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How to preserve collection view scroll anchor when folding/unfolding iPhone Duo
The following question was asked in the Oct 13 iPhone Duo group lab: when you unfold iPhone Duo after you’ve scrolled down, does UIKit keep the position or should we re-anchor ourselves? The answer was various scroll views like collection views and text views will handle this for you to keep visible items visible, which also works when resizing the window on iPad. This is not working for me with a simple UICollectionView. What do I need to do to obtain this behavior? class ViewController: UIViewController, UICollectionViewDataSource { override func viewDidLoad() { super.viewDidLoad() let layout = UICollectionViewFlowLayout() layout.itemSize = CGSize(width: 80, height: 80) layout.minimumInteritemSpacing = 8 layout.minimumLineSpacing = 8 layout.sectionInsetReference = .fromLayoutMargins let collectionView = UICollectionView(frame: .zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground collectionView.dataSource = self collectionView.insetsLayoutMarginsFromSafeArea = true collectionView.register(UICollectionViewCell.self, forCellWithReuseIdentifier: "Cell") view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { 5000 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath) var content = UIListContentConfiguration.cell() content.text = String(indexPath.item) content.textProperties.alignment = .center cell.contentConfiguration = content var background = UIBackgroundConfiguration.clear() background.backgroundColor = .secondarySystemBackground cell.backgroundConfiguration = background return cell } } Run the app on iPhone Duo Scroll down to cell 100 on the outer display Unfold the device Expected: It should stay scrolled to item 100 Actual: It scrolled down to item 225 (or more accurately, the content offset did not change, more content was added higher up with the contentSize shrinking due to the expanded width) In the past I've put so much work into trying to maintain the expected scroll position for orientation changes on iPhone and iPad/Mac Catalyst resize events, it's surprisingly incredibly hard to get working in every scenario, so I am SUPER interested to learn the system can do it for us!
0
0
223
2w
How to implement correct horizontal padding for iPhone Duo
The iPhone Duo outer screen displays a vertical bar on the right edge with view contents inset. A SwiftUI Form displays an appropriate amount of leading padding but 0 padding on the trailing edge, since the vertical bar provides some visual margins already that looks nice. I have a view that looks kind of like a form, multiple stacked text fields, that should align the same way. I used scenePadding to achieve which looks correct on iPhone 18 Pro perfectly aligned with Form, but on iPhone Duo there is extra trailing padding. It doesn't align with my Edit button that remains in the horizontal axis navigation bar (and it is not inset enough on the leading edge, off by a few pixels, interestingly). Note when you unfold it and add the app on the left side in Split View, the vertical bar is on the leading edge, in which case there's too much padding on the leading edge. How can I achieve the correct layout padding/margins? iPhone 18 Pro vs iPhone Duo: My actual app: struct ContentView: View { var body: some View { TabView { NavigationStack { SystemFormView() .navigationTitle("System Form") } .tabItem { Label("System Form", systemImage: "list.bullet.rectangle") } NavigationStack { CustomFormView() .navigationTitle("Custom Form") } .tabItem { Label("Custom Form", systemImage: "rectangle.3.group") } } } } private struct SystemFormView: View { var body: some View { Form { Text("Row 1") Text("Row 2") Text("Row 3") } } } private struct CustomFormView: View { var body: some View { ScrollView { VStack(spacing: 0) { customRow("Row 1") Divider() .padding(.leading) customRow("Row 2") Divider() .padding(.leading) customRow("Row 3") } .background(.background) .scenePadding(.horizontal) } .background(Color(uiColor: .systemGroupedBackground)) } private func customRow(_ title: LocalizedStringKey) -> some View { Text(title) .frame(maxWidth: .infinity, minHeight: 44, alignment: .leading) .padding(.horizontal) } } Note in UIKit, UITableViewController with the inset grouped style has the same layout as Form. A custom view hierarchy can achieve the exact same placement/padding/margins by following these steps: create a scroll view and a content view, set preservesSuperviewLayoutMargins = true on both views, constrain the scroll view to the root view on all edges, constrain the content view to the scrollView.contentLayoutGuide on all edges, constrain the content view width anchor to the scrollView.frameLayoutGuide.widthAnchor, then constrain subviews of the content view to the contentView.layoutMarginsGuide. So I know how to do it in UIKit, how do we in SwiftUI? Thanks!
