more info/IOS

[IOS] AppDelegate, SceneDelegate

SHplusR 2022. 9. 17. 10:31

AppDelegate

 

  func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {

       // 어플리케이션이 생성 된 이후 커스터마이징을 위해 포인트를 오버라이드한다.

        // Override point for customization after application launch.

        return true

    }

 

    // MARK: UISceneSession Lifecycle

 

    func application(_ application: UIApplication, configurationForConnecting connectingSceneSession: UISceneSession, options: UIScene.ConnectionOptions) -> UISceneConfiguration {

 

        //새로운 씬 세션이 생성될때 부른다.

        // 이 방법을 사용하여 새 장면을 만들 구성을 선택한다.

 

        // 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>) {

        // 씬 세션을 버릴때 부른다.

        // 만약 어플이 돌지 않는동안 어느 세션이 버려진다면 그 세션은 didfinish어쩌구 후에 짧게 불린다.

        // 폐기된 씬들과 관련된 리소스는 반환되지 않으므로 이 방법을 사용하여 해제한다.

 

        // 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.

    }

 

 

SceneDelegate

 

  func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {

// 이 메쏘드를 사용하여 UI 창 'window'를 선택적으로 구성하고 제공된 UI 창 'scene'에 연결합니다.

// 만약 storyboard를 사용한다면 'window' 프로퍼티가 자동적으로  초기화, scene에 적용된다.

// 이 delegate가 연결된 씬이나 세션이 새롭다는것을 의미하지는 않는다. ( 대신 `application:configurationForConnectingSceneSession`참고) 

 

        // 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).

        guard let _ = (scene as? UIWindowScene) else { return }

    }

 

    func sceneDidDisconnect(_ scene: UIScene) {

 

//씬이 연결해제될 때 불러지는 메쏘드 

        // 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 necessarily 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.

    }