I have StackViews enclosed in a view and whenever I scroll upwards the view collapses, its height shrinks basically. I want the view to not move when I scroll upwards. How do I do that?
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In my parent I have a function that uses 4 sliders from each child class, and it calculates return on assets. How do I move this method to the child classes so it can update when a slider moves?
func calROA() {
let ans = Double(revNum - costNum)/Double(fixANum + curANum)
let perAns = ans * 100
print("this is the value for revenue " + "\(revNum)")
print("this is the value for costs " + "\(costNum)")
print("this is the value for fixed assets " + "\(fixANum)")
print("this is the value for current assets " + "\(curANum)")
print("this is the roa " + "\(perAns)")
roaLabel.text = String(format: "%.1f%%", perAns)
}
I use Xcode a lot and recently when I click on something in the storyboard like a label it will pause for some time (little over a minute). my iMac uses 8gb of ram and on activity monitor it shows its using around 6.5gb of ram how can I improve the performance of Xcode so it does not do that?
Im getting the error "An internal error occurred. Editing functionality may be limited." When I look at storyboard I see blue backgrounds on my labels. What does this mean? How can I fix it?
I'm having trouble making my iPhone app in the storyboard look the same on wider iPhones when I run it. I use a freeform style that is 375 by 1000.
I'm building a project that uses SwiftUi, Swift Ui template, CoreData and CloudKit and I automatically get the error "cannot find the item in scope" located in my content view twice. Why does that happen when I select CloudKit before building the project?
Topic:
Developer Tools & Services
SubTopic:
Xcode
Tags:
Frameworks
Xcode Sanitizers and Runtime Issues
Xcode
I'm trying to have my label theView intersect another label called tot.
if theView.frame.intersects(tot.frame.?.?)
but I want the intersection to be the left side of the tot. How can I go about doing that?
Is there such a thing as starting point modifiers when you want a UIView to go back to where it originally was before you did any action to it.
I am trying to have 2 animations one that increases the label's size and makes it return to its original form but I can't repeat the shrinking like I can increasing the size. How can I shrink it it on loop?
func animateLabels() {
UIView.animate(withDuration: 2, delay: 0, options: .repeat, animations: {
//1.5 times it's normal size
self.proLabel.transform = CGAffineTransform(scaleX: 1.5, y: 1.5)
}){ (finished) in
UIView.animate(withDuration: 2, delay: 2, options: .repeat, animations: {
self.proLabel
.transform = CGAffineTransform.identity
})
}
}
I'm trying to get my animations to work on my labels I have programmatically but when I add them it seems to override my .isuserinteractionenabled. How do I enable these animations?
override func viewDidLoad() {
super.viewDidLoad()
proLabel.frame = CGRect(x: 120, y: 840, width: 45, height: 16)
proLabel.text = "profit"
proLabel.textColor = UIColor.black
proLabel.backgroundColor = UIColor.systemBlue
proLabel.font = UIFont(name: "System", size: 15)
proLabel.isUserInteractionEnabled = true
self.content.addSubview(proLabel)
revLabel.frame = CGRect(x: 20, y: 840, width: 65, height: 16)
revLabel.text = "revenue"
revLabel.textColor = UIColor.black
revLabel.backgroundColor = UIColor.systemRed
revLabel.font = UIFont(name: "System", size: 15)
revLabel.isUserInteractionEnabled = true
self.content.addSubview(revLabel)
let tapGestureR = UITapGestureRecognizer(target: self, action: #selector(self.tapRev))
revLabel.addGestureRecognizer(tapGestureR)
let tapGestureP = UITapGestureRecognizer(target: self, action: #selector(self.tapPro))
proLabel.addGestureRecognizer(tapGestureP)
animatePro() //animation added
animateRev() //animation added
buttonNext.layer.cornerRadius = 10
}
I don't understand why my animations seem to override my user interaction when I try to tap on a label. What am I missing?
let tapGestureR = UITapGestureRecognizer(target: self, action: #selector(self.tapRev))
revLabel.addGestureRecognizer(tapGestureR)
let tapGestureP = UITapGestureRecognizer(target: self, action: #selector(self.tapPro))
proLabel.addGestureRecognizer(tapGestureP)
I want my textfield after I click done on the keyboard to move the slider. I'm not really sure how to do that though. Is there a way to do it or do I need a button?
I use a func textFieldShouldReturn that depending on what Integer I have in the textField it will either display an x or a check. I have 3 textFields but the func only works for numAnswerOne. How do I make it work for all 3 textFields?
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
//makes a return key work
textField.resignFirstResponder()
let text = textField.text
let numAnswerOne = Int(answerOne.text!)
let numAnswerTwo = Int(answerTwo.text!)
let numAnswerThree = Double(answerThree.text!)
if numAnswerOne == 70 {
checkOne.alpha = 1
wrongOne.alpha = 0
answerOne.isUserInteractionEnabled = false
} else if numAnswerOne != 70 {
wrongOne.alpha = 1 //function stops here
} else if numAnswerTwo == 2 {
checkTwo.alpha = 1
wrongTwo.alpha = 0
answerTwo.isUserInteractionEnabled = false
} else if numAnswerTwo != 2 {
wrongTwo.alpha = 1
} else if numAnswerThree == 30.1 {
checkThree.alpha = 1
checkThree.alpha = 0
checkThree.isUserInteractionEnabled = false
} else if numAnswerThree != 30.1 {
checkThree.alpha = 0
}
return true
}
I'm trying to make my sliders at 0 make no shape but the issue is when any slider hits 0 it makes the shape go to its maximum size. What should I do?
func goToZero() {
if otSlider.value == 0 {
otWidth.constant = 0
print(otWidth.constant)
} else if efSlider.value == 0 {
efWidth.constant = 0
} else if ifSlider.value == 0 {
ifWidth.constant = 0
}
}
Is there a way for the app not to crash if the user taps on 2 or more textFields without filling them in with numbers?