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Learn and explore coding in Swift through interactive learning experiences on the Swift Playground app for iPadOS and macOS.

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Playground can not create newbook / download sample playground after iCloud folder deletion, but it crashes
Hello All, I happen to remove "Playgrounds" folder from my iCloud drive, and afterwards Playground is no longer functioning but repeatedly crashes. It was okey before deletion, but now any operation to create or download playground then Playground App crashes all the time. Issue not resolved even creating same name folder by manual, Issue not resolved even re-install Playground - folder in iCloud will not created. I guess I need to fully uninstall PlayGround completely, then start from scratch to let Playground App to hold init step to generate required folder in iCloud, but not sure how to do it. Please give kind help if anyone knows about this issue, or if anyone knows complete deletion step of Playground. Best wishes, tons of thanks in advance. Best Regards, Issey Hamada
2
0
1.1k
Mar ’24
NavigationPath(_items: SwiftUI.NavigationPath.(unknown context at
I tried to use navigationstack, and it works. but couldn't print the path, and with the message: " NavigationPath(_items: SwiftUI.NavigationPath.(unknown context at $7ff84b690a28).Representation.eager([SwiftUI.(unknown context at $7ff84b6907f0).CodableItemBox<Swift.String>]), subsequentItems: [], iterationIndex: 0). " `import SwiftUI var toDos: [String] = [ "list1", "list2", "list3" ] struct ContentView: View { @State private var path = NavigationPath() var body: some View { NavigationStack(path: $path) { List { ForEach(toDos, id:\.self) { toDo in Button(action: { path.append(toDo) print(path) }, label: { Text("go to " + toDo) }) } } .navigationDestination(for: String.self) { toDo in Text("page for " + toDo) } } } } #Preview { ContentView() }` I tried navigationlink and simulator still works fine, but cannot print anything of path
0
0
937
Mar ’24
App Download Size Nag Email - "Universal" device type
Whenever we submit a new release to the App Store we get a nag email from Apple that states, "The app binary listed below was 199.2 MB when you submitted it, but will be 223.9 MB once processed for the App Store. This exceeds the cellular network download size limit and may require your app to be downloaded over Wi-Fi." However, when I download the app from the App Store and have the Settings set to "Alway Ask" on my phone the alert shows 129 MB, which is matches up closely with what we see in the TestFlight metadata for all device types except "Universal". What is "Universal" device type in these days of thinning? And why is Apple apparently using that number to generate the nag email?
0
1
973
Mar ’24
Swift Student Challenge Device Specification
Hi, I have submitted my playground for the Swift Student Challenge 2024. As in the competition guidelines it does not state that the app is going to be tested on a certain iPad Pro model- 12.9 or 11. However, my playground is only optimized for 12.9 as there are no specific rules on thee device it is being tested on. I have already submitted my playground so how will I inform the judges which iPad they have to test it on? Thanks :)
3
0
950
Feb ’24
Playing Sounds
Hello, I’ve been trying to play system sounds in my app, but this hasn’t really been working. I am frequently switching between speech recognition (Speech framework) and sounds, so perhaps that’s where the issue lies. However, despite my best efforts, I haven't been able to solve the issue. I've been resetting the AVAudioSession category before playing a sound or starting speech recognition (as depicted in the code snippet below), to no avail. Has this happened to anyone else? Does anybody know how to fix the issue? recognizer = nil try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: []) try? AVAudioSession.sharedInstance().setActive(true) AudioServicesPlaySystemSound(1113) try? AVAudioSession.sharedInstance().setCategory(.record, mode: .spokenAudio, options: []) try? AVAudioSession.sharedInstance().setActive(true) recognizer = SpeechRecognition(word: wordSheet) recognizer!.startRecognition() Thank you.
