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Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
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86
Nov ’25
How to prevent VoiceOver from reading text INSIDE an image?
In the example below, VoiceOver (in both iOS 18 and 26) reads the text contained within the image after the .accessibilityLabel, introduced by a “beep.” VoiceOver: Purple rounded square with the word 'Foo' in white letters. Image [beep] foo. I’d like it to only read the accessibility label. As a developer focused on accessibility, I make sure every image already has an appropriate label, so having iOS read the image text is redundant. Sample Code import SwiftUI struct ContentView: View { var body: some View { Image("TextInImage") .resizable() .scaledToFit() .frame(width: 64, height: 64) .accessibilityLabel("Purple rounded square with the word 'Foo' in white letters.") } } Sample Image Drop this image in to Assets.xcassets and confirm it's named TextInImage.
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333
Oct ’25
SF Symbols 7: Hundreds of SF Symbols missing 'Availability' info
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26. Questions: Are there plans to add Availability info for all symbols? If the field is blank, is there a safe latest-OS version we can assume? I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label. Screenshot Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
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266
Oct ’25
.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
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552
Oct ’25
Inconsistent button image scaling between dynamic type sizes 'XXX Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from XXX Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from XXX Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text("Button Image Scaling Issue") .font(.system(size: 24, weight: .semibold)) Text("Switch dynamic type from **XXX Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.") .font(.system(size: 14, weight: .regular)) TestView(title: "No Button", isButton: false) TestView(title: "Button", isButton: true) } .padding() } } struct TestView: View { let title: String let isButton: Bool var body: some View { VStack { Text(title) .font(.system(size: 16)) .foregroundColor(.secondary) if isButton { Button {} label: { Image(systemName: "divide") .font(.system(.largeTitle)) } .buttonStyle(.bordered) .frame(height: 50) } else { Image(systemName: "divide") .font(.system(.largeTitle)) .foregroundColor(.blue) .frame(height: 50) .background(Color.gray.opacity(0.2)) } } } } Expected Result Both the button and non-button images should continue to scale up proportionally when moving to larger accessibility text sizes. Actual Result When going from XXX Large to AX 1… Non-button image gets larger ✅ Button image gets smaller ❌ Screen Recording System Info Xcode Version 26.0 (17A321) iOS 26.0 and 18.6
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222
Sep ’25
SwiftUI Button with Image view label has smaller hit target
[Also submitted as FB20213961] SwiftUI Button with a label: closure containing only an Image view has a smaller tap target than buttons created with a Label or the convenience initializer. The hit area shrinks to the image bounds instead of preserving the standard minimum tappable size. SCREEN RECORDING On a physical device, the difference is obvious—it’s easy to miss the button. Sometimes it even shows the button-tapped bounce animation but doesn’t trigger the action. SYSTEM INFO Xcode Version 26.0 (17A321) macOS 15.6.1 (24G90) iOS 26.0 (23A340) SAMPLE CODE The following snippet shows the difference in hit targets between the convenience initializer, a Label, and an Image (the latter two in a label: closure). // ✅ Hit target is entire button Button("Button 1", systemImage: "1.square.fill") { print("Button 1 tapped") } // ✅ Hit target is entire button Button { print("Button 2 tapped") } label: { Label("Button 2", systemImage: "2.square.fill") } // ❌ Hit target is smaller than button Button { print("Button 3 tapped") } label: { Image(systemName: "3.square.fill") }
