Overriding a var in Swift - ios

I'm trying to learn Swift by following different tutorials, but I have come into a problem. I have the following code:
Class Vehicle {
var seats = 5
var maxSpeed = 100
}
class Bike : Vehicle{
override var seats = 3
}
But I keep getting an error regarding trying to override var seats, stating Cannot override with a stored property 'seats'.
What am I doing wrong? I thought I could override inherited variables?

You don't actually need to override the property, just initialize with a different value, which can be done in the initializer:
class Vehicle {
var seats = 5
var maxSpeed = 100
}
class Bike : Vehicle{
override init() {
super.init()
self.seats = 3
}
}
As for overriding properties, the lang reference states that:
You can override an inherited instance or class property to provide your own custom getter and setter for that property, or to add property observers to enable the overriding property to observe when the underlying property value changes.

Related

Swift - Initializing model object with properties across multiple views

A client wants me to initialize a model object, but the issue I'm facing is that the properties I need are located across five view controllers. At view controller 1 I define propertyA for my object. View controller 2 I define propertyB, and so on. On the final view I get to see a summary of what i've chosen and from there I can finally create my object.
I'm doing this incredibly long and inefficient at the moment where I have the same optional variables for each property across many views. Any help would be great.
For this scenario you should try Singleton pattern
Create class having all properties and create its singleton also:
public class Property {
public var propertyA:AnyObject? /// define your appropriate data type
public var propertyB:AnyObject?
public var propertyC:AnyObject?
public var propertyD:AnyObject?
public var propertyE:AnyObject?
static let sharedInstance = Property()
}
To Set Values in different-2 view controller follow below pattern. Here I am assuming that you can set property any place in view controller. For now I am considering to viewDidLoad you can change value to any part of view controller
class ViewController1: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
Property.sharedInstance.propertyA = "X" as AnyObject //// Value should be of same data type of propertyA
}
}
class ViewController2: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
Property.sharedInstance.propertyB = "Y" as AnyObject //// Value should be of same data type of propertyA
}
}
etc
finally at the end you will get values of all assigned parameters
print(Property.sharedInstance.propertyA)
print(Property.sharedInstance.propertyB)
print(Property.sharedInstance.propertyC)
print(Property.sharedInstance.propertyD)
print(Property.sharedInstance.propertyE)

How to update a UILabel's text based on a instance's property

I'm attempting to update my "Lives Remaining: " UILabel, and I'm having trouble getting it to update based on a class's or instances current variable value- in this case lives. I'm using didSet to do so in my following code:
The Ship class:
class Ship:SKSpriteNode{
...
var lives:Int = 0{
didSet{
shipLivesLabel?.text = self.lives.description
}
}
Instantiating the label in GameScene:
class GameScene: SKScene, SKPhysicsContactDelegate {
private var shipLives = 0 {
didSet{
self.shipLivesLabel?.text = aShip.lives.description
}
}
private var shipLivesLabel:SKLabelNode?
and where I'm adding it to the scene:
override func didMoveToView(view: SKView) {
let shipLivesLabel = SKLabelNode(fontNamed: "Times New Roman")
shipLivesLabel.text = shipLives.description
shipLivesLabel.fontSize = 14
shipLivesLabel.position = CGPoint(x:CGRectGetMidX(self.frame)*1.3,y:CGRectGetMidY(self.frame)*0.1)
self.addChild(shipLivesLabel)
self.shipLivesLabel = shipLivesLabel
I'm not sure if this is the proper way to go about this, and I'm also not sure how to reference the shipLivesLabel within the Ship class- I receive the error: Instance member shipLivesLabel cannot be used on type GameScene. Any help would be awesome.
Your issue is in :
private var shipLives = 0 {
didSet{
self.shipLivesLabel?.text = aShip.lives.description
}
}
where your self.shipLivesLabel could be not ready during this assignment.
So what happened?
You try to assign to a not initialized class, a value to his property.
Bad syntax:
MyClass.variable = 'Foo'
// error: Instance member 'variable' cannot be used on type 'MyClass'
Good syntax:
instanceOfMyClass.variable = 'Foo'
About your case:
GameScene.shipLivesLabel assignment used before GameScene is fully initialized.
I don't like your approach to write important game properties like the lives counter of your characters. Please take a look to this answer to better understand what I mean: answer
Another advice gived by Tibrogargan in question comments is to don't use description: it's a bad attitude, it's used for debugging, live is an Int and if you want to assign this one to a String do:
shipLivesLabel.text = "\(shipLives)"

