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This topic area is about the programming languages themselves, not about any specific API or tool. If you have an API question, go to the top level and look for a subtopic for that API. If you have a question about Apple developer tools, start in the Developer Tools & Services topic. For Swift questions: If your question is about the SwiftUI framework, start in UI Frameworks > SwiftUI. If your question is specific to the Swift Playground app, ask over in Developer Tools & Services > Swift Playground If you’re interested in the Swift open source effort — that includes the evolution of the language, the open source tools and libraries, and Swift on non-Apple platforms — check out Swift Forums If your question is about the Swift language, that’s on topic for Programming Languages > Swift, but you might have more luck asking it in Swift Forums > Using Swift. General: Forums topic: Programming Languages Swift: Forums subtopic: Programming Languages > Swift Forums tags: Swift Developer > Swift website Swift Programming Language website The Swift Programming Language documentation Swift Forums website, and specifically Swift Forums > Using Swift Swift Package Index website Concurrency Resources, which covers Swift concurrency How to think properly about binding memory Swift Forums thread Other: Forums subtopic: Programming Languages > Generic Forums tags: Objective-C Programming with Objective-C archived documentation Objective-C Runtime documentation Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com"
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Oct ’25
Application Hangs with Nested LazyVStack When Accessibility Inspector is Active
Description I've encountered a consistent hang/freeze issue in SwiftUI applications when using nested LazyVStack containers with Accessibility Inspector (simulator) or VoiceOver (physical device) enabled. The application becomes completely unresponsive and must be force-quit. Importantly, this hang occurs in a minimal SwiftUI project with no third-party dependencies, suggesting this is a framework-level issue with the interaction between SwiftUI's lazy view lifecycle and the accessibility system. Reproduction Steps I've created a minimal reproduction project available here: https://github.com/pendo-io/SwiftUI_Hang_Reproduction To Reproduce: Create a SwiftUI view with the following nested LazyVStack structure: struct NestedLazyVStackView: View { @State private var outerSections: [Int] = [] @State private var innerRows: [Int: [Int]] = [:] var body: some View { ScrollView { LazyVStack(alignment: .leading, spacing: 24) { ForEach(outerSections, id: \.self) { section in VStack(alignment: .leading, spacing: 8) { Text("Section #\(section)") // Nested LazyVStack LazyVStack(alignment: .leading, spacing: 2) { ForEach(innerRows[section] ?? [], id: \.self) { row in Text("Section #\(section) - Row #\(row)") .onAppear { // Load more data when row appears loadMoreInner(section: section) } } } } .onAppear { // Load more sections when section appears loadMoreOuter() } } } } } } Enable Accessibility Inspector in iOS Simulator: Xcode → Open Developer Tool → Accessibility Inspector Select your running simulator Enable Inspection mode (eye icon) Navigate to the view and start scrolling Result: The application hangs and becomes unresponsive within a few seconds of scrolling Expected Behavior The application should remain responsive when Accessibility Inspector or VoiceOver is enabled, allowing users to scroll through nested lazy containers without freezing. Actual Behavior The application freezes/hangs completely CPU usage may spike The app must be force-quit to recover The hang occurs consistently and is reproducible Workaround 1: Replace inner LazyVStack with VStack LazyVStack { ForEach(...) { section in VStack { // ← Changed from LazyVStack ForEach(...) { row in ... } } } } Workaround 2: Embed in TabView TabView { NavigationStack { NestedLazyVStackView() // ← Same nested structure, but no hang } .tabItem { ... } } Interestingly, wrapping the entire navigation stack in a TabView prevents the hang entirely, even with the nested LazyVStack structure intact. Questions for Apple Is there a known issue with nested LazyVStack containers and accessibility traversal? Why does wrapping the view in a TabView prevent the hang? Are there recommended patterns for using nested lazy containers with accessibility support? Is this a timing issue, a deadlock, or an infinite loop in the accessibility system? Why that happens? Reproduction Project A complete, minimal reproduction project is available at: https://github.com/pendo-io/SwiftUI_Hang_Reproduction
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ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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How do I get content to blur behind a floating input bar, like Mail, Messages and other native apps do?
I have a chat app with a floating composer pill (NSGlassEffectView) pinned to the bottom of my content area. Messages scroll behind it. The pill looks fine but content behind it is completely clear. Fully legible text showing through, no frosting at all. Mail, Messages, Notes all have this frosted look where content behind a floating bar is blurred enough that you can't read it. That's what I'm going for. My scroll view has wantsLayer = true. I tried hasVerticalScroller = true + scrollerStyle = .overlay based on a tip I saw in another thread. No change. Is NSGlassEffectView supposed to blur what's behind it, or is the frosting in Apple's apps coming from the scroll edge effect? If it's the scroll edge effect, is there any way to trigger it for a custom floating view at the bottom of a scroll view? I can't find any AppKit API for this. I also spent time trying this in SwiftUI using .glassEffect() on macOS. Same result, the material renders nearly clear with no way to control the frosting level via any public API. If I'm missing something obvious I'd love to know. I've been stuck on this one for a while. Thanks for any advice! I've attached photos of my input bar (clearly transparent) and Apple Messages, which has a style that I see all over iOS and Mac OS 26.
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func scene(_ scene: UIScene, openURLContexts URLContexts: Set) not called
This is an iOS app that runs on Mac in iPad mode. on Mac, I want to be able to drop a file (pdf) on the app icon and see it in the app to display some notification that operation was OK. For this, I use notification, sent from sceneDelegate. All VC add observer for the notification, allowing to display whatever the front VC is. It works OK in most cases, except when: I drop a file on the app icon in the dock (app launched from Xcode which creates the icon in dock) In this case, I need to repeat the drop to get the notification sent. After that, it works systematically. The problem does not come from notification, but because func scene(_ scene: UIScene, openURLContexts URLContexts: Set) is not called, as I could test with: func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) { print("dropped") } dropped is logged only on second drop. Why does this occur only for the dock icon ?
