My app start up has became horrid. It takes 1 minute to open SQLlite database for my rust core. Impossible to work...
I have Address Sanitizer, Thread Perf Checker and Thread Sanitizer disabled...
UIKit
RSS for tagConstruct and manage graphical, event-driven user interfaces for iOS or tvOS apps using UIKit.
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Hello there,
I'm trying to implement feature which uses AirPlay with Apple TV. I want to disconnect from the device programmatically when something happens. Under something I mean a situation when a user wants to stop broadcasting (for example close the PiP window on his phone). I use this snippet:
try audioSession.setCategory(.playAndRecord, options: .defaultToSpeaker)
try audioSession.setActive(true, options: .notifyOthersOnDeactivation)
It works fine sometimes but not always (it works on iOS 18 but it doesn't on iOS 17 or ). So I thought it's a bug and create a ticker to feedback assistant (FB21220013). The support told me write a post on the forum.
The issue can be reproduced using the simplest code. In Xcode 26 + iOS 26, when a UIBarButtonItem is created using a UIImage, it consistently prints numerous constraint conflict warnings to the console. Below is my test code and the console warnings:
let btn = UIBarButtonItem(systemItem: .trash)
self.toolbarItems = [btn]
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x1083b4550 _TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x108374e00.width == _UIButtonBarButton:0x1083e8000.width (active)>",
"<NSLayoutConstraint:0x1083b4aa0 'IB_Leading_Leading' H:|-(2)-[_UIModernBarButton:0x103ac62e0] (active, names: '|':_UIButtonBarButton:0x1083e8000 )>",
"<NSLayoutConstraint:0x1083b4af0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x103ac62e0]-(2)-| (active, names: '|':_UIButtonBarButton:0x1083e8000 )>",
"<NSLayoutConstraint:0x1083b4fa0 'UIView-Encapsulated-Layout-Width' _TtC5UIKitP33_DDE14AA6B49FCAFC5A54255A118E1D8713ButtonWrapper:0x108374e00.width == 0 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x1083b4af0 'IB_Trailing_Trailing' H:[_UIModernBarButton:0x103ac62e0]-(2)-| (active, names: '|':_UIButtonBarButton:0x1083e8000 )>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
We are developing a hybrid iOS app where Angular content is rendered inside a WKWebView, hosted by a native Swift application.
We use the GameController framework to detect whether an external Bluetooth keyboard is connected to an iPad. The following code is executed when the app enters the foreground and also when requested by the web layer:
func keyboardStatusHandler(){
let isKeyboardConnected = GCKeyboard.coalesced != nil
if(!isKeyboardConnected){
//sent status to Angular
} else {
//sent status to Angular
}
}
Crash details
We are seeing intermittent crashes on iPad with the following stack trace:
Crashed: GCDeviceSession.HID
0 libobjc.A.dylib 0x7db8 objc_retain_x8 + 16
1 libsystem_blocks.dylib 0xfb8 void HelperBase<ExtendedInline>::copyCapture<(HelperBase<ExtendedInline>::BlockCaptureKind)3>(unsigned int) + 48
2 libsystem_blocks.dylib 0xbc4 HelperBase<GenericInline>::copyBlock(Block_layout*, Block_layout*) + 108
3 libsystem_blocks.dylib 0xc94 _call_copy_helpers_excp + 60
4 libsystem_blocks.dylib 0xef8 _Block_copy + 412
5 libdispatch.dylib 0x1a70 _dispatch_Block_copy + 32
6 libdispatch.dylib 0x792c dispatch_async + 56
7 libdispatch.dylib 0x792c dispatch_channel_async + 56
8 GameController 0xea6dc -[GCKeyboardInput _handleKeyboardEvent:] + 324
9 GameController 0x22508 __53-[_GCKeyboardEventHIDAdapter initWithSource:service:]_block_invoke + 376
10 GameController 0x11d30 -[_GCHIDEventSubject publishHIDEvent:] + 268
11 GameController 0xb79cc __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_3 + 44
12 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16
13 libdispatch.dylib 0x12088 _dispatch_async_and_wait_invoke_and_complete_recurse + 272
14 libdispatch.dylib 0x8448 _dispatch_async_and_wait_f + 108
15 GameController 0xb7984 __40-[_GCHIDEventUIKitClient initWithQueue:]_block_invoke_2 + 132
