Hello
I'm getting this error in my code and I don't know why. Can somebody explain this or point me at a help article.
import UIKit
var greeting = "Hello, playground"
let imageView = UIImageView()
imageView.image = UIImage(named: "image")
Utils.getImageSize(view: imageView)
class Utils {
static func getImageSize(view imageView: UIImageView) {
let image = imageView.image
print("Image size = \(image?.size ?? CGSize.zero)")
}
}
The error is as follows:
Cheers
Murray
Swift Playground
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In the play ground I'm trying to bias my LanguageModel to use a tool I registered, but I don't see it actually calling the tool. I'm following the developer video on landmarks itinerary generation tutorial almost verbatim. Is this a prompt engineering thing I'm missing? Or is it possible that I'm injecting my tool wrong?
Hi there,
I am working on an iOS mobile app, with a MVVM architecture and created an SPM folders for my DesignSystem, CoreKit, UnityBridge, and VoicePipeline.
I added the packages locally, and dragged them into the project. Is working this way recommended? Or not? Should all the SPM folders I listed above be used this way, or should only some?
New to this, unsure what is best.
I do plan on sharing my code with other devs to work on. I thought this made sense, but if i did it the other way I was unsure how I would share the packages what is a best practice. Thanks so much!
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Packages
Swift
Swift Playground
Education
Hi all,
I’m encountering an issue when trying to run Apple Foundation Models in a blank project targeting iOS 26.
Below are the details:
Xcode: Latest version with iOS 26 SDK
macOS: macOS 26 Tahoe (installed on main disk)
Mac: 16” MacBook Pro with M2 Pro chip
Apple Intelligence: Available and functional on this machine
Problem:
I created a new blank iOS project, set the deployment target to iOS 26, and ran the following minimal code using Foundation Models. However, I get no response at all in the output - not even an error. The app runs, but the model does not produce any output.
#Playground {
let session = LanguageModelSession()
let response = try await session.respond(to: "Tell me a story")
}
Then, I tried to catch an error with this code:
#Playground {
let session = LanguageModelSession()
do {
let response = try await session.respond(to: "Tell me a story")
print(response)
} catch {
print("Failed to get response:", error)
}
print("This line, never gets executed")
}
And got these results:
I’ve done further testing and discovered something important:
I tried running the Code Along sample project, and there the #Playground macro worked without issues. The only significant difference I noticed was the Canvas run destination:
In my original project, I was using iPhone 16 Pro (iOS 26) as the run target in Canvas. Apple Intelligence was enabled on the simulator, but no response was returned when executing the prompt.
In the sample project, the Canvas was running on My Mac.
I attempted to match that setup, but at first, my destination was My Mac (Designed for iPad), which still didn’t work. The macro finally executed properly once I switched to My Mac (AppKit).
So the question is ... it seems that for now, Foundation Models and the #Playground macro only run correctly when the canvas or destination is set to “My Mac (AppKit)”?
I had several library projects that were working in Swift Playgrounds < 4.6 but I get several duplicate compilation errors and previews will not build in Swift Playgrounds > 4.6. Does anyone know how to fix this issue?
Example project:
This project builds and runs fine under Swift Playgrounds 4.5.1 however it will not run complaining multiple commands produce generated output files under Swift Playgrounds 4.6.1, 4.6.2, and 4.6.3.
https://github.com/kudit/Compatibility
Download this repository and add the extension ".swiftpm" to the folder and double click to open in Swift Playgrounds. If running on earlier Swift Playgrounds you can see there are no errors and previews work great (on both macOS and iPadOS versions of Swift Playgrounds 4.5.x). However, on Swift Playgrounds 4.6.x, previews will not display.
Are embedded libraries not support anymore? This would be very disappointing.
I posted this as a Feedback weeks ago with no response: FB16509699
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Swift Packages
Swift Playground
Playground Support
Hoping someone can help me with this…
The error is… Generic parameter ‘/‘ cannot be inferred.
.multilineTextAlignment(.center)
.onAppear(perform: {
var checkFirstCardLatitude = cards.firstCardLatitude
let charArray = Array(checkFirstCardLatitude)
let allowed: [Character] = ["-", ".", "0", "1", "2", "3", "4", "5", "6", "7", "8", "9"]
for char in charArray {
if char != allowed {
cards.firstCardLatitude = "000.000000" // Reset Text Field
}
}
})
Created a new project in Xcode 16.3. While adding breakpoints app is crashing every time in Xcode and playground both. Tried with swift 5 and swift 6 getting same error.
Crash reason : Couldn't find the Objective-C runtime library in loaded images.
