#IBOutlet weak var Input: UITextField!
#IBOutlet weak var Heads: UILabel!
#IBOutlet weak var working: UIActivityIndicatorView!
#IBAction func Toss(_ sender: Any) {
DispatchQueue.global().sync {
//set up variables and method
var input = 0
func integer(from textField: UITextField) -> Int {
guard let text = textField.text, let number = Int(text) else {
return 0
}
return number
}
var runningTotal = 0
//collect input
input = integer(from: Input)
//start loading symbol
DispatchQueue.main.async() { [self] in
working.startAnimating()
}
//do math
for _ in 0..<input {
let currentTrial = Int.random(in: 0...1)
if(currentTrial == 1) {
runningTotal += 1
}
}
DispatchQueue.main.async { [self] in
//set output
Heads.text = String(runningTotal)
//stop loading symbol
working.stopAnimating()
}
}
}
This program calculates the number of heads flipped when conducting x coin flips (specified by the user). My activity spinner does not show up at all, even though it is set up to appear when animated. Any help would be appreciated!
So, start by going and having a look at the documentation for DispatchQueue
The sync function reads...
func sync(execute: () -> Void) Submits a block object for execution
and returns after that block finishes executing.
which is not what you want, this will block the main thread and prevent the UI from been updated.
Instead, what you want to use is one of the async variants, for example...
func async(group: DispatchGroup?, qos: DispatchQoS, flags:
DispatchWorkItemFlags, execute: () -> Void) Schedules a block
asynchronously for execution and optionally associates it with a
dispatch group.
You should also get the input value before you run the background thread, as you should avoid accessing components outside of the context of the main thread.
Runnable example...
class ViewController: UIViewController {
#IBOutlet weak var textField: UITextField!
#IBOutlet weak var working: UIActivityIndicatorView!
#IBOutlet weak var headsLabel: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
headsLabel.isHidden = true
}
#IBAction func doStuff(_ sender: Any) {
var input = 0
func integer(from textField: UITextField) -> Int {
guard let text = textField.text, let number = Int(text) else {
return 0
}
return number
}
input = integer(from: textField)
working.startAnimating()
DispatchQueue.global(qos: .userInitiated).async {
//set up variables and method
var runningTotal = 0
//do math
for _ in 0..<input {
let currentTrial = Int.random(in: 0...1)
if(currentTrial == 1) {
runningTotal += 1
}
}
DispatchQueue.main.async { [self] in
headsLabel.isHidden = false
//set output
headsLabel.text = String(runningTotal)
//stop loading symbol
working.stopAnimating()
}
}
}
}
Related
What am I doing wrong?
I get this error:
let letterString = sender.title(for: .normal)! // Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value
when I tried to get the title of a button in swift like below:
import UIKit
class ViewController: UIViewController {
// My IBOutlets
#IBOutlet var treeImageView: UIImageView!
#IBOutlet var correctWordLabel: UILabel!
#IBOutlet var scoreLabel: UILabel!
// My Outlet Collection
#IBOutlet var letterButtons: [UIButton]!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
// Begin the round.
newRound()
}
var listOfWords = ["estufa", "nevera", "computadora", "empanada", "chuleta", "camarones", "brincar", "correr", "caminar", "tigre", "jirafa", "mono", "kisseemmee", "Tampa", "Orlando"]
let incorrectMovesAllowed = 7
let totalWins = 0
let totalLosses = 0
// My IBActions
#IBAction func letterButtonPressed(_ sender: UIButton) {
sender.isEnabled = false
let letterString = sender.title(for: .normal)! // Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value
let letter = Character(letterString.lowercased())
currentGame.playerGuessed(letter: letter)
updateUI()
}
var currentGame: Game!
func newRound() {
let newWord = listOfWords.removeFirst()
currentGame = Game(word: newWord, incorrectMovesRemaining: incorrectMovesAllowed, guessedLetters: [])
updateUI()
}
func updateUI() {
scoreLabel.text = "Wins: \(totalWins), Losses: \(totalLosses)"
treeImageView.image = UIImage(named: "Tree \(currentGame.incorrectMovesRemaining)")
}
}
// Game.swift file code:
import Foundation
struct Game {
var word: String
var incorrectMovesRemaining: Int
var guessedLetters: [Character]
mutating func playerGuessed(letter: Character) {
guessedLetters.append(letter)
if !word.contains(letter) {
incorrectMovesRemaining -= 1
}
}
}
I'm a newbie. This is my first program. I appreciate if you code the solution.
