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Need help to build a Mac command-line app for App Store or TestFlight
I have a binary that successfully install & run on my Mac, that is build with codesign and pkgbuild with "Developer ID Application" and "Developer ID Installer" identities. I cannot figure out how to transform this pkg into a distribution package that fits with App Store and TestFlight. Xcode builds it fine and can run it seemingly, but cannot provide the App Store Distribution option in Organizer after creation of Archive. (Only Custom option.) I probably may not be able to specify properly the build Target as Release (don't know where to specify). (pkgbuild ->) productbuild -> Transporter is also an option, but don't know how to properly specify the productbuild --component options... I have a developer program and can generate the Apple developers certificate fine, such as "3rd Party Mac Developer Application/Installer". A pkg codesign'ed by them was rejected by the notarization process. My application is C and can be started again as New project from Xcode as "MacOS Command-Line Tool", so in other words my question can be said as "how can I organize a MacOS Command-line tool to conform as App Store distribution?" I am checking documents but so far cannot get the proper document. Any pointing to a document is appreciated.
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AI framework usage without user session
We are evaluating various AI frameworks to use within our code, and are hoping to use some of the build-in frameworks in macOS including CoreML and Vision. However, we need to use these frameworks in a background process (system extension) that has no user session attached to it. (To be pedantic, we'll be using an XPC service that is spawned by the system extension, but neither would have an associated user session). Saying the daemon-safe frameworks list has not been updated in a while is an understatement, but it's all we have to go on. CoreGraphics isn't even listed--back then it part of ApplicationServices (I think?) and ApplicationServices is a no go. Vision does use CoreGraphics symbols and data types so I have doubts. We do have a POC that uses both frameworks and they seem to function fine but obviously having something official is better. Any Apple engineers that can comment on this?
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App Stuck In "Waiting For Review"
I've exhausted standard channels and we're at the point where this delay is creating real financial harm for our business and our customers. App ID: 6761686513 Our initial submission was reviewed within 2 hours and we received feedback. We addressed every item in the rejection, resubmitted, and the app has now been sitting in "Waiting for Review" for with no movement. We submitted an expedited review request, contacted Apple Developer Support by phone, and emailed. None of which have produced a clear answer or estimated timeline. Today, May 1st, was our planned hard launch. We have hundreds of paid subscribers: small business owners who specifically scheduled their first billing cycle to begin on launch day so they could use the platform's full feature set, including the iOS app, from day one. Our app supports their booking system, payment processing, client management, and day-to-day operations. Because the app didn't get approved in time: We had to issue full refunds to every subscriber charged today, since they're paying for a product they can't fully use. Our subscribers are now in limbo. They've already onboarded their clients onto our system and are running their businesses through it, but the iOS experience that was promised at launch isn't available. Each additional day of delay compounds this. Our small team is fielding messages from subscribers asking when the app will be live, and we don't have an answer to give them because we don't have one ourselves. I understand review times vary and the queue is real, and I'm not trying to jump the line unfairly. But the advised 24–48 hour window hasn't held this round. Our initial review came back the same calendar day we submitted, and we resubmitted within hours of receiving the feedback. We're now far past that original turnaround with no signal that anything is moving, and no response from expedited review or Developer Support to indicate where we stand. If anyone from Apple sees this and can take a look at App ID 6761686513. I'd be incredibly grateful. Happy to share any other detail that helps. We just want to get unstuck. Thank you.
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iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updateOutputs 11ms ├─ partial apply for implicit closure #1 in closure #1 │ in closure #1 in Attribute.init<A>(_:) 4ms └─ -[UIView For the same hierarchy with varying complexity: ~3 TextFields in a List: ~25ms (not noticeable) ~20+ TextFields: ~60ms (clearly visible hitch) The same view hierarchy on iOS 18 did not exhibit a visible hitch. I’ve tested this on an iOS 26.4 device and simulator. I’ve also included a minimum reproducible example that illustrates this: struct ContentView: View { @State var showSheet = false var body: some View { NavigationStack { ScrollView { ForEach(0..<120) { _ in RowView() } } .navigationTitle("Repro") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Present") { showSheet = true } } } .sheet(isPresented: $showSheet) { PresentedSheet() } } } } struct RowView: View { @State var first = "" @State var second = "" var body: some View { VStack(alignment: .leading, spacing: 12) { Text("Row") .font(.headline) HStack(spacing: 12) { TextField("First", text: $first) .textFieldStyle(.roundedBorder) TextField("Second", text: $second) .textFieldStyle(.roundedBorder) } HStack(spacing: 12) { Text("Third") Text("Fourth") Image(systemName: "chevron.right") } } } } struct PresentedSheet: View { @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { List {} .navigationTitle("Swipe To Dismiss Me") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Done") { dismiss() } } } } } } Is anyone else experiencing this and have any mitigations been found beyond reducing view complexity? I’ve filed a feedback report under FB22501630.
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Xcode playground quick look button not found.
Hello. I don't know if this is a place to ask questions and get solutions, but I think there will be a lot of experts gathered, so I'm posting it. I'm a student who recently started learning Xcode. In the book, you can see a graph-shaped pop-up window by pressing the eye-shaped quick look button in the Xcode playground, but I can't find that button in my Xcode 26 version. Can you tell me where the button is? I'm sorry for asking such a basic question.
