iOS is the operating system for iPhone.

Posts under iOS tag

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Builds not syncing. Various resasons. Unknown
I sent it for testing from the Choicely app. I have entered the downloaded key, opened it in Notepad, and pasted the long key; my team and distributor are right. But it seems like Apple always mentions build 1.0.2 (7) when I am actually sending (8). It'll say failed, then suddenly say ready to submit for review. So I will, and I'm waiting for review... then I get a red failed sometime later saying either certificates are not included ( I don't get all that... I'm using Windows, so I can't make them like they say I need to, and sometimes it says invalid binary...although if I look at app info and details... it says binary validated. It will make it to just before TestFlight sometimes, and sometimes it passes TestFlight... also it will say app synced successfully but failed to collect metadata. So many oddities... I don't know what to do!!
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TestFlight iOS app crashes immediately on launch, but build uploads successfully
Our iOS app uploads successfully to App Store Connect and appears in TestFlight, but it crashes immediately on launch. App name: Axioma Pay Bundle ID: uk.co.axiomapay.app Distribution: TestFlight Framework: Expo / React Native Device tested: iPad via TestFlight The app installs, the icon appears, but tapping Open causes an immediate crash. One earlier build displayed this runtime message: Cannot read property 'ErrorBoundary' of undefined Crash logs show the app aborting on the React Native ExceptionsManagerQueue with SIGABRT / EXC_CRASH. We do not currently have a focused minimal Xcode sample project because this is an Expo/EAS React Native production build. We can provide .ips crash logs and App Store Connect/TestFlight build details. Can Apple help confirm whether this crash appears to be caused by: App Store/TestFlight processing, provisioning/signing/entitlements, an iOS runtime issue, or an app-side React Native JavaScript startup exception? Latest TestFlight build crashes immediately after launch.
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Apple Pencil Pairing Issues
Is anybody else having a probelm pairing an Apple Pencil. I insert it into my new 2gen iPad Pro 12.9 and it briefly shows the dialog to Pair and then shows it connected, but then disconnects, and then I get an Error that the Pencil took to long to pair. Then it doesn't work.Am I alone in having this issue.Thanks,Nick
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ACSP exam from Russia — looking for advice
Hello everyone, I’m Anton, 16 years old, from Russia. I’m already registered in the Apple Certification Records System with Candidate ID APPL475224, and I want to take the ACSP exam. I’m not a programmer — I’m deeply into Apple devices: iPhone, iPad, Mac, Apple Watch, and know iOS/macOS well. I’ve already contacted Apple Support and got Case ID 21352800. Now I’m looking for practical advice from people who’ve been through this: Is the ACSP exam fully available in Russian? How do you actually pay for the exam from Russia these days? Any materials you’d recommend? I’m not a developer — I’m a support specialist. I want to be certified so I can help people here in Russia. Not for money — just so people can trust that I know what I’m talking about. Thanks in advance!
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iOS version of my app got stuck in "Waiting for review" the macOS version was already approved
Hi everyone, I submitted a universal app earlier this week on Monday at 12:00 AM. The macOS version went through the queue smoothly and was approved within 2 days. However, the iOS version is still stuck in the "Waiting for Review" stage. It hasn't even changed to "In Review" yet, and it has now been over 5 days. A few details about the app: It has no login or account requirements. It doesn't rely on any external dependencies. Has anyone else experienced severe iOS queue delays this week? Is it normal for the iOS queue to be this backed up while the Mac queue flies by? I haven't sent a formal inquiry to the App Review team yet because the contact page wording was a bit confusing, so I wanted to check here first to see if this is a widespread queue backlog or if I should just keep waiting over the weekend. Thanks!
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PHAssetChangeRequest deleteAssets completionHandler for recently captured 48MP DNG sometimes never called
I want to report a issue on PHAssetChangeRequest.deleteAssets Environment iOS 18.5, iOS 26.2.5, iOS 27.0 Steps to Reproduce Capture a 48MP ProRAW (DNG) photo with the Camera app. Open my app, call the following api to delete this photo: PHPhotoLibrary.shared().performChanges({ PHAssetChangeRequest.deleteAssets(assets) }, completionHandler: completionHandler) Expected The system delete-confirmation dialog appears; after the user confirms, the asset is deleted and the completionHandler is called or report error if it failed Actual Sometime the following issue happens: The confirmation dialog never appears and the completionHandler is never called no success, no error, no timeout. The built-in Photos app can delete the affected asset but API can't. The stuck request leaks permanently. Even after the same asset is subsequently deleted via the built-in Photos app, the pending completionHandler is still never invoked. Workaround for this issue When the issue happens, restarting the iPhone or reinstall app can not help to fix it But I found if I leave the device alone for an extended period (maybe 10 min~1 hour) and restart the iPhone, finally I found PHAssetChangeRequest.deleteAssets work again. It looks like some background task for 48MP RAW image in DNG format stuck delete API. I need to wait the task finished and restart device to reset stuck status. But I can not know when the DNG is ready to delete, it looks like my app hangs I think the better behavior is completion block should return a error to tell user what happens instead of not calling completion block.
