#IBAction func btnSave(sender: AnyObject) {
let appDel: AppDelegate = UIApplication.sharedApplication().delegate as AppDelegate
let context: NSManagedObjectContext = appDel.managedObjectContext
}
This does not work since it says it is not unwrapped.
Because managedObjectContext in application delegate is optional you should unwrap it with an exclamation mark change your code to this:
let context: NSManagedObjectContext = appDel.managedObjectContext!
You need to unwrap it, and then continue in a safe way with an if statement like so.
#IBAction func btnSave(sender: AnyObject) {
if let context:NSManagedObjectContext = appDel.managedObjectContext! as NSManagedObjectContext {
// safe to use the context here
}
}
Did you change in AppDelegate madelURL ?
lazy var managedObjectModel: NSManagedObjectModel = {
let modelURL = NSBundle.mainBundle().URLForResource("**YOURPROJECTNAME**", withExtension: "momd")!
return NSManagedObjectModel(contentsOfURL: modelURL)!
}()
Related
I've read that we can now play custom sounds on the apple watch in watchos 3.
According to the announcement from Apple so apparently there is but I don't have an example to test it out: 3D spatial audio implemented using SCNAudioSource or SCNAudioPlayer. Instead, use playAudioSource:waitForCompletion: or the WatchKit sound or haptic APIs. Found here: https://developer.apple.com/library/prerelease/content/releasenotes/General/WhatsNewInwatchOS/Articles/watchOS3.html
Can someone place a simple example of this. I'm not using SceneKit in my app as I don't need it but if that's the only way to play a custom sound then I'd like to know the minimum code required to accomplish this. Preferably in Objective c but I'll take it in whatever shape. I'm ok using SpriteKit if that's easier also.
Here's what I have so far but it doesn't work:
SCNNode * audioNode = [[SCNNode alloc] init];
SCNAudioSource * audioSource = [SCNAudioSource audioSourceNamed:#"mysound.mp3"];
SCNAudioPlayer * audioPlayer = [SCNAudioPlayer audioPlayerWithSource:audioSource];
[audioNode addAudioPlayer:audioPlayer];
SCNAction * play = [SCNAction playAudioSource:audioSource waitForCompletion:YES];
[audioNode runAction:play];
I can confirm, that #ApperleyA solution really works!
Here is the swift version:
var _audioPlayer : AVAudioPlayerNode!
var _audioEngine : AVAudioEngine!
func playAudio()
{
if (_audioPlayer==nil) {
_audioPlayer = AVAudioPlayerNode()
_audioEngine = AVAudioEngine()
_audioEngine.attach(_audioPlayer)
let stereoFormat = AVAudioFormat(standardFormatWithSampleRate: 44100, channels: 2)
_audioEngine.connect(_audioPlayer, to: _audioEngine.mainMixerNode, format: stereoFormat)
do {
if !_audioEngine.isRunning {
try _audioEngine.start()
}
} catch {}
}
if let path = Bundle.main.path(forResource: "test", ofType: "mp3") {
let fileUrl = URL(fileURLWithPath: path)
do {
let asset = try AVAudioFile(forReading: fileUrl)
_audioPlayer.scheduleFile(asset, at: nil, completionHandler: nil)
_audioPlayer.play()
} catch {
print ("asset error")
}
}
}
This is Objective-c but can be translated into Swift
I ended up using AVAudioEngine and AVAudioPlayerNode to play audio on the Apple watch.
The gist of how to do this is as follows:
I call the following inside the init method of my AudioPlayer (it's an NSObject subclass to encapsulate the functionality)
_audioPlayer = [[AVAudioPlayerNode alloc] init];
_audioEngine = [[AVAudioEngine alloc] init];
[_audioEngine attachNode:_audioPlayer];
AVAudioFormat *stereoFormat = [[AVAudioFormat alloc] initStandardFormatWithSampleRate:44100 channels:2];
[_audioEngine connect:_audioPlayer to:_audioEngine.mainMixerNode format:stereoFormat];
if (!_audioEngine.isRunning) {
NSError* error;
[_audioEngine startAndReturnError:&error];
}
I have a cache setup so I don't recreate the AVAudioFile assets every time I want to play a sound but you don't need to.
