Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

All subtopics
Posts under UI Frameworks topic

Post

Replies

Boosts

Views

Activity

Live Activity ending immediately after being created
I'm seeing a Live Activity that's ended almost immediately after I'm creating it. I'm not ending the activity in my code, so something is happening at the system level. iOS version is 18.3.1. Looking at the logs for liveactivitiesd, I see that it was successfully created: default 12:57:34.837266-0800 liveactivitiesd Created activity: 22713DF6-E853-4B34-85FA-CD08D8FCA91B default 12:57:34.837639-0800 liveactivitiesd Starting activity: identifier: 22713DF6-E853-4B34-85FA-CD08D8FCA91B; createdDate: 2025-02-17 20:57:34 +0000; state: active; deviceIdentifier: local; resolvedContentSources: [ActivityKit.ActivityContentSource.process(target: <snip>), ActivityKit.ActivityContentSource.sync]; lastUpdateDate: 2025-02-17 20:57:34 +0000; endingOptions: nil default 12:57:34.858701-0800 liveactivitiesd Activity did start 22713DF6-E853-4B34-85FA-CD08D8FCA91B But then moments later, it's immediately ended: default 12:57:34.933963-0800 liveactivitiesd Ending activity 22713DF6-E853-4B34-85FA-CD08D8FCA91B for XPC participant content source <private> default 12:57:34.933983-0800 liveactivitiesd Stopping activity: 22713DF6-E853-4B34-85FA-CD08D8FCA91B default 12:57:34.934019-0800 liveactivitiesd Activity: identifier: 22713DF6-E853-4B34-85FA-CD08D8FCA91B; createdDate: 2025-02-17 20:57:34 +0000; state: active; deviceIdentifier: local; resolvedContentSources: [ActivityKit.ActivityContentSource.process(target: <snip>), ActivityKit.ActivityContentSource.sync]; lastUpdateDate: 2025-02-17 20:57:34 +0000; endingOptions: nil should be discarded now default 12:57:34.934442-0800 liveactivitiesd Activity discarded: 22713DF6-E853-4B34-85FA-CD08D8FCA91B Again, I'm not ending this activity in my code. I'll occasionally see this happen in my app, and the only solution I've found is to restart my device. Afterwards, everything seems fine. Is this a bug?
1
1
379
Feb ’25
Hide the TabBar while navigating between screens in Xcode Swift for iOS 16 or later.
Hey, I am developing my app in Swift using Xcode for iOS 16 or later. I want to implement the navigation behavior found in apps like WhatsApp or Instagram, where navigating from the feed to a user's profile keeps the tab bar visible. Then, when opening a chat from the profile, a new view appears, leaving the profile view behind along with the tab bar. I have this code as a base to achieve this, but when navigating from View 1 to View 2, it applies the effect that should only happen in View 3. I haven't been able to prevent View 2 from using this effect and limit it only to View 3. Can anyone help me??? import SwiftUI struct ContentView: View { @State private var path: [String] = [] // Controls the navigation stack in View1 var body: some View { NavigationStack(path: $path) { TabView { View1(path: $path) .tabItem { Label("View 1", systemImage: "1.circle") } View4() .tabItem { Label("View 4", systemImage: "4.circle") } } .navigationDestination(for: String.self) { value in if value == "View3" { View3(path: $path) // View3 outside the TabView } } } } } struct View1: View { @Binding var path: [String] var body: some View { VStack { Text("View 1 with TabBar") Button("Go to View 2") { path.append("View2") // Adds View2 to the stack } } .navigationDestination(for: String.self) { value in if value == "View2" { View2(path: $path) } } } } struct View2: View { @Binding var path: [String] var body: some View { VStack { Text("View 2 with TabBar") Button("Go to View 3 (Without TabBar)") { path.append("View3") // Adds View3 to the stack } } } } struct View3: View { @Binding var path: [String] var body: some View { VStack { Text("View 3 without TabBar") .font(.largeTitle) .padding() Button("Go Back") { path.removeLast() // Returns to View2 } } } } struct View4: View { var body: some View { Text("View 4 with TabBar") } }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
2
0
302
Feb ’25
How to implement Notes-style attachments in TextEditor with movable/deletable images?
