import SwiftUI
struct Product: Identifiable {
let id = UUID()
let name: String
let pricePerKg: Double
}
struct ContentView: View {
@State private var selectedProduct: Product?
@State private var quantity: Double = 1.0
@State private var orderDate = Date()
@State private var showingConfirmation = false
let products = [
Product(name: "Lamb", pricePerKg: 15.0),
Product(name: "Beef", pricePerKg: 20.0),
Product(name: "Chicken", pricePerKg: 10.0)
]
var body: some View {
NavigationView {
Form {
Section(header: Text("Select Meat")) {
Picker("Meat Type", selection: $selectedProduct) {
ForEach(products) { product in
Text(product.name).tag(product as Product?)
}
}
}
if let selectedProduct = selectedProduct {
Section(header: Text("Quantity (kg)")) {
Stepper(value: $quantity, in: 0.5...10, step: 0.5) {
Text("\(quantity, specifier: "%.1f") kg")
}
}
Section(header: Text("Delivery Date")) {
DatePicker("Select Date", selection: $orderDate, in: Date()..., displayedComponents: .date)
}
Section(header: Text("Total Price")) {
Text("$\(selectedProduct.pricePerKg * quantity, specifier: "%.2f")")
}
Button("Confirm Order") {
showingConfirmation = true
}
.alert(isPresented: $showingConfirmation) {
Alert(title: Text("Order Confirmed"), message: Text("You have ordered \(quantity, specifier: "%.1f") kg of \(selectedProduct.name) for \(orderDate.formatted(date: .long, time: .omitted))."), dismissButton: .default(Text("OK")))
}
}
}
.navigationTitle("Halal Butcher")
}
}
}
@main
struct HalalButcherApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
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Activity
I'm unable to get live activity to show up in my app so I started to play with the demo app Emoji Rangers.
The demo project initially only created a live activity in-app and then you're able to update it via the demo buttons.
I added the following code to have it be able to start a live activity from the backend:
func observePushToStartToken() {
Task {
for await data in Activity.pushToStartTokenUpdates {
let token = data.map {String(format: "%02x", $0)}.joined()
// Send token to the server
print("got PUSHTOSTART TOKEN: (token)")
}
}
}
I get the token and then I use it to send this payload that should start the activity:
{
"aps":{
"timestamp":1743719911,
"event":"start",
"content-state":{
"currentHealthLevel":100,
"eventDescription":"Adventure has begun!",
"supercharged":true
},
"input-push-token":1,
"attributes-type":"AdventureAttributes",
"attributes":{
"currentHealthLevel":100,
"eventDescription":"Adventure has begun!",
"supercharged":true
},
"alert":{
"title":{
"loc-key":"%@ is on an adventure!",
"loc-args":[
"Power Panda"
]
},
"body":{
"loc-key":"%@ found a sword!",
"loc-args":[
"Power Panda"
]
},
"sound":"chime.aiff"
}
}
}
But unfortunately I get an error when I send it:
[AdventureAttributes] Error creating activity: NSCocoaErrorDomain (4865) The data couldn't be read because it is missing.
First step is to get this working, so I want to get your help in figuring out what I'm missing.
I have an App that builds for iOS, iPadOS, macOS and Apple TV, which was last released to all the App Stores in April. Preferences/settings are handled by the App itself except for the Apple TV variant, where I use a Settings bundle. This worked fine until tvOS 15.0, where it appears that tvOS is not updating the value of the App’s settings from NSUserDefaults when the Settings App opens. I have been working on this problem off and on for the last week and am at wits end.
I’ve searched WWDC videos looking for a clue, there must be some simple change I cannot see. I’ve made clean projects for iOS and tvOS, and using the identical OBJ-C code and Settings plist entries, the iOS version works perfectly, the tvOS version fails in the simulator and on the device. I am not trying to synchronize Settings across devices, just persist across restarts on a single device.
My code stores data correctly in NSUserDefaults, it simply seems that tvOS Settings App is not reading values from there for display, nor writing changes that the user makes from Settings back to user defaults. None of the types in the test projects work: TexField, Switch, Title.
