Executiong closure on array modification - swift

I have the following code:
class Note: NSObject {
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
This prints "hi" if I add or remove an item from the array or if I do
Global.notes = []
Is there a way to print("hi") every time when one of the Note objects in the array is modified?
Thanks for your answers

Without changing the class to a struct, I have two basic ways to handle this.
This is the object you asked about
class Note: NSObject {
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
Wrap Notes in a wrapper that is a struct to get the struct behavior.
extension Note {
struct Wrapper { let note: Note }
}
extension Global {
static var wrappedNotes = [Note.Wrapper]() {
didSet {
print("hi")
}
}
}
Global.wrappedNotes.append(Note.Wrapper(note: Note()))
Global.wrappedNotes[0] = Note.Wrapper(note: Note())
Global.wrappedNotes.remove(at: 0)
The other way is to create a note manager to wrap access to the array.
class NoteManager {
subscript(index: Int) -> Note {
get {
return values[index]
}
set {
defer { onUpdate() }
values[index] = newValue
}
}
func append(_ newNote: Note) {
defer { onUpdate() }
values.append(newNote)
}
func remove(at index: Int) -> Note {
defer { onUpdate() }
return values.remove(at: index)
}
private func onUpdate() {
print("hi")
}
private var values = [Note]()
}
extension Global {
static var managedNotes = NoteManager()
}
Global.managedNotes.append(Note())
Global.managedNotes[0] = Note()
Global.managedNotes.remove(at: 0)

As per #staticVoidMan comment , If you make your model , a struct, rather than a class, then the property observer didSet will work for your Note model's own properties as well.
import Foundation
struct Note {
var name: String
}
struct Global {
static var notes: Array<Note> = [] {
didSet {
print("hi")
}
}
}
Global.notes.append(Note(name: "Shubham"))
Global.notes.append(Note(name: "Bakshi"))
Global.notes[0].name = "Boxy"
This will print the following on the console :
hi
hi
hi

Swift Array is a struct, and structs are value-type which means they change completely when elements are added/removed/replaced. Hence when you add/remove/replace a Note, the didSet property observer gets called as the array has been set again.
However, as per you question:
Is there a way to print("hi") every time when one of the Note objects in the array is modified?
By this I am assuming that you want to do something when an element within this array is accessed and an internal property is modified.
This would have been fine if you were dealing with only value-type objects, i.e. had your Note object also been a struct, then changing anything inside one Note would have caused the array to change as well.
But your Note object is a class, i.e. reference-type, and stays as the same object even if it's internal elements change. Hence your array doesn't need to update and didSet does not get called.
Read: Value and Reference Types
KVO Solution:
Now... Since your Note is subclassing NSObject, you can use the KVO concept
As per the following working example, we observe only one property of the Note class.
If you want to observe more properties then you will need to observe those many more keypaths.
Example:
class Note: NSObject {
#objc dynamic var content = ""
init(_ content: String) {
self.content = content
}
}
class NoteList {
var notes: [Note] = [] {
didSet {
print("note list updated")
//register & save observers for each note
self.noteMessageKVOs = notes.map { (note) -> NSKeyValueObservation in
return note.observe(\Note.content, options: [.new, .old]) { (note, value) in
print("note updated: \(value.oldValue) changed to \(value.newValue)")
}
}
}
}
//array of observers
var noteMessageKVOs = [NSKeyValueObservation]()
}
let list = NoteList()
list.notes.append(Note("A")) //note list updated
list.notes.append(Note("B")) //note list updated
list.notes[0].content = "X" //note updated: A changed to X
list.notes[1].content = "Y" //note updated: B changed to Y
Notes:
NSObject is required for KVO
#objc dynamic is required to make a property observable
\Note.message is a keypath
noteMessageKVOs are required to keep the observers alive

