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Why can't SwiftUI state be changed in the middle of view updates?
I have arrived at a certain architectural solution for my SwiftUI code which is helped by, in certain situations, modifying the state while the body is being evaluated. Of course, I am always open to realizing that a given solution may be creating difficulties precisely because it is fundamentally ill-advised. However, in this post I won't attempt to explain the details of my architecture or justify my reasoning regarding wanting to change the state in the middle of a view update. I just want to ask, why exactly is it prohibited? Is it not rather like normal recursion, which can of course produce infinite loops if done wrong but which is perfectly logically sound as long as the recursing function eventually stabilizes?
Topic: UI Frameworks SubTopic: SwiftUI
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1.1k
Jul ’24
Regression in UITabBarController on Catalyst when building under Xcode 16
I am running into an issue with UITabBarController in a Catalyst app when building under Xcode 16 and running on macOS 15. If a UITabBarController is used, the tabs are presented in an unwanted title/toolbar at the top of the window. If you have an app where your views run to the top of the window, this can obscure the content and controls that are near the top. I created a sample application that is attached to the Feedback record (FB14293963). When building under Xcode 15, this is what the app looks like: Under Xcode 16, it looks like this: Beyond this simple example, using UITabBarController in a presented view controller can result in the tabs not showing at all. Also, If you switch the view in the main window to something that isn't a UITabBarController, the tabs still remain at the top. This seems to stem from the tab bar/sidebar changes for iPadOS 18. While this approach can work for simpler apps, it may not work well at all for more complex apps and there really needs to be a way to opt out of this behavior so apps where it is not suited for can still take advantage of features in iPadOS/Catalyst 18. Has anyone discovered a workaround or way to disable the new tab bar behavior with having to write their own version of UITabBarController?
2
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1.3k
Jul ’24
Not receive onDisappear event on the first WindowGroup
Hi, I'm working on visionOS and find I can't get onDisappear event just on the first window after app launch. It comes like that: WindowGroup(id:"WindowA"){ MyView() .onDisappear(){ print("WindowA disappear") } } WindowGroup(id:"WindowB"){ MyView() .onDisappear(){ print("WindowB disappear") } } WindowGroup(id:"WindowC"){ MyView() .onDisappear(){ print("WindowC disappear") } } When the app first launch, it will open WindowA automatically And then I open WindowB and WindowC programatically. Then I tap the close button on window bar below window. If I close WindowB/WindowC, I can receive onDisappear event If I close WindowA, I can't receive onDisappear event If I reopen WindowA after it is closed and then close it again by tap the close button below window, I can receive onDisappear event Is there any logic difference for the first window on app launch? How can I get onDisappear Event for it. I'm using Xcode 16 beta 2
5
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1.1k
Jul ’24
Combining NavigationSplitView and TabView in iOS 18
Hi folks, I've used a NavigationSplitView within one of the tabs of my app since iOS 16, but with the new styling in iOS 18 the toolbar region looks odd. In other tabs using e.g. simple stacks, the toolbar buttons are horizontally in line with the new tab picker, but with NavigationSplitView, the toolbar leaves a lot of empty space at the top (see below). Is there anything I can do to adjust this, or alternatively, continue to use the old style? Thanks!
