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import SwiftUI
struct ContentView: View {
var body: some View {
ViewThatFits {
MyCoolVStack()
ScrollView(.vertical) { MyCoolVStack() }
}
.background(Color.gray)
}
import UIKit
import SwiftUI
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let box = UIView()
box.frame = CGRect(x: (view.bounds.width / 2.0) - 100.0, y: 0.0, width: 100.0, height: 100.0)
box.backgroundColor = .systemGreen
import SwiftUI
enum ShopState: Int {
case iceCream, flowers
}
struct ShopStatePreferenceKey: PreferenceKey {
static var defaultValue: ShopState = .iceCream
static func reduce(value: inout ShopState, nextValue: () -> ShopState) {
struct ContentView: View {
var body: some View {
List {
Section {
VStack(alignment: .leading, spacing: 20.0) {
Image("example") // Natively 1179x787
.resizable()
.scaledToFill()
VStack(alignment: .leading, spacing: 20.0) {
var body: some View {
Color.black.opacity(0.2)
.frame(width: 180.0, height: 60.0)
.overlay(
VStack(alignment: .leading, spacing: 0.0) {
Text(input)
.font(.system(size: 12.0, weight: .semibold))
.layoutPriority(1.0)
Spacer(minLength: 0.0)
import SwiftUI
struct ContentView: View {
let text1 = "Hello this is some very long text that goes on for quite awhile which can make it tricky to display"
let text2 = "I am brief"
var body: some View {
Color.black.opacity(0.2)
.frame(width: 180.0, height: 60.0)
.overlay(
import UIKit
import SpriteKit
class SKAnimatedAction {
let movementAction: SKAction
let animationAction: SKAction
let animationKey: String
init(movementAction: SKAction, animationAction: SKAction, animationKey: String) {
self.movementAction = movementAction
override func didMove(to view: SKView) {
// I want my character to walk to a spot, then jump to a spot
let actionSequence = SKAction.sequence([walkingAction(), jumpingAction()])
let node = SKSpriteNode(imageNamed: "character.png")
// The jumping action never occurs because the walking action never
// actually completes because the animation is repeating forever
node.run(actionSequence)
}
import UIKit
import AVFoundation
class ViewController: UIViewController, UITableViewDelegate, UITableViewDataSource {
let tableView = UITableView(frame: .zero, style: .plain)
override func viewDidLoad() {
super.viewDidLoad()
tableView.register(PlayerTableViewCell.self, forCellReuseIdentifier: "PlayerCell")
import UIKit
class ViewController: UIViewController {
let textViewWrapper = TextViewWrapper()
override func viewDidLoad() {
super.viewDidLoad()
// The problem view! I want to add this one to my set of Auto Layout constraints,
// even though it's not using Auto Layout internally.