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  • [MUSIC]

  • Stanford University.

  • Okay, well, welcome to CS193P, Stanford CS193P.

  • This is Developing Applications for iOS, winter

  • of 2017. Today we're going to talk a little bit about what

  • this class is about, and the prerequisites you need.

  • Then I'm, really fast, gonna go over iOS and what's in it.

  • And then, I'm gonna dive into a big, long demo.

  • And this demo is gonna really quickly let you see what it's

  • like to develop an application for iOS, so you can decide,

  • is this for me, or not? So, what are you gonna learn?

  • Well you're gonna learn to build cool apps, all right,

  • that's, that's what we're here for. Why are these apps in iOS

  • cool? Well for a number of reasons, okay?

  • One is they're in your back pocket,

  • you can pull them out and show your friends on your phone,

  • a lot of them are networked so there're kind of social

  • apps and a lot of that can be a lot of fun.

  • Also if you decide to turn your app into a product it's

  • really easy to get it out to customers via the app store.

  • You don't have to wrap it in a box and

  • put it on a shelf somewhere anymore. You can get it out

  • there real quick. And also you're going to see,

  • today even, it's really easy to build pretty complex

  • app pretty quickly. So you get a lot of instant gratification

  • from building iOS apps. For those of you in

  • computer science there's also this huge benefit, you're

  • gonna get to see a real life object-oriented programming

  • system. And not just object-oriented programming,

  • but we're going to use databases in this class, and

  • graphics, and multimedia, multi-threading, animation,

  • networking, all these things. And

  • you're going to see it in a real world environment.

  • So you take a lot of classes on these subjects

  • and sometimes you get maybe a little disconnected from

  • what's this like in the real world, well,

  • you're gonna get to see it all in action here. Prerequisites,

  • just boiling it down really easily. The prerequisite for

  • the class is object-oriented programming.

  • You have to know object-oriented programming,

  • I'm not gonna teach that in the class, I completely and

  • utterly assume it. And not only do you have to know it,

  • you have to have some experience doing it.

  • So that's why here at Stanford CS106 A and

  • B are a hard prerequisite. You have to have taken those two,

  • those are object-oriented programming classes. And

  • then I just want to make sure you have some programming

  • experience, so either you've done something outside

  • of school, or you've taken CS107 or CS108 or CS110.

  • CS108 is a particularly great prerequisite,

  • that's object-oriented programming.

  • So if you have a chance to take CS108 and

  • you haven't taken it yet, yeah, maybe taken it, and

  • then take this class the next time it's offered, all right?

  • So let's dive through what's in iOS really quickly here.

  • I've divided it here into four layers.

  • These layers are roughly close to the hardware.

  • And then up close to the user. So that bottom layer close to

  • the hardware, that's actually a Unix operating system, okay?

  • Just like macOS, iOS is a Unix operating system at

  • the bottom. None of these APIs are object oriented or

  • anything, they're basically C, okay? For

  • the Unix pretty much written in C, these API's are in C.

  • We're gonna do no work at that level in this class, okay?

  • This is an object-oriented programming only class,

  • so we're not gonna be doing anything there.

  • So there's another layer right on top of that called core

  • services. Sometimes people refer to this as foundation,

  • but there's other things in this lever, layer,

  • besides foundation. And this is an object oriented layer

  • on top of those things that were lower down. Okay, so

  • now you can do networking, file system, things like that,

  • using object oriented API. But this is still non UI layer,

  • right? It's still kinda closer to the hardware. So I'll

  • definitely be teaching you a lot of stuff at this layer,

  • 'cause you just need it to do the things you're gonna do.

  • Now, there's another layer here, the media layer here I

  • call it. This is a huge layer, which has 3D graphics, and

  • audio playback and recording, image processing, video,

  • all that stuff. Unfortunately I'm not gonna have a lot of

  • time to spend here, even though it's a huge part of

  • what an iOS device does. iOS devices all pretty much have

  • iPods in them, video iPods if you wanna think about it.

  • And so there's a lot here. Unfortunately I can't cover it

  • all. Because I'm gonna spend most of my time up here,

  • which is the Cocoa Touch layer.

  • This is where buttons and text fields and things are, but

  • also much more powerful objects like maps.

  • There's an object in Cocoa Touch which is a map object,

  • it's pretty much the entire Maps application on

  • an iOS device, that you can drop right into a rectangle

  • in your app. With almost no work.

  • So, very powerful object to this layer. This is where

  • we're gonna spend the vast majority of our time,

  • building user interface apps at this layer.

  • That's a rough overview. Trying to explain all

  • of iOS in two minutes is pretty much impossible, but

  • that's kind of what we're doing in this class. We're

  • gonna use all these components to get our work done.

  • Top level there, Xcode 8, is gonna be...

  • everything we do is gonna be in Xcode 8.

  • The debugger, the editor, everything, building,

  • it's all in Xcode 8. There's a little app, Instruments,

  • that goes along with it, for performance and stuff, but

  • pretty much it's all Xcode 8. Two, I'm gonna teach you

  • a new programming language. So if you're computer science

  • people, you know that learning different programming

  • languages, really valuable skill.

  • Not because you're necessarily gonna use all of them,

  • some you might or might not use. But just the process of

  • seeing how language designers pick and choose their syntax

  • and, and the feature set, is really valuable.

  • So you'll get that I would think. It's a great language.

  • It was just invented in the last two or three years, so

  • it kind of incorporates the best of a lot of different

  • languages. So I'm gonna kind of blitzkrieg teach that to

  • you in the first couple weeks. Frameworks: That's essentially

  • things like the Cocoa Touch UIKit framework.

  • It's where all the buttons and stuff are.

  • Foundation is that, kind of,

  • mostly that core services layer.

  • But there's a lot of other ones like Core Data framework,

  • object-oriented database,

  • we'll be doing that in assignment five.

  • Also I talked about that map thing, that's in a framework

  • called MapKit. And there's also things in core motion,

  • like the accelerometer and the gyro in the device.

  • All those things, I'm gonna be teaching you many,

  • many of these frameworks as we go on. And

  • last, but definitely not least, and very,

  • very important, is the design strategy for

  • how to build apps, it's called MVC, model-view-controller.

  • How many people already know MVC, have,

  • have learned in a different class?

  • See, so maybe half of you. I will spend the first part of

  • Wednesday's lecture telling you about MVC and what it is.

  • We 100.0% have to use MVC when we develop apps for iOS.

  • There's really no other way to do it, if you do it any other

  • way, you're swimming so up stream against the current of

  • iOS, it's... You'll end up with a mess of an application,

  • okay, so we'll be going over that as well. This demo

  • that I'm gonna do, we're gonna build a calculator.

  • A calculator's great because it's got a fairly simple UI,

  • but it's got a little bit of guts on the inside,

  • the actual calculating part. So

  • it's just complicated enough to start showing you MVC and

  • a lot of language features and things like that. But not so

  • complicated that I can't do an entire calculator, basically,

  • in two lectures, okay, start to finish. All these topics up

  • here, you don't have to look at them now.

  • This is the slide to go look at after my lecture today and

  • say, hmm did I learn that, yeah,

  • I think I got that. So

  • it's kind of a summary of what I'm gonna do. Since I'm not

  • gonna get back to the slides from the end of my demo,

  • it's just gonna be the end of the lecture.

  • I'll tell you a little bit what's coming up.

  • On Wednesday, I'll be continuing this demo, but

  • not until after I give you this talk about MVC,

  • because what we're gonna do in the calculator is apply MVC

  • to it, on Wednesday. And your first

  • programming assignment will go out on Wednesday, which is

  • pretty much to replicate what I'm doing today and

  • on Wednesday, okay? And I'll give you a video of the demo,

  • so you'll see it, and you'll be able to watch it. And

  • then on Friday, we have an optional section.

  • So the Friday sections in this course,

  • you don't have to go to if you don't want to.

  • But a lot of times, they're very valuable.

  • Feature so if you have not used the debugger in Xcode 8

  • you really might wanna go to Friday's lecture.

  • The location and time of it will be posted on the class

  • forums hopefully tomorrow. I've asked for the room and

  • haven't quite got it yet so hopefully tomorrow. And

  • then don't forget next Monday is a holiday so we're not

  • meeting on Monday. Our next class after this Wednesday

  • will be next Wednesday. So let's hop into the demo...

  • I said we were gonna build a calculator, let me actually

  • show you a calculator. This is the MacOS calculator and

  • our calculator is gonna look very similar to this, right?

  • It has to display along the top, it has the keypad for

  • typing numbers in and it's got these operation buttons. And

  • then you can just multiply, times eight, you hit equals,

  • it does the operation,

  • that's pretty much what our calculator is gonna do.

  • It's not gonna look exactly like this. It's gonna have

  • a look that's a little more appropriate for a iOS device,

  • but it's generally this. And I promised that Xcode would be

  • your one-stop shop for doing all development, so

  • we're gonna spend our entire time here working in Xcode.

  • Now Xcode is an app that you just go to the Mac App Store,

  • and you download it. It's free.

  • When you first launch it, it's gonna put up this splash

  • screen like you see right here.

  • And all of your projects are going to start accumulating

  • here over on this right side where this gray area is. And

  • you can basically do three other things here. You can use

  • a playground, which I'll show the playgrounds on Wednesday,

  • it's kind of a little play area for iOS programming. You

  • can check a existing project out of a source control

  • management system which we're not gonna be doing.

