Swift Student Challenge

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Posts under Swift Student Challenge tag

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iPad screen size
Hi, Does the iPad Playgrounds app act completely the same way as a MacBook Playground? I am developing my app on a 2020 MacBook Air M1 using Swift Playgrounds. However, since the testing is going to be done on an iPad Swift Playgrounds, I was worried if my playground would work, since it relies heavily on the screen size etc. My app runs completely perfect on MacBook Playrgounds, but doesn't work on the iPad simulator on Xcode.
1
1
660
Feb ’25
Is it possible to use Lottie with Swift Package Manager files?
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!
1
0
491
Feb ’25
Bundle Identifier and development team when running playground on xcode
Hi everyone, I am doing my app playground, when I change the development team or try to clear it, this bug happend? So I wonder do I have to remove it when I submit my work or just leave it there. Signing for "myapp" requires a development team. Select a development team in the Signing & Capabilities editor.
2
0
519
Feb ’25
Regarding AR App Submission Built in Xcode - Swift Student Challenge submission
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.
1
0
629
Feb ’25
Swift student challenge assessment query!!!
I was just filling the submission for the swift student challenge and there is a note below adding the zip file saying Note: Xcode app playgrounds are run in Simulator. Now my xcode app playground(.swiftpm) is an AR app and needs an ipad or an iphone to run . So will my submission still be eligible for assessment and checked on ipad???
1
0
867
Feb ’25
Trouble Loading Precompiled Metal Shader (.metallib) into ShaderLibrary
I am currently finalizing my Swift Student Challenge submission, and Metal shaders are an essential part of my app. However, during submission, I noticed a note explaining: "Note: Xcode app playgrounds are run in Simulator", which is not possible for my app, as it also requires the camera of a physical device to function. So, I am currently transferring my app from Xcode into Swift Playgrounds, which I presume will run on physical devices. However, I noticed that Swift Playgrounds do not yet support Metal shaders directly, so I am now pre-compiling my shaders to load them at runtime instead. Note that all the code below was run either in the terminal or in Xcode. I have already compiled my Metal shaders with: xcrun -sdk iphoneos metal -o Shaders.ir -c Shaders.metal xcrun -sdk iphoneos metallib Shaders.ir -o Shaders.metallib Which seems to have run without any problems. When I run: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let shaderData = try! Data(contentsOf: shaderURL) do { let device = MTLCreateSystemDefaultDevice()! let library = try shaderData.withUnsafeBytes { bytes -> MTLLibrary? in let dispatchData = DispatchData(bytes: bytes) return try device.makeLibrary(data: dispatchData as __DispatchData) } print(library!.functionNames) } catch { print(error.localizedDescription) } My Metal shader functions are printed correctly in the console. However, based on my research, it seems like a MTLLibrary cannot be converted into a SwiftUI ShaderLibrary. That is why I am now looking at these two initializers: ShaderLibrary(url: URL) ShaderLibrary(data: Data) Which state: Creates a new Metal shader library from the contents of url/data, which must be the contents of precompiled Metal library. Functions compiled from the returned library will only be cached as long as the returned library exists., which I believe should work for my use case. However, the problem arises when I run this code: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let library = ShaderLibrary(url: shaderURL) My app consistently seems to crash on the ShaderLibrary initialization, rendering the app unusable. Why does ShaderLibrary(url: shaderURL) cause a crash, even though my .metallib file is valid? Are there additional requirements for loading a ShaderLibrary that I may have missed?
4
0
676
Feb ’25
Xcode: Skipping Duplicate Build File in Compile Sources in a .swiftpm Project – How to Fix?
