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Not getting User's location in Background Mode
We developed a app in which the I need the app to update the User's location even in background( even after terminating from the recent UI ), Currently I am receiving the location updates when the user has kept the app in open and if minimised, But I want that it should update the location even when it is removed from recent app (minimised UI)(after terminating the app) Is it possible to do so.???
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840
Nov ’24
Ignore accented rendering mode?
In iOS18 the user can change their Home Screen customization to choose either light, dark, or tinted. If they choose tinted the widgets are rendered using the "accented" rendering mode and without a background. Is there some way to override so that the tinted mode is ignore completely and the widgets render as full color? I know about WidgetAccentedRenderingMode (https://developer.apple.com/documentation/widgetkit/widgetaccentedrenderingmode) but that's only for images, not the whole control and doesn't help with the background also being removed in the tinted mode.
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925
Nov ’24
Migrating SwiftUI lifecycle to UIKit's
Hi, everyone I have an app already in production that uses SwiftUI's lifecycle (paired with an AppDelegate). Due to some specific behaviour of the app, we decided to migrate the app to use UIKit's lifecycle, adding the corresponding SceneDelegate to the app, as well as modifying the Info.plist file accordingly to accommodate to these new changes. Although everything seems to work when installing the app from zero, when installing it on top of another version, the screen goes black and the user cannot interact with the app at all unless they reinstall it completely. As I've read online, iOS is reusing the window configuration from the previous execution of the app. I know this because the AppDelegate's application(application:connectingSceneSession:options) is not being called when coming from a previous version of the app. I would love to know what can I do to make this work because, as you may understand, we cannot ask our user base to reinstall the application. Thank you very much.
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1.6k
Apr ’25
Limitations for attributes in SwiftData models?
Hi, is there any description/documentation about what can not be used as SwiftData attributes? I do not mean things which cause issues at compile time, like having a type which is not Codeable. But rather I am looking for info which things to avoid, if you do not want to run into application crashes in modelContext.save(). Like for example having an enum which as an optional associated value as an attribute type (crashes on save is the associated value is nil). Anybody seen any documentation about that? Or tech notes? Thanks in advance for any hints :-). Cheers, Michael
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Sep ’24
minimumScaleFactor for Text in widgets scales the text.
Hi, In my widgets, I use minimumScaleFactor to ensure that my text is readable. In iOS 18.0 beta 6 and iOS18.0 beta 7, my texts suddenly became very small. It seems that minimumScaleFactor acts like if it was applying the given scale value to the text. minimumScaleFactor(0.1) seems to display the text 90% smaller than the text without calling minimumScaleFactor. minimumScaleFactor(0.5) seems to display the text 50% smaller than the text without calling minimumScaleFactor. Is this a bug, of is there an unexpected change in the API ? Edit : I have created FB14890220, in case this message remains unseen.
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1.2k
Sep ’24
SwiftUI NavigationSplitView - Nested List Not Animating
Hi All! I've encountered a SwiftUI NavigationSplitView bug in my app that I'd appreciate help with, I've spent quite some time trying to work out a solution to this problem. I have a main list, which has either a Location or LocationGroup. When selecting a Location, the detail view is presented. When selecting a LocationGroup, a subsequent list of Locations are presented (from the group). When tapping on any of these Locations, the NavigationStack does not animate (push the view), and when tapping back from it, it jumps to the main selection. The overall goal is to be able to present within the detail: of a NavigationSplitView a NavigationStack, and to be able to push onto that stack from both the main NavigationSplitView's list, and from the detail. I created the following sample code that reproduces the issue: ContentView.swift public enum LocationSplitViewNavigationItem: Identifiable, Hashable { case location(Location) case locationGroup(LocationGroup) public var id: UUID? { switch self { case .location(let location): return