Create elegant and intuitive apps that integrate seamlessly with Apple platforms.

All subtopics
Posts under Design topic

Post

Replies

Boosts

Views

Activity

Optimizing for the 500 widgets and updating it faster in iOS
I am creating 500 textfield widgets and then updating them and all their 40 properties at once. I require to update all 500 widgets with their properties at once as it is a usecase in our app, so pooling and showing only those that will be on screen won't really help in this case. I have found that for updating all these 500 textfield widgets with their 40 properties, the time taken is 80 to 100 milliseconds. However, if I update the non-string properties like .text, then it comes down to half which is 40 to 50 milliseconds. Wanted to know if there was a far more quicker or optimized way to do this? The following snippet of code shows what I am doing: @objc private func handleImmediateMode() { let startTime = CFAbsoluteTimeGetCurrent() for (index, textField) in retainedInputFields.enumerated() { updateAllProperties(for: textField, index: index) } let endTime = CFAbsoluteTimeGetCurrent() print("Immediate Mode -- (500 fields, 40 props): \( (endTime - startTime) * 1000) ms") } In the above code, I have already created the 500 textfield widget, and then in updateAllProperties () function I am passing the textfield widget to it and then updating the 40 properties that the widget has. Particularily, the following properties: textField.placeholder = "Input Field (index)" UILabel().text Seem to be adding the extra 40 - 50 milliseconds.
0
0
27
Jul ’25
Problem with App Review
Hello, My app was rejected because of App Review Guideline 4.3 – Design Spam. I developed Dynasty of Sic Bo, an exciting game that combines elements of roulette and dice rolling. Players can bet on different dice combinations, testing their luck and strategy to win virtual riches. The game is designed to be simple and enjoyable for beginners while still engaging for experienced players. I’ve tried multiple times to understand the exact reasons for this rejection, but all my efforts have been ignored by App Review. None of the changes I implemented resolved the issue, and I still don’t know what specifically needs to be addressed. The app’s concept, gameplay, and design are entirely original, and I haven’t copied or reused content from other apps. While the game shares a general theme of dice-based gambling, I worked hard to create a unique experience with polished visuals, engaging mechanics, and a dynamic atmosphere. I don’t understand how to proceed or demonstrate the originality of my app, as I can’t identify any apps that are identical to mine. I would really appreciate any advice or insights on how to resolve this issue. Kind regards, Nick Bohdan Malashina
2
0
371
Jan ’25
Is using to SwiftUI entry point and using NSViewControllerRepresentable to add NSViewController to hirarchy right approach ?
In macOS application, we are using SwiftUI as an entry point to our application and attaching appdelegate using NSApplicationDelegateAdaptor. We are using NSViewControllerRepresentable to add a View Controller to the hiracrchy so that we can store intance of viewcontroller and add content to it programatically . @main struct TWMainApp: App { @NSApplicationDelegateAdaptor private var appDelegate: TWAppDelegate internal var body : some Scene { TWInitialScene () } } TWInitialScene : public struct TWInitialScene : Scene { public var body : some Scene { WindowGroup { TWInitialView () } } } TWInitialView : struct TWInitialView : View { @Environment(\.scenePhase) private var scenePhase var body : some View { TWAppKitToSwiftUIBridge () } } TWAppKitToSwiftUIBridge : struct TWNSKitToSwiftUIBridge : NSViewControllerRepresentable { func makeNSViewController(context: Context) -> TWNSViewController { let view_hierarchy : TWNSViewController view_hierarchy = TWStaticContext.sViewController return view_hierarchy } func updateNSViewController(_ nsViewController: TWNSViewController, context: Context) { } } @objc public class TWStaticContext : NSObject { public static let sViewController = TWNSViewController () public override init () {} @objc public static func GetViewController () -> TWNSViewController { return TWStaticContext.sViewController } } public class TWNSViewController : NSViewController { override public func viewDidLoad () { super.viewDidLoad () } } To add content to the hirarchy we are accessing viewcontroller's intance and adding content to it like this : public func PaintInitialScreen () { let label = NSTextField(labelWithString: "TW window") label.frame = NSRect(x: 100, y: 200, width: 200, height: 200) // Adding content to viewcontroller TWStaticContext.sViewController.view.addSubview(label) } We are using this approach because we have a contraint in our application that we have to update UI programatically and on compile time we dont know what we want to show . We will be adding content on runtime based on how many button we want, what label we want , where to place it etc. When we were using purely appKit application, doing things programatically was simple but since SwiftUI is a declarative application we have to use above approach. Rational for shifting to SwiftUI entry point is that we want our application to be future safe and since apple is more inclined to SwiffUI, we want to design our entry flow to use SwiftUI entry point . And SwiftUI being declarative, we are using appKit to add content to hiracrchy programtically. We have used similar apprach in iOS also , where are using UIApplicationDelegateAdaptor inplace of NSApplicationAdaptor . And UIViewControllerReprestable in place of NSViewControllerRepresentable. Is this right approach to use ?
