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Reply to Do I need to test when publishing an application
Do I need to go through a testing process Yes, of course. And remind your app will not pass review if reviewer finds a bug. But precise answer may depend on what you mean. You need to test extensively: that means testing all the functions of your app in various conditions: for instance, if user has to enter a value, test with different values including "incorrect" values. Test also the performance if that is important for your app. If you write a user manual, that's a good way to be sure you test in a user perspective, not only a developer one. But you are not required to go through a specific test method or process. It is up to you to select the best, possibly some tool to organise test. You may have a look here: https://useyourloaf.com/blog/xcode-test-plans/ https://www.avanderlee.com/swift-testing/introducing-expressive-apis/
Nov ’24
Reply to Last 24 Hours removed from Sales & Trends?
Hey, I did not notice, but that's the case. It is clearly intentional, probably to reflect that data are updated once a day, so what you get is not the last 24 hours (from 10 am yesterday to 10 am today when you look at it). So it is more appropriate to say that' yesterday, from midnight to midnight. However, I noticed the counter may tell a positive number of units but none shown in graphics. I just filed a bug report – FB15722868
Nov ’24
Reply to Performance 2.3.3 Metadata reason for App review error
Yes you have to provide for one iPhone (6.7 or 6.9") and one iPad (12.9"). No, you have not to provide for the 20 cases ! In your case, a short video could be a good option. At the end, it is not a user manual, it is more marketing material. What is expected is that user understands how it will play the game. And also find it attractive to play. Which means that it is probably not the best thing to "shows all modes and the next screen which compactly shows all the games, example of dark mode"
Nov ’24
Reply to Double-tap to activate a UITextField?
What @darkpaw said is important. Do not change TextField behaviour. But you can do something if you really need. Subclass TextField (call it ControlledTextField for instance). add an activation button on the side TextField is editable only when activated So, that will be some kind of double tap, or trigger and fire. Hope that helps.
Topic: UI Frameworks SubTopic: UIKit Tags:
Nov ’24
Reply to Using Current App Name for New App
So you'll have to first change the name of the old app. Once changed and visible in Appstore (that's the only delay I know), check for the old name. You should not find it and thus be able to create the new app with this name. You should explain this very clearly to reviewer in the notes to reviewer. Another point,: I don't know if there is a risk some one reuse the old nam before you…So go fast. Anyway, you'd better double check with Developers support. If you get a precise answer, please report here.
Nov ’24
Reply to I can’t understand this SwiftUI compile error.
That is a frustrating issue with SwiftUI, how poor and misleading the error reporting may be. That is one of the reason I'm not very fond of SwiftUI… My understanding (but I may be wrong) is that when the error occurs at top level of the view, it is correctly matched. But when inside s structure (List, ForEach or whatever), compiler just fails on this part ; and at higher level (body), get noticed that a subview was not created. And it guesses it is because it is too complex. When I get such error, I work by dichotomy: comment out a significant part (about half) of the body code if still fails, then error is in the other part ; so I comment out half of this other part if is works, then I uncomment half of the commented and test again… That's the best I've found.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Oct ’24
Reply to Recognizing double tap gesture (fingers!) in Storyboard app
Navigating in the storyboard for Watch is always tricky. But, YES, you can. Open the library to find gestures You drag a tapGesture on the object you want to double tap. It will appear in the hierarchy. You set its attributes with Attribute Inspector You connect the gesture to an IBAction in its controller to connect to the destination : @IBAction func tapOnImage(_ sender: Any) { presentController(withName: "Detail", context: self) } Hope that helps. If so, don't forget to close the thread by marking the answer as correct.
Topic: UI Frameworks SubTopic: General Tags:
Oct ’24
Reply to Please give suggesation for macbook
Welcome to the forum. M3 Chip 8 Core GPU That's quite enough. In fact M2 would also be OK, if you want to save $100 for other options. Or look for second hand machine (but may be hard to find with enough storage and memory) 256 GB storage is not enough. Not enough. That's the most critical. System will use close to 100 (even more in some cases) ; Xcode uses a lot of storage. So 512 is a strict minimum, and 1TB is a safer choice for +$460 (personally I never go now below 2 TB). 16 GB Unified Memory Take care, that cannot be expanded. If you intend to keep your Mac for several years (more than 5 or 7 is a safe bet), you should consider 24 GB (extra $230) Mind also of screen size if you do not plan to buy an external monitor. Xcode requires a lot of screen space to develop efficiently (and comfortably). So 15" is better
Oct ’24