I am a newbie swift programmer, and I have been asked to write an app that allows you to type in a word, and then generates a random Haiku
This is a tabbed application, with two ViewControllers.
(poem) based on that word. So in the FirstViewController I have the data, and I want to display that data in a nice way, in the SecondViewController.
I have all the poem lines and all in the FirstViewController, but I would like to access these variables in the SecondViewController. I have tried creating a function, that does nothing but returning them, and then in the SecondViewController calling that function, but without any result, since the function simply returned nil. Would be pleased if any of you could help
Thank you!
Here is the FirstViewController:
import UIKit
import Foundation
class FirstViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var keyWordTextField: UITextField!
#IBOutlet weak var syllableSlider: UISlider!
#IBOutlet weak var syllableSliderLabel: UILabel!
var syllableSliderValue = 1
#IBOutlet weak var lineOneTextField: UITextField!
#IBOutlet weak var lineTwoTextField: UITextField!
#IBOutlet weak var lineThreeTextField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
lineOneTextField.text = "Rad 1"
lineTwoTextField.text = "Rad 2"
lineThreeTextField.text = "Rad 3"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func syllableValueChanged(sender: UISlider) {
syllableSliderValue = Int((sender.value))
syllableSliderLabel.text = "Ordet har: \(syllableSliderValue) stavelser"
}
#IBAction func getNewHaiku() {
if keyWordTextField.text != "" {
let keyWord = keyWordTextField.text
let lineOne = generateLine(keyWord: keyWord, syllables: syllableSliderValue, lineSyllableLenght: 5)
let lineTwo = generateLine(keyWord: keyWord, syllables: syllableSliderValue, lineSyllableLenght: 7)
let lineThree = generateLine(keyWord: keyWord, syllables: syllableSliderValue, lineSyllableLenght: 5)
lineOneTextField.text! = lineOne
lineTwoTextField.text! = lineTwo
lineThreeTextField.text! = lineThree
}
}
func generateLine(#keyWord: String, syllables : Int, lineSyllableLenght : Int) -> String {
let oneSyllables = Dict().oneSyllables
let twoSyllables = Dict().twoSyllables
let threeSyllables = Dict().threeSyllables
let fourSyllables = Dict().fourSyllables
let randomOneSyllableWordNumber = Int(arc4random_uniform(UInt32(oneSyllables.count)))
let randomTwoSyllableWordNumber = Int(arc4random_uniform(UInt32(twoSyllables.count)))
let randomThreeSyllableWordNumber = Int(arc4random_uniform(UInt32(threeSyllables.count)))
let randomFourSyllableWordNumber = Int(arc4random_uniform(UInt32(fourSyllables.count)))
var lineArray : [String] = []
var line = ""
lineArray.append(keyWord)
if syllables == 1 {
let randomWordMethod = Int(arc4random_uniform(2))
if randomWordMethod == 0 {
lineArray.append(fourSyllables[randomFourSyllableWordNumber])
} else if randomWordMethod == 1 {
lineArray.append(threeSyllables[randomThreeSyllableWordNumber])
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
} else if randomWordMethod == 2 {
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
lineArray.append(twoSyllables[randomOneSyllableWordNumber])
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
}
} else if syllables == 2 {
let randomWordMethod = Int(arc4random_uniform(2))
if randomWordMethod == 0 {
lineArray.append(twoSyllables[randomOneSyllableWordNumber])
lineArray.append(oneSyllables[randomTwoSyllableWordNumber])
} else if randomWordMethod == 1 {
lineArray.append(threeSyllables[randomThreeSyllableWordNumber])
} else if randomWordMethod == 2 {
lineArray.append(twoSyllables[randomTwoSyllableWordNumber])
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
}
} else if syllables == 3 {
let randomWordMethod = Int(arc4random_uniform(1))
if randomWordMethod == 0 {
lineArray.append(twoSyllables[randomTwoSyllableWordNumber])
} else if randomWordMethod == 1 {
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
}
} else if syllables == 4 {
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
}
if lineSyllableLenght == 7 {
let randomWordMethod = Int(arc4random_uniform(1))
if randomWordMethod == 0 {
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
lineArray.append(oneSyllables[randomOneSyllableWordNumber])
} else if randomWordMethod == 1 {
lineArray.append(twoSyllables[randomTwoSyllableWordNumber])
}
}
for word in lineArray {
line += " \(word)"
}
line += ","
return line
}
override func touchesBegan(touches: NSSet, withEvent event: UIEvent) {
self.view.endEditing(true)
}
func getData() -> (line2: String, line3: String) {
return (lineTwoTextField.text, lineThreeTextField.text)
}
}
Ps, the "Dict" is another file, but only containing words.
