Create elegant and intuitive apps that integrate seamlessly with Apple platforms.

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4.3.0 Design: Spam
Hello fellow developers and Apple employees As I'm sure we're all tired of seeing, my app has been rejected under 4.3.0 Design: Spam I am frankly struggling to understand the logic. Here are the main features of my 2D Arcade game: simulation of flying above a field of lava. This is a tense experience! One mess-up, and the player is sent to the lava below! it has a jetpack which continuously uses fuel. Again, tension! You have to be careful about when and where you glide--can you grab that fuel pod? Oh no--it disappeared! it allows players to glide and fly around the map. Gliding gives a brief respite from the tension. Flying lets the players explore the fascinating world of Hokusai's 40 views from Mount Fuji. it allows players to collect fuel pods, refueling their jet pack. This reward not only allows them to play longer, it bumps their score, and promotes a goal of beating previous scores. it allows players to view a parallax background of woodcuts from 40 views from Mount Fuji, a famous work by Hokusai, which broadens cultural boundaries it requires players to dodge red clouds, which end the game. These clouds are nefarious--they follow the player around! it allows players to rest on white clouds, which restores their fuel. Again, a relief from the tension. the white clouds disappear after a moment, adding an element of tension--wouldn't it be nice if they lasted forever? Sure--but then the game would be boring and repetitive (and it WOULD be spam) Architecture: Godot using GDScript I admit--I initially included reference material that was not mine to distribute. 100% my mistake, and I removed that prior to resubmitting. Now though, my app continues to be rejected as spam--this most recent rejection occurred within 10 mins of the last submission. I'd be happy to post my game online if someone would like to play. Yes, it's simple--and yes, it's arcade-esque. Has anyone successfully reversed a 4.3.0 Design Spam designation on an app? I would rather not create a new app to submit, as I understand that is against the TOS--but is a commonly discussed workaround. Is it because I'm using GDScript? Should I rewrite into c#? I don't know that I can "fix" my game, as it's intended to be quite simple.
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Oct ’24
SwiftUI Scroll Issue with Keyboard Type Change
Hello, I'm developing with SwiftUI and have encountered some bug-like behavior that I haven't been able to resolve, so I'm seeking your assistance. I'm building my view using TextEditor, ScrollViewReader, and List, and I've noticed a strange behavior. When the TextEditor at the bottom of the view is focused and the keyboard is displayed, if I change the keyboard type to Emoji and then switch back to the language keyboard, the scroll becomes misaligned. Although the TextEditor remains focused, when this bug occurs, the view's offset is reset as if the focus was lost. Could you help me with this?
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Oct ’24
ios 18.0 bug UITabBarController "More" Tab First Item Not Displaying Properly on iOS 18
Hello everyone, I'm working on an iOS application using Objective-C and UITabBarController. My app has more than 5 tabs, so the additional tabs are placed under the "More" tab. However, I've encountered an issue specific to iOS 18 where the first item in the "More" tab does not show up properly. This issue does not occur in iOS 17 or earlier versions. Here's my setup method: (void)mainTabbarSetUp { NSMutableArray *tabItemArray = [NSMutableArray array]; UIViewController *viewController1, *viewController2, *viewController3, *viewController4, *viewController5, *viewController6, *viewController7; UINavigationController *navviewController1, *navviewController2, *navviewController3, *navviewController4, *navviewController5, *navviewController6, *navviewController7; viewController1 = [[UIViewController alloc] init]; navviewController1 = [[UINavigationController alloc] initWithRootViewController:viewController1]; navviewController1.tabBarItem.title = @"Watch List"; navviewController1.tabBarItem.image = [UIImage imageNamed:@"tab_icn_watchlist"]; [tabItemArray addObject:navviewController1]; // Similarly adding other view controllers... viewController6 = [[UIViewController alloc] init]; navviewController6 = [[UINavigationController alloc] initWithRootViewController:viewController6]; navviewController6.tabBarItem.title = @"Cancelled"; navviewController6.tabBarItem.image = [UIImage imageNamed:@"tab_icn_cancelled"]; [tabItemArray addObject:navviewController6]; self.mainTabBarController.viewControllers = tabItemArray; } What I've Tried: Verified that each view controller is correctly initialized and assigned to a UINavigationController before being added to the tab array. Logged the contents of the moreNavigationController to confirm that it contains the correct view controllers. Tested by reducing the number of view controllers to less than 5, and the issue does not occur. Ensured that all UINavigationControllers are configured consistently (e.g., translucency, bar style, etc.).
