Trying to use an Observable Object in another class - swiftui

I want to use an observable object in another class.
I want to use pitchers
import Foundation
import SwiftUI
class PositionViewModel: ObservableObject, Identifiable {
#Published var Pitchers: [String] = ["--","--","--","--","--","--"]
}
in this class then be able to pass it to different functions to validate rules.
class ValidationLogic: ObservableObject {
#Published var Positions: PositionViewModel = PositionViewModel()
var TempArray: [String];.self//error here
init(){
TempArray = Positions.Pitchers
}
static func Validation(Position: String, FrameStatus: Bool){
confirmNoBackToBack(Position: Position, FrameStatus: FrameStatus)
}
static func confirmNoBackToBack(Position: String, FrameStatus: Bool){
}
}
I have gotten to this point and am now getting an Expected Declaration error on the bold line. Not sure if I am just this last error from getting this to work or doing this the completely wrong way. I can use pitchers in a view but cant see to get it passed to my validationlogic class.

This is not valid Swift syntax, replace that line with:
var TempArray: [String]
Then modify you init to initialize Positions there:
var Positions: PositionViewModel
var TempArray: [String]
init() {
self.Positions = PositionViewModel()
TempArray = Positions.Pitchers
}

Related

How to delete on a line in a list with Realm

I have a List structure that removes a line with ondelete, but while returning the result, the line is deleted but shows an error.
I think the problem is that the result is not updated correctly.
What code should I add to update the list?
List{
ForEach(datosRealm.aquaris, id: \.self) { item in
Text(item.nombre)
}.onDelete { (indexSet) in
let aqua = datosRealm.aquaris[indexSet.first!]
let realm = try! Realm()
try! realm.write{
realm.delete(aqua)
}
}
}
import SwiftUI
import RealmSwift
final class DadesRealm: ObservableObject {
#Published var aquaris: [Aquaris]
private var cargaToken: NotificationToken?
init() {
let realm = try! Realm()
aquaris = Array(realm.objects(Aquaris.self))
recargarDatos()
}
private func recargarDatos() {
let realm = try! Realm()
let personas = realm.objects(Aquaris.self)
cargaToken = personas.observe { _ in
self.aquaris = Array(personas)
}
}
deinit {
cargaToken?.invalidate()
}
}
class Aquaris: Object {
#objc dynamic var nombre = ""
#objc dynamic var litros = ""
#objc dynamic var tipoAcuario = ""
#objc dynamic var data : Date = Date()
#objc dynamic var id = UUID().uuidString
override static func primaryKey() -> String? {
return "id"
}
let mascota = List<Controls>()
}
Error:
libc++abi.dylib: terminating with uncaught exception of type
NSException
*** Terminating app due to uncaught exception 'RLMException', reason: 'Object has been deleted or invalidated.' terminating with uncaught
exception of type NSException
The problem is taking a live updating Realm results object and casting it to an array, making those objects non-live updating (static)
In other words realm Results objects always reflect the current state of that data; if an object is deleted from Realm, the realm results object will also have that object removed. Likewise if an object is added then the results object will reflect that addition. (noting this is for objects that fit however the results objects was crafted; filtered, sorted etc)
So here's the issue
final class DadesRealm: ObservableObject {
#Published var aquaris: [Aquaris]
private var cargaToken: NotificationToken?
init() {
let realm = try! Realm()
aquaris = Array(realm.objects(Aquaris.self)) <- PROBLEM IS HERE
So you need to do one of two things
1 - Make aquaris a realm results object
#Published var aquaris: Results<Aquaris>? = nil
then
aquaris = realm.objects(Aquaris.self)
or
2 - If you must use that as an array, when the object is deleted from Realm, you also need to delete it from the array to keep them 'in sync'
I advise using suggestion 1 as it will make things easier in the long run.

