optional convenience init with multiple attempts to initialise - swift

I have a factory method on UIImage that looks in multiple bundles for the image as the projects I'm working on are sometimes broken up.
Key is an enum for type safety around various properties.
public extension UIImage {
static func with(_ key: Key, in bundle: Bundle? = nil) -> UIImage? {
if let image = UIImage(key, in: bundle) { return image }
if let image = UIImage(key, in: .main) { return image }
if let image = UIImage(key, in: Bundle(for: BrandManager.self)) { return image }
print("Failed to find \(key.rawValue) in any bundle")
return nil
}
convenience init?(_ key: Key, in bundle: Bundle? = nil) {
self.init(named: key.rawValue, in: bundle, compatibleWith: nil)
}
}
This is fine, but obviously it means I need to add .with every time i.e. UIImage.with(.key) when I'd prefer to use the convenience init directly to drop with
Looking here Swift unwrap optional init inside convenience init
this isn't possible with convenience init... but is there another a way to get the syntax and look in multiple bundles? I can bury it inside UIImageView but I'm looking for it directly on UIImage
Thanks

As per the answer by #JeremyP
I tried url(forResource... but for some reason it always came back as nil... It was a good idea though...
Here's what I have, it feels pretty ugly to build the image twice.. but as I said the other one always came back with nil for the url. I tried adding the extension but it didn't help.
convenience init?(_ key: Key, in bundle: Bundle? = nil) {
var correctBundle: Bundle?
let bundles = [bundle,
.main,
Bundle(for: BrandManager.self)].compactMap { $0 }
for b in bundles {
guard UIImage(named: key.rawValue, in: b, compatibleWith: nil) != nil else { continue }
// guard b.url(forResource: key.rawValue, withExtension: nil) != nil else { continue }
correctBundle = b
break
}
self.init(named: name, in: correctBundle, compatibleWith: nil)
}

If you would accept UIImage[.key] as a plausible calling syntax, you could express your factory method as a static subscript.

Having said in the comments that I see nothing wrong with the with function, you can dispense with it.
Instead of trying to initialise the image directly, you can first search for it in all the bundles by looking for the path name or URL using e.g. Bundle.url(forResource:withExtension:) and then load the image from the first bundle where that returns non nil (or even use the URL to initialise the image).

Related

How to programmatically export 3D mesh as USDZ using ModelIO?

