When you apply an animation to a custom Transition in Swift 6, it is likely that that the app will crash with a SwiftUI.AsyncRenderer dispatch_assert_queue_fail error. Non-animated Transitions do not crash nor do animated system transitions. If you use ViewModifiers to create an AnyTransition with the .modifier(active:, identity:) static method, there is no problem.
I used the example Transition in the docs for Transition to illustrate this problem.
I'm using Xcode 16.2 RC and Swift 6, running iOS 18.1.1 on an iPhone 16 Pro.
I've created two separate Previews that illustrate what specifically crashes the app and what doesn't as well as a workaround for this bug.
func generateRandomString() -> String {
let characters = "abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789"
return String((0..<10).compactMap { _ in characters.randomElement() })
}
// MARK: Works
extension AnyTransition {
struct RotatingFadeTransitionModifier: ViewModifier {
let opacity: CGFloat
let rotation: Angle
func body(content: Content) -> some View {
content
.opacity(opacity)
.rotationEffect(rotation)
}
}
static var rotatingFade: AnyTransition {
.asymmetric(
insertion: .modifier(
active: RotatingFadeTransitionModifier(opacity: 0, rotation: .degrees(30)),
identity: RotatingFadeTransitionModifier(opacity: 1, rotation: .zero)
),
removal: .modifier(
active: RotatingFadeTransitionModifier(opacity: 0, rotation: .degrees(-30)),
identity: RotatingFadeTransitionModifier(opacity: 1, rotation: .zero)
)
)
}
}
struct WorkingTransitionView: View {
@State private var text: String = "some string"
var body: some View {
VStack(spacing: 32) {
Text("system transition: \(text)")
.id(text)
.transition(.slide)
// Gets the explicit Button animation applied instead of
// the transition animation
Text("animated system transition: \(text)")
.id(text)
.transition(.slide.animation(.bouncy(duration: 0.5)))
Text("custom transition: \(text)")
.id(text)
.transition(.rotatingFade)
Text("animated custom transition: \(text)")
.id(text)
.transition(.rotatingFade.animation(.bouncy( extraBounce: 0.5)))
Button("animated randomize - safe") {
withAnimation(.smooth(duration: 5.45, extraBounce: 0.15)) {
text = generateRandomString()
}
}
}
}
}
// MARK: Crashes
struct RotatingFadeTransition: Transition {
func body(content: Content, phase: TransitionPhase) -> some View {
content
.opacity(phase.isIdentity ? 1.0 : 0.0)
.rotationEffect(phase.rotation)
}
}
extension TransitionPhase {
fileprivate var rotation: Angle {
switch self {
case .willAppear: .degrees(30)
case .identity: .zero
case .didDisappear: .degrees(-30)
}
}
}
struct CrashingTransitionView: View {
@State private var text: String = "some string"
@State private var presentCustomTransitionText: Bool = false
@State private var presentAnimatedCustomTransitionText: Bool = false
var body: some View {
VStack(spacing: 32) {
Text("on 1-5 attempts generally, animated custom Transitions will crash with a SwiftUI.AsyncRenderer dispatch_assert_queue_fail")
Divider()
textWithSafeSystemTransition
if presentCustomTransitionText {
textWithCustomTransition
}
if presentAnimatedCustomTransitionText {
textWithAnimatedCustomTransition
}
Divider()
Text("Randomization")
Button("randomize - won't crash non-animated custom transition text") {
text = generateRandomString()
}
Button("animated randomize - will crash any custom transition text") {
withAnimation(.smooth(duration: 0.45, extraBounce: 0.15)) {
text = generateRandomString()
}
}
Divider()
Text("Text Presentation")
Button("present non-animated custom transition text") {
presentCustomTransitionText = true
}
Button("present animated custom transition text") {
presentAnimatedCustomTransitionText = true
}
}
}
private var textWithSafeSystemTransition: some View {
Text("safe, system transition: \(text)")
.id(text)
.transition(.slide)
}
private var textWithCustomTransition: some View {
Text("safe text, custom transition: \(text)")
.id(text)
.transition(RotatingFadeTransition())
}
private var textWithAnimatedCustomTransition: some View {
Text("crashing text: \(text)")
.id(text)
.transition(RotatingFadeTransition().animation(.smooth))
}
}
#Preview("Working Code") {
WorkingTransitionView()
}
#Preview("Crashing Code") {
CrashingTransitionView()
}
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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On iOS 18, while on a modal screen, if the scrolling starts on a button, that button gets pressed, outside of a modal this doesn't reproduce, also not reproducible on older iOS versions, neither on modals or outside of them.