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"Unable to find module dependency" with custom PRODUCT_MODULE_NAME
Hi! Here is a brief introduction at first. I am developing a framework and our project has following structure: All frameworks are static ones. PublicAPI framework contains the only declarations that are visible to users, while ModuleX frameworks are internal modules. During build process we archive all targets and libtool all internal module binaries into PublicAPI one. This way we distribute our framework as a single xcframework package and hide all internal modules from users. Here is the problem part. All these frameworks exist in separate projects that have single static library target. I want to add new targets with different settings, say SWIFT_ACTIVE_COMPILATION_CONDITIONS or else. So project would look like this Also I would like both regular and extended targets to build frameworks with same module name, so that neither users (that use PublicAPI framework) nor I would have to change imports in my code. My idea was to set PRODUCT_MODULE_NAME in extended targets to the same value as in regular ones. But when I build PublicAPIExtended target I get an error Unable to find module dependency 'Module1' although derived data contains Module1Extended.framework with Module1 module inside. What did I do wrong? Is it possible to build project like this at all? And another thing - I also tried to build a scheme containing both PublicAPI and PublicAPIExtended targets and got different error even prior to build: error: Multiple commands produce '<ExtractAppIntentsMetadata Path(_str: "/Users/antonprotko/Library/Developer/Xcode/DerivedData/test-acncglphufkosyhjzbwrbzalsnlh/Build/Products/Debug") bar/Metadata.appintents>' note: Target 'bar copy' (project 'bar'): ExtractAppIntentsMetadata note: Target 'bar' (project 'bar'): ExtractAppIntentsMetadata Can I fix it somehow? Here is example project with similar targets - foo/foo_copy and bar/bar_copy share the same sources with different compilation conditions. bar targets depend on foo targets and building bar_copy fails with Unable to find module dependency: 'foo' https://drive.google.com/file/d/1Cj5cIw8U0LJ5Xt9ZnhbKIo240kbrizLE/view?usp=sharing
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NSInvalidArgumentException while sharing in UIDocumentInteractionController
According to our crash analytics, the application crashes when trying to share a PDF file in the UIDocumentInteractionController. This crash takes place on iOS 26+ only. Based on analytics, user sessions end when the pdf file is opened in the UIDocumentInteractionController. We couldn't reproduce it on a physical device or a simulator. Can you please help with a fix or at least workaround for this issue? What's your opinion for bug localization (application or framework)? Crash log is attached below. CoreFoundation __exceptionPreprocess + 164 libobjc.A.dylib objc_exception_throw + 88 CoreFoundation -[__NSArrayM insertObject:atIndex:] + 1276 ShareSheet __79-[SHSheetActivityItemsManager loadItemProvidersForRequest:activity:completion:]_block_invoke + 972 ShareSheet __79-[_UIShareServiceActivityProxy _loadItemProvidersFromActivityItems:completion:]_block_invoke + 88 ShareSheet __74+[UIActivity _loadItemProvidersFromActivityItems:withCacheURL:completion:]_block_invoke_4 + 352 libdispatch.dylib _dispatch_call_block_and_release + 32 libdispatch.dylib _dispatch_main_queue_drain.cold.5 + 812 libdispatch.dylib _dispatch_main_queue_drain + 180 CoreFoundation __CFRunLoopRun + 1944
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iOS 26.0+: Liquid Glass views don't respect named colors
Hello, I'm a bit new to iOS development, so this could be something I've overlooked, but I've tried a bunch of things on my own and with the help of Copilot, as well as some senior engineers here at my company. I let AI summarize what the problem is, what I've tried, what doesn't work, and also some information on the system: Problem: UITabBarAppearance Custom Colors Ignored - All Diagnostics Show Correct Configuration Environment: iOS Deployment Target: 13.4 Xcode: Latest (26.4.1 as of writing) Device/Simulator: Both affected Language: Swift UI: UIKit with Storyboards Description: Tab bar selected item displays system default colors (gray in light mode, white in dark mode) instead of my custom named color from asset catalog. System colors like .systemBlue work correctly, but custom asset catalog colors are completely ignored. Expected behavior: Selected tab bar item should display BlueTVColor2 (RGB 0, 0.173, 0.38 in light mode; RGB 0, 0.569, 1.0 in dark mode) Actual behaviour: Selected tab bar item displays gray/white/black system defaults What I've Verified Works Correctly: Color resolution: let color = UIColor(named: "BlueTVColor2") print(color) // Resolves correctly print(color?.resolvedColor(with: .init(userInterfaceStyle: .light))) // RGB(0, 0.173, 0.38) print(color?.resolvedColor(with: .init(userInterfaceStyle: .dark))) // RGB(0, 0.569, 1.0) Asset Catalog Configuration: BlueTVColor2.colorset has both light and dark variants template-rendering-intent: template set on all tab bar images All images use .alwaysTemplate rendering mode (verified at runtime) UITabBarAppearance Configuration (Although I've also tried just directly in the storyboard, it didn't work, the below is in code-behind): override func viewDidLoad() { super.viewDidLoad() let selectedColor = UIColor(named: "BlueTVColor2")!.resolvedColor(with: traitCollection) let normalColor = UIColor.redTVColor.resolvedColor(with: traitCollection) let appearance = UITabBarAppearance() appearance.configureWithOpaqueBackground() let itemAppearance = UITabBarItemAppearance() itemAppearance.selected.iconColor = selectedColor itemAppearance.selected.titleTextAttributes = [.foregroundColor: selectedColor] itemAppearance.normal.iconColor = normalColor appearance.stackedLayoutAppearance = itemAppearance appearance.inlineLayoutAppearance = itemAppearance appearance.compactInlineLayoutAppearance = itemAppearance tabBar.isTranslucent = false tabBar.standardAppearance = appearance if #available(iOS 15.0, *) { tabBar.scrollEdgeAppearance = appearance } tabBar.tintColor = selectedColor tabBar.unselectedItemTintColor = normalColor } Runtime Diagnostics Confirm Everything is Set Correctly: Appearance selected iconColor: RGB(0, 0.569, 1) // Correct Tab bar standardAppearance selected iconColor: RGB(0, 0.569, 1) // Correct Tab bar tintColor: RGB(0, 0.569, 1) // Correct Tab bar unselectedItemTintColor: RGB(1, 0.259, 0.271) // Correct All tab bar item images: Rendering mode = 2 (.alwaysTemplate) // Correct Settings persist through viewDidAppear // Correct Yet the UI displays system default gray/white/black colors. What I've Tried (All Failed): Deprecated selectedImageTintColor property (returns nil when standardAppearance is set) Both configureWithDefaultBackground() and configureWithOpaqueBackground() Dynamic colors vs resolved fixed colors Configuring all layout appearances (stacked, inline, compactInline) Setting isTranslucent = false Re-applying appearance in viewDidAppear with delayed dispatch Manually re-applying template rendering mode to images at runtime Removing storyboard color configuration entirely Changing global accent color build setting System colors (.systemBlue) work fine; only custom asset catalog colors fail Additional Context: This is a legacy project originally created around 2013-2015, migrated to modern Swift/iOS (not everywhere, major parts are still using objc, UIKit/Storyboard) When I set tabBar.tintColor = .systemBlue it works perfectly The color BlueTVColor2 is used successfully elsewhere in the app (also if setting it as the background of the UITabBar, it works, just not as a tint for the icons/text) Storyboard has no selectedImageTintColor set (removed during debugging) No UITabBar.appearance() proxy calls anywhere in codebase Deployment target is iOS 13.4 (when UITabBarAppearance was introduced) Pre iOS 26.0, the adding of the tint color to the UITabBar worked as intended, so this has come as a result of the update to iOS 26.0 in some way Comparison with Working Test Project: Created a fresh iOS project with same setup - custom asset catalog colors work perfectly in tab bar with identical UITabBarAppearance configuration. Question: Why would UITabBarAppearance properties show correct colors in diagnostics but render with system defaults? Is there a known issue with asset catalog named colors in UITabBarAppearance on iOS 13.4+? Could legacy project settings interfere with modern appearance API? Any insights would be greatly appreciated. I'm running out of ideas and this seems like either a framework bug or some undocumented interaction between asset catalogs and tab bar appearance. Code Sample: I can't release much code besides just things I've worked on, so hopefully this full description of the problem and everything I've tried can help illuminate the issue at hand. I've tried all of the above and probably more the past week and can't make heads or tails of where the issue is located. The best I can come up with right now is some sort of compatibility issues but I have no way of determining where it is that I should investigate and fix.
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Community-driven index site for Swift playgrounds
Hey everyone! I wanted to share a small project I’ve been working on called Swiftgrounds: https://swiftgrounds.dev It’s a community-driven index for Swift Playground books and apps. This is my attempt to bring an option for creators to reach learners and share their content. Swiftgrounds supports the same JSON feed format Apple originally designed, so if you already have a feed set up, you can plug it in without making any changes. If you’re building Playground content, I’d love for you to give it a try and share your work there. Hope you like the project!
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Shortcuts breaking in iOS 26.5
iOS 26.5 regression: DisplayRepresentation.Image not rendering in OptionsCollection picker Apple's official sample Accelerating App Interactions with App Intents no longer renders entity images on iOS 26.5. Repro: Build the unmodified sample on iOS 26.5 sim (or device). Shortcuts app → add Get Trail Conditions → tap the Trail parameter. Expected (works on 26.3): Each trail in the Favorites picker shows its image via DisplayRepresentation.Image(named:) from TrailEntity.displayRepresentation.
