Image of the tableview
I have a tableview with a collection view in each cell, all linked to an array. Each collection view has tags, so when I have stuff in the array from the beginning, all tableview cells and collection view cells appear properly in the app. But when I add an element to the array in the app itself (I have a second view controller with the stuff to do that), it works but the new table view cell only appears after the screen rotates (really odd). I have tried adding an object of the view controller with the table view in the second view controller where I add an element to the array. Then in the second view controller in ViewWillDisappear, I reloadData() through that object like this:
var vc : ViewController? = ViewController()
override func viewWillDisappear(_ animated: Bool) {
super.viewWillDisappear(animated)
vc?.listOfActs.reloadData()
}
But this results in an EXC_BAD_INSTRUCTION
Then I tried adding self.listOfActs.reloadData() in the prepareForSegue in the view controller with the table view just so that I could see that it at least refreshes the data at some point in time but even that doesn't work when I click on add scene a second time.
UPDATE: New MainViewController
This is the new first view controller with the table view. I renamed it and have implemented the method for adding to array and reloading. It kind of works if I use an if let on the reloadData but then I'm back to square one where it only updates when I rotate the screen. When I get rid of the if let so it can actually try to update the table view, it gives me a Fata error: unexpectedly found a nil while unwrapping.
class MainViewController: UIViewController, UITableViewDelegate, UITableViewDataSource {
//The Table View
#IBOutlet var AddActButton: UIButton!
#IBOutlet weak var listOfActs: UITableView!
var sectionTapped : Int?
var indexitemTapped : Int?
override func viewDidLoad() {
super.viewDidLoad()
listOfActs.delegate = self
listOfActs.dataSource = self
}
//Table View Functions
func numberOfSections(in tableView: UITableView) -> Int {
return actsCollection.count
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return 1
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "actCell", for: indexPath) as! ActCell
cell.setCollectionViewDataSourceDelegate(self, forSection: indexPath.section)
return cell
}
//Add To Table View
func addObjects(appendage: Act) {
actsCollection.append(appendage)
if let shit = listOfActs {
shit.reloadData()
}
}
//Header Cell
func tableView(_ tableView: UITableView, viewForHeaderInSection section: Int) -> UIView? {
let cellHeader = tableView.dequeueReusableCell(withIdentifier: "headerCell") as! HeaderCell
cellHeader.headerName.text = actsCollection[section].actName
return cellHeader
}
func tableView(_ tableView: UITableView, heightForHeaderInSection section: Int) -> CGFloat {
return 40
}
}
//Scene Collection in Act Cell
extension MainViewController: UICollectionViewDelegate, UICollectionViewDataSource {
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return actsCollection[collectionView.tag].actScenes.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "sceneCell", for: indexPath) as! SceneCell
cell.sceneTitle.text = actsCollection[collectionView.tag].actScenes[indexPath.item].sceneTitle
return cell
}
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
sectionTapped = collectionView.tag
indexitemTapped = indexPath.item
performSegue(withIdentifier: "showDetail", sender: self)
}
//Segue Prepare
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "showDetail" {
let detailsVC = segue.destination as! SceneDetailController
detailsVC.textToAppearInSceneName = actsCollection[sectionTapped!].actScenes[indexitemTapped!].sceneTitle
}
}
}
UPDATE:New second view controller, the one that adds to the array.
class AddActController: UIViewController, UITextFieldDelegate {
#IBOutlet var sceneLiveName: UILabel!
#IBOutlet var sceneNameTextField: UITextField!
#IBOutlet var sceneDescriptionTextField: UITextField!
#IBOutlet var AddSceneButton: UIButton!
#IBOutlet var cardBounds: UIView!
var newName: String? = ""
#IBOutlet var cardShadow: UIView!
var shit = MainViewController()
override func viewDidLoad() {
super.viewDidLoad()
sceneNameTextField.delegate = self
AddSceneButton.alpha = 0.0
cardBounds.layer.cornerRadius = 20.0
cardShadow.layer.shadowRadius = 25.0
cardShadow.layer.shadowOpacity = 0.4
// Do any additional setup after loading the view.
