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iOS 26 Beta 7 double-tap to select text while in Dark Mode makes it very difficult to see what you're selecting. This has been an issue since Beta 1 and seems like intended behavior.
This has been an issue since installing the first beta and I haven't seen anyone else say anything about it so I feel like I'm going kind of bonkers. While using Dark Mode, double-tapping to select a word while using the Liquid Glass keyboard, like in Messages or Safari, produces a flashlight-like effect over the text with each tap. While this is a fine animation and pretty helpful when moving the cursor, the brightness of the flashlight effect on white text in Dark Mode makes it impossible to see what you're actually tapping to select. The brightness seems to intensify 100x when rapidly tapping. This is not an issue in Light Mode when the text itself is black. To recreate this, just turn your phone to Dark Mode, go into Messages and type a few words into a thread. Try to double-tap to select a word in the text box. The brightness of the selected word should intensify to the point of being unable to see the word itself. Has anyone been bothered by this? Is there a way to fix or adjust it? I've tried reducing transparency and a bunch of other settings but nothing has worked.
Topic: Design SubTopic: General
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758
Aug ’25
Question about the platform parameter in device registration
https://developer.apple.com/documentation/appstoreconnectapi/devicecreaterequest/data-data.dictionary/attributes-data.dictionary According to the API documentation above, the parameter values for platform can be three: IOS, MAC-OS, and UNIVERSAL. After debugging, it was found that IOS and MAC-OS can be used normally, but UNIVERSAL encountered an error UNIVERSAL' is not a valid value for the attribute 'platform'. Expected one of: 'IOS', 'MAC_OS', I would like to know if this value has been deprecated or if the API interface requires new version support, and how to use this value! Please help me solve it! thank you!
Topic: Design SubTopic: General
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325
Aug ’25
@State variable returns empty despite being set in .onAppear function
With the code below, JSON data is parsed and is stored in the variable data in the .onAppear function, however an empty set of data is passed to the Content view. How can that be fixed so that the JSON data passes to the DataView? struct ContentView: View { @State var data: [Data] @State var index: Int = 0 var body: some View { VStack { DataView(data: data[index]) } .onAppear { let filePath = Bundle.main.path(forResource: "data", ofType: "json") let url = URL(fileURLWithPath: filePath!) data = getData(url: url) } } func getData(url: URL) -> [Data] { do { let data = try Data(contentsOf: url) let jsonDecoded = try JSONDecoder().decode([Data].self, from: data) return jsonDecoded } catch let error as NSError { print("Fail: \(error.localizedDescription)") } catch { print("Fail: \(error)") } return [] } }
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545
Aug ’25
13 Years Old App Gets Guideline 4.3(a) - Design - Spam Rejection
Our application was first published on December 16, 2012, at 11:42 PM, and has been available on the market for 13 years. Over the years, we have implemented hundreds of updates to enhance and refine the app. Our recent updates are rejected for the reason "Guideline 4.3(a) - Design - Spam" warning. How can it be for a 13 years old app. Please advice me what to do. Thanks in advance
Topic: Design SubTopic: General
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860
Feb ’25
iPad screen size
Hi, Does the iPad Playgrounds app act completely the same way as a MacBook Playground? I am developing my app on a 2020 MacBook Air M1 using Swift Playgrounds. However, since the testing is going to be done on an iPad Swift Playgrounds, I was worried if my playground would work, since it relies heavily on the screen size etc. My app runs completely perfect on MacBook Playrgounds, but doesn't work on the iPad simulator on Xcode.
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557
Feb ’25
macOS Tahoe generates low resolution wallpapers on certain Mac models
Dear Apple, please make sure this bug gets delivered to whoever is responsible. That's all I ask. Please don't let it sit for months unassigned. This is, by far, the worst bug I've ever found with the macOS wallpaper system. FB21532401 If you own a 13" 2020 or newer MacBook pro model, set to the default resolution, and are running macOS Tahoe, macOS will significantly degrade the quality of any image set as wallpaper. When a still image is set as the wallpaper on macOS Tahoe, on some display configurations, the systems downscales the image to an incorrect size, resulting in pixelated wallpaper. The problem is exacerbated by the fact that macOS Wallpaper Agent appears to be using a less than ideal downscaling algorithm, which results in Super Mario Bros’ type pixelation (nearest neighbor) as opposed to any other reasonable modern method (like bicubic.) The issue does not repro on macOS Sequoia. Every model MacBook we’ve tested offers some resolutions with some form of this problem, but the 13” is the only one where it is notably awful. The most evident default case of this is the 13” MacBook Pro models with a 2560x1600 physical display (for example, 2020 MacBook Pro 13” (17,1.)) These models have a physical display resolution of 2560x1600, and a default scaled resolution of 1440x900. The relationship between the physical resolution and scaled resolution is not an even ratio (1:1 or 2:1), which seems to be the common condition under which this issue occurs. Repro steps: Set the systems display resolution to the default resolution - ideally on the model described above (see details on this below) Set a high resolution image (in this example 5120x2880) as the system wallpaper using any method Results: On the model described above, Wallpaper Agent will generate and display a 1440x810 image as the wallpaper. It should be generating and displaying at a minimum of 2560x1600, or more appropriately at 2880x1800 which is the proper 2X resolution. This can be confirmed by viewing the properties of the generated images in the macOS wallpaper cache here: ~/Library/containers/com.apple.wallpaper.agent/Data/Library/Caches/com.apple.wallpaper.caches/extension-com.apple.wallpaper.extension.image On modern Apple systems, the only situation in which the wallpaper should be generated at 1X is when the physical resolution and set resolution are 1:1. In any situation where the physical resolution is larger than the set resolution, the image should be generated at 2X the set resolution. As far as we can tell, this issue impacts any format, and any resolution of image, and occurs independent of the set image resolution.
