Swift is a powerful and intuitive programming language for Apple platforms and beyond.

Posts under Swift tag

200 Posts
Sort by:

Post

Replies

Boosts

Views

Activity

The SwiftSupport folder is missing
Hi, I have been receiving an email error message: ITMS-90426: Invalid Swift Support - The SwiftSupport folder is missing. Rebuild your app using the current public (GM) version of Xcode and resubmit it. when submitting an app to the App Store Connect using xcode. I have searched for many solutions online, but none of them have worked. Later, I manually created the SwiftSupport directory and copied the Swift dynamic library (dylib) that the app depends on to this directory, as well as copying them to the. app/Frameworks directory. After submitting, I received an email saying that these. dylib dynamic libraries are not in the. app/Frameworks directory. I opened the IPA file and checked the directory, and I really saw that they are located below. I don't know where the problem is, can you tell me the exact reason?
0
1
247
May ’24
Need help with a very strange crash log [SIGNAL 6 Abort trap: 6]
I've been encountering a strange crash that occurs randomly on my app's startup. The app compiles and (usually) runs just fine. I have found no methods to consistently reproduce this crash. I would provide the exception backtrace, but for some reason it's being flagged as sensitive language?? So instead I've attached the full crash log for anyone who is interested. Any help resolving this issue would be greatly appreciated.
1
0
216
May ’24
Volume slider not working in AVPlayer
Hello, I'm facing an issue with the volume slider in AVPlayer. Despite setting the volume property and mute property to false, the volume slider does not work as expected. Initially, the volume is muted with the slider set to the minimum. If I change the volume, when I release the slider, it returns to the minimum and the mute icon remains active. However, if I set it to maximum, the setting remains and the icon changes. However, the video volume never changes and remains at the value set in the code. Here is the code I am using: var player: AVPlayer! var playerController: AVPlayerViewController! override func viewDidLoad() { super.viewDidLoad() player = AVPlayer(url: URL(fileURLWithPath: Bundle.main.path(forResource: "video", ofType: "mp4")!)) player.volume = 0.5 player.isMuted = false playerController = AVPlayerViewController() playerController.player = player playerController.view.frame = self.view.frame addChild(playerController) view.addSubview(playerController.view) playerController.view.frame = view.bounds playerController.didMove(toParent: self) player.play() } Can someone please help me resolve this issue? Any assistance would be greatly appreciated. Thank you.
0
0
175
May ’24
I'm developing a CarPlay music app and encountering a crash when trying to present a CPActionSheetTemplate using presentTemplate on the CPInterfaceController in iOS 15.2. The app functions as expected on iOS 17*.
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Unsupported object <CPActionSheetTemplate: 0x600000883720> <identifier: 154853B1-42C9-4A2E-A2AA-8431664FCDC4, userInfo: (null), tabTitle: (null), tabImage: (null), showsTabBadge: 0> passed to presentTemplate:animated:completion:. Allowed classes: {( CPGridTemplate, CPListTemplate, CPNowPlayingTemplate, CPTabBarTemplate, CPAlertTemplate, CPVoiceControlTemplate )} Thanks in advance!
2
0
332
May ’24
Migrating @MainActor ViewModel to @Observable causing error
I get this error while migrating from ObservableObject to @Observable. Call to main actor-isolated initializer 'init()' in a synchronous nonisolated context My original code: struct SomeView: View { @StateObject private var viewModel = ViewModel() } After migration: @MainActor @Observable class BaseViewModel { } @MainActor class ViewModel: BaseViewModel { } struct SomeView: View { @State private var viewModel = ViewModel() } As discussed here. It seems like @StateObject is adding @MainActor compliance to my View under the hood because it's wrappedValue and projectedValue properties are marked as @MainActor, while on @State they are not. @available(iOS 14.0, macOS 11.0, tvOS 14.0, watchOS 7.0, *) @frozen @propertyWrapper public struct StateObject&lt;ObjectType&gt; : DynamicProperty where ObjectType : ObservableObject { ... @MainActor public var wrappedValue: ObjectType { get } .... @MainActor public var projectedValue: ObservedObject&lt;ObjectType&gt;.Wrapper { get } } One solution for this is to mark my View explicitly as @MainActor struct ViewModel: View but it have it side effects, for example code like: Button(action: resendButtonAction) { Text(resendButtonAttributedTitle()) } Will result a warning Converting function value of type '@MainActor () -&gt; ()' to '() -&gt; Void' loses global actor 'MainActor' While could be easily solved by using instead Button(action: { resendButtonAction() } ) { Text(resendButtonAttributedTitle()) } I still feel like marking the whole View explicitly as @MainActor is not a good practice. Adding fake @StateObject property to my view also do the trick, but it's a hack (the same for @FetchRequest). Can anyone think of a more robust solution for this?
