I'm very new to Xcode, and I'm working on this code where, basically, a specific label appears depending on which button is pressed. To make it simpler (I don't know how many buttons and labels I'll have ultimately), I created arrays for labels and buttons (I dragged the buttons and labels to the code as Outlet Collection).
Anyway, here is the code:
import UIKit
class ViewController: UIViewController {
//initialize everything
//labels first
#IBOutlet var labels: [UILabel]!
//buttons now
#IBOutlet var buttons: [UIButton]!
//pictures next
#IBOutlet var pic: UIImageView!
//function for all buttons
#IBAction func button_action(_ sender: UIButton) {
let propertyToCheck = sender.tag
for i in 0...buttons.count-1{
if buttons[i].tag != propertyToCheck{
labels[i].isHidden = true
}
else{
labels[i].text = "The right text"
if labels[i].isHidden == true {
labels[i].isHidden = false
} else {
labels[i].isHidden = true
}
}
}
}
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
var index = 0
//initialize view
//labels
for label in labels{
label.isHidden = true
}
//pics
pic.isHidden = true
//associate action for every button
for button in buttons {
button.tag = index// setting tag, to identify button tapped in action method
print("Hello", button.tag, buttons.count)
button.addTarget(self, action: #selector(button_action(_:)), for: UIControlEvents.touchUpInside)
index = index + 1
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I'm getting the following error: "libc++abi.dylib: terminating with uncaught exception of type NSException" and when I look at the AppDelegate, I find this: "Thread 1: signal SIGABRT". Here is the hierarchy:
Again, I'm very new, so I'm guessing it's an error in calling something that doesn't exist or something with the connections, but I can't figure out what it is! I already looked online for possible solutions, like cleaning and rebuilding the project, but nothing has worked so far.
Any suggestion would be really appreciated!
Related
I'm new to iOS development, but I'm having an issue with one of the views that I'm working on. I have a UIDatePicker that can either be hidden or visible depending on the state of a UISwitch. It seems that the associated #IBAction does not trigger when the view starts out hidden. It does work when the date picker starts out visible, so the IBAction is working.
Here's a simplified version of my code:
import UIKit
class StatusEditorViewController: UIViewController {
#IBOutlet var expiryPicker: UIDatePicker!
#IBOutlet var enableExpirySwitch: UISwitch!
var editingObject: StoredStatus?
private var pickerIsVisible = false
private var expiresIn: TimeInterval?
override func viewDidLoad() {
// Set a default value
expiryPicker.countDownDuration = TimeInterval(3600)
// If this view got passed an object to edit, use that for expiresIn
if let status = editingObject {
if let expires = status.expiresIn.value {
expiresIn = TimeInterval(expires)
}
}
// Hide the picker and turn off the "enable expiry" switch if we don't
// have a value yet. We'll show the picker once the switch has been pressed
pickerIsVisible = expiresIn != nil
enableExpirySwitch.isOn = expiresIn != nil
updatePicker()
}
func updatePicker() {
expiryPicker?.isHidden = !pickerIsVisible
}
#IBAction func expiryDidUpdate(_ sender: UIDatePicker) {
expiresIn = sender.countDownDuration
print(expiresIn!)
}
#IBAction func expirySwitchDidUpdate(_ sender: UISwitch) {
pickerIsVisible = sender.isOn
updatePicker()
// If the user just turned on the switch, we want to make sure we store the
// initial value already, in case the user navigated away
if (sender.isOn && expiresIn == nil) {
expiresIn = expiryPicker.countDownDuration
}
}
}
I'm not sure what's going wrong. I tried manually attaching a target (e.g. self.expiryPicker.addTarget(self, action: #selector(setExpiryValue), for: .allEditingEvents))
once the view becomes available, but that didn't work either.
I hope someone can tell me what I'm doing wrong. I'm guessing there's something fundamental that I'm doing wrong, but so far no search on Google or SO has led me to the answer.