Using a button to add data that a user inputted

Okay so I've been working on this for several days now and have not had any luck with an answer that makes any sense. I have a form in SwiftUI, using #ObservedObject to pull variables from a struct. In that form, I have a variety of text fields and pickers that the user can interact with. HOWEVER, I cannot figure out how to get my "Add" button to actually add that data to any of the other views in the app. I followed the sandwiches tutorial from WWDC20, with significant changes, so there is a swift file with "testData" and essentially I'm trying to get it so that the button uses the user input to append the testData and show that instead of nothing.
struct Horse: Identifiable {
var id = UUID()
var name: String
var gender: String
var breed: String
var type: String
var scale: String
var brand: String
var finish: String
var specialty: String
var imageName: String { return name }
var thumbnailName: String { return name + "Thumb" }
}
let testData = [
Horse(name: "Van Gogh", gender: "Stallion", breed: "Unknown", type: "Customized", scale: "Stablemate", brand: "Peter Stone", finish: "Gloss", specialty: "OOAK")
]
So this is what I'm using to establish testData and the parameters for what should be included in it.
func addANewHorse() {
withAnimation {
testStore.horses.append(Horse(name: "\(horseDetails.horseName)", gender: "\(horseDetails.selectedGender.rawValue)", breed: "\(horseDetails.horseBreed)", type: "\(horseDetails.type.rawValue)", scale: "\(horseDetails.scale.rawValue)", brand: "\(horseDetails.brand.rawValue)", finish: "\(horseDetails.finish.rawValue)", specialty: "\(horseDetails.specialty.rawValue)"))
}
}
Button("Add", action: {
addANewHorse();
self.presentationMode.wrappedValue.dismiss()
})
And that is what I'm using to try and append the testData to update with the users input. I know this is kind of choppy but does anyone have any advice whatsoever?
---EDIT---
My main app file looks like this...
#main
struct Pferd_HerdApp: App {
#StateObject private var store = HorseStore()
#StateObject private var horseDetails = HorseDetails()
var body: some Scene {
WindowGroup {
ContentView(store: store, horseDetails: HorseDetails())
}
}
}
my horse store class looks like this...
class HorseStore: ObservableObject {
#Published var horses: [Horse]
init(horses: [Horse] = []) {
self.horses = horses
}
}
let testStore = HorseStore(horses: testData)
Also, "HorseDetails" is the observableobject I'm trying to pull data from to append the testData, so here is the code for that
class HorseDetails: ObservableObject {
#Published var horseName = ""
#Published var selectedGender = Gender.allCases[0]
#Published var horseBreed = ""
#Published var purchaseDate = Date()
#Published var winCount = ""
#Published var notes = ""
#Published var brand = Brands.allCases[0]
#Published var type = Type.allCases[0]
#Published var scale = Scale.allCases[0]
#Published var finish = Finish.allCases[0]
#Published var specialRun = false
#Published var specialty = Specialty.allCases[0]
}
var horseDetails = HorseDetails()
and I changed the let for testData to a variable
Since your Question leaves a lot of code out, I will be making a few assumptions. I'm assuming that your form (where you have the button to add data) and your view for displaying the data are in two different views. You have not included your view model in the code, although there was an instance of your view model (testStore) used in the code above. You need to make sure that somewhere at the root of your view hierarchy, you made an instance of your view model (I'm assuming its called TestStoreViewModel) and passed that as an environment object to your subviews. For example, you should something like this
#main
struct YourApp: App {
let testStoreViewModel = TestStoreViewModel()
var body: some Scene {
WindowGroup {
ContentView().environmentObject(testStoreViewModel)
}
}
}
in all of your views where you need to use the data from your TestStoreViewModel, you should declare it like so
#EnvironmentObject var testStore:TestStoreViewModel
Using environment objects means that your observable object is automatically synced across all of your views that use the environment object. Everything else in the code above should work fine with the use of EnvironmentObjects and a single source of truth. For more on environment objects, you can check out this article which in my opinion is great at explaining Environment Objects in swiftui. It is also important to note that in that article, it mentioned the use of a SceneDelegte and the ContentView being wrapped around a UIHostingController. That was replaced by the first block of code I showed you above.

