Agent skills for iOS, iPadOS, Swift, SwiftUI, and modern Apple framework development.
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Complete recipes for photo and video selection, loading, saving, and processing. All patterns target iOS 16+ with SwiftUI and async/await.
Handle the full lifecycle: idle, loading, loaded, and error.
import SwiftUI
import PhotosUI
struct ProfilePhotoPicker: View {
@State private var selectedItem: PhotosPickerItem?
@State private var loadState: LoadState = .idle
enum LoadState {
case idle, loading, loaded(Image), error(String)
}
var body: some View {
VStack {
switch loadState {
case .idle:
Image(systemName: "person.crop.circle.fill")
.resizable()
.frame(width: 120, height: 120)
.foregroundStyle(.secondary)
case .loading:
ProgressView()
.frame(width: 120, height: 120)
case .loaded(let image):
image
.resizable()
.scaledToFill()
.frame(width: 120, height: 120)
.clipShape(Circle())
case .error(let message):
ContentUnavailableView(message, systemImage: "exclamationmark.triangle")
}
PhotosPicker("Choose Photo", selection: $selectedItem, matching: .images)
.buttonStyle(.borderedProminent)
}
.onChange(of: selectedItem) { _, newItem in
guard let newItem else {
loadState = .idle
return
}
loadState = .loading
Task {
do {
if let data = try await newItem.loadTransferable(type: Data.self),
let uiImage = UIImage(data: data) {
loadState = .loaded(Image(uiImage: uiImage))
} else {
loadState = .error("Unable to load image")
}
} catch {
loadState = .error(error.localizedDescription)
}
}
}
}
}Load multiple images sequentially and report progress back to the UI.
import SwiftUI
import PhotosUI
struct MultiPhotoLoader: View {
@State private var selectedItems: [PhotosPickerItem] = []
@State private var loadedImages: [UIImage] = []
@State private var loadProgress: Double = 0
@State private var isLoading = false
var body: some View {
VStack {
if isLoading {
ProgressView(value: loadProgress)
.padding()
}
ScrollView(.horizontal) {
LazyHStack {
ForEach(loadedImages.indices, id: \.self) { index in
Image(uiImage: loadedImages[index])
.resizable()
.scaledToFill()
.frame(width: 100, height: 100)
.clipShape(.rect(cornerRadius: 8))
}
}
.padding(.horizontal)
}
.frame(height: loadedImages.isEmpty ? 0 : 116)
PhotosPicker(
"Select Photos",
selection: $selectedItems,
maxSelectionCount: 10,
matching: .images
)
}
.onChange(of: selectedItems) { _, newItems in
Task { await loadImages(from: newItems) }
}
}
private func loadImages(from items: [PhotosPickerItem]) async {
isLoading = true
loadProgress = 0
var images: [UIImage] = []
for (index, item) in items.enumerated() {
if let data = try? await item.loadTransferable(type: Data.self),
let uiImage = UIImage(data: data) {
images.append(uiImage)
}
loadProgress = Double(index + 1) / Double(items.count)
}
loadedImages = images
isLoading = false
}
}Load sequentially rather than concurrently to control memory usage. Each full-resolution image can be large; loading ten simultaneously risks memory termination.
Use a Transferable wrapper that writes video data to a temporary file, since videos are too large to hold in memory as Data.
import SwiftUI
import PhotosUI
import AVKit
struct PickedMovie: Transferable {
let url: URL
static var transferRepresentation: some TransferRepresentation {
FileRepresentation(contentType: .movie) { movie in
SentTransferredFile(movie.url)
} importing: { received in
// Copy to a temporary location the app controls
let tempURL = FileManager.default.temporaryDirectory
.appendingPathComponent(UUID().uuidString)
.appendingPathExtension("mov")
try FileManager.default.copyItem(at: received.file, to: tempURL)
return PickedMovie(url: tempURL)
}
}
}
struct VideoPickerView: View {
@State private var selectedItem: PhotosPickerItem?
@State private var player: AVPlayer?
var body: some View {
VStack {
if let player {
VideoPlayer(player: player)
.frame(height: 300)
}
PhotosPicker("Select Video", selection: $selectedItem, matching: .videos)
}
.onChange(of: selectedItem) { _, newItem in
Task {
if let movie = try? await newItem?.loadTransferable(type: PickedMovie.self) {
player = AVPlayer(url: movie.url)
}
}
}
}
}Always copy the received file to a temporary directory you control. The system may delete the original transfer file at any time.
import SwiftUI
import PhotosUI
@available(iOS 17.0, *)
struct LivePhotoPickerView: View {
@State private var selectedItem: PhotosPickerItem?
