Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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Technical risks of swapping between UITableViewDiffableDataSource and UITableViewDataSource on UITableView
I am currently migrating an app from the classic UITableViewDataSource to UITableViewDiffableDataSource. In certain complex cases, I find myself needing to toggle between the UITableViewDataSource and UITableViewDiffableDataSource on a single UITableView instance. Apple's official documentation for UITableViewDiffableDataSource contains a strict warning: "Do not change the dataSource on the table view after you configure it with a diffable data source. If the table view needs a new data source after you configure it initially, create and configure a new table view and diffable data source." I’m seeking clarification on: Internal State: What specific UIKit caching or internal state is corrupted if we nil out the diffable source and re-assign a classic one? Background Processes: Does the background diffing engine pose a risk (race conditions/crashes) if the source is swapped while a diff is calculating? The "Safe" Reset: If swapping is truly necessary, is there a verified cleanup sequence (e.g., clearing snapshots first) that avoids the need to recreate the UITableView entirely?
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128
Apr ’26
TimePicker numeric pad popover renders as a narrow bar on iPadOS 26.4.1
When tapping the currently selected time in a TimePicker (wheel style) component to invoke the inline numeric pad popover, the popover renders incorrectly on iPadOS 26.4.1 — it appears as a very narrow single-line/bar rather than the full numeric keypad layout. Steps to Reproduce: Run Reminder, create a new reminder and add a custom time Tap the currently selected time value to trigger the numeric pad popover Observe the popover layout Expected Result: A properly sized popover appears containing a full numeric keypad, allowing direct numeric input of the time value — consistent with behavior on iPadOS 18.x Actual Result: The popover appears as an extremely narrow horizontal bar (single line height), making the numeric pad unusable Regression: Works correctly on iPadOS 18.x through iPadOS 26.3. Broken on iPadOS 26.4.1 (Xcode 26.x simulator and/or physical device). https://www.youtube.com/shorts/bd3pYA3B-iI https://www.youtube.com/shorts/wSHzepHBwEY Feedback: FB22517457
Topic: UI Frameworks SubTopic: UIKit
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Apr ’26
SwiftUI View Not Initialized on Background Relaunch (CoreBluetooth / Cold Start?)
I have a question regarding cold start and pre-warming behavior on iOS. I’m developing a SwiftUI app that continuously receives data from a BLE device in the background. We’ve observed that after the BLE stream stops, the OS often terminates our app. Later, when the sensor comes back into range, iOS appears to relaunch (or reinitialize) the app. In our app, we use a WindowGroup like this: WindowGroup { AppView(store: store) } We’ve placed our BLE reconnection logic inside a .task modifier in AppView. What’s confusing is this: Most of the time, when the app is relaunched, AppView is created and the .task runs as expected. However, in about 1 out of 10 cases, AppView is not created at all, so the .task does not execute. I’m trying to understand: Under what conditions does iOS relaunch an app without fully initializing the SwiftUI view hierarchy? Is this related to pre-warming or background relaunch mechanisms (e.g., CoreBluetooth state restoration)? What determines whether the WindowGroup and root view are actually instantiated? Any insight into the system’s relaunch behavior or lifecycle in this scenario would be greatly appreciated.
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Apr ’26
Embedded Collection View in SwiftUI offset issue
I have a collection view that covers all the screen and it is scrolling behavior is paging. This collection view is embedded in a UIViewRepresentable and used in a SwiftUI app. The issue is that when users rotate the devices, sometimes the CollectionView.contentOffset get miscalculated and shows 2 pages. This is the code that I'm using for the collectionView and collectionViewLayout: class PageFlowLayout: UICollectionViewFlowLayout { override class var layoutAttributesClass: AnyClass { UICollectionViewLayoutAttributes.self } private var calculatedAttributes: [UICollectionViewLayoutAttributes] = [] private var calculatedContentWidth: CGFloat = 0 private var calculatedContentHeight: CGFloat = 0 public weak var delegate: PageFlowLayoutDelegate? override var collectionViewContentSize: CGSize { return CGSize(width: self.calculatedContentWidth, height: self.calculatedContentHeight) } override init() { super.init() self.estimatedItemSize = .zero self.scrollDirection = .horizontal self.minimumLineSpacing = 0 self.minimumInteritemSpacing = 0 self.sectionInset = .zero } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func prepare() { guard let collectionView = collectionView, collectionView.numberOfSections > 0, calculatedAttributes.isEmpty else { return } estimatedItemSize = collectionView.bounds.size for item in 0..<collectionView.numberOfItems(inSection: 0) { let indexPath = IndexPath(item: item, section: 0) let attributes = UICollectionViewLayoutAttributes(forCellWith: indexPath) let itemOrigin = CGPoint(x: CGFloat(item) * collectionView.frame.width, y: 0) attributes.frame = .init(origin: itemOrigin, size: collectionView.frame.size) calculatedAttributes.append(attributes) } calculatedContentWidth = collectionView.bounds.width * CGFloat(calculatedAttributes.count) calculatedContentHeight = collectionView.bounds.size.height } override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? { return calculatedAttributes.compactMap { return $0.frame.intersects(rect) ? $0 : nil } } override func layoutAttributesForItem(at indexPath: IndexPath) -> UICollectionViewLayoutAttributes? { return calculatedAttributes[indexPath.item] } override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool { guard let collectionView else { return false } if newBounds.size != collectionView.bounds.size { return true } if newBounds.size.width > 0 { let pages = calculatedContentWidth / newBounds.size.width // If the contentWidth matches the number of pages, // if not it requires to layout the cells let arePagesExact = pages.truncatingRemainder(dividingBy: 1) == 0 return !arePagesExact } return false } override func invalidateLayout() { calculatedAttributes = [] super.invalidateLayout() } override func shouldInvalidateLayout(forPreferredLayoutAttributes preferredAttributes: UICollectionViewLayoutAttributes, withOriginalAttributes originalAttributes: UICollectionViewLayoutAttributes) -> Bool { guard let collectionView, #available(iOS 18.0, *) else { return false } return preferredAttributes.size != collectionView.bounds.size } override func invalidateLayout(with context: UICollectionViewLayoutInvalidationContext) { guard let customContext = context as? UICollectionViewFlowLayoutInvalidationContext else { return } if let collectionView, let currentPage = delegate?.currentPage() { let delta = (CGFloat(currentPage) * collectionView.bounds.width) - collectionView.contentOffset.x customContext.contentOffsetAdjustment.x += delta } calculatedAttributes = [] super.invalidateLayout(with: customContext) } override func prepare(forAnimatedBoundsChange oldBounds: CGRect) { super.prepare(forAnimatedBoundsChange: oldBounds) guard let collectionView else { return } if oldBounds.width != collectionView.bounds.width { invalidateLayout() } } override func targetContentOffset(forProposedContentOffset proposedContentOffset: CGPoint) -> CGPoint { guard let collectionView, let currentPage = delegate?.currentPage() else { return .zero } let targetContentOffset = super.targetContentOffset(forProposedContentOffset: proposedContentOffset) let targetPage = targetContentOffset.x / collectionView.frame.width if targetPage != CGFloat(currentPage) { let xPosition = CGFloat(currentPage) * collectionView.frame.width return CGPoint(x: xPosition, y: 0) } return targetContentOffset } // This function updates the contentOffset in case is wrong override func finalizeCollectionViewUpdates() { guard let collectionView, let currentPage = delegate?.currentPage() else { return } let xPosition = CGFloat(currentPage) * collectionView.bounds.width if xPosition != collectionView.contentOffset.x { let offset = CGPoint(x: xPosition, y: 0) collectionView.setContentOffset(offset, animated: false) } } } The full implementation is attached in the .txt file: RotationTestView.txt
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Apr ’26
TabView's Tab Label Image symbolEffect not allowed?
