Hi,
I want to generate some sample datas for demonstrating the functions of my app when the app launched. My codes are as followings:
func generateSampleData() {
let hasLaunchedKey = "HasLaunchedBefore"
let defaults = UserDefaults.standard
if !defaults.bool(forKey: hasLaunchedKey) {
//generate the demo data
}
defaults.set(true, forKey: hasLaunchedKey)
}
And I put the func in a view's onAppear modifier. I found every time I go the view, it generates the demo data again, which results in producing a lot of demo data. But I have set the status of the function running in the userdefault. Why did it happen?
Best Wishes,
Explore the art and science of app design. Discuss user interface (UI) design principles, user experience (UX) best practices, and share design resources and inspiration.
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I’m not a developer - I’m just trying to find out where to post a question I have that might relate to iOS 26.
Good evening. I have come up with this amazing and revolutionary idea that is going to change the ent world for the better.
I’m a 23 year old Design Engineer from Greece and I would like to come to direct contact with the Apple Design Team, in order to discuss this project and the best case scenario, sell it to you.
The foldable iPhone is not a good idea. Its not revolutionary and it’s going to leave a big black mark in Apple history.
With my idea, the whole world will see again the greatness of the biggest company in history.
The most recent update included coloured icons for grouping of emails
anybody previously needing to group emails we’re able to achieve this alphabetically by simply searching for what you were looking for.
These icons clutter the page with totally unnecessary screen pollution.
if you want to persist with this folly can you please provide a classic display option for those of us who have happily survived using email for 30 years without this fluff.
Hi there. Our designer is designing our app in Figma with the navigation element with compact size navigation bar, and large title. I couldn't find an API to actually configure the nav bar to be compact while keeping the large title enabled. Figma uses the libraries provided by Apple so it's weird I can't find such configuration in iOS26.
I'm adding a screenshot of the options in Figma.
First option is: Large size & large text.
The one our designer is using is compact size & large text.
I have developed a mobile app using SwiftUI. Now I am in the process of building a CarPlay application. I know how to test the CarPlay app using a simulator but here is my confusion,
How to test the iPhone app and CarPlay together? I want to test few scenarios like, user login / logout from mobile app. Location enabled /disabled in the mobile app.
I know that swiftUI handles the scenes by itself. Kindly help me validate the above scenarios as I am getting black screen on iPhone whenever the CarPlay is launched. Below is the code snippet,
func application(_ application: UIApplication,
configurationForConnecting connectingSceneSession: UISceneSession,
options: UIScene.ConnectionOptions) -> UISceneConfiguration {
if connectingSceneSession.role == .carTemplateApplication {
let sceneConfiguration = UISceneConfiguration(name: "CarPlay Scene", sessionRole: connectingSceneSession.role)
sceneConfiguration.delegateClass = CarPlaySceneDelegate.self
return sceneConfiguration
}
// Configuration for other types of scenes
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
struct MyApp: App {
@UIApplicationDelegateAdaptor(AppDelegate.self) var delegate
var body: some Scene {
WindowGroup {
ContentView()
.preferredColorScheme(.light)
}
}
}
Info.plist
<key>UIApplicationSceneManifest</key>
<dict>
<key>UIApplicationSupportsMultipleScenes</key>
<true/>
<key>UISceneConfigurations</key>
<dict>
<key>CPTemplateApplicationSceneSessionRoleApplication</key>
<array>
<dict>
<key>UISceneConfigurationName</key>
<string>CarPlay Scene</string>
<key>UISceneDelegateClassName</key>
<string>$(PRODUCT_MODULE_NAME).CarPlaySceneDelegate</string>
</dict>
</array>
</dict>
</dict>
Here is my code and the error code being generated during build.
let myString : String = "https://www.alphavantage.co/query?function=TIME_SERIES_DAILY&symbol=AAPL&apikey= D5GY7HKODE66G0T9"
var banjo = URL(string: myString)
let task = URLSession.shared.dataTask(with:banjo ) { myDatastring , response , error in}
// task.resume()
I've tested that URL in my browser and it works. But when I try to build I get: Value of optional type 'URL?' must be unwrapped to a value of type 'URL'
Please tell me what I'm doing wrong. I think the URL struct is not returning a URL type of object.
While the activityBackgroundTint modifier is intended to set the background color of a Live Activity, it often fails to dynamically update, leaving the activity with an incorrect background. Replacing it with
ZStack {
Color(.background)
....
}
solves the problem, but this is a workaround. The activityBackgroundTint modifier is still needed, at a minimum, so that the "Allow Live Activity for the app" extension does not have the default color.
On earlier iOS versions Live Activity displays correctly according to mode set.
