Hi,
I am currently developing a document-based application for macOS and have encountered a challenge related to document container management. Specifically, I need to open a windowGroup that shares the same container as the one used in the DocumentGroup. However, my current approach of using a global shared model container has led to unintended behavior: any new document created is linked to existing ones, and changes made in one document are reflected across all documents.
To address this issue, I am looking for a solution that allows each newly created document to be individualized while still sharing the document container with all relevant WindowGroups that require access to the data it holds. I would greatly appreciate any insights or recommendations you might have on how to achieve this.
Thank you for your time and assistance.
Best regards,
Something like:
@main
struct Todo: App {
var body: some Scene {
DocumentGroup(editing: Item.self, contentType: .item) {
ContentView()
}
WindowGroup {
UndockView()
.modelContainer(of documentGroup above)
}
}
}
Swift
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I’ve been working on a personal iOS project for fun — essentially a YouTube music player, learning how background media playback works in native iOS apps.
After seeing that Musi (a famous music streaming app) can play YouTube audio in the background with the screen off — I got really curious. I’ve been trying to replicate that basic background audio functionality for YouTube embeds using WKWebView. I've spent a crazy amount of time (probably 20 hours) trying to figure this out but have achieved no success.
Here’s what I’ve tried so far:
-Embedding a YouTube video in a WKWebView
-Activating AVAudioSession with .playback and setting .setActive(true)
-Adding the UIBackgroundModes key with audio in Info.plist
-Adding the NSAppTransportSecurity key to allow arbitrary loads
--Testing on a real device (iPhone 14, iOS 18.1 target)--
What happens:
Audio plays fine in the foreground.
If I exit the app and go to the lock screen quickly enough (less than 3 seconds) after pressing play, I can resume playback briefly from the lock screen — but it doesn’t automatically continue like in Musi and other apps like it.
Most of the time, the audio stops when the app is backgrounded.
I get this error consistently in the logs:
Error acquiring assertion: <Error Domain=RBSServiceErrorDomain Code=1 "(originator doesn't have entitlement com.apple.runningboard.assertions.webkit AND originator doesn't have entitlement com.apple.multitasking.systemappassertions)"
It seems like the app lacks some specific entitlements related to WebKit media playback. I don’t have AppDelegate/SceneDelegate (using SwiftUI), but can add if needed.
I’m super curious how music streaming apps using youtube as a source get around this — are they doing something different under the hood? A custom player? A SafariViewController trick? Is there a specific way to configure WKWebView to keep playing in the background, or is this a known limitation?
Would really appreciate any insight from folks who’ve explored this before or know how apps like Musi pulled it off.
Thanks in advance!
I'm currently adding swift widgets to my existing ObjC project and building it for ios-simulator causes a "Swift.h" file not found error. it works without issue for device build. I see the file compiled under DerivedData at and set the Header Search Path and User Header Search Path to: $(CONFIGURATION_TEMP_DIR)/$(PROJECT_NAME).build/DerivedSources but it still doesn't work.
Removing the #import "proj-Swift.h" line fixes the issues, but I need to import it to use WidgetCenter ReloadAllTimelines. I checked that the file is being generated correctly by viewing the autogenerated file and its contents.
Any advice and direction would be a great help. Been stuck on this all week and I can't think of a different solution.
Howdy,
WKWebView feature request: allow Fullscreen API without User Gestures
similar to ElectronJS' userGesture: true flag that allows devs to bypass user gesture restriction for Fullscreen API and similar
executeJavaScript(code[, userGesture])
https://www.electronjs.org/docs/latest/api/web-contents#contentsexecutejavascriptcode-usergesture
afaik this is allowed because of a fairly recent update to Chromium that also allows users to give Fullscreen API permissions per domain
https://chromeos.dev/en/posts/using-the-fullscreen-api-without-gestures
Would be greatly useful for a use case in my cross-platform app, so I can avoid rewriting all platforms to use Chromium
Thanks
I have an objective-c watch app and have added a swift widget style compilation to it and am having problems. The complication works fine but the name in the iPhone watch app complication picker stubbornly remains as the watchkit app name despite me trying various ways of changing it.