I'm trying to add Assets.xcassets to a .swiftpm project, but I'm getting the warning: ⚠️ Ignoring duplicate build file in build source build phase (Just to know, that is about developing in XCODE, in Swift Playgrounds does not appear it, even in this second being harder to setting up) The problem is that there are no “Build Phases” in XCODE to remove duplicate files manually. I've already tried adding the path of Assets.xcassets in the resources property of Package.swift, like: .executableTarget( name: "AppModule", path: ".", resources: [ .process("Assets.xcassets") ] ) Even so, the warning persists. Does anyone know how to solve this? Is there any way to remove duplicate references or force a cleanup of the Swift Package Manager cache to fix it? I appreciate any tips! 🙏🚀
2
2
801
Feb ’25
Shortcuts Automatic, App Shortcuts and FocusStatus in Playground work
Hello everyone, I’m currently developing a Playground App for the Swift Student Challenge, and its core functionality relies heavily on Shortcuts Automation, App Shortcuts, and interactions with the Focus Mode status (e.g., reading Focus Status or execute Focus Filter). Before finalizing my submission, I’d like to clarify whether these features will function as expected during the review process. Specifically: Shortcuts Automation: My app uses custom shortcuts to trigger actions within the Playground. Will reviewers be able to test these shortcuts seamlessly, or do I need to provide explicit instructions for enabling/setting them up? App Shortcuts: The app integrates system-level App Shortcuts (via App Intents). Are these supported in the test environment, and will reviewers see them during testing? Focus Status Interaction: The app dynamically responds to changes in the device’s Focus Mode (e.g., adjusting UI and function based on FocusStatus). Does the evaluation environment allow access to Focus Status data, and are there restrictions on simulating Focus Mode changes? I want to ensure these features are testable and don’t lead to unexpected issues during review. Any insights or advice from past participants, mentors, or Apple experts would be greatly appreciated! Thank you in advance for your guidance!
1
1
713
Feb ’25
Issues with using ClassifyImageRequest() on an Xcode simulator
Hello, I am developing an app for the Swift Student challenge; however, I keep encountering an error when using ClassifyImageRequest from the Vision framework in Xcode: VTEST: error: perform(_:): inside 'for await result in resultStream' error: internalError("Error Domain=NSOSStatusErrorDomain Code=-1 \"Failed to create espresso context.\" UserInfo={NSLocalizedDescription=Failed to create espresso context.}") It works perfectly when testing it on a physical device, and I saw on another thread that ClassifyImageRequest doesn't work on simulators. Will this cause problems with my submission to the challenge? Thanks
5
1
919
Feb ’25
Playground for more than 3 minutes to participate in the Swift Student Challenge
I am currently preparing my submission for the Swift Student Challenge, and my app playground is quite comprehensive. Based on my estimations, it may take approximately 4 to 5.5 minutes for the reviewers to fully experience the interactive elements of my app. Every component is integral to the overall experience, and I would prefer not to remove any content, as each part not only contributes to the overall interactivity but also effectively demonstrates my abilities across different technical and creative domains. However, I noticed the guideline on https://developer.apple.com/swift-student-challenge/eligibility stating that the interactive scene should be “experienced within three minutes.” While this does not appear to be a main requirement, my app playground significantly exceeds this timeframe. Could you kindly clarify whether exceeding the three-minute guideline could result in my submission being rejected, or if it might negatively impact the evaluation process? I would greatly appreciate any insights you can provide. Thank you for your time and consideration. I look forward to your response.
2
0
969
Feb ’25
Swift Student Challenge table's two questions
I am currently filling out the Swift Student Challenge form, and I have two questions that I hope to get clarified: One of the options asks, “Did you use open source software, other than Swift?” I would like to know what is meant by “open source software” in this context. Does it refer to IDEs (like Xcode) or programming languages and frameworks (such as Python, ARKit)? Are Apple frameworks (e.g., SwiftUI, ARKit, etc.) and certain third-party tools (such as Xcode, Blender, etc.) considered “open source software”? I would like to provide a demo video to ensure that the reviewers can use the app properly and experience all of its features in the shortest amount of time. For certain reasons, I do not plan to play the video directly in the App Playground. Instead, I intend to include a link in the “Comments” section at the end of the form, which will redirect to a webpage (requiring an internet connection) containing the demo video. Will the reviewers be able to view the link and access the video as intended? I would greatly appreciate any responses to these questions!
1
0
762
Feb ’25
Swift Student Challenge Devices / Simulator preferred building device
For the SSDC submission, the app playground must run on Swift Playgrounds 4.5+ or Xcode 16+. Key questions: In Swift Playgrounds, is the app tested on iPadOS or macOS? In Xcode 16+, is the playground tested using Mac Catalyst, an iPad simulator, or an iPhone simulator? The submission form only mentions a simulator but doesn’t specify which one. Can I build an app primarily for iPhone (portrait mode), or is it better to focus on iPad (landscape mode) if that’s the expected testing environment in all cases?
0
1
562
Feb ’25
Which device is used to test Swift Student Challenge submissions?
Hi there, I intend to submit an app playground for the Swift Student Challenge this year. I am currently using the Swift Playgrounds app to develop a playground. Now I understand that when submitting I can choose the option of having my app playground to be tested on Swift Playgrounds on either iPadOS or macOS. But I would also like to know on which screen size is my app going to be tested. Let's say I want my app playground to run on macOS, now is there a way to also select the MacBook model, like 14-inch or 16-inch? This would give the participants a better idea of where the app playground will be tested.
