Re: UIKit and Swift
Re: UIKit and Swift
- Subject: Re: UIKit and Swift
- From: Greg Parker <email@hidden>
- Date: Wed, 11 Jun 2014 13:14:05 -0700
On Jun 11, 2014, at 7:29 AM, Jim Geist <email@hidden> wrote:
> On Jun 10, 2014, at 11:50 PM, Roland King <email@hidden> wrote:
>> On 11 Jun, 2014, at 2:12 pm, Kyle Sluder <email@hidden> wrote:
>>> On Jun 10, 2014, at 10:57 PM, Jim Geist <email@hidden> wrote:
>>>> Anyone know off the top of their head how to import an Obj-C extension into Swift? Specifically, I need the NSString extensions from UIKit.
>>>
>>> `import UIKit` doesn’t work? Of course, that will only work on platforms where UIKit exists (iOS device/simulator), so you can’t expect it to work in a REPL or Playground.
>>>
>>> --Kyle Sluder
>>>
>>
>> Works fine in an iOS playground. import UIKit imports UIKit and the extensions too. This code doesn't actually DO anything but it compiles and runs
>>
>> import UIKit
>>
>> var t:NSString = "bcd"
>>
>> t.sizeWithAttributes([:])
>> t.drawAtPoint( CGPoint( x:100,y:200 ), withAttributes: [:] )
>>
>> I have no idea what to put in the attributes parameter to have attributes, must be an enum or something but I have no idea what it is and the documentation isn't being helpful
>
> Ah ok, figured it out; your code gave me a hint. If you have a String, the methods that are in NSString just work on it. If you want the extensions, you have to be explicit about NSString:
Please file a bug report. NSString's methods are supposed to work on String as well.
--
Greg Parker email@hidden Runtime Wrangler
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