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245
Sep ’25
Implicit list row animations broken in Form container on iOS 26 beta 3
[Submitted as FB18870294, but posting here for visibility.] In iOS 26 beta 3 (23A5287g), implicit animations no longer work when conditionally showing or hiding rows in a Form. Rows with Text or other views inside a Section appear and disappear abruptly, even when wrapped in withAnimation or using .animation() modifiers. This is a regression from iOS 18.5, where the row item animates in and out correctly with the same code. Repro Steps Create a new iOS App › SwiftUI project. Replace its ContentView struct with the code below Build and run on an iOS 18 device. Tap the Show Middle Row toggle and note how the Middle Row animates. Build and run on an iOS 26 beta 3 device. Tap the Show Middle Row toggle. Expected Middle Row item should smoothly animate in and out as it does on iOS 18. Actual Middle Row item appears and disappears abruptly, without any animation. Code struct ContentView: View { @State private var showingMiddleRow = false var body: some View { Form { Section { Toggle( "Show **Middle Row**", isOn: $showingMiddleRow.animation() ) if showingMiddleRow { Text("Middle Row") } Text("Last Row") } } } }
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233
Aug ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
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257
Jul ’25
Programmatically force VoiceOver to read parentheses for math expressions
How can I force VoiceOver to read parentheses for math expressions like this: Text("(2+3)×4") // VoiceOver: Two plus three, times four I’m looking for a way to have VoiceOver announce parentheses (e.g. “left paren”, “right paren”) without relying on NumberFormatter.Style.spellOut or .speechAlwaysIncludesPunctuation(), as both have drawbacks. Using .spellOut breaks braille output and Rotor › Characters menu by turning numbers and symbols into words. And .speechAlwaysIncludesPunctuation() makes VoiceOver overly verbose—for example, it reads “21” as “twenty hyphen one.” Is there a better way to selectively announce specific punctuation like parentheses while keeping numbers and symbols intact for braille and Rotor use?
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Jul ’25
Verifying braille output in an iOS app without a physical braille device?
I'm developing a calculator app and working to ensure a great experience for both VoiceOver and Braille display users. For expressions like (2+3)×5, I need two different accessibility outputs: VoiceOver (spoken): A descriptive string like “left paren two plus three right paren times five,” provided via .accessibilityValue. I'm using a custom spellOut function since VoiceOver doesn't announce parentheses—which are kind of important when doing math! Braille (symbolic): The literal math string (2+3)×5, provided using .accessibilityCustomContent("", ...), with an empty label so it’s not spoken aloud. The issue: I don’t have access to a Braille display device and Xcode’s Accessibility Inspector doesn’t seem to show the custom content. Is there any way to confirm that custom Braille content is being set correctly in Simulator or with other tools? Or…is there a "math mode" in VoiceOver that forces it to announce parentheses? Any advice or workarounds would be much appreciated! Thanks, Uhl
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Jul ’25
How to force VoiceOver to read decimal point even when there are 6 or more decimal digits?
When VoiceOver reads decimal numbers with six or more digits after the decimal, it stops announcing the decimal separator and also adds pauses between each digit. Text("0.12345") // VoiceOver: "zero **point** one two three four five" Text("0.123456") // VoiceOver: "zero one, two, three, four, five, six" How can I force VoiceOver to announce the decimal separator ("point") and not insert pauses regardless of the number of decimal digits?
