I've been debugging my code and found that my manager was deinitialised (that was cause of my bug - not calling delegate methods).
What's strange, that during debugging process I've used "po" command after setting the manager's delegate (weak) and it prevented it from being deinitialised (delegate methods were called).
Why is that? Is it proper behaviour?
Xcode 8.3, swift 3.1
EDIT:
//a tap starts everything :)
#IBAction func shareButtonPressed(_ sender: Any) {
let requestManager = FacebookPostRouteRequest() //bug fixed by changing to instance variable
requestManager.delegate = self
requestManager.showShareBadgeDialog(self.badge!, onViewController: self)
}
//in FacebookPostRouteRequest
final weak var delegate: FacebookPostRouteRequestDelegate?
func showShareBadgeDialog(_ badge: Badge, onViewController viewController: UIViewController) {
let dialog = self.initDialog(onViewController: viewController)
guard let imageURL = badge.imageURL else {
self.delegate?.facebookPostRouteRequest(self, didCompleteWithResult: false)
return
}
dialog.shareContent = self.generateImageShareContent(imageURL)
self.show(dialog)
}
private func show(_ dialog: FBSDKShareDialog) {
OperationQueue.main.addOperation {
dialog.delegate = self //when printed out dialog.delegate delegate methods were called! Deinit of FacebookPostRouteRequest is not called.
let showResult = dialog.show()
...
}
}
extension FacebookPostRouteRequest: FBSDKSharingDelegate {
func sharer(_ sharer: FBSDKSharing!, didCompleteWithResults results: [AnyHashable : Any]!) {
...
}
//other delegate methods implemented as well
}
Your problem is here:
#IBAction func shareButtonPressed(_ sender: Any) {
let requestManager = FacebookPostRouteRequest()
requestManager.delegate = self
requestManager.showShareBadgeDialog(self.badge!, onViewController: self)
}
After the last line, the requestManager object will be disposed because it's no longer referenced and will not call any of the delegate methods.
Make requestManager an instance variable:
let requestManager = FacebookPostRouteRequest()
#IBAction func shareButtonPressed(_ sender: Any) {
requestManager.delegate = self
requestManager.showShareBadgeDialog(self.badge!, onViewController: self)
}
Your issues with the debugger are probably race conditions for stopping the main thread.
Related
I am writing a macOS application with Swift using story boards. I have a NSTableView which contains files that I want the user to be able to preview via QuickLook.
I seemingly have everything in place and my code looks very similar to what has been described here: QuickLook consumer as a delegate from an NSViewController, but I keep getting the error
-[QLPreviewPanel setDataSource:] called while the panel has no controller - Fix this or this will raise soon.
See comments in QLPreviewPanel.h for -acceptsPreviewPanelControl:/-beginPreviewPanelControl:/-endPreviewPanelControl:.
I've been trying to adapt the solution of above post to my situation with Swift and story boards.
The main pieces are:
import Quartz
class ViewController: NSViewController, QLPreviewPanelDataSource, QLPreviewPanelDelegate {
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
let windowNextResponder = self.view.window?.nextResponder
self.view.window?.nextResponder = self
self.nextResponder = windowNextResponder
}
// *** Quicklook stuff ***
#IBAction func quickLookButtonAction(_ sender: Any) {
guard qlPanel != nil else {
return
}
if qlPanel!.currentController == nil {
print ("No controller")
//qlPanel!.windowController = self.view.window?.windowController
// qlPanel!.updateController()
} else {
print (qlPanel!.currentController)
}
qlPanel!.delegate = self
qlPanel!.dataSource = self
qlPanel!.makeKeyAndOrderFront(self)
}
func numberOfPreviewItems(in panel: QLPreviewPanel!) -> Int {
return CSVarrayController.selectedObjects.count
}
func previewPanel(_ panel: QLPreviewPanel!, previewItemAt index: Int) -> QLPreviewItem! {
let file = CSVarrayController.selectedObjects[index] as! CSVfile
return file.url as NSURL
}
override func acceptsPreviewPanelControl(_ panel: QLPreviewPanel!) -> Bool {
return true
}
override func beginPreviewPanelControl(_ panel: QLPreviewPanel!) {
panel.dataSource = self
panel.delegate = self
}
override func endPreviewPanelControl(_ panel: QLPreviewPanel!) {
panel.dataSource = nil
panel.delegate = nil
}
}
With or without messing with the responder chain I get the error.
The delegate functions all get called as expected as well.
Remove
qlPanel!.delegate = self
qlPanel!.dataSource = self
in quickLookButtonAction, the viewcontroller isn't in control yet. Wait for beginPreviewPanelControl.
