1600362000
If you start developing a new iOS app, you probably need to use several external libraries. Even if it’s going to be a very simple one, you probably want to gather some statistics, make requests or show a loading indicator. All of this can be done without external libraries. After all, external libraries are also code, and you can write the code yourself. But why would you do something from scratch if someone else has spent months or years doing so and they are ready to give it to you for free?
The most popular dependency manager for iOS is Cocoapods
. It downloads the libraries you need and their dependencies. It’s very easy to integrate and it has the biggest collection of libraries for iOS. In fact, Cocoapods
is a standard dependency manager. All popular open source libraries use it.
In this article, I’ll show which libraries I use when I start almost every new project and why.
#swift #mobile #cocoapods #programming #xcode
1667425440
Perl script converts PDF files to Gerber format
Pdf2Gerb generates Gerber 274X photoplotting and Excellon drill files from PDFs of a PCB. Up to three PDFs are used: the top copper layer, the bottom copper layer (for 2-sided PCBs), and an optional silk screen layer. The PDFs can be created directly from any PDF drawing software, or a PDF print driver can be used to capture the Print output if the drawing software does not directly support output to PDF.
The general workflow is as follows:
Please note that Pdf2Gerb does NOT perform DRC (Design Rule Checks), as these will vary according to individual PCB manufacturer conventions and capabilities. Also note that Pdf2Gerb is not perfect, so the output files must always be checked before submitting them. As of version 1.6, Pdf2Gerb supports most PCB elements, such as round and square pads, round holes, traces, SMD pads, ground planes, no-fill areas, and panelization. However, because it interprets the graphical output of a Print function, there are limitations in what it can recognize (or there may be bugs).
See docs/Pdf2Gerb.pdf for install/setup, config, usage, and other info.
#Pdf2Gerb config settings:
#Put this file in same folder/directory as pdf2gerb.pl itself (global settings),
#or copy to another folder/directory with PDFs if you want PCB-specific settings.
#There is only one user of this file, so we don't need a custom package or namespace.
#NOTE: all constants defined in here will be added to main namespace.
#package pdf2gerb_cfg;
use strict; #trap undef vars (easier debug)
use warnings; #other useful info (easier debug)
##############################################################################################
#configurable settings:
#change values here instead of in main pfg2gerb.pl file
use constant WANT_COLORS => ($^O !~ m/Win/); #ANSI colors no worky on Windows? this must be set < first DebugPrint() call
#just a little warning; set realistic expectations:
#DebugPrint("${\(CYAN)}Pdf2Gerb.pl ${\(VERSION)}, $^O O/S\n${\(YELLOW)}${\(BOLD)}${\(ITALIC)}This is EXPERIMENTAL software. \nGerber files MAY CONTAIN ERRORS. Please CHECK them before fabrication!${\(RESET)}", 0); #if WANT_DEBUG
use constant METRIC => FALSE; #set to TRUE for metric units (only affect final numbers in output files, not internal arithmetic)
use constant APERTURE_LIMIT => 0; #34; #max #apertures to use; generate warnings if too many apertures are used (0 to not check)
use constant DRILL_FMT => '2.4'; #'2.3'; #'2.4' is the default for PCB fab; change to '2.3' for CNC
use constant WANT_DEBUG => 0; #10; #level of debug wanted; higher == more, lower == less, 0 == none
use constant GERBER_DEBUG => 0; #level of debug to include in Gerber file; DON'T USE FOR FABRICATION
use constant WANT_STREAMS => FALSE; #TRUE; #save decompressed streams to files (for debug)
use constant WANT_ALLINPUT => FALSE; #TRUE; #save entire input stream (for debug ONLY)
#DebugPrint(sprintf("${\(CYAN)}DEBUG: stdout %d, gerber %d, want streams? %d, all input? %d, O/S: $^O, Perl: $]${\(RESET)}\n", WANT_DEBUG, GERBER_DEBUG, WANT_STREAMS, WANT_ALLINPUT), 1);
#DebugPrint(sprintf("max int = %d, min int = %d\n", MAXINT, MININT), 1);
#define standard trace and pad sizes to reduce scaling or PDF rendering errors:
#This avoids weird aperture settings and replaces them with more standardized values.
#(I'm not sure how photoplotters handle strange sizes).
#Fewer choices here gives more accurate mapping in the final Gerber files.