Related

Extends Set's insert in swift for custom logic

I need to have custom logic in a Set that defines when a Hashable can be insert or not.
First I tried to solve this with a observer
var Tenants: Set<Tenant> = [] {
willSet {
// to the business logic here
// ...
But in an observer i can not return an error. So I tried to extend Set to overwrite the insert method.
extension Set where Element == Tenant {
#inlinable mutating func insert(_ newMember: Element) -> (inserted: Bool, memberAfterInsert: Element){
// .... do my logic here ...
return (true, newMember)
}
}
That works so far and the method will be called. I can return true and if my logic did not pass even a false. Ok, but how do I add the Element into the Set? super.insert(). The return is correct, but the Set is empty. How to add the elements into the concrete set?
Implementation so far
/// Global set of known tenants
var Tenants: Set<Tenant> = [] {
willSet {
let newTenants = newValue.symmetricDifference(Tenants)
guard let newTenant = newTenants.first else {
Logging.main.error("Can not find tenant to add.")
return
}
Logging.main.info("Will add new Tenant \(newTenant.name) [\(newTenant.ident)]")
}
}
extension Set where Element == Tenant {
#inlinable mutating func insert(_ newMember: Element) -> (inserted: Bool, memberAfterInsert: Element){
print("Check to add...")
// .... do my logic here ...
// ok
return (true, newMember)
}
}
The result is:
Check to add...
error : Can not find tenant to add.
Check to add...
error : Can not find tenant to add.
This seems to work for "do my logic here"
self = self.union([newMember])
Edit: Because this breaks the semantics of Set, I think it is better to write it as something like this:
struct CheckedSet<T: Hashable> {
private(set) var wrappedSet: Set<T> = []
var shouldInsert: (T) -> Bool = { _ in true }
mutating func maybeInsert(_ t: T) {
guard shouldInsert(t) else { return }
wrappedSet.insert(t)
}
}
var cs = CheckedSet<String>()
cs.shouldInsert = { str in str.allSatisfy(\.isLowercase) }
cs.maybeInsert("HELLO")
cs.wrappedSet // []
cs.maybeInsert("hello")
cs.wrappedSet // ["hello"]
I would do it with a property wrapper:
#propertyWrapper
struct TenantsSet {
var wrappedSet: Set<Tenant>
struct Projected {
let error: Bool
}
var projectedValue = Projected(error: false)
var wrappedValue: Set<Tenant> {
get { wrappedSet }
set {
print("some custom logic")
// set projectedValue appropriately
wrappedSet = newValue
}
}
init(wrappedValue: Set<Tenant>) {
wrappedSet = wrappedValue
}
}
This allows error-reporting by checking the error property on the projected value:
#TenantsSet var tenants = []
func f() {
tenants = [Tenant()]
if $tenants.error {
}
}
As the Swift Guide says:
Extensions add new functionality to an existing class, structure, enumeration, or protocol type.
You are not supposed to use them to modify existing behaviour. It would be very confusing to readers of your code. If you want to use an extension to do this, you should declare a new method, with a different signature. Perhaps call it insert(newTenant:)?

How to Unit-Test with global structs?

