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How is the market for hiring iOS devs?
From Reddit saved post — r/iOSProgramming, u/refrigagator, Aug 26 2026 https://www.reddit.com/r/iOSProgramming/comments/1vz8prd/how_is_the_market_for_hiring_ios_devs/ My employer is looking to hire mid to senior iOS engineers soon (still need the confirm budget) but it’s been a while since we’ve been hiring so curious what others are experiencing either from the applicant or hiring side. Previously we had a lot of applicants with low level experience / Jr roles but had difficulty finding people with significant experience for Mid/Sr roles. Originally we were local/hybrid only but recently opened up to remote work (US only) so hoping that will help. We’re not in HCOL area and salaries are good, but not SF/NY.
iosprogramming  reddit  reddit-post  imported 
august 2026
A SwiftUI neobrutalism library you apply with one modifier -- would love feedback
From Reddit saved post — r/iOSProgramming, u/rationalkunal, Aug 23 2026 https://www.reddit.com/r/iOSProgramming/comments/1vwc8kf/a_swiftui_neobrutalism_library_you_apply_with_one/ I have been working on this project a little at a time and I finally wanted to share significatn milestone to see what everyone else thought about it. NeoBrutalism is a library that lets users apply neobrutalism style to their apps using SwiftUI. One just has to add the modifier .neobrutalism() to the topmost view inside the view hierarchy and everything that has been defined below it will assume the style. For things like lists, navigations bars, alert dialogs, or things that SwiftUI does not allow or provide a way to style, there are some lightweight helpers. In cases where there is truly no control (Slider, Stepper, Segmented Pickers, Radio groups), there are NB\* (Neobrutalism) views that mimic the behavior native control initializers, and for those cases swapping in the NB\* views is akin to renaming a view. This was originally meant to be an exploration of SwiftUI style protocols, but has gotten to a point that I feel ready to show it to the community. What I am really looking for is critique of the API, for the idiomaticness of things, or just anything that is missing. [https://github.com/rational-kunal/NeoBrutalism](https://github.com/rational-kunal/NeoBrutalism)
iosprogramming  reddit  imported 
august 2026
[UPDATE] - Feedback on using coreML for insane on-device performances
From Reddit saved post — r/iOSProgramming, u/PaintingTop9521, Jun 25 2026 https://www.reddit.com/r/iOSProgramming/comments/1uf626b/update_feedback_on_using_coreml_for_insane/ Hi everyone, a few months ago I made a [post](https://www.reddit.com/r/iOSProgramming/comments/1rcd9lr/using_coreml_to_run_ai_vision_models_on_ios_is/) about how using CoreML for on-device AI models was a great experience. My workflow was: 1. Picture taken 2. Pre-processing 3. YOLO-like model for bounding boxes 4. Post-processing 5. Embeddings for each **image** using CLIP In the demo I show here, **it's 40 inferences in less than a second** (pre and post-processing included)! I started experimenting with ONNX models at first. My app was made in Flutter and I did not want any platform-specific code. My experience with ONNX was not great\*\*:\*\* a lot of operations were not running on the neural engine but on the CPU instead, which **did cause** a really slow inference time. I also had issues with FP16 quantization: the FP16 model refused to run on ONNX. In addition to that, Dart and Flutter are not made for heavy workload**s**. My pre-processing was way too slow for what I wanted. To give you some numbers, on my first iteration**s**, a single card scan was about 1.2 **seconds** long. Too much. After that I decided to switch my detection engine to native: * 1 - Exporting to CoreML FP16 format was one line, * 2 - Inference speed went from 250ms to 10ms! Because of that, I was finally able to work on the interface and deploy the Skanit app. I made it free because I had almost no costs. **PROS:** * Super fast * No backend costs * Privacy **CONS:** * Model updates must be done via an app update * You cannot use a big model\*\*,\*\* accuracy loss * Different pre-processing code and models for each **platform** (with different performance) * App experience depends **on the** user\*\*'s\*\* device (super true for Android users) I hope you found it interesting! ps, I know there is a mistake on one card here, surely because i was scanning my laptop screen instead of real cards :)
iosprogramming  reddit  reddit-post  imported 
june 2026
Open-sourced a tvOS video engine - Dolby Vision tagging, HDR10+ pass-through, Atmos via HLS+AVPlayer, all in a small Swift package