Topic: UI Frameworks SubTopic: SwiftUI
4
1
724
4w
How to separate/add space between Liquid Glass toolbar items when using ToolbarOverflowMenu
When optimizing for iPhone Duo (and in general) I understand the recommendation is to replace custom More (...) menus with the system overflow menu, otherwise it's possible you can see two (...) buttons or get the custom menu nested inside the system overflow menu. Eek. With the following code, both (+) and (...) are unexpectedly inside one shared Liquid Glass background. How do you separate / add space between them or is this a bug, if so is there a workaround? struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarOverflowMenu { Button("Settings", systemImage: "gearshape") { } } } } } } Here's my original code that display two separate buttons as expected: struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarItem { Menu { Button("Settings", systemImage: "gearshape") { } } label: { Label("More", systemImage: "ellipsis") } } } } } } Why do I care you might ask? When the user turns on filters in my app, a filter toolbar item is shown, and I want the (+) to remain separate from the grouped filter and more buttons. (+) is like the primary action that should stand alone, like it does in the Wallet app.
Topic: UI Frameworks SubTopic: SwiftUI
3
1
191
Sep ’26
How to determine which side of the division region UI should be placed
When iPhone Duo is partially folded, you need to move some UI to the left or right (or top or bottom depending) half of the screen to avoid the division region, but how do you determine which side is appropriate? Sheets move to the left automatically but why? Is there anything that should move to the right? Can you share any examples? Is there API to get the system recommendation for a specific type of UI or something?
Topic: UI Frameworks SubTopic: UIKit
1
0
196
Sep ’26
How to implement correct horizontal padding for iPhone Duo
On iPhone Duo in the folded state, the outer screen displays a vertical bar on the right edge with view contents inset. I noticed Form displays an appropriate amount of leading padding but 0 padding on the trailing edge, since the vertical bar provides some padding already, so it looks nice. I have a view that looks kind of like a form, multiple stacked text fields, that should align the same way. I used scenePadding to achieve this and it looks correct on iPhone 18 Pro perfectly aligning with Form. Unfortunately on iPhone Duo there is extra trailing padding such that it doesn't align with the edit button that remains in the horizontal axis navigation bar (and it is not inset enough on the leading edge, off by a few pixels, interestingly). Note when you unfold it and add the app on the left side in Split View, the vertical bar is on the leading edge, in which case there's too much padding on the leading edge. How can I achieve the correct padding? My actual app: struct ContentView: View { var body: some View { TabView { NavigationStack { SystemFormView() .navigationTitle("System Form") } .tabItem { Label("System Form", systemImage: "list.bullet.rectangle") } NavigationStack { CustomFormView() .navigationTitle("Custom Form") } .tabItem { Label("Custom Form", systemImage: "rectangle.3.group") } } } } private struct SystemFormView: View { var body: some View { Form { Text("Row 1") Text("Row 2") Text("Row 3") } } } private struct CustomFormView: View { var body: some View { ScrollView { VStack(spacing: 0) { customRow("Row 1") Divider() .padding(.leading) customRow("Row 2") Divider() .padding(.leading) customRow("Row 3") } .background(.background) .scenePadding(.horizontal) } .background(Color(uiColor: .systemGroupedBackground)) } private func customRow(_ title: LocalizedStringKey) -> some View { Text(title) .frame(maxWidth: .infinity, minHeight: 44, alignment: .leading) .padding(.horizontal) } }