location.id case .locationGroup(let locationGroup): return locationGroup.id } } } struct ContentView: View { @State private var columnVisibility = NavigationSplitViewVisibility.doubleColumn @State private var selectedNavigationItem: LocationSplitViewNavigationItem? var body: some View { NavigationSplitView(columnVisibility: $columnVisibility) { LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: LocationSampleData.sampleLocations, locationGroups: LocationSampleData.sampleLocationGroups)) } detail: { if let selectedLocation = selectedNavigationItem { switch selectedLocation { case .location(let location): LocationDetailView(selectedLocation: location) case .locationGroup(let locationGroup): LocationListView(selectedItem: $selectedNavigationItem, locationData: LocationSampleData(locations: locationGroup.locations)) } } } .navigationSplitViewStyle(.balanced) } } LocationListView.swift struct LocationListView: View { @Binding public var selectedItem: LocationSplitViewNavigationItem? var locationData: LocationSampleData var body: some View { List(selection: $selectedItem) { if let locations = locationData.locations { ForEach(locations) { location in NavigationLink(value: LocationSplitViewNavigationItem.location(location)) { Text(location.name) .bold() } } } if let locationGroups = locationData.locationGroups { ForEach(locationGroups) { locationGroup in NavigationLink(value: LocationSplitViewNavigationItem.locationGroup(locationGroup)) { Text(locationGroup.name) .bold() .foregroundStyle(.red) } } } } .navigationTitle("Saturday Spots") .navigationBarTitleDisplayMode(.large) } } LocationDetailView.swift struct LocationDetailView: View { var selectedLocation: Location var body: some View { Text(selectedLocation.name) .font(.largeTitle) .bold() .foregroundStyle(LinearGradient( colors: [.teal, .indigo], startPoint: .top, endPoint: .bottom )) .toolbarBackground( Color.orange, for: .navigationBar ) .toolbarBackground(.visible, for: .navigationBar) } } Location.swift import CoreLocation struct LocationSampleData { var locations: [Location]? var locationGroups: [LocationGroup]? static let sampleLocations: [Location]? = Location.sample static let sampleLocationGroups: [LocationGroup]? = [LocationGroup.sample] } public struct Location: Hashable, Identifiable { var name: String var coordinates: CLLocationCoordinate2D var photo: String public var id = UUID() static public let sample: [Location] = [ Location(name: "Best Bagel & Coffee", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Tompkins Square Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Zabar's", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), ] static public let oneSample = Location(name: "Absolute Bagels", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") } public struct LocationGroup: Identifiable, Hashable { var name: String var locations: [Location] public var id = UUID() static public let sample: LocationGroup = LocationGroup(name: "Bowling", locations: [ Location(name: "Frames Bowling Lounge", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf"), Location(name: "Bowlero Chelsea Piers", coordinates: CLLocationCoordinate2D(latitude: 123, longitude: 121), photo: "asdf") ]) } extension CLLocationCoordinate2D: Hashable { public static func == (lhs: Self, rhs: Self) -> Bool { return lhs.latitude == rhs.latitude && lhs.longitude == rhs.longitude } public func hash(into hasher: inout Hasher) { hasher.combine(latitude) hasher.combine(longitude) } }
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1.2k
Sep ’24
IOS 18 update causes toolbar contents to not show
I have an app with a TabView containing a view representable containing a SwiftUI View with a toolbar. The representable is providing the toolbar while the .toolbar modifier provides the content. Everything works normally on iOS 17, but on iOS 18 the toolbar contents are not showing. Is this a iOS 18 bug? See the code below for a simplified example. import SwiftUI @main struct TestApp: App { @State var selection: String = "one" var body: some Scene { WindowGroup { TabView(selection: $selection) { Representable() .tabItem { Text("One") } .tag("one") } } } } struct Representable: UIViewControllerRepresentable { let navigationController = UINavigationController() func makeUIViewController(context: Context) -> UINavigationController { navigationController.pushViewController(UIHostingController(rootView: ToolbarView()), animated: false) return navigationController } func updateUIViewController(_ uiViewController: UINavigationController, context: Context) {} } struct ToolbarView: View { var body: some View { NavigationLink("Navigate") { ToolbarView() } .toolbar { ToolbarItem(placement: .principal) { Text("Top") } } } }
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2.2k
Nov ’24
Why is willPresentNotification called twice here?