Thanks in advance
f.w.i.w, I'm running XCode 11.7, with Swift 5, with a deployment target of iOS 13.7
I'm using UIPresentationController to prevent the user from accidentally closing a UIViewController presented modally if the user has made any changes. Everything works as it should when it comes to UITextFields since I detect the changes with .editingChanged. A sample code is shown below. I have an UIImageView where the user can change to provide a profile photo. I can enable the save button (rightBarButtonItem) once the user has uploaded an image using didFinishPickingMediaWithInfo in UIImagePickerController but that would not prevent the UIViewController from closing accidentally. Ideally, I would like to change the value of the hasChanges var but it is a get-only property.
var hasChanges: Bool {
guard let customer = customer else { return false }
if
firstNameTextField.text!.isNotEmpty && firstNameTextField.text != customer.firstName
// additional textfields etc…
{
return true
}
return false
}
override func viewWillLayoutSubviews() {
// If our model has unsaved changes, prevent pull to dismiss and enable the save button
let hasChanges = self.hasChanges
isModalInPresentation = hasChanges
saveButton.isEnabled = hasChanges
}
#objc func cancel(_ sender: Any) {
if hasChanges {
// The user tapped Cancel with unsaved changes
// Confirm that they really mean to cancel
confirmCancel(showingSave: false)
} else {
// No unsaved changes, so dismiss immediately
sendDidCancel()
}
}
#objc func textFieldDidChange(_ textField: UITextField) {
if hasChanges {
navigationItem.rightBarButtonItem?.isEnabled = true
} else {
navigationItem.rightBarButtonItem?.isEnabled = false
}
}
func setupTextFieldDelegates() {
let textFields = [all the textfields are included here]
for textField in textFields {
textField.addTarget(self, action: #selector(textFieldDidChange(_:)), for: .editingChanged)
}
}
To achieve this, you have to create a custom UIImageView, where you have to create a delegate variable and a protocol with a method and need to override the image variable.
when override the image variable you have to call the delegation method inside the didSet method of variable.
class CustomImageView: UIImageView{
override var image: UIImage?{
didSet{
delegate?.didChangeImage()
}
}
var delegate: ImageViewDelegate?
}
protocol ImageViewDelegate {
func didChangeImage()
}
Next in your ViewController set the delegate.
class ImageViewController: UIViewController {
#IBOutlet weak var imageView: CustomimageView!
override func viewDidLoad() {
super.viewDidLoad()
imageView.delegate = self
}
}
If you use the outlet from the storyboard, make sure to provide the custom class name to outlet. Otherwise it will not work.
When I tap the orangeButtonOne in the left corner of the screen, my collectionView appears, and when I tap the orangeButtonOne again the collectionView disappears. This works fine but now... the collectionView as you can see also holds a lot of buttons and when I press one of them it calls the exact same method as orangeButtonOne that is closeDropDownView. However, when I tap a button in the collectionView the app crashes on line 99.. and I get the following error:
class TestViewController: UIViewController {
#IBOutlet weak var dropDownView: UIView!
override func viewDidLoad() {
super.viewDidLoad()
dropDownView.isHidden = true
func closeDropDownView() {
UIView.animate(withDuration: 0.3, delay: 0, options: .curveLinear, animations: {
99 var dropTopFrame = self.dropDownView.frame <THREAD1: FATAL ERROR: UNEXPECTEDLY FOUND NIL WHILE IMPLICITLY UNWRAPPING AN OPTIONAL VALUE
var dropBottomFrame = self.dropDownView.frame
dropTopFrame.origin.y += dropBottomFrame.size.height
dropBottomFrame.origin.y -= dropTopFrame.size.height
self.dropDownView.frame = dropTopFrame
self.dropDownView.frame = dropBottomFrame
UIView.animate(withDuration: 0.5) {
self.dimView.alpha = 0
}
}, completion: { finished in
self.dropDownView.isHidden = true
print("dropView closed!")
})
}
}
I don't understand how this method works fine when the orangeButtonOne calls it but then when a collectionView button calls this method the frame value is suddenly nil?
Here is how each button calls the closeDropDownView method:
class TestViewController: UIViewController {
//viewDidLoad etc
#IBAction func orangeButtonOneTapped(_ sender: Any) {
if (dropDownView.isHidden == true ) {
openDropDownView()
}
else { closeDropDownView() }
}
extension DropDownViewController: UICollectionViewDelegateFlowLayout, UICollectionViewDataSource {
let testVC = TestViewController()
#objc func CVButtonTapped(sender: UIButton!) {
print("button tapped")
testVC.closeDropDownView()
}
}
You're getting a crash because you are creating a new instance of TestViewController in DropDownViewController and calling closeDropDownView method on that particular instance(testVC). In a new instance of TestViewController the #IBOutlet var dropDownView is empty when you just initialize it and hence you get a crash. To avoid the crash you need to pass the same instance of TestViewController to DropDownViewController to call the exact same instance of closeDropDownView to get the same functionality instead of a crash.
I'm using modal sheets (slide down from top) to get user input. I currently have 2 that I think are identical except for the UI, each a NIB + NSWindowController-subclass pair. One works as expected, binding input to an array controller and table view. When trying to use the other, the window property of the NSWindowController is nil.
