Swift: How do I create a sequence of 'if' statements? - xcode

I want to know how to write a sequence in an if statement, like I would as a sequence of actions? For example:
If I have var touchedBool = Bool(), how do I create an if statement that says:
if touchedBool == true FOLLOWED BY touchedBool == false THEN
{
// This happens.
}

I believe there should be a better way to accomplish what you really want, but here is the thing I believe you are looking for:
var touchedBool = false {
didSet {
if oldValue && !touchedBool {
print("Boom") // Do your stuff here
}
}
}

var someBool = true
if someBool {
// Do something
} else {
// Do Something
}

For your example, a simple if-else would be fine:
var anyBool: Bool = true
if anyBool == true {
//do something
} else {
//do something else
}
This would work fine for bools, but gets cumbersome for something with multiple options other than true of false. For this, I would recommend a switch statement;
var anyInt = 1
switch anyInt {
case 1:
//do something
case 2:
//do something
case 3:
//do something
case 4:
//do something
default:
//do something else
}
Switch statements are a lot more flexible as well

Related

Argument passed to call that takes no arguments.. Firebase

Not sure why i'm getting this.. any suggestions would be grateful!
I ran into issues with my original coding where I had Firebase pod and Firebase Package.. so I started from scratch since that wasnt fixing itself.. now I get this.. and I am at a loss for how to resolve it.
static func fetchUsers() -> AnyPublisher<[UserProfile], Error> {
Future< [UserProfile], Error > { promise in
self.db.collection("Users")
.getDocuments { (snapshot, error) in
if let error = error {
promise(.failure(error))
return
}
guard let snapshot = snapshot else {
promise(.failure(FirebaseError.badSnapshot))
return
}
var users = [UserProfile]()
snapshot.documents.forEach { document in
print(users.count)
if let user = try? document.data(as: UserProfile.self){
if users.contains(where: { $0.id == user.id}) {return}
users.append(user)
} else {
print("Not working")
}
}
promise(.success(users))
}
}
.eraseToAnyPublisher()
}
I believe this is the syntax you're after:
var users = [UserProfile]()
users = snapshot.documents.compactMap { (document) -> UserProfile? in
if users.contains(where: { $0.id == user.id}) {
return nil
} else {
return try? document.data(as: UserProfile.self)
}
}
Also be aware that when you iterate something in Swift and encounter a false condition on an iteration, return will return out of the greater scope, not just that iteration. Therefore, use continue.
for x in y {
guard x > 0 else {
continue // continues loop
}
// ...
}

How do you handle errors inside a Rust filter()?

I'd like to use a filter function that may return an Err result, and bubble it up to the containing function:
mycoll.into_iter()
.filter(|el| {
if el == "bad" {
Err(MyError)
} else {
Ok(el < "foo")
}
})
I found a good explanation on how to handle this type of case when it comes to map() (using .collect::<Result<...>>()): How do I stop iteration and return an error when Iterator::map returns a Result::Err? but I can't get a similar solution to work for filter().
What's the idiomatic solution here?
I'd probably suggest using filter_map. Your example would look like:
mycoll.into_iter()
.filter_map(|el| {
if el == "bad" {
Some(Err(MyError))
} else if el < "foo" {
Some(Ok(el))
} else {
None
}
})

How to populate Enum from the values retrieved from Database

Looking at the example here at Message Controller for Pizza Example, if I want to populate Size or Kind based on some user input and make a call to the database, how would I do that?
So far as I know, there is not an easy way to populate the Enum at runtime.
It looks like this hasn't been implemented yet. I took a look inside https://github.com/Microsoft/BotBuilder/blob/master/CSharp/Library/FormFlow/FormBuilder.cs and found this:
internal static void TypePaths(Type type, string path, List<string> paths)
{
if (type.IsClass)
{
if (type == typeof(string))
{
paths.Add(path);
}
else if (type.IsIEnumerable())
{
var elt = type.GetGenericElementType();
if (elt.IsEnum)
{
paths.Add(path);
}
else
{
// TODO: What to do about enumerations of things other than enums?
}
}
else
{
FieldPaths(type, path, paths);
}
}
else if (type.IsEnum)
{
paths.Add(path);
}
else if (type == typeof(bool))
{
paths.Add(path);
}
else if (type.IsIntegral())
{
paths.Add(path);
}
else if (type.IsDouble())
{
paths.Add(path);
}
else if (type.IsNullable() && type.IsValueType)
{
paths.Add(path);
}
else if (type == typeof(DateTime))
{
paths.Add(path);
}
}
Notice the TODO about enumerations other than enums.
Outside of the FormBuilder we can use PromptDialog.Choice which takes an IEnumerable<> of your options.
It is possible to chain dialogs together, so you may have to split your FormDialog into two with the PromptDialog in-between.
Alternatively take a fork of BotBuilder and implement the TODO!

