Passing Data into an Array- Swift












-1














I am looking to pass data through a text box, and into an array (Second View Controller), so it can be added to a pool of data and randomly chosen.



For instance, you would input your name (and/or another name) into the text field in the First VC and and it would go into an array that would tell them which color they are shown in the Second VC.



Essentially, I'm trying to pass the data to a variable (which will hold all the names inputed), and append the variable to the array, then click a button to generate and randomly pull from the array via arc4random. My problem is its not appending. Any help would be greatly appreciated.



Here is my code:



VC 1:



import UIKit

class ViewController: UIViewController {

override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}

@IBAction func StartTapped(_ sender: Any) {
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)


}
@IBOutlet weak var AddPlayerTextField: UITextField!



@IBAction func AddTexttoArrayBtn(_ sender: Any) {
if AddPlayerTextField.text == nil
{
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)
}
func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let SecondViewController = segue.destination as! ViewController2
SecondViewController.myString = AddPlayerTextField.text!


VC 2:



import UIKit



class ViewController2: UIViewController {

var myString = String ()

var TeamBuildingQuestions = [ "is Red", "is Blue", "is Green", "is Purple","is Teal","is Orange", "is Red", "is Grey", "is Pink"]

var MasterTeamBuildingQuestionsArray = [ "Hello", "beep bop bbeep", "Boop", "Bap","Bospop","bob the builder"]


@IBOutlet weak var DisplayArray: UILabel!


@IBAction func NextQuestionBtn(_ sender: Any) {

let RandomArrayNumber = Int (arc4random_uniform(UInt32(TeamBuildingQuestions.count)))
let QuestionDisplayed = TeamBuildingQuestions[RandomArrayNumber]
DisplayArray?.text = QuestionDisplayed
}


override func viewDidLoad() {
super.viewDidLoad()

// Do any additional setup after loading the view.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.



TeamBuildingQuestions.append(myString)


}









share|improve this question




















  • 1




    Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
    – Paulw11
    Nov 11 at 23:04












  • Why would you append your text in didRecieveMemoryWarning???
    – HAK
    Nov 12 at 4:34










  • Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
    – Victor
    Nov 12 at 7:14
















-1














I am looking to pass data through a text box, and into an array (Second View Controller), so it can be added to a pool of data and randomly chosen.



For instance, you would input your name (and/or another name) into the text field in the First VC and and it would go into an array that would tell them which color they are shown in the Second VC.



Essentially, I'm trying to pass the data to a variable (which will hold all the names inputed), and append the variable to the array, then click a button to generate and randomly pull from the array via arc4random. My problem is its not appending. Any help would be greatly appreciated.



Here is my code:



VC 1:



import UIKit

class ViewController: UIViewController {

override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}

@IBAction func StartTapped(_ sender: Any) {
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)


}
@IBOutlet weak var AddPlayerTextField: UITextField!



@IBAction func AddTexttoArrayBtn(_ sender: Any) {
if AddPlayerTextField.text == nil
{
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)
}
func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let SecondViewController = segue.destination as! ViewController2
SecondViewController.myString = AddPlayerTextField.text!


VC 2:



import UIKit



class ViewController2: UIViewController {

var myString = String ()

var TeamBuildingQuestions = [ "is Red", "is Blue", "is Green", "is Purple","is Teal","is Orange", "is Red", "is Grey", "is Pink"]

var MasterTeamBuildingQuestionsArray = [ "Hello", "beep bop bbeep", "Boop", "Bap","Bospop","bob the builder"]


@IBOutlet weak var DisplayArray: UILabel!


@IBAction func NextQuestionBtn(_ sender: Any) {

let RandomArrayNumber = Int (arc4random_uniform(UInt32(TeamBuildingQuestions.count)))
let QuestionDisplayed = TeamBuildingQuestions[RandomArrayNumber]
DisplayArray?.text = QuestionDisplayed
}


override func viewDidLoad() {
super.viewDidLoad()

// Do any additional setup after loading the view.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.



TeamBuildingQuestions.append(myString)


}









share|improve this question




















  • 1




    Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
    – Paulw11
    Nov 11 at 23:04












  • Why would you append your text in didRecieveMemoryWarning???
    – HAK
    Nov 12 at 4:34










  • Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
    – Victor
    Nov 12 at 7:14














-1












-1








-1







I am looking to pass data through a text box, and into an array (Second View Controller), so it can be added to a pool of data and randomly chosen.