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Apple Developer Program Enrollment Problems
Hey everyone. This is probably the last straw I am trying to pull since I tried almost everything else. I have applied for the Apple Developer Program and the whole process started at the end of 2024. I got rejected the first time because Apple could not charge my card. It was clearly shown that the cost is $99, however, it was 106.65 Euros (I created a Revolut card with the $100 because I don't trust placing my card everywhere). I started the new process but this time I knew about the amount issue so I placed 150 Euros just to be safe. Automatic rejection with robotic AI response: "For one or more reasons, your enrollment in the Apple Developer Program couldn't be completed. We can't continue with your enrollment at this time." When I raised ticket about it I got no replies. Than both my friend and wife tried to apply for the program. Both rejected with the exact same messaging. I created a new Apple ID, new card, new everything and did everything "by the book". Again. Rejection with the same exact messaging: For one or more reasons, your enrollment in the Apple Developer Program couldn't be completed. We can't continue with your enrollment at this time... Can someone from Apple please tell me what are those reasons? I have been an Apple user for almost 10 years now. I was buying Apps from store. I am using iCloud+. Modest Citizen as some would say. What's the problem? How can I finally get to Apple Developer Program without being rejected by AI or some poor auto system?
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Apple Developer Program Enrollment Stuck, cannot Proceed Past Enrollment Screen
I am trying to enroll in the Apple Developer Program but cannot get past the enrolment screen in the Developer app on my Mac. When I click Enroll, it does not proceed to the payment screen, it just says unable to compete, contact support. I then received an email from Apple Developer Support saying my enrolment "couldn't be completed due to one or more reasons". I'm not even sure how that email is even helpful. I am an individual developer based in India trying to publish my first app on the App Store. My Apple ID is in good standing and I have no history of policy violations. Has anyone in India experienced this issue and resolved it? Is this a known problem with Indian Apple IDs or payment methods? Is there a way to enroll directly through the website instead of the Mac app? Any help appreciated.
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Background Assets: Downloaded .aar not working — "bundle record couldn't be looked up" error (-10814)
Platform: iOS 26 (23E254) Xcode: 26.0 Reproduces on: Debug builds AND TestFlight Summary: I'm using Apple-Hosted Managed Background Assets with on-demand download policy. The .aar archives download successfully (correct file size, status = downloaded), but the contents are never extracted into the asset pack namespace. AssetPackManager.shared.contents(at:) returns fileNotFound for all path variants, and url(for: FilePath(".")) returns a URL that exists but contains zero children. Root Cause from Sysdiagnose: The backgroundassets.user daemon logs reveal this error on every download attempt: A bundle record couldn't be looked up for the application identifier "AtlasDrift.SnapTrail": Error Domain=NSOSStatusErrorDomain Code=-10814 "(null)" UserInfo={_LSFile=LSBindingEvaluator.mm, _LSLine=1973, _LSFunction=runEvaluator} Error code -10814 is kLSApplicationNotFoundErr. The BA daemon downloads the .aar blob, then attempts to find the app bundle via LaunchServices to locate the extension for extraction — but the LS lookup fails. Without the extension, extraction never occurs. Verified Configuration Everything matches the documentation and WWDC sessions: Extension embedded at SnapTrail.app/Extensions/BackgroundDownloadExtension.appex Bundle IDs: App = AtlasDrift.SnapTrail, Extension = AtlasDrift.SnapTrail.BackgroundDownloadExtension (correct parent-child pattern) Extension point: com.apple.background-asset-downloader-extension Product type: com.apple.product-type.extensionkit-extension Protocol: StoreDownloaderExtension from StoreKit (for Apple-hosted packs) App group: group.AtlasDrift.SnapTrail (matching in both app and extension entitlements) Info.plist keys: BAAppGroupID, BAHasManagedAssetPacks = YES BAUsesAppleHosting = YES (no BAInitialDownloadRestrictions or other BA keys) .aar Packaging Archives built with xcrun ba-package from the Assets directory. Manifest format: { "assetPackID": "ireland", "downloadPolicy": { "onDemand": {} }, "fileSelectors": [{ "directory": "POIRegions/ireland/IR" }], "platforms": ["iOS"] } Uploaded via App Store Connect API with assetType: "ASSET". Diagnostic Observations AssetPackManager.shared.assetPack(withID:) returns valid metadata (correct download size) ensureLocalAvailability(of:) completes without error assetPackIsAvailableLocally(withID:) returns true url(for: FilePath(".")) returns a URL that exists but has zero children (empty namespace) contents(at:) returns fileNotFound for all path variants tested The extension never runs — breadcrumb file written in init() is never created The -10814 error appears in daemon logs for every download cycle Questions Has anyone successfully used Apple-Hosted Managed Background Assets on iOS 26 beta? Is the daemon's LaunchServices integration known to be broken in this seed? Is there anything about the bundle identifier format or provisioning profile setup that could cause the BA daemon's LS lookup to fail, even though the app installs and runs fine otherwise? Are there any additional Info.plist keys or entitlements beyond what's documented that might be required for the daemon to locate the app bundle? Any guidance would be appreciated. I've filed a Feedback report with the full sysdiagnose attached.
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How can I reliably get the final restored window size on macOS when onAppear / viewDidAppear fires too early?
