【Xcode】EntryPointを変更する方法

もくじ

  1. 環境
  2. Entry Pointとは
  3. StoryBordから変更する
  4. コードから変更する
  5. [おまけ]初回起動時のみ特定の画面を表示させる

0. 環境

  • MacBook Air M1
  • Xcode 12.4

1. Entry Pointとは

  • プログラムの開始される位置
  • この記事では開始される画面の位置も含まれる

    画面上で見ると以下の画像の矢印部分がEntry Pointを表している

    EntryPointの矢印

アシスタントエディタで確認すると以下赤枠部分

EntryPointのアシスタントエリアでの表示

2. StoryBordから変更する

ドラックアンドドロップで矢印を移動させる

EntryPoint変更(マウス).gif.gif “EntryPoint変更(マウス)”)

Utilites areaから移動させる

Attributes inspector内Is Initial View Controllerにチェクを入れる
EntryPoint変更(Inspector).gif “EntryPoint変更(Inspector)”)

3. コードから変更する

1. Main.storybordの遷移させたいViewControllerにStoryboad IDを設定する

  • Identity Inspector 内のSotryboard IDを設定

Inspector.png

  • 今回はこのように設定
    • 1画面目 : FirstView
    • 2画面目 : SecondView

2. SceneDelegate.swift

  1. 何も変更していないデフォルトの状態だとこのようなコードになっていると思います
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    import UIKit

    class SceneDelegate: UIResponder, UIWindowSceneDelegate {

    var window: UIWindow?


    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
    // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
    // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
    // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
    guard let _ = (scene as? UIWindowScene) else { return }
    }

    func sceneDidDisconnect(_ scene: UIScene) {
    // Called as the scene is being released by the system.
    // This occurs shortly after the scene enters the background, or when its session is discarded.
    // Release any resources associated with this scene that can be re-created the next time the scene connects.
    // The scene may re-connect later, as its session was not necessarily discarded (see `application:didDiscardSceneSessions` instead).
    }

    func sceneDidBecomeActive(_ scene: UIScene) {
    // Called when the scene has moved from an inactive state to an active state.
    // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
    }

    func sceneWillResignActive(_ scene: UIScene) {
    // Called when the scene will move from an active state to an inactive state.
    // This may occur due to temporary interruptions (ex. an incoming phone call).
    }

    func sceneWillEnterForeground(_ scene: UIScene) {
    // Called as the scene transitions from the background to the foreground.
    // Use this method to undo the changes made on entering the background.
    }

    func sceneDidEnterBackground(_ scene: UIScene) {
    // Called as the scene transitions from the foreground to the background.
    // Use this method to save data, release shared resources, and store enough scene-specific state information
    // to restore the scene back to its current state.
    }


    }
  2. sceneメソッド内に以下のコードのコードを追記します

    • この時、guard let _ =_の部分をwindowに変更しています。

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      func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
      // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
      // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
      // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
      guard let windowScene = (scene as? UIWindowScene) else { return }

      window = UIWindow(windowScene: windowScene)
      let storybard = UIStoryboard(name: "Main",bundle: nil)

      // 初めて起動しているか
      if(lanchIsFIrstTme()){
      window?.rootViewController = storybard.instantiateViewController(identifier: "FirstView")
      firstLanch()
      }else{
      window?.rootViewController = storybard.instantiateViewController(identifier: "SecondView")
      }

      window?.makeKeyAndVisible()
      }

4. [おまけ]初回起動時のみ特定の画面を表示させる

一つ前で実装した切り替え処理とユーザーデフォルト機能を組み合わせて、初回起動かどうかを判定する

  • 確認用メソッドと登録用メソッドを作成

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    private let STORED_KEY = "lanched"

    func firstLanch(){
    return UserDefaults.standard.set(true,forKey: STORED_KEY)
    }

    func lanchIsFIrstTme() -> Bool{
    return !UserDefaults.standard.bool(forKey: STORED_KEY)
    }
  • 一つ前で実装したコードを改変

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    func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
    // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
    // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
    // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).
    guard let windowScene = (scene as? UIWindowScene) else { return }

    window = UIWindow(windowScene: windowScene)
    let storybard = UIStoryboard(name: "Main",bundle: nil)

