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Is "remotepairingd" Xcode-related?
Is remotepairingd part of Xcode? It seems to be stuck using 119% CPU. This may have started when I recently paired my new Apple Watch with Xcode - or maybe that is a coincidence. The console is full of: error 16:40:26.237601+0000 remotepairingd socket-1: No more data can be received, connection was closed
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635
Dec ’24
UIColor labelColor in macOS made-for-iPad app is not solid black
When my iOS app runs on macOS in "designed for iPad" mode, the system foreground colour RGBA values seem strange. Looking at [UIColor labelColor], [UIColor secondaryLabelColor] etc. on iOS, I see values like these: (Light Mode) // R G B A fg0 = 0 0 0 255 fg1 = 10 10 13 153 fg2 = 10 10 13 76 fg3 = 10 10 13 45 Note in particular that fg0, aka labelColor, is solid black. When I run it on my Mac, the values I see are: // R G B A fg0 = 0 0 0 216 fg1 = 0 0 0 127 fg2 = 0 0 0 66 fg3 = 0 0 0 25 Here, fg0 has alpha = 216. The result is that it looks like a dark grey, on a white background. Of course it's reasonable for macOS to have a different colour palette than iOS - but native macOS apps seem to have solid 100% black as their foreground colour. Do others see this? What should I be doing? Note that I'm getting colour values using UIColor's getRed: blue: green: alpha: method and then using these colour values for some custom GPU drawing. Previously I was using solid black and white, but at some point I updated it to use UIColor in order to respond to light/dark-mode changes.
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446
Dec ’24
StoreKitSubscriptionView presents an unfriendly message when network is unavailable
I have a rather simple StoreKitSubscriptionView for my app's single subscription. Question: Am I expected to write code to handle lack of network connectivity? When I run the app on development device, not using the local StoreKit configuration but rather the real app store, if the network is not available I get a not-user-friendly error message instead of the normal SubscriptionStoreView content. I'm uncertain if end-users actually see this. Maybe they see a more appropriate "Cannot connect to App Store, try later" message? Maybe I am supposed to check for network and not present the view if it is not available. I don't recall any mention of this in the WWDC video but I guess I should check again. Ideas anyone?
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432
Dec ’24
SwiftUI Text is larger when empty
I have a simple SwiftUI Text: Text(t) .font(Font.system(size: 9)) Strangely its ideal height seems to be larger when it is empty. I initially observed this in a custom Layout container that wasn't working quite right. Eventually I looked at the height returned by v.dimensions(in:), and found that when t is non-empty the height is 11; when empty, it's 14. Subsequently I observed similar behaviour in a regular VStack container. Has anyone seen anything similar? Are there any properties that could affect this behaviour? (This is on a watch - I don't know if that matters.)
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320
Jan ’25
SwiftUI flash animation
I'm struggling to implement a flash animation in SwiftUI. Generally animations animate from one value to another. I'd like to animate from normal to the flashed state and then back to normal, each time the data shown by the view changes. The "flashed state" could be transparent, or a white background, or it could be a scale change for a pulse effect, or something. Example: struct MyView: View { let value: String; var body: some View { ZStack { Capsule() .fill(Color.green); Text(value); } }; }; Each time value changes, I'd like the colour of the capsule to quickly animate from green to white and back to green. I feel this should be easy - am I missing something? For bonus points: I'd like the Text to change to its new value at the midpoint of the animation, i.e. when the white text is invisible on the white background. I'd like to get the flash effect whenever I have a new value even if the new value is equal to the old value, if you see what I mean.
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684
Jan ’25
SwiftUI Animation - Spooky Action At A Distance
I have a grid-like container with subviews. I recently changed some internal details of the subviews, so that changes to the values they display animate. Now, the behaviour of the grid container has changed: the animation duration used for the internal changes is now also used when the grid is re-ordered or subviews are added or removed. I can see why this happens: the grid repositions the subviews, and the subview has declared an animation that applies to all of its properties however they are modified. This doesn't seem like a good idea to me. The principle of encapsulation suggests that I should be able to make internal changes to a component without suffering "spooky action at a distance", i.e. other components unexpectedly changing their behaviour. Is this an inherent issue with SwiftUI animations, or does it suggest that I am doing something wrong?