Topic: Design SubTopic: General
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3w
Liquid Glass support : Best practices for navigation button styles in iOS 26 and later
Hello! I'm currently working on Liquid Glass support for my app. I understand that starting with iOS 26, standard buttons like "Close" or "Done" have shifted from text buttons to using SF Symbols, as mentioned in the Human Interface Guidelines under "Icons". However, on iOS 18 and earlier, the flat text button style remains the standard. I am unsure about the best approach for backward compatibility: Branch by OS version: Keep text buttons for older OS versions and use SF Symbols for iOS 26+. Concern: This increases the number of conditional branches, potentially reducing code readability and maintainability. Adopt SF Symbols universally: Use SF Symbols for all versions. Concern: I feel that SF Symbols do not fit well (look inconsistent or out of place) with the flat design language of iOS 18 and earlier. What would be the recommended approach in this situation?
Topic: Design SubTopic: General Tags:
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1.1k
Dec ’25
Icon Composer for visionOS and tvOS
As of right now Icon Composer does not support creating app icons for visionOS and tvOS. It appears that only system apps can provide glass icons for those platforms. How should developers handle this? In extreme cases, the flat icon on those platforms will look wildly different from their glass counterparts. From what I have seen visionOS and tvOS also do not apply any automatic treatment like on iOS where legacy icons get a glass effect. So, third party app icons are just going to look out of place for (hopefully just) a year on those platforms? What is the recommended approach here? You could obviously fake the effect, but I feel like that would be worse.
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227
Aug ’25
Icon Composer missing margins
I'm trying out Icon Composer Version 1.0 (27.4). I imported a simple logo and sized it in the outer circle. The icon appears good in the Icon Composer. But when I export the file and use it for my app icon it seems to be missing a margin or padding that other native application icons have. Am i supposed to be adding my own padding to these resulting icons or am I building them incorrectly? Any guidance would be appreciated. Thanks!
Topic: Design SubTopic: General Tags:
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158
Jun ’25
Repost : Analog Clock on lock screen
When we are going to have a real analog clock option on the lock screen. If an apple watch can do it surely its not that difficult. For someone who uses a clock to tell what time it isn't as opposed to what time it is, i’m constantly having to convert a digital image where the image of hands on a dial is so much easier. Surely this isnt because someone has forgotten how to read a clock
Topic: Design SubTopic: General
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111
Apr ’25
iOS 26 Modal View Controller with Transparent Background
Prior to iOS 26, this successfully gave me a modal view with a transparent background: let settingsVC = MySettingsViewController() settingsVC.modalPresentationStyle = .automatic //settingsVC.modalPresentationStyle = .overCurrentContext self.present(settingsVC, animated: true, completion: { } MySettingsViewController: self.view.backgroundColor = UIColor(white: 0, alpha: 0.5) Now in iOS 26, modal view is presented in a opaque grey background.
Topic: Design SubTopic: General Tags:
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638
Oct ’25
ios 18
i accidentally updated my iphone with the ios 18 and i dislike it. the emoji display were too huge and the picture gallery was kinda messy. i hope apple could fix this by bringing back the old emoji display and the gallery settings.
Topic: Design SubTopic: General
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489
Feb ’25
Core database relationship are only partially updating.
