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My Spotify wrapped artist where: 1- Taylor Swift2- BTS3- Tate McRae4- ITZY5- Jão(he's a Brazilian artist)
And the top songs where: 1- Daddy Issues(The Neighborhood)2- Mess It Up(Gracie Abrams)3- Who(Lauv, BTS)4- She's in the rain(The Rose)5- Replay(Shinee)
It was all depression and then Noona neomu yeppeo
oh!! okay thats not too bad!!
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Introducing SwiftA Comprehensive Intermediate Guide to Learn and Master the Concept of Swift Programming. Whether you're a beginner or have some experience with Swift this book is designed to take your skills to the next level. With clear explanations and practical examples you'll delve deeper into the world of Swift programming and gain a solid understanding of its concepts. This book covers a wide range of topics including advanced syntax data types control flow functions classes and more. You'll also learn about error handling optionals generics and protocols which are essential for building robust and efficient Swift applications. With SwiftA Comprehensive Intermediate Guide you'll not only enhance your programming skills but also gain the confidence to tackle complex projects. Whether you're interested in app development game development or backend programming this book will equip you with the knowledge and tools you need to succeed. Don't miss out on the opportunity to become a Swift programming expert. Get your copy of SwiftA Comprehensive Intermediate Guide today and take your coding skills to new heights. Coding is the futureAnswers to the Top 10 Questions https://www.creatorscripts.com/blogs/post/coding-is-the-future-answers-to-the-top-10-questions
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Get your at MyFPVStore.com #alien #kiss #impulserc #steele #mrsteelefpv #ethix #tbs #triumph #swift2 @mrsteelefpv @runcam @blacksheepfpv @ethixltd @impulserc_fpv @hqpropzhong @flyduino @frsky_rc https://www.instagram.com/p/BuXbsE1nJj7/?utm_source=ig_tumblr_share&igshid=mo1v9436f1rf
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My days #ios #swift2 #appdeveloper #appdevelopment #iosdev #iosdeveloper #coding #programming love it !!!
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FINALLY! Got a new FPV camera that fits. I can start flying again! This thing looks pretty rad, even through just my #Boscam screen. @runcam • • • • #fpv #fpvfreestyle #dronestagram #Runcam #fpvdrone #drone #Swift2 #FPVCamera #aerialphotography #droneoftheday #drone #quad #quaddiction
#boscam#fpv#fpvfreestyle#dronestagram#runcam#fpvdrone#drone#swift2#fpvcamera#aerialphotography#droneoftheday#quad#quaddiction
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Finally, after 4 years into this leisure, I made it: loitering of my #longrange #quad in #gpshold position! 😀 🙏 #inav @thugframes #thugpig @mateksys F405 CTR & led buzzer, @frsky_rc #XSR, #x9dplus, @dal_props 6045, LittleBee #blheli_S , #inav 1.9.1, #Cobra_2206_2100kv, @runcam #swift2, 4S-6S, @official_immersionrc #antenna, @tattubattery, #FPV_Racing, #Quad, #Multicopter, #OSD (à Perros-Guirec)
#swift2#fpv_racing#cobra_2206_2100kv#gpshold#longrange#thugpig#quad#x9dplus#antenna#multicopter#xsr#osd#inav#blheli_s
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Custom Interactive Animations
If anyone says this is easy, I roll my eyes. They're probably some kind of iOS developer or something. I'm just a random pleb, which is why I found it hard.
You need to do three things essentially:
Create a custom animation. (EASY) Create a gesture recogniser. (EASY) Tie the gesture interaction to the animation. (OVER LEVEL 9000 HARD)
There’s a couple of different ways I came across for achieving this, and so this post is just the one way I was actually able to get working, because I’m a loser. This is the tutorial I followed.
The animation I wanted to simulate is the same one in the iOS settings app.
The first thing to do is make sure your storyboard contains a NavigationController as the initial View Controller.