    // 初めて起動しているか
    if(lanchIsFIrstTme()){
    window?.rootViewController = storybard.instantiateViewController(identifier: "FirstView")
    firstLanch()
    }else{
    window?.rootViewController = storybard.instantiateViewController(identifier: "SecondView")
    }

    window?.makeKeyAndVisible()
    }

    こんな感じになればOK

    最終確認

    参考

    https://stackoverflow.com/questions/10428629/programmatically-set-the-initial-view-controller-using-storyboards/47691073

自作ソート【Swift】

目的

  • ソートアルゴリズムの基本を身につける
  • Swiftになれる

要件

  • 数字をソートアルゴリズムを使ってソートする(Swiftのソート関数は使わない)
  • 日本語ひらがな、アルファベット小文字の1文字をソートする
  • インプットは数字の場合と、文字の場合がある (ただし、文字と数字の組み合わせはない、どちらか1種類のみの羅列が入力される)
  • 最後に昇順 or 降順の指定がある
  • ユーザーは決まった手順を守るとは限らないので、その場合の例外の対応方法の組み込み (無理矢理処理しても、エラーを返してもいい)k

コード

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import UIKit

let testValue1:String = "24,6723,23,111,43,1,昇順"
let testValue2:String = "え,い,う,か,と,昇順"
let testValue3:String = "-2,-22347999,あ,2,い,3,-1,ああ,昇順"

enum OrderType:String{
case none = "例外"
case ascending = "昇順"
case descending = "降順"
}

enum ValueType:String{
case Iregular = "例外"
case Number = "数字"
case Charactor = "ローマ字"
case Japanese = "日本語"
}

// ============= メイン処理 ==============
// 入力された文字列を分割
var inputValueList = testValue3.split(separator: ",")

// ソートタイプのチェック
var orderType:OrderType = OrderType(rawValue: String(inputValueList.last ?? "")) ?? OrderType.none

if(orderType == OrderType.none){
print("ソート方法を指定してください")
print("指定がないため、昇順ソートを行います")

orderType = OrderType.ascending
}else{
// ソート指定は邪魔なので取り除く
inputValueList.removeLast()
}

// 入力文字列のタイプを判定
let valueType = CheckValueType(targetValueList: inputValueList)

// ソート処理
var sortedNumberList:Array<Substring> = Array<Substring>()
sortedNumberList = Sort(targetNumberList:inputValueList)

// 何をソートしたか表示
switch valueType {
case .Number:
print(ValueType.Number.rawValue + "ソート完了")
case .Charactor:
print(ValueType.Charactor.rawValue + "ソート完了")
case .Japanese:
print(ValueType.Japanese.rawValue + "ソート完了")
case .Iregular:
print(ValueType.Iregular.rawValue + "ソート完了")
}

// ソートタイプによって出力を切り替え
switch orderType {
case .ascending:
print(sortedNumberList)
case .descending:
print(Array(sortedNumberList.reversed()))
case .none:
print("ソート失敗")
}

// =====================================

// ============== メソッド ===============
// 値のタイプを判定
func CheckValueType(targetValueList:Array<Substring>)-> ValueType{
var retVal : ValueType = ValueType.Iregular
let targetValueCount = targetValueList.count

var numberCount = 0
var charCount = 0
var japaneseCount = 0

// 数字の並びかチェック
for i in 0...inputValueList.count - 1{
let str:Int = Int(inputValueList[i].cString(using: .shiftJIS)!.first!)
if(str >= 48 && str <= 57){ // 数字
numberCount += 1
}else if(str >= 97 && str <= 122){ // 小文字
charCount += 1
}else if(str >= 65 && str <= 90){ // 大文字
charCount += 1
}else if(str == -125){ // ひらがな
japaneseCount += 1
}else if(str == -126){ // カタカナ
japaneseCount += 1
}
}


if(numberCount == targetValueCount){
retVal = ValueType.Number
}else if(charCount == targetValueCount){
retVal = ValueType.Charactor
}else if(japaneseCount == targetValueCount){
retVal = ValueType.Japanese
}else{
retVal = ValueType.Iregular
}

return retVal
}

// ソート処理
func Sort(targetNumberList:Array<Substring>)->Array<Substring>{

var sortList = targetNumberList
var isChange = false

for index in 0...sortList.count - 1{

if(index + 1 == sortList.count)
{
break
}

let firstList = sortList[index].cString(using: .shiftJIS)!
var firstSign = 1
var firstJapaneseSign = 0

let firstCheckValue = firstList.first!
if(firstCheckValue == 45 ) // マイナス符号
{
firstSign = -1
}

if(firstCheckValue == -125 || // ひらがな
firstCheckValue == -126) // カタカナ
{
firstJapaneseSign = Int(firstCheckValue) * -1
}


var first:Int = 0

for fc in firstList{
first += Int(fc) * firstSign
}

if(firstJapaneseSign != 0){
first *= firstJapaneseSign
}


let secondList = sortList[index+1].cString(using: .shiftJIS)!

