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My client has been booted from App Store Connect
My client was apparently setup as an internal tester, and they got a message that their App Store Connect account had been deactivated for reasons unknown. Apparently to re-activate it, they have to provide "passport" info, which seems over the top. I thought about setting them up as an external tester, but apparently this requires the app be reviewed by a person who would have no access to the app's login as it restricted to the client. How can I proceed?
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【溦N51888M】腾龙公司会员申请流程步骤
【溦N51888M】腾龙公司会员申请流程步骤【罔纸 211239.com 】输入官惘到浏览器打开联系24小时在线业务人员办理上下,打开公司官网. 二、点击主页右上角注册按钮. 三、填写账号信息. 四、输入手机号,验证码,密码. 五、勾选用户协议,完成注册协议,完成注册. 注意:若出现账号已存在」提示,需重新设置唯一账号名称
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watchOS longFormAudio cannot de active
My workout watch app supports audio playback during exercise sessions. When users carry both Apple Watch, iPhone, and AirPods, with AirPods connected to the iPhone, I want to route audio from Apple Watch to AirPods for playback. I've implemented this functionality using the following code. try? session.setCategory(.playback, mode: .default, policy: .longFormAudio, options: []) try await session.activate() When users are playing music on iPhone and trigger my code in the watch app, Apple Watch correctly guides users to select AirPods, pauses the iPhone's music, and plays my audio. However, when playback finishes and I end the session using the code below: try session.setActive(false, options:[.notifyOthersOnDeactivation]) the iPhone doesn't automatically resume the previously interrupted music playback—it requires manual intervention. Is this expected behavior, or am I missing other important steps in my code?
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Universal Link always shows “Open App A?” banner instead of redirecting automatically
We have a login flow where the user authenticates in Safari, and at the end of the process the authentication server redirects back to our app using a Universal Link. On most devices, the app opens automatically without any confirmation banner. However, on several iPads, Safari always shows the “Open App A?” banner after the redirect. The user must tap Open every time. Other devices running the same iOS version do not show this issue. Expected Flow (working devices): Start authentication Safari login Authentication server redirects using a Universal Link App A opens automatically Problematic Flow (several iPads): Start authentication Safari login Authentication server redirects using a Universal Link Safari shows “Open App A?” confirmation banner User must tap Open App A starts Questions: Is this a known issue in iOS? Or is this expected behavior under certain conditions (i.e., is there a specific Safari/iOS specification that causes this banner to appear)? Is there any way to prevent Safari from showing the “Open App A?” banner and allow automatic redirection? *This issue did not occur on iOS 16, but it started appearing after updating to iOS 17. Devices : iPad 9th Gen/iPad 10th Gen
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Game Porting Toolkit, missing GetThreadDpiHostingBehavior in USER32.DLL
I have been trying to run an open source Windows executable that I would like to help porting to macOS using the Game Porting Toolkit but I stumbled on an issue quite early in the application lifecycle. It looks like the funtion GetThreadDpiHostingBehavior is missing in USER32.dll Has anyone any idea how to solve that? During the startup, it fails with the following error: TiXL crashed. We're really sorry. The last backup was saved Unknown time to... C:\users\crossover\AppData\Roaming\TiXL\Backup Please refer to Help > Using Backups on what to do next. System.EntryPointNotFoundException: Unable to find an entry point named 'GetThreadDpiHostingBehavior' in DLL 'USER32.dll'. at System.Windows.Forms.ScaleHelper.DpiAwarenessScope..ctor(DPI_AWARENESS_CONTEXT context, DPI_HOSTING_BEHAVIOR behavior) at System.Windows.Forms.ScaleHelper.EnterDpiAwarenessScope(DPI_AWARENESS_CONTEXT awareness, DPI_HOSTING_BEHAVIOR dpiHosting) at System.Windows.Forms.NativeWindow.CreateHandle(CreateParams cp) at System.Windows.Forms.Control.CreateHandle() at System.Windows.Forms.Application.ThreadContext.get_MarshallingControl() at System.Windows.Forms.WindowsFormsSynchronizationContext..ctor() at System.Windows.Forms.WindowsFormsSynchronizationContext.InstallIfNeeded() at System.Windows.Forms.Control..ctor(Boolean autoInstallSyncContext) at System.Windows.Forms.ScrollableControl..ctor() at System.Windows.Forms.ContainerControl..ctor() at System.Windows.Forms.Form..ctor() at T3.Editor.SplashScreen.SplashScreen.SplashForm..ctor() at T3.Editor.SplashScreen.SplashScreen.Show(String imagePath) in C:\Users\pixtur\dev\tooll\tixl\Editor\SplashScreen\SplashScreen.cs:line 25 at T3.Editor.Program.Main(String[] args) in C:\Users\pixtur\dev\tooll\tixl\Editor\Program.cs:line 111
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-webkit-touch-callout: none; not working in Safari on iOS 26.1
Hi everyone, I want users not to see the system context menu when long-pressing text on a page in Safari on iOS. I found on MDN that the CSS property -webkit-touch-callout: none; can achieve this. But in reality, it doesn't really work. MDN documents URL: https://developer.mozilla.org/en-US/docs/Web/CSS/Reference/Properties/-webkit-touch-callout Here’s a minimal example: function preventIOSSafariContextMenu() { if (document.getElementById(STYLE_ELEMENT_ID)) return; if (!IS_TOUCH_DEVICE) return; const style = document.createElement("style"); style.id = STYLE_ELEMENT_ID; style.textContent = ` html, body { -webkit-touch-callout: none !important; } `; (document.head || document.documentElement).appendChild(style); } The context menu persists. Has anyone else encountered this? Is this an intentional change in WebKit, or could it be a regression? If it’s intentional, is there a recommended alternative? Thanks in advance for any insights!