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
UIView.animate(withDuration: 0.2){
self.AddSceneButton.alpha = 1.0
}
}
#IBAction func exitButton(_ sender: UIButton) {
dismiss(animated: true, completion: nil)
}
#IBAction func addSceneButton(_ sender: UIButton) {
if newName == "" {
sceneLiveName.text = "Enter Something"
sceneNameTextField.text = ""
}
else {
let appendAct: Act = Act(actName: newName!, actTheme: "Action", actScenes: [Scene(sceneTitle: "Add Act", sceneDescription: "")])
shit.addObjects(appendage: appendAct)
dismiss(animated: true, completion: nil)
}
}
//MARK: textField
func textField(_ textField: UITextField, shouldChangeCharactersIn range: NSRange, replacementString string: String) -> Bool {
let text: NSString = (sceneNameTextField.text ?? "") as NSString
let resultString = text.replacingCharacters(in: range, with: string)
sceneLiveName.text = resultString
newName = String(describing: (sceneLiveName.text)!.trimmingCharacters(in: .whitespacesAndNewlines))
return true
}
func textFieldShouldReturn(_ textField: UITextField) -> Bool {
sceneNameTextField.resignFirstResponder()
return true
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
Here is the class for the uitableviewcell that contains its own collection view.
class ActCell: UITableViewCell {
#IBOutlet fileprivate weak var sceneCollection: UICollectionView!
}
extension ActCell {
func setCollectionViewDataSourceDelegate<D: UICollectionViewDataSource & UICollectionViewDelegate>(_ dataSourceDelegate: D, forSection section: Int) {
sceneCollection.delegate = dataSourceDelegate
sceneCollection.dataSource = dataSourceDelegate
sceneCollection.tag = section
sceneCollection.reloadData()
}
}
And here is the model with the user's data including the acts and scenes.
struct Scene {
var sceneTitle: String
var sceneDescription: String
//var characters: [Character]
//var location: Location
}
struct Act {
var actName: String
var actTheme: String
var actScenes : [Scene] = []
}
var actsCollection : [Act] = [
Act(actName: "dfdsfdsfdsf", actTheme: "Action", actScenes: [Scene(sceneTitle: "Example Act", sceneDescription: "")])
]
Any help is greatly appreciated. Thank you to all.
So if I'm not mistaken I believe the viewDidLoad method gets call during screen rotations. So this explains why it update during so. Now to get it to update without rotating the device, I would add an observer in the notificationCenter to watch for any updates to the tableView then call a #selector to do the reloadData(). So here is an example of this. In the viewDidLoad method add
NotificationCenter.default.addObserver(self, selector: #selector(refreshTable), name: NSNotification.Name(rawValue: "load"), object: nil)
Then add the method refreshTable()
func refreshTable() {
listOfActs.reloadData()
}
This is basically how I handle keeping the tableView refreshed.
Well - viewDidLoad is loaded only for the first time controller loads his view (not sure about rotation).
If you really need - you can reload tableView in viewWillAppear - but I wouldn't do this.
Instead of
actsCollection.append(appendAct)
dismiss(animated: true, completion: nil)
create a method on the first controller like addObjectToList(appendAct) and in that method, just easily append object to your list array and reload tableView after adding.
You will be reloading tableView only when you really add something to your list and not every time controller appears, you also don't need notification observer.
EDIT - UPDATE
What is this?
if newName == "" {
sceneLiveName.text = "Enter Something"
sceneNameTextField.text = ""
}
else {
let appendAct: Act = Act(actName: newName!, actTheme: "Action", actScenes: [Scene(sceneTitle: "Add Act", sceneDescription: "")])
shit.addObjects(appendage: appendAct)
dismiss(animated: true, completion: nil)
}
I mean - what is shit.AddObjects? Shit is defined as tableView - but you have to call this method on instance of your controller.