From Reddit saved post — r/iOSProgramming, u/superuser404notfound, May 04 2026 https://www.reddit.com/r/iOSProgramming/comments/1t3ivmb/opensourced_a_tvos_video_engine_dolby_vision/ Hi r/iOSProgramming, Sharing a project I've been building because it touches a few corners of Apple's media stack that don't get a lot of public-source examples. Maybe useful as a reference, or worth a poke if you spot architectural mistakes. **Engine (LGPL-3.0):** [https://github.com/superuser404notfound/AetherEngine](https://github.com/superuser404notfound/AetherEngine) **Client built on it (Sodalite, GPL-3.0 with Apple Store Exception):** [https://github.com/superuser404notfound/Sodalite](https://github.com/superuser404notfound/Sodalite) **TestFlight if you want to see it run:** [https://testflight.apple.com/join/nWeQzmBX](https://testflight.apple.com/join/nWeQzmBX) Basically I needed a Jellyfin client for Apple TV that engaged real Dolby Vision / HDR10+ / Atmos modes on the TV side rather than silently degrading to base layers. The existing options (VLCKit-wrappers, AVPlayer with bare-URL handoff) didn't reliably do that, so the engine got built from scratch. It now powers Sodalite (the Jellyfin client) but the engine is its own Swift package and reusable in any other Apple-platform player. # A few things in there that might be interesting **Dolby Vision format-description tagging** The `CMVideoFormatDescription` needs to be `kCMVideoCodecType_DolbyVisionHEVC` ('dvh1') with a `dvcC` extension built from FFmpeg's `AVDOVIDecoderConfigurationRecord`. Without that the TV stays in HDR10 / HLG base-layer mode regardless of how proudly the bitstream carries an RPU. // Build the 24-byte ISO BMFF dvcC box body from the FFmpeg record let dvcCData = buildDvcCAtom(from: record) let atoms: NSMutableDictionary = ["hvcC": hvcCExtraData, "dvcC": dvcCData] let extensions: NSDictionary = [ kCMFormatDescriptionExtension_SampleDescriptionExtensionAtoms: atoms ] CMVideoFormatDescriptionCreate( allocator: kCFAllocatorDefault, codecType: kCMVideoCodecType_DolbyVisionHEVC, // 'dvh1' width: width, height: height, extensions: extensions, formatDescriptionOut: &formatDesc ) **HDR10+ dynamic metadata** Apple added `kCMSampleAttachmentKey_HDR10PlusPerFrameData` (in `CMSampleBuffer.h`) since iOS / tvOS 16. It takes a CFData of the user-data-registered ITU-T T.35 SEI bytes and overrides whatever HDR10+ payload is baked into the compressed bitstream. We extract from FFmpeg's `AV_PKT_DATA_DYNAMIC_HDR10_PLUS`, serialise via `av_dynamic_hdr_plus_to_t35`, then attach per-frame: CMSetAttachment( sampleBuffer, key: kCMSampleAttachmentKey_HDR10PlusPerFrameData, value: t35Bytes as CFData, attachmentMode: CMAttachmentMode(kCMAttachmentMode_ShouldPropagate) ) The pairing across the async VT output handler (B-frame reorder makes "use the most recent value" unsafe) is done with a PTS-keyed pending dictionary — packet side data goes in on the demux thread, lookup happens in the decoder callback. **Dolby Atmos passthrough** `AVSampleBufferAudioRenderer` ignores Atmos metadata. `AVPlayer` doesn't. The trick is to demux the EAC3+JOC packets, wrap them in fMP4 with a `dec3` box declaring JOC (`numDepSub=1`, `depChanLoc=0x0100`), serve the segments from an in-process HLS server on `127.0.0.1:<port>`, and point a separate `AVPlayer` instance at the playlist. `AVPlayer` wraps the bitstream as Dolby MAT 2.0 over HDMI and the receiver lights its Atmos indicator. A/V sync uses `AVSampleBufferDisplayLayer`'s `controlTimebase` bound directly to `AVPlayerItem.timebase` via `CMTimebaseSetSourceTimebase` — once the bind establishes (\~2-4 s buffer for HLS pre-roll), video and audio share the same hardware-aware clock without any periodic drift correction. **Display mode switching** `AVDisplayCriteria` via `UIWindow.avDisplayManager` (tvOS 17+) — set the TV mode before the first frame lands. We honour `isDisplayCriteriaMatchingEnabled` (the user's "Match Content" setting) and tonemap to SDR via a dedicated `VTPixelTransferSession` when it's off, since pushing PQ pixels into an SDR-locked panel just renders as black or oversaturated. # Architecture in a paragraph `AVIOReader` (URLSession → `avio_alloc_context`) → libavformat demuxer → packet queue → either `VTDecompressionSession` (HW path) or `avcodec_decode_*` with sws\_scale (AV1 SW fallback) → reorder buffer (4 frames, B-frame depth) → `AVSampleBufferDisplayLayer`. Audio splits at the demux: PCM-decodable codecs go through `AVSampleBufferAudioRenderer`; EAC3+JOC goes through the HLS+AVPlayer route described above. # On the AI angle The project is built in pair-programming with Claude (Anthropic). Every commit was reviewed before landing and ships with a `Co-Authored-By: Claude` trailer so the AI involvement is permanently attributable rather than retconnable. Source is open precisely so the disclosure is verifiable — the engine repo is small enough to read in an evening if you want to check the HDR / Atmos paths before learning from them or installing. # Where I'd value a critical eye * The synchronizer / controlTimebase handoff during HLS pre-roll. There's a window where the layer is on the synchronizer, then we detach and reattach to a controlTimebase bound to AVPlayer's timebase. Spent a lot of time getting it stable — interested if anyone has done this differently * The dvcC byte packing — written by hand from the ISO BMFF Dolby Vision spec. If anyone's parsed enough DV files to call out a field-order surprise, that'd be useful * The HDR10+ pending-PTS dictionary cleanup on flush. Currently clears on `flush()`; might still leak on edge cases I haven't hit * General architecture review — the engine repo is intentionally small (\~3k lines of Swift + minimal C interop). If you spot something structurally wrong, an issue or PR is welcome Happy to answer anything technical in the thread.