Hi, I'm using a TabView and for a given case I wish to have the icon of the Tab animated by symbolEffect to signify a state. The symbolEffect however doesn't seem to have an effect when used on a tab's label image. Is it really not possible? Tab(value: .hello) { EmptyView() } label: { Image(systemName: "hand.wave.fill") .symbolEffect(.wiggle, options: .repeating) } I still wish to use the TabView because it's amazing.
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Apr ’26
iOS 26 UITabBar Layout Glitch: Custom Appearance vs. Liquid Glass Effects during Rotation
Hello, I am encountering a UI layout issue on iOS 26 where UITabBar items become squashed or overlapping during device rotation (from Portrait to Landscape). This glitch occurs specifically when a custom UITabBarAppearance is applied. 1. "Liquid Glass" and UITabBar Customization According to TN3106, Apple states: "Starting in iOS 26, reduce your use of custom backgrounds in navigation elements and controls. While the techniques in this document remain valid for iOS 18 and earlier, prefer to remove custom effects and let the system determine the navigation bar background appearance. Any custom backgrounds and appearances you use in the navigation bar might overlay or interfere with Liquid Glass or other effects that the system provides, such as the scroll edge effect." Does this guidance also apply to UITabBar? Specifically, could setting a custom background color via UITabBarAppearance interfere with internal layout constraints required for the Liquid Glass effect to adapt correctly during orientation changes? It appears that the internal UIStackView may fail to recalculate width in time when these system effects are active. 2. Validation of the Layout Workaround To maintain our app's visual identity while resolving this squashing issue, I implemented the following fix within the transition coordinator of my UITabBarController: Code Implementation (Objective-C) [coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> _Nonnull context) { // Forcing a layout refresh to synchronize with the rotation animation [weakSelf.tabBar invalidateIntrinsicContentSize]; [weakSelf.tabBar setNeedsLayout]; [weakSelf.tabBar layoutIfNeeded]; } completion:nil]; Is manually invalidating the intrinsic content size an acceptable practice for iOS 26? Or is there a more "system-native" approach to ensure UITabBar layout remains stable and compatible with Liquid Glass, especially when custom appearances are necessary?
Topic: UI Frameworks SubTopic: UIKit Tags:
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Apr ’26
iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updateOutputs 11ms ├─ partial apply for implicit closure #1 in closure #1 │ in closure #1 in Attribute.init<A>(_:) 4ms └─ -[UIView For the same hierarchy with varying complexity: ~3 TextFields in a List: ~25ms (not noticeable) ~20+ TextFields: ~60ms (clearly visible hitch) The same view hierarchy on iOS 18 did not exhibit a visible hitch. I’ve tested this on an iOS 26.4 device and simulator. I’ve also included a minimum reproducible example that illustrates this: struct ContentView: View { @State var showSheet = false var body: some View { NavigationStack { ScrollView { ForEach(0..<120) { _ in RowView() } } .navigationTitle("Repro") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Present") { showSheet = true } } } .sheet(isPresented: $showSheet) { PresentedSheet() } } } } struct RowView: View { @State var first = "" @State var second = "" var body: some View { VStack(alignment: .leading, spacing: 12) { Text("Row") .font(.headline) HStack(spacing: 12) { TextField("First", text: $first) .textFieldStyle(.roundedBorder) TextField("Second", text: $second) .textFieldStyle(.roundedBorder) } HStack(spacing: 12) { Text("Third") Text("Fourth") Image(systemName: "chevron.right") } } } } struct PresentedSheet: View { @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { List {} .navigationTitle("Swipe To Dismiss Me") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Done") { dismiss() } } } } } } Is anyone else experiencing this and have any mitigations been found beyond reducing view complexity? I’ve filed a feedback report under FB22501630.
