I have a core data / document-driven macOS app, using Swift and I struggle on combining the out-of-the-box spell checking API with an NSDocument (NSPersistentDocument in my case)
It took me more time than it should take, but this is what I got, mostly guided by this great answer:
class VTDocument: NSPersistentDocument, NSChangeSpelling {
[...]
private let spellchecker = SpellChecker()
#IBAction func showGuessPanel(_ sender: Any?){
spellchecker.startSpellCheck(nodes: Array(db.nodes), tag: 0)
}
#IBAction #objc func changeSpelling(_ sender: Any?){
spellchecker.replace(with: "Test")
}
This is leading me to see the NSSpellChecker.spellingPanel, correctly showing the word to correct. However, the changeSpelling function should be "called" by the panel but is never called. The above spellChecker is a simple wrapper around the NSSpellChecker that keeps the status between function calls.
The SpellChecker class looks like this.
import Cocoa
class SpellChecker {
let checker = NSSpellChecker.shared
let count: UnsafeMutablePointer<Int> = UnsafeMutablePointer<Int>.allocate(capacity: 1)
var nodes = Array<Node> ()
var nodeNr = 0
var stringPos = 0
var range: NSRange = NSRange()
func startSpellCheck(nodes: [Node], tag: Int ) {
self.nodes = nodes
nodeNr = 0
stringPos = 0
continueChecking()
}
func continueChecking(){
if nodes.count == 0 {
return
}
if nodeNr >= nodes.count {
checker.updateSpellingPanel(withMisspelledWord: "")
checker.spellingPanel.orderFront(self)
return
}
if let nodeText = nodes[nodeNr].label {
range = checker.checkSpelling(of: nodeText, startingAt: stringPos, language: nil, wrap: false, inSpellDocumentWithTag: 0, wordCount: count)
if count.pointee > 0 {
stringPos = range.lowerBound
checker.updateSpellingPanel(withMisspelledWord: nodeText[range])
checker.spellingPanel.orderFront(self)
return
}
}
nodeNr = nodeNr + 1
continueChecking()
}
func replace(with: String){
if let nodeText = nodes[nodeNr].label {
let text = nodeText as NSString
text.replacingCharacters(in: range, with: with)
nodes[nodeNr].label = text as String
}
}
}
Related
Need help in figuring out why my function is not executing when I thought it should but it executed after the completion block in the code. I am fairly new to Xcode so please excuse me if things sound confusing here. Below is my code.
class ImageDownloader{
typealias completionHandler = (Result<Set<ARReferenceImage>, Error>) -> ()
typealias ImageData = (image: UIImage, orientation: CGImagePropertyOrientation, physicalWidth: CGFloat, name: String)
static let URLDic = [ReferenceImagePayload]()
class func getDocumentData(completion:#escaping ([ReferenceImagePayload]) -> ()) {
var documentCollection: [ReferenceImagePayload] = []
db.collection("Users").getDocuments {(snapshot, error) in
if error == nil && snapshot != nil {
var index = 0
for document in snapshot!.documents {
let loadData = document.data()
index += 1
if loadData["Target URL"] != nil {
let url = loadData["Target URL"]
let urlString = URL(string: "\(String(describing: url ?? ""))")
let urlName = loadData["Target Image"]
documentCollection.append(ReferenceImagePayload(name: urlName as! String, url: urlString!))
if snapshot!.documents.count == index {
// After finished, send back the loaded data
completion(documentCollection)
}
}
}
}
}
}
static var receivedImageData = [ImageData]()
class func downloadImagesFromPaths(_ completion: #escaping completionHandler) {
// THE LINE BELOW WHERE I CALL THE FUNCTION IS NOT EXECUTED WHEN THIS CLASS IS INITIALLY CALLED. BUT AS THE CODE RUNS, THIS LINE BELOW IS EXECUTED AFTER THE COMPLETIONOPERATION = BLOCKOPERATION IS COMPLETED.
let loadedDataDic: () = getDocumentData { (URLDic) in
print(URLDic.self, "Got it")
}
let operationQueue = OperationQueue()
operationQueue.maxConcurrentOperationCount = 6
let completionOperation = BlockOperation {
OperationQueue.main.addOperation({
completion(.success(referenceImageFrom(receivedImageData)))
// LINE "let loadedDataDic: () = getDocumentData" ONLY GOT EXECUTED AT THIS POINT
})
}
URLDic.forEach { (loadData) in
let urlstring = loadData.url
let operation = BlockOperation(block: {
do{
let imageData = try Data(contentsOf: loadData.url)
print(imageData, "Image Data")
if let image = UIImage(data: imageData){
receivedImageData.append(ImageData(image, .up, 0.1, loadData.name))
}
}catch{
completion(.failure(error))
}
})
completionOperation.addDependency(operation)
}
operationQueue.addOperations(completionOperation.dependencies, waitUntilFinished: false)
operationQueue.addOperation(completionOperation)
}
}
I am trying to show the route between a MKPointAnnotation and user's current location, but i am fail with it.