var secondSign = 1
var secondJapaneseCheckSign = 0

let secondCheckValue = secondList.first!
if(secondCheckValue == 45) // マイナス符号
{
secondSign = -1
}

if(secondCheckValue == -125 || // ひらがな
secondCheckValue == -126) // カタカナ
{
secondJapaneseCheckSign = Int(secondCheckValue) * -1
}
var second:Int = 0

for sc in secondList{
second += Int(sc) * secondSign
}

if(secondJapaneseCheckSign != 0){
second *= secondJapaneseCheckSign
}


let firstValue = sortList[index]
let secondValue = sortList[index+1]

if(first > second)
{
isChange = true

sortList[index] = secondValue
sortList[index + 1] = firstValue
}
}

if(isChange){
sortList = Sort(targetNumberList: sortList)
}

return sortList
}
// =======================================

備考(感想)

  • 文字コード変換する時に全てShiftJISのコードで変換されてしまった(未解決)
  • 今回使ったソートアルゴリズムは「バブルソート」
  • 小数に対応していない

Swiftで迷路を解く

目的

  • Swiftの勉強

制作時間

  • 4時間

コード

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import UIKit

var targetMaze = [
["#","S","#","#","#","#","#","#","#","#","#"],
["#"," ","#","#","#","#","#","#"," ","#","#"],
["#"," "," "," "," ","#","#"," "," ","#","#"],
["#"," ","#","#"," "," "," "," ","#","#","#"],
["#","#","#","#"," ","#","#","#","#","#","#"],
["#"," "," "," "," ","#"," "," "," ","#","#"],
["#"," ","#","#","#","#"," ","#"," ","#","#"],
["#"," ","#","#","#","#"," ","#"," ","#","#"],
["#"," "," "," "," "," "," ","#"," ","#","#"],
["#","#","#","#","#","#","#","#","G","#","#"]
]

enum MapType:String
{
case Start = "S"
case Goal = "G"
case Wall = "#"
case Root = "+"
}

struct Vec2:Equatable{
var X:Int = 0
var Y:Int = 0
}

struct Direction
{
var Now:Vec2

var Up:Vec2?
var Down:Vec2?
var Right:Vec2?
var Left:Vec2?
}

func CheckRoad(maze:[[String]],pos:Vec2?,beforPos:Vec2,maxPos:Vec2,checkType:MapType)-> Direction?
{
if(pos == nil) {
return nil
}

// 上,右,下,左
var retPos:Direction = Direction(Now:pos!,Up:nil,Down: nil,Right: nil,Left: nil)

// 上下左右の座標を取得
let minusY = retPos.Now.Y - 1
let plusY = retPos.Now.Y + 1
let minusX = retPos.Now.X - 1
let plusX = retPos.Now.X + 1

// マップ内かチェック
if(minusY >= 0){
retPos.Down = Vec2()
}
if(plusY < maxPos.Y){
retPos.Up = Vec2()
}
if(minusX >= 0){
retPos.Left = Vec2()
}
if(plusX < maxPos.X){
retPos.Right = Vec2()
}

// 壁があるかチェック
if(retPos.Down == Vec2() &&
(maze[minusY][retPos.Now.X] != checkType.rawValue) &&
beforPos != Vec2(X: retPos.Now.X, Y: minusY))
{
retPos.Down = Vec2(X:retPos.Now.X,Y:minusY)
}
else{
retPos.Down = nil
}

if(retPos.Up == Vec2() &&
(maze[plusY][retPos.Now.X] != checkType.rawValue) &&
beforPos != Vec2(X: retPos.Now.X, Y: plusY))
{
retPos.Up = Vec2(X:retPos.Now.X,Y:plusY)
}else{
retPos.Up = nil
}

if(retPos.Left == Vec2() &&
(maze[retPos.Now.Y][minusX] != checkType.rawValue) &&
beforPos != Vec2(X: minusX, Y: retPos.Now.Y))
{
retPos.Left = Vec2(X:minusX,Y:retPos.Now.Y)
}else{
retPos.Left = nil
}

