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This topic area is about the programming languages themselves, not about any specific API or tool. If you have an API question, go to the top level and look for a subtopic for that API. If you have a question about Apple developer tools, start in the Developer Tools & Services topic. For Swift questions: If your question is about the SwiftUI framework, start in UI Frameworks > SwiftUI. If your question is specific to the Swift Playground app, ask over in Developer Tools & Services > Swift Playground If you’re interested in the Swift open source effort — that includes the evolution of the language, the open source tools and libraries, and Swift on non-Apple platforms — check out Swift Forums If your question is about the Swift language, that’s on topic for Programming Languages > Swift, but you might have more luck asking it in Swift Forums > Using Swift. General: Forums topic: Programming Languages Swift: Forums subtopic: Programming Languages > Swift Forums tags: Swift Developer > Swift website Swift Programming Language website The Swift Programming Language documentation Swift Forums website, and specifically Swift Forums > Using Swift Swift Package Index website Concurrency Resources, which covers Swift concurrency How to think properly about binding memory Swift Forums thread Other: Forums subtopic: Programming Languages > Generic Forums tags: Objective-C Programming with Objective-C archived documentation Objective-C Runtime documentation Share and Enjoy — Quinn “The Eskimo!” @ Developer Technical Support @ Apple let myEmail = "eskimo" + "1" + "@" + "apple.com"
0
0
818
Oct ’25
Crash with Progress type, Swift 6, iOS 18
We are getting a crash _dispatch_assert_queue_fail when the cancellationHandler on NSProgress is called. We do not see this with iOS 17.x, only on iOS 18. We are building in Swift 6 language mode and do not have any compiler warnings. We have a type whose init looks something like this: init( request: URLRequest, destinationURL: URL, session: URLSession ) { progress = Progress() progress.kind = .file progress.fileOperationKind = .downloading progress.fileURL = destinationURL progress.pausingHandler = { [weak self] in self?.setIsPaused(true) } progress.resumingHandler = { [weak self] in self?.setIsPaused(false) } progress.cancellationHandler = { [weak self] in self?.cancel() } When the progress is cancelled, and the cancellation handler is invoked. We get the crash. The crash is not reproducible 100% of the time, but it happens significantly often. Especially after cleaning and rebuilding and running our tests. * thread #4, queue = 'com.apple.root.default-qos', stop reason = EXC_BREAKPOINT (code=1, subcode=0x18017b0e8) * frame #0: 0x000000018017b0e8 libdispatch.dylib`_dispatch_assert_queue_fail + 116 frame #1: 0x000000018017b074 libdispatch.dylib`dispatch_assert_queue + 188 frame #2: 0x00000002444c63e0 libswift_Concurrency.dylib`swift_task_isCurrentExecutorImpl(swift::SerialExecutorRef) + 284 frame #3: 0x000000010b80bd84 MyTests`closure #3 in MyController.init() at MyController.swift:0 frame #4: 0x000000010b80bb04 MyTests`thunk for @escaping @callee_guaranteed @Sendable () -> () at <compiler-generated>:0 frame #5: 0x00000001810276b0 Foundation`__20-[NSProgress cancel]_block_invoke_3 + 28 frame #6: 0x00000001801774ec libdispatch.dylib`_dispatch_call_block_and_release + 24 frame #7: 0x0000000180178de0 libdispatch.dylib`_dispatch_client_callout + 16 frame #8: 0x000000018018b7dc libdispatch.dylib`_dispatch_root_queue_drain + 1072 frame #9: 0x000000018018bf60 libdispatch.dylib`_dispatch_worker_thread2 + 232 frame #10: 0x00000001012a77d8 libsystem_pthread.dylib`_pthread_wqthread + 224 Any thoughts on why this is crashing and what we can do to work-around it? I have not been able to extract our code into a simple reproducible case yet. And I mostly see it when running our code in a testing environment (XCTest). Although I have been able to reproduce it running an app a few times, it's just less common.
