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UI not updating during render
I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was hoping to enclose this in a UI that will update the picture as each pixel value gets updated during the render. So to that end I made a MacOS app, with a basic model-view architecture. Here is my model: // // RGBViewModel.swift // rtweekend_gui // // import SwiftUI // RGB structure to hold color values struct RGB { var r: UInt8 var g: UInt8 var b: UInt8 } // ViewModel to handle the RGB array and updates class RGBViewModel: ObservableObject { // Define the dimensions of your 2D array let width = 1200 let height = 675 // Published property to trigger UI updates @Published var rgbArray: [[RGB]] init() { // Initialize with black pixels rgbArray = Array(repeating: Array(repeating: RGB(r: 0, g: 0, b: 0), count: width), count: height) } func render_scene() { for j in 0..<height { for i in 0..<width { // Generate a random color let r = UInt8.random(in: 0...255) let g = UInt8.random(in: 0...255) let b = UInt8.random(in: 0...255) // Update on the main thread since this affects the UI DispatchQueue.main.async { // Update the array self.rgbArray[j][i] = RGB(r: r, g: g, b: b) } } } } and here is my view: // // RGBArrayView.swift // rtweekend_gui // // import SwiftUI struct RGBArrayView: View { // The 2D array of RGB values @StateObject private var viewModel = RGBViewModel() // Control the size of each pixel private let pixelSize: CGFloat = 1 var body: some View { VStack { // Display the RGB array Canvas { context, size in for y in 0..<viewModel.rgbArray.count { for x in 0..<viewModel.rgbArray[y].count { let rgb = viewModel.rgbArray[y][x] let rect = CGRect( x: CGFloat(x) * pixelSize, y: CGFloat(y) * pixelSize, width: pixelSize, height: pixelSize ) context.fill( Path(rect), with: .color(Color( red: Double(rgb.r) / 255.0, green: Double(rgb.g) / 255.0, blue: Double(rgb.b) / 255.0 )) ) } } } .border(Color.gray) // Button to start filling the array Button("Render") { viewModel.render_scene() } .padding() } .padding() .frame(width: CGFloat(viewModel.width) * pixelSize + 40, height: CGFloat(viewModel.height) * pixelSize + 80) } } // Preview for SwiftUI struct RGBArrayView_Previews: PreviewProvider { static var previews: some View { RGBArrayView() } } The render does work and the image displays, however, I thought I set it up to show the image updating pixel by pixel and that doesn't happen, the image shows up all at once. What am I doing wrong?
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110
May ’25
How to detect UIScreen changes in a UIView subclass?
I'm looking for a reliable way to detect when the UIScreen of a UIView changes. I'm developing a renderer SDK that provides a custom UIView subclass which performs OpenGL / Metal rendering, driven by a CADisplayLink. To support scenarios like screen mirroring or external displays on iPad, I need to ensure the CADisplayLink is created using the correct UIScreen, so the refresh rate is accurate. Ideally, I’d like a way to be notified in the view itself (without requiring scene delegate integration) whenever self.window.windowScene.screen changes, even if trait values remain the same. Any ideas or workarounds that work safely in production would be hugely appreciated! Since iOS 13, the architecture is: The app can have multiple UIScene instances (typically UIWindowScene). Each UIWindowScene can have multiple UIWindows. Each UIWindow hosts a view hierarchy. To determine the correct UIScreen, I access self.window.windowScene.screen. If any component in that key path changes (window, windowScene, or screen), I need to detect it and react. Here’s what I’ve tried so far: Overriding willMoveToWindow: and didMoveToWindow: This allows me to detect changes to window, but if windowScene (of the window) or screen (of the scene) changes directly, I get no notification. Overriding traitCollectionDidChange: This works if the screen change causes a difference in traits (e.g., a different displayScale), but fails if the old and new screens share the same traits (e.g., identical scale). Listening to UIScene-related notifications Notifications like UISceneDidDisconnectNotification or UISceneWillEnterForegroundNotification only indicate scene lifecycle events, not that a particular view or window has moved to a different screen. Using KVO to observe self.window.windowScene.screen I found WebKit does something similar, but in practice this causes crashes. The error message suggests that "windowScene" is not KVO-compliant, and my experience confirms it's not safe in production. Apple's official guidance uses UIWindowSceneDelegate In this example, Apple shows how to update a CADisplayLink in a UIWindowSceneDelegate's windowScene:didUpdateCoordinateSpace:interfaceOrientation:traitCollection:. However, as an SDK provider delivering just a UIView, I don't have control over the host app's UIWindowSceneDelegate.