Here are the various CF bundle name and display name values I am using:
phone app values
CFBundleIdentifier - com.Distribution-Systems-Associates.Tennis-Watch-v1
CFBundleName - $(PRODUCT_NAME)
CFBundleDisplayName - Tennis Scorekeeper
watchkit app
CFBundleIdentifier - com.Distribution-Systems-Associates.Tennis-Watch-v1.watchkitapp
CFBundleName - Tennis Scorekeeper
CFBundleDisplayName - Tennis Scorekeeper
WatchKit extension
CFBundleIdentifier - com.Distribution-Systems-Associates.Tennis-Watch-v1.watchkitapp.watchkitextension
CFBundleName - Tennis Scorekeeper
CFBundleDisplayName - Tennis Scorekeeper
__Watchkit complication __
CFBundleIdentifier - com.Distribution-Systems-Associates.Tennis-Watch-v1.watchkitapp.watchkitextension.Tennis-Watch-V1-Complication
Changing the values in the complication doesn't seem to matter. Every other name in both my iPhone and watch apps are as expected.
ChatGPT suggested that I try adding a localized name in the watchkit app but that didn't seem to do much of anything useful. I have run this though Chat quite a bit to see if I could get any accidental insights that way and while it has been interesting, it has also been not terribly helpful.
I didn't post any of the complication code because that seems to be fine. However, I can do that if needed. The complication works as intended (starts the app). The various names everywhere else show up as intended. It's just that this one name refuses to be overridden. Thoughts?
Topic:
App & System Services
SubTopic:
Widgets & Live Activities
Tags:
WatchKit
Swift
Objective-C
WidgetKit
Hello,
I'm developing a LiDAR-based scanning app using Swift, where I can successfully perform scans and export the results as .obj files. My goal is to have the scan's colors and textures closely resemble real-world visuals as captured by the camera, similar to the results shown in this repository.
In the referenced repository, the result is demonstrated with a single screenshot, but I want to display the textures and colors throughout the entire scanning process, not just at the final result. To clarify, I'm not focused on scanning individual objects but rather larger environments like rooms, houses, or outdoor spaces such as streets.
Here’s what I’m aiming for:
Realistic colors and textures that match what the camera sees during the scan.
Continuous texture rendering during the scanning process, not just in the final exported model.
Could anyone share guidance, sample code, or point me to relevant documentation to achieve this? Any help would be greatly appreciated!
Thank you!
Hi all,
I'm trying to integrate Apple’s DeviceCheck API into my Flutter iOS app. I already have everything set up on the backend — the Apple private key, key ID, team ID, and DeviceCheck capability. The backend is generating and signing the JWT correctly and making requests to Apple.
However, I’m currently stuck on the frontend (Flutter):
👉 How can I generate the device_token required by the DeviceCheck API (via DCDevice.generateToken) in a Flutter iOS app?
I understand that DCDevice.generateToken() must be called from native Swift code. I previously attempted to use a MethodChannel to bridge this in Swift, but would prefer not to write or maintain native Swift code if possible.
I've looked for a prebuilt Flutter package to handle this, but nothing exists or is up-to-date on pub.dev.
Main Question:
Is there any Apple-supported way to generate the device_token for DeviceCheck from a Flutter app without writing Swift code manually?
If not, is DCDevice.generateToken() the only possible approach, and must I implement this via Swift and Flutter platform channels?
Thanks!
I am experiencing memory leaks in my iOS app that seem to be related to an issue between UIInputView and _UIInputViewContent. After using the memory graph, I'm seeing that instances of these objects aren't being deallocated properly.
The UIInputViewController whichs holds the inputView is being deallocated properly along with its subviews.I have tried to remove all of UIInputViewController's subviews and their functions but the uiInputView is not being deallocated.
The current setup of my app is a collectionView with multiple cell,each possessing a textfield with holds a UIInputViewController.When i scroll up or down,the views are being reused as expected and the number of UIInputViewController stays consistent with the number of textfields.However the number of inputView keeps increasing referencing solely _UIInputViewContent.
class KeyboardViewController: UIInputViewController {
// Callbacks
var key1: ((String) -> Void)?
var key2: (() -> Void)?
var key3: (() -> Void)?
var key4: (() -> Void)?
