Thread 1 Fatal error: Index out of range ImageView [duplicate] - ios

This question already has answers here:
Swift Array - Check if an index exists
(12 answers)
Closed 3 years ago.
I'm having issues trying to figure out why am I getting Thread 1 Fatal error: Index out of range on my app. My app displays 8 images show to start image slideshow. For some reason I'm getting this error I can't figure it out. Is there a way to remove this error? Can anyone help me?
Here is my code balow and also a screenshot link here :
var images = [UIImage]()
var counter = 2
var time = Timer()
#IBOutlet weak var menuButton: UIBarButtonItem!
#IBOutlet weak var ImageView: UIImageView!
#IBOutlet weak var Slider1: UISlider!
#IBAction func Slider(_ sender: UISlider) {
_ = 0
let value = Int(sender.value)
ImageView.image = images[value]
}
#IBAction func NextButton(_ sender: Any) {
Slider1.value += 1
ImageView.image = images[Int(Slider1.value)]
self.ImageView.animationImages = self.images
self.ImageView.animationDuration = 15.0
self.ImageView.animationRepeatCount = 0
self.ImageView.startAnimating()
UIView.transition(with: self.ImageView, duration: 5.0, options: .transitionCrossDissolve, animations: {self.ImageView.image = self.ImageView.image}, completion: nil)
}
#IBAction func PrevButton(_ sender: Any) {
Slider1.value -= 1
ImageView.image = images[Int(Slider1.value)]
self.ImageView.animationImages = self.images
self.ImageView.animationDuration = 15.0
self.ImageView.animationRepeatCount = 0
self.ImageView.startAnimating()
UIView.transition(with: self.ImageView, duration: 5.0, options: .transitionCrossDissolve, animations: {self.ImageView.image = self.ImageView.image}, completion: nil)
}
//Set Status Bar to light content (white)
override var preferredStatusBarStyle : UIStatusBarStyle {
return .lightContent
}
override func viewDidLoad() {
//Set Navigation Bar color Example Home, Back button
self.navigationItem.backBarButtonItem?.tintColor = UIColor.white;
time = Timer.scheduledTimer(withTimeInterval: 8, repeats: true) { _ in
self.NextButton(self);
}
super.viewDidLoad()
setup()
images = [#imageLiteral(resourceName: "MainImage1.jpg"), #imageLiteral(resourceName: "MainImage2.jpg"), #imageLiteral(resourceName: "MainPage3.jpg"), #imageLiteral(resourceName: "MainImage4.jpg"), #imageLiteral(resourceName: "MainImage5.jpg"), #imageLiteral(resourceName: "MainImage6.jpg"), #imageLiteral(resourceName: "MainImage7.jpg"), #imageLiteral(resourceName: "MainImage8.jpg")]
sideMenus()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func setup(){
self.navigationController?.navigationBar.tintColor = UIColor.white
}
override var prefersStatusBarHidden: Bool{
return false
}
var navigationBarAppearace = UINavigationBar.appearance()
override func viewDidAppear(_ animated: Bool){
}
func sideMenus() {
if revealViewController() != nil {
menuButton.target = revealViewController()
menuButton.action = #selector(SWRevealViewController.revealToggle(_:))
revealViewController().rearViewRevealWidth = 275
revealViewController().rightViewRevealWidth = 160
view.addGestureRecognizer(self.revealViewController().panGestureRecognizer())
}
}
}

The error is telling you that you're accessing an element outside the range of the images array. In viewDidLoad you set the images array with 8 elements. These elements have the range of 0-7. If you try to access an element outside that range, you get the out of range error that you're seeing.
Looking at your code, the problem is that in NextButton and PrevButton, you adjust the slider value and index, but you don't check to make sure you haven't gone past the array bounds. If you're on the first image and click the Prev button, you're out of range. If you're on the last image and click the Next button, you're out of range.
What you have to do is make sure you don't have a negative index in the array or have an index that's greater than or equal to the number of items in the array. From a user interface standpoint, the best solution is to disable the Prev button when you're on the first image and disable the Next button when you're on the last image.
Since you asked for an example, here's some code to put in nextButton after incrementing the slider value:
if slider1.value >= images.count {
return
}
And the code for prevButton after decrementing the slider value:
if slider1.value < 0 {
return
}
Now the function will exit if the array index is out of range.