So next create an AVAudioFile object:
NSError *error;
NSBundle* appBundle = [NSBundle mainBundle];
NSURL *url = [NSURL fileURLWithPath:[appBundle pathForResource:key ofType:#"aifc"]];
AVAudioFile *asset = [[AVAudioFile alloc] initForReading:url &error];
Then play that file:
[_audioPlayer scheduleFile:asset atTime:nil completionHandler:nil];
[_audioPlayer play];
UPDATE: If the app goes to sleep or is put to the background there is a chance the audio will stop playing/fade out. By activating an Audio Session this will be prevented.
NSError *error;
[[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayback error:&error];
if (error) {
NSLog(#"AVAudioSession setCategory ERROR: %#", error.localizedDescription);
}
[[AVAudioSession sharedInstance] setActive:YES error:&error];
if (error) {
NSLog(#"AVAudioSession setActive ERROR: %#", error.localizedDescription);
}
I didn't go over handling any errors but this should work. Don't forget to #import <AVFoundation/AVFoundation.h> at the top of your implementation file.
This worked for me in the simulator
let soundPath = Bundle.main.path(forResource: "cheerMP3", ofType: "mp3")
let soundPathURL = URL(fileURLWithPath: soundPath!)
let audioFile = WKAudioFileAsset(url: soundPathURL)
let audioItem = WKAudioFilePlayerItem(asset: audioFile)
let audioPlayer = WKAudioFilePlayer.init(playerItem: audioItem)
if audioPlayer.status == .readyToPlay
{
audioPlayer.play()
}
else
{
print("Not ready!!")
}
but only if I had a breakpoint at both audioPlayer.play() and after the last }.
dunqan, what did you put at the top of the file, the import statements? I wasn't able to include
import AVFoundation
without an error using Xcode 8.2.1
My code worked fine from iOS 7 to 8. With the update yesterday the custom images on my pins were replaced by the standard pin image.
Any suggestions?
My code:
extension ViewController: MKMapViewDelegate {
func mapView(mapView: MKMapView, viewForAnnotation annotation: MKAnnotation) -> MKAnnotationView! {
if annotation is MKUserLocation {
return nil
}
let reuseId = String(stringInterpolationSegment: annotation.coordinate.longitude)
var pinView = mapView.dequeueReusableAnnotationViewWithIdentifier(reuseId) as? MKPinAnnotationView
if pinView == nil {
pinView = MKPinAnnotationView(annotation: annotation, reuseIdentifier: reuseId)
pinView!.canShowCallout = true
pinView!.image = getRightImage(annotation.title!!)
}
let button = UIButton(type: UIButtonType.DetailDisclosure)
pinView?.rightCalloutAccessoryView = button
return pinView
}
}
The function to get the image returns a UIImage based on the name:
func getRightImage (shopName:String)-> UIImage{
var correctImage = UIImage()
switch shopName
{
case "Kaisers":
correctImage = UIImage(named: "Kaisers.jpg")!
default:
correctImage = UIImage(named: "sopiconsmall.png")!
}
return correctImage
}
No the map looks like this:
Instead of creating an MKPinAnnotationView, create a plain MKAnnotationView.
The MKPinAnnotationView subclass tends to ignore the image property since it's designed to show the standard red, green, purple pins only (via the pinColor property).
When you switch to MKAnnotationView, you'll have to comment out the animatesDrop line as well since that property is specific to MKPinAnnotationView.
Following code works perfectly on all iOS 6 to iOS 9 devices:
- (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation
{
// create a proper annotation view, be lazy and don't use the reuse identifier
MKAnnotationView *view = [[MKAnnotationView alloc] initWithAnnotation:annotation
reuseIdentifier:#"identifier"];
// create a disclosure button for map kit
UIButton *disclosure = [UIButton buttonWithType:UIButtonTypeContactAdd];
[disclosure addGestureRecognizer:[[UITapGestureRecognizer alloc] initWithTarget:self
action:#selector(disclosureTapped)]];
view.rightCalloutAccessoryView = disclosure;
view.enabled = YES;
view.image = [UIImage imageNamed:#"map_pin"];
return view;
}
For Swift 4
func mapView(mapView: MKMapView, viewFor annotation: MKAnnotation) -> MKAnnotationView? {
if annotation is MKUserLocation {
return nil
}
let reuseId = String(stringInterpolationSegment: annotation.coordinate.longitude)
var pinView = mapView.dequeueReusableAnnotationView(withIdentifier: reuseId)
if pinView == nil {
pinView = MKAnnotationView(annotation: annotation, reuseIdentifier: reuseId)
pinView!.canShowCallout = true
pinView!.image = getRightImage(annotation.title!!)
