App Store review rejected - app permission request language [closed] - ios

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My application got rejected with the following reason -
Guideline 4 - Design
Your app's permissions requests are written in Ukrainian while the app is set to the Romanian localization. To help users understand why
your app is requesting access to a specific feature, your app's
permission requests should be in the same language as your app's
current localization.
The application is required to have both Romanian(Language A) and Ukrainian(Language B) localisation support. The application strings are localised in a usual way, nothing special - a Localizable.strings file with 2 languages support - A and B. It works well, no objections. When I change the app language from the iOS settings - all is good.
But, the issue arise(as Apple says) when I do an app permission alerts localisation. My application is using both camera and location(showing the embedded map view) permissions. To achieve this kind of localisation I'm using the all known approach of putting the InfoPlist.strings file in my app where it's basically just localising those 2 permission to an A and B languages.
/* Camera permission usage description */
"NSCameraUsageDescription" = "...";
/* Location permission usage description */
"NSLocationWhenInUseUsageDescription" = "...";
So, the behaviour now is that the app is getting localised with the language that is set in iOS settings for the app while the app permission alerts are getting their language as the iOS system preferred language. Means if I have an iOS device running on language A but set my application to run on language B, the app will actually run language B but those camera and location permission dialogs will be running on language A.
And I see no problems with that, it's obvious that the iOS is showing you those system alert on your preferred language. But now my app gets constantly rejected with the demand that the app permission alerts should also be running on the language B as the rest of the app.
So, how can I achieve this? Maybe I'm doing something wrong? Both localisation files seems to work since I'm able to reproduce the cases iOS - B, app - A and iOS - A, app - A.
Or maybe I'm just too stupid and misunderstood what Apple is trying to say? I can share the message history here if needed, but basically they are just saying:
Upon further review, we continue to find that the app's location
permission request is written in Ukrainian while the app is set to the
Romanian localization. Please note that your app's permission
requests should be in the same language as your app's current
localization.
Update:
Apple review reply on 03.05:

Spending even more time on investigation, trying and failing, we've managed to find a solution.
First of all, the Apple did a bad job explaining an issue fully. This is why it was leading me in a wrong directing. The issue supposed to be the following -
When you run an application in a language that is not present in your preferred languages list. In my case the app is in Romanian and device iOS language is set to English with no extra languages configured(Empty preferred languages list). This way the app will be in Romanian language and the camera permission alert is also in Romanian while location permission alert is in Ukrainian.
The fix was pretty easy with a single property in your Info.plist file that I'm seeing for the first time - CFBundleLocalizations where you basically just provide a list of languages your app supports.
Conclusion: The behaviour of system permission alert appearing in the iOS system preferred language is OK and works as supposed by Apple. But there might be a case when none of the app supported languages is present in the iOS system preferred languages list and it leads to multiple languages appearing in the app during runtime and this might be a potential Apple review reject reason.

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I haven't submitted my app officially, I'm just going through the final steps and I'm anxious that it might cause a problem.
When you are trying to select Primary Language while creating New App in iTunes connect, probably you can the
Have you checked '?' - Question mark it contains one FAQ.
From Resources & Help section
Why am I not seeing my localization language listed as a selection for Primary Language?
If the localization has not been approved, you must submit a version with this localization to be approved by App Review before you can select it as your primary language.
If the screenshots for that localization are being derived from another localization’s screenshots, you must first manually add screenshots for the language you wish to be your primary. If the Ready for Sale version of your app is using screenshots from another language, you will need to submit an update to your app before you can select the new language.

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I want to publish my iPhone App in both Japanese and Chinese languages. I have localized the content to the respective languages. However, the app metadata description and iAP descriptions are still in English. Will my app be approved?
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However, you should keep in mind that customers see the app description and metadata before they see your app. So, chances are if a customer sees your app description is not localized, they aren't going to bother downloading it to see if it's localized.
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Reasons for rejecting iPhone application by Apple store [closed]

