My app is designed to share and import images with apps such as the File app. I created a program after looking at various information, but the app from which the images are shared does not work, and the screen cannot be moved to the main screen of my app. The program is as follows. How should I modify it?
import UIKit
import MobileCoreServices
import UniformTypeIdentifiers
class ShareViewController: UIViewController {
let suiteName: String = "group.com.valida.pettyGeneral"
let keyString: String = "share-general"
override func viewDidLoad() {
var nameArray: [String] = [String]()
let sharedDefaults: UserDefaults = UserDefaults(suiteName: self.suiteName)!
guard let inputItem = self.extensionContext?.inputItems.first as? NSExtensionItem, let attachments = inputItem.attachments else {
return
}
let identifier = UTType.image.identifier
let imgAttachments = attachments.filter { $0.hasItemConformingToTypeIdentifier(identifier) }
let dispatchGroup = DispatchGroup()
for (no, itemProvider) in imgAttachments.enumerated() {
dispatchGroup.enter()
itemProvider.loadItem(forTypeIdentifier: identifier, options: nil) { [self] item, error in
do {
if let error = error {
throw error
} else if let url = item as? URL {
let data = try Data(contentsOf: url)
let fileManager = FileManager.default
let url = fileManager.containerURL(forSecurityApplicationGroupIdentifier: suiteName)
if let url = url?.appendingPathComponent(String(no)) {
try! data.write(to: url)
}
nameArray.append(String(no))
}
do { dispatchGroup.leave() }
} catch {
print("Error")
do { dispatchGroup.leave() }
}
}
}
dispatchGroup.notify(queue: .main) { [self] in
// 全ての画像を保存
sharedDefaults.set(nameArray, forKey: self.keyString)
sharedDefaults.synchronize()
// メニュー画面に移動する
openUrl(url: URL(string: "container-general://"))
self.extensionContext!.completeRequest(returningItems: [], completionHandler: nil)
}
}
//#selector(openURL(_:))はこの関数がないと作れない
@objc func open(_ url: URL) {}
func openUrl(url: URL?) {
let selector = #selector(open(_ : ))
var responder = (self as UIResponder).next
while let r = responder, !r.responds(to: selector) {
responder = r.next
}
_ = responder?.perform(selector, with: url)
}
func openContainerApp() {
let url = URL(string: "container-general://") // カスタムスキームを作って指定する
var responder: UIResponder? = self
while responder != nil {
if let application = responder as? UIApplication {
let selector = sel_registerName("openURL:")
application.perform(selector, with: url)
break
}
responder = responder?.next
}
}
}
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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I am trying to work with the data inside the barcode string in shared PKPass.
The documentation shows that is should look for @property (nonatomic, readonly, nullable) PKBarcode *primaryBarcode;
I have tried to use it like this
guard let code = pass.primaryBarcode?.message else { return }
I get a constant message that PKPass has no member primaryBarcode
The PKPass.h file in my IOS SDK does not seem to include the @property primaryBarcode or @property barcode.
I am running Xcode 16.4 (16F6) and my app target is 17.6 + Is there a restriction on this property?
I cannot find an SDK later than mine - the App Store does not offer one.
I am unsure of this is a public or private issue - does anyone know?
Thanks for reading this.
Max
Topic:
UI Frameworks
SubTopic:
SwiftUI
When my CPMapButton is selected/focused, I would like to be able to provide a focusedImage to correctly show the button when the blue focus is shown. Currently I have:
What do I need to do to create an image that works more like the panning interface buttons?
How should I program the globe key? If possible, could you teach me in C language?
Topic:
UI Frameworks
SubTopic:
General
I am using live activity in my app. Functionality is start, update & end events are started from the server. There is one interaction button added using app intent in live activity widget. That button needs to update widget ui locally using activity kit.
Issue is when os receives first start event push then update ui works fine and reflecting on live activity widget but when update notification receives by os after 1 mins then action button stops updating the ui locally.
Can anyone please add some suggestions to fix this.
Hi Apple Developer Team,
In my tvOS app built with SwiftUI, I have a tab-based interface with several sections. The first tab (index 0) is the Home tab. Other tabs include Contact, WiFi, Welcome, etc.
I want to handle the remote's Menu / Back button (.onExitCommand) so that:
If the user is on any tab other than Home (tabs 1, 2, 3, etc.), pressing the Menu button takes them back to the Home tab.
