Where to initialize in Swift? - swift

I have a very general question about the Initialization in Swift.
Unlike in Objective C it's now possible to call the init() directly at the declaration outside of my functions:
e.g.
class ViewController: UIViewController {
let myView: UIView = UIView()
override func viewDidLoad() {
super.viewDidLoad()
myView.frame = getFrame()
myView.backgroundColor = UIColor.redColor()
self.view.addSubview(myView)
}
func getFrame() -> CGRect {
return CGRectMake(0, 0, 100, 100)
}
}
In Objective C I would have done the initialization in my function.
But what if I want to call an Initializer with parameters which are not set yet?
e.g.
I want to init with a frame which is being calculated in a func()
class ViewController: UIViewController {
//THIS IS NOT WOKRING
let myView: UIView = UIView(frame: getFrame())
override func viewDidLoad() {
super.viewDidLoad()
myView.backgroundColor = UIColor.redColor()
self.view.addSubview(myView)
}
func getFrame() -> CGRect {
return CGRectMake(0, 0, 100, 100)
}
}
I don't wanna do my initializations at two different places in the Code. Is there any general pattern for the initializations?

So your options for initialisation in swift are numerous. With your current example you cannot use the method getFrame() yet because you do not yet have a reference to self as the ViewController has not get been initialised. Instead you could use:
let myView: UIView = UIView(frame: CGRectMake(0, 0, 100, 100))
As this does not require the reference to self. Alternatively you could lazy instantiation which will get run after self is available (this can only be used with var not let:
lazy var myView: UIView = {
return UIView(frame:self.getFrame())
}()
To answer your question, when using UIKit class where you often don't have control over their instantiation you can keep doing it the same was as you were in objective c and use implicitly unwrapped optionals (to prevent you having to use a ! or ? every time you instantiate a variable, e.g.:
var myView: UIView!
override func viewDidLoad(){
super.viewDidLoad();
myView = UIView(frame:getFrame())
}
This however does not work with let constants, as they need to be assigned either immediately or in the constructor of the object. Hope this helps.

Related

Programmatically emptying UIStackView

I have a fairly simple code which, upon clicking a button, adds a randomly colored UIView to a UIStackView, and upon a different button click, removes a random UIView from the UIStackView.
Here's the code:
import UIKit
class ViewController: UIViewController, Storyboarded {
weak var coordinator: MainCoordinator?
#IBOutlet weak var stackView: UIStackView!
var tags: [Int] = []
override func viewDidLoad() {
super.viewDidLoad()
}
#IBAction func buttonPressed(_ sender: UIButton) {
switch sender.tag {
case 10:
let view = UIView(frame: CGRect(x: 0, y: 0, width: stackView.frame.width, height: 20))
var number = Int.random(in: 0...10000)
while tags.contains(number) {
number = Int.random(in: 0...10000)
}
tags.append(number)
view.tag = number
view.backgroundColor = .random()
stackView.addArrangedSubview(view)
case 20:
if tags.count == 0 {
print("Empty")
return
}
let index = Int.random(in: 0...tags.count - 1)
let tag = tags[index]
tags.remove(at: index)
if let view = stackView.arrangedSubviews.first(where: { $0.tag == tag }) {
stackView.removeArrangedSubview(view)
}
default:
break
}
}
}
extension CGFloat {
static func random() -> CGFloat {
return CGFloat(arc4random()) / CGFloat(UInt32.max)
}
}
extension UIColor {
static func random() -> UIColor {
return UIColor(
red: .random(),
green: .random(),
blue: .random(),
alpha: 1.0
)
}
}
I'm not using removeFromSuperview on purpose - since I would (later) want to reuse those removed UIViews, and that is why I'm using removeArrangedSubview.
The issue I'm facing is:
All UIViews are removed as expected (visually of course, I know they're still in the memory) until I reach the last one - which, even though was removed, still appears and filling the entire UIStackView.
What am I missing here?
You can understand removeArrangedSubview is for removing constraints that were assigned to the subview. Subviews are still in memory and also still inside the parent view.
To achieve your purpose, you can define an array as your view controller's property, to hold those subviews, then use removeFromSuperview.
Or use .isHidden property on any subview you need to keep it in memory rather than removing its contraints. You will see the stackview do magical things to all of its subviews.
let subview = UIView()
stackView.addArrangedSubview(subview)
func didTapButton(sender: UIButton) {
subview.isHidden.toggle()
}
Last, addArrangedSubview will do two things: add the view to superview if it's not in superview's hierachy and add contraints for it.

