Error when add negative numbers in calculator - ios

I have this code:
class MainViewController: UIViewController {
#IBOutlet weak var summaryLbl: UILabel!
var actualNumber: Double = 0
var previousNumber: Double = 0
var operationMath: Bool = false
var operation = 0
#IBAction func numberPressed(_ sender: UIButton) {
if operationMath == true {
summaryLbl.text = String(sender.tag)
actualNumber = Double(summaryLbl.text!)!
operationMath = false
} else {
if summaryLbl.text == "0" {
summaryLbl.text = ""
}
summaryLbl.text = summaryLbl.text! + String(sender.tag)
actualNumber = Double(summaryLbl.text!)!
}
}
#IBAction func buttons(_ sender: UIButton) {
if summaryLbl.text != "" && sender.tag != 10 && sender.tag != 17 {
previousNumber = Double(summaryLbl.text!)!
if sender.tag == 13 {
summaryLbl.text = "/"
} else if sender.tag == 14 {
summaryLbl.text = "x"
} else if sender.tag == 15 {
summaryLbl.text = "-"
} else if sender.tag == 16 {
summaryLbl.text = "+"
} else if sender.tag == 11 {
var number: Double = Double(summaryLbl.text!)!
number.negate()
let rounded = number.rounded()
summaryLbl.text = String(rounded).replacingOccurrences(of: ".0", with: "", options: .literal, range: nil)
}
operation = sender.tag
operationMath = true
} else if sender.tag == 17 {
var result: Double = 0
var rounded: Double = 0
if operation == 13 {
result = previousNumber / actualNumber
} else if operation == 14 {
result = previousNumber * actualNumber
} else if operation == 15 {
result = previousNumber - actualNumber
} else if operation == 16 {
result = previousNumber + actualNumber
} else if operation == 12 {
result = previousNumber.truncatingRemainder(dividingBy: actualNumber)
}
rounded = result.rounded()
if (result == rounded) {
summaryLbl.text = String(result).replacingOccurrences(of: ".0", with: "", options: .literal, range: nil)
} else {
summaryLbl.text = String(result)
}
} else if sender.tag == 10 {
summaryLbl.text = "0"
previousNumber = 0
actualNumber = 0
operation = 0
}
}
override func viewDidLoad() {
super.viewDidLoad()
summaryLbl.text = "0"
previousNumber = 0
actualNumber = 0
operation = 0
}
}
This is simple calculator.
I have a problem with calculations.
When I click the buttons, for example: 2 + 5 * -
then the application turns off with an error. When I enter such a key combination: 2 + 5 =
This calculation will be done correctly.
 
How do I add commas to numbers?
Does anyone know how to fix the above problems?

A calculator is a Finite State Machine. It can be very complex but in its simplest form it resembles this:
So if we keep things simple and take the above machine as our target, after 2 + 5, our machine expects equals(=) to calculate the result or if an operator is added (like * in our case) it will expect a digit next. giving an operator (minus in our case) will result in an error.
The complexity is limited only by your imagination. You can add support for decimal point numbers, brackets, powers etc. The more sugar you want to add the more complex the FSM will become.
I suggest starting with the simplest one. Maintain your states, the transitions allowed next and error handling in case of wrong transition.
Check this repo on github for Finite State Machine in swift: https://github.com/vishalvshekkar/SwiftFSM
And the corresponding article:
https://blog.vishalvshekkar.com/finite-state-machine-in-swift-ba0958bca34f

Related

How to make a full decimal point for a calculator on swift?

I've just started to study Xcode.
I've made all digits and math signs, but have no clue how to make a dot for calculator.
This is what I've done (deleted some repeating parts of math operations):
class ViewController: UIViewController {
var numberFromScreen: Double = 0
var firstNum: Double = 0
var operation: Int = 0
var mathSign: Bool = false
#IBOutlet weak var result: UILabel!
#IBAction func digits(_ sender: UIButton) {
if mathSign == true {
result.text = String (sender.tag)
mathSign = false
}
else {
result.text = result.text! + String (sender.tag)
}
numberFromScreen = Double (result.text!)!
}
#IBAction func buttons(_ sender: UIButton) {
if result.text != "" && sender.tag != 10 && sender.tag != 15 {
firstNum = Double (result.text!)!
if sender.tag == 11 {// divine
result.text = "/"
}
operation = sender.tag
mathSign = true
}
else if sender.tag == 15 {// calculate
if operation == 11 {
result.text = String(firstNum / numberFromScreen)
}
}
else if sender.tag == 10 {
result.text = ""
firstNum = 0
numberFromScreen = 0
operation = 0
}
}
}
In your case using the NumberFormatter would be a good option.
You can define it as follows:
private var formater: NumberFormatter {
let formater = NumberFormatter()
formater.maximumIntegerDigits = 9 // Change this value
formater.maximumFractionDigits = 9 // Change this value
formater.minimumFractionDigits = 9 // Change this value
formater.minimumIntegerDigits = 1 // Change this value
formater.maximumIntegerDigits = 9 // Change this value
formater.groupingSeparator = " "
formater.locale = Locale.current
formater.numberStyle = .decimal
return formater
}
And when you are setting the result to the label, you can go:
result.text = formater.string(from: NSDecimalNumber(value: yourValue))
If you are making a calculator I would recommend you that for bigger numbers or for numbers with many decimal places, you set the numberStyle property to .scientific.

