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.

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Numerous Undefined symbol errors
Getting these two warnings: Could not find or use auto-linked framework 'CoreAudioTypes': framework 'CoreAudioTypes' not found Could not parse or use implicit file '/Applications/Xcode16.0/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator.sdk/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore.tbd': cannot link directly with 'SwiftUICore' because product being built is not an allowed client of it Followed by 100 + errors like below Undefined symbol: _TIFFCleanup & Undefined symbol: _TIFFReadRGBAImageOriented ..... Any ideas? I have tried adding CoreAudioTypes etc. Error is not clear. Am trying to stop using Rosetta
Topic: UI Frameworks SubTopic: General
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781
Dec ’24
Inconsistency Between Translation API Language Identifiers and Foundation Locale
I recently noticed an inconsistency in how languages are represented in Apple’s new Translation API compared to Foundation’s Locale system. Observation from the Translation API When retrieving the list of supported languages using: let availableLanguages = try await LanguageAvailability().supportedLanguages The results are: Language(components: Foundation.Locale.Language.Components(languageCode: Optional(uk), script: nil, region: Optional(UA))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(zh), script: nil, region: Optional(TW))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(ko), script: nil, region: Optional(KR))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(en), script: nil, region: Optional(GB))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(de), script: nil, region: Optional(DE))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(zh), script: nil, region: Optional(CN))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(ja), script: nil, region: Optional(JP))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(id), script: nil, region: Optional(ID))) Language(components: Foundation.Locale.Language.Components(languageCode: Optional(nl), script: nil, region: Optional(NL))) .... Key points: • The script component is always nil. • Region codes (CN, TW, etc.) determine the script for languages like Chinese (Simplified or Traditional). • Other languages (e.g., en-GB, en-US, pt-BR) also rely on region-based identification. Observation from Foundation Locale (Locale.current.language) When retrieving the user’s system language setting: systemLanguageObj = Locale.current.language I get a different format where the script component is present, but the region may vary based on user settings. This means that mapping between script and region is not consistent between the two APIs, requiring manual handling. My key questions: 1. Is my current approach correct, or is there a better way to get user language settings that match Translation API identifiers? 2. If no alternative exists, could the Translation API align its language identification method with Foundation Locale to reduce ambiguity? Any insights or suggestions would be greatly appreciated!
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334
Feb ’25
Foundation _userInfoForFileAndLine crash
Could anyone give some insights to identify the root cause for this crash? Fatal Exception: NSInternalInconsistencyException Layout requested for visible navigation bar, <UINavigationBar: 0x120e74280; frame = (0 0; 430 56); autoresize = W; tintColor = <UIDynamicProviderColor: 0x300488b20; provider = <__NSMallocBlock__: 0x300a60900>>; layer = <CALayer: 0x3000f0380>> delegate=0x1277a4600 standardAppearance=0x302d5c770 scrollEdgeAppearance=0x302d5d500, when the top item belongs to a different navigation bar. topItem = <UINavigationItem: 0x10a7d8500> title='Transfers' style=navigator leftBarButtonItems=0x300690020 rightBarButtonItems=0x300613ff0, navigation bar = <UINavigationBar: 0x11a8ef200; frame = (0 0; 430 44); opaque = NO; autoresize = W; layer = <CALayer: 0x3002a44c0>> delegate=0x1277a0c00, possibly from a client attempt to nest wrapped navigation controllers. ==== Fatal Exception: NSInternalInconsistencyException 0 CoreFoundation 0x827cc __exceptionPreprocess 1 libobjc.A.dylib 0x172e4 objc_exception_throw 2 Foundation 0x80f8d8 _userInfoForFileAndLine 3 UIKitCore 0x2b63e8 -[UINavigationBar layoutSubviews] 4 UIKitCore 0xd688 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] 5 UIKitCore 0x14dc14 -[UINavigationBar layoutSublayersOfLayer:] 6 QuartzCore 0x78c28 CA::Layer::layout_if_needed(CA::Transaction*) 7 QuartzCore 0x787b4 CA::Layer::layout_and_display_if_needed(CA::Transaction*) 8 QuartzCore 0xcf914 