You can get the title of the UIButton using titleLabel property. Check the below code.
sender.titleLabel?.text
As the above code returns optional, you can use optional chain to safely get the string
if let titleLabel = sender.titleLabel {
let title = titleLabel.text
}
OR
You can also use the currentTitle property as below.
sender.currentTitle
You can use:
sender.titleLabel.text
I couldn't figure out how to copy value of variable into another variable in Swift, an example code for this in python would be
def assignVariable():
x=1
y=x
return y
RESULT 1
When I did this it doesn't seem to work in Swift. Is there any solution to this or am I doing something wrong?
Edit: problem is at
var originalCount=countDown
it gave me Use of unresolved identifier 'countDown' but when I assign it literally it works. Here's my swift code
import Cocoa
class MainWindow: NSWindowController {
var hitCount = 0
var started:Bool = false
var timer = 10
var colorList: [NSColor] = [ NSColor.black,NSColor.blue,NSColor.brown,NSColor.cyan,NSColor.darkGray,NSColor.gray,NSColor.green,NSColor.lightGray,NSColor.magenta,NSColor.orange,NSColor.purple,NSColor.red,NSColor.white,NSColor.yellow]
#IBOutlet weak var button1: NSButton!
#IBOutlet weak var scrubber1: NSScrubber!
#IBOutlet weak var display: NSTextField!
override func windowDidLoad() {
super.windowDidLoad()
// Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
}
var countdown=10
var originalCount=countDown
//(countdown,originalCount) = (10,10) //it works if i use this instead
func startGame(){
if(countDown>0 || started==true){
display.stringValue=String(countDown)
countDown-=1
let seconds = 1.0
DispatchQueue.main.asyncAfter(deadline: .now() + seconds) {
self.startGame()
}
}else{
display.stringValue="Done "+String(hitCount)+" Taps in " + String(originalCount) + "Tap to RESET"
started=false
countDown=10;
}
}
#IBAction func labelPress(_ sender: Any) {
display.stringValue="__RESET__"
hitCount=0
countDown=10
started=false
}
#IBAction func buttonPressed(_ sender: Any) {
if started==false{
startGame()
}
button1.bezelColor = colorList[Int.random(in: 0..<colorList.count)]
started=true
button1.title=String(hitCount)
hitCount+=1
}
}
You can't initialise one variable with another at the top level in your class. Looking at your code I don't think that originalCount needs to be a property, move it inside startGame() instead and make it a local variable and also use let since it isn't changing
var countdown=10
func startGame(){
let originalCount = countDown
if(countDown>0 || started==true){
...
}
I get an error on the line of code here: self.TextMessage.insertText(countOfItems)
-[UITextView insertText:] must be used from main thread only
I have been struggling to get this to update the text field with the data.
class GameViewController: UIViewController {
#IBOutlet weak var TextMessage: UITextView!
#IBOutlet weak var getUserInput: UITextField!
var userModel = UserModel()
#IBAction func PerformAction(_ sender: Any) {
print("Begin....:" );
if getUserInput.text == "Ready" {
TextMessage.text = "OK Player"
let semaphore = DispatchSemaphore(value:0)
let queue = DispatchQueue(label: "com.run.concurrent", attributes: .concurrent)
queue.asyncAfter(deadline: DispatchTime.now(), execute: {
[weak self] in
guard let self = self else { return }
print("1")
self.userModel.downloadItems()
semaphore.wait(timeout: DispatchTime.now() + 2)
print("2")
semaphore.resume()
let countOfItems = String(self.userModel.users.count)
print("WE PRINT: " + countOfItems)
self.TextMessage.insertText(countOfItems)
})
print("....END" );
}
}
You must do UI updates on main Thread.