0
1
408
Sep ’26
How to separate/add space between Liquid Glass toolbar items when using ToolbarOverflowMenu
The following code works as expected to display two separate Liquid Glass toolbar buttons with space between them: struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarItem { Menu { Button("Settings", systemImage: "gearshape") { } } label: { Label("More", systemImage: "ellipsis") } } } } } } When optimizing for iPhone Duo (and in general) I understand the recommendation is to replace custom "more" menus with the system overflow menu, otherwise it's possible you can see two ... buttons in various scenarios. struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarOverflowMenu { Button("Settings", systemImage: "gearshape") { } } } } } } This unexpectedly places both + and ... inside the same shared Liquid Glass background. How do you separate / add space between them, or is this a bug, is there a workaround? Before / After
0
0
166
Sep ’26
StoreKit says purchase succeeded but didn't, AppStore.sync() throws error Unable to Complete Request
One user of my app reached out reporting an interesting in-app purchase issue. Has anyone encountered this or have an idea what's going on here? Proceed to purchase the non-consumable IAP in the app downloaded from the App Store iOS shows the price sheet as expected Confirm with the side button iOS shows an alert "You've already purchased this. Would you like to get it again for free?" Tap OK iOS shows an alert "You're all set. Your purchase was successful." Tap OK The app's content remains locked Tap Restore Purchases iOS shows an alert to sign (with the same account shown in step 2) Input the password and tap OK iOS shows an alert "Unable to Complete Request" (which is the error.localizedDescription thrown from AppStore.sync())
3
0
417
Sep ’26
Display HDR images for PhotoKit assets
In my app I get a UIImage for a PHAsset via PHImageManager.requestImage(for:targetSize:contentMode:options:resultHandler:). I directly display that image in a UIImageView that has preferredImageDynamicRange set to .high. The problem is I do not see the high dynamic range. I see the HDRDemo23 sample code uses PhotosPicker to get a UIImage from Data through UIImageReader whose config enables prefersHighDynamicRange. Is there a way to support HDR when using the Photos APIs to request display images? And is there support for PHLivePhoto displayed in PHLivePhotoView retrieved via PHImageManager.requestLivePhoto?
5
1
2.4k
Aug ’26
How to utilize PHLivePhotoRequestOptions.preferHDR to support HDR in Live Photos?
The iOS 27 SDK newly exposed PHLivePhotoRequestOptions.preferHDR. Its documentation states: For best results, only enable this when you intend to display an HDR experience in PHLivePhotoView — for example, when the view’s preferredImageDynamicRange is greater than standard (SDR). PHLivePhotoView has no preferredImageDynamicRange property. How is this API to be used then?
0
0
445
Aug ’26
PHAssetResource deprecated originalFilename replaced with filename, but PHAssetExtendedMetadata only has originalFilename in iOS 27
PHAssetExtendedMetadata has the following API: /// The original file name of this asset. open var originalFilename: String? { get } And PHAssetResource has the following API: @available(iOS, introduced: 9, deprecated: 27, message: "Use filename instead") open var originalFilename: String { get } /// The filename associated with this asset resource (if any) @available(iOS 27, *) open var filename: String? { get } I'm confused why PHAssetExtendedMetadata (iOS 27+) has originalFilename while PHAssetResource originalFilename was deprecated and replaced with filename. I would have expected PHAssetExtendedMetadata's property be named filename to match. Are all 3 of these all the exact same name or can there be differences?
