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app name not updating in TestFlight
tried all sorts of things and lots of recommendations from "ChatGPT" (boo... yeah sure it is going to take all of our jobs by just guessing at wrong answers... we can do that ourselves, haha) which yielded no answer. we are trying to change the app name but it keeps showing the old name in Test Flight. app shows proper name when installed on device from test flight. yes we are changing the "cf bundle display name" ... i did try deleting test flight and re-installing it, and also deleting app and re-installing it from test flight. still shows old name in test flight. this is a branding issue, the client wants to see the new name. how to fix this?
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AVAudioSession.outputVolume does not reflect system volume changes made while app is in background
I have a question regarding the behavior of AVAudioSession.sharedInstance().outputVolume. Observed behavior: When the app is in the foreground, I read audioSession.outputVolume (for example, 0.1). The app is then moved to the background. While the app is in the background, the user changes the system volume using the hardware buttons (for example, to 0.5). When the app returns to the foreground, audioSession.outputVolume still reports the previous value (0.1). From my testing, outputVolume only seems to update when the system volume is changed while the app is in the foreground. Volume changes made while the app is in the background are not reflected when the app returns to the foreground. Questions: According to Apple’s documentation for AVAudioSession.outputVolume: “The systemwide output volume set by the user.” https://developer.apple.com/documentation/avfaudio/avaudiosession/outputvolume However, based on our testing on iOS 18.6.2 and iOS 18.1, the observed behavior seems to differ from this description. Questions: The documentation states that outputVolume represents the system-wide volume set by the user. In our testing, the value does not reflect volume changes made while the app is in the background and only updates when the app is in the foreground.Is this the expected behavior of AVAudioSession.outputVolume? Is there any other recommended way in Swift to retrieve the current system volume that reflects user changes made both while the app is in the foreground and while it is in the background? Any clarification on the intended behavior or recommended handling would be greatly appreciated.
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Defining a Foundation Models Tool with arguments determined at runtime
I'm experimenting with Foundation Models and I'm trying to understand how to define a Tool whose input argument is defined at runtime. Specifically, I want a Tool that takes a single String parameter that can only take certain values defined at runtime. I think my question is basically the same as this one: https://developer.apple.com/forums/thread/793471 However, the answer provided by the engineer doesn't actually demonstrate how to create the GenerationSchema. Trying to piece things together from the documentation that the engineer linked to, I came up with this: let citiesDefinedAtRuntime = ["London", "New York", "Paris"] let citySchema = DynamicGenerationSchema( name: "CityList", properties: [ DynamicGenerationSchema.Property( name: "city", schema: DynamicGenerationSchema( name: "city", anyOf: citiesDefinedAtRuntime ) ) ] ) let generationSchema = try GenerationSchema(root: citySchema, dependencies: []) let tools = [CityInfo(parameters: generationSchema)] let session = LanguageModelSession(tools: tools, instructions: "...") With the CityInfo Tool defined like this: struct CityInfo: Tool { let name: String = "getCityInfo" let description: String = "Get information about a city." let parameters: GenerationSchema func call(arguments: GeneratedContent) throws -> String { let cityName = try arguments.value(String.self, forProperty: "city") print("Requested info about \(cityName)") let cityInfo = getCityInfo(for: cityName) return cityInfo } func getCityInfo(for city: String) -> String { // some backend that provides the info } } This compiles and usually seems to work. However, sometimes the model will try to request info about a city that is not in citiesDefinedAtRuntime. For example, if I prompt the model with "I want to travel to Tokyo in Japan, can you tell me about this city?", the model will try to request info about Tokyo, even though this is not in the citiesDefinedAtRuntime array. My understanding is that this should not be possible – constrained generation should only allow the LLM to generate an input argument from the list of cities defined in the schema. Am I missing something here or overcomplicating things? What's the correct way to make sure the LLM can only call a Tool with an input parameter from a set of possible values defined at runtime? Many thanks!