I created a data structure based on a dictionary of words. The purpose is to link each word to all other words made up of the same letters plus one. Example: table -> ablate, cablet, tabled, gablet, albeit, albite, etc. For this I built a data model made of three entities: Word, Draw, Link. A Draw is a set of letters corresponding to a Word and sorted in alphabetic order, like : HOUSE -> EHOSU. A Link is a letter that you add to a Draw to get another Draw. So my data model looks like this: And here is how I implemented it in Xcode: Entity Word (let's forget the attribute optComp that plays no role here) Entity Draw Entity Link I am populating the data in two steps: first I read a list of words from a .txt source and I populate the Word entity and at the same time the Draw entity with the corresponding relationship (function loadDic()) This first step apparently works fine. I can easily find all anagrams of any word with something like word.sort.word.spelling I read through the Draw entity. For each draw I seek all existing +1 draws considering each letter of the alphabet. If there are, I create a Link and add the relationships (function createLinks()) Here is where something goes wrong. If the Link's and the relationship Draw.plus seem to be correctly created, the other relationship Link.gives is only partially populated, say 50%. Moreover, I tried to apply an additional routine (updateLinks()) , focusing only on Link's with an empty Link.gives relationship and updating them. But again, only 50% of the nil relationships appear to be populated. I could not find out why those relationships are not properly populated. If someone can help me out I would be grateful. Here is the code: LoadDic() function (OK) : func loadDic() { print("Loading dictionary...") dataAlreadyLoaded.toggle() guard let url = Bundle.main.url(forResource: INPUT_FILE, withExtension: "txt") else { fatalError("\(INPUT_FILE).txt not found") } if let dico = try? String(contentsOf: url, encoding: String.Encoding.utf8 ) { let lines = dico.split(separator: "\r\n") for line in lines { let lineArray = line.split(separator: " ") print("\(lineArray[0])") // word let wordSorted = String(lineArray[0].sorted()) let draw = getDraw(drawLetters: wordSorted) ?? addDraw(drawLetters: wordSorted) // look if draw already exists, otherwise create new one. let wordItem = Word(context: viewContext) // create word entry with to-one-relationship to draw wordItem.spelling = String(lineArray[0]) wordItem.optComp = (Int(String(lineArray[1])) == 1) wordItem.sort = draw do { try viewContext.save() } catch { print("Errort saving ods9: \(error)") } } } print("Ods Chargé") } func addDraw(drawLetters: String) -> Draw { let newDraw = Draw(context: viewContext) newDraw.draw = drawLetters return(newDraw) } func getDraw(drawLetters: String) -> Draw? { let request: NSFetchRequest<Draw> = Draw.fetchRequest() request.entity = Draw.entity() request.predicate = NSPredicate(format: "draw == %@", drawLetters) do { let drw = try viewContext.fetch(request) return drw.isEmpty ? nil : drw[0] } catch { print("Erreur recherche Tirage") return nil } } createLinks() function (NOK): func createLinks() { var erreur = " fetch request <Draw>" let request: NSFetchRequest<Draw> = Draw.fetchRequest() request.entity = Draw.entity() request.predicate = NSPredicate(value: true) print("Building relationships...") do { let draws = try viewContext.fetch(request) count = draws.count for draw in draws { print("\(count) - \(draw.draw!)") linkTable.removeAll() for letter in ALPHABET { print(letter) let drawLettersPlus = String((draw.draw! + String(letter)).sorted()) // draw with one more letter if let drawPlus = draws.first(where: { $0.draw == drawLettersPlus }) { // look for Draw entity that matches augmented draw let linkItem = Link(context: viewContext) // if found, create new link based on letter with relationship to augmented draw linkItem.letter = String(letter) linkItem.gives = drawPlus erreur = " saving \(draw.draw!) + \(letter)" try viewContext.save() linkTable.append(linkItem) // saves link to populate the one-to-many relationship of the initial draw, once the alphabet is through } } let drawUpdate = draw as NSManagedObject // populate the one-to-many relationship of the initial draw let linkSet = Set(linkTable) as NSSet drawUpdate.setValue(linkSet, forKey: "plus") erreur = " saving \(draw.draw!) links plus" try viewContext.save() count -= 1 // next draw } } catch { print("Error " + erreur) } print("Graph completed") } updateLinks function (NOK): func updateLinks() { var erreur = "fetch request <Link>" let request: NSFetchRequest<Link> = Link.fetchRequest() request.entity = Link.entity() print("Running patch...") do { request.predicate = NSPredicate(format: "gives == nil") let links = try viewContext.fetch(request) for link in links { let baseDraw = link.back!.draw! print("\(baseDraw) \(link.letter!)") let augmDrawLetters = String((baseDraw + link.letter!).sorted()) if let augmDraw = getDraw(drawLetters: augmDrawLetters) { viewContext.perform { let updateLink = link as NSManagedObject updateLink.setValue(augmDraw, forKey: "gives") erreur = " saving \(augmDraw.draw!) \(link.letter!)" do { try viewContext.save() } catch { print("Erreur mise à jour lien") } } } } } catch { print("Error " + erreur) } } RESULT And this is the output showing the content of the Draw entity with relationships after createLinks() is applied: And here after updateLinks() is applied :
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991
Feb ’25
How to create a custom SF Symbol using Affinity Designer
When I first tried to create a custom SF Symbol using Affinity Designer, I encountered difficulties because of two problems which have cumulated: SVG files created by Affinity Designer cannot be directly imported into the SF Symbols app because Affinity Designer totally recreates the content of tag <g id="Notes">, making so the file incompatible for later import into the SF Symbols app. So I had to manually fix that tag via a text editor in order to make the file compatible with the SF Symbols app. Because I was so focused on fixing manually the SVG file, I did not see that the actual content of my SVG file did not follow all Apple recommendations. As a consequence, I have posted this question on the forum: Struggling creating a custom SF Symbol: The provided variants are not interpolatable Finally I have found a way to create an SVG file compatible with SF Symbols using Affinity Designer, meeting the Apple recommendations, and at last perfectly suitable for further use in Xcode. You will find the solution in my reply to this post below which is actually a quasi copy/paste of my final own reply to my original post. Marc
Topic: Design SubTopic: General Tags:
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180
Jun ’25