Continuously Update Label Based on UISlider Value - ios

I currently have a series of 5 UISliders that continuously update their respective labels to display what value the user is selecting in an hh:mm:ss format. I have the properties of each slider set to continuous and have their targets set to when the slider is changed (This example would be for just the first slider).
sliderOne.continuous=YES;
[sliderOne addTarget:self action:#selector(sliderOneChanged:) forControlEvents:UIControlEventTouchUpInside];
Each slider's individual label updates the time selected perfectly. Now however, I need to update another label underneath all of these sliders that continuously sums up the value of the sliders.
At the same time, I am also doing some conversions with the value of the slider using two segmented controllers -- a miles/kilometers segmented controller and various distances in another segmented controller. Each conversion results in a time in seconds that is then converted back into the hh:mm:ss format and displayed in the last label when the user selects which combo from the segment controller they want. I have all the math worked out for this, and the label will update correctly when changing segments, but not continuously.
How could I update a label to continuously show the sum of every UISlider as the user changes them?

For a continuous updating, use the UIControlEventValueChanged event along with the continuous property
sliderOne.continuous=YES;
[sliderOne addTarget:self action:#selector(sliderOneChanged:) forControlEvents:UIControlEventValueChanged];

Use KVO to get notified of changes in UISliders and update the UI accordingly. You want to wrap UI updates with dispatch_async to avoid locking the interface.
Using KVO-Notification-Manager it can be something like this (in viewDidLoad or similar):
id token1 = [slider1 addKVOBlockForKeyPath:#"value" options:NSKeyValueObservingOptionNew handler:^(NSString *keyPath, id object, NSDictionary *change) {
dispatch_async(dispatch_get_main_queue(), ^{
whateverSliderNeedsUpdate.value = /* your calculation result */;
});
}];
id token2 = [slider2 /* repeat for as many sliders as you want */];
...
It's important to remove the observers at some point.
- (void)dealloc {
[slider1 removeKVOBlockForToken:token1];
[slider2 ...];
}
If you feel adventurous you can try with ReactiveCocoa.

You could create a method that does all of your math and updates your UILabel with the result. For example:
- (void)updateSumLabel {
// this is obviously very simple
float num1 = [_sliderOne value];
float num2 = [_sliderTwo value];
float sum = num1 + num2;
[_sumLabel setText:[NSString stringWithFormat:#"#f",sum]];
}
The you can call updateSumLabel from any of your existing methods like sliderOneChanged. This is probably the most simple way todo this.

Related

Calling an IBAction from another method

I am new to Objective-C, Xcode and all of the good stuff. I am self teaching.
I am trying to call an IBAction from another method.
- (IBAction)strAdj:(UIStepper *)strStepper
{
// Converts stepper to integer
NSUInteger strvalue = strStepper.value;
// Changes the the text to the value of the stepper
strStat.text = [NSString stringWithFormat:#"%2d", (unsigned)strvalue];
_strMod.text = [NSString stringWithFormat:#"%2d", (unsigned)stepperAdj(strvalue)];
// Based on the value it change the strMod to a specific value
}
I am only posting a portion of the next code. It is a simple switch statement. I basically want to call the IBAction above in the Void below.
-(void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component
{
switch (row) {
case 0:
break;
// Core races never change
// defines dwarf stats
case 1:
// sets all the increases
tempCon = 2;
tempWis = 2;
tempChr = -2;
// resets all other stats
tempStr = 0;
tempDex = 0;
tempInt = 0;
// I want to call the IBAction here...
break;
This IBAction will need to occur ultimately 15 times. The above switch statement occurs when the picker is changed. Where as the IBAction happens every time the stepper occurs.
I hope that I am not too far from what I want to do. Again I have only been working with this for the last several days and I have not been able to find what I am looking for or if I did then I wasn't sure what to do.
It kinda looks like you have a dropdown for the player to select a race and each attribute (str, con, wis, etc.) has a stepper to bump the respective values up or down.
I don't know enough to speculate, but I suspect there is a better approach overall. That said, I think a brute force solution to what you are trying to do is to make sure each of your steppers has a referencing outlet: stepperWis, stepperCon, stepperInt, etc. Then in your switch you can do something like so (for each attribute):
stepperWis.value = (whatever value you want);
[self strAdj:self.stepperWis];
You can call UIButton TouchUpInside event programatically like :
[YourButtonObject sendActionsForControlEvents: UIControlEventTouchUpInside];