iosprogramming  reddit  imported 
may 2026
Just released a set of 150+ haptic patterns for iOS
From Reddit saved post — r/iOSProgramming, u/kacperkapusciak, Apr 10 2026 https://www.reddit.com/r/iOSProgramming/comments/1shp16n/just_released_a_set_of_150_haptic_patterns_for_ios/ Hi! You can try out the patterns as audio in the browser and/or use the app to feel them in your hands. Built on top of Apple Core Haptics. Open-source and completely free with source code available on GitHub.
iosprogramming  reddit  imported 
april 2026
Open source Swift library for on-device speech AI — ASR that beats Whisper Large v3, full-duplex speech-to-speech, native async/await
From Reddit saved post — r/iOSProgramming, u/ivan_digital, Mar 28 2026 https://www.reddit.com/r/iOSProgramming/comments/1s5v29h/open_source_swift_library_for_ondevice_speech_ai/ I've been building speech-swift for the past couple of months — an open-source Swift library for on-device speech AI on Apple Silicon. Just published a full benchmark comparison against Whisper Large v3. The library ships ASR, TTS, VAD, speaker diarization, and full-duplex speech-to-speech. Everything runs locally via MLX (GPU) or CoreML (Neural Engine). Native async/await API throughout. One command build, models auto-download, no Python runtime, no C++ bridge. The ASR models outperform Whisper Large v3 on LibriSpeech — including a 634 MB CoreML model running entirely on the Neural Engine, leaving CPU and GPU completely free. 20 seconds of audio transcribed in under 0.5 seconds. Also ships PersonaPlex 7B — full-duplex speech-to-speech (audio in, audio out, one model, no ASR→LLM→TTS pipeline) running faster than real-time on M2 Max. Full benchmark breakdown + architecture deep-dive: [https://blog.ivan.digital/we-beat-whisper-large-v3-with-a-600m-model-running-entirely-on-your-mac-20e6ce191174](https://blog.ivan.digital/we-beat-whisper-large-v3-with-a-600m-model-running-entirely-on-your-mac-20e6ce191174) Library: [github.com/soniqo/speech-swift](http://github.com/soniqo/speech-swift) **Tech Stack** \- Swift, MLX (Metal GPU inference), CoreML (Neural Engine) \- Models: Qwen3-ASR (LALM), Parakeet TDT (transducer), PersonaPlex 7B, CosyVoice3, Kokoro, FireRedVAD \- Native Swift async/await throughout — no C++ bridge, no Python runtime \- 4-bit and 8-bit quantization via MLX group quantization and CoreML palettization **Development Challenge** The hardest part was CoreML KV cache management for autoregressive models. Unlike MLX which handles cache automatically, CoreML requires manually shuttling 56 MLMultiArray objects (28 layers × key + value) between Swift and the Neural Engine every single token. Building correct zero-initialization, causal masking with padding, and prompt caching on top of that took significantly longer than the model integration itself. MLState (macOS 15+) will eventually fix this — but we're still supporting macOS 14. **AI Disclosure** Heavily assisted by Claude Code throughout — architecture decisions, implementation, and debugging are mine; Claude Code handled a significant share of the boilerplate, repetitive Swift patterns, and documentation. Would love feedback from anyone building speech features in Swift — especially around CoreML KV cache patterns and MLX threading.