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Testflight App Issue
Hello, My TestFlight build (version 1.0.4, build 10) shows as "Complete" in App Store Connect but does not appear in TestFlight. here is the link: https://drive.google.com/file/d/1su6cXk35X4bx2uzLW7aXIliAKKNfDYAe/view?usp=sharing Multiple uploads were attempted, and earlier builds processed successfully. Thank you.
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Question about Apple Vision Pro audio input sampling rate for research
I am a graduate student conducting research in speech/audio signal processing and multimodal interaction. Apple Vision Pro is widely recognized as a multimodal interactive system supporting voice, eye, and gesture inputs. However, I could not find detailed specifications or documentation about the audio input sampling rate used by the device’s built-in microphone array when capturing user audio. Specifically, I would like to understand: What is the default audio input sampling rate (e.g., 16 kHz, 44.1 kHz, 48 kHz, etc.) for the Vision Pro’s microphones? When developing with visionOS / AVAudioSession / AVAudioEngine, is there a documented or recommended sampling rate for audio capture? Are there any best practices or settings for enabling high-quality voice capture on Vision Pro (especially for voice research tasks)? For context, my work involves voice processing, analysis, and possibly on-device real-time speech recognition. Any pointers to relevant APIs, documentation or examples (especially regarding audio capture buffer size or available formats on visionOS) would be very helpful. Thank you in advance! Best regards.
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Need a progress bar during init a document
I have no idea how to do it: on MacOS, in Document.init(configuration: ReadConfiguration) I decode file, and restore objects from data, which in some cases could take a long time. Document isn't fully inited, so I have no access to it. But would like to have a progress bar on screen (easier to wait for done, for now). I know size, progress value, but no idea how to make view from object during init. I know, this question may be very stupid. init(configuration: ReadConfiguration) throws { guard let data = configuration.file.regularFileContents else { throw CocoaError(.fileReadCorruptFile) } let decoder = JSONDecoder() let flat = try decoder.decode(FlatDoc.self, from: data) print ("reverting \(flat.objects.count) objects...") ///This takes time, a lot of time, need progress bar ///Total is `flat.objects.count`, current is `objects.count` /// `Show me a way to the (next) progress bar!` revertObjects(from: flat.objects) print ("...done") } update: I defined var flatObjects in Document, and I can convert in .onAppear. struct TestApp: App { @State var isLoading = false ... ContentView(document: file.$document) .onAppear { isLoading = true Task {file.document.revertObjects()} isLoading = false } if isLoading { ProgressView() } ... } But progress bar never shows, only rainbow ball
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Inconsistent Symbol Linking Behavior for UTType from UniformTypeIdentifiers Framework
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version: if (@available(iOS 14.0, *)) { NSMutableArray<UTType *> *contentTypes = [NSMutableArray array]; for (NSString *uti in documentTypes) { UTType *type = [UTType typeWithIdentifier:uti]; if (type) { [contentTypes addObject:type]; NSLog(@"iOS 14+ Adding type: %@", uti); } else { NSLog(@"Warning: Unable to create UTI: %@", uti); } } UIDocumentPickerViewController *documentPicker = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes]; documentPicker.delegate = self; documentPicker.allowsMultipleSelection = NO; [self.presentingViewController presentViewController:documentPicker animated:YES completion:nil]; } However, we've observed inconsistent symbol reference types to UTType in the final linked binaries: One build results in a strong reference to UTType. Another demo project (with seemingly identical code and build settings) results in a weak reference. Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved. Impact of the Issue This inconsistency causes problems on iOS 14.0+ devices: Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure. Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found. Our Analysis Using nm -u, both versions show an undefined symbol: U _UTTypeCreatePreferredIdentifierForTag However, in the final binaries: One shows: T _UTTypeCreatePreferredIdentifierForTag (strong) The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak) Both projects link against the framework identically in their build logs: -framework UniformTypeIdentifiers (no -weak_framework flag is used in either case). Questions Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework? Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak? What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions? We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking. Any insights or guidance from the community or Apple engineers would be greatly appreciated! Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
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Family Controls (Distribution) Capability Request
Hello! I recently submitted a request for the Family Controls (Distribution) for my app, and I’d be super happy if i could have some information about how long this process usually takes so i can plan accordingly. It would help immensly since we want to ship the app as soon as possible. I submitted the request around a week ago. Is there anything I can do on my end to help the process move more smoothly? Thanks in advance!
