I've been making fun small games for myself over the last few years, everything I know about coding has been read online, so I'm very inexperienced. I have recently started working with SceneKit and get lots of no reoccuring bad access errors. They all seem to come in my if let n = scene.rootnode.childnode calls which you can see below and I'm not sure why. I know the node that I'm calling exists and has the correct name. I can run the exact same scenario 5 times in a row and 2 of them will give me the bad access error. The exact error code is EXC_BAD_ACCESS (code=EXC_I386_GPFLT). I have read a few things about this error and have tried command-K to clear console and that didn't help. I get this error on both simulator and real device. Any advice or knowledge would be appreciated. Thanks.
#objc func waveTick() {
let teamDef = -1*teamInv + 3
var num1 = 0
let nodesCur = actNodes[teamInv-1]
while (num1 < nodesCur.count){
num1 += 1
if let n = scene.rootNode.childNode(withName: "NODE" + String(nodesCur[num1-1]), recursively: false) as? HelpNode {
if (n.tick == tick && n.invador) {
enemyBrain(enemy: n)
}
}
}
Related
I basically followed this great tutorial on VNRecognizeTextRequest and modified some things:
https://bendodson.com/weblog/2019/06/11/detecting-text-with-vnrecognizetextrequest-in-ios-13/
I am trying to recognise text from devices with seven-segment-style displays which seems to get a bit tricky for this framework. Often it works, but numbers with comma are hard and if there's a a gap as well. I'm wondering whether there is the possibility to "train" this recognition engine. Another possibility might be to somehow tell it to specifically look for numbers, maybe then it can focus more processing power on that instead of generically looking for text?
I use this modified code for the request:
ocrRequest = VNRecognizeTextRequest { (request, error) in
guard let observations = request.results as? [VNRecognizedTextObservation] else { return }
for observation in observations {
guard let topCandidate = observation.topCandidates(1).first else { continue }
let topCandidateText = topCandidate.string
if let float = Float(topCandidateText), topCandidate.confidence > self.bestConfidence {
self.bestCandidate = float
self.bestConfidence = topCandidate.confidence
}
}
if self.bestConfidence >= 0.5 {
self.captureSession?.stopRunning()
DispatchQueue.main.async {
self.found(measurement: self.bestCandidate!)
}
}
}
ocrRequest.recognitionLevel = .accurate
ocrRequest.minimumTextHeight = 1/10
ocrRequest.recognitionLanguages = ["en-US", "en-GB"]
ocrRequest.usesLanguageCorrection = true
There are 3 global variables in this class regarding the text recognition:
private var ocrRequest = VNRecognizeTextRequest(completionHandler: nil)
private var bestConfidence: Float = 0
private var bestCandidate: Float?
Thanks in advance for your answers, even though this is not directly code-related, but more concept-related (i.e. "am I doing something wrong / did I overlook an important feature?" etc.).
Example image that work:
Example that half works:
(recognises 58)
Example that does not work:
(it has a very low confidence for "91" and often thinks it's just 9 or 9!)
I'm really new to Swift and I have a task asking me to create a while loop that simulates rolling a 6-sided dice repeatedly until a 1 is rolled. After each roll, print the value.
In just about every iteration I've tried over the last 2 hours I keep ending in an infinite loop that explodes Xcode.
Any help would be fantastic!
var dieRoll = Int.random(in: 1...6)
while dieRoll <= 6 {
print (dieRoll)
if dieRoll == 1 {
print ("You win!")
}
}
Got it to this point, it no longer runs endlessly but it acts weird and returns values of 1 without printing "You win!"
func dieRoll(x: Int) -> Int {
return Int.random(in:1...6)
}
while dieRoll(x: 0) > 1 {
print(dieRoll(x: 0))
if dieRoll(x: 1) == 1 {
print("You win!")
}
else {
RETURN
}
}
Your dieRoll variable is declared AS A VARIABLE yet you never change it! Try “rerolling” within the While Loop
Also, there’s always the chance that a 6 never gets rolled... idk if you want to mess with “real” probabilities but if you’re finding issues you may want to institute a “max number of rolls”... personally I wouldn’t but hey you never know
TDLR: last line of the while-loop should reroll your dieRoll var
Okay, so I got away from the string text and focused on what the code was saying versus what my typing was saying. Ended up with this (probably a monstrosity to you experienced folks) but it looks something like this.
var rolling = Int.random(in: 1...6)
while rolling > 1 {
print(rolling)
if rolling == 1 {
break
} else {
rolling = Int.random(in: 1...6)
}
}
print(rolling)
And every time I run it it ends on a 1 so it does what it needs to!
Im using the GEOSwift Library: https://github.com/GEOSwift/GEOSwift
My best guess is that if you look at the string image linked, it looks as if its not a proper circle, so maybe it is a bug in the library? But i am not at all sure about this!
Im having an issue only when i enter one specific linestring.
My app takes an array of route coordinates, converts them into WKT String (representing a line). It then Creates a buffer around this line, then converts this into a mapShape.