iosprogramming  reddit  imported 
march 2026
We open-sourced a faster alternative to Maestro for iOS UI testing — real device support included
From Reddit saved post — r/iOSProgramming, u/narayanom, Mar 11 2026 https://www.reddit.com/r/iOSProgramming/comments/1rqs6w0/we_opensourced_a_faster_alternative_to_maestro/ Hey everyone, We've been using Maestro for mobile UI testing but kept hitting the same walls — slow JVM startup, heavy memory usage, and real iOS device support that's been unreliable for a while. Eventually we just built our own runner in Go and decided to open-source it. It's called **maestro-runner**. Same Maestro YAML flow format you already know, but runs as a lightweight native binary instead of a JVM process. **Why it might be useful for iOS devs:** * **Real device support actually works.** Physical iPhones, not just simulators. This was our main frustration with Maestro — we run tests on real devices in CI and it just wasn't cutting it. * **Single binary, no JVM.** `curl | bash` install, starts immediately. No waiting 10+ seconds for Java to warm up. * **\~3.6x faster execution, 14x less memory.** Adds up fast when CI bills by the minute. * **iOS 12+ support** — no arbitrary version cutoffs. * **Zero migration.** Your existing Maestro YAML flows run as-is. It also handles Android, desktop browser testing (Chrome via CDP), and cloud providers like BrowserStack and Sauce Labs via Appium — but figured real device iOS is what'd be most relevant here. Quick start: # Install curl -fsSL https://open.devicelab.dev/install/maestro-runner | bash # Run on simulator maestro-runner --platform ios test flow.yaml # Run on real device maestro-runner --platform ios --device <UDID> test flow.yaml Generates HTML reports, JUnit XML, and Allure results out of the box. * GitHub: [https://github.com/devicelab-dev/maestro-runner](https://github.com/devicelab-dev/maestro-runner) Apache 2.0, no features paywalled. Happy to answer questions — and genuinely curious what's painful in your iOS testing setup right now.
iosprogramming  reddit  imported 
march 2026
Better App Store Connect
From Reddit saved post — r/iOSProgramming, u/ChefAccomplished845, Mar 04 2026 https://www.reddit.com/r/iOSProgramming/comments/1rkon0m/better_app_store_connect/ Hey all! Nick here - developer of the Itsy\* apps. If you're not a big fan (ahem) of App Store Connect web version - same - you might like my new app, Itsyconnect. Built it for myself initially, but maybe you'll find it useful too. Basically a macOS desktop client for App Store Connect, all local and BYOK. * Release management - edit metadata for every locale, pick builds, set release method, and toggle phased rollout. * AI localisation - translate fields, generate keywords, draft review replies, and bring your own API key. * TestFlight - manage builds, groups, and testers, with per-build crash and install tracking. * Analytics - impressions, downloads, proceeds, sessions, and crashes with period comparison and territory breakdown. * Customer reviews - filter, translate, and reply to reviews with AI. * Screenshots - upload, reorder, preview, and delete screenshots across all device categories and locales. * Privacy - local-first, all data in a single SQLite file on your Mac, credentials encrypted, no telemetry. The app is open source ([https://github.com/nickustinov/itsyconnect-macos](https://github.com/nickustinov/itsyconnect-macos)) and free to use with one app. To unlock unlimited apps, there's a one-time Pro purchase for €20. No subscriptions. Stack: Electron 40 - Next.js 16 - React 19 - TypeScript - Tailwind v4 - shadcn/ui - Phosphor Icons - Geist font - SQLite via better-sqlite3 - Drizzle ORM - Recharts - dnd-kit - Zod - Vercel AI SDK - AES-256-GCM envelope encryption - macOS Keychain Download here – [https://itsyconnect.com](https://itsyconnect.com) Would love any feedback!
