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== Quick Downloads ==
{{#seo:|description=Learn how to use Phidget USB devices with Swift.}}
[[Category:Language]]


Already know what you're doing? Here you go:
== Get Started ==
With the Phidget22 library, it's easy to create Swift applications that work with Phidget devices.


=== Documentation ===
== Swift Libraries ==
If you've installed the Phidget drivers for  [[OS - macOS|macOS]] or [[OS - iOS|iOS]], then you already have the files you need for your project.


*{{Phidget22API}}
== Example Code ==
You can find examples for macOS and iOS on our [https://www.phidgets.com/?view=code_samples&lang=Swift Code Samples] page. Make sure you download one for the correct OS.


=== Example Code ===
[[Image:swift_example2.png|link=|center|750px]]


*{{SampleCode|Swift|Swift Examples}}
== XCode Configuration ==
[https://developer.apple.com/xcode/ Xcode] is an IDE provided by Apple that's used to develop code in a wide variety of programming languages, including Swift.


=== Libraries ===
=== macOS ===
{| style="margin:auto;" class="table-no-border mw-collapsible mw-collapsed"
|+ '''Instructions'''
|colspan="2"|{{hiddenh4|Use Our Examples}}||
|-
|colspan="2"|Start by downloading a [https://www.phidgets.com/?view=code_samples&lang=Swift Swift example] that will work with your Phidget.


{{MacQuickDownloads}}
Open the folder and run '''Package.swift''' to open it in Xcode.
{{iOSQuickDownloads}}
|-
| Next, simply press run. ||[[Image:Macos_swift_run2.png|link=https://cdn.phidgets.com/docs/images/b/b9/Macos_swift_run2.png|350px]]
|-
| Here's what the VoltageInput example will look like when it's running. Try playing around with the device and experiment with some of its functionality. The next step is configuring a new project and writing your own code. || [[Image:Macos_swift_output.png|link=https://cdn.phidgets.com/docs/images/0/00/Macos_swift_output.png|350px]]
|-
|colspan="2"|{{hiddenh4|Starting a New Project}}
|-
| Create a new XCode project and select a macOS app. || [[Image:Macos_new_proj.png|link=https://cdn.phidgets.com/docs/images/0/04/Macos_new_proj.png|350px]]
|-
| Name the project, select Swift as the language, and continue. || [[Image:Macos_new_nameproject.png|link=https://cdn.phidgets.com/docs/images/f/fb/Macos_new_nameproject.png|350px]]
|-
| Now that your project is created, you need to add the Phidget libraries.


== Getting Started with Swift ==
Go to File > '''Add Package Dependencies'''
Welcome to using Phidgets with Swift! By using Swift, you will have access to the complete {{Phidget22API}}, including events. We also provide example code in Swift for multiple Phidget classes.
|[[Image:Macos_swift_addpackage.png|link=https://cdn.phidgets.com/docs/images/1/13/Macos_swift_addpackage.png|350px]]
|-
| This will pop up the Swift package manager. || [[Image:Macos_swift_packageblank.png|link=https://cdn.phidgets.com/docs/images/3/3f/Macos_swift_packageblank.png|350px]]
|-
|Type this URL into the search bar in the top right:
<syntaxhighlight>https://www.phidgets.com/git/phidget22-swift.git</syntaxhighlight>
Then select the phidget22-swift package and click '''Add Package'''.
| [[Image:Macos_swift_packageurl.png|link=https://cdn.phidgets.com/docs/images/f/ff/Macos_swift_packageurl.png|350px]]
|-
|colspan="2"| Now you can access the Phidget libraries by adding the following line to the top of your files:
<syntaxhighlight>import Phidget22Swift</syntaxhighlight>
The project now has access to Phidgets you can begin coding. See [[Phidget Programming Basics]] for guidance on writing your own code.  
|}


== iOS ==
=== iOS ===
{{IOS_Languages}}
{| style="margin:auto;" class="table-no-border mw-collapsible mw-collapsed"
===Xcode===
|+ '''Instructions'''
====Use our examples====
|colspan="2"|{{hiddenh4|Use Our Examples}}||
One of the best ways to start programming with Phidgets is to use our example code as a guide. In order to run the examples for iOS you will need to download [https://developer.apple.com/xcode/ Xcode] from the Mac App Store.
|-
|colspan="2"|Start by downloading a [https://www.phidgets.com/?view=code_samples&lang=Swift Swift example] that will work with your Phidget.


