Complete Day 49

This commit is contained in:
CypherPoet 2019-11-11 01:21:11 -06:00
parent a1619921ce
commit 35e065c986
12 changed files with 745 additions and 1 deletions

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@ -51,10 +51,11 @@ Cheers! ✌️
- **Day 45:** [_Project 9: Drawing_ (Part Three)](./day-045/)
- **Day 46:** [_Project 9: Drawing_ (Part Four)](./day-046/)
- **Day 47:** [Milestone for Projects 7-9](./day-047/)
- **Day 48:** [What Star Wars can Teach Us About Swift](./day-048/)
</details>
- **Day 48:** [What Star Wars can Teach Us About Swift](./day-048/)
- **Day 49:** [_Project 10: CupcakeCorner_ (Part One)](./day-049/)

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//
// AppDelegate.swift
// CupcakeCorner
//
// Created by Brian Sipple on 11/11/19.
// Copyright © 2019 CypherPoet. All rights reserved.
//
import UIKit
@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.
}
}

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//
// SceneDelegate.swift
// CupcakeCorner
//
// Created by Brian Sipple on 11/11/19.
// Copyright © 2019 CypherPoet. All rights reserved.
//
import UIKit
import SwiftUI
class SceneDelegate: UIResponder, UIWindowSceneDelegate {
var window: UIWindow?
func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
// Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
// If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
// This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
// Use a UIHostingController as window root view controller.
if let windowScene = scene as? UIWindowScene {
let window = UIWindow(windowScene: windowScene)
// Create the SwiftUI view that provides the window contents.
let contentView = EmptyView()
.accentColor(.pink)
window.rootViewController = UIHostingController(rootView: contentView)
self.window = window
window.makeKeyAndVisible()
}
}
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.
}
}

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# Day 49: _Project 10: CupcakeCorner_ (Part One)
_Follow along at https://www.hackingwithswift.com/100/swiftui/49_.
<br/>
# 📒 Field Notes
This day covers Part One of _`Project 10: CupcakeCorner`_ in the [100 Days of SwiftUI Challenge](https://www.hackingwithswift.com/100/swiftui/49).
It focuses on several specific topics:
- Cupcake Corner: Introduction
- Adding Codable conformance for @Published properties
- Sending and receiving Codable data with URLSession and SwiftUI
- Validating and disabling forms
## Cupcake Corner: Introduction
From the description:
> In this project were going to build a multi-screen app for ordering cupcakes. This will use a couple of forms, which are old news for you, but youre also going to learn how to make classes conform to Codable when they have @Published properties, how to send and receive data from the internet, how to validate forms, and more.
## Adding Codable conformance for @Published properties
For standard Swift objects that conform to `Codable`, Swift will synthesize its `init(from:)` function so long as all of its properties are, themselves, conformant to `Codable`.
This isn't the case with an `ObservableObject`'s `@Published` properties, however, so
if we want to make a `Codable` `ObservableObject`, we'll need to manually create a `CodingKeys` enum, listing all the properties we want to serialize and deserialze.
To be honest, though, I'm not so sure this is the best approach.
`ObservableObject`s need to be classes, and generally I prefer to use structs for models unless reference behavior and semantics are absolutely necessary. (It's almost as if it's a sign that `@Published` properties aren't Codable 🙂.)
In most cases, we're likely better off separating the data models of our application from observing state and responding to changes -- and as such, I've been experimenting with using `ObservableObject`s for view models (aka MVVM) that can be created separately for specific views. These view models, in turn, can focus on their own formatting and presentational logic -- even making use of `Combine` publishers and subscribers to stream updates to their `@Published` properties.
I tweeted about this recently -- [linking a helpful blog post along the way](https://twitter.com/cypher_poet/status/1186121232800014338) -- and several of the projects in this repo make use of this pattern. So far, it feels pretty sweet 😀.