3
1
655
Feb ’25
Redeeming Apple Developer Program Benefits from Swift Student Challenge
Hi, I’m a 2 time Swift Student Challenge Winner (2021 and 2022). I was under 18 when I won the challenges, but I recently turned 18 and want to redeem my free Apple Developer Program Membership benefits. However, I had problems with my Apple Developer Account, so I contacted Apple Developer Support and they told me that there was something wrong with my Apple Account and they didn't know anything bout Swift Student Challenge Apple Developer Program Memberships. When I try to click the “enroll” button on the Apple Developer Website all it says is "Your enrollment in the Apple Developer Program could not be completed at this time.” I emailed swiftstudentchallenge[at]apple.com but didn't get a reply back either. I was wondering if anyone could direct me to someone who I could contact to resolve this issue.
1
0
722
Feb ’25
iPad screen size
Hi, Does the iPad Playgrounds app act completely the same way as a MacBook Playground? I am developing my app on a 2020 MacBook Air M1 using Swift Playgrounds. However, since the testing is going to be done on an iPad Swift Playgrounds, I was worried if my playground would work, since it relies heavily on the screen size etc. My app runs completely perfect on MacBook Playrgounds, but doesn't work on the iPad simulator on Xcode.
Replies
1
Boosts
1
Views
660
Activity
Feb ’25
Is it possible to use Lottie with Swift Package Manager files?
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!
Replies
1
Boosts
0
Views
491
Activity
Feb ’25
Could you test iPhone App on a real device?
Hello, my submission is based on Haptics. Without it the App doesn't make sense. And only real iPhone can give this opportunity. But it says that Xcode playgrounds will be tested on Simulator. Is it indeed like this? What can I do? Thank you in advance!
Replies
1
Boosts
0
Views
844
Activity
Feb ’25
Question about the device used to be run the app
Hello, since I'm using SwiftUI and some interface should be optimized for different devices(like iPad and iPhone), so I'm curious that what device would be used to run the App? Is it iPad or iPhone? And could I use SDKs like SiriKit?
Replies
1
Boosts
0
Views
436
Activity
Feb ’25
Cannot change file names
I have created a model folder and some swift files that are contained inside the folder. I change the file names to reflect structure or content and when I close the project and reopen it the file names revert to "New File" I am using Swift Playgrounds on Mac. Not Xcode Playgrounds
Replies
1
Boosts
1
Views
508
Activity
Feb ’25
Bundle Identifier and development team when running playground on xcode
Hi everyone, I am doing my app playground, when I change the development team or try to clear it, this bug happend? So I wonder do I have to remove it when I submit my work or just leave it there. Signing for "myapp" requires a development team. Select a development team in the Signing & Capabilities editor.
Replies
2
Boosts
0
Views
519
Activity
Feb ’25
Regarding AR App Submission Built in Xcode - Swift Student Challenge submission
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.
Replies
1
Boosts
0
Views
629
Activity
Feb ’25
Swift student challenge assessment query!!!
I was just filling the submission for the swift student challenge and there is a note below adding the zip file saying Note: Xcode app playgrounds are run in Simulator. Now my xcode app playground(.swiftpm) is an AR app and needs an ipad or an iphone to run . So will my submission still be eligible for assessment and checked on ipad???
