Explore the various UI frameworks available for building app interfaces. Discuss the use cases for different frameworks, share best practices, and get help with specific framework-related questions.

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A Summary of the WWDC25 Group Lab - UI Frameworks
At WWDC25 we launched a new type of Lab event for the developer community - Group Labs. A Group Lab is a panel Q&A designed for a large audience of developers. Group Labs are a unique opportunity for the community to submit questions directly to a panel of Apple engineers and designers. Here are the highlights from the WWDC25 Group Lab for UI Frameworks. How would you recommend developers start adopting the new design? Start by focusing on the foundational structural elements of your application, working from the "top down" or "bottom up" based on your application's hierarchy. These structural changes, like edge-to-edge content and updated navigation and controls, often require corresponding code modifications. As a first step, recompile your application with the new SDK to see what updates are automatically applied, especially if you've been using standard controls. Then, carefully analyze where the new design elements can be applied to your UI, paying particular attention to custom controls or UI that could benefit from a refresh. Address the large structural items first then focus on smaller details is recommended. Will we need to migrate our UI code to Swift and SwiftUI to adopt the new design? No, you will not need to migrate your UI code to Swift and SwiftUI to adopt the new design. The UI frameworks fully support the new design, allowing you to migrate your app with as little effort as possible, especially if you've been using standard controls. The goal is to make it easy to adopt the new design, regardless of your current UI framework, to achieve a cohesive look across the operating system. What was the reason for choosing Liquid Glass over frosted glass, as used in visionOS? The choice of Liquid Glass was driven by the desire to bring content to life. The see-through nature of Liquid Glass enhances this effect. The appearance of Liquid Glass adapts based on its size; larger glass elements look more frosted, which aligns with the design of visionOS, where everything feels larger and benefits from the frosted look. What are best practices for apps that use customized navigation bars? The new design emphasizes behavior and transitions as much as static appearance. Consider whether you truly need a custom navigation bar, or if the system-provided controls can meet your needs. Explore new APIs for subtitles and custom views in navigation bars, designed to support common use cases. If you still require a custom solution, ensure you're respecting safe areas using APIs like SwiftUI's safeAreaInset. When working with Liquid Glass, group related buttons in shared containers to maintain design consistency. Finally, mark glass containers as interactive. For branding, instead of coloring the navigation bar directly, consider incorporating branding colors into the content area behind the Liquid Glass controls. This creates a dynamic effect where the color is visible through the glass and moves with the content as the user scrolls. I want to know why new UI Framework APIs aren’t backward compatible, specifically in SwiftUI? It leads to code with lots of if-else statements. Existing APIs have been updated to work with the new design where possible, ensuring that apps using those APIs will adopt the new design and function on both older and newer operating systems. However, new APIs often depend on deep integration across the framework and graphics stack, making backward compatibility impractical. When using these new APIs, it's important to consider how they fit within the context of the latest OS. The use of if-else statements allows you to maintain compatibility with older systems while taking full advantage of the new APIs and design features on newer systems. If you are using new APIs, it likely means you are implementing something very specific to the new design language. Using conditional code allows you to intentionally create different code paths for the new design versus older operating systems. Prefer to use if #available where appropriate to intentionally adopt new design elements. Are there any Liquid Glass materials in iOS or macOS that are only available as part of dedicated components? Or are all those materials available through new UIKit and AppKit views? Yes, some variations of the Liquid Glass material are exclusively available through dedicated components like sliders, segmented controls, and tab bars. However, the "regular" and "clear" glass materials should satisfy most application requirements. If you encounter situations where these options are insufficient, please file feedback. If I were to create an app today, how should I design it to make it future proof using Liquid Glass? The best approach to future-proof your app is to utilize standard system controls and design your UI to align with the standard system look and feel. Using the framework-provided declarative API generally leads to easier adoption of future design changes, as you're expressing intent rather than specifying pixel-perfect visuals. Pay close attention to the design sessions offered this year, which cover the design motivation behind the Liquid Glass material and best practices for its use. Is it possible to implement your own sidebar on macOS without NSSplitViewController, but still provide the Liquid Glass appearance? While technically possible to create a custom sidebar that approximates the Liquid Glass appearance without using NSSplitViewController, it is not recommended. The system implementation of the sidebar involves significant unseen complexity, including interlayering with scroll edge effects and fullscreen behaviors. NSSplitViewController provides the necessary level of abstraction for the framework to handle these details correctly. Regarding the SceneDelagate and scene based life-cycle, I would like to confirm that AppDelegate is not going away. Also if the above is a correct understanding, is there any advice as to what should, and should not, be moved to the SceneDelegate? UIApplicationDelegate is not going away and still serves a purpose for application-level interactions with the system and managing scenes at a higher level. Move code related to your app's scene or UI into the UISceneDelegate. Remember that adopting scenes doesn't necessarily mean supporting multiple scenes; an app can be scene-based but still support only one scene. Refer to the tech note Migrating to the UIKit scene-based life cycle and the Make your UIKit app more flexible WWDC25 session for more information.