#units are in inches
use constant TOOL_SIZES => #add more as desired
(
#round or square pads (> 0) and drills (< 0):
.010, -.001, #tiny pads for SMD; dummy drill size (too small for practical use, but needed so StandardTool will use this entry)
.031, -.014, #used for vias
.041, -.020, #smallest non-filled plated hole
.051, -.025,
.056, -.029, #useful for IC pins
.070, -.033,
.075, -.040, #heavier leads
# .090, -.043, #NOTE: 600 dpi is not high enough resolution to reliably distinguish between .043" and .046", so choose 1 of the 2 here
.100, -.046,
.115, -.052,
.130, -.061,
.140, -.067,
.150, -.079,
.175, -.088,
.190, -.093,
.200, -.100,
.220, -.110,
.160, -.125, #useful for mounting holes
#some additional pad sizes without holes (repeat a previous hole size if you just want the pad size):
.090, -.040, #want a .090 pad option, but use dummy hole size
.065, -.040, #.065 x .065 rect pad
.035, -.040, #.035 x .065 rect pad
#traces:
.001, #too thin for real traces; use only for board outlines
.006, #minimum real trace width; mainly used for text
.008, #mainly used for mid-sized text, not traces
.010, #minimum recommended trace width for low-current signals
.012,
.015, #moderate low-voltage current
.020, #heavier trace for power, ground (even if a lighter one is adequate)
.025,
.030, #heavy-current traces; be careful with these ones!
.040,
.050,
.060,
.080,
.100,
.120,
);
#Areas larger than the values below will be filled with parallel lines:
#This cuts down on the number of aperture sizes used.
#Set to 0 to always use an aperture or drill, regardless of size.
use constant { MAX_APERTURE => max((TOOL_SIZES)) + .004, MAX_DRILL => -min((TOOL_SIZES)) + .004 }; #max aperture and drill sizes (plus a little tolerance)
#DebugPrint(sprintf("using %d standard tool sizes: %s, max aper %.3f, max drill %.3f\n", scalar((TOOL_SIZES)), join(", ", (TOOL_SIZES)), MAX_APERTURE, MAX_DRILL), 1);
#NOTE: Compare the PDF to the original CAD file to check the accuracy of the PDF rendering and parsing!
#for example, the CAD software I used generated the following circles for holes:
#CAD hole size: parsed PDF diameter: error:
# .014 .016 +.002
# .020 .02267 +.00267
# .025 .026 +.001
# .029 .03167 +.00267
# .033 .036 +.003
# .040 .04267 +.00267
#This was usually ~ .002" - .003" too big compared to the hole as displayed in the CAD software.
#To compensate for PDF rendering errors (either during CAD Print function or PDF parsing logic), adjust the values below as needed.
#units are pixels; for example, a value of 2.4 at 600 dpi = .0004 inch, 2 at 600 dpi = .0033"
use constant
{
HOLE_ADJUST => -0.004 * 600, #-2.6, #holes seemed to be slightly oversized (by .002" - .004"), so shrink them a little
RNDPAD_ADJUST => -0.003 * 600, #-2, #-2.4, #round pads seemed to be slightly oversized, so shrink them a little
SQRPAD_ADJUST => +0.001 * 600, #+.5, #square pads are sometimes too small by .00067, so bump them up a little
RECTPAD_ADJUST => 0, #(pixels) rectangular pads seem to be okay? (not tested much)
TRACE_ADJUST => 0, #(pixels) traces seemed to be okay?
REDUCE_TOLERANCE => .001, #(inches) allow this much variation when reducing circles and rects
};
#Also, my CAD's Print function or the PDF print driver I used was a little off for circles, so define some additional adjustment values here:
#Values are added to X/Y coordinates; units are pixels; for example, a value of 1 at 600 dpi would be ~= .002 inch
use constant
{
CIRCLE_ADJUST_MINX => 0,
CIRCLE_ADJUST_MINY => -0.001 * 600, #-1, #circles were a little too high, so nudge them a little lower
CIRCLE_ADJUST_MAXX => +0.001 * 600, #+1, #circles were a little too far to the left, so nudge them a little to the right
CIRCLE_ADJUST_MAXY => 0,
SUBST_CIRCLE_CLIPRECT => FALSE, #generate circle and substitute for clip rects (to compensate for the way some CAD software draws circles)
WANT_CLIPRECT => TRUE, #FALSE, #AI doesn't need clip rect at all? should be on normally?
RECT_COMPLETION => FALSE, #TRUE, #fill in 4th side of rect when 3 sides found
};
#allow .012 clearance around pads for solder mask:
#This value effectively adjusts pad sizes in the TOOL_SIZES list above (only for solder mask layers).
