I found a lot of tutorials for SwiftUI where the modifier .resizable() is used on an Image.
It doesn't seem to be available anymore on Xcode 13.3.1 with Swift 5.
SwiftUI is imported. If you type the whole modifier myself is says
Local module defines have a preference over system. Taking into account context menu proposals it is your case.
The fix is to use module explicitly, like
SwiftUI.Image("myImage").resizable()
It definitely is...
Have you definitely imported SwiftUI in that file?
If you type the whole thing out does it build or does it cause an error?
From the auto completion drop down it looks like Xcode thinks you’re referring to an imageURL perhaps there is a change that Xcode hasn’t caught up with yet.
It looks like the Image you are getting is from some other module (not SwiftUI).
If you are 100% sure you don't have another import -- then I recommend exiting Xcode and deleting derived data.
rm -rf ~/Library/Developer/Xcode/DerivedData/
You are using a different Image, it's not from SwiftUI. See the color of Image is lite green(ies). You might be using an Image extension or something. Make sure while typing Image..., you select Image from SwiftUI.
Related
I'm new to swift playground, and I tried to create a instance of Type like Scene or Graphic. But every time I try it keep saying cannot find 'Scene' in scope or cannot find 'Graphic' in scope.
What I am missing here?
Thanks
If you're using Xcode 12.5 beta, try to enable import App types from the right menu (you can open the right menu using the top right corner button). I think that should solve the problem, but i could be wrong.
Also read this answer by Vitali
I have just installed Xcode 11 and when I try to create new fresh project with the SwiftUI check mark selected it returns an error.
Not able to build and run successfully.
File 'ContentView.swift' is part of module 'SwiftUI'; ignoring import
ContentView.swift
Use of undeclared type 'View'
SceneDelegate.swift
Use of unresolved identifier 'UIHostingController'
I have tried removing all derived data and also set command-line tools to 11
Your project is named SwiftUI - please try using a different name.
Detailed Answer
Each project you create has a module with the same name as the project. So there are two SwifUI modules here:
The actual SwiftUI
The project itself
Xcode always takes the nearest definition as the default. So your SwiftUI is closer than the system's SwiftUI. But you are in the project's module already! So Xcode ignores the import.
A very common mistake is to name the project same as one of the using frameworks! (e.g. CoreData, SwiftUI, SceneKit, Metal)
Solution
As Matteo mentioned in his answer, Don't name your project same with another module. Change it to anything else.
Note that It could appear as an error too. For example, if you name your project CoreData and using SwiftUI, the error appears as Circular dependency error:
Circular dependency between modules 'CoreData' and 'SwiftUI'
Because Xcode gets confused about modules and can not detect what the real issue is.
How can we access our module's classes instead of the system's module?
Imagine you have a class named Section in a custom framework called MyProject and you imported it alongside the SwiftUI.
import SwiftUI
import MyProject
Section // <- This could be either SwiftUI's section or MyProject's Section
To make it clear for the compiler (and anyone else), you should call the module before the class name:
SwiftUI.Section // <- This returns the SwiftUI's Section
MyProject.Section // <- This returns the MyProject's Section
Try with different project name. With SwiftUI, it will always show compilation error. Just change the name and enjoy coding with SwiftUI
I have had many problems after closing Xcode which one of them is that Xcode Storyboard is not updating Custom Class Designables anymore and do not show the content. For example I use "SkyFloatingLabelTextField" which worked perfeclty before so I can't blame the library. Is there some way so I can force it to update it?
What I mean illustration:
As you can see, in the first picture I have assigned the custom class and there is actually textField inside my viewController which for some reason doesn't show up anymore in Storyboard but works on real device or simulator.
So can I force it somehow?
I tried removing the class and all runtime values, clean, build close Xcode but nothing is working.
Huhh... Enabling "Automatically refresh views" did the trick. For some reason it was turned off in my case. If you do not know what I mean, then it is the setting in Editor -> Automatically refresh views
I just have updated my Unity to 5.3.1 and it seems like EditorApplication class is already deprecated. The Unity suggests me to use instead the EditorSceneManager.OpenScene but looks like it's not returning of type bool anymore. Therefore causing my game to stop compiling.
Any help about this?
Thanks!
Usually due to deprecated code unity itself offers some changes in your code you can make a backup and try that if unity informs you of it ,but if you want to know if it has been loaded or not you can use its return value which is a struct of type Scene.
SceneManagement.Scene newScene = EditorSceneManager.OpenScene("myScene");
if(newScene.isLoaded) {
//do something
}
There is another method also named IsVaild You Can try that too.
further doc :
http://docs.unity3d.com/ScriptReference/SceneManagement.Scene.html
It's hard to help you without any information on what you actually want to do... This link may help though, it's about upgrading to Unity 5.3.
Problem:
Trying to set the WKInterfaceLabel text using xCode 6.2 but it returns this error:
WatchKit Extension[4608:145616] Unable to find image named "hello" on Watch
Code:
#IBOutlet var lblPassword: WKInterfaceLabel!
lblPassword.setText("hello")
Cleaning the project doesn't seem to fix the issue for me. But if you click on the image file, you'll see "Target Membership" options on the right pane. Select all of them, Clean the build and try again.
I got the same error although I am pretty sure these image files exist.
I just terminated Xcode, relaunched it, cleaned the project (command + K) and built it. It started to work again.
I do this routine whenever I face a new problem. It solves most of the problems as you might know. Sorry if you have done it already.
I supposed that you adding image to asset catalog in WatchKit Extension. This is wrong.You should add that image to asset catalog in WatchKit App. Sorry i can't add image here.
Try as I might, my images were not loaded up to the watch until I did it directly by 'caching' as follows in my InterfaceController in the WatchKit Extension:
[[WKInterfaceDevice currentDevice] addCachedImage:[UIImage imageNamed:#"carrota.png"] name:#"carrot"];
[self.portfiolioImage setImageNamed:#"carrot"];
For me, it looks like you have added "hello" as an image name somewhere in the storyboard.
Use XCode's Find dialog to look for "hello". It will show use as an image name, too.
Screen Shot 1
Ok So the keything to note here is that "you do not want to drag and drop the images into the AssetCatalog"......the only way this worked for me was to manually right click on the catalog (as shown in screen shot 1 and "Add Files"....look for the image you want to add on your local/external drive (Making Sure that only the "WatchKit App" Checkmark is selected in the Add to Targets Section" as shown in Screen Shot 2) and add the images!!
Screen Shot 2
i've had the exact same problem. solution: i've exedently connected the group parenting the WKInterfaceLabel. Try setting YOURSUPPOSEDLABLE.setTextColor(.brown), if the Background of it changes, you have connected the group.
So in my case I had copied and pasted a prior row and assigned a diff class.
That duplicated row's group still had an IBOutlet connection to the prior class that I did not catch.
Once I removed that connection this stupid issue resolved itself and I was able to successfully call .setText()