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Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
Hello. I'm building an iOS application that builds a framework named Design.framework using Xcode 16.1. When I launch my application on iOS 17.X, i get the following runtime error dyld[47899]: Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore Referenced from: <E625A246-E36B-351A-B077-CC38BAB5E07B> /Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/Design.framework/Design Reason: tried: '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file, not in dyld cache), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file) This error does not happen on iOS 18+. When i run dyld_info Design.framework/Design, i see that there is indeed a dependency on SwiftUICore.framework Design.framework/Design [arm64]: -platform: platform minOS sdk iOS-simulator 16.0 18.1 -uuid: 09880F25-DC86-3D8E-BCAE-1A283508D879 -segments: load-offset segment section sect-size seg-size max-prot init-prot 0x00000000 __TEXT 416KB r.x 0x00000000 __TEXT 416KB r.x 0x0000543C __text 355508 0x0005C0F0 __stubs 3168 0x0005CD50 __objc_methlist 32 0x0005CD70 __const 8296 0x0005EDD8 __swift5_typeref 15820 0x00062BB0 __cstring 6885 0x00064698 __constg_swiftt 2804 0x0006518C __swift5_builtin 40 0x000651C0 __swift5_reflstr 2952 0x00065D48 __swift5_assocty 816 0x00066078 __objc_methname 299 0x000661A4 __swift5_proto 368 0x00066314 __swift5_types 280 0x0006642C __swift5_fieldmd 3688 0x00067294 __swift5_protos 8 0x0006729C __swift5_capture 244 0x00067390 __unwind_info 2296 0x00067C88 __eh_frame 888 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __got 3704 0x00068E78 __const 6864 0x0006A948 __objc_classlist 40 0x0006A970 __objc_imageinfo 8 0x0006C000 __DATA 32KB rw. 0x0006C000 __DATA 32KB rw. 0x0006C000 __objc_const 792 0x0006C318 __objc_selrefs 96 0x0006C378 __objc_classrefs 48 0x0006C3A8 __objc_data 208 0x0006C478 __data 4136 0x0006D4A0 __bss 12784 0x00070690 __common 4592 -linked_dylibs: attributes load path @rpath/CommonTools.framework/CommonTools /System/Library/Frameworks/Foundation.framework/Foundation /usr/lib/libobjc.A.dylib /usr/lib/libSystem.B.dylib /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics /System/Library/Frameworks/CoreText.framework/CoreText weak-link /System/Library/Frameworks/DeveloperToolsSupport.framework/DeveloperToolsSupport /System/Library/Frameworks/SwiftUI.framework/SwiftUI /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore /System/Library/Frameworks/UIKit.framework/UIKit /usr/lib/swift/libswiftCore.dylib weak-link /usr/lib/swift/libswiftCoreAudio.dylib /usr/lib/swift/libswiftCoreFoundation.dylib weak-link /usr/lib/swift/libswiftCoreImage.dylib weak-link /usr/lib/swift/libswiftCoreMedia.dylib weak-link /usr/lib/swift/libswiftDarwin.dylib weak-link /usr/lib/swift/libswiftDataDetection.dylib weak-link /usr/lib/swift/libswiftDispatch.dylib weak-link /usr/lib/swift/libswiftFileProvider.dylib weak-link /usr/lib/swift/libswiftMetal.dylib weak-link /usr/lib/swift/libswiftOSLog.dylib /usr/lib/swift/libswiftObjectiveC.dylib weak-link /usr/lib/swift/libswiftQuartzCore.dylib weak-link /usr/lib/swift/libswiftSpatial.dylib weak-link /usr/lib/swift/libswiftUniformTypeIdentifiers.dylib weak-link /usr/lib/swift/libswiftXPC.dylib /usr/lib/swift/libswift_Concurrency.dylib weak-link /usr/lib/swift/libswiftos.dylib weak-link /usr/lib/swift/libswiftsimd.dylib weak-link /usr/lib/swift/libswiftUIKit.dylib I can add a -weak_framework SwiftUICore to "Other Linker Flags" in my Design.framework Build Settings, and that will solve my problem, but I'd like to know what prompts my Design.framework to depend on SwiftUICore despite having a minimum set to iOS 16? And how am I supposed to handle devices prior to iOS 18 which do not have this library? is adding the linker flag the right way forward?
Topic: UI Frameworks SubTopic: SwiftUI
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1.5k
Apr ’25
CPTabBarTemplate in CarPlay Simulator: Tab Becomes Inactive on Re-selection
I am facing an issue in my CarPlay app using CPTabBarTemplate. The app has two tabs, and on launch, the first tab is correctly selected. However, when I tap on the first tab again, instead of staying active, it becomes inactive. This behavior is unexpected, as re-selecting the active tab should typically maintain its selected state. Has anyone else encountered this issue or found a workaround to prevent the tab from becoming inactive?
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62
May ’25
Custom Trait with UITraitBridgedEnvironmentKey not writing back to UITraitCollection
Hello, In my SwiftUI App i'm trying to create a custom UI trait and a matching bridged SwiftUI environment key. I want to override the environment key in a swift view and then have that reflect in the current UITraitCollection. I'm following the pattern in the linked video but am not seeing the changes reflect in the current trait collection when I update the swift env value. I can't find anything online that is helping. Does anyone know what I am missing? https://developer.apple.com/videos/play/wwdc2023/10057/ // Setup enum CustomTheme: String, Codable { case theme1 = “theme1”, theme2 = “theme2” } struct customThemeTrait: UITraitDefinition { static let defaultValue = brand.theme1 static let affectsColorAppearance = true static let identifier = "com.appName.customTheme" } extension UITraitCollection { var customTheme: CustomTheme { self[customThemeTrait.self] } } extension UIMutableTraits { var customTheme: CustomTheme { get { self[customThemeTrait.self] } set { self[customThemeTrait.self] = newValue } } } private struct customThemeKey: EnvironmentKey { static let defaultValue: CustomTheme = .theme1 } extension customThemeKey: UITraitBridgedEnvironmentKey { static func read(from traitCollection: UITraitCollection) -> CustomTheme { traitCollection.customTheme } static func write(to mutableTraits: inout UIMutableTraits, value: CustomTheme) { mutableTraits.customTheme = value } } extension EnvironmentValues { var customTheme: CustomTheme { get { self[customThemeKey.self] } set { self[customThemeKey.self] = newValue } } } // Attempted Usage extension Color { static func primaryBackground() -> Color { UITraitCollection.current.customTheme == .theme1 ? Color.red : Color.blue } } struct ContentView: View { @State private var theme = .theme1 var body: some View { if (dataHasLoaded && themeIsSet) { HomeView() .environment(\.customTheme, theme) } else { SelectThemeView( theme: self.theme, setContentThemeHandler) } } func setContentThemeHandler(theme: customTheme) { self.theme = theme } } struct HomeView() { @Environment(\.customTheme) private var currentTheme: customTheme var body: some View { VStack { Text("currentTheme: \(currentTheme.rawValue)") .background(Color.primaryBackground()) Text("currentUITrait: \(UITraitCollection.current.customTheme.rawValue)") .background(Color.primaryBackground()) } } } OUTCOME: After selecting theme2 in the theme selector view and navigating to the homeView, the background is still red and the env and trait values print the following: currentTheme: theme2 currentUITrait: theme1 Can anyone help me identify what I am missing?
