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missing package product

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Issue with UIActivityViewController Not Showing X (formerly Twitter) and Facebook Icons When Sharing Images on iOS 26 Beta
I have installed the iOS 26 Beta on my device and conducted a comprehensive functionality test of my iOS application, which I designed and developed. The application includes a feature that allows users to share images directly to X (formerly Twitter) and Facebook. During testing, I encountered an issue where the icons for X (formerly Twitter) and Facebook do not appear in the share dialog, despite both apps being installed on the device. This issue prevents users from sharing images to these platforms directly from the app. Steps to Reproduce: 1.Install iOS 26 Beta on a compatible device. 2.Ensure that both the X (formerly Twitter) and Facebook apps are installed and logged in on the device. 3.Open the iOS application and navigate to the image sharing feature. 4.Attempt to share an image using the share dialog. 5.Observe that the icons for X (formerly Twitter) and Facebook are missing from the share options. Expected Behavior: The share dialog should display icons for X (formerly Twitter) and Facebo
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520
Sep ’25
Error Message when running C++ program (with SFML) in Xcode.
Error Message: dyld[11081]: Library not loaded: @rpath/sfml-system. framework/Versions/2.5.1/sfml-system Referenced from: /Users/………../Library/Developer/Xcode/DerivedData Computer_Simulation_Part_A_Stage_2-gflpuzzcrbxlhsgqypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/Terminal Reason: tried: ‘/Users/…………./ Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gflpuzzerbxIhsgqypwfzyighzkj/Build/Products/Debug/sfm1-system.framework/Versions/2.5.1/sfmI-system' (no such file), ‘/Users/…………/Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gflpuzzerbx1hsgqypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/../Frameworks/sfmI-system. framework/Versions/2.5.1/sfmI-system' (no such file), ‘/Users/………./Library/Developer/Xcode/DerivedData/Computer_Simulation_Part_A_Stage_2-gfIpuzzcrbxIhsgaypwfzyighzkj/Build/Products/Debug/Terminal.app/Contents/MacOS/../Frameworks/sfmI-system. framework/Versions/2.5.1/sfmI-system' (no such
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119
Sep ’25
Reply to Screen recording
If the Screen Recording button disappeared, go to Settings > Control Center > Customize Controls (or Settings > Control Center on newer iOS). From there, re-add “Screen Recording.” If it’s still missing, restart your device or check for iOS updates.
Sep ’25
Foundation Models framework dyld symbol errors after macOS 26 Beta 2 - LanguageModelSession constructor missing
Foundation Models framework worked perfectly on macOS 26 Beta 2, but starting from Beta 3 and continuing through Beta 6 (latest), I get dyld symbol errors even with the exact code from Apple's documentation. Environment: macOS 26.0 Beta 6 (25A5351b) Xcode 26 Beta 6 M4 Max MacBook Pro Apple Intelligence enabled and downloaded Error Details: dyld[Process]: Symbol not found: _$s16FoundationModels20LanguageModelSessionC5model10guardrails5tools12instructionsAcA06SystemcD0C_AC10GuardrailsVSayAA4Tool_pGAA12InstructionsVSgtcfC Referenced from: /path/to/app.debug.dylib Expected in: /System/Library/Frameworks/FoundationModels.framework/Versions/A/FoundationModels Code Used (Exact from Documentation): import FoundationModels // This worked on Beta 2, crashes on Beta 3+ let model = SystemLanguageModel.default let session = LanguageModelSession(model: model) let response = try await session.respond(to: Hello) What I've Verified: FoundationModels.framework exists in /System/Library/Frameworks/ Framework is properly linked
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618
Sep ’25
Unexpected notificationType in App Store Server Notifications V2 when free trial ends
In my app’s IAP products, before enabling free trials, the App Store Server Notifications V2 callbacks all returned the correct notificationType. For auto-renewable subscriptions, when they were about to expire, the notificationType was either DID_RENEW or EXPIRED. A small number of cases(DID_FAIL_TO_RENEW) failed to renew due to billing issues, which was expected. However, after I enabled a 7-day free trial for the auto-renewable products, I noticed that in the App Store Server Notifications V2 callbacks, almost all users (except those who manually turned off auto-renewal) received notificationType = DID_FAIL_TO_RENEW. According to the documentation, DID_FAIL_TO_RENEW indicates a billing issue renewal failure, but in this case it seems like all renewals are being marked as failed. I’ve observed that for users who cancel during the free trial, the callbacks look normal: first a DID_CHANGE_RENEWAL_STATUS notification, then an EXPIRED notification when the trial ends. That flow seems correct.