Another thing - change your setup from sections == number of items with 1 row to be one section with number of rows == number of items. :)
Related
** it just crashes whenever I click the table to load the new view
controller reason: '-[HOV1.itemShowViewController collectionView:numberOfItemsInSection:]:
unrecognized selector sent to instance 0x7fcc8f6a1320'**
idk if its an identifier or just the code im not too sure it should be working I swear it had worked last night but today it just keeps crashing ive tried restarting Xcode rebuilding the app
import UIKit
class ItemsTableViewController: UITableViewController {
var category : Category?
var itemArray : [Item] = []
override func viewDidLoad() {
super.viewDidLoad()
print("we have selected" , category?.name )
self.title = category?.name
}
override func viewDidAppear(_ animated: Bool) {
if category != nil {
LoadItems()
}
}
// MARK: - Table view data source
/* override func numberOfSections(in tableView: UITableView) -> Int {
// #warning Incomplete implementation, return the number of sections
return 0
}*/
override func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// #warning Incomplete implementation, return the number of rows
return itemArray.count
}
override func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: "addItemCell", for: indexPath)
as! ITEMTableViewCell //you need to specify which cell it needs to be talking too so this one talks to item table view cell
// Configure the cell...
cell.generateCellForITEMS(item: itemArray[indexPath.row])
return cell
}
//MARK: TABLEVIEW DELEGATE
override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
tableView.deselectRow(at: indexPath, animated: true)
//so when this the tables are tapped they will open up a new view controller
showItemsView(itemArray[indexPath.row]) //selects the item i want and passes it to the show item function
}
// MARK: - Navigation
//In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
//gives u access to category function in add item viewcontroller
if segue.identifier == "AddItemSegue" {
let vc = segue.destination as! AddItemViewController
vc.category = category!
}
}
private func showItemsView(_ _item : Item){
//reason i have a if available code is because it gave me a problem about the version so using this code im able to check the version and use the approprate function the difference is the identfier one says "identifier" the other one says with "withidentifier"
if #available(iOS 13.0, *) {
let itemVC = UIStoryboard.init(name: "Main", bundle: nil).instantiateViewController(identifier: "itemVieww") as! itemShowViewController
itemVC.item = _item
self.navigationController?.pushViewController(itemVC, animated: true)
}
else {
// Fallback on earlier versions
let itemVC = UIStoryboard.init(name: "Main", bundle: nil).instantiateViewController(withIdentifier: "itemVieww") as! itemShowViewController
itemVC.item = _item
self.navigationController?.pushViewController(itemVC, animated: true)
}
}
private func LoadItems(){
let item = Item()
item.downloadITEMSFromFirebase(withCategoryId: category!.id) { (allItems) in
print("we have \(allItems.count) items for this category")
self.itemArray = allItems
self.tableView.reloadData()
}
}
}
idk if its an identifier or just the code im not too sure it should be working I swear it had worked last night but today it just keeps crashing ive tried restarting Xcode rebuilding the app
code for itemshowViewcontroller
import UIKit
import JGProgressHUD
class itemShowViewController: UIViewController {
//MARK: VARS
var item : Item!
var itemImages : [UIImage] = []
let hud2 = JGProgressHUD(style: .dark)
//MARK: VIEW LIFECYCLE
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
// print("Item Name is", item.name)
}
//MARK: IBOUTLETS
#IBOutlet weak var imageCollectionView: UICollectionView!
#IBOutlet weak var priceLabel: UILabel!
#IBOutlet weak var nameLabel: UILabel!
#IBOutlet weak var descriptionTextView: UITextView!
}
You don't implement numberOfItemsInSection && cellForItemAt inside itemShowViewController as you set the delegate and dataSource inside the storyborad/xib
I'm trying to call a function() made in my first ViewController from another function() made in the second ViewController.
It's a function to update the title of a button in the firstViewController.
I have searched but I can't find a way.
First ViewController // ViewController.swift
import UIKit
class ViewController: UIViewController, UITextFieldDelegate {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
weightLabel.delegate = self
}
#IBAction func excerciseChooserButton(_ sender: UIButton) {
}
var weight = 0 {
didSet {
weightLabel.text = "\(weight)"
}
}
// User input WEIGHT
#IBOutlet weak var weightLabel: UITextField!
func textField(_ weightLabel: UITextField, shouldChangeCharactersIn range: NSRange, replacementString string: String) -> Bool {
let isNumber = CharacterSet.decimalDigits.isSuperset(of: CharacterSet(charactersIn: string))
let withDecimal = (
string == NumberFormatter().decimalSeparator &&
weightLabel.text?.contains(string) == false
)
return isNumber || withDecimal
}
#IBAction func plusWeight(_ sender: UIButton) {
weight += 5
}
#IBAction func minusWeight(_ sender: UIButton) {
weight -= 5
}
// User input REPS
#IBOutlet weak var repLabel: UILabel!