The second view controller is just blank.
Or you could make it a global variable so any file can access it.
struct structname {
static var yourvariable = value
}
When calling it, you enter
filename.structname.yourvariable
You need to pass the instances like this in second view controller:
var firstViewController: FirstViewController?
Then in the master instance which knows both:
secondViewController.firstViewController = firstViewController
(e.g. in awakeFromNib) assuming that they are known in the master instance like
let firstViewController = FirstViewController()
let secondViewController = SecondViewController()
Finally in SecondViewController you can access the first:
firstViewController?.generateLine....
Related
I have two Random numbers generating in ViewDidLoad. I Want to plus these two numbers and the result should be checked in a button with data of a input field. my problem is that I do not know how to transfer result to the function CheckResultBtn . now it does not recognise result.
here is My codes and I really appreciate any kinds of help
class ViewController: UIViewController {
#IBOutlet weak var lblRandomNumOne: UILabel!
#IBOutlet weak var lblRandomNumTwo: UILabel!
#IBOutlet weak var KidsField: UITextField!
#IBOutlet weak var Showresult: UILabel!
#IBOutlet weak var CheckResult: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
let x = Int.random(in: 0 ..< 10)
lblRandomNumOne.text = String(x);
let y = Int.random(in: 0 ..< 10)
lblRandomNumTwo.text = String(y);
let result = x + y;
CheckResultBtn(result) //not sure about this
}
#IBAction func CheckResultBtn(_ sender: Any)
{
if (KidsField != nil)
{
let kidsresult = Int(KidsField.text!) ;
if (result == kidsresult)
{
Showresult.text = "Bravo";
}
else
{
Showresult.text = "Try Again!"
}
}
}
}
declare the variable "result" before the viewDidload function
var result : Int!
then proceed to perform the operation on the variable in your viewDidload and you can get rid of this line
CheckResultBtn(result)
and you should be able to access the result variable in your IBAction function
You can try
#IBAction func checkResultBtn(_ sender: Any) {
displayRes(Int(kidsField.text!)!)
}
func displayRes(_ result:Int) {
showresult.text = result == kidsresult ? "Bravo" : "Try Again!"
}
Then inside viewDidLoad
displayRes(x+y)
create a new function instead of using action Method
like this :
func CheckResultBtn(_ result : Int) {
if (KidsField != nil)
{
let kidsresult = Int(KidsField.text!) ;
if (result == kidsresult)
{
Showresult.text = "Bravo";
}
else
{
Showresult.text = "Try Again!"
}
}
}
or create a variable
var result : Int?
assign a value
result = x + y;
and use inside the action Method
var result : Int?
override func viewDidLoad() {
super.viewDidLoad()
let x = Int.random(in: 0 ..< 10)
lblRandomNumOne.text = String(x);
let y = Int.random(in: 0 ..< 10)
lblRandomNumTwo.text = String(y);
result = x + y;
}
#IBAction func CheckResultBtn(_ sender: Any) {
if (KidsField != nil)
{
let kidsresult = Int(KidsField.text!) ;
if (result == kidsresult)
{
Showresult.text = "Bravo";
}
else
{
Showresult.text = "Try Again!"
}
}
}
My controller allows me to show a text from a song inside a label but I don't know why the gravity of the text is focused at the end. When I want to see the text I always see the song like it's already scrolled. I want to start the song from the top and then scroll it or zoom it.
Every time I want to see a song that is longer than the page I see like it's already scrolled, but if I want to see a song that is shorter than the page it works correctly. How can I fix it??
Here is my code:
import UIKit
class DettaglioCanti: UIViewController {
var dettaglioCanzone: VociMontagna? {
didSet {
configureView()
}
}
var valoriPassati: VociMontagna?
#IBOutlet weak var tv_titolo: UILabel!
#IBOutlet weak var tv_artista: UILabel!
#IBOutlet weak var tv_testoCanzone: UITextView!