12
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2.7k
Jul ’24
iOS 18 beta bug: NavigationStack pushes the same view twice
Hello, community and Apple engineers. I need your help. Our app has the following issue: NavigationStack pushes a view twice if the NavigationStack is inside TabView and NavigationStack uses a navigation path of custom Hashable elements. Our app works with issues in Xcode 18 Beta 13 + iOS 18.0. The same issue happened on previous beta versions of Xcode 18. The issue isn’t represented in iOS 17.x and everything worked well before iOS 18.0 beta releases. I was able to represent the same issue in a clear project with two simple views. I will paste the code below. Several notes: We use a centralised routing system in our app where all possible routes for navigation path are implemented in a View extension called withAppRouter(). We have a enum RouterDestination that contains all possible routes and is resolved in withAppRouter() extension. We use Router class that contains @Published var path: [RouterDestination] = [] and this @Published property is bound to NavigationStack. In the real app, we need to have an access to this path property for programmatic navigation purposes. Our app uses @ObservableObject / @StateObject approach. import SwiftUI struct ContentView: View { @StateObject private var router = Router() var body: some View { TabView { NavigationStack(path: $router.path) { NavigationLink(value: RouterDestination.next, label: { Label("Next", systemImage: "plus.circle.fill") }) .withAppRouter() } } } } enum RouterDestination: Hashable { case next } struct SecondView: View { var body: some View { Text("Screen 2") } } class Router: ObservableObject { @Published var path: [RouterDestination] = [] } extension View { func withAppRouter() -> some View { navigationDestination(for: RouterDestination.self) { destination in switch destination { case .next: return SecondView() } } } } Below you can see the GIF with the issue: What I tried to do: Use iOS 17+ @Observable approach. It didn’t help. Using @State var path: [RouterDestination] = [] directly inside View seems to help. But it is not what we want as we need this property to be @Published and located inside Router class where we can get an access to it, and use for programmatic navigation if needed. I ask Apple engineers to help with that, please, and if it is a bug of iOS 18 beta, then please fix it in the next versions of iOS 18.0
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1.8k
Jul ’24
SwiftUI Gestures prevent scrolling with iOS 18
I added gesture support to my app that supports iOS 16 and 17 and have never had issues with it. However, when I compiled my app with Xcode 16 I immediately noticed a problem with the app when I ran it in the simulator. I couldn't scroll up or down. I figured out it’s because of my gesture support. My gesture support is pretty simple. let myDragGesture = DragGesture() .onChanged { gesture in self.offset = gesture.translation } .onEnded { _ in if self.offset.width > threshold { ...some logic } else if self.offset.width < -threshold { ...some other logic } logitUI.debug("drag gesture width was \(self.offset.width)") self.offset = .zero } If I pass nil to .gesture instead of myDragGesture then scrolling starts working again. Here’s some example output when I’m trying to scroll down. These messages do NOT appear when I run my app on an iOS 16/17 simulator with Xcode 15. drag gesture width was 5.333328 drag gesture width was -15.333344 drag gesture width was -3.000000 drag gesture width was -24.333328 drag gesture width was -30.666656 I opened FB14205678 about this.
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9.9k
Jul ’24
CoreText' CTRunDraw can't draw underline attribute in iOS18 with Xcode 16 beta
demo code : - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); // Flip the coordinate system CGContextSetTextMatrix(context, CGAffineTransformIdentity); CGContextTranslateCTM(context, 0, self.bounds.size.height); CGContextScaleCTM(context, 1.0, -1.0); NSDictionary *attrs = @{NSFontAttributeName: [UIFont systemFontOfSize:20], NSForegroundColorAttributeName: [UIColor blueColor], NSUnderlineStyleAttributeName: @(NSUnderlineStyleThick), }; // Make an attributed string NSAttributedString *attributedString = [[NSAttributedString alloc] initWithString:@"Hello CoreText!" attributes:attrs]; CFAttributedStringRef attributedStringRef = (__bridge CFAttributedStringRef)attributedString; // Simple CoreText with CTFrameDraw CTFramesetterRef framesetter = CTFramesetterCreateWithAttributedString(attributedStringRef); CGPathRef path = CGPathCreateWithRect(self.bounds,NULL); CTFrameRef frame = CTFramesetterCreateFrame(framesetter,CFRangeMake(0, 0),path,NULL); //CTFrameDraw(frame, context); // You can comment the line 'CTFrameDraw' and use the following lines // draw with CTLineDraw CFArrayRef lines = CTFrameGetLines(frame); CGPoint lineOrigins[CFArrayGetCount(lines)]; CTFrameGetLineOrigins(frame, CFRangeMake(0, 0), lineOrigins); for (int i = 0; i < CFArrayGetCount(lines); i++) { CTLineRef line = CFArrayGetValueAtIndex(lines, i); CGContextSetTextPosition(context, lineOrigins[i].x, lineOrigins[i].y); // CTLineDraw(line, context); // You can comment the line 'CTLineDraw' and use the following lines // draw with CTRunDraw // use CTRunDraw will lost some attributes like NSUnderlineStyleAttributeName, // so you need draw it by yourself CFArrayRef runs = CTLineGetGlyphRuns(line); for (int j = 0; j < CFArrayGetCount(runs); j++) { CTRunRef run = CFArrayGetValueAtIndex(runs, j); CTRunDraw(run, context, CFRangeMake(0, 0)); } } } this code will use CTRunDraw to draw the content , and the underline will draw and show normally in iOS17 & Xcode 15 , But when you build it with XCode16 & iOS18 beta . the underline will be missing .
