You have a vc (green) and it has a panel (yellow) "holder"
Say you have ten different view controllers...Prices, Sales, Stock, Trucks, Drivers, Palettes, which you are going to put in the yellow area, one at a time. It will dynamically load each VC from storyboard
instantiateViewController(withIdentifier: "PricesID") as! Prices
We will hold the current VC one in current. Here's code that will allow you to "swap between" them...
>>NOTE, THIS IS WRONG. DON'T USE THIS CODE<<
One has to do what Sulthan explains below.
var current: UIViewController? = nil {
willSet {
// recall that the property name ("current") means the "old" one in willSet
if (current != nil) {
current!.willMove(toParentViewController: nil)
current!.view.removeFromSuperview()
current!.removeFromParentViewController()
// "!! point X !!"
}
}
didSet {
// recall that the property name ("current") means the "new" one in didSet
if (current != nil) {
current!.willMove(toParentViewController: self)
holder.addSubview(current!.view)
current!.view.bindEdgesToSuperview()
current!.didMove(toParentViewController: self)
}
}
}
>>>>>>>>IMPORTANT!<<<<<<<<<
Also note, if you do something like this, it is ESSENTIAL to get rid of the yellow view controller when the green page is done. Otherwise current will retain it and the green page will never be released:
override func dismiss(animated flag: Bool, completion: (() -> Void)? = nil) {
current = nil
super.dismiss(animated: flag, completion: completion)
}
Continuing, you'd use the current property like this:
func showPrices() {
current = s.instantiateViewController(withIdentifier: "PricesID") as! Prices
}
func showSales() {
current = s.instantiateViewController(withIdentifier: "SalesID") as! Sales
}
But consider this, notice "point X". Normally there you'd be sure to set the view controller you are getting rid of to nil.
blah this, blah that
blah.removeFromParentViewController()
blah = nil
However I (don't think) you can really set current to nil inside the "willSet" code block. And I appreciate it's just about to be set to something (in didSet). But it seems a bit strange. What's missing? Can you even do this sort of thing in a computed property?
Final usable version.....
Using Sulthan's approach, this then works perfectly after considerable testing.
So calling like this
// change yellow area to "Prices"
current = s.instantiateViewController(withIdentifier: "PricesID") as! Prices
// change yellow area to "Stock"
current = s.instantiateViewController(withIdentifier: "StickID") as! Stock
this works well...
var current: UIViewController? = nil { // ESSENTIAL to nil on dismiss
didSet {
guard current != oldValue else { return }
oldValue?.willMove(toParentViewController: nil)
if (current != nil) {
addChildViewController(current!)
holder.addSubview(current!.view)
current!.view.bindEdgesToSuperview()
}
oldValue?.view.removeFromSuperview()
oldValue?.removeFromParentViewController()
if (current != nil) {
current!.didMove(toParentViewController: self)
}
}
// courtesy http://stackoverflow.com/a/41900263/294884
}
override func dismiss(animated flag: Bool, completion: (() -> Void)? = nil) {
// ESSENTIAL to nil on dismiss
current = nil
super.dismiss(animated: flag, completion: completion)
}
Let's divide the question into two: (1) Is there a "leak"? and (2) Is this a good idea?
First the "leak". Short answer: no. Even if you don't set current to nil, the view controller it holds obviously doesn't "leak"; when the containing view controller goes out of existence, so does the view controller pointed to by current.
The current view controller does, however, live longer than it needs to. For that reason, this seems a silly thing to do. There is no need for a strong reference current to the child view controller, because it is, after all, your childViewControllers[0] (if you do the child view controller "dance" correctly). You are thus merely duplicating, with your property, what the childViewControllers property already does.
So that brings us to the second question: is what you are doing a good idea? No. I see where you're coming from — you'd like to encapsulate the "dance" for child view controllers. But you are doing the dance incorrectly in any case; you're thus subverting the view controller hierarchy. To encapsulate the "dance", I would say you are much better off doing the dance correctly and supplying functions that perform it, along with a computed read-only property that refers to childViewController[0] if it exists.