use constant SOLDER_MARGIN => +.012; #units are inches
#line join/cap styles:
use constant
{
CAP_NONE => 0, #butt (none); line is exact length
CAP_ROUND => 1, #round cap/join; line overhangs by a semi-circle at either end
CAP_SQUARE => 2, #square cap/join; line overhangs by a half square on either end
CAP_OVERRIDE => FALSE, #cap style overrides drawing logic
};
#number of elements in each shape type:
use constant
{
RECT_SHAPELEN => 6, #x0, y0, x1, y1, count, "rect" (start, end corners)
LINE_SHAPELEN => 6, #x0, y0, x1, y1, count, "line" (line seg)
CURVE_SHAPELEN => 10, #xstart, ystart, x0, y0, x1, y1, xend, yend, count, "curve" (bezier 2 points)
CIRCLE_SHAPELEN => 5, #x, y, 5, count, "circle" (center + radius)
};
#const my %SHAPELEN =
#Readonly my %SHAPELEN =>
our %SHAPELEN =
(
rect => RECT_SHAPELEN,
line => LINE_SHAPELEN,
curve => CURVE_SHAPELEN,
circle => CIRCLE_SHAPELEN,
);
#panelization:
#This will repeat the entire body the number of times indicated along the X or Y axes (files grow accordingly).
#Display elements that overhang PCB boundary can be squashed or left as-is (typically text or other silk screen markings).
#Set "overhangs" TRUE to allow overhangs, FALSE to truncate them.
#xpad and ypad allow margins to be added around outer edge of panelized PCB.
use constant PANELIZE => {'x' => 1, 'y' => 1, 'xpad' => 0, 'ypad' => 0, 'overhangs' => TRUE}; #number of times to repeat in X and Y directions
# Set this to 1 if you need TurboCAD support.
#$turboCAD = FALSE; #is this still needed as an option?
#CIRCAD pad generation uses an appropriate aperture, then moves it (stroke) "a little" - we use this to find pads and distinguish them from PCB holes.
use constant PAD_STROKE => 0.3; #0.0005 * 600; #units are pixels
#convert very short traces to pads or holes:
use constant TRACE_MINLEN => .001; #units are inches
#use constant ALWAYS_XY => TRUE; #FALSE; #force XY even if X or Y doesn't change; NOTE: needs to be TRUE for all pads to show in FlatCAM and ViewPlot
use constant REMOVE_POLARITY => FALSE; #TRUE; #set to remove subtractive (negative) polarity; NOTE: must be FALSE for ground planes
#PDF uses "points", each point = 1/72 inch
#combined with a PDF scale factor of .12, this gives 600 dpi resolution (1/72 * .12 = 600 dpi)
use constant INCHES_PER_POINT => 1/72; #0.0138888889; #multiply point-size by this to get inches
# The precision used when computing a bezier curve. Higher numbers are more precise but slower (and generate larger files).
#$bezierPrecision = 100;
use constant BEZIER_PRECISION => 36; #100; #use const; reduced for faster rendering (mainly used for silk screen and thermal pads)
# Ground planes and silk screen or larger copper rectangles or circles are filled line-by-line using this resolution.
use constant FILL_WIDTH => .01; #fill at most 0.01 inch at a time
# The max number of characters to read into memory
use constant MAX_BYTES => 10 * M; #bumped up to 10 MB, use const
use constant DUP_DRILL1 => TRUE; #FALSE; #kludge: ViewPlot doesn't load drill files that are too small so duplicate first tool
my $runtime = time(); #Time::HiRes::gettimeofday(); #measure my execution time
print STDERR "Loaded config settings from '${\(__FILE__)}'.\n";
1; #last value must be truthful to indicate successful load
#############################################################################################
#junk/experiment:
#use Package::Constants;
#use Exporter qw(import); #https://perldoc.perl.org/Exporter.html
#my $caller = "pdf2gerb::";
#sub cfg
#{
# my $proto = shift;
# my $class = ref($proto) || $proto;
# my $settings =
# {
# $WANT_DEBUG => 990, #10; #level of debug wanted; higher == more, lower == less, 0 == none
# };
# bless($settings, $class);
# return $settings;
#}
#use constant HELLO => "hi there2"; #"main::HELLO" => "hi there";
#use constant GOODBYE => 14; #"main::GOODBYE" => 12;
#print STDERR "read cfg file\n";
#our @EXPORT_OK = Package::Constants->list(__PACKAGE__); #https://www.perlmonks.org/?node_id=1072691; NOTE: "_OK" skips short/common names
#print STDERR scalar(@EXPORT_OK) . " consts exported:\n";
#foreach(@EXPORT_OK) { print STDERR "$_\n"; }
#my $val = main::thing("xyz");
#print STDERR "caller gave me $val\n";
#foreach my $arg (@ARGV) { print STDERR "arg $arg\n"; }
Author: swannman
Source Code: https://github.com/swannman/pdf2gerb
License: GPL-3.0 license
1666454701
By XMARTLABS.
XLActionController is an extensible library to quickly create any custom action sheet controller.
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The action sheet controllers shown above were entirely created using XLActionController and are included in the Examples. To run the Example project: clone XLActionController repository, open XLActionController workspace and run the Example project.