DispatchQueue.main.async {
self.TextMessage.insertText(countOfItems)
}
so I'm new to coding and I've been doing practice games a such to build my skills. I've created this word guessing game and I'm trying to make the game show the word after all guesses have been used up. However, the program doesn't read the code I write to set the label to display the answer. Here is the code I've written so far:
class ViewController: UIViewController {
var listOfWords = ["ladybug", "program", "computer", "language", "glorious", "incandescent"]
let incorrectMovesAllowed = 7
var totalWins = 0 {
didSet {
newRound()
}
}
var totalLosses = 0 {
didSet {
newRound()
}
}
#IBOutlet var letterButtons: [UIButton]!
#IBAction func buttonPressed(_ sender: UIButton) {
sender.isEnabled = false
let letterString = sender.title(for: .normal)!
let letter = Character(letterString.lowercased())
currentGame.playerGuessed(letter: letter)
updateUI()
updateGameState()
}
#IBOutlet weak var scoreLabel: UILabel!
#IBOutlet weak var correctWordLabel: UILabel!
#IBOutlet weak var treeImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
newRound()
// Do any additional setup after loading the view, typically from a nib.
}
func enableLetterButtons (_enable: Bool){
for button in letterButtons {
button.isEnabled = _enable
}
}
var currentGame : Game!
func newRound() {
if !listOfWords.isEmpty{
let newWord = listOfWords.removeFirst()
currentGame = Game (word: newWord, incorrectMovesRemaining: incorrectMovesAllowed, guessedLetters: [])
enableLetterButtons(_enable: true)
updateUI()
} else {
enableLetterButtons (_enable: false)
}
}
func updateUI() {
var letters = [String] ()
for letter in currentGame.formattedWord.characters {
letters.append(String(letter))
}
let wordWithSpacing = letters.joined(separator: " ")
correctWordLabel.text = wordWithSpacing
scoreLabel.text = "Wins: \(totalWins), Losses:\(totalLosses)"
treeImageView.image = UIImage (named: "Tree \(currentGame.incorrectMovesRemaining)")
}
func updateGameState(){
var letters = [String] ()
for letter in currentGame.word.characters {
letters.append(String(letter))
}
let theAnswer = letters.joined(separator: " ")
if currentGame.incorrectMovesRemaining == 0 {
correctWordLabel.text = theAnswer
Thread.sleep(forTimeInterval: 3)
totalLosses += 1
} else if currentGame.word == currentGame.formattedWord {
totalWins += 1
} else {
updateUI()
}
}
}
In addition, I have a structure that is written like this:
import Foundation
struct Game {
var word : String
var incorrectMovesRemaining : Int
var guessedLetters: [Character]
mutating func playerGuessed (letter: Character){
guessedLetters.append(letter)
if !word.characters.contains(letter){
incorrectMovesRemaining -= 1
}
}
var formattedWord: String {
var guessedWord = ""
for letter in word.characters {
if guessedLetters.contains(letter) {
guessedWord += "\(letter)"
} else {
guessedWord += "_"
}
}
return guessedWord
}
}
You need to redraw your UI, this is done with self.setNeedsDisplay(). It notifies the system that the view's contents needs to be redrawn. In your updateUI() you can add this.
Regarding setNeedsDisplay you can get more information here
class ViewController: UIViewController {
var listOfWords = ["ladybug", "program", "computer", "language", "glorious", "incandescent"]
let incorrectMovesAllowed = 7
var totalWins = 0 {
didSet {
newRound()
}
}
var totalLosses = 0 {
didSet {
newRound()
}
}
#IBOutlet var letterButtons: [UIButton]!
#IBAction func buttonPressed(_ sender: UIButton) {
sender.isEnabled = false
let letterString = sender.title(for: .normal)!
let letter = Character(letterString.lowercased())
currentGame.playerGuessed(letter: letter)
updateUI()
updateGameState()
}
#IBOutlet weak var scoreLabel: UILabel!
#IBOutlet weak var correctWordLabel: UILabel!
#IBOutlet weak var treeImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
newRound()
// Do any additional setup after loading the view, typically from a nib.