Swift: property observers for computed properties

As far as I know, Swift allows us to set property observers for either stored and computed properties. But if computed property value depends on some backing store, property observers are not fired when these backing store values are changed:
public class BaseClass {
private var privateVar1: Int = 0
private var privateVar2: Int = 0
public var property: Int {
get {
return privateVar1 * privateVar2
}
set {
print("some setter without effect")
}
}
private func changeSomeValues() {
privateVar1 = 1
privateVar2 = 2
}
}
public class SubClass : BaseClass {
override var property: Int {
didSet {
print("didSet \(property)")
}
}
}
didSet of SubClass isn't called when changeSomeValues is called.
Let's consider a case: we have such BaseClass in a third-party framework. We define SubClass in our app. The question is: how can we rely on SubClass observers without knowledge about property nature: is it stored (and we can rely on observers) or computed (and then we can't expect firing observers each time when we expect it)? Is it possible? If no, is it an incapsulation violation?
That behaviour is perfectly normal. There is no way for the compiler to know which backing store really corresponds to which computed property. Your backing store in this case is made up of private variables that will not be accessible outside the class itself. So the only place where an "under the hood" change can occur is in the base class. It is that class's prerogative to use its calculated properties (which will trigger the observers) or the backstore (which will not).
In your example, assuming you never want to allow "invisible" changes, the changeSomeValues() function is breaking its own rules and not respecting the contract it promised to its subclasses and callers.

What if I want to assign a property to itself?

If I attempt to run the following code:
photographer = photographer
I get the error:
Assigning a property to itself.
I want to assign the property to itself to force the photographer didSet block to run.
Here's a real-life example: In the "16. Segues and Text Fields" lecture of the Winter 2013 Stanford iOS course (13:20), the professor recommends writing code similar to the following:
#IBOutlet weak var photographerLabel: UILabel!
var photographer: Photographer? {
didSet {
self.title = photographer.name
if isViewLoaded() { reload() }
}
}
override func viewDidLoad() {
super.viewDidLoad()
reload()
}
func reload() {
photographerLabel.text = photographer.name
}
Note: I made the following changes: (1) the code was switched from Objective-C to Swift; (2) because it's in Swift, I use the didSet block of the property instead of the setPhotographer: method; (3) instead of self.view.window I am using isViewLoaded because the former erroneously forces the view to load upon access of the view property; (4) the reload() method (only) updates a label for simplicity purposes, and because it resembles my code more closely; (5) the photographer IBOutlet label was added to support this simpler code; (6) since I'm using Swift, the isViewLoaded() check no longer exists simply for performance reasons, it is now required to prevent a crash, since the IBOutlet is defined as UILabel! and not UILabel? so attempting to access it before the view is loaded will crash the application; this wasn't mandatory in Objective-C since it uses the null object pattern.
The reason we call reload twice is because we don't know if the property will be set before or after the view is created. For example, the user might first set the property, then present the view controller, or they might present the view controller, and then update the property.
I like how this property is agnostic as to when the view is loaded (it's best not to make any assumptions about view loading time), so I want to use this same pattern (only slightly modified) in my own code:
#IBOutlet weak var photographerLabel: UILabel?
var photographer: Photographer? {
didSet {
photographerLabel?.text = photographer.name
}
}
override func viewDidLoad() {
super.viewDidLoad()
photographer = photographer
}
Here instead of creating a new method to be called from two places, I just want the code in the didSet block. I want viewDidLoad to force the didSet to be called, so I assign the property to itself. Swift doesn't allow me to do that, though. How can I force the didSet to be called?
Prior to Swift 3.1 you could assign the property name to itself with:
name = (name)
but this now gives the same error: "assigning a property to itself".
There are many other ways to work around this including introducing a temporary variable:
let temp = name
name = temp
This is just too fun not to be shared. I'm sure the community can come up with many more ways to do this, the crazier the better
class Test: NSObject {
var name: String? {
didSet {
print("It was set")
}
}
func testit() {
// name = (name) // No longer works with Swift 3.1 (bug SR-4464)
// (name) = name // No longer works with Swift 3.1
// (name) = (name) // No longer works with Swift 3.1
(name = name)
name = [name][0]
name = [name].last!
name = [name].first!
name = [1:name][1]!
name = name ?? nil
name = nil ?? name
name = name ?? name
name = {name}()
name = Optional(name)!
name = ImplicitlyUnwrappedOptional(name)
name = true ? name : name
name = false ? name : name
let temp = name; name = temp
name = name as Any as? String
name = (name,0).0
name = (0,name).1
setValue(name, forKey: "name") // requires class derive from NSObject
name = Unmanaged.passUnretained(self).takeUnretainedValue().name
name = unsafeBitCast(name, to: type(of: name))
name = unsafeDowncast(self, to: type(of: self)).name
perform(#selector(setter:name), with: name) // requires class derive from NSObject
name = (self as Test).name
unsafeBitCast(dlsym(dlopen("/usr/lib/libobjc.A.dylib",RTLD_NOW),"objc_msgSend"),to:(#convention(c)(Any?,Selector!,Any?)->Void).self)(self,#selector(setter:name),name) // requires class derive from NSObject
unsafeBitCast(class_getMethodImplementation(type(of: self), #selector(setter:name)), to:(#convention(c)(Any?,Selector!,Any?)->Void).self)(self,#selector(setter:name),name) // requires class derive from NSObject
unsafeBitCast(method(for: #selector(setter:name)),to:(#convention(c)(Any?,Selector,Any?)->Void).self)(self,#selector(setter:name),name) // requires class derive from NSObject
_ = UnsafeMutablePointer(&name)
_ = UnsafeMutableRawPointer(&name)
_ = UnsafeMutableBufferPointer(start: &name, count: 1)
withUnsafePointer(to: &name) { name = $0.pointee }
//Using NSInvocation, requires class derive from NSObject
let invocation : NSObject = unsafeBitCast(method_getImplementation(class_getClassMethod(NSClassFromString("NSInvocation"), NSSelectorFromString("invocationWithMethodSignature:"))),to:(#convention(c)(AnyClass?,Selector,Any?)->Any).self)(NSClassFromString("NSInvocation"),NSSelectorFromString("invocationWithMethodSignature:"),unsafeBitCast(method(for: NSSelectorFromString("methodSignatureForSelector:"))!,to:(#convention(c)(Any?,Selector,Selector)->Any).self)(self,NSSelectorFromString("methodSignatureForSelector:"),#selector(setter:name))) as! NSObject
unsafeBitCast(class_getMethodImplementation(NSClassFromString("NSInvocation"), NSSelectorFromString("setSelector:")),to:(#convention(c)(Any,Selector,Selector)->Void).self)(invocation,NSSelectorFromString("setSelector:"),#selector(setter:name))
var localVarName = name
withUnsafePointer(to: &localVarName) { unsafeBitCast(class_getMethodImplementation(NSClassFromString("NSInvocation"), NSSelectorFromString("setArgument:atIndex:")),to:(#convention(c)(Any,Selector,OpaquePointer,NSInteger)->Void).self)(invocation,NSSelectorFromString("setArgument:atIndex:"), OpaquePointer($0),2) }
invocation.perform(NSSelectorFromString("invokeWithTarget:"), with: self)
}
}
let test = Test()
test.testit()
There are some good workarounds but there is little point in doing that.
If a programmer (future maintainer of the code) sees code like this:
a = a
They will remove it.
Such a statement (or a workaround) should never appear in your code.
If your property looks like this:
var a: Int {
didSet {
// code
}
}
then it's a not a good idea to invoke the didSet handler by assignment a = a.
What if a future maintainer adds a performance improvement to the didSet like this?
var a: Int {
didSet {
guard a != oldValue else {
return
}
// code
}
}
The real solution is to refactor:
var a: Int {
didSet {
self.updateA()
}
}
fileprivate func updateA() {
// the original code
}
And instead of a = a directly call updateA().
If we are speaking about outlets, a suitable solution is to force the loading of views before assigning for the first time:
#IBOutlet weak var photographerLabel: UILabel?
var photographer: Photographer? {
didSet {
_ = self.view // or self.loadViewIfNeeded() on iOS >= 9
photographerLabel?.text = photographer.name // we can use ! here, it makes no difference
}
}
That will make the code in viewDidLoad unnecessary.
Now you might be asking "why should I load the view if I don't need it yet? I want only to store my variables here for future use". If that's what you are asking, it means you are using a view controller as your model class, just to store data. That's an architecture problem by itself. If you don't want to use a controller, don't even instantiate it. Use a model class to store your data.
I hope one day #Swift developers will fix this miscuzzi :)
Simple crutch:
func itself<T>(_ value: T) -> T {
return value
}
Use:
// refresh
style = itself(style)
image = itself(image)
text = itself(text)
(optionals including)
Make a function that the didSet calls then call that function when you want to update something? Seems like this would guard against developers going WTF? in future
#vacawama did a great job with all those options. However in iOS 10.3, Apple banned some of these ways and most likely will be doing it in the future again.
Note: To avoid the risk and future errors, I will use a temporary variable.
We can create a simple function for that:
func callSet<T>(_ object: inout T) {
let temporaryObject = object
object = temporaryObject
}
Would be used like: callSet(&foo)
Or even a unary operator, if there is a fitting one ...
prefix operator +=
prefix func +=<T>(_ object: inout T) {
let temporaryObject = object
object = temporaryObject
}
Would be used like: +=foo

