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  • NSString drawAtPoint Crash on the iPhone (NSString drawAtPoint)

    - by Kyle
    Hey. I have a very simple text output to buffer system which will crash randomly. It will be fine for DAYS, then sometimes it'll crash a few times in a few minutes. The callstack is almost exactly the same for other guys who use higher level controls: http://discussions.apple.com/thread.jspa?messageID=7949746 http://stackoverflow.com/questions/1978997/iphone-app-crashed-assertion-failed-function-evictglyphentryfromstrike-file It crashes at the line (below as well in drawTextToBuffer()): [nsString drawAtPoint:CGPointMake(0, 0) withFont:clFont]; I have the same call of "evict_glyph_entry_from_cache" with the abort calls immediately following it. Apparently it happens to other people. I can say that my NSString* is perfectly fine at the time of the crash. I can read the text from the debugger just fine. static CGColorSpaceRef curColorSpace; static CGContextRef myContext; static float w, h; static int iFontSize; static NSString* sFontName; static UIFont* clFont; static int iLineHeight; unsigned long* txb; /* 256x256x4 Buffer */ void selectFont(int iSize, NSString* sFont) { iFontSize = iSize; clFont = [UIFont fontWithName:sFont size:iFontSize]; iLineHeight = (int)(ceil([clFont capHeight])); } void initText() { w = 256; h = 256; txb = (unsigned long*)malloc_(w * h * 4); curColorSpace = CGColorSpaceCreateDeviceRGB(); myContext = CGBitmapContextCreate(txb, w, h, 8, w * 4, curColorSpace, kCGImageAlphaPremultipliedLast); selectFont(12, @"Helvetica"); } void drawTextToBuffer(NSString* nsString) { CGContextSaveGState(myContext); CGContextSetRGBFillColor(myContext, 1, 1, 1, 1); UIGraphicsPushContext(myContext); /* This line will crash. It crashes even with constant Strings.. At the time of the crash, the pointer to nsString is perfectly fine. The data looks fine! */ [nsString drawAtPoint:CGPointMake(0, 0) withFont:clFont]; UIGraphicsPopContext(); CGContextRestoreGState(myContext); } It will happen with other non-unicode supporting methods as well such as CGContextShowTextAtPoint(); the callstack is similar with that as well. Is this any kind of known issue with the iPhone? Or, perhaps, can something outside of this cause be causing an exception in this particular call (drawAtPoint)?

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  • How to generate Perlin Noise on an iPhone

    - by Andre
    Hi, I want to create an animated perlin noise on the iPhone, so I can ultimately do something like this: http://dl.dropbox.com/u/1977230/example.png I've looked and looked, but can't find anything similar or a way to actually display a Perlin Noise. I've been told to look at OpenGL ES, but even searching for an example of Perlin noise or a lava/plasma effect doesn't result in anything. I'd really appreciate some help on this one. Thanks guys, Andre

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  • External iPhone Cryptography Libs

    - by AO
    Are there any legal problems using external crypto libs in my iPhone application? I know that Apple has to comply to US cryptography export rules but do I as a developer have any responsibility? How does it work?

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  • Xcode Fails to Launch iPhone Simulator

    - by senfo
    I am attempting to launch the iPhone simulator from Xcode, but I keep getting the following error: Error from Debugger: Failed to launch simulator: Operation failed with underlying error: 4294967253. I've found a number of posts where Xcode failed to launch the simulator, but none of them match the specific error code I'm receiving.

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  • Compiling NyARToolKit on iPhone 3.0

    - by Vivas
    Hi, Has anyone here succeeded in getting NyARToolKit to run on iPhone 3.0? I'm fighting with this but I am at least down to a couple of errors: Duplicate symbol _spriteVertices (referring to the 3DGraphicsView & NyARToolKitCrossCompileAppDelegate). glView.delegate = self; (error in NyARToolKitCrossCompileAppDelegate.m) Any suggestions would be greatly appreciated.

