So I am following an online tutorial and I understand everything except this part. The person explains to me this creates a binary tree so to speak where one item is linked to two items. In this case a page is linked to two pages. I don't understand how this works in this example where struct Adventure creates the binary tree. Any help will be appreciated. Currently, I feel really bad for not understanding this at all.
import Foundation
class Page {
let story: Story
typealias Choice = (title: String, page:Page)
var firstChoice: Choice?
var secondChoice: Choice?
init(story: Story) {
self.story = story
}
}
extension Page {
// adds the page
func addChoiceWith(title: String, story:Story) -> Page {
let page = Page(story:story)
return addChoiceWith(title: title, page: page)
}
// creates branches
func addChoiceWith(title: String, page: Page) -> Page {
switch (firstChoice, secondChoice) {
case (.some, .some) : return self
case (.none, .none), (.none, .some): firstChoice = (title, page)
case (.some, .none): secondChoice = (title,page)
}
return page
}
}
struct Adventure {
static var story: Page {
let returnTrip = Page(story: .returnTrip)
let touchdown = returnTrip.addChoiceWith(title: "Stop and Investigate", story: .touchDown)
let homeward = returnTrip.addChoiceWith(title: "Continue home to Earth", story: .homeward)
let rover = touchdown.addChoiceWith(title: "Explore the Rover", story: .rover)
let crate = touchdown.addChoiceWith(title: "Open the Crate", story: .crate)
homeward.addChoiceWith(title: "Head back to Mars", page: touchdown)
let home = homeward.addChoiceWith(title: "Continue Home to Earth", story: .home)
let cave = rover.addChoiceWith(title: "Explore the Coordinates", story: .cave)
rover.addChoiceWith(title: "Return to Earth", page: home)
cave.addChoiceWith(title: "Continue towards faint light", story: .droid)
cave.addChoiceWith(title: "Refill the ship and explore the rover", page: rover)
crate.addChoiceWith(title: "Explore the Rover", page: rover)
crate.addChoiceWith(title: "Use the key", story: .monster)
return returnTrip
}
}
Each Page represents a node in the tree and each Choice represents branch. A Story is like the content of the node. firstChoice.page and secondChoice.page represents the two children of a node.
The Adventure.story property creates a tree and returns the root node. You can access all other nodes using the root:
Adventure.story.firstChoice.page.secondChoice.page
Now, let's look at how the tree is constructed. Note that this isn't a standard binary tree that you see all the time. Some of the nodes have their parents as children. But each node does have two children.
I will turn the code into pseudocode. You can follow this code, and on a piece of paper, draw the tree yourself.
Create a node called "returnTrip"
Add a child to returnTrip called "touchDown"
Add a child to returnTrip called "homeward"
Add a child to touchDown called "rover"
Add a child to touchDown called "crate"
Connect homeward back to touchDown
Add a child to homeward called "home"
Add a child to rover called "cave"
Connect rover to home
Add a child to cave called "droid"
Connect cave to rover
Connect crate to rover
Add a child to crate called "monster"
Related
I have a couple of UIKit pop-up menu buttons with identical menu items on the same screen in a Swift app. The buttons are built by calling a function that uses an array of strings to create the list of menu items.
The problem is that depending on the button's vertical position on the screen, the menu items may appear in the order specified by the function, or reversed. If the button is in the upper half of the screen, the menu items are listed in the correct order. If the button is in the lower half of the screen the menu items are listed in reverse order.
I would prefer the menu items to appear in the same order regardless of the button's position on the screen. I could check the button location and have the menu creation function reverse the order, but that seems kind of clunky. I am hoping there's a cleaner way to override this behaviour.
The code and array used to create the button menus:
let buttonMenuItems = ["Spring","Summer","Autumn","Winter"]
func createAttributeMenu(menuNumber: Int)->UIMenu {
var menuActions: [UIAction] = []
for attribute in buttonMenuItems {
let item = UIAction(title: attribute) { action in
self.updateMenu(menuID: menuNumber, selected: attribute)
}
menuActions.append(item)
}
return UIMenu(title: "", children: menuActions)
}
The result is this:
Versions I'm using now in testing: Xcode 14.1, iOS 16.1, but I have seen this behaviour on earlier versions as well. (back to iOS 14.x)
Starting with iOS 16, there is a .preferredMenuElementOrder property that can be set on the button:
case automatic
A constant that allows the system to choose an ordering strategy according to the current context.
case priority
A constant that displays menu elements according to their priority.
case fixed
A constant that displays menu elements in a fixed order.
Best I can tell (as with many Apple definitions), there is no difference between .automatic and .priority.
From the .priority docs page:
Discussion
This ordering strategy displays the first menu element in the UIMenu closest to the location of the user interaction.
So, we get "reversed" order based on the position of the menu relative to the button.