1
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841
Feb ’24
CoreML in playgrounds
How do I add a already made CoreML model into my playground? I tried what people recommended online -- building a test project and get the .mlmodelc file and put that in the playground along with the autogenerated class for the model. However, I keep on getting so many errors. The errors: Unexpected duplicate tasks Target 'help' (project 'help') has write command with output /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Intermediates.noindex/help.build/Debug-iphonesimulator/help.build/adc7818afdf4ae03fd98cdd618954541.sb Target 'help' (project 'help') has write command with output /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Intermediates.noindex/help.build/Debug-iphonesimulator/help.build/adc7818afdf4ae03fd98cdd618954541.sb Unexpected duplicate tasks Showing Recent Issues Target 'help' (project 'help'): CoreMLModelCompile /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Products/Debug-iphonesimulator/help.app/ /Users/cpulipaka/Desktop/help.swiftpm/Resources/ZooClassifier.mlmodel Target 'help' (project 'help'): CoreMLModelCompile /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Products/Debug-iphonesimulator/help.app/ /Users/cpulipaka/Desktop/help.swiftpm/Resources/ZooClassifier.mlmodel ZooClassifier.mlmodel: No predominant language detected. Set COREML_CODEGEN_LANGUAGE to preferred language.
1
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1.5k
Feb ’24
Drag&Drop doesn't work
Im making an app that uses drag&amp;drop but, it doesn't work. This is made with Swift Playground. If you can find a solution, please let me know. Here is the code. //MARK: Drop Area @ViewBuilder func DropAera()-&gt;some View{ VStack(spacing: 12){ ForEach($rows,id:\.self){$row in HStack(spacing: 10){ ForEach($row){$item in Text(item.value) .font(.system(size: item.fontSize)) .padding(.vertical,5) .padding(.horizontal,item.padding) .opacity(item.isShowing ? 1 : 0) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .fill(item.isShowing ? .clear : .gray.opacity(0.25)) } .background{ // If Item is Dropped into Correct Plase RoundedRectangle(cornerRadius: 6, style: .continuous) .stroke(.gray) .opacity(item.isShowing ? 1 : 0) } // MARK: Adding Drop Operation // MARK: Adding Drag Drop Operation .onDrop(of: [.url], isTargeted: .constant(false)) { providers in if let first = providers.first{ let _ = first.loadObject(ofClass: URL.self) { value,error in guard let url = value else{return} if item.id == "\(url)"{ droppedCount += 1 let progress = (droppedCount / CGFloat(characters.count)) withAnimation{ item.isShowing = true updateShuffledArray(character: item) self.progress = progress } } else{ //Animating When Wrong text animateView() } } } return false } } } if rows.last != row{ Divider() } } } } @ViewBuilder func DragArea()-&gt;some View{ VStack(spacing: 12){ ForEach(shuffledRows,id: \.self){row in HStack(spacing: 10){ ForEach(row){item in Text(item.value) .font(.system(size: item.fontSize)) .padding(.vertical,5) .padding(.horizontal,item.padding) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .stroke(.gray) } // MARK: Adding Drag Drop Operation .onDrag{ // Returning ID to find whitch Item is Moving return .init(contentsOf: URL(string: item.id))! } .opacity(item.isShowing ? 0 : 1) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .fill(item.isShowing ? .gray.opacity(0.25) : .clear) } } } if shuffledRows.last != row{ Divider() } } } }
1
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955
Feb ’24
CollectionView not calling didSelectItemAt correctly
I have a CollectionView in my SwiftUI App. The collectionView is wrapped in a UIViewRepresentable. If I tap on a collectionView cell normally the function isn't called but if I hold the cell down the console prints <0x107507790> Gesture: System gesture gate timed out. and when I let go of the cell after that's printed then didSelectItem is called. Here is my CollectionView Class: class SessionsCollectionView: UIView, UICollectionViewDataSource, UICollectionViewDelegateFlowLayout { lazy var collectionView: UICollectionView = { let layout = UICollectionViewFlowLayout() layout.minimumInteritemSpacing = 0 layout.minimumLineSpacing = 30 let collectionView = UICollectionView(frame: CGRect.zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.dataSource = self collectionView.delegate = self collectionView.clipsToBounds = false collectionView.delaysContentTouches = false collectionView.register(SessionCell.self, forCellWithReuseIdentifier: "cell") collectionView.register(SessionsHeader.self, forSupplementaryViewOfKind: UICollectionView.elementKindSectionHeader, withReuseIdentifier: "header") return collectionView }() override init(frame: CGRect) { super.init(frame: frame) self.backgroundColor = .clear setupCollectionView() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupCollectionView() { addSubview(collectionView) collectionView.backgroundColor = .clear