Is it possible to programmatically export 3D mesh as .usdz file format using ModelIO and MetalKit frameworks?
Here's a code:
import ARKit
import RealityKit
import MetalKit
import ModelIO
let asset = MDLAsset(bufferAllocator: allocator)
asset.add(mesh)
let filePath = FileManager.default.urls(for: .documentDirectory,
in: .userDomainMask).first!
let usdz: URL = filePath.appendingPathComponent("model.usdz")
do {
try asset.export(to: usdz)
let controller = UIActivityViewController(activityItems: [usdz],
applicationActivities: nil)
controller.popoverPresentationController?.sourceView = sender
self.present(controller, animated: true, completion: nil)
} catch let error {
fatalError(error.localizedDescription)
}
When I press a Save button I get an error.
The Andy Jazz answer is correct, but needs modification in order to work in a SwiftUI Sandboxed app:
First, the SCNScene needs to be rendered in order to export correctly. You can't create a bunch of nodes, stuff them into the scene's root node and call write() and get a correctly rendered usdz. It must first be put on screen in a SwiftUI SceneView, which causes all the assets to load, etc. I suppose you could instantiate a SCNRenderer and call prepare() on the root node, but that has some extra complications.
Second, the Sandbox prevents a direct export to a URL provided by .fileExporter(). This is because Scene.write() works in two steps: it first creates a .usdc export, and zips the resulting files into a single .usdz. The intermediate files don't have the write privileges the URL provided by .fileExporter() does (assuming you've set the Sandbox "User Selected File" privilege to "Read/Write"), so Scene.write() fails, even if the target URL is writeable, if the target directory is outside the Sandbox.
My solution was to write a custom FileWrapper, which I return if the WriteConfiguration UTType is .usdz:
public class USDZExportFileWrapper: FileWrapper {
var exportScene: SCNScene
public init(scene: SCNScene) {
exportScene = scene
super.init(regularFileWithContents: Data())
}
required init?(coder inCoder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
override public func write(to url: URL,
options: FileWrapper.WritingOptions = [],
originalContentsURL: URL?) throws {
let tempFilePath = NSTemporaryDirectory() + UUID().uuidString + ".usdz"
let tempURL = URL(fileURLWithPath: tempFilePath)
exportScene.write(to: tempURL, delegate: nil)
try FileManager.default.moveItem(at: tempURL, to: url)
}
}
Usage in a ReferenceFileDocument:
public func fileWrapper(snapshot: Data, configuration: WriteConfiguration) throws -> FileWrapper {
if configuration.contentType == .usdz {
return USDZExportFileWrapper(scene: scene)
}
return .init(regularFileWithContents: snapshot)
}
08th January 2023
At the moment iOS developers still can export only .usd, .usda and .usdc files; you can check this using canExportFileExtension(_:) type method:
let usd = MDLAsset.canExportFileExtension("usd")
let usda = MDLAsset.canExportFileExtension("usda")
let usdc = MDLAsset.canExportFileExtension("usdc")
let usdz = MDLAsset.canExportFileExtension("usdz")
print(usd, usda, usdc, usdz)
It prints:
true true true false
However, you can easily export SceneKit's scenes as .usdz files using instance method called: write(to:options:delegate:progressHandler:).
let path = FileManager.default.urls(for: .documentDirectory,
in: .userDomainMask)[0]
.appendingPathComponent("file.usdz")
sceneKitScene.write(to: path,
options: nil,
delegate: nil,
progressHandler: nil)