The code to reproduce the issue:
import SwiftUI
struct ContentView: View {
@State var presentModal = false
var body: some View {
Button(action: {
presentModal = true
}, label: {
Text("open modal")
})
.sheet(isPresented: $presentModal, content: {
ScrollView {
ForEach(0..<100, id: \.self) { index in
Button(action: {
print("Button \(index) tapped!")
}) {
Text("Button \(index)")
.frame(maxWidth: .infinity)
.frame(height: 100)
.background(randomColor(for: index))
.padding(.horizontal)
}
}
}
})
}
func randomColor(for index: Int) -> Color {
let hue = Double(index % 100) / 100.0
return Color(hue: hue, saturation: 0.8, brightness: 0.8)
}
}
#Preview {
ContentView()
}
Step to reproduce:
I installed the example project on this page
I opened the Popover Tip View example
And clicked on the icon that should output to the console and invalidate the tip
Image(systemName: "wand.and.stars")
.imageScale(.large)
.popoverTip(popoverTip)
.onTapGesture {
print("test")
// Invalidate the tip when someone uses the feature.
popoverTip.invalidate(reason: .actionPerformed)
}
On version 17 with Tip presented, when I click on the button, I immediately get the output to the console and the tip disappears. On version 18, when I click on a button, the tip just disappears, it feels like it just overlaps everything and the clicks don't go any further. If anything the project is the same as in the example, I have only lowered the minimum version to 17.4.
As I understand there is a bug in iOS version 18, hence I have a question if there are ways to fix this?
The Apple documentation for [UIViewController willMoveToParentViewController:] states,
Called just before the view controller is added or removed from a container view controller.
Hence, the view controller being popped should appear at the top of the navStack when willMoveToParentViewController: is called.
In iPadOS 16 and 17 the view controller being popped appears at the top of the navStack when willMoveToParentViewController: is called.
In iPadOS 18 the view controller being popped has already been (incorrectly) removed from the navStack. We confirmed this bug using iPadOS 18.2 as well as 18.0.
Our app relies upon the contents of the navStack within willMoveToParentViewController: to track the user's location within a folder hierarchy.
Our app works smoothly on iPadOS 16 and 17. Conversely, our customers running iPadOS 18 have lost client data and corrupted their data folders as a result of this bug! These customers are angry -- not surprisingly, some have asked for refunds and submitted negative app reviews.
Why doesn't willMoveToParentViewController: provide the correct navStack in iPadOS 18.2?
I'm trying to accomplish the features in this video where the child device requests permission from parent to control scren time. Then the parent can choose apps on the childs phone from their phone.
Everything on the childs device is working exactly like in the video. However, on the parents phone, when the FamilyActivityPicker appears, it's only the apps on the parents phone and when an app is selected, nothing changes in the FamilyActivitySelection.
I found this forum post describe the same issue I am having. I have a physical device logged in the child and a simulator running as the parent.
Why can't I see the child's apps on the parents phone? Is it cause I'm running one of them on a simulator?
I am developing a MacOS app with a vertically oriented ScrollView. Inside that View I use a LazyVStack. In the LazyVStack I have a column of images. I want the images to occupy as much of the LazyVStack width as possible so I created a frame for the VStack with a maxWidth: .infinity.
When the user grabs the edge of the window and drags it to reduce the window width, the Views of the window adjust themselves to fit the reduced space. This includes reducing the width of the images. I maintain a fixed aspect ratio for the images, so the height of the images is reduced too.
My problem arises when the width of the images (and height) reduces to the point where the scroll bar is no longer needed because all of the images fit within the height of the ScrollView, and the ScrollView removes the scroll bar. That triggers a redraw of the images, with a slightly bigger size because the width used by the scroll bar is now available. When the the images get bigger they don't all fit within the height of the ScrollView anymore and the scrollbar is restored. That, of course, reduces the space available for the images, so they are reduced in size again - which then triggers the ScrollView to remove the scrollbar again. The whole thing goes into a spasm of flickering images (bigger and smaller) and scrollbar (off and on) until finally I get the dreaded error message:
The window has been marked as needing another Display Window pass, but it has already had more Display Window passes than there are views in the window.
There seems to be no way to prevent this behavior by setting an option on the ScrollView. It would be great if one could indicate that the scroll bar should always remain visible, or at least that the space occupied by the scroll bar remain, even if it is just empty.
The only way I could solve this problem was to go through a somewhat involved calculation to set the image width in such a way that it still responds to window width changes (and some other size changes I allow in some of the other app's Views). This complication would not be necessary if there were better controls on the scroll bar.
Is there a reason for not providing adequate controls for the ScrollView? Its uncontrollable behavior complicates the programming.
Is it possible to change the default save dialog that appears when creating a document based MacOS app in SwiftUI?
