Swift - Calculating Percentage of Circle Filled - ios

I am using a framework to display a progress circle with animations. However, I am having some trouble displaying a percentage label in the center of it with the correct percentage. No matter what I try, it says 0%.
Here is the code that calculates the percentage:
var circleAngle = progress.angle
var decimal = circleAngle/360
var percent = decimal*100
percentageLabel.text = String(percent) + "%"
progress is the variable referring to the circle view itself, and it has an angle property that returns the circle's angle. To debug, I ran some print statements, and I found that when I printed decimal, the value was 0. Any ideas on a fix?

Related

Facing error in swift UI “Invalid frame dimension (negative or non-finite)” while drawing negative value in chart

In widget iOS14, I want to show values in graphical form using bar chart.
I have used this library "https://github.com/dawigr/BarChart" to draw bar chart.
But in Xcode12+, it's not showing negative values and considering negative value as 0 and throwing warning as shown in screen shot.
"[SwiftUI] Invalid frame dimension (negative or non-finite)"
You could try to normalise your input Values to prevent getting errors like this.
e.g.: if your data set contains values from -10 to 100, your min normalised value would be 0 and your max normalised value 1. This only works if your numbers are CGFloat, Double or something like this, numbers in Int format would be rounded up.
This could be done by using an extension like this:
extension Array where Element == Double {
var noramlized: [Double] {
if let min = self.min(), let max = self.max() {
return self.map{ ($0 - min) / (max - min) }
}
return []
}
}
I don't no how you get your values for the frame exactly, but I think you did something like this:
// normalise your data set:
let data : [Double] = [Double]()
youChart(inputData: data.noramlized)
// get values for the frame
let height = data.noramlized.max()
// if your normalised value is too small for your purpose (your max will always be 1.0 but in relation to the rest it might fit), you can scale it up like height * 20.
// the width might be a non changing value that you will enter manually or it will append on the count of bars in your chart.

How do I create a buffered LineString with a width defined in meters when using GEOSwift?

I'm hoping to find a way using GEOSwift to take a series of user's LatLngs, construct a linestring and buffer it to always be 30 meters wide regardless of the user's location. I feel like there must be an easier way than the path I'm going down and any help would be appreciated.
Background:
From what I can tell the buffer functions width parameter is currently defined in decimal degrees as my coordinate system is EPSG 4326, which makes calculating the width in meters difficult. I can get a rough estimation of meters per decimal degree for both longitude or latitude with the Haversine formula.
The problem I have is the series of points can move both latitudinally and longitudinally. So the buffer width I need in these cases lies somewhere between ThirtyMetersInLatDegrees and ThirtyMetersInLngDegrees. And in this case the width to supply to the buffer function becomes a weird approximation/ average of the user's overall longitudinal and latitudinal movement throughout the linestring related to ThirtyMetersInLngDegrees and ThirtyMetersInLatDegrees.
i.e. assuming ThirtyMetersInLngDegrees is the max:
ThirtyMetersInLatDegrees <= bufferWidth <= ThirtyMetersInLngDegrees
How can I better accomplish this?
Here's how I'm calculating meters per decimal degree:
//Earth’s radius
let R=6378137.0
let deviceLatitude = 37.535997
let OneMeterInLatDegrees = 1/R * (180/Double.pi)
let OneMeterInLngDegrees = 1/(R*cos(Double.pi*deviceLatitude/180)) * (180/Double.pi)
let ThirtyMetersInLatDegrees = 30 * latDegreesPerMeter
let ThirtyMetersInLngDegrees = 30 * lngDegreesPerMeter

