Swipe UIImageView array loop - arrays

i am new here and I am also a beginner in Swift!
I am trying to create an UIImageView to swipe left and right, when i get to the last image the app crash, the same crash happen if i am in the first image and try to swipe to the right!
What i wanna do is when my array of Images reaches the last image send me back to the First image in a loop, can anyone help me please?
Thank you in advance!!!
Here is my code;
func swiped(gesture: UIGestureRecognizer) {
CATransaction.begin()
CATransaction.setAnimationDuration(animationDuration)
CATransaction.setCompletionBlock {
let delay = dispatch_time(DISPATCH_TIME_NOW, Int64(self.switchingInterval * NSTimeInterval(NSEC_PER_SEC)))
dispatch_after(delay, dispatch_get_main_queue()) {
}
}
let transition = CATransition()
transition.type = kCATransitionFade
chracters.layer.addAnimation(transition, forKey: kCATransition)
CATransaction.commit()
if let swipeGesture = gesture as? UISwipeGestureRecognizer {
switch swipeGesture.direction {
case UISwipeGestureRecognizerDirection.Right :
print("User swiped right")
// decrease index
imageIndex -= 1
// check if index is in range
if swipePosition > imageList.count-1{
// Do Nothing
} else {
swipePosition += 1
}
chracters.image = UIImage(named: imageList[imageIndex])
case UISwipeGestureRecognizerDirection.Left:
print("User swiped Left")
// increase index first
imageIndex += 1
// check if index is in range
if swipePosition == 0 {
//Do Nothing
} else {
swipePosition -= 1
}
chracters.image = UIImage(named: imageList[imageIndex])
default:
break;
//stops the code
}
}
}

First your condition seems to be amiguous, you can use swipePosition itself instead of imageIndex. Secondly your chracters.image should inside the if/else block. Below is the updated snippet. If you want to use imageIndex you can change it accordingly. Also added the code to switch from last image to first image and first image to last.
if swipePosition > imageList.count-1{
swipePosition = 0
chracters.image = UIImage(named:imageList[swipePosition]
} else {
chracters.image = UIImage(named:imageList[swipePosition]
swipePosition += 1
}
case UISwipeGestureRecognizerDirection.Left:
print("User swiped Left")
// check if index is in range
if swipePosition == 0 {
swipePosition = imageList.count-1
chracters.image = UIImage(named:imageList[swipePosition]
} else {
chracters.image = UIImage(named:imageList[swipePosition]
swipePosition -= 1
}

