I'm developing an app for my watch and have a list of different classes (referred to as 'courses' to avoid confusion) that I take in school, eg:
struct Course {
let name: String
let icon: String
let room: String
let colour: String
let listName: String
let listIcon: String
init(name: String, icon: String, room: String? = nil, colour: String,
listName: String? = nil, listIcon: String? = nil)
{
self.name = name
self.icon = icon
self.room = room ?? "None"
self.colour = colour
self.listName = listName ?? name
self.listIcon = listIcon ?? icon+".circle.fill"
}
}
// here's a few of my Course variables (there are lots more I've excluded)
let MathsCourse = Course(name: "Maths", icon: "number", room: "FT5", colour: "Rose")
let English6 = Course(name: "English", icon: "book.closed", room: "BT6", colour: "Lemon")
let LunchPeriod = Course(name: "Lunch", icon: "fork.knife", room: "food", colour: "White")
and I have designed a 'list view' of all the courses I have on whatever day it is. I used to define a different View for every course I defined but I merged the list data with the overall Course and replaced the Views with something that I should be able to call repeatedly and pass in a course to use, but unfortunately it's not working. (yes, I'm making a timetable app)
This is the template for a 'list view' for a class:
struct courseListView: View {
var localcourse: Course
var localtime: String
var body: some View {
HStack{
Image(systemName: localcourse.listIcon)
.foregroundColor(Color(localcourse.colour))
.padding(.leading, 5)
Text(localcourse.name)
.bold()
Spacer()
Text(localtime)
Text(roomOrBlank(course: localcourse)).bold().padding(.trailing, 5)
}
.padding(.bottom, 1)
.background(currentCourse.name==localcourse.name ? Color(localcourse.colour).colorInvert(): nil)
}
}
Then I should be able to programmatically work out what courses I have that day (I haven't scripted that bit yet), and compose a view containing all the courses:
struct ListView: View {
var body: some View {
ScrollView {
VStack(alignment: .leading) {
courseListView(localcourse: MathsCourse, localtime: "10:00")
// ^^^ note above line; I'll come back to this
// the idea is I can repeat that for a bunch of courses:
courseListView(localcourse: English6, localtime: "11:00")
courseListView(localcourse: LunchPeriod, localtime: "12:00")
}
}
}
}
Then be able to call all that in my @main:
@main
struct Timetaber_Watch_AppApp: App {
var body: some Scene {
WindowGroup {
TabView{
HomeView()
ListView()
SettingsView()
}
.tabViewStyle(.carousel)
.onAppear() {
log()
}
}
}
}
Unfortunately, each time I try to get a list view for a course,
// if you need a reminder:
courseListView(localcourse: MathsCourse, localtime: "10:00")
...even only calling it once causes my entire app to crash.
Here's an excerpt from the crash report:
Exception Type: EXC_BREAKPOINT (SIGTRAP)
Exception Codes: 0x0000000000000001, 0x0000000180210194
Termination Reason: SIGNAL 5 Trace/BPT trap: 5
Terminating Process: exc handler [14932]
Triggered by Thread: 0
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0 libdispatch.dylib 0x180210194 _dispatch_once_wait.cold.1 + 28
1 libdispatch.dylib 0x1801db4f4 _dispatch_once_wait + 184
2 ??? 0x3400200d0 ???
3 ??? 0x340020198 ???
4 ...
So...
Anyone know what's happening?
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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How can I put one list item at the top and another one at the bottom, retaining the NavigationView functionality?
Here is a simple app:
struct ContentView: View {
var body: some View {
NavigationView {
Sidebar()
}
}
}
struct Sidebar: View {
@State private var isActive = true
var body: some View {
List {
NavigationLink(isActive: $isActive) {
HomeView()
} label: {
Text("Home")
}
NavigationLink {
SettingsView()
} label: {
Text("Settings")
}
}
}
}
struct HomeView: View {
var body: some View {
VStack {}
.navigationTitle("Home")
}
}
struct SettingsView: View {
var body: some View {
VStack {}
.navigationTitle("Settings")
}
}
Which looks like this:
My initial though was to put a Spacer() between each NavigationLink, but it results in an unexpected view:
What i can do:
Place an empty VStack between each NavigationLink with a hard-coded height like this:
VStack {}.frame(height: 275)
Which looks like this:
But it wouldn't work if a user would want to increase the height of a window.
I could disable window resizing which is kind of fine, but not the most optimal.