It is clear for me that in a UnitTest you
generate an input property
pass this property to the method you want to test
Compare the results with your expected results
However, what if you have a global struct with e.g. the game xp and game level which has private setters and can't be modified. I automatically load this data from the UserDefaults when the app starts. How can you test methods that access that global struct, when you can not alter the input?
Example:
import UIKit
//Global struct with private data
struct GameStatus {
private(set) static var xp: Int = 0
private(set) static var level: Int = 0
/// Holds all winning states
enum MyGameStatus {
case hasNotYetWon
case hasWon
}
/// Today's game state of the user against ISH
static var todaysGameStatus: MyGameStatus {
if xp >= 100 {
return .hasWon
} else {
return .hasNotYetWon
}
}
func restoreXpAndLevel() {
// reads UserData value
}
func increaseXp(for: Int) {
//...
}
}
// class with methods to test
class LevelView: UIView {
enum LevelState {
case showStart
case showCountdown
case showFinalCuontdown
}
var state: LevelState {
if GameStatus.xp > 95 {
return .showFinalCuontdown
} else if GameStatus.xp > 90 {
return .showCountdown
}
return .showStart
}
//...configurations depending on the level
}
First, LevelView looks like it has too much logic in it. The point of a view is to display model data. It's not to include business logic like GameStatus.xp > 95. That should be done elsewhere and set into the view.
Next, why is GameStatus static? This is just complicating this. Pass the GameStatus to the view when it changes. That's the job of the view controller. Views just draw stuff. If anything is really unit-testable in your view, it probably shouldn't be in a view.
Finally, the piece that you're struggling with is the user defaults. So extract that piece into a generic GameStorage.
protocol GameStorage {
var xp: Int { get set }
var level: Int { get set }
}
Now make UserDefaults a GameStorage:
extension UserDefaults: GameStorage {
var xp: Int {
get { /* Read from UserDefaults */ return ... }
set { /* Write to UserDefaults */ }
}
var level: Int {
get { /* Read from UserDefaults */ return ... }
set { /* Write to UserDefaults */ }
}
}
And for testing, create a static one:
struct StaticGameStorage: GameStorage {
var xp: Int
var level: Int
}
Now when you create a GameStatus, pass it storage. But you can give that a default value, so you don't have to pass it all the time
class GameStatus {
private var storage: GameStorage
// A default parameter means you don't have to pass it normally, but you can
init(storage: GameStorage = UserDefaults.standard) {
self.storage = storage
}
With that, xp and level can just pass through to storage. No need for a special "load the storage now" step.
private(set) var xp: Int {
get { return storage.xp }
set { storage.xp = newValue }
}
private(set) var level: Int {
get { return storage.level }
set { storage.level = newValue }
}
EDIT: I made a change here from GameStatus being a struct to a class. That's because GameStatus lacks value semantics. If there are two copies of GameStatus, and you modify one of them, the other may change, too (because they both write to UserDefaults). A struct without value semantics is dangerous.
It's possible to regain value semantics, and it's worth considering. For example, instead of passing through xp and level to the storage, you could go back to your original design that has an explicit "restore" step that loads from storage (and I assume a "save" step that writes to storage). Then GameStatus would be an appropriate struct.
I'd also extract LevelState so that you can more easily test it and it captures the business logic outside of the view.
enum LevelState {
case showStart
case showCountdown
case showFinalCountDown
init(xp: Int) {
if xp > 95 {
self = .showFinalCountDown
} else if xp > 90 {
self = .showCountdown
}
self = .showStart
}
}
If this is only ever used by this one view, it's fine to nest it. Just don't make it private. You can test LevelView.LevelState without having to do anything with LevelView itself.
And then you can update the view's GameStatus as you need to:
class LevelView: UIView {
var gameStatus: GameStatus? {
didSet {
// Refresh the view with the new status
}
}
var state: LevelState {
guard let xp = gameStatus?.xp else { return .showStart }
return LevelState(xp: xp)
}
//...configurations depending on the level
}
Now the view itself doesn't need logic testing. You might do image-based testing to make sure it draws correctly given different inputs, but that's completely end-to-end. All the logic is simple and testable. You can test GameStatus and LevelState without UIKit at all by passing a StaticGameStorage to GameStatus.
The solution is Dependency Injection!
You can create a Persisting protocol and a facade class to interact with the user defaults
protocol Persisting {
func getObject(key: String) -> Any?
func persist(value: Any, key: String)
}
final class Persist: Persisting {
func getObject(key: String) -> Any? {
return UserDefaults.standard.object(forKey: key)
}
func persist(object: Any, key: String) {
UserDefaults.standard.set(value: object, forKey: key)
}
}
class MockPersist: Persisting {
// this is set from the test
var mockObjectToReturn: Any?
func getObject(key: String) -> Any? {
return mockObjectToReturn
}
var didCallPersistObject: (Any?, String)
func persist(object: Any, key: String) {
didCallPersistObject.0 = object
didCallPersistObject.1 = key
}
}
And now on you struct, you gonna need to inject this a var of type Persisting.
When testing you gonna need to inject the MockPersist and assert against the vars defined on the MockPersist class.
Hope this helps

Can I add associated object to Swift Struct?

I would like to add an additional property to the Swift String. I used this approach few times on objects, but it seems that it does not work on struct. Although, I don't get any error...
This is what I tried:
var str = "Hello, StackOverflow"
fileprivate struct AssociatedKeys {
static var myBool = "myBool"
}
extension String {
public var myBool: Bool {
get {
guard let myBoolObject = objc_getAssociatedObject(self, &AssociatedKeys.myBool) as? NSNumber else {
return false
}
return myBoolObject.boolValue // execution never reaches this line
}
set(value) {
let object = NSNumber(value: value)
objc_setAssociatedObject(self, &AssociatedKeys.myBool, object, objc_AssociationPolicy.OBJC_ASSOCIATION_RETAIN_NONATOMIC)
}
}
}
str.myBool = true
print(str.myBool) // prints "false"
It prints out that it is false.
At first, I tried it without wrapping the Bool into NSNumber, but the result was the same.
Is this even possible to add an associated object to a struct at all? If not, can anyone tell me why?
Based on #Hamish's comment, I created the following solution to workaround the issue.
Preconditions:
Have a framework which proposes prefilled objects, the app works on these objects and the framework should know which of the properties are modified during the processing of this object later.
Not using looooong initializers to setup all properties of MyObject is a design decision.
In my example, the usage of the myObject is a dummy and shows what happens in the framework and what happens in the app.
// protocol is used, as we could handle more modifiable structs/classes in a common way
protocol PropertyState {
var isModified: Bool {get set}
}
internal struct ModifiableString : PropertyState {
var string: String
var isModified: Bool
}
class MyObject: PropertyState {
internal var _name = ModifiableString(string: "", isModified: false)
public var name: String {
get {
return _name.string
}
set(value) {
_name.string = value
_name.isModified = true
}
}
// + N similar properties (they can be other types than String, by implementing other structs, like ModifiableBool)
var isModified: Bool {
get {
return _name.isModified // || _myAnotherProperty.isModified
}
set(value) {
_name.isModified = value
// _myAnotherProperty.isModified = value
}
}
}
// internal filling of the object inside of the framework
let myObject = MyObject()
myObject.name = "originalValue"
print(myObject.isModified) // true
// filling the object with values ended, so we can set the state
myObject.isModified = false
print(myObject.isModified) // false
// the app can work with the object
// let myObject = Framework.getObject()
myObject.name = "modifiedValue"
// now the framework should now which properties are modified
print(myObject._name.isModified) // true