Related

iOS 11 UINavigationBar bar button items alignment

I am upgrading my application to iOS 11 and I am seeing some problems with the navigation bar, part of my problems have already asked questions here, so I won't mention them in this question.
The particular problem in question is that the navigation bar's bar button items are spaced differently. My main left and right bar button items are closer to the screen's horizontal center now and I can't move them near to the screen edges. In the past I have used a custom UIButton subclass and created bar button items with custom view. The alignment solution were alignmentRectInsets and contentEdgeInsets, now I couldn't manage to produce the expected results using this approach.
Edit:
I have retested with iOS 11 beta 2 and the issue remains.
Edit 2:
I Have retested with iOS beta 3 and the issue remains.
Now in iOS 11 you can manage UINavigationBarContentView to adjust left and right constraints, and UIStackView to adjust buttons (or other elements).
This is my solution for a navigation bar with items on left and right. Also it fixes if you have several buttons together in one side.
- (void) updateNavigationBar {
for(UIView *view in self.navigationBar.subviews) {
if ([NSStringFromClass([view class]) containsString:#"ContentView"]) {
// Adjust left and right constraints of the content view
for(NSLayoutConstraint *ctr in view.constraints) {
if(ctr.firstAttribute == NSLayoutAttributeLeading || ctr.secondAttribute == NSLayoutAttributeLeading) {
ctr.constant = 0.f;
} else if(ctr.firstAttribute == NSLayoutAttributeTrailing || ctr.secondAttribute == NSLayoutAttributeTrailing) {
ctr.constant = 0.f;
}
}
// Adjust constraints between items in stack view
for(UIView *subview in view.subviews) {
if([subview isKindOfClass:[UIStackView class]]) {
for(NSLayoutConstraint *ctr in subview.constraints) {
if(ctr.firstAttribute == NSLayoutAttributeWidth || ctr.secondAttribute == NSLayoutAttributeWidth) {
ctr.constant = 0.f;
}
}
}
}
}
}
}
As you see it is not necessary to add more constraints, as other people have done. There are already defined constraints so they can be changed.
After about two days, here is the simplest and safest solution I could come up with. This solution only works with custom view bar button items, the code for which is included. It is important to note that the left and right margins on the navigation bar have not changed from iOS10 to iOS11 - they are still 16px. Such a large margin makes it difficult to have a sufficiently large click region.
Bar buttons are now layed out with UIStackView's. The prior method of shifting those buttons closer to the margin involved using negative fixed spaces which these stack views cannot handle.
Subclass UINavigationBar
FWNavigationBar.h
#interface FWNavigationBar : UINavigationBar
#end
FWNavigationBar.m
#import "FWNavigationBar.h"
#implementation FWNavigationBar
- (void)layoutSubviews {
[super layoutSubviews];
if (#available(iOS 11, *)) {
self.layoutMargins = UIEdgeInsetsZero;
for (UIView *subview in self.subviews) {
if ([NSStringFromClass([subview class]) containsString:#"ContentView"]) {
subview.layoutMargins = UIEdgeInsetsZero;
}
}
}
}
#end
Using the UINavigationController
#import "FWNavigationBar.h"
UINavigationController *controller = [UINavigationController initWithNavigationBarClass:[FWNavigationBar class] toolbarClass:nil];
[controller setViewControllers:#[rootViewController] animated:NO];
Creating a UIBarButton
Place this code either in a UIBarButton category or in the file you plan on using the bar button which will return an identical looking bar button item using a UIButton.
+ (UIBarButtonItem *)barButtonWithImage:(UIImage *)image target:(id)target action:(SEL)action {
UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom];
//Note: Only iOS 11 and up supports constraints on custom bar button views
button.frame = CGRectMake(0, 0, image.size.width, image.size.height);
button.tintColor = [UIColor lightGrayColor];//Adjust the highlight color
[button setImage:image forState:UIControlStateNormal];
//Tint color only applies to this image
[button setImage:[image imageWithRenderingMode:UIImageRenderingModeAlwaysTemplate] forState:UIControlStateHighlighted];
[button addTarget:target action:action forControlEvents:UIControlEventTouchUpInside];
return [[UIBarButtonItem alloc] initWithCustomView:button];
}
Setting the bar button in your controller
- (void)viewDidLoad {
[super viewDidLoad];
self.navigationItem.leftBarButtonItem = [UIBarButtonItem barButtonWithImage:[UIImage imageNamed:#"your_button_image"] target:self action:#selector(leftButtonPressed)];
}
Lastly, I would recommend leaving the left and right margins at zero and just adjusting the position of the button within your image. This will allow for you to take advantage of the full clickable region up to the edge of the screen. The same goes for the height of your image - make sure the height is 44 points.
There is good article on this : http://www.matrixprojects.net/p/uibarbuttonitem-ios11/
