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Build iOS Apps

OpenAI v0.1.2

Build, refine, and debug iOS apps with App Intents, SwiftUI, and Xcode workflows

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From the developer

Declared capabilities

  • Interactive
  • Read
  • Write

Not specified in the available declarations: limitations, pricing & account requirements.

Onboarding example

Build or debug an iOS app with SwiftUI, App Intents, and Simulator.
Sources & dates

Developer declarations; not independently tested. Listing last checked Nov 6, 2026. Package observed Nov 6, 2026.

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Description

From the marketplace listing

Use Build iOS Apps to design App Intents and App Shortcuts, build or refactor SwiftUI UI, render SwiftUI previews in the Codex in-app browser, adopt modern iOS patterns such as Liquid Glass, audit runtime performance, capture ETTrace profiles, investigate memory leaks, and debug apps on simulators with XcodeBuildMCP-backed workflows.

Language: English · Automatically detected from descriptions.

Matches for “refactor code”

Exact text from the indicated source. A mention alone does not establish support for your task.

Publisher full description

Use Build iOS Apps to design App Intents and App Shortcuts, build or refactor SwiftUI UI, render SwiftUI previews in the Codex in-app browser, adopt modern iOS patterns such as Liquid Glass, audit runtime performance, capture ETTrace profiles, investigate memory leaks, and debug apps on simulators with XcodeBuildMCP-backed workflows.

Publisher subtitle

Build, refine, and debug iOS apps with App Intents, SwiftUI, and Xcode workflows

Publisher keywords · package

ios swift swiftui app-intents shortcuts siri spotlight xcode performance debugging previews

Saved package evidence →
Publisher description

Build iOS apps with workflows for App Intents, SwiftUI UI work, Simulator mirroring in the Codex in-app browser, performance profiling, leak investigation, and simulator debugging.

What changed

Keywords

Files & skills

File archives

Plugin package76 files · 84.1 KBBrowse files →
Skill instructions
ios-app-intents4.5 KB

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---
name: ios-app-intents
description: Design App Intents, app entities, and App Shortcuts for iOS system surfaces. Use when exposing app actions or content to Shortcuts, Siri, Spotlight, widgets, or controls.
---

# iOS App Intents

## Overview
Expose the smallest useful action and entity surface to the system. Start with the verbs and objects people would actually want outside the app, then implement a narrow App Intents layer that can deep-link or hand off cleanly into the main app when needed.

Read these references as needed:

- `references/first-pass-checklist.md` for choosing the first intent and entity surface
- `references/example-patterns.md` for concrete example shapes to copy and adapt
- `references/code-templates.md` for generalized App Intents code templates
- `references/system-surfaces.md` for how to think about Shortcuts, Siri, Spotlight, widgets, and other system entry points

## Core workflow

### 1) Start with actions, not screens
- Identify the 1-3 highest-value actions that should work outside the app UI.
- Prefer verbs like compose, open, find, filter, continue, inspect, or start.
- Do not mirror the entire app navigation tree as intents.

### 2) Define a small entity surface
- Add `AppEntity` types only for the objects the system needs to understand or route.
- Keep the entity shape narrower than the app's persistence model.
- Add `EntityQuery` or other query types only where disambiguation or suggestions are genuinely useful.

### 3) Decide whether the action completes in place or opens the app
- Use non-opening intents for actions that can complete directly from the system surface.
- Use `openAppWhenRun` or open-style intents when the user should land in a specific in-app workflow.
- When the app must react inside the main scene, add one clear runtime handoff path instead of scattering ad hoc routing logic.
- If the action can work in both modes, consider shipping both an inline version and an open-app version rather than forcing one compromise.

### 4) Make the actions discoverable
- Add `AppShortcutsProvider` entries for the first set of high-value intents.
- Choose titles, phrases, and symbols that make sense in Shortcuts, Siri, and Spotlight.
- Keep shortcut phrases direct and task-oriented.
- Reuse the same action model for widgets and controls when a widget configuration or intent-driven control already needs the same parameters.

### 5) Validate the runtime handoff
- Build the app and confirm the intents target compiles cleanly.
- Verify the app opens or routes to the expected place when an intent runs.
- Summarize which actions are now exposed, which entities back them, and how the app handles invocation.

