Setting a class property to another [duplicate] - ios

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}

#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.

Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'

I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...

//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

Related

CLLocation's longitude and latitude into one variable [duplicate]

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}
#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.
Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'
I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...
//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

How to get rid of errors when grouping functions? [duplicate]

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}
#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.
Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'
I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...
//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

Value of type 'Any' has no member 'removeFromSuperview'

Q.1 Why does 'Any' has no member 'removeFromSuperview'?
Q.2 Why does it say cast 'Any' to 'AnyObject' or use 'as!' to force downcast to a more specific type to access members?
var allImgViews = [Any]()
viewDidLoad(){
// sample code
for v in 0..<4 {
myImageView.image = UIImage(named: something)
allImgViews.append(myImageView)
}
allImgViews[0].removeFromSuperview()
}
Any help is appreciated
Because Any means literally ANY data type. There's nothing that requires an Any typed value to have to be able to be a view that's capable of being added or removed from a view. Int can be an Any, String can be an Any. What would you expect something like this to do?
let any: Any = 123
any.removeFromSuperView() // What should this call do??? o.0'
Because you only know the members of a value by the type that you know the value has. That's what a type is: it's a categorization of values by what operations you can perform on them.
In a type-safe language like Swift, you can't perform any operation unless your sure the value your doing it to supports that operation. And you gain that certainty when you know the values exact type, because then you can check to see whether that type supports the operation or member you're trying to use.
There's no reason to be using Any here, in the first place. Here's how to write this with nice, specific types:
var imageViews = [UIImageView]()
func viewDidLoad() {
for v in 0..<4 {
let imageView = UIImageView(frame: CGRect(x: 0 , y: 192, width: 98, height: 94))
imageView.image = UIImage(named: something)
imageViews.append(imageView)
}
imageView[0].removeFromSuperview()
}
If imageViews has no values before the append calls in viewDidLoad, this code can be better written as:
let imageViews = [UIImageView]()
func viewDidLoad() {
imageViews = (0..<4).map { v in
let imageView = UIImageView(frame: CGRect(x: 0 , y: 192, width: 98, height: 94))
imageView.image = UIImage(named: something)
return imageView
}
imageView[0].removeFromSuperview()
}

Unable to Assign return of a function to a variable in Swift [duplicate]

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}
#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.
Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'
I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...
//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

Can't interact with UIStepper

I'm adding a few UISteppers and UITextFields programmatically, based on user's preferences. However, I can't seem to get the UIStepper touch to click - it looks like it's not registering the touch on the -/+ buttons. I tried setting User Interaction of the userTriggers UIView to disabled, but that didn't work.
1) What else can I try?
2) I also need to be able to increment the corresponding UITextField, and then write that into my UserData.plist file, and I'm not sure how to access each field. Should I add them to an array of some sort?
import UIKit
class TriggersViewController: UIViewController{
#IBOutlet var userTriggers:UIView!
#IBOutlet var saveButton:UIButton!
var triggersList:Array<String>!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
loadTriggers()
var prevInput = 250;
for index in 0..<triggersList.count{
//label for trigger
var label = UILabel(frame: CGRectMake(0, 0, 200, 21))
label.center = CGPointMake(120, CGFloat(prevInput))
label.textAlignment = NSTextAlignment.Left
label.text = triggersList[index]
userTriggers.addSubview(label)
//input box for trigger
var input = UITextField(frame: CGRectMake(0, 0, 50, 21))
input.center = CGPointMake(250, CGFloat(prevInput))
input.text = "0";
//add input to triggersView
userTriggers.addSubview(input);
//UIStepper
var stepper = UIStepper(frame: CGRectMake(0, 0, 50, 21))
stepper.center = CGPointMake(300, CGFloat(prevInput))
stepper.addTarget(self, action: "stepperValueChanged:", forControlEvents: .ValueChanged)
stepper.enabled = true
//add stepper to triggersView
userTriggers.addSubview(stepper);
prevInput += 50 //increment for height
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func stepperValueChanged(sender:UIStepper!){
println("It Works, Value is -->\(Int(sender.value).description)")
}
func loadTriggers(){
var myDict: NSDictionary?
if let path = NSBundle.mainBundle().pathForResource("UserConfigs", ofType: "plist") {
myDict = NSDictionary(contentsOfFile: path)
}
if let dict = myDict {
triggersList = dict["Triggers"] as Array<String>
}
}
}
You actually need to set user interaction on the superview to enabled. See here for more info: UIView -- "user interaction enabled" false on parent but true on child?
Also, re: second question an easy (but not so ideal) way to access each field is using tags. Clean-ish way to do that is define tags using an enum. Then access the fields using viewWithTag.
However, there are better ways than tags (e.g. they're not very error-proof because any view can be given any tag). If it's only a few text fields / steppers though you could just as easily add properties to your view controller for each one. The best solution would be to group the steppers and fields together in a UIView subclass (assuming they're next to each other) and store references to those groupings in your view controller (possibly in an array).

Resources