How do I restrict a property to a range? - properties

There are a cases where I might want to model data where it makes sense for a value to be restricted to a given range.
For example, if I want to represent a "mammal", I might want to restrict a legs property to 0–4.
My first attempt is shown below:
class Mammal {
var _numLegs:Int?
var numLegs:Int {
get {
return _numLegs!
}
set {
if 0...4 ~= newValue {
self._numLegs = newValue
}
else {
self._numLegs = nil
}
}
}
}
However, this seems unsatisfactory since all properties are "public" there is nothing stopping the customer of the class from setting Mammal._numLegs to some arbitrary value.
Any better ways to do it?

Just for fun I decided to write a snippet with #jackWu's suggestion (+1) in order to try that didSet thing:
class Mammal {
var numLegs:UInt? {
didSet { if numLegs? > 4 { numLegs = nil } }
}
init() {
numLegs = nil
}
}
It works perfectly. As soon as you try to set numLegs to 5 or greater, boom, it gets nilled automatically. Please note that I used Uint to avoid negative leg quantities :)
I really like the elegance of didSet.

In this specific case, you want a property observer, you could implement it like this:
class Mammal {
init () {
numLegs = 0
super.init()
}
var numLegs:Int {
didSet: {
if !(numLegs ~= 0...4) {
numLegs = max(0,min(numLegs,4)) // Not sure if this is what you want though
}
}
}
}
Looking at this though, I'm not sure if this would recurse and call didSet again...I guess it wouldn't be too bad because it would pass the check the second time

Related

Why does the author wrap tasksRepository.refreshTasks() with viewModelScope.launch?

The following code is from the project.
The function of tasksRepository.refreshTasks() is to insert data from remote server to local DB, it's a time consuming operation.
In class TasksViewModel, asksRepository.refreshTasks() is wrapped with viewModelScope.launch{}, it means launch and careless.
1: How can I guarantee tasksRepository.observeTasks().distinctUntilChanged().switchMap { filterTasks(it) } to return the latest result?
2: I don't know how distinctUntilChanged() work, will it keep listening to return the latest result in whole Lifecycle ?
3: What's happened if I use tasksRepository.observeTasks().switchMap { filterTasks(it) } instead of tasksRepository.observeTasks().distinctUntilChanged().switchMap { filterTasks(it) }
Code
class TasksViewModel(..) : ViewModel() {
private val _items: LiveData<List<Task>> = _forceUpdate.switchMap { forceUpdate ->
if (forceUpdate) {
_dataLoading.value = true
viewModelScope.launch {
tasksRepository.refreshTasks()
_dataLoading.value = false
}
}
tasksRepository.observeTasks().distinctUntilChanged().switchMap { filterTasks(it) }
}
...
}
class DefaultTasksRepository(...) : TasksRepository {
override suspend fun refreshTask(taskId: String) {
updateTaskFromRemoteDataSource(taskId)
}
private suspend fun updateTasksFromRemoteDataSource() {
val remoteTasks = tasksRemoteDataSource.getTasks()
if (remoteTasks is Success) {
tasksLocalDataSource.deleteAllTasks()
remoteTasks.data.forEach { task ->
tasksLocalDataSource.saveTask(task)
}
} else if (remoteTasks is Result.Error) {
throw remoteTasks.exception
}
}
override fun observeTasks(): LiveData<Result<List<Task>>> {
return tasksLocalDataSource.observeTasks()
}
}
switchMap - The returned LiveData delegates to the most recent LiveData created by calling switchMapFunction with the most recent value set to source, without changing the reference. Doc
Yes, it'll keep listening to return the latest result in whole Lifecycle. distinctUntilChanged creates a new LiveData object that does not emit a value until the source LiveData value has been changed. The value is considered changed if equals() yields false.
Yes you can use that too but it'll keep emitting the values even the values are the same as the last emitted value.
e.g. first emitted value is ["aman","bansal"] and the second is the same ["aman","bansal"] which you don't want to emit since the values are same. So you use distinctUntilChanged to make sure it won't emit the same value until changed.
I hope this helped.