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Asset validation failed Missing Info.plist value. A value for the Info.plist key 'CFBundleIconName' is missing
please help. i've tired every solution i can find online, and believe they may be outdated in most recent version of Xcode: https://forums.developer.apple.com/forums/thread/92638 https://stackoverflow.com/questions/46216718/missing-cfbundleiconname-in-xcode9-ios11-app-release Here is the error when distributing the build to testflight -> Asset validation failed Missing Info.plist value. A value for the Info.plist key 'CFBundleIconName' is missing in the bundle 'lucaspfeiffer.sun'. Apps built with iOS 11 or later SDK must supply app icons in an asset catalog and must also provide a value for this Info.plist key. For more information see http://help.apple.com/xcode/mac/current/#/dev10510b1f7. (ID: 47b317ae-c06a-425b-9fc7-3c9e6ac9c001) Asset validation failed Missing required icon file. The bundle does not contain an app icon for iPhone / iPod Touch of exactly '120x120' pixels, in .png format for iOS versions >= 10.0. To support older versions of iOS, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface (ID: 362522bf-f96c-4cf2-99b6-8d984ef546b8) Asset validation failed Missing required icon file. The bundle does not contain an app icon for iPad of exactly '152x152' pixels, in .png format for iOS versions >= 10.0. To support older operating systems, the icon may be required in the bundle outside of an asset catalog. Make sure the Info.plist file includes appropriate entries referencing the file. See https://developer.apple.com/documentation/bundleresources/information_property_list/user_interface (ID: 9c5a2bcf-36ae-42bf-80fe-705dbe6e85d7)
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AlarmKit - Alarm not triggered after manual time adjustment
Issue Description: When an alarm is set for a time earlier than the current system time, and the system time is manually adjusted back to before the alarm time, the alarm does not ring when the scheduled time is reached. Steps to Reproduce: Current time is 23:34 Set an alarm for 23:30 (earlier than the current time) Manually change the system time to 23:28 Wait until the time reaches 23:30 The alarm does not ring Device: iPhone 14 Pro / iOS 26.2
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Xcode 26.2 stuck on "Select the Components..."
I've downloaded Xcode 26.2 directly from Developer.Apple.com and I'm stuck here. I have deleted and redownloaded, restarted computer, tried the App Store version, tried 26.1, and maybe a couple other things. Regardless always end up stock here. I hit "Install" and it just brings me right back to this same window. Thank you. This is my first time downloaded any version of Xcode on this machine MacBook Pro, Apple M4 Max, Tahoe 26.2.
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App rejected for “containing copyrighted video game files” — how to make an emulator app compliant?
Hi everyone, We’re looking for advice regarding an App Store review rejection and would really appreciate insights from developers with similar experience. Our app is a retro game emulator platform. It provides emulator functionality only (e.g. NES / GB / GBA emulation) and does NOT include, bundle, or download any game ROMs. Key points about our app design: ❌ No ROMs are bundled or distributed ❌ No in-app ROM downloads ✅ Users can only import their own ROM files that they legally own (e.g. personal backups) ✅ No copyrighted game names, box art, screenshots, or branding are used ✅ The app is positioned as a general-purpose emulator tool, similar to a media player that plays user-provided files However, during review we received the following rejection: The app appears to contain copyrighted video game files. Apps and their content should not infringe upon the rights of another party… We’re confused about what might have triggered this decision and would appreciate guidance on: On what basis Apple may conclude that the app “contains” copyrighted game files? Could this be related to: App screenshots or preview videos? Default demo flows or UI text? The emulator functionality itself? What changes are typically required to pass review, such as: Adding stronger legal disclaimers Requiring user confirmation that imported ROMs are legally owned Removing any potentially misleading UI wording Explicitly clarifying ROM ownership responsibility We’ve noticed that similar emulator apps already exist on the App Store, so we’re trying to understand: Whether there is a clear compliance path What modifications have worked for other developers in similar cases Thanks a lot in advance for any advice or shared experience 🙏 Happy to provide more details if needed.
