How to Collect the numbers in Lebel text - swift

I want Collect the price to print Total amount as Label
#IBOutlet weak var typlabale: UILabel!
#IBOutlet weak var fruitLabel: UILabel!
#IBOutlet weak var typPrice: UILabel!
#IBOutlet weak var fruitPrice: UILabel!
#IBOutlet weak var totaleValue: UILabel!
var CupValue: Int = 8
var ConeValue: Int = 20
var StrawberryValue : Int = 20
var RaspberryValue : Int = 20
var BananaValue : Int = 10
// Mark : - Typ selec
#IBAction func typesegm(_ sender: Any) {
switch typesegm.selectedSegmentIndex
{
case 0:
typlabale.text = "Cup"
typPrice.text = "$\(CupValue)"
case 1:
typlabale.text = "Cone"
typPrice.text = "$\(ConeValue)"
default:
break;
}
}
// Fruit
#IBAction func fruitSegm(_ sender: Any) {
switch fruit.selectedSegmentIndex
{
case 0:
fruitLabel.text = "Strawberry"
fruitPrice.text = "$\(StrawberryValue)"
case 1:
fruitLabel.text = "Raspberry"
fruitPrice.text = "$\(RaspberryValue)"
case 2:
fruitLabel.text = "Banana"
fruitPrice.text = "$\(BananaValue)"
default:
break;
}
}

Add this line
totaleValue.text = "$\(Int(typPrice.text!.replacingOccurrences(of: "$", with: ""))! + Int(fruitPrice.text!.replacingOccurrences(of: "$", with: ""))!)"
in end of typesegm and fruitSegm method like this.
#IBAction func typesegm(_ sender: Any) {
switch typesegm.selectedSegmentIndex
{ ... }
totaleValue.text = "$\(Int(typPrice.text!.replacingOccurrences(of: "$", with: ""))! + Int(fruitPrice.text!.replacingOccurrences(of: "$", with: ""))!)"
}
#IBAction func fruitSegm(_ sender: Any) {
switch fruit.selectedSegmentIndex
{ ... }
totaleValue.text = "$\(Int(typPrice.text!.replacingOccurrences(of: "$", with: ""))! + Int(fruitPrice.text!.replacingOccurrences(of: "$", with: ""))!)"
}

Related

I am trying to add a UILabel exactly like I already have but keep getting this error

I am trying to add a label to my calculator where it shows the tip amount but I keep getting
Thread 1: Fatal error: Unexpectedly found nil while implicitly unwrapping an Optional value
I just want it to display the tip amount as well. I copied it exact for the other UILabel.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var PriceTxt: UITextField!
#IBOutlet weak var Tip: UITextField!
#IBOutlet weak var totalFinal: UILabel!
#IBOutlet weak var TipAmount: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
totalFinal.text = ""
TipAmount.text = ""
}
#IBAction func Calcualte(_ sender: Any) {
if PriceTxt.text! == "" || Tip.text! == ""
{
totalFinal.text = "Input the Numbers"
TipAmount.text = ""
}
else {
let price = Double(PriceTxt.text!)!
let tipPer = Double(Tip.text!)!
let TipMult = price * (tipPer/100)
let TipFinal = Double((round(100*TipMult)/100) + price)
totalFinal.text = "$\(TipFinal)"
TipAmount.text = "$\(TipMult)"
}
}
}
It will show you the problem in your code.. please always try to avoid force cast
class ViewController: UIViewController {
#IBOutlet weak var PriceTxt: UITextField!
#IBOutlet weak var Tip: UITextField!
#IBOutlet weak var totalFinal: UILabel!
#IBOutlet weak var TipAmount: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
totalFinal.text = ""
TipAmount.text = ""
}
#IBAction func Calcualte(_ sender: Any) {
if let getPrice = PriceTxt.text , let getTip = Tip.text
{
if getPrice.isEmpty || getTip.isEmpty {
totalFinal.text = "Input the Numbers"
TipAmount.text = ""
}
else {
let price = Double(getPrice)!
let tipPer = Double(getTip)!
let TipMult = price * (tipPer/100)
let TipFinal = Double((round(100*TipMult)/100) + price)
totalFinal.text = "$\(TipFinal)"
TipAmount.text = "$\(TipMult)"
}
} else {
print("either PriceTxt or Tip is nil")
}
}
}
Try using ? instead of !
! force unwraps and gives you a fatal error if there is no value (nil). ? only unwraps if a value is present.
Also, why unwrap the text here at all?
Use
PriceTxt.text == "" || Tip.text == "" without the ! or ?.

