In the availability and pricing section, we have reviewed the plans and we will be upgrading to 50 or 100 million calls/month but before we do, we have a couple questions.
Does the API have rate limit or throttling?
Do you have additional weather forecast endpoints like hail, radar, or pollen forecast? I see in this thread https://developer.apple.com/forums/thread/795642 that air quality is not available
Thanks
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I'm tying to build and run a Maui project on Mac and keep getting the following error:
I'm using JetBrains Rider and even though I have it set not to build for iOS I can't get past this error.
Other possibly useful infos:
OpenGL
Silk.NET
running on Apple Silicon
cross platform project, builds and runs fine on Windows
The target was chosen as IPhone and IPad. I can also run this build on my IPad. The info.plist content of all our other applications is the same and there were no problems until today. I don't understand why it is being rejected now.
Windows 10 使用 VirtualBox 创建的 Monterey 12.6.7 macOS 虚拟机不能识别到 iPhone 7 手机。
iPhone 7 已经连接到电脑主机 (win 10) 的 USB 3.0 口子,手机已经信任电脑。
在 win 10,我看到了 “此电脑\Apple iPhone”,就是说,宿主机识别到了 手机。
现在,开启macOS 虚拟机,虚拟机右下角的 usb 图标,显示并且勾选到了 "Apple Inc. iPhone [0901]",但虚拟机还是没看到手机设备,导致 Xcode 也看不到手机设备。
虚拟机运行后,插拔 iPhone 7 手机,通过
sudo log show --predicate 'eventMessage contains "usbmuxd"' --info
看到了报错信息:
2025-02-13 10:31:06.541201+0800 0xa3c Error 0x0 0 0 kernel: (Sandbox) 1 duplicate report for System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown
2025-02-13 10:31:07.090321+0800 0xf807 Error 0x0 140 0 sandboxd: [com.apple.sandbox.reporting:violation] System Policy: usbmuxd(22583) deny(1) file-write-mode /private/var/db/lockdown
Violation: deny(1) file-write-mode /private/var/db/lockdown
Process: usbmuxd [22583]
Path: /usr/local/sbin/usbmuxd
Load Address: 0x10564b000
Identifier: usbmuxd
Version: ??? (???)
Code Type: x86_64 (Native)
Parent Process: sudo [22582]
Responsible: /System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal
User ID: 0
Date/Time: 2025-02-13 10:31:06.793 GMT+8
OS Version: macOS 12.6.7 (21G651)
Release Type: User
Report Version: 8
MetaData: {"vnode-type":"DIRECTORY","hardlinked":false,"pid":22583,"process":"usbmuxd","primary-filter-value":"/private/var/db/lockdown","platform-policy":true,"binary-in-trust-cache":false,"path":"/private/var/db/lockdown","primary-filter":"path","action":"deny","matched-extension":false,"process-path":"/usr/local/sbin/usbmuxd","file-flags":0,"responsible-process-path":"/System/Applications/Utilities/Terminal.app/Contents/MacOS/Terminal","flags":21,"platform-binary":false,"rdev":0,"summary":"deny(1) file-write-mode /private/var/db/lockdown","target":"/private/var/db/lockdown","mount-flags":76582912,"profile":"platform","matched-user-intent-extension":false,"apple-internal":false,"storage-class":"Lockdown","platform_binary":"no","operation":"file-write-mode","profile-flags":0,"normalized_target":["private","var","db","lockdown"],"file-mode":448,"errno":1,"build":"macOS 12.6.7 (21G651)","policy-description":"System Policy","responsible-process-signing-id":"com.apple.Terminal","hardware":"Mac","uid":0,"release-type":"User"}
Thread 0 (id: 63477):
0 libsystem_kernel.dylib 0x00007ff80d8368ae __chmod + 10
1 usbmuxd 0x000000010565584e main + 3582 (main.c:816)
2 dyld 0x0000000114e3f52e start + 462
Binary Images:
0x10564b000 - 0x10565afff usbmuxd (0) <0fc9b657-d311-38b5-bf02-e294b175a615> /usr/local/sbin/usbmuxd
0x114e3a000 - 0x114ea3567 dyld (960) <2517e9fe-884a-3855-8532-92bffba3f81c> /usr/lib/dyld
0x7ff80d832000 - 0x7ff80d869fff libsystem_kernel.dylib (8020.240.18.701.6) /usr/lib/system/libsystem_kernel.dylib
2025-02-13 10:35:39.751714+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
2025-02-13 10:35:45.025063+0800 0x27f Default 0x0 0 0 kernel: (Sandbox) Sandbox: usbmuxd(119) allow iokit-get-properties kCDCDoNotMatchThisDevice
So I'm testing a microapp that is contained in an IPFS folder. I use a web3 website that is used to view NFTs and their IPFS files. The app has gyro controls, which are enabled through a confirmation gesture.
