Maybe you need to switch the mode of displaying messages in the console. It is located at the bottom of the Playground. Look at the screenshot below
Post
Replies
Boosts
Views
Activity
Thank you so much!
You know, while we were discussing, I'm already used to this appearance)) I won't dive into the settings, I'll leave it as it is.
Thanks a lot for your help! I and other people appreciate it very much!
yes it looks like the background of the cell. If I set constraints along with the margins, then the Date Picker will look like this
it is a regular TableViewController with static grouped cells. No code was used here, just an interface builder.
This is my Document Outline on the attached screenshot.
I didn't use any code
I used the Interface Bilder
Thank you so much! It works!
P.S. But one question remained with me. Why does Jacob's code work without this?
Below is a screenshot of his code.
Thanks a lot!
I found the cause and fixed it. It turns out that this is a fairly well-known problem that was repeated in previous versions of the Xcode. In my case, I needed to edit the scheme and reload the Xcode. But it only worked when I shifted on another preview, and then returned to the landmarkList preview.
The issue has been resolved. The topic is closed.
Thank you for your help.
Yes, I've checked all the files, but it looks like I'm missing something. I will try to redo the project again.
Thank you very much! It looks unexpected, but it works
Could you please explain to me a little why the tableView.reloadData() method is called here before passing the value to the label? It is usually called after the changes in the cell.
I tried to use both in the viewDidLoad() or in the viewVillAppear() methods, adding tableView.reloadData(). It still doesn't work.
Could you show me your full code?
the delay occurs after the launch screen have been finishing. Moreover, on the previous version, in which there is no launch screen, the delay also occurs.
| Do you mean first time after download ?
Yes, first time after download.
In these two files I have not changed anything in the code
import UIKit
@UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
// MARK: UISceneSession Lifecycle
func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {
// Called when a new scene session is being created.
// Use this method to select a configuration to create the new scene with.
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
func application(_ application: UIApplication, didDiscardSceneSessions sceneSessions: Set<UISceneSession>) {
// Called when the user discards a scene session.
// If any sessions were discarded while the application was not running, this will be called shortly after application:didFinishLaunchingWithOptions.
// Use this method to release any resources that were specific to the discarded scenes, as they will not return.
}
}
import UIKit
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
guard let _ = (scene as? UIWindowScene) else { return }
}
func sceneDidDisconnect(_ scene: UIScene) {
// Called as the scene is being released by the system.
// This occurs shortly after the scene enters the background, or when its session is discarded.
// Release any resources associated with this scene that can be re-created the next time the scene connects.
// The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
}
func sceneDidBecomeActive(_ scene: UIScene) {
// Called when the scene has moved from an inactive state to an active state.
// Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
}
func sceneWillResignActive(_ scene: UIScene) {
// Called when the scene will move from an active state to an inactive state.
// This may occur due to temporary interruptions (ex. an incoming phone call).
}
func sceneWillEnterForeground(_ scene: UIScene) {
// Called as the scene transitions from the background to the foreground.
// Use this method to undo the changes made on entering the background.
}
func sceneDidEnterBackground(_ scene: UIScene) {
// Called as the scene transitions from the foreground to the background.
// Use this method to save data, release shared resources, and store enough scene-specific state information
// to restore the scene back to its current state.
}
}