Use of Unresolved Identifier with Segmented Control - ios

I have a scene in my app that I want to do basic math between two slider bars and a segmented control that the user picks. I am trying to do the math between variables under the segmented controls, but Xcode is giving me a (!) stating
Use of unresolved identifier "xxxx"
with whatever variable I'm trying to add.
My code is:
import UIKit
class DopamineCalculator: UIViewController {
//slider outlets
#IBOutlet weak var slider: UISlider!
#IBOutlet weak var sliderone: UISlider!
//segmentoutlet
#IBOutlet weak var segmentoutlet: UISegmentedControl!
//LABELS
//weight label
#IBOutlet weak var weightlabel: UILabel!
//dosage label
#IBOutlet weak var dosagemg: UILabel!
//Drip Rate Answer Label
#IBOutlet weak var dripanswer: UILabel!
//ACTIONS!!
//weight slider action
#IBAction func weightslider(sender: UISlider) {
let weight = Int(sender.value)
//converts to kgs
let kgs = Int(sender.value) / Int(2.2)
weightlabel.text = "\(weight) lbs"
}
//Dosage Desired dosage slider
#IBAction func dosagedesired(sender: UISlider) {
let dosage = Int(sender.value)
dosagemg.text = "\(dosage) mg"
}
//CONCENTRATION OPTIONS
#IBAction func concentrationoption(sender: UISegmentedControl) {
switch segmentoutlet.selectedSegmentIndex
{
case 0:
dripanswer.text = (kgs) * (dosage) / 800
case 1:
dripanswer.text = "1600";
case 2:
dripanswer.text = "3200";
default:
break;
}
}
What I am trying to do is kgs x dosage / 800 respectively for each case. I can not find an adequate solution online to the unresolved identifier issue.

#IBOutlet ...
// Add variables to be reachable for all methods
var dosage : Int = 0
var kgs : Double = 0.0
var divisor : Double = 800.0
#IBAction func dosagedesired(sender: UISlider) {
// prepend self to variable as it is used
self.dosage = Int(sender.value)
dosagemg.text = "\(self.dosage) mg"
// adding the calculation here
let result = self.kgs * Double(self.dosage) / self.divisor
dripanswer.text = "\(result)"
}
#IBAction func weightslider(sender: UISlider) {
let weight = Int(sender.value)
// converts to kgs
// the same here
self.kgs = Int(sender.value) / Int(2.2)
// adding the calculation here
let result = self.kgs * Double(self.dosage) / self.divisor
dripanswer.text = "\(result)"
}
#IBAction func concentrationoption(sender: UISegmentedControl) {
switch segmentoutlet.selectedSegmentIndex
{
case 0:
self.divisor = 800.0
case 1:
self.divisor = 1600.0
case 2:
self.divisor = 3200.0
default:
self.divisor = 800.0
}
// finally the calculation
let result = self.kgs * Double(self.dosage) / self.divisor
dripanswer.text = "\(result)"
}

You should declare the variables kgs and dosage outside of any method i.e. at the class level, along with your outlets
//slider outlets
#IBOutlet weak var slider: UISlider!
#IBOutlet weak var sliderone: UISlider!
//segmentoutlet
#IBOutlet weak var segmentoutlet: UISegmentedControl!
//LABELS
//weight label
#IBOutlet weak var weightlabel: UILabel!
//dosage label
#IBOutlet weak var dosagemg: UILabel!
//Drip Rate Answer Label
#IBOutlet weak var dripanswer: UILabel!
// You should declare the variables here:
var kgs = 0
var dosage = 0
And when you use kgs and dosage inside your methods, remove the word let because you're not declaring a variable.
The reason you do this is that you can't access variables declared in a method in another method. In the concentrationoption method, you can't access dosage, which is defined in dosagedesired method.