The code snippet below shows how to present the Tweetbot action sheet controller:
let actionController = TweetbotActionController()
actionController.addAction(Action("View Details", style: .default, handler: { action in
// do something useful
}))
actionController.addAction(Action("View Retweets", style: .default, handler: { action in
// do something useful
}))
actionController.addAction(Action("View in Favstar", style: .default, handler: { action in
// do something useful
}))
actionController.addAction(Action("Translate", style: .default, executeImmediatelyOnTouch: true, handler: { action in
// do something useful
}))
actionController.addSection(Section())
actionController.addAction(Action("Cancel", style: .cancel, handler:nil))
present(actionController, animated: true, completion: nil)
As you may have noticed, the library usage looks pretty similar to UIAlertController.
Actions' handlers are executed after the alert controller is dismissed from screen. If you want, you can change this passing true
to the action's constructor to the argument executeImmediatelyOnTouch
.
Behind the scenes XLActionController uses a UICollectionView to display the action sheet.
First create a custom action sheet view controller by extending from the ActionController
generic class. For details on how to create a custom action sheet controller look at the Extensibility section.
For instance, let's suppose we've already created TwitterActionController
.
// Instantiate custom action sheet controller
let actionSheet = TwitterActionController()
// set up a header title
actionSheet.headerData = "Accounts"
// Add some actions, note that the first parameter of `Action` initializer is `ActionData`.
actionSheet.addAction(Action(ActionData(title: "Xmartlabs", subtitle: "@xmartlabs", image: UIImage(named: "tw-xmartlabs")!), style: .default, handler: { action in
// do something useful
}))
actionSheet.addAction(Action(ActionData(title: "Miguel", subtitle: "@remer88", image: UIImage(named: "tw-remer")!), style: .default, handler: { action in
// do something useful
}))
// present actionSheet like any other view controller
present(actionSheet, animated: true, completion: nil)
As the code above illustrates, there are no relevant differences compared to the UIAlertController API.
The main difference is that XLActionController works with any header data type and not only the standard UIAlertController title
and message
properties. Similarly XLActionController's Action works with any data Type and not only the title
string.
// XLActionController:
xlActionController.headerData = SpotifyHeaderData(title: "The Fast And The Furious Soundtrack Collection", subtitle: "Various Artists", image: UIImage(named: "sp-header-icon")!)
// vs UIAlertController:
uiActionController.title = "The Fast And The Furious Soundtrack Collection" // no way to pass an image
uiActionController.message = "Various Artists"
// XLActionController:
let xlAction = Action(ActionData(title: "Save Full Album", image: UIImage(named: "sp-add-icon")!), style: .default, handler: { action in })
// notice that we are able to pass an image in addition to the title
xlActionController.addAction(xlAction)
// vs UIAlertController:
let uiAction = UIAlertAction(title: "Xmartlabs", style: .default, handler: { action in }))
uiActionController.addAction(uiAction)
This can be accomplished because XLActionController is a generic type.
Another important difference is that XLActionController provides a way to add action sections as illustrated in the code below:
actionController.addSection(Section())
and also each section has a data
property. This property is generic, so that it can hold any type. This data will be used to create this section's header view.
let section = actionController.addSection(Section())
section.data = "String" // assuming section data Type is String
Each section contains a set of actions. We typically use sections to show a header view above a set of actions.
ActionController uses a UICollectionView to show actions and headers on screen. Actions will be rendered as instances of UICollectionViewCell. You can use your own subclass of UICollectionViewCell by specifying it in the action controller declaration. Additionally, ActionController allows you to specify a global header and a section header. Headers are shown as collection view's supplementary views.
The ActionController
class is a generic type that works with any cell, header, section header type and its associated data types.
XLActionController provides extension points to specify a whole new look and feel to our custom sheet controller and to tweak present and dismiss animations. Let's see an example:
// As first step we should extend the ActionController generic type
public class PeriscopeActionController: ActionController<PeriscopeCell, String, PeriscopeHeader, String, UICollectionReusableView, Void> {
// override init in order to customize behavior and animations
public override init(nibName nibNameOrNil: String? = nil, bundle nibBundleOrNil: Bundle? = nil) {
super.init(nibName: nibNameOrNil, bundle: nibBundleOrNil)
// customizing behavior and present/dismiss animations
settings.behavior.hideOnScrollDown = false
settings.animation.scale = nil
settings.animation.present.duration = 0.6
settings.animation.dismiss.duration = 0.5
settings.animation.dismiss.options = .curveEaseIn
settings.animation.dismiss.offset = 30
// providing a specific collection view cell which will be used to display each action, height parameter expects a block that returns the cell height for a particular action.
cellSpec = .nibFile(nibName: "PeriscopeCell", bundle: Bundle(for: PeriscopeCell.self), height: { _ in 60})
// providing a specific view that will render each section header.
sectionHeaderSpec = .cellClass(height: { _ in 5 })
// providing a specific view that will render the action sheet header. We calculate its height according the text that should be displayed.
headerSpec = .cellClass(height: { [weak self] (headerData: String) in
guard let me = self else { return 0 }
let label = UILabel(frame: CGRect(x: 0, y: 0, width: me.view.frame.width - 40, height: CGFloat.greatestFiniteMagnitude))
label.numberOfLines = 0
label.font = .systemFontOfSize(17.0)
label.text = headerData
label.sizeToFit()
return label.frame.size.height + 20
})
// once we specify the views, we have to provide three blocks that will be used to set up these views.
// block used to setup the header. Header view and the header are passed as block parameters
onConfigureHeader = { [weak self] header, headerData in
guard let me = self else { return }
header.label.frame = CGRect(x: 0, y: 0, width: me.view.frame.size.width - 40, height: CGFloat.greatestFiniteMagnitude)
header.label.text = headerData
header.label.sizeToFit()
header.label.center = CGPoint(x: header.frame.size.width / 2, y: header.frame.size.height / 2)
}
// block used to setup the section header
onConfigureSectionHeader = { sectionHeader, sectionHeaderData in
sectionHeader.backgroundColor = UIColor(white: 0.95, alpha: 1.0)
}
// block used to setup the collection view cell
onConfigureCellForAction = { [weak self] cell, action, indexPath in
cell.setup(action.data, detail: nil, image: nil)
cell.separatorView?.isHidden = indexPath.item == self!.collectionView.numberOfItems(inSection: indexPath.section) - 1
cell.alpha = action.enabled ? 1.0 : 0.5
cell.actionTitleLabel?.textColor = action.style == .destructive ? UIColor(red: 210/255.0, green: 77/255.0, blue: 56/255.0, alpha: 1.0) : UIColor(red: 0.28, green: 0.64, blue: 0.76, alpha: 1.0)
}
}
}
ActionController type declaration:
public class ActionController<ActionViewType: UICollectionViewCell, ActionDataType, HeaderViewType: UICollectionReusableView, HeaderDataType, SectionHeaderViewType: UICollectionReusableView, SectionHeaderDataType>
When extending ActionController we must specify the following view types ActionViewType, HeaderViewType, SectionHeaderViewType. These types are the cell type used to render an action, the view used to render the action sheet header and the view used to render the section header.
Each view type has its associated data: ActionDataType, HeaderDataType, SectionHeaderDataType respectively.
If your custom action sheet doesn't have a header view we can use
UICollectionReusableView
asHeaderViewType
andVoid
asHeaderDataType
. If it doesn't have a section header view you can useUICollectionReusableView
asSectionHeaderViewType
andVoid
asSectionHeaderDataType
.
The code below shows how we specify these types for the action controllers provided in the example project:
class PeriscopeActionController: ActionController<PeriscopeCell, String, PeriscopeHeader, String, UICollectionReusableView, Void> { ... } // doesn't need to show a section header
class SpotifyActionController: ActionController<SpotifyCell, ActionData, SpotifyHeaderView, SpotifyHeaderData, UICollectionReusableView, Void> { ... } // doesn't need to show a section header
class TwitterActionController: ActionController<TwitterCell, ActionData, TwitterActionControllerHeader, String, UICollectionReusableView, Void> { ... } // doesn't need to show a section header
class YoutubeActionController: ActionController<YoutubeCell, ActionData, UICollectionReusableView, Void, UICollectionReusableView, Void>
By following the previous section steps you should already be able to play with your custom action controller. It happens quite often that we need some other customization such as zooming out the presenting view, changing the status bar color or customizing the default present and dismiss animation.
ActionController
class defines the settings
property of type ActionSheetControllerSettings
to tweak all these.
// Indicates if the action controller must be dismissed when the user taps the background view. `true` by default.
settings.behavior.hideOnTap: Bool
// Indicates if the action controller must be dismissed when the user scrolls down the collection view. `true` by default.
settings.behavior.hideOnScrollDown: Bool
// Indicates if the collectionView's scroll is enabled. `false` by default.
settings.behavior.scrollEnabled: Bool
// Controls whether the collection view scroll bounces past the edge of content and back again. `false` by default.
settings.behavior.bounces: Bool
// Indicates if the collection view layout will use UIDynamics to animate its items. `false` by default.
settings.behavior.useDynamics: Bool
// Determines whether the navigation bar is hidden when action controller is being presented. `true` by default
settings.hideCollectionViewBehindCancelView: Bool
// Margins between the collection view and the container view's margins. `0` by default
settings.collectionView.lateralMargin: CGFloat
// Cells height when UIDynamics is used to animate items. `50` by default.
