'String' is not convertible to 'Int' in Swift - ios
In my adding function where answerLabel.text is it is giving me an error. It says 'String' is not convertible to 'Int' and I'm trying to get what I got from the secondStep2 and put in the parameters of my functions
//Adding Function
changingSignsLabel.text = "+"
let firstDenomInTextField:Double! = (firstDenominatorTextField.text as NSString).doubleValue
let firstNumInTextField:Double! = (firstNumeratorTextField.text as NSString).doubleValue
let firstWholeInTextField:Double! = (firstWholeNumberTextField.text as NSString).doubleValue
let secondDenomInTextField:Double! = (secondDenominatorTextField.text as NSString).doubleValue
let secondNumInTextField:Double! = (secondNumeratorTextField.text as NSString).doubleValue
let secondWholeInTextField:Double! = (secondWholeNumberTextField.text as NSString).doubleValue
var firstStep = firstDenomInTextField! * firstWholeInTextField! / firstDenomInTextField!
var secondStep = firstStep + firstNumInTextField! / firstDenomInTextField!
var thirdStep = secondDenomInTextField! * secondWholeInTextField! / secondDenomInTextField!
var fourthStep = thirdStep + secondNumInTextField! / secondDenomInTextField!
var calculatedAnswer = (secondStep + fourthStep)
answerLabel.hidden = false
var firstStep2 = calculatedAnswer / 1
var secondStep2 = "\(firstStep2 * 10 * 10)"
answerLabel.text = printSimplifiedFraction(Numerator: secondStep2)
My Function
func printSimplifiedFraction(Numerator numerator: Int, Denominator denominator: Int = 100)
{
var finalNumerator = numerator;
var finalDenominator = denominator;
var wholeNumbers:Int = numerator / denominator;
var remainder:Int = numerator % denominator;
//println("wholeNumbers = \(wholeNumbers), remainder = \(remainder)");
//println("\(denominator) % \(remainder) = \(denominator % remainder)");
if(remainder > 0)
{
// see if we can simply the fraction part as well
if(denominator % remainder == 0) // no remainder means remainder can be simplified further
{
finalDenominator = denominator / remainder;
finalNumerator = remainder / remainder;
}
else
{
finalNumerator = remainder;
finalDenominator = denominator;
}
}
if(wholeNumbers > 0 && remainder > 0)
{
// prints out whole number and fraction parts
println("Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers) \(finalNumerator)/\(finalDenominator)");
}
else if (wholeNumbers > 0 && remainder == 0)
{
// prints out whole number only
println("Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers)");
}
else
{
// prints out fraction part only
println("Simplified fraction of \(numerator)/\(denominator) = \(finalNumerator)/\(finalDenominator)");
}
}
My Question how do I get the function to accept my variable?
I believe this is what you want, first in your adding function it should be:
var firstStep2 = calculatedAnswer / 1
var secondStep2 = Int(firstStep2 * 10 * 10)
answerLabel.text = printSimplifiedFraction(Numerator: secondStep2)
Then your print... method should be changed like this (note that it's returning a String):
func printSimplifiedFraction(Numerator numerator: Int, Denominator denominator: Int = 100) -> String
{
// I haven't looked into this bit
...
if(wholeNumbers > 0 && remainder > 0)
{
return ("Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers) \(finalNumerator)/\(finalDenominator)")
}
else if (wholeNumbers > 0 && remainder == 0)
{
return ("Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers)")
}
else
{
return ("Simplified fraction of \(numerator)/\(denominator) = \(finalNumerator)/\(finalDenominator)")
}
}
Also, looking through your code I think you can simplify the logic quite a bit (I've also converted to Integers as you said you wanted in the comments):
let firstDenomInTextField = firstDenominatorTextField.text.toInt()
let firstNumInTextField = firstNumeratorTextField.text.toInt()
let firstWholeInTextField = firstWholeNumberTextField.text.toInt()
let secondDenomInTextField = secondDenominatorTextField.text.toInt()
let secondNumInTextField = secondNumeratorTextField.text.toInt()
let secondWholeInTextField = secondWholeNumberTextField.text.toInt()
var firstStep = firstWholeInTextField! + firstNumInTextField! / firstDenomInTextField!
var secondStep = secondWholeInTextField! + secondNumInTextField! / secondDenomInTextField!
var calculatedAnswer = (firstStep + secondStep)
var numerator = Int(calculatedAnswer * 10 * 10)
answerLabel.text = printSimplifiedFraction(Numerator: numerator)
Try this:
var str:String = "abc"
var a:Int? = str.toInt()
if (a != nil) {
printSimplifiedFraction(Numerator: str!)
}
And add a return value to your function
func printSimplifiedFraction(Numerator numerator: Int, Denominator denominator: Int = 100) ->String {
var finalNumerator = numerator;
var finalDenominator = denominator;
var wholeNumbers:Int = numerator / denominator;
var remainder:Int = numerator % denominator;
if(remainder > 0)
{
// see if we can simply the fraction part as well
if(denominator % remainder == 0) // no remainder means remainder can be simplified further
{
finalDenominator = denominator / remainder;
finalNumerator = remainder / remainder;
}
else
{
finalNumerator = remainder;
finalDenominator = denominator;
}
}
var result:String = "Simplified fraction of \(numerator)/\(denominator) = ";
if(wholeNumbers > 0 && remainder > 0)
{
// prints out whole number and fraction parts
result += "\(wholeNumbers) \(finalNumerator)/\(finalDenominator)"
}
else if (wholeNumbers > 0 && remainder == 0)
{
// prints out whole number only
result += "\(wholeNumbers)"
}
else
{
// prints out fraction part only
result += "\(finalNumerator)/\(finalDenominator)"
}
println("\(result)")
return result
}
this printSimplifiedFraction is not returning any value, but you are assigning to the answerLabel.text, i think this is the problem.
