I have some images that need to be displayed dependent on the value of a slider. It is not working - where am I going wrong?
#IBOutlet weak var image1: UISlider! [this is connected to the slider NOT the image]
image1.setImage(UIImage(named:"image1.png"),forState:UIControlState.Selected)
#IBAction func sliderValue(sender: UIButton) {
let slider value = Int(sender.value)
if sliderValue == 1 {
image1.setImage
}
}
Maybe you want to do something like that ? You check the value of your slider each time its value change, then you set an image to your imageView.
#IBOutlet weak var imageView: UIImageView!
#IBAction func sliderValueChanged(sender: UISlider) {
var sliderValue = Int(sender.value)
if sliderValue == 1 {
self.imageView.image = UIImage(named: "foo")
}
}
To connect your Slider in your storyboard to your code :
In the right panel of your storyboard, select your ViewController, go to the third tab. In Custom Class > Class field, enter class you are using. It should autocomplete.
Click on "SHOW THE ASSISTANT EDITOR" (two circles icon) to split your window between your storyboard and your code.
Press Ctrl + drag the element (here your slider) to the code.
Choose Outlet or Action. For your imageView, choose outlet, because you will be able to interact with it programmatically, but the user won't do any action with it. I'll let you search Google if you need more details on IBOutlet and IBAction
Credits : Images from this site
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I am learning Swift, and I am throwing myself in the deep end to force myself to learn the language. I have a nephew who is a baby and thought to make an app to help him learn numbers.
The app is designed to set a set number of buttons on the screen like the one provided below. I have the code to play Directions, which tells the user which number to select. A-N14a, the audio file, says to click the 4. The Done button is set to move to the next screen.
What I am asking is that if I want 4 to be pressed, and they press the 9, I want to know how to implement a feature to give a hint to click the number 4? The idea is to change the background to a button, but I don't know how to implement the feature. I am also open to other ideas. As a note, I do not know what to do, and I'm trying to learn, so the code provided is probably very simplistic and is at the beginning stages.
Below is an image of the screen and the code for that page.
ScreenShot of Page
import UIKit
import AVFoundation
class Intervention_Numerals1: UIViewController {
#IBOutlet weak var Directions: UIButton!
#IBOutlet weak var Done: UIButton!
var audioPlayer = AVAudioPlayer()
override func viewDidLoad() {
super.viewDidLoad()
setUpElements()
//Audio Test
do {
audioPlayer = try AVAudioPlayer(contentsOf: URL.init(fileURLWithPath: Bundle.main.path(forResource: "A-N14a", ofType:"mp3")!))
audioPlayer.prepareToPlay()
} catch {
print(error)
}
}
func setUpElements() {
// Style the elements
Utilities.styleFilledButton(Directions)
Utilities.styleFilledButton(Done)
}
#IBAction func Play(_ sender: Any) {
audioPlayer.play()
}
}
Please let me know any tips or advice or links to similar questions, even though I could not find any on my own.
Here's what I would do:
Record the sound "Tap the number" and then the sounds for the numbers 0 through 9. Name the number sounds "0.mp3" through "9.mp3"
Create a storyboard with 4 buttons on it (like the picture you posted.)
Set up button IBOutlets buttonA - buttonD. Put those buttons into an array:
let buttonsArray = [buttonA, buttonB, buttonC, buttonD]
Fill an array with the numbers 0-9. Shuffle it. Remove 4 values put them into an array "buttonValues" (use the method removeLast().) The code to generate non-repeating values from 0-9 might look like this:
var randomNumbers = [Int]() //Define an array to hold random Ints
var lastValueReturned: Int?
//Function to return a random Int. It won't return the same value twice
func randomNumber() -> Int {
//Remove and return an item from the array
var result: Int
repeat {
//If the array is empty, fill it with the shuffled numbers 0...9
if randomNumbers.isEmpty {
randomNumbers += Array(0...9).shuffled()
}
result = randomNumbers.removeLast()
} while result == lastValueReturned
lastValueReturned = result
return result
}
Loop through your array of buttonValues and install the string for each number as the title of one of your buttons:
for index = 0...3 {
buttonsArray[index].setTitle("(buttonValues[index])", forSate: .normal)
}
Pick an index 0-3 to be the "correct" number.
let indexToPick = Int.random(in: 0...3)
Look up that value in buttonValues, and use it to pick a sound file to play:
let numberToPick = buttonValues[indexToPick]
let soundName = "\(numberToPick).mp3"
Load and play the "tap the number" sound, and then Load and play the sound for the selected number (soundName).