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Apr ’26
EXC_BAD_ACCESS in drawHierarchy(in:afterScreenUpdates:) on iOS 26.3.1+ — IOSurface CIF10 decompression crash
We're experiencing an EXC_BAD_ACCESS (SIGSEGV) crash in UIView.drawHierarchy(in:afterScreenUpdates: false) that occurs only on iOS 26.3.1 and later. It does not reproduce on iOS 26.3.0 or earlier. Crash Stack Thread 0 (Main Thread) — EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0 libvDSP.dylib vConvert_XRGB2101010ToARGB8888_vec 1 ImageIO IIOIOSurfaceWrapper_CIF10::CopyImageBlockSetWithOptions 2 ImageIO IIOImageProviderInfo::CopyImageBlockSetWithOptions 3 ImageIO CGImageReadGetBytesAtOffset 4 CoreGraphics CGAccessSessionGetBytes 5 CoreGraphics img_data_lock 6 CoreGraphics CGSImageDataLock 7 CoreGraphics ripc_AcquireImage 8 CoreGraphics ripc_DrawImage 9 CoreGraphics CGContextDrawImage 10 UIKitCore -[UIView(Rendering) drawHierarchy:afterScreenUpdates:] The crash occurs during 10-bit CIF10 → 8-bit ARGB8888 pixel conversion when the IOSurface backing a UIImageView in the view hierarchy is deallocated mid-render. How to Reproduce Display a scrollable list with multiple UIImageViews loaded via an async image library Call drawHierarchy(in: bounds, afterScreenUpdates: false) on visible cells periodically Scroll to trigger image recycling Crash occurs sporadically — more likely under memory pressure or rapid image recycling What We've Tried Both UIKit off-screen rendering approaches crash on iOS 26.3.1: Approach Result drawHierarchy(afterScreenUpdates: false) EXC_BAD_ACCESS in CIF10 IOSurface decompression view.layer.render(in:) EXC_BAD_ACCESS in Metal (agxaAssertBufferIsValid) iOS Version Correlation iOS 26.3.0 and earlier: No crash iOS 26.3.1 (23D8133)+: Crash occurs (~5 events per 7 days) We suspect the ImageIO security patches in iOS 26.3 (CVE-2026-20675, CVE-2026-20634) may have changed IOSurface lifecycle timing, exposing a race condition between drawHierarchy's composited buffer read and asynchronous IOSurface reclamation by the OS. Crash Data We sampled 3 crash events: Event 1 (iOS 26.3.1): 71 MB free memory — memory pressure Event 2 (iOS 26.3.1): 88 MB free memory — memory pressure Event 3 (iOS 26.3.2): 768 MB free memory — NOT memory pressure Event 3 shows this isn't purely a low-memory issue. The IOSurface can be reclaimed even with ample free memory, likely due to async image recycling. Question Is this a known regression in iOS 26.3.1? Is there a safe way to snapshot a view hierarchy containing IOSurface-backed images without risking EXC_BAD_ACCESS? Should drawHierarchy gracefully handle the case where an IOSurface backing store is reclaimed during the render? Any guidance or workarounds would be appreciated. We've also filed this as Feedback (will update with FB number after submission).
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Apr ’26
Keyboard greyed issue
I am facing weird keyboard issue when building the app with Xcode 26 recently. Actual behaviour I need is: But one below is the issue as the keyboard keys are greyed out: Please tell how to resolve this issue
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Apr ’26
NSView uses NSLayoutConstraint, and the transform set on the layer gets reset when the window size changes.
import Cocoa class RedRotatedView: NSView { override func viewDidMoveToSuperview() { super.viewDidMoveToSuperview() DispatchQueue.main.async { self.applyRotation() } } private func applyRotation() { wantsLayer = true layer?.backgroundColor = NSColor.red.cgColor let radians = CGFloat(30 * Double.pi / 180.0) self.layer?.transform = CATransform3DMakeRotation(radians, 0, 0, 1) } override func layout() { super.layout() } } class MainView: NSView { let redView: RedRotatedView override init(frame frameRect: NSRect) { self.redView = RedRotatedView() super.init(frame: frameRect) setupRedView() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupRedView() { redView.wantsLayer = true redView.layer?.backgroundColor = NSColor.red.cgColor addSubview(redView) redView.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ redView.centerXAnchor.constraint(equalTo: centerXAnchor), redView.centerYAnchor.constraint(equalTo: centerYAnchor), redView.widthAnchor.constraint(equalToConstant: 200), redView.heightAnchor.constraint(equalToConstant: 200) ]) // redView.frame = NSRect(x:100,y:100,width: 200,height: 200) } } @main struct AppKitRotationTestApp { static func main() { let app = NSApplication.shared let delegate = AppDelegate() app.delegate = delegate app.run() } } class AppDelegate: NSObject, NSApplicationDelegate { var window: NSWindow! func applicationDidFinishLaunching(_ aNotification: Notification) { let mainView = MainView(frame: NSRect(x: 0, y: 0, width: 800, height: 600)) window = NSWindow( contentRect: NSRect(x: 0, y: 0, width: 800, height: 600), styleMask: [.titled, .closable, .resizable, .miniaturizable], backing: .buffered, defer: false ) window.center() window.title = "AppKit Rotation Test" window.contentView = mainView window.makeKeyAndOrderFront(nil) } func applicationWillTerminate(_ aNotification: Notification) { } func applicationSupportsSecureRestorableState(_ app: NSApplication) -> Bool { return true } } If NSLayoutConstraint is not used directly and the NSView's frame is set directly, this situation does not occur. How can I avoid the transform being reset when using NSLayoutConstraint for layout?
Topic: UI Frameworks SubTopic: AppKit
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119
Apr ’26
How to achieve liquid glass button morph transition
Hi guys, I’m new on SwiftUI world. I wanted to ask how to achieve this kind of morph transition with ToolbarItem button just like the picture attached below. I have tried using Menu & confirmationDialog API but i didn’t achieve the same kind of looks here. Is there some kind of native API for this kind of transition? Thanks in advance guys 😁👍
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’26
Navigation bar flickers when pushing to a different screen
Hi everyone, I’m building a SwiftUI app using NavigationStack and running into a weird nav bar issue. For the setup I have a 'home' screen with a vertical ScrollView and a large edge-to-edge header that extends under the top safe area (using .ignoresSafeArea(edges: .top)). I also have a 'detail' screen with a similar immersive layout, where the header/poster image sits at the top and the ScrollView also extends under the top area. I’m using the native navigation bar on both screens and default back button, not a custom nav bar, and I’m not manually configuring UINavigationBarAppearance, I'm just relying on SwiftUI’s default/automatic toolbar behavior. The problem I’m facing is when I push from home to the detail screen, the top nav area briefly flickers and shows the system navigation bar/material background (white in light mode, black in dark mode). It’s clearly the system material, not the poster/image underneath. The screen initially renders with that nav bar state (white/dark), and only after I start scrolling does it correct itself and visually align with the header/background behind it. What I'm thinking is that maybe the detail screen initially renders with systemBackground, so the nav bar uses its default (standard) appearance on the first frame, and only after layout/interaction, once the image-derived background settles, does it switch to the correct scroll-edge/transparent style. One important thing, if I hide the nav bar on the detail screen using .toolbar(.hidden, for: .navigationBar), the issue disappears completely. So this seems specifically tied to the native nav bar’s initial render/appearance timing during the push, rather than just the layout or image loading. I’d prefer to keep the native nav bar and back button rather than implement a custom approach. Has anyone faced this issue before, or is there a correct way to structure edge-to-edge content under the nav bar so it renders properly on first push? Video of the issue: https://imgur.com/a/OYHtYbp NavigationStack { ScrollView { HeroView() } .ignoresSafeArea(edges: .top) .navigationTitle("Cinema") .toolbarTitleDisplayMode(.inlineLarge) .toolbarBackgroundVisibility(.automatic, for: .navigationBar) .navigationDestination(for: Route.self) { route in DetailView(movie: route.movie) } } var body: some View { ScrollView { HeaderPosterView() } .ignoresSafeArea(edges: .top) .navigationBarTitleDisplayMode(.inline) .toolbarBackgroundVisibility(.automatic, for: .navigationBar) } }