## Strong defaults

- Prefer a dedicated intents target or module for the system-facing layer.
- Keep intent types thin; business logic should stay in app services or domain models.
- Keep app entities small and display-friendly.
- Use `AppEnum` for fixed app choices such as tabs, modes, or visibility levels before reaching for a full entity type.
- Prefer one predictable app-intent routing surface in the main app scene or root router.
- Treat App Intents as system integration infrastructure, not only as a Shortcuts feature.

## Anti-patterns

- Exposing every screen or tab as its own intent without a real user value.
- Mirroring the entire model graph as `AppEntity` types.
- Hiding runtime handoff in global side effects with no clear app entry path.
- Adding App Shortcuts with vague phrases or generic titles.
- Treating the first App Intents pass as a broad taxonomy project instead of a small useful release.

## Notes

- Apple documentation to use as primary references:
  - `https://developer.apple.com/documentation/appintents/making-actions-and-content-discoverable-and-widely-available`
  - `https://developer.apple.com/documentation/appintents/creating-your-first-app-intent`
  - `https://developer.apple.com/documentation/appintents/adopting-app-intents-to-support-system-experiences`
- In a

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ios-debugger-agent2.58 KB

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---
name: ios-debugger-agent
description: Build, run, and debug iOS apps on Simulator with XcodeBuildMCP. Use when launching an app, inspecting simulator UI or logs, or diagnosing runtime behavior.
---

# iOS Debugger Agent

## Overview
Use XcodeBuildMCP to build and run the current project scheme on a booted iOS simulator, interact with the UI, and capture logs. Prefer the MCP tools for simulator control, logs, and view inspection.

## Core Workflow
Follow this sequence unless the user asks for a narrower action.

### 1) Discover the booted simulator
- Call `mcp__XcodeBuildMCP__list_sims` and select the simulator with state `Booted`.
- If none are booted, ask the user to boot one (do not boot automatically unless asked).

### 2) Set session defaults
- Call `mcp__XcodeBuildMCP__session-set-defaults` with:
  - `projectPath` or `workspacePath` (whichever the repo uses)
  - `scheme` for the current app
  - `simulatorId` from the booted device
  - Optional: `configuration: "Debug"`, `useLatestOS: true`

### 3) Build + run (when requested)
- Call `mcp__XcodeBuildMCP__build_run_sim`.
- **If the build fails**, check the error output and retry (optionally with `preferXcodebuild: true`) or escalate to the user before attempting any UI interaction.
- **After a successful build**, verify the app launched by calling `mcp__XcodeBuildMCP__describe_ui` or `mcp__XcodeBuildMCP__screenshot` before proceeding to UI interaction.
- If the app is already built and only launch is requested, use `mcp__XcodeBuildMCP__launch_app_sim`.
- If bundle id is unknown:
  1) `mcp__XcodeBuildMCP__get_sim_app_path`
  2) `mcp__XcodeBuildMCP__get_app_bundle_id`

## UI Interaction & Debugging
Use these when asked to inspect or interact with the running app.

- **Describe UI**: `mcp__XcodeBuildMCP__describe_ui` before tapping or swiping.
- **Tap**: `mcp__XcodeBuildMCP__tap` (prefer `id` or `label`; use coordinates only if needed).
- **Type**: `mcp__XcodeBuildMCP__type_text` after focusing a field.
- **Gestures**: `mcp__XcodeBuildMCP__gesture` for common scrolls and edge swipes.
- **Screenshot**: `mcp__XcodeBuildMCP__screenshot` for visual confirmation.

## Logs & Console Output
- Start logs: `mcp__XcodeBuildMCP__start_sim_log_cap` with the app bundle id.
- Stop logs: `mcp__XcodeBuildMCP__stop_sim_log_cap` and summarize important lines.
- For console output, set `captureConsole: true` and relaunch if required.

## Troubleshooting
- If build fails, ask whether to retry with `preferXcodebuild: true`.
- If the wrong app launches, confirm the scheme and bundle id.
- If UI elements are not hittable, re-run `describe_ui` after layout changes.

Referenced files: 1 — file references are metadata, not package contents.

ios-ettrace-performance8.63 KB

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---
name: ios-ettrace-performance
description: Capture and interpret iOS Simulator ETTrace profiles. Use when profiling launch or runtime latency, comparing traces, or finding CPU-heavy stacks.
---

# iOS ETTrace Performance

Use this skill to capture a focused, symbolicated ETTrace profile from an iOS simulator app. Pair it with `../ios-debugger-agent/SKILL.md` when the task also needs simulator build, install, launch, UI driving, logs, or screenshots.