The test code is so simple I hesitate to include it, but the code and the NSUserDefaults key identifiers do match. This code will preset my App’s version number for Settings to display in iOS 15 but not tvOS 15. It used to work in tvOS 14:
<key>DefaultValue</key>
<string>DefaultVersionValue</string>
<key>Type</key>
<string>PSTitleValueSpecifier</string>
<key>Title</key>
<string>Version</string>
<key>Key</key>
<string>VersionKey</string>
</dict>
``` NSUserDefaults *ud = [NSUserDefaults standardUserDefaults];
[ud registerDefaults:@{
@"TextFieldKey" : @"TextFieldValue",
@"VersionKey" : @"VersionValue"
}];
[ud setObject:@"3.14" forKey:@"VersionKey"];
Any idea? Many thanks.
Hello,
I am encountering an issue with .refreshable(action:) in ScrollView.
The refresh action works as expected when performing a pull-to-refresh. However, if I put the app in the background while the refresh operation is in progress, the refresh indicator remains visible on the screen when I return to the foreground and does not disappear.
Once I interact with the ScrollView after returning to the foreground, the refresh indicator disappears, and the functionality itself is not affected.
I initially attempted to resolve this issue by triggering a view redraw when scenePhase changes. However, since my app presents the SwiftUI view using UIHostingController, the scenePhase from the environment does not seem to function correctly.
This issue occurs on iOS 17.1 but does not appear on iOS 16.1.1.
Is there a known way to resolve this unexpected behavior?
Below is a simplified sample code (some parts are omitted):
struct MyView: View {
@StateObject private var model: MyModel
var body: some View {
ScrollView {
// My ContentViews...
}
.refreshable {
do {
try await self.model.refresh()
} catch {
// Handle error
}
}
}
}
@MainActor
final class MyModel: ObservableObject {
// === Some Code ===
func refresh() async throws {
let data = try await self.fetchData()
self.data = Array(OrderedSet(data))
}
}
I apologize for any mistakes in my English, as I am using a translation tool.
Thank you in advance for your help!
Best regards,
In tvOS when using NavigationStack inside NavigationSplitView as below:
@State private var selectedItem: String?
@State private var navigationPath = NavigationPath() // Track navigation state manually
var body: some View {
NavigationSplitView {
List(selection: $selectedItem) {
Button("Item 1") { selectedItem = "Detail View 1" }
Button("Item 2") { selectedItem = "Detail View 2" }
}
} detail: {
NavigationStack(path: $navigationPath) {
DetailView()
.navigationDestination(for: String.self) { value in
Text("New Screen: \(value)")
}
}
}
}
}
This example completely breaks the animation inside NavigationStack while navigating between different views, using withAnimation also breaks the navigation as the old view seems to be still in stack and is shown in the new view background.
I have also submitted bug report: https://feedbackassistant.apple.com/feedback/16933927
Hello,
is there a way to implement Continuity Markup in our own apps?
(This is what I'm talking about: https://support.apple.com/en-us/102269 , scroll down to "Use Continuity Markup").
Also, why does a QuickLook panel (QLPreviewPanel.shared()) not display the markup options when triggered from my app for png image files in my app's Group Container? Do I need to implement certain NSServicesMenuRequestor methods for that?
Sadly, I could not find any docs on that.
Thank you,
– Matthias
How should I program the globe key? If possible, could you teach me in C language?
Topic:
UI Frameworks
SubTopic:
General
tl;dr can we use Label(application token) inside of a DeviceActivityReport?
I’m working on an app that uses the DeviceActivityReport extension to show a user’s screen time breakdown. The app was working fine in a setup where my main app had the Distribution Family Controls capability and all the extensions had the Development Family Controls capability. However, this caused provisioning issues when I tried to create a test flight build.
I then removed the development capabilities from the extensions, and now everything works fine except oddly the Labels in the DeviceActivityReport no longer show anything. They worked fine before, and the same label logic is working 100% fine inside my main app.
Anyone encounter this before?
I'm trying to render a markdown with a link using Text.
If the URL of the link is a static string, then no problem. If the URL is a property, then OpenURLAction gets a string ‘%25@’. I think this may be a bug.
struct ContentView: View {
let url = "https://www.google.com"
var body: some View {
Text("[Terms of Service](\(url))")
.environment(\.openURL, OpenURLAction(handler: { url in
print(url)
return .handled
}))
}
}
All the threads only contain system calls. The crashed thread only contains a single call to my app's code which is main.swift:13.
What could cause such a crash?
crash.crash
A NavigationStack with a singular enum for .navigationDestination() works fine.
Both NavigationLinks(value:) and directly manipulating the NavigationPath work fine for moving around views. Zero problems.
The issue is when we instead use a NavigationSplitView, I've only dabbled with two-column splits (sidebar and detail) so far.
