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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Jun ’25
Live Q&A Summary - SwiftUI foundations: Build great apps with SwiftUI
Here’s a recap of the Live Q&A for SwiftUI foundations: Build great apps with SwiftUI. If you participated and asked questions, thank you for coming and participating! If you weren’t able to join us live we hope this recap is useful Where can I watch the VOD? Is the sample code “Wishlist” that was shown available for download? You can view the replay of the entire event here https://www.youtube.com/watch?v=Z3vloOtZLkQ The sample code for the Wishlist app will be made available in the coming weeks on the Apple Developer website, we'll send an update via email when it is available. What are the best practices when it comes to building complex navigations in SwiftUI? The developer website has documentation on navigation style best practices. Explore navigation basics like NavigationStack and TabView to get a ground-up understanding. For documentation on navigation APIs see Navigation. How can I integrate UIKit with my SwiftUI app? What about adding SwiftUI into my UIKit app? See UIKit integration: Add UIKit views to your SwiftUI app, or use SwiftUI views in your UIKit app. Both UIKit and SwiftUI provide API to show a view hierarchy of the other. For UIKit to SwiftUI, you would use UIViewControllerRepresentable. For SwiftUI to UIKit, you would use UIHostingController. Landmarks: Interfacing with UIKit walks you through step by step how to implement UIKit in SwiftUI with UIViewControllerRepresentable, and this WWDC22 video demonstrates UIHostingController, for those that want to add SwiftUI to their UIKit. Does Wishlist feature a new iOS 26 font? How can I add custom fonts and text of my app? We’re glad to hear many of you liked wide text shown in Wishlist, however, It is the default system font with some light SwiftUI styling! Check it out for yourself in the sample code when made available, and you can learn more about customizing fonts and text by seeing Font and Applying custom fonts to text. Does Xcode have a dependency graph we can use to optimize our SwiftUI Views? Xcode comes with Instruments. Instruments is the best way to figure out what is causing excessive updates and other issues with performance. That link provides direct tutorials and resources for how to use and understand. Previews also have many useful tools for analyzing SwiftUI views, for more info see Previews in Xcode Check out this video from our latest WWDC Optimize SwiftUI performance with Instruments for information on how to use Instruments to profile and optimize your app with real-world applications If you still have questions, Check out the Instruments section of these forums and create a post so the community has the opportunity to help guide you. Are there UI debugging tools to help diagnose layout issues? Yes, Xcode also features a View Debugger located by selecting the View Debug Hierarchy, pictured below. Use the View Debugger to capture and inspect your view hierarchy, identifying which views affect window sizing. The SwiftUI Inspector also lets you examine view frames and layout behavior. See Diagnosing issues in the appearance of a running app to learn about debugging visual and layout issues. As an absolute beginner, what would be the first go-to step to go for training? Do I need prior knowledge of frameworks to get started with SwiftUI? A great place to learn how to develop for Apple platforms is with Pathways! Many developers start with Develop in Swift tutorials, which exposes you to several frameworks while teaching you the basics of SwiftUI. When you're ready to take your learning further, you can read the documentation for the specific frameworks that interest you at https://developer.apple.com/documentation/.
Topic: UI Frameworks SubTopic: SwiftUI
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Trouble using MKAnnotation on a MKMapView
Hi everyone, i'im having troubles using Annotation on a Map View. I have a a core data model called Location that conforms to NSManagedObject from CoreData and MKAnnotation form MapKit, and i'm trying to add an array of Location to a MKMview instance in a UIViewController class, by doing somethhing like this: mapView.addAnnotation(locations), but xcode compliants with a strange error which says Argument type '[Location]' does not conform to expected type 'MKAnnotation'. it's strange to me because my Location class conforms to MKAnnotation protocol and i implemented the protocol's methods (coordinate, title, subtitle). Please can anyone help me how to fix this issues. Thank you all
Topic: UI Frameworks SubTopic: UIKit Tags:
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179
Mar ’25
How can I use specify the anchor used to display an item that a user scrolls to ?