Another obvious option was to replace the List with a VStack, but with this approach the styling of the NavigationLink gets broken and it does not get highlighted when I click on it.
It looks like this:
P.S. I know that NavigationView is deprecated, but i want to support macOS 12.0.
Hello everyone. Can someone please help me. I am completely lost and have exhausted everything I know to do. I have a Navigation View with a list inside of it. For some reason, there is a gray background behind my list. I'm assuming this is due to some type of padding with the Navigation View but I can't seem to be able to adjust the background or change it to clear. I have attached an image of what I'm mentioning to hopefully better explain. You will see the green bar at the top. that is the background of another view behind this view. I want to either fully cover the screen with the gray background or remove it completely.
Topic:
UI Frameworks
SubTopic:
SwiftUI
I'm currently building an app in SwiftUI that needs to show some charts. Swift Charts has been quite helpful but I can't seem to set the domain of the chart just how I want it. The following chart display events that happend in a week and I want to display every hour even if nothing happened there, and I want the hours to go up, instead of the default where the new day start at the top of the chart.
struct ChartView: View {
let dataSets: [someData]
// simplified date init
let datemin = date(year:2025, month: 2, day: 24)
let datemax = date(year:2025, month: 2, day: 25)
var body: some View {
Chart(dataset) { data in
PointMark(x: .value("Day", data.day, unit: .weekday),
y: .value("Time", data.time, unit: .minute))
}
}
// The focus is on this line
.chartYScale(domain: .automatic(reversed: true))
}
}
The .chartYScale(domain:) modifier allows me to set the start of the day at the bottom, but still ignores some hours.
If I instead use this
Chart(...) { ... }
.chartYScale(domain: datemin...datemax)
The chart display every hour of the day, but now the start of the day is at the bottom. I can't seem to find a way to get both things at the same time. if I add both modifiers only the first one get applied while the other ignored.
Any solutions or workarounds?
I'm experiencing a peculiar issue with SwiftUI's TextField. Whenever I long-press on the TextField, the console outputs an error about passing an invalid numeric value (NaN, or not-a-number) to the CoreGraphics API. This issue persists even in a new Xcode project with minimal code.
Code Snippet:
import SwiftUI
struct ContentView: View {
@State private var text: String = ""
var body: some View {
TextField("Placeholder", text: $text)
}
}
Error: this application, or a library it uses, has passed an invalid numeric value (NaN, or not-a-number) to CoreGraphics API and this value is being ignored. Please fix this problem.
Steps to Reproduce:
Create a new SwiftUI project in Xcode.
Add a TextField to the ContentView.
Run the app on a device or simulator.
Long-press inside the TextField.
What I've Tried:
Updating to the latest version of Xcode and iOS.
Using UIViewRepresentable to wrap a UIKit UITextField.
Creating a new Xcode project to isolate the issue.
None of these steps have resolved the issue.
Questions:
Has anyone else encountered this problem?
Are there any known workarounds for this issue?
Is this a known bug, and if so, has it been addressed in any updates?
I need someone to tell me if it’s possible to switch my whole app from user defaults to core data. My app is pretty data and calculation intensive and I don’t think user defaults is enough to store and retrieve all the data. Also, I need my app to be iCloud enabled so that the user can access their data from any of their devices. (I’m very new to this coding thing and I’ve been using AI for my entire app)
Topic:
UI Frameworks
SubTopic:
SwiftUI
The behavior of the Button in ScrollView differs depending on how the View is displayed modally.
When the View is displayed as a .fullScreenCover, if the button is touched and scrolled without releasing the finger, the touch event is canceled and the action of the Button is not called.
On the other hand, if the View is displayed as a .sheet, the touch event is not canceled even if the view is scrolled without lifting the finger, and the action is called when the finger is released.
In order to prevent accidental interaction, I feel that the behavior of .fullScreenCover is better, as it cancels the event immediately when scrolling. Can I change the behavior of .sheet?
