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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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140
May ’25
scenePhase not behaving as expected on screen lock
Seeing weird sequences of changes when locking the screen when view is visable. .onChange(of: scenePhase) { phase in if phase == .active { if UIApplication.shared.applicationState == .active { print("KDEBUG: App genuinely became active") } else { print("KDEBUG: False active signal detected") } } else if phase == .inactive { print("KDEBUG: App became inactive") // Handle inactive state if needed } else if phase == .background { print("KDEBUG: App went to background") // Handle background state if needed } } seen: (locks screen) KDEBUG: App became inactive KDEBUG: App genuinely became active KDEBUG: App went to background expected (locks screen) KDEBUG: App became inactive KDEBUG: App went to background
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117
Apr ’25
SwiftUI views lock up after background and sleep for “Designed for iPad” apps
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode. The bug occurs when: the user Hides the app (i.e. it goes into the background) the user puts the Mac to sleep (e.g. Apple menu > Sleep) a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state") when the app is brought back into the foreground the UI no longer updates properly The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window. The following extremely simple code in a default Xcode project illustrates the issue: import SwiftUI @main struct staleApp: App { @State private var isBright = true var body: some Scene { WindowGroup() { ZStack { (isBright ? Color.white : Color.black).ignoresSafeArea() Button("TOGGLE") { isBright.toggle(); print("TAPPED") } } .onAppear { print("\(isBright ? "light" : "dark") view appeared") } } } } For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again. so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
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172
Apr ’25
iOS 17 Bug? Adding a .sheet to a .fullscreencover makes background opaque
I am working on creating a custom Popup View based on a .fullscreenCover. The .fullscreenCover is used to place the Popup content on screen on a semi-transparent background. While this works on iOS 18, there is a problem on iOS 17: When the Popup content contains a .sheet, the background is not transparent any more but opaque. Image: iOS 17. When showing the Popup an opaque background covers the main content. When tapping on the background it turns transparent. Image: iOS 18. Everything works as intended. When showing the Popup the main background is covered with a semi-transparent background. Removing the .sheet(...) from the Popup content solves the problem. It does not matter if the sheet is used or not. Adding it to the view code is enough to trigger the problem. Using a .sheet within a .fullscreenCover should not be a problem as far as I know. Is this a bug in iOS 17 or is there something wrong with my code? Code: struct SwiftUIView: View { @State var isPresented: Bool = false @State var sheetPresented: Bool = false var body: some View { ZStack { VStack { Color.red.frame(maxHeight: .infinity) Color.green.frame(maxHeight: .infinity) Color.yellow.frame(maxHeight: .infinity) Color.blue.frame(maxHeight: .infinity) } Button("Show") { isPresented = true } .padding() .background(.white) Popup(isPresented: $isPresented) { VStack { Button("Dismiss") { isPresented = false } } .frame(maxWidth: 300) .padding() .background( RoundedRectangle(cornerRadius: 20) .fill(.white) ) .sheet(isPresented: $sheetPresented) { Text("Hallo") } } } } } struct Popup<Content: View>: View { @Binding var isPresented: Bool let content: () -> Content init(isPresented: Binding<Bool>, @ViewBuilder _ content: @escaping () -> Content) { _isPresented = isPresented self.content = content } @State private var internalIsPresented: Bool = false @State private var isShowing: Bool = false let transitionDuration: TimeInterval = 0.5 var body: some View { ZStack { } .fullScreenCover(isPresented: $internalIsPresented) { VStack { content() } .frame(maxWidth: .infinity, maxHeight: .infinity) .background( Color.black.opacity(0.5) .opacity(isShowing ? 1 : 0) .animation(.easeOut(duration: transitionDuration), value: isShowing) .ignoresSafeArea() ) .presentationBackground(.clear) .onAppear { isShowing = true } .onDisappear { isShowing = false } } .onChange(of: isPresented) { _ in withoutAnimation { internalIsPresented = isPresented } } } } extension View { func withoutAnimation(action: @escaping () -> Void) { var transaction = Transaction() transaction.disablesAnimations = true withTransaction(transaction) { action() } } }
Topic: UI Frameworks SubTopic: SwiftUI
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107
May ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
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73
May ’25
How to customize item transitions inside a Picker View?