collectionView.alwaysBounceVertical = true collectionView.alwaysBounceHorizontal = false collectionView.delaysContentTouches = false collectionView.contentInset = .init(top: 20, left: 0, bottom: 20, right: 0) collectionView.showsVerticalScrollIndicator = false NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: topAnchor), collectionView.leadingAnchor.constraint(equalTo: leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: bottomAnchor) ]) } // MARK: Header func collectionView(_ collectionView: UICollectionView, viewForSupplementaryElementOfKind kind: String, at indexPath: IndexPath) -> UICollectionReusableView { if kind == UICollectionView.elementKindSectionHeader { let sectionHeader = collectionView.dequeueReusableSupplementaryView(ofKind: kind, withReuseIdentifier: "header", for: indexPath) as! Header return sectionHeader } } func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, referenceSizeForHeaderInSection section: Int) -> CGSize { let width: CGFloat = collectionView.frame.width let height: CGFloat = 33 + 20 return CGSize(width: width, height: height) } // MARK: - UICollectionViewDataSource func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return 10 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! SessionCell return cell } // MARK: - UICollectionViewDelegateFlowLayout func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, sizeForItemAt indexPath: IndexPath) -> CGSize { let width = collectionView.bounds.width let height = 150 return CGSize(width: collectionView.bounds.width, height: height) } func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) { print(indexPath.row) } } struct SessionsCollectionViewWrapper: UIViewRepresentable { var sessionViewNavigation: SessionViewNavigation func makeUIView(context: Context) -> SessionsCollectionView { let sessionsCollectionView = SessionsCollectionView() return sessionsCollectionView } func updateUIView(_ uiView: SessionsCollectionView, context: Context) { // Update any properties or handle updates if needed } }
2
0
1.9k
Feb ’24
Swift Playground Bundle can't find Compiled CoreML Model (.mlmodelc)
I have been attempting to debug this for over 10 hours... I am working on implementing Apple's MobileNetV2 CoreML model into a Swift Playgrounds. I performed the following steps Compiled CoreML model in regular Xcode project Moved Compiled CoreML (MobileNetV2.mlmodelc) model to Resources folder of Swift Playground Copy Paste the model class (MobileNetV2.swift) into the Sources folder of Swift Playground Use UIImage extensions to resize and convert UIImage into CVbuffer Implement basic code to run the model. However, every time I run this, it keeps giving me this error: MobileNetV2.swift:100: Fatal error: Unexpectedly found nil while unwrapping an Optional value From the automatically generated model class function: /// URL of model assuming it was installed in the same bundle as this class class var urlOfModelInThisBundle : URL { let bundle = Bundle(for: self) return bundle.url(forResource: "MobileNetV2", withExtension:"mlmodelc")! } The model builds perfectly, this is my contentView Code: import SwiftUI struct ContentView: View { func test() -> String{ // 1. Load the image from the 'Resources' folder. let newImage = UIImage(named: "img") // 2. Resize the image to the required input dimension of the Core ML model // Method from UIImage+Extension.swift let newSize = CGSize(width: 224, height: 224) guard let resizedImage = newImage?.resizeImageTo(size: newSize) else { fatalError("⚠️ The image could not be found or resized.") } // 3. Convert the resized image to CVPixelBuffer as it is the required input // type of the Core ML model. Method from UIImage+Extension.swift guard let convertedImage = resizedImage.convertToBuffer() else { fatalError("⚠️ The image could not be converted to CVPixelBugger") } // 1. Create the ML model instance from the model class in the 'Sources' folder let mlModel = MobileNetV2() // 2. Get the prediction output guard let prediction = try? mlModel.prediction(image: convertedImage) else { fatalError("⚠️ The model could not return a prediction") } // 3. Checking the results of the prediction let mostLikelyImageCategory = prediction.classLabel let probabilityOfEachCategory = prediction.classLabelProbs var highestProbability: Double { let probabilty = probabilityOfEachCategory[mostLikelyImageCategory] ?? 