Draw lines in swift 3.0
I used the following code to no avail in Swift 3.0 - it gives me a blank screen on the simulator - I don't know what's happening.
import UIKit
class DrawExample: UIView {
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
ios swift swift3
add a comment |
I used the following code to no avail in Swift 3.0 - it gives me a blank screen on the simulator - I don't know what's happening.
import UIKit
class DrawExample: UIView {
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
ios swift swift3
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59
add a comment |
I used the following code to no avail in Swift 3.0 - it gives me a blank screen on the simulator - I don't know what's happening.
import UIKit
class DrawExample: UIView {
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
ios swift swift3
I used the following code to no avail in Swift 3.0 - it gives me a blank screen on the simulator - I don't know what's happening.
import UIKit
class DrawExample: UIView {
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
ios swift swift3
ios swift swift3
edited Jul 25 '17 at 11:56
Parth Adroja
7,29942250
7,29942250
asked Jul 25 '17 at 11:54
Yash AdnaniYash Adnani
62
62
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59
add a comment |
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59
add a comment |
2 Answers
2
active
oldest
votes
Update your class with below:
import UIKit
class DrawExample: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
}
Now make an instance on the view controller and add it to view. Check the below code for it.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let draw = DrawExample(frame: self.view.bounds)
view.addSubview(draw)
}
}
add a comment |
Drawing in Swift 4.1
let lastPoint = CGPoint.zero
let red: CGFloat = 0.0
let green: CGFloat = 0.0
let blue: CGFloat = 0.0
let brushWidth: CGFloat = 10.0
let opacity: CGFloat = 1.0
var isSwiping:Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = false
if let touch = touches.first{
lastPoint = touch.location(in: imgViewDraw)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = true;
if let touch = touches.first{
let currentPoint = touch.location(in: imgViewDraw)
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: currentPoint.x, y: currentPoint.y))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(!isSwiping) {
// This is a single touch, draw a point
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}
add a comment |
Your Answer
StackExchange.ifUsing("editor", function () {
StackExchange.using("externalEditor", function () {
StackExchange.using("snippets", function () {
StackExchange.snippets.init();
});
});
}, "code-snippets");
StackExchange.ready(function() {
var channelOptions = {
tags: "".split(" "),
id: "1"
};
initTagRenderer("".split(" "), "".split(" "), channelOptions);
StackExchange.using("externalEditor", function() {
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled) {
StackExchange.using("snippets", function() {
createEditor();
});
}
else {
createEditor();
}
});
function createEditor() {
StackExchange.prepareEditor({
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: true,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: 10,
bindNavPrevention: true,
postfix: "",
imageUploader: {
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
},
onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
});
}
});
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f45302524%2fdraw-lines-in-swift-3-0%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Update your class with below:
import UIKit
class DrawExample: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
}
Now make an instance on the view controller and add it to view. Check the below code for it.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let draw = DrawExample(frame: self.view.bounds)
view.addSubview(draw)
}
}
add a comment |
Update your class with below:
import UIKit
class DrawExample: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
}
Now make an instance on the view controller and add it to view. Check the below code for it.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let draw = DrawExample(frame: self.view.bounds)
view.addSubview(draw)
}
}
add a comment |
Update your class with below:
import UIKit
class DrawExample: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
}
Now make an instance on the view controller and add it to view. Check the below code for it.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let draw = DrawExample(frame: self.view.bounds)
view.addSubview(draw)
}
}
Update your class with below:
import UIKit
class DrawExample: UIView {
override init(frame: CGRect) {
super.init(frame: frame)
}
required init?(coder aDecoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override func draw( _ rect: CGRect) {
let context = UIGraphicsGetCurrentContext()
context!.setLineWidth(3.0)
context!.setStrokeColor(UIColor.purple.cgColor)
//make and invisible path first then we fill it in
context!.move(to: CGPoint(x: 50, y: 60))
context!.addLine(to: CGPoint(x: 250, y:320))
context!.strokePath()
}
}
Now make an instance on the view controller and add it to view. Check the below code for it.