If you want to assign a value which is returned form fuction, add return type to the fuction and return a value.
func printSimplifiedFraction(Numerator numerator: Int, Denominator denominator: Int = 100) -> String {
//add end of your function
return yourValue;
}
Check this link
In Your Code do like this
var secondStep2 = (firstStep2 * 10 * 10)
answerLabel.text = printSimplifiedFraction(Numerator: secondStep2)
func printSimplifiedFraction(Numerator numerator: Int, Denominator denominator: Int = 100) -> String
{
var finalNumerator = numerator;
var finalDenominator = denominator;
var wholeNumbers:Int = numerator / denominator;
var remainder:Int = numerator % denominator;
//println("wholeNumbers = \(wholeNumbers), remainder = \(remainder)");
//println("\(denominator) % \(remainder) = \(denominator % remainder)");
if(remainder > 0)
{
// see if we can simply the fraction part as well
if(denominator % remainder == 0) // no remainder means remainder can be simplified further
{
finalDenominator = denominator / remainder;
finalNumerator = remainder / remainder;
}
else
{
finalNumerator = remainder;
finalDenominator = denominator;
}
}
var returnValue :String
if(wholeNumbers > 0 && remainder > 0)
{
returnValue = "Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers) \(finalNumerator)/\(finalDenominator)"
}
else if (wholeNumbers > 0 && remainder == 0)
{
returnValue = "Simplified fraction of \(numerator)/\(denominator) = \(wholeNumbers)"
}
else
{
returnValue = "Simplified fraction of \(numerator)/\(denominator) = \(finalNumerator)/\(finalDenominator)"
}
return returnValue
}
Related
Swift 5: Add decimal separators whitout NumberFormatter
I need to create a function to add the decimal and thousands separators to a number that is a string, I know I could use numberFormatter but I want to practice another way of doing it. For example if I have "454685" the result will be "$ 4,546.85". This is my code: let number = "111234567" let firstIndex = number.startIndex let firstNumber = number[firstIndex] let lastIndex = number.index(before: number.endIndex) let lastNumber = String(number[lastIndex]) let beforeLastIndex = number.index(number.endIndex, offsetBy: -2) let beforeLastNumber = String(number[beforeLastIndex]) var decimalPart = beforeLastNumber + lastNumber let decimalindex = number.index(number.endIndex, offsetBy: -2) let intPart = String(number[..<decimalindex]) let totalNumber = "$" + intPart + "," + decimalPart print(totalNumber) var thousandSeparators = intPart.count % 3 == 1 I'm stuck here, I separated the decimal part from the integer part, but then I don't know how to add the thousand separator "." to string number.
You can achieve this by creating a function for a string that split the string as per the length passes in parameter and the direction for splitting. extension String { func split(length:Int, fromBack: Bool = false) -> [Substring] { guard length > 0 && length < count else { return [suffix(from:startIndex)] } if fromBack { return (0 ... (count - 1) / length).map { dropLast($0 * length).suffix(length) }.reversed() } return (0 ... (count - 1) / length).map { dropFirst($0 * length).prefix(length) } } } how to use this function: let number = "111234567" let firstIndex = number.startIndex let firstNumber = number[firstIndex] let lastIndex = number.index(before: number.endIndex) let lastNumber = String(number[lastIndex]) let beforeLastIndex = number.index(number.endIndex, offsetBy: -2) let beforeLastNumber = String(number[beforeLastIndex]) var decimalPart = beforeLastNumber + lastNumber let decimalindex = number.index(number.endIndex, offsetBy: -2) let intPart = String(number[..<decimalindex]) let intWithThousandSeparators = intPart.split(length: 3, fromBack: true).joined(separator: ".") let totalNumber = "$" + intWithThousandSeparators + "," + decimalPart print(totalNumber) Output: You can refer to this answers list for split strings into groups.
Different results and codes for the discrete cosine transform... what is going on?
I need to do a Discreet Cosine Transform of the following data: 0.6191342,0.6197224,0.61898607,0.61912596,0.6190106,0.61988443,0.61900085,0.6187835,0.6180295,0.61910814,0.6146555,0.6182434,0.6189235,0.61222005,0.6207976,0.6218684,0.62007576,0.6216523,0.6215335,0.62065303,0.6205161,0.61968786,0.619246,0.6213837,0.62122154,0.6192542,0.61824924,0.61987126,0.62156975,0.62128264,0.6205598,0.62057704,0.62053716,0.62275934,0.6218448,0.6203091,0.6178272,0.6140544,0.6213627,0.62143743,0.6132956,0.61910033,0.61519396,0.62216187,0.6215059,0.6197418,0.615724,0.62262917,0.62247676,0.62028235,0.6186407,0.619341,0.6152448,0.62161505,0.61356294,0.6133514,0.618384,0.6184519,0.6158993,0.6210517,0.61071134,0.62111616,0.61093444,0.62230366,0.6216592,0.61184555,0.61515874,0.6136047,0.6233515,0.618276,0.6159197,0.61444646,0.6185363,0.6162487,0.61572075,0.6194457,0.61314666,0.61829245,0.62141377,0.62105316,0.6124673,0.6179071,0.6186554,0.62159,0.61449164,0.61788505,0.6064126,0.6184563,0.6143939,0.6169126,0.61230534,0.6193385,0.6139966,0.6149371,0.6178339,0.61179554,0.6135024,0.61419034,0.614619,0.6137465,0.6185665,0.6185372,0.6163691,0.6195464,0.6170328,0.61263216,0.6161196,0.6184589,0.622137,0.61809236,0.61836344,0.61896133,0.6169496,0.6195432,0.6197563,0.61895114,0.61758405,0.61847824,0.61592484,0.6179055,0.61649424,0.61602193,0.6174835,0.61842364,0.60891753,0.61700743,0.6159329,0.61829287,0.6166717,0.6159072,0.6157982,0.6081088,0.6191729,0.61839896,0.615376,0.6154309,0.6119571,0.61734617,0.6171004,0.6178271,0.6169227,0.6172922,0.61745894,0.6195544,0.6103485,0.6142039,0.6166354,0.61975944,0.6184104,0.6177316,0.6150697,0.61001426,0.6108277,0.617212,0.6106007,0.61446583,0.61284953,0.6152104,0.6181612,0.61701053,0.6148785,0.61547005,0.62181646,0.618621,0.6161165,0.616407,0.6115453,0.6172732,0.61757433,0.61611485,0.61767805,0.61765575,0.61649793,0.6184486,0.6195102,0.61967367,0.6210996,0.61727804,0.6189702,0.6188129,0.6160338,0.6205609,0.6199804,0.6170756,0.6182058,0.61902076,0.62221605,0.6212938,0.61759907,0.6170265,0.6073142,0.6191233,0.61933994,0.61591357,0.6168009,0.6149173,0.6155775,0.6203353,0.6168877,0.61844844,0.60965574,0.61050487,0.62154305,0.62103915,0.6164665,0.6161686,0.60936993,0.614351,0.6204919,0.61622816,0.61612433,0.61211497,0.61347705,0.6192275,0.6165203,0.6156739,0.61536443,0.6136969,0.6195982,0.6201504,0.61684716,0.6125972,0.61233103,0.6179449,0.6163167,0.6089562,0.60863984,0.61114866,0.6104453,0.6166812,0.61086583,0.6118273,0.6211713,0.6160922,0.60824126,0.60837793,0.61538464,0.6222241,0.60950315,0.61592793,0.60851187,0.613283,0.61787575,0.6204593,0.6155273,0.6085147,0.6164997,0.61334276,0.61671215,0.6086348,0.6089769,0.61735654,0.6203436,0.60964227,0.6184011,0.6144072 