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Xcode error- expected declaration in UIView


How to “add existing frameworks” in Xcode 4?Version vs build in XcodeHow to download Xcode DMG or XIP file?UIScrollView Scrollable Content Size AmbiguityXcode process launch failed: SecurityiOS get NSInvalidArgumentException when implementing Auto Layout programmaticallyXcode error “Could not find Developer Disk Image”Xcode 7 error: “Missing iOS Distribution signing identity for …”Issues with casting celltypes to dequeueThe view hierarchy is not prepared for the constraint inside init with frame initializer






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0















I'm trying to make something using Swift playgrounds and am confused with auto layouts. I tried to use auto layouts but am ending up with an error "Expected declaration"
Here is my code - I've only added the parts that are relevant



import Foundation
import UIKit
import SpriteKit

public class GameView : UIView{

// let GameView : UIView!
override public init(frame: CGRect)
super.init(frame: CGRect(x: 0, y: 0, width: 1500, height: 1000))


GameView.translatesAutoresizingMaskIntoConstraints = false



public override func addConstraints(_ constraints: [NSLayoutConstraint])
self.addConstraints([
NSLayoutConstraint(item: GameView.self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .centerX, relatedBy: .equal, toItem: self, attribute: .centerX, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: GameView.self, attribute: .centerY, relatedBy: .equal, toItem: self, attribute: .centerY, multiplier: 1.0, constant: 0),
])










share|improve this question






















  • Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

    – dfd
    Mar 23 at 21:25











  • I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

    – dfd
    Mar 23 at 21:31

















0















I'm trying to make something using Swift playgrounds and am confused with auto layouts. I tried to use auto layouts but am ending up with an error "Expected declaration"
Here is my code - I've only added the parts that are relevant



import Foundation
import UIKit
import SpriteKit

public class GameView : UIView{

// let GameView : UIView!
override public init(frame: CGRect)
super.init(frame: CGRect(x: 0, y: 0, width: 1500, height: 1000))


GameView.translatesAutoresizingMaskIntoConstraints = false



public override func addConstraints(_ constraints: [NSLayoutConstraint])
self.addConstraints([
NSLayoutConstraint(item: GameView.self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .centerX, relatedBy: .equal, toItem: self, attribute: .centerX, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: GameView.self, attribute: .centerY, relatedBy: .equal, toItem: self, attribute: .centerY, multiplier: 1.0, constant: 0),
])










share|improve this question






















  • Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

    – dfd
    Mar 23 at 21:25











  • I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

    – dfd
    Mar 23 at 21:31













0












0








0








I'm trying to make something using Swift playgrounds and am confused with auto layouts. I tried to use auto layouts but am ending up with an error "Expected declaration"
Here is my code - I've only added the parts that are relevant



import Foundation
import UIKit
import SpriteKit

public class GameView : UIView{

// let GameView : UIView!
override public init(frame: CGRect)
super.init(frame: CGRect(x: 0, y: 0, width: 1500, height: 1000))


GameView.translatesAutoresizingMaskIntoConstraints = false



public override func addConstraints(_ constraints: [NSLayoutConstraint])
self.addConstraints([
NSLayoutConstraint(item: GameView.self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .centerX, relatedBy: .equal, toItem: self, attribute: .centerX, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: GameView.self, attribute: .centerY, relatedBy: .equal, toItem: self, attribute: .centerY, multiplier: 1.0, constant: 0),
])










share|improve this question














I'm trying to make something using Swift playgrounds and am confused with auto layouts. I tried to use auto layouts but am ending up with an error "Expected declaration"
Here is my code - I've only added the parts that are relevant



import Foundation
import UIKit
import SpriteKit

public class GameView : UIView{

// let GameView : UIView!
override public init(frame: CGRect)
super.init(frame: CGRect(x: 0, y: 0, width: 1500, height: 1000))


