Swift generic type - swift

I have a structure name Feature, i hope it can be generic.
struct Feature<T> {}
I have another two type: Person, Dog.
struct Person {}
struct Dog {}
What i want to ask is:
Can i call different functions or different property in Feature according to differrent T
//for Person type
let feature = Feature<Person>()
feature.hair// i want this visible for Person
feature.fur// i want this invisible for Person
//for Dog type
let feature = Feature<Dog>()
feature.hair// i want this invisible for Dog
feature.fur// i want this visible for Dog

I don't know the full scope of your situation so I am only answering your question. See below:
protocol GenericFeatureProtocol {
var eyeColor : String? { get set }
//other shared properties & functions
}
struct Person : GenericFeatureProtocol {
var eyeColor: String?
var hair: String?
}
struct Dog : GenericFeatureProtocol {
var eyeColor: String?
var fur: String?
}
As you can see, the GenericFeatureProtocol defines the shared properties and functions that are to be implemented by those comforting to it. The properties respective to Person stay on Person, and those respective to Dog stay on Dog.

Related

Is there any way to make the method return a mutable value?

as shown in the code below:
struct Person {
var name: String
}
struct Group {
var person: Person
func callAsFunction() -> Person {
// Person is immutable value
person
}
}
var james = Person(name: "James")
var group = Group(person: james)
group().name = "Wong" //ERROR: Cannot assign to property: function call returns immutable value
group() return an immutable value, that can't be changed! So Is there any way to make the callAsFunction() method return a mutable value?
Thanks ;)
Updated:
My idea is to transfer all the calls and visits of the Group to the Person object in the Group, just like using Person directly.
I can't use dynamicMemberLookup because I don't know what method or property there will be in Person. For example, there may be 100 methods and properties in Person (not only one name property as demonstrated), and it is impossible for me to write 100 subscript methods with dynamicMemberLookup.
My needs are a bit like proxy objects in the Ruby language. Accessing an object (Group) actually accesses another object (Person) inside it, as if the Group does not exist.
ruby proxy patterns:
https://refactoring.guru/design-patterns/proxy/ruby/example
CallAsFunction is the closest implementation so far, but requires that Person cannot be a Struct, otherwise it cannot be assigned to its properties.
Maybe it's not possible to implement this feature in Swift yet?
You're using the wrong dynamic method. What you want is dynamicMemberLookup. Watch closely. First, the preparation:
struct Person {
var name: String
}
#dynamicMemberLookup
struct Group {
var person: Person
subscript(dynamicMember kp:WritableKeyPath<Person,String>) -> String {
get { self.person[keyPath:kp] }
set { self.person[keyPath:kp] = newValue }
}
}
Now look at what that allows you to say:
var group = Group(person: Person(name: "James"))
group.name = "Wong"
print(group.person) // Person(name: "Wong")
Do you see? We set the name of the Group even though it has no name property, and the result was that we set the name of the Group's person which does have a name property.
The callAsFunction simply returns (a copy of the) Person, which is a value type. You cannot then mutate the property of it like that. It is equivalent to the following:
struct Person {
var name: String
}
Person(name: "Foo").name = "Bar"
That returns the same error:
If Person was a reference type, it would have worked, but not for a value type. And even if you took your value type, and first assigned it to a variable before mutating it, you would only be mutating your copy, not the original.
If you want the behavior you want, you would use a #dynamicMemberLookup as suggested by matt (+1) and outlined in SE-0195.
You said:
I can't use dynamicMemberLookup because I don't know what method or property there will be in Person. For example, there may be 100 methods and properties in Person (not only one name property as demonstrated), and it is impossible for me to write 100 subscript methods with dynamicMemberLookup.
You do not need “100 subscript methods.” It is the motivating idea behind #dynamicMemberLookup, namely that the properties will be determined dynamically. E.g., here is Person with two properties, but Group only has the one #dynamicMemberLookup.
struct Person {
var name: String
var city: String
}
#dynamicMemberLookup
struct Group {
var person: Person
subscript(dynamicMember keyPath: WritableKeyPath<Person, String>) -> String {
get { person[keyPath: keyPath] }
set { person[keyPath: keyPath] = newValue }
}
}
var group = Group(person: Person(name: "James", city: "New York"))
group.name = "Wong"
group.city = "Los Angeles"
print(group.person) // Person(name: "Wong", city: "Los Angeles")
If you want to handle different types, make it generic:
struct Person {
var name: String
var city: String
var age: Int
}
#dynamicMemberLookup
struct Group {
var person: Person
subscript<T>(dynamicMember keyPath: WritableKeyPath<Person, T>) -> T {
get { person[keyPath: keyPath] }
set { person[keyPath: keyPath] = newValue }
}
}
And
var group = Group(person: Person(name: "James", city: "New York", age: 41))
group.name = "Wong"
group.city = "Los Angeles"
group.age = 42
print(group.person) // Person(name: "Wong", city: "Los Angeles", age: 42)

Swift Protocols: Difference between { get } and { get set } with concrete examples?

