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Apple Developer Program fee collected, documents sent, and no response for 9 days. What's going on?
My Enrolment Program has been pending for nine days now. I submitted the requested documents and received the following message: "Thank you for providing the documents we requested. We will review them and follow up with you within two business days." It's been 5 days now, and I still haven't received a response. I've emailed support three times and haven't received a response either. I haven't received any information that anything is wrong or that I need to send anything else. Zero contact. What's going on? I have to admit, I haven't felt treated as poorly by any company as I am now by Apple.
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Is it possible for Xcode to display warnings from package dependencies?
I have quite a few in-door local packages that I do not really develop outside of the context of Xcode projects - meaning that I add local references to these libraries (and other content) to my Xcode project - and I update the libraries directly in Xcode within the project. I very rarely open up the library package on its own and work on it just like that. The unfortunate thing is that Xcode seems to be silencing warnings from all the packages during the build phase, resulting in me not seeing warnings from those libraries. I then need to open them separately in Xcode and review whether they contain any warnings and fix them. Using treat warnings as errors is, of course, one solution, but it doesn't help in cases where it's impossible to avoid them (e.g. https://github.com/swiftlang/swift/issues/86650) as there's no #pragma push; or in case of user-defined #warning which I often use to mark parts of code that need revisiting. I've gone through various settings, but I don't see anything relevant. Most of Google search is filled with attempts to silence the warnings instead of enabling them or wanting errors instead of warnings. Does anyone here know if it's possible for Xcode to display warnings from included packages and how to adjust such an option? Thanks!
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"Application has not loaded accessibility" timeout followed by silent auto-recovery corrupts framework state on iOS 18
On iOS 18, when XCUITest encounters an "Application has not loaded accessibility" error after the 60 second timeout, it performs an undocumented auto-recovery ("Setting up automation session") instead of halting the test as documented. This leaves the XCUITest framework in a corrupted state, causing subsequent tests in the same session to fail with unexpected behavior. Expected Behavior (per Apple documentation): Any failure in the launch sequence will be reported as a test failure and the test will be halted at that point. Actual Behavior: XCUITest waits 60 seconds for accessibility to load Logs "Application has not loaded accessibility" error Instead of halting, performs "Setting up automation session" (auto-recovery) Test continues with corrupted framework state Subsequent tests in the same session fail with phantom element queries Steps Run XCUITest suite on a real iOS 18 device Have an app with moderately heavy initialization (e.g., synchronous network operations during bootstrap) Observe intermittent "accessibility not loaded" errors When error occurs, subsequent tests fail with unexpected behavior Test Logs Evidence First test (accessibility failure + recovery): t = 11.11s Wait for accessibility to load t = 71.14s Capturing diagnostic spindump t = 76.24s Assertion Failure: Application 'com.example.app' has not loaded accessibility t = 76.26s Setting up automation session ← Undocumented recovery t = 77.29s Tear Down Second test (corrupted state): t = 35.01s Tap "signin-button" t = 35.55s Waiting for "bannerButtonStackFirstItem" ← Query NOT in test code! t = 40.58s Assertion Failure: Failed to find element The second test executes element queries that do not exist in its source code, indicating leaked/corrupted state from the previous test's failed recovery. Note: The tearDown() method terminates the app but cannot reset the internal state of the XCUITest framework itself, so corruption persists across tests. We are observing this behavior consistently on iOS 18 real devices. We would like to know: Is this a known issue with XCUITest on iOS 18? Is anyone experiencing similar "accessibility not loaded" failures followed by auto-recovery? Is the "Setting up automation session" recovery behavior intentional or a bug? Is there a recommended workaround to prevent framework state corruption between tests?
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Apple Developer Payment Taken But Enrollment Pending - Help?