16 GameController 0xb746c __48-[__GCHIDEventUIKitClient _initWithApplication:]_block_invoke + 256
17 UIKitCore 0x11fd394 __61-[UIEventFetcher _setHIDGameControllerEventObserver:onQueue:]_block_invoke_3 + 40
18 libdispatch.dylib 0x1aac _dispatch_call_block_and_release + 32
19 libdispatch.dylib 0x1b584 _dispatch_client_callout + 16
20 libdispatch.dylib 0xa2d0 _dispatch_lane_serial_drain + 740
21 libdispatch.dylib 0xadac _dispatch_lane_invoke + 388
22 libdispatch.dylib 0x151dc _dispatch_root_queue_drain_deferred_wlh + 292
23 libdispatch.dylib 0x14a60 _dispatch_workloop_worker_thread + 540
24 libsystem_pthread.dylib 0xa0c _pthread_wqthread + 292
25 libsystem_pthread.dylib 0xaac start_wqthread + 8
Observed scenarios
Crash occurs when the app transitions from background to foreground
Crash also occurs when the Angular layer requests keyboard status, triggering the same code path
Questions
Has anyone encountered crashes related to GCKeyboard.coalesced or GCKeyboardInput like this?
Are there known issues with the GameController framework when querying keyboard state during app lifecycle transitions?
Is there a recommended or safer way to detect external keyboard connection status on iPad (especially when using WKWebView)?
Any insights, known platform issues, or suggested workarounds would be greatly appreciated.
Thanks!
I need the user to input an emoji but not other characters. I'd like to be able to use an emoji keyboard similar to the one in the Reminders app. How can I do this?
Hello everybody!
TLDR: Issues with visibleItemsInvalidationHandler. Minimal code to reproduce available.
I've been working with Compositional Layout for a while now and recently I've found myself needing to implement custom animation based on scroll position of UI elements. Once I found visibleItemsInvalidationHandler it felt like the exact solution that I needed. Once I implement I've found out it doesn't quite behave as you'd expect.
To put it simply, it seems like the animations only work if your whole layout does not use .estimated nor .uniformAcrossSiblings. As soon as you use them then the animations will stop working, I've debugged it deeper and it seems like the invalidation context generated by it does not include the indexPath of the cells, which is always included in the version in which it works.
Feel free to swap the line 51 with its comment to flip between the working and failing version of it.
Playground Example
My final question therefore is... Is this the expected behavior? The documentation doesn't give any clues about such behavior and although I've tried relentlessly to find a workaround for this specific hiccup I was not successful with it.
My app doesn't respond on iPhone Air iOS 26.1.
After startup, my app shows the main view with a tab bar controller containing 4 navigation controllers. However, when a second-level view controller is pushed onto any navigation controller, the UI freezes and becomes unresponsive. The iPhone simulator running iOS 26.1 exhibits the same problem.
The debug profile shows CPU usage at 100%.
However, other devices and simulators do not have this problem.
I'm developing a rhythm game for iOS which has four buttons spanning the width of the screen in portrait. I noticed that my testers were having some missed inputs on the buttons on the left and right due to the fact that iOS, by default, tries to ignore accidental touches on the edges of the screen. So I enabled "Defer System Gestures" on the left and right edges, but then quickly started to notice a new, very specific, issue.
Description of the issue
If you have finger #1 touching and holding anywhere in the middle of the screen, and finger #2 touches on the far right or left edge of the screen just below the horizontal position of finger #1, those touches are inconsistently not recognized. If finger #1 is not present, this issue does not occur. If finger #2 is above or well below finger #1, this issue also does not occur. A dead zone is created on the right and left edges of the screen just below the horizontal position of the first touch.