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4
681
Jul ’24
SF Symbols 6 app does not export 'Can Rotate' property of a layer
The SF Symbols app 6.0 (99) does not export the ‘Can Rotate’ property of layers when exporting a symbol via File > Export Symbol. Without this, all the new fantastic edit functions in the app related to rotating in SF Symbols is completely useless. This issue with the SF Symbols 6 app can be reproduced by exporting a rotatable symbol like fan.desk, and then by importing the result as custom symbol. When inspecting ‘Group 1’ of the imported symbol, it is no longer marked as rotatable. SF Symbols app 6.0 is still in beta, but hasn't been updated since 10 June. Hopefully this bug will be solved in the release version, or earlier. Does anyone know how to manually add the missing rotation info to the exported SVG file? In case an Apple engineer reads this: FB13916635
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713
Jul ’24
onContinueUserActivity(CSSearchableItemActionType, perform) does not work on a SwiftUI macOS app
onContinueUserActivity(CSSearchableItemActionType, perform) works as expected on iOS when we search and select an item from Spotlight, but nothing happens when we do the same on a SwiftUI macOS app. var body: some Scene { WindowGroup { MyView() .onContinueUserActivity(CSSearchableItemActionType, perform: handleSpotlight) } } func handleSpotlight(_ userActivity: NSUserActivity) { // Is not called... } How can we respond to a user clicking a Spotlight result from our apps on macOS?
3
1
841
Jul ’24
.highPriorityGesture causes ScrollView to be unable to scroll
This problem will occur in Xcode 16 beta and iOS 18 beta, are there any changes to the function of highPriorityGesture in iOS 18? Example code is: import SwiftUI struct ContentView: View { @State private var dragable: Bool = false @State private var dragGestureOffset: CGFloat = 0 var body: some View { ZStack { ScrollViewReader { scrollViewProxy in ScrollView(showsIndicators: false) { cardList .padding(.horizontal, 25) } } } .highPriorityGesture(dragOffset) } var cardList: some View { LazyVStack(spacing: 16) { Text("\(dragGestureOffset)") .frame(maxWidth: .infinity) .padding(.vertical,8) .background { RoundedRectangle(cornerRadius: 8) .fill(.gray) } //Display 100 numerical values in a loop ForEach(0..<100) { index in Text("\(index)") .frame(maxWidth: .infinity) .padding(.vertical,8) .background { RoundedRectangle(cornerRadius: 8) .fill(.gray) } } } } var dragOffset: some Gesture { DragGesture() .onChanged { value in if abs(value.translation.width) > 25 { dragable = true dragGestureOffset = value.translation.width } } .onEnded { value in if abs(value.translation.width) > 25 { dragable = false dragGestureOffset = 0 } } } }
2
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1.2k
Jul ’24
@Observable state class reinitializes every time view is updated
With the new @Observable macro, it looks like every time the struct of a view is reinitialized, any observable class marked as @State in the struct also gets reinitialized. Moreover, the result of the reinitialization immediately gets discarded. This is in contrast to @StateObject and ObservableObject, where the class would only be initialized at the first creation of the view. The initialization method of the class would never be called again between view updates. Is this a bug or an expected behavior? This redundant reinitialization causes performance issues when the init method of the observable class does anything slightly heavyweight. Feedback ID: FB13697724
3
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942
Jul ’24
Can’t focus the sidebar on tvOS when TabView contains TabSection elements
In a TabView with the .sidebarAdaptable style, including TabSection elements prevents the default back swipe on the remote from revealing the sidebar. Removing all TabSection elements and using only Tab elements makes it work as expected: import SwiftUI struct ContentView: View { var body: some View { TabView { Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } TabSection("Section") { Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } Tab("Tab", systemImage: "square.fill") { Button(action: {}) { Text("Button") } } } }.tabViewStyle(.sidebarAdaptable) } } Am I using it wrong, or is this a bug?