#IBAction func repSlider(_ sender: UISlider) {
let currentRepValue = Int(sender.value)
repLabel.text = "\(currentRepValue)"
let cm = Calculator(weight: weightLabel.text!, reps: repLabel.text!)
let result = cm.calcRM()
repMax.text = "1RM: \(result)kg"
}
#IBOutlet weak var repMax: UILabel!
#IBOutlet weak var excerciseLabel: UIButton!
func changeText() {
excerciseLabel.setTitle(Excercises.excChosen, for: .normal)
print(excerciseLabel)
}
#IBAction func unwindToViewController(segue:UIStoryboardSegue) {
}
}
// // // //
Second ViewController // ExcerciseChooserViewController.swift
import UIKit
struct Excercises {
static var excChosen:String? = ""
}
class ExcerciseChooserViewController: UIViewController, UITableViewDelegate, UITableViewDataSource
// Data model: These strings will be the data for the table view cells
let excercises: [String] = ["Bench Press", "Squat", "Push Press", "Deadlift"]
// cell reuse id (cells that scroll out of view can be reused)
let cellReuseIdentifier = "cell"
// don't forget to hook this up from the storyboard
#IBOutlet var tableView: UITableView!
override func viewDidLoad() {
super.viewDidLoad()
// Register the table view cell class and its reuse id
self.tableView.register(UITableViewCell.self, forCellReuseIdentifier: cellReuseIdentifier)
// (optional) include this line if you want to remove the extra empty cell divider lines
// self.tableView.tableFooterView = UIView()
// This view controller itself will provide the delegate methods and row data for the table view.
tableView.delegate = self
tableView.dataSource = self
}
// number of rows in table view
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return self.excercises.count
}
// create a cell for each table view row
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
// create a new cell if needed or reuse an old one
let cell:UITableViewCell = self.tableView.dequeueReusableCell(withIdentifier: cellReuseIdentifier) as UITableViewCell!
// set the text from the data model
cell.textLabel?.text = self.excercises[indexPath.row]
return cell
}
// method to run when table view cell is tapped
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let excerciseChosen = "\(excercises[indexPath.row])"
print("You tapped cell number \(indexPath.row).")
print(excerciseChosen)
goBackToOneButtonTapped((Any).self)
Excercises.excChosen = excerciseChosen
print(Excercises.excChosen!)
// call function to update text
ViewController.changeText()
}
#IBAction func goBackToOneButtonTapped(_ sender: Any) {
performSegue(withIdentifier: "unwindToViewController", sender: self)
}
}
Call it from unwindToViewController instead, no need to call it while the first view controller is not visible
There are many ways to do this, but I'll describe a simple one here.
Because you're going back to 'ViewController' via a segue, a good option for you is to override prepare(for:sender:). This will give you a reference to the destination view controller of that segue, which will then allow you to call functions or set properties in that view controller. You can read more about this method here.
Here are some basic steps:
In ViewController, update your changeText() method to accept a string parameter: changeText(_ text: String?).
Add a property to ExcerciseChooserViewController to hold the text you want to use: private var chosenExercise: String?
In your tableView:DidSelectRowAtIndexPath: method, set your new chosenExercise property to the string you want to pass to ViewController.
In prepare(for:sender:) of ExcerciseChooserViewController, grab a reference to destination view controller, downcast it to your subclass ViewController, and call your new method passing in the exerciseText string.
For example:
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var excerciseLabel: UIButton!
func changeText(_ text: String?) {
guard let text = text else { return }
excerciseLabel.setTitle(text, for: .normal)
print(excerciseLabel)
}
}
And in ExcerciseChooserViewController:
class ExcerciseChooserViewController: UIViewController, UITableViewDelegate, UITableViewDataSource {
private var chosenExercise: String?