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StoreKit2 originalTransactionId
I would like to inquire about the originalTransactionId of StoreKit2. Users who purchase auto-renewal subscription products To re-purchase the same subscription item after cancellation and prior to refund If you receive a refund after cancellation and re-purchase the same subscription item If you do not renew immediately after expiration and re-purchase the same subscription after a long period of time I would like to ask if 1, 2, and 3 all use the same value as the original Transaction Id at the initial subscription. In the case of 3, if you re-purchase more than a few days after the last subscription purchase, please let me know if there are any detailed conditions such as the original Transaction Id not maintained.
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App status stuck on “Waiting for Review” for 2+ days — any timeline guidance?
Hello everyone, I recently submitted my new app “Bitcoin Miner – Mining Pool” for App Review. The app was submitted under my Apple Developer account (Account Holder: Harshil Patel). However, the status has been “Waiting for Review” for over 2 days without any movement. 📍 Details: Submission platform: App Store Connect Metadata & screenshots uploaded correctly No compliance warnings or “Missing Information” alerts No previous rejections for this version I understand the review process time may vary, but I’m unsure whether this delay is normal or if there’s something more I should check on my side. 👉 Questions for the community / Apple Team Is there a typical timeline for apps currently showing “Waiting for Review”? My only goal is to ensure the submission process is moving correctly. Any guidance or suggestions will be highly appreciated. Thank you! — Harshil Patel
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Ask to buy pending state lacking transaction object
StoreKit ask to buy should have more data in pending state. When user try to purchase ask to buy, we should get at least transactionID, product itself, and time that user start the request. So we can keep track of the whole transaction flow jwsRepresentation should always available for every state, actually even failing state. And should attach state inside of it. Instead of only available after verified purchase. So we can use transactionID and everything relate to transaction for both waiting for purchase and Currently we only have jwsRepresentation after complete purchase, which is very limited its usage
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What actionable strategies are most effective for optimizing an app’s ranking on the App Store?
Getting early traction can be challenging for a retail app. Beyond running ads, work on improving your App Store and Play Store presence through better screenshots, descriptions and keyword choices. You can also promote the app directly to existing customers with in store QR codes, social media and small influencer partnerships to get your first new users.
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Идея для технического усовершенствования продуктов apple
Сегодня столкнулась с проблемой, что у телефона разъем лайтнинг, а у наушников тайпси. Не все владельцы айфонов имеют в распоряжении наушники этого же производителя и разъемы не всегда совпадают. Начала изучать реверсивную зарядку, думаю, это было ы отличной идеей для следующих продуктов
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Mergeable Library Bundle Hooking Does Not Work When Frameworks Is Merged Into Container Framework
Problem When we merge FeatureModuleA.framework into IntegrationContainer.framework instead of HostApp_Main.app, the magic method Bundle(for: FeatureAProvider.self) does not work and this will trigger crash. When FeatureModuleA is merged into HostApp, Bundle(for: FeatureAProvider.self) will return: HostApp_Main.App/Frameworks/DomainFeatureA.framework instead of HostApp_Main.App/, although the FeatureAProvider class is actually in the merged main app binary So we can use the returned FeatureModuleA bundle get the nested resource. If we merge the frameworks into our IntegrationContainer.framework, the result will be: for release: PrototypeApp.app for debug: PrototypeApp.app/Frameworks/IntegrationContainer.framework/ReexportedBinaries/DomainFeatureA.framework Apple has not considered the case that frameworks are merged into independent framework. And other methods like bundle(for: identifier) does not work for both destination cases: merge into main app or a container framework.
