I'm trying to create a function in Xcode that I can call every time I hit a button to iterate through an array in sequence which then updates the value of the button title.
I can't seem to crack the challenge. I've tried various iterations of while loops and if statements but everytime I run it I end straight up at the last value in the array. Here's the code I've got at the moment, I tried to add a break clause to stop the function from automatically iterating through the whole array but it's now throwing up an error message saying that the code after the return statement will never be executed:
So, I've created an instance of a button within my viewController as follows:
#IBAction func repCount() {
repCountButton.setTitle("\(repCounter.repCount())", forState: UIControlState.Normal)
I'm hoping that this will then update the title of the button with what I return from the repCount function that is called every time the button is pressed.
I've set up the function in a separate Swift file called repCounter and my code for the repCount function is as follows:
var repArray = [1,2,3,4,5]
var repArrayIndex: Int = 0
func repCount () -> String {
if repArrayIndex < repArray.count {
while repArrayIndex < repArray.count {
return "\(repArray[repArrayIndex])"
break
}
repArrayIndex++
} else {
return "\(repArray[0])"
}
}
What I'd like this to do is to cycle through the array every time it is called and once it's got to the end of the array to start cycling from the beginning of the array again.
Thanks in advance for any help!
I'm not at a computer where I can pull up XCode to test it, but I think the version below will do what you want. It isn't the most elegant code, but it is very straightforward. You have to do all the index juggling before the return statement since once the code hits a return, nothing following it will be executed.
I added some code to reset the index once it reaches the end of the array.
var repArray = [1,2,3,4,5]
var repArrayIndex: Int = 0
func repCount () -> String {
while repArrayIndex < repArray.count {
var curIndex = repArrayIndex
repArrayIndex = repArrayIndex + 1;
if repArrayIndex >= repArray.count {
repArrayIndex = 0
}
return "\(repArray[curIndex])"
}
return "\(repArray[0])"
}
Another option to getting this count, without iterating, is to do
// From Swift 1.2
func repCount () -> String {
return count(repArray)
}
// Before Swift 1.2
func repCount () -> String {
return countElements(repArray)
}
If you insist on iterating there are multiple options, see Iterating over an array, one which could be:
var count = 0
for rep in repArray {
count++
}
Or you could for the round trip iteration provided in the other answer, but why do it the hard way, when you don't need to? Or is there something you haven't told us?
Related
I am facing the problem that I fill up an array with data and when I want to remove it later, even though I call the removeAll() the array still is not empty.
Better see my code for a more clear view on the problem
Updated new code
#objc func textFieldDidChange() {
doSearch()
if let commentText = commentTextField.text , !commentText.isEmpty {
sendButton.setTitleColor(UIColor.blue, for: UIControlState.normal)
sendButton.isEnabled = true
return
}
sendButton.setTitleColor(UIColor.lightGray, for: UIControlState.normal)
sendButton.isEnabled = false
}
func doSearch() {
let caption = commentTextField.text
let words = caption?.components(separatedBy: CharacterSet.whitespacesAndNewlines)
self.usersSuggestion.removeAll()
for var word in words! {
self.usersSuggestion.removeAll()
if word.hasPrefix("#") {
word = word.trimmingCharacters(in: CharacterSet.punctuationCharacters)
self.isCellSelected = true
self.usersSuggestion.removeAll()
API.User.suggestUsers(withText: word, completion: { (user) in
print("closure", word)
self.usersSuggestion.append(user)
self.tableView.reloadData()
print("#", self.usersSuggestion.count)
})
self.usersSuggestion.removeAll()
tableView.reloadData()
} else {
self.isCellSelected = false
self.usersSuggestion.removeAll()
tableView.reloadData()
}
self.usersSuggestion.removeAll()
tableView.reloadData()
}
}
I am facing the problem here that the array, even though I call multiple times the removeAll() method, never gets back to 0. When I have 2 user, link one, the next time I write an # I get the 2 users+ the linked user (so him twice). I can do it infinitely, having like 100 userSuggestions with just 2 existing users.
photos
You are printing the count immediately after inserting an element in the array. This will alway give a count of 1.
// count was zero
self.hashTags.insert(hashTag, at: 0) // adding one
print("# = ", self.hashTags.count) // count is now 1
Given that the API.user... function uses a completion handler, I would assume that this happens in a separate thread or at least asynchronously so you could event get into situations where the UI shows empty and suddenly shows one.