Replies
1
Boosts
0
Views
867
Activity
Feb ’25
Trouble Loading Precompiled Metal Shader (.metallib) into ShaderLibrary
I am currently finalizing my Swift Student Challenge submission, and Metal shaders are an essential part of my app. However, during submission, I noticed a note explaining: "Note: Xcode app playgrounds are run in Simulator", which is not possible for my app, as it also requires the camera of a physical device to function. So, I am currently transferring my app from Xcode into Swift Playgrounds, which I presume will run on physical devices. However, I noticed that Swift Playgrounds do not yet support Metal shaders directly, so I am now pre-compiling my shaders to load them at runtime instead. Note that all the code below was run either in the terminal or in Xcode. I have already compiled my Metal shaders with: xcrun -sdk iphoneos metal -o Shaders.ir -c Shaders.metal xcrun -sdk iphoneos metallib Shaders.ir -o Shaders.metallib Which seems to have run without any problems. When I run: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let shaderData = try! Data(contentsOf: shaderURL) do { let device = MTLCreateSystemDefaultDevice()! let library = try shaderData.withUnsafeBytes { bytes -> MTLLibrary? in let dispatchData = DispatchData(bytes: bytes) return try device.makeLibrary(data: dispatchData as __DispatchData) } print(library!.functionNames) } catch { print(error.localizedDescription) } My Metal shader functions are printed correctly in the console. However, based on my research, it seems like a MTLLibrary cannot be converted into a SwiftUI ShaderLibrary. That is why I am now looking at these two initializers: ShaderLibrary(url: URL) ShaderLibrary(data: Data) Which state: Creates a new Metal shader library from the contents of url/data, which must be the contents of precompiled Metal library. Functions compiled from the returned library will only be cached as long as the returned library exists., which I believe should work for my use case. However, the problem arises when I run this code: let shaderPath = Bundle.main.path(forResource: "Shaders", ofType: "metallib") let shaderURL = URL(fileURLWithPath: shaderPath!) let library = ShaderLibrary(url: shaderURL) My app consistently seems to crash on the ShaderLibrary initialization, rendering the app unusable. Why does ShaderLibrary(url: shaderURL) cause a crash, even though my .metallib file is valid? Are there additional requirements for loading a ShaderLibrary that I may have missed?
Replies
4
Boosts
0
Views
676
Activity
Feb ’25
Xcode: Skipping Duplicate Build File in Compile Sources in a .swiftpm Project – How to Fix?
I'm trying to add Assets.xcassets to a .swiftpm project, but I'm getting the warning: ⚠️ Ignoring duplicate build file in build source build phase (Just to know, that is about developing in XCODE, in Swift Playgrounds does not appear it, even in this second being harder to setting up) The problem is that there are no “Build Phases” in XCODE to remove duplicate files manually. I've already tried adding the path of Assets.xcassets in the resources property of Package.swift, like: .executableTarget( name: "AppModule", path: ".", resources: [ .process("Assets.xcassets") ] ) Even so, the warning persists. Does anyone know how to solve this? Is there any way to remove duplicate references or force a cleanup of the Swift Package Manager cache to fix it? I appreciate any tips! 🙏🚀
Replies
2
Boosts
2
Views
801
Activity
Feb ’25
Shortcuts Automatic, App Shortcuts and FocusStatus in Playground work
Hello everyone, I’m currently developing a Playground App for the Swift Student Challenge, and its core functionality relies heavily on Shortcuts Automation, App Shortcuts, and interactions with the Focus Mode status (e.g., reading Focus Status or execute Focus Filter). Before finalizing my submission, I’d like to clarify whether these features will function as expected during the review process. Specifically: Shortcuts Automation: My app uses custom shortcuts to trigger actions within the Playground. Will reviewers be able to test these shortcuts seamlessly, or do I need to provide explicit instructions for enabling/setting them up? App Shortcuts: The app integrates system-level App Shortcuts (via App Intents). Are these supported in the test environment, and will reviewers see them during testing? Focus Status Interaction: The app dynamically responds to changes in the device’s Focus Mode (e.g., adjusting UI and function based on FocusStatus). Does the evaluation environment allow access to Focus Status data, and are there restrictions on simulating Focus Mode changes? I want to ensure these features are testable and don’t lead to unexpected issues during review. Any insights or advice from past participants, mentors, or Apple experts would be greatly appreciated! Thank you in advance for your guidance!
Replies
1
Boosts
1
Views
713
Activity
Feb ’25
Issues with using ClassifyImageRequest() on an Xcode simulator
Hello, I am developing an app for the Swift Student challenge; however, I keep encountering an error when using ClassifyImageRequest from the Vision framework in Xcode: VTEST: error: perform(_:): inside 'for await result in resultStream' error: internalError("Error Domain=NSOSStatusErrorDomain Code=-1 \"Failed to create espresso context.\" UserInfo={NSLocalizedDescription=Failed to create espresso context.}") It works perfectly when testing it on a physical device, and I saw on another thread that ClassifyImageRequest doesn't work on simulators. Will this cause problems with my submission to the challenge? Thanks
Replies
5
Boosts
1
Views
919
Activity
Feb ’25
Playground for more than 3 minutes to participate in the Swift Student Challenge
I am currently preparing my submission for the Swift Student Challenge, and my app playground is quite comprehensive. Based on my estimations, it may take approximately 4 to 5.5 minutes for the reviewers to fully experience the interactive elements of my app. Every component is integral to the overall experience, and I would prefer not to remove any content, as each part not only contributes to the overall interactivity but also effectively demonstrates my abilities across different technical and creative domains. However, I noticed the guideline on https://developer.apple.com/swift-student-challenge/eligibility stating that the interactive scene should be “experienced within three minutes.” While this does not appear to be a main requirement, my app playground significantly exceeds this timeframe. Could you kindly clarify whether exceeding the three-minute guideline could result in my submission being rejected, or if it might negatively impact the evaluation process? I would greatly appreciate any insights you can provide. Thank you for your time and consideration. I look forward to your response.