Related

Cannot use instance member 'userCard1' within property initializer; property initializers run before 'self' is available error [duplicate]

This question already has answers here:
How to initialize properties that depend on each other
(4 answers)
Closed 2 years ago.
Trying to make a simple Blackjack app to get comfortable with using Xcode. I've never coded in Swift before and have a little experience in C++. Having an error I don't know how to fix. I'm having trouble applying other answers to similar questions to my situation.
I'm not totally sure what's causing the problem, let alone how to fix it :)
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
var balance = 500
let suits = ["h","d","c","s"]
//user card declarations
#IBOutlet weak var userCard1: UIImageView!
#IBOutlet weak var userCard2: UIImageView!
#IBOutlet weak var userCard3: UIImageView!
#IBOutlet weak var userCard4: UIImageView!
#IBOutlet weak var userCard5: UIImageView!
#IBOutlet weak var userCard6: UIImageView!
#IBOutlet weak var userCard7: UIImageView!
#IBOutlet weak var userCard8: UIImageView!
#IBOutlet weak var userCard9: UIImageView!
#IBOutlet weak var userCard10: UIImageView!
//dealer card declarations
#IBOutlet weak var dealerCard1: UIImageView!
#IBOutlet weak var dealerCard2: UIImageView!
#IBOutlet weak var dealerCard3: UIImageView!
#IBOutlet weak var dealerCard4: UIImageView!
#IBOutlet weak var dealerCard5: UIImageView!
var win = false
var bet = 0
//bet label
#IBOutlet weak var betLabel: UILabel!
//bet slider
#IBAction func betSlider(_ sender: UISlider) {
betLabel.text = String(Int(sender.value))
}
#IBOutlet weak var betSliderValue: UISlider!
var userCardSlot = 3
var dealerCardSlot = 3
var userTotal = 0
var dealerTotal = 0
//user cards displayed
var userCardArray = [userCard1, userCard2, userCard3, userCard4, userCard5, userCard6, userCard7, userCard8, userCard9, userCard10]
//dealer cards displayed
var dealerCardArray = [dealerCard1, dealerCard2, dealerCard3, dealerCard4, dealerCard5]
//hit button
#IBAction func hitTapped(_ sender: Any) {
var cardNum = Int.random(in: 2...14)
var cardSuit = Int(arc4random()) % 4
userCardArray[userCardSlot].image = UIImage(named: "\(cardSuit)card\(cardNum)")
}
//stand button
#IBAction func standTapped(_ sender: Any) {
for userTotal in userCardArray.reversed() {
userTotal += cardNum
}
for dealerTotal in dealerCardArray {
dealerTotal += cardNum
}
while dealerTotal < 17 {
dealerCardSlot += 1
dealerCardArray[dealerCardSlot].image = UIImage(named: "\(cardSuit)card\(cardNum)")
}
if dealerTotal <= userTotal {
win = true
} else {
win = false
}
}
#IBAction func newRoundTapped(_ sender: Any) {
bet = Int(betSliderValue.value)
userCardArray[0].image = UIImage(named: "\(cardSuit)card\(cardNum)")
userCardArray[1].image = UIImage(named: "\(cardSuit)card\(cardNum)")
dealerCardArray[0].image = UIImage(named: "\(cardSuit)card\(cardNum)")
dealerCardArray[0].image = UIImage(named: "Red_back.jpg")
//prompt for hit or stand
if win == true {
balance += (bet * 2)
} else {
balance -= bet
}
}
}
Any help's appreciated!
You generally cannot use one property to initialize another outside of init, because when you do:
var b = a + 1
the compiler implicitly does:
var b = self.a + 1
but self is not yet available; it's only available during the init.
The only exception is a lazy property initializer:
lazy var b: Int = self.a + 1
In your case, you can move the initialization into init:
var userCardArray: [UIImageView]
init() {
self.userCardArray = [userCard1, userCard2, ... ]
}

how to multiply label data with an Int?

