I am trying to make a main menu for an Mac application as a beginning task to learn about Swift. Here is my code, which does not work.
In the AppDelegate
import Foundation
import Cocoa
#NSApplicationMain
class AppDelegate: NSObject, NSApplicationDelegate
{
#IBOutlet weak var window: NSWindow!
//private let mainWindow = NSWindow(frame: NSWindow.mainScreen().bounds)
//let mainWindow = NSWindow()
//let statusItem = NSStatusBar.systemStatusBar().statusItemWithLength(NSSquareStatusItemLength)
func applicationDidFinishLaunching(aNotification: NSNotification)
{
// Insert code here to initialize your application
let menuData = [getMainMenuItems]
//[makeMainMenu, menuData]
}
}
And then in a different project file, named Swift_FileManager
import Foundation
import Cocoa
class menuArrayObject
{
var title: String = ""
var subMenuTitles: [String] = []
}
func getMainMenuItems (menuData:Array<AnyObject>) -> AnyObject
{
//Make a new menu array
var menuData = [AnyObject]()
let arrayObject1 = menuArrayObject()
arrayObject1.title = "Project"
arrayObject1.subMenuTitles = ["New Project","Open Project","Save Project", "Quit Project"]
menuData.append(arrayObject1)
return menuData
}
The code compiles but the function getMainMenuItems is never called.
Can somebody shed some light on the (probably very simple) issue here? Thanks in advance
let menuData = [getMainMenuItems]
This line (probably) isn't doing what you think it's doing. What it's doing is creating an array of [(Array<AnyObject>)->(AnyObject)] type (an array of functions that take an array of AnyObjects as input, and return an AnyObject) – and adding your getMainMenuItems function to it.
It's not calling your function at all.
In order to call a function, you need to use a pair of brackets (), containing the required input. In this case, your getMainMenuItems method expects an array of AnyObjects (although it never appears to actually use them).
For example:
let menuData = getMainMenuItems([/* Insert your objects here */])
Although that all being said, I'm not entirely sure that your getMainMenuItems function actually needs an input, as you never use it. I think you're looking for something like this:
func getMainMenuItems() -> [MenuArrayObject] {
// create an empty array of MenuArrayObjects
var menuData = [MenuArrayObject]()
let arrayObject1 = MenuArrayObject()
arrayObject1.title = "Project"
arrayObject1.subMenuTitles = ["New Project","Open Project","Save Project", "Quit Project"]
menuData.append(arrayObject1)
return menuData
}
Note that the function no longer has an input, and I've replaced AnyObject with [MenuArrayObject]. It's best to be as type specific as you can in Swift (and pretty much every other OOP language), so you should really steer away from AnyObject unless you have good reason to use it.
Now you can just invoke your function like this:
let menuData = getMainMenuItems()
and it will return an array of MenuArrayObjects.
If you're trying to make the function so that it'll add an object to an already existing array, then you can use an inout parameter in your function. This will let you pass an array into your function, which it can modify.
For example:
func getMainMenuItems(inout menuData:[MenuArrayObject]) {
let arrayObject1 = MenuArrayObject()
arrayObject1.title = "Project"
arrayObject1.subMenuTitles = ["New Project","Open Project","Save Project", "Quit Project"]
menuData.append(arrayObject1)
}
You can then call it like so:
// an existing array of MenuArrayObjects
var menuDataArray = [MenuArrayObject]()
// call function with array – which it will append an element to
getMainMenuItems(&menuDataArray)
The code let menuData = [getMainMenuItems] is just creating an array containing the function. I'm guessing that you mean to call the function instead. That looks something like:
let menuData = getMainMenuItems([])
In applicationDidFinishLaunching you need to instantiate menuArrayObject:
let myMenuArray = menuArrayObject()
And then call it:
let menuData = myMenuArray.getMainMenuItems()
Your getMainMenuItems method, it seems looking at what you wrote in the method, should be defined as:
func getMainMenuItems() -> [AnyObject]
Related
I am getting values from a firebase real-time database. I want to store these values into an array and display them in a UITableView. Here is what is happening:
I have defined the Array before my viewDidLoad() function as the following:
var taskTitles: [Task] = []
In my viewDidLoad() function I am calling another function to generate the array:
override func viewDidLoad() {
super.viewDidLoad()
//Setting the Title for the nav bar
title = "To Do List"
configureNavigationItems()
taskTitles = createArray() // creating the array of tasks in db
tableView.delegate = self
tableView.dataSource = self
}
In this function, I am passing information to my classes. Task and TaskCell. They are simply just handling the Title of the task.