Int doesn't reach 11 in UILabel

I have a nihoshim UILabel that his last character is 0, and I want to update it by one everyTime the else statement is true and called, everything works fine until it get to 10 and then it suddenly equal 1,
guard var yoo = Int(nihoshim.text!.suffix(1)) else {
return
}
var alephbet = ["א","ב","ג","ד","ה","ו","ז","ח","ט","י","כ","ל","מ","נ","ס","ע","פ","צ","ק","ר","ש","ת"]
nihoshim.text! = "ניחושים: " + String(yoo)
if gameLabel.text!.count <= 3 && (sender.tag == 18 || sender.tag == 20) {
gameLabel.text = gameLabel.text! + alephbet[alpha.index(after: tag) - 1]
sender.isHidden = true
} else if sender.tag == 10 && !(gameLabel.text?.contains("יי"))!{
sender.isHidden = false
gameLabel.text = gameLabel.text! + alephbet[alpha.index(after: tag) - 1]
}
else {
yoo += 1
nihoshim.text! = "ניחושים: " + String(yoo)
sender.isHidden = true
print(yoo)
}
When I print it, even the value of yoo is changing to 0 without any reason. and when I updated it to yoo += 20 I click on it a few times and its still 20 and one more click it goes to 1.
The problem is that you are only checking the last character, you need to get the whole number at the end of your string, for example with:
let numberString = nihoshim.text!.split(separator: " ").last ?? nihoshim.text!.suffix(0)
In your code it would look like this:
let numberString = nihoshim.text!.split(separator: " ").last ?? nihoshim.text!.suffix(0)
guard var yoo = Int(numberString) else {
return
}
var alephbet = ["א","ב","ג","ד","ה","ו","ז","ח","ט","י","כ","ל","מ","נ","ס","ע","פ","צ","ק","ר","ש","ת"]
nihoshim.text! = "ניחושים: " + String(yoo)
if gameLabel.text!.count <= 3 && (sender.tag == 18 || sender.tag == 20) {
gameLabel.text = gameLabel.text! + alephbet[alpha.index(after: tag) - 1]
sender.isHidden = true
} else if sender.tag == 10 && !(gameLabel.text?.contains("יי"))!{
sender.isHidden = false
gameLabel.text = gameLabel.text! + alephbet[alpha.index(after: tag) - 1]
}
else {
yoo += 1
nihoshim.text! = "ניחושים: " + String(yoo)
sender.isHidden = true
print(yoo)
}

How to make a number not repeat itself more than 2 times?

everyone ! Lets say we have
let random = arc4random_uniform(6)
how do i make it not repeat the same number more then two times ? I tried doing it like this :
let previousNumber = Int()
let lastNumber = Int ()
let random = Int(arc4random_uniform(6))
if random == previousNumber {
lastNumber = previousNumber
} else {
previousNumber = random
}
if random == lastNumber {
random = Int(arc4random_uniform(6))
}
But it didn't work. I am new to swift and i didn't find a topic about this on the new swift 3 code. Thank you !
First of all lets build a class to save the recent history of the selected values
class History {
private let size: Int
private var values = [Int]()
init(size:Int) {
self.size = size
}
func add(value: Int) {
values.insert(value, at: 0)
if values.count > size {
values.removeLast()
}
}
var repeatedValueOnFullHistory: Int? {
guard Set(values).count <= 1 else { return nil }
return values.first
}
}
Next let build a Randomizer
class Randomizer {
private var allValues = [Int]()
private var history: History
init?(maxValue: Int) {
guard maxValue > 0 else { return nil }
self.allValues = Array(0...maxValue)
self.history = History(size: maxValue + 1)
}
var next: Int {
let excludedValue = history.repeatedValueOnFullHistory
let allowedValues = allValues.filter { excludedValue != $0 }
let randomIndex = Int(arc4random_uniform(UInt32(allowedValues.count)))
let nextValue = allowedValues[randomIndex]
history.add(value: nextValue)
return nextValue
}
}
And finally let test it
if let r = Randomizer(maxValue: 6) {
r.next // 6
r.next // 2
r.next // 1
r.next // 4
r.next // 6
r.next // 4
r.next // 1
}

UISegmentedControl and .selectedSegmentIndex wrong values?