  • Although we're probably have a Friday section

  • on doing a source code control. So we're gonna be

  • doing this option right here, create a new X code project.

  • And in fact, when I do demos in this course,

  • I almost always start from scratch.

  • Cuz I don't want you to have to like,

  • come up to speed on some code that I give you first, and

  • then, learn from there. So we try to start from scratch, and

  • see what we can do that way. So I'm gonna click on this,

  • to start a new app. It's asking, what kind

  • of app do we want to build, or what kind of project, and

  • here you can see, we can do Watch apps, Apple TV apps,

  • even Mac OS apps, but we're doing iOS, and in fact,

  • we're always going to choose this single view application

  • template. It's the simplest template, and

  • some of these other templates have code in there that I

  • actually want to show you how to write yourself instead of

  • having the template just make that code appear, all right?

  • So we're gonna do single view application.

  • Now it wants some particulars on our application,

  • most importantly at the top its name. Well,

  • we're building a calculator so we're gonna call this

  • Calculator, okay, that's gonna be the name of our app.

  • Now this second line here, team, that's the team of

  • developers who are gonna work on this project, that's gonna

  • be a team of one, which is you. Okay, when you launch

  • Xcode, this is probably not going to be a pull down list.

  • It's gonna be a button that says Add Account or

  • something like that, Add Team. You click on that, all you'll

  • need is an Apple ID, any Apple ID will do, won't cost you any

  • money. And go through the dialog there and

  • it'll add a team for you, and you use that here. Alright?

  • This organization name can be anything you want.

  • It's just gonna appear on the copyright symbol at the top of

  • your source code files, that's it. But this one,

  • it's super important that this be a unique identifier of you.

  • Okay? So I strongly recommend doing edu.stanford.cs193p.

  • You're SUNet ID here, okay? If you put that in there,

  • you're almost guaranteed, if you're a Stanford student,

  • for that to be unique. If you're not a Stanford student,

  • you're watching this on iTunes U, pick something else that

  • uniquely identifies you. Hopefully,

  • reverse DNS notation will work in your circumstance as well.

  • The language we're gonna use like I said is Swift.

  • iOS was originally written in a different language called

  • Objective-C. Turns out you can use Objective-C and

  • Swift in the same application.

  • They use the exact same underlying iOS API. So

  • everything you're gonna learn in this class in Swift,

  • if you later went and learned Objective-C, all that learning

  • would be valid, okay? Cuz it's the exact, in fact,

  • it's the exact same code base, it's not just same API.

  • Swift was designed in a way to be quite compatible with

  • Objective-C's APIs. And in the last couple years,

  • they've even enhanced Objective-C to catch up with

  • some of the advanced stuff that Swift does. Our app that

  • we're going to build, our calculator is going to

  • be universal. That means it's going to run on iPhone and

  • on iPad. First couple weeks, it will be iPhone only but

  • then, eventually, we'll add iPad support, as well.

  • We're not gonna be using a database in the calculator,

  • but we will in your assignment five. And when it comes to

  • testing, which is super important, again, I'm hoping

  • to have a Friday section to tell you a lot about testing,

  • especially the UI testing framework is really awesome,

  • okay, so hopefully we'll get a chance to show you that. So

  • I'm just gonna click next here to create my app.

  • It says, where do you wanna put this project? I recommend

  • you put it home directory in a folder called Developer. Okay?

  • Then all your apps will just pile up in here.

  • This is pretty much a canonical place to put it so

  • I strongly recommend it. And

  • then again source control is more for teams working on it.

  • You're gonna be working this by yourself so

  • you can leave this switched off.

  • All right, here's our, there's your load.

  • There's your first IOS app,

  • okay? Now let me explain a little bit about Xcode and

  • how it's laid out here. So if you haven't seen it...

  • How many people have worked in Xcode before? See, so

  • again probably half of you so quite a few. For those of you

  • who haven't, it's divided into these three main sections

  • here. This main section in the middle is the primary place

  • you're going to do all your source code editing and

  • things like that. That's where you do most of your work.

  • This section over here on the left, this blue section is

  • called the navigator. You use it to navigate your project.

  • And here you're seeing it in a file based view,

  • where I'm looking at all my files. And we'll look at

  • those in a second. But you can navigate by searching,

  • okay, there's a search panel. If you, if you're debugging,

  • you can navigate through all the break points that you

  • have, etc. So, you'll learn all about the different

  • ways that you can navigate, as the quarter goes on.

  • On the right hand side here you see this little area,

  • this is called the utilities window.

  • And I'm gonna talk all about this in about five minutes,

  • okay, we're gonna use this in great detail. I want to

  • show you a little bit how you can manage your space here.

  • If you look in the upper right you see these buttons here.

  • You can click this one over here to hide and

  • show. That utilities window. And same thing over here for

  • the navigator. So that can make more space for you.

  • All right, and there's another one here, this middle.

  • That hides something from the bottom.

  • This is your debugger window on the left and

  • your console, which is a place where you can log

  • strings out to while you're debugging, on the right. And

  • we'll see that in a moment as well. All right, so

  • let's go look at these files, right?

  • We're in the file navigator here on the left. And

  • there's six files here but

  • four of them are really just supporting files, and

  • we're not not even gonna look at them in the calculator.

  • We'll look at a couple of them as the quarter goes on but,

  • they're not primary files.

  • And for example, this one Assets.xcassets, Xcode assets.

  • This is images and videos that might be embedded in your app.

  • You can see it's the app icon,

  • I haven't set any of my app icons, you can see them. But

  • this xcassets and the Launch Screen and this Info.plist and

  • this AppDelegate here. By the way, I'm pulling down command,

  • you see in the lower left you can see any command keys that

  • I press right down there cuz I'm gonna use command keys for

  • various things that we do. So

  • I use command to select all these. And

  • I'm just gonna right click and

  • go down to here, New Group From Selection. And it's gonna

  • put these four files into their own little folder.

  • There, it did it, I'm gonna call it Supporting Files,

  • okay. And I can move these around in the navigator.

  • See there they are, hidden in there. We're not gonna look at

  • those. We're gonna focus in these two files right here,

  • okay? This file, is your first look at Swift. Here it is.

  • It's got some very important methods right here, which I'm

  • gonna delete. Okay? They are important, but the fact that

  • I deleted them doesn't make them not important.

  • It's just that I'm not gonna teach you about them for

  • another couple weeks.

  • So we're not gonna use them in the calculator. And in fact,

  • I'm gonna go into detail about this Swift code more

  • in a moment. But before I do that,

  • I wanna focus on this file right here, Main.storyboard.

  • This is your user interface. This is calculator's user

  • interface. And one thing you notice when I click on that,

  • there's no code here. When you build your user interface

  • in iOS app in Xcode, you do not write code.

  • We're just gonna to build it with the mouse. We're gonna

  • drag some things out. We're gonna use some inspectors to

  • set the objects we want. The way we want them. That's how

  • we're gonna build our UI. That code that you saw.

  • That is only gonna control the behavior of the UI.

  • What happens when you touch on a button? Things like that.

  • That's what's gonna be controlled by that code. But

  • the actual layout of all the buttons and all that stuff.

  • Is gonna be done here in this graphical view.

  • Now you can see there's this area here on the left, okay?

  • This is like, this is called document outline.

  • If you're down here you'll see a little button there.

  • The document outline. The document outline has

  • all the things in the user interface in an outline form.

  • And that's gonna be very useful for

  • us. Later in the quarter. So, I'm gonna hide that.

  • That's this little button down here is. It hides and

  • shows it. We're gonna hide that to make more space.

  • We're not gonna use that in the calculator either. So

  • that leaves this space here in,

  • if I zoom in on a little bit here,

  • or zoom out rather. You can see I start to see something

  • that looks like an iPhone. Okay, it's kinda iPhone

  • shaped, I can also by the way hold down the option key and

  • use my mouse wheel to zoom in here. Okay, so this is like

  • an iPhone, in particular it looks like an iPhone 7.

  • You see down here at the bottom it says view as iPhone

  • 7, all right? And if I click on view as iPhone 7,

  • you'll see all the other iOS devices appear- iPads,

  • for example. Or old iPhone 4s, they're really kinda little.

  • And not only are they there but you can switch their

  • orientation, okay? Now when you build an iOS app,

  • you want the UI to look good on all these devices. And

  • you don't wanna have to write a lot of special if,

  • then code all over the place to make them work. So, this

  • whole system that, of building our UI, which by the way,

  • is call Interface Builder. This part of Xcode is called

  • Interface Builder, is oriented with a lot of functionality

  • to make you, make it so you can build your UI once and

  • it will work on all these devices. Now, I'm not gonna

  • actually start doing that until the end of the lecture

  • on Wednesday. So, for now, we're just gonna build our UI,

  • it's gonna be kinda a mess. We'll throw buttons anywhere

  • we want. We're not really, really working in

  • landscape mode like this vs portrait or small

  • device or large device, ok? We're not gonna worry about

  • that right off the bat but you just wanna preview the fact

  • that we are eventually gonna build this universal UI

  • that works on all of them. So here's our iPhone 7.

  • We wanna start building our UI. What do we need? We need

  • buttons and we need a kinda a display across the top.

  • Let's start with the buttons. Where do we get these buttons?