Now, if the sidebar has its own NavigationStack, everything works nicely on an iPhone, but on an iPad, you can't push views onto the detail from the sidebar. (They're pushed on the sidebar)
You can solve this by keeping a NavigationStack ONLY on the detail. Sidebar links now properly push onto the detail, and the detail can move around views by itself.
However, if you mix NavigationLink(value:) with manually changing NavigationPath, it stops working with no error. If you only use links, you're good, if you only change the NavigationPath you're good. Mixing doesn't work. No error in the console either, the breakpoints hit .navigationDestination and the view is returned, but never piled up. (Further attempts do show the NavigationPath is being changed properly, but views aren't changing)
This problem didn't happen when just staying on NavigationStack without a NavigationSplitView.
Why mix? There's a few reasons to do so. NavigationLinks put the appropriate disclosure indicator (can't replicate its look 100% without it), while NavigationPaths let you trigger navigation without user input (.onChange, etc)
Any insights here? I'd put some code samples but there's a metric ton of options I've tested here.
Using the new floating tab bar with ios18 on ipad with an RTL language, when the tabbar is correctly flipped and the right buttons become left buttons, the buttons are pushed off the screen on initial load but do come back after some navigating / reloading, have recreated in a fresh project.
Has anyone gotten custom buttons to work on top of tvOS Map()? I've tried many variations of
FocusState
focusSection
.defaultFocus()
and as soon as the map appears at startup the buttons never get focus again. They are on a ZStack over the map. I could post code but truthfully nothing works for me. I'm wondering if anyone has successfully put focusable buttons on top of the map view.
import SwiftUI
struct ContentView: View {
var body: some View {
VStack {
Button ("Button 1") {
print ("Button 1");
}
.keyboardShortcut("k", modifiers: .command)
Button ("Button 2") {
print ("Button 2");
}
.keyboardShortcut("k", modifiers: .command)
}
}
}
I the above snippet, I have assigned the same keyboard shortcut (cmd +k) to 2 different buttons. According to the docs, if multiple controls are associated with the same shortcut, the first one found is used.
How do I figure out if Button 1 would be found first during the traversal or Button 2 ?
Is it based on the order of declaration? Is it always the case that Button 1 would be found first since it was declared before Button 2 ?
Prime Objective
I am trying to have a scroll view with a fixed header, a fixed footer, and a WKWebView in between. Using JavaScript, the height of the webView is determined and set to be large enough to hold the entire content.
The Problem
When selecting text on the webView, the view does not scroll when the edges are reached (this works if the webView is shown without being embedded in a Scroll view, or if it is the last element)
What did I try?
I tried reading the scroll view, or adding a gesture recognizer, but all of that does not work because the selection is essentially a system task
Sourcecode
Sourcecode to demonstrate the issue can be found on GitHub
I'm trying to combine a RotateGesture and a MagnifyGesture within a single SwiftUI view using SimultaneousGesture. My goal is to allow users to rotate and zoom an image (potentially at the same time). However, I’m running into a problem:
If only one gesture (say, the magnification) starts and finishes without triggering the other (rotation), it seems that the rotation gesture is considered "failed." After that, no further .onChanged or .onEnded callbacks fire for either gesture until the user lifts their fingers and starts over.
Here’s a simplified version of my code:
struct ImageDragView: View {
@State private var scale: CGFloat = 1.0
@State private var lastScale: CGFloat = 1.0
@State private var angle: Angle = .zero
@State private var lastAngle: Angle = .zero
var body: some View {
Image("Stickers3")
.resizable()
.aspectRatio(contentMode: .fit)
.frame(height: 100)
.rotationEffect(angle, anchor: .center)
.scaleEffect(scale)
.gesture(combinedGesture)
}
var combinedGesture: some Gesture {
SimultaneousGesture(
RotateGesture(minimumAngleDelta: .degrees(8)),
MagnifyGesture()
)
.onChanged { combinedValue in
if let magnification = combinedValue.second?.magnification {
let minScale = 0.2
let maxScale = 5.0
let newScale = magnification * lastScale
scale = max(min(newScale, maxScale), minScale)
}
if let rotation = combinedValue.first?.rotation {
angle = rotation + lastAngle
}
}
.onEnded { _ in
lastScale = scale
lastAngle = angle
}
}
}
If I pinch and rotate together (or just rotate), both gestures work as expected.
