In Swift, how does one call Objective-C code?
Apple mentioned that they could co-exist in one application, but does this mean that one could technically re-use old classes made in Objective-C whilst building new classes in Swift?
In Swift, how does one call Objective-C code?
Apple mentioned that they could co-exist in one application, but does this mean that one could technically re-use old classes made in Objective-C whilst building new classes in Swift?
If you have an existing class that you'd like to use, perform Step 2 and then skip to Step 5. (For some cases, I had to add an explicit
#import <Foundation/Foundation.h
to an older Objective-C File.)
Add a .m
file to your class, and name it CustomObject.m
.
When adding your .m
file, you'll likely be hit with a prompt that looks like this:
Click Yes!
If you did not see the prompt, or accidentally deleted your bridging header, add a new .h
file to your project and name it <#YourProjectName#>-Bridging-Header.h
.
In some situations, particularly when working with Objective-C frameworks, you don't add an Objective-C class explicitly and Xcode can't find the linker. In this case, create your .h
file named as mentioned above, then make sure you link its path in your target's project settings like so:
Note:
It's best practice to link your project using the $(SRCROOT)
macro so that if you move your project, or work on it with others using a remote repository, it will still work. $(SRCROOT)
can be thought of as the directory that contains your .xcodeproj file. It might look like this:
$(SRCROOT)/Folder/Folder/<#YourProjectName#>-Bridging-Header.h
Add another .h
file and name it CustomObject.h
.
In CustomObject.h
#import <Foundation/Foundation.h>
@interface CustomObject : NSObject
@property (strong, nonatomic) id someProperty;
- (void) someMethod;
@end
In CustomObject.m
#import "CustomObject.h"
@implementation CustomObject
- (void) someMethod {
NSLog(@"SomeMethod Ran");
}
@end
In YourProject-Bridging-Header.h
:
#import "CustomObject.h"
In SomeSwiftFile.swift
:
var instanceOfCustomObject = CustomObject()
instanceOfCustomObject.someProperty = "Hello World"
print(instanceOfCustomObject.someProperty)
instanceOfCustomObject.someMethod()
There is no need to import explicitly; that's what the bridging header is for.
Add a .swift
file to your project, and name it MySwiftObject.swift
.
In MySwiftObject.swift
:
import Foundation
@objc(MySwiftObject)
class MySwiftObject : NSObject {
@objc
var someProperty: AnyObject = "Some Initializer Val" as NSString
init() {}
@objc
func someFunction(someArg: Any) -> NSString {
return "You sent me \(someArg)"
}
}
In SomeRandomClass.m
:
#import "<#YourProjectName#>-Swift.h"
The file:<#YourProjectName#>-Swift.h
should already be created automatically in your project, even if you can not see it.
MySwiftObject * myOb = [MySwiftObject new];
NSLog(@"MyOb.someProperty: %@", myOb.someProperty);
myOb.someProperty = @"Hello World";
NSLog(@"MyOb.someProperty: %@", myOb.someProperty);
NSString * retString = [myOb someFunctionWithSomeArg:@"Arg"];
NSLog(@"RetString: %@", retString);
If Code Completion isn't behaving as you expect, try running a quick build with ⌘⇧R to help Xcode find some of the Objective-C code from a Swift context and vice versa.
If you add a .swift
file to an older project and get the error dyld: Library not loaded: @rpath/libswift_stdlib_core.dylib
, try completely restarting Xcode.
While it was originally possible to use pure Swift classes (Not descendents of NSObject
) which are visible to Objective-C by using the @objc
prefix, this is no longer possible. Now, to be visible in Objective-C, the Swift object must either be a class conforming to NSObjectProtocol
(easiest way to do this is to inherit from NSObject
), or to be an enum
marked @objc
with a raw value of some integer type like Int
. You may view the edit history for an example of Swift 1.x code using @objc
without these restrictions.
Product Module Name
is what you expect, the syntax is really #import "ProductModuleName-Swift.h
, it just defaults to project name and most people don't change it. –
Blaspheme -Swift.h
file go into the .m
file? –
Jewett import OtherObject.h
to import an ObjC class header. For Swift, we don't import classes individually, but rather need to import all accessible objects –
Blaspheme .h
file? –
Jewett .h
file, then all subsequent imports of that file will also import the other file. This can be useful if one object always needs another, but it can also lead to circular dependencies where A.h imports B.h imports C.h imports A.h. By putting it in the .m
file, we keep it private to this class and subsequent imports don't also import that file. In Swift here, if we have Object.{h,m}
and we imported in Object.h
, then every time somebody imported Object.h
in another file, they'd also import all Swift files. –
Blaspheme :someArg
. In Xcode10, the given code gives an error “No visible @interface for 'MySwiftInterface' declares the selector 'someFunction:
. To fix this error, the first parameter name should be incorporated into the method name, like this: NSString * retString = [myOb someFunctionWithSomeArg:@"Arg"];
–
Benedict See Apple's guide to Using Swift with Cocoa and Objective-C. This guide covers how to use Objective-C and C code from Swift and vice versa and has recommendations for how to convert a project or mix and match Objective-C/C and Swift parts in an existing project.
