appstore-approval

WatchKit App Rejected for “Failing to Install”

落爺英雄遲暮 提交于 2019-11-30 12:53:50
I built an iOS app with a companion Apple Watch app and recently submitted it to the App Store. This morning, it was rejected for failing to install. Here are the steps to reproduce: Install the app on iPhone Launch the companion app Toggle the "Show App on Apple Watch" switch The app attempts to install on the Apple Watch Error message is displayed on Apple Watch and app in not installed. Toggle switch in the companion app is set to "off" Obviously, I don't have an Apple Watch to test this with, but it works fine in the simulator (and installs fine on the Apple Watch simulator). Perhaps it

Cannot upload video to iTunesConnect: The frame rate of your app video preview is too high

雨燕双飞 提交于 2019-11-30 11:55:52
问题 I made an App Store preview video using QuickTime player on OS X Yosemite. When I try to upload the video to iTunesConnect, I get an error message: The frame rate of your app video preview is too high. I can't see any options in the QuickTime Player to change frame rate. Does anybody knows what to do with it? 回答1: Videos can be easily converted using ffmpeg, a handy tool that can be installed using homebrew. ffmpeg -r 30 -i 60fpsvideo.m4v -vcodec copy -acodec copy 30fpsvideo.avi 回答2: This is

What is the definitive checklist for Apple app store submittals? [closed]

半城伤御伤魂 提交于 2019-11-30 10:32:33
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed last year . I have a couple of apps coded up and tested, but can't seem to find out what is the definitive checklist for submitting apps to the app store. There doesn't seem to be an Apple document that spells everything out in a nice easy checklist. I am hoping to generate that checklist from the responses here. So my

iOS Frameworks with x86 Slice for Simulator + Appstore Approval

六眼飞鱼酱① 提交于 2019-11-30 07:33:11
I am building and distributing an iOS Framework library for consumption by other developers. Recently I ran into a bug (feature?) of the Apple Store whereby if an iOS Framework is built with the x86 Architecture (for the simulator) then the entire app fails App Store approval with the error: [Transporter Error Output]: ERROR ITMS-90087: "Unsupported Architectures. The executable for blah.app/Frameworks/MyLib.framework contains unsupported architectures '[x86_64, i386]'." What is the best practice here? Should I: Include debug (with simulator) and release (without simulator) builds of the

is it prohibited using of JIT(just-in-time) compiled code in iOS app for AppStore?

旧城冷巷雨未停 提交于 2019-11-30 06:31:06
问题 I heard that JIT compiled code is not allowed in iOS AppStore because placing executable code in heap is prohibited. It that right? Or just a rumor? 回答1: Installable code isn't allowed ("or" is the key word in 3.3.2). Everything (except Javascript) has to be statically linked. JIT compiling into Javascript source code text appears to be allowed. (Not a joke, there is a commercial compiler that does this.) Compiling into bytecode for execution by an interpreter written Javascript and running

Does apple view the actual source code when approving apps?

强颜欢笑 提交于 2019-11-30 06:20:40
问题 How exactly does apple approve apps? Is the actual source code viewed? 回答1: While none of us have access to the internal review process (which appears to be continuously changing), there are a few things that can be said based on the responses that people have received. First, Apple has no access to your source code, so they do not review that. You submit a binary as part of an application bundle, along with your other application resources. They do, however, appear to scan your application's

How to debug “Invalid Bundle” error which happens only after submitting to app store

妖精的绣舞 提交于 2019-11-30 05:51:41
问题 I have a lot of frameworks in my app. App works fine in adhoc/enterprise release. Only if I submit to the app store for testflight testing I get this error email from apple: Dear developer, We have discovered one or more issues with your recent delivery for "My app's name here". To process your delivery, the following issues must be corrected: Invalid Bundle - One or more dynamic libraries that are referenced by your app are not present in the dylib search path. Once these issues have been

How to test iOS app on supporting IPv6? Apple rejected app as it is not IPv6 compatible

家住魔仙堡 提交于 2019-11-30 04:57:20
have apps, built 2015 and 2014. How can I test them for IPv6? If my apps doesn't support IPv6, what should I do? My apps are using AFNetworking and Alamofire. I'm connecting mostly to domains ( Ex. api.example.com/v1/...). Only 1 app use IP: (ex: 12.12.12.12:3000/api/v1/...). This solution only works if you have an ethernet connection. For creating an iPV6 NAT64 wifi network, follow these steps Step 1 : Open system preferences Step 2 : Open Sharing Step 3 : Click on internet sharing Step 4 : Click Wifi in the ports while pressing option(ALT) key. A Create NAT64 Network checkbox will be

iOS app review process: app requires external hardware (connecting over WiFi)

最后都变了- 提交于 2019-11-30 02:20:50
We've written an app for our clients that connects to external hardware over Wifi (hardware designed by our client). My question is, how do we go about submitting this for review? The software won't do very much without the hardware. Just to be clear, the hardware does not connect directly to the iPad with a cable, it connects over WiFi only. I just want to get some clarity on what we need to do to get this app through the review process and into the App Store. Any insight will be appreciated. I'm one of the authors of StageMix for M7CL, LS9 and CL and it has exactly this issue - the hardware

Cannot upload video to iTunesConnect: The frame rate of your app video preview is too high

冷暖自知 提交于 2019-11-30 01:41:13
I made an App Store preview video using QuickTime player on OS X Yosemite. When I try to upload the video to iTunesConnect, I get an error message: The frame rate of your app video preview is too high. I can't see any options in the QuickTime Player to change frame rate. Does anybody knows what to do with it? Videos can be easily converted using ffmpeg, a handy tool that can be installed using homebrew . ffmpeg -r 30 -i 60fpsvideo.m4v -vcodec copy -acodec copy 30fpsvideo.avi This is what worked for me: ffmpeg -i input.mov -qscale 0 -r 24 -y output_5.mov -qscale 0 made sure the length stayed