Here SDK lite for iOS contains unsupported files - ios

We recently integrated the Here SDK lite for iOS in our app and during the submission to the AppStore, we discover that the xcframework contains unsupported files.
ITMS-90853: Invalid font - There was an error validating the font at
'Subito.app/Frameworks/heresdk.framework/style/fonts/FiraGO-Map.woff'.
Font not supported by platform.
ITMS-90853: Invalid font - There was an error validating the font at
'Subito.app/Frameworks/heresdk.framework/style/fonts/DroidSansFallback.woff'.
Font not supported by platform.
ITMS-90853: Invalid font - There was an error validating the font at
'Subito.app/Frameworks/heresdk.framework/style/fonts/FiraGO-Italic.woff'.
Font not supported by platform.
We didn't find any instructions on the official documentation about stripping these files before submitting to the store, but that's what we proceeded to do, since we are not using any UI related component coming from the SDK at the moment. I hope that it's a safe operation (resulting app seems to work fine).
Are there any other folders that could/should be removed from the xcframework before the submission to the store (e.g. style folder)?

The HERE SDK contains several fonts to render map labels in different languages. If you want to strip those files - or if you want to optimize the size of the overall app, you can remove selected fonts. For example, the font with Chinese, Japanese and Korean characters is around 1.7MB. To remove this font, open the heresdk.framework file and remove the following files:
style/fonts/DroidSansFallback.woff
style/fonts/DroidSansFallback.license
When you remove the font, it is recommended to switch the map language to any other language than Chinese, Japanese or Korean.
Check also the map / language documentation with more related info.
This should help at least as a workaround until the faulty fonts are fixed by the HERE SDK team with a newer HERE SDK release.
For your question: You can also remove the related license file.

Related

"ITMS-90853: Invalid font" on TestFlight external testing

I have uploaded build with Xcode 12 - iOS 14. I am getting following error in the TestFlight external testing.
Note: Build is working fine in internal testing.
App Store Connect Dear Developer,
We identified one or more issues with a recent submission for
TestFlight review for your app, "XYZ" 1.0 (1.0.1). Please correct the
following issues, then upload again.
ITMS-90853: Invalid font - There was an error validating the font
named '' at 'XYZ.app/NORMAN.TTF'. Font basic parsability.
ITMS-90853: Invalid font - There was an error validating the font
named '' at 'XYZ.app/FancyPants.ttf'. Font basic parsability.
ITMS-90853: Invalid font - There was an error validating the font
named '' at 'XYZ.app/Alakob.ttf'. Font basic parsability.
ITMS-90853: Invalid font - There was an error validating the font
named '' at 'XYZ.app/AlternateGothicEF-NoTwo_0.ttf'. Font basic
parsability.
ITMS-90853: Invalid font - There was an error validating the font at
'XYZ.app/GothamRounded-Bold.ttf'. Font not supported by platform.
Best regards,
The App Store Team
I also found this apple forum thread but there is no solution provided.
Anyone have the solution for this?
This is font validation errors. But these are coming after the iOS 14 - Xcode 12 update!
I have fixed the fonts by using following software as suggested in this article
– Download and install CR8 Software Solutions free font editor for Mac called Type from here:
Type light
– Open your problem ttf or otf font in the editor (choose File then Open).
– Choose Font then Rename Font then click RENAME button (without making any changes).
– Save your font (choose File then Save As).
– Done!
Re-upload the iOS build after updating this font...
After some research, it looks like iOS still only supports ttf/otf family of fonts and DOES NOT support woff family of fonts. Valid in June 2021 still.
Even if you're shipping a Hybrid app (like Cordova / Capacitor / Ionic thing) and WKWebView perfectly supports woff2 since forever - you'll still get ITMS-90853: Invalid font errors from "App Store Connect" Cerberus.