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365
Jun ’25
Product Page Optimization regression: App Icon tab no longer available
I’m setting up a Product Page Optimization test, but there’s no App Icon tab to pick a different icon for each treatment. I ran a test like this a few months ago and had the App Icon tab, so I’m not sure why it’s missing now. All alternate icons work in my app (can switch between them) and are listed in the Catalog Compiler - Options › Alternate App Icon Sets build setting. Apple engineers: What are the requirements for the App Icon tab to display when creating a test? Everyone else: Could someone with an app with alternate icons start to create a Product Page Optimization test and tell me if you see the App Icon tab? I'd appreciate knowing if others are seeing this. 🙏 Here’s a screenshot from Apple’s Product Optimization Test doc showing the tab I’m missing:
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132
Jun ’25
Is this log noise? "CoreSVG: Error: NULL ref passed to getObjectCoreSVG: Error: NULL ref passed to getObject"
Before I waste time creating an Apple Developer Support ticket, I’m hoping an Apple DTS engineer can confirm if this is just log noise. Here’s the code: import SwiftUI struct ContentView: View { @State private var editMode: EditMode = .inactive @State private var items = ["Item 1", "Item 2", "Item 3"] var body: some View { NavigationStack { List { ForEach(items, id: \.self) { item in Text(item) } .onDelete { indexSet in items.remove(atOffsets: indexSet) } } .environment(\.editMode, $editMode) .toolbar { ToolbarItem(placement: .topBarTrailing) { EditButton() .environment(\.editMode, $editMode) } } } } } #Preview { ContentView() } When you run this code and tap Edit, you’ll initially get: CoreSVG has logged an error. Set environment variabe [sic] "CORESVG_VERBOSE" to learn more. After setting CORESVG_VERBOSE = YES, you’ll see: CoreSVG: Error: NULL ref passed to getObjectCoreSVG: Error: NULL ref passed to getObject This error only appears the first time Edit is tapped after a build and run. It won't happen again, even after force-quitting and reopening the app. The issue also only happens on iOS 18.0 and 18.1—I can’t reproduce it on iOS 17.5. Fortunately, it doesn’t seem to cause any negative side effects. Is this just log noise?
Topic: UI Frameworks SubTopic: SwiftUI
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1.8k
Apr ’25
Simple SwiftData app exhibits excessive & persistent memory growth as items are added
[Submitted as FB14860454, but posting here since I rarely get responses in Feedback Assistant] In a simple SwiftData app that adds items to a list, memory usage drastically increases as items are added. After a few hundred items, the UI lags and becomes unusable. In comparison, a similar app built with CoreData shows only a slight memory increase in the same scenario and does NOT lag, even past 1,000 items. In the SwiftData version, as each batch is added, memory spikes the same amount…or even increases! In the CoreData version, the increase with each batch gets smaller and smaller, so the memory curve levels off. My Question Are there any ways to improve the performance of adding items in SwiftData, or is it just not ready for prime time? Example Projects Here are the test projects on GitHub if you want to check it out yourself: PerfSwiftData PerfCoreData
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Nov ’24
How to build a top/bottom split view with a dynamically-sized divider?
Is there a way to structure three views vertically with a top, middle divider, and bottom view, where the… Middle divider view “hugs” its contents vertically (grows and shrinks based on height of child views) Top and bottom views fill the space available above and below the divider Divider can be dragged all the way up (or down), to completely hide the top view (or bottom view) I’ve been working on this for a while and still can’t get it quite right. The code below is close, but the parent view’s bottom edge shifts when the divider resizes. As a result, the bottom view shifts upward when the divider shrinks, whereas I want it to continue to fill the space to the bottom of the screen. import SwiftUI struct ContentView: View { @State private var topRatio: CGFloat = 0.5 @State private var dividerHeight: CGFloat = 44 var body: some View { GeometryReader { geometry in let topInset = geometry.safeAreaInsets.top let bottomInset = geometry.safeAreaInsets.bottom let totalHeight = geometry.size.height