My "let" term is inside a button but I cant make it accesable to outside the button

I am making a "guess the number" app but I am facing problems while trying to get a let term to be accessible outside of a button here is my code and I hope you can fix it.
class ViewController: UIViewController {
#IBOutlet weak var TextField: UITextField!
#IBOutlet weak var Label1: UILabel!
#IBOutlet weak var label2: UILabel!
#IBOutlet weak var label3: UILabel!
#IBOutlet weak var label4: UILabel!
#IBOutlet weak var textfield2: UITextField!
#IBAction func generate(_ sender: Any) {
let number2 = Int.random(in: 0...100)
}
let number2 = generate(self.number2)
func tryrepeat() {
let number5 = Int.random(in: 5...10)
let number6 = Int.random(in: 5...10)
if number2 > 90 {
let number3 = number2 - number5
let number4 = 0
label3.isHidden = false
label3.text = "your number is in-between \(number3) and \(number4) ."
}
if number2 < 10 {
let number3 = 0
let number4 = number2 + number6
label3.isHidden = false
label3.text = "your number is in-between \(number3) and \(number4) ."
} else {
let number3 = number2 - number5
let number4 = number2 + number6
label3.isHidden = false
label3.text = "your number is in-between \(number3) and \(number4) ."
}
}
#IBAction func clues(_ sender: Any) {
tryrepeat()
}
#IBAction func check(_ sender: Any) {
let number1 = Int(TextField.text!)
Label1.isHidden = false
label2.isHidden = false
if number1 == number2 as Int? {
Label1.text = "Well Done! You are a amazing guesser...or your just lucky..."
label2.isHidden = true
} else {
Label1.text = "Sorry...Your number was too low or too high."
}
if number1! < number2 {
label2.text = "Your number was too low!"
}
if number1! > number2 {
label2.text = "Your number was too high!"
}
if (((TextField.text)?.isEmpty ?? nil)!) {
Alert.showBasic(title: "TextBox Is Empty", msg: "The TextBox is empty please try agin", vc: self)
}
}
}
the error I am getting in
let number2 = generate(self.number2)
this part is
"Value of type '(ViewController) -> () -> ViewController' has no member 'number2'"
Thanks and hope you can help!
You have declared number2 inside func generate(_ sender: Any) , so it can only be accessed within the function scope. If you want other functions to access it, declare the variable inside Class.
var number2 : Int = 0
#IBAction func generate(_ sender: Any) {
number2 = Int.random(in: 0...100)
}
Also remove this line: let number2 = generate(self.number2)

Can't get result from two UITextField on swift

var widthValue : Int = 0
var heightValue : Int = 0
var result : Int = 0
#IBOutlet weak var widthText: UITextField!
#IBOutlet weak var heightText: UITextField!
#IBOutlet weak var resultText: UILabel!
#IBAction func calculate(_ sender: Any) {
widthText.text = "\(widthValue)"
heightText.text = "\(heightValue)"
resultText.text = "\(widthValue + heightValue)"
}
Two UITextFields to hold an Int then resultText displays in a UILabel named resultText.
I figure you're trying to add numbers from two text fields.
For that,
Change following
resultText.text = "\(widthValue + heightValue)"
To
let additionResult = widthText.text + heightText.text
resultText.text = additionResult
You should be getting the values of widthText and heightText. Something like this would work
#IBAction func calculate(_ sender: UIView) {
resultText.text = String(Int(heightText.text!)! + Int(widthText.text!)!)
}

How can I get the game to show the word after all guesses have been used up?

