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Need help with a very strange crash log [SIGNAL 6 Abort trap: 6]
I've been encountering a strange crash that occurs randomly on my app's startup. The app compiles and (usually) runs just fine. I have found no methods to consistently reproduce this crash. I would provide the exception backtrace, but for some reason it's being flagged as sensitive language?? So instead I've attached the full crash log for anyone who is interested. Any help resolving this issue would be greatly appreciated.
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221
May ’24
Volume slider not working in AVPlayer
Hello, I'm facing an issue with the volume slider in AVPlayer. Despite setting the volume property and mute property to false, the volume slider does not work as expected. Initially, the volume is muted with the slider set to the minimum. If I change the volume, when I release the slider, it returns to the minimum and the mute icon remains active. However, if I set it to maximum, the setting remains and the icon changes. However, the video volume never changes and remains at the value set in the code. Here is the code I am using: var player: AVPlayer! var playerController: AVPlayerViewController! override func viewDidLoad() { super.viewDidLoad() player = AVPlayer(url: URL(fileURLWithPath: Bundle.main.path(forResource: "video", ofType: "mp4")!)) player.volume = 0.5 player.isMuted = false playerController = AVPlayerViewController() playerController.player = player playerController.view.frame = self.view.frame addChild(playerController) view.addSubview(playerController.view) playerController.view.frame = view.bounds playerController.didMove(toParent: self) player.play() } Can someone please help me resolve this issue? Any assistance would be greatly appreciated. Thank you.
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184
May ’24
I'm developing a CarPlay music app and encountering a crash when trying to present a CPActionSheetTemplate using presentTemplate on the CPInterfaceController in iOS 15.2. The app functions as expected on iOS 17*.
*** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Unsupported object <CPActionSheetTemplate: 0x600000883720> <identifier: 154853B1-42C9-4A2E-A2AA-8431664FCDC4, userInfo: (null), tabTitle: (null), tabImage: (null), showsTabBadge: 0> passed to presentTemplate:animated:completion:. Allowed classes: {( CPGridTemplate, CPListTemplate, CPNowPlayingTemplate, CPTabBarTemplate, CPAlertTemplate, CPVoiceControlTemplate )} Thanks in advance!
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May ’24
Unable to import ObjC interface from a package in a public ObjC file in a framework
Problem Statement: Unable to import .h file from an ObjC SPM to a .h file in an ObjC file in a framework with mix of ObjC and Swift code The issue is: in order to support access of ObjC file in Swift code in a framework we need to use umbrella header (in place of bridging header). Once the file is imported in Umbrella header and made public it will no longer allow import of .h file from package in its interface Project Structure: a. Package: ObjCPackage ObjCPackage |- Package.swift |- ObjCPackage MathsUtilities.h (class interface) MathsUtilities.m (class implementation) NiceLogs.h (protocol) b. Project: ObjCSwiftFramework ObjCSwiftFramework |- ObjCSwiftFramework.h (umbrella header) |- Calculation.h (objc class interface) |- Calculation.m (objc class implementation) |- SwiftCalci.swift (swift class) Details: #import <ObjCSwiftFramework/Calculation.h> added in ObjCSwiftFramework.h as Calculation has to be used in SwiftCalci Calculation.h marked as public in target membership in Xcode so that it can be added in umbrella header ObjCSwiftFramework.h #import "NiceLogs.h" in Calculation.h gives error Here is a small sample which I created to demonstrate the problem: ObjCSwiftFramework
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227
May ’24
Launch Full Immersive Space from NavigationLink button
I am trying to launch openImmersiveSpace, but seem like there is an issue with the openImmersiveSpace Task. Error: Static method 'buildExpression' requires that 'Task<OpenImmersiveSpaceAction.Result, Never>' conform to 'View' Here is the code and the error shows up on the "Task" line. import SwiftUI import RealityKit import RealityKitContent struct TestView: View { @Environment(\.openImmersiveSpace) var openImmersiveSpace @Environment(\.dismissImmersiveSpace) var dismissImmersiveSpace var body: some View { VStack{ Text("Open Full Immersive & switch to NextViewArea") NavigationLink { Task { await openImmersiveSpace(id: "ImmersiveSpace") } NextViewArea() } label:{ Label(" Enter Full Immersive Space") } } } } How can I move onto the next view area in the floating window while also launching full immersive space. Any help would be much appreciated.
