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init?(coder: NSCoder) or init?(coder: (NSCoder?))
In this code, I use in some places required init?(coder: (NSCoder?)) { // Init some properties super.init(coder: coder!) } And in other places required init?(coder: NSCoder) { super.init(coder: coder) // Init some properties } Both seem to work. Is there a preferred one ? In which cases ? Or should I always use the second one ? And can super be called at anytime ?
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I couldn't believe a 4-trillion USD company making it hard for its developers to go through in its Developer Program Enrollment.
"Your enrollment could not be completed. Your enrollment in the Apple Developer Program could not be completed at this time." I know a lot here are also experiencing this slow and seemingly ignorance from the Apple team to solve this problem or of related issue. As a new guy to the Apple ecosystem and in development world, i thought it'll be a breeze but oh my pickle! I thought I'd lose my mind! Tried through the website, on my mac and phone but nothing seems working. Paying online using my card is fine, but when it comes to paying the enrollment I don't get why I am having an (1) authorization issue , other case using another method prohibits me due to (2) no availability in my region, or that a (3)disabled "Enroll Now" list item via Developer App on iOS devices. Support though mail is nonexistent and when in a call, albeit the support staff is polite, the responses I got are pretty vague and with no certainty ---- making me paranoid. Don't they see the time costing developers waiting for this simple stuff to be solved? Unbelievable :(
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ProgressView in LiveActivities: missing functionality
Good afternoon all, I have a question about Live Activities, specifically ProgressView. Why are they so hard to customize? You can't even really, consistently make the bar a specific height in points. You can't provide any progress view style to make it richer and more dynamic. We want to build a progress bar that's built up of 3 components: a track with its value constant on 1.0 (the full progress) with a specific color, another track that's the actual progress from ProgressView(timerInterval:countsDown:), and some way to create a visual gap in between. The progress bar should also be bigger than the standard size from iOS, but that's also not possible. The corners become really ugly when you use the scaleEffect modifier. Please, if anyone has any ideas about customizing the ProgressView without me having to send push notifications to manually make sure the bar updates, comment down below.
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App completely stuck in "Waiting for Review" for 13 days - All support tickets ignored
Hello everyone, I am facing a very frustrating situation and wondering if anyone else has experienced this or if an Apple engineer can help. My app (App ID: 6756897429) has been stuck in "Waiting for Review" for 13 days (since Feb 12). I had a previous rejection for a Guideline 5.2.1 (Trademark) issue. I completely fixed it, uploaded a new build, and submitted it for review. Since then, total silence. I have tried: Opening a ticket (Case ID: 102820782519) -> No response. Sending follow-up messages via Contact Us -> No response. Uploading a new build to "wake up" the system -> Still stuck in Waiting for Review. I am not asking to skip the line; I just want to know if my app is stuck in a system glitch because 13 days of silence is not normal. Can any Apple representative here please check my App ID or escalate this? I am totally blocked.
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Can I withdraw my submission and resubmit an updated playground?
Hello everyone, I have already submitted my app playground for the Swift Student Challenge. After submission I noticed a few things I would like to improve and fix. Is it possible to withdraw my current submission and then immediately resubmit an updated version? Any clarification (especially from Apple staff or anyone who has done this before) would be very helpful. Thank you!
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DeviceActivityReportExtension: NSExtensionPrincipalClass required by App Store but rejected at runtime
I'm experiencing a contradictory validation issue with DeviceActivityReportExtension that creates an impossible situation: The Problem: Without NSExtensionPrincipalClass in Info.plist → App Store Connect rejects upload with: "Missing Info.plist values. No values for NSExtensionMainStoryboard or NSExtensionPrincipalClass found" With NSExtensionPrincipalClass → Local install fails with: "defines either an NSExtensionMainStoryboard or NSExtensionPrincipalClass key, which is not allowed for the extension point com.apple.deviceactivityui.report-extension" Setup: Extension point: com.apple.deviceactivityui.report-extension Using SwiftUI with @main attribute and DeviceActivityReportExtension protocol Xcode 16.2, iOS 17.6 deployment target Code structure: @main struct SpoolReport: DeviceActivityReportExtension { var body: some DeviceActivityReportScene { // Report scenes here } } The extension builds and runs perfectly without NSExtensionPrincipalClass, but cannot be uploaded to App Store Connect. Adding the key allows upload but breaks local installation. Is this a known issue? Is there a workaround or correct Info.plist configuration for DeviceActivityReportExtension? Thank you!