To keep your defined order:
buttonNearTop.menu = createAttributeMenu(menuNumber: 1)
buttonNearBottom.menu = createAttributeMenu(menuNumber: 2)
if #available(iOS 16.0, *) {
buttonNearBottom.preferredMenuElementOrder = .fixed
buttonNearTop.preferredMenuElementOrder = .fixed
} else {
// out of luck... you get Apple's "priority" ordering
}
I'm relatively new to making apps, and even newer to independent watch apps. As training, I'm making a watch app that I can use to log my water intake throughout the day. I've created a new intent definition file (see image 1) on which I've checked the marks for all the target memberships (the app, the WatchKit app, and the WatchKit extension). Furthermore, the target membership class is a public intent for the WatchKit extension.
When logging my water I execute the following code:
let intent = INManager.intent(drink: item)
INManager.donateShortcuts(withIntent: intent)
and my IntentManager looks like this:
import Foundation
import Intents
class IntentManager {
func intent(drink: Drink) -> LogDrinkIntent {
let intent = LogDrinkIntent()
intent.uuid = drink.id.uuidString
intent.name = drink.name
intent.emoji = drink.emoji
return intent
}
func donateShortcuts(withIntent intent:INIntent) {
var relevantShortcuts: [INRelevantShortcut] = []
if let relevantShortcut = defaultRelevantShortcut(withIntent: intent) {
relevantShortcuts.append(relevantShortcut)
}
INRelevantShortcutStore.default.setRelevantShortcuts(relevantShortcuts) { (error) in
if let error = error {
print("Failed to set relevant shortcuts: \(error))")
} else {
print("Relevant shortcuts set.")
}
}
}
private func defaultRelevantShortcut(withIntent intent: INIntent) -> INRelevantShortcut? {
if let shortcut = INShortcut(intent: intent) {
let relevantShortcut = INRelevantShortcut(shortcut: shortcut)
relevantShortcut.shortcutRole = .action
let template = INDefaultCardTemplate(title: "Log Drink")
relevantShortcut.watchTemplate = template
print("Returning relevant shortcut.")
return relevantShortcut
}
return nil
}
}
When logging a drink the confirmation Returning relevant shortcut. and Relevant shortcuts set. are printed. However, the Siri watch face doesn't update to include a link to my action. I got the code for the IntentManager from this Medium article.
I really appreciate your time and help. I've had a hard time trying to find any details about this functionality and Apple's documentation is imo inferior. Thank you! If you need more details or such, feel free to ask.
Image 1
Let's saddle the horse from behind: Generally speaking, you want to make use of Soup Chef. Now you can categorize Siri suggestions into two sub-groups, being donated shortcuts and relevant shortcuts.
In your specific example of a "water intake" logging app, you should work with donating the INIntent to INIteraction. The reason for that is quite simple: Your suggestion is due to an action a user has committed within your application, not based upon plainly relevance, thus your passage about INRelevantShortcutStore isn't necessary and/or should be replaced with INInteraction.
To re-phrase myself: The issue is that you parse INRelevantShortcutStore as a donation, see here:
func donateShortcuts(withIntent intent:INIntent) {
var relevantShortcuts: [INRelevantShortcut] = []
if let relevantShortcut = defaultRelevantShortcut(withIntent: intent) {
relevantShortcuts.append(relevantShortcut)
}
INRelevantShortcutStore.default.setRelevantShortcuts(relevantShortcuts) { (error) in
if let error = error {
print("Failed to set relevant shortcuts: \(error))")
} else {
print("Relevant shortcuts set.")
}
}
}
... as explained above, that is not the correct usage for INIntent in your specific example.
I highly suggest to read through Soup Chef in general as well as specifically donating shortcuts to Siri (what you want to do!). The documentation is very detailed and explanative!
i have this requirement on IBM Content Navigator about a personalized (feature) homepage with various buttons used to switch between feature; i've made all works except for the one linked to the Home feature (favorites)
i've already tried to call the feature with thoose params:
params.repositoryId="FNOSARCHIVIO";
params.application="navigator";
params.desktop="OneFile";
params.userid="sys.filenetsvil";
but with no success, the feature is switched (after the button press it switch to the home feature) but it does not load the favorites of the user
here is my switch-feature method (taken for the ibm icn redbook + some modification)
switchFeature: function (featureIdToSwitch) {
//get layout from destop
var layout = ecm.model.desktop.getLayout();
// get the corresponding button of the LaunchBar Container
var feaButt = layout.launchBarContainer.getFeatureButtonByID(featureIdToSwitch);
var params = {};
// params.repositoryId="FNOSARCHIVIO";
// params.application="navigator";
// params.desktop="OneFile";
// params.userid="sys.filenetsvil";
// switching to the target feature
// feaButt.child.loadContent;
layout.launchBarContainer.selectContentPane(feaButt, featureIdToSwitch, params);
}
on the frontend i have 4 simple dojo buttons with onClick action, nothing special.
i use this feature id:
switchToHome: function () {
this.switchFeature('favorites');
},
this is what i mean when i say "it switch the feature but do not load the favorites:"
Home feature called from my button:
https://ibb.co/GMW7L2x
Home feature called from the standard toolbar:
https://ibb.co/BBgr36L
looks like it is loading the feature but it is not calling the listFavorites()
i cannot find any help on IBM docs or forum, any help here ? thanks!