// method to run when table view cell is tapped
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let excerciseChosen = "\(excercises[indexPath.row])"
print("You tapped cell number \(indexPath.row).")
print(excerciseChosen)
goBackToOneButtonTapped((Any).self)
Excercises.excChosen = excerciseChosen
print(Excercises.excChosen!)
chosenExercise = excerciseChosen
}
#IBAction func goBackToOneButtonTapped(_ sender: Any) {
performSegue(withIdentifier: "unwindToViewController", sender: self)
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if let destinationVC = segue.destination as? ViewController {
destinationVC.changeText(chosenExercise)
}
}
}
I have two ViewController: MainVC, and ChildVC. The MainVC includes a CollectionView with 5 cell. Each of these cell segues to the ChildVC. On this ChildVC, you can select different items which increases (or decreases) a counter on the ChildVC (the counter just reads "## selected".)
Basically, I just want this counter data on the ChildVC to be passed back onto a label of the respective MainVC cell that was tapped. For example: If user taps the second cell on the MainVC, selects 13 items on the ChildVC, then returns back to the MainVC, there will be a "13" in a label on the second cell. Then if the user taps the first cell, selects 5 items on the ChildVC, then returns back to the MainVC, there will be a "5" in a label on the first cell along with the "13" on second cell.
My progress:
I have decided that delegation is an appropriate solution for my requirements, as delegation makes it easy to pass data to/from VC's. I need assistance in passing data BACK from a ChildVC TO a CollectionView Cell.
My questions:
Along with the selected counter count (Int), what other information should be passed to and from within the protocol? (I wasn't sure if the indexPath should be passed, so that the data displays on the correct cell on the MainVC?)
On the MainVC, should the data received from the protocol ChildVC be sent to the CollectionViewCell? or the MainVC cellForItemAt method?
Update:
I have some progress below. But it's not working as intended.
In the below code, I have created both the ViewController (MainVC) and ChildVC. In the Child VC, there is a UISlider to emulate the selected counter. I would like this counter data passed back to the respective MainVC CollectionView Cells. What's happening now is the MainVC CollectionView gets a new cell added once I change the value of the slider! The 'Clear All Animals' btn needs to "zero out" the slider data for all the cells, but I haven't gotten that far yet..
View Controller (MainVC in my question above)
class ViewController: UIViewController {
var allAnimals = AnimalData.getAllAnimals()
#IBOutlet weak var mainCV: UICollectionView!
override func viewDidLoad() {
super.viewDidLoad()
mainCV.dataSource = self
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "AnimalSegue" {
let childVC = segue.destination as! ChildVC
childVC.delegate = self
if let indexPath = self.mainCV.indexPath(for: sender as! AnimalCollectionViewCell) {
let animalData = self.allAnimals[indexPath.item]
childVC.animal = animalData
childVC.indexPath = indexPath
}
childVC.allIndexPaths = getAllIndexPaths()
}
}
func getAllIndexPaths() -> [IndexPath] {
var indexPaths: [IndexPath] = []
for i in 0..<mainCV.numberOfSections {
for j in 0..<mainCV.numberOfItems(inSection: i) {
indexPaths.append(IndexPath(item: j, section: i))
}
}
return indexPaths
}
}
extension ViewController: DataDelegate {
func zeroOut(for animalObject: AnimalModel, at indexPath: [IndexPath]) {
print("ZERO OUT")
self.mainCV.reloadData()
}
func updatedData(for animalObject: AnimalModel, at indexPath: IndexPath ) {
self.allAnimals[indexPath.item] = animalObject
self.mainCV.reloadItems(at: [indexPath])
}
}
extension ViewController: UICollectionViewDataSource {
func collectionView(_ collectionView: UICollectionView, numberOfItemsInSection section: Int) -> Int {
return allAnimals.count
}
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: "AnimalCell", for: indexPath as IndexPath) as! AnimalCollectionViewCell
let animal = allAnimals[indexPath.item]
cell.animal = animal
return cell
}
}
ChildVC
class ChildVC: UIViewController {
#IBOutlet weak var animalTitleLabel: UILabel!