Topic: UI Frameworks SubTopic: General
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859
Jun ’25
Changing minimum deployment to iOS 17.0 Xcode compiler issues
I am developing an app that's near release. I changed the minimum deployment from iOS 16.X to 17.0 in order to be able to use the TipKit Framework. Making that change generated a ton of compiler warnings: .onChange(of:perform:)' was deprecated in iOS 17.0: Use onChange with a two or zero parameter action closure instead. After I fixed dozens of the warnings without issue, each subsequent attempt to fix a warning generated a compiler error: The compiler is unable to type-check this expression in reasonable time; try breaking up the expression into distinct sub-expressions. I decided to focus on just one file that had 13 different .onChange invocations. Nine were successfully converted to the new call, four were still deprecated. I tried to trace any possible source of type-check error for some of the simplest .onChange cases but nothing other than commenting out the .onChange in its entirety "fixed" the error. I tried commenting out one of the fixed/converted .onChange calls first and then fixing one of the problematic ones and that worked, no type-check error. The bottom line seems to be that I can only have nine of the new .onChange calls in that file, the other four have to be in the deprecated format or commented out. I tried upping the minimum deployment from 17.0 to 17.5 and that didn't work. I tried using a clean build folder and that also didn't work. Right now, I'm running Xcode 15.4 on Sonoma 14.7.2. I'm trying to avoid updating to the latest Xcode to avoid adding confounding variables and/or other possible issues. I am aware that for submission and release I will have to do so, I want to do it "on my terms" when everything is working properly. Any help would be appreciated.
Topic: UI Frameworks SubTopic: SwiftUI
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Mar ’25
NSStatus Images missing in 15.4 Beta
In macOS 15.4 (24E5238a) and Xcode 16.2, the NSStatus images appear to be missing. To reproduce, add an NSImageView to a Nib or StoryBoard and set the default image to any of the NSStatus images: NSStatusAvailable, NSStatusPartiallyAvailable, etc. Instead of the expected Green, Yellow dots, no image is displayed. The same occurs when setting images programatically. Is the plan to remove these images, or is this just temporary?
Topic: UI Frameworks SubTopic: AppKit Tags:
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Mar ’25
UIContextMenuInteraction not working if view is originally offscreen
I’m having a weird UIKit problem. I have a bunch of views in a UIScrollView and I add a UIContextMenuInteraction to all of them when the view is first loaded. Because they're in a scroll view, only some of the views are initially visible. The interaction works great for any of the views that are initially on-screen, but if I scroll to reveal new subviews, the context menu interaction has no effect for those. I used Xcode's View Debugger to confirm that my interaction is still saved in the view's interactions property, even for views that were initially off-screen and were then scrolled in. What could be happening here?
Topic: UI Frameworks SubTopic: UIKit Tags:
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114
Mar ’25
Why this view modifier it's ambiguous?