let availableHeight = max(totalHeight - bottomInset - dividerHeight, 0) VStack(spacing: 0) { TopView() .frame(height: max(availableHeight * topRatio - topInset, 0)) .frame(maxWidth: .infinity) .background(Color.red.opacity(0.3)) DividerView() .background(GeometryReader { proxy in Color.clear.preference(key: DividerHeightKey.self, value: proxy.size.height) }) .onPreferenceChange(DividerHeightKey.self) { height in dividerHeight = height } .gesture( DragGesture() .onChanged { value in let maxDragDistance = availableHeight + dividerHeight let translation = value.translation.height / max(maxDragDistance, 1) let newTopRatio = topRatio + translation topRatio = min(max(newTopRatio, 0), 1) } ) .zIndex(1) BottomView() .frame(height: max(availableHeight * (1 - topRatio), 0)) .frame(maxWidth: .infinity) .background(Color.green.opacity(0.3)) } } } } struct DividerHeightKey: PreferenceKey { static var defaultValue: CGFloat = 44 static func reduce(value: inout CGFloat, nextValue: () -> CGFloat) { value = nextValue() } } struct DividerView: View { @State private var showExtraText = true var body: some View { VStack(spacing: 0) { Text(showExtraText ? "Tap to hide 'More'" : "Tap to show 'More'") .frame(height: 44) if showExtraText { Text("More") .frame(height: 44) } } .frame(maxWidth: .infinity) .background(Color.gray) .onTapGesture { showExtraText.toggle() } } } struct TopView: View { var body: some View { VStack { Spacer() Text("Top") } .padding(0) } } struct BottomView: View { var body: some View { VStack { Text("Bottom") Spacer() } .padding(0) } } #Preview { ContentView() }
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Oct ’24
Black flash when deleting list row during zoom + fullScreenCover transition in Light mode
[Submitted as FB20978913] When using .navigationTransition(.zoom) with a fullScreenCover, deleting the source item from the destination view causes a brief black flash during the dismiss animation. This is only visible in Light mode. REPRO STEPS Build and run the sample code below. Set the device to Light mode. Tap any row to open its detail view. In the detail view, tap Delete. Watch the dismiss animation as the list updates. EXPECTED The zoom transition should return smoothly to the list with no dark or black flash. ACTUAL A visible black flash appears over the deleted row during the collapse animation. It starts black, shortens, and fades out in sync with the row-collapse motion. The flash lasts about five frames and is consistently visible in Light mode. NOTES Occurs only when deleting from the presented detail view. Does not occur when deleting directly from the list. Does not occur or is not visible in Dark mode. Reproducible on both simulator and device. Removing .navigationTransition(.zoom) or using .sheet instead of .fullScreenCover avoids the issue. SYSTEM INFO Version 26.1 (17B55) iOS 26.1 Devices: iPhone 17 Pro simulator, iPhone 13 Pro hardware Appearance: Light Reproducible 100% of the time SAMPLE CODE import SwiftUI struct ContentView: View { @State private var items = (0..<20).map { Item(id: $0, title: "Item \($0)") } @State private var selectedItem: Item? @Namespace private var ns var body: some View { NavigationStack { List { ForEach(items) { item in Button { selectedItem = item } label: { HStack { Text(item.title) Spacer() } .padding(.vertical, 8) .contentShape(Rectangle()) } .buttonStyle(.plain) .matchedTransitionSource(id: item.id, in: ns) .swipeActions { Button(role: .destructive) { delete(item) } label: { Label("Delete", systemImage: "trash") } } } } .listStyle(.plain) .navigationTitle("Row Delete Issue") .navigationSubtitle("In Light mode, tap item then tap Delete to see black flash") .fullScreenCover(item: $selectedItem) { item in DetailView(item: item, ns: ns) { delete(item) selectedItem = nil } } } } private func delete(_ item: Item) { withAnimation { items.removeAll { $0.id == item.id } } } } struct DetailView: View { let item: Item let ns: Namespace.ID let onDelete: () -> Void @Environment(\.dismiss) private var dismiss var body: some View { NavigationStack { VStack(spacing: 30) { Text(item.title) Button("Delete", role: .destructive, action: onDelete) } .navigationTitle("Detail") .toolbar { Button("Close") { dismiss() } } } .navigationTransition(.zoom(sourceID: item.id, in: ns)) } } struct Item: Identifiable, Hashable { let id: Int let title: String } SCREEN RECORDING
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86
Activity
Nov ’25
How to prevent VoiceOver from reading text INSIDE an image?
