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[Xcode:BuildSettings] Keep some warnings as warnings while the rest as errors
We have a big iOS project and we are using .xcconfig files to define our compiler options and build settings. We have our SWIFT_TREAT_WARNINGS_AS_ERRORS set to YES so that all Swift related warnings will be reported as errors. Now, we are trying to migrate to Xcode 16.1 and set 'targeted' in the 'Strict Concurrency Checking' flag. This produces some errors that are related to Swift's concurrency checks. We are now planning to have an approach where we still want to keep SWIFT_TREAT_WARNINGS_AS_ERRORS as is but we want all concurrency related warnings to be still treated as warnings while the rest will get reported as errors. We found this new compiler option - https://forums.swift.org/t/warnings-as-errors-exceptions/72925. It looks like the one we want but I think it is still not out yet and we need to wait until Swift 6.1 (correct me if im wrong). Or is there any other way to do what we want to achieve?
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359
Jan ’25
Ability to retrieve keychain item appears to be lost after restoring an IOS Device
On some production devices our application fails to find the keychain item associated with our application where we store our JWT tokens. We have been unable to reproduce this in house for many months. Today I restored a phone from a backup using the device to device transfer of data as I replaced my personal phone. On that device now when opened each time I am prompted to login again and it appears my token is never saved to the keychain. Upon every successive reopen of the application I see this error in the console. Error fetching keychain item - Error Domain=NSOSStatusErrorDomain Code=-25300 "no matching items found" UserInfo={numberOfErrorsDeep=0, NSDescription=no matching items found} I currently do not see any errors in the console related to the saving of said token. We access this token with the after first unlock security and we do not allow iCloud backup for these tokens. Any help here would be appreciated. I'm not sure what would cause an issue like this. Other applications on my device do not seem to have this issue, so Its likely something we're doing code wise that may be different. Any hints as to what to look for here may be of help. The previous device or any device i have not created from a backup works as intended, including about 95% of our production users.
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Jan ’25
Swift6 race warning
I'm trying to fix some Swift6 warnings, this one seems too strict, I'm not sure how to fix it. The variable path is a String, which should be immutable, it's a local variable and never used again inside of the function, but still Swift6 complains about it being a race condition, passing it to the task What should I do here to fix the warning?
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Jan ’25
What is the current proper way to load an image from local filesystem?
I'm just trying to display an image that is stored in the local filesystem, but the more I dig into this the more confused I get. So previously I used this code (it's simplified): func findImage(name: String) -> UIImage? { do { let url = try FileManager.default.url(for: .applicationSupportDirectory, in: .userDomainMask, appropriateFor: nil, create: false) .appendingPathComponent("MyFolder") .appendingPathComponent("\(name).png") guard let image = UIImage(contentsOfFile: url.path) else { return nil } return image } catch { print(error.localizedDescription) } return nil } Notice I create the URL with just .appendingPathComponent() and turning URL to path via url.path. It works! So what's the question? In Improving performance and stability when accessing the file system I've read that you better use the new appendingPathComponent(_:isDirectory:), that's good, will do. Also url.path is deprecated in iOS18. Should I use url.path(percentEncoded:) instead? What should be the value of percentEncoded when accessing the local filesystem? In this adjacent thread I've read: Don't use UIImage(contentsOfFile:) either, because it's a path-based API. There's no URL-based equivalent, which is an Apple clue that should be doing something else. Is this true? Then how should I store and load my images? Just FYI, I create images like this: private func generateThumbnail(name: String) { guard let drawingWidth = canvasGeo?.size.width, let drawingHeight = canvasGeo?.size.height else { return } let thumbnailRect = CGRect(x: 0, y: 0, width: drawingWidth, height: drawingHeight) Task { UITraitCollection(userInterfaceStyle: .light).performAsCurrent { let image = self.canvasView.drawing.image(from: thumbnailRect, scale: UIScreen.main.scale) guard let data = image.pngData() else { return } // -- HERE do { try FileManager.default.createDirectory(at: try FileManager.default.url(for: .applicationSupportDirectory, in: .userDomainMask, appropriateFor: nil, create: true) .appendingPathComponent("MyFolder"), withIntermediateDirectories: true, attributes: nil) let filename = "\(name).png" let url = try FileManager.default.url(for: .applicationSupportDirectory, in: .userDomainMask, appropriateFor: nil, create: true) .appendingPathComponent("MyFolder") .appendingPathComponent(filename) try data.write(to: url, options: .atomic) // -- and HERE } catch { print(error.localizedDescription) } } } } My usecase — just save the user's PencilKit Canvas as an image and display it back to him on a different View. I'm on SwiftUI and iOS 16+. Would be happy to learn the correct way, thanks!