I have a scrollview displaying a sequence of circles, which a user should be able to scroll through to select an item. When the user stops scrolling and the animation comes to rest the circle selected should display screen-centered. I had hoped to achieve this using .scrollPosition(id: selectedItem, anchor: .center) but it appears that the anchor argument is ignored when scrolled manually. (BTW - I searched but didn't locate this aspect in the Apple documentation so I'm not confident that this observation is really correct). https://youtu.be/TpXDTuL5yPQ The video shows the user-scrolling behaviour, and also the snap-to-anchor that I would like to achieve, but I would like this WITHOUT forcing a button press. I could juggle the container size and size of the circles so that they naturally fit centered into the screen, but I would prefer a more elegant solution. How can I force the scrolling to come to rest such that the circle glides to rest in the center of the screen/container? struct ItemChooser: View { @State var selectedItem: Int? var body: some View { VStack { Text("You have picked: \(selectedItem ?? 0)") ScrollHorizontalItemChooser(selectedItem: $selectedItem) } } } #Preview { ItemChooser(selectedItem: 1) } struct ScrollHorizontalItemChooser: View { @Binding var selectedItem: Int? @State var scrollAlignment: UnitPoint? = .center let ballSize: CGFloat = 150 let items = Array(1...6) @State var scrollPosition: ScrollPosition = ScrollPosition() var body: some View { VStack { squareUpButton ScrollView(.horizontal) { HStack(spacing: 10) { showBalls } .scrollTargetLayout() } .scrollPosition(id: $selectedItem, anchor: scrollAlignment ) .overlay{ crosshairs } } } var crosshairs: some View { Image(systemName: "scope").scaleEffect(3.0).opacity(0.3) } @ViewBuilder var showBalls: some View { let screenWidth: CGFloat = UIScreen.main.bounds.width var emptySpace: CGFloat {screenWidth / 2 - ballSize / 2 - 10} Spacer(minLength: emptySpace) ForEach(items, id: \.self) { item in poolBall( item) .id(item) } Spacer(minLength: emptySpace) } @ViewBuilder private func poolBall(_ item: Int) -> some View { Text("Item \(item)") .background { Circle() .foregroundColor(Color.green) .frame(width: ballSize, height: ballSize) } .frame(width: ballSize, height: ballSize) } @ViewBuilder var squareUpButton: some View { var tempSelected: Int? = nil Button("Square up with Anchor") { tempSelected = selectedItem selectedItem = 0 DispatchQueue.main.asyncAfter(deadline: .now() + 0.1) { selectedItem = tempSelected ?? 0 } } } }
Topic: UI Frameworks SubTopic: SwiftUI
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Mar ’25
Correct way to run modal session?
My assumption has always been that [NSApp runModalForWindow:] runs a modal window in NSModalPanelRunLoopMode. However, while -[NSApplication _doModalLoop:peek:] seems to use NSModalPanelRunLoopMode when pulling out the next event to process via nextEventMatchingMask:untilDate:inMode:dequeue:, the current runloop doesn't seem to be running in that mode, so during -[NSApplication(NSEventRouting) sendEvent:] of the modal-specific event, NSRunLoop.currentRunLoop.currentMode returns kCFRunLoopDefaultMode. From what I can tell, this means that any event processing code that e.g. uses [NSTimer addTimer:forMode:] based on the current mode will register a timer that will not fire until the modal session ends. Is this a bug? Or if not, is the correct way to run a modal session something like this? [NSRunLoop.currentRunLoop performInModes:@[NSModalPanelRunLoopMode] block:^{ [NSApp runModalForWindow:window]; }]; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; Alternatively, if the mode of the runloop should stay the same, I've seen suggestions to run modal sessions like this: NSModalSession session = [NSApp beginModalSessionForWindow:theWindow]; for (;;) { if ([NSApp runModalSession:session] != NSModalResponseContinue) break; [NSRunLoop.currentRunLoop limitDateForMode:NSModalPanelRunLoopMode]; } [NSApp endModalSession:session]; Which would work around the fact that the timer/callbacks were scheduled in the "wrong" mode. But running NSModalPanelRunLoopMode during a modal session seems a bit scary. Won't that potentially break the modality?