Step one, custom animation:
// // CustomAnimationController.swift // CustomTransitions // // Created by Seb on 24/09/2017. // Copyright © 2017 Blah. All rights reserved. // import UIKit class CustomAnimationController: NSObject, UIViewControllerAnimatedTransitioning, UIViewControllerTransitioningDelegate { var reverse: Bool = false func transitionDuration(using transitionContext: UIViewControllerContextTransitioning?) -> TimeInterval { return 0.7 } func animateTransition(using transitionContext: UIViewControllerContextTransitioning) { let containerView = transitionContext.containerView let fromView = transitionContext.view(forKey: UITransitionContextViewKey.from)! let toView = transitionContext.view(forKey: UITransitionContextViewKey.to)! let direction: CGFloat = reverse ? -1 : 1 let offScreenRight = CGAffineTransform(translationX: direction * containerView.frame.width, y: 0) let offScreenLeft = CGAffineTransform(translationX: -direction * containerView.frame.width, y: 0) toView.transform = offScreenRight if #available(iOS 10.0, *) { if (toView.center.x >= ((toView.frame.size.width / 2) + containerView.frame.width)) { toView.center = CGPoint(x: (toView.center.x - containerView.frame.width), y: toView.frame.size.height / 2) } } containerView.addSubview(toView) UIView.animate( withDuration: transitionDuration(using: transitionContext), delay: 0.0, usingSpringWithDamping: 1.0, initialSpringVelocity: 1.0, options: [], animations: { fromView.transform = offScreenLeft toView.transform = CGAffineTransform.identity }, completion: { finished in if (transitionContext.transitionWasCancelled) { toView.removeFromSuperview() transitionContext.completeTransition(false) } else { fromView.removeFromSuperview() transitionContext.completeTransition(true) } } ) } }
Step two, gesture recogniser:
// // CustomInteractionController.swift // CustomTransitions // // Created by Seb on 24/09/2017. // Copyright © 2017 Blah. All rights reserved. // import UIKit class CustomInteractionController: UIPercentDrivenInteractiveTransition { var navigationController: UINavigationController! var shouldCompleteTransition = false var transitionInProgress = false var completionSeed: CGFloat { return 1 - percentComplete } func attachToViewController(_ viewController: UIViewController) { navigationController = viewController.navigationController setupGestureRecognizer(viewController.view) } fileprivate func setupGestureRecognizer(_ view: UIView) { view.addGestureRecognizer(UIPanGestureRecognizer(target: self, action: #selector(CustomInteractionController.handlePanGesture(_:)))) } @objc func handlePanGesture(_ gestureRecognizer: UIPanGestureRecognizer) { let viewTranslation = gestureRecognizer.translation(in: gestureRecognizer.view!.superview!) switch gestureRecognizer.state { case .began: transitionInProgress = true navigationController.popViewController(animated: true) case .changed: let const = CGFloat(fminf(fmaxf(Float(viewTranslation.x / 750.0), 0.0), 1.0)) shouldCompleteTransition = const > 0.15 update(const) case .cancelled, .ended: transitionInProgress = false if !shouldCompleteTransition || gestureRecognizer.state == .cancelled { cancel() } else { finish() } default: print("Swift switch must be exhaustive, thus the default") } } }
Step three, tying the interaction to the animation. This only needs to be added to the first view controller in your set. For example, the one directly after the navigation controller:
// // MyViewController.swift // CustomTransitions // // Created by Seb on 24/09/2017. // Copyright © 2017 Blah. All rights reserved. // import UIKit class MyViewController: UIViewController, UINavigationControllerDelegate { //for custom screen transitions let customAnimationController = CustomAnimationController() let customInteractionController = CustomInteractionController() override func viewDidLoad() { super.viewDidLoad() //for custom screen transitions navigationController?.delegate = self } //for custom screen transitions func navigationController(navigationController: UINavigationController, animationControllerForOperation operation: UINavigationControllerOperation, fromViewController fromVC: UIViewController, toViewController toVC: UIViewController) -> UIViewControllerAnimatedTransitioning? { if operation == .Push { customInteractionController.attachToViewController(toVC) } customAnimationController.reverse = operation == .Pop return customAnimationController } //for custom screen transitions func navigationController(navigationController: UINavigationController, interactionControllerForAnimationController animationController: UIViewControllerAnimatedTransitioning) -> UIViewControllerInteractiveTransitioning? { return customInteractionController.transitionInProgress ? customInteractionController : nil } }
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2nd battery in a new spot with new friends #Armattan #Armattanquads #Gemfan #gemfanhobby #Maverick #Flash #Plymouth #freestyle #Quad #Quad #Drone #Drones #trees #Acehe #Formula #Runcam #Swift2 #gopro (at Plymouth)
#flash#plymouth#maverick#quad#runcam#gopro#gemfanhobby#drones#acehe#swift2#gemfan#armattan#formula#trees#armattanquads#drone#freestyle
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I’m familiarising myself as much as possible with the Xcode environment and the Swift language. Most of the tutorials that I’ve found so far demonstrate how to use the default System UI elements for iOS, but I want to create my own to give me far more control over the UI elements, both how they look and how they work. This tutorial series does exactly that, with the minor drawback of being developed in Swift 2, not the latest release (Swift 3 was released in September of last year, so documentation is still relatively scarce especially for a beginner).
It will take several hours to get through this tutorial, but especially given it deals with a video-based app, I have real hopes it can inform a fundamental understanding of Xcode development.