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May ’24
.onChange not triggered after pairing
I have encountered a strange behavior these past couple weeks while dealing with Bluetooth, mostly because my code hasn't changed in over 6 months (maybe it was not working before and now it's correct, who knows). Essentially, when i pair with a bluetooth device for the first time, the onchange has stopped firing. I can post more exact code of the view but I didn't think it was necessary but after you select the device you want to connect to (for the first time) you get asked by the OS to pair. After successful connection, we read information from the device (the Profiles). Once I get that information, i set dataGathered to true which triggers .onChange and I can navigate. However, with this initial connection/pairing the .onChange is never triggered, but i know i'm getting my dataGathered set to true because my print is being set. Subsequent connections do cause .onChange to be triggered with 0 profiles and with many profiles. This code hasn't changed in months so i'm not sure if there's SwiftUI bug that's sprung up or what, or if there's an inherint issue with what i was doing and it's only now being caught. struct DeviceSearchView: View { @StateObject var connectedManager: Manager = Manager() @StateObject var bluetoothListener: Listener = BluetoothListener() var body: some View { body .onChange(self.bluetoothListener.connectedDevice) { device in device.getData() } .onChange(self.connectedManager.dataGathered) { dataGathered in // determine navigation } } } Manager Object final class Manager: ObservedObject, BTDelegate, Identifiable /*i've tried adding/switching with Equatable but no change*/ { @Published var dataGathered: Bool = false @Published var profileList: Profile = [Profile]() @Published var index: Int = 0 func updatedProfile(list: NSArray, selectedIndex: Int) { print("profiles are in fact here") var newList = [Profile]() for element in list { if let profile = element as? B50Profile { print("\(profile.name)") if !newList.contains(profile){ newList.append(profile) } } } self.profileList = newList self.index = selectedIndex self.dataGathered = true print("data gathered is \(self.dataGathered)" } }
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241
May ’24
SwiftUI App Crashes on Simulator When Using @Query Macro in Chart Interaction
I'm developing an app with a chart in SwiftUI. I want the following block of code to run when the chart is clicked. On my personal iPhone, the app works flawlessly. But when I try it in the simulator it crashes and gives me about 5-10 of the following errors. When I remove the @Query macro from the code block, the application does not crash in the simulator, but I continue to get the errors I mentioned. If I do not run the following code block, I do not get the errors I mentioned. struct SaleDetailView: View { @Query(filter: #Predicate<Registration> { !$0.activeRegistration }) private var regs: [Registration] var body: some View { VStack { DailySaleView() } .padding() } } Thank you in advance for your answers. Do not hesitate to ask if you have any questions. Thanks, MFS
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May ’24
When Rotate screen, a scanning sheet does not respond to any touch interactions
I have implemented NFC card reading functionality using NFCTagReaderSession. After starting the NFC reader session in landscape mode at least once, if I switch back to portrait mode and attempt to start the NFC reader session again, the scanning sheet does not respond to any touch interactions. Regardless of whether the screen is rotated, I expect the user to be able to close the reading screen, but it remains open. Is there any workaround for this issue? Code: class ViewController: UIViewController, NFCTagReaderSessionDelegate { func tagReaderSessionDidBecomeActive(_ session: NFCTagReaderSession) { } func tagReaderSession(_ session: NFCTagReaderSession, didInvalidateWithError error: any Error) { } func tagReaderSession(_ session: NFCTagReaderSession, didDetect tags: [NFCTag]) { } override func viewWillTransition(to size: CGSize, with coordinator: any UIViewControllerTransitionCoordinator) { super.viewWillTransition(to: size, with: coordinator) let session = NFCTagReaderSession(pollingOption: [.iso14443], delegate: self) session?.begin() } } PLATFORM AND VERSION iOS Device Information: Xcode 15.3 iPhone Xs (iOS 17.4) iPhone 8 (iOS 16.7.7) STEPS TO REPRODUCE Procedure and Results: 1.Launch the app. →The portrait mode is displayed. 2.Rotate from portrait to landscape. →The landscape screen shows the NFC reading interface. 3.Tap the cancel button on the NFC reading screen. →The landscape NFC reading screen closes. 4.Rotate back from landscape to portrait. →The portrait screen displays the NFC reading interface. 5.Tap the cancel button (cross icon) on the NFC reading screen. →The portrait NFC reading screen does not close.
