Context & Issue
I am developing an iOS application.
My app icon uses colors that are relatively close to each other.
When the user enables Accessibility → Display & Text Size → Color Filters → Grayscale (or similar modes), the icon becomes harder to distinguish because it loses color and contrast is reduced.
Goal
When iOS switches to grayscale mode, I want the app icon to maintain good contrast between its elements so it remains clearly recognizable.
What I’ve tried
Redesigned the icon with more contrasting colors.
Added strokes/outlines, but it still doesn’t look much better in grayscale.
Researched how iOS renders app icons when grayscale is enabled, but couldn’t find a way to override or provide an alternative icon.
Specific questions
Is there any API or mechanism in iOS that allows providing a different version of the app icon when the user has grayscale mode enabled?
If there’s no direct API, are there any best practices for designing iOS app icons to ensure good contrast when converted to grayscale?
Do we have to design grayscale version for app icon?
Thank you!
General
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I'm programming my constraints in my video game, which is working good so far until I ran into my most important interactive storyboard. I have three buttons that move back and forth on the Y position each time they are hit. The buttons Y positions only change to view.safeAreaLayoutGuide.centerYAnchor, constant: 100 or view.safeAreaLayoutGuide.centerYAnchor, constant: 200 or view.safeAreaLayoutGuide.centerYAnchor, constant: 300
The strange part is the button that is in the Y 100 stays visible and I can hit the button that is in the Y 100. The buttons in the Y 200 and Y 300 positions are visible until after one or two hits, then the button that is in Y 300 position disappears, then after another hit or two the button that is in the Y 200 position disappears but the button that is in the Y 100 is still visible.
I cleared all my constraints to narrow it down to clear view of the constraints that is causing the problem. I do not think this Log Noise. Below is the error log:
load_eligibility_plist: Failed to open //private/var/db/os_eligibility/eligibility.plist: Operation not permitted(1)
1
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7610 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>",
"<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>",
"<NSLayoutConstraint:0x302acb5c0 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7890 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>",
"<NSLayoutConstraint:0x302acb700 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7890 UIButton:0x10c257c00.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
3
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7610 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>",
"<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302acb480 UIButton:0x10c257600.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 300 (active)>
Make a symbolic breakpoint at UIViewAlertForUnsatisfiableConstraints to catch this in the debugger.
The methods in the UIConstraintBasedLayoutDebugging category on UIView listed in <UIKitCore/UIView.h> may also be helpful.
Unable to simultaneously satisfy constraints.
Probably at least one of the constraints in the following list is one you don't want.
Try this:
(1) look at each constraint and try to figure out which you don't expect;
(2) find the code that added the unwanted constraint or constraints and fix it.
(
"<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>",
"<NSLayoutConstraint:0x302acb5c0 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 100 (active)>"
)
Will attempt to recover by breaking constraint
<NSLayoutConstraint:0x302aa7750 UIButton:0x10c257900.centerY == UILayoutGuide:0x3030f0c40'UIViewSafeAreaLayoutGuide'.centerY + 200 (active)>
Building an app to edit the various parameters of digital musical instruments. A typical user would have perhaps max 6 instruments, out of the hundreds of possibilities.
Would like to structure the app with a global window, menu, etc which would be a free download. The user could download editor inserts for their particular set of instruments and ignore all of the others. The downloaded editors would show as options in a menu.
It seem like more than a widget but less than a library. Building a monolithic app containing all possible editors doesn't seem like an option, but separate full-app editors for each piece of gear doesn't sound right either.
Any suggestions out there?
Thanks very much
Brian
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.
I have really examined the swipe left Camera function mode and sincerely believe it is no more important especially when there no option in the settings to turn it on or off.
I will highly recommend a total scrap in the iOS 26 or if possible a function to activate and deactivate it.
Post:
In macOS 26 Betas 1–3, the system applied an automatic dark-mode fallback for app icons. This ensured consistency across the Dock and Finder even when developers hadn’t provided dark assets.
Since Beta 4, this fallback was removed. As of Beta 7, icons now rely entirely on developer-updated assets. The result is mixed light and dark icons in the Dock, breaking visual consistency and making app recognition slower in dark mode.
Observed behavior:
• Icons without dark assets are displayed in their original light version.
• Some apps (e.g. Final Cut Pro) show a gray border treatment that feels inconsistent with the rest of the UI.
• The fallback applied in Betas 1–3 is completely absent.
Expected behavior:
System should provide a fallback rendering until developers supply proper dark assets, or offer a toggle in System Settings → Appearance (e.g. “Force Dark Icons”).
This is still present in Beta 7. Is there any plan to restore the fallback mechanism or provide a user option?
I'm trying to create custom SF symbols and am getting this error message when I validate the template. It doesn't matter if I Export Template or Symbol. Also, it doesn't even matter if I make any changes or not, as long as it is opened in Adobe Illustrator or Inkscape and then I save it, I will get this error message when validating.
I have a subscription group with two individual subscriptions configured but when trying to load the SubscriptionStoreView I get the error:
"Subscription Unavailable: The subscription is unavailable in the current storefront."
When I try to load the ProductView, it appears to be stuck in a loading screen. I am running the app on a device that is signed into a sandbox account. Any guidance would be greatly appreciated. Thank you.
Hi,
is it me or latest beta has pronlem with brightness?
i have iPhone 16 pro, and now i must keep disabled auto brightness , at keep slider more or less at maximum, in order to clearly see the screen.
fabrizio
Hello,
I have used CPPointOfInterestTemplate for displaying data and as user scrolls using the up/down arrow, I do not see any change in the map. Is there a way to highlight the POIs as the user scrolls through the list?