}
let button = UIButton(type: UIButtonType.DetailDisclosure)
pinView?.rightCalloutAccessoryView = button
return pinView
}
how does my fetchedResultsController method look like, if I want to fetch all my attributes for an entity from core data? I only know and understand how to fetch data for a tableView and I think that is where all my confusion is coming from.
Here is my Core-Data setup:
I'm trying to fill an array with all the Attributes my Setting entity has and the show those values via NSLog output in my debug console.
Here is what I changed so far:
AppDelegate *appDelegate = [[UIApplication sharedApplication] delegate];
NSManagedObjectContext *context = [appDelegate managedObjectContext];
NSManagedObject *newEntry = [NSEntityDescription insertNewObjectForEntityForName:#"Setting" inManagedObjectContext:context];
//NSManagedObject *newSetting = [NSEntityDescription insertNewObjectForEntityForName:#"Setting" inManagedObjectContext:context];
[newEntry setValue: #"StudiSoft" forKey:#"settingName"];
if (_overrideSysTimeSwitch.on) {
[newEntry setValue: #YES forKey:#"settingSysTimeOverride"];
//editSetting.settingSysTimeOverride = #YES;
NSLog(#"IF A");
} else {
//[newEntry setValue: #NO forKey:#"settingSysTimeOverride"];
//editSetting.settingSysTimeOverride = #NO;
NSLog(#"IF B");
}
if (_timeFormatSwitch.on) {
//[newEntry setValue: #YES forKey:#"settingTimeFormat"];
//editSetting.settingTimeFormat = #YES;
NSLog(#"IF C");
} else {
//[newEntry setValue: #NO forKey:#"settingTimeFormat"];
//editSetting.settingTimeFormat = #NO;
NSLog(#"IF D");
}
[self.settingsArray addObject:#"StudiSoft"];
NSError *error;
[context save:&error];
I'm using this code-snipped that and I'm able to modify the core data content.
However, every time I run this code, it of course adds a new object.
I've been looking for a way to update existing Attributes in my Entity, or modify them, but I could NOT find them.
Anyhow this is a good step into the right direction.
I created a completely new project, with just one view, once I have it working on the main view I'm going to experiment with segues....
But for now, how would I update or change existing attributes?
Thanks guys!!
This is my editSave Method to store some data in core data:
- (IBAction)editSave:(UIBarButtonItem *)sender
{
if ([_editSaveButton.title isEqualToString:#"Edit"])
{
[self setTitle:#"Edit Settings"];
//self.title = #"Edit Settings";
_overrideSysTimeSwitch.userInteractionEnabled = YES;
_timeFormatSwitch.userInteractionEnabled = YES;
_editSaveButton.title = #"Save";
} else if ([_editSaveButton.title isEqualToString:#"Save"])
{
[self setTitle:#"Settings"];
//self.title = #"Settings";
_overrideSysTimeSwitch.userInteractionEnabled = NO;
_timeFormatSwitch.userInteractionEnabled = NO;
_editSaveButton.title = #"Edit";
// #############################################################
AppDelegate *appDelegate = [[UIApplication sharedApplication] delegate];
NSManagedObjectContext *context = [appDelegate managedObjectContext];
//NSManagedObject *newEntry = [NSEntityDescription insertNewObjectForEntityForName:#"Setting" inManagedObjectContext:context];
//[newEntry setValue: #"StudiSoft" forKey:#"settingName"];
/*NSString *firstName = [anEmployee firstName];
Employee *manager = anEmployee.manager;
Setting *newSetting = [NSString #"Test"];
[newSetting setValue:#"Stig" forKey:#"settingName"];
[aDepartment setValue:[NSNumber numberWithInteger:100000] forKeyPath:#"manager.salary"];*/
//editSetting.settingName = #"Test";
if (_overrideSysTimeSwitch.on) {
//[newEntry setValue: #YES forKey:#"settingSysTimeOverride"];
editSetting.settingSysTimeOverride = #YES;
NSLog(#"IF A");
} else {
//[newEntry setValue: #NO forKey:#"settingSysTimeOverride"];
editSetting.settingSysTimeOverride = #NO;
NSLog(#"IF B");
}
if (_timeFormatSwitch.on) {
//[newEntry setValue: #YES forKey:#"settingTimeFormat"];
editSetting.settingTimeFormat = #YES;
NSLog(#"IF C");
} else {
//[newEntry setValue: #NO forKey:#"settingTimeFormat"];
editSetting.settingTimeFormat = #NO;
NSLog(#"IF D");
}
//[self.settingsArray addObject:#"StudiSoft"];
NSError *error = nil;
//if ([self.managedObjectContext hasChanges]) {
//NSLog(#"SAVE & DISMISS conetx has changed");
if (![context save:&error]) { // save failed
NSLog(#"Save failed: %#", [error localizedDescription]);
} else { // save succeeded
NSLog(#"Save Succeeded");
}
//}
//[self.tableView reloadData];
// #############################################################
}
}
Debug Output:
2014-06-10 19:09:29.881 SettingsCoreData[508:60b] Entry #5: <Setting: 0x8f983e0> (entity: Setting; id: 0x8f97030 <x-coredata://FA78AB86-3225-4B1E-97DD-3F31F5323A18/Setting/p6> ; data: {
settingName = StudiSoft;
settingSysTimeOverride = 0;
settingTimeFormat = 0;
})
2014-06-10 19:09:29.883 SettingsCoreData[508:60b] Entry #6: <Setting: 0x8f98430> (entity: Setting; id: 0x8f97040 <x-coredata://FA78AB86-3225-4B1E-97DD-3F31F5323A18/Setting/p7> ; data: {
settingName = StudiSoft;
settingSysTimeOverride = 1;
settingTimeFormat = 1;
})
Now I should be able to use something like this in my viewDidLoad, right?
