In SwiftUI tutorial (link) it says to:
Command-click the text view’s initializer to show the structured editing popover, and then choose Embed in VStack
However, it does not work for me.
What is the command for that?
What that deprecated already?
If it helps someone out there, you must have changed Xcode shortcut preferences to go to "Definition" on "Command Click".
So now for seeing the structured editing popover, use "Control Command Click".
Seems to be an Xcode quirk caused by having the canvas hidden. Bring the preview canvas back on screen and the Command + Click functionality returns to normal:
I've seen similar weirdness with two Xcode windows open… especially if one window is hiding the Preview.
Another quirk mentioned above: the Library picker is missing the Views and Modifiers tab sometimes. Again, open the Preview Canvas and the Library will snap back to normal. You might also have to bring focus to the canvas (i.e. click on something there).
Close and reopen Xcode should help. Like code completion sometimes is not working the popover also sometimes stuck.
I found that command + Left Click on Text (within the .swift file) took me to the definition of Text, however command + Right Click caused the menu containing "everything" to appear, from which I was then able to select "Show in UISwift inspector".
I couldn't get anything to popup in the Canvas.
Using Xcode 12.2 on macOS 11.0.1
According to Apple's release notes for the latest Xcode 11 beta release, the inspector and preview features don't currently work without MacOS Catalina 10.15 (the current stable/public release is MacOS 10.14.6 at the time of posting).
You'll either need to wait until the publicly released version of Mac OS 10.15 or gain access to a beta version of MacOS to use these.
Source (Apple | Xcode 11 Release notes):
Xcode 11 supports development with SwiftUI. (22843503)
Note: SwiftUI previews and inspectors are only available when running on macOS Catalina 10.15.
Restart the project for 1 or 2 times and CMD+B(Build) your project one the start.
Installed the app on iPhone 6 iOS9 and here is what happened. Notice black bars on top and bottom. It works just fine on iOS8. How I can fix it?
I've tried building with Xcode 6.4 & 7. Same result.
(iPhone 5 used to run iPhone 4 apps like this)
Did you migrate your app from an earlier version of Xcode? If so then Xcode is now making an assumption about your screen size and you need a way of indicating the actual screen size at run time.
There are two ways:
a) If you use a launch screen.
You are missing a LaunchScreen.storyboard file.
Create a Launch Screen object from the New File... dialog
b) If you don't use a launch screen.
Go to your Target's settings and choose General, then App Icons and Launch Images.
Now set "Launch Screen File" to your "main.storyboard" (or another storyboard if appropriate)
My App does not use a launch image.
Setting the "Launch Screen File" to my "main.storyboard" file fixed the issue for me.
This setting can be found under "Target->General->App Icons and Launch Images"
Use the following link for more information:
http://oleb.net/blog/2014/08/replacing-launch-images-with-storyboards/
For me the problem is i'm migrating my app from earlier version of Xcode and the project is missing LaunchScreen.storyboard file. I have just created LaunchScreen.storyboard and added it to launch Screen File. This did the trick.
I'm using xcode 7.2 . At first, I created a LaunchScreen.storyboard file, as Potassium Permanganate
suggested, and it worked! However, I didn't want a launch screen, so I tried setting Main.storyboard as Launch Screen File and it did the trick!
This one is if you do not use storyboard at all.
It occurs when you remove LaunchScreen from Launch Screen File in App icons and Launch Images.
Instead of removing it from here go to info.plist and find Launch screen interface file base name and remove LaunchScreen, i.e. leave it blank.
It wont show in info.plist if you have removed LaunchScreen already from Launch Screen File. Then you can give any name in Launch Screen File and it will appear and you can remove the name.
When you migrate your app from earlier version of xCode to xCode 6 or xCode 7, you will face this issue.
For iOS 7 and earlier, developers need to provide separate launch
images for all screen sizes, resolutions and orientations their app supported.
In Xcode 6 or later, there is another option. You can specify a storyboard whose initial view controller will then be used as the app’s launch screen. Use below steps:
Create a blank storyboard file named LaunchScreen.storyboard.
Go to your target settings and, on the "General" tab, select the storyboard as your Launch Screen File in "App Icons and Launch Images" section. Xcode will add a corresponding UILaunchStoryboardName key to your app’s Info.plist. When this key is present, Xcode will prioritize it over any launch images you might have set.
Add some subviews to newly created storyboard's view and position them with constraints. When you launch the app on a device, the OS should use the scene as the launch screen.
Delete the older app from simulator and clean the project.
Cheers :-)
I have same issue in my app . In my app i have multiple targets added to project . If i use launch storyboard solution then i can see full screen but in my case my Lunch image looks blurred and stretched on iPhone 4 . To come out from this issue I have used LaunchImage asset solutions . After this still I am facing same issue .I have tried all above solutions, At end I found my png images don't include ALPHA resolutions . After adding new images ,i can see full screen images .
iOS changed the way the system detects the resolution of the iPhone. You used to have to supply a number of png images named things like "Default-568#2x.png", "Default-667h#3x.png". Now you don't have to do that anymore. You need to delete those "Default-568#2x.png" style files and move on to using a proper LAUNCH SCREEN object in your project.
To add a launch screen just go to the New File... dialog (File / New / File, or press Cmd + N)
Double click that new Launch Screen file to edit it. Be sure it is ticked "use as launch screen" in its properties.
Finally be sure to select your LaunchScreen.storyboard file under project properties / Targets / "App Icons and Launch Images"
Go to the asset catalog and create a new iOS launch Image. then in Target>General>App Icons and Launch Images>Launch Image Source you will see automatically the new Launch Image created in the assets catalog.