GameView.translatesAutoresizingMaskIntoConstraints = false



public override func addConstraints(_ constraints: [NSLayoutConstraint])
self.addConstraints([
NSLayoutConstraint(item: GameView.self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: GameView.self, attribute: .centerX, relatedBy: .equal, toItem: self, attribute: .centerX, multiplier: 1.0, constant: 0),
NSLayoutConstraint(item: GameView.self, attribute: .centerY, relatedBy: .equal, toItem: self, attribute: .centerY, multiplier: 1.0, constant: 0),
])







ios swift xcode






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 23 at 18:43









Uditi Uditi

263




263












  • Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

    – dfd
    Mar 23 at 21:25











  • I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

    – dfd
    Mar 23 at 21:31

















  • Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

    – dfd
    Mar 23 at 21:25











  • I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

    – dfd
    Mar 23 at 21:31
















Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

– dfd
Mar 23 at 21:25





Looks to me like you need to learn more about two things - a view controller's "life cycle" or "the sequence of events being fired" and how to use auto layout. (On the latter, I much prefer anchor-based code instead of your style, but either should work.) I have one more suggestions involving how both of these tie together....

– dfd
Mar 23 at 21:25













I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

– dfd
Mar 23 at 21:31





I see you are placing GameView constraints inside GameView. While this *may work, why not put these in the UIViewController that instantiates GameView? If this UIView has subviews, that's the constraints you want to put inside there. (And please, do it on initialization. No sense in doing repeated work!) It's the view controller that should know things like the size of it's view and the placement of GameView in it.And to be honest? Those last 2 constraints make no sense. You're setting GameView to be centered too... itself. (At least by the code you posted.) Good luck!

– dfd
Mar 23 at 21:31












1 Answer
1






active

oldest

votes


















0














I think you're overriding the view's addConstraints function but it's never being called. I think if you remove it and add this code to the end of your initialiser it should set up the constraints properly.



self.translatesAutoresizingMaskIntoConstraints = false
NSLayoutConstraint.activate([
NSLayoutConstraint(item: self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
NSLayoutConstraint(item: self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64)
])


(The last two constraints, the center X and Y, aren't doing anything because it's constraining the center X of the view to itself. Also I think you mean self where you have GameView.self)






share|improve this answer























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    0














    I think you're overriding the view's addConstraints function but it's never being called. I think if you remove it and add this code to the end of your initialiser it should set up the constraints properly.



    self.translatesAutoresizingMaskIntoConstraints = false
    NSLayoutConstraint.activate([
    NSLayoutConstraint(item: self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
    NSLayoutConstraint(item: self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64)
    ])


    (The last two constraints, the center X and Y, aren't doing anything because it's constraining the center X of the view to itself. Also I think you mean self where you have GameView.self)






    share|improve this answer



























      0














      I think you're overriding the view's addConstraints function but it's never being called. I think if you remove it and add this code to the end of your initialiser it should set up the constraints properly.



      self.translatesAutoresizingMaskIntoConstraints = false
      NSLayoutConstraint.activate([
      NSLayoutConstraint(item: self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
      NSLayoutConstraint(item: self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64)
      ])


      (The last two constraints, the center X and Y, aren't doing anything because it's constraining the center X of the view to itself. Also I think you mean self where you have GameView.self)






      share|improve this answer

























        0












        0








        0







        I think you're overriding the view's addConstraints function but it's never being called. I think if you remove it and add this code to the end of your initialiser it should set up the constraints properly.



        self.translatesAutoresizingMaskIntoConstraints = false
        NSLayoutConstraint.activate([
        NSLayoutConstraint(item: self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
        NSLayoutConstraint(item: self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64)
        ])


        (The last two constraints, the center X and Y, aren't doing anything because it's constraining the center X of the view to itself. Also I think you mean self where you have GameView.self)






        share|improve this answer













        I think you're overriding the view's addConstraints function but it's never being called. I think if you remove it and add this code to the end of your initialiser it should set up the constraints properly.



        self.translatesAutoresizingMaskIntoConstraints = false
        NSLayoutConstraint.activate([
        NSLayoutConstraint(item: self, attribute: .width, relatedBy: .equal, toItem: nil, attribute: .width, multiplier: 1.0, constant: 64),
        NSLayoutConstraint(item: self, attribute: .height, relatedBy: .equal, toItem: nil, attribute: .height, multiplier: 1.0, constant: 64)
        ])


        (The last two constraints, the center X and Y, aren't doing anything because it's constraining the center X of the view to itself. Also I think you mean self where you have GameView.self)







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Mar 23 at 20:31









        Tom PearsonTom Pearson

        28917




        28917





























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