Using this we can at least push rightbarbuttonitems to right till it leaves 8 pixel margin from trailing of the UINavigationBar.
Explained really well.
I noticed a similar problem.
I reported an Apple Radar for a similar problem we noticed, #32674764 if you want to refer to it, if you create a Radar.
I also created a thread in Apple's forum, but no feedback yet:
https://forums.developer.apple.com/message/234654
I stumbled upon this: UINavigationItem-Margin.
It works like a charm.
Taken from this answer: BarButtons now use Autolayout and thus require constraints.
if #available(iOS 9.0, *) {
cButton.widthAnchor.constraint(equalToConstant: customViewButton.width).isActive = true
cButton.heightAnchor.constraint(equalToConstant: customViewButton.height).isActive = true
}
Objective C
if (#available(iOS 9, *)) {
[cButton.widthAnchor constraintEqualToConstant: standardButtonSize.width].active = YES;
[cButton.heightAnchor constraintEqualToConstant: standardButtonSize.height].active = YES;
}
Solution 1:
In light of Apple's response that this is expected behavior, we worked around the problem by removing the toolbar and adding a custom view.
I realize that this may not be possible in all cases, but the regular UIView is much easier to customize to the app's appearance than the toolbar and navigation bar where Apple has control of the button positioning.
Instead of setting our custom button as the custom view of the ui bar button object, it was we set it as a subview of the blank ui buttons in the custom view.
Doing this we were able to return to the same look of our ios 10 app
Solution 2:
A bit messy, we wrapped our custom view button in an outer UIButton so the frame location can be set. This does make the outer left edge of the button un-tappable unfortunately, but corrects the look of the button position. See example:
UIButton* outerButton = [UIButton new]; //the wrapper button
BorderedButton* button = [self initBorderedButton]; //the custom button
[button setTitle:label forState:UIControlStateNormal];
[button setFrame:CGRectMake(-10, 0, [label length] * 4 + 35, 30)];
[button addTarget:controller action:#selector(popCurrentViewController) forControlEvents:UIControlEventTouchUpInside];
[outerButton addSubview:button]; //add custom button to outer wrapper button
[outerButton setFrameWidth:button.frameWidth]; //make sure title gives button appropriate space
controller.navigationItem.leftBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:outerButton]; //add wrapper button to the navigation bar
controller.navigationItem.hidesBackButton = YES;
Using that method we keep our navigation bar and can position the button to where it is needed.
Edit: We found that solution 2 does not work on ios 10, this probably will affect only the tiny percent of developers forced to be backward compatible.
Solution 3
What we were really more concerned about with the inward crowding of the buttons was the fact that the title of the navigation bar ran into the custom left button, the size of the margins was less important and used as a tool to make space. The solution is to simply add a spacer item to the left items.
UIBarButtonItem* backButton = [[UIBarButtonItem alloc] initWithCustomView:button];
UIBarButtonItem* spacer = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFixedSpace target:nil action:nil];
controller.navigationItem.leftBarButtonItems = [NSArray arrayWithObjects:backButton, spacer, nil];
Swift version of thedeveloper3214's custom UINavigationBar subclass' layoutSubviews method(https://stackoverflow.com/a/46660888/4189037):
override func layoutSubviews() {
super.layoutSubviews();
if #available(iOS 11, *){
self.layoutMargins = UIEdgeInsets()
for subview in self.subviews {
if String(describing: subview.classForCoder).contains("ContentView") {
let oldEdges = subview.layoutMargins
subview.layoutMargins = UIEdgeInsets(top: 0, left: 0, bottom: 0, right: oldEdges.right)
}
}
}
}
I had the same issue. I had three buttons as right barbutton items on the navigation bar stack view. So, I have updated the insets of the subviews of navigation bar.
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
for view in (self.navigationController?.navigationBar.subviews)! {
view.layoutMargins = UIEdgeInsets.init(top: 0, left: 11, bottom: 0, right: 11)
}
}
Here 11 is the space which I needed. It can be anything as per your requirement.
Also, if you want the buttons with 0 insets, replace view.layoutMargins = UIEdgeInsets.init(top: 0, left: 11, bottom: 0, right: 11) with view.layoutMargins = UIEdgeInsets.zero
Another answer may be help.
My solution : It works in ios 9 - 12. You should call fixNavigationItemsMargin(margin:) in function viewDidAppear(_ animated: Bool) and viewDidLayoutSubviews(). fixNavigationItemsMargin(margin:) would modify the UINavigationController stack.
you could call fixNavigationItemsMargin(margin:) in BaseNavigationController ,do the common work. And call fixNavigationItemsMargin(margin:) in UIViewController do precise layout.
// do common initilizer