Topic: UI Frameworks SubTopic: UIKit Tags:
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184
May ’25
ssue with Session Sharing Between Safari and ASWebAuthenticationSession
We are experiencing an issue with session sharing on iOS and would appreciate your guidance. We operate and control our own OpenID Connect (OIDC) server. Our iOS application uses ASWebAuthenticationSession to authenticate users. We're unable to get the authentication session to be shared between the Safari app and the app's ASWebAuthenticationSession. This results in users having to re-authenticate despite being logged in via Safari. We've attempted various configurations related to cookie SameSite settings. These adjustments resolved the session sharing issue on Android using Chrome Custom Tabs. However, no changes we've tried have enabled session sharing to work as expected on iOS. According to documentation from Apple, Microsoft, Okta, and Auth0, session sharing between Safari and ASWebAuthenticationSession should work. Question: Are there any additional settings, configurations, or platform limitations we should be aware of that could impact session sharing on iOS? Where else can we look to resolve this issue?
Topic: UI Frameworks SubTopic: General
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144
May ’25
When does toolPickerFramesObscuredDidChange get called?
In my PKCanvasView, I want to center the drawing within the visible area, which I have been able to do except for one thing: I want to take into account the portion covered by the tool picker (on iPhone). I figured I could do this using the toolPickerFramesObscuredDidChange() callback on the delegate, but it never seems to get called, while toolPickerVisibilityDidChange() gets called as expected. I tried out the PencilKitDraw sample app from Apple, and saw pretty much the same result. The only time I see a toolPickerFramesObscuredDidChange call is when the device rotates. This doesn't help because I need the initial picker frame before rotating the device, plus my app is portrait only anyway. So how do I get the tool picker frame if my delegate method isn't getting called?
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192
May ’25
Updating sort order of items in a LazyVGrid
I have a grid setup where I'm displaying multiple images which is working fine. Images are ordered by the date they're added, newest to oldest. I'm trying to set it up so that the user can change the sort order themselves but am having trouble getting the view to update. I'm setting the fetch request using oldest to newest as default when initialising the view, then when its appears updating the sort descriptor struct ProjectImagesListView: View { @Environment(\.managedObjectContext) private var viewContext var project : Project let columns = [ GridItem(.flexible()), GridItem(.flexible()), GridItem(.flexible()), GridItem(.flexible()) ] @FetchRequest var pictures: FetchedResults<Picture> var body: some View { ScrollView { LazyVGrid(columns: columns) { ForEach(pictures) { picture in NavigationLink(destination: ProjectImageDetailView(picture: picture)) { if let pictureData = picture.pictureThumbnailData, let uiImage = UIImage(data: pictureData) { Image(uiImage: uiImage) .resizable() .scaledToFit() .frame(height: 100) } else { Image("missing") .resizable() .scaledToFit() .frame(height: 100) } } } } } .navigationBarTitle("\(project.name ?? "") Images", displayMode: .inline) .onAppear() { guard let sortOrder = getSettingForPhotoOrder() else { return } guard let sortOrderValue = sortOrder.settingValue else { return } NSLog("sortOrderPhotos: \(String(describing: sortOrder.settingValue))") if sortOrderValue == "Newest" { NSLog("sortOrderPhotos: Change from default") let newSortDescriptor = NSSortDescriptor(keyPath: \Picture.dateTaken, ascending: false) pictures.nsSortDescriptors = [newSortDescriptor] } } } func getSettingForPhotoOrder() -> Setting? { let fetchRequest: NSFetchRequest<Setting> = Setting.fetchRequest() fetchRequest.predicate = NSPredicate(format: "name = %@", "photoSortOrder") fetchRequest.fetchLimit = 1 do { let results = try viewContext.fetch(fetchRequest) return results.first } catch { print("Fetching Failed") } return nil } init(project: Project) { self.project = project _pictures = FetchRequest( entity: Picture.entity(), sortDescriptors: [ NSSortDescriptor(keyPath: \Picture.dateTaken, ascending: true) ], predicate: NSPredicate(format: "project == %@", project) ) } }
Topic: UI Frameworks SubTopic: SwiftUI
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93
May ’25
Scroll offset incorrectly resets when animating insertion of ScrollView using .geometryGroup()
