I have a test application that I am trying to get the UIView to scroll and also move up when the keyboard comes on the screen. When I put the following code in and try to run the scroll through the simulator my UIScroll isn't working.
#scrollwindow = UIScrollView.alloc.initWithFrame(CGRect.new([0,0],[700,800]))
#scrollwindow.scrollEnabled = true
#scrollwindow.delegate
#window.addSubview(#scrollwindow)
#frame1 = UIView.alloc.initWithFrame(CGRect.new([10,10], [400, 200]))
#frame1.backgroundColor = UIColor.redColor
#scrollwindow.addSubview(#frame1)
#frame2 = UIView.alloc.initWithFrame(CGRect.new([20, 400], [600,700]))
#frame2.backgroundColor = UIColor.greenColor
#scrollwindow.addSubview(#frame2)
I am familiar with my understanding of Ruby but new to RubyMotion and the Objective-C community. Any help would be greatly appreciated.
You need to set the contentSize of the scroll view.
http://developer.apple.com/library/ios/#documentation/UIKit/Reference/UIScrollView_Class/Reference/UIScrollView.html
Related
I have an app with UISearchContainerViewController.
let searchController = UISearchController(searchResultsController: resultsTableController)
searchController.searchBar.keyboardAppearance = .dark
let container = UISearchContainerViewController(searchController: searchController)
Then I add it to screen. The keyboard look like intended. After that i minimize the application and expand it back. The keyboard become .light appearance. And no way to bring it back to .dark. How to fix that?
Before
After
Looked at https://stackoverflow.com/a/28114622/5790492
window.overrideUserInterfaceStyle = .dark
This line in AppDelegate fixed it for me.
I am trying to use the timeline assistant editor for playground in xcode version 7.3.1, it is always empty.
Timeline assistant editor
I think the error is from xcode, however from search it doesn't look like anyone got the same error so i am confused.
To display the result of print you need to open the "debug area" by going to menu
View > Debug Area > Show Debug Area
or click on the button in the lower left part:
To display the timeline graph, you could use XCPCaptureValue:
import XCPlayground
var x = 0
for i in 0...10 {
x += i
print(x)
XCPCaptureValue("Value for x", value: x)
}
but XCPCaptureValue has been deprecated and won't be available in the future (there's no available replacement).
The alternative is to display the graph inline by clicking on the "+" button on the right:
Do a right click on the graphs and you can choose to display value history instead:
I was just getting started in Playgrounds myself, and came across the same problem of not being able to print to Timeline.
This Medium article explains how to show or render things in the timeline as of Xcode 8 and Swift 3. Basically, you have to create a view and assign it to the PlaygroundPage.current.liveView:
import UIKit
import PlaygroundSupport
let contentView = UIView(frame: CGRect(x: 0, y: 0, width: 320.0, height: 600.0))
contentView.backgroundColor = UIColor.white
PlaygroundPage.current.liveView = contentView
Afterwards, you can add anything to your contentView to be displayed in the timeline. The PlaygroundPage.current.liveView can receive any UIView, such as UILabel, UITextField, etc.
However, sometimes the created view defaults to a black background, so you have to remember to set the .backgroundColor to UIColor.white to see it's info/child views.
I need to create a toolbar (on the left side for example) that will contain many buttons. On default if overall height of all buttons is greater than the hight of toolbar these surplus buttons will be hidden. And I want to make this toolbar show all buttons and allow me to scroll down to see the rest. I couldn't find anything usefull on the web so far. Any ideas?
You should be able to stick the QToolBar inside a QScrollArea.
toolbar = QtGui.QToolBar()
toolbar.setOrientation(QtCore.Qt.Vertical)
for i in range(20):
toolbar.addAction('Action{0}'.format(i))
scroll_area = QtGui.QScrollArea()
scroll_area.setWidget(toolbar)
For anyone interested here is the solution:
Thanks to #Brendan Abel's answer I've came up with an idea. What I did is I've created my toolbar the same way I did before. Then I've added all my widgets (that previously were in this toolbar) to the new QWidget with QVBoxLayout. Then I've created a QScrollArea and set my recently-created-widget as a child widget of this scroll area. And finally I've added my ScrollArea to the Toolbar using addWidget().
