I have a memory leak for SVG image that located in Assets.xcassets file when using SwiftUI Image, but when I use UIImage then convert it to SwiftUI Image the issue is not found.
import SwiftUI
struct ContentView: View {
var body: some View {
NavigationStack {
VStack {
NavigationLink("Show", destination: SecondView())
}
.padding()
}
}
}
struct SecondView: View {
@Environment(\.dismiss) var dismiss
var body: some View {
NavigationStack {
VStack {
IM.svgImage
.resizable()
.scaledToFit()
.frame(width: 200, height: 200)
Button("Dismiss") {
dismiss()
}
}
}
}
}
enum IM {
static let testImage: Image = "test_image".image
static let svgImage: Image = "svgImage".image
}
extension String {
var image: Image {
Image(self) // Memory leak
}
var imageFromUIImage: Image {
guard let uiImage = UIImage(named: self) else {
return Image(self)
}
return Image(uiImage: uiImage) // No Memory leak
}
}
Environment that produces the issue:
Xcode: 16.2
Simulator: iPhone 15 Pro (iOS 17.5)
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UI Frameworks
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When using a .zoom navigation transition, where .matchedTransitionSource is applied to a button in a toolbar and the destination view is a sheet which is presented with PresentationDetent.medium, the transition works initially, but shortly after it completes, the sheet's background is dimmed and the text of the source button reappears abruptly.
Code and a screenshot are below, though the effect is best observed when interacting with the view.
//
// ContentView.swift
// ZoomNavigationTransitionSample
//
// Created by Matthew DuBois on 6/15/25.
//
import SwiftUI
struct ContentView: View {
@State private var isPresentingSheet = false
@Namespace private var namespace
var body: some View {
NavigationStack {
List {
Text("Some content")
}
.navigationTitle("Sample")
.toolbar {
ToolbarItem(placement: .topBarTrailing) {
Button("Button") {
isPresentingSheet = true
}
.matchedTransitionSource(id: "button", in: namespace)
}
}
.sheet(isPresented: $isPresentingSheet) {
Text("Some sheet content")
.navigationTransition(.zoom(sourceID: "button", in: namespace))
.presentationDetents([.medium])
}
}
}
}
#Preview {
ContentView()
}
Hi,
I was wondering if it's possible (and advisable) to use the new glass effects available in iOS 26 in Swift Charts?
For example, in a chart like the one in the image I've attached to this post, I was looking to try adding a .glassEffect modifier to the BarMarks to see how that would look and feel.
However, it seems it's not available directly on the BarMark (ChartContent) type, and I'm having trouble adding it in other ways too, such as using in on the types I supply to modifiers like foregroundStyle or clipShape.
Am I missing anything? Maybe it's just not advisable or necessary to use glass effects within Charts?
How can I achieve the result of buttons glass effect like sample videos that was show at de WWDC25? I tried a lot of approaches and I still far a way from the video.
I would like something like the pictures attached. Could send a sample code the get the same result?
Thanks
I am trying to implement the NSTextViewDelegate function textViewDidChangeSelection(_ notification: Notification). My text view's delegate is the Coordinator of my NSViewRepresentable. I've found that this delegate function never fires, but any other delegate function that I implement, as long as it doesn't take a Notification as an argument, does fire (e.g., textView(:willChangeSelectionFromCharacterRange:toCharacterRange:), fires and is called on the delegate exactly when it should be).
For context, I've verified all of the below:
textView.isSelectable = true
textView.isEditable = true
textView.delegate === my coordinator
I can call textViewDidChangeSelection(:) directly on the delegate without issue.
I can select and edit text without issues. I.e., the selections are being set correctly. But the delegate method is never called when they are.
I am able to add the intended delegate as an observer for the selector textViewDidChangeSelection via NotificationCenter. If I do this, the function executes when it should, but fires for every text view in my view hierarchy, which can number in the hundreds. I'm using an NSLayoutManager, so I figure this should only fire once. I've added a check within my code:
func textViewDidChangeSelection(_ notification: Notification) {
guard let textView = notification.object as? NSTextView,
textView === layoutManager.firstTextView else { return }
// Any code I want to execute...
}
But the above guard check lets through every notification, so, no matter what, my closure executes hundreds of times if I have hundreds of text views, all of them being sent by textView === layoutManager.firstTextView, but once for each and every text view managed by that layoutManager.