Message from debugger: The LLDB RPC server has crashed. You may need to manually terminate your process
lldb-rpc-server-2025-04-14-092736.txt
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Swift Playground
Xcode
Playground Support
LLDB
Hi, after recently upgrading Xcode to the latest version, I encountered a new bug that prevented me from building the app on my iPhone. Puzzlingly, the app still builds and runs fine on a simulator.
Because I am working with a Swift Playground file, the option is not available to simply change the architecture setting. I found a similar setting within the Schemes, but after trying a combination of different architecture settings, the app still doesn't build properly.
I noticed the BuildAction seemed to be changing, so I believe that the setting was properly affecting the Architecture setting.
Even with a separate dummy test project (SwiftPM), I still ran into the same issues. I updated my iPhone OS to the latest version as well after initially encountering the bug.
I'm wondering if anybody is running into the same issues, and if any solutions have been found.
I have an error issue that I haven’t been able to solve despite doing extensive research. In fact the similar examples I have found so far have been educational but I have not been able to make work. The example below I am hoping will be easy to fix as it is only producing errors with one line of code…
import SwiftUI
import CoreLocation
var currentLon = Double()
var currentLat = Double()
extension CLLocation {
class func distance(from: CLLocationCoordinate2D, to: CLLocationCoordinate2D) -> CLLocationDistance {
let from = CLLocation(latitude: from.latitude, longitude: from.longitude)
let to = CLLocation(latitude: to.latitude, longitude: to.longitude)
return from.distance(from: to)
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
currentLon = (locations.last?.coordinate.longitude)!
currentLat = (locations.last?.coordinate.latitude)!
}/*⚠️ Not sure if this function will work? (Update User Location coordinates on the move?)*/
}
struct Positions: Identifiable {
let id = UUID()
let name: String
let latitude: Double
let longitude: Double
var coordinate: CLLocationCoordinate2D {
CLLocationCoordinate2D(latitude: latitude, longitude: longitude)
}
}
struct GameMapView: View {
let from = CLLocationCoordinate2D(latitude: currentLon, longitude: currentLat)
let to = CLLocationCoordinate2D(latitude: thisCardPositionLongitude, longitude: thisCardPositionLongitude)
let distanceFrom = from.distance(from: to)
/*⚠️ ERRORS:
1. Cannot use instance member 'from' within property initializer; property initializers run before 'self' is available.
2. Cannot use instance member 'to' within property initializer; property initializers run before 'self' is available.
3. Value of type 'CLLocationCoordinate2D' has no member 'distance'. */
@State private var region = MKCoordinateRegion(
center: CLLocationCoordinate2D(
latitude: thisCardPositionLatitude,
longitude: thisCardPositionLongitude),
span: MKCoordinateSpan(
latitudeDelta: 0.0001,
longitudeDelta: 0.0001)
)
var body: some View {
Map(coordinateRegion: $region,
showsUserLocation: true,
annotationItems: locations){ place in
MapMarker(coordinate: place.coordinate,tint: Color.accentColor)
}
.edgesIgnoringSafeArea(.all)
VStack {
Print("Distance from Location: \(distanceFrom)")
font(.largeTitle)
padding()
}
Topic:
App & System Services
SubTopic:
Maps & Location
Tags:
Swift Playground
Swift
MapKit
Maps and Location
Dare anyone try the following code in any Playground:
// Define a model that conforms to Codable
struct User: Codable {
var name: String
var age: Int
var email: String?
}
// JSON data (as a string for demonstration)
let jsonString = """
{
"name": "John Doe",
"age": 30,
"email": "john@example.com"
}
"""
// Convert the JSON string to Data
if let jsonData = jsonString.data(using: .utf8) {
do {
// Parse the JSON data into the User model
let user = try JSONDecoder().decode(User.self, from: jsonData)
print("Name: \(user.name), Age: \(user.age), Email: \(user.email ?? "N/A")")
} catch {
print("Error decoding JSON: \(error)")
}
}
I tested with Xcode 16.2 and latest 16.3, it reliably crashes the lldb server!
Has anyone been able to successfully use MusicCatalogSearchRequest in a playgrounds app?
I have configured my playground similar to a regular app: app id with automatic music token generation turned on, music access authorized within the app itself, but whenever I query MusicCatalogSearchRequest I get an error thrown with .developerTokenRequestFailed.
Considering musickit is restricted in the sim, it would not surprise me if it was the same in playgrounds but it would be super helpful if I could prototype with musickit in playgrounds 4!
Hello fellow Techies!
