So I have this array var arrayItinerario: Array<Any> = [] which is intended to hold arrays of type Itinerario, var temporalArray: Array<Itinerario> = []
Next, this arrayItinerario would later be used to access properties from the struct Itinerario from where the array temporalArray type comes from.
cell.siteLabel.text = "\([arrayItinerario[indexPath.section]][indexPath.row].ubicacion)"
The problem is that arrayItinerario is not an Itinerario type object which make it impossible to access ubicacion to make an example
I have tried
let object = [arrayItinerario[indexPath.section]][indexPath.row] as! Itinerario
But the cast throws an error. How can I do to access properties from the arrays temporalArraythat are inside arrayItinerario?
Note: I am using indexPath because I am filling table cells
var arrayItinerario: [[Itinerario]] = []
//fill data
var temporalArray: [Itinerario] = []
arrayItinerario.append(temporalArray)
cell.siteLabel.text = "\(arrayItinerario[indexPath.section][indexPath.row].ubicacion)"
or
var arrayItinerario: Array<Any> = []
var temporalArray: Array<Itinerario> = []
guard let temp = arrayItinerario[indexPath.section] as? Array<Itinerario>{
return
}
cell.siteLabel.text = "\(temp[indexPath.row].ubicacion)"
Here's an implementation I've used in a few projects:
import Foundation
class Array2D<T> {
var cols:Int, rows:Int
var matrix:[T?]
init(cols: Int, rows: Int, defaultValue:T?) {
self.cols = cols
self.rows = rows
matrix = Array(repeating: defaultValue, count: cols*rows)
}
subscript(col:Int, row:Int) -> T? {
get{
return matrix[cols * row + col]
}
set{
matrix[cols * row + col] = newValue
}
}
func colCount() -> Int { self.cols }
func rowCount() -> Int { self.rows }
}
Because it's generic you can store whatever type you like in it. Example for Ints:
// Create 2D array of Ints, all set to nil initially
let arr = Array2D<Int>(cols: 10, rows: 10, defaultValue: nil)
My JSON data look like this image below. Now I wanna merge the value of Shop Type and Promotion into one to use as collection view data. How can I do that?
I just filter the response data from the server like this:
var dataBanDau: [SDFilterModel] = []
var quickData: [SDFilterModel] = []
let filters: [SDFilterModel] = data
self.filterEntries = filters
//let nsarray = NSArray(array: self.filterEntries! , copyItems: true)
// self.filterEntriesStoreConstant = nsarray as! Array
self.dataBanDau = filters
for i in 0..<self.dataBanDau.count {
if self.dataBanDau[i].search_key.count == 0 {
self.quickData.append(self.dataBanDau[i])
}
}
self.quickData = self.quickData.filter {
$0.type != "range"
}
DispatchQueue.main.async {
//Note: Reload TableView
self.quickFilterCollection.reloadData()
completed(true)
}
}
the class SDFilterModel:
class SDFilterModel: DSBaseModel {
var name = String()
var type = String()
var is_expanded = Int()
var search_key = String()
var filterEntries : [SDFilterModel]?
override func copy(with zone: NSZone? = nil) -> Any {
// This is the reason why `init(_ model: GameModel)`
// must be required, because `GameModel` is not `final`.
let copy = SDFilterModel(dict: self.dictionary)
if let arrAttribute = NSArray(array: self.value , copyItems: true) as? [AttributeValueModel] {
copy.value = arrAttribute
}
return copy
}
override init(dict: Dictionary<String, Any>) {
super.init(dict: dict);
value = self.valueParse()
name = dict.getString(forKey: "name")
type = dict.getString(forKey: "type")
search_key = dict.getString(forKey: "search_key")
is_expanded = dict.getInt(forKey: "is_expanded")!
}
required init?(coder aDecoder: NSCoder) {
super.init(coder: aDecoder)
}
var value: [AttributeValueModel] = [];
func valueParse()-> [AttributeValueModel] {
guard let childs = (self.dictionary["value"]) as? [Dictionary<String, AnyObject>]
else { return [] }
var output: [AttributeValueModel] = [];
for aDict in childs {
let item = AttributeValueModel(dict:aDict);
// if type == .Range && item.option_id == "0" {
// item.setRangeOptionID(aValue: item.option_name!)
