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IOS提交的APP,在注册账号时,是不允许收集身份证号等之类的信息吗?
我们提交的APP,始终无法通过审核; Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage Issue Description The app requires users to provide personal information that is not directly relevant to the app's core functionality. Apps should only require users to provide information that is necessary for the app to function. If information is useful for a non-essential feature, apps may request the information but make it optional. Examples of app concepts and inappropriate required information: A general shopping app that requires the user's marital status A rideshare app that requires the user's gender Next Steps Update the app to not require users to provide the following personal information: National ID number Age Gender Resources 是不允许在注册阶段收集身份证号吗?
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90
Jun ’25
XCode Cloud lost access to GitLab Repository and can't reconnect
I have an XCode Cloud CI/CD process that's been in place for over a year now, hooked up to the project's GitLab repository. Yesterday it lost connection to the repo, and I can't get it to reconnect. Here's the error I see when I click on the "reconnect" button: The repo still exists, obviously, and I still have maintainer access. I did notice that my private key that I use to connect XCode to GitLab had expired, so I created a new one, but that didn't resolve the issue. Another thing I noticed is that when I try to look at my builds in the console, it tells me to link my gitlab account with my Apple account: But when I click the Link Accounts button, nothing happens. Is there a different way to link the accounts? Is it possible that's what the issue is?
1
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153
Jun ’25
How to trace/debug AU in Logic 11.1 on Arm?
Previously it was needed to attach XCode (16.3) to the AUHostingService. This does not show up in the list of attachable processes any more. Just attaching to Logic Pro skips all breakpoints. I am trying to debug output-configuration as Logic offers versions of our Plugin that employ mono outputs which we do not actually provide. Any hints how I can trace through the plug-ins init code??
1
0
149
May ’25
LLDB is invoking Xcode to display source code all of a sudden. How to switch back?
I've cross posted this at https://stackoverflow.com/q/79647300/6230282 Basically, I use command line and emacs app to develop on daily basis, but all of a sudden, LLDB is invoking Xcode to display source code for me, instead of printing them in command line. How do I switch back? Or alternatively, can I set a custom editor for LLDB? (lldb) version lldb-1700.0.9.502 Apple Swift version 6.1.2 (swiftlang-6.1.2.1.2 clang-1700.0.13.5) About Xcode: Version 16.4 (16F6)
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198
Jun ’25
WatchOS app - installation not working
Hi everyone, I’ve been trying since yesterday to set up an Apple Watch app alongside my iOS app, but it’s not working at all. I created the app by adding a new target, selected watchOS > App, and linked it to my iOS project. When I run the Apple Watch scheme directly, the app works, but if I try to install it on my Apple Watch via the iOS app, it doesn’t work. Every time I tap install, I get a message saying that the installation failed. While reading the documentation, they mention an Info.plist file that is supposed to be generated with the watchOS app, but when I check, I don’t see any .plist file. Is that normal? Thanks for your help.
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74
May ’25
your payments from apple are on hold
Hi everyone, I'm an indie developer and I'm currently dealing with a confusing and concerning issue with Apple. I'm wondering if anyone has experienced something similar. 🔻 What happened: I’m based in Poland and recently opened a sole proprietorship. A few days before the issue, I updated my W-8BEN tax form (correcting my personal ID to my business tax ID – NIP). Then, one day before my scheduled monthly payout, I received an email from Apple saying: "Your payments are on hold – we’ve noticed irregular activity on your account." All payments were suddenly put on hold with no specific reason given. My app remains live and available on the App Store. I wasn’t warned ahead of time, and there’s no detailed explanation from Apple so far. 🔸 My questions: Has anyone else had all their payments withheld right before payout like this? What were the reasons in your case (tax issues, account verification, “irregular activity”, etc.)? How long did it take to resolve, and did Apple eventually release the funds? I’ve contacted Apple Finance, but responses so far have been generic and slow. Any advice, experience, or clarification would be extremely appreciated — this payout is essential for covering my operating costs, and being left without funds so suddenly is pretty rough.
