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kenb.us | ||
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benoitpasquier.com
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| | | | | A big part of the developer journey is make sure our code behaves as expected. It's best practice to setup tests that allow us to test quickly and often that nothing is broken. If unit testing is common practice to check the business logic, we can also extend it to cover some specific UI behaviors. Let's how to unit test views and gesture in UIKit. | |
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www.blog.montgomerie.net
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| | | | | In which a category allowing the creation of UIImages from Unicode characters, suitable for use as Tab Bar icons, is created, but a state of mild displeasure at the implementation of said category is engendered. [If you just want code, with none o' that darn readdin', there's a zip at the end of the post] Adding a 'test' tab to my in-development iPhone app, I had a dilemma. My troublesome aesthetic sense was telling me that, despite being seen by no-one but me, it needed a good looking icon. My sense of efficiency, though, was telling me "No! Don't spend the time to create an icon for something no-one will ever see!". | |
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sintraworks.github.io
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| | | | | In this post we will create a SwiftUI control that can be popped up from the bottom of the screen. We will also make it possible to allow a specific view (usually the view that triggers the control and reflects the chosen value) to be raised, if it would otherwise be obscured by the control when the control pops up. This post assumes you have a reasonable knowledge of SwiftUI and are at least somewhat familiar with more advanced topics such as bindings, geometery readers, preference keys, etc. It won't go into details as to how they work. I will simply show how to use them to achieve the desired effact. | |
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www.dcordero.me
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| | | Implementing a Video Player with RealityKit | ||