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107
Sep ’25
Reply to Getting a basic URL Filter to work
I have been trying to get the basic sample project provided running, however i keep running into one of the two errors: either that the serverSetupIncomplete or unknown. I went through the readme and everything provided with the sample project, i am running the sample pir server through docker as instructred and i have configured the service-config.json file to include my app's main bundle identifier + .url.filtering. Am i missing something?
Sep ’25
FamilyControlsAuthenticationUI showing in an individual screentime
Dear Apple Team, First things first, our team can't be more appreciative for your hard work to improve screen time day by day so that we all can live a happier and more productive life. There's minor issue in screen time but that's misleading Apple users, where once they allow permission to restrict usage of their personal social media usage, they get to see the image below. This terrifies them on what does their family have to do with this or have access to their phone as a grown adult. Therefore, it'd be best if the FamilyControlsAuthenticationUI can be switched to a more personal/relatable if keyword (.individual) is being used, to not misled Apple users. Daniyal from BeTimeful.com - Making social media less addictive for the 🌎
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1.5k
Feb ’23
Reply to Value of the key in App.entitlements file for enabling In-App Purchase capability. Which one?
To implement In-App Purchase in your app, you need: Accept the Paid Apps Agreement and complete all tax and banking information. Have an explicit App ID registered in App Store Connect. The In-App Purchase capability appears enabled by default for an explicit App ID and disabled for a wildcard App ID. Hence, it is unnecessary to add the capability in Xcode. Remove it from your project. Configure In-App Purchases products for your App ID in App Store Connect. You can test In-App Purchases in Xcode test local environment or sandbox. For more information, see Testing at all stages of development with Xcode and the sandbox TN3186: Troubleshooting In-App Purchases availability in the sandbox TN3185: Troubleshooting In-App Purchases availability in Xcode.
Sep ’25
Spam Design
Hi. My friend and I are new to app developing. We made an app together and I made one alone on the side. But we are not joined. we each pay seperate taxes and not som scam design post of apps. Apple flagged both with spam design, so we assumed it was related. but not sure anymore. app1 is a travel related app operating globally. we have IAP but also destination inspirarion and global food information, which is free in the app. app2 is about one single country and has a lot of information about travelling in that country and some IAP too. IAP in both app are the same product, but unique in appstore. it only exists on websites apart from these two apps. both are made in adalo so even though the colours are different they are made in the same system. we have tried so much to get app1 through but they keep rejecting with spam design. they approved app 2 after a while they suddenly approved app2. we are trying hard to figure out what the issue is, we dont see any other apps with this. does anyone know wha
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Sep ’25
Spam Design
Hi. My friend and I are new to app developing. We made an app together and I made one alone on the side. But we are not joined. we each pay seperate taxes and not some scam design post of apps. Apple flagged both with spam design, so we assumed it was related. but not sure anymore. app1 is a travel related app operating globally. we have IAP but also destination inspiration and global food information, which is free in the app. app2 is about one single country and has a lot of information about travelling in that country and some IAP too. IAP in both apps are the same product, but unique in appstore. it only exists on websites apart from these two apps. both are made in adalo so even though the colours are different they are made in the same system. In app1 IAP is the main product, in app2 its not. we have tried so much to get app1 through but they keep rejecting with spam design. After a while they suddenly approved app2, after renaming it, changing colours and highlighting the information
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90
Sep ’25
GKLeaderboard.LoadLeaderboards() return empty when testing on Xcode with local gamekit file (Unity)
var allLeaderboards = await GKLeaderboard.LoadLeaderboards(); Log(allLeaderboards.Count); // returns 0 What am I missing?? What doesn’t work: await GKGameActivityDefinition.LoadGameActivityDefinitions() → count = 0 await GKLeaderboard.LoadLeaderboards() (no args) → 0 leaderboards await GKLeaderboard.LoadLeaderboards(MY ID) → returns 0 GkGameActivity.SetScoreOnLeaderboard(Leaderboard, score, context); returns an error since my Leaderboard is null. Activities and leaderboards are defined in GameCenterResources.gamekit in Xcode. Achievements that I add locally in the .gamekit file do not appear at runtime either; only ASC live ones show. ** What works:** xcode- debug- Gamekit- Manage Game progress- I can submit new scores with the plus button and see the notification on my device. await GKLocalPlayer.Authenticate() succeeds. await GKAchievement.LoadAchievements() returns the list of achievements configured in App Store Connect- but not any new local achievements created in Xcode in GameCenterResources.g
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685
Sep ’25