Hello, I have an iOS camera app that captures exposure brackets and performs custom HDR processing. On iOS 26, I’m observing a visual difference between: a single photo captured at –2 EV, and the –2 EV frame from an exposure bracket (–2 / 0 / +2 EV). On iOS 26: The single –2 EV image looks natural and consistent. The –2 EV image from the bracket appears clamped / distorted, most noticeably in high dynamic range scenes (highlight compression and loss of detail). On iOS 18, both approaches produce visually identical and correct –2 EV images. The issue only appears for bracketed captures on iOS 26. Attachments (examples) iOS 26 Single capture –2 EV (JPEG): /Users/danilobudimir/Downloads/ios26SingleImage/JPEG image-4006-8B77-51-0.jpeg Single capture –2 EV — Capture report (dumped settings): /Users/danilobudimir/Downloads/ios26SingleImage/UnderExposureDebug_CaptureReport_2026-01-09T15-59-20Z.md Bracket capture –2 EV frame (JP
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Hi, Its been well over 2 weeks I applied for the small business program ( Apple takes 15% instead of 30% when < $1M in sales ) and I still did not receive any response. Is it normal or should I contact them ? Thanks
Topic:
Developer Tools & Services
SubTopic:
Apple Developer Program
Hi! I've been scratching my brain for a few days now to no avail. I have a Perl project that I need to embed within my app. Perl includes a pp command (https://metacpan.org/pod/pp) which takes the runtime binary and then slaps the Perl code at the end of the binary itself which in brings some woes in a sense that the binary then needs to be fixed (https://github.com/rschupp/PAR-Packer/tree/master/contrib/pp_osx_codesign_fix) by removing the linker-provided signature and fixing LINKEDIT and LC_SYMTAB header sections of the binary. Nevertheless, I've successfully gotten the binary built, fixed up and codesigned it via codesign -s '$CS' mytool (where $CS is the codesigning identity). I can verify the signature as valid using codesign -v --display mytool: Identifier=mytool Format=Mach-O thin (arm64) CodeDirectory v=20400 size=24396 flags=0x0(none) hashes=757+2 location=embedded Signature size=4820 Signed Time=5. 1. 2026 at 8:54:53 PM Info.plist=not bound TeamIdentifier=XXXXXXX Sealed Resources=n
Thanks for the post, can you provide a little more information about the URL you are passing or just the code you are using when that message shows in your console? As that API can be called in a thread that is not the main thread as shows in the documentation: You can call this method safely on a thread that isn’t the main thread. https://developer.apple.com/documentation/uikit/uiapplication/canopenurl(_:) Interesting to see what URL are you calling, the method should return a true or false only. Providing a focused sample and iOS version, Xcode and macOS is always a good idea. Thanks Albert Pascual
Worldwide Developer Relations.
Topic:
UI Frameworks
SubTopic:
UIKit
Tags:
My goal is to print a debug message from a shader. I follow the guide that orders to set -fmetal-enable-logging metal compiler flag and following environment variables: MTL_LOG_LEVEL=MTLLogLevelDebug MTL_LOG_BUFFER_SIZE=2048 MTL_LOG_TO_STDERR=1 However there's an issue with the guide, it's only covers Xcode project setup, however I'm working on a Swift Package. It has a Metal-only target that's included into main target like this: targets: [ // A separate target for shaders. .target( name: MetalShaders, resources: [ .process(Metal) ], plugins: [ // https://github.com/schwa/MetalCompilerPlugin .plugin(name: MetalCompilerPlugin, package: MetalCompilerPlugin) ] ), // Main target .target( name: MegApp, dependencies: [MetalShaders] ), .testTarget( name: MegAppTests, dependencies: [ MegApp, MetalShaders, ] ] So to apply compiler flag I use MetalCompilerPlugin which emits debug.metallib, it also allows to define DEBUG macro for shaders. This code compiles: #ifdef DEBUG logger.log_error(Hello There!); os_log
Have been using Claude Code in older versions of Xcode, but in Xcode 26.2 it cannot see any files opened in Xcode. Basically no integration at all now. If this is not fixed I guess I have to switch IDE to something that works with Claude Code.
Topic:
Developer Tools & Services
SubTopic:
Xcode
I am trying to resubmit my app after failing a few times (first time doing this). Anyhow, when resubmitting the last 2 times, the In-App Purchases and Subscriptions section was always present on the version page so I could choose my IAP's and Subscriptions before submitting for review. Currently, I am trying to resubmit again, and the In-App Purchases and Subscriptions section is nowhere to be found and no matter what I try to do, it's just not showing up. Currently, all my IAP's and Subscriptions have a Waiting for Review status and my app status is 1.0 Prepare for Submission. Any ideas how I can get around this???
Topic:
App Store Distribution & Marketing
SubTopic:
App Store Connect
Tags:
Subscriptions
App Review
In-App Purchase
thank you for your reply. diffing the scene is a good idea. until now, I had no idea how to even approach the bug hunting, since it seems not connected to any interaction / changes nor code. it is most likely the serialization of scene data. I'll keep you updated and try to reproduce it. I can actually provide the project as it is not super complex and nor confidential.