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Wileyfox Swift 2 series review: Affordability upgraded
Wileyfox Swift 2 series review: Affordability upgraded
British smartphone brand Wileyfox came onto the scene in 2015, kicking things off with two distinct devices. Of these, the Swift turned out to be one of the best affordable handsets you could buy — quite the achievement for a new, unknown company. Since then, though, Wileyfox hasn’t done anything particularly exciting, but now it’s back with a follow-up, or three. The recently launched Swif…
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#gear#mobile#review#smartphone#swift2#swift2plus#uk-reviews#wileyfox#wileyfoxswift2#wileyfoxswift2plus
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YUGIOH SKY STRIKER ACE - ROZE STARLIGHT RARE IGAS-EN020 1ST ED NEAR MINT
COLLECTIBLES: Seller: swift2-1 (100.0% positive feedback) Location: GB Condition: Unspecified Price: 360.15 USD Shipping cost: 13.21 USD Buy It Now https://www.ebay.com/itm/134162871986?hash=item1f3cbaf6b2%3Ag%3A5-oAAOSw4tVhJA3u&mkevt=1&mkcid=1&mkrid=711-53200-19255-0&campid=5338779482&customid=&toolid=10049&utm_source=dlvr.it&utm_medium=tumblr
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Кроссовки Nike Run Swift2 Черные с белой подошвой
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xCode 7 with Swift 2 – Here’s All You Need To Know
xCode 7 with Swift 2 is available for update on the App Store and the Integrated Development Environment (IDE) is going to greatly aid developers worldwide in iPhone app development by allowing them to build apps and deploy them directly on the Apple devices. All that needs to be done is to sign in with the Apple ID, create an app out of the idea and use it on the iPhone, iWatch or iPad.
What’s with xCode 7:
You will find more xCode development tools that will extend support to Watch OS 2, iOS 9, and OS x El Capitan. These will support testing, debugging, development and deployment. You can even detect memory corruption and test the app UI to ensure it does not consume too many resources. The prominent features for Swift 2 include interface testing and updated playgrounds.
Features of xCode 7:
· Better UI testing with auto-generated tests that can be run as part of the test suite
· Includes migration tools and support features for Watch OS2
· StackViews are added to the Interface Builder for simplification of Auto layout UI construction
· There is an address sanitizer to pick up codes that are likely to crash at runtime
· Animation design timeline with 2D and 3D support added for gaming editors
· Better crash logs managements for OS X and app extensions
· All assets are uploaded to the App Store by app thinning for optimized UX
Original Source: All Need To Know About Xcode7 with Swift2
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Long time without some #airtime cool session with @victorbriolt @thugframes #thugpig @mateksys F405 CTR & led buzzer, @frsky_rc #XSR, #x9dplus, @dal_props 6045, LittleBee #blheli_S , #inav 1.9.1, #Cobra_2206_2100kv, @runcam #swift2, 4S-6S, @official_immersionrc #antenna, @tattubattery, #FPV_Racing, #Quad, #Multicopter, #OSD (à Rennemoulin)
#cobra_2206_2100kv#multicopter#xsr#osd#blheli_s#x9dplus#quad#thugpig#antenna#fpv_racing#inav#swift2#airtime
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NSNotificationCenter
Create a new file:
NSNotificationCenterKeys.swift
Specify one or more unique notification keys inside it:
let someNotificationKey = "com.someGroovyKey.specialNotificationKey"
Post a notification to NSNotificationCenter.default, identifying a key you have put in NSNotificationCenterKeys.swift
class FirstViewController: UIViewController { @IBAction func notify() { //Swift 3 NotificationCenter.default.post(name: Notification.Name(rawValue: someNotificationKey), object: self) // Swift 2 NSNotificationCenter.defaultCenter().postNotificationName(someNotificationKey, object: nil) } }
Set up one or more class or struct instances to be listeners, or more properly, observers of a particular notification. Such an observer will be able to tell that it’s “heard” the notification, because it will be “listening for” a notification that uses the same key.
class SecondViewController: UIViewController { override func viewDidLoad() { super.viewDidLoad() // Swift 3 NotificationCenter.default.addObserver(self, selector: #selector(SecondViewController.actOnSpecialNotification), name: NSNotification.Name(rawValue: someNotificationKey), object: nil) // Swift 2 NSNotificationCenter.defaultCenter().addObserver(self, selector: #selector(SecondViewController.actOnNotification), name: someNotificationKey, object: nil) } }
With no posts to the notification center on that station, tuning in will do no good. Likewise, posting a notification but having no listeners accomplishes nothing. when signing up to be an observer, the instance must also specify the name of a function that will be called upon receipt of the notification it��s listening for.
class SecondViewController: UIViewController { @IBOutlet weak var notificationLabel: UILabel! func actOnSpecialNotification() { self.notificationLabel.text = "I heard the notification!" } }
One final requirement for working with NSNotificationCenter is to remove an observer when it no longer needs to listen for notifications. We should unregister as soon as we don’t need to receive notifications anymore.
deinit { // Swift 3 NSNotificationCenter.default.removeObserver(self) // Swift 2 NSNotificationCenter.defaultCenter().removeObserver(self) }
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