This code works:
#IBAction func addItemButtonClicked(_ button: NSButton) {
let window = document?.windowForSheet
let windowController = NewItemSheetController()
windowController.typeChoices = newItemSheetTypeChoices
windowController.windowTitle = newItemSheetTitle
print(#function, windowController.window) // output below
window?.beginSheet(windowController.window!, completionHandler: { response in
// The sheet has finished. Did user click OK?
if response == NSApplication.ModalResponse.OK {
let structure = (self.newItemSheetController?.structure)!
self.document?.dataSource.structures.append(structure)
}
// All done with window controller.
self.newItemSheetController = nil
})
newItemSheetController = windowController
}
The output of the print statement: "addItemButtonClicked(_:) Optional()"
This code doesn't:
#IBAction func addItemButtonClicked(_ button: NSButton) {
let window = document?.windowForSheet
let windowController = NewRecurrenceItemSheetController()
windowController.windowTitle = newItemSheetTitle
print(#function, windowController.window)
window?.beginSheet(windowController.window!, completionHandler: { response in
// The sheet has finished. Did user click OK?
if response == NSApplication.ModalResponse.OK {
let recurrence = (self.newItemSheetController?.recurrence)!
self.document?.dataSource.recurrences.append(recurrence)
}
// All done with window controller.
self.newItemSheetController = nil
})
newItemSheetController = windowController
}
The output of the print statement: "addItemButtonClicked(_:) nil"
Classes NewItemSheetController and NewRecurrenceItemSheetController are subclasses of NSWindowController and differ only with NSNib.Name and properties related to differing UI. As far as I can see, the XIBs and Buttons are "wired" similarly. The XIBs use corresponding File's Owner. Window objects have default class.
#objcMembers
class NewItemSheetController: NSWindowController {
/// other properties here
dynamic var windowTitle: String = "Add New Item"
override var windowNibName: NSNib.Name? {
return NSNib.Name(stringLiteral: "NewItemSheetController")
}
override func windowDidLoad() {
super.windowDidLoad()
titleLabel.stringValue = windowTitle
}
// MARK: - Outlets
#IBOutlet weak var titleLabel: NSTextField!
#IBOutlet weak var typeChooser: NSPopUpButton!
// MARK: - Actions
#IBAction func okayButtonClicked(_ sender: NSButton) {
window?.endEditing(for: nil)
dismiss(with: NSApplication.ModalResponse.OK)
}
#IBAction func cancelButtonClicked(_ sender: NSButton) {
dismiss(with: NSApplication.ModalResponse.cancel)
}
func dismiss(with response: NSApplication.ModalResponse) {
window?.sheetParent?.endSheet(window!, returnCode: response)
}
}
Why does one return instantiate a windowController object with a nil-valued window property?
In Interface Builder, the XIB Window needed to be attached to File's Owner with a Window outlet and delegate. Thanks #Willeke.
I'm learning how to program and am playing with a Swift project in Xcode. The main storyboard has two view controllers. The first view controller is simply called ViewController and the second view controller is called HelpScreenViewController.
In ViewController I have a "help" button that switches the user to HelpScreenViewController. This button uses a segue called "goToHelpScreenSegue".
In HelpScreenViewController I have three buttons:
"Close" button to dismisses the view (no segue used)
"Send Feedback" button to generate a new email in the Mail app (no segue used)
"Reset Game" button to call a function that is coded within the first ViewController. This third button uses a segue called "resetGameSegue".
What I'm trying to do is...
...Get the "Reset Game" button on the HelpScreenViewController to reset the game by calling a function that's coded within the first view controller.*
To try and get this to work the way I want, I've used the following code:
WITHIN first main ViewController
import UIKit
import iAd
import AdSupport
import AVFoundation //audio
import GameplayKit
class ViewController: UIViewController, ADBannerViewDelegate, MyResetGameProtocol {
#IBOutlet weak var Banner: ADBannerView!
#IBOutlet weak var buttonA: UIButton!
#IBOutlet weak var buttonB: UIButton!
#IBOutlet weak var buttonC: UIButton!
#IBOutlet weak var buttonD: UIButton!
#IBOutlet weak var labelQuestion: UILabel!
#IBOutlet weak var labelScore: UILabel!
#IBOutlet weak var labelTotalQuestionsAsked: UILabel!
#IBOutlet weak var labelFeedback: UILabel!