0.0 let roundedProbability = (probabilty * 100).rounded(.toNearestOrEven) return roundedProbability } return("\(mostLikelyImageCategory): \(highestProbability)%") } var body: some View { VStack { let _ = print(test()) Image(systemName: "globe") .imageScale(.large) .foregroundColor(.accentColor) Text("Hello, world!") Image(uiImage: UIImage(named: "img")!) } } } Upon printing my bundle contents, I get these: ["_CodeSignature", "metadata.json", "__PlaceholderAppIcon76x76@2x~ipad.png", "Info.plist", "__PlaceholderAppIcon60x60@2x.png", "coremldata.bin", "{App Name}", "PkgInfo", "Assets.car", "embedded.mobileprovision"] Anything would help 🙏 For additional reference, here are my UIImage extensions in ExtImage.swift: //Huge thanks to @mprecke on github for these UIImage extension function. import Foundation import UIKit extension UIImage { func resizeImageTo(size: CGSize) -> UIImage? { UIGraphicsBeginImageContextWithOptions(size, false, 0.0) self.draw(in: CGRect(origin: CGPoint.zero, size: size)) let resizedImage = UIGraphicsGetImageFromCurrentImageContext()! UIGraphicsEndImageContext() return resizedImage } func convertToBuffer() -> CVPixelBuffer? { let attributes = [ kCVPixelBufferCGImageCompatibilityKey: kCFBooleanTrue, kCVPixelBufferCGBitmapContextCompatibilityKey: kCFBooleanTrue ] as CFDictionary var pixelBuffer: CVPixelBuffer? let status = CVPixelBufferCreate( kCFAllocatorDefault, Int(self.size.width), Int(self.size.height), kCVPixelFormatType_32ARGB, attributes, &pixelBuffer) guard (status == kCVReturnSuccess) else { return nil } CVPixelBufferLockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0)) let pixelData = CVPixelBufferGetBaseAddress(pixelBuffer!) let rgbColorSpace = CGColorSpaceCreateDeviceRGB() let context = CGContext( data: pixelData, width: Int(self.size.width), height: Int(self.size.height), bitsPerComponent: 8, bytesPerRow: CVPixelBufferGetBytesPerRow(pixelBuffer!), space: rgbColorSpace, bitmapInfo: CGImageAlphaInfo.noneSkipFirst.rawValue) context?.translateBy(x: 0, y: self.size.height) context?.scaleBy(x: 1.0, y: -1.0) UIGraphicsPushContext(context!) self.draw(in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)) UIGraphicsPopContext() CVPixelBufferUnlockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0)) return pixelBuffer } }
5
1
3.7k
Feb ’24
Swift Student Challenge Vision
Hi Developers, I want to create a Vision app on Swift Playgrounds on iPad. However, Vision does not properly function on Swift Playgrounds on iPad or Xcode Playgrounds. The Vision code only works on a normal Xcode Project. SO can I submit my Swift Student Challenge 2024 Application as a normal Xcode Project rather than Xcode Playgrounds or Swift Playgrounds File. Thanks :)
7
0
1.9k
Feb ’24
Playground can not create newbook / download sample playground after iCloud folder deletion, but it crashes
Hello All, I happen to remove "Playgrounds" folder from my iCloud drive, and afterwards Playground is no longer functioning but repeatedly crashes. It was okey before deletion, but now any operation to create or download playground then Playground App crashes all the time. Issue not resolved even creating same name folder by manual, Issue not resolved even re-install Playground - folder in iCloud will not created. I guess I need to fully uninstall PlayGround completely, then start from scratch to let Playground App to hold init step to generate required folder in iCloud, but not sure how to do it. Please give kind help if anyone knows about this issue, or if anyone knows complete deletion step of Playground. Best wishes, tons of thanks in advance. Best Regards, Issey Hamada
Replies
2
Boosts
0
Views
1.1k
Activity
Mar ’24
The output of the below code is different from what is anticipated
I was expecting all of the code to run in main thread, but both task and async function is working in backfround thread. Any explanations?
Replies
2
Boosts
0
Views
1.4k
Activity
Mar ’24
NavigationPath(_items: SwiftUI.NavigationPath.(unknown context at
I tried to use navigationstack, and it works. but couldn't print the path, and with the message: " NavigationPath(_items: SwiftUI.NavigationPath.(unknown context at $7ff84b690a28).Representation.eager([SwiftUI.(unknown context at $7ff84b6907f0).CodableItemBox<Swift.String>]), subsequentItems: [], iterationIndex: 0). " `import SwiftUI var toDos: [String] = [ "list1", "list2", "list3" ] struct ContentView: View { @State private var path = NavigationPath() var body: some View { NavigationStack(path: $path) { List { ForEach(toDos, id:\.self) { toDo in Button(action: { path.append(toDo) print(path) }, label: { Text("go to " + toDo) }) } } .navigationDestination(for: String.self) { toDo in Text("page for " + toDo) } } } } #Preview { ContentView() }` I tried navigationlink and simulator still works fine, but cannot print anything of path
Replies
0
Boosts
0
Views
937
Activity
Mar ’24
App Download Size Nag Email - "Universal" device type
Whenever we submit a new release to the App Store we get a nag email from Apple that states, "The app binary listed below was 199.2 MB when you submitted it, but will be 223.9 MB once processed for the App Store. This exceeds the cellular network download size limit and may require your app to be downloaded over Wi-Fi." However, when I download the app from the App Store and have the Settings set to "Alway Ask" on my phone the alert shows 129 MB, which is matches up closely with what we see in the TestFlight metadata for all device types except "Universal". What is "Universal" device type in these days of thinning? And why is Apple apparently using that number to generate the nag email?