You may want to structure your code differently to better convey the separation between requesting data and displaying the (asynchronously obtained) results. Embedded completion handlers tend be misleading and give the impression that execution will happen in their visually organized sequence.
I'm making a simple game in swift and xcode and I ran into this problem that I can't figure out. Because I have so many levels, the code locks up indexing and slows down the whole program. I get a color wheel spinning for a few minutes but it never crashes. Just takes several minutes everytime I type in a few characters. Strange, but xcode has always had it's bugs right?
Each Button ("button1, button2..." below) gets a single number from "level1:Array". It's like a code that fills in the button's value for the game. There are only 4 buttons, but the numbers should be able to change as they each have their own variables.
I want to generate this for every level. I should be able to generate something like "button1 = level#[0]" where # is replaced by "userLevel". Changing to a string and doing something like "button1 = ("level(userLevel)") as! Array... doesn't seem to work. Look below and use my terminology when giving examples if you can. Thanks!
Here's the example:
let level1:Array = [9,7,4,1] // current puzzle, to go directly into button vars below (button1,button2,ect)
var userLevel = 1 // current user's level
if userLevel == 1 {
print("making Level 1, setting buttons to value from array")
button1 = level1[0]
button2 = level1[1]
button3 = level1[2]
button4 = level1[3]
}
Now, since level# is repeated so often (for each level as the number progresses) I would rather just make it something like this:
//this doesn't work in swift, but what else can I do?
if userLevel > 0 {
button1 = level\(userLevel)[0]
button2 = level\(userLevel)[1]
button3 = level\(userLevel)[2]
button4 = level\(userLevel)[3]
}
Is there an easy way to do this? Thanks!
-GG
Try using a for-in loop. Create an array of the buttons, and then
var index = 0
for button in buttons {
button = level1[index]
index++
}
EDIT since you want both the user level and the level number to increase, I suggest you define the levels like this. (Make sure that the number of buttons is equal to the number of userLevels, otherwise you will have problems)
var array = [1,2,3]
let levels = [1:[1,3,8],2:[3,6,4],3:[4,2,5]]
var index = 0
if array.count == levels.count {
for number in array {
array[index] = levels[index+1]![index]//The second index can be 0 if you want
index++
}
}
//array = [1,6,5]
// You could create a second index to match the number of levels within the main user level.
In this case, assume array to be your array of buttons
EDIT 2 :)
I've made a function that will allow you to assign all the levels to your array for a specific userLevel, since I see that is what you want
let levels = [1:[1,3,8],2:[3,6,4],3:[4,2,5]]
func assignValuesToArray(levelNo:Int) -> [Int] {
var array: [Int] = []
if (levelNo > 0) && (levelNo <= levels.count) {
for (level,levelArray) in levels {
if level == levelNo {
for value in levelArray {
array.append(value)
}
}
}
return array
} else {
print("This Level number does not exist")
return []
}
}
var finalArray = assignValuesToArray(2)
print(finalArray) // Returns [3,6,4]
As you can see from this example, you will return your array of buttons from the function, and you can assign the returned array values to whatever you like.
I'm trying to learn swift by creating different short games or apps. while trying to test my new gain knowledge on a game, I realized that I need to create a func that I didnt know how to create. I've looked around and none of the answers I've found really helped me understand what I have to do.
I'll summarize my game:
Its a single view app.
I've got five func.
I want to randomly pick a function to be executed.
After the function is executed the user will press a button that runs the random pick function again to randomly pick a func, but this time only out of the four other func that are left, and so on. At the same time once the five functions have been executed I want to restart the pick a random func all over again. so the game goes on and on for ever.
I'm not sure how to place the func In an array to make it work.
For example I've been using the following script in the game.
Func one generates a Label that shows a random string.
I've used the following script to create a random word generator for a label with out repeats and once it runs through all the words in the array it restarts again randomly. (It works perfectly)
struct randword {
var wordstring : String! }
var stentenceword = [randword]
var stentecenumber = Int
func wordsinsentence (){
sentenceword = [randoword(wordstring:"House"), randoword(wordstring:"Truck"), randoword(wordstring:"Ladder")]
}
func pickword(){
if sentenceword.count > 0 {
sentencenumber = random () % sentenceword.count
wordlabel.text = sentecneword[sentencenumber].wordstring
sentenceword.removeAtIndex(sentencenumber)
); if sentenceword.count <= 0{
wordsinsentence() }
Func two generates a random Image using the same script as before, just slightly modified for images.
Func three is a timer game with another script... and so on..etc etc.