I have a basic FileDocument struct that gets called to a view using a DocumentGroup scene.
struct MyFile: FileDocument {
static let readableContentTypes: [UTType] = [.myFileType]
static let writeableContentTypes: [UTType] = [.myFileType]
var list: [String]
init(configuration: ReadConfiguration) throws {
let data = configuration.file.regularFileContents!
let JSONDecoder = JSONDecoder()
do {
try list = JSONDecoder.decode([String].self, from: data)
} catch {
throw CocoaError(.fileReadCorruptFile)
}
}
func fileWrapper(configuration: WriteConfiguration) throws -> FileWrapper {
let JSONEncoder = JSONEncoder()
JSONEncoder.outputFormatting = .prettyPrinted
do {
data = try JSONEncoder.encode(self.list)
} catch {
print(error.localizedDescription)
throw CocoaError(.fileWriteUnknown)
}
return .init(regularFileWithContents: data)
}
}
This gets called at the DocumentGroup
DocumentGroup(newDocument: MyFile(), editor: { document in
ContentView(document: document.$document)
})
But when I save the file, I want the save dialog that appears to have something like a 'Tags' textField that can also store information about the file.
Something similar to this: (https://i.sstatic.net/AJQ3YNb8.png)
From what I can find, there isn't much information about this other than manually creating an NSSavePanel class and overriding the current save function
After a lot of testing and diagnosing, I found that when going to a item creation page, creating an item, navigating back to a TabView with a tabViewStyle of PageTabViewStyle and a navigationTitle that is displaying that data, and all inside of a NavigationStack, the app hangs. I have tested this on iOS 18.2, on both a simulator and a physical iPhone 16 Pro Max, and it always hangs, not crashing. However, when run on My Mac (Designed for iPad) and the iPad simulator, it doesn't crash.
This could just be a really niche problem, but it might be the result of some other issue that could cause other problems.
I have created a minimal reproducible example, stemming from the iOS App template, with SwiftUI and SwiftData.
ContentView.swift
import SwiftUI
import SwiftData
struct ContentView: View {
@Environment(\.modelContext) private var modelContext
@Query private var items: [Item]
var body: some View {
NavigationStack {
TabView {
ForEach(items) { item in
Text(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard))
}
}
.tabViewStyle(PageTabViewStyle(indexDisplayMode: .automatic))
.toolbar {
ToolbarItem(placement: .navigationBarTrailing) {
NavigationLink {
Button(action: {
modelContext.insert(Item(timestamp: Date()))
}) {
Text("Create Item")
}
} label: {
Text("Creation Page")
}
}
}
// When added, crashes the app
.navigationTitle("Crash")
}
}
}
TestingApp.swift (unchanged)
import SwiftUI
import SwiftData
@main
struct TestingApp: App {
var sharedModelContainer: ModelContainer = {
let schema = Schema([
Item.self,
])
let modelConfiguration = ModelConfiguration(schema: schema, isStoredInMemoryOnly: false)
do {
return try ModelContainer(for: schema, configurations: [modelConfiguration])
} catch {
fatalError("Could not create ModelContainer: \(error)")
}
}()
var body: some Scene {
WindowGroup {
ContentView()
}
.modelContainer(sharedModelContainer)
}
}
Item.swift (unchanged)
import Foundation
import SwiftData
@Model
final class Item {
var timestamp: Date
init(timestamp: Date) {
self.timestamp = timestamp
}
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
Я случайно по рекомендации Apple включил автоматическое сгружение приложений, и у меня попросту нету функции отключить это в настройках, я пользуюсь iPhone 14 Pro iOS 18.2, СРОЧНО ПОДСКАЖИТЕ РЕШЕНИЕ ПРОБЛЕМЫ ПОЖАЛУЙСТА
С уважением Martin.
Topic:
UI Frameworks
SubTopic:
General
Hello Apple engineers, could you help me understand whether this crash is a UIKit bug or something in our code that causes it. Based on the documentation it is an invalid fetch instruction, that's why I suspect UIKit.
I've found a similar crash here on the forums reported a year ago, it seemed to be a UIKit bug - https://forums.developer.apple.com/forums/thread/729448.