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Apr ’25
Recently used applications on guardian phone - FamilyControls, DeviceActivityReport
For an iOS app that runs in both child and parent mode across iOS devices. On the child device, with Family Controls enabled using .child permissions via AuthorizationCenter.requestAuthorization(for: .child). Is any way to display a list of recently used apps by the child on the parent (guardian) device, in a privacy-preserving and Apple-compliant way?
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May ’25
Bundling OSX installer plugin with productbuild/pkgbuild
I'm trying to create a .pkg installer with productbuild/pkgbuild. But I'd also like to add my custom installer plugin to this. I'm using the following script. I'd like to add my bundle into this script. Since there are no official docs from apple how to do this nor there are a lot of updated resources, here are some things I have tried. adding the following line to Distrubtion.xml <bundle id="pluginid" path="path/to/myplugin.bundle"/> adding component tag to pkgbuild also doesn't do anything --component "path/to/myplugin.bundle" The bundle itself is build with XCode - it is a simple UI for user to type some input in Apple provides documentation for Distribution.xml file, which supports different UI elements but doesn't support text input - docs I have been also looking at this tutorial , it is very outdated but i could still fit it to my needs except the part where the .bundle file needs to be inserted into .pkg. Note - there is no option to view the contents of .pkg file build with pkbuild/productbuild How can i do this process correctly? I would like to link my installer pane plugin to a generic .pkg(with licenses and so on). I'd appreciate any kind of help!
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142
May ’25
Mac Catalyst SplitViewController, UITitlebar bugs?
Bringing my iPad app to Mac Catalyst as iPad idiom. Primary interface is a UISplitViewController. Two things I think are bugs unless someone replies with a fix. SplitViewController is setup in two column with left column as sidebar: split.setViewController(primary, for: .primary) split.setViewController(secondary, for: .secondary) split.preferredDisplayMode = .oneBesideSecondary split.preferredSplitBehavior = .tile split.presentsWithGesture = true #if targetEnvironment(macCatalyst) split.primaryBackgroundStyle = .sidebar split.displayModeButtonVisibility = .never #endif The displayMode button aligns vertically with the navigation bar and below the 3 window control buttons (close, minimize, full screen), whereas on other macOS apps using SplitViewController such as Apple Notes app, the displayMode button aligns vertically and just to the right of the the 3 window control buttons (close, minimize, full screen). I downloaded the Apple Example app called Menus that is supposed to be a prime example of a Mac Catalyst app, and I see author must have faced the same bug and instead created their own displayMode button and placed it on the UITitlebar's toolBar. In my secondary ViewController which is a subclass of a UITableViewController, tapping a row, calls show and in a SplitViewController, that pushes another detailVC onto the Nav stack as expected. The UIWindowScene's UITitlebar which appears over the top of the secondary VC looks correct. This detailVC is a subclass of a UITableViewController. Finally, tapping a row in the table of the detailVC calls show but this time, the ViewController is actually a UIHostingViewController wrapping a SwiftUI View. At this point the UIWindowScene's UITitlebar changes appearance and takes on the same lightened color similar to the sidebar (primary) appearance. With UITitlebarTitleVisibility set to hidden and if I set the titlebar.toolbar to nil, (which removes the UITitlebar, there is no appearance issue. Running on iPad, with no UITitlebar, there is no odd lightening experienced when the UIHostingController is shown. I think this has something to do with the UIHostingController within Mac Catalyst.
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176
May ’25
Issue with Parent selecting child's apps using Family Controls API
I'm trying to accomplish the features in this video where the child device requests permission from parent to control scren time. Then the parent can choose apps on the childs phone from their phone. Everything on the childs device is working exactly like in the video. However, on the parents phone, when the FamilyActivityPicker appears, it's only the apps on the parents phone and when an app is selected, nothing changes in the FamilyActivitySelection. I found this forum post describe the same issue I am having. I have a physical device logged in the child and a simulator running as the parent. Why can't I see the child's apps on the parents phone? Is it cause I'm running one of them on a simulator?
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522
Mar ’25
Settings.bundle in tvOS 15.0 seems to no longer work.
I have an App that builds for iOS, iPadOS, macOS and Apple TV, which was last released to all the App Stores in April. Preferences/settings are handled by the App itself except for the Apple TV variant, where I use a Settings bundle. This worked fine until tvOS 15.0, where it appears that tvOS is not updating the value of the App’s settings from NSUserDefaults when the Settings App opens. I have been working on this problem off and on for the last week and am at wits end. I’ve searched WWDC videos looking for a clue, there must be some simple change I cannot see. I’ve made clean projects for iOS and tvOS, and using the identical OBJ-C code and Settings plist entries, the iOS version works perfectly, the tvOS version fails in the simulator and on the device. I am not trying to synchronize Settings across devices, just persist across restarts on a single device. My code stores data correctly in NSUserDefaults, it simply seems that tvOS Settings App is not reading values from there for display, nor writing changes that the user makes from Settings back to user defaults. None of the types in the test projects work: TexField, Switch, Title. The test code is so simple I hesitate to include it, but the code and the NSUserDefaults key identifiers do match. This code will preset my App’s version number for Settings to display in iOS 15 but not tvOS 15. It used to work in tvOS 14: <key>DefaultValue</key> <string>DefaultVersionValue</string> <key>Type</key> <string>PSTitleValueSpecifier</string> <key>Title</key> <string>Version</string> <key>Key</key> <string>VersionKey</string> </dict> ```   NSUserDefaults *ud = [NSUserDefaults standardUserDefaults];    [ud registerDefaults:@{      @"TextFieldKey" : @"TextFieldValue",      @"VersionKey" : @"VersionValue"    }];        [ud setObject:@"3.14" forKey:@"VersionKey"]; Any idea? Many thanks.