I’m running into a macOS window restoration behavior issue where viewDidAppear (AppKit) or onAppear (SwiftUI) fires before the window’s final restored size is applied. AppKit example class MyViewController: NSViewController { override func viewDidLayout() { print("viewDidLayout: \(view.bounds.size)") } override func viewDidAppear() { print("viewDidAppear: \(view.bounds.size)") } } Logs on launch: viewDidAppear: (480.0, 270.0) viewDidLayout: (480.0, 270.0) viewDidLayout: (556.0, 476.0) viewDidLayout: (556.0, 476.0) The correct restored size is (556.0, 476.0), but viewDidAppear initially reports the old default size (480.0, 270.0). SwiftUI equivalent struct MyView: View { var body: some View { GeometryReader { geo in VStack {} .onAppear { print("onAppear: \(geo.size)") } .onChange(of: geo.size) { print("onChange: \(geo.size)") } } } } Logs on launch: onAppear: (900.0, 450.0) onChange: (680.0, 658.0) Problem I need to run some setup code: Only once After the view/window has its correct restored size Without rerunning on every layout or geometry change Question What is the proper macOS-native way to perform one-time startup logic only after the final restored window size is available? Is there a recommended lifecycle hook or pattern for this? Also, is it expected behavior that onAppear / viewDidAppear reports the pre-restoration size, or is it a bug?
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MapKit SwiftUI Map with .standard(elevation: .realistic) falls back to 2D in globe mode, while .hybrid(elevation: .realistic) remains 3D
Overview When using SwiftUI Map with .standard(elevation: .realistic) and a globe-style presentation, the map unexpectedly renders as a flat 2D map instead of a 3D globe / realistic terrain view. In the same view, switching to .hybrid(elevation: .realistic) preserves the expected 3D globe behavior. This appears to be a rendering bug or regression specific to the .standard style under globe mode, not an app-level issue. The issue is reproducible in my app’s competition map screen and has also been reported by other developers online. Steps to Reproduce Create a SwiftUI Map. Bind it to a MapCameraPosition. Apply a standard map style with realistic elevation: .mapStyle(.standard(elevation: .realistic)) Configure the UI so the user can switch between: standard + globe hybrid + globe Zoom out / interact with the map in globe mode. Expected Results Map with .standard(elevation: .realistic) should continue to render with globe / 3D realistic terrain behavior, consistent with realistic elevation support and similar to .hybrid(elevation: .realistic). Actual Results When the map style is .standard(elevation: .realistic) in globe mode, the map falls back to a flat 2D-looking representation. Changing the same map to .hybrid(elevation: .realistic) restores the expected 3D globe rendering. Regression Unknown, but this appears to be unintended behavior because: realistic elevation is intended to provide realistic terrain / 3D map rendering, and there are no overlays in this map configuration that should intentionally force the map into a flat representation. Minimal Relevant Code From My App private enum CompetitionMapMode: String, CaseIterable { case satellite case explore func mapStyle(look: CompetitionMapLook) -> MapStyle { switch self { case .satellite: return .hybrid(elevation: look.elevation) case .explore: return .standard(elevation: look.elevation) } } } private enum CompetitionMapLook: String, CaseIterable { case globe case flat var elevation: MapStyle.Elevation { switch self { case .globe: return .realistic case .flat: return .flat } } } Map(position: $cameraPosition, selection: $selectedMapItemID) { UserAnnotation() ForEach(mapDisplayItems) { item in Annotation( item.title, coordinate: item.coordinate, anchor: .bottom ) { mapAnnotationView(for: item) } .tag(item.id) } } .mapStyle(mapModeSelection.mapStyle(look: mapLookSelection)) Why I Believe This Is a Framework Bug The same Map instance renders correctly in 3D when using: .hybrid(elevation: .realistic) but falls back to 2D with: .standard(elevation: .realistic) under globe mode. This suggests the issue is tied specifically to the .standard rendering path in SwiftUI Map / MapKit, rather than camera state, annotations, or location handling. My map does include annotations, but it does not add overlays that would intentionally flatten realistic terrain. Environment Xcode: Xcode 26.4 (17E192) SDK: SDK Version 26.4 (23E237) Device: iPhone 17 Pro iOS version: iOS 26.5 Beta 2 Reproducibility: Always App type: SwiftUI app using MapKit Map Additional Notes The issue is visible in a production app screen, not only a toy sample. The problem appears style-specific: .standard(elevation: .realistic) → incorrect 2D fallback .hybrid(elevation: .realistic) → expected 3D behavior This makes standard map style unusable for globe presentation in my app.
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HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
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iOS 26 UITabBar Layout Glitch: Custom Appearance vs. Liquid Glass Effects during Rotation
Hello, I am encountering a UI layout issue on iOS 26 where UITabBar items become squashed or overlapping during device rotation (from Portrait to Landscape). This glitch occurs specifically when a custom UITabBarAppearance is applied. 1. "Liquid Glass" and UITabBar Customization According to TN3106, Apple states: "Starting in iOS 26, reduce your use of custom backgrounds in navigation elements and controls. While the techniques in this document remain valid for iOS 18 and earlier, prefer to remove custom effects and let the system determine the navigation bar background appearance. Any custom backgrounds and appearances you use in the navigation bar might overlay or interfere with Liquid Glass or other effects that the system provides, such as the scroll edge effect." Does this guidance also apply to UITabBar? Specifically, could setting a custom background color via UITabBarAppearance interfere with internal layout constraints required for the Liquid Glass effect to adapt correctly during orientation changes? It appears that the internal UIStackView may fail to recalculate width in time when these system effects are active. 2. Validation of the Layout Workaround To maintain our app's visual identity while resolving this squashing issue, I implemented the following fix within the transition coordinator of my UITabBarController: Code Implementation (Objective-C) [coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> _Nonnull context) { // Forcing a layout refresh to synchronize with the rotation animation [weakSelf.tabBar invalidateIntrinsicContentSize]; [weakSelf.tabBar setNeedsLayout]; [weakSelf.tabBar layoutIfNeeded]; } completion:nil]; Is manually invalidating the intrinsic content size an acceptable practice for iOS 26? Or is there a more "system-native" approach to ensure UITabBar layout remains stable and compatible with Liquid Glass, especially when custom appearances are necessary?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Bypass stolen device security delay for BYOD device enrolment into an MDM (MicroMDM) solution.
