I am creating a iOS app with XCode. All source code has been written and compiled. The app runs in the iOS simulator. The user interface was created in SwiftUI and it appears as expected.
The navigation seems to be working across the screens but I cannot have the menu as designed and I see a double toolbar where the back button appears.
The navigation happens by NavigationLinks associated to buttons.
If I navigate one screen deep I have a back button and a back icon. It seems that the back button is a menu in fact. If I navigate two screens deep the back button shows a menu with two back options, one lets the user navigate back one level, the other lets the user navigate back two levels.
The main problem is that in the main screen no menu appears.
It doesn't depend on the content of the main view. Indeed if it is stripped down from the View still I do not have the menu, but I do not have the double toolbar either. } //body
What changes or checks can be done? I want the menu and a single toolbar.
I also tried commenting things and trying step by step additions but even the simplest case does not work.
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Hello,
I am checking the guidelines out and I am preparing the screenshots for my app publication.
I found something I deem strange:
the developer is asked to provide a 1284x2778 image for iPhone Pro Max that's 6.7 inches diag, but then it is said to upload 6.5 inches diag screenshots.
It is the first screenshot specifications line, you can read at
Screenshot specifications - App Store Connect Help (apple.com)
What is to upload 6.7" or 6.5" screenshots?
Thanks in advance
I am creating the images for my app to be published on the App Store.
I have images depicting the use of my app with sizes corresponding to what is requested, as this page reads:
Screenshot specifications - App Store Connect Help (apple.com)
Now I want to use also the device frames that can be found at:
Marketing Resources and Identity Guidelines - App Store - Apple Developer
putting the screenshots inside the frame with just some adjustments.
Example:
I downloaded the iPad Pro 12.9 frame image but it is way too large if compared with the screenshot.
I opened it in Gimp and it is much larger then expected.
Moreover it is greyed out, and also when I paste the conteng image it is greyed out.
This is the first time I am releasing an app with Apple so this question could be silly.
Still I need help.
Other questions of mine went unanswered. I hope this one will have some answers.
Thank you
I am creating the images for my app product page in the App Store.
I see that there are screenshot specifications to follow, that seem to be reasonable. Indeed they have the resolution of the screen of the iOS devices.
I would like to understand what scenarios are possible:
1- artwork images has to be created that have the right size for the devices displaying them on their App Store, and they can also contain an area depicting a device running my app (for example, rotated and surrounded by a nice background and some text)
2- a simple screenshot of the app
Many tutorials show that kind of images of scenario 1.
But the "screenshot" size requirements clearly refer to the device screen size, for a screenshot.
Every response is appreciated.
Thanks
My Swift app should open files with a custom extension, let's say it is 'ext'.
In the info.plist file it's like
<key>UTExportedTypeDeclarations</key>
<array>
<dict>
<key>UTTypeDescription</key>
<string>List of datatype</string>
<key>UTTypeConformsTo</key>
<array>
<string>public.json</string>
<string>public.database</string>
<string>public.data</string>
<string>public.text</string>
<string>public.content</string>
</array>
<key>UTTypeIdentifier</key>
<string>com.myapp.datatype</string>
<key>UTTypeTagSpecification</key>
<dict>
<key>public.filename-extension</key>
<array>
<string>ext</string>
</array>
<key>public.mime-type</key>
<array>
<string>application/json</string>
</array>
</dict>
</dict>
</array>
the code for handling the opening is in the Application delegate but the app is not called at all.
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let url=launchOptions?[UIApplication.LaunchOptionsKey.url]
if ((url) != nil) {
//importing is implemented here
...
...
}
return true
}
...
...
When executing the app on the iOS simulator it happens that
if I select such a file from the Files app it is displayed in the Files app itself, but neither it is opened in my app, nor there is an option to send it to my app diretly.
But the extension seems to be registered because the description (List of datatype) is displayed when the file is opened inside the Files app as JSON text.
What can be done to fix the opening on behalf of other apps, like Files or eMail for example?
Is the provided info.plist snippet correct? Should I to set something else in the project?
