When I create an outlet in Xcode, MonoTouch creates identical properties in the *.designer.cs file for that particular view.
namespace MyApp
{
[Register ("CustomCell")]
partial class CustomCell
{
[Outlet]
MonoTouch.UIKit.UISwitch Toggle { get; set; }
void ReleaseDesignerOutlets ()
{
if (Toggle != null) {
Toggle.Dispose ();
Toggle = null;
}
}
}
}
but as you can see, scopes those properties as private.
Is there a way through XCode or MonoTouch to tell the system these should be generated as public, protected or internal?
Granted I could expose properties in the implementation side of this partial class that act as proxies to these properties but I am hoping there is a cleaner way.
Don't worry that they're properties, this is an implementation detail of outlets. You can think of them as private fields - so it's fine to expose them via more accessible properties on the non-designer class part.
Another way to make them more accessible is to move them to the non-designer class part. Outlets don't have to be in the designer class part.
How syncing works:
The way the designer files work is that when MD syncs to Xcode, it finds all outlets on all parts of the class, including the designer class, and syncs those into the obj-c header file. When it syncs the obj-c header file back to MD, it tries to find each of the outlets in the non-designer class parts, then regenerates the designer file with the unmatched outlets.
This means that if you add an outlet in obj-c header file, it will get added into the designer file. It also means that if you remove an outlet in the obj-c header file, it will effectvely get removed from the designer file when the designer file is regenerated - unless it's in some other class part, in which case the removal will not be synced.
The outlets in the obj-c header file do not have any accessibility, so MD cannot sync that when it regenerates the header file, and private is a good default since it promotes encapsulation, and you can easily expose them if needed via wrapper properties or by moving them.
There is currently no way to make MonoDevelop generate different visibility attributes for outlets exposed.
What is the use case scenario that you have in mind?
Related
I have moved most of the core functionality of my non-document based macOS app to a custom, embedded framework.
The app code has a standard main storyboard with an initial window, and the window has a "window content" relationship/segue into a storyboard reference pointing to a storyboard inside the embedded framework. Therein lies a custom NSViewController subclass and a custom NSView subclass.
I want to group all the input event handling code inside the framework, which means implementing mouseDown(with:) on the custom NSView subclass, and --lo and behold-- it gets called when I click inside the app window. So far, so good.
Next, I implemented keyDown(with:) to similarly handle keyboard input. However, at runtime, it does not get called and instead, I hear the annoying beep (NSBeep).
I tried implementing keyDown(with:) on the view controller instead, but it's all the same.
Finally, I tried implementing the key handler on my NSWindowController subclass instead, and that does work.
So I could get around this by forwarding the event like so:
class WindowController: NSWindowController {
override func keyDown(with event: NSEvent) {
contentViewController?.view.keyDown(with: event)
}
}
, but it is very inelegant. I would prefer to not pollute the app code with input logic.
This doesn't seem to have anything to do with embedding frameworks, however. I put together a minimal project from the 'Cocoa App' template and confirmed that indeed keyDown(with:) only gets called if implemented on the window controller code, but not on the view or view controller side.
How can I get keyDown(with:) to be called on the view or view controller (not the window or window controller) in a storyboard-based app? (so I can move it from the main app to my embedded framework).
Edit: The question has been marked as duplicate. I tried the solutions pointed in answers to the other question (namely, override acceptsFirstResponder to return true). This solves the problem in my minimal demo project, but when I tried it on my full app, it still does not work (I did see that question and did try to override acceptsFirstResponder in my app before posting this question).
I will now try to modify my minimal poeject to see if I can reporduce the issue in the main app.
Edit 2: I have refactored the minimal project to:
Send the view controller to a separate storyboard,
Send the view controller's storyboard and represented classes (custom view, custom view controller) to a separate, embedded framework.
Now the basic setup mirrors that of my app in all that seems to matter, but still can not reproduce the issue in the minimal project. I will investiate further...
Edit 3: I haven't been able to reproduce the issue on the minimal project.