To add a background to the tab content I implement the following background, nesting another modifier equal within this one. .background( .background // ERROR: Ambiguous use of 'background' .shadow(.drop( color: .primary.opacity(0.08), radius: 5, x: 5, y: 5) ) .shadow(.drop( color: .primary.opacity(0.08), radius: 5, x: -5, y: -5) ), in: .capsule )
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Mar ’25
[tvOS] ScrollView with Text does not scroll
I'm trying to do something so seemingly basic, yet I can't get it to work and I'm flummoxed. In a basic, vanilla SwiftUI app for tvOS, embed a single Text element with a very long string (hundreds of lines) in it: struct ContentView: View { var body: some View { ScrollView(.vertical) { Text(veryLargeString) .focusable() } } } Then fire up the app on tvOS, and it will not scroll. No matter what I do. Pressing arrow keys, swiping fast with my thumb, and nothing. It will not move. Ironically, in the Xcode SwiftUI Preview window—it does scroll, so that's always a fun tease. What I do know is that the focus engine is throwing a few errors, so it's leading me to believe the issue is with how I have the focusable element attached. I'm using a combination of -UIFocusLoggingEnabled YES as well as listening for UIFocusSystem.movementDidFailNotification. Unfortunately since this is SwiftUI, the notification failure and debugging logs aren't really all that actionable. Help appreciated!
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Mar ’25
Not receive onDisappear event on the first WindowGroup
Hi, I'm working on visionOS and find I can't get onDisappear event just on the first window after app launch. It comes like that: WindowGroup(id:"WindowA"){ MyView() .onDisappear(){ print("WindowA disappear") } } WindowGroup(id:"WindowB"){ MyView() .onDisappear(){ print("WindowB disappear") } } WindowGroup(id:"WindowC"){ MyView() .onDisappear(){ print("WindowC disappear") } } When the app first launch, it will open WindowA automatically And then I open WindowB and WindowC programatically. Then I tap the close button on window bar below window. If I close WindowB/WindowC, I can receive onDisappear event If I close WindowA, I can't receive onDisappear event If I reopen WindowA after it is closed and then close it again by tap the close button below window, I can receive onDisappear event Is there any logic difference for the first window on app launch? How can I get onDisappear Event for it. I'm using Xcode 16 beta 2
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1.1k
Mar ’25
ScrollView won't scroll
Hello. I have successfully created a scrollview with several buttons that stack on top of one another. But the View won't scroll. What am i doing wrong here? scrollView = UIScrollView.init(frame: CGRect.zero) &#9;&#9;&#9;&#9;scrollView.translatesAutoresizingMaskIntoConstraints = false &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;self.view.addSubview(scrollView) &#9;&#9;&#9;&#9;var leadingAnchor = self.scrollView!.topAnchor &#9;&#9;&#9;&#9;for i in 0..<20{ &#9;&#9;&#9;&#9;&#9;&#9;let t_button = UIButton.init(frame: CGRect.zero) &#9;&#9;&#9;&#9;&#9;&#9;t_button.translatesAutoresizingMaskIntoConstraints = false &#9;&#9;&#9;&#9;&#9;&#9;t_button.backgroundColor = UIColor.blue &#9;&#9;&#9;&#9;&#9;&#9;scrollView.addSubview(t_button) &#9;&#9;&#9;&#9;&#9;&#9;NSLayoutConstraint.activate([ &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.topAnchor.constraint(equalTo: leadingAnchor, constant:5.0), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.centerXAnchor.constraint(equalTo: scrollView.centerXAnchor), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.heightAnchor.constraint(equalToConstant: 50.0), &#9;&#9;&#9;&#9;&#9;&#9;&#9;&#9;t_button.widthAnchor.constraint(equalToConstant: 75.0) &#9;&#9;&#9;&#9;&#9;&#9;]) &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;&#9;leadingAnchor = t_button.bottomAnchor &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;&#9;&#9;t_button.setTitle("Button \(i)", for: .normal) &#9;&#9;&#9;&#9;&#9;&#9;t_button.addTarget(self, action: #selector(scrollViewButtonAction(_:)), for: .touchUpInside) &#9;&#9;&#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;} &#9;&#9;&#9;&#9; &#9;&#9;&#9;&#9;NSLayoutConstraint.activate([ &#9;&#9;&#9;&#9;&#9;&#9;scrollView.topAnchor.constraint(equalTo: self.titleHeader.bottomAnchor, constant: 10.0), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.leadingAnchor.constraint(equalTo: self.view.leadingAnchor), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.trailingAnchor.constraint(equalTo: self.view.trailingAnchor), &#9;&#9;&#9;&#9;&#9;&#9;scrollView.bottomAnchor.constraint(equalTo: self.view.bottomAnchor), &#9;&#9;&#9;&#9;])
