I didn't find a suggestion box on Swift's website so I'll post it here.
SwiftCharts are great but limited. I need more data on a single chart. Candlestick and OHLC type charts would be an excellent addition. Hopefully, influencers from Apple can make that happen.
Thanks.
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Hi all,
I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app 26 (June 2025 version).
⸻
💥 Errors displayed:
1. C99 was enabled in PCH file but is currently disabled
2.
module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm
cannot be loaded due to a configuration mismatch with the current compilation
3. missing required module 'SwiftShims'
⸻
🛠 What I’ve already tried:
• xcode-select -s /Applications/Xcode-beta.app/Contents/Developer
• Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products
• Ran sudo xcodebuild -runFirstLaunch
• Clean Build Folder in Xcode-beta
• Verified Command Line Tools setting points to Xcode-beta
⸻
❓Looking for guidance on:
• Whether this is a known bug in Xcode-beta
• If SwiftShims/PCM conflicts are expected between versions
• Best practices to safely migrate from Xcode stable to beta for Swift-based projects
Any advice is much appreciated.
Thanks,
Mathéo
Hi all,
I’m running into a persistent build issue with my Swift project ORSOFINAL after migrating from Xcode stable to Xcode-beta.app (June 2025 version).
⸻
💥 Errors displayed:
1. C99 was enabled in PCH file but is currently disabled
2.
module file .../ModuleCache.noindex/SwiftShims-AXUM98L131W4...pcm
cannot be loaded due to a configuration mismatch with the current compilation
3. missing required module 'SwiftShims'
⸻
🛠 What I’ve already tried:
• xcode-select -s /Applications/Xcode-beta.app/Contents/Developer
• Deleted ~/Library/Developer/Xcode/DerivedData, ModuleCache.noindex, Archives, and Products
• Ran sudo xcodebuild -runFirstLaunch
• Clean Build Folder in Xcode-beta
• Verified Command Line Tools setting points to Xcode-beta
⸻
❓Looking for guidance on:
• Whether this is a known bug in Xcode-beta
• If SwiftShims/PCM conflicts are expected between versions
• Best practices to safely migrate from Xcode stable to beta for Swift-based projects
Any advice is much appreciated.
Thanks,
Mathéo
The swift syntax compilation reported an error.
as follows
How should I be compatible
The other day I was playing with iBeacon and found out that CLBeaconIdentityConstraint will be deprecated after iOS 18.5. So I've written code with BeaconIdentityCondition in reference to this Apple's sample project.
import Foundation
import CoreLocation
let monitorName = "BeaconMonitor"
@MainActor
public class BeaconViewModel: ObservableObject {
private let manager: CLLocationManager
static let shared = BeaconViewModel()
public var monitor: CLMonitor?
@Published var UIRows: [String: [CLMonitor.Event]] = [:]
init() {
self.manager = CLLocationManager()
self.manager.requestWhenInUseAuthorization()
}
func startMonitoringConditions() {
Task {
print("Set up monitor")
monitor = await CLMonitor(monitorName)
await monitor!.add(getBeaconIdentityCondition(), identifier: "TestBeacon")
for identifier in await monitor!.identifiers {
guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue }
UIRows[identifier] = [lastEvent]
}
for try await event in await monitor!.events {
guard let lastEvent = await monitor!.record(for: event.identifier)?.lastEvent else { continue }
if event.state == lastEvent.state {
continue
}
UIRows[event.identifier] = [event]
UIRows[event.identifier]?.append(lastEvent)
}
}
}
func updateRecords() async {
UIRows = [:]
for identifier in await monitor?.identifiers ?? [] {
guard let lastEvent = await monitor!.record(for: identifier)?.lastEvent else { continue }
UIRows[identifier] = [lastEvent]
}
}
func getBeaconIdentityCondition() -> CLMonitor.BeaconIdentityCondition {
CLMonitor.BeaconIdentityCondition(uuid: UUID(uuidString: "abc")!, major: 123, minor: 789)
}
}
It works except that my sample app can take as long as 90 seconds to see event changes. You would get an instant update with an fashion (CLBeacon and CLBeaconIdentityConstraint). Is there anything that I can do to see changes faster? Thanks.
Hi everyone,
I’m currently trying to create a pure backdrop blur effect in my iOS app (SwiftUI / UIKit), similar to the backdrop-filter: blur(20px) effect in CSS. My goal is simple:
• Apply a Gaussian blur (radius ~20px) to the background content
• Overlay a semi-transparent black layer (opacity 0.3)
• Avoid any predefined color tint from UIBlurEffect or .ultraThinMaterial, etc.
