NSMutableArray with int values from 1 to 100 - ios

This should be dead easy, but somehow it doesn't want to work for me. Using iOS 7 and XCode 5.
All I'm trying to do is create an array with values from 1 to 100.
NSMutableArray *array;
for (int i = 0; i < 100; i++)
{
[array addObject:i];
}
This doesn't work. I get a "Implicit conversion of 'int' to 'id' is disallowed with ARC.
I get it, I can't add primitive types to an NSMutableArray.
[array addObject:#i];
This doesn't work either. I get a "unexpected '#' in program"
[array addObject:[NSNumber numberWithInt:i]];
[array addObject:[NSNumber numberWithInteger:i]];
(either case) This "works" (compiles) but it really doesn't "work". The problem with this is that the value from NSNumber is really not a 1-100. What I get for each row is "147212864", 147212832", "147212840"...not what I want.
Lastly:
for (NSNumber *i = 0; i < [NSNumber numberWithInteger:100]; i++)
{
[array addObject:i];
}
This also doesn't compile. I get an error on the i++. "Arithmetic on pointer to interface 'NSNumber', which is not a constant size for this architecture and platform"
Any suggestions on how to do this extremely simple thing on obj-c?

Either one of these should work:
NSMutableArray *array = [NSMutableArray array];
for (int i = 0; i < 100; i++) {
[array addObject:#(i)];
}
or
NSMutableArray *array = [NSMutableArray array];
for (int i = 0; i < 100; i++) {
[array addObject:[NSNumber numberWithInt:i]];
}
Here are the reasons why your code snippets did not work:
[array addObject:i] - You cannot add primitives to Cocoa collections
[array addObject:#i] - You forgot to enclose the expression i in parentheses
NSNumber *i = 0; i < [NSNumber numberWithInteger:100]; i++ - You cannot increment NSNumber without "unwrapping" its value first.

If memory serves, I think you're simply missing parenthesis around the NSNumber shorthand expression.
NSMutableArray *array = [[NSMutableArray alloc] init];
for (NSUInteger i = 0; i < 100; i++)
{
[array addObject:#(i)];
}

Minimally, #i should be #(i) as described here. You are also forgetting to allocate and initialise your array
NSMutableArray *array = [[NSMutableArray alloc] init];
for (int i = 0; i < 100; i++) {
[array addObject:#(i)];
}
And since you are getting: "147212864", 147212832", "147212840"...not what I want., I think you are probably printing out your information wrongly or because the array is unallocated, that's simply garbage. Can you show us how you are outputting?

NSMutableArray *array = [[NSMutableArray alloc] init];
NSNumber *myNum;
for (int i = 0; i < 100; i++) {
myNum = [[NSNumber alloc]initWithInt:i];
[array addObject:myNum];
}
NSLog(#"%#", array); // 1 - 99 as expected
Worked for me :)

Just saying: Turn on all reasonable warnings in your Xcode project. Then read what the warnings are saying and do something about them. When you write something like
for (NSNumber *i = 0; i < [NSNumber numberWithInteger:100]; i++)
What does a for loop do? An object is in the end a pointer. So you initalise i to nil. Then you compare a pointer with a random pointer: [NSNumber numberWithInteger:100] returns a pointer to an object which could be anywhere in memory, and you compare pointers. Next the i++: No, you can't increment a pointer to an NSNumber. It doesn't make sense.

Related

Equivalent of Swift Dotted Loop and Map in Objective C

I have this code in swift
animation.keyTimes = (0...count).map {
NSNumber(value: CFTimeInterval($0) / CFTimeInterval(count))
}
I want to convert it into objective C. I am not sure how to use triple dot operator in objective C along with the map.
any help would be appreciated.
From docs:
The closed range operator (a...b) defines a range that runs from a to b, and includes the values a and b. The value of a must not be greater than b.
So, i believe this should work fine:
NSMutableArray *result = [NSMutableArray array];
for (NSInteger i = 0; i <= count; i++) {
[result addObject: [NSNumber numberWithInteger:i]];
}
animation.keyTimes = result
This dot notation and mapping doesn't exist as first class citizens in Objective-C.
You could try Ranges (NSMakeRange(0, count);) and then enumerate the range.
Or you can write your own map function on a range or an array and use that.
... operator and .map method are available in swift only. So you can do it in objective-c like given below.
NSMutableArray *keyTimes = [NSMutableArray array];
for(int i = 0; i <= count; i++) {
[keyTimes addObject:[NSNumber numberWithInteger: CFTimeInterval(i)/CFTimeInterval(count)];
}
animation.keyTimes = keyTimes
There is no direct equivalent for the closed range operator and map in Objective-C.
An analogous translation is NSRange, NSIndexSet and enumerateIndexes...
NSInteger startIndex = 0;
NSInteger count = 100;
NSIndexSet *indexSet = [NSIndexSet indexSetWithIndexesInRange: NSMakeRange(startIndex, count + 1)];
__block NSMutableArray<NSNumber *> * keyTimes = [NSMutableArray array];
[indexSet enumerateIndexesUsingBlock:^(NSUInteger idx, BOOL * _Nonnull stop) {
[keyTimes addObject: [NSNumber numberWithDouble: (double)idx / (double)count]];
}];
NSLog(#"%#", keyTimes);

How to save two Arrays in two dimensional Array?