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Programatically adding to a TextField and moving the TextSelection point in SwiftUI
Hi! I am trying to create a simple SwiftUI TextField, with an external button to add text to the field at the current insertion point (the cursor in the TextField). When I add the text, the cursor (I-Beam) remains at the original insertion point, so I want it to move over to the end of what I added. The trouble is, it sometimes moves further forward or to the end (visibly) but works as if it is still at the point I moved it to. This seems to possibly be due to emojis in the TextField (because, I assume, they are composed of more bytes). Further, sometimes the addition of the text can cause an emoji to appear unexpectedly, I assume because it is combining the bytes in an odd way. So moving the cursor seems to sometimes introduce weird behaviour. This comes from a much larger project, but I have distilled this down to the smallest example project I could. And I have a video to show how it behaves. Here's the main part of the code, and I'll attach an Xcode project: import SwiftUI struct ContentView: View { @State private var text: String = "abcdef🧁🧁🧁🧁ghijkl" @State private var selectedText: TextSelection? var body: some View { VStack { TextField("", text: $text, selection: $selectedText) .font(.title) Button("Add Z at Insertion Point in TextField") { // Get indices of any selection in the text field let from: String.Index, to: String.Index if let selectedText = selectedText { let indices = selectedText.indices switch indices { case .selection(let range): from = range.lowerBound to = range.upperBound case .multiSelection(let rangeSet): from = rangeSet.ranges.first!.lowerBound to = rangeSet.ranges.first!.upperBound default: from = self.text.endIndex to = self.text.endIndex } } else { from = self.text.endIndex to = self.text.endIndex } guard from <= to && from <= self.text.endIndex else { return } // Insert and update the cursor position self.text.replaceSubrange(from..<to, with: "Z") // Move cursor after the inserted character let newIndex = self.text.index(after: from) selectedText = TextSelection(insertionPoint: newIndex) } } .padding() } } STEPS TO REPRODUCE Run the app. Also view the video as it shows the steps. Put insertion point between c and d. Press the "Add Z" button. Note that Z is placed between c and d. This is great. Put insertion point between h and i. Press the "Add Z" button. Note that Z is placed between h and i. BUT, the insertion point I-beam moves to the end of the string. Press the "Add Z" button again. Z is added where you would have expected based on where the TextSelection insertion point was put, but the flashing I-Beam is still at the end. Press the "Add Z" button again. Same issue. insertion point is being shown at end, but to the button it is between Z and i. OF NOTE, if you use the keyboard and press delete, it deletes from end (where the I-beam is). Now put insertion point between the 4 cupcakes. Press "Add Z" two times. It behaves correctly. Press "Add Z" a third time. It adds a fairy emoji. So, any idea what I am doing wrong? I thought it might be an issue requiring me to update in a background thread, but I tried that, even delaying the update in the thread, but the issue remains. Thanks in advance. Here's a video: https://curmi.name/temp/SimpleTextField%20showing%20issues.mp4 And if it helps, here is the Xcode project: https://curmi.name/temp/SimpleTextfield.zip
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iOS crash: EXC_BAD_ACCESS in iOS 26+ when mouting/dismounting WebView
I'm experiencing a native crash on iOS 26+ with WebKit with title: EXC_BAD_ACCESS (KERN_INVALID_ADDRESS). The stack trace points to UIKit/WebKit animation and context menu handling, and the crash occurs while a WebView is presented or dismissed. Crashed: com.apple.main-thread 0 WebKit 0x7bcfac <redacted> + 12 1 WebKit 0xaf5c34 <redacted> + 84 2 UIKitCore 0x34ebdc -[_UIContextMenuAnimator performAllCompletions] + 248 3 UIKitCore 0x7f997c block_destroy_helper.72 + 1840 4 UIKitCore 0x7fb4b4 objectdestroy.36Tm + 88 5 UIKitCore 0x7ad354 objectdestroy.3Tm + 30500 6 UIKitCore 0x5c0e5c __swift_memcpy192_8 + 4352 7 UIKitCore 0x21944 block_copy_helper.374 + 40 8 UIKitCore 0x1dc174 -[_UIGroupCompletion _performAllCompletions] + 160 9 UIKitCore 0x35d0c4 -[_UIGravityWellEffectBody .cxx_destruct] + 180 10 UIKitCore 0x215018 -[UIScrollView _contentLayoutGuideIfExists] + 72 11 UIKitCore 0x943e4 NSStringFromUIEdgeInsets + 304 12 UIKitCore 0x94348 NSStringFromUIEdgeInsets + 148 13 UIKitCore 0x8f598 __UIVIEW_IS_EXECUTING_ANIMATION_COMPLETION_BLOCK__ + 36 14 UIKitCore 0x1995d8c -[UIViewAnimationBlockDelegate _sendDeferredCompletion:] + 92 15 libdispatch.dylib 0x1adc _dispatch_call_block_and_release + 32 16 libdispatch.dylib 0x1b7fc _dispatch_client_callout + 16 17 libdispatch.dylib 0x38b10 _dispatch_main_queue_drain.cold.5 + 812 18 libdispatch.dylib 0x10ec8 _dispatch_main_queue_drain + 180 19 libdispatch.dylib 0x10e04 _dispatch_main_queue_callback_4CF + 44 20 CoreFoundation 0x6a2b4 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 16 21 CoreFoundation 0x1db3c __CFRunLoopRun + 1944 22 CoreFoundation 0x1ca6c _CFRunLoopRunSpecificWithOptions + 532 23 GraphicsServices 0x1498 GSEventRunModal + 120 24 UIKitCore 0x9ddf8 -[UIApplication _run] + 792 25 UIKitCore 0x46e54 UIApplicationMain + 336 26 - 0xedf88 main + 24 (AppDelegate.swift:24) 27 ??? 0x196686e28 (Missing)
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Issues with TCP Socket Management and Ghost Data on ESP32 (Swift)
Hi everyone, I'm developing an iOS app using Swift (Foundation, Network, and Combine) that communicates via TCP with a weighing scale. The scale uses an internal ESP32 module acting as a Wi-Fi Access Point (no internet access) specifically for data transmission. The app connects to this network and opens a socket to receive weight data and send command strings. I’m currently facing two main issues: Socket Management: The socket isn't closing properly. Occasionally, the app opens multiple simultaneous connections instead of maintaining a single one. Since the ESP32 has a client limit, these ghost connections eventually hang the communication module. Invalid Outbound Data: The connection drops frequently because the scale receives invalid strings from the app. My logs show strange character sequences (like "gggggggggfdhj" or "vfgdddddddddddtty") being sent involuntarily. I haven't programmed these strings, and they cause the scale to terminate the session due to protocol violations. How can I ensure proper socket closure and prevent these random data packets? Additionally, a technical question: Is it possible to keep this TCP connection active in the background indefinitely on iOS while the user interacts with other apps?