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222
Jun ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
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117
May ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
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198
Jun ’25
Objective-C headers build fine with swift but not with Xcode
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line: swift build -c release But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac: xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos The error is: Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation' How can I get Xcode / xcodebuild to work? Note that the project is normally built by running: Scripts/build which runs: swift build -c release after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift): Scripts/generate_package_swift I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail. I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc. Maybe some of those changes would have helped, but maybe they were in incorrect combinations. Thanks for any help.
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170
May ’25
iOS Simulator (18.4) crashes when user clicks allow for Speech Recognition permission popup
When a new application runs on iOS 18.4 simulator and tries to access the Speech Framework, prompting a request for authorisation to use Speech Recognition, the application will crash if the user clicks allow. Same issue in the visionOS 2.4 simulator. Using Swift 6. Report Identifier: FB17686186 /// Checks speech recognition availability and requests necessary permissions. @MainActor func checkAvailabilityAndPermissions() async { logger.debug("Checking speech recognition availability and permissions...") // 1. Verify that the speechRecognizer instance exists guard let recognizer = speechRecognizer else { logger.error("Speech recognizer is nil - speech recognition won't be available.") reportError(.configurationError(description: "Speech recognizer could not be created."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } // 2. Check recognizer availability (might change at runtime) if !recognizer.isAvailable { logger.error("Speech recognizer is not available for the current locale.") reportError(.configurationError(description: "Speech recognizer not available."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } logger.trace("Speech recognizer exists and is available.") // 3. Request Speech Recognition Authorization // IMPORTANT: Add `NSSpeechRecognitionUsageDescription` to Info.plist let speechAuthStatus = SFSpeechRecognizer.authorizationStatus() logger.debug("Current Speech Recognition authorization status: \(speechAuthStatus.rawValue)") if speechAuthStatus == .notDetermined { logger.info("Requesting speech recognition authorization...") // Use structured concurrency to wait for permission result let authStatus = await withCheckedContinuation { continuation in SFSpeechRecognizer.requestAuthorization { status in continuation.resume(returning: status) } } logger.debug("Received authorization status: \(authStatus.rawValue)") // Now handle the authorization result let speechAuthorized = (authStatus == .authorized) handleAuthorizationStatus(status: authStatus, type: "Speech Recognition") // If speech is granted, now check microphone if speechAuthorized { await checkMicrophonePermission() } } else { // Already determined, just handle it let speechAuthorized = (speechAuthStatus == .authorized) handleAuthorizationStatus(status: speechAuthStatus, type: "Speech Recognition") // If speech is already authorized, check microphone if speechAuthorized { await checkMicrophonePermission() } } }
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0
298
May ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
2
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156
Jun ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
0
0
110
May ’25
Refactor->Rename "Refactoring Engine Failure"
For Xcode 15 and Xcode 16, whenever I try to use the Refactor->Rename command I get a spinning busy cursor for a short while then I get an alert that says: Rename Failed Refactoring engine failure. This happens on several projects and I've tried removing the derived data folder, but am at a loss to find additional troubleshooting steps. Are there other files I might remove or reset to get my "Refactoring Engine" back into shape?
0
0
176
Jun ’25
Submitting a Swift Playgrounds app
Certain documentation seems to suggest I can submit a swift playground to the App Store. I am a paid $99 a year developer. In the submission process they ask for my team ID. I am not part of a team. I am an individual. However, my individual account has a team ID associated with it, but they don’t allow me to enter that number in the space provided. There is an * note saying some teams are not permitted to upload to the Apple store connect. How do I, a paid up developer, submit a swift playgrounds app to the App Store?.
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216
May ’25
Activation Time for Apple Developer Program
Hello, I recently submitted a successful application for the Apple Developer Program using the Apple Developer app. I can confirm that my subscription is currently active and valid on the App Store. Could you please let me know how long it typically takes for the developer account to be fully activated? Is it acceptable to simply wait for the activation without contacting support? Thank you very much for your assistance.