I am new at iOS Dev. I want to save two different arrays (array1 & array2) in 2 dimensional array. I know how to save data directly in two dimensional array but can't by save two different arrays in one.
NSString* path = [[NSBundle mainBundle] pathForResource:#"Aasvogel" ofType:#"txt"];
NSString* content = [NSString stringWithContentsOfFile:path encoding:NSUTF8StringEncoding error:NULL];
NSArray* foo = [content componentsSeparatedByString: #","];
NSMutableArray *array1 = #[], *array2 = #[];
for ( int i = 0; i < [foo count]; i++ )
{
NSString* day = foo[i];
if ( i % 2 == 0 ) { [array1 addObject:day];}
else { [array2 addObject:day];}
}
// and here i have populated two arrays (array1 and array2)
// Now i want to save these arraya in below two dimensional array (dataArray) atIndex:0 and at Index:1
NSMutableArray *dataArray = [[NSMutableArray alloc] initWithCapacity: 2];
[dataArray addObject:[NSMutableArray arrayWithObjects:#"e",
#"el",
#"ale",
#"vela",
#"gavel",nil] atIndex:0];
[dataArray addObject:[NSMutableArray arrayWithObjects:#"Represents 50 in Roman numeral",
#"Building Wing",
#"Pub Brew",
#"Thin Parchment or membranes",
#"chairperson's hammer",nil] atIndex:1];
I have recently implemented 2D array into my application. Please check below code which is available at 2DArray
int capacity;
#property (nonatomic, strong) NSMutableArray *outerArray;
#define kCRL2DArrayEmptyKey #"kCRL2DArrayEmptyKey"
- (id) initWithRows:(int)x columns:(int)y
{
if (self = [super init])
{
capacity = y;
self.outerArray = [NSMutableArray array];
for (int i = 0; i < x; i++) {
NSMutableArray *innerArray = [NSMutableArray array];
for (int j = 0; j < y; j++) {
[innerArray addObject:kCRL2DArrayEmptyKey];
}
[self.outerArray addObject:innerArray];
}
}
return self;
}
you can try this
NSArray * firstArray, *secondArray;
NSArray * mainArray= [[NSArray alloc]initWithObjects: firstArray, secondArray, nil];
I am not sure about 2-dimensional array in iOS but if I were you I would be saved the two arrays within a dictionary such as
NSMutableDictionary *dict = [[NSMutableDictionary alloc]init];
[dict setvalue:yourArray forKey:#"FirstArray"];
[dict setvalue:yourSecondArray forKey:#"SecondArray"];
And Use it accordingly.
There’s no such thing as a two (or more) dimensional NSArray. If you genuinely need an n-dimensional array object in iOS or OS X, you can of course roll your own, or you could instead create an NSArray of NSArray instances (which are columns and which are rows is entirely up to you). In that case, you could e.g. add items by doing
[[outerArray objectAtIndex:0] addObject:#"Foo"];
[[outerArray objectAtIndex:1] addObject:#"Bar"];
That said, for the problem you are tackling, it looks to me as if an NSDictionary might be more appropriate, e.g. with keys #"e", #"el" and values #"Represents 50 in Roman numerals", #"Building Wing".
If your concern is that the keys of NSDictionary are not held in sorted order, you can always extract the keys as an array and sort them. Or, if the keys change regularly, you might want to use a more sophisticated approach (e.g. keeping a separate sorted array of keys and inserting them into the right place when adding to the NSDictionary).
Also, you know that in modern Objective-C you can write e.g.
#[ #"a", #"b", #"c" ]
or
#{ #"a": #1, #"b": 2 }
rather than the very verbose forms you're using above?
this is how u add anything in a 2d array i.e an Array of arrays in objective-c
NSMutableArray *array 1 = [[NSMutableArray alloc]init];
NSMutableArray *array 2;
for(int col = 0;col <5;col++){
array2 = [[NSMutableArray alloc]init];
for(int row = 0;row<5;row++){
[array2 addObject:myItems];
}
[array1 addObject:array2];
}
hope this helps
use for loop to generate 2d array from 2 different array,
follow this stracture
int i, j;
for(i = 0; i < nrows; i++)
{
for(j = 0; j < ncolumns; j++)
array[i][j] = 0;
}
}
May be it will help you