In iOS 18.5, when I press "Request Permission" button I get the popup to allow the app to acess movement and orientation. In iOS26, pressing the button does nothing. Keep in mind that this only happens through the website, that uses iframes. When I load the IPFS file from a direct link, the popup appears with no issue.
I think this might be because iOS26 uses WebGPU or it might be a bug since iOS26 is still in beta.
Merhaba,
iOS üzerinde bir sözleşme onay uygulaması geliştiriyorum. Kullanıcıların dijital ortamda sözleşmeleri okuyup onaylaması gerekiyor. Ancak hukuki geçerlilik konusunda bazı tereddütlerim vardı.
Bursa’da yaşayan biri olarak bu konuda bir avukata danışmam gerekti. Şans eseri https://www.avukatcanata.com ile karşılaştım ve hem bireysel hem ticari sözleşmeler konusunda gerçekten çok net açıklamalar sundular. Özellikle elektronik imza ve KVKK uyumu hakkında verdikleri bilgiler sayesinde projemi yasal zemine oturtabildim.
Eğer bu tarz uygulamalar geliştiriyorsanız, mutlaka bir hukukçu görüşü alın. Yanlış bir adım size veya kullanıcınıza ciddi sonuçlar doğurabilir.
Teşekkürler 🍏
For the Linux version of my application which is written in C++ using Qt, I display the CHM format help files with this code:
QString helpFile{ QCoreApplication::applicationDirPath() + "/Help/" + tr("DeepSkyStacker Help.chm","IDS_HELPFILE") };
QString program{ "kchmviewer" };
QStringList arguments{ "-token", "com.github.deepskystacker", helpFile };
helpProcess->startDetached(program, arguments);
(helpProcess is a pointer to a QProcess object)
The -token com.github.deepskystackerpart of that ensures that only a single instance of the viewer is used for any code that uses that invocation.
Are there any chm file viewers for macOS that are capable of that sort of trick? The ones I've found on the App Store give minimal information and appear to be very simple minded tools that are not not intended for integration into an application as above.
I know that MacPorts offers ports of kchmviewer but I'd prefer not to use either that or HomeBrew ...
David
Topic:
Developer Tools & Services
SubTopic:
General
Hi,
is there a compiled version of MailCore.swift? I want to build an easy-to-use mail app for my mother, who is 97, has a MacBook Air, but Apple Mail is too complicated for her. chatGPT said I am too stupid to compile it by myself.
Regards Stephan
Hello!
I am trying to automate iOS builds for my Unreal Engine game using Unreal Automation Tool, but I cannot produce a functionnal build with it, while packaging from XCode works perfectly.
I have tracked down the issue to a missing file. I'm using the Firebase SDK that requires a GoogleService-Info.plist file. I have copied this file at the root of my project, as the Firebase documentation suggests. I have not taken any manual action to specify that this file needs to be included in the packaged app.
The Firebase code checks the existence of this file using
NSString* Path = [[NSBundle mainBundle] pathForResource: @“GoogleService-Info” ofType: @“plist”];
return Path != nil;
If I package my app from XCode using Product -> Archive, this test returns true and the SDK is properly initialized. If I package my app using Unreal Engine's RunUAT.sh BuildCookRun, this test returns false and the SDK fails to initialize (and actually crashes upon trying).
I have tried several Unreal Engine tricks to include my file, like setting it as a RuntimeDependecies in my projects Build.cs file. Which enables Unreal Engine code to find it, but not this direct call to NSBundle.
I would like to know either how to tell Unreal Engine to include files at the root of the app bundle, or what XCode does to automatically include this file and is there a way to script it? I can provide both versions .xcarchive if needed.
Thanks!
I am running into an issue where when layers are grouped, the icon is not shown as it does within the preview in the Icon Composer app
Is this a bug or is it some setting within the group/app?
Hey, I am using the terminal a lot. Since I updated to Sonoma (so, really a long time ago). My prompt or more precise the hostname always changes between three states. Sometimes it is username@Macbook-Pro-of-XXX, sometimes username@MacbookPro and sometimes it's username@xxxxxxxx-yyyy-zzzz-aaaa-bbbbbbbbbbbb. The latter is probably my UUID. Does anyone have a clue why this randomly changes?
am I correct in thinking that local agentsic coding is going to come to Xcode at some point ? I'm thinking cursor ai or windsurf / cline style.
Topic:
Developer Tools & Services
SubTopic:
General
I've recently gotten an app published to the IOS store. I made this app using React Native and testing through Expo Go. In Expo, everything functioned OK, but, once downloaded fully on my IPhone, one of the functions isn't working. Specifically, it's an "Enter" button that stores calendar information (nothing more than a date, time, and event name) through the React AsyncStorage function. Is there something wrong with AsyncStorage? For more clarity, all other touchable opacities in the app function as intended.
Topic:
Developer Tools & Services
SubTopic:
General
Hi everyone!