Open the folder and run '''Package.swift''' to open it in Xcode.
|-
| Next, select the type of device you would like the application to run on, and press play. || [[Image:ios_swift_select_target.png|link=https://cdn.phidgets.com/docs/images/9/90/Ios_swift_select_target.png|350px]]
|-
|Here's what the VoltageInput example will look like when it's running. Try playing around with the device and experiment with some of its functionality. The next step is starting a new project and writing your own code.|| [[Image:ios_swift_output.png|link=https://cdn.phidgets.com/docs/images/1/1d/Ios_swift_output.png|200px]]
|-
|colspan="2"|{{hiddenh4|Starting a New Project}}
|-
|  Create a new XCode project and select an iOS app. || [[Image:ios_new_proj.png|link=https://cdn.phidgets.com/docs/images/d/d9/Ios_new_proj.png|350px]]
|-
| Name the project, select Swift as the language, and choose which devices will be supported. || [[Image:ios_new_nameproject.png|link=https://cdn.phidgets.com/docs/images/8/86/Ios_new_nameproject.png|350px]]
|-
| Now that your project is created, you need to add the Phidget libraries.
Go to '''File > Add Package Dependencies'''
| |[[Image:Macos_swift_addpackage.png|link=https://cdn.phidgets.com/docs/images/1/13/Macos_swift_addpackage.png|350px]]
|-
| This will pop up the Swift package manager. || [[Image:Macos_swift_packageblank.png|link=https://cdn.phidgets.com/docs/images/3/3f/Macos_swift_packageblank.png|350px]]
|-
|Type this URL into the search bar in the top right:
<syntaxhighlight>https://www.phidgets.com/git/phidget22-swift.git</syntaxhighlight>
Then select the phidget22-swift package and click '''Add Package'''.
| [[Image:Macos_swift_packageurl.png|link=https://cdn.phidgets.com/docs/images/f/ff/Macos_swift_packageurl.png|350px]]
|-
|colspan="2"| Now you can access the Phidget libraries by adding the following line to the top of your files:
<syntaxhighlight>import Phidget22Swift</syntaxhighlight>
The project now has access to Phidgets you can begin coding. See [[Phidget Programming Basics]] for guidance on writing your own code.
|}


Now that you have Xcode installed, download the Swift example:
==Phidget Programming Basics==
*{{SampleCode|Swift|Swift Example}}
{{PhidgetProgrammingBasicsLink}}


 
==API==
You have previously downloaded the Phidget iOS libraries on the iOS page, but here they are again, just in case:
[{{SERVER}}/?view=api&lang=Swift Phidget22 API]
*[{{SERVER}}/downloads/phidget22/libraries/ios/Phidget22_iOS.zip Phidget iOS Libraries]
 
 
Next, unpack the Swift example and navigate to ''Phidget.xcodeproj''. Open the file in Xcode:
[[Image:Swift_open.png|link=|center]]
 
 
{{IOS_use_our_examples}}
 
====Configure your project====
Whether you are  building a project from scratch, or adding Phidget functionality to an existing project, you will need to configure your development environment to properly link the Phidget libraries. To begin:
 
Create a new Xcode project:
[[Image:Cocoa_CreateProject.png |link=|center]]
 
 
Next, select an iOS application. For this tutorial's purposes, we will use a Single View Application:
[[Image:iOS_SingleView.png |link=|center]]
 
 
Name the project, select Swift as the language, and choose which devices will be supported:
[[Image:iOS_NameProject_Swift.png|link=|center]]
 
 
Now that your project is created, you need to add references to the Phidget iOS libraries. This is covered in detail above in the [[#Use our examples |use our examples]] section.
 
After you have linked the Phidget iOS libraries, simply add a reference to phidget22.h in your bridging header file:
<syntaxhighlight lang="objc">
#import "phidget22.h"
</syntaxhighlight>
 
 
Success! The project now has access to Phidgets and we are ready to begin coding.
 