private lazy var buttonTitles = [
["1", "2", "3"],
["4", "5", "6"],
["7", "8", "9"]
]
override func viewDidLoad() {
super.viewDidLoad()
setupKeyboard()
}
lazy var mainStackView: UIStackView = {
let mainStackView = UIStackView()
mainStackView.axis = .vertical
mainStackView.distribution = .fillEqually
mainStackView.spacing = 16
mainStackView.translatesAutoresizingMaskIntoConstraints = false
return mainStackView
}()
private func setupKeyboard() {
let keyboardView = UIView(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 279.0))
keyboardView.addSubview(mainStackView)
NSLayoutConstraint.activate([
mainStackView.topAnchor.constraint(equalTo: keyboardView.topAnchor, constant: 16),
mainStackView.leadingAnchor.constraint(equalTo: keyboardView.leadingAnchor, constant: 0),
mainStackView.trailingAnchor.constraint(equalTo: keyboardView.trailingAnchor, constant: -24),
mainStackView.bottomAnchor.constraint(equalTo: keyboardView.bottomAnchor, constant: -35)
])
// Create rows
for (_, _) in buttonTitles.enumerated() {
let rowStackView = UIStackView()
rowStackView.axis = .horizontal
rowStackView.distribution = .fillEqually
rowStackView.spacing = 1
// Create buttons for each row
for title in rowTitles {
let button = createButton(title: title)
rowStackView.addArrangedSubview(button)
}
mainStackView.addArrangedSubview(rowStackView)
}
self.view = keyboardView
}
private func createButton(title: String) -> UIButton {
switch title {
///returns a uibutton based on title
}
}
// MARK: - Button Actions
@objc private func numberTapped(_ sender: UIButton) {
if let number = sender.title(for: .normal) {
key1?(number)
}
}
@objc private func key2Called() {
key2?()
}
@objc private func key3Called() {
key3?()
}
@objc private func key4Called() {
key4?()
}
deinit {
// Clear any strong references
key1 = nil
key2 = nil
key3 = nil
key4 = nil
for subview in mainStackView.arrangedSubviews {
if let stackView = subview as? UIStackView {
for button in stackView.arrangedSubviews {
(button as? UIButton)?.removeTarget(self, action: nil, for: .allEvents)
}
}
}
mainStackView.removeFromSuperview()
}
}
Environment
iOS 16.3
Xcode 18.3.1
Any insights would be greatly appreciated as this is causing noticeable memory growth in my app over time.
I use swiftui to build apps on iPhone and iPad.
There is no problem with the iPhone app.
The game display is fully shown on iPhone.
However, for the iPad, the game display is not shown and the screen goes black.
I had to tap the button on the upper left side.(looks like a side view button)
After that, the game display is only shown in the left side in a very small size.
How can I make the game display fully shown in the iPad?
I'm working on implementing file moving with NSFileCoordinator. I'm using the slightly newer asynchronous API with the NSFileAccessIntents. My question is, how do I go about notifying the coordinator about the item move? Should I simply create a new instance in the asynchronous block? Or does it need to be the same coordinator instance?
let writeQueue = OperationQueue()
public func saveAndMove(data: String, to newURL: URL) {
let oldURL = presentedItemURL!
let sourceIntent = NSFileAccessIntent.writingIntent(with: oldURL, options: .forMoving)
let destinationIntent = NSFileAccessIntent.writingIntent(with: newURL, options: .forReplacing)
let coordinator = NSFileCoordinator()
coordinator.coordinate(with: [sourceIntent, destinationIntent], queue: writeQueue) { error in
if let error {
return
}
do {
// ERROR: Can't access NSFileCoordinator because it is not Sendable (Swift 6)
coordinator.item(at: oldURL, willMoveTo: newURL)
try FileManager.default.moveItem(at: oldURL, to: newURL)
coordinator.item(at: oldURL, didMoveTo: newURL)
} catch {
print("Failed to move to \(newURL)")
}
}
}
Topic:
App & System Services
SubTopic:
Processes & Concurrency
Tags:
Files and Storage
Swift
iCloud Drive
Concurrency
I would like to modify the content of a published LocationNode upon been clicked by the user. But unfortunately:
func hitTest(_ point: CGPoint, options: [SCNHitTestOption : Any]? = nil) -> [SCNHitTestResult]
returns an SCNNode array from which it is impossible to retrieve the original LocationNode being inserted in order to be able to modify it.
Of course the solution would be to either insert the SCNNode corresponding to the inserted LocationNode in a custom class or conversely insert the identifier of the custom object as a tag of the LocationNode, in order to solve the issue. But both options seem impossible to implement.
May anyone help me?