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Removing or invalidating a BLE bond when the app is the peripheral (CBPeripheralManager)
Our iOS app runs in the peripheral role. A hardware accessory acts as the central: it connects to the app and bonds in order to read and write characteristics we declare with encryption-required permissions. The app advertises so a previously bonded accessory can reconnect on its own. The problem is that the bond lives on both sides and we can only clear one of them. The accessory has its own "forget this phone" function, and it can also be told to do so remotely. iOS keeps its half, and we have not found any way for the app to remove or invalidate it. What we've checked: CBPeripheralManager and CBCentral expose no unpair or unbond operation. A CBCentral is only visible while connected or subscribed, and its identifier is a resolved handle. Questions: Is there a supported way for an app in the peripheral role to remove or invalidate the pairing keys for a bonded central? If we've missed an API, please point us at it. If not, what's the recommended approach when the peer has discarded its keys and the bond is no longer usable? Can a peripheral-role app detect that state — a distinguishable error or connection event when encryption fails — so we can tell the user something accurate instead of a generic connection failure?
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ASDServerErrorDomain Code 3504 when purchasing non-consumable IAP
I am experiencing an issue with a non-consumable in-app purchase in my iOS app. The product loads correctly from the App Store and is displayed in the app, but when attempting to complete the purchase, StoreKit returns the following error: Payment completed with error: Error Domain=ASDServerErrorDomain Code=3504 "This item cannot be found." UserInfo={ NSLocalizedFailureReason=This item cannot be found., AMSServerErrorCode=3504, client-environment-type=Sandbox, storefront-country-code=USA } The same issue was also encountered by the App Review tester when they attempted to purchase the non-consumable product during review. The product: Is correctly configured in App Store Connect Has active pricing Is available in the United States Was included in the app submission Loads successfully and displays the correct price Fails only when the purchase is initiated Since the product metadata can be retrieved successfully, but the transaction fails with “This item cannot be found,” this appears to be a possible inconsistency between the StoreKit product catalog and the purchase backend. Has anyone encountered ASDServerErrorDomain Code=3504 for a non-consumable product that loads correctly but cannot be purchased? Is there any known App Store sandbox or commerce backend issue that can cause this, or any additional App Store Connect configuration that should be checked?
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CarPlay - Navigation Entitlement
We went through Apple's CarPlay documentation and, based on what we found, CarPlay provides templates for both Navigation and Audio, and our app has entitlements for both. One thing we would like to confirm before proceeding with implementation is whether a single app can expose both Navigation and Audio experiences in CarPlay, using both entitlements. Specifically, can the same CarPlay app provide a navigation experience (e.g., using CPMapTemplate) while also exposing an Audio/"Now Playing" experience, or does Apple expect these experiences to be implemented as separate apps or otherwise treated as separate CarPlay experiences? We'd also like to confirm whether CarPlay now allows an app to display a split-screen interface with navigation/map content on one side and audio controls or "Now Playing" controls on the other side. If so, is this something a single app with both Navigation and Audio entitlements can implement? The documentation explains the available templates and entitlements, but we couldn't find explicit guidance on whether the same app can leverage both Navigation and Audio experiences or whether these can be presented together in a split-screen layout. We'd like to clarify this before implementing the "Now Playing" screen, to ensure our approach aligns with Apple's CarPlay requirements and guidelines.
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iCloud Dashboard returns "Internal Error" when querying records across all containers
Recently, I am experiencing a CKErrorServerRejectedRequest error during my app's iCloud data sync process. I have not modified or migrated the schema recently. To troubleshoot, I logged into the iCloud Dashboard (CloudKit Console) to query the records directly. However, the dashboard also returns a generic "Internal Error" with no additional details whenever I attempt a query. Here is what I have tried so far: Private Database Only: The error only occurs within the Private Database. Querying the Public Database works normally and correctly returns "No records found." Multiple Containers: This issue affects all of my existing containers across both Development and Production environments. New Container Test: I created a brand new container with a new table, verified that the indexes are set to QUERYABLE, and attempted a query. The same "Internal Error" occurs. System Status: I checked the Apple Developer System Status page (https://developer.apple.com/system-status/), and both "CloudKit Console" and "CloudKit Database" are showing green (normal). Is anyone else experiencing this, or is there a known workaround for account-wide dashboard query failures?