Please find below a complete app example. It has a button, when you press it, a local notification is created. However, the UnNotificationCenter.delegate is called twice, and I can't understand why. I am trying to move my project from Objective-C to Swift, and my similar code there doesn't get called twice, so I'm confused. Can anybody shine a light on this? Pointers appreciated. App: @main struct NotifTestApp: App { init() { UNUserNotificationCenter.current().delegate = NotificationReceiveHandler.shared configureUserNotifications() } var body: some Scene { WindowGroup { ContentView() } } private func configureUserNotifications() { UNUserNotificationCenter.current().requestAuthorization(options: [.alert, .badge, .sound]) { granted, error in if granted { print("Notification permission granted.") } else if let error = error { print("Error requesting notification permissions: \(error)") } } } } class NotificationReceiveHandler: NSObject, UNUserNotificationCenterDelegate { static let shared = NotificationReceiveHandler() //>> THIS IS CALLED TWICE WHEN I PRESS THE BUTTON func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification, withCompletionHandler completionHandler: @escaping (UNNotificationPresentationOptions) -> Void) { NSLog(">>> Will present notification!") completionHandler([.sound]) } } ///THE UI struct ContentView: View { var body: some View { VStack { Text("👾") .imageScale(.large) .foregroundStyle(.tint) Text("Notification test!") Text("When i press the button, will present is called twice!!").font(.footnote) .padding(10) Button("Create Notification") { createNotification( message: "This is a test notification", header: "Test Notification", category: "TEST_CATEGORY", playSound: true, dictionary: nil, imageName: nil) } .padding() .background(Color.blue) .foregroundColor(.white) .cornerRadius(8) } .padding() } } #Preview { ContentView() } private func createNotification(message: String, header: String, category: String, playSound: Bool = true, dictionary: NSDictionary? = nil, imageName: String? = nil) { let content = UNMutableNotificationContent() content.title = header content.body = message content.categoryIdentifier = category content.badge = NSNumber(value: 0) if let imageName = imageName, let imageURL = Bundle.main.url(forResource: imageName, withExtension: "png") { do { let attachment = try UNNotificationAttachment(identifier: "image", url: imageURL, options: nil) content.attachments = [attachment] } catch { print("Error creating notification attachment: \(error)") } } content.sound = playSound ? UNNotificationSound(named: UNNotificationSoundName("event.aiff")) : nil if let infoDict = dictionary { content.userInfo = infoDict as! [AnyHashable: Any] } let request = UNNotificationRequest(identifier: UUID().uuidString, content: content, trigger: nil) UNUserNotificationCenter.current().add(request, withCompletionHandler: nil) }
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2.5k
Nov ’24
ManagedAppDistribution problem with getting the apps
Hello, We are trying to use the Managed App Distribution framework with our mdm following the documentation here : https://developer.apple.com/documentation/managedappdistribution But on the first load we don't get anything, the app keep getting stuck inside the following code without sending an error or getting the managed apps for try await result in ManagedAppLibrary.currentDistributor.availableApps { content = try result.get().map(Content.managedApp) } If we update the list of available managed apps in our mdm, the function execute and so we have all the apps displayed as expected, but if we close and re-open the app it'll again not display anything until we update the managed apps list. How can we fetched our managed apps at anytime and not only when the list is updated ? Why this method seems to be waiting for an update instead of just fetching the available managed apps when we call it ?