}
func enableLetterButtons (_enable: Bool){
for button in letterButtons {
button.isEnabled = _enable
}
}
var currentGame : Game!
func newRound() {
if !listOfWords.isEmpty{
let newWord = listOfWords.removeFirst()
currentGame = Game (word: newWord, incorrectMovesRemaining: incorrectMovesAllowed, guessedLetters: [])
enableLetterButtons(_enable: true)
updateUI()
} else {
enableLetterButtons (_enable: false)
}
}
func updateUI() {
var letters = [String] ()
for letter in currentGame.formattedWord.characters {
letters.append(String(letter))
}
let wordWithSpacing = letters.joined(separator: " ")
correctWordLabel.text = wordWithSpacing
scoreLabel.text = "Wins: \(totalWins), Losses:\(totalLosses)"
treeImageView.image = UIImage (named: "Tree \(currentGame.incorrectMovesRemaining)")
self.setNeedsDisplay()
}
func updateGameState(){
var letters = [String] ()
for letter in currentGame.word.characters {
letters.append(String(letter))
}
let theAnswer = letters.joined(separator: " ")
if currentGame.incorrectMovesRemaining == 0 {
correctWordLabel.text = theAnswer
Thread.sleep(forTimeInterval: 3)
totalLosses += 1
} else if currentGame.word == currentGame.formattedWord {
totalWins += 1
} else {
updateUI()
}
}
}
Create a variable that will keep track of how many times you have guessed wrong. Then you can do this:
Use a while statement:
while numberOfTimesGuessedWrong <= 7{
}
//when you have guessed incorrectly 7 times, the compiler will move here:
wordLabel.text = "\(correctAnswer)"
So when you guess incorrectly 7 times, on the 8th time, it will then show the correct answer.
I created a view to use as background and I would like to change its color when label text is greater or less than variable number. The script is okay but the color is not changing.
Thanks in advance.
import UIKit
class ViewController: UIViewController, UITextFieldDelegate {
#IBOutlet weak var localName: UITextField!
#IBOutlet weak var localNameLabel: UILabel!
#IBOutlet weak var localTemp: UILabel!
#IBAction func getData(sender: AnyObject) {
getWeatherData("http://api.openweathermap.org/data/2.5/weather?q=" + localName.text! + "")
}
#IBOutlet weak var fundo: UIView!
override func viewDidLoad() {
super.viewDidLoad()
getWeatherData("http://api.openweathermap.org/data/2.5/weather?q=London")
// Do any additional setup after loading the view, typically from a nib.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func getWeatherData(urlString: String){
let url = NSURL (string: urlString)
let task = NSURLSession.sharedSession().dataTaskWithURL(url!) { (data, response, error) in
dispatch_async(dispatch_get_main_queue(), {
self.setLabels(data!)
})
}
task.resume()
}
func setLabels(weatherData: NSData) {
do {
let json = try NSJSONSerialization.JSONObjectWithData(weatherData, options:NSJSONReadingOptions.MutableContainers) as! NSDictionary
print(json)
//localNameLabel.text = json[("name")] as? String
if let name = json[("name")] as? String {
localNameLabel.text = name
}
if let main = json[("main")] as? NSDictionary {
if let temp = main[("temp")] as? Double {
//convert kelvin to celsius
let ft = (temp - 273.15)
let myString = ft.description
localTemp.text = myString
self.changeColor()
}
}
} catch let error as NSError {
print(error)
}
var number : Float
func changeColor(){
number = 19.0
if(Float(localTemp.text!) < number){
fundo.backgroundColor = .blueColor()
}else{
fundo.backgroundColor = .orangeColor()
}
}
}
}
Edited to post the entire script
In your view controller you need to add UITextFieldDelegate which will allow you to access methods related to your text field. The top of your view controller should look like this:
class ViewController: UIViewController,UITextFieldDelegate //set delegate to class
You then need to set the delegate of your text field to self in viewDidLoad and add a target for when the text field changes:
override func viewDidLoad() {
super.viewDidLoad()
localTemp.delegate = self //set delegate to this vc
localTemp.addTarget(self, action: "textFieldDidChange:", forControlEvents: UIControlEvents.EditingChanged)
}
You can then implement this method which will run on every key press and you need to call your changeColor() method as above:
func textFieldDidChange(textField: UITextField) {
self.changeColor()
}