ObserverPattern | project demostrates how correctly implement Observer pattern | Pub Sub library
kandi X-RAY | ObserverPattern Summary
kandi X-RAY | ObserverPattern Summary
This project demostrates how correctly implement Observer pattern in real world situation.
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Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of ObserverPattern
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QUESTION
I've a very easy implementation (3 classes) to get the basics. But it has Bug.
Facts: It notifies the ViewController, but the screen of the SecondVC it doesn't. Wonder why or where!
Git: https://github.com/marlhex/ObserverPattern
Relevant Classes:
...ANSWER
Answered 2021-Feb-04 at 06:08You're using a UITabBarController to host the views. The system initially only loads the view controller it needs to display (ViewController
in this case). Then, once you click on the tab for the SecondVC
, it loads that view controller.
You can verify this by putting a print
statement in viewDidLoad
of SecondVC
.
You can also verify that if you navigate to SecondVC
before going back to ViewController
and pressing Notify
, both view controllers get notified in this scenario.
So, it's not a bug -- it's just an implementation detail of when the views are loaded.
If you want to find a way to make sure that SecondVC
has access to that information when it's loaded, you have two options:
- Rely on a different system of propagating the state
- Put your notification listener in
required init?(coder: NSCoder)
instead ofviewDidLoad
(this does get called during setup). This has a caveat though: theUILabel
won't be loaded yet, so you'd have to store that state for loading later. Trying to accessmySecondLabel
beforeviewDidLoad
will result in a crash.
Update
Updated code that stores the Notification in the event that you want to use the init
method:
QUESTION
I am using this tutorial to develop an observer pattern for my game in unity. Here is the Observer
class:
ANSWER
Answered 2019-Dec-04 at 07:09You need to add the templated argument in your case
boxObj.GetComponent().AddForce(Vector3.up * jumpForce);
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