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7.5k
Mar ’25
iOS 18.4 App updates crashes the widget and the only solution is to restart the device or change the device language
App update in which there were no changes regarding the widget. Just after it updated, the widget turns black in some cases. It also appears black in the widget gallery. Removing and adding it again did not work in this case, only after an iOS restart it works fine again This is the log 2025-03-20 02:14:05.961611 +0800 Content load failed: unable to find or unarchive file for key: [com.aa.bb::com.aa.bb.widget:cc_widget:systemMedium::360.00/169.00/23.00:(null)~(null)] on no host. The session may still produce one shortly. Error: Using url file:///private/var/mobile/Containers/Data/PluginKitPlugin/51C5E4F2-6F1F-4466-A428-73C73B9CC887/SystemData/com.apple.chrono/placeholders/cc_widget/systemMedium----360.00w--169.00h--23.00r--1f--0.00t-0.00l-0.00b0.00t.chrono-timeline ... Error Domain=NSCocoaErrorDomain Code=4 "file“systemMedium----360.00w--169.00h--23.00r--1f--0.00t-0.00l-0.00b0.00t.chrono-timeline”not exist。" UserInfo={NSFilePath=/private/var/mobile/Containers/Data/PluginKitPlugin/51C5E4F2-6F1F-4466-A428-73C73B9CC887/SystemData/com.apple.chrono/placeholders/cc_widget/systemMedium----360.00w--169.00h--23.00r--1f--0.00t-0.00l-0.00b0.00t.chrono-timeline, NSUnderlyingError=0xa693d3a80 {Error Domain=NSPOSIXErrorDomain Code=2 "No such file or directory"}}
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124
Mar ’25
Xcode 14: [Assert] UINavigationBar decoded as unlocked for UINavigationController
In Xcode 14 RC, I'm seeing this in the Console: [Assert] UINavigationBar decoded as unlocked for UINavigationController, or navigationBar delegate set up incorrectly. Inconsistent configuration may cause problems. navigationController=<MasterNavigationController: 0x135016200>, navigationBar=<UINavigationBar: 0x134f0aec0; frame = (0 20; 0 50); opaque = NO; autoresize = W; layer = <CALayer: 0x600000380be0>> delegate=0x135016200 The above message displays exactly four times immediately at app launch (top of the console) then does not repeat. MasterNavigationController is the internal class for the app's navigation controller. It is in a Storyboard, with very minimal ObjC code. I am not setting any specific size for the nav bar. I don't remember seeing this in earlier builds of Xcode, but I can't swear to it that this is new. No assertion actually fires.
Topic: UI Frameworks SubTopic: UIKit Tags:
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31k
Mar ’25
Loading a DNG into CIRAWFilter and use HDR
I have DNG files that I want to open and show as EDR content in my app. It seems like the DNG files should have enough per pixel information to show more colors that Display P3 but whenever I load the images using CIRawFilter and then inspect the outputImage color space it is always "DisplayP3", not something like "ITU-R BT.2100 PQ" there doesn't seem to be any way to make it load with a different color space for displaying EDR images. Does this make sense for DNG files, it seems like it should? If I open the same file using CIImage with the expandToHDR option e.g. CIImage(contentsOf: rawURL, options: [.expandToHDR: true]) then it does have the desired EDR color space, but then I don't get any of the properties that are available via the CIRAWFilter class to manipulate the data. Basically I just want to be able to open the DNG file via CIRAWFilter and then display it in my SwiftUI app as an EDR image by adding the allowedDynamicRange(.high) property. Image("my-dng-image").allowedDynamicRange(.high) Or do DNG files (just RAW not ProRAW) not contain enough information to be displayed as EDR images, seems like they should.
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182
Mar ’25
WidgetKit: add new widget to bundle
Hi, I have an existing Mac app on the App Store with a couple of widgets as part of the app. I want to now add a new widget to the WidgetBundle. When I build the updated app with Xcode, and then run the updated app, the widgets list doesn't seem to get updated in Notification Center or in the WidgetKit Simulator. I do have the App Store version installed in the /Applications folder as well, so there might be some conflict. What's the trick to getting the widgets list to run the debug version?
