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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814
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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`.refreshable(action:)` `s indicator will not dismiss after when app into backgound (iOS 17.1)
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,
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Mar ’25
Switching my App from UserDefaults to CoreData and CloudKit
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
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199
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
Animating Text foregroundStyle with gradients
Hello! We can animate Text color via foregroundStyle very nicely in SwiftUI like so: Text("Some text here") .foregroundStyle(boolValue ? Color.green : Color.blue) withAnimation { boolValue.toggle() } However, if the foregroundStyle is a gradient, the color of the Text view changes immediately without animation. The code below works to animate a gradient foregroundStyle on an SF Symbol, but it does not work when applied to a Text view. Is it possible to animate a Text view foregroundStyle between gradient values? Image(systemName: "pencil.circle.fill") .foregroundStyle(boolValue ? .linearGradient(colors: [.red, .orange], startPoint: .top, endPoint: .bottom) : .linearGradient(colors: [.green, .blue], startPoint: .top, endPoint: .bottom)) Thanks for your help!
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342
Mar ’25
Putting buttons over SwiftUI map view
Has anyone gotten custom buttons to work on top of tvOS Map()? I've tried many variations of FocusState focusSection .defaultFocus() and as soon as the map appears at startup the buttons never get focus again. They are on a ZStack over the map. I could post code but truthfully nothing works for me. I'm wondering if anyone has successfully put focusable buttons on top of the map view.
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241
Mar ’25
Label from ApplicationToken Inside of DeviceActivityReport Not Showing
tl;dr can we use Label(application token) inside of a DeviceActivityReport? I’m working on an app that uses the DeviceActivityReport extension to show a user’s screen time breakdown. The app was working fine in a setup where my main app had the Distribution Family Controls capability and all the extensions had the Development Family Controls capability. However, this caused provisioning issues when I tried to create a test flight build. I then removed the development capabilities from the extensions, and now everything works fine except oddly the Labels in the DeviceActivityReport no longer show anything. They worked fine before, and the same label logic is working 100% fine inside my main app. Anyone encounter this before?
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241
Mar ’25
UINavigationController inside singleton
I have a struct that holds an instance of UINavigationController: struct NavigationController { static let shared = UINavigationController() } I use NavigationController.shared to push and pop ViewControllers around the app, rather than using the ViewController's .navigationController property. The issue I'm having is that when I pop I get new instances of my previous ViewController, this is my hierarchy: (0) UIWindow | ---- (1) NavigationController (is set as the UIWindow.rootViewController) | ---- (2) UITabBarController (is set with NavigationController.shared.setViewControllers) | ---- (3) ViewController (HomeVC) (is the first tab of the UITabController) | ---- (4) ViewController (ScanVC) (is pushed into the stack by NavigationController.shared.pushViewController) ---- (5) ViewController (NotificationsVC) ---- (6) ViewController (SettingsVC) I put a print statement in my HomeVC in the viewDidLoad method My understanding is that the viewDidLoad should only be called once in the lifecycle of a ViewController When I go back to the HomeVC from the ScanVC then the print always gets triggered which means I have a new instance of the HomeVC This is the print statement I created inside the viewDidLoad method: print("\(#function) View Did Load, instance: \(self)") Here's the output from going back and forth from the HomeVC to ScanVC: viewDidLoad() View Did Load, instance: <HomeVC: 0x118db0000> viewDidLoad() View Did Load, instance: <HomeVC: 0x118db3100> viewDidLoad() View Did Load, instance: <HomeVC: 0x118db0700> Any one has any suggestions on how to fix this? Because ideally going back to the HomeVC should not instantiate a new ViewController. I tested this on a small test project and viewDidLoad would only be triggered once when the ViewController was instantiated.
Topic: UI Frameworks SubTopic: UIKit Tags:
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258
Mar ’25
On iOS 16, VoiceOver will not speak "¥1,230" in Japanese.
