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SwiftUI Text inside Text interpolation bug?
Why the does this display "Hello1" and not "HelloWorld"? Then if I put a space between them it works as expected. (macOS 12.0.1) struct ContentView: View {     var body: some View {         let t1 = Text("Hello").foregroundColor(.red)         let t2 = Text("World").foregroundColor(.blue)         Text("\(t1)\(t2)")             .padding()             .frame(width: 200)     } }
1
0
829
Nov ’21
Flush Metal rendering when program is paused in LLDB?
I watched a WWDC talk on LLDB, and they showed a nice trick of calling CATransaction.flush() from the debugger, to push changes to a UIView to the screen, even when the program was paused. Is there is a similar thing we can do with Metal? I'm using MTKView, but I can change to a lower level if that's required. The MTKView is paused, so I'm using setNeedsDisplay. As usual, I implement the draw delegate method to encode and commit a command buffer. If I do this from LLDB: metalView.setNeedsDisplay() CATransaction.flush() I can see that causes my draw function to run, but nothing shows up on screen. Is there something else we can do to flush those metal commands to the GPU and see them on screen while stepping through the program with the debugger?
1
0
956
Nov ’21
Full Disk Access, Run and Debug from Xcode?
I'm working on a macOS app that I want to give "Full Disk Access". When I run from Xcode, I get "permission denied" errors when reading a file in my home directory. What can I do so that I can run and debug from Xcode? I dragged the binary from the derived data folder to the System Preferences list for Full Disk Access, but that seems to do nothing.
5
0
3.1k
Dec ’21
Xcode build error about "cycle" that doesn't exist?
My project builds after a clean, but then fails to build. I can't understand these error messages. I have a macOS app target ("MyArchives") and a library target ("HelpPG") in the project. The app uses the library. Logically, there is no cycle. The library is an attempt to wrap PostgreSQL's libpq with some Swift stuff. It works when it runs after the clean build. I don't know what it's talking about with "headers before sources". That is already the case for the library target. There are no headers in the app target (which is all Swift). For readability, strings were substituted: [DEBUG] = /Users/me/Library/Developer/Xcode/DerivedData/MyArchives-flyvnqgqeolefjeztyopfnoaqmaj/Build/Products/Debug [UUID1] = bb030422ec80ba11076c24bcbd7fcd674d61e6313e2915ec58f3544977cb99a4 [UUID2] = bb030422ec80ba11076c24bcbd7fcd67db6f662ae7c65be0e231d735b4905dc3 Showing All Messages Cycle in dependencies between targets 'MyArchives' and 'HelpPG'; building could produce unreliable results. This usually can be resolved by moving the target's Headers build phase before Compile Sources. Cycle path: MyArchives → HelpPG → MyArchives Cycle details: → Target 'MyArchives' has copy command from '[DEBUG]/libHelpPG.dylib' to '[DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib' → Target 'HelpPG' has link command with output '[DEBUG]/libHelpPG.dylib' ○ Target 'HelpPG' has copy command from '/usr/local/pgsql/lib/libpq.5.13.dylib' to '[DEBUG]/libpq.5.13.dylib' ○ Target 'HelpPG' has link command with output '[DEBUG]/libHelpPG.dylib' Raw dependency cycle trace: target: -> node: <all> -> command: <all> -> node: [DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib -> command: target-MyArchives-[UUID1]-:Debug:PBXCp [DEBUG]/libHelpPG.dylib [DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib -> node: [DEBUG]/libHelpPG.dylib/ -> directoryTreeSignature: ~ -> directoryContents: [DEBUG]/libHelpPG.dylib -> node: [DEBUG]/libHelpPG.dylib -> CYCLE POINT -> command: target-HelpPG-[UUID2]-:Debug:Ld [DEBUG]/libHelpPG.dylib normal -> node: [DEBUG]/libpq.5.13.dylib -> command: target-HelpPG-[UUID2]-:Debug:PBXCp /usr/local/pgsql/lib/libpq.5.13.dylib [DEBUG]/libpq.5.13.dylib -> node: <target-HelpPG-[UUID2]--phase1-compile-sources> -> command: Gate target-HelpPG-[UUID2]--phase1-compile-sources -> node: <Linked Binary [DEBUG]/libHelpPG.dylib> -> command: target-HelpPG-[UUID2]-:Debug:Ld [DEBUG]/libHelpPG.dylib normal
1
0
2.9k
Jan ’22
Combining chars do not render right in some fonts
Here's a simple demo. I run it on macOS 12.1, compiled with Xcode 13.2. struct ContentView: View {     var body: some View {         VStack {             Text("ee")             Text("eé") Text("e\u{E9}") // "e with acute"             Text("ee\u{301}") // "combining acute"         }.font(.custom("Avenir", fixedSize: 18))          .padding(20)     } } In the 4rd one, the "e" is rendered in the wrong size/font. Screenshot: Other fonts do not have the problem. For example, "Avenir Next" and "Helvetica". Is there a way (in code) to tell which fonts can handle combining chars? Is this a bug? I notice the same thing happens when I use Core Text to draw the strings at a low level. So it's not just SwiftUI. In TextEdit, if have Avenir font, type "option-e" + "e" I get a nice letter. Maybe TextEdit is doing what Xcode did in the second line, and using the "e with acute" unicode character.