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2.5k
Jan ’25
Cannot load iTunesLibrary on macOS Sequoia 15.1
I use the iTunes Library framework in one of my apps, starting with macOS Sequoia 15.1 i can't create the ITLibrary object anymore with the following error: Connection to amplibraryd was interrupted. clientName:iTunesLibrary(ITLibraryLoader) Error connecting to the server via proxy object Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework} configure failed: Error Domain=NSCocoaErrorDomain Code=4097 "connection to service named com.apple.amp.library.framework" UserInfo={NSDebugDescription=connection to service named com.apple.amp.library.framework} I created a new sandboxed macOS app, added the music folder read permission and it reproduced the error: import SwiftUI import iTunesLibrary @main struct ITLibraryLoaderApp: App { var body: some Scene { WindowGroup { ContentView() } } } struct ContentView: View { var body: some View { Button("Load ITLibrary") { loadLibrary() } } func loadLibrary() { do { let _ = try ITLibrary(apiVersion: "1.0", options: .none) } catch { print(error) } } } I restarted my developer machine and the music app with no luck.
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Jan ’25
SwiftUI - Drag gesture blocks scroll gesture only on iPhone 11
I'm pretty new to Swift and SwiftUI. I'm making my first app for sorting a gallery with some extra features. I was using my own iPhone for testing and just started testing my app on other Apple products. Everything works fine on iPad Air M1, iPhone 15 Pro, iPhone 15 Pro Max, iPhone 13, iPhone XS (Simulator), and iPhone 11 Pro (Simulator). However, when I tried to show my app to a family member with an iPhone 11, I came across an issue. Issue Description: My app takes all photos from iPhone's native gallery, then you can sort it by some spesific filters and delete pictures. It just looks like the native gallery. (I can add photos later if needed) You can just scroll the gallery by swiping up and down. You can press the select button and start selecting pictures to delete. I recently added a drag-to-select-multiple-pictures feature. This makes it feel more like the native iOS experience, eliminating the need to tap each picture individually. However, on the iPhone 11, the moment you open the app, you can't scroll. Scrolling is completely locked. You can still select pictures by tapping or dragging, so it's not a touch area issue. The same issue persists on the iPhone 11 simulator. And I think I found the problematic part in my (sadly messy) ContentView.swift file; ScrollView { RefreshControl(coordinateSpace: .named("refresh")) { await viewModel.refreshMediaItems() } LazyVGrid(columns: gridColumns, spacing: UIDevice.current.userInterfaceIdiom == .pad ? 12 : 4) { let items = viewModel.filteredItems(typeFilter: mediaTypeFilter, specialFilter: specialFilter) ForEach(Array(zip(items.indices, items)), id: \.1.id) { index, item in MediaThumbnailView( item: item, isSelected: selectedItems.contains(item.id), viewModel: viewModel, onLongPress: { if !isSelectionMode { toggleSelectionMode() selectedItems.insert(item.id) } }, onTap: { if isSelectionMode { toggleSelection(item: item) } else { viewModel.selectItem(item) } } ) .aspectRatio(1, contentMode: .fit) .background( GeometryReader { geometry in let frame = geometry.frame(in: .named("grid")) Color.clear.preference( key: ItemBoundsPreferenceKey.self, value: [ItemBounds(id: item.id, bounds: frame, index: index)] ) } ) } } .padding(.horizontal, 2) .coordinateSpace(name: "grid") .onPreferenceChange(ItemBoundsPreferenceKey.self) { bounds in itemBounds = Dictionary(uniqueKeysWithValues: bounds.map { ($0.id, $0) }) itemIndices = Dictionary(uniqueKeysWithValues: bounds.map { ($0.id, $0.index) }) } .gesture( DragGesture(minimumDistance: 0) .onChanged { gesture in if isSelectionMode { let location = gesture.location if !isDragging { startDragging(at: location, in: itemBounds) } updateSelection(at: location, in: itemBounds) } } .onEnded { _ in endDragging() } ) } .coordinateSpace(name: "refresh") } you can see the .gesture(.... part. I realised that this DragGesture and ScrollView blocks each other (somehow only on iPhone 11) highPriorityGesture also won't work. When I change it with simultaneousGesture, scroll starts to work again. BUT - since it's simultaneous, when multiple selection mode is activated, when I'm dragging my finger gallery also starts to scroll and it becomes a very unpleasant experience. After this issue I realised on native gallery iOS locks scroll when you are dragging for multiple selection and just when you release your finger you can scroll again even if the multiple selection mode is active. I tried a million things, asked claude, chatgpt etc. etc. Found some similar issues on stackoverflow but they were all related to iOS 18, not spesific to an iPhone. My app works fine on iOS 18 (15 Pro Max) iOS 18 drag gesture blocks scrollview Here are the some of the things I've tried: using highPriorityGesture and simultenousgesture together, tried to lock the scroll briefly while dragging, implement much complicated versions of these things with the help of claude, try to check if isSelectionMode is true or not All of them broke other things/won't work. Probably there's something pretty simple that I'm just missing; but iPhone 11 being the single problematic device confuses me. I don't want to mess too much with my already fragile logic.