Unable to manage single elements in an NSMutableArray

So I am inserting a class object into an NSMutable array, and then I am trying to manage the specific properties of each indexed object.
Here I create the NsMutableArray:
self.currentPuzzle = [[NSMutableArray alloc]init];
for(int i = 0; i < [temp length]; i++){ //temp is a string containing #'s and dots.
AnswerSpecifier *objectToGetIntoArray = [[AnswerSpecifier alloc]init];
objectToGetIntoArray.value = [[temp substringWithRange:NSMakeRange(i, 1)] intValue];
[self.currentPuzzle addObject:objectToGetIntoArray];
}
and here I am trying to change the value property of each object. value is an int property.
for (int i = 0; i < [self.board.boardString length]; i++) {
[self.currentPuzzle objectAtIndex:i].value = [[self.board.boardString substringWithRange:NSMakeRange(i, 1)] intValue];
}
However I get an error saying that the property value was not found on object of type id. Should I just create a new array and assign it to the old one? Is there a better way to do this?
Split your code up. This makes it easier to read and debug.
for (int i = 0; i < [self.board.boardString length]; i++) {
AnswerSpecifier *answer = self.currentPuzzle[i];
NSString *boardString = [self.board.boardString substringWithRange:NSMakeRange(i, 1)];
int value = [boardString intValue];
answer.value = value;
}
You don't get points for cramming as much code as possible into one line.
But if you really just want to fix the one line you need to put the cast in the proper place:
[(AnswerSpecifier *)self.currentPuzzle[i] setValue:[[self.board.boardString substringWithRange:NSMakeRange(i, 1)] intValue]];
Try type casting the object
((AnswerSpecifier *)[self.currentPuzzle objectAtIndex:i]).value = [[self.board.boardString substringWithRange:NSMakeRange(i, 1)] intValue];
Try to replace with:
for (int i = 0; i < [self.board.boardString length]; i++) {
[[self.currentPuzzle objectAtIndex:i] setValue:[[self.board.boardString substringWithRange:NSMakeRange(i, 1)] intValue]];
}

Trying to make NSMutableArray of dictionaries(logical mistake)

I am trying to make an Array of dictionaries
but something going wrong I have a mistake (logical) in my code and I can't figure out it for 2 hours, (I am new to iOS development , so maybe some experienced eye can see it fast?)
here is my code
Edited: code Update
ABAddressBookRef addressBook = ABAddressBookCreate();
CFArrayRef allPeople = ABAddressBookCopyArrayOfAllPeople(addressBook);
//get all contacts names
NSMutableArray* EmailArrayPerPerson = [[NSMutableArray alloc]init];
NSMutableArray* PhoneArrayPerPerson = [[NSMutableArray alloc]init];
for (int i = 0; i < ABAddressBookGetPersonCount(addressBook); i++)
{
NSMutableDictionary *ContactsDetails = [NSMutableDictionary dictionary];
ABRecordRef ref = CFArrayGetValueAtIndex(allPeople, i);
NSString *contact = (__bridge NSString *)(ABRecordCopyCompositeName(ref));
NSLog(#"%#",contact);//contact is good here
ContactsDetails = [NSMutableDictionary dictionary];
[ContactsDetails setObject:contact forKey:#"CName"];
ABMultiValueRef emails = ABRecordCopyValue(ref, kABPersonEmailProperty);
[EmailArrayPerPerson removeAllObjects];
NSLog(#"dictionary is:%#",[ContactsDetails objectForKey:#"CName"]);
for (CFIndex j=0; j < ABMultiValueGetCount(emails); j++)
{
NSString* email = (NSString*)CFBridgingRelease(ABMultiValueCopyValueAtIndex(emails, j));
[EmailArrayPerPerson addObject:email];
}
[ContactsDetails setObject:EmailArrayPerPerson forKey:#"CEMails"];
ABMultiValueRef multi = ABRecordCopyValue(ref, kABPersonPhoneProperty);
[PhoneArrayPerPerson removeAllObjects];
for (CFIndex j=0; j < ABMultiValueGetCount(multi); j++)
{
NSString* phone = (NSString*)CFBridgingRelease(ABMultiValueCopyValueAtIndex(multi, j));
[PhoneArrayPerPerson addObject:phone];
}
[ContactsDetails setObject:PhoneArrayPerPerson forKey:#"CPhones"];
NSLog(#"dictionary is:%#",ContactsDetails);
[Contacts addObject:ContactsDetails];
[Contacts insertObject:ContactsDetails atIndex:i];
NSLog(#"%#",Contacts);
}
NSLog(#"%d",[Contacts count]);
Contacts is my mutableArray, but when I am printing it
it always has the values of the last dictionary at all of his indexes.
when I am printing the dictionary in each iteration , I get the correct values inside.
Please give it a look help me to figure out what is wrong there.
I did mix of all answers , now it is partially working , I getting distinct Names , but mails and phones are still same for all
You're only ever creating one dictionary, and then modifying it in every iteration. Your final result contains the same dictionary N times, not N copies of the last dictionary.
You're doing this, basically:
NSMutableDictionary *dict = [NSMutableDictionary dictionary];
NSMutableArray *dictionaries = [NSMutableArray array];
for (NSInteger i = 0; i < 10; i++) {
dict[#"something"] = #(i);
[dictionaries addObject:dict]; // adding the same dictionary you added last time
}
You want to be doing this:
NSMutableArray *dictionaries = [NSMutableArray array];
for (NSInteger i = 0; i < 10; i++) {
NSMutableDictionary *dict = [NSMutableDictionary dictionary];
dict[#"something"] = #(i);
[dictionaries addObject:dict]; // adding the newly created dictionary
}
Side note...don't name your variables in Uppercase. In Objective-C, uppercase identifiers are used for class names. It's not technically wrong, but it's against the standard coding conventions for the language, which makes the code harder to read for other developers.
Try replacing each "remove object call," for example
[ContactsDetails removeAllObjects];
[EmailArrayPerPerson removeAllObjects];
with a re-instantiation, i.e.
ContactDetails = [NSMutableDictionary dictionary];
EmailArrayPerPerson = [[NSMutableArray alloc]init];
because you're essentially placing the same objects in each slot in your array repeatedly. You need to create new objects for each iteration.
Put this line of code in side your for loop
NSMutableDictionary *ContactsDetails = [NSMutableDictionary dictionary];

