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In my Login screen, after the login has been accepted, a number is given to that particular user as UserNum so i can access information stored in arrays.
My question is: how can i use this variable across all of my viewControllers to display the information that i get from using my array?
One way to do this is creating a new Swift Files, and make a struct with static variables like this:
struct CommonValues {
static var UserNum: Int = 0
}
And then, you modify it in any view controller if you need it.
You maybe should save it and load it as well, I recommend UserDefaults for that.
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Want to access ScriptableObject data from an editor code, namely a custom Node Graph Editor code:
Create a ScriptableObject containing Color field.
Create an instance of that SO and set the Color in the inspector.
Acquire that SO instance from an editor script.(if this was a Monobehavior we could drag drop into a SerializeField, how to achieve this from an editor script?)
Use the color from SO instance.
You can use :
SO SOInstance = Resources.Load("PATH_OF_YOUR_SO");
https://docs.unity3d.com/ScriptReference/Resources.Load.html
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I'm new to swift language and xcode, and I've been stuck on this problem for weeks.
How can I get user input (from a textField) and turn it into a variable that I can use in my code?
Thank you.
All you need to do is:
let userInput = textField.text
Make sure you place the code inside of the function that is called when the user is finished editing.
For example, if you have a confirm button, you would probably want to initialize this variable inside of the function that is called when the user taps the confirm button.
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I have an application with multiple forms. One of the forms frmHistory can be accessed from two different forms, frmClient, frmChild by clicking on cmdHISTORY. FrmHistory has a button called cmdBACK on it. What I'm trying to do is, code the cmdBACK button so when frmHistory is accessed from frmClient, upon clicking cmdBACK it would go back to frmClient (same thing from frmChild). How would I go aobut doing it?
This may not be the best answer but it is the way I know how.
I would create a hidden control on the frmHistory, i.e. lblParent. I then assign that frmHistory.lblParent = "frmChild" or frmHistory.lblParent= "frmClient" from frmChild or frmClient. In the frmHistory you check for lblParent to know which form calls it.
I did a similar thing to what KD did.
I created a global variable called g_whichForm. Upon clicking on the HISTORY button in frmParent i made it g_whichForm="Parent" and g_whichForm ="Child" for child. So when I clicked back i check if g_whichForm = parent or child then go back to the correct form.
Thanks!
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I am new to OOP and Swift. I have some code like this:
class ViewController: UIViewController {
var topMenuScrollView: UIScrollView!
topMenu_doSomething1()
topMenu_doSomething2()
topMenu_doSomething3()
...
}
topMenu is a scrollView I have to do many things with. I found I have to write a lot of code for this top menu in this view controller file. Therefore, should I create a new class (a new swift file) specifically for the top menu handling?
However, I only have one top menu. Is it correct to write a class for it? (because I won't have multiple instances)
What's the right way to arrange this?
The purpose of object-oriented design is as much code-reuse as it is code-comprehensibility. In your case, it sounds like your menu has a lot of detailed behavior which is specific to that menu. Well, imagine at some point you want to change or rewrite the menu; it will certainly be easier if that logic is clearly isolated.
It sounds like this is a good case for another class, but it's entirely up to you.
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Do you think I should create a ViewModel class for each View class I have or I can use a ModelView class for several View class ?
for example :
-ModelView
-ItemViewModel
-View
-ListItemView
-AddItemView
In this way, I will have to instanciate twice "ItemViewModel" and I will to add in it some method usefull for only one view and other method usefull for the other one. That don't sound really great, but I'm not sure.
It is perfectly sensible to have one ViewModel for couple of Views that present slightly different aspects of the same Model.
A more typical approach would be to implement BaseViewModel that contains Properties and Commands common to all the 'aspects' and all the differences reflected by the derived ViewModels, ending up with one ViewModel per one View relation.