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105
Mar ’25
Coretelephony usage in Applcips
My main app does have entitlement to access Coretelphony, i would like to use the same with Appclips, though i was able to add the entitlement to appclip profile, i am unable to create archive for Testflight, i am seeing missing esim profile capabilities, is this not supported in appclips at the moment?
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113
Mar ’25
UIDocumentInteractionController defunct in MacCatalyst
PLATFORM AND VERSION iOS Development environment: Xcode 16.2, macOS 15.3.1 Run-time configuration: macOS 15.3.1 DESCRIPTION OF PROBLEM in MacCatalyst UIDocumentInteractionController does not present a document preview, does neither generate a document UTI nor a document icon. All-in-all UIDocumentInteractionController appears to be unimplemented in MacCatalyst although it is marked available MacCatalyst 13.1+ in the docs. STEPS TO REPRODUCE we have submitted a test project illustrating the issue in FB11826362 run the test project on an iOS device --> it will return document UTI, icons, and present a document preview. run the test project on MacCatalyst --> it will crash at the assert() of the document UTI
Topic: UI Frameworks SubTopic: UIKit
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286
Mar ’25
How to test cloudkit containers
I'm trying to find a way to create and use a test cloudkit container in my swiftdata-backed app. I want to test pre-filling the model container with localized content at first run. To do this I created a test cloudkit container, and assigned it to my debug build profile in settings and capabilities. I then conditionally reference the test container in my apps cloudkit manager, i.e.: private let db: CKDatabase init() { #if DEBUG let container = CKContainer(identifier: "iCloud.com.team-name.myappname.testing-de") // Test CloudKit container #else let container = CKContainer(identifier: "iCloud.com.team-name.myappname") // Production CloudKit container #endif self.db = container.privateCloudDatabase } But when I run my app in debug, content is still created in the primary/production container. Am I missing something? Or is there a better, or documented, way to test cloudkit more robustly?
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147
Mar ’25
alternateIconName
I config of an alternate icon on the App Store Connect product page optimization. After the app launches, can I retrieve the name of this configured icon through UIApplication.shared.alternateIconName?
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304
Mar ’25
UITextView in SwiftUI Not Scrolling to Position When Becoming First Responder
I'm implementing a custom text editor in SwiftUI using a UITextView wrapped in a UIViewRepresentable. The text editor works for basic text entry, but I'm encountering an issue with scrolling behavior. When the UITextView becomes the first responder (when tapped), the parent ScrollView doesn't automatically scroll to make the text view visible. Instead, the scroll position jumps to the last known position (scrolls to a different text view that was previously focused). Here's my implementation reduced to the minimum: struct SpacedTextEditor: View { @Binding var text: String var body: some View { MinimalEditor(text: $text) } } private struct MinimalEditor: UIViewRepresentable { @Binding var text: String func makeUIView(context: Context) -> UITextView { let textView = UITextView() textView.backgroundColor = .clear textView.delegate = context.coordinator textView.isScrollEnabled = false textView.text = text return textView } func updateUIView(_ textView: UITextView, context _: Context) { if textView.text != text { textView.text = text } } func makeCoordinator() -> Coordinator { Coordinator(text: $text) } class Coordinator: NSObject, UITextViewDelegate { var text: Binding<String> init(text: Binding<String>) { self.text = text } func textViewDidChange(_ textView: UITextView) { text.wrappedValue = textView.text } } } The text editor is placed inside a ScrollView in my parent view. How can I ensure that when a user taps on the text editor, the ScrollView properly scrolls to make it fully visible or at least it doesn't jump to where the textfield is not even visible? I need to use a custom textfield because I need to be able to modify the space between lines, and I didn't find a way to do this using the swiftUI component.
Topic: UI Frameworks SubTopic: SwiftUI
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107
Mar ’25
Custom keypad touchUpInside events not working in iOS18
I have a custom keypad to accept numeric input for iPads that I have been using for many years now. This is longstanding working code. With iOS 18 the touchUpInside (and other) events in the underlying Objective-C modules are not called in the file owner module when activated from the interface. The buttons seem to be properly activated based on the visual cues (they change colors when pressed). This is occurring in both simulators and on hardware. Setting the target OS version does not help. What could the cause and/or solution of this be?
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80
Mar ’25