Hello!
I'm making a list of app icons for users to choose, but when I increase or decrease the font size, the image is still in the same spot and isn't centered vertically with the text. I have it initialized with a frame with hard-coded values, but I was wondering if there was a better way of doing it, such as with constraints or some sort of image scaling.
I've provided code blocks and an image of what is happening.
ImageView Configuration
// App Icon Image
UIImageView *appIconImageView = [[UIImageView alloc] initWithFrame: CGRectMake(12.5, 17, 22.5, 22.5)];
// Configurations
UIImageSymbolConfiguration *multicolorConfiguration = [UIImageSymbolConfiguration configurationPreferringMulticolor];
UIImageSymbolConfiguration *sizeConfiguration = [UIImageSymbolConfiguration configurationWithScale: UIImageSymbolScaleSmall];
UIImageSymbolConfiguration *appIconConfiguration = [multicolorConfiguration configurationByApplyingConfiguration: sizeConfiguration];
appIconImageView.preferredSymbolConfiguration = appIconConfiguration;
appIconImageView.contentMode = UIViewContentModeScaleAspectFill;
self.appIconImage = appIconImageView;
[appIconImageView release];
ImageView Constraints
[self.appIconImage.firstBaselineAnchor constraintEqualToAnchor: self.contentView.firstBaselineAnchor constant: 5.0],
[self.appIconImage.leadingAnchor constraintEqualToAnchor: self.contentView.layoutMarginsGuide.leadingAnchor],
// Label
[self.colorLabel.leadingAnchor constraintEqualToAnchor:self.appIconImage.trailingAnchor constant: 10],
[self.colorLabel.trailingAnchor constraintEqualToAnchor:self.contentView.layoutMarginsGuide.trailingAnchor],
[self.colorLabel.topAnchor constraintEqualToAnchor: self.contentView.layoutMarginsGuide.topAnchor],
[self.colorLabel.bottomAnchor constraintEqualToAnchor: self.contentView.layoutMarginsGuide.bottomAnchor],
Image
UIKit
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After reviewing the following Apple Technote, I have confirmed the statement below: https://developer.apple.com/documentation/technotes/tn3187-migrating-to-the-uikit-scene-based-life-cycle
In the next major release following iOS 26, UIScene lifecycle will be required when building with the latest SDK; otherwise, your app won’t launch. While supporting multiple scenes is encouraged, only adoption of scene life-cycle is required.
Based on the above, I would appreciate it if you could confirm the following points:
Is my understanding correct that the term “latest SDK” refers to Xcode 27?
Is it correct that an app built with the latest SDK (Xcode 27, assuming the above understanding is correct) will not launch without adopting the UIScene lifecycle, with no exceptions?
Is it correct that an app built with Xcode 26 without UIScene lifecycle support will still launch without issues on an iPhone updated to iOS 27?
The default app menu on iPadOS 26 includes an Edit menu with items (among others) Cut, Copy, Paste, Paste and Match Style. I want to remove the last one.
I tried the following but nothing worked:
let configuration = UIMainMenuSystem.Configuration()
configuration.textFormattingPreference = .removed
UIMainMenuSystem.shared.setBuildConfiguration(configuration) { builder in
builder.remove(action: .pasteAndMatchStyle)
if let command = builder.menu(for: .edit)?.children.first(where: { ($0 as? UICommand)?.action == #selector(UIResponderStandardEditActions.pasteAndMatchStyle(_:)) }) as? UICommand {
command.attributes.insert(.hidden)
}
}
Hi,
I am implementing a sidebar navigation using UITabBarController with the new UITabGroup API on and above iPadOS 18. I’ve encountered an issue where selecting a child UITab within a group does not seem to trigger the child's own viewControllerProvider. Instead, the UITabBarController displays the ViewController associated with the parent UITabGroup.