24
7
2.7k
Apr ’25
Error throws while using the speech recognition service in my app
Recently I updated to Xcode 14.0. I am building an iOS app to convert recorded audio into text. I got an exception while testing the application from the simulator(iOS 16.0). [SpeechFramework] -[SFSpeechRecognitionTask handleSpeechRecognitionDidFailWithError:]_block_invoke Ignoring subsequent recongition error: Error Domain=kAFAssistantErrorDomain Code=1101 "(null)" Error Domain=kAFAssistantErrorDomain Code=1107 "(null)" I have to know what does the error code means and why this error occurred.
20
3
12k
Feb ’25
Request authorization for the notification center crash iOS app on Swift 6
Hey all! During the migration of a production app to swift 6, I've encountered a problem: when hitting the UNUserNotificationCenter.current().requestAuthorization the app crashes. If I switch back to Language Version 5 the app works as expected. The offending code is defined here class AppDelegate: NSObject, UIApplicationDelegate { func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool { FirebaseApp.configure() FirebaseConfiguration.shared.setLoggerLevel(.min) UNUserNotificationCenter.current().delegate = self let authOptions: UNAuthorizationOptions = [.alert, .badge, .sound] UNUserNotificationCenter.current().requestAuthorization(options: authOptions) { _, _ in } application.registerForRemoteNotifications() Messaging.messaging().delegate = self return true } } The error is depicted here: I have no idea how to fix this. Any help will be really appreciated thanks in advance
19
3
5.5k
Jan ’25
Weird crashes when accessing Swift Array
For some time now Xcode has been downloading crash reports from users of my app about crashes related to arrays. One of them looks like this: ... Code Type: ARM-64 Parent Process: launchd [1] User ID: 501 Date/Time: 2024-07-18 14:59:40.4375 +0800 OS Version: macOS 15.0 (24A5289h) ... Crashed Thread: 0 Exception Type: EXC_BREAKPOINT (SIGTRAP) Exception Codes: 0x0000000000000001, 0x00000001045048b8 Termination Reason: Namespace SIGNAL, Code 5 Trace/BPT trap: 5 Terminating Process: exc handler [1771] Thread 0 Crashed: 0 MyApp 0x00000001045048b8 specialized Collection.map<A>(_:) + 596 1 MyApp 0x00000001045011e4 MyViewController.validateToolbarButtons() + 648 (MyViewController.swift:742) ... The relevant code looks like this: class MyViewController { func validateToolbarButtons() { let indexes = tableView.clickedRow == -1 || tableView.selectedRowIndexes.contains(tableView.clickedRow) ? tableView.selectedRowIndexes : IndexSet(integer: tableView.clickedRow) let items = indexes.map({ myArray[$0] }) ... } } The second crash looks like this: ... Code Type: X86-64 (Native) Parent Process: launchd [1] User ID: 502 Date/Time: 2024-07-15 15:53:35.2229 -0400 OS Version: macOS 15.0 (24A5289h) ... Crashed Thread: 0 Exception Type: EXC_BAD_INSTRUCTION (SIGILL) Exception Codes: 0x0000000000000001, 0x0000000000000000 Termination Reason: Namespace SIGNAL, Code 4 Illegal instruction: 4 Terminating Process: exc handler [13244] Thread 0 Crashed: 0 libswiftCore.dylib 0x00007ff812904fc0 _assertionFailure(_:_:flags:) + 288 1 MyApp 0x0000000101a31e04 specialized _ArrayBuffer._getElementSlowPath(_:) + 516 2 MyApp 0x00000001019d04eb MyObject.myProperty.setter + 203 (MyObject.swift:706) 3 MyApp 0x000000010192f66e MyViewController.controlTextDidChange(_:) + 190 (MyViewController.swift:166) ... And the relevant code looks like this: class MyObject { var myProperty: [MyObject] { get { ... } set { let items = newValue.map({ $0.id }) ... } } } What could cause such crashes? Could they be caused by anything other than concurrent access from multiple threads (which I'm quite sure is not the case here, as I only access these arrays from the main thread)?