1
0
431
Aug ’26
Clarification on BGTaskScheduler.submitTaskRequest(_:completionHandler:) main-thread warning
I’m looking at the new BGTaskScheduler.submitTaskRequest(_:completionHandler:) API on iOS 27 that replaces the now deprecated submit(_:).* The documentation says: This method asynchronously submits the task request and invokes the completion handler with any errors that occur during submission. It also says: The completion handler may be invoked on a arbitrary queue after an arbitrary amount of delay. Do not call this method from the main thread or performance-critical contexts. I’m confused when it says “Do not call this method from the main thread.” Since the method asynchronously submits the request and reports errors later through the completion handler, I initially read this as a warning not to wait for the completion handler to be called assuming it returns quickly. But it specifically says not to call the method from the main thread, which suggests the initial call itself may perform blocking expensive work before returning (although this is confusingly stated in the same block describing the completion handler behavior). Is the intended usage to create/configure the request on the main thread, then dispatch only submitTaskRequest to a background queue, or is calling that on the main thread actually okay just like the submit(_:) API it replaced? My current code in a synchronous function running on the main thread: BGTaskScheduler.shared.register(forTaskWithIdentifier: id, using: .main) { @Sendable registeredTask in // The background continued processing task has started, use it to update progress... } let request = BGContinuedProcessingTaskRequest(identifier: id, title: title, subtitle: subtitle) request.strategy = .fail // Start the task immediately and fail if it cannot if BGTaskScheduler.supportedResources.contains(.gpu) { request.requiredResources = .gpu } do { try BGTaskScheduler.shared.submit(request) // FIXME: How to migrate to the new API? } catch { // No worries, user will just have to keep the app open until the task completes print("BGTaskScheduler request failed: \(error.localizedDescription)") } *I assume this change was made to address issues like FB21052216 (https://developer.apple.com/forums/thread/807370)
3
0
922
Aug ’26
BGContinuedProcessingTask register block not called, submit does not throw an error
I implemented BGContinuedProcessingTask in my app and it seems to be working well for everyone except one user (so far) who has reached out to report nothing happens when they tap the Start Processing button. They have an iPhone 12 Pro Max running iOS 26.1. Restarting iPhone does not fix it. When they turn off the background processing feature in the app, it works. In that case my code directly calls the function to start processing instead of waiting for it to be invoked in the register block (or submit catch block). Is this a bug that's possible to occur, maybe device specific? Or have I done something wrong in the implementation? func startProcessingTapped(_ sender: UIButton) { if isBackgroundProcessingEnabled { startBackgroundContinuedProcessing() } else { startProcessing(backgroundTask: nil) } } func startBackgroundContinuedProcessing() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: .main) { @Sendable [weak self] task in guard self != nil else { return } startProcessing(backgroundTask: task as? BGContinuedProcessingTask) } let request = BGContinuedProcessingTaskRequest(identifier: taskIdentifier, title: title, subtitle: subtitle) request.strategy = .fail if BGTaskScheduler.supportedResources.contains(.gpu) { request.requiredResources = .gpu } do { try BGTaskScheduler.shared.submit(request) } catch { startProcessing(backgroundTask: nil) } } func startProcessing(backgroundTask: BGContinuedProcessingTask?) { // FIXME: Never called for this user when isBackgroundProcessingEnabled is true }
11
0
1.8k
Aug ’26
How to get Ask Siri context menu button
In my UIKit apps, collection view cells that have a context menu gain an Ask Siri item in iOS 27 without me doing anything. In my SwiftUI app I have a LazyVGrid containing a ForEach of CellView which is a Button that has a contextMenu, yet there’s no Ask Siri button in the context menu. What determines whether or not it will be added? What do I need to do to allow the system to add it?
2
0
713
Jun ’26
Core Image processing for a photo overlaid text effect
The iPhone Lock Screen lets you display a small time and date at the top of the display that has a neat image processing effect where the text takes on the underlying colors with a blurred gradient while still maintaining legibility appearing largely white. In this screenshot you can see the white text features blue colors at the top left and transitions to a purple color on the right due to the underlying vibrant blue and purple blocks. Can you share how this text effect is achieved using Core Image?
1
0
253
Jun ’26
Volume Purchasing vs Group Purchases for IAP
From what I understand, Volume Purchasing is coming this fall and Group Purchases will arrive later this year for subscriptions. What’s the difference between these? Will either support non-consumable in-app purchases? I really don’t want to require recurring payments nor build a paid duplicate version of my app, seems the freemium business model is important to support going forward. Thanks!
