What I am trying to build
Apple Watch app(written in SwiftUI, targeting watchOS 7 or higher, built with Xcode 14.1)
The Problem
Picker placed inside a ScrollView on an apple watch device does not work as expected
I want to find out how to get the Picker to work as expected, stated below.
Expected behavior
On an iOS simulator, a Picker inside a ScrollView works as expected.
If I try scroll interaction on the Picker area, the ScrollView part doesn’t get scrolled and only the Picker gets scrolled.
whereas on the watch simulator Example,
If I try to scroll the Picker by touching the Picker area, the whole ScrollView reacts and moves up and down. And I am not able to control the Picker properly.
The code I wrote is as follows:
ScrollView {
//..other view elements..
Picker(selection: $currentDay) {
ForEach(weekDays, id: \.self) {
Text($0)
}
} label: {
Text("")
}
.frame(width: 148,height: 50)
.pickerStyle(.wheel)
//..other view elements..
}//: ScrollView
Things I have tried
putting the Picker inside a VStack/ZStack/HStack
giving the Picker fixed frame values / giving other elements inside the ScrollView fixed frame values
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Hello Apple Community,
With a backend development background, I was always reluctant to do any front end. Especially with my bad experience with html & css, my negative opinion towards UI only got stronger.
When starting a new project at my current company, I was forced to do SwiftUI for iOS. After a few small (I mean really small) hiccups, I really understood the concept and it all became natural.
This positive experience made me want to try other front end frameworks which work for web. I dipped my toes into Jetpack Compose, C# UWP/WPF, Rust with EGUI.
I was really impressed with the performance and possibilities of Rust (EGUI) compiled to WASM. I was especially impressed that you do not have to use any HTML or CSS rather the rendering is completely up to you just like with a desktop application. I was always disappointed of the necessity of html, but with the rise of WASM in the recent years, I really hope there will be amazing alternatives using WASM & WEBGL.
Rust with EGUI is good and all but lets be honest to our self: With the ease of SwiftUI, its obvious why all the best looking applications are on iOS.
Its time for SwiftUI in web.
The advantages for the developers are obvious:
Arguably better UI Framework
No Html DOM stuff
Friendlier for new developers
One framework & language for multiple platforms
etc ...
But whats in for Apple? Why "waste" resources?
In my opinion the most important thing is: Increased Developer adoption
What is your opinion on this topic?
Would you use SwiftUI for web?
What are you currently using for web?
Do you prefer any other frontend framework over SwiftUI? (not considering the platform)
Here are the sample codes:
import SwiftUI
struct Item: Identifiable, Hashable {
var id = UUID()
var text: String
}
struct Player: Identifiable {
var id = UUID()
var score: String
}
struct TestView: View {
@State var sidebarItems: [Item] = [
.init(text: "1"),
.init(text: "2")
]
@State var players: [Player] = [
.init(score: "2"),
.init(score: "3"),
.init(score: "6"),
.init(score: "1")]
@State private var selectedItem: Item?
var body: some View {
NavigationSplitView(columnVisibility: .constant(.all)) {
List(sidebarItems, selection: $selectedItem) { item in
Text(item.text)
}
Button("shuffle") {
withAnimation(.easeIn) {
players.shuffle()
sidebarItems.shuffle()
}
}
} content: {
List {
ForEach(players) { player in
Text(player.score)
}
}
} detail: {
Text("Detail")
}
}
}
struct TestView_Previews: PreviewProvider {
static var previews: some View {
TestView()
}
}
But as a result. Animation working fine on content but not on sidebar
Hello,
we have weird crash in our app that mostly seems to happen right after launch. It is quite rare and so far I haven’t been able to reproduce it (the info below comes from Crashlytics).
