We've seen considerable discussion here on this topic over the years. Not so much over the last 12 months, I think.
I had one delayed for several weeks, and when I inquired, the response was 'be patient', finally self-rejected, then pushed another build which went thru normally. Sometimes they just get stuck, sometimes, as is often reported, Apple takes longer based on what the app does, etc.
Medical and gambling apps are two prime examples that typically require longer reviews, it seems.
You don't give any details on your app, so unless this is just an info gathering exercise, doing that might get you responses you could perhaps use.
Good luck.
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it turned out to be an Apple bug issue for TestFlight, but not in review for the App Store. Assuming you said the same thing when making an appeal, what was the reply? How many appeals/rejections have you seen on this so far?
What is the status of that build?
Were there any errors during upload?
How many times did you try to upload the same build?
using Embarcadero Delphi 10.4 devForums is for help with Apple's IDE. Support for 3rd party tools/SDKs is best sought from the authors of those products.
I don't have a mac or an iphone You'll need to have at least one mobile device registered with your paid dev account, in the Member Center, before you can provision, and, upload for distribution to the App Store.
For help with 3rd party tools/SDKs, it is best to seek support from the author's of those products. Pls. note that devForums is for Apple's IDE, which is predicated on the use of Apple hardware.
Good luck.
Not seeing it, sorry.
Did you try doing a clean-build-folder yet?
It is important to make it clear that your app is making the request. Don't just say "The app needs...." Use the app name, hardwired, or the product name macro in the purpose string.
Example:
"DGVCRPro requires microphone access to record and save audio."
Good luck.
Bump the build number and go again.
Q1: A bundleID, once on record, is tied to your account (thus the 'already exists' admonition) and is not something the dev can 'remove' (exception is when an app is transfered between dev accounts, then the bundleID goes along).
Q2: 'assembly name' is a microsoft term, so let's let it die around here ;) ...in favor of bundleID
does the App ID need to match the (assembly name) bundleID? Apples and oranges...
Quoting retired Apple Docs for a bit of clarification:App ID
An App ID is a two-part string used to identify one or more apps from a single development team. The string consists of a Team ID and a bundle ID search string, with a period (.) separating the two parts. The Team ID is supplied by Apple and is unique to a specific development team, while the bundle ID search string is supplied by you to match either the bundle ID of a single app or a set of bundle IDs for a group of your apps.
Quoting cocoacasts:App ID
Developers often confuse App IDs with bundle IDs or, even worse, they think they're the same thing. An App ID represents one or more applications in Apple's system. It consists of two components, a Team ID and a bundle ID search string.
In this example, ABCDE12345 is the Team ID and com.cocoacasts.scribbles is the bundle ID search string. The Team ID and the bundle ID search string are separated by a period.
ABCDE12345.com.cocoacasts.scribbles
The Team ID is the component you don't need to worry about is. It's generated by Apple and prepended to the bundle ID search string.
What is a bundle ID search string? This question takes us back to bundle identifiers. It's possible to use one App ID for several applications. That's where explicit and wildcardApp IDs come into play.
The bundle ID search string of an App ID can match a single application or, by including a wildcard, it can match multiple applications of the same development team.
User-centric questions/complaints for release OSs are perhaps better suited for Apple's public community forums rather than risk off-topic here in devForums, thanks and good luck.
A routine FAQ - be patient in these examples while the backend catches up with itself. Be sure to not hammer the backend with repeated attempts in the mean time.
Good luck.
Validate your IBAN here:
https://ww w.iban.com/iban-checker
And when using it, confirm there is not a leading or trailing space.
Still no joy, keep in mind that many people have been complaining about not being able to purchase accounts...
Good luck.
am running Xcode 12 GM Seed from an external drive. Might want to run it from your boot drive, instead.
30GB+ free (so that should be fine right?) Not necessarily. You need room to download and room to put it unpacked/installed, plus swap space for the OS.
...11 GB or so for the download, then another 20 GB or so to put it someplace as the download unpacks, all while macOS needs 10 ~ 15 GB free for itself just to run. That's over 40, right there, and no promise it would work properly.
I'd clear off at least 75 gb, and keep that as a minimum, the more the better.
If you manage to get it going, you might want to shop for a much larger drive for the future ;)
Good luck.
After opening that project in 12, use the Product menu to 'clean build folder', first.