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  • Problems extracting information from RSS feed description field

    - by Graeme
    Hi, I've built an iPhone application using the parsing code from the TopSongs sample iPhone application. I've hit a problem though - the feed I'm trying to parse data from doesn't have a separate field for every piece of information (i.e. if it was for a feed about dogs, all the information such as dog type, dog age and dog price is contained in the feed. However, the TopSongs app relies on information having its own tags, so instead of using it uses and . So my question is this. How do I extract this information from the description field so that it can be parsed using the TopSongs parser? Can you somehow extract the dog age, price and type information using Yahoo Pipes and use that RSS feed for the feed? Or is there code that I can add to do it in application? Update: To view the code of my application parser (based on the TopSongs Core Data Apple provided application, see below. Here's a sample of one item from the the actual RSS feed I'm using (the description is longer, and has status,size, and a couple of other fields, but they're all formatted the same.: <item> <title>MOE, MARGRET STREET</title> <description> <b>District/Region:</b>&nbsp;REGION 09</br><b>Location:</b>&nbsp;MOE</br><b>Name:</b>&nbsp;MARGRET STREET</br></description> <pubDate>Thu,11 Mar 2010 05:43:03 GMT</pubDate> <guid>1266148</guid> </item> /* File: iTunesRSSImporter.m Abstract: Downloads, parses, and imports the iTunes top songs RSS feed into Core Data. Version: 1.1 Disclaimer: IMPORTANT: This Apple software is supplied to you by Apple Inc. ("Apple") in consideration of your agreement to the following terms, and your use, installation, modification or redistribution of this Apple software constitutes acceptance of these terms. If you do not agree with these terms, please do not use, install, modify or redistribute this Apple software. In consideration of your agreement to abide by the following terms, and subject to these terms, Apple grants you a personal, non-exclusive license, under Apple's copyrights in this original Apple software (the "Apple Software"), to use, reproduce, modify and redistribute the Apple Software, with or without modifications, in source and/or binary forms; provided that if you redistribute the Apple Software in its entirety and without modifications, you must retain this notice and the following text and disclaimers in all such redistributions of the Apple Software. Neither the name, trademarks, service marks or logos of Apple Inc. may be used to endorse or promote products derived from the Apple Software without specific prior written permission from Apple. Except as expressly stated in this notice, no other rights or licenses, express or implied, are granted by Apple herein, including but not limited to any patent rights that may be infringed by your derivative works or by other works in which the Apple Software may be incorporated. The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN COMBINATION WITH YOUR PRODUCTS. IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, REPRODUCTION, MODIFICATION AND/OR DISTRIBUTION OF THE APPLE SOFTWARE, HOWEVER CAUSED AND WHETHER UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Copyright (C) 2009 Apple Inc. All Rights Reserved. */ #import "iTunesRSSImporter.h" #import "Song.h" #import "Category.h" #import "CategoryCache.h" #import <libxml/tree.h> // Function prototypes for SAX callbacks. This sample implements a minimal subset of SAX callbacks. // Depending on your application's needs, you might want to implement more callbacks. static void startElementSAX(void *context, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI, int nb_namespaces, const xmlChar **namespaces, int nb_attributes, int nb_defaulted, const xmlChar **attributes); static void endElementSAX(void *context, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI); static void charactersFoundSAX(void *context, const xmlChar *characters, int length); static void errorEncounteredSAX(void *context, const char *errorMessage, ...); // Forward reference. The structure is defined in full at the end of the file. static xmlSAXHandler simpleSAXHandlerStruct; // Class extension for private properties and methods. @interface iTunesRSSImporter () @property BOOL storingCharacters; @property (nonatomic, retain) NSMutableData *characterBuffer; @property BOOL done; @property BOOL parsingASong; @property NSUInteger countForCurrentBatch; @property (nonatomic, retain) Song *currentSong; @property (nonatomic, retain) NSURLConnection *rssConnection; @property (nonatomic, retain) NSDateFormatter *dateFormatter; // The autorelease pool property is assign because autorelease pools cannot be retained. @property (nonatomic, assign) NSAutoreleasePool *importPool; @end static double lookuptime = 0; @implementation iTunesRSSImporter @synthesize iTunesURL, delegate, persistentStoreCoordinator; @synthesize rssConnection, done, parsingASong, storingCharacters, currentSong, countForCurrentBatch, characterBuffer, dateFormatter, importPool; - (void)dealloc { [iTunesURL release]; [characterBuffer release]; [currentSong release]; [rssConnection release]; [dateFormatter release]; [persistentStoreCoordinator release]; [insertionContext release]; [songEntityDescription release]; [theCache release]; [super dealloc]; } - (void)main { self.importPool = [[NSAutoreleasePool alloc] init]; if (delegate && [delegate respondsToSelector:@selector(importerDidSave:)]) { [[NSNotificationCenter defaultCenter] addObserver:delegate selector:@selector(importerDidSave:) name:NSManagedObjectContextDidSaveNotification object:self.insertionContext]; } done = NO; self.dateFormatter = [[[NSDateFormatter alloc] init] autorelease]; [dateFormatter setDateStyle:NSDateFormatterLongStyle]; [dateFormatter setTimeStyle:NSDateFormatterNoStyle]; // necessary because iTunes RSS feed is not localized, so if the device region has been set to other than US // the date formatter must be set to US locale in order to parse the dates [dateFormatter setLocale:[[[NSLocale alloc] initWithLocaleIdentifier:@"US"] autorelease]]; self.characterBuffer = [NSMutableData data]; NSURLRequest *theRequest = [NSURLRequest requestWithURL:iTunesURL]; // create the connection with the request and start loading the data rssConnection = [[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; // This creates a context for "push" parsing in which chunks of data that are not "well balanced" can be passed // to the context for streaming parsing. The handler structure defined above will be used for all the parsing. // The second argument, self, will be passed as user data to each of the SAX handlers. The last three arguments // are left blank to avoid creating a tree in memory. context = xmlCreatePushParserCtxt(&simpleSAXHandlerStruct, self, NULL, 0, NULL); if (rssConnection != nil) { do { [[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]]; } while (!done); } // Display the total time spent finding a specific object for a relationship NSLog(@"lookup time %f", lookuptime); // Release resources used only in this thread. xmlFreeParserCtxt(context); self.characterBuffer = nil; self.dateFormatter = nil; self.rssConnection = nil; self.currentSong = nil; [theCache release]; theCache = nil; NSError *saveError = nil; NSAssert1([insertionContext save:&saveError], @"Unhandled error saving managed object context in import thread: %@", [saveError localizedDescription]); if (delegate && [delegate respondsToSelector:@selector(importerDidSave:)]) { [[NSNotificationCenter defaultCenter] removeObserver:delegate name:NSManagedObjectContextDidSaveNotification object:self.insertionContext]; } if (self.delegate != nil && [self.delegate respondsToSelector:@selector(importerDidFinishParsingData:)]) { [self.delegate importerDidFinishParsingData:self]; } [importPool release]; self.importPool = nil; } - (NSManagedObjectContext *)insertionContext { if (insertionContext == nil) { insertionContext = [[NSManagedObjectContext alloc] init]; [insertionContext setPersistentStoreCoordinator:self.persistentStoreCoordinator]; } return insertionContext; } - (void)forwardError:(NSError *)error { if (self.delegate != nil && [self.delegate respondsToSelector:@selector(importer:didFailWithError:)]) { [self.delegate importer:self didFailWithError:error]; } } - (NSEntityDescription *)songEntityDescription { if (songEntityDescription == nil) { songEntityDescription = [[NSEntityDescription entityForName:@"Song" inManagedObjectContext:self.insertionContext] retain]; } return songEntityDescription; } - (CategoryCache *)theCache { if (theCache == nil) { theCache = [[CategoryCache alloc] init]; theCache.managedObjectContext = self.insertionContext; } return theCache; } - (Song *)currentSong { if (currentSong == nil) { currentSong = [[Song alloc] initWithEntity:self.songEntityDescription insertIntoManagedObjectContext:self.insertionContext]; } return currentSong; } #pragma mark NSURLConnection Delegate methods // Forward errors to the delegate. - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError *)error { [self performSelectorOnMainThread:@selector(forwardError:) withObject:error waitUntilDone:NO]; // Set the condition which ends the run loop. done = YES; } // Called when a chunk of data has been downloaded. - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data { // Process the downloaded chunk of data. xmlParseChunk(context, (const char *)[data bytes], [data length], 0); } - (void)connectionDidFinishLoading:(NSURLConnection *)connection { // Signal the context that parsing is complete by passing "1" as the last parameter. xmlParseChunk(context, NULL, 0, 1); context = NULL; // Set the condition which ends the run loop. done = YES; } #pragma mark Parsing support methods static const NSUInteger kImportBatchSize = 20; - (void)finishedCurrentSong { parsingASong = NO; self.currentSong = nil; countForCurrentBatch++; // Periodically purge the autorelease pool and save the context. The frequency of this action may need to be tuned according to the // size of the objects being parsed. The goal is to keep the autorelease pool from growing too large, but // taking this action too frequently would be wasteful and reduce performance. if (countForCurrentBatch == kImportBatchSize) { [importPool release]; self.importPool = [[NSAutoreleasePool alloc] init]; NSError *saveError = nil; NSAssert1([insertionContext save:&saveError], @"Unhandled error saving managed object context in import thread: %@", [saveError localizedDescription]); countForCurrentBatch = 0; } } /* Character data is appended to a buffer until the current element ends. */ - (void)appendCharacters:(const char *)charactersFound length:(NSInteger)length { [characterBuffer appendBytes:charactersFound length:length]; } - (NSString *)currentString { // Create a string with the character data using UTF-8 encoding. UTF-8 is the default XML data encoding. NSString *currentString = [[[NSString alloc] initWithData:characterBuffer encoding:NSUTF8StringEncoding] autorelease]; [characterBuffer setLength:0]; return currentString; } @end #pragma mark SAX Parsing Callbacks // The following constants are the XML element names and their string lengths for parsing comparison. // The lengths include the null terminator, to ensure exact matches. static const char *kName_Item = "item"; static const NSUInteger kLength_Item = 5; static const char *kName_Title = "title"; static const NSUInteger kLength_Title = 6; static const char *kName_Category = "category"; static const NSUInteger kLength_Category = 9; static const char *kName_Itms = "itms"; static const NSUInteger kLength_Itms = 5; static const char *kName_Artist = "description"; static const NSUInteger kLength_Artist = 7; static const char *kName_Album = "description"; static const NSUInteger kLength_Album = 6; static const char *kName_ReleaseDate = "releasedate"; static const NSUInteger kLength_ReleaseDate = 12; /* This callback is invoked when the importer finds the beginning of a node in the XML. For this application, out parsing needs are relatively modest - we need only match the node name. An "item" node is a record of data about a song. In that case we create a new Song object. The other nodes of interest are several of the child nodes of the Song currently being parsed. For those nodes we want to accumulate the character data in a buffer. Some of the child nodes use a namespace prefix. */ static void startElementSAX(void *parsingContext, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI, int nb_namespaces, const xmlChar **namespaces, int nb_attributes, int nb_defaulted, const xmlChar **attributes) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; // The second parameter to strncmp is the name of the element, which we known from the XML schema of the feed. // The third parameter to strncmp is the number of characters in the element name, plus 1 for the null terminator. if (prefix == NULL && !strncmp((const char *)localname, kName_Item, kLength_Item)) { importer.parsingASong = YES; } else if (importer.parsingASong && ( (prefix == NULL && (!strncmp((const char *)localname, kName_Title, kLength_Title) || !strncmp((const char *)localname, kName_Category, kLength_Category))) || ((prefix != NULL && !strncmp((const char *)prefix, kName_Itms, kLength_Itms)) && (!strncmp((const char *)localname, kName_Artist, kLength_Artist) || !strncmp((const char *)localname, kName_Album, kLength_Album) || !strncmp((const char *)localname, kName_ReleaseDate, kLength_ReleaseDate))) )) { importer.storingCharacters = YES; } } /* This callback is invoked when the parse reaches the end of a node. At that point we finish processing that node, if it is of interest to us. For "item" nodes, that means we have completed parsing a Song object. We pass the song to a method in the superclass which will eventually deliver it to the delegate. For the other nodes we care about, this means we have all the character data. The next step is to create an NSString using the buffer contents and store that with the current Song object. */ static void endElementSAX(void *parsingContext, const xmlChar *localname, const xmlChar *prefix, const xmlChar *URI) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; if (importer.parsingASong == NO) return; if (prefix == NULL) { if (!strncmp((const char *)localname, kName_Item, kLength_Item)) { [importer finishedCurrentSong]; } else if (!strncmp((const char *)localname, kName_Title, kLength_Title)) { importer.currentSong.title = importer.currentString; } else if (!strncmp((const char *)localname, kName_Category, kLength_Category)) { double before = [NSDate timeIntervalSinceReferenceDate]; Category *category = [importer.theCache categoryWithName:importer.currentString]; double delta = [NSDate timeIntervalSinceReferenceDate] - before; lookuptime += delta; importer.currentSong.category = category; } } else if (!strncmp((const char *)prefix, kName_Itms, kLength_Itms)) { if (!strncmp((const char *)localname, kName_Artist, kLength_Artist)) { NSString *string = importer.currentSong.artist; NSArray *strings = [string componentsSeparatedByString: @", "]; //importer.currentSong.artist = importer.currentString; } else if (!strncmp((const char *)localname, kName_Album, kLength_Album)) { importer.currentSong.album = importer.currentString; } else if (!strncmp((const char *)localname, kName_ReleaseDate, kLength_ReleaseDate)) { NSString *dateString = importer.currentString; importer.currentSong.releaseDate = [importer.dateFormatter dateFromString:dateString]; } } importer.storingCharacters = NO; } /* This callback is invoked when the parser encounters character data inside a node. The importer class determines how to use the character data. */ static void charactersFoundSAX(void *parsingContext, const xmlChar *characterArray, int numberOfCharacters) { iTunesRSSImporter *importer = (iTunesRSSImporter *)parsingContext; // A state variable, "storingCharacters", is set when nodes of interest begin and end. // This determines whether character data is handled or ignored. if (importer.storingCharacters == NO) return; [importer appendCharacters:(const char *)characterArray length:numberOfCharacters]; } /* A production application should include robust error handling as part of its parsing implementation. The specifics of how errors are handled depends on the application. */ static void errorEncounteredSAX(void *parsingContext, const char *errorMessage, ...) { // Handle errors as appropriate for your application. NSCAssert(NO, @"Unhandled error encountered during SAX parse."); } // The handler struct has positions for a large number of callback functions. If NULL is supplied at a given position, // that callback functionality won't be used. Refer to libxml documentation at http://www.xmlsoft.org for more information // about the SAX callbacks. static xmlSAXHandler simpleSAXHandlerStruct = { NULL, /* internalSubset */ NULL, /* isStandalone */ NULL, /* hasInternalSubset */ NULL, /* hasExternalSubset */ NULL, /* resolveEntity */ NULL, /* getEntity */ NULL, /* entityDecl */ NULL, /* notationDecl */ NULL, /* attributeDecl */ NULL, /* elementDecl */ NULL, /* unparsedEntityDecl */ NULL, /* setDocumentLocator */ NULL, /* startDocument */ NULL, /* endDocument */ NULL, /* startElement*/ NULL, /* endElement */ NULL, /* reference */ charactersFoundSAX, /* characters */ NULL, /* ignorableWhitespace */ NULL, /* processingInstruction */ NULL, /* comment */ NULL, /* warning */ errorEncounteredSAX, /* error */ NULL, /* fatalError //: unused error() get all the errors */ NULL, /* getParameterEntity */ NULL, /* cdataBlock */ NULL, /* externalSubset */ XML_SAX2_MAGIC, // NULL, startElementSAX, /* startElementNs */ endElementSAX, /* endElementNs */ NULL, /* serror */ }; Thanks.