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After using the fskit framework to mount thecloud disk, it does not display on the Finder sidebar
I developed a cloud drive using fskit, but after mounting it, it did not appear in the Finder sidebar and the disk tool could not list it. How should I adapt? The mounting looks successful, and you can also open and see the fixed files I wrote in the code. I have also turned on the Finder sidebar settings function
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macOS 26.4 Dev Beta 2 Install Fails
Hardware: • Mac Studio (M1 Ultra) • Apple Silicon • Sufficient free disk space (~35GB+ available) • SIP enabled • 4 local Time Machine snapshots present Current System: • Already running macOS Tahoe beta • Attempting upgrade to macOS Tahoe 26.4 Beta (Build 25E5207k) Primary Issue: Software Update downloads successfully, then moves to “Preparing…”. It stalls at “About 5 minutes remaining” for ~10–15 minutes and fails with: “Failed to prepare the software update. Please try again. An error occurred while downloading the selected updates.” The error appears network-related, but download always completes. Observed Behaviour: • “Checking for Updates” completes in <3 minutes. • softwareupdated and mobileassetd CPU usage <1%. • softwareupdate --history shows no record of the failed beta install. • No excessive system load or obvious disk pressure. Steps Already Attempted: 1. Standard Software Update retries • Multiple download/retry cycles from System Settings. • Same Preparing failure every time. 2. Permissions / Disk Access • Granted Terminal Full Disk Access. • SIP remains enabled. • Some system-protected locations still return “Operation not permitted”. 3. Cache / State Cleanup Attempts • Removed /Library/Updates/*. • Cleared temporary softwareupdate folders under /private/var/tmp. • Attempted MobileAsset cache cleanup where permitted. • Killed softwareupdated and mobileassetd processes (auto-restarted by launchd). 4. Beta Channel Reset • Turned Beta Updates OFF in System Settings. • Rebooted. • Re-enabled Beta Updates. • Forced catalog refresh via softwareupdate -l. 5. Snapshot Check • tmutil listlocalsnapshots / shows only 4 snapshots (normal range). 6. Full Installer Workaround softwareupdate --list-full-installers shows: • macOS Tahoe Beta 26.4 (25E5207k) • Tahoe 26.3 / 26.2 / 26.1 • Sequoia / Sonoma / Ventura / Monterey installers Downloaded installer via: softwareupdate –fetch-full-installer –full-installer-version 26.4 Installer downloaded correctly: /Applications/Install macOS Tahoe Beta.app 7. startosinstall Method (Apple Silicon optimized) Attempted install with: sudo “/Applications/Install macOS Tahoe Beta.app/Contents/Resources/startosinstall” –user –agreetolicense –nointeraction –forcequitapps –rebootdelay 30 –passprompt Authorization succeeds, installer begins preparing, but installation still ultimately fails. Additional Notes: • CPU usage remains low during failure. • No excessive snapshot count. • Error messaging consistently references download/network even though download completes. • Issue appears to occur during cryptex/asset preparation phase rather than initial download. Question for Apple / other developers: Has anyone else seen Tahoe 26.4 beta fail specifically during the Preparing phase on Apple Silicon (especially Ultra-class chips)? Looking for confirmation whether this is a known MobileAsset or cryptex staging issue, or if logs indicate a deeper APFS / volume-owner authorization problem.
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Developer Program enrollment still pending after payment
Hi everyone, I subscribed to the Apple Developer Program on Tuesday evening, November 4th, 2025. The payment has already been charged to my bank account, but my account still shows the status “Pending” with the message “Subscribe your membership”. It’s now been several days, and I haven’t received any confirmation email or any request for additional information. I already contacted Apple Support by email, but I’d like to know if other developers have experienced the same situation and how long it took before their account was activated. Thanks in advance for your help and feedback! — Martin
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BGContinuedProcessingTask GPU access — no iPhone support?
