In TerningspilletSpillereViewController I have an array that looks like this:
var mineSpillere = ["1SP", "2SP", "3SP"]
and this under:
func assignArray() {
let obj = TerningspilletViewController()
obj.mineSpillere2 = self.mineSpillere
}
In my other UIViewController (TerningspilletViewController) I have this
var mineSpillere2 = [String]()
I want to generate a random (1SP, 2SP or 3SP) on button click like this from a function:
func generateNumber() {
let array = aBB
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
randomLabel.text = (array[randomIndex])
}
But this gives me the following error:
fatal error: Array index out of range.
I this line randomLabel.text = (array[randomIndex])
Why is that?
See this example and update for your usage. I'm not quite understanding your naming but this is how you can get the data from a different view controller (that is initialized with the data).
First View Controller:
import UIKit
class ViewController: UIViewController {
var arrayWithoutData = [String]()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
assignArray()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func assignArray() {
let otherVC = NextViewController()
arrayWithoutData = otherVC.mineSpillere
println(arrayWithoutData)
}
}
Second View Controller:
import UIKit
class NextViewController: UIViewController {
var mineSpillere = ["1SP","2SP","3SP"]
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
That error could occur for two reasons:
The array length changes between the call to array.count and the array access. This could only happen if you assign or modify the array from another thread
The array is empty, in which case arc4random_uniform can never produce a number 0<=X<0 (and whatever it returns will trigger an index-out-of-bounds exception).
So if you are not using multiple threads, check if the array is empty.
Related
I have an empty userArray in viewController1 that will use Strings.
In a popup, viewController2, I want to have the possibility for the user to add or remove from this userArray.
I'm gonna use a textField for the user to add their string but what is an easy way for the user to see the contents of the array and remove from it?
How do I pass this data between the viewControllers, whilst making sure it gets saved, and what would you recommend me using for removing from the array?
Assuming you have a segue from viewController1 to viewController2, you can use segue.destination and set the segue.destination.userArray property to whatever you want.
If you don't have a segue, and what you are trying to do is have a model shared between view controllers, one thing you can do is make another class with a static property userArray and access it that way.
As for array removal, see https://developer.apple.com/documentation/swift/array/1641390-remove
Write your Array outside of your ViewController Class. Then you can access it from other ViewControllers.
Example:
//ViewController1.swift
import UIKit
var userArray = [String]()
class ViewController1: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
//ViewController2.swift
import UIKit
class ViewController2: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
userArray.append("A")
userArray.append("B")
userArray.remove(at: 0)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I'm trying to get a quiz function to work, and my problem is that I'm trying to print the score on a second view controller. When i run the simulator it takes the user to the second view controller yet the score does not print.
import UIKit
var CurrentQuestion = "" // global variable to be accessed
class ViewController: UIViewController {
// create an array to store queations
let questions = ["favourite pet?", "favourite colour", "where was i born"]
// multiple arrays that contain strings, right anwser is first
let anwsers = [["dog", "cat", "bird"], ["blue", "black", "green"], ["tokyo", "tennese", "england"]]
// variables
// keeps track of what question were at
var currentQuestion = 0
var rightAnwserPlacement:UInt32 = 0 // where right anwser is located
var points = 0; // counts number of points - score
//lbl
#IBOutlet weak var lbl: UILabel!
//button
#IBAction func btn(_ sender: UIButton) {
if (sender.tag == Int(rightAnwserPlacement))
{
print ("right")
points += 1
}
else
{
print ("wrong")
}
if (currentQuestion != questions.count)
{
newQuestion()
}
else
{
performSegue(withIdentifier: "showScore", sender: self)
}
}
override func viewDidAppear(_ animated: Bool) {
newQuestion()
}
// function that displays a new question sets up interface for the new questions
func newQuestion()
{
lbl.text = questions[currentQuestion]
rightAnwserPlacement = arc4random_uniform(3)+1 // random button
// create a button
var button:UIButton = UIButton()
var x = 1
for i in 1...3
{
// create a button
button = view.viewWithTag(i) as! UIButton
if (i == Int(rightAnwserPlacement)) // checks to see if it matches the right anwser
{
button.setTitle(anwsers[currentQuestion][0], for: .normal)
}
else {
button.setTitle(anwsers[currentQuestion][x], for: .normal)
x = 2
}
}
currentQuestion += 1
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
The second view controller is
import UIKit
class second: UIViewController {
#IBOutlet weak var label: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
}
override func viewDidAppear(_ animated: Bool) {
label.text = CurrentQuestion
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
// 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.
