I want to change the number value of a label by pressing a button. I used to get errors saying you can't put a number in a string, so, I did string(variable). It now displays the basic number, 1, but when I click it, it doesn't update!
Here is how I set up the variable:
First, I set up the button, to IBAction. Here is the code inside of it:
#IBOutlet weak var NumberOfExploits: UILabel!
#IBAction func exploiter(sender: AnyObject) {
var hacks = 0
hacks += 1
NumberOfExploits.text = String(hacks)
}
Can someone help be find out how to get it to change numbers?
First:
let is used for constants, these can not be changed.
var is used for variables.
Second:
Doing plus one is done with += 1 or with = myVariable + 1
var myVariable = 1
myVariable += 1
label.text = string(myVariable)
It is important to understand that your variables only live as long as the enclosing class or function is alive. So when you declare a variable, constant inside a function (using var let is a declaration) it will be be gone when the function is complete. A UIViewcontroller is there for as long as you want it to be. So declare things in there that you will need later.
import UIKit
// things that live here are at the "global level"
// this is a viewcontroller. It is a page in your app.
class ViewController: UIViewController {
// things that live here are at the "class level"
var myClassCounter : Int = 0
// button in interfacebuilder that is connected through an outlet.
#IBOutlet weak var myButton: UIButton!
override func viewDidLoad() {
super.viewDidLoad()
// this is a function that gets called when the view is loaded
}
override func viewDidAppear(animated: Bool) {
// this is a function that gets called when the view appeared
}
// button function from interface builder
#IBAction func myButtonIsTouched(sender: AnyObject) {
// this will be destroyed when the function is done
var myFunctionCounter = 0
myFunctionCounter += 1
// this will be stored at class level
myClassCounter += 1
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
You can also just do
label.text = "\\(variable)"
which will display the number as string.
Most important declare the variable within the class but outside any function
var variable = 1
then write the IBAction function this way
#IBAction func pressButton(sender : UIButton)
{
label.text = "\(++variable)"
}
The syntax ++variable increments the variable by one.
The syntax "\(v)" creates a string of anything which is string representable
Related
I couldn't figure out how to copy value of variable into another variable in Swift, an example code for this in python would be
def assignVariable():
x=1
y=x
return y
RESULT 1
When I did this it doesn't seem to work in Swift. Is there any solution to this or am I doing something wrong?
Edit: problem is at
var originalCount=countDown
it gave me Use of unresolved identifier 'countDown' but when I assign it literally it works. Here's my swift code
import Cocoa
class MainWindow: NSWindowController {
var hitCount = 0
var started:Bool = false
var timer = 10
var colorList: [NSColor] = [ NSColor.black,NSColor.blue,NSColor.brown,NSColor.cyan,NSColor.darkGray,NSColor.gray,NSColor.green,NSColor.lightGray,NSColor.magenta,NSColor.orange,NSColor.purple,NSColor.red,NSColor.white,NSColor.yellow]
#IBOutlet weak var button1: NSButton!
#IBOutlet weak var scrubber1: NSScrubber!
#IBOutlet weak var display: NSTextField!
override func windowDidLoad() {
super.windowDidLoad()
// Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
}
var countdown=10
var originalCount=countDown
//(countdown,originalCount) = (10,10) //it works if i use this instead
func startGame(){
if(countDown>0 || started==true){
display.stringValue=String(countDown)
countDown-=1
let seconds = 1.0
DispatchQueue.main.asyncAfter(deadline: .now() + seconds) {
self.startGame()
}
}else{
display.stringValue="Done "+String(hitCount)+" Taps in " + String(originalCount) + "Tap to RESET"
started=false
countDown=10;
}
}
#IBAction func labelPress(_ sender: Any) {
display.stringValue="__RESET__"
hitCount=0
countDown=10
started=false
}
#IBAction func buttonPressed(_ sender: Any) {
if started==false{
startGame()
}
button1.bezelColor = colorList[Int.random(in: 0..<colorList.count)]
started=true
button1.title=String(hitCount)
hitCount+=1
}
}
You can't initialise one variable with another at the top level in your class. Looking at your code I don't think that originalCount needs to be a property, move it inside startGame() instead and make it a local variable and also use let since it isn't changing
var countdown=10
func startGame(){
let originalCount = countDown
if(countDown>0 || started==true){
...