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  • Simple iOS glDrawElements - BAD_ACCESS

    - by user699215
    You can copy paste this into the default OpenGl template created in Xcode. Why am I not seeing anything :-) It is strange as the glDrawArrays(GL_TRIANGLES, 0, 3); is working fine, but with glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); Is giving BAD_ACCESS? Copy paste this into Xcode default OpenGl template: ViewController #import "ViewController.h" #define BUFFER_OFFSET(i) ((char *)NULL + (i)) // Uniform index. enum { UNIFORM_MODELVIEWPROJECTION_MATRIX, UNIFORM_NORMAL_MATRIX, NUM_UNIFORMS }; GLint uniforms[NUM_UNIFORMS]; // Attribute index. enum { ATTRIB_VERTEX, ATTRIB_NORMAL, NUM_ATTRIBUTES }; @interface ViewController () { GLKMatrix4 _modelViewProjectionMatrix; GLKMatrix3 _normalMatrix; float _rotation; GLuint _vertexArray; GLuint _vertexBuffer; NSArray* arrayOfVertex; } @property (strong, nonatomic) EAGLContext *context; @property (strong, nonatomic) GLKBaseEffect *effect; - (void)setupGL; - (void)tearDownGL; @end @implementation ViewController - (void)viewDidLoad { [super viewDidLoad]; self.context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; GLKView *view = (GLKView *)self.view; view.context = self.context; view.drawableDepthFormat = GLKViewDrawableDepthFormat24; [self setupGL]; } - (void)dealloc { [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; if ([self isViewLoaded] && ([[self view] window] == nil)) { self.view = nil; [self tearDownGL]; if ([EAGLContext currentContext] == self.context) { [EAGLContext setCurrentContext:nil]; } self.context = nil; } // Dispose of any resources that can be recreated. } GLuint vertexBufferID; GLuint indexBufferID; static const GLfloat vertices[9] = { -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5 }; static const GLubyte indices[3] = { 0, 1, 2 }; - (void)setupGL { [EAGLContext setCurrentContext:self.context]; // [self loadShaders]; self.effect = [[GLKBaseEffect alloc] init]; self.effect.light0.enabled = GL_TRUE; self.effect.light0.diffuseColor = GLKVector4Make(1.0f, 0.4f, 0.4f, 1.0f); glEnable(GL_DEPTH_TEST); // glGenVertexArraysOES(1, &_vertexArray); // glBindVertexArrayOES(_vertexArray); glGenBuffers(1, &vertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, vertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); glGenBuffers(1, &indexBufferID); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBufferID); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); glEnableVertexAttribArray(GLKVertexAttribPosition); glVertexAttribPointer(GLKVertexAttribPosition, // Specifies the index of the generic vertex attribute to be modified. 3, // Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. GL_FLOAT, // GL_FALSE, // 0, // BUFFER_OFFSET(0)); // // glBindVertexArrayOES(0); } - (void)tearDownGL { [EAGLContext setCurrentContext:self.context]; glDeleteBuffers(1, &_vertexBuffer); glDeleteVertexArraysOES(1, &_vertexArray); self.effect = nil; } #pragma mark - GLKView and GLKViewController delegate methods - (void)update { float aspect = fabsf(self.view.bounds.size.width / self.view.bounds.size.height); GLKMatrix4 projectionMatrix = GLKMatrix4MakePerspective(GLKMathDegreesToRadians(65.0f), aspect, 0.1f, 100.0f); self.effect.transform.projectionMatrix = projectionMatrix; GLKMatrix4 baseModelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -4.0f); baseModelViewMatrix = GLKMatrix4Rotate(baseModelViewMatrix, _rotation, 0.0f, 1.0f, 0.0f); // Compute the model view matrix for the object rendered with GLKit GLKMatrix4 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, -1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); self.effect.transform.modelviewMatrix = modelViewMatrix; // Compute the model view matrix for the object rendered with ES2 modelViewMatrix = GLKMatrix4MakeTranslation(0.0f, 0.0f, 1.5f); modelViewMatrix = GLKMatrix4Rotate(modelViewMatrix, _rotation, 1.0f, 1.0f, 1.0f); modelViewMatrix = GLKMatrix4Multiply(baseModelViewMatrix, modelViewMatrix); _normalMatrix = GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3(modelViewMatrix), NULL); _modelViewProjectionMatrix = GLKMatrix4Multiply(projectionMatrix, modelViewMatrix); _rotation += self.timeSinceLastUpdate * 0.5f; } int i; - (void)glkView:(GLKView *)view drawInRect:(CGRect)rect { glClearColor(0.65f, 0.65f, 0.65f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // glBindVertexArrayOES(_vertexArray); // Render the object with GLKit [self.effect prepareToDraw]; //glDrawArrays(GL_TRIANGLES, 0, 3); // Render the object again with ES2 // glDrawArrays(GL_TRIANGLES, 0, 3); glDrawElements(GL_TRIANGLE_STRIP, sizeof(indices)/sizeof(GLubyte), GL_UNSIGNED_BYTE, indices); } @end

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  • Copies of GameScene created when called additional times

    - by Orin MacGregor
    I have a game with a level select managed by a SceneManager, which basically just uses ReplaceScene. The first time I load a level everything works fine. On subsequent calls, for example: completing the level and continuing to the next, things blow up. The level loads fine, but when I try to pan the map or try to move the player the game crashes. Debugging through I found that there are multiple occurrences of self and related children like player and mapLayer. As a test, I put this code in my ccTouchesBegan: NSLog(@"test %i", [self retainCount]); The first time a level is loaded, it gives: test 2 The second time I load a level it gives: test 2 test 1 as in it spits out both values by looping through twice, not just appending an output to the last. It continues with this pattern for each subsequent load. So the third time will give 2 1 1. Particular code that causes the game to crash involve calling _tileMap.tileSize because there is a second GameScene with a tileMap that was supposedly destroyed, so it has tileSize and mapSize of 0. I noticed dealloc doesn't really ever get called, so I tried to manage some things with -(void) onExit -(void) onExit { [self unscheduleAllSelectors]; [_player stopAllActions]; //stop any animations just in case. normally handled in ccTouchesEnded [self removeAllChildrenWithCleanup:YES]; } I never replace the GameScene while I'm in a GameScene; if the level is completed it goes to a GameOver scene, or I use a back button that goes to the LevelSelect scene. This is [the relevant parts of] my init, in case something like the adding of children matters: -(id) init { _mapLayer = [CCLayer node]; //load data for level GameData *gameData = [GameDataParser loadData]; int selectedChapter = gameData.selectedChapter; int selectedLevel = gameData.selectedLevel; Levels *chapterLevels = [LevelParser loadLevelsForChapter:selectedChapter]; //loop until we get selected level, then do stuff for (Level *level in chapterLevels.levels) { if (level.number == selectedLevel) { //load the level map _tileMap = [CCTMXTiledMap tiledMapWithTMXFile:level.file]; } } _background = [_tileMap layerNamed:@"Background"]; _foreground = [_tileMap layerNamed:@"Foreground"]; _meta = [_tileMap layerNamed:@"Meta"]; _meta.visible = NO; //initialize Spawn Point object and place player there CCTMXObjectGroup *objects = [_tileMap objectGroupNamed:@"Objects"]; NSAssert(objects != nil, @"'Objects' object group not found"); NSMutableDictionary *spawnPoint = [objects objectNamed:@"SpawnPoint"]; NSAssert(spawnPoint != nil, @"SpawnPoint object not found"); int x = [[spawnPoint valueForKey:@"x"] intValue] / retinaScaling; int y = [[spawnPoint valueForKey:@"y"] intValue] / retinaScaling; //setup animations [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"MouseRightAnim_24x21.plist"]; CCSpriteBatchNode *spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@"MouseRightAnim_24x21.png"]; [_mapLayer addChild:spriteSheet z:1]; NSMutableArray *rightAnimFrames = [NSMutableArray array]; for(int i = 1; i <= 3; ++i) { [rightAnimFrames addObject: [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName: [NSString stringWithFormat:@"MouseRight%d_24x21.png", i]]]; } CCAnimation *rightAnim = [CCAnimation animationWithSpriteFrames:rightAnimFrames delay:0.1f]; self.player = [CCSprite spriteWithSpriteFrameName:@"MouseRight2_24x21.png"]; _player.position = ccp(x, y); self.rightAction = [CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:rightAnim]]; rightAnim.restoreOriginalFrame = NO; [spriteSheet addChild:_player]; //get map size in pixels mapHeight = _tileMap.contentSize.height; mapWidth = _tileMap.contentSize.width; //setup defaults //this value works well for the calculation later, trial and error really distance = 150; lastGoodDistance = 150; mapScale = 1; [self setViewpointCenter:_player.position]; [_mapLayer addChild:_tileMap]; [self addChild:_mapLayer z:-1]; self.isTouchEnabled = YES; } return self; } And here's the SceneManager code for replacing scenes: +(void) goGameScene { CCLayer *gameLayer = [GameScene node]; [SceneManager go:gameLayer:[GameHUD node]]; } //this is what every call looks like besides the GameScene one above +(void) goLevelSelect { [SceneManager go:[LevelSelect node]:nil]; } +(void) go:(CCLayer *)layer: (CCLayer *)hudLayer { CCDirector *director = [CCDirector sharedDirector]; CCScene *newScene = [SceneManager wrap:layer:hudLayer]; if ([director runningScene]) { [director replaceScene:newScene]; } else { [director runWithScene:newScene]; } } +(CCScene *) wrap:(CCLayer *)layer: (CCLayer *)hudLayer { CCScene *newScene = [CCScene node]; [newScene addChild: layer]; if (hudLayer != nil) { [newScene addChild: hudLayer z:1]; } return newScene; } Any ideas why I'm getting these fatal artifacts? I'm hoping this isn't considered too localized since it basically combines 3 tutorials that anyone could end up following. (Ray Wenderlich Animations, Tim Roadley Scene Manager, Pan and Zoom with Tiled Maps.

