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Re:Animate in Xcode without code by bsaul on Thursday December 05, 2013 @07:07AM (#6853973)
Never tried that component, but not being able to set a custom font for a text view is such an obvious miss for an OS that claims to be so much text oriented. I can't count the number of times i've had to bind a UILabel into my code just to set the font.

I know, UIApparence should be the way to set fonts everywhere, but that defeat the purpose of rapid prototyping IB is made for.

Re:Animate in Xcode without code by lukeredpath on Thursday December 05, 2013 @09:41AM (#6854553)
You may want to check the release notes of the latest iOS/Xcode beta.

(but yes, I agree, that it has taken this long is crazy)

Re:Animate in Xcode without code by jamztang on Thursday December 05, 2013 @07:25AM (#6854036)
There's a third party plugin for Xcode claims to do this called MoarFonts and asked you for $10, however I have not tried that. Runtime attributes patch wouldn't take effect instantly in IB but it works reliably well in our experience.
Re:Animate in Xcode without code by jrnkntl on Thursday December 05, 2013 @07:27AM (#6854044)
Link to MoarFonts: http://pitaya.ch/moarfonts/
Re:Animate in Xcode without code by JimDabell on Thursday December 05, 2013 @09:32AM (#6854518)
> not being able to set a custom font for a text view is such an obvious miss

Can't you just use an attributed string? Xcode lets you pick a font using the standard system font picker then.

Re:Animate in Xcode without code by mengto on Thursday December 05, 2013 @07:21AM (#6854020)
Thanks, we'll add that in the next commit. I wish there was an easier way than having to cover all of those objects.
Re:Animate in Xcode without code by gbrhaz on Thursday December 05, 2013 @07:12AM (#6853987)
Subclass UILabel and set it in the initializer?