Need help with Apple Developer Program enrollment. What happened: Paid $99 on Jan 14 from Pakistan (HabibMetro bank) Money fully deducted from my account Apple says "payment problem" and gives me 7 days or enrollment cancels Bank needs 10 days to trace the payment The problem: -Apple will cancel before bank finishes tracing (7 days vs 10 days). -Apple Support suggested re-enrolling with their app using different payment method, but I'm worried about: Getting charged twice First payment not refunded Losing the $99 Questions: Anyone faced this? What did you do? Should I re-enroll or wait? How to avoid double payment? Order: D004702861 Case: 102802965662 Any advice appreciated
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Apple not responding to enrollment request for Apple developer program
Hello, I’ve attempted to enroll to the Apple developer program on January 5th where after I submitted my credit card info for payment I received an acknowledgment email In the email it says it’ll take up to 48 hours to process the payment it has been more than 2 weeks now and I received no response or activation email from apple throughout these 2 weeks I have attempted additional times to pay and contact support but even when sending a support ticket (which claims response in 2 business days) I didn’t get any response whatsoever am I doing something wrong? Is this common? please help 🙏🏻 thank you!
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Unable to purchase Apple Developer Program
I previously had an account that changed devices when purchasing the Apple Developer Program, which prevented me from continuing the purchase. Customer service stated that they did not have the authority to handle it. So I registered a new ID, but I still couldn't register. Now, both accounts are unable to purchase the Apple Developer Program because the button is grayed out. I consulted customer service, and one of the representatives informed me that my identity is no longer eligible for purchasing the Apple Developer Program. I don't want to purchase using someone else's identity. Is there a way to resolve this? I feel like the purchasing process is locked.
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Individual to Organisation.
I am having what feels like an endless nightmare trying to convert from an individual to an organisation. I had set up a bank account with my individual, done a WEN-BEN-8 or whatever it is called, then found out that I would need to do an organisation so that my name was not splashed around with my app. I created a company, got an ABN, an ACN, a DUNS, a bank account, a GST (even though I'm technically exempt in Australia - I doubt I will earn more than $300), and now I can't seem to change my bank account to a business account or do the WEN-BEN-8 rubbish for my organisation. This is literally harder than writing a game. I was asked for a letter of employment, but when I said, 'Do you want me to write a letter to myself, from myself, employing myself' - they did a half migration.... I am sitting stuck in limbo with an approved app, and a half-transferred organisation account... any tips on how I can resign the paid app agreement on the 'business account' when that is not being offered? Sorry for the rant, but over two weeks with this back and forth and I've developed an eye twitch...
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Xcode 26.2 fails building Flutter iOS app – xcode_backend.dart null exception
Hello, after updating macOS to 26.2 and Xcode to 26.2 (Build 17C52), I am unable to build a Flutter iOS application for the simulator. Environment: macOS 26.2 (darwin-arm64) Xcode 26.2 (17C52) Flutter 3.38.7 (stable) Dart 3.10.7 CocoaPods 1.16.2 Target device: iPhone 16e Simulator (iOS 26.x) Issue: The build fails during the Flutter Xcode build phase with this error: Unhandled exception: Null check operator used on a null value #0 Context._embedNativeAssets (file:///opt/homebrew/share/flutter/packages/flutter_tools/bin/xcode_backend.dart:341) Command PhaseScriptExecution failed with a nonzero exit code. Additional info: Runner target uses Pods-Runner.debug/profile/release.xcconfig correctly SUPPORTED_PLATFORMS = iphoneos iphonesimulator SDKROOT resolves to iPhoneOS26.2.sdk even when building for simulator Build Settings and Run Script phases are default Flutter-generated Issue occurs both via flutter run and directly from Xcode Project worked before macOS/Xcode update It appears Xcode 26.2 may be resolving SDKROOT or build environment incorrectly for Flutter projects, causing Flutter’s xcode_backend.dart to crash. Could you please advise whether this is a known issue or requires a workaround? Thank you. Best regards David
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Inconsistent Symbol Linking Behavior for UTType from UniformTypeIdentifiers Framework