Here, I assume we will only ever have one child view controller at a time; I think this does much better the thing you are trying to do:
var current : UIViewController? {
if self.childViewControllers.count > 0 {
return self.childViewControllers[0]
}
return nil
}
func removeChild() {
if let vc = self.current {
vc.willMove(toParentViewController: nil)
vc.view.removeFromSuperview()
vc.removeFromParentViewController()
}
}
func createChild(_ vc:UIViewController) {
self.removeChild() // There Can Be Only One
self.addChildViewController(vc) // *
// ... get vc's view into the interface ...
vc.didMove(toParentViewController: self)
}
I don't think that using didSet is actually wrong. However, the biggest problem is that you are trying to split the code between willSet and didSet because that's not needed at all. You can always use oldValue in didSet:
var current: UIViewController? = nil {
didSet {
guard current != oldValue else {
return
}
oldValue?.willMove(toParentViewController: nil)
if let current = current {
self.addChildViewController(current)
}
//... add current.view to the view hierarchy here...
oldValue?.view.removeFromSuperview()
oldValue?.removeFromParentViewController()
current?.didMove(toParentViewController: self)
}
}
By the way, the order in which the functions are called is important. Therefore I don't advise to split the functionality into remove and add. Otherwise the order of viewDidDisappear and viewDidAppear for both controllers can be surprising.
Related
I am trying to make an app that will show the weather in my city. I am using MVVM architecture and I have my Model, ModelView and View as follows. I have a variable inside the WeatherModelView class that I want to use in my view controller:
label.text = "(weatherViewModel.res?.main.temp ?? -123)"
but it does not work.
(https://i.stack.imgur.com/8BTEJ.png)
View Controller](https://i.stack.imgur.com/qW54n.png)
It does not give an error, it simply prints -123.0 on the label, which is the nil case after unwrapping. I would like it to print the actual weather. I don't think there are problems with the URL or the JSON decoding.
This is what is wrongfully shown when I run it: simulator
In "viewdidload" "fetchWeather" is not complete.
You need set "label.text" after it completed
change res in your view model
var res = WeatherModel? {
didSet {
resHasData?()
}
}
var resHasData?: (() -> Void)?
add my code in the last line "viewDidLoad"
weatherViewModel.resHasData = { [weak sekf] in
guard let self = self else { return }
self.label.text = "\(self.weatherViewModel.res?.main.temp ?? -123)"
}
good luck.
I am currently developing a very simple Live Scores MAC OSX app for personal use where I show a bunch of labels (scores) on the touch bar. What I am trying to achieve in a few steps:
Fetch live soccer scores from a 3rd party API every 30 seconds
Parse the scores and make them into labels
Update the touch bar with new scores
[Please note here that this app will not be published anywhere, and is only for personal use. I am aware of the fact that Apple strictly advises against such type of content in the Touch Bar.]
Here is the code that I wrote following basic Touch Bar tutorial from RW (https://www.raywenderlich.com/883-how-to-use-nstouchbar-on-macos). Skeleton of my code is picked from the RW tutorial:
In WindowController (StoryBoard entry point), override makeTouchBar like this:
override func makeTouchBar() -> NSTouchBar? {
guard let viewController = contentViewController as? ViewController else {
return nil
}
return viewController.makeTouchBar()
}
In ViewController, which is also the Touch Bar Delegate, implement the makeTouchBar fn:
override func makeTouchBar() -> NSTouchBar? {
let touchBar = NSTouchBar()
touchBar.delegate = self
touchBar.customizationIdentifier = .scoresBar
touchBar.defaultItemIdentifiers = [.match1, .flexibleSpace, .match2, ... , .match10]
return touchBar
}
NSTouchBarDelegate in ViewController. scores is where I store my fetched scores (See 5). I return nil for views if scores aren't fetched yet:
extension ViewController: NSTouchBarDelegate {
func touchBar(_ touchBar: NSTouchBar, makeItemForIdentifier identifier: NSTouchBarItem.Identifier) -> NSTouchBarItem? {
if (<scores not fetched yet>) {
return nil
}
// matchNum is the match number for which I am showing scores for
let customViewItem = NSCustomTouchBarItem(identifier: identifier)
customViewItem.view = NSTextField(labelWithString: self.scores[matchNum ?? 0])
return customViewItem
}
}
To fetch scores periodically I am running a scheduled task Timer in viewDidLoad() of my viewcontroller like this:
_ = Timer.scheduledTimer(timeInterval: 30.0, target: self, selector: #selector(ViewController.fetchScores), userInfo: nil, repeats: true)
And finally, this is my fetchScores function that also makes a call to update the Touch Bar:
#objc func fetchScores() {
let url = "<scores api end point>"
Alamofire.request(url).responseJSON { response in
if let json = response.result.value {
// update self.scores here and fill it with latest scores
if #available(OSX 10.12.2, *) {
//self.touchBar = nil
self.touchBar = self.makeTouchBar() // This is where I am calling makeTouchBar again to update Touch Bar content dynamically
}
}
}
My understanding from the code above is that once I make a call to makeTouchBar in fetchScores and assign it to my viewcontroller's touchBar property, it should ideally call touchBar(:makeItemForIdentifier) delegate function to update the Touch Bar view (SO thread on this). But in my case, touchBar(:makeItemForIdentifier) is never called. The only time touchBar(:makeItemForIdentifier) is called is the first time, when makeTouchBar is called from my WindowController (See point 1 above). And since scores have not been retrieved yet, my touch bar remains empty.