1
1
1.2k
May ’24
Unable to import ObjC interface from a package in a public ObjC file in a framework
Problem Statement: Unable to import .h file from an ObjC SPM to a .h file in an ObjC file in a framework with mix of ObjC and Swift code The issue is: in order to support access of ObjC file in Swift code in a framework we need to use umbrella header (in place of bridging header). Once the file is imported in Umbrella header and made public it will no longer allow import of .h file from package in its interface Project Structure: a. Package: ObjCPackage ObjCPackage |- Package.swift |- ObjCPackage MathsUtilities.h (class interface) MathsUtilities.m (class implementation) NiceLogs.h (protocol) b. Project: ObjCSwiftFramework ObjCSwiftFramework |- ObjCSwiftFramework.h (umbrella header) |- Calculation.h (objc class interface) |- Calculation.m (objc class implementation) |- SwiftCalci.swift (swift class) Details: #import <ObjCSwiftFramework/Calculation.h> added in ObjCSwiftFramework.h as Calculation has to be used in SwiftCalci Calculation.h marked as public in target membership in Xcode so that it can be added in umbrella header ObjCSwiftFramework.h #import "NiceLogs.h" in Calculation.h gives error Here is a small sample which I created to demonstrate the problem: ObjCSwiftFramework
0
0
224
May ’24
Swift and C++ In The Same Project
Hi -- I am attempting to use C++ and Swift in a single project but I am struggling with finding the proper way to do this. Ideally I want to have both my C++ and Swift code in the same project and not use a framework to keep them separate. As an example, how would I create an object of the following C++ class: class Foo { public: Foo() { // do stuff } } From what I read, it should be as simple as this: let foo = Foo() But Xcode says it Cannot find 'Foo' in scope. How do I import Foo into my Swift code? Is there a project setting that needs to be changed to automatically make my C++ classes available? Or do I need to create a Clang module (as described in this page: https://www.swift.org/documentation/cxx-interop/#importing-c-into-swift) to expose the C++ code to Swift? If so, where in my Xcode project should that go? I am using Xcode 15.2 on macOS 14.2.1. I have also set the C++ and Objective-C Interoperability setting for my project to C++/Objective-C++.
3
0
1.6k
May ’24
Launch Full Immersive Space from NavigationLink button
I am trying to launch openImmersiveSpace, but seem like there is an issue with the openImmersiveSpace Task. Error: Static method 'buildExpression' requires that 'Task<OpenImmersiveSpaceAction.Result, Never>' conform to 'View' Here is the code and the error shows up on the "Task" line. import SwiftUI import RealityKit import RealityKitContent struct TestView: View { @Environment(\.openImmersiveSpace) var openImmersiveSpace @Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace var body: some View { VStack{ Text("Open Full Immersive & switch to NextViewArea") NavigationLink { Task { await openImmersiveSpace(id: "ImmersiveSpace") } NextViewArea() } label:{ Label(" Enter Full Immersive Space") } } } } How can I move onto the next view area in the floating window while also launching full immersive space. Any help would be much appreciated.
1
0
212
May ’24
.onChange not triggered after pairing
I have encountered a strange behavior these past couple weeks while dealing with Bluetooth, mostly because my code hasn't changed in over 6 months (maybe it was not working before and now it's correct, who knows). Essentially, when i pair with a bluetooth device for the first time, the onchange has stopped firing. I can post more exact code of the view but I didn't think it was necessary but after you select the device you want to connect to (for the first time) you get asked by the OS to pair. After successful connection, we read information from the device (the Profiles). Once I get that information, i set dataGathered to true which triggers .onChange and I can navigate. However, with this initial connection/pairing the .onChange is never triggered, but i know i'm getting my dataGathered set to true because my print is being set. Subsequent connections do cause .onChange to be triggered with 0 profiles and with many profiles. This code hasn't changed in months so i'm not sure if there's SwiftUI bug that's sprung up or what, or if there's an inherint issue with what i was doing and it's only now being caught. struct DeviceSearchView: View { @StateObject var connectedManager: Manager = Manager() @StateObject var bluetoothListener: Listener = BluetoothListener() var body: some View { body .onChange(self.bluetoothListener.connectedDevice) { device in device.getData() } .onChange(self.connectedManager.dataGathered) { dataGathered in // determine navigation } } } Manager Object final class Manager: ObservedObject, BTDelegate, Identifiable /*i've tried adding/switching with Equatable but no change*/ { @Published var dataGathered: Bool = false @Published var profileList: Profile = [Profile]() @Published var index: Int = 0 func updatedProfile(list: NSArray, selectedIndex: Int) { print("profiles are in fact here") var newList = [Profile]() for element in list { if let profile = element as? B50Profile { print("\(profile.name)") if !newList.contains(profile){ newList.append(profile) } } } self.profileList = newList self.index = selectedIndex self.dataGathered = true print("data gathered is \(self.dataGathered)" } }
0
0
236
May ’24
Why is the text not complying with contour tag?