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version: if (@available(iOS 14.0, *)) { NSMutableArray<UTType *> *contentTypes = [NSMutableArray array]; for (NSString *uti in documentTypes) { UTType *type = [UTType typeWithIdentifier:uti]; if (type) { [contentTypes addObject:type]; NSLog(@"iOS 14+ Adding type: %@", uti); } else { NSLog(@"Warning: Unable to create UTI: %@", uti); } } UIDocumentPickerViewController *documentPicker = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes]; documentPicker.delegate = self; documentPicker.allowsMultipleSelection = NO; [self.presentingViewController presentViewController:documentPicker animated:YES completion:nil]; } However, we've observed inconsistent symbol reference types to UTType in the final linked binaries: One build results in a strong reference to UTType. Another demo project (with seemingly identical code and build settings) results in a weak reference. Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved. Impact of the Issue This inconsistency causes problems on iOS 14.0+ devices: Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure. Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found. Our Analysis Using nm -u, both versions show an undefined symbol: U _UTTypeCreatePreferredIdentifierForTag However, in the final binaries: One shows: T _UTTypeCreatePreferredIdentifierForTag (strong) The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak) Both projects link against the framework identically in their build logs: -framework UniformTypeIdentifiers (no -weak_framework flag is used in either case). Questions Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework? Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak? What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions? We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking. Any insights or guidance from the community or Apple engineers would be greatly appreciated! Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
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Inconsistent Symbol Linking Behavior for UTType from UniformTypeIdentifiers Framework
In our app, we implement a document picker using FilePickerManager+available.m, selecting different APIs based on the iOS version: if (@available(iOS 14.0, *)) { NSMutableArray<UTType *> *contentTypes = [NSMutableArray array]; for (NSString *uti in documentTypes) { UTType *type = [UTType typeWithIdentifier:uti]; if (type) { [contentTypes addObject:type]; NSLog(@"iOS 14+ Adding type: %@", uti); } else { NSLog(@"Warning: Unable to create UTI: %@", uti); } } UIDocumentPickerViewController *documentPicker = [[UIDocumentPickerViewController alloc] initForOpeningContentTypes:contentTypes]; documentPicker.delegate = self; documentPicker.allowsMultipleSelection = NO; [self.presentingViewController presentViewController:documentPicker animated:YES completion:nil]; } However, we've observed inconsistent symbol reference types to UTType in the final linked binaries: One build results in a strong reference to UTType. Another demo project (with seemingly identical code and build settings) results in a weak reference. Both object files (.o) show undefined references to UTType symbols (e.g., UTTypeCreatePreferredIdentifierForTag), yet the final linked binaries differ in how these symbols are resolved. Impact of the Issue This inconsistency causes problems on iOS 14.0+ devices: Strong reference version: Fails to launch on devices where the UniformTypeIdentifiers framework is not present (e.g., certain older iOS 14.x devices), due to link-time failure. Weak reference version: Launches successfully but crashes at runtime when attempting to call UTType methods, because the implementation cannot be found. Our Analysis Using nm -u, both versions show an undefined symbol: U _UTTypeCreatePreferredIdentifierForTag However, in the final binaries: One shows: T _UTTypeCreatePreferredIdentifierForTag (strong) The other shows: W _UTTypeCreatePreferredIdentifierForTag (weak) Both projects link against the framework identically in their build logs: -framework UniformTypeIdentifiers (no -weak_framework flag is used in either case). Questions Why do identical source code and linker flags result in different symbol reference strengths (T vs W) for the same framework? Are there specific compiler or linker behaviors (e.g., deployment target, SDK version, module imports, or bitcode settings) that influence whether symbols from UniformTypeIdentifiers are treated as strong or weak? What is the recommended best practice to ensure consistent symbol referencing when using newer APIs like UTType, especially when supporting older OS versions? We aim to understand this behavior to guarantee stable operation across all supported iOS versions—avoiding both launch failures and runtime crashes caused by inconsistent symbol linking. Any insights or guidance from the community or Apple engineers would be greatly appreciated! Let me know if you'd like a shorter version or want to include additional build environment details (Xcode version, deployment target, etc.)!
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Git Integration needs serious work.
After committing and pushing code changes, the Repository Up Arrow remains. Not matter how many times you Refresh or Fetch..it only goes away when you shutdown Xcode and restart. .gitignore processing is a nightmare to correct. There should be a clearer way to remove/delete files from the repository and also synch with new .gitignore settings. But even the .gitignore file name is misleading. Please clean this up in the settings and/or IDE. It costs huge time to correct. Not seeing a difference between, Fetch Changes, Refresh, or Pull. The only indications of a code changes seems to occur with a Pull. Just not clear what is supposed to happen at the code level.