One last thing to check is that the images array is being filled in viewDidLoad. Set a breakpoint in viewDidLoad and step through the code. If there's a problem loading the MainImage.jpg files, the array is going to be empty, and you'll get out of range errors when you access the array.

Related

Swift 3 game button pressed loop

I have an array of images if I pressed the button the image will randomly appear. and there is an image down also called from the array but it appears randomly just once I opened the game. I want to do a conditions statement for button pressed. like I have 5 conditions once the button clicked: 1- if pressed and the image appeared is not same as the UIIMage view down score will be added
2- if button did not press for 2 seconds will appear down.
3- if button pressed and it is same as the UIimage so game over.
4- If he calculated 4 images down because he didn't hit the image in 2 seconds he will lose.
var array:[UIImage] = [UIImage(named: "1.png")!,
UIImage(named: "2.png")!,
UIImage(named: "3.png")!,
UIImage(named: "4.png")!,
UIImage(named: "5.png")!,
UIImage(named: "6.png")!,
UIImage(named: "7.png")!,
UIImage(named: "8.png")!,
UIImage(named: "9.png")!,
UIImage(named: "10.png")!]
var random = arc4random_uniform(10)
#IBAction func myButtonPressed(button: UIButton) {
var randomNum: UInt32 = 10
randomNum = arc4random_uniform(UInt32(array.count))
myButton.setImage(UIImage(named: "bird\(randomNum).png"), for: UIControlState.normal)
// myButton.setImage(UIImage(named: "\(randomNum).png"), for: UI)
self.myImage.animationImages = array
let buttonWidth = myButton.frame.width
let buttonHeight = myButton.frame.height
// Find the width and height of the enclosing view
let viewWidth = myButton.superview!.bounds.width
let viewHeight = myButton.superview!.bounds.height
// Compute width and height of the area to contain the button's center
let xwidth = viewWidth - buttonWidth
let yheight = viewHeight - buttonHeight
// Generate a random x and y offset
let xoffset = CGFloat(arc4random_uniform(UInt32(xwidth)))
let yoffset = CGFloat(arc4random_uniform(UInt32(yheight)))
// Offset the button's center by the random offsets.
myButton.center.x = xoffset + buttonWidth / 2
myButton.center.y = yoffset + buttonHeight / 2
/* for i in array{
if myButton != myImage{
randomNum = arc4random_uniform(UInt32(array.count))
}
if else
} */
}
Perhaps you could try something like this. As for your first condition, what is your UIImage View Variable. Is it another UIImage View that is being displayed on the storyboard?
import UIKit
class ViewController: UIViewController {
var array: [UIImage] = [UIImage(named: "1.png")!,
UIImage(named: "2.png")!,
UIImage(named: "3.png")!,
UIImage(named: "4.png")!,
UIImage(named: "5.png")!]
#IBOutlet weak var myButton: UIButton!
var pressed: Bool = false;
var score: Int = 0;
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
//2nd Condition: if button did not press for 2 seconds will appear down
if(pressed == false){
Timer.scheduledTimer(timeInterval: 0.2, target: self, selector: #selector(ViewController.doSomething), userInfo: nil, repeats: true)
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func isPressed(_ sender: UIButton) {
pressed = true;
var randomNum: UInt32 = 10
randomNum = arc4random_uniform(UInt32(array.count));
myButton.setImage(UIImage(named: "\(randomNum).png"), for: .normal)
// 1st Condition: if pressed and the image appeared is not same as the UIIMage view down score will be added
if( UIImage(named: "\(randomNum).png") != myButton.currentImage){
//Add View Down Score
score += 1;
}
// 3rd Condition: if button pressed and it is same as the UIimage so game over
else{
// Game Over
}
}
func doSomething() {
// Not sure what you mean by will appear down
print("Action")
}
}
I am not quite sure what your 4th condition does. Please clarify

Change views on UIScrollView so music changes

I have a UIScrollView setup but when I change view the music doesn't stop. How do I make it so the music stops when you change view?