The Issue: In the snippet below, when I tap "Item 2A" or "Item 2B" in the iPad sidebar, the app displays the emptyVC (clear background) defined in the section2Group provider, rather than the teal or cyan ViewControllers defined in the individual child tabs.
let item2A = UITab(
title: "Item 2A",
image: UIImage(systemName: "a.circle"),
identifier: "tab.section2.item2a"
) { _ in
self.createViewController(
title: "Section 2 - Item 2A",
color: .systemTeal,
description: "Part of Section 2A group"
)
}
let item2B = UITab(
title: "Item 2B",
image: UIImage(systemName: "b.circle"),
identifier: "tab.section2.item2b"
) { _ in
self.createViewController(
title: "Section 2 - Item 2B",
color: .systemCyan,
description: "Part of Section 2B group"
)
}
item2A.preferredPlacement = .sidebarOnly
item2B.preferredPlacement = .sidebarOnly
let section2Group = UITabGroup(
title: "Section 2",
image: UIImage(systemName: "folder.fill"),
identifier: "tabgroup.section2",
children: [item2A, item2B]
) { _ in
// This provider seems to take precedence over children
let emptyVC = UIViewController()
emptyVC.view.backgroundColor = .clear
return emptyVC
}
section2Group.preferredPlacement = .sidebarOnly
tabs.append(section2Group)
The Crash: If I attempt to resolve this by removing the viewControllerProvider from the UITabGroup (with the intent that only children should provide views), the application crashes at runtime. The exception indicates that all tabs within the sidebar must have an associated ViewController, suggesting that the UITabGroup requires a provider even if it is intended to act purely as a visual container.
Kindly clarify the following:
Is it the intended behavior for UITabGroup to override the viewControllerProvider of its children during sidebar selection?
Why does the API require the UITabGroup to return a ViewController if the selection target is a child UITab?
Is there a specific configuration or delegate method required to allow the UITabBarController to "pass through" the selection to the child tab's provider?
I would appreciate any guidance on whether this is an API limitation or if there is a different structural approach recommended for grouped sidebar items.
Hi,
How to enable multitouch on ARView?
Touch functions (touchesBegan, touchesMoved, ...) seem to only handle one touch at a time. In order to handle multiple touches at a time with ARView, I have to either:
Use SwiftUI .simultaneousGesture on top of an ARView representable
Position a UIView on top of ARView to capture touches and do hit testing by passing a reference to ARView
Expected behavior:
ARView should capture all touches via touchesBegan/Moved/Ended/Cancelled.
Here is what I tried, on iOS 26.1 and macOS 26.1:
ARView Multitouch
The setup below is a minimal ARView presented by SwiftUI, with touch events handled inside ARView. Multitouch doesn't work with this setup.
Note that multitouch wouldn't work either if the ARView is presented with a UIViewController instead of SwiftUI.
import RealityKit
import SwiftUI
struct ARViewMultiTouchView: View {
var body: some View {
ZStack {
ARViewMultiTouchRepresentable()
.ignoresSafeArea()
}
}
}
#Preview {
ARViewMultiTouchView()
}
// MARK: Representable ARView
struct ARViewMultiTouchRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> ARView {
let arView = ARViewMultiTouch(frame: .zero)
let anchor = AnchorEntity()
arView.scene.addAnchor(anchor)
let boxWidth: Float = 0.4
let boxMaterial = SimpleMaterial(color: .red, isMetallic: false)
let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial])
box.name = "Box"
box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)]))
anchor.addChild(box)
return arView
}
func updateUIView(_ uiView: ARView, context: Context) { }
}
// MARK: ARView
class ARViewMultiTouch: ARView {
required init(frame: CGRect) {
super.init(frame: frame)
/// Enable multi-touch
isMultipleTouchEnabled = true
cameraMode = .nonAR
automaticallyConfigureSession = false
environment.background = .color(.gray)
/// Disable gesture recognizers to not conflict with touch events
/// But it doesn't fix the issue
gestureRecognizers?.forEach { $0.isEnabled = false }
}
required dynamic init?(coder decoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch in touches {
/// # Problem
/// This should print for every new touch, up to 5 simultaneously on an iPhone (multi-touch)
/// But it only fires for one touch at a time (single-touch)
print("Touch began at: \(touch.location(in: self))")
}
}
}
Multitouch with an Overlay
This setup works, but it doesn't seem right. There must be a solution to make ARView handle multi touch directly, right?