Having a singleton use the value from initWithCoder instead of creating a new instance in Swift

I have a simple boolean variable in a function on which a set an observer to check when it changes:
var userValid: Bool{
didSet{
let valid=userValid ? "valid" : "not valid"
print("uservalid changed to \(valid)")
}
}
I set it to false in the init and then to true in the program: the initialiser is called twice once for the class and once for the subclass but I am alway checking the value in the class. So I am seeing the variable is set to true in the observer, but then when I check it in another function I find it at false without the observer to be ever called again.
As it comes out the problem seems to stem from the fact I initialise two times the class: once as a singleton and the other one with:
init?(coder aDecoder: NSCoder)
Of course I initialise the singleton with:
public class func sharedMapDelegate() -> MapDelegate {
struct Static {
static let instance : MapDelegate = MapDelegate()
}
return Static.instance
}
How may I return the value generated from the initWithCoder instead of creating a new one?
I think I have fixed it by changing the singleton to:
public class func sharedMapDelegate() -> MapDelegate {
struct Static {
static var instance : MapDelegate {
if let me = Factory.sharedFactory().mapHandler {
return me
} else {
Factory.sharedFactory().mapHandler=MapDelegate()
return Factory.sharedFactory().mapHandler
}
}
}
return Static.instance
}

About synchronized scope in Swift

Objective-C:
#synchronized {
return;
}
NSLog(#"This line of code does not run.");
Objective-C's #synchronized is a language-level directive and does not introduce a new function scope.
Swift:
synchronized {
return
}
print("This line of code does run.")
func synchronized(lock: AnyObject, #noescape closure: () -> Void) {
objc_sync_enter(lock)
closure()
objc_sync_exit(lock)
}
Synchronized uses closures which do introduce a function scope.
Question:
Can I do the same in Swift? Does not introduce a new function scope.
Real Problem
public func stopRecording() {
synchronized(self) {
guard status == .Recording else { return }
status = .StoppingRecording
}
// Many somethings need to do, and I don`t want to write into the closure.
finishRecording()
......
......
......
}
Workaround:
if (synchronized(self) { return true }) {
return
}
print(#"This line of code does not run.")
func synchronized(lock: AnyObject, #noescape closure: () -> Bool) -> Bool {
objc_sync_enter(lock)
defer {
objc_sync_exit(lock)
}
return closure()
}
Someone has a elegant solution?
I just put together a solution that isn't too bad. We cannot introduce a custom language construct that doesn't introduce a new scope, therefore we need to use one of the existing ones. The if statement should work for that. I made a small class for that, which does but one thing: Lock the given object and check that the unlock method got called before it deallocates (along with some additions for debugging):
final class LockingManager {
let obj: AnyObject
let file: StaticString
let line: UInt
var locked = true
init(obj: AnyObject, file: StaticString, line: UInt) {
self.obj = obj
self.file = file
self.line = line
objc_sync_enter(obj)
}
func unlock() {
objc_sync_exit(obj)
locked = false
}
deinit {
precondition(!locked, "Object \(obj) not unlocked", file: file, line: line)
}
}
With a function like this:
func lock(obj: AnyObject, file: StaticString = #file, line: UInt = #line) -> (() -> Void)? {
return LockingManager(obj: obj, file: file, line: line).unlock
}
We can use it like this:
if let unlock = lock(obj: self) {
defer { unlock() }
// Do stuff
}
Since method never returns nil, you don't ever want an else part. Since the unlock method, which holds the only reference to the LockingManager, is only available within the if statement, after the statement the LockingManager gets deallocated. Upon deallocation, it checks whether the unlock method was called and if not, throws an error.
I understand that this isn't a super nice solution, but it does work in that it doesn't introduce a new scope (and additionally checks for correct usage).
Another solution would be to just use simple function calls and a do block:
do {
objc_sync_enter(self)
defer { objc_sync_exit(self) }
// Do stuff
}
I personally prefer the second approach (with some better named functions), because it's much clearer what it does.