If I use the Accelerate functions provided by Apple, I get these results: 2.669825,0.23372388,0.034602005,0.14609262,-0.05658116,0.028039198,-0.019894773,-0.12209733,0.022227166,0.0051003816,-0.042596065,-0.04589792,0.01035949,-0.019523097,0.077776365,0.0030713473,-0.078441024,-0.00070093106,0.01997262,0.06481835,-0.004874494,0.023854036,0.029294237,0.011619994,-0.0012118752,0.010400612,0.023407647,-0.05563956,0.038198948,-0.01233741,0.009424317,0.039608873,0.05801,0.028565174,-0.012889689,0.021731874,-0.026493106,-0.048108768,0.0045189788,-0.032068893,-0.017894993,-0.025662154,0.010751593,-0.07121442,0.06277961,0.0022988198,-0.018414639,-0.021932043,-0.020916257,-0.01747331,0.006716689,0.023302665,0.0068657864,-0.019596279,-0.043121584,0.04483221,-0.00012186449,-0.012160094,0.011104634,-0.015813472,0.023498433,0.02872037,0.014691476,0.015423553,-0.032783255,0.028947365,0.03251956,-0.016012289,-0.018248938,0.026564144,-0.034706548,0.012790314,0.002194486,0.04613065,-0.05747463,0.010088965,0.017059956,-0.04142371,-0.040067486,0.0029621175,0.07121314,-0.0064264582,-0.0064690933,-0.040944442,-0.0025974065,0.0075896196,-0.006084161,-0.027271878,0.056449506,-0.01756429,0.020225035,0.05740238,-0.07323427,0.091452986,-0.06606907,-0.00599443,0.03895919,0.0029399507,0.0050259903,-0.017262679,-0.052305933,0.0132182,-0.14926372,0.12026562,0.06996072,0.050748315,0.020096999,-0.017148953,0.006768549,-0.07308701,0.045742266,-0.055744015,0.034470245,-0.06591675,0.012785097,-0.045998022,0.028786233,-0.0006729504,0.026651034,0.016280383,-0.016419016,-0.0235405,-0.011106867,0.0060093636,-0.026253335,-0.020966358,0.049879722,-0.019093664,0.055243053,0.008216016,0.039922368,-0.05096092,0.010148679,-0.011200655,0.044212196,-0.012730424,0.027963173,-0.0050371652,0.0006729523,-0.02703674,-0.040479846,0.0032800399,0.019346198,0.03412081,-0.0062747486,-0.018566221,-0.011666842,0.02345107,-0.07089561,0.023972765,-0.0076217707,0.00794466,-0.008454496,-0.051500462,0.007845432,-0.046568125,-0.018137766,0.026703745,0.035737798,-0.061839998,-0.00884305,0.009104564,0.052314416,0.028979728,-0.017012393,-0.019422699,-0.049617197,0.03505949,0.005899897,0.031378012,0.02203784,0.05013973,-0.014152746,0.029270608,0.049914937,0.01226829,-0.038096413,0.012367716,-0.04856258,0.008609608,-0.014275378,-0.00032820972,0.003259441,0.04173329,0.0026449636,0.020232702,-0.058400147,0.006697319,-0.083465755,0.023861019,-0.019418886,-0.034204446,0.057170536,-0.03352673,-0.020436082,-0.024796713,-0.054371275,0.055950172,-0.01681035,0.018895034,0.042727623,0.040553555,-0.049501,0.003925497,-0.034148764,-0.00027683005,-0.054910377,0.03833572,0.053599093,0.02369698,-0.0021882567,0.04318303,0.0055106683,-0.026357781,-0.0022721058,-0.036762282,0.06495822,0.030521873,0.003908515,-0.052683424,-0.00785333,-0.0245375,-0.006546188,0.03067175,0.046067707,0.0047659995,-0.03191337,0.010508363,-0.0308632,-0.016877536,-0.05901345,0.0061260397,0.008024132,0.052667245,-0.026830386,0.021430418,-0.044398945,-0.02600174,-0.032572,0.06329122,0.032917332,0.0284806,-0.074899085,-0.025770163,-0.015752867,0.0030335134,0.04120659,0.0026583495,-0.005403653,0.009906204,0.029109228,0.015893774,0.0023716427,-0.02794688,-0.033177476,-0.08380169 If I use a code I call dctA I get this: 0.16686402,-0.235977,0.23596367,-0.23594144,0.23591036,-0.23587029,0.23582156,-0.23576365,0.23569722,-0.23562174,0.23553737,-0.2354442,0.23534207,-0.2352311,0.2351113,-0.23498271,0.23484512,-0.23469894,0.23454358,-0.2343797,0.2342069,-0.23402523,0.23383485,-0.23363559,0.2334273,-0.23321046,0.2329848,-0.23275039,0.23250724,-0.23225537,0.23199482,-0.2317253,0.23144716,-0.23116058,0.23086505,-0.23056087,0.23024791,-0.22992653,0.22959618,-0.22925732,0.22890992,-0.22855341,0.22818917,-0.22781523,0.22743407,-0.22704314,0.22664468,-0.22623657,0.22582,-0.225396,0.22496259,-0.22452155,0.22407113,-0.22361335,0.22314598,-0.22267129,0.22218716,-0.22169586,0.2211951,-0.22068696,0.22016953,-0.21964486,0.21911088,-0.21856976,0.21801907,-0.21746023,0.21689478,-0.21631947,0.21573758,-0.21514617,0.2145479,-0.2139403,0.2133261,-0.21270223,0.212072,-0.21143214,0.2107861,-0.21013027,0.20946832,-0.20879678,0.20811911,-0.20743181,0.20673671,-0.2060339,0.2053268,-0.20460844,0.20388247,-0.20314853,0.20241094,-0.20166187,0.20090508,-0.20014101,0.19937299,-0.19859369,0.19780688,-0.19701274,0.19621103,-0.19540597,0.19458961,-0.19376592,0.19293484,-0.19210072,0.19125515,-0.19040233,0.18954237,-0.18867959,0.18780532,-0.18692416,0.18603577,-0.1851449,0.18424252,-0.1833334,0.18241717,-0.1814941,0.18056883,-0.17963219,0.17868869,-0.1777385,0.17678645,-0.17582284,0.17485264,-0.17387584,0.1728974,-0.17190763,0.17091122,-0.1699084,0.16890429,-0.16788879,0.16686694,-0.16583884,0.16480431,-0.16376887,0.16272213,-0.16166915,0.16061012,-0.15955035,0.15847927,-0.15740223,0.15631929,-0.15523578,0.15414095,-0.15304045,0.15193413,-0.15082765,0.14970991,-0.14858656,0.1474576,-0.14632308,0.14518869,-0.14404319,0.14289224,-0.14173594,0.14057998,-0.13941304,0.13824077,-0.13706335,0.13588662,-0.1346989,0.13350609,-0.13230827,0.13111141,-0.12990372,0.