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Load bundle resources in UI Tests
I want to load images from my bundle, which works fine when running the main app. However this does not work when running UI Tests. I read that the test bundle is not the main bundle when running tests. I try loading the bundle via this snippet: let bundle = Bundle(for: Frames_HoerspielUITests.self) This is my test class wrapped these the canImport statements so it can be added to the main app target and used for getting the correct bundle: #if canImport(XCTest) import XCTest final class Frames_HoerspielUITests: XCTestCase { override func setUpWithError() throws { continueAfterFailure = false } override func tearDownWithError() throws { } @MainActor func testExample() throws { let app = XCUIApplication() app.launch() } @MainActor func testLaunchPerformance() throws { measure(metrics: [XCTApplicationLaunchMetric()]) { XCUIApplication().launch() } } } #else final class Frames_HoerspielUITests { } #endif However while this works when running the main app, it still fails in the UI tests. It is a SwiftUI only app. and I can't add the images to the asset catalog because they are referenced from another location. Any ideas? Thank you
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0
350
Jul ’25
Display .icon files in SwiftUI
Is there a way to display a .icon file in SwiftUI? I want to show the app icon in the app itself but exporting and including the app icon as a PNG feels redundant. This would consume a lot of unnecessary storage especially when including a lot of alternative app icons. There has to be a better way Otherwise I would file a feedback for that Thank you
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257
Dec ’25
SwiftData not syncing with iCloud
Hello everyone, I followed this (https://www.hackingwithswift.com/quick-start/swiftdata/how-to-sync-swiftdata-with-icloud) guide from Paul Hudson on how to sync swiftdata with iCloud. I tried it on my device directly and it worked exactly as I would expect. Now I tried the same version of the app on another device installed through TestFlight external tester group. It no longer works. When deleting the app, the alert reads "Deleting this app will also delete its data, but any documents or data will be stored in iCloud will not be deleted" so the app should have said something in iCloud. When looking in Settings -> Your Name -> iCloud -> Manage Account Storage, on the working device I can see around 300 KB saved in iCloud, on the other device my app is not listed. Both have a fast and working internet connection, almost fully charged, low data mode turned off, running 17.4.1, Background modes enabled, Mobile data enabled, more than enough unused iCloud storage and plenty of time to sync. I was streaming the logs from the Cloudkit dashboard but nothing appeared there. The data saved neither syncs to another device of the same apple id nor reappears after app removal. The model Container is initialized without any configuration, the only relationship is optional and every value has a default value. There is A LOT of log noise when launching the app and I am unable to get any meaningful information from that. I can only get the log from the device where it is working as expected. I have triple checked that it is exactly the same app version and no debug conditions anywhere. I have absolutely no idea what is causing this. Thanks for any help :)
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3.2k
Mar ’24
SwiftData @ModelActor Memory usage skyrocketing when changing properties
When changing a property of a SwiftData Model from a ModelActor the memory needed slightly increases. Once you do that more often, you can see that the usage is linearly increasing. I modified the Swiftdata template as little as possible. This is the least code I need to reproduce the problem: Changes In the @main struct : ContentView(modelContainer: sharedModelContainer) ContentView: struct ContentView: View { @Query private var items: [Item] let dataHanndler: DataHandler @State var timer = Timer.scheduledTimer(withTimeInterval: 1, repeats: false, block: { t in }) var body: some View { NavigationSplitView { List { ForEach(items) { item in NavigationLink { Text("Item at \(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard))") } label: { Text(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard)) } } } .toolbar { ToolbarItem(placement: .navigationBarTrailing) { EditButton() } ToolbarItem { Button(action: addItem) { Label("Add Item", systemImage: "plus") } } ToolbarItem { Button { timer = Timer.scheduledTimer(withTimeInterval: 0.1, repeats: true) { t in Task { await dataHanndler.updateRandom() // Obviously this makes little sense but I need to update a lot of entities in my actual app. This is the simplest way to demonstrate that. updateRandom() could also be a function of a view but that doesn't make a difference } } } label: { Label("Do a lot of writing", systemImage: "gauge.with.dots.needle.100percent") } } ToolbarItem { Button { timer.invalidate() } label: { Label("Invalidate", systemImage: "stop.circle") } } } } detail: { Text("Select an item") } } private func addItem() { Task { await dataHanndler.insert(timestamp: Date.now) } } init(modelContainer: ModelContainer) { self.dataHanndler = DataHandler(modelContainer: modelContainer) } } ModelActor: @ModelActor actor DataHandler { public func update<T>(_ persistentIdentifier: PersistentIdentifier, keypath: ReferenceWritableKeyPath<Item, T>, to value: T) throws { let model = modelContext.model(for: persistentIdentifier) as! Item model[keyPath: keypath] = value } public func insert(timestamp: Date) { let item = Item(timestamp: timestamp) modelContext.insert(item) } public func updateRandom() { let count = try! modelContext.fetchCount(FetchDescriptor<Item>()) var descriptor = FetchDescriptor<Item>() descriptor.fetchOffset = Int.random(in: 0..<count) descriptor.fetchLimit = 1 let model = try! modelContext.fetch(descriptor) model.first!.timestamp = Date.now } } I filed a bug report FB14876920 but I am looking for other ideas to solve this before it will be fixed in a future update. The modelContext I use is created and managed by the @ModelActor macro. Happy to hear ideas
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724
Aug ’24
Disable MusicKit logs without disabling manual Logs via Logger()
I want to switch from using print statements to using OSLog because of the filtering options and so on. I am using MusicKit. To mute all the log noise mostly coming from CoreData I pass these arguments on launch: -com.apple.CoreData.SQLDebug 0 -com.apple.CoreData.MigrationDebug 0 -com.apple.CoreData.ConcurrencyDebug 0 -com.apple.CoreData.CloudKitDebug 0 -com.apple.CoreData.Logging.stderr 0 This works for all the Core Data related warnings but I also need such an argument for MusicKit. Setting the environment variable OS_ACTIVITY_MODE to disable hides all the noise but also hides the log statements I sent via Logger().debug() for example. In particular these log messages appear in great quantities. Attempted to register account monitor for types client is not authorized to access: {( "com.apple.account.iTunesStore" )} <ICMonitoredAccountStore: 0x303c5c9f0> Failed to register for account monitoring. err=Error Domain=com.apple.accounts Code=7 "(null)" My application works fine and these log messages mean absolutely nothing to me. These two threads mention a similar problem but can't offer a solution. https://forums.developer.apple.com/forums/thread/720835 https://forums.developer.apple.com/forums/thread/743795 Thank you
2
0
836
Sep ’24
Strange Live Activity Occurrence Behavior
I am seeing a really weird behavior with Live Activities. The Live Activity is always appearing on the simulator. However the Live Activity is only appearing on my physical device when there is no other widget in the widget bundle shown below. @main struct HoerspielWidgetsBundle: WidgetBundle { var body: some Widget { // Uncomment the line below and the Live Activity will no longer appear // UpNextWidget() PlaybackLiveActivity() } } Annotating that var with @WidgetBundle has no effect. There are no logs indicating an error, the function to request a Live Activity does not throw and the status of the activity is active. Both the widget and the Live Activity are working fine otherwise. NSSupportsLiveActivities is set to true in the correct Info.plist file. I am not running any beta software and the physical iPhone is on the newest version (iOS 18.5). Using the template when adding a new target in Xcode, I was able to set up a similar app where the Live Activity works as expected. I am really at a loss here which additional information I should provide or how this issue can be resolved. Thank you for your help.
2
0
146
May ’25
Setting alternate app icon fails with "Ressource temporarily not available"
Switching alternative app icons previously worked in my app and I did not notice when it broke. However now the completion handler consistently returns this error if feeding with either an existing app icon name or a fictional one. Is this a regression I should file a bug report for or am I doing something wrong here? Include all app icon assets is enabled in the target Below you can see the error, the .icon files placed in the project navigator, my code and the top of the Info.plist Thank you Button("Update icon") { UIApplication.shared.setAlternateIconName("appIcon_Heart") { error in if let error { print(error) } } } Error Domain=NSPOSIXErrorDomain Code=35 "Resource temporarily unavailable" UserInfo={_LSFile=LSIconAlertManager.m, _LSLine=113, _LSFunction=-[LSIconAlertManager iconChangeAlertTokenForIdentity:error:]} Xcode seems to create the correct Info.plist