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  • Creating an Objective-C++ Static Library in Xcode

    - by helixed
    So I've developed an engine for the iPhone with which I'd like to build a couple different games. Rather than copy and paste the files for the engine inside of each game's project directory, I'd a way to link to the engine from each game, so if I need to make a change to it I only have to do so once. After reeding around a little bit, it seems like static libraries are the best way to do this on the iPhone. I created a new project called Skeleton and copied all of my engine files over to it. I used this guide to create a static library, and I imported the library into a project called Chooser. However, when I tried to compile the project, Xcode started complaining about some C++ data structures I included in a file called ControlScene.mm. Here's my build errors: "operator delete(void*)", referenced from: -[ControlScene dealloc] in libSkeleton.a(ControlScene.o) -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::deallocate(operation_t*, unsigned long)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::deallocate(operation_t**, unsigned long)in libSkeleton.a(ControlScene.o) "operator new(unsigned long)", referenced from: -[ControlScene init] in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "std::__throw_bad_alloc()", referenced from: __gnu_cxx::new_allocator<operation_t*>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) __gnu_cxx::new_allocator<operation_t>::allocate(unsigned long, void const*)in libSkeleton.a(ControlScene.o) "___cxa_rethrow", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___cxa_end_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) "___gxx_personality_v0", referenced from: ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(ControlScene.o) ___gxx_personality_v0$non_lazy_ptr in libSkeleton.a(MenuLayer.o) "___cxa_begin_catch", referenced from: std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_create_nodes(operation_t**, operation_t**)in libSkeleton.a(ControlScene.o) std::_Deque_base<operation_t, std::allocator<operation_t> >::_M_initialize_map(unsigned long)in libSkeleton.a(ControlScene.o) ld: symbol(s) not found collect2: ld returned 1 exit status If anybody could offer some insight as to why these problems are occuring, I'd appreciate it. Thanks, helixed

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  • Where is my object allocation and memory leak in this iPhone/objective C code?