Hi, Is there any possible Apple approved way or workaround if we can bypass the stolen device protection delay of 1 hour when a user try to install our MDM server's enrolment profile on unknown location? I do not want managed apple account solution. I need solution for BYOD devices not for company owned. Thank you, Software Engineer - iOS
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XPC doesn't work with network extension on app upgrade
Our app has a network extension (as I've mentioned lots 😄). We do an upgrade by downloading the new package, stopping & removing all of our components except for the network extension, and then installing the new package, which then loads a LaunchAgent causing the containing app to run. (The only difference between a new install and upgrade is the old extension is left running, but not having anything to tell it what to do, just logs and continues.) On some (but not all) upgrades... nothing ends up able to communicate via XPC with the Network Extension. My simplest cli program to talk to it gets Could not create proxy: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named blah was invalidated: failed at lookup with error 3 - No such process." UserInfo={NSDebugDescription=The connection to service named bla was invalidated: failed at lookup with error 3 - No such process.} Could not communicate with blah Restarting the extension by doing a kill -9 doesn't fix it; neither does restarting the control daemon. The only solution we've come across so far is rebooting. I filed FB11086599 about this, but has anyone thoughts about this?
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Custom keyboard extension left edge detecting touch after a second.
I'm creating a custom keyboard extension. So as a result, there are buttons which are pinned to the left edge of the keyboard. (Think of q key as an example). The logic of the key presses go something like this: Button detects a touchDown event and shows the magnified text which you normally see in system keyboard when tapping a key. Button detects a touchUpInside/touchDragOutside event and the magnified text disappears, again very similar to the system keyboard. This logic worked for all the buttons which were not pinned to the left edge of the keyboard. But for the buttons that were pinned to the left edge, the touchDown events were being detected after a second. So you can see this is obviously bad because I want to see the magnified text right after I place my finger on the button. WHAT I TRIED AS AN ALTERNATIVE: I removed all the touchDown, touchUpInside and touchDragOutside events from the button and disabled all their user interaction. Then I implemented to touches functions(touchesBegan, touchesEnded, etc.) and observed the touch locations on the background view. Surprisingly, even in this case, the touchesBegan function was called after a second after I placed my finger on the left edge of the screen and as usual, the touchesBegan function called just fine in the rest of the screen. Here's the code for the touches function: override func touchesBegan(_ touches: Set&lt;UITouch&gt;, with event: UIEvent?) { &#9;&#9;guard let touch = event?.allTouches?.first else { return } &#9;&#9;let location = touch.location(in: self.touchView) &#9;&#9;&#9;&#9; &#9;&#9;print(location) } What exactly is happening here? And what can I do to avoid this problem? NOTE: It works fine in simulator for some reason but has a problem with real devices.
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The APNs delay to send notification on iOS 26.4
In my VoIP app, we use StartRing and StopRing via VoIP push to my app. But recently, I found some disordered VoIP notifications, my VoIP app received the StopRing push before the StartRing push. Examples: Server log: // send StartRing startring: - Apr 9, 2026 @ 14:54:43.255 .."pushType":"voip","priority":10, ... // send StopRing stop-ring Apr 9, 2026 @ 14:54:47.645 ..."pushType":"background","priority":5,"... VoIP app log: // receive StopRing 2026-04-0909:54:48.858 CDT : INFO : [RcRtc] [0x1feeba1c0] [PushNotificationParser]call push notification handled. action: StopRing telephony session id: s-a0dd8601926c7z19d72bbf8b9z1e62ec10000 sid: 178503189447188 // receive StartRing 2026-04-0909:54:49.524 CDT : INFO : [RcRtc] [0x1feeba1c0] [PushNotificationParser]call push notification handled. action: StartRing telephony session id: s-a0dd8601926c7z19d72bbf8b9z1e62ec10000 sid: 178503189447188 Then we can see the StartRing send first, but received in the app after the StopRing. The StartRing took abunt 6s to send and the StopRing took about 1s. So I guess there is an issue in the APNs part on iOS26.4. We saw there is a peak after iOS26.4 and iOS 26.4.1 than old iOS versions. Thanks.
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Need help to build a Mac command-line app for App Store or TestFlight
I have a binary that successfully install & run on my Mac, that is build with codesign and pkgbuild with "Developer ID Application" and "Developer ID Installer" identities. I cannot figure out how to transform this pkg into a distribution package that fits with App Store and TestFlight. Xcode builds it fine and can run it seemingly, but cannot provide the App Store Distribution option in Organizer after creation of Archive. (Only Custom option.) I probably may not be able to specify properly the build Target as Release (don't know where to specify). (pkgbuild ->) productbuild -> Transporter is also an option, but don't know how to properly specify the productbuild --component options... I have a developer program and can generate the Apple developers certificate fine, such as "3rd Party Mac Developer Application/Installer". A pkg codesign'ed by them was rejected by the notarization process. My application is C and can be started again as New project from Xcode as "MacOS Command-Line Tool", so in other words my question can be said as "how can I organize a MacOS Command-line tool to conform as App Store distribution?" I am checking documents but so far cannot get the proper document. Any pointing to a document is appreciated.