However, every method I’ve tried so far (e.g., .ultraThinMaterial, UIBlurEffect(style:)) always introduces a built-in tint, which makes the result look gray or washed out. Even when layering a black color with opacity 0.3 over .ultraThinMaterial, it doesn’t give the clean, transparent-black + blur look I want.
What I’m looking for:
• A clean 20px blur effect (like CIGaussianBlur)
• No color shift/tint added by default
• A layer of black at 30% opacity on top of the blur
• Ideally works live (not a static snapshot blur)
Has anyone achieved something like this in UIKit or SwiftUI? Would really appreciate any insights, workarounds, or libraries that can help.
Thanks in advance!
Ben
I found that the aggregated device correctly obtains input channels in the standard microphone mode. However, in voice isolation mode, it only retrieves channels from the first sub-device in the aggregated device's list. If I want to properly obtain channel information in voice isolation mode, how should I do it?
According to docs, .focusedObject() usage should be moved to .focusedValue() when migrating to @Observable, but there is no .focusedSceneValue() overload that accepts Observable like with .focusedValue(). So how are we supposed migrate .focusedSceneObject() to @Observable?
Hi, I am making a AI-Powered app that makes api requests to the openai API. However, for security, I set up a vercel backend that handles the API calls securely, while my frontend makes a call to my vercel-hosted https endpoint. Interestingly, whenever I try to make that call on my device, an iPhone, I get this error:
Task <91AE4DE0-2845-4348-89B4-D3DD1CF51B65>.<10> finished with error [-1003] Error Domain=NSURLErrorDomain Code=-1003 "A server with the specified hostname could not be found." UserInfo={_kCFStreamErrorCodeKey=-72000, NSUnderlyingError=0x1435783f0 {Error Domain=kCFErrorDomainCFNetwork Code=-1003 "(null)" UserInfo={_kCFStreamErrorDomainKey=10, _kCFStreamErrorCodeKey=-72000, _NSURLErrorNWResolutionReportKey=Resolved 0 endpoints in 3ms using unknown from query, _NSURLErrorNWPathKey=satisfied (Path is satisfied), interface: pdp_ip0[lte], ipv4, ipv6, dns, expensive, uses cell}}, _NSURLErrorFailingURLSessionTaskErrorKey=LocalDataTask <91AE4DE0-2845-4348-89B4-D3DD1CF51B65>.<10>, _NSURLErrorRelatedURLSessionTaskErrorKey=(
"LocalDataTask <91AE4DE0-2845-4348-89B4-D3DD1CF51B65>.<10>"
), NSLocalizedDescription=A server with the specified hostname could not be found., NSErrorFailingURLStringKey=https://[my endpoint], NSErrorFailingURLKey=https://[my endpoint], _kCFStreamErrorDomainKey=10}
I'm completely stuck because when I directly make https requests to other api's like openai's endpoint, without the proxy, it finds the server completely fine. Running my endpoint on terminal with curl also works as intended, as I see api key usages. But for some reason, on my project, it does not work. I've looked through almost every single post I could find online, but a lot all of the solutions are outdated and unhelpful.
I'm willing to schedule a call, meeting, whatever to resolve this issue and get help more in depth as well.
In reference to this webpage, I'm turning my iPad to an iBeacon device.
class BeaconViewModel: NSObject, ObservableObject, CBPeripheralManagerDelegate {
private var peripheralManager: CBPeripheralManager?
private var beaconRegion: CLBeaconRegion?
private var beaconIdentityConstraint: CLBeaconIdentityConstraint?