I have a simple Picker where the options available change by the view state. I would like to have the transition animated but the default animation is not good so I tried setting a .transition() and or an .animation() inside an item on the picker but it is ignored. The same happens if the transition is set on the picker itself since it's always present. Am I doing it right and is just not posible or is there something else to do? Code to reproduce the issue: struct ContentView: View { @State var list: [String] = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] @State var selected: String? @State var toggle: Bool = false var body: some View { VStack { Picker("List", selection: $selected) { ForEach(list, id: \.self) { Text($0).tag($0) // .transition(.opacity) } } .pickerStyle(.segmented) // .transition(.opacity) HStack { Button(action: swapOptions) { Text("Swap") } } } .padding() } } extension ContentView { func swapOptions() { withAnimation { toggle.toggle() switch toggle { case true: list = [ "Item 1", "Item 2", "Item 3", "Item 4", "Item 5", ] case false: list = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] } } } } ``
Topic: UI Frameworks SubTopic: SwiftUI
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99
May ’25
memory leak upon mouse down in a NSTextField
Dear all, Sorry if the topic has already been commented but I could not be able to find it in over 10,000 picks using the forum search field... My problem is that with any NSTextField in my app, a click will result in a memory leak. There is no code attached, just bindings to NSNumber properties. How can I fix this ? Thanks for your help. Best regards Chris
Topic: UI Frameworks SubTopic: AppKit
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74
May ’25
cannot save event
iOS 18.4.1 When I change a Google type event to an iCloud type, a "Cannot Save Event" prompt box pops up. We have also received user feedback that recurring events also fail to save. After updating to iOS 18.4 when trying to save changes to an existing repeating event, the message "Cannot Save Event" will appear. EventKitUI
Topic: UI Frameworks SubTopic: UIKit
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68
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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140
May ’25
NearbyInteraction with Live Activity and background behavior on iOS 18.4 / watchOS – Questions on UWB and Audio
Hi everyone, we’d appreciate your input on the following use case – thanks in advance! In our iPhone and Apple Watch app, we’re using the NearbyInteraction API to measure the distance between both devices via UWB. Setup: On the iPhone, we start a LiveActivity together with the NISession, to keep the ranging active in the background. ✅ Good news: On iOS 18.4, this works as expected – the NISession stays active in the background as long as the Live Activity is running. Current issues: As soon as the Watch app moves to the background, ranging seems to pause and is eventually terminated. → Question 1: Is there a way to keep the NISession active on the Watch when the app goes into the background? Audio playback from background not working: We'd like to trigger audio playback when certain distance changes are detected. So far, we can only trigger haptic feedback in the background – audio does not play. → Question 2: Is it possible to play audio (e.g. using AVAudioPlayer) while a NISession and a LiveActivity are running in the background? We’d be grateful for any advice or best practices for this combination. Thanks and best regards!
Topic: UI Frameworks SubTopic: General
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72
May ’25
UICollectionView Dequeue Crash Xcode 16.2
I am facing same issue with major crash while coming out from this function. Basically using collectionView.dequeReusableCell with size calculation. func getSizeOfFavouriteCell(_ collectionView: UICollectionView, at indexPath: IndexPath, item: FindCircleInfoCellItem) -> CGSize { guard let dummyCell = collectionView.dequeueReusableCell( withReuseIdentifier: TAButtonAddCollectionViewCell.reuseIdentifier, for: indexPath) as? TAButtonAddCollectionViewCell else { return CGSize.zero } dummyCell.title = item.title dummyCell.subtitle = item.subtitle dummyCell.icon = item.icon dummyCell.layoutIfNeeded() var targetSize = CGSize.zero if viewModel.favoritesDataSource.isEmpty.not, viewModel.favoritesDataSource.count > FindSheetViewControllerConstants.minimumFavoritesToDisplayInSection { targetSize = CGSize(width: collectionView.frame.size.width / 2, height: collectionView.frame.height) var estimatedSize: CGSize = dummyCell.systemLayoutSizeFitting(targetSize) if estimatedSize.width > targetSize.width { estimatedSize.width = targetSize.width } return CGSize(width: estimatedSize.width, height: targetSize.height) } } We have resolve issue with size calculation with checking nil. Working fine in xcode 15 and 16+. Note: Please help me with reason of crash? Is it because of xCode 16.2 onwards **strict check on UICollectionView **
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155
Apr ’25
how to get subviews of a SwiftUI view in UIKit environment
I have a SwiftUI view that I have wrapped using UIHostingController for use within UIKit. Requirement: Within the UIKit environment, I want to get all the subviews of this SwiftUI view and determine whether the images within those subviews have finished loading. For UIKit views, we can use view.subviews to get all the subviews and do the check. However, for SwiftUI views, I found that the view.subviews turns out to be an empty array, making it impossible to do further checks. So the question is How can I get the subviews of a SwiftUI view?
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130
May ’25
CPTabBarTemplate in CarPlay Simulator: Tab Becomes Inactive on Re-selection
I am facing an issue in my CarPlay app using CPTabBarTemplate. The app has two tabs, and on launch, the first tab is correctly selected. However, when I tap on the first tab again, instead of staying active, it becomes inactive. This behavior is unexpected, as re-selecting the active tab should typically maintain its selected state. Has anyone else encountered this issue or found a workaround to prevent the tab from becoming inactive?