I've attached the full crash report (the app name was replaced with ):
Thread 0 Crashed:
0 libobjc.A.dylib 0x000000019daf7c20 objc_msgSend + 32 (:-1)
1 UIKitCore 0x00000001a3020c50 -[UIView _wrappedProcessTraitChanges:withBehavior:] + 1288 (UIView.m:0)
2 UIKitCore 0x00000001a3020720 -[UIView _processChangesFromOldTraits:toCurrentTraits:withBehavior:] + 196 (UIView.m:7840)
3 UIKitCore 0x00000001a3020618 -[UIView _updateTraitCollectionAndProcessChangesWithBehavior:previousCollection:] + 112 (UIView.m:7831)
4 UIKitCore 0x00000001a2fa90c0 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 944 (UIView.m:19850)
5 QuartzCore 0x00000001a22dfc28 CA::Layer::layout_if_needed(CA::Transaction*) + 496 (CALayer.mm:10944)
6 QuartzCore 0x00000001a22df7b4 CA::Layer::layout_and_display_if_needed(CA::Transaction*) + 148 (CALayer.mm:2638)
7 QuartzCore 0x00000001a2336914 CA::Context::commit_transaction(CA::Transaction*, double, double*) + 472 (CAContextInternal.mm:2613)
8 QuartzCore 0x00000001a22b57c4 CA::Transaction::commit() + 648 (CATransactionInternal.mm:420)
9 QuartzCore 0x00000001a22f8a0c CA::Transaction::flush_as_runloop_observer(bool) + 88 (CATransactionInternal.mm:928)
10 UIKitCore 0x00000001a303f568 _UIApplicationFlushCATransaction + 52 (UIApplication.m:3326)
11 UIKitCore 0x00000001a303cb64 __setupUpdateSequence_block_invoke_2 + 332 (_UIUpdateScheduler.m:1652)
12 UIKitCore 0x00000001a303c9d8 _UIUpdateSequenceRun + 84 (_UIUpdateSequence.mm:136)
13 UIKitCore 0x00000001a303c628 schedulerStepScheduledMainSection + 172 (_UIUpdateScheduler.m:1171)
14 UIKitCore 0x00000001a303d59c runloopSourceCallback + 92 (_UIUpdateScheduler.m:1334)
15 CoreFoundation 0x00000001a080c328 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 28 (CFRunLoop.c:1970)
16 CoreFoundation 0x00000001a080c2bc __CFRunLoopDoSource0 + 176 (CFRunLoop.c:2014)
17 CoreFoundation 0x00000001a0809dc0 __CFRunLoopDoSources0 + 244 (CFRunLoop.c:2051)
18 CoreFoundation 0x00000001a0808fbc __CFRunLoopRun + 840 (CFRunLoop.c:2969)
19 CoreFoundation 0x00000001a0808830 CFRunLoopRunSpecific + 588 (CFRunLoop.c:3434)
20 GraphicsServices 0x00000001ec7e81c4 GSEventRunModal + 164 (GSEvent.c:2196)
21 UIKitCore 0x00000001a336eeb0 -[UIApplication _run] + 816 (UIApplication.m:3844)
22 UIKitCore 0x00000001a341d5b4 UIApplicationMain + 340 (UIApplication.m:5496)
23 UIKitCore 0x00000001a3757fa8 UIApplicationMain(_:_:_:_:) + 104 (UIKit.swift:565)
24 <Redacted> 0x00000001028bde64 specialized static UIApplicationDelegate.main() + 28 (/<compiler-generated>:16)
25 <Redacted> 0x00000001028bde64 static AppDelegate.$main() + 28 (AppDelegate.swift:0)
26 <Redacted> 0x00000001028bde64 main + 116
27 dyld 0x00000001c61f6ec8 start + 2724 (dyldMain.cpp:1334)
2024-12-27_20-53-28.2129_-0500-353aaa194e6232c0d1fae767296bdb8c47c30498.crash
I have found a system bug with UINavigationController, UIGestureRecognizerDelegate mainly the swipe back control.
I have reproduced this in many apps, while some that use custom swipe back i can not reproduce, however any app using default uikit/swift transitions i can reproduce the flicker/previous screen flashing
The Bug: a slight tap or series of quick taps anywhere on the screen (with the slightest (1-2pt -x)confuse the system into thinking its a swipe back gesture, however instead of pushing back to previous screen the UI flickers and flashes the previous screen. for a split second, very easy to reproduce.
on screens with lots of options of boxes to tap it happens quite often.
I have removed all custom "swipe back from anywhere" logic, all custom gesture logic, and can still reproduce by tapping the edge of the screen
with only UINavigationController, UIGestureRecognizerDelegate in my navigation controller.
Please let me know the best way to get in contact with someone at apple to either build an extension to prevent this flicker or if a developer has a fix but this is rarely talked about. (velocity limits etc do not work, and just make the gesture feel awful)
all the developers i have reached out too have looked into this and have said "its an ios bug, only fix is build a custom swipe back from anywhere, or wait for apple to fix it).... as a small indie app, building my own seems daunting
Recap: quick or taps with small x movement flash previous screen instead of pushing back or simply recognizing it as a tap and not flashing previous screen. this happens with no custom code default uikit/swift. Link me your app i can probably reproduce it, I have reproduced it in X(was hard), Retro(easy), and many more.