// }
//
output.append(item);
}
return output;
}
Let be Assume you have let myArray = [1,2,3,4,5,6,7,8]
Now you wanted to square of each and every element in the array,
With for loop you do like this
for item in myArray {
print(item * item)
}
Now assume item = $0
With for map you jus do
myArray.map({ $0 * $0 })
Both will gave same output.
map : Use to do same operation on every element of array.
flatmap : It is used to flattern the array of array.
let myArr = [[1,2,3],[4,5,6,7]]
and you want o/p as [1,2,3,4,5,6,7]
So can get above output with myArr.flatMap({$0})
Now back to your question.
let reqArray = myModel.data.map({ $0.value }).flatMap({ $0 })
First, map gaves you array-of-array of key value but you need a single array, so for that you need to use flatmap.
You can take ref : https://medium.com/#Dougly/higher-order-functions-in-swift-sorted-map-filter-reduce-dff60b5b6adf
Create the models like this
struct Option {
let name: String
let searchKey: String
let id: String
}
struct Model {
let type: String
let name: String
let isExpanded: Bool
let value: [Option]
}
You should get the options array values and join all the arrays
let models:[Model] = //...
let collectionViewArray = models.map { $0.value }.reduce([Option](), +)
Using for loop
var collectionViewArray = [Option]()
for model in models {
collectionViewArray.append(contentsOf: model.value)
}
Writing the question and answer from here, I'm curious to know if there is any simpler way to write the following:
var nums = [1,2,3]
let sum1 = nums.reduce([Int]()){
let temp = $0
temp.append($1)
return temp
}
I know I can do:
var nums = [1,2,3]
let sum1 = nums.reduce([Int]()){
return $0 + [$1]
}
But that comes off as a hack.
To explain this better, I want to get closer to the example (from docs) below, just that it should be for an array:
let numbers = [1, 2, 3, 4]
let numberSum = numbers.reduce(0, { x, y in
x + y
})
EDIT:
Since folks asked what was I trying to achieve:
I was doing the leetcode's group Anagram's challenge.
My solution was:
struct WordTraits: Equatable{
let count: Int
let charactersSet: Set<Character>
}
struct Word: Equatable{
let string: String
let wordTraits: WordTraits
}
class Solution{
func groupAnagrams(_ strs: [String]) -> [[String]]{
var words : [Word] = []
var answers : [(traits: WordTraits, words: [Word])] = []
var count = 0
strs.forEach{ str in
count += 1
let count = str.count
let string = str
let characterSet = Set(str)
let wordTraits = WordTraits(count: count, charactersSet: characterSet)
let word = Word(string: string, wordTraits: wordTraits)
words.append(word)
}
while words.count != 0{
let word = words[0]
let traits = word.wordTraits
var isWordAdded = false
for (i, answer) in answers.enumerated(){
if answer.traits == traits{
answers[i].words.append(word)
isWordAdded = true
break
}
}
if !isWordAdded{
answers.append((traits: traits, words:[word]))
}
words.removeFirst()
}
let emptyArray : [[String]] = []
let finalAnswer = answers.reduce(emptyArray, { total, answer in
let strings : [String] = answer.words.reduce([String](), {
return $0 + [$1.string]
})
return total + [strings]
})
return finalAnswer
}
}
let s = Solution()
print(s.groupAnagrams(["ate", "eta", "beta", "abet"])) // [["ate", "eta"], ["beta", "abet"]]
reduce(..) has to know which type it is working with. To infer this it can use the return type or the type of the first argument. So you can also write:
var nums = [1,2,3]
let sum1: [Int] = nums.reduce([]){
return $0 + [$1]
}
[$1] can't be replaced with $1 because +-operator between value and collection is undefined.
Nope. But you can add it:
extension Array {
func appending(_ newElement: Element) -> Array<Element> {
return self + [newElement]
}
func appending(contentsOf sequence: Sequence) -> Array<Element> {
return self + sequence
}
}
Um, how about the + operator?
let nums = [1, 3, 5]
let more = nums + [7]
Your code is trying to convert a complex structure to an array of arrays. You can use map for this.