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  • iPhone development: pointer being freed was not allocated

    - by w4nderlust
    Hello, i got this message from the debugger: Pixture(1257,0xa0610500) malloc: *** error for object 0x21a8000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug so i did a bit of tracing and got: (gdb) shell malloc_history 1257 0x21a8000 ALLOC 0x2196a00-0x21a89ff [size=73728]: thread_a0610500 |start | main | UIApplicationMain | GSEventRun | GSEventRunModal | CFRunLoopRunInMode | CFRunLoopRunSpecific | __CFRunLoopDoObservers | CA::Transaction::observer_callback(__CFRunLoopObserver*, unsigned long, void*) | CA::Transaction::commit() | CA::Context::commit_transaction(CA::Transaction*) | CALayerDisplayIfNeeded | -[CALayer _display] | CABackingStoreUpdate | backing_callback(CGContext*, void*) | -[CALayer drawInContext:] | -[UIView(CALayerDelegate) drawLayer:inContext:] | -[AvatarView drawRect:] | -[AvatarView overlayPNG:] | +[UIImageUtility createMaskOf:] | UIGraphicsGetImageFromCurrentImageContext | CGBitmapContextCreateImage | create_bitmap_data_provider | malloc | malloc_zone_malloc and i really can't understand what i am doing wrong. here's the code of the [UIImageUtility createMaskOf:] function: + (UIImage *)createMaskOf:(UIImage *)source { CGRect rect = CGRectMake(0, 0, source.size.width, source.size.height); UIGraphicsBeginImageContext(CGSizeMake(source.size.width, source.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 0, source.size.height); CGContextScaleCTM(context, 1.0, -1.0); UIImage *original = [self createGrayCopy:source]; CGContextRef context2 = CGBitmapContextCreate(NULL, source.size.width, source.size.height, 8, 4 * source.size.width, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaNoneSkipLast); CGContextDrawImage(context2, CGRectMake(0, 0, source.size.width, source.size.height), original.CGImage); CGImageRef unmasked = CGBitmapContextCreateImage(context2); const float myMaskingColorsFrameColor[6] = { 1,256,1,256,1,256 }; CGImageRef mask = CGImageCreateWithMaskingColors(unmasked, myMaskingColorsFrameColor); CGContextSetRGBFillColor (context, 256,256,256, 1); CGContextFillRect(context, rect); CGContextDrawImage(context, rect, mask); UIImage *whiteMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); return whiteMasked; } the other custom function called before that is the following: - (UIImage *)overlayPNG:(SinglePart *)sp { NSLog([sp description]); // Rect and context setup CGRect rect = CGRectMake(0, 0, sp.image.size.width, sp.image.size.height); NSLog(@"%f x %f", sp.image.size.width, sp.image.size.height); // Create an image of a color filled rectangle UIImage *baseColor = nil; if (sp.hasOwnColor) { baseColor = [UIImageUtility imageWithRect:rect ofColor:sp.color]; } else { SinglePart *facePart = [editingAvatar.face.partList objectAtIndex:0]; baseColor = [UIImageUtility imageWithRect:rect ofColor:facePart.color]; } // Crete the mask of the layer UIImage *mask = [UIImageUtility createMaskOf:sp.image]; mask = [UIImageUtility createGrayCopy:mask]; // Create a new context for merging the overlay and a mask of the layer UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context2 = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context2, 0, sp.image.size.height); CGContextScaleCTM(context2, 1.0, -1.0); // Create masked overlay color layer CGImageRef MaskedImage = CGImageCreateWithMask (baseColor.CGImage, mask.CGImage); // Draw the base color layer CGContextDrawImage(context2, rect, MaskedImage); // Get the result of the masking UIImage* overlayMasked = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIGraphicsBeginImageContext(CGSizeMake(sp.image.size.width, sp.image.size.height)); CGContextRef context = UIGraphicsGetCurrentContext(); // Adjust the coordinate system so that the origin // is in the lower left corner of the view and the // y axis points up CGContextTranslateCTM(context, 0, sp.image.size.height); CGContextScaleCTM(context, 1.0, -1.0); // Get the result of the blending of the masked overlay and the base image CGContextDrawImage(context, rect, overlayMasked.CGImage); // Set the blend mode for the next drawn image CGContextSetBlendMode(context, kCGBlendModeOverlay); // Component image drawn CGContextDrawImage(context, rect, sp.image.CGImage); UIImage* blendedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); CGImageRelease(MaskedImage); return blendedImage; }

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  • Youtube video processing on iPhone

    - by Chonch
    Hey In my iPhone app, I want to load a video from youtube, perform some basic image processing on it and display it to the user. I am using openCV to do my image processing, and I know I can use it for grabbing all of the frames from the video as well (cvRetrieveFrame). My only problem is that cvRetrieveFrame expects to get its source of type CvCapture* which can be created either by a camera source or by a file name. How can I set a youtube video file as the source for CvCapture*? Thanks,

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  • Does iPhone support "greying out" inactive controls?