The goal is to have a smooth native swipe/drag back from anywhere gesture while preventing flicking on fast taps or short taps with minor x movement. i have tried everything from setting limits to -x, velocity limits etc. nothing fixes this.
happy hacking!
PS i hope someone at apple calls me and i can explain this and we can fix it for every app in an update.
Am in the process of migrating some UIKit based apps over to SwiftUI, but for the life of me I cannot find the SwiftUI equivalent of Readable Content Margins.
I have come across some workarounds that kind of, sort of work, but do not produce the same results when compared to running the same user interface written using UIKit on several sizes of iPads in portrait and landscape orientiations.
is it something Apple has not gotten around to yet, because I realize SwiftUI is a work-in-progress, or do we not care about creating consistent readable margins in our apps anymore?
I am developing a live activity for my app and am running into issues on devices with dynamic islands. The live activity will randomly get in a state where it displays a spinner and does not update. For devices without dynamic islands, the activity works perfectly fine.
I have tried breaking down the views to determine the root cause, but at times it seems very random. These are all TestFlight builds as we are currently developing the feature.
I have tried using the console app and looking at the various processes that have been called out in other threads and cannot see any actual errors being logged.
Looking for any pointers on how to pinpoint the root cause of this issue.
I am trying to discover how to display my application’s calculated Solar Information values in a chart.
My application identifies a selected location in MapKit.
The application identifies the location’s longitude, latitude, and current time of day.
The application calculates the selected location’s NOAA [SOLAR ELEVATION], and the [SOLAR AZIMUTH] for the time of day.
The application calculates the data, then stores the calculated values as a [Plist] file within my application’s Document Directory.
For the moment, complete with repeated scouring of the Internet, I am not sure how to properly convert, transfer, or create a Structure, required by the chart to display the calculated values. I would like to create the chart once the calculations are complete, but I introduced a Plist to store the calculations for future use, too.
The calculated values coincide with the NOAA Solar Calculations, complete to the displayed [h : m : s], whereas I also designed the application to create the [Array of Dictionary Objects] to store the calculated values for each subsequent six minute interval, until the end of the selected location’s day. The calculated values are properly appended to the [Array of Dictionary Objects] after each completed calculation, with data transfer constants. There are 240 calculations per day from [00:06:00 to 23:54:00], presented as a [STRING], complete with the [Elevation] presented as a [DOUBLE].
For example :: The application generates the following [Calculated Array of Dictionary Objects], then recreates, and appends a new Plist in the Document Directory.
mySolarElevationDataArrayOfDictionaries :: [(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -62.60301082991259), (theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -62.94818095051292), (theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -63.245198186807215), (theRequiredTimeOfDay: "00:24:00", theCalculatedElevation: -63.49236786176319), (theRequiredTimeOfDay: "00:30:00", theCalculatedElevation: -63.688223890934175), (theRequiredTimeOfDay: "00:36:00", theCalculatedElevation: -63.831564163806945), (theRequiredTimeOfDay: "00:42:00", theCalculatedElevation: -63.921486675739004), (theRequiredTimeOfDay: "00:48:00", theCalculatedElevation: -63.95741610687708), to the end of the data :: ===> (theRequiredTimeOfDay: "23:54:00", theCalculatedElevation: -60.69355458181633)]
The application presents the initial data as follows ::
Then presents a compass view to illustrate the results ::
I modified the Chart’s [MOCK DATA] from the calculated values to test the Chart’s display in a [SwiftUI Hosting Controller].
For example :: The following Chart Mock Data in a [HourlySunElevation_MockChartData.swift] file is called by the application’s [Content View].
import Foundation
struct Value {
let theRequiredTimeOfDay: String
let theCalculatedElevation: Double
static func theSunElevationMockData() -> [Value] {
return [Value(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -62.60301082991259), Value(theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -62.94818095051292), Value(theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -63.245198186807215), Value(theRequiredTimeOfDay: "00:24:00", theCalculatedElevation: -63.49236786176319), Value(theRequiredTimeOfDay: "00:30:00", theCalculatedElevation: -63.688223890934175), Value(theRequiredTimeOfDay: "00:36:00", theCalculatedElevation: -63.831564163806945), Value(theRequiredTimeOfDay: "00:42:00", theCalculatedElevation: -63.921486675739004), Value(theRequiredTimeOfDay: "00:48:00", theCalculatedElevation: -63.95741610687708), to the end of the data :: ===> Value(theRequiredTimeOfDay: "23:54:00", theCalculatedElevation: -60.69355458181633)]
The Chart illustrates the Mock Data as follows ::
I also created a Struct within the [MySunElevationChart_ViewController] to try to append the calculated data, using the same logic with the Plist data transfer constants, as employed by the [Array of Dictionary Objects] ::
struct ChartSolarElevationValues {
var theRequiredTimeOfDay: String
var theCalculatedElevation: Double
// Structs have an implicit [init]. This is here for reference.
