In my app, I have a ShareLink that attempts to share a movie.
struct MovieTransferable: Transferable {
let url: URL
let writeMovie: (URL) -> ()
static var transferRepresentation: some TransferRepresentation {
DataRepresentation(
exportedContentType: .movie,
exporting: {
(movie) in
// Write the movie into documents.
movie.writeMovie(movie.url)
return try! Data(contentsOf: movie.url)
})
FileRepresentation(
exportedContentType: .movie,
exporting: {
(movie) in
// Write the movie into documents.
movie.writeMovie(movie.url)
return SentTransferredFile(movie.url)
})
}
}
The ShareLink works if you try to share the movie with the Photos app, Air Drop, and iMessage. If I share to WhatsApp, the movie shows up as empty (zero length), but there's a movie. If I share to Discord, the movie is not displayed at all (only the comment). Instagram posts a dialog saying it won't allow movies and to use the app (why are they even in the ShareLink option for movies?). YouTube processes for a bit and then does nothing (no upload).
Are there things that I can do to make the Transferable accepted at more of the end points? It's at fps 30 and I've tried most of the available codec's. The size is the same as the iPhone's screen, so the aspect ratio is a bit odd. However, if I go directly to the app (Discord, etc...) upload from my phone works fine.
Any help would be appreciated to make this more viable.
SwiftUI
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Hello Apple Developer Community,
I’m facing a recurring issue in my SwiftUI iOS app where a specific view fails to reload correctly after saving edits and navigating back to it. The failure happens consistently post-save, and I’m looking for insights from the community.
🛠 App Overview
Purpose
A SwiftUI app that manages user-created data, including images, text fields, and completion tracking.
Tech Stack:
SwiftUI, Swift 5.x
MSAL for authentication
Azure Cosmos DB (NoSQL) for backend data
Azure Blob Storage for images
Environment:
Xcode 15.x
iOS 17 (tested on iOS 18.2 simulator and iPhone 16 Pro)
User Context:
Users authenticate via MSAL.
Data is fetched via Azure Functions, stored in Cosmos DB, and displayed dynamically.
🚨 Issue Description
🔁 Steps to Reproduce
Open a SwiftUI view (e.g., a dashboard displaying a user’s saved data).
Edit an item (e.g., update a name, upload a new image, modify completion progress).
Save changes via an API call (sendDataToBackend).
The view navigates back, but the image URL loses its SAS token.
Navigate away (e.g., back to the home screen or another tab).
Return to the view.
❌ Result
The view crashes, displays blank, or fails to load updated data.
SwiftUI refreshes text-based data correctly, but AsyncImage does not.
Printing the image URL post-save shows that the SAS token (?sv=...) is missing.
❓ Question
How can I properly reload AsyncImage after saving, without losing the SAS token?
🛠 What I’ve Tried
✅ Verified JSON Structure
Debugged pre- and post-save JSON.
Confirmed field names match the Codable model.
✅ Forced SwiftUI to Refresh
Tried .id(UUID()) on NavigationStack:
NavigationStack {
ProjectDashboardView()
.id(UUID()) // Forces reinit
}
Still fails intermittently.
✅ Forced AsyncImage to Reload
Tried appending a UUID() to the image URL:
AsyncImage(url: URL(string: "\(imageUrl)?cacheBust=\(UUID().uuidString)"))
Still fails when URL query parameters (?sv=...) are trimmed.
I’d greatly appreciate any insights, code snippets, or debugging suggestions! Let me know if more logs or sample code would help.
Thanks in advance!
I can't get my app's logo to show in the "About" box nor in the app switcher.
I have:
created "Assets.xcassets"
created "AppIcon"
added 10 image files of the logo to the AppIcon image well [? right terminology ?]
saved and built the project – there are no errors or warnings
When I run the project, I still get the default image showing in the About box and in the app switcher.
Because first attempt failed, I changed "applet" to "AppIcon" in "App Icons and Launch Screen" in "General" settings. That did not change the result. I also toggled "Include all app icon assets" which also did not change the result.
Weirdly, my app's logo DOES show beside the app name in every item of "Build Settings".
Do I need to do something else to change the default image in the "About" box ?
Thanks.
[Xcode 16.2 on macOS 15.3.2.]
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()
}
}```
Topic:
Media Technologies
SubTopic:
Photos & Camera
Tags:
Files and Storage
Swift
SwiftUI
Photos and Imaging
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.
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?
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.
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
SwiftUI provides the accessibilityCustomContent(_:_:) modifier to add additional accessibility information for an element. However, I couldn’t find a similar approach in UIKit.
Is there a way to achieve this in UIKit?
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?
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") {
}
}
}
}
}
}
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
Hello, I can't seem to set any breakpoint in didSet for all properties inside Observable.
Is this a bug?
XcodeVersion 15.2
(15C500b)
Thanks!
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)
				scrollView.translatesAutoresizingMaskIntoConstraints = false
				
				
				self.view.addSubview(scrollView)
				var leadingAnchor = self.scrollView!.topAnchor
				for i in 0..<20{
						let t_button = UIButton.init(frame: CGRect.zero)
						t_button.translatesAutoresizingMaskIntoConstraints = false
						t_button.backgroundColor = UIColor.blue
						scrollView.addSubview(t_button)
						NSLayoutConstraint.activate([
								t_button.topAnchor.constraint(equalTo: leadingAnchor, constant:5.0),
								t_button.centerXAnchor.constraint(equalTo: scrollView.centerXAnchor),
								t_button.heightAnchor.constraint(equalToConstant: 50.0),
								t_button.widthAnchor.constraint(equalToConstant: 75.0)
						])
						
						leadingAnchor = t_button.bottomAnchor
						
						t_button.setTitle("Button \(i)", for: .normal)
						t_button.addTarget(self, action: #selector(scrollViewButtonAction(_:)), for: .touchUpInside)
						
				}
				
				NSLayoutConstraint.activate([
						scrollView.topAnchor.constraint(equalTo: self.titleHeader.bottomAnchor, constant: 10.0),
						scrollView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor),
						scrollView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor),
						scrollView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor),
				])
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
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!
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
)
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.
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 :: ===> (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() -> [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 :: ===> 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
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)
}