## Core Workflow

1. Pick one focused flow and write down the expected start and stop points.
2. Build the exact simulator app that will be installed and profiled.
3. Temporarily link ETTrace into that app target for simulator/debug profiling.
4. Collect UUID-matched dSYMs for the app executable and embedded dynamic frameworks.
5. Capture one launch or runtime trace.
6. Preserve the processed flamegraph JSON immediately after the run.
7. Analyze only the processed JSON and report the flow, artifacts, hotspots, and caveats.

Avoid broad "use the app for a while" captures. One trace should correspond to one user-visible flow.

## Setup

Use a writable run folder for each profiling session:

```bash
if [ -z "${RUN_DIR:-}" ]; then
  RUN_DIR="$(mktemp -d "${TMPDIR:-/tmp}/codex-ios-ettrace.XXXXXX")"
fi
mkdir -p "$RUN_DIR"
```

Install the ETTrace runner CLI if it is not already available:

```bash
brew install emergetools/homebrew-tap/ettrace
```

`ettrace` is the host-side macOS runner. The app must also link an `ETTrace.xcframework` for the iOS Simulator architecture.
This workflow is validated for ETTrace v1.1.0 processed `output_<thread>.json` files with top-level `nodes`.

## Link ETTrace Into The App

Wire ETTrace into the exact app target being profiled. Keep the integration in a clearly temporary patch and remove it when the profiling task is done unless the user explicitly asks to keep it.

Preferred options:

- Reuse an existing simulator-compatible `ETTrace.xcframework` if the repo already vendors one.
- If none exists, build a simulator-only copy into `RUN_DIR` from the upstream ETTrace package.
- Link the framework directly into the app target, not only into tests, resources, data files, or a nested launcher target.
- Confirm launch logs print `Starting ETTrace`.
- Profile only one ETTrace-instrumented simulator app at a time because simulator mode listens on a fixed localhost port.

Build a simulator framework when needed:

```bash
ETTRACE_TAG="${ETTRACE_TAG:-v1.1.0}" # Override to match the installed runner when Homebrew updates.
ETTRACE_SRC="$RUN_DIR/ETTrace-src"
if [ ! -d "$ETTRACE_SRC" ]; then
  git clone --depth 1 --branch "$ETTRACE_TAG" https://github.com/EmergeTools/ETTrace "$ETTRACE_SRC"
fi

rm -rf "$RUN_DIR/ETTrace-iphonesimulator.xcarchive" "$RUN_DIR/ETTrace.xcframework"
pushd "$ETTRACE_SRC" >/dev/null
xcodebuild archive \
  -scheme ETTrace \
  -archivePath "$RUN_DIR/ETTrace-iphonesimulator.xcarchive" \
  -sdk iphonesimulator \
  -destination 'generic/platform=iOS Simulator' \
  BUILD_LIBRARY_FOR_DISTRIBUTION=YES \
  INSTALL_PATH='Library/Frameworks' \
  SKIP_INSTALL=NO \
  CLANG_CXX_LANGUAGE_STANDARD=c++17

xcodebuild -create-xcframework \
  -framework "$RUN_DIR/ETTrace-iphonesimulator.xcarchive/Products/Library/Frameworks/ETTrace.framework" \
  -output "$RUN_DIR/ETTrace.xcframework"
popd >/dev/null
```

For Bazel apps, a temporary import usually looks like:

```python
load("@rules_apple//apple:apple.bzl", "apple_dynamic_xcframework_import")

package(default_visibility = ["//visibility:public"])

apple_dynamic_xcframework_import(
    name = "ETTrace",
    xcframework_imports = glob(["ETTrace.xcframework/**"]),
)
```

For Xcode projects, temporarily add the simulator `ETTrace.xcframework` to the app target's Link Binary With Libraries / Embed Frameworks phases for the debug simulator build you are profiling, then remove that wiring after profiling.