1
0
336
Jun ’26
How to preserve collection view scroll anchor when folding/unfolding iPhone Duo
The following question was asked in the Oct 13 iPhone Duo group lab: when you unfold iPhone Duo after you’ve scrolled down, does UIKit keep the position or should we re-anchor ourselves? The answer was various scroll views like collection views and text views will handle this for you to keep visible items visible, which also works when resizing the window on iPad. This is not working for me with a simple UICollectionView. What do I need to do to obtain this behavior? class ViewController: UIViewController, UICollectionViewDataSource { override func viewDidLoad() { super.viewDidLoad() let layout = UICollectionViewFlowLayout() layout.itemSize = CGSize(width: 80, height: 80) layout.minimumInteritemSpacing = 8 layout.minimumLineSpacing = 8 layout.sectionInsetReference = .fromLayoutMargins let collectionView = UICollectionView(frame: .zero, collectionViewLayout: layout) collectionView.translatesAutoresizingMaskIntoConstraints = false collectionView.backgroundColor = .systemBackground collectionView.dataSource = self collectionView.insetsLayoutMarginsFromSafeArea = true collectionView.register(UICollectionViewCell.self, forCellWithReuseIdentifier: "Cell") view.addSubview(collectionView) NSLayoutConstraint.activate([ collectionView.topAnchor.constraint(equalTo: view.topAnchor), collectionView.leadingAnchor.constraint(equalTo: view.leadingAnchor), collectionView.trailingAnchor.constraint(equalTo: view.trailingAnchor), collectionView.bottomAnchor.constraint(equalTo: view.bottomAnchor) ]) } func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { 5000 } func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "Cell", for: indexPath) var content = UIListContentConfiguration.cell() content.text = String(indexPath.item) content.textProperties.alignment = .center cell.contentConfiguration = content var background = UIBackgroundConfiguration.clear() background.backgroundColor = .secondarySystemBackground cell.backgroundConfiguration = background return cell } } Run the app on iPhone Duo Scroll down to cell 100 on the outer display Unfold the device Expected: It should stay scrolled to item 100 Actual: It scrolled down to item 225 (or more accurately, the content offset did not change, more content was added higher up with the contentSize shrinking due to the expanded width) In the past I've put so much work into trying to maintain the expected scroll position for orientation changes on iPhone and iPad/Mac Catalyst resize events, it's surprisingly incredibly hard to get working in every scenario, so I am SUPER interested to learn the system can do it for us!
Replies
0
Boosts
0
Views
223
Activity
2w
How to implement correct horizontal padding for iPhone Duo
The iPhone Duo outer screen displays a vertical bar on the right edge with view contents inset. A SwiftUI Form displays an appropriate amount of leading padding but 0 padding on the trailing edge, since the vertical bar provides some visual margins already that looks nice. I have a view that looks kind of like a form, multiple stacked text fields, that should align the same way. I used scenePadding to achieve which looks correct on iPhone 18 Pro perfectly aligned with Form, but on iPhone Duo there is extra trailing padding. It doesn't align with my Edit button that remains in the horizontal axis navigation bar (and it is not inset enough on the leading edge, off by a few pixels, interestingly). Note when you unfold it and add the app on the left side in Split View, the vertical bar is on the leading edge, in which case there's too much padding on the leading edge. How can I achieve the correct layout padding/margins? iPhone 18 Pro vs iPhone Duo: My actual app: struct ContentView: View { var body: some View { TabView { NavigationStack { SystemFormView() .navigationTitle("System Form") } .tabItem { Label("System Form", systemImage: "list.bullet.rectangle") } NavigationStack { CustomFormView() .navigationTitle("Custom Form") } .tabItem { Label("Custom Form", systemImage: "rectangle.3.group") } } } } private struct SystemFormView: View { var body: some View { Form { Text("Row 1") Text("Row 2") Text("Row 3") } } } private struct CustomFormView: View { var body: some View { ScrollView { VStack(spacing: 0) { customRow("Row 1") Divider() .padding(.leading) customRow("Row 2") Divider() .padding(.leading) customRow("Row 3") } .background(.background) .scenePadding(.horizontal) } .background(Color(uiColor: .systemGroupedBackground)) } private func customRow(_ title: LocalizedStringKey) -> some View { Text(title) .frame(maxWidth: .infinity, minHeight: 44, alignment: .leading) .padding(.horizontal) } } Note in UIKit, UITableViewController with the inset grouped style has the same layout as Form. A custom view hierarchy can achieve the exact same placement/padding/margins by following these steps: create a scroll view and a content view, set preservesSuperviewLayoutMargins = true on both views, constrain the scroll view to the root view on all edges, constrain the content view to the scrollView.contentLayoutGuide on all edges, constrain the content view width anchor to the scrollView.frameLayoutGuide.widthAnchor, then constrain subviews of the content view to the contentView.layoutMarginsGuide. So I know how to do it in UIKit, how do we in SwiftUI? Thanks!