This should work:
let finalAnswer = answers.map { answer in
answer.words.map {
$0.string
}
}
Edit:
I was able to solve it using minimal code:
class Solution {
func groupAnagrams(_ words: [String]) -> [[String]] {
let processedWords = words.map {
(key: String($0.sorted()), value: $0)
}
return Dictionary(grouping: processedWords, by: { $0.key }).map { groupedValue in
groupedValue.value.map {
$0.value
}
}
}
}
You've greatly overcomplicated your computation of "final answers". It could just be:
return answers.map { $0.words.map { $0.string } }
I created an array of objects:
var fullMonthlyList = [SimulationMonthly]()
The class here:
class SimulationMonthly {
var monthlyMonthDuration: NSNumber = 0
var monthlyYearDuration: NSNumber = 0
var monthlyFullAmount: NSNumber = 0
var monthlyAmount: Int = 0
init(monthlyMonthDuration: NSNumber, monthlyYearDuration: NSNumber, monthlyFullAmount: NSNumber, monthlyAmount: Int){
self.monthlyMonthDuration = monthlyMonthDuration
self.monthlyYearDuration = monthlyYearDuration
self.monthlyFullAmount = monthlyFullAmount
self.monthlyAmount = monthlyAmount
}
}
I just did append to populate it, now I want to find for example if they're an existing value, for example monthlyAmount equals to "194" by search in the array, how can I do ? I have tried filter and contains but I get errors.
What I've tried:
if self.fullMonthlyList.filter({ $0.monthlyAmount == self.monthlyAmount.intValue }) { ... }
Error:
Cannot invoke 'filter' with an argument list of type '((SimulationMonthly) throws -> Bool)'
You can do:
if let sim = fullMonthlyList.first(where: { $0.monthlyAmount == 194 }) {
// Do something with sim or print that the object exists...
}
This will give you the first element in your array where monthlyAmount equals 194.
If you want all elements with that condition, you can use filter:
let result = fullMonthlyList.filter { $0.monthlyAmount == 194 }
If you don't need the object at all but you just want to know if one exists, then contains would be enough:
let result = fullMonthlyList.contains(where: { $0.monthlyAmount == 194 })
Here's a simple playground example of filtering objects based on matching a property. You should be able to expand it to your situation.
class Item {
var value: Int
init(_ val: Int) {
value = val
}
}
var items = [Item]()
for setting in 0..<5 {
items.append(Item(setting))
}
func select(_ with: Int) -> [Item] {
return items.filter { $0.value == with }
}
let found = select(3)
Suppose I have an array and I want to pick one element at random.
What would be the simplest way to do this?
The obvious way would be array[random index]. But perhaps there is something like ruby's array.sample? Or if not could such a method be created by using an extension?
Swift 4.2 and above
The new recommended approach is a built-in method on the Collection protocol: randomElement(). It returns an optional to avoid the empty case I assumed against previously.
let array = ["Frodo", "Samwise", "Merry", "Pippin"]
print(array.randomElement()!) // Using ! knowing I have array.count > 0
If you don't create the array and aren't guaranteed count > 0, you should do something like:
if let randomElement = array.randomElement() {
print(randomElement)
}
Swift 4.1 and below
Just to answer your question, you can do this to achieve random array selection:
let array = ["Frodo", "Samwise", "Merry", "Pippin"]
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
print(array[randomIndex])
The castings are ugly, but I believe they're required unless someone else has another way.
Riffing on what Lucas said, you could create an extension to the Array class like this:
extension Array {
func randomItem() -> Element? {
if isEmpty { return nil }
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
For example:
let myArray = [1, 2, 3, 4, 5, 6, 7, 8, 10, 12, 14, 16]
let myItem = myArray.randomItem() // Note: myItem is an Optional<Int>
Swift 4 version:
extension Collection where Index == Int {
/**
Picks a random element of the collection.
- returns: A random element of the collection.