Replies
2
Boosts
0
Views
969
Activity
Feb ’25
Swift Student Challenge table's two questions
I am currently filling out the Swift Student Challenge form, and I have two questions that I hope to get clarified: One of the options asks, “Did you use open source software, other than Swift?” I would like to know what is meant by “open source software” in this context. Does it refer to IDEs (like Xcode) or programming languages and frameworks (such as Python, ARKit)? Are Apple frameworks (e.g., SwiftUI, ARKit, etc.) and certain third-party tools (such as Xcode, Blender, etc.) considered “open source software”? I would like to provide a demo video to ensure that the reviewers can use the app properly and experience all of its features in the shortest amount of time. For certain reasons, I do not plan to play the video directly in the App Playground. Instead, I intend to include a link in the “Comments” section at the end of the form, which will redirect to a webpage (requiring an internet connection) containing the demo video. Will the reviewers be able to view the link and access the video as intended? I would greatly appreciate any responses to these questions!
Replies
1
Boosts
0
Views
762
Activity
Feb ’25
Swift Student Challenge Devices / Simulator preferred building device
For the SSDC submission, the app playground must run on Swift Playgrounds 4.5+ or Xcode 16+. Key questions: In Swift Playgrounds, is the app tested on iPadOS or macOS? In Xcode 16+, is the playground tested using Mac Catalyst, an iPad simulator, or an iPhone simulator? The submission form only mentions a simulator but doesn’t specify which one. Can I build an app primarily for iPhone (portrait mode), or is it better to focus on iPad (landscape mode) if that’s the expected testing environment in all cases?
Replies
0
Boosts
1
Views
562
Activity
Feb ’25
Levraging ai tools in apple swift challenge 2025
Can we use ai tools like chat gpt or claude if major part of the code is written by us?
Replies
1
Boosts
0
Views
773
Activity
Feb ’25
Swift Challenge
Hello!!in the terms of swift challenge say that is required to be enroledl to the apple developer program paid or free version (to join to developer programs you need to be under 18 years old).How over 18 years old can join to swift challenge if he can't make apple developer account.
Replies
1
Boosts
0
Views
534
Activity
Feb ’25
Which device is used to test Swift Student Challenge submissions?
Hi there, I intend to submit an app playground for the Swift Student Challenge this year. I am currently using the Swift Playgrounds app to develop a playground. Now I understand that when submitting I can choose the option of having my app playground to be tested on Swift Playgrounds on either iPadOS or macOS. But I would also like to know on which screen size is my app going to be tested. Let's say I want my app playground to run on macOS, now is there a way to also select the MacBook model, like 14-inch or 16-inch? This would give the participants a better idea of where the app playground will be tested.
Replies
3
Boosts
1
Views
655
Activity
Feb ’25
Redeeming Apple Developer Program Benefits from Swift Student Challenge
Hi, I’m a 2 time Swift Student Challenge Winner (2021 and 2022). I was under 18 when I won the challenges, but I recently turned 18 and want to redeem my free Apple Developer Program Membership benefits. However, I had problems with my Apple Developer Account, so I contacted Apple Developer Support and they told me that there was something wrong with my Apple Account and they didn't know anything bout Swift Student Challenge Apple Developer Program Memberships. When I try to click the “enroll” button on the Apple Developer Website all it says is "Your enrollment in the Apple Developer Program could not be completed at this time.” I emailed swiftstudentchallenge[at]apple.com but didn't get a reply back either. I was wondering if anyone could direct me to someone who I could contact to resolve this issue.
Replies
1
Boosts
0
Views
722
Activity
Feb ’25
Can't submit to Swift student Challenge
This message show when I click submit. Sorry, we could not complete your request. An unknown error has occurred and your submission could not be completed. Please go back and try again. If you continue to have issues, contact us. Back
Replies
2
Boosts
0
Views
533
Activity
Feb ’25