1
0
459
Feb ’25
Fous, FocusState and Architecture
I am currently struggling with resolving what appear to be competing design issues, and (while I may be just demonstrating my own ignorance) I would like to share my thoughts in the hope that you may have useful insights. For purposes of discussion, consider a large and complex data entry screen with multiple sections for input. For all of the usual reasons (such as reuse, performance management, etc) each of these sections is implemented as its own, separately-compiled View. The screen is, then, composed of a sequence of reusable components. However, each of these components has internal structure and may contain multiple focusable elements (and internal use of .onKeyPress(.tab) {...} to navigate internally). And the logic of each component is such that it has an internal @FocusState variable defined with its own unique type. So, obviously what I want is on the one hand, to provide a tab-based navigation scheme for the screen as a whole, where focus moves smoothly from one component's internals to the next component, and on the other hand ,to build components that don't know anything about each other and have no cross-component dependencies, so that they can be freely reused in different situations. And that's where I'm stuck. Since focus state variables for different components can have different types, a single over-arching FocusState passed (as a binding) to each component doesn't seem possible or workable. But I don't know how else to approach this issue. (Note: in UIKit, I've done things like this by direct manipulation of the Responder Chain, but I don't see how to apply this type of thinking to SwiftUI.) Thoughts?
0
0
12
2h
Image development proposal
Hello everyone, I just want to offer you image modifications that seem useful to get out of a version that has not evolved since the iPhone 3GS/4. The addition of options without redesign after a few years creates a "kind of tidy mess". I arrive from android having not had an iPhone since the 3GS, I am shocked to find the same interface as at the time. (I'm not criticizing, it's an observation). And I'm surprised by the lack of some essential options such as the right back, the missing numeric line in the keyboard, or the missing Touch ID (I don't want to record my face). So since I have been offering improvements to android and these applications, as well as play store applications, for years, and I love doing it, I naturally started thinking about Apple improvements. I let you take part in these different ideas (in French, Google translation can translate the images if you wish). Thank you all for your constructive opinions. Best to you. https://goopics.net/a/4r0fqeqw
3
0
547
Nov ’24
hidesBottomBarWhenPushed is bugged on iOS 26
I am using a common UI pattern: UITabBarController as window root, each tab with a separate UINavigationController stack. I want the (bottom!) tab bar to be only visible when the user is at the root of the app and hide it when a detail page is opened. To do that, I used hidesBottomBarWhenPushed on any view controller that would be pushed on my navigation stacks and that worked fine in the past. But with iOS 26, I am seeing several issues: On iOS where when the bottom tab bar is used, when in a details page and navigating back, the tab bar becomes fully visible immediately instead of slowly animating in as it has been in the past. This is particular visible and annoying when using the "swipe to go back" gesture On iPad, the situation is even worse: On iPadOS 18, the tab bar appeared in the navigation controller's navigation bar - no matter if hidesBottomBarWhenPushed was set or not - fine. But now, with iPadOS 26, this top tab bar disappears when a child is pushed. Not only that, it disappears abruptly, without animation, and the Liquid Glass effect on the UIBarButtonItems is broken as well. There is no transition whatsoever, buttons are simply replaced with the new UIBarButtonItems of the pushed view controller once it became fully visible. It gets even worse when swipe-back navigating on iPadOS: As soon as the back transition starts, the tab bar becomes visible again (without animation), covering the title (view) of the UINavigationController. If the swipe-back transition is not completed the tab bar suddenly stays visible When the swipe-back transition is interrupted close to the end of the transition and it goes back to the pushed view controller, the top UIBarButtonItems are showing a visual glitch where the content (text or icon) stays on the area where the tab bar is, while their container (the glass effect) are on the vertically aligned to the title view. I am surprised that I have not found any similar reports of these problems, so I am wondering if I am doing anything wrong or using hidesBottomBarWhenPushed simply isn't recommended or supported any more.