Demo movie is here:
https://x.com/kenmaz/status/1896498312737611891
Sample code
import SwiftUI
@main
struct SampleApp: App {
var body: some Scene {
WindowGroup {
ContentView()
}
}
}
struct ContentView: View {
@State private var showSheet = false
@State private var showFullScreen = false
var body: some View {
VStack(spacing: 16) {
Button("Sheet") {
showSheet.toggle()
}
Button("Full screen") {
showFullScreen.toggle()
}
}
.sheet(isPresented: $showSheet) {
SecondView()
}
.fullScreenCover(isPresented: $showFullScreen) {
SecondView()
}
.font(.title)
}
}
struct SecondView: View {
@Environment(\.dismiss) var dismiss
var body: some View {
ScrollView {
Button("Dismiss") {
dismiss()
}
.buttonStyle(MyButtonStyle())
.padding(.top, 128)
.font(.title)
}
}
}
private struct MyButtonStyle: ButtonStyle {
func makeBody(configuration: Self.Configuration) -> some View {
configuration
.label
.foregroundStyle(.red)
.background(configuration.isPressed ? .gray : .clear)
}
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
I have a USDZ 3d model contains a running man animation and I manage to run the model well using this code:
import SwiftUI
import RealityKit
struct ContentView: View {
@State var animationResource: AnimationResource?
@State var animationDefinition: AnimationDefinition?
@State var manPlayer = Entity()
@State var speed:Float = 0.5
var body: some View {
VStack {
RealityView { content in
if let item = try? await Entity(named: "run.usdz") {
manPlayer = item
content.add(manPlayer)
}
}
HStack {
Button(action: playThis) {
Text("Play")
}
Button(action: increaseSpeed) {
Text("increase Speed (+) ")
}
Button(action: decreaseSpeed) {
Text("decrease Speed (-) ")
}
}
}
}
func playThis() {
animationResource = manPlayer.availableAnimations[0]
animationDefinition = animationResource?.definition
animationDefinition?.repeatMode = .repeat
animationDefinition?.speed = speed
// i could not add the definition to the animation resource back again
// so i generated a new one
let animRes = try! AnimationResource.generate(with: animationDefinition!)
manPlayer.playAnimation(animRes)
}
func increaseSpeed() {
speed += 0.1
animationDefinition?.speed = speed
// Now i wonder is this the best way to increase speed
// isn't it as if im adding more load to the memory
// by adding another players
let animRes = try! AnimationResource.generate(with: animationDefinition!)
manPlayer.playAnimation(animRes)
}
func decreaseSpeed() {
speed -= 0.1
animationDefinition?.speed = speed
// Now i wonder is this the best way to increase speed
// isn't it as if im adding more load to the memory
// by adding another players
let animRes = try! AnimationResource.generate(with: animationDefinition!)
manPlayer.playAnimation(animRes)
}
}
how to control speed of this animation while it is running without have to regenerate a resource and replay the animation over and over with every speed change knowing that every time the animation replayed it started from the frame zero meaning its not completing its cycle before its replayed but cut in the middle and start over again from start which I do not prefer to be happen.
The USDZ file is here if you wish to try https://www.worldhotelity.com/stack/run.usdz
I have a view with some buttons, and add 2 gestures using simultaneously. My app works well when built with XCode less than 16, or run on iOS less than 18.0.
Example code is below:
VStack(spacing: 0) {
Button {
print("button tapped")
} label: {
Rectangle()
.foregroundColor(.red)
}
.frame(height: 100)
}
.gesture(
DragGesture(minimumDistance: 0)
.onEnded { value in
print("single tap")
}
.simultaneously(with:
TapGesture(count: 2).onEnded {
print("double tap")
}
)
)
.frame(width: 200, height: 200)
.border(Color.purple)
I expect the action on Button should be recognized and print out button tapped, but only single tap and double tap are recognized
I am currently implementing multiple scenes in my React Native / Swift application (one scene for the phone and one scene for CarPlay). I am facing an issue where one scene renders completely white (on the iPhone) but I can see in the console that the code is running (for example if I add a console.log to the App.tsx I can see that console log happen in XCode).
There are no errors when building the app in XCode, and testing with the simulator CarPlay appears to render the correct output, but there is no component being rendered on the simulated phone screen (just white).
AppDelegate.swift
import CarPlay
import React
import React_RCTAppDelegate
import ReactAppDependencyProvider
import UIKit
@main
class AppDelegate: RCTAppDelegate {
var rootView: UIView?;
static var shared: AppDelegate { return UIApplication.shared.delegate as! AppDelegate }
override func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
self.moduleName = "appName"
self.dependencyProvider = RCTAppDependencyProvider()
self.initialProps = [:]
self.rootView = self.createRootView(
with: RCTBridge(
delegate: self,
launchOptions: launchOptions
),
moduleName: self.moduleName!,
initProps: self.initialProps!