init(theRequiredTimeOfDay: String, theCalculatedElevation: Double) {
self.theRequiredTimeOfDay = theRequiredTimeOfDay
self.theCalculatedElevation = theCalculatedElevation
//mySolarElevationChartData.append(self)
} // End of [init(theRequiredTimeOfDay: String, theCalculatedElevation: Double)]
} // End of [struct ChartSolarElevationValues]
Unfortunately, the result did not append each subsequent calculation, but continued to create the same calculation as a new distinct object ::
NOTE :: I only called three calculations with the Struct test.
// NOTE :: To prevent an [ERROR] at [var mySolarElevationChartData = [ChartSolarElevationValues]] since it has an init.
// Therefore you must add () at the end of [var mySolarElevationChartData = [ChartSolarElevationValues]]
let theData = [ChartSolarElevationValues]()
//print("theData :: \(theData)\n")
let someData = ChartSolarElevationValues(theRequiredTimeOfDay: TheTimeForDaySunElevation.theTheTimeForDaySunElevation, theCalculatedElevation:VerifyCityLocationSearchRequestCorrectedSolarElevation.theVerifyCityLocationSearchRequestCorrectedSolarElevation)
var theData_New = theData
theData_New.append(someData)
print("theData_New :: \(theData_New)\n")
// Prints :: theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:06:00", theCalculatedElevation: -61.11000735370401)]]
// Prints :: [theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:12:00", theCalculatedElevation: -61.315092082911875)]]
// Prints :: [theData_New :: [My_Map.ChartSolarElevationValues(theRequiredTimeOfDay: "00:18:00", theCalculatedElevation: -61.47403413313205)]]
So, I am misintepreting the required coding structure to properly append the Elevation Chart, and the Azimuth Chart with the calculated data.
I know something is amiss, but for the moment, I do not know how to address this issue.
Your suggestions would be welcome ... :]
jim_k
I understand this is a known issue, but it’s truly unacceptable that it remains unresolved. Allowing users to customize toolbars is a fundamental macOS feature, and it has been broken since the release of macOS 15.
How is it possible that this issue persists even in macOS 15.3 beta (24D5040f)?
FB15513599
import SwiftUI
struct ContentView: View {
@State private var showEditItem = false
var body: some View {
VStack {
VStack {
Text("Instructions to reproduce the crash")
.font(.title)
.padding()
Text("""
1. Click on "Toggle Item"
2. In the menu go to File > New Window
3. In new window, click on "Toggle Item"
""")
}
.padding()
Button {
showEditItem.toggle()
} label: {
Text("Toggle Item")
}
}
.padding()
.toolbar(id: "main") {
ToolbarItem(id: "new") {
Button {
} label: {
Text("New…")
}
}
if showEditItem {
ToolbarItem(id: "edit") {
Button {
} label: {
Text("Edit…")
}
}
}
}
}
}
Hello.
I'm building an iOS application that builds a framework named Design.framework using Xcode 16.1. When I launch my application on iOS 17.X, i get the following runtime error
dyld[47899]: Library not loaded: /System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
Referenced from: <E625A246-E36B-351A-B077-CC38BAB5E07B> /Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/Design.framework/Design
Reason: tried: '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-watchsimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Users/v/Library/Developer/Xcode/DerivedData/iScribd-bexojbdreldwkvbpzioqueldnvng/Build/Products/Debug_AppStore-iphonesimulator/PackageFrameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file), '/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file, not in dyld cache), '/Library/Developer/CoreSimulator/Volumes/iOS_21C62/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 17.2.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore' (no such file)
This error does not happen on iOS 18+. When i run dyld_info Design.framework/Design, i see that there is indeed a dependency on SwiftUICore.framework
Design.framework/Design [arm64]:
-platform:
platform minOS sdk
iOS-simulator 16.0 18.1
-uuid:
09880F25-DC86-3D8E-BCAE-1A283508D879
-segments:
load-offset segment section sect-size seg-size max-prot init-prot
0x00000000 __TEXT 416KB r.x
0x00000000 __TEXT 416KB r.x
0x0000543C __text 355508
0x0005C0F0 __stubs 3168
0x0005CD50 __objc_methlist 32
0x0005CD70 __const 8296
0x0005EDD8 __swift5_typeref 15820
0x00062BB0 __cstring 6885
0x00064698 __constg_swiftt 2804
0x0006518C __swift5_builtin 40
0x000651C0 __swift5_reflstr 2952
0x00065D48 __swift5_assocty 816
0x00066078 __objc_methname 299
0x000661A4 __swift5_proto 368
0x00066314 __swift5_types 280
0x0006642C __swift5_fieldmd 3688
0x00067294 __swift5_protos 8
0x0006729C __swift5_capture 244
0x00067390 __unwind_info 2296
0x00067C88 __eh_frame 888
0x00068000 __DATA_CONST 16KB rw.