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iOS 26 regression? `enablesReturnKeyAutomatically`'s disabled return key re-enables after switching keyboard planes (letters ⇄ numbers)
On iOS 26, the auto-disabled state of the return key driven by UITextInputTraits.enablesReturnKeyAutomatically is lost whenever the user switches keyboard planes (letters ⇄ numbers/symbols via the 123/ABC key). The key renders as enabled even though the text is still empty. Tapping it does nothing (the disable is still honored functionally), but the visual state is wrong until the next re-evaluation. This is a regression: iOS/iPadOS 17 behaves correctly (verified on iPadOS 17.7). It also reproduces in Safari's own address bar on iOS 26, so it does not appear to be app-specific. Minimal reproduction (stock UIKit, no custom code): let textField = UITextField() textField.enablesReturnKeyAutomatically = true // present it, focus it, leave it empty Focus the empty text field — the return key is disabled (correct). Tap 123 to switch to the numeric plane → the return key becomes enabled (incorrect — text is still empty). Type one character and delete it (still in the numeric plane) → the key becomes disabled again (correct). Tap ABC to switch back to the letters plane → the key becomes enabled again (incorrect). Safari reproduction (stock behavior, physical device): Open Safari on iOS 26, focus the address bar, and delete all text → the Go key disables (correct). Switch to the numeric plane → the Go key re-enables (incorrect). Tapping it gives haptic feedback but performs no action — the disable is still honored functionally; only the rendered state is wrong. Still in the numeric plane, type something (e.g. 123.456) and delete it all → the key correctly disables again (the hasText round-trip re-syncs it?) Switch back to the letters plane → the key wrongly re-enables again. The glitch triggers on plane switches in either direction. Additional observations (from our app's UITextFields — the same enablesReturnKeyAutomatically mechanism, but driven by a stricter text-validity rule than plain empty/non-empty, which makes the desync observable in more states): Two further workarounds restore the correct state after the glitch: switching the keyboard language (globe key), or changing the text and then tapping anywhere in the text field. A text change that does not flip the hasText state, without a follow-up tap, does not repaint the key. The pattern suggests that the keyboard rebuild triggered by switching planes defaults the return key to enabled without consulting the text state, and that the keyboard otherwise repaints the key only when the hasText answer transitions, or on input-session changes (tapping into the field, switching keyboard language). Environment: all reproductions and verifications were done on physical devices, not simulators — reproduced on an iPhone SE (iOS 26.5.2) and an iPad Pro 12.9" 4th gen (iPadOS 26.4.2); not reproducible on an iPad 6th gen (iPadOS 17.7.10). Is this a known issue, and is there a supported way to force the keyboard to re-evaluate the return key state after a plane switch?
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Large memory consumption when running Core ML model on A13 GPU
We recently had to change our MLModel's architecture to include custom layers, which means the model can't run on the Neural Engine anymore. After the change, we observed a lot of crashes being reported on A13 devices. It turns out that the memory consumption when running the prediction with the new model on the GPU is much higher than before, when it was running on the Neural Engine. Before, the peak memory load was ~350 MB, now it spikes over 2 GB, leading to a crash most of the time. This only seems to happen on the A13. When forcing the model to only run on the CPU, the memory consumption is still high, but the same as running the old model on the CPU (~750 MB peak). All tested on iOS 16.1.2. We profiled the process in Instruments and found that there are a lot of memory buffers allocated by Core ML that are not freed after the prediction. The allocation stack trace for those buffers is the following: We ran the same model on a different device and found the same buffers in Instruments, but there they are only 4 KB in size. It seems, Core ML is somehow massively over-allocating memory when run on the A13 GPU. So far we limit the model to only run on CPU for those devices, but this is far from ideal. Is there any other model setting or workaround that we can use to avoid this issue?
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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iOS 26 Beta bug - keyboard toolbar with bottom safe area inset
Hello! I have experienced a weird bug in iOS 26 Beta (8) and previous beta versions. The safe area inset is not correctly aligned with the keyboard toolbar on real devices and simulators. When you focus a new textfield the bottom safe area is correctly placed aligned the keyboard toolbar. On real devices the safe area inset view is covered slightly by the keyboard toolbar, which is even worse than on the simulator. Here's a clip from a simulator: Here's the code that reproduced the bug I experienced in our app. #Preview { NavigationStack { ScrollView { TextField("", text: .constant("")) .padding() .background(Color.secondary) TextField("", text: .constant("")) .padding() .background(Color.green) } .padding() .safeAreaInset(edge: .bottom, content: { Color.red .frame(maxWidth: .infinity) .frame(height: 40) }) .toolbar { ToolbarItem(placement: .keyboard) { Button {} label: { Text("test") } } } } }
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Multiple calls to same caller - Iphone
I'm not sure where the best place to post this. Previous to ios 26, if you called a phone number multiple times, it used to have the number of calls in brackets, but more importantly pressing i next to the call would give you the call times for each call. In ios 26, say you called the same number 4 times, now when you press i, it only gives you the call time of the last call. Can anyone on ios 27 beta confirm if this has now been fixed, or if not how it can be raised with the ios development team. Finally, i know you have an option called call history, however for some reason not all calls show, and facetime/ whatsapp calls are not showing at all. Thanks
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First-time App Store launch: Is this timeline and cost realistic for an individual developer account?