Topic: UI Frameworks SubTopic: SwiftUI
Replies
4
Boosts
1
Views
724
Activity
4w
How to separate/add space between Liquid Glass toolbar items when using ToolbarOverflowMenu
When optimizing for iPhone Duo (and in general) I understand the recommendation is to replace custom More (...) menus with the system overflow menu, otherwise it's possible you can see two (...) buttons or get the custom menu nested inside the system overflow menu. Eek. With the following code, both (+) and (...) are unexpectedly inside one shared Liquid Glass background. How do you separate / add space between them or is this a bug, if so is there a workaround? struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarOverflowMenu { Button("Settings", systemImage: "gearshape") { } } } } } } Here's my original code that display two separate buttons as expected: struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarItem { Menu { Button("Settings", systemImage: "gearshape") { } } label: { Label("More", systemImage: "ellipsis") } } } } } } Why do I care you might ask? When the user turns on filters in my app, a filter toolbar item is shown, and I want the (+) to remain separate from the grouped filter and more buttons. (+) is like the primary action that should stand alone, like it does in the Wallet app.
Topic: UI Frameworks SubTopic: SwiftUI
Replies
3
Boosts
1
Views
191
Activity
Sep ’26
How to determine which side of the division region UI should be placed
When iPhone Duo is partially folded, you need to move some UI to the left or right (or top or bottom depending) half of the screen to avoid the division region, but how do you determine which side is appropriate? Sheets move to the left automatically but why? Is there anything that should move to the right? Can you share any examples? Is there API to get the system recommendation for a specific type of UI or something?
Topic: UI Frameworks SubTopic: UIKit
Replies
1
Boosts
0
Views
196
Activity
Sep ’26
How to implement correct horizontal padding for iPhone Duo
On iPhone Duo in the folded state, the outer screen displays a vertical bar on the right edge with view contents inset. I noticed Form displays an appropriate amount of leading padding but 0 padding on the trailing edge, since the vertical bar provides some padding already, so it looks nice. I have a view that looks kind of like a form, multiple stacked text fields, that should align the same way. I used scenePadding to achieve this and it looks correct on iPhone 18 Pro perfectly aligning with Form. Unfortunately on iPhone Duo there is extra trailing padding such that it doesn't align with the edit button that remains in the horizontal axis navigation bar (and it is not inset enough on the leading edge, off by a few pixels, interestingly). Note when you unfold it and add the app on the left side in Split View, the vertical bar is on the leading edge, in which case there's too much padding on the leading edge. How can I achieve the correct padding? My actual app: struct ContentView: View { var body: some View { TabView { NavigationStack { SystemFormView() .navigationTitle("System Form") } .tabItem { Label("System Form", systemImage: "list.bullet.rectangle") } NavigationStack { CustomFormView() .navigationTitle("Custom Form") } .tabItem { Label("Custom Form", systemImage: "rectangle.3.group") } } } } private struct SystemFormView: View { var body: some View { Form { Text("Row 1") Text("Row 2") Text("Row 3") } } } private struct CustomFormView: View { var body: some View { ScrollView { VStack(spacing: 0) { customRow("Row 1") Divider() .padding(.leading) customRow("Row 2") Divider() .padding(.leading) customRow("Row 3") } .background(.background) .scenePadding(.horizontal) } .background(Color(uiColor: .systemGroupedBackground)) } private func customRow(_ title: LocalizedStringKey) -> some View { Text(title) .frame(maxWidth: .infinity, minHeight: 44, alignment: .leading) .padding(.horizontal) } }
Replies
0
Boosts
1
Views
408
Activity
Sep ’26