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153
May ’25
Unable to send iMessage game extension on simulator
I recently started building an iMessage game, and whenever I try to send the game through the first contact on the simulator to loop back into the second one, I get an alert saying "Unable to send. The recipient can not receive this item via satellite". Has anyone experienced this? If so, do you have a solution? It is making it a bit difficult to test the flow of my app.
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122
Jun ’25
IOS提交的APP,在注册账号时,是不允许收集身份证号等之类的信息吗?
我们提交的APP,始终无法通过审核; Guideline 5.1.1 - Legal - Privacy - Data Collection and Storage Issue Description The app requires users to provide personal information that is not directly relevant to the app's core functionality. Apps should only require users to provide information that is necessary for the app to function. If information is useful for a non-essential feature, apps may request the information but make it optional. Examples of app concepts and inappropriate required information: A general shopping app that requires the user's marital status A rideshare app that requires the user's gender Next Steps Update the app to not require users to provide the following personal information: National ID number Age Gender Resources 是不允许在注册阶段收集身份证号吗?
Replies
1
Boosts
0
Views
90
Activity
Jun ’25
XCode Cloud lost access to GitLab Repository and can't reconnect
I have an XCode Cloud CI/CD process that's been in place for over a year now, hooked up to the project's GitLab repository. Yesterday it lost connection to the repo, and I can't get it to reconnect. Here's the error I see when I click on the "reconnect" button: The repo still exists, obviously, and I still have maintainer access. I did notice that my private key that I use to connect XCode to GitLab had expired, so I created a new one, but that didn't resolve the issue. Another thing I noticed is that when I try to look at my builds in the console, it tells me to link my gitlab account with my Apple account: But when I click the Link Accounts button, nothing happens. Is there a different way to link the accounts? Is it possible that's what the issue is?
Replies
1
Boosts
0
Views
153
Activity
Jun ’25
How to trace/debug AU in Logic 11.1 on Arm?
Previously it was needed to attach XCode (16.3) to the AUHostingService. This does not show up in the list of attachable processes any more. Just attaching to Logic Pro skips all breakpoints. I am trying to debug output-configuration as Logic offers versions of our Plugin that employ mono outputs which we do not actually provide. Any hints how I can trace through the plug-ins init code??
Replies
1
Boosts
0
Views
149
Activity
May ’25
LLDB is invoking Xcode to display source code all of a sudden. How to switch back?
I've cross posted this at https://stackoverflow.com/q/79647300/6230282 Basically, I use command line and emacs app to develop on daily basis, but all of a sudden, LLDB is invoking Xcode to display source code for me, instead of printing them in command line. How do I switch back? Or alternatively, can I set a custom editor for LLDB? (lldb) version lldb-1700.0.9.502 Apple Swift version 6.1.2 (swiftlang-6.1.2.1.2 clang-1700.0.13.5) About Xcode: Version 16.4 (16F6)
Replies
1
Boosts
0
Views
198
Activity
Jun ’25
WatchOS app - installation not working
Hi everyone, I’ve been trying since yesterday to set up an Apple Watch app alongside my iOS app, but it’s not working at all. I created the app by adding a new target, selected watchOS > App, and linked it to my iOS project. When I run the Apple Watch scheme directly, the app works, but if I try to install it on my Apple Watch via the iOS app, it doesn’t work. Every time I tap install, I get a message saying that the installation failed. While reading the documentation, they mention an Info.plist file that is supposed to be generated with the watchOS app, but when I check, I don’t see any .plist file. Is that normal? Thanks for your help.