My idea is: getting user's current location -> getting the MKPointAnnotation' Coordinate -> line up with MKPolylineRenderer
The problem is that i cannot find the problem. :( I have no idea where i should modify.
class MapInSearch: UIViewController, MKMapViewDelegate, CLLocationManagerDelegate {
#IBOutlet weak var mapView: MKMapView!
var destination: MKMapItem?
var coords: CLLocationCoordinate2D?
let locationManager = CLLocationManager()
var PlaceLat = ""
var PlaceLong = ""// get from previous view controller
override func viewDidLoad() {
super.viewDidLoad()
self.locationManager.requestAlwaysAuthorization()
// For use in foreground
self.locationManager.requestWhenInUseAuthorization()
if CLLocationManager.locationServicesEnabled() {
locationManager.delegate = self
locationManager.desiredAccuracy = kCLLocationAccuracyNearestTenMeters
locationManager.startUpdatingLocation()
}// step 1
self.mapView.showsUserLocation = true
self.mapView.delegate = self
self.addRoute() // step 2
}
func addRoute() {
var pointsToUse: [CLLocationCoordinate2D] = []
if PlaceLat != "" || PlaceLong != "" {
let coords = "\(PlaceLat), \(PlaceLong)"
let p = CGPointFromString(coords)
pointsToUse += [CLLocationCoordinate2DMake(CLLocationDegrees(p.x), CLLocationDegrees(p.y))]
}
pointsToUse += [CLLocationCoordinate2DMake(CLLocationDegrees(coords!.latitude), CLLocationDegrees(coords!.longitude))]
let myPolyline = MKPolyline(coordinates: &pointsToUse, count: 2)
mapView.addOverlay(myPolyline)
}
func mapView(mapView: MKMapView, rendererForOverlay overlay: MKOverlay) -> MKOverlayRenderer {
let lineView = MKPolylineRenderer(overlay: overlay)
lineView.strokeColor = UIColor.greenColor()
return lineView // step 3
}
func locationManager(manager: CLLocationManager, didUpdateLocations locations: [CLLocation]) {
self.coords = manager.location!.coordinate
print("locations = \(coords!.latitude) \(coords!.longitude)")
}
My code is very disorderly because i mixed 4-5 tutorials. Also, these tutorials is written with swift 1.2.(i have tried to edit it to swift 2, but i am fail)
Did you ever resolve your problem? Using the latest iteration of Swift 2 in XCode 7.3, in your view (we will call it MyViewController):
override func viewWillAppear(animated: Bool) {
super.viewWillAppear(animated)
self.mapView.delegate = self
var coordinates : [CLLocationCoordinate2D] = [];
addRoute(coordinates);
}
func addRoute(coordinates: [CLLocationCoordinate2D]) {
// insert your code to populate coordinates array with your coordinates
polyLine = MKPolyline(coordinates: &coordinates, count: coordinates.count)
self.mapView.addOverlay(polyLine, level: MKOverlayLevel.AboveRoads)
}
Then in the same file:
extension MyViewController: MKMapViewDelegate {
func mapView(mapView: MKMapView, rendererForOverlay overlay: MKOverlay) -> MKOverlayRenderer {
let pr = MKPolylineRenderer(overlay: overlay);
pr.strokeColor = UIColor.blueColor().colorWithAlphaComponent(0.5);
pr.lineWidth = 5;
return pr;
}
}
You may find the important part was the extension. I haven't tested this code, so feel free to correct any issues that crept in.
in your CLLocationManagerDelegate delegate function didUpdateLocations you can update your location by setting
self.myLocation = locations[0] as CLLocation
Then call MakeRoute() - This is a function i wrote to either make a route by car or by walking (hence the self.driveIsSet)
func makeRoute() {
let startPlaceMark = MKPlacemark(coordinate: myLocation.coordinate)
let endPlaceMark = MKPlacemark(coordinate: restLocation.coordinate)
let startMapItem = MKMapItem(placemark: startPlaceMark)
let endMapItem = MKMapItem(placemark: endPlaceMark)
let directionRequest = MKDirectionsRequest()
directionRequest.source = startMapItem
directionRequest.destination = endMapItem
if self.driveIsSet {
directionRequest.transportType = .automobile
} else {
directionRequest.transportType = .walking
}
let directions = MKDirections(request: directionRequest)
directions.calculate { (routeResponse, routeError) in
guard let routeResponse = routeResponse else {
if let routeError = routeError {
print(routeError)
}
return
}
self.mapView.removeOverlays(self.mapView.overlays)
let route = routeResponse.routes[0]
self.mapView.add(route.polyline, level: .aboveRoads)
}
}
I have a database in parse that i have pulled into a swift array. The custom parse object is called UserRecipe. The array is called recipes and is located in the viewDidLoad method. I am trying to set the imageview i have called recipeImage, to always access the image of the first element in the array. I do this in the updateImage function but am not sure if I have the correct syntax. Also the array seems to be stored only with the viewDidLoad method and is not accessible to my updateImage function. I'm wondering how to make it global so all functions can access it. Thanks in advance for any help.