I'm building my first mobile app with a developer, and I'm trying to understand the full App Store publishing process before making a decision on how to move forward. Another developer I'm considering working with instead of my current developer told me the following: "If you do it yourselves, your developer will have to learn everything for the first time. Registering a business and getting the corporate key takes about a week, getting a D-U-N-S number can take up to a month, rebuilding a web app into a mobile UI is a skill in itself, Capacitor is a skill, push notifications can be very challenging, then there's App Store compliance, submission, possible rejection and resubmission. You'll also realistically need a Mac to publish to the App Store. Overall, expect 2–3 months and well over $2,000 before you might be on the App Store." My situation is: I'm a solo founder. The app already exists as a web app. We plan to wrap/build it into a native mobile app (likely using Capacitor or a similar approach). I'm happy to publish under an individual Apple Developer account for now if that simplifies things. I don't necessarily need an organization account at this stage. My biggest priority is speed. I'm not trying to build the perfect long-term company structure right now. I want to get my app into people's hands as quickly as possible so I can validate the product, learn from real users, and iterate. If there are trade-offs that let me launch faster without creating major technical debt or problems later, I'm very open to that. I'm hoping to understand from developers who have actually been through this process: Which parts of the statement above are accurate? Which parts only apply if you're publishing as an organization rather than an individual? Is 2–3 months a realistic estimate for someone who already has a working web app and an experienced developer? If your goal was simply to get an MVP into users' hands as quickly as possible, how would you approach it? Are there any hidden hurdles or costs that first-time founders commonly underestimate? Also for better context: this developer who made this comment to me said they're charging $1100 AUD to ONLY convert our web app into a mobile app. They also proposed a $450/month retainer after the migration for maintenance, tweaks, etc. I'd really appreciate hearing from anyone who's published apps to the App Store recently. Thanks!
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Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2
With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318
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Repeated Guideline 4.3(a) rejection for an original Unity game — no actionable clarification after 3 months
Hello, We are a registered software company and have been unable to publish our iOS game for approximately three months because of repeated rejections under Guideline 4.3(a). The first rejection stated that our app shared a similar binary, metadata, and/or concept with apps previously submitted by a terminated Apple Developer Program account. Later rejections repeated similar general wording but did not identify the application, account, source-code component, asset, SDK, metadata element, or design considered similar. Our game is an original Unity project developed by our own team for more than two years. It was not purchased as a template, cloned, reskinned, or repackaged from another application. We possess the complete Unity project, client and server source code, Git development history, design source files, custom assets, backend infrastructure, and all related project files. Our core code, game systems, UX/UI design, and custom visual work were created by our team. Any limited third-party assets or SDKs used by the project were obtained from legitimate sources, and the relevant licenses and purchase records are available. The game also includes substantial custom functionality: • A server-authoritative real-time multiplayer architecture developed by our team • A 51-point opening rule that forms the core of every match • Custom scoring and penalty rules for plays made on other players’ opened tile groups • Matchmaking, table management, reconnect, timeout, and authoritative game-state recovery systems • Multiple game modes and competitive tables • Tournaments and leaderboards • Friends, private messaging, in-game chat, and direct table invitations • Player progression, daily rewards, missions, collectible profile icons, and virtual gifts We use only one Bundle ID and one App Store Connect record. We have not submitted duplicate versions of this application through multiple Bundle IDs or unrelated developer accounts
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Builds not syncing. Various resasons. Unknown
I sent it for testing from the Choicely app. I have entered the downloaded key, opened it in Notepad, and pasted the long key; my team and distributor are right. But it seems like Apple always mentions build 1.0.2 (7) when I am actually sending (8). It'll say failed, then suddenly say ready to submit for review. So I will, and I'm waiting for review... then I get a red failed sometime later saying either certificates are not included ( I don't get all that... I'm using Windows, so I can't make them like they say I need to, and sometimes it says invalid binary...although if I look at app info and details... it says binary validated. It will make it to just before TestFlight sometimes, and sometimes it passes TestFlight... also it will say app synced successfully but failed to collect metadata. So many oddities... I don't know what to do!!
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TestFlight iOS app crashes immediately on launch, but build uploads successfully
Our iOS app uploads successfully to App Store Connect and appears in TestFlight, but it crashes immediately on launch. App name: Axioma Pay Bundle ID: uk.co.axiomapay.app Distribution: TestFlight Framework: Expo / React Native Device tested: iPad via TestFlight The app installs, the icon appears, but tapping Open causes an immediate crash. One earlier build displayed this runtime message: Cannot read property 'ErrorBoundary' of undefined Crash logs show the app aborting on the React Native ExceptionsManagerQueue with SIGABRT / EXC_CRASH. We do not currently have a focused minimal Xcode sample project because this is an Expo/EAS React Native production build. We can provide .ips crash logs and App Store Connect/TestFlight build details. Can Apple help confirm whether this crash appears to be caused by: App Store/TestFlight processing, provisioning/signing/entitlements, an iOS runtime issue, or an app-side React Native JavaScript startup exception? Latest TestFlight build crashes immediately after launch.