For instance, you would input your name (and/or another name) into the text field in the First VC and and it would go into an array that would tell them which color they are shown in the Second VC.



Essentially, I'm trying to pass the data to a variable (which will hold all the names inputed), and append the variable to the array, then click a button to generate and randomly pull from the array via arc4random. My problem is its not appending. Any help would be greatly appreciated.



Here is my code:



VC 1:



import UIKit

class ViewController: UIViewController {

override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}

@IBAction func StartTapped(_ sender: Any) {
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)


}
@IBOutlet weak var AddPlayerTextField: UITextField!



@IBAction func AddTexttoArrayBtn(_ sender: Any) {
if AddPlayerTextField.text == nil
{
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)
}
func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let SecondViewController = segue.destination as! ViewController2
SecondViewController.myString = AddPlayerTextField.text!


VC 2:



import UIKit



class ViewController2: UIViewController {

var myString = String ()

var TeamBuildingQuestions = [ "is Red", "is Blue", "is Green", "is Purple","is Teal","is Orange", "is Red", "is Grey", "is Pink"]

var MasterTeamBuildingQuestionsArray = [ "Hello", "beep bop bbeep", "Boop", "Bap","Bospop","bob the builder"]


@IBOutlet weak var DisplayArray: UILabel!


@IBAction func NextQuestionBtn(_ sender: Any) {

let RandomArrayNumber = Int (arc4random_uniform(UInt32(TeamBuildingQuestions.count)))
let QuestionDisplayed = TeamBuildingQuestions[RandomArrayNumber]
DisplayArray?.text = QuestionDisplayed
}


override func viewDidLoad() {
super.viewDidLoad()

// Do any additional setup after loading the view.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.



TeamBuildingQuestions.append(myString)


}









share|improve this question















I am looking to pass data through a text box, and into an array (Second View Controller), so it can be added to a pool of data and randomly chosen.



For instance, you would input your name (and/or another name) into the text field in the First VC and and it would go into an array that would tell them which color they are shown in the Second VC.



Essentially, I'm trying to pass the data to a variable (which will hold all the names inputed), and append the variable to the array, then click a button to generate and randomly pull from the array via arc4random. My problem is its not appending. Any help would be greatly appreciated.



Here is my code:



VC 1:



import UIKit

class ViewController: UIViewController {

override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.
}

@IBAction func StartTapped(_ sender: Any) {
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)


}
@IBOutlet weak var AddPlayerTextField: UITextField!



@IBAction func AddTexttoArrayBtn(_ sender: Any) {
if AddPlayerTextField.text == nil
{
performSegue(withIdentifier: "SecondViewControllerSegue", sender: self)
}
func prepare(for segue: UIStoryboardSegue, sender: Any?) {
let SecondViewController = segue.destination as! ViewController2
SecondViewController.myString = AddPlayerTextField.text!


VC 2:



import UIKit



class ViewController2: UIViewController {

var myString = String ()

var TeamBuildingQuestions = [ "is Red", "is Blue", "is Green", "is Purple","is Teal","is Orange", "is Red", "is Grey", "is Pink"]

var MasterTeamBuildingQuestionsArray = [ "Hello", "beep bop bbeep", "Boop", "Bap","Bospop","bob the builder"]


@IBOutlet weak var DisplayArray: UILabel!


@IBAction func NextQuestionBtn(_ sender: Any) {

let RandomArrayNumber = Int (arc4random_uniform(UInt32(TeamBuildingQuestions.count)))
let QuestionDisplayed = TeamBuildingQuestions[RandomArrayNumber]
DisplayArray?.text = QuestionDisplayed
}


override func viewDidLoad() {
super.viewDidLoad()

// Do any additional setup after loading the view.
}

override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Dispose of any resources that can be recreated.