@State private var livePhoto: PHLivePhoto?
var body: some View {
VStack {
if let livePhoto {
LivePhotoView(livePhoto: livePhoto)
.frame(height: 300)
}
PhotosPicker(
"Select Live Photo",
selection: $selectedItem,
matching: .livePhotos
)
}
.onChange(of: selectedItem) { _, newItem in
Task {
livePhoto = try? await newItem?.loadTransferable(type: PHLivePhoto.self)
}
}
}
}PHLivePhoto conforms to Transferable on iOS 17+. On iOS 16, load the Live Photo components manually using PHAsset.
Use PHPickerViewController when you need UIKit-level control or are integrating into an existing UIKit codebase. Prefer PhotosPicker for pure SwiftUI apps.
import SwiftUI
import PhotosUI
struct PHPickerWrapper: UIViewControllerRepresentable {
@Binding var selectedImages: [UIImage]
var selectionLimit: Int = 0
@Environment(\.dismiss) private var dismiss
func makeCoordinator() -> Coordinator { Coordinator(self) }
func makeUIViewController(context: Context) -> PHPickerViewController {
var config = PHPickerConfiguration(photoLibrary: .shared())
config.filter = .images
config.selectionLimit = selectionLimit
config.preferredAssetRepresentationMode = .current
let picker = PHPickerViewController(configuration: config)
picker.delegate = context.coordinator
return picker
}
func updateUIViewController(_ uiViewController: PHPickerViewController, context: Context) {
// Configuration is immutable after creation
}
final class Coordinator: NSObject, PHPickerViewControllerDelegate {
let parent: PHPickerWrapper
init(_ parent: PHPickerWrapper) { self.parent = parent }
func picker(
_ picker: PHPickerViewController,
didFinishPicking results: [PHPickerResult]
) {
parent.dismiss()
guard !results.isEmpty else { return }
Task { @MainActor in
var images: [UIImage] = []
for result in results {
if let image = await loadImage(from: result.itemProvider) {
images.append(image)
}
}
parent.selectedImages = images
}
}
private func loadImage(from provider: NSItemProvider) async -> UIImage? {
await withCheckedContinuation { continuation in
if provider.canLoadObject(ofClass: UIImage.self) {
provider.loadObject(ofClass: UIImage.self) { image, _ in
continuation.resume(returning: image as? UIImage)
}
} else {
continuation.resume(returning: nil)
}
}
}
}
}Always call parent.dismiss() in picker(_:didFinishPicking:) -- this delegate method fires for both selection and cancellation (with empty results).
Saving requires NSPhotoLibraryAddUsageDescription in Info.plist. Use PHPhotoLibrary for saving with metadata, or UIImageWriteToSavedPhotosAlbum for simple saves.
import Photos
func saveImageToLibrary(_ image: UIImage) async throws {
try await PHPhotoLibrary.shared().performChanges {
let request = PHAssetCreationRequest.forAsset()
request.addResource(with: .photo, data: image.jpegData(compressionQuality: 0.9)!, options: nil)
}
}
func saveImageDataToLibrary(_ data: Data) async throws {
try await PHPhotoLibrary.shared().performChanges {
let request = PHAssetCreationRequest.forAsset()
let options = PHAssetResourceCreationOptions()
request.addResource(with: .photo, data: data, options: options)
}
}import Photos
func saveToAlbum(image: UIImage, albumName: String) async throws {
let album = try await findOrCreateAlbum(named: albumName)
try await PHPhotoLibrary.shared().performChanges {
let assetRequest = PHAssetCreationRequest.forAsset()
assetRequest.addResource(
with: .photo,
data: image.jpegData(compressionQuality: 0.9)!,
options: nil
)
guard let placeholder = assetRequest.placeholderForCreatedAsset,
let albumChangeRequest = PHAssetCollectionChangeRequest(for: album) else { return }
albumChangeRequest.addAssets([placeholder] as NSArray)
}
}
private func findOrCreateAlbum(named name: String) async throws -> PHAssetCollection {
let fetchOptions = PHFetchOptions()
fetchOptions.predicate = NSPredicate(format: "title = %@", name)
let result = PHAssetCollection.fetchAssetCollections(with: .album, subtype: .any, options: fetchOptions)
if let existing = result.firstObject {
return existing
}
// Create the album
var placeholder: PHObjectPlaceholder?
try await PHPhotoLibrary.shared().performChanges {
let request = PHAssetCollectionChangeRequest.creationRequestForAssetCollection(withTitle: name)
placeholder = request.placeholderForCreatedAssetCollection
}
guard let placeholder,
let collection = PHAssetCollection.fetchAssetCollections(
withLocalIdentifiers: [placeholder.localIdentifier],
options: nil
).firstObject else {
throw PhotoLibraryError.albumCreationFailed
}
return collection
}
enum PhotoLibraryError: Error {
case albumCreationFailed
}Generate thumbnails efficiently without decoding the full image into memory. This is critical for grids and lists displaying many photos.
import ImageIO
import UIKit
/// Downsample image data to a target display size.