When the user taps a button, have the IBAction method use the sender parameter that is passed to it, and look in the array of buttons, buttonsArray, to see which button index was tapped.
If it is the correct button, take the success action.
If the tapped button index is not indexToPick, do an animation that changes the background color of the button at indexToPick, or the button's border width, or something, and then animates it back to normal. (Look at the UIView animate(duration:) family of methods for how to animate the button's background color. Use the form that takes an options: parameter, and set the .autoreverse option.)
If you're a newbie to iOS development, figuring out how to animate your correct answer button could be a challenge. I created a sample project that just animates one of 4 random buttons: https://github.com/DuncanMC/ButtonAnimation.git
The code for that project is as follows:
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var buttonA: UIButton!
#IBOutlet weak var buttonB: UIButton!
#IBOutlet weak var buttonC: UIButton!
#IBOutlet weak var buttonD: UIButton!
//Define an empty array to hold buttons.
var buttonsArray = [UIButton]()
override func viewDidLoad() {
super.viewDidLoad()
//Put our button outlets into an array so we can reference them by index.
buttonsArray = [buttonA, buttonB, buttonC, buttonD]
//Give our buttons a cornerRadius so they look rounded when we add a border and fill color
for button in buttonsArray {
button.layer.cornerRadius = 10
}
}
#IBAction func handleAnimateButton(_ sender: UIButton) {
sender.isEnabled = false
//Pick a random button
let button = buttonsArray.randomElement()!
//Create an auto-reversing animation that fills the button with cyan, and draws a border around it.
//(Showing the border won't fade in and out, but it doesn't really matter)
UIView.animate(withDuration: 0.25,
delay: 0,
options: [.autoreverse, .curveEaseInOut],
animations: {
button.backgroundColor = .cyan
button.layer.borderWidth = 1.0
}, completion: {
success in
button.backgroundColor = .clear
sender.isEnabled = true
button.layer.borderWidth = 0
})
}
}
I would do as follows:
1. Create as many IBOutlets as your numbers (I suppose 0-9 for your example?) and link them to your buttons - E.g.
#IBOutlet weak var Button1: UIButton!
#IBOutlet weak var Button2: UIButton!
// Create as many as you need - Probably 10?
2. Create an IBAction and link it to all your buttons, with this code
#IBAction func checkCorrectAnswer(_ sender: UIButton) {
let arrayOfButtons:[UIButton] = [Button1, Button2] // Here you add all your buttons
let buttonTitle = sender.title(for: .normal)!
if buttonTitle == "YOUR CORRECT ANSWER" { //You have to substitute "YOUR CORRECT ANSWER" with the right string value
sender.backgroundColor = .green
} else {
sender.backgroundColor = .red
for i in arrayOfButtons {
if i.titleLabel?.text == "YOUR CORRECT ANSWER" { i.backgroundColor = .orange }
}
}
}
Enjoy!
enter image description here
Please tell me what kind of code to write
I suppose you've already created the reference for the textbox as TextView. Now you need to create a new IBOutlet for the label. Once you have the reference to the label you can get the text value from the textview and show it in the label.
#IBAction func display(_sender) {
self.labelView.text = self.TextView.text
//if you want to clear the textview
self.TextView.text = ""
}
Create outlet for your label
#IBOutlet weak var yourlabel: UILabel!
On Button Action right code to set the value to label.
#IBAction func display(_sender) {
yourlabel.text = self.TextView.text
}
I have a UIButton inside my cell together with an image and a text label. I manage to change the image and label programatically, but the UIButton does not seem to respond to anything except isHidden.
This is my code, the button that is not changing is followButton:
import UIKit
class ProfileTableCell: UITableViewCell {
#IBOutlet weak var name: UILabel!
#IBOutlet weak var profileImage: UIImageView!
