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31Carlton731Carlton7/skills/swiftui/SKILL.md

swiftui

Skill2 starsChanged 3 months agoMITView on GitHub

SwiftUI mental model (identity, lifetime, dependencies), performance rules for views/List/Table, and the iOS 26 / macOS Tahoe Liquid Glass design APIs. Use when writing or reviewing SwiftUI code, debugging state loss, broken animations, slow updates/hangs/hitches, or adopting the new design system.

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We split this skill into the rules it gives an agent

4 rules. 0 are common, 2 are distinctive, and 2 are very specific to this project.

  • 0

    Common

    Most of the 9 edited versions we read keep these.

  • 2

    Distinctive

    This author's own choices. Worth a look.

  • 2

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    When SwiftUI looks at code it sees three things:

    line 15
  2. Very specific:

    Keep body cheap: No data filtering, sorting, expensive string interpolation, bundle lookups, or heap allocation in body.

    line 34
  3. Very specific:

    Debugging re-renders: call Self._printChanges() in body (or via expression Self._printChanges() at an LLDB breakpoint) to see why body ran.

    line 37
  4. Distinctive:

    Keep identifiers cheap to compute.

    line 44

“Common” is measured: kept by at least 6 in 10 of the 9 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
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SKILL.md

SwiftUI

Distilled from three WWDC sessions:

Core mental model

When SwiftUI looks at code it sees three things:

  1. Identity — how SwiftUI recognizes elements as the same or distinct across updates.
  2. Lifetime — the duration of an identity. View values (the structs) are ephemeral, recreated on every body evaluation; identity is what persists.
  3. Dependencies — the inputs (properties, @State, @Binding, @Environment, observable objects) that, when changed, require a new body. Views + dependencies form a graph, not a tree; SwiftUI re-evaluates only invalidated views.

The single most important consequence: @State/@StateObject storage is tied to identity. When identity changes, state is destroyed and recreated from initial values. Unexpected state loss, broken transitions, and flashing UI are almost always identity bugs.

Identity rules

  • Explicit identity: ForEach(items) (via Identifiable), ForEach(items, id: \.someKey), .id(_:). Structural identity: type + position in the hierarchy — every if/else branch is a distinct view with distinct identity.
  • Identifiers must be stable (never generate in a computed property — var id: UUID { UUID() } is a classic bug; don't use array indices) and unique (one ID per view; a non-unique key like name drops rows and breaks animations). Use database IDs or stable properties of the data.
  • Branch vs. modifier: if expired { content.opacity(0.3) } else { content } creates two identities — state resets and views fade in/out instead of animating in place. Prefer a single view with an inert modifier: content.opacity(expired ? 0.3 : 1). Inert modifiers (opacity 1, padding 0, transformEnvironment, etc.) are cheap and get pruned. Before writing a branch, ask: is this two different views, or two states of one view?
  • Avoid AnyView wherever possible. It erases the type structure SwiftUI uses for identity, hurts performance, hides compiler diagnostics, and hurts readability. In helper functions that return different view types per branch, apply @ViewBuilder to the function and use plain if/switch instead of wrapping in AnyView.

Performance rules

Slow updates cause hangs (delayed response) and hitches (skipped animation frames). Common causes and fixes:

  • Keep body cheap. No data filtering, sorting, expensive string interpolation, bundle lookups, or heap allocation in body. Move work to the model or an async .task.
  • Don't do synchronous expensive work in @StateObject/@State initializers (e.g. fetching in an object's init that's lazily hit from body). Make it async and load in .task { await ... }.
  • Scope dependencies tightly. A view whose value contains a whole Dog re-renders when any dog property changes. Extract subviews that take only what they render (ScalableDogImage(image:) not (dog:)). The Observable macro also auto-narrows dependencies to properties actually read. Use judgment — not every dependency needs extraction.
  • Debugging re-renders: call Self._printChanges() in body (or via expression Self._printChanges() at an LLDB breakpoint) to see why body ran. @self = view value changed; a named property = that dynamic property changed. Underscore API — debug only, never ship it.

List and Table

List/Table gather all row identifiers eagerly, up front. Rows are built on demand, but only if SwiftUI can count rows without building content — so each ForEach element must resolve to a constant number of views:

  • No if inside ForEach content to filter rows (element count becomes 0-or-1 → all rows must be built). No AnyView (count unknown). Filter the data, and do the filtering in the model (cached), not inline in body (linear cost on every evaluation).
  • Keep identifiers cheap to compute; row count = elements × views-per-element, and views-per-element must be constant.
  • Flatten nested ForEach — except dynamic sections (ForEach of sections containing ForEach of rows), which SwiftUI understands and keeps fast.
  • Table: prefer the streamlined Table { ... ForEach(collection) } initializer (back-deploys); note iOS 17 changed row identity to come from the ForEach data, not TableRow values.

Liquid Glass / new design (Xcode 26, iOS 26, macOS Tahoe)

Building with the Xcode 26 SDK updates most standard components automatically. Key APIs:

  • App structure: floating glass sidebar on NavigationSplitView; backgroundExtensionEffect() extends hero images under the sidebar without clipping. Tab bar floats and can minimize on scroll: .tabBarMinimizeBehavior(.onScrollDown); put controls above it with .tabViewBottomAccessory { } and read tabViewBottomAccessoryPlacement from the environment to adapt when collapsed.
  • Sheets/presentations: partial-height sheets get an inset glass background — remove custom presentationBackgrounds. Sheets/menus/popovers can morph out of their presenting button via zoom-transition source/destination.
  • Toolbars: items sit on floating glass and auto-group; use ToolbarSpacer(.fixed)/.flexible to control grouping, .sharedBackgroundVisibility(.hidden) to detach an item, .badge(_:) on toolbar items. Icons are monochrome by default — tint only to convey meaning. Remove any custom backgrounds/darkening behind bars; tune the scroll edge effect with scrollEdgeEffectStyle.
  • Search: .searchable on NavigationSplitView → top-trailing field (Mac/iPad) / bottom field (iPhone); .searchToolbarBehavior for the minimized button variant. Dedicated search tab: give the tab a .search role and put .searchable on the TabView.
  • Controls: bordered buttons are capsules; .buttonBorderShape to override; extra-large size and .glass / .glassProminent button styles exist. Sliders support tick marks (step or manual ticks closure) and neutralValue for non-leading fill start. Use ConcentricRectangle/container-concentric corners to match container curvature.
  • Custom glass: .glassEffect() (default capsule; pass a shape to customize; .tint for meaning; .interactive for touch response). Multiple glass elements must share a GlassEffectContainer to sample each other correctly; add glassEffectID(_:in:) with a Namespace for fluid morphing between states.
  • Adoption checklist: build with Xcode 26, audit backgrounds behind sheets/toolbars and remove them, then add custom glass only for signature elements.

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