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Mar ’25
App Launches on Login but Window Doesn't Appear Automatically (macOS Sequoia 15.2, Xcode 16.2)
I am developing a macOS app using SwiftUI, and I am encountering an issue when launching the app at login. The app starts as expected, but the window does not appear automatically. Instead, it remains in the Dock, and the user must manually click the app icon to make the window appear. Additionally, I noticed that the timestamp obtained during the app's initialization (init) differs from the timestamp obtained in .onAppear. This suggests that .onAppear does not trigger until the user interacts with the app. However, I want .onAppear to execute automatically upon login. Steps to Reproduce Build the app and add it to System Settings > General > Login Items as an item that opens at login. Quit the app and restart the Mac. Log in to macOS. Observe that the app starts and appears in the Dock but does not create a window. Click the app icon in the Dock, and only then does the window appear. Expected Behavior The window should be created and appear automatically upon login without requiring user interaction. .onAppear should execute immediately when the app starts at login. Observed Behavior The app launches and is present in the Dock, but the window does not appear. .onAppear does not execute until the user manually clicks the app icon. A discrepancy exists between the timestamps obtained in init and .onAppear. Sample Code Here is a minimal example that reproduces the issue: LoginTestApp.swift import SwiftUI @main struct LoginTestApp: App { @State var date2: Date init(){ date2 = Date() } var body: some Scene { WindowGroup { MainView(date2: $date2) } } } MainView.swift import SwiftUI struct MainView: View { @State var date1: Date? @Binding var date2: Date var body: some View { Text("This is MainView") Text("MainView created: \(date1?.description ?? "")") .onAppear { date1 = Date() } Text("App initialized: \(date2.description)") } } Test Environment Book Pro 13-inch, M1, 2020 macOS Sequoia 15.2 Xcode 16.2 Questions Is this expected behavior in macOS Sequoia 15.2? How can I ensure that .onAppear executes automatically upon login? Is there an alternative approach to ensure the window is displayed without user interaction?
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Mar ’25
SwiftUI Tabview - how to "kill" the views we do not use
I have the MainView as the active view if the user is logged in(authenticated). the memory allocations when we run profile is pretty good. We have graphql fetching, we have token handling eg: This is All heap: 1 All Heap & Anonymous VM 13,90 MiB 65408 308557 99,10 MiB 373965 Ratio: %0.14, %0.86 After what i have checked this is pretty good for initialise and using multiple repositories eg. But when we change tabs: 1 All Heap & Anonymous VM 24,60 MiB 124651 543832 156,17 MiB 668483 Ratio: %0.07, %0.40 And that is not pretty good. So i guess we need to "kill" it or something. How? I have tried some techniques in a forum this was a recommended way: public struct LazyView<Content: View>: View { private let build: () -> Content @State private var isVisible = false public init(_ build: @escaping () -> Content) { self.build = build } public var body: some View { build() Group { if isVisible { build() } else { Color.clear } } .onAppear { isVisible = true } .onDisappear { isVisible = false } } } But this did not help at all. So under here is the one i use now. So pleace guide me for making this work. import DIKit import CoreKit import PresentationKit import DomainKit public struct MainView: View { @Injected((any MainViewModelProtocol).self) private var viewModel private var selectedTabBinding: Binding<MainTab> { Binding( get: { viewModel.selectedTab }, set: { viewModel.selectTab($0) } ) } public init() { // No additional setup needed } public var body: some View { NavigationStack(path: Binding( get: { viewModel.navigationPath }, set: { _ in } )) { TabView(selection: selectedTabBinding) { LazyView { FeedTabView() } .tabItem { Label("Feed", systemImage: "house") } .tag(MainTab.feed) LazyView { ChatTabView() } .tabItem { Label("Chat", systemImage: "message") } .tag(MainTab.chat) LazyView { JobsTabView() } .tabItem { Label("Jobs", systemImage: "briefcase") } .tag(MainTab.jobs) LazyView { ProfileTabView() } .tabItem { Label("Profile", systemImage: "person") } .tag(MainTab.profile) } .accentColor(.primary) .navigationDestination(for: MainNavigationDestination.self) { destination in switch destination { case .profile(let userId): Text("Profile for \(userId)") case .settings: Text("Settings") case .jobDetails(let id): Text("Job details for \(id)") case .chatThread(let id): Text("Chat thread \(id)") } } } } } import SwiftUI public struct LazyView<Content: View>: View { private let build: () -> Content public init(_ build: @escaping () -> Content) { self.build = build } public var body: some View { build() } }
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Mar ’25
[NSRulerView] Is it buggy in Monterey?
I have a NSRulerView with a vertical orientation. It works fine from macOS 10.13 to 11.x. In macOS Monterey (12.2.1 here), the ruler view is not receiving drawHashMarksAndLabelsInRect: messages when the associated NSTextView is scrolled vertically. When the parent NSScrollView is resized, the ruler view is correctly refreshed on all macOS versions. [Q] Is it a known bug in macOS Monterey?