);
return super.application(application, didFinishLaunchingWithOptions: launchOptions)
}
override func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
if (connectingSceneSession.role == UISceneSession.Role.carTemplateApplication) {
let scene = UISceneConfiguration(name: "CarPlay", sessionRole: connectingSceneSession.role)
scene.delegateClass = CarSceneDelegate.self
return scene
}
let scene = UISceneConfiguration(name: "Phone", sessionRole: connectingSceneSession.role)
scene.delegateClass = PhoneSceneDelegate.self
return scene
}
override func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {}
override func sourceURL(for bridge: RCTBridge) -> URL? {
self.bundleURL()
}
override func bundleURL() -> URL? {
#if DEBUG
RCTBundleURLProvider.sharedSettings().jsBundleURL(forBundleRoot: "index")
#else
Bundle.main.url(forResource: "main", withExtension: "jsbundle")
#endif
}
}
PhoneSceneDelegate.swift
import Foundation
import UIKit
import SwiftUI
class PhoneSceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?;
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
if session.role != .windowApplication {
return
}
guard let appDelegate = (UIApplication.shared.delegate as? AppDelegate) else {
return
}
guard let windowScene = (scene as? UIWindowScene) else {
return
}
let rootViewController = UIViewController()
rootViewController.view = appDelegate.rootView;
let window = UIWindow(windowScene: windowScene)
window.rootViewController = rootViewController
self.window = window
window.makeKeyAndVisible()
}
}
App.tsx
import React, {useEffect, useState} from 'react';
import type {PropsWithChildren} from 'react';
import {CarPlay, ListTemplate} from 'react-native-carplay';
import {
ScrollView,
StatusBar,
StyleSheet,
Text,
useColorScheme,
View,
} from 'react-native';
import {
Colors,
DebugInstructions,
Header,
LearnMoreLinks,
ReloadInstructions,
} from 'react-native/Libraries/NewAppScreen';
type SectionProps = PropsWithChildren<{
title: string;
}>;
function Section({children, title}: SectionProps): React.JSX.Element {
const isDarkMode = useColorScheme() === 'dark';
return (
<View style={styles.sectionContainer}>
<Text
style={[
styles.sectionTitle,
{
color: isDarkMode ? Colors.white : Colors.black,
},
]}>
{title}
</Text>
<Text
style={[
styles.sectionDescription,
{
color: isDarkMode ? Colors.light : Colors.dark,
},
]}>
{children}
</Text>
</View>
);
}
function App(): any { // React.JSX.Element
const isDarkMode = useColorScheme() === 'dark';
const backgroundStyle = {
backgroundColor: isDarkMode ? Colors.darker : Colors.lighter,
};
const [carPlayConnected, setCarPlayConnected] = useState(CarPlay.connected);
useEffect(() => {
function onConnect() {
setCarPlayConnected(true);
CarPlay.setRootTemplate(new ListTemplate(/** This renders fine on the CarPlay side */));
}
function onDisconnect() {
setCarPlayConnected(false);
}
CarPlay.registerOnConnect(onConnect);
CarPlay.registerOnDisconnect(onDisconnect);
return () => {
CarPlay.unregisterOnConnect(onConnect);
CarPlay.unregisterOnDisconnect(onDisconnect);
};
});
if (carPlayConnected) {
console.log('car play connected');
} else {
console.log('car play not connected');
}
const safePadding = '5%';
// This doesn't render on the phone?
return (
<View style={backgroundStyle}>
<StatusBar
barStyle={isDarkMode ? 'light-content' : 'dark-content'}
backgroundColor={backgroundStyle.backgroundColor}
/>
<ScrollView
style={backgroundStyle}>
<View style={{paddingRight: safePadding}}>
<Header/>
</View>
<View
style={{
backgroundColor: isDarkMode ? Colors.black : Colors.white,
paddingHorizontal: safePadding,
paddingBottom: safePadding,
}}>
<Section title="Step One">
Edit <Text style={styles.highlight}>App.tsx</Text> to change this
screen and then come back to see your edits.