    - by iter
    I have a control that goes inactive under some conditions in my iPhone app. I can [setUserInteractionEnabled: NO] on it and it doesn't respond to touches. Its appearance does not change however. Other environments I am familiar with "grey out" inactive controls. I wonder what is the idiomatic way to hint to the user that the control is inactive.

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  • Replacing image in sprite - cocos2d game development of iphone

    - by sagar
    I want to change the sprite image. Say for example. mainSprite=[Sprite spriteWithFile:@"redFile.png"]; [self addChild:mainSprite]; Here, Sprite is already added to a layer. I have mainSprite (pointer) which can access it. If I change [mainSprite setOpacity:150]; it works perfectly. But Here I want to change the sprite image instead of opacity. But Don't know how? Thanks in advance for helping me. Sagar

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  • iPhone SDK: Audio Queue control

    - by codemercenary
    Hi all, I am new to the audio queue services so I have taken an example from a book called iPhone Cool Projects where it describes how to stream audio. I want to extend this to being able to play a continuous playlist of links to mp3 files like an internet radio. The problem with the example code it that it does not detect when a stream ends and does not call AudioQueueStop at any point, so I added a counter to number of buffers added to the queue, and then decrement this counter each time audioQueueOutputCallback is called by the queue. This works fine except if when the buffer count goes to 0, and then I add a call AudioQueueFlush(audioQueue) and then AudioQueueStop(audioQueue, false) I get an error. If I only call AudioQueueReset, it continues to load the buffers again, but plays them out faster then it loads them... getting stuck in a loop and then crashing. 2010-04-14 13:56:29.745 AudioPlayer[2269:207] init player with URL 2010-04-14 13:56:29.941 AudioPlayer[2269:207] did recieve data 2010-04-14 13:56:29.942 AudioPlayer[2269:207] audio request didReceiveData 2010-04-14 13:56:29.944 AudioPlayer[2269:207] >>> start audio queue 2010-04-14 13:56:29.960 AudioPlayer[2269:207] packetCallback count 2 2010-04-14 13:56:29.961 AudioPlayer[2269:207] add buffer: 1 2010-04-14 13:56:29.962 AudioPlayer[2269:207] did recieve data 2010-04-14 13:56:29.963 AudioPlayer[2269:207] audio request didReceiveData 2010-04-14 13:56:29.963 AudioPlayer[2269:207] packetCallback count 1 2010-04-14 13:56:29.964 AudioPlayer[2269:207] add buffer: 2 2010-04-14 13:56:29.965 AudioPlayer[2269:207] packetCallback count 13 2010-04-14 13:56:29.967 AudioPlayer[2269:207] add buffer: 3 2010-04-14 13:56:29.968 AudioPlayer[2269:207] done with buffer: 3 2010-04-14 13:56:29.969 AudioPlayer[2269:207] done with buffer: 2 2010-04-14 13:56:29.974 AudioPlayer[2269:207] done with buffer: 1 So this loop continues some 20 - 30 times and then it crashes. The first time it plays an audio file it queues up the buffers and then plays sound, but doesn't callback to delete them until some 100 or more have been played. Can anyone explain this behavior? I read that there was a limit of 1 audio queue for MP3 playback for the iPhone. Is that still true? If not then I suppose I should use another audio queue for the next mp3 stream. I've had a look through the apple docs but it doesn't explain this in any particular detail. A better insight into this would be great. TIA.