Topic: UI Frameworks SubTopic: General Tags:
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1.5k
Mar ’25
UI not updating during render
I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was hoping to enclose this in a UI that will update the picture as each pixel value gets updated during the render. So to that end I made a MacOS app, with a basic model-view architecture. Here is my model: // // RGBViewModel.swift // rtweekend_gui // // import SwiftUI // RGB structure to hold color values struct RGB { var r: UInt8 var g: UInt8 var b: UInt8 } // ViewModel to handle the RGB array and updates class RGBViewModel: ObservableObject { // Define the dimensions of your 2D array let width = 1200 let height = 675 // Published property to trigger UI updates @Published var rgbArray: [[RGB]] init() { // Initialize with black pixels rgbArray = Array(repeating: Array(repeating: RGB(r: 0, g: 0, b: 0), count: width), count: height) } func render_scene() { for j in 0..&lt;height { for i in 0..&lt;width { // Generate a random color let r = UInt8.random(in: 0...255) let g = UInt8.random(in: 0...255) let b = UInt8.random(in: 0...255) // Update on the main thread since this affects the UI DispatchQueue.main.async { // Update the array self.rgbArray[j][i] = RGB(r: r, g: g, b: b) } } } } and here is my view: // // RGBArrayView.swift // rtweekend_gui // // import SwiftUI struct RGBArrayView: View { // The 2D array of RGB values @StateObject private var viewModel = RGBViewModel() // Control the size of each pixel private let pixelSize: CGFloat = 1 var body: some View { VStack { // Display the RGB array Canvas { context, size in for y in 0..&lt;viewModel.rgbArray.count { for x in 0..&lt;viewModel.rgbArray[y].count { let rgb = viewModel.rgbArray[y][x] let rect = CGRect( x: CGFloat(x) * pixelSize, y: CGFloat(y) * pixelSize, width: pixelSize, height: pixelSize ) context.fill( Path(rect), with: .color(Color( red: Double(rgb.r) / 255.0, green: Double(rgb.g) / 255.0, blue: Double(rgb.b) / 255.0 )) ) } } } .border(Color.gray) // Button to start filling the array Button("Render") { viewModel.render_scene() } .padding() } .padding() .frame(width: CGFloat(viewModel.width) * pixelSize + 40, height: CGFloat(viewModel.height) * pixelSize + 80) } } // Preview for SwiftUI struct RGBArrayView_Previews: PreviewProvider { static var previews: some View { RGBArrayView() } } The render does work and the image displays, however, I thought I set it up to show the image updating pixel by pixel and that doesn't happen, the image shows up all at once. What am I doing wrong?
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99
May ’25
Confused about the appclip.apple.com domain
Question: I'm aware of the AASA file hosting procedure to make app clips work and link them to your website, but IIRC you can trigger app clips via the simple appclip.apple.com URL too, right? As a result no need to host the AASA file. Like my app store connect gave me the URL https://appclip.apple.com/id?p=myname.myappsname.Clip but when I click it it says "This app clip is not currently available in your country or region". However I'm also getting Bad JSON content on the View Status under the domain. I'm so confused.
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145
Apr ’25
Siri Shortcuts of Siri Intent to Voice Control Parts of App
I am new to the idea of Siri Shortcuts and App Intents. What I want to do is use Siri to run a function in my app. Such as saying to Siri Zoom in map and that will then call a function in my app where I can zoom in the map. Similarly, I could say Zoom out map and it would call a function to zoom out my map. I do not need to share any sort of shortcut with the Shortcuts app. Can someone please point me in the right direction for what type of intents I need to use for this?
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218
Apr ’25
RePlayKit:screen recording method return sampleBuffer is nil
I want record screen in my app,the method startCaptureWithHandler:completionHandler:,the sampleBuffer, It is supposed to exist but it has become nil.Not only that,but there‘s another problem,when I want to stop recording and save the video,I will check [RPScreenRecorder sharedRecorder].recording first, it will be false sometime,that problems are unusual in iOS 18.3.2 iPhoneXs Max,and unexpected,here is my code -(void)startCaptureScreen { NSLog(@"AKA++ startCaptureScreen"); if ([[RPScreenRecorder sharedRecorder] isRecording]) { return; } //屏幕录制 [[RPScreenRecorder sharedRecorder]setMicrophoneEnabled:YES]; NSLog(@"AKA++ MicrophoneEnabled AAAA startCaptureScreen"); [[RPScreenRecorder sharedRecorder]setCameraEnabled:YES]; [[RPScreenRecorder sharedRecorder] startCaptureWithHandler:^(CMSampleBufferRef _Nonnull sampleBuffer, RPSampleBufferType bufferType, NSError * _Nullable error) { if(self.assetWriter == nil){ if (self.AVAssetWriterStatus == 0) { [self setupAssetWriterAndStartWith:sampleBuffer]; } } if (self.AVAssetWriterStatus != 2) { return; } if (error) { // deal with error return; } if (self.assetWriter.status != AVAssetWriterStatusWriting) { [self assetWriterAppendSampleBufferFailWith:bufferType]; return; } if (bufferType == RPSampleBufferTypeVideo) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.videoAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.videoAssetWriterInput appendSampleBuffer:sampleBuffer]; } } if (bufferType == RPSampleBufferTypeAudioMic) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.audioAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.audioAssetWriterInput appendSampleBuffer:sampleBuffer]; } } } completionHandler:^(NSError * _Nullable error) { //deal with error }]; } and than ,when want to save it : -(void)stopRecording { if([[RPScreenRecorder sharedRecorder] isRecording]){ // The problem is sporadic,recording action failed,it makes me confused } [[RPScreenRecorder sharedRecorder] stopCaptureWithHandler:^(NSError * _Nullable error) { if(!error) { //post message } }]; }
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91
Apr ’25
iOS UILabel textAlignment .justified results in wrong rect by layoutManager.boundingRect
I have a UILabel subclass showing NSAttributedString in which I need to draw a rounded rectangle background color around links: import UIKit class MyLabel: UILabel { private var linkRects = [[CGRect]]() private let layoutManager = NSLayoutManager() private let textContainer = NSTextContainer(size: .zero) private let textStorage = NSTextStorage() override func draw(_ rect: CGRect) { let path = UIBezierPath() linkRects.forEach { rects in rects.forEach { linkPieceRect in path.append(UIBezierPath(roundedRect: linkPieceRect, cornerRadius: 2)) } } UIColor.systemGreen.withAlphaComponent(0.4).setFill() path.fill() super.draw(rect) } override init(frame: CGRect) { super.init(frame: frame) setup() } required init?(coder: NSCoder) { super.init(coder: coder) setup() } private func setup() { numberOfLines = 0 adjustsFontForContentSizeCategory = true isUserInteractionEnabled = true lineBreakMode = .byWordWrapping contentMode = .redraw clearsContextBeforeDrawing = true isMultipleTouchEnabled = false backgroundColor = .red.withAlphaComponent(0.1) textContainer.lineFragmentPadding = 0 textContainer.maximumNumberOfLines = numberOfLines textContainer.lineBreakMode = lineBreakMode textContainer.layoutManager = layoutManager layoutManager.textStorage = textStorage layoutManager.addTextContainer(textContainer) textStorage.addLayoutManager(layoutManager) } override func layoutSubviews() { super.layoutSubviews() calculateRects() } private func calculateRects(){ linkRects.removeAll() guard let attributedString = attributedText else { return } textStorage.setAttributedString(attributedString) let labelSize = frame.size textContainer.size = labelSize layoutManager.ensureLayout(for: textContainer) let textBoundingBox = layoutManager.usedRect(for: textContainer) print("labelSize: \(labelSize)") print("textBoundingBox: \(textBoundingBox)") var wholeLineRanges = [NSRange]() layoutManager.enumerateLineFragments(forGlyphRange: NSRange(0 ..