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Apple Pencil Pairing Issues
Is anybody else having a probelm pairing an Apple Pencil. I insert it into my new 2gen iPad Pro 12.9 and it briefly shows the dialog to Pair and then shows it connected, but then disconnects, and then I get an Error that the Pencil took to long to pair. Then it doesn't work.Am I alone in having this issue.Thanks,Nick
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will iOS 27 communicate with Mac Ventura?
Will iOS 27 still communicate with Mac Ventura (like iOS 26 does)? I am wondering if someone knows and can give first hand knowledge from beta on this issue in regards to iOS 27 that should come out later this year. Thank you.
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ACSP exam from Russia — looking for advice
Hello everyone, I’m Anton, 16 years old, from Russia. I’m already registered in the Apple Certification Records System with Candidate ID APPL475224, and I want to take the ACSP exam. I’m not a programmer — I’m deeply into Apple devices: iPhone, iPad, Mac, Apple Watch, and know iOS/macOS well. I’ve already contacted Apple Support and got Case ID 21352800. Now I’m looking for practical advice from people who’ve been through this: Is the ACSP exam fully available in Russian? How do you actually pay for the exam from Russia these days? Any materials you’d recommend? I’m not a developer — I’m a support specialist. I want to be certified so I can help people here in Russia. Not for money — just so people can trust that I know what I’m talking about. Thanks in advance!
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iOS version of my app got stuck in "Waiting for review" the macOS version was already approved
Hi everyone, I submitted a universal app earlier this week on Monday at 12:00 AM. The macOS version went through the queue smoothly and was approved within 2 days. However, the iOS version is still stuck in the "Waiting for Review" stage. It hasn't even changed to "In Review" yet, and it has now been over 5 days. A few details about the app: It has no login or account requirements. It doesn't rely on any external dependencies. Has anyone else experienced severe iOS queue delays this week? Is it normal for the iOS queue to be this backed up while the Mac queue flies by? I haven't sent a formal inquiry to the App Review team yet because the contact page wording was a bit confusing, so I wanted to check here first to see if this is a widespread queue backlog or if I should just keep waiting over the weekend. Thanks!
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PHAssetChangeRequest deleteAssets completionHandler for recently captured 48MP DNG sometimes never called
I want to report a issue on PHAssetChangeRequest.deleteAssets Environment iOS 18.5, iOS 26.2.5, iOS 27.0 Steps to Reproduce Capture a 48MP ProRAW (DNG) photo with the Camera app. Open my app, call the following api to delete this photo: PHPhotoLibrary.shared().performChanges({ PHAssetChangeRequest.deleteAssets(assets) }, completionHandler: completionHandler) Expected The system delete-confirmation dialog appears; after the user confirms, the asset is deleted and the completionHandler is called or report error if it failed Actual Sometime the following issue happens: The confirmation dialog never appears and the completionHandler is never called no success, no error, no timeout. The built-in Photos app can delete the affected asset but API can't. The stuck request leaks permanently. Even after the same asset is subsequently deleted via the built-in Photos app, the pending completionHandler is still never invoked. Workaround for this issue When the issue happens, restarting the iPhone or reinstall app can not help to fix it But I found if I leave the device alone for an extended period (maybe 10 min~1 hour) and restart the iPhone, finally I found PHAssetChangeRequest.deleteAssets work again. It looks like some background task for 48MP RAW image in DNG format stuck delete API. I need to wait the task finished and restart device to reset stuck status. But I can not know when the DNG is ready to delete, it looks like my app hangs I think the better behavior is completion block should return a error to tell user what happens instead of not calling completion block.
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Removing or invalidating a BLE bond when the app is the peripheral (CBPeripheralManager)
Our iOS app runs in the peripheral role. A hardware accessory acts as the central: it connects to the app and bonds in order to read and write characteristics we declare with encryption-required permissions. The app advertises so a previously bonded accessory can reconnect on its own. The problem is that the bond lives on both sides and we can only clear one of them. The accessory has its own "forget this phone" function, and it can also be told to do so remotely. iOS keeps its half, and we have not found any way for the app to remove or invalidate it. What we've checked: CBPeripheralManager and CBCentral expose no unpair or unbond operation. A CBCentral is only visible while connected or subscribed, and its identifier is a resolved handle. Questions: Is there a supported way for an app in the peripheral role to remove or invalidate the pairing keys for a bonded central? If we've missed an API, please point us at it. If not, what's the recommended approach when the peer has discarded its keys and the bond is no longer usable? Can a peripheral-role app detect that state — a distinguishable error or connection event when encryption fails — so we can tell the user something accurate instead of a generic connection failure?
