Ios 在视图控制器之间传递数据会产生零
我是一名新的程序员,在控制器之间传递数据时遇到了困难,我知道这些论坛会问这个问题,但上传的代码比我的复杂得多,我很难理解,所以我会上传我写的几行代码。我想允许两名玩家在我的应用程序中输入他们的名字,然后单击开始游戏。当按下“开始游戏”按钮时,会将他们带到一个新的视图控制器,该控制器的名称类似于Joe Bloggs vs John Doe,如果我将变量设置为全局变量,我可以实现这一点,但我的理解是,这是一种糟糕的做法,因此当我尝试编写相同的代码,将变量保留在视图控制器中时,每次都会通过nil,我不确定我做错了什么?这是我的几行代码,我希望有人能回答我做错了什么 视图控制器:Ios 在视图控制器之间传递数据会产生零,ios,swift,xcode,viewcontroller,Ios,Swift,Xcode,Viewcontroller,我是一名新的程序员,在控制器之间传递数据时遇到了困难,我知道这些论坛会问这个问题,但上传的代码比我的复杂得多,我很难理解,所以我会上传我写的几行代码。我想允许两名玩家在我的应用程序中输入他们的名字,然后单击开始游戏。当按下“开始游戏”按钮时,会将他们带到一个新的视图控制器,该控制器的名称类似于Joe Bloggs vs John Doe,如果我将变量设置为全局变量,我可以实现这一点,但我的理解是,这是一种糟糕的做法,因此当我尝试编写相同的代码,将变量保留在视图控制器中时,每次都会通过nil,我不
import UIKit
class ViewController: UIViewController {
var playerOneName: String!
var playerTwoName: String!
@IBOutlet weak var playerOneTextField: UITextField!
@IBOutlet weak var playerTwoTextField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
@IBAction func startGameButton(_ sender: Any) {
playerOneName = playerOneTextField.text!
playerTwoName = playerTwoTextField.text!
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOne.text = playerOneName
destinationVC.playerTwo.text = playerTwoName
}
}
}
import UIKit
class GameViewController: UIViewController {
@IBOutlet weak var playerOne: UILabel!
@IBOutlet weak var playerTwo: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOneName = playerOneName
destinationVC.playerTwoName = playerTwoName
}
}
GameViewController:
import UIKit
class ViewController: UIViewController {
var playerOneName: String!
var playerTwoName: String!
@IBOutlet weak var playerOneTextField: UITextField!
@IBOutlet weak var playerTwoTextField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
@IBAction func startGameButton(_ sender: Any) {
playerOneName = playerOneTextField.text!
playerTwoName = playerTwoTextField.text!
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOne.text = playerOneName
destinationVC.playerTwo.text = playerTwoName
}
}
}
import UIKit
class GameViewController: UIViewController {
@IBOutlet weak var playerOne: UILabel!
@IBOutlet weak var playerTwo: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOneName = playerOneName
destinationVC.playerTwoName = playerTwoName
}
}
在加载控制器的视图之前,您的插座不会初始化。然而,赛格发生在这之前
最好的解决方案是将两个字符串属性放入
GameViewController
中,并使用这些属性从第一个控制器接收数据。然后,在viewdiload
中更新标签文本。您不应该直接从另一个视图控制器设置标签文本,而是在gameviewdiload
中创建变量来存储标签文本,在segue中更改这些变量,然后在目标控制器的viewdiload
方法中更改标签。请参阅下面的代码
class GameViewController: UIViewController {
@IBOutlet weak var playerOne: UILabel!
@IBOutlet weak var playerTwo: UILabel!
var playerOneName:String?
var playerTwoName:String?
override func viewDidLoad() {
super.viewDidLoad()
playerOne.text = playerOneName
playerTwo.text = playerTwoName
// Do any additional setup after loading the view.
}
}
在ViewController中:
import UIKit
class ViewController: UIViewController {
var playerOneName: String!
var playerTwoName: String!
@IBOutlet weak var playerOneTextField: UITextField!
@IBOutlet weak var playerTwoTextField: UITextField!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view, typically from a nib.
}
@IBAction func startGameButton(_ sender: Any) {
playerOneName = playerOneTextField.text!
playerTwoName = playerTwoTextField.text!
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOne.text = playerOneName
destinationVC.playerTwo.text = playerTwoName
}
}
}
import UIKit
class GameViewController: UIViewController {
@IBOutlet weak var playerOne: UILabel!
@IBOutlet weak var playerTwo: UILabel!
override func viewDidLoad() {
super.viewDidLoad()
// Do any additional setup after loading the view.
}
}
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOneName = playerOneName
destinationVC.playerTwoName = playerTwoName
}
}
在初始化控制器之前,不能设置
@IBOutlets
的属性。
您需要存储像String这样的值代码>在第二视图控制器中。和init@IBOutlets
,例如在viewDidLoad
方法中使用它们
将GameViewController
代码更改为:
import UIKit
class GameViewController: UIViewController {
@IBOutlet weak var playerOne: UILabel!
var playerOneName: String!
@IBOutlet weak var playerTwo: UILabel!
var playerTwoName: String!
override func viewDidLoad() {
super.viewDidLoad()
playerOne.text = playerOneName
playerTwo.text = playerTextName
// Do any additional setup after loading the view.
}
}
和ViewController
中的prepare
:
override func prepare(for segue: UIStoryboardSegue, sender: Any?) {
if segue.identifier == "segue" {
let destinationVC = segue.destination as! GameViewController
destinationVC.playerOneName = playerOneName
destinationVC.playerTwoName = playerTwoName
}
}
希望有帮助您检查过文本字段是否正确映射到变量了吗?如果在按钮回调之前调用了prepare(for:sender:)
,怎么办?因为执行destinationVC.playeron.text=playeroname
时playeron
是nil
。换句话说,IBOulet
尚未加载。创建一个String
属性,该属性将保存playername
值。在viewdiload()
上,在Objective-C中将playerne.text
设置为它。但原因相同:或