< layoutManager.numberOfGlyphs)) { _, rect, _, range, _ in wholeLineRanges.append(range) print("Whole line: \(rect), \(range)") } attributedString.enumerateAttribute(.link, in: NSRange(location: 0, length: attributedString.length)) { value, clickableRange, _ in if value != nil { var rectsForCurrentLink = [CGRect]() wholeLineRanges.forEach { wholeLineRange in if let linkPartIntersection = wholeLineRange.intersection(clickableRange) { var rectForLinkPart = layoutManager.boundingRect(forGlyphRange: linkPartIntersection, in: textContainer) rectForLinkPart.origin.y = rectForLinkPart.origin.y + (textContainer.size.height - textBoundingBox.height) / 2 // Adjust for vertical alignment rectsForCurrentLink.append(rectForLinkPart) print("Link rect: \(rectForLinkPart), \(linkPartIntersection)") } } if !rectsForCurrentLink.isEmpty { linkRects.append(rectsForCurrentLink) } } } print("linkRects: \(linkRects)") setNeedsDisplay() } } And I use this as such: let label = MyLabel() label.setContentHuggingPriority(.required, for: .vertical) label.setContentHuggingPriority(.required, for: .horizontal) view.addSubview(label) label.snp.makeConstraints { make in make.width.lessThanOrEqualTo(view.safeAreaLayoutGuide.snp.width).priority(.required) make.horizontalEdges.greaterThanOrEqualTo(view.safeAreaLayoutGuide).priority(.required) make.center.equalTo(view.safeAreaLayoutGuide).priority(.required) } let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.alignment = .justified let s = NSMutableAttributedString(string: "Lorem Ipsum: ", attributes: [.font: UIFont.systemFont(ofSize: 17, weight: .regular), .paragraphStyle: paragraphStyle]) s.append(NSAttributedString(string: "This property controls the maximum number of lines to use in order to fit the label's text into its bounding rectangle.", attributes: [.link: URL(string: "https://news.ycombinator.com/") as Any, .foregroundColor: UIColor.link, .font: UIFont.systemFont(ofSize: 14, weight: .regular), .paragraphStyle: paragraphStyle])) label.attributedText = s Notice the paragraphStyle.alignment = .justified This results in: As you can see, the green rect background is starting a bit further to the right and also ending much further to the right. If I set the alignment to be .left or .center, then it gives me the correct rects: Also note that if I keep .justified but change the font size for the "Lorem Ipsom:" part to be a bit different, lets say 16 instead of 17, then it gives me the correct rect too: Also note that if we remove some word from the string, then also it starts giving correct rect. It seems like if the first line is too squished, then it reports wrong rects. Why is .justified text alignment giving me wrong rects? How can I fix it?
Topic: UI Frameworks SubTopic: UIKit
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102
May ’25
Trying to drag a modelEntity inside an Immersive space
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import Foundation import UIKit @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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77
Apr ’25
App Crashes on Paper Selection After Background Printer Connection
Description: When initiating the print flow via UIPrintInteractionController, and no printer is initially connected, iOS displays all possible paper sizes in the paper selection UI. However, if a printer connects in the background after this view is shown, the list of paper sizes does not automatically refresh to reflect only the options supported by the connected printer. If the user selects an incompatible paper size (one not supported by the printer that has just connected), the app crashes due to an invalid configuration. Steps to Reproduce: Launch the app and navigate to the print functionality. Tap the Print button to invoke UIPrintInteractionController. At this point, no printer is yet connected. iOS displays all available paper sizes. While the paper selection UI is visible, the AirPrint-compatible printer connects in the background. Without dismissing the controller, the user selects a paper size (e.g., one that is not supported by the printer). The app crashes. Expected Result: App should not crash Once the printer becomes available (connected in the background), the paper size options should refresh automatically. The list should be filtered to only include sizes that are compatible with the connected printer. This prevents the user from selecting an invalid option, avoiding crashes. Actual Result: App crashes The paper size list remains unfiltered. The user can still select unsupported paper sizes. Selecting an incompatible option causes the app to crash, due to a mismatch between UI selection and printer capability.
Topic: UI Frameworks SubTopic: UIKit
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96
Apr ’25
Navbar buttons disappear in NavigationSplitView's sidebar when changing apps
We recently migrated our app to use NavigationSplitView on iPad with a sidebar and detail setup, and we got reports that the navigation buttons on the sidebar disappear when returning to our app after using a different app. I reproduced the issue from a new empty project with the following code (issue tested on iOS 17.4 and iOS 18.3, was not able to reproduce on iOS 16.4): import SwiftUI @main struct TestApp: App { var body: some Scene { WindowGroup { NavigationSplitView { Text("sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "square.and.arrow.down") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "square.and.arrow.up") } } } } detail: { Text("detail") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "eraser") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "pencil") } } } } } } } Please check the following GIF for the simple steps, notice how the navbar buttons in the detail view do not disappear: Here's the console output, it shows that the constraints break internally:
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128
Apr ’25
NSPredicateEditorRowTemplate subviews layout
Hello everyone, I’d appreciate if anyone can tell me if there’s a way to actually control visual layout of subviews in a predicate editor row template. I have a predicate editor with custom row template subclasses, all created in code (not in IB) and it all works fine, but the problem are template (sub)views, which are not NSPopUpButton(s). As I select different items of popup buttons, effectively changing editor’s predicate property, those buttons seem to get resized according to some strange own logic, but the general the problem is that size (width) of controls, such are text fields and date pickers, gets unpredictable and they usually shrink, even though there is still a plenty of room in the template row width. Trying to resize any control in a row template by force (setFrame: or setFrameSize:) has no effect. I can show some screenshots and videos of the behaviour, as well as code samples, if necessary, but I’d like to ask first, maybe someone already knows what I’m talking about and provide some insights and solutions. Thanks in advance.