settings.collectionView.cellHeightWhenDynamicsIsUsed: CGFloat
Struct that contains all properties related to presentation & dismissal animations
// Used to scale the presenting view controller when the action controller is being presented. If `nil` is set, then the presenting view controller won't be scaled. `(0.9, 0.9)` by default.
settings.animation.scale: CGSize? = CGSize(width: 0.9, height: 0.9)
// damping value for the animation block. `1.0` by default.
settings.animation.present.damping: CGFloat
// delay for the animation block. `0.0` by default.
settings.animation.present.delay: TimeInterval
// Indicates the animation duration. `0.7` by default.
settings.animation.present.duration: TimeInterval
// Used as `springVelocity` for the animation block. `0.0` by default.
settings.animation.present.springVelocity: CGFloat
// Present animation options. `UIViewAnimationOptions.curveEaseOut` by default.
settings.animation.present.options: UIViewAnimationOptions
// damping value for the animation block. `1.0` by default.
settings.animation.dismiss.damping: CGFloat
// Used as delay for the animation block. `0.0` by default.
settings.animation.dismiss.delay: TimeInterval
// animation duration. `0.7` by default.
settings.animation.dismiss.duration: TimeInterval
// springVelocity for the animation block. `0.0` by default
settings.animation.dismiss.springVelocity: CGFloat
// dismiss animation options. `UIViewAnimationOptions.curveEaseIn` by default
settings.animation.dismiss.options: UIViewAnimationOptions
// Indicates if the status bar should be visible or hidden when the action controller is visible. Its default value is `true`
settings.statusBar.showStatusBar: Bool
// Determines the style of the device’s status bar when the action controller is visible. `UIStatusBarStyle.LightContent` by default.
settings.statusBar.style: UIStatusBarStyle
// Determines whether the action controller takes over control of status bar appearance from the presenting view controller. `true` by default.
settings.statusBar.modalPresentationCapturesStatusBarAppearance: Bool
Sometimes we need to show a cancel view below the collection view. This is the case of the SpotifyActionController
. These properties have nothing to do with the actions added to an action Controller nor with the actions with .Cancel as style value.
// Indicates if the cancel view is shown. `false` by default.
settings.cancelView.showCancel: Bool
// Cancel view's title. "Cancel" by default.
settings.cancelView.title: String?
// Cancel view's height. `60` by default.
settings.cancelView.height: CGFloat
// Cancel view's background color. `UIColor.black.withAlphaComponent(0.8)` by default.
settings.cancelView.backgroundColor: UIColor
// Indicates if the collection view is partially hidden by the cancelView when it is pulled down.
settings.cancelView.hideCollectionViewBehindCancelView: Bool
If tweaking previous settings is not enough to make the animations work like you want, XLActionController allows you to change the present/dismiss animation by overriding some functions.
open func presentView(_ presentedView: UIView, presentingView: UIView, animationDuration: Double, completion: ((_ completed: Bool) -> Void)?)
The function above is responsible for making the present animation. It encapsulates how the presentation is performed and invokes onWillPresentView
, performCustomPresentationAnimation
and onDidPresentView
to allow you to change a specific point of the animation.
Typically we don't need to override
presentView
function because overriding eitheronWillPresentView
,performCustomPresentationAnimation
oronDidPresentView
is enough.
open func onWillPresentView()
onWillPresentView
is called before the animation block starts. Any change here won't be animated. It's intended to set the initial animated properties values.
open func performCustomPresentationAnimation(_ presentedView: UIView, presentingView: UIView)
performCustomPresentationAnimation
is called from within the main animation block.
open func onDidPresentView()
After the present animation is completed, presentView
calls onDidPresentView
from within completion callback.
onWillPresentView
,performCustomPresentationAnimation
,onDidPresentView
won't be invoked if you overridepresentView
implementation.
Dismissal animation can be customized in the same way as presentation animation.
open func dismissView(_ presentedView: UIView, presentingView: UIView, animationDuration: Double, completion: ((_ completed: Bool) -> Void)?)
The function above is responsible for making the dismissal animation. It encapsulates how the dismissal animation is performed and invokes onWillDismissView
, performCustomDismissingAnimation
and onDidDismissView
to allow you to change an specific point of the animation.
Typically we don't need to override
dismissView
method because overriding either onWillDismissView,
performCustomDismissingAnimationor
onDidDismissView` is enough.
open func onWillDismissView()
Overrides onWillDismissView
to perform any set up before the animation begins.
open func performCustomDismissingAnimation(_ presentedView: UIView, presentingView: UIView)
performCustomDismissingAnimation
function is invoked from within the main animation block.
open func onDidDismissView()
After the dismissal animation completes, dismissView
calls onDidDismissView
from within completion callback.
onWillDismissView
,performCustomDismissingAnimation
,onDidDismissView
won't be invoked if you overridedismissView
implementation.