0x00068000 __DATA_CONST 16KB rw.
0x00068000 __got 3704
0x00068E78 __const 6864
0x0006A948 __objc_classlist 40
0x0006A970 __objc_imageinfo 8
0x0006C000 __DATA 32KB rw.
0x0006C000 __DATA 32KB rw.
0x0006C000 __objc_const 792
0x0006C318 __objc_selrefs 96
0x0006C378 __objc_classrefs 48
0x0006C3A8 __objc_data 208
0x0006C478 __data 4136
0x0006D4A0 __bss 12784
0x00070690 __common 4592
-linked_dylibs:
attributes load path
@rpath/CommonTools.framework/CommonTools
/System/Library/Frameworks/Foundation.framework/Foundation
/usr/lib/libobjc.A.dylib
/usr/lib/libSystem.B.dylib
/System/Library/Frameworks/CoreFoundation.framework/CoreFoundation
/System/Library/Frameworks/CoreGraphics.framework/CoreGraphics
/System/Library/Frameworks/CoreText.framework/CoreText
weak-link /System/Library/Frameworks/DeveloperToolsSupport.framework/DeveloperToolsSupport
/System/Library/Frameworks/SwiftUI.framework/SwiftUI
/System/Library/Frameworks/SwiftUICore.framework/SwiftUICore
/System/Library/Frameworks/UIKit.framework/UIKit
/usr/lib/swift/libswiftCore.dylib
weak-link /usr/lib/swift/libswiftCoreAudio.dylib
/usr/lib/swift/libswiftCoreFoundation.dylib
weak-link /usr/lib/swift/libswiftCoreImage.dylib
weak-link /usr/lib/swift/libswiftCoreMedia.dylib
weak-link /usr/lib/swift/libswiftDarwin.dylib
weak-link /usr/lib/swift/libswiftDataDetection.dylib
weak-link /usr/lib/swift/libswiftDispatch.dylib
weak-link /usr/lib/swift/libswiftFileProvider.dylib
weak-link /usr/lib/swift/libswiftMetal.dylib
weak-link /usr/lib/swift/libswiftOSLog.dylib
/usr/lib/swift/libswiftObjectiveC.dylib
weak-link /usr/lib/swift/libswiftQuartzCore.dylib
weak-link /usr/lib/swift/libswiftSpatial.dylib
weak-link /usr/lib/swift/libswiftUniformTypeIdentifiers.dylib
weak-link /usr/lib/swift/libswiftXPC.dylib
/usr/lib/swift/libswift_Concurrency.dylib
weak-link /usr/lib/swift/libswiftos.dylib
weak-link /usr/lib/swift/libswiftsimd.dylib
weak-link /usr/lib/swift/libswiftUIKit.dylib
I can add a -weak_framework SwiftUICore to "Other Linker Flags" in my Design.framework Build Settings, and that will solve my problem, but I'd like to know what prompts my Design.framework to depend on SwiftUICore despite having a minimum set to iOS 16? And how am I supposed to handle devices prior to iOS 18 which do not have this library? is adding the linker flag the right way forward?
Topic:
UI Frameworks
SubTopic:
SwiftUI
Lately, when adding a new advanced experience with a new path (with the same domain), it is taking more than a week to get published, when it used to take around 24h. Am I doing something wrong that causes the long delay? Someone else is having this problem? Is something wrong with our assumptions of how it works?
Some assumptions and observations we have around app clip advanced experiences:
Once the app and its appClip are published, new advanced experiences (new paths + cards) don't require a new app review
When adding a new advanced experience, it gets reviewed before being published
There is some bug where even after the experience is published, its status only shows 'Received'
Edits of existing url paths (changing text or image) take less than 24h to propagate
As a workaround we are publishing paths we are still not using with general app clip metadata and then editing when we require them, but this does not allow us to have custom path names for the experiences as we need to 'reserve' them beforehand.