16
0
2.2k
Mar ’25
Crash casting class from obj_copyClassList to a type
This is similar to this post https://developer.apple.com/forums/thread/700770 on using objc_copyClassList to obtain the available classes. When iterating the list, I try casting the result to an instance of a protocol and that works fine: protocol DynamicCounter { init(controlledByPlayer: Bool, game: Game) } class BaseCounter: NSObject, DynamicCounter { } static func withAllClasses<R>( _ body: (UnsafeBufferPointer<AnyClass>) throws -> R ) rethrows -> R { var count: UInt32 = 0 let classListPtr = objc_copyClassList(&count) defer { free(UnsafeMutableRawPointer(classListPtr)) } let classListBuffer = UnsafeBufferPointer( start: classListPtr, count: Int(count) ) return try body(classListBuffer) } static func initialize() { let monoClasses = withAllClasses { $0.compactMap { $0 as? DynamicCounter.Type } } for cl in monoClasses { cl.initialize() } } The above code works fine if I use DynamicCounter.Type on the cast but crashes if try casting to BaseCounter.Type instead. Is there a way to avoid the weird and non Swift classes?
11
0
1.2k
Nov ’24
Link to a Precompiled Static C Library in a Swift Library Package
I want to build a Swift library package that uses modified build of OpenSSL and Curl. I have already statically compiled both and verified I can use them in an Objective-C framework on my target platform (iOS & iOS Simulator). I'm using XCFramework files that contain the static library binaries and headers: openssl.xcframework/ ios-arm64/ openssl.framework/ Headers/ [...] openssl ios-arm64_x86_64-simulator/ openssl.framework/ Headers/ [...] openssl Info.plist I'm not sure how I'm supposed to set up my Swift package to import these libraries. I can use .systemLibrary but that seems to use the embedded copies of libssl and libcurl on my system, and I can't figure out how to use the path: parameter to that. I also tried using a .binaryTarget pointing to the XCFramework files, but that didn't seem to work as there is no module generated and I'm not sure how to make one myself. At a basic high level, this is what I'm trying to accomplish: where libcrypto & libssl come from the provided openssl.xcframework file, and libcurl from curl.xcframework
8
0
2.4k
Jan ’25
unexpected nil
` init() { nextOrder = self.AllItems.map{$0.order}.max() if nextOrder == nil { nextOrder = 0 } nextOrder! += 1 // <--- Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value } ` I have to say, Swift is great - when it works!
8
0
750
Nov ’24
App sometimes crashes when inserting String into Set with assertion ELEMENT_TYPE_OF_SET_VIOLATES_HASHABLE_REQUIREMENTS
Xcode downloaded a crash report for my app that crashed when trying to insert a String into a Set<String>. Apparently there was an assertion failure ELEMENT_TYPE_OF_SET_VIOLATES_HASHABLE_REQUIREMENTS. I assume that this assertion failure happened because the hash of the new element didn't match the hash of an equal already inserted element, but regardless, I don't understand how inserting a simple string could trigger this assertion. Here is essentially the code that leads to the crash. path is any file system directory, and basePath is a directory higher in the hierarchy, or path itself. var scanErrorPaths = Set<String>() func main() { let path = "/path/to/directory" let basePath = "/path" let fileDescriptor = open(path, O_RDONLY) if fileDescriptor < 0 { if (try? URL(fileURLWithPath: path, isDirectory: false).checkResourceIsReachable()) == true { scanErrorPaths.insert(path.relativePath(from: basePath)!) return } } extension String { func relativePath(from basePath: String) -> String? { if basePath == "" { return self } guard let index = range(of: basePath, options: .anchored)?.upperBound else { return nil } return if index == endIndex || basePath == "/" { String(self[index...]) } else if let index = self[index...].range(of: "/", options: .anchored)?.upperBound { String(self[index...]) } else { nil } } } crash.crash
7
0
761
2w
Overall Code Structure Of Swift Project