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218
Apr ’26
Navigation bar flickers when pushing to a different screen
Hi everyone, I’m building a SwiftUI app using NavigationStack and running into a weird nav bar issue. For the setup I have a 'home' screen with a vertical ScrollView and a large edge-to-edge header that extends under the top safe area (using .ignoresSafeArea(edges: .top)). I also have a 'detail' screen with a similar immersive layout, where the header/poster image sits at the top and the ScrollView also extends under the top area. I’m using the native navigation bar on both screens and default back button, not a custom nav bar, and I’m not manually configuring UINavigationBarAppearance, I'm just relying on SwiftUI’s default/automatic toolbar behavior. The problem I’m facing is when I push from home to the detail screen, the top nav area briefly flickers and shows the system navigation bar/material background (white in light mode, black in dark mode). It’s clearly the system material, not the poster/image underneath. The screen initially renders with that nav bar state (white/dark), and only after I start scrolling does it correct itself and visually align with the header/background behind it. What I'm thinking is that maybe the detail screen initially renders with systemBackground, so the nav bar uses its default (standard) appearance on the first frame, and only after layout/interaction, once the image-derived background settles, does it switch to the correct scroll-edge/transparent style. One important thing, if I hide the nav bar on the detail screen using .toolbar(.hidden, for: .navigationBar), the issue disappears completely. So this seems specifically tied to the native nav bar’s initial render/appearance timing during the push, rather than just the layout or image loading. I’d prefer to keep the native nav bar and back button rather than implement a custom approach. Has anyone faced this issue before, or is there a correct way to structure edge-to-edge content under the nav bar so it renders properly on first push? Video of the issue: https://imgur.com/a/OYHtYbp
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Apr ’26
Disabling card zoom effect on certain transitions
I have attached a screenshot showing the type of behavior in Apple's own Weather app that I am looking to disable in my own app. There is a zoom / card effect where the presenting view shrinks / zooms in the background, exposing a different background color that can look out of place. Notice that when dragging the map view to dismiss it, the views behind it are zoomed in exposing a different background. The presenting view that has this "card" effect has hard edges that do not match the screens corner radius as well, so it just looks out of place. Using this as an example, what would be the way to keep this matched zoom transition but keeping the Weather's background still going edge to edge? In my app I am trying to keep my mesh gradient edge to edge and not zoomed in with black or white borders in a similar situation to what we are seeing in the Weather app on 26.4 Let me know if I need to explain it more. Thank you!
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’26
top keyboard pill with up/down and close
I just finished writing a tonn of codes to get a pill on top of my keyboards that gives you the option to go up/down and close the keyboard. Very similar to what I see on safari keyboard. It should be included in the next SwiftUI as a modifier.... it would be so helpful
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’26
Understanding SwiftUI toolbars
I have two apps written in SwiftUI. Both use a NavigationSplitView as their primary content with a list-based sidebar. Both apps have a few toolbar items offering functionality relevant to the application purpose. Both sidebars have toolbar items, declared using the .toolbar view modifier, that add ToolbarItems to their view (a "filter" menu). Both the apps' main content view use .toolbar to add some ToolbarItems to the main content toolbar as well. Both also include the SidebarCommands() command group. My question is this: in one app, when I click the Hide Sidebar button, the toolbar items that were attached to the sidebar move to the main toolbar. In my second app, the toolbar items move to the "More" disclosure menu at the end of the toolbar. Video showing sidebar leading Video showing sidebar trailing I want behavior like the first app (where the toolbar items end up in the leading edge of the main toolbar) in the second app, but I've scrubbed through both applications' toolbar code, I've had coding assistants compare the two, I've tried stripping down the toolbar items to remove all but the Hide Sidebar. Nothing I can discover shows me why one app moves the toolbar items to the main toolbar up front, while the other moves them to the back. Am I missing something about how to declare toolbar items? Is there some visibility priority thing I’m missing?
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’26
Cursing the cursor.
There are 2 text entry points, a text view and a text field. The text view Compose disallows touch. Enter text in the text field, return to the text view and the text view cursor is gone. Is there a way to reset the pointer to visible using a xcode button? My workaround is to change views, return (the cursor is visible) then restore the text. Which is an annoying process. The app myownkeyboard PAD is free. The Compose view has the problem. Any suggestions would be appreciated. Thanks.....Charlie 10apr2026
Topic: UI Frameworks SubTopic: General
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Apr ’26
Document Based App - NSDocumentController Opening the Wrong NSDocument/Window Controller on Tahoe 26.4
I have a Document based app. It supports different document types. One document type my app supports conforms to another document type that my app also supports. In my app these two UTIs are designated to open different NSDocument subclasses / window controllers. So say we have these two UTIs: com.DocumentType.SuperType com.DocumentType.SubType. Now I just noticed on Tahoe 26.4, the system is launching my app using NSDocument/window controller that is designated for com.DocumentType.SuperType, when I double click a file with the com.DocumentType.SubType UTI. I haven't changed the NSDocument configuration in many years but it looks like something changed recently.
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Apr ’26
Technical risks of swapping between UITableViewDiffableDataSource and UITableViewDataSource on UITableView
I am currently migrating an app from the classic UITableViewDataSource to UITableViewDiffableDataSource. In certain complex cases, I find myself needing to toggle between the UITableViewDataSource and UITableViewDiffableDataSource on a single UITableView instance. Apple's official documentation for UITableViewDiffableDataSource contains a strict warning: "Do not change the dataSource on the table view after you configure it with a diffable data source. If the table view needs a new data source after you configure it initially, create and configure a new table view and diffable data source." I’m seeking clarification on: Internal State: What specific UIKit caching or internal state is corrupted if we nil out the diffable source and re-assign a classic one? Background Processes: Does the background diffing engine pose a risk (race conditions/crashes) if the source is swapped while a diff is calculating? The "Safe" Reset: If swapping is truly necessary, is there a verified cleanup sequence (e.g., clearing snapshots first) that avoids the need to recreate the UITableView entirely?