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62
May ’25
drag a modelEntity inside an Immersive space and track position
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import RealityKit import RealityKitContent import Foundation @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3<Float>? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .targetedToEntity(sphere) .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { Text("Hello, World!") RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //1.2 add component to ball ball.components.set(InputTargetComponent()) //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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70
Apr ’25
Use Custom UIApplication Subclass with SwiftUI
I have a SwiftUI app which needs the Ivanti AppConnect SDK. The docs only show how to integrate it into a Swift/UIKit app. But I need it to work with SwiftUI. I probably could make a UIKit base app and then load my existing SwiftUI views and code through a SwiftUI component host or something. But I'd like to avoid that if possible. Here is where I'm stuck: The AppConnect framework loads through a custom UIApplication subclass in the main.swift file: import Foundation import AppConnect UIApplicationMain( CommandLine.argc, CommandLine.unsafeArgv, ACUIApplicationClassName, NSStringFromClass(AppDelegate.self) ) The startup works as expected, and the expected function is called in the AppDelegate class: func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {...} However, the SwiftUI view is not loaded and the scree stays blank. I implemented a SceneDelegate.swift class which doesn't seem to be called. Also, the following function in the AppDelegate doesn't get called either: func application( _ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {...} So how do I bootstrap SwiftUI with a custom UIApplication class? can that be done with the @main macro somehow? I'm still pretty new to Swift and iOS development. Any help is appreciated
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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79
May ’25
Custom slider png on gui
Im student, hobbyst on developing. i have a problem inserting a custom slidee PNG to control volume of an áudio file in an app. The slidee built in Swift, runs ok. When i try to use a custom png it show in the Gui but when move its button right it disappear beyond the maximum but when i move ir left the minimamente is at middle of the slider scale
Topic: UI Frameworks SubTopic: SwiftUI
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46
Apr ’25
Using App Intents in Live Activity to Pause a Timer
Hello, I am trying to test a concept of a timer stopwatch with Live Activities and integrating buttons like Pause/Resume. When the stopwatch starts, a new Live Activity is created. The stopwatch is managed by the ViewModel, which has functions like start(), pause(), resume(), reset(), and also startLiveActivity(), etc. It uses @AppStorage to store keys like stopWatchModeRaw values, startTimeInterval, etc. The Live Activity state is stored here in the view model using: private var currentActivity: Activity? = nil The Live Activity is started using: private func startActivity() async { guard currentActivity == nil, Activity<StopwatchAttributes>.activities.isEmpty else { if currentActivity == nil { findAndAssignExistingActivity() await updateActivity() } return } let attributes = StopwatchAttributes() let state = StopwatchAttributes.ContentState( .... pass in the content state variables .... ) let content = ActivityContent(state: state, staleDate: nil) do { let activity = try Activity<StopwatchAttributes>.request( attributes: attributes, content: content, pushType: nil ) // Store the activity instance self.currentActivity = activity } catch { print("Error requesting Live Activity: \(error.localizedDescription)") } } and FindAndAssignExistingAcivity does: private func findAndAssignExistingActivity() { if let existingActivity = findActivity(), existingActivity.activityState == .active || existingActivity.activityState == .stale { print("Found existing activity on launch: \(existingActivity.id)") self.currentActivity = existingActivity } else { print("No existing activity found on launch.") self.currentActivity = nil } } UpdateActivity if the activity exists with a guard statement, and then update the activity. This is also used when the user taps Pause in the Stopwatch. The main issue I am facing is with the PauseIntent, it can't find the Live Activity and will always exit at that guard statement. struct PauseIntent: AppIntent { static var title: LocalizedStringResource = "Pause Stopwatch" func perform() async throws -> some IntentResult { guard let defaults = UserDefaults(suiteName: appGroupID) else { return .result() // Simple failure } let currentModeRaw = defaults.integer(forKey: "stopwatchModeRawValue") let currentMode = StopwatchMode(rawValue: currentModeRaw) ?? .reset let startTimeInterval = defaults.double(forKey: "startTimeInterval") // TimeInterval when current running segment started let accumulatedTime = defaults.double(forKey: "accumulatedTime") guard let activity = Activity<StopwatchAttributes>.activities.first else { Self.logger.error("PauseIntent EXIT: No Live Activity found to update. (Activity<StopwatchAttributes>.activities is empty)") return .result() // EXITING HERE, No Live Activity Found, there was nothing found to update... -> It always exits here } followed by rest of the code to update the state of the live activity, but it never executes because the activity = Activity.activities.first always returns false. What seems to be the issue? 1 .Is the method wrong to check for the live activity before attempting to Pause? 2. Can the Live Activity actually Pause the Stopwatch Timer in the main App since the Live Activity is actually a Widget Extension and not the App itself, so it cannot see the data directly?
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142
May ’25
UIInputView not being deallocated
I am experiencing memory leaks in my iOS app that seem to be related to an issue between UIInputView and _UIInputViewContent. After using the memory graph, I'm seeing that instances of these objects aren't being deallocated properly. The UIInputViewController whichs holds the inputView is being deallocated properly along with its subviews.I have tried to remove all of UIInputViewController's subviews and their functions but the uiInputView is not being deallocated. The current setup of my app is a collectionView with multiple cells,each possessing a textfield with holds a UIInputViewController.When i scroll up or down,the views are being reused as expected and the number of UIInputViewController stays consistent with the number of textfields.However the number of inputView keeps increasing referencing solely _UIInputViewContent. class KeyboardViewController: UIInputViewController { // Callbacks var key1: ((String) -> Void)? var key2: (() -> Void)? var key3: (() -> Void)? var key4: (() -> Void)? private lazy var buttonTitles = [ ["1", "2", "3"], ["4", "5", "6"], ["7", "8", "9"] ] override func viewDidLoad() { super.viewDidLoad() setupKeyboard() } lazy var mainStackView: UIStackView = { let mainStackView = UIStackView() mainStackView.axis = .vertical mainStackView.distribution = .fillEqually mainStackView.spacing = 16 mainStackView.translatesAutoresizingMaskIntoConstraints = false return mainStackView }() private func setupKeyboard() { let keyboardView = UIView(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 279.0)) keyboardView.addSubview(mainStackView) NSLayoutConstraint.activate([ mainStackView.topAnchor.constraint(equalTo: keyboardView.topAnchor, constant: 16), mainStackView.leadingAnchor.constraint(equalTo: keyboardView.leadingAnchor, constant: 0), mainStackView.trailingAnchor.constraint(equalTo: keyboardView.trailingAnchor, constant: -24), mainStackView.bottomAnchor.constraint(equalTo: keyboardView.bottomAnchor, constant: -35) ]) // Create rows for (_, _) in buttonTitles.enumerated() { let rowStackView = UIStackView() rowStackView.axis = .horizontal rowStackView.distribution = .fillEqually rowStackView.spacing = 1 // Create buttons for each row for title in rowTitles { let button = createButton(title: title) rowStackView.addArrangedSubview(button) } mainStackView.addArrangedSubview(rowStackView) } self.view = keyboardView } private func createButton(title: String) -> UIButton { switch title { ///returns a uibutton based on title } } // MARK: - Button Actions @objc private func numberTapped(_ sender: UIButton) { if let number = sender.title(for: .normal) { key1?(number) } } @objc private func key2Called() { key2?() } @objc private func key3Called() { key3?() } @objc private func key4Called() { key4?() } deinit { // Clear any strong references key1 = nil key2 = nil key3 = nil key4 = nil for subview in mainStackView.arrangedSubviews { if let stackView = subview as? UIStackView { for button in stackView.arrangedSubviews { (button as? UIButton)?.removeTarget(self, action: nil, for: .allEvents) } } } mainStackView.removeFromSuperview() } } Environment iOS 16.3 Xcode 18.3.1 Any insights would be greatly appreciated as this is causing noticeable memory growth in my app over time.
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92
Apr ’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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0
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0
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140
Activity
May ’25
scenePhase not behaving as expected on screen lock
Seeing weird sequences of changes when locking the screen when view is visable. .onChange(of: scenePhase) { phase in if phase == .active { if UIApplication.shared.applicationState == .active { print("KDEBUG: App genuinely became active") } else { print("KDEBUG: False active signal detected") } } else if phase == .inactive { print("KDEBUG: App became inactive") // Handle inactive state if needed } else if phase == .background { print("KDEBUG: App went to background") // Handle background state if needed } } seen: (locks screen) KDEBUG: App became inactive KDEBUG: App genuinely became active KDEBUG: App went to background expected (locks screen) KDEBUG: App became inactive KDEBUG: App went to background
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2
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0
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117
Activity
Apr ’25
SwiftUI views lock up after background and sleep for “Designed for iPad” apps