I was a long time C# programmer, and recently started learning Rust. Now that I recently purchased my first Mac, I ran into several issues trying to run binaries on the Mac, due to various restrictions. On another forum post here, it was mentioned that I should take a look at Swift, as a development tool. This comment brings up an entirely new topic for me, as I discovered that the Swift project file structure seems daunting. But first let's backtrack to when I used C#. C# The first graphic show the default file structure that I used to start a new C# project. I would copy this entire folder structure to the clipboard and paste it where my new project folder was located, and start coding. Using this same principle, I wrote my own music player, and again the file structure for the entire project was as below. For those that may not know, the "bin" folder contains both debug and release folders and appropriate contents. Swift I created a Windows UI called "Test" using Swift, and then started poking around the file system, trying to determine the file structure that was created. Unbeknownst to me at the time, part of the project files ended up on the Desktop in a folder called Test. I did not expect Swift to place the files there. When I click on the Test folder and look inside, I see a file with a "xcodeproj" extension, which makes sense to me, as this is similar to C#. What I don't see however, is any file labeled Test.App. I also don't see either debug or release folders for this project. Obviously there are additional files for this project that are "somewhere", just not in a location I am aware of.
7
0
1.1k
Dec ’24
Circular Reference Error in Xcode 26
I have my project running perfectly fine on Xcode 16. However, in Xcode 26 it doesn't build due to an error that I do not understand. I have three files that pertain to this error: // FriendListResponse.swift import Foundation struct FriendListResponse: Decodable { var friendships: [Friendship] var collections: [FriendCollection] } // Friendship.swift import Foundation struct Friendship: Decodable { var createdAt: String var friendId: Int var friendUserId: Int // user ID of the friend var friendUsername: String var id: Int var tagNames: [String] } // FriendCollection.swift struct FriendCollection: Decodable { var id: Int var permalink: String var tagNames: [String] var title: String } On the first file, FriendListResponse.swift, I am the simple error message "circular reference." I do not understand how these self-contained structs could create a circular reference. Although I have other data types in my project, none of them are even referenced in these files except for Friendship and FriendCollection. The FriendListResponse is a struct that is created from JSON values that are fetched from an API. This is the function that fetches the JSON: public static func listFriends(username: String) async throws -> [Friendship] { let data = try await sendGETRequest( url: "people/\(username)/friends/list.json" ) print(String(data: data, encoding: .utf8)!) let decoder = JSONDecoder() decoder.keyDecodingStrategy = .convertFromSnakeCase let wrapper = try decoder.decode(FriendListResponse.self, from: data) return wrapper.friendships } // Note: the function sendGETRequest is just // a function that I have created that takes a set // of parameters and returns a data object // using the HTTP GET protocol. I don't think // that it is related to this issue. However, if you // think that it is, I can share the code for that. This error has also happened in a few other cases within contained networks of my data structure. I do not know why this error is only appearing once I launch Xcode 26 beta with my project files. I would think that this error also would appear in Xcode 16.4. Any help would be greatly appreciated in my process to compile my project on Xcode 26!
7
0
387
Jun ’25
Timeline refresh issue for widget on ios 18.2
I use AppIntent to trigger a widget refresh, Appint is used on Button or Toggle,as follows var isAudibleArming = false struct SoundAlarmIntent: AppIntent { static var title: LocalizedStringResource = "SoundAlarmIntent" func perform() async throws -> some IntentResult { isAudibleArming = true return .result() } } func timeline( for configuration: DynamicIntentWidgetPersonIntent, in context: Context ) async -> Timeline { var entries: [Entry] = [] let currentDate = Date() let entry = Entry(person: person(for: configuration)) entries.append(entry) if isAudibleArming { let entry2 = Entry(person: Person(name: "Friend4", dateOfBirth: currentDate.adding(.second, value: 6))) entries.append(entry2) } return .init(entries: entries, policy: .never) } The timeline function fires, with entry corresponding to view1 and entry2 corresponding to view2. I expect to show view1 immediately and view2 6 seconds later. You get the correct response on iOS17. But the 6 second delay function on the discovery code in iOS18.2 takes effect immediately, view1 flashes, view2 appears immediately instead of waiting 6 seconds to appear.