class BaseNavigationController: UINavigationController {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
fixNavigationItemsMargin()
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
fixNavigationItemsMargin()
}
}
// do precise layout
class ViewController: UIViewController {
override func viewDidLayoutSubviews() {
super.viewDidLayoutSubviews()
navigationController?.fixNavigationItemsMargin(40)
}
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
navigationController?.fixNavigationItemsMargin(40)
}
}
extension UINavigationController {
func fixNavigationItemsMargin(_ margin: CGFloat = 8) {
let systemMajorVersion = ProcessInfo.processInfo.operatingSystemVersion.majorVersion
if systemMajorVersion >= 11 {
// iOS >= 11
guard let contentView = navigationBar.subviews
.first(
where: { sub in
String(describing: sub).contains("ContentView")
}) else { return }
// refer to: https://www.matrixprojects.net/p/uibarbuttonitem-ios11/
// if rightBarButtonItems has not any custom views, then margin would be 8(320|375)/12(414)
// should use customView
let needAdjustRightItems: Bool
if let currentVC = viewControllers.last,
let rightItems = currentVC.navigationItem.rightBarButtonItems,
rightItems.count > 0,
rightItems.filter({ $0.customView != nil }).count > 0 {
needAdjustRightItems = true
} else {
print("Use 8(320|375)/12(414), if need precious margin ,use UIBarButtonItem(customView:)!!!")
needAdjustRightItems = false
}
let needAdjustLeftItems: Bool
if let currentVC = viewControllers.last,
let leftItems = currentVC.navigationItem.leftBarButtonItems,
leftItems.count > 0,
leftItems.filter({ $0.customView != nil }).count > 0 {
needAdjustLeftItems = true
} else {
print("Use 8(320|375)/12(414), if need precious margin ,use UIBarButtonItem(customView:)!!!")
needAdjustLeftItems = false
}
let layoutMargins: UIEdgeInsets
if #available(iOS 11.0, *) {
let directionInsets = contentView.directionalLayoutMargins
layoutMargins = UIEdgeInsets(
top: directionInsets.top,
left: directionInsets.leading,
bottom: directionInsets.bottom,
right: directionInsets.trailing)
} else {
layoutMargins = contentView.layoutMargins
}
contentView.constraints.forEach(
{ cst in
// iOS 11 the distance between rightest item and NavigationBar should be margin
// rightStackView trailing space is -margin / 2
// rightestItem trailing to rightStackView trailing is -margin / 2
let rightConstant = -margin / 2
switch (cst.firstAttribute, cst.secondAttribute) {
case (.leading, .leading), (.trailing, .trailing):
if let stackView = cst.firstItem as? UIStackView,
stackView.frame.minX < navigationBar.frame.midX {
// is leftItems
if needAdjustLeftItems {
cst.constant = margin - layoutMargins.left
}
} else if let layoutGuide = cst.firstItem as? UILayoutGuide,
layoutGuide.layoutFrame.minX < navigationBar.frame.midX {
// is leftItems
if needAdjustLeftItems {
cst.constant = margin - layoutMargins.left
}
}
if let stackView = cst.firstItem as? UIStackView,
stackView.frame.maxX > navigationBar.frame.midX {
// is rightItems
if needAdjustRightItems {
cst.constant = rightConstant
}
} else if let layoutGuide = cst.firstItem as? UILayoutGuide,
layoutGuide.layoutFrame.maxX > navigationBar.frame.midX {
// is rightItems
if needAdjustRightItems {
cst.constant = rightConstant
}
}
default: break
}
})
// ensure items space == 8, minispcae
contentView.subviews.forEach(
{ subsub in
guard subsub is UIStackView else { return }
subsub.constraints.forEach(
{ cst in
guard cst.firstAttribute == .width
|| cst.secondAttribute == .width
else { return }
cst.constant = 0
})
})
} else {
// iOS < 11
let versionItemsCount: Int
if systemMajorVersion == 10 {
// iOS 10 navigationItem.rightBarButtonItems == 0
// space = 16(320|375) / 20(414)
// should adjust margin
versionItemsCount = 0
} else {
// iOS 9 navigationItem.rightBarButtonItems == 0
// space = 8(320|375) / 12(414)
// should not adjust margin
versionItemsCount = 1
}
let spaceProducer = { () -> UIBarButtonItem in
let spaceItem = UIBarButtonItem(
barButtonSystemItem: .fixedSpace,
target: nil,
action: nil)
spaceItem.width = margin - 16
return spaceItem
}
if let currentVC = viewControllers.last,
var rightItems = currentVC.navigationItem.rightBarButtonItems,
rightItems.count > versionItemsCount,
let first = rightItems.first {
// ensure the first BarButtonItem is NOT fixedSpace
if first.title == nil && first.image == nil && first.customView == nil {
print("rightBarButtonItems SPACE SETTED!!! SPACE: ", abs(first.width))
} else {
rightItems.insert(spaceProducer(), at: 0)
// arranged right -> left
currentVC.navigationItem.rightBarButtonItems = rightItems
}
}
if let currentVC = viewControllers.last,
var leftItems = currentVC.navigationItem.leftBarButtonItems,
leftItems.count > versionItemsCount,
let first = leftItems.first {
if first.title == nil && first.image == nil && first.customView == nil {
print("leftBarButtonItems SPACE SETTED!!! SPACE: ", abs(first.width))
} else {
leftItems.insert(spaceProducer(), at: 0)
// arranged left -> right
currentVC.navigationItem.leftBarButtonItems = leftItems
}
}
}
}
}