3
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793
Jul ’24
What is a performant way to change view offset as user scrolls?
I added a background view to my SwiftUI List, and would like to move it up as user scrolls (similar to the effect of that of the Health app). I can't add it onto the background of a List row, because List unconditionally clips content to a row, and I would like the view to extend past a insetted row's bounds (scrollClipDisabled does not work on List). So I added the view as the background view of the entire List. Currently, I am achieving this by monitoring contentOffset using the new onScrollGeometryChange(for:of:action:) modifier, updating a state variable that controls the offset of the background view. The code looks something like this: struct ContentView: View { @State private var backgroundOffset: CGFloat = 0 var body: some View { List { ... } .background { backgroundView .offset(y: backgroundOffset) } .onScrollGeometryChange(for: ScrollGeometry.self) { geometry in geometry } action: { oldValue, newValue in let contentOffsetY = newValue.contentOffset.y let contentInsetY = newValue.contentInsets.top if contentOffsetY <= -contentInsetY { backgroundOffset = 0 } else { backgroundOffset = -(contentOffsetY + contentInsetY) } } } } However, this results in bad scrolling performance. I am guessing this is due to backgroundOffset being updated too frequently, and thus refreshing the views too often? If so, what is a more performant approach to achieve the desired effect? Thanks!
3
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889
Aug ’24
How can we performantly scroll to a target location using TextKit 2?
How can we performantly scroll to a target location using TextKit 2? Hi everyone, I'm building a custom text editor using TextKit 2 and would like to scroll to a target location efficiently. For instance, I would like to move to the end of a document seamlessly, similar to how users can do in standard text editors by using CMD + Down. Background: NSTextView and TextEdit on macOS can navigate to the end of large documents in milliseconds. However, after reading the documentation and experimenting with various ideas using TextKit 2's APIs, it's not clear how third-party developers are supposed to achieve this. My Code: Here's the code I use to move the selection to the end of the document and scroll the viewport to reveal the selection. override func moveToEndOfDocument(_ sender: Any?) { textLayoutManager.ensureLayout(for: textLayoutManager.documentRange) let targetLocation = textLayoutManager.documentRange.endLocation let beforeTargetLocation = textLayoutManager.location(targetLocation, offsetBy: -1)! textLayoutManager.textViewportLayoutController.layoutViewport() guard let textLayoutFragment = textLayoutManager.textLayoutFragment(for: beforeTargetLocation) else { return } guard let textLineFragment = textLayoutFragment.textLineFragment(for: targetLocation, isUpstreamAffinity: true) else { return } let lineFrame = textLayoutFragment.layoutFragmentFrame let lineFragmentFrame = textLineFragment.typographicBounds.offsetBy(dx: 0, dy: lineFrame.minY) scrollToVisible(lineFragmentFrame) } While this code works as intended, it is very inefficient because ensureLayout(_:) is incredibly expensive and can take seconds for large documents. Issues Encountered: In my attempts, I have come across the following two issues. Estimated Frames: The frames of NSTextLayoutFragment and NSTextLineFragment are approximate and not precise enough for scrolling unless the text layout fragment has been fully laid out. Laying out all text is expensive: The frames become accurate once NSTextLayoutManager's ensureLayout(for:) method has been called with a range covering the entire document. However, ensureLayout(for:) is resource-intensive and can take seconds for large documents. NSTextView, on the other hand, accomplishes the same scrolling to the end of a document in milliseconds. I've tried using NSTextViewportLayoutController's relocateViewport(to:) without success. It's unclear to me whether this function is intended for a use case like mine. If it is, I would appreciate some guidance on its proper usage. Configuration: I'm testing on macOS Sonoma 14.5 (23F79), Swift (AppKit), Xcode 15.4 (15F31d). I'm working on a multi-platform project written in AppKit and UIKit, so I'm looking for either a single solution that works in both AppKit and UIKit or two solutions, one for each UI framework. Question: How