65

I tried to create a UILabel in playground but failed. Does playground only support OS X development for now?

Randika Vishman
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bydsky
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10 Answers10

79

YES, it does!

File: New > File... > iOS > Source > Playground

import UIKit
let lbl = UILabel(frame: CGRect(x: 0, y: 0, width: 300, height: 100))
lbl.text = "Hello StackOverflow!"

Then, save the file. (Or manually run it.) This will trigger the Playground to interpret UI related things. At this point, the word "UILabel" should appear on the right-hand side.

ios playground quickview

Now, to actually view what you've done, you've got to click on the "Quick View" eye on the right, or the white circle to open it in Assistant Editor:

Here's a screenshot of some basic things with UIImage working, etc. ios playground example

(EDIT: minor text update to current CGRect syntax -- But, screenshots still show old syntax.)

MechEthan
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    MechEthan, I followed your instruction to create the playgroud and just type the code you provided, but the playgroud can't even find UILabel after I import UIKit. I have to import UIKit.UILabel, and then it tips can't resolved CGRectMake ...... Then I try to create a project and add a new playgroud into project. Xcode tips 'Mach error 111 - unknown error code' again and again when i'm typing, I can't even type the code! My Xcode Version 6.0 (6A215l). – 6david9 Jun 09 '14 at 10:59
  • @6david9 Weird, I can't reproduce your errors. I just created a new iOS project with Swift as language, added a new Playground file and typed in my UILabel code, no errors / issues. I did have to do a "Build" to get the 'UILabel' to appear in the right tray. Xcode 6.0 (6A215l) -- try rebooting maybe?? I'm at a loss! – MechEthan Jun 10 '14 at 20:34
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    A playground is assigned to one platform at a time - OS X or iOS. If you can't import UIKit you are probably on OS X. See @6david9 's answer for instructions on how to change platforms. – Drew C Jun 30 '14 at 16:37
  • Awesome answer, +1 for the Marauder / Glaug. – n_b Aug 18 '16 at 04:01
49

Edited@2014-11-13: It seems the new xcode 6 had fixed this.

NO, It doesn't. But it's worth noting that you can import UIKit.

If you want to import UIKit you cound follow this:

  1. View -> Utilities -> Show File Inspector (opt + cmd + 1)
  2. On the right side of Xcode Change “Playground Settings -> Platform” from OS X to iOS

then you could import UIKit or some module for iOS

ps. I try to create a UIImageView but it doesn't show the correct image on the right side. It seem worthless to import UIKit

6david9
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    David, while it's always worth filing a bug when things don't behave the way you expect, the release notes for the beta specify that some UIKit elements that use advanced facilities (OpenGL for instance) to render themselves, won't display correctly in an iOS playground. OSX playgrounds should not suffer from the same issue. But, please, file a bug anyway. – Enrico Granata Jun 04 '14 at 17:01
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    Misleading answer! Yes, it does work. See my post below. – MechEthan Jun 08 '14 at 01:15
  • I don't if anything worng with me or my Xcode, When I try the stpe 1. (View -> Utilities -> Show File Inspector (opt + cmd + 1). Nothing happens for me. :( – iOS_Developer Oct 08 '15 at 00:17
  • 1. Do you using Playground? 2. if so click the top right button on the playground window, choose file inspector( or opt + cmd+ 1). @iOS_Developer – 6david9 Oct 10 '15 at 07:43
16

In Xcode 7, now you can't use the Quick Look to see the appearance of a UIView.

Instead, use the Assistant Editor and:

XCPlaygroundPage.currentPage.liveView = sampleView

Like this:

import XCPlayground
import UIKit

XCPlaygroundPage.currentPage.needsIndefiniteExecution = true

// Simulate User Interaction, not available in Xcode 7.2
func delay(delay:Double, closure:()->()) {
    dispatch_after(
        dispatch_time(
            DISPATCH_TIME_NOW,
            Int64(delay * Double(NSEC_PER_SEC))
        ),
        dispatch_get_main_queue(), closure)
}

let color = UIColor(red: 1, green: 1, blue: 0, alpha: 1)
let leftMargin = 20
let view = UIView(frame: CGRect(x: 0, y: 0, width: 375, height: 667)) // iPhone 6 proportions
view.backgroundColor = UIColor.grayColor()

// LABEL
let label = UILabel(frame: CGRect(x: leftMargin, y: 5, width: 300, height: 44))
label.text = "Hello, playground"
label.textColor = UIColor.whiteColor()
view.addSubview(label)

// TEXTFIELD
let textField = UITextField(frame: CGRect(x: leftMargin, y: 60, width: 300, height: 44))
textField.placeholder = "Edit me…"
textField.backgroundColor = UIColor(white: 1, alpha: 0.5)
textField.textColor = UIColor.whiteColor()
textField.userInteractionEnabled = true
view.addSubview(textField)

XCPlaygroundPage.currentPage.liveView = view

delay(1.0) { () -> () in
    textField.text = "New text!"
}
Anh Pham
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duan
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14

In Xcode 8 XCPlaygroundPage.currentPage.liveView is deprecated. Instead, use

import PlaygroundSupport 

PlaygroundPage.current.liveView = view
Evgeny Mikhaylov
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9

Press CMD+Option+1 and change the platform to iOS, this will allow you to import UIKit.

5

I found I could add a new playground file in IOS project, and in that file I can import UIKit.

bydsky
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5

please use Command (⌘) + Option(⌥) + 1 combination to switch to iOS platform from OSX in playground to use UIKit .

Keshav
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5

Most simple solution: Xcode 9.2

  • Start with a new Single View playground:

enter image description here

  • show Assistance Editor: View -> Assistance Editor -> Show Assistance Editor.

  • here you go. By default you will see printed property: label.text = "Hello World!" in the Live View window

Community
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Volodymyr
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4

Press Option+Cmd+1 and choose iOS in the Platform setting. Then you can import UIKit and play~

onevcat
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-7

Yeah looks like it doesn't support UIkit yet.

Update: When i wrote this answer in 2014 it didn't support UIKit, now it does. Leaving this for historical reference

Edit: Actually above answer is incorrect.

You can create iOS project and add new .playground file inside that project. Then you can import Uikit or another iOS specific framework.

Waruna
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