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Apple watch Xcode pairing & connection issues
I’m blocked debugging a watchOS app on a physical Apple Watch. The iPhone connects to Xcode normally (wired), but the Watch either fails to connect with a tunnel timeout or disappears entirely from Xcode after I unpaired it inside Devices & Simulators. Environment Mac: macOS 26.x (Apple Silicon Mac) Xcode: 26.2 iPhone: iOS 26.1 Apple Watch Ultra: watchOS 26.2 (build 23S303) Connection: iPhone connected to Mac via USB (trusted). Watch paired to iPhone and working normally in the Watch app. Issue A (when Watch is visible in Xcode) In Xcode → Window → Devices and Simulators, the Watch shows up but is not usable and fails to connect. Error: “Previous preparation error: A connection to this device could not be established.” “Timed out while attempting to establish tunnel using negotiated network parameters.” In some attempts the Watch shows “Capacity: Unknown” / limited details, and then fails during preparation. Issue B (after unpairing Watch in Xcode only) I unpaired/removed the Watch in Xcode (Devices & Simulators). I did not unpair the Watch from the iPhone. Now: iPhone appears in Xcode and works normally for builds. Watch is still paired to the iPhone and works normally. Watch no longer appears anywhere in Xcode Devices & Simulators (no paired watch section, no watch run destination). What I’ve tried Reboots of Mac, iPhone, Watch (multiple times) Watch unlocked, awake; iPhone unlocked and close to Watch Verified Watch is paired and connected in iPhone Watch app Developer Mode enabled on iPhone and Watch Wi-Fi and Bluetooth ON (Mac/iPhone/Watch), tried toggling both Tried on home Wi-Fi and also with iPhone hotspot (same result) Resetting trust prompts / reconnecting iPhone via USB, re-trusting Mac Apple Watch: “Clear Trusted Computers” Xcode: removing/re-adding devices; clearing derived data; restarting Xcode Watch Developer networking test: Responsiveness = Medium (430 RPM) Questions 1. Is this a known issue/regression with Xcode 26.2 + watchOS 26.2 tunneling (CoreDevice / devicectl)? 2. Is there an Apple-supported way to force Xcode to re-discover a paired Watch after it was removed from Xcode Devices & Simulators (without unpairing the Watch from the iPhone)? 3. Any recommended logs or diagnostic steps I should collect (Console logs, sysdiagnose, specific Xcode/CoreDevice logs) to include in a Feedback report? If helpful, I can provide the full error text from Xcode’s Devices window and any logs you recommend. Thank you in advance,
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Is it safe to run Xcode from an external drive?
I’m currently facing a disk space limitation on my Mac. I’ve already freed up some storage by following the suggestions shared in a previous post, which helped partially, but the issue is not fully resolved and space is still a bottleneck for my workflow. To move forward, I’d like to ask a very concrete question: Is it safe and supported to move Xcode to an external hard drive (SSD), use it from there, and simply connect the drive whenever I need to work with Xcode? Specifically: Are there known issues with performance, stability, or updates? Are there components that must remain on the internal disk to avoid unexpected behavior? Is this a reasonable long-term setup, or just a temporary workaround? I want to make sure I’m not setting myself up for hidden problems down the road. Thanks in advance for any clarification or best practices you can share.
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Open Apple Developer, and now the registration button is grayed out.
Around 2012, we developed an Apple app. Due to the team's lack of technical maturity at the time, my partner eventually gave up on further development. Later, around 2019, I logged into one of my Apple IDs, and it showed that the registration was in progress with the button grayed out. Today, in order to register as a developer, I specifically bought a new iPhone 17 from JD.com. The process went smoothly at first, but after filling in my name and address, completing the facial verification, it just logged me out. Now, when I open Developer, the registration button is grayed out again. It’s quite frustrating. I had hoped the new phone would solve the issue. Back in 2019, I encountered the same problem—I tried logging in on different devices, including my wife’s phone and an iPad, but none worked. Could it be that even a newly registered account would face the same issue today? As someone eager to publish an app, this is truly disappointing. I’m not sure if it’s a system problem or something else. I remember that in 2012, we didn’t do anything wrong, but the team wasn’t technically mature enough, and I urged my partner to keep working on it, though he eventually gave up. Now, as I try to register again, I’ve filled in everything today—my bank card (a debit card), completed facial verification, entered my ID card details, and provided my address. But I never reached the payment step. In the end, when I open Developer, the registration button is grayed out. I hope to find out why this is happening, but I haven’t gotten any answers—just like years ago when customer support simply suggested re-registering without a clear explanation. However, registering with someone else’s information could lead to issues later on. I hope to find a solution.
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