12869103,-0.12747958,0.12625119,-0.1250302,0.12379233,-0.122562,0.121327065,-0.120075285,0.118831374,-0.11758294,0.11631756,-0.11506039,0.11378633,-0.112520546,0.11125048,-0.10996368,0.10868541,-0.10739021,0.10610382,-0.104813375,0.10350613,-0.102208,0.100905985,-0.09958719,0.098277606,-0.096951276,0.09563441,-0.09431398,0.092976734,-0.09164931,0.090305135,-0.088970825,0.087633155,-0.086278856,0.08493474,-0.08358737,0.08222347,-0.0808699,0.079499744,-0.07814017,0.07677769,-0.07539867,0.07403045,-0.07265948,0.07127206,-0.069895685,0.0685029,-0.06712131,0.06573725,-0.06433683,0.062947854,-0.061542634,0.06014901,-0.05875311,0.057341076,-0.055940807,0.054538473,-0.053120058,0.05171367,-0.05029129,0.048881073,-0.047469016,0.046041086,-0.044625536,0.043194164,-0.041775327,0.0403549,-0.038918786,0.0374954,-0.03607061,0.03463024,-0.033202793,0.031759836,-0.030329958,0.028898928,-0.027452547,0.026019417,-0.024585323,0.02313597,-0.021700067,0.020249018,-0.018811548,0.017373376,-0.015920186,0.014480768,-0.013026423,0.0115859695,-0.0101450775,0.00868942,-0.0072478293,0.0058059655,-0.0043494827,0.0029072375,-0.0014504795 and if I use another code I have found on the web, that I call dctB I get this: 0.23598135,0.0065520015,-0.0014035295,-0.0014900116,-0.0029997544,-0.0022787564,0.003723558,-0.003108655,-0.0012933733,-0.0007105355,0.0012699091,-0.00060556503,0.0053185527,0.00076327357,-0.0011331664,0.005722867,0.0034567474,-0.0011424342,-0.0013203556,0.0021249577,-0.0029971765,0.0006293817,0.0019937858,0.0026412704,0.00016487329,-0.003959481,0.00039281833,-0.0024429162,0.00060916966,-0.0019161169,-0.006625204,-0.002263753,0.00040166255,-0.0013965253,-0.00019885821,-0.010229679,0.0015206567,-0.0053624627,0.00058637373,0.0070882766,-0.0044516595,0.0010087036,-0.0064169616,0.0043392666,0.0012746729,0.0014619434,-0.0050648195,0.0009482073,0.004468296,-0.0015502489,-0.0043041282,-0.001236145,0.0048462045,-0.003547573,0.0035744759,0.0021012123,0.0039755865,0.0017270996,-0.0047634826,0.0021218802,0.003715937,-0.0038134162,-0.0031784503,0.0021606751,0.0063801087,-6.5251596e-05,-0.004479158,-0.0052841934,0.0056381524,0.0003858073,-0.00277002,0.001508747,0.005996452,-0.0019169269,0.001555898,0.00014130188,0.005808804,0.0037767508,-0.0026520337,-0.0018158474,0.0033173792,0.0046277773,-0.0006036768,-0.0019087599,9.9361154e-05,0.004506388,-0.0044565895,0.00051484356,-0.0026925507,0.005224032,8.564865e-05,-0.0057873107,-0.000118939184,-0.0065063527,0.004078492,0.0003850522,-0.0038591337,0.0016885462,-0.0028994652,0.00063551,0.0018036738,-0.0020673752,-1.50109045e-05,0.0007685168,-0.0028343478,0.003231319,0.0062061716,0.0032275403,-0.002344687,0.000663079,-0.0016223937,-0.0045130113,0.0058470825,0.00283345,-0.0020404255,-9.103818e-05,0.004184909,-0.003951648,-0.00038761974,0.0010700208,-0.0066716103,-0.00018829755,0.0036042533,-0.0043730726,-0.002380092,0.0013307306,-0.0021570993,0.007163353,0.16732568,0.0021171984,0.00011411852,-0.00347561,-0.0018730971,0.0011592627,0.0017720436,-0.0042686476,0.004867761,-0.002120747,0.002259214,0.003109498,0.0034014524,0.0012342912,0.00042545033,0.005238078,-0.0009351839,0.0028766692,-0.0002561589,0.0023975722,-0.0019213242,-0.0023478842,-0.0033766865,0.0005857277,0.0030684788,-0.006383024,0.00048669687,-0.0014512719,-0.0009451752,-0.0033242197,-0.006483069,-0.004888436,0.00435442,-0.0022291946,-0.0043107485,-0.007959526,0.0022944517,-0.0017021666,0.000734793,0.0049511404,-0.003661971,0.00094925304,-0.004634777,0.0016841891,0.0016499859,0.003999946,-0.0065253885,-0.0033514274,0.003085088,-0.0003703781,-0.003465078,-0.0054242075,0.0009584457,-0.005197831,0.003603162,0.0048823943,-0.00041171763,0.0009989656,-0.0040209224,0.002628903,-0.0003624089,-0.0002924401,-3.2498552e-05,0.0031572247,0.0026128257,-0.0022803256,-0.0030580086,-0.00357484,0.0042991657,-0.0015585661,0.00086751115,0.0004323435,0.0045290007,-0.0048501627,-0.001418146,0.00370478,0.003376496,0.006685608,0.00055006717,-0.0011108073,0.00024791225,0.0055819694,0.0041101393,-0.0041453117,-0.0011638473,0.0020769653,-8.08032e-06,-0.0002288826,0.0006749544,0.00035142386,-0.00043356852,-0.0029805794,-0.0017968996,0.0010227,0.006042389,0.0017817094,-0.0056505343,0.004619073,0.0023046366,0.0027151196,0.0020018944,-0.00041239324,-0.00031199362,0.0050316383,-0.0041035055,0.001887646,0.0069080763,0.0039198315,-0.0003352705,-0.0012968663,-0.0009449865,-0.0052614617,0.004834936,-0.0014728566,-0.0017496345,-0.0008812858,0.00056978094,-0.005053855,-0.0017934664,0.0021964775,-0.008228115,0.0029420764,0.0012297969,-0.0038868873,-0.0003670447,0.0032279065,-0.0016167451,0.0036267326 These are the 3 codes in order: let DCTSetupForward = vDSP_DCT_CreateSetup(nil, vDSP_Length(numberSamples), vDSP_DCT_Type.II) var output = Array<Float>(repeating:0.0, count: numberSamples) vDSP_DCT_Execute(DCTSetupForward!, data, &output) func dctA (_ data:[Float] = []) -> Array<Float> { let numberSamples = data.count var c = [Float](repeating: 0, count: numberSamples) for i in 0..< numberSamples { var sum : Float = 0 let s : Float = (i == 0) ? sqrt(0.5) : 1 for j in 0..< numberSamples { sum = sum + s * data[j] * cos(Float.pi * (numberSamples + 0.5) * Float(i) / numberSamples) } c[i] = sum * sqrt(2.0 / numberSamples) } return c; } func dctB (_ data:[Float] = []) -> Array<Float> { var angle : Float var c :[Float] = [] let numberSamples = data.count for i in 0..<numberSamples { c.append(0) for j in 0..< numberSamples { let fk = Float(2*j + 1) let y = Float.pi * Float(i) * fk let fky = fk * y let x = Float(2 * numberSamples) angle = fky / x c[i] = c[i] + cos ( angle ) * data[j]; } c[i] = c[i] * sqrt (2.0/Float(numberSamples)); } return c; } I have noticed the difference in the two last codes. So, I have 3 questions: Why am I having 3 different results for the DCT of this data? Can someone with mathlab check which is the right one? why the difference in the last two codes?