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App mysteriously crashing in CFNetwork.LoaderQ queue
I’m stuck with repeated production crashes in my SwiftUI app and I can’t make sense of the traces on my own. The symbolicated reports show the same pattern: Crash on com.apple.CFNetwork.LoaderQ with EXC_BAD_ACCESS / PAC failure Always deep in CFNetwork, most often in URLConnectionLoader::loadWithWhatToDo(NSURLRequest*, _CFCachedURLResponse const*, long, URLConnectionLoader::WhatToDo) No frames from my code, no sign of AuthManager or tokens. What I’ve tried: Enabled Address Sanitizer, Malloc Scribble, Guard Malloc, Zombies. Set CFNETWORK_DIAGNOSTICS=3 and collected Console logs. Stress-tested the app (rapid typing, filter switching, background/foreground, poor network with Network Link Conditioner). Could not reproduce the crash locally. So far: Logs show unrelated performance faults (I/O on main thread, CLLocationManager delegate), but no obvious CFNetwork misuse. My suspicion is a URLSession lifetime or delegate/auth-challenge race, but I can’t confirm because I can’t trigger it. Since starting this investigation, I also refactored some of my singletons into @State/@ObservedObject dependencies. For example, my app root now wires up AuthManager, BackendService, and AccountManager (where API calls happen using async/await) as @State properties: @State var authManager: AuthManager @State var accountManager: AccountManager @State var backendService: BackendService init() { let authManager = AuthManager() self._authManager = .init(wrappedValue: authManager) let backendService = BackendService(authManager: authManager) self._backendService = .init(wrappedValue: backendService) self._accountManager = .init(wrappedValue: AccountManager(backendService: backendService)) } I don’t know if this refactor is related to the crash, but I am including it to be complete. Apologies that I don’t have a minimized sample project — this issue seems app-wide, and all I have are the crash logs. Request: Given the crash location (URLConnectionLoader::loadWithWhatToDo), can Apple provide guidance on known scenarios or misuses that can lead to this crash? Is there a way to get more actionable diagnostics from CFNetwork beyond CFNETWORK_DIAGNOSTICS to pinpoint whether it’s session lifetime, cached response corruption, or auth/redirect? Can you also confirm whether my dependency setup above could contribute to URLSession or backend lifetime issues? I can’t reliably reproduce the crash, and without Apple’s insight the stack trace is effectively opaque to me. Thanks for your time and help. Happy to send multiple symbolicated crash logs at request. Thanks for any help. PS. Including 2 of many similar crash logs. Can provide more if needed. Atlans-2025-07-29-154915_symbolicated (cfloader).txt Atlans-2025-08-08-124226_symbolicated (cfloader).txt
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Unable to open new build and doesn't receive new invite email
Hi everyone, A new TestFlight build was not automatically updating so we deleted the old version and only have 1 new version available with a new name. This new build didn't show up either, so I stopped testing on the old version and deleted the app. I also deleted the internal testgroup and created a new one (for the new app). Despite all these actions I am not receiving a new invite email and therefor I am unable to download and test the new app. Anyone suggestions or a solution?!