I'm trying to create a Notes-like experience in my SwiftUI app where users can: Add photos as inline attachments within a TextEditor Move these attachments around within the text (like they were text characters) Delete attachments Preview attachments in full screen Have the attachments persist with the text content Similar to how Apple Notes handles attachments, where images become part of the text flow and can be manipulated like text characters. Current approach: I've tried using a custom TextEditor with a separate array of attachments, but I'm struggling to make the attachments behave as inline elements that can be moved within the text. RichTextEditor: struct RichTextEditor: View { @State var content: String = "" @State private var isGalleryPresented = false @State var pickedImage: PhotosPickerItem? @State private var selectedImage: UIImage? var body: some View { TextEditor(text: $content) .toolbar { ToolbarItemGroup(placement: .keyboard) { Button { isGalleryPresented = true } label: { Label("Attached", systemImage: "paperclip") } } } .photosPicker(isPresented: $isGalleryPresented, selection: $pickedImage) .onChange(of: pickedImage) { oldItem, newItem in Task { if let pickedImage = pickedImage, let data = try? await pickedImage.loadTransferable(type: Data.self), let loadedImage = UIImage(data: data) { if let imageData = loadedImage.jpegData(compressionQuality: 0.7) { Task { await addPhoto(imageData) } } } } } } private func addPhoto(_ imageData: Data) async { await MainActor.run { let photo = PhotoData(imageData: imageData) content += "\n[image:\(photo.id)]" } } }
2
0
707
Feb ’25
Setting rounded corners via CAShapeLayer.path looks problematic
class ViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() view.backgroundColor = .white do { let shapeLayer = CAShapeLayer() shapeLayer.frame = CGRect(x: 50, y: 100, width: 200, height: 108) let path = UIBezierPath(roundedRect: shapeLayer.bounds, cornerRadius: 36) shapeLayer.path = path.cgPath shapeLayer.fillColor = UIColor.orange.cgColor view.layer.addSublayer(shapeLayer) } do { let layer = CALayer() layer.backgroundColor = UIColor.blue.cgColor layer.cornerRadius = 36 layer.frame = CGRect(x: 50, y: 300, width: 200, height: 108) view.layer.addSublayer(layer) } } } The corner radius is set to 36 through CAShapeLayer, but the actual effect is larger than 36, close to half of the height. Setting it through CALayer is fine Can anyone explain it to me? Thank you
Topic: UI Frameworks SubTopic: UIKit Tags:
1
0
314
Feb ’25
macOS Menu disappears when converting from NSApplicationActivationPolicyAccessory to NSApplicationActivationPolicyRegular if display disconnected and reconnected
I'm not quite sure where the problem is, but I will describe what I am doing to recreate the issue, and am happy to provide whatever information I can to be more useful. I am changing the ActivationPolicy for my app in order to make it unobtrusive when in the background (e.g. hiding it from the dock and using only a menu bar status item). When the user activates the app with a hotkey, it changes from NSApplicationActivationPolicyAccessory back to NSApplicationActivationPolicyRegular. This allows normal usage (dock icon, menu bar, etc.) This works fine, except in a rare situation which I finally just tracked down. If there is a window open in the app and I use the hotkey to convert back to an accessory, and then disconnect and reconnect the display on which the app was previously displayed, when I convert the app back to "regular mode", the menu bar has disappeared (and I am left with an empty space at the top of the screen). I can also trigger this bug by having the display in question briefly mirror the other display (effectively "orphaning" the hidden app), and then restoring the original side-by-side configuration before activating the app again. The app otherwise works, but the menu bar is missing. Switching back and forth with other apps does not fix the problem. Quitting and restarting the app resolves the issue. As does disabling the accessory only mode and forcing the app to always remain in "regular mode" with a dock icon (there is a preference for this in my app). Once fixed, I can then re-enable the "accessory mode" and all is well until the bug is triggered again. The bug would normally occur quite sporadically, presumably requiring a particular combination of changing Spaces or displays, or having the computer go to sleep while this app was in accessory mode. Thus far, the above is the only way I have found that can replicate this issue on demand. If I close all windows before hiding the app, then it works fine when I revert to "regular mode". It only happens if there is a window open at the time. Using applicationDidChangeScreenParameters: on my AppDelegate indicates that there is a change in screen, and logging window.screen.frame