Hey, I've been having a problem with scroll views in combination with the .geometryGroup() modifier. I have filed a Feedback (FB17698293) but I also wanted to post this here in case someone maybe has a better workaround for the problem. Problem Whenever you conditionally insert a ScrollView inside a VStack that is modified with a .geometryGroup() modifier, the scroll view content offset resets itself after the insertion animation is done, even if you started scrolling inside the scroll view during the animation and haven't let go of the screen. This happens consistently and is fully reproducible (see below), both using a simulator and a real device. Unfortunately, this is a very annoying glitch that ruins a lot of cool UX components that rely on .geometryGroup(). The weird thing is that the glitch entirely disappears, if you add a simple, non-zero (but greater than 1) .padding() modifier to the VStack (.padding().geometryGroup()). I have no idea why this fixes the glitch, but it does. However, adding a padding is not feasible in many situations, so this workaround is not ideal. Steps to reproduce Launch the code below (using a simulator or a real device) and tap "Toggle Expansion" to insert the scroll view. As the view is animating in, drag the scroll content and hold it scrolled away from the top. Wait for the animation to complete. The scroll view will reset the content offset, even though the drag gesture is still active (i.e. you haven't lifted your finger to release the scroll view) On a real device, this sometimes even leads to an even worse visual artifact where the scroll view is rendered twice for a few frames; once with the correct offset, and once with the reset offset. I wanted to include a link to a gif/video showing the glitch, but it tells me that imgur is not allowed on the forums. Expected Behavior I want the scroll view to respect the content offset, even if I started changing it mid-animation. Xcode Version I am using Xcode 16.4 (16F6) but this problem has been occurring since the .geometryGroup() modifier has been release. I was only now able to pinpoint this problem exactly, so I'm filing this feedback. Code The entire code that reproduces the problem: import SwiftUI struct ContentView: View { @State private var isExpanded: Bool = false var body: some View { VStack { if isExpanded { ScrollView { Text(loremIpsum) } } Button("Toggle Expansion") { isExpanded.toggle() } } // .padding(10) // Adding a non-zero padding makes the glitch disappear .frame(maxWidth: .infinity) .geometryGroup() .animation(.default, value: isExpanded) } } #Preview { ContentView().preferredColorScheme(.dark) } // MARK: - Mock Data let loremIpsum = """ Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed do eiusmod tempor incididunt \ ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco \ laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla \ pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt \ mollit anim id est laborum. """
Topic: UI Frameworks SubTopic: SwiftUI
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150
May ’25
How to fix an extra whitespace at the top of UIAlertController action sheet on iPad?
Hello, I've been trying to figure this thing for a while now, but I've not able to find any resolution. I've a UIAlertController object presented as UIAlertControllerStyleActionSheet. It's fairly straightforward code: UIAlertController *listSheet = [UIAlertController alertControllerWithTitle:NSLocalizedStringFromTableInBundle(@"Please Select a Report", nil, [LDKLocalizationTool currentBundle], @"Chart report selector") message:nil preferredStyle:UIAlertControllerStyleActionSheet]; [self.charts enumerateObjectsUsingBlock:^(ChartDefinition *chart, NSUInteger idx, BOOL *stop) { UIAlertAction *anAction = [UIAlertAction actionWithTitle:chart.graphLabel style:UIAlertActionStyleDefault handler:^(UIAlertAction *action) { // handler logic }]; [listSheet addAction:anAction]; }]; // Set the anchor point for the AlertController UIPopoverPresentationController *popoverPresenter = [listSheet popoverPresentationController]; if (popoverPresenter) { popoverPresenter.sourceView = sender; popoverPresenter.sourceRect = [sender bounds]; } // Display the AlertController [self presentViewController:listSheet animated:YES completion:nil]; However, when presented, the action sheet shows up as shown in the attached screenshot. There are no autoLayout constraints or anything like that to cause issues with layout. I'm not sure why it's causing this issue. Any suggestions or help is much appreciated! iPadOS version: 18.4 Xcode version: 16.3 M4 Mac with macOS 15.5
Topic: UI Frameworks SubTopic: UIKit Tags:
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184
May ’25
Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
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134
May ’25
ARView rotation animation changes when coming back to it from a navigationLink
I have an app that uses RealityKit and ARKit, which includes some capturing features (to capture and image with added Entities). I have a navigationLink that allows the user to see the gallery of the images he has taken. When launching the App, the rotation animation of the ARView happens smoothly, the navigationBar transitions from one orientation to another with the ARView keeping it's orientation. However, when I go to the galeryView to see the images and go back to the root view where the ARView is, the rotation animation of the ARView changed: When transitioning from one orientation to another, the ARView is flipped by 90° before transitioning to the new orientation. The issue is shown in this gif (https://i.stack.imgur.com/IOvCx.gif) Any idea why this happens and how I could resolve it without locking the App's orientation changes? Thanks!
