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SwiftUI List performance

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Copyright infringement in an app distributed long-term via TestFlight
Hello everyone, I’m reaching out from the music publishing side and would appreciate guidance from developers or anyone familiar with TestFlight governance. We’ve identified an app that has been distributed via TestFlight for an extended period (regular renewals, updates, and new TestFlight builds). The app’s core functionality involves publishing copyrighted musical works (sheet music), without authorization from the authors or rightsholders. We have attempted to contact the developer using the contact details available through the TestFlight listing and associated project information. To date, we have received no response, and the TestFlight distribution continues. From our perspective, the developer appears to rely on TestFlight to keep the app off the App Store, where standard copyright enforcement mechanisms would normally apply. My questions are: Does Apple consider long-term, continuously renewed TestFlight distribution to be a form of public distribution? Is there a mechanism within the Apple
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Reply to System Panic with IOUserSCSIParallelInterfaceController during Dispatch Queue Configuration
Hi Kevin, During the implementation of batch task buffer mapping, we observed an inconsistency between API return values and actual memory addresses, which leads to an immediate system Panic (Kernel Data Abort). Inside the implementation of UserMapBundledParallelTaskCommandAndResponseBuffers, we performed the following operations on the Response Buffer: We invoked CreateMapping(0, 0, 0, 0, 0, &ivars->fResponseMap) on the provided parallelResponseIOMemoryDescriptor. CreateMapping returns kIOReturnSuccess, and the resulting ivars->fResponseMap object pointer is non-null. However, a subsequent call to ivars->fResponseMap->GetAddress() returns NULL (0x0). After the DEXT returns from UserMapBundledParallelTaskCommandAndResponseBuffers with this NULL address, the system immediately triggers a Panic when the kernel attempts to process subsequent discovery commands (e.g., Inquiry). Panic Type: Kernel data abort Fault Address (FAR): 0x0000000000000000 Exception Class (ESR): 0x96000006 (Transla
Topic: App & System Services SubTopic: Drivers Tags:
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Showing 3D/AR content on multiple pages in iOS with RealityView
Hi. I'm trying to show 3D or AR content in multiple pages on an iOS app but I have found that if a RealityView is used earlier in a flow then future uses will never display the camera feed, even if those earlier uses do not use any spatial tracking. For example, in the following simplified view, the second page realityView will not display the camera feed even though the first view does not use it not start a tracking session. struct ContentView: View { var body: some View { NavigationStack { VStack { RealityView { content in content.camera = .virtual // showing model skipped for brevity } NavigationLink(Second Page) { RealityView { content in content.camera = .spatialTracking } } } } } } What is the way around this so that 3D content can be displayed in multiple places in the app without preventing AR content from working? I have also found the same problem when wrapping an ARView for use in SwiftUI.