Replies
0
Boosts
1
Views
973
Activity
Mar ’24
Swift Student Challenge Device Specification
Hi, I have submitted my playground for the Swift Student Challenge 2024. As in the competition guidelines it does not state that the app is going to be tested on a certain iPad Pro model- 12.9 or 11. However, my playground is only optimized for 12.9 as there are no specific rules on thee device it is being tested on. I have already submitted my playground so how will I inform the judges which iPad they have to test it on? Thanks :)
Replies
3
Boosts
0
Views
950
Activity
Feb ’24
.playground to .swiftpm
I have made a swift playground with the .playground extension but the WWDC24 Swift Student Challenge says I have to submit a .swiftpm file. What do I do to convert it to .swiftpm?
Replies
2
Boosts
0
Views
1.1k
Activity
Feb ’24
Playing Sounds
Hello, I’ve been trying to play system sounds in my app, but this hasn’t really been working. I am frequently switching between speech recognition (Speech framework) and sounds, so perhaps that’s where the issue lies. However, despite my best efforts, I haven't been able to solve the issue. I've been resetting the AVAudioSession category before playing a sound or starting speech recognition (as depicted in the code snippet below), to no avail. Has this happened to anyone else? Does anybody know how to fix the issue? recognizer = nil try? AVAudioSession.sharedInstance().setCategory(.playback, mode: .default, options: []) try? AVAudioSession.sharedInstance().setActive(true) AudioServicesPlaySystemSound(1113) try? AVAudioSession.sharedInstance().setCategory(.record, mode: .spokenAudio, options: []) try? AVAudioSession.sharedInstance().setActive(true) recognizer = SpeechRecognition(word: wordSheet) recognizer!.startRecognition() Thank you.
Replies
1
Boosts
0
Views
841
Activity
Feb ’24
Swift Data App Runs on iOS 17 but Fails on iOS 16: Submission Eligibility?
Hi, I'm using SwiftData in my app with the @available(iOS 17.0, *) annotation. It runs perfectly on iOS 17, but I encounter a weird memory error I can't seem to solve on iOS 16. Can I still submit my app, or will it be disqualified for not running on iOS 16? Thanks!
Replies
1
Boosts
0
Views
984
Activity
Feb ’24
CoreML in playgrounds
How do I add a already made CoreML model into my playground? I tried what people recommended online -- building a test project and get the .mlmodelc file and put that in the playground along with the autogenerated class for the model. However, I keep on getting so many errors. The errors: Unexpected duplicate tasks Target 'help' (project 'help') has write command with output /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Intermediates.noindex/help.build/Debug-iphonesimulator/help.build/adc7818afdf4ae03fd98cdd618954541.sb Target 'help' (project 'help') has write command with output /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Intermediates.noindex/help.build/Debug-iphonesimulator/help.build/adc7818afdf4ae03fd98cdd618954541.sb Unexpected duplicate tasks Showing Recent Issues Target 'help' (project 'help'): CoreMLModelCompile /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Products/Debug-iphonesimulator/help.app/ /Users/cpulipaka/Desktop/help.swiftpm/Resources/ZooClassifier.mlmodel Target 'help' (project 'help'): CoreMLModelCompile /Users/cpulipaka/Library/Developer/Xcode/DerivedData/help-appuguzbduqvojfwkaxtnqkozecv/Build/Intermediates.noindex/Previews/help/Products/Debug-iphonesimulator/help.app/ /Users/cpulipaka/Desktop/help.swiftpm/Resources/ZooClassifier.mlmodel ZooClassifier.mlmodel: No predominant language detected. Set COREML_CODEGEN_LANGUAGE to preferred language.