It runs fine, until i search one specific route.
It fails here:
func bufferPolyline(routeCoords: [CLLocationCoordinate2D], completion: #escaping (_ bufferCoordsArray: [LatLng]) -> ()) {
var wktString = ""
var i = 0
while i < routeCoords.count {
let lat = routeCoords[i].latitude
let lng = routeCoords[i].longitude
if i == routeCoords.count-1 {
let wktLast = " \(lng) \(lat)"
wktString += "\(wktLast)"
i += 1
}
if i >= 1 && i <= routeCoords.count-2 {
let wktMid = " \(lng) \(lat),"
wktString += "\(wktMid)"
i += 1
}
if i == 0 {
let wktFirst = "\(lng) \(lat),"
wktString += "\(wktFirst)"
i += 1
}
}
let linestring = Geometry.create("LINESTRING(\(wktString))")!
let string = linestring.buffer(width: 0.05)!
guard let shapeLine = string.mapShape() as? MKPolygon else {
preconditionFailure() // FAILURE HAPPENS HERE.
}
}
Here are links to images to see how it looks:
LineString - https://imgur.com/a/7OLPZkM
String - https://imgur.com/a/KJRfpRX
the linestring, and string values are still coming through even when shapeLine doesnt initialise so im struggling to see where im going wrong. They also seem to be formatted the same way.
I tried to google for a WKT String validator, but didnt find one, but i assume it should be ok, as i return multiple other searches with no issues. (i.e. the shapeLine returns a value)
My question is: does this look like a problem in my code, or a possible bug of the library? (i have little faith in my code!)
import UIKit
import Foundation
func randomnumber (low:Int,high:Int )->Int
{
let range = high - (low-1)
return (Int (arc4random()) % range ) + ( low - 1)
}
let answer = randomnumber(low: 0, high: 100)
var turn = 1
while (true)
{
print ("Guess #\(turn): enter a number between 0 and 100")
let userinput = readLine();
if let guess:Int = Int(userinput!)
{
if( guess<answer )
{
print("choose a higher number")
}
if ( guess>answer )
{
print ("choose a smaller number")
}
if( guess==answer)
{
print("wohoo you won")
break;
}
}
}
this code is about a simple game using swift , by having a random number and then putting an input and if this input is bigger than the random number we have to choose smaller number and the opposite if we choose a smaller number and its still not equal to the random number and if it's equal to the random number you win.
this error appears :
fatal error: unexpectedly found nil while unwrapping an Optional value
As Tristan Beaton pointed out, readLine() doesn't work on playground hence your userInput is always nil.
CREATE A COMMAND LINE TOOL APPLICATION
CHOSE SWIFT WHEN YOU SAVE
COPY AN PASTE YOUR CODE
RUN AND PLAY
Also be really careful when you force unwrapping. That's always a crash waiting to happen ;) You can read this tutorial
I have tested this in a Command Line Tool and it worked. Also don't force unwrap optionals since you can just check if they have data without crashing the app.
I have added continue statements within your other if statements. Although it isn't really needed in this case, it is good practice to have it so that any code after the continue doesn't get executed. It just saves a bit of computing power.
import Foundation
func randomnumber(low: Int, high: Int) - >Int {
let range = high - (low-1)
return (Int(arc4random()) % range) + (low - 1)
}
let answer = randomnumber(low: 0, high: 100)
var turn = 1
while (true) {
print("Guess #\(turn): enter a number between 0 and 100")
if let userinput = readLine() {
if let guess:Int = Int(userinput) {
// Putting this here will only increase the guess count if their input in a number.
turn += 1
if guess < answer {
print("choose a higher number")
continue
}
if guess > answer {
print ("choose a smaller number")
continue
}
if guess == answer {
print("wohoo you won")
break
}
}
}
}
This is the console output
I am trying to get my app to perform functions. I have two attributes per item (quantity and price) that I want to multiply together and then total for all the didSelectRow items on the list. There is two sections on my tableView. Section 0 is regular and moved to section 1 with didSelectRow. (I only explain this because it comes into play further down)
My code so far is...
`func cartTotalFunc() {
itemFetchRequest().returnsObjectsAsFaults = false
do {
let results = try moc.executeFetchRequest(itemFetchRequest())
print("===\(results)")
// Calculate the grand total.
var grandTotal = 0
for order in results {
let SLP = order.valueForKey("slprice") as! Int
let SLQ = order.valueForKey("slqty") as! Int
grandTotal += SLP * SLQ
}
print("\(grandTotal)")
cartTotal.text = "$\(grandTotal)" as String
} catch let error as NSError {
print(error)
}
}
`
slprice and slqty are strings in Core Data. I am trying to cast them as Int so they will do the arithmetic. I had this working but it totaled every item instead of only the crossed off ones (section 1). I gave it a rest for a while and now when I come back to try to work on it again Xcode is giving me an error of, "can not Could not cast value of type 'NSTaggedPointerString' (0x104592ae8) to 'NSNumber' (0x1051642a0)."
Can anyone help with this, please?