How to calculate a random CGPoint which does not touch a UIView

This is an example view:
I want to calculate a frame with a CGPoint where I can spawn another card(UIView) without touching any existing card. Ofcourse it is optional since the view can be full of cards, therefore there is no free spot.
This is how I can see any card on the screen and my function how it is now:
func freeSpotCalculator() -> CGPoint?{
var takenSpots = [CGPoint]()
for card in playableCards{
takenSpots.append(card.center)
}
}
I have no idea where to start and how to calculate a random CGPoint on the screen. The random frame has the same width and height as a card in on the screen.
The naive approach to this is very simple, but could be problematic once the screen fills up. Generate a random CGPoint with x coordinate between 0 and the screen width and a y coordinate between 0 and the screen height. Check if a rectangle with a center at that point intersects any existing view. If it does not, you have your random position.
Where this gets problematic is when the screen starts to fill up. At that point you could be trying many many random points before finding a place to put the card. You could also reach a situation where no more cards will fit. How do you know that you have reached that? Will your loop generating the random points just run forever?
A smarter solution is to keep track of the free spaces on the screen. Always generate your random points roughly within these free spaces. You could do this using a grid if approximate is close enough. Is there a card occupying each grid location? Then when the largest free space is smaller than the size of your card rectangle, you know you're done. It's a lot more work than the naive approach, but it's faster when the screen starts to fill up and you'll know for sure when you're done.
If you know that you will always have more screen space than the cards can possibly take up, the naive approach is fine.
The idea
You know the width and height of your container UIView. And, each card has the same width and height. I would go about this by calculating a grid.
Even though you want to display cards randomly, relying on a grid will give you a standardized array of centers that you can use to generate the appearance of randomness (place a card at any random center that is a part of the grid, for example).
If you were to place a card at truly any random location, you might just want to use CGRectIntersectsRect(card1.frame, card2.frame) to detect collisions.
The pattern
First, let's store the card width and height as constants.
let cardWidth = card.bounds.size.width
let cardHeight = card.bounds.size.height
As a basic proof of concept, let's say your container view width is 250 points. Let's say the card width is 5 points. That means you can fit 250 / 5 = 50 cards in one row, where one row has the height of one card.
The number of centers in a row = the number of cards in that row. Each center is the same distance apart. In the following diagram (if I can even call it that), the [ and ] represent edges of a row. The -|- represents a card, where | is the center of the card.
[ - | - - | - - | - - | - - | - ]
Notice how every center is two dashes away from the next center. The only consideration is that the center next to the edge is one dash away from the edge. In terms of cards, each center is one whole card away from the next, and the centers next to the edges are one half card away from the edges.
The key to the pattern
This pattern means that the x position of any card center in a specific row = (cardWidth / 2) + (the card index * cardWidth). In fact, this pseudo-equation works for y positions as well.
The code
Here's some Swift that creates an array of centers using this method.
var centers = [CGPoint]()
let numberOfRows: CGFloat = containerView.bounds.size.height / cardHeight
let numberOfCardsPerRow: CGFloat = containerView.bounds.size.width / cardWidth
for row in 0 ..< Int(numberOfRows) {
for card in 0 ..< Int(numberOfCardsPerRow) {
// The row we are on affects the y values of all the centers
let yBasedOnRow = (cardHeight / 2) + (CGFloat(row) * cardHeight)
// The xBasedOnCard formula is effectively the same as the yBasedOnRow one
let xBasedOnCard = (cardWidth / 2) + (CGFloat(card) * cardWidth)
// Each possible center for this row gets appended to the centers array
centers.append(CGPoint(x: xBasedOnCard, y: yBasedOnRow))
}
}
This code should create a grid of centers for your cards. You could build a function around it that returns a random center for a card to be placed and keeps track of used centers.
Potential improvements
First, I think that the centers array could be made a matrix ([[CGPoint]]()) for more logical storage of points.
Second, this code currently makes the assumption that the width and height of the container view are divisible by the card width and height. For example, a container width of 177 and a card width of 5 would result in some problems. The code could be fixed a number of different ways to account for this.
Best solution simplest/performance is to display card randomly BUT inside a grid. The trick is to have the grid bigger than the card size, so the card position inside the grid will be random.
Easy to check which position is occupy and cards will be on "random" frames.
1- Create a Collection View Controller with the total number of card u want to display (lets say.. max card that enter in the screen?)
2- Set the prototype cell size bigger than the card. If the card is 50x80 then the cell should be 70x110.
3- Add a UIImageView to the cell with constraints, this will be your card image
4- Create a UICollectionViewCell, with a method that set the card frames randomly inside the cell (modify the constraints)
Done!
Cells with no card will have no image or an empty cell as you wish. So to add a new card, just do a random between the empty cells and add the card with its random coordinates inside the cell.
Your UICollectionViewCell would like like this
class CardCollectionViewCell: UICollectionViewCell {
#IBOutlet weak var card: UIImageView!
override func awakeFromNib() {
super.awakeFromNib()
let newX = CGFloat(arc4random_uniform(UInt32(bounds.size.width-card.bounds.size.width+1)))
let newY = CGFloat(arc4random_uniform(UInt32(bounds.size.height-card.bounds.size.height+1)))
card.leftAnchor.constraintEqualToAnchor(leftAnchor, constant: newX).active = true
card.topAnchor.constraintEqualToAnchor(rightAnchor, constant: newY).active = true
}
}
And your Collections View Controller should like like this
Collection View Image
As I can see in the picture all your cards are aligned at the bottom of the View. so if you generate a random y position from 0 to origin of your cards row - one card height you can simply get a CGPoint based on the frame of your view and size of the cards.
If you want to randomly place cards along the screen, you could do something like this:
func random() -> CGFloat {
return CGFloat(Float(arc4random()) / 0xFFFFFFFF)
}
func random(min: CGFloat, max: CGFloat) -> CGFloat {
return random() * (max - min) + min
}
let actualX = random(min: *whatever amount*, max: *whatever amount* )
let actualY = random(min: *Height of the first card*, max: *whatever amount* )
card.position = CGPoint(x: actualX, y: actualY )
The cards will then be positioned randomly above the existing cards.
I am not sure if you are planning to place all the cards in an orderly way. But if you do, you could do it like this.
Once the view is loaded, get all the possible card positions and store them in a map together with a number used as the key. Then you could generate a random number from 0 to the total number of possible card positions that you stored in the map. Then every time you occupy a position, clear a value from the map.
You can try with CAShapeLayer and UIBezierPath.
Create a CAShapeLayer for your main view where you will be adding sub views. Let's call it as main shape layer. This will be helpful to check the new view estimated is within the main view.
Create a UIBezierPath instance. Whenever a valid new sub view is found, add the edges to this path.
Create a random point within the main view.
Create a CGRect based on random point as center of your sub view. Let’s call it as estimated view frame.
Check the estimated view frame is completely visible in your main view. Else go to step 3.
Check your 4 edges of your estimated view frame with path object. If any one of the edge is inside the path, go to step 3.
If 4 edges are not inside the path, the estimated view frame is the new view’s frame.
Create a new subview and add it to your main view.
Add the edges of new view to path.
I have created a sample project in swift with the above logic.
https://github.com/mcabasheer/find-free-space-in-uiview
You can change the width and height of new view. I have added a condition to stop looking for next free space after trying 50 times. This will help to avoid infinite loop.
As #davecom highlighted, taking a random number to add new view will waste the space and you will run out of space quickly. If you are able to maintain the free available space, you can add more sub views.