so I'm new to coding and I've been doing practice games a such to build my skills. I've created this word guessing game and I'm trying to make the game show the word after all guesses have been used up. However, the program doesn't read the code I write to set the label to display the answer. Here is the code I've written so far:
class ViewController: UIViewController {
var listOfWords = ["ladybug", "program", "computer", "language", "glorious", "incandescent"]
let incorrectMovesAllowed = 7
var totalWins = 0 {
didSet {
newRound()
}
}
var totalLosses = 0 {
didSet {
newRound()
}
}
#IBOutlet var letterButtons: [UIButton]!
#IBAction func buttonPressed(_ sender: UIButton) {
sender.isEnabled = false
let letterString = sender.title(for: .normal)!
let letter = Character(letterString.lowercased())
currentGame.playerGuessed(letter: letter)
updateUI()
updateGameState()
}
#IBOutlet weak var scoreLabel: UILabel!
#IBOutlet weak var correctWordLabel: UILabel!
#IBOutlet weak var treeImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
newRound()
// Do any additional setup after loading the view, typically from a nib.
}
func enableLetterButtons (_enable: Bool){
for button in letterButtons {
button.isEnabled = _enable
}
}
var currentGame : Game!
func newRound() {
if !listOfWords.isEmpty{
let newWord = listOfWords.removeFirst()
currentGame = Game (word: newWord, incorrectMovesRemaining: incorrectMovesAllowed, guessedLetters: [])
enableLetterButtons(_enable: true)
updateUI()
} else {
enableLetterButtons (_enable: false)
}
}
func updateUI() {
var letters = [String] ()
for letter in currentGame.formattedWord.characters {
letters.append(String(letter))
}
let wordWithSpacing = letters.joined(separator: " ")
correctWordLabel.text = wordWithSpacing
scoreLabel.text = "Wins: \(totalWins), Losses:\(totalLosses)"
treeImageView.image = UIImage (named: "Tree \(currentGame.incorrectMovesRemaining)")
}
func updateGameState(){
var letters = [String] ()
for letter in currentGame.word.characters {
letters.append(String(letter))
}
let theAnswer = letters.joined(separator: " ")
if currentGame.incorrectMovesRemaining == 0 {
correctWordLabel.text = theAnswer
Thread.sleep(forTimeInterval: 3)
totalLosses += 1
} else if currentGame.word == currentGame.formattedWord {
totalWins += 1
} else {
updateUI()
}
}
}
In addition, I have a structure that is written like this:
import Foundation
struct Game {
var word : String
var incorrectMovesRemaining : Int
var guessedLetters: [Character]
mutating func playerGuessed (letter: Character){
guessedLetters.append(letter)
if !word.characters.contains(letter){
incorrectMovesRemaining -= 1
}
}
var formattedWord: String {
var guessedWord = ""
for letter in word.characters {
if guessedLetters.contains(letter) {
guessedWord += "\(letter)"
} else {
guessedWord += "_"
}
}
return guessedWord
}
}
You need to redraw your UI, this is done with self.setNeedsDisplay(). It notifies the system that the view's contents needs to be redrawn. In your updateUI() you can add this.
Regarding setNeedsDisplay you can get more information here
class ViewController: UIViewController {
var listOfWords = ["ladybug", "program", "computer", "language", "glorious", "incandescent"]
let incorrectMovesAllowed = 7
var totalWins = 0 {
didSet {
newRound()
}
}
var totalLosses = 0 {
didSet {
newRound()
}
}
#IBOutlet var letterButtons: [UIButton]!
#IBAction func buttonPressed(_ sender: UIButton) {
sender.isEnabled = false
let letterString = sender.title(for: .normal)!
let letter = Character(letterString.lowercased())
currentGame.playerGuessed(letter: letter)
updateUI()
updateGameState()
}
#IBOutlet weak var scoreLabel: UILabel!
#IBOutlet weak var correctWordLabel: UILabel!
#IBOutlet weak var treeImageView: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
newRound()
// Do any additional setup after loading the view, typically from a nib.
}
func enableLetterButtons (_enable: Bool){
for button in letterButtons {
button.isEnabled = _enable
}
}
var currentGame : Game!
func newRound() {
if !listOfWords.isEmpty{
let newWord = listOfWords.removeFirst()
currentGame = Game (word: newWord, incorrectMovesRemaining: incorrectMovesAllowed, guessedLetters: [])
enableLetterButtons(_enable: true)
updateUI()
} else {
enableLetterButtons (_enable: false)
}
}
func updateUI() {
var letters = [String] ()
for letter in currentGame.formattedWord.characters {
letters.append(String(letter))
}
let wordWithSpacing = letters.joined(separator: " ")
correctWordLabel.text = wordWithSpacing
scoreLabel.text = "Wins: \(totalWins), Losses:\(totalLosses)"
treeImageView.image = UIImage (named: "Tree \(currentGame.incorrectMovesRemaining)")
self.setNeedsDisplay()
}
func updateGameState(){
var letters = [String] ()
for letter in currentGame.word.characters {
letters.append(String(letter))
}
let theAnswer = letters.joined(separator: " ")
if currentGame.incorrectMovesRemaining == 0 {
correctWordLabel.text = theAnswer
Thread.sleep(forTimeInterval: 3)
totalLosses += 1
} else if currentGame.word == currentGame.formattedWord {
totalWins += 1
} else {
updateUI()
}
}
}
Create a variable that will keep track of how many times you have guessed wrong. Then you can do this:
Use a while statement:
while numberOfTimesGuessedWrong <= 7{
}
//when you have guessed incorrectly 7 times, the compiler will move here:
wordLabel.text = "\(correctAnswer)"
So when you guess incorrectly 7 times, on the 8th time, it will then show the correct answer.