If the user is already on the Home tab, then pressing the TV/Home button (not Menu) behaves as expected — suspending or exiting the app (handled by the system, no code involved).
Here's a simplified version of what I implemented:
.onExitCommand {
if selectedTab != 0 {
selectedTab = 0
focusedTab = 0
} else {
// Let system handle the exit when user presses the TV/Home button
}
}
This behavior ensures users don’t accidentally exit the app when they're browsing other tabs, and provides a consistent navigation experience.
Question:
Is this an acceptable and App Store-compliant use of .onExitCommand on tvOS?
I'm not calling exit(0) or trying to force-terminate the app — just using .onExitCommand for in-app navigation purposes.
Any official guidance or best practices would be greatly appreciated!
Thanks,
Prashant
I am currently developing an AR experience using ARKit with SceneKit and am looking to implement functionality that enables:
Zooming into the AR camera feed, ideally leveraging the ultra-wide or telephoto lenses available on supported devices.
Macro-style focus capabilities, allowing users to view and interact with virtual content closely aligned with small or nearby real-world objects (within a few centimeters).
My objective is to ensure that ARKit continues to render the scene accurately while enabling a zoomed-in view or macro-level focus for better detail visibility and alignment.
Could you please advise on:
Whether ARKit currently supports camera zoom or allows access to macro or ultra-wide cameras within an ARSession.
Limitations or considerations when using multi-camera setups in conjunction with ARKit.
Any guidance or references to documentation or sample code would be greatly appreciated.
Title: Frequent SIGSEGV crashes in QuartzCore's copy_image (iOS 18.4)
We're experiencing numerous crashes with the following signature:
Exception Codes: fault addr: 0x00000000000000e0
Crashed Thread: 0
Thread 0
0 QuartzCore CA::Render::copy_image(CGImage*, CGColorSpace*, unsigned int, double, double) + 1972
1 QuartzCore CA::Render::copy_image(CGImage*, CGColorSpace*, unsigned int, double, double) + 1260
2 QuartzCore CA::Render::prepare_image(CGImage*, CGColorSpace*, unsigned int, double) + 24
3 QuartzCore CA::Layer::prepare_contents(CALayer*, CA::Transaction*) + 220
4 QuartzCore CA::Layer::prepare_commit(CA::Transaction*) + 284
5 QuartzCore CA::Context::commit_transaction(CA::Transaction*, double, double*) + 488
6 QuartzCore CA::Transaction::commit() + 644
7 UIKitCore ___34-[UIApplication _firstCommitBlock]_block_invoke_2 + 36
8 CoreFoundation ___CFRUNLOOP_IS_CALLING_OUT_TO_A_BLOCK__ + 28
9 CoreFoundation ___CFRunLoopDoBlocks + 352
10 CoreFoundation ___CFRunLoopRun + 868
11 CoreFoundation _CFRunLoopRunSpecific + 572
12 GraphicsServices _GSEventRunModal + 168
13 UIKitCore -[UIApplication _run] + 816
14 UIKitCore _UIApplicationMain + 336
15 kugou _main + 132
16 dyld __dyld_process_info_create + 33284
Observations:
1.Crashes consistently occur in Core Animation's image processing pipeline
2.100% of occurrences are on iOS 18.4 devices
3.Crash signature suggests memory access violation during image/copy operations
4.Not tied to any specific device model
Questions for Apple:
1.Is this crash pattern recognized as a known issue in iOS 18.4?
2.Are there specific conditions that could trigger SEGV_ACCERR in CA::Render::copy_image?
3.Could this be related to color space handling or image format requirements changes?
4.Any recommended workarounds while waiting for a system update?
I am using ".navigationTransition(ZoomNavigationTransition.zoom(sourceID: xxx, in: xxx))" to zooms the appearing view from a source view .
When the appearing view dismissed, I can only click other view after a delay .
