex].ViewPrintFormatter, 0); } else { render.AddPrintFormatter( new UIMarkupTextPrintFormatter(reportContent), 0); } var printable = CoreGraphics.CGRectExtensions.Inset(page, 0, 0); render.SetValueForKey(NSValue.FromCGRect(page), new NSString("paperRect")); render.SetValueForKey(NSValue.FromCGRect(printable), new NSString("printableRect")); var pdfData = new NSMutableData(); UIGraphics.BeginPDFContext(pdfData, page, null); int pageNum = 0; for (pageNum = 0; pageNum < render.NumberOfPages; pageNum++) { UIGraphics.BeginPDFPage(); var bounds = UIGraphics.PDFContextBounds; render.DrawPage(pageNum, bounds); } UIGraphics.EndPDFContext();
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When a refund of subscription is processed by App Store customer support, would the customer's subscription-to-refund canceled from Apple side?
I'm implement the app store notification handling on Refund case, but there is one point that i'm not sure and there seems little evidence from the notification doc. So if a customer requested for a refund for its current active subscription, and App store processed the refund and refund the customer. Now what would be the status of this subscription? still active, set to cancel at period end, or canceled already? If the answer to 1. is "set to cancel" or "canceled already", would there still be notifications to my webhook endpoint just like these lifecycle events went through "normal" customer action to cancel the subscription? Any details would be much appreciated, Thanks!
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Effective of way of payout for creators through Apple and third parties
Hello. I have a mobile iOS app Im connecting with Stripe currently. Ideally to have content creators get paid based off their content. My question is, is this best approach to getting creators paid and are able to do this with Apple. If my iOS app allows for creators to create content and lock it for their audience. their subscribers can pay a onetime or an ongoing subscription to unlock their content like articles for example. I give them an 8% platform fee. However we are using apple pay for their supporters to also pay with to unlock their content. This means we need to abide by the 30% Apple cut. These creators are based in different countries, as well as their supporters are also based in different countries. We use Stripe to connect these dots. Allowing the creator to signup through Stripe as a business. Their supporters pay with Stripe (Apple Pay and / or Card) We then allow them to get paid out what they earned from the supporter. All through Stripe. Question: Is this a good way of going about it? Would we get rejected? **Payout question ** Is there another way of handling this? Outside of Stripe? **Sales Tax ** I would love to understand this and find a process I can follow to be successful. I'm pretty new to sales tax world. Has there been a successful process that anybody else follows and can share? To calculate sales tax and do this on a yearly basis? For not only the US, but if your product is also in different countries. Again I don't really know this sales tax stuff and I'm trying to learn it as I go. All the best
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