2
0
790
Jan ’22
NSStackView edgeInsets top vs bottom bug?
Hard to believe something this old doesn't work, but it appears so. I set the top to 10 and the bottom to 0, but it uses 10 for both. Am I doing something wrong, or is it a bug? sv.edgeInsets = .init(top: 10, left: 10, bottom: 0, right: 0) Screenshot: Full code example below. (This is the ViewController.swift file after creating a new Xcode project with "Interface" of "Storyboard". No other changes to the project template.) class ViewController: NSViewController {     override func viewDidLoad() {         super.viewDidLoad()         let sv = NSStackView()         sv.translatesAutoresizingMaskIntoConstraints = false         let v1 = ColoredBlock(.red, width: 20)         let v2 = ColoredBlock(.green, width: 20)         let v3 = ColoredBlock(.blue)         sv.addArrangedSubview(v1)         sv.addArrangedSubview(v2)         sv.addArrangedSubview(v3)         sv.spacing = 0         sv.edgeInsets = .init(top: 10, left: 10, bottom: 0, right: 0)         // sv.setContentHuggingPriority(.required, for: .vertical)         view.addSubview(sv)         pinToFourEdges(view, sv)     } } class ColoredBlock: NSView {     let intrinsicHeight: CGFloat     let intrinsicWidth: CGFloat     init(_ color: NSColor, width: CGFloat = NSView.noIntrinsicMetric, height: CGFloat = NSView.noIntrinsicMetric) {         intrinsicWidth = width         intrinsicHeight = height         super.init(frame: .zero)         self.wantsLayer = true         if let layer = self.layer {             layer.backgroundColor = color.cgColor         }     }     required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") }     override var intrinsicContentSize: NSSize {         return NSSize(width: intrinsicWidth, height: intrinsicHeight)     } } public func pinToFourEdges(_ view1: NSView, _ view2: NSView) {     view1.topAnchor.constraint(equalTo: view2.topAnchor).isActive = true     view1.bottomAnchor.constraint(equalTo: view2.bottomAnchor).isActive = true     view1.leftAnchor.constraint(equalTo: view2.leftAnchor).isActive = true     view1.rightAnchor.constraint(equalTo: view2.rightAnchor).isActive = true }
Topic: UI Frameworks SubTopic: AppKit Tags:
0
0
645
Feb ’22
UIScrollView does not give touches to subview if drag starts quickly
I have a UIScrollView, and its subview inside needs to respond to some touchesMoved events without scrolling. I've got it mostly working, but with one sticking point that confuses the user: if I touch and quickly move my finger, then the UIScrollView takes the gesture as a scroll, and never calls the touchesBegan, touchesMoved, etc., of its subview. However, if I touch, then pause for a bit, then drag, then things work as intended: the subview gets touchesBegan, touchesMoved, etc., and things are handled without any scrolling. On my UIScrollView, I've set: delaysContentTouches = false canCancelContentTouches = true And I've overrode touchesShouldCancel(in view: UIView). But that does not get called in the case when I quickly drag my finger. Is there something else I need to do?
Topic: UI Frameworks SubTopic: UIKit Tags:
1
0
1.7k
Feb ’22
SwiftUI, macOS, how to hook up to Edit menu's commands?