It seems that the transition is not finished immediately when the appearing view dismissed . After a delay, the transition finished, than I can click other view.
struct ContentView: View {
@State private var path: NavigationPath = NavigationPath()
@Namespace private var namespace
var body: some View {
NavigationStack(path: $path) {
VStack(spacing: 0) {
ForEach(["aaa", "bbb"], id: \.self) { string in
Text(string)
.frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2)
.contentShape(Rectangle())
.onTapGesture {
path.append(string)
}
.matchedTransitionSource(id: string, in: namespace)
}
}
.navigationDestination(for: String.self, destination: { route in
Text(route)
.navigationTransition(ZoomNavigationTransition.zoom(sourceID: route, in: namespace))
})
}
}
}
When using sheet on appearing view, It seems that the transition is finished immediately when the appearing view dismissed.
extension String: Identifiable {
public var id: String { return self }
}
struct ContentView: View {
@State private var path: NavigationPath = NavigationPath()
@Namespace private var namespace
@State private var stringToSheet: String?
var body: some View {
NavigationStack(path: $path) {
VStack(spacing: 0) {
ForEach(["aaa", "bbb"], id: \.self) { string in
Text(string)
.frame(width: UIScreen.main.bounds.width, height: UIScreen.main.bounds.height / 2)
.contentShape(Rectangle())
.onTapGesture {
stringToSheet = string
}
.matchedTransitionSource(id: string, in: namespace)
}
}
.sheet(item: $stringToSheet) { newValue in
Text(newValue)
.navigationTransition(ZoomNavigationTransition.zoom(sourceID: newValue, in: namespace))
}
}
}
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
I am a developer on an enterprise application. Our team just updated our pipeline to build our app on the iOS 18 SDK instead of the 17.4 SDK and this has caused a lot of our ui elements to change and several crashes within the app resulting in just the simple error message "Swift runtime failure: unhandled C++ / Objective-C exception".
Why is just updating the SDK causing all these issues? Is there anyway to keep the previous version or will we have to go component by component to fix the constraints and crashes? These issues seem to be happening to our users on iOS 18 and beyond.
I've coded a small raytracer that renders a scene (based on Peter Shirley's tutorial, I just coded it in Swift). The raytracer itself works fine, outputs a PPM file which is correct. However, I was hoping to enclose this in a UI that will update the picture as each pixel value gets updated during the render. So to that end I made a MacOS app, with a basic model-view architecture.
Here is my model:
//
// RGBViewModel.swift
// rtweekend_gui
//
//
import SwiftUI
// RGB structure to hold color values
struct RGB {
var r: UInt8
var g: UInt8
var b: UInt8
}
// ViewModel to handle the RGB array and updates
class RGBViewModel: ObservableObject {
// Define the dimensions of your 2D array
let width = 1200
let height = 675
// Published property to trigger UI updates
@Published var rgbArray: [[RGB]]
init() {
// Initialize with black pixels
rgbArray = Array(repeating: Array(repeating: RGB(r: 0, g: 0, b: 0), count: width), count: height)
}
func render_scene() {
for j in 0..<height {
for i in 0..<width {
// Generate a random color
let r = UInt8.random(in: 0...255)
let g = UInt8.random(in: 0...255)
let b = UInt8.random(in: 0...255)
// Update on the main thread since this affects the UI
DispatchQueue.main.async {
// Update the array
self.rgbArray[j][i] = RGB(r: r, g: g, b: b)
}
}
}
}
and here is my view:
//
// RGBArrayView.swift
// rtweekend_gui
//
//
import SwiftUI
struct RGBArrayView: View {
// The 2D array of RGB values
@StateObject private var viewModel = RGBViewModel()
// Control the size of each pixel
private let pixelSize: CGFloat = 1
var body: some View {
VStack {
// Display the RGB array
Canvas { context, size in
for y in 0..<viewModel.rgbArray.count {
for x in 0..<viewModel.rgbArray[y].count {
let rgb = viewModel.rgbArray[y][x]
let rect = CGRect(
x: CGFloat(x) * pixelSize,
y: CGFloat(y) * pixelSize,
width: pixelSize,
height: pixelSize
)
context.fill(
Path(rect),
with: .color(Color(
red: Double(rgb.r) / 255.0,
green: Double(rgb.g) / 255.0,
blue: Double(rgb.b) / 255.0
))
)
}
}
}
.border(Color.gray)
// Button to start filling the array
Button("Render") {
viewModel.render_scene()
}
.padding()
}
.padding()
.frame(width: CGFloat(viewModel.width) * pixelSize + 40,
height: CGFloat(viewModel.height) * pixelSize + 80)
}
}
// Preview for SwiftUI
struct RGBArrayView_Previews: PreviewProvider {
static var previews: some View {
RGBArrayView()
}
}
The render does work and the image displays, however, I thought I set it up to show the image updating pixel by pixel and that doesn't happen, the image shows up all at once. What am I doing wrong?