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Mar ’25
Picker with inline style on tvOS 18
Since tvOS 18, my Picker view with inline style is not showing the checkmark on the selected item. enum Flavor: String, Identifiable { case chocolate, vanilla, strawberry var id: Self { self } } struct ContentView: View { @State private var selectedFlavor: Flavor = .chocolate var body: some View { NavigationView { Form { Picker("Flavor", selection: $selectedFlavor) { Text("Chocolate").tag(Flavor.chocolate) Text("Vanilla").tag(Flavor.vanilla) Text("Strawberry").tag(Flavor.strawberry) }.pickerStyle(.inline) } } } } Am I missing something? When I run this on tvOS 17.x, it works fine.
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Mar ’25
Difficulty Localizing App Display Name Based on Region in iOS.
I have an application named "XY" that has been launched in several countries. Now, I intend to launch it in Turkey, but we are facing legal issues preventing us from using "XY" as the app's display name. Following the documentation, I localized the app's display name to "ZX" for both Turkish and English (Turkey). However, when users change their device settings, they do not see an option for English (Turkey) language selection. I assumed that for Turkish users, English (Turkey) would be the default language, but this is not the case. Could someone please assist me in resolving this issue? I've investigated options for localizing the display name based on region, but it seems that this functionality isn't feasible on iOS. In contrast, it's relatively straightforward to achieve on Android platforms.
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469
Mar ’25
Can We Detect When Running Behind a Slide Over Window?
I'm trying to determine if it’s possible to detect when a user interacts with a Slide Over window while my app is running in the background on iPadOS. I've explored lifecycle methods such as scenePhase and various UIApplication notifications (e.g., willResignActiveNotification) to detect focus loss, but these approaches don't seem to capture the event reliably. Has anyone found an alternative solution or workaround for detecting this specific state change? Any insights or recommended practices would be greatly appreciated.
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123
Mar ’25
How to truncate text from head with multi line?
I want to truncate text from head with max 2 lines. I try the following code import SwiftUI struct ContentView: View { @State var content: String = "Hello world! wef wefwwfe wfewe weweffwefwwfwe wfwe" var body: some View { VStack { Text(content) .lineLimit(nil) .truncationMode(.head) .frame(height: 50) Button { content += content } label: { Text("Double") } .buttonStyle(.borderedProminent) } .frame(width: 200, height: 1000) .padding() } } #Preview { ContentView() } It show result like this, this is not what I want.
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Mar ’25
Crash using Binding.init?(_: Binding<Value?>)
In the example code below: OuterView has a @State var number: Int? = 0 InnerView expects a binding of type Int. OuterView uses Binding.init(_: Binding<Value?>) to convert from Binding<Int?> to Binding<Int>?. If OuterView sets number to nil, there is a runtime crash: BindingOperations.ForceUnwrapping.get(base:) + 160 InnerView is being evaluated (executing body?) when number is nil despite the fact that it shouldn't exist in that configuration. Is this a bug or expected behavior? struct OuterView: View { @State var number: Int? = 1 var body: some View { if let binding = Binding($number) { InnerView(number: binding) } Button("Doesn't Crash") { number = 0 } Button("Crashes") { number = nil } } } struct InnerView: View { @Binding var number: Int var body: some View { Text(number.formatted()) } } There is a workaround that involves adding an extension to Optional<Int>: extension Optional<Int> { var nonOptional: Int { get { self ?? 0 } set { self = newValue } } } And using that to ensure that the binding has a some value even when number is nil. if number != nil { InnerView(number: $number.nonOptional) } This works, but I don't understand why it's necessary. Any insight would be greatly appreciated!