Im trying to be able to multiply the data in the label of price(1-3) by the counterValue to show the price for for each option that is selected
So far my code can multiply the counterValue by the factor of the selected optionBtn(1-3) when selected
What Im trying to do is multiply the counter value by the label data of the Price labels
All price labels are Floats I've tried using this code Int(Float(modifyItems.cart.price1)) to replace the factor variable in the 'if statements' but still no success
SideNote: The data that populates the labels in the ModifyVC is passed from another VC. A delegate passes the data into the ModifyVC and the data is retrieved from cloud Firestore (as seen in the viewDidLoad)
thank in advanced for any help that is given
class ModifyViewController: UIViewController {
private var counterValue = 1
var lastSelectedWeightButton = RoundButton()
var modifyItems: Cart!
#IBOutlet weak var price1: UILabel!
#IBOutlet weak var price2: UILabel!
#IBOutlet weak var price3: UILabel!
#IBOutlet weak var weight1: UILabel!
#IBOutlet weak var weight2: UILabel!
#IBOutlet weak var weight3: UILabel!
#IBOutlet weak var lblQty: UILabel!
#IBOutlet weak var modifyTotal: UILabel!
#IBOutlet weak var option1: RoundButton!
#IBOutlet weak var option2: RoundButton!
#IBOutlet weak var option3: RoundButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let formatter = NumberFormatter()
formatter.maximumFractionDigits = 2
formatter.numberStyle = .decimal
price1.text = "$\(formatter.string(for: modifyItems.cart.price1)!)"
price2.text = "$\(formatter.string(for: modifyItems.cart.price2)!)"
price3.text = "$\(formatter.string(for: modifyItems.cart.price3)!)"
weight1.text = modifyItems.cart.weight1
weight2.text = modifyItems.cart.weight2
weight3.text = modifyItems.cart.weight3
}
#IBAction func minusQty(_ sender: AnyObject) {
if(counterValue != 1){
counterValue -= 1
}
self.lblQty.text = "\(counterValue)"
var factor = 1
if option1.isSelected {
factor = 13
} else if option2.isSelected {
factor = 39
} else if option3.isSelected {
factor = 72
}
modifyTotal.text = "$\(factor * counterValue)"
print("Decrease Quantity")
}
}
class Cart {
var cart: Items!
init(cart: Items) {
self.cart = cart
}
}
You just store the label data to (Int or Float).
var total = 0
if modifyTotal.text != " " {
total = Int(modifyTotal.text.replacingOccurrences(of: "$", with: ""))!
}
let finalTotalValue = total + (factor * CounterValue)
modifyTotal.text = "$\(finalTotalValue)"
You can use NSExpression to evaluate your expression like
let nExpression = "1 * 5"
let expression = NSExpression(format: nExpression)
var result = expression.expressionValue(with: nil, context: nil) as? Int