Hello,
my SwiftUI app is localized with .strings files.
Now I am testing the localization with only one .strings file (for the English language).
The occurrences in this file are in the form of
"key"="value";
I checked the content and
" ; chars are ok
escaped unicode (\uxxxx) and \n " ' chars are ok
all entries are on one single line
the file is in a folder named en.lproj
which is inside the Resources folder.
In the build phases tab of the project the en.lproj folder is listed.
Here's the function that translates the occurrences:
func getLocalizedString(_ keyParam:String)->String
{
let result=NSLocalizedString(keyParam,comment: "")
//print("translate "+keyParam+"="+result)
return result
}
All files seem to be in the project, no need to add them again.
When running the app on the simulator (language=English) the keys are displayed and not the traslated values, like
title_label
instead of
Title
so I think the translating function does not load the .strings file.
I know this is a issue for everyone trying to localize their app, so I am asking here
which checks can I perform to troubleshoot and fix the localization?
Thanks
Hello,
I finished my SwiftUI application.
I uploaded the images and the promotional text.
I have to generate and upload the release file.
I never did it before. This is my first iOS app.
I cannot add my developer account to XCode, because it does not recognize the password maybe, an error is issued from the server.
This is a common issue.
It happens to me and other developers with apparently no solution(?).
I tried with Catilina XCode 12.4 and BigSur XCode 13.
I need to release my app for the review process as soon as possible.
I think it is possible also with command line but I do not know.
I found this page:
How do I archive and export my app for distribution
I wonder whether the account/password issue would be fixed or not, even with the command line instructions.
My app is ready but I am stuck with this strange issue.
How to solve this problem with XCode or command line?
Thanks
Hello,
I cannot add my developer account to XCode but I can add to VisualStudio for Mac.
After some attempts, after the installation of the required tools, I managed to add my Apple developer account to VisualStudio for mac.
I entered the id and the password and then received the two-step verification code on my smartphone.
I entered the code and the operation completed.
How could I export this kind of account profile from VisualStudio to Xcode?
Or is it possible that the two-step verification is not working from Xcode itself?
I need to upload the release build executable of my SwiftUI app for review.
Thanks
Hello,
My iOS SwiftUI is complete. I would like that someone perform some tests, like beta testers, but the app is not beta, it is going to be reviewed.
I just need some feedback and brief videos of some of its features.
I am wondering if it is possible to find some Testflight testers here.
I saw some posts from people asking for a Testflight code.
I am new here, this is my first iOS app, so I do not fully understand what those posts mean. Maybe they are eager to perform some tests on a new app out of curiosity.
What if I created a public Testflight link and propose it on this forum?
Would be someone respond? Would I find some testers?
I never used Testflight so I do not know if am able to create the public link.
If yes should I publish some instructions? Because I do not know if the instructions in the Testflight section are visible to testers.
Or are there more suitable official places for finding Testflight testers? Can you please tell me?
Thanks in advance
Best regards
I found this link
https://forums.developer.apple.com/community/distribution/testflight
In another thread about finding TestFlight codes.
The link above is not going to help me to find that forum, it does not exist.
I am looking for some eager people to preview my app.
I can invite a certain number of people to test or just preview my app (please have a look at https://app.airport.community/app/recvJ7w97YTBKvv64 to contact me)
Otherwise, where is the TestFlight forum?
Regards
Hello,
I published an iOS (14.1+) app on the App Store. At present time it is free for download (see the link on my profile). It's mainly for people using public transportation.
I would like to create the companion watch app.
I am just starting to work on it but the code is already done, I just have to put it together.
The main issue seems to be that the WKWebView functionality the iOS app has to display a special list, is not available WatchOS, so the watch app cannot be created.
Is that true, or just I did not understand?
XCode is complaining about the WebKit not being available when building for the WatchOS simulator.
I could use a normal list but the user experience would be different.
I cannot find relevant information anywhere.
I am developing with SwiftUI and I used the WKWebView inside a UIViewRepresentable on iOS.