/// Use this instead of UIImage(data:) followed by resizing, which decodes the full image.
func downsample(
data: Data,
to pointSize: CGSize,
scale: CGFloat = UITraitCollection.current.displayScale
) -> UIImage? {
let maxDimension = max(pointSize.width, pointSize.height) * scale
let options: [CFString: Any] = [
kCGImageSourceCreateThumbnailFromImageAlways: true,
kCGImageSourceShouldCacheImmediately: true,
kCGImageSourceCreateThumbnailWithTransform: true,
kCGImageSourceThumbnailMaxPixelSize: maxDimension
]
guard let source = CGImageSourceCreateWithData(data as CFData, nil),
let cgImage = CGImageSourceCreateThumbnailAtIndex(source, 0, options as CFDictionary) else {
return nil
}
return UIImage(cgImage: cgImage)
}
/// Downsample from a file URL (avoids loading full data into memory).
func downsample(
url: URL,
to pointSize: CGSize,
scale: CGFloat = UITraitCollection.current.displayScale
) -> UIImage? {
let maxDimension = max(pointSize.width, pointSize.height) * scale
let sourceOptions: [CFString: Any] = [kCGImageSourceShouldCache: false]
guard let source = CGImageSourceCreateWithURL(url as CFURL, sourceOptions as CFDictionary) else {
return nil
}
let downsampleOptions: [CFString: Any] = [
kCGImageSourceCreateThumbnailFromImageAlways: true,
kCGImageSourceShouldCacheImmediately: true,
kCGImageSourceCreateThumbnailWithTransform: true,
kCGImageSourceThumbnailMaxPixelSize: maxDimension
]
guard let cgImage = CGImageSourceCreateThumbnailAtIndex(source, 0, downsampleOptions as CFDictionary) else {
return nil
}
return UIImage(cgImage: cgImage)
}struct PhotoGridItem: View {
let imageData: Data
let thumbnailSize = CGSize(width: 100, height: 100)
@State private var thumbnail: UIImage?
var body: some View {
Group {
if let thumbnail {
Image(uiImage: thumbnail)
.resizable()
.scaledToFill()
} else {
Rectangle()
.fill(.quaternary)
.overlay(ProgressView())
}
}
.frame(width: 100, height: 100)
.clipShape(.rect(cornerRadius: 6))
.task {
thumbnail = downsample(data: imageData, to: thumbnailSize)
}
}
}Modern iPhones capture photos in HEIC format by default. Handle both HEIC and JPEG transparently.
import UniformTypeIdentifiers
func imageContentType(data: Data) -> UTType? {
guard let source = CGImageSourceCreateWithData(data as CFData, nil),
let uti = CGImageSourceGetType(source) as? String else {
return nil
}
return UTType(uti)
}import UIKit
func convertToJPEG(heicData: Data, compressionQuality: CGFloat = 0.9) -> Data? {
guard let image = UIImage(data: heicData) else { return nil }
return image.jpegData(compressionQuality: compressionQuality)
}When saving or uploading, prefer keeping the original HEIC format to preserve quality and reduce file size. Convert to JPEG only when the destination requires it (e.g., a server that rejects HEIC).
import PhotosUI
// Request the current representation to avoid transcoding
var config = PHPickerConfiguration(photoLibrary: .shared())
config.preferredAssetRepresentationMode = .current // Keeps HEIC as-is
// vs .compatible which transcodes to JPEGCustomize the picker trigger with any SwiftUI view using the label closure:
PhotosPicker(selection: $selectedItems, maxSelectionCount: 3, matching: .images) {
Label("Add Photos", systemImage: "photo.on.rectangle.angled")
.font(.headline)
.padding()
.background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 12))
}Display the picker inline rather than as a sheet:
@available(iOS 17.0, *)
PhotosPicker(
selection: $selectedItems,
maxSelectionCount: 5,
matching: .images
)
.photosPickerStyle(.inline)
.frame(height: 300)Control how the picker interacts with limited library access:
@available(iOS 17.0, *)
PhotosPicker(selection: $selectedItems, matching: .images)
.photosPickerAccessBehavior(.limited) // Only show user-approved photos
// .automatic (default) -- system decides
// .limited -- only previously approved photosA basic square crop using Core Graphics after selecting a photo:
import UIKit
func cropToSquare(_ image: UIImage) -> UIImage? {
guard let cgImage = image.cgImage else { return nil }
let side = min(cgImage.width, cgImage.height)
let x = (cgImage.width - side) / 2
let y = (cgImage.height - side) / 2
let cropRect = CGRect(x: x, y: y, width: side, height: side)
guard let cropped = cgImage.cropping(to: cropRect) else { return nil }
return UIImage(cgImage: cropped, scale: image.scale, orientation: image.imageOrientation)
}For interactive cropping, consider wrapping a third-party crop view or building a gesture-based crop overlay in SwiftUI. The system does not provide a built-in crop controller.
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