for each open window in [NSApp orderedWindows] shows that the size changes from e.g. 1920x1080 to 0x0 and back while the display is disconnected or mirrored. There is also an error in the console in Xcode when this happens -- invalid display identifier <some UUID>. I have tried various options for window collectionBehavior, as well as various settings for Spaces (which I normally use). None of these changes has fixed the behavior thus far. I use [NSApp hide:self]; from my AppDelegate to hide the app, and [[NSRunningApplication currentApplication] activateWithOptions:NSApplicationActivateAllWindows];[NSApp unhide:self]; to bring it back to the front. I welcome any ideas for things to chase down, or requests for more specific information that would be useful. Thank you! Fletcher
1
0
466
Feb ’25
swiftui fileimporter inside UIHostingController
I'm working on an old iOS app that started with objective-C + UIKit and has being migrated to Swift + SwiftUI. Currently its code is mostly Swift + SwiftUI but it has still some objective-C and some UIKit ViewControllers. One of the SwiftUI views uses fileImporter to open Files App and select a file from the device. This has been working well until iOS 18 is launched. With iOS 18 the file picker is not launching correctly and is frozen in every simulator (the unique real device I've could test with iOS 18 seemed to work correctly). I managed to clone my project and leave it with the minimal amount of files to reproduce this error. This is the code: AppDelegate.h #import <UIKit/UIKit.h> @interface AppDelegate : UIResponder <UIApplicationDelegate> {} @property (strong, nonatomic) UIWindow *window; @end AppDelegate.m #import "AppDelegate.h" #import "MyApp-Swift.h" @interface AppDelegate () @end @implementation AppDelegate - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; self.window.backgroundColor = [UIColor whiteColor]; [self.window makeKeyAndVisible]; FirstViewBuilder *viewBuilder = [[FirstViewBuilder alloc] init]; [viewBuilder show]; return YES; } @end FirstViewBuilder.swift import SwiftUI @objc class FirstViewBuilder: NSObject { private var view: UIHostingController<FirstView> @objc override init() { self.view = MyHostingController(rootView: FirstView()) } @objc func show() { let app = UIApplication.shared.delegate as? AppDelegate let window = app?.window window?.backgroundColor = .white // Use navigationController or view directly depending on use window?.rootViewController = view } } FirstView.swift import SwiftUI struct FirstView: View { @State var hasToOpenFilesApp = false var body: some View { VStack(alignment: .leading, spacing: 0) { Button("Open Files app") { hasToOpenFilesApp = true }.fileImporter(isPresented: $hasToOpenFilesApp, allowedContentTypes: [.text]) { result in switch result { case .success(let url): print(url.debugDescription) case .failure(let error): print(error.localizedDescription) } } } } } And finally, MyHostingController import SwiftUI class MyHostingController<Content>: UIHostingController<Content> where Content: View { override init(rootView: Content) { super.init(rootView: rootView) } @objc required dynamic init?(coder aDecoder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func viewDidLoad() { super.viewDidLoad() navigationItem.hidesBackButton = true } } Launching this in an iPhone 13 Pro (18.2) simulator I click on Open Files App, it takes 2 seconds to open it, and it opens full screen (not like a modal). Buttons on the top are behind the status bar and buttons at the bottom are behind the Home indicator. But it's worse because the user can't interact with this view, it's frozen. I created a fresh SwiftUI project just with this unique view and the fileimport worked as expected so I thought the problem was due to embed the SwiftUI view inside the UIHostingController. So I made these modifications to the minimal project: Remove the files AppDelegate, FirstViewBuilder and MyHostingController. Create this SwiftUI App file import SwiftUI @main struct MyApp: App { var body: some Scene { WindowGroup { FirstView() } } } And again the same problem with iOS 18. But if I launch this exact project in an iPhone 13 Pro (17.4) simulator and open the files apps (now it opens almost instantly) it works OK and shows the file picker as a modal, as expected, and I can interact with it and select files. Last thing I've tried is removing LaunchScreen.xib from my project and Launch screen interface file base name key from my info.plist but the problem keeps happening. I guess it must be due to my project configuration (too old) but I have no more ideas of where to look at. The possibility of having a fresh SwiftUI project and "move" the old project to the new one could take me several weeks and I discard it by the moment. Could I use another method to select files from SwiftUI views with iOS 18?