Replies
1
Boosts
0
Views
1.5k
Activity
Feb ’24
how to display loop times in playground
I want to get the loop times info in playground. But it seems to only display the latest result for a loop on the right side. Do I miss anything? Xcode 15.0.1 import Cocoa for i in 1...5{ print("\(i)") } I have a screenshot:
Replies
2
Boosts
0
Views
1.3k
Activity
Feb ’24
Use of Illustrations
Hello! For my Swift Student Challenge 2024 Project I'm using some Illustrations from OpenDoodles (opendoodles.com). Open doodles is free for commercial and personal use and the creator has no copyright claimed. My question is whether I have to clarify the use of these Illustration when submitting the project.
Replies
1
Boosts
0
Views
730
Activity
Feb ’24
Var of type color inside swift data model
Hi, I am trying to create a variable of type Color inside the swift data model in Xcode playground . This gives me these errors : No exact matches in call to instance method 'setValue' No exact matches in call to instance method 'getValue' No exact matches in call to instance method 'setValue' What is the problem?
Replies
1
Boosts
0
Views
1.8k
Activity
Feb ’24
Drag&Drop doesn't work
Im making an app that uses drag&amp;drop but, it doesn't work. This is made with Swift Playground. If you can find a solution, please let me know. Here is the code. //MARK: Drop Area @ViewBuilder func DropAera()-&gt;some View{ VStack(spacing: 12){ ForEach($rows,id:\.self){$row in HStack(spacing: 10){ ForEach($row){$item in Text(item.value) .font(.system(size: item.fontSize)) .padding(.vertical,5) .padding(.horizontal,item.padding) .opacity(item.isShowing ? 1 : 0) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .fill(item.isShowing ? .clear : .gray.opacity(0.25)) } .background{ // If Item is Dropped into Correct Plase RoundedRectangle(cornerRadius: 6, style: .continuous) .stroke(.gray) .opacity(item.isShowing ? 1 : 0) } // MARK: Adding Drop Operation // MARK: Adding Drag Drop Operation .onDrop(of: [.url], isTargeted: .constant(false)) { providers in if let first = providers.first{ let _ = first.loadObject(ofClass: URL.self) { value,error in guard let url = value else{return} if item.id == "\(url)"{ droppedCount += 1 let progress = (droppedCount / CGFloat(characters.count)) withAnimation{ item.isShowing = true updateShuffledArray(character: item) self.progress = progress } } else{ //Animating When Wrong text animateView() } } } return false } } } if rows.last != row{ Divider() } } } } @ViewBuilder func DragArea()-&gt;some View{ VStack(spacing: 12){ ForEach(shuffledRows,id: \.self){row in HStack(spacing: 10){ ForEach(row){item in Text(item.value) .font(.system(size: item.fontSize)) .padding(.vertical,5) .padding(.horizontal,item.padding) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .stroke(.gray) } // MARK: Adding Drag Drop Operation .onDrag{ // Returning ID to find whitch Item is Moving return .init(contentsOf: URL(string: item.id))! } .opacity(item.isShowing ? 0 : 1) .background{ RoundedRectangle(cornerRadius: 6, style: .continuous) .fill(item.isShowing ? .gray.opacity(0.25) : .clear) } } } if shuffledRows.last != row{ Divider() } } } }
Replies
1
Boosts
0
Views
955
Activity
Feb ’24
CollectionView not calling didSelectItemAt correctly
I have a CollectionView in my SwiftUI App. The collectionView is wrapped in a UIViewRepresentable. If I tap on a collectionView cell normally the function isn't called but if I hold the cell down the console prints <0x107507790> Gesture: System gesture gate timed out. and when I let go of the cell after that's printed then didSelectItem is called. Here is my CollectionView Class: class SessionsCollectionView: UIView, UICollectionViewDataSource, UICollectionViewDelegateFlowLayout { lazy var collectionView: UICollectionView = { let layout = UICollectionViewFlowLayout() layout.minimumInteritemSpacing = 0 layout.minimumLineSpacing = 30 let collectionView = UICollectionView(frame: CGRect.zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.dataSource = self collectionView.delegate = self collectionView.clipsToBounds = false collectionView.delaysContentTouches = false collectionView.register(SessionCell.self, forCellWithReuseIdentifier: "cell") collectionView.register(SessionsHeader.self, forSupplementaryViewOfKind: UICollectionView.elementKindSectionHeader, withReuseIdentifier: "header") return collectionView }() override init(frame: CGRect) { super.init(frame: frame) self.backgroundColor = .clear