The database looks like this:
import UIKit
import Parse
//import ParseFacebookUtilsV4
import FBSDKCoreKit
import FBSDKLoginKit
class ViewController: UIViewController {
let recipes = [PFObject]?.self
#IBOutlet var recipeImage: UIImageView!
override func viewDidLoad() {
super.viewDidLoad()
//load in all data from Parse custom Object UserRecipe and store it in variable recipes
var query = PFQuery(className:"UserRecipe")
query.findObjectsInBackgroundWithBlock {
(recipes: [PFObject]?, error: NSError?) -> Void in
if error == nil {
if let recipes = recipes {
for recipe in recipes {
print(recipe["recipeName"])
}
}
} else {
print("Error: \(error!) \(error!.userInfo)")
}
}
let gesture = UIPanGestureRecognizer(target: self, action: Selector("wasDragged:"))
recipeImage.addGestureRecognizer(gesture)
//let tapping = UITapGestureRecognizer(target: self, action: Selector("wasTapped:"))
//recipeImage.addGestureRecognizer(tapping)
recipeImage.userInteractionEnabled = true
//updateImage()
//getUserInfo()
}
func wasDragged(gesture: UIPanGestureRecognizer) {
//Dragging Animation
let translation = gesture.translationInView(self.view)
let imageDrag = gesture.view!
imageDrag.center = CGPoint(x: self.view.bounds.width / 2 + translation.x, y: self.view.bounds.height / 2 + translation.y - 153)
let xFromCenter = imageDrag.center.x - self.view.bounds.width / 2 + translation.x
let scale = min(100 / abs(xFromCenter), 1)
var rotation = CGAffineTransformMakeRotation(xFromCenter / 200)
var stretch = CGAffineTransformScale(rotation, scale, scale)
imageDrag.transform = stretch
//determines whether current user has accepted or rejected certain recipes
if gesture.state == UIGestureRecognizerState.Ended {
var acceptedOrRejected = ""
if imageDrag.center.x < 100 {
acceptedOrRejected = "rejected"
print("not chosen")
//print("not chosen" + object["recipeName"])
} else if imageDrag.center.x > self.view.bounds.width - 100 {
acceptedOrRejected = "accepted"
print("Chosen")
}
/*if acceptedOrRejected != "" {
PFUser.currentUser()?.addUniqueObjectsFromArray([displayedUserId], forKey: acceptedOrRejected)
PFUser.currentUser()?.saveInBackgroundWithBlock({
(succeeded: Bool, error: NSError?) -> Void in
if succeeded {
} else {
print(error)
}
})
}*/
//Resets image position after it has been let go of
rotation = CGAffineTransformMakeRotation(0)
stretch = CGAffineTransformScale(rotation, 1, 1)
imageDrag.transform = stretch
imageDrag.center = CGPoint(x: self.view.bounds.width / 2, y: self.view.bounds.height / 2 - 153)
updateImage()
}
}
func updateImage() {
recipeImage.image = recipes["image"][0]
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}
}
I am not across Parse but if I were you these are things I would try,
Set a breakpoint in
func updateImage() {
// set breakpoint here and check whether recipes contains any data.
recipeImage.image = recipes["image"][0]
}
Replace the code as shown below,
//replace
recipes["image"][0]
//to
recipes[0]["image"]
I'm trying to make a stopwatch, and I can't seem to understand why I am getting a sigabrt with my application. Sorry I didn't know what to include, so I included everything.
var timer = NSTimer()
var minutes: Int = 0
var seconds: Int = 0
var fractions: Int = 0
var startStopWatch: Bool = true
var StopwatchString: String = ""
#IBOutlet weak var display: UILabel!
#IBAction func start(sender: UIButton) {
if startStopWatch == true {
NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("updateStopwatch"), userInfo: nil, repeats: true)
startStopWatch = false
} else {
timer.invalidate()
startStopWatch = true
}
}
#IBAction func reset(sender: UIButton) {
}
override func viewDidLoad() {
super.viewDidLoad()
display.text = "00:00.00"
}
func updateStopWatch() {
fractions += 1
if fractions == 100 {
seconds += 1
fractions = 0
}
if seconds == 60 {
minutes += 1
seconds = 0
}
let fractionsString = fractions > 9 ? "\(fractions)" : "0\(fractions)"
let secondsString = seconds > 9 ? "\(seconds)" : "0\(seconds)"
let minutesString = minutes > 9 ? "\(minutes)" : "0\(minutes)"
StopwatchString = "\(minutesString):\(secondsString).\(fractionsString)"
display.text = StopwatchString
}
I cut and pasted your code into a project and when I tapped the start button the first line of the error message said:
-[My.ViewController updateStopwatch]: unrecognized selector sent to instance 0x7fe0034b3520
That tells you all you need to know. You send the updateStopwatch message to your view controller but it doesn't implement that method. I noticed though that your ViewController does implement an updateStopWatch method. Looks like a basic capitalization error to me.