enable NSButton if NSTextfield is not empty

I am creating a OSX app and would like to enable a button when all textfield are filled. But do not have much experience with osx app as there seem to be some difference from ios.
This is what I have tried.
override func viewDidLoad() {
super.viewDidLoad()
btnCalculate.enabled = false
}
override func controlTextDidChange(obj: NSNotification) {
if panelsWideTextField.stringValue.isEmpty {
btnCalculate.enabled = false
} else {
btnCalculate.enabled = true
}
}
Hope someone has a good tip for me :-)
EDIT:
Complete code.
import Cocoa
//import AppKit
class ViewController: NSViewController, NSTextFieldDelegate {
#IBOutlet weak var panelHightTextField: NSTextField!
#IBOutlet weak var panelWidthTextField: NSTextField!
#IBOutlet weak var panelPitchTextField: NSTextField!
#IBOutlet weak var panelsHighTextField: NSTextField!
#IBOutlet weak var panelsWideTextField: NSTextField!
#IBOutlet weak var resWidthLabel: NSTextField!
#IBOutlet weak var resHightLabel: NSTextField!
#IBOutlet weak var lblScreenWidth: NSTextField!
#IBOutlet weak var lblScreenHight: NSTextField!
#IBOutlet weak var lblScreenArea: NSTextField!
#IBOutlet weak var btnCalculate: NSButton!
#IBOutlet weak var lblAmountPanels: NSTextField!
var panelHight = ""
var panelWidth = ""
var panelPitch = ""
var panelsHigh = ""
var panelsWidth = ""
var resWidth : Float = 0
var resHigh : Float = 0
var screenHight : Float = 0
var screenWidth : Float = 0
var screenArea : Float = 0
var ammountPanels : Float = 0
override func viewDidLoad() {
super.viewDidLoad()
btnCalculate.enabled = false
}
override func controlTextDidChange(obj: NSNotification) {
if panelsWideTextField.stringValue.isEmpty {
btnCalculate.enabled = true
} else {
btnCalculate.enabled = false
}
}
override var representedObject: AnyObject? {
didSet {
// Update the view, if already loaded.
}
}
#IBAction func calculateResButton(sender: AnyObject) {
takeUserData()
calculatehight()
calculatewidth()
calculateArea()
calculateAmountPanels()
}
func takeUserData(){
panelHight = panelHightTextField.stringValue
panelWidth = panelWidthTextField.stringValue
panelPitch = panelPitchTextField.stringValue
panelsHigh = panelsHighTextField.stringValue
panelsWidth = panelsWideTextField.stringValue
}
// Calculating resolution and physical hight
func calculatehight(){
let fpanelHight = Float(panelHight)
let fpanelPitch = Float(panelPitch)
let fpanelsHigh = Float(panelsHigh)
resHigh = fpanelHight! * fpanelsHigh! / fpanelPitch!
screenHight = fpanelHight! * fpanelsHigh! / 1_000
printText()
}
// Calculating resolution and physical width
func calculatewidth(){
let fpanelWidth = Float(panelWidth)
let fpanelPitch = Float(panelPitch)
let fpanelsWidth = Float(panelsWidth)
resWidth = fpanelWidth!*fpanelsWidth!/fpanelPitch!
screenWidth = fpanelWidth!*fpanelsWidth! / 1_000
printText()
}
// Calculating sqm of LED screen
func calculateArea(){
let fpanelHight = Float(panelHight)
let fpanelsHigh = Float(panelsHigh)
let fpanelWidth = Float(panelWidth)
let fpanelsWidth = Float(panelsWidth)
screenArea = (fpanelHight! * fpanelsHigh!) * (fpanelWidth! * fpanelsWidth!) / 1_000_000
printText()
}
// Calculating the amount of panels used.
func calculateAmountPanels(){
let fpanelsHigh = Float(panelsHigh)
let fpanelsWidth = Float(panelsWidth)
ammountPanels = (fpanelsWidth! * fpanelsHigh!)
printText()
}
// Outputting text to labels with correct format.
func printText(){
let formatResHigh = String(format: "%0.0f", resHigh)
let formatResWidth = String(format: "%0.0f", resWidth)
let formatScreenHight = String(format: "%0.2f", screenHight)
let formatScreenWidth = String(format: "%0.2f", screenWidth)
let formatScreenArea = String(format: "%0.0f", screenArea)
let formatAmmountPanels = String(format: "%0.0f", ammountPanels)
resHightLabel.stringValue = "\(formatResHigh)px"
resWidthLabel.stringValue = "\(formatResWidth)px"
lblScreenHight.stringValue = "\(formatScreenHight)m"
lblScreenWidth.stringValue = "\(formatScreenWidth)m"
lblScreenArea.stringValue = "\(formatScreenArea) sqm"
lblAmountPanels.stringValue = "\(formatAmmountPanels)"
}
}
I had the same problem but I found simple solution: checkbox can enable and disable NSButton.
import Cocoa
class ViewController: NSViewController {
#IBOutlet weak var btnCalculate: NSButton!
#IBOutlet weak var checkBox: NSButton!
override func viewDidLoad() {
super.viewDidLoad()
btnCalculate.enabled = false
checkBox.state = 0
}
#IBAction func checkAgree(sender: NSButton) {
if btnCalculate.stringValue.characters.count > 0 && checkBox.state == 1 {
btnCalculate.enabled = true
} else {
btnCalculate.enabled = false
}
}
}