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear( animated)
meditationState = .on
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
player.numberOfLoops = -1
}
Here is the whole class from viewcontroller.swift. I've added the func scrollViewDidScroll and the self part that you mentioned but it's still not working.
import UIKit
class ViewController: UIViewController, UIScrollViewDelegate {
#IBOutlet weak var scrollView: UIScrollView!
override func viewDidLoad() {
super.viewDidLoad()
let vc0 = ViewController0(nibName: "ViewController0", bundle: nil)
var frame0 = vc0.view.frame
frame0.origin.x = self.view.frame.size.width
vc0.view.frame = frame0
self.addChildViewController(vc0)
self.scrollView.addSubview(vc0.view)
vc0.didMove(toParentViewController: self)
let vc1 = ViewController1(nibName: "ViewController1", bundle: nil)
var frame1 = vc1.view.frame
frame1.origin.x = self.view.frame.size.width
vc1.view.frame = frame1
self.addChildViewController(vc1)
self.scrollView.addSubview(vc1.view)
vc1.didMove(toParentViewController: self)
let vc2 = ViewController2(nibName: "ViewController2", bundle: nil)
var frame2 = vc2.view.frame
frame2.origin.x = self.view.frame.size.width * 2
vc2.view.frame = frame2
self.addChildViewController(vc2)
self.scrollView.addSubview(vc2.view)
vc2.didMove(toParentViewController: self)
let vc3 = ViewController3(nibName: "ViewController3", bundle: nil)
var frame3 = vc3.view.frame
frame3.origin.x = self.view.frame.size.width * 3
vc1.view.frame = frame3
self.addChildViewController(vc3)
self.scrollView.addSubview(vc3.view)
vc3.didMove(toParentViewController: self)
self.scrollView.contentSize = CGSize(width: Double(self.view.frame.size.width * 4), height: Double(self.view.frame.size.height - 66))
self.scrollView.delegate = self
}
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if scrollView.contentOffset.x > self.view.frame.size.x {
player.stop()
}
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
ViewController3 where 'player' is declared:
import UIKit
import AVFoundation
enum MeditationState {
case on
case off
}
class ViewController3: UIViewController {
var player:AVAudioPlayer = AVAudioPlayer()
var player1:AVAudioPlayer = AVAudioPlayer()
var meditationState: MeditationState?
var replicatorLayer = CAReplicatorLayer()
var dot = CALayer()
func updateTimer(){
seconds += 1
timerclock.text = "\(seconds)"
}
// Animation starts running
func animation2() {
// A layer that creates a specified number of copies of its sublayers (the source layer), each copy potentially having geometric, temporal, and color transformations applied to it.
replicatorLayer = CAReplicatorLayer()
// The layer’s bounds rectangle. Animatable.
replicatorLayer.bounds = CGRect(x: 0.0, y: 0.0, width: 300.0, height: 300.0)
// The radius to use when drawing rounded corners for the layer’s background. Animatable.
replicatorLayer.cornerRadius = 10.0
// The background color of the receiver. Animatable.
replicatorLayer.backgroundColor = UIColor(white: 0.0, alpha: 0.0).cgColor
// The layer’s position in its superlayer’s coordinate space. Animatable.
replicatorLayer.position = view.center
// calling this method creates an array for that property and adds the specified layer to it.
view.layer.addSublayer(replicatorLayer)
// connectng the animation to the content
// An object that manages image-based content and allows you to perform animations on that content
dot = CALayer()
// The layer’s bounds rectangle. Animatable.
dot.bounds = CGRect(x: 0.0, y: 0.0, width: 12.0, height: 12.0)
//The layer’s position in its superlayer’s coordinate space. Animatable.
dot.position = CGPoint(x: 150.0, y: 40.0)
//The background color of the receiver. Animatable.
dot.backgroundColor = UIColor(white: 0.2, alpha: 1.0).cgColor
// The color of the layer’s border. Animatable.
dot.borderColor = UIColor(white: 1.0, alpha: 1.0).cgColor
// The width of the layer’s border. Animatable.
dot.borderWidth = 1.0
//The radius to use when drawing rounded corners for the layer’s background. Animatable.
dot.cornerRadius = 5.0
//Appends the layer to the layer’s list of sublayers.
replicatorLayer.addSublayer(dot)
// number of copies of layer is instanceCount
let nrDots: Int = 1000
//The number of copies to create, including the source layers.
replicatorLayer.instanceCount = nrDots
// The basic type for floating-point scalar values in Core Graphics and related frameworks.
let angle = CGFloat(2*M_PI) / CGFloat(nrDots)
// The transform matrix applied to the previous instance to produce the current instance. Animatable.
replicatorLayer.instanceTransform = CATransform3DMakeRotation(angle, 0.0, 0.0, 1.0)
// Type used to represent elapsed time in seconds.
let duration: CFTimeInterval = 10.0
// animation capabilities for a layer property.