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let draw = DrawExample(frame: self.view.bounds)
view.addSubview(draw)
}
}
edited Jul 27 '18 at 23:56
JaredH
1,45711730
1,45711730
answered Jul 25 '17 at 12:02
Parth AdrojaParth Adroja
7,29942250
7,29942250
add a comment |
add a comment |
Drawing in Swift 4.1
let lastPoint = CGPoint.zero
let red: CGFloat = 0.0
let green: CGFloat = 0.0
let blue: CGFloat = 0.0
let brushWidth: CGFloat = 10.0
let opacity: CGFloat = 1.0
var isSwiping:Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = false
if let touch = touches.first{
lastPoint = touch.location(in: imgViewDraw)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = true;
if let touch = touches.first{
let currentPoint = touch.location(in: imgViewDraw)
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: currentPoint.x, y: currentPoint.y))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(!isSwiping) {
// This is a single touch, draw a point
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}
add a comment |
Drawing in Swift 4.1
let lastPoint = CGPoint.zero
let red: CGFloat = 0.0
let green: CGFloat = 0.0
let blue: CGFloat = 0.0
let brushWidth: CGFloat = 10.0
let opacity: CGFloat = 1.0
var isSwiping:Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = false
if let touch = touches.first{
lastPoint = touch.location(in: imgViewDraw)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = true;
if let touch = touches.first{
let currentPoint = touch.location(in: imgViewDraw)
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: currentPoint.x, y: currentPoint.y))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(!isSwiping) {
// This is a single touch, draw a point
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}
add a comment |
Drawing in Swift 4.1
let lastPoint = CGPoint.zero
let red: CGFloat = 0.0
let green: CGFloat = 0.0
let blue: CGFloat = 0.0
let brushWidth: CGFloat = 10.0
let opacity: CGFloat = 1.0
var isSwiping:Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = false
if let touch = touches.first{
lastPoint = touch.location(in: imgViewDraw)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = true;
if let touch = touches.first{
let currentPoint = touch.location(in: imgViewDraw)
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: currentPoint.x, y: currentPoint.y))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(!isSwiping) {
// This is a single touch, draw a point
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}
Drawing in Swift 4.1
let lastPoint = CGPoint.zero
let red: CGFloat = 0.0
let green: CGFloat = 0.0
let blue: CGFloat = 0.0
let brushWidth: CGFloat = 10.0
let opacity: CGFloat = 1.0
var isSwiping:Bool!
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = false
if let touch = touches.first{
lastPoint = touch.location(in: imgViewDraw)
}
}
override func touchesMoved(_ touches: Set<UITouch>, with event: UIEvent?) {
isSwiping = true;
if let touch = touches.first{
let currentPoint = touch.location(in: imgViewDraw)
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: currentPoint.x, y: currentPoint.y))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
lastPoint = currentPoint
}
}
override func touchesEnded(_ touches: Set<UITouch>, with event: UIEvent?) {
if(!isSwiping) {
// This is a single touch, draw a point
UIGraphicsBeginImageContext(self.imgViewDraw.frame.size)
self.imgViewDraw.image?.draw(in: CGRect(x:0, y:0,width:self.imgViewDraw.frame.size.width, height:self.imgViewDraw.frame.size.height))
UIGraphicsGetCurrentContext()?.setLineCap(CGLineCap.round)
UIGraphicsGetCurrentContext()?.setLineWidth(self.brushWidth)
UIGraphicsGetCurrentContext()?.move(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.addLine(to: CGPoint(x: lastPoint.x, y: lastPoint.y))
UIGraphicsGetCurrentContext()?.setStrokeColor(red: red, green: green, blue: blue, alpha: 1.0)
UIGraphicsGetCurrentContext()?.strokePath()
self.imgViewDraw.image = UIGraphicsGetImageFromCurrentImageContext()
UIGraphicsEndImageContext()
}
}
edited Nov 19 '18 at 10:20
answered Oct 20 '18 at 10:39
Mahesh ChaudhariMahesh Chaudhari
13714
13714
add a comment |
add a comment |
Thanks for contributing an answer to Stack Overflow!
- Please be sure to answer the question. Provide details and share your research!
But avoid …
- Asking for help, clarification, or responding to other answers.
- Making statements based on opinion; back them up with references or personal experience.
To learn more, see our tips on writing great answers.
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
StackExchange.ready(
function () {
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f45302524%2fdraw-lines-in-swift-3-0%23new-answer', 'question_page');
}
);
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Sign up or log in
StackExchange.ready(function () {
StackExchange.helpers.onClickDraftSave('#login-link');
});
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Sign up using Google
Sign up using Facebook
Sign up using Email and Password
Post as a guest
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Required, but never shown
Possible duplicate of How to draw a line in Swift 3
– Krunal
Jul 25 '17 at 11:59