Read once and then set to nil

I'd like to implement such property, that it's value is available for reading only one time, and then the property should be set to nil.
I've implemented it in such way:
private var _readOnce: String?
var readOnce: String? {
get {
let value = _readOnce
_readOnce = nil
return value
}
set {
_readOnce = newValue
}
}
readOnce = "Andrej"
print("read once = \(readOnce)") // prints read once = Optional("Andrej")\n"
print("read once = \(readOnce)") // prints read once = nil\n"
But I'feel like using a separate property _readOnce is not the "swifty" / "most elegant" way to do it.
Does anyone know of a different way, that wouldn't require to use a separate property?
I can confirm that the above code works, it's only that I feel it could be more elegant with less lines to achieve the same behaviour.
I don't know that there's a way to avoid having a backing property, but what I'd probably do is to make a helper type to wrap up the behavior. Something like this:
struct OneTimeValue<T>
{
private var isUnread = true
private let value : T
init(_ value: T)
{
self.value = value
}
func get() -> T?
{
guard isUnread else {
return nil
}
self.isUnread = false
return self.value
}
}
You could also write this a little differently if you prefer, by nilling out value inside of get(), for example, but the general plan holds.
Then your class becomes:
class Miser
{
var readOnce : String?
{
return self._readOnce.get()
}
private let _readOnce = OneTimeValue("Can't touch this (twice)")
}
I've also used this pattern for a UserDefaultsValue (storage to/from user defaults) and a SynchronizedValue (read-write lock on a property) and I think it works well.
As far as I know it is not possible without a second variable. This is because computed properties do not store any data for the variable they represent:
In addition to stored properties, classes, structures, and
enumerations can define computed properties, which do not actually
store a value.
For non-computed properties, the only observers you can have are based upon the setting of the variable, not the getting (i.e. willSet and didSet)
Hope that helps!
EDIT:
It can be done with closures and property observers if you're careful:
This requires no other variables (instead the value is captured by the closure), but it is rather unclear — I wouldn't recommend it.
var readOnce: () -> String? = {nil} {
didSet{
readOnce = { [weak self, readOnce] in
self?.readOnce = {nil}
return readOnce()
}
}
}
readOnce() // returns nil
readOnce = {"Hi"}
readOnce() // returns optional wrapped "Hi"
readOnce() // returns nil
A more 'Swifty' answer for you :D
After Swift 5.1, We can use Property Wrapper
#propertyWrapper
struct ReturnAndFree<T> {
private var value: T?
init(wrappedValue: T?) {
value = wrappedValue
}
var wrappedValue: T? {
mutating get {
defer { value = nil }
return value
}
set {
value = newValue
}
}
}