Now I want all five func to randomly be picked and removed then once there aren't anymore left to restart, as on the example script I placed above.
I've tried using the same script and modifying it to replace the string! array with a function array, but with no positive result.
Can anyone help me with a solution or showing me another option of how I should do it?
Your question is a little difficult to follow, but let's focus on your most clear questions:
I'm not sure how to place the func In an array to make it work.
I want to randomly pick a function to be executed.
no repeats
First, to pick values randomly with no repeats you take a list and shuffle it into a random order. There's no need to keep track of previously selected items. Shuffling in Swift is explained very well by Nate Cook at How do I shuffle an array in Swift?
So that brings us to the second question, how do we create an array of functions? That's the simplest part. You just make an array of functions.
func first() { print("first") }
func second() { print("second") }
func third() { print("third") }
let fs = [first, second, third]
That's all there is to it. Now let's put them together and call them in a random order:
for f in fs.shuffle() {
f()
}
I tried to copy paste your code to a playground and try to fix it but its kinda unreadable. Indentation is really good habit especially if someone else has to look at your code. Anyway imagine if you could just say Int.radomOutOf(5) and it just returns some random number between 0 and 5. well you can do just that by adding extension to the class Int or CGFloat or Double as you wish. and have function to keep track of your the games life time and call those random functions. here is how to do it (I hope I didn't forget anything)
import UIKit
class ViewController: UIViewController {
#IBOutlet weak var textLabel: UILabel!
var randomIndex = Int()
let NumberOfFunctions = 4
var chosenIndexes: [Int] = []{
didSet{
if chosenIndexes.count == NumberOfFunctions { chosenIndexes.removeAll() }
}
}
#IBAction func buttonPressed(sender: UIButton) {
functionSelector()
}
func functionSelector(){
repeat{
randomIndex = Int.randomOutOf(NumberOfFunctions)
print("selected: \(randomIndex) \(chosenIndexes)")
} while chosenIndexes.contains(randomIndex)
chosenIndexes.append(randomIndex)
switch randomIndex {
case 0: function1()
case 1: function2()
case 2: function3()
case 3: function4()
default: break
}
}
func function1(){
textLabel.text = "sentence 1"
}
func function2(){
textLabel.text = "sentence 2"
}
func function3(){
textLabel.text = "sentence 3"
}
func function4(){
textLabel.text = "sentence 4"
}
}
//your extension to pick random
private extension Int {
static func randomOutOf(max:Int) ->Int{
print("max: \(max)")
return Int(arc4random() % UInt32(max)) // returns 0 - max
}
}
This is just to show the first answer runs just fine
I am trying to make an array of integers with data I have stored on an online database (Parse). I know for a fact that I am receiving the data and that my variable is storing that data. I also know for a fact that the data value is being added as when I print out the size of the array under my append line, the size constantly increases until it reaches the size of my database (90). However, when I print the size of the array at the end of the method or in my constructor, I get a value of 0. I have a feeling that this problem is happening because of the "self" keyword but I am not sure how to get around it. My end goal is store all the values from the database into an array that I create and can globally access.
Here is the code:
import Foundation
class DataLoader
{
var allData: [Int] = []
init()
{
allData = []
generateAllData()
println(allData.count)
}
private func generateAllData()
{
var tempVal: Int = 0
var tempArray: [Int] = []
Parse.setApplicationId("CENSORED FOR PRIVACY REASONS", clientKey: "CENSORED FOR PRIVACY REASONS")
var query = PFQuery(className: "Snapshot")
query.selectKeys(["objectID"])
query.findObjectsInBackgroundWithBlock
{
(objects: [AnyObject]!, error: NSError!) -> Void in
if error == nil
{
for obj in objects
{
var temp: String = obj.objectId
var newQuery = PFQuery(className: "Data")
newQuery.getObjectInBackgroundWithId(temp)
{
(dataValue: PFObject!, error: NSError!) -> Void in
if error == nil && dataValue != nil
{
tempVal = dataValue["Year"].integerValue
}
else
{
println(error)
}
}
self.allData.append(tempVal)
println(self.allData.count)
}
}
}
println(allData.count)
}
}
The problem is that the println's at the end of the method and the end of the init are happening while the background operation is still getting the data.
When you call "query.findObjectsInBackgroundWithBlock", it will go off into the background and get the data. But that does not block the next line from being called and it does not stop the function returning.
I suggest you add a callback or delegate method so that the rest of your code knows when the data has completely downloaded.
And you use of "self" is correct. Inside a block, you have to provide that context.