</Section>
<Section title="See Your Changes">
<ReloadInstructions />
</Section>
<Section title="Debug">
<DebugInstructions />
</Section>
<Section title="Learn More">
Read the docs to discover what to do next:
</Section>
<LearnMoreLinks />
</View>
</ScrollView>
</View>
);
}
const styles = StyleSheet.create({
sectionContainer: {
marginTop: 32,
paddingHorizontal: 24,
},
sectionTitle: {
fontSize: 24,
fontWeight: '600',
},
sectionDescription: {
marginTop: 8,
fontSize: 18,
fontWeight: '400',
},
highlight: {
fontWeight: '700',
},
});
export default App;
I have been attempting to get this working now for some 20+ hours with no luck with searching for answers elsewhere. I am very new to building apps with React Native and Swift so could do with some support.
We have been having problems with our app clip not working when sharing through iMessage. The app and app clip are published and work correctly when scanning a QR code that points to the URL: https://www.coderus.com/locations?loc=1 however if this same URL is shared through the iMessage app, a link to the website displays and not the app clip card.
We have confirmed that:
AASA file is available and has the type application/json
Both devices are above iOS 14
Both devices are in each other's contacts
The website has the meta tag for the smart app clip banner
The website has a meta tag for the og:image
Launch experiences have been configured on AppStoreConnect - as said before, the QR codes work correctly
The link leads to a 404 page, I wasn't sure if there needs to be an actual page that the link points to as app clips seem to work fine without when scanning the QR code through the camera app.
Hi, when I run NavigationSplitView as shown below, the sidebar opens and closes smoothly.
struct TestingView: View {
var body: some View {
NavigationSplitView {
Text("Sidebar")
} detail: {
Text("Detail")
}
}
}
However, when I add a minimum width, the sidebar animation starts to lag. I tried various wapping solutions, but I couldn’t get rid of the stutter.
struct TestingView: View {
var body: some View {
NavigationSplitView {
Text("Sidebar")
} detail: {
Text("Detail")
}
.frame(minWidth: 800)
}
}
As a solution, I had to disable the animation completely:
.animation(nil, value: columnVisibility)
Is there a way to keep the animation without the stuttering?
Adding environment value openURL or dismiss to a View in a NavigationStack, without even using it, causes an infinite refresh loop.
What doesn't work:
a)
struct ViewA: View {
@State private var path = NavigationPath()
var body: some View {
NavigationStack(path: $path) {
ViewB()
}
}
}
struct ViewB: View {
@Environment(\.openURL) var openURL
var body: some View {
NavigationLink("Next", value: 1)
.navigationDestination(for: Int.self, destination: itemView)
}
func itemView(_ item: Int) -> some View {
Text("Item \(item)")
}
}
Prints ViewB: _openURL changed. infinitely.
b) Passing the path to ViewB and appending the value with a Button
What works:
a)
.navigationDestination(for: Int.self) {
Text("Item \($0)")
}
Prints
ViewB: @self, @identity, _openURL changed.
ViewB: @self, _openURL changed.
ViewB: _openURL changed. (3 times)
b) Handling the destination on ViewA, which is not ideal for my use case.
Prints
ViewB: @self, @identity, _openURL changed.
ViewB: _openURL changed. (5 times)
While the workaround would work, it is still unclear how the environment value can cause the freeze (and eventual crash). Also that passing a function as parameter fails, while providing the destination in place does not. The code is stripped down to the minimal reproducible version. Any thoughts?
Hello,
I am encountering an issue with .refreshable(action:) in ScrollView.
The refresh action works as expected when performing a pull-to-refresh. However, if I put the app in the background while the refresh operation is in progress, the refresh indicator remains visible on the screen when I return to the foreground and does not disappear.
Once I interact with the ScrollView after returning to the foreground, the refresh indicator disappears, and the functionality itself is not affected.
I initially attempted to resolve this issue by triggering a view redraw when scenePhase changes. However, since my app presents the SwiftUI view using UIHostingController, the scenePhase from the environment does not seem to function correctly.
This issue occurs on iOS 17.1 but does not appear on iOS 16.1.1.
Is there a known way to resolve this unexpected behavior?
Below is a simplified sample code (some parts are omitted):
struct MyView: View {
@StateObject private var model: MyModel
var body: some View {
ScrollView {
// My ContentViews...
}
.refreshable {
do {
try await self.model.refresh()
} catch {
// Handle error
}
}
}
}
@MainActor
final class MyModel: ObservableObject {
// === Some Code ===
func refresh() async throws {
let data = try await self.fetchData()
self.data = Array(OrderedSet(data))
}
}
I apologize for any mistakes in my English, as I am using a translation tool.
Thank you in advance for your help!