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ASDServerErrorDomain Code 3504 when purchasing non-consumable IAP
I am experiencing an issue with a non-consumable in-app purchase in my iOS app. The product loads correctly from the App Store and is displayed in the app, but when attempting to complete the purchase, StoreKit returns the following error: Payment completed with error: Error Domain=ASDServerErrorDomain Code=3504 "This item cannot be found." UserInfo={ NSLocalizedFailureReason=This item cannot be found., AMSServerErrorCode=3504, client-environment-type=Sandbox, storefront-country-code=USA } The same issue was also encountered by the App Review tester when they attempted to purchase the non-consumable product during review. The product: Is correctly configured in App Store Connect Has active pricing Is available in the United States Was included in the app submission Loads successfully and displays the correct price Fails only when the purchase is initiated Since the product metadata can be retrieved successfully, but the transaction fails with “This item cannot be found,” this appears to be a possible inconsistency between the StoreKit product catalog and the purchase backend. Has anyone encountered ASDServerErrorDomain Code=3504 for a non-consumable product that loads correctly but cannot be purchased? Is there any known App Store sandbox or commerce backend issue that can cause this, or any additional App Store Connect configuration that should be checked?
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CarPlay - Navigation Entitlement
We went through Apple's CarPlay documentation and, based on what we found, CarPlay provides templates for both Navigation and Audio, and our app has entitlements for both. One thing we would like to confirm before proceeding with implementation is whether a single app can expose both Navigation and Audio experiences in CarPlay, using both entitlements. Specifically, can the same CarPlay app provide a navigation experience (e.g., using CPMapTemplate) while also exposing an Audio/"Now Playing" experience, or does Apple expect these experiences to be implemented as separate apps or otherwise treated as separate CarPlay experiences? We'd also like to confirm whether CarPlay now allows an app to display a split-screen interface with navigation/map content on one side and audio controls or "Now Playing" controls on the other side. If so, is this something a single app with both Navigation and Audio entitlements can implement? The documentation explains the available templates and entitlements, but we couldn't find explicit guidance on whether the same app can leverage both Navigation and Audio experiences or whether these can be presented together in a split-screen layout. We'd like to clarify this before implementing the "Now Playing" screen, to ensure our approach aligns with Apple's CarPlay requirements and guidelines.
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App Review Delay
Hello App Review Team, My app has an update that has been submitted for more than a week now. Submission ID: a8d50d9b-b327-4bf6-9a0b-4bab80d6dbdb Previous updates have been reviewed in a day or two max. Kindly let me know if further delay is expected, or if anything is needed from my end. Thank You
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iCloud Dashboard returns "Internal Error" when querying records across all containers
Recently, I am experiencing a CKErrorServerRejectedRequest error during my app's iCloud data sync process. I have not modified or migrated the schema recently. To troubleshoot, I logged into the iCloud Dashboard (CloudKit Console) to query the records directly. However, the dashboard also returns a generic "Internal Error" with no additional details whenever I attempt a query. Here is what I have tried so far: Private Database Only: The error only occurs within the Private Database. Querying the Public Database works normally and correctly returns "No records found." Multiple Containers: This issue affects all of my existing containers across both Development and Production environments. New Container Test: I created a brand new container with a new table, verified that the indexes are set to QUERYABLE, and attempted a query. The same "Internal Error" occurs. System Status: I checked the Apple Developer System Status page (https://developer.apple.com/system-status/), and both "CloudKit Console" and "CloudKit Database" are showing green (normal). Is anyone else experiencing this, or is there a known workaround for account-wide dashboard query failures?
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390
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iOS 26 regression? `enablesReturnKeyAutomatically`'s disabled return key re-enables after switching keyboard planes (letters ⇄ numbers)
On iOS 26, the auto-disabled state of the return key driven by UITextInputTraits.enablesReturnKeyAutomatically is lost whenever the user switches keyboard planes (letters ⇄ numbers/symbols via the 123/ABC key). The key renders as enabled even though the text is still empty. Tapping it does nothing (the disable is still honored functionally), but the visual state is wrong until the next re-evaluation. This is a regression: iOS/iPadOS 17 behaves correctly (verified on iPadOS 17.7). It also reproduces in Safari's own address bar on iOS 26, so it does not appear to be app-specific. Minimal reproduction (stock UIKit, no custom code): let textField = UITextField() textField.enablesReturnKeyAutomatically = true // present it, focus it, leave it empty Focus the empty text field — the return key is disabled (correct). Tap 123 to switch to the numeric plane → the return key becomes enabled (incorrect — text is still empty). Type one character and delete it (still in the numeric plane) → the key becomes disabled again (correct). Tap ABC to switch back to the letters plane → the key becomes enabled again (incorrect). Safari reproduction (stock behavior, physical device): Open Safari on iOS 26, focus the address bar, and delete all text → the Go key disables (correct). Switch to the numeric plane → the Go key re-enables (incorrect). Tapping it gives haptic feedback but performs no action — the disable is still honored functionally; only the rendered state is wrong. Still in the numeric plane, type something (e.g. 123.456) and delete it all → the key correctly disables again (the hasText round-trip re-syncs it?) Switch back to the letters plane → the key wrongly re-enables again. The glitch triggers on plane switches in either direction. Additional observations (from our app's UITextFields — the same enablesReturnKeyAutomatically mechanism, but driven by a stricter text-validity rule than plain empty/non-empty, which makes the desync observable in more states): Two further workarounds restore the correct state after the glitch: switching the keyboard language (globe key), or changing the text and then tapping anywhere in the text field. A text change that does not flip the hasText state, without a follow-up tap, does not repaint the key. The pattern suggests that the keyboard rebuild triggered by switching planes defaults the return key to enabled without consulting the text state, and that the keyboard otherwise repaints the key only when the hasText answer transitions, or on input-session changes (tapping into the field, switching keyboard language). Environment: all reproductions and verifications were done on physical devices, not simulators — reproduced on an iPhone SE (iOS 26.5.2) and an iPad Pro 12.9" 4th gen (iPadOS 26.4.2); not reproducible on an iPad 6th gen (iPadOS 17.7.10). Is this a known issue, and is there a supported way to force the keyboard to re-evaluate the return key state after a plane switch?