But if I only pinch (or, sometimes, if the rotation amount doesn’t meet minimumAngleDelta), subsequent gestures don’t trigger the .onChanged or .onEnded callbacks anymore, as if the entire gesture sequence is canceled.
I found that setting minimumAngleDelta: .degrees(0) helps because then rotation almost never fails. But I’d like to understand why this happens and whether there’s a recommended way to handle the situation where one gesture might be recognized but not the other, without losing the gesture recognition session entirely.
Is there a known workaround or best practice for combining a pinch and rotate gesture where either one might occur independently, but we still want both gestures to remain active?
Any insights would be much appreciated!
Hello.
I am currently building an app using AR Kit.
As for the UI, I am using SwiftUI and NavigationStack + NavigationLink for navigation and screen transitions!
Here I need to go back and forth between the AR screen and other screens.
If the number of screen transitions is small, this is not a problem.
However, if the number of screen transitions increases to 10 or 20, it crashes somewhere.
We are struggling with this problem. (The nature of the application requires multiple screen transitions.)
The crash log showed the following.
error: read memory from 0x1e387f2d4 failed
AR_Crash_Sample-2025-03-07-115914.txt
Incident Identifier: B23D806E-D578-4A95-8828-2A1E8D6BB7F8
Beta Identifier: 924A85AB-441C-41A7-9BC2-063940BDAF32
Hardware Model: iPhone16,1
Process: AR_Crash_Sample [2375]
Path: /private/var/containers/Bundle/Application/FAC3D662-DB10-434E-A006-79B9515D8B7A/AR_Crash_Sample.app/AR_Crash_Sample
Identifier: ar.crash.sample.AR.Crash.Sample
Version: 1.0 (1)
AppStoreTools: 16C7015
AppVariant: 1:iPhone16,1:18
Beta: YES
Code Type: ARM-64 (Native)
Role: Foreground
Parent Process: launchd [1]
Coalition: ar.crash.sample.AR.Crash.Sample [1464]
Date/Time: 2025-03-07 11:59:14.3691 +0900
Launch Time: 2025-03-07 11:57:47.3955 +0900
OS Version: iPhone OS 18.3.1 (22D72)
Release Type: User
Baseband Version: 2.40.05
Report Version: 104
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Termination Reason: SIGNAL 6 Abort trap: 6
Terminating Process: AR_Crash_Sample [2375]
Triggered by Thread: 7
Application Specific Information:
abort() called
Thread 7 name: Dispatch queue: com.apple.arkit.depthtechnique
Thread 7 Crashed:
0 libsystem_kernel.dylib 0x1e387f2d4 __pthread_kill + 8
1 libsystem_pthread.dylib 0x21cedd59c pthread_kill + 268
2 libsystem_c.dylib 0x199f98b08 abort + 128
3 libc++abi.dylib 0x21ce035b8 abort_message + 132
4 libc++abi.dylib 0x21cdf1b90 demangling_terminate_handler() + 320
5 libobjc.A.dylib 0x18f6c72d4 _objc_terminate() + 172
6 libc++abi.dylib 0x21ce0287c std::__terminate(void (*)()) + 16
7 libc++abi.dylib 0x21ce02820 std::terminate() + 108
8 libdispatch.dylib 0x199edefbc _dispatch_client_callout + 40
9 libdispatch.dylib 0x199ee65cc _dispatch_lane_serial_drain + 768
10 libdispatch.dylib 0x199ee7158 _dispatch_lane_invoke + 432
11 libdispatch.dylib 0x199ee85c0 _dispatch_workloop_invoke + 1744
12 libdispatch.dylib 0x199ef238c _dispatch_root_queue_drain_deferred_wlh + 288
13 libdispatch.dylib 0x199ef1bd8 _dispatch_workloop_worker_thread + 540
14 libsystem_pthread.dylib 0x21ced8680 _pthread_wqthread + 288
15 libsystem_pthread.dylib 0x21ced6474 start_wqthread + 8
Perhaps I am using too much memory!
How can I address this phenomenon?
For the AR functionality, we are using UIViewRepresentable, which is written in UIKit and can be called from SwiftUI
import ARKit
import AsyncAlgorithms
import AVFoundation
import SCNLine
import SwiftUI
internal struct MeasureARViewContainer: UIViewRepresentable {
@Binding var tapCount: Int
@Binding var distance: Double?
