From claude-code-config
Supports iOS app development: writes Swift/SwiftUI/UIKit code, architects apps, debugs crashes, handles navigation, networking, persistence, performance, Xcode setup, App Store submission.
npx claudepluginhub anastasiyaw/claude-code-configThis skill uses the workspace's default tool permissions.
Before anything else, identify:
Develops native iOS apps with Swift 6, SwiftUI, UIKit integration, Core Data, networking, iOS 18 features, and App Store optimization. Ideal for iOS workflows.
Provides expert guidance for iOS/macOS development with Swift, SwiftUI, UIKit, Core Data, Combine, Xcode projects, app architectures, build errors, and performance optimization.
Develops native iOS apps with Swift 6/SwiftUI, iOS 18 features, UIKit integration, Core Data, networking, and App Store optimization. Use for iOS-specific development.
Share bugs, ideas, or general feedback.
Before anything else, identify:
Если задача связана с Metal, GPU, рендерингом, шейдерами, TBDR, MetalFX, GPU profiling, frame pacing, PSO, heaps, ICB, MTLIO → читать references/metal-graphics.md первым.
Then read the relevant reference file before writing code.
| Topic | File | When to read |
|---|---|---|
| SwiftUI pipeline | references/swiftui.md | SwiftUI views, state, bindings, modifiers, animations |
| UIKit pipeline | references/uikit.md | UIViewController, Auto Layout, delegates, storyboards |
| Architecture | references/architecture.md | MVVM, TCA, VIPER, Clean, Coordinator |
| Networking | references/networking.md | URLSession, async/await, REST/GraphQL, auth |
| Data persistence | references/data.md | CoreData, SwiftData, UserDefaults, Keychain, FileManager |
| Navigation | references/navigation.md | NavigationStack, Coordinator, deep links, sheets |
| Performance | references/performance.md | Instruments, memory, launch time, rendering |
| Metal & Heavy Graphics | references/metal-graphics.md | Metal, GPU рендер, TBDR, PSO/heaps/argument buffers, ICB, MTLIO, MetalFX, терморегуляция, профилирование GPU |
| Feature | Min iOS |
|---|---|
| SwiftUI | iOS 13 |
async/await | iOS 15 |
| NavigationStack | iOS 16 |
| SwiftData | iOS 17 |
@Observable macro | iOS 17 |
| RippleEffect, ScrollView phases | iOS 18 |
Always check target before using newer APIs. Use #available guards for backward compatibility:
if #available(iOS 17, *) {
// SwiftData or @Observable
} else {
// fallback
}
// Prefer this
func loadUser() async throws -> User {
let data = try await URLSession.shared.data(from: url).0
return try JSONDecoder().decode(User.self, from: data)
}
// Call site
Task {
do {
user = try await loadUser()
} catch {
errorMessage = error.localizedDescription
}
}
enum AppError: LocalizedError {
case networkUnavailable
case decodingFailed(String)
case unauthorized
var errorDescription: String? {
switch self {
case .networkUnavailable: return "No internet connection"
case .decodingFailed(let detail): return "Data error: \(detail)"
case .unauthorized: return "Please sign in again"
}
}
}
Prefer struct over class unless you need reference semantics, inheritance, or @Observable.
Is the screen purely data-display with simple interaction?
YES → MVC / simple SwiftUI View with @State is fine
NO ↓
Is business logic testable without UI?
Required → use ViewModel (MVVM) or Store (TCA)
Is navigation/routing complex (deep links, coordinator)?
YES → read references/navigation.md → Coordinator pattern
Is the team large or is this a long-lived product?
YES → Clean Architecture or TCA → read references/architecture.md
Default for most apps: MVVM + Coordinator
Local transient state → @State
Passed from parent → @Binding
Shared across views → @StateObject / @ObservedObject (iOS 16-)
→ @State with @Observable class (iOS 17+)
App-wide environment → @EnvironmentObject / @Environment
@Observable
class UserStore {
var users: [User] = []
var isLoading = false
}
// In View — no property wrapper needed
struct UserListView: View {
var store: UserStore // just pass it
var body: some View {
List(store.users) { Text($0.name) }
}
}
class UserViewModel: ObservableObject {
@Published var users: [User] = []
@Published var isLoading = false
}
struct UserListView: View {
@StateObject private var vm = UserViewModel()
}
New project:
SWIFT_STRICT_CONCURRENCY = complete).gitignore for Xcode (xcuserdata, DerivedData)Capabilities to enable when needed:
Push Notifications capabilityBackground ModesiCloudSign In with Apple// Unit test — ViewModel
@MainActor
final class UserViewModelTests: XCTestCase {
func testLoadUsers() async throws {
let vm = UserViewModel(service: MockUserService())
await vm.loadUsers()
XCTAssertFalse(vm.users.isEmpty)
}
}
// UI test — basic
func testLoginFlow() {
let app = XCUIApplication()
app.launch()
app.textFields["Email"].tap()
app.textFields["Email"].typeText("test@example.com")
app.buttons["Continue"].tap()
XCTAssertTrue(app.navigationBars["Home"].exists)
}
| Pitfall | Fix |
|---|---|
| Purple warning: "Publishing changes from background thread" | Wrap in await MainActor.run { } or mark func @MainActor |
| View re-renders too often | Audit @State/@Published — split large ViewModels |
| Memory leak in closures | Use [weak self] captures in escaping closures |
@StateObject recreated | Move object creation up the tree; don't init in body |
| Keyboard covering text field | Use .ignoresSafeArea(.keyboard, edges: .bottom) or ScrollView |
| Slow list | Use LazyVStack or List with id: stability |
| Simulator ≠ device behavior | Always test on real device before submission |
| Metal: CPU↔GPU stall | Triple buffer + DispatchSemaphore; никогда не ждать GPU синхронно в draw() |
| Metal: PSO компилируется в рантайме | Создавать все PSO до первого кадра, кешировать |
| Metal: лишние load/store | storeAction = .dontCare для transient (depth buffer) |
| Metal: OOM jetsam | Мониторить currentAllocatedSize vs recommendedMaxWorkingSetSize; освобождать при warning |
| Metal: статтер при загрузке | MTLIO + MTLSharedEvent вместо блокирующей загрузки; ODR для тяжёлых ассетов |
| Metal: перегрев | Подписаться на thermalStateDidChangeNotification, адаптировать render scale + FPS |
Планировать по capability-уровням, не под конкретную модель. Всегда включать adaptive quality.
| Уровень | SoC | Реалистичный target | Ключевые ограничения |
|---|---|---|---|
| Широкий охват | A13–A15 (iPhone SE, 13, 14) | 30–60 FPS, агрессивный render scale | Строгий бюджет RT; MetalFX обязателен для сложных сцен |
| Средний | A16 (iPhone 15), M1 | 60 FPS при хорошем пайплайне | MetalFX + динамический render scale |
| Флагман | A17 Pro (iPhone 15 Pro), M3+ | 60–120 FPS, тяжёлые эффекты | Ray tracing (аппаратный); всё равно нужен thermal management |
Важно: даже флагманы упираются в термальную стабильность при длительной нагрузке, а не в пиковую мощность GPU.
PrivacyInfo.xcprivacy) required for sensitive APIsUIRequiresFullScreen = NO without iPad support reasoning