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Large memory consumption when running Core ML model on A13 GPU
We recently had to change our MLModel's architecture to include custom layers, which means the model can't run on the Neural Engine anymore. After the change, we observed a lot of crashes being reported on A13 devices. It turns out that the memory consumption when running the prediction with the new model on the GPU is much higher than before, when it was running on the Neural Engine. Before, the peak memory load was ~350 MB, now it spikes over 2 GB, leading to a crash most of the time. This only seems to happen on the A13. When forcing the model to only run on the CPU, the memory consumption is still high, but the same as running the old model on the CPU (~750 MB peak). All tested on iOS 16.1.2. We profiled the process in Instruments and found that there are a lot of memory buffers allocated by Core ML that are not freed after the prediction. The allocation stack trace for those buffers is the following: We ran the same model on a different device and found the same buffers in Instruments, but there they are only 4 KB in size. It seems, Core ML is somehow massively over-allocating memory when run on the A13 GPU. So far we limit the model to only run on CPU for those devices, but this is far from ideal. Is there any other model setting or workaround that we can use to avoid this issue?
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Xcode 26.4: IBOutlets/IBActions gutter circles missing — cannot connect storyboard to code (works in 26.3)
I’m seeing a regression in Xcode 26.4 where Interface Builder will not allow connecting IBOutlets or IBActions. Symptoms: The usual gutter circle/dot does not appear next to IBOutlet / IBAction in the code editor Because of this, I cannot: drag from storyboard → code drag from code → storyboard The class is valid and already connected to the storyboard (existing outlets work) Assistant Editor opens the correct view controller file Important: The exact same project, unchanged, works perfectly in Xcode 26.3. I can create and connect outlets/actions normally there. ⸻ Environment Xcode: 26.4 macOS: 26.4 Mac Mini M4 Pro 64G Ram Project: Objective-C UIKit app using Storyboards This is a long-running, ObjC, project (not newly created) ⸻ What I’ve already tried To rule out the usual suspects: Verified View Controller Custom Class is correctly set in Identity Inspector Verified files are in the correct Target Membership Verified outlets are declared correctly in the .h file: @property (weak, nonatomic) IBOutlet UILabel *exampleLabel; Opened correct file manually (not relying on Automatic Assistant) Tried both: storyboard → code drag code → storyboard drag Tried using Connections Inspector Clean Build Folder Deleted entire DerivedData Restarted Xcode Updated macOS to 26.4 Ran: sudo xcodebuild -runFirstLaunch Confirmed required platform components installed Reopened project fresh ⸻ Observations In Xcode 26.4 the outlet “connection circles” are completely missing In Xcode 26.3 they appear immediately for the same code Existing connections still function at runtime — this is purely an Interface Builder issue ⸻ Question The gutter circles appearance has always been flaky in Xcode over the 13+ years I've been using it but now with 26.4 they have completely disappeared. Has anyone else seen this in Xcode 26.4, or found a workaround? At this point it looks like a regression in Interface Builder, but I haven’t found any mention of it yet.
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iOS 26 Beta bug - keyboard toolbar with bottom safe area inset
Hello! I have experienced a weird bug in iOS 26 Beta (8) and previous beta versions. The safe area inset is not correctly aligned with the keyboard toolbar on real devices and simulators. When you focus a new textfield the bottom safe area is correctly placed aligned the keyboard toolbar. On real devices the safe area inset view is covered slightly by the keyboard toolbar, which is even worse than on the simulator. Here's a clip from a simulator: Here's the code that reproduced the bug I experienced in our app. #Preview { NavigationStack { ScrollView { TextField("", text: .constant("")) .padding() .background(Color.secondary) TextField("", text: .constant("")) .padding() .background(Color.green) } .padding() .safeAreaInset(edge: .bottom, content: { Color.red .frame(maxWidth: .infinity) .frame(height: 40) }) .toolbar { ToolbarItem(placement: .keyboard) { Button {} label: { Text("test") } } } } }
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Multiple calls to same caller - Iphone
I'm not sure where the best place to post this. Previous to ios 26, if you called a phone number multiple times, it used to have the number of calls in brackets, but more importantly pressing i next to the call would give you the call times for each call. In ios 26, say you called the same number 4 times, now when you press i, it only gives you the call time of the last call. Can anyone on ios 27 beta confirm if this has now been fixed, or if not how it can be raised with the ios development team. Finally, i know you have an option called call history, however for some reason not all calls show, and facetime/ whatsapp calls are not showing at all. Thanks
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First-time App Store launch: Is this timeline and cost realistic for an individual developer account?