In the example below, VoiceOver (in both iOS 18 and 26) reads the text contained within the image after the .accessibilityLabel, introduced by a “beep.” VoiceOver: Purple rounded square with the word 'Foo' in white letters. Image [beep] foo. I’d like it to only read the accessibility label. As a developer focused on accessibility, I make sure every image already has an appropriate label, so having iOS read the image text is redundant. Sample Code import SwiftUI struct ContentView: View { var body: some View { Image("TextInImage") .resizable() .scaledToFit() .frame(width: 64, height: 64) .accessibilityLabel("Purple rounded square with the word 'Foo' in white letters.") } } Sample Image Drop this image in to Assets.xcassets and confirm it's named TextInImage.
Replies
4
Boosts
0
Views
333
Activity
Oct ’25
SF Symbols 7: Hundreds of SF Symbols missing 'Availability' info
In SF Symbols 7 (115), there are 458 symbols missing Availability info. I only discovered this after using one that didn’t appear in iOS 18 but does in iOS 26. Questions: Are there plans to add Availability info for all symbols? If the field is blank, is there a safe latest-OS version we can assume? I realize managing 7,000+ icons is tough, but missing info like this makes development frustrating. It doesn't help that there's no build warning when a named image isn't found, it just defaults to the text label. Screenshot Screenshot of SF Symbols 7 showing three symbols missing Availability info. The symbol ellipsis.circle.badge is selected and its properties pane also shows no Availability info.
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2
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0
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266
Activity
Oct ’25
.disabled() doesn't VISUALLY disable buttons inside ToolbarItem on iOS 26 devices
[Also submitted as FB19313064] The .disabled() modifier doesn't visually disable buttons inside a ToolbarItem container on iOS 26.0 (23A5297i) devices. The button looks enabled, but tapping it doesn't trigger the action. When deployment target is lowered to iOS 18 and deployed to an iOS 18 device, it works correctly. It still fails on an iOS 26 device, even with an iOS 18-targeted build. This occurs in both the Simulator and on a physical device. Screen Recording Code struct ContentView: View { @State private var isButtonDisabled = false private var osTitle: String { let version = ProcessInfo.processInfo.operatingSystemVersion return "iOS \(version.majorVersion)" } var body: some View { NavigationStack { VStack { Button("Body Button") { print("Body button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) Toggle("Disable buttons", isOn: $isButtonDisabled) Spacer() } .padding() .navigationTitle("Device: \(osTitle)") .navigationBarTitleDisplayMode(.large) .toolbar { ToolbarItem { Button("Toolbar") { print("Toolbar button tapped") } .buttonStyle(.borderedProminent) .disabled(isButtonDisabled) } } } } }
Replies
7
Boosts
3
Views
552
Activity
Oct ’25
Inconsistent button image scaling between dynamic type sizes 'XXX Large' and 'AX 1'
[Also submitted as FB20262774. Posting here in hopes of saving someone else from burning half a day chasing this down.] Dynamic scaling of an Image() in a Button(), incorrectly decreases when transitioning from XXX Large to AX 1 accessibility text sizes, instead of continuing to grow as expected. This occurs both on device and in the simulator, in iOS 18.6 and iOS 26. Repro Steps Create a project with sample code below Show the preview if not showing In Xcode Preview, click Canvas Device Settings and change Dynamic Type from XXX Large to AX 1 Sample Code struct ContentView: View { var body: some View { VStack(spacing: 30) { Text("Button Image Scaling Issue") .font(.system(size: 24, weight: .semibold)) Text("Switch dynamic type from **XXX Large** to **AX 1**. The **Button** icon shrinks while the **No Button** icon grows.") .font(.system(size: 14, weight: .regular)) TestView(title: "No Button", isButton: false) TestView(title: "Button", isButton: true) } .padding() } } struct TestView: View { let title: String let isButton: Bool var body: some View { VStack { Text(title) .font(.system(size: 16)) .foregroundColor(.secondary) if isButton { Button {} label: { Image(systemName: "divide") .font(.system(.largeTitle)) } .buttonStyle(.bordered) .frame(height: 50) } else { Image(systemName: "divide") .font(.system(.largeTitle)) .foregroundColor(.blue) .frame(height: 50) .background(Color.gray.opacity(0.2)) } } } } Expected Result Both the button and non-button images should continue to scale up proportionally when moving to larger accessibility text sizes. Actual Result When going from XXX Large to AX 1… Non-button image gets larger ✅ Button image gets smaller ❌ Screen Recording System Info Xcode Version 26.0 (17A321) iOS 26.0 and 18.6