Accessibility on custom UISlider

I have created a custom range UISlider with two thumb. However in VoiceOver mode, I am not able to swipe up and down to adjust the thumb.
UIAccessibilityElement *minElement = [[UIAccessibilityElement alloc] initWithAccessibilityContainer:self];
minElement.accessibilityFrame = [self convertRect:currentThumbRect
toView:nil];
minElement.accessibilityLabel = NSLocalizedString(#"Minimum", nil);
minElement.accessibilityTraits = UIAccessibilityTraitAdjustable;
[_accessibleElements addObject:minElement];
UIAccessibilityElement *maxElement = [[UIAccessibilityElement alloc]
initWithAccessibilityContainer:self];
maxElement.accessibilityFrame = [self convertRect:currentUpperThumbRect
toView:nil];
maxElement.accessibilityLabel = NSLocalizedString(#"Maximum", nil);
maxElement.accessibilityTraits = UIAccessibilityTraitAdjustable;
[_accessibleElements addObject:maxElement]
I have added code above so that VoiceOver can recognize both thumb separately, but I couldn't adjust the thumb. Any idea to make the thumb adjustable in VoiceOver.
Problem Solved:
I use 'UIAccessibilityCustomAction' to add in custom behavior. Instead of slide up and down to adjust the value, in custom behavior slide up and down can be use to choose the action and double tap to perform it.
UIAccessibilityElement *minElement = [[UIAccessibilityElement alloc] initWithAccessibilityContainer:self];
minElement.accessibilityLabel = NSLocalizedString(#"Minimum", nil);
UIAccessibilityCustomAction *increaseMinAction = [[UIAccessibilityCustomAction alloc] initWithName:NSLocalizedString(#"Increase minimum", #"action to increase min")
target:self selector:#selector(accessibilityMinIncrement)];
UIAccessibilityCustomAction *decreaseMinAction = [[UIAccessibilityCustomAction alloc] initWithName:NSLocalizedString(#"Decrease minimum", #"action to decrease min")
target:self selector:#selector(accessibilityMinDecrement)];
minElement.accessibilityCustomActions = #[increaseMinAction, decreaseMinAction];
[_accessibleElements addObject:minElement];
An adjustable element will be called with accessibilityIncrement and accessibilityDecrement When the user swipes up or down. When that happens it is expected to change its accessibilityValue. If the value doesn't change, VoiceOver will interpret that as having reached the boundaries of possible values (either the lowest or heights value that's allowed) and will play a "ding" sound to indicate to the user that the gesture had no effect.
A plain UIAccessibilityElement doesn't (to the best of my knowledge) implement the increment and decrement methods and you don't seemt to be modifying the value of those elements. As such, when the user focuses on one of those elements, the method isn't implemented and the value doesn't change so VoiceOver plays the "ding" sound.
One possible solution is to subclass and have each knob element either hold the current value, or to have each knob element ask a delegate for the value and forward the increment and decrement methods to that delegate.
You may use custom actions to solve your problem but I don't think that's the recommended solution for a UISlider with VoiceOver.
You were initally following the right path using the increment and decrement methods with the adjustable trait.
The problem dealt with your implementation : in my opinion, the best way is to define the former 2 methods so as to adapt the slider value according to the knob location.