  • Well, as promised. I'm gonna talk about this utilities area

  • right here. Now, this utilities area has a top and

  • a bottom. You see that? And in the bottom,

  • right here, under this region called the object library, is

  • a library of IOS objects that you can build your app out of.

  • And it has things like buttons. Text fields,

  • it has more complicated things like image views and

  • text views, which are multi line and editable text ,and it

  • even has things like that map thing I was telling you about.

  • Or a web view, which is basically Safari in a little

  • rectangle. So it's got a lot of powerful things and

  • there's a lot of them in here. And we will try to cover

  • the vast majority of these in the course of the quarter.

  • But it's almost really too much to cover. So

  • we're gonna start though simple with a button. And

  • if I want a button in my UI, I just pick it up with

  • the mouse, okay, and drag it in. Now when I drag it in, see

  • these blue lines are trying to help me put it in a good spot.

  • You see that? Now, we're not gonna pay attention to that

  • right now because I told you we're doing this thing where

  • we're building the app that'll work on all devices. But

  • when we start thinking about

  • putting it on an app that works on all devices we

  • really wanna use these dashed blue lines. Okay, because if

  • you say something like I want this to be in the center.

  • Well now it'll be on the center on every device,

  • no matter what this size of the screen, you see? So

  • these blue lines help you communicate that to interface

  • builder, that you wanna it in the exact center. So again,

  • we're not gonna worry about that for now, so

  • I'm just gonna drop this in the middle of nowhere. But

  • again, those blue lines are gonna be very important down

  • the road. All right so we've got this button here.

  • It's not [LAUGH] a very good button,

  • because it's kinda small and it says button on it.

  • And we want it to be let's say one of our number buttons.

  • Okay, so how are we gonna do that?

  • Well, we can double click on it. And

  • type one of our numbers, I'll make this be my 7 button, so

  • this is gonna be my 7 button on my calculator. And I can

  • resize it, you see when I select it I get these handles.

  • So I can just pick it up by a corner and resize it.

  • And when I do, it even tells me exactly what size.

  • So let's pick maybe a size like mm, 64 by 64?

  • That's a pretty good computer science size can be

  • a little tricky then. Do it there, there, there we go.

  • Okay, so we get 64 by 64 now.

  • Actually the size is not even gonna matter in the long term,

  • because on a smaller device like an iPhone 4 it's gonna be

  • shrunk down and

  • on another device it's gonna be shrunk out. But for now,

  • will pick some that's kinda using a reasonable amount of

  • the screen real state on an iPhone 7. This is still

  • kinda a small seven. We want it larger. So when we wanna do

  • things like that that's when we go to the top half.

  • I'm just gonna get rid of this bottom half by scrolling it

  • down here. We're gonna the top half of this utilities pane.

  • And this is inspector and there's different kinds of

  • inspectors. We're gonna be using the attribute inspector

  • here, but there's also, for example, a size inspector.

  • And when I click on that, you see that there's the 64 by 64,

  • I could have just typed it in instead of trying

  • to get it exactly on there. Okay. The attributes inspector

  • is kinda an object oriented inspector.

  • You can see that it knows a button is selected, so

  • it's showing you button things.

  • Things that you can set about a button. But

  • a button is a class, object ordinate class that inherits

  • from control, so you're seeing control things, and

  • that inherits from view, so you're seeing view things.

  • So this inspector is object orientated and

  • shows you all the things that can be inspected about this

  • object even using inheritance. So if I wanna change something

  • like the font, I just look down here, title, here it is.

  • Font. Right here. I'm gonna click on this and

  • I'm gonna change this to 30 point let's say. Okay.

  • That looks pretty good. Now, maybe I wanna have

  • a background for this button. So, if I look in here there's

  • that background image. I don't want a background image.

  • I actually want a background color. So

  • there's nothing in button that does that.

  • But, If I go down to view. I can see background right here

  • that's a color. And if I click on this, I can pick a color,

  • one of these pre-defined colors, or other colors, let

  • me choose from Color Picker a little crayon box or whatever.

  • So I'm just gonna pick from here the light gray.

  • That looks like a good background color. So

  • now I've got a button, okay? Here's a nice button.

  • In fact, we could even run, see what our app looks like.

  • Just with one button. Now when it comes to running,

  • the way you decide where you wanna run your program,

  • because you can run it on your device or you can actually run

  • it on a simulator. Okay, and for the first few weeks in

  • this class you can use the simulator.

  • Towards the end of the class I'm gonna

  • ask you to start running on your device so

  • you get used to doing that as well. But the way you do that

  • is you go up here. You see it says calculator iPhone 7 plus.

  • If you click on that you'll see a whole

  • bunch of simulators. These are all simulators of all those

  • different devices that can run iOS 10. And then right up at

  • the top here, you could pick, if you had an actual device

  • connected to your Mac, you could pick a physical device.

  • And I'll be showing you that in a couple of weeks,

  • as well. So, let's run it on iPhone 7, okay,

  • so I just picked iPhone 7, now I'm going to press this little

  • play button right here to run it. Okay, now it's going to

  • launch the simulator. Now that simulator is a full iPhone

  • simulator, so it's not just running our app in a window.

  • Let's go find it here. It's over here, and

  • it's kind of big here, we'll make it small in a second. So,

  • this, and in fact, there it is. You can see it zoomed in,

  • now the iPhone 7 has very high resolution, and

  • I'm running on a small resolution screen. But

  • you can actually go down here to scale, and scale it

  • down a bit. Maybe that's too much. Let' scale it to here.

  • Yeah. So we're seeing 50% size here of an iPhone 7.

  • And there's our 7 button right there. Okay,

  • now, you can press the Home button

  • on this iPhone 7 by going to Hardware > Home. And

  • when you do that, look. This looks just like an iPhone.

  • You've got settings. You can go in and set some settings.

  • Okay? Do home again. Cmd+Shift+H is home.

  • And then you can go back to your app,

  • which is the calculator right here. So

  • if you're writing an app, for example, that uses GPS and

  • you need to go to the settings to enable GPS location.

  • You can do that here on your simulator, okay?

  • All right, so we got the 7 button, let's click it. Okay,

  • well, It's flashing, so it looks like it's working, but

  • of course, it's not doing anything. We haven't told our

  • 7 button what to do, so it's doing nothing, all right? So

  • let's go make it do something. Now I told

  • you that the behavior of the UI is written in code. So

  • that's what this guy over here is, this ViewController.swift.

  • That's the code where we're gonna do the behavior. And so,

  • how do we hook up this UI to this code? Well to do that,

  • we need to get them both on screen at the same time,

  • all right? And the way we do that is with this button,

  • right here, assistant editor button.

  • So I'm gonna click it, and we get both. And I can click for

  • example, on one side to show my UI. And

  • it's automatically going to show the code on the other

  • side. Okay, cuz it already,

  • it knows that I probably wanted to do that. And

  • it does that because, up here at the top you see it says,

  • automatic. It's automatically picking it. Now you can go to

  • manual and manually pick the file you want to appear here,

  • but most of the times you're leave this on automatic. And

  • it's gonna pick automatically the thing that makes the most

  • sense to be on the right hand side. Okay,

  • we'll make some more space there. All right? So

  • let's zoom this in a little bit so

  • we can see the whole iPhone 7,

  • all right, so let's look at this code first because this

  • is the first time you've seen Swift.

  • Swift is really nice, because it's kind of succinct and

  • kind of very obvious in the keywords it's chosen, etc. So

  • import is like include in a lot of languages, it's

  • just basically saying I want to use this framework UIKit.

  • Now, this is our UI behavior controlling code.

  • So of course, it needs to use UIKit,

  • okay? If we were to write an object that's more of like

  • the internals of the calculator that's

  • UI independent,

  • then we would probably import foundation here.

  • Foundation to kind of get to that core services layer,

  • not UI. You would never want to import UIKit in one of

  • those non-UI kind of classes. And you'll see that when we do

  • the MVC on Wednesday. There's of course other things we can

  • import too, like map kit, things like that. All right,

  • so here you're seeing your first declaration

  • of a Swift class. Okay? Keyword class, of course.

  • Name, this is the name of the class. ViewController is

  • name of class, it's kind of a generic name.

  • Probably would have given it a better name if I had had

  • a chance, but this is what the template gave me.

  • You can't unfortunately just rename this by typing,

  • because it's linked up to your UI. I will show you how to

  • rename this class later. But for now, we're going to stick

  • with this generic name. This colon UI view controller is

  • the class that view controller inherits from, okay? This is

  • object oriented programming, this is inheritance.

  • Again, you have to know object oriented programming to be

  • sitting in this room. So you know what that means?

  • Swift is single inheritance. So you can only inherit from

  • one class. And view controller inherits from this class.

  • This class' capabilities are, it knows how to control a UI.

  • That's why it's called a view controller. We call this our

  • view over here, and it knows how to control it.

  • So this view controller is inheriting all the capability

  • of how to control this. Which is great,

  • because that's exactly what we want it to do. And

  • then inside the curly braces, here we're going to put all of

  • our instance variables and methods. Okay?

  • Hopefully everyone knows what an instance variable and

  • An instance variable is like storage of variables inside of

  • a method is, right?

  • our class, and a method is just a function in there.

  • By the way, we call instance variables in Swift properties.

  • So if you hear me think properties,

  • I mean like instance variables. Okay,

  • we call methods, methods. So what I really want now

  • is that when this button is touched, I want it to invoke

  • a method in my class, right? I want it to call a method.