## Symbolication Gate

Do not draw conclusions from an unsymbolicated flamegraph. Before every capture, prepare

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ios-memgraph-leaks3.86 KB

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---
name: ios-memgraph-leaks
description: Capture and inspect iOS leaks and memgraphs. Use when debugging leaked objects, retain cycles, memory growth, or before/after leak evidence.
---

# iOS Memgraph Leaks

Use this skill to prove iOS leaks from a live simulator process or an existing `.memgraph`. Pair it with `../ios-debugger-agent/SKILL.md` when the task also needs simulator build, install, launch, UI driving, logs, or screenshots.

## Core Workflow

1. Build, launch, and drive the exact flow that should release objects.
2. Capture a memgraph from the running simulator process with `scripts/capture_sim_memgraph.sh`.
3. Summarize leaks with `scripts/summarize_memgraph_leaks.py`.
4. For each app-owned leaked type, inspect ownership with `leaks --traceTree=<address> <file.memgraph>` and grouped leak evidence.
5. Make the smallest root-cause patch, then recapture the same flow on the same simulator when possible.
6. Report proof: before/after leak counts, disappeared root types, remaining leaks, memgraph paths, and test/build results.

Do not claim a leak fix from a smaller memgraph alone. A credible fix explains the ownership path that kept the object alive and shows that the same path or type disappears after the patch.

## Capture

Prefer capturing from the simulator already used for the reproduction. Resolve the simulator UDID and app bundle identifier, then capture the running app:

```bash
SKILL_DIR="<absolute path to this loaded skill folder>"
SIM="<simulator-udid>"
BUNDLE_ID="<app.bundle.identifier>"
MEMGRAPH_DIR="$(mktemp -d "${TMPDIR:-/tmp}/codex-ios-memgraph.XXXXXX")"

"$SKILL_DIR/scripts/capture_sim_memgraph.sh" \
  --udid "$SIM" \
  --bundle-id "$BUNDLE_ID" \
  --out-dir "$MEMGRAPH_DIR"
```

Do not derive `SKILL_DIR` from the target app repo's `pwd`; installed plugins usually live outside the app being debugged. Store captures in a run-specific temp or user-chosen folder, not under `SKILL_DIR`.

If the process cannot be found, confirm the bundle identifier and use `xcrun simctl spawn "$SIM" launchctl list` to inspect running labels.

## Summarize

Summarize an existing memgraph:

```bash
"$SKILL_DIR/scripts/summarize_memgraph_leaks.py" \
  /path/to/app.memgraph \
  --trace-limit 5 \
  --out /path/to/leak-summary.md
```

Use `--trace-limit` sparingly. Trace trees are useful root-cause evidence, but large memgraphs can produce noisy output. If a trace tree says `Found 0 roots referencing`, treat it as an unreachable/self-retained leak candidate and use the summary's grouped leak tree or `leaks --groupByType <file.memgraph>` to identify the retained fields and payload chain.

## Root Cause Rules

- Identify the first app-owned leaked type in the leak output or trace.
- Determine the intended lifetime: process, session, account, view, request, or task.
- Treat lazy or deferred allocation as a scope reduction, not a leak fix, unless the original eager allocation itself violated the intended lifetime.
- Prove retain-cycle claims with either a `traceTree` ownership path or an isolated reproduction.
- For unreachable/self-cycle leaks, `traceTree` may have no root path; use `leaks --groupByType` plus source verification to find the self-retaining edge.
- Do not claim success just because total leak count went down; prove the specific type or path disappeared.
- Separate real root-cause branches from candidate/noise branches.
- Prefer deleting the retaining edge over adding broad cleanup code.

## Report

A useful leak report includes:

- the exact flow and simulator/app build
- the memgraph and summary paths
- app-owned leaked types and counts
- at least one ownership path, or grouped leak tree evidence when the object is unreachable from roots
- the smallest proposed or applied retaining-edge fix
- before/after evidence when a fix was made

If the memgraph shows only framework/runtime noise, say that and recommend the next narrower capture rather than inventing an app leak.