I got this SSML from w3. org. AVSpeechUtterance(ssmlRepresentation:) is not complying with the contour. It doesn't change hz. <?xml version="1.0"?> <speak version="1.1" xmlns="http://www.w3.org/2001/10/synthesis" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.w3.org/2001/10/synthesis http://www.w3.org/TR/speech-synthesis11/synthesis.xsd" xml:lang="en-US"> <prosody contour="(0%,+20Hz) (10%,+30%) (40%,+10Hz)"> good morning </prosody> </speak> override func viewDidLoad() { super.viewDidLoad() guard let localUtterance = AVSpeechUtterance(ssmlRepresentation: self.speechSML) else { print("SML did not work.") return } self.utterance = localUtterance self.utterance.voice = self.voiceNoelle } self.synthesizer.speak(self.utterance)
1
0
284
May ’24
SwiftUI App Crashes on Simulator When Using @Query Macro in Chart Interaction
I'm developing an app with a chart in SwiftUI. I want the following block of code to run when the chart is clicked. On my personal iPhone, the app works flawlessly. But when I try it in the simulator it crashes and gives me about 5-10 of the following errors. When I remove the @Query macro from the code block, the application does not crash in the simulator, but I continue to get the errors I mentioned. If I do not run the following code block, I do not get the errors I mentioned. struct SaleDetailView: View { @Query(filter: #Predicate<Registration> { !$0.activeRegistration }) private var regs: [Registration] var body: some View { VStack { DailySaleView() } .padding() } } Thank you in advance for your answers. Do not hesitate to ask if you have any questions. Thanks, MFS
1
0
196
May ’24
When Rotate screen, a scanning sheet does not respond to any touch interactions
I have implemented NFC card reading functionality using NFCTagReaderSession. After starting the NFC reader session in landscape mode at least once, if I switch back to portrait mode and attempt to start the NFC reader session again, the scanning sheet does not respond to any touch interactions. Regardless of whether the screen is rotated, I expect the user to be able to close the reading screen, but it remains open. Is there any workaround for this issue? Code: class ViewController: UIViewController, NFCTagReaderSessionDelegate { func tagReaderSessionDidBecomeActive(_ session: NFCTagReaderSession) { } func tagReaderSession(_ session: NFCTagReaderSession, didInvalidateWithError error: any Error) { } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { } override func viewWillTransition(to size: CGSize, with coordinator: any UIViewControllerTransitionCoordinator) { super.viewWillTransition(to: size, with: coordinator) let session = NFCTagReaderSession(pollingOption: [.iso14443], delegate: self) session?.begin() } } PLATFORM AND VERSION iOS Device Information: Xcode 15.3 iPhone Xs (iOS 17.4) iPhone 8 (iOS 16.7.7) STEPS TO REPRODUCE Procedure and Results: 1.Launch the app. →The portrait mode is displayed. 2.Rotate from portrait to landscape. →The landscape screen shows the NFC reading interface. 3.Tap the cancel button on the NFC reading screen. →The landscape NFC reading screen closes. 4.Rotate back from landscape to portrait. →The portrait screen displays the NFC reading interface. 5.Tap the cancel button (cross icon) on the NFC reading screen. →The portrait NFC reading screen does not close.
0
0
164
May ’24
Xcode ‘C++ and Objective-C Interoperability’ build setting not getting set
I m trying to create an xcode project with cpp-swift interoperability(introduced in xcode15) using cmake xcode generator. I m able to invoke cpp code in swift and vice-versa but when opening the project in xcode, the build setting for 'C++ and Objective-C Interoperability' is still set to 'C/Objective C' like in image below. I want to set it to 'C++/Objective-C++'. I m using the below cmake for this: . . add_library(cxx-support ./Sources/CxxSupport/Student1.cpp ./Sources/CxxSupport/Teacher.swift ) #include the directory to access modulemap content target_include_directories(cxx-support PUBLIC ${CMAKE_SOURCE_DIR}/Sources/CxxSupport) target_compile_options(cxx-support PUBLIC "$<$<COMPILE_LANGUAGE:Swift>:-cxx-interoperability-mode=default>" ) . . I Have also tried the below in cmake, but it didn't work. #set(SWIFT_OBJC_INTEROP_MODE "objcxx" CACHE STRING "") #target_compile_options(cxx-support PUBLIC #"SWIFT_OBJC_INTEROP_MODE=objcxx") Any help on how this can be achieved?