Hello,
given this following simple SwiftUI setup:
struct ContentView: View {
var body: some View {
CustomFocusView()
}
}
struct CustomFocusView: View {
@FocusState private var isFocused: Bool
var body: some View {
color
.frame(width: 128, height: 128)
.focusable(true)
.focused($isFocused)
.onTapGesture {
isFocused.toggle()
}
.onKeyPress("a") {
print("A pressed")
return .handled
}
}
var color: Color {
isFocused ? .blue : .red
}
}
If I run this via Mac – Designed for iPad, the CustomFocusView toggles focus as expected and cycles through red and blue.
Now if I run this same exact code via Mac Catalyst absolutely nothing happens and so far I wasn't able to ever get this view to accept focused state. Is this expected? I would appreciate if anyone could hint me on how to get this working.
Thank and best regards!
Description
Our app (and sample app) are using associated domains to support deep linking. As an unintended side effect we get full support for auto-filling passwords with the QuickType bar on our login screen. However, after the username and password fields are filled and the user taps the Login button, the keyboard stays on screen. We have tried everything I can think of including @FocusState UIKit resignFirstResponder, and many other iterations of testing.
Our login screen is in a fullscreencover or sheet. When the sheet dismisses the keyboard stays. In my sample app if I use a navigation stack and push the next view onto the stack, the keyboard closes.
I can't provide a useful video because the iOS screen recorder will hide the keyboard when focus is in a SecureField.
Note: If we remove the associated domain from the project everything works as expected.
Code Example
struct ContentView: View {
@State private var name: String = ""
@State private var password: String = ""
@State private var showLogin = false
@FocusState private var isFocused: Bool
var body: some View {
VStack {
Button("Login") {
showLogin.toggle()
}
}
.fullScreenCover(isPresented: $showLogin) {
VStack {
TextField("Enter your name", text: $name)
.textFieldStyle(.roundedBorder)
.focused($isFocused)
SecureField("Enter password", text: $password)
.autocapitalization(.none)
.autocorrectionDisabled(true)
.textContentType(.password)
.focused($isFocused)
Button("Login") {
isFocused = false
showLogin = false
}
.buttonStyle(.borderedProminent)
}
}
}
}
Steps to Reproduce
Launch sample app
Tap 'Login'
Place keyboard focus in the first text field (name)
Keyboard with QuickType bar opens
Tap 'Passwords'
Create a new password for this login item (choose any username)
Passwords will close
Tap 'Login' to close the sheet
Force close the app
Reopen the app
Tap 'Login'
Place keyboard focus in the first text field (name)
Keyboard with QuickType” bar opens
Tap the auto-fill password button (password for atomicrobot.com in my case)
User name and password fields are filled out
Keyboard with QuickType bar is still open; keyboard focus is in "password" field
Tap 'Login'
Sheet closes, keyboard is still open
Topic:
UI Frameworks
SubTopic:
SwiftUI
When scrolling a basic NSScrollView there seems to be a sudden jump after each flick. Scrolling does not appear smooth and is disorientating.
A scroll jump seems to happen directly after letting go of a scroll flick using a trackpad/mouse. Right at that moment the scroll turns into a momentum scroll, slowly decreasing the speed. But the first frame after the gesture the content jumps forward, more than what is expected.
Observations:
Counterintuitively, scrolling appears to be smoother when disabling NSScrollView.isCompatibleWithResponsiveScrolling. If disabled using a custom NSScrollView subclass there is no large jump anymore.
Scrolling also appears to be smoother using a SwiftUI ScrollView. I assume that has the same behaviour as a disabled isCompatibleWithResponsiveScrolling
Ironically a WKWebView scrolls much smoother. No sudden jump is observable. It also seems to scroll with faster acceleration, but the individual frames do appear smoother. Why is this better than a native NSScrollView?
Elastic scrolling at the bounds of the scroll view also appears much smoother for WKWebViews. When pulling to refresh there is a jump for NSScrollView/SwiftUI, but not for WKWebView.
When using an NSScrollView with isCompatibleWithResponsiveScrolling disabled, scrolling appears just as smooth as WKWebView on macOS 13 Ventura and below. On macOS 14 Sonoma scrolling behaviour is suddenly different.
Please see a sample project with 4 different scroll views side by side:
https://github.com/floorish/ScrollTest
Screen recordings show the sudden jumps when scrolling and when elastic scrolling.
Tested on Intel & Arm Macs, macOS 11 Big Sur through 15 Sequoia, built with Xcode 16.
Should isCompatibleWithResponsiveScrolling be disabled on Sonoma+? Are there any drawbacks?
There is also no overdraw anymore since Monterey, as described in https://developer.apple.com/library/archive/releasenotes/AppKit/RN-AppKitOlderNotes/#10_9Scrolling
Even with responsive scrolling disabled, why is WKWebView scrolling much smoother than NSScrollView?