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848
May ’25
Dock tile plugin and app groups
In one of my apps I use an app group to share data between the app and a command line tool. This works as expected. The app also contains a Dock Tile plugin and I wonder if there's a way to access the group container from this plugin? Thanks in advance for your help. Best regards, Marc
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470
May ’25
Debugging Snapshot Thread Confinement Warning in UITableViewDiffableDataSource
I first applied a snapshot on the main thread like this: var snapshot = NSDiffableDataSourceSnapshot<Section, MessageViewModel>() snapshot.appendSections([.main]) snapshot.appendItems([], toSection: .main) dataSource.applySnapshotUsingReloadData(snapshot) After loading data, I applied the snapshot again using: Task { @MainActor in await dataSource.applySnapshotUsingReloadData(snapshot) } On an iPhone 13 mini, I received the following warning: Warning: applying updates in a non-thread confined manner is dangerous and can lead to deadlocks. Please always submit updates either always on the main queue or always off the main queue However, this warning did not appear when I ran the same code on an iPhone 16 Pro simulator. Can anyone explain it to me? Thank you
Topic: UI Frameworks SubTopic: UIKit Tags:
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119
May ’25
SwiftData/ModelSnapshot.swift:46: Fatal error: A ModelSnapshot must be initialized with a known-keys dictionary
I'm running into a crash when trying to delete an item from a list that's loaded using SwiftData. The app works fine when selecting or displaying the data, but the moment I confirm a deletion, it crashes with this error: SwiftData/ModelSnapshot.swift:46: Fatal error: A ModelSnapshot must be initialized with a known-keys dictionary This happens right after I delete an item from the list using modelContext.delete(). I’ve double-checked that the item exists and is valid, and I'm not sure what I'm doing wrong. The data is loaded using @Query and everything seems normal until deletion. For further information, I have tried this on a new IOS project where I have one super Model class with a cascading relationship on a child class. When trying to delete the parent class while connected to one or more children, it still gives me the error. The same thing is happening with my original project. Class A has a relationship (cascading) with Class B. Attempting to delete Class A while there are relationships with Class B throws this error. If anyone has experienced this or knows what causes it, please let me know. I’m not even sure where to start debugging this one. Thanks in advance!
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241
May ’25
ScreenBlur is not happening always when app goes to app switcher.
We have written code to blur the app screen in "applicationWillResignActive" when app goes to app switcher. But the blur affect is observed only some times. Is there is any specific reason for this? We have a doubt that applicationWillResignActive is not always completely executed or is dismissed by OS for other priority activities. Is this is expected behaviour or are we missing anything here?
Topic: UI Frameworks SubTopic: UIKit
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298
May ’25
Regarding ARKit camera feed zoom and macro support for closer object
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated. Best regards, Ayush
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186
May ’25
ARKit Camera Feed Zoom & Macro Support for Close-Range Objects
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated.