//private var beaconCondition: CLBeaconIdentityCondition?
override init() {
super.init()
if let uuid = UUID(uuidString: "abc") {
beaconIdentityConstraint = CLBeaconIdentityConstraint(uuid: uuid, major: 123, minor: 456)
beaconRegion = CLBeaconRegion(beaconIdentityConstraint: beaconIdentityConstraint!, identifier: "com.example.myDeviceRegion")
peripheralManager = CBPeripheralManager(delegate: self, queue: nil, options: nil)
}
}
func peripheralManagerDidUpdateState(_ peripheral: CBPeripheralManager) {
switch peripheral.state {
case .poweredOn:
startAdvertise()
case .poweredOff:
peripheralManager?.stopAdvertising()
default:
break
}
}
func startAdvertise() {
guard let beaconRegion = beaconRegion else { return }
let peripheralData = beaconRegion.peripheralData(withMeasuredPower: nil)
peripheralManager?.startAdvertising(((peripheralData as NSDictionary) as! [String: Any]))
}
func stopAdvertise() {
peripheralManager?.stopAdvertising()
}
}
In Line 10, I'm using CLBeaconidentityConstraint to constrain the beacon. Xcode says that this class is deprecated and suggests that we use CLBeaconIdentityCondition. But if I try to use it, Xcode says
Cannot find type 'CLBeaconIdentityCondition' in scope
I've just updated Xcode to 16.4. I still get the same error. So how do we use CLBeaconIdentityCondition to constrain the beacon? My macOS version is Sequoia 15.5. Thanks.
After two types of objects correctly inserted as nodes in an augmented reality setting, I replicated exactly the same procedure with a third kind of objects that unfortunately refuse to show up. I checked the flow and it is the same as the other objects as well the content of the LocationAnnotation, but there is surely something that escapes me. Could someone help with some ideas?
This is the common code, apart of the class:
func appendInAR(ghostElement: Ghost){
let ghostElementAnnotationLocation=GhostLocationAnnotationNode(ghost: ghostElement)
ghostElementAnnotationLocation.scaleRelativeToDistance = true
sceneLocationView.addLocationNodeWithConfirmedLocation(locationNode: ghostElementAnnotationLocation)
shownGhostsAnnotations.append(ghostElementAnnotationLocation)
}
Problem Description
I'm encountering an issue with SCNTechnique where the clearColor setting is being ignored when multiple passes share the same depth buffer. The clear color always appears as the scene background, regardless of what value I set. The minimal project for reproducing the issue: https://www.dropbox.com/scl/fi/30mx06xunh75wgl3t4sbd/SCNTechniqueCustomSymbols.zip?rlkey=yuehjtk7xh2pmdbetv2r8t2lx&st=b9uobpkp&dl=0
Problem Details
In my SCNTechnique configuration, I have two passes that need to share the same depth buffer for proper occlusion handling:
"passes": [
"box1_pass": [
"draw": "DRAW_SCENE",
"includeCategoryMask": 1,
"colorStates": [
"clear": true,
"clearColor": "0 0 0 0" // Expecting transparent black
],
"depthStates": [
"clear": true,
"enableWrite": true
],
"outputs": [
"depth": "box1_depth",
"color": "box1_color"
],
],
"box2_pass": [
"draw": "DRAW_SCENE",
"includeCategoryMask": 2,
"colorStates": [
"clear": true,
"clearColor": "0 0 0 0" // Also expecting transparent black
],
"depthStates": [
"clear": false,
"enableWrite": false
],
"outputs": [
"depth": "box1_depth", // Sharing the same depth buffer
"color": "box2_color",
],
],
"final_quad": [
"draw": "DRAW_QUAD",
"metalVertexShader": "myVertexShader",
"metalFragmentShader": "myFragmentShader",
"inputs": [
"box1_color": "box1_color",
"box2_color": "box2_color",
],
"outputs": [
"color": "COLOR"
]
]
]
And the metal shader used to display box1_color and box2_color with splitting:
fragment half4 myFragmentShader(VertexOut in [[stage_in]],
texture2d<half, access::sample> box1_color [[texture(0)]],
texture2d<half, access::sample> box2_color [[texture(1)]]) {
half4 color1 = box1_color.sample(s, in.texcoord);
half4 color2 = box2_color.sample(s, in.texcoord);
if (in.texcoord.x < 0.5) {
return color1;
}
return color2;
};
Expected Behavior
Both passes should clear their color targets to transparent black (0, 0, 0, 0)
The depth buffer should be shared between passes for proper occlusion
Actual Behavior
Both box1_color and box2_color targets contain the scene background instead of being cleared to transparent (see attached image)
This happens even when I explicitly set clearColor: "0 0 0 0" for both passes
Setting scene.background.contents = UIColor.clear makes the clearColor work as expected, but I need to keep the scene background for other purposes
What I've Tried
Setting different clearColor values - all are ignored when sharing depth buffer
Using DRAW_NODE instead of DRAW_SCENE - didn't solve the issue
Creating a separate pass to capture the background - the background still appears in the other passes
Various combinations of clear flags and render orders
Environment
iOS/macOS, running with "My Mac (Designed for iPad)"
Xcode 16.2
Question
Is this a known limitation of SceneKit when passes share a depth buffer? Is there a workaround to achieve truly transparent clear colors while maintaining a shared depth buffer for occlusion testing?