import SwiftUI
import RealityKit
struct MultiTouchOverlayView: View {
var body: some View {
ZStack {
MultiTouchOverlayRepresentable()
.ignoresSafeArea()
Text("Multi touch with overlay view")
.font(.system(size: 24, weight: .medium))
.foregroundStyle(.white)
.offset(CGSize(width: 0, height: -150))
}
}
}
#Preview {
MultiTouchOverlayView()
}
// MARK: Representable Container
struct MultiTouchOverlayRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> UIView {
/// The view that SwiftUI will present
let container = UIView()
/// ARView
let arView = ARView(frame: container.bounds)
arView.autoresizingMask = [.flexibleWidth, .flexibleHeight]
arView.cameraMode = .nonAR
arView.automaticallyConfigureSession = false
arView.environment.background = .color(.gray)
let anchor = AnchorEntity()
arView.scene.addAnchor(anchor)
let boxWidth: Float = 0.4
let boxMaterial = SimpleMaterial(color: .red, isMetallic: false)
let box = ModelEntity(mesh: .generateBox(size: boxWidth), materials: [boxMaterial])
box.name = "Box"
box.components.set(CollisionComponent(shapes: [.generateBox(width: boxWidth, height: boxWidth, depth: boxWidth)]))
anchor.addChild(box)
/// The view that will capture touches
let touchOverlay = TouchOverlayView(frame: container.bounds)
touchOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight]
touchOverlay.backgroundColor = .clear
/// Pass an arView reference to the overlay for hit testing
touchOverlay.arView = arView
/// Add views to the container.
/// ARView goes in first, at the bottom.
container.addSubview(arView)
/// TouchOverlay goes in last, on top.
container.addSubview(touchOverlay)
return container
}
func updateUIView(_ uiView: UIView, context: Context) {
}
}
// MARK: Touch Overlay View
/// A UIView to handle multi-touch on top of ARView
class TouchOverlayView: UIView {
weak var arView: ARView?
override init(frame: CGRect) {
super.init(frame: frame)
isMultipleTouchEnabled = true
isUserInteractionEnabled = true
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let totalTouches = event?.allTouches?.count ?? touches.count
print("--- Touches Began --- (New: \(touches.count), Total: \(totalTouches))")
for touch in touches {
let location = touch.location(in: self)
/// Hit testing.
/// ARView and Touch View must be of the same size
if let arView = arView {
let entity = arView.entity(at: location)
if let entity = entity {
print("Touched entity: \(entity.name)")
} else {
print("Touched: none")
}
}
}
}
override func touchesCancelled(_ touches: Set<UITouch>, with event: UIEvent?) {
let totalTouches = event?.allTouches?.count ?? touches.count
print("--- Touches Cancelled --- (Cancelled: \(touches.count), Total: \(totalTouches))")
}
}
https://developer.apple.com/forums/thread/788293
In the above thread, I received the following response:
"When building with the SDK from the next major release after iOS 26, iPadOS 26, macOS 26 and visionOS 26, UIKit will assert that all apps have adopted UIScene life cycle. Apps that fail this assert will crash on launch."
does this mean that there will be no app crashes caused by UIKit in iOS 26, but there is a possibility of app crashes when building with the SDK provided from iOS 27 onwards?
既然 iOS 26 必须启用 UIScene 生命周期,那么 UIAlertView/UIActionSheet 就实际已经无法使用了,所以为什么不直接将它们标记为不可用,或者直接移除?
My app start up has became horrid. It takes 1 minute to open SQLlite database for my rust core. Impossible to work...
I have Address Sanitizer, Thread Perf Checker and Thread Sanitizer disabled...
We noticed in multiple apps that readableContentGuide is way too wide on iOS 26.x.