can third-party developers scroll to a target location, specifically the end of a document, performantly using TextKit 2? Steps to Reproduce: The issue can be reproduced using the example project (download from link below) by following these steps: Open the example project. Run the example app on a Mac. The example app shows an uneditable text view in a scroll view. The text view displays a long text. Press the "Move to End of Document" toolbar item. Notice that the text view has scrolled to the bottom, but this took several seconds (~3 seconds on my MacBook Pro 16-inch, 2021). The duration will be shown in Xcode's log. You can open the ExampleTextView.swift file and find the implementation of moveToEndOfDocument(_:). Comment out line 84 where the ensureLayout(_:) is called, rerun the app, and then select "Move to End of Document" again. This time, you will notice that the text view moves fast but does not end up at the bottom of the document. You may also open the large-file.json in the project, the same file that the example app displays, in TextEdit, and press CMD+Down to move to the end of the document. Notice that TextEdit does this in mere milliseconds. Example Project: The example project is located on GitHub: https://github.com/simonbs/apple-developer-forums/tree/main/how-can-we-performantly-scroll-to-a-target-location-using-textkit-2 Any advice or guidance on how to achieve this with TextKit 2 would be greatly appreciated. Thanks in advance! Best regards, Simon
10
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2.4k
Aug ’24
SwiftData on iOS 18 extreme memory use
Hi, I've run into two problems using SwiftData in iOS 18 that are total show-stoppers for my app, causing it to run out of memory and be killed by the system. The same app runs fine on iOS 17. The two problems are inter-related in a way I can't exactly diagnose, but are easy to reproduce. Problem #1: Calling .count on the array that represents a relationship or Query causes the whole array of objects to be loaded into memory. Problem #2: When a @Model object is loaded, properties that are declared with .externalStorage are loaded unnecessarily, and use tons of memory. It's possible that #1 is normal behavior, exacerbated by #2. I've written a test app that demonstrates the extreme difference in memory usage between the OS Versions. It uses a typical navigation pattern, with content counts on the left-side view. Each item has one thumbnail and one large image in .externalStorge. GitHub Source When populated with 80 items, each containing one thumbnail and one large image in .externalStorge, the app launches in 17.5 using 29mb of memory. On iOS 18, in the same conditions, 592 mb. When the first folder is selected, causing a list of thumbnails to load, iOS 17 uses just 86mb. iOS 18 uses 599mb, implying that all image data has already been loaded. So I'm asking for help from Apple or the Community in finding a workaround. I've been advised that finding a workaround may be necessary, as this may not be addressed in 18.0. Thanks in advance for any insight. Radars: FB14323833, FB14323934 (See attached images, or try it yourself) (You may notice in the 18.0 screenshots that the item counts don't add up right. That's yet another 18.0-SwiftData anomaly regarding relationships that I haven't tackled yet, but is also demonstrated by the sample app.)
14
5
3.5k
Aug ’24
UITextView's pressesBegan isn't triggered by the software keyboard
I'm building a SwiftUI app with a UITextView subclass, and it seems that the software keyboard doesn't trigger the pressesBegan or pressesEnded functions of UITextView. With a hardware keyboard, pressesBegan works as expected, allowing us to intercept key presses in our subclass. I can't find any documentation about this, or any other forum posts (here or on Stack Overflow) that talk about a discrepancy between software and hardware keyboard behaviors, and I can't believe this is an intended behavior. Our app is a SwiftUI app, in case that's relevant. Does anyone have any guidance? Is this a bug or am I not understanding this API? Any information or work arounds would be greatly appreciated. I've made a sample project that demonstrates this issue, which you can grab from GitHub at https://github.com/nyousefi/KeyPressSample. To see this in action, run the sample project and start pressing keys. The hardware keyboard will print the key press at the top of the screen (above the text view), while the software keyboard won't.
