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SwiftData/DataUtilities.swift:1093: Fatal error: Unable to parse keypath for non-PersistentModel Type
My iOS Testflight App is crashing immediately after download/start (on all physical devices) iOS Console says: SwiftData/DataUtilities.swift:1093: Fatal error: Unable to parse keypath for non-PersistentModel Type The code is probably it is during self.modelContainer = try ModelContainer( for: Model1.self, Model2.self, Model3.self, Model4.self, configurations: ModelConfiguration(isStoredInMemoryOnly: isPreview)) modelContainer.mainContext.autosaveEnabled = true The app runs fine on physical devices in run scheme (debug or release) I have no clue how to solve this. Any ideas?
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988
Feb ’24
SwiftUI: How to blend between UIImages without pulsating/pumping effect?
I want to smootlhy blend two or more UIImages without pulsating/pumping effect but cannot achieve this. I have created a simple example code to visualize my issue. Two UIImages with exactly the same content ("gear") are initialized. The images are then manipulated via "func resizeImage()" with: UIGraphicsBeginImageContext() defer { UIGraphicsEndImageContext() } draw(in: CGRect()) This custom draw: (in:) is important for me as in my app there is a lot of custom drawing logic. In the body I use a PhaseAnimator to animate through the different stages of my custom animation. The result is always a pulsating/pumping effect which is unwanted. If the shape of two blended UIImages is exactly the same, there should not be any noticeable difference, especially no intensity change. How to get a smooth blend without pulsating/pumping effect? Any help appreciated. import SwiftUI struct ContentView: View { @State var widgetSize: CGFloat = 128 let img1 = UIImage(systemName: "gear")! let img2 = UIImage(systemName: "gear")! func resizeImage(image: UIImage, newWidth: CGFloat) -> UIImage { let scale = newWidth / image.size.width let newHeight = image.size.height * scale UIGraphicsBeginImageContext(CGSizeMake(newWidth, newHeight)) image.draw(in: CGRectMake(0, 0, newWidth, newHeight)) guard let newImage = UIGraphicsGetImageFromCurrentImageContext() else { return UIImage(systemName: "questionmark")! } UIGraphicsEndImageContext() return newImage } var body: some View { PhaseAnimator([1, 2]) { phase in // This is just for demonstration purposes // I have two or more UIImages that I want to smootlhy blend // The UIImages are created with image.draw // the result is a pulsating animation but I would expect // a smooth blend over with no noticable change when there are two // UIImages with identical content let i1 = self.resizeImage(image: img1, newWidth: widgetSize) let i2 = self.resizeImage(image: img2, newWidth: widgetSize) VStack { Image(uiImage: phase == 1 ? i1 : i2) .renderingMode(.template) .foregroundStyle(.white) .background(.black) Spacer() } } } } #Preview { ContentView() }
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Jul ’24