Here are changes between iPad 13inch iOS 18.3 and the same device iOS 26.2 (but this affects also iOS 26.0 and iOS 26.1):
13 inch iOS 18
Landscape ContentSizeCategory:
XS, Width: 1376.0 , Readable Width: 560.0
S, Width: 1376.0 , Readable Width: 600.0
M, Width: 1376.0 , Readable Width: 632.0
L, Width: 1376.0 , Readable Width: 664.0
XL, Width: 1376.0 , Readable Width: 744.0
XXL, Width: 1376.0 , Readable Width: 816.0
XXXL,Width: 1376.0 , Readable Width: 896.0
A_M, Width: 1376.0 , Readable Width: 1096.0
A_L, Width: 1376.0 , Readable Width: 1280.0
A_XL,Width: 1376.0 , Readable Width: 1336.0
13 inch iOS 26
Landscape ContentSizeCategory:
XS, Width: 1376.0 , Readable Width: 752.0
S, Width: 1376.0 , Readable Width: 800.0
M, Width: 1376.0 , Readable Width: 848.0
L, Width: 1376.0 , Readable Width: 896.0
XL, Width: 1376.0 , Readable Width: 1000.0
XXL, Width: 1376.0 , Readable Width: 1096.0
XXXL,Width: 1376.0 , Readable Width: 1200.0
A_M, Width: 1376.0 , Readable Width: 1336.0
The code I used:
class ViewController: UIViewController {
lazy var readableView: UIView = {
let view = UIView()
view.backgroundColor = .systemBlue
view.translatesAutoresizingMaskIntoConstraints = false
return view
}()
override func viewDidLoad() {
super.viewDidLoad()
view.addSubview(readableView)
NSLayoutConstraint.activate([
readableView.topAnchor.constraint(equalTo: view.safeAreaLayoutGuide.topAnchor),
readableView.leadingAnchor.constraint(equalTo: view.readableContentGuide.leadingAnchor),
readableView.trailingAnchor.constraint(equalTo: view.readableContentGuide.trailingAnchor),
readableView.bottomAnchor.constraint(equalTo: view.safeAreaLayoutGuide.bottomAnchor)
])
}
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
if readableView.frame.width > 0 {
let orientation = UIDevice.current.orientation
print("""
ContentSizeCategory: \(preferredContentSizeCategoryAsString())
Width: \(view.frame.width) , Readable Width: \(readableView.frame.width), Ratio: \(String(format: "%.1f", (readableView.frame.width / view.frame.width) * 100))%
""")
}
}
func preferredContentSizeCategoryAsString() -> String {
switch UIApplication.shared.preferredContentSizeCategory {
case UIContentSizeCategory.accessibilityExtraExtraExtraLarge:
return "A_XXXL"
case UIContentSizeCategory.accessibilityExtraExtraLarge:
return "A_XXL"
case UIContentSizeCategory.accessibilityExtraLarge:
return "A_XL"
case UIContentSizeCategory.accessibilityLarge:
return "A_L"
case UIContentSizeCategory.accessibilityMedium:
return "A_M"
case UIContentSizeCategory.extraExtraExtraLarge:
return "XXXL"
case UIContentSizeCategory.extraExtraLarge:
return "XXL"
case UIContentSizeCategory.extraLarge:
return "XL"
case UIContentSizeCategory.large:
return "L"
case UIContentSizeCategory.medium:
return "M"
case UIContentSizeCategory.small:
return "S"
case UIContentSizeCategory.extraSmall:
return "XS"
case UIContentSizeCategory.unspecified:
return "U"
default:
return "D"
}
}
}
Please advise, it feels completely broken.
Thank you.
I just found a weird bug:
If you place a Text view using .foregroundStyle(.secondary), .tertiary, or other semantic colors inside a ScrollView, and apply a Material background clipped to an UnevenRoundedRectangle, the text becomes invisible. This issue does not occur when:
The text uses .primary or explicit colors (e.g., .red, Color.blue), or
The background is clipped to a standard shape (e.g., RoundedRectangle).
A minimal reproducible example is shown below:
ScrollView{
VStack {
Image(systemName: "globe")
.imageScale(.large)
.foregroundStyle(.tint)
Text("Hello World.")
.font(.system(size: 15))
.foregroundStyle(.quinary)
}
}
.padding()
.frame(height: 100)
.background(Material.regular)
.clipShape(UnevenRoundedRectangle(topLeadingRadius: 10,bottomLeadingRadius: 8,bottomTrailingRadius:8, topTrailingRadius: 8))
We have been using RoomPlan in our app for 2+ years. Through a combination of in-app and manual coaching on scanning best practices, most users are able to achieve high-quality scans on a consistent basis.
In recent weeks, however, we have observed an increase in reports of degraded scanning performance, even from veteran users who had not previously encountered issues. The RoomCaptureView overlay is jittery and crooked, and the resulting scan file has significant issues, even for simple, well-lit rectangular rooms.
It is difficult to troubleshoot these issues given the number of variables at play, and the overall volume of reports is still relatively low, but we'd appreciate any guidance on known issues or workarounds that could help unblock our users who are being affected by this. I noticed that this post includes an acknowledgement of FB14454922 and FB15035788. Our issues seem slightly different as the scans are simply inaccurate and jittery without failing outright. I haven't found any other threads on similar issues.