class LeftToolbar(QtGui.QToolBar):
def __init__(self, *args):
QToolBar.__init__(self, *args)
self.setFloatable(False)
self.setMovable(False)
self.scroll_widget = QtGui.QWidget(self)
self.scroll_layout = QtGui.QVBoxLayout()
self.scroll_widget.setLayout(self.scroll_layout)
# Add your toolbar widgets here
self.ExampleWidget1 = QtGui.QLabel(self)
self.ExampleWidget1.setText("Example Text1")
self.scroll_layout.addWidget(self.ExampleWidget1)
self.ExampleWidget2 = QtGui.QLabel(self)
self.ExampleWidget2.setText("Example Text2")
self.scroll_layout.addWidget(self.ExampleWidget2)
# Create QScrollArea
self.scroll_area = QtGui.QScrollArea()
self.scroll_area.setWidget(self.scroll_widget)
self.addWidget(self.scroll_area)
# Create object LeftToolbar in your main window
self.LeftToolbar = LeftToolbar()
self.addToolBar(Qt.LeftToolBarArea, self.LeftToolbar)
I'm trying to build a menubar application in swift. I want to set an image and text for the status item. Evidently NSStatusItem has deprecated setting a custom view since 10.10, which is fine, since I am able to set an image and text on the status item's button. However, I'm unable to set the imagePosition property for some reason and so the text and the image overlap.
This is my code:
let statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(-1)
func applicationDidFinishLaunching(aNotification: NSNotification) {
let icon = NSImage(named: "statusIcon")
icon!.setTemplate(true) // best for dark mode
statusItem.button!.image = icon
statusItem.button!.imagePosition = ImageLeft
statusItem.button!.title = "Hello, world"
statusItem.menu = menu;
}
The problem is that Xcode gives me an error on this line:
statusItem.button!.imagePosition = ImageLeft
It says "Use of unresolved identifier 'ImageLeft'", but from what I can tell from the documentation (https://developer.apple.com/library/mac/documentation/Cocoa/Reference/ApplicationKit/Classes/NSCell_Class/index.html#//apple_ref/c/tdef/NSCellImagePosition) that is the identifier I would want to use.
Can anyone help?
I figured it out. Evidently I have much to learn about Swift syntax.
This line allows it to work:
statusItem.button!.imagePosition = NSCellImagePosition.ImageLeft
I come from a background in Java, and I'm trying out using swift for creating OSX and iOS applications. My current project is essentially a flashcard application, and it needs to be able to create a popup window for text-based user prompts (ie, to ask what the question is for the card, or to add String tags for sorting the flashcards by type). Here is the code that I put together so far:
//Pulls up a prompt box to add tags
#IBAction func AddTagButton(sender: AnyObject) {
//Declare new subwindow
var win = NSWindow(contentRect: NSMakeRect(100, 100, 400, 150),
styleMask: 1 | 2 | 4 | 8,
backing: NSBackingStoreType.Buffered, defer: true);
win.title = "Tag Adder";
win.center();
//Add the window to the main viewer
window.addChildWindow(win, ordered:NSWindowOrderingMode.Above);
var controller = NSWindowController(window: win);
controller.showWindow(self);
}
This pulls up a new window with the ability to close, resize, minimize, and so on. I need to add a WrappedTextField to this window programmatically, but I couldn't find any resources on how to do so. In Java, the closest analogy would be something along the lines of
JFrame frame = new Jframe();
JLabel label = new JLabel("Sample text");
frame.add(label); //How is this done in Swift?
frame.setVisible(true);
I wrote the main NSWindow by modifying the .xib in XCode (Xcode 6, Beta version 6), but I can't figure out for the life of me how to use the WYSIWYG editor to make a window appear at the push of a button. The best I could do was to make another NSWindow that was minimized/hidden by default, but would show itself when you pushed the button (which isn't exactly a very good solution). The other feature I found was an NSAlert, but that doesn't have a text field for users to input data. My question is how do you add content to an NSWindow that pops up at the push of a button, either by modifying the above method, or by using the .xib GUI editor that XCode provides?
You should add content to the contentView of NSWindow.
let textField =. NSTextView()
textView.stringvalue = "Some string"
textView.frame = CGRectMake(10,20,50,400)
mywindow.contentView.addSubview(textView)