Calculating and displaying as label

I want to calculate Runs per Overs and display on a Run Rate Label.
As you can see in my code, the Run Rate will change as i'm using steppers for Runs and Overs.
The run rate need to be displayed up to 2 decimal points (eg. 4.50 or 10.74 etc.)
I want to create function but I don't know how to calculate.
How can I do this?
// RUNS
var runsInt = 0
var oversFloat: Float = 0.0
var runRate: Double = 0.0
#IBOutlet weak var runsLabel: UILabel!
#IBOutlet weak var displayRunsLabel: UILabel!
#IBOutlet weak var oversLabel: UILabel!
#IBOutlet weak var oversRectangle: UILabel!
#IBOutlet weak var displayOversLabel: UILabel!
#IBOutlet weak var runRateLabel: UILabel!
#IBOutlet weak var displayRunRateLabel: UILabel!
#IBAction func RunStepper(_ sender: UIStepper) {
let runsValue = Int(sender.value)
displayRunsLabel.text = String(runsValue)
}
// OVERS
#IBAction func OversStepper(_ sender: UIStepper) {
let value = Int(sender.value)
let remainder = value % 10
if remainder == 6 {
sender.value = Double(value + 4)
} else if remainder == 9 {
sender.value = Double(value - 4)
}
displayOversLabel.text = String(format: "%.1f", sender.value / 10)
}
I used this page for information on calculating run rate.
runRate = (total runs scored)/(total overs faced)
Note: If overs is 47.5, the stepper value will be 475.0 and
oversInt will be set to 475. When calculating runRate, 47.5
actually represents 47 5/6 which we can calculate as
Double(oversInt / 10) + Double(oversInt % 10) / 6
Create a function called calculateRunRate and
add property observers (didSet) to runsInt and oversInt to trigger the calculation of runRate. Then anytime either of those values changes, runRate will be recalculated and the displayRunRate label will be updated.
// RUNS
var runsInt = 0 {
didSet {
calculateRunRate()
}
}
#IBOutlet weak var runsLabel: UILabel!
#IBOutlet weak var displayRunsLabel: UILabel!
#IBAction func RunStepper(_ sender: UIStepper) {
runsInt = Int(sender.value)
displayRunsLabel.text = String(runsInt)
}
// OVERS
var oversInt = 0 {
didSet {
calculateRunRate()
}
}
#IBOutlet weak var oversLabel: UILabel!
#IBOutlet weak var oversRectangle: UILabel!
#IBOutlet weak var displayOversLabel: UILabel!
#IBAction func OversStepper(_ sender: UIStepper) {
var value = Int(sender.value)
let remainder = value % 10
if remainder == 6 {
value += 4
} else if remainder == 9 {
value -= 4
}
sender.value = Double(value)
oversInt = value
displayOversLabel.text = String(format: "%.1f", sender.value / 10)
}
// RUN RATE
var runRate = 0.0
let maxOvers = 40.0
#IBOutlet weak var runRateLabel: UILabel!
#IBOutlet weak var displayRunRateLabel: UILabel!
#IBOutlet weak var displayRequiredRunRateLabel: UILabel!
func calculateRunRate() {
var oversDouble = 0.0
// Don't divide by zero
if oversInt == 0 {
// can this even happen?
// set runRate to some value that makes sense
runRate = 0.0
} else {
oversDouble = Double(oversInt / 10) + Double(oversInt % 10) / 6
runRate = Double(runsInt) / oversDouble
}
displayRunRateLabel.text = String(format: "%.2f", runRate)
// required run rate
let targetScore = Int(targetScoreLabel.text ?? "") ?? 0
var requiredRunRate = 0.0
if oversDouble < maxOvers {
requiredRunRate = Double(targetScore - runsInt) / (maxOvers - oversDouble)
}
displayRequiredRunRateLabel.text = String(format: "%.2f", requiredRunRate)
}

Getting values from labels and adding together in another label

I'm trying to get the int values from my labels and pass them to another label and add them together. In the code below, kicklabel, handballlabel, marklabel, etc., all need to add up and equal into fantasylabel. Based on how this code is set up, I'm not sure how to perform that.
I want to be able to add more lines of labels also, so that any amount of the array of labels add to a fantasy label.
Here's the code:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var kickLabel1: UILabel!
#IBOutlet weak var handballLabel1: UILabel!
#IBOutlet weak var markLabel1: UILabel!
#IBOutlet weak var tackleLabel1: UILabel!
#IBOutlet weak var goalLabel1: UILabel!
#IBOutlet weak var pointLabel1: UILabel!
#IBOutlet weak var freeForLabel1: UILabel!
#IBOutlet weak var freeAgainstLabel1: UILabel!
#IBOutlet weak var fantasyLabel: UILabel!
var counters: [UILabel: Int] = [:]
override func viewDidLoad() {
super.viewDidLoad()
for label: UILabel in [kickLabel1,handballLabel1,markLabel1,tackleLabel1,goalLabel1,pointLabel1, freeForLabel1, freeAgainstLabel1, fantasyLabel] {
counters[label] = 0
for direction: UISwipeGestureRecognizerDirection in [.up, .down, .left, .right] {
let swipeGesture = UISwipeGestureRecognizer(target: self, action: #selector(didSwipe(_:)))
swipeGesture.direction = direction
label.addGestureRecognizer(swipeGesture)
label.isUserInteractionEnabled = true
label.isMultipleTouchEnabled = true
}
}
}
#objc func didSwipe(_ gestureRecognizer: UISwipeGestureRecognizer) {
guard let label = gestureRecognizer.view as? UILabel else { return }
debugPrint("\(gestureRecognizer.direction)")
switch gestureRecognizer.direction {
case .up:
counters[label] = counters[label]! + 10
print(counters)
case .down:
counters[label] = 0
print(counters)
case .left:
counters[label] = counters[label]! - 1
print(counters)
case .right:
counters[label] = counters[label]! + 1
print(counters)
default:
counters[label] = 0
}
label.text = "\(counters[label]!)"
}
}
At the end of your didSwipe you need to sum all of the Int values stored in your counters dictionary. Then update your fantasy label with that sum.
let sum = counters.reduce(0) { $0 + $1.value }
fantasyLabel.text = "\(sum)"
And you probably don't want a gesture on the fantasy label since that value is read-only based on the sum of the other data.
I would also get rid of the individual label outlets except for the fantasy label. Use an IBOutletCollect to store an array of UILabel.