access property from another class

I have a custom swift class like this
class NichedHelper: NSObject {
private var _theController:UIViewController? = nil
var theController:UIViewController? {
get {
return self._theController
}
set {
self._theController = newValue
}
}...
it has an implementation function like this and _theController passing a Lobb class that inherit UIViewController
func DoPump(from: String, theBoard: CGRect, overide: Bool) {
let abil:AnyObject = _theController!
abil.bottomConst.constant = -80
}
it throw error 'AnyObject' does not have a member named 'bottomConst'.
since i don't know what the english word for this kind of technique, so that will be my first question.
my second question, is it possible if i am sure Lobb class (or other class) have a variable called bottomConst, how can i access it from class NichedHelper?
you have declared the _theController as private , remove that just declare as
var _theController:UIViewController!
// this is how we roll in swift ;) bye bye Objective-C
I don't know exactly what you are trying to do and why you have two UIViewController instances. So I'm not able to answer your first question but regarding your second one, you have to cast the object to a UIViewController object:
func DoPump(from: String, theBoard: CGRect, overide: Bool) {
let abil:AnyObject = _theController as! UIViewController
abil.bottomConst.constant = -80
}
This at least should make the compiling error away, if you have the bottomConst attribute declared as a variable of UIViewControllers in an extension (since they do not have this variable normally.
Well, i change from passing the UIViewController to NSLayoutConstraint

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