Referenced files: 3 — file references are metadata, not package contents.

ios-simulator-browser3.17 KB

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---
name: ios-simulator-browser
description: Mirror an iOS Simulator into the Codex in-app browser and render SwiftUI previews from importable Swift packages in that simulator with hot reload. Use when a user wants to watch or interact with an iOS app in the browser, see a SwiftUI preview outside Xcode Canvas, iterate live on a preview, or capture browser-visible simulator proof.
---

# iOS Simulator Browser

## Browser Workflow

1. Obtain an explicit Simulator UDID from the existing iOS build/run workflow or from `xcrun simctl list devices available`.
2. Start `serve-sim` in a long-running terminal pinned to that simulator. Clean up any tracked stale helper for this simulator before starting, and install a trap so the helper is cleaned up when this terminal exits:

   ```bash
   SIM="<simulator-udid>"
   cleanup_serve_sim() {
     npx --yes serve-sim@latest --kill "$SIM" >/dev/null 2>&1 || true
   }
   trap cleanup_serve_sim EXIT INT TERM HUP
   cleanup_serve_sim
   npx --yes serve-sim@latest "$SIM"
   ```

3. Open the exact local preview URL printed by `serve-sim` in the Codex in-app browser.
4. Verify that a real frame is rendering before reporting success. A loaded page alone is not proof that the simulator stream is healthy.

- Keep the terminal alive while the browser mirror is in use. When finished, stop the terminal and wait for it to exit so the trap runs.
- If the terminal disappeared or did not exit cleanly, run `npx --yes serve-sim@latest --kill "$SIM"` before starting another mirror for that simulator.
- Never run an unscoped `serve-sim --kill`; another thread may own a different simulator mirror.

## SwiftUI Preview Workflow

Use the bundled launcher when the requested previews live in an importable Swift package. Point it at the package manifest and select the target whose previews should be displayed. It generates a disposable host project outside the user's source tree, installs and launches that host in Simulator, and watches the package for edits.

```bash
node <skill-root>/scripts/swiftui-preview-browser.mjs \
  /absolute/path/to/Package.swift \
  --package-target "<target>" \
  --device "<simulator-udid>"
```

- Watch mode is enabled by default. On a Swift package source edit, the launcher rebuilds a generated dylib and hot-swaps it into the running host without relaunching the app.
- The generated host shows every preview variant discovered in the selected Swift Package target with in-simulator page controls. To show a subset instead, pass `--preview-filter <regex[, ...]>`; it matches display names and code identifiers such as `StatusRowView_Previews`.
- Once the launcher prints the selected Simulator UDID, start `serve-sim` for that same UDID and open its printed URL in the in-app browser.

## Support Boundary

- Support Swift Package-backed `PreviewProvider` and `#Preview` declarations through the generated host.
- Do not edit the user's `.xcodeproj`, `.xcworkspace`, `Package.swift`, schemes, or build settings to force preview support.

## Proof

For browser or preview QA, capture a browser screenshot showing the simulator frame. For hot reload QA, also report the launcher's `hot reloaded package preview ... in pid ...` output and show the changed frame after editing.

Referenced files: 6 — file references are metadata, not package contents.

swiftui-liquid-glass3.66 KB

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---
name: swiftui-liquid-glass
description: Implement and review iOS 26+ SwiftUI Liquid Glass UI. Use when adopting Liquid Glass or checking its correctness, performance, and design fit.
---

# SwiftUI Liquid Glass

## Overview
Use this skill to build or review SwiftUI features that fully align with the iOS 26+ Liquid Glass API. Prioritize native APIs (`glassEffect`, `GlassEffectContainer`, glass button styles) and Apple design guidance. Keep usage consistent, interactive where needed, and performance aware.

## Workflow Decision Tree
Choose the path that matches the request:

### 1) Review an existing feature
- Inspect where Liquid Glass should be used and where it should not.
- Verify correct modifier order, shape usage, and container placement.
- Check for iOS 26+ availability handling and sensible fallbacks.

### 2) Improve a feature using Liquid Glass
- Identify target components for glass treatment (surfaces, chips, buttons, cards).
- Refactor to use `GlassEffectContainer` where multiple glass elements appear.
- Introduce interactive glass only for tappable or focusable elements.

### 3) Implement a new feature using Liquid Glass
- Design the glass surfaces and interactions first (shape, prominence, grouping).
- Add glass modifiers after layout/appearance modifiers.
- Add morphing transitions only when the view hierarchy changes with animation.

## Core Guidelines
- Prefer native Liquid Glass APIs over custom blurs.
- Use `GlassEffectContainer` when multiple glass elements coexist.
- Apply `.glassEffect(...)` after layout and visual modifiers.
- Use `.interactive()` for elements that respond to touch/pointer.
- Keep shapes consistent across related elements for a cohesive look.
- Gate with `#available(iOS 26, *)` and provide a non-glass fallback.