There's an easily reproducible SwiftUI bug on macOS where an app's UI state no longer updates/re-renders for "Designed for iPad" apps (i.e. ProcessInfo.processInfo.isiOSAppOnMac == true). The bug occurs in Xcode and also if the app is running independent of Xcode. The bug occurs when: the user Hides the app (i.e. it goes into the background) the user puts the Mac to sleep (e.g. Apple menu > Sleep) a total of ~60 seconds transpires (i.e. macOS puts the app into the "suspended state") when the app is brought back into the foreground the UI no longer updates properly The only way I have found to fix this is to manually open a new actual full app window via File > New, in which case the app works fine again in the new window. The following extremely simple code in a default Xcode project illustrates the issue: import SwiftUI @main struct staleApp: App { @State private var isBright = true var body: some Scene { WindowGroup() { ZStack { (isBright ? Color.white : Color.black).ignoresSafeArea() Button("TOGGLE") { isBright.toggle(); print("TAPPED") } } .onAppear { print("\(isBright ? "light" : "dark") view appeared") } } } } For the code above, after Hiding the app and putting the computer to sleep for 60 seconds or more, the button no longer swaps views, although the print statements still appear in the console upon tapping the button. Also, while in this buggy state, i can get the view to update to the current state (i.e. the view triggered by the last tap) by manually dragging the corner of the app window to resize the window. But after resizing, the view again does not update upon button tapping until I resize the window again. so it appears the diff engine is mucked or that the Scene or WindowGroup are no longer correctly running on the main thread I have tried rebuilding the entire view hierarchy by updating .id() on views but this approach does NOT work. I have tried many other options/hacks but have not been able to reset the 'view engine' other than opening a new window manually or by using: @Environment(.openWindow) private var openWindow openWindow could be a viable solution except there's no way to programmatically close the old window for isiOSAppOnMac (@Environment(.dismissWindow) private var dismissWindow doesn't work for iOS)
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172
Activity
Apr ’25
iOS 17 Bug? Adding a .sheet to a .fullscreencover makes background opaque
I am working on creating a custom Popup View based on a .fullscreenCover. The .fullscreenCover is used to place the Popup content on screen on a semi-transparent background. While this works on iOS 18, there is a problem on iOS 17: When the Popup content contains a .sheet, the background is not transparent any more but opaque. Image: iOS 17. When showing the Popup an opaque background covers the main content. When tapping on the background it turns transparent. Image: iOS 18. Everything works as intended. When showing the Popup the main background is covered with a semi-transparent background. Removing the .sheet(...) from the Popup content solves the problem. It does not matter if the sheet is used or not. Adding it to the view code is enough to trigger the problem. Using a .sheet within a .fullscreenCover should not be a problem as far as I know. Is this a bug in iOS 17 or is there something wrong with my code? Code: struct SwiftUIView: View { @State var isPresented: Bool = false @State var sheetPresented: Bool = false var body: some View { ZStack { VStack { Color.red.frame(maxHeight: .infinity) Color.green.frame(maxHeight: .infinity) Color.yellow.frame(maxHeight: .infinity) Color.blue.frame(maxHeight: .infinity) } Button("Show") { isPresented = true } .padding() .background(.white) Popup(isPresented: $isPresented) { VStack { Button("Dismiss") { isPresented = false } } .frame(maxWidth: 300) .padding() .background( RoundedRectangle(cornerRadius: 20) .fill(.white) ) .sheet(isPresented: $sheetPresented) { Text("Hallo") } } } } } struct Popup<Content: View>: View { @Binding var isPresented: Bool let content: () -> Content init(isPresented: Binding<Bool>, @ViewBuilder _ content: @escaping () -> Content) { _isPresented = isPresented self.content = content } @State private var internalIsPresented: Bool = false @State private var isShowing: Bool = false let transitionDuration: TimeInterval = 0.5 var body: some View { ZStack { } .fullScreenCover(isPresented: $internalIsPresented) { VStack { content() } .frame(maxWidth: .infinity, maxHeight: .infinity) .background( Color.black.opacity(0.5) .opacity(isShowing ? 1 : 0) .animation(.easeOut(duration: transitionDuration), value: isShowing) .ignoresSafeArea() ) .presentationBackground(.clear) .onAppear { isShowing = true } .onDisappear { isShowing = false } } .onChange(of: isPresented) { _ in withoutAnimation { internalIsPresented = isPresented } } } } extension View { func withoutAnimation(action: @escaping () -> Void) { var transaction = Transaction() transaction.disablesAnimations = true withTransaction(transaction) { action() } } }
Topic: UI Frameworks SubTopic: SwiftUI
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107
Activity
May ’25
A wrinkle converting a UIKit Document-based app to SwiftUI Document Group
The app I'm converting includes two unique document types. UI-wise they have key similarities (eg contents are password protected) But serialization/model - wise. they are different documents. I have not been able to find any documentation on options for implementing this (eg use a (abstract?) base class derived from FileDocument, with two concrete sub classes? maybe just a single subclass of FileDocument that contains model details for both file types?) Stepping back from implementation options, am I crazy for attempting to use DocumentGroup to create a single app that would need to be able to open/modify/save multiple unique document types? any/all guidance much appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
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73
Activity
May ’25
How to customize item transitions inside a Picker View?