  • That would be perfect cuz then I could put whatever

  • code I want in there. And

  • that's exactly what we're gonna do.

  • Now the way we link that up is kinda kooky. Here we go, I'm

  • gonna hold down Ctrl. You see I'm holding Ctrl down there.

  • I'm going to drag from this button into my code,

  • okay? This is how I'm gonna connect it. And when I let go,

  • it says you wanna make a connection between your UI and

  • this code, what kinda connection do you want?

  • And there's really two choices.

  • There's Outlet, that means make a property or

  • an instance variable that points to this thing, so

  • I can talk to it. And then there's action,

  • which means make a method, and when the buttons touch,

  • call this method. Everybody got that?

  • All right, so here it's asking for the name of this method.

  • I'm going to call this method touchDigit.

  • Okay, touchDigit. And this method, it can have arguments,

  • it could have no arguments, or one argument which is,

  • the button sending me this message. Now I need

  • that argument because I want to have one touch

  • digit method that all my buttons set. So I'm going to

  • ask the button who's sending it to me, who are you?

  • What title, are you the 7 button?

  • Are you the five button, what are you? So

  • I want that sender. This type right here,

  • it says Any, that's the type of the argument. Very, okay,

  • wake-up if you're taking a nap right now, and when you're

  • doing your homework, you cannot lead this to any.

  • Because we know what kind of thing is sending you this

  • message, it's a UI button, so you're gonna wanna change this

  • to any to UI button. If you miss that step and

  • when you go in there, your code's all gonna be messed up,

  • because the argument type of the sender is gonna be any,

  • which it just basically means untyped, almost. So

  • that's no good. So make sure you change this to UI button.

  • Now, when we connect this, it creates a method. So

  • you're getting your first look right here at a Swift method.

  • Now, this is actually not part of Swift, okay.

  • This is something Xcode drops in there. And it does it so

  • that it can put this little circle in the gutter.

  • You see that circle right there?

  • If I mouse over that circle, look what happens.

  • I didn't click on it, I just put my mouse over it. You see,

  • it tells me what this method is hooked up to.

  • In other words, what user interface element. Sends me

  • this message, okay? So this is purely not a Swift thing,

  • this is purely an Xcode thing. So this is a Swift method,

  • okay? So let's look at the parts of a Swift method,

  • the syntax of it, so you understand a little better.

  • And I'm gonna use a different method that I'm just going to

  • make up for this. Let's say I had some

  • function called a drawHorizontalLine and

  • it draws from some starting position,

  • which would be a Double to some ending position,

  • which also be a Double. And maybe it does it using

  • some color, which would be a UI color. Okay? So

  • there's an example of a Swift method. Notice that it,

  • this has three parameters. You see? This one, this one and

  • this one. This ": Double" is the type of this parameter.

  • So it's a double-precision floating-point number. That's

  • the type of that parameter. This one's also Double.

  • This one is a UIColor. Okay, which is a different type.

  • Now what's really interesting about parameters is that you

  • have two names for each one. See, from startX,

  • to endX, using a color, each one has two, so what

  • the heck is going on there with those two? Well this one,

  • the first one, is the external name of this parameter. And

  • this is the internal name. So these internal names,

  • like startX, endX, and

  • color. You would use those in your code inside this method.

  • Like, I might say, distance = endX- startX, or

  • something like that. See I'm using endX and startX

  • inside this method, right? Part of it's implementation.

  • These external names are used by the callers,

  • the people who call this method. So I'm gonna call this

  • method from touchDigit here, drawHorizontalLine.

  • Now, by the way, Xcode loves to type for you.

  • So I just type drawH and now I'm hitting tab. And tab, and

  • it's not only filling out drawHorizontalLine,

  • but it's showing me all the arguments and

  • tabbing to the first one so I can type it. So notice that

  • when it said that, the from, the to, and the using

  • were put in there for me. So if I say from 5.0 to 8.5 using

  • the color UIColor.blue let's say, okay?

  • These from and to and using are what the caller uses.

  • Notice also, that these things are mandatory. They have to go

  • in here. You can not call drawHorizontalLine like this,

  • drawHorizontalLine 5.0, this would be, look like most other

  • languages, you know, blue. You can't call it like that.

  • You have to put these external names in there.

  • Also notice that the external names are picked so

  • this reads like English. Draw a horizontal line from 5.0

  • to 8.5 using blue, okay? Swift endeavors

  • to be as kind of conversational in the language

  • of English as it can be. So

  • that's kinda crash course. You're gonna be reading, your

  • reading assignment's gonna tell you more about that, but

  • that's the crash course. But now let's take a look at thi-,

  • by the way, if your function returns something,

  • you just go like this, okay? -> String. It's kind of like,

  • the arrow is saying, out of this comes a String, okay?

  • So this would be the return value, okay?

  • All right, now, let's look at touchDigit though,

  • touchDigit is weird. Look at its two things here, okay?

  • The external one is_, okay?

  • So does that mean I call it by saying, touchDigit_:

  • whatever? No, underbar means there is no external. So

  • you would call touchDigit by just saying,

  • touchDigit (someButton) cuz that's the argument,

  • it's a button or whatever. Okay, there's no, you won't,

  • you don't put anything in here, it's not like a foo.

  • If we had this it would be foo, okay?

  • That's not in there. Instead, it's this underbar, so

  • you have nothing. Okay? Now, why do we sometimes have

  • nothing? Because sometimes, it's implicit in either

  • the name of the function or the type of the argument,

  • what you're supposed to pass, so you don't need that little

  • thing. By the way underbar, we almost never use that for

  • the second, third, or fourth argument.

  • It's occasionally used for the first argument, not always,

  • occasionally. But never for second, third, fourth, fifth,

  • okay? Or next to never. Now in your reading assignment,

  • I'm also going to have you read a document that explains

  • how to do this naming. What the rules are,

  • when do you use an underbar,

  • when don't you. You're gonna wanna master that document by

  • the end of the quarter if you wanna call yourself

  • a professional iOS developer, okay?

  • It's key to understand that. But this touchDigit, okay, so

  • this function, okay methods, I, just to be clear, methods,

  • we use the keyword func. Okay, cuz it's

  • a function on a class. This is the name. Parameters go

  • in parentheses like this, they can be separated by commas if

  • we have multiple of them. This is the first parameter here,

  • first and only. It's type is a UIButton because of course,

  • a UIButton is sending this messa-, method. Right,

  • it's invoking this method. So the sender is this UIButton.

  • And sender is the internal name.

  • So that's the name we'll use inside here to access it.

  • All right? But before we start doing that, let's just

  • have this do something simple like print out to the console.

  • So I'm gonna say, print "touchDigit was called",

  • okay? We're just gonna print that out on the console.

  • Whenever someone touches a button,

  • it's gonna evoke this method.

  • It's gonna print that on the console.

  • So let's just do that.

  • All right? So there's our UI, iPhone 7. Click and touchDigit

  • appears in the console down here at the bottom, okay?

  • Now the console shares space with the debugger,

  • this area on the left is the debugger. So you can kind of

  • separate this space back and forth, you can also completely

  • hide this space by using these buttons right here, okay?

  • So we'll just do console only right here. Let's go back to

  • our simulator. And so every time we press this,

  • we get touchDigit was called printed out again.

  • Does everyone understand what's happening here,

  • how we've hooked up this method to the button? Really,

  • really straightforward. All right, now that we have that

  • working, we know we need more than just this one button,

  • we need a whole keypad's worth of buttons. So I'm gonna,

  • I want these other buttons to look exactly the same, so

  • I'm gonna copy and paste. So I just copied and pasted that,

  • paste another one here. I can even select three at a time,

  • and copy and paste, okay? Paste another one.

  • Now notice here I'm using the blue lines to line them up

  • okay, really nicely. Blue lines are great for

  • doing that. Okay, and now I can just rename these buttons

  • by just double-clicking on them.

  • All right, so I've got an, a beautiful keypad right here.

  • And what's really great is that this method is hooked up

  • to all of them. Okay, that's because when you copy and

  • paste a button, it keeps it's connections to any methods

  • that it has, okay? So that's cool. So

  • now all these buttons are going to send this touchDigit.

  • So now if I run, you'll see that if I press any of

  • these buttons, not just our 7 button. Right, here's 7,

  • that worked, but also 5, 0, they're all calling,

  • this touchDigit was called. Okay, so that's awesome.

  • But of course, we want to know which button was called,

  • was sending us this message, right?

  • And we know that because that's the argument,

  • is the sender, okay? So let's add a local variable here.

  • So now you're seeing your local variables in Swift for

  • the first time. It looks like this, var digit, okay?

  • Var means this is a local variable. Digit is the name.

  • Now if we wanted to type it, we could put a type here like

  • maybe type string. Just like we put a type of our parameter

  • here, we can put a type right here of our local variable.

  • But, we don't usually do that in Swift because while Swift

  • is very strongly typed language, in other words,

  • you have to specify the types of everything.

  • It wants to know the types of everything.

  • it will infer what type you want from the context.

  • Very often. Ok? So that's the trade off,

  • if you have a really strongly typed language, you have

  • to type everything. It's really nice if the compiler

  • will just figure out for you what the types of things are.

  • So, normally, we will leave the types off wherever we can.