Swift - Creating UIButton when in landscape

I am making a calculator app in iOS 9, Swift and with Xcode 7 and I would like to know how to create UIButtons when the user switches to landscape mode only. Adding more operators to the left of the number and AC Button and changing the constraints, shifting the buttons over to make room for the new ones. The basic calculator for iOS does this and I'm wondering how??
I'm new to iOS development and I have been web browsing to only find an overriding function called: viewWillTransitionToSize(). Is this the right function to do this sort of thing?
Also, everytime I enter the landscape view, another button gets created. How can I stop this from happening?
Attached is my programmatic creation of the UIbutton and the function I listed above.
Sorry for the array of questions/problems. I am having difficulties finding tutorials or help on this issue. Any guidance or solution will be helpful. Thank you so much.
ViewController.swift
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var outputDisplay: UILabel!
#IBOutlet weak var number7: UIButton!
#IBOutlet weak var number1: UIButton!
#IBOutlet weak var number2: UIButton!
#IBOutlet weak var number3: UIButton!
#IBOutlet weak var number4: UIButton!
#IBOutlet weak var number5: UIButton!
#IBOutlet weak var number6: UIButton!
#IBOutlet weak var number9: UIButton!
#IBOutlet weak var number8: UIButton!
#IBOutlet weak var numberZero: UIButton!
#IBOutlet weak var decimalPoint: UIButton!
#IBOutlet weak var plusMinusToggle: UIButton!
#IBOutlet weak var acClear: UIButton!
#IBOutlet weak var equalButton: UIButton!
#IBOutlet weak var multiply: UIButton!
#IBOutlet weak var divide: UIButton!
#IBOutlet weak var subtraction: UIButton!
#IBOutlet weak var addition: UIButton!
#IBOutlet weak var deletion: UIButton!
#IBOutlet weak var squareRoot: UIButton!
var typing:Bool = false
var firstNumber: Float = 0.0
var secondNumber: Float = 0.0
var operation:String = ""
var result: Float = 0.0
var valueToPass: Float = 0.0
override func viewDidLoad() {
super.viewDidLoad()
number1.layer.cornerRadius = number1.bounds.size.width / 8.0
number2.layer.cornerRadius = number2.bounds.size.width / 8.0
number3.layer.cornerRadius = number3.bounds.size.width / 8.0
number4.layer.cornerRadius = number4.bounds.size.width / 8.0
number5.layer.cornerRadius = number5.bounds.size.width / 8.0
number6.layer.cornerRadius = number6.bounds.size.width / 8.0
number7.layer.cornerRadius = number7.bounds.size.width / 8.0
number8.layer.cornerRadius = number8.bounds.size.width / 8.0
number9.layer.cornerRadius = number9.bounds.size.width / 8.0
numberZero.layer.cornerRadius = numberZero.bounds.size.width / 8.0
equalButton.layer.cornerRadius = equalButton.bounds.size.width / 8.0
deletion.layer.cornerRadius = deletion.bounds.size.width / 8.0
plusMinusToggle.layer.cornerRadius = plusMinusToggle.bounds.size.width / 8.0
decimalPoint.layer.cornerRadius = decimalPoint.bounds.size.width / 8.0
acClear.layer.cornerRadius = acClear.bounds.size.width / 8.0
addition.layer.cornerRadius = addition.bounds.size.width / 8.0
divide.layer.cornerRadius = divide.bounds.size.width / 8.0
