I accedently removed my info.plist can someone help me make one based on this image
Explore the art and science of app design. Discuss user interface (UI) design principles, user experience (UX) best practices, and share design resources and inspiration.
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ปุ่ม ฝ เอาไปสลับกะปุ่ม backspace น่าจะใช้สะดวกขึ้น
Hello Apple Developer Support,
We initially uploaded our INRx App on a different Apple Developer account for internal testing purposes.
Now, we would like to publish the same app under a new Apple Developer account for production, but we're currently facing a design-related rejection during the review process.
We believe the app meets all guidelines, and there were no design issues flagged previously when submitted from the testing account.
Could you please help us understand:
Why the same app is now being rejected for design issues?
Is there a way to resolve this while moving the app to the new account?
Any advice or clarification would be greatly appreciated so we can successfully proceed with publishing.
Thank you!
Is it possible to use the new variable draw feature for a custom SF Symbol without it leaving the background behind it when it is not drawn?
I am trying to make a tally icon that is drawn with the variable draw, but it doesn't look good if the tally is visible in the background before it is drawn.
I'm developing an iPadOS 18+ application that uses a UITabBarController, styled as a sidebar, to serve as the primary navigation interface. This setup includes 20 different tabs, each representing a distinct section of the app.
For the user experience, each tab needs to present a master-detail interface, implemented using a UISplitViewController. The goal is to allow users to navigate between tabs via the sidebar, and within each tab, access related content through the split view's list-detail pattern.
The Problem:
Currently, my implementation involves instantiating a separate UISplitViewController for each tab, resulting in 20 unique split view instances embedded inside the UITabBarController. While this works functionally, it leads to significant memory usage, especially after the user opens each tab at least once. The accumulation of all these instantiated view controllers in memory eventually causes performance degradation or even memory warnings/crashes on lower-end iPads.
The Question:
What is the best approach to implement this type of architecture without running into memory management issues?
Specifically:
Is there a way to reuse or lazily load the UISplitViewController instances only when needed?
Can we unload or release split view controllers that haven't been used for a while to reduce memory pressure?
Would a custom container controller be more appropriate than using UITabBarController in this case?
Are there iPadOS 18+ best practices or newer APIs that support this kind of complex multi-tab, multi-split-view structure efficiently?
Any advice on how to optimize memory usage while preserving the sidebar navigation and split view layout would be highly appreciated.
Hello, I am looking to develop a relationship with a developer that has experience running through the IOS build approval process. To elaborate, my team and I have designed and built a software application which is working through the Apple Developer review process to have the app approved and released to the App Store. Unfortunately, there has been some challenges, simple challenges in my eyes with our interface preventing Apple from approving our application. Happy to elaborate further.
A primary problem and solution I have seen is the software build was testing solely on the iPhone but as recently directed it seem the application must be accessible on iPad as well. With this the case, I have experience some software platforms where on the ipad the interface is not displayed on the whole screen. I am looking for direction on how to implement this setup for the 1st IOS build. Another concern from Apples Developer Review team is the App Tracking Transparency kit may need to be implemented.
When receiving or dialing a call, the green (answer) and red (decline) icons appear blurry, and there is a black screen overlay around the icons. This makes it difficult to interact with the call interface properly.
Hey there! I'd love to know if theres a way where you can animate items between ZStack and VStacks? Just like the native iOS notifications on the Lockscreen stack at the bottom and if tapped, they convert from a Stack to a List - I have a list with items, displayed in a VStack, and I make the list collapsable when swiping down, where the items stack behind eachother with a progresisve reduction in opacity & scale, but I havent figured out a way to animate the items between the list and the stack - where you can visually see items starting to overlap and stack ontop of eachother when collapsing the list.
Dear Apple Innovation Team,
I have a game-changing iPhone concept and want Apple to explore it first.
📱 iPhone 18 – The First True Portless iPhone
No ports – MagSafe 2.0 with high-speed data transfer.
Under-display Face ID & Camera – No security compromise.
Seamless OLED Display – No interruptions, just pure screen.
📂 iPhone 20 – The Perfect Foldable
Crease-free foldable design – Apple perfects what others failed to.
Optimized iOS for foldables – Smooth UI & app integration.
Apple leads the foldable market.
🚀 Why This Matters: Apple can set a new standard & dominate both innovations.
Looking forward to your response.