2
0
494
Feb ’25
Is UIApplication.setAlternateIconName still available to use?
I writing swift code to change the app icon using setAlternateIconName and flutter MethodChannel to invoke swift. UIApplication.shared.setAlternateIconName(iconName) { error in if let error = error { print("Error setting alternate icon: \(error.localizedDescription)") result(FlutterError(code: "ICON_CHANGE_ERROR", message: error.localizedDescription, details: nil)) // Send error back to Flutter } else { print("App icon changed successfully!") result(nil) // Success! } } But I got an error message the requested operation couldn't be completed because the feature is not supported when using it on iOS 17+. So, Is setAlternateIconName still available? PS. In XCode, the code hinting shows that setAlternateIconName is still not deprecated.
Topic: UI Frameworks SubTopic: UIKit Tags:
1
0
299
Feb ’25
UIDocumentPickerViewController of type pdf cannot pick pdf in simulator
I'm having this problem, with this code: let docPicker = UIDocumentPickerViewController(forOpeningContentTypes: [ .pdf ]) docPicker.delegate = self docPicker.modalPresentationStyle = .currentContext view.window?.rootViewController?.present(docPicker, animated: true, completion: nil) but then when I open the simulator and click the button that calls to the method that has this code... Cannot pick the pdf document. Testing in browserstack with real devices is working, but it's a very slow process, why I cannot use simulators to make work this?
Topic: UI Frameworks SubTopic: UIKit Tags:
1
0
363
Feb ’25
Memory Leak in Apple TV(tvOS 17.4)
I found a memory leak in tvOS 17.4, but it's not happening in tvOS 18.0 here is the code flow 1.I have controller inside which I have tableView which in turn contains a collectionview here I have passed self to tableViewcell as delegate and then from tableview cell I have passed self again as delegate to collectionViewcell, but memory is not released, because self is retained "I have passed self as weak every where still memory leak is happening only in tvOS 17.4 and below versions. but in 18.0 and above versions it's fine"
1
0
363
Feb ’25
NSDocumentController subclass with remembered document options
Hi all, I am trying to allow users of my app to select extra options when opening documents, and to remember those options when re-opening documents at launch. So far best idea I have is: Subclass NSDocumentController to provide an NSOpenPanel.accessoryView with the options Create a URL bookmark for each opened file and keep a mapping of bookmarks to options On launch and when the recent documents list changes, prune the stored mappings to match only the recent items Has anyone done this before, or know of a better approach? Thank you.