The main error message I have is this:
failed to demangle witness for associated type 'Property' in conformance 'SwiftUI.StateObject<AppBlock.QuickBlockActivityViewModel>.(unknown context at $18f34e5b8).Box: DynamicPropertyBox' from mangled name ' � ��yxG' - subject type x does not conform to protocol ObservableObject
And here is the stack trace:
Crashed: com.apple.main-thread
0 libsystem_kernel.dylib 0x7200 __pthread_kill + 8
1 libsystem_pthread.dylib 0x71ac pthread_kill + 268
2 libsystem_c.dylib 0x20ca0 abort + 180
3 libswiftCore.dylib 0x3d7304 swift::fatalError(unsigned int, char const*, ...) + 134
4 libswiftCore.dylib 0x3d7324 swift::warningv(unsigned int, char const*, char*) + 30
5 libswiftCore.dylib 0x3ee678 swift_getAssociatedConformanceWitnessSlowImpl(swift::TargetWitnessTable<swift::InProcess>*, swift::TargetMetadata<swift::InProcess> const*, swift::TargetMetadata<swift::InProcess> const*, swift::TargetProtocolRequirement<swift::InProcess> const*, swift::TargetProtocolRequirement<swift::InProcess> const*) + 2078
6 libswiftCore.dylib 0x3ecb9c swift_getAssociatedTypeWitness + 236
7 SwiftUI 0x5b838 OUTLINED_FUNCTION_49 + 640
8 SwiftUI 0xa8d68 OUTLINED_FUNCTION_513 + 16260
9 SwiftUI 0x58244 OUTLINED_FUNCTION_177 + 10892
10 SwiftUI 0x95524 OUTLINED_FUNCTION_1160 + 6632
We are using the view model (QuickBlockActivityViewModel) in a SwiftUI view that is part of collection view using the new UIHostingConfiguration from iOS 16.
Our view model is a subclass of view model for older iOS versions that conforms to ObservableObject and is marked as @MainActor.
And the view model is used like this:
@StateObject private var viewModel = QuickBlockActivityViewModel()
Internally the view model uses Combine to monitor a couple of states from other parts of the app to modify its properties.
I developed an app with 10 widgets but some iPhone, iPad or macOS
users report that my widgets or the "App Name" don't appear in the
widgets list when they tried to add the widgets of my app.
There's no way I can replicate the problem, but the number of the users that report this issue is growing up every day.
It’s not clear if the problem is caused by the iPhone model, a crash on the widget preview or other factors.
My widgets previews are built reading static data, so this data is the same in every conditions.
I suggest my users to do the following steps:
Start the app and go to check again if "App name" appears among widget List
Close every app and restart the device; then start the app and
go to check again if "App name" appears among widget List
Temporarily change system language and turn on Bold Text and go to check again if "App Name" appears among widget List
Uninstall and reinstall the app, start the app and go to check again if "App Name" appears among widget List
But all users who have tried these steps say that the app still does not appear in the list of widgets.
The following code is the one I use inside the main widgets swift file called TodayWidgetExtension:
import WidgetKit
import SwiftUI
struct PlaceholderView : View {
var body: some View {
Text("loading")
}
}
//MARK: - Main widget bundle configuration
@main
struct WidgetBundle: WidgetBundle {
@WidgetBundleBuilder
var body: some Widget {
//MARK: - 1
Widget1Large()
Widget1Medium()
Widget1Small()
if #available(iOSApplicationExtension 16.0, *) {
Widget1Accessory()
}
//MARK: - 2
Widget2Large()
//MARK: - 3
#if !targetEnvironment(macCatalyst)
Widget3Medium()
#endif
//MARK: - 4
Widget4Large()
//MARK: - 5
Widget5Medium()
//MARK: - 6
Widget6Large()
Widget6Medium()
}
}
struct todaywidgetextension_Previews: PreviewProvider {
static var previews: some View {
PlaceholderView()
.previewContext(WidgetPreviewContext(family: .systemSmall))
}
}
The only thing that I've noticed debugging the widgets extension is
that, even if I don't add any of them to my iPhone screen, Xcode tells
me that widgets occupied 20mb of memory (the limit for widgets is 30mb).
