Stop now and verify your account as requested. Failure to do so is willfully preventing you from going forward on many levels...if that means having to repeat effort, consider it a small price to pay for being able to continue working.
Good luck.
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Apparently timeline is simply for individual widget status, updating, etc., not for helicopter-view widget inventory management.
See https://developer.apple.com/documentation/widgetkit/keeping-a-widget-up-to-date
There may be a way to suss your inventory, but it would be on you to fish, clean and present manually.
Check github to see if perhaps someone has already done the work for you...
Good luck.
Not for the store, no.
Devs are obligated to use only release tools/OSs/SDKs, no betas, when building for the store.
Be careful with that project...it might have internal flags that the store will sniff out and still think you've used a beta, so when using it with non-beta Xcode, be sure to clean-build-folder as you go along.
Good luck.
Rather than target one screensize for the store, it can help to capture the largest, say via the Simulator, then re-size down accordingly.
If you insist on grabbing something singularly out of spec, you'll need to open the image, say in Preview on your mac, and resize there.
Note there are macOS applications in the store that can take one parent image, then batch-generate all the others as required by the store, thereby simplifying the process, etc.
Is this a bug? Appears this complaint has been around for a few years, usually not present when deploying to a device instead of local to your computer.
Your issue is typical of why only having 8GB ram is not recommended, and why we always recommend more. Goog news is it doesn't cost too much for more, and installation can usually be done by the owner. This of course assumes that there mac you're using is upgradeable (ram isn't soldered in at the factory).
Crucial is a good source for ram, and iFixit has terrific videos that walk you thru the process to install.
16 GB is a recommended minimum, but get more if you can afford it...Xcode loves more physical ram, and while you're upgrading, a larger SSD will help as well, where you can easily maintain suffcient free space so that Xcode and the OS can do their work properly. Keep several tens of GB free space on your drive.
Confirm you're not relocating that button behind another element where touch isn't passed thru to it.
As well, 15r/32 height might be too small a tap area...make it larger and retest.
No.
As of April, 2020, and in effect now, all apps submitted to the App Store need to be built with Xcode 11. Xcode 11 requires macOS Mojave 10.14. 3 or later.
Rather than blame the victim on this one, I'm going to go with that error being on the backend, something strictly out of your control.
I'd be patient, don't hammer on it, and see if it cooperates later.
Still no joy, reconfirm all aspect of your assets, not just size, then remove and re-add so everything has a clean grasp, but not until your also confirm you're doing an update to the app, in the store, that allows re-doing them, based on status.
Good luck.
You'e one of many in the same general situation - see https://developer.apple.com/forums/thread/126314
Outside of not using a beta on your device, not much you can do but to check the release notes for info, and wait for an improved release.
Thanks for helping test.
Yes, if it's incompatible/not up to date - you'll need to go to them and confirm, as that's not something we would know here, but that's right where I'd start.
Good luck.
As you note, Xcode 12 uses newly coded/defined split views.
I'd expect that if you're massaging a legacy hybrid app it might not be comfortable with that project.
This may be one of those times when you need to create a new project via that Xcode, adding your elements in, step-by-step, building on what it's already comfortable with until you break something, then attack that code specifically...not fun, but perhaps the shortest route out the other side.
Can help to work another new project without your mods in parallel so you have a baseline example to study.
Tactics that might also help - cleaning the build folder as a routine, and maybe even putting things off until a release version of Xcode 12 drops that you can focus on without bugs and/or crippled/missing/incomplete/work-in-progress API.
Feel free to file bugs against the beta, seeing what comes back.
Good luck.
I'm certain that device is supported, you just need to sort it out.
Try restarting both devices a couple times, giving Xcode a chance to sniff around that device, and see if that clears things up.
Make sure you're online during that process.
Good luck.
Maybe some help for you here:
https://stackoverflow.com/questions/14825467/how-to-exit-an-ios-application-when-license-agreement-is-not-accepted-by-user
After you write your own EULA (google is your friend for examples), display it to the user in the app, then take action depending on if they accept or refuse.
Where that code goes and how it looks depends on your skills, your app design, type etc. Suggest you study apps similar to yours in the App Store for UI hints.
Good luck.