*/
func randomElement() -> Iterator.Element? {
return isEmpty ? nil : self[Int(arc4random_uniform(UInt32(endIndex)))]
}
}
In Swift 2.2 this can be generalised so that we have:
UInt.random
UInt8.random
UInt16.random
UInt32.random
UInt64.random
UIntMax.random
// closed intervals:
(-3...3).random
(Int.min...Int.max).random
// and collections, which return optionals since they can be empty:
(1..<4).sample
[1,2,3].sample
"abc".characters.sample
["a": 1, "b": 2, "c": 3].sample
First, implementing static random property for UnsignedIntegerTypes:
import Darwin
func sizeof <T> (_: () -> T) -> Int { // sizeof return type without calling
return sizeof(T.self)
}
let ARC4Foot: Int = sizeof(arc4random)
extension UnsignedIntegerType {
static var max: Self { // sadly `max` is not required by the protocol
return ~0
}
static var random: Self {
let foot = sizeof(Self)
guard foot > ARC4Foot else {
return numericCast(arc4random() & numericCast(max))
}
var r = UIntMax(arc4random())
for i in 1..<(foot / ARC4Foot) {
r |= UIntMax(arc4random()) << UIntMax(8 * ARC4Foot * i)
}
return numericCast(r)
}
}
Then, for ClosedIntervals with UnsignedIntegerType bounds:
extension ClosedInterval where Bound : UnsignedIntegerType {
var random: Bound {
guard start > 0 || end < Bound.max else { return Bound.random }
return start + (Bound.random % (end - start + 1))
}
}
Then (a little more involved), for ClosedIntervals with SignedIntegerType bounds (using helper methods described further below):
extension ClosedInterval where Bound : SignedIntegerType {
var random: Bound {
let foot = sizeof(Bound)
let distance = start.unsignedDistanceTo(end)
guard foot > 4 else { // optimisation: use UInt32.random if sufficient
let off: UInt32
if distance < numericCast(UInt32.max) {
off = UInt32.random % numericCast(distance + 1)
} else {
off = UInt32.random
}
return numericCast(start.toIntMax() + numericCast(off))
}
guard distance < UIntMax.max else {
return numericCast(IntMax(bitPattern: UIntMax.random))
}
let off = UIntMax.random % (distance + 1)
let x = (off + start.unsignedDistanceFromMin).plusMinIntMax
return numericCast(x)
}
}
... where unsignedDistanceTo, unsignedDistanceFromMin and plusMinIntMax helper methods can be implemented as follows:
extension SignedIntegerType {
func unsignedDistanceTo(other: Self) -> UIntMax {
let _self = self.toIntMax()
let other = other.toIntMax()
let (start, end) = _self < other ? (_self, other) : (other, _self)
if start == IntMax.min && end == IntMax.max {
return UIntMax.max
}
if start < 0 && end >= 0 {
let s = start == IntMax.min ? UIntMax(Int.max) + 1 : UIntMax(-start)
return s + UIntMax(end)
}
return UIntMax(end - start)
}
var unsignedDistanceFromMin: UIntMax {
return IntMax.min.unsignedDistanceTo(self.toIntMax())
}
}
extension UIntMax {
var plusMinIntMax: IntMax {
if self > UIntMax(IntMax.max) { return IntMax(self - UIntMax(IntMax.max) - 1) }
else { return IntMax.min + IntMax(self) }
}
}
Finally, for all collections where Index.Distance == Int:
extension CollectionType where Index.Distance == Int {
var sample: Generator.Element? {
if isEmpty { return nil }
let end = UInt(count) - 1
let add = (0...end).random
let idx = startIndex.advancedBy(Int(add))
return self[idx]
}
}
... which can be optimised a little for integer Ranges:
extension Range where Element : SignedIntegerType {
var sample: Element? {
guard startIndex < endIndex else { return nil }
let i: ClosedInterval = startIndex...endIndex.predecessor()
return i.random
}
}
extension Range where Element : UnsignedIntegerType {
var sample: Element? {
guard startIndex < endIndex else { return nil }
let i: ClosedInterval = startIndex...endIndex.predecessor()
return i.random
}
}
You can use Swift's built-in random() function as well for the extension:
extension Array {
func sample() -> Element {
let randomIndex = Int(rand()) % count
return self[randomIndex]
}
}
let array = [1, 2, 3, 4]
array.sample() // 2
array.sample() // 2
array.sample() // 3
array.sample() // 3
array.sample() // 1
array.sample() // 1
array.sample() // 3
array.sample() // 1
Another Swift 3 suggestion
private extension Array {
var randomElement: Element {
let index = Int(arc4random_uniform(UInt32(count)))
return self[index]
}
}
Following others answer but with Swift 2 support.
Swift 1.x
extension Array {
func sample() -> T {
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
Swift 2.x
extension Array {
func sample() -> Element {
let index = Int(arc4random_uniform(UInt32(self.count)))
return self[index]
}
}
E.g.:
let arr = [2, 3, 5, 7, 9, 11, 13, 17, 19, 23, 29, 31]
let randomSample = arr.sample()
An alternative functional implementation with check for empty array.