}
I am working on trying to build a tip calculator using swift but am running into a multitude of problems. I have a text box where the user enters in the bill amount and then they can adjust a slider to indicate the percentage that they want to tip. I have managed to get the slider and label associated with it to work where changing the value on the slider changes the label. However, I can't figure out how to get the text field to work. I attempted to create an action for the bill amount text box being changed but no matter what I put in it, it doesn't seem like the code is ever being executed (Whenever I run the code and click in the text box, the keyboard won't go away so maybe this is part of the problem?). All that I need is to be able to access the value in the text box field inside of my action when I click the calculate button but I can't seem to even get the value to show up much less convert it to a double so I can perform calculations on it. I am super new to swift and really want to learn what I am doing wrong. I have tried multiple tutorials and similar questions on here but none of them work. I appreciate all help y'all can give.
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var txtBillAmount: UITextField!
#IBOutlet weak var lblTipPercentage: UILabel!
#IBOutlet weak var sldTipPercentage: UISlider!
#IBOutlet weak var lblTipAmount: UILabel!
#IBOutlet weak var lblTotalAmount: UILabel!
var tipPercentage = 10
var billAmount = ""
#IBAction func valueChanged(sender: AnyObject) {
let currentValue = Int(sldTipPercentage.value)
lblTipPercentage.text = "\(currentValue)%"
tipPercentage = currentValue
}
#IBAction func btnCalculate(sender: AnyObject) {
lblTipAmount.text = "\(billAmount)"
}
#IBAction func txtBillAmountValueChanged(sender: AnyObject) {
}
override func viewDidLoad() {
super.viewDidLoad()
//txtBillAmount.delegate = self
// Do any additional setup after loading the view, typically from a nib.
}
#IBAction func btnReset(sender: UIButton) {
sldTipPercentage.value = 10
lblTipPercentage.text = "10%"
txtBillAmount.text = ""
lblTipAmount.text = "--"
lblTotalAmount.text = "--"
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
This is a screenshot of how the UI looks
Error that I am getting
[Xcode >= 7 and Swift > 2]
Try like this
#IBAction func btnCalculate(sender: AnyObject) {
if let textValue = txtBillAmount.text {
let billAmnt = Double(textValue)
let tipAmount = (billAmnt*tipPercentage)/100
lblTipAmount.text = "\(tipAmount)"
}
}
If you are using Xcode-6 and Swift < 2 then try the following way. because String initializer for Double is only available in Swift 2 (Xcode 7). [Recommend update your Xcode]
#IBAction func btnCalculate(sender: AnyObject) {
let billAmnt = (txtBillAmount.text! as NSString).doubleValue
let tipAmount = (billAmnt*tipPercentage)/100
lblTipAmount.text = "\(tipAmount)"
}
I'm building this program to use during Trivial Pursuit for questions. I'm having trouble getting the size of the dictionary to be stored in the size variable from the function. I have tried every way you can store a variable but I always get the value of zero.
var size:Int = Int()
#IBOutlet var questionLabel: UILabel!
#IBOutlet var answerLabel: UILabel!
#IBAction func answerButton(sender: AnyObject) {
}
func getSize() {
self.size = scienceDictionary.count
}
var scienceDictionary = ["What is the chemical process that converts sugar into alcohol?": "Fermentation",
"Where in your body would you find you hippocampus?": "Brain",]
override func viewDidLoad() {
super.viewDidLoad()
print(size)
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
You should just make size a computed property:
var size: Int {
return scienceDictionary.count
}
and your getSize() function will become superfluous.