    - by Spottswoode
    Hello, I'm still a rookie when it comes to this programming gig and was wondering if someone could help me smooth out this code. Functionally, the code works great and does what I need it to do. But when I run the performance tool the allocation graph peaks, the CPU load is high, there's a leak(s), and I've also confirmed when running on my iPhone it seems noticeably slower then the rest of the components in my app. I'd appreciate any advice/tips/help anyone could give me. :) Thanks in advance! .h file // // Time_CalculatorViewController.h // Time Calculator // // Created by Adam Soloway on 2/19/10. // Copyright Legacy Pilots 2010. All rights reserved. // #import <UIKit/UIKit.h> @interface Time_CalculatorViewController : UIViewController { //BOOL moveViewUp; //CGFloat scrollAmount; IBOutlet UILabel *hoursLabel; IBOutlet UILabel *minutesLabel; IBOutlet UILabel *hoursDecimalLabel; IBOutlet UILabel *minutesDecimalLabel; IBOutlet UILabel *errorLabel; IBOutlet UITextField *minTextField1; IBOutlet UITextField *minTextField2; IBOutlet UITextField *minTextField3; IBOutlet UITextField *minTextField4; IBOutlet UITextField *minTextField5; IBOutlet UITextField *minTextField6; IBOutlet UITextField *minTextField7; IBOutlet UITextField *minTextField8; IBOutlet UITextField *minTextField9; IBOutlet UITextField *minTextField10; IBOutlet UITextField *hourTextField1; IBOutlet UITextField *hourTextField2; IBOutlet UITextField *hourTextField3; IBOutlet UITextField *hourTextField4; IBOutlet UITextField *hourTextField5; IBOutlet UITextField *hourTextField6; IBOutlet UITextField *hourTextField7; IBOutlet UITextField *hourTextField8; IBOutlet UITextField *hourTextField9; IBOutlet UITextField *hourTextField10; IBOutlet UIButton *resetAll; NSString *minutesString1; NSString *minutesString2; NSString *minutesString3; NSString *minutesString4; NSString *minutesString5; NSString *minutesString6; NSString *minutesString7; NSString *minutesString8; NSString *minutesString9; NSString *minutesString10; NSString *hoursString1; NSString *hoursString2; NSString *hoursString3; NSString *hoursString4; NSString *hoursString5; NSString *hoursString6; NSString *hoursString7; NSString *hoursString8; NSString *hoursString9; NSString *hoursString10; int hourDecimalNumber; int totalTime; int leftOverMinutes; int minuteNumber1; int minuteNumber2; int minuteNumber3; int minuteNumber4; int minuteNumber5; int minuteNumber6; int minuteNumber7; int minuteNumber8; int minuteNumber9; int minuteNumber10; int hourNumber1; int hourNumber2; int hourNumber3; int hourNumber4; int hourNumber5; int hourNumber6; int hourNumber7; int hourNumber8; int hourNumber9; int hourNumber10; } //- (void)scrollTheView:(BOOL)movedUp; - (void)calculateTime; - (IBAction)resetAllValues; @end .m file // // Time_CalculatorViewController.m // Time Calculator // // Created by Adam Soloway on 2/19/10. // Copyright Legacy Pilots 2010. All rights reserved. // #import "Time_CalculatorViewController.h" @implementation Time_CalculatorViewController - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if( minTextField1.editing || minTextField2.editing || minTextField3.editing || minTextField4.editing || minTextField5.editing || minTextField6.editing || minTextField7.editing || minTextField8.editing || minTextField9.editing || minTextField10.editing || hourTextField1.editing || hourTextField2.editing || hourTextField3.editing || hourTextField4.editing || hourTextField5.editing || hourTextField6.editing || hourTextField7.editing || hourTextField8.editing || hourTextField9.editing || hourTextField10.editing) { [minTextField1 resignFirstResponder]; [minTextField2 resignFirstResponder]; [minTextField3 resignFirstResponder]; [minTextField4 resignFirstResponder]; [minTextField5 resignFirstResponder]; [minTextField6 resignFirstResponder]; [minTextField7 resignFirstResponder]; [minTextField8 resignFirstResponder]; [minTextField9 resignFirstResponder]; [minTextField10 resignFirstResponder]; [hourTextField1 resignFirstResponder]; [hourTextField2 resignFirstResponder]; [hourTextField3 resignFirstResponder]; [hourTextField4 resignFirstResponder]; [hourTextField5 resignFirstResponder]; [hourTextField6 resignFirstResponder]; [hourTextField7 resignFirstResponder]; [hourTextField8 resignFirstResponder]; [hourTextField9 resignFirstResponder]; [hourTextField10 resignFirstResponder]; [self calculateTime]; //if (moveViewUp) [self scrollTheView:NO]; } [super touchesBegan:touches withEvent:event]; } /* // The designated initializer. Override to perform setup that is required before the view is loaded. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [minutesString1 release]; [minutesString2 release]; [minutesString3 release]; [minutesString4 release]; [minutesString5 release]; [minutesString6 release]; [minutesString7 release]; [minutesString8 release]; [minutesString9 release]; [minutesString10 release]; [hoursString1 release]; [hoursString2 release]; [hoursString3 release]; [hoursString4 release]; [hoursString5 release]; [hoursString6 release]; [hoursString7 release]; [hoursString8 release]; [hoursString9 release]; [hoursString10 release]; [super dealloc]; } -(BOOL)textFieldShouldReturn:(UITextField *)theTextField { //[minTextField10 resignFirstResponder]; //if (moveViewUp) [self scrollTheView:NO]; [self calculateTime]; return YES; } - (IBAction)resetAllValues { minTextField1.text = 0; minTextField2.text = 0; minTextField3.text = 0; minTextField4.text = 0; minTextField5.text = 0; minTextField6.text = 0; minTextField7.text = 0; minTextField8.text = 0; minTextField9.text = 0; minTextField10.text = 0; hourTextField1.text = 0; hourTextField2.text = 0; hourTextField3.text = 0; hourTextField4.text = 0; hourTextField5.text = 0; hourTextField6.text = 0; hourTextField7.text = 0; hourTextField8.text = 0; hourTextField9.text = 0; hourTextField10.text = 0; totalTime = 0; leftOverMinutes = 0; hoursLabel.text = [NSString stringWithFormat:@"0"]; hourDecimalNumber = 0; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; minutesDecimalLabel.text = [NSString stringWithFormat:@"0"]; self.calculateTime; } - (void)calculateTime { minutesString1 = minTextField1.text; minutesString2 = minTextField2.text; minutesString3 = minTextField3.text; minutesString4 = minTextField4.text; minutesString5 = minTextField5.text; minutesString6 = minTextField6.text; minutesString7 = minTextField7.text; minutesString8 = minTextField8.text; minutesString9 = minTextField9.text; minutesString10 = minTextField10.text; hoursString1 = hourTextField1.text; hoursString2 = hourTextField2.text; hoursString3 = hourTextField3.text; hoursString4 = hourTextField4.text; hoursString5 = hourTextField5.text; hoursString6 = hourTextField6.text; hoursString7 = hourTextField7.text; hoursString8 = hourTextField8.text; hoursString9 = hourTextField9.text; hoursString10 = hourTextField10.text; minuteNumber1 = [minutesString1 intValue]; minuteNumber2 = [minutesString2 intValue]; minuteNumber3 = [minutesString3 intValue]; minuteNumber4 = [minutesString4 intValue]; minuteNumber5 = [minutesString5 intValue]; minuteNumber6 = [minutesString6 intValue]; minuteNumber7 = [minutesString7 intValue]; minuteNumber8 = [minutesString8 intValue]; minuteNumber9 = [minutesString9 intValue]; minuteNumber10 = [minutesString10 intValue]; hourNumber1 = ([hoursString1 intValue] * 60); hourNumber2 = ([hoursString2 intValue] * 60); hourNumber3 = ([hoursString3 intValue] * 60); hourNumber4 = ([hoursString4 intValue] * 60); hourNumber5 = ([hoursString5 intValue] * 60); hourNumber6 = ([hoursString6 intValue] * 60); hourNumber7 = ([hoursString7 intValue] * 60); hourNumber8 = ([hoursString8 intValue] * 60); hourNumber9 = ([hoursString9 intValue] * 60); hourNumber10 = ([hoursString10 intValue] * 60); totalTime = (hourNumber1 + hourNumber2 +hourNumber3 +hourNumber4 +hourNumber5 +hourNumber6 +hourNumber7 +hourNumber8 +hourNumber9 +hourNumber10 + minuteNumber1 + minuteNumber2 + minuteNumber3 + minuteNumber4 + minuteNumber5 +minuteNumber6 + minuteNumber7 + minuteNumber8 + minuteNumber9 + minuteNumber10); if (totalTime <= 59) { leftOverMinutes = totalTime; hoursLabel.text = [NSString stringWithFormat:@"0"]; hourDecimalNumber = 0; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >59 && totalTime <= 119){ leftOverMinutes = totalTime - 60; hoursLabel.text = [NSString stringWithFormat:@"1"]; hourDecimalNumber = 1; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >119 && totalTime <= 179){ leftOverMinutes = totalTime - 120; hoursLabel.text = [NSString stringWithFormat:@"2"]; hourDecimalNumber = 2; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >179 && totalTime <= 239){ leftOverMinutes = totalTime - 180; hoursLabel.text = [NSString stringWithFormat:@"3"]; hourDecimalNumber = 3; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >239 && totalTime <= 299){ leftOverMinutes = totalTime - 240; hoursLabel.text = [NSString stringWithFormat:@"4"]; hourDecimalNumber = 4; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >299 && totalTime <= 359){ leftOverMinutes = totalTime - 300; hoursLabel.text = [NSString stringWithFormat:@"5"]; hourDecimalNumber = 5; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >359 && totalTime <= 419){ leftOverMinutes = totalTime - 360; hoursLabel.text = [NSString stringWithFormat:@"6"]; hourDecimalNumber = 6; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >419 && totalTime <= 479){ leftOverMinutes = totalTime - 420; hoursLabel.text = [NSString stringWithFormat:@"7"]; hourDecimalNumber = 7; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >479 && totalTime <= 539){ leftOverMinutes = totalTime - 480; hoursLabel.text = [NSString stringWithFormat:@"8"]; hourDecimalNumber = 8; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >539 && totalTime <= 599){ leftOverMinutes = totalTime - 540; hoursLabel.text = [NSString stringWithFormat:@"9"]; hourDecimalNumber = 9; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >599 && totalTime <= 659){ leftOverMinutes = totalTime - 600; hoursLabel.text = [NSString stringWithFormat:@"10"]; hourDecimalNumber = 10; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >659 && totalTime <= 719){ leftOverMinutes = totalTime - 660; hoursLabel.text = [NSString stringWithFormat:@"11"]; hourDecimalNumber = 11; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >719 && totalTime <= 779){ leftOverMinutes = totalTime - 720; hoursLabel.text = [NSString stringWithFormat:@"12"]; hourDecimalNumber = 12; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >779 && totalTime <= 839){ leftOverMinutes = totalTime - 780; hoursLabel.text = [NSString stringWithFormat:@"13"]; hourDecimalNumber = 13; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >839 && totalTime <= 899){ leftOverMinutes = totalTime - 840; hoursLabel.text = [NSString stringWithFormat:@"14"]; hourDecimalNumber = 14; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >899 && totalTime <= 959){ leftOverMinutes = totalTime - 900; hoursLabel.text = [NSString stringWithFormat:@"15"]; hourDecimalNumber = 15; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >959 && totalTime <= 1019){ leftOverMinutes = totalTime - 960; hoursLabel.text = [NSString stringWithFormat:@"16"]; hourDecimalNumber = 16; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1019 && totalTime <= 1079){ leftOverMinutes = totalTime - 1020; hoursLabel.text = [NSString stringWithFormat:@"17"]; hourDecimalNumber = 17; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1079 && totalTime <= 1139){ leftOverMinutes = totalTime - 1080; hoursLabel.text = [NSString stringWithFormat:@"18"]; hourDecimalNumber = 18; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1139 && totalTime <= 1199){ leftOverMinutes = totalTime - 1140; hoursLabel.text = [NSString stringWithFormat:@"19"]; hourDecimalNumber = 19; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1199 && totalTime <= 1259){ leftOverMinutes = totalTime - 1200; hoursLabel.text = [NSString stringWithFormat:@"20"]; hourDecimalNumber = 20; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1259 && totalTime <= 1319){ leftOverMinutes = totalTime - 1260; hoursLabel.text = [NSString stringWithFormat:@"21"]; hourDecimalNumber = 21; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1319 && totalTime <= 1379){ leftOverMinutes = totalTime - 1320; hoursLabel.text = [NSString stringWithFormat:@"22"]; hourDecimalNumber = 22; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1379 && totalTime <= 1439){ leftOverMinutes = totalTime - 1380; hoursLabel.text = [NSString stringWithFormat:@"23"]; hourDecimalNumber = 23; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1439 && totalTime <= 1499){ leftOverMinutes = totalTime - 1440; hoursLabel.text = [NSString stringWithFormat:@"24"]; hourDecimalNumber = 24; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1499 && totalTime <= 1559){ leftOverMinutes = totalTime - 1500; hoursLabel.text = [NSString stringWithFormat:@"25"]; hourDecimalNumber = 25; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1559 && totalTime <= 1619){ leftOverMinutes = totalTime - 1560; hoursLabel.text = [NSString stringWithFormat:@"26"]; hourDecimalNumber = 26; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1619 && totalTime <= 1679){ leftOverMinutes = totalTime - 1620; hoursLabel.text = [NSString stringWithFormat:@"27"]; hourDecimalNumber = 27; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1679 && totalTime <= 1739){ leftOverMinutes = totalTime - 1680; hoursLabel.text = [NSString stringWithFormat:@"28"]; hourDecimalNumber = 28; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1739 && totalTime <= 1799){ leftOverMinutes = totalTime - 1740; hoursLabel.text = [NSString stringWithFormat:@"29"]; hourDecimalNumber = 29; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1799 && totalTime <= 1859){ leftOverMinutes = totalTime - 1800; hoursLabel.text = [NSString stringWithFormat:@"30"]; hourDecimalNumber = 30; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; errorLabel.hidden = TRUE; } else if (totalTime >1859){ hoursLabel.text = [NSString stringWithFormat:@"Error"]; hoursDecimalLabel.text = [NSString stringWithFormat:@"Error"]; errorLabel.hidden = FALSE; } //Minutes Label if (leftOverMinutes < 10) { minutesLabel.text = [NSString stringWithFormat:@"0%d", leftOverMinutes]; } else minutesLabel.text = [NSString stringWithFormat:@"%d", leftOverMinutes]; //Minutes Decimal Label if (leftOverMinutes >=0 && leftOverMinutes <=2) { minutesDecimalLabel.text = [NSString stringWithFormat:@"0"]; } else if (leftOverMinutes >=3 && leftOverMinutes <=8){ minutesDecimalLabel.text = [NSString stringWithFormat:@"1"]; } else if (leftOverMinutes >=9 && leftOverMinutes <=14){ minutesDecimalLabel.text = [NSString stringWithFormat:@"2"]; } else if (leftOverMinutes >=15 && leftOverMinutes <=20){ minutesDecimalLabel.text = [NSString stringWithFormat:@"3"]; } else if (leftOverMinutes >=21 && leftOverMinutes <=26){ minutesDecimalLabel.text = [NSString stringWithFormat:@"4"]; } else if (leftOverMinutes >=27 && leftOverMinutes <=32){ minutesDecimalLabel.text = [NSString stringWithFormat:@"5"]; } else if (leftOverMinutes >=33 && leftOverMinutes <=38){ minutesDecimalLabel.text = [NSString stringWithFormat:@"6"]; } else if (leftOverMinutes >=39 && leftOverMinutes <=44){ minutesDecimalLabel.text = [NSString stringWithFormat:@"7"]; } else if (leftOverMinutes >=45 && leftOverMinutes <=50){ minutesDecimalLabel.text = [NSString stringWithFormat:@"8"]; } else if (leftOverMinutes >=51 && leftOverMinutes <=56){ minutesDecimalLabel.text = [NSString stringWithFormat:@"9"]; } else if (leftOverMinutes >=57 && leftOverMinutes <=60){ minutesDecimalLabel.text = [NSString stringWithFormat:@"0"]; hourDecimalNumber = hourDecimalNumber + 1; hoursDecimalLabel.text = [NSString stringWithFormat:@"%i", hourDecimalNumber]; } } @end

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  • Showing login view controller before main tab bar controller

    - by Padawan
    I'm creating an iPad app with a tab bar controller that requires login. So on launch, I want to show a LoginViewController and if login is successful, then show the tab bar controller. This is how I implemented an initial test version (left out some typical header stuff, etc)... AppDelegate.h: @interface AppDelegate_Pad : NSObject <UIApplicationDelegate, LoginViewControllerDelegate> { UIWindow *window; UITabBarController *tabBarController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet UITabBarController *tabBarController; @end AppDelegate.m: @implementation AppDelegate_Pad @synthesize window; @synthesize tabBarController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { LoginViewController_Pad *lvc = [[LoginViewController_Pad alloc] initWithNibName:@"LoginViewController_Pad" bundle:nil]; lvc.delegate = self; [window addSubview:lvc.view]; //[lvc release]; [window makeKeyAndVisible]; return YES; } - (void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController { [window addSubview:tabBarController.view]; } - (void)dealloc {...} @end LoginViewController_Pad.h: @protocol LoginViewControllerDelegate; @interface LoginViewController_Pad : UIViewController { id<LoginViewControllerDelegate> delegate; } @property (nonatomic, assign) id <LoginViewControllerDelegate> delegate; - (IBAction)buttonPressed; @end @protocol LoginViewControllerDelegate -(void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController; @end LoginViewController_Pad.m: @implementation LoginViewController_Pad @synthesize delegate; ... - (IBAction)buttonPressed { [self.view removeFromSuperview]; [self.delegate loginViewControllerDidFinish:self]; } ... @end So the app delegate adds the login view controller's view on launch and waits for login to call "did finish" using a delegate. The login view controller calls removeFromSuperView before it calls didFinish. The app delegate then calls addSubView on the tab bar controller's view. If you made it up to this point, thanks, and I have three questions: MAIN QUESTION: Is this the right way to show a view controller before the app's main tab bar controller is displayed? Even though it seems to work, is it a proper way to do it? If I comment out the "lvc release" in the app delegate then the app crashes with EXC_BAD_ACCESS when the button on the login view controller is pressed. Why? With the "lvc release" commented out everything seems to work but on the debugger console it writes this message when the app delegate calls addSubView for the tab bar controller: Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. What does that mean and do I need to worry about it?