Best,
Saksham Sethi
Hi,
I have the following code, which for some reason is not working as expected. I have an .onAppear and a .task function that isn't running, which I can see isn't running because nothing is printing. Any guidance would be greatly appreciated. Thank you.
struct ContentView: View {
var body: some View {
ZStack {
switch view {
case .view1: View1()
case .view2: View2()
case .view3: View3()
case .view4: View4()
case .view5: View5()
default: SubscriptionStoreView(groupID: "")
}
}
.onAppear() {
view = .view6
print("test 1")
}
.task {
print("test")
await refreshPurchasedProducts()
}
}
func refreshPurchasedProducts() async {
// Iterate through the user's purchased products.
for await verificationResult in Transaction.currentEntitlements {
switch verificationResult {
case .verified(let transaction): print("verified")
case .unverified(let unverifiedTransaction, let verificationError): print("unverified")
default: print("default")
}
}
}
}
1/自从更新26.0版本 页面好看但是应用和主界面使用体验非常差很卡
2/苹果键盘功能有待优化 表情和语音文字识别还有键盘设置
3/还有手机发热卡顿 导致非常多的使用不方便 苹果官方请优化以上问题
Hi, I'm getting started with designing and coding a watchOS app. I wanted to use Sketch to plan the UI before I dive into coding, but it seems like the official Sketch templates on the Design Resources page only have templates for the Series 8 and SE 2 on watchOS 10. I want to use the Series 10's screen size for my layouts since it's the model I have, but I can't find a template for it. Will the official templates be updated for the new models? If not, does anyone know of a third-party template I can use? Thanks in advance!
I found that unofficial apps like ChatGPT and Shadowrocket can use widgets in VisionOS 26. How is this achieved? How can I also enable widgets for apps I develop?
I’m working with Reality Composer and noticed that images added directly to a scene appear significantly darker when viewed in AR.
This seems different from how other objects in the scene respond to lighting, especially under varying real-world light conditions.
Is this expected behavior?
Are images treated with a different lighting model in Reality Composer?
Is there any recommended way to get more consistent light response for image-based artworks?
Hi guys, I've exported pngs for the middle and front images of an icon but I still se this weird shadow on top of the icon. Do anyone knows how to solve this?
I am trying to resize a Window Form after it loads and have done quite a bit of searching for code to do it.
Here is one code snippet that works to size the form during the design phase.
self.view.window?.contentMinSize = CGSize(width: 1100, height: 310)
I have tried code like below to increase the window size after the Form loads
if let myWindow = self.view.window ?? NSApplication.shared.mainWindow
{
// Increase window size and position after it loads
let newRect = NSRect(x: 100, y: 100, width: 1400, height: 900)
}
It seems that this code not only changes the Form size after loading, but also changes the size of the Form in Main.swift, which is something I don't want.
I read elsewhere that I had to disable constraints to resize the Form, so I tried code below.
let tableView = NSTableView()
tableView.translatesAutoresizingMaskIntoConstraints = false
let newRect = NSRect(x: 100, y: 0, width: 1100, height: 600)
myWindow?.setFrame(newRect, display: true)
That code did not seem to do anything as well.
Also, the Form displays in the lower left of the screen.
Note that main reason I want to resize the Form after loading is to keep it smaller during design development. The same goes for the NSTableView, which I have not gotten to yet.
let glassView = UIVisualEffectView(effect: UIGlassEffect(style: .clear))
glassView.frame = CGRect(x: 100, y: 200, width: 200, height: 400)
self.view.addSubview(glassView)
Though UIGlassEffect has two variants: .regular and .clear, even the clear one has some blur on the background.
Is there a way to do get absolute no blur? Edges still have the glass effect.
Apple does this in two places:
Camera app:
Text magnifier:
Hi friends, I need a design and coding team to publish a fintech app. Can anyone help me with this?
I've been playing around with the recently published iPad PRO M5 13" and it's awesome in most ways I've been able to think of. But this video capture of the app I'm developing, for example, lacks it the app icon "should" be just slightly translucent as I see it.
https://youtube.com/CAukICBrVzw
However I'm not and UI/X person and this is primarily my personal preference only for an option to allow for devs.
This issue affects core system UI elements such as Control Center, notifications, and system apps. In iOS 26, the Liquid Glass UI introduces excessive transparency and blur across the system. This significantly reduces text readability, lowers contrast, and causes visual fatigue during prolonged use.
There is currently no true option to fully disable Liquid Glass effects. Existing accessibility settings only partially mitigate the issue and do not restore a solid, high-contrast interface similar to iOS 18.
Please consider adding a system-wide toggle to completely disable Liquid Glass and transparency effects, or provide a solid UI mode for users who prioritize readability and visual comfort.
This is especially important for accessibility, as the current design negatively impacts users sensitive to eye strain and low contrast.