Searching through Wikipedia and the formula of the above are different for typeII. If you following the corrected one below, the error mainly comes from rounding during multiplying and summation. let DCTSetupForward = vDSP_DCT_CreateSetup(nil, vDSP_Length(numberSamples), vDSP_DCT_Type.II) var output = Array<Float>(repeating:0.0, count: numberSamples) vDSP_DCT_Execute(DCTSetupForward!, data, &output) print(output) func dctA (_ data:[Float] = []) -> Array<Float> { let numberSample = data.count var c = [Float](repeating: 0, count: numberSample) for i in 0..<numberSample { var sum : Float = 0 let s : Float = (i == 0) ? 1 : 1 for j in 0..<numberSample { sum = sum + s * data[j] * cos(Float.pi * (Float(j) + 0.5) * Float(i) / Float(numberSample)) } c[i] = sum } return c; } func dctB (_ data:[Float] = []) -> Array<Float> { var angle : Float var c :[Float] = [] let numberSampl = data.count for i in 0..<numberSampl { c.append(0) for j in 0..<numberSampl { let fk = Float(2*j + 1) let y = Float.pi * Float(i) * fk // let fky = fk * y let x = Float(2 * numberSampl) angle = y / x c[i] = c[i] + cos ( angle ) * data[j]; } } return c; }
Are pointers to Objective-C arrays (via a bridging header) allowed?
I have been trying to get the GLCameraRipple sample from Apple running in a swift project. Unfortunately this relies heavily on using C style, thread-safe arrays only available in Objective-C. I have been trying to use a bridging header so that the simulation can run in Objective-C code, and the drawing can run in swift code. That way the thread-safe thing would not be an issue. I have taken the Objective-C code and translated it almost completely into swift with a few exceptions. I did cull some of the extra math since the texture is the same size as the screen for my needs. If you want to check my translation I have put them below. Anyway I have made a class that will run in any xcode project with an opengl environment. import Foundation import GLKit import OpenGLES class WaterDrawer { static var sim = RippleModel() static var shade = Shader("Shader2") static func pt(pt: CGPoint) { sim.initiateRippleAtLocation(pt) } static func firstStart(width: Int, height: Int) { sim.initWithScreenWidth(width / 4, iheight: height / 4, accWidth: width, accHeight: height) shade.begin() buildMatrix(width, height: height) bufferSetup() } static func draw() { glUseProgram(shade.progId) let posLoc = GLuint(glGetAttribLocation(shade.progId, "pos")) let texLoc = GLuint(glGetAttribLocation(shade.progId, "tc")) glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO); glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW)); glVertexAttribPointer(texLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0)) glEnableVertexAttribArray(texLoc) glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO) glVertexAttribPointer(posLoc, 2, GLenum(GL_FLOAT), GLboolean(GL_FALSE), 0, BUFFER_OFFSET(0)) glEnableVertexAttribArray(posLoc) let uniOrtho = glGetUniformLocation(shade.progId, "matrix") glUniformMatrix4fv(uniOrtho, 1, GLboolean(GL_FALSE), &orthographicMatrix) glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO) glDrawElements(GLenum(GL_TRIANGLE_STRIP), GLsizei(sim.getIndexCount()), GLenum(GL_UNSIGNED_SHORT), nil) glBindBuffer(GLenum(GL_ARRAY_BUFFER), 0) glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), 0) glDisableVertexAttribArray(posLoc) glDisableVertexAttribArray(texLoc) } static func update() { sim.runSimulation() } static var posVBO:GLuint = 0 static var texVBO:GLuint = 0 static var indVBO:GLuint = 0 static func bufferSetup() { Whirl.crashLog("Started passing in buffer data") glGenBuffers(1, &indVBO); glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indVBO); glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), GLsizeiptr(sim.getIndexSize()), sim.getIndices(), GLenum(GL_STATIC_DRAW)); glGenBuffers(1, &posVBO); glBindBuffer(GLenum(GL_ARRAY_BUFFER), posVBO); glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getVertices(), GLenum(GL_STATIC_DRAW)); glGenBuffers(1, &texVBO); glBindBuffer(GLenum(GL_ARRAY_BUFFER), texVBO); glBufferData(GLenum(GL_ARRAY_BUFFER), GLsizeiptr(sim.getVertexSize()), sim.getTexCoords(), GLenum(GL_DYNAMIC_DRAW)); Whirl.crashLog("Finished passing in buffer Data") } static var orthographicMatrix:[GLfloat] = [] static func buildMatrix(width: Int, height: Int) { orthographicMatrix = glkitmatrixtoarray(GLKMatrix4MakeOrtho(0, GLfloat(width), 0, GLfloat(height), -100, 100)) //Storage.upScaleFactor } static func glkitmatrixtoarray(mat: GLKMatrix4) -> [GLfloat] { var buildme:[GLfloat] = [] buildme.append(mat.m.0) buildme.append(mat.m.1) buildme.append(mat.m.2) buildme.append(mat.m.3) buildme.append(mat.m.4) buildme.append(mat.m.5) buildme.append(mat.m.6) buildme.append(mat.m.7) buildme.append(mat.m.8) buildme.append(mat.m.9) buildme.append(mat.m.10) buildme.append(mat.m.11) buildme.append(mat.m.12) buildme.append(mat.m.13) buildme.append(mat.m.14) buildme.append(mat.m.15) return buildme } } So theoretically this code can use either the swift implementation or the Objective-C implementation, I just need to switch the way the mesh is initiated. Trouble is when I use the Objective-C one the screen is blank, I have checked, and the buffer data looks really weird in the frame capture. Are you allowed to pass in data from an Objective-C code to a glBuffer? Simulation.swift import