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343
Jan ’25
SwiftUI Canvas Text - scale to fill rectangle
How do I draw a single line of text in a SwiftUI Canvas, scaled to fill a given rectangle? Example: Canvas { context, size in let r = CGRect(origin: CGPointZero, size: size); // Whole canvas let t = Text("Hello World"); context.draw(t, in: r); } Outside of Canvas I'd add .minimumScaleFactor(0) .lineLimit(1), and I guess set a large default font size, and I'd get the result I want. But inside Canvas, .minimumScaleFactor and .lineLimit don't seem to be available; they return some View, not Text, which can't be used in context.draw. (Is there a trick to make that work?) I have written the following to do this, but I think there must be an easier way to achieve this! Suggestions? extension GraphicsContext { mutating func draw_text_in_rect(string: String, rect: CGRect) { let text = Text(string) .font(.system(size: 25)); // The font size used here does matter, because e.g. letter spacing // varies with the font size. let resolved = resolve(text); let text_size = resolved.measure(in: CGSize(width: CGFloat.infinity, height: CGFloat.infinity)); let text_aspect = text_size.width / text_size.height; let fit_size = CGSize(width: min(rect.size.width, rect.size.height*text_aspect), height: min(rect.size.height, rect.size.width/text_aspect)); let fit_rect = CGRect(x: rect.origin.x + (rect.size.width-fit_size.width)/2, y: rect.origin.y + (rect.size.height-fit_size.height)/2, width: fit_size.width, height: fit_size.height); let scale = fit_size.width / text_size.width; // For debug: // var p = Path(); // p.addRect(fit_rect); // stroke(p, with: GraphicsContext.Shading.color(.red), lineWidth: 1); translateBy(x: fit_rect.minX, y: fit_rect.minY); scaleBy(x:scale, y:scale); draw(resolved, at: CGPointZero, anchor: UnitPoint.topLeading); transform = CGAffineTransformIdentity; } };
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383
Jan ’25
Animate colours in a SwiftUI Canvas
Pseudo-code: PhaseAnimator([false,true], trigger: foo) { flash in ZStack { Capsule() .foregroundStyle(flash ? .red : .green) Canvas { context, size in context.draw(image: Image(name: "foo"), toFitRect: some_rectangle); context.draw(text: Text("foo"), toFitRect: another_rectangle); } .foregroundStyle(flash ? .black : .white) } } animation: { flash in return .linear(duration: 0.5); } The Capsule's colour animates, but the Canvas's doesn't. The Canvas drawing code is only ever called with flash==false. What do I have to do to the Canvas so that it redraws with the intermediate colours during the animation?
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400
Aug ’25
Watch-Phone communication when Phone app is in background
There doesn't seem to be a background mode that will allow an iPhone app to run in the background in order to communicate with its watch app, which is running in the foreground on the watch. Have I missed something? Related but not quite the same: say the iPhone app can run in the background to get location updates. But it only wants to do so when the watch app is running. Is there a way that the watch app can wake, or even start, the iPhone app, and for the iPhone app to then enable location updates? (I have previously implemented Bluetooth background modes - I think I could achieve both of the above if I had the watch and the iPhone communicate using my own BTLE protocol, rather than using Watch Connectivity. Is this true?)
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1k
Feb ’25
Photo permission dialog not shown when iOS app runs on Mac
According to the docs: The first time your app performs an operation that requires [photo library] authorization, the system automatically and asynchronously prompts the user for it. (https://developer.apple.com/documentation/photokit/delivering-an-enhanced-privacy-experience-in-your-photos-app) I.e. it's not necessary for the app to call PHPhotoLibrary.requestAuthorization. This does seem to be what happens when my app runs on an iPhone or iPad; the prompt is shown. But when it runs on a Mac in "designed for iPad" mode, the permission dialog is not presented. Instead the code continues to see status == .notDetermined. That's today, on macOS 15.3. It may have worked in the past. Is anyone else seeing issues with this? Should I call requestAuthorization explicitly? (Would that actually work?)
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480
Mar ’25
Redirecting to an app's universal link from and app extension popup
I have a simple Safari extension for iOS. In its popup, I want a button that will open the app via a universal link. I have this kind-of working, except that Safari opens the actual online destination of the link with a banner at the top saying "Open in the XXXX app" and an OPEN button. What do I have to do to go directly to the app? More generally, I know that if I copy-and-paste a universal link into the Safari address bar, Safari does the same thing - but it does go directly to the app from an <a href="...."> link. In my app extension JavaScript, I set window.location. Presumably this is too similar to pasting into the address bar. Is there some alternative to setting window.location that is more like clicking on a link and will go directly to the universal link's app? Thanks.
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Mar ’25