Replies
0
Boosts
0
Views
128
Activity
Apr ’26
TimePicker numeric pad popover renders as a narrow bar on iPadOS 26.4.1
When tapping the currently selected time in a TimePicker (wheel style) component to invoke the inline numeric pad popover, the popover renders incorrectly on iPadOS 26.4.1 — it appears as a very narrow single-line/bar rather than the full numeric keypad layout. Steps to Reproduce: Run Reminder, create a new reminder and add a custom time Tap the currently selected time value to trigger the numeric pad popover Observe the popover layout Expected Result: A properly sized popover appears containing a full numeric keypad, allowing direct numeric input of the time value — consistent with behavior on iPadOS 18.x Actual Result: The popover appears as an extremely narrow horizontal bar (single line height), making the numeric pad unusable Regression: Works correctly on iPadOS 18.x through iPadOS 26.3. Broken on iPadOS 26.4.1 (Xcode 26.x simulator and/or physical device). https://www.youtube.com/shorts/bd3pYA3B-iI https://www.youtube.com/shorts/wSHzepHBwEY Feedback: FB22517457
Topic: UI Frameworks SubTopic: UIKit
Replies
2
Boosts
1
Views
393
Activity
Apr ’26
SwiftUI View Not Initialized on Background Relaunch (CoreBluetooth / Cold Start?)
I have a question regarding cold start and pre-warming behavior on iOS. I’m developing a SwiftUI app that continuously receives data from a BLE device in the background. We’ve observed that after the BLE stream stops, the OS often terminates our app. Later, when the sensor comes back into range, iOS appears to relaunch (or reinitialize) the app. In our app, we use a WindowGroup like this: WindowGroup { AppView(store: store) } We’ve placed our BLE reconnection logic inside a .task modifier in AppView. What’s confusing is this: Most of the time, when the app is relaunched, AppView is created and the .task runs as expected. However, in about 1 out of 10 cases, AppView is not created at all, so the .task does not execute. I’m trying to understand: Under what conditions does iOS relaunch an app without fully initializing the SwiftUI view hierarchy? Is this related to pre-warming or background relaunch mechanisms (e.g., CoreBluetooth state restoration)? What determines whether the WindowGroup and root view are actually instantiated? Any insight into the system’s relaunch behavior or lifecycle in this scenario would be greatly appreciated.
Replies
2
Boosts
0
Views
181
Activity
Apr ’26
Embedded Collection View in SwiftUI offset issue
I have a collection view that covers all the screen and it is scrolling behavior is paging. This collection view is embedded in a UIViewRepresentable and used in a SwiftUI app. The issue is that when users rotate the devices, sometimes the CollectionView.contentOffset get miscalculated and shows 2 pages. This is the code that I'm using for the collectionView and collectionViewLayout: class PageFlowLayout: UICollectionViewFlowLayout { override class var layoutAttributesClass: AnyClass { UICollectionViewLayoutAttributes.self } private var calculatedAttributes: [UICollectionViewLayoutAttributes] = [] private var calculatedContentWidth: CGFloat = 0 private var calculatedContentHeight: CGFloat = 0 public weak var delegate: PageFlowLayoutDelegate? override var collectionViewContentSize: CGSize { return CGSize(width: self.calculatedContentWidth, height: self.calculatedContentHeight) } override init() { super.init() self.estimatedItemSize = .zero self.scrollDirection = .horizontal self.minimumLineSpacing = 0 self.minimumInteritemSpacing = 0 self.sectionInset = .zero } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func prepare() { guard let collectionView = collectionView, collectionView.numberOfSections > 0, calculatedAttributes.isEmpty else { return } estimatedItemSize = collectionView.bounds.size for item in 0..<collectionView.numberOfItems(inSection: 0) { let indexPath = IndexPath(item: item, section: 0) let attributes = UICollectionViewLayoutAttributes(forCellWith: indexPath) let itemOrigin = CGPoint(x: CGFloat(item) * collectionView.frame.width, y: 0) attributes.frame = .init(origin: itemOrigin, size: collectionView.frame.size) calculatedAttributes.append(attributes) } calculatedContentWidth = collectionView.bounds.width * CGFloat(calculatedAttributes.count) calculatedContentHeight = collectionView.bounds.size.height } override func layoutAttributesForElements(in rect: CGRect) -> [UICollectionViewLayoutAttributes]? { return calculatedAttributes.compactMap { return $0.frame.intersects(rect) ? $0 : nil } } override func layoutAttributesForItem(at indexPath: IndexPath) -> UICollectionViewLayoutAttributes? { return calculatedAttributes[indexPath.item] } override func shouldInvalidateLayout(forBoundsChange newBounds: CGRect) -> Bool { guard let collectionView else { return false } if newBounds.size != collectionView.bounds.size { return true } if newBounds.size.width > 0 { let pages = calculatedContentWidth / newBounds.size.width // If the contentWidth matches the number of pages, // if not it requires to layout the cells let arePagesExact = pages.truncatingRemainder(dividingBy: 1) == 0 return !arePagesExact } return false } override func invalidateLayout() { calculatedAttributes = [] super.invalidateLayout() } override func shouldInvalidateLayout(forPreferredLayoutAttributes preferredAttributes: UICollectionViewLayoutAttributes, withOriginalAttributes originalAttributes: UICollectionViewLayoutAttributes) -> Bool { guard let collectionView, #available(iOS 18.0, *) else { return false } return preferredAttributes.size != collectionView.bounds.size } override func invalidateLayout(with context: UICollectionViewLayoutInvalidationContext) { guard let customContext = context as? UICollectionViewFlowLayoutInvalidationContext else { return } if let collectionView, let currentPage = delegate?.currentPage() { let delta = (CGFloat(currentPage) * collectionView.bounds.width) - collectionView.contentOffset.x customContext.contentOffsetAdjustment.x += delta } calculatedAttributes = [] super.invalidateLayout(with: customContext) } override func prepare(forAnimatedBoundsChange oldBounds: CGRect) { super.prepare(forAnimatedBoundsChange: oldBounds) guard let collectionView else { return } if oldBounds.width != collectionView.bounds.width { invalidateLayout() } } override func targetContentOffset(forProposedContentOffset proposedContentOffset: CGPoint) -> CGPoint { guard let collectionView, let currentPage = delegate?.currentPage() else { return .zero } let targetContentOffset = super.targetContentOffset(forProposedContentOffset: proposedContentOffset) let targetPage = targetContentOffset.x / collectionView.frame.width if targetPage != CGFloat(currentPage) { let xPosition = CGFloat(currentPage) * collectionView.frame.width return CGPoint(x: xPosition, y: 0) } return targetContentOffset } // This function updates the contentOffset in case is wrong override func finalizeCollectionViewUpdates() { guard let collectionView, let currentPage = delegate?.currentPage() else { return } let xPosition = CGFloat(currentPage) * collectionView.bounds.width if xPosition != collectionView.contentOffset.x { let offset = CGPoint(x: xPosition, y: 0) collectionView.setContentOffset(offset, animated: false) } } } The full implementation is attached in the .txt file: RotationTestView.txt
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216
Activity
Apr ’26
TabView's Tab Label Image symbolEffect not allowed?