// An object that provides basic, single-keyframe animation capabilities for a layer property.
let shrink = CABasicAnimation(keyPath: "transform.scale")
// Defines the value the receiver uses to start interpolation.
shrink.fromValue = 1.0
// Defines the value the receiver uses to end interpolation.
shrink.toValue = 0.1
// Specifies the basic duration of the animation, in seconds.
shrink.duration = duration
// Determines the number of times the animation will repeat.
shrink.repeatCount = Float.infinity
// Add the specified animation object to the layer’s render tree.
dot.add(shrink, forKey: "shrink")
// Specifies the delay, in seconds, between replicated copies. Animatable.
replicatorLayer.instanceDelay = duration/Double(nrDots)
// The transform applied to the layer’s contents. Animatable.
dot.transform = CATransform3DMakeScale(0.01, 0.01, 0.01)
}
// connecting the breathe in label
#IBOutlet weak var label: UILabel!
// instant delay
#IBOutlet weak var instantDelay: UIButton!
#IBAction func delayBtn(_ sender: Any) {
dot.removeAnimation(forKey: "shrink")
timer1.invalidate()
seconds = 0
timer2.invalidate()
timerclock.text = "\(seconds)"
time = 0
timerLabel.text = "Breathe in"
timerisOn = false
pauseBtn.isHidden = true
playBtn.isHidden = false
label.isHidden = true
replicatorLayer.isHidden = true
instantDelay.isHidden = true
instantDelay1.isHidden = false
slider.isHidden = false
}
// Delay 1
#IBOutlet weak var instantDelay1: UIButton!
#IBAction func delayBtn1(_ sender: Any) {
instantDelay1.isHidden = true
instantDelay.isHidden = false
label.isHidden = false
slider.isHidden = true
}
//Slider for changing animation speed
#IBOutlet weak var slider: UISlider!
#IBAction func slider(_ sender: Any) {
}
#IBAction func speed(_ sender: UISlider) {
view.layer.speed = sender.value
}
//Sound On button
#IBOutlet weak var soundOn: UIButton!
#IBAction func SoundOn(_ sender: Any) {
meditationState = .on
setTrackForPlayerWith(trackName: "Mute")
player.play()
soundoff.isHidden = false
soundOn.isHidden = true
}
//Sound Off button
#IBOutlet weak var soundoff: UIButton!
#IBAction func SoundOff(_ sender: Any) {
meditationState = .off
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
soundoff.isHidden = true
soundOn.isHidden = false
}
//Timerclock at top of screen label
#IBOutlet weak var timerclock: UILabel!
// creating vars to set things
var animation = CFTimeInterval()
var timer1 = Timer()
var timer2 = Timer()
var time = 0
var seconds = 0
var timerisOn = false
// connecting breathe in label
#IBOutlet var question: UILabel!
var arrayOfStrings: [String] = [""]
// connecting timerclick and starting it
#IBOutlet var timerLabel: UILabel!
// changes the amount of time on the label of different labels
func increaseTimer() {
time += 1
switch time {
case 0 ... 7:
timerLabel.text = "Hold"
case 8 ... 10:
timerLabel.text = "Breathe Out"
case 11 ... 12:
timerLabel.text = "Breathe in"
default:
time = 0
}
}
// connecting the play button and vars
#IBOutlet weak var playBtn: UIButton!
#IBAction func play(sender: AnyObject) {
bell(trackName: "Bell")
player1.play()
timer1 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(ViewController3.increaseTimer), userInfo: nil, repeats: true)
pauseBtn.isHidden = false
playBtn.isHidden = true
if timerisOn == false {
timer2 = Timer.scheduledTimer(timeInterval: 1, target: self, selector: #selector(updateTimer), userInfo: nil, repeats: true)
timerisOn = true
}
animation2()
}
// pausing the timer with the vars
#IBOutlet weak var pauseBtn: UIButton!
