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Legacy iPhone/Universal iOS application
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import UIKit | |
import CoreData | |
@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. | |
} | |
// MARK: - Core Data stack | |
lazy var persistentContainer: NSPersistentContainer = { | |
/* | |
The persistent container for the application. This implementation | |
creates and returns a container, having loaded the store for the | |
application to it. This property is optional since there are legitimate | |
error conditions that could cause the creation of the store to fail. | |
*/ | |
let container = NSPersistentContainer(name: "layoutLegacyPrototype") | |
container.loadPersistentStores(completionHandler: { (storeDescription, error) in | |
if let error = error as NSError? { | |
// Replace this implementation with code to handle the error appropriately. | |
// fatalError() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. | |
/* | |
Typical reasons for an error here include: | |
* The parent directory does not exist, cannot be created, or disallows writing. | |
* The persistent store is not accessible, due to permissions or data protection when the device is locked. | |
* The device is out of space. | |
* The store could not be migrated to the current model version. | |
Check the error message to determine what the actual problem was. | |
*/ | |
fatalError("Unresolved error \(error), \(error.userInfo)") | |
} | |
}) | |
return container | |
}() | |
// MARK: - Core Data Saving support | |
func saveContext () { | |
let context = persistentContainer.viewContext | |
if context.hasChanges { | |
do { | |
try context.save() | |
} catch { | |
// Replace this implementation with code to handle the error appropriately. | |
// fatalError() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development. | |
let nserror = error as NSError | |
fatalError("Unresolved error \(nserror), \(nserror.userInfo)") | |
} | |
} | |
} | |
} |
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<?xml version="1.0" encoding="UTF-8"?> | |
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> | |
<plist version="1.0"> | |
<dict> | |
<key>CFBundleDevelopmentRegion</key> | |
<string>$(DEVELOPMENT_LANGUAGE)</string> | |
<key>CFBundleExecutable</key> | |
<string>$(EXECUTABLE_NAME)</string> | |
<key>CFBundleIdentifier</key> | |
<string>$(PRODUCT_BUNDLE_IDENTIFIER)</string> | |
<key>CFBundleInfoDictionaryVersion</key> | |
<string>6.0</string> | |
<key>CFBundleName</key> | |
<string>$(PRODUCT_NAME)</string> | |
<key>CFBundlePackageType</key> | |
<string>$(PRODUCT_BUNDLE_PACKAGE_TYPE)</string> | |
<key>CFBundleShortVersionString</key> | |
<string>1.0</string> | |
<key>CFBundleVersion</key> | |
<string>1</string> | |
<key>LSRequiresIPhoneOS</key> | |
<true/> | |
<key>UIApplicationSceneManifest</key> | |
<dict> | |
<key>UIApplicationSupportsMultipleScenes</key> | |
<false/> | |
<key>UISceneConfigurations</key> | |
<dict> | |
<key>UIWindowSceneSessionRoleApplication</key> | |
<array> | |
<dict> | |
<key>UISceneConfigurationName</key> | |
<string>Default Configuration</string> | |
<key>UISceneDelegateClassName</key> | |
<string>$(PRODUCT_MODULE_NAME).SceneDelegate</string> | |
<key>UISceneStoryboardFile</key> | |
<string>Main</string> | |
</dict> | |
</array> | |
</dict> | |
</dict> | |
<key>UILaunchStoryboardName</key> | |
<string>LaunchScreen</string> | |
<key>UIMainStoryboardFile</key> | |
<string>Main</string> | |
<key>UIRequiredDeviceCapabilities</key> | |
<array> | |
<string>armv7</string> | |
</array> | |
<key>UIStatusBarHidden</key> | |
<true/> | |
<key>UIStatusBarStyle</key> | |
<string>UIStatusBarStyleDarkContent</string> | |
<key>UISupportedInterfaceOrientations</key> | |
<array> | |
<string>UIInterfaceOrientationPortrait</string> | |
<string>UIInterfaceOrientationLandscapeLeft</string> | |
</array> | |
<key>UISupportedInterfaceOrientations~ipad</key> | |
<array> | |
<string>UIInterfaceOrientationPortrait</string> | |
<string>UIInterfaceOrientationPortraitUpsideDown</string> | |
<string>UIInterfaceOrientationLandscapeLeft</string> | |
<string>UIInterfaceOrientationLandscapeRight</string> | |
</array> | |
</dict> | |
</plist> |
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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. | |
// Save changes in the application's managed object context when the application transitions to the background. | |
(UIApplication.shared.delegate as? AppDelegate)?.saveContext() | |
} | |
} |
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import UIKit | |
class ViewController: UIViewController { | |
override func viewDidLoad() { | |
super.viewDidLoad() | |
// Do any additional setup after loading the view. | |
} | |
} |
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