I recently developed an app (sort of a social media app), built in React Native Expo. I have finally after months of coding, completed the App. It works completely fine and passes all my testcases on multiple devices. It has also passed Apples review and after a few tries become stable on all their devices. However, when I released it to TestFlight, it opens and crashes immediately? I have tried numerous fixes, error boundaries etc. but to no avail.
I am really struggling here, I can't seem to replicate the error at all even in Xcode. It seems to just crash on open where the splashscreen flashes, not sure why? I have attached the crash report and redacted the TEAM_ID and DEVICE_ID. Any help would be greatly appreciated.
Warm regards,
Hassan | Founder @ Oneforge
GymBuddiesConnect-2025-01-21-013038.txt
I'm experiencing an inconsistent behavior with the App Tracking Transparency (ATT) prompt in my Cordova iOS app using the admob-plus-cordova and cordova-plugin-consent plugins.
Environment:
Cordova iOS app
Plugins: admob-plus-cordova, cordova-plugin-consent
iOS Simulator: 16.0
Physical device: iphone 12 17.5.1
Xcode version: 16.2
Issue:
The ATT permission prompt appears correctly in the iOS Simulator but fails to show on physical devices. I've verified that:
Info.plist includes NSUserTrackingUsageDescription
The ATT request is triggered before initializing AdMob
The device is running iOS 14.5 or later
Expected behavior:
ATT prompt should appear on first launch on physical devices (as it does in the simulator)
Actual behavior:
ATT prompt appears correctly in simulator [attach your screenshot]
ATT prompt never appears on physical device
Troubleshooting steps tried:
Verified app hasn't previously requested ATT permission
Confirmed tracking is enabled in device Settings -> Privacy -> Tracking
Verified implementation order (ATT request before AdMob initialization)
Any insights on why this might be happening or additional debugging steps would be greatly appreciated.
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
iOS
Simulator
Privacy
App Tracking Transparency
Hi team,
we have a large-scale application in use that sends bulk emails to thousands of users. We adhere to all standard guidelines and protocols, and our email addresses are whitelisted to ensure they are not considered spam.
Our users create email alerts on our platform and receive notifications on their respective email addresses. These communications are not unknown, spam, or unsolicited marketing. To maintain trust with our users, we provide an unsubscribe feature as per RFC2369-compliant.
We have added list unsubscribe headers with mailTo implementation and sent it to outlook/gmail accounts. However, when unsubscribed, the email seems to be having the encoded characters as is. Whereas the same is working fine in other email clients without any encodings.
The headers were implemented according to the List-Unsubscribe headers as specified in the IETF RFC and our emails are purely transactional in nature.
This is a critical issue for a large organization like ours and while it works properly on Gmail web and mobile, it is essential for us to check with Apple Mail client as well. This situation undermines our commitment to user trust and compliance.
Can anybody assist me why the encoding is showing up?
Would like to know whats the process involved to enable the unsubscribe button in Apple mail client application?
Good day, everyone. I've already spent two days trying to figure out if this is even possible:
I have a working project with a huge number of SPM dependencies. We need to wrap all of this into a framework that can be easily connected to another project. Currently, following the instructions on Apple's documentation, I've done everything step by step. However, after connecting the library to a new project and writing import Framework, I get the error:
Missing required modules: [list of all SPM from Framework]
I thought that a static framework implied that all dependencies would be bundled into the project, but that didn't happen. Are there any ways to solve this problem?
Thank you!
I'm currently developing a Unity game for iPad and have run into a critical issue that's completely blocking me from building the project. The project uses the Mapbox SDK for Unity.
Everything was working fine during today test build on the iPad. I made minor changes - just four scripts, then attempted another build. However, Xcode began showing the following error:
The signature of “MapboxCommon.xcframework” cannot be validated and may have been compromised. Validation Error: The signing certificate has been revoked (CSSMERR_TP_CERT_REVOKED)
This error now occurs consistently. I've tried building on a different MacBook and with a different Apple account, but the result is the same. I haven't made any changes to the Mapbox framework, nor have I updated it recently.
I'm trying to determine the root cause:
Is this something I've done on my end? Or is it an issue with the Mapbox framework or their signing certificate?
Is there a temporary workaround that would allow me to proceed with development builds while I investigate a proper fix?
Any insights or suggestions would be greatly appreciated.
如何在没有电脑的情况下启用开发者模式
please reply me in Chinese
Hi all,
First time trying to upload a game to the App Store, having some trouble with it.
I have managed to build my Unity Project and get it onto Xcode, but when I click "distribute app" it is giving me this error.
Asset validation failed, Invalid Bundle. The bundle at
(app name).app/Frameworks/UnityFramework.framework' contains disallowed file 'Frameworks'.
Xcode version 16.2
Unity editor version 2022.3.30f1
Anyone know how to get past this? Many thanks!