I am currently doing the Swift Playgrounds “Keep Going with Apps” on my iPad Pro. Everything has been going as designed until I got to the ‘Add and Delete Creatures‘ module. The lesson concludes with being able to add a creature to your list in the CreatureZoo. When you run the app from the playground, you can fill out the fields and tap ‘Add’ and that is when the app dims and after 5 seconds I get the notification that the app has an unknown crash. I have reviewed the lessons leading up to it, but I can’t find anything wrong. (Full Disclosure: I really have no clue what I am looking at some of time.)
Has anyone else ran into this?
`import SwiftUI
import Guide
struct CreatureEditor: View {
//#-learning-code-snippet(defineVariablesCreatureEditor)
//#-learning-code-snippet(environmentValue)
@State var newCreature : Creature = Creature(name: "", emoji: "")
@EnvironmentObject var data : CreatureZoo
@Environment(.dismiss) var dismiss
var body: some View {
SPCAssessableGroup(view: self) {
VStack(alignment: .leading) {
Form {
Section("Name") {
//#-learning-code-snippet(addACreatureEditorTextField)
TextField("What is your monster's name?", text: $newCreature.name)
}
Section("Emoji") {
TextField("What does your monster look like?", text: $newCreature.emoji)
}
Section("Creature Preview") {
CreatureRow(creature: newCreature)
}
}
}
.toolbar {
ToolbarItem {
Button("Add") {
data.creatures.append(newCreature)
dismiss()
}
}
}
//#-learning-code-snippet(addButtonToToolbar)
}
}
}
struct CreatureEditor_Previews: PreviewProvider {
static var previews: some View {
NavigationStack() {
CreatureEditor().environmentObject(CreatureZoo())
}
}
}’
Hi everyone,
I’ve been developing an app using Swift Playgrounds, and it was working fine in version 4.5.
However, after updating to Swift Playground 4.6, the app no longer runs.
After some testing, I found that the issue occurs when import AppIntent is included.
Here’s a simple example:
import SwiftUI
//import AppIntents // <- If this line is included, Preview and Run fail.
@main
struct MyApp: App {
var body: some Scene {
WindowGroup {
Image(systemName: "globe")
.imageScale(.large)
.foregroundColor(.accentColor)
Text("Hello, world!")
}
}
}
Has anyone else encountered this issue?
Thanks!
Following code crashes (sigsegv in lldb-rpc-server) when run as swift 6, but runs correctly when run as swift 5 (from "Metal by tutorials"):
import PlaygroundSupport
import MetalKit
print("start")
guard let device = MTLCreateSystemDefaultDevice() else {
fatalError("GPU is not supported")
}
let frame = CGRect(x: 0, y: 0, width: 600, height: 600)
let view = MTKView(frame: frame, device: device)
view.clearColor = MTLClearColor(red: 1, green: 1, blue: 0.8, alpha: 1)
let allocator = MTKMeshBufferAllocator(device: device)
let mdlMesh = MDLMesh(sphereWithExtent: [0.75,0.75,0.75], segments: [100, 100], inwardNormals: false, geometryType: .triangles, allocator: allocator)
let mesh = try MTKMesh(mesh: mdlMesh, device: device)
guard let commandQueue = device.makeCommandQueue() else {
fatalError("Could not create a command queue")
}
let shader = """
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float4 position [[attribute(0)]];
};
vertex float4 vertex_main(const VertexIn vertex_in [[stage_in]])
{
return vertex_in.position;
}
fragment float4 fragment_main() {
return float4(1, 0, 0, 1);
}
"""
print("A")
let library = try device.makeLibrary(source: shader, options: nil)
let vertexFunction = library.makeFunction(name: "vertex_main")
let fragmentFunction = library.makeFunction(name: "fragment_main")
let pipelineDescriptor = MTLRenderPipelineDescriptor()
pipelineDescriptor.colorAttachments[0].pixelFormat = .bgra8Unorm
pipelineDescriptor.vertexFunction = vertexFunction
pipelineDescriptor.fragmentFunction = fragmentFunction
print("X")
pipelineDescriptor.vertexDescriptor = MTKMetalVertexDescriptorFromModelIO(mesh.vertexDescriptor)
let pipelineState = try device.makeRenderPipelineState(descriptor: pipelineDescriptor)
guard let commandBuffer = commandQueue.makeCommandBuffer(),
let renderPassDescriptor = view.currentRenderPassDescriptor,
let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor)
else {
fatalError()
}
renderEncoder.setRenderPipelineState(pipelineState)
renderEncoder.setVertexBuffer(mesh.vertexBuffers[0].buffer, offset: 0, index: 0)
guard let submesh = mesh.submeshes.first else {
fatalError()
}
renderEncoder.drawIndexedPrimitives(type: .triangle, indexCount: submesh.indexCount, indexType: submesh.indexType, indexBuffer: submesh.indexBuffer.buffer, indexBufferOffset: 0)
renderEncoder.endEncoding()
guard let drawable = view.currentDrawable else {
fatalError()
}
commandBuffer.present(drawable)
commandBuffer.commit()
print("test")
PlaygroundPage.current.liveView = view
Crash report: https://gist.githubusercontent.com/tumdum/8aa53bc806619c0d21c93a55fae07937/raw/370b00c07b08fff8856f9fc678de9888faa8d06e/crash.log
I'm on macOS 15.1.1 (24B2091) + Xcode 16.2 (16C5032a)
Hi, is there any way to use front camera to do the motion capture?
