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Apple Developer Program fee collected, documents sent, and no response for 9 days. What's going on?
My Enrolment Program has been pending for nine days now. I submitted the requested documents and received the following message: "Thank you for providing the documents we requested. We will review them and follow up with you within two business days." It's been 5 days now, and I still haven't received a response. I've emailed support three times and haven't received a response either. I haven't received any information that anything is wrong or that I need to send anything else. Zero contact. What's going on? I have to admit, I haven't felt treated as poorly by any company as I am now by Apple.
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Is it possible for Xcode to display warnings from package dependencies?
I have quite a few in-door local packages that I do not really develop outside of the context of Xcode projects - meaning that I add local references to these libraries (and other content) to my Xcode project - and I update the libraries directly in Xcode within the project. I very rarely open up the library package on its own and work on it just like that. The unfortunate thing is that Xcode seems to be silencing warnings from all the packages during the build phase, resulting in me not seeing warnings from those libraries. I then need to open them separately in Xcode and review whether they contain any warnings and fix them. Using treat warnings as errors is, of course, one solution, but it doesn't help in cases where it's impossible to avoid them (e.g. https://github.com/swiftlang/swift/issues/86650) as there's no #pragma push; or in case of user-defined #warning which I often use to mark parts of code that need revisiting. I've gone through various settings, but I don't see anything relevant. Most of Google search is filled with attempts to silence the warnings instead of enabling them or wanting errors instead of warnings. Does anyone here know if it's possible for Xcode to display warnings from included packages and how to adjust such an option? Thanks!
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Developer Team invitation form doesn't progress
I have received an invitation to a development team in the Apple Developer Program. Having filled the form out and completing the image challenge successfully, tapping on continue simply results in the button graying itself out. The JavaScript console shows the following error when this happens: { code: -4 data: "Destination unavailable. 500" message: "Application error." } I have tried this process in Safari, Chromium, as well as on mobile data on my iPhone, and the result is the same each time. Other messages in the console: [Warning] 30 console messages are not shown. [Log] pm-rpc response recieved at – "" (widget-a72347aab29cc0b7fb82.js, line 2) [Log] success - rpc: 'receivePingRequest' (widget-a72347aab29cc0b7fb82.js, line 2) [Log] will send 'receivePingRequest' for rpc: 'formRendered', number of retries left: 1 (widget-a72347aab29cc0b7fb82.js, line 2) [Log] - will send rpc message for 'receivePingRequest' (widget-a72347aab29cc0b7fb82.js, line 2) [Log] pm-rpc response recieved at – "" (widget-a72347aab29cc0b7fb82.js, line 2) [Log] success - rpc: 'receivePingRequest' (widget-a72347aab29cc0b7fb82.js, line 2) [Error] Blocked a frame with origin "https://appleid.apple.com" from accessing a frame with origin "https://appstoreconnect.apple.com". Protocols, domains, and ports must match. [Log] will send 'receivePingRequest' for rpc: 'formRendered', number of retries left: 0 (widget-a72347aab29cc0b7fb82.js, line 2) [Log] - will send rpc message for 'receivePingRequest' (widget-a72347aab29cc0b7fb82.js, line 2) [Log] pm-rpc response recieved at – "" (widget-a72347aab29cc0b7fb82.js, line 2) [Log] success - rpc: 'receivePingRequest' (widget-a72347aab29cc0b7fb82.js, line 2) [Log] - will send rpc message for 'formRendered' (widget-a72347aab29cc0b7fb82.js, line 2) [Log] failure - rpc: 'formRendered', reason: reached maximum retries. (widget-a72347aab29cc0b7fb82.js, line 2)
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"Application has not loaded accessibility" timeout followed by silent auto-recovery corrupts framework state on iOS 18
On iOS 18, when XCUITest encounters an "Application has not loaded accessibility" error after the 60 second timeout, it performs an undocumented auto-recovery ("Setting up automation session") instead of halting the test as documented. This leaves the XCUITest framework in a corrupted state, causing subsequent tests in the same session to fail with unexpected behavior. Expected Behavior (per Apple documentation): Any failure in the launch sequence will be reported as a test failure and the test will be halted at that point. Actual Behavior: XCUITest waits 60 seconds for accessibility to load Logs "Application has not loaded accessibility" error Instead of halting, performs "Setting up automation session" (auto-recovery) Test continues with corrupted framework state Subsequent tests in the same session fail with phantom element queries Steps Run XCUITest suite on a real iOS 18 device Have an app with moderately heavy initialization (e.g., synchronous network operations during bootstrap) Observe intermittent "accessibility not loaded" errors When error occurs, subsequent tests fail with unexpected behavior Test Logs Evidence First test (accessibility failure + recovery): t = 11.11s Wait for accessibility to load t = 71.14s Capturing diagnostic spindump t = 76.24s Assertion Failure: Application 'com.example.app' has not loaded accessibility t = 76.26s Setting up automation session ← Undocumented recovery t = 77.29s Tear Down Second test (corrupted state): t = 35.01s Tap "signin-button" t = 35.55s Waiting for "bannerButtonStackFirstItem" ← Query NOT in test code! t = 40.58s Assertion Failure: Failed to find element The second test executes element queries that do not exist in its source code, indicating leaked/corrupted state from the previous test's failed recovery. Note: The tearDown() method terminates the app but cannot reset the internal state of the XCUITest framework itself, so corruption persists across tests. We are observing this behavior consistently on iOS 18 real devices. We would like to know: Is this a known issue with XCUITest on iOS 18? Is anyone experiencing similar "accessibility not loaded" failures followed by auto-recovery? Is the "Setting up automation session" recovery behavior intentional or a bug? Is there a recommended workaround to prevent framework state corruption between tests?