I have a simple Picker where the options available change by the view state. I would like to have the transition animated but the default animation is not good so I tried setting a .transition() and or an .animation() inside an item on the picker but it is ignored. The same happens if the transition is set on the picker itself since it's always present. Am I doing it right and is just not posible or is there something else to do? Code to reproduce the issue: struct ContentView: View { @State var list: [String] = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] @State var selected: String? @State var toggle: Bool = false var body: some View { VStack { Picker("List", selection: $selected) { ForEach(list, id: \.self) { Text($0).tag($0) // .transition(.opacity) } } .pickerStyle(.segmented) // .transition(.opacity) HStack { Button(action: swapOptions) { Text("Swap") } } } .padding() } } extension ContentView { func swapOptions() { withAnimation { toggle.toggle() switch toggle { case true: list = [ "Item 1", "Item 2", "Item 3", "Item 4", "Item 5", ] case false: list = [ "Item 4", "Item 5", "Item 6", "Item 7", "Item 8", ] } } } } ``
Topic: UI Frameworks SubTopic: SwiftUI
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99
Activity
May ’25
memory leak upon mouse down in a NSTextField
Dear all, Sorry if the topic has already been commented but I could not be able to find it in over 10,000 picks using the forum search field... My problem is that with any NSTextField in my app, a click will result in a memory leak. There is no code attached, just bindings to NSNumber properties. How can I fix this ? Thanks for your help. Best regards Chris
Topic: UI Frameworks SubTopic: AppKit
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74
Activity
May ’25
cannot save event
iOS 18.4.1 When I change a Google type event to an iCloud type, a "Cannot Save Event" prompt box pops up. We have also received user feedback that recurring events also fail to save. After updating to iOS 18.4 when trying to save changes to an existing repeating event, the message "Cannot Save Event" will appear. EventKitUI
Topic: UI Frameworks SubTopic: UIKit
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68
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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140
Activity
May ’25
NearbyInteraction with Live Activity and background behavior on iOS 18.4 / watchOS – Questions on UWB and Audio
Hi everyone, we’d appreciate your input on the following use case – thanks in advance! In our iPhone and Apple Watch app, we’re using the NearbyInteraction API to measure the distance between both devices via UWB. Setup: On the iPhone, we start a LiveActivity together with the NISession, to keep the ranging active in the background. ✅ Good news: On iOS 18.4, this works as expected – the NISession stays active in the background as long as the Live Activity is running. Current issues: As soon as the Watch app moves to the background, ranging seems to pause and is eventually terminated. → Question 1: Is there a way to keep the NISession active on the Watch when the app goes into the background? Audio playback from background not working: We'd like to trigger audio playback when certain distance changes are detected. So far, we can only trigger haptic feedback in the background – audio does not play. → Question 2: Is it possible to play audio (e.g. using AVAudioPlayer) while a NISession and a LiveActivity are running in the background? We’d be grateful for any advice or best practices for this combination. Thanks and best regards!
Topic: UI Frameworks SubTopic: General
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72
Activity
May ’25
applicationWillEnterForeground not getting called
Something func applicationWillEnterForeground is not getting called for specific iOS 18.3.2
Topic: UI Frameworks SubTopic: UIKit
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54
Activity
May ’25
UICollectionView Dequeue Crash Xcode 16.2
I am facing same issue with major crash while coming out from this function. Basically using collectionView.dequeReusableCell with size calculation. func getSizeOfFavouriteCell(_ collectionView: UICollectionView, at indexPath: IndexPath, item: FindCircleInfoCellItem) -> CGSize { guard let dummyCell = collectionView.dequeueReusableCell( withReuseIdentifier: TAButtonAddCollectionViewCell.reuseIdentifier, for: indexPath) as? TAButtonAddCollectionViewCell else { return CGSize.zero } dummyCell.title = item.title dummyCell.subtitle = item.subtitle dummyCell.icon = item.icon dummyCell.layoutIfNeeded() var targetSize = CGSize.zero if viewModel.favoritesDataSource.isEmpty.not, viewModel.favoritesDataSource.count > FindSheetViewControllerConstants.minimumFavoritesToDisplayInSection { targetSize = CGSize(width: collectionView.frame.size.width / 2, height: collectionView.frame.height) var estimatedSize: CGSize = dummyCell.systemLayoutSizeFitting(targetSize) if estimatedSize.width > targetSize.width { estimatedSize.width = targetSize.width } return CGSize(width: estimatedSize.width, height: targetSize.height) } } We have resolve issue with size calculation with checking nil. Working fine in xcode 15 and 16+. Note: Please help me with reason of crash? Is it because of xCode 16.2 onwards **strict check on UICollectionView **
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Activity
Apr ’25
Can the macOS Quick Look preview plugin support network capabilities?
I developed a quick look preview plugin on MacOS, and want to add some data tracking to understand user usage. However, I'm encountering errors when using network capabilities within the plugin. I want to confirm whether the preview plugin blocks network capabilities.
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76
Activity
May ’25
how to get subviews of a SwiftUI view in UIKit environment
I have a SwiftUI view that I have wrapped using UIHostingController for use within UIKit. Requirement: Within the UIKit environment, I want to get all the subviews of this SwiftUI view and determine whether the images within those subviews have finished loading. For UIKit views, we can use view.subviews to get all the subviews and do the check. However, for SwiftUI views, I found that the view.subviews turns out to be an empty array, making it impossible to do further checks. So the question is How can I get the subviews of a SwiftUI view?
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130
Activity
May ’25
CPTabBarTemplate in CarPlay Simulator: Tab Becomes Inactive on Re-selection
I am facing an issue in my CarPlay app using CPTabBarTemplate. The app has two tabs, and on launch, the first tab is correctly selected. However, when I tap on the first tab again, instead of staying active, it becomes inactive. This behavior is unexpected, as re-selecting the active tab should typically maintain its selected state. Has anyone else encountered this issue or found a workaround to prevent the tab from becoming inactive?