Topic:
Spatial Computing
SubTopic:
Reality Composer Pro
Xcode, under Settings → Locations → Derived Data, lets us set a custom DerivedData location (such as on an external drive). Trying that, I discovered that this breaks the test system for Framework targets (and probably other types of test targets when not hosted in an app target) when the run destination is “My Mac”. This seems to be due to sandboxing (but this is not entirely clear). Xcode does not provide a warning about this limitation, and does not seem to offer a way to open sandbox access to an external volume(s). Instead, trying to run such tests results in a bunch of error messages in the console log that I did not find helpful in trying to diagnose what went wrong: Cannot find executable for CFBundle 0x86c47c2a0 (not loaded) The bundle “MyFrameworkTests.xctest” couldn’t be loaded because its executable couldn’t be located. Try reinstalling the bundle. Program ended with exit code: 9 The solutions seem to be either run tests from the command line (to escape sandboxing), or just use the defau
Topic:
Developer Tools & Services
SubTopic:
Xcode
Hello, we are using DeviceCheck – App Attest in a production iOS app. The integration has been live for some time and works correctly for most users, but a small subset of users encounter non-deterministic failures that we are unable to reproduce internally. Environment iOS 14+ Real devices only (no simulator) App Attest capability enabled Correct App ID, Team ID and App Attest entitlement Production environment Relevant code let service = DCAppAttestService.shared service.generateKey { keyId, error in // key generation } service.attestKey(keyId, clientDataHash: hash) { attestation, error in // ERROR: com.apple.devicecheck.error 3 / 4 } service.generateAssertion(keyId, clientDataHash: clientDataHash) { assertion, error in // ERROR: com.apple.devicecheck.error 3 / 4 } For some users we intermittently receive: com.apple.devicecheck.error error 3 com.apple.devicecheck.error error 4 Characteristics: appears random affects only some users/devices sometimes resolves after time or reinstall not reproducible
Since I moved to Xcode 26.1 and Xcode 26.2 then, my UI tests all fail only for iOS 26+, for both simulator and real device. Everything worked perfectly with Xcode 26.0, and the code base of the application under test and the test cases are the same. With Xcode 26.0, the tests pass for iOS 26+ and iOS < 26, for both simulator and real device. In addition, even the Accessibility Inspector tool fails to display the view hierarchy for iOS 26+ with Xcode 26.2. With Xcode 26.0, whatever are the devices and the OS versions, the tool was able to display the view hierarchy. Otherwise the tool is empty even if the device and app are selected. This failing tests issue occurs both on my local environment and on GitHub Actions runners, excluding the hypothesis I have troubles with my own side. The error message for failing tests explains the element cannot be found anymore. Given for example the test case: @MainActor func testMakeScreenshotsForDocumentation_Button() { let app = launchApp() goToComponentsSheet(
In general, the notary service should include all Mach-O images in your submission in the ticket that it issues. Thus, you shouldn’t have to notarise helper independently, or Application Bundle.app for that matter [1]. However, I recommend that you check this, just to be sure. To do that: Submit your package for notarisation. On successful notarisation, fetch the notary log. See if it lists the cdhash values for helper. IMPORTANT If your helper has multiple architectures, check that both cdhash values are present. For more on cdhash values, see TN3126 Inside Code Signing: Hashes. For more background on how this stuff works, see Notarisation Fundamentals. For links to lots of other notarisation info, see Notarisation Resources. Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = eskimo + 1 + @ + apple.com [1] Although it’s fine to do that if, for example, you also distribute the app via some other channel that doesn’t involve this installer package.
Topic:
Code Signing
SubTopic:
Notarization
Tags:
OK. Thanks for confirming. When you see this, is there only one user involved? That is: You’ve log in via the GUI. And are working with networking, including your VPN. Without logging out. Or fast user switching to a different user. Is that right? This matters because appex packaging only really works in the context of a single user, so if you add other users into the mix things get complicated. Also, you wrote: [quote='811887021, disinghal, /thread/811887, /profile/disinghal'] internet goes away on machine leading to a connection stuck state. [/quote] Can you clarify what this means? I see two possibilities: Networking goes away for other apps on the system but the system doesn’t start your packet tunnel provider. Alternatively, the system starts your packet tunnel provider and it attempts to connect to your VPN server and that connection acts like there’s no Internet. Is it either of these? Or something else? Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail =
Topic:
App & System Services
SubTopic:
Networking
Tags:
Since updating to tvoS 26.1/2 YouTube audio breaks when playing videos at anything other than 1x speed. At 1.25x or higher, the audio is static-y and distorted almost immediately. Strangely, AirPods work fine, it only happens with other audio outputs. Anyone else experiencing this, or have a fix? tvOS: 26.2 (23J582) YouTube app: 4.51.08 Speed Output Static 1x TV speakers No 1x HomePods No 1x AirPods Pro 3 No 1.25x TV speakers Yes 1.25x HomePods Yes 1.25x HomePods Mini Yes 1.25x Sonos One Yes 1.25x AirPods Pro 3 No
[quote='812219021, madsodgaard, /thread/812219, /profile/madsodgaard'] I have read most of the Background Tasks Resources here [/quote] Cool. But there are some network specific ones you should also read: Moving to Fewer, Larger Transfers Testing Background Session Code The first one is probably most relevant to your issue. Networking Resources has these links and a lot more. [quote='812219021, madsodgaard, /thread/812219, /profile/madsodgaard'] But, what if they just stay with the app in the foreground? Will it start uploading immediately? [/quote] I would expect so. However, that’s not guaranteed. The nature of background sessions is that the system gets to choose when to run the transfer, based on its global view of the device state. IMPORTANT A lot of this stuff is not documented, and deliberately so. These policies are considered to be implementation details. They’ve changed in the past and it wouldn’t surprise me if they changed again in the future. So, when you ask “Will it do X?” the only rea
Topic:
App & System Services
SubTopic:
Networking
Tags: