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Generating Live Photo from JPG and MOV fails
I am working on an iOS application using SwiftUI where I want to convert a JPG and a MOV file to a live photo. I am utilizing the LivePhoto Class from Github for this. The JPG and MOV files are displayed correctly in my WallpaperDetailView, but I am facing issues when trying to download the live photo to the gallery and generate the Live Photo. Here is the relevant code and the errors I am encountering: Console prints: Play button should be visible Image URL fetched and set: Optional("https://firebasestorage.googleapis.com/...") Video is ready to play Video downloaded to: file:///var/mobile/Containers/Data/Application/.../tmp/CFNetworkDownload_7rW5ny.tmp Failed to generate Live Photo I have verified that the app has the necessary permissions to access the Photo Library. The JPEG and MOV files are successfully downloaded and can be displayed in the app. The issue seems to occur when generating the Live Photo from the downloaded files. struct WallpaperDetailView: View { var wallpaper: Wallpaper @State private var isLoading = false @State private var isImageSaved = false @State private var imageURL: URL? @State private var livePhotoVideoURL: URL? @State private var player: AVPlayer? @State private var playerViewController: AVPlayerViewController? @State private var isVideoReady = false @State private var showBuffering = false var body: some View { ZStack { if let imageURL = imageURL { GeometryReader { geometry in KFImage(imageURL) .resizable() ... } } if let playerViewController = playerViewController { VideoPlayerViewController(playerViewController: playerViewController) .frame(maxWidth: .infinity, maxHeight: .infinity) .clipped() .edgesIgnoringSafeArea(.all) } } .onAppear { PHPhotoLibrary.requestAuthorization { status in if status == .authorized { loadImage() } else { print("User denied access to photo library") } } } private func loadImage() { isLoading = true if let imageURLString = wallpaper.imageURL, let imageURL = URL(string: imageURLString) { self.imageURL = imageURL if imageURL.scheme == "file" { self.isLoading = false print("Local image URL set: \(imageURL)") } else { fetchDownloadURL(from: imageURLString) { url in self.imageURL = url self.isLoading = false print("Image URL fetched and set: \(String(describing: url))") } } } if let livePhotoVideoURLString = wallpaper.livePhotoVideoURL, let livePhotoVideoURL = URL(string: livePhotoVideoURLString) { self.livePhotoVideoURL = livePhotoVideoURL preloadAndPlayVideo(from: livePhotoVideoURL) } else { self.isLoading = false print("No valid image or video URL") } } private func preloadAndPlayVideo(from url: URL) { self.player = AVPlayer(url: url) let playerViewController = AVPlayerViewController() playerViewController.player = self.player self.playerViewController = playerViewController let playerItem = AVPlayerItem(url: url) playerItem.preferredForwardBufferDuration = 1.0 self.player?.replaceCurrentItem(with: playerItem) ... print("Live Photo Video URL set: \(url)") } private func saveWallpaperToPhotos() { if let imageURL = imageURL, let livePhotoVideoURL = livePhotoVideoURL { saveLivePhotoToPhotos(imageURL: imageURL, videoURL: livePhotoVideoURL) } else if let imageURL = imageURL { saveImageToPhotos(url: imageURL) } } private func saveImageToPhotos(url: URL) { ... } private func saveLivePhotoToPhotos(imageURL: URL, videoURL: URL) { isLoading = true downloadVideo(from: videoURL) { localVideoURL in guard let localVideoURL = localVideoURL else { print("Failed to download video for Live Photo") DispatchQueue.main.async { self.isLoading = false } return } print("Video downloaded to: \(localVideoURL)") self.generateAndSaveLivePhoto(imageURL: imageURL, videoURL: localVideoURL) } } private func generateAndSaveLivePhoto(imageURL: URL, videoURL: URL) { LivePhoto.generate(from: imageURL, videoURL: videoURL, progress: { percent in print("Progress: \(percent)") }, completion: { livePhoto, resources in guard let resources = resources else { print("Failed to generate Live Photo") DispatchQueue.main.async { self.isLoading = false } return } print("Live Photo generated with resources: \(resources)") self.saveLivePhotoToLibrary(resources: resources) }) } private func saveLivePhotoToLibrary(resources: LivePhoto.LivePhotoResources) { LivePhoto.saveToLibrary(resources) { success in DispatchQueue.main.async { if success { self.isImageSaved = true print("Live Photo saved successfully") } else { print("Failed to save Live Photo") } self.isLoading = false } } } private func fetchDownloadURL(from gsURL: String, completion: @escaping (URL?) -> Void) { let storageRef = Storage.storage().reference(forURL: gsURL) storageRef.downloadURL { url, error in if let error = error { print("Failed to fetch image URL: \(error)") completion(nil) } else { completion(url) } } } private func downloadVideo(from url: URL, completion: @escaping (URL?) -> Void) { let task = URLSession.shared.downloadTask(with: url) { localURL, response, error in guard let localURL = localURL, error == nil else { print("Failed to download video: \(String(describing: error))") completion(nil) return } completion(localURL) } task.resume() } }```
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755
Mar ’25
UI Test Cases Failing with Custom Accessibility Labels in SwiftUI
Hello Apple Developer Support, I am writing to seek assistance with an issue we are experiencing in our SwiftUI application concerning UI test cases. Our application uses accessibility labels that differ slightly from the display content to enhance VoiceOver support. However, we have encountered a problem where our UI test cases fail when the accessibility label does not match the actual display content. Currently, we are using accessibility identifiers in our tests, but they only retrieve the accessibility label, leaving us without a method to access the actual display content. This discrepancy is causing our automated tests to fail, as they cannot verify the visual content of the UI elements. We would greatly appreciate any guidance or solutions you could provide to address this issue. Specifically, we are looking for a way to ensure our UI tests can access both the accessibility label and the actual display content for verification purposes. For ex: Problem scenario - setting accessibilityLabel masks access to any displayed content If an accessibilityLabel is set on a UI element, then it seems to be no-longer possible to check/access the displayed content of that element: var body: some View { Text("AAA") .accessibilityIdentifier("textThing") .accessibilityLabel("ZZZ") // Different label from the text which is displayed in UI } // in test... func test_ThingExists() { XCTAssert(app.staticTexts["AAA"].exists) // Fails, cannot find the element XCTAssertEqual(app.staticTexts["ZZZ"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content XCTAssertEqual(app.staticTexts["ZZZ"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content XCTAssert(app.staticTexts["textThing"].exists) // Passes, but does not check the displayed content XCTAssertEqual(app.staticTexts["textThing"].label, "AAA") // Fails - '.label' is the accessibilityLabel, not the displayed content XCTAssertEqual(app.staticTexts["textThing"].label, "ZZZ") // Passes, but validates the accessibility content, not the displayed content } element.label still only checks the accessibilityLabel. There is not, it seems, an way back to being able to check the content of the Text element directly. Thank you for your attention and support. We look forward to your valuable insights.
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134
Mar ’25
What happened to readable margins?
Am in the process of migrating some UIKit based apps over to SwiftUI, but for the life of me I cannot find the SwiftUI equivalent of Readable Content Margins. I have come across some workarounds that kind of, sort of work, but do not produce the same results when compared to running the same user interface written using UIKit on several sizes of iPads in portrait and landscape orientiations. is it something Apple has not gotten around to yet, because I realize SwiftUI is a work-in-progress, or do we not care about creating consistent readable margins in our apps anymore?
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281
Mar ’25
BUG: screen flicker on quick tap / swipe to go back
I have found a system bug with UINavigationController, UIGestureRecognizerDelegate mainly the swipe back control. I have reproduced this in many apps, while some that use custom swipe back i can not reproduce, however any app using default uikit/swift transitions i can reproduce the flicker/previous screen flashing The Bug: a slight tap or series of quick taps anywhere on the screen (with the slightest (1-2pt -x)confuse the system into thinking its a swipe back gesture, however instead of pushing back to previous screen the UI flickers and flashes the previous screen. for a split second, very easy to reproduce. on screens with lots of options of boxes to tap it happens quite often. I have removed all custom "swipe back from anywhere" logic, all custom gesture logic, and can still reproduce by tapping the edge of the screen with only UINavigationController, UIGestureRecognizerDelegate in my navigation controller. Please let me know the best way to get in contact with someone at apple to either build an extension to prevent this flicker or if a developer has a fix but this is rarely talked about. (velocity limits etc do not work, and just make the gesture feel awful) all the developers i have reached out too have looked into this and have said "its an ios bug, only fix is build a custom swipe back from anywhere, or wait for apple to fix it).... as a small indie app, building my own seems daunting Recap: quick or taps with small x movement flash previous screen instead of pushing back or simply recognizing it as a tap and not flashing previous screen. this happens with no custom code default uikit/swift. Link me your app i can probably reproduce it, I have reproduced it in X(was hard), Retro(easy), and many more. The goal is to have a smooth native swipe/drag back from anywhere gesture while preventing flicking on fast taps or short taps with minor x movement. i have tried everything from setting limits to -x, velocity limits etc. nothing fixes this. happy hacking! PS i hope someone at apple calls me and i can explain this and we can fix it for every app in an update.
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501
Mar ’25
SwiftUI Preview Fails to Load While Project Builds and Runs Fine: Alamofire Module Map Issue
I'm having an issue specifically with SwiftUI previews in my iOS project. The project builds and runs fine on devices and simulators (in Rosetta mode), but SwiftUI previews fail to load in both Rosetta and native arm64 simulator environments. The main error in the preview is related to the Alamofire dependency in my SiriKit Intents extension: Module map file '[DerivedData path]/Build/Products/Debug-iphonesimulator/Alamofire/Alamofire.modulemap' not found This error repeats for multiple Swift files within my SiriKit Intents extension. Additionally, I'm seeing: Cannot load underlying module for 'Alamofire Environment Xcode version: 16.2 macOS version: Sonoma 14.7 Swift version: 6.0.3 (swiftlang-6.0.3.1.10 clang-1600.0.30.1) Dependency management: CocoaPods Alamofire version: 5.8 My project is a large, older codebase that contains a mix of UIKit, Objective-C and Swift Architecture Issue: The project only builds successfully in Rosetta mode for simulators. SwiftUI previews are failing in both Rosetta and native arm64 environments. This suggests there may be a fundamental issue with how the preview system interacts with the project's architecture configuration. What I've Tried I've attempted several solutions without success: Cleaning the build folder (⇧⌘K and Option+⇧⌘K) Deleting derived data Reinstalling dependencies Restarting Xcode Removing and re-adding Alamofire
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97
Mar ’25
SwiftUI 'List' performance issue on macOS
Hi, When using SwiftUI ‘List’ with a large number of elements (4000+), I noticed a significant performance issue if extracting the views inside the ‘ForEach’ block into their own subview class. It affects scrolling performance, and using the scroll handle in the scrollbar causes stutters and beachballs. This seems to happen on macOS only ... the same project works fine on iOS. Here's an example of what I mean: List (selection: $multiSelectedContacts) { ForEach(items) { item in // 1. this subview is the problem ... replace it with the contents of the subview, and it works fine PlainContentItemView(item: item) // 2. Uncomment this part for it to work fine (and comment out PlainContentItemView above) /*HStack { if let timestamp = item.timestamp, let itemNumber = item.itemNumber { Text("\(itemNumber) - \(timestamp, formatter: itemFormatter)") } }*/ } } struct PlainContentItemView: View { let item: Item var body: some View { HStack { if let timestamp = item.timestamp, let itemNumber = item.itemNumber { Text("\(itemNumber) - \(timestamp, formatter: itemFormatter)") } } } } Item is a NSManagedObject subclass, and conforms to Identifiable by using the objectID string value. With this, scrolling up and down using the scrolling handle, causes stuttering scrolling and can beachball on my machine (MacBook Pro M1). If I comment out the ‘PlainContentItemView’ and just use the HStack directly (which is what was extracted to ‘PlainContentItemView’), the performance noticeably improves, and I can scroll up and down smoothly. Is this just a bug with SwiftUI, and/or can I do something to improve this?
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648
Mar ’25
ToolbarItemGroup(placement: .keyboard) is not showed with Sheet
struct ContentView: View {   @State var isPresented = false   var body: some View {     Button {       isPresented.toggle()     } label: {       Text("Button")     }     .sheet(isPresented: $isPresented) {       SubView()     }   } } struct SubView: View {   @State var text = ""   var body: some View {     NavigationStack {       TextEditor(text: $text)         .toolbar {           ToolbarItemGroup(placement: .bottomBar) {             Button("Click") {             }           }           ToolbarItemGroup(placement: .keyboard) {             Button("Click") {             }           }         }     }   } }
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5k
Mar ’25
App Tester shares crash report over TestFlight, but I get nothing.