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  • iPhone Key-Value Observer: observer not registering in UITableViewController

    - by Scott
    Hi Fellow iPhone Developers, I am an experienced software engineer but new to the iPhone platform. I have successfully implemented sub-classed view controllers and can push and pop parent/child views on the view controller stack. However, I have struck trouble while trying to update a view controller when an object is edited in a child view controller. After much failed experimentation, I discovered the key-value observer API which looked like the perfect way to do this. I then registered an observer in my main/parent view controller, and in the observer I intend to reload the view. The idea is that when the object is edited in the child view controller, this will be fired. However, I think that the observer is not being registered, because I know that the value is being updated in the editing view controller (I can see it in the debugger), but the observing method is never being called. Please help! Code snippets follow below. Object being observed. I believe that this is key-value compliant as the value is set when called with the setvalue message (see Child View Controller below). X.h: @interface X : NSObject <NSCoding> { NSString *name; ... @property (nonatomic, retain) NSString *name; X.m: @implementation X @synthesize name; ... Main View Controller.h: @class X; @interface XViewController : UITableViewController { X *x; ... Main View Controller.m: @implementation XViewController @synthesize x; ... - (void)viewDidLoad { ... [self.x addObserver:self forKeyPath: @"name" options: (NSKeyValueObservingOptionNew | NSKeyValueObservingOptionOld) context:nil]; [super viewDidLoad]; } ... - (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if ([keyPath isEqual:@"name"]) { NSLog(@"Found change to X"); [self.tableView reloadData]; } [super observeValueForKeyPath:keyPath ofObject:object change:change context:context]; } Child View Controller.m: (this correctly sets the value in the object in the child view controller) [self.x setValue:[[tempValues objectForKey:key] text] forKey:@"name"];

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  • iPhone Developer Portal won't accept my CSR

    - by Eamon Ford
    I am using the Development Provisioning Assistant in the iPhone Developer Portal, but when I get to the part where it asks me to generate and upload my CSR, I try to upload it and it just gives me this error: The CSR selected is invalid. Please check the file and try again. Does anyone know what this means or what I can do about it?? Thanks!

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  • Why does my UIActivityIndicatorView only display once?

    - by Schwigg
    I'm developing an iPhone app that features a tab-bar based navigation with five tabs. Each tab contains a UITableView whose data is retrieved remotely. Ideally, I would like to use a single UIActivityIndicatorView (a subview of the window) that is started/stopped during this remote retrieval - once per tab. Here's how I set up the spinner in the AppDelegate: - (void)applicationDidFinishLaunching:(UIApplication *)application { [window addSubview:rootController.view]; activityIndicator = [[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; [activityIndicator setCenter:CGPointMake(160, 200)]; [window addSubview:activityIndicator]; [window makeKeyAndVisible]; } Since my tabs were all performing a similiar function, I created a base class that all of my tabs' ViewControllers inherit from. Here is the method I'm using to do the remote retrieval: - (void)parseXMLFileAtURL:(NSString *)URL { NSAutoreleasePool *apool = [[NSAutoreleasePool alloc] init]; AppDelegate *appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate]; NSLog(@"parseXMLFileAtURL started."); [appDelegate.activityIndicator startAnimating]; NSLog(@"appDelegate.activityIndicator: %@", appDelegate.activityIndicator); articles = [[NSMutableArray alloc] init]; NSURL *xmlURL = [NSURL URLWithString:URL]; rssParser = [[NSXMLParser alloc] initWithContentsOfURL:xmlURL]; [rssParser setDelegate:self]; [rssParser setShouldProcessNamespaces:NO]; [rssParser setShouldReportNamespacePrefixes:NO]; [rssParser setShouldResolveExternalEntities:NO]; [rssParser parse]; NSLog(@"parseXMLFileAtURL finished."); [appDelegate.activityIndicator stopAnimating]; [apool release]; } This method is being called by each view controller as follows: - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; if ([articles count] == 0) { NSString *path = @"http://www.myproject.com/rss1.xml"; [self performSelectorInBackground:@selector(parseXMLFileAtURL:) withObject:path]; } } This works great while the application loads the first tab's content. I'm presented with the empty table and the spinner. As soon as the content loads, the spinner goes away. Strangely, when I click the second tab, the NSLog messages from the -parseXMLFileAtURL: method show up in the log, but the screen hangs on the first tab's view and I do not see the spinner. As soon as the content is done downloading, the second tab's view appears. I suspect this has something to do with threading, with which I'm still becoming acquainted. Am I doing something obviously wrong here?

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