Can't find an opened issue for that
version: iOS 26
device: iPhone 16
While doing production release of app, I was not able to see phase release option like in my previous releases. Due To whihc when I released. the app , it got released to 100% users. I want to know why phase release option was not showing up in my dashboard
As a very exclusive Apple only I want to share my thoughts on the new iOS 26 update, which I recently installed on my iPhone 16. While I genuinely appreciate Apple’s drive for innovation and personalization, this update introduces visual and stylistic changes that, in my opinion, compromise what has made iOS feel uniquely Apple for so long.
Liquid Glass & Home Screen Aesthetics:
When I first saw previews of the “Liquid Glass” design, I was excited. I assumed it would add more flexibility to things like the home screen customization — something like an optional effect that builds on the popular app tinting feature introduced in the previous iOS version. But instead, it appears that the Liquid Glass look is now the default and, more concerningly, unavoidable.
The result is a visual experience that feels dramatically more bubbly and less refined. App icons appear more rounded and inflated in a way that — and I say this as constructively as I can — reminds me more of Android or Samsung’s One UI than of Apple’s signature design language. For someone who’s chosen Apple specifically because of its clean, crisp, and elegant UI, this shift is disappointing. iOS has always felt visually mature and thoughtfully minimal. With this update, it starts to feel overly stylized and visually heavy, which I don’t associate with Apple’s identity.
Camera App – Icon Design:
While I don’t have major concerns with the layout of the Camera app itself, the new Camera app icon is something I feel very strongly about. The previous design was balanced, clear, and professional — instantly recognizable. The new icon, is completely different, and it has more the camera that look like the actual iPhone camera, which I can respect the want to identify the app the iPhone. But this is not the effect I felt it has, I feel like it is less professional than before, which again makes me think a little bit about androids. This minor change feels bit because icons are what we see every day, and this one doesn’t feel quite right for Apple.
Along with the new camera icon, the other new icons like the notes app, and the slight change in the message app icon, these small shifts aren’t ones I was overly pleased with, kind of felt like something that wasn’t broke and didn’t need fixed
Messages App:
The Messages app is where I felt the biggest disconnect. The updated keyboard with the “keys” looking more bubbly which again, makes me think android. And with the new monogram icons (initials in thick fonts with purple backgrounds), make the app feel — again — much more like an Android UI. While that might sound superficial, it doesn’t make me feel like it’s an iPhone.
As someone who’s always preferred the Apple system, I’ve come to expect a particular standard of visual design — one that’s distinct from other platforms. This new look blurs that line. The once refined look of Messages is not as clean and simple as it used to be. I also preferred the gray background for monogram icons. The new colors and heavy fonts draw attention in ways that don’t feel as clean and simplistic which I have loved Apple for in the past.
Control Center:
Another area where I noticed a slight change is the Control Center. It’s not a big difference to the previous one, which I liked. The main difference I noticed was the brightness and sounds “bar” seems more elongated. Not a major difference but I would rather see the older design if I were to be honest.
What I Did Like:
There are some positives: I think the new lock screen notification styling works well, and the Liquid Glass effect looks great in that specific context. I actually really like the looks that it has with the notifications on the lock screen, having it be that transparent gives a clean and simple look. Lots of the new things that can be done in this update are very nice and convent, the more customization is great.
Final Thoughts:
To be clear, I offer this feedback not because I’m resisting change, but because I value what makes iOS feel like iOS. This update, while visually bold, feels like a departure from Apple’s strengths — the clean and simplistic look. If there’s one big takeaway I hope you’ll consider, some of the new looks that have been put in place give a feeling that’s not Apple, and more Android. it’s that many of these new visual styles would be better received as optional customizations, not system-wide defaults.
I would love to see an update to help fix some of this. I don’t believe there is a way to “un-update” my phone but if I could I would, even though some of these new things do look and feel good.
Hello everyone,
I'm 14 and absolutely enthusiastic about Apple — not only the products themselves, but the design nuance, the sense that everything has been well thought-out, and even stuff like Fitness+ and the Tips app. I love how much attention Apple pays to making every aspect of the experience feel deliberate and cohesive.
My dream is to eventually become an Apple employee, specifically in design (maybe even retail for the beginnin). I know that I am young right now, but I would like to start learning as soon as possible. To you all who have experience with design or anything else, what are a few things or habits one my age should focus on learning to strengthen in the right direction? to maybe reach this dream
Any assistance or advice would be greatly appreciated. Thanks!
chase
I created a data structure based on a dictionary of words. The purpose is to link each word to all other words made up of the same letters plus one.
Example: table -> ablate, cablet, tabled, gablet, albeit, albite, etc.