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Xcode 26.4 and 26.3: Swift compiler crashes during archive with iOS 17 deployment target
I submitted this to Feedback Assistant as FB22331090 and wanted to share a minimal reproducible example here in case others are seeing the same issue. Environment: Xcode 26.4 or Xcode 26.3 Apple Swift version 6.3 (swiftlang-6.3.0.123.5 clang-2100.0.123.102) Effective Swift language version 5.10 Deployment target: iOS 17.0 The sample app builds successfully for normal development use, but archive fails. The crash happens during optimization in EarlyPerfInliner while compiling the synthesized deinit of a nested generic Coordinator class. The coordinator stores a UIHostingController. Minimal reproducer: import SwiftUI struct ReproView<Content: View>: UIViewRepresentable { let content: Content func makeUIView(context: Context) -> UIView { context.coordinator.host.view } func updateUIView(_ uiView: UIView, context: Context) { context.coordinator.host.rootView = content } func makeCoordinator() -> Coordinator { Coordinator(content: content) } final class Coordinator { let host: UIHostingController<Content> init(content: Content) { host = UIHostingController(rootView: content) } } } Used from ContentView like this: ReproView(content: Text("Hello")) Steps: Create a new SwiftUI iOS app. Set deployment target to iOS 17.0. Add the code above. Archive. Expected result: Archive succeeds, or the compiler emits a normal diagnostic. Actual result: The Swift compiler crashes and prints: "Please submit a bug report" "While running pass ... SILFunctionTransform 'EarlyPerfInliner'" The crash occurs while compiling the synthesized deinit for ReproView.Coordinator. Relevant log lines from my archive log: line 209: Please submit a bug report line 215: While running pass ... EarlyPerfInliner line 216: for 'deinit' at ReproView.swift:19:17 One more detail: The same sample archived successfully when the deployment target was higher. Lowering the deployment target to iOS 17.0 made the archive crash reproducible. This may be related to another forum thread about release-only compiler crashes, but the reproducer here is different: this one uses a generic UIViewRepresentable with a nested Coordinator storing UIHostingController.
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AuditToken and SecCodeCopySigningInformation
In our macOS solution, we have a few processes and a few plugin modules which communicate with each other over XPC. We have recently started enforcing library validation flag along with hardened runtime for all processes and plugins. To enforce that, we are trying to get signing information from the XPC audit token using SecCodeCopySigningInformation with kSecCSDynamicInformation flag. As per documentation, this flag requires a live SecCode not SecStaticCode to be passed to SecCodeCopySigningInformation. However, SecCodeCopySigningInformation explicitly requires SecStaticCode in its parameters. So I am unsure how to pass live SecCode to SecCodeCopySigningInformation without copying SecStaticCode from it using SecCodeCopyStaticCode. Force cast from SecCode to SecStaticCode fails. Is unsafeBitCast a valid option in this case? Note that we support macOS version 12 and later.
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
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Sending 'geoRegion' risks causing data races
I have this simple piece of code that of course correctly ran in Swift 5: func geoRegion()-> CLRegion?{ guard let location=referenceLocation else{ return nil } return CLCircularRegion(center:location.coordinate, radius:50000, identifier:"georeferencing") } func placemarksForAddress(_ address: String) async throws -> [CLPlacemark]?{ if let placemark=placemarkCache[address]{ if placemark.location!.distance(from: referenceLocation!)<100000{ return [placemark] } } do{ guard let geoRegion=self.geoRegion() else { return nil } let placemarks = try await georeferenceQueue.geocodeAddressString( address, in: geoRegion) if placemarks.count>=0{ self.placemarkCache[address]=MKPlacemark(placemark: placemarks[0]) return placemarks } } catch { let placemarks=try await self.placemarkForLocation(referenceLocation) return placemarks } return nil } That now presents error: Sending task-isolated 'geoRegion' to actor-isolated instance method 'geocodeAddressString(_:in:)' risks causing data races between actor-isolated and task-isolated uses
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A Repeating timer in Swift 6
I'm using that repeating timer for processing information repeatedly: actor RepeatingTimer { private var task: Task<Void, Never>? private var isPaused = false func start(duration: Double, onTick: @escaping () -> Void) { task?.cancel() // Cancel any existing timer isPaused = false task = Task { while !Task.isCancelled { // Check if paused if !isPaused { onTick() } // Sleep for the interval try? await Task.sleep(for: .seconds(duration)) } } } func pause() { isPaused = true } func resume() { isPaused = false } func stop() { task?.cancel() task = nil } }` Yet when I call it from another actor with: await timer.start(duration: interval, onTick:{ self.process() }) I get: Sending 'self'-isolated value of non-Sendable type '() -> ()' to actor-isolated instance method 'start(duration:onTick:)' risks causing races in between 'self'-isolated and actor-isolated uses Is there some more stable option for managing repeating timers, or how to solve this error?
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MKMapView realistic elevationStyle cannot combine with overlays
I have an MKMapView displaying realistic elevation. As soon as I call "mapView.addOverlays([polylines])" which then trigger: func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer { if let polyline = overlay as? MKPolyline { let view = MKPolylineRenderer(polyline: polyline) // ... return view } return MKOverlayRenderer(overlay: overlay) } The map instantly turn flat until I remove all the overlays.
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Programming Languages Resources
This topic area is about the programming languages themselves, not about any specific API or tool. If you have an API question, go to the top level and look for a subtopic for that API. If you have a question about Apple developer tools, start in the Developer Tools & Services topic. For Swift questions: If your question is about the SwiftUI framework, start in UI Frameworks > SwiftUI. If your question is specific to the Swift Playground app, ask over in Developer Tools & Services > Swift Playground If you’re interested in the Swift open source effort — that includes the evolution of the language, the open source tools and libraries, and Swift on non-Apple platforms — check out Swift Forums If your question is about the Swift language, that’s on topic for Programming Languages > Swift, but you might have more luck asking it in Swift Forums > Using Swift. General: Forums topic: Programming Languages Swift: Forums subtopic: Programming Languages > Swift Forums tags: Swift Developer > Swift website Swift Programming Language website The Swift Programming Language documentation Swift Forums website, and specifically Swift Forums > Using Swift Swift Package Index website Concurrency Resources, which covers Swift concurrency How to think properly about binding memory Swift Forums thread Other: Forums subtopic: Programming Languages > Generic Forums tags: Objective-C Programming with Objective-C archived documentation Objective-C Runtime documentation Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com"
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Activity
Oct ’25
Application Hangs with Nested LazyVStack When Accessibility Inspector is Active