All system colors are displayed incorrectly on the popover view.
Those are the same views present as a popover in light and dark mode.
And those are the same views present as modal.
And there is also a problem that when the popover is presented, switching to dark/light mode will not change the appearance. That affected all system apps.
The following screenshot is already in dark mode.
All those problem are occured on iOS 26 beta 3.
Crash in UIKeyboardStateManager when repeatedly switching text input focus in WKWebView (hybrid app)
We’re building a hybrid iOS app using Angular (web) rendered inside a WKWebView, hosted by a native Swift app.
Recently, we encountered a crash related to UIKeyboardStateManager in UIKit when switching between text inputs continuously within an Angular screen.
Scenario
The screen contains several text input fields.
A “Next” button focuses the next input field programmatically.
After about 61 continuous input field changes, the app crashes.
It seems like this may be related to UIKit’s internal keyboard management while switching focus rapidly inside a WebView.
crash stack:
Crashed: com.apple.main-thread
0 WebKit 0xfbdad0 <redacted> + 236
1 UIKitCore 0x10b0548 -[UITextInteractionSelectableInputDelegate _moveToStartOfLine:withHistory:] + 96
2 UIKitCore 0xd0fb38 -[UIKBInputDelegateManager _moveToStartOfLine:withHistory:] + 188
3 UIKitCore 0xa16174 __158-[_UIKeyboardStateManager handleMoveCursorToStartOfLine:beforePublicKeyCommands:testOnly:savedHistory:force:canHandleSelectableInputDelegateCommand:keyEvent:]_block_invoke + 52
4 UIKitCore 0xa36ae4 -[_UIKeyboardStateManager performBlockWithTextInputChangesIgnoredForNonMacOS:] + 48
5 UIKitCore 0xa160f0 -[_UIKeyboardStateManager handleMoveCursorToStartOfLine:beforePublicKeyCommands:testOnly:savedHistory:force:canHandleSelectableInputDelegateCommand:keyEvent:] + 440
6 UIKitCore 0xa07010 -[_UIKeyboardStateManager handleKeyCommand:repeatOkay:options:] + 5760
7 UIKitCore 0xa2fb64 -[_UIKeyboardStateManager _handleKeyCommandCommon:options:] + 76
8 UIKitCore 0xa2fb08 -[_UIKeyboardStateManager _handleKeyCommand:] + 20
9 UIKitCore 0xa30684 -[_UIKeyboardStateManager handleKeyEvent:executionContext:] + 2464
10 UIKitCore 0xa2f95c __42-[_UIKeyboardStateManager handleKeyEvent:]_block_invoke + 40
11 UIKitCore 0x4b9460 -[UIKeyboardTaskEntry execute:] + 208
12 UIKitCore 0x4b92f4 -[UIKeyboardTaskQueue continueExecutionOnMainThread] + 356
13 UIKitCore 0x4b8be0 -[UIKeyboardTaskQueue addTask:breadcrumb:] + 120
14 UIKitCore 0x4a9ed0 -[_UIKeyboardStateManager _setupDelegate:delegateSame:hardwareKeyboardStateChanged:endingInputSessionIdentifier:force:delayEndInputSession:] + 3388
15 UIKitCore 0xfa290 -[_UIKeyboardStateManager setDelegate:force:delayEndInputSession:] + 628
16 UIKitCore 0xf617c -[UIKeyboardSceneDelegate _reloadInputViewsForKeyWindowSceneResponder:force:fromBecomeFirstResponder:] + 1140
17 UIKitCore 0xf5c88 -[UIKeyboardSceneDelegate _reloadInputViewsForResponder:force:fromBecomeFirstResponder:] + 88
18 UIKitCore 0x4fe4ac -[UIResponder(UIResponderInputViewAdditions) reloadInputViews] + 84
19 WebKit 0xfbe708 <redacted> + 100
20 WebKit 0xfbf594 <redacted> + 340
21 WebKit 0x8a33d8 <redacted> + 32
22 WebKit 0x8cee04 <redacted> + 144
23 WebKit 0x1c83f0 <redacted> + 22692
24 WebKit 0x73f40 <redacted> + 264
25 WebKit 0x162c7c <redacted> + 40
26 WebKit 0x1623b4 <redacted> + 1608
27 WebKit 0x73298 <redacted> + 268
28 WebKit 0x72e48 <redacted> + 660
29 JavaScriptCore 0xdb00 WTF::RunLoop::performWork() + 524
30 JavaScriptCore 0xd744 WTF::RunLoop::performWork(void*) + 36
31 CoreFoundation 0xf92c __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28
32 CoreFoundation 0xf744 __CFRunLoopDoSource0 + 172
33 CoreFoundation 0xf5a0 __CFRunLoopDoSources0 + 232
34 CoreFoundation 0xff20 __CFRunLoopRun + 840
35 CoreFoundation 0x11adc CFRunLoopRunSpecific + 572
36 GraphicsServices 0x1454 GSEventRunModal + 168
37 UIKitCore 0x135274 -[UIApplication _run] + 816
38 UIKitCore 0x100a28 UIApplicationMain + 336
39 APP1 0xa2ed0 main + 21 (AppDelegate.swift:21)
40 ??? 0x1aa889f08 (シンボルが不足しています)
From reviewing the crash log, it appears that the crash occurs inside UIKeyboardStateManager while handling keyboard or cursor updates.