I have an app currently in beta testing, and my primary QA person tries to send the crash log for this one particular bug: The night before, he finished testing the app on an iPhone, left the app running in the background and the phone charging. The phone went to sleep. The phone is running the latest release of iOS 18. In the morning he wakes up the phone and gets the alert that the app "xxx Crashed. Do you want to share additional information with the developer?" He taps Share, but I don't get a crash log in the organizer. I've gotten other crash logs in the organizer as recently as 2 weeks ago, This one has occurred several times and always fails to produce a report. I have tried doing the same steps without seeing any crash. Any ideas? Mike
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Mar ’25
App Not Appearing in "Available Apps" List in Watch App
I’ve developed an Apple Watch extension for an existing iOS app. When I run the app on the watch via Xcode using the simulator, everything works fine. However, when I try to install it on my iPhone, the Watch app doesn’t show it in the "Available Apps" list, so I can't install it on the watch. The Apple Watch is connected to my iPhone, and I can see other apps available for installation without any issues. I also created a brand new project with watchOS support to troubleshoot, but the same problem occurred. Any ideas on how to resolve this?
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513
Mar ’25
ScrollView won't scroll
Hello. I have successfully created a scrollview with several buttons that stack on top of one another. But the View won't scroll. What am i doing wrong here? scrollView = UIScrollView.init(frame: CGRect.zero) &#9;&#9;&#9;&#9;scrollView.translatesAutoresizingMaskIntoConstraints = false &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;self.view.addSubview(scrollView) &#9;&#9;&#9;&#9;var leadingAnchor = self.scrollView!.topAnchor &#9;&#9;&#9;&#9;for i in 0..<20{ &#9;&#9;&#9;&#9;&#9;&#9;let t_button = UIButton.init(frame: CGRect.zero) &#9;&#9;&#9;&#9;&#9;&#9;t_button.translatesAutoresizingMaskIntoConstraints = false &#9;&#9;&#9;&#9;&#9;&#9;t_button.backgroundColor = UIColor.blue &#9;&#9;&#9;&#9;&#9;&#9;scrollView.addSubview(t_button) &#9;&#9;&#9;&#9;&#9;&#9;NSLayoutConstraint.activate([ &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.topAnchor.constraint(equalTo: leadingAnchor, constant:5.0), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.centerXAnchor.constraint(equalTo: scrollView.centerXAnchor), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.heightAnchor.constraint(equalToConstant: 50.0), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.widthAnchor.constraint(equalToConstant: 75.0) &#9;&#9;&#9;&#9;&#9;&#9;]) &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;&#9;leadingAnchor = t_button.bottomAnchor &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;&#9;t_button.setTitle("Button \(i)", for: .normal) &#9;&#9;&#9;&#9;&#9;&#9;t_button.addTarget(self, action: #selector(scrollViewButtonAction(_:)), for: .touchUpInside) &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;NSLayoutConstraint.activate([ &#9;&#9;&#9;&#9;&#9;&#9;scrollView.topAnchor.constraint(equalTo: self.titleHeader.bottomAnchor, constant: 10.0), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor), &#9;&#9;&#9;&#9;])
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7.4k
Mar ’25
Not receive onDisappear event on the first WindowGroup
Hi, I'm working on visionOS and find I can't get onDisappear event just on the first window after app launch. It comes like that: WindowGroup(id:"WindowA"){ MyView() .onDisappear(){ print("WindowA disappear") } } WindowGroup(id:"WindowB"){ MyView() .onDisappear(){ print("WindowB disappear") } } WindowGroup(id:"WindowC"){ MyView() .onDisappear(){ print("WindowC disappear") } } When the app first launch, it will open WindowA automatically And then I open WindowB and WindowC programatically. Then I tap the close button on window bar below window. If I close WindowB/WindowC, I can receive onDisappear event If I close WindowA, I can't receive onDisappear event If I reopen WindowA after it is closed and then close it again by tap the close button below window, I can receive onDisappear event Is there any logic difference for the first window on app launch? How can I get onDisappear Event for it. I'm using Xcode 16 beta 2
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1.1k
Mar ’25
[tvOS] ScrollView with Text does not scroll
I'm trying to do something so seemingly basic, yet I can't get it to work and I'm flummoxed. In a basic, vanilla SwiftUI app for tvOS, embed a single Text element with a very long string (hundreds of lines) in it: struct ContentView: View { var body: some View { ScrollView(.vertical) { Text(veryLargeString) .focusable() } } } Then fire up the app on tvOS, and it will not scroll. No matter what I do. Pressing arrow keys, swiping fast with my thumb, and nothing. It will not move. Ironically, in the Xcode SwiftUI Preview window—it does scroll, so that's always a fun tease. What I do know is that the focus engine is throwing a few errors, so it's leading me to believe the issue is with how I have the focusable element attached. I'm using a combination of -UIFocusLoggingEnabled YES as well as listening for UIFocusSystem.movementDidFailNotification. Unfortunately since this is SwiftUI, the notification failure and debugging logs aren't really all that actionable. Help appreciated!