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674
Nov ’24
iOS 18 hit testing functionality differs from iOS 17
I created a Radar for this FB14766095, but thought I would add it here for extra visibility, or if anyone else had any thoughts on the issue. Basic Information Please provide a descriptive title for your feedback: iOS 18 hit testing functionality differs from iOS 17 What type of feedback are you reporting? Incorrect/Unexpected Behavior Description: Please describe the issue and what steps we can take to reproduce it: We have an issue in iOS 18 Beta 6 where hit testing functionality differs from the expected functionality in iOS 17.5.1 and previous versions of iOS. iOS 17: When a sheet is presented, the hit-testing logic considers subviews of the root view, meaning the rootView itself is rarely the hit view. iOS 18: When a sheet is presented, the hit-testing logic changes, sometimes considering the rootView itself as the hit view. Code: import SwiftUI struct ContentView: View { @State var isPresentingView: Bool = false var body: some View { VStack { Text("View One") Button { isPresentingView.toggle() } label: { Text("Present View Two") } } .padding() .sheet(isPresented: $isPresentingView) { ContentViewTwo() } } } #Preview { ContentView() } struct ContentViewTwo: View { @State var isPresentingView: Bool = false var body: some View { VStack { Text("View Two") } .padding() } } extension UIWindow { public override func hitTest(_ point: CGPoint, with event: UIEvent?) -> UIView? { /// Get view from superclass. guard let hitView = super.hitTest(point, with: event) else { return nil } print("RPTEST rootViewController = ", rootViewController.hashValue) print("RPTEST rootViewController?.view = ", rootViewController?.view.hashValue) print("RPTEST hitView = ", hitView.hashValue) if let rootView = rootViewController?.view { print("RPTEST rootViewController's view memory address: \(Unmanaged.passUnretained(rootView).toOpaque())") print("RPTEST hitView memory address: \(Unmanaged.passUnretained(hitView).toOpaque())") print("RPTEST Are they equal? \(rootView == hitView)") } /// If the returned view is the `UIHostingController`'s view, ignore. print("MTEST: hitTest rootViewController?.view == hitView", rootViewController?.view == hitView) print("MTEST: -") return hitView } } Looking at the print statements from the provided sample project:
 iOS 17 presenting a sheet from a button tap on the ContentView(): RPTEST rootViewController's view memory address: 0x0000000120009200 RPTEST hitView memory address: 0x000000011fd25000 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false RPTEST rootViewController's view memory address: 0x0000000120009200 RPTEST hitView memory address: 0x000000011fd25000 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false iOS 17 dismiss from presented view: RPTEST rootViewController's view memory address: 0x0000000120009200 RPTEST hitView memory address: 0x000000011fe04080 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false RPTEST rootViewController's view memory address: 0x0000000120009200 RPTEST hitView memory address: 0x000000011fe04080 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false iOS 18 presenting a sheet from a button tap on the ContentView(): RPTEST rootViewController's view memory address: 0x000000010333e3c0 RPTEST hitView memory address: 0x0000000103342080 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false RPTEST rootViewController's view memory address: 0x000000010333e3c0 RPTEST hitView memory address: 0x000000010333e3c0 RPTEST Are they equal? true MTEST: hitTest rootViewController?.view == hitView true You can see here ☝️ that in iOS 18 the views have the same memory address on the second call and are evaluated to be the same. This differs from iOS 17. iOS 18 dismiss RPTEST rootViewController's view memory address: 0x000000010333e3c0 RPTEST hitView memory address: 0x0000000103e80000 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false RPTEST rootViewController's view memory address: 0x000000010333e3c0 RPTEST hitView memory address: 0x0000000103e80000 RPTEST Are they equal? false MTEST: hitTest rootViewController?.view == hitView false The question I want to ask: Is this an intended change, meaning the current functionality in iOS 18 is expected? Or is this a bug and it's something that needs to be fixed? As a user, I would expect that the hit testing functionality would remain the same from iOS 17 to iOS 18. Thank you for your time.
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4.1k
2w
LongPressGesture.updating(_:body:)
Hello, I'm using LongPressGesture to provide haptic & color change feedback on a long press action. This fails to call the .updating(_:body:) method on every iOS 18.0 beta. It works fine on iOS 17. The following code, taken directly from Apple's documentation illustrates the problem. The .updating() closure is never called, while the .onEnded() closure is called correctly. Instead of a gradual color transition the example code generates a delayed sharp switch from Red to Blue, preventing interactive user feedback. struct LongPressGestureView: View { @GestureState private var isDetectingLongPress = false @State private var completedLongPress = false var longPress: some Gesture { LongPressGesture(minimumDuration: 3) .updating($isDetectingLongPress) { currentState, gestureState, transaction in gestureState = currentState transaction.animation = Animation.easeIn(duration: 2.0) } .onEnded { finished in self.completedLongPress = finished } } var body: some View { Circle() .fill(self.isDetectingLongPress ? Color.red : (self.completedLongPress ? Color.green : Color.blue)) .frame(width: 100, height: 100, alignment: .center) .gesture(longPress) } } Can anyone share tips on a workaround or potential fix application-side?
