I have an app whereby a user can add books to a favourites list, by populating a tableview. Details on the book are displayed in a view and by tapping a 'favourites', a segue is performed inputting info on that book into a tableview cell.
At present only one book can appear in the table at a time adding a new book will remove the initial entry (so in effect only the first cell of the tableview is ever used)
Is there a way to save each entry in the tableview so in effect a list of favourites is created
saveButton
#IBAction func saveButton(_ sender: Any) {
let bookFormat = formatLabel.text
if (bookFormat!.isEmpty)
{
displayMyAlertMessage(userMessage: "Please Select a Book Format")
return
}
else{
self.performSegue(withIdentifier: "LibViewSegue", sender: self)
}
}
TableView
extension LibrarybookViewController: UITableViewDataSource, UITableViewDelegate{
func tableView(_ tableView: UITableView, heightForRowAt indexPath: IndexPath) -> CGFloat {
return 115
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
print(#function, dataSource.count)
return dataSource.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
print(#function, "indexPath", indexPath)
guard let bookCell = tableView.dequeueReusableCell(withIdentifier: "libCell", for: indexPath) as? LibrarybookTableViewCell else {
return UITableViewCell()
}
let libbook = dataSource[indexPath.row]
bookCell.cellTitleLabel.text = libbook.title
bookCell.cellReleaseLabel.text = libbook.release
bookCell.cellFormatLabel.text = bookFormat
return bookCell
}
I have been reading about defaults and CoreData but I'm not sure whether this should be implemented within the segue button action or within the tableview functions?
I see you have a dataSource array which contains list of books. At the simplest you could just append data to your dataSource, then reload your UITableView. But if you want persistent storage, you could look into local db solutions like SQLite, CoreData, or Realm. Then it would just be the matter of storing -> get data -> display on UITableView.
The general idea would be on add button tap (or whatever event listener you want to attach the action to), save it to persistent storage, reload your tableView, since the dataSource is from persistent storage, it'll update automatically. Suppose you load the data from persistent storage.
Also, don't store your array in UserDefaults, it's for bite sized data for things like user session etc.
Edit: as #Leo Dabus point out, indeed you can insert row without reloading the tableView by using
let index = IndexPath(row: items.count - 1, section: 0) // replace row with position you want to insert to.
tableView.beginUpdates()
tableView.insertRows(at: [index], with: .automatic)
tableView.endUpdates()
Related
I have a TableView that I want to reuse for different categories of data (essentially as plugins.. the tableView being a skeleton and being filled with whatever I want it to be). The TableView is filled with different categories of data (and related actions) depending on essentially what ViewController the user came from. I understand how to make it display the various data (just send it whatever array I want it to display), but I can't figure out how I could control the actions for the data at the specific index selected in didSelectRowAtIndexPath.
How could I do this? How could I create an array that has both Strings and executable actions associated with each indices? For example:
arrayOneNames = ["Tigris", "Leo", "Barko"]
arrayOneActions = [displayTheTigers, displayTheCats, displayTheDogs]
If "Leo" is selected in the tableView, then "displayTheCats" is executed. Again, I want each array to be a separate Class that I can use as a plugin, so that I can fill the tableView with whichever Class of data I want it to display and execute, depending on which ViewController the user came from previously. Please answer in Swift.
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell=UITableViewCell() // cell you've created
cell.data = arrayOneNames[indexPath.row] // passing relevant data
cell.tag = indexPath.row // the tag you want to pass for particular data
return cell
}
func tableView(_ tableView: UITableView, didSelectRowAt indexPath: IndexPath) {
let cell = tableView.cellForRow(at: indexPath)! as UITableViewCell // take selected cell
if(cell.tag == 0) { // call relevant function accordingly.
self.tigrisTouch()
} else if (cell.tag == 1) {
self.leoTouch()
} else {
self.barkoTouch()
}
}
private func tigrisTouch() {
}
private func leoTouch() {
}
private func barkoTouch() {
}
#objc func addRow(sender: UIButton!) {
print("add")
names.insert("New Name", at: 0)
tableView.insertRows(at: [IndexPath(row: 0, section: 0)], with: .right)
}
func tableView(_ tableView: UITableView, commit editingStyle: UITableViewCell.EditingStyle, forRowAt indexPath: IndexPath) {
if editingStyle == UITableViewCell.EditingStyle.delete {
names.remove(at: indexPath.row)
tableView.deleteRows(at: [indexPath], with: UITableView.RowAnimation.automatic)
}
}
func numberOfSections(in tableView: UITableView) -> Int {
return 1
}
func tableView(_ tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
// if section == 1 {
// return carArray.count
// }
return names.count
}
func tableView(_ tableView: UITableView, cellForRowAt indexPath: IndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCell(withIdentifier: bondeCellId, for: indexPath) as! BondCell
//
// if let lbl = cell.contentView.viewWithTag(101) as? UILabel {
// lbl.text = names[indexPath.row]
// }
//
// if let btnDelete = cell.contentView.viewWithTag(102) as? UILabel {
// btnDelete.addTarget(self, action: #selector(deleteRow()), for: .touchUpInside)
// }
return cell
}
enter image description hereI am fairly knew to programing and don’t know a lot.