I have a custom keypad to accept numeric input for iPads that I have been using for many years now. This is longstanding working code. With iOS 18 the touchUpInside (and other) events in the underlying Objective-C modules are not called in the file owner module when activated from the interface. The buttons seem to be properly activated based on the visual cues (they change colors when pressed). This is occurring in both simulators and on hardware. Setting the target OS version does not help. What could the cause and/or solution of this be?
Hi all,
We're working on an iOS application and would like to improve our ability to diagnose failures - especially in scenarios where the app crashes before it can present any UI to the user.
A few specific questions:
In case of an exception or crash, is there a way to log the issue so the user (or our support team) can understand the cause of the failure?
If the app crashes abruptly (e.g., due to a runtime exception or crash during launch), is there a recommended way to persist error information before the process terminates?
Are there Apple-supported mechanisms (like crash reporting tools or APIs) we can integrate that would help us capture such issues?
What’s the best practice for enabling support teams to assist users based on crash reports - especially for crashes that happen before any user interaction?
Our goal is to make sure users aren't left in the dark if the app fails to start, and to allow us to deliver timely updates or support based on the cause of the crash.
Thanks in advance for your guidance!
I’m working with AppIntents and AppEntity to integrate my app’s data model into Shortcuts and Siri. In the example below, I define a custom FoodEntity and use it as a @Parameter in an AppIntent. I’m providing dynamic options for this parameter via an optionsProvider.
In the Shortcuts app, everything works as expected: when the user runs the shortcut, they get a list of food options (from the dynamic provider) to select from.
However, in Siri, the experience is different. Instead of showing the list of options, Siri asks the user to say the name of the food, and then tries to match it using EntityStringQuery.
I originally assumed this might be a design decision to allow hands-free use with voice, but I found that if you use an AppEnum instead, Siri does present a tappable list of options. So now I’m wondering: why the difference?
Is there a way to get the @Parameter with AppEntity + optionsProvider to show a tappable list in Siri like it does in Shortcuts or with an AppEnum?
Any clarification on how EntityQuery.suggestedEntities() and DynamicOptionsProvider interact with Siri would be appreciated!
struct CaloriesShortcuts: AppShortcutsProvider {
static var appShortcuts: [AppShortcut] {
AppShortcut(
intent: AddCaloriesInteractive(),
phrases: [
"Add to \(.applicationName)"
],
shortTitle: "Calories",
systemImageName: "fork"
)
}
}
struct AddCaloriesInteractive: AppIntent {
static var title: LocalizedStringResource = "Add to calories log"
static var description = IntentDescription("Add Calories using Shortcuts.")
static var openAppWhenRun: Bool = false
static var parameterSummary: some ParameterSummary {
Summary("Calorie Entry SUMMARY")
}
var displayRepresentation: DisplayRepresentation {
DisplayRepresentation(stringLiteral:"Add to calorie log")
}
@Dependency
private var persistenceManager: PersistenceManager
@Parameter(title: LocalizedStringResource("Food"), optionsProvider: FoodEntityOptions())
var foodEntity: FoodEntity
@MainActor
func perform() async throws -> some IntentResult & ProvidesDialog {
return .result(dialog: .init("Added \(foodEntity.name) to calorie log"))
}
}
struct FoodEntity: AppEntity {
static var defaultQuery = FoodEntityQuery()
@Property var name: String
@Property var calories: Int
init(name: String, calories: Int) {
self.name = name
self.calories = calories
}
static var typeDisplayRepresentation: TypeDisplayRepresentation {
TypeDisplayRepresentation(name: "Calorie Entry")
}
static var typeDisplayName: LocalizedStringResource = "Calorie Entry"
var displayRepresentation: AppIntents.DisplayRepresentation {
DisplayRepresentation(title: .init(stringLiteral: name), subtitle: "\(calories)")
}
var id: String {
return name
}
}
struct FoodEntityQuery: EntityQuery {
func entities(for identifiers: [FoodEntity.ID]) async throws -> [FoodEntity] {
var result = [FoodEntity]()
for identifier in identifiers {
if let entity = FoodDatabase.allEntities().first(where: { $0.id == identifier }) {
result.append(entity)
}
}
return result
}
func suggestedEntities() async throws -> [FoodEntity] {
return FoodDatabase.allEntities()
}
}
extension FoodEntityQuery: EntityStringQuery {
func entities(matching string: String) async throws -> [FoodEntity] {
return FoodDatabase.allEntities().filter({$0.name.localizedCaseInsensitiveCompare(string) == .orderedSame})
}
}
struct FoodEntityOptions: DynamicOptionsProvider {
func results() async throws -> ItemCollection<FoodEntity> {
ItemCollection {
ItemSection("Section 1") {
for entry in FoodDatabase.allEntities() {
entry
}
}
}
}
}
struct FoodDatabase {
// Fake data
static func allEntities() -> [FoodEntity] {
[
FoodEntity(name: "Orange", calories: 2),
FoodEntity(name: "Banana", calories: 2)
]
}
}
In iOS 18, I've observed unexpected behavior related to the UINavigationBar when transitioning between view controllers that have differing navigation bar visibility settings. Specifically, when returning from a modal presentation or a web view, the navigation bar reappears with an unexpected height (e.g., 103 points) and lacks content, displaying only an empty bar.