The compiler automatically generates Swift syntax for calling C functions and Objective-C methods. As seen in the documentation, this Objective-C:
UITableView *myTableView = [[UITableView alloc] initWithFrame:CGRectZero style:UITableViewStyleGrouped];
turns into this Swift code:
let myTableView: UITableView = UITableView(frame: CGRectZero, style: .Grouped)
Xcode also does this translation on the fly — you can use Open Quickly while editing a Swift file and type an Objective-C class name, and it'll take you to a Swift-ified version of the class header. (You can also get this by cmd-clicking on an API symbol in a Swift file.) And all the API reference documentation in the iOS 8 and OS X v10.10 (Yosemite) developer libraries is visible in both Objective-C and Swift forms (e.g. UIView
).
Here are step-by-step instructions for using Objective-C code (in this case, a framework provided by a third-party) in a Swift project:
In simple steps:
A prompt appears, and then click on OK... If it does not appear, then we create it manually like in the following... Create one header file from iOS source and give the name ProjectName-Bridging-Header (example: Test-Bridging-Header), and then go to build setting in the Swift compiler code -> Objective-C bridge add Objective-C bridge name ..(Test/Test-Bridging-Header.h). Yeah, that's complete.
Optionally, delete the Objective-C file you added (named "anything" in the GIF image above). You don't need it any more.
Open the bridging header file -- the filename is of the form [YourProject]-Bridging-Header.h. It includes an Xcode-provided comment. Add a line of code for the Objective-C file you want to include, such as a third-party framework. For example, to add Mixpanel to your project, you will need to add the following line of code to the bridging header file:
#import "Mixpanel.h"
Now in any Swift file you can use existing Objective-C code, in the Swift syntax (in the case of this example, and you can call Mixpanel SDK methods, etc.). You need to familiarize yourself with how Xcode translates Objective-C to Swift. Apple's guide is a quick read. Or see this answer for an incomplete summary.
Example for Mixpanel:
func application(application: UIApplication, didFinishLaunchingWithOptions launchOptions: [NSObject: AnyObject]?) -> Bool {
Mixpanel.sharedInstanceWithToken("your-token")
return true
}
That's it!
Note: If you remove the bridging header file from your project, be sure to go into Build Settings and remove the value for "Objective-C Bridging Header" under "Swift Compiler - Code Generation".
You can read the nice post Swift & Cocoapods. Basically, we need to create a bridging header file and put all Objective-C headers there. And then we need to reference it from our build settings. After that, we can use the Objective-C code.
let manager = AFHTTPRequestOperationManager()
manager.GET(
"http://example.com/resources.json",
parameters: nil,
success: { (operation: AFHTTPRequestOperation!,
responseObject: AnyObject!) in
println("JSON: " + responseObject.description)
},
failure: { (operation: AFHTTPRequestOperation!,
error: NSError!) in
println("Error: " + error.localizedDescription)
})
Also have a look at Apple's document Using Swift with Cocoa and Objective-C as well.
I wrote a simple Xcode 6 project that shows how to mix C++, Objective-C and Swift code:
https://github.com/romitagl/shared/tree/master/C-ObjC-Swift/Performance_Console
In particular, the example calls an Objective-C and a C++ function from the Swift.
The key is to create a shared header, Project-Bridging-Header.h, and put the Objective-C headers there.
Please download the project as a complete example.
I am very thankful for @Logan's answer. It helps a lot to create a bridge file and setups.
But after doing all these steps I'm still not getting an Objective-C class in Swift.
I used the cocoapods
library and integrated it into my project. Which is pod "pop"
.
So if you are using Objective-C pods in Swift then there may be a chance that you can not able to get or import
the classes into Swift.
The simple thing you have to do is:
<YOUR-PROJECT>-Bridging-Header
file and#import <ObjC_Framework>
to @import ObjC_Framework
For example: (Pop library)
Replace
#import <pop/POP.h>
with
@import pop;
Use clang import
when #import
is not working.
Quote from the documentation:
Any Objective-C framework (or C library) that’s accessible as a module can be imported directly into Swift. This includes all of the Objective-C system frameworks—such as Foundation, UIKit, and SpriteKit—as well as common C libraries supplied with the system. For example, to import Foundation, simply add this import statement to the top of the Swift file you’re working in:
import Foundation
This import makes all of the Foundation APIs—including NSDate, NSURL, NSMutableData, and all of their methods, properties, and categories—directly available in Swift.