#IBAction func pause(sender: AnyObject) {
dot.removeAnimation(forKey: "shrink")
timer1.invalidate()
seconds = 0
timer2.invalidate()
timerclock.text = "\(seconds)"
time = 0
timerLabel.text = "Breathe in"
timerisOn = false
pauseBtn.isHidden = true
playBtn.isHidden = false
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear( animated)
meditationState = .on
setTrackForPlayerWith(trackName: "Bigsur")
player.play()
player.numberOfLoops = -1
}
override func viewDidLoad() {
super.viewDidLoad()
time += 1
do {
try AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryAmbient)
print("AVAudioSession Category Playback OK")
do {
try AVAudioSession.sharedInstance().setActive(true)
print("AVAudioSession is Active")
} catch let error as NSError {
print(error.localizedDescription)
}
} catch let error as NSError {
print(error.localizedDescription)
}
}
func setTrackForPlayerWith(trackName: String) {
do
{
let audioPath = Bundle.main.path(forResource: trackName, ofType: "mp3")
try player = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
//ERROR
}
}
func bell(trackName: String) {
do
{
let audioPath = Bundle.main.path(forResource: trackName, ofType: "mp3")
try player1 = AVAudioPlayer(contentsOf: NSURL(fileURLWithPath: audioPath!) as URL)
}
catch
{
//ERROR
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Are you looking for viewWillDisappear(_:)? In that method you can just add player.stop() to stop the music when you change views.
The smartass way to do this is just ....
let's say it's a vertical table.
1. Each table view cell has an audio track associated with it. Think of one particular cell - C - it has an audio track A.
2. As the view scrolls (ie, whenever it is moving), just get the frame of C
3. Just take the height. Then take the height of the screen SH. Then get the distance of C from the center of the screen .. so Abs(SH - H). Then just get that figure as a fraction (zero to one) of the SH. So, Abs(SH - H)/H
(Depending on your situation, it may be better if that is divided by the height of cells, rather than screen height.)
4. Now ... simply set the volume of all the audio track A, to that fraction. And in fact, simply do that for every cell.
As you scroll, the audio will mix between the various tracks.
"Magic" :)
You can observe the changes made in your UIScrollView subclass in various delegate methods.
First of all, lets make sure your scrollView's delegate is assigned to the viewController. To do so, one option is to add following to viewDidLoad()
// `scrollView` should be whatever is your scrollView called in your VC
self.scrollView.delegate = self
Once this is done, lets make your UIViewController subclass conform to UIScrollViewDelegate
class ViewController: UIViewController, UIScrollViewDelegate {
func scrollViewDidScroll(_ scrollView: UIScrollView) {
if scrollView.contentOffset.x > self.view.frame.size.x {
player.stop()
}
}
}
UIScrollViewDelegate has numerous methods to observe changes in your scrollView. scrollViewDidScroll(_:) will be called every time there is an interaction with the scrollView, so as soon as the contentOffset is greater than the width of the view, lets stop the music.

UITextfield showing and dismissing very quickly in UIPageViewController (Swift)

I have a UIPageViewController as walkthrough presentation for my app. The walkthrough has basically 5 pages in total. Page 4 has a UITextField programmatically set. Don't mind the other objects like labels or Images.
The problem I have is that when the user reaches page 4, The user is presented with a Textfield which i'd like the keyboard to show up automatically via a becomeFirstResponder.
When I load this 4th view with the textfield, It shows up very quickly on the simulator and on my device and then goes back down. It basically shows up via the becomeFirstResponder code but somehow then resigns within 1 second.
I have tried this programmatically and also via the storyboard UITextfield to see if that made a difference but both seem to not work.
The code that executes a label is where I also executed the UITextField programmatically but for this example, I removed it and used an IBOutlet instead as you can see.
Also, in this case 3 I would put the becomeFirstResponder to activate the keyboard but it still did not work as expected.
Right now I left it in the viewWillAppear method as you can see.
Here is my code for this specific scenario:
import UIKit
class WalkthroughViewController: UIViewController {
#IBOutlet var headingLabel:UILabel!
#IBOutlet var contentLabel:UILabel!
#IBOutlet var contentImageView:UIImageView!
#IBOutlet var pageControl:UIPageControl!
#IBOutlet var forwardButton:UIButton!
// This was added via storyboard via drag and drop
#IBOutlet var nameField: UITextField!
