Unknown Cause of Bug for Initializing an Array [duplicate] - swift

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}

#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.

Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'

I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...

//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

Related

Swift UIImage cant be animated with gravity

I've looked into everything on Google, and that is not much. Is the community for Swift really this small???
I have an image, and on a long-press, I want it to fall down with gravity and hit the bottom of the screen.
The error I get is
Cannot convert value of type 'UIView' to expected argument type
'[UIDynamicItem]'
I have tried UILabel, UIImage, UIImageView, Rect, UIView i get this error on what ever i do.
My goal is to use UIImage or UIImageView.
This is the code I'm using for the animation:
var animator: UIDynamicAnimator!
var gravity: UIDynamicBehavior!
var collision : UICollisionBehavior!
var redBoxView: UIView?
#IBOutlet weak var detailsImageWeather: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
animator = UIDynamicAnimator(referenceView: self.view)
let imageTap = UILongPressGestureRecognizer(target: self, action: #selector(imageTapped))
detailsImageWeather.addGestureRecognizer(imageTap)
}
#objc func imageTapped() {
var frameRect = CGRect(x: 150, y: 20, width: 60, height: 60)
redBoxView = UIView(frame: frameRect)
redBoxView?.backgroundColor = UIColor.red
self.view.addSubview(redBoxView!)
let image = detailsImageWeather.image // This is what i want to use instead of redBoxView
gravity = UIGravityBehavior(items: redBoxView!)
animator.addBehavior(gravity)
collision = UICollisionBehavior (items: redBoxView!)
collision.translatesReferenceBoundsIntoBoundary = true
animator.addBehavior(collision)
let behavior = UIDynamicItemBehavior(items: [redBoxView!])
behavior.elasticity = 2
}
What am i doing wrong? cant find any more things to try on google
The error
Cannot convert value of type 'UIView' to expected argument type '[UIDynamicItem]'
tells that you need an array of UIDynamicItem. It's easy to miss the little square brackets.
You're actually configuring your UIGravityBehavior and UICollisionBehavior with redBoxView (an object) instead of [redBoxView] (an array). That's why you get the error.
You need to change your configurations to this
gravity = UIGravityBehavior(items: [redBoxView!]) //redBoxView passed in an array
and this
collision = UICollisionBehavior (items: [redBoxView!]) //redBoxView passed in an array

Value of type 'SecondPageController' has no member 'miniView'

I got seems similar but little bit different question.
It is about declare size issue, but have small error here.
I think error is related to Main.stroyboard, and tried to change ViewController name and also added 'miniView' to ViewController.
My error is
"Value of type 'SecondPageController' has no member 'miniView'",
Witch is very common error(I looked many of same question with this format), but I think my error is relate to adding some new view or something.
And here is my code.
class SecondPageController: UIViewController {
#IBOutlet weak var mainScrollView: UIScrollView!
var imageArray = [UIImage]()
var currentPage = 0
override func viewDidLoad() {
super.viewDidLoad()
imageArray = [UIImage(named: "bus1")!, UIImage(named: "bus2")!]
for i in 0..<imageArray.count {
let imageView = UIImageView()
imageView.image = imageArray[i]
imageView.contentMode = .scaleAspectFit
let xPosition = self.miniView.frame.width * CGFloat(i)
imageView.frame = CGRect(x: xPosition, y: 0, width: self.mainScrollView.frame.width, height: self.mainScrollView.frame.height)
mainScrollView.contentSize.width = mainScrollView.frame.width * CGFloat(i + 1)
mainScrollView.addSubview(imageView)
}
Timer.scheduledTimer(timeInterval: 5, target: self, selector: #selector(startAnimating), userInfo: nil, repeats: true)
}
#objc func startAnimating() {
//that line check if the current page is the last one, and set it to the first, otherwise, it increment the currentPage
self.currentPage = (self.currentPage == imageArray.count-1) ? 0 : self.currentPage+1
var newOffset = mainScrollView.contentOffset
newOffset.x = mainScrollView.frame.width * CGFloat(self.currentPage)
self.mainScrollView.setContentOffset(newOffset, animated: true)
}
}
I expecting add something to this error solved.
There is no member miniView in SecondPageController. The error was very precise.
If you wanna use a component named miniView you need a reference to it, you can use 2 approaches:
1 - Storyboard:
Drag a view to your UIViewController and link it to #IBOutlet weak var miniView: UIView!
2 - Programatic:
Instantiate it like: let miniView = UIView()
Since you are using Storyboards, you probably forgot to add an #IBOutletto that view, so use approach 1.