You're not calling getSize() anywhere. You should call it for the code inside to be executed, like this:
override func viewDidLoad() {
super.viewDidLoad()
getSize()
print(size)
}
By default, your size variable is 0. Based on the code you show, getSize() is never called, so size never changes.
However, I recommend not doing what you want to do. Instead of using a size variable, simply type scienceDictionary.count wherever you want to find the size. This is much clearer and requires a lot less extra work.
I have a swift class that reads lines from a text document and prints out the first line. After, every time a button is clicked a new line is read out.
What I want is to have a random line printed out the first time, and then a random line printed out after every button click.
Here's what I have so far:
import Foundation
import UIKit
class InfoController: UIViewController {
// MARK: Properties
#IBOutlet weak var difficultylevel: UILabel!
var i:Int = 0
override func viewDidLoad() {
super.viewDidLoad()
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
func readFile(){
if let path = NSBundle.mainBundle().pathForResource("easymath", ofType: "txt"){
var data = String(contentsOfFile:path, encoding: NSUTF8StringEncoding, error: nil)
if let content = data {
let myStrings = content.componentsSeparatedByCharactersInSet(NSCharacterSet.newlineCharacterSet())
let randomIndex = Int(arc4random_uniform(UInt32(myStrings.count)))
difficultylevel.text = myStrings[randomIndex]
}
}
}
#IBAction func difficultybutton(sender: UIButton) {
difficultylevel.text = // TODO insert random index of "myStrings" array here
}
}
However, I cannot access the myStrings array at the TODO portion inside the button click. Any help on how to set this up?
Variable scope in Swift is limited to the brackets of the function. So to make myStrings available outside of your readFile() function, you need to declare it as a property for the class:
#IBOutlet var difficultyLevel: UILabel? // BTW your IBOutlet should not be weak
var i: Int = 0
var myStrings: [String]?
Since you are going to use the random functionality over and over, we can abstract the function like this
func randomString() -> String? {
if let strings = myStrings {
let randomIndex = Int(arc4random_uniform(UInt32(myStrings.count)))
return strings[randomIndex]
}
return nil
}
then your instantiation will be like this
if let content = data {
myStrings = content.componentsSeparatedByCharactersInSet(NSCharacterSet.newlineCharacterSet())
difficultyLevel.text = randomString()
}
Then, your difficultybutton function will be (with an abstracted random string function)
// Changed the name for better readibility
#IBAction func difficultyButtonTapped(sender: UIButton) {
difficultyLevel.text = randomString()
}
Finally, there isn't any code that calls the readFile function, so you should add it to probably the viewDidLoad function as #CharlesCaldwell points out
override func viewDidLoad() {
super.viewDidLoad()
readFile()
}
I am making an app where there is a football field and when you click on the Score Zone 7 points are added to the UILabel that marks score. But I have only been able to display a 7 once and if I click again the seven appears again; I want it to add 7 more to make a 14.
#IBAction func touchdownMD(sender: AnyObject) {
var pointsMD = Int()
scoreMD.text = "\(pointsMD + 7)"
}
#IBOutlet var scoreSH: UILabel!
When you initialize pointsMD inside of the touchdownMD: function, it starts from 0 whenever the function is called.
In order to fix this, you need to declare it at the class level. For example:
var pointsMD = Int() //initialize pointsMD at the class level
#IBAction func touchdownMD(sender: AnyObject){
pointsMD+=7 //add 7 to pointsMD
scoreMD.text = "\(pointsMD)"
}
That way, pointsMD will not reset whenever touchdownMD: is called, it will instead just increment as needed.
So, here's what your code could look like:
var pointsMD = Int()
#IBAction func touchdownMD(sender: AnyObject) {
pointsMD+=7
scoreMD.text = "\(pointsMD)"
}
#IBOutlet var scoreSH: UILabel!