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90725: SDK version issue - iOS SDK 26 support
Hi guys, I need some help with an issue. When I submit my testing app to TestFlight, it gets uploaded successfully, but I'm not able to download it from TestFlight. I'm getting this error: SDK version issue: This app was built with the iOS 18.2 SDK. Starting April 2026, all iOS and iPadOS apps must be built with the iOS 26 SDK or later, included in Xcode 26 or later, in order to be uploaded to App Store Connect or submitted for distribution. It’s obvious that we all need to update to the iOS 26 SDK before April 2026, but my question is: Why is TestFlight already blocking builds 3 months before the actual enforcement date? Is anyone else facing this issue, and is there any known resolution or workaround? Your help or suggestions would be appreciated.
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SwiftUI .task does not update its references on view update
I have this sample code import SwiftUI struct ContentView: View { var body: some View { ParentView() } } struct ParentView: View { @State var id = 0 var body: some View { VStack { Button { id+=1 } label: { Text("update id by 1") } TestView(id: id) } } } struct TestView: View { var sequence = DoubleGenerator() let id: Int var body: some View { VStack { Button { sequence.next() } label: { Text("print next number").background(content: { Color.green }) } Text("current id is \(id)") }.task { for await number in sequence.stream { print("next number is \(number)") } } } } final class DoubleGenerator { private var current = 1 private let continuation: AsyncStream<Int>.Continuation let stream: AsyncStream<Int> init() { var cont: AsyncStream<Int>.Continuation! self.stream = AsyncStream { cont = $0 } self.continuation = cont } func next() { guard current >= 0 else { continuation.finish() return } continuation.yield(current) current &*= 2 } } the print statement is only ever executed if I don't click on the update id by 1 button. If i click on that button, and then hit the print next number button, the print statement doesn't print in the xcode console. I'm thinking it is because the change in id triggered the view's init function to be called, resetting the sequence property and so subsequent clicks to the print next number button is triggering the new version of sequence but the task is still referring its previous version. Is this expected behaviour? Why in onChange and Button, the reference to the properties is always up to date but in .task it is not?
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App Stuck With Unresolved Issues
Hello, I submited an app for review on the 1st January, since then I have had two messages back regarding questions / issues with the setup on the app. The last message was on the 7th Jan to which I corrected the problem (was a setting within the app store). I have not had a reply back since, I have also sent an e-mail to support but not had a reply. Could someone look at this please to get things moving? I would hope the app is in a state to be approved at this point. Thank You.
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【溦87253212】腾龙公司怎么注册游戏账号?
第一步、访问官方网站在浏览器中输入腾龙公司官方认证的网址,确保访问的是真实有效的平台,避免因误入仿冒网站导致信息泄露或注册失败。 第二步、启动注册程序进入官网后,在页面右上角或显眼位置找到“注册”按钮并点击,系统将弹出注册窗口。 第三步、填写核心信息在注册窗口中需提供以下内容:用户名:作为登录游戏平台的唯一标识,需确保未被其他用户占用。密码设置:建议采用字母、数字及符号的复杂组合,避免使用生日、连续数字等弱口令,以提升账号安全性。手机号码:需为实名认证的号码,用于接收验证码或后续账号安全验证。 第四步、完成注册验证提交信息后,系统可能要求通过短信验证码、邮箱验证或绑定社交媒体账号等方式完成二次验证。验证通过后,页面将提示“注册成功”。
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