On my app's custom view, I implemented:
public override var acceptsFirstResponder: Bool {
return true
}
public override func performKeyEquivalent(with event: NSEvent) -> Bool {
let retVal = super.performKeyEquivalent(with: event)
return retVal
}
On startup, acceptsFirstResponder is called twice.
When hitting any key, performKeyEquivalent(with:) is called twice, too. Inspectig the intermediate variable retVal above reveals that the super class's implementation always returns false. After returning from this method, NSBeep() is called and keyDown(with:) isn't.
If instead of super.performKeyEquivalent(with:) I force-return true, I can avert the call to NSBeep() (but keyDown(with:) is still not called...)
Edit 4 (Final):
Out of desperation, I cleared the "Custom Class" field of the window controller's Identity Inspector in my app's main storyboard (to the default NSWindowController).
Suddenly, my custom view's keyDown(with:) starts getting called.
I reinstated the custom class to confirm.
It still works.
I clean the build folder and try again.
It still works.
Now I can no longer reproduce the issue even on my main app. I really don't know what to say...
When I set the Image property of a Button control to point to an image in the Projects resource file, it shows up just fine in the application when I compile and run it, but if I try to load the form in the designer, it gives me an 3error message.
The type 'CoP.LAS.Properties.Resources' has no property named
'Adobe1'.
Although when I look in the auto-generated Resources file, it is clearly there:
namespace CoP.LAS.Properties {
using System;
/// <summary>
/// A strongly-typed resource class, for looking up localized strings, etc.
/// </summary>
// This class was auto-generated by the StronglyTypedResourceBuilder
// class via a tool like ResGen or Visual Studio.
// To add or remove a member, edit your .ResX file then rerun ResGen
// with the /str option, or rebuild your VS project.
[global::System.CodeDom.Compiler.GeneratedCodeAttribute(
"System.Resources.Tools.StronglyTypedResourceBuilder", "4.0.0.0")]
[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
internal class Resources {
// Other stuff...
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
internal static System.Drawing.Bitmap Adobe1 { // <--- HERE!!!
get {
object obj = ResourceManager.GetObject("Adobe1", resourceCulture);
return ((System.Drawing.Bitmap)(obj));
}
}
}
And the designer will not load the form unless I ignore this error, which removes the setting from the form code. The only way I have been able to fix this is to import the graphic into the project for each place in the project where I want to display it. This is, obviously redundant, as the image is being "imported" for every usage. I should be able to use images in the project's common resource file and still load the form into the designer.
What's going on here and how do I fix this.
I am trying to create a Xamarin Java Binding to the Spotify Android SDK. The SDK is now separated into two parts, one for authentication and one for the player. The former java binding works, however, the seconds gives me an error.
The original question was asked on the Xamarin Forums.
Hi,
I am trying to create a binding project for the Spotify Android SDK.
The SDK is seperated into two .aar files. One for authentication and one for media playback (Player).
Firstly I tried having both .aar files in one Binding Project, but the Player.aar was ignored. However, moving it to its own seem to work.
Now, my issue is related to the Java Interface NativePlayerNotificationCallback which is generated to IPlayerNotificationCallback (hence the lack og Notification), but in the Player class it tried to implement: global::Com.Spotify.Android.Player.INativePlayerNotificationCallback.
I can find no other mention of INativePlayerNotificationCallback in the decompiled files. Only IPlayerNotificationCallback.
I understand that this is a bit difficult to imagine. Here are the java class files seen in JD-GUI:
The generated files are listed here:
Inside the file Com.Spotify.Sdk.Android.Player.IPlayerNotificationCallback.cs:
And the error message itself
Error CS0234: The type or namespace name INativePlayerNotificationCallback' does not exist in the namespaceCom.Spotify.Sdk.Android.Player'. Are you missing an assembly reference?
I would really appreciate any insight as to how I can get this to work. It looks to me like there are some inconsistencies in the naming of the interface, but I am not sure.