I'm pretty new to Swift, and although I've read Apple's documentation and many topics and threads about this, I still can't understand what's the difference between { get } and { get set }. I mean, I'm looking for an explanation with a concrete example.
Like, for example:
protocol PersonProtocol {
var firstName: String { get }
var lastName: String { get set }
}
What would be the actual difference between these two properties? I tried to play with these properties in a playground:
struct Person: PersonProtocol {
var firstName: String
var lastName: String
}
var p = Person(firstName: "John", lastName: "Lennon")
print(p.firstName) // John
print(p.lastName) // Lennon
p.firstName = "Paul"
p.lastName = "McCartney"
print(p.firstName) // Paul
print(p.lastName) // McCartney
Did not help... Thanks for your help.
You are creating a variable of type Person and there are no restrictions on that struct. If you instead create a variable of type PersonProtocol then firstName will be read only
var p1: PersonProtocol = Person(firstName: "John", lastName: "Lennon")
print(p1.firstName) // John
print(p1.lastName) // Lennon
p1.firstName = "Paul" <== error: cannot assign to property: 'firstName' is a get-only property
protocol — is a requirement of some minimal interface of the type implementing it.
var name: Type { get } requires type to have property with at least a getter (accessible from outside of the type, not private), i.e. outside code should be able to read value of the property. In the implementing type it could be let name: Type, var name: Type, private(set) var name: Type, fileprivate(set) var name: Type, etc.
var name: Type { get set } requires type to have property with both accessible getter and setter, i.e. outside code should be able to read and write to the property. Here only var name: Type would be allowed.
If protocol requires for getter but you also provide a setter — it's not against protocol requirements.
But if protocol requires for both getter and setter — you must provide both, and not having any of them won't be valid implementation.
Your Person class defined both properties as var(with accessible getter and setter) therefore you can change them both. But PersonProtocol haven't required ability to set firstName.
And as #JoakimDanielson shows, if you will use just interface required by protocol you won't be to change the firstName value.

Dynamic type casting in swift 4

I've got a class named Filters
class Filters {
typealias States = [State]
typealias Cities = [City]
typealias Areas = [Area]
var states : States?
var cities : Cities?
var areas : Areas?
}
In a FilterViewController, based on user's selection, pickerViewItems will be populated with items of filters.states, filters.cities or filters.areas.
The problem is when I populate the pickerViewItems with one of the three array item, e.g. filters.states, I can't cast it to States so I will be able to use
pickerViewItems[row].name
Value of type 'Any' has no member 'name'
How can I set the type of pickerViewItems dynamically in Swift?
Swift is pretty much a static language so you can't dynamically change the type. Therefore, we are going to use polymorphism to work around this.
Assuming that State, City and Area all have a name property, you can create an protocol like this:
protocol NamedLocation {
var name: String { get; }
}
And make all three classes conform to the protocol:
extension State: NamedLocation { }
extension City: NamedLocation { }
extension Area: NamedLocation { }
Now you can make your pickerViewItems to be of type [NamedLocation] and you can still access the name property.