UIImage returns nil on segue push

I have an image URL that needs to be parsed and displayed. The URL exists, but returns nil.
It successfully parses in the cellForRowAt function by calling cell.recipeImage.downloadImage(from: (self.tableViewDataSource[indexPath.item].image))
With this line the image displays. However, it doesn't exist when calling it in didSelectRowAt
RecipeTableViewController.swift
override func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let Storyboard = UIStoryboard(name: "Main", bundle: nil)
let resultsVC = Storyboard.instantiateViewController(withIdentifier: "ResultsViewController") as! ResultsViewController
// Information to be passed to ResultsViewController
if (tableViewDataSource[indexPath.item] as? Recipe) != nil {
if isSearching {
resultsVC.getTitle = filteredData[indexPath.row].title
//resultsVC.imageDisplay.downloadImage(from: (self.filteredData[indexPath.row].image))
} else {
resultsVC.getTitle = tableViewDataSource[indexPath.row].title
// Parse images
resultsVC.imageDisplay.downloadImage(from: (self.tableViewDataSource[indexPath.row].image))
}
}
// Push to next view
self.navigationController?.pushViewController(resultsVC, animated: true)
}
extension UIImageView {
func downloadImage(from url: String) {
let urlRequest = URLRequest(url: URL(string: url)!)
let task = URLSession.shared.dataTask(with: urlRequest) { (data,response,error) in
if error != nil {
print(error!)
return
}
DispatchQueue.main.sync {
self.image = UIImage(data: data!)
}
}
task.resume()
}
}
ResultsViewController.swift
class ResultsViewController: UIViewController {
var getTitle = String()
var getImage = String()
#IBOutlet weak var recipeDisplay: UILabel!
#IBOutlet weak var imageDisplay: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
recipeDisplay.text! = getTitle
}
...
}
Returns the error
Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value
From my understanding, the app is getting crashed at this line:
recipeDisplay.text! = getTitle
If it is, obviously this is not the proper way to do it. Just remove the force unwrapping because the text on the label here is nil by default. Force referencing a nil value will crash the app.
recipeDisplay.text = getTitle
UPDATED:
- Let's make sure that you wired the label and the outlets properly. Connect ti to the VC, not the File Owner.
You're calling view-related code on views that haven't been initialized yet. Remember, IBOutlets are implicitly unwrapped properties, so if you try to access them before they're initialized they'll force-unwrap and crash. So it's not that the UIImage is coming up nil, it's that recipeDisplay is nil and is getting force unwrapped.
The idiomatic iOS thing to do is to hand a view model of some sort (an object or a struct) to the view controller, and then let it do the work with that item once it has finished loading.
So, in you didSelect method, you could create your view model (which you'd need to define) and hand it off like this:
let title = filteredData[indexPath.row].title
let imageURL = self.tableViewDataSource[indexPath.row].image
let viewModel = ViewModel(title: title, imageURL: imageURL)
resultsVC.viewModel = viewModel
And then in your resultsVC, you'd do something like this:
override func viewDidLoad() {
super.viewDidLoad()
if let vm = viewModel {
recipeDisplay.text = vm.title
downloadImage(from: vm.imageURL)
}
}
So in your case all you'd need to do is hand those strings to your VC (you can wrap them up in a view model or hand them off individually) and then in that VC's viewDidLoad() that's where you'd call downloadImage(from:). That way there's no danger of calling a subview before that subview has been loaded.
One last note: Your download method should be a little safer with its use of the data and error variables, and its references to self. Remember, avoid using ! whenever you don't absolutely have to use it (use optional chaining instead), and unless you have a really good reason to do otherwise, always use [weak self] in closures.
I'd recommend doing it like this:
func downloadImage(from url: String) {
let urlRequest = URLRequest(url: URL(string: url)!)
let task = URLSession.shared.dataTask(with: urlRequest) { [weak self] (data,response,error) in
if let error = error {
print(error)
return
}
if let data = data {
DispatchQueue.main.sync {
self?.image = UIImage(data: data)
}
}
}
task.resume()
}
Update: Because the 'view model' concept was a little too much at once, let me explain.
A view model is just an object or struct that represents the presentation data a screen needs to be in a displayable state. It's not the name of a type defined by Apple and isn't defined anywhere in the iOS SDK. It's something you'd need to define yourself. So, in this case, I'd recommend defining it in the same fine where you're going to use it, namely in the same file as ResultsViewController.
You'd do something like this:
struct ResultsViewModel {
let title: String
let imageURL: String
}
and then on the ResultsViewController, you'd create a property like:
var viewModel: ResultsViewModel?
or if you don't like dealing with optionals, you can do:
var viewModel = ResultsViewModel(title: "", imageURL: "")
OR, you can do what you're already doing, but I'd highly recommend renaming those properties. getTitle sounds like it's doing something more besides just holding onto a value. title would be a better name. Same criticism goes for getImage, with the additional criticism that it's also misleading because it sounds like it's storing an image, but it's not. It's storing an image url. imageURL is a better name.

How to use Guard when the function expect return value

I am a fan of the guard statements using Swift.
One thing I haven't fully understand is how (or even if) to use it inside a function that expect return value.
Simple example:
func refreshAudioMix() -> AVPlayerItem? {
guard let originalAsset = rootNC.lastAssetLoaded else {
return nil
}
let asset = originalAsset.copy() as! AVAsset
..... return AVPlayerItem ....
}
The issue with this approach is that I need to check the returned value each time. I am trying to understand if am I approaching this correctly or maybe even guard not needed here at all.
Thank you!
I'd say the use of guard isn't wrong. When the objects you're manipulating have a probability of being nil, it seems fair that you return an optional value.
There's one other way (at least, but I don't see others right now) to handle that: write that your function can throw an error and throw it when you find nil in an optional value in a guard statement. You can even create errors so it's easily readable. You can read more about it here
sample :
enum CustomError: Error {
case errorOne
case errorTwo
case errorThree
}
func refreshAudioMix() throws -> AVPlayerItem {
guard let originalAsset = rootNC.lastAssetLoaded else {
throw CustomError.errorOne
}
let asset = originalAsset.copy() as! AVAsset
..... return AVPlayerItem ....
}