Keep text in UITextView highlighted when the popover is dismissed

I have a UIPopover that shows up a plain view containing a UITextView filled with some text. I have managed to highlight the text. When the popover is dismissed, and re-opened, the highlight disappears. I want to keep the text highlighted even if if the application is closed. Any ideas how to achieve that?The code i used is the following :
- (void)highlight {
NSRange selectedRange = self.textViewAll.selectedRange;
NSMutableAttributedString *attributedString = [[NSMutableAttributedString alloc]
initWithAttributedString:self.textViewAll.attributedText];
[attributedString addAttribute:NSForegroundColorAttributeName
value:[UIColor redColor]
range:selectedRange];
// [highlightedRange addObject:];
// This is where i tried to save each location and length in a mutable array but didn't work
[highlightedRangeLocation insertObject:[NSNumber numberWithInteger:selectedRange.location] atIndex:indexOfHighlight];
[highlightedRangeLength insertObject:[NSNumber numberWithInteger:selectedRange.length] atIndex:indexOfHighlight];
///////////////////////////////////////////////////////////////////////////////
self.textViewAll.attributedText = attributedString;
indexOfHighlight ++ ;
}
- (void)viewDidLoad {
UIMenuItem *highlightMenuItem = [[UIMenuItem alloc] initWithTitle:#"Highlight" action:#selector(highlight)];
[[UIMenuController sharedMenuController] setMenuItems:[NSArray arrayWithObject:highlightMenuItem]];
float sysVer = [[[UIDevice currentDevice] systemVersion] floatValue];
if (sysVer >= 8.0) {
self.textViewAll.layoutManager.allowsNonContiguousLayout = NO;
}
}
Could anyone point out how to continue from here?
Edit 1 :
The code that close the popover :
- (IBAction)closeFun:(id)sender {
// self.popoverPresentationController set
[self dismissViewControllerAnimated:YES completion:nil];
// [self dismis]
}
Can't you juste save the Highlighted text range in [NSUserDefaults standardUserDefaults] whenever the popover is dismissed, and retrieve it when the popover reappears ?
I think the problem is in the fact that the popover is responsible for the highlighted state, i.e .it is the popover who keeps that fact/state.
The popover is a part of presentation layer / user interface. Surely the highlight represents some fact that ( now comes the catch ) - is completely independent of the popover.
For example highlighting a task could represent that the task is due. Or, highlighting a label to red color could mean that the balance in the bank is in negative numbers.
You see, no matter what user interface element you use, they only represent some underlying business reality.
But what probably happens you create a popover instance, you set it to have a highlighted element. But then this concrete popover instance dies, when it is closed.
And the highlight dies with it.
When you click some button (I guess), a popover shows up, but it is a different instance. This instance doesn't know about highlight.
Even if you somehow managed to keep the one instance of popover alive, and just hide and show it again, the popover should NOT be responsible to know whether something is red or due, (and thus highlighted.)
In you application, you should have a well separated model layer...which is basically a set of related objects that represent state ie. fact that are related to what the application solves from business perspective (for ex. draws lines, calculates interest..stores music..anything really). This model layer, some object in it, should store the facts..ie.e. the task is due, or the balance is low.
Every time you show your popover, you should investigate what are the underlying facts in your model layer right when the popover is being shown. Ivestigating means find a programmatic way to look into model objects, find out about values there and and set up the highlight in that moment again based on this "investigation". You should not rely on the fact that it was highlighted in the not so distant past.

UIImageView center not updating properly

I'm practicing some iOS programming. I'm looking to move a UIImageView object to a given position on the screen. The storyboard contains
-Three textboxes to input X Y and Z components (xbox,ybox,zbox)
-Three labels to display said component values (XLabel,YLabel,ZLabel)
-UIImageView containing an image (ball)
-Go button (calls buttonPressed when pressed)
The following code successfully moves the image after inputing values into the textboxes n clicking "GO". However, when I uncomment the code to update the labels, the image does not move until I click "GO" twice in a row. The first time, the labels updates. The second time, the image updates. Why does it require two clicks when I have the label update code uncommented?
Thanks,
Rob
- (IBAction)buttonPressed {
[self graph: [xbox.text intValue] :[ybox.text intValue] :[zbox.text intValue]];
/*
XLabel.text = [NSString stringWithFormat:#"X:%#", xbox.text];
YLabel.text = [NSString stringWithFormat:#"Y:%#", ybox.text];
ZLabel.text = [NSString stringWithFormat:#"Z:%#", zbox.text];
*/
}
...
-(void)graph:(int)xpos : (int)ypos : (int)zpos{
ball.center = CGPointMake(xpos,ypos);
}
I'm going to provide this as an answer. Turn off auto-layout.