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0
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0
Views
222
Activity
Sep ’25
SwiftUI Button with Image view label has smaller hit target
[Also submitted as FB20213961] SwiftUI Button with a label: closure containing only an Image view has a smaller tap target than buttons created with a Label or the convenience initializer. The hit area shrinks to the image bounds instead of preserving the standard minimum tappable size. SCREEN RECORDING On a physical device, the difference is obvious—it’s easy to miss the button. Sometimes it even shows the button-tapped bounce animation but doesn’t trigger the action. SYSTEM INFO Xcode Version 26.0 (17A321) macOS 15.6.1 (24G90) iOS 26.0 (23A340) SAMPLE CODE The following snippet shows the difference in hit targets between the convenience initializer, a Label, and an Image (the latter two in a label: closure). // ✅ Hit target is entire button Button("Button 1", systemImage: "1.square.fill") { print("Button 1 tapped") } // ✅ Hit target is entire button Button { print("Button 2 tapped") } label: { Label("Button 2", systemImage: "2.square.fill") } // ❌ Hit target is smaller than button Button { print("Button 3 tapped") } label: { Image(systemName: "3.square.fill") }
Replies
1
Boosts
3
Views
245
Activity
Sep ’25
Implicit list row animations broken in Form container on iOS 26 beta 3
[Submitted as FB18870294, but posting here for visibility.] In iOS 26 beta 3 (23A5287g), implicit animations no longer work when conditionally showing or hiding rows in a Form. Rows with Text or other views inside a Section appear and disappear abruptly, even when wrapped in withAnimation or using .animation() modifiers. This is a regression from iOS 18.5, where the row item animates in and out correctly with the same code. Repro Steps Create a new iOS App › SwiftUI project. Replace its ContentView struct with the code below Build and run on an iOS 18 device. Tap the Show Middle Row toggle and note how the Middle Row animates. Build and run on an iOS 26 beta 3 device. Tap the Show Middle Row toggle. Expected Middle Row item should smoothly animate in and out as it does on iOS 18. Actual Middle Row item appears and disappears abruptly, without any animation. Code struct ContentView: View { @State private var showingMiddleRow = false var body: some View { Form { Section { Toggle( "Show **Middle Row**", isOn: $showingMiddleRow.animation() ) if showingMiddleRow { Text("Middle Row") } Text("Last Row") } } } }
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3
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3
Views
233
Activity
Aug ’25
Xcode 26.0 beta 3: Clicking current branch in Source Control navigator doesn't show commit history
[Also submitted as FB18858239] In Xcode 26.0 beta 3 (17A5276g), clicking the current branch (e.g. "main") in the Source Control navigator no longer displays the commit history. Instead, the editor area remains stuck on the previously viewed file. REPRO STEPS Create a new iOS Swift UI app. Name it "Test" and check the Create Git repository on my Mac checkbox. In the Navigator select Source Control navigator. In Source Control, select Repositories. Expand "Test" then "Branches" the select "main (current)" CURRENT RESULTS The main view remains on the ContentView.swift file. EXPECTED RESULTS The main view changes to show the commit history. SCREENSHOTS Xcode 26.0 beta 3 Xcode 16.4
Replies
2
Boosts
0
Views
257
Activity
Jul ’25
Programmatically force VoiceOver to read parentheses for math expressions
How can I force VoiceOver to read parentheses for math expressions like this: Text("(2+3)×4") // VoiceOver: Two plus three, times four I’m looking for a way to have VoiceOver announce parentheses (e.g. “left paren”, “right paren”) without relying on NumberFormatter.Style.spellOut or .speechAlwaysIncludesPunctuation(), as both have drawbacks. Using .spellOut breaks braille output and Rotor › Characters menu by turning numbers and symbols into words. And .speechAlwaysIncludesPunctuation() makes VoiceOver overly verbose—for example, it reads “21” as “twenty hyphen one.” Is there a better way to selectively announce specific punctuation like parentheses while keeping numbers and symbols intact for braille and Rotor use?