#IBAction func btt_note(_ sender: Any) {
startPopUp()
}
#IBOutlet weak var btt_note_2: UIButton!
var pinchGesture = UIPinchGestureRecognizer()
override func viewDidLoad() {
super.viewDidLoad()
configureView()
pinchGesture = UIPinchGestureRecognizer(target: self, action:#selector(pinchText(sender:)))
tv_testoCanzone.addGestureRecognizer(pinchGesture)
let range = NSMakeRange(tv_testoCanzone.text.count - 1, 0)
tv_testoCanzone.scrollRangeToVisible(range)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#objc func pinchText(sender: UIPinchGestureRecognizer) {
var pointSize = tv_testoCanzone.font?.pointSize
pointSize = ((sender.velocity > 0) ? 1 : -1) * 1 + pointSize!;
//Definisco i limiti dello zoom per il testo
if (pointSize! < 13) {pointSize = 13}
if (pointSize! > 42) {pointSize = 42}
tv_testoCanzone.font = UIFont( name: "arial", size: (pointSize)!)
}
func configureView() {
if let dettaglioCanzone = dettaglioCanzone {
if let tv_titolo = tv_titolo, let tv_testoCanzone = tv_testoCanzone, let tv_artista = tv_artista {
tv_titolo.text = dettaglioCanzone.titolo
tv_artista.text = dettaglioCanzone.artista
tv_testoCanzone.text = loadFile(file: dettaglioCanzone.nomeTesto)
if (dettaglioCanzone.nomeNota == "0") {btt_note_2.isHidden = true}
}
}
}
func loadFile(file name:String) -> String {
if let path = Bundle.main.path(forResource: name, ofType: "txt") {
if let contents = try? String(contentsOfFile: path) {
return contents
} else {
print("Error! - This file doesn't contain any text.")
}
} else {
print("Error! - This file doesn't exist.")
}
return ""
}
}
I have a problem, Xcode gives me this error "EXC_BAD_INSTRUCTION(code=EXC_1386_INVOP,subcode==0*0)" while I'm trying to make my buttons delete indexes in my array, "shoppingList".
Please help me and tell me what i did wrong so i can improve later on.
//
// ViewController.swift
// ShoppingList
//
// Created by Petr Chrastek on 29/03/16.
// Copyright © 2016 ACS. All rights reserved.
//
class ViewController: UIViewController {
#IBOutlet weak var labelText: UILabel!
#IBOutlet weak var label0: UILabel!
#IBOutlet weak var label1: UILabel!
#IBOutlet weak var label2: UILabel!
#IBOutlet weak var label3: UILabel!
var shoppingList = ["eggs", "milk", "cake", "sugar"]
#IBAction func remove0(sender: UIButton) {
shoppingList.removeAtIndex(0)
}
#IBAction func remove1(sender: UIButton) {
shoppingList.removeAtIndex(1)
}
#IBAction func remove2(sender: UIButton) {
shoppingList.removeAtIndex(2)
}
#IBAction func remove3(sender: UIButton) {
shoppingList.removeAtIndex(3)
}
override func viewDidLoad() {
super.viewDidLoad()
let str: String? = shoppingList[0]
let str1: String? = shoppingList[1]
let str2: String? = shoppingList[2]
let str3: String? = shoppingList[3]
let count = shoppingList.count
labelText.text? = "you are missing \(count) items"
if str != nil {
label0.text? = "\(str)"
} else {
label0.text? = "empty"
}
if str1 != nil {
label1.text? = "\(str1)"
} else {
label1.text? = "empty"
}
if str2 != nil {
label2.text? = "\(str2)"
} else {
label2.text? = "empty"
}
if str3 != nil {
label3.text? = "\(str3)"
} else {
label3.text? = "empty"
}
// 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.
}
}
After you delete the first item from your list, shoppingList will only have 3 items in it, so accessing shoppingList[3] will crash (remember with 3 items only 0..<2 are valid.
The easiest way to resolve the problem is to use the following pattern so you're checking the count to make sure indices are valid before using them.
if shoppingList.count > 0 {
label0.text = shoppingList[0]
} else {
label0.text = "empty"
}
if shoppingList.count > 1 {
label1.text = shopingList[1]
} else {
label1.text = "empty"
}
I've made some additional changes as well, such as not pointless using string interpolation to turn a String into the same String, since [String][n] will always return a String (never a String?) there's no need to deal with the Optionals
You'll have similar problems (in fact, probably what you're running into now) when you try to:
shoppingList.removeAtIndex(3)
the second time, since 3 is no longer a valid index, instead, use:
if shoppingList.count > 3 {
shoppingList.removeAtIndex(3)
}
Currently implementing a favourite function to my application which is based on quotes. I would like to perform a check for if the user has already saved an element to an array. If they have, I would change a favour button to unfavour button.
import UIKit
class DreamViewController: UIViewController {
#IBOutlet var liketext: UIButton!