From the documentation for currentController:
You should never change the preview panel’s state (its delegate, datasource, and so on) if you are not controlling it.
From comments in QLPreviewPanel.h for -beginPreviewPanelControl::
Sent to the object taking control of the Preview Panel.
The receiver should setup the preview panel (data source, delegate, binding, etc.) here.
first of all thank you for reading my lines.
For an idea I'm currently trying to dive into the Swift world (I only have very basic programming knowledge - no Objective C knowledge
).
I tried to set up the following lines to create a very basic app-to-app sample in Sinch. After my code I let you know what the issues are.
import UIKit
import Sinch
var appKey = "APP_KEY_FROM_MY_ACCOUNT"
var hostname = "clientapi.sinch.com"
var secret = "SECRET_FROM_MY_ACCOUNT"
class CViewController: UIViewController, SINCallClientDelegate, SINCallDelegate, SINClientDelegate {
var client: SINClient?
var call: SINCall?
var audio: SINAudioController?
//Text field in the main storyboard
#IBOutlet weak var userNameSepp: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
self.initSinchClient()
}
//initialize and start the client as a fixed "userA"
func initSinchClient() {
client = Sinch.client(withApplicationKey: appKey, applicationSecret: secret, environmentHost: hostname, userId: "userB")
client?.call().delegate = self
client?.delegate = self
client?.startListeningOnActiveConnection()
client?.setSupportCalling(true)
client?.start()
}
//Did the Client start?
func clientDidStart(_ client: SINClient!) {
print("Hello")
}
//Did the Client fail?
func clientDidFail(_ client: SINClient!, error: Error!) {
print("Good Bye")
}
//Call Button in the main.storyboard ... if call==nil do the call ... else hangup and set call to nil
//the background color changes are my "debugging" :D
#IBAction func callSepp(_ sender: Any) {
if call == nil{
call = client?.call()?.callUser(withId: userNameSepp.text)
//for testing I change to callPhoneNumber("+46000000000").
// the phone call progresses (but I hear nothing),
// the phonecall gets established (but I hear nothing)
// and the phonecall gets ended (but of course I hear nothing)
self.view.backgroundColor = UIColor.red
call?.delegate = self
audio = client?.audioController()
}
else{
call?.hangup()
self.view.backgroundColor = UIColor.blue
call = nil
}
}
func callDidProgress(_ call: SINCall?) {
self.view.backgroundColor = UIColor.green
client?.audioController().startPlayingSoundFile("/LONG_PATH/ringback.wav", loop: true)
print("Call in Progress")
}
//I know that this works but I don't hear anything
func callDidEstablish(_ call: SINCall!) {
client?.audioController().stopPlayingSoundFile()
print("Call did Establish")
}
func callDidEnd(_ call: SINCall!) {
print("Call did end")
}
// this works fine
#IBAction func hangUpSepp(_ sender: Any) {
call?.hangup()
self.view.backgroundColor = UIColor.red
call = nil
}
// i work in a "sub view controller" - so i navigate here back to the main view controller
#IBAction func goBackMain(_ sender: Any) {
call?.hangup()
dismiss(animated: true, completion: nil)
client?.stopListeningOnActiveConnection()
client?.terminateGracefully()
client = nil
}
}
So I can call my private phone number or if I change to callUser I can call another app but I don't hear anything. What do I miss? It must have to do with the SINAudioController and the client's method audioController() but I don't know what I'm doing wrong. Thank you for your help.
I am new to Swift and Xcode, but I have been reading on here and watching videos on YouTube to guide me along with starting my app. I can't seem to get my button to save its state once the app is closed and re-opened. I used UserDefault To Save Button State as an example, but following it still did not get the button state saved.
I set the state with the Interface Builder and so far have the below code:
#IBAction func ownedButton(_ sender UIButton) {
sender.isSelected = !sender.isSelected
UserDefaults.standard.set(sender.isSelected, forKey: "isSaved")
UserDefaults.standard.synchronize()
}
Clicking the button will keep it selected until clicked again, so it is partially working. It looks like I need some code to in the viewDidLoad section, but I haven't been able to figure out what it should be.
Thank you for any help!