Create 3 on each other depending variables (Swift 3, Xcode 8) [duplicate]

I want a picture to move to the bottom. If I press a button the pic should move down by 1.
I added the picture and a button:
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40)); //
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image; //
self.view.addSubview(panzer); //
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
At least I said in function "fahren" to move the picture down by 1.
func fahren(){
corY += 1
panzer.frame = CGRectMake(corX, corY, 30, 40) //
self.view.addSubview(panzer);
}
So my problem is: I get several errors with these corX and corY thing. Without them it works perfectly but than its like a single-use button. The errors are: ViewController.Type does not have a member named corX and ViewController.Type does not have a member names panzer Where I get the errors I made // to show in which lines.
PS: I use Xcode Beta5
Here's the complete code without anything else:
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton.buttonWithType(UIButtonType.System) as UIButton
var image = UIImage(named: "panzerBlau.jpg");
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40));
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
runter.frame = CGRectMake(100, 30, 10 , 10)
runter.backgroundColor = UIColor.redColor()
view.addSubview(runter)
runter.addTarget(self, action: "fahren", forControlEvents:UIControlEvents.TouchUpInside)
}
func fahren(){
corY += 100
panzer.frame = CGRectMake(corX, corY, 30, 40)
self.view.addSubview(panzer);
}
}
#MartinR has pointed out the major issue here:
var corX = 0
var corY = 0
var panzer = UIImageView(frame: CGRectMake(corX, corY, 30, 40))
The problem is that a Swift default initializer cannot refer to the value of another property, because at the time of initialization, the property doesn't exist yet (because the instance itself doesn't exist yet). Basically, in panzer's default initializer you are implicitly referring to self.corX and self.corY - but there is no self because self is exactly what we are in the middle of creating.
One workaround is to make the initializer lazy:
class ViewController: UIViewController {
var corX : CGFloat = 0
var corY : CGFloat = 0
lazy var panzer : UIImageView = UIImageView(frame: CGRectMake(self.corX, self.corY, 30, 40))
// ...
}
That's legal because panzer doesn't get initialized until later, when it is first referred to by your actual code. By that time, self and its properties exist.
Your dependent property needs to be:
lazy
Have an explicit : Type
Use self. to access other properties
Example:
let original = "foo"
// Good:
lazy var depend: String = self.original
// Error:
var noLazy: String = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noType = self.original // Error: Value of type '(NSObject) -> () -> URLData' has no member 'original'
lazy var noSelf: String = original // Error: Instance member 'original' cannot be used on type 'YourClass'
I'm addressing the title of the question:
Both lazy and computed properties help you deal with when the initial value for a property is not known until after the object is initialized. But there are some differences. I've highlighted the differences with bold.
If you simply need to initialize a variable after some other variable(s) is initialized then you should use lazy ie if the point is to simply add a delay (so all required properties get initialized before) then using lazy is the right way to go for it.
But if you need to constantly change a variable based on another, then you need a computed property that would work both ways:
if the computed property set then it sets the variables its related stored properties
if the stored properties are set (or are reset again) then it will trigger a change in then computed property.
if you change the lazy property's value it won't affect the storied properties that it was based on. see here
A good example for using a lazy property would be that once you have firstName & lastName then you would lazily instantiate a fullName and likely you would never change the firstName lastName of your object your fullName is a onetime only...
Or perhaps something that can only be done by lazy properties is that up until you don't access the property it won't ever get initialized, therefore this would decrease the initialization load of your class. Loading a heavy calculation.
Additionally using the lazy will signal to other developers: "Hey first go read about the other properties and understand what they are...then come to this lazy property...since the value of this is based on them + this is likely a heavy computation that shouldn't be accessed too early..."
As for computed property a good example would be if you set the temperature to Fahrenheit then you also want your celsius temperature to change its value...and if you set the celsius temperature then again you want to change your Fahrenheit value.
As a result computed property would add extra computation...and if your computation is very simple and isn't called too frequently then it's nothing to worry about but if it get's called too often or is very CPU-consuming then it might be better to think of other options...
//
// ViewController.swift
//
// Created by Shivank Agarwal on 19/05/18.
// Copyright © 2018 Shivank Agarwal. All rights reserved.
//
import UIKit
class ViewController: UIViewController {
var corX = 0
var corY = 0
var runter: UIButton = UIButton()
var image = UIImage(named: "panzerBlau.jpg")
var panzer = UIImageView()
override func viewDidLoad() {
super.viewDidLoad()
panzer.image = image;
self.view.addSubview(panzer);
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
runter.backgroundColor = UIColor.red
view.addSubview(runter)
view.addSubview(panzer)
runter.addTarget(self, action: Selector(("fahren")), for:UIControlEvents.touchUpInside)
}
private func fahren(){
corY += 100
}
private func updatePanzerFrame(){
panzer.frame = CGRect(x: CGFloat(corX), y: CGFloat(corY), width: 30, height: 40)
}
}
Note: Do not add panzer imageView every time when user tap only add it on viewDidLoad()