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Can anybody help me out to know the possible reasons for which Apple store can reject or raise objection to submit any iPhone application.
Here are possible reasons (unofficial, from here):
Vibration. It is not permitted to use continuous vibration in your apps - short bursts as warnings is all that is allowed. Don’t bother trying to set up a timer to keep the vibration going, it will cause your app to be rejected.
Linking to private frameworks. This is obvious, but somehow in playing around with stuff we had linked to the MoviePlayer.framework. That’s a no-no, and cost us about ten days while we unlinked that framework, recompiled, and then resubmitted.
Improper handling of editing in tableview cells. Also obvious, but be aware that if you enable table cell editing, you’ll have to manually specify which cells should respond to editing controls and which should not. We had some random prefs cells in one of our early apps that were able to be swiped to bring up a ‘delete’ badge. Of course it didn’t do anything, but Apple justly considered this poor design and rejected our app.
Icons. Make sure the 57 pixel icon is identical to the 512 pixel version. Also, use a different icon if you are creating ‘lite’ and ‘pro’ versions of your app (i.e., free and paid). Using the same icon for both sends your app straight to … you guessed it … the bin.
Copying existing functionality. This one is much more subtle and insidious, and has probably affected the great percentage of developers. In addition to the widely publicized Podcaster debacle, reports from user comments indicate that Apple is casting a wide net when looking for duplicated functionality. Mini web browsers, or apps that essentially show web pages, seem particularly vulnerable, even if they add new and/or useful functionality. Stay away from email clients as well.
Using appropriate keyboard type. If your app asks for a phone number or other numeral-only input and you present a keyboard that also includes the possibility of entering standard alpha-numeric input … yep. (Thanks Jeremy1026)
Version numbers. If your app is currently at version 0.99 or below, you’d better consider giving it a promotion as Apple seems to prefer 1.0 and above. One of ours was recently rejected for being .016, with a message suggesting that our version number wasn’t even numeric. When we resubmitted the same app from scratch as version 1.0, it went through.
Network Reachability. If your app requires any type of network access you need to make sure it works when that access isn't available. If it doesn't it will be rejected. Apple provides sample code to test this which you can use as-is in most cases: https://developer.apple.com/library/content/samplecode/Reachability/Introduction/Intro.html
And last, but not least:
Flatulence Don’t even try. ;-) UPDATE: sorry, this seems to be outdated by now. Apple makes a lot of money now with "fart apps": see this article.
Edit:
Here is a link to a recent article about ten iPhone Apps That Didn't Make Apple's App Store.
And a tip: Apple has a Mac app called Application Loader that you could install. Once you install it, it analyzes your app's zip file. It verifies all the certificates, icons, and other things are correct before submitting to Apple. Using the Application Loader minimizes your chances of app rejection.
Another interesting resource: App Store Roundtable: Transparency and the Approval System (appleblog.com)
Yet another edit:
New rules by February 2010: "No Swimsuits, No Skin, And No Innuendo" (source: TechCrunch article, Wobble author's blog)
By the way: during the iPhone 3.0 preview event (march 2009), an Apple spokesman told that 96% of all submitted application were approved.

			
				
Apple have now (as of 9th September 2010) published their official list of app store review guidelines:
appstore approval guidelines
(apple developer login required)
or a mirror here:
app store guidelines
Will apple want to create an app like that in the future? If (yes) reject.
Do you have a really awesome idea that apple may want to use in the future if(yes) reject
Here's the video of the SDK announcement that describes Apple published list of rejection criteria:
SDK Announcement
As others have noted, Apple also seem to have a bunch of other conditions that they don't publicise. Note that rejection notices are now covered by the NDA.
I can't confirm this but it makes sense, but people are reporting their apps being rejected for being too simple or too trivial.
Just got a bounce for handling network outages badly. If you connect to the network, be prepared to handle any error conditions that may come up.
My paid version of app was rejected by appstore.
After Purchasing and downloading app first screen was "User Agreement" and when user taps on " I agree" only then he is able to continue using app.
Apple described the reason of rejection "when user purchased app from appstore and download in phone then you must not restrict user to Agree with Agreement" instead display your agreement before downloading app in iTunes.
Amazingly, apps can get rejected for trying to keep their interface consistent with Apple's own apps. (ie, using pinch zoom/expand gestures)
There is a site I know which can help you generate great advertising ideas with iPhone. see this site:
http://itunes.apple.com/app/adpack/id359562015?mt=8
I submitted a paid app to app store but get rejected and i learned another possibility of app rejection
My app was Game Center enabled. When app starts first screen was login screen that prompt user to login through GameCenter to continue.
They rejected the app giving reason- As user will not be able to get services of your app unless he is not logged in with Game Center although he paid you to download app. You cannot restrict user to login through Game Center each time before app starts.
From 1st May,2013 onwards if we don't support iPhone 5, your app will be rejected.So iPhone 5 support is must.

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