Convert Character to Int in Swift - ios

I'm working on a project which includes verifying the checksum of an Int input with the Damm Algorithm. I've managed to create a the operational table and my method for accessing the value in the table involves passing an interim value and a digit to pass in as the column value.
ex.
self.tableToUse[interim,checkSumArray[i]]
Unfortunately, I've run into a snag when I'm trying to pass the digits from my input into the the get/set method where I cannot find a way to convert the Characters into Ints.
func encode(number: Int) -> Int{
var checkSumArray = [Int]()
if number > 99999999 {
println("number is too large")
return 0
}
else if number < 0 {
println("invalid input")
return 0
}
else {
checkSumArray.append(number%(10))
checkSumArray.append((number%(100)-checkSumArray[0])/10)
checkSumArray.append((number%(1000)-checkSumArray[1])/100)
checkSumArray.append((number%(10000)-checkSumArray[2])/1000)
checkSumArray.append((number%(100000)-checkSumArray[3])/10000)
checkSumArray.append((number%(1000000)-checkSumArray[4])/100000)
checkSumArray.append((number%(10000000)-checkSumArray[5])/1000000)
checkSumArray.append((number%(100000000)-checkSumArray[6])/10000000)
checkSumArray = checkSumArray.reverse()
var interim: Int = 0
for i in 0..<checkSumArray.count{
interim = self.tableToUse[interim,checkSumArray[i]]
}
return interim
}
}
As you can see, I've had to resort to a really nasty way of dealing with this. It works, but it's very limited, inefficient, and just ugly to look at or maintain. I've looked at the option of using Characters instead of Ints in the Damm Table I've constructed and altering the get/set method to deal with those instead, but that's a lot of extra work and could introduce other issues. Any suggestions of alternative ways to handle this, or a way to convert Characters to Ints would be appreciated.
Thanks!

Based on How convert a *positive* number into an array of digits in Swift, you could do (the number has to be positive):
let checkSumArray = map(number.description) { String($0).toInt()! }

if let int = Int(String(Character("1"))) {
print(int)
}
You can also create a character extension as follow:
extension Character {
var integerValue: Int? {
return Int(String(self))
}
}
Testing
Character("1").integerValue // 1
Character("2").integerValue // 2
Character("3").integerValue // 3
Character("4").integerValue // 4
Character("5").integerValue // 5
Character("6").integerValue // 6
Character("7").integerValue // 7
Character("8").integerValue // 8
Character("9").integerValue // 9
Character("0").integerValue // 0
Character("a").integerValue // nil
Array("9876").first!.integerValue // 9
Array("9876")[1].integerValue // 8
Array("9876")[2].integerValue // 7
Array("9876").last!.integerValue // 6
edit/update Swift 5
Swift 5 adds many new properties to the Character and one of them fits exactly to this purpose. It is called wholeNumberValue
Character("1").wholeNumberValue // 1
Character("2").wholeNumberValue // 2
Character("3").wholeNumberValue // 3
Character("4").wholeNumberValue // 4
Character("β‘£").wholeNumberValue // 4
Character("5").wholeNumberValue // 5
Character("6").wholeNumberValue // 6
Character("7").wholeNumberValue // 7
Character("8").wholeNumberValue // 8
Character("9").wholeNumberValue // 9
Character("0").wholeNumberValue // 0
Character("δΈ‡").wholeNumberValue // 10_000
Character("a").wholeNumberValue // nil

There is no need to work with characters, but your code to create an
array with the decimal digits of the input number can be greatly
simplified:
var checkSumArray = [Int]()
var tmp = number
while tmp > 0 {
checkSumArray.append(tmp % 10)
tmp /= 10
}
checkSumArray = checkSumArray.reverse()