Hi,
In mac os swift ui application when i set window.isReleasedWhenClosed and when i close the window the app is getting crashed with exc_bad_access. but when i leave it to default value the app is not crashing. for some windows setting window.isReleasedWhenClosed to true is woking properly when closing the windows. But for some windows it is crashing. If i dont set it to true the window is not removed from NSApplication.shared.windows sometimes. I am confused about setting isReleasedWhenClosed to true
Could someone calrify on this please.
thank in advance.
We’ve noticed an unexpected behavior in our production iOS app where the UIDevice.current.identifierForVendor value occasionally changes, even though:
The app is distributed via the App Store (not TestFlight or Xcode builds)
We do not switch provisioning profiles or developer accounts
No App Clips, App Thinning, or other advanced features are in use
There’s no manual reinstall or device reset in the scenarios observed (as per user feedback)
Any insights or confirmations would be much appreciated.
Thanks!
I'm integrating Apple Pay with PayFort in a Swift iOS application, and I’m currently working on preparing a valid purchase request using Apple Pay, as described in PayFort’s documentation:
🔗 https://docsbeta.payfort.com/docs/api/build/index.html?shell#apple-pay-authorization-purchase-request
The documentation outlines the following required parameters:
apple_data
apple_signature
apple_header
apple_transactionId
apple_ephemeralPublicKey
apple_publicKeyHash
apple_paymentMethod
apple_displayName
apple_network
apple_type
Optional: apple_applicationData
I understand these should be derived from the PKPayment object after Apple Pay authorization, but I’m having trouble mapping everything correctly. Here’s what I’m seeing in code:
payment.token
// Returns something like: <PKPaymentToken: 0x28080ae80; transactionIdentifier: "..."; paymentData: 3780 bytes>
payment.token.paymentData
// Contains 3780 bytes of encrypted data
payment.token.paymentData.base64EncodedString()
// Returns a long base64 string, which at first glance seems like it could be used for apple_data,
// but PayFort doesn't accept it as-is — so this value appears to be incomplete or incorrectly formatted
I can successfully retrieve the following values from payment.token.paymentMethod:
apple_displayName
apple_network
apple_type
However, I’m still unsure how to extract or build the following in the format accepted by PayFort:
apple_data
apple_signature
apple_header
apple_transactionId
apple_ephemeralPublicKey
apple_publicKeyHash
apple_paymentMethod
These may be contained within the paymentData JSON, but I’m not sure how to decode it or if Apple allows decrypting it in a way that matches PayFort’s expected format.
How can I correctly extract or build apple_data, apple_signature, and apple_header from the Apple Pay token?
Also, how should I handle the decryption or decoding (if necessary) of paymentData to retrieve values like apple_transactionId, apple_ephemeralPublicKey, and apple_publicKeyHash?
If anyone has successfully set this up or has example code that bridges Apple Pay and PayFort’s expected request format, it would be super helpful!
Thanks in advance 🙏
Hi,
I am getting an error stating "Argument passed to call that takes no arguments". I want this Apple Watch App to measure and store RR Intervals from the PPG sensor on the Apple Watch for Heart Rate Variability calculations. Please help me fix this, I can't figure it out. Here is my code:
heartbeatQuery = HKHeartbeatSeriesQuery(predicate: predicate,
dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in
// Switch to main thread for UI updates
DispatchQueue.main.async {
if let error = error {
print("Heartbeat query error: (error.localizedDescription)")
self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)"
// Consider stopping the workout session if the query fails critically
// self.stopWorkoutSession()
return
}
if ended {
print("Heartbeat query indicates series ended.")
}
// Append valid RR intervals
if timeSinceLastBeat > 0 {
self.rrIntervals.append(timeSinceLastBeat)
self.beatCount += 1
}
} // End DispatchQueue.main.async
}) // End query data handler
// --- END OF PROBLEMATIC INITIALIZER ---
// Execute the query if it was created successfully
It recommends the fix as removing this part:
'(predicate: predicate,
dataReceivedHandler: { (query, timeSinceLastBeat, ended, error) in
// Switch to main thread for UI updates
DispatchQueue.main.async {
if let error = error {
print("Heartbeat query error: (error.localizedDescription)")
self.fetchErrorMessage = "Heartbeat query error: (error.localizedDescription)"
// Consider stopping the workout session if the query fails critically
// self.stopWorkoutSession()
return
}
if ended {
print("Heartbeat query indicates series ended.")