Replies
0
Boosts
0
Views
74
Activity
May ’25
Xcode 16.3 + Xcode Cloud: Editor could not be opened
FB17193989
Replies
1
Boosts
1
Views
142
Activity
May ’25
your payments from apple are on hold
Hi everyone, I'm an indie developer and I'm currently dealing with a confusing and concerning issue with Apple. I'm wondering if anyone has experienced something similar. 🔻 What happened: I’m based in Poland and recently opened a sole proprietorship. A few days before the issue, I updated my W-8BEN tax form (correcting my personal ID to my business tax ID – NIP). Then, one day before my scheduled monthly payout, I received an email from Apple saying: "Your payments are on hold – we’ve noticed irregular activity on your account." All payments were suddenly put on hold with no specific reason given. My app remains live and available on the App Store. I wasn’t warned ahead of time, and there’s no detailed explanation from Apple so far. 🔸 My questions: Has anyone else had all their payments withheld right before payout like this? What were the reasons in your case (tax issues, account verification, “irregular activity”, etc.)? How long did it take to resolve, and did Apple eventually release the funds? I’ve contacted Apple Finance, but responses so far have been generic and slow. Any advice, experience, or clarification would be extremely appreciated — this payout is essential for covering my operating costs, and being left without funds so suddenly is pretty rough.
Replies
0
Boosts
0
Views
222
Activity
Jun ’25
Xcode 16.3 / 16.4 UINavigationBar rendering issue?
I've recently upgraded to Sequoia and Xcode 16.3 (now 16.4RC) and a significant change I've noticed vs 16.2 is that the height of UINavigationBar components in storyboards and XIBs is incorrect. Xcode 16.2: Xcode 16.4: This only affects simulated metrics in storyboard / XIB files. I have been unable to find any discussion of this issue anywhere online. Is this actually an Xcode bug that has gone unnoticed / unfixed or is there some underlying intentional change here that I'm unaware of?
Replies
0
Boosts
0
Views
117
Activity
May ’25
Admin role can't edit some certificate created
I created an apple development certificate using an api key. When the certificate was created and I want to revoke the certificate but revoke button and download button is not there. I am an Admin in that account. Not sure how to fix this
Replies
1
Boosts
0
Views
111
Activity
May ’25
Xcode 16.3 Pods Compilation Issue
I am on MacOs 15.4.1 which is being deployed with an old version of Ruby ruby 2.6.10 and bundler version 1.17.2. I ran pod install after generating the pods with these versions and during the application compilation there have been several issues reported against pods code.
Replies
0
Boosts
0
Views
115
Activity
May ’25
Persistent Sandbox Denials When Building with Capacitor and CocoaPods in Xcode
I am a solo developer building a cross-platform voice assistant app using Capacitor (with HTML, JS) and Xcode for the iOS version. The app is called "Echo Eyes," and it already functions well as a Progressive Web App (PWA). However, the iOS build has been completely blocked due to persistent sandbox permission errors from macOS during the CocoaPods framework embedding phase. This issue has caused severe disruption to my project and personal well-being, and I am writing to formally request assistance in identifying a clear solution. I am not a beginner and have followed all known best practices, forums, and Apple guidance without success. What I’ve Built So Far: Fully working PWA version of the app (voice input, HTML/JS interface) Capacitor initialized with ID: com.echo.eyes.voice Capacitor iOS platform added with CocoaPods App runs fine until Xcode reaches: [CP] Embed Pods Frameworks The Exact Problem: Sandbox: bash(12319) deny(1) file-read-data /Users/Shared/projects/Echo_Mobile/ios/App/Pods/Target Support Files/Pods-App/Pods-App-frameworks.sh Command PhaseScriptExecution failed with a nonzero exit code Clarification: This is not an HTML/JS issue. The failure occurs in Xcode long before web assets are embedded into the bundle. The shell script /Pods-App-frameworks.sh cannot be read due to macOS sandbox restrictions. Everything I’ve Tried: Gave Xcode and Terminal Full Disk Access Ran: sudo xattr -rd com.apple.quarantine on the entire Pods directory Added /bin/bash and /bin/sh to Full Disk Access (after confirming the exact shell via $SHELL) Attempted to disable Gatekeeper via Terminal: sudo spctl --master-disable (confirmed not effective without GUI toggle) Tried relocating project to /Users/Shared/projects/ Cleaned build folder, removed derived data, reinstalled pods Debugged shell usage with: echo "▶️ Embedding under shell: $SHELL" in the [CP] Embed Pods Frameworks script Attempted to grant shell access to Documents Folder, Desktop, and more via Files & Folders Current State: Despite following all known and recommended steps, Xcode continues to return the same sandbox error. The shell script that embeds the CocoaPod frameworks is denied permission to read its own contents by macOS. What I Am Asking For: Is this a known issue in current versions of macOS or Xcode regarding sandbox denial for shell execution inside Pods? Is there a recommended method to grant /bin/bash or /bin/sh permission to read and run these scripts under Xcode without compromising system security? Is moving the project outside /Users (e.g. to /Projects) the only real workaround? Are there official Apple workarounds or entitlements available for developers encountering this? Personal Note: This issue has caused significant emotional and physical distress. I’m building this app as a personal healing tool and companion. I’ve poured months of work into this and done everything I can to follow Apple’s development guidelines. I’m not asking for hand-holding — only a clear, respectful response confirming whether this is expected behavior and what can be done to resolve it. Thank you for your time and understanding.