Start with a UIViewController (e.g., HomeViewController) where the navigation bar is hidden using:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
navigationController?.setNavigationBarHidden(true, animated: animated)
}
Present another UIViewController (e.g., a web view) modally.
Dismiss the presented view controller.
Observe that upon returning to HomeViewController, the navigation bar is visible with increased height and lacks expected content.
Expected Behavior:
The navigation bar should remain hidden upon returning to HomeViewController, maintaining the state it had prior to presenting the modal view controller.
Actual Behavior:
Upon dismissing the modal view controller, the navigation bar becomes visible with an unexpected height and lacks content, leading to a disrupted user interface.
Additional Observations:
This issue is specific to iOS 18; it does not occur in iOS 17 or earlier versions.
The problem seems to stem from setting the navigation bar to be visible in the viewWillDisappear method, as shown below:
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
navigationController?.setNavigationBarHidden(false, animated: animated)
}
Removing or modifying this line mitigates the issue, suggesting a change in the view controller lifecycle behavior in iOS 18.
Request for Clarification:
Is this change in behavior intentional in iOS 18, or is it a regression? Understanding whether this is a new standard or a bug will help in implementing appropriate solutions.
Workaround:
As a temporary measure, I've adjusted the navigation bar visibility settings to avoid changing its state in viewWillDisappear, instead managing it in viewWillAppear or viewDidAppear.
References:
Similar issues have been discussed in the Apple Developer Forums: iPad OS 18 UINavigationBar display incorrectly
Topic:
UI Frameworks
SubTopic:
UIKit
I have a UITextField in my application, and I want to detect all the keys uniquely to perform all relevant task. However, there is some problem in cleanly identifying some of the keys.
I m not able to identify the backspace key press in the textField(_:shouldChangeCharactersIn:replacementString:) method.
Also I don't know how to detect the Caps Lock key.
I am intending to so this because I want to perform some custom handling for some keys. Can someone help me with what is the way of detecting it under the recommendation from apple. Thanks in advance.
Note: checking for replacementString parameter in shouldChangeCharactersIn method for empty does not help for backspace detection as it overlaps with other cases.
Hey, I've been having a problem with scroll views in combination with the .geometryGroup() modifier.
I have filed a Feedback (FB17698293) but I also wanted to post this here in case someone maybe has a better workaround for the problem.
Problem
Whenever you conditionally insert a ScrollView inside a VStack that is modified with a .geometryGroup() modifier, the scroll view content offset resets itself after the insertion animation is done, even if you started scrolling inside the scroll view during the animation and haven't let go of the screen. This happens consistently and is fully reproducible (see below), both using a simulator and a real device.
Unfortunately, this is a very annoying glitch that ruins a lot of cool UX components that rely on .geometryGroup().
The weird thing is that the glitch entirely disappears, if you add a simple, non-zero (but greater than 1) .padding() modifier to the VStack (.padding().geometryGroup()).
I have no idea why this fixes the glitch, but it does. However, adding a padding is not feasible in many situations, so this workaround is not ideal.
Steps to reproduce
Launch the code below (using a simulator or a real device) and tap "Toggle Expansion" to insert the scroll view.
As the view is animating in, drag the scroll content and hold it scrolled away from the top.
Wait for the animation to complete. The scroll view will reset the content offset, even though the drag gesture is still active (i.e. you haven't lifted your finger to release the scroll view)
On a real device, this sometimes even leads to an even worse visual artifact where the scroll view is rendered twice for a few frames; once with the correct offset, and once with the reset offset.