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1.3k
Oct ’24
Max OS X App Bundle Framework folder
Hi, the documentation says that an application bundle for Mac OS X can have a Frameworks folder within Contents. Using a framework for console applications (no bundle) and GUI applications (bundle), I cannot load the console applications anymore on Ventura. Prior to Ventora I have tested and ran both on Mojave or earlier - I am not sure. To fix the issue, I have moved the frameworks within the application bundle to match the rpath for /Users/lothar/Library/Frameworks when I place the console into /Users/lothar/bin, the same rpath for application bundles works for those within the bin folder. Can I publish an application bundle with that modified layout or do I have to expect getting problems and do rather a Symlink pointing from /Users/lothar/Frameworks to /Users/lothar/Library/Frameworks? Thanks, Lothar
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Oct ’24
Elevated TabBar in iPadOS 18 covers Navigation-/Toolbar
The new "elevated" tab bar in iPadOS 18 covers the Navigation-/Toolbar of views within. A very simple example: import SwiftUI @main struct SampleApp: App { @State var selection: Int? var body: some Scene { WindowGroup { TabView { NavigationSplitView { List(0..<10, selection: $selection) { item in Text("Item \(item)") .tag(item) } } detail: { if let selection { Text("Detail for \(selection)") .navigationTitle("Item \(selection)") .navigationBarTitleDisplayMode(.inline) } else { Text("No selection") } }.tabItem { Label("Items", systemImage: "list.bullet") } Text("Tab 2") .tabItem { Label("Tab 2", systemImage: "list.bullet") } Text("Tab 3") .tabItem { Label("Another Tab", systemImage: "list.bullet") } } } } } I've tried using .safeAreaInset/.safeAreaPadding for the detail views, but they don't affect the NavigationBar, only the content within. Is there a way to move the NavigationBar down, so its items stay visible?
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Oct ’24
Rejected Due to 4.3(a) Design - Spam
Hello everyone, I updated a new version to fix bugs and add more levels, but Apple rejected it citing spam design 4.3(a). Everything in the game is created by my team, and we did not copy or imitate any other product. We discovered that a studio has unpacked our game and stolen all our images, sounds, and many other files, even the file names match ours. Our game was released over a month before theirs, while they just released their first version a week ago. Despite being the original version, our game was rejected for spam. Currently, our game is generating $10k daily in IAP and we are spending a lot on ads. We are in urgent need of updating the game. I’m really frustrated that this issue has not been resolved yet. I have submitted all the information and evidence to the Apple Review Board, but I haven’t received any response so far.
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Oct ’24
Is it mandatory for gambling apps to provide guest login functionality?
Hello everyone, I am currently developing a gambling app and would like to ask if anyone has relevant experience or knowledge regarding whether it is necessary to require users to log in immediately when launching the app? Or is it permissible to offer a "guest mode" for users to try out the app before requiring them to log in? Does this comply with the policies of Apple or Google Play? Thank you all for your guidance!
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Oct ’24
How do I use the Figma macOS Sequoia UI Kit?
Question: Guide for Using Apple's macOS Sequoia UI Kit in Figma? I recently discovered that Apple has published a "macOS Sequoia UI Kit" on their Figma profile: https://www.figma.com/@apple As someone new to both UI kits in Figma and Mac app development, I'm looking for guidance on how to use this UI kit when designing a Mac app. Does anyone know if such a resource exists? I haven't been able to find one so far. Background I started developing a new macOS app about a month ago and have a basic working version with early functionality. I've realized I need to take a step back and create visual prototypes to inform where to invest future development time. The Sequoia UI Kit seems like it could be helpful, but I'm unsure how to use it. iOS but not macOS There are several tools available for designing iOS apps: https://createwithplay.com/ https://www.judo.app/ https://detailspro.app/ However, I'm not aware of similar tools specifically for macOS application design. Direction Apple publishes design UI kits for both Figma and Sketch. I want to avoid paying for Sketch (this is a hobby project), so I'm focusing on the Figma option. Ideally, I'd love to see the iOS-focused tools mentioned above support macOS design fully. Until then (if ever), I'm hoping to make the most of the Sequoia UI Kit in Figma. Any guidance or resources would be greatly appreciated!
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Oct ’24
Safari 18.0.1 MacOS Sequoia 15.0.1 Issue when viewing tables
I have a website that uses tables for listing our certifications. A customer is complaining that on their browser, the contents of the tables are being viewed upside down. They should be showing vertically. This is not happening on any other browser that I have tested. Has anyone had this issue and what did you do to fix it. https://www.mccampbell.com/statement.php Thank you for your help. Much appreciated. Lynda
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Oct ’24
使用登录API模拟登录appstoreconnect后台是报503错误
URL:https://idmsa.apple.com/appleauth/auth/signin Header: { Accept=application/json, text/javascript, /; q=0.01, X-Requested-With=XMLHttpRequest, origin=https://idmsa.apple.com, Connection=keep-alive, Referer=https://idmsa.apple.com/, User-Agent=Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.98 Safari/537.36, Host=idmsa.apple.com, Accept-Encoding=gzip, deflate, br, X-Apple-Widget-Key=e0b80c3bf78523bfe80974d320935bfa30add02e1bff88ec2166c6bd5a706c42, pragma=no-cache, X-Apple-Domain-Id=3, Accept-Language=zh-CN,zh;q=0.9, Content-Type=application/json } Response:503 Service Temporarily Unavailable 麻烦请尽快解决这个问题,这影响了我们的自动化构建流程!