Change the value that is being set in variable's willSet block

I'm trying to sort the array that is being set before setting it but the argument of willSet is immutable and sort mutates the value. How can I overcome this limit?
var files:[File]! = [File]() {
willSet(newFiles) {
newFiles.sort { (a:File, b:File) -> Bool in
return a.created_at > b.created_at
}
}
}
To put this question out of my own project context, I made this gist:
class Person {
var name:String!
var age:Int!
init(name:String, age:Int) {
self.name = name
self.age = age
}
}
let scott = Person(name: "Scott", age: 28)
let will = Person(name: "Will", age: 27)
let john = Person(name: "John", age: 32)
let noah = Person(name: "Noah", age: 15)
var sample = [scott,will,john,noah]
var people:[Person] = [Person]() {
willSet(newPeople) {
newPeople.sort({ (a:Person, b:Person) -> Bool in
return a.age > b.age
})
}
}
people = sample
people[0]
I get the error stating that newPeople is not mutable and sort is trying to mutate it.
It's not possible to mutate the value inside willSet. If you implement a willSet observer, it is passed the new property value as a constant parameter.
What about modifying it to use didSet?
var people:[Person] = [Person]()
{
didSet
{
people.sort({ (a:Person, b:Person) -> Bool in
return a.age > b.age
})
}
}
willSet is called just before the value is stored.
didSet is called immediately after the new value is stored.
You can read more about property observers here
https://developer.apple.com/library/ios/documentation/Swift/Conceptual/Swift_Programming_Language/Properties.html
You can also write a custom getter and setter like below. But didSet seems more convenient.
var _people = [Person]()
var people: [Person] {
get {
return _people
}
set(newPeople) {
_people = newPeople.sorted({ (a:Person, b:Person) -> Bool in
return a.age > b.age
})
}
}
It is not possible to change value types (including arrays) before they are set inside of willSet. You will need to instead use a computed property and backing storage like so:
var _people = [Person]()
var people: [Person] {
get {
return _people
}
set(newPeople) {
_people = newPeople.sorted { $0.age > $1.age }
}
}
Another solution for people who like abstracting away behavior like this (especially those who are used to features like C#'s custom attributes) is to use a Property Wrapper, available since Swift 5.1 (Xcode 11.0).
First, create a new property wrapper struct that can sort Comparable elements:
#propertyWrapper
public struct Sorting<V : MutableCollection & RandomAccessCollection>
where V.Element : Comparable
{
var value: V
public init(wrappedValue: V) {
value = wrappedValue
value.sort()
}
public var wrappedValue: V {
get { value }
set {
value = newValue
value.sort()
}
}
}
and then assuming you implement Comparable-conformance for Person:
extension Person : Comparable {
static func < (lhs: Person, rhs: Person) -> Bool {
lhs.age < lhs.age
}
static func == (lhs: Person, rhs: Person) -> Bool {
lhs.age == lhs.age
}
}
you can declare your property like this and it will be auto-sorted on init or set:
struct SomeStructOrClass
{
#Sorting var people: [Person]
}
// … (given `someStructOrClass` is an instance of `SomeStructOrClass`)
someStructOrClass.people = sample
let oldestPerson = someStructOrClass.people.last
Caveat: Property wrappers are not allowed (as of time of writing, Swift 5.7.1) in top-level code— they need to be applied to a property var in a struct, class, or enum.
To more literally follow your sample code, you could easily also create a ReverseSorting property wrapper:
#propertyWrapper
public struct ReverseSorting<V : MutableCollection & RandomAccessCollection & BidirectionalCollection>
where V.Element : Comparable
{
// Implementation is almost the same, except you'll want to also call `value.reverse()`:
// value = …
// value.sort()
// value.reverse()
}
and then the oldest person will be at the first element:
// …
#Sorting var people: [Person]
// …
someStructOrClass.people = sample
let oldestPerson = someStructOrClass.people[0]
And even more directly, if your use-case demands using a comparison closure via sort(by:…) instead of implementing Comparable conformance, you can do that to:
#propertyWrapper
public struct SortingBy<V : MutableCollection & RandomAccessCollection>
{
var value: V
private var _areInIncreasingOrder: (V.Element, V.Element) -> Bool
public init(wrappedValue: V, by areInIncreasingOrder: #escaping (V.Element, V.Element) -> Bool) {
_areInIncreasingOrder = areInIncreasingOrder
value = wrappedValue
value.sort(by: _areInIncreasingOrder)
}
public var wrappedValue: V {
get { value }
set {
value = newValue
value.sort(by: _areInIncreasingOrder)
}
}
}
// …
#SortingBy(by: { a, b in a.age > b.age }) var people: [Person] = []
// …
someStructOrClass.people = sample
let oldestPerson = someStructOrClass.people[0]
Caveat: The way SortingBy's init currently works, you'll need to specify an initial value ([]). You can remove this requirement with an additional init (see Swift docs), but that approach is much less complicated when your property wrapper works on a concrete type (e.g. if you wrote a non-generic PersonArraySortingBy property wrapper), as opposed to a generic-on-protocols property wrapper.