How can I move back to Element 0 in an array to reset a loop?

I have an array that loops through a bunch of images to make an animation but will change to another array animation once a condition is met. After that array is over, it does return to the first. However, it picks up where it left off instead of resetting. I need it to return at Element 0 each time. Any ideas?
private var csScript : Main;
var textures : Texture[];
var changeInterval : float = 0.33;
var textures2 : Texture[];
var changeMe : boolean = false;
function Awake() {
//Get the CSharp Script
csScript = this.GetComponent("Main");
//Don't forget to place the 'CSharp1' file inside the 'Standard Assets' folder
}
function Update() {
if( textures.length == 0 ) // nothing if no textures
return;
// we want this texture index now
var index : int = Time.time / changeInterval;
var index2 : int = Time.time / changeInterval;
// take a modulo with size so that animation repeats
if(csScript.janneleIsWaiting) {
index = index % textures.length;
// assign it
renderer.material.mainTexture = textures[index];
}
if(csScript.janelleWorried) {
print("so so worried");
index2 = index2 % textures2.length;
// assign it
renderer.material.mainTexture = textures2[index2];
reset();
}
}
function reset() {
yield WaitForSeconds(.35);
csScript.janneleIsWaiting = true;
csScript.janelleWorried = false;
csScript.janelleHappy = false;
}

AS3 flash, Array objects are carrying over into next frame and causing null object error

//I commented out the section that I was trying, but so far nothing has been working. I know I need to set up a loop or something of that kind to get rid of the items in the array, but I'm not sure how to get the right outcome.
THANKS SO MUCH
import flash.utils.Timer;
import flash.display.MovieClip;
import flash.events.Event;
var loveXCounter: Number = 0;
healthLove_txt.text = "Wrong Words: 0";
var insideLoveXCount = new Timer(4000, 0)
insideLoveXCount.addEventListener(TimerEvent.TIMER, countLoveX);
insideLoveXCount.start();
var loveXList: Array = ["Hate", "Abhor", "Vile", "Dislike", "Enmity", "Illwill", "Loath", "Neglect", "Repulse", "Resent"];
function countLoveX(e: TimerEvent) {
var loveXName: String = loveXList[Math.floor(Math.random() * loveXList.length)];
var loveXReference: Class = getDefinitionByName(loveXName) as Class;
var myLoveX = new loveXReference;
myLoveX.x = Math.random() * 700;
myLoveX.y = -10;
myLoveX.speed = 5;
myLoveX.addEventListener(Event.ENTER_FRAME, fallingLoveX);
addChild(myLoveX);
loveXList.splice(loveXName, 1);
}
function fallingLoveX(e: Event): void {
if (e.target.hitTestObject(fb_mc)) {
e.target.visible = false;
loveXCounter = loveXCounter + 1;
e.target.removeEventListener(Event.ENTER_FRAME, fallingLoveX);
healthLove_txt.text = "Wrong Words: " + loveXCounter;
if (loveXCounter == 5) {
while( loveXList.length > 0 )
{
this.removeChild( loveXList[loveXList.length - 1] );
loveXList.pop();
}
MovieClip(root).gotoAndStop(137);
loseBook_mc.gotoAndStop("loseLove");
}
}
if (e.target.y < 800) {
e.target.y += e.target.speed;
if (e.target.y > 800) {
e.target.y = 800;
}
} else {
e.target.visible = false;
}
}
stop();
I can see that the line...
loveXList.splice(loveXName, 1);
...might be causing problems. Firstly, the first parameter of the Array .splice method should be of type int. You are passing in a String. To remedy that, store the randomly selected index of the loveXList Array in an int variable, use that get your loveXName String and use the int again to splice out the correct String from the loveXList Array, ie:
var randomIndex:int = Math.floor(Math.random() * loveXList.length);
var loveXName: String = loveXList[randomIndex];
...
loveXList.splice(randomIndex, 1);
Secondly, you will quickly run out of Strings to splice out of the loveXList Array so, at the start of the countLoveX function, check if loveXList.length>0. If loveXList.length==0 you may want to stop the timer.