Description I've encountered a consistent hang/freeze issue in SwiftUI applications when using nested LazyVStack containers with Accessibility Inspector (simulator) or VoiceOver (physical device) enabled. The application becomes completely unresponsive and must be force-quit. Importantly, this hang occurs in a minimal SwiftUI project with no third-party dependencies, suggesting this is a framework-level issue with the interaction between SwiftUI's lazy view lifecycle and the accessibility system. Reproduction Steps I've created a minimal reproduction project available here: https://github.com/pendo-io/SwiftUI_Hang_Reproduction To Reproduce: Create a SwiftUI view with the following nested LazyVStack structure: struct NestedLazyVStackView: View { @State private var outerSections: [Int] = [] @State private var innerRows: [Int: [Int]] = [:] var body: some View { ScrollView { LazyVStack(alignment: .leading, spacing: 24) { ForEach(outerSections, id: \.self) { section in VStack(alignment: .leading, spacing: 8) { Text("Section #\(section)") // Nested LazyVStack LazyVStack(alignment: .leading, spacing: 2) { ForEach(innerRows[section] ?? [], id: \.self) { row in Text("Section #\(section) - Row #\(row)") .onAppear { // Load more data when row appears loadMoreInner(section: section) } } } } .onAppear { // Load more sections when section appears loadMoreOuter() } } } } } } Enable Accessibility Inspector in iOS Simulator: Xcode → Open Developer Tool → Accessibility Inspector Select your running simulator Enable Inspection mode (eye icon) Navigate to the view and start scrolling Result: The application hangs and becomes unresponsive within a few seconds of scrolling Expected Behavior The application should remain responsive when Accessibility Inspector or VoiceOver is enabled, allowing users to scroll through nested lazy containers without freezing. Actual Behavior The application freezes/hangs completely CPU usage may spike The app must be force-quit to recover The hang occurs consistently and is reproducible Workaround 1: Replace inner LazyVStack with VStack LazyVStack { ForEach(...) { section in VStack { // ← Changed from LazyVStack ForEach(...) { row in ... } } } } Workaround 2: Embed in TabView TabView { NavigationStack { NestedLazyVStackView() // ← Same nested structure, but no hang } .tabItem { ... } } Interestingly, wrapping the entire navigation stack in a TabView prevents the hang entirely, even with the nested LazyVStack structure intact. Questions for Apple Is there a known issue with nested LazyVStack containers and accessibility traversal? Why does wrapping the view in a TabView prevent the hang? Are there recommended patterns for using nested lazy containers with accessibility support? Is this a timing issue, a deadlock, or an infinite loop in the accessibility system? Why that happens? Reproduction Project A complete, minimal reproduction project is available at: https://github.com/pendo-io/SwiftUI_Hang_Reproduction
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446
Activity
7h
ARKit World Tracking Drift Regression on LiDAR-Equipped Devices - iOS 26.4+
Summary We have identified a reproducible world tracking drift regression in ARKit on LiDAR-equipped iOS devices running iOS 26.4 and later. A static virtual node anchored at the world origin visually drifts from its initial position as the user moves around a real-world scene, despite the scene remaining physically static. The same code produces stable, drift-free results on non-LiDAR devices running identical OS versions. Device & OS Observations Testing was performed across four devices on iOS 26.4 using the same application build and ARWorldTrackingConfiguration settings. Non-LiDAR devices — iPhone 14 and iPhone 15 — produced stable, drift-free tracking in all test runs. No world origin displacement was observed regardless of how long or how far the user walked. LiDAR-equipped devices — iPhone 14 Pro and iPhone 16 Pro — exhibited consistent, reproducible drift. A static node placed at the world origin visually shifted from its initial position as the user moved through the scene. The same devices were stable on earlier iOS versions, confirming this is a regression introduced in iOS 26.4. Technical Observations Nature of drift: A SCNNode placed statically at the ARKit world origin (SCNVector3(0, 0, 0)) visually displaces from its original position as the user walks around a static real-world scene. The displacement is not random — it accumulates directionally as the user moves, consistent with a sensor fusion or coordinate anchoring error. Trigger condition: The drift occurs during normal walking motion around a fixed point of interest, such as circling a parked vehicle. It does not appear when the device is held still. LiDAR specificity: The drift is exclusive to devices with a LiDAR scanner. Identical hardware configurations — same iOS build, same ARWorldTrackingConfiguration settings — on non-LiDAR devices produce no drift whatsoever. This isolates the regression to the LiDAR sensor's contribution to ARKit's internal Visual-Inertial Odometry (VIO) fusion pipeline. No API-level workaround found: There is currently no public ARKit API to selectively disable the LiDAR scanner's contribution to VIO. All available configuration-level options have been evaluated without resolving the drift. ARWorldTrackingConfiguration Options Evaluated The following configuration changes were applied individually and in combination. None resolved the drift on LiDAR devices: isAutoFocusEnabled = false — No improvement videoHDRAllowed = false (disabled) — No improvement planeDetection = [] (disabled) — No improvement sceneReconstruction = .mesh — No improvement worldAlignment: .gravity vs .gravityAndHeading — No improvement Minimal Reproduction Case The drift can be reproduced with a minimal ARKit scene: Create an ARSCNView with ARWorldTrackingConfiguration using default settings. Add a single static SCNNode (e.g., a small sphere or axes geometry) at SCNVector3(0, 0, 0) when the session starts. Run the app on a LiDAR-equipped device (iPhone Pro, iPad Pro with LiDAR) on iOS 26.4 or later. Walk in a circle around the node's approximate real-world position. Expected: The node remains visually fixed at its world position throughout the walkthrough. Actual: The node drifts from its initial position, increasingly displaced from its world origin anchor as walking continues. We want to know if Apple has made any internal updates to ARKit, particularly after the OS 26.4 upgrade. Thanks!
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80
Activity
10h
How do I get content to blur behind a floating input bar, like Mail, Messages and other native apps do?
I have a chat app with a floating composer pill (NSGlassEffectView) pinned to the bottom of my content area. Messages scroll behind it. The pill looks fine but content behind it is completely clear. Fully legible text showing through, no frosting at all. Mail, Messages, Notes all have this frosted look where content behind a floating bar is blurred enough that you can't read it. That's what I'm going for. My scroll view has wantsLayer = true. I tried hasVerticalScroller = true + scrollerStyle = .overlay based on a tip I saw in another thread. No change. Is NSGlassEffectView supposed to blur what's behind it, or is the frosting in Apple's apps coming from the scroll edge effect? If it's the scroll edge effect, is there any way to trigger it for a custom floating view at the bottom of a scroll view? I can't find any AppKit API for this. I also spent time trying this in SwiftUI using .glassEffect() on macOS. Same result, the material renders nearly clear with no way to control the frosting level via any public API. If I'm missing something obvious I'd love to know. I've been stuck on this one for a while. Thanks for any advice! I've attached photos of my input bar (clearly transparent) and Apple Messages, which has a style that I see all over iOS and Mac OS 26.
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100
Activity
20h
func scene(_ scene: UIScene, openURLContexts URLContexts: Set) not called
This is an iOS app that runs on Mac in iPad mode. on Mac, I want to be able to drop a file (pdf) on the app icon and see it in the app to display some notification that operation was OK. For this, I use notification, sent from sceneDelegate. All VC add observer for the notification, allowing to display whatever the front VC is. It works OK in most cases, except when: I drop a file on the app icon in the dock (app launched from Xcode which creates the icon in dock) In this case, I need to repeat the drop to get the notification sent. After that, it works systematically. The problem does not come from notification, but because func scene(_ scene: UIScene, openURLContexts URLContexts: Set) is not called, as I could test with: func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) { print("dropped") } dropped is logged only on second drop. Why does this occur only for the dock icon ?