  • Now, we can't do that in

  • a method parameter because we got to know what That method

  • is expecting. But for local variables, we definitely can

  • leave it off almost all the time, okay? So we got this

  • digit, and I just wanna set it equal to something.

  • What does it wanna be equal to?

  • It wants to be equal to the title of the button

  • that's sending me the message. So this guy,

  • which is a button I want to ask what its title is.

  • Now, how do you send a message to another object in Swift?

  • Well, you just type the object you want to

  • send the message to and you press dot. Okay, so this is

  • like Java and a lot of other languages, just the object and

  • dot, that's how you send the message. Now, unfortunately,

  • XCode is helping me here by showing me all the methods And

  • properties that button can do. Look at this list,

  • I'm only in the Fs, okay, I'm still scrolling,

  • still scrolling. There's a lot of methods. It's like how am I

  • ever gonna figure out. I just want the title of the button,

  • please. Okay, well, of course I could get the documentation,

  • start reading through it,

  • trying to figure out, and

  • in fact I want to do that eventually.

  • there's kind of trick here in Xcode.

  • Which is, just type the name of thing you want,

  • Type what you think it might be and see what happens.

  • So, I'm going to type Title. Now there's no method or

  • property in button called title.

  • But you can see that Xcode has showed me all the methods and

  • properties that start with the word title Or

  • that have the word title in it. Or even that have "t",

  • "it", "le" in it, okay? So it's doing everything it

  • can to show you every possible thing that might match what

  • you typed. Now, let's look through these and see if we

  • can find one that will give us the title of the button, okay?

  • Title label That doesn't look very good. How about title for

  • control state, that looks good,

  • returns the title associated with the specified state.

  • Mm, that looks pretty good but let's keep looking because I

  • don't really know anything about the state,

  • that looks pretty good, but let's keep going.

  • No edge insets, no, add color, no, shadow, no. Current title,

  • the current title that

  • is displayed on the button,

  • victory that sounded exactly what I want. So

  • I'm just gonna pick that by double-clicking on it.

  • So I'm just gonna double-click on it. There it is,

  • it filled it out. And so now we're sending currentTitle

  • to sender. Now let's find out more about currentTitle, okay?

  • We know that one-liner that is the currentTitle displayed.

  • I'm gonna hold down Option.

  • See Option down here on the left, okay?

  • I'm gonna hold down Option, and look.

  • When I do Option things that I mouse over turn blue

  • with a little dashed underline.

  • And if I click, I get a little help, okay? So

  • I'm getting that current title display from the button,

  • but I'm also getting more detailed description and

  • I'm getting the declaration of this thing. And

  • you could see that this is not a func.

  • This is a var. So now you're seeing for the first time,

  • the declaration of a property in Swift, okay?

  • An instance variable. So this is an instance variable,

  • in UIButton, okay? Called var, makes sense, right?

  • It's a variable, var. It's called currentTitle,

  • of course. It's type is, string?

  • Not sure, maybe button's not sure what the type is.

  • No, I think button knows but,

  • we're just gonna assume this is string, for now. And

  • we'll see, where that takes us. Also notice this little

  • syntax means that, you can only get the current title,

  • with this property. You can't set the current title. Now,

  • what if I was like, well I'm interested. How would I set

  • the current title? So you would want to, let's say,

  • go look in the documentation. How would you get there?

  • Well, if you look down at the bottom, it says more.

  • This property reference right here. If you click on that,

  • it brings up the documentation. Okay?

  • And here's the documentation for CurrentTitle. Now what's

  • cool about this, is from here, I can click on things.

  • Like String, I could find out about String. Or, look,

  • I can click on the class that this is defined in, UIButton.

  • And here's the UIButton, and look at this section at

  • the start of UIButton called Overview. These are awesome,

  • and I strongly recommend Every class you go to use

  • take the five minutes or

  • ten minutes at the most to read through these overviews.

  • Then you'll really understand how these classes work.

  • Look at this thing. It tells us for

  • example how to configure the button's appearance.

  • It tells us all about this button's stage.

  • Remember, we had that title for state.

  • And we didn't really know what the state was. Well,

  • this tells us about that. Tells you about the content of

  • a button. And you can put an image on there, evidently, and

  • text. Those edge insets, whatever those are, explained.

  • Even an interface builder, all those things in the inspector.

  • Look, those are all explained, in detail.

  • So this is a great thing to just read through this,

  • understand this for all the common classes. And

  • of course, all of the methods are listed here as well. For

  • example, look at this one,

  • setTitle. Hm, that might be a way to set the title. And

  • if I click on that, I get a full description of this. And

  • I even see that the state thing is here, so I can click

  • on that. And now I can see the control state, of course,

  • there's normal, highlighted button, disabled button,

  • a selected button. They can each have their own title,

  • cool. But you see how I'm navigating by just clicking

  • through the various types and

  • all that you really want to get faster with doing that

  • okay it's really important to be a good IOS developer to be

  • able to use the documentation effectively. All right, so

  • we're back here, we got this thing currentTitle. It's this

  • type string question mark. And I told you that swift would

  • infer the type. And sure enough, look, a digit. It's

  • type is string question mark. Of course, because I just set

  • it equal to something that was string question mark, so

  • it knows it's string question mark. So, let's go ahead and

  • print this digit out. Okay,

  • it's saying touch digit was called. Let's try and print it

  • out. Now in another language, you might use printf.

  • And you might say something like %s was touched.

  • And then you would put digit right here,

  • okay? Now unfortunately, you can't do this in Swift, okay?

  • There's no percent s business, okay? And no printf. Instead,

  • we still say print, okay? But, instead of doing percent s.

  • We can actually use the very magical\\() parentheses.

  • If you put that inside a string,

  • then you can put anything you want inside there that can

  • be converted to a string. And

  • it will include it there. Including,

  • a string itself. Can obviously be converted to a string. So

  • this way, you can embed strings in other strings.

  • Or even embed more complicated objects that know how to turn

  • themselves into a string, into strings. Okay, so this is how

  • you do the print f business of printing things out. Okay,

  • now also I notice, we have a warning. This yellow thing is

  • a warning, okay? And they can be yellow which are warnings

  • in which case it'll compile and run. But, you still got to

  • fix it cuz you cannot submit any homework in this class

  • with warnings. You hear me? Or they can be red.

  • In red's case, it won't even build. So this one's yellow.

  • How do we find out what it is? Well, we just click on it.

  • When we click on it, it says here the variable digit

  • was never mutated. Means it was never changed.

  • Consider changing to let constant, it says. Okay? And

  • you can see it even saying do you want me to fix it? I can

  • replace var with let and it's even showing what that would

  • look like to replace var with let. How helpful of it. So

  • actually, I'm gonna have to do that. I'm gonna click,

  • change it to let, warning gone. Now what is all that

  • about? It said digit was never mutated, it was never changed,

  • okay? So digit essentially was a constant.

  • We gave it an initial value. It never got changed.

  • When you declare a constant you always want to use let.

  • Now why do we have a different word for a constant than for

  • a var? Well, because a constant isn't var.

  • It doesn't vary, a constant is constant.

  • And let is a great word because read this. Let digit

  • equal sender's current title. Okay, reads really nice.

  • Now why do we care about distinguishing these two?

  • Two reasons. One if you're a reader of someone's code and

  • you see let you know that this is not going to change, okay.

  • You know the digit is going to be, never going to change.

  • And in fact if someone did change it or

  • if you tried to change someone else's code and change it,

  • compiler's gonna generate an error, okay. You can't change

  • something that's constant. But even more importantly,

  • it tells Swift that it's a constant and

  • that you intend it to be a constant. And so later,

  • if you try to modify it, even if it's an array or

  • a dictionary and you're trying to put something in the array

  • Okay? Or add something to the dictionary.

  • It knows, you intended that to be a constant. So,

  • you know, error. So it's a way to tell Swift what you intend.

  • Now, the difference between a mutable array,

  • an array that you can add stuff to, and

  • an immutable one, is huge. Because if you pa, arrays and

  • Swift are passed around by copy. Arrays are passed by

  • copy. It's very unusual compared to other languages

  • where an array would just be an object in the heap and

  • you just pass a pointer to it. You were passing them it

  • copies them every time you pass them to a function.

  • Now that'd be very inefficient if they were all mutable. Cuz

  • you have to actually copy them in case someone changed it.

  • But Swift knows which ones are mutable and which aren't.

  • And when you pass an immutable one it only- But

  • doesn't really efficient copy, okay,

  • it doesn't actually copy the element. And in fact, until

  • you assigned it to a mutable variable by saying var equals

  • that, it doesn't even have to worry about that. And then it

  • can just do copy on write when you actually change it. Okay,

  • so that's the var/let thing, get used to it,

  • always do let for constants. All right, so let's run

  • this now. See what's going on here. This should work, right?

  • We're getting the current title. We're saying, it,

  • well, whatever that title was was touched.

  • This should be good to go. Here we go. Seven. What?

  • Okay, well, it's kinda working.

  • I mean it's definitely doing something different And

  • it kinda knows which button.

  • But what's all this optional quote business?

  • What's that about? >> Well, that's because

  • digit is not a string, it's a string?, okay.

  • So what is String? String? is a totally different type

  • from String. It's called an optional. Alright? This

  • is super important. So again, wake up if you're napping.

  • Okay? This is super important. Very few languages have this

  • concept. It's a great concept. It really makes the API really

  • understandable throughout all of iOS. But it takes a little

  • bit of getting used to, okay? So what is this type optional?