Foundation import GLKit import OpenGLES class RippleModel { var screenWidth:UInt32 = 0 var screenHeight:UInt32 = 0 var poolWidth:UInt32 = 0 var poolHeight:UInt32 = 0 var screenWidthi:Int = 0 var screenHeighti:Int = 0 var poolWidthi:Int = 0 var poolHeighti:Int = 0 let touchRadius:Int = 5 //5 i think var rippleVertices:[GLfloat] = [] var rippleTexCoords:[GLfloat] = [] var rippleIndices:[GLushort] = []//NOTE IF CHANGE THIS TO INTO SO MUCH DRAW CALL var rippleSource:[GLfloat] = [] var rippleDest:[GLfloat] = [] var rippleCoeff:[GLfloat] = [] var VertexSize:GLsizeiptr = 0 var IndicieSize:GLsizeiptr = 0 var IndicieCount:Int = 0 func calculateSizes() { VertexSize = rippleVertices.count * sizeof(GLfloat) IndicieSize = rippleIndices.count * sizeof(GLushort) IndicieCount = rippleIndices.count Whirl.crashLog("Data sizes Vertex size \(VertexSize)\tIndicie Size \(IndicieSize) \tIndicie Count \(IndicieCount)") } func figureOutCoefficent() { for y in 0...(2 * touchRadius) { for x in 0...(2 * touchRadius) { let dx = x - touchRadius let dy = y - touchRadius let distance = sqrt(GLfloat(dx * dx + dy * dy)) let me = y * (touchRadius*2 + 1) + x if (distance <= GLfloat(touchRadius)) { let factor = distance / GLfloat(touchRadius) rippleCoeff[me] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0; } else { rippleCoeff[me] = 0.0 } } } } init() { } func initWithScreenWidth( iwidth: Int, iheight: Int, accWidth: Int, accHeight: Int) { screenWidth = UInt32(accWidth);screenWidthi = Int(screenWidth) screenHeight = UInt32(accHeight);screenHeighti = Int(screenHeight) poolWidth = UInt32(iwidth);poolWidthi = Int(poolWidth) poolHeight = UInt32(iheight);poolHeighti = Int(poolHeight) //WE DONT NEED TEX COORD MUMBO JUMBO IT IS FULL SCREEN ALREADY Whirl.crashLog("Started allocation") rippleCoeff = [GLfloat](count: Int( (touchRadius * 2 + 1) * (touchRadius*2 + 1) ), repeatedValue: 0) figureOutCoefficent() let simCount:Int = Int(poolWidth + 2) * Int(poolHeight + 2) rippleSource = [GLfloat](count: simCount, repeatedValue: 0) rippleDest = [GLfloat](count: simCount, repeatedValue: 0) let locb:Int = Int(poolWidth * poolHeight * 2) rippleVertices = [GLfloat](count: locb, repeatedValue: 0) rippleTexCoords = [GLfloat](count: locb, repeatedValue: 0) rippleIndices = [GLushort](count: Int(poolHeight - 1) * Int((poolWidth * 2) + 2), repeatedValue: 0) Whirl.crashLog("Finished allocation") initMesh() calculateSizes() } func initMesh() { Whirl.crashLog("Started initting pos coords") for i in 0..<poolHeight {let ii = GLfloat(i) for j in 0..<poolWidth {let jj = GLfloat(j) let cordb:Int = Int(i*poolWidth+j)*2 rippleVertices[cordb + 0] = (jj / GLfloat(poolWidth - 1)) * GLfloat(screenWidth) rippleVertices[cordb + 1] = (ii / GLfloat(poolHeight - 1)) * GLfloat(screenHeight) rippleTexCoords[cordb + 0] = ii / GLfloat(poolHeight - 1) rippleTexCoords[cordb + 1] = (jj/GLfloat(poolWidth - 1)) } } Whirl.crashLog("Finished initting pos coords") Whirl.crashLog("Started initting index coords") var index = 0 for i in 0 ..< poolHeighti-1 { for j in 0 ..< poolWidthi { if (i%2 == 0) { // emit extra index to create degenerate triangle if (j == 0) { rippleIndices[index] = GLushort(i*poolWidthi+j); index += 1; } rippleIndices[index] = GLushort(i*poolWidthi+j); index += 1; rippleIndices[index] = GLushort((i+1)*poolWidthi+j); index += 1; // emit extra index to create degenerate triangle if (j == (poolWidthi-1)) { rippleIndices[index] = GLushort((i+1)*poolWidthi+j); index += 1; } } else { // emit extra index to create degenerate triangle if (j == 0) { rippleIndices[index] = GLushort((i+1)*poolWidthi+j); index += 1; } rippleIndices[index] = GLushort((i+1)*poolWidthi+j); index += 1; rippleIndices[index] = GLushort(i * poolWidthi + j); index += 1; // emit extra index to create degenerate triangle if (j == (poolWidthi-1)) { rippleIndices[index] = GLushort(i * poolWidthi + j); index += 1; } } } } Whirl.crashLog("Finished initting coords") } var firstUpdate = true func runSimulation() { if (firstUpdate) {firstUpdate = false; Whirl.crashLog("First update")} let queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0) //dispatch_apply(Int(poolHeight), queue, {(y: size_t) -> Void in for y in 0..<poolHeighti { let pw = self.poolWidthi for x in 1..<(pw - 1) { let ai:Int = (y ) * (pw + 2) + x + 1 let bi:Int = (y + 2) * (pw + 2) + x + 1 let ci:Int = (y + 1) * (pw + 2) + x let di:Int = (y + 1) * (pw + 2) + x + 2 let me:Int = (y + 1) * (pw + 2) + x + 1 let a = self.rippleSource[ai] let b = self.rippleSource[bi] let c = self.rippleSource[ci] let d = self.rippleSource[di] var result = (a + b + c + d) / 2.0 - self.rippleDest[me] result -= result / 32.0 self.rippleDest[me] = result } } //) let hm1 = GLfloat(poolHeight - 1) let wm1 = GLfloat(poolWidth - 1) //dispatch_apply(poolHeighti, queue, {(y: size_t) -> Void in for y in 0..<poolHeighti{ let yy = GLfloat(y) let pw = self.poolWidthi for x in 1..<(pw - 1) {let xx = GLfloat(x) let ai:Int = (y ) * (pw + 2) + x + 1 let bi:Int = (y + 2) * (pw + 2) + x + 1 let ci:Int = (y + 1) * (pw + 2) + x let di:Int = (y + 1) * (pw + 2) + x + 2 let a = self.rippleDest[ai] let b = self.rippleDest[bi] let c = self.rippleDest[ci] let d = self.rippleDest[di] var s_offset = ((b - a) / 2048) var t_offset = ((c - d) / 2048) s_offset = (s_offset < -0.5) ? -0.5 : s_offset; t_offset = (t_offset < -0.5) ? -0.5 : t_offset; s_offset = (s_offset > 0.5) ? 