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232
May ’25
Room Plan Issue (structure.capturedStructure)
Hi everyone, My app crashed when using the merge room feature. I suspect the issue might be caused by a wall having more than 4 edges. Has anyone experienced a similar problem and found a solution? I’d really appreciate any advice or suggestions. Thank you all, and have a great day! let capturedStructure = try await structure.capturedStructure(from: self.rooms)
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271
May ’25
UI not updating during render
I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was hoping to enclose this in a UI that will update the picture as each pixel value gets updated during the render. So to that end I made a MacOS app, with a basic model-view architecture. Here is my model: // // RGBViewModel.swift // rtweekend_gui // // import SwiftUI // RGB structure to hold color values struct RGB { var r: UInt8 var g: UInt8 var b: UInt8 } // ViewModel to handle the RGB array and updates class RGBViewModel: ObservableObject { // Define the dimensions of your 2D array let width = 1200 let height = 675 // Published property to trigger UI updates @Published var rgbArray: [[RGB]] init() { // Initialize with black pixels rgbArray = Array(repeating: Array(repeating: RGB(r: 0, g: 0, b: 0), count: width), count: height) } func render_scene() { for j in 0..&lt;height { for i in 0..&lt;width { // Generate a random color let r = UInt8.random(in: 0...255) let g = UInt8.random(in: 0...255) let b = UInt8.random(in: 0...255) // Update on the main thread since this affects the UI DispatchQueue.main.async { // Update the array self.rgbArray[j][i] = RGB(r: r, g: g, b: b) } } } } and here is my view: // // RGBArrayView.swift // rtweekend_gui // // import SwiftUI struct RGBArrayView: View { // The 2D array of RGB values @StateObject private var viewModel = RGBViewModel() // Control the size of each pixel private let pixelSize: CGFloat = 1 var body: some View { VStack { // Display the RGB array Canvas { context, size in for y in 0..&lt;viewModel.rgbArray.count { for x in 0..&lt;viewModel.rgbArray[y].count { let rgb = viewModel.rgbArray[y][x] let rect = CGRect( x: CGFloat(x) * pixelSize, y: CGFloat(y) * pixelSize, width: pixelSize, height: pixelSize ) context.fill( Path(rect), with: .color(Color( red: Double(rgb.r) / 255.0, green: Double(rgb.g) / 255.0, blue: Double(rgb.b) / 255.0 )) ) } } } .border(Color.gray) // Button to start filling the array Button("Render") { viewModel.render_scene() } .padding() } .padding() .frame(width: CGFloat(viewModel.width) * pixelSize + 40, height: CGFloat(viewModel.height) * pixelSize + 80) } } // Preview for SwiftUI struct RGBArrayView_Previews: PreviewProvider { static var previews: some View { RGBArrayView() } } The render does work and the image displays, however, I thought I set it up to show the image updating pixel by pixel and that doesn't happen, the image shows up all at once. What am I doing wrong?
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110
Activity
May ’25
How to detect UIScreen changes in a UIView subclass?
I'm looking for a reliable way to detect when the UIScreen of a UIView changes. I'm developing a renderer SDK that provides a custom UIView subclass which performs OpenGL / Metal rendering, driven by a CADisplayLink. To support scenarios like screen mirroring or external displays on iPad, I need to ensure the CADisplayLink is created using the correct UIScreen, so the refresh rate is accurate. Ideally, I’d like a way to be notified in the view itself (without requiring scene delegate integration) whenever self.window.windowScene.screen changes, even if trait values remain the same. Any ideas or workarounds that work safely in production would be hugely appreciated! Since iOS 13, the architecture is: The app can have multiple UIScene instances (typically UIWindowScene). Each UIWindowScene can have multiple UIWindows. Each UIWindow hosts a view hierarchy. To determine the correct UIScreen, I access self.window.windowScene.screen. If any component in that key path changes (window, windowScene, or screen), I need to detect it and react. Here’s what I’ve tried so far: Overriding willMoveToWindow: and didMoveToWindow: This allows me to detect changes to window, but if windowScene (of the window) or screen (of the scene) changes directly, I get no notification. Overriding traitCollectionDidChange: This works if the screen change causes a difference in traits (e.g., a different displayScale), but fails if the old and new screens share the same traits (e.g., identical scale). Listening to UIScene-related notifications Notifications like UISceneDidDisconnectNotification or UISceneWillEnterForegroundNotification only indicate scene lifecycle events, not that a particular view or window has moved to a different screen. Using KVO to observe self.window.windowScene.screen I found WebKit does something similar, but in practice this causes crashes. The error message suggests that "windowScene" is not KVO-compliant, and my experience confirms it's not safe in production. Apple's official guidance uses UIWindowSceneDelegate In this example, Apple shows how to update a CADisplayLink in a UIWindowSceneDelegate's windowScene:didUpdateCoordinateSpace:interfaceOrientation:traitCollection:. However, as an SDK provider delivering just a UIView, I don't have control over the host app's UIWindowSceneDelegate.
Topic: UI Frameworks SubTopic: UIKit Tags:
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2
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184
Activity
May ’25
Using Camera in ASWebAuthenticationSession
Is is possible to use the camera in ASWebAuthenticationSession? We want to support signing in with a QR Code in our custom OAuth flow but the browser can't seem to access the camera.