Related

How to randomize image pattern in Swift? Keep pattern + increase

New to programming and trying to make my first game. It's 4 UIImages that I want to "turn on" in a pattern as the user copies the pattern. From there is follows that same pattern and increases the random pattern. Is arc4random.uniform() what I am looking for here? I know that generates a random number but I'm stuck on how to get the random image to repeat and add +1 random to it.
So you have 4 images, I'm guessing you want a random number between 1 and 4 to represent the images you want to "turn on". The following can generate a random sequence of images for you (you can test this out in a Swift Playground):
import Foundation
let numberOfImages = 4
func addRandom(array: [Int]) -> [Int] {
var returnArray = array
returnArray.append(Int(arc4random()) % numberOfImages)
return returnArray
}
func makePattern(length: Int) -> [Int] {
var pattern = [Int]()
for _ in 0...(length - 1) {
pattern = addRandom(pattern)
}
return pattern
}
// Array of 3 random digits
var firstPattern = makePattern(3)
// Same array as before, with one more random digit at the end
var nextPattern = addRandom(firstPattern)
// Same array as before, with yet another random digit at the end
var lastPattern = addRandom(nextPattern)
Just for fun, you can do this even more cleanly with a Pattern class, like so:
import Foundation
class Pattern {
private(set) var maxRandomNumber: Int!
private(set) var pattern: [Int] = [Int]()
init(maxRandomNumber: Int) {
self.maxRandomNumber = maxRandomNumber
}
init(length: Int, maxRandomNumber: Int) {
self.maxRandomNumber = maxRandomNumber
for _ in 0...(length - 1) {
self.appendRandom()
}
}
func appendRandom() {
self.pattern.append(Int(arc4random()) % self.maxRandomNumber)
}
}
// Initialize a new pattern with 3 iterations and a max random number of 4
var pattern = Pattern(length: 3, maxRandomNumber: 4)
// See the pattern
print(pattern.pattern)
// Add another random number on to the end and check
pattern.appendRandom()
print(pattern.pattern)

