trying to add number to number allready saved on label - ios

So I have a TextField integer that needs to be added to a label.
For example when I type 20, it appears in the label and when I save it and come back it's still there, so far so good right, i got this part down.
Now lets say I come back and want to add another amount to whats already there, to the 20. how exactly would I go about doing it?
I used the NSUserDefaults to load/save the data but when I go to update the label I get stuck when trying to use my variables, say: currentValue, valueToAdd and valueTotalAfterAddition.

You have to get the intValue of the text, and then add whatever number. Example
int currentValue = textField.text.intValue;
int valueToAdd = 10; //change this to whatever you need
int valueTotalAfterAddition = currentValue + valueToAdd;
label.text = [NSString stringWithFormat:#"%d", valueTotalAfterAddition];

Related

(Adobe Animate ActionScript) how can iRemove specific Symballl's from the stage using name, arry, and lib()?

I'm super frustrated with this.
first for you to understand my code - My goal here is for the user to get randomly selected word appear to them in a way that every letter sits inside of a box.
Then if the user clicks on a button called "Pick a word", another word will be selected and the correct number of boxes will appear.
I have an array of words like this:
var word_group_1 = ["abolsh", "absorbent", "betrayal", "frutish", "commensurate", "eonfident", "zite"]
I'm using this function to select a random word from that array then splice it.. works perfectly:
function random_word_genereator() {
random = randomNumber(0, word_group_1.length);
//putting the chosen word from array in the chosen word variable
chosen_word = word_group_1[random]
//after we used the chosen word were removing it from the away
word_group_1.splice(random, 1)
//splitting the chosen word into an array
chosen_word_letters_arry = chosen_word.split("")
}
in a button click of "pick a word"- I'm creating 5 instances of a Movieclip I have in my library (just a blue box to put text in it) with text in at like this:
function create_boxes(e)
{
//to know which word has been displayed to the user//
old_word=chosen_word
random_word_genereator()
for (i=0;i<chosen_word.length;i++){
cell_boxes = new lib.cell_box();
stage.addChild(cell_boxes)
cell_boxes.name="cell_box"+i;
cell_boxes.x=(xlocation * i) + 50
cell_boxes.y = 80;
output = new createjs.Text();
cell_boxes.addChild(output)
output.text=chosen_word_letters_arry[i]
}
everything works fine on the first click As You Can View Here.
The word being selected and displayed on the stage
my problem is when I'm clicking Again on the button "pick a word"
its not deleting the correct number of boxes.
I'm putting visible false to the boxes which holds the "Old word" (the one I need to delete)
but As you can se here After I click again its getting messed up.
sometimes its's working, switches from 12 letter word, to a 4 one.
but it should be luck. I'm dying to get this to WORK! its for my school project.
Please help me!
Easy answer that will plug and play into your code:
js
...
//to know wichh word has been displayed to the user//
old_word=chosen_word
random_word_genereator()
for (i = 0; i < stage.numChildren; i++) // Loop through all children of the stage
if (stage.getChildAt(i) is lib.cell_box) // Checks if the child is a lib.cell_box
stage.removeChildAt(i--); // Removes child from stage and decrements i
for (i=0;i<chosen_word.length;i++){
...
Original answer (cleaner code, some restructuring):
It's best to break this kind of logic down into steps.
var boxes:MovieClip = new MovieClip();
boxes.y = 80;
addChild(boxes);
...
function createBoxes(word:String):void {
// Remove boxes first
while (boxes.numChildren > 0)
boxes.removeChildAt(0);
// Add boxes
for each(var c:String in word.split("")) {
var box:Box = new Box(c);
box.x = boxes.width + 50;
boxes.addChild(box);
}
}
Then set the text inside a Box class.

Update Score Label

need help here. I am trying to update the score with the code below but instead of displaying a new score, the label text name was overlap each other. For example, initial value is 0 and new value is 10, instead of replacing 0 with 10, the number 10 was overlap with 0. Anyone can help?
Code:
self.sumLabel = [SKLabelNode labelNodeWithFontNamed:#"Chalkduster"];
self.sumLabel.text = #"Score: 0";
self.sumLabel.fontSize = 20;
self.sumLabel.position = CGPointMake(self.size.width-160, self.size.height-450);
[self.sumLabel setText:[NSString stringWithFormat:#"Score: %i", self.initial]];
[self addChild:self.sumLabel];
It looks like you are creating and adding a label multiple times.
Try to reuse the previous one by storing the object into a property
When you want to update it, you just need to call setText