I have built table view that lets the user add more table cells if they press the add button.
So the user will add more table views on depending if more information is needed.
The problem is to understanding is how to pass all info from multiply table views cells with the info to a new view controller.
If the User has insert 5 or 10 table cells I want those table cells info to be passed into a one new view controller.
The table view cell contains two text fields and two labels and the text field contains UIpickers and depending what they chose it updates in the labels in cell tables.
But I also want sum of all the table views chosen by the user to be added to a chart that I am making to a new view controller.
Would the labels and the text fields need to get new names each time a new table cell is made?
I am stock with ideas
If the User has insert 5 or 10 table cells I want those table cells info to be passed into a one new view controller.
The code you posted is a mess, and not very helpful with your question. It's mostly boilerplate.
You are thinking about this wrong. Cells don't store data. More generally, view objects don't store data. They display data.
You need a model object that stores the data for your table view. It looks like your table view only has one section, so a simple array would work just fine. Create a struct to hold the info you collect from the user. Let's call that struct CellData. Your model would be an array of CellData structs.
As the user creates new cells, you'd collect the new info and add it to your array.
Then when the user selects cells, and invokes the new view controller, you'd pass the whole array, along with the indexes of the selected cells, to the other view controller. (or perhaps just the structs for each selected item.)
Hello and how is everyone?
When I run the simulation of my application I go to select the first object in the table. Nothing happens. I then go and select the second object and it performs the action that the first object was supposed to. Basically the first object is not active until I select it and then select another object.
Maybe this will help:
I turn the simulator on. I select the first object nothing happens(I have a print("what row I selected") within the didSelect function to make sure it is working.). But again no printout until I hit the second object, the second object should print #1 row selected but it says #0 row selected and then performs the segue setup for 0#. After I come back from the segue the first object still performs the same.
Here is my tableView Code:
var objects: NSMutableArray! = NSMutableArray()
override func viewDidLoad() {
super.viewDidLoad()
self.objects.addObject("help")
self.objects.addObject("me")
self.objects.addObject("please")
self.objects.addObject("thankyou")
self.tableView.reloadData()
}
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
print(self.objects.count)
return self.objects.count
}
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = self.tableView.dequeueReusableCellWithIdentifier("cell", forIndexPath: indexPath) as! TableViewCell
cell.titleLabel.text = self.objects.objectAtIndex(indexPath.row) as? String
return cell
}
func tableView(tableView: UITableView, didDeselectRowAtIndexPath indexPath: NSIndexPath) {
print("You selected cell #\(indexPath.row)!")
Thanks for the help.
I'm trying since two weeks with the help of many Tutorials to get and segue data from a TableView cell. But it seems it is impossible to do that in XCode. It is only possible to get the selectedRow of a cell, but I cannot read out the Text labels of a selected cell.
If a user selects a Cell I want to segue the value of a label in the selected cell to a new View Controller.
I can only submit the selected row to a new View Controller but not the value of a label in this selected cell.
func tableView(tableView: UITableView, willSelectRowAtIndexPath indexPath: NSIndexPath) -> NSIndexPath? {
row = indexPath.row // here is the row the user has selcted
labelStringOfselectedCell = "??????" // how to retrieve data from a label in the cell?
return indexPath
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
let DestViewController : ViewControllerDetail = segue.destinationViewController as! ViewControllerDetail
DestViewController.seguedData = labelStringOfselectedCell
}
If you really wanted to do something like that, you can do something like:
func tableView(tableView: UITableView, willSelectRowAtIndexPath indexPath: NSIndexPath) -> NSIndexPath? {
let cell = tableView.cellForRowAtIndexPath(indexPath) // do not confuse this with the similarly named `tableView:cellForRowAtIndexPath:` method that you've implemented
let string = cell?.textLabel?.text
return indexPath
}
Clearly it depends upon whether you're custom cell subclass and what the label was, but that illustrates the basic idea.