1
0
656
May ’24
Toolbar does not animate in with Swift UI NavigationStack
Hello, fairly new to Swift, I come from a React Native background. One of the hardest things I'm finding is simply customising the screen headers in the navigation. I've managed to do it using a custom modifier that uses .toolbar and ToolbarItem as shown below: struct NavBar: ViewModifier { let title: String let showBackButton: Bool? @Environment(\.dismiss) private var dismiss func body(content: Content) -> some View { return content .toolbar { if showBackButton == true { ToolbarItemGroup(placement: .navigationBarLeading) { Button(action: { dismiss() }) { Image("BackButton") }.padding(.top, 18) } } ToolbarItem(placement: .principal) { Text(title) .font(Font.custom("Knight Vision", size: 28)) .foregroundColor(.white).padding(.top, 20) } } .navigationBarBackButtonHidden(true) } } This is all fine and suits my needs however I'm finding that the toolbar does not slide in with the rest of the screen when navigating to as screen with it on. I would expect the title to slide in with the other items on the screen. Especially since the toolbar does animate out, it just does not animate in. Heres a video so you can see what I mean. Am I doing something wrong here? Is there a better way to do this? [linkText](https://www.youtube.com/shorts/6M-glapBZz0 /)
0
0
170
May ’24
Full width UICollectionViewCells overlap during interface orientation rotations causing ugly animation
Preface Upon rotating the interface, the UICollectionViewCells overlap, generating an unpleasant animation that for sure can't be used in production. The code The code was executed on iPhone 6S (NN0W2TU/A A1688) with iOS 15.8.2. I could reproduce the issue on iPhone 15 Pro with iOS 17 on simulator as well. SelfConfiguringCell.swift: import UIKit protocol SelfConfiguringCell: UICollectionViewCell { static var reuseIdentifier: String { get } func configure(with image: String) } ISVImageScrollView.swift: Code here CarouselCell.swift: import UIKit import SnapKit class CarouselCell: UICollectionViewCell, SelfConfiguringCell, UIScrollViewDelegate { static var reuseIdentifier: String = "carousel.cell" internal var image: String = "placeholder" { didSet { self.imageView = UIImageView(image: UIImage(named: image)) self.scrollView.imageView = self.imageView } } let scrollView: ISVImageScrollView = { let scrollView = ISVImageScrollView() scrollView.minimumZoomScale = 1.0 scrollView.maximumZoomScale = 30.0 scrollView.zoomScale = 1.0 scrollView.contentOffset = .zero scrollView.bouncesZoom = true return scrollView }() var imageView: UIImageView = { let image = UIImage(named: "placeholder")! let imageView = UIImageView(image: image) return imageView }() func setImage(_ image: String) { self.image = image } func configure(with image: String) { self.setImage(image) self.scrollView.snp.makeConstraints { make in make.left.top.right.bottom.equalTo(contentView) } } override init(frame: CGRect) { super.init(frame: frame) contentView.backgroundColor = UIColor.black scrollView.delegate = self scrollView.imageView = self.imageView contentView.addSubview(scrollView) } required init?(coder: NSCoder) { fatalError("Cannot init from storyboard") } func viewForZooming(in scrollView: UIScrollView) -> UIView? { return self.imageView } } ViewController: import UIKit class ViewController: UICollectionViewController { var currentPage: IndexPath? = nil let images = ["police", "shutters", "depot", "cakes", "sign"] init() { let compositionalLayout = UICollectionViewCompositionalLayout { sectionIndex, environment in let absoluteW = environment.container.effectiveContentSize.width let absoluteH = environment.container.effectiveContentSize.height // Handle landscape if absoluteW > absoluteH { print("landscape") let itemSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1), heightDimension: .fractionalHeight(1) ) let item = NSCollectionLayoutItem(layoutSize: itemSize) let groupSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1), heightDimension: .fractionalHeight(1) ) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) return section } else { // Handle portrait print("portrait") let itemSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1.0), heightDimension: .absolute(absoluteW * 9.0/16.0) ) let item = NSCollectionLayoutItem(layoutSize: itemSize) let groupSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1.0), heightDimension: .absolute(absoluteW * 9.0/16.0) ) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) return section } } let config = UICollectionViewCompositionalLayoutConfiguration() config.interSectionSpacing = 0 config.scrollDirection = .horizontal compositionalLayout.configuration = config super.init(collectionViewLayout: compositionalLayout) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func viewDidLoad() { super.viewDidLoad() collectionView.delegate = self collectionView.dataSource = self collectionView.isPagingEnabled = true // Register cell for reuse collectionView.register(CarouselCell.self, forCellWithReuseIdentifier: CarouselCell.reuseIdentifier) } override func numberOfSections(in collectionView: UICollectionView) -> Int { return 1 } override func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return self.images.count } override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { guard let reusableCell = collectionView.dequeueReusableCell(withReuseIdentifier: CarouselCell.reuseIdentifier, for: indexPath) as? CarouselCell else { fatalError() } let index : Int = (indexPath.section * self.images.count) + indexPath.row reusableCell.configure(with: self.images[index]) return reusableCell } } Notes I found a similar unanswered question here. I'm sure something can be done about it because if I switch to SwiftUI with a TabView, that according to SwiftUI Introspect documentation for TabViewWithPageStyleType, is using UICollectionView under the hood, I'm not getting that ugly animation anymore. Though I can't switch to SwiftUI to use TabView because on interface rotation it loses the page index (well known bug, see here), which probably is even trickier to workaround.