iosprogramming  reddit  imported 
march 2026
Modularizing Swift Apps with SPM
From Reddit saved post — r/iOSProgramming, u/unpluggedcord, Feb 26 2026 https://www.reddit.com/r/iOSProgramming/comments/1rewfxo/modularizing_swift_apps_with_spm/
iosprogramming  reddit  imported 
february 2026
I gave Claude Code eyes — it can now see the SwiftUI previews it builds in 3 seconds
From Reddit saved post — r/iOSProgramming, u/Iron-Ham, Feb 16 2026 https://www.reddit.com/r/iOSProgramming/comments/1r6gvmf/i_gave_claude_code_eyes_it_can_now_see_the/ I've been using Claude Code for SwiftUI work for a while now, and the biggest pain point has always been: the AI writes code it literally cannot see. It can't tell if your padding is off, if a color is wrong, or if a list is rendering blank. You end up being the feedback loop — building, screenshotting, describing what's wrong, pasting it back. So I built [Claude-XcodePreviews](https://github.com/Iron-Ham/Claude-XcodePreviews) — a CLI toolkit that gives Claude Code visual feedback on SwiftUI views. The key trick is **dynamic target injection**: instead of building your entire app (which can take 30+ seconds), it: 1. Parses the Swift file to extract `#Preview {}` content 2. Injects a temporary `PreviewHost` target into your `.xcodeproj` 3. Configures only the dependencies your view actually imports 4. Builds in ~3-4 seconds (cached) 5. Captures the simulator screenshot 6. Cleans up — no project pollution It works as a `/preview` Claude Code skill, so the workflow becomes: Claude writes a view → runs `/preview` → sees the screenshot → iterates. No human in the loop for visual verification. **On Xcode 26.3 MCP:** I know Apple just shipped MCP-based preview capture in Xcode 26.3 two weeks ago. I actually started this project months before that announcement. There are a few reasons I still use this approach: - Xcode MCP has a one-agent-per-instance limitation — every new agent PID triggers a manual "Allow agent to access Xcode?" dialog. - The MCP schema currently has bugs that break some third-party tools. - This approach works per-worktree, so you can run parallel Claude Code agents on different branches simultaneously. Xcode MCP can't do that. For smaller projects or standalone files, it also supports SPM packages (~20s build) and standalone Swift files (~5s build) with zero project setup. **Install:** ``` /install Iron-Ham/Claude-XcodePreviews ``` Or manually: ```bash git clone https://github.com/Iron-Ham/Claude-XcodePreviews.git gem install xcodeproj --user-install ``` I wrote up the full technical approach in the linked blog post — goes into detail on preview extraction, brace matching, resource bundle detection for design systems, and simulator lifecycle management. Would love to hear how others are handling the "AI can't see what it builds" problem.
iosprogramming  reddit  imported 
february 2026
The secret to buttery smooth SwiftUI
From Reddit saved post — r/iOSProgramming, u/reverendo96, Feb 07 2026 https://www.reddit.com/r/iOSProgramming/comments/1qy6x1a/the_secret_to_buttery_smooth_swiftui/ This morning at 1 am (always when you say “this is the last post I read then I go to sleep) I found one of the best resources about SwiftUI in a while: An article explaining how SwiftUI rendering works https://www.swiftdifferently.com/blog/swiftui/swiftui-performance-article The agent skill created with the article’s knowledge in mind: https://skills.sh/avdlee/swiftui-agent-skill/swiftui-expert-skill Hope you find it useful
iosprogramming  reddit  imported 
february 2026
Comment on: Xcode 26.3 unlocks the power of agentic coding
From Reddit saved comment — r/iOSProgramming, u/CharlesWiltgen, Feb 03 2026 https://www.reddit.com/r/iOSProgramming/comments/1quzw7n/xcode_263_unlocks_the_power_of_agentic_coding/o3e0ipl/ Comment on: Xcode 26.3 unlocks the power of agentic coding Note that if you're already using the [Axiom](https://charleswiltgen.github.io/Axiom/) plug-in for Claude Code, it automatically leverages the for-LLM context updates included with Xcode 26.3 without the token overhead of MCPs.
iosprogramming  reddit  reddit-comment  imported 
february 2026
Dependency Injection in SwiftUI Without the Ceremony
From Reddit saved post — r/iOSProgramming, u/unpluggedcord, Feb 01 2026 https://www.reddit.com/r/iOSProgramming/comments/1qtcz5b/dependency_injection_in_swiftui_without_the/
iosprogramming  reddit  imported 
february 2026
The iOS interview question that shows real experience
From Reddit saved post — r/iOSProgramming, u/IllBreadfruit3087, Jan 11 2026 https://www.reddit.com/r/iOSProgramming/comments/1qa00dc/the_ios_interview_question_that_shows_real/ Hey everyone, I'm a Principal iOS engineer with 10+ years of experience. Over the years, I've worked in different companies and teams, and I was always curious about how hiring decisions are made. In one company, we strongly believed in hiring "stars". A star usually meant someone with many finished projects, successful launches, and mostly positive stories. When we imagine a strong engineer, we often think about clean success: great apps, smooth releases, good metrics. But I've also seen other hiring processes where a lot of attention was paid to behavioral interviews. And one question was always mandatory: "Tell me about your failures." From my experience, this question often shows real engineering experience much better than talking about successes. Why? Because if a person made mistakes, can admit them, explain what went wrong, and show what they learned from it, that's real growth. For me, a true "star" engineer is not someone who never failed, but someone who failed, reflected on it, and became better because of it. Of course, I had my own failures as well, and the last one was this week 😅. But I'm curious to hear from other iOS developers. What failures in your iOS or mobile career would you actually be proud to talk about in an interview? Situations where something went wrong, but you learned from it and became a stronger engineer. It could be related to releases, architecture decisions, learning approach, conflicts with teammates, working with stakeholders, or anything else. Moments where, looking back, you think: "I would do this differently now." Would be really interesting to hear such stories from the iOS community.
iosprogramming  reddit  reddit-post  imported 
january 2026
Anyone else received the Apple final reminder of updating age ratings? We do not want to submit a new binary..