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How to Integrate Apple Wallet with Custom FinTech Apps
Hi everyone, With the rapid growth of digital banking, payments, and AI-driven financial services, building secure and scalable FinTech apps on iOS has become more complex than ever. From handling sensitive user data to ensuring compliance and seamless performance, iOS developers face multiple technical challenges. Key areas that usually require deep expertise include: Apple Pay and Wallet integrations Secure authentication (Face ID / Touch ID / biometrics) Real-time transaction processing Core ML for financial predictions SwiftUI dashboards for financial analytics Data encryption and regulatory compliance https://www.nimbleappgenie.com At Nimble AppGenie, we’ve worked extensively as a FinTech app development expert, helping startups and enterprises design and build iOS financial applications that are secure, scalable, and user-centric. Our experience shows that the most successful fintech apps are those that balance strong security architecture with intuitive UX and performance opt
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SwiftUI onChange fires twice when filtering data from @Observable store
Hi all, I’m running into a “double update” effect in SwiftUI when using the @Observable with @State. I’m trying to understand whether this is expected behavior, a misuse on my side, or a potential bug. Setup I have an observable store using the Observation macro: @Observable class AlbumStore { var albums: [Album] = [ Album(id: 1, title: Album 1, author: user1), Album(id: 2, title: Album 2, author: user1), Album(id: 3, title: Album 3, author: user1), Album(id: 4, title: Album 4, author: user1), Album(id: 5, title: Album 5, author: user1), Album(id: 6, title: Album 6, author: user1) ] func addAlbum(_ album: Album) { albums.insert(album, at: 0) } func removeAlbum(_ album: Album) { albums.removeAll(where: { $0 == album }) } } In my view, I inject it via @Environment and also keep some local state: @Environment(AlbumStore.self) var albumStore @State private var albumToAdd: Album? I derive a computed array that depends on both the environment store and local state: private var filteredAlbums: [Album] { let
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File Download Support in SwiftUI Native WebView (iOS 26+)
I am using the native SwiftUI WebView and WebPage APIs (iOS 26+) and would like to implement file download functionality using the native SwiftUI WebView. However, I have not been able to find any APIs equivalent to WKDownload. In WKWebView, the WKDownload API can be used to handle downloads. I am looking for a similar API or recommended approach in the native SwiftUI WebView that would allow downloading files. If anyone has guidance or suggestions on how to implement this, I would appreciate your help.
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Same Color in View and colorEffect shader argument produce different results
Opened feedback item FB21877364. Context I have the following Metal shader, which replaces one color with another. [[ stitchable ]] half4 recolor( float2 position, half4 currentColor, half4 from, half4 to ) { if (all(currentColor == from)) return to; return currentColor; } Given this SwiftUI view: let shader = ShaderLibrary.recolor(.color(.red), .color(.green)) Color.red .colorEffect(shader) I get a red rectangle instead of the expected green one. Note that this works on both dynamic and non-dynamic colors. Note that this sometimes works with some colors, which is very inconvenient when trying to figure out what's going on. Did I miss something? I would've expected the shader to work with colors the same way. Issue To really highlight the issue, here's another test case. I'll define #94877E in an Asset Catalog as example and check the RGB values using the Digital Color Meter app in Display native values mode. We'll use the following shader to determine how colorEffect receives colors: [[ stitchable ]
Topic: UI Frameworks SubTopic: SwiftUI
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Using a security-scoped bookmark with a symlink
I am developing an application on macOS in SwiftUI which exchanges files with other processes on a network. Some of these processes may be on Linux and write to a network drive. The files are refreshed at 10, 15 or 60 second intervals, and keep the same name. The software is supposed to run 24/7 and have persistent paths, so that on restart it does not need setting up. And it runs in the sandbox. I have got this working with macOS-only external processes by putting the exchange files in a fixed folder on the network storage and using security-scoped bookmarks to the file and or folder. But it doesn't work so well when one of the writing processes is a Linux process writing to its own storage. I can put a symlink in my fixed folder and if i select the folder and the symlink after each app restart, it works. but how can i make such a set-up persistent so it works after app restart without manual selection?