Removing numbers using NSnumberformatter from a calculated number

I have a calculation that calculate square meters from millimeters and for this to show corect I would like to remove all numbers after the 2 first digits.
This is what I have tried so far.
let spha = sizeh.wshight()
let spwa = sizew.wswidth()
let areas1 = areaModel(pwa:spwa, pha:spha)
let formatter5 = NSNumberFormatter ()
formatter5.maximum = 2
let scarea = formatter5.stringFromNumber(areas1.sarea())!
screenAreaLabel?.text = "\(scarea)sqm"
I am a little lost at this point, I am using Float in calculation of this area.
Hope someone could help me in the right direction.
More detail info added.
I would like the Screen Area to only show 24sqm not 24772610sqm
You are multiplicating a value in millimeter by another value in millimeters, therefore the result is in square millimeters.
To convert square millimeters to square meters, just divide the result by 1_000_000.
You could also set formatter.multiplier to 1.0 / 1_000_000.

iOS: Algorithm to center a word in a sentence inside of a UILabel

I need to center a particular word in a sentence by truncating the beginning and endings of a long sentence inside of a UILabel, For example
NSString mySentence = #"This is my very long sentence to give you an example of what I am trying to do.. And its still going..";
NSString myWord = #"example";
<Algorithm goes here>
Should display:
"...sentence to give you an example of what I am trying to..."
If the word is closer to one end or the other, just do your best to center and display an appropriate amount of the text, example:
NSString myWord = #"my";
"This is my very long sentence to give you an example of what..."
Any ideas?
Thanks.
I believe you can do a scan for your search to be placed. Let's say you have the index in a variable named centerWordIndex. You could then split the string based on whitechars, and add words to the beginning and the end of your word until you are out of words at each side, or until the size of you string matches the size of the label.
what do you think :) ?
The data you need to start is:
the width of your label (call it labelWidth)
the width of the word you want to center (call it wordWidth)
Then the size on each side you have to work with is (labelWidth - wordWidth) / 2. Don't worry about using this value, it's just the target.
You can use the ability to calculate the size of a NSString using
CGSize newSize = [myString sizeWithFont: myFont];
CGFloat newWidth = newSize.width;
The goal of the algorithm should be to continue to add words on each side of the centered word and recalculating the total width each step. If you've gone past labelWidth, you can't add that word or anymore from that direction. So, in pseudocode, one approach is:
calculate labelWidth and wordWidth
set currentWidth to wordWidth
set currentLeftPosition to position of first letter of word
set currentRightPosition to position of last letter of word
set currentString to word
set currentImbalance to 0
algorithm start:
scan for position of 2 spaces to left of currentLeftPosition or start of string
set leftTrialPosition to position found
set leftTrialString as between leftTrialPosition and currentRightPosition inclusive
calculate trialLeftWidth of leftTrialString
scan for position of 2 spaces to right of currentRightPosition or end of string
set rightTrialPosition to position found
set rightTrialString as between currentLeftPosition and rightTrialPositon inclusive
calculate trialRightWidth of rightTrialString
if (trialLeftWidth - currentImbalance <= trialRightWidth
&& trialLeftWidth <= labelWidth
&& trialLeftWidth != currentWidth)
set currentImbalance -= calculate width of string from leftTrialPosition to currentLeftPosition
set currentLeftPosition = leftTrialPosition
set currentWidth = trialLeftWidth
set currentString = leftTrialString
else if (same checks for right)
same steps using right data
else if (both left and right are larger than label or both sides no longer grow bigger)
algorithm is done - return here
recurse to algorithm start
Using this basic strategy, you track the left imbalance (negative) or right imbalance (positive) throughout the algorithm and preferentially add the left or right word accordingly until you have the biggest string of complete words that can fit on the label or you have used the full string. The key iOS specific part here is the NSString method that calculates the width.

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