Topic: UI Frameworks SubTopic: AppKit
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May ’25
Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
Hello. I'm building an iOS application that builds a framework named Design.framework using Xcode 16.1. When I launch my application on iOS 17.X, i get the following runtime error dyld[47899]: Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore Referenced from: <E625A246-E36B-351A-B077-CC38BAB5E07B> /Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/Design.framework/Design Reason: tried: '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file, not in dyld cache), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file) This error does not happen on iOS 18+. When i run dyld_info Design.framework/Design, i see that there is indeed a dependency on SwiftUICore.framework Design.framework/Design [arm64]: -platform: platform minOS sdk iOS-simulator 16.0 18.1 -uuid: 09880F25-DC86-3D8E-BCAE-1A283508D879 -segments: load-offset segment section sect-size seg-size max-prot init-prot 0x00000000 __TEXT 416KB r.x 0x00000000 __TEXT 416KB r.x 0x0000543C __text 355508 0x0005C0F0 __stubs 3168 0x0005CD50 __objc_methlist 32 0x0005CD70 __const 8296 0x0005EDD8 __swift5_typeref 15820 0x00062BB0 __cstring 6885 0x00064698 __constg_swiftt 2804 0x0006518C __swift5_builtin 40 0x000651C0 __swift5_reflstr 2952 0x00065D48 __swift5_assocty 816 0x00066078 __objc_methname 299 0x000661A4 __swift5_proto 368 0x00066314 __swift5_types 280 0x0006642C __swift5_fieldmd 3688 0x00067294 __swift5_protos 8 0x0006729C __swift5_capture 244 0x00067390 __unwind_info 2296 0x00067C88 __eh_frame 888 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __DATA_CONST 16KB rw. 0x00068000 __got 3704 0x00068E78 __const 6864 0x0006A948 __objc_classlist 40 0x0006A970 __objc_imageinfo 8 0x0006C000 __DATA 32KB rw. 0x0006C000 __DATA 32KB rw. 0x0006C000 __objc_const 792 0x0006C318 __objc_selrefs 96 0x0006C378 __objc_classrefs 48 0x0006C3A8 __objc_data 208 0x0006C478 __data 4136 0x0006D4A0 __bss 12784 0x00070690 __common 4592 -linked_dylibs: attributes load path @rpath/CommonTools.framework/CommonTools /System/Library/Frameworks/Foundation.framework/Foundation /usr/lib/libobjc.A.dylib /usr/lib/libSystem.B.dylib /System/Library/Frameworks/CoreFoundation.framework/CoreFoundation /System/Library/Frameworks/CoreGraphics.framework/CoreGraphics /System/Library/Frameworks/CoreText.framework/CoreText weak-link /System/Library/Frameworks/DeveloperToolsSupport.framework/DeveloperToolsSupport /System/Library/Frameworks/SwiftUI.framework/SwiftUI /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore /System/Library/Frameworks/UIKit.framework/UIKit /usr/lib/swift/libswiftCore.dylib weak-link /usr/lib/swift/libswiftCoreAudio.dylib /usr/lib/swift/libswiftCoreFoundation.dylib weak-link /usr/lib/swift/libswiftCoreImage.dylib weak-link /usr/lib/swift/libswiftCoreMedia.dylib weak-link /usr/lib/swift/libswiftDarwin.dylib weak-link /usr/lib/swift/libswiftDataDetection.dylib weak-link /usr/lib/swift/libswiftDispatch.dylib weak-link /usr/lib/swift/libswiftFileProvider.dylib weak-link /usr/lib/swift/libswiftMetal.dylib weak-link /usr/lib/swift/libswiftOSLog.dylib /usr/lib/swift/libswiftObjectiveC.dylib weak-link /usr/lib/swift/libswiftQuartzCore.dylib weak-link /usr/lib/swift/libswiftSpatial.dylib weak-link /usr/lib/swift/libswiftUniformTypeIdentifiers.dylib weak-link /usr/lib/swift/libswiftXPC.dylib /usr/lib/swift/libswift_Concurrency.dylib weak-link /usr/lib/swift/libswiftos.dylib weak-link /usr/lib/swift/libswiftsimd.dylib weak-link /usr/lib/swift/libswiftUIKit.dylib I can add a -weak_framework SwiftUICore to "Other Linker Flags" in my Design.framework Build Settings, and that will solve my problem, but I'd like to know what prompts my Design.framework to depend on SwiftUICore despite having a minimum set to iOS 16? And how am I supposed to handle devices prior to iOS 18 which do not have this library? is adding the linker flag the right way forward?
Topic: UI Frameworks SubTopic: SwiftUI
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Activity
Apr ’25
CPTabBarTemplate in CarPlay Simulator: Tab Becomes Inactive on Re-selection
I am facing an issue in my CarPlay app using CPTabBarTemplate. The app has two tabs, and on launch, the first tab is correctly selected. However, when I tap on the first tab again, instead of staying active, it becomes inactive. This behavior is unexpected, as re-selecting the active tab should typically maintain its selected state. Has anyone else encountered this issue or found a workaround to prevent the tab from becoming inactive?
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62
Activity
May ’25
Custom Trait with UITraitBridgedEnvironmentKey not writing back to UITraitCollection
Hello, In my SwiftUI App i'm trying to create a custom UI trait and a matching bridged SwiftUI environment key. I want to override the environment key in a swift view and then have that reflect in the current UITraitCollection. I'm following the pattern in the linked video but am not seeing the changes reflect in the current trait collection when I update the swift env value. I can't find anything online that is helping. Does anyone know what I am missing? https://developer.apple.com/videos/play/wwdc2023/10057/ // Setup enum CustomTheme: String, Codable { case theme1 = “theme1”, theme2 = “theme2” } struct customThemeTrait: UITraitDefinition { static let defaultValue = brand.theme1 static let affectsColorAppearance = true static let identifier = "com.appName.customTheme" } extension UITraitCollection { var customTheme: CustomTheme { self[customThemeTrait.self] } } extension UIMutableTraits { var customTheme: CustomTheme { get { self[customThemeTrait.self] } set { self[customThemeTrait.self] = newValue } } } private struct customThemeKey: EnvironmentKey { static let defaultValue: CustomTheme = .theme1 } extension customThemeKey: UITraitBridgedEnvironmentKey { static func read(from traitCollection: UITraitCollection) -> CustomTheme { traitCollection.customTheme } static func write(to mutableTraits: inout UIMutableTraits, value: CustomTheme) { mutableTraits.customTheme = value } } extension EnvironmentValues { var customTheme: CustomTheme { get { self[customThemeKey.self] } set { self[customThemeKey.self] = newValue } } } // Attempted Usage extension Color { static func primaryBackground() -> Color { UITraitCollection.current.customTheme == .theme1 ? Color.red : Color.blue } } struct ContentView: View { @State private var theme = .theme1 var body: some View { if (dataHasLoaded && themeIsSet) { HomeView() .environment(\.customTheme, theme) } else { SelectThemeView( theme: self.theme, setContentThemeHandler) } } func setContentThemeHandler(theme: customTheme) { self.theme = theme } } struct HomeView() { @Environment(\.customTheme) private var currentTheme: customTheme var body: some View { VStack { Text("currentTheme: \(currentTheme.rawValue)") .background(Color.primaryBackground()) Text("currentUITrait: \(UITraitCollection.current.customTheme.rawValue)") .background(Color.primaryBackground()) } } } OUTCOME: After selecting theme2 in the theme selector view and navigating to the homeView, the background is still red and the env and trait values print the following: currentTheme: theme2 currentUITrait: theme1 Can anyone help me identify what I am missing?