Thank you for helping out,
Fredrik
Should be fixed by adding metadata to Player binding project:
<metadata>
<attr path="/api/package[#name='com.spotify.sdk.android.player']/interface[#name='NativePlayerNotificationCallback']" name="visibility">public</attr>
</metadata>
and Player class extension (into the Additions directory):
using System.Collections;
using Java.Lang;
using Java.Util.Concurrent;
namespace Com.Spotify.Sdk.Android.Player
{
public partial class Player
{
public IList InvokeAll(ICollection tasks)
{
return null;
}
public IList InvokeAll(ICollection tasks, long timeout, TimeUnit unit)
{
return null;
}
public Object InvokeAny(ICollection tasks)
{
return null;
}
public Object InvokeAny(ICollection tasks, long timeout, TimeUnit unit)
{
return null;
}
}
}
You will probably need to implement these methods correctly by calling generic methods.
Also I had to add metadata to Auth library binding project (I found it in your old topics) and referenced Auth project from Player project as it uses some of the classes (maybe that's no necessary).
I am a beginner to Obj-C and Xcode 4 and I am currently going through the "Your First Mac Application" on the Mac Dev website. I have managed to get through the main part but I'm struggling on the "Refactor the Application Delegate" section.
I have created a new class (to use as a controller), added an object set to this new class, made the connections from the class to the slider, mute button and textfield, and I have connected the new class object to the app delegate interface file.
Unfortunately an instance of the track class is never created, and therefore the program doesn't work, as the awakeFromNib function never gets called. I have tried placing it in both the app delegate file and the new controller class.
Where am I going wrong???
You have to either create an instance of your new class in IB, or you need to create it programmatically in your AppDelegate object (usually in init or awakeFromNib). You need to have a pointer to that object in your AppDelegate. If you create the new object in IB, you connect it to the Track* pointer in IB. If you do it in code, it's something like:
in .h file:
TrackClass *track;
in .m file:
track = [[Track alloc] init];
Which did you do?
I had the same issue while trying out the tutorial and found out the problem was with my implementation of awakeFromNib
Wrong Code:
- (void)awakeFromNib:(NSNotification *)aNotification
Right Code
- (void)awakeFromNib
There should be no argument passing the implementation of awakeFromNib.
I was getting fed up with typing this.NavigationService.Navigate(new Uri(page.xaml, UriKind.Relative));, every time I need to navigate to a different page in my app.
So I've created a custom BasePage with a virtual to help with Navigating around my app.
The problem I have is in VS2010, if I have the source and design view open, the design just shows the windows phone background and I get some blue wiggly lines right from the top to the bottom of my xaml and messages along the lines of x isn't supported. This happens on any page that I have set up to Inherit from my custom BasePage.
However, if I run the application on my Windows Phone or in the Emmulator it will work.
Does anyone have any suggestions of what I could try to keep my Design view working whilst apply my custom base, or if I have missed something off?
A slightly cut down version of my BasePage is:
public class BasePage : PhoneApplicationPage
{
public virtual void NavigateTo(string pageName, params Tuple<string,string>[] queryString)
{
// Code to perform this.NavigationService.Navigate
}
}
EDIT 2011-08-16
Part of this base page overrides the PhoneApplicationPage's OnNavigatedTo method, in which I perform a security check to see if:
security has been enabled
User is logged in
If the security is enabled but the user is not logged in, they are immediately redirected to a Login Page.
I found this useful as I don't then have to add any code to existing or new pages to handle this, so long as they derive from the BasePage.
I wouldn't recommend using a BasePage for this. Instead, simply add your NavigateTo method in the App.xaml.cs file, as a static method.
public static void NavigateTo(string pageName, params Tuple<string,string>[] queryString)
{
// Code to perform this.NavigationService.Navigate
}
Also, remember to wrap the call to .Navigate in Dispatcher.BeginInvoke so all transition effects are properly executed.
And as a bonus tip: Don't use the designer in Visual Studio. Instead, set the 'default editor' for XAML files to be the "Source Code" editor, so the designer is never opened. This makes Visual Studio much more stable.
If you want a designer, you should get Microsoft Expression (Blend)