7
0
651
Dec ’24
MultiThreaded rendering with actor
Hi, I'm trying to modify the ScreenCaptureKit Sample code by implementing an actor for Metal rendering, but I'm experiencing issues with frame rendering sequence. My app workflow is: ScreenCapture -&gt; createFrame -&gt; setRenderData Metal draw callback -&gt; renderAsync (getData from renderData) I've added timestamps to verify frame ordering, I also using binarySearch to insert the frame with timestamp, and while the timestamps appear to be in sequence, the actual rendering output seems out of order. // ScreenCaptureKit sample func createFrame(for sampleBuffer: CMSampleBuffer) async { if let surface: IOSurface = getIOSurface(for: sampleBuffer) { await renderer.setRenderData(surface, timeStamp: sampleBuffer.presentationTimeStamp.seconds) } } class Renderer { ... func setRenderData(surface: IOSurface, timeStamp: Double) async { _ = await renderSemaphore.getSetBuffers( isGet: false, surface: surface, timeStamp: timeStamp ) } func draw(in view: MTKView) { Task { await renderAsync(view) } } func renderAsync(_ view: MTKView) async { guard await renderSemaphore.beginRender() else { return } guard let frame = await renderSemaphore.getSetBuffers( isGet: true, surface: nil, timeStamp: nil ) else { await renderSemaphore.endRender() return } guard let texture = await renderSemaphore.getRenderData( device: self.device, surface: frame.surface) else { await renderSemaphore.endRender() return } guard let commandBuffer = _commandQueue.makeCommandBuffer(), let renderPassDescriptor = await view.currentRenderPassDescriptor, let renderEncoder = commandBuffer.makeRenderCommandEncoder(descriptor: renderPassDescriptor) else { await renderSemaphore.endRender() return } // Shaders .. renderEncoder.endEncoding() commandBuffer.addCompletedHandler() { @Sendable (_ commandBuffer)-&gt; Swift.Void in updateFPS() } // commit frame in actor let success = await renderSemaphore.commitFrame( timeStamp: frame.timeStamp, commandBuffer: commandBuffer, drawable: view.currentDrawable! ) if !success { print("Frame dropped due to out-of-order timestamp") } await renderSemaphore.endRender() } } actor RenderSemaphore { private var frameBuffers: [FrameData] = [] private var lastReadTimeStamp: Double = 0.0 private var lastCommittedTimeStamp: Double = 0 private var activeTaskCount = 0 private var activeRenderCount = 0 private let maxTasks = 3 private var textureCache: CVMetalTextureCache? init() { } func initTextureCache(device: MTLDevice) { CVMetalTextureCacheCreate(kCFAllocatorDefault, nil, device, nil, &amp;self.textureCache) } func beginRender() -&gt; Bool { guard activeRenderCount &lt; maxTasks else { return false } activeRenderCount += 1 return true } func endRender() { if activeRenderCount &gt; 0 { activeRenderCount -= 1 } } func setTextureLoaded(_ loaded: Bool) { isTextureLoaded = loaded } func getSetBuffers(isGet: Bool, surface: IOSurface?, timeStamp: Double?) -&gt; FrameData? { if isGet { if !frameBuffers.isEmpty { let frame = frameBuffers.removeFirst() if frame.timeStamp &gt; lastReadTimeStamp { lastReadTimeStamp = frame.timeStamp print(frame.timeStamp) return frame } } return nil } else { // Set let frameData = FrameData( surface: surface!, timeStamp: timeStamp! ) // insert to the right position let insertIndex = binarySearch(for: timeStamp!) frameBuffers.insert(frameData, at: insertIndex) return frameData } } private func binarySearch(for timeStamp: Double) -&gt; Int { var left = 0 var right = frameBuffers.count while left &lt; right { let mid = (left + right) / 2 if frameBuffers[mid].timeStamp &gt; timeStamp { right = mid } else { left = mid + 1 } } return left } // for setRenderDataNormalized func tryEnterTask() -&gt; Bool { guard activeTaskCount &lt; maxTasks else { return false } activeTaskCount += 1 return true } func exitTask() { activeTaskCount -= 1 } func commitFrame(timeStamp: Double, commandBuffer: MTLCommandBuffer, drawable: MTLDrawable) async -&gt; Bool { guard timeStamp &gt; lastCommittedTimeStamp else { print("Drop frame at commit: \(timeStamp) &lt;= \(lastCommittedTimeStamp)") return false } commandBuffer.present(drawable) commandBuffer.commit() lastCommittedTimeStamp = timeStamp return true } func getRenderData( device: MTLDevice, surface: IOSurface, depthData: [Float] ) -&gt; (MTLTexture, MTLBuffer)? { let _textureName = "RenderData" var px: Unmanaged&lt;CVPixelBuffer&gt;? let status = CVPixelBufferCreateWithIOSurface(kCFAllocatorDefault, surface, nil, &amp;px) guard status == kCVReturnSuccess, let screenImage = px?.takeRetainedValue() else { return nil } CVMetalTextureCacheFlush(textureCache!, 0) var texture: CVMetalTexture? = nil let width = CVPixelBufferGetWidthOfPlane(screenImage, 0) let height = CVPixelBufferGetHeightOfPlane(screenImage, 0) let result2 = CVMetalTextureCacheCreateTextureFromImage( kCFAllocatorDefault, self.textureCache!, screenImage, nil, MTLPixelFormat.bgra8Unorm, width, height, 0, &amp;texture) guard result2 == kCVReturnSuccess, let cvTexture = texture, let mtlTexture = CVMetalTextureGetTexture(cvTexture) else { return nil } mtlTexture.label = _textureName let depthBuffer = device.makeBuffer(bytes: depthData, length: depthData.count * MemoryLayout&lt;Float&gt;.stride)! return (mtlTexture, depthBuffer) } } Above's my code - could someone point out what might be wrong?
7
0
738
Nov ’24
swift_asyncLet_begin crashed
Crashed: com.apple.root.user-initiated-qos.cooperative 0 libswift_Concurrency.dylib 0x67f40 swift_task_create_commonImpl(unsigned long, swift::TaskOptionRecord*, swift::TargetMetadataswift::InProcess const*, void (swift::AsyncContext* swift_async_context) swiftasynccall*, void*, unsigned long) + 528 1 libswift_Concurrency.dylib 0x64d78 swift_asyncLet_begin + 40 2 AAAA 0x47aef28 (1) suspend resume partial function for ActivityContextModule.fetchRecord(startDate:endDate:) + 50786796 3 libswift_Concurrency.dylib 0x60f5c swift::runJobInEstablishedExecutorContext(swift::Job*) + 252 4 libswift_Concurrency.dylib 0x62514 swift_job_runImpl(swift::Job*, swift::SerialExecutorRef) + 144 5 libdispatch.dylib 0x15ec0 _dispatch_root_queue_drain + 392 6 libdispatch.dylib 0x166c4 _dispatch_worker_thread2 + 156 7 libsystem_pthread.dylib 0x3644 _pthread_wqthread + 228 8 libsystem_pthread.dylib 0x1474 start_wqthread + 8
6
0
118
May ’25
String functions problems on iOS18
On iOS 18 some string functions return incorrect values in some cases. Found problems on replacingOccurrences() and split() functions, but there may be others. In the results of these functions in some cases a character is left in the result string when it shouldn't. This did not happen on iOS17 and older versions. I created a very simple Test Project to reproduce the problem. If I run these tests on iOS17 or older the tests succeed. If I run these tests on iOS18 the tests fail. test_TestStr1() function shows a problem in replacingOccurrences() directly using strings. test_TestStr2() function shows a problem in split() that seems to happen only when bridging from NSString to String. import XCTest final class TestStrings18Tests: XCTestCase { override func setUpWithError() throws { // Put setup code here. This method is called before the invocation of each test method in the class. } override func tearDownWithError() throws { // Put teardown code here. This method is called after the invocation of each test method in the class. } func test_TestStr1() { let str1 = "_%\u{7}1\u{7}_"; let str2 = "%\u{7}1\u{7}"; let str3 = "X"; let str4 = str1.replacingOccurrences(of: str2, with: str3); //This should be true XCTAssertTrue(str4 == "_X_"); } func test_TestStr2() { let s1 = "TVAR(6)\u{11}201\"Ã\"\u{11}201\"A\""; let s2 = s1.components(separatedBy: "\u{11}201"); let t1 = NSString("TVAR(6)\u{11}201\"Ã\"\u{11}201\"A\"") as String; let t2 = t1.components(separatedBy: "\u{11}201"); XCTAssertTrue(s2.count == t2.count); let c = s2.count //This should be True XCTAssertTrue(s2[0] == t2[0]); } }
6
0
507
Feb ’25
Function types as return types
func oneStepForward(_ input: Int) -> Int { return input + 1 } func oneStepBackward(_ input: Int) -> Int { return input - 1 } func chooseStepFunction(backward: Bool) -> (Int) -> Int { return backward ? oneStepBackward : oneStepForward //Error. type of expression is ambiguous without a type annotation } Why am I getting this error ? If I change this function to the following it works and will compile. func chooseStepFunction(backward: Bool) -> (Int) -> Int { if backward { return oneStepBackward } else { return oneStepForward } } // Why am I getting the error in the previous version while it works in the second version ? Thx in advance.
6
0
442
Aug ’25
Alternative to CoreTelephony for Accessing Cellular Network Information in Private iOS App
Hello, I am developing a private internal Flutter app for our customer, which will not be published on the Apple Store. One of the key features of this app is to collect RF strength metrics to share user experience with the network. For Android, we successfully implemented the required functionality and are able to collect the following metrics: Signal strength level (0-4) Signal strength in dBm RSSI RSRQ Cell ID Location Area Code Carrier name Mobile country code Mobile network code Radio access technology Connection status Duplex mode However, for iOS, we are facing challenges with CoreTelephony, which is not returning the necessary data. We are aware that CoreTelephony is deprecated and are looking for alternatives. We noticed that a lot of the information we need is available via FTMInternal-4. Is there a way to access this data for a private app? Are there any other recommended approaches or frameworks that can be used to gather cellular network information on iOS for an app that won't be distributed via the Apple Store? my swift code import Foundation import CoreTelephony class RfSignalStrengthImpl: RfSignalStrengthApi { func getCellularSignalStrength(completion: @escaping (Result<CellularSignalStrength, Error>) -> Void) { let networkInfo = CTTelephonyNetworkInfo() guard let carrier = networkInfo.serviceSubscriberCellularProviders?.values.first else { completion(.failure(NSError(domain: "com.xxxx.yyyy", code: 0, userInfo: [NSLocalizedDescriptionKey: "Carrier not found"]))) return } let carrierName = carrier.carrierName ?? "Unknown" let mobileCountryCode = carrier.mobileCountryCode ?? "Unknown" let mobileNetworkCode = carrier.mobileNetworkCode ?? "Unknown" let radioAccessTechnology = networkInfo.serviceCurrentRadioAccessTechnology?.values.first ?? "Unknown" var connectionStatus = "Unknown" ... ... } Thank you for your assistance.