func randomArrayItem<T>(array: [T]) -> T? {
if array.isEmpty { return nil }
let randomIndex = Int(arc4random_uniform(UInt32(array.count)))
return array[randomIndex]
}
randomArrayItem([1,2,3])
Here's an extension on Arrays with an empty array check for more safety:
extension Array {
func sample() -> Element? {
if self.isEmpty { return nil }
let randomInt = Int(arc4random_uniform(UInt32(self.count)))
return self[randomInt]
}
}
You can use it as simple as this:
let digits = Array(0...9)
digits.sample() // => 6
If you prefer a Framework that also has some more handy features then checkout HandySwift. You can add it to your project via Carthage then use it exactly like in the example above:
import HandySwift
let digits = Array(0...9)
digits.sample() // => 8
Additionally it also includes an option to get multiple random elements at once:
digits.sample(size: 3) // => [8, 0, 7]
Swift 3
import GameKit
func getRandomMessage() -> String {
let messages = ["one", "two", "three"]
let randomNumber = GKRandomSource.sharedRandom().nextInt(upperBound: messages.count)
return messages[randomNumber].description
}
Swift 3 - simple easy to use.
Create Array
var arrayOfColors = [UIColor.red, UIColor.yellow, UIColor.orange, UIColor.green]
Create Random Color
let randomColor = arc4random() % UInt32(arrayOfColors.count)
Set that color to your object
your item = arrayOfColors[Int(randomColor)]
Here is an example from a SpriteKit project updating a SKLabelNode with a random String:
let array = ["one","two","three","four","five"]
let randomNumber = arc4random() % UInt32(array.count)
let labelNode = SKLabelNode(text: array[Int(randomNumber)])
If you want to be able to get more than one random element out of your array with no duplicates, GameplayKit has you covered:
import GameplayKit
let array = ["one", "two", "three", "four"]
let shuffled = GKMersenneTwisterRandomSource.sharedRandom().arrayByShufflingObjects(in: array)
let firstRandom = shuffled[0]
let secondRandom = shuffled[1]
You have a couple choices for randomness, see GKRandomSource:
The GKARC4RandomSource class uses an algorithm similar to that employed in arc4random family of C functions. (However, instances of this class are independent from calls to the arc4random functions.)
The GKLinearCongruentialRandomSource class uses an algorithm that is faster, but less random, than the GKARC4RandomSource class. (Specifically, the low bits of generated numbers repeat more often than the high bits.) Use this source when performance is more important than robust unpredictability.
The GKMersenneTwisterRandomSource class uses an algorithm that is slower, but more random, than the GKARC4RandomSource class. Use this source when itβs important that your use of random numbers not show repeating patterns and performance is of less concern.
I find using GameKit's GKRandomSource.sharedRandom() works best for me.
import GameKit
let array = ["random1", "random2", "random3"]
func getRandomIndex() -> Int {
let randomNumber = GKRandomSource.sharedRandom().nextIntWithUpperBound(array.count)
return randomNumber
or you could return the object at the random index selected. Make sure the function returns a String first, and then return the index of the array.
return array[randomNumber]
Short and to the point.
There is a built-in method on Collection now:
let foods = ["π", "π", "π£", "π"]
let myDinner = foods.randomElement()
If you want to extract up to n random elements from a collection you can add an extension like this one:
extension Collection {
func randomElements(_ count: Int) -> [Element] {
var shuffledIterator = shuffled().makeIterator()
return (0..<count).compactMap { _ in shuffledIterator.next() }
}
}
And if you want them to be unique you can use a Set, but the elements of the collection must conform to the Hashable protocol:
extension Collection where Element: Hashable {
func randomUniqueElements(_ count: Int) -> [Element] {
var shuffledIterator = Set(shuffled()).makeIterator()
return (0..<count).compactMap { _ in shuffledIterator.next() }
}
}
Latest swift3 code try it its working fine
let imagesArray = ["image1.png","image2.png","image3.png","image4.png"]
var randomNum: UInt32 = 0
randomNum = arc4random_uniform(UInt32(imagesArray.count))
wheelBackgroundImageView.image = UIImage(named: imagesArray[Int(randomNum)])
I figured out a very different way to do so using the new features introduced in Swift 4.2.
// ππΌ - 1
public func shufflePrintArray(ArrayOfStrings: [String]) -> String {
// - 2
let strings = ArrayOfStrings
//- 3
var stringans = strings.shuffled()
// - 4
var countS = Int.random(in: 0..<strings.count)
// - 5
return stringans[countS]
}
we declared a function with parameters taking an array of Strings and returning a String.
Then we take the ArrayOfStrings in a variable.
Then we call the shuffled function and store that in a variable. (Only supported in 4.2)
Then we declare a variable which saves a shuffled value of total count of the String.
Lastly we return the shuffled string at the index value of countS.
It is basically shuffling the array of strings and then also have a random pick of number of the total number of count and then returning the random index of the shuffled array.