Replies
2
Boosts
0
Views
392
Activity
Jul ’25
Verifying braille output in an iOS app without a physical braille device?
I'm developing a calculator app and working to ensure a great experience for both VoiceOver and Braille display users. For expressions like (2+3)×5, I need two different accessibility outputs: VoiceOver (spoken): A descriptive string like “left paren two plus three right paren times five,” provided via .accessibilityValue. I'm using a custom spellOut function since VoiceOver doesn't announce parentheses—which are kind of important when doing math! Braille (symbolic): The literal math string (2+3)×5, provided using .accessibilityCustomContent("", ...), with an empty label so it’s not spoken aloud. The issue: I don’t have access to a Braille display device and Xcode’s Accessibility Inspector doesn’t seem to show the custom content. Is there any way to confirm that custom Braille content is being set correctly in Simulator or with other tools? Or…is there a "math mode" in VoiceOver that forces it to announce parentheses? Any advice or workarounds would be much appreciated! Thanks, Uhl
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8
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0
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460
Activity
Jul ’25
How to force VoiceOver to read decimal point even when there are 6 or more decimal digits?
When VoiceOver reads decimal numbers with six or more digits after the decimal, it stops announcing the decimal separator and also adds pauses between each digit. Text("0.12345") // VoiceOver: "zero **point** one two three four five" Text("0.123456") // VoiceOver: "zero one, two, three, four, five, six" How can I force VoiceOver to announce the decimal separator ("point") and not insert pauses regardless of the number of decimal digits?
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1
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0
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365
Activity
Jun ’25
Product Page Optimization regression: App Icon tab no longer available
I’m setting up a Product Page Optimization test, but there’s no App Icon tab to pick a different icon for each treatment. I ran a test like this a few months ago and had the App Icon tab, so I’m not sure why it’s missing now. All alternate icons work in my app (can switch between them) and are listed in the Catalog Compiler - Options › Alternate App Icon Sets build setting. Apple engineers: What are the requirements for the App Icon tab to display when creating a test? Everyone else: Could someone with an app with alternate icons start to create a Product Page Optimization test and tell me if you see the App Icon tab? I'd appreciate knowing if others are seeing this. 🙏 Here’s a screenshot from Apple’s Product Optimization Test doc showing the tab I’m missing:
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2
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0
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132
Activity
Jun ’25
Is this log noise? "CoreSVG: Error: NULL ref passed to getObjectCoreSVG: Error: NULL ref passed to getObject"
Before I waste time creating an Apple Developer Support ticket, I’m hoping an Apple DTS engineer can confirm if this is just log noise. Here’s the code: import SwiftUI struct ContentView: View { @State private var editMode: EditMode = .inactive @State private var items = ["Item 1", "Item 2", "Item 3"] var body: some View { NavigationStack { List { ForEach(items, id: \.self) { item in Text(item) } .onDelete { indexSet in items.remove(atOffsets: indexSet) } } .environment(\.editMode, $editMode) .toolbar { ToolbarItem(placement: .topBarTrailing) { EditButton() .environment(\.editMode, $editMode) } } } } } #Preview { ContentView() } When you run this code and tap Edit, you’ll initially get: CoreSVG has logged an error. Set environment variabe [sic] "CORESVG_VERBOSE" to learn more. After setting CORESVG_VERBOSE = YES, you’ll see: CoreSVG: Error: NULL ref passed to getObjectCoreSVG: Error: NULL ref passed to getObject This error only appears the first time Edit is tapped after a build and run. It won't happen again, even after force-quitting and reopening the app. The issue also only happens on iOS 18.0 and 18.1—I can’t reproduce it on iOS 17.5. Fortunately, it doesn’t seem to cause any negative side effects. Is this just log noise?