Topic: UI Frameworks SubTopic: General
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98
Activity
May ’25
ssue with Session Sharing Between Safari and ASWebAuthenticationSession
We are experiencing an issue with session sharing on iOS and would appreciate your guidance. We operate and control our own OpenID Connect (OIDC) server. Our iOS application uses ASWebAuthenticationSession to authenticate users. We're unable to get the authentication session to be shared between the Safari app and the app's ASWebAuthenticationSession. This results in users having to re-authenticate despite being logged in via Safari. We've attempted various configurations related to cookie SameSite settings. These adjustments resolved the session sharing issue on Android using Chrome Custom Tabs. However, no changes we've tried have enabled session sharing to work as expected on iOS. According to documentation from Apple, Microsoft, Okta, and Auth0, session sharing between Safari and ASWebAuthenticationSession should work. Question: Are there any additional settings, configurations, or platform limitations we should be aware of that could impact session sharing on iOS? Where else can we look to resolve this issue?
Topic: UI Frameworks SubTopic: General
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144
Activity
May ’25
When does toolPickerFramesObscuredDidChange get called?
In my PKCanvasView, I want to center the drawing within the visible area, which I have been able to do except for one thing: I want to take into account the portion covered by the tool picker (on iPhone). I figured I could do this using the toolPickerFramesObscuredDidChange() callback on the delegate, but it never seems to get called, while toolPickerVisibilityDidChange() gets called as expected. I tried out the PencilKitDraw sample app from Apple, and saw pretty much the same result. The only time I see a toolPickerFramesObscuredDidChange call is when the device rotates. This doesn't help because I need the initial picker frame before rotating the device, plus my app is portrait only anyway. So how do I get the tool picker frame if my delegate method isn't getting called?
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1
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192
Activity
May ’25
LPLinkView override context menu / LongPress
SwiftUI, using LPLinkView through UIViewRepresentable. Default behavior is a long press brings up a context menu and a popover to preview content. I want to replace that default long press behavior with my own custom screen. Adding a UILongPressGestureRecognizer didn't work. Thanks!
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126
Activity
May ’25
Updating sort order of items in a LazyVGrid
I have a grid setup where I'm displaying multiple images which is working fine. Images are ordered by the date they're added, newest to oldest. I'm trying to set it up so that the user can change the sort order themselves but am having trouble getting the view to update. I'm setting the fetch request using oldest to newest as default when initialising the view, then when its appears updating the sort descriptor struct ProjectImagesListView: View { @Environment(\.managedObjectContext) private var viewContext var project : Project let columns = [ GridItem(.flexible()), GridItem(.flexible()), GridItem(.flexible()), GridItem(.flexible()) ] @FetchRequest var pictures: FetchedResults<Picture> var body: some View { ScrollView { LazyVGrid(columns: columns) { ForEach(pictures) { picture in NavigationLink(destination: ProjectImageDetailView(picture: picture)) { if let pictureData = picture.pictureThumbnailData, let uiImage = UIImage(data: pictureData) { Image(uiImage: uiImage) .resizable() .scaledToFit() .frame(height: 100) } else { Image("missing") .resizable() .scaledToFit() .frame(height: 100) } } } } } .navigationBarTitle("\(project.name ?? "") Images", displayMode: .inline) .onAppear() { guard let sortOrder = getSettingForPhotoOrder() else { return } guard let sortOrderValue = sortOrder.settingValue else { return } NSLog("sortOrderPhotos: \(String(describing: sortOrder.settingValue))") if sortOrderValue == "Newest" { NSLog("sortOrderPhotos: Change from default") let newSortDescriptor = NSSortDescriptor(keyPath: \Picture.dateTaken, ascending: false) pictures.nsSortDescriptors = [newSortDescriptor] } } } func getSettingForPhotoOrder() -> Setting? { let fetchRequest: NSFetchRequest<Setting> = Setting.fetchRequest() fetchRequest.predicate = NSPredicate(format: "name = %@", "photoSortOrder") fetchRequest.fetchLimit = 1 do { let results = try viewContext.fetch(fetchRequest) return results.first } catch { print("Fetching Failed") } return nil } init(project: Project) { self.project = project _pictures = FetchRequest( entity: Picture.entity(), sortDescriptors: [ NSSortDescriptor(keyPath: \Picture.dateTaken, ascending: true) ], predicate: NSPredicate(format: "project == %@", project) ) } }
Topic: UI Frameworks SubTopic: SwiftUI
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93
Activity
May ’25
Scroll offset incorrectly resets when animating insertion of ScrollView using .geometryGroup()