## Review Checklist
- **Availability**: `#available(iOS 26, *)` present with fallback UI.
- **Composition**: Multiple glass views wrapped in `GlassEffectContainer`.
- **Modifier order**: `glassEffect` applied after layout/appearance modifiers.
- **Interactivity**: `interactive()` only where user interaction exists.
- **Transitions**: `glassEffectID` used with `@Namespace` for morphing.
- **Consistency**: Shapes, tinting, and spacing align across the feature.

## Implementation Checklist
- Define target elements and desired glass prominence.
- Wrap grouped glass elements in `GlassEffectContainer` and tune spacing.
- Use `.glassEffect(.regular.tint(...).interactive(), in: .rect(cornerRadius: ...))` as needed.
- Use `.buttonStyle(.glass)` / `.buttonStyle(.glassProminent)` for actions.
- Add morphing transitions with `glassEffectID` when hierarchy changes.
- Provide fallback materials and visuals for earlier iOS versions.

## Quick Snippets
Use these patterns directly and tailor shapes/tints/spacing.

```swift
if #available(iOS 26, *) {
    Text("Hello")
        .padding()
        .glassEffect(.regular.interactive(), in: .rect(cornerRadius: 16))
} else {
    Text("Hello")
        .padding()
        .background(.ultraThinMaterial, in: RoundedRectangle(cornerRadius: 16))
}
```

```swift
GlassEffectContainer(spacing: 24) {
    HStack(spacing: 24) {
        Image(systemName: "scribble.variable")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
        Image(systemName: "eraser.fill")
            .frame(width: 72, height: 72)
            .font(.system(size: 32))
            .glassEffect()
    }
}
```

```swift
Button("Confirm") { }
    .buttonStyle(.glassProminent)
```

## Resources
- Reference guide: `references/liquid-glass.md`
- Prefer Apple docs for up-to-date API details, and use web search to consult current Apple Developer documentation in addition to the references above.

Referenced files: 2 — file references are metadata, not package contents.

swiftui-performance-audit4.89 KB

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---
name: swiftui-performance-audit
description: Audit SwiftUI runtime performance from code first. Use when diagnosing slow rendering, janky scrolling, expensive updates, or profiling needs.
---

# SwiftUI Performance Audit

## Quick start

Use this skill to diagnose SwiftUI performance issues from code first, then request profiling evidence when code review alone cannot explain the symptoms.

## Workflow

1. Classify the symptom: slow rendering, janky scrolling, high CPU, memory growth, hangs, or excessive view updates.
2. If code is available, start with a code-first review using `references/code-smells.md`.
3. If code is not available, ask for the smallest useful slice: target view, data flow, reproduction steps, and deployment target.
4. If code review is inconclusive or runtime evidence is required, guide the user through profiling with `references/profiling-intake.md`.
5. Summarize likely causes, evidence, remediation, and validation steps using `references/report-template.md`.

## 1. Intake

Collect:
- Target view or feature code.
- Symptoms and exact reproduction steps.
- Data flow: `@State`, `@Binding`, environment dependencies, and observable models.
- Whether the issue shows up on device or simulator, and whether it was observed in Debug or Release.

Ask the user to classify the issue if possible:
- CPU spike or battery drain
- Janky scrolling or dropped frames
- High memory or image pressure
- Hangs or unresponsive interactions
- Excessive or unexpectedly broad view updates

For the full profiling intake checklist, read `references/profiling-intake.md`.

## 2. Code-First Review

Focus on:
- Invalidation storms from broad observation or environment reads.
- Unstable identity in lists and `ForEach`.
- Heavy derived work in `body` or view builders.
- Layout thrash from complex hierarchies, `GeometryReader`, or preference chains.
- Large image decode or resize work on the main thread.
- Animation or transition work applied too broadly.

Use `references/code-smells.md` for the detailed smell catalog and fix guidance.

Provide:
- Likely root causes with code references.
- Suggested fixes and refactors.
- If needed, a minimal repro or instrumentation suggestion.