if(retPos.Right == Vec2() &&
(maze[retPos.Now.Y][plusX] != checkType.rawValue) &&
beforPos != Vec2(X: plusX, Y: retPos.Now.Y))
{
retPos.Right = Vec2(X:plusX,Y:retPos.Now.Y)
}else{
retPos.Right = nil
}


return retPos
}

// 指定したターゲットの位置を返す
// 見つからなかった場合は、nilが返えってくる
func serchTargetPoint(maze:[[String]],targetMapType:MapType)->Vec2?
{
var retPos:Vec2? = nil

let mazeYCount = maze.count - 1
let mazeXCount = maze[0].count - 1

for Y in 0...mazeYCount
{
for X in 0...mazeXCount{
let checkValue = maze[Y][X]

if(checkValue == targetMapType.rawValue)
{
retPos = Vec2(X:X,Y:Y)
}
}
}

return retPos
}

func printMaze(maze:[[String]]){

let mazeYCount = maze.count - 1
let mazeXCount = maze[0].count - 1

for Y in 0...mazeYCount
{
print("\n")
for X in 0...mazeXCount{
print(maze[Y][X], terminator: "")
}
}

print("\n")
}


printMaze(maze:targetMaze)

let SPos = serchTargetPoint(maze:targetMaze,targetMapType:MapType.Start)
let GPos = serchTargetPoint(maze:targetMaze,targetMapType:MapType.Goal)

print(SPos ?? "スタートなし")
print(GPos ?? "ゴールなし")


let mazeYCount = targetMaze.count - 1
let mazeXCount = targetMaze[0].count - 1

let maxPos = Vec2(X: mazeYCount, Y: mazeXCount)

var RootList:Array<Direction> = Array<Direction>()
RootList.append (CheckRoad(maze:targetMaze,pos: SPos,beforPos: Vec2(X: 0,Y: 0),maxPos: maxPos,checkType: MapType.Wall)!)


var BlackList:Array<Vec2> = Array<Vec2>()

while true {

let direction = CheckRoad(maze:targetMaze,pos: RootList.last?.Up ?? nil,beforPos: RootList.last?.Now ?? Vec2(),maxPos: maxPos,checkType: MapType.Wall)

var checkFlag:Bool = false

for black in BlackList
{
if(black == direction?.Now ?? Vec2())
{
checkFlag = true
}
}

if(GPos == direction?.Now ?? Vec2())
{
break
}


if(direction != nil && !checkFlag)
{
RootList.append(direction!)
}else
{
let direction = CheckRoad(maze:targetMaze,pos: RootList.last?.Right ?? nil,beforPos: RootList.last?.Now ?? Vec2(),maxPos: maxPos,checkType: MapType.Wall)

var checkFlag:Bool = false

for black in BlackList
{
if(black == direction?.Now ?? Vec2())
{
checkFlag = true
}
}

if(GPos == direction?.Now ?? Vec2())
{
break
}


if(direction != nil && !checkFlag)
{
RootList.append(direction!)
}else
{
let direction = CheckRoad(maze:targetMaze,pos: RootList.last?.Down ?? nil,beforPos: RootList.last?.Now ?? Vec2(),maxPos: maxPos,checkType: MapType.Wall)

var checkFlag:Bool = false

for black in BlackList
{
if(black == direction?.Now ?? Vec2())
{
checkFlag = true
}
}

if(GPos == direction?.Now ?? Vec2())
{
break
}


if(direction != nil && !checkFlag)
{
RootList.append(direction!)
}else
{
let direction = CheckRoad(maze:targetMaze,pos: RootList.last?.Left ?? nil,beforPos: RootList.last?.Now ?? Vec2(),maxPos: maxPos,checkType: MapType.Wall)

var checkFlag:Bool = false

for black in BlackList
{
if(black == direction?.Now ?? Vec2())
{
checkFlag = true
}
}

if(GPos == direction?.Now ?? Vec2())
{
break
}

if(direction != nil && !checkFlag)
{
RootList.append(direction!)
}else
{
BlackList.append(RootList.last?.Now ?? Vec2())
if(RootList.count > 0)
{
RootList.removeLast()
}else
{
break
}
}
}
}
}
}

for root in RootList
{
print(root.Now)
targetMaze[root.Now.Y][root.Now.X] = MapType.Root.rawValue
}

printMaze(maze:targetMaze)

感想

  • Enumのコードに値をセットできるので、コードが読みやすい
  • ちょこちょこ出てくる制約に最初はイライラするが、書いているとなれる
  • 制約があるおかげで、コードに統一感が出る