downloading and caching images from url asynchronously

I'm trying to download images from my firebase database and load them into collectionviewcells. The images download, however I am having trouble having them all download and load asynchronously.
Currently when I run my code the last image downloaded loads. However, if I update my database the collection view updates and the new last user profile image also loads in but the remainder are missing.
I'd prefer to not use a 3rd party library so any resources or suggestions would be greatly appreciated.
Here's the code that handles the downloading:
func loadImageUsingCacheWithUrlString(_ urlString: String) {
self.image = nil
// checks cache
if let cachedImage = imageCache.object(forKey: urlString as NSString) as? UIImage {
self.image = cachedImage
return
}
//download
let url = URL(string: urlString)
URLSession.shared.dataTask(with: url!, completionHandler: { (data, response, error) in
//error handling
if let error = error {
print(error)
return
}
DispatchQueue.main.async(execute: {
if let downloadedImage = UIImage(data: data!) {
imageCache.setObject(downloadedImage, forKey: urlString as NSString)
self.image = downloadedImage
}
})
}).resume()
}
I believe the solution lies somewhere in reloading the collectionview I just don't know where exactly to do it.
Any suggestions?
EDIT:
Here is where the function is being called; my cellForItem at indexpath
override func collectionView(_ collectionView: UICollectionView, cellForItemAt indexPath: IndexPath) -> UICollectionViewCell {
let cell = collectionView.dequeueReusableCell(withReuseIdentifier: userResultCellId, for: indexPath) as! FriendCell
let user = users[indexPath.row]
cell.nameLabel.text = user.name
if let profileImageUrl = user.profileImageUrl {
cell.profileImage.loadImageUsingCacheWithUrlString(profileImageUrl)
}
return cell
}
The only other thing that I believe could possibly affect the images loading is this function I use to download the user data, which is called in viewDidLoad, however all the other data downloads correctly.
func fetchUser(){
Database.database().reference().child("users").observe(.childAdded, with: {(snapshot) in
if let dictionary = snapshot.value as? [String: AnyObject] {
let user = User()
user.setValuesForKeys(dictionary)
self.users.append(user)
print(self.users.count)
DispatchQueue.main.async(execute: {
self.collectionView?.reloadData()
})
}
}, withCancel: nil)
}
Current Behavior:
As for the current behavior the last cell is the only cell that displays the downloaded profile image; if there are 5 cells, the 5th is the only one that displays a profile image. Also when I update the database, ie register a new user into it, the collectionview updates and displays the newly registered user correctly with their profile image in addition to the old last cell that downloaded it's image properly. The rest however, remain without profile images.
I know you found your problem and it was unrelated to the above code, yet I still have an observation. Specifically, your asynchronous requests will carry on, even if the cell (and therefore the image view) have been subsequently reused for another index path. This results in two problems:
If you quickly scroll to the 100th row, you are going to have to wait for the images for the first 99 rows to be retrieved before you see the images for the visible cells. This can result in really long delays before images start popping in.
If that cell for the 100th row was reused several times (e.g. for row 0, for row 9, for row 18, etc.), you may see the image appear to flicker from one image to the next until you get to the image retrieval for the 100th row.
Now, you might not immediately notice either of these are problems because they will only manifest themselves when the image retrieval has a hard time keeping up with the user's scrolling (the combination of slow network and fast scrolling). As an aside, you should always test your app using the network link conditioner, which can simulate poor connections, which makes it easier to manifest these bugs.
Anyway, the solution is to keep track of (a) the current URLSessionTask associated with the last request; and (b) the current URL being requested. You can then (a) when starting a new request, make sure to cancel any prior request; and (b) when updating the image view, make sure the URL associated with the image matches what the current URL is.