func createArray() -> [Task] {
taskRef = Database.database().reference(withPath: "Tasks")
//getting values from db, storing them in an array.
refHandle = taskRef?.observe(DataEventType.value, with: { snapshot in
for taskSnapshot in snapshot.children {
let nodeA = taskSnapshot as! DataSnapshot
let keyA = nodeA.key
let theTask = Task(title: String(keyA))
self.taskTitles.append(theTask)
print("In the FOR Loop --> ", self.taskTitles)
}
print("outside of FOR Loop --> ", self.taskTitles)
})
print("outside of observe func --> ", taskTitles)
return taskTitles
}
}
However, it doesn't seem to save my items into the array. I did some debugging to figure where things were going wrong. Hopefully, the picture below can clarify:
Any idea what the issue is?
Your call to taskRef?.observe is asynchronous. That is why you see "outside of observe func --> []" printed before the other lines.
What is happening is that your createArray() function calls observe and then returns taskTitles which is still empty. Then your view finishes loading and shows (presumably) an empty table. After this the observe function calls your closure with the snapshot and you update taskTitles, but at this point tableView is already on screen and empty and you would have to take further actions to reload it (like, for example, calling reloadData() on it).
It is perhaps also worth mentioning that you are modifying your property in that function, then returning it, and assigning it to itself. This is perhaps redundant.
I have created one array like below
var childControllers = NSArray()
childControllers = NSArray(objects: OBDPage1, OBDPage2, OBDPage3, OBDPage4)
self.loadScrollView(page: 0)// calling method
now I want to use array object like below
func loadScrollView(page: Int){ // method
if page >= childControllers.count {
return
}
// replace the placeholder if necessary
let controller: OBDPage1ViewController? = childControllers[page]
}
but I am getting below error
Swift-CarAssist/Swift-CarAssist/OBDCarMonitorDeatilViewController.swift:90:67: Cannot convert value of type 'Any' to specified type 'OBDPage1ViewController?'
can any one tell me where I am going wrong as I am new to swift.
Thanks in advance.
Priyanka
Working in Swift you should use Swift Array rather than NSArray
var childControllers = [UIViewController]()
childControllers = [OBDPage1,OBDPage2,OBDPage3,OBDPage4]
self.loadScrollView(page: 0)// calling method
then
func loadScrollView(page: Int){ // method
if page >= childControllers.count {
return
}
// replace the placeholder if necessary
let controller = childControllers[page] as? OBDPage1ViewController
}
Try this:
let controller = childControllers[page] as! OBDPage1ViewController
You have to explicitly cast the array value as an OBDPage1ViewController, otherwise it is just of type Any.
Edit:
To be more safe, it is recommended that you perform this using if-let conditional binding.
if let controller = childControllers[page] as? OBDPage1ViewController {
//do something
}
I am learning how to build apps and working with Swift for this project.
I had a buddy help me pull data in from a website and it looks like he created classes with variables and mapped them to certain extensions (IE "Username") so when I call the variable data such as profile I would call it. The below uses luck_30 able to store "Stats.luck_30"
luck_30.text = profile.luck_30
So inside one of my variables that is in this "Profile" class is setup into an array. I can pull the array out of the class, but I can't seem to do for while statement replacing the [#] with a variable from the for command.
func aliveWorkers(profile: Profile) -> NSNumber{
var myworkers : Array = profile.workers!