Topic: UI Frameworks SubTopic: SwiftUI
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3
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5
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1.8k
Activity
Apr ’25
Simple SwiftData app exhibits excessive & persistent memory growth as items are added
[Submitted as FB14860454, but posting here since I rarely get responses in Feedback Assistant] In a simple SwiftData app that adds items to a list, memory usage drastically increases as items are added. After a few hundred items, the UI lags and becomes unusable. In comparison, a similar app built with CoreData shows only a slight memory increase in the same scenario and does NOT lag, even past 1,000 items. In the SwiftData version, as each batch is added, memory spikes the same amount…or even increases! In the CoreData version, the increase with each batch gets smaller and smaller, so the memory curve levels off. My Question Are there any ways to improve the performance of adding items in SwiftData, or is it just not ready for prime time? Example Projects Here are the test projects on GitHub if you want to check it out yourself: PerfSwiftData PerfCoreData
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2
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0
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951
Activity
Nov ’24
How to build a top/bottom split view with a dynamically-sized divider?
Is there a way to structure three views vertically with a top, middle divider, and bottom view, where the… Middle divider view “hugs” its contents vertically (grows and shrinks based on height of child views) Top and bottom views fill the space available above and below the divider Divider can be dragged all the way up (or down), to completely hide the top view (or bottom view) I’ve been working on this for a while and still can’t get it quite right. The code below is close, but the parent view’s bottom edge shifts when the divider resizes. As a result, the bottom view shifts upward when the divider shrinks, whereas I want it to continue to fill the space to the bottom of the screen. import SwiftUI struct ContentView: View { @State private var topRatio: CGFloat = 0.5 @State private var dividerHeight: CGFloat = 44 var body: some View { GeometryReader { geometry in let topInset = geometry.safeAreaInsets.top let bottomInset = geometry.safeAreaInsets.bottom let totalHeight = geometry.size.height let availableHeight = max(totalHeight - bottomInset - dividerHeight, 0) VStack(spacing: 0) { TopView() .frame(height: max(availableHeight * topRatio - topInset, 0)) .frame(maxWidth: .infinity) .background(Color.red.opacity(0.3)) DividerView() .background(GeometryReader { proxy in Color.clear.preference(key: DividerHeightKey.self, value: proxy.size.height) }) .onPreferenceChange(DividerHeightKey.self) { height in dividerHeight = height } .gesture( DragGesture() .onChanged { value in let maxDragDistance = availableHeight + dividerHeight let translation = value.translation.height / max(maxDragDistance, 1) let newTopRatio = topRatio + translation topRatio = min(max(newTopRatio, 0), 1) } ) .zIndex(1) BottomView() .frame(height: max(availableHeight * (1 - topRatio), 0)) .frame(maxWidth: .infinity) .background(Color.green.opacity(0.3)) } } } } struct DividerHeightKey: PreferenceKey { static var defaultValue: CGFloat = 44 static func reduce(value: inout CGFloat, nextValue: () -> CGFloat) { value = nextValue() } } struct DividerView: View { @State private var showExtraText = true var body: some View { VStack(spacing: 0) { Text(showExtraText ? "Tap to hide 'More'" : "Tap to show 'More'") .frame(height: 44) if showExtraText { Text("More") .frame(height: 44) } } .frame(maxWidth: .infinity) .background(Color.gray) .onTapGesture { showExtraText.toggle() } } } struct TopView: View { var body: some View { VStack { Spacer() Text("Top") } .padding(0) } } struct BottomView: View { var body: some View { VStack { Text("Bottom") Spacer() } .padding(0) } } #Preview { ContentView() }
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2
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497
Activity
Oct ’24