The trick, though, is when writing an extension, you cannot just add new stored properties. So you have to use the associated object API to associate these two new stored values with the UIImageView object. I personally wrap this associated value API with a computed property, so that the code for retrieving the images does not get too buried with this sort of stuff. Anyway, that yields:
extension UIImageView {
private static var taskKey = 0
private static var urlKey = 0
private var currentTask: URLSessionTask? {
get { objc_getAssociatedObject(self, &UIImageView.taskKey) as? URLSessionTask }
set { objc_setAssociatedObject(self, &UIImageView.taskKey, newValue, .OBJC_ASSOCIATION_RETAIN_NONATOMIC) }
}
private var currentURL: URL? {
get { objc_getAssociatedObject(self, &UIImageView.urlKey) as? URL }
set { objc_setAssociatedObject(self, &UIImageView.urlKey, newValue, .OBJC_ASSOCIATION_RETAIN_NONATOMIC) }
}
func loadImageAsync(with urlString: String?, placeholder: UIImage? = nil) {
// cancel prior task, if any
weak var oldTask = currentTask
currentTask = nil
oldTask?.cancel()
// reset image view’s image
self.image = placeholder
// allow supplying of `nil` to remove old image and then return immediately
guard let urlString = urlString else { return }
// check cache
if let cachedImage = ImageCache.shared.image(forKey: urlString) {
self.image = cachedImage
return
}
// download
let url = URL(string: urlString)!
currentURL = url
let task = URLSession.shared.dataTask(with: url) { [weak self] data, response, error in
self?.currentTask = nil
// error handling
if let error = error {
// don't bother reporting cancelation errors
if (error as? URLError)?.code == .cancelled {
return
}
print(error)
return
}
guard let data = data, let downloadedImage = UIImage(data: data) else {
print("unable to extract image")
return
}
ImageCache.shared.save(image: downloadedImage, forKey: urlString)
if url == self?.currentURL {
DispatchQueue.main.async {
self?.image = downloadedImage
}
}
}
// save and start new task
currentTask = task
task.resume()
}
}
Also, note that you were referencing some imageCache variable (a global?). I would suggest an image cache singleton, which, in addition to offering the basic caching mechanism, also observes memory warnings and purges itself in memory pressure situations:
class ImageCache {
private let cache = NSCache<NSString, UIImage>()
private var observer: NSObjectProtocol?
static let shared = ImageCache()
private init() {
// make sure to purge cache on memory pressure
observer = NotificationCenter.default.addObserver(
forName: UIApplication.didReceiveMemoryWarningNotification,
object: nil,
queue: nil
) { [weak self] notification in
self?.cache.removeAllObjects()
}
}
deinit {
NotificationCenter.default.removeObserver(observer!)
}
func image(forKey key: String) -> UIImage? {
return cache.object(forKey: key as NSString)
}
func save(image: UIImage, forKey key: String) {
cache.setObject(image, forKey: key as NSString)
}
}
A bigger, more architectural, observation: One really should decouple the image retrieval from the image view. Imagine you have a table where you have a dozen cells using the same image. Do you really want to retrieve the same image a dozen times just because the second image view scrolled into view before the first one finished its retrieval? No.
Also, what if you wanted to retrieve the image outside of the context of an image view? Perhaps a button? Or perhaps for some other reason, such as to download images to store in the user’s photos library. There are tons of possible image interactions above and beyond image views.
Bottom line, fetching images is not a method of an image view, but rather a generalized mechanism of which an image view would like to avail itself. An asynchronous image retrieval/caching mechanism should generally be incorporated in a separate “image manager” object. It can then detect redundant requests and be used from contexts other than an image view.
As you can see, the asynchronous retrieval and caching is starting to get a little more complicated, and this is why we generally advise considering established asynchronous image retrieval mechanisms like AlamofireImage or Kingfisher or SDWebImage. These guys have spent a lot of time tackling the above issues, and others, and are reasonably robust. But if you are going to “roll your own,” I would suggest something like the above at a bare minimum.