  • A type optional has only two values, set and

  • not set, okay? That's the only two values it has.

  • There's no other values. However, when it's in the set

  • case, it can have an associated value. Okay?

  • A value that it kinda keeps on the side and

  • you specify when you create the optional or

  • you declare it what type that associated value is.

  • So this, the associated value is a string.

  • We're talking about the value of a button of course. So

  • we would say the type

  • of this digit is optional strength. Which means

  • an optional who's associative value in the set state is

  • a string. Okay? Now, in this case that's all fine and

  • good but we want the associated value here.

  • Give me that associated value, that title, okay?

  • How do I get it out of here? And the answer for

  • that is exclamation point. Okay, if you put

  • the explanation point at the end of an optional then it

  • will, if it's in the set state grab the associated value and

  • give it to you. So now look at the type of digit.

  • It's a string. Okay, Swift able to infer that since you

  • unwrapped this optional right here. You've got a string over

  • here. Now what if you do exclamation point and

  • that optional is in the not set state? Because

  • there's no associated value when it's in not state, that's

  • only when it's in associated. What happens to your app?

  • Anyone want to guess what happens? Crashes. Okay?

  • Kaboom. Now, I'm sure some of you conservative

  • folk out there are like, okay well that's it for

  • me, an exclamation point! I'm never using that.

  • I don't want my app to crash, that's horrible.

  • But actually having your app crash during development

  • can be great, because you'll find bugs really

  • fast and you'll be dropped right into the debugger

  • where the crash happened so you can figure whats going on.

  • How could this have happened?

  • So in this case were talking about the title of a button,

  • that means the title of the button was never set and

  • this is touch digit. That should never have happen. Okay

  • if that happened in something I shipped to my customer,

  • customers would be complaining left, right and center.

  • There's a button that has no title on it,

  • nothing on it and I click what,

  • you know what I'm saying?

  • So, you want to find those in development.

  • So crashing can be good sometimes.

  • Now of course you don't always want to crash when you unwrap

  • an optional and I'll show you in a little bit how to unwrap

  • an optional and get it to associated value. But test it

  • first to make sure that it's in the set state. Okay, but

  • for now we do this. Let's run and see what this looks like.

  • It should work. But now we've unwrapped this thing,

  • grabbed its associate value.

  • And we know the current title should always be set so

  • we'll not have to worry about crashing here. And

  • sure enough seven was touched, nine, whatever, three,

  • five, six, okay? All right, so we're rocking and

  • rolling here. We're able to collect the digits from user.

  • Now let's put them in the calculator display.

  • So we need to add a display to our calculator.

  • So we're gonna go back to our area here.

  • Go down to the bottom half. Now be careful not to grab

  • text field here because that's editable text and

  • in a compilator you can't click on the display and

  • edit it. You type the numbers to put your numbers in. So

  • we're gonna use this one up here, which is labeled.

  • By the way, if you click on one of these and

  • leave your mouse there for a second,

  • it'll give you a detailed explanation of each of these

  • objects in the list. So I'm just gonna pick out a label

  • and drag it up here to top,

  • maybe make a little more space for it. Move out a little bit.

  • So we've got this label. Once again just like I did for

  • the buttons I'm going to change the size.

  • Maybe I want to start with zero in there. Bigger font.

  • Let's go over here maybe even really big font, like 40 or

  • something like that. In a calculator the text is right

  • aligned. Right? Text comes out from the right, so

  • we want to use this alignment right here.

  • Right aligned. Okay? Maybe with some colors.

  • Let's put, let's make the background be blue.

  • But I don't really like black on blue, so

  • we'll go up here and change the color to be white. Okay?

  • So that's a pretty decent looking display

  • right there, for now anyway. Now, if we have these

  • buttons being pressed, we need to talk to this display, and

  • tell it what the digits are.

  • So how are we gonna do that? Well again,

  • we need to make a connection between that display and

  • our code. But this is not the same kind of connection.

  • Because we don't touch on that label, and

  • it calls a method, We need to have an instance variable, or

  • property, that points to that thing, so we can talk to it

  • whenever we want, cuz we gotta put these digits on it.

  • Okay? So we're still going to use the same mechanism to

  • make a connection, which is control. And we're going to

  • drag in here. Okay? And this time we're going to use

  • outlet. Outlet means a property that points to this.

  • And I'm going to call this display. It's our display.

  • It got the type right here. This weak and strong, don't

  • worry about that. I'm going to talk about that next week.

  • Okay. So don't worry. So, here is

  • our first instance variable in our class. Woo hoo! Okay?

  • This right here, is again just some stuff that Xcode

  • throws in there, so you get this, right? This,

  • I told you ignore, okay? So

  • this is the declaration of our property and

  • of course it's a var and that could be let. If you want

  • an instance variable that is set at the beginning and

  • never changes, you can use let. It's pretty rare, but

  • you can do it, okay usually they're var. Display,

  • that's the name. ": UILabel" is the type,

  • okay? So as you might guess, this has something to do with

  • optionals, okay? This is kinda confusing to

  • start off the bat, but that exclamation point,

  • which normally means unwrap an optional. Obviously we can't

  • unwrap here, we're declaring this thing here.

  • This is pretty much exactly the same as a question mark.

  • In fact, I'm gonna change it to a question mark for

  • now, and later I'll change it back to an exclamation point,

  • and you'll see the difference. But, the type of this display

  • is optional UI label. Now, why is this an optional UI label?

  • Why isn't this just a UI label?

  • Why does it have to be optional? Because when this UI

  • first comes up, iOS needs a few nanoseconds to hook

  • that up for you. So when this UI first comes up,

  • it's not set to an optional not set case and then UI hooks

  • it up for you, and now it's set forever after that. And

  • that's important that it's set forever, and we'll see it has

  • to do with that exclamation point I just got rid of. But

  • for now understand that display is just an optional

  • we'll have to unwrap it every time we use it, okay so

  • as simple as that. All right, so now instead of printing

  • the digits on the screen let's go ahead and

  • put these digits into the display,

  • and really every time a digit is pressed we wanna append it

  • onto the end of the display like if there's 56 in there we

  • wanna append 2- it's 562 and 8 it's 5268, right? So we're

  • just gonna keep appending. So we need to get the text so

  • it's currently in the display and add the digit to it.

  • So I'm gonna add another little local variable.

  • It's a constant also called textcurrentlyInDisplay and

  • I'm gonna get that by sending a message to the display,

  • which I have to unwrap,

  • and now I can send your message. And

  • here's all the messages that label responds too,

  • again, hundreds, okay? So I'm gonna do the same trick, I'm

  • gonna type text because I want the text out of there Look at

  • the very first one, the text displayed by the label.

  • It's an optional string. Excellent, I'll take it, okay.

  • So, now I've got the text but it's optional. So,

  • I need to unwrap it, okay? So now textCurrentlyInDisplay.

  • If I option click on it you'll see it's a string. So,

  • now I can just say, set the display, unwrap,

  • text equal to the text that's currently in the display

  • plus the digit. Now, notice when I set an optional, text

  • is an optional, right? When I set it equal to something- by

  • the way this optional is get and set unlike currentTitle,

  • which was get only- so I can set the your label's text here

  • and get it. When I set this optional right here,

  • I don't have to unwrap it first, okay?

  • So you don't have to unwrap an optional to set it,

  • you just set it. And optionals know okay,

  • this must be the associated value of an optional string,

  • so I will set it, okay? So that's it,

  • let's see if that works. Okay,

  • so we got our UI, looks good, got a display in there, mm-hm.

  • Let's try 8, well 6, well, it's kinda working.

  • It's definitely doing the appending thing,

  • but that 0 at the beginning,

  • that's wrong. That zero is not part of what I was typing.

  • That zero just happened to be there at startup.

  • So, it shouldn't be put in in the front there and

  • the problem here is really simple.

  • It's just that we haven't taught our calculator to know

  • when the user is entering,

  • in the middle of entering a number,

  • versus when it just started up.

  • Or maybe, the result of an operation just appeared

  • there. Obviously when we type we wouldn't want that to

  • have more, thanks to it. So, we need to teach our

  • calculator brain here to know the difference between whether

  • the user is in the middle of typing or not.

  • And we're gonna do that, by creating another property

  • called userIsInTheMiddleOfTyping.

  • Which is gonna be a Bool. Now, I typed a long name here. Kind

  • of for effect. We probably could have called this typing.

  • You know, there's trade off between clarity and brevity.

  • Okay, brevity is valued, but clarity is even more

  • important. So, maybe isTyping would have been enough.

  • But I would err slightly on the side of clarity. So I'm

  • using this long one. The other thing, the reason I typed this

  • long is to show you that I'm never gonna have to type this

  • again, because Xcode is always gonna escape complete this for

  • me, as you'll see when I start using it. Now when I added

  • this beautiful var, this Bool. Okay, a Bool, by the way,

  • is just something that can be true or false,

  • of course. I got an error. Look at that error up there.

  • This little thing here- it's on a line that had nothing to

  • do with what I just did. What? That's not fair.

  • What is this? It says Class 'View Controller'

  • has no initializers. Okay well, what the heck is that?

  • That has nothing to do with the var either?

  • Well, here's the deal here. In Swift,

  • all properties have to be initialized. Every single one.