==Write Code==
{{WriteCode_Intro}}
 
=== Step One: Initialize and Open ===
You will need to declare your Phidget object in your code. For example, we can declare a digital input object like this:
<syntaxhighlight lang="swift">
var ch:PhidgetDigitalInput? = nil
</syntaxhighlight>
 
 
Next, the Phidget object needs to be initialized and opened:
<syntaxhighlight lang="swift">
PhidgetDigitalInput_create(&ch)
Phidget_open(ch)
</syntaxhighlight>
 
 
Although we are not including it on this page, you should include error handling for all Phidget functions. Here is an example of the previous code with error handling:
<syntaxhighlight lang="swift">
var res:PhidgetReturnCode = EPHIDGET_OK
 
res = PhidgetDigitalInput_create(&ch)
if(res != EPHIDGET_OK){
  NSLog("Error")
}
 
res = Phidget_open(ch)
if(res != EPHIDGET_OK){
  NSLog("Error")
}
Phidget_open(ch)
</syntaxhighlight>
 
=== Step Two: Wait for Attachment (plugging in) of the Phidget ===
Simply calling open does not guarantee you can use the Phidget immediately. To use a Phidget, it must be plugged in (attached). We can handle this by using event driven programming and tracking the attach events. Alternatively, we can modify our code so we wait for an attachment:
 
<syntaxhighlight lang="swift">
PhidgetDigitalInput_create(&ch)
Phidget_openWaitForAttachment(ch, 5000)
</syntaxhighlight>
Waiting for attachment will block indefinitely until a connection is made, or until the timeout value is exceeded.
 
 
To use events, we have to modify our code slightly:
<syntaxhighlight lang="swift">
PhidgetDigitalInput_create(&ch)
Phidget_setOnAttachHandler(ch, gotAttach, bridge(self))
Phidget_open(ch)
</syntaxhighlight>
 
Next, we have to declare the function that will be called when an attach event is fired - in this case the function ''gotAttach'' will be called.
 
<syntaxhighlight lang="swift">
let gotAttach: @convention(c)(PhidgetHandle?, UnsafeMutableRawPointer?) -> () = {phid,context in
    DispatchQueue.main.async(execute: {
        let myObject = Unmanaged<YourViewController>.fromOpaque(context!).takeUnretainedValue()
        myObject.onAttachHandler()
    })
}
</syntaxhighlight>
 
 
The bridge function mentioned above is described here:
<syntaxhighlight lang="swift">
func bridge<T : AnyObject>(_ obj : T) -> UnsafeMutableRawPointer {
    return Unmanaged.passUnretained(obj).toOpaque()
}
</syntaxhighlight>
 
=== Step Three: Do Things with the Phidget ===
We recommend the use of event driven programming when working with Phidgets. In a similar way to handling an attach event as described above, we can also add an event handler for a state change event:
 
<syntaxhighlight lang="swift">
PhidgetDigitalInput_create(&ch)
Phidget_setOnAttachHandler(ch, gotAttach, bridge(self))
PhidgetDigitalInput_setOnStateChangeHandler(ch, gotStateChange, bridge(self))
Phidget_open(ch)
</syntaxhighlight>
 
This code will connect a function and an event. In this case, the ''gotStateChange'' function will be called when there has been a change to the devices input. Next, we need to create the ''gotStateChange'' function:
<syntaxhighlight lang="swift">
let gotStateChange: @convention(c)(PhidgetDigitalInputHandle?, UnsafeMutableRawPointer?, CInt) -> () = {_,context,cState in
    var state:Int32 = cState
    DispatchQueue.main.async(execute: {
        let myObject = Unmanaged<YourViewController>.fromOpaque(context!).takeUnretainedValue()
        myObject.onStateChangeHandler(state)
    })
}
</syntaxhighlight>
 
Above, the onStateChangeHandler method is invoked on the main thread. Event data is stored as an Int32.
 