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May ’24
Toolbar does not animate in with Swift UI NavigationStack
Hello, fairly new to Swift, I come from a React Native background. One of the hardest things I'm finding is simply customising the screen headers in the navigation. I've managed to do it using a custom modifier that uses .toolbar and ToolbarItem as shown below: struct NavBar: ViewModifier { let title: String let showBackButton: Bool? @Environment(\.dismiss) private var dismiss func body(content: Content) -> some View { return content .toolbar { if showBackButton == true { ToolbarItemGroup(placement: .navigationBarLeading) { Button(action: { dismiss() }) { Image("BackButton") }.padding(.top, 18) } } ToolbarItem(placement: .principal) { Text(title) .font(Font.custom("Knight Vision", size: 28)) .foregroundColor(.white).padding(.top, 20) } } .navigationBarBackButtonHidden(true) } } This is all fine and suits my needs however I'm finding that the toolbar does not slide in with the rest of the screen when navigating to as screen with it on. I would expect the title to slide in with the other items on the screen. Especially since the toolbar does animate out, it just does not animate in. Heres a video so you can see what I mean. Am I doing something wrong here? Is there a better way to do this? [linkText](https://www.youtube.com/shorts/6M-glapBZz0 /)
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May ’24
Full width UICollectionViewCells overlap during interface orientation rotations causing ugly animation
Preface Upon rotating the interface, the UICollectionViewCells overlap, generating an unpleasant animation that for sure can't be used in production. The code The code was executed on iPhone 6S (NN0W2TU/A A1688) with iOS 15.8.2. I could reproduce the issue on iPhone 15 Pro with iOS 17 on simulator as well. SelfConfiguringCell.swift: import UIKit protocol SelfConfiguringCell: UICollectionViewCell { static var reuseIdentifier: String { get } func configure(with image: String) } ISVImageScrollView.swift: Code here CarouselCell.swift: import UIKit import SnapKit class CarouselCell: UICollectionViewCell, SelfConfiguringCell, UIScrollViewDelegate { static var reuseIdentifier: String = "carousel.cell" internal var image: String = "placeholder" { didSet { self.imageView = UIImageView(image: UIImage(named: image)) self.scrollView.imageView = self.imageView } } let scrollView: ISVImageScrollView = { let scrollView = ISVImageScrollView() scrollView.minimumZoomScale = 1.0 scrollView.maximumZoomScale = 30.0 scrollView.zoomScale = 1.0 scrollView.contentOffset = .zero scrollView.bouncesZoom = true return scrollView }() var imageView: UIImageView = { let image = UIImage(named: "placeholder")! let imageView = UIImageView(image: image) return imageView }() func setImage(_ image: String) { self.image = image } func configure(with image: String) { self.setImage(image) self.scrollView.snp.makeConstraints { make in make.left.top.right.bottom.equalTo(contentView) } } override init(frame: CGRect) { super.init(frame: frame) contentView.backgroundColor = UIColor.black scrollView.delegate = self scrollView.imageView = self.imageView contentView.addSubview(scrollView) } required init?(coder: NSCoder) { fatalError("Cannot init from storyboard") } func viewForZooming(in scrollView: UIScrollView) -> UIView? { return self.imageView } } ViewController: import UIKit class ViewController: UICollectionViewController { var currentPage: IndexPath? = nil let images = ["police", "shutters", "depot", "cakes", "sign"] init() { let compositionalLayout = UICollectionViewCompositionalLayout { sectionIndex, environment in let absoluteW = environment.container.effectiveContentSize.width let absoluteH = environment.container.effectiveContentSize.height // Handle landscape if absoluteW > absoluteH { print("landscape") let itemSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1), heightDimension: .fractionalHeight(1) ) let item = NSCollectionLayoutItem(layoutSize: itemSize) let groupSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1), heightDimension: .fractionalHeight(1) ) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) return section } else { // Handle portrait print("portrait") let itemSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1.0), heightDimension: .absolute(absoluteW * 9.0/16.0) ) let item = NSCollectionLayoutItem(layoutSize: itemSize) let groupSize = NSCollectionLayoutSize( widthDimension: .fractionalWidth(1.0), heightDimension: .absolute(absoluteW * 9.0/16.0) ) let group = NSCollectionLayoutGroup.horizontal(layoutSize: groupSize, subitems: [item]) let section = NSCollectionLayoutSection(group: group) return section } } let config = UICollectionViewCompositionalLayoutConfiguration() config.interSectionSpacing = 0 config.scrollDirection = .horizontal compositionalLayout.configuration = config super.init(collectionViewLayout: compositionalLayout) } required init?