## 3. Guide the User to Profile

If code review does not explain the issue, ask for runtime evidence:
- A trace export or screenshots of the SwiftUI timeline and Time Profiler call tree.
- Device/OS/build configuration.
- The exact interaction being profiled.
- Before/after metrics if the user is comparing a change.

Use `references/profiling-intake.md` for the exact checklist and collection steps.

## 4. Analyze and Diagnose

- Map the evidence to the most likely category: invalidation, identity churn, layout thrash, main-thread work, image cost, or animation cost.
- Prioritize problems by impact, not by how easy they are to explain.
- Distinguish code-level suspicion from trace-backed evidence.
- Call out when profiling is still insufficient and what additional evidence would reduce uncertainty.

## 5. Remediate

Apply targeted fixes:
- Narrow state scope and reduce broad observation fan-out.
- Stabilize identities for `ForEach` and lists.
- Move heavy work out of `body` into derived state updated from inputs, model-layer precomputation, memoized helpers, or background preprocessing. Use `@State` only for view-owned state, not as an ad hoc cache for arbitrary computation.
- Use `equatable()` only when equality is cheaper than recomputing the subtree and the inputs are truly value-semantic.
- Downsample images before rendering.
- Reduce layout complexity or use fixed sizing where possible.

Use `references/code-smells.md` for examples, Observation-specific fan-out guidance, and remediation patterns.

## 6. Verify

Ask the user to re-run the same capture and compare with baseline metrics.
Summarize the delta (CPU, frame drops, memory peak) if provided.

## Outputs

Provide:
- A short metrics table (before/after if available).
- Top issues (ordered by impact).
- 

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swiftui-ui-patterns7.16 KB

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---
name: swiftui-ui-patterns
description: Build and refactor SwiftUI UI with component patterns and examples. Use when shaping navigation, state, layouts, controls, or screen composition.
---

# SwiftUI UI Patterns

## Quick start

Choose a track based on your goal:

### Existing project

- Identify the feature or screen and the primary interaction model (list, detail, editor, settings, tabbed).
- Find a nearby example in the repo with `rg "TabView\("` or similar, then read the closest SwiftUI view.
- Apply local conventions: prefer SwiftUI-native state, keep state local when possible, and use environment injection for shared dependencies.
- Choose the relevant component reference from `references/components-index.md` and follow its guidance.
- If the interaction reveals secondary content by dragging or scrolling the primary content away, read `references/scroll-reveal.md` before implementing gestures manually.
- Build the view with small, focused subviews and SwiftUI-native data flow.

### New project scaffolding

- Start with `references/app-wiring.md` to wire TabView + NavigationStack + sheets.
- Add a minimal `AppTab` and `RouterPath` based on the provided skeletons.
- Choose the next component reference based on the UI you need first (TabView, NavigationStack, Sheets).
- Expand the route and sheet enums as new screens are added.

## General rules to follow

- Use modern SwiftUI state (`@State`, `@Binding`, `@Observable`, `@Environment`) and avoid unnecessary view models.
- If the deployment target includes iOS 16 or earlier and cannot use the Observation API introduced in iOS 17, fall back to `ObservableObject` with `@StateObject` for root ownership, `@ObservedObject` for injected observation, and `@EnvironmentObject` only for truly shared app-level state.
- Prefer composition; keep views small and focused.
- Use async/await with `.task` and explicit loading/error states. For restart, cancellation, and debouncing guidance, read `references/async-state.md`.
- Keep shared app services in `@Environment`, but prefer explicit initializer injection for feature-local dependencies and models. For root wiring patterns, read `references/app-wiring.md`.
- Prefer the newest SwiftUI API that fits the deployment target and call out the minimum OS whenever a pattern depends on it.
- Maintain existing legacy patterns only when editing legacy files.
- Follow the project's formatter and style guide.
- **Sheets**: Prefer `.sheet(item:)` over `.sheet(isPresented:)` when state represents a selected model. Avoid `if let` inside a sheet body. Sheets should own their actions and call `dismiss()` internally instead of forwarding `onCancel`/`onConfirm` closures.
- **Scroll-driven reveals**: Prefer deriving a normalized progress value from scroll offset and driving the visual state from that single source of truth. Avoid parallel gesture state machines unless scroll alone cannot express the interaction.