I need to use the map controls and zoom to check the markers on the map. Is it possible to set the zoom level of the map in CarPlay?
Pls suggest on the above queries
I have completed a code with chatgpt and I am unising the latest version of code. i am also using an m1 MacBook air (2020). would love to know if anyone have resolved this issue. by using the ai to correct the code it disrupts it with something. an incorrect imoout line,but after multiple attempts ai get it right. I have notice that the code shows up on the start meaning run, take some time to load the intro page.
The brand new animation in Stage Manager greatly reduced dizziness. However, don’t know why it ONLY applies when no window was presented. What would be the problem elsewhere?
Stage Manager is one of pretty few motion pictures that annoyed me and forced me to turn on Reduce Motion, or stop using Stage Manager. Big pity…
macOS 26.0 (25A5346a)
wont use ipad to post…
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 Developer, Is there a way to create a function to search with inside a text without having to be outside all of the messages? In other words, could I go into one of my contact’s texts and then search specifically inside that message as can be done on Android? This would be such an amazing function And make life so much easier. Thank you.
Hi there. Our designer is designing our app in Figma with the navigation element with compact size navigation bar, and large title. I couldn't find an API to actually configure the nav bar to be compact while keeping the large title enabled. Figma uses the libraries provided by Apple so it's weird I can't find such configuration in iOS26.
I'm adding a screenshot of the options in Figma.
First option is: Large size & large text.
The one our designer is using is compact size & large text.
I'm working to emulate the Activity Rings featured in Apple's Fitness app.
Here's a copy of what's in the swift file so far.
//
// ProgressRingPrototype.swift
// Nutrition
//
// Created by Derek Chestnut on 1/13/25.
//
import SwiftUI
struct ProgressRingPrototype: View {
@State var progress = 0.00
let size: CGSize
let thickness: CGFloat
var color: Color?
var gradientColors: [Color]?
var body: some View {
let color = color ?? .primary
ZStack {
RingPrototype(
size: self.size,
thickness: self.thickness,
color: color.opacity(0.2)
)
let gradient = AngularGradient(
colors: gradientColors ?? [.primary, .secondary],
center: .center
)
let style = StrokeStyle(
lineWidth: 32,
lineCap: .round
)
Circle()
.trim(from: 0, to: progress)
.stroke(gradient, style: style)
.rotationEffect(.degrees(-90))
.frame(width: size.width, height: size.height)
}
.onAppear {
DispatchQueue.main.asyncAfter(deadline: .now() + 1) {
withAnimation(.easeInOut(duration: 1)) {
progress = 0.75
}
}
}
}
}
#Preview {
ZStack {
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 256, height: 256),
thickness: CGFloat(32),
color: .primary
)
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 190, height: 190),
thickness: CGFloat(32),
color: .primary
)
ProgressRingPrototype(
progress: 0.1,
size: CGSize(width: 124, height: 124),
thickness: CGFloat(32),
color: .primary
)
}
}
Here's a snapshot of the live preview.
I'm experiencing an issue where the trailing line cap generated by the stroke exceeds the start angle of the angular gradient, which creates an ugly artifact at 0 degrees.
Anyone have a solution to this problem?
Derek
Bonjour à tous, je voudrais savoir comment avance mon dossier sur les applications que j’ai créé,comment puis-je faire? Et sinon quelqu’un connaît-il la Durée exacte quand APPLE envoie le code de vérification pour mes applicationà!???
Hi everyone,
I’m currently testing iOS 26 on my iPhone as part of the developer program. According to Apple’s documentation and demo materials, a new screenshot animation was introduced in this version. However, when I take a screenshot on my device, the animation remains the same as in previous iOS versions.
I’ve double-checked that I’m running the correct build of iOS 26, and I haven’t found any settings that might enable or disable this feature.
Is anyone else experiencing the same issue? Could this new animation be device-specific, region-limited, or require additional configuration?
Any insight would be appreciated!
Thanks in advance,
Alonso Rivera
Here is my code and the error code being generated during build.
let myString : String = "https://www.alphavantage.co/query?function=TIME_SERIES_DAILY&symbol=AAPL&apikey= D5GY7HKODE66G0T9"
var banjo = URL(string: myString)
let task = URLSession.shared.dataTask(with:banjo ) { myDatastring , response , error in}
// task.resume()
I've tested that URL in my browser and it works. But when I try to build I get: Value of optional type 'URL?' must be unwrapped to a value of type 'URL'
Please tell me what I'm doing wrong. I think the URL struct is not returning a URL type of object.
I've been beating my head against the wall over a scrollview issue where the top and bottom are cut off in landscape mode. Portrait mode - everything runs swimmingly. The moment I flip the iPad on its side, though, I lose about a quarter of the view on the top and bottom. I thought this was something to do with framing or such; I ran through a myriad of frame, padding, spacer, geometry...I set it static, I set it to dynamically grow, I even created algorithms to try to figure out how to set things to the individual device.
Eventually, I separated the tablet and phone views as was suggested here and on the Apple dev forums. That's when I started playing around with the background image. Right now I have....
ZStack {
Image("background")
.resizable()
.scaledToFill()
.ignoresSafeArea()
ScrollView {
VStack(spacing: 24) {....
The problem is the "scaledToFill". In essence, whenever THAT is in the code, the vertical scrollview goes wonky in landscape mode. It, in essence, thinks that it has much more room at the top and the bottom because the background image has been extended at top and bottom to fill the wider screen of the iPad in landscape orientation.
Is there any way to get around this issue? The desired behavior is pretty straightforward - the background image fills the entire background, no white bars or such, and the view scrolls against it.