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  • NSCollectionView draws nothing

    - by PCWiz
    I'm trying to set up an NSCollectionView (I have done this successfully in the past, but for some reason it fails this time). I have a model class called "TestModel", and it has an NSString property that just returns a string (just for testing purposes right now). I then have an NSMutableArray property declaration in my main app delegate class, and to this array I add instances of the TestModel object. I then have an Array Controller that has its Content Array bound the app delegate's NSMutableArray. I can confirm that everything up to here is working fine; NSLogging: [[[arrayController arrangedObjects] objectAtIndex:0] teststring] worked fine. I then have all the appropriate bindings for the collection view set up, (itemPrototype and content), and for the Collection View Item (view). I then have a text field in the collection item view that is bound to Collection View Item.representedObject.teststring. However NOTHING displays in the collection view when I start the app, just a blank white screen. What am I missing? UPDATE: Here is the code I use (requested by wil shipley): // App delegate class @interface AppController : NSObject { NSMutableArray *objectArray; } @property (readwrite, retain) NSMutableArray *objectArray; @end @implementation AppController @synthesize objectArray; - (id)init { if (self = [super init]) { objectArray = [[NSMutableArray alloc] init]; } return self; } - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { TestModel *test = [[[TestModel alloc] initWithString:@"somerandomstring"] autorelease]; if (test) [objectArray addObject:test]; } @end // The model class (TestModel) @interface TestModel : NSObject { NSString *teststring; } @property (readwrite, retain) NSString *teststring; - (id)initWithString:(NSString*)customString; @end @implementation TestModel @synthesize teststring; - (id)initWithString:(NSString*)customString { [self setTeststring:customString]; } - (void)dealloc { [teststring release]; } @end And then like I said the content array of the Array Controller is bound to this "objectArray", and the Content of the NSCollectionView is bound to Array Controller.arrangedObjects. I can verify that the Array Controller has the objects in it by NSLogging [arrayController arrangedObjects], and it returns the correct object. Its just that nothing displays in the NSCollectionView. UPDATE 2: If I log [collectionView content] I get nothing: 2009-10-21 08:02:42.385 CollViewTest[743:a0f] ( ) The problem is probably there. UPDATE 3: As requested here is the Xcode project: http://www.mediafire.com/?mjgdzgjjfzw Its a menubar app, so it has no window. When you build and run the app you'll see a menubar item that says "test", this opens the view that contains the NSCollectionView. Thanks

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  • Few iPhone noob questions

    - by mshsayem
    Why should I declare local variables as 'static' inside a method? Like: static NSString *cellIdentifier = @"Cell"; Is it a performance advantage? (I know what 'static' does; in C context) What does this syntax mean?[someObj release], someObj = nil; Two statements? Why should I assign nil again? Is not 'release' enough? Should I do it for all objects I allocate/own? Or for just view objects? Why does everyone copy NSString, but retains other objects (in property declaration)? Yes, NSStrings can be changed, but other objects can be changed also, right? Then why 'copy' for just NSString, not for all? Is it just a defensive convention? Shouldn't I release constant NSString? Like here:NSString *CellIdentifier = @"Cell"; Why not? Does the compiler allocate/deallocate it for me? In some tutorial application I observed these (Built with IB): Properties(IBOutlet, with same ivar name): window, someLabel, someTextField, etc etc... In the dealloc method, although the window ivar was released, others were not. My question is: WHY? Shouldn't I release other ivars(labels, textField) as well? Why not? Say, I have 3 cascaded drop-down lists. I mean, based on what is selected on the first list, 2nd list is populated and based on what is selected on the second list, 3rd list is populated. What UI components can reflect this best? How is drop-down list presented in iPhone UI? Tableview with UIPicker? When should I update the 2nd, 3rd list? Or just three labels which have touch events? Can you give me some good example tutorials about Core-Data? (Not just simple data fetching and storing on 2/3 tables with 1/2 relationship) How can I know whether my app is leaking memory? Any tools?

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  • iPhone memory management

    - by Prazi
    I am newbie to iPhone programming. I am not using Interface Builder in my programming. I have some doubt about memory management, @property topics in iPhone. Consider the following code @interface LoadFlag : UIViewController { UIImage *flag; UIImageView *preview; } @property (nonatomic, retain) UIImageView *preview; @property (nonatomic, retain) UIImage *flag; @implementation @synthesize preview; @synthesize flag; - (void)viewDidLoad { flag = [UIImage imageNamed:@"myImage.png"]]; NSLog(@"Preview: %d\n",[preview retainCount]); //Count: 0 but shouldn't it be 1 as I am retaining it in @property in interface file preview=[[UIImageView alloc]init]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 1 preview.frame=CGRectMake(0.0f, 0.0f, 100.0f, 100.0f); preview.image = flag; [self.view addSubview:preview]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 2 [preview release]; NSLog(@"Count: %d\n",[preview retainCount]); //Count: 1 } When & Why(what is the need) do I have to set @property with retain (in above case for UIImage & UIImageView) ? I saw this statement in many sample programs but didn't understood the need of it. When I declare @property (nonatomic, retain) UIImageView *preview; statement the retain Count is 0. Why doesn't it increase by 1 inspite of retaining it in @property. Also when I declare [self.view addSubview:preview]; then retain Count increments by 1 again. In this case does the "Autorelease pool" releases for us later or we have to take care of releasing it. I am not sure but I think that the Autorelease should handle it as we didn't explicitly retained it so why should we worry of releasing it. Now, after the [preview release]; statement my count is 1. Now I don't need UIImageView anymore in my program so when and where should I release it so that the count becomes 0 and the memory gets deallocated. Again, I am not sure but I think that the Autorelease should handle it as we didn't explicitly retained it so why should we worry of releasing it. What will happen if I release it in -(void) dealloc method In the statement - flag = [UIImage imageNamed:@"myImage.png"]]; I haven't allocated any memory to flag but how can I still use it in my program. In this case if I do not allocate memory then who allocates & deallocates memory to it or is the "flag" just a reference pointing to - [UIImage imageNamed:@"myImage.png"]];. If it is a reference only then do i need to release it. Thanks in advance.

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  • Programatically created UITableViewCell subclass only working on highlight

    - by squarefrog
    I've created a subclass of UITableViewCell but I'm struggling to get it to work properly. If I use UITableViewStyleDefault then the class only works when highlighted. If I use UITableViewStyleValue1 then it mostly works but I'm unable to change label fonts much. I tried researching but it seems everyone is doing this via a .xib file, but not programatically. Implementation file #import "ASCustomCellWithCount.h" @implementation ASCustomCellWithCount @synthesize primaryLabel,secondaryLabel,contentCountImage,contentCount; - (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier { self = [super initWithStyle:style reuseIdentifier:reuseIdentifier]; if (self) { // Initialization code contentCountImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed: @"tableCount.png"] ]; primaryLabel = [[UILabel alloc] init]; primaryLabel.textAlignment = UITextAlignmentLeft; primaryLabel.textColor = [UIColor blackColor]; primaryLabel.font = [UIFont systemFontOfSize: 20]; primaryLabel.backgroundColor = [UIColor clearColor]; secondaryLabel = [[UILabel alloc] init]; secondaryLabel.textAlignment = UITextAlignmentLeft; secondaryLabel.textColor = [UIColor blackColor]; secondaryLabel.font = [UIFont systemFontOfSize: 8]; secondaryLabel.backgroundColor = [UIColor clearColor]; contentCount = [[UILabel alloc] init]; contentCount.textAlignment = UITextAlignmentCenter; contentCount.font = [UIFont boldSystemFontOfSize: 15]; contentCount.textColor = [UIColor whiteColor]; contentCount.shadowColor = [UIColor blackColor]; contentCount.shadowOffset = CGSizeMake(1, 1); contentCount.backgroundColor = [UIColor clearColor]; [self.contentView addSubview: contentCountImage]; [self.contentView addSubview: primaryLabel]; [self.contentView addSubview: secondaryLabel]; [self.contentView addSubview: contentCount]; } return self; } - (void)layoutSubviews { [super layoutSubviews]; CGRect contentRect = self.contentView.bounds; // CGFloat boundsX = contentRect.origin.x; primaryLabel.frame = CGRectMake(0 ,0, 200, 25); secondaryLabel.frame = CGRectMake(0, 30, 100, 15); contentCount.frame = CGRectMake(contentRect.size.width - 48, contentRect.size.height / 2 - 13, 36, 24); contentCountImage.frame = CGRectMake(contentRect.size.width - 48, contentRect.size.height / 2 - 12, 36, 24); } - (void)setSelected:(BOOL)selected animated:(BOOL)animated { [super setSelected:selected animated:animated]; // Configure the view for the selected state } - (void)dealloc { [primaryLabel release]; [secondaryLabel release]; [contentCountImage release]; [contentCount release]; } @end And then to create the cell I use - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; ASCustomCellWithCount *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[ASCustomCellWithCount alloc] initWithStyle: UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [NSString stringWithFormat:@"%@", [tempArray objectAtIndex: indexPath.row]]; cell.contentCount.text = @"49"; return cell; }

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  • Memory Management iOS dev app doesn't work after a few detail items

    - by user1434846
    I am working on a project with a tableView controller and the detail views contains CMMotionManager.When i open 5 or 6 detailViews all goes well,but after a while the app goes slow and finally crashes.On instruments the only leak is on main.m , also i must say that I'm using ARC and i can't dealloc or realese the instances. Here is the code: First the table view: - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. self.title = @"Movement";//Master View Controller title bar UIImage *image = [UIImage imageNamed:@"jg_navibar.png"]; [self.navigationController.navigationBar setBackgroundImage:image forBarMetrics:UIBarMetricsDefault]; //Init the array with data bodypartsMutableArray = [NSMutableArray arrayWithCapacity:26]; BodypartData *part1 = [[BodypartData alloc] init]; part1.bodypartname = @"Shoulder"; part1.movementname = @"Flexion"; part1.fullimageStartingPosition=[UIImage imageNamed:@"2_shoulder_flexion_end_position.jpg"]; part1.fullimageEndedPosition=[UIImage imageNamed:@"2_shoulder_flexion_end_position.jpg"]; part1.thumbimage=[UIImage imageNamed:@"1_shoulder_flexion_landmarks_thumb.jpg"]; [bodypartsMutableArray addObject:part1]; ......... } then the cell: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:@"MyBasicCell"]; BodypartData *part = [self.bodypartsMutableArray objectAtIndex:indexPath.row]; cell.textLabel.text =[NSString stringWithFormat:part.movementname]; cell.detailTextLabel.text =[NSString stringWithFormat:part.bodypartname]; cell.imageView.image =part.thumbimage; return cell; } and the the detailViewdid load: - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. // Init motionManager object and set the Update Interval _motionManager = [[CMMotionManager alloc]init]; _motionManager.deviceMotionUpdateInterval=1/60; //60 Hz [_motionManager startGyroUpdates]; if (_motionManager.gyroAvailable) { _motionManager.gyroUpdateInterval = 1.0/60.0; [_motionManager startDeviceMotionUpdatesToQueue:[NSOperationQueue currentQueue] withHandler: ^(CMDeviceMotion *motion, NSError *error) { CMAttitude *attitude = motion.attitude; //Calculation with rotationMatrix m11 = [NSString stringWithFormat:@"%.02f", attitude.rotationMatrix.m11]; m12 = [NSString stringWithFormat:@"%.02f", attitude.rotationMatrix.m12]; m13 = [NSString stringWithFormat:@"%.02f", attitude.rotationMatrix.m13]; ......... }

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  • Missing part of the image when taking screenshot while supporting Retina Display

    - by Spaft
    I'm currently working on enabling support for retina display for my game. In the game, we have a feature that the user can take screenshot. We are using these part of code we found online a while ago and it's working fine when we are not supporting retina display: CCDirector* director = [CCDirector sharedDirector]; CGSize size = [director winSizeInPixels]; //Create buffer for pixels GLuint bufferLength = size.width * size.height * 4; GLubyte* buffer = (GLubyte*)malloc(bufferLength); //Read Pixels from OpenGL glReadPixels(0, 100, size.width, size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); //Make data provider with data. CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL); //Configure image int bitsPerComponent = 8; int bitsPerPixel = 32; int bytesPerRow = 4 * size.width; CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; CGImageRef iref = CGImageCreate(size.width, size.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); uint32_t* pixels = (uint32_t*)malloc(bufferLength); CGContextRef context = CGBitmapContextCreate(pixels, size.width, size.height, 8, size.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0f, -1.0f); switch (director.deviceOrientation) { case CCDeviceOrientationPortrait: break; case CCDeviceOrientationPortraitUpsideDown: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180)); CGContextTranslateCTM(context, -size.width, -size.height); break; case CCDeviceOrientationLandscapeLeft: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90)); CGContextTranslateCTM(context, -size.width, 0); break; case CCDeviceOrientationLandscapeRight: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90)); CGContextTranslateCTM(context, size.width * 0.5f, -size.height); break; } CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), iref); UIImage *outputImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; //Dealloc CGDataProviderRelease(provider); CGImageRelease(iref); CGContextRelease(context); free(buffer); free(pixels); return outputImage; But when we enabled retina display in cocos 0.99.5. This functionality is a little messed up since it will miss a little left part of the image while the high is still correct. So I'm wondering if there is anything wrong with the code or am I doing anything wrong here? Thank you in advance for any reply!