Here is a rough representative example of where touches #1 and #2 need to be for this issue to manifest, in case the text above is not clear.
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9;&#9;&#9;&#9;|
It just so happens that this issue is causing major usability problems with my game, as it results in what the user sees as sporadic and inconsistent response when the game calls for two notes to be played at the same time.
Steps to recreate the issue
Here are the steps if you want to recreate the problem yourself using the "Create New Gesture" pane in "Assistive Touch" (Note that this problem is not specific to the Settings app, but rather is an issue across the system—however this panel defers system gestures and shows where touches are being read, so it is a great place to demonstrate):
(1) Go to Settings > Accessibility > Touch > Assistive Touch > Create New Gesture...;
(2) With one finger, touch the middle of the screen and hold it through step 3;
(3) With a second finger, tap 4 times along the right (or left) edge of the screen in the following places:
(a) well above the vertical position of the first touch,
(b) just above the vertical position of the first touch,
(c) just below the vertical position of the first touch, and
(d) well below the vertical position of the first touch;
(4) Notice how, more than half the time, touch (c) does not register. I have found that this problem is more replicatable when the first touch is on the lower half of the screen, but I have been able to replicate it when the finger is higher as well, just not as consistently.
Here are the four positions described in the steps above:
Position a: both touches register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
Position b: both touches usually register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9; 2|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
Position c: only touch 1 registers
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9; 2|
|&#9;&#9;&#9;&#9;|
Position d: both touches register
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9; 1&#9;&#9;|
|&#9;&#9;&#9;&#9;|
|&#9;&#9;&#9; 2|
Is there anything I can do to resolve this behavior? My app requires gesture deferment to be on for the expected experience by the user, and this bug is causing other issues for my testers that kind of need to be resolved before I can confidently release the game.
We're using XCode 26.1.1
We do not have resource to adopt Liquid Glass design. Hence, we are using the following workaround
<key>UIDesignRequiresCompatibility</key>
<true/>
This is our Storyboard.
Pre XCode 26
Before XCode 26.1.1, the bottom toolbar looks great.
In XCode 26
However, in XCode 26.1.1, the bottom toolbar buttons seems to "Squish together".
Do anyone have any idea, how I can make UIToolbar works by enabling UIDesignRequiresCompatibility?
Thanks.
Hello! What UIKit API enables you to add a view below the navigation bar and extend the scroll edge effect below it in iOS 26? safeAreaBar is how you do it in SwiftUI but I need to achieve this design in my UIKit app (which has a collection view in a view controller in a navigation controller).
struct ContentView: View {
let segments = ["First", "Second", "Third"]
@State private var selectedSegment = "First"
var body: some View {
NavigationStack {
List(0..<50, id: \.self) { i in
Text("Row \(i + 1)")
}
.safeAreaBar(edge: .top) {
Picker("Segment", selection: $selectedSegment) {
ForEach(segments, id: \.self) {
Text($0)
}
}
.pickerStyle(.segmented)
.padding(.horizontal)
.padding(.bottom, 8)
}
.navigationTitle("Title")
.navigationBarTitleDisplayMode(.inline)
}
}
}
Problem Description:
In a SwiftUI application, I've wrapped UIKit's UIPageViewController using UIViewControllerRepresentable, naming the wrapped class PagedInfiniteScrollView. This component causes navigation bar elements (title and buttons) to disappear.
This issue only occurs in Low Power Mode on a physical device.
Steps to Reproduce:
Enable Low Power Mode on a physical device and open the app's home page.
From the home page, open a detail sheet containing PagedInfiniteScrollView. This detail page include a navigation title and a toolbar button in the top-right corner. PagedInfiniteScrollView supports horizontal swiping to switch pages.
Tap the toolbar button in the top-right corner of the detail page to open an edit sheet.