To show how simple and powerful XLActionController is and give several examples of how to extend ActionController we have mimicked the Skype, Tweetbot, Twitter, Youtube, Periscope and Spotify action controllers.
If you use XLActionController in your app we would love to hear about it! Drop us a line on twitter.
CocoaPods is a dependency manager for Cocoa projects.
Specify XLActionController into your project's Podfile:
source 'https://github.com/CocoaPods/Specs.git'
use_frameworks!
target '<Your App Target>' do
# This will install just the library's core, won't include any examples
pod 'XLActionController'
# Uncomment depending on the examples that you want to install
#pod 'XLActionController/Periscope'
#pod 'XLActionController/Skype'
#pod 'XLActionController/Spotify'
#pod 'XLActionController/Tweetbot'
#pod 'XLActionController/Twitter'
#pod 'XLActionController/Youtube'
end
Then run the following command:
$ pod install
Carthage is a simple, decentralized dependency manager for Cocoa.
Specify XLActionController into your project's Carthage:
github "xmartlabs/XLActionController" ~> 5.1.0
Clone XLActionController as a git submodule by running the following command from your project root git folder.
$ git submodule add https://github.com/xmartlabs/XLActionController.git
Open XLActionController folder that was created by the previous git submodule command and drag the XLActionController.xcodeproj into the Project Navigator of your application's Xcode project.
Select the XLActionController.xcodeproj in the Project Navigator and verify the deployment target matches with your application deployment target.
Select your project in the Xcode Navigation and then select your application target from the sidebar. Next select the "General" tab and click on the + button under the "Embedded Binaries" section.
Select XLActionController.framework and we are done!
Author: xmartlabs
Source Code: https://github.com/xmartlabs/XLActionController
License: MIT license
1595547778
Developing a mobile application can often be more challenging than it seems at first glance. Whether you’re a developer, UI designer, project lead or CEO of a mobile-based startup, writing good project briefs prior to development is pivotal. According to Tech Jury, 87% of smartphone users spend time exclusively on mobile apps, with 18-24-year-olds spending 66% of total digital time on mobile apps. Of that, 89% of the time is spent on just 18 apps depending on individual users’ preferences, making proper app planning crucial for success.
Today’s audiences know what they want and don’t want in their mobile apps, encouraging teams to carefully write their project plans before they approach development. But how do you properly write a mobile app development brief without sacrificing your vision and staying within the initial budget? Why should you do so in the first place? Let’s discuss that and more in greater detail.
It’s worth discussing the significance of mobile app project briefs before we tackle the writing process itself. In practice, a project brief is used as a reference tool for developers to remain focused on the client’s deliverables. Approaching the development process without written and approved documentation can lead to drastic, last-minute changes, misunderstanding, as well as a loss of resources and brand reputation.
For example, developing a mobile app that filters restaurants based on food type, such as Happy Cow, means that developers should stay focused on it. Knowing that such and such features, UI elements, and API are necessary will help team members collaborate better in order to meet certain expectations. Whether you develop an app under your brand’s banner or outsource coding and design services to would-be clients, briefs can provide you with several benefits:
Depending on how “open” your project is to the public, you will want to write a detailed section about who the developers are. Elements such as company name, address, project lead, project title, as well as contact information, should be included in this introductory segment. Regardless of whether you build an in-house app or outsource developers to a client, this section is used for easy document storage and access.
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Android Projects with Source Code – Your entry pass into the world of Android
Hello Everyone, welcome to this article, which is going to be really important to all those who’re in dilemma for their projects and the project submissions. This article is also going to help you if you’re an enthusiast looking forward to explore and enhance your Android skills. The reason is that we’re here to provide you the best ideas of Android Project with source code that you can choose as per your choice.
These project ideas are simple suggestions to help you deal with the difficulty of choosing the correct projects. In this article, we’ll see the project ideas from beginners level and later we’ll move on to intermediate to advance.
Before working on real-time projects, it is recommended to create a sample hello world project in android studio and get a flavor of project creation as well as execution: Create your first android project
Android Project: A calculator will be an easy application if you have just learned Android and coding for Java. This Application will simply take the input values and the operation to be performed from the users. After taking the input it’ll return the results to them on the screen. This is a really easy application and doesn’t need use of any particular package.
To make a calculator you’d need Android IDE, Kotlin/Java for coding, and for layout of your application, you’d need XML or JSON. For this, coding would be the same as that in any language, but in the form of an application. Not to forget creating a calculator initially will increase your logical thinking.
Once the user installs the calculator, they’re ready to use it even without the internet. They’ll enter the values, and the application will show them the value after performing the given operations on the entered operands.
Source Code: Simple Calculator Project
Android Project: This is a good project for beginners. A Reminder App can help you set reminders for different events that you have throughout the day. It’ll help you stay updated with all your tasks for the day. It can be useful for all those who are not so good at organizing their plans and forget easily. This would be a simple application just whose task would be just to remind you of something at a particular time.