In iOS 16, VoiceOver no longer speaks numbers such as “¥1,230" in Japanese, which worked correctly in iOS 15 and earlier. This is a very important bug in Accessibility support. Steps to reproduce Create iOS App Project on Xcode. (I used Xcode 14) Set the Development Localization to "Japanese" on the project settings. (to make VoiceOver speak Japanese) For example, write the following code. Build and run the App targeting the actual device, not the simulator. Actual devices running iOS 15 or earlier will correctly read out loud with VoiceOver, while iOS 16 will have some reading problems. import SwiftUI @main struct VoiceOverProblemApp: App {   var body: some Scene {     WindowGroup {       // on project settings, set the development localization to Japanese.       VStack {         // ✅ said "Hello, world!"         Text("Hello, world!")                   // ✅ said "残高 (ざんだか, zan-daka)"         Text("残高")                   // ❌ said nothing (until iOS 15 or earlier, said "千二百三十円 (せんにひゃくさんじゅうえん, sen-nihyaku-san-ju-yen)"         Text("¥1,230")                   // ❌ said wrong         //  correct (iOS 15 or earlier):  "残高は千二百三十円です (zan-daka wa sen-nihyaku-san-ju-yen desu)"         //  incorrect (iOS 16)      : "残高はです (zan-daka wa desu)"         Text("残高は ¥1,230 です")       }     }   } } The above sample code uses SwiftUI's Text but the same problem occurs with UIKit's UILabel.
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1.2k
Apr ’25
SwiftData predicate for many to many relationships?
Hello, I have a Task model in my application which has an optional many to many relationship to a User model. task.assignedUsers user.tasks I am looking to construct a SwiftData predicate to fetch tasks which either have no assigned users or assigned users does not contain specific user. Here is a partially working predicate I have now: static func assignedToOthersPredicate() -> Predicate<Task> { let currentUserGUID = User.currentUserGUID return #Predicate<Task> { task in task.assignedUsers.flatMap { users in users.contains(where: { $0.guid != currentUserGUID }) } == true } } This only returns tasks assigned to others, but not those which have no assigned users. If combine it with this: static func notAssignedPredicate() -> Predicate<Task> { return #Predicate<Task> { task in task.assignedUsers == nil } } Then I get a run time crash: "to-many key not allowed here" What is the proper way to do this? Thanks.
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353
Mar ’25
SwiftUI SimultaneousGesture with RotateGesture and MagnifyGesture fails if only one gesture is recognized
I'm trying to combine a RotateGesture and a MagnifyGesture within a single SwiftUI view using SimultaneousGesture. My goal is to allow users to rotate and zoom an image (potentially at the same time). However, I’m running into a problem: If only one gesture (say, the magnification) starts and finishes without triggering the other (rotation), it seems that the rotation gesture is considered "failed." After that, no further .onChanged or .onEnded callbacks fire for either gesture until the user lifts their fingers and starts over. Here’s a simplified version of my code: struct ImageDragView: View { @State private var scale: CGFloat = 1.0 @State private var lastScale: CGFloat = 1.0 @State private var angle: Angle = .zero @State private var lastAngle: Angle = .zero var body: some View { Image("Stickers3") .resizable() .aspectRatio(contentMode: .fit) .frame(height: 100) .rotationEffect(angle, anchor: .center) .scaleEffect(scale) .gesture(combinedGesture) } var combinedGesture: some Gesture { SimultaneousGesture( RotateGesture(minimumAngleDelta: .degrees(8)), MagnifyGesture() ) .onChanged { combinedValue in if let magnification = combinedValue.second?.magnification { let minScale = 0.2 let maxScale = 5.0 let newScale = magnification * lastScale scale = max(min(newScale, maxScale), minScale) } if let rotation = combinedValue.first?.rotation { angle = rotation + lastAngle } } .onEnded { _ in lastScale = scale lastAngle = angle } } } If I pinch and rotate together (or just rotate), both gestures work as expected. But if I only pinch (or, sometimes, if the rotation amount doesn’t meet minimumAngleDelta), subsequent gestures don’t trigger the .onChanged or .onEnded callbacks anymore, as if the entire gesture sequence is canceled. I found that setting minimumAngleDelta: .degrees(0) helps because then rotation almost never fails. But I’d like to understand why this happens and whether there’s a recommended way to handle the situation where one gesture might be recognized but not the other, without losing the gesture recognition session entirely. Is there a known workaround or best practice for combining a pinch and rotate gesture where either one might occur independently, but we still want both gestures to remain active? Any insights would be much appreciated!
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274
Mar ’25
progress view does not work
I have an app that run Monte Carlo simulations. I run thousands of simulations in the app and a simulation runs can take on the order of 30 seconds to a minute to complete. I would like to have a progress view that tracks the number of simulation runs. How can I implement this in swiftui?