deep copy for array of objects in swift

I have this class named Meal
class Meal {
var name : String = ""
var cnt : Int = 0
var price : String = ""
var img : String = ""
var id : String = ""
init(name:String , cnt : Int, price : String, img : String, id : String) {
self.name = name
self.cnt = cnt
self.price = price
self.img = img
self.id = id
}
}
and I have an array of Meal :
var ordered = [Meal]()
I want to duplicate that array and then do some changes to the Meal instances in one of them without changing the Meal instances in the second one, how would I make a deep copy of it?
This search result didn't help me
How do I make a exact duplicate copy of an array?
Since ordered is a swift array, the statement
var orderedCopy = ordered
will effectively make a copy of the original array.
However, since Meal is a class, the new array will contain references
to the same meals referred in the original one.
If you want to copy the meals content too, so that changing a meal in one array will not change a meal in the other array, then you must define Meal as a struct, not as a class:
struct Meal {
...
From the Apple book:
Use struct to create a structure. Structures support many of the same behaviors as classes, including methods and initializers. One of the most important differences between structures and classes is that structures are always copied when they are passed around in your code, but classes are passed by reference.
To improve on #Kametrixom answer check this:
For normal objects what can be done is to implement a protocol that supports copying, and make the object class implements this protocol like this:
protocol Copying {
init(original: Self)
}
extension Copying {
func copy() -> Self {
return Self.init(original: self)
}
}
And then the Array extension for cloning:
extension Array where Element: Copying {
func clone() -> Array {
var copiedArray = Array<Element>()
for element in self {
copiedArray.append(element.copy())
}
return copiedArray
}
}
and that is pretty much it, to view code and a sample check this gist
You either have to, as #MarioZannone mentioned, make it a struct, because structs get copied automatically, or you may not want a struct and need a class. For this you have to define how to copy your class. There is the NSCopying protocol which unifies that on the ObjC world, but that makes your Swift code "unpure" in that you have to inherit from NSObject. I suggest however to define your own copying protocol like this:
protocol Copying {
init(original: Self)
}
extension Copying {
func copy() -> Self {
return Self.init(original: self)
}
}
which you can implement like this:
class Test : Copying {
var x : Int
init() {
x = 0
}
// required initializer for the Copying protocol
required init(original: Test) {
x = original.x
}
}
Within the initializer you have to copy all the state from the passed original Test on to self. Now that you implemented the protocol correctly, you can do something like this:
let original = Test()
let stillOriginal = original
let copyOriginal = original.copy()
original.x = 10
original.x // 10
stillOriginal.x // 10
copyOriginal.x // 0
This is basically the same as NSCopying just without ObjC
EDIT: Sadly this yet so beautiful protocol works very poorly with subclassing...
A simple and quick way is to map the original array into the new copy:
let copyOfPersons: [Person] = allPersons.map({(originalPerson) -> Person in
let newPerson = Person(name: originalPerson.name, age: originalPerson.age)
return newPerson
})
The new Persons will have different pointers but same values.
Based on previous answer here
If you have nested objects, i.e. subclasses to a class then what you want is True Deep Copy.
//Example
var dogsForAdoption: Array<Dog>
class Dog{
var breed: String
var owner: Person
}
So this means implementing NSCopying in every class(Dog, Person etc).
Would you do that for say 20 of your classes? what about 30..50..100? You get it right? We need native "it just works!" way. But nope we don't have one. Yet.
As of now, Feb 2021, there is no proper solution of this issue. We have many workarounds though.
Here is the one I have been using, and one with less limitations in my opinion.
Make your class conforms to codable
class Dog: Codable{
var breed : String = "JustAnyDog"
var owner: Person
}
Create this helper class
class DeepCopier {
//Used to expose generic
static func Copy<T:Codable>(of object:T) -> T?{
do{
let json = try JSONEncoder().encode(object)
return try JSONDecoder().decode(T.self, from: json)
}
catch let error{
print(error)
return nil
}
}
}
Call this method whenever you need true deep copy of your object, like this:
//Now suppose
let dog = Dog()
guard let clonedDog = DeepCopier.Copy(of: dog) else{
print("Could not detach Dog")
return
}
//Change/mutate object properties as you want
clonedDog.breed = "rottweiler"
//Also clonedDog.owner != dog.owner, as both the owner : Person have dfferent memory allocations
As you can see we are piggy backing on Swift's JSONEncoder and JSONDecoder, using power of Codable, making true deep copy no matter how many nested objects are there under our object. Just make sure all your Classes conform to Codable.
Though its NOT an ideal solution, but its one of the most effective workaround.

Implementing a class structure for one-to-many relationship. Swift

Basically I am trying to implement a class for a Person and Person's pets. In it's very simple form Person class and Pet class would be like this:
class Person {
var email : String!
var name : String!
var pets : [Pet]!
init(userName: String) {
email = userName
// load Person from CloudKit database
}
}
class Pet {
var name : String!
var breed : String?
}
Now I want to be able to load all Pets related to the specific userName. If I have the above the class, that only holds one Pet. If I do an array like in the Person class, there is no Load method. The question is, should I create a new class Pets like below:
class Pets {
var userName : String
var pets : [Pet]
init(email: String) {
// load all pets related to user here
}
}
Does this make sense? Or is there a better way to structure the class? Is my question clear enough? Thanks for any help in advance.
I'd be using structs not classes for my data model. Structs and Classes
I wouldn't use optionals unless I really had to, and there are a few use cases where you have to. I also wouldn't be using implicitly unwrapped optionals at all... i.e. ! It's an 'exclamation' for a reason. You should read up on when to use the different types of optionals.Why create implicitly unwrapped optionals
I wouldn't have a Pets class like you created. All this would be stored in your database to be queried ... possibly core data, or if you had some other class to hold the data it would be simply a dictionary/map of [String: [Pet]] and you could look up all the pets for a username from that dictionary/map