In SwiftUI on macOS, you can add items to the main menu by using things like CommandGroup, CommandMenu. But the default menus already have items. For example, the Edit menu has Undo, Redo, Cut, Copy, Paste, Delete, Select All. Those menu items are grayed out and don't do anything. Is there a way to hook some Swift code to these? Or do you just use CommandGroup(replacing: ...) to replace them? That doesn't seem right; why put them there if you just have to replace them? Besides hooking up a function to run when they get clicked, I'd like to know how to enable and disable them depending on app state.         WindowGroup {             MyContentView()         }.commands {             SidebarCommands()             CommandGroup(after: .newItem) {                 Button { newFolder() } label: { Text("New Folder") }                     .keyboardShortcut("n", modifiers: [.command, .option])             }         }
1
0
2.6k
Jun ’22
How to validate NLLanguage values for NLLanguageRecognizer?
I expected the initializer NLLanguage(rawValue: "...") to return nil if I gave it junk, but it doesn't. It accepts any string. I'm loading values from a database so I'd like to know if I'm getting one that is valid, like "en", "es", etc., as opposed to an error. Is there anyway to check that? I'm using it to set NLLanguageRecognizer.languageConstraints, so I guess by "valid" I mean all the languages that work with that property. The struct has a bunch of static constants: struct NLLanguage { static let english = ... static let spanish = ... ... } If those all work with NLLanguageRecognizer I guess I can paste them all into a dictionary.
0
0
1.2k
Jul ’22
SwiftUI Text inside Text interpolation bug?
Why the does this display "Hello1" and not "HelloWorld"? Then if I put a space between them it works as expected. (macOS 12.0.1) struct ContentView: View {     var body: some View {         let t1 = Text("Hello").foregroundColor(.red)         let t2 = Text("World").foregroundColor(.blue)         Text("\(t1)\(t2)")             .padding()             .frame(width: 200)     } }
Replies
1
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0
Views
829
Activity
Nov ’21
Documentation comment "less than" character triggers monospace font?
Is this a bug? Is the < character supposed to change something in markdown? I didn't think so. (Xcode 13.1)
Replies
1
Boosts
0
Views
586
Activity
Nov ’21
Reason a review shows in Connect app but not App Store?
I'm using the Connect app on my iPad. I'm looking at an app that is barely used, and I see two written reviews. But in the App Store there is only one. Any ideas what could cause this? The review in question is reporting a possible bug, so I do wonder if this means the user retracted/deleted it.
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0
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0
Views
433
Activity
Nov ’21
Flush Metal rendering when program is paused in LLDB?
I watched a WWDC talk on LLDB, and they showed a nice trick of calling CATransaction.flush() from the debugger, to push changes to a UIView to the screen, even when the program was paused. Is there is a similar thing we can do with Metal? I'm using MTKView, but I can change to a lower level if that's required. The MTKView is paused, so I'm using setNeedsDisplay. As usual, I implement the draw delegate method to encode and commit a command buffer. If I do this from LLDB: metalView.setNeedsDisplay() CATransaction.flush() I can see that causes my draw function to run, but nothing shows up on screen. Is there something else we can do to flush those metal commands to the GPU and see them on screen while stepping through the program with the debugger?
Replies
1
Boosts
0
Views
956
Activity
Nov ’21
Capture GPU Workload button: Unsupported API Usage
I can't debug my metal shaders anymore. The GPU button just says this: I have a lot of metal code so I'm not sure what triggered it. The "?" button does nothing. Any pointers on where to look? Are there certain APIs that do this?
Replies
1
Boosts
0
Views
1.2k
Activity
Nov ’21
How to find forum post with old link?
I have developer documentation that contains links that are now dead. How can I find the post that this link used to refer to? https://forums.developer.apple.com/message/281700 I tried simply using the ID in the new URL format, but that didn't work. Eg: https://developer.apple.com/forums/thread/281700
Replies
2
Boosts
0
Views
831
Activity
Dec ’21
Full Disk Access, Run and Debug from Xcode?
I'm working on a macOS app that I want to give "Full Disk Access". When I run from Xcode, I get "permission denied" errors when reading a file in my home directory. What can I do so that I can run and debug from Xcode? I dragged the binary from the derived data folder to the System Preferences list for Full Disk Access, but that seems to do nothing.
Replies
5
Boosts
0
Views
3.1k
Activity
Dec ’21
Xcode build error about "cycle" that doesn't exist?