if (editSetting.settingSysTimeOverride.boolValue == 0) {
_overrideSysTimeSwitch.on = NO;
} else {
_overrideSysTimeSwitch.on = YES;
}
But it doesn't work as I thought it will :-(
Next you need to call -performFetch: on the NSFetchedResultsController. Make sure you check the response and handle the error if the response is NO.
From there your NSFetchedResultsController is populated and ready to be used. You can then grab individual elements via -objectAtIndex: or you can grab them all with -fetchedObjects.
I would suggest just reviewing the documentation on the methods that are available as it has pretty strong and clear documentation.
Update
If you are not receiving any data then break it down. Take the NSFetchRequest that you created and call -executeFetchRequest:error: against your NSManagedObjectContext and see if you get any data back.
If you do then there is something wrong with your handling of the NSFetchedResultsController.
If you don't then there is something wrong with your NSFetchRequest or you don't have any data in your store.
Update
Sounds like you need to read a book on how Core Data works.
A NSFetchRequest is a query against Core Data so that objects can be returned from the store. You can pass a NSFetchRequest to a NSFetchedResultsController so that the NSFetchedResultsController can monitor the store for changes and let your view controller know when those changes occur.
A NSFetchRequest can also be executed directly against the NSManagedObjectContext and you can retrieve the results directly. You do that by calling -executeFetchRequest:error: against your NSManagedObjectContext and getting a NSArray back. You can then check that NSArray to see if you get any results.
If you do not understand that paragraph then you need to take a step back and read the tutorials on Core Data and/or read a book on Core Data. I can recommend an excellent book on the subject ;-)
in Obj-c i made a switch statement which i used to move around in my app for iPad using UIsplitviewcontroller
now i want to do the same in swift... i tried for a couple of hours and now the only thing i haven't been able to try is the code because it says some sort of compile error
anyway
here's what i got in Obj-c
-(void)initialSite:(int)viewId {
UIViewController *viewController;
switch (viewId) {
case 0:{
viewController = self.initital;
NSString *star = [NSString stringWithFormat:#"Velkommen til %#'s Bog",[data valueForKey:#"navn"]];
self.navigationItem.title = star;}
break;
case 1:{
viewController = self.startSide;
NSString *start = [NSString stringWithFormat:#"%#'s Bog, start-side",[data valueForKey:#"navn"]];
self.navigationItem.title = start;}
break;
}
[self showChildViewController:viewController];
}
and here's what i come up with so far in swift. still new to this and to understand it is a little hard even tho i have the swift programming language book
here's what i got so far in swift
let viewController = UIViewController()
switch viewController {
case "initial":
let initial : UIStoryboard = UIStoryboard(name: "Main", bundle: nil)
let vc0 : UIViewController = initial.instantiateViewControllerWithIdentifier("initial") as UIViewController
self.presentViewController(vc0, animated: true, completion: nil)
let rowData: NSDictionary = self.menuItemArray[indexPath.row] as NSDictionary!
self.navigation.title = rowData["navn"] as? String
case "startSide":
let startSide : UIStoryboard = UIStoryboard(name: "Main", bundle: nil)
let vc1 : UIViewController = startSide.instantiateViewControllerWithIdentifier("startSide") as UIViewController
let rowData: NSDictionary = self.manuItemArray[indexPath.row] as NSDictionary!