CA::Context::commit_transaction(CA::Transaction*, double, double*) 9 QuartzCore 0x4e7c4 CA::Transaction::commit() 10 QuartzCore 0x91a0c CA::Transaction::flush_as_runloop_observer(bool) 11 UIKitCore 0xa3568 _UIApplicationFlushCATransaction 12 UIKitCore 0xa0b64 __setupUpdateSequence_block_invoke_2 13 UIKitCore 0xa09d8 _UIUpdateSequenceRun 14 UIKitCore 0xa0628 schedulerStepScheduledMainSection 15 UIKitCore 0xa159c runloopSourceCallback 16 CoreFoundation 0x56328 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ 17 CoreFoundation 0x562bc __CFRunLoopDoSource0 18 CoreFoundation 0x53dc0 __CFRunLoopDoSources0 19 CoreFoundation 0x52fbc __CFRunLoopRun 20 CoreFoundation 0x52830 CFRunLoopRunSpecific 21 GraphicsServices 0x11c4 GSEventRunModal 22 UIKitCore 0x3d2eb0 -[UIApplication _run] 23 UIKitCore 0x4815b4 UIApplicationMain 24 XX 0xa0f64 main + 7 (main.m:7) 25 ??? 0x1abb6eec8 (Missing)
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1k
Jan ’25
Issue with Long Press and Drag Gesture Not Ending When Another Finger Swipes on watchOS
I am developing a watchOS app with a tab view, and inside one of the tabs, I have a 2x2 collection view layout. Each collection item contains a view that handles: Tap Gesture (.onTapGesture) → Executes an action immediately. Long Press Gesture (LongPressGesture) → Triggers an update when long press starts and again when it ends. Drag Gesture (DragGesture) → Updates the position while dragging and resets values when the gesture ends. Issue: Most of the time, the gestures work correctly, but if another finger swipes on the screen while a long press is active, sometimes the onEnded event does not trigger, leaving the button in an active state. Observations: The onTapGesture executes normally without issues. The LongPressGesture starts as expected, but if another finger interacts with the screen, the onEnded of the drag gesture does not always trigger. This results in the button remaining visually or functionally "pressed" until another interaction occurs. Has anyone encountered similar behavior in watchOS? How can I ensure that long press and drag gestures always complete even when another finger swipes on the screen? Thanks in advance!
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712
Feb ’25
searchable issue on iOS 18
Starting with iOS 18, the behavior of searchable and searchSuggestions differs from previous versions. In iOS 17.5, searchSuggestions remained visible even after selecting an item and navigating away. However, in iOS 18, searchSuggestions are dismissed after navigation. Is there a way to keep searchSuggestions visible after navigation, as in iOS 17.5? struct ContentView: View { @State private var query = "" var body: some View { NavigationStack { Color.red .searchable(text: $query) .searchSuggestions { NavigationLink("Element") { Color.blue } } } } } iOS 18.1 iOS 17.5
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443
Jan ’25
SwiftUI - Drag gesture blocks scroll gesture only on iPhone 11
I'm pretty new to Swift and SwiftUI. I'm making my first app for sorting a gallery with some extra features. I was using my own iPhone for testing and just started testing my app on other Apple products. Everything works fine on iPad Air M1, iPhone 15 Pro, iPhone 15 Pro Max, iPhone 13, iPhone XS (Simulator), and iPhone 11 Pro (Simulator). However, when I tried to show my app to a family member with an iPhone 11, I came across an issue. Issue Description: My app takes all photos from iPhone's native gallery, then you can sort it by some spesific filters and delete pictures. It just looks like the native gallery. (I can add photos later if needed) You can just scroll the gallery by swiping up and down. You can press the select button and start selecting pictures to delete. I recently added a drag-to-select-multiple-pictures feature. This makes it feel more like the native iOS experience, eliminating the need to tap each picture individually. However, on the iPhone 11, the moment you open the app, you can't scroll. Scrolling is completely locked. You can still select pictures by tapping or dragging, so it's not a touch area issue. The same issue persists on the iPhone 11 simulator. And I think I found the problematic part in my (sadly messy) ContentView.swift file; ScrollView { RefreshControl(coordinateSpace: .named("refresh")) { await viewModel.refreshMediaItems() } LazyVGrid(columns: gridColumns, spacing: UIDevice.current.userInterfaceIdiom == .pad ? 