For this I built a data model made of three entities: Word, Draw, Link.
A Draw is a set of letters corresponding to a Word and sorted in alphabetic order, like : HOUSE -> EHOSU. A Link is a letter that you add to a Draw to get another Draw.
So my data model looks like this:
And here is how I implemented it in Xcode:
Entity Word
(let's forget the attribute optComp that plays no role here)
Entity Draw
Entity Link
I am populating the data in two steps:
first I read a list of words from a .txt source and I populate the Word entity and at the same time the Draw entity with the corresponding relationship (function loadDic())
This first step apparently works fine. I can easily find all anagrams of any word with something like word.sort.word.spelling
I read through the Draw entity. For each draw I seek all existing +1 draws considering each letter of the alphabet. If there are, I create a Link and add the relationships (function createLinks())
Here is where something goes wrong. If the Link's and the relationship Draw.plus seem to be correctly created, the other relationship Link.gives is only partially populated, say 50%.
Moreover, I tried to apply an additional routine (updateLinks()) , focusing only on Link's with an empty Link.gives relationship and updating them. But again, only 50% of the nil relationships appear to be populated.
I could not find out why those relationships are not properly populated. If someone can help me out I would be grateful.
Here is the code:
LoadDic() function (OK) :
func loadDic() {
print("Loading dictionary...")
dataAlreadyLoaded.toggle()
guard let url = Bundle.main.url(forResource: INPUT_FILE, withExtension: "txt") else {
fatalError("\(INPUT_FILE).txt not found")
}
if let dico = try? String(contentsOf: url, encoding: String.Encoding.utf8 ) {
let lines = dico.split(separator: "\r\n")
for line in lines {
let lineArray = line.split(separator: " ")
print("\(lineArray[0])") // word
let wordSorted = String(lineArray[0].sorted())
let draw = getDraw(drawLetters: wordSorted) ?? addDraw(drawLetters: wordSorted) // look if draw already exists, otherwise create new one.
let wordItem = Word(context: viewContext) // create word entry with to-one-relationship to draw
wordItem.spelling = String(lineArray[0])
wordItem.optComp = (Int(String(lineArray[1])) == 1)
wordItem.sort = draw
do {
try viewContext.save()
} catch {
print("Errort saving ods9: \(error)")
}
}
}
print("Ods Chargé")
}
func addDraw(drawLetters: String) -> Draw {
let newDraw = Draw(context: viewContext)
newDraw.draw = drawLetters
return(newDraw)
}
func getDraw(drawLetters: String) -> Draw? {
let request: NSFetchRequest<Draw> = Draw.fetchRequest()
request.entity = Draw.entity()
request.predicate = NSPredicate(format: "draw == %@", drawLetters)
do {
let drw = try viewContext.fetch(request)
return drw.isEmpty ? nil : drw[0]
} catch {
print("Erreur recherche Tirage")
return nil
}
}
createLinks() function (NOK):
func createLinks() {
var erreur = " fetch request <Draw>"
let request: NSFetchRequest<Draw> = Draw.fetchRequest()
request.entity = Draw.entity()
request.predicate = NSPredicate(value: true)
print("Building relationships...")
do {
let draws = try viewContext.fetch(request)
count = draws.count
for draw in draws {
print("\(count) - \(draw.draw!)")
linkTable.removeAll()
for letter in ALPHABET {
print(letter)
let drawLettersPlus = String((draw.draw! + String(letter)).sorted()) // draw with one more letter
if let drawPlus = draws.first(where: { $0.draw == drawLettersPlus }) { // look for Draw entity that matches augmented draw
let linkItem = Link(context: viewContext) // if found, create new link based on letter with relationship to augmented draw
linkItem.letter = String(letter)
linkItem.gives = drawPlus
erreur = " saving \(draw.draw!) + \(letter)"
try viewContext.save()
linkTable.append(linkItem) // saves link to populate the one-to-many relationship of the initial draw, once the alphabet is through
}
}
let drawUpdate = draw as NSManagedObject // populate the one-to-many relationship of the initial draw
let linkSet = Set(linkTable) as NSSet
drawUpdate.setValue(linkSet, forKey: "plus")
erreur = " saving \(draw.draw!) links plus"
try viewContext.save()
count -= 1 // next draw
}
} catch {
print("Error " + erreur)
}
print("Graph completed")
}
updateLinks function (NOK):
func updateLinks() {
var erreur = "fetch request <Link>"
let request: NSFetchRequest<Link> = Link.fetchRequest()
request.entity = Link.entity()
print("Running patch...")
