okay below is a standard example of creating a datepicker
- (void)viewDidLoad {
CGRect pickerFrame = CGRectMake(0,250,100,100);
UIDatePicker *myPicker = [[UIDatePicker alloc] initWithFrame:pickerFrame];
[myPicker addTarget:self action:#selector(pickerChanged:) forControlEvents:UIControlEventValueChanged];
[self.view addSubview:myPicker];
[myPicker release];
}
- (void)pickerChanged:(id)sender
{
NSLog(#"value: %#",[sender date]);
}
this is all good and well. I'm a little used to creating elements in IB so when I create an object programatically I'm not sure how to access the data.
What I mean is.. should I assign myPicker to a class property and then access it as _myPicker?
Or lets say I want to access the date inside of the pickerChanged method without calling another method. Should I assign an NSDate property and re-assign it every time the picker is changed?
I ran into some memory issues when I was trying to do it that way. I had another method grabbing _theDate, and it probably tried to access it at the same time pickerChanged was modifying it?
Anyway, what I'm getting at is "whats the proper workflow when creating things like action sheets, and pickers programmatically". When these things are changed, how should the resulting data be saved so the rest of the class can access it?
Bonus question:
Is there a difference between this?
for(UILabel *myLabel in view.subviews){
NSLog(myLabel.text);
}
and this? Do I need to check the class all the time if i know my view only contains a certain kind of object?
for((id) myLabel in view.subviews){
if([myLabel isKindOfClass:[UILabel class]){
UILabel *theLabel = myLabel;
NSLog(myLabel.text);
}
}
Generally, you will just define properties if you'll need to access them more than once. You can do this in the .m file's interface:
#interface MyObject()
#property (weak, nonatomic) UIDatePicker *myPicker;
#end
You will then be able to access it by either _myPicker or self.myPicker.
You shouldn't need another NSDate property in your class because you can access the set date at any time:
_myPicker.date
For your last question: the latter of the two is merely extra sanity checks. While you're writing your own code, and you should know what subviews you're adding in, it can't hurt to double check the type of the subviews incase anything should go wrong and you try to access selectors that don't exist. This is a larger programming question though and not necessarily objective-c or iOS specific.
The documented approach is to intercept the UIControlEventValueChanged event, as per your example.
You would then typically copy the [sender date] value to a property in your pickerChanged: method.
If the user hits a save button, then the object that presented the view containing the picker should be able to retrieve the selected date via the property.
It's not considered good practice to use isKindOfClass:. You should structure your code such that you always know what class you're dealing with.
Also, you should really switch to ARC so you don't need to worry about calling release
You need to declare a UIDatePicker property to hold one instance of your child controller
This is what you need to add in your .h file:
#property (strong, nonatomic) UIDatePicker *myPicker;
And then in your .m file you need to add a data source method for this date picker. something like what rdelmar has instructed above:
self.myPicker = [[UIDatePicker alloc] init];
Related
I'm actually in big troubles on how to get the Text from a TextField (and optionally a TextView ).
I'll try to make it simple: I have my PostIt.xib which is composed of 2 labels (which I don't really care about) and also one TextField and one TextView. Here is how I tried to get the text from these:
First, in my PostIt.h :
#interface PostIt : UIView {
IBOutlet UITextField *titre;
IBOutlet UITextView *commentaire; }
Then secondly, in my PostIt.m : (the real action of this method is that it close a view and normally throw back the information I want to get to another view, here: parent )
-(IBAction)doubleTap:(UITapGestureRecognizer *)recognizer{
[_parent setTitre:titre.text];
[_parent setCommentaire:commentaire.text];
[_parent setIsEdited:true];
[self removeFromSuperview]; }
My problem here is, when I call a NSLog (for example) to show me the Strings which are caught (probably a mistake here? sorry) it show me every time : (null)
I have been looking and trying a lot of answer i found but no one seems to be able to solve my problem...
If someone could help me it will be really nice, thanks in advance :)
Is there any more code pertaining to the UITextField?
Based on what I see here you need you first convert the input from the UITextField
into a string and then you can set the string where you want.
Updated to add the conversion code,
NSString *stringFromTextField = [yourTextField text];
Here is some more details,
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UITextField *yourTextField;
#end
Your Action,
- (IBAction)yourAction:(id)sender {
//Converting UItextfields into strings
NSString *stringFromTextField = [self.yourTextField text];
}
Here is a sample project I made for you on GitHub -
stringFromTextView
You should try to input to your code an object part if that's not already done, where you could directly pick up the data that you need and that's also from here that you should update your view.