Hi, I'm using a TabView and for a given case I wish to have the icon of the Tab animated by symbolEffect to signify a state. The symbolEffect however doesn't seem to have an effect when used on a tab's label image. Is it really not possible? Tab(value: .hello) { EmptyView() } label: { Image(systemName: "hand.wave.fill") .symbolEffect(.wiggle, options: .repeating) } I still wish to use the TabView because it's amazing.
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2
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112
Activity
Apr ’26
iOS 26 UITabBar Layout Glitch: Custom Appearance vs. Liquid Glass Effects during Rotation
Hello, I am encountering a UI layout issue on iOS 26 where UITabBar items become squashed or overlapping during device rotation (from Portrait to Landscape). This glitch occurs specifically when a custom UITabBarAppearance is applied. 1. "Liquid Glass" and UITabBar Customization According to TN3106, Apple states: "Starting in iOS 26, reduce your use of custom backgrounds in navigation elements and controls. While the techniques in this document remain valid for iOS 18 and earlier, prefer to remove custom effects and let the system determine the navigation bar background appearance. Any custom backgrounds and appearances you use in the navigation bar might overlay or interfere with Liquid Glass or other effects that the system provides, such as the scroll edge effect." Does this guidance also apply to UITabBar? Specifically, could setting a custom background color via UITabBarAppearance interfere with internal layout constraints required for the Liquid Glass effect to adapt correctly during orientation changes? It appears that the internal UIStackView may fail to recalculate width in time when these system effects are active. 2. Validation of the Layout Workaround To maintain our app's visual identity while resolving this squashing issue, I implemented the following fix within the transition coordinator of my UITabBarController: Code Implementation (Objective-C) [coordinator animateAlongsideTransition:^(id<UIViewControllerTransitionCoordinatorContext> _Nonnull context) { // Forcing a layout refresh to synchronize with the rotation animation [weakSelf.tabBar invalidateIntrinsicContentSize]; [weakSelf.tabBar setNeedsLayout]; [weakSelf.tabBar layoutIfNeeded]; } completion:nil]; Is manually invalidating the intrinsic content size an acceptable practice for iOS 26? Or is there a more "system-native" approach to ensure UITabBar layout remains stable and compatible with Liquid Glass, especially when custom appearances are necessary?
Topic: UI Frameworks SubTopic: UIKit Tags:
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342
Activity
Apr ’26
Logic Pro 11.2.2 drag audio into plugin Broken
I am an audio plugin developer. 11.2.1 we were able to drag audio from the arrange page into the plugin. 11.2.2. that is now broken. I saw someone have a similar post, but MIDI. Any help would be greatly appreciated.
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157
Activity
Apr ’26
iOS 26: Interactive sheet dismissal causes layout hitch in underlying SwiftUI view
I’ve been investigating a noticeable animation hitch when interactively dismissing a sheet over a SwiftUI screen with moderate complexity. This was not the case on iOS 18, so I’m curious if others are seeing the same on iOS 26 or have found any mitigations. When dismissing a sheet via the swipe gesture, there’s a visible hitch right after lift-off. The hitch comes from layout work in the underlying view (behind the sheet) The duration scales with the complexity of that view (e.g. number of TextFields/layout nodes) The animation for programmatic dismiss (e.g. tapping a “Done” button) is smooth, although it hangs for a similar amount of time before dismissing, so it appears that the underlying work still happens. SwiftUI is not reevaluating the body during this (validated with Self._printChanges()), so that is not the cause. Using Instruments, the hitch shows up as a layout spike on the main thread: 54ms UIView layoutSublayersOfLayer 54ms └─ _UIHostingView.layoutSubviews 38ms └─ SwiftUI.ViewGraph.updateOutputs 11ms ├─ partial apply for implicit closure #1 in closure #1 │ in closure #1 in Attribute.init<A>(_:) 4ms └─ -[UIView For the same hierarchy with varying complexity: ~3 TextFields in a List: ~25ms (not noticeable) ~20+ TextFields: ~60ms (clearly visible hitch) The same view hierarchy on iOS 18 did not exhibit a visible hitch. I’ve tested this on an iOS 26.4 device and simulator. I’ve also included a minimum reproducible example that illustrates this: struct ContentView: View { @State var showSheet = false var body: some View { NavigationStack { ScrollView { ForEach(0..<120) { _ in RowView() } } .navigationTitle("Repro") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Present") { showSheet = true } } } .sheet(isPresented: $showSheet) { PresentedSheet() } } } } struct RowView: View { @State var first = "" @State var second = "" var body: some View { VStack(alignment: .leading, spacing: 12) { Text("Row") .font(.headline) HStack(spacing: 12) { TextField("First", text: $first) .textFieldStyle(.roundedBorder) TextField("Second", text: $second) .textFieldStyle(.roundedBorder) } HStack(spacing: 12) { Text("Third") Text("Fourth") Image(systemName: "chevron.right") } } } } struct PresentedSheet: View { @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { List {} .navigationTitle("Swipe To Dismiss Me") .toolbar { ToolbarItem(placement: .topBarTrailing) { Button("Done") { dismiss() } } } } } } Is anyone else experiencing this and have any mitigations been found beyond reducing view complexity? I’ve filed a feedback report under FB22501630.