I wanted to include a link to a gif/video showing the glitch, but it tells me that imgur is not allowed on the forums.
Expected Behavior
I want the scroll view to respect the content offset, even if I started changing it mid-animation.
Xcode Version
I am using Xcode 16.4 (16F6) but this problem has been occurring since the .geometryGroup() modifier has been release. I was only now able to pinpoint this problem exactly, so I'm filing this feedback.
Code
The entire code that reproduces the problem:
import SwiftUI
struct ContentView: View {
@State private var isExpanded: Bool = false
var body: some View {
VStack {
if isExpanded {
ScrollView {
Text(loremIpsum)
}
}
Button("Toggle Expansion") {
isExpanded.toggle()
}
}
// .padding(10) // Adding a non-zero padding makes the glitch disappear
.frame(maxWidth: .infinity)
.geometryGroup()
.animation(.default, value: isExpanded)
}
}
#Preview {
ContentView().preferredColorScheme(.dark)
}
// MARK: - Mock Data
let loremIpsum = """
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed do eiusmod tempor incididunt \
ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco \
laboris nisi ut aliquip ex ea commodo consequat.
Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla \
pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt \
mollit anim id est laborum.
"""
Topic:
UI Frameworks
SubTopic:
SwiftUI
Hello,
I was wondering if someone could clear-up my thinking here.
e.g. consider the code below...
It has a rootView with a navlink to a childView which in turn has navlinks to GrandchildViews.
The root view uses basic navLInks NavigationLink{View} label: {View}
The child view uses type-based navLinks navigationLink(value:) {View} and .navigationDestination(for:) {View}
I would expect the basic navlinks to work in the root view and the type-based ones to work in the child view. However it appears that both are active when one taps on a link in the child view.
e.g. User actions:
Start -> RootView is only view on the stack -> (tap on ‘Child View’) -> ChildView is top of the stack -> tap on ‘Alice’ -> a second ChildView is top of the stack with a GrandchildView underneath….
Why does this happen, why are the basic links also applied to the childView's links?
Thanks.
struct Thing: Identifiable, Hashable {
let id = UUID()
let name: String
}
struct RootView: View {
var body: some View {
NavigationStack {
List {
NavigationLink {
ChildView()
} label: {
Label("Child View", systemImage: "figure.and.child.holdinghands")
}
NavigationLink {
Text("Hello")
} label: {
Label("Another navLink item in the list", systemImage: "circle")
}
}
.padding()
}
}
}
struct ChildView: View {
private var things = [
Thing(name: "Alice"),
Thing(name: "Bob"),
Thing(name: "Charlie"),
]
var body: some View {
Text("This is the child view")
List {
ForEach(things) { thing in
NavigationLink(value: thing) {
Text(thing.name)
}
}
}
.navigationTitle("Child View")
.navigationDestination(for: Thing.self) { thing in
GrandchildView(thing: thing)
}
}
}
struct GrandchildView: View {
let thing: Thing
var body: some View {
Text("This is the GrandchildView: \(thing.name)")
}
}
Topic:
UI Frameworks
SubTopic:
SwiftUI
I developed a quick look preview plugin on MacOS, and want to add some data tracking to understand user usage. However, I'm encountering errors when using network capabilities within the plugin. I want to confirm whether the preview plugin blocks network capabilities.
I'm trying to create a .pkg installer with productbuild/pkgbuild. But I'd also like to add my custom installer plugin to this. I'm using the following script. I'd like to add my bundle into this script. Since there are no official docs from apple how to do this nor there are a lot of updated resources, here are some things I have tried.
adding the following line to Distrubtion.xml
<bundle id="pluginid" path="path/to/myplugin.bundle"/>
adding component tag to pkgbuild also doesn't do anything
--component "path/to/myplugin.bundle"
The bundle itself is build with XCode - it is a simple UI for user to type some input in
Apple provides documentation for Distribution.xml file, which supports different UI elements but doesn't support text input - docs
I have been also looking at this tutorial , it is very outdated but i could still fit it to my needs except the part where the .bundle file needs to be inserted into .pkg.
Note - there is no option to view the contents of .pkg file build with pkbuild/productbuild
How can i do this process correctly? I would like to link my installer pane plugin to a generic .pkg(with licenses and so on). I'd appreciate any kind of help!