SwiftUI IOS 14 New AppDeligate with .environmentObject

For the new delegate file in iOS 14 I need to include both the .environmentObject settings and the UserSettings: ObservableObject (which is a Realm Class).
But I first need to create the User data if there is none (first time user) otherwise it give me a null error and crashes.
Where would I put the code to initiate the user before calling it in the body loads?
#main
struct myapp_App: App {
let userSettings = UserSettings() // calling the data which will not exist if initial user
var body: some Scene {
WindowGroup {
ContentView().environmentObject(userSettings)
}
}
}
Thank you.
I put the code to create the user if first time inside the int() of the ObservableObject.
I hope can only hope this code is proper? But it works.
Good luck.
class UserSettings: ObservableObject {
#Published var name: String? = nil
#Published var email: String? = nil
init(){
if User.userExist() == false {
User.initiateUser()
}
let u = User.getUser()
name = u!.name
email = u!.email
}
}

How to prod a SwiftUI view to update when a model class sub-property changes?

I've created a trivial project to try to understand this better. Code below.
I have a source of data (DataSource) which contains a #Published array of MyObject items. MyObject contains a single string. Pushing a button on the UI causes one of the MyObject instances to update immediately, plus sets off a timer to update a second one a few seconds later.
If MyObject is a struct, everything works as I imagine it should. But if MyObject is a class, then the refresh doesn't fire.
My expectation is that changing a struct's value causes an altered instance to be placed in the array, setting off the chain of updates. However, if MyObject is a class then changing the string within a reference type leaves the same instance in the array. Array doesn't realise there has been a change so doesn't mention this to my DataSource. No UI update happens.
So the question is – what needs to be done to cause the UI to update when the MyObject class's property changes? I've attempted to make MyObject an ObservableObject and throw in some didchange.send() instructions but all without success (I believe these are redundant now in any case).
Could anyone tell me if this is possible, and how the code below should be altered to enable this? And if anyone is tempted to ask why I don't just use a struct, the reason is because in my actual project I have already tried doing this. However I am using collections of data types which modify themselves in closures (parallel processing of each item in the collection) and other hoops to jump through. I tried re-writing them as structs but ran in to so many challenges.
import Foundation
import SwiftUI
struct ContentView: View
{
#ObservedObject var source = DataSource()
var body: some View
{
VStack
{
ForEach(0..<5)
{i in
HelloView(displayedString: self.source.results[i].label)
}
Button(action: {self.source.change()})
{
Text("Change me")
}
}
}
}
struct HelloView: View
{
var displayedString: String
var body: some View
{
Text("\(displayedString)")
}
}
class MyObject // Works if declared as a Struct
{
init(label: String)
{
self.label = label
}
var label: String
}
class DataSource: ObservableObject
{
#Published var results = [MyObject](repeating: MyObject(label: "test"), count: 5)
func change()
{
print("I've changed")
results[3].label = "sooner"
_ = Timer.scheduledTimer(withTimeInterval: 2, repeats: false, block: {_ in self.results[1].label = "Or later"})
}
}
struct ContentView_Previews: PreviewProvider
{
static var previews: some View
{
ContentView()
}
}
When MyObject is a class type the results contains references, so when you change property of any instance inside results the reference of that instance is not changed, so results is not changed, so nothing published and UI is not updated.
In such case the solution is to force publish explicitly when you perform any change of internal model
class DataSource: ObservableObject
{
#Published var results = [MyObject](repeating: MyObject(label: "test"), count: 5)
func change()
{
print("I've changed")
results[3].label = "sooner"
self.objectWillChange.send() // << here !!
_ = Timer.scheduledTimer(withTimeInterval: 2, repeats: false) {[weak self] _ in
self?.results[1].label = "Or later"
self?.objectWillChange.send() // << here !!
}
}
}

