How to convert Objective-C App Delegate to Swift? - ios

I am working on old projects converting all classes to Swift.
How can I convert the AppDelegate class to Swift?
What changes must me made in the Project settings or main.m?

A good starting point is to create a new Swift-Project to get the Template for the AppDelegate, or just copy the following code in your AppDelegate.swift class:
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground.
}
}
In Swift the main.m and AppDelegate class have been merged by using the #UIApplicationMain annotation. Therefore main.m is not required any longer and should be deleted from your project.
It's also not required to change your Project setting, hence the #UIApplicationMain will do the work for you. Just be sure to set the correct Target Membership of your AppDelegate class if you have more build targets with different AppDelegates.

Create a new file in Xcode (File > New > File…) and select a Cocoa Touch Class. Call it AppDelegate, make it a subclass of UIResponder and change the language to Swift.
Fill the AppDelegate.swift file with:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: NSDictionary?) -> Bool {
// Override point for customization after application launch.
return true
}
}
Remove your main.m and main.h files.
It's done!
Source: http://www.binpress.com/tutorial/converting-an-objective-c-app-to-swift/118

In order to improve #seeya answer
SWIFT 3
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey : Any]? = nil) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}

None of previous answers worked for me, after some researches, this worked:
import Foundation
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
var bridge: RCTBridge!
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
let jsCodeLocation: URL
jsCodeLocation = RCTBundleURLProvider.sharedSettings().jsBundleURL(forBundleRoot: "index.ios", fallbackResource:nil)
let rootView = RCTRootView(bundleURL: jsCodeLocation, moduleName: "REPLACE_BY_YOUR_PROJECT_NAME", initialProperties: nil, launchOptions: launchOptions)
let rootViewController = UIViewController()
rootViewController.view = rootView
self.window = UIWindow(frame: UIScreen.main.bounds)
self.window?.rootViewController = rootViewController
self.window?.makeKeyAndVisible()
return true
}
}

Pasting solutions from the above answers, causes Xcode to suggest updating the function declaration to mark it a private. In this case the function will not be called by the system, and your app will never launch.
Swift 5
Use AppDelegate.swift as follows:
import UIKit
#main
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
let rootViewController = UIViewController() // replace with your view controller
window = UIWindow(frame: UIScreen.main.bounds)
window?.rootViewController = rootViewController
window?.makeKeyAndVisible()
return true
}
}

Related

App delegate must implement the window property if it wants to use a main storyboard file

I've already tried all solutions I've been able to find in stackoverflow and none of them work.
This is my current AppDelegate.swift file, I think that I'm implementing the window property, some way or another:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
window = UIWindow()
window?.makeKeyAndVisible()
let mainVC = UIViewController()
window?.rootViewController = mainVC
return true
}
// MARK: UISceneSession Lifecycle
#available(iOS 13.0, *)
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.
window = UIWindow()
window?.makeKeyAndVisible()
let mainVC = UIViewController()
window?.rootViewController = mainVC
return UISceneConfiguration(name: "Default Configuration", sessionRole: connectingSceneSession.role)
}
#available(iOS 13.0, *)
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.
window = UIWindow()
window?.makeKeyAndVisible()
let mainVC = UIViewController()
window?.rootViewController = mainVC
}
}
What can be happening so the warning still appears and my app keeps on showing a black screen?
I guide you step by step.
1st remove SceneDelegate file from the project.
Add var window: UIWindow? to AppDelegate.
Remove below func from AppDelegate.
// 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.
}
Remove Application Scene Manifest key from Info.plist file.
Extra
Add below delegate methods in AppDelegate file, below didFinishLaunchingWithOptions
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
I just added var window: UIWindow? into the AppDelegate class, the issue got fixed.
Incase you are developing an Objective C app and face this error, follow same steps as mentioned above with only change in step 1.
Add #property (nonatomic, retain) IBOutlet UIWindow window; to AppDelegate.h
When you create a new project in Xcode 11.4 and above, you create a project directory structure with SceneDelegate files.
if you try to run a project you get an error.
Step 1 : Delete SceneDelegate.h & SceneDelegate.m
Step 2: In AppDelegate.h create window property.
#property (strong, nonatomic) UIWindow *window;
Step 3: In the main Storyboard set the storyboard id for ViewController.
and add a set window in didFinishLaunchingWithOptions method of appdelegate.
UIStoryboard *sb = [UIStoryboard storyboardWithName:#"Main" bundle:nil];
UIViewController *vc = [sb instantiateViewControllerWithIdentifier:#"ViewController"];
vc.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal;
self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
self.window.rootViewController = vc;
[self.window makeKeyAndVisible];
return YES;
For Swift: Use below code
#UIApplicationMain class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication,
didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey:
Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
}
Note: Don't add window inside didFinishLaunchingWithOptions method for swift.
objective-c ios swift

Integrating Facebook SDK with Xcode Swift project - AppDelegate errors?