Without making any changes, close the edit sheet and return to the detail page. On the detail page, swipe left and right on the PagedInfiniteScrollView.
Expected Result:
When swiping the PagedInfiniteScrollView, the navigation title and top-right toolbar button of the detail page should remain visible.
Actual Result:
When swiping the PagedInfiniteScrollView, the navigation title and top-right toolbar button of the detail page disappear.
import SwiftUI
@main
struct CalendarApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
import SwiftUI
struct ContentView: View {
@State private var showDetailSheet = false
@State private var currentPage: Int = 0
var body: some View {
NavigationStack {
Button {
showDetailSheet = true
} label: {
Text("show Calendar sheet")
}
.sheet(isPresented: $showDetailSheet) {
DetailSheet(currentPage: $currentPage)
}
}
}
}
struct DetailSheet: View {
@Binding var currentPage: Int
@State private var showEditSheet = false
var body: some View {
NavigationStack {
PagedInfiniteScrollView(content: { pageIndex in
Text("\(pageIndex)")
.frame(width: 200, height: 200)
.background(Color.blue)
},
currentPage: $currentPage)
.sheet(isPresented: $showEditSheet, content: {
Text("edit")
})
.navigationTitle("Detail")
.navigationBarTitleDisplayMode(.inline)
.toolbar {
ToolbarItemGroup(placement: .topBarTrailing) {
Button {
showEditSheet = true
} label: {
Text("Edit")
}
}
}
}
}
}
import SwiftUI
import UIKit
struct PagedInfiniteScrollView<Content: View>: UIViewControllerRepresentable {
typealias UIViewControllerType = UIPageViewController
let content: (Int) -> Content
@Binding var currentPage: Int
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
func makeUIViewController(context: Context) -> UIPageViewController {
let pageViewController = UIPageViewController(transitionStyle: .scroll, navigationOrientation: .horizontal)
pageViewController.dataSource = context.coordinator
pageViewController.delegate = context.coordinator
let initialViewController = UIHostingController(rootView: IdentifiableContent(index: currentPage, content: { content(currentPage) }))
pageViewController.setViewControllers([initialViewController], direction: .forward, animated: false, completion: nil)
return pageViewController
}
func updateUIViewController(_ uiViewController: UIPageViewController, context: Context) {
let currentViewController = uiViewController.viewControllers?.first as? UIHostingController<IdentifiableContent<Content>>
let currentIndex = currentViewController?.rootView.index ?? 0
if currentPage != currentIndex {
let direction: UIPageViewController.NavigationDirection = currentPage > currentIndex ? .forward : .reverse
let newViewController = UIHostingController(rootView: IdentifiableContent(index: currentPage, content: { content(currentPage) }))
uiViewController.setViewControllers([newViewController], direction: direction, animated: true, completion: nil)
}
}
class Coordinator: NSObject, UIPageViewControllerDataSource, UIPageViewControllerDelegate {
var parent: PagedInfiniteScrollView
init(_ parent: PagedInfiniteScrollView) {
self.parent = parent
}
func pageViewController(_ pageViewController: UIPageViewController, viewControllerBefore viewController: UIViewController) -> UIViewController? {
guard let currentView = viewController as? UIHostingController<IdentifiableContent<Content>>, let currentIndex = currentView.rootView.index as Int? else {
return nil
}
let previousIndex = currentIndex - 1
return UIHostingController(rootView: IdentifiableContent(index: previousIndex, content: { parent.content(previousIndex) }))
}
func pageViewController(_ pageViewController: UIPageViewController, viewControllerAfter viewController: UIViewController) -> UIViewController? {
guard let currentView = viewController as? UIHostingController<IdentifiableContent<Content>>, let currentIndex = currentView.rootView.index as Int? else {
return nil
}
let nextIndex = currentIndex + 1
return UIHostingController(rootView: IdentifiableContent(index: nextIndex, content: { parent.content(nextIndex) }))
}
func pageViewController(_ pageViewController: UIPageViewController, didFinishAnimating finished: Bool, previousViewControllers: [UIViewController], transitionCompleted completed: Bool) {
if completed,
let currentView = pageViewController.viewControllers?.first as? UIHostingController<IdentifiableContent<Content>>,
let currentIndex = currentView.rootView.index as Int? {
parent.currentPage = currentIndex
}
}
}
}
extension PagedInfiniteScrollView {
struct IdentifiableContent<Content: View>: View {
let index: Int
let content: Content
init(index: Int, @ViewBuilder content: () -> Content) {
self.index = index
self.content = content()
}
var body: some View {
content
}
}
}
With iOS 26.1 we started seeing a bug that only appears on iPhone Air. This bug is visible with simulators too. I have tried so many different ways to fix the issue, but Instruments Profiler is pointing at UIKitCore.