I tried removing all the widgets from the above code leaving only one
(Widget1Small for example), but Xcode continues to tell me that 20mb of
memory are still occupied.
I hope that someone can help me.
Thank you.
I'm implementing a Timer in my app and I want the countdown to show up as a Live Activity. It works, but I get a very weird expanding effect on the Text view. The screenshots below show the issue, I can't tell if it's a bug or if I'm doing something wrong.
My goal is to shrink the live activity black area so that it's a smaller, more reasonable size. There's no reason for it to be as large as it is on the trailing side.
The Live Activity code (very basic):
} dynamicIsland: { context in
} compactTrailing: {
// Important bit is here
Text(Date(), style: .timer)
}
}
Which renders like this, with a lot of space after the timer:
Adding a background color shows the view is expanding:
Text(Date(), style: .timer)
.background(.red)
And if I replace the timer with a standard text view, then no issue:
Text("Hello")
.background(.red)
Getting out of live activities and showing a standard timer view, there is no expansion issue:
struct TestView: View {
var body: some View {
Text(Date(), style: .timer)
.background(.red)
}
}
So... I'm stumped. Any advice is appreciated.
Is there a way to observe the currentEDRHeadroom property of UIScreen for changes? KVO is not working for this property...
I understand that I can query the current headroom in the draw(...) method to adapt the rendering. However, our apps only render on-demand when the user changes parameters. But we would also like to re-render when the current EDR headroom changes to adapt the tone mapping to the new environment.
The only solution we've found so far is to continuously query the screen for changes, which doesn't seem ideal. It would be better if the property would be observable via KVO or if there would be a system notification to listen for.
Thanks!
I want to add a widget to my app that will display the # of pickups the user has for the day. I have the DeviceActivityReport working in the main app but can't get it to display in the widget since it is not a supported view for widgets. Is there any workaround for getting this view to the widget?
I tried converting the DeviceActivityReport view to a UI image thinking maybe that would be a way to use a widget approved view type but ImageRenderer seems to fail to render an image for the view (which is just a Text view).
To summarize my questions:
Is it possible to display a DeviceActivityReport in a widget? If so, what is the best practice?
Is converting the DeviceActivityReport view into an image and displaying that in a widget an option?
Here's my attempt to convert the DeviceActivityReport view into a UIImage:
import SwiftUI
import _DeviceActivity_SwiftUI
struct PickupsDeviceActivityReport: View {
@State private var context: DeviceActivityReport.Context = .totalActivity
@State private var renderedImage = Image(systemName: "exclamationmark.triangle")
@Environment(\.displayScale) var displayScale
var body: some View {
renderedImage
.onAppear { render() }
.onChange(of: context) {
_ in render()
}
}
@MainActor func render() {
let renderer = ImageRenderer(content: DeviceActivityReport(context))
renderer.scale = displayScale
if let uiImage = renderer.uiImage {
renderedImage = Image(uiImage: uiImage)
}
}
}
Help is appreciated. Thank you.
I have find out that a UIViewRepresentable, even with a simples UIView, seems to never be dismantled when deleted from a ForEach and this can cause serious crashes.
In the following example you can observe this behavior by deleting a row from the list. The dismantleUIView function of SomeUIViewRepresentable or the deinit of SomeUIView are never called.
Has anyone faced this and found a solution for it?
I have also filled a Feedback: FB11979117
class SomeUIView: UIView {
deinit {
print(#function)
}
}
struct SomeUIViewRepresentable: UIViewRepresentable {
func makeUIView(context: Context) -> SomeUIView {
let uiView = SomeUIView()
uiView.backgroundColor = .systemBlue
return uiView
}
func updateUIView(_ uiView: SomeUIView, context: Context) { }
static func dismantleUIView(_ uiView: SomeUIView, coordinator: Coordinator) {
print(#function)
}
}
struct Model: Identifiable {
let id = UUID()
}
struct ContentView: View {
@State var models = [Model(), Model(), Model(), Model(), Model()]
var body: some View {
List {
ForEach(models) { _ in
SomeUIViewRepresentable()
}
.onDelete {
models.remove(atOffsets: $0)
}
}
}
}
I'm trying to create a List that allows multiple selection. Each row can be edited but the issue is that since there's a tap gesture on the Text element, the list is unable to select the item.