IOS Array from text field

I'm building an IOS app. I want the user to input two options from a text field. One of the options will later be randomly displayed in a label. I'm thinking the text field should log the information in an NSMutableArray that I can later call on. The information only needs to be temporarily stored because it will go away after it is randomly displayed in the label.
I'm not sure how to do create this array from a text field. Any help is appreciated.
Is this what your looking for?
int choice = rand() % 2;
NSString* result;
if (choice == 0)
result = textField1.text;
else
result = textField2.text;
....
label.text = result;

Average of textfields depending on how many textfield are "used"

Little explication: I have an app with 5 textfields, i already got the code to make the avaerage of them. Using floates and giving a variable to each textfield.so, the adding of the value of all the textfield /5 (divided per 5)
My problem is that when a textfield is leaved emptty, its not goona be /5, if user fill in only 4 cells it will be/4 and so on.
Question: how to divide the adding of cells depending in how many cells have content?
I was tryng with textfield.text.length > 0 in an if. But i dont get it
Thanks, hope i was clear.
You could check each textfield and see if the text is NULL or blank (#"")
Use an int to keep track of the number of textfields that have a value.
For example:
int counter = 0;
float total = 0.0;
if([textfield1.text length] > 0)
{
counter++;
float thisValue = [textfield1.text floatValue];
total = total + thisValue;
}
repeat this for all 5 textfields and then divide your total by the counter variable.
You could include the if statement in a loop if you are going to vary the number of text fields or to reduce the amount of coding you do.
EDIT I have changed my answer based on the good suggestions of other to use text.length
try to count the number of used textfields by increasing a number every time you read out a textfield that has valid text in it and divide the result by that number. (logically the "number" should be initialized as 0)

iOS: Tapku Calendar: Need to select multiple dates

I've been checking the Tapku Calendar code for a bit and searched and read all the relevant questions and responses here however none seem to really offer the correct solution to the problem: How to select multiple dates, either programmatically or by tapping. Just a simple blue tile over two adjacent dates would make me happy :-) The post below seems to have a similar question however the answer does not work. The place in the code is not hit unless the month changes - not exactly what I am looking for. What would be great is a higher-level implementation of selectDate: that would select multiple dates. But just the right place to tweak in the library would be a great place to start is anyone is more familiar with the code. Much appreciated.
iOS: Tapku calendar library - allow selecting multiple dates for current month
So after a bit of stepping through code, I have this rudimentary method using a hammer. I adopted most of the code from TKCalendarMonthView.m->selectDay:day method. The method I created basically creates a new TKCalendarMonthTiles object and fills in the details and then adds subviews onto the main TKCalendarMonthTiles object (self). I tag the subviews so I can first get rid of them if they exist at the beginning of the method as I only want to select one additional day (you could leave the subviews attached if you want them to remain in the UI). I don't track the dates or store them or anything however this meets my needs.
The idea is to simply create a view with the correct tile image you want to use and one that contains the text label of the actual "date" like "14" then add those views as subviews to self. The borrowed code does all the calculations for "where" that date tile resides in the grid, so the view is drawn at the correct location. Code:
- (void)markDay:(int)day {
// First, remove any old subviews
[[self viewWithTag:42] removeFromSuperview];
[[self viewWithTag:43] removeFromSuperview];
int pre = firstOfPrev < 0 ? 0 : lastOfPrev - firstOfPrev + 1;
int tot = day + pre;
int row = tot / 7;
int column = (tot % 7)-1;
TKCalendarMonthTiles *deliveryTile = [[TKCalendarMonthTiles alloc] init];
deliveryTile.selectedImageView.image = [UIImage imageWithContentsOfFile:TKBUNDLE(#"TapkuLibrary.bundle/Images/calendar/MyDateTile.png")];
deliveryTile.currentDay.text = [NSString stringWithFormat:#"%d",day];
if(column < 0){
column = 6;
row--;
}
CGRect r = deliveryTile.selectedImageView.frame;
r.origin.x = (column*46);
r.origin.y = (row*44)-1;
deliveryTile.selectedImageView.frame = r;
deliveryTile.currentDay.frame = r;
[[deliveryTile selectedImageView] setTag:42];
[[deliveryTile currentDay] setTag:43];
[self addSubview:deliveryTile.selectedImageView];
[self addSubview:deliveryTile.currentDay];
} // markDay:
I call this method at the end of TKCalendarMonthView.m->selectDay:day as well as at the end of TKCalendarMonthView.m->-reactToTouch:down. Limited testing so far so good. Off to figure out why the timezone setting keeps thinking its tomorrow (I am in Pacific time zone).
Cheers, Michael

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