We load a tab bar, when the user attempts to switch a tab, the app hangs and never recovers. It happens right as the animation of the Glass bubble is in progress.
I have tried a UIKit Tab bar, a SwiftUI Tab bar. I tore out AppDelegate and did a direct @main SwiftUI entry for my application. This issue appears with every tab bar instance I try.
I attempted to disable LiquidGlass by utilizing this flag UIDesignRequiresCompatibility in my plist, but the flag seems to be ignored by the system.
I am not sure what else to try. I have a trace file if that is helpful. What else can I upload?
Here is what the code looks like.
struct ContentView: View {
@State private var selectedTab = 2
var body: some View {
TabView(selection: $selectedTab) {
Text("Profile")
.tabItem {
Label("Me", systemImage: "person")
}
.tag(0)
Text("Training")
.tabItem {
Label("Training", systemImage: "calendar")
}
.tag(1)
Text("Home")
.tabItem {
Label("Home", systemImage: "house")
}
.tag(2)
Text("Goals")
.tabItem {
Label("Goals", systemImage: "target")
}
.tag(3)
Text("Coach")
.tabItem {
Label("Coach", systemImage: "person.2")
}
.tag(4)
}
}
}
#Preview {
ContentView()
}
and AppView entry point
import SwiftUI
@main
struct RunCoachApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
We have an iOS app running on macOS (not Mac Catalyst). The preferences are in a dedicated UIWindowScene. We don't want this scene to be restored, so when you start the app the preferences shouldn't be visible.
How can we prevent the UIWindowScene restoration?
Alternatively, if we can't prevent it, how can we ensure the main window scene is in front of the preferences window scene on app start?
Hello. I have an 12 year old app that still has some objective-c code in it. I have a place where i have a flip animation between 2 view controllers that looks like this:
[UIView transitionFromView:origView
toView:newViewController.view
duration:0.5
options:UIViewAnimationOptionTransitionFlipFromRight
completion:nil];
It has looked like this since 2012 at least.
In our production release, it works prior to 26.1, but in 26.1 and 26.2, the flip is off-center and looks weird. it's like both edges flip the same way. It's a little bit hard to explain.
If seen at least 2 other app store apps that i have installed behave this way too, from 26.1 and onwards.
Anyone else seen this? Is there anything that can be done about it?
Thankful for thoughts.
Is the Cancel button intentionally removed from UISearchBar (right side)?
Even when using searchController with navigationItem also.
showsCancelButton = true
doesn’t display the cancel button.
Also:
When tapping the clear ("x") button inside the search field, the search is getting canceled, and searchBarCancelButtonClicked(_:) is triggered (Generally it should only clear text, not cancel search).
If the search text is empty and I tap outside the search bar, the search is canceled.
Also when I have tableview in my controller(like recent searches) below search bar and if I try to tap when editing started, action is not triggered(verified in sample too). Just cancellation is happening.
In a split view controller, if the search is on the right side and I try to open the side panel, the search also gets canceled.
Are these behaviors intentional changes, beta issues, or are we missing something in implementation?
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis.
In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms.