I'm building my first mobile app with a developer, and I'm trying to understand the full App Store publishing process before making a decision on how to move forward. Another developer I'm considering working with instead of my current developer told me the following: "If you do it yourselves, your developer will have to learn everything for the first time. Registering a business and getting the corporate key takes about a week, getting a D-U-N-S number can take up to a month, rebuilding a web app into a mobile UI is a skill in itself, Capacitor is a skill, push notifications can be very challenging, then there's App Store compliance, submission, possible rejection and resubmission. You'll also realistically need a Mac to publish to the App Store. Overall, expect 2–3 months and well over $2,000 before you might be on the App Store." My situation is: I'm a solo founder. The app already exists as a web app. We plan to wrap/build it into a native mobile app (likely using Capacitor or a similar approach). I'm happy to publish under an individual Apple Developer account for now if that simplifies things. I don't necessarily need an organization account at this stage. My biggest priority is speed. I'm not trying to build the perfect long-term company structure right now. I want to get my app into people's hands as quickly as possible so I can validate the product, learn from real users, and iterate. If there are trade-offs that let me launch faster without creating major technical debt or problems later, I'm very open to that. I'm hoping to understand from developers who have actually been through this process: Which parts of the statement above are accurate? Which parts only apply if you're publishing as an organization rather than an individual? Is 2–3 months a realistic estimate for someone who already has a working web app and an experienced developer? If your goal was simply to get an MVP into users' hands as quickly as possible, how would you approach it? Are there any hidden hurdles or costs that first-time founders commonly underestimate? Also for better context: this developer who made this comment to me said they're charging $1100 AUD to ONLY convert our web app into a mobile app. They also proposed a $450/month retainer after the migration for maintenance, tweaks, etc. I'd really appreciate hearing from anyone who's published apps to the App Store recently. Thanks!
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Xcode 26.5 can't run apps on visionOS 27 and iOS 27 Beta 2
With Xcode Version 26.5 (17F42) apps can no longer be launched on a real Vision Pro once migrated to visionOS 27 Beta 2. At launch there is an EXC_BAD_ACCESS runtime error in an initialiser. If you launch apps on a real iPhone/Ipad with OS 27 Beta 2 the program will stop before the end of its start, but there is no precise line with the error. Xcode just stop in assembly code in the debugger, in the init phase of Swift where it searches for which objects to instantiate at launch. After investigating, the error comes from a debug setting from Xcode to show the stack trace. To avoid the error when run from Xcode Version 26.5 (17F42) In Xcode, open Product > Scheme > Edit Scheme. Select the Run action in the sidebar, then open the Options tab. Find Queue Debugging and uncheck Enable backtrace recording. If Queue debugging is enabled, then the program crashes when launched It is useful to be able to run apps from the production Xcode to devices with 27 OSes in beta to be able to test that everything will work fine for new versions of apps released before OSes 27 release. Thank you A previous post was made but the cause was badly identified. New Feedback including a sample code FB23384318
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Repeated Guideline 4.3(a) rejection for an original Unity game — no actionable clarification after 3 months
Hello, We are a registered software company and have been unable to publish our iOS game for approximately three months because of repeated rejections under Guideline 4.3(a). The first rejection stated that our app shared a similar binary, metadata, and/or concept with apps previously submitted by a terminated Apple Developer Program account. Later rejections repeated similar general wording but did not identify the application, account, source-code component, asset, SDK, metadata element, or design considered similar. Our game is an original Unity project developed by our own team for more than two years. It was not purchased as a template, cloned, reskinned, or repackaged from another application. We possess the complete Unity project, client and server source code, Git development history, design source files, custom assets, backend infrastructure, and all related project files. Our core code, game systems, UX/UI design, and custom visual work were created by our team. Any limited third-party assets or SDKs used by the project were obtained from legitimate sources, and the relevant licenses and purchase records are available. The game also includes substantial custom functionality: • A server-authoritative real-time multiplayer architecture developed by our team • A 51-point opening rule that forms the core of every match • Custom scoring and penalty rules for plays made on other players’ opened tile groups • Matchmaking, table management, reconnect, timeout, and authoritative game-state recovery systems • Multiple game modes and competitive tables • Tournaments and leaderboards • Friends, private messaging, in-game chat, and direct table invitations • Player progression, daily rewards, missions, collectible profile icons, and virtual gifts We use only one Bundle ID and one App Store Connect record. We have not submitted duplicate versions of this application through multiple Bundle IDs or unrelated developer accounts
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