//this test works and returns the proper value
var testworker: NSNumber = myworkers[0].alive!
println("The satus of the test worker is " + testworker.description)
/* This code is giving error "Could not find member alive" it does not ifor var
for ifor in myworkers{
var thisworker: NSNumber = myworkers[ifor].alive! as NSNumber
}
*/
return 42
}
Your variable ifor is not a counter, it is an actual object. You could do something like this:
for worker in myWorkers {
let workerIsAlive = worker.alive!
}
Alternatively, if you need the index,
for i in 0 ..< myWorkers.count {
let worker = myWorkers[i]
let workerIsAlive = worker.alive!
}
If you need both:
for (i, worker) in enumerate(myWorkers) {
let workerIsAlive = worker.alive!
}
And as a matter of style, I would stay away from NSNumber and use Int or Bool or whatever the data actually is. Also, it looks like the alive variable should not be optional, as you're unwrapping it everywhere. To avoid "mysterious" crashes later, you may want to think about making it a non-optional type.
when using a for in loop, your loop variable isn't an index, its the objects you're looping through. so..
func aliveWorkers() {
var myworkers = [1, 2, 3]
//this test works and returns the proper value
let testworker = myworkers[0]
print("The satus of the test worker is \(testworker)")
for ifor in myworkers {
print(ifor)
}
}
Notice a few things... you don't need to use + to concatenate those strings. you can just use string interpolation. \(variable) inserts the value of variable in the string.
Try to use let instead of var when you don't change the variable. You don't need to explicitly define type on variables either.
i use the following function to retrieve a random person from an array:
func getRandomPerson() -> String{
if(personArray.isEmpty){
return ""
} else {
var tempArray: [String] = []
for person in personArray{
tempArray += [person.getName()]
}
var unsignedArrayCount = UInt32(tempArray.count)
var unsignedRandomNumber = arc4random_uniform(unsignedArrayCount)
var randomNumber = Int(unsignedRandomNumber)
if tempArray.isEmpty {
return ""
} else {
return tempArray[randomNumber]
}
}
}
I would like to use this function inside an array of strings, Like this:
var theDares: [String] = ["Dare1 \(getRandomPerson())", "Dare2", "Dare3", "Dare4", "Dare5"]
But when i use the functions, it only runs the function once. Can you make the function run everytime you use the "Dare1" in this instance.
Thanks in advance
I think you are asking if you can set up your array so every time you fetch the object at index 0, it re-builds the value there.
The short answer is no. Your code is creating an array of strings, and the item at index 0 is built ONCE using a function call.
However, it is possible to make a custom class implement the subscript operator. You could create a custom object that looks like an array and allows you to index into it using an Int index. In response to the index operator you could run custom code that built and returned a random string.
Since it sounds like you're a beginning programmer creating a custom class the implements the subscript operator might be beyond your current abilities however.
Try like this:
let personArray = ["John", "Steve", "Tim"]
var randomPerson: String {
return personArray.isEmpty ? "" : personArray[Int(arc4random_uniform(UInt32(personArray.count)))]
}
println(randomPerson) // "Steve"
I'm trying and failing to create an instance of AudioServicesSystemSoundCompletionProc for an argument in AudioServicesAddSystemSoundCompletion using Swift in Xcode.
