I'm trying to access a var which located in another class(ViewController), but I cannot access answeredCorrectly variable in LastView class. How can I access it and when I call answeredCorrectly like that(marked with 1) is it going to use the default instance of ViewController?
I tried that(LastView.swift)
import Foundation
import UIKit
class LastView: ViewController {
#IBOutlet weak var numberLabel: UILabel!
func assignLabelToCount(){
numberLabel.text = "\(answeredCorrectly)"
}
}
Whole View Controller
import UIKit
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var questionLabel: UILabel!
#IBOutlet weak var answerBox: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
answerBox.addTarget(self, action: "textFieldDidChange:", forControlEvents: UIControlEvents.EditingChanged)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
var questionShowing = ""
var answerForControl = 0
#IBAction func newButton() {
var question = getQuestion()
questionShowing = question.0
answerForControl = question.1
questionLabel.text = questionShowing
var timer = NSTimer.scheduledTimerWithTimeInterval(2, target: self, selector: Selector("endGame"), userInfo: nil, repeats: false)
print()
}
func print(){
println("\(questionShowing) >>>>>> \(answerForControl)")
}
var answeredCorrectly = 0
func textFieldDidChange(textField: UITextField) {
var answerInInt = String(stringInterpolationSegment: answerForControl)
var answer: String? = String(answerInInt)
if answerBox.text == answer {
newButton()
answeredCorrectly++
answerBox.text = ""
} else {
}
}
func endGame(){
println("Count of correct answers: \(answeredCorrectly)")
answeredCorrectly = 0
LastView().assignLabelToCount()
performSegueWithIdentifier("toEnd", sender: nil)
}
func getQuestion() -> (String, Int){...}
}
There are a couple of things you could do, if you want to utilize inheritance, go ahead and try this kind of structure:
class ViewController : UIViewController {
//the var you want to access
var answeredCorrectly: Int = ViewController().answeredCorrectly
//your other code
//....
}
then, inherit the class, since your class LastView inherits ViewController, any class that inherits ViewController will now have access to UIViewController.
Note
If you haven't changed the subclass of your ViewController, it should be UIViewController by default.
let's inherit the class for your LastView class:
class LastView : ViewController {
//now your LastView class inherits from ViewController, which also inherits
//from UIViewController, it's like a big chain of classes
#IBOutlet weak var numberLabel: UILabel!
func assignLabelToCount() {
numberLabel.text = "\(answeredCorrectly)"
}
}
The function just simply assigns your variable answeredCorrectly, which is located in ViewController.
declare variable numberLabel as public
You need to create instance of that class to access the variable.
Ex:
var lastViewInstance: LastView = LastView() // Declare in the class in which you want to access the variable
lastViewInstance.numberLabel.text = "Access from Another class"
This is how you can access any variable or outlet!
You can store your object into disk by using NSUserDefaults and you can use it this way:
Store your object to NSUserDefaults:
NSUserDefaults.standardUserDefaults().setObject("YouObjectValue", forKey: "YourKey")
After that you can access it anywhere into your project this way:
let yourVar: AnyObject? = NSUserDefaults.standardUserDefaults().objectForKey("YourKey")
Hope it will help you.
Related
I have a view controller that is responsible for adding a new object, say a new contact. This view controller (AddContactViewController) has the following UIBarButtonItem on a UINavigationBar, which is starts of disabled until enough information is provided to enable it. Then when this button is pressed a method (doneButtonPressed) is called.
The layout is as follows:
class AddContactViewController: UIViewController {
#IBOutlet weak var doneButton: UIBarButtonItem! {
didSet {
doneButton.isEnabled = false
doneButton.target = self
doneButton.action = #selector(self.doneButtonPressed)
}
}
#objc fileprivate func doneButtonPressed() {
// do some stuff ...
self.dismiss(animated: false, completion: nil)
}
}
As this is quite a common thing to have and there's a lot of boiler plate code, I've been working on a protocol AddingHandler but haven't quite worked out how to have UIBarButtonItem as a weak variable which hooks up to a storboard or if this is even the right way to go.
protocol AddingHandler {
var doneButton: UIBarButtonItem? { get set }
func doneButtonPressed()
}
extension protocol where Self: UIViewController {
func configureDoneButton() {
doneButton.isEnabled = false
doneButton.target = self
doneButton.action = #selector(self.doneButtonPressed)
}
}
Any help or comments in making this work would be much appreciated.