0.5 : s_offset; t_offset = (t_offset > 0.5) ? 0.5 : t_offset; let s_tc = yy / hm1 let t_tc = xx / wm1 let me = (y * pw + x) * 2 self.rippleTexCoords[me + 0] = s_tc + s_offset self.rippleTexCoords[me + 1] = t_tc + t_offset } } //) let pTmp = rippleDest rippleDest = rippleSource rippleSource = pTmp } var firstRipple:Bool = true func initiateRippleAtLocation(location: CGPoint) { if (firstRipple) {firstRipple = false; Whirl.crashLog("First ripple placement")} let xIndex = Int((GLfloat(location.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi)) let yIndex = Int((1.0 - (GLfloat(location.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight)) let lowy = yIndex - touchRadius let highy = yIndex + touchRadius let lowx = xIndex - touchRadius let highx = xIndex + touchRadius //Whirl.crashLog("Ripple at (\(xIndex) , \(yIndex))\tX:(\(lowx) - \(highx))\tY:(\(lowy) - \(highy))") for y in lowy...highy { for x in lowx...highx { if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti) { let ind = (poolWidthi + 2) * (y + 1) + x + 1 let coef = (y-(yIndex-touchRadius))*(touchRadius*2+1)+x-(xIndex-touchRadius) let past = rippleSource[ind] let coe = rippleCoeff[coef] if (coe < past) { rippleSource[ind] = coe } } } } } func rippleLine(location1: CGPoint, location2: CGPoint) { if (firstRipple) {firstRipple = false; Whirl.crashLog("First ripple placement")} let xIndex1 = Int((GLfloat(location1.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi)) let yIndex1 = Int((1.0 - (GLfloat(location1.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight)) let xIndex2 = Int((GLfloat(location2.x) / GLfloat(screenWidth)) * GLfloat(poolWidthi)) let yIndex2 = Int((1.0 - (GLfloat(location2.y) / GLfloat(screenHeighti))) * GLfloat(poolHeight)) let lowy1 = yIndex1 - touchRadius let highy1 = yIndex1 + touchRadius let lowx1 = xIndex1 - touchRadius let highx1 = xIndex1 + touchRadius let lowy2 = yIndex2 - touchRadius let highy2 = yIndex2 + touchRadius let lowx2 = xIndex2 - touchRadius let highx2 = xIndex2 + touchRadius let lowx = min(lowx1, lowx2) let highx = max(highx1, highx2) let lowy = min(lowy1, lowy2) let highy = max(highy1, highy2) for y in lowy...highy { for x in lowx...highx { if (x > 0 && x < (poolWidthi - 1) && y > 0 && y < poolHeighti) { let ind = (poolWidthi + 2) * (y + 1) + x + 1 let tar = ldist(CGPoint(x: xIndex1, y: yIndex1), p2: CGPoint(x: xIndex2, y: yIndex2), me: CGPoint(x: x, y: y)) let dx = x - Int(tar.x) let dy = y - Int(tar.y) let distq = (dx * dx + dy * dy) if (distq < touchRadius * touchRadius) { let factor = sqrt(GLfloat(distq)) / GLfloat(touchRadius) rippleSource[ind] = -(cos(factor*GLfloat(M_PI))+1.0) * 256.0; } //rippleSource[ind] = 1000 } } } } func ldist(p1: CGPoint, p2: CGPoint, me: CGPoint) -> CGPoint { let diffX = p2.x - p1.x let diffY = p2.y - p1.y var target = CGPoint() if ((diffX == 0) && (diffY == 0)) { target = p1 } let t = ((me.x - p1.x) * diffX + (me.y - p1.y) * diffY) / (diffX * diffX + diffY * diffY) if (t < 0) { target = p1 } else if (t > 1) { target = p2 } else { target = CGPoint(x: (p1.x + t * diffX), y: (p1.y + t * diffY)) } let int = CGPoint(x: round(target.x), y: round(target.y)) return int } func getVertices() -> [GLfloat] { //Return the mesh positions return rippleVertices } func getTexCoords() -> [GLfloat] { //Return the array of texture coords return rippleTexCoords } func getIndices() -> [GLushort] { //Return the array of indices return rippleIndices } func getVertexSize() -> GLsizeiptr { //Return the size of the mesh position array return VertexSize } func getIndexSize() -> GLsizeiptr { //Return the byte size of the incicie array return IndicieSize } func getIndexCount() -> GLsizeiptr { //This goes in the draw call, count of indices return IndicieCount } } RippleModel.m (from apple)
Are you allowed to pass in data from an objective-c code to a glBuffer? Why wouldn't you be allowed? Swift has a pointer API (UnsafePointer<T>, UnsafeMutablePointer<T>, etc.) exactly for this purpose. Obviously this is "unsafe" in the sense that the underlying memory the [Objective-]C pointer points to could change at anytime without the Swift pointer knowing. It also has no information about the size of the memory block that it points to. Any C pointers or arrays can be bridged to Swift (probably as UnsafeMutablePointer<Void> which you will need to cast to your OpenGL type). You can avoid any risk of referencing invalid memory by dereferencing the pointer (if it is non-nil) and copying the value stored at the pointer to a variable in your Swift application.
With OpenGL ES being a pure set of C functions, I don't think passing a pointer of swift datatypes will work easily. The following code will give you a hint of how to pass the index buffer. var Indices: [GLubyte] = [ 0, 1, 2, 2, 3, 0 ] var indexBuffer: GLuint = GLuint() glGenBuffers(1, &indexBuffer) glBindBuffer(GLenum(GL_ELEMENT_ARRAY_BUFFER), indexBuffer) glBufferData(GLenum(GL_ELEMENT_ARRAY_BUFFER), Indices.size(), Indices, GLenum(GL_STATIC_DRAW)) Reference: Here is a link with a working code. https://github.com/bradley/iOSSwiftOpenGL/blob/master/iOSSwiftOpenGL/OpenGLView.swift
compare double values in swift
I want to compare two double values in swift var first_value = 10.20 var second_value = 20.30 if first_value > second_value println("some statement") how can we compare this type of stuff..