Shouldn't every .swift file be a class?

I have some experience in ObjC and I just started learning Swift. In Objc everything is a class through #interface in .h and #implementation of .m, or in other Swift classes that I have seen everything is usually in some form of
class MyCustomClassInhertingfrom: SomeFoundationClass { //methods & properties}
Yet here in some class named pancakeHouse.Swift there is no mention of the keyword class WHY? Isn't this a Model Class? Doesn't this break the MVC design pattern? Is this happening because of new powerful features of enums& structs vs class in Swift?_____I am confused obviously!
import UIKit
import CoreLocation
enum PriceGuide : Int {
case Unknown = 0
case Low = 1
case Medium = 2
case High = 3
}
extension PriceGuide : CustomStringConvertible {
var description : String {
switch self {
case .Unknown:
return "?"
case .Low:
return "$"
case .Medium:
return "$$"
case .High:
return "$$$"
}
}
}
enum PancakeRating {
case Unknown
case Rating(Int)
}
extension PancakeRating {
init?(value: Int) {
if value > 0 && value <= 5 {
self = .Rating(value)
} else {
self = .Unknown
}
}
}
extension PancakeRating {
var ratingImage : UIImage? {
guard let baseName = ratingImageName else {
return nil
}
return UIImage(named: baseName)
}
var smallRatingImage : UIImage? {
guard let baseName = ratingImageName else {
return nil
}
return UIImage(named: "\(baseName)_small")
}
private var ratingImageName : String? {
switch self {
case .Unknown:
return nil
case .Rating(let value):
return "pancake_rate_\(value)"
}
}
}
struct PancakeHouse {
let name: String
let photo: UIImage?
let thumbnail: UIImage?
let priceGuide: PriceGuide
let location: CLLocationCoordinate2D?
let details: String
let rating: PancakeRating
}
extension PancakeHouse {
init?(dict: [String : AnyObject]) {
guard let name = dict["name"] as? String,
let priceGuideRaw = dict["priceGuide"] as? Int,
let priceGuide = PriceGuide(rawValue: priceGuideRaw),
let details = dict["details"] as? String,
let ratingRaw = dict["rating"] as? Int,
let rating = PancakeRating(value: ratingRaw) else {
return nil
}
self.name = name
self.priceGuide = priceGuide
self.details = details
self.rating = rating
if let imageName = dict["imageName"] as? String where !imageName.isEmpty {
photo = UIImage(named: imageName)
} else {
photo = nil
}
if let thumbnailName = dict["thumbnailName"] as? String where !thumbnailName.isEmpty {
thumbnail = UIImage(named: thumbnailName)
} else {
thumbnail = nil
}
if let latitude = dict["latitude"] as? Double,
let longitude = dict["longitude"] as? Double {
location = CLLocationCoordinate2D(latitude: latitude, longitude: longitude)
} else {
location = nil
}
}
}
extension PancakeHouse {
static func loadDefaultPancakeHouses() -> [PancakeHouse]? {
return self.loadPancakeHousesFromPlistNamed("pancake_houses")
}
static func loadPancakeHousesFromPlistNamed(plistName: String) -> [PancakeHouse]? {
guard let path = NSBundle.mainBundle().pathForResource(plistName, ofType: "plist"),
let array = NSArray(contentsOfFile: path) as? [[String : AnyObject]] else {
return nil
}
return array.map { PancakeHouse(dict: $0) }
.filter { $0 != nil }
.map { $0! }
}
}
extension PancakeHouse : CustomStringConvertible {
var description : String {
return "\(name) :: \(details)"
}
}
extension PancakeHouse: Equatable {
}
func ==(lhs: PancakeHouse, rhs: PancakeHouse) -> Bool {
return lhs.name == rhs.name
}
Note: I would appreciate an answer that also includes comparison of the .swift vs .h + .m ie don't just consider this as a specific question, consider it as a general question and explain or link the prerequisites's details needed to understand this question)
pancakeHouse.swift defines PancakeHouse and all the various things that go with it. That is perfectly good Swift style. There is no class here because PancakeHouse happens to be a struct, which is also perfectly good Swift style (and mildly preferred). Structs are much like classes in Swift, in that they can have data and methods (and extensions).
ObjC does not require that each class be defined in its own .h/.m pair, but it is fairly typical ObjC style to do so. That said, even in ObjC there are exceptions. It is common to have mutable subclasses defined in the same file as their base class (NSArray and NSMutableArray are both defined in NSArray.h). Swift style has evolved towards lumping related things together more closely. One style makes it easier to find something if you know its name. The other makes it easier to find related concepts together. Both have their advantages, and once people are used to one they tend to believe that that one is obviously correct. But they're just different ways of organizing.
Note that this file also makes use of Swift extensions to break up related methods. That is also common and good Swift. Old ObjC did that with categories, but it's much less common to organize ObjC code that way today (categories are used for other things now). Again, neither is deeply correct. It's just the styles that have evolved.
Swift files just need valid swift code. That's all. In this case, your swift file is just defining two enums. Generally it's better practice to put each enum (and its extension) in it's own .swift file, but that's really just personal opinion when you get right down to it.
A .m is the implementation of the .h interface. It's a pain in the !##$ to keep those two things always up to date. Swift makes this much easier by just merging them into one thing/file, and your entire project automatically sees it based on the access you've set. If you don't set any access, like the example above, then you have 'internal' which means the whole project.
There are two philosophies the compiler writers could take on this question:
Each public class needs a file with the matching name - this is Java's way of doing it. Although it is minimally restrictive, the logic behind it is to let the compiler find class references without looking through all the files. It also helps programmers organize their code.
Do it your own way - this is the road taken by Swift, along with C, C#, Objective-C. Essentially, compiler writers tell you that their compiler will find your classes no matter where you put them, letting you organize your code in a way that you find the most intuitive for you and your team.