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4
1.1k
Feb ’25
.onMove does not work properly
Hello, I have a problem with the .onMove function. I believe I have set everything up properly. However, the moving does not seem to be working correctly. When I try to move the item, it is highlighted first, as it is supposed to be. Then, while I am moving it through the list, it disappears for some reason, and at the end of the move, it comes back to its initial place. (I use iOS 16.0 minimum, so I don't have to include the EditButton(). It works the same in the edit mode tho) import SwiftUI struct Animal: Identifiable { var id = UUID() var name: String } struct ListMove: View { @State var animals = [Animal(name: "Dog"), Animal(name: "Cat"), Animal(name: "Cow"), Animal(name: "Goat"), Animal(name: "Chicken")] var body: some View { List { ForEach(animals) { animal in Text(animal.name) } .onMove(perform: move) } } func move(from source: IndexSet, to destination: Int) { animals.move(fromOffsets: source, toOffset: destination) } } #Preview { ListMove() }
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1.1k
Dec ’24
Implement UNUserNotificationCenterDelegate in iOS app using Swift6
I've got a problem with compatibility with Swift6 in iOS app that I have no idea how to sort it out. That is an extract from my main app file @MainActor @main struct LangpadApp: App { ... @State private var notificationDataProvider = NotificationDataProvider() @UIApplicationDelegateAdaptor(NotificationServiceDelegate.self) var notificationServiceDelegate var body: some Scene { WindowGroup { TabView(selection: $tabSelection) { ... } .onChange(of: notificationDataProvider.dateId) { oldValue, newValue in if !notificationDataProvider.dateId.isEmpty { tabSelection = 4 } } } } init() { notificationServiceDelegate.notificationDataProvider = notificationDataProvider } } and the following code shows other classes @MainActor final class NotificationServiceDelegate: UIResponder, UIApplicationDelegate, UNUserNotificationCenterDelegate { var notificationDataProvider: NotificationDataProvider? func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool { UNUserNotificationCenter.current().delegate = self return true } func setDateId(dateId: String) { if let notificationDataProvider = notificationDataProvider { notificationDataProvider.dateId = dateId } } nonisolated func userNotificationCenter(_ center: UNUserNotificationCenter, didReceive response: UNNotificationResponse) async { // After user pressed notification let content = response.notification.request.content if let dateId = content.userInfo["dateId"] as? String { await MainActor.run { setDateId(dateId: dateId) } } } nonisolated func userNotificationCenter(_ center: UNUserNotificationCenter, willPresent notification: UNNotification) async -> UNNotificationPresentationOptions { // Before notification is to be shown return [.sound, .badge, .banner, .list] } } @Observable final public class NotificationDataProvider : Sendable { public var dateId = "" } I have set Strict Concurrency Checking to 'Complete.' The issue I'm facing is related to the delegate class method, which is invoked after the user presses the notification. Current state causes crash after pressing notification. If I remove "nonisolated" keyword it works fine but I get the following warning Non-sendable type 'UNNotificationResponse' in parameter of the protocol requirement satisfied by main actor-isolated instance method 'userNotificationCenter(_:didReceive:)' cannot cross actor boundary; this is an error in the Swift 6 language mode I have no idea how to make it Swift6 compatible. Does anyone have any clues?