My project builds after a clean, but then fails to build. I can't understand these error messages. I have a macOS app target ("MyArchives") and a library target ("HelpPG") in the project. The app uses the library. Logically, there is no cycle. The library is an attempt to wrap PostgreSQL's libpq with some Swift stuff. It works when it runs after the clean build. I don't know what it's talking about with "headers before sources". That is already the case for the library target. There are no headers in the app target (which is all Swift). For readability, strings were substituted: [DEBUG] = /Users/me/Library/Developer/Xcode/DerivedData/MyArchives-flyvnqgqeolefjeztyopfnoaqmaj/Build/Products/Debug [UUID1] = bb030422ec80ba11076c24bcbd7fcd674d61e6313e2915ec58f3544977cb99a4 [UUID2] = bb030422ec80ba11076c24bcbd7fcd67db6f662ae7c65be0e231d735b4905dc3 Showing All Messages Cycle in dependencies between targets 'MyArchives' and 'HelpPG'; building could produce unreliable results. This usually can be resolved by moving the target's Headers build phase before Compile Sources. Cycle path: MyArchives → HelpPG → MyArchives Cycle details: → Target 'MyArchives' has copy command from '[DEBUG]/libHelpPG.dylib' to '[DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib' → Target 'HelpPG' has link command with output '[DEBUG]/libHelpPG.dylib' ○ Target 'HelpPG' has copy command from '/usr/local/pgsql/lib/libpq.5.13.dylib' to '[DEBUG]/libpq.5.13.dylib' ○ Target 'HelpPG' has link command with output '[DEBUG]/libHelpPG.dylib' Raw dependency cycle trace: target: -> node: <all> -> command: <all> -> node: [DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib -> command: target-MyArchives-[UUID1]-:Debug:PBXCp [DEBUG]/libHelpPG.dylib [DEBUG]/MyArchives.app/Contents/Frameworks/libHelpPG.dylib -> node: [DEBUG]/libHelpPG.dylib/ -> directoryTreeSignature: ~ -> directoryContents: [DEBUG]/libHelpPG.dylib -> node: [DEBUG]/libHelpPG.dylib -> CYCLE POINT -> command: target-HelpPG-[UUID2]-:Debug:Ld [DEBUG]/libHelpPG.dylib normal -> node: [DEBUG]/libpq.5.13.dylib -> command: target-HelpPG-[UUID2]-:Debug:PBXCp /usr/local/pgsql/lib/libpq.5.13.dylib [DEBUG]/libpq.5.13.dylib -> node: <target-HelpPG-[UUID2]--phase1-compile-sources> -> command: Gate target-HelpPG-[UUID2]--phase1-compile-sources -> node: <Linked Binary [DEBUG]/libHelpPG.dylib> -> command: target-HelpPG-[UUID2]-:Debug:Ld [DEBUG]/libHelpPG.dylib normal
Replies
1
Boosts
0
Views
2.9k
Activity
Jan ’22
Combining chars do not render right in some fonts
Here's a simple demo. I run it on macOS 12.1, compiled with Xcode 13.2. struct ContentView: View {     var body: some View {         VStack {             Text("ee")             Text("eé") Text("e\u{E9}") // "e with acute"             Text("ee\u{301}") // "combining acute"         }.font(.custom("Avenir", fixedSize: 18))          .padding(20)     } } In the 4rd one, the "e" is rendered in the wrong size/font. Screenshot: Other fonts do not have the problem. For example, "Avenir Next" and "Helvetica". Is there a way (in code) to tell which fonts can handle combining chars? Is this a bug? I notice the same thing happens when I use Core Text to draw the strings at a low level. So it's not just SwiftUI. In TextEdit, if have Avenir font, type "option-e" + "e" I get a nice letter. Maybe TextEdit is doing what Xcode did in the second line, and using the "e with acute" unicode character.
Replies
2
Boosts
0
Views
790
Activity
Jan ’22
NSStackView edgeInsets top vs bottom bug?