Randomly choosing an item from a Swift array without repeating

This code picks a random color from a array of pre-set colors. How do I make it so the same color doesn't get picked more than once?
var colorArray = [(UIColor.redColor(), "red"), (UIColor.greenColor(), "green"), (UIColor.blueColor(), "blue"), (UIColor.yellowColor(), "yellow"), (UIColor.orangeColor(), "orange"), (UIColor.lightGrayColor(), "grey")]
var random = { () -> Int in
return Int(arc4random_uniform(UInt32(colorArray.count)))
} // makes random number, you can make it more reusable
var (sourceColor, sourceName) = (colorArray[random()])
Create an array of indexes. Remove one of the indexes from the array and then use that to fetch a color.
Something like this:
var colorArray = [
(UIColor.redColor(), "red"),
(UIColor.greenColor(), "green"),
(UIColor.blueColor(), "blue"),
(UIColor.yellowColor(), "yellow"),
(UIColor.orangeColor(), "orange"),
(UIColor.lightGrayColor(), "grey")]
var indexes = [Int]();
func randomItem() -> UIColor
{
if indexes.count == 0
{
print("Filling indexes array")
indexes = Array(0..< colorArray.count)
}
let randomIndex = Int(arc4random_uniform(UInt32(indexes.count)))
let anIndex = indexes.removeAtIndex(randomIndex)
return colorArray[anIndex].0;
}
The code above creates an array indexes. The function randomItem looks to see if indexes is empty. if it is, it populates it with index values ranging from 0 to colorArray.count - 1.
It then picks a random index in the indexes array, removes the value at that index in the indexes array, and uses it to fetch and return an object from your colorArray. (It doesn't remove objects from the colorArray. It uses indirection, and removes objects from the indexesArray, which initially contains an index value for each entry in your colorArray.
The one flaw in the above is that after you fetch the last item from indexArray, you populate it with a full set of indexes, and it's possible that the next color you get from the newly repopulated array will be the same as the last one you got.
It's possible to add extra logic to prevent this.
based on the fact, that arc4random_uniform generate not only random, but also uniformly distributed numbers
import Foundation // arc4random_uniform
class Random {
var r:UInt32
let max: UInt32
init(max: UInt32) {
self.max = max
r = arc4random_uniform(max)
}
var next: UInt32 {
var ret: UInt32
repeat {
ret = arc4random_uniform(max)
} while r == ret
r = ret
return r
}
}
// usage example
let r = Random(max: 5)
for i in 0..<10 {
print(r.r, r.next) // there will never be a pair of the same numbers in the
// generated stream
}
/*
2 4
4 0
0 3
3 0
0 3
3 4
4 1
1 3
3 4
4 3
*/
simple test for different k and stream length of one milion
class Random {
var r:UInt32
let max: UInt32
init(max: UInt32) {
self.max = max
r = arc4random_uniform(max)
}
var next: (UInt32, Int) {
var i = 0
var ret: UInt32
repeat {
ret = arc4random_uniform(max)
i += 1
} while r == ret
r = ret
return (r,i)
}
}
for k in 3..<16 {
let r = Random(max: UInt32(k))
var repetition = 0
var sum = 0
for i in 0..<1000000 {
let j = r.next
repetition = max(repetition, j.1)
sum += j.1
}
print("maximum of while repetition for k:", k, "is", repetition, "with average of", Double(sum) / Double(1000000) )
}
prints
maximum of while repetition for k: 3 is 15 with average of 1.499832
maximum of while repetition for k: 4 is 12 with average of 1.334008
maximum of while repetition for k: 5 is 9 with average of 1.250487
maximum of while repetition for k: 6 is 8 with average of 1.199631
maximum of while repetition for k: 7 is 8 with average of 1.167501
maximum of while repetition for k: 8 is 7 with average of 1.142799
maximum of while repetition for k: 9 is 8 with average of 1.124096
maximum of while repetition for k: 10 is 6 with average of 1.111178
maximum of while repetition for k: 11 is 7 with average of 1.099815
maximum of while repetition for k: 12 is 7 with average of 1.091041
maximum of while repetition for k: 13 is 6 with average of 1.083582