multiply.layer.cornerRadius = multiply.bounds.size.width / 8.0
subtraction.layer.cornerRadius = subtraction.bounds.size.width / 8.0
squareRoot.layer.cornerRadius = squareRoot.bounds.size.width / 8.0
}
override func viewWillTransitionToSize(size: CGSize, withTransitionCoordinator coordinator: UIViewControllerTransitionCoordinator) {
super.viewWillTransitionToSize(size, withTransitionCoordinator: coordinator)
if (UIDevice.currentDevice().orientation.isLandscape) {
print("Device in Lanscape")
let newButton1 = UIButton(type: UIButtonType.System) as UIButton
newButton1.frame = CGRectMake(100, 100, 100, 50)
newButton1.backgroundColor = UIColor.whiteColor()
newButton1.center = CGPoint(x: number1.frame.width, y: number1.frame.height)
newButton1.layer.cornerRadius = newButton1.bounds.size.width / 8.0
self.view.addSubview(newButton1)
}
else{}
}
#IBAction func numberPressed(sender: AnyObject) {
// set the variable "number" to whichever number the user presses
let number = sender.currentTitle!
if typing {
outputDisplay.text = outputDisplay.text! + String(number!)
} else {
outputDisplay.text = number!
}
typing = true
}
#IBAction func calculationPressed(sender: AnyObject) {
typing = false
firstNumber = Float(outputDisplay.text!)!
operation = sender.currentTitle!!
}
#IBAction func equalPressed(sender: AnyObject) {
secondNumber = Float(outputDisplay.text!)!
typing = false
//arithmetic operations
if operation == "+" {
result = firstNumber + secondNumber
}
else if operation == "-" {
result = firstNumber - secondNumber
}
else if operation == "✕" {
result = firstNumber * secondNumber
}
else if operation == "÷" {
result = firstNumber / secondNumber
}
// else if operation == "%" {
// result = (firstNumber * secondNumber) / 100
// }
else if operation == "√" {
result = sqrt(firstNumber)
}
outputDisplay.text = "\(result)"
}
#IBAction func squareRoot(sender: AnyObject) {
result = sqrt(Float(outputDisplay.text!)!)
outputDisplay.text = "\(result)"
}
#IBAction func deletePressed(sender: AnyObject) {
if outputDisplay.text!.characters.count != 0 {
outputDisplay.text = outputDisplay.text!.substringToIndex(outputDisplay.text!.endIndex.predecessor())
}
else{
outputDisplay.text = "0"
}
}
#IBAction func plusMinus(sender: AnyObject) {
if( outputDisplay.text![outputDisplay.text!.startIndex] == "-"){
outputDisplay.text!.removeAtIndex(outputDisplay.text!.startIndex)
}else{
outputDisplay.text!.insert("-", atIndex: outputDisplay.text!.startIndex)
}
}
#IBAction func decimal(sender: AnyObject) {
let decimal = sender.currentTitle!
outputDisplay.text = outputDisplay.text! + decimal!
}
#IBAction func clear(sender: AnyObject) {
result = 0
firstNumber = 0
secondNumber = 0
outputDisplay.text = "0"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I would do this using Size Classes. You can design different layouts and button arrangements in storyboard using the different size classes. If this application is on the iPhone, you would use Compact width and Regular height when in Portrait and Compact height and Regular width when in Landscape.

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