12 : 4) { let items = viewModel.filteredItems(typeFilter: mediaTypeFilter, specialFilter: specialFilter) ForEach(Array(zip(items.indices, items)), id: \.1.id) { index, item in MediaThumbnailView( item: item, isSelected: selectedItems.contains(item.id), viewModel: viewModel, onLongPress: { if !isSelectionMode { toggleSelectionMode() selectedItems.insert(item.id) } }, onTap: { if isSelectionMode { toggleSelection(item: item) } else { viewModel.selectItem(item) } } ) .aspectRatio(1, contentMode: .fit) .background( GeometryReader { geometry in let frame = geometry.frame(in: .named("grid")) Color.clear.preference( key: ItemBoundsPreferenceKey.self, value: [ItemBounds(id: item.id, bounds: frame, index: index)] ) } ) } } .padding(.horizontal, 2) .coordinateSpace(name: "grid") .onPreferenceChange(ItemBoundsPreferenceKey.self) { bounds in itemBounds = Dictionary(uniqueKeysWithValues: bounds.map { ($0.id, $0) }) itemIndices = Dictionary(uniqueKeysWithValues: bounds.map { ($0.id, $0.index) }) } .gesture( DragGesture(minimumDistance: 0) .onChanged { gesture in if isSelectionMode { let location = gesture.location if !isDragging { startDragging(at: location, in: itemBounds) } updateSelection(at: location, in: itemBounds) } } .onEnded { _ in endDragging() } ) } .coordinateSpace(name: "refresh") } you can see the .gesture(.... part. I realised that this DragGesture and ScrollView blocks each other (somehow only on iPhone 11) highPriorityGesture also won't work. When I change it with simultaneousGesture, scroll starts to work again. BUT - since it's simultaneous, when multiple selection mode is activated, when I'm dragging my finger gallery also starts to scroll and it becomes a very unpleasant experience. After this issue I realised on native gallery iOS locks scroll when you are dragging for multiple selection and just when you release your finger you can scroll again even if the multiple selection mode is active. I tried a million things, asked claude, chatgpt etc. etc. Found some similar issues on stackoverflow but they were all related to iOS 18, not spesific to an iPhone. My app works fine on iOS 18 (15 Pro Max) iOS 18 drag gesture blocks scrollview Here are the some of the things I've tried: using highPriorityGesture and simultenousgesture together, tried to lock the scroll briefly while dragging, implement much complicated versions of these things with the help of claude, try to check if isSelectionMode is true or not All of them broke other things/won't work. Probably there's something pretty simple that I'm just missing; but iPhone 11 being the single problematic device confuses me. I don't want to mess too much with my already fragile logic.
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779
Jan ’25
How to steal focus from another app's text field?
I have written a calculator app. Its main window is a UIView subclass that usually receives user input from the touchscreen, tapping on a virtual keyboard (not the standard pop-up keyboard). I recently added hardware keyboard support. In order to receive key events, I implemented canBecomeFirstResponder and made it always return YES, and I'm calling becomeFirstResponder whenever the main window becomes active, and resignFirstResponder when it becomes inactive. This is working fine except for one scenario: when running the app on an iPad, together with another app, using Split View or Slide Over, and the other app has keyboard focus on a text field, my app doesn't receive keyboard events, even when it's the foreground app. I have to go into the other app, and tap somewhere outside a text field, and then return to my app, before my app is getting key events again. If the user taps on an actual text field in my app, it gets focus just fine, of course, but apparently my UIView calling becomeFirstResponder is not enough to take away the focus from the other app. Is there a way to steal the focus from another app's text field in this scenario?
Topic: UI Frameworks SubTopic: UIKit
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305
Dec ’24
SwiftUI flash animation
I'm struggling to implement a flash animation in SwiftUI. Generally animations animate from one value to another. I'd like to animate from normal to the flashed state and then back to normal, each time the data shown by the view changes. The "flashed state" could be transparent, or a white background, or it could be a scale change for a pulse effect, or something. Example: struct MyView: View { let value: String; var body: some View { ZStack { Capsule() .fill(Color.green); Text(value); } }; }; Each time value changes, I'd like the colour of the capsule to quickly animate from green to white and back to green. I feel this should be easy - am I missing something? For bonus points: I'd like the Text to change to its new value at the midpoint of the animation, i.e. when the white text is invisible on the white background. I'd like to get the flash effect whenever I have a new value even if the new value is equal to the old value, if you see what I mean.