Protocol-Oriented Programming Extension variable init twice

Here is the situation. I have a protocol, and extension of it.
protocol CustomViewAddable {
var aView: UIView { get }
var bView: UIView { get }
func setupCustomView()
}
extension CustomViewAddable where Self: UIViewController {
var aView: UIView {
let _aView = UIView()
_aView.frame = self.view.bounds
_aView.backgroundColor = .grey
// this is for me to observe how many times this aView init.
print("aView: \(_aView)")
return _aView
}
var bView: UIView {
let _bView = UIView(frame: CGRect(x: 30, y: 30, width: 30, height: 30))
_bView.backgroundColor = .yellow
return _bView
}
func setupCustomView() {
view.addSubview(aView);
aView.addSubview(bView);
}
}
And I make a ViewController to conform this protocol then I add this custom 'aView' to my ViewController's view.
class MyVC: UIViewController, CustomViewAddable {
override func viewDidLoad() {
super.viewDidLoad()
setupCustomView()
}
}
I run it. In my console log it prints twice of init and I trying to do something in my custom 'aView' and it failed. (The code I paste above that I simplified so that it'll be very easy to show my intension)
Could anybody to explain why or make a fix to it that I'll be very appreciated.
Because your var aView: UIView is computed variable not store variable,
So every time you call aView, it will create a new UIView,
You can use Associated Objects in NSObject here is some tutorials:
swift-objc-runtime
associated-objects
Hope this may help.
Basically in the way you implemented the setupCustomView method nothing should work because as mentioned in another response you're using a computed property, so this implies that every time you access the property it's created again.
You don't need to use associated-objects or something like that to achieve what you want, you only need to keep the reference of the aView at the beginning avoiding calling it again, in this way:
func setupCustomView() {
let tView = aView // only is computed once
view.addSubview(tView)
tView.addSubview(bView)
}
I hope this help you.

NSButtion action not called when target is different object

I've got an NSButton in a View Controller that, when clicked, should call a method in an instance of another class (I have that instance in the View Controller). However, the action method is never called.
My code is below (it's short and simple). Please can somebody explain why this is?
View Controller class with the button:
class ViewController: NSViewController {
override func viewDidLoad() {
super.viewDidLoad()
let b:NSButton = NSButton(frame: NSRect(x: 150, y: 200, width: 30, height: 30))
self.view.addSubview(b)
let g = Global()
b.target = g
b.action = #selector(g.s)
}
}
Class called 'Global' that I create an instance of, that the button should then call a method within:
class Global:NSObject {
override init() {
super.init()
}
#objc dynamic func s() {
Swift.print("S ran")
}
}
Thanks
Update: For easy reproduction, I've created a GitHub repo showing the issue in its simplest form here.
The problem is that by the time you click the button, target has been set to nil. This is because g is stored as a local variable and target is a weak property, so after viewDidLoad is finished, g is released and the target becomes nil. So, by the time you click the button, there is no object on which to call the action.
You need to store a strong reference to the target somewhere. One way would be to store it as an instance variable on your view controller:
class ViewController: NSViewController {
let g = Global()
override func viewDidLoad() {
super.viewDidLoad()
let b:NSButton = NSButton(frame: NSRect(x: 150, y: 200, width: 30, height: 30))
self.view.addSubview(b)
b.target = g
b.action = #selector(g.s)
}
}

drawRect throws "fatal error: unexpectedly found nil while unwrapping an Optional value" in Xcode playground