0
0
248
May ’24
CreateML hyperparameters
Hi, I try to create some machine learning model for each stock in S&P500 index. When creating the model(Boosted tree model) I try to make it more successfully by doing hyper parameters using GridSearchCV. It takes so long to create one model so I don't want to think of creating all stocks models. I tried to work with CreateML and swift but it looks like it takes longer to run than sklearn on python. My question is how can I make the process faster? is there any hyper parameters on CreateML on swift (I couldn't find it at docs) and how can I run this code on my GPU? (should be much faster).
0
0
300
May ’24
Returning to previously opened app
Hi everyone, I’m just starting with swift and Xcode and have a basic question. I have the following code I found online for an app that generates math addition questions. I would like to run this Math app on my iPhone just before I open the apps I use most often (let’s say mail, WhatsApp, calendar and notes) ask me a maths question and if I answer correctly, carryon with the app originally intended to be opened. I can do the opening of the Math app before the apps I use more often with shortcuts. I would like to modify the code bellow so that if I answer correctly it “closes” itself and returns to the originally intended app. With that intention I included the “exit(0)”, but I get an error. Thanks for your help in advance! Best, Tom struct ContentView: View { @State private var correctAnswer = 0 @State private var choiceArray : [Int] = [0, 1, 2, 3] @State private var firstNumber = 0 @State private var secondNumber = 0 @State private var difficulty = 1000 var body: some View { VStack { Text("(firstNumber) + (secondNumber)") .font(.largeTitle) .bold() HStack { ForEach(0..<2) {index in Button { answerIsCorrect(answer: choiceArray[index]) generateAnswers() } label: { AnswerButton(number: choiceArray[index]) } } } HStack { ForEach(2..<4) {index in Button { answerIsCorrect(answer: choiceArray[index]) generateAnswers() } label: { AnswerButton(number: choiceArray[index]) } } } } func answerIsCorrect(answer: Int){ if answer == correctAnswer {exit(0)} } } func generateAnswers(){ firstNumber = Int.random(in: 0...(difficulty/2)) secondNumber = Int.random(in: 0...(difficulty/2)) var answerList = Int correctAnswer = firstNumber + secondNumber for _ in 0...2 { answerList.append(Int.random(in: 0...difficulty)) } answerList.append(correctAnswer) choiceArray = answerList.shuffled() } } struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() } }
1
0
192
May ’24
StructureBuilder Trajectory issues during merging
In larger scenes, I need to record motion trajectories. RoomCaptureSession always starts from (0,0,0), and I use the last tracked point as the offset value to connect multiple trajectory points, just like StructureBuilder merging models But when StructureBuilder merged, it eliminated some of the models, which would make the trajectory points I saved lose accuracy, and I cannot know how much scene size was specifically eliminated between them Is there any way you can help me?
0
0
182
May ’24
A syntax error I'm not understanding...
I'm defining a typealias for a set, and then creating an extension for the new typealias. When I do this, I'm getting an odd syntax error. Any/all guidance appreciated. typealias IntSet = Set&lt;Int&gt; extension IntSet { func aFunction() -&gt; Set&lt;String&gt; { let array: [String] = self.map { "\($0)" } return Set(array) } } At the return line, I get the following syntax error: Cannot convert return expression of type 'Set&lt;Int&gt;' to return type 'Set&lt;String&gt;' Even if I replace the return line with the following, I get the same compile error return Set("array")
3
0
303
May ’24