How to separate/add space between Liquid Glass toolbar items when using ToolbarOverflowMenu
The following code works as expected to display two separate Liquid Glass toolbar buttons with space between them: struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarItem { Menu { Button("Settings", systemImage: "gearshape") { } } label: { Label("More", systemImage: "ellipsis") } } } } } } When optimizing for iPhone Duo (and in general) I understand the recommendation is to replace custom "more" menus with the system overflow menu, otherwise it's possible you can see two ... buttons in various scenarios. struct ContentView: View { var body: some View { NavigationStack { Text("Hello, World") .toolbar { ToolbarItem { Button("Add", systemImage: "plus") { } } ToolbarSpacer(.fixed) ToolbarOverflowMenu { Button("Settings", systemImage: "gearshape") { } } } } } } This unexpectedly places both + and ... inside the same shared Liquid Glass background. How do you separate / add space between them, or is this a bug, is there a workaround? Before / After
Replies
0
Boosts
0
Views
166
Activity
Sep ’26
StoreKit says purchase succeeded but didn't, AppStore.sync() throws error Unable to Complete Request
One user of my app reached out reporting an interesting in-app purchase issue. Has anyone encountered this or have an idea what's going on here? Proceed to purchase the non-consumable IAP in the app downloaded from the App Store iOS shows the price sheet as expected Confirm with the side button iOS shows an alert "You've already purchased this. Would you like to get it again for free?" Tap OK iOS shows an alert "You're all set. Your purchase was successful." Tap OK The app's content remains locked Tap Restore Purchases iOS shows an alert to sign (with the same account shown in step 2) Input the password and tap OK iOS shows an alert "Unable to Complete Request" (which is the error.localizedDescription thrown from AppStore.sync())
Replies
3
Boosts
0
Views
417
Activity
Sep ’26
Display HDR images for PhotoKit assets
In my app I get a UIImage for a PHAsset via PHImageManager.requestImage(for:targetSize:contentMode:options:resultHandler:). I directly display that image in a UIImageView that has preferredImageDynamicRange set to .high. The problem is I do not see the high dynamic range. I see the HDRDemo23 sample code uses PhotosPicker to get a UIImage from Data through UIImageReader whose config enables prefersHighDynamicRange. Is there a way to support HDR when using the Photos APIs to request display images? And is there support for PHLivePhoto displayed in PHLivePhotoView retrieved via PHImageManager.requestLivePhoto?
Replies
5
Boosts
1
Views
2.4k
Activity
Aug ’26
How to utilize PHLivePhotoRequestOptions.preferHDR to support HDR in Live Photos?
The iOS 27 SDK newly exposed PHLivePhotoRequestOptions.preferHDR. Its documentation states: For best results, only enable this when you intend to display an HDR experience in PHLivePhotoView — for example, when the view’s preferredImageDynamicRange is greater than standard (SDR). PHLivePhotoView has no preferredImageDynamicRange property. How is this API to be used then?
Replies
0
Boosts
0
Views
445
Activity
Aug ’26
PHAssetResource deprecated originalFilename replaced with filename, but PHAssetExtendedMetadata only has originalFilename in iOS 27
PHAssetExtendedMetadata has the following API: /// The original file name of this asset. open var originalFilename: String? { get } And PHAssetResource has the following API: @available(iOS, introduced: 9, deprecated: 27, message: "Use filename instead") open var originalFilename: String { get } /// The filename associated with this asset resource (if any) @available(iOS 27, *) open var filename: String? { get } I'm confused why PHAssetExtendedMetadata (iOS 27+) has originalFilename while PHAssetResource originalFilename was deprecated and replaced with filename. I would have expected PHAssetExtendedMetadata's property be named filename to match. Are all 3 of these all the exact same name or can there be differences?