Hard to believe something this old doesn't work, but it appears so. I set the top to 10 and the bottom to 0, but it uses 10 for both. Am I doing something wrong, or is it a bug? sv.edgeInsets = .init(top: 10, left: 10, bottom: 0, right: 0) Screenshot: Full code example below. (This is the ViewController.swift file after creating a new Xcode project with "Interface" of "Storyboard". No other changes to the project template.) class ViewController: NSViewController {     override func viewDidLoad() {         super.viewDidLoad()         let sv = NSStackView()         sv.translatesAutoresizingMaskIntoConstraints = false         let v1 = ColoredBlock(.red, width: 20)         let v2 = ColoredBlock(.green, width: 20)         let v3 = ColoredBlock(.blue)         sv.addArrangedSubview(v1)         sv.addArrangedSubview(v2)         sv.addArrangedSubview(v3)         sv.spacing = 0         sv.edgeInsets = .init(top: 10, left: 10, bottom: 0, right: 0)         // sv.setContentHuggingPriority(.required, for: .vertical)         view.addSubview(sv)         pinToFourEdges(view, sv)     } } class ColoredBlock: NSView {     let intrinsicHeight: CGFloat     let intrinsicWidth: CGFloat     init(_ color: NSColor, width: CGFloat = NSView.noIntrinsicMetric, height: CGFloat = NSView.noIntrinsicMetric) {         intrinsicWidth = width         intrinsicHeight = height         super.init(frame: .zero)         self.wantsLayer = true         if let layer = self.layer {             layer.backgroundColor = color.cgColor         }     }     required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") }     override var intrinsicContentSize: NSSize {         return NSSize(width: intrinsicWidth, height: intrinsicHeight)     } } public func pinToFourEdges(_ view1: NSView, _ view2: NSView) {     view1.topAnchor.constraint(equalTo: view2.topAnchor).isActive = true     view1.bottomAnchor.constraint(equalTo: view2.bottomAnchor).isActive = true     view1.leftAnchor.constraint(equalTo: view2.leftAnchor).isActive = true     view1.rightAnchor.constraint(equalTo: view2.rightAnchor).isActive = true }
Topic: UI Frameworks SubTopic: AppKit Tags:
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0
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0
Views
645
Activity
Feb ’22
UIScrollView does not give touches to subview if drag starts quickly
I have a UIScrollView, and its subview inside needs to respond to some touchesMoved events without scrolling. I've got it mostly working, but with one sticking point that confuses the user: if I touch and quickly move my finger, then the UIScrollView takes the gesture as a scroll, and never calls the touchesBegan, touchesMoved, etc., of its subview. However, if I touch, then pause for a bit, then drag, then things work as intended: the subview gets touchesBegan, touchesMoved, etc., and things are handled without any scrolling. On my UIScrollView, I've set: delaysContentTouches = false canCancelContentTouches = true And I've overrode touchesShouldCancel(in view: UIView). But that does not get called in the case when I quickly drag my finger. Is there something else I need to do?
Topic: UI Frameworks SubTopic: UIKit Tags:
Replies
1
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0
Views
1.7k
Activity
Feb ’22
Is TextKit 2 built on Core Text?
It's a simple question. I'm just trying to understand how these things fit together. Core Text doesn't seem to get updated much, but maybe that's because it's low level and doesn't need it. I assume it's still the recommended way to do low-level text things not handled by TextKit. ?
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1
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0
Views
1.6k
Activity
Jun ’22
SwiftUI, macOS, how to hook up to Edit menu's commands?
In SwiftUI on macOS, you can add items to the main menu by using things like CommandGroup, CommandMenu. But the default menus already have items. For example, the Edit menu has Undo, Redo, Cut, Copy, Paste, Delete, Select All. Those menu items are grayed out and don't do anything. Is there a way to hook some Swift code to these? Or do you just use CommandGroup(replacing: ...) to replace them? That doesn't seem right; why put them there if you just have to replace them? Besides hooking up a function to run when they get clicked, I'd like to know how to enable and disable them depending on app state.         WindowGroup {             MyContentView()         }.commands {             SidebarCommands()             CommandGroup(after: .newItem) {                 Button { newFolder() } label: { Text("New Folder") }                     .keyboardShortcut("n", modifiers: [.command, .option])             }         }
Replies
1
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0
Views
2.6k
Activity
Jun ’22
How to validate NLLanguage values for NLLanguageRecognizer?
I expected the initializer NLLanguage(rawValue: "...") to return nil if I gave it junk, but it doesn't. It accepts any string. I'm loading values from a database so I'd like to know if I'm getting one that is valid, like "en", "es", etc., as opposed to an error. Is there anyway to check that? I'm using it to set NLLanguageRecognizer.languageConstraints, so I guess by "valid" I mean all the languages that work with that property. The struct has a bunch of static constants: struct NLLanguage { static let english = ... static let spanish = ... ... } If those all work with NLLanguageRecognizer I guess I can paste them all into a dictionary.
Replies
0
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0
Views
1.2k
Activity
Jul ’22
Documentation on SIMD matrix types is gone?
If I go to the Xcode documentation viewer and type simd_float3x3 in the search field, nothing comes up. I swear these things used to have documentation. Where is it? Is it a bug? (Xcode 13.4.1)
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1
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0
Views
1.3k
Activity
Aug ’22