#IBOutlet weak var labelCounter: UILabel!
#IBOutlet weak var sliderLabel: UISlider!
var delegate: DataDelegate?
var animal: AnimalModel?
var indexPath: IndexPath?
var allIndexPaths: [IndexPath]?
override func viewDidLoad() {
super.viewDidLoad()
animalTitleLabel.text = animal?.name
animalTitleLabel.textColor = animal?.color ?? .white
sliderLabel.value = Float(animal?.amountCounter ?? 0)
self.labelCounter.text = "\(Int(sliderLabel.value))"
}
#IBAction func closeButtonPressed(_ sender: UIButton) {
if let delegate = self.delegate,
let indexPath = self.indexPath,
let animal = self.animal {
delegate.updatedData(for: animal, at: indexPath)
}
self.dismiss(animated: true, completion: nil)
}
#IBAction func sliderChanged(_ sender: UISlider) {
let newValue = Int(sender.value)
labelCounter.text = "\(newValue)"
self.animal?.amountCounter = newValue
}
#IBAction func clearAllBtnPressed(_ sender: UIButton) {
if let delegate = self.delegate,
let all = self.allIndexPaths,
var animal = self.animal {
animal.amountCounter = 0
delegate.zeroOut(for: animal, at: all)
}
self.dismiss(animated: true, completion: nil)
}
}
Animal Collection View Cell
class AnimalCollectionViewCell: UICollectionViewCell {
#IBOutlet weak var animalLabel: UILabel!
#IBOutlet weak var counterLabel: UILabel!
var animal: AnimalModel! {
didSet {
self.updateUI()
}
}
func updateUI() {
animalLabel.text = animal.name
counterLabel.text = "\(animal.amountCounter)"
self.backgroundColor = animal.color
}
}
Data
struct AnimalData {
static func getAllAnimals() -> [AnimalModel] {
return [
AnimalModel(name: "Cats", amountCounter: 0, color: UIColor.red),
AnimalModel(name: "Dogs", amountCounter: 0, color: UIColor.blue),
AnimalModel(name: "Fish", amountCounter: 0, color: UIColor.green),
AnimalModel(name: "Goats", amountCounter: 0, color: UIColor.yellow),
AnimalModel(name: "Lizards", amountCounter: 0, color: UIColor.cyan),
AnimalModel(name: "Birds", amountCounter: 0, color: UIColor.purple)
]
}
}
Delegate
protocol DataDelegate {
func updatedData(for animalObject: AnimalModel, at: IndexPath)
func zeroOut(for animalObject: AnimalModel, at: [IndexPath])
}
Screenshots below of what is happening. See how Dogs is being added as another cell with the value of 23? What should happen is the 0 should change to a 23 on the second blue Dogs cell. I don't understand updating the data source and reloading the correct cells??
How do i simply pass back the slider data into the cell that was originally tapped?
Any help is appreciated
You have the right idea with your delegation, but you need to be able to provide context back to your delegate; ie. what animal was being updated? To do this, either MainVC needs to keep a property of the item that is being updated, or this information needs to be provided to the ChildVC so that it can provide the information back to the MainVC. I will use the latter approach.
Protocol
protocol DataDelegate {
func updatedData(for animalObject: AnimalModel, at: IndexPath)
func clearAll()
}
MainVC
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "AnimalSegue" {
let childVC = segue.destination as! ChildVC
childVC.delegate = self
if let indexPath = self.mainCV.indexPath(for: sender as! AnimalCollectionViewCell) {
let animalData = self.allAnimals[indexPath.item]
childVC.animal = animalData
childVC.indexPath = indexPath
}
}
}
extension ViewController: DataDelegate {
func updatedData(for animalObject: AnimalModel, at indexPath: IndexPath ) {
self.allAnimals[indexPath.item] = animalObject
self.mainCV.reloadItems(at: [indexPath])
}
func clearAll() {
for index in 0..<self.allAnimals.count {
self.allAnimals[index].count =0
}
self.mainCV.reloadData()
}
ChildVC
class ChildVC: UIViewController {
#IBOutlet weak var animalTitleLabel: UILabel!