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253
Activity
Apr ’26
EXC_BAD_ACCESS in drawHierarchy(in:afterScreenUpdates:) on iOS 26.3.1+ — IOSurface CIF10 decompression crash
We're experiencing an EXC_BAD_ACCESS (SIGSEGV) crash in UIView.drawHierarchy(in:afterScreenUpdates: false) that occurs only on iOS 26.3.1 and later. It does not reproduce on iOS 26.3.0 or earlier. Crash Stack Thread 0 (Main Thread) — EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0 libvDSP.dylib vConvert_XRGB2101010ToARGB8888_vec 1 ImageIO IIOIOSurfaceWrapper_CIF10::CopyImageBlockSetWithOptions 2 ImageIO IIOImageProviderInfo::CopyImageBlockSetWithOptions 3 ImageIO CGImageReadGetBytesAtOffset 4 CoreGraphics CGAccessSessionGetBytes 5 CoreGraphics img_data_lock 6 CoreGraphics CGSImageDataLock 7 CoreGraphics ripc_AcquireImage 8 CoreGraphics ripc_DrawImage 9 CoreGraphics CGContextDrawImage 10 UIKitCore -[UIView(Rendering) drawHierarchy:afterScreenUpdates:] The crash occurs during 10-bit CIF10 → 8-bit ARGB8888 pixel conversion when the IOSurface backing a UIImageView in the view hierarchy is deallocated mid-render. How to Reproduce Display a scrollable list with multiple UIImageViews loaded via an async image library Call drawHierarchy(in: bounds, afterScreenUpdates: false) on visible cells periodically Scroll to trigger image recycling Crash occurs sporadically — more likely under memory pressure or rapid image recycling What We've Tried Both UIKit off-screen rendering approaches crash on iOS 26.3.1: Approach Result drawHierarchy(afterScreenUpdates: false) EXC_BAD_ACCESS in CIF10 IOSurface decompression view.layer.render(in:) EXC_BAD_ACCESS in Metal (agxaAssertBufferIsValid) iOS Version Correlation iOS 26.3.0 and earlier: No crash iOS 26.3.1 (23D8133)+: Crash occurs (~5 events per 7 days) We suspect the ImageIO security patches in iOS 26.3 (CVE-2026-20675, CVE-2026-20634) may have changed IOSurface lifecycle timing, exposing a race condition between drawHierarchy's composited buffer read and asynchronous IOSurface reclamation by the OS. Crash Data We sampled 3 crash events: Event 1 (iOS 26.3.1): 71 MB free memory — memory pressure Event 2 (iOS 26.3.1): 88 MB free memory — memory pressure Event 3 (iOS 26.3.2): 768 MB free memory — NOT memory pressure Event 3 shows this isn't purely a low-memory issue. The IOSurface can be reclaimed even with ample free memory, likely due to async image recycling. Question Is this a known regression in iOS 26.3.1? Is there a safe way to snapshot a view hierarchy containing IOSurface-backed images without risking EXC_BAD_ACCESS? Should drawHierarchy gracefully handle the case where an IOSurface backing store is reclaimed during the render? Any guidance or workarounds would be appreciated. We've also filed this as Feedback (will update with FB number after submission).
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360
Activity
Apr ’26
Keyboard greyed issue
I am facing weird keyboard issue when building the app with Xcode 26 recently. Actual behaviour I need is: But one below is the issue as the keyboard keys are greyed out: Please tell how to resolve this issue
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300
Activity
Apr ’26
NSView uses NSLayoutConstraint, and the transform set on the layer gets reset when the window size changes.
import Cocoa class RedRotatedView: NSView { override func viewDidMoveToSuperview() { super.viewDidMoveToSuperview() DispatchQueue.main.async { self.applyRotation() } } private func applyRotation() { wantsLayer = true layer?.backgroundColor = NSColor.red.cgColor let radians = CGFloat(30 * Double.pi / 180.0) self.layer?.transform = CATransform3DMakeRotation(radians, 0, 0, 1) } override func layout() { super.layout() } } class MainView: NSView { let redView: RedRotatedView override init(frame frameRect: NSRect) { self.redView = RedRotatedView() super.init(frame: frameRect) setupRedView() } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } private func setupRedView() { redView.wantsLayer = true redView.layer?.backgroundColor = NSColor.red.cgColor addSubview(redView) redView.translatesAutoresizingMaskIntoConstraints = false NSLayoutConstraint.activate([ redView.centerXAnchor.constraint(equalTo: centerXAnchor), redView.centerYAnchor.constraint(equalTo: centerYAnchor), redView.widthAnchor.constraint(equalToConstant: 200), redView.heightAnchor.constraint(equalToConstant: 200) ]) // redView.frame = NSRect(x:100,y:100,width: 200,height: 200) } } @main struct AppKitRotationTestApp { static func main() { let app = NSApplication.shared let delegate = AppDelegate() app.delegate = delegate app.run() } } class AppDelegate: NSObject, NSApplicationDelegate { var window: NSWindow! func applicationDidFinishLaunching(_ aNotification: Notification) { let mainView = MainView(frame: NSRect(x: 0, y: 0, width: 800, height: 600)) window = NSWindow( contentRect: NSRect(x: 0, y: 0, width: 800, height: 600), styleMask: [.titled, .closable, .resizable, .miniaturizable], backing: .buffered, defer: false ) window.center() window.title = "AppKit Rotation Test" window.contentView = mainView window.makeKeyAndOrderFront(nil) } func applicationWillTerminate(_ aNotification: Notification) { } func applicationSupportsSecureRestorableState(_ app: NSApplication) -> Bool { return true } } If NSLayoutConstraint is not used directly and the NSView's frame is set directly, this situation does not occur. How can I avoid the transform being reset when using NSLayoutConstraint for layout?
Topic: UI Frameworks SubTopic: AppKit
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119
Activity
Apr ’26
How to achieve liquid glass button morph transition
Hi guys, I’m new on SwiftUI world. I wanted to ask how to achieve this kind of morph transition with ToolbarItem button just like the picture attached below. I have tried using Menu & confirmationDialog API but i didn’t achieve the same kind of looks here. Is there some kind of native API for this kind of transition? Thanks in advance guys 😁👍
Topic: UI Frameworks SubTopic: SwiftUI
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1
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90
Activity
Apr ’26
How to let Appkit Scrollview get under sidebar or inspctor?
If I use a SwiftUI Scrollview and scroll horizontally, for example, the scroll content goes underneath the inspector or sidebar views on macOS 26 (probably on older versions as well) But by default, the AppKit scrollviews don't exhibit this behaviour. How do I adapt this to match SwiftUI behavior?