maximum of while repetition for k: 14 is 6 with average of 1.076595
maximum of while repetition for k: 15 is 6 with average of 1.071965
finaly, here is more Swifty and functional approach based on the same idea
import Foundation
func random(max: Int)->()->Int {
let max = UInt32(max)
var last = arc4random_uniform(max)
return {
var r = arc4random_uniform(max)
while r == last {
r = arc4random_uniform(max)
}
last = r
return Int(last)
}
}
let r0 = random(8)
let r1 = random(4)
for i in 0..<20 {
print(r0(), terminator: " ")
}
print("")
for i in 0..<20 {
print(r1(), terminator: " ")
}
/*
4 5 4 3 4 0 5 6 7 3 6 7 5 4 7 4 7 2 1 6
0 3 0 1 0 2 3 1 2 0 1 0 1 0 1 3 0 3 0 2
*/
Fill an array with the colors and shuffle it with a Fisher-Yates shuffle. Then use the element at an end, remove it, and insert it at a random position at least n positions from the end.
For example, say my array has 10 elements. I shuffle it and take the last. I want at least 2 values to be chosen before I see it again so I generate a random position in the range 0...8 and insert it there.
var colorArray = [
(UIColor.redColor() , "red" ),
(UIColor.greenColor() , "green" ),
(UIColor.blueColor() , "blue" ),
(UIColor.yellowColor() , "yellow"),
(UIColor.orangeColor() , "orange"),
(UIColor.lightGrayColor(), "grey" )].shuffle() // shuffle() is from my link above
let spacing = 2 // Pick at least 2 colors before we see it again
if let randomColor = colorArray.popLast() {
colorArray.insert(randomColor,
atIndex: Int(arc4random_uniform(UInt32(colorArray.count - spacing))))
}
One case, described here: https://github.com/dimpiax/GenericSequenceType
Another is functional:
func getRandomItem<T>(arr: [T]) -> (unique: Bool) -> T {
var indexes: [Int]!
return { value in
let uniqIndex: Int
if value {
if indexes?.isEmpty != false {
indexes = [Int](0.stride(to: arr.count, by: 1))
}
uniqIndex = indexes.removeAtIndex(Int(arc4random_uniform(UInt32(indexes.count))))
}
else {
uniqIndex = Int(arc4random_uniform(UInt32(arr.count)))
}
return arr[uniqIndex]
}
}
let generate = getRandomItem(colorArray)
generate(unique: true).0 // greenColor
generate(unique: true).0 // redColor
generate(unique: true).0 // lightGrayColor
Try it it's work for me and 100% tested
let arrString = ["1","2","3","4","5","6"]
var selectedIndix = -1
#IBAction func btnClick(_ sender: Any) {
let randomElementIndex = randomElementString()
}
Call this function when button clicked
func randomElementString() -> Int{
let randomm = Int(arc4random_uniform(UInt32(arrString.count)))
if selectedIndix == randomm{
return randomElementString()
}else{
selectedIndix = randomm
return randomm
}
}
OUTPUT:-
5121242316513126
How about running a while loop with the condition:
while(self.source.backgroundColor == sourceColor) {
// get a new random sourceColor
}
This will keep looping until a new random color has been selected.
edit
Additional Note: The point was the while loop. There are ways to safeguard from an infinite loop, it's up to the coder to find the right solution. I don't think SO is a place to write other's code but instead to offer suggestions .. mine is a start.
But since my answer was given such a negative rating, i'll push instead of nudge in the right direction.
The other answers are unnecessarily bloated. And? The one I offered above offers a less than desirable time complexity. So, here's my new answer (in meta code):
// array of all background colors
var arrayOfColors = [..]
// get a random index
var randomIndex = arc4random(size of arrayOfColors)
// select new background color
var newBGColor = arrayOfColors[randomIndex]
// old background color
var oldBGColor = self.source.backgroundColor
// remove new color from array (so that it's excluded from choices next time)
arrayOfColors.removeAtIndex(randomIndex)
// set the new color to the background
self.source.backgroundColor = newBGColor
// add current color back into the pool of potential colors
arrayOfColors.addObject(oldBGColor)