#IBOutlet weak var followButton: UIButton!
override func awakeFromNib() {
super.awakeFromNib()
self.profileImage.layer.borderWidth = 0.0;
self.profileImage.layer.cornerRadius = self.profileImage.frame.size.width/2;
self.profileImage.clipsToBounds = true
self.profileImage.image = UIImage(named: "belt")
self.name.text = "Bar Refaeli"
self.followButton.layer.borderColor = UIColor.black.cgColor
self.followButton.layer.borderWidth = 3.0;
self.followButton.layer.cornerRadius = self.frame.size.width/4
self.followButton.backgroundColor = UIColor.black
}
func setCell(image: UIImage, name: String){
}
override func setSelected(_ selected: Bool, animated: Bool) {
super.setSelected(selected, animated: animated)
// Configure the view for the selected state
}
}
The profileImage and name outlets change the appearance fine, like mentioned above.
I also tried to remove the button and bring it back in, clean xcode project, remove the outlet reference and connecting it again. Pretty frustrated by now.
I also tried to change the background color of the button through the storyboard, just for testing, and it does not change it! what does change is the titleLabel and the text color.
awakeFromNib()- Prepares the receiver for service after it has been loaded from an Interface Builder archive, or nib file.
Given that, move your code to a view initiating method like viewDidLoad or viewDidAppear(_:)
Child objects that are attributes like textLabels act differently than child view objects.
Eventually I actually solved this by tossing the table view to the garbage and implementing the same needs using a collection view. there was no problem there..
demo image
When I update a number to label will make the view get back to original position.
class ViewController: UIViewController {
#IBOutlet weak var label: UILabel!
#IBOutlet var aview: UIView!
var number = 0
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func plus(sender: UIButton) {
number++
label.text = "number:\(number)"
}
#IBAction func move(sender: AnyObject) {
aview.frame.origin.y -= 20
}
}
I couldn't find the answer on web, please help me to fix this problem.Thank you very much!
Because your xib or Storyboard you set use Autolayout:
So if you don't set constrain system will auto generate it. When you change frame by set frame it effect but when you access to it. It will auto back to old position.
if you don't want it happen. You set in viewDidLoad:
self.view.translatesAutoresizingMaskIntoConstraints = false
Issue is probably related to a constraint reloading when the label reloads.
Instead of setting aview.frame.origin.y -= 20 you should make an outlet to the constraint holding the y position of your aView and then update the constant of that constraint outlet instead.
The following code works perfect in my sandbox:
#IBAction func filterClicked(sender: NSButton) {
println(sender.state)
if let clickEvent = NSApp.currentEvent! {
if Int(clickEvent.modifierFlags.rawValue) & Int(NSEventModifierFlags.ControlKeyMask.rawValue) != 0 {
if sender.state == NSOffState {
sender.state == NSOnState
}
}
}
println(sender.state)
}
The connected button is an On-Off button. So when it's on and I ctrl-click it it will stay on.
Unfortunately in my app where I really need this it does not work. I checked that in both sandbox and prod app the bindings/settings are identically for both buttons. The debugger shows that
sender.state == NSOnState
is simply not performed. state stays NSOffState. Gnawing my keyboard did not help. Any idea?
You are not assign any value to the button state.
sender.state = NSOnState
Update for Swift 4.2
sender.state = NSControl.StateValue.on
Changing state of a Radio Button (Check state) for swift 4:
#IBOutlet weak var checkedButton: NSButton!
checkedButton.state = NSControl.StateValue.off // State = off
checkedButton.state = NSControl.StateValue.on // State = on
I know this already has an accepted answer, but sharing my scenario in case it trips up someone else:
I had the same issue where I couldn't programmatically set the state for my button in a custom table view cell. MY issue, is that I was trying to set the state when my table first created the cell. Instead, I had to make sure to override the layout method in my custom cell and set the state there.
I had this in a CollectionViewItem...
I had an outlet for the favouriteButton...
class PictureCollectionViewItem: XCollectionViewItem
{
#IBOutlet var thumbnailView: NSImageView!
#IBOutlet var tagsView: NSTextField!
#IBOutlet var favouriteButton: NSButton!
...
}
I had linked the outlet to the Collection View Item object
but NOT linked it to the File's Owner...
As soon as I linked it to the File's Owner as well, ... it all worked.