I have two scenes that I made in SpriteBuilder, one is Shop and the other is UpgradesNew. Shop is a CCNode layer and UpgradesNew is a CCNode layer. I have two CCScrollViews in the MainScene that load Shop and UpgradesNew respectively.
When one button in Shop is tapped, the label in UpgradesNew should change colors. I have been trying to implement this using delegates but it's not working.
Here's what I did...
In shop.h I set the protocol:
#protocol changeColorProtocol <NSObject>
#required
-(void)changeColor;
#end
Then I set the id
#property (nonatomic, retain) id <changeColorProtocol> delegate;
Here is the button that when clicked, should use changeColor. This is in shop.m
-(void) buyDiggerShibe {
[self.delegate changeColor];
[self didLoadFromCCB];
}
Now in UpgradesNew.h I made it adopt the protocol like this
#interface UpgradesNew : CCNode <changeColorProtocol>
And in UpgradesNew.m
I set delegate to self in ViewDidLoad.
Shop *shop = [[Shop alloc]init];
shop.delegate = self;
.
-(void)changeColor {
if (hasDigger == YES) {
shovelRequires.color = [CCColor greenColor];
NSLog(#"HEY HEY HEY");
}
}
I probably have parts of the delegate placed in the wrong area because I was trying to switch them around when it wasn't working, I'm not sure where they are supposed to go. I've watched multiple delegate tutorials and it just seems overly complicated, at least with what I am trying to do.
Any ideas?
EDIT:
Tried this.
I created a property in UpgradesNew
#property (strong, nonatomic) Shop *shop;
Then I synthesized it in the implementation and allocated it like this in didLoadFromCCB, instead of creating a new object:
self.shop = [[Shop alloc]init];
shop.delegate = self;
EDIT: This is how I am creating objects.
Drag a label into a layer. Identify it then define it in header as CCLabelTTF *label; That's it, thats all I do to create any object on the layer.
To create a layer like Shop or UpgradesNew, I hit New -> File -> Layer. That creates a new CCNode. Then I set the class of the CCNode, as shown in the picture the CCNode that is highlighted has a class of MainScene. If I want to establish a #property to that CCNode I just type the name in the box right below custom class and set it as doc root var, and then put it in the header as CCNode *MainScene. I don't do anything other than that.
I don't know anything about SpriteBuilder, so it's a bit hard to address your question. You might want to add SpriteBuilder to the title of your post so people who use that framework are likely to read it.
You need to explain how the 2 "CCNode layer"s are created, and how you link them together. In order for one object to have another object as a delegate, the delegate property has to be set somewhere. Where is that setup being done? Have you set a breakpoint at the line
[self.delegate changeColor];
To make sure that self.delegate is not nil?
Have you set a breakpoint in your changeColor method, or added a log statement, to see if it's being called? My guess is that self.delegate is nil, so the messages is being dropped on the floor (it's legal to send messages to nil in Objective-C. It just doesn't do anything.)
Being new to objective-C coding I started out writing a basic app, fully programmatically (not using storyboards or xib) in one file, my AppViewController h and m files.
Everything worked lovely.
So then I wanted to break up the mass of code by subclassing sections, and everything went well apart from the UIPickerView. In fact simply commenting out the [background addSubview:colorPicker]; seemed to totally fix the issue. I never found the answer online so I proceeded to make a new document to replicate said issue.
So here goes:
UIPickerViewController.h
#import <UIKit/UIKit.h>
#import "Picker.h"
#interface UIPickerViewController : UIViewController
#end
Simply imports my new class.
UIPickerViewController.m
#import "UIPickerViewController.h"
#interface UIPickerViewController ()
#end
#implementation UIPickerViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView *superview = self.view;
int height = superview.bounds.size.height;
int width = superview.bounds.size.width;
CGRect popupRect = CGRectMake(0, 0, width, height);
UIView *popup = [[UIView alloc]initWithFrame:popupRect];
popup.tag = 8;
[superview addSubview:popup];
Picker *picker = [[Picker alloc]initWithFrame:popupRect];
[picker viewAddTypeScreenToView:superview];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#end
Sets up a new view with a tag (so that i could reference it later with my new class)
Then actions a method from my new class to populate my new view.
Picker.h
#import <UIKit/UIKit.h>
#interface Picker : UIView
<UIPickerViewDataSource,UIPickerViewDelegate>
{
UIPickerView *colorPicker;
NSMutableArray *colorsArray;
}
#property (nonatomic, retain) UIPickerView *colorPicker;
#property (nonatomic, retain) NSMutableArray *colorsArray;
#property (strong,nonatomic) UILabel *myValue;
-(void)viewAddTypeScreenToView:(UIView*)superview;
#end
Setting up my variables and accessible method.