0
0
65
4d
Inconsistent ornament scale
I am developing an application which make use of 2 ornaments anchored to a volumetric window, one used a toolbar and one to display different views. The problem I am facing consistently is that the ornaments seems to scale up or down after moving the volume using the OS handle or starting a GroupActivity session. This first image shows the ornaments as soon as I started the app, no dragging nor group activities: This second images shows them as soon as I join a group activity session: The map, which might seem smaller, has not been touched and has always the same scale. In this last image I had just dragged the entire volume using the OS toolbar, resulting in the ornaments scaling down: This is how the volume and the ornaments are declared: WindowGroup(id: "CityVolume") { let cityVM = CityViewModel(volumeSize: CityView.initialVolumeSize) CityView(cityVM: cityVM) .ornament(attachmentAnchor: .scene(.bottomFront)) { HStack { TourismChartsButton() LandmarksListButton() CenterMapButton() ToggleImmersiveSpaceButton() TrafficDataButton() BusLinesButton() } .padding() .offset(z: 10) .rotation3DEffect(Angle(degrees: 15), axis: (x: 1.0, y: 0.0, z: 0.0)) } .ornament(attachmentAnchor: .scene(.back)) { ZStack { if AppModel.Instance.tourismVM.isChartViewVisible { TourismChartsView() } if AppModel.Instance.busLinesVM.isDataViewEnabled { BusLineView() } } } .task(observeGroupActivity) .onAppear { appModel.cityVM = cityVM } } .windowStyle(.volumetric) .windowResizability(.contentSize) .volumeWorldAlignment(.gravityAligned) .defaultSize(CityView.initialVolumeSize, in: .meters) It happens also without starting a SharePlay session, but not as frequently as during SharePlay. Experienced the same behaviour with toolbars. Am I doing something wrong with how I created the ornaments? Am I missing something?
0
0
68
Apr ’25
App Store Rejection (4.3 – Design Spam) | Plinco - Unique Entertainment App Blocked Without Clear Reason
My app, Plinco, was rejected under App Review Guideline 4.3 – Design Spam, stating that it shares similarities with other apps available on the App Store. However, Plinco is a completely unique entertainment experience, designed with original assets, mechanics, and features. It allows users to customize various elements, including risk levels and configurations, ensuring a personalized and engaging experience. Special features like triple elements and the legendary golden mode introduce an extra layer of excitement and strategy. The app also offers high-quality visuals, immersive sound, and dynamic interactions, making each session feel fresh and unique. I conducted extensive research on the App Store and found no similar apps in the Entertainment category that match Plinco's concept and functionality. My app is built from scratch, without using pre-existing templates or duplicated content. Despite implementing multiple updates to address potential concerns, I have not received specific feedback clarifying the exact issue. I am fully committed to delivering a high-quality and original app and kindly request a more detailed explanation of the rejection, as well as a fair review of my submission. I appreciate your time and consideration.
1
0
351
Jan ’25
Seeking Developer Insights Regarding 4.3(b) Review Response
We recently received feedback under Guideline 4.3(b) suggesting our app duplicates functionality found in other apps in this category. However, our app is fundamentally not a dating app. It is a conversation facilitator designed to foster meaningful connections for friendships, networking, and shared interests. While romantic connections may occur naturally, they are not the primary focus. Thus, we are seeking insights on this key question: How do developers effectively demonstrate feature differentiation to reviewers? We want to clearly show how our app’s functionality uniquely addresses user needs and provides value beyond existing solutions. Our Core Features: Our app introduces distinct features that differentiate it from traditional apps in this space: Paths: Psychology-based prompts embedded in chats encourage users to explore meaningful topics like values and aspirations. These prompts are dynamically triggered to keep conversations engaging and productive. Aura: A rewards system that incentivizes thoughtful, high-quality engagement by awarding points for meaningful conversations, which can unlock additional features. Spark Matches: Real-time, themed events pair users for structured, 15-minute conversations on topics like technology or travel. Curated prompts ensure the focus is on shared interests, not romance. Flame Matches: AI-personalized matches adapt to user conversations, connecting individuals based on compatibility. Chats begin anonymously, focusing on personalities rather than appearances, and are designed for platonic, professional, or friendship connections. Market Analysis: Our app addresses key gaps in the connection space: No apps embed conversation prompts directly into chats; nor do they trigger them regularly or dynamically, to foster deeper discussions over a sustained period. No apps have rewards systems designed to specifically incentivize meaningful engagement. No apps have matchmaking systems that adapt dynamically based on users’ past conversations. No apps support the combination of real-time, one-on-one themed conversations with curated prompts. Traction: As an incorporated business with over a year of experience, we have helped thousands of users build platonic, professional, and interest-based connections. For example, users in relationships join our events to find new friends, and professionals use Spark Matches to discuss shared interests like technology. Consistent feedback highlights our prompts and structured events as refreshing alternatives to superficial, appearance-driven platforms. Our rapidly growing user base has validated the demand for these features, and we would like to bring this experience natively to them via a mobile app on the App Store. Additional Context: While some basic chat functionality may overlap with existing platforms, our focus is on facilitating meaningful conversations and incentivizing a thoughtful conversation culture that represents a novel approach validated by user research and feedback. We welcome advice from developers who have successfully highlighted their app’s uniqueness when facing similar review challenges. Thank you in advance! :)
2
0
498
Jan ’25
How do I use the Figma macOS Sequoia UI Kit?