// This is a UITextfield programmatically
let textField = UITextField(frame: CGRectMake(20, 200.0, 330.0, 40.0)) // x=x-cord, y=y-cord, Width, Height
// May 2 Updates
func textFieldFunc() {
textField.textAlignment = NSTextAlignment.Center
textField.textColor = UIColor.wetAsphaltColor()
textField.backgroundColor = UIColor.whiteColor()
textField.font = UIFont(name: "avenir", size: 21)
textField.borderStyle = UITextBorderStyle.None
textField.autocapitalizationType = UITextAutocapitalizationType.Words // If you need any capitalization
textField.becomeFirstResponder()
self.view.addSubview(textField)
}
func nameLabel() {
let label = UILabel(frame: CGRectMake(15, 180, 265, 33))
label.center = CGPointMake(185, 160)
label.textColor = UIColor.cloudsColor()
label.font = UIFont(name: "avenir", size: 30)
label.textAlignment = NSTextAlignment.Center
label.text = "Whats your name?"
self.view.addSubview(label)
}
#IBAction func submit(sender: AnyObject) {
// Thisis going to handle the name later and it will then reguster the user for later use within the app
}
var index = 0
var heading = ""
var imageFile = ""
var content = ""
override func viewDidLoad() {
super.viewDidLoad()
headingLabel.text = heading
contentLabel.text = content
contentImageView.image = UIImage(named: imageFile)
pageControl.currentPage = index
// 0...2
switch index {
case 0...2: forwardButton.setTitle("NEXT", forState: UIControlState.Normal)
nameField.hidden = true
// 3
case 3:
nameLabel()
nameField.hidden = false
case 4:
forwardButton.setTitle("DONE", forState: UIControlState.Normal)
default: break
}
print("Index: \(index)")
}
#IBAction func nextButtonTapped(sender: UIButton) {
switch index {
case 0...3: // 2
let pageViewController = parentViewController as! WalkthroughPageViewController
pageViewController.forward(index)
case 4: // 3
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setBool(true, forKey: "finishedWalkedThrough")
dismissViewControllerAnimated(true, completion: nil)
default: break
}
}
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
if nameField.hidden == false {
nameField.becomeFirstResponder()
}
}
}
My question is, how can I remedy this so that when the 4th page is presented in a slide through manner, the UITextfield can present the keyboard like a normal view?
As I saw in a very similar post, This actually worked. I managed to solve it by using this:
override func viewDidAppear(animated: Bool) {
super.viewDidAppear(animated)
if index == 3 {
dispatch_async(dispatch_get_main_queue(), {() -> Void in
let strongSelf: WalkthroughViewController = self
strongSelf.textField.becomeFirstResponder()
})
}
}
Now when I scroll to the 4th page (3rd from 0), It loads the keyboard with the .becomeFirstResponder as a normal UITextField would.
dispatch_after(DISPATCH_TIME_NOW, dispatch_get_main_queue(), ^{
[self.yourTextField becomeFirstResponder];
});
For Swift 3:
DispatchQueue.main.async(execute: {() -> Void in
let strongSelf: WalkthroughViewController = self
strongSelf. textField.becomeFirstResponder()
})
I didn't have to specify the index position of the ViewController

My code seems to run too quickly

I am in the process of writing a Simon style memory game, the phase of the game where the program shows the user the current list of stuff to remember seems to run instantly.
The idea is to step through the list (in the code I have placed 1 of each item as debug data) and change the colour on screen for a set period then move to the next.
I thought using for each item in memory array and then call a simple procedure to check which one it is and then change colour for a set period then back to original.
The code I have added here will work if I put breaks in between the test change colour (grey) and the original colour. But for some reason the timer does not seem too work.
Any ideas ?
import UIKit
import Foundation
var gameisrunning = false
var playererror = false
var memoryArray = [Int]()
var currentScore = 0
var timer = NSTimer()
class ViewController: UIViewController {
#IBAction func startGameButton(sender: UIButton) {
if gameisrunning == false {
gameisrunning = true
memoryArray.append(1) //for debug
memoryArray.append(2) //for debug
memoryArray.append(3) //for debug
memoryArray.append(4) //for debug
print(memoryArray) //for debug
gameStart()
} else {
}
}
//these are to be implemented once i get the showing sequence sorted.
#IBAction func redButton(sender: UIButton) {
}
#IBAction func greenButton(sender: UIButton) {
}
#IBAction func yellowButton(sender: UIButton) {
}
#IBAction func blueButton(sender: UIButton) {
}
#IBOutlet weak var redLabel: UILabel!
#IBOutlet weak var greenLabel: UILabel!
#IBOutlet weak var yellowLabel: UILabel!
#IBOutlet weak var blueLabel: UILabel!