Questions
Has anyone seen this specific crash pattern involving UIKeyboardStateManager?
Are there known UIKit or WebKit bugs related to UIKeyboardStateManager when continuously changing focus between text fields (especially in WKWebView)?
Any insights or workarounds would be greatly appreciated.
Thanks!
We have submitted a feedback for this issue: FB21230723
We're building a note-taking app for iOS and macOS that uses both UITextView and NSTextView.
When performing text input that involves a marked range (such as Japanese input) in a UITextView or NSTextView with a UITextViewDelegate or NSTextViewDelegate set, the text view's marked range (markedTextRange / markedRange()) has not yet been updated at the moment when shouldChangeTextIn is invoked.
UITextViewDelegate.textView(_:shouldChangeTextIn:replacementText:)
NSTextViewDelegate.textView(_:shouldChangeTextIn:replacementString:)
The current behavior is this when entering text in Japanese: (same for NSTextView)
func textView(_ textView: UITextView, shouldChangeTextIn range: NSRange, replacementText text: String) -> Bool {
print(textView.markedTextRange != nil) // prints out false
DispatchQueue.main.async {
print(textView.markedTextRange != nil) // prints out true
}
}
However, we need the value of markedTextRange right away in order to determine whether to return true or false from this method.
Is there any workaround for this issue?
When using UITraitBridgedEnvironmentKey to pass a trait value to the swift environment, it causes a crash when trying to access the value from the environment.
The issue seems to be related to how swift uses the UITraitBridgedEnvironmentKey protocol since the crash occurs in swift::_getWitnessTable () from lazy protocol witness table accessor…. It can occur when calling any function that is generic using the UITraitBridgedEnvironmentKey type.
I originally encountered the issue when trying to use a UITraitBridgedEnvironmentKey in SwiftUI, but have been able to reproduce the issue with any function with a similar signature.
https://developer.apple.com/documentation/swiftui/environmentvalues/subscript(_:)-9zku
Steps to Reproduce
Requirements for the issue to occur
Project with a minimum iOS version of iOS 16
Build the project with Xcode 26
Run on iOS 18
Add the following code to a project and call foo(key: MyCustomTraitKey.self) from anywhere.
@available(iOS 17.0, *)
func foo<K>(key: K.Type) where K: UITraitBridgedEnvironmentKey {
// Crashes before this is called
}
@available(iOS 17.0, *)
public enum MyCustomTraitKey: UITraitBridgedEnvironmentKey {
public static let defaultValue: Bool = false
public static func read(from traitCollection: UITraitCollection) -> Bool { false }
public static func write(to mutableTraits: inout UIMutableTraits, value: Bool) {}
}
// The crash will occur when calling this. It can be added to a project anywhere
// The sample project calls it from scene(_:willConnectTo:options:)
foo(key: MyCustomTraitKey.self)
For example, I added it to the SceneDelegate in a UIKit Project
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
if #available(iOS 17, *) {
// The following line of code can be placed anywhere in a project, `SceneDelegate` is just a convenient place to put it to reproduce the issue.
foo(key: MyCustomTraitKey.self)
// ^ CRASH: Thread 1: EXC_BAD_ACCESS (code=1, address=0x10)
}
}
}
Actual Behaviour
The app crashes with the stack trace showing the place calling foo but before foo is actually called. (ie, a breakpoint or print in foo is never hit)
#0 0x000000019595fbc4 in swift::_getWitnessTable ()
#1 0x0000000104954128 in lazy protocol witness table accessor for type MyCustomTraitKey and conformance MyCustomTraitKey ()
#2 0x0000000104953bc4 in SceneDelegate.scene(_:willConnectTo:options:) at .../SceneDelegate.swift:20
The app does not crash when run on iOS 17, or 26 or when the minimum ios version is raised to iOS 17 or higher.