The core issue seems to be that SceneKit automatically renders the scene background in every DRAW_SCENE pass when a shared depth buffer is detected, overriding any clearColor settings.
Any insights or workarounds would be greatly appreciated. Thank you!
I would like to clarify that my app is a Reader APP and a hybrid application built with Vue.js and Capacitor. To comply with Apple’s guidelines, I am not using any third-party SDKs for account management or payments. Instead, I am attempting to use the official StoreKit External Link Account API as required.
To achieve this, I created a custom native Capacitor plugin in Swift, which calls the StoreKit 2 classes (SKStoreExternalLinkAccountRequest and SKStoreExternalLinkAccountViewController) to present the required modal before redirecting users to manage their accounts externally.
However, I am encountering a technical issue:
When building the app in Xcode 16 (with iOS Deployment Target set to 16+), the Swift compiler cannot find the StoreKit 2 classes (SKStoreExternalLinkAccountRequest and SKStoreExternalLinkAccountViewController).
I have attached a screenshot showing the error in Xcode.
Could you please clarify if there are any additional requirements or steps needed to access these StoreKit 2 APIs in a hybrid (Capacitor/Vue) app?
Is there any limitation for hybrid apps, or is there a specific configuration needed in Xcode or the project to make these APIs available?
I am committed to fully complying with Apple’s guidelines and want to ensure the best and safest experience for my users.
Any guidance or documentation you can provide would be greatly appreciated.
my plugin:
my app in xcode - build failed
I would really appreciate it if someone could help me.
I am trying to launch a fully immersive game from Unity on a SwiftUI view. The game is using Metal Rendering with Compositor Services.
I added the unity Xcode project into the workspace, added the necessary bridge code. When I click on the button to call ufw?.showUnityWindow(), it does not start and I get the following in the console:
AR session failed to start after 5 seconds. Is the app configured to use an immersive space?
We just dropped support for iOS 16 in our app and migrated to the new properties on Locale to extract the language code, region, and script. However, after doing this we are seeing an issue where the script property is returning a value when the language has no script.
Here is the initializer that we are using to populate the values. The identifier is coming from the preferredLanguages property that is found on Locale.
init?(identifier: String) {
let locale = Locale(identifier: identifier)
guard
let languageCode = locale.language.languageCode?.identifier
else {
return nil
}
language = languageCode
region = locale.region?.identifier
script = locale.language.script?.identifier
}
Whenever I inspect locale.language I see all of the correct values. However, when I inspect locale.language.script directly it is always returning Latn as the value. If I inspect the deprecated locale.scriptCode property it will return nil as expected.
Here is an example from the debugger for en-AU. I also see the same for other languages such as en-AE, pt-BR.
Since the language components show the script as nil, then I would expect locale.language.script?.identifier to also return nil.
Hello,
I am trying to localize my app in other languages. Most of the text are automatically extracted by Xcode when creating a string catalog and running my app.
However I realized few texts aren't extracted, hence I find a solution for most of them by adding
For example I have some declared variable as
var title: String = "Continue"
Hence for them to be trigger I changed the String by LocalizedStringResource which gives
var title: LocalizedStringResource = "Continue"
But I still have an issue with some variables declared as an array with this for example
@State private var genderOptions = ["Male", "Female", "Not Disclosed"]
I tried many things however I don't success to make these arrays to be translated as the word here "Male", "Female" and "Not Disclosed".
I have more array like that in my code and I am trying to find a solution for them to be extracted and be able to be localized
Few things I tried that doesn't worked
@State private var genderOptions : LocalizedStringResource = ["Male", "Female", "Not Disclosed"]
@State private var genderOptions = [LocalizedStringResource("Male"), LocalizedStringResource("Female"), LocalizedStringResource("Not Disclosed")]
Any idea more than welcome
Thank guys
Hi All,
Really weird one here...
I have two bundle ids with the same reverse dns name...
com.company.app1
com.company.app2
app1 was installed on the device a year ago.
app2 was also installed on the device a year ago but I released a new updated version and pushed it to the device via Microsoft InTunes.