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AI framework usage without user session
We are evaluating various AI frameworks to use within our code, and are hoping to use some of the build-in frameworks in macOS including CoreML and Vision. However, we need to use these frameworks in a background process (system extension) that has no user session attached to it. (To be pedantic, we'll be using an XPC service that is spawned by the system extension, but neither would have an associated user session). Saying the daemon-safe frameworks list has not been updated in a while is an understatement, but it's all we have to go on. CoreGraphics isn't even listed--back then it part of ApplicationServices (I think?) and ApplicationServices is a no go. Vision does use CoreGraphics symbols and data types so I have doubts. We do have a POC that uses both frameworks and they seem to function fine but obviously having something official is better. Any Apple engineers that can comment on this?
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App Stuck In "Waiting For Review"
I've exhausted standard channels and we're at the point where this delay is creating real financial harm for our business and our customers. App ID: 6761686513 Our initial submission was reviewed within 2 hours and we received feedback. We addressed every item in the rejection, resubmitted, and the app has now been sitting in "Waiting for Review" for with no movement. We submitted an expedited review request, contacted Apple Developer Support by phone, and emailed. None of which have produced a clear answer or estimated timeline. Today, May 1st, was our planned hard launch. We have hundreds of paid subscribers: small business owners who specifically scheduled their first billing cycle to begin on launch day so they could use the platform's full feature set, including the iOS app, from day one. Our app supports their booking system, payment processing, client management, and day-to-day operations. Because the app didn't get approved in time: We had to issue full refunds to every subscriber charged today, since they're paying for a product they can't fully use. Our subscribers are now in limbo. They've already onboarded their clients onto our system and are running their businesses through it, but the iOS experience that was promised at launch isn't available. Each additional day of delay compounds this. Our small team is fielding messages from subscribers asking when the app will be live, and we don't have an answer to give them because we don't have one ourselves. I understand review times vary and the queue is real, and I'm not trying to jump the line unfairly. But the advised 24–48 hour window hasn't held this round. Our initial review came back the same calendar day we submitted, and we resubmitted within hours of receiving the feedback. We're now far past that original turnaround with no signal that anything is moving, and no response from expedited review or Developer Support to indicate where we stand. If anyone from Apple sees this and can take a look at App ID 6761686513. I'd be incredibly grateful. Happy to share any other detail that helps. We just want to get unstuck. Thank you.
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Activity
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iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updateOutputs 11ms ├─ partial apply for implicit closure #1 in closure #1 │ in closure #1 in Attribute.init<A>(_:) 4ms └─ -[UIView For the same hierarchy with varying complexity: ~3 TextFields in a List: ~25ms (not noticeable) ~20+ TextFields: ~60ms (clearly visible hitch) The same view hierarchy on iOS 18 did not exhibit a visible hitch. I’ve tested this on an iOS 26.4 device and simulator. I’ve also included a minimum reproducible example that illustrates this: struct ContentView: View { @State var showSheet = false var body: some View { NavigationStack { ScrollView { ForEach(0..<120) { _ in RowView() } } .navigationTitle("Repro") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Present") { showSheet = true } } } .sheet(isPresented: $showSheet) { PresentedSheet() } } } } struct RowView: View { @State var first = "" @State var second = "" var body: some View { VStack(alignment: .leading, spacing: 12) { Text("Row") .font(.headline) HStack(spacing: 12) { TextField("First", text: $first) .textFieldStyle(.roundedBorder) TextField("Second", text: $second) .textFieldStyle(.roundedBorder) } HStack(spacing: 12) { Text("Third") Text("Fourth") Image(systemName: "chevron.right") } } } } struct PresentedSheet: View { @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { List {} .navigationTitle("Swipe To Dismiss Me") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Done") { dismiss() } } } } } } Is anyone else experiencing this and have any mitigations been found beyond reducing view complexity? I’ve filed a feedback report under FB22501630.
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241
Activity
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Xcode playground quick look button not found.
Hello. I don't know if this is a place to ask questions and get solutions, but I think there will be a lot of experts gathered, so I'm posting it. I'm a student who recently started learning Xcode. In the book, you can see a graph-shaped pop-up window by pressing the eye-shaped quick look button in the Xcode playground, but I can't find that button in my Xcode 26 version. Can you tell me where the button is? I'm sorry for asking such a basic question.
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106
Activity
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Apple Developer Program Enrollment Problems
Hey everyone. This is probably the last straw I am trying to pull since I tried almost everything else. I have applied for the Apple Developer Program and the whole process started at the end of 2024. I got rejected the first time because Apple could not charge my card. It was clearly shown that the cost is $99, however, it was 106.65 Euros (I created a Revolut card with the $100 because I don't trust placing my card everywhere). I started the new process but this time I knew about the amount issue so I placed 150 Euros just to be safe. Automatic rejection with robotic AI response: "For one or more reasons, your enrollment in the Apple Developer Program couldn't be completed. We can't continue with your enrollment at this time." When I raised ticket about it I got no replies. Than both my friend and wife tried to apply for the program. Both rejected with the exact same messaging. I created a new Apple ID, new card, new everything and did everything "by the book". Again. Rejection with the same exact messaging: For one or more reasons, your enrollment in the Apple Developer Program couldn't be completed. We can't continue with your enrollment at this time... Can someone from Apple please tell me what are those reasons? I have been an Apple user for almost 10 years now. I was buying Apps from store. I am using iCloud+. Modest Citizen as some would say. What's the problem? How can I finally get to Apple Developer Program without being rejected by AI or some poor auto system?