Typescript enum switch not working

i have the following enum
enum EditMode {
View = 0,
Edit = 1,
Delete = 2
}
Let's assume i have a variable of the enum type
var editMode = EditMode.Edit;
Why does the following code not work (goes straight to default)?
switch (editMode) {
case EditMode.Delete:
...
break;
case EditMode.Edit:
...
break;
default:
...
break;
}
I also had this problem. Easy way to get around it: add a + sign before your variable in the switch, i.e.
switch (+editMode) {
case EditMode.Delete:
...
break;
case EditMode.Edit:
...
break;
default:
...
break;
}
i have found why i does happen. somewhere in the code there is a activation function (i am using durandal) which passes this enum as a string (the function has the parameter marked as a enum but still it is a string). this is why my switch statement fails. i simply converted the value to a number and now everything works as expected. thanks anyways
The issue here has to do with typescript's (numeric) literal types. When you do this assignment:
var editMode = EditMode.Edit
TypeScript evaluates the type as:
var editMode: 1 = EditMode.Edit
Now, when you compare a value that typescript knows must be 1 (EditMode.Edit) to a value that it knows must be 0 (EditMode.View), it sees all this as a type-safety violation. If the variable editMode weren't an enum, typescript would merely complain, but since it's an enum, which doesn't really exist in javascript, typescript gets to control the transpilation in such a way that it actually throws an error.
So you have 2 options. So you can either coerce editMode to be a number or to be an EditMode (i.e. any of the values EditMode is permitted to be, not just the one assigned to editMode the variable).
Personally, I prefer to coerce it to be an EditMode, because it feels more type-safe.
To go the number route, you can do the following, which was previously mentioned:
switch(+editMode)
To go the EditMode route (which I recommend), you can pass it to a function as was mentioned, but sometimes it's a little cleaner to not write a function. If that's the case here, then you can again coerce the type in the switch statement:
switch(editMode as EditMode)
Do whichever you prefer, but I just like the clarity of explicitly saying "this variable is being treated as an EditMode" as opposed to "this variable is supposed to actually be a number, not an Enum".
TypeScript version 3.7.5
this code worked for me
enum Seasons {
Winter,
Spring,
Summer,
Autum
}
switch (+Seasons.Winter) {
case Seasons.Winter:
console.log('weather is cold');
break;
case Seasons.Spring:
console.log('weather is spring');
break;
case Seasons.Summer:
console.log('weather is summer');
break;
default:
break;
}
or you can declare a constant and use as param for switch statement
const season: Seasons = Seasons.Winter
switch (+season) {
case Seasons.Winter:
console.log('weather is cold');
break;
case Seasons.Spring:
console.log('weather is spring');
break;
case Seasons.Summer:
console.log('weather is summer');
break;
default:
break;
}
Change your EditMode enum definition to:
enum EditMode {
View = "View",
Edit = "Edit",
Delete = "Delete"
}
Typescript 3.6.3
In case somebody else ends up here and the above options don't seem to be the issue, double-check that all of your switch statements are breaking/returning! The Typescript compiler is smart enough to see that if your case cascades through to another one, the value you're comparing on may never hit the case you expect.
let handlerName;
switch(method){
case 'create':
handlerName = 'createHandler';
break;
case 'update';
handlerName = 'updateHandler';
// Here is where the forgotten break would go
default:
throw new Error('Unrecognized Method');
}
switch(handlerName){
case 'createHandler':
...
break;
case 'updateHandler':
// You will see an error on this case because
// the compiler knows that execution will never
// arrive here with handler === 'updateHandler'
default:
throw new Error('Unrecognized Handler');
}
With //#ts-ignore suppress you can do:
//#ts-ignore
switch (EditMode[editMode] as EditMode) {
case EditMode.Delete:
...
break;
case EditMode.Edit:
...
break;
default:
...
break;
}
}
If the enum is defined in a separate typescript file, ensure it's marked with "export" and that you import it correctly at the top of the typescript file you're referencing it in.
Use it like this.
const enum OperationsType{
CREATE="CREATE",
DELETE="DELETE",
UPDATE="UPDATE"
}
Int Enum
enum Sizes {
Small,
Medium,
}
switch (Number(Sizes.Small)) {
case Sizes.Small:
// 👇️ this runs
console.log('size is S');
break;
case Sizes.Medium:
console.log('size is M');
break;
default:
console.log(`non-existent size: ${Sizes.Small}`);
break;
}
String Enum
enum Sizes {
Small = 'S',
Medium = 'M',
}
switch (String(Sizes.Small)) {
case Sizes.Small:
console.log('size is S');
break;
case Sizes.Medium:
console.log('size is M');
break;
default:
console.log(`non-existent size: ${Sizes.Small}`);
break;
}
Declare your enum using const:
const enum EditMode {
View = 0,
Edit = 1,
Delete = 2
}
In my case I had the switch inside a condition, which was coercing the enum into a value:
enum A {
VAL_A,
VAL_B,
VAL_C
}
interface ia {
maybe?: A
}
const o: ia = {maybe: 0}
if(o.maybe){ //<-- o.maybe is not falsey (thus, is not 0)
switch(o.maybe) {
case A.VAL_A: //<-- Error! we know that o.maybe is not 0. Its VAL_B | VAL_C
break;
}
}
If you use the switch expression in a function with typed parameter, this works as expected.
Example:
enum EditMode {
View,
Edit,
Delete,
}
function testSwitch(editMode: EditMode) {
switch(editMode) {
case EditMode.Delete:
console.log("delete");
break;
case EditMode.Edit:
console.log("edit");
break;
default:
console.log("default");
break;
}
}
testSwitch(EditMode.Edit)
will compile 🥳 and output edit 👍

Golang if/else not compiling

I cannot figure out why this will not compile.
It says functions ends without a return statement, but when I add a return after the else, it still won't compile.
func (d Foo) primaryOptions() []string{
if(d.Line == 1){
return []string{"me", "my"}
}
else{
return []string{"mee", "myy"}
}
}
Go forces else to be on the same line as the if brace.. because of its "auto-semicolon-insertion" rules.
So it must be this:
if(d.Line == 1) {
return []string{"me", "my"}
} else { // <---------------------- this must be up here
return []string{"mee", "myy"}
}
Otherwise, the compiler inserts a semicolon for you:
if(d.Line == 1) {
return []string{"me", "my"}
}; // <---------------------------the compiler does this automatically if you put it below
else {
return []string{"mee", "myy"}
}
..hence your error. I will link to the relevant documentation shortly.
EDIT: Effective Go has information regarding this.

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