Map Clustering with Swift 2 - swift2

I am looking for clustering markers in MapKit, so I found this library: FBAnnotationClusteringSwift
that answers my needs.
But it is for swift 3.
Can anyone find the same library for swift 2.
Thanks.

I don't know if you found something else but here is your answer:
If you find something on github but it is in a newer version, you just have to search a previous version of this repo at the commits section.
This repo I think its working with swift 3 and swift 2 too (with pod install)
Maybe you faced a problem when you tried to insert his code from the usage.
Anyway this is the link for swift 2.2 if the pod installation is eventually for swift 3 use the manuall installation, just take the files and drop them to your project, and use the usage code to use the repo.
If you don't want swift 2.2 (so you have xcode < 7.3) I think this is this is the link
Hope it helps you.

Related

KeyboardOverlapp plugin doesn't work on my iOS app

I'm using plugin Xam.Plugins.Forms.KeyboardOverlap, but it seems that it doesn't work on my solution.
I added KeyboardOverlapRenderer.Init() in my appDelegate init.
I'm using 1.0.0.4 version of the NuGet.
I wouldn't recommend the package that Lucas Zhang has mentioned, since it hasn't been updated for 3 years now. Also, there doesn't seem to be any movement in the GitHub repo as well. You can see in their GitHub repository that it is pretty much left to be as is. There are some issues with iOS 13 and iPhone X+. Also, they have been planning to upgrade it for 2 years now, but to no success. See this in the issues.
If I would recommend a different package, it will be this one. It is the again a binding for IQKeyboardManager, but this time it is a fork of the repo and it is being maintained better than the original one. The current version is 6.5.5 and the last commit was 3 monts ago.
You can get the NuGet link here.
So, if you are going to choose a package, pick this one, as it has better support.
For Keyboard Plugin in iOS, I recommend Xamarin.IQKeyboardManager . Which is IQKeyboardManager binding for Unified Xamarin.iOS .
You just need to init it in your iOS project in forms and call the following code in AppDelegate.cs
Xamarin.IQKeyboardManager.SharedManager.EnableAutoToolbar = true;
Xamarin.IQKeyboardManager.SharedManager.ShouldResignOnTouchOutside = true;
Xamarin.IQKeyboardManager.SharedManager.ShouldToolbarUsesTextFieldTintColor = true;
Xamarin.IQKeyboardManager.SharedManager.KeyboardDistanceFromTextField = 300f;
For more details you could check Github Project Site .

Error in conversion to swift 3 syntax for an existing cocoapods integrated project

I've recently upgraded to xcode 8 and did a conversion for my xcode project. While every other swift files checks out fine, there seems to be issues with this particular swift file.
I suspect it could be a result of cocoapods not being updated and thus I did a repo update to the latest pre version before doing a pod install on the project again but still to no avail.
Hmmm ok I found a way to fix this, apparently just going to product>clean will solve most of the problems. This is for anyone out there converting to swift 3. Now on to solve some other problems...

Xcode 6.3 autocompletion slow with bridging header (e.g Parse)

tl:dr
Xcode Update 6.3.1 solved the problem for me.
It's still lightly slower than before but I'll give that shame to my Evo 840.
the problem
Since I've installed the latest Xcode version (6.3) my projects with bridging headers seem to have problems with autocompletion. It's incredibly slow!
Is there any known workaround (except removing bridging headers...)?
EDIT:
Bug reports
20549109
20549764
20549768
EDIT (04/17/2015):
bugreport.apple.com marked this as a duplicate of
20445407
I had similar issues and after updating to xcode 6.3.1 and swift 1.2 they dissapeared.
Not appearing with xcode 7 & swift 2.0
Steps are as:
1. Just go in user->Library->Developer->Xcode->DeriveData and delete the Data of folder(Derive data).
2. Just restart your system.
3. It will work better.

How to update Kobold2D 2.1 project to MacOS10.10 / XCode 6.1?

we've got a major project written in Kobold2D by Steffen Itterheim, (which is itself a wrapper for Cocos 2.1), and since upgrading to XCode 6.1/OS X 10.10, the new iOS 8 framework seems to render many parts of the Kobold-library and the Cocos implementation unusable, or it seems to need a rewrite.
Has anyone updated a Kobold2D project successfully to iOS8 yet?
Are there simple ways to upgrade it, or is it necessary to rewrite the entire library?
If there are no simple ways to upgrade, has anyone migrated a project from Kobold to cocos 3 yet?
Any hints would be much appreciated!
Averett
PS. I have seen this question: How to convert Kobold2D into a new Cocos2D 3.x project? - but the answer is not very helpful, as this solution would omit iOS 8.
We actually have created a script to make the necessary changes to Kobold2D. You can find it in this post:
https://www.makegameswith.us/gamernews/406/xcode-6-fixes-for-kobold2d
Basically all you need to do is run
curl https://s3.amazonaws.com/mgwu-misc/xcode6_kobold_patch.sh | sh
in the terminal, when you are in the root folder of your project.
I have just compiled my Kobold2D 2.1 project using XCode 6.0.1. It breaks initially at several lines, but it's easy to fix. I only found a couple of errors:
Multiple methods named 'setPosition:' found
Example:
[_target setPosition: newPos];
Fix: cast the object to CCNode
[(CCNode*)_target setPosition: newPos];
Do this for all errors found
You also need to import "ccNode.h" at the top of the file.
Use of undeclared identifier 'MPMovieControlModeHidden'
I found that the #ifdef__ #endif enclosing the offending line was commented out. Uncomment them to fix the problem.

Xcode 4 debugging as root

I'm trying to debug a program that has to run as root. I found a SO answer that explains how to use remote debugging to do that. The instructions there and similar instructions out there don't seem to apply to XCode 4. It's possible that I'm just not familiar with the "Executables" item that is referenced. Is there a way to do this in XCode 4?
There's currently no way to do this in Xcode 4. I've filed bugs regarding that lack, and would encourage you to do the same.

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