Here's some code:
import SwiftUI
struct Person: Identifiable {
let id: UUID
let name: String
init(_ name: String) {
self.id = UUID()
self.name = name
}
}
struct ContentView: View {
@State private var persons = [Person("Peter"), Person("Jack"), Person("Sophia"), Person("Helen")]
@State private var selectedPersons = Set<Person.ID>()
var body: some View {
VStack {
List(selection: $selectedPersons) {
ForEach(persons) { person in
PersonView(person: person, selection: $selectedPersons) { newValue in
// ...
}
}
}
}
.padding()
}
}
struct PersonView: View {
var person: Person
@Binding var selection: Set<Person.ID>
var onCommit: (String) -> Void = { newValue in }
@State private var isEditing = false
@State private var newValue = ""
@FocusState private var isInputActive: Bool
var body: some View {
if isEditing {
TextField("", text: $newValue, onCommit: {
onCommit(newValue)
isEditing = false
})
.focused($isInputActive)
.labelsHidden()
}
else {
Text(person.name)
.onTapGesture {
if selection.contains(person.id), selection.count == 1 {
newValue = person.name
isEditing = true
isInputActive = true
}
}
}
}
}
Right now, you need to tap on the row anywhere but on the text to select it. Then, if you tap on the text it'll go in edit mode.
Is there a way to let the list do its selection? I tried wrapping the tap gesture in simultaneousGesture but that didn't work.
Thanks!
I'm trying to implement the same UI used by the Settings app on iPad: a split view with two columns that are visible at all times.
This code produces the layout i want, but I would like to hide the "toggle sidebar visibility" button that the system introduces.
Is there a SwiftUI API I can use to hide this button? Maybe an alternate way to setup views that tells the system that the button is not necessary?
struct SomeView: View {
var body: some View {
NavigationSplitView(
columnVisibility: .constant(.all),
sidebar: { Text("sidebar") },
detail: { Text("detail") }
)
.navigationSplitViewStyle(.balanced)
}
}
I'm building a macOS app using SwiftUI and I recently updated to xcode 14.3. Since then I've been debugging why none of my animations were working, it turned out that the NavigationSplitView or NavigationStack are somehow interfering with all the animations from withAnimation to .transition() and everything in between.
Is anyone else experiencing this, knows a work around or knows why this is happening?
Hello Team,
We have Advanced App Clip Experiences live but we have add App Clip experience URL since long ago but status remains as Received and never changed to Published, can you please help us to fix this issue.
Please see attached.
Thanks
I have an app that uses UITextView for some text editing. I have some custom operations I can do on the text that I want to be able to undo, and I'm representing those operations in a way that plugs into NSUndoManager nicely. For example, if I have a button that appends an emoji to the text, it looks something like this:
func addEmoji() {
let inserting = NSAttributedString(string: "😀")
self.textStorage.append(inserting)
let len = inserting.length
let range = NSRange(location: self.textStorage.length - len, length: len)
self.undoManager?.registerUndo(withTarget: self, handler: { view in
view.textStorage.deleteCharacters(in: range)
}
}
My goal is something like this:
Type some text
Press the emoji button to add the emoji
Trigger undo (via gesture or keyboard shortcut) and the emoji is removed
Trigger undo again and the typing from step 1 is reversed
If I just type and then trigger undo, the typing is reversed as you'd expect. And if I just add the emoji and trigger undo, the emoji is removed. But if I do the sequence above, step 3 works but step 4 doesn't. The emoji is removed but the typing isn't reversed.
Notably, if step 3 only changes attributes of the text, like applying a strikethrough to a selection, then the full undo chain works. I can type, apply strikethrough, undo strikethrough, and undo typing.