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1.4k
Feb ’25
There seems to be a bug with digitalCrownAccessory
After reading the documentation on .digitalCrownAccessory, I am under the impression that the system should know to show your accessory and hide your accessory according to whether the crown is being rotated. I have noticed this is not the case. I have also tried a few work arounds with no luck. Here is a simplified version of my code. I have recorded a video of the issue I am seeing, but I can't upload it, so I have attached some screenshots instead. Expected result: After rotating the crown, the accessory image should disappear along with the vertical system scroll bar. Actual result: After rotating the crown, the vertical system scroll bar disappears but the accessory image stays behind. Versions: Sonoma 14.6.1 Xcode 16 Beta 5 (and Xcode 15.4) Apple Watch Ultra 2 watchOS 11 (device and simulator) Starting file (main): import SwiftUI @main struct DummyWatch_Watch_AppApp: App { var body: some Scene { WindowGroup { ContentView() } } } ContentView.swift: import SwiftUI struct ContentView: View { @State var crownValue: CGFloat = 0 var body: some View { VStack { Text("Hello, world!") } .focusable() .digitalCrownRotation($crownValue, from: 0, through: 10, by: 0.1, sensitivity: .low, isContinuous: false) .digitalCrownAccessory { Image(systemName: "speaker.fill") } .padding() } } Images: Scrolling: Speaker wont go away:
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507
Feb ’25
Frequent Crash on Table Content Change
One of my apps has been crashing on multiple Sequoia betas, something that never happened on prior macOS versions, and I’ve finally narrowed it down to a smaller reproducible case which I've attached to bug report #FB14473269. The narrowed case is fairly trivial. A table containing data is filtered by typing into a text field which narrows the bound content by finding only text with matching substrings. It's a single basic view the source for which is included in its entirety below. To reproduce the crash: Compile and run Type “five” in the search text If this doesn’t immediately crash it with the first keystroke (there seems to be some kind of race condition so it may vary on different hardware configurations), delete a character at a time and repeat as necessary. Typing “one” on my system doesn’t crash the app, but deleting backwards to just “o” immediately crashes. The backtrace is entirely within SwiftUI. This works flawlessly on Sonoma which is where I've been building and testing the app where this problem was first discovered, and it's completely unusable up through beta 5 of Sequoia. It's hard to believe nobody else is encountering this. Any suggestions? import SwiftUI class Item: Identifiable { var id: String init(_ id: String) { self.id = id } } struct ContentView: View { @State var allItems = [ Item("One"), Item("Two"), Item("Three"), Item("Four"), Item("Five"), Item("Six"), Item("Seven"), Item("Eight"), Item("Nine"), Item("Ten") ] @State var filteredItems = [Item]() @State var selectedItems = Set<Item.ID>() @State var text: String = "" func filter() { if text == "" { filteredItems = allItems } else { filteredItems = allItems.filter { $0.id.localizedCaseInsensitiveContains(text) } } } var body: some View { VStack { TextField("Search:", text: $text) .padding() .onChange(of: text) { filter() } .onAppear { filter() } Table($filteredItems, selection: $selectedItems) { TableColumn("Name") { item in Text(item.id) } } } } } #Preview { ContentView() }
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807
Sep ’24
UITextView's pressesBegan isn't triggered by the software keyboard
I'm building a SwiftUI app with a UITextView subclass, and it seems that the software keyboard doesn't trigger the pressesBegan or pressesEnded functions of UITextView. With a hardware keyboard, pressesBegan works as expected, allowing us to intercept key presses in our subclass. I can't find any documentation about this, or any other forum posts (here or on Stack Overflow) that talk about a discrepancy between software and hardware keyboard behaviors, and I can't believe this is an intended behavior. Our app is a SwiftUI app, in case that's relevant. Does anyone have any guidance? Is this a bug or am I not understanding this API? Any information or work arounds would be greatly appreciated. I've made a sample project that demonstrates this issue, which you can grab from GitHub at https://github.com/nyousefi/KeyPressSample. To see this in action, run the sample project and start pressing keys. The hardware keyboard will print the key press at the top of the screen (above the text view), while the software keyboard won't.