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1.3k
Mar ’25
Why this view modifier it's ambiguous?
To add a background to the tab content I implement the following background, nesting another modifier equal within this one. .background( .background // ERROR: Ambiguous use of 'background' .shadow(.drop( color: .primary.opacity(0.08), radius: 5, x: 5, y: 5) ) .shadow(.drop( color: .primary.opacity(0.08), radius: 5, x: -5, y: -5) ), in: .capsule )
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279
Mar ’25
Ornament buttons broken by hoverEffect clipShape
TLDR: Applying a clipShape in a hoverEffect closure is preventing taps from getting through to buttons nested within an ornament. I need to make a custom ornament menu, similar to the stock ornament available via TabView but with some visual tweaks. It displays icons, and then expands to display a label as the user hovers. Example: I've put together a piece of sample code, following guidance from WWDC docs: VStack { } .ornament(attachmentAnchor: .scene(.leading)) { VStack { ForEach(0...7, id:\.self) { index in Button(action: { print(index) // <---- This will not print }) { HStack { Text("\(index)") Text(" button") } } } } .padding(12) .glassBackgroundEffect() .hoverEffect { effect, isActive, proxy in effect .clipShape(RoundedRectangle(cornerRadius: 36) .size(width: isActive ? proxy.size.width : 72, height: proxy.size.height, anchor: .leading) ) } } } The buttons in this code cannot be interacted with, as the print statement never executes. What am I missing here? I've managed to get some weird behavior, sometimes a specific clipShape (like a circle) will allow a tap on a single button, but not others.
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121
Mar ’25
Display Calculated Data in SwiftUI Charts ...
I am trying to discover how to display my application’s calculated Solar Information values in a chart. My application identifies a selected location in MapKit. The application identifies the location’s longitude, latitude, and current time of day. The application calculates the selected location’s NOAA [SOLAR ELEVATION], and the [SOLAR AZIMUTH] for the time of day. The application calculates the data, then stores the calculated values as a [Plist] file within my application’s Document Directory. For the moment, complete with repeated scouring of the Internet, I am not sure how to properly convert, transfer, or create a Structure, required by the chart to display the calculated values. I would like to create the chart once the calculations are complete, but I introduced a Plist to store the calculations for future use, too. The calculated values coincide with the NOAA Solar Calculations, complete to the displayed [h : m : s], whereas I also designed the application to create the [Array of Dictionary Objects] to store the calculated values for each subsequent six minute interval, until the end of the selected location’s day. The calculated values are properly appended to the [Array of Dictionary Objects] after each completed calculation, with data transfer constants. There are 240 calculations per day from [00:06:00 to 23:54:00], presented as a [STRING], complete with the [Elevation] presented as a [DOUBLE]. For example :: The application generates the following [Calculated Array of Dictionary Objects], then recreates, and appends a new Plist in the Document Directory. mySolarElevationDataArrayOfDictionaries :: [(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -62.60301082991259), (theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -62.94818095051292), (theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -63.245198186807215), (theRequiredTimeOfDay: "00:24:00", theCalculatedElevation: -63.49236786176319), (theRequiredTimeOfDay: "00:30:00", theCalculatedElevation: -63.688223890934175), (theRequiredTimeOfDay: "00:36:00", theCalculatedElevation: -63.831564163806945), (theRequiredTimeOfDay: "00:42:00", theCalculatedElevation: -63.921486675739004), (theRequiredTimeOfDay: "00:48:00", theCalculatedElevation: -63.95741610687708), to the end of the data :: ===&gt; (theRequiredTimeOfDay: "23:54:00", theCalculatedElevation: -60.69355458181633)] The application presents the initial data as follows :: Then presents a compass view to illustrate the results :: I modified the Chart’s [MOCK DATA] from the calculated values to test the Chart’s display in a [SwiftUI Hosting Controller]. For example :: The following Chart Mock Data in a [HourlySunElevation_MockChartData.swift] file is called by the application’s [Content View]. import Foundation struct Value { let theRequiredTimeOfDay: String let theCalculatedElevation: Double static func theSunElevationMockData() -&gt; [Value] { return [Value(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -62.60301082991259), Value(theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -62.94818095051292), Value(theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -63.245198186807215), Value(theRequiredTimeOfDay: "00:24:00", theCalculatedElevation: -63.49236786176319), Value(theRequiredTimeOfDay: "00:30:00", theCalculatedElevation: -63.688223890934175), Value(theRequiredTimeOfDay: "00:36:00", theCalculatedElevation: -63.831564163806945), Value(theRequiredTimeOfDay: "00:42:00", theCalculatedElevation: -63.921486675739004), Value(theRequiredTimeOfDay: "00:48:00", theCalculatedElevation: -63.95741610687708), to the end of the data :: ===&gt; Value(theRequiredTimeOfDay: "23:54:00", theCalculatedElevation: -60.69355458181633)] The Chart illustrates the Mock Data as follows :: I also created a Struct within the [MySunElevationChart_ViewController] to try to append the calculated data, using the same logic with the Plist data transfer constants, as employed by the [Array of Dictionary Objects] :: struct ChartSolarElevationValues { var theRequiredTimeOfDay: String var theCalculatedElevation: Double // Structs have an implicit [init]. This is here for reference. init(theRequiredTimeOfDay: String, theCalculatedElevation: Double) { self.theRequiredTimeOfDay = theRequiredTimeOfDay self.theCalculatedElevation = theCalculatedElevation //mySolarElevationChartData.append(self) } // End of [init(theRequiredTimeOfDay: String, theCalculatedElevation: Double)] } // End of [struct ChartSolarElevationValues] Unfortunately, the result did not append each subsequent calculation, but continued to create the same calculation as a new distinct object :: NOTE :: I only called three calculations with the Struct test. // NOTE :: To prevent an [ERROR] at [var mySolarElevationChartData = [ChartSolarElevationValues]] since it has an init. // Therefore you must add () at the end of [var mySolarElevationChartData = [ChartSolarElevationValues]] let theData = [ChartSolarElevationValues]() //print("theData :: \(theData)\n") let someData = ChartSolarElevationValues(theRequiredTimeOfDay: TheTimeForDaySunElevation.theTheTimeForDaySunElevation, theCalculatedElevation:VerifyCityLocationSearchRequestCorrectedSolarElevation.theVerifyCityLocationSearchRequestCorrectedSolarElevation) var theData_New = theData theData_New.append(someData) print("theData_New :: \(theData_New)\n") // Prints :: theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -61.11000735370401)]] // Prints :: [theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -61.315092082911875)]] // Prints :: [theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -61.47403413313205)]] So, I am misintepreting the required coding structure to properly append the Elevation Chart, and the Azimuth Chart with the calculated data. I know something is amiss, but for the moment, I do not know how to address this issue. Your suggestions would be welcome ... :] jim_k
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650
Mar ’25
How to await inside SwiftUI a #Preview?