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56
Activity
1d
"Unable to find module dependency" with custom PRODUCT_MODULE_NAME
Hi! Here is a brief introduction at first. I am developing a framework and our project has following structure: All frameworks are static ones. PublicAPI framework contains the only declarations that are visible to users, while ModuleX frameworks are internal modules. During build process we archive all targets and libtool all internal module binaries into PublicAPI one. This way we distribute our framework as a single xcframework package and hide all internal modules from users. Here is the problem part. All these frameworks exist in separate projects that have single static library target. I want to add new targets with different settings, say SWIFT_ACTIVE_COMPILATION_CONDITIONS or else. So project would look like this Also I would like both regular and extended targets to build frameworks with same module name, so that neither users (that use PublicAPI framework) nor I would have to change imports in my code. My idea was to set PRODUCT_MODULE_NAME in extended targets to the same value as in regular ones. But when I build PublicAPIExtended target I get an error Unable to find module dependency 'Module1' although derived data contains Module1Extended.framework with Module1 module inside. What did I do wrong? Is it possible to build project like this at all? And another thing - I also tried to build a scheme containing both PublicAPI and PublicAPIExtended targets and got different error even prior to build: error: Multiple commands produce '<ExtractAppIntentsMetadata Path(_str: "/Users/antonprotko/Library/Developer/Xcode/DerivedData/test-acncglphufkosyhjzbwrbzalsnlh/Build/Products/Debug") bar/Metadata.appintents>' note: Target 'bar copy' (project 'bar'): ExtractAppIntentsMetadata note: Target 'bar' (project 'bar'): ExtractAppIntentsMetadata Can I fix it somehow? Here is example project with similar targets - foo/foo_copy and bar/bar_copy share the same sources with different compilation conditions. bar targets depend on foo targets and building bar_copy fails with Unable to find module dependency: 'foo' https://drive.google.com/file/d/1Cj5cIw8U0LJ5Xt9ZnhbKIo240kbrizLE/view?usp=sharing
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34
Activity
2d
How to retrieve device model name via sysctl
Model Name: MacBook Air Model Identifier: Mac17,3 I know it's possible to retrive model-identifier by running the command "sysctl hw.model", but is there another key to retrieve the model-name? ("MacBook Air" instead of "Mac17,3")
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2
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153
Activity
2d
NSInvalidArgumentException while sharing in UIDocumentInteractionController
According to our crash analytics, the application crashes when trying to share a PDF file in the UIDocumentInteractionController. This crash takes place on iOS 26+ only. Based on analytics, user sessions end when the pdf file is opened in the UIDocumentInteractionController. We couldn't reproduce it on a physical device or a simulator. Can you please help with a fix or at least workaround for this issue? What's your opinion for bug localization (application or framework)? Crash log is attached below. CoreFoundation __exceptionPreprocess + 164 libobjc.A.dylib objc_exception_throw + 88 CoreFoundation -[__NSArrayM insertObject:atIndex:] + 1276 ShareSheet __79-[SHSheetActivityItemsManager loadItemProvidersForRequest:activity:completion:]_block_invoke + 972 ShareSheet __79-[_UIShareServiceActivityProxy _loadItemProvidersFromActivityItems:completion:]_block_invoke + 88 ShareSheet __74+[UIActivity _loadItemProvidersFromActivityItems:withCacheURL:completion:]_block_invoke_4 + 352 libdispatch.dylib _dispatch_call_block_and_release + 32 libdispatch.dylib _dispatch_main_queue_drain.cold.5 + 812 libdispatch.dylib _dispatch_main_queue_drain + 180 CoreFoundation __CFRunLoopRun + 1944
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3
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260
Activity
3d
iOS 26.0+: Liquid Glass views don't respect named colors
Hello, I'm a bit new to iOS development, so this could be something I've overlooked, but I've tried a bunch of things on my own and with the help of Copilot, as well as some senior engineers here at my company. I let AI summarize what the problem is, what I've tried, what doesn't work, and also some information on the system: Problem: UITabBarAppearance Custom Colors Ignored - All Diagnostics Show Correct Configuration Environment: iOS Deployment Target: 13.4 Xcode: Latest (26.4.1 as of writing) Device/Simulator: Both affected Language: Swift UI: UIKit with Storyboards Description: Tab bar selected item displays system default colors (gray in light mode, white in dark mode) instead of my custom named color from asset catalog. System colors like .systemBlue work correctly, but custom asset catalog colors are completely ignored. Expected behavior: Selected tab bar item should display BlueTVColor2 (RGB 0, 0.173, 0.38 in light mode; RGB 0, 0.569, 1.0 in dark mode) Actual behaviour: Selected tab bar item displays gray/white/black system defaults What I've Verified Works Correctly: Color resolution: let color = UIColor(named: "BlueTVColor2") print(color) // Resolves correctly print(color?.resolvedColor(with: .init(userInterfaceStyle: .light))) // RGB(0, 0.173, 0.38) print(color?.resolvedColor(with: .init(userInterfaceStyle: .dark))) // RGB(0, 0.569, 1.0) Asset Catalog Configuration: BlueTVColor2.colorset has both light and dark variants template-rendering-intent: template set on all tab bar images All images use .alwaysTemplate rendering mode (verified at runtime) UITabBarAppearance Configuration (Although I've also tried just directly in the storyboard, it didn't work, the below is in code-behind): override func viewDidLoad() { super.viewDidLoad() let selectedColor = UIColor(named: "BlueTVColor2")!.resolvedColor(with: traitCollection) let normalColor = UIColor.redTVColor.resolvedColor(with: traitCollection) let appearance = UITabBarAppearance() appearance.configureWithOpaqueBackground() let itemAppearance = UITabBarItemAppearance() itemAppearance.selected.iconColor = selectedColor itemAppearance.selected.titleTextAttributes = [.foregroundColor: selectedColor] itemAppearance.normal.iconColor = normalColor appearance.stackedLayoutAppearance = itemAppearance appearance.inlineLayoutAppearance = itemAppearance appearance.compactInlineLayoutAppearance = itemAppearance tabBar.isTranslucent = false tabBar.standardAppearance = appearance if #available(iOS 15.0, *) { tabBar.scrollEdgeAppearance = appearance } tabBar.tintColor = selectedColor tabBar.unselectedItemTintColor = normalColor } Runtime Diagnostics Confirm Everything is Set Correctly: Appearance selected iconColor: RGB(0, 0.569, 1) // Correct Tab bar standardAppearance selected iconColor: RGB(0, 0.569, 1) // Correct Tab bar tintColor: RGB(0, 0.569, 1) // Correct Tab bar unselectedItemTintColor: RGB(1, 0.259, 0.271) // Correct All tab bar item images: Rendering mode = 2 (.alwaysTemplate) // Correct Settings persist through viewDidAppear // Correct Yet the UI displays system default gray/white/black colors. What I've Tried (All Failed): Deprecated selectedImageTintColor property (returns nil when standardAppearance is set) Both configureWithDefaultBackground() and configureWithOpaqueBackground() Dynamic colors vs resolved fixed colors Configuring all layout appearances (stacked, inline, compactInline) Setting isTranslucent = false Re-applying appearance in viewDidAppear with delayed dispatch Manually re-applying template rendering mode to images at runtime Removing storyboard color configuration entirely Changing global accent color build setting System colors (.systemBlue) work fine; only custom asset catalog colors fail Additional Context: This is a legacy project originally created around 2013-2015, migrated to modern Swift/iOS (not everywhere, major parts are still using objc, UIKit/Storyboard) When I set tabBar.tintColor = .systemBlue it works perfectly The color BlueTVColor2 is used successfully elsewhere in the app (also if setting it as the background of the UITabBar, it works, just not as a tint for the icons/text) Storyboard has no selectedImageTintColor set (removed during debugging) No UITabBar.appearance() proxy calls anywhere in codebase Deployment target is iOS 13.4 (when UITabBarAppearance was introduced) Pre iOS 26.0, the adding of the tint color to the UITabBar worked as intended, so this has come as a result of the update to iOS 26.0 in some way Comparison with Working Test Project: Created a fresh iOS project with same setup - custom asset catalog colors work perfectly in tab bar with identical UITabBarAppearance configuration. Question: Why would UITabBarAppearance properties show correct colors in diagnostics but render with system defaults? Is there a known issue with asset catalog named colors in UITabBarAppearance on iOS 13.4+? Could legacy project settings interfere with modern appearance API? Any insights would be greatly appreciated. I'm running out of ideas and this seems like either a framework bug or some undocumented interaction between asset catalogs and tab bar appearance. Code Sample: I can't release much code besides just things I've worked on, so hopefully this full description of the problem and everything I've tried can help illuminate the issue at hand. I've tried all of the above and probably more the past week and can't make heads or tails of where the issue is located. The best I can come up with right now is some sort of compatibility issues but I have no way of determining where it is that I should investigate and fix.
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242
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3d
Community-driven index site for Swift playgrounds
Hey everyone! I wanted to share a small project I’ve been working on called Swiftgrounds: https://swiftgrounds.dev It’s a community-driven index for Swift Playground books and apps. This is my attempt to bring an option for creators to reach learners and share their content. Swiftgrounds supports the same JSON feed format Apple originally designed, so if you already have a feed set up, you can plug it in without making any changes. If you’re building Playground content, I’d love for you to give it a try and share your work there. Hope you like the project!