entries. <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>BGTaskSchedulerPermittedIdentifiers</key> <array> <string>newReleasesBackgroundTask</string> </array> <key>BuildMachineOSBuild</key> <string>24G90</string> <key>CFBundleDevelopmentRegion</key> <string>de</string> <key>CFBundleDisplayName</key> <string>Hörspielzentrale</string> <key>CFBundleExecutable</key> <string>Hoerspielzentrale</string> <key>CFBundleIcons</key> <dict> <key>CFBundleAlternateIcons</key> <dict> <key>appIcon_Heart</key> <dict> <key>CFBundleIconName</key> <string>appIcon_Heart</string> </dict> <key>appIcon_RedNoCircle</key> <dict> <key>CFBundleIconName</key> <string>appIcon_RedNoCircle</string> </dict> <key>appIcon_WhiteNoCircle</key> <dict> <key>CFBundleIconName</key> <string>appIcon_WhiteNoCircle</string> </dict> </dict> <key>CFBundlePrimaryIcon</key> <dict> <key>CFBundleIconFiles</key> <array> <string>AppIcon60x60</string> </array> <key>CFBundleIconName</key> <string>AppIcon</string> </dict> </dict> <key>CFBundleIcons~ipad</key> <dict> <key>CFBundleAlternateIcons</key> <dict> <key>appIcon_Heart</key> <dict> <key>CFBundleIconName</key> <string>appIcon_Heart</string> </dict> <key>appIcon_RedNoCircle</key> <dict> <key>CFBundleIconName</key> <string>appIcon_RedNoCircle</string> </dict> <key>appIcon_WhiteNoCircle</key> <dict> <key>CFBundleIconName</key> <string>appIcon_WhiteNoCircle</string> </dict> </dict> <key>CFBundlePrimaryIcon</key> <dict> <key>CFBundleIconFiles</key> <array> <string>AppIcon60x60</string> <string>AppIcon76x76</string> </array> <key>CFBundleIconName</key> <string>AppIcon</string> </dict> </dict>
Topic: UI Frameworks SubTopic: UIKit
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2w
Widgets not showing up on macOS
I am trying to bring my iOS App to native macOS. I am using exactly the same TimelineProvider and widgets (the ones not supported on macOS surrounded by #if(os)). Running the whole app or just the WidgetExtension on iOS works perfectly fine. Running the mac app works perfectly fine apart from missing Widgets. When running the WidgetExtension on My Mac, the WidgetKit Simulator opens and only presents Failed to load widget. The operation couldn't be completed. (WidgetKit_Simulator.WidgetDocument.Error error 4.) The code compiles fine without any warnings, only a file path is printed into the console. file:///Users/myName/Library/Developer/Xcode/DerivedData/MyAppName-dfsiuexplidieybwvbkqofchxirp/Build/Products/Debug/MyApp.app/Contents/PlugIns/MyAppNameWidgetExtensionExtension.appex/ Shortly after I get a log entry Logging Error: Failed to initialize logging system. Log messages may be missing. If this issue persists, try setting IDEPreferLogStreaming=YES in the active scheme actions environment variables. I am not sure which further Informationen I can give to solve my problem. Destinations on main App and Widget Extension is both set to Mac (no suffix). The mac is running 14.4.1 and Xcode 15.3. I am really thankful for any assistance you can give me to fix this problem. Thanks
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4
1.2k
May ’24
Memory usage unstoppably increasing when updating SwiftData Object from Timer
For a kind of podcast player I need to periodically update a swiftData object to keep track of the listening progress. (Happy to hear if there are better ways) I need to do this in many places in my app so I wanted to extract the modelContext into a Singleton so I can write a global function that starts the timer. In doing so I stumbled upon a problem: The memory used by my app is steadily increasing and the device is turning hot. @Observable class Helper { static let shared = Helper() var modelContext: ModelContext? } @main struct SingletontestApp: App { let modelContainer: ModelContainer init() { do { modelContainer = try ModelContainer( for: Item.self, Item.self ) } catch { fatalError("Could not initialize ModelContainer") } Helper.shared.modelContext = modelContainer.mainContext } var body: some Scene { WindowGroup { ContentView() } .modelContainer(modelContainer) } } struct ContentView: View { @Query private var items: [Item] var body: some View { NavigationSplitView { List { ForEach(items) { item in Text(item.timestamp, format: Date.FormatStyle(date: .numeric, time: .standard)) } } .toolbar { ToolbarItem { Button(action: addItem) { Label("Add Item", systemImage: "plus") } } ToolbarItem { Button(action: updateItemPeriodically) { Label("Change random", systemImage: "dice") } } } } detail: { Text("Select an item") } } func addItem() { withAnimation { let newItem = Item(timestamp: Date()) Helper.shared.modelContext!.insert(newItem) } } @MainActor func updateItemPeriodically() { // Doesn't matter if run as global or local func let descriptor = FetchDescriptor<Item>(sortBy: [SortDescriptor(\.timestamp)]) let results = (try? Helper.shared.modelContext?.fetch(descriptor)) ?? [] let element = results.randomElement() let timer = Timer.scheduledTimer(withTimeInterval: 2, repeats: true) { timer in // Smaller time intervals worsen the problem element?.timestamp = Date.now } } } Calling save() manually or automatically in the timer does not have any effect. I am not sure about my general way of keeping track of listening process so if you think there is a better way, feel free to correct me. Thanks for your help
3
0
1.2k
May ’24