The problem How is best to add a weak UIButton to a protocol which can then be hooked up in a story board where UIViewController implements it? As there is a lot of repetitive code here should I wish to have another AddSomethingViewController I was wondering if there was a neater way of only writing this once (in a protocol with an extension) then calling the protocol in any view controller that is adding something new ...
You can simply configure the doneButton in viewDidLoad()
override func viewDidLoad()
{
super.viewDidLoad()
doneButton.isEnabled = false
doneButton.target = self
doneButton.action = #selector(self.doneButtonPressed)
}
Edit 1:
#objc protocol AddingHandler
{
var doneButton: UIBarButtonItem? { get }
#objc func doneButtonPressed()
}
extension AddingHandler where Self: UIViewController
{
func configureDoneButton()
{
doneButton?.isEnabled = false
doneButton?.target = self
doneButton?.action = #selector(doneButtonPressed)
}
}
class AddContactViewController: UIViewController, AddingHandler
{
#IBOutlet weak var doneButton: UIBarButtonItem!
override func viewDidLoad()
{
super.viewDidLoad()
configureDoneButton()
}
func doneButtonPressed()
{
// do some stuff ...
self.dismiss(animated: false, completion: nil)
}
}
I've used ObjC runtime to resolve the issue. Try implementing it at your end and check if it works for you.
I'm having difficulty with IBOutlets. I'm trying to allow the user to input a goal (called nameOfRewardText) in a table view controller (LoLAddGoalsTableViewController) and then when they click "Done", have that goal show up in a label called "currentGoalTextField" in a different view controller (LoLGoalViewController). I had been trying to implement this using a Save segue, but was advised to use a protocol with a delegate instead (Updating text in ViewController using Save function). Now that I've replaced the Save segue with the protocol and delegate, the inputted "nameOfRewardText" text is not showing up in the "currentGoalTextField" label, I suspect because the IBOutlets are no longer tied together properly. I've attached the code and screenshots of the Outlets below to try to clarify where I'm at. Does anyone know how I could fix the IBOutlets or if there's something else I need to add to get this working? I deleted the line where I assign nameOfRewardText.text to be goal.goalText, so I think nameOfRewardText isn't getting assigned to var goal? Maybe I'm using too many names for this text (nameOfRewardText, goalText, and currentGoalTextField) and that's complicating things? Any help at all would be greatly appreciated, as I'm very new to this! Thank you everybody!
Here is the struct goal:
import UIKit
struct Goal {
var goalText: String
var pointsToCompleteGoal: Int
var pointsEarnedTowardsGoal: Int
var repeatGoal: Bool
init(goalText: String, pointsToCompleteGoal: Int, pointsEarnedTowardsGoal: Int, repeatGoal: Bool = false) { //Made String non-optional. If issue later, can revert.
self.goalText = goalText
self.pointsToCompleteGoal = pointsToCompleteGoal
self.pointsEarnedTowardsGoal = pointsEarnedTowardsGoal
self.repeatGoal = repeatGoal
}
}
Here is the public protocol:
import Foundation
import UIKit
protocol GoalDelegate: class {
func passGoal(_ goal: Goal?)
}
Here is where the delegate is created, and as you can see, the statement where I assign nameOfRewardText.text to be goal.goalText is now gone:
import UIKit
class AddGoalsTableViewController: UITableViewController {
var goal:Goal?
var delegate: GoalDelegate?
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
// HASHED OUT THE BELOW BECAUSE REPLACING WITH DELEGATE:
// if segue.identifier == "SaveGoal" {
// let pointsNeededInt = Int(pointsNeededText.text!)
// let pointsEarnedInt = Int(goalProgressText.text!)
// goal = Goal(goalText: nameOfRewardText.text!, pointsToCompleteGoal: pointsNeededInt!, pointsEarnedTowardsGoal: pointsEarnedInt!)
// }
if let secondViewController = segue.destination as? LoLGoalViewController{
delegate = secondViewController
delegate?.passGoal(goal)
}
}
#IBOutlet var goalTableTitleText : UILabel!
#IBOutlet weak var goalProgressText: UILabel!
#IBOutlet weak var nameOfRewardText: UITextField!
#IBOutlet weak var pointsNeededText: UITextField!
#IBOutlet weak var repeatSwitch: UISwitch!