Always, always, always, read at least the first line of the error message.
Here are some fixes:
+I changed the timer variable initially to nil - it will be saved in the start function.
+Your if statement in the start function looked like this:
if startStopWatch == true
But it should be like this:
if (startStopWatch)
Hope this helpes :)
var timer = nil
var minutes = 0
var seconds = 0
var fractions = 0
var startStopWatch = true
var StopwatchString = ""
#IBOutlet weak var display: UILabel!
#IBAction func start(sender: UIButton) {
if (startStopWatch == true) {
timer = NSTimer.scheduledTimerWithTimeInterval(0.01, target: self, selector: Selector("updateStopwatch"), userInfo: nil, repeats: true)
startStopWatch = false
//I added one thing. If the start button is pushed the text will change to stop. You can change this if you like.
sender.setTitle("Stop", forState: .Normal)
//
} else {
timer.invalidate()
startStopWatch = true
}
}
#IBAction func reset(sender: UIButton) {
display.text! = "00:00.00"
}
override func viewDidLoad() {
super.viewDidLoad()
display.text! = "00:00.00"
}
func updateStopWatch() {
fractions++
if (fractions == 100) {
seconds++
fractions = 0
}
if (seconds == 60) {
minutes++
seconds = 0
}
var fractionsString = fractions > 9 ? "\(fractions)" : "0\(fractions)"
var secondsString = seconds > 9 ? "\(seconds)" : "0\(seconds)"
var minutesString = minutes > 9 ? "\(minutes)" : "0\(minutes)"
StopwatchString = "\(minutesString):\(secondsString).\(fractionsString)"
display.text! = StopwatchString
}
let verbList: [String] = ["hacer", "ser", "estar"]
let POVList: [String] = ["él / usted","ella / usted","ellas / ustedes","ellos / ustedes","tú","yo","nosotros",]
let correctConjugation: [[String]] = [["hace","hace","hacen","hacen","haces","hago","hacemos"], ["es","es","son","son","eres","soy","somos"], ["está","está","estan","estan","estas","estoy","estamos"]]
func randomVerb() -> Int { //creates and returns a random number for the prefix arrray
var randomVerb = Int(arc4random_uniform(3))
return randomVerb
}
func randomPrefix() -> Int { //creates and returns a random number for the verb array
var randomPrefix = Int(arc4random_uniform(7))
return randomPrefix
}
#IBAction func changeVerb(sender: AnyObject) {
Verb.text = verbList[randomVerb()]
POV.text = POVList[randomPrefix()]
userResponse.backgroundColor = UIColor.whiteColor()
userResponse.text = ""
}
#IBAction func checkResponse(sender: AnyObject) {
var userResponseA: String
userResponseA = userResponse.text
if (userResponseA == correctConjugation[randomVerb()[randomPrefix()]]){
userResponse.backgroundColor = UIColor.greenColor()
} else {
userResponse.backgroundColor = UIColor.redColor()
}
}
So I get two errors here (in the if statement in checkResponse): first, "int does not have a member named 'subscript'" and if I just take out the call for the function in the if statement I get: "'String' is not convertible to 'Mirror Disposition'"
I really have no idea why this is not working. Bear with me, as I am an Xcode noob just trying to get a better grade in spanish.
Very close - just need to have your subscripts separated:
if (userResponseA == correctConjugation[randomVerb()][randomPrefix()]) {
// ...
}
When working with an array of arrays (in this case correctConjugation), each subscript takes you one level down.
For the other issue, you want a couple variables to hold the current verb and prefix indexes:
class VC: UIViewController {
// list declarations here
var verbIndex = 0
var povIndex = 0
#IBAction func changeVerb(sender: AnyObject) {
verbIndex = randomVerb()
povIndex = randomPrefix()
Verb.text = verbList[verbIndex]
POV.text = POVList[povIndex]
userResponse.backgroundColor = UIColor.whiteColor()
userResponse.text = ""
}
#IBAction func checkResponse(sender: AnyObject) {
var userResponseA = userResponse.text
if (userResponseA == correctConjugation[verbIndex][povIndex]){
userResponse.backgroundColor = UIColor.greenColor()
} else {
userResponse.backgroundColor = UIColor.redColor()
}
}
}