From Reddit saved post — r/iOSProgramming, u/funkymerlion, Dec 12 2025 https://www.reddit.com/r/iOSProgramming/comments/1pkgbil/anyone_else_received_the_apple_final_reminder_of/ I have 2 apps. I do not want to update the binaries as we are doing overhauling in the meantime. I actually attended to these issues a couple of months back and thought everything was ok until we received the final reminder email hours ago. app\_1: the age rating was auto computed with no missing fields and the new age rating is in line with our expectations, so I just left it as it is app\_2: the age rating had some missing answers, and I was unable to input anything so I created a new release and then updated the age ratings. the app is now in "pending submission" stage but the age ratings have been updated. > !!! in both cases, the updated age ratings are updated & LIVE for both our apps and can be seen in our appstore listings !!! but I still get the final reminder email anyway. should I do anything? anyone else in the same boat (not keen to submit a new binary for review)? UPDATE: I just contacted APPLE DEVELOPER via phone from Singapore at 1:43 PM SG time zone. The advisor on the line confirmed: If you have this problem, create a new release version - you do not have to upload a new binary - you do not have to submit this new release for formal review - just navigate on the left menu to General > App Information.. go update your age ratings - once done the section will show `Edited` That's all. You have done your part --- To know if you have any pending actions, go to appstore connect website on browser Https://appstoreconnect.apple.com If there are no banners or alerts on the main page, you have nothing to worry about. That's all.
iosprogramming  reddit  reddit-post  imported 
december 2025
Built my first app! A clock that uses metal shaders
From Reddit saved post — r/iOSProgramming, u/daniel-at-discord, May 03 2025 https://www.reddit.com/r/iOSProgramming/comments/1kdrwu0/built_my_first_app_a_clock_that_uses_metal_shaders/ After a few months of work I finished my first app, Clocks. My goal for it was to basically create a more fun Standby mode. It doesn’t replace standby (since that’s a private API) but I wanted something that looked beautiful in your space. I also have an old phone I no longer use and this was perfect to turn it into something I think is pretty stunning. The app uses over 20 metal shaders and also comes with matching screen savers for Mac. Happy to answer any questions about my design process or what I learned! It’s available here on the [App Store](https://apps.apple.com/us/app/clocks-a-fun-standby-mode/id6742508073) or more [info here](https://clocks.app).
iosprogramming  reddit  imported 
may 2025
SwiftUI was a mistake — and I’ve been using it since beta 1
From Reddit saved post — r/iOSProgramming, u/AdventurousProblem89, Apr 30 2025 https://www.reddit.com/r/iOSProgramming/comments/1kbbgui/swiftui_was_a_mistake_and_ive_been_using_it_since/ i’ve been doing ios dev for over 14 years now — started in my teens, built tons of apps, been through obj-c, swift, uikit, all of it. when swiftui came out i was hyped, tried it early, started using it since beta 1, loved how easy it was to build simple screens and the whole declarative approach. for 90% of things you do it works great. But the problem is the moment you try to do anything slightly complicated it starts to become a nightmare and as requirements change and you add more and more stuff on into it becomes really not fun at all. first, the compiler starts just not working. you get some generic error that it can't compile, it doesn’t point you to the right line. you’re just commenting out random chunks of code until it finally compiles and you’re like 'oh lol i forgot a ) here' or some stupid thing like that. then there’s all these unintuitive behaviors that are kinda documented somewhere on the internet but there are a lot of things that are not intuitive at all.  Like lot of people don't know that using State with a viewmodel that’s Observable, the init gets called every time the view updates. not like StateObject which uses autoclosure.. i’ve seen soooo many bugs from this exact thing when helping clients. billions of them. ok maybe not billions but it feels like it 😅 and yeah you can’t change some colors here, can’t add icons there, you wanna do a thing? well swiftui says no, we don;t allow that, so now you gotta come up with your own implementation, make sure the animations match or stack some workaround on top of another workaround just to make a simple thing look normal. it’s fucking ridiculous sometimes. navigation? holy shit. don’t get me started. like there’s this known issue — if you hide the back button title on second  view,  the back arrow sometimes does this weird glitchy animation when pushing the view. like WHY and most importantly HOW, . it’s a reported known bug. and it is old swiftui bug. still not fixed. just one of those little things that makes you wanna scream into the void. there are lot of bugs like that, I mean really a LOT OF BUGS LIKE THAT.  and yeah, performance is kinda trash too. iphones are fast so you don’t feel it most of the time, but try making something like a proper calendar app in swiftui — with infinite scroll in both directions, multiple cell types, different heights — good luck. Or build the same thing in swiftui and in uikit and compare resources usage with instruments, you will be surprised. don’t get me wrong, i have a few my own apps fully written in swiftui that work great. they’re great and work without issues. i went with the flow, adjusted design/features based on what swiftui could handle, added hacks where needed. and when you are your own designer and product manager, it’s awesome. really. but recently i was building a slightly complex feature for a client and i was like… screw this. did File → New → ViewController and at first i legit forgot how to write imperative code )) sat there like a lost . then it came back slowly and maaaan, it felt amazing. like being released from jail. sure, it’s 4x more code, you can shoot yourself in the foot in like 10 different places, but you can actually do stuff. i don’t have to think is it allowed in swiftui or not, you're just in wild again — just do whatever you want. i’ll still use swiftui, it’s cool for lots of stuff. but for complex flows, i’m back on my UIKit bullshit. and for the love of god, if you’re learning ios dev — learn uikit too. don’t go full in on swiftui and then find yourself stuck later when shit hits the fan