I want recognize if the user raised there hands up with the front camera on iPhone.
I was able to do it with the back camera, not the front.
Also, if there is any sample code, or document, I would be super happy.
Waiting for your reply!!
Topic:
Graphics & Games
SubTopic:
RealityKit
Tags:
Swift Student Challenge
Swift
ARKit
Swift Playground
In Swift Playground 4.6.2 the package PlaygroundSupport is no longer available to Playground apps. The following test previously permitted apps run in the Playground vs compiled in XCode to support different behavior:
#if canImport(PlaygroundSupport)
container = NSPersistentContainer(name: "myApp", managedObjectModel: Self.createModel())
#else
container = NSPersistentCloudKitContainer(name: "myApp")
#endif
Since Swift Playground 4.6.2 the PlaygroundSupport package is no longer available for app projects in Playgrounds.
Is there a different compile type test which can be used to differentiate compilation for Swift Playground apps ?
I am currently having to use a runtime workaround (below) but would prefer a compile time test is an alternative is available.
public static var inPlayground: Bool {
if Bundle.allBundles.contains(where: { ($0.bundleIdentifier ?? "").contains("swift-playgrounds") }) {
return true
} else {
return false
}
}
Topic:
Developer Tools & Services
SubTopic:
Swift Playground
Tags:
Developer Tools
Swift Playground
Playground Support
Hi!
I have a concern for the SSC:
I worked on the Playground app, but on MacOS. My app has been developped to be firstly used on a mac, as the playground app let you directly download your app on you mac and act as a real one.
When i wanted to submit, I noticed there is nowhere to specify whether your app should be tested on iPad or on MacBook.
I saw Playground apps would be tested on an iPad, does it mean I have to refactor my app to work on one, or i can mention on a comment that it is a MacOS app, and should therefore be tested on a mac?
Thanks for your help on this
I am attempting to use the AVSpeechSynthesizer to include text to speech in my Swift Playgrounds project, but when I attempt to use it on my IPhone i get the following errors:
It works just fine on the simulator, but no audio is produced when I run it on-device. Is there a way to set this "bundle display name" within Swift Playgrounds, or are there any workarounds?
My code:
import AVFoundation
class Speaker {
let synthesizer = AVSpeechSynthesizer()
func speak() {
let utterance = AVSpeechUtterance(string: "Test, I am the speaker")
synthesizer.speak(utterance)
}
}
Hi! I wanted to use Lottie in my swiftpm app, but I've been running into errors and I'm not sure if it's possible. When I try to run the app, it crashes and I get errors saying that the library isn't loaded and the files aren't found (basically these: https://github.com/lottie-react-native/lottie-react-native/issues/373 , https://github.com/airbnb/lottie-ios/issues/2233 ). But moving the framework file into the PackageFrameworks folder doesn't work, and also I'm getting the error that swiftpm cannot distribute packages containing binary frameworks and from what I understand that just isn't something that swiftpm can do. So I was wondering if anyone knows any workarounds to this, or if I should just ditch Lottie?
Any help or advice would be greatly appreciated!
Topic:
Developer Tools & Services
SubTopic:
General
Tags:
Swift Packages
Swift Student Challenge
Swift Playground
Visual Design
Hello guys,
I have a question regarding the submission requirements. My app uses ARKit and requires Metal files for shaders, which are not supported by Swift Playgrounds. Therefore, I developed my app using Xcode.
(swift playgrounds returning error for metal file)
Since my app relies on a real device for proper functionality, I would like to know if, under these circumstances, the scene build is performed by Xcode. If the build were instead done by Swift Playgrounds, my scene would not function correctly.
I'm asking that because of this note
Thank you for your time and assistance.
Topic:
Community
SubTopic:
Swift Student Challenge
Tags:
Swift Student Challenge
Metal
Swift Playground
Xcode