NSButtion action not called when target is different object

I've got an NSButton in a View Controller that, when clicked, should call a method in an instance of another class (I have that instance in the View Controller). However, the action method is never called.
My code is below (it's short and simple). Please can somebody explain why this is?
View Controller class with the button:
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let b:NSButton = NSButton(frame: NSRect(x: 150, y: 200, width: 30, height: 30))
self.view.addSubview(b)
let g = Global()
b.target = g
b.action = #selector(g.s)
}
}
Class called 'Global' that I create an instance of, that the button should then call a method within:
class Global:NSObject {
override init() {
super.init()
}
#objc dynamic func s() {
Swift.print("S ran")
}
}
Thanks
Update: For easy reproduction, I've created a GitHub repo showing the issue in its simplest form here.
The problem is that by the time you click the button, target has been set to nil. This is because g is stored as a local variable and target is a weak property, so after viewDidLoad is finished, g is released and the target becomes nil. So, by the time you click the button, there is no object on which to call the action.
You need to store a strong reference to the target somewhere. One way would be to store it as an instance variable on your view controller:
class ViewController: NSViewController {
let g = Global()
override func viewDidLoad() {
super.viewDidLoad()
let b:NSButton = NSButton(frame: NSRect(x: 150, y: 200, width: 30, height: 30))
self.view.addSubview(b)
b.target = g
b.action = #selector(g.s)
}
}

Check text field Live

I have found this answer How to check text field input at real time?
This is what I am looking for. However I am having trouble actually implementing this code. Also my current geographical location makes googling almost impossible.
I want to be able to change the background color of the next text field if the correct number is entered into the previous text field. textfieldTwo background color will change to green if the correct value is entered in textFieldOne. If the value is incorrect then nothing will happen. Please help me out. I have two text fields called textFieldOne and textFieldTwo and nothing else in the code.
Just pop this in your main view controller in an empty project (try using iphone 6 on the simulator)
import UIKit
class ViewController: UIViewController {
var txtField:UITextField!
var txtFieldTwo:UITextField!
var rightNumber = 10
override func viewDidLoad() {
super.viewDidLoad()
//txtFieldOne
var txtField = UITextField()
txtField.frame = CGRectMake(100, 100, 200, 40)
txtField.borderStyle = UITextBorderStyle.None
txtField.backgroundColor = UIColor.blueColor()
txtField.layer.cornerRadius = 5
self.view.addSubview(txtField)
//txtFieldTwo
var txtFieldTwo = UITextField()
txtFieldTwo.frame = CGRectMake(100, 150, 200, 40)
txtFieldTwo.borderStyle = UITextBorderStyle.None
txtFieldTwo.backgroundColor = UIColor.blueColor()
txtFieldTwo.layer.cornerRadius = 5
self.view.addSubview(txtFieldTwo)
txtField.addTarget(self, action: "checkForRightNumber", forControlEvents: UIControlEvents.AllEditingEvents)
self.txtField = txtField
self.txtFieldTwo = txtFieldTwo
}
func checkForRightNumber() {
let number:Int? = self.txtField.text.toInt()
if number == rightNumber {
self.txtFieldTwo.backgroundColor = UIColor.greenColor()
} else {
self.txtFieldTwo.backgroundColor = UIColor.blueColor()
}
}
}
EDIT: Adding a version with IBOutlets and IBActions
Note that in this example the IBAction is connected to txtFieldOne on Sent Events / Editing Changed
Also, make sure your Text Fields border colors are set to None. In the storyboard, the way to do this is to choose the left most option with the dashed border around it. That's so you can color the backgrounds. You can use layer.cornerRadius to set the roundness of the border's edges.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var txtField: UITextField!
#IBOutlet weak var txtFieldTwo: UITextField!
var rightNumber = 10
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func checkForRightNumber(sender: AnyObject) {
let number:Int? = self.txtField.text.toInt()
if number == rightNumber {
self.txtFieldTwo.backgroundColor = UIColor.greenColor()
} else {
self.txtFieldTwo.backgroundColor = UIColor.blueColor()
}
}
}