6
0
1.7k
Jun ’25
Using Dynamic Member Lookup in a Superclass
As a fun project, I'm wanting to model an electronic circuit. Components inherit from a superclass (ElectronicComponent). Each subclass (e.g. Resistor) has certain methods to return properties (e.g. resistance), but may vary by the number of outlets (leads) they have, and what they are named. Each outlet connects to a Junction. In my code to assemble a circuit, while I'm able to manually hook up the outlets to the junctions, I'd like to be able to use code similar to the following… class Lead: Hashable // implementation omitted { let id = UUID() unowned let component: ElectronicComponent weak var connection: Junction? init(component: ElectronicComponent, to connection: Junction? = nil) { self.component = component self.connection = connection } } @dynamicMemberLookup class ElectronicComponent { let id = UUID() var connections: Set<Lead> = [] let label: String? init(label: String) { self.label = label } subscript<T>(dynamicMember keyPath: KeyPath<ElectronicComponent, T>) -> T { self[keyPath: keyPath] } func connect(lead: KeyPath<ElectronicComponent, Lead>, to junction: Junction) { let lead = self[keyPath: lead] lead.connection = junction connections.insert(lead) } } class Resistor: ElectronicComponent { var input, output: Lead? let resistance: Measurement<UnitElectricResistance> init(_ label: String, resistance: Measurement<UnitElectricResistance>) { self.resistance = resistance super.init(label: label) } } let resistorA = Resistor("R1", resistance: .init(value: 100, unit: .ohms)) let junctionA = Junction(name: "A") resistorA.connect(lead: \.outlet2, to: junctionA) While I'm able to do this by implementing @dynamicMemberLookup in each subclass, I'd like to be able to do this in the superclass to save repeating the code. subscript<T>(dynamicMember keyPath: KeyPath<ElectronicComponent, T>) -> T { self[keyPath: keyPath] } Unfortunately, the compiler is not allowing me to do this as the superclass doesn't know about the subclass properties, and at the call site, the subclass isn't seen as ElectronicComponent. I've been doing trial and error with protocol conformance and other things, but hitting walls each time. One possibility is replacing the set of outlets with a dictionary, and using Strings instead of key paths, but would prefer not to. Another thing I haven't tried is creating and adopting a protocol with the method implemented in there. Another considered approach is using macros in the subclasses, but I'd like to see if there is a possibility of achieving the goal using my current approach, for learning as much as anything.
6
0
393
Aug ’25
SwiftUI Entry Point - Proper Location In Project
Hi In C#, one can define associated functions by the following. Notice that "Declarations DE" is a reference to a function in another C# project file. This lets the compiler know that there are other references in the project. Likewise, "Form_Load" is the entry point of the code, similar to "main" in C. Any calls to related functions can be made in this section, to the functions that have been previously defined above. So I set out trying to find similar information about SwiftUI, and found several, but only offer partial answers to my questions. The YouTube video... Extracting functions and subviews in SwiftUI | Bootcamp #20 - YouTube ... goes into some of the details, but still leaves me hanging. Likewise... SOLVED: Swift Functions In Swift UI – SwiftUI – Hacking with Swift forums ... has further information, but nothing concrete that I am looking for. Now in the SwiftUI project, I tried this... The most confusing thing for me, is where is "main"? I found several examples that call functions from the structure shown above, BUT I have no reason as to why. So one web example on StackOverFlow called the function from position 1. That did not work. Position 2 worked to call the function at position 3, but really, why? All this activity brings up a lot of questions for me, such as: Does SwiftUI need function callouts similar to C#, and they are called out even before running "main". I seem to recall Borland Delphi being this way as well. How does SwiftUI make references to other classes (places where other functions are stored in separate files)? Does SwiftUI actually make use of "main" in the normal sense, i.e. similar to C, C#, Rust and so on? I did notice that once a SwiftUI function is called, it makes reference to data being passed very similar to other languages, at least for the examples I found. Note that I looked at official SwiftUI documentation, but did not come across information that answers the above.
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Dec ’24