#IBOutlet weak var labelCounter: UILabel!
#IBOutlet weak var sliderLabel: UISlider!
var delegate: DataDelegate?
var animal: AnimalModel?
var indexPath: IndexPath?
override func viewDidLoad() {
super.viewDidLoad()
animalTitleLabel.text = animal?.name
animalTitleLabel.textColor = animal?.color ?? .white
sliderLabel.value = animal?.count ?? 0
self.labelCounter.text = "\(Int(sliderLabel.value))"
}
#IBAction func closeButtonPressed(_ sender: UIButton) {
if let delegate = self.delegate,
let indexPath = self.indexPath,
let animal = self.animal {
delegate.updatedData(for: animal, at: indexPath)
}
self.dismiss(animated: true, completion: nil)
}
#IBAction func sliderChanged(_ sender: UISlider) {
let newValue = Int(sender.value)
labelCounter.text = "\(newValue)"
self.animal.count = newValue
}
#IBAction func clearAllBtnPressed(_ sender: UIButton) {
delegate.clearAll()
}
}
Updated
I have updated my answer to show how you could implement the clear all. In this case there is no reason to have the ChildVC update the data model; it simply needs to invoke a delegate method to let the MainVC know that it should update the model and refresh the collection view.
I think that this gives a hint as to why the ChildVC is the wrong place for the "clear all" button; if the code feels a bit clunky then the user experience may be a bit clunky too. The clear all button should just be on your MainVC - it doesn't make sense for a button on a animal-specific view to be affecting other animals. It also isn't "discoverable"; I don't find out about the clear all until I select an animal. I realise that this is just a "learning app" but user experience is an important part of iOS app development and so it is never too early to consider it; it can also impact the way you design your code as you can see here.
So this is a very incomplete display, but i believe this solution is something that you are lookin for
class mainVC {
var counters: [Int] = [0,0,0,0,0]
func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(forIndexPath: indexPath) as CustomCell
cell.counterLabel = counters[indexPath.item]
return cell
}
func collectionView(_ collectionView: UICollectionView, didSelectItemAt indexPath: IndexPath) {
let childVC = ChildVC()
childVC.finishedSelecting = { counter in
self.counters.insert(counter, at: indexPath.item)
childVC.dismiss()
self.theCollectionView.reloadItems(at: [indexPath])
//Or
self.theCollectionView.reloadData()
}
present(childVC, animated: true)
}
}
class childVC {
var finishedSelecting: ((Int) -> ())?
var counter = 5
#objc func finishedButtonPressed() {
finishedSelecting?(counter)
}
func count() {
counter+=1
}
}
Data in the TableView is removed (Swift)
I have a code for my application "Notes".
But sometimes the data from the table is merely deleted .
How can I fix this?
If you scroll the page back, the data will be erased
** I use to save and load data:**
func save() {
UserDefaults.standard.set(myData, forKey: "notes")
UserDefaults.standard.synchronize()
}
func load(){
if let loadData = UserDefaults.standard.value(forKey: "notes") as? [String] {
myData = loadData
table.reloadData()
}
}
ViewController 1
import UIKit
class ViewController: UIViewController, UITableViewDataSource, UITableViewDelegate {
#IBOutlet weak var table: UITableView!
var myData: [String] = []
var selectedRow: Int = -1
var newRowText:String = ""
var detailView: DetailViewController!
override func viewDidLoad() {
super.viewDidLoad()
load()
}
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
if selectedRow == -1 {
return
}
myData[selectedRow] = newRowText
if newRowText == "" {
myData.remove(at: selectedRow)
}
table.reloadData()
save()
}
#objc func AddNewNotes(){
if table.isEditing{
return
}
let name:String = ""
myData.insert(name, at: 0)
let indexPath: IndexPath = IndexPath(row: 0, section: 0)
table.insertRows(at: [indexPath], with: .automatic)
table.selectRow(at: indexPath, animated: true, scrollPosition: .none)
self.performSegue(withIdentifier: "detail", sender: nil )
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return myData.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell: UITableViewCell = tableView.dequeueReusableCell(withIdentifier: "cell")!
cell.textLabel?.text = myData[indexPath.row]
return cell
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let detailView:DetailViewController = segue.destination as!DetailViewController
selectedRow = table.indexPathForSelectedRow!.row
detailView.masterView = self
detailView.setText(t: myData[selectedRow])
}
}
Since the data source array that you are filling the table view from is myData, it seems that you would need to call your save() method before reloading the table view (table.reloadData()) in the viewWillAppear(_:) life cycle method:
override func viewWillAppear(_ animated: Bool) {
super.viewWillAppear(animated)
// ...
save()
myTableView.reloadData()
// ...