Please can anyone tell me something on this subject?
Thanks in advance
My app is on the App Store. Now I would like to publish a "lite" version of my app.
Its name could be something like "MyApp lite", it has only a reduced set of features.
I think it would be accepted on the reviewal process because it is not unusual that two similar apps are in the App Stores, one having just the main features and the other being complete.
Let's say they are identified by
com.myappdomain.app
and
com.myappdomain.app.lite
1-Is it possible to publish such a "lite" app along the main one (different pricing or business model)?
2-Can its name be like "MyApp lite" (or similar wording)?
3-Can they have the same app icon?
4-Can they be installed at the same time on a device?
5-The two apps are compatible with a special data type, importing, exporting, and launching with files with a special registered file extension.
This is from the info.plist
<key>CFBundleDocumentTypes</key>
...
<key>CFBundleTypeName</key>
<string>com.myappdomain.mydatatype</string>
<key>NSUbiquitousDocumentUserActivityType</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER).mydatatype</string>
...
<key>UTExportedTypeDeclarations</key>
...
<key>UTImportedTypeDeclarations</key>
...
<key>CFBundleDocumentTypes</key>
...
<key>CFBundleTypeName</key>
<string>com.myappdomain.mydatatype</string>
<key>NSUbiquitousDocumentUserActivityType</key>
<string>$(PRODUCT_BUNDLE_IDENTIFIER).mydatatype</string>
...
I changed the bundle identifier in certain places for the new project (the original code, stripped of many features)
but I see that there is also
$(PRODUCT_BUNDLE_IDENTIFIER).mydatatype
for NSUbiquitousDocumentUserActivityType
that changes for the two apps, while the other plist settings are the same.
Is it right?
Should the two apps have the same NSUbiquitousDocumentUserActivityType value instead?
Thanks in advance
My app is published on the AppStore.
It is full featured, but now I am going to publish a simplified version that is sort of a lite version of the app.
The two apps are related, the full version being able to create content and a special kind of file to be exported, that the lite version can import.
The complete version has authoring features and is free at present time but it is going to be paid.
The lite version is free, and it is intended for being able to provide a service to customers or other people who do not have to buy the full version.
The name of the two apps are sort of
myapp
myapp lite
The app icons have some recognizable graphics in common.
My question is about the promotional text and the description.
I would like to know if
it is possible to make explicit reference to the main app in the promotional text and in the description
It is possible to include also a suitable description of the main app in the description
Thanks in advance
I would like to know if there are some well-known web technologies on Mac OSX applications or iOS apps that allow an application to show and demonstrate a real HTML rendering WYSWYG for different iOS devices, dimensions, resolution, dpi, retina, viewport meta tags and so on.
It is like the iOS simulator, but I see that on that special piece of software the WKWebView is not reliable as it comes to these features, and it is a development tool.
It is important that dpi, retina, viewport and so on are considered to create such an application that is WYSWYG, also if in a scaled form, or exploting the Safari browser.
I think that web developers already face this issue, so I think that the related technologies have been already developed and are available.
But I am no expert so where could I search for them?
I mean, some platform or example application, or similar tools.
The goal is creating an application that can show the result of HTML rendering inside windows (similar to the iOS simulator) that can be proportioned to real devices and allow choosing the device form factor and screen, also in scaled form, but depicting the exact HTMl rendering that will happen on the real iOS devices, but possibly also Android devices.
Thanks in advance
My app is published.
It is a paid app but at present time the price is 0, as a courtesy for early users. Days price was not 0 from the start, so now it is free because I changed the price some days after the publication.
I would like to charge for my app according to the freemium model, that is, the authoring/saving features are limited until the user performs the in-app purchase or subscribe (very low price).
I would like to know if it is possible now to do so, so that the reviewers accept the change.
I do not know if early users get the new version automatically so that they have to make the in-app purchase. I think so.
The price was set to 0 only as a temporary courtesy for them, but now they could be unwilling nonetheless.
What they have created will still work, they just cannot create new content.
Thanks