So I have been having fun with default parameter values.
class containerViewController: UIViewController {
var detailView:UIViewController?
override func viewDidLoad(){
super.viewDidLoad()
detailView = anotherViewController()
}
func hideDetailView(vc:UIViewController? = detailView){ // <- THIS LINE
// code
}
}
The line Ive marked produces an error:
'containerViewController.Type' does not have a member named 'detailView'
Ive been reading online, including this question, but I cant seem to figure out how to fix this.
What I want is to be able to use hideDetailView() and if I send in a specific view controller as a parameter to that function, it hides that specific view controller. If I dont send any parameter, it just hides the current view controller that is held in the detailView parameter.
How can I achieve this?
You can use nil for the default value, and check if nil in the body.
func hideDetailView(vc:UIViewController? = nil){ // <- THIS LINE
let vc_ = vc ?? detailView
// code
}
But In this case, you can't distinguish following calls:
// passing `nil` as Optional<UIViewController>
let vc:UIViewController? = nil
container.hideDetailView(vc: vc)
// use default value
container.hideDetailView()
If you don't like that, you can use UIViewController??:
func hideDetailView(vc:UIViewController?? = nil){
let vc_ /*: UIViewController? */ = vc ?? detailView
// code
}
How can I do an optional binding in Swift and check for a negative result? Say for example I have an optional view controller that I'd like to lazy load. When it's time to use it, I'd like to check if it's nil, and initialize it if it hasn't been done yet.
I can do something like this:
if let vc = viewController? {
// do something with it
} else {
// initialize it
// do something with it
}
But this is kludgey and inefficient, and requires me to put the "do something with it" code in there twice or bury it in a closure. The obvious way to improve on this from objC experience would be something like this:
if !(let vc = viewController?) {
// initialize it
}
if let vc = viewController? {
// do something with it
}
But this nets you a "Pattern variable binding cannot appear in an expression" error, which is telling me not to put the binding inside the parenthesis and try to evaluate it as an expression, which of course is exactly what I'm trying to do...
Or another way to write that out that actually works is:
if let vc = viewController? {
} else {
// initialize it
}
if let vc = viewController? {
// do something with it
}
But this is... silly... for lack of a better word. There must be a better way!
How can I do an optional binding and check for a negative result as the default? Surely this is a common use case?
you can implicitly cast Optional to boolean value
if !viewController {
viewController = // something
}
let vc = viewController! // you know it must be non-nil
vc.doSomething()
Update: In Xcode6-beta5, Optional no longer conform to LogicValue/BooleanType, you have to check it with nil using == or !=
if viewController == nil {
viewController = // something
}
Would this work for you?
if viewController == nil {
// initialize it
}
// do something with it
One way might be to create a defer statement that handles the actions. We can ensure those actions occur after the creation of our object by checking for nil. If we run into nil, instantiate the object and return. Before returning our deference will occur within the scope of some function.
func recreateAndUse() {
defer {
viewController?.view.addSubview(UIView())
viewController!.beginAppearanceTransition(true, animated: true)
}
guard viewController != nil else {
viewController = UIViewController()
return
}
}
I am developing a macOS Cocoa Application in Swift 5.1 . In the main window, I have two identical NSOutlineViews that have the same contents exactly. I would like to enable a sync mode, where if items are expanded/collapsed in one of the two NSOutlineViews, the corresponding item is expanded/collapsed in the other simultaneously. I tried to do this by implementing shouldExpandItem and shouldCollapseItem in the delegate. The delegate is the same object for both NSOutlineViews, and I have outlets that reference the two NSOutlineViews for distinguishing the two. The problem is, if I call expandItem programmatically in shouldExpandItem, the method is again called for the other NSOutlineView, leading to an infinite loop and a stack overflow. I have found a dirty solution that works, by momentarily setting the delegate of the relevant NSOutlineView to nil, expand/collapse the item, then set the delegate back. The code is the following:
func outlineView(_ outlineView: NSOutlineView, shouldExpandItem item: Any) -> Bool {
let filePath = (item as! FileSystemObject).fullPath
let trueItem = item as! FileSystemObject
trueItem.children = Array()
do {
let contents = try FileManager.default.contentsOfDirectory(atPath: filePath!)