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  • Global NSMutableArray doesn't seem to be holding values

    - by diatrevolo
    I have a Cocos2D iPhone application that requires a set of CGRects overlaid on an image to detect touches within them. "Data" below is a class that holds values parsed from an XML file. "delegateEntries" is a NSMutableArray that contains several "data" objects, pulled from another NSMutableArray called "entries" that lives in the application delegate. For some strange reason, I can get at these values without problems in the init function, but further down the class in question, I try to get at these values, and the application crashes without an error message (as an example, I put in the "ccTouchBegan" method which accessess this data through the "populateFieldsForTouchedItem" method. Can anyone see why these values would not be accessible from other methods? No objects get released until dealloc. Thanks in advance! @synthesize clicked, delegate, data, image, blurImage, normalImage, arrayOfRects, delegateEntries; - (id)initWithTexture:(CCTexture2D *)aTexture { if( (self=[super initWithTexture:aTexture] )) { arrayOfRects = [[NSMutableArray alloc] init]; delegateEntries = [[NSMutableArray alloc] init]; delegate = (InteractivePIAppDelegate *)[[UIApplication sharedApplication] delegate]; delegateEntries = [delegate entries]; data = [delegateEntries objectAtIndex:0]; NSLog(@"Assigning %@", [[delegateEntries objectAtIndex:0] backgroundImage]); NSLog(@"%@ is the string", [[data sections] objectAtIndex:0]); //CGRect rect; NSLog(@"Count of array is %i", [delegateEntries count]); //collect as many items as there are XML entries for(int i=0; i<[delegateEntries count]; i++) { if([[delegateEntries objectAtIndex:i] xPos]) { NSLog(@"Found %i items", i+1); [arrayOfRects addObject:[NSValue valueWithCGRect:CGRectMake([[[delegateEntries objectAtIndex:i] xPos] floatValue], [[[delegateEntries objectAtIndex:i] yPos] floatValue], [[[delegateEntries objectAtIndex:i] xBounds] floatValue], [[[delegateEntries objectAtIndex:i] yBounds] floatValue])]]; } else { NSLog(@"Nothing"); } } //remove the following once the NSMutableArray from above works (legacy) blurImage = [[NSString alloc] initWithString:[data backgroundBlur]]; NSLog(@"5"); normalImage = [[NSString alloc] initWithString:[data backgroundImage]]; clicked = NO; } return self; } And then: - (void)populateFieldsForTouchedItem:(TouchedRect)touchInfo { Data *touchDatum = [[Data alloc] init]; touchDatum = [[self delegateEntries] objectAtIndex:touchInfo.recordNumber]; NSLog(@"Assigning %@", [[[self delegateEntries] objectAtIndex:touchInfo.recordNumber] backgroundImage]); rect = [[arrayOfRects objectAtIndex:touchInfo.recordNumber] CGRectValue]; image = [[NSString alloc] initWithString:[[touchDatum sections] objectAtIndex:0]]; [touchDatum release]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { TouchedRect touchInfo = [self containsTouchLocation:touch]; NSLog(@"Information pertains to %i", touchInfo.recordNumber); if ( !touchInfo.touched && !clicked ) { //needed since the touch location changes when zoomed NSLog(@"NOPE"); return NO; } [self populateFieldsForTouchedItem:touchInfo]; NSLog(@"YEP"); return YES; }

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  • Saving UIImagePickerController images to Core Data without crashing

    - by Gordon Fontenot
    I have been trying to minimize my memory footprint with UIImagePickerController, but I'm starting to think that the memory problems I am having are resulting from poor memory management, instead of a particular way to handle the UIImagePickerController object. My workflow is this: The "Edit Image" button is clicked, which presents a UIActionSheet. This action sheet allows you to delete, take a picture, choose from the library, or cancel. If you select Choose from the library or Take Picture, I alloc an instance of UIImagePickerController and present it, followed by a release of UIImagePickerController: -(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (actionSheet.tag != 999) { UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; BOOL pickImage = nil; if (actionSheet.tag == iPhoneWithDelete) { switch (buttonIndex) { case 0: object.objectImage = nil; pickImage = NO; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; pickImage = YES; break; case 2: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPhoneNoDelete) { switch (buttonIndex) { case 0: imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; pickImage = YES; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPodWithDelete) { switch (buttonIndex) { case 0: object.objectImage = nil; pickImage = NO; break; case 1: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } else if (actionSheet.tag == iPodNoDelete) { switch (buttonIndex) { case 0: imagePicker.sourceType = UIImagePickerControllerSourceTypeSavedPhotosAlbum; pickImage = YES; break; default: pickImage = NO; break; } } if (pickImage) { imagePicker.allowsEditing = YES; [self presentModalViewController:imagePicker animated:YES]; } else { [self setupImageButton]; [self setupChooseImageButton]; } [imagePicker release]; } } Once I get a selection back from the UIImagePickerController, I save 2 images, a resized version of the edited image to use for a thumbnail, and a 800x600 version of the original unedited image into a relationship attribute (Transformational, using the same UIImage to PNG transformations found in the Recipes demo code) for display use: (the resize methods are based on the one demoed in this SO post.) - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { [self dismissModalViewControllerAnimated:YES]; NSManagedObject *oldImage = object.imageFull; if (oldImage != nil) { [object.managedObjectContext deleteObject:oldImage]; } NSManagedObject *image = [NSEntityDescription insertNewObjectForEntityForName:@"Image" inManagedObjectContext:object.managedObjectContext]; object.imageFull = image; UIImage *rawImage = [info objectForKey:@"UIImagePickerControllerOriginalImage"]; CGSize size = CGSizeMake(800, 600); UIImage *fullImage = [UIImageManipulator scaleImage:rawImage toSize:size]; [image setValue:fullImage forKey:@"imageFull"]; UIImage *processedImage = [UIImageManipulator scaleImage:[info objectForKey:@"UIImagePickerControllerEditedImage"] toSize:CGSizeMake(75, 75)]; object.objectImage = processedImage; [self setupImageButton]; [self setupChooseImageButton]; rawImage = nil; fullImage = nil; processedImage = nil; } When I go through viewDidUnload I am setting self.object = nil, and [object release] during dealloc, but I'm still getting memory warnings after about 10 image changes, with a crash at around 20. It leads me to believe that I am not getting that full image out of memory the correct way. What am I missing here? And on a second note, does the Camera source use significantly more memory than the Photo Albums source? I tend to get more crashes when using the camera.

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  • Xcode/iPhone Development 6 months in - Annoyances

    - by clearbrian
    Hi I've been iPhone programming for 6 months and come from a PC/Java/Eclipse background and still have a few annoyances with Xcode/iPhone programming I wonder are there any shortcuts to. Is there any way to prevent multiple windows opening all the time in XCode? a) When you click on the Errors/Warnings in the bottom right of the status bar build errors are shown in separate window. Any way to get these to show in the main editor? b) Anyway to get debugger to appear in main editor. I have a big screen iMac and it's still window hell on Macs. When you come from Alt-Tab the Mac is a nightmare. 2) Anyway to get a toolbar item on the main editor to: a) Open Console (I know CMD-thingy-R) b) Open Break points (you have to open Debugger first then breakpoints) I know there's keyboard shortcuts but I have only left hand free others on the trackball so any keys on right hand side of keyboard are too far. I know you can add Finder toolbar scripts (just wondering if anyway to extend Xcode). Are there utilities to extend Xcode? Scripts/Automator/Any Services I can setup to help. Can you automate Xcode like you can with Windows/ActiveX/VBA 3) Limit lookups using CMD + double click. If I double click on a variable to find its definition using CMD + double click it shows every occurrence of all variables with that name. (annoying it you name all you maps mapView) Anyway to get it to limit to the current class or at least order so current class is first. 4) Find doesn't seem to loop backwards if result all above cursor position I'm in a class and I hit CMD + F for find. Find box appears. I enter some text hit return. It says I have x matches but only back arrow is highlight in Find But when I hit < it does nothing. I need to scroll to the top and redo the search. If the text is both forwards and backwards then both < are highlighted and it works. is this a bug or a 'feature' Missing Eclipse features I have been looking at the User Script menu but was wondering how powerful they are? 5) any scripts around to generate source from members such as description: @property @synthesize if I add a new member, run a script will generate @property/@syntesize and release in dealloc 7) any good sites for scripts? SCM Im having problems with SCM and Folders on HD under project Classes directory. You get a library e.g. JSON. It usually comes as a folder. You copy it to the /Classes for your project. /Classes/JSON I create a Group for the Library in Xcode under Classes group. Classes JSON I drag the files from the folder into xcode into the JSON Group. I add them to the SCM and icon changes from ? to A but if I try and commit them it say folder /JSON is not under SCM. Can you drag a folder into Xcode so that it AND its files get included in SCM? Anyway to stop Xcode Help from being on top all the time. I keep feeling like punching it and telling it to get out of the way! :) I dont mind it open just not in the way once I've finished. Yes I know I can Ctrl-W Sites: the main site I use to learn Obj-C are : stackoverflow.com Google code Search - tonnes of full apps on here http://www.iphonedevsdk.com/forum/iphone-sdk-development/ Apple Developers Forums (anyway to get RSS feed to these or is that blasphemy :) ) Safari - 100s of IT book though prob too many to keep up :) any others? Any site that gives simple examples for Obj-C/ UIKit The docs just show the methods but actual examples (Google code search has helped a lot here)

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  • iPhone dev - viewDidUnload subviews

    - by Mk12
    I'm having a hard time undestand a couple of the methods in UIViewController, but first I'll say what I think they are meant for (ignoring interface builder because I'm not using it): -init: initialize non view-related stuff that won't need to be released in low memory situations (i.e. not objects or objects that can't be recreated easily). -loadView: create the view set the [self view] property. -viewDidLoad: Create all the other view elements -viewDidUnload: Release objects created in -viewDidLoad. didReceiveMemoryWarning: Low-memory situation, release unnecessary things such as cached data, if this view doesn't have a superview then the [super didReceiveMemoryWarning] will go on to release (unload) the view and call -viewDidUnload. -dealloc: release everything -viewWillAppear:, -viewDidAppear:, -viewWillDisappear:, -viewDidDisappear: self-explanatory, not necessary unless you want to respond (do something) to those events. I'm not sure about a couple of things. First, the Apple docs say that when -viewDidUnload is called, the view has already been released and set to nil. Will -loadView get called again to recreate the view later on? There's a few things I created in -viewDidLoad that I didn't make a ivar/property for because there is no need and it will be retained by the view (because they are subviews of it). So when the view is released, it will release those too, right? When the view is released, will it release all its subviews? Because all the objects I created in -viewDidLoad are subviews of [self view]. So if they already get released why release them again in -viewDidUnload? I can understand data that is necessary when the view is visible being loaded and unloaded in these methods, but like I asked, why release the subviews if they already get released? EDIT: After reading other questions, I think I might have got it (my 2nd question). In the situation where I just use a local variable, alloc it, make it a subview and release, it will have a retain count of 1 (from adding it as a subview), so when the view is released it is too. Now for the view elements with ivars pointing to them, I wasn't using properties because no outside class would need to access them. But now I think that that's wrong, because in this situation: // MyViewController.h @interface MyViewController : UIViewController { UILabel *myLabel; } // MyViewController.m . . . - (void)viewDidLoad { myLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 40, 10)]; [myLabel setText:@"Foobar"]; [[self view] addSubview:myLabel]; } - (void)viewDidUnload [ // equivalent of [self setMyLabel:nil]; without properties [myLabel release]; myLabel = nil; } In that situation, the label will be sent the -release message after it was deallocated because the ivar didn't retain it (because it wasn't a property). But with a property the retain count would be two: the view retaining it and the property. So then in -viewDidUnload it will get deallocated. So its best to just always use properties for these things, am I right? Or not? EDIT: I read somewhere that -viewDidLoad and -viewDidUnload are only for use with Interface Builder, that if you are doing everything programmatically you shouldn't use them. Is that right? Why?