iosprogramming  reddit  reddit-post  imported 
april 2025
Made $15K+ Last Month: Need Advice on Scaling My App Business. Do I need a Cofounder ?
From Reddit saved post — r/iOSProgramming, u/dams96, Jul 05 2024 https://www.reddit.com/r/iOSProgramming/comments/1dw04r2/made_15k_last_month_need_advice_on_scaling_my_app/ Hey everyone, I started iOS programming about a year and a half ago and launched my first app less than a year ago. Since then I've been working continuously on my app business and now have 10 apps (most of them related to AI) on the App Store. Revenue has been growing steadily and I hit $15K+ in sales over the last 30 days. Although $15K is a big number and I'm proud of it, it's not like all of it goes into my bank account. I'm French and with my current entrepreneurial status I can't deduct my app expenses for my taxes, so I will owe more than 60% of what I’ve made to France. Additionally I have the US nationality so there's double taxation involved too. I have bigger goals now, including eventually creating my own app company if everything works out. However there's a big gap between working alone and having a company with many employees. I feel like I'm currently in that in-between stage. It's becoming increasingly harder to manage all my apps, build new ones, update the old ones, add features, work on marketing, and so on. I also deal with health issues so I know I'm not doing my body any good, and sometimes it feels overwhelming. Due to my health issues I almost didn’t work this past month yet reached my most profitable month, which is quite reassuring don't get me wrong (it almost feels like passive income). I also sometimes feel quite lonely working alone in my apartment. Those are the reasons why I'm starting to think I need someone to help me in my app business—a cofounder. The more I think about it, the more it seems worth it. The question now is, "How do I find that special someone?" I think I know what I'm looking for: someone who complements me well (basically better at coding than me), doesn’t need to be great at marketing (I’m here for that), and shares the same long-term vision and goals. A big plus is definitely some knowledge in AI. Preferably in the same age range as me (I'm 28), although not necessary. But it's hard to find someone. I live in Montpellier which is a relatively big city in France, but after searching a lot online (LinkedIn and other French freelancer platforms), it seems harder than I thought. I also checked certain indie hacker "communities" in the city but it's not that developed here. So now I'm thinking of finding someone who doesn’t necessarily live close to me, perhaps in the US (more people seem to have the mindset I'm looking for). I’m also considering eventually living in the US once my health gets better (more opportunities, especially in the entrepreneurial/startup world). I also tried hiring a few freelancers, but it was definitely less than ideal. I admit I didn't hire the most expensive developers (due to a somewhat limited budget) but in retrospect I feel like I lost more time than I saved (issues with the code, slow responses, needing to double-check everything). I’m wondering if hiring more experienced freelancers might still have these issues as they don’t have any reason to give their 100% for “my” apps. Right now I'm leaning more toward the cofounder idea than the freelance route. I want someone as invested as I am in this project. I know finding a cofounder is hard though. Currently I'm thinking of initially hiring a freelancer with the perspective of becoming a cofounder if we match well. What do you think of this? What are the best places to find such a person that could eventually become my cofounder ? I also think that this iOS community might have developers interested in looking for a partner too. So I'm down to exchange with potential future partners as well :) What I Can Offer: - Intermediate iOS coding skills (mostly SwiftUI currently) - I would lie if I say that ChatGPT didn't help me to code some parts of my apps - Great ASO skills (about 80K installs in the last 2 months without any ads/promotion) - Profitable app ideas with many more apps I want to build - Pretty decent design skills (I do my own app icons, app screenshots, UI, etc.) - App marketing and virality (I have a tech TikTok account with 280K followers, and created another TikTok account for one of my apps which got 20M+ views). I have a great intuition and know what kinds of apps/videos can reach many users organically. I only promoted 1 time one of my apps on my main TikTok account (so definitely can improve there). My Next Goals Are: - Uploading my 2 new apps that are almost ready - Starting marketing for some of my apps with huge growth potential (mainly TikTok influencers as I know a lot about this field, but also Google Ads, ASA, Facebook Ads, etc.) - Continuing to update my existing apps to remain competitive and of course launch additional apps - Build more complex apps with huge growth potential (that still don't exist on the app store), but for that I can't work on them alone Anyways that was a bit all over the place sorry about that. But I'd love to hear from anyone who has been in a similar situation. Did you continue to work alone? Did you find a cofounder? How did you meet them? What was your experience like? Any regrets (staying alone or having a cofounder)? How should I share the stakes with my cofounder knowing I already made many profitable apps ? Thank you !