do {
request.predicate = NSPredicate(format: "gives == nil")
let links = try viewContext.fetch(request)
for link in links {
let baseDraw = link.back!.draw!
print("\(baseDraw) \(link.letter!)")
let augmDrawLetters = String((baseDraw + link.letter!).sorted())
if let augmDraw = getDraw(drawLetters: augmDrawLetters) {
viewContext.perform {
let updateLink = link as NSManagedObject
updateLink.setValue(augmDraw, forKey: "gives")
erreur = " saving \(augmDraw.draw!) \(link.letter!)"
do {
try viewContext.save()
} catch {
print("Erreur mise à jour lien")
}
}
}
}
} catch {
print("Error " + erreur)
}
}
RESULT
And this is the output showing the content of the Draw entity with relationships after createLinks() is applied:
And here after updateLinks() is applied :
I would like to propose a design enhancement for future iPhone models: using the existing bottom-right antenna line (next to the power button area) as a capacitive “volume control zone” that supports swipe gestures.
Today this line is a structural antenna break, but it is also located exactly where the thumb naturally rests when holding the phone in one hand. With a small embedded capacitive/force sensor, the user could slide their finger along this zone to control volume without reaching for the physical buttons.
Why this makes sense:
• Perfect ergonomic thumb position in both portrait and landscape
• One-handed volume adjustment becomes easier for large-screen devices
• Silent and frictionless vs. clicking buttons (useful in meetings / night mode)
• Consistent with Apple’s recent move toward contextual hardware input (Action Button, Capture Button, Vision Pro gestures)
The interaction model would be:
• Swipe up → increase volume
• Swipe down → decrease volume
• (Optional) long-press haptic = mute toggle
This could also enhance accessibility, especially for users with reduced hand mobility who struggle to press mechanical buttons on tall devices.
Technically, this would be similar to the Capture Button (capacitive + pressure layers), but linear instead of pressure-based. It does not replace physical buttons, it complements them as a silent gesture-based alternative.
Thank you for considering this as a future interaction refinement for iPhone hardware design.
Ever since Xcode Version 26.0.1 I cannot for the life of me make my buttons rectangular. They are all capsule (or oval) shaped. My interface was designed for square buttons but no matter what I do the issue stays the same. This is what I have (it's fairly barebones but would have worked before I believe):
@IBOutlet weak var PagesInterface: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
PagesInterface.layer.cornerRadius = 0
PagesInterface.layer.masksToBounds = true
}
Looking at the UIDesignRequiresCompatibility documentation, watchOS is not listed among the supported platforms. When added to the project, it is also being ignored, resulting in Liquid Glass design. It is possible to opt-out from Liquid Glass design temporarily. Is that just an oversight for Apple Watch please?
Dear Apple Developer Relations Team,
We are currently reviewing the documentation for the UIDesignRequiresCompatibility Info.plist key.
In the documentation, there is a warning that states:
"Temporarily use this key while reviewing and refining your app’s UI for the design in the latest SDKs."
However, in the adoption guide for Liquid Glass:
Adopting Liquid Glass, we did not see any explicit requirement to force adoption of the Liquid Glass design.
We have the Gojek app, which currently uses the UIDesignRequiresCompatibility key. To ensure long-term stability, we would like clarification on the following points:
Future Support of the Key:
Is it safe to continue using the UIDesignRequiresCompatibility key? Can you confirm whether this key will remain supported or if there are plans for it to be deprecated/removed in future iOS versions?
Liquid Glass Adoption:
Our app’s design guidelines do not align with the Liquid Glass style. Can you confirm that adoption of Liquid Glass is not mandatory, and that apps can continue to use their existing custom design guidelines without any restrictions?
Compatibility with iOS 26:
Are there any required changes we need to make to our existing views to ensure that the UI will continue to render as it does today on iOS 26 and beyond?
We want to make sure we provide the best user experience while remaining compliant with Apple’s guidelines. Your clarification would help us plan our design and development roadmap accordingly.
Thank you for your support and guidance.
Hello. I've made a shape in the app which looks like the hello sign on apple products at startup. Is this considered plagiarism, or is it acceptable to use it in an app?
P.s: i've used Path for it and drawed it with curves
I’m currently using the iOS 26 Developer Beta and noticed the new icon design for the Camera app. Personally, I preferred the previous icon it looked cleaner, more elegant, and felt more in line with Apple’s signature iOS design language.
The new icon feels more like something you’d expect from Android. It lacks the minimalist, refined style that usually defines iOS icons. I understand UI evolves over time, but this change feels like a step away from what makes Apple’s design philosophy unique.
Just wanted to share this honest feedback as a long-time user and developer. Thanks for considering!
Is there anyway I can customize Carplay template look like this