Mixing Objective-C and Swift
Hight level diagram:
Same Target
//Objective-C exposes API for Swift through <target_name>-Bridging-Header.h
.swift uses .h.m = Swift consumer, Objective-C producer = <target_name>-Bridging-Header.h
//Swift exposes API for Objective-C through <target_name>-Swift.h
.h.m uses .swift = Objective-C consumer, Swift producer = <target_name>-Swift.h
Swift consumer, Objective-C producer
Add a new header .h
and Implementation .m
files - Cocoa class file(Objective-C)
For example <MyFileName>.h
and <MyFileName>.m
Configure bridging header
When you see Would you like to configure an Objective-C bridging header
click - Yes
<target_name>-Bridging-Header.h
will be generated automaticallyAdd Class to Bridging-Header
In <target_name>-Bridging-Header.h
add a line #import "<MyFileName>.h"
After that you can use from Swift
Objective-C's
MyFileName.h
,MyFileName.m
P.S. If you should add an existing Objective-C file into Swift project add Bridging-Header.h
beforehand and import it
Objective-C consumer, Swift producer
Add a <MyFileName>.swift
and extends NSObject
Import Swift Files to ObjC Class
Add #import "<target_name>-Swift.h"
into your Objective-C file
Expose public Swift code by @objc
[About]
After that you are able to use from Objective-C
Swift's
<MyFileName>.swift
[<product_name>-Swift.h file not found]
Different Targets
[.modulemap] and [umbrella.h] are used for exposing Objective-C for Swift. And Swift.h
for exposing Swift code for Objective-C
Just a note for whoever is trying to add an Objective-C library to Swift: You should add -ObjC in Build Settings -> Linking -> Other Linker Flags.
After you created a Bridging header, go to Build Setting => Search for "Objective-C Bridging Header".
Just below you will find the ""Objective-C Generated Interface Header Name" file.
Import that file in your view controller.
Example: In my case: "Dauble-Swift.h"
Click on the New file menu, and chose file select language Objective. At that time it automatically generates a "Objective-C Bridging Header" file that is used to define some class name.
"Objective-C Bridging Header" under "Swift Compiler - Code Generation".
In the Swift 4.2.1 project in Xcode 10.1 you can easily add Objective-C file. Follow the steps below to bridge Objective-C file to Swift project.
Step_01: Create new Xcode project using Swift language:
File
> New
> Project
> objc
.
Step_02: In Swift project add new Objective-C file:
File
> New
> File...
> macOS
> Objective-C File
.
Step_03: If you add a new Objective-C file into Swift project at very first time, Xcode asks you:
Would you like to configure an Objective-C bridging header
?
Step_04: Select the option:
Create Bridging Header
.
Step_05: A corresponding file will be generated with a name:
Objc-Bridging-Header.h
.
Step_06: Now, you need setup Bridge file path in bridge header. In Project Navigator click on project with name objc
and then choose:
Build Settings
> Objective-C Bridging Header
> Objc-Bridging-Header.h
.
Step_07: Drag-and-drop your Objc-Bridging-Header.h
into that box to generate a file path.
Step_08: Open your Objc-Bridging-Header.h
file and import the Objective-C file which you want to use in your Swift file.
#import "SpecialObjcFile.m"
Here's a content of SpecialObjcFile.m
:
#import <Foundation/Foundation.h>
@interface Person: NSObject {
@public
bool busy;
}
@property
bool busy;
@end
Step_09: Now in your Swift file, you can use an Objective-C class:
override func viewDidLoad() {
super.viewDidLoad()
let myObjcContent = Person()
print(myObjcContent.busy)
}
Two ways approach to use objective-c to code in Swift
1
1. Create bridge-header.h file in Xcode Project
2. import .h file in bridge-Header file
3. Set path of bridge-Header in Build settings.
3. Clean the Project
2
1. Create objective-c files in project(it automatically set path in Build Settings for you )
2. import .h file in bridge-Header file
Logans answer works fine except in latest Swift 5
it gives some compiler error. Here is the fix for people who are working on Swift 5.
import Foundation
class MySwiftObject : NSObject {
var someProperty: AnyObject = "Some Initializer Val" as AnyObject
override init() {}
func someFunction(someArg:AnyObject) -> String {
let returnVal = "You sent me \(someArg)"
return returnVal
}
}
Making any Swift class subclass of NSObject makes sense also I prefer for using any Swift class to be seen in Objective-C classes like:
@objc(MySwiftClass)
@objcMembers class MySwiftClass {...}
Apple has provided official guide in this doc: how-to-call-objective-c-code-from-swift
Here is the relevant part:
To import a set of Objective-C files into Swift code within the same app target, you rely on an Objective-C bridging header file to expose those files to Swift. Xcode offers to create this header when you add a Swift file to an existing Objective-C app, or an Objective-C file to an existing Swift app.
If you accept, Xcode creates the bridging header file along with the file you were creating, and names it by using your product module name followed by "-Bridging-Header.h". Alternatively, you can create a bridging header yourself by choosing File > New > File > [operating system] > Source > Header File
Edit the bridging header to expose your Objective-C code to your Swift code:
Any public Objective-C headers listed in the bridging header are visible to Swift.
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