Topic: UI Frameworks SubTopic: AppKit
0
0
324
Feb ’25
ContactAccessPicker crashing issue
Given Apple's new .limited contact authorization introduced in ios18, I want to be able to present the ContactAccessPicker directly from my app, via ionic capacitor. I present the .contactAccessPicker view via a UIHostingController, and I manage the view controller's dismissal accordingly when the ContactAccessPicker completes and is no longer presented. Bug: After a few searches or interactions with the Contact Access Picker (ex. searching, selecting contacts, clicking the "show selected" button), the contact access picker crashes and the overlay remains. Any interaction with my app is then blocked because I can't detect that the contact access picker has disappeared when it crashes so I can't dismiss the viewController. Is there a way for me to prevent the contact access picker from crashing, and how can I detect if it does crash, so I can at least dismiss the view controller if that happens? struct ContactAccessPickerView: View { @Binding var isPresented: Bool let completion: @MainActor ([String]) -> Void var body: some View { Group { if #available(iOS 18.0, *) { Color.clear .contactAccessPicker(isPresented: $isPresented) { result in Task { @MainActor in completion(result) } } } else { } } } } @objc func selectMoreContacts(_ call: CAPPluginCall) { guard isContactsPermissionGranted() else { call.resolve(["success": false]) return } // Save the call to ensure it's available until we finish self.bridge?.saveCall(call) DispatchQueue.main.async { [weak self] in guard let self = self else { return } var isPresented = true let picker = ContactAccessPickerView(isPresented: .init(get: { isPresented }, set: { isPresented = $0 })) { contacts in call.resolve(["success": true]) self.dismissAndCleanup(call) } let hostingController = UIHostingController(rootView: picker) hostingController.modalPresentationStyle = .overFullScreen self.bridge?.viewController?.present(hostingController, animated: true) } }
1
2
537
Feb ’25
Trouble Loading Precompiled Metal Shader (.metallib) into ShaderLibrary
I am currently finalizing my Swift Student Challenge submission, and Metal shaders are an essential part of my app. However, during submission, I noticed a note explaining: "Note: Xcode app playgrounds are run in Simulator", which is not possible for my app, as it also requires the camera of a physical device to function. So, I am currently transferring my app from Xcode into Swift Playgrounds, which I presume will run on physical devices. However, I noticed that Swift Playgrounds do not yet support Metal shaders directly, so I am now pre-compiling my shaders to load them at runtime instead. Note that all the code below was run either in the terminal or in Xcode. I have already compiled my Metal shaders with: xcrun -sdk iphoneos metal -o Shaders.ir -c Shaders.metal xcrun -sdk iphoneos metallib Shaders.ir -o Shaders.metallib Which seems to have run without any problems. When I run: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let shaderData = try! Data(contentsOf: shaderURL) do { let device = MTLCreateSystemDefaultDevice()! let library = try shaderData.withUnsafeBytes { bytes -> MTLLibrary? in let dispatchData = DispatchData(bytes: bytes) return try device.makeLibrary(data: dispatchData as __DispatchData) } print(library!.functionNames) } catch { print(error.localizedDescription) } My Metal shader functions are printed correctly in the console. However, based on my research, it seems like a MTLLibrary cannot be converted into a SwiftUI ShaderLibrary. That is why I am now looking at these two initializers: ShaderLibrary(url: URL) ShaderLibrary(data: Data) Which state: Creates a new Metal shader library from the contents of url/data, which must be the contents of precompiled Metal library. Functions compiled from the returned library will only be cached as long as the returned library exists., which I believe should work for my use case. However, the problem arises when I run this code: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let library = ShaderLibrary(url: shaderURL) My app consistently seems to crash on the ShaderLibrary initialization, rendering the app unusable. Why does ShaderLibrary(url: shaderURL) cause a crash, even though my .metallib file is valid? Are there additional requirements for loading a ShaderLibrary that I may have missed?
4
0
587
Feb ’25
Data fetching issue from SensorKit
I want SensorKit data for research purposes in my current application. I have applied for and received permission from Apple to access SensorKit data. During implementation, I encountered an issue in which no data was being retrieved despite granting all the necessary permissions. I am using did CompleteFetch & didFetchResult delegate methods for retrieving data from Sensorkit. CompleteFetch method calls but where I can find different event data like Device usage, Ambient Light, etc? & didFetchResult method does not call. Methods I am using: 1. func sensorReader(_ reader: SRSensorReader, didCompleteFetch fetchRequest: SRFetchRequest) 2. func sensorReader(_ reader: SRSensorReader, fetching fetchRequest: SRFetchRequest, didFetchResult result: SRFetchResult<AnyObject>) -> Bool Could anyone please assist me in resolving this issue? Any guidance or troubleshooting steps would be greatly appreciated.