Replies
1
Boosts
0
Views
431
Activity
Aug ’26
Clarification on BGTaskScheduler.submitTaskRequest(_:completionHandler:) main-thread warning
I’m looking at the new BGTaskScheduler.submitTaskRequest(_:completionHandler:) API on iOS 27 that replaces the now deprecated submit(_:).* The documentation says: This method asynchronously submits the task request and invokes the completion handler with any errors that occur during submission. It also says: The completion handler may be invoked on a arbitrary queue after an arbitrary amount of delay. Do not call this method from the main thread or performance-critical contexts. I’m confused when it says “Do not call this method from the main thread.” Since the method asynchronously submits the request and reports errors later through the completion handler, I initially read this as a warning not to wait for the completion handler to be called assuming it returns quickly. But it specifically says not to call the method from the main thread, which suggests the initial call itself may perform blocking expensive work before returning (although this is confusingly stated in the same block describing the completion handler behavior). Is the intended usage to create/configure the request on the main thread, then dispatch only submitTaskRequest to a background queue, or is calling that on the main thread actually okay just like the submit(_:) API it replaced? My current code in a synchronous function running on the main thread: BGTaskScheduler.shared.register(forTaskWithIdentifier: id, using: .main) { @Sendable registeredTask in // The background continued processing task has started, use it to update progress... } let request = BGContinuedProcessingTaskRequest(identifier: id, title: title, subtitle: subtitle) request.strategy = .fail // Start the task immediately and fail if it cannot if BGTaskScheduler.supportedResources.contains(.gpu) { request.requiredResources = .gpu } do { try BGTaskScheduler.shared.submit(request) // FIXME: How to migrate to the new API? } catch { // No worries, user will just have to keep the app open until the task completes print("BGTaskScheduler request failed: \(error.localizedDescription)") } *I assume this change was made to address issues like FB21052216 (https://developer.apple.com/forums/thread/807370)
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922
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Aug ’26
BGContinuedProcessingTask register block not called, submit does not throw an error
I implemented BGContinuedProcessingTask in my app and it seems to be working well for everyone except one user (so far) who has reached out to report nothing happens when they tap the Start Processing button. They have an iPhone 12 Pro Max running iOS 26.1. Restarting iPhone does not fix it. When they turn off the background processing feature in the app, it works. In that case my code directly calls the function to start processing instead of waiting for it to be invoked in the register block (or submit catch block). Is this a bug that's possible to occur, maybe device specific? Or have I done something wrong in the implementation? func startProcessingTapped(_ sender: UIButton) { if isBackgroundProcessingEnabled { startBackgroundContinuedProcessing() } else { startProcessing(backgroundTask: nil) } } func startBackgroundContinuedProcessing() { BGTaskScheduler.shared.register(forTaskWithIdentifier: taskIdentifier, using: .main) { @Sendable [weak self] task in guard self != nil else { return } startProcessing(backgroundTask: task as? BGContinuedProcessingTask) } let request = BGContinuedProcessingTaskRequest(identifier: taskIdentifier, title: title, subtitle: subtitle) request.strategy = .fail if BGTaskScheduler.supportedResources.contains(.gpu) { request.requiredResources = .gpu } do { try BGTaskScheduler.shared.submit(request) } catch { startProcessing(backgroundTask: nil) } } func startProcessing(backgroundTask: BGContinuedProcessingTask?) { // FIXME: Never called for this user when isBackgroundProcessingEnabled is true }
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11
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1.8k
Activity
Aug ’26
How to get Ask Siri context menu button
In my UIKit apps, collection view cells that have a context menu gain an Ask Siri item in iOS 27 without me doing anything. In my SwiftUI app I have a LazyVGrid containing a ForEach of CellView which is a Button that has a contextMenu, yet there’s no Ask Siri button in the context menu. What determines whether or not it will be added? What do I need to do to allow the system to add it?
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2
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713
Activity
Jun ’26
Core Image processing for a photo overlaid text effect
The iPhone Lock Screen lets you display a small time and date at the top of the display that has a neat image processing effect where the text takes on the underlying colors with a blurred gradient while still maintaining legibility appearing largely white. In this screenshot you can see the white text features blue colors at the top left and transitions to a purple color on the right due to the underlying vibrant blue and purple blocks. Can you share how this text effect is achieved using Core Image?
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253
Activity
Jun ’26
Volume Purchasing vs Group Purchases for IAP
From what I understand, Volume Purchasing is coming this fall and Group Purchases will arrive later this year for subscriptions. What’s the difference between these? Will either support non-consumable in-app purchases? I really don’t want to require recurring payments nor build a paid duplicate version of my app, seems the freemium business model is important to support going forward. Thanks!
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1
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336
Activity
Jun ’26