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
Screen cap of AddGoalsTableViewController with Outlets:
Here I conform to the protocol and call the function passGoal:
import UIKit
class LoLGoalViewController: UIViewController, GoalDelegate {
#IBOutlet weak var currentGoalTextField: UILabel!
func passGoal(_ goal: Goal?) {
currentGoalTextField.text = goal?.goalText
}
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
extension LoLGoalViewController {
#IBAction func cancelToLoLGoalViewController(_ segue: UIStoryboardSegue) {
}
}
Screen cap of LoLGoalViewController with Outlets:
Your LoLGoalViewController view controller might not have fully loaded with all of its outlets. Adding on to my answer to your previous question, you can declare another variable in LolGoalViewController:
#IBOutlet weak var currentGoalTextField: UILabel!
var goalText: String = ""
In your passGoal method, set your string to the goalText variable instead of the label's text:
func passGoal(_ goal: Goal?) {
goalText = goal?.goalText
}
Lastly, in your viewDidLoad of LolGoalViewController, set the label text to be goalText:
override func viewDidLoad() {
super.viewDidLoad()
currentGoalTextField.text = goalText
}
I need the stepper and label to reset back to 0 at the same time that my variables reset. The problem is the steppers and labels are in a different class and are not resetting when the variables do. I tried using delegates(if someone can show me the best way that would be great) instead of an instance of my view controller, but I can't get anything to work. Thanks for any help in advance.
ViewController:
class ViewController: UIViewController
{
var colors = CircleView()
#IBOutlet weak var circleView1: CircleView!
#IBOutlet weak var blueStepper: UIStepper!
#IBOutlet weak var greenStepper: UIStepper!
#IBOutlet weak var redStepper: UIStepper!
#IBAction func stepperChange(sender: UIStepper)
{
circleView1.redd1 = Int(redStepper.value);
redValue.text = Int(sender.value).description;
}
#IBAction func stepperChange1(sender: UIStepper)
{
circleView1.greenn1 = Int(greenStepper.value);
greenValue.text = Int(sender.value).description;
}
#IBAction func stepperChange2(sender: UIStepper)
{
circleView1.bluee1 = Int(blueStepper.value);
blueValue.text = Int(sender.value).description;
}
}
UIView:
class CircleView: UIView
{
var colors1=ViewController()
func updateStepper
{
if(redd1==Int(red1)&&greenn1==Int(green1)&&bluee1==Int(blue1))
{
redd1=0;
greenn1=0;
bluee1=0;
colors1.redStepper.value=0.0;//
colors1.greenStepper.value=0.0;//
colors1.blueStepper.value=0.0;//
}
}
}
I do not quite understand your code, like the "if" condition in your CircleView, the lack of parameters to the method "updateStepper". I am assuming you just wrote some "swift-pseucode" and I will ignore some parts of it to explain how you could implement a delegate for it. Below is an example code:
import UIKit
protocol CircleViewDelegate: class {
func updateStepper(view: CircleView)
}
class ViewController: UIViewController, CircleViewDelegate{
#IBOutlet weak var circleView1: CircleView!
#IBOutlet weak var blueStepper: UIStepper!
#IBOutlet weak var greenStepper: UIStepper!
#IBOutlet weak var redStepper: UIStepper!
var circleViewDelegate: CircleView!
override func viewDidLoad() {
super.viewDidLoad()
circleViewDelegate = circleView1
circleViewDelegate!.delegate = self
}
func updateStepper(view: CircleView) {
//code you want to execute when you call updateStepper() in the CircleView()
}
}
class CircleView: UIView {
weak var delegate: CircleViewDelegate?
func updateStepper() {
//whenever you want your viewController to updated other views based
//on a condition inside an element like UIView, you can use a delegate
//this way, your code is executed by the ViewController whenever you want
delegate?.updateStepper(self)
}
}
A callback in your UIView must be set to call "updateStepper" when you want. Unfortunately, I didn't quite understand the time it should be called according to your question.
I hope this helps!
Have you tried NSNotification?
If it's always going to reset to zero, then create a func without the if statement in CircleView:
func resetStepper(not: NSNotification) {
r1 = 0
g1 = 0
b1 = 0
c1.rStep.value = 0.0
c1.bStep.value = 0.0
c1.gStep.value = 0.0
}
Also in CircleView's createView func, add:
NSNotificationCenter.defaultCenter().addObserver(self, selector: "resetStepper:", name: "ResetStepper", object: nil)
Then in the view controller, post a notification from whichever button is calling it.
#IBAction func callReset(sender: AnyObject) {
NSNotificationCenter.defaultCenter().postNotificationName("ResetStepper", anObject: nil)
}
That will send the notification that CircleView is listening for to call the function.