0
0
376
Feb ’25
Rendering Multi-Page PDF
I have the following code for generating a one page PDF: @MainActor func render() -> URL { let renderer = ImageRenderer(content: pdfView)) let url = URL.documentsDirectory.appending(path: "output.pdf") renderer.render { size, context in var document = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &document, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() } return url } I'm trying to write code to create a multi-page PDF if there is multiple ImageRenderers. I tried something shown below but I'm not sure how to properly implement. @MainActor func render() -> URL { let renderer = ImageRenderer(content: pdfView) let url = URL.documentsDirectory.appending(path: "output.pdf") for image in renderer { image.render { size, context in var page = generatePage(image: image) } } return url } func generatePage(image: ImageRenderer<<#Content: View#>>) -> CGContext { var view = CGRect(x: 0, y: 0, width: 2550, height: 3300) guard let pdf = CGContext(url as CFURL, mediaBox: &view, nil) else { return } pdf.beginPDFPage(nil) context(pdf) pdf.endPDFPage() pdf.closePDF() return pdf } Any guidance would be greatly appreciated. Thank you.
3
0
386
Feb ’25
high internal cpu usage
Hi, I am developing a new SwiftUI app. Running under OSX, I see very high cpu usage (I am generating lots of gpu based updates which shouldn't affect the cpu). I have used the profiler to ensure my swift property updates are minimal, yet the cpu usage is high coming from SwiftUI. It seems the high cpu usage is coming from NSAppearance, specifically, CUICopyMeasurements - for a single button??? But the swift updates don't show any buttons being updating
Topic: UI Frameworks SubTopic: SwiftUI
0
0
277
Feb ’25
Swipe gestures for widgets
Hey, I am building some widgets and I'm quite surprised that Swipe gestures for widgets is not supported. It means the user must sacrifice home screen real estate to view multiple widgets to receive the same information. Ideally, swiping left / right inside of the widget should give a developer access to present different views. I realize that it means that a user would need to swipe outside of the widget, (or swipe to the beginning/end of the series of views inside of the widget) for the page to swipe, but I'd argue that this is the intuitive behavior of what widget scrollview would or should look like anyway.
1
0
413
Feb ’25
NSHostingView doesn't work when used as an accessory view for NSOpenPanel
Our app presents an NSOpenPanel with an accessory view implemented in SwiftUI and presented via NSHostingView. TextFields and pickers are working OK, but Buttons and Toggles (checkboxes) aren’t, although Toggles styled with .switch are functioning as expected. Specifically: Toggles styled with .checkbox fail with no feedback. Overriding NSHostingView mouseDown() shows that the mouse event is completely ignored by the Toggle Buttons “see” the mouseDown event (the button highlights when pressed, and the event doesn’t fall through to the hosting view), but the button action isn’t triggered until the dialog is dismissed Any idea on how to get these controls functional?
4
0
384
Feb ’25
App Download Banner in App Clip downloads but does NOT open app
In our app clip, we open/show the full app download banner. We used to have the expected behavior, but with seemingly no changes to the app download banner code we have the following issue. Expected behavior: App download banner shows in app clip, user presses "Get" button, app is downloaded and installs, "Get" button changes to "Open" button (note: button is blue), user presses "Open" button and the full app is opened. Current behavior: App download banner shows in app clip, user presses "Get" button, app is downloaded and installs, "Get" button changes to "Open" button (note: button is now grey), user presses "Open" button but nothing happens. With the current behavior, the full app is correctly downloaded and the appclip removes itself from the phone, but the open button does nothing.
3
0
372
Feb ’25