  • No exceptions. Now there's two ways

  • to initialize your properties in a class or struct.

  • One is with an initializer.

  • An initializer is a special method, it's called init,

  • I-N-I-T. You can have any number of arguments that your

  • class requires but, in its implementation it has to

  • initialize all uninitialized properties. Okay? Now,

  • we're not gonna talk about initializers today.

  • I'll talk about it a little bit next Wednesday,

  • actually. So, we're not gonna use an initializer. Because

  • there's a second way to initialize, which is to just

  • give it a value. Okay, is false, right? The user's

  • obviously not in the middle of typing at the beginning, so

  • is false. And that got rid of the error.

  • Okay? In fact, we don't need this either. Do you see why?

  • Because false, can only be a Bool, So

  • Swift can infer that this must be a Bool. And again,

  • we do not want these things in here, if we can help it. Now,

  • what about this guy? That's not initialized. How come he's

  • not complaining, okay? How come he's not getting that?

  • Must be initializers business going on. Well, because he's

  • an optional. And optionals are special when it comes

  • to initialization. They all get this automatic treatment.

  • Equals nil. nil means not set optional. Okay.

  • That's the only thing nil means in Swift. It means

  • an optional that's not set. So optional will automatically

  • get this treatment at all times when you declare them.

  • And it makes sense right, if you have an optional

  • it's gonna start out not set until you set it.

  • Now you could set this equal to some UILabel of some sort,

  • and have it be set from the start, that's possible too.

  • But if you don't say anything it gets not set. Alright, so

  • we've got that. Now we can use this userIsInTheMiddleOfTyping

  • thing. We'll say if the user is

  • in the middle of typing then we can do,

  • this business that we just did here, okay?

  • What if it's not in the middle of typing? Then we're just

  • gonna set the display's text equal to the digit, cuz we're

  • starting a new number then. In this case of course,

  • the user is now in the middle of typing Okay,

  • everybody got that? So that's just how we're going to make

  • sure we do the right thing. So let's go ahead and run,

  • see if that whole 0, leading 0 problem is fixed.

  • Should be, because when we start off,

  • we're not in the middle of typing. So

  • when we start typing a new number, boom,

  • we get a new number. But if we're in the middle of typing,

  • we keep getting the appending deal. All right,

  • we are just rocking and rolling here.

  • Next, let's put some operation buttons in this baby.

  • We can type in numbers, now let's start operating.

  • I'm gonna do that by doing a very bad thing,

  • which is I'm going to copy and paste the 7 button.

  • You're gonna see why that's bad in a moment. And

  • I'm gonna do a very simple operation, pi, okay?

  • So pi is just an operation that's gonna put pi in my

  • display, that's all it's gonna do. So I'm gonna control drag

  • to wire it up to a method. It's an action, not an outlet.

  • It's an action, just like touchDigit was.

  • I'm gonna call it performOperation,

  • cuz that's what it does, it performs an operation.

  • I'm gonna make sure I switch this to button like you

  • guys all are in your homework assignments. And

  • then I'm going to connect. So now I have this new method

  • right here, and it is hooked up to pi, so that's good.

  • And what do I want to do in here?

  • Well, I could do the same thing of asking the button

  • which operation it is. How about let mathematicalSymbol,

  • because that's what these things are in these operation

  • buttons, equal the sender.currentTitle!, okay?

  • Great, now I've got the pi, but I wanted to show you,

  • I promised I'd show you how to do this unwrapping without

  • crashing, so let's do it here. Let's decide that if we do

  • have a blank button, a button whose title is not set, let's

  • say we won't crash. Instead, we'll just do nothing.

  • We won't do any operations.

  • Like you didn't even click a button, okay?

  • So, again, optionals are so important. You can see,

  • look how minuscule the syntax is for these things, right?

  • Question mark. Exclamation point. You barely have to type

  • to use an optional. Well, it's the same thing if you want to

  • test the optional before unwrapping.

  • Instead of putting the exclamation point at the end,

  • you put two characters at the beginning. if. So

  • read this. If I can let mathematical symbol equal

  • the sender's currentTitle, then. So,

  • if I can unwrap this optional, get its associated value,

  • then I'll do something, and

  • then you can just put whatever code you want in here,

  • and inside here,

  • mathematicalSymbol will be a string, the associated value.

  • The unwrapped optional, right? Outside of these curly braces,

  • mathematicalSymbol is not even defined, so it doesn't matter.

  • It's not even defined. So

  • inside this mathematicalSymbol, I could

  • say if mathematicalSymbol equals, pi, then do something.

  • Else if the mathematical symbol equals something else,

  • okay? But, if then else, if then else, if then else, that

  • would be really bad code. So I'm going to use a different

  • one here. A different little expression.

  • I'm going to use switch. So a lot of languages have switch.

  • So I'm going to switch on the mathematical symbol.

  • Not all languages can switch on a string. Some can, but

  • you can in Swift. And I can just say, in the case that

  • it is pi, then I'm going to do something. Now,

  • unfortunately I'm getting an error here.

  • So, what am I gonna do? Let's just put in what I'm gonna do.

  • I just want the display. Woops, the displays, text to

  • equal pi. Okay. This is pretty bad to type it in as a string,

  • we'll get back to that in a second.

  • But that's basically what I wanted to do, right?

  • Is set the display to be pi. Now I'm getting an error.

  • What is the error? It says switch has to be exhaustive.

  • And that's true. When you have a switch, you have to have

  • every possible case. So unless we want to spend the next few

  • lectures I guess going like this, case a-a-a, and

  • typing any possible string, okay, this is no good. So

  • luckily though, there is a default case. So

  • default just means all other cases.

  • And here I'm just gonna break out of the switch.

  • I'm gonna use this command break. Now notice that my

  • indentation's gotten a little messed up here. This should

  • really be the same indentation as this. A really cool feature

  • is select any text you want, even the whole file, and

  • do Ctrl I for indent ,and it will re-indent everything for

  • you. And I recommend you do that on all your source files

  • when you turn in your homework. Just select all,

  • indent. So we got this pi here. Let's see if this works.

  • Got the numbers are still working.

  • And pi. Okay. That's weird.

  • I got that pi that I typed in right here. Okay, but

  • what, how come I got this pi symbol added on there?

  • That seems weird. Let's try a new number. So, no, okay.

  • When I type more numbers, it adds it on to the end. So

  • even if that pi symbol wasn't in there,

  • I'd be able to change the value of pi,

  • evidently by adding more digits to it. That's no good.

  • And look at this. When I type more it puts an ellipsis,

  • and it stops taking numbers. Okay, this is a mess.

  • We got three big problems here. That pi.

  • The fact that I can add on things to the end of it,

  • and the fact that I get these ellipses.

  • So how are we going to fix those?

  • Let's go fix all three of those real quick. Okay. So,

  • first the pi coming on the end. Well look,

  • where do I ever set the display sets? I set it here.

  • Well, so clearly the pi's not coming from this.

  • I set it here. This only sets it to one digit so

  • that can't be it, cuz I've got multiple.

  • This is the only other place I set it. Maybe

  • this is the problem. Do you see the pi button right there?

  • It's hooked up to this method. And to this method. So

  • it's doing both. It's doing this and putting this on here,

  • and then it's calling this, and doing this. And

  • the digit is the pi, okay? So, that's bad. Now, how are we

  • going to fix that? Question? >> How did you set

  • the order range? >> Yeah,

  • the question is how did it decide the order?

  • And the answer is the order is undefined.

  • In my experience, it's usually alphabetical, but

  • it's undefined. So you would never wanna depend on that.

  • But yeah, perform comes before touchDigit.

  • I don't know. But you're almost never gonna have two

  • things hooked up like this. This is obviously an error.

  • This is causing a problem. So let's fix it. How do we do

  • that? There's another way to know what's connected other

  • than using the little circles, which is just to right click

  • on something in the UI. So I right clicked on pi, and I got

  • this big window that shows me all the connections to pi.

  • This would be all the instance variables, all the methods,

  • etc. And we can see that for the event Touch Up Inside,

  • which means a touch of the finger went up inside

  • the bounds of the button. It's sending both these messages,

  • touchDigit and perfomOperation, and

  • we clearly did not want touchDigit for pi.

  • Why did I get it? Because I copied and pasted that 7.

  • Remember I said that was a bad idea? Yeah, that's why. So

  • let's disconnect it by just clicking this little x, okay,

  • boom. Now this only is sent by this, and not by this.

  • So that fixed that. What about the fact that

  • I could type extra numbers on the end of pie? Well, that's

  • a pretty simple neither. When am I allowed to type other

  • numbers in? When the user's in the middle of typing a number.

  • Well as soon as I hit pi,

  • is the user in the middle of typing a number? No, they

  • just typed pi. So they're not in the middle of typing pi.

  • And in fact, they're typing a number.

  • And in fact any time we perform any operation,

  • the user is in the middle of typing a number is false.

  • They are clearly not in the middle of typing anymore.

  • Whatever's gonna be display is gonna be the result of that

  • operation. Okay, so that fixes that. How bout the little

  • ellipses, and the numbers getting cut off. Well here's

  • a kind of a cute fix to that. In label, there is a cool

  • feature called autoshrink, you see it right there?

  • So I just selected label, brought up this inspector.

  • There's autoshrink, and you can have it shrink down, for

  • example to a minimum font size, let's say 9 font.