The method onStateChangeHandler is defined as follows:
 
<syntaxhighlight lang="swift">
func onStateChangeHandler(_ state:Int32){
    if  state == 0{
        stateLabel.text = "False"
    }
    else{
        stateLabel.text = "True"
    }
}
</syntaxhighlight>
 
 
If events do not suit your needs, you can also poll the device directly for data using code like this:
<syntaxhighlight lang="swift">
var state = 0
 
PhidgetDigitalOutput_getState(ch, &state)
stateLabel.text = state ? "True" : "False"
</syntaxhighlight>
 
=== Step Four: Close and Delete ===
At the end of your program, be sure to close your device.
<syntaxhighlight lang="swift">
Phidget_close(ch)
PhidgetDigitalInput_delete(&ch)
</syntaxhighlight>
 
== Further Reading ==
 
[[Phidget Programming Basics]] - Here you can find the basic concepts to help you get started with making your own programs that use Phidgets.
 
[[Data Interval/Change Trigger]] - Learn about these two properties that control how much data comes in from your sensors.
 
[[Using Multiple Phidgets]] - It can be difficult to figure out how to use more than one Phidget in your program. This page will guide you through the steps.
 
[[Polling vs. Events]] - Your program can gather data in either a polling-driven or event-driven manner. Learn the difference to determine which is best for your application.
 
[[Logging, Exceptions, and Errors]] - Learn about all the tools you can use to debug your program.
 
[[Phidget Network Server]] - Phidgets can be controlled and communicated with over your network- either wirelessly or over ethernet.

Latest revision as of 21:03, 17 March 2026


Get Started

With the Phidget22 library, it's easy to create Swift applications that work with Phidget devices.

Swift Libraries

If you've installed the Phidget drivers for macOS or iOS, then you already have the files you need for your project.

Example Code

You can find examples for macOS and iOS on our Code Samples page. Make sure you download one for the correct OS.

Swift example2.png

XCode Configuration

Xcode is an IDE provided by Apple that's used to develop code in a wide variety of programming languages, including Swift.

macOS

Instructions
Use Our Examples
Start by downloading a Swift example that will work with your Phidget.

Open the folder and run Package.swift to open it in Xcode.

Next, simply press run. Macos swift run2.png
Here's what the VoltageInput example will look like when it's running. Try playing around with the device and experiment with some of its functionality. The next step is configuring a new project and writing your own code. Macos swift output.png
Starting a New Project
Create a new XCode project and select a macOS app. Macos new proj.png
Name the project, select Swift as the language, and continue. Macos new nameproject.png
Now that your project is created, you need to add the Phidget libraries.

Go to File > Add Package Dependencies

Macos swift addpackage.png
This will pop up the Swift package manager. Macos swift packageblank.png
Type this URL into the search bar in the top right:
https://www.phidgets.com/git/phidget22-swift.git

Then select the phidget22-swift package and click Add Package.

Macos swift packageurl.png
Now you can access the Phidget libraries by adding the following line to the top of your files:
import Phidget22Swift

The project now has access to Phidgets you can begin coding. See Phidget Programming Basics for guidance on writing your own code.

iOS

Instructions
Use Our Examples
Start by downloading a Swift example that will work with your Phidget.

Open the folder and run Package.swift to open it in Xcode.

Next, select the type of device you would like the application to run on, and press play. Ios swift select target.png
Here's what the VoltageInput example will look like when it's running. Try playing around with the device and experiment with some of its functionality. The next step is starting a new project and writing your own code. Ios swift output.png
Starting a New Project
Create a new XCode project and select an iOS app. Ios new proj.png
Name the project, select Swift as the language, and choose which devices will be supported. Ios new nameproject.png
Now that your project is created, you need to add the Phidget libraries.

Go to File > Add Package Dependencies

Macos swift addpackage.png
This will pop up the Swift package manager. Macos swift packageblank.png
Type this URL into the search bar in the top right:
https://www.phidgets.com/git/phidget22-swift.git

Then select the phidget22-swift package and click Add Package.

Macos swift packageurl.png
Now you can access the Phidget libraries by adding the following line to the top of your files:
import Phidget22Swift

The project now has access to Phidgets you can begin coding. See Phidget Programming Basics for guidance on writing your own code.

Phidget Programming Basics

To learn more about the structure of the example code, visit our Phidget Programming Basics guide.

API

Phidget22 API