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Reply to My App Rejected 4.3 Design: Spam
The app guideline you mentioned specifically mentions dating apps so I'd assume the reviewer is applying this blanket guidance. It mentions the app must provide a unique, high-quality experience. I think you need to specifically explain to Apple why your app is different from the other dating apps. Also, I'd make sure the first run experience demonstrates these unique capabilities. If the Apple reviewer had a poor impression on the first run, that may have impacted their decision. 4.3 Spam Don’t create multiple Bundle IDs of the same app. If your app has different versions for specific locations, sports teams, universities, etc., consider submitting a single app and provide the variations using in-app purchase. Also avoid piling on to a category that is already saturated; the App Store has enough fart, burp, flashlight, fortune telling, dating, drinking games, and Kama Sutra apps, etc. already. We will reject these apps unless they provide a unique, high-quality experience. Spamming the store may lead to your removal from the Apple Developer Program.
Dec ’23
Reply to Building iOS/Mac Projects With Open Source LLVM
I made progress on this but am still not sure if I'm swimming upstream trying to build my own Clang that runs just like Apple's. Here's what I've learned: Apple has a fork of LLVM which is open source. There are CMake files in that repo to help build like Apple does (README) I had success in building Clang from that repo with those CMake files. I was able to build/run an iOS app with resulting Clang (using default branch of their LLVM fork) Despite this development, I hit errors when compiling an Xcode project using the resulting toolchain for some project configurations. One example building a large Xcode project: ld: warning: Could not find or use auto-linked library 'swiftCompatibility56': library 'swiftCompatibility56' not found ld: warning: Could not find or use auto-linked library 'swiftCompatibilityPacks': library 'swiftCompatibilityPacks' not found ld: warning: Could not find or use auto-linked framework 'CoreAudioTypes': framework 'CoreAudioTypes' not found ld: Undefined symbols: __swift_FORCE_LOAD_$_swiftCompatibility56, referenced from: __swift_FORCE_LOAD_$_swiftCompatibility56_$_LoopKit in CgmEventStore.o clang: error: linker command failed with exit code 1 (use -v to see invocation) Here's how I'm building the LLVM/Clang things. cmake -G "Unix Makefiles" \ -C "$apple_cmake_path" \ -DCMAKE_BUILD_TYPE=Debug \ -DCMAKE_INSTALL_PREFIX=~/Library/Developer/ \ -DLLVM_APPEND_VC_REV=on \ -DLLVM_CREATE_XCODE_TOOLCHAIN=on \ -DLLVM_ENABLE_PROJECTS="clang;clang-tools-extra;compiler-rt" \ -DLLVM_TARGETS_TO_BUILD="X86;ARM;AArch64" \ -DDARWIN_ios_ARCHS=AArch64 -DCOMPILER_RT_ENABLE_IOS=On \ "$apple_llvm_repo_path/llvm" make -j4 I'm just doing a reality check here that I'm pursuing the right approach? Has anyone else successfully built Clang the Apple way?
Jan ’24