Angular - Delaying forEach

I have a problem. I am trying to create an animation, changing the color of several layers with a timeout between painted.
$scope.StartMovementsAnimation = function()
{
angular.forEach($scope.GameMovements, function(movement){
if (movement == "Green")
{
$scope.Green = true;
}
else (movement == "Orange")
{
$scope.Orange = true;
}
});
}
The problem I have is that I do not know how to stop or delay the flow loop. I'm pretty lost. I tried with $ timeout, sleep etc but does not work.
Any solution?
thanks
Don't use forEach. Use $timeout to repeat as many as the number of items in your GameMovements array.
Take a look at the following example. It is going to change className field from orange to green and vice versa till the variable left's value reaches 0.
$scope.className = "orange";
$scope.count = 0;
$scope.startAnimation = function() {
var left = 10
var ticker = function() {
if (left % 2 === 0)
$scope.className = 'orange'
else
$scope.className = 'green'
left -= 1
if (left > 0) {
$timeout(ticker, 1000)
}
}
$timeout(ticker, 1000)
}

JavaScript timer is resetting while refreshing the page

I got a count down timer script.. I'm going to use it for a online examination.. But now the problem is it is resetting while refreshing the page...
Any idea to prevent the resetting the time and continue without any problem if they refresh the page too?
here is the code
<script>
var mins;
var secs;
function cd() {
mins = 1 * m("2"); // change minutes here
secs = 0 + s(":01"); // change seconds here (always add an additional second to your total)
redo();
}
function m(obj) {
for(var i = 0; i < obj.length; i++) {
if(obj.substring(i, i + 1) == ":")
break;
}
return(obj.substring(0, i));
}
function s(obj) {
for(var i = 0; i < obj.length; i++) {
if(obj.substring(i, i + 1) == ":")
break;
}
return(obj.substring(i + 1, obj.length));
}
function dis(mins,secs) {
var disp;
if(mins <= 9) {
disp = " 0";
} else {
disp = " ";
}
disp += mins + ":";
if(secs <= 9) {
disp += "0" + secs;
} else {
disp += secs;
}
return(disp);
}
function redo() {
secs--;
if(secs == -1) {
secs = 59;
mins--;
}
document.getElementById("disp").innerHTML=dis(mins,secs); // setup additional displays here.
if((mins == 0) && (secs == 0)) {
window.alert("Time is up. Press OK to continue."); // change timeout message as required
// window.location = "yourpage.htm" // redirects to specified page once timer ends and ok button is pressed
} else {
cd = setTimeout("redo()",1000);
}
}
function init() {
cd();
}
window.onload = init;
</script>
If the page is refreshed, all you javascript code is re-executed. This is normal behaviour.
If you absolutely need to continue where you left, you can use the local storage API (only available in modern browsers) to store the time (every second you update the value).
When the page is loaded, you can then check if the value exists in Local storage, and start from where you were.
Are you sure you need this behaviour BTW?

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