To make a Reminder App you need to code in Kotlin/Java and design the layout using XML or JSON. For the functionality of the app, you’d need to make use of AlarmManager Class and Notifications in Android.
In this, the user would be able to set reminders and time in the application. Users can schedule reminders that would remind them to drink water again and again throughout the day. Or to remind them of their medications.
Android Project: Another beginner’s level project Idea can be a Quiz Application in android. Here you can provide the users with Quiz on various general knowledge topics. These practices will ensure that you’re able to set the layouts properly and slowly increase your pace of learning the Android application development. In this you’ll learn to use various Layout components at the same time understanding them better.
To make a quiz application you’ll need to code in Java and set layouts using xml or java whichever you prefer. You can also use JSON for the layouts whichever preferable.
In the app, questions would be asked and answers would be shown as multiple choices. The user selects the answer and gets shown on the screen if the answers are correct. In the end the final marks would be shown to the users.
Android Project: Tic-Tac-Toe is a nice game, I guess most of you all are well aware of it. This will be a game for two players. In this android game, users would be putting X and O in the given 9 parts of a box one by one. The first player to arrange X or O in an adjacent line of three wins.
To build this game, you’d need Java and XML for Android Studio. And simply apply the logic on that. This game will have a set of three matches. So, it’ll also have a scoreboard. This scoreboard will show the final result at the end of one complete set.
Upon entering the game they’ll enter their names. And that’s when the game begins. They’ll touch one of the empty boxes present there and get their turn one by one. At the end of the game, there would be a winner declared.
Source Code: Tic Tac Toe Game Project
Android Project: A stopwatch is another simple android project idea that will work the same as a normal handheld timepiece that measures the time elapsed between its activation and deactivation. This application will have three buttons that are: start, stop, and hold.
This application would need to use Java and XML. For this application, we need to set the timer properly as it is initially set to milliseconds, and that should be converted to minutes and then hours properly. The users can use this application and all they’d need to do is, start the stopwatch and then stop it when they are done. They can also pause the timer and continue it again when they like.
Android Project: This is another very simple project idea for you as a beginner. This application as the name suggests will be a To-Do list holding app. It’ll store the users schedules and their upcoming meetings or events. In this application, users will be enabled to write their important notes as well. To make it safe, provide a login page before the user can access it.
So, this app will have a login page, sign-up page, logout system, and the area to write their tasks, events, or important notes. You can build it in android studio using Java and XML at ease. Using XML you can build the user interface as user-friendly as you can. And to store the users’ data, you can use SQLite enabling the users to even delete the data permanently.
Now for users, they will sign up and get access to the write section. Here the users can note down the things and store them permanently. Users can also alter the data or delete them. Finally, they can logout and also, login again and again whenever they like.
Android Project: This app is aimed at the conversion of Roman numbers to their significant decimal number. It’ll help to check the meaning of the roman numbers. Moreover, it will be easy to develop and will help you get your hands on coding and Android.
You need to use Android Studio, Java for coding and XML for interface. The application will take input from the users and convert them to decimal. Once it converts the Roman no. into decimal, it will show the results on the screen.
The users are supposed to just enter the Roman Number and they’ll get the decimal values on the screen. This can be a good android project for final year students.
Android Project: Well, coming to this part that is Virtual Dice or a random no. generator. It is another simple but interesting app for computer science students. The only task that it would need to do would be to generate a number randomly. This can help people who’re often confused between two or more things.
Using a simple random number generator you can actually create something as good as this. All you’d need to do is get you hands-on OnClick listeners. And a good layout would be cherry on the cake.
The user’s task would be to set the range of the numbers and then click on the roll button. And the app will show them a randomly generated number. Isn’t it interesting ? Try soon!
Android Project: This application is very important for you as a beginner as it will let you use your logical thinking and improve your programming skills. This is a scientific calculator that will help the users to do various calculations at ease.
To make this application you’d need to use Android Studio. Here you’d need to use arithmetic logics for the calculations. The user would need to give input to the application that will be in terms of numbers. After that, the user will give the operator as an input. Then the Application will calculate and generate the result on the user screen.
Android Project: An SMS app is another easy but effective idea. It will let you send the SMS to various no. just in the same way as you use the default messaging application in your phone. This project will help you with better understanding of SMSManager in Android.
For this application, you would need to implement Java class SMSManager in Android. For the Layout you can use XML or JSON. Implementing SMSManager into the app is an easy task, so you would love this.
The user would be provided with the facility to text to whichever number they wish also, they’d be able to choose the numbers from the contact list. Another thing would be the Textbox, where they’ll enter their message. Once the message is entered they can happily click on the send button.
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