Replies
0
Boosts
0
Views
198
Activity
Jun ’25
Objective-C headers build fine with swift but not with Xcode
On my M4 Mac running macOS 15.5 using Xcode 16.4 & Xcode CLT 16.4, Swift code in my Swift Package Manager 5.9 project (https://github.com/mas-cli/mas) builds fine against some included Objective-C headers via the following command line: swift build -c release But cannot find modules for the included Objective-C headers when building inside Xcode 16.4 or with the following command line on the same Mac: xcodebuild -scheme mas -configuration Release -destination platform=macOS,arch=arm64,variant=macos The error is: Sources/mas/AppStore/AppleAccount.swift:9:16: error: no such module 'StoreFoundation' How can I get Xcode / xcodebuild to work? Note that the project is normally built by running: Scripts/build which runs: swift build -c release after running the following script, which must be run before any build (swift, Xcode, or xcodebuild) because it generates a necessary file (Sources/mas/Package.swift): Scripts/generate_package_swift I've tried moving the Objective-C headers into include subfolders of their existing module folders, using double quotes instead of angle brackets for the #import statements, having module.modulemap files in the include subfolders or their parent module folder, and moving the module folders one level up the file hierarchy, to no avail. I've also tried various changes to the root-level Package.swift (not the generated one deeper in the hierarchy, which isn't inclined in the build configuration), like making separate library targets for each of the Objective-C modules, various swiftSettings & linkerSettings, etc. Maybe some of those changes would have helped, but maybe they were in incorrect combinations. Thanks for any help.
Replies
0
Boosts
0
Views
170
Activity
May ’25
iOS Simulator (18.4) crashes when user clicks allow for Speech Recognition permission popup
When a new application runs on iOS 18.4 simulator and tries to access the Speech Framework, prompting a request for authorisation to use Speech Recognition, the application will crash if the user clicks allow. Same issue in the visionOS 2.4 simulator. Using Swift 6. Report Identifier: FB17686186 /// Checks speech recognition availability and requests necessary permissions. @MainActor func checkAvailabilityAndPermissions() async { logger.debug("Checking speech recognition availability and permissions...") // 1. Verify that the speechRecognizer instance exists guard let recognizer = speechRecognizer else { logger.error("Speech recognizer is nil - speech recognition won't be available.") reportError(.configurationError(description: "Speech recognizer could not be created."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } // 2. Check recognizer availability (might change at runtime) if !recognizer.isAvailable { logger.error("Speech recognizer is not available for the current locale.") reportError(.configurationError(description: "Speech recognizer not available."), context: "checkAvailabilityAndPermissions") self.isAvailable = false return } logger.trace("Speech recognizer exists and is available.") // 3. Request Speech Recognition Authorization // IMPORTANT: Add `NSSpeechRecognitionUsageDescription` to Info.plist let speechAuthStatus = SFSpeechRecognizer.authorizationStatus() logger.debug("Current Speech Recognition authorization status: \(speechAuthStatus.rawValue)") if speechAuthStatus == .notDetermined { logger.info("Requesting speech recognition authorization...") // Use structured concurrency to wait for permission result let authStatus = await withCheckedContinuation { continuation in SFSpeechRecognizer.requestAuthorization { status in continuation.resume(returning: status) } } logger.debug("Received authorization status: \(authStatus.rawValue)") // Now handle the authorization result let speechAuthorized = (authStatus == .authorized) handleAuthorizationStatus(status: authStatus, type: "Speech Recognition") // If speech is granted, now check microphone if speechAuthorized { await checkMicrophonePermission() } } else { // Already determined, just handle it let speechAuthorized = (speechAuthStatus == .authorized) handleAuthorizationStatus(status: speechAuthStatus, type: "Speech Recognition") // If speech is already authorized, check microphone if speechAuthorized { await checkMicrophonePermission() } } }