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Apple Developer Payment Taken But Enrollment Pending - Help?
Need help with Apple Developer Program enrollment. What happened: Paid $99 on Jan 14 from Pakistan (HabibMetro bank) Money fully deducted from my account Apple says "payment problem" and gives me 7 days or enrollment cancels Bank needs 10 days to trace the payment The problem: -Apple will cancel before bank finishes tracing (7 days vs 10 days). -Apple Support suggested re-enrolling with their app using different payment method, but I'm worried about: Getting charged twice First payment not refunded Losing the $99 Questions: Anyone faced this? What did you do? Should I re-enroll or wait? How to avoid double payment? Order: D004702861 Case: 102802965662 Any advice appreciated
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Apple not responding to enrollment request for Apple developer program
Hello, I’ve attempted to enroll to the Apple developer program on January 5th where after I submitted my credit card info for payment I received an acknowledgment email In the email it says it’ll take up to 48 hours to process the payment it has been more than 2 weeks now and I received no response or activation email from apple throughout these 2 weeks I have attempted additional times to pay and contact support but even when sending a support ticket (which claims response in 2 business days) I didn’t get any response whatsoever am I doing something wrong? Is this common? please help 🙏🏻 thank you!
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Inconsistent Symbol Linking Behavior for UTType from UniformTypeIdentifiers Framework
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version: if (@available(iOS 14.0, *)) { NSMutableArray<UTType *> *contentTypes = [NSMutableArray array]; for (NSString *uti in documentTypes) { UTType *type = [UTType typeWithIdentifier:uti]; if (type) { [contentTypes addObject:type]; NSLog(@"iOS 14+ Adding type: %@", uti); } else { NSLog(@"Warning: Unable to create UTI: %@", uti); } } UIDocumentPickerViewController *documentPicker = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes]; documentPicker.delegate = self; documentPicker.allowsMultipleSelection = NO; [self.presentingViewController presentViewController:documentPicker animated:YES completion:nil]; } However, we've observed inconsistent symbol reference types to UTType in the final linked binaries: One build results in a strong reference to UTType. Another demo project (with seemingly identical code and build settings) results in a weak reference. Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved. Impact of the Issue This inconsistency causes problems on iOS 14.0+ devices: Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure. Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found. Our Analysis Using nm -u, both versions show an undefined symbol: U _UTTypeCreatePreferredIdentifierForTag However, in the final binaries: One shows: T _UTTypeCreatePreferredIdentifierForTag (strong) The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak) Both projects link against the framework identically in their build logs: -framework UniformTypeIdentifiers (no -weak_framework flag is used in either case). Questions Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework? Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak? What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions? We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking. Any insights or guidance from the community or Apple engineers would be greatly appreciated! Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
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Inconsistent Symbol Linking Behavior for UTType from UniformTypeIdentifiers Framework
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version: if (@available(iOS 14.0, *)) { NSMutableArray<UTType *> *contentTypes = [NSMutableArray array]; for (NSString *uti in documentTypes) { UTType *type = [UTType typeWithIdentifier:uti]; if (type) { [contentTypes addObject:type]; NSLog(@"iOS 14+ Adding type: %@", uti); } else { NSLog(@"Warning: Unable to create UTI: %@", uti); } } UIDocumentPickerViewController *documentPicker = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes]; documentPicker.delegate = self; documentPicker.allowsMultipleSelection = NO; [self.presentingViewController presentViewController:documentPicker animated:YES completion:nil]; } However, we've observed inconsistent symbol reference types to UTType in the final linked binaries: One build results in a strong reference to UTType. Another demo project (with seemingly identical code and build settings) results in a weak reference. Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved. Impact of the Issue This inconsistency causes problems on iOS 14.0+ devices: Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure. Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found. Our Analysis Using nm -u, both versions show an undefined symbol: U _UTTypeCreatePreferredIdentifierForTag However, in the final binaries: One shows: T _UTTypeCreatePreferredIdentifierForTag (strong) The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak) Both projects link against the framework identically in their build logs: -framework UniformTypeIdentifiers (no -weak_framework flag is used in either case). Questions Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework? Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak? What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions? We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking. Any insights or guidance from the community or Apple engineers would be greatly appreciated! Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
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"Bad URL" when signing in to XCode
The other day the XCode account had some error that I so that I decided to log out and in again. But when trying to log in to my apple account I get this "Bad URL" with the description "Try signing in again or contact Apple Developer Support to resolve account access". This only happens on the XCode on my work computer. I can log in to XCode on other computers with the same account. This happens only on this computer and with any account that I try to log in to. Obviously there is some cache file somewhere that I need to delete. But I am not finding it.
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Unable to purchase Apple Developer Program
I previously had an account that changed devices when purchasing the Apple Developer Program, which prevented me from continuing the purchase. Customer service stated that they did not have the authority to handle it. So I registered a new ID, but I still couldn't register. Now, both accounts are unable to purchase the Apple Developer Program because the button is grayed out. I consulted customer service, and one of the representatives informed me that my identity is no longer eligible for purchasing the Apple Developer Program. I don't want to purchase using someone else's identity. Is there a way to resolve this? I feel like the purchasing process is locked.
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memory leak in dlopen / dlcose, or user error?
Calling dlopen then dlclose causes an increase in the amount of memory used by the program. If I create a loop that calls dlopen / dlclose repeatedly on the same dynamic library, memory usage increases continuously. Is this a bug, or am I using dlopen / dlclose incorrectly? I can reproduce this by modifying the sample code in the Apple Developer docs Creating Dynamic Libraries. If I modify Runtime.c, changing the line void *lib_handle = dlopen(lib_name, RTLD_NOW); to add the infinite loop, as below: void *lib_handle = dlopen(lib_name, RTLD_NOW); for (int ii = 0; ; ++ii) { printf("loop %i\n", ii); int close_err = dlclose(lib_handle); printf("close error: %i\n", close_err); printf("dlopen(%s, RTLD_NOW)\n", lib_name); lib_handle = dlopen(lib_name, RTLD_NOW); } then opening and closing the dynamic library will succeed, but memory usage (as reported by top) will rapidly increase. I'm running on x86_64 macOS 13.6.6. Full code for the modified Runtime.c is attached, the rest of the code is available in the Apple Developer docs. Any suggestions? Many thanks, Chris Runtime.c
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Xcode 26.2 fails building Flutter iOS app – xcode_backend.dart null exception
Hello, after updating macOS to 26.2 and Xcode to 26.2 (Build 17C52), I am unable to build a Flutter iOS application for the simulator. Environment: macOS 26.2 (darwin-arm64) Xcode 26.2 (17C52) Flutter 3.38.7 (stable) Dart 3.10.7 CocoaPods 1.16.2 Target device: iPhone 16e Simulator (iOS 26.x) Issue: The build fails during the Flutter Xcode build phase with this error: Unhandled exception: Null check operator used on a null value #0 Context._embedNativeAssets (file:///opt/homebrew/share/flutter/packages/flutter_tools/bin/xcode_backend.dart:341) Command PhaseScriptExecution failed with a nonzero exit code. Additional info: Runner target uses Pods-Runner.debug/profile/release.xcconfig correctly SUPPORTED_PLATFORMS = iphoneos iphonesimulator SDKROOT resolves to iPhoneOS26.2.sdk even when building for simulator Build Settings and Run Script phases are default Flutter-generated Issue occurs both via flutter run and directly from Xcode Project worked before macOS/Xcode update It appears Xcode 26.2 may be resolving SDKROOT or build environment incorrectly for Flutter projects, causing Flutter’s xcode_backend.dart to crash. Could you please advise whether this is a known issue or requires a workaround? Thank you. Best regards David
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