TeamBuildingQuestions.append(myString)


}






ios arrays swift segue






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Nov 11 at 22:56









Paulw11

67k1081101




67k1081101










asked Nov 11 at 22:47









Victor

61




61








  • 1




    Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
    – Paulw11
    Nov 11 at 23:04












  • Why would you append your text in didRecieveMemoryWarning???
    – HAK
    Nov 12 at 4:34










  • Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
    – Victor
    Nov 12 at 7:14














  • 1




    Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
    – Paulw11
    Nov 11 at 23:04












  • Why would you append your text in didRecieveMemoryWarning???
    – HAK
    Nov 12 at 4:34










  • Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
    – Victor
    Nov 12 at 7:14








1




1




Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
– Paulw11
Nov 11 at 23:04






Is this your actual code? There are parentheses missing in AddTexttoArrayBtn (which should be addTexTtoArrayBtn), so prepare(for segue:) is not being called because it is inside AddTexttoArrayBtn
– Paulw11
Nov 11 at 23:04














Why would you append your text in didRecieveMemoryWarning???
– HAK
Nov 12 at 4:34




Why would you append your text in didRecieveMemoryWarning???
– HAK
Nov 12 at 4:34












Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
– Victor
Nov 12 at 7:14




Yes it's the actual code, I had some mistakes in it, I'm still new so my apologies. Thanks for catching that for me.
– Victor
Nov 12 at 7:14












2 Answers
2






active

oldest

votes


















0














In VC2, Instead of didReceiveMemoryWarning, implement TeamBuildingQuestions.append(myString) in viewDidLoad.






share|improve this answer





















  • Thanks so much for catching it, I'll input it and see how it works.
    – Victor
    Nov 12 at 7:14



















0














Here is a bug:



 if AddPlayerTextField.text == nil{
}


should be



  if AddPlayerTextField.text != nil && AddPlayerTextField.text.count > 0{
}





share|improve this answer





















  • Thanks I'm just changing everything right now, I'll update on how it goes.
    – Victor
    Nov 12 at 7:13











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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









0














In VC2, Instead of didReceiveMemoryWarning, implement TeamBuildingQuestions.append(myString) in viewDidLoad.






share|improve this answer





















  • Thanks so much for catching it, I'll input it and see how it works.
    – Victor
    Nov 12 at 7:14
















0














In VC2, Instead of didReceiveMemoryWarning, implement TeamBuildingQuestions.append(myString) in viewDidLoad.






share|improve this answer





















  • Thanks so much for catching it, I'll input it and see how it works.
    – Victor
    Nov 12 at 7:14














0












0








0






In VC2, Instead of didReceiveMemoryWarning, implement TeamBuildingQuestions.append(myString) in viewDidLoad.






share|improve this answer












In VC2, Instead of didReceiveMemoryWarning, implement TeamBuildingQuestions.append(myString) in viewDidLoad.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 11 at 23:11









yuoku

361




361












  • Thanks so much for catching it, I'll input it and see how it works.
    – Victor
    Nov 12 at 7:14


















  • Thanks so much for catching it, I'll input it and see how it works.
    – Victor
    Nov 12 at 7:14
















Thanks so much for catching it, I'll input it and see how it works.
– Victor
Nov 12 at 7:14




Thanks so much for catching it, I'll input it and see how it works.
– Victor
Nov 12 at 7:14













0














Here is a bug:



 if AddPlayerTextField.text == nil{
}


should be



  if AddPlayerTextField.text != nil && AddPlayerTextField.text.count > 0{
}





share|improve this answer





















  • Thanks I'm just changing everything right now, I'll update on how it goes.
    – Victor
    Nov 12 at 7:13
















0














Here is a bug:



 if AddPlayerTextField.text == nil{
}


should be



  if AddPlayerTextField.text != nil && AddPlayerTextField.text.count > 0{
}





share|improve this answer





















  • Thanks I'm just changing everything right now, I'll update on how it goes.
    – Victor
    Nov 12 at 7:13














0












0








0






Here is a bug:



 if AddPlayerTextField.text == nil{
}


should be



  if AddPlayerTextField.text != nil && AddPlayerTextField.text.count > 0{
}





share|improve this answer












Here is a bug:



 if AddPlayerTextField.text == nil{
}


should be



  if AddPlayerTextField.text != nil && AddPlayerTextField.text.count > 0{
}






share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 12 at 2:57









E.Coms

1,6302412




1,6302412












  • Thanks I'm just changing everything right now, I'll update on how it goes.
    – Victor
    Nov 12 at 7:13


















  • Thanks I'm just changing everything right now, I'll update on how it goes.
    – Victor
    Nov 12 at 7:13
















Thanks I'm just changing everything right now, I'll update on how it goes.
– Victor
Nov 12 at 7:13




Thanks I'm just changing everything right now, I'll update on how it goes.
– Victor
Nov 12 at 7:13


















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