Hey, I've been having a problem with scroll views in combination with the .geometryGroup() modifier. I have filed a Feedback (FB17698293) but I also wanted to post this here in case someone maybe has a better workaround for the problem. Problem Whenever you conditionally insert a ScrollView inside a VStack that is modified with a .geometryGroup() modifier, the scroll view content offset resets itself after the insertion animation is done, even if you started scrolling inside the scroll view during the animation and haven't let go of the screen. This happens consistently and is fully reproducible (see below), both using a simulator and a real device. Unfortunately, this is a very annoying glitch that ruins a lot of cool UX components that rely on .geometryGroup(). The weird thing is that the glitch entirely disappears, if you add a simple, non-zero (but greater than 1) .padding() modifier to the VStack (.padding().geometryGroup()). I have no idea why this fixes the glitch, but it does. However, adding a padding is not feasible in many situations, so this workaround is not ideal. Steps to reproduce Launch the code below (using a simulator or a real device) and tap "Toggle Expansion" to insert the scroll view. As the view is animating in, drag the scroll content and hold it scrolled away from the top. Wait for the animation to complete. The scroll view will reset the content offset, even though the drag gesture is still active (i.e. you haven't lifted your finger to release the scroll view) On a real device, this sometimes even leads to an even worse visual artifact where the scroll view is rendered twice for a few frames; once with the correct offset, and once with the reset offset. I wanted to include a link to a gif/video showing the glitch, but it tells me that imgur is not allowed on the forums. Expected Behavior I want the scroll view to respect the content offset, even if I started changing it mid-animation. Xcode Version I am using Xcode 16.4 (16F6) but this problem has been occurring since the .geometryGroup() modifier has been release. I was only now able to pinpoint this problem exactly, so I'm filing this feedback. Code The entire code that reproduces the problem: import SwiftUI struct ContentView: View { @State private var isExpanded: Bool = false var body: some View { VStack { if isExpanded { ScrollView { Text(loremIpsum) } } Button("Toggle Expansion") { isExpanded.toggle() } } // .padding(10) // Adding a non-zero padding makes the glitch disappear .frame(maxWidth: .infinity) .geometryGroup() .animation(.default, value: isExpanded) } } #Preview { ContentView().preferredColorScheme(.dark) } // MARK: - Mock Data let loremIpsum = """ Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed do eiusmod tempor incididunt \ ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco \ laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla \ pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt \ mollit anim id est laborum. """
Topic: UI Frameworks SubTopic: SwiftUI
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150
Activity
May ’25
How to fix an extra whitespace at the top of UIAlertController action sheet on iPad?
Hello, I've been trying to figure this thing for a while now, but I've not able to find any resolution. I've a UIAlertController object presented as UIAlertControllerStyleActionSheet. It's fairly straightforward code: UIAlertController *listSheet = [UIAlertController alertControllerWithTitle:NSLocalizedStringFromTableInBundle(@"Please Select a Report", nil, [LDKLocalizationTool currentBundle], @"Chart report selector") message:nil preferredStyle:UIAlertControllerStyleActionSheet]; [self.charts enumerateObjectsUsingBlock:^(ChartDefinition *chart, NSUInteger idx, BOOL *stop) { UIAlertAction *anAction = [UIAlertAction actionWithTitle:chart.graphLabel style:UIAlertActionStyleDefault handler:^(UIAlertAction *action) { // handler logic }]; [listSheet addAction:anAction]; }]; // Set the anchor point for the AlertController UIPopoverPresentationController *popoverPresenter = [listSheet popoverPresentationController]; if (popoverPresenter) { popoverPresenter.sourceView = sender; popoverPresenter.sourceRect = [sender bounds]; } // Display the AlertController [self presentViewController:listSheet animated:YES completion:nil]; However, when presented, the action sheet shows up as shown in the attached screenshot. There are no autoLayout constraints or anything like that to cause issues with layout. I'm not sure why it's causing this issue. Any suggestions or help is much appreciated! iPadOS version: 18.4 Xcode version: 16.3 M4 Mac with macOS 15.5
Topic: UI Frameworks SubTopic: UIKit Tags:
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4
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184
Activity
May ’25
Enabling Show Tab Bar Programmatically
I have a macOS application developed in SwiftUI. It's a document-based application. I know how to hide the Show Tab Bar command under View. I don't want to hide it. I always want to show tabs. I wonder how to enable this command programmatically such that the document window always has the + button to the right. Thanks.