It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
We are seeing a strange lifecycle issue on multiple MDM-managed iPads where
application(_:didFinishLaunchingWithOptions:) is not called after the device is idle overnight.
Even if we terminate the app manually via the app switcher, the next morning the system does not perform a cold launch. Instead, the app resumes directly in:
applicationDidBecomeActive(_:)
This causes all initialization logic that depends on didFinishLaunching to be completely skipped.
This behavior is consistent across four different supervised MDM devices.
Environment
Devices: iPads enrolled in MDM (supervised)
iOS version: 18.3
Xcode: 16.4
macOS: Sequoia 15.7.2
App type: Standard UIKit iOS app
App: Salux Audiometer (App Store app)
Expected Behavior
If the app was terminated manually using the app switcher, the next launch should:
Start a new process
Trigger application(_:didFinishLaunchingWithOptions:)
Follow the normal cold-start lifecycle
Actual Behavior
After leaving the iPad idle overnight (8–12 hours):
The next launch skips didFinishLaunching
The app resumes directly in applicationDidBecomeActive
No new process is started
App behaves as if it had been suspended, even though it was manually terminated
Logs (Relevant Extracts)
Day 1 — Normal cold launch
[12:06:44.152 PM] PROCESS_STARTED
[12:06:44.214 PM] DID_FINISH_LAUNCHING_START launchOptions=[]
[12:06:44.448 PM] DID_FINISH_LAUNCHING_END
We then used the app and terminated it via app switcher.
Day 2 — Unexpected resume without cold start
[12:57:49.328 PM] APP_DID_BECOME_ACTIVE
No PROCESS_STARTED
No didFinishLaunching
No cold-start logs
This means the OS resumed the app from a previous state that should not exist.
Reproducible Steps
Use an MDM-enrolled iPad.
Launch the app normally.
Terminate it manually via the multitasking app switcher.
Leave the device idle overnight (8–12 hours).
Launch the app the next morning.
Observe that:
didFinishLaunching does not fire
applicationDidBecomeActive fires directly
Questions for Apple Engineers / Community
Is this expected behavior on MDM-supervised devices in iOS 18?
Are there any known OS-level changes where terminated apps may be revived from disk/memory?
Could MDM restrictions or background restoration policies override app termination?
How can we ensure that our app always performs a clean initialization when launched after a long idle period?
Additional Information
We have full logs from four separate MDM iPads showing identical behavior.
Happy to share a minimal reproducible sample if required.
Hi team, I've been trying to extend the animation when we call the function setVisibleMapRect, we can use UIView.animate to lengthen the animation time, but one thing that I found not working is that when I extend the animation to 3, 5, or 10 seconds, and the changes is still ongoing and there's a gesture performed, the map will completely ignore the gesture. Causing the map to be having this kind of like "delayed" or "freeze" experience for the user. The map will immediately move to the final rect and ignores the user gesture.
I've been checking on this problem for a week now and I'm quite stuck. I've tried using CADisplayLink to manually animate the camera per system fresh rate, it works very well, I can stop the camera movement anytime there are touches, but it causes the resource CPU spikes.
Removing the animation layers recursively on sublayers and subviews also doesn't help. While storing the animation into a UIViewPropertyAnimator and use stopAnimation will always ignores user first interactions too while also animating the camera to the final position (which is not expected).
Hi. I have an iOS application with multiple input fields. I have to design an experience such that whenever the user presses enter key on a textfield, it should move focus to the next input field.
Similarly, consider a stack of 3 textfields, I want to cycle the focus as and when the user presses up/down arrow keys.
Other platforms like Android, have this feature out-of-the-box. I wanted to understand if iOS also supports this kind of behavior.
I know how to manually code such UX, but just wanted to confirm whether there is some inherent feature like on android which i can leverage?
Thanks.
UIViewController's modalInPopover is deprecated and might disappear in the near future. Is there any replacement?
UIViewController's presentViewController:animated:completion is not an equivalent because the modal style cannot be changed while the controller is already presented.