setupCollectionView() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupCollectionView() { addSubview(collectionView) collectionView.backgroundColor = .clear collectionView.alwaysBounceVertical = true collectionView.alwaysBounceHorizontal = false collectionView.delaysContentTouches = false collectionView.contentInset = .init(top: 20, left: 0, bottom: 20, right: 0) collectionView.showsVerticalScrollIndicator = false NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: topAnchor), collectionView.leadingAnchor.constraint(equalTo: leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: bottomAnchor) ]) } // MARK: Header func collectionView(_ collectionView: UICollectionView, viewForSupplementaryElementOfKind kind: String, at indexPath: IndexPath) -> UICollectionReusableView { if kind == UICollectionView.elementKindSectionHeader { let sectionHeader = collectionView.dequeueReusableSupplementaryView(ofKind: kind, withReuseIdentifier: "header", for: indexPath) as! Header return sectionHeader } } func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, referenceSizeForHeaderInSection section: Int) -> CGSize { let width: CGFloat = collectionView.frame.width let height: CGFloat = 33 + 20 return CGSize(width: width, height: height) } // MARK: - UICollectionViewDataSource func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return 10 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "cell", for: indexPath) as! SessionCell return cell } // MARK: - UICollectionViewDelegateFlowLayout func collectionView(_ collectionView: UICollectionView, layout collectionViewLayout: UICollectionViewLayout, sizeForItemAt indexPath: IndexPath) -> CGSize { let width = collectionView.bounds.width let height = 150 return CGSize(width: collectionView.bounds.width, height: height) } func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) { print(indexPath.row) } } struct SessionsCollectionViewWrapper: UIViewRepresentable { var sessionViewNavigation: SessionViewNavigation func makeUIView(context: Context) -> SessionsCollectionView { let sessionsCollectionView = SessionsCollectionView() return sessionsCollectionView } func updateUIView(_ uiView: SessionsCollectionView, context: Context) { // Update any properties or handle updates if needed } }
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Feb ’24
Does the way my code looks matter?
Hello, For the Swift Student Challenge, do I need to worry about submitting a clean source code with comments? Or does Apple judge submissions solely based on their user experience with the app? Thanks!
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1
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1.1k
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Feb ’24
Swift Playground Bundle can't find Compiled CoreML Model (.mlmodelc)
I have been attempting to debug this for over 10 hours... I am working on implementing Apple's MobileNetV2 CoreML model into a Swift Playgrounds. I performed the following steps Compiled CoreML model in regular Xcode project Moved Compiled CoreML (MobileNetV2.mlmodelc) model to Resources folder of Swift Playground Copy Paste the model class (MobileNetV2.swift) into the Sources folder of Swift Playground Use UIImage extensions to resize and convert UIImage into CVbuffer Implement basic code to run the model. However, every time I run this, it keeps giving me this error: MobileNetV2.swift:100: Fatal error: Unexpectedly found nil while unwrapping an Optional value From the automatically generated model class function: /// URL of model assuming it was installed in the same bundle as this class class var urlOfModelInThisBundle : URL { let bundle = Bundle(for: self) return bundle.url(forResource: "MobileNetV2", withExtension:"mlmodelc")! } The model builds perfectly, this is my contentView Code: import SwiftUI struct ContentView: View { func test() -> String{ // 1. Load the image from the 'Resources' folder. let newImage = UIImage(named: "img") // 2. Resize the image to the required input dimension of the Core ML model // Method from UIImage+Extension.swift let newSize = CGSize(width: 224, height: 224) guard let resizedImage = newImage?.resizeImageTo(size: newSize) else { fatalError("⚠️ The image could not be found or resized.") } // 3. Convert the resized image to CVPixelBuffer as it is the required input // type of the Core ML model. Method from UIImage+Extension.swift guard let convertedImage = resizedImage.convertToBuffer() else { fatalError("⚠️ The image could not be converted to CVPixelBugger") } // 1. Create the ML model instance from the model class in the 'Sources' folder let mlModel = MobileNetV2() // 2. Get the prediction output guard let prediction = try? mlModel.prediction(image: convertedImage) else { fatalError("⚠️ The model could not return a prediction") } // 3. Checking the results of the prediction let mostLikelyImageCategory = prediction.classLabel let probabilityOfEachCategory = prediction.classLabelProbs var highestProbability: Double { let probabilty = probabilityOfEachCategory[mostLikelyImageCategory] ?? 