}
*/
}
You have set CurrentQuestion as a global string variable and later on try to increment its value by 1? What is that supposed to mean? Additionally, you have a local variable in the class with the same name as currentQuestion. Granted the two are different variables, but you should seriously consider renaming your variables.
Also, you are changing value of this local variable and no-where changing the value of the global variable. Most likely this mix-up is because of similar naming of variables.
And just a suggestion, avoid using global variables to pass data. Look into delegate-protocol way of passing data between VCs.
I am trying to pass data between my two view controllers in my UIscrollview. I am trying to use delegation to send data between Viewcontroller1 and Viewcontroller2. The delegate is Viewcontroller, while the delegator is Viewcontroller1 and Viewcontroller2.
In the code posted below, when the switch in Viewcontroller1 is toggled, it makes the switch in Viewcontroller2 put to the "off" state. I keep on getting the
fatal error: unexpectedly found nil while unwrapping an Optional value
error when I run it, but I have no clue what is causing this problem. Any ideas why?
Below is the Viewcontroller that contains the Uiscrollview and the subviews/childviews
import UIKit
class ViewController: UIViewController, testing {
var vc1 = ViewController1(nibName: "ViewController1", bundle: nil)
var vc2 = ViewController2(nibName: "ViewController2", bundle: nil)
#IBOutlet weak var scrollView: UIScrollView!
func test1() {
vc2.switch2.on = false
}
override func viewDidLoad() {
super.viewDidLoad()
self.addChildViewController(vc1)
self.scrollView.addSubview(vc1.view)
vc1.didMoveToParentViewController(self)
var frame1 = vc2.view.frame
frame1.origin.x = self.view.frame.size.width
vc2.view.frame = frame1
self.addChildViewController(vc2)
self.scrollView.addSubview(vc2.view)
vc2.didMoveToParentViewController(self)
self.scrollView.contentSize = CGSizeMake(self.view.frame.size.width * 2, self.view.frame.size.height);
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
here is the Viewcontoller1 code
protocol testing{
func test1()
}
class ViewController1: UIViewController {
var delegate:testing?
#IBOutlet weak var switch1: UISwitch!
override func viewDidLoad() {
super.viewDidLoad()
let vc = ViewController()
self.delegate = vc
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func switch1toggled(sender: AnyObject) {
delegate?.test1()
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
and here is the Viewcontroller 2 code
import UIKit
class ViewController2: UIViewController {
#IBOutlet weak var switch2: UISwitch!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func switch2toggled(sender: AnyObject) {
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
}
sorry for the long post, I have been stuck for a week on how to change the state of another switch from toggling a switch in another class, and this was the most efficient way that I found
Try This:
ViewController1
class ViewController1: UIViewController {
let defaults = NSUserDefaults.standardUserDefaults()
let switch1Key = "view1Switch"
override func viewWillAppear(animated: Bool) {
view1Switch.on = defaults.boolForKey(switch1Key)
}
#IBOutlet weak var view1Switch: UISwitch!
#IBAction func view1SwitchChanged(sender: UISwitch) {
defaults.setBool(view1Switch.on, forKey: switch1Key)
}
}
ViewController2
class ViewController2: UIViewController {
let defaults = NSUserDefaults.standardUserDefaults()
let switch1Key = "view1Switch"
override func viewWillAppear(animated: Bool) {
view2Switch.on = defaults.boolForKey(switch1Key)
}
#IBOutlet weak var view2Switch: UISwitch!