Best regards,
The DeviceActivityReport view does not render immediately when added to the view hierarchy. Instead, it requires repeated navigation to the screen hosting the DeviceActivityReport view for it to appear.
Furthermore, there is no programmatic way to determine whether the view is being rendered for the user, leading to an inconsistent and often poor user experience.
I've created a sample project that demonstrates the issue.
Hello Apple Developer Community,
I’m experiencing an issue with my iOS app, "WaterReminder," where it builds successfully in Xcode 16.2 but crashes immediately upon launch in the iPhone 16 Pro Simulator running iOS 18.3.1. The crash is accompanied by a "Thread 1: signal SIGABRT" error, and the Xcode console logs indicate a dyld error related to XCTest.framework/XCTest not being loaded. I’ve tried several troubleshooting steps, but the issue persists, and I’d appreciate any guidance or insights from the community.
Here are the details:
Environment:
Xcode Version: 16.2
Simulator: iPhone 16 Pro, iOS 18.3.1
App: WaterReminder (written in SwiftUI 6)
Build Configuration: Debug
Issue Description:
The app builds without errors, but when I run it in the iPhone 16 Pro Simulator, it shows a white screen and crashes with a SIGABRT signal. The Xcode debugger highlights the issue in the main function or app delegate, and the console logs show the following error:
dyld[7358]: Library not loaded: @rpath/XCTest.framework/XCTest
Referenced from: <549B4D71-6B6A-314B-86BE-95035926310E> /Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/WaterReminder.debug.dylib
Reason: tried: '/Users/faytek/Library/Developer/Xcode/DerivedData/WaterReminder-cahqrulxghamvyclxaozotzrbsiz/Build/Products/Debug-iphonesimulator/XCTest.framework/XCTest' (no such file), '/Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/Frameworks/XCTest.framework/XCTest' (no such file), '/Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/XCTest.framework/XCTest' (no such file), '/Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/Frameworks/XCTest.framework/XCTest' (no such file), '/Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/XCTest.framework/XCTest' (no such file), '/Users/faytek/Library/Developer/CoreSimulator/Devices/2A51383F-D8EA-4750-AE22-4CDE745164CE/data/Containers/Bundle/Application/56D8B44F-6613-4756-89F0-CB33991F0821/WaterReminder.app/Frameworks/XCTest.framework/XCTest' (no such file), '/Library/Developer/CoreSimulator/Volumes/iOS_22D8075/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS 18.3.simruntime/Contents/Resources/RuntimeRoot/System/Library/Frameworks/XCTest.framework/XCTest' (no such file)
What I’ve Tried:
◦ Verified that FBSnapshotTestCase is correctly added to the "Embed Frameworks" build phase.
◦ Confirmed that the Framework Search Paths in build settings point to the correct location.
◦ Ensured that all required frameworks are available in the dependencies folder.
◦ Cleaned the build folder (Shift + Option + Command + K) and rebuilt the project.
◦ Checked the target configuration to ensure XCTest.framework isn’t incorrectly linked to the main app target (it’s only in test targets).
◦ Updated Xcode and the iOS Simulator to the latest versions.
◦ Reset the simulator content and settings.
Despite these steps, the app continues to crash with the same dyld error and SIGABRT signal. I suspect there might be an issue with how XCTest.framework is being referenced or loaded in the simulator, possibly related to using SwiftUI 6, but I’m unsure how to resolve it.
Could anyone provide advice on why XCTest.framework is being referenced in my main app (since it’s not intentionally linked there) or suggest additional troubleshooting steps? I’d also appreciate any known issues or workarounds specific to Xcode 16.2, iOS 18.3.1, and SwiftUI 6.
Thank you in advance for your help!
Best regards,
Faycel
Prime Objective
I am trying to have a scroll view with a fixed header, a fixed footer, and a WKWebView in between. Using JavaScript, the height of the webView is determined and set to be large enough to hold the entire content.
The Problem
When selecting text on the webView, the view does not scroll when the edges are reached (this works if the webView is shown without being embedded in a Scroll view, or if it is the last element)
What did I try?
I tried reading the scroll view, or adding a gesture recognizer, but all of that does not work because the selection is essentially a system task
Sourcecode
Sourcecode to demonstrate the issue can be found on GitHub
In an AppKit document-based project created by Xcode, setting canConcurrentlyReadDocuments to true allows new documents to open normally in Swift 5, but switching to Swift 6 causes an error.