Here's what I've got so far
func completionCallback(ssID:SystemSoundID,clientData:UnsafeMutablePointer<Void>) -> Void {
}
var foo:(ssID:SystemSoundID,clientData:UnsafeMutablePointer<Void>) -> Void = completionCallback;
AudioServicesAddSystemSoundCompletion(soundID, nil, nil, foo, nil);
I wrote this with the help of some guides explaining how to write equivalent C Function Pointers in Swift, but this throws this error:
'(ssID: SystemSoundID, clientData: UnsafeMutablePointer<Void>) -> Void' is not convertible to 'AudioServicesSystemSoundCompletionProc'
The documentation shows the Objective-C declaration:
typedef void (*AudioServicesSystemSoundCompletionProc) ( SystemSoundID ssID, void *clientData );
This is declaration shown when using Xcode:
typealias AudioServicesSystemSoundCompletionProc = CFunctionPointer<((SystemSoundID, UnsafeMutablePointer<Void>) -> Void)>
I'm not sure how to implement AudioServicesSystemSoundCompletionProc correctly in Swift.
You could do it as a closure, as of Swift 2.0.
AudioServicesAddSystemSoundCompletion(soundID, nil, nil, { (soundID, clientData) -> Void in
// Your completion callback...
AudioServicesDisposeSystemSoundID(soundID)
}, nil)
Further info from Apple (scroll down to Function Pointers):
C function pointers are imported into Swift as closures
David's answer is correct. But just to clarify, AudioServicesSystemSoundCompletionProc needs to be done in objective-c, then bridged across to swift. You can either write an implementation yourself, or... it is already done for you here: https://gist.github.com/jparishy/7b76edf8d0fcca1d63b0 (as mentioned by David)
You need to go to that link, download the files FunctionPointer.h and FunctionPointer.c, put it in your project folder, then link it to swift using bridging header.
To do that:
Go to your project's build settings, scroll down to where it says Objective-C Bridging Header, edit the content to "YourProject/Bridging-Header.h" (where YourProject is the name of your project)
Create an objective-c header file in your project, and name it Bridging-Header.h
Inside the header file, add #import "FunctionPointer.h"
Now you can access FunctionPointer anywhere inside your swift project... sweet
Back to the compeletion handler, in your code, where you want to use AudioServicesAddSystemSoundCompletion, do something like this:
// at the top of the class
var functionPointer: AudioServicesCompletionFunctionPointer?
// in the code
var me = self
let userData = withUnsafePointer(&me) { ptr in
return unsafeBitCast(ptr, UnsafeMutablePointer<Void>.self)
}
self.functionPointer = AudioServicesCompletionFunctionPointer(systemSoundID: soundId, block: {(systemSoundID: SystemSoundID, userData: UnsafeMutablePointer<Void>) -> () in
// sound has ended, do your stuff here
}, userData: userData)
AudioServicesAddSystemSoundCompletion(soundId, CFRunLoopGetMain(), kCFRunLoopDefaultMode, AudioServicesCompletionFunctionPointer.completionHandler(), userData)
where you'll have to change NSObject to TheClassYou'reUsingThisIn and soundId to your soundId
let myData = unsafeBitCast(self, UnsafeMutablePointer<Void>.self)
AudioServicesAddSystemSoundCompletion(YOUR_SOUND_ID, CFRunLoopGetMain(), kCFRunLoopDefaultMode,{ (mSound, mVoid) in
let me = unsafeBitCast(mVoid, YOURCURRENTCLASS.self)
//me it is your current object so if yo have a variable like
// var someVar you can do
print(me.someVar)
}, myData)
The answer for this can be seen here: https://gist.github.com/jparishy/7b76edf8d0fcca1d63b0
Solution by Julius Parishy (https://stackoverflow.com/users/1164263/julius-parishy)
This works in Swift 3:
let weakSelf = UnsafeMutableRawPointer(Unmanaged.passUnretained(self).toOpaque())
let error = AudioServicesAddSystemSoundCompletion(soundId,
nil,
nil,
{soundId, weakSelfPointer in
guard let weakSelfPointer = weakSelfPointer else {
return
}
let weakSelfValue = Unmanaged<NAME_OF_SELF_CLASS>.fromOpaque(weakSelfPointer).takeUnretainedValue()
// Then you can use `weakSelfValue` as you would do with `self`.
weakSelfValue.A_METHOD_OF_SELF
}, weakSelf)