iosprogramming  reddit  reddit-post  imported 
july 2024
I got DOOM II and Final DOOM running on iOS and tvOS
From Reddit saved post — r/iOSProgramming, u/Schnapple, Oct 15 2018 https://www.reddit.com/r/iOSProgramming/comments/9ofbrw/i_got_doom_ii_and_final_doom_running_on_ios_and/ So a little while ago I [posted](https://www.reddit.com/r/iOSProgramming/comments/9615i1/ive_been_getting_id_tech_engines_working_on_ios/) about how I had fixed up the port of DOOM to the iPhone and also added MFi controls, a tvOS port, etc. Well, two things. First, one of the things you needed to be able to run those ports was a file I couldn't distribute and you would have to source it from an existing iPhone version of the game. I've now created a "clean room" version of that file with new graphics, fonts and sounds and so now all you need is a copy of the WAD file and you're set. Second, I added iOS and tvOS targets that handle DOOM II and Final DOOM. It was pretty much a matter of just handling the different WAD files and level names but if you wanted to play either of those games on your phone now you can. Same deal as the original, bring your own WAD files. Repo is here (same address as before, just updated): [https://github.com/tomkidd/DOOM-iOS](https://github.com/tomkidd/DOOM-iOS) Another long article explaining the updates is here: [http://schnapple.com/doom-ii-and-final-doom-for-ios-and-tvos](http://schnapple.com/doom-ii-and-final-doom-for-ios-and-tvos) &#x200B; [It's just kinda cool to have these on your phone screen](https://preview.redd.it/b2hpr6so6es11.png?width=602&format=png&auto=webp&s=b1122e69498748fc686bfaf4d6124fb8e59a1bd0) &#x200B; [Screenshot with the new assets](https://preview.redd.it/60j03cbr6es11.png?width=1218&format=png&auto=webp&s=8a161025c480ff317f3d7e6c7b85083d3c6977d8) &#x200B; https://preview.redd.it/gcqjvr5t6es11.png?width=2436&format=png&auto=webp&s=50256e2b28447447876089b96ab493ce8c4a62bf https://preview.redd.it/jo0bhd5t6es11.png?width=2436&format=png&auto=webp&s=5f74b06d97a50b89599ce798d5819f7cf36f0fc5 https://preview.redd.it/s7vrtr5t6es11.png?width=2436&format=png&auto=webp&s=bf38ff2a07e0bf2d15e7890b800d5fbb4c4a6483 &#x200B; https://preview.redd.it/dzf24pvu6es11.png?width=1920&format=png&auto=webp&s=b2309a7ffefb0879c2e817c11082c6b7ab55ed17 https://preview.redd.it/5jjwwrvu6es11.png?width=1920&format=png&auto=webp&s=603fc9caf113bb701662e4b7b690031b28c1abff https://preview.redd.it/q2qhgsvu6es11.png?width=1920&format=png&auto=webp&s=3314e7d77265db07ccfe3abbc0719da24fdb2239
iosprogramming  reddit  imported 
october 2018
Send Push Notification easily using CloudKit (no need to deal with certificates, device tokens etc)
From Reddit saved post — r/iOSProgramming, u/soulchild_, Oct 02 2018 https://www.reddit.com/r/iOSProgramming/comments/9kqkq2/send_push_notification_easily_using_cloudkit_no/
iosprogramming  reddit  imported 
october 2018
204080100

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