#IBOutlet weak var buttonNext: UIButton!
var score :Int! = 0
var totalquestionsasked :Int! = 0
var allEntries : NSArray!
var shuffledQuestions: [AnyObject]!
var nextQuestion = -1
var currentCorrectAnswerIndex : Int = 0
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
self.Banner?.delegate = self
self.Banner?.hidden = true
LoadAllQuestionsAndAnswers()
if #available(iOS 9.0, *) {
shuffledQuestions = GKRandomSource.sharedRandom().arrayByShufflingObjectsInArray(allEntries as [AnyObject])
nextQuestion++
LoadQuestion(nextQuestion)
// Fallback on earlier versions
}else{
let randomNumber = Int(arc4random_uniform(UInt32(allEntries.count)))
LoadQuestionPreiOS9(randomNumber)
}
LoadScore()
AdjustInterface()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
let viewController = segue.destinationViewController as! HelpScreenViewController
viewController.controller = self
}
func ResetGame() {
PlaySoundReset()
score = 0
totalquestionsasked = 0
SaveScore()
LoadScore()
}
func PlaySoundReset()
{
let alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("pcbeep", ofType: "wav")!)
do {
audioPlayer = try AVAudioPlayer(contentsOfURL: alertSound)
} catch {
}
audioPlayer.prepareToPlay()
audioPlayer.play()
}
func SaveScore()
{
let defaults = NSUserDefaults.standardUserDefaults()
defaults.setInteger(score, forKey: "Score")
defaults.setInteger(totalquestionsasked, forKey: "Out of")
}
func LoadScore()
{
let defaults = NSUserDefaults.standardUserDefaults()
score = defaults.integerForKey("Score")
totalquestionsasked = defaults.integerForKey("Out of")
labelScore.text = "Score: \(score)"
labelTotalQuestionsAsked.text = "out of \(totalquestionsasked)"
}
and so on....
WITHIN the second HelpScreenViewController
import UIKit
protocol MyResetGameProtocol {
func ResetGame()
}
class HelpScreenViewController: UIViewController, MyResetGameProtocol {
var controller: MyResetGameProtocol? // reference to the delegate alias First Controller
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
/*
// MARK: - Navigation
// In a storyboard-based application, you will often want to do a little preparation before navigation
override func prepareForSegue(segue: UIStoryboardSegue, sender: AnyObject?) {
// Get the new view controller using segue.destinationViewController.
// Pass the selected object to the new view controller.
}
*/
#IBAction func SendFeedback(sender: AnyObject) {
UIApplication.sharedApplication().openURL(NSURL(string: "mailto:feedback#felice.ws?")!)
}
#IBAction func DismissView(sender: AnyObject) {
self.dismissViewControllerAnimated(true, completion: nil) }
#IBAction func buttonResetGame(sender: AnyObject) {
controller.ResetGame()
}
}
Now, at the moment with the above code what happens is that if the user taps the "help" button in the first main ViewController (i.e. goToHelpScreenSegue), not only does it take the user to the help screen, but it also calls the function I want activated when the user taps on the "Reset Game" button instead. That is, at the moment, it's the "help" button that resets the game before taking the user to the help screen.
Now, within the help screen, the first two buttons work normally (but they're not using segues). Tapping on the third button (the Reset Game one) simply returns the user back to the main screen. It doesn't call the function, doesn't reset the game.
I've lost count of the times I've changed the code around to try and get it to work right, but I've obviously missed something really obvious.
In particular, I've tried using the following code instead within the main ViewController:
override func prepareForSegue(segue: UIStoryboardSegue?, sender: AnyObject?) {
if segue?.identifier == "resetGameSegue" {
let viewController = segue!.destinationViewController as! HelpScreenViewController
viewController.controller = self
}
However, this results in nothing happening. What I mean is that the button on the main screen works properly (taking the user to the help screen and not incorrectly calling the resetGame function). And, within the help screen the first two buttons work as expected, but the "Reset Game" button just returns the user to the first screen but without calling the ResetGame function.
I also tried removing the IBActions from both my code and the connections inspector for the "Reset Game" button, but that made no difference either.
Any assistance would be most appreciated as I'm just not getting it! :(
I'm agree with MikeG, that you should probably learn about how delegates should be implemented. But the thing you're doing wrong inside this code is that you're not actually calling ResetGame() function on your delegate. Try to implement your #IBAction function in this way:
#IBAction func buttonResetGame(sender: AnyObject) {
controller?.ResetGame()
}
And yeah, if I understand your logic correctly your HelpScreenViewController should not implement MyResetGameProtocol cause your ViewController is the one who's implementing it.