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97
Activity
Apr ’25
Recently used applications on guardian phone - FamilyControls, DeviceActivityReport
For an iOS app that runs in both child and parent mode across iOS devices. On the child device, with Family Controls enabled using .child permissions via AuthorizationCenter.requestAuthorization(for: .child). Is any way to display a list of recently used apps by the child on the parent (guardian) device, in a privacy-preserving and Apple-compliant way?
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147
Activity
May ’25
Bundling OSX installer plugin with productbuild/pkgbuild
I'm trying to create a .pkg installer with productbuild/pkgbuild. But I'd also like to add my custom installer plugin to this. I'm using the following script. I'd like to add my bundle into this script. Since there are no official docs from apple how to do this nor there are a lot of updated resources, here are some things I have tried. adding the following line to Distrubtion.xml <bundle id="pluginid" path="path/to/myplugin.bundle"/> adding component tag to pkgbuild also doesn't do anything --component "path/to/myplugin.bundle" The bundle itself is build with XCode - it is a simple UI for user to type some input in Apple provides documentation for Distribution.xml file, which supports different UI elements but doesn't support text input - docs I have been also looking at this tutorial , it is very outdated but i could still fit it to my needs except the part where the .bundle file needs to be inserted into .pkg. Note - there is no option to view the contents of .pkg file build with pkbuild/productbuild How can i do this process correctly? I would like to link my installer pane plugin to a generic .pkg(with licenses and so on). I'd appreciate any kind of help!
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142
Activity
May ’25
Mac Catalyst SplitViewController, UITitlebar bugs?
Bringing my iPad app to Mac Catalyst as iPad idiom. Primary interface is a UISplitViewController. Two things I think are bugs unless someone replies with a fix. SplitViewController is setup in two column with left column as sidebar: split.setViewController(primary, for: .primary) split.setViewController(secondary, for: .secondary) split.preferredDisplayMode = .oneBesideSecondary split.preferredSplitBehavior = .tile split.presentsWithGesture = true #if targetEnvironment(macCatalyst) split.primaryBackgroundStyle = .sidebar split.displayModeButtonVisibility = .never #endif The displayMode button aligns vertically with the navigation bar and below the 3 window control buttons (close, minimize, full screen), whereas on other macOS apps using SplitViewController such as Apple Notes app, the displayMode button aligns vertically and just to the right of the the 3 window control buttons (close, minimize, full screen). I downloaded the Apple Example app called Menus that is supposed to be a prime example of a Mac Catalyst app, and I see author must have faced the same bug and instead created their own displayMode button and placed it on the UITitlebar's toolBar. In my secondary ViewController which is a subclass of a UITableViewController, tapping a row, calls show and in a SplitViewController, that pushes another detailVC onto the Nav stack as expected. The UIWindowScene's UITitlebar which appears over the top of the secondary VC looks correct. This detailVC is a subclass of a UITableViewController. Finally, tapping a row in the table of the detailVC calls show but this time, the ViewController is actually a UIHostingViewController wrapping a SwiftUI View. At this point the UIWindowScene's UITitlebar changes appearance and takes on the same lightened color similar to the sidebar (primary) appearance. With UITitlebarTitleVisibility set to hidden and if I set the titlebar.toolbar to nil, (which removes the UITitlebar, there is no appearance issue. Running on iPad, with no UITitlebar, there is no odd lightening experienced when the UIHostingController is shown. I think this has something to do with the UIHostingController within Mac Catalyst.
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176
Activity
May ’25
Can Custom scheme URL launch cached App Clip?
I am trying to add custom scheme (CFBundleURLSchemes) to my App Clip. I launch the app clip via TestFlight to cache it to the device then i try to access the custom scheme URL to launch App Clip but nothing happened. May I know if it is something I did wrongly or just App Clip does not support Custom Scheme?
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156
Activity
May ’25
Screen Time hata
Cannot convert value of type '[ApplicationToken]' (aka 'Array<Token>') to expected argument type 'Binding'
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81
Activity
May ’25
Xcode downloads client crash report for NSOutlineView._updateDisclosureButtonForRowView with reason "Segmentation fault" but the stacktraces don't contain any of my app's symbols
All the threads only contain system calls. The crashed thread only contains a single call to my app's code which is main.swift:13. What could cause such a crash? crash.crash
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364
Activity
Apr ’25
Issue with Parent selecting child's apps using Family Controls API
I'm trying to accomplish the features in this video where the child device requests permission from parent to control scren time. Then the parent can choose apps on the childs phone from their phone. Everything on the childs device is working exactly like in the video. However, on the parents phone, when the FamilyActivityPicker appears, it's only the apps on the parents phone and when an app is selected, nothing changes in the FamilyActivitySelection. I found this forum post describe the same issue I am having. I have a physical device logged in the child and a simulator running as the parent. Why can't I see the child's apps on the parents phone? Is it cause I'm running one of them on a simulator?
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2
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522
Activity
Mar ’25
Settings.bundle in tvOS 15.0 seems to no longer work.
I have an App that builds for iOS, iPadOS, macOS and Apple TV, which was last released to all the App Stores in April. Preferences/settings are handled by the App itself except for the Apple TV variant, where I use a Settings bundle. This worked fine until tvOS 15.0, where it appears that tvOS is not updating the value of the App’s settings from NSUserDefaults when the Settings App opens. I have been working on this problem off and on for the last week and am at wits end. I’ve searched WWDC videos looking for a clue, there must be some simple change I cannot see. I’ve made clean projects for iOS and tvOS, and using the identical OBJ-C code and Settings plist entries, the iOS version works perfectly, the tvOS version fails in the simulator and on the device. I am not trying to synchronize Settings across devices, just persist across restarts on a single device. My code stores data correctly in NSUserDefaults, it simply seems that tvOS Settings App is not reading values from there for display, nor writing changes that the user makes from Settings back to user defaults. None of the types in the test projects work: TexField, Switch, Title. The test code is so simple I hesitate to include it, but the code and the NSUserDefaults key identifiers do match. This code will preset my App’s version number for Settings to display in iOS 15 but not tvOS 15. It used to work in tvOS 14: <key>DefaultValue</key> <string>DefaultVersionValue</string> <key>Type</key> <string>PSTitleValueSpecifier</string> <key>Title</key> <string>Version</string> <key>Key</key> <string>VersionKey</string> </dict> ```   NSUserDefaults *ud = [NSUserDefaults standardUserDefaults];    [ud registerDefaults:@{      @"TextFieldKey" : @"TextFieldValue",      @"VersionKey" : @"VersionValue"    }];        [ud setObject:@"3.14" forKey:@"VersionKey"]; Any idea? Many thanks.