A habit from my Objective-C days is to write a wrapper around the properties in UserDefaults. This way, everything is compile-time checked and the use of strings as keys is minimized:
// Properties.swift
import Foundation
fileprivate var standardDefaults = UserDefaults.standard
class Properties {
static func registerDefaults() {
standardDefaults.register(defaults: [
kIsButton1Selected: false,
kIsButton2Selected: true
])
}
fileprivate static let kIsButton1Selected = "isButton1Selected"
static var isButton1Selected: Bool {
get { return standardDefaults.value(forKey: kIsButton1Selected) as! Bool }
set { standardDefaults.set(newValue, forKey: kIsButton1Selected) }
}
fileprivate static let kIsButton2Selected = "isButton2Selected"
static var isButton2Selected: Bool {
get { return standardDefaults.value(forKey: kIsButton2Selected) as! Bool }
set { standardDefaults.set(newValue, forKey: kIsButton2Selected) }
}
}
Then in your View Controller:
override func viewDidLoad() {
// Always call registerDefaults before you use UserDefaults
// for the first time in your app
Properties.registerDefaults()
button1.isSelected = Properties.isButton1Selected
button2.isSelected = Properties.isButton2Selected
}
#IBAction func ownedButton(_ sender: UIButton) {
sender.isSelected = !sender.isSelected
switch sender {
case button1:
Properties.isButton1Selected = sender.isSelected
case button2:
Properties.isButton2Selected = sender.isSelected
default:
break
}
}
You can replace the switch with key-value observing but remember to remove the KVO on deinit.
I'm trying to save a bool value to UserDefaults from a UISwitch, and retrieve it in another view. However, I've tried following multiple tutorials and stack answers and none seem to work.
This is how I'm saving it:
class SettingsViewController: UITableViewController {
#IBOutlet weak var soundSwitchOutlet: UISwitch!
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
}
and this is how I'm trying to retrieve it in another view:
if let savedValue = UserDefaults.standard.bool(forKey: "sound") {
boolValue = savedValue
}
//this is inside viewDidLoad and "boolValue" was declared outside viewDidLoad//
For a reason this code is giving me errors and none of the things I've tried have worked. How can I save a bool to UserDefaults and retrieve it in another view?
Edit: I think I fixed the first part. However, the way I'm retrieving the boolean seems to be totally wrong. Also: No other stackExchange answer responds to what I'm asking, at least not in swift.
As Leo mentioned in the comments bool(forKey returns a non-optional Bool. If the key does not exist false is returned.
So it's simply
boolValue = UserDefaults.standard.bool(forKey: "sound")
Calling synchronize() as suggested in other answers is not needed. The framework updates the user defaults database periodically.
Do it like this.
In your first view controller.
create an IBoutlet connection to your UISwitch
And then the action for your UISwitch. so in the end, your first view controller should look like this.
import UIKit
class FirstViewController: UIViewController {
#IBOutlet weak var myswitch: UISwitch! // Outlet connection to your UISwitch (just control+ drag it to your controller)
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
#IBAction func myswitchAction(_ sender: Any) { // Action for your UISwitch
var myswitctBool : Bool = false // create a local variable that holds your bool value. assume that in the beginning your switch is offed and the boolean value is `false`
if myswitch.isOn == true { // when user turn it on then set the value to `true`
myswitctBool = true
}
else { // else set the value to false
myswitctBool = false
}
// finally set the value to user default like this
UserDefaults.standard.set(myswitctBool, forKey: "mySwitch")
//UserDefaults.standard.synchronize() - this is not necessary with iOS 8 and later.
}
}
End of the first view controller
Now in your second view controller
you can get the value of userdefault, which you set in first view controller. I put it in the viewdidload method to show you how it works.
import UIKit
class SecondViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
let myswitchBoolValuefromFirstVc : Bool = UserDefaults.standard.bool(forKey: "mySwitch")// this is how you retrieve the bool value
// to see the value, just print those with conditions. you can use those for your things.
if myswitchBoolValuefromFirstVc == true {
print("true")
}
else {
print("false")
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
}
}
Hope this will help to you. good luck
Use this line of code:
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
}
insteadof :
#IBAction func soundSwitch(_ sender: UISwitch) {
UserDefaults.standard.set(soundSwitchOutlet, forKey: "sound")
}
Try this:
#IBAction func soundSwitchs(_ sender: Any)
{
UserDefaults.standard.set(soundSwitchOutlet.isOn, forKey: "sound")
UserDefaults.standard.synchronize()
}
//this is inside viewDidLoad and "boolValue" was declared outside viewDidLoad//
boolValue = UserDefaults.standard.bool(forKey: "sound")
I have the following code:
extension ViewController {
func AddLeftGesture(){
let SwipeLeft:UITapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(MyDismissOnSwipeLeft))
self.view.addGestureRecognizer(SwipeLeft)
}
func MyDismissOnSwipeLeft(){
self.dismiss(animated: true, completion: nil)
}
and What I would like to accomplish is that override the viewDidLoad and
call AddLeftGesture method so that it'll be part of each VC I make
and I don't have to type it again and again in each viewDidLoad,
is this possible? or do you guys have any other suggestions?