A year ago the vendor Id's matched as the bundle id's were on the same domain of com.company.
Now for some reason the new build of app2 or any new app I build isn't being recognised as on the same domain as app1 even though the bundle id should make it so and so the Vendor Id's do not match and it is causing me major problems as I rely on the Vendor Id to exchange data between the apps on a certain device.
In an enterprise environment, does anyone know of any other reason or things that could affect the Vendor Id?
According to Apple docs, it seems that only the bundle name affects the vendor id but it isn't following those rules in this instance.
We are migrating to swift 6 from swift 5 using Xcode 16.2. we are getting below errors in almost each of our source code files :
Call to main actor-isolated initializer 'init(storyboard:bundle:)' in a synchronous non isolated context
Main actor-isolated property 'delegate' can not be mutated from a nonisolated context
Call to main actor-isolated instance method 'register(cell:)' in a synchronous nonisolated context
Call to main actor-isolated instance method 'setup()' in a synchronous nonisolated context
Few questions related to these compile errors.
Some of our functions arguments have default value set but swift 6 does not allow to set any default values. This requires a lot of code changes throughout the project. This would be lot of source code re-write.
Using annotations like @uncheck sendable , @Sendable on the class (Main actor) name, lot of functions within those classes , having inside some code which coming from other classes which also showing main thread issue even we using @uncheck sendable.
There are so many compile errors, we are still seeing other than what we have listed here. Fixing these compile errors throughout our project, would be like a re-write of our whole application, which would take lot of time. In order for us to migrate efficiently, we have few questions where we need your help with. Below are the questions.
Are there any ways we can bypass these errors using any keywords or any other way possible?
Can Swift 5 and Swift 6 co-exist? so, we can slowly migrate over a period of time.
I'm working on enabling a content filter in my iOS app using NEFilterManager and NEFilterProviderConfiguration. The setup works perfectly in debug builds when running via Xcode, but fails on TestFlight builds with the following error:
**Failed to save filter settings: permission denied
**
**Here is my current implementation:
**
(void)startContentFilter {
NSUserDefaults *userDefaults = [NSUserDefaults standardUserDefaults];
[userDefaults synchronize];
[[NEFilterManager sharedManager] loadFromPreferencesWithCompletionHandler:^(NSError * _Nullable error) {
dispatch_async(dispatch_get_main_queue(), ^{
if (error) {
NSLog(@"Failed to load filter: %@", error.localizedDescription);
[self showAlertWithTitle:@"Error" message:[NSString stringWithFormat:@"Failed to load content filter: %@", error.localizedDescription]];
return;
}
NEFilterProviderConfiguration *filterConfig = [[NEFilterProviderConfiguration alloc] init];
filterConfig.filterSockets = YES;
filterConfig.filterBrowsers = YES;
NEFilterManager *manager = [NEFilterManager sharedManager];
manager.providerConfiguration = filterConfig;
manager.enabled = YES;
[manager saveToPreferencesWithCompletionHandler:^(NSError * _Nullable error) {
dispatch_async(dispatch_get_main_queue(), ^{
if (error) {
NSLog(@"Failed to save filter settings: %@", error.localizedDescription);
[self showAlertWithTitle:@"Error" message:[NSString stringWithFormat:@"Failed to save filter settings: %@", error.localizedDescription]];
} else {
NSLog(@"Content filter enabled successfully!");
[self showAlertWithTitle:@"Success" message:@"Content filter enabled successfully!"];
}
});
}];
});
}];
}
**What I've tried:
**
Ensured the com.apple.developer.networking.networkextension entitlement is set in both the app and system extension.
The Network extension target includes content-filter-provider.
Tested only on physical devices.
App works in development build, but not from TestFlight.
**My questions: **
Why does saveToPreferencesWithCompletionHandler fail with “permission denied” on TestFlight?
Are there special entitlements required for using NEFilterManager in production/TestFlight builds?
Is MDM (Mobile Device Management) required to deploy apps using content filters?
Has anyone successfully implemented NEFilterProviderConfiguration in production, and if so, how?
Topic:
App & System Services
SubTopic:
Networking
Tags:
Extensions
Swift
Network Extension
Objective-C
My app works perfectly the first time it is used but when returning to the start after playing the game and playing another it does some random things.
I figure it is because the app still retains the previous game in it’s memory allocation?
My question is, what is the best way programmatically to have an app start fresh and not have to quit it and open it again?