Swift property override not working

When I try to override a property I get an error "can not override mutable property with read-only property"
I have provided get and set in the super class.
class Card {
var contents:String {
get {
return self.contents
}
set {
self.contents = newValue
}
}
init() {
self.contents = ""
}
}
Here is my Subclass where I am trying to override the "contents" property.
class PlayingCard: Card {
override var contents:String { //<-- this is where I get the build error
get {
var rankStrings:Array<String> = PlayingCard.rankStrings()
return rankStrings[Int(self.rank)] + self.suit
}
}
}
What exactly am I doing wrong?
If the property you're overriding has both a getter and a setter, you need to provide both in your subclass as well. Here's the relevant part from the Swift language guide (emphasis mine):
You can present an inherited read-only property as a read-write
property by providing both a getter and a setter in your subclass
property override. You cannot, however, present an inherited
read-write property as a read-only property.
If you're not doing anything special with the value, then you'll typically want to pass the value being set on to the base class:
set {
super.contents = newValue
}
You could also just discard the value with an empty setter (although I can't think of a good reason to do this offhand):
set { }
I also wanted to point out that you have an infinite loop in the contents property in your Card class. When you you do this:
get {
return self.contents
}
You're actually just calling that same getter again, creating an infinite loop; you're doing the same with the setter. Swift doesn't create ivars for your properties automatically like Objective-C did, so you need to create them yourself. A more appropriate way to create that property would be to do something like this:
class Card {
private var _contents: String
var contents: String {
get {
return _contents
}
set {
_contents = newValue
}
}
init() {
_contents = ""
}
}
However, since you're not doing anything other than setting and returning _contents in your setter and getter, you can simplify it down to this:
class Card {
var contents: String = ""
init() {
}
}
Note: contents might also be a good candidate for using an optional (String?) and setting it to nil rather than initializing it to an empty string.
The compiler error message is fairly straightforward: Card's contents property is mutable, which is to say it has a set method in addition to the get method.
Your override only adds a get method, you need to add a set method too.
I think this is what you want:
set(newValue) {
rankStrings[Int(self.rank)] = newValue;
}