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Swift Playgrounds crashing when running at different speeds



The 2019 Stack Overflow Developer Survey Results Are InDoes swift playground support UIKit?Swift playground execution speedHow to get image from UIImagePickerController and Pass to next VCUIScrollView cannot display image either in Portrait or Landscape modeUIImageView missing images in Launch Screen on deviceUIVisualEffectView not working on iPhone 6addSubview doesn't workIssues with casting celltypes to dequeueImage isn't being sent to next view controllerStrange animation occurs when extending UIView



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty height:90px;width:728px;box-sizing:border-box;








0















I have this code in viewDidAppear






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)






I'm running it on an iPad in swift playgrounds right now. However, it always crashes either on arView.addSubView(BGAmbient) or let imageView = UIImageView(image: image!).



But, it doesn't crash when running on Xcode or in step-by-step mode on the iPad.
What is the issue?










share|improve this question






















  • If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

    – Aks
    Mar 22 at 9:50

















0















I have this code in viewDidAppear






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)






I'm running it on an iPad in swift playgrounds right now. However, it always crashes either on arView.addSubView(BGAmbient) or let imageView = UIImageView(image: image!).



But, it doesn't crash when running on Xcode or in step-by-step mode on the iPad.
What is the issue?










share|improve this question






















  • If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

    – Aks
    Mar 22 at 9:50













0












0








0








I have this code in viewDidAppear






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)






I'm running it on an iPad in swift playgrounds right now. However, it always crashes either on arView.addSubView(BGAmbient) or let imageView = UIImageView(image: image!).



But, it doesn't crash when running on Xcode or in step-by-step mode on the iPad.
What is the issue?










share|improve this question














I have this code in viewDidAppear






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)






I'm running it on an iPad in swift playgrounds right now. However, it always crashes either on arView.addSubView(BGAmbient) or let imageView = UIImageView(image: image!).



But, it doesn't crash when running on Xcode or in step-by-step mode on the iPad.
What is the issue?






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)






 override func viewDidAppear(_ animated: Bool) 
BGAmbient.frame = CGRect(x: 0, y: 0, width: arView.center.x*2, height: arView.center.y*2)
BGAmbient.backgroundColor = UIColor(red: BGred, green: BGgreen, blue: BGblue, alpha: BGalpha)
arView.addSubview(BGAmbient)

let imageName = "Title.png"
let image = UIImage(named: imageName)
let imageView = UIImageView(image: image!)
var locX: CGFloat = 0
var locY: CGFloat = 0
var x: CGFloat = 0.7
var y:CGFloat = 0.4
x = arView.center.x - arView.center.x * x
y = arView.center.y - arView.center.y * y
var w = arView.center.x * CGFloat(2) * 0.7
var h = arView.center.y * CGFloat(2) * 0.4
imageView.frame = CGRect(x: x,
y: y,
width: w, height: h)







ios swift uikit swift-playground






share|improve this question













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share|improve this question










asked Mar 22 at 4:41









Pirlo LochisomoPirlo Lochisomo

7510




7510












  • If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

    – Aks
    Mar 22 at 9:50

















  • If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

    – Aks
    Mar 22 at 9:50
















If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

– Aks
Mar 22 at 9:50





If it's crashing here ` let imageView = UIImageView(image: image!).` There is possibility that image you are trying to create in first line is not present.

– Aks
Mar 22 at 9:50












1 Answer
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oldest

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Works fine if I put code in Sources folder. Seems like it's a Swift Playgrounds bug.






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    Works fine if I put code in Sources folder. Seems like it's a Swift Playgrounds bug.






    share|improve this answer



























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      Works fine if I put code in Sources folder. Seems like it's a Swift Playgrounds bug.






      share|improve this answer

























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        Works fine if I put code in Sources folder. Seems like it's a Swift Playgrounds bug.






        share|improve this answer













        Works fine if I put code in Sources folder. Seems like it's a Swift Playgrounds bug.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 22 at 11:40









        Pirlo LochisomoPirlo Lochisomo

        7510




        7510





























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