我的应用程序包含一个故事板,它以一个导航控制器和一个视图控制器开始,上面有两个按钮,通向两个进一步的导航控制器。我已将主视图控制器设置为初始控制器,并将主界面和启动屏幕文件指向 Main.storyboard。应用程序构建良好,启动模拟器,显示初始视图控制器一秒钟,然后变黑。目前,我没有 usbc-ligntning 电缆来在我的实际设备上测试这个,并且对 Xcode 不够熟悉,不知道发生了什么。代码几乎是默认的:
AppDelegate.swift:
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: "Finance_App")
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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SceneDelegate.swift:
import UIKit
import SwiftUI
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
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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和 MainViewController.swift:
import SwiftUI
import UIKit
class MainViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destination.
// Pass the selected object to the new view controller.
}
*/
}
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如您所见,这些几乎是默认值。运行真正的默认 Hello World 应用程序运行良好,所以我不认为这是模拟器本身的问题,而是我自己在代码中创建的错误。我对 Xcode 很陌生,但对一般的编程并不熟悉,所以我很自然地直接进入并遇到了问题。
您选择SwiftUI的项目,所以先通UIView不UIViewController和提RootViewController的在SceneDelegate所以黑屏不显示模拟器,
对于演示项目,您还可以参考此代码:Simple SwiftUI Example
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