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Jan ’25
Logic Pro loads AUv3 when compiled in Swift 5 but not Swift 6
I have spent a long time refactoring lots of older Swift code to compile without error in Swift 6. The app is a v3 audio unit host and audio unit. Having installed Sonoma and XCode 16 I compile the code using Swift 6 and it compiles and runs without any warnings or errors. My host will load my AU no problem. LOGIC PRO is still the ONLY audio unit host that will load native Mac V3 audio units and so I like to test my code using Logic. In Sonoma with XCode 16... My AU passes the most stringent AUVAL tests both in terminal and Logic pro. If I compile the AU source in Swift 5 Logic will see the AU, load it and run it without problems. But when I compile the AU in Swift 6 Logic sees the AU, will scan it and verify it passes the tests but will not load the AU. In XCode I see a log message that a "helper application failed to run" but the debugger never connects to the AU and I don't think Logic even gets as far as instantiating the AU. So... what is causing this? I'm stumped.. Developing AUv3 is a brain-aching maze of undocumented hurdles and I'm hoping someone might have found a solution for this one. Meanwhile I guess my only option is to continue using the Swift 5 compiler. (appending a little note just to mention that all the DSP code is written in C/C++, Swift is used mainly for the user interface and also does some offline thready work )
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Jan ’25
Rectangle change size by swipe
Hi,, How can I make a rectangle become taller as I swipe down on my trackpad?" struct BlueRectangleView: View { var body: some View { VStack { Rectangle() .fill(Color.blue) .frame(width: 200, height: 100) .cornerRadius(10) .shadow(radius: 5) .padding() } .frame(maxWidth: .infinity, maxHeight: .infinity) .background(Color.white) } } struct BlueRectangleView_Previews: PreviewProvider { static var previews: some View { BlueRectangleView() } }
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Jan ’25
Failed to generate JWT token error WeatherKit
Hi, I'm trying to implement WeatherKit for the first time and I am seeing this error when calling for the weather: Failed to generate jwt token for: com.apple.weatherkit.authservice with error: Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)" and Encountered an error when fetching weather data subset; location=<+51.57750785,-2.08241362> +/- 6.55m (speed -1.00 mps / course -1.00) @ 11/01/2025, 11:50:45 Greenwich Mean Time, error=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors 2 Error Domain=WeatherDaemon.WDSJWTAuthenticatorServiceListener.Errors Code=2 "(null)" I have: Enabled the WeatherKit capability in my iOS app in XCode Added Weatherkit to the AppID in the developer portal Any suggestions what else I can check? I'm running iOS 18.2.1 on 15 ProMax with XCode 16.2
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1k
Jan ’25
CallKit - CallDirectory extension - Added data by addIdentificationEntry
The app I'm making uses the CallDirectory extension to identify callers. Where is the contact data added by "func addIdentificationEntry" in "CallDirectory Extension" stored? The app calls "CXCallDirectoryManager.sharedInstance.reloadExtension" and adds contact data by processing "CXCallDirectoryExtensionContext.addIdentificationEntry" written in "func beginRequest" of "CallDirectory Extension". I thought that if I uninstalled the app, I would lose the contact data that added by App. However, when I uninstalled the app and reinstalled it, it seemed to retain contact data that added by App before I uninstalled the app, even though the app hasn't added any contact data yet. Will the contact data added to the "CallDirectory Extension" be retained on iPhone even after uninstalling the app? ---Note--- I found a similar post on the forum about contact data added by addIdentificationEntry. ・CallKit - addIdentificationEntry is it secure? [https://developer.apple.com/forums/thread/662182] Answer of this post that "the added data is cached in a SQLite database", but I couldn't find any official Apple documentation on this, so I'm not sure if this is correct. If contact data is cached in SQLite, will that data remain on the iPhone when uninstalled and not deleted? ●Development environment Mac OS Sonoma 14.7.1 Xcode 16.0 Swift ●Test Device iPhoneSE3 iOS:17.6.1
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Jan ’25
Opening an iOS App using Universal links while the opening app is being updating
Description When you try to open an iOS app using Universal links from another app while the opening app is being updating, Safari will open an error screen(app will not launch). Is this a specification of universal links on iOS? Also is it possible for the Main app to detect that the application trying to open Universal Link is being updating? Devices iPad 9thGen/10thGen
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560
Jan ’25
How do you make buttons inline with each other?