Topic: UI Frameworks SubTopic: General Tags:
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1.5k
Activity
Mar ’25
UI not updating during render
I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was hoping to enclose this in a UI that will update the picture as each pixel value gets updated during the render. So to that end I made a MacOS app, with a basic model-view architecture. Here is my model: // // RGBViewModel.swift // rtweekend_gui // // import SwiftUI // RGB structure to hold color values struct RGB { var r: UInt8 var g: UInt8 var b: UInt8 } // ViewModel to handle the RGB array and updates class RGBViewModel: ObservableObject { // Define the dimensions of your 2D array let width = 1200 let height = 675 // Published property to trigger UI updates @Published var rgbArray: [[RGB]] init() { // Initialize with black pixels rgbArray = Array(repeating: Array(repeating: RGB(r: 0, g: 0, b: 0), count: width), count: height) } func render_scene() { for j in 0..&lt;height { for i in 0..&lt;width { // Generate a random color let r = UInt8.random(in: 0...255) let g = UInt8.random(in: 0...255) let b = UInt8.random(in: 0...255) // Update on the main thread since this affects the UI DispatchQueue.main.async { // Update the array self.rgbArray[j][i] = RGB(r: r, g: g, b: b) } } } } and here is my view: // // RGBArrayView.swift // rtweekend_gui // // import SwiftUI struct RGBArrayView: View { // The 2D array of RGB values @StateObject private var viewModel = RGBViewModel() // Control the size of each pixel private let pixelSize: CGFloat = 1 var body: some View { VStack { // Display the RGB array Canvas { context, size in for y in 0..&lt;viewModel.rgbArray.count { for x in 0..&lt;viewModel.rgbArray[y].count { let rgb = viewModel.rgbArray[y][x] let rect = CGRect( x: CGFloat(x) * pixelSize, y: CGFloat(y) * pixelSize, width: pixelSize, height: pixelSize ) context.fill( Path(rect), with: .color(Color( red: Double(rgb.r) / 255.0, green: Double(rgb.g) / 255.0, blue: Double(rgb.b) / 255.0 )) ) } } } .border(Color.gray) // Button to start filling the array Button("Render") { viewModel.render_scene() } .padding() } .padding() .frame(width: CGFloat(viewModel.width) * pixelSize + 40, height: CGFloat(viewModel.height) * pixelSize + 80) } } // Preview for SwiftUI struct RGBArrayView_Previews: PreviewProvider { static var previews: some View { RGBArrayView() } } The render does work and the image displays, however, I thought I set it up to show the image updating pixel by pixel and that doesn't happen, the image shows up all at once. What am I doing wrong?
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Activity
May ’25
Confused about the appclip.apple.com domain
Question: I'm aware of the AASA file hosting procedure to make app clips work and link them to your website, but IIRC you can trigger app clips via the simple appclip.apple.com URL too, right? As a result no need to host the AASA file. Like my app store connect gave me the URL https://appclip.apple.com/id?p=myname.myappsname.Clip but when I click it it says "This app clip is not currently available in your country or region". However I'm also getting Bad JSON content on the View Status under the domain. I'm so confused.
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Activity
Apr ’25
Siri Shortcuts of Siri Intent to Voice Control Parts of App
I am new to the idea of Siri Shortcuts and App Intents. What I want to do is use Siri to run a function in my app. Such as saying to Siri Zoom in map and that will then call a function in my app where I can zoom in the map. Similarly, I could say Zoom out map and it would call a function to zoom out my map. I do not need to share any sort of shortcut with the Shortcuts app. Can someone please point me in the right direction for what type of intents I need to use for this?
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218
Activity
Apr ’25
RePlayKit:screen recording method return sampleBuffer is nil
I want record screen in my app,the method startCaptureWithHandler:completionHandler:,the sampleBuffer, It is supposed to exist but it has become nil.Not only that,but there‘s another problem,when I want to stop recording and save the video,I will check [RPScreenRecorder sharedRecorder].recording first, it will be false sometime,that problems are unusual in iOS 18.3.2 iPhoneXs Max,and unexpected,here is my code -(void)startCaptureScreen { NSLog(@"AKA++ startCaptureScreen"); if ([[RPScreenRecorder sharedRecorder] isRecording]) { return; } //屏幕录制 [[RPScreenRecorder sharedRecorder]setMicrophoneEnabled:YES]; NSLog(@"AKA++ MicrophoneEnabled AAAA startCaptureScreen"); [[RPScreenRecorder sharedRecorder]setCameraEnabled:YES]; [[RPScreenRecorder sharedRecorder] startCaptureWithHandler:^(CMSampleBufferRef _Nonnull sampleBuffer, RPSampleBufferType bufferType, NSError * _Nullable error) { if(self.assetWriter == nil){ if (self.AVAssetWriterStatus == 0) { [self setupAssetWriterAndStartWith:sampleBuffer]; } } if (self.AVAssetWriterStatus != 2) { return; } if (error) { // deal with error return; } if (self.assetWriter.status != AVAssetWriterStatusWriting) { [self assetWriterAppendSampleBufferFailWith:bufferType]; return; } if (bufferType == RPSampleBufferTypeVideo) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.videoAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.videoAssetWriterInput appendSampleBuffer:sampleBuffer]; } } if (bufferType == RPSampleBufferTypeAudioMic) { if(self.assetWriter.status == 0 ||self.assetWriter.status > 2){ } else if(self.audioAssetWriterInput.readyForMoreMediaData == YES){ BOOL success = [self.audioAssetWriterInput appendSampleBuffer:sampleBuffer]; } } } completionHandler:^(NSError * _Nullable error) { //deal with error }]; } and than ,when want to save it : -(void)stopRecording { if([[RPScreenRecorder sharedRecorder] isRecording]){ // The problem is sporadic,recording action failed,it makes me confused } [[RPScreenRecorder sharedRecorder] stopCaptureWithHandler:^(NSError * _Nullable error) { if(!error) { //post message } }]; }
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Activity
Apr ’25
iOS UILabel textAlignment .justified results in wrong rect by layoutManager.boundingRect
I have a UILabel subclass showing NSAttributedString in which I need to draw a rounded rectangle background color around links: import UIKit class MyLabel: UILabel { private var linkRects = [[CGRect]]() private let layoutManager = NSLayoutManager() private let textContainer = NSTextContainer(size: .zero) private let textStorage = NSTextStorage() override func draw(_ rect: CGRect) { let path = UIBezierPath() linkRects.forEach { rects in rects.forEach { linkPieceRect in path.append(UIBezierPath(roundedRect: linkPieceRect, cornerRadius: 2)) } } UIColor.systemGreen.withAlphaComponent(0.4).setFill() path.fill() super.draw(rect) } override init(frame: CGRect) { super.init(frame: frame) setup() } required init?(coder: NSCoder) { super.init(coder: coder) setup() } private func setup() { numberOfLines = 0 adjustsFontForContentSizeCategory = true isUserInteractionEnabled = true lineBreakMode = .byWordWrapping contentMode = .redraw clearsContextBeforeDrawing = true isMultipleTouchEnabled = false backgroundColor = .red.withAlphaComponent(0.1) textContainer.lineFragmentPadding = 0 textContainer.maximumNumberOfLines = numberOfLines textContainer.lineBreakMode = lineBreakMode textContainer.layoutManager = layoutManager layoutManager.textStorage = textStorage layoutManager.addTextContainer(textContainer) textStorage.addLayoutManager(layoutManager) } override func layoutSubviews() { super.layoutSubviews() calculateRects() } private func calculateRects(){ linkRects.removeAll() guard let attributedString = attributedText else { return } textStorage.setAttributedString(attributedString) let labelSize = frame.size textContainer.size = labelSize layoutManager.ensureLayout(for: textContainer) let textBoundingBox = layoutManager.usedRect(for: textContainer) print("labelSize: \(labelSize)") print("textBoundingBox: \(textBoundingBox)") var wholeLineRanges = [NSRange]() layoutManager.enumerateLineFragments(forGlyphRange: NSRange(0 ..