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tensorflow-metal fails with tensorflow > 2.18.1
Also submitted as feedback (ID: FB20612561). Tensorflow-metal fails on tensorflow versions above 2.18.1, but works fine on tensorflow 2.18.1 In a new python 3.12 virtual environment: pip install tensorflow pip install tensor flow-metal python -c "import tensorflow as tf" Prints error: Traceback (most recent call last): File "", line 1, in File "/Users//pt/venv/lib/python3.12/site-packages/tensorflow/init.py", line 438, in _ll.load_library(_plugin_dir) File "/Users//pt/venv/lib/python3.12/site-packages/tensorflow/python/framework/load_library.py", line 151, in load_library py_tf.TF_LoadLibrary(lib) tensorflow.python.framework.errors_impl.NotFoundError: dlopen(/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib, 0x0006): Library not loaded: @rpath/_pywrap_tensorflow_internal.so Referenced from: <8B62586B-B082-3113-93AB-FD766A9960AE> /Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/libmetal_plugin.dylib Reason: tried: '/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/Users//pt/venv/lib/python3.12/site-packages/tensorflow-plugins/../_solib_darwin_arm64/_U@local_Uconfig_Utf_S_S_C_Upywrap_Utensorflow_Uinternal___Uexternal_Slocal_Uconfig_Utf/_pywrap_tensorflow_internal.so' (no such file), '/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/lib/_pywrap_tensorflow_internal.so' (no such file)
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Request: Allow Game Mode to be enabled locally for non-game App Store categories
Hi Apple team, Game Mode was introduced in iOS 18. To activate Game Mode, an app must include specific key-value pairs in its *.plist and be categorized as a "Game" on the App Store. My app (https://apps.apple.com/us/app/voidlink/id6747717070) works primarily as a self-hosted game streaming (PC->iPhone/iPad) client. Game Mode provides clear benefits in terms of latency and frame rate stability, but it can currently only be activated when running via Xcode or TestFlight. I am an individual iOS developer based in China, where an additional government license is required for apps to be listed under the "Game" category on the App Store. Obtaining such a license is very difficult for independent developers, so my app has been categorized under "Utilities" instead.(If move the app to game category, it will disappear from Chinese App Store immediately) Expectation / Suggestion: Please consider making Game Mode available as a local, user-controllable option on iOS18/26+, such as through a system “App Pool” where users can choose which apps to enable Game Mode for, regardless of App Store category. This would greatly benefit use cases like streaming clients, benchmarking tools, and remote play utilities, without requiring developers to reclassify their apps as “Games” on App Store.
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Why does game mode not get triggered for my App?
I think I really have tried everything and I did all according to official documentation to support game mode on iOS or iPadOS but it doesn't matter what I do it just doesn't get triggered. Funny enough it works during development when I install it via Xcode but as soon as it is live on the store and when I install it from there game mode doesn't get triggered anymore. What I have atm I have added (even though it is deprecated) <key>GCSupportsGameMode</key> <true/> I have set the (but it seems only supported for macOS) <key>LSApplicationCategoryType</key> <string>public.app-category.games</string> I have added <key>LSSupportsGameMode</key> <true/> It just doesn't work. Is there anything else what needs to be done? Should the flag LSSupportsGameMode not be enough normally? The reason why this is so annoying is that my app is a real time streaming app and I want to profit from minimised background activities for smoother gameplay and more consistent frame rates like mentioned in the documentation.
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Unity build error in Xcode - Undefined Symbols - Swift
This is using: **Unity 6000.2.7f - latest ARKit etc Xcode 26.1 ** This is going to iPad/iPhone/iOS and I have succesfully built to the iPad before, but updates to the software seem to have added these errors in. Basically all updated as much as possible. Originally I got 5 errors, but updates brought it down. On build I now get 3 undefined symbols: Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility51 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibility56 Undefined symbol: _swift_FORCE_LOAD$_swiftCompatibilityConcurrency This appears to be a bug, or issue, that is in some way known, but I'm not sure how best to get past it. ld: warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.1.324.0.kGuqPt/Metal.xctoolchain/usr/lib/swift/iphoneos' not found ld: warning: search path '/var/run/com.apple.security.cryptexd/mnt/com.apple.MobileAsset.MetalToolchain-v17.1.324.0.kGuqPt/Metal.xctoolchain/usr/lib/swift-5.0/iphoneos' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibility51': library 'swiftCompatibility51' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibility56': library 'swiftCompatibility56' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityConcurrency': library 'swiftCompatibilityConcurrency' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityPacks': library 'swiftCompatibilityPacks' not found ld: warning: Could not find or use auto-linked framework 'CoreAudioTypes': framework 'CoreAudioTypes' not found ld: warning: Could not find or use auto-linked framework 'UIUtilities': framework 'UIUtilities' not found ld: warning: Could not parse or use implicit file '/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore.tbd': cannot link directly with 'SwiftUICore' because product being built is not an allowed client of it Undefined symbols for architecture arm64: "_swift_FORCE_LOAD$_swiftCompatibility51", referenced from: _swift_FORCE_LOAD$swiftCompatibility51$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) "_swift_FORCE_LOAD$_swiftCompatibility56", referenced from: _swift_FORCE_LOAD$swiftCompatibility56$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) "_swift_FORCE_LOAD$_swiftCompatibilityConcurrency", referenced from: _swift_FORCE_LOAD$swiftCompatibilityConcurrency$_UnityARKit in libUnityARKit.a[49](RoomCaptureSessionWrapper. o) ld: symbol(s) not found for architecture arm64 clang++: error: linker command failed with exit code 1 (use -v to see invocation)
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