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95
Activity
5d
Shortcuts breaking in iOS 26.5
iOS 26.5 regression: DisplayRepresentation.Image not rendering in OptionsCollection picker Apple's official sample Accelerating App Interactions with App Intents no longer renders entity images on iOS 26.5. Repro: Build the unmodified sample on iOS 26.5 sim (or device). Shortcuts app → add Get Trail Conditions → tap the Trail parameter. Expected (works on 26.3): Each trail in the Favorites picker shows its image via DisplayRepresentation.Image(named:) from TrailEntity.displayRepresentation.
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3
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211
Activity
6d
Programatically adding to a TextField and moving the TextSelection point in SwiftUI
Hi! I am trying to create a simple SwiftUI TextField, with an external button to add text to the field at the current insertion point (the cursor in the TextField). When I add the text, the cursor (I-Beam) remains at the original insertion point, so I want it to move over to the end of what I added. The trouble is, it sometimes moves further forward or to the end (visibly) but works as if it is still at the point I moved it to. This seems to possibly be due to emojis in the TextField (because, I assume, they are composed of more bytes). Further, sometimes the addition of the text can cause an emoji to appear unexpectedly, I assume because it is combining the bytes in an odd way. So moving the cursor seems to sometimes introduce weird behaviour. This comes from a much larger project, but I have distilled this down to the smallest example project I could. And I have a video to show how it behaves. Here's the main part of the code, and I'll attach an Xcode project: import SwiftUI struct ContentView: View { @State private var text: String = "abcdef🧁🧁🧁🧁ghijkl" @State private var selectedText: TextSelection? var body: some View { VStack { TextField("", text: $text, selection: $selectedText) .font(.title) Button("Add Z at Insertion Point in TextField") { // Get indices of any selection in the text field let from: String.Index, to: String.Index if let selectedText = selectedText { let indices = selectedText.indices switch indices { case .selection(let range): from = range.lowerBound to = range.upperBound case .multiSelection(let rangeSet): from = rangeSet.ranges.first!.lowerBound to = rangeSet.ranges.first!.upperBound default: from = self.text.endIndex to = self.text.endIndex } } else { from = self.text.endIndex to = self.text.endIndex } guard from <= to && from <= self.text.endIndex else { return } // Insert and update the cursor position self.text.replaceSubrange(from..<to, with: "Z") // Move cursor after the inserted character let newIndex = self.text.index(after: from) selectedText = TextSelection(insertionPoint: newIndex) } } .padding() } } STEPS TO REPRODUCE Run the app. Also view the video as it shows the steps. Put insertion point between c and d. Press the "Add Z" button. Note that Z is placed between c and d. This is great. Put insertion point between h and i. Press the "Add Z" button. Note that Z is placed between h and i. BUT, the insertion point I-beam moves to the end of the string. Press the "Add Z" button again. Z is added where you would have expected based on where the TextSelection insertion point was put, but the flashing I-Beam is still at the end. Press the "Add Z" button again. Same issue. insertion point is being shown at end, but to the button it is between Z and i. OF NOTE, if you use the keyboard and press delete, it deletes from end (where the I-beam is). Now put insertion point between the 4 cupcakes. Press "Add Z" two times. It behaves correctly. Press "Add Z" a third time. It adds a fairy emoji. So, any idea what I am doing wrong? I thought it might be an issue requiring me to update in a background thread, but I tried that, even delaying the update in the thread, but the issue remains. Thanks in advance. Here's a video: https://curmi.name/temp/SimpleTextField%20showing%20issues.mp4 And if it helps, here is the Xcode project: https://curmi.name/temp/SimpleTextfield.zip
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429
Activity
6d
iOS crash: EXC_BAD_ACCESS in iOS 26+ when mouting/dismounting WebView
I'm experiencing a native crash on iOS 26+ with WebKit with title: EXC_BAD_ACCESS (KERN_INVALID_ADDRESS). The stack trace points to UIKit/WebKit animation and context menu handling, and the crash occurs while a WebView is presented or dismissed. Crashed: com.apple.main-thread 0 WebKit 0x7bcfac <redacted> + 12 1 WebKit 0xaf5c34 <redacted> + 84 2 UIKitCore 0x34ebdc -[_UIContextMenuAnimator performAllCompletions] + 248 3 UIKitCore 0x7f997c block_destroy_helper.72 + 1840 4 UIKitCore 0x7fb4b4 objectdestroy.36Tm + 88 5 UIKitCore 0x7ad354 objectdestroy.3Tm + 30500 6 UIKitCore 0x5c0e5c __swift_memcpy192_8 + 4352 7 UIKitCore 0x21944 block_copy_helper.374 + 40 8 UIKitCore 0x1dc174 -[_UIGroupCompletion _performAllCompletions] + 160 9 UIKitCore 0x35d0c4 -[_UIGravityWellEffectBody .cxx_destruct] + 180 10 UIKitCore 0x215018 -[UIScrollView _contentLayoutGuideIfExists] + 72 11 UIKitCore 0x943e4 NSStringFromUIEdgeInsets + 304 12 UIKitCore 0x94348 NSStringFromUIEdgeInsets + 148 13 UIKitCore 0x8f598 __UIVIEW_IS_EXECUTING_ANIMATION_COMPLETION_BLOCK__ + 36 14 UIKitCore 0x1995d8c -[UIViewAnimationBlockDelegate _sendDeferredCompletion:] + 92 15 libdispatch.dylib 0x1adc _dispatch_call_block_and_release + 32 16 libdispatch.dylib 0x1b7fc _dispatch_client_callout + 16 17 libdispatch.dylib 0x38b10 _dispatch_main_queue_drain.cold.5 + 812 18 libdispatch.dylib 0x10ec8 _dispatch_main_queue_drain + 180 19 libdispatch.dylib 0x10e04 _dispatch_main_queue_callback_4CF + 44 20 CoreFoundation 0x6a2b4 __CFRUNLOOP_IS_SERVICING_THE_MAIN_DISPATCH_QUEUE__ + 16 21 CoreFoundation 0x1db3c __CFRunLoopRun + 1944 22 CoreFoundation 0x1ca6c _CFRunLoopRunSpecificWithOptions + 532 23 GraphicsServices 0x1498 GSEventRunModal + 120 24 UIKitCore 0x9ddf8 -[UIApplication _run] + 792 25 UIKitCore 0x46e54 UIApplicationMain + 336 26 - 0xedf88 main + 24 (AppDelegate.swift:24) 27 ??? 0x196686e28 (Missing)
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634
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1w
Issues with TCP Socket Management and Ghost Data on ESP32 (Swift)
Hi everyone, I'm developing an iOS app using Swift (Foundation, Network, and Combine) that communicates via TCP with a weighing scale. The scale uses an internal ESP32 module acting as a Wi-Fi Access Point (no internet access) specifically for data transmission. The app connects to this network and opens a socket to receive weight data and send command strings. I’m currently facing two main issues: Socket Management: The socket isn't closing properly. Occasionally, the app opens multiple simultaneous connections instead of maintaining a single one. Since the ESP32 has a client limit, these ghost connections eventually hang the communication module. Invalid Outbound Data: The connection drops frequently because the scale receives invalid strings from the app. My logs show strange character sequences (like "gggggggggfdhj" or "vfgdddddddddddtty") being sent involuntarily. I haven't programmed these strings, and they cause the scale to terminate the session due to protocol violations. How can I ensure proper socket closure and prevent these random data packets? Additionally, a technical question: Is it possible to keep this TCP connection active in the background indefinitely on iOS while the user interacts with other apps?