We are developing a video processing app that applies CIFilter chains to video frames. To not force the user to keep the app foregrounded, we were happy to see the introduction of BGContinuedProcessingTask to continue processing when backgrounded. With iOS 26, I was excited to see the com.apple.developer.background-tasks.continued-processing.gpu entitlement, which should allow GPU access in the background. Even the article in the documentation provides "exporting video in a film-editing app" or "applying visual filters (HDR, etc) or compressing images for social media posts" as use cases. However, when I check BGTaskScheduler.shared.supportedResources.contains(.gpu) at runtime, it returns false on every iPhone I've tested (including iPhone 15 Pro and iPhone 16 Pro). From forum responses I've seen, it sounds like background GPU access is currently limited to iPad only. If that's the case, I have a few questions: Is this an intentional, permanent limitation — or is iPhone support planned for a future iOS release? What is the recommended approach for GPU-dependent background work on iPhone? My custom CIKernels are written in Metal (as Apple recommends since CIKL is deprecated), but Metal CIKernels cannot fall back to CPU rendering. This creates a situation where Apple's own deprecation guidance (migrate to Metal) conflicts with background processing realities (no GPU on iPhone). Should developers maintain deprecated CIKL kernel versions alongside Metal kernels purely as a CPU fallback for background execution? That feels like it defeats the purpose of the migration. It seems like a gap in the platform: the API exists, the entitlement exists, but the hardware support isn't there for the most common device category. Any clarity on Apple's direction here would be very helpful.
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Status Inquiry: Apps Still in “Waiting for Review”
Hello Apple Review Team, I am writing to inquire about the review status of my two apps, which are still in the “Waiting for Review” stage: Healthoria: Health Diary – Submitted on Feb 5 at 7:01 PM OrbitGoals – Submitted on Feb 17 at 4:11 PM Could you please provide an update on the expected review timeline? I want to ensure there are no issues or missing information delaying the process. Thank you for your assistance. Best regards, Berkay
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CSS Grid subpixel column width misalignment at non-100% zoom levels in Safari
Steps to reproduce: Create a CSS grid with fractional column widths e.g. grid-template-columns: repeat(3, 518.7875px) Set browser zoom to 85% or 115% Observe columns misalign with background-size pattern Expected: Columns render consistently at all zoom levels Actual: Subpixel rounding causes visual misalignment macOS: 13/14/15 inch MacBook
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My App stuck in "Waiting for Review" over week
Hello everyone, My app (ID: 6758039899) was submitted on Feb 17, 2026, and has been stuck in "Waiting for Review" status for over 8 days. I contacted Developer Support (case #20000108234172) and received confirmation that it's proceeding normally, but no update since. On average, Apple reviews 90 percent of apps within 24 hours. However, there might be cases that need more review time, but mine exceeds a week. Any recent experiences with long queues? Thanks!
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Payment Completed but Developer Account Not Activated – No Response for 6 Days
Hello, I’m writing this here because I’m honestly stuck and unable to reach anyone through official support channels. Order Number: W1466057949 Order Date: 18/02/2026 Case ID: 102824542025 My payment was successfully approved and processed by my bank. The amount has been fully charged. However, my Apple Developer account has still not been activated. I opened a support ticket immediately after noticing the issue. It has now been 6 days, and I have received absolutely no response. There is no active support in Turkey for this issue. When I try calling the Ireland support number, I can only reach an automated system — there is no way to speak to a real person. I currently have no direct contact channel to resolve this. This situation is blocking my development work and causing serious delays. I have completed my payment in good faith, yet I cannot access the service I paid for, and I cannot reach anyone for assistance. If anyone has experienced a similar issue or knows how to escalate this properly, I would greatly appreciate guidance. Thank you.
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email sent to to an iCloud account is landed to junk when email sent from user-*dev*.company.com micro service
Our company has a micro service which sends a notification email to an iCloud account/email and the email is going to the junk folder. As we tested, the email generated from user-field.company.com goes to the Inbox, while the email from user-dev.company.com goes to the Junk folder. Is there a way to avoid sending the emails to client's Junk folder when the email is sent from a specific company domain?
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