Replies
0
Boosts
0
Views
298
Activity
May ’25
run XCUITest with an SKStoreReviewController
I'm building out a number of XCUITests. At one stage in my app, we present an SKStoreReviewController to ask the user if they'd like to review the app now. All I'd like to do is dismiss the view, by hitting the "Not Now" button. Normally, for other "system" views, I'd something like this: let springboard = XCUIApplication(bundleIdentifier: "com.apple.springboard") let notNowButton = springboard.buttons["Not Now"] And then I'd do an appropriate 'wait' and tap action. But for some reason, this isn't working. Looking for advice on how to properly handle this screen.
Replies
2
Boosts
0
Views
156
Activity
Jun ’25
Development Universal Linking
I am trying to setup a unversal linking for my new developing app. but it look like not function well. did any one have some examples or demo domains suggest to use? In fact finally my app is just internal using, user will not suppose connect to internet , how can I using the universal linking without a website ? Thanks
Replies
0
Boosts
0
Views
110
Activity
May ’25
Refactor->Rename "Refactoring Engine Failure"
For Xcode 15 and Xcode 16, whenever I try to use the Refactor->Rename command I get a spinning busy cursor for a short while then I get an alert that says: Rename Failed Refactoring engine failure. This happens on several projects and I've tried removing the derived data folder, but am at a loss to find additional troubleshooting steps. Are there other files I might remove or reset to get my "Refactoring Engine" back into shape?
Replies
0
Boosts
0
Views
176
Activity
Jun ’25
Submitting a Swift Playgrounds app
Certain documentation seems to suggest I can submit a swift playground to the App Store. I am a paid $99 a year developer. In the submission process they ask for my team ID. I am not part of a team. I am an individual. However, my individual account has a team ID associated with it, but they don’t allow me to enter that number in the space provided. There is an * note saying some teams are not permitted to upload to the Apple store connect. How do I, a paid up developer, submit a swift playgrounds app to the App Store?.
Replies
1
Boosts
0
Views
216
Activity
May ’25
Apple account is locked
My Apple account has been locked and Apple says that it can't be used.I tried to reset but it didn't work for me.Please suggest if someone has any resolution for it.
Replies
1
Boosts
0
Views
99
Activity
Jun ’25
Activation Time for Apple Developer Program
Hello, I recently submitted a successful application for the Apple Developer Program using the Apple Developer app. I can confirm that my subscription is currently active and valid on the App Store. Could you please let me know how long it typically takes for the developer account to be fully activated? Is it acceptable to simply wait for the activation without contacting support? Thank you very much for your assistance.
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1
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0
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153
Activity
May ’25
Unable to send iMessage game extension on simulator
I recently started building an iMessage game, and whenever I try to send the game through the first contact on the simulator to loop back into the second one, I get an alert saying "Unable to send. The recipient can not receive this item via satellite". Has anyone experienced this? If so, do you have a solution? It is making it a bit difficult to test the flow of my app.
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1
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0
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122
Activity
Jun ’25