#IBOutlet var QuoteImage: UIImageView!
#IBOutlet weak var DreamLabel: UILabel!
var counter = 1
var factIndex = 0
let dreamFact = Dream()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
DreamLabel.text = dreamFact.dreamArray[factIndex]
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
#IBAction func LeftSwipe() {
factIndex--
var number = dreamFact.dreamArray.count - 1
if (factIndex < 0){
self.factIndex = number
}
DreamLabel.text = dreamFact.dreamArray[factIndex]
if counter == 1 {
counter = 36
} else {
self.counter--
}
QuoteImage.image = UIImage(named: "frame\(counter).jpg")
}
#IBAction func RightSwipe() {
factIndex++
if factIndex >= dreamFact.dreamArray.count {
self.factIndex = 0
}
DreamLabel.text = dreamFact.dreamArray[factIndex]
if counter == 36 {
counter = 1
} else {
self.counter++
}
QuoteImage.image = UIImage(named: "frame\(counter).jpg")
}
struct Constants {
static let defaults = NSUserDefaults.standardUserDefaults()
static let fqKey = "FavoriteQuotes"
static let like = "Like"
static let unlike = "Unlike"
}
class DreamViewController {
var favouriteQuotesArray = Constants.defaults.objectForKey(Constants.fqKey) as? [String] ?? [String]() {
didSet {
Constants.defaults.setObject(favouriteQuotesArray, forKey: Constants.fqKey)
}
}
#IBOutlet weak var likeButton: UIButton! {
didSet {
let favourite = dreamArray[factIndex]
if let foundIndex = find(favouriteQuotesArray, favourite) {
likeButton.setTitle(Constants.unlike, forState: .Normal)
}
else {
likeButton.setTitle(Constants.like, forState: .Normal)
}
}
}
#IBAction func likeButtonClicked(sender: UIButton) {
}
}
}
The dependency on upon the text which is unreliable because if the user reopens the app, the element would still be saved instead of starting out with the default unlike. If the element is found in the array. How would I perform a search inside my favouriteQuotesArray if the element exists like:
if elementfound statement {
button.settitle(unlike)
removearrayatindex statement.
} else {
button.settitle(like)
makeQuoteFavourite()
}
How would the array checking statement look like?
P.S If you can please give tips on building the delete class?
Update:
var favouriteQuotesArray: [String] = NSUserDefaults.standardUserDefaults().objectForKey("thekey") as! [String]
func makeQuoteFavourite() {
if favouriteQuotesArray == nil {
favouriteQuotesArray = []
}
let currentQuote = dreamFact.dreamArray[factIndex]
favouriteQuotesArray.append(currentQuote)
NSUserDefaults.standardUserDefaults().setObject(favouriteQuotesArray, forKey: "thekey")
}
#IBAction func likeButton() {
if contains(favouriteQuotesArray, dreamFact.dreamArray[factIndex]) {
liketext.setTitle("Unlike", forState: UIControlState.Normal)
}
Do it this way; some cleaner coding techniques to cut through the rubble included.
The declaration of favouriteQuotesArray is a gold star one liner. Got it all?
import UIKit
struct Constants {
static let defaults = NSUserDefaults.standardUserDefaults()
static let fqKey = "FavoriteQuotes"
static let like = "Like"
static let unlike = "Unlike"
}
class Page2ViewController: UIViewController {
var dreamArray = [String]() // place holder so class compiles
var factIndex = 0 // place holder so class compiles
var favouriteQuotesArray = Constants.defaults.objectForKey(Constants.fqKey) as? [String] ?? [String]() {
didSet {
Constants.defaults.setObject(favouriteQuotesArray, forKey: Constants.fqKey)
}
}
#IBOutlet weak var likeButton: UIButton! {
didSet {
let favourite = dreamArray[factIndex]
if let foundIndex = find(favouriteQuotesArray, favourite) {
likeButton.setTitle(Constants.unlike, forState: .Normal)
}
else {
likeButton.setTitle(Constants.like, forState: .Normal)
}
}
}
#IBAction func likeButtonClicked(sender: UIButton) {
let favourite = dreamArray[factIndex]
if let foundIndex = find(favouriteQuotesArray, favourite) {
sender.setTitle(Constants.like, forState: .Normal)
favouriteQuotesArray.removeAtIndex(foundIndex)
}
else {
sender.setTitle(Constants.unlike, forState: .Normal)
favouriteQuotesArray.append(favourite)
}
}
}
Try this:
let currentQuote = dreamFact.dreamArray[factIndex]
if find(favouriteQuotesArray!, currentQuote) != nil {
//Do something
}
The better and quick way to find out an element in an array is:
if contains(yourFavArray, stringStatement){
//Contains you can write your logic
}
Change your favouriteArray as below:
var favouriteQuotesArray: [String] = NSUserDefaults.standardUserDefaults().objectForKey("thekey") as! [String]
Edited:
if let foundIndex = find(favouriteQuotesArray, dreamFact.dreamArray[factIndex]) {
sender.setTitle(Constants.like, forState: .Normal)
favouriteQuotesArray.removeAtIndex(foundIndex)
}
I've made this little app "How many fingers" where the user has to guess how many fingers the computer is holding behind it's back. Now I want it to be able to save the users score with NSUserdefaults, but it's not working. Here is how my code looks right now:
//
// ViewController.swift
// How many Fingers?