< layoutManager.numberOfGlyphs)) { _, rect, _, range, _ in wholeLineRanges.append(range) print("Whole line: \(rect), \(range)") } attributedString.enumerateAttribute(.link, in: NSRange(location: 0, length: attributedString.length)) { value, clickableRange, _ in if value != nil { var rectsForCurrentLink = [CGRect]() wholeLineRanges.forEach { wholeLineRange in if let linkPartIntersection = wholeLineRange.intersection(clickableRange) { var rectForLinkPart = layoutManager.boundingRect(forGlyphRange: linkPartIntersection, in: textContainer) rectForLinkPart.origin.y = rectForLinkPart.origin.y + (textContainer.size.height - textBoundingBox.height) / 2 // Adjust for vertical alignment rectsForCurrentLink.append(rectForLinkPart) print("Link rect: \(rectForLinkPart), \(linkPartIntersection)") } } if !rectsForCurrentLink.isEmpty { linkRects.append(rectsForCurrentLink) } } } print("linkRects: \(linkRects)") setNeedsDisplay() } } And I use this as such: let label = MyLabel() label.setContentHuggingPriority(.required, for: .vertical) label.setContentHuggingPriority(.required, for: .horizontal) view.addSubview(label) label.snp.makeConstraints { make in make.width.lessThanOrEqualTo(view.safeAreaLayoutGuide.snp.width).priority(.required) make.horizontalEdges.greaterThanOrEqualTo(view.safeAreaLayoutGuide).priority(.required) make.center.equalTo(view.safeAreaLayoutGuide).priority(.required) } let paragraphStyle = NSMutableParagraphStyle() paragraphStyle.alignment = .justified let s = NSMutableAttributedString(string: "Lorem Ipsum: ", attributes: [.font: UIFont.systemFont(ofSize: 17, weight: .regular), .paragraphStyle: paragraphStyle]) s.append(NSAttributedString(string: "This property controls the maximum number of lines to use in order to fit the label's text into its bounding rectangle.", attributes: [.link: URL(string: "https://news.ycombinator.com/") as Any, .foregroundColor: UIColor.link, .font: UIFont.systemFont(ofSize: 14, weight: .regular), .paragraphStyle: paragraphStyle])) label.attributedText = s Notice the paragraphStyle.alignment = .justified This results in: As you can see, the green rect background is starting a bit further to the right and also ending much further to the right. If I set the alignment to be .left or .center, then it gives me the correct rects: Also note that if I keep .justified but change the font size for the "Lorem Ipsom:" part to be a bit different, lets say 16 instead of 17, then it gives me the correct rect too: Also note that if we remove some word from the string, then also it starts giving correct rect. It seems like if the first line is too squished, then it reports wrong rects. Why is .justified text alignment giving me wrong rects? How can I fix it?
Topic: UI Frameworks SubTopic: UIKit
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102
Activity
May ’25
Trying to drag a modelEntity inside an Immersive space
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import Foundation import UIKit @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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77
Activity
Apr ’25
App Crashes on Paper Selection After Background Printer Connection
Description: When initiating the print flow via UIPrintInteractionController, and no printer is initially connected, iOS displays all possible paper sizes in the paper selection UI. However, if a printer connects in the background after this view is shown, the list of paper sizes does not automatically refresh to reflect only the options supported by the connected printer. If the user selects an incompatible paper size (one not supported by the printer that has just connected), the app crashes due to an invalid configuration. Steps to Reproduce: Launch the app and navigate to the print functionality. Tap the Print button to invoke UIPrintInteractionController. At this point, no printer is yet connected. iOS displays all available paper sizes. While the paper selection UI is visible, the AirPrint-compatible printer connects in the background. Without dismissing the controller, the user selects a paper size (e.g., one that is not supported by the printer). The app crashes. Expected Result: App should not crash Once the printer becomes available (connected in the background), the paper size options should refresh automatically. The list should be filtered to only include sizes that are compatible with the connected printer. This prevents the user from selecting an invalid option, avoiding crashes. Actual Result: App crashes The paper size list remains unfiltered. The user can still select unsupported paper sizes. Selecting an incompatible option causes the app to crash, due to a mismatch between UI selection and printer capability.
Topic: UI Frameworks SubTopic: UIKit
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96
Activity
Apr ’25
Navbar buttons disappear in NavigationSplitView's sidebar when changing apps
We recently migrated our app to use NavigationSplitView on iPad with a sidebar and detail setup, and we got reports that the navigation buttons on the sidebar disappear when returning to our app after using a different app. I reproduced the issue from a new empty project with the following code (issue tested on iOS 17.4 and iOS 18.3, was not able to reproduce on iOS 16.4): import SwiftUI @main struct TestApp: App { var body: some Scene { WindowGroup { NavigationSplitView { Text("sidebar") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "square.and.arrow.down") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "square.and.arrow.up") } } } } detail: { Text("detail") .toolbar { ToolbarItem(placement: .topBarLeading) { Button(action: {}) { Image(systemName: "eraser") } } ToolbarItem(placement: .topBarTrailing) { Button(action: {}) { Image(systemName: "pencil") } } } } } } } Please check the following GIF for the simple steps, notice how the navbar buttons in the detail view do not disappear: Here's the console output, it shows that the constraints break internally:
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128
Activity
Apr ’25
NSPredicateEditorRowTemplate subviews layout
Hello everyone, I’d appreciate if anyone can tell me if there’s a way to actually control visual layout of subviews in a predicate editor row template. I have a predicate editor with custom row template subclasses, all created in code (not in IB) and it all works fine, but the problem are template (sub)views, which are not NSPopUpButton(s). As I select different items of popup buttons, effectively changing editor’s predicate property, those buttons seem to get resized according to some strange own logic, but the general the problem is that size (width) of controls, such are text fields and date pickers, gets unpredictable and they usually shrink, even though there is still a plenty of room in the template row width. Trying to resize any control in a row template by force (setFrame: or setFrameSize:) has no effect. I can show some screenshots and videos of the behaviour, as well as code samples, if necessary, but I’d like to ask first, maybe someone already knows what I’m talking about and provide some insights and solutions. Thanks in advance.
Topic: UI Frameworks SubTopic: AppKit
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93
Activity
May ’25