Googlecast labels not localized to device's language

According to Googlecast's release notes and this issue tracker, localization should already be supported/implemented by default when using the new 4.4.2 SDK. Checking the actual GoogleCastUIResources.bundle also confirms the new translations. However for my iOS applications, changing the device language to any other languages still gives me the strings in English.
Am I missing any intermediate steps to get localization for my iOS apps?
Add the language in your project file, that worked for me.

ios InfoPlist.strings translations doesn't work but all other i18n files work fine

I'm currently experiencing an issue where translations in the InfoPlist.strings file are completely ignored by the Simulator but at the same time it picks up on all other i18n related files which work fine and the "error" only occurs when the app asks for a given permission from the user.
The following keys are being translated:
NSCameraUsageDescription
NSContactsUsageDescription
NSLocationAlwaysUsageDescription
NSLocationWhenInUseUsageDescription
NSPhotoLibraryUsageDescription
But the value that is always returned is that of the default InfoPlist.strings.
I've verified that the files are properly installed, Xcode isn't detecting any problems with them and shows all the available localizations for the app.
Has anyone had this happen before?
Currently happening with Xcode 8.2.1 on all supported iOS versions.
For anyone else running into this sort of issue, the reason why the UI Notifications weren't being translated is because the simulator REQUIRES for the OS language to be set to the given location.
This means that to properly test that the application is being internationalized, setting the schema to use the given language isn't enough if you're internationalizing say the Notification Permissions text, you must go to Settings > General > Language & Region > iPhone language and set the language to test, only them will you be able to test OS level translations.
Hopes this helps someone.

Invalid binary - missing 568h file

I am trying to submit my app to Apple Store but I am receiving the "invalid binary" message, informing that is missing the launch image for -568h modifier. But the file is in the package. I checked. Some details:
The launch image are localized but not for all languages. They are present for English and some other languages.
In the simulator and in the testing devices the launch image is displayed correctly.
I checked the sizes and are correct
I am using XCode 4.6.3
I recently installed XCode 5 preview but I am using 4.6.3 command line tools.
There is no UILaunchImageFile entry in the plist file (I am using the Default name).
The images do not appear in the Launch Images panel (after I localized them).
What is going on? I don't have any clue.
Check your file names are like above displayed image.
Found the reason. If the launch image is localized it is necessary to provide the set of images for all languages the app supports. I tried that and Apple accepted my binary.
Looks like you have to ensure there are also default startup images in Base.lproj. I'm guessing they are used if you are running on a device that has a language not directly supported by the app in the other *.lproj folders.
Can anyone clarify this.
Works for me now anyway.

iOS. font available on simulator but not on device

Im using custom font in my application and have run into very weird issue. The font is available on the simulator but unavailable on an actual iPad.
1 I'm not confusing font name and file name. The file name is bitdust2.ttf whereas font name is BitDustTwo and this is how i call it and on simulator it is ok.
2 The is not a question of case sensitivity. The font is really unavailable on the device. I know that cause when i do this:
NSLog(#"%#", [UIFont familyNames]);
i see that on simulator my font is included in the familyNames array, but is missing on the iPad. What's wrong? Did you ever encounter such an issue?
(From above comment:) Verify that the font file "bitdust2.ttf" has been added to the target and is copied into the application bundle.
The simulator is, as titled, a simulator, and not a true emulator. The simulator runs the same named APIs, but since the simulator runs on OS X, not iOS, the simulator often has more functionality. For example, the media player classes on the simulator support more types of files (codecs) than on the device because OS X supports more codecs than iOS. On the simulator, you have more Fonts available than on the device.
Here's more details about embedding fonts in an iOS app:
There is a simple way to use custom fonts in iOS 4.
Add your font file (for example, Chalkduster.ttf) to Resources folder of the project in XCode.
Open info.plist and add a new key called UIAppFonts. The type of this key should be array.
Add your custom font name to this array including extension (Chalkduster.ttf).
Now you can use [UIFont fontWithName:#"Chalkduster" size:16] in your application.
It's important not to miss any steps. If you're still having problems, go to the Build Phases tab of your project in XCode and under the Copy Bundle Resources tab, ensure that your font file is included. If not, add it.
Check your device OS version as well as its support for iOs versions. The custom font you used must be compatible with iOS of your device.
Check this answer out. May be you need to have alternate custom font in case it is not supported.
I just had this same problem and after verifying everything was correct:
Font is added to proper key in info.plist "Fonts provided by application"
Font is added to project -> info under same key as the info.plist (this just means that i saved the plist)
Font file is added to the project
Font file is in the project folder
Project -> target -> Build Phases -> Copy bundle resources: contains my font file
File is checked off for being associated with target
I had to download the file again and re-add it.. when i did the file name was changed ... so i think the .ttf file was corrupted
You'll need to embed the font onto the app; instructions are here.

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