//
// Created by Kevin Nguyen on 02.05.15.
// Copyright (c) 2015 Kevin Nguyen. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
#IBOutlet var userGuess: UITextField!
#IBOutlet var userScore: UILabel!
#IBOutlet var userTotal: UILabel!
#IBOutlet var result: UILabel!
var score:Int = 0
var totalGames:Int = 0
#IBAction func resetScore(sender: AnyObject) {
score = 0
userScore.text = "0"
}
#IBAction func start(sender: AnyObject) {
var userGuessInt = userGuess.text.toInt()
var fingers = Int(arc4random_uniform(6))
if userGuessInt <= 5 {
if userGuessInt == fingers {
result.text = "Great! You were right!"
score++
totalGames++
userScore.text = "\(score)"
userTotal.text = "\(totalGames)"
println("User score is \(score); total games is \(totalGames)")
NSUserDefaults.standardUserDefaults().setObject(score, forKey: "svScore")
NSUserDefaults.standardUserDefaults().setObject(totalGames, forKey: "svTotalGames")
} else {
result.text = "Try Again!"
println("User score is \(score); total games is \(totalGames)")
totalGames++
userTotal.text = "\(totalGames)"
NSUserDefaults.standardUserDefaults().setObject(score, forKey: "svScore")
NSUserDefaults.standardUserDefaults().setObject(totalGames, forKey: "svTotalGames")
}
} else{
result.text = "Enter a number from 0 up to 5!"
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
if score != 0 {
var score:Int = NSUserDefaults.standardUserDefaults().objectForKey("svScore")! as! Int
userScore.text = "\(score)"
}
if totalGames != 0 {
var totalGames:Int = NSUserDefaults.standardUserDefaults().objectForKey("svTotalGames")! as! Int
userTotal.text = "\(totalGames)"
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
When your application starts the score in viewDidLoad is always 0. So you'll never read the saved data (because of your if condition). You should also check it there is data stored before you try to use it.
Change it like that:
override func viewDidLoad() {
super.viewDidLoad()
if (NSUserDefaults.standardUserDefaults().objectForKey("svScore") != nil) {
score = NSUserDefaults.standardUserDefaults().objectForKey("svScore")! as! Int
}
if score != 0 {
userScore.text = "\(score)"
}
if (NSUserDefaults.standardUserDefaults().objectForKey("svTotalGames") != nil) {
totalGames = NSUserDefaults.standardUserDefaults().objectForKey("svTotalGames")! as! Int
}
if totalGames != 0 {
userTotal.text = "\(totalGames)"
}
}
//To Save Highscore
NSUserDefaults.standardUserDefaults().setInteger(highScore, forKey: "highscore")
//To Call For Highscore
var highScore:Int = NSUserDefaults.standardUserDefaults().integerForKey("highscore")
You could create a HighscoreSaver-util class like that:
class HighscoreSaver {
private let defaults = NSUserDefaults.standardUserDefaults()
private let highscoreKey = "highscore-saver-key-item"
private var highscore:Int = 0
private func updateHighscore(score:Int){
highscore += score
if defaults.integerForKey(highscoreKey) < highscore{
defaults.setInteger(highscore, forKey: highscoreKey)
}
}
func add(score scoreToAdd:Int){
updateHighscore(scoreToAdd)
}
func reset(){
defaults.removeObjectForKey(highscoreKey)
}
func currentHighscore() -> Int{
return highscore
}
}
The usage would be like that:
var high = HighscoreSaver()
//Adds scorevalue to current score
high.add(score: yourScoreToAddToCurrent)
//Resets the score to 0
high.reset()
//Gets current score
high.currentHighscore()