Replacement for C-style loop in Swift 2.2

Swift 2.2 deprecated the C-style loop. However in some cases, the new range operator just doesn't work the same.
for var i = 0; i < -1; ++i { ... }
and
for i in 0..<-1 { ... }
The later one will fail at run-time. I can wrap the loop with an if, but it's a bit cluttered. Sometimes this kind of loop is useful.
Any thoughts?
Use cases
You need to enumerate all elements of an array, except the last one.
You need to enumerate all whole integer numbers in a decimal range, but the range can be like [0.5, 0.9] and so there's no integers (after some maths), which results in an empty loop.
Although it's not as "pretty", you can use stride:
for var i in 0.stride(to: -1, by: -1) {
print(i)
}
Mimicking the "C-style loop"
Not entirely pretty, but you can wrap the range:s upper bound with a max(0, ..) to ascertain it never takes negative values.
let foo : [Int] = []
for i in 0..<max(0,foo.count-1) {
print(i)
}
I'd prefer, however, the from.stride(to:by) solution (that has already been mentioned in the other answers, see e.g. Michael:s answer).
I think it's valuable to explicitly point out, however, that from.stride(to:by) neatly returns an empty StrideTo (or, if converted to an array: an empty array) if attempting to stride to a number that is less than from but by a positive stride. E.g., striding from 0 to -42 by 1 will not attempt to stride all the way through "∞ -> -∞ -> -42" (i.e., an error case), but simply returns an empty StrideTo (as it should):
Array(0.stride(to: -42, by: 1)) // []
// -> equivalent to your C loop:
for i in 0.stride(to: foo.count-1, by: 1) {
print(i)
}
Use case 1: enumerate all but the last element of an array
For this specific use case, a simple solution is using dropLast() (as described by Sulthan in the comments to your question) followed by forEach.
let foo = Array(1...5)
foo.dropLast().forEach { print($0) } // 1 2 3 4
Or, if you need more control over what to drop out, apply a filter to your array
let foo = Array(1...5)
foo.filter { $0 < foo.count }.forEach { print($0) } // 1 2 3 4
Use case 2: enumerate all integers in a decimal range, allowing this enumeration to be empty
For your decimal/double closed interval example ([0.6, 0.9]; an interval rather than a range in the context of Swift syntax), you can convert the closed interval to an integer range (using ceil function) and apply a forEach over the latter
let foo : (ClosedInterval<Double>) -> () = {
(Int(ceil($0.start))..<Int(ceil($0.end)))
.forEach { print($0) }
}
foo(0.5...1.9) // 1
foo(0.5...0.9) // nothing
Or, if you specifically want to enumerate the (possible) integers contained in this interval; use as en extension fit to your purpose:
protocol MyDoubleBounds {
func ceilToInt() -> Int
}
extension Double: MyDoubleBounds {
func ceilToInt() -> Int {
return Int(ceil(self)) // no integer bounds check in this simple example
}
}
extension ClosedInterval where Bound: MyDoubleBounds {
func enumerateIntegers() -> EnumerateSequence<(Range<Int>)> {
return (self.start.ceilToInt()
..< self.end.ceilToInt())
.enumerate()
}
}
Example usage:
for (i, intVal) in (1.3...3.2).enumerateIntegers() {
print(i, intVal)
} /* 0 2
1 3 */
for (i, intVal) in (0.6...0.9).enumerateIntegers() {
print(i, intVal)
} /* nothing */
For reference:
In swift 3.0 stride is now defined globally which makes for loop look more natural:
for i in stride(from: 10, to: 0, by: -1){
print(i)
} /* 10 9 8 7 6 5 4 3 2 1 */
For Swift 3 and need to change the "index"
for var index in stride(from: 0, to: 10, by: 1){}

How to generate a 4 digit random number with unique digits?

Like: 0123, 0913, 7612
Not like: 0000, 1333, 3499
Can it be done with arcRandom() in swift? Without array or loop?
Or If that impossible, how it be done with arcRandom() in any way ?
You just want to shuffle the digits and pick the number you want.
Start with Nate Cook's Fischer-Yates shuffle code.
// Start with the digits
let digits = 0...9
// Shuffle them
let shuffledDigits = digits.shuffle()
// Take the number of digits you would like
let fourDigits = shuffledDigits.prefix(4)
// Add them up with place values
let value = fourDigits.reduce(0) {
$0*10 + $1
}
var fourUniqueDigits: String {
var result = ""
repeat {
// create a string with up to 4 leading zeros with a random number 0...9999
result = String(format:"%04d", arc4random_uniform(10000) )
// generate another random number if the set of characters count is less than four
} while Set<Character>(result.characters).count < 4
return result // ran 5 times
}
fourUniqueDigits // "3501"
fourUniqueDigits // "8095"
fourUniqueDigits // "9054"
fourUniqueDigits // "4728"
fourUniqueDigits // "0856"
Swift Code - For Generation of 4 digit
It gives number between 1000 and 9999.
func random() -> String {
var result = ""
repeat {
result = String(format:"%04d", arc4random_uniform(10000) )
} while result.count < 4 || Int(result)! < 1000
print(result)
return result
}
Please Note - You can remove this Int(result)! < 1000 if you want numbers like this - 0123, 0913

Cannot get the right average value of a couple of numbers

func averageOf(numbers: Int...) -> Float {
var sum = 0
var i = 1
for number in numbers {
sum += number
i++
}
return Float(sum)/Float(i)
}
averageOf(1,2,3,4,4)
return value
2.33333325386047
Im new to Swift and run this code in the playground. The return value is not right, but I cannot find where is wrong, since the sum is 14 and the i is 5.
Start with i=0 instead of one. Since you're incrementing i after each number, i is ending up as 6 in your example instead of 5.

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