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219
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Xcode 26.4 and 26.3: Swift compiler crashes during archive with iOS 17 deployment target
I submitted this to Feedback Assistant as FB22331090 and wanted to share a minimal reproducible example here in case others are seeing the same issue. Environment: Xcode 26.4 or Xcode 26.3 Apple Swift version 6.3 (swiftlang-6.3.0.123.5 clang-2100.0.123.102) Effective Swift language version 5.10 Deployment target: iOS 17.0 The sample app builds successfully for normal development use, but archive fails. The crash happens during optimization in EarlyPerfInliner while compiling the synthesized deinit of a nested generic Coordinator class. The coordinator stores a UIHostingController. Minimal reproducer: import SwiftUI struct ReproView<Content: View>: UIViewRepresentable { let content: Content func makeUIView(context: Context) -> UIView { context.coordinator.host.view } func updateUIView(_ uiView: UIView, context: Context) { context.coordinator.host.rootView = content } func makeCoordinator() -> Coordinator { Coordinator(content: content) } final class Coordinator { let host: UIHostingController<Content> init(content: Content) { host = UIHostingController(rootView: content) } } } Used from ContentView like this: ReproView(content: Text("Hello")) Steps: Create a new SwiftUI iOS app. Set deployment target to iOS 17.0. Add the code above. Archive. Expected result: Archive succeeds, or the compiler emits a normal diagnostic. Actual result: The Swift compiler crashes and prints: "Please submit a bug report" "While running pass ... SILFunctionTransform 'EarlyPerfInliner'" The crash occurs while compiling the synthesized deinit for ReproView.Coordinator. Relevant log lines from my archive log: line 209: Please submit a bug report line 215: While running pass ... EarlyPerfInliner line 216: for 'deinit' at ReproView.swift:19:17 One more detail: The same sample archived successfully when the deployment target was higher. Lowering the deployment target to iOS 17.0 made the archive crash reproducible. This may be related to another forum thread about release-only compiler crashes, but the reproducer here is different: this one uses a generic UIViewRepresentable with a nested Coordinator storing UIHostingController.
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AuditToken and SecCodeCopySigningInformation
In our macOS solution, we have a few processes and a few plugin modules which communicate with each other over XPC. We have recently started enforcing library validation flag along with hardened runtime for all processes and plugins. To enforce that, we are trying to get signing information from the XPC audit token using SecCodeCopySigningInformation with kSecCSDynamicInformation flag. As per documentation, this flag requires a live SecCode not SecStaticCode to be passed to SecCodeCopySigningInformation. However, SecCodeCopySigningInformation explicitly requires SecStaticCode in its parameters. So I am unsure how to pass live SecCode to SecCodeCopySigningInformation without copying SecStaticCode from it using SecCodeCopyStaticCode. Force cast from SecCode to SecStaticCode fails. Is unsafeBitCast a valid option in this case? Note that we support macOS version 12 and later.
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`ARCamera.unprojectPoint` and `ARCamera.TrackingState` behavior changes between iOS 26.3 and 26.4 under AR resource pressure
ARCamera.TrackingState questions: Did the threshold or sensitivity for transitioning ARCamera.TrackingState from .normal to .limited(.excessiveMotion) or .limited(.insufficientFeatures) change between iOS 26.3 and iOS 26.4? What does "ARWorldTrackingTechnique: resource constraints [33]" mean, and is it new in iOS 26.4? Does it correspond to a tracking state degradation? Is there a way for the client to detect or respond to ARKit entering a resource-constrained mode short of the full tracking state transition — for example, a lower-level notification or a flag on ARFrame — so that apps can take protective action without interpreting it as a full tracking failure? ARCamera.unprojectPoint questions: Did the behavior of ARCamera.unprojectPoint(_:ontoPlane:orientation:viewportSize:) change between iOS 26.3 and iOS 26.4 for near-parallel geometry? Specifically, on iOS 26.3 this method returns nil when the camera ray is nearly parallel to the target plane (denominator of the ray-plane intersection → 0 at ~90° of camera rotation). On iOS 26.4, with identical code and environment, it returns a large finite value instead — we observed z = −12.27m. Since the method's optional return type implies nil is the documented signal for no valid intersection, this reads as a behavioral regression rather than an intentional change. If returning the computed value for near-parallel geometry is now the intended behavior, is there a recommended way for the caller to guard against it? For example, should we check abs(dot(rayDirection, planeNormal)) against a threshold before calling, and if so, is there a documented epsilon Apple uses internally? Alternatively, is there a newer API we should prefer over unprojectPoint(:ontoPlane:) for this use case that handles degenerate geometry more gracefully — such as ARSession.raycast(:)? Are there any other ARKit API adjustments between OS 26.3 and 26.4? We are using the same codebase, but it behaves differently in between these 2 OS versions now. Thanks!
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Type 'class' does not conform to protocol 'protocol'
I inherit from a protocol that implements in its extension those functions, that should not be required by the adopting class and instead I get those errors. Could someone explain why those errors appear and how to fix it.
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Sending 'geoRegion' risks causing data races
I have this simple piece of code that of course correctly ran in Swift 5: func geoRegion()-> CLRegion?{ guard let location=referenceLocation else{ return nil } return CLCircularRegion(center:location.coordinate, radius:50000, identifier:"georeferencing") } func placemarksForAddress(_ address: String) async throws -> [CLPlacemark]?{ if let placemark=placemarkCache[address]{ if placemark.location!.distance(from: referenceLocation!)<100000{ return [placemark] } } do{ guard let geoRegion=self.geoRegion() else { return nil } let placemarks = try await georeferenceQueue.geocodeAddressString( address, in: geoRegion) if placemarks.count>=0{ self.placemarkCache[address]=MKPlacemark(placemark: placemarks[0]) return placemarks } } catch { let placemarks=try await self.placemarkForLocation(referenceLocation) return placemarks } return nil } That now presents error: Sending task-isolated 'geoRegion' to actor-isolated instance method 'geocodeAddressString(_:in:)' risks causing data races between actor-isolated and task-isolated uses
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A Repeating timer in Swift 6
I'm using that repeating timer for processing information repeatedly: actor RepeatingTimer { private var task: Task<Void, Never>? private var isPaused = false func start(duration: Double, onTick: @escaping () -> Void) { task?.cancel() // Cancel any existing timer isPaused = false task = Task { while !Task.isCancelled { // Check if paused if !isPaused { onTick() } // Sleep for the interval try? await Task.sleep(for: .seconds(duration)) } } } func pause() { isPaused = true } func resume() { isPaused = false } func stop() { task?.cancel() task = nil } }` Yet when I call it from another actor with: await timer.start(duration: interval, onTick:{ self.process() }) I get: Sending 'self'-isolated value of non-Sendable type '() -> ()' to actor-isolated instance method 'start(duration:onTick:)' risks causing races in between 'self'-isolated and actor-isolated uses Is there some more stable option for managing repeating timers, or how to solve this error?
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790
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MKMapView realistic elevationStyle cannot combine with overlays
I have an MKMapView displaying realistic elevation. As soon as I call "mapView.addOverlays([polylines])" which then trigger: func mapView(_ mapView: MKMapView, rendererFor overlay: MKOverlay) -> MKOverlayRenderer { if let polyline = overlay as? MKPolyline { let view = MKPolylineRenderer(polyline: polyline) // ... return view } return MKOverlayRenderer(overlay: overlay) } The map instantly turn flat until I remove all the overlays.
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