Data from DetailViewController not displaying

I'm making a chemistry calculator segment in an app I'm working on, and I cannot get the data and I cannot get the information to correctly populate the screen. There is a secondary issue, the alignment, and if someone can help me with that I'd greatly appreciate it, but it isn't the primary focus of this question - I'll make a dedicated topic for it.
So I'll go over what I want to do, and what I've tried. What I'm trying to do is make a chemistry calculator where depending on what equation is selected, a UIStepper max/min.Value is modified to include all possible derivations of that equation, as well as certain UILabels and UITextFields shown/hidden.
I have confirmed that I have data passed down from the MasterViewController as I've set the data to an NSString called _equation, and successfully used _equation to modify the title of the DetailViewController under self.title in viewDidLoad.
I have tried placing and initializing all UIStepper properties appropriately under a if/if else nest under viewDidLoad (which also quantizes the _equationName possible values to an integer (eqNum) so that it can be used in a switch statement). I have also tried placing the UITextField hidden properties under viewDidLoad, to no avail.
So without further ado, let's get to the code. I've truncated the code down to one equation so you can see what's going on here easier - note that this is nested under the IBAction for the Calculate button:
// Take _equationName quantization and use it in a switch case to determine the formula that IBAction will use:
if (dflt)
{
switch (eqNum)
{
case 1:
if ((stepper.value = 1))
{
// Change deriv_units appropriately:
deriv_units.text = #"Energy (Joules)";
// This is a Planck's constant calculation, we hide the second variable as the constant
// is stored:
value2.hidden = YES;
value2_type.hidden = YES;
// Now we set up the parameters of the first entry variable:
value1_type.text = #"Frequency (in Hz)";
double frequency = [value1.text doubleValue];
double Planck = 6.626069e-34;
double energy = Planck * frequency;
// Now we set up the return field to return results:
NSString* resultIntermediate = [NSString stringWithFormat:#"%f", energy];
result.text = resultIntermediate;
units.text = #"J";
}
and the subsequent code under viewDidLoad:
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
[self configureView];
self.title = _equationName;
int eqNum;
if ((_equationName = #"Energy-Frequency Relation"))
{
eqNum = 1;
// Set stepper bounds for derivation:
[stepper setMinimumValue:1];
[stepper setMaximumValue:3];
self.stepper.stepValue = 1;
self.stepper.wraps = NO;
self.stepper.autorepeat = NO;
self.stepper.continuous = YES;
// This is primarily a two-variable equation, so hide UITextView and UILabel #3:
value3.hidden = YES;
value3_type.hidden = YES;
}
(Props to anyone who recognizes this - it's Planck's relation! :D)
Here is what the GUI is supposed to look like (as it appears in Storyboard):
Here is what it comes out looking like in the iOS Simulator:
Note the misalignment issue, which isn't the principle issue in play here.
Also note that right now, the switch statement for equation parameters is under an if tree that checks to see if dflt (a Boolean variable assigned to UISwitch) returns true for double-precision calculations. However, upon toggling the switch ON, the issue does not correct.
Here's an even more complete explanation:
value#.text is the number entered in one of the three UITextFields, from top to bottom.
value#_type is the text to be displayed in the corresponding UILabel.
deriv_units is the UILabel below the one marked "Derivation Units", and is used to display which derivation of the equation has been selected using the UIStepper.
At bottom: The rightmost UILabel is the result label, whereas the leftmost is the units label.
Many thanks to anyone who can help this beginning developer along the path of programming righteousness.
About your alignment issue: it looks as though you are creating the storyboard for 4" screen, while running it on a 3.5" screen. In the storyboard onnthe lower right there are some small buttons, one of thise allows you to change instantly between the display for either 4" or 3.5".
Have you made sure your controls are connected to your code?
- (void) viewDidAppear: (BOOL) animated{
[super viewDidAppear: animated];
// some rude NSAsserts, but let's be sure
NSAssert(value1_type != nil, #"Your control element is nil, it might not be hooked up");
// you should now see this text in the textfield
value1_type.text = #"Frequency (in Hz)";
NSAssert(result != nil, #"Your control element is nil, it might not be hooked up");
result.text = #"some test text";
NSAssert(units != nil, #"Your control element is nil, it might not be hooked up");
units.text = #"J";
}

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