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Xcode 26 won't connect to new M5 iPad
I took delivery of a new 11 inch M5 iPad Pro yesterday, and have been unable to get it to connect to Xcode so I can build to it. The iPad is running iPadOS version 26.0.1, and I am using Xcode Version 26.0.1 as well. My MacBook Pro is running MacOS 26.0 I enabled developer mode. When I connected the cable I was asked (twice) to trust the computer, and said yes. I get errors saying: "The developer disk image could not be mounted on this device.; Error mounting image: 0xe800010f (kAMDMobileImageMounterPersonalizedBundleMissingVariantError" I've tried disconnecting and reconnecting the cable, quitting and relaunching Xcode, and rebooting both the iPad and the Mac. I've also tried "Clear Trusted Computers" in the developer menu. That triggers the same sequence of having to trust the computer again when I connect it (the dialog appears twice.) Then I go back to the error message above in the devices and simulators screen. I've also tried the command sudo installer -pkg /Applications/Xcode.app/Contents/Resources/Packages/XcodeSystemResources.pkg -target / Nothing works. It's maddening. Does anybody know how I can can get this working? I'm eager to start developing on my new iPad, but I can't get started.
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194
Oct ’25
FKA Accessibility focus seems broken in SwiftUI
There are several ways we are supposed to be able to control a11y (accessibility) focus in FKA (Full Keyboard Access) mode. We should be able to set up an @AccessibilityFocusState variable that contains an enum for the different views that we want to receive a11y focus. That works from VO (VoiceOver) but not from FKA mode. See this sample project on Github: https://stackoverflow.com/questions/79067665/how-to-manage-accessibilityfocusstate-for-swiftui-accessibility-keyboard Similarly, we are supposed to be able to use accessibilitySortPriority to control the order that views are selected when a user using FKA tabs between views. That also works from VO but not from FKA mode. In the sample code below, the `.accessibilitySortPriority() ViewModifiers cause VO to change to a non-standard order when you swipe between views, but it has no effect in FKA mode. Is there a way to either set the a11y focus or change the order in which the views are selected that actually works in SwiftUI when the user is in FKA mode? Code that should cause FKA to tab between text fields in a custom order: struct ContentView: View { @State private var val1: String = "val 1" @State private var val2: String = "val 2" @State private var val3: String = "val 3" @State private var val4: String = "val 4" var body: some View { VStack { TextField("Value 1", text: $val1) .accessibilitySortPriority(3) VStack { TextField("Value 2", text: $val2) .accessibilitySortPriority(1) } HStack { TextField("Value 3", text: $val3) .accessibilitySortPriority(2) TextField("Value 4", text: $val4) .accessibilitySortPriority(4) } } .padding() } }```
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199
Jul ’25
How to animate arbitrary changes to a SwiftUI Path?
In UIKit/Core Animation, I can create a CABasicAnimation that lets me animate changes to the Path in a CAShapeLayer. As long as the new path has the same number of control points as the previous path, Core Animation creates a smooth animation of the changes. It's also possible to animate things like the start and end of the stroke, but I'm talking about arbitrary changes to the path. In SwiftUI, it's pretty easy to animate the stroke so that it looks like it's being drawn by a pen. I'm not talking about that. Say I have a closed path with N vertexes and some of the vertexes are connected with straight lines, while others are connected by quadratic or cubic Bézier curves. I want to move the control points around in arbitrary ways, and change the control points of the Bézier curves. I have a simple Storyboard based project on Github that creates closed N-sided polygons with either rounded or sharp corners, it manages an array of PolygonPoint structs that look like this: public struct PolygonPoint { let point: CGPoint let isRounded: Bool let customCornerRadius: CGFloat? init(point: CGPoint, isRounded: Bool, customCornerRadius: CGFloat? = nil) { self.point = point self.isRounded = isRounded self.customCornerRadius = customCornerRadius } init(previousPoint: PolygonPoint, isRounded: Bool) { self.init(point: previousPoint.point, isRounded: isRounded, customCornerRadius: previousPoint.customCornerRadius) } } The sample app builds a square out of an array of PolygonPoints, and then presents 4 swtiches that controls whether each vertex is rounded or not. It builds a polygon using the CGPath addArc(tangent1End:tangent2End:radius:transform:) function, with a 0 radius for sharp corners and a non-zero corner radius for rounded corners. It wraps changes to the path in a CABasicAnimation, and the result is a simple animation. The project can be found on Github here: RoundedConerPolygon project As a learning exercise, I'd like to convert this project to SwiftUI. The Swift/UIKit project creates CGPaths, and there is an initializer for the Swift Path object that takes a CGPath, so that part is easy. However, SwiftUI wants to observe changes to a simple scalar, or to some sort of animatableData. I've tried to make my PolygonPoint struct conform to VectorArithmetic, but no joy. My attempt is here: RoundedCornerPolygonSwiftUI This seems like it should be easy, but I can't figure out how to make it work. Is there a way to have SwiftUI animate changes to a Path's underlying CGPath like you can in UIKit? I could probably wrap a UIKIt custom view in SwiftUI and do it that way, but I'm trying to learn how to do it "The SwifTUI way."
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884
Oct ’23