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607
Jan ’25
Opening recent files from Dock with MacCatalyst app
We are developing an MacOS app from our iOS app using MacCatalyst. If I press long on the app icon on the Dock, a list of recent files appears. If I tap one one of these files nothing happens. I would expect the scene delegate function: func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) would be called but it is not. Can somebody maybe explain what I am missing here? The list of recent files also appears in the Menu under File > Open recent files. There I can tap on a file and it it is opened correctly using the scene delegate method mentioned above. The files can also be opened with the app using the Finder, so the associated file types with the app are correct.
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306
Jan ’25
SwiftData Query and optional relationships
Xcode 16.2 (16C5032a) FB16300857 Consider the following SwiftData model objects (only the relevant portions are shown) (note that all relationships are optional because eventually this app will use CloudKit): @Model final public class Team { public var animal: Animal? public var handlers: [Handler]? ... } @Model final public class Animal { public var callName: String public var familyName: String @Relationship(inverse: \Team.animal) public var teams: [Team]? ... } @Model final public class Handler { public var givenName: String @Relationship(inverse: \Team.handlers) public var teams: [Team]? } Now I want to display Team records in a list view, sorted by animal.familyName, animal.callName, and handlers.first.givenName. The following code crashes: struct TeamListView: View { @Query<Team>(sort: [SortDescriptor(\Team.animal?.familyName), SortDescriptor(\Team.animal?.callName), SortDescriptor(\Team.handlers?.first?.givenName)]) var teams : [Team] var body: some View { List { ForEach(teams) { team in ... } } } } However, if I remove the sort clause from the @Query and do the sort explicitly, the code appears to work (at least in preliminary testing): struct TeamListView: View { @Query<Team> var teams: [Team] var body: some View { let sortedTeams = sortResults() List { ForEach(sortedTeams) { team in ... } } } private func sortResults() -> [Team] { let results: [Team] = teams.sorted { team1, team2 in let fam1 = team1.animal?.familyName ?? "" let fam2 = team2.animal?.familyName ?? "" let comp1 = fam1.localizedCaseInsensitiveCompare(fam2) if comp1 == .orderedAscending { return true } if comp1 == .orderedDescending { return false } ... <proceed to callName and (if necessary) handler givenName comparisons> ... } } } While I obviously have a workaround, this is (in my mind) a serious weakness in the implementation of the Query macro.
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813
Jan ’25
How to initialize @Observable object in View via @State?
When I switched to observable, I noticed a strange behavior of the ViewModel. The ViewModel is created 3x times. And my question is: How to properly initialize the ViewModel via state? Below is a minimal example with log output: ViewModel INIT : EBBB2C41 ViewModel INIT : D8E490DA ViewModel INIT : 54407300 ViewModel DEINIT: D8E490DA @Observable final class ViewModel { @ObservationIgnored let idd: UUID init() { idd = UUID() print("ViewModel INIT : \(idd.uuidString.prefix(8))") } deinit { print("ViewModel DEINIT: \(idd.uuidString.prefix(8))") } } struct SimpleView: View { @Environment(ViewModel.self) private var viewModel var body: some View { @Bindable var viewModel = viewModel Text("SimpleView: \(viewModel.idd.uuidString.prefix(8))") } } struct ContentView: View { @State private var viewModel = ViewModel() var body: some View { SimpleView() .environment(mainViewModel) } }
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412
Feb ’25
Unrealistically high snowfall amounts being reported by WeatherKit
I filed FB16332997 about the VERY high snowfall estimates I'm seeing in WeatherKit and iOS Weather. I initially thought something was wrong with my weather app but I verified the numbers with the iOS Weather app and another third party weather app. For Atlanta last week it was saying 7.5" when it ended up being 2" (which I can live with). Two days ago it reported there could be 16" of snow in northern Florida. That's impossible! This morning it was reporting that Niceville could have 6-7" of snow, which would be significantly more than highest amount in recorded history for Florida (where snow is extremely rare). It almost makes me wonder if the liquid precipitation value is actually the snowfall amount in reality. And then that is incorrectly being converted to the snowfall amount.