well I don't think it's a good idea, because typically viewDidLoad is used for setting most properties and if you would like to override it in a view controller you should write it again.What I can suggest is that to make a base ViewController and add this code in the viewDidLoad of that and then subclass every viewController from the base view controller , This way whenever you want to change anything you just call super.viewDidLoad
class BaseViewController: UIViewController{
override func viewDidLoad() {
super.viewDidLoad()
addLeftGesture()
}
}
class CustomViewController: BaseViewController{
}
Make this class which inherits UITapGestureRecognizer
open class BlockTap: UITapGestureRecognizer {
fileprivate var tapAction: ((UITapGestureRecognizer) -> Void)?
public override init(target: Any?, action: Selector?) {
super.init(target: target, action: action)
}
public convenience init (
tapCount: Int = 1,
fingerCount: Int = 1,
action: ((UITapGestureRecognizer) -> Void)?) {
self.init()
self.numberOfTapsRequired = tapCount
#if os(iOS)
self.numberOfTouchesRequired = fingerCount
#endif
self.tapAction = action
self.addTarget(self, action: #selector(BlockTap.didTap(_:)))
}
open func didTap (_ tap: UITapGestureRecognizer) {
tapAction? (tap)
}
}
then make an extension of UIView
extension UIView {
public func addTapGesture(tapNumber: Int = 1, action: ((UITapGestureRecognizer) -> ())?) {
let tap = BlockTap(tapCount: tapNumber, fingerCount: 1, action: action)
addGestureRecognizer(tap)
isUserInteractionEnabled = true
}
}
Then You can use this as
override func viewDidLoad() {
super.viewDidLoad()
self.view.addTapGesture(action: {[unowned self] (_) in
//Do whatever on click of View
})
}
Hope it helps!
There's two options AFAIK. Either you can subclass UIViewController and then make all of your controllers inherit from the subclassed one, or you can swizzle UIViewController's viewDidLoad().
I personally would choose swizzling, although it has one disadvantage - it hides the implementation and might be confusing for a new developer coming onto a project. So make sure you document this properly, somewhere in your project README and in the code as well.
Now for some code examples:
Subclassing UIViewController
MyViewController.swift
class MyViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
addGesture()
}
func addGesture() {
// Do what you need
}
}
class OtherViewController: MyViewController {
// Automatically will add gesture because it's a subclass of MyViewController
}
Swizzling viewDidLoad
What method swizzling does is, that it exchanges implementations of your methods. That simply means that the name of your function points at code from a different function. For more information on this topic read this article.
UIViewController+Swizzle.swift
static func swizzle(selector originalSelector: Selector,
with newSelector: Selector,
on targetClass: AnyClass) {
let originalMethod = class_getInstanceMethod(targetClass, originalSelector)
let swizzledMethod = class_getInstanceMethod(targetClass, newSelector)
// If we were able to add the swizzled function, replace methods.
// Otherwise exchange implementations if method already exists.
if class_addMethod(targetClass, originalSelector,
method_getImplementation(swizzledMethod),
method_getTypeEncoding(swizzledMethod)) {
class_replaceMethod(targetClass, newSelector,
method_getImplementation(originalMethod),
method_getTypeEncoding(originalMethod))
} else {
method_exchangeImplementations(originalMethod, swizzledMethod)
}
}
extension UIViewController {
// This function is getting called automatically by the runtime,
// when this class is loaded to perform some additional intiialization.
// However, this has now been deprecated in Swift, so only option is to
// declare a static function which you need to remember to call from
// somewhere, preferably early in your app initialization, like your
// didFinishLaunching function in AppDelegate or even AppDelegate's init
// function. I kept the initialize function in the code as a reference,
// however you would probably want to write it like in the comment
// below, to silence the warning.
//
// class func swizzle()
//
open override class func initialize() {
if self != UIViewController.self { return }
let swizzlingClosure: () = {
swizzle(selector: #selector(UIViewController.viewDidLoad),
with: #selector(UIViewController.swizzled_viewDidLoad),
on: UIViewController.self)
}()
swizzlingClosure
}
#objc private func swizzled_viewDidLoad() {
// Calls the original implementation,
// because implementations are switched.
swizzled_viewWillAppear(animated)
// Do whatever you need
addGesture()
}
#objc func addGesture() {
// Add your gesture
}
}