Hope that works for you.
I want a stepper and label to reset to zero after my variable in another class is also reset. The variables reset but the stepper and label do not even after using a delegate.
View Controller:
class ViewController: UIViewController, CircleViewDelegate {
var colors = CircleView()
#IBOutlet weak var circleView1: CircleView!
#IBOutlet weak var redStepper: UIStepper!
#IBOutlet weak var redValue: UILabel!
#IBAction func stepperChange(sender: UIStepper)
{
circleView1.redd1 = Int(redStepper.value);
redValue.text = Int(sender.value).description;
}
func updateRedStepperValue(value: Double) {
redStepper.value = value
redValue.text = Int(colors.redd1.value).description;
}
override func viewDidLoad() {
super.viewDidLoad()
colors.delegate = self
}
}
CircleView:
protocol CircleViewDelegate
{
func updateRedStepperValue(value: Double)
func updateGreenStepperValue(value: Double)
func updateBlueStepperValue(value: Double)
}
class CircleView: UIView
{
var delegate: CircleViewDelegate?
var redd1 = 0
func updateValues()
{
if(redd1==Int(red1))
{
redd1=0;
delegate?.updateRedStepperValue(0.0)//
}
}
}
The problem is that your making a brand new instance of your CircleView.
let cycle = CircleView()
You need to set your delegate to your current working instance.
To do so, you should replace your assignment in your viewDidLoad with the following:
override func viewDidLoad() {
super.viewDidLoad()
let app = UIApplication.sharedApplication().delegate! as! AppDelegate
if let viewControllers = app.window?.rootViewController?.childViewControllers {
viewControllers.forEach { vc in
if let cont = vc as? CircleView {
cont.delegate = self
}
}
}
}
Here's an article with project files.
I have the following Protocol:
protocol SoundEventDelegate{
func eventStarted(text:String)
}
which I call in this class:
class SoundEvent {
var text:String
var duration:Double
init(text: String, duration: Double){
self.text = text
self.duration = duration
}
var delegate : SoundEventDelegate?
func startEvent(){
delegate?.eventStarted(self.text)
}
func getDuration() -> Double{
return self.duration //TODO is this common practice?
}
}
Which I have my ViewController conform to:
class ViewController: UIViewController, SoundEventDelegate {
//MARK:Properties
#IBOutlet weak var beginButton: UIButton!
#IBOutlet weak var kleinGrossLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
//DELEGATE method
func eventStarted(text:String){
kleinGrossLabel.text = text
}
//MARK: actions
#IBAction func startImprovisation(sender: UIButton) {
var s1:Sentence = Sentence(type: "S3")
var s2:Sentence = Sentence(type: "S1")
var newModel = SentenceMarkov(Ult: s1, Penult: s2)
s1.start()
beginButton.hidden = true
}
}
But when I run the app kleinGrossLabel.text does not change. Am I referring to the label in the wrong way? Or is it the way that I do delegation that is incorrect?
Here are links to the complete Class definitions of Sentence and SentenceMarkov
https://gist.github.com/anonymous/9757d0ff00a4df7a29cb - Sentence
https://gist.github.com/anonymous/91d5d6a59b0c69cba915 - SentenceMarkov
You never set the delegate property. It's nil. It will never be called.
First off it's not common practice to have a setter in swift. if you want to have a readonly property you can use private(set) var propertyName
in other cases simply access the property like mentioned in the comment
Also i don't see a reason why you eventArray in sentence is of type [SoundEvent?] not [SoundEvent] as SoundEventdoes not seem to have a failable initialiser
Like mentioned before you need to not only implement the SoundEventDelegate protocol but also set the delegate
the problem is that you can't really access the SoundEventDelegate from the viewcontroller because you instantiate the SoundEvents inside Sentence
var soundEventDelegate: SoundEventDelegate?
the easiest way to do this would be adding a soundEventDelegate property for sentence and setting it like this:
let s1:Sentence = Sentence(type: "S3")
let s2:Sentence = Sentence(type: "S1")
s1.soundEventDelegate = self
s2.soundEventDelegate = self
and inside sound you would need the set the delegate for every event to the soundEventDelegate of Sentence
you could do it like this:
var soundEventDelegate: SoundEventDelegate? = nil {
didSet {
eventArray.forEach({$0.delegate = soundEventDelegate})
}
}
or write another initialiser that takes the delegate
hope this helps
p.s: you shouldn't inherit form NSObject in swift excepts it's really necessary