Update:
Adding more info about blocks and callbacks.
When you are using a block, the code after the block continues on without waiting for the block to complete. So a good way to know when the block has finished it to send a callback function as one of the parameters to the function containing the block. Once the block has completed, it can use the callback function to report back.
As a shorter example than your code, have a look at this animation function:
doSomeAnimation() // call the function below
func doSomeAnimation() {
println("Starting doSomeAnimation")
UIView.animateWithDuration(2.0,
animations: { () -> Void in
// animate something here
self.alphaButton.alpha = 1.0
}) { (animationDone) -> Void in
// animation over
println("Animation complete")
}
println("Ending doSomeAnimation")
}
You will see it contains 3 println() statements and the order in which they appear may surprise you:
Starting doSomeAnimation
Ending doSomeAnimation
Animation complete
So the doSomeAnimation() function is over long before the animation has completed. In this trivial example, that doesn't matter, but what if you need to know before the rest of your code could proceed?
One solution is to send a callback function to the function with the block. Here is the previous example with a callback in place:
doSomeAnimation() { (complete : Bool) in
println("Animation callback")
}
func doSomeAnimation(callback : ( Bool ) -> Void) {
println("Starting doSomeAnimation")
UIView.animateWithDuration(2.0,
animations: { () -> Void in
// animate something here
self.alphaButton.alpha = 1.0
}) { (animationDone) -> Void in
// animation over
println("Animation complete")
callback(animationDone)
}
println("Ending doSomeAnimation")
}
So the doSomeAnimation() function is called, but it is provided with a function as its parameter. It performs the animation and when the animation has finished, it uses this supplied callback function to report back to the caller.
And now the println() statements show as follows:
Starting doSomeAnimation
Ending doSomeAnimation
Animation complete
Animation callback
Hopefully this makes it clearer, both what the issue is an a possible solution.
Here's what I'm currently doing/trying to do to accomplish my goal. But it is not removing the "row" the way I would like it too.
So, I'm making an object, then pushing it into an array. And the adding to the array part works fine and just as I expect.
var nearProfileInfoObj:Object = new Object();
nearProfileInfoObj.type = "userInfo";
nearProfileInfoObj.dowhat = "add";
nearProfileInfoObj.userid = netConnection.nearID;
nearProfileInfoObj.username = username_input_txt.text;
nearProfileInfoObj.sex = sex_input_txt.selectedItem.toString();
nearProfileInfoObj.age = age_input_txt.selectedItem;
nearProfileInfoObj.location = location_input_txt.text;
nearProfileInfoObj.headline = headline_input_txt.text;
theArray.push(nearProfileInfoObj);
So after that later on I need to be able to remove that object from the array, and it's not working the way I'm expecting. I want to take a variable whoLeft and capture their ID and then look in the array for that particular ID in the userid part of the object and if its there DELETE that whole "row".
I know you can do a filter with an array collection but that doesnt actually delete it. I need to delete it because I may be adding the same value again later on.
whoLeft = theiruserIDVariable;
theArray.filter(userLeaving);
public function userLeaving(element:*, index:int, arr:Array):Boolean
{
if (element.userid == whoLeft)
{
return false;
}
else
{
return true;
}
}
But this doesnt seem to be deleting the whole row like it implies. Does anyone know what i'm doing wrong?
Instead of modifying the original array, the new filtered array is returned by the filter method. So you need to assign the returned array to theArray.
Try this
theArray = theArray.filter(userLeaving);
EDIT This turned out to be slower than for loop:
An alternative to the hand coded loop could be something like this:
theArray.every(searchAndDestroy);
public function searchAndDestroy(element:*, index:int, arr:Array):Boolean
{
if (element.userid == whoLeft)
{
arr.splice(index,1);
return false;
}
return true;
}
As far as I know, every() terminates the first time the test function returns false. So the question is: for a big list, which is faster, the for loop or the loop that every() does with the overhead of the test function call.
EDIT #2 But this was faster than a for loop for a test I ran on an array of a million Points:
for each(var element:Object in theArray)
{
if (element.userid==whoLeft)
{
theArray.splice(theArray.indexOf(element),1);
break;
}
}
I think this is what you're looking for:
for(var i:uint = 0, len:uint = theArray.length; i<len; i++)
{
if(thisArray[i].id == whoLeft.id)
{
thisArray.splice(i, 1);
break;
}
}
However, do you really need it in an Array because you could always use a Dictionary which would mean accessing it by id which would be a lot simpler to remove.