@Binding var currentIndex: Int
var focusSquare: FocusSquare = FocusSquare()
let coachingOverlay: ARCoachingOverlayView = ARCoachingOverlayView()
func makeUIView(context: Context) -> ARSCNView {
let arView: ARSCNView = ARSCNView()
arView.delegate = context.coordinator
let configuration: ARWorldTrackingConfiguration = ARWorldTrackingConfiguration()
configuration.planeDetection = [.horizontal, .vertical]
if ARWorldTrackingConfiguration.supportsFrameSemantics(.sceneDepth) {
configuration.frameSemantics = [.sceneDepth, .smoothedSceneDepth]
}
arView.session.run(configuration, options: [.resetTracking, .removeExistingAnchors])
context.coordinator.sceneView = arView
context.coordinator.scanTarget()
coachingOverlay.session = arView.session
coachingOverlay.delegate = context.coordinator
coachingOverlay.goal = .horizontalPlane
coachingOverlay.activatesAutomatically = true
coachingOverlay.autoresizingMask = [.flexibleWidth, .flexibleHeight]
coachingOverlay.translatesAutoresizingMaskIntoConstraints = false
arView.addSubview(coachingOverlay)
return arView
}
func updateUIView(_ _: ARSCNView, context: Context) {
context.coordinator.mode = MeasurementMode(rawValue: currentIndex) ?? .width
if tapCount == 0 {
context.coordinator.resetMeasurement()
return
}
if distance != nil {
return
}
DispatchQueue.main.async {
if context.coordinator.distance == nil {
context.coordinator.handleTap()
}
}
}
static func dismantleUIView(_ uiView: ARSCNView, coordinator: Coordinator) {
uiView.session.pause()
coordinator.stopScanTarget()
coordinator.stopSpeech()
DispatchQueue.main.async {
uiView.removeFromSuperview()
}
}
func makeCoordinator() -> Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, ARSCNViewDelegate, ARSessionDelegate, ARCoachingOverlayViewDelegate {
var parent: MeasureARViewContainer
var sceneView: ARSCNView?
var startPosition: SCNVector3?
var pointedCount: Int = 0
var distance: Float?
var mode: MeasurementMode = .width
let synthesizer: AVSpeechSynthesizer = AVSpeechSynthesizer()
var scanTargetTask: Task<Void, Never>?
var currentResult: ARRaycastResult?
init(_ parent: MeasureARViewContainer) {
self.parent = parent
}
// ... etc
}
}
Hey,
Anyone knows of a possible way to present a PasteButton in a .confirmationDialog on iOS?
when I try adding it, it's ignored and not displayed with the rest of the buttons
struct MyView: View {
@State var flag: Bool = false
var body: some View {
Text("Some Text")
.confirmationDialog("Dialog", isPresented: $flag) {
Group {
Button("A") {}
Button("B") {}
PasteButton(payloadType: Data.self) { data in
}
}
}
}
}
为什么App 上传testFlight之后。无法通过NFC的方式唤醒 APP Clips。是必须要上架商店之后才能支持么?
DESCRIPTION OF PROBLEM
We need to add an implementation that will have the same swipe/scroll behavior as the Apple Translator extension, here is the code that we are currently using:
import SwiftUI
import TranslationUIProvider
@main
class TranslationProviderExtension: TranslationUIProviderExtension {
required init() {}
var body: some TranslationUIProviderExtensionScene {
TranslationUIProviderSelectedTextScene { context in
VStack {
TranslationProviderView(context: context)
}
}
}
}
struct TranslationProviderView: View {
@State var context: TranslationUIProviderContext
init(context c: TranslationUIProviderContext) {
context = c
}
var body: some View {
ScrollableSheetView()
}
}
struct ScrollableSheetView: View {
var body: some View {
ScrollView {
VStack(spacing: 20) {
ForEach(0..<50) { index in
Text("Item (index)")
.padding()
.frame(maxWidth: .infinity)
.background(Color.blue.opacity(0.1))
.cornerRadius(8)
}
}
.padding()
}
.padding()
}
}
Using this code, on the first extension run, swipe up will expand the extension (which is OK) but swiping down on the expanded state of the extension works only as a scroll instead of swiping the extension from expanded mode back to compact mode.
STEPS TO REPRODUCE
Select a text in Safari
Tap on Translate in the contextual menu
Swipe up on the text ->the extension expands into full mode
Swipe down->only scrolls work, I cannot swipe the extension from full mode to compact mode.
Expected behavior: when i swipe down on the expanded extension, the extension should get into compact mode, not continuously scroll down.
Topic:
UI Frameworks
SubTopic:
SwiftUI