I have a simple Segment in my code with 3 elements. For testing purposes I also do have a variable that increments based on which of the segments I press (3). The value of that variable is printed in a UITextView. This is the code:
import UIKit
class ViewController: UIViewController
{
#IBOutlet weak var segment: UISegmentedControl!
#IBOutlet weak var prwtoView: UIView!
#IBOutlet weak var prwtoText: UITextField!
var i : Int = 0
override func viewWillAppear(animated: Bool)
{
prwtoText.backgroundColor = UIColor.purpleColor()
prwtoText.textColor = UIColor.whiteColor()
segment.setTitle("Zero", forSegmentAtIndex: 0)
segment.addTarget(self, action: "action", forControlEvents: .ValueChanged)
segment.insertSegmentWithTitle("random", atIndex: 2, animated: false)
}
func action()
{
let argumentForSegment = segment.selectedSegmentIndex
if argumentForSegment == 0
{
i = 0
}
if argumentForSegment == 1
{
i += 2
}
else
{
i += Int(arc4random_uniform(100))
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
}
While I know that it starts with value -1 i don't want my app to do anything if not pressed. The thing is that even when I press the first segment (0) and it is supposed to make i = 0 it doesn't do that, although if I print argumentForSegment in my terminal it does show the 0 as value. Concluding, every time I press the zero segment (0), my i value won't become 0. Perhaps I am using the wrong method from UISegmentedControl?
edit: Got it fixed by changing the following code:
func action()
{
let argumentForSegment = segment.selectedSegmentIndex
if argumentForSegment == 0
{
i = 0
}
if argumentForSegment == 1
{
i += 2
}
else
{
i += Int(arc4random_uniform(100))
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
to:
func action()
{
let argumentForSegment = segment.selectedSegmentIndex
if argumentForSegment == 0
{
i = 0
}
if argumentForSegment == 1
{
i += 2
}
else if argumentForSegment == 2 // <==== here
{
i += Int(arc4random_uniform(100))
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
Could someone explain why it used the priority of else although the value was zero when printing argumentForSegment? In other words why when I had an else alone for the value of argumentForSegment == 0 it chose the else instead of the first statement?
Could someone explain why it used the priority of else although the
value was zero when printing argumentForSegment? In other words why
when I had an else alone for the value of argumentForSegment == 0 it
chose the else instead of the first statement?
When you have a situation where the code is not behaving as you expect, it is helpful to step through it in the debugger, or add some diagnostic print statements.
For example:
func action()
{
let argumentForSegment = segment.selectedSegmentIndex
if argumentForSegment == 0
{
print("In first block")
i = 0
}
if argumentForSegment == 1
{
print("In second block")
i += 2
}
else
{
print("In third block")
i += Int(arc4random_uniform(100))
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
If you do this, you will notice that when argumentForSegment is 0, the output will be:
In first block
In third block
So, the problem is not that it is choosing the third block over the first. The problem is that it is doing both. You want it to stop after it has detected that argumentForSegment is 0, so add an else to the second conditional statement so that it only does that when the first conditional statement failed:
func action()
{
let argumentForSegment = segment.selectedSegmentIndex
if argumentForSegment == 0
{
i = 0
}
else if argumentForSegment == 1 // added "else" here
{
i += 2
}
else
{
i += Int(arc4random_uniform(100))
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
To improve on Vacawama's answer, you can format this much easier by using a switch statement:
func action() {
let argumentForSegment = segment.selectedSegmentIndex
switch argumentForSegment {
case 0:
i = 0
case 1:
i += 1
case 2:
i += Int(arc4random_uniform(100))
default:
break
}
print(argumentForSegment)
prwtoText.text = "\(i)"
}
it's much more clean for this type of thing.
(thanks, vacawama)