Does anyone know why this method isn't ever called on the delegate, while seemingly all other delegate methods are? I could go the NotificationCenter route, but I'd love to know why this won't execute as a delegate method when documentation says that it should, and I don't want to have to implement a counter to make sure my code only executes once per selection update. And for more reasons than that, implementing via delegate method is preferable to using notifications for my use case.
Thanks for any help!
I just put the TextField on UI and call the NSTextField setString,
but it is memory usage is increasing.
StoryBoard
Objective C
put TextField and button to UI
set TextField variable to "ABC" in ViewController.h
@property (weak) IBOutlet NSTextView* ABC;
on button event function
//dispatch_sync(dispatch_get_main_queue(), ^{
[_ABC setString:str];
//});
How to block the memory usage increase?
Also I was check on Instruments app, and there are many malloc 48bytes, its count is almost same with setString count.
Thank you!
To get menubar size, we can call.
let menuBarHeight = NSStatusBar.system.thickness
That is returning 24 and it is the same as my external screen. I did command + shift + 5 and use the screen capture tool to rougly measure the size of menubar. It is roughly 24px.
However, for my macbook pro 14 inches m2 pro. The menubar seem thicker because of the webcam. Is there a way to find out the size in Swift?
This sample code exhibits two issues:
struct ContentView: View
{
@State private var myColor = Color.red
var body: some View {
VStack() {
List() {
Text("Object")
Text("Object")
Text("Object")
.listRowSeparatorTint(myColor)
Text("Object")
}
Button(action:{myColor = Color.green})
{Text("Change color")}
}
.foregroundColor(myColor)
}
}
the row separator isn't redraws when the @State property change
listRowSeparatorTint apply to two lines
The first point is really disappointing. Is there anyone which know if this is a bug or there is a more correct way to use listRowSeparatorTint with changing parameter?
Hello,
My goal is to have a NavigationStack whose root view is determined based on its height and width. To do so, I'm using ViewThatFits, which should choose the right view to display. It is working fine, but unexpectedly both views trigger onAppear, whereas only the appropriate one should. This causes the logic in both closures to be executed, which is not intended.
The code below demonstrates the problem:
struct NavigationStackContentView: View {
var body: some View {
NavigationStack {
ViewThatFits(in: .vertical) {
Color.yellow
.onAppear { print("|-> on appear: yellow") }
.onDisappear { print("|-> on disappear: yellow") }
Color.red
.frame(width: 1500, height: 1500)
.onAppear { print("|-> on appear: red") }
.onDisappear { print("|-> on disappear: red") }
}
}
}
}
this produces:
|-> on appear: red
|-> on disappear: red
|-> on appear: yellow
When ViewThatFits is not nested within NavigationStack, the problem does not occur — only the yellow view (in this sample) triggers onAppear, which is the expected behavior. I also checked the macOS version, and the problem does not occur at all, whether within NavigationStack or not.
This example is simple and demonstrates that the larger view is the second one. When I switch their places, the problem does not occur because it recognizes that the first view would not fit at this point. However, in my case I will have these views without knowing which one will not fit, so switching their order is not a viable solution if this works without NavigationStack.
Am I doing something wrong, or is this a bug?
//
iOS: 18.3.1
Xcode: 16.2
The issue is, I cannot auto acquire bluetooth keyboard focus in PHPickerViewController after enabling 'Full Keyboard Access' in my IPhone 14 with iOS version 18.3.1. The keyboard focus in PHPickerViewController will show, however, after I tapped on the blank space of the PHPickerViewController. How to make the focus on at the first place then?
I'm using UINavigationController and calling setNavigationBarHidden(true, animated: false). Then I use this controller to present PHPickerViewController using some configuration setup below.
self.configuration = PHPickerConfiguration()
configuration.filter = .any(of: filters)
configuration.selectionLimit = selectionLimit
if #available(iOS 15.0, *), allowOrdering {
configuration.selection = .ordered
}
configuration.preferredAssetRepresentationMode = .current
Finally I set the delegate to PHPickerViewController and call UINavigationController.present(PHPickerViewController, animated: true) to render it.
Also I notice animation showing in first video then disappear.
More specifically, if I have 2 pinned tabs that are displayed in different order for compact and regular and switch between compact and regular, when it gets to regular mode, the images for both tabs will not be rendered. The tabs can still be pressed, just the icon is missing.