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0
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134
Activity
May ’25
ARView rotation animation changes when coming back to it from a navigationLink
I have an app that uses RealityKit and ARKit, which includes some capturing features (to capture and image with added Entities). I have a navigationLink that allows the user to see the gallery of the images he has taken. When launching the App, the rotation animation of the ARView happens smoothly, the navigationBar transitions from one orientation to another with the ARView keeping it's orientation. However, when I go to the galeryView to see the images and go back to the root view where the ARView is, the rotation animation of the ARView changed: When transitioning from one orientation to another, the ARView is flipped by 90° before transitioning to the new orientation. The issue is shown in this gif (https://i.stack.imgur.com/IOvCx.gif) Any idea why this happens and how I could resolve it without locking the App's orientation changes? Thanks!
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1
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848
Activity
May ’25
Dock tile plugin and app groups
In one of my apps I use an app group to share data between the app and a command line tool. This works as expected. The app also contains a Dock Tile plugin and I wonder if there's a way to access the group container from this plugin? Thanks in advance for your help. Best regards, Marc
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5
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470
Activity
May ’25
Programmatically Setting Constraints for CollectionViewCell Elements
Is there any possibility to update constraints for elements inside CollectionViewCell with button tap? And where to put the code inside CellForItem or Inside CollectionViewCell Class File?
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98
Activity
May ’25
Debugging Snapshot Thread Confinement Warning in UITableViewDiffableDataSource
I first applied a snapshot on the main thread like this: var snapshot = NSDiffableDataSourceSnapshot<Section, MessageViewModel>() snapshot.appendSections([.main]) snapshot.appendItems([], toSection: .main) dataSource.applySnapshotUsingReloadData(snapshot) After loading data, I applied the snapshot again using: Task { @MainActor in await dataSource.applySnapshotUsingReloadData(snapshot) } On an iPhone 13 mini, I received the following warning: Warning: applying updates in a non-thread confined manner is dangerous and can lead to deadlocks. Please always submit updates either always on the main queue or always off the main queue However, this warning did not appear when I ran the same code on an iPhone 16 Pro simulator. Can anyone explain it to me? Thank you
Topic: UI Frameworks SubTopic: UIKit Tags:
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119
Activity
May ’25
app clip invocation through URL (app only in test flight)
i am trying to get my app clip invocated through URL. i only have testflight app clip now and its not published to production. i added in test flight app clip url invocation
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1
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159
Activity
May ’25
SwiftData/ModelSnapshot.swift:46: Fatal error: A ModelSnapshot must be initialized with a known-keys dictionary
I'm running into a crash when trying to delete an item from a list that's loaded using SwiftData. The app works fine when selecting or displaying the data, but the moment I confirm a deletion, it crashes with this error: SwiftData/ModelSnapshot.swift:46: Fatal error: A ModelSnapshot must be initialized with a known-keys dictionary This happens right after I delete an item from the list using modelContext.delete(). I’ve double-checked that the item exists and is valid, and I'm not sure what I'm doing wrong. The data is loaded using @Query and everything seems normal until deletion. For further information, I have tried this on a new IOS project where I have one super Model class with a cascading relationship on a child class. When trying to delete the parent class while connected to one or more children, it still gives me the error. The same thing is happening with my original project. Class A has a relationship (cascading) with Class B. Attempting to delete Class A while there are relationships with Class B throws this error. If anyone has experienced this or knows what causes it, please let me know. I’m not even sure where to start debugging this one. Thanks in advance!
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2
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241
Activity
May ’25
ScreenBlur is not happening always when app goes to app switcher.
We have written code to blur the app screen in "applicationWillResignActive" when app goes to app switcher. But the blur affect is observed only some times. Is there is any specific reason for this? We have a doubt that applicationWillResignActive is not always completely executed or is dismissed by OS for other priority activities. Is this is expected behaviour or are we missing anything here?
Topic: UI Frameworks SubTopic: UIKit
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13
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298
Activity
May ’25
Regarding ARKit camera feed zoom and macro support for closer object
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated. Best regards, Ayush
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186
Activity
May ’25
ARKit Camera Feed Zoom & Macro Support for Close-Range Objects
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables: Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices. Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters). My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment. Could you please advise on: Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession. Limitations or considerations when using multi-camera setups in conjunction with ARKit. Any guidance or references to documentation or sample code would be greatly appreciated.
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232
Activity
May ’25
Room Plan Issue (structure.capturedStructure)
Hi everyone, My app crashed when using the merge room feature. I suspect the issue might be caused by a wall having more than 4 edges. Has anyone experienced a similar problem and found a solution? I’d really appreciate any advice or suggestions. Thank you all, and have a great day! let capturedStructure = try await structure.capturedStructure(from: self.rooms)
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2
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271
Activity
May ’25