SwiftUI UIViewRepresentable UITextView Binding

Multiline text input is currently not natively supported in SwiftUI (hopefully this feature is added soon!) so I've been trying to use the combine framework to implement a UITextView from UIKit which does support multiline input, however i've been having mixed results.
This is the code i've created to make the Text view:
struct MultilineTextView: UIViewRepresentable {
#Binding var text: String
func makeUIView(context: Context) -> UITextView {
let view = UITextView()
view.isScrollEnabled = true
view.isEditable = true
view.isUserInteractionEnabled = true
view.backgroundColor = UIColor.white
view.textColor = UIColor.black
view.font = UIFont.systemFont(ofSize: 17)
view.delegate = context.coordinator
return view
}
func updateUIView(_ uiView: UITextView, context: Context) {
uiView.text = text
}
func frame(numLines: CGFloat) -> some View {
let height = UIFont.systemFont(ofSize: 17).lineHeight * numLines
return self.frame(height: height)
}
func makeCoordinator() -> MultilineTextView.Coordinator {
Coordinator(self)
}
class Coordinator: NSObject, UITextViewDelegate {
var parent: MultilineTextView
init(_ parent: MultilineTextView) {
self.parent = parent
}
func textViewDidChange(_ textView: UITextView) {
parent.text = textView.text
}
}
}
I've then implemented it in a swiftUI view like:
MultilineTextView(text: title ? $currentItem.titleEnglish : $currentItem.pairArray[currentPair].english)//.frame(numLines: 4)
And bound it to a state variable:
#State var currentItem:Item
It sort of works. However, the state var currentItem:Item contains an array of strings which I'm then cycling through using buttons which update the string array based on what has been inputted into MultilineTextView. This is where i'm encountering a problem where the MultilineTextView seems to bind to only the first string item in the array, and then it won't change. When I use swiftUI's native TextField view this functionality works fine and I can cycle through the string array and update it by inputting text into the TextField.
I think I must be missing something in the MultilineTextView struct to allow this functionality. Any pointers are gratefully received.
Update: Added model structs
struct Item: Identifiable, Codable {
let id = UUID()
var completed = false
var pairArray:[TextPair]
}
struct TextPair: Identifiable, Codable {
let id = UUID()
var textOne:String
var textTwo:String
}
Edit:
So I've done some more digging and I've found what I think is the problem. When the textViewDidChange of the UITextView is triggered, it does send the updated text which I can see in the console. The strange thing is that the updateUIView function then also gets triggered and it updates the UITextView's text with what was in the binding var before the update was sent via textViewDidChange. The result is that the UITextview just refuses to change when you type into it. The strange thing is that it works for the first String in the array, but when the item is changed it won't work anymore.
It appears that SwiftUI creates two variants of UIViewRepresentable, for each binding, but does not switch them when state, ie title is switched... probably due to defect, worth submitting to Apple.
I've found worked workaround (tested with Xcode 11.2 / iOS 13.2), use instead explicitly different views as below
if title {
MultilineTextView(text: $currentItem.titleEnglish)
} else {
MultilineTextView(text: $currentItem.pairArray[currentPair].textOne)
}
So I figured out the problem in the end, the reason why it wasn't updating was because I was passing in a string which was located with TWO state variables. You can see that in the following line, currentItem is one state variable, but currentPair is another state variable that provides an index number to locate a string. The latter was not being updated because it wasn't also being passed into the multiline text view via a binding.
MultilineTextView(text: title ? $currentItem.titleEnglish : $currentItem.pairArray[currentPair].english)
I thought initially that passing in one would be fine and the parent view would handle the other one but this turns out not to be the case. I solved my problem by making two binding variables so I could locate the string that I wanted in a dynamic way. Sounds stupid now but I couldn't see it at the time.