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62
Activity
May ’25
drag a modelEntity inside an Immersive space and track position
Goal : Drag a sphere across the room and track it's position Problem: The gesture seems to have no effect on the sphere ModelEntity. I don't know how to properly attach the gesture to the ModelEntity. Any help is great. Thank you import SwiftUI import RealityKit import RealityKitContent import Foundation @main struct testApp: App { @State var immersionStyle:ImmersionStyle = .mixed var body: some Scene { ImmersiveSpace { ContentView() } .immersionStyle(selection: $immersionStyle, in: .mixed, .full, .progressive) } } struct ContentView: View { @State private var lastPosition: SIMD3<Float>? = nil @State var subscription: EventSubscription? @State private var isDragging: Bool = false var sphere: ModelEntity { let mesh = MeshResource.generateSphere(radius: 0.05) let material = SimpleMaterial(color: .blue, isMetallic: false) let entity = ModelEntity(mesh: mesh, materials: [material]) entity.generateCollisionShapes(recursive: true) return entity } var drag: some Gesture { DragGesture() .targetedToEntity(sphere) .onChanged { _ in self.isDragging = true } .onEnded { _ in self.isDragging = false } } var body: some View { Text("Hello, World!") RealityView { content in //1. Anchor Entity let anchor = AnchorEntity(world: SIMD3<Float>(0, 0, -1)) let ball = sphere //1.2 add component to ball ball.components.set(InputTargetComponent()) //2. add anchor to sphere anchor.addChild(ball) content.add(anchor) subscription = content.subscribe(to: SceneEvents.Update.self) { event in let currentPosition = ball.position(relativeTo: nil) if let last = lastPosition, last != currentPosition { print("Sphere moved from \(last) to \(currentPosition)") } lastPosition = currentPosition } } .gesture(drag) } }
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70
Activity
Apr ’25
Use Custom UIApplication Subclass with SwiftUI
I have a SwiftUI app which needs the Ivanti AppConnect SDK. The docs only show how to integrate it into a Swift/UIKit app. But I need it to work with SwiftUI. I probably could make a UIKit base app and then load my existing SwiftUI views and code through a SwiftUI component host or something. But I'd like to avoid that if possible. Here is where I'm stuck: The AppConnect framework loads through a custom UIApplication subclass in the main.swift file: import Foundation import AppConnect UIApplicationMain( CommandLine.argc, CommandLine.unsafeArgv, ACUIApplicationClassName, NSStringFromClass(AppDelegate.self) ) The startup works as expected, and the expected function is called in the AppDelegate class: func application( _ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {...} However, the SwiftUI view is not loaded and the scree stays blank. I implemented a SceneDelegate.swift class which doesn't seem to be called. Also, the following function in the AppDelegate doesn't get called either: func application( _ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {...} So how do I bootstrap SwiftUI with a custom UIApplication class? can that be done with the @main macro somehow? I'm still pretty new to Swift and iOS development. Any help is appreciated
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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79
Activity
May ’25
Custom slider png on gui
Im student, hobbyst on developing. i have a problem inserting a custom slidee PNG to control volume of an áudio file in an app. The slidee built in Swift, runs ok. When i try to use a custom png it show in the Gui but when move its button right it disappear beyond the maximum but when i move ir left the minimamente is at middle of the slider scale
Topic: UI Frameworks SubTopic: SwiftUI
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46
Activity
Apr ’25
Using App Intents in Live Activity to Pause a Timer
Hello, I am trying to test a concept of a timer stopwatch with Live Activities and integrating buttons like Pause/Resume. When the stopwatch starts, a new Live Activity is created. The stopwatch is managed by the ViewModel, which has functions like start(), pause(), resume(), reset(), and also startLiveActivity(), etc. It uses @AppStorage to store keys like stopWatchModeRaw values, startTimeInterval, etc. The Live Activity state is stored here in the view model using: private var currentActivity: Activity? = nil The Live Activity is started using: private func startActivity() async { guard currentActivity == nil, Activity<StopwatchAttributes>.activities.isEmpty else { if currentActivity == nil { findAndAssignExistingActivity() await updateActivity() } return } let attributes = StopwatchAttributes() let state = StopwatchAttributes.ContentState( .... pass in the content state variables .... ) let content = ActivityContent(state: state, staleDate: nil) do { let activity = try Activity<StopwatchAttributes>.request( attributes: attributes, content: content, pushType: nil ) // Store the activity instance self.currentActivity = activity } catch { print("Error requesting Live Activity: \(error.localizedDescription)") } } and FindAndAssignExistingAcivity does: private func findAndAssignExistingActivity() { if let existingActivity = findActivity(), existingActivity.activityState == .active || existingActivity.activityState == .stale { print("Found existing activity on launch: \(existingActivity.id)") self.currentActivity = existingActivity } else { print("No existing activity found on launch.") self.currentActivity = nil } } UpdateActivity if the activity exists with a guard statement, and then update the activity. This is also used when the user taps Pause in the Stopwatch. The main issue I am facing is with the PauseIntent, it can't find the Live Activity and will always exit at that guard statement. struct PauseIntent: AppIntent { static var title: LocalizedStringResource = "Pause Stopwatch" func perform() async throws -> some IntentResult { guard let defaults = UserDefaults(suiteName: appGroupID) else { return .result() // Simple failure } let currentModeRaw = defaults.integer(forKey: "stopwatchModeRawValue") let currentMode = StopwatchMode(rawValue: currentModeRaw) ?? .reset let startTimeInterval = defaults.double(forKey: "startTimeInterval") // TimeInterval when current running segment started let accumulatedTime = defaults.double(forKey: "accumulatedTime") guard let activity = Activity<StopwatchAttributes>.activities.first else { Self.logger.error("PauseIntent EXIT: No Live Activity found to update. (Activity<StopwatchAttributes>.activities is empty)") return .result() // EXITING HERE, No Live Activity Found, there was nothing found to update... -> It always exits here } followed by rest of the code to update the state of the live activity, but it never executes because the activity = Activity.activities.first always returns false. What seems to be the issue? 1 .Is the method wrong to check for the live activity before attempting to Pause? 2. Can the Live Activity actually Pause the Stopwatch Timer in the main App since the Live Activity is actually a Widget Extension and not the App itself, so it cannot see the data directly?
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142
Activity
May ’25
UIInputView not being deallocated
I am experiencing memory leaks in my iOS app that seem to be related to an issue between UIInputView and _UIInputViewContent. After using the memory graph, I'm seeing that instances of these objects aren't being deallocated properly. The UIInputViewController whichs holds the inputView is being deallocated properly along with its subviews.I have tried to remove all of UIInputViewController's subviews and their functions but the uiInputView is not being deallocated. The current setup of my app is a collectionView with multiple cells,each possessing a textfield with holds a UIInputViewController.When i scroll up or down,the views are being reused as expected and the number of UIInputViewController stays consistent with the number of textfields.However the number of inputView keeps increasing referencing solely _UIInputViewContent. class KeyboardViewController: UIInputViewController { // Callbacks var key1: ((String) -> Void)? var key2: (() -> Void)? var key3: (() -> Void)? var key4: (() -> Void)? private lazy var buttonTitles = [ ["1", "2", "3"], ["4", "5", "6"], ["7", "8", "9"] ] override func viewDidLoad() { super.viewDidLoad() setupKeyboard() } lazy var mainStackView: UIStackView = { let mainStackView = UIStackView() mainStackView.axis = .vertical mainStackView.distribution = .fillEqually mainStackView.spacing = 16 mainStackView.translatesAutoresizingMaskIntoConstraints = false return mainStackView }() private func setupKeyboard() { let keyboardView = UIView(frame:CGRect(x: 0, y: 0, width: UIScreen.main.bounds.width, height: 279.0)) keyboardView.addSubview(mainStackView) NSLayoutConstraint.activate([ mainStackView.topAnchor.constraint(equalTo: keyboardView.topAnchor, constant: 16), mainStackView.leadingAnchor.constraint(equalTo: keyboardView.leadingAnchor, constant: 0), mainStackView.trailingAnchor.constraint(equalTo: keyboardView.trailingAnchor, constant: -24), mainStackView.bottomAnchor.constraint(equalTo: keyboardView.bottomAnchor, constant: -35) ]) // Create rows for (_, _) in buttonTitles.enumerated() { let rowStackView = UIStackView() rowStackView.axis = .horizontal rowStackView.distribution = .fillEqually rowStackView.spacing = 1 // Create buttons for each row for title in rowTitles { let button = createButton(title: title) rowStackView.addArrangedSubview(button) } mainStackView.addArrangedSubview(rowStackView) } self.view = keyboardView } private func createButton(title: String) -> UIButton { switch title { ///returns a uibutton based on title } } // MARK: - Button Actions @objc private func numberTapped(_ sender: UIButton) { if let number = sender.title(for: .normal) { key1?(number) } } @objc private func key2Called() { key2?() } @objc private func key3Called() { key3?() } @objc private func key4Called() { key4?() } deinit { // Clear any strong references key1 = nil key2 = nil key3 = nil key4 = nil for subview in mainStackView.arrangedSubviews { if let stackView = subview as? UIStackView { for button in stackView.arrangedSubviews { (button as? UIButton)?.removeTarget(self, action: nil, for: .allEvents) } } } mainStackView.removeFromSuperview() } } Environment iOS 16.3 Xcode 18.3.1 Any insights would be greatly appreciated as this is causing noticeable memory growth in my app over time.
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Activity
Apr ’25