#IBOutlet weak var scoreLabel: UILabel!
func addAnotherItemToMemory () {
// adds another item to the memory
memoryArray.append(Int(arc4random_uniform(4)+1))
}
func gameStart () {
// main body of game
showPlayerTheMemory()
}
func showPlayerTheMemory () {
// go through list and highlight the colors one at a time
for eachItem in memoryArray {
self.showColor(eachItem)
}
}
func pauseForAWhile(length: Double) {
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: nil , userInfo: nil, repeats: false)
timer.invalidate()
}
func showColor(buttonItem: Int) {
//check to see which color, change to grey (test color) and back to original after a set time.
if buttonItem == 1 {
self.redLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
self.redLabel.backgroundColor = UIColor.redColor()
print(buttonItem) //for debug
} else if buttonItem == 2 {
self.greenLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
greenLabel.backgroundColor = UIColor.greenColor()
print(buttonItem) //for debug
} else if buttonItem == 3 {
self.yellowLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
yellowLabel.backgroundColor = UIColor.yellowColor()
print(buttonItem) //for debug
} else if buttonItem == 4 {
self.blueLabel.backgroundColor = UIColor.grayColor()
pauseForAWhile(2)
blueLabel.backgroundColor = UIColor.blueColor()
print(buttonItem) //for debug
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
New relevant code changed to :
func colorChange (){
self.redLabel.backgroundColor = UIColor.redColor()
self.blueLabel.backgroundColor = UIColor.blueColor()
self.yellowLabel.backgroundColor = UIColor.yellowColor()
self.greenLabel.backgroundColor = UIColor.greenColor()
}
func showColor(buttonItem: Int, length: Double) {
//check to see which color, change to grey (test color) and back to original after a set time.
if buttonItem == 1 {
self.redLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 2 {
self.greenLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 3 {
self.yellowLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
} else if buttonItem == 4 {
self.blueLabel.backgroundColor = UIColor.grayColor()
timer = NSTimer.scheduledTimerWithTimeInterval(length, target:self, selector: ("colorChange") , userInfo: nil, repeats: false)
print(buttonItem) //for debug
}
}
I have been scratching head all day trying to solve this issue which is baffling me. I have copied the new latest code in below, please discard code above.
I have four labels coloured red blue green and yellow. The array which has test data of 4 3 2 1 inside needs to step through each item - change the colour of the label for x secs then return it to normal colour. I have tried NSTimer, I have tried the current delay as in the code attached. Am I missing something as to where I place the code - should it be under viewdidload ??? I have tried for loops and the current code example shows switch in case it acted differently - it didnt !!
What happens basically is simultaneously all labels go grey (test colour right now) and then all go original colour after the x sec delay.
I need some help before I go insane. I honestly know it is something basic but I just cannot figure it out.
import UIKit
import Foundation
var gameisrunning = false
var playererror = false
var memoryArray = [Int]()
var currentScore = 0
class ViewController: UIViewController {
#IBAction func startGameButton(sender: UIButton) {
if gameisrunning == false {
gameisrunning = true
memoryArray.append(4) //for debug
memoryArray.append(3) //for debug
memoryArray.append(2) //for debug
memoryArray.append(1) //for debug
print(memoryArray) //for debug
gameStart()
} else {
}
}
//these are to be implemented once i get the showing sequence sorted.
#IBAction func redButton(sender: UIButton) {
}
#IBAction func greenButton(sender: UIButton) {
}
#IBAction func yellowButton(sender: UIButton) {
}
#IBAction func blueButton(sender: UIButton) {
}
#IBOutlet weak var redLabel: UILabel!
#IBOutlet weak var greenLabel: UILabel!
#IBOutlet weak var yellowLabel: UILabel!
#IBOutlet weak var blueLabel: UILabel!
#IBOutlet weak var scoreLabel: UILabel!
func addAnotherItemToMemory () {
// adds another item to the memory
memoryArray.append(Int(arc4random_uniform(4)+1))
}
func gameStart () {
// main body of game
showPlayerTheMemory()
}
func delayProg (){
//attempt 100093287492 to get a delay in program
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, Int64(2.0 * Double(NSEC_PER_SEC))), dispatch_get_main_queue()) { () -> Void in
self.blueLabel.backgroundColor = UIColor.blueColor()
self.yellowLabel.backgroundColor = UIColor.yellowColor()
self.greenLabel.backgroundColor = UIColor.greenColor()
self.redLabel.backgroundColor = UIColor.redColor()
}
}
func showPlayerTheMemory () {
// go through list and highlight the colors one at a time
for var i=0; i <= memoryArray.count-1; i++ {
self.showColor(memoryArray[i])
}
}
func showColor(buttonItem: Int) {
//check to see which color, change to grey (test color) and back to original after a set time.