At least i managed to do it, i post it here, hope helps someone:
1- override the default favorite feature (the java class), using the same js plugin, overriding this:
#Override
public String getContentClass() {
return "ecm.widget.layout.HomePane";
}
and set it to preLoaded:
#Override
public boolean isPreLoad() {
return true;
}
then, on the frontend, retrive the js feature, and load the content:
var targetFeature = layout.launchBarContainer.getContentPaneByID(featureIdToSwitch);
targetFeature.loadContent()
you can call the loadContent() only if the feature has been preLoaded or alredy invoke at leat once
Please forgive me if I don't describe this question too well, I am new to programming MacOS apps using Swift. I know the way I'm going about this is probably wrong and I just need someone to tell me the right way.
My main app screen
I have a Core Data application that stores an ordered list of entities called Items. These Items are intended to describe a single step in an activity that describes what should happen on screen. If you know the Mac application QLab each Item is like a single cue in QLab.
I have created an Activity class that is designed to read through each Item to determine the Item type and it's related information. Once the Item type has been determined the Activity class needs to present a View with information related to that particular Item and then wait until the user presses the right arrow key to then proceed to the next Item in the Core Data store where the process repeats until all Items have been read. Each time a new Item is read in the loop, the information on the screen should change after the user presses the right arrow each time.
The problem is that I don't know exactly how the best way of going about this should be programatically speaking. I have the code that retrieves the array of Items as an NSFetchRequest:
let moc = (NSApplication.shared.mainWindow?.contentViewController?.representedObject as! NSPersistentDocument).managedObjectContext!
let fetchRequest : NSFetchRequest = Item.fetchRequest()
do {
let items = try moc.fetch(fetchRequest)
print("Found " + String(items.count) + " items to use in the activity.")
for item in items {
print(item.itemType)
// How do I pause this loop for a user keypress after using data from this Item to display?
}
} catch {
print("Error retrieving Items")
}
I can retrieve the keydown event using NSEvent.addLocalMonitorForEvents(matching: .keyDown) and I'm also able to create View Controllers to display the information on a second screen. I just don't know how I should create the 'main loop', so to speak, so that information is displayed and then the app waits until the user presses a key to proceed...
I can share my project code if more information is needed and many thanks to anyone who can enlighten me... :)
You could try using a NSPageController. In your NSPageController you add a ContainerView which will display the ViewControllers that display information for each item. Each ViewController will need a storyboard identifier, e.g. ViewControllerItem1.
Your NSPageController class must conform to the NSPageControllerDelegate protocol and contains an array of ViewControllers to display.
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
arrangedObjects = ["ViewControllerItem1", "ViewControllerItem2", "...","ViewControllerItemN" ]
}
Note about arrangedObjects from the NSPageController documentation: An array containing the objects displayed in the page controller’s view.
Then you implement NSPageControllers viewControllerForIdentifier to return the ViewController that you currently want to display in the ContainerView.
func pageController(_ pageController: NSPageController, viewControllerForIdentifier identifier: String) -> NSViewController {
switch identifier {
case "ViewControllerItem1":
return mainStoryboard().instantiateController(withIdentifier:"ViewControllerItem1") as? ViewControllerItem1
case "...":
default:
}
}
In your action handler for the key down event you implement.
self.navigateForward(sender) or self.navigateBack(sender)
I also implemented this method but I don't remember whether it was required.
func pageControllerDidEndLiveTransition(_ pageController: NSPageController) {
self.completeTransition()
}
I am using a SplitViewController and on the detail page (which is set to "defines context"), the user can select "+" in the navbar and I present the next view controller "modally over current context" using a segue. On that view controller I am using Eureka and one of the rows I want to use is PushRow. The issue I am running into is when I select an option on the PushRow, the view (table of options to choose that Eureka generated) never closes. The list of options stays full screen. I can see that PushRow.onChange is called and it has the correct value. For some reason that topmost view will not close.
I dug deeper and it seems like I need to modify the PushRow presentationMode to be "presentModally" since I am presenting it from a modal. However, I am not sure what to put for the controllerProvider. Is this the right path? If so, what would the correct syntax be? I also tried doing a reload in the onChange but that didn't make a difference.
private func getGroupPushRow() -> PushRow<String> {
return PushRow<String>() {
$0.title = "Group"
$0.selectorTitle = "What is the Group?"
$0.noValueDisplayText = "Select a Group..."
$0.options = self.getGroups()
$0.presentationMode = PresentationMode.presentModally(controllerProvider: ControllerProvider<VCType>, onDismiss: { () in
})
$0.onChange({ (row) in
print("in onchange \(row.value)")
// row.reload()
// self.tableView.reloadData()
})
}
}
I eventually figured out a solution so I'm posting it here to hopefully help out somebody else. Going off of the example above, replace presentationMode & onChange with this code. Note that if you are using another object in your PushRow besides String, then the type in PushSelectorCell should be that type instead.
$0.presentationMode = PresentationMode.presentModally(
controllerProvider: ControllerProvider.callback {
return SelectorViewController<SelectorRow<PushSelectorCell<String>>> { _ in }
},
onDismiss: { vc in
vc.dismiss(animated: true)
})
$0.onChange({ (row) in
row.reload()
})