I have code that is meant to place a small UIView as a subview at a random X coordinate.
If I place the view at a fixed spot it works but when I calculate the random position my app crashes. Here is the code:
@IBOutlet var gameView : UIView
let DROP_SIZE = CGSize(width: 40, height: 40)
@IBAction func tap(sender : AnyObject) {
self.drop()
}
func drop() {
var frame = CGRect()
frame.origin = CGPointZero
frame.size = DROP_SIZE
var x = Int(arc4random()) % Int(self.gameView.bounds.size.width) / Int(DROP_SIZE.width)
frame.origin.x = CGFloat(x) * CGFloat(DROP_SIZE.width)
var dropView: UIView = UIView(frame: frame)
dropView.backgroundColor = randomColor()
self.gameView.addSubview(dropView)
}
whenever self.drop() is called my app crashes
If I comment out var x & frame.origin.x my app does not crash
So I know the issue is with these two lines of code:
var x = Int(arc4random()) % Int(self.gameView.bounds.size.width) / Int(DROP_SIZE.width)
frame.origin.x = CGFloat(x) * CGFloat(DROP_SIZE.width)
Something about the way these variables are casted is causing the app to crash because if I use a fixed x origin for example frame.origin.x = 100, then the app works as expected.
UPDATE:
because arc4random return UInt32 it will overflow when trying to convert it to an Int
I used this instead
var x = UInt32(arc4random()) % UInt32(self.gameView.bounds.size.width) / UInt32(DROP_SIZE.width)
frame.origin.x = CGFloat(x) * CGFloat(DROP_SIZE.width)