In my case, I have several targets in the project and each one has it's own launch screen images. The weird thing one of the targets looks fine but others have those black bars. The thing was in the name of Launch folder inside assets. Change name to LaunchImage solves the problem.
Swift 4.2
select LaunchScreen.storyboard if its empty
In my case I have one asset with launch images however it was displaying the top and bottom dark bar as well.
I've tried the launch storyboard solution and yes it works but I didn't want to add a new file so, this is what I did to fix the issue:
Copied my launch images to another folder
Removed the existing LaunchImage asset
Added a new LaunchImage asset
Added the images to the new LaunchImage
That's it!
Go to target settings in xcode in that section go to App icons and launch images section in that section select launch screen file you will find a drop down of values select CDVLaunchScreeen value against launch screen file value
I had a similar issue on an iPod. To fix this, I replaced
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
with
<key>UILaunchStoryboardName~ipad</key>
<string>LaunchScreenIpad</string>
<key>UILaunchStoryboardName~iphone</key>
<string>LaunchScreenIphone</string>
<key>UILaunchStoryboardName~ipod</key>
<string>LaunchScreenIphone</string>
in Info.plist.
I had an old app (iOS 7.4 - 8.2) and after upgrading it got the same issue (getting black empty bar at the top), I managed to solve it by:
Main.storyboard
Choose your Scene & Controller
on left menu, go to Attribute Inspector
find "Presentation" and instead of "Automatic" set it to "Full Screen"
It did the trick for me.
My app is written in python kivy. This is what I did. It worked.
The reason is that I don't have AppIcon and LaunchImage defined.
There is free website that can provides you a set of icons and
launchImages for various devices.
Once you have the full set, usually 2 folders - AppIcon and
LaunchImage folder. Open your Xcode project, General > AppIcon and
Launch images.
In the AppIcon Source, click the arrow on the right. It will go to
another page, in which you can drag and drop the two folders in
(yes, drag the folders).
Go back to the previous General tab, in the AppIcon Source, you can
select your folder, usually called AppIcon-1. And tick 'include all
icon asset'
Leave 'Launch Screen File' blank. This is very different from
previous Xcode version.
Under the deployment info, status bar style, you can tick require
full screen.
After those steps you should be good to load again.
Please note these steps are for a non storyboard app. In my case, my app is written in kivy.
Don't Do anything that are described in earlier answers...
To show view Controller follow the following single step
Step 1 : Add the splash Screen for iPhone and iPad.
After this this error will not come again.
I am new to programming on the Apple Mac. I have followed a programming guide supplied in the Mac Developer Library to program a basic GUI program called TrackMix. In this program you place a textbox, a vertical slider and a button control on the view window. Initially, on dragging the specific object, say the textbox, to the window, a set of alignment guides (dotted blue lines) would automatically appear on the canvas when the object is dragged over it. I dont know what has happened, but now those guides have disappeared when I execute the same action of dragging objects to the window. When the object being dragged is over the window a small green dot, with a plus sign in it, appears on the bottom of the object. I have carefully retraced my steps to be exactly the same as stated in the Developer Library, but still the problem persist. Have I, perhaps, involuntarily changed some Xcode settings or what? I am at the end of my wits! PS: I am using Xcode 7.
You have to toggle the menu item "Editor > Canvas > Snap To Guides" in Storyboard. I hope that helps
I am not sure whether this will be helpful, but I just had the same problem and the only thing which worked was re-installing Xcode (7.3) and trashing all of the Xcode preferences.
Good luck.
I see no settings at all under Size Inspector in Interface Builder, it is completely blank for my View, all labels and all buttons. I am using xcode 4.6 and have 'Use Autolayout' unchecked and the metrics (Size, Status Bar, Top Bar, Bottom Bar) are all 'None'. I need to be able to control the autoresizingmask, but why can't I see any size properties?
Once you switch to Size Inspector tab, directly under the icon there is a little header that says "View." If you hover over that some text appears that says "Show," because apparently that section can collapse down. Clicking the header should cause the options you expect to appear.
I wish they would make this more clear, because I completely missed it as well, and restarted Xcode several times.
I ran into this problem using Xcode 5.0 but upon further investigation, discovered the dysfunction ran to a higher degree - all Inspector views in Xcode were blank for every control, and the Navigator buttons didn't work either.
The culprit seems to have been a conflict in versioning. When I re-checked out trunk, Xcode returned to expected behavior.
Resizing the Xcode window made things right again for me - go figure.
This worked for me......
Clear Menu -> Recent Files
i cleared last open storyboard from Recent files
Restart Xcode
Xcode 4.2 used to toggle between the header file and the .m file when you swiped up/down with 3 fingers in an editor window. Now excode 4.4.1 turns it into a text selection. Is there a way to change the default behavior to something else (in my case back to toggling between .h/.m)?
I got the 3 finger swipe working in Xcode 4.4 (I'm running Mountain Lion). It is possible. Try following these instructions: https://stackoverflow.com/a/7923619/472344.
I had already used these to get the 3 finger swipe working in Xcode 4.3 when I updated to Lion. It seemed to break when I updated to Xcode 4.4 and Mountain Lion. I went through all the steps again, but this time all the settings were already set correctly so I didn't have to change anything. However, now it's working for me. Give it a shot.
You can also switch between the .h and .m by using ctrl+command+UpArrow (or DownArrow).
I don't know if there is a way to change the gesture within Xcode, but usually i find if i open .h first, then .m (or the other way around) then you can swipe between them with 2 fingers right or left :)
As long as you open them in the centre and not in a new window =]