(coder: NSCoder) { fatalError("init(coder:) has not been implemented") } override func viewDidLoad() { super.viewDidLoad() collectionView.delegate = self collectionView.dataSource = self collectionView.isPagingEnabled = true // Register cell for reuse collectionView.register(CarouselCell.self, forCellWithReuseIdentifier: CarouselCell.reuseIdentifier) } override func numberOfSections(in collectionView: UICollectionView) -> Int { return 1 } override func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int { return self.images.count } override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell { guard let reusableCell = collectionView.dequeueReusableCell(withReuseIdentifier: CarouselCell.reuseIdentifier, for: indexPath) as? CarouselCell else { fatalError() } let index : Int = (indexPath.section * self.images.count) + indexPath.row reusableCell.configure(with: self.images[index]) return reusableCell } } Notes I found a similar unanswered question here. I'm sure something can be done about it because if I switch to SwiftUI with a TabView, that according to SwiftUI Introspect documentation for TabViewWithPageStyleType, is using UICollectionView under the hood, I'm not getting that ugly animation anymore. Though I can't switch to SwiftUI to use TabView because on interface rotation it loses the page index (well known bug, see here), which probably is even trickier to workaround.
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249
May ’24
CreateML hyperparameters
Hi, I try to create some machine learning model for each stock in S&P500 index. When creating the model(Boosted tree model) I try to make it more successfully by doing hyper parameters using GridSearchCV. It takes so long to create one model so I don't want to think of creating all stocks models. I tried to work with CreateML and swift but it looks like it takes longer to run than sklearn on python. My question is how can I make the process faster? is there any hyper parameters on CreateML on swift (I couldn't find it at docs) and how can I run this code on my GPU? (should be much faster).
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May ’24
StructureBuilder Trajectory issues during merging
In larger scenes, I need to record motion trajectories. RoomCaptureSession always starts from (0,0,0), and I use the last tracked point as the offset value to connect multiple trajectory points, just like StructureBuilder merging models But when StructureBuilder merged, it eliminated some of the models, which would make the trajectory points I saved lose accuracy, and I cannot know how much scene size was specifically eliminated between them Is there any way you can help me?
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192
May ’24
Apple activity ring(sparkle)
Hello everyone My goal is to create Apple's activity ring sparkle effect. So I found Paul Hudson's Vortex library. There is already a sparkle effect, but I don't know how to modify it to achieve my goal. Because I'm pretty new to SwiftUI animations. Does anyone have any idea how I could do this? Vortex project: https://github.com/twostraws/Vortex
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May ’24
A syntax error I'm not understanding...
I'm defining a typealias for a set, and then creating an extension for the new typealias. When I do this, I'm getting an odd syntax error. Any/all guidance appreciated. typealias IntSet = Set&lt;Int&gt; extension IntSet { func aFunction() -&gt; Set&lt;String&gt; { let array: [String] = self.map { "\($0)" } return Set(array) } } At the return line, I get the following syntax error: Cannot convert return expression of type 'Set&lt;Int&gt;' to return type 'Set&lt;String&gt;' Even if I replace the return line with the following, I get the same compile error return Set("array")
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May ’24
Returning to previously opened app
Hi everyone, I’m just starting with swift and Xcode and have a basic question. I have the following code I found online for an app that generates math addition questions. I would like to run this Math app on my iPhone just before I open the apps I use most often (let’s say mail, WhatsApp, calendar and notes) ask me a maths question and if I answer correctly, carryon with the app originally intended to be opened. I can do the opening of the Math app before the apps I use more often with shortcuts. I would like to modify the code bellow so that if I answer correctly it “closes” itself and returns to the originally intended app. With that intention I included the “exit(0)”, but I get an error. Thanks for your help in advance! Best, Tom struct ContentView: View { @State private var correctAnswer = 0 @State private var choiceArray : [Int] = [0, 1, 2, 3] @State private var firstNumber = 0 @State private var secondNumber = 0 @State private var difficulty = 1000 var body: some View { VStack { Text("(firstNumber) + (secondNumber)") .font(.largeTitle) .bold() HStack { ForEach(0..<2) {index in Button { answerIsCorrect(answer: choiceArray[index]) generateAnswers() } label: { AnswerButton(number: choiceArray[index]) } } } HStack { ForEach(2..<4) {index in Button { answerIsCorrect(answer: choiceArray[index]) generateAnswers() } label: { AnswerButton(number: choiceArray[index]) } } } } func answerIsCorrect(answer: Int){ if answer == correctAnswer {exit(0)} } } func generateAnswers(){ firstNumber = Int.random(in: 0...(difficulty/2)) secondNumber = Int.random(in: 0...(difficulty/2)) var answerList = Int correctAnswer = firstNumber + secondNumber for _ in 0...2 { answerList.append(Int.random(in: 0...difficulty)) } answerList.append(correctAnswer) choiceArray = answerList.shuffled() } } struct ContentView_Previews: PreviewProvider { static var previews: some View { ContentView() } }