Topic: UI Frameworks SubTopic: SwiftUI
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294
Mar ’25
SwiftUI subview .frame ignored on parent view appear, MacOS
When a parent view is selected for the detail pane of a NavigationSplitView subviews appear as expected but not with the dimensions set by .frame on the subview. Toggling the flag works as expected, appearing the subview with the idealWidth. I persist the flag in a SwiftData @Model class so that on restart and first appearance of the parent view the Right View subview presence is as it was left. The problem is that the .frame size is ignored, apparently. No manner of programatic view refresh seems to trigger a resize to the preferred values, only toggling the flag. Is there a better way to handle a collapsing subview in an HSplitView? Why is the .frame not respected? In this example I've added the else clause so HSplitView always has two views with .frame settings but the result is the same without it. VStack { HSplitView { VStack { Text("left view") } .frame( minWidth: 100, idealWidth: .infinity, maxWidth: .infinity, maxHeight: .infinity ) if documentSettings.nwIsPieChartShowing { VStack { Text("right view") } .frame( minWidth: 100, idealWidth: 200, maxWidth: .infinity, maxHeight: .infinity ) } else { Text("") .frame( minWidth: 0, idealWidth: 0, maxWidth: 0, maxHeight: .infinity ) } } HStack { Button("Right View", systemImage: { documentSettings.nwIsPieChartShowing ? "chart.pie.fill" : "chart.pie"}(), action: { documentSettings.nwIsPieChartShowing.toggle() } ) } } } } MacOS Sequoia 15.3.1, Xcode 16.2
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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274
Mar ’25
SwiftUI macOS simple NavigationStack and NavigationLink -> problem on multiplatform project
I had a problem with my app (or in my setup) and searching the web I found a very simple code where part of my problem occurs. I create a new Multiplatform App and paste this code in ContentView. import SwiftUI struct ContentView: View { var body: some View { NavigationStack { VStack { Text("Navigation article") .font(.title) .padding() NavigationLink("Go to the second view", destination: SecondView()) .padding() } .navigationTitle("First View") } } } struct SecondView: View { var body: some View { Text("This is the Second view") .font(.headline) .padding() .navigationTitle("Second View") } } run on iPhone/ iOS no problem run on a Mac/macOS Going from view 1 to view 2 work, the back arrow on view 2 is there, and it is working but the second time I go to the view 2, the back arrow is gone. after looking closely I can see the Arrow Underneath the S of SecondView. I have tried many things and could not make it work. I post this in a HackingWithSwift forum and somebody tried the code and said it work. so it seems the problem could be related to my setup but I create another user in my computer , same problem and tried it on my another computer, same problem.
Topic: UI Frameworks SubTopic: SwiftUI
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Apr ’25
Release Build Configuration as Release Fails Preview
I have a simple SwiftUI project with two basic build configurations (Debug, Release) as shown below. I now choose Build > Scheme > Edit Scheme under Product and select Release as the current build configuration as shown below. And the Preview canvas exhibit errors. If I click on the Diagnostics button, it says under PREVIEW UPDATE ERROR OptimizationLevelError: not building -Onone ”BuildSchemeCrazyDaughter.app” needs -Onone Swift optimization level to use previews (current setting is -O) What does that mean and why don't I get the preview for the Release build configuration? Thanks.
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204
Mar ’25
Document-based app failing in Mac Catalyst
A document-based app that's been running fine on iPad and Mac Catalyst has stopped working on the Mac as of Sequoia 15.3. After the user selects a document to open, my app never gets called back from Apple's framework. (The app works fine on iPadOS.) Anybody else see this? I filed a feedback, FB16506048, several weeks ago but have had no reply.
Topic: UI Frameworks SubTopic: SwiftUI
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191
Mar ’25
Remove "copy cursor" when dragging a view in SwiftUI
Hi, Im new to SwiftUI and Im trying to implement some drag and drop functionality for some tabs in my application. Im using .draggable(_) and .dropDestination for this and the issue I have is that as I drag the view, the mouse cursor changes to the copy cursor with the green plus sign and I don't like it but I can't figure out how to avoid it. Any help would be appreciated.
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Apr ’25
How to replace default user location annotation with custom avatar in SwiftUI Map with selection parameter?
I'm implementing a Map with user location customization in SwiftUI using iOS 17+ MapKit APIs. When using the selection parameter with Map, the default blue dot user location becomes tappable but shows an empty annotation view. However, using UserAnnotation makes the location marker non-interactive. My code structure: import SwiftUI import MapKit struct UserAnnotationSample: View { @State private var position: MapCameraPosition = .userLocation(fallback: .automatic) @State private var selectedItem: MapSelection<MKMapItem>? var body: some View { Map(position: $position, selection: $selectedItem) { // UserAnnotation() } .mapControls { MapUserLocationButton() } } } Key questions: How can I replace the empty annotation view with a custom avatar when tapping the user location? Is there a way to make UserAnnotation interactive with selection? Should I use tag modifier for custom annotations? What's the proper way to associate selections?
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330
Mar ’25