for (_, item) in contents.enumerated() {
let entry = FileSystemObject.init()
entry.fullPath = URL.init(fileURLWithPath: filePath!).appendingPathComponent(item).path
if entry.exists {
trueItem.children.append(entry)
}
}
} catch {
}
if outlineView == self.leftOutlineView {
self.rightOutlineView.delegate = nil;
self.rightOutlineView.expandItem(item)
self.rightOutlineView.delegate = self;
} else {
self.leftOutlineView.delegate = nil;
self.leftOutlineView.expandItem(item)
self.leftOutlineView.delegate = self;
}
return true
}
func outlineView(_ outlineView: NSOutlineView, shouldCollapseItem item: Any) -> Bool {
if outlineView == self.leftOutlineView {
self.rightOutlineView.delegate = nil;
self.rightOutlineView.collapseItem(item)
self.rightOutlineView.delegate = self;
} else {
self.leftOutlineView.delegate = nil;
self.leftOutlineView.collapseItem(item)
self.leftOutlineView.delegate = self;
}
return true
}
It seems to work, but I am afraid that something could go wrong with this approach. Is setting the delegate momentarily to nil a possible solution, or should I be aware of any caveats ? is there another pattern that you can suggest to achieve this ? Thanks
EDIT: According to below comments and answers
I found the simplest solution thanks to the answers / comments I received.
Instead of implementing the sync logic in the outlineViewShouldExpand/Collapse methods, it is possible to implement outlineViewDidExpand and outlineViewDidCollapse and place the sync logic there. the latter methods are not called when expanding/collapsing items programmatically, so there is no risk of infinite loop or stack overflow.
The code is as follows:
func outlineViewItemDidExpand(_ notification: Notification) {
let outlineView = notification.object as! NSOutlineView
let userInfo = notification.userInfo as! Dictionary<String, Any>
let item = userInfo["NSObject"]
if outlineView == self.leftOutlineView {
self.rightOutlineView.animator().expandItem(item)
} else {
self.leftOutlineView.animator().expandItem(item)
}
}
func outlineViewItemDidCollapse(_ notification: Notification) {
let outlineView = notification.object as! NSOutlineView
let userInfo = notification.userInfo as! Dictionary<String, Any>
let item = userInfo["NSObject"]
if outlineView == self.leftOutlineView {
self.rightOutlineView.animator().collapseItem(item)
} else {
self.leftOutlineView.animator().collapseItem(item)
}
}
Furthermore, now, I cannot understand why, the expansion / collapse of items is animated, which did not work with my original approach.
I hope this can be helpful for somebody, it was very helpful to me. Thanks a lot.
My app does something similar. I need to keep many views in sync, across windows. One of those views is an NSOutlineView. I have run into a few quirks with NSOutlineView, but I don't believe they are related to syncing.
I do take a different approach, though. Instead of manipulating the delegate, I just have a flag that suppresses certain actions. In my case, a flag makes more sense, since lots of other views are being affected. But, the effect is very similar to what you are doing.
I think the only risk would be missing a delegate call during your synchronization. Assuming your logic does not depend on this, I believe your approach will work fine.
outlineView(_:shouldExpandItem:) is called before the item is expanded and calling expandItem() back and forth causes an infite loop. outlineViewItemDidExpand(_:) is called after the item is expanded and NSOutlineView.expandItem(_:) does nothing when the item is already expanded (documented behaviour). When expanding the left outline view, expandItem() of the right outline view does call outlineViewItemDidExpand(_:) but the expandItem() of the left outline view doensn't call outlineViewItemDidExpand(_:) again.
func outlineViewItemDidExpand(_ notification: Notification) {
let outlineView = notification.object as! NSOutlineView
let item = notification.userInfo!["NSObject"]
if outlineView == self.leftOutlineView {
self.rightOutlineView.animator().expandItem(item)
} else {
self.leftOutlineView.animator().expandItem(item)
}
}