My method won't work

I'm a total noob and need help with a method I'm writing.
The method creates a deck of cards (using NSMutableArray). I'm first experimenting with loading the array with numbers 1-13 randomly (each number appearing once).
When I run a simple test program to print the values in the array, I get a "Build Successful" but an error once the program starts. The error says "[__NSArrayM insertObject:atIndex:]: object cannot be nil".
Once I understand what I'm doing wrong, I can then expand on the method properly. Thanks!
NB: This is my first post. Is this type of question ok?
- (void) createDeck {
int r;
BOOL same;
deck = [[NSMutableArray alloc]init];
NSNumber *randNum;// = nil;
randNum = [[NSNumber alloc]init];
[randNum initWithInt: (arc4random()%13)+1];
[deck addObject: randNum]; // First card added to deck
same = FALSE;
while (!same) {
for (int i=1; i<13; i++) {
same = FALSE;
for (r=0; r<=i; r++) {
[randNum initWithInt: (arc4random()%13)+1];
if ([deck objectAtIndex:r] == [deck objectAtIndex:i]) {
same = TRUE;
}
[deck addObject: randNum]; // Next card added to deck
}
}
}
}
you cannot re-init randNum:
NSNumber *randNum;// = nil;
randNum = [[NSNumber alloc]init];
[randNum initWithInt: (arc4random()%13)+1];
and the third line is missing the assignment anyway. just do:
NSNumber *randNum = [[NSNumber alloc] initWithInt:(arc4random()%13)+1];
and put that inside the inner for loop, like this:
BOOL same = FALSE;
NSMutableArray *deck = [[NSMutableArray alloc] initWithCapacity:13];
[deck addObject:[[NSNumber alloc] initWithInt:(arc4random()%13)+1]]; // First card added to deck
while (!same) {
for (int i = 1; i < 13; i++) {
same = FALSE;
for (int r = 0; r <= i; r++) {
NSNumber *randNum = [randNum initWithInt:(arc4random()%13)+1]; // modern ObjC will assign a register for this outside the while loop, but restrict the variable's scope to the inner-most loop
if ([deck objectAtIndex:r] == [deck objectAtIndex:i])
same = TRUE;
[deck addObject: randNum]; // Next card added to deck
}
}
Note that I haven't thought through the logic of what you are trying to do here, I've only attempted to resolve the NULL object reference. The error was referring to the first line [deck addObject: randNum] outside of the loop.
Try to use this line of code where you using NSNumber
NSNumber * randNum = [NSNumber numberWithInt: (arc4random%13)+1];
Instead of
[[NSNumber alloc] initWithInt: ]

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