I'm trying to integrate the Facebook SDK according to the guidelines here:
https://developers.facebook.com/docs/swift/getting-started
I've done the CocoaPods steps and am at the stage headed 'Connect Your App Delegate'. However I'm getting errors from Xcode preventing compilation:
Use of unresolved identifier: SDKApplicationDelegate
User of unresolved identifier: SDKApplicationDelegate
This is my AppDelegate. Am I missing an import statement or something?
//
// AppDelegate.swift
// TestFBSDK
//
// Created by laurie hocking on 09/02/2019.
// Copyright © 2019 laurie hocking. All rights reserved.
//
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
SDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
return true
}
func application(_ app: UIApplication, open url: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:]) -> Bool {
return SDKApplicationDelegate.sharedInstance().application(app, open: url, options: options)
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
I can only think that the way that I had been trying to use Cocoapods wasn't right. When I ended up importing the frameworks manually it worked ok as follows:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey : Any]? = nil) -> Bool {
FBSDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
incrementAppRuns()
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
incrementAppRuns()
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
func application(_ app: UIApplication, open url: URL, options: [UIApplication.OpenURLOptionsKey : Any] = [:]) -> Bool {
return FBSDKApplicationDelegate.sharedInstance().application(app, open: url, options: options)
}
}
You should import the SDK:
import FacebookCore
And I think the call should be:
SDKApplicationDelegate.shared
not
SDKApplicationDelegate.sharedInstance()
Hope this helps.

App development (ios)

I have a problem when i run my program, after the launch page pops up and disappear then the program crash and gives me the error erminating app due to uncaught exception 'NSInvalidArgumentException'.
Error:
'Receiver () has no segue with identifier 'loginView''...... i
connected a segue to a login page it does not work. when it crashes it
highlights this line of code: #UIApplicationMain class AppDelegate:
UIResponder, UIApplicationDelegate {
The code:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
return true
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
I hope you have named that connected segue that you have made as "loginSegue" and also please share the code or may be when passing the value the values may not be getting set to the outlets that you might have created.

Facebook Login Button Termination in xcode 9

I am using Xcode 9 and i set the compiler to Swift 3.2
I installed Facebook Login with Cocoapods and everything compiles without any error but whenever i run it in the simulator i click on the login button it crashes with only this printed in the console:
libc++abi.dylib: terminating with uncaught exception of type NSException
(lldb)
and this is my ViewController.swift:
import UIKit
import FBSDKLoginKit
import FacebookLogin
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let loginButton = LoginButton(readPermissions: [ .publicProfile ])
loginButton.center = view.center
view.addSubview(loginButton)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
And this is my AppDelegate.swift
import UIKit
import FBSDKCoreKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
// Override point for customization after application launch.
FBSDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
return true
}
func application(_ app: UIApplication, open url: URL, options: [UIApplicationOpenURLOptionsKey : Any] = [:]) -> Bool {
let handled = FBSDKApplicationDelegate.sharedInstance().application(app, open: url, sourceApplication: options [UIApplicationOpenURLOptionsKey.sourceApplication] as! String!, annotation: options[UIApplicationOpenURLOptionsKey.annotation])
return handled
}
func applicationWillResignActive(_ application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and invalidate graphics rendering callbacks. Games should use this method to pause the game.
}
func applicationDidEnterBackground(_ application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(_ application: UIApplication) {
// Called as part of the transition from the background to the active state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(_ application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(_ application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
Simulator
4
In your AppDelegate, didFinishLaunchingWithOptions, you have to return the boolean returned from the sharedIstance.application(....):
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplicationLaunchOptionsKey: Any]?) -> Bool {
let bool = FBSDKApplicationDelegate.sharedInstance().application(application, didFinishLaunchingWithOptions: launchOptions)
FBSDKAppEvents.activateApp()
return bool
}
After check your Info.plistyou should have something like this. FacebookAppID and FacebookDisplayName are required:

Expected Declaration

I am getting an error when running my app in Swift using the latest version of Xcode 7.1.
Error given: Expected Declaration' The fix provided by SwiftArchitect worked but I am getting this new error when running the code.
Here is my code:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// ..
return true
}
self.window = UIWindow(frame: UIScreen.mainScreen().bounds)
// Override point for customization after application launch.
self.window!.backgroundColor = UIColor.yellowColor()
let rootVC: MyViewController = MyViewController(nibName: nil, bundle: nil)
self.window!.rootViewController = rootVC
self.window!.makeKeyAndVisible()
return true
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
Did you use the Swift migration tool? That function declaration is wrong.
In an empty Swift iOS project didFinishLaunchingWithOptions is setup like this:
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
self.window = UIWindow(frame: UIScreen.mainScreen().bounds)
// Override point for customization after application launch.
self.window!.backgroundColor = UIColor.yellowColor()
let rootVC: MyViewController = MyViewController(nibName: nil, bundle: nil)
self.window!.rootViewController = rootVC
self.window!.makeKeyAndVisible()
return true
}
Your full AppDelegate should look like this:
import UIKit
#UIApplicationMain
class AppDelegate: UIResponder, UIApplicationDelegate {
var window: UIWindow?
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
self.window = UIWindow(frame: UIScreen.mainScreen().bounds)
// Override point for customization after application launch.
self.window!.backgroundColor = UIColor.yellowColor()
let rootVC: MyViewController = MyViewController(nibName: nil, bundle: nil)
self.window!.rootViewController = rootVC
self.window!.makeKeyAndVisible()
return true
}
func applicationWillResignActive(application: UIApplication) {
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
func applicationDidEnterBackground(application: UIApplication) {
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
func applicationWillEnterForeground(application: UIApplication) {
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
}
func applicationDidBecomeActive(application: UIApplication) {
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
func applicationWillTerminate(application: UIApplication) {
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
}
Option 1
Start over.
Xcode > File > New > Project...
Option 2
Cleanup automatically.
Xcode > File > Edit > Convert > To Latest Swift Syntax...
Option 3
Do everything by hand.
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
// Override point for customization after application launch.
return true
}

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