Prime number checker returns the same result each time

I'm a beginner programmer learning Swift and made a basic prime number checker. No matter what it will only give one result, instead of changing based on wether or not the number is prime. Any help would be appreciated.
#IBAction func primeCheck(sender: AnyObject) {
var numberInt = number.text.toInt()
var isPrime = true
if number != nil {
if numberInt == 1 {
isPrime = false
}
if numberInt != 1 {
for var i = 2; i < numberInt; i++ {
if numberInt! % i == 0 {
isPrime = false
} else {
isPrime = true
}
}
}
}
if isPrime == true {
result.text = "\(numberInt!) is a prime number!"
} else {
result.text = "\(numberInt!) is not a prime number!"
}
}
I have another possible solution. At first I divide by two because it cannot be a prime number. Then you loop until the number is prime or the number divided by two is less than the divider.
#IBAction func primeCheck(sender: AnyObject) {
var numberInt = number.text.toInt()
var isPrime = true
var divider = 3
if number < 2 || (number != 2 && number % 2 == 0) {
isPrime = false
}
// you only have to check to half of the number
while(isPrime == true && divider < number / 2){
isPrime = number % divider != 0
divider += 2
}
if isPrime == true {
result.text = "\(numberInt!) is a prime number!"
} else {
result.text = "\(numberInt!) is not a prime number!"
}
}
The error in your logic comes in this section:
if numberInt! % i == 0 {
isPrime = false
} else {
isPrime = true
}
At the top of your function, you initialize isPrime to be true, so in your loop you only need to look for cases that prove the number is not prime. You don't ever need to set isPrime = true again, so just drop the else condition:
if numberInt! % i == 0 {
isPrime = false
}
You actually have two functions here. One to check if a number is prime and the other to display the result. Separating these makes everything much easier to manage.
// function to check primality and return a bool
// note that this can only accept a non optional Int so there is
// no need to check whether it is valid etc...
func checkNumberIsPrime(number: Int) -> Bool {
// get rid of trivial examples to improve the speed later
if number == 2 || number == 3 {
return true
}
if number <= 1 || number%2 == 0 {
return false
}
// square root and round up to the nearest int
let squareRoot: Int = Int(ceil(sqrtf(Float(number))))
// no need to check anything above sqrt of number
// any factor above the square root will have a cofactor
// below the square root.
// don't need to check even numbers because we already checked for 2
// half the numbers checked = twice as fast :-D
for i in stride(from: 3, to: squareRoot, by: 2) {
if number % i == 0 {
return false
}
}
return true
}
// function on the button. Run the check and display results.
#IBAction func primeCheck(sender: AnyObject) {
let numberInt? = numberTextField.text.toInt() // don't call a text field "number", it's just confusing.
if let actualNumber = numberInt {
if checkNumberIsPrime(actualNumber) {
resultLabel.text = "\(actualNumber) is a prime number!" // don't call a label "result" call it "resultLabel". Don't confuse things.
} else {
resultLabel.text = "\(actualNumber) is not a prime number!"
}
} else {
resultLabel.text = "'\(numberTextField.text)' is not a number!"
}
}
It makes it all much easy to read and maintain.
You have to break out of the loop after you find that the number is divisble by another number. Also for prime check you only have to check the divisibility till the square root of the number.
You can also use optional binding to extract numberInt and check for nil. That's the swift way.
#IBAction func primeCheck(sender: AnyObject) {
var isPrime = true
if let numberInt = number.text.toInt() {
if numberInt == 1 {
isPrime = false /
}
else // Add else because you dont have to execute code below if number is 1
{
if numberInt != 1 {
for var i = 2; i * i <= numberInt; i++ { // Only check till squareroot
if numberInt % i == 0 {
isPrime = false
break // Break out of loop if number is divisible.
} // Don't need else condition because isPrime is initialised as true.
}
}
}
if isPrime {
result.text = "\(numberInt) is a prime number!"
} else {
result.text = "\(numberInt) is not a prime number!"
}
}
}
Reason for square root check : Why do we check up to the square root of a prime number to determine if it is prime?
You can refine the code further by refactoring the prime check into a separate function.
func isPrime(number:Int) -> Bool
{
if number == 1 {
return false
}
else
{
if number != 1 {
for var i = 2; i * i <= numberInt; i++ {
if numberInt % i == 0 {
return false
}
}
}
}
return true
}
#IBAction func primeCheck(sender: AnyObject) {
if let numberInt = number.text.toInt() {
if isPrime(numberInt) {
result.text = "\(numberInt) is a prime number!"
} else {
result.text = "\(numberInt) is not a prime number!"
}
}
}
Well i don't know about swift, but maybe this is wrecking your code:
if numberInt! <<
To do a faster algorithm you could just search for divisors from 2 to sqrt(numberInt). (Theorem)

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