3
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651
May ’25
SwiftData and CloudKit
Recently I've been working on a demo project called iLibrary. The main goal was to learn more about CloudKit and SwiftData. After a while I noticed that there were some hangs/freezes when running the app in debug mode. I first tried this with Xcode 15.4 and iOS 17.5. Here the hang only appears at the beginning, but only for a few seconds. But when I exit debug mode, there are no more hangs. With Xcode 16 beta 4 and iOS 18 it looks completely different. In this case, the hangs and freezes are always present, whether in debug mode or not. And it's not just at the beginning, it's throughout the app. I'm aware that this is still a beta, but I still find this weird. And when I profile this I see that the main thread gets quite overloaded. Interestingly, my app doesn't have that many operations going on. So I guess something with the sync of SwiftData or my CloudKitManger where I fetch some records from the public database is not running fine. Lastly, I wanted to delete the iCloud app data. So I went to Settings and tried to delete it, but it didn't work. Is this normal? Does anyone have any idea what this could be? Or has anyone encountered this problem as well? I'd appreciate any support. My project: https://github.com/romanindermuehle/iLibrary
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1.4k
2w
What is a performant way to change view offset as user scrolls?
I added a background view to my SwiftUI List, and would like to move it up as user scrolls (similar to the effect of that of the Health app). I can't add it onto the background of a List row, because List unconditionally clips content to a row, and I would like the view to extend past a insetted row's bounds (scrollClipDisabled does not work on List). So I added the view as the background view of the entire List. Currently, I am achieving this by monitoring contentOffset using the new onScrollGeometryChange(for:of:action:) modifier, updating a state variable that controls the offset of the background view. The code looks something like this: struct ContentView: View { @State private var backgroundOffset: CGFloat = 0 var body: some View { List { ... } .background { backgroundView .offset(y: backgroundOffset) } .onScrollGeometryChange(for: ScrollGeometry.self) { geometry in geometry } action: { oldValue, newValue in let contentOffsetY = newValue.contentOffset.y let contentInsetY = newValue.contentInsets.top if contentOffsetY <= -contentInsetY { backgroundOffset = 0 } else { backgroundOffset = -(contentOffsetY + contentInsetY) } } } } However, this results in bad scrolling performance. I am guessing this is due to backgroundOffset being updated too frequently, and thus refreshing the views too often? If so, what is a more performant approach to achieve the desired effect? Thanks!
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868
Feb ’25
RoomPlan AR Frame Position wrong after combining Rooms
Hello everyone, I am struggling to find a solution for the following problem, and I would be glad and thankful if anyone can help me. My Use Case: I am using RoomPlan to scan a room. While scanning, there is a function to take pictures. The position from where the pictures are taken will be saved (in my app, they are called "points of interest" = POI). This works fine for a single room, but when adding a new room and combining the two of them using: structureBuilder.capturedStructure(from: capturedRooms) the first room will be transformed and thus moved around to fit in the world space. The points are not transformed with the rest of the room since they are not in the rooms structure specifically, which is fine, but how can I transform the POIs too, so that they are in the correct positions where they were taken? I used: func captureSession(_ session: RoomCaptureSession, didEndWith data: CapturedRoomData, error: (Error)?) to get the transform matrix from "arFrameReferenceOriginTransform" and apply this to the POIs, but it still seems that this is not enough. I would be happy for any tips and help! Thanks in advance! My Update function: func updatePOIPositions(with originTransform: simd_float4x4) { for i in 0..<(poisOldRooms.count) { var poi = poisOldRooms[i] let originalPosition = SIMD4<Float>( poi.data.cameraOriginX, poi.data.cameraOriginY, poi.data.cameraOriginZ, 1.0 ) let updatedTransform = originTransform * originalPosition poisOldRooms[i].data.cameraX = updatedTransform.x poisOldRooms[i].data.cameraY = updatedTransform.y poisOldRooms[i].data.cameraZ = updatedTransform.z } }
3
2
853
Sep ’24
Can’t focus the sidebar on tvOS when TabView contains TabSection elements
In a TabView with the .sidebarAdaptable style, including TabSection elements prevents the default back swipe on the remote from revealing the sidebar. Removing all TabSection elements and using only Tab elements makes it work as expected: import SwiftUI struct ContentView: View { var body: some View { TabView { Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } TabSection("Section") { Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } } }.tabViewStyle(.sidebarAdaptable) } } Am I using it wrong, or is this a bug?
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Jan ’25