switch (buttonItem) {
case 1:
self.redLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 2:
self.greenLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 3:
self.yellowLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
case 4:
self.blueLabel.backgroundColor = UIColor.grayColor()
delayProg()
print(buttonItem) //for debug
default:
print("error")
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
Here is an example of proper implementation of NSTimer()
var myTimer = NSTimer()
func startTimer() {
myTimer = NSTimer.scheduledTimerWithTimeInterval(10, target: self, selector: "myFunction", userInfo: nil, repeats: true)
}
func myFunction() {
myTimer.invalidate()
//do other stuff
}
//the selector is "myFunction", this will be the name of the function that you wish to call every time the timer reaches its specified intervl
//the interval in this case is 10 seconds. In my experience NSTimer is good down to the second but is not precise enough beyond that
//repeats: true ... this will tell the timer to repeat its action consistently firing the selector each time the given time interval is reached. If repeat is set to false then the timer only fires once
//use myTimer.invalidate to stop the timer and to stop calling the selector.
be sure to invalidate your timer or set repeats: false to make sure it doesn't go forever. Make sure your selector is spelled exactly the same as your function. if your function is func myFunction() then the selector should be "myFunction". Make sure you specify a valid time interval, which is taken as seconds.

button.setTitle blanks out image view

Can anyone tell me why setting the button.setTitle(string, forState) function blanks out the UIImage?
If I comment out both lines that use the button.setTitle, the animation runs fine. When the lines are there, the animation disappears when I press the button.
The var cryButton: UIButton and the function UpdateImage refer to the same button, but I tried adding a second button and referencing the title in that, and it had the same effect. It blanks out the image.
I'm stumped :)
import UIKit
class ViewController: UIViewController {
var counter = 1
var numImages = 8
var toggle = true
var timer = NSTimer()
#IBOutlet weak var babyImage: UIImageView!
#IBOutlet weak var cryButton: UIButton!
#IBAction func UpdateImage(sender: AnyObject) {
if toggle == true {
timer = NSTimer.scheduledTimerWithTimeInterval(0.2, target: self, selector: Selector("doanimation"), userInfo: nil, repeats: true)
cryButton.setTitle("Stop crying", forState: UIControlState.Normal)
toggle = false
} else {
timer.invalidate()
babyImage.image = UIImage(named: "WaWa1.png")
cryButton.setTitle("Wa-Waaaaa!", forState: UIControlState.Normal)
toggle = true
}
}
func doanimation() {
babyImage.image = UIImage(named: "WaWa\(counter).png")
if (counter == (numImages)) {
counter = 1
} else {
++counter
}
}
override func viewDidLayoutSubviews() {
babyImage.center = CGPointMake(babyImage.center.x - 400, babyImage.center.y)
}
override func viewDidAppear(animated: Bool) {
UIView.animateWithDuration(2, animations: { () -> Void in
self.babyImage.center = CGPointMake(self.babyImage.center.x + 400, self.babyImage.center.y)
})
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I finally find the problem. It is not caused by the timer, the timer is totally fine. the problem is caused by viewDidLayoutSubviews being called when you set the button title. You are using auto layout, and you are using the intrinsic content size for the button, right? And since the two title has different length so when you set the title, the button's frame will be changed, hence it will be layout again and then viewDidLayoutSubviews will be called. And you set the center value of the imageView inside viewDidLayoutSubviews, so basically when you set the title the image will move 400 points left to its original spot which I guess is out of the screen. Please note: if the image has different size, when you call imageView.image = UIImage(named: "image.png") will also call viewDidLayoutSubviews. I think all the images you are using has same size, thats why when the timer runs viewDidLayoutSubviews was not called. Here is a good answer which explains when does viewDidLayoutSubviews get called. I will let yourself to figure out the proper solution, OK? :)
Actually there is a better way to animate a UIImageView with an array of images, you could probably try this and remove the timer.
babyImage.animationImages = #[image1,image2,image3,image4,image5,image6,image7,image8]
babyImage.animationDuration = 1.6
// There are 8 images, so each image occupies 1.6 / 8 = 0.2 secs
babyImage.startAnimating()
// Use babyImage.stopAnimating() to stop the animation

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