UIImageView is NIL

I have a default image in viewItem to make sure that it is working, it shows on the detail view of the splitview.
#IBOutlet weak var ImageView: UIImageView!
var imageCache = [String: UIImage]()
override func viewDidLoad() {
super.viewDidLoad()
self.configureView()
}
func configureView() {
if let detail: AnyObject = self.detailItem {
if let label = self.detailDescriptionLabel {
let dict = detail as [String: String]
label.text = ""
let s = dict["result"]
let vr = NString(string: s!)
let vrd = vr.doubleValue
let value = ceil(vrd*20)
let valueString = String(format: "%.0f", value)
vresult.text = "\(valueString)%"
getPic(dict) // <---- trouble maker
fitem.hidden = false
ritem.hidden = false
}
} else {
navigationController?.popViewControllerAnimated(true)
}
}
func getPic(item: [String: String]) {
var chachedImage = self.imageCache[item["image"]!]
println(item["image"]) // <-- prints out the url
if cachedImage == nil {
var imgUrl = NSURL(string: item["image"]!)
let request: NSURLRequest = NSURLRequest(URL: imgUrl!)
NSURLConnection.sendAsynchronousRequest(request, queue: NSOperationQueue.mainQueue(), completionHandler: {( reponse: NSURLResponse!, data: NSData!, error; NSError!) -> Void in
if error == nil {
cachedImage = UIImage(data: data)
println("got here no problem") // <-- prints out
self.imageCache[item["image"]!] = cachedImage
println(self.imageCache) // <-- prints reference OK
dispatch_async(dispatch_get_main_queue(), {
self.ImageView.image = cachedImage // <---- offender
})
} else {
println("Error: \(error.localizedDescription)")
}
})
} else {
dispatch_async(dispatch_get_main_queue(), {
self.ImageView.image = cachedImage
})
}
}
ImageView is coming up nil every time.
fatal error: unexpectedly found nil while unwrapping an Optional value
but the default image shows. I've moved this out of the dispatch and even tried setting it straight from the viewDidLoad() always errors. It used to be a UIWebView and worked perfectly except that it would not cache anything. Since loading these images is a lot of work, I thought caching would be good, I've got caching working for thumbnails in the MASTER view.
It may be because of how your instaciating your viewcontroller.
let vc = MyViewController()
Something like this wont work. You're creating the VC without actually giving the storyboard a chance to link the IBOutlets. Instead use
storyboard.instantiateViewControllerWithIdentifier(identifier: String)
You may need to get reference to the storyboard using
let storyboard = UIStoryboard(name: name, bundle: NSBundle.mainBundle())
Hope this helps :)
Changing your variable name shouldn't make any difference except for readibility/maintainability unless there's a namespace conflict (good to understand why/where that might be happening). Also I was wondering - you made the IBOutlet'ed varable weak. When the last remaining strong ref to the object goes away, the weak references to the object are set nil by the runtime/garbage collector automatically. (Look up that section of the Swift documentation if you're not solid about it).
Maybe you should check your classes and controllers by adding deinit { println(,"function name deallocated' }. Between your use of weak and improved behavior seen when you change the variable name, it seems like there might be some weird (buggy) interactions going on in your app itself.
Well silly me. I've been working on this for a few days, I got the great idea to try and change the name, and it worked. I tried changing it back and it broke, apparently you can't use ImageView as a variable!
In my case was because I was using a nib and didn't register it.
Once I did registered it, it worked
My case Was Different I used
awakeFromNib()
instead of
viewDidLoad()
.