  • And now, when we get too many numbers,

  • it'll shrink down instead of doing ellipses, right there.

  • Now, this probably isn't the best solution to this.

  • A better solution would be, have our calculator only show

  • a certain number of digits after the decimal point.

  • Probably would be really better. And

  • that's extra credit for you in your homework, okay?

  • So good luck with that. Right, so we got this.

  • We fixed all these problems, let's take a look.

  • All right, so got our numbers here. Pi, alright no pi and

  • it didn't add them on to the end and

  • what if we had a lot of numbers in here.

  • Yeah, look at that, it's autoshrinking.

  • Okay, we're not losing any numbers.

  • Yeah, probably not the best solution but

  • I get to show you autoshrink. Okay, what's next?

  • We're gonna attack this little problem right here. Okay?

  • This is really ugly, really what I want this to be is this

  • really cool feature in Swift, Double.pi, which is the double

  • precision floating point value of pi. Of course, I can't say

  • this because- Cannot assign value of type 'Double' to

  • an optional string because the only way you can assign

  • anything to an optional string besides nil would be something

  • that's a string. So we can set that associated value. Now,

  • does anyone know, from what I've shown you today,

  • how we could convert this to a sting? No brave soul?

  • Back, exactly. Backslash, open parentheses,

  • close parenthesis, that little trick, right?

  • You can just put Double.pi in here.

  • Doubles can be converted to strings, bingo.

  • Now, this is kinda ugly, okay? This really doesn't look good

  • because this is more meant to embed things in other strings.

  • It's not really the way to make something a string.

  • The way to really make a new string is to create

  • a new string. And so, here you're seeing what the syntax

  • is to create a new object, a new struct or a new class,

  • okay? The name of the class, and then parentheses.

  • Now, inside these parentheses, can be anything the class

  • can take to create one of itself, right? Anything that

  • class can take. And remember I mentioned those initializers?

  • These are the arguments to the initializer. And initializers,

  • you've got multiple initializers.

  • String has a whole bunch of initializers.

  • One of the initializers that a string has,

  • takes a double. So this would be the right way to

  • convert from a double to a string and

  • it looks a lot better in the code as well, right.

  • It's more obvious what we're doing, okay?

  • All right let's add another operation here,

  • I'm gonna make this one be square root. So underneath

  • the square root symbol, from the edit menu, emoji and

  • symbols, you can actually search. We could pick a smiley

  • face but let's go square root. Square root, here it is, so

  • we're gonna use this square root symbol in code there. And

  • let's go ahead and copy it so we can use it in the code.

  • All right, so we have this,

  • it's nicely hooked up just to this and not to this.

  • So that's good. We just need to say case of square root.

  • What do we wanna do? We wanna set the display's text

  • equal to the square root of something. Okay, well what do

  • we want this to be the square root of? Well we want it to be

  • the square root of whatever's in this display already. So,

  • display!.text, okay, will that work? No, because this

  • is a string and we can't take the square root of a string.

  • And not only that, the square root returns a double, okay?

  • And we can't put a double into a string, so we at least have

  • to do this again, put a string around it. Okay? But

  • this is still a string. So I'm gonna get this out of here and

  • make a little local variable so

  • we can work on this, okay? So, we need this operand,

  • which is currently a string, to be a double. So

  • can we do this, double? You think we can do that?

  • In the same way that we went this way? Can we go this way?

  • The answer is yes. Or yes! One of those.

  • The answer is yes because, what if that string is hello?

  • What do you convert hello to? It can't be converted.

  • So this initializer for double that takes a string,

  • it returns an optional double. Do you see why? Cuz if you

  • give it a string that it can't convert to a double,

  • it returns not set. Couldn't do it, basically.

  • So if we look at operand right here, it's an optional double,

  • okay? Whereas when we did this string up here,

  • string didn't need to return optional string,

  • because it can always convert a double to a string, always.

  • But you can't always convert a string to a double,

  • it has to look like a double. Okay?

  • So, we're gonna do that and I'm gonna go ahead and

  • force unwrap it here with the exclamation point, assuming

  • that I never have anything in my display that can't be

  • converted to a double. Maybe that's a bad assumption but

  • I'm gonna assume that for now. I'm also gonna Ctrl+I again,

  • to get my indenting right. Okay, does this make sense?

  • So now all is well. Operand is a double.

  • So I can take the square root of a double.

  • I'm gonna convert it to a string and go to here.

  • All right, wow, that's a lot of mess. Okay,

  • that's really messy code, I'm gonna have to fix that, but

  • conceptually you understand hopefully what's going on

  • there. So let's do this, let's try 81 square root. Square

  • root again. Square root again. How about pi square root?

  • 78 square root? All right, this is working perfectly.

  • But, our code is really a mess here. Can you imagine,

  • if we have to do another case and another case.

  • And we're always doing this double this, string that,

  • back and forth, exclamation points everywhere. Okay,

  • there's too many dang exclamation points in here for

  • the first thing. And the second of all,

  • I'm tired of all the strings and doubles. So

  • I'm gonna fix all that. Let's start with the exclamation

  • point thing. Look at every time I use the display.

  • I use it all over my code.

  • And every time I have to put an exclamation point,

  • every single time. Even though I know that display,

  • once it's set up by iOS in the beginning, it never is not in

  • the not set state, it's always set. So

  • let's go back up here to this question mark.

  • This is what exclamation point in a declaration

  • of an optional means. It means yes, this is an optional,

  • just like a question mark. But, everywhere you use this,

  • I'm going to automatically unwrap it. Now,

  • it's still unwrapping it, so even if I go down here and

  • I take away this exclamation point,

  • it works because of this automatic unwrapping.

  • But if this were not set, it would still crash. Okay?

  • Because essentially, implicitly unwrapping.

  • That's why this is called an implicitly unwrapped optional.

  • Got that phrase? Implicitly unwrapped optional. But

  • it does mean, that we can go around to all of our

  • display question marks, and change them to display.

  • And that makes our code look quite a bit nicer. Okay?

  • Now we're still having to unwrap text. Sorry about that.

  • Bottom line is we have to do that.

  • That's not an implicitly unwrapped option on that text.

  • Okay, what about all this double and string thing?

  • The way I'm gonna fix that is imagine I had a var.

  • We'll call it displayValue.

  • And it was a double. Okay, show me this var.

  • Imagine if this var, all it tracked, what's in here, but

  • as a double? Cuz what's in there, we can only get it as

  • a string, we can only set it as a string. But

  • wouldn't it be cool if I had a var that just was always what

  • was in there but as a double? Because I need it as a double

  • all the dang time, and I need to set it as a double too,

  • okay? So how can I do that? Well, turns out Swift

  • has a really cool feature called computed properties.

  • And all I need to do is put code after the property, and

  • you can compute the value. Instead of storing

  • it, right. The user is in the middle of typing a value that

  • storage somewhere. This one we're gonna compute. And

  • you can compute both a get case, right? And,

  • oops, sorry. And a set case. So you can have some code that

  • deals with getting the value and with setting the value.

  • So we're not gonna ever store displayValue anywhere.

  • We're gonna get it and set it.

  • And where are we gonna get it and set it from?

  • From the text on the label. Right? So what does the get

  • look like? Well, we're just gonna return a double of

  • the display's text, you don't have to unwrap display, but

  • I do have to unwrap text. And I'm gonna force unwrap that.

  • Again, I'm assuming there's always a string that

  • can be interpreted as a double in there.

  • Maybe I wanna change that assumption down the road, but

  • for now I'll do that. How about the set case?

  • In this set case, I'm gonna display, set the display's

  • text equal to a string that is the value that

  • people are trying to set the display value to.

  • So somewhere in the code, we write displayValue equals

  • five. And here we have to put a five,

  • a string five into the text of the display up here.

  • So what do we put inside this little string here. Well, for

  • this set case, okay, of a computed property,

  • there's a special variable called newValue, and newValue

  • is always of the same type as what you're setting, and it is

  • the value on the right hand side of an equals if someone

  • says that this var equals something, okay? Awesome.

  • Now that we have this displayValue and

  • it's always tracking that, we can use it down here.

  • Look at this code, displayValue equals pi.

  • Done, get rid of all this mess. displayValue equals

  • the square root of the displayValue. All of a sudden,

  • the code down here has become essential, right?

  • This is about the minimum you could possibly type to say

  • that you wanted pi into the display. Right? And so, when I

  • do this display value equals, this code gets executed.

  • When I get the display value here, this code gets executed.

  • These are called computed properties. You're

  • going to see them all over the place.

  • You've already seen one. It's right here, currentTitle

  • is a computed property. It's computed by the button class.

  • It figures out what the current title is on there and

  • returns it. So there's this is implemented with some

  • code that says return whatever.

  • How do I know that? Because it's read-only. The only way

  • to make a read-only var is using a computed property.

  • All right, let's make sure we didn't break anything with our

  • code clean up there. All right, 89 looking good,

  • square root, 81, square root, square root, square root.

  • Pi 78 square root. Okay,

  • it's working. Okay, so that's a lot of stuff to digest,

  • I know. Let it all sink in. On Wednesday at the start,

  • I'm gonna talk to you about MVC, this design paradigm, and

  • then we're gonna add MVC to this and

  • we're also gonna make sure that UI works on all devices.

  • Okay, see you then. >> For

  • more, please visit us at stanford.edu.

[MUSIC]

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