## State ownership summary

Use the narrowest state tool that matches the ownership model:

| Scenario | Preferred pattern |
| --- | --- |
| Local UI state owned by one view | `@State` |
| Child mutates parent-owned value state | `@Binding` |
| Root-owned reference model on iOS 17+ | `@State` with an `@Observable` type |
| Child reads or mutates an injected `@Observable` model on iOS 17+ | Pass it explicitly as a stored property |
| Shared app service or configuration | `@Environment(Type.self)` |
| Legacy reference model on iOS 16 and earlier | `@StateObject` at the root, `@ObservedObject` when injected |

Choose the ownership location first, then pick the wrapper. Do not introduce a reference model when plain value state is enough.

## Cross-cutting references

- In addition to the references below, use web search to consult current Apple Developer documentation when SwiftUI APIs, availability, or platform guidance may have changed.
- `references/navigationstack.md`: navigation ownership, per-tab history, and enum routing.
- `references/sheets.m

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---
name: swiftui-view-refactor
description: Refactor SwiftUI view files into stable, testable structure. Use when splitting large views, tightening data flow, or cleaning Observation ownership.
---

# SwiftUI View Refactor

## Overview
Refactor SwiftUI views toward small, explicit, stable view types. Default to vanilla SwiftUI: local state in the view, shared dependencies in the environment, business logic in services/models, and view models only when the request or existing code clearly requires one.

## Core Guidelines

### 1) View ordering (top → bottom)
- Enforce this ordering unless the existing file has a stronger local convention you must preserve.
- Environment
- `private`/`public` `let`
- `@State` / other stored properties
- computed `var` (non-view)
- `init`
- `body`
- computed view builders / other view helpers
- helper / async functions

### 2) Default to MV, not MVVM
- Views should be lightweight state expressions and orchestration points, not containers for business logic.
- Favor `@State`, `@Environment`, `@Query`, `.task`, `.task(id:)`, and `onChange` before reaching for a view model.
- Inject services and shared models via `@Environment`; keep domain logic in services/models, not in the view body.
- Do not introduce a view model just to mirror local view state or wrap environment dependencies.
- If a screen is getting large, split the UI into subviews before inventing a new view model layer.

### 3) Strongly prefer dedicated subview types over computed `some View` helpers
- Flag `body` properties that are longer than roughly one screen or contain multiple logical sections.
- Prefer extracting dedicated `View` types for non-trivial sections, especially when they have state, async work, branching, or deserve their own preview.
- Keep computed `some View` helpers rare and small. Do not build an entire screen out of `private var header: some View`-style fragments.
- Pass small, explicit inputs (data, bindings, callbacks) into extracted subviews instead of handing down the entire parent state.
- If an extracted subview becomes reusable or independently meaningful, move it to its own file.

Prefer:

```swift
var body: some View {
    List {
        HeaderSection(title: title, subtitle: subtitle)
        FilterSection(
            filterOptions: filterOptions,
            selectedFilter: $selectedFilter
        )
        ResultsSection(items: filteredItems)
        FooterSection()
    }
}

private struct HeaderSection: View {
    let title: String
    let subtitle: String

    var body: some View {
        VStack(alignment: .leading, spacing: 6) {
            Text(title).font(.title2)
            Text(subtitle).font(.subheadline)
        }
    }
}

private struct FilterSection: View {
    let filterOptions: [FilterOption]
    @Binding var selectedFilter: FilterOption

    var body: some View {
        ScrollView(.horizontal, showsIndicators: false) {
            HStack {
                ForEach(filterOptions, id: \.self) { option in
                    FilterChip(option: option, isSelected: option == selectedFilter)
                        .onTapGesture { selectedFilter = option }
                }
            }
        }
    }
}
```

Avoid:

```swift
var body: some View {
    List {
        header
        filters
        results
        footer
    }
}

private var header: some View {
    VStack(alignment: .leading, spacing: 6) {
        Text(title).font(.title2)
        Text(subtitle).font(.subheadline)
    }
}
```

### 3b) Extract actions and side effects out of `body`
- Do not keep non-trivial button actions inline in the view body.
- Do not bury business logic inside `.task`, `.onAppear`, `.onChange`, or `.refreshable`.
- Prefer calling small private methods from the view, and move real business logic into services/models.
- The body should read like UI, not like a view controller.

```swift
Button("Save", action: save)
    .disabled(isSaving)

.task(id: searchText) {
    await reload(for: searchText)
}

private

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