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437
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Apple Developer Program Enrollment Stuck, cannot Proceed Past Enrollment Screen
I am trying to enroll in the Apple Developer Program but cannot get past the enrolment screen in the Developer app on my Mac. When I click Enroll, it does not proceed to the payment screen, it just says unable to compete, contact support. I then received an email from Apple Developer Support saying my enrolment "couldn't be completed due to one or more reasons". I'm not even sure how that email is even helpful. I am an individual developer based in India trying to publish my first app on the App Store. My Apple ID is in good standing and I have no history of policy violations. Has anyone in India experienced this issue and resolved it? Is this a known problem with Indian Apple IDs or payment methods? Is there a way to enroll directly through the website instead of the Mac app? Any help appreciated.
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Background Assets: Downloaded .aar not working — "bundle record couldn't be looked up" error (-10814)
Platform: iOS 26 (23E254) Xcode: 26.0 Reproduces on: Debug builds AND TestFlight Summary: I'm using Apple-Hosted Managed Background Assets with on-demand download policy. The .aar archives download successfully (correct file size, status = downloaded), but the contents are never extracted into the asset pack namespace. AssetPackManager.shared.contents(at:) returns fileNotFound for all path variants, and url(for: FilePath(".")) returns a URL that exists but contains zero children. Root Cause from Sysdiagnose: The backgroundassets.user daemon logs reveal this error on every download attempt: A bundle record couldn't be looked up for the application identifier "AtlasDrift.SnapTrail": Error Domain=NSOSStatusErrorDomain Code=-10814 "(null)" UserInfo={_LSFile=LSBindingEvaluator.mm, _LSLine=1973, _LSFunction=runEvaluator} Error code -10814 is kLSApplicationNotFoundErr. The BA daemon downloads the .aar blob, then attempts to find the app bundle via LaunchServices to locate the extension for extraction — but the LS lookup fails. Without the extension, extraction never occurs. Verified Configuration Everything matches the documentation and WWDC sessions: Extension embedded at SnapTrail.app/Extensions/BackgroundDownloadExtension.appex Bundle IDs: App = AtlasDrift.SnapTrail, Extension = AtlasDrift.SnapTrail.BackgroundDownloadExtension (correct parent-child pattern) Extension point: com.apple.background-asset-downloader-extension Product type: com.apple.product-type.extensionkit-extension Protocol: StoreDownloaderExtension from StoreKit (for Apple-hosted packs) App group: group.AtlasDrift.SnapTrail (matching in both app and extension entitlements) Info.plist keys: BAAppGroupID, BAHasManagedAssetPacks = YES BAUsesAppleHosting = YES (no BAInitialDownloadRestrictions or other BA keys) .aar Packaging Archives built with xcrun ba-package from the Assets directory. Manifest format: { "assetPackID": "ireland", "downloadPolicy": { "onDemand": {} }, "fileSelectors": [{ "directory": "POIRegions/ireland/IR" }], "platforms": ["iOS"] } Uploaded via App Store Connect API with assetType: "ASSET". Diagnostic Observations AssetPackManager.shared.assetPack(withID:) returns valid metadata (correct download size) ensureLocalAvailability(of:) completes without error assetPackIsAvailableLocally(withID:) returns true url(for: FilePath(".")) returns a URL that exists but has zero children (empty namespace) contents(at:) returns fileNotFound for all path variants tested The extension never runs — breadcrumb file written in init() is never created The -10814 error appears in daemon logs for every download cycle Questions Has anyone successfully used Apple-Hosted Managed Background Assets on iOS 26 beta? Is the daemon's LaunchServices integration known to be broken in this seed? Is there anything about the bundle identifier format or provisioning profile setup that could cause the BA daemon's LS lookup to fail, even though the app installs and runs fine otherwise? Are there any additional Info.plist keys or entitlements beyond what's documented that might be required for the daemon to locate the app bundle? Any guidance would be appreciated. I've filed a Feedback report with the full sysdiagnose attached.
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163
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Family Controls (Distribution)
It has been five days since we applied for Family Controls (Distribution) permission, but the status still shows as Submitted. Is there any way to expedite the review process?
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165
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Unable to receive an invite
I am unable to receive an invite email on my apple account in order to accept and get access to testflight for testing apps
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How can I reliably get the final restored window size on macOS when onAppear / viewDidAppear fires too early?