self.presentViewController(vc1, animated: true, completion: nil)
self.navigation.title = rowData["navn"] as? String
default:
}
the error is : Expected declaration at the line with
let viewController = UIViewcontroller()
Let's start with your Obj-C implementation:
-(void)initialSite:(int)viewId
{
UIViewController *viewController;
switch (viewId)
{
case 0:
{
viewController = self.initital;
NSString *star = [NSString stringWithFormat:#"Velkommen til %#'s Bog",[data valueForKey:#"navn"]];
self.navigationItem.title = star;
}
break;
case 1:
{
viewController = self.startSide;
NSString *start = [NSString stringWithFormat:#"%#'s Bog, start-side",[data valueForKey:#"navn"]];
self.navigationItem.title = start;
}
break;
}
[self showChildViewController:viewController];
}
Now this same snippet in Swift:
func initialSite(viewID:Int)
{
var viewController : UIViewController?
switch (viewID)
{
case 0:
viewController = self.initial
let navn = self.data["navn"] as? String
let star = "Velkommen til \(navn)'s Bog"
self.navigationItem.title = star
case 1:
viewController = self.startSide
let navn = self.data["navn"] as? String
let star = "\(navn)'s Bog, start-side"
self.navigationItem.title = star
default:
viewController = nil
// do nothing
}
self.showChildViewController(viewController)
}
The main thing you have to remember is the difference with var vs let. Typically you will use let to create things unless those things will have their value changed later, which you use var.
The other thing is the use of optionals, with the ? suffix. This is when the value may be nil (unset), otherwise it must contain a value.
Looks like SiLo beat me to it. Anyway I have my solution so I will post it. This is how I would do it:
func initialSite(viewId: Int) -> () {
var viewController: UIViewController?
let dataValue = data["navn"];
var start: String?
switch viewId {
case 1:
viewController = self.initital
start = "Velkommen til \(dataValue)'s Bog"
case 2:
viewController = self.startSide
start = "\(dataValue)'s Bog, start-side"
default:
break;
}
self.navigationItem.title = start!
showChildViewController(viewController!)
}
So here's the deal: I have a custom UIViewController named FieldFormVC. In order to present it, I call this code:
FieldFormVC *fieldFormVC = [[FieldFormVC alloc] initWithFieldForm:(FieldForm *)[self getForm] andManagedObjectContext: managedObjectContext];
fieldFormVC.trackManager = self;
fieldFormVC.thisTrackNumber = currentScreenIndex;
fieldFormVC.textSize = textSize;
[navigationController pushViewController:fieldFormVC animated:YES];
Where [self getForm] returns a FieldForm object. The code for the initWithFieldForm: andManagedObjectContext: method is:
-(id)initWithFieldForm: (FieldForm *) f andManagedObjectContext: (NSManagedObjectContext *) moc
{
if (self = [super init])
{
fieldForm = f;
managedObjectContext = moc;
}
return self;
}
I set up some breakpoints, and when the initWithFieldForm: andManagedObjectContext: is called, the parameters "f" and "moc" contain actual values. At the end of the method, fieldFormVC has all the values it needs.
Now when it goes back to the first chunk of code and calls
fieldFormVC.trackManager = self;
All the values in fieldFormVC go to 0x00000000. All the properties of the fieldFormVC are set with #property (nonatomic, retain) and they are #synthesize'd as well.
The strange thing is that I have used similar initWith.. methods that have turned out great, and I've never seen this issue before. If it helps, I am using Core Data in my project, and FieldForm is a certain entity in my model. Thanks for any advice and help!
Update:
The getForm method's code:
-(NSObject *) getForm
{
WrapperForm *wrapperForm = (WrapperForm *)[[_fetchedResultsController fetchedObjects]objectAtIndex:currentScreenIndex.intValue];
FieldForm *fieldForm = wrapperForm.fieldForm;
PictureForm *pictureForm = wrapperForm.pictureForm;
if (fieldForm != nil)
{
NSLog(#"Class: %#", [wrapperForm.fieldForm.class description]);
return fieldForm;
}else if(pictureForm != nil)
{
NSLog(#"Class: %#", [wrapperForm.pictureForm.class description]);
return pictureForm;
}
return nil;
}
You are casting to FieldForm although your method getForm should actually return a FieldForm class anyway. Most likely the getForm method does not return the correct object.