SVG output not 1:1

I built an app that will generate shapes and record the data into XML so that it can be exported into SVG format. However, it's not quite accurate and I don't know why, but I think it has something to do with the height and width values:

var svgData = "<?xml version=\"1.0\" encoding=\"UTF-8\" standalone=\"no\"?>\n"
    svgData += "<!DOCTYPE svg PUBLIC \"-//W3C//DTD SVG 1.1//EN\" \"\">\n"
    svgData += "<svg width=\"\(viewWidth)\" height=\"\(viewHeight)\" xmlns=\"\" version=\"1.1\">\n"
    for svgPathString in svgPathStrings { svgData += "\(svgPathString)" }
    svgData += "</svg>"
    if let documentsDirectory = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).first {
        let fileURL = documentsDirectory.appendingPathComponent("geometricShapesSVG.svg")
        do {
            try svgData.write(to: fileURL, atomically: true, encoding: .utf8)
            print("SVG file saved to: \(fileURL)")
        } catch {
            print("Error saving SVG file: \(error)")

My repo is open source:

XML (SVG) export code:

Shape generator:

I think (from a cursory look) that the problem may be that your UIViews co-ordinates are from the top-left of the view, but SVG Circles are defined by the centre of the circle.

e.g. See the difference of position of the largest circle here: (Xcode on left, SVG editor of exported SVG file on right - selected in both apps).

The circle has Width and Height of ~250 px.
In UIKit its top left is ~28 points off the left of the edge of the containing view so it's wholly visible. In the SVG file the centre of the circle is ~28px off the left of the canvas so (as it's 250px diameter) it's partially off the left of the canvas.

You can fix the circles by changing line 83 of ShapeGenerator to

svgPathStrings.append("<circle cx=\"\(positionX + radius)\" cy=\"\(positionY + radius)\" r=\"\(radius)\" fill=\"\(randomColourSVG)\" />\n")

I'll leave you to work out what's wrong with the hexagons....

Many thanks for the advice Diggory. It did not make a difference at first, until I began tinkering a little (with something I am not allowed to talk about here), but does work much better now, sort of.