0.0 let roundedProbability = (probabilty * 100).rounded(.toNearestOrEven) return roundedProbability } return("\(mostLikelyImageCategory): \(highestProbability)%") } var body: some View { VStack { let _ = print(test()) Image(systemName: "globe") .imageScale(.large) .foregroundColor(.accentColor) Text("Hello, world!") Image(uiImage: UIImage(named: "img")!) } } } Upon printing my bundle contents, I get these: ["_CodeSignature", "metadata.json", "__PlaceholderAppIcon76x76@2x~ipad.png", "Info.plist", "__PlaceholderAppIcon60x60@2x.png", "coremldata.bin", "{App Name}", "PkgInfo", "Assets.car", "embedded.mobileprovision"] Anything would help 🙏 For additional reference, here are my UIImage extensions in ExtImage.swift: //Huge thanks to @mprecke on github for these UIImage extension function. import Foundation import UIKit extension UIImage { func resizeImageTo(size: CGSize) -> UIImage? { UIGraphicsBeginImageContextWithOptions(size, false, 0.0) self.draw(in: CGRect(origin: CGPoint.zero, size: size)) let resizedImage = UIGraphicsGetImageFromCurrentImageContext()! UIGraphicsEndImageContext() return resizedImage } func convertToBuffer() -> CVPixelBuffer? { let attributes = [ kCVPixelBufferCGImageCompatibilityKey: kCFBooleanTrue, kCVPixelBufferCGBitmapContextCompatibilityKey: kCFBooleanTrue ] as CFDictionary var pixelBuffer: CVPixelBuffer? let status = CVPixelBufferCreate( kCFAllocatorDefault, Int(self.size.width), Int(self.size.height), kCVPixelFormatType_32ARGB, attributes, &pixelBuffer) guard (status == kCVReturnSuccess) else { return nil } CVPixelBufferLockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0)) let pixelData = CVPixelBufferGetBaseAddress(pixelBuffer!) let rgbColorSpace = CGColorSpaceCreateDeviceRGB() let context = CGContext( data: pixelData, width: Int(self.size.width), height: Int(self.size.height), bitsPerComponent: 8, bytesPerRow: CVPixelBufferGetBytesPerRow(pixelBuffer!), space: rgbColorSpace, bitmapInfo: CGImageAlphaInfo.noneSkipFirst.rawValue) context?.translateBy(x: 0, y: self.size.height) context?.scaleBy(x: 1.0, y: -1.0) UIGraphicsPushContext(context!) self.draw(in: CGRect(x: 0, y: 0, width: self.size.width, height: self.size.height)) UIGraphicsPopContext() CVPixelBufferUnlockBaseAddress(pixelBuffer!, CVPixelBufferLockFlags(rawValue: 0)) return pixelBuffer } }
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5
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3.7k
Activity
Feb ’24
Swift Student Challenge Vision
Hi Developers, I want to create a Vision app on Swift Playgrounds on iPad. However, Vision does not properly function on Swift Playgrounds on iPad or Xcode Playgrounds. The Vision code only works on a normal Xcode Project. SO can I submit my Swift Student Challenge 2024 Application as a normal Xcode Project rather than Xcode Playgrounds or Swift Playgrounds File. Thanks :)
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7
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1.9k
Activity
Feb ’24
Swift Data and Core Data with playground
Can anyone tell me how to use Swift Data and Core Data with playground?
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1
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1.2k
Activity
Feb ’24
Accessing the Album (Swift Student Challenge)
Hi? I want to participate Swift Student Challenge. And I am wondering is it okay to make an app which can access album? I read Terms and Conditions and found no relevant content. Can anyone tell me whether it is possible? Thank you.
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1
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633
Activity
Feb ’24
Restricting the App Playground to iPhones in Portrait Mode
Hello, Does anyone know how to restrict my app playground to run on iPhones only (not even iPads) and to always be presented in portrait mode? I'm using Xcode. Thanks for any help!
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1.1k
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Feb ’24