3
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665
Aug ’24
There seems to be a bug with digitalCrownAccessory
After reading the documentation on .digitalCrownAccessory, I am under the impression that the system should know to show your accessory and hide your accessory according to whether the crown is being rotated. I have noticed this is not the case. I have also tried a few work arounds with no luck. Here is a simplified version of my code. I have recorded a video of the issue I am seeing, but I can't upload it, so I have attached some screenshots instead. Expected result: After rotating the crown, the accessory image should disappear along with the vertical system scroll bar. Actual result: After rotating the crown, the vertical system scroll bar disappears but the accessory image stays behind. Versions: Sonoma 14.6.1 Xcode 16 Beta 5 (and Xcode 15.4) Apple Watch Ultra 2 watchOS 11 (device and simulator) Starting file (main): import SwiftUI @main struct DummyWatch_Watch_AppApp: App { var body: some Scene { WindowGroup { ContentView() } } } ContentView.swift: import SwiftUI struct ContentView: View { @State var crownValue: CGFloat = 0 var body: some View { VStack { Text("Hello, world!") } .focusable() .digitalCrownRotation($crownValue, from: 0, through: 10, by: 0.1, sensitivity: .low, isContinuous: false) .digitalCrownAccessory { Image(systemName: "speaker.fill") } .padding() } } Images: Scrolling: Speaker wont go away:
1
1
519
Aug ’24
tvOS 18.0 Siri back button behavior bug
On testing my app with tvOS 18, I have noticed the Siri Remote back button no longer provides system-provided behavior when interacting with tab bar controller pages. Instead of moving focus back to the tab bar when pressed, the back button will close the app, as if the Home button was pressed. This occurs both on device and in the Simulator. Create tvOS project with a tab bar controller. Create pages/tabs which contain focusable items (ie. buttons) Scroll down to any focusable item (ie. a button or UICollectionView cell) Hit the Siri Remote back button. See expect behavior below: Expected behavior: System-provided behavior should move focus back to the tab bar at the top of the screen. Actual results: App is closed and user is taken back to the Home Screen. Has anyone else noticed this behavior?
8
2
1.2k
Aug ’24
LongPressGesture.updating(_:body:)
Hello, I'm using LongPressGesture to provide haptic & color change feedback on a long press action. This fails to call the .updating(_:body:) method on every iOS 18.0 beta. It works fine on iOS 17. The following code, taken directly from Apple's documentation illustrates the problem. The .updating() closure is never called, while the .onEnded() closure is called correctly. Instead of a gradual color transition the example code generates a delayed sharp switch from Red to Blue, preventing interactive user feedback. struct LongPressGestureView: View { @GestureState private var isDetectingLongPress = false @State private var completedLongPress = false var longPress: some Gesture { LongPressGesture(minimumDuration: 3) .updating($isDetectingLongPress) { currentState, gestureState, transaction in gestureState = currentState transaction.animation = Animation.easeIn(duration: 2.0) } .onEnded { finished in self.completedLongPress = finished } } var body: some View { Circle() .fill(self.isDetectingLongPress ? Color.red : (self.completedLongPress ? Color.green : Color.blue)) .frame(width: 100, height: 100, alignment: .center) .gesture(longPress) } } Can anyone share tips on a workaround or potential fix application-side?
4
4
1.1k
Aug ’24
Critical Issue in iOS 18 Beta: UITabBarController Child View Controller Incorrectly Added as UITabBarItem, Leading to Application Crash
I am writing to report an issue I encountered with iOS 18 beta that affects my application, which has been available on the App Store for over two years and currently has over 60,000 active users. My application utilizes a UITabBarController to manage multiple tabs, where each tab hosts a UIViewController embedded within a UINavigationController. The application operates in two different states, where users may have either 5, 4, or 3 tabBarItems depending on their configuration. The issue arises when fewer than 5 tabs are present. In these cases, I add child view controllers to the UITabBarController to ensure they are displayed above the tab bar, rather than below it. The relevant code snippet is as follows: tabBarController.addChild(childController) tabBarController.view.addSubview(childController.view) Prior to iOS 18, this implementation functioned as expected. However, with the release of iOS 18, adding a child view controller to the UITabBarController results in the child being incorrectly added as a UITabBarItem. This misbehavior leads to an application crash when the unintended tab is selected. The crash trace is as follows: "Inconsistency in UITabBar items and view controllers detected. No view controller matches the UITabBarItem '<UITabBarItem: 0x142d9c480> selected'." I have attached screenshots from iOS 18 and previous versions to illustrate the issue, which compares the expected behavior in earlier iOS versions with the problematic behavior in iOS 18. I appreciate your attention to this matter and look forward to any guidance or resolution you can provide.
6
0
2.5k
Aug ’24