Question: Guide for Using Apple's macOS Sequoia UI Kit in Figma? I recently discovered that Apple has published a "macOS Sequoia UI Kit" on their Figma profile: https://www.figma.com/@apple As someone new to both UI kits in Figma and Mac app development, I'm looking for guidance on how to use this UI kit when designing a Mac app. Does anyone know if such a resource exists? I haven't been able to find one so far. Background I started developing a new macOS app about a month ago and have a basic working version with early functionality. I've realized I need to take a step back and create visual prototypes to inform where to invest future development time. The Sequoia UI Kit seems like it could be helpful, but I'm unsure how to use it. iOS but not macOS There are several tools available for designing iOS apps: https://createwithplay.com/ https://www.judo.app/ https://detailspro.app/ However, I'm not aware of similar tools specifically for macOS application design. Direction Apple publishes design UI kits for both Figma and Sketch. I want to avoid paying for Sketch (this is a hobby project), so I'm focusing on the Figma option. Ideally, I'd love to see the iOS-focused tools mentioned above support macOS design fully. Until then (if ever), I'm hoping to make the most of the Sequoia UI Kit in Figma. Any guidance or resources would be greatly appreciated!
Topic: Design SubTopic: General Tags:
0
0
875
Oct ’24
HotKey support for sandboxed apps
App design: macos, Xcode 16.4, Sequioa 15.5, it is sandboxed Uses: Pods->HotKey for a global hotkey which xcode says "binary compatibility can't be guaranteed" This app is on the Apple Store and supposedly apps on the Apple Store can't use global hotkeys. Someone internally, installed it from the store and the global hotkey works just fine. I'm concerned for two potential problems; I need to find a hotkey library or code that is known to work with a sandbox'd Apple Store app. Why is it working now when everything I have read says it shouldn't.
0
0
115
Jun ’25
使用登录API模拟登录appstoreconnect后台是报503错误
URL:https://idmsa.apple.com/appleauth/auth/signin Header: { Accept=application/json, text/javascript, /; q=0.01, X-Requested-With=XMLHttpRequest, origin=https://idmsa.apple.com, Connection=keep-alive, Referer=https://idmsa.apple.com/, User-Agent=Mozilla/5.0 (Windows NT 6.1; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/71.0.3578.98 Safari/537.36, Host=idmsa.apple.com, Accept-Encoding=gzip, deflate, br, X-Apple-Widget-Key=e0b80c3bf78523bfe80974d320935bfa30add02e1bff88ec2166c6bd5a706c42, pragma=no-cache, X-Apple-Domain-Id=3, Accept-Language=zh-CN,zh;q=0.9, Content-Type=application/json } Response:503 Service Temporarily Unavailable 麻烦请尽快解决这个问题,这影响了我们的自动化构建流程!