#IBAction func view2SwitchChanged(sender: UISwitch) {
defaults.setBool(view2Switch.on, forKey: switch1Key)
}
}
This method syncs the state of the two UISwitches using viewWillAppear and NSUserdefaults. The basic thought pattern is that you save the state of the switch to NSUserdefaults so that when either ViewController1 or ViewController2 is instantiated the view1Switch or view2Switch outlet's .on property is set to the saved value.
Caveats:
The first value for the switch when ViewController1 is instantiated (in the first app run) will be off because boolForKey returns false when there is no saved value. This can be hacked by using view1Switch.on = true directly after view1Switch.on = defaults.boolForKey(switch1Key)
This method makes the switches have the same value. In order to make them have different values, you can use a ! operator like so in ViewController2 view2Switch.on = !defaults.boolForKey(switch1Key). This way switch 1 will always be the opposite of switch 2.
I recommend this method over delegation because, while delegation is powerful, its power doesn't seem needed here.
If you have any questions please ask! :D
I have this UIViewController
import UIKit
class UIViewController1: UIViewController {
#IBOutlet weak var someTitle: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
And I am trying to set someTitle when I instantiate it from another view controller:
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func viewDidAppear(animated: Bool) {
let stb = UIStoryboard(name: "Main", bundle: nil)
let vc1 = stb.instantiateViewControllerWithIdentifier("someSTBID") as! UIViewController1
vc1.someTitle.text = "My Title" // it fails here!!!!!
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
The reason it fails at the line above is that I was trying to force unwrapping a nil optional, which is someTitle.
Please show me a way to set someTitle in this situation.
Your second UIViewController hasn't been loaded yet, so the someTitle IBOutlet will be nil. You got two options:
The easy one: you force the load of the second UIViewController, for example: vc1.view is enough and then you set it (I don't recommend this)
The proper one: you let the second UIViewController be responsible for setting its own title at the right time. If you need to pass the "My title", you can simply pass it via a function like configureVc(title: String), or by exposing a variable like var title: String, so on viewDidLoad of the second UIViewController you would someTitle.text = title.
Do you need it to go into the superclass viewDidAppear, because it should work if you put it into the superclass viewDidLoad(). I hope that helps you and future viewers.
I am new to Xcode and Swift so I don't know much about how it all works, but I am trying to make a pop-up view. I want a small view to pop up when I click a button. The view is a View Container (I don't know if that is the best way to do this so if not please tell me a better way to do this) and it starts out hidden then when I click a button it becomes visible. This View Container also has a button that if clicked, it will make the view hidden again.
Here is the code:
import UIKit
class ViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBOutlet weak var popUpView: UIView!
#IBAction func startButton(sender: UIButton) {
popUpView.hidden = false
}
}
import UIKit
class PopUpViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func prepareForSegue(segue:UIStoryboardSegue,
sender:AnyObject?)
{
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
#IBAction func backButton(sender: UIButton) {
ViewController().popUpView.hidden = true
}
}
When I run the app it starts fine because the start button is there and when I click it the pop up shows up but when I click the back button it gives me an error which says that in the console
Unknown class MKMapView in Interface Builder file.
fatal error: unexpectedly found nil while unwrapping an Optional value
and in line 31 ViewControler().popUpView.hidden = true
it says Thread 1: EXC_BAD_INSTRUCTION(code=EXC_I386_INVOP, subcode=0x0)
Can someone help. Thanks
Access popUpView variable from didPrepareForSeque method (this method gets called automatically when you segue to another view). Problem is that if you try to set value to soon (meaning, that button is not drawn on view), you will get nil error. Here is a little workaround. You use temporary variable (tmpValue) to store state of your button (to be hidden or not), so when viewDidLoad, you method will read this value and set button to hidden state as you intended.
In ViewController class declare temporary variable (must be optional):
var tmpValu:Bool?
Then in your PopUpViewController class remove this line from backButton action:
ViewController().popUpView.hidden = true
Instead, you will use prepareForSegue method, like this:
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
let destinationViewController = segue.destinationViewController as! ViewController
destinationViewController.tmpValu = true
}
Now, back in ViewController class in viewDidLoad add this code:
override func viewDidLoad() {
super.viewDidLoad()
if let value = tmpValu {
popUpView.hidden = value
}
}