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May ’24
Test Finder right-click feature in a desktop app using Swift
I'd like to know how to test behavior in Swift on Desktop that needs to interact with external elements, in my case the Finder. My goal is simple: add an option in the right-click menu of the Finder that will open my application with the selected entry or entries (file or folder) from the Finder. I have thus set the elements NSMenuItem, NSMessage, NSPortName, NSRequiredContext (NSApplicationIdentifier: com.apple.finder) etc. I also created a class FinderService with a function performService having this declaration: func performService(_ pboard: NSPasteboard, userData: String, error: AutoreleasingUnsafeMutablePointer&lt;NSString&gt;) { NSLog("performService called!") } And I instantiated my class like this: NSApplication.shared.servicesProvider = FinderService(). However, when I build and launch the application nothing happens, well my application runs fine and the instantiation of the class seems to be correctly called. But when I open my Finder, my action is not displayed in the right-click context menu. And in the logs of my application, no error appears. How can I test this?
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292
May ’24
SwiftInterfaceGeneratedHeader Bug
For calling swift api of a class to cpp , we need to include SwiftInterfaceGeneratedHeader to cpp file and then we can access swift class api in cpp . Signature of swift class with public apis will be added to the SwiftInterfaceGeneratedHeader. We find an odd behaviour here . Signature of classes will be added to SwiftInterfaceGeneratedHeader in alphabetical order (swift class name alphabetically lower will be added first to generated header). If we have a swift class which is referenced by another swift class Api , then referenced class's name should be alphabetically lower that referee class , otherwise we will get a build error :- "Unknown class name". public class A { public func funca () { print ("class A") } } public class B { public func funcb () { print ("class B") } public func funcb2 (pA:A) { pA.funca() } public func funcb3 (pC:C) { pC.funcc() } } public class C { public func funcc () { print ("class C") } } Cpp class where we include bridging header after turning on swift cpp interop : class Test1 { public: static void testfunc (); }; #include "Test1.hpp" #include "cppswiftinterop-Swift.h" void Test1::testfunc() { } Here , we have three swift classes , Class A,B,C. And since we are including SwiftInterfaceGeneratedHeader in cpp , signature of these class will be added to the generated header . In this project , we are referencing Class A and Class C from Class B . And since A is alphabetically lower that B , it works fine (because signature of A in Generated header will be added before it is referenced by B). But since C is alphabetically above than B , it will through build error (Unknown type name 'C') , because Signature of C in Generated header will be added after it is referenced by class B). If i rename Class C to Class AA then , it works fine. Is this a bug in swift cpp interop?
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333
May ’24
Question regarding fullScreenCover
Hello everyone, I have a problem in a project I am currently working on. Some background information regarding the problem is that I am creating some buttons in a foreach loop in another script that retrieve information from a server. These buttons are displayed in a grid with a width of 2 entries. The element that the buttons belong to also contain a fullScreenCover functionality, but the full screen cover functionality is only being called for the top four entries in the grid but the button works on all of the entries. Here is the partial code: Button(action:{ let _ = print("Button was clicked",self.title) isDetailPresented.toggle() let _ = print("Button was clicked",self.isDetailPresented) }) { VStack { ... } .foregroundColor(Color.black) .fullScreenCover(isPresented: $isDetailPresented, onDismiss: { //some function is being called here let _ = print("Moving on") }, content: { let _ = print("I have moved on") //a view to be opened }) I already checked that the boolean changes on all entries but I can't figure out why the content is not being displayed for the entries below the 4 top ones. Any help would be appreciated.
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143
May ’24