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  • Received memory warning on setimage

    - by Sam Budda
    This problem has completely stumped me. This is for iOS 5.0 with Xcode 4.2 What's going on is that in my app I let user select images from their photo album and I save those images to apps document directory. Pretty straight forward. What I do then is that in one of the viewController.m files I create multiple UIImageViews and I then set the image for the image view from one of the picture that user selected from apps dir. The problem is that after a certain number of UIImage sets I receive a "Received memory warning". It usually happens when there are 10 pictures. If lets say user selected 11 pictures then the app crashes with Error (GBC). NOTE: each of these images are at least 2.5 MB a piece. After hours of testing I finally narrowed down the problem to this line of code [button1AImgVw setImage:image]; If I comment out that code. All compiles fine and no memory errors happen. But if I don't comment out that code I receive memory errors and eventually a crash. Also note it does process the whole CreateViews IBAction but still crashes at the end. I cannot do release or dealloc since I am running this on iOS 5.0 with Xcode 4.2 Here is the code that I used. Can anyone tell me what did I do wrong? - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. [self CreateViews]; } -(IBAction) CreateViews { paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask ,YES); documentsPath = [paths objectAtIndex:0]; //here 15 is for testing purposes for (int i = 0; i < 15; i++) { //Lets not get bogged down here. The problem is not here UIImageView *button1AImgVw = [[UIImageView alloc] initWithFrame:CGRectMake(10*i, 10, 10, 10)]; [self.view addSubview:button1AImgVw]; NSMutableString *picStr1a = [[NSMutableString alloc] init]; NSString *dataFile1a = [[NSString alloc] init]; picStr1a = [NSMutableString stringWithFormat:@"%d.jpg", i]; dataFile1a = [documentsPath stringByAppendingPathComponent:picStr1a]; NSData *potraitImgData1a =[[NSData alloc] initWithContentsOfFile:dataFile1a]; UIImage *image = [[UIImage alloc] initWithData:potraitImgData1a]; // This is causing my app to crash if I load more than 10 images! //[button1AImgVw setImage:image]; } NSLog(@"It went to END!"); } //Error I get when 10 images are selected. App does launch and work 2012-10-07 17:12:51.483 ABC-APP[7548:707] It went to END! 2012-10-07 17:12:51.483 ABC-APP [7531:707] Received memory warning. //App crashes with this error when there are 11 images 2012-10-07 17:30:26.339 ABC-APP[7548:707] It went to END! (gdb)

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  • CFStrings and storing them into models, related topics

    - by Jasconius
    I have a very frustrating issue that I believe involves CFStringRef and passing them along to custom model properties. The code is pretty messy right now as I am in a debug state, but I will try to describe the problem in words as best as I can. I have a custom model, User, which for irrelevant reasons, I am storing CF types derived from the Address Book API into. Examples include: Name, email as NSStrings. I am simply retrieving the CFStringRef value from the AddressBook API and casting as a string, whereupon I assign to the custom model instance and then CFRelease the string. These NSString properties are set as (nonatomic, retain). I then store this model into an NSArray, and I use this Array as a datasource for a UITableView When accessing the object in the cellForRowAtIndexPath, I get a memory access error. When I do a Debug, I see that the value for this datasource array appears at first glance to be corrupted. I've seen strange values assigned to it, including just plain strings, such as one that I fed to an NSLog function in earlier in the method. So, the thing that leads me to believe that this is Core Foundation related is that I am executing this exact same code, in the same class even, on non-Address Book data, in fact, just good old JSON parsed strings, which produce true Cocoa NSStrings, that I follow the same exact steps to create the datasource array. This code works fine. I have a feeling that my (retain) property declaration and/or my [stringVar release] in my custom model dealloc method may be causing memory problems (since it is my understanding that you shouldn't call a Cocoa retain or release on a CF object). Here is the code. I know some of this is super-roundabout but I was trying to make things as explicit as possible for the sake of debugging. NSMutableArray *friendUsers = [[NSMutableArray alloc] init]; int numberOfPeople = CFArrayGetCount(people); for (int i = 0; i < numberOfPeople; i++) { ABMutableMultiValueRef emails = ABRecordCopyValue(CFArrayGetValueAtIndex(people, i), kABPersonEmailProperty); if (ABMultiValueGetCount(emails) > 0) { User *addressContact = [[User alloc] init]; NSString *firstName = (NSString *)ABRecordCopyValue(CFArrayGetValueAtIndex(people, i), kABPersonFirstNameProperty); NSString *lastName = (NSString *)ABRecordCopyValue(CFArrayGetValueAtIndex(people, i), kABPersonLastNameProperty); NSLog(@"%@ and %@", firstName, lastName); NSString *fullName = [NSString stringWithFormat:@"%@ %@", firstName, lastName]; NSString *email = [NSString stringWithFormat:@"%@", (NSString *)ABMultiValueCopyValueAtIndex(emails, 0)]; NSLog(@"the email: %@", email); [addressContact setName:fullName]; [addressContact setEmail:email]; [friendUsers addObject:addressContact]; [firstName release]; [lastName release]; [email release]; [addressContact release]; } CFRelease(emails); } NSLog(@"friend count: %d", [friendUsers count]); abFriends = [NSArray arrayWithArray:friendUsers]; [friendUsers release]; All of that works, every logging statement returns as expected. But when I use abFriends as a datasource, poof. Dead. Is my approach all wrong? Any advice?

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  • Calling popToRootViewControllerAnimated causing crash. How should I be doing this?

    - by Lewis42
    The app is for taking body measurements. The user can say I want to measure: legs, arms and neck, in the settings tab and in the main tab there is a view which loops round to take each measurement. This is achieved like so: i have tab controller the first tab has a navigation controller the first view controller on the storyboard and has one segue to itself the board loops round until it has all the measurements then it segues to a different controller the problem is: if the user changes which measurements they are taking in the settings tab, the first tab needs to completely reload, as if the app was just starting up, clearing down the whole nav stack etc. at the moment the tab controller calls popToRootViewControllerAnimated on the navigation controller in the measurements tab, but this is causing a crash. Each screen has a slider control and a call to titleForRow:forComponent: is being called on a deleted view causing it to crash. What am I doing wrong?! Here's the tab bar controller code // TabBarController.m // #import "TabBarController.h" #import "TodaysMeasurementObject.h" #import "AppDelegateProtocol.h" #import "AddMeasurementViewController.h" #import "ReadPerson.h" #import "AppDelegate.h" @interface TabBarController () <UITabBarControllerDelegate> @end @implementation TabBarController bool resetWizardView = false; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { } return self; } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. self.delegate = self; [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(orientationChanged:) name:UIDeviceOrientationDidChangeNotification object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(measurementsSettingsUpdated:) name:@"MeasurementsSettingsUpdated" object:nil]; } - (void) measurementsSettingsUpdated:(NSNotification *) notification { // UINavigationController *navigationController = [self.viewControllers objectAtIndex:0]; // AddMeasurementViewController *addMeasurement = [[AddMeasurementViewController alloc] init]; // [navigationController setViewControllers: [[NSArray alloc] initWithObjects:addMeasurement, nil]]; resetWizardView = YES; } - (void) viewDidAppear:(BOOL)animated { if (![ReadPerson userHasRecords]) { [self setSelectedIndex:3]; } } - (void)orientationChanged:(NSNotification *)notification { // We must add a delay here, otherwise we'll swap in the new view // too quickly and we'll get an animation glitch [self performSelector:@selector(showGraphs) withObject:nil afterDelay:0]; } - (void)showGraphs { UIDeviceOrientation deviceOrientation = [UIDevice currentDevice].orientation; if (deviceOrientation == UIDeviceOrientationLandscapeLeft && !isShowingLandscapeView) { [self performSegueWithIdentifier: @"toGraph" sender: self]; isShowingLandscapeView = YES; } else if (deviceOrientation != UIDeviceOrientationLandscapeLeft && isShowingLandscapeView) { [self dismissModalViewControllerAnimated:YES]; isShowingLandscapeView = NO; } } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (void)dealloc { [[NSNotificationCenter defaultCenter] removeObserver:self]; [[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { if(interfaceOrientation == UIInterfaceOrientationLandscapeRight) { [self performSegueWithIdentifier: @"toGraph" sender: self]; } return false; } - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { int tbi = tabBarController.selectedIndex; if (tbi == 0) { [[viewController view] setNeedsDisplay]; if (resetWizardView) { [(UINavigationController*)[self.viewControllers objectAtIndex:0] popToRootViewControllerAnimated: NO]; // ******* POP CALLED HERE ****** resetWizardView = false; } } } - (TodaysMeasurementObject*) theAppDataObject { id<AppDelegateProtocol> theDelegate = (id<AppDelegateProtocol>) [UIApplication sharedApplication].delegate; TodaysMeasurementObject* theDataObject; theDataObject = (TodaysMeasurementObject*) theDelegate.theAppDataObject; return theDataObject; } - (BOOL)shouldAutorotate { return NO; } - (NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskPortrait; } @end UPDATED - (void) measurementsSettingsUpdated:(NSNotification *) notification { NSMutableArray *viewControllers = [[NSMutableArray alloc] initWithArray: self.viewControllers]; UINavigationController *navigationController = [viewControllers objectAtIndex:0]; AddMeasurementViewController *addMeasurement = [[AddMeasurementViewController alloc] init]; [navigationController setViewControllers: [[NSArray alloc] initWithObjects:addMeasurement, nil]]; [viewControllers setObject:navigationController atIndexedSubscript:0]; self.viewControllers = viewControllers; } and removed the code from - tabBarController:didSelectViewController: but still the same error. I think the problem is that it's trying to get a value for the slide control after the view has been deleted. But some part of the view must still be alive...? Anyway to kill that off? Or leave it all alive??

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • unrecognized selector sent to instance in xcode using objective c and sup as backend

