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?
Post
Replies
Boosts
Views
Activity
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()
}