1
0
737
Oct ’24
(tvOS) Categories or Selection Menus Don't Fit the Design
Hi everyone, I'm currently working on my own Apple TV app. So far, things are going pretty well, but right now, I'm stuck on the design of the categories or selection menus. Here's a screenshot of how it looks right now: The green color and the border are intentionally added for now so I can see what is where. My actual goal is to remove the gray bar (or is this the "main bar"?). The pink bar and its border are just design elements that can be removed if needed. I want it to look more "original," like this: Here is the code: let title: String let isSelected: Bool var body: some View { HStack { Text(title) .foregroundColor(isSelected ? .black : .white) .font(.system(size: 22, weight: .regular)) .padding(.leading, 20) Spacer() Image(systemName: "chevron.right") .foregroundColor(isSelected ? .black : .gray) .padding(.trailing, 20) } .frame(height: 50) // Einheitliche Höhe für die Kategorien .background(Color.pink) // Innerer Hintergrund auf pink gesetzt .cornerRadius(10) // Abrundung direkt auf den Hintergrund anwenden .overlay( RoundedRectangle(cornerRadius: 10) .stroke(Color.green, lineWidth: 3) // Äußerer Rahmen auf grün gesetzt ) .padding(.horizontal, 0) // Entferne äußere Ränder .background(Color.clear) // Entferne alle anderen Hintergründe } } struct SettingsView_Previews: PreviewProvider { static var previews: some View { SettingsView() } } I’ve adjusted the code, but it’s still not quite right. When a category is not selected, it appears black instead of gray, like in the original design Here is the code: struct SettingsView: View { @State private var selectedCategory: String? var body: some View { NavigationStack { ZStack { Color.black .edgesIgnoringSafeArea(.all) VStack(spacing: 0) { // Überschrift oben in der Mitte Text("Einstellungen") .font(.system(size: 40, weight: .semibold)) .foregroundColor(.white) .padding(.top, 30) HStack { // Linke Seite mit Logo VStack { Spacer() Image(systemName: "applelogo") .resizable() .scaledToFit() .frame(width: 120, height: 120) .foregroundColor(.white) Spacer() } .frame(width: UIScreen.main.bounds.width * 0.4) // Rechte Seite mit Kategorien VStack(spacing: 15) { ForEach(categories, id: \.self) { category in NavigationLink( value: category, label: { SettingsCategoryView( title: category, isSelected: selectedCategory == category ) } ) .buttonStyle(PlainButtonStyle()) } } .frame(width: UIScreen.main.bounds.width * 0.5) } } } .navigationDestination(for: String.self) { value in Text("\(value)-Ansicht") .font(.title) .foregroundColor(.white) .navigationTitle(value) } } } private var categories: [String] { ["Allgemein", "Benutzer:innen und Accounts", "Video und Audio", "Bildschirmschoner", "AirPlay und HomeKit", "Fernbedienungen und Geräte", "Apps", "Netzwerk", "System", "Entwickler"] } } struct SettingsCategoryView: View { let title: String let isSelected: Bool var body: some View { HStack { Text(title) .foregroundColor(.white) .font(.system(size: 22, weight: .medium)) .padding(.leading, 20) Spacer() Image(systemName: "chevron.right") .foregroundColor(.gray) .padding(.trailing, 20) } .frame(height: 50) // Einheitliche Höhe für die Kategorien .background(isSelected ? Color.gray.opacity(0.3) : Color.clear) // Hervorhebung des ausgewählten Elements .cornerRadius(8) // Abgerundete Ecken .scaleEffect(isSelected ? 1.05 : 1.0) // Fokus-Animation .animation(.easeInOut, value: isSelected) } } struct SettingsView_Previews: PreviewProvider { static var previews: some View { SettingsView() } }
0
0
533
Jan ’25
New to macOS Development. How Do I Build a Timeline Editor UI Like Logic Pro?
Hi everyone, I’m new to macOS development and working on an app idea that needs a timeline-based editor interface, similar to what you see in Logic Pro or Final Cut. The UI I want to build would have: A horizontal beat ruler that follows BPM and shows beat positions Several vertical tracks stacked below it (for things like events or markers) Horizontal zooming and scrolling A preview panel on the right side that stays in sync with the timeline I’m currently trying this in SwiftUI, but I’m running into some limitations and wondering if AppKit would be a better fit, or maybe a hybrid of the two. My questions: Where should I start when building something like this? What’s the best way to make the beat ruler and all track layers scroll together? How should I handle zooming in/out and syncing the display to a BPM timeline? Is there a clean way to integrate AppKit for the timeline view while keeping SwiftUI elsewhere?
1
0
108
Jun ’25
Changing pad colour in Image Events
I'm trying to use Image Events instead of Photoshop to manipulate a bunch of images. I need to extend the canvas and have the padding be white. I've tried pad theImage to dimensions {545, 545} with pad color {65535, 65535, 65535} But that does nothing. If I remove the 'with pad colour...' part, it works but the pad defaults to black. I've looked everywhere, but there doesn't seem to be a solution. Is there one?
0
0
321
Feb ’25