Picker.m
#import "Picker.h"
#implementation Picker
#synthesize colorsArray;
#synthesize colorPicker;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
}
return self;
}
-(void)viewAddTypeScreenToView:(UIView*)superview
{
UIView *baseView =[superview viewWithTag:8];
int height = baseView.bounds.size.height;
int width = baseView.bounds.size.width;
CGRect fullScreen = CGRectMake(0, 0, width, height);
UIView *background = [[UIView alloc]initWithFrame:fullScreen];
background.backgroundColor = [UIColor blackColor];
colorsArray = [[NSMutableArray alloc] initWithObjects:#"Red",#"Blue",#"Yellow",#"Green",nil];
CGRect myPickerRect = CGRectMake(10, 70, (width/2)-40, 200);
colorPicker = [[UIPickerView alloc]initWithFrame:myPickerRect];
colorPicker.dataSource = self;
colorPicker.delegate = self;
colorPicker.showsSelectionIndicator = YES;
[colorPicker selectRow:2 inComponent:0 animated:YES];
CGRect labelFrame = CGRectMake(10, 10, 180, 50);
_myValue = [[UILabel alloc]initWithFrame:labelFrame];
_myValue.textColor = [UIColor redColor];
_myValue.text = #"select colour";
[background addSubview:_myValue];
[background addSubview:colorPicker];
[baseView addSubview:background];
}
-(NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView{
return 1;
}
-(NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component{
return colorsArray.count;;
}
-(NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component
{
return colorsArray[row];
}
-(void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component{
_myValue.text = [NSString stringWithString:colorsArray[row]];
}
#end
And finally the initiation called by the method in the picker class file.
This gives me an error along these lines
-[UITableViewCellContentView pickerView:titleForRow:forComponent:]: unrecognized selector sent to instance 0x8f2b000
2014-03-19 10:29:48.407 Briefcase[1800:60b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UITableViewCellContentView pickerView:titleForRow:forComponent:]: unrecognized selector sent to instance 0x8f2b000'
Which i've read is to do with either the datasource, or ARC systems, however none of the responses that I have found relate to or work with the type of set up that I have above. I'm sure it's something really simple but after a few days of failed searching, it's officially driving me crazy.
The problem is most likely that the instance of Picker that is being created in UIPickerViewController is never added to the view hierarchy and thus gets released prematurely (provided we're talking about a project using ARC here).
This leads to the pickerview's delegate and datasource becoming invalid and, basically, pointing at any random object. That's what is causing your crash: A message to your delegate cannot be delivered because the delegate is dead already. The picker still keeps a pointer which used to point at the delegate, but which has become invalid and points at a random object now, in this case a table view cell, which basically doesn't know what to do with this message and crashes.
The problem should go away if you add Picker *picker as an ivar or a retaining / strong property to UIPickerViewController.h - this will retain the picker beyond the scope of the viewDidLoad method and should keep it alive.
But that would be just a workaround, the real problem is your overall design. You said you're new to objective-c and indeed, it looks like you lack a basic understanding of iOS view and view controller hierarchies and, to some degree, the concept of object oriented programming. You might want to dig into something more basic before trying to fix your code because, quite frankly, it should be rather re-written than fixed.
I'd be happy to provide you with suggestions about how to structure your code, but please provide some information about what functionality you'd like to achieve first.
Edit (in response to your comment):
As a rule of thumb, do not spread functionality over several classes unless necessary. For objects, which serve a rather infrastructural purpose, like a specialized textfield or a pickerview, always ask yourself: "If I would like to reuse that object in another project, would that be as easy as using any other existing object, like, for example, UILabel?" If the answer is "No", then something is wrong. Ideally, interface objects are self-contained and to use them, you just invoke them, add them to a view and tell them, which text to display or which options to offer. If that information is subject to change or if the object needs to interact with other parts of your code, make use of delegation and protocols. Under no circumstances should the functionality of your object be tied to hard coded values or rely to some view to have a certain tag.
If you subclass UIView, the resulting object should behave like any other instance of UIView. It should be added to the view hierarchy by you or some object, but it shouldn't add or remove itself. If it works without being added to the view hierarchy at all, something is wrong. A view serves the purpose of being a part in your interface and all the logic it contains should work to that end, not more, not less.
Normally, interface objects should not interfere with one another. If something happens to one object (button pressed, option selected, text changed...) and another object is supposed to reflect that change, it is the view controllers responsibility to make that happen. The view controller is the place where the logic happens. If there is a task which requires a lot of complex logic, it might be a good idea to encapsule that logic into a purpose build class. One such example would be a class which manages network connections. This class should be again self contained: If the view controller needs some remote information, it asks your network class. Once your network class has that information (or failed to retrieve it), it reports back to your view controller. The view controller then updates the interface - under no circumstance should the networking class contain code which affects the interface.