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Oct ’24
A phone keyboard layout for easy typing!
Last November 13 I came up with a phone keyboard layout (strategy) that can make key size bigger hence less mistyping. The typical phone keyboard looks like this: My proposed keyboard looks like this: Essentially, it's a split keyboard with the left-hand part stacked above/below the right-hand part. Key size/width/height and the vertical distance between the left-hand part and right-hand part may be adjustable to suit different phone widths and user hand sizes. You guys can show the proposed keyboard's image on your phone and fit this keyboard to your phone width so you can actually simulate typing on it to see how it feels. On my phone, the letter keys in it are a little too big for my thumbs to reach the farthest keys, but as I said, key size should be adjustable to suit different phone widths and user hand sizes.
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Oct ’24
Is there any way to write a screensaver for macOS using Python Pygame?
I want to be able to write a cross-platform screensaver that works on both Windows and macOS using the Pygame 2D graphics library in Python. On Windows, this is super easy - you just write your program with three possible command line arguments: /p for preview mode, /c for the configuration dialog mode, and /s for the actual full-screen screensaver mode. Then you just use pyinstaller to build an .exe file and rename the extension to .scr, and you're good to go. However, it seems that making a screensaver on macOS is a pretty convoluted process, and there was stuff about specific Objective-C functions that you had to write, and I didn't really understand the documentation. Could you please tell me if there is any way to simply get my Python Pygame program to build as a proper .saver file? Thanks!
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Oct ’24
Text with standard font style appears smaller on iPadOS than on iOS
I used standard font styles in an iOS app. For example .font(.headline). I hoped that developing this way would allow the adoption of the app to other platforms, relatively easy. However, when trying to run for iPadOS, the text did not increase in size to occupy the more abundant space offered by larger screen, but it actually shrank. Overall, the app does not look great "automatically". Why does it happen? What is the best practice for cross platform development with SwiftUI (with regards to font sizes). I want to make as little as possible human interface design decisions on my own and just let SwiftUI take care of everything. (But I also want the results to look as Apple would consider great looking)
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329
Oct ’24
SanDisk External Drive Not Recognized Properly on iPhone 16 Pro with iOS 18.1, Works Fine on iPad
I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?I am using iOS 18.1 on an iPhone 16 Pro. Although I am using a SanDisk external hard drive, the iPhone’s Files app is not recognizing the drive properly, and video files are not playing well. However, everything works fine on my iPad. Could this be an issue with the iPhone's OS?
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Oct ’24
AreaMark Always alignsMarkStylesWithPlotArea for linear gradients
I'm trying to make a Swift Chart where 24 AreaMarks an hour apart on X axis over a day display a vertical gradient. The gradient is vertical and is essentially [Color.opacity(0.1),Colour,Color.opacity(0.1] The idea here is where the upper and lower points of each AreaMark are the same or close to each other in the Y axis, the chart essentially displays a line, where they are far apart you get a nice fading vertical gradient. However, it seems that the .alignsMarkStylesWithPlotArea modifier is always set for AreaMarks even if manually applying it false. Investigating further, I've learnt that with AreaMarks in a series, Swift Charts seems to only listen to the first foreground style set in. I've created some sample code to demonstrate this. struct DemoChartView: View { var body: some View { Chart { AreaMark(x: .value("Time", Date().addingTimeInterval(0)), yStart: .value("1", 40), yEnd: .value("2", 60)) .foregroundStyle(LinearGradient(colors: [.pink, .teal], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) AreaMark(x: .value("Time", Date().addingTimeInterval(3600)), yStart: .value("1", 44), yEnd: .value("2", 58)) .foregroundStyle(LinearGradient(colors: [.orange, .yellow], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) AreaMark(x: .value("Time", Date().addingTimeInterval(03600*2)), yStart: .value("1", 50), yEnd: .value("2", 90)) .foregroundStyle(LinearGradient(colors: [.green, .blue], startPoint: .top, endPoint: .bottom)) .alignsMarkStylesWithPlotArea(false) } } } Which produces this: So here, all the different .foregroundStyle LinearGradients are being ignored AND the .alignsMarkStylesWithPlotArea(false) is also ignored - the amount of pink on the first mark is different to the second and third 🤷‍♂️ Has anyone encountered this. Are AreaMarks the correct choice or are they just not setup to create this type of data display. Thanks
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Oct ’24