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Reply to In a List row on macOS, changing Image color when row is selected
Hello Cykelero, Thanks for your question. Please see the following section in the entry for backgroundProminence: Note that the use of backgroundProminence was used by a view that was nested in additional stack containers within the row. This ensured that the value correctly reflected the environment within the list row itself, as opposed to the environment of the list as a whole. One way to ensure correct resolution would be to prefer using this in a custom ShapeStyle instead, for example: and Views like List and Table as well as standard shape styles like ShapeStyle.selection will automatically update the background prominence of foreground views. By modifying your code to use a custom ShapeStyle, I was able to colorize the Image accordingly: struct ListItem: View { var body: some View { HStack { Image(systemName: person.fill) .foregroundStyle(FillStyle()) Text(Person) } } } extension ListItem { struct FillStyle: ShapeStyle { func resolve(in env: EnvironmentValues) -> some Shap
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to CPContactTemplate does not display buttons iOS26
Thanks for the post, so when using the https://developer.apple.com/documentation/carplay/cpcontacttemplate api for CarPlay has changed the output from iOS 16 to 26? Can you provide a focused sample showing the issue? The most common reason for buttons not showing is incorrect setup. The code for creating and configuring the buttons must be correct. Are you correctly initializing the button classes (e.g., CPContactCallButton())?Are you setting the properties of the buttons correctly (e.g., contactName, phoneNumber, messageBody)?Ensure you have implemented logic to handle button presses. Buttons require interaction to perform actions. Without either the target-action pattern (using addTarget) or implementing a CPButton delegate method the buttons have nothing to execute. The template needs to be presented using the correct CarPlay CPInterfaceController. Ensure that you are displaying your CPContactTemplate through the CarPlay interface. Ensure the view controller which is housing the CarPlay template i
Topic: Design SubTopic: General Tags:
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Reply to Conditional Modifiers *if available*
Thanks for the post. My apologies as is hard to follow the code as the .cueStyle() is in else? so the if #available(macOS 26.0, *) { won’t apply there as far as I can tell. Can you post the code in a better way? There is a way I personally handle conditional modifiers in SwiftUI without duplicating large blocks of code. You can use an extension to conditionally apply the appropriate modifier based on the macOS version, while ensuring both modifiers conform to the same type. One approach is to define a protocol that both GlassCueStyle and CueStyle conform to, and then use that protocol to write a conditional modifier. protocol CueStyleModifier: ViewModifier { init(font: Font) } Maybe too over complicating that? Make sure both GlassCueStyle and CueStyle conform to the protocol. Create a conditional extension on View to apply the correct modifier. extension View { func applyCueStyle(font: Font = .system(size: 45)) -> some View { #if os(macOS) && targetEnvironment(macCatalyst) if #available(ma
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to Layout issue using .strokeBorder modifier
Thanks for the post, hard to see your code, will be better if you post it as code to copy and paste, did you defined the color of the strokeBoarder like? .overlay { Circle() .strokeBorder(.black, lineWidth: 4) } In my opinion and observations, this may happens when anti-aliasing is applied to the view’s edges which results in partially transparent pixels to smooth out the transition between the view and its background? To remedy this issue we can set the rasterizationScale modifier on the view that is getting the strokeBorder applied to match the screen scale and force Sharp edges. Let me know. Also looking for other SwiftUI developers opinion. Thanks, Albert Pascual
  Worldwide Developer Relations.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to Animation does not work with List, while works with ScrollView + ForEach
Some issue here. I have a MVP that outlines to issue easily: import SwiftUI struct ContentView: View { var body: some View { List { Element() Element() Element() } } } struct Element: View { @State var isOn: Bool = false var body: some View { VStack { HStack { Text(Hello, World!) Button(Toggle) { isOn.toggle() } } if isOn { Text(It's on!) .transition(.opacity) } } .animation(.default, value: isOn) } } #Preview { ContentView() .frame(width: 400) } When using LazyVStack instead of List, the animation works flawlessly.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Reply to انشاء تطبيق جديد
Thanks for the post and happy you want to create a game. But your post does not provide specific questions we can answer. About the development environment you asked in your post if translate worked well: Development Environment: Xcode: This is Apple's integrated development environment (IDE). You'll need it to write and build your iOS or macOS app. Download it from the Mac App Store. Swift (Programming Language): Swift is Apple's preferred language for iOS/macOS development. It's modern, safe, and relatively easy to learn. UIKit or SwiftUI (User Interface Framework): UIKit: The traditional framework. Mature and highly documented. Might be more suitable if your team is already familiar with it. SwiftUI: Apple's newer, declarative UI framework. Easier to write cleaner and more maintainable code, especially for simple layouts. Consider this if you're starting fresh. We will focus on SwiftUI for this guide. Here are a few suggestions that might help it attract more attention: Provide m
Topic: Graphics & Games SubTopic: General Tags:
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