}
// Append valid RR intervals
if timeSinceLastBeat > 0 {
self.rrIntervals.append(timeSinceLastBeat)
self.beatCount += 1
}
} // End DispatchQueue.main.async
})'
But after I remove that it says "Cannot assign value of type 'HKHeartbeatSeriesQuery.Type' to type 'HKHeartbeatSeriesQuery'" PLEASE HELP ME
Thanks
Hi! I´m new developing in this app, I have a problem.
The preview screen is showing me the image bellow, There is no other response, I dont know what could happened.
Thanks!
I'm building a Live Activity using ActivityKit in iOS, and I'm trying to understand how apps like Uber or Lyft manage to keep the Dynamic Island always in its expanded state, without transitioning through the compact phase.
In my implementation, the Live Activity always starts in the compact state, and only expands temporarily when I interact with it. I've tried the following:
Updating the ContentState frequently using activity.update(using:)
I tried updating the activity every 1 second, but it didn’t make a difference.
Leaving the compactLeading, compactTrailing, and minimal regions empty using EmptyView() — also didn’t change the behavior.
Delaying the initial update by 1 second — no effect.
What I'm trying to figure out:
Is there any way to programmatically force or request the Dynamic Island to stay in the expanded state?
Could this behavior be achieved through push updates, using apns-push-type: liveactivity and a high priority (apns-priority)?
What I’m trying to achieve is similar to the behavior shown in the images below — the apps do not transition to the compact island, but instead displays the expanded view immediately.
Example:
I have an error issue that I haven’t been able to solve despite doing extensive research. In fact the similar examples I have found so far have been educational but I have not been able to make work. The example below I am hoping will be easy to fix as it is only producing errors with one line of code…
import SwiftUI
import CoreLocation
var currentLon = Double()
var currentLat = Double()
extension CLLocation {
class func distance(from: CLLocationCoordinate2D, to: CLLocationCoordinate2D) -> CLLocationDistance {
let from = CLLocation(latitude: from.latitude, longitude: from.longitude)
let to = CLLocation(latitude: to.latitude, longitude: to.longitude)
return from.distance(from: to)
}
func locationManager(_ manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
currentLon = (locations.last?.coordinate.longitude)!
currentLat = (locations.last?.coordinate.latitude)!
}/*⚠️ Not sure if this function will work? (Update User Location coordinates on the move?)*/
}
struct Positions: Identifiable {
let id = UUID()
let name: String
let latitude: Double
let longitude: Double
var coordinate: CLLocationCoordinate2D {
CLLocationCoordinate2D(latitude: latitude, longitude: longitude)
}
}
struct GameMapView: View {
let from = CLLocationCoordinate2D(latitude: currentLon, longitude: currentLat)
let to = CLLocationCoordinate2D(latitude: thisCardPositionLongitude, longitude: thisCardPositionLongitude)
let distanceFrom = from.distance(from: to)
/*⚠️ ERRORS:
1. Cannot use instance member 'from' within property initializer; property initializers run before 'self' is available.
2. Cannot use instance member 'to' within property initializer; property initializers run before 'self' is available.
3. Value of type 'CLLocationCoordinate2D' has no member 'distance'. */
@State private var region = MKCoordinateRegion(
center: CLLocationCoordinate2D(
latitude: thisCardPositionLatitude,
longitude: thisCardPositionLongitude),
span: MKCoordinateSpan(
latitudeDelta: 0.0001,
longitudeDelta: 0.0001)
)
var body: some View {
Map(coordinateRegion: $region,
showsUserLocation: true,
annotationItems: locations){ place in
MapMarker(coordinate: place.coordinate,tint: Color.accentColor)
}
.edgesIgnoringSafeArea(.all)
VStack {
Print("Distance from Location: \(distanceFrom)")
font(.largeTitle)
padding()
}
Topic:
App & System Services
SubTopic:
Maps & Location
Tags:
Swift Playground
Swift
MapKit
Maps and Location
I Am interested in coding, and built my fist app that is an app that has a picture of Niagara Falls with corner radius of 10, But, every time I start the build, it says: Thread 1: EXC_BAD_ACCESS (code=2, address=0x16b123f20) not sure what to do now.
For an initial launch of Xcode, the GatherProvisioningInputs usually takes 60 seconds for a simple project. Subsequent build is fast though.
But the build process seems got stuck at VeryModule of the MyFramework target, which usually takes 15 seconds.