I'm currently building an App using a TabView as the main navigation method. In my app I would like to build a page similar to the Top Charts in the native App Store App with two lists side by side:
So far I came up with this code (simplified demo):
import SwiftUI
struct Demo: View {
var body: some View {
TabView {
Tab("Main Tab", systemImage: "tray.and.arrow.down.fill") {
NavigationStack {
HStack {
List {
Text("Left List")
}
List {
Text("Right List")
}
}
.navigationTitle("Demo")
.navigationBarTitleDisplayMode(.inline)
}
}
}
}
}
#Preview {
Demo()
}
However, I’m encountering a couple of issues:
• Scrolling to the top of the left list doesn’t trigger the toolbar background effect, and the content overlaps with the tabs in a strange way. Scrolling to the top of the right list works as expected.
• The navigation title is always hidden.
I haven’t been able to find a solution to these problems. What would be the correct approach? Thank you!
I’m following the example code from Apple to implement the new iPadOS 18 TabView() with the new Tab(). While the tabbing itself is working fine, I can’t get it to show up a (large) navigation title in the sidebar (like the Home or Files app).
I’ve tried placing .navigationTitle("App Name") at the TabView, but that doesn’t work. Is it possible to do this in any way or is this not recommended to show?
TabView {
Tab("Overview", systemImage: "film") {
Text("Put a OverviewView here")
}
TabSection("Watch") {
Tab("Movies", systemImage: "film") {
Text("Put a MoviesView here")
}
Tab("TV Shows", systemImage: "tv") {
Text("Put a TVShowsView here")
}
}
TabSection("Listen") {
Tab("Music", systemImage: "music.note.list") {
Text("Put a MusicView here")
}
Tab("Podcasts", systemImage: "mic") {
Text("Put a PodcastsView here")
}
}
}
.tabViewStyle(.sidebarAdaptable)
.navigationTitle("App Name")
.navigationBarTitleDisplayMode(.large)
I know that there is also the .tabViewSidebarHeader() modifier, but that adds any view above the scroll view content. Neither does that easily allow to make it look like the regular navigation title, nor does it actually display in the navigation bar at the top, when scrolling down.
iOS18.2 / iPhone 16pro / Xcode 16.2
'traitCollectionDidChange'
This function has been deprecated since ios17.
However, in ios18, when I changed the app to the background state or changed it to the foreground state again, it was confirmed that the function worked.
It hasn't been confirmed in ios17, but why is it only confirmed in ios18?
iOS18.2 / iPhone16 pro / xcode16.2
'traitCollectionDidChange'
This function has been deprecated in iOS17.
However, when I debugged it, I confirmed that it is not called on iOS17, but it is called on iOS18.2.
What is the reason?
Hi! I was trying to add an animation to my SwiftUI view with UIKit, but after the animation runs there's a delay before the view will accept touch interactions. I thought it was because of the frame size of the view controller, but even after fixing that I still get the delay. Could anyone point me to where I might be going wrong, or if maybe using a UIKit modifier for the animation just doesn't work?
Any help would be greatly appreciated!
UIView:
class BounceView: UIView {
required init() {
super.init(frame: .zero)
}
func bounceAnimation() {
guard let piece = self.subviews.first else { return }
UIView.animate(withDuration: 0.7, delay: 0, usingSpringWithDamping: 0.7, initialSpringVelocity: 0) {
piece.frame.origin.x += 10
}
}
func bounceBack() {
guard let piece = self.subviews.first else { return }
UIView.animate(withDuration: 0.7, delay: 0, usingSpringWithDamping: 0.7, initialSpringVelocity: 0) {
piece.frame.origin.x -= 10
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
UIView controller:
class BounceViewController: UIViewController {
init(controller: UIViewController) {
super.init(nibName: nil, bundle: nil)
view = BounceView()
addChild(controller)
controller.view.translatesAutoresizingMaskIntoConstraints = false
controller.view.backgroundColor = .clear
view.addSubview(controller.view)
controller.didMove(toParent: self)
}
// adjusts view to match bounds of child
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
let subviewFrame = self.view.subviews.first?.bounds ?? .zero
view.frame = subviewFrame
print(subviewFrame)
self.updateViewConstraints()
}
func update(animated: Bool) {
let bounceView = view as? BounceView
if animated {
bounceView?.bounceAnimation()
} else {
bounceView?.bounceBack()
}
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
SwiftUI wrapper:
struct BounceUIViewController: UIViewControllerRepresentable {
private var controller: UIViewController
@Binding var animated: Bool
init(controller: UIViewController, animated: Binding<Bool>) {
self.controller = controller
self._animated = animated
}
func makeUIViewController(context: Context) -> BounceViewController {
BounceViewController(controller: controller)
}
func updateUIViewController(_ uiViewController: BounceViewController, context: Context) {
uiViewController.update(animated: animated)
}
}
View extension:
extension View {
func bounce(animated: Binding<Bool>) -> some View {
modifier(Bounce(animated: animated))
}
}
struct Bounce: ViewModifier {
@Binding var animated: Bool
init(animated: Binding<Bool>) {
self._animated = animated
}
func body(content: Content) -> some View {
BounceUIViewController(controller: content.uiViewController, animated: $animated)
}
}
Hi,
There are total three errors from the app running on the device.