Why the below code throws fatal error: unexpectedly found nil while unwrapping an Optional value when run in Xcode playground? I am not sure what is wrong with the below code. Thanks for your help. I haven't tried running it outside playground.
import UIKit
import XCPlayground
class CircularProgressView: UIView {
var progressBackgroundLayer: CAShapeLayer!
var progressLayer: CAShapeLayer!
var iconLayer: CAShapeLayer!
override init(frame: CGRect) {
super.init(frame: frame)
self.setup()
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
self.setup()
}
convenience init() {
self.init(frame: CGRectZero)
}
func setup() {
progressBackgroundLayer = CAShapeLayer(layer: layer)
progressLayer = CAShapeLayer(layer: layer)
iconLayer = CAShapeLayer(layer: layer)
}
override func drawRect(rect: CGRect) {
progressBackgroundLayer.frame = self.bounds
progressLayer.frame = self.bounds
iconLayer.frame = self.bounds
}
}
var progressView = CircularProgressView(frame: CGRectMake(0, 0, 80, 80))
XCPlaygroundPage.currentPage.needsIndefiniteExecution = true
XCPlaygroundPage.currentPage.liveView = progressView
You shouldn't use the init(layer:) initialiser in order to create your CAShapeLayers. From the documentation (emphasis mine):
This initializer is used to create shadow copies of layers, for example, for the presentationLayer method. Using this method in any other situation will produce undefined behavior. For example, do not use this method to initialize a new layer with an existing layer’s content.
Therefore, as the behaviour of calling this initialiser is undefined in this circumstance, it's returning nil in your case – which you're then force unwrapping upon accessing, as it's an implicitly unwrapped optional.
You should instead just create your layers with init(). I would also recommend that you define your layer instances inline, and get rid of the implicitly unwrapped optionals, as they're inherently unsafe. For example:
class CircularProgressView: UIView {
let progressBackgroundLayer = CAShapeLayer()
let progressLayer = CAShapeLayer()
let iconLayer = CAShapeLayer()
...
In order to add the layers to your view, you need to use the addSublayer: method on the view's layer. For example:
func setup() {
layer.addSublayer(progressBackgroundLayer)
layer.addSublayer(progressLayer)
layer.addSublayer(iconLayer)
}
Also, drawRect: is used to draw the contents of your view, and therefore is totally the wrong place to be defining the frames of your layers (which should only occur when the view's bounds changes). You should instead consider doing this in layoutSubviews.
override func layoutSubviews() {
progressBackgroundLayer.frame = bounds
progressLayer.frame = bounds
iconLayer.frame = bounds
}
And finally, this code is pointless:
convenience init() {
self.init(frame: CGRectZero)
}
This is exactly what the UIView implementation of init does already.

Swift delegation and storyboard #IBDesignable issue

Below is just a test of delegation.
What I did was, 1) draw a rectangle, 2) set this rectangle's width of line with a delegate, 3) Hope the storyboard could update its display.
There are two questions:
The first is: If I use "testView.widthdelegate = ViewController()" rather than "testView.widthdelegate = self" , the "var widthValue: CGFloat? = widthdelegate?.trueWidth" will be nil, but it should be 50, what's different between "self" and "ViewController()"?
The second is: I still want to update the result of draw in storyboard, where you can see I did a SetNeedDisplay() but no use at all, how could I do it?
View
import UIKit
protocol widthDelegate: class {
var trueWidth: CGFloat { get }
}
#IBDesignable
class TestView: UIView {
weak var widthdelegate: widthDelegate?
override func drawRect(rect: CGRect) {
var widthValue: CGFloat? = widthdelegate?.trueWidth ?? 1.0
rectangle(widthRefer: widthValue!)
println("width in TestView is \(widthdelegate?.trueWidth)" )
}
func rectangle(#widthRefer: CGFloat) -> UIBezierPath{
var rect = UIBezierPath(rect: CGRect(x: bounds.width/2-50, y: bounds.height/2-50, width: 100, height: 100))
rect.lineWidth = widthRefer
rect.stroke()
return rect
}
}
Controller
import UIKit
class ViewController: UIViewController,widthDelegate {
var trueWidth: CGFloat = 50
#IBOutlet var testView: TestView!{
didSet{ //after the storyboard loaded.
// testView.widthdelegate = ViewController()
testView.widthdelegate = self
testView.setNeedsDisplay()
}
}
}
Answer 1:
self is the actual instance of the class the code is in (correct solution)
ViewController() creates a brand new instance of ViewController which is not identical with the instance created in IB (wrong solution)
Answer 2:
Never implement didSet for an IBOutlet because it's never called during initialization. Better use viewDidLoad() for settings
Some other notes:
Please consider the naming convention that class, protocol and enum names start with a capital letter.
The class constraint in the protocol declaration is not needed