I want to make my buttons inline with each other, but spaced apart, a bit like the apple topbar BUT in swift. My code: struct NormalPageView: View { var body: some View { VStack { NavigationView { Form { Section { Image(systemName: "house.fill") Spacer() Image(systemName: "plus") Spacer() Image(systemName: "gearshape.fill") } } }
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348
Jan ’25
AVCam sample code build errors in Swift 6
The AVCam sample code by Apple fails to build in Swift 6 language settings due to failed concurrency checks ((the only modification to make in that code is to append @preconcurrency to import AVFoundation). Here is a minimally reproducible sample code for one of the errors: import Foundation final class Recorder { var writer = Writer() var isRecording = false func startRecording() { Task { [writer] in await writer.startRecording() print("started recording") } } func stopRecording() { Task { [writer] in await writer.stopRecording() print("stopped recording") } } func observeValues() { Task { for await value in await writer.$isRecording.values { isRecording = value } } } } actor Writer { @Published private(set) public var isRecording = false func startRecording() { isRecording = true } func stopRecording() { isRecording = false } } The function observeValues gives an error: Non-sendable type 'Published<Bool>.Publisher' in implicitly asynchronous access to actor-isolated property '$isRecording' cannot cross actor boundary I tried everything to fix it but all in vain. Can someone please point out if the architecture of AVCam sample code is flawed or there is an easy fix?
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Jan ’25
UITabBarController y psoition issue for iOS 18
I am trying to give bottom padding to tabbar i.e ** tabBarFrame.origin.y = view.frame.height - tabBarHeight - 30** but it is not moving up from bottom, it gets sticked to bottom = 0 and the tabbar content moving up taher than tabbar itself.. Code snippet is - `i override func viewDidLayoutSubviews() { super.viewDidLayoutSubviews() let tabBarHeight: CGFloat = 70 // Custom height for the capsule tab bar var tabBarFrame = tabBar.frame tabBarFrame.size.height = tabBarHeight tabBarFrame.size.width = view.frame.width - 40 tabBarFrame.origin.y = view.frame.height - tabBarHeight - 30 tabBarFrame.origin.x = 20 tabBar.frame = tabBarFrame tabBar.layer.cornerRadius = tabBarHeight / 2 tabBar.clipsToBounds = true view.bringSubviewToFront(tabBar) }` Can anyone please help to resolve the issue for iOS 18, it is coming in iOS 18 rest previous versions are fine with the code.
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Jan ’25
https://forums.developer.apple.com/forums/post/question
Hi everyone, I’m working on an iOS app using both UITableViewDiffableDataSource and SwiftUI, and I’m facing two separate but puzzling issues: UITableViewDiffableDataSource Not Reusing Cells on first applying after initial Snapshot. After applying first time it is working as expected from second time. SwiftUI View’s inside UITableViewCell onDisappear Not Triggering the on first changes of snapshot after initial snapshot. With normal UITableView it is working fine. Issue causing - it is causing player &amp; cells to retain memory extensively Sample gist code for reproducing with diffable (DiffableTableViewExampleViewController) and working fine without diffable (RegularTableViewExampleViewController) https://gist.github.com/SURYAKANTSHARMA/d83fa9e7e0de309e27485100ba5aed17 Any insights or suggestions for these issues would be greatly appreciated! Thanks in advance!
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224
Jan ’25
"My App" would like to access data from other apps pop up
Hi All, I have a finder sync extension that passes data back to my main app. It currently writes to a plist file in my group container folder. Since updating to macOS 15, I have been getting this pop-up every time I trigger this writing to the plist after the finder sync extension loads. This is how I write to the plist from my finder sync extension: let appGroupDefaults = UserDefaults(suiteName: "group.team_id.Finder-Sync-Extension-Test-Project") let items = FIFinderSyncController.default().selectedItemURLs() DispatchQueue.main.async { let url = items?.first?.absoluteString var file = items?.first?.lastPathComponent if let defaults = appGroupDefaults{ defaults.set(url, forKey: "targetURL") defaults.synchronize() } self.showWindow(with: NSExtensionContext()) } This is how I read the plist from my main app: if let defaults = UserDefaults(suiteName: "group.team_id.Finder-Sync-Extension-Test-Project") { defaults.synchronize() if let clickedUrl = defaults.string(forKey: "targetURL") { window = NSWindow(contentRect: NSScreen.main?.frame ?? .zero, styleMask: [.miniaturizable, .closable, .resizable, .titled], backing: .buffered, defer: false) window?.title = "My App" window?.makeKeyAndOrderFront(nil) textField.stringValue = clickedUrl window?.contentView?.addSubview(textField) } } It is fine if this popup happens once and the user's choice gets remembered. I just don't want it to happen every time. Any help on if this is the correct way to pass data between the finder sync extension and the main app or on how to get macOS to remember the choice of the user would be great. Thanks, James
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Jan ’25