Judging from the error message, it seems to be a threading issue, but I’m not sure how to adjust the code to support the Swift 6 environment.
The project is the most basic code from an Xcode-created document-based project without any modifications, except for changing the Swift version to 6 and setting canConcurrentlyReadDocuments to true.
Source code: https://drive.google.com/file/d/1ryb2TaU6IX884q0h5joJqqZwSX95Q335/view?usp=sharing
AppDelegate.swift
import Cocoa
@main
class AppDelegate: NSObject, NSApplicationDelegate {
func applicationDidFinishLaunching(_ aNotification: Notification)
{
// Insert code here to initialize your application
}
func applicationWillTerminate(_ aNotification: Notification) {
// Insert code here to tear down your application
}
func applicationSupportsSecureRestorableState(_ app: NSApplication) -> Bool {
return true
}
}
Document.swift
import Cocoa
class Document: NSDocument {
override init() {
super.init()
// Add your subclass-specific initialization here.
}
override class var autosavesInPlace: Bool {
return true
}
override class func canConcurrentlyReadDocuments(ofType typeName: String) -> Bool {
true
}
override func canAsynchronouslyWrite(to url: URL, ofType typeName: String, for saveOperation: NSDocument.SaveOperationType) -> Bool {
true
}
override func makeWindowControllers() {
// Returns the Storyboard that contains your Document window.
let storyboard = NSStoryboard(name: NSStoryboard.Name("Main"), bundle: nil)
let windowController = storyboard.instantiateController(withIdentifier: NSStoryboard.SceneIdentifier("Document Window Controller")) as! NSWindowController
self.addWindowController(windowController)
}
override func data(ofType typeName: String) throws -> Data {
// Insert code here to write your document to data of the specified type, throwing an error in case of failure.
// Alternatively, you could remove this method and override fileWrapper(ofType:), write(to:ofType:), or write(to:ofType:for:originalContentsURL:) instead.
// throw NSError(domain: NSOSStatusErrorDomain, code: unimpErr, userInfo: nil)
return Data()
}
override func read(from data: Data, ofType typeName: String) throws {
// Insert code here to read your document from the given data of the specified type, throwing an error in case of failure.
// Alternatively, you could remove this method and override read(from:ofType:) instead.
// If you do, you should also override isEntireFileLoaded to return false if the contents are lazily loaded.
// throw NSError(domain: NSOSStatusErrorDomain, code: unimpErr, userInfo: nil)
}
}
ViewController.swift
import Cocoa
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override var representedObject: Any? {
didSet {
// Update the view, if already loaded.
}
}
}
https://developer.apple.com/documentation/mapkit/mkgeojsondecoder?changes=__9&language=objc
I am trying to use this decoder to obtain single points form a geojson file. I am able to do this successfully however, when using MapKit for iOS 17+ I am unable to use a ForEach to iterate through these points (stored in an array) and display these on the map as a custom annotation or even a marker.
MapAnnotation(coordinate: point.coordinate) {
VStack {
Image(systemName: "mappin.circle.fill")
.resizable()
.frame(width: 25, height: 25)
.foregroundColor(.purple)
if let title = point.title {
Text(title)
.font(.caption)
.foregroundColor(.purple)
.padding(2)
.background(Color.white.opacity(0.8))
.cornerRadius(3)
}
}
}
When call:
[UITabBarController setViewControllers:animated:]
It crashed and raise an Fatal Exception:
Fatal Exception: NSInternalInconsistencyException Attempting to select a view controller that isn't a child! (null)
the crash stack is:
Fatal Exception: NSInternalInconsistencyException
0 CoreFoundation 0x8408c __exceptionPreprocess
1 libobjc.A.dylib 0x172e4 objc_exception_throw
2 Foundation 0x82215c _userInfoForFileAndLine
3 UIKitCore 0x38a468 -[UITabBarController transitionFromViewController:toViewController:transition:shouldSetSelected:]
4 UIKitCore 0x3fa8a4 -[UITabBarController _setSelectedViewController:performUpdates:]
5 UIKitCore 0x3fa710 -[UITabBarController setSelectedIndex:]
6 UIKitCore 0x8a5fc +[UIView(Animation) performWithoutAnimation:]
7 UIKitCore 0x3e54e0 -[UITabBarController _setViewControllers:animated:]
8 UIKitCore 0x45d7a0 -[UITabBarController setViewControllers:animated:]
And it appear sometimes, what's the root cause?