How drawing works in an Xcode playground

How many of you use freeform drawing in Xcode playgrounds? How many of you understand how drawing in playgrounds work? Xcode playgrounds can serve as great tools for prototyping your in-development apps, whether it be experimenting with algorithms or toying with ideas for app user interfaces. Granted that drawing in playgrounds is not that well documented. So the subject of this tutorial is how drawing in Xcode playgrounds works and a good number of pointers to help you start drawing in playgrounds. Here’s an example of what I’m talking about:

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Fix for IBOutlet, IBAction connections disappearing in Xcode 9

You’ve been working on your billion dollar app happily for days or weeks. It’s Monday morning, you open up Xcode 9 to get back to work and — dang, bummer — all your IBOutlet and IBAction connections look like they’ve been disconnected (see image below):

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Swift 3 segues, unwind segues, storyboards, and view/navigation controllers

[Download Xcode 8.2.1 project with full Swift 3 source from GitHub.]

Today’s tutorial covers transitions — segues — from one source storyboard scene to another destination scene, and unwind segues leading back from destination to source… I created a project to help you follow along with this tutorial, written in Swift 3, against the iOS 10 SDK, and using the Xcode 8.2.1 IDE. Please download the project. The app produced by the project is shown in action in the following video. Please watch before continuing on:

Segues don’t exist in a vacuum. I’ve introduced a UINavigationController into the mix. Of course, you’ll see a few UIViewControllers. I’ve also used a UITableView and managed its complexity by breaking it into logical pieces by using Swift “extensions.” As you proceed, you’ll have to grasp concepts like Auto Layout and managing a table view’s data source.

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