I’m running into a macOS window restoration behavior issue where viewDidAppear (AppKit) or onAppear (SwiftUI) fires before the window’s final restored size is applied. AppKit example class MyViewController: NSViewController { override func viewDidLayout() { print("viewDidLayout: \(view.bounds.size)") } override func viewDidAppear() { print("viewDidAppear: \(view.bounds.size)") } } Logs on launch: viewDidAppear: (480.0, 270.0) viewDidLayout: (480.0, 270.0) viewDidLayout: (556.0, 476.0) viewDidLayout: (556.0, 476.0) The correct restored size is (556.0, 476.0), but viewDidAppear initially reports the old default size (480.0, 270.0). SwiftUI equivalent struct MyView: View { var body: some View { GeometryReader { geo in VStack {} .onAppear { print("onAppear: \(geo.size)") } .onChange(of: geo.size) { print("onChange: \(geo.size)") } } } } Logs on launch: onAppear: (900.0, 450.0) onChange: (680.0, 658.0) Problem I need to run some setup code: Only once After the view/window has its correct restored size Without rerunning on every layout or geometry change Question What is the proper macOS-native way to perform one-time startup logic only after the final restored window size is available? Is there a recommended lifecycle hook or pattern for this? Also, is it expected behavior that onAppear / viewDidAppear reports the pre-restoration size, or is it a bug?
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Deleting Forum Posts
Is there a way I can delete my own question/post from the Apple Developer Forum?
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9
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MapKit SwiftUI Map with .standard(elevation: .realistic) falls back to 2D in globe mode, while .hybrid(elevation: .realistic) remains 3D
Overview When using SwiftUI Map with .standard(elevation: .realistic) and a globe-style presentation, the map unexpectedly renders as a flat 2D map instead of a 3D globe / realistic terrain view. In the same view, switching to .hybrid(elevation: .realistic) preserves the expected 3D globe behavior. This appears to be a rendering bug or regression specific to the .standard style under globe mode, not an app-level issue. The issue is reproducible in my app’s competition map screen and has also been reported by other developers online. Steps to Reproduce Create a SwiftUI Map. Bind it to a MapCameraPosition. Apply a standard map style with realistic elevation: .mapStyle(.standard(elevation: .realistic)) Configure the UI so the user can switch between: standard + globe hybrid + globe Zoom out / interact with the map in globe mode. Expected Results Map with .standard(elevation: .realistic) should continue to render with globe / 3D realistic terrain behavior, consistent with realistic elevation support and similar to .hybrid(elevation: .realistic). Actual Results When the map style is .standard(elevation: .realistic) in globe mode, the map falls back to a flat 2D-looking representation. Changing the same map to .hybrid(elevation: .realistic) restores the expected 3D globe rendering. Regression Unknown, but this appears to be unintended behavior because: realistic elevation is intended to provide realistic terrain / 3D map rendering, and there are no overlays in this map configuration that should intentionally force the map into a flat representation. Minimal Relevant Code From My App private enum CompetitionMapMode: String, CaseIterable { case satellite case explore func mapStyle(look: CompetitionMapLook) -> MapStyle { switch self { case .satellite: return .hybrid(elevation: look.elevation) case .explore: return .standard(elevation: look.elevation) } } } private enum CompetitionMapLook: String, CaseIterable { case globe case flat var elevation: MapStyle.Elevation { switch self { case .globe: return .realistic case .flat: return .flat } } } Map(position: $cameraPosition, selection: $selectedMapItemID) { UserAnnotation() ForEach(mapDisplayItems) { item in Annotation( item.title, coordinate: item.coordinate, anchor: .bottom ) { mapAnnotationView(for: item) } .tag(item.id) } } .mapStyle(mapModeSelection.mapStyle(look: mapLookSelection)) Why I Believe This Is a Framework Bug The same Map instance renders correctly in 3D when using: .hybrid(elevation: .realistic) but falls back to 2D with: .standard(elevation: .realistic) under globe mode. This suggests the issue is tied specifically to the .standard rendering path in SwiftUI Map / MapKit, rather than camera state, annotations, or location handling. My map does include annotations, but it does not add overlays that would intentionally flatten realistic terrain. Environment Xcode: Xcode 26.4 (17E192) SDK: SDK Version 26.4 (23E237) Device: iPhone 17 Pro iOS version: iOS 26.5 Beta 2 Reproducibility: Always App type: SwiftUI app using MapKit Map Additional Notes The issue is visible in a production app screen, not only a toy sample. The problem appears style-specific: .standard(elevation: .realistic) → incorrect 2D fallback .hybrid(elevation: .realistic) → expected 3D behavior This makes standard map style unusable for globe presentation in my app.
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HomeKit support on MacOS
I am currently developing an app for MacOS that needs to control HomeKit devices like lights. However, it seems like MacOS is supported on the official documentation, but not when I try to create an app ID on developer.apple.com. On the link https://developer.apple.com/apple-home/, MacOS is clearly showed as supported for MacOS. But when I try to create an app ID, it shows that it is only compatible for iOS, VisionOS and WatchOS. Could this be clarified? Best regards, orangeidle25
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iOS 26 UITabBar Layout Glitch: Custom Appearance vs. Liquid Glass Effects during Rotation
Hello, I am encountering a UI layout issue on iOS 26 where UITabBar items become squashed or overlapping during device rotation (from Portrait to Landscape). This glitch occurs specifically when a custom UITabBarAppearance is applied. 1. "Liquid Glass" and UITabBar Customization According to TN3106, Apple states: "Starting in iOS 26, reduce your use of custom backgrounds in navigation elements and controls. While the techniques in this document remain valid for iOS 18 and earlier, prefer to remove custom effects and let the system determine the navigation bar background appearance. Any custom backgrounds and appearances you use in the navigation bar might overlay or interfere with Liquid Glass or other effects that the system provides, such as the scroll edge effect." Does this guidance also apply to UITabBar? Specifically, could setting a custom background color via UITabBarAppearance interfere with internal layout constraints required for the Liquid Glass effect to adapt correctly during orientation changes? It appears that the internal UIStackView may fail to recalculate width in time when these system effects are active. 2. Validation of the Layout Workaround To maintain our app's visual identity while resolving this squashing issue, I implemented the following fix within the transition coordinator of my UITabBarController: Code Implementation (Objective-C) [coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> _Nonnull context) { // Forcing a layout refresh to synchronize with the rotation animation [weakSelf.tabBar invalidateIntrinsicContentSize]; [weakSelf.tabBar setNeedsLayout]; [weakSelf.tabBar layoutIfNeeded]; } completion:nil]; Is manually invalidating the intrinsic content size an acceptable practice for iOS 26? Or is there a more "system-native" approach to ensure UITabBar layout remains stable and compatible with Liquid Glass, especially when custom appearances are necessary?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Bypass stolen device security delay for BYOD device enrolment into an MDM (MicroMDM) solution.