}
Also, (obviously) make sure that myData data source contains the saved desired data.
However, I would recommend to save the data before even leaving the second view controller, probably viewWillDisappear(_:) would be a good place to do it; By applying this, there is no need to call save() in the first view controller anymore, all you have to do is to reload the table view. That would be more logical because the first view controller should displays the saved data, but not saving it, it shall be in the second view controller where you are adding data.
I am trying to figure out from long time. Can someone tell me why my delegate method is never called. Its a tvOS project but i believe it should work as simple iOS app. On click of button i have a popup table view and on select i am trying to update button label with selected option.
protocol PopupSelectionHandlerProtocol{
func UpdateSelected(data:String)
}
class PopupViewController: UIViewController, UITableViewDataSource,UITableViewDelegate {
#IBOutlet weak var myTable: UITableView!
let months = [1,2,3,4,5,6,7,8,9,10,11,12]
let days = [1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31]
let yearsRange = [2015,2016,2017,2018,2019,2020]
var popupType:String!
var delegate:PopupSelectionHandlerProtocol?
override func viewDidLoad() {
super.viewDidLoad()
popupType = "months"
}
func numberOfSectionsInTableView(tableView: UITableView) -> Int {
return 1
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
if (popupType == "months"){
return 12
}else if (popupType == "days"){
return 31
}else if (popupType == "years")
{
return 6
}
return 10
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath)
cell.textLabel?.text = String(months[indexPath.row])
return cell
}
func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
print(tableView.cellForRowAtIndexPath(indexPath)?.textLabel?.text)
delegate?.UpdateSelected((tableView.cellForRowAtIndexPath(indexPath)?.textLabel?.text)!)
self.dismissViewControllerAnimated(true, completion: nil)
}
}
And then This -
class VacationPlannerController: UIViewController,PopupSelectionHandlerProtocol {
#IBOutlet weak var fromMonth: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
let popupDelegate = PopupViewController()
popupDelegate.delegate = self
}
func UpdateSelected(data:String){
print("Inside UpdateSelected VacationPlannerController \(data)")
fromMonth.titleLabel?.text = data
}
}
The problem is that, you are getting your delegate as nil, since there can be only one ViewController at a time presented. Since your popupViewController's view is not loaded. The viewDidLoad() method is not getting called, resulting in non-setting of popupDelegate.
If you want to check its nullity. Try this in your didSelect... Method
func tableView(tableView: UITableView, didSelectRowAtIndexPath indexPath: NSIndexPath) {
self.navigationController?.pushViewController(VacationPlannerController(), animated: true)
if(delegate==nil){
print("delegate is nil")
}
delegate?.UpdateSelected((tableView.cellForRowAtIndexPath(indexPath)?.textLabel?.text)!)
}
If you want the fromMonth button to be updated. First you will need to present/push VacationPlannerController in order to call its viewDidLoad(). Then only you will be able to update its property, that is, fromMonth label.
Two things to resolve this issue -
First in PopupViewController-
In didSelectRowAtIndexPath, replaced
delegate?.UpdateSelected((tableView.cellForRowAtIndexPath(indexPath)?.textLabel?.text)!)
with
self.delegate?.UpdateSelected((tableView.cellForRowAtIndexPath(indexPath)?.textLabel?.text)!)
And Second in VacationPlannerController-
Removed below code from viewDidLoad -
let popupDelegate = PopupViewController()
popupDelegate.delegate = self
And added prepareForSegue -
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
let destinationVC = segue.destinationViewController as! PopupViewController
destinationVC.delegate = self
}
And issue resolved yeeee :)