It is important to understand that you could very well ignore these rules and still end up with a working app. And in some cases, the "direct" way may appear to be easier to implement and thus may look very tempting. But you'll pay the price later - once you start debugging your code. If your picker does not behave the way it should, you need to look into several places and wrap your mind around several objects, just to make one interface object behave right. And likely you will break one functionality while fixing the other.
So, try to make it right from the start, even though it requires more planning and learning. Trust me, it pays out, I started out just like you several years ago ;)
I currently have an array of buttons being generated which works great. Outside of this on touch up inside each button calls on a -(void)onTouch function where some math is done to determine an action. This all works great except I would like to store a history of the pressed buttons. I've tried many different ways to create an NSMutableArray and store the values of the pressed buttons, but because I can only declare the array within the -onTouch action, every time a button is pressed the array is reset so it never remembers more than one move. If I try to declare the array in my header and synthesize it outside I either get the error that nsmutable array is not a compile time thinger or it doesn't store anything (log output is "(null)". Can someone paste in some code on how to declare an array that can store and append the uibutton tags outside of where the uibutton press event happens? I'll post code later tonight if this isn't clear.
Cheers
You need to not only declare the array, but also initialise it. If you don't initialise, you won't necessarily get a warning, but you will get lots of nil data.
You only want to initialise the array once (as you have noticed) so viewDidLoad is a good place to do it. Another good place is in a custom accessor...
- (NSMutableArray*)historyArray
{
if (!_historyArray) {
_historyArray = [[NSMutableArray alloc] init];
}
return _historyArray;
}
Now the first time you try to [self.historyArray addObject:sender], the accessor will note the absence of a historyArray, create one and return it. Next time round it won't be recreated as it already exits.
#property(nonatomic,retain)NSMutableArray *tapCollection;
-(void)viewDidLoad{
self.tapCollection = [[NSMutableArray alloc] init];
}
-(void)onTouch:(id)sender{
UIButton *btnTapped = (UIButton *)sender;
[self.tapCollection addObject:[NSNumber numberWithInt:btn.tag]];
}
I've set a switch on my overlay, which appears every time my app launches the camera. The switch appears, which is fine. But how do I create the if conditions to command the switch to perform an action when on or off?
//This is the overlay.
- (UIView*)CommomOverlay {
UISwitch *mySwitch = [[UISwitch alloc] initWithFrame:CGRectMake (30,400,20,20)];
[mySwitch addTarget:self action:#selector(mySwitch)
forControlEvents:UIControlEventAllTouchEvents];
[view addSubview:mySwitch];
return view;
}
So the switch appears on the overlay, but how do I command it do something when called?
I've tried the following
-(void)mySwitch {
if ([mySwitch.on]){
execute this..
}
}
But the above doesn't work. I get an error saying "undeclared identifier, did you mean UISwitch?". So then I replace mySwitch.on with UISwitch.on, then it says " property on not found on object of type UISwitch".
I just want to execute my if else method properly. I made the overlay, I made the switch code and it appears on the overly perfectly. But now I want it to do something with an if/else condition. How do I rectify this?
What did I do wrong?
Glad you decided on the UISwitch, its a much more straightforward solution in my opinion. As for what your problem is, its related to scoping. You are declaring your UISwitch in your overlay initialization, and then the function ends, and you lose the ability to access your UISwitch.
What you'll need to do is create a property for it in your .h, then just set it equal to your property inside of your overlay initialization. That should fix your problem.
EDIT: Going through the problems you mentioned in the comment:
1) I believe that your declartion should be,
#property (nonatomic, retain) UISwitch *mySwitch;
Afterwards, you will need to do a #synthesize mySwitch; in your .m file
2) The reason for this is because you have 2 variables with the same name since it seems that you are redeclaring mySwitch in a few places. I'm guessing these places your code looks like:
UISwitch *mySwitch = //Stuff;
It should just look like:
mySwitch = //Stuff;
The reason being that you have already declared it in your .h file, you simply need to initialize or manipulate it. If you declare it once again, you will be overwriting it with a new instance that will once again not exist after you exit your function.
3) You dont need to set mySwitch = mySwitch for the synthesize, see my above code. Also make sure that your function name is not the same as your variable name!
Feel free to comment with updates and more questions.
-Karoly
mySwitch is not accessible in your mySwitch method. Create a property for mySwitch and create it's getter and setter. Then you can access it in your mySwitch method.
[..]
#property UISwitch *mySwitch;
[..]
#synthesize mySwitch = mySwitch;
-(void)mySwitch {
if ([self.mySwitch.on]){
[..]
}
}