It's almost as if changing the text invalidates the undo manager's previous operations?
How do I insert my own changes into UITextView's NSUndoManager without invalidating its chain of other operations?
Hi everyone
I am fighting with a weird problem
in my app I use swiftui and ai do not use tabs, but a hierarchy of view created by me that switch one to the other with a slide animation when I tap one of the elements
i don't use gesture, but only ontap.
The same app launched on two different iPhone has two different behaviours
on the iPhone 11 no problem, the animation is fluid and responsive, on the iPhone 10 I got some delay, and in the console I can read Gesture: System gesture gate timed out
I have searched but I have not found anything useful and more than this it is extremely difficult to find some info about this warning/error
How can I solve this?
on the iPhone 10 it seems like the animation got stuck for 1 seconds prior to be executed in the correct way
I've discovered an issue with using iOS 16's Transferable drag-and-drop APIs for SwiftUI. The dropDestination modifier does not work when applied to a subview of a List.
This code below will not work, unless you replace the List with a VStack or any other container (which, of course, removes all list-specific rendering).
The draggable modifier will still work and the item will drag, but the dropDestination view won't react to it and neither closure will be called.
struct MyView: View {
var body: some View {
List {
Section {
Text("drag this title")
.font(.largeTitle)
.draggable("a title")
}
Section {
Color.pink
.frame(width: 400, height: 400)
.dropDestination(for: String.self) { receivedTitles, location in
true
} isTargeted: {
print($0)
}
}
}
}
}
Has anyone encountered this bug and perhaps found a workaround?
Our app crashes intermittently when calling performSegue(withIdentifier:,sender:). The segue does exist, as most of the time it works fine. The destination view controller only has its view as a connection. Crash report excerpt below. Uploading the crash report isn't working for some reason, so I'll try to do so as a reply.
The stack trace shows searchForClientURL... as the last part of our code that gets executed.
I'm curious if I should look at things in our code that happen while the segue is being performed such as prepare(for:, sender:), the init of the destination controller, etc. or not because they're not showing up in the stack trace.
Thanks for any help!
0 CoreFoundation 0x19e310e38 __exceptionPreprocess + 164 (NSException.m:202)
1 libobjc.A.dylib 0x19749f8d8 objc_exception_throw + 60 (objc-exception.mm:356)
2 UIKitCore 0x1a1306630 __66-[UIStoryboardPushSegueTemplate newDefaultPerformHandlerForSegue:]_block_invoke + 880 (UIStoryboardPushSegueTemplate.m:58)
3 UIKitCore 0x1a08f3c84 -[UIStoryboardSegueTemplate _performWithDestinationViewController:sender:] + 172 (UIStoryboardSegueTemplate.m:134)
4 UIKitCore 0x1a08f3ba4 -[UIStoryboardSegueTemplate _perform:] + 68 (UIStoryboardSegueTemplate.m:121)
5 UIKitCore 0x1a0cc74c0 -[UIViewController performSegueWithIdentifier:sender:] + 300 (UIViewController.m:5017)
6 AWApp 0x10061ce38 closure #1 in ClientSelectorViewController.searchForClientURL(nameOrGUID:shouldTestSession:) + 3616 (ClientSelectorViewController.swift:231)
In Monterey, when a user was at the top of a ScrollView implemented inside of a NSHostingController's view (that was itself embedded in a window with a NSToolbar), the window's toolbar background would be hidden until the user scrolled from the top.
In Ventura, this behavior is different, with the toolbar's background visible all of the time unless a traditional NSScrollView is used (which means no SwiftUI).
Is there the ability to change this behavior within SwiftUI some how now?
Hello and thanks for reading my post.
I have a SwiftUI view, the users should be able to click a button and take printout of that view. Clicking on the button should open the standard print sheet (select printer, pages, layout, etc.).
How can I implement such a functionality? I have been trying hard without any success. Please help.
It is an iPad app, using Xcode 14.3