It also doesn't crash on iOS 16 since it's not calling foo since UITraitBridgedEnvironmentKey was added in iOS 17.
Expected behaviour
The app should not crash. It should call foo on iOS 17, 18, and 26.
Dear Apple Customer Support,
I’m developing a new Swift iPadOS app and I want the app to run in landscape only (portrait disabled).
In Xcode, under Target > General > Deployment Info > Device Orientation, if I select only Landscape Left and Landscape Right, the app builds successfully, but during upload/validation I receive this message and the upload is blocked:
“Update the Info.plist: Support for all orientations will soon be required.”
Could you please advise what the correct/recommended way is to keep an iPad app locked to landscape only while complying with the current App Store upload requirements?
Is there a specific Info.plist configuration (e.g., UISupportedInterfaceOrientations~ipad) or another setting that should be used?
Thank you,
I am struggling to change the tint of the back button in an UINavigationItem. In iOS 18.6 it looks like this
while on iOS 26 the same looks like this
I can live without the Dictionary but I'd like to get the blue color back.
In viewDidLoad() I have tried
navigationItem.backBarButtonItem?.tintColor = .link
but this did not work since navigationItem.backBarButtonItem is nil. My second attempt was
navigationController?.navigationBar.tintColor = .link
but this didn't work either.
I have even set the Global Tint to Link Color
but this had no effect either.
Does anyone have an idea how to change the tint of the back button in an UINavigationItem on iOS 26?
When I call this method on a thread that isn`t thread. And chose main thread check on target, The Console show the world :
Main Thread Checker: UI API called on a background thread: -[UIApplication canOpenURL:]
PID: 8818, TID: 10191278, Thread name: (none), Queue name: com.myqueue.canopen, QoS: 0
Backtrace:
4 TestDemo 0x0000000102f6c068 __39-[AppTools isExists:]_block_invoke_3 + 892
5 CoreFoundation 0x000000019e22995c 7519E999-1053-3367-B9D5-8844F6D3BDC6 + 1042780
6 CoreFoundation 0x000000019e12ec98 7519E999-1053-3367-B9D5-8844F6D3BDC6 + 15512
7 TestDemo 0x0000000102f6bba0 __39-[AppTools isExists:]_block_invoke_2 + 424
8 libdispatch.dylib 0x0000000103a4d7fc _dispatch_call_block_and_release + 24
9 libdispatch.dylib 0x0000000103a4ebd8 _dispatch_client_callout + 16
10 libdispatch.dylib 0x0000000103a55b48 _dispatch_lane_serial_drain + 744
11 libdispatch.dylib 0x0000000103a566e4 _dispatch_lane_invoke + 448
12 libdispatch.dylib 0x0000000103a61adc _dispatch_workloop_worker_thread + 1324
13 libsystem_pthread.dylib 0x000000019df72b88 _pthread_wqthread + 276
14 libsystem_pthread.dylib 0x000000019df75760 start_wqthread + 8
I'm looking for a way to implement Liquid Glass effect in a Text, and I have issues.
If I want to do gradient effect in a Text, no problem, like below.
Text("Liquid Glass")
.font(Font.system(size: 30, weight: .bold))
.multilineTextAlignment(.center)
.foregroundStyle(
LinearGradient(
colors: [.blue, .mint, .green],
startPoint: .leading,
endPoint: .trailing
)
)
But I cannot make sure that I can apply the .glassEffect with .mask or .foregroundStyle. The Glass type and Shape type argument looks like not compatible with the Text shape itself.
Any solution to do this effect on Text ?
Thanks in advance for your answers.
Hello,
I have a SwiftUI View sitting in the UIHosting view controller. On rotation to landscape, the system would add padding to the toolbar. I presume it's the nav bar.
Anyone experienced this? What would be this space? padding? content margin?