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81
Activity
Apr ’26
Navigation bar flickers when pushing to a different screen
Hi everyone, I’m building a SwiftUI app using NavigationStack and running into a weird nav bar issue. For the setup I have a 'home' screen with a vertical ScrollView and a large edge-to-edge header that extends under the top safe area (using .ignoresSafeArea(edges: .top)). I also have a 'detail' screen with a similar immersive layout, where the header/poster image sits at the top and the ScrollView also extends under the top area. I’m using the native navigation bar on both screens and default back button, not a custom nav bar, and I’m not manually configuring UINavigationBarAppearance, I'm just relying on SwiftUI’s default/automatic toolbar behavior. The problem I’m facing is when I push from home to the detail screen, the top nav area briefly flickers and shows the system navigation bar/material background (white in light mode, black in dark mode). It’s clearly the system material, not the poster/image underneath. The screen initially renders with that nav bar state (white/dark), and only after I start scrolling does it correct itself and visually align with the header/background behind it. What I'm thinking is that maybe the detail screen initially renders with systemBackground, so the nav bar uses its default (standard) appearance on the first frame, and only after layout/interaction, once the image-derived background settles, does it switch to the correct scroll-edge/transparent style. One important thing, if I hide the nav bar on the detail screen using .toolbar(.hidden, for: .navigationBar), the issue disappears completely. So this seems specifically tied to the native nav bar’s initial render/appearance timing during the push, rather than just the layout or image loading. I’d prefer to keep the native nav bar and back button rather than implement a custom approach. Has anyone faced this issue before, or is there a correct way to structure edge-to-edge content under the nav bar so it renders properly on first push? Video of the issue: https://imgur.com/a/OYHtYbp NavigationStack { ScrollView { HeroView() } .ignoresSafeArea(edges: .top) .navigationTitle("Cinema") .toolbarTitleDisplayMode(.inlineLarge) .toolbarBackgroundVisibility(.automatic, for: .navigationBar) .navigationDestination(for: Route.self) { route in DetailView(movie: route.movie) } } var body: some View { ScrollView { HeaderPosterView() } .ignoresSafeArea(edges: .top) .navigationBarTitleDisplayMode(.inline) .toolbarBackgroundVisibility(.automatic, for: .navigationBar) } }
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218
Activity
Apr ’26
Navigation bar flickers when pushing to a different screen
Hi everyone, I’m building a SwiftUI app using NavigationStack and running into a weird nav bar issue. For the setup I have a 'home' screen with a vertical ScrollView and a large edge-to-edge header that extends under the top safe area (using .ignoresSafeArea(edges: .top)). I also have a 'detail' screen with a similar immersive layout, where the header/poster image sits at the top and the ScrollView also extends under the top area. I’m using the native navigation bar on both screens and default back button, not a custom nav bar, and I’m not manually configuring UINavigationBarAppearance, I'm just relying on SwiftUI’s default/automatic toolbar behavior. The problem I’m facing is when I push from home to the detail screen, the top nav area briefly flickers and shows the system navigation bar/material background (white in light mode, black in dark mode). It’s clearly the system material, not the poster/image underneath. The screen initially renders with that nav bar state (white/dark), and only after I start scrolling does it correct itself and visually align with the header/background behind it. What I'm thinking is that maybe the detail screen initially renders with systemBackground, so the nav bar uses its default (standard) appearance on the first frame, and only after layout/interaction, once the image-derived background settles, does it switch to the correct scroll-edge/transparent style. One important thing, if I hide the nav bar on the detail screen using .toolbar(.hidden, for: .navigationBar), the issue disappears completely. So this seems specifically tied to the native nav bar’s initial render/appearance timing during the push, rather than just the layout or image loading. I’d prefer to keep the native nav bar and back button rather than implement a custom approach. Has anyone faced this issue before, or is there a correct way to structure edge-to-edge content under the nav bar so it renders properly on first push? Video of the issue: https://imgur.com/a/OYHtYbp
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199
Activity
Apr ’26
Disabling card zoom effect on certain transitions
I have attached a screenshot showing the type of behavior in Apple's own Weather app that I am looking to disable in my own app. There is a zoom / card effect where the presenting view shrinks / zooms in the background, exposing a different background color that can look out of place. Notice that when dragging the map view to dismiss it, the views behind it are zoomed in exposing a different background. The presenting view that has this "card" effect has hard edges that do not match the screens corner radius as well, so it just looks out of place. Using this as an example, what would be the way to keep this matched zoom transition but keeping the Weather's background still going edge to edge? In my app I am trying to keep my mesh gradient edge to edge and not zoomed in with black or white borders in a similar situation to what we are seeing in the Weather app on 26.4 Let me know if I need to explain it more. Thank you!
Topic: UI Frameworks SubTopic: SwiftUI
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73
Activity
Apr ’26
top keyboard pill with up/down and close
I just finished writing a tonn of codes to get a pill on top of my keyboards that gives you the option to go up/down and close the keyboard. Very similar to what I see on safari keyboard. It should be included in the next SwiftUI as a modifier.... it would be so helpful
Topic: UI Frameworks SubTopic: SwiftUI
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155
Activity
Apr ’26
Understanding SwiftUI toolbars
I have two apps written in SwiftUI. Both use a NavigationSplitView as their primary content with a list-based sidebar. Both apps have a few toolbar items offering functionality relevant to the application purpose. Both sidebars have toolbar items, declared using the .toolbar view modifier, that add ToolbarItems to their view (a "filter" menu). Both the apps' main content view use .toolbar to add some ToolbarItems to the main content toolbar as well. Both also include the SidebarCommands() command group. My question is this: in one app, when I click the Hide Sidebar button, the toolbar items that were attached to the sidebar move to the main toolbar. In my second app, the toolbar items move to the "More" disclosure menu at the end of the toolbar. Video showing sidebar leading Video showing sidebar trailing I want behavior like the first app (where the toolbar items end up in the leading edge of the main toolbar) in the second app, but I've scrubbed through both applications' toolbar code, I've had coding assistants compare the two, I've tried stripping down the toolbar items to remove all but the Hide Sidebar. Nothing I can discover shows me why one app moves the toolbar items to the main toolbar up front, while the other moves them to the back. Am I missing something about how to declare toolbar items? Is there some visibility priority thing I’m missing?
Topic: UI Frameworks SubTopic: SwiftUI
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4
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134
Activity
Apr ’26
Cursing the cursor.
There are 2 text entry points, a text view and a text field. The text view Compose disallows touch. Enter text in the text field, return to the text view and the text view cursor is gone. Is there a way to reset the pointer to visible using a xcode button? My workaround is to change views, return (the cursor is visible) then restore the text. Which is an annoying process. The app myownkeyboard PAD is free. The Compose view has the problem. Any suggestions would be appreciated. Thanks.....Charlie 10apr2026
Topic: UI Frameworks SubTopic: General
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88
Activity
Apr ’26
Document Based App - NSDocumentController Opening the Wrong NSDocument/Window Controller on Tahoe 26.4
I have a Document based app. It supports different document types. One document type my app supports conforms to another document type that my app also supports. In my app these two UTIs are designated to open different NSDocument subclasses / window controllers. So say we have these two UTIs: com.DocumentType.SuperType com.DocumentType.SubType. Now I just noticed on Tahoe 26.4, the system is launching my app using NSDocument/window controller that is designated for com.DocumentType.SuperType, when I double click a file with the com.DocumentType.SubType UTI. I haven't changed the NSDocument configuration in many years but it looks like something changed recently.
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88
Activity
Apr ’26