Having said that, you should not do this. Your app should be following Model-View-Controller (MVC) programming paradigm. When determining what data to pass to the next scene, you should go back to the original model you used when originally populating the table, not referring to some control in the table.
For example, let's imagine that you populated the original cell by retrieving data from the objects model:
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath)
let object = objects[indexPath.row]
cell.textLabel?.text = object.name
return cell
}
Then you would just implement a prepareForSegue that retrieves the data from objects also (and you don't have to implement willSelectRowAtIndexPath at all):
func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
if let destination = segue.destinationViewController as? ViewControllerDetail {
let object = objects[tableView.indexPathForSelectedRow!.row]
destination.seguedData = object.name
}
}
Clearly, this will change depending upon what your model was and how you originally populated the cell, but hopefully it illustrates the basic idea.
In my Android app, I was able to create use a standard table with rows and have text boxes in it. Based on user preferences, some of these rows are shown/hidden. For example if the user doesn't want to enter in cash/credit sales, or track any discounts given to a customer, etc, these fields shouldn't appear.
I simply would hide the entire row, and just like a DIV in html, the rest of the rows would move up nicely.
So for example:
element1
element2
element3
I'd want to remove element 2, and 3 moves up and takes 2's place. I'll probably have 8 of these fields btw.
In iOS, however, is something like this possible? Some googling yielded results that more or less made this seem very complicated for showing/hiding form elements and having everything slide up nicely. Some solutions included setting up very complex autolayout scenarios dynamically, or not using autolayout at all, etc. Then again, these solutions were for older versions of ios.
Is something like this possible? How could I achieve this?
Thanks!
Use UITableView.
UITableView allows you to represent list of cells and manipulate them (add, remove, reorder) with animations.
In you case every option will be a UITableViewCell.
Create a subclass of UITableViewController
Set a dataSource of UITableView
Implement UITableViewDataSource
That is 2 functions
func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int
func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath:NSIndexPath) -> UITableViewCell
Update TableView items
You can easily reload tableView by editing your objects and calling reloadData method on tableView
// Add, remove or replace your objects you want to display in table View
objects = ["1", "2", "3"]
// call tableView to reload it's data. TableView will call dataSource delegates methods and update itself
tableView.reloadData()
You can remove or add specific item in tableView
First update your object, by removing or adding it, than call update tableView and say what cell (at which position) it should add or remove. You can also say what type of animation it should use
var index = 2
// Update your object Model, here we remove 1 item at index 2
objects.removeAtIndex(index)
// saying tableView to remove 1 cell with Fade animation.
tableView.deleteRowsAtIndexPaths([NSIndexPath(forRow: index, inSection: 0)], withRowAnimation: .Fade)
Here is full Code example
class MasterViewController: UITableViewController {
var objects = ["Option 1", "Option 2", "Option 3"]
func insert(obj: String, at: Int) {
objects.append(obj)
let indexPath = NSIndexPath(forRow: at, inSection: 0)
self.tableView.insertRowsAtIndexPaths([indexPath], withRowAnimation: .Automatic)
}
func deleteAt(index: Int) {
objects.removeAtIndex(index)
tableView.deleteRowsAtIndexPaths([NSIndexPath(forRow: index, inSection: 0)], withRowAnimation: .Fade)
}
override func viewDidLoad() {
super.viewDidLoad()
}
func insertNewObject(sender: AnyObject) {
insert(NSDate.date().description, at: 0)
}
override func tableView(tableView: UITableView, numberOfRowsInSection section: Int) -> Int {
return objects.count
}
override func tableView(tableView: UITableView, cellForRowAtIndexPath indexPath: NSIndexPath) -> UITableViewCell {
let cell = tableView.dequeueReusableCellWithIdentifier("Cell", forIndexPath: indexPath) as UITableViewCell
let object = objects[indexPath.row]
cell.textLabel?.text = object
return cell
}
override func tableView(tableView: UITableView, canEditRowAtIndexPath indexPath: NSIndexPath) -> Bool {
// Return false if you do not want the specified item to be editable.
return true
}
override func tableView(tableView: UITableView, commitEditingStyle editingStyle: UITableViewCellEditingStyle, forRowAtIndexPath indexPath: NSIndexPath) {
if editingStyle == .Delete {
deleteAt(indexPath.row)
} else if editingStyle == .Insert {
// Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view.
}
}