First one is right after the app starts running on the device:
Could not create a sandbox extension for '/var/containers/Bundle/Application/D4CBF093-EFB1-43C5-996D-7D5CB04BF643/appadmob.app'
Below second issue comes when I dismiss the Interstitial Ad
First responder issue detected: non-key window attempting reload - allowing due to manual keyboard (first responder window is <UIWindow: 0x10d11c700; frame = (0 0; 414 896); hidden = YES; autoresize = W+H; gestureRecognizers = <NSArray: 0x301749300>; backgroundColor = <UIDynamicSystemColor: 0x3002b3080; name = _windowBackgroundColor>; layer = <UIWindowLayer: 0x3019b7960>>, key window is <QUIWindow: 0x10880db00; baseClass = UIWindow; frame = (0 0; 414 896); gestureRecognizers = <NSArray: 0x3017276e0>; layer = <UIWindowLayer: 0x3019852f0>>)
And the third issue below follows right after the second one:
Error acquiring assertion: <Error Domain=RBSServiceErrorDomain Code=1 "((target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.rendering AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.networking AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.webcontent))" UserInfo={NSLocalizedFailureReason=((target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.rendering AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.networking AND target is not running or doesn't have entitlement com.apple.developer.web-browser-engine.webcontent))}>
0x118024480 - ProcessAssertion::acquireSync Failed to acquire RBS assertion 'WebProcess NearSuspended Assertion' for process with PID=19180, error: (null)
Failed to terminate process: Error Domain=com.apple.extensionKit.errorDomain Code=18 "(null)" UserInfo={NSUnderlyingError=0x3019254a0 {Error Domain=RBSRequestErrorDomain Code=3 "No such process found" UserInfo={NSLocalizedFailureReason=No such process found}}}
Also when I dismissed the interstitial ad, the screen looks greyed out, but when I touch the screen, the screen comes to normal.
Could you please suggest any solution for the problems.
Thanks,
Topic:
App & System Services
SubTopic:
General
Tags:
Xcode
UI Frameworks
UIKit
Xcode Sanitizers and Runtime Issues
When I present a UIDocumentPickerViewController I want it to occupy the fullscreen but it never displays as fullscreen
The modalPresentationStyle seems to have no effect no matter what I set it to
Running the code with DispatchQueue.main.async did not help either
Here is the code
Anybody got any suggestions?
`@objc private func plusButtonPressed() {
DispatchQueue.main.async {
let picker = UIDocumentPickerViewController(documentTypes: [kUTTypeData as String], in: .import)
picker.delegate = self
picker.modalPresentationStyle = .fullScreen
self.present(picker, animated: true)
}
}`
Dear DTS Engineer,
I hope this message finds you well. I am currently developing a Mac desktop application using the GTKMM framework, and I have some questions regarding the distribution of such an application through the Mac App Store.
Project Context:
I am building a native Mac desktop application using GTKMM as the UI framework. As GTKMM does not rely on macOS's AppKit or UIKit, my application does not use these Apple-specific frameworks for the UI. Instead, GTKMM provides its own cross-platform UI components. While this approach allows me to target macOS alongside Linux and Windows, I am uncertain whether this setup will be compatible with the Mac App Store's submission guidelines.
My Questions:
App Store Compatibility: Is it possible to distribute a macOS desktop application built with GTKMM (without using AppKit or UIKit) on the Mac App Store?
App Store Guidelines: Are there specific App Store guidelines I should be aware of when submitting a non-native, non-AppKit UI-based app, such as one using GTKMM for macOS?
Notarization & Code Signing: Does my app need to use AppKit/UIKit to meet the code signing and notarization requirements, or can I proceed with signing and notarizing a GTKMM-based app?
App Store Review Process: Will the absence of AppKit/UIKit affect the review process or the acceptance of the app into the Mac App Store?
I would greatly appreciate any guidance or clarification on these points. If you need additional details about my development environment or the specific technologies I'm using, please let me know.
Thank you for your time and assistance.
Hi, my I know what is wrong with my code, I have a unintended border around my game although there is no padding, can someone help me thanks!
This is my code:
`