    - by user1765037
    I am a beginner in native development.I made a project using xcode in objective C.It builded successfully.But when I run the project ,an error came like 'unrecognized selector sent to instance'.Why this is happening ?can anyone help me to solve this?I am attaching the error that I am getting with this.. And I am posting the code with this.... ConnectionController.m #import "ConnectionController.h" #import "SUPApplication.h" #import "Flight_DetailsFlightDB.h" #import "CallbackHandler.h" @interface ConnectionController() @property (nonatomic,retain)CallbackHandler *callbackhandler; @end @implementation ConnectionController @synthesize callbackhandler; static ConnectionController *appConnectionController; //Begin Application Setup +(void)beginApplicationSetup { if(!appConnectionController) { appConnectionController = [[[ConnectionController alloc]init]retain]; appConnectionController.callbackhandler = [[CallbackHandler getInstance]retain]; } if([SUPApplication connectionStatus] == SUPConnectionStatus_DISCONNECTED) [appConnectionController setupApplicationConnection]; else NSLog(@"Already Connected"); } -(BOOL)setupApplicationConnection { SUPApplication *app = [SUPApplication getInstance]; [app setApplicationIdentifier:@"HWC"]; [app setApplicationCallback:self.callbackhandler]; NSLog(@"inside setupApp"); SUPConnectionProperties *properties = [app connectionProperties]; NSLog(@"server"); [properties setServerName:@"sapecxxx.xxx.com"]; NSLog(@"inside setupAppser"); [properties setPortNumber:5001]; NSLog(@"inside setupApppot"); [properties setFarmId:@"0"]; NSLog(@"inside setupAppfarm"); [properties setUrlSuffix:@"/tm/?cid=%cid%"]; NSLog(@"inside setupAppurlsuff"); [properties setNetworkProtocol:@"http"]; SUPLoginCredentials *loginCred = [SUPLoginCredentials getInstance]; NSLog(@"inside setupAppmac"); [loginCred setUsername:@"mac"]; [loginCred setPassword:nil]; [properties setLoginCredentials:loginCred]; [properties setActivationCode:@"1234"]; if(![Flight_DetailsFlightDB databaseExists]) { [Flight_DetailsFlightDB createDatabase]; } SUPConnectionProfile *connprofile = [Flight_DetailsFlightDB getSynchronizationProfile]; [connprofile setNetworkProtocol:@"http"]; NSLog(@"inside setupAppPort2"); [connprofile setPortNumber:2480]; NSLog(@"inside setupAppser2"); [connprofile setServerName:@"sapecxxx.xxx.com"]; NSLog(@"inside setupAppdom2"); [connprofile setDomainName:@"Development"]; NSLog(@"inside setupAppuser"); [connprofile setUser:@"supAdmin"]; [connprofile setPassword:@"s3pAdmin"]; [connprofile setAsyncReplay:YES]; [connprofile setClientId:@"0"]; // [Flight_DetailsFlightDB beginOnlineLogin:@"supAdmin" password:@"s3pAdmin"]; [Flight_DetailsFlightDB registerCallbackHandler:self.callbackhandler]; [Flight_DetailsFlightDB setApplication:app]; if([SUPApplication connectionStatus] == SUPRegistrationStatus_REGISTERED) { [app startConnection:0]; } else { [app registerApplication:0]; } } @end ViewController.m #import "Demo_FlightsViewController.h" #import "ConnectionController.h" #import "Flight_DetailsFlightDB.h" #import "SUPObjectList.h" #import "Flight_DetailsSessionPersonalization.h" #import "Flight_DetailsFlight_MBO.h" #import "Flight_DetailsPersonalizationParameters.h" @interface Demo_FlightsViewController () @end @implementation Demo_FlightsViewController - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. } -(IBAction)Connect:(id)sender { @try { [ConnectionController beginApplicationSetup]; } @catch (NSException *exception) { NSLog(@"ConnectionAborted"); } // synchronise } -(IBAction)Synchronise:(id)sender { @try { [Flight_DetailsFlightDB synchronize]; NSLog(@"SYNCHRONISED"); } @catch (NSException *exception) { NSLog(@"Synchronisation Failed"); } } -(IBAction)findall:(id)sender { SUPObjectList *list = [Flight_DetailsSessionPersonalization findAll]; NSLog(@"no of lines got synchronised is %d",list.size); } -(IBAction)confirm:(id)sender { Flight_DetailsPersonalizationParameters *pp = [Flight_DetailsFlightDB getPersonalizationParameters]; MBOLogInfo(@"personalisation parmeter for airline id= %@",pp.Airline_PK); [pp setAirline_PK:@"AA"]; [pp save]; while([Flight_DetailsFlightDB hasPendingOperations]) { [NSThread sleepForTimeInterval:1]; } NSLog(@"inside confirm............"); [Flight_DetailsFlightDB beginSynchronize]; Flight_DetailsFlight_MBO *flight = nil; SUPObjectList *cl = nil; cl =[Flight_DetailsFlight_MBO findAll]; if(cl && cl.length > 0) { int i; for(i=0;i<cl.length;i++) { flight = [cl item:i]; if(flight) { NSLog(@"details are %@",flight.CITYFROM); } } } } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } @end SUPConnectionProfile.h #import "sybase_sup.h" #define FROM_IMPORT_THREAD TRUE #define FROM_APP_THREAD FALSE #define SUP_UL_MAX_CACHE_SIZE 10485760 @class SUPBooleanUtil; @class SUPNumberUtil; @class SUPStringList; @class SUPStringUtil; @class SUPPersistenceException; @class SUPLoginCertificate; @class SUPLoginCredentials; @class SUPConnectionProfile; /*! @class SUPConnectionProfile @abstract This class contains fields and methods needed to connect and authenticate to an SUP server. @discussion */ @interface SUPConnectionProfile : NSObject { SUPConnectionProfile* _syncProfile; SUPBoolean _threadLocal; SUPString _wrapperData; NSMutableDictionary* _delegate; SUPLoginCertificate* _certificate; SUPLoginCredentials* _credentials; int32_t _maxDbConnections; BOOL initTraceCalled; } /*! @method @abstract Return a new instance of SUPConnectionProfile. @discussion @result The SUPconnectionprofile object. */ + (SUPConnectionProfile*)getInstance; /*! @method @abstract Return a new instance of SUPConnectionProfile. @discussion This method is deprecated. use getInstance instead. @result The SUPconnectionprofile object. */ + (SUPConnectionProfile*)newInstance DEPRECATED_ATTRIBUTE NS_RETURNS_NON_RETAINED; - (SUPConnectionProfile*)init; /*! @property @abstract The sync profile. @discussion */ @property(readwrite, retain, nonatomic) SUPConnectionProfile* syncProfile; /*! @property @abstract The maximum number of active DB connections allowed @discussion Default value is 4, but can be changed by application developer. */ @property(readwrite, assign, nonatomic) int32_t maxDbConnections; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPString value for a given string. @discussion @param name The string. */ - (SUPString)getString:(SUPString)name; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPString value for a given string. If the value is not found, returns 'defaultValue'. @discussion @param name The string. @param defaultValue The default Value. */ - (SUPString)getStringWithDefault:(SUPString)name:(SUPString)defaultValue; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPBoolean value for a given string. @discussion @param name The string. */ - (SUPBoolean)getBoolean:(SUPString)name; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPBoolean value for a given string. If the value is not found, returns 'defaultValue'. @discussion @param name The string. @param defaultValue The default Value. */ - (SUPBoolean)getBooleanWithDefault:(SUPString)name:(SUPBoolean)defaultValue; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPInt value for a given string. @discussion @param name The string. */ - (SUPInt)getInt:(SUPString)name; /*! @method @abstract The SUPConnectionProfile manages an internal dictionary of key value pairs. This method returns the SUPInt value for a given string. If the value is not found, returns 'defaultValue'. @discussion @param name The string. @param defaultValue The default Value. */ - (SUPInt)getIntWithDefault:(SUPString)name:(SUPInt)defaultValue; /*! @method getUPA @abstract retrieve upa from profile @discussion if it is in profile's dictionary, it returns value for key "upa"; if it is not found in profile, it composes the upa value from base64 encoding of username:password; and also inserts it into profile's dictionary. @param none @result return string value of upa. */ - (SUPString)getUPA; /*! @method @abstract Sets the SUPString 'value' for the given 'name'. @discussion @param name The name. @param value The value. */ - (void)setString:(SUPString)name:(SUPString)value; /*! @method @abstract Sets the SUPBoolean 'value' for the given 'name'. @discussion @param name The name. @param value The value. */ - (void)setBoolean:(SUPString)name:(SUPBoolean)value; /*! @method @abstract Sets the SUPInt 'value' for the given 'name'. @discussion @param name The name. @param value The value. */ - (void)setInt:(SUPString)name:(SUPInt)value; /*! @method @abstract Sets the username. @discussion @param value The value. */ - (void)setUser:(SUPString)value; /*! @method @abstract Sets the password. @discussion @param value The value. */ - (void)setPassword:(SUPString)value; /*! @method @abstract Sets the ClientId. @discussion @param value The value. */ - (void)setClientId:(SUPString)value; /*! @method @abstract Returns the databasename. @discussion @param value The value. */ - (SUPString)databaseName; /*! @method @abstract Sets the databasename. @discussion @param value The value. */ - (void)setDatabaseName:(SUPString)value; @property(readwrite,copy, nonatomic) SUPString databaseName; /*! @method @abstract Gets the encryption key. @discussion @result The encryption key. */ - (SUPString)getEncryptionKey; /*! @method @abstract Sets the encryption key. @discussion @param value The value. */ - (void)setEncryptionKey:(SUPString)value; @property(readwrite,copy, nonatomic) SUPString encryptionKey; /*! @property @abstract The authentication credentials (username/password or certificate) for this profile. @discussion */ @property(retain,readwrite,nonatomic) SUPLoginCredentials *credentials; /*! @property @abstract The authentication certificate. @discussion If this is not null, certificate will be used for authentication. If this is null, credentials property (username/password) will be used. */ @property(readwrite,retain,nonatomic) SUPLoginCertificate *certificate; @property(readwrite, assign, nonatomic) BOOL initTraceCalled; /*! @method @abstract Gets the UltraLite collation creation parameter @discussion @result conllation string */ - (SUPString)getCollation; /*! @method @abstract Sets the UltraLite collation creation parameter @discussion @param value The value. */ - (void)setCollation:(SUPString)value; @property(readwrite,copy, nonatomic) SUPString collation; /*! @method @abstract Gets the maximum cache size in bytes; the default value for iOS is 10485760 (10 MB). @discussion @result max cache size */ - (int)getCacheSize; /*! @method @abstract Sets the maximum cache size in bytes. @discussion For Ultralite, passes the cache_max_size property into the connection parameters for DB connections; For SQLite, executes the "PRAGMA cache_size" statement when a connection is opened. @param cacheSize value */ - (void)setCacheSize:(int)cacheSize; @property(readwrite,assign, nonatomic) int cacheSize; /*! @method @abstract Returns the user. @discussion @result The username. */ - (SUPString)getUser; /*! @method @abstract Returns the password hash value. @discussion @result The password hash value. */ - (NSUInteger)getPasswordHash; /*! @method @abstract Returns the password. @discussion @result The password hash value. */ - (NSString*)getPassword; /*! @method @abstract Adds a new key value pair. @discussion @param key The key. @param value The value. */ - (void)add:(SUPString)key:(SUPString)value; /*! @method @abstract Removes the key. @discussion @param key The key to remove. */ - (void)remove:(SUPString)key; - (void)clear; /*! @method @abstract Returns a boolean indicating if the key is present. @discussion @param key The key. @result The result indicating if the key is present. */ - (SUPBoolean)containsKey:(SUPString)key; /*! @method @abstract Returns the item for the given key. @discussion @param key The key. @result The item. */ - (SUPString)item:(SUPString)key; /*! @method @abstract Returns the list of keys. @discussion @result The keylist. */ - (SUPStringList*)keys; /*! @method @abstract Returns the list of values. @discussion @result The value list. */ - (SUPStringList*)values; /*! @method @abstract Returns the internal map of key value pairs. @discussion @result The NSMutableDictionary with key value pairs. */ - (NSMutableDictionary*)internalMap; /*! @method @abstract Returns the domain name. @result The domain name. @discussion */ - (SUPString)getDomainName; /*! @method @abstract Sets the domain name. @param value The domain name. @discussion */ - (void)setDomainName:(SUPString)value; /*! @method @abstract Get async operation replay property. Default is true. @result YES : if ansync operation replay is enabled; NO: if async operation is disabled. @discussion */ - (BOOL) getAsyncReplay; /*! @method @abstract Set async operation replay property. Default is true. @result value: enable/disable async replay operation. @discussion */ - (void) setAsyncReplay:(BOOL) value; /*! @method @abstract enable or disable the trace in client object API. @param enable - YES: enable the trace; NO: disable the trace. @discussion */ - (void)enableTrace:(BOOL)enable; /*! @method @abstract enable or disable the trace with payload info in client object API. @param enable - YES: enable the trace; NO: disable the trace. @param withPayload = YES: show payload information; NO: not show payload information. @discussion */ - (void)enableTrace:(BOOL)enable withPayload:(BOOL)withPayload; /*! @method @abstract initialize trace levels from server configuration. @discussion */ - (void)initTrace; - (void)dealloc; /* ultralite/mobilink required parameters */ - (SUPString)getNetworkProtocol; - (void)setNetworkProtocol:(SUPString)protocol; - (SUPString)getNetworkStreamParams; - (void)setNetworkStreamParams:(SUPString)stream; - (SUPString)getServerName; - (void)setServerName:(SUPString)name; - (int)getPortNumber; - (void)setPortNumber:(int)port; - (int)getPageSize; - (void)setPageSize:(int)size; @end @interface SUPConnectionProfile(internal) - (void)applyPropertiesFromApplication; @end We are using SUP 2.1.3 library files.Please go through the code and help me...

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