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427
Jan ’25
SwiftUI Animation - Spooky Action At A Distance
I have a grid-like container with subviews. I recently changed some internal details of the subviews, so that changes to the values they display animate. Now, the behaviour of the grid container has changed: the animation duration used for the internal changes is now also used when the grid is re-ordered or subviews are added or removed. I can see why this happens: the grid repositions the subviews, and the subview has declared an animation that applies to all of its properties however they are modified. This doesn't seem like a good idea to me. The principle of encapsulation suggests that I should be able to make internal changes to a component without suffering "spooky action at a distance", i.e. other components unexpectedly changing their behaviour. Is this an inherent issue with SwiftUI animations, or does it suggest that I am doing something wrong?
1
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319
Jan ’25
NSApplicationDelegate openURLs never called
Hi, I have an existing AppKit-based Mac app that I have been working on for a few years. For a new feature, I wanted to have the app opened by a different app, so I setup the URL scheme under CFBundleURLTypes in my Info.plist, and adopted this delegate callback:   - (void)application: (NSApplication *)application openURLs:(nonnull NSArray<NSURL *> *)urls Now when I invoke the URL from the 2nd app, it opens my app correctly, BUT this delegate method isn't called. What's interesting is that if I make a totally new app with a URL scheme and adopt this delegate method, it gets called without a problem! SO what about my original project could be responsible for this 'opensURLs' method to not be called? I've been searching for a solution for a couple of days without any luck. The macOS app's target has a Deployment Target of 10.15 and I'm running this on macOS12.0 with Xcode 13.
Topic: UI Frameworks SubTopic: AppKit Tags:
2
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788
Feb ’25
How do I obtain the preview image for a PDF?
I have a SwiftUI view of the form struct ContentView: View { // ... .onDrop(of: [.pdf], isTargeted: $isDropTargeted) { pdfs in for pdf in pdfs { I'm just not sure what to do next, I see there's a loadPreviewImage() that if I use like: Task.detached { // returns any NSSecureCoding object let image = try! await pdf.loadPreviewImage() } Not sure how I'm supposed to get my preview image from that NSSecureCoding object
Topic: UI Frameworks SubTopic: SwiftUI
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233
Jan ’25
Why can NavigationStacks be nested in a sheet but not an overlay?
If two NavigationStacks are nested with the inner stack in a sheet NavigationLinks in the inner stack open as expected in the inner stack. struct ContentView: View { var body: some View { NavigationStack { Color.clear .sheet(isPresented: .constant(true)) { NavigationStack { ExampleList() .navigationTitle("Inner Navigation Stack") } .presentationDetents([.medium]) } .navigationTitle("Outer Navigation Stack") } } } If I try the same with an overlay instead of a sheet, NavigationLinks in the inner stack unexpectedly open in the outer stack. struct ContentView: View { var body: some View { NavigationStack { Color.clear .overlay(alignment: .bottomTrailing) { NavigationStack { ExampleList() .navigationTitle("Inner Navigation Stack") } .frame(width: 200, height: 250) .border(.black, width: 5) .padding() .presentationDetents([.medium]) } .navigationTitle("Outer Navigation Stack") } } } Even the navigation title for the outer stack is being overridden by the inner stack's navigation title. TLDR What magic is sheet using that allows for nested NavigationStacks and how might I approach getting this to work in an overlay? iOS 18.2 Xcode 16.2 The definition of ExampleList for reproducibility: struct ExampleList: View { var body: some View { List(1..<5) { number in NavigationLink("\(number)") { Text("\(number)") .font(.largeTitle) } } } }
1
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506
Jan ’25
Detect user's tap on status bar
I have an app which uses Scene var body: some Scene { WindowGroup { RootView(root: appDelegate.root) .edgesIgnoringSafeArea(.all) .onOpenURL { url in let stringUrl = url.absoluteString if (stringUrl.starts(with: "http")) { handleUniversalLink(url: stringUrl) } else if (stringUrl.starts(with: "fb")) { let _ = ApplicationDelegate.shared.application( UIApplication.shared, open: url, sourceApplication: nil, annotation: [UIApplication.OpenURLOptionsKey.annotation]) } } } } I need to detect when a user taps on status bar. And call some functions when he does it. Is it possible in Swift?
Topic: UI Frameworks SubTopic: SwiftUI
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246
Feb ’25