Hi, Is there any possible Apple approved way or workaround if we can bypass the stolen device protection delay of 1 hour when a user try to install our MDM server's enrolment profile on unknown location? I do not want managed apple account solution. I need solution for BYOD devices not for company owned. Thank you, Software Engineer - iOS
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595
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XPC doesn't work with network extension on app upgrade
Our app has a network extension (as I've mentioned lots 😄). We do an upgrade by downloading the new package, stopping & removing all of our components except for the network extension, and then installing the new package, which then loads a LaunchAgent causing the containing app to run. (The only difference between a new install and upgrade is the old extension is left running, but not having anything to tell it what to do, just logs and continues.) On some (but not all) upgrades... nothing ends up able to communicate via XPC with the Network Extension. My simplest cli program to talk to it gets Could not create proxy: Error Domain=NSCocoaErrorDomain Code=4099 "The connection to service named blah was invalidated: failed at lookup with error 3 - No such process." UserInfo={NSDebugDescription=The connection to service named bla was invalidated: failed at lookup with error 3 - No such process.} Could not communicate with blah Restarting the extension by doing a kill -9 doesn't fix it; neither does restarting the control daemon. The only solution we've come across so far is rebooting. I filed FB11086599 about this, but has anyone thoughts about this?
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Custom keyboard extension left edge detecting touch after a second.
I'm creating a custom keyboard extension. So as a result, there are buttons which are pinned to the left edge of the keyboard. (Think of q key as an example). The logic of the key presses go something like this: Button detects a touchDown event and shows the magnified text which you normally see in system keyboard when tapping a key. Button detects a touchUpInside/touchDragOutside event and the magnified text disappears, again very similar to the system keyboard. This logic worked for all the buttons which were not pinned to the left edge of the keyboard. But for the buttons that were pinned to the left edge, the touchDown events were being detected after a second. So you can see this is obviously bad because I want to see the magnified text right after I place my finger on the button. WHAT I TRIED AS AN ALTERNATIVE: I removed all the touchDown, touchUpInside and touchDragOutside events from the button and disabled all their user interaction. Then I implemented to touches functions(touchesBegan, touchesEnded, etc.) and observed the touch locations on the background view. Surprisingly, even in this case, the touchesBegan function was called after a second after I placed my finger on the left edge of the screen and as usual, the touchesBegan function called just fine in the rest of the screen. Here's the code for the touches function: override func touchesBegan(_ touches: Set&lt;UITouch&gt;, with event: UIEvent?) { &#9;&#9;guard let touch = event?.allTouches?.first else { return } &#9;&#9;let location = touch.location(in: self.touchView) &#9;&#9;&#9;&#9; &#9;&#9;print(location) } What exactly is happening here? And what can I do to avoid this problem? NOTE: It works fine in simulator for some reason but has a problem with real devices.
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We are unable to process your request - New Enrollment Error
Hi guys, do you occure this error? when you are trying to enroll the Apple Developer? After I select I am a individual/solo trader, and I agree with all the terms and conditions, then a error happened: We are unable to process your request. An unknown error occurred. Have you guys found solution for this?
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The APNs delay to send notification on iOS 26.4
In my VoIP app, we use StartRing and StopRing via VoIP push to my app. But recently, I found some disordered VoIP notifications, my VoIP app received the StopRing push before the StartRing push. Examples: Server log: // send StartRing startring: - Apr 9, 2026 @ 14:54:43.255 .."pushType":"voip","priority":10, ... // send StopRing stop-ring Apr 9, 2026 @ 14:54:47.645 ..."pushType":"background","priority":5,"... VoIP app log: // receive StopRing 2026-04-0909:54:48.858 CDT : INFO : [RcRtc] [0x1feeba1c0] [PushNotificationParser]call push notification handled. action: StopRing telephony session id: s-a0dd8601926c7z19d72bbf8b9z1e62ec10000 sid: 178503189447188 // receive StartRing 2026-04-0909:54:49.524 CDT : INFO : [RcRtc] [0x1feeba1c0] [PushNotificationParser]call push notification handled. action: StartRing telephony session id: s-a0dd8601926c7z19d72bbf8b9z1e62ec10000 sid: 178503189447188 Then we can see the StartRing send first, but received in the app after the StopRing. The StartRing took abunt 6s to send and the StopRing took about 1s. So I guess there is an issue in the APNs part on iOS26.4. We saw there is a peak after iOS26.4 and iOS 26.4.1 than old iOS versions. Thanks.
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