In order to setup a preview, I need to create a Book; to do that, I need to await a function – however, one cannot await inside a Preview: import SwiftUI struct BookView: View { let book: Book var body: some View { VStack { Image(book.thumbnail, scale: 1.0, label: Text(book.title)) } } } #Preview { let url = URL(filePath: "/Users/dan/Documents/Curs confirmare RO.pdf")! // 👇 here, `createBook` should be awaited; but how? let book = createBook(for: url, of: CGSize(width: 254, height: 254), scale: 1.0) BookView(book: book) }
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462
Mar ’25
update UIKit view when viewDidLayoutSubviewsCallback from swiftUI wrapper gets call
Hello team i notice that we have a problem in our app that every time the user opens a Textfield the app freezes when the keyboard appears, this behavior was tracked down and it's a UI breaking design on a UIView [this view it's expandable and is original size is 80] [when it gets expanded 206.33] this is the view code I change the colors to easy check the other's views created inside private lazy var sharedUIPlaybackView: UIView = { let containerView = UIView().withAutoLayout() let propertySearchCriteria = PropertySearchCriteriaBuilder(hotelSearchParameters: viewModel.hotelSearchParameters).criteria var swiftUIView: SwiftUIView&lt;LodgingPlaybackWrapper&gt;! = nil swiftUIView = SwiftUIView( LodgingPlaybackWrapper(propertySearchCriteria: propertySearchCriteria, playbackUpdateNotificationSender: playbackUpdateNotificationSender, componentHandler: { [weak self] componentId in self?.componentReady(componentId) }), viewDidLayoutSubviewsCallback: { [weak self] in let extraPadding = self?.playbackViewExtraPadding ?? Spacing.spacing8x let newHeight = swiftUIView.frame.size.height + extraPadding // if newHeight != self?.sharedUIPlaybackViewHeightConstraint?.constant { // self?.sharedUIPlaybackViewHeightConstraint?.constant = 206.33 // }else { // self?.sharedUIPlaybackViewHeightConstraint?.constant = 80 // } } ).withAutoLayout().withAccessibilityIdentifier("test") // sharedUIPlaybackViewHeightConstraint = containerView.heightAnchor.constraint(equalToConstant: 0) // sharedUIPlaybackViewHeightConstraint?.isActive = true containerView.backgroundColor = .blue swiftUIView.backgroundColor = .red containerView.addSubview(swiftUIView) containerView.addConstraints([ swiftUIView.topAnchor.constraint(equalTo: containerView.topAnchor, constant: playbackViewTopConstant), swiftUIView.leadingAnchor.constraint(equalTo: containerView.leadingAnchor, constant: Spacing.spacing4x), swiftUIView.trailingAnchor.constraint(equalTo: containerView.trailingAnchor, constant: -Spacing.spacing4x), swiftUIView.bottomAnchor.constraint(equalTo: containerView.bottomAnchor, constant: -Spacing.spacing3x), swiftUIView.heightAnchor.constraint(equalToConstant: 206.33) ]) return containerView }() old devs created this function viewDidLayoutSubviewsCallback to connect user interaction on the wrapper and used on UIKit. this is the part where the math on the function gets weird and messed up the code by crashing the view viewDidLayoutSubviewsCallback: { [weak self] in let extraPadding = self?.playbackViewExtraPadding ?? Spacing.spacing8x let newHeight = swiftUIView.frame.size.height + extraPadding if newHeight != self?.sharedUIPlaybackViewHeightConstraint?.constant { self?.sharedUIPlaybackViewHeightConstraint?.constant = newHeight } } ).withAutoLayout().withAccessibilityIdentifier("test") sharedUIPlaybackViewHeightConstraint = containerView.heightAnchor.constraint(equalToConstant: 0) sharedUIPlaybackViewHeightConstraint?.isActive = true I commented this math because is crashing the app and instead of giving a dynamical height I placed as a constant constraint as default height this is how I solved the problem of the UI, but I still need to update the view each time the user clicks and gets call by the method viewDidLayoutSubviewsCallback what can I do? I tried to add like a conditional on the method if newHeight == 80 { containerView.addConstraints([ swiftUIView.heightAnchor.constraint(equalToConstant: 80.0) ]) containerView.layoutIfNeeded() } else { containerView.addConstraints([ swiftUIView.heightAnchor.constraint(equalToConstant: 206.33) ]) containerView.layoutIfNeeded() } like this but it didn't work [this is how it looks with the constant value of 206.33] [when it gets open looks good]
2
0
248
Mar ’25
Hidden window/volume system overlays in Full Space
When I show a window while a sky sphere is shown, the handles to drag/close/resize the window are hidden. The colliders still work, so they are there, but only the visuals are hidden. I already know from another project, that this also happens to volumes. They only appear once you get closer to the window or if the sky sphere gets removed. Is this a known issue or is there a fix for that? .persistentSystemOverlays(.visible)does not fix it Xcode 16.3.0 Beta, visionOS 2.4
5
0
265
Mar ’25