The first thing you learn in Swift is {} are mandatory for all if, if else, and else statements. So, your code should look like this: var first_value = 10.20 var second_value = 20.30 if first_value > second_value { print("first_value is greater than second_value") } else { print("first_value is not greater than second_value ") }
You should'n use '>', '<' and '=' signs to compare float or double. Especially for comparison of close values (float i = 0.56; float j = 0.56; time to time you'll get wrong results in comparison i == j). You should use constants from float.h, as it is described here.
Comparing 2 double numbers using binary signs <,>, == is not entirely correct because of the device of this type of data in the computer's memory. For example, compare 2 double values: var a: Double = 10.0 var b: Double = 10.0 print(a == b) // false So, you need determine decimal place precision for comparison. public extension Double { func greaterThan(_ value: Double, precise: Int) -> Bool { let denominator: Double = pow(10.0, Double(precise)) let maxDiff: Double = 1 / denominator let realDiff: Double = self - value if fabs(realDiff) >= maxDiff, realDiff > 0 { return true } else { return false } } func greaterThanOrEqual(_ value: Double, precise: Int) -> Bool { let denominator: Double = pow(10.0, Double(precise)) let maxDiff: Double = 1 / denominator let realDiff: Double = self - value if fabs(realDiff) >= maxDiff, realDiff >= 0 { return true } else if fabs(realDiff) <= maxDiff { return true } else { return false } } func lessThan(_ value: Double, precise: Int) -> Bool { let denominator: Double = pow(10.0, Double(precise)) let maxDiff: Double = 1 / denominator let realDiff: Double = self - value if fabs(realDiff) >= maxDiff, realDiff < 0 { return true } else { return false } } func lessThanOrEqual(_ value: Double, precise: Int) -> Bool { let denominator: Double = pow(10.0, Double(precise)) let maxDiff: Double = 1 / denominator let realDiff: Double = self - value if fabs(realDiff) >= maxDiff, realDiff <= 0 { return true } else if fabs(realDiff) <= maxDiff { return true } else { return false } } func equal(_ value: Double, precise: Int) -> Bool { let denominator: Double = pow(10.0, Double(precise)) let maxDiff: Double = 1 / denominator let realDiff: Double = self - value if fabs(realDiff) <= maxDiff { return true } else { return false } } } Usage: var a: Double = 10.0 var b: Double = 10.0 print(a.equal(a, precise: 3)) // true
Updated Ans var first_value = 10.20 var second_value = 20.30 if first_value.isLess(than: second_value) { print("first_value is not greater than second_value ") } else { print("first_value is greater than second_value ") }
Please read intro chapters to basic swift syntax: var first_value = 10.20 var second_value = 20.30 if first_value > second_value { println("some statement") }
How to get all Points Along a Line in Swift?
I am writing a program in Swift which requires a method that uses specification of two CGPoints and returns all points in a straight line in-between them. At the moment I am trialling the following method, but it is very glitchy and refuses to get all points for some lines. I was just wondering if there is a more efficient way of doing this? func addPointsInLine(#start: CGPoint, end: CGPoint){ var speed = 0 var startNo = trackPoints.count var endNo = startNo var xDiff = start.x - end.x var yDiff = start.y - end.y var xChange = 0.0 var yChange = 0.0 var newPointX = start.x var newPointY = start.y var ended = false xChange = Double(xDiff) / Double(yDiff) yChange = Double(yDiff) / Double(xDiff) /*if(xDiff > 0){ xChange = sqrt(xChange * xChange) } if(yDiff > 0){ yChange = sqrt(yChange * yChange) }*/ println("xc \(xChange)") println("yc \(yChange)") var y = Double(start.y) var x = Double(start.x) while !ended { println(trackPoints.count) speed++ endNo++ if(CGPointMake(newPointX, newPointY) == end){ ended = true } if(yChange > xChange){ y++ x += xChange trackPoints.append(TrackPoint(x: Int(x), y: Int(y))) if(CGFloat(Int(y)) == end.y){ ended = true println("end") //break } /* if(yChange > 0){ if(CGFloat(Int(y)) > end.y){ ended = true println("end>y") // break } } if(yChange < 0){ if(CGFloat(Int(y)) < end.y){ ended = true println("end<y") //break } }*/ if(xChange > 0){ if(CGFloat(Int(x)) >= end.x){ ended = true println("end>x") //break } } if(xChange < 0){ if(CGFloat(Int(x)) <= end.x){ ended = true println("end<x") //break } } } else { x++ y += yChange trackPoints.append(TrackPoint(x: Int(x), y: Int(y))) if(CGFloat(Int(x)) == end.x){ ended = true println("end") //break } /* if(xChange > 0){ if(CGFloat(Int(x)) >= end.x){ ended = true println("end>x") //break } } if(xChange < 0){ if(CGFloat(Int(x)) <= end.x){ ended = true println("end<x") //break } }*/ if(yChange > 0){ if(CGFloat(Int(y)) > end.y){ ended = true println("end>y") // break } } if(yChange < 0){ if(CGFloat(Int(y)) < end.y){ ended = true println("end<y") //break } } } } println("finished") var i = startNo println(startNo) println(endNo) while i < endNo { trackPoints[i].speed = speed i++ } println("finish2") }
I think firstly finding all points isn't possible because there are infinite points in a straight line. Take example of line joining (0,0) to (1, 0). All the following points and many more are on the said line (0.00001,0) (0.0000000000001,0) (0.01,0) So you need to limit the amount of points you need to find like all the points with Integer co-ordinates. All the points 1 unit apart, starting from starting point etc. Next you can use one of equations of line to get points: Equations of Line
Try this, func findAllPointsBetweenTwoPoints(startPoint : CGPoint, endPoint : CGPoint) { var allPoints :[CGPoint] = [CGPoint]() let deltaX = fabs(endPoint.x - startPoint.x) let deltaY = fabs(endPoint.y - startPoint.y) var x = startPoint.x var y = startPoint.y var err = deltaX-deltaY var sx = -0.5 var sy = -0.5 if(startPoint.x<endPoint.x){ sx = 0.5 } if(startPoint.y<endPoint.y){ sy = 0.5; } repeat { let pointObj = CGPoint(x: x, y: y) allPoints.append(pointObj) let e = 2*err if(e > -deltaY) { err -= deltaY x += CGFloat(sx) } if(e < deltaX) { err += deltaX y += CGFloat(sy) } } while (round(x) != round(endPoint.x) && round(y) != round(endPoint.y)); allPoints.append(endPoint) }