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175
Mar ’25
SWIFTUI: chartLegend alignment 'Centering' option
SWIFTUI : Chart control / view is there way to align the Legends to align the center I see there only 2 options, .chartLegend(position: .bottom, alignment: .leading,spacing: 10) .leading or .trailing code : Chart{ ..... SectorMark.. } .chartLegend(position: .bottom, alignment: .leading,spacing: 10)
Topic: UI Frameworks SubTopic: SwiftUI
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284
Mar ’25
Ornament buttons broken by hoverEffect clipShape
TLDR: Applying a clipShape in a hoverEffect closure is preventing taps from getting through to buttons nested within an ornament. I need to make a custom ornament menu, similar to the stock ornament available via TabView but with some visual tweaks. It displays icons, and then expands to display a label as the user hovers. Example: I've put together a piece of sample code, following guidance from WWDC docs: VStack { } .ornament(attachmentAnchor: .scene(.leading)) { VStack { ForEach(0...7, id:\.self) { index in Button(action: { print(index) // <---- This will not print }) { HStack { Text("\(index)") Text(" button") } } } } .padding(12) .glassBackgroundEffect() .hoverEffect { effect, isActive, proxy in effect .clipShape(RoundedRectangle(cornerRadius: 36) .size(width: isActive ? proxy.size.width : 72, height: proxy.size.height, anchor: .leading) ) } } } The buttons in this code cannot be interacted with, as the print statement never executes. What am I missing here? I've managed to get some weird behavior, sometimes a specific clipShape (like a circle) will allow a tap on a single button, but not others.
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148
Mar ’25
Can @Query and ModelActor co-exist? How?
Context: The SwiftUI @Query macro has an internal modelContext. The ModelActor also has a modelContext, from which the data should be read/written. Issue: When writing to @Model data fetched with @Query macro using a ModelActor, it will crash in the most not-obvious ways. Also, fetching @Model with ModelActor will result in errors in Swift 6 since @Model aren't sendable. Problem to Solve: - How to write a good amount of data to SwiftData/CoreData without blocking the UI thread? Would the recommendation from the Apple team be that a large amount of data should be read/written with ModelActor and a small amount should be done with the @Query's internal modelContext ?
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142
Apr ’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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303
Mar ’25
Button Behavior between fullScreenCover and sheet
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
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190
Mar ’25
Loading secondary Icon
I want to add the option to choose an alternative icon inside the app. Is there a way to load an icon asset from within the app? I downloaded Apple’s alternative icon sample, which is supposed to show a list of icons to choose from, but even in the sample, it did not work. So the current solution is to add every alternative icon along with another image asset of the same image to display to the user. This sounds like a waste of bytes. Thank you in advance for any help.
Topic: UI Frameworks SubTopic: General
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79
Mar ’25
UI freeze during layouting
One of our users reported a very strange bug where our app freezes and eventually crashes on some screen transitions. From different crash logs we could determine that the app freezes up when we call view.layoutIfNeeded() for animating constraint changes. It then gets killed by the watchdog 10 seconds later: Exception Type: EXC_CRASH (SIGKILL) Exception Codes: 0x0000000000000000, 0x0000000000000000 Termination Reason: FRONTBOARD 2343432205 <RBSTerminateContext| domain:10 code:0x8BADF00D explanation:scene-update watchdog transgression: app<bundleID(2A01F261-3554-44C0-B5A9-EBEB446484AD)>:6921 exhausted real (wall clock) time allowance of 10.00 seconds ProcessVisibility: Background ProcessState: Running WatchdogEvent: scene-update WatchdogVisibility: Background WatchdogCPUStatistics: ( "Elapsed total CPU time (seconds): 24.320 (user 18.860, system 5.460), 29% CPU", "Elapsed application CPU time (seconds): 10.630, 12% CPU" ) reportType:CrashLog maxTerminationResistance:Interactive> The crash stack trace looks slightly different, depending on the UI transition that is happening. Here are the two we observed so far. Both are triggered by the layoutIfNeeded() call. Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 CoreAutoLayout 0x1b09f90e4 -[NSISEngine valueForEngineVar:] + 8 1 UIKitCore 0x18f919478 -[_UIViewLayoutEngineRelativeAlignmentRectOriginCache origin] + 372 2 UIKitCore 0x18f918f18 -[UIView _nsis_center:bounds:inEngine:forLayoutGuide:] + 1372 3 UIKitCore 0x18f908e9c -[UIView(Geometry) _applyISEngineLayoutValuesToBoundsOnly:] + 248 4 UIKitCore 0x18f9089e0 -[UIView(Geometry) _resizeWithOldSuperviewSize:] + 148 5 CoreFoundation 0x18d0cd6a4 __NSARRAY_IS_CALLING_OUT_TO_A_BLOCK__ + 24 6 CoreFoundation 0x18d0cd584 -[__NSArrayM enumerateObjectsWithOptions:usingBlock:] + 432 7 UIKitCore 0x18f8e62b0 -[UIView(Geometry) resizeSubviewsWithOldSize:] + 128 8 UIKitCore 0x18f977194 -[UIView(AdditionalLayoutSupport) _is_layout] + 124 9 UIKitCore 0x18f976c2c -[UIView _updateConstraintsAsNecessaryAndApplyLayoutFromEngine] + 800 10 UIKitCore 0x18f903944 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 2728 11 QuartzCore 0x18ec15498 CA::Layer::layout_if_needed(CA::Transaction*) + 496 12 UIKitCore 0x18f940c10 -[UIView(Hierarchy) layoutBelowIfNeeded] + 312 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 QuartzCore 0x18ec2cfe0 -[CALayer animationForKey:] + 176 1 UIKitCore 0x18fa5b258 UniqueAnimationKeyForLayer + 192 2 UIKitCore 0x18fa5ab7c __67-[_UIViewAdditiveAnimationAction runActionForKey:object:arguments:]_block_invoke_2 + 468 3 UIKitCore 0x18fa5ba5c -[_UIViewAdditiveAnimationAction runActionForKey:object:arguments:] + 1968 4 QuartzCore 0x18eb9e938 CA::Layer::set_bounds(CA::Rect const&, bool) + 428 5 QuartzCore 0x18eb9e760 -[CALayer setBounds:] + 132 6 UIKitCore 0x18f941770 -[UIView _backing_setBounds:] + 64 7 UIKitCore 0x18f940404 -[UIView(Geometry) setBounds:] + 340 8 UIKitCore 0x18f908f84 -[UIView(Geometry) _applyISEngineLayoutValuesToBoundsOnly:] + 480 9 UIKitCore 0x18f9089e0 -[UIView(Geometry) _resizeWithOldSuperviewSize:] + 148 10 CoreFoundation 0x18d0cd6a4 __NSARRAY_IS_CALLING_OUT_TO_A_BLOCK__ + 24 11 CoreFoundation 0x18d132488 -[__NSSingleObjectArrayI enumerateObjectsWithOptions:usingBlock:] + 92 12 UIKitCore 0x18f8e62b0 -[UIView(Geometry) resizeSubviewsWithOldSize:] + 128 13 UIKitCore 0x18f977194 -[UIView(AdditionalLayoutSupport) _is_layout] + 124 14 UIKitCore 0x18f976c2c -[UIView _updateConstraintsAsNecessaryAndApplyLayoutFromEngine] + 800 15 UIKitCore 0x18f916258 -[UIView(Hierarchy) layoutSubviews] + 204 16 UIKitCore 0x18f903814 -[UIView(CALayerDelegate) layoutSublayersOfLayer:] + 2424 17 QuartzCore 0x18ec15498 CA::Layer::layout_if_needed(CA::Transaction*) + 496 18 UIKitCore 0x18f940c10 -[UIView(Hierarchy) layoutBelowIfNeeded] + 312 So far, we only know of one iPad Air M1 where this is happening. But we don't know how many users experience this issue without reporting it. Does anyone know what could cause Auto Layout or Core Animation to block in those calls? We have no clue so far...
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190
Apr ’25
AppKit: presentAsModalWindow doesn't center the presented window on macOS 15
When I present a view controller, whose view is a SwiftUI View, via presentAsModalWindow(_:) the presented window is no longer centered horizontally to the screen, but rather its origin is there. I know this issue occurs for macOS 15.2+, but can't tell if it is from 15.0+. I couldn't find any documentation on why was this changed. Here's an example code that represents my architecture: class RootViewController: NSViewController { private lazy var button: NSButton = NSButton( title: "Present", target: self, action: #selector(presentView)) override func viewDidLoad() { super.viewDidLoad() // Add button to tree } @objc func presentView() { presentAsModalWindow(PresentedViewController()) } } class PresentedViewController: NSViewController { override loadView() { view = NSHostingView(rootView: MyView()) } } struct MyView: View { /* impl */ }
Topic: UI Frameworks SubTopic: AppKit Tags:
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196
Mar ’25