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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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  • Objective-C++ compiles for iPhone, but not simulator

    - by John Smith
    I have a C++ library I want to add to my iphone project. In one header file I declare @class a { cppvirtualclass V; } This compiles fine for the iPhone device with Release settings. However it refuses to compile for the Simulator with or without debug info. It give the error error: type 'V' has virtual member functions. Is there a way out of this or do I have to define only concrete C++ classes?

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  • Building Dynamic Classes in Objective C

    - by kjell_
    I'm a somewhat competent ruby programmer. Yesterday I decided to finally try my hand with Apple's Cocoa frameworks. Help me see things the ObjC way? I'm trying to get my head around objc_allocateClassPair and objc_registerClassPair. My goal is to dynamically generate a few classes and then be able to use them as I would any other class. Does this work in Obj C? Having allocated and registered class A, I get a compile error when calling [[A alloc] init]; (it says 'A' Undeclared). I can only instantiate A using runtime's objc_getClass method. Is there any way to tell the compiler about A and pass it messages like I would NSString? A compiler flag or something? I have 10 or so other classes (B, C, …), all with the same superclass. I want to message them directly in code ([A classMethod], [B classMethod], …) without needing objc_getClass. Am I trying to be too dynamic here or just botching my implementation? It looks something like this… NSString *name = @"test"; Class newClass = objc_allocateClassPair([NSString class], [name UTF8String], 0); objc_registerClassPair(newClass); id a = [[objc_getClass("A") alloc] init]; NSLog(@"new class: %@ superclass: %@", a, [a superclass]); //[[A alloc] init]; blows up.

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  • Problem with accessing variables/functions from subclass Objective C

    - by Mitul Ruparelia
    Hi, I am having a problem with accessing public variable 'activity', which is a UIActivityIndicatorView type, see class declaration below in QuickStartViewController.h: @interface QuickStartViewController : UIViewController <ABPeoplePickerNavigationControllerDelegate> { @public IBOutlet UIActivityIndicatorView *activity; } @property (nonatomic, retain) UIActivityIndicatorView *activity; @end The function is called from another class: #import "QuickStartViewController.h" @interface NumberValidator : QuickStartViewController.... See below: - (void)connectionDidFinishLoading:(NSURLConnection *)connection { [activity startAnimating]; NSLog(@"This function is called, but [activity startAnimating] still doesn't work..."); } Note: [activity startAnimating] works fine when called within the QuickStartViewController class Do you have any suggestions as to why [activity startAnimating] is not working?

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  • Objective-C++ pre-compiled headers

    - by KayEss
    I'm using a C++ library (it happens to be in an iPad application, but I'm not sure that should make any difference) and would really like to have the headers pre-compiled to speed up the builds, but xCode seems to run the pre-compiled header file through the C compiler rather than the C++ one. Is there a way to get it to use the right compiler? I've already changed all of my source files from .m to .mm.

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  • Objective-C, .m / .mm performance difference?

    - by Sam
    I tend to use the .mm extension by default when creating new classes so that I can use ObjC++ later on if I require it. Is there any disadvantage to doing this? When would you prefer .m? Does .m compile to a faster executable (since C is generally faster than C++)?

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  • Noob Objective-C/C++ - Linker Problem/Function Def Problem

    - by Josh
    There is a static class Pipe, defined in C++ header that I'm including. The function I'm interested in calling (from Objetive-c) is here: static ERC SendUserGet(const UserId &_idUser,const GUID &_idStyle,const ZoneId &_idZone,const char *_pszMsg); I have access to an objetive-c data structure that appears to store a copy of userID, and zoneID -- it looks like: @interface DataBlock : NSObject { GUID userID; GUID zoneID; } Looked up the GUID def, and its a struct with a bunch of overloaded operators for equality. UserId and ZoneId from the first function signature are #typedef GUID Now when I try to call the function, no matter how I cast it (const UserId), (UserId), etc, I get the following linker error: "Pipe::SendUserGet(_GUID const&, _GUID const&, _GUID const&, char const*)", referenced from: -[PeoplePaneController clickGet:] in PeoplePaneController.o Is this a type/function signature error, or truly some sort of linker error? I have the headers where all these types and static classes are defined #imported -- I tried #include too, just in case, since I'm already stumbling :P Forgive me, I come from a web tech background, so this c-style memory management and immutability stuff is super hazy. Thanks, Josh

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  • Copying a directory off a network drive using Objective-C/C

    - by Jeff
    Hi All, I'm trying to figure out a way for this to work: NSString *searchCommand = [[NSString alloc] initWithFormat:@"cp -R /Volumes/Public/DirectoryToCopy* Desktop/"]; const char* system_call = [searchCommand UTF8String]; system(system_call); The system() method does not acknowledge the specific string I am passing in. If I try something like: system("kextstat"); No problems. Any ideas why the find string command I'm passing in is not working? All I get is "GDB: Running ....." in xCode. I should mention that if I try the same exact command in terminal it works just fine.

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  • What is the performance difference between blocks and callbacks?

    - by Don
    One of the things that block objects, introduced in Snow Leopard, are good for is situations that would previously have been handled with callbacks. The syntax is much cleaner for passing context around. However, I haven't seen any information on the performance implications of using blocks in this manner. What, if any, performance pitfalls should I look out for when using blocks, particularly as a replacement for a C-style callback?

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  • Objective C style nil in java?

    - by Usman Ismail
    Objective C has a concept of a nil object which would accept any method call with any parameters without complaining and silently return another nil. I have used something similar in Java using easymock and mockito for testing. Is there something similar for main line code? Is it even a good idea to have something like this? One use-case where I am considering using it is with optional metrics. We have codahale metrics counters on which we call mark() every time an event is generated. This is surrounded by an If/then to check for metrics enabled flag. I could just use a nil object as counter and silently accept the mark call if metrics are not enabled.

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  • Mixing Objective-C and C++: Game Loop Parts

    - by Peteyslatts
    I'm trying to write all of my game in C++ except for drawing and game loop timing. Those parts are going to be in Objective-C for iOS. Right now, I have ViewController handling the update cycle, but I want to create a GameModel class that ViewController could update. I want GameModel to be in C++. I know how to integrate these two classes. My problem is how to have these two parts interact with the drawing and image loading. GameModel will keep track of a list of children of type GameObject. These GameObjects update every frame, and then need to pass position and visibility data to whatever class or method will handle drawing. I feel like I'm answering my own question now (talking it out helps) but would it be a good idea to put all of the visible game objects into an array at the end of the update method, return it, and use that to update graphics inside ViewController?

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  • Simplifying the process of compiling and running objective-c apps in GNUstep

    - by Matthew
    I just installed GNUstep (following this post: http://www.jaysonjc.com/programming/objective-c-programming-in-windows-gnustep-projectcenter.html) It says to run this code: gcc -o helloworld helloworld.m -I /GNUstep/System/Library/Headers -L /GNUstep/System/Library/Libraries -lobjc -lgnustep-base -fconstant-string-class=NSConstantString every time I want to compile. It works just fine for me. However as I'm learning and will be compiling/running apps way often (making little changes and trying again), I'd like a simpler way to do this. Is there an easier way to compile and then run the app? Or am I just being lazy?

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  • Objective C and ios development training courses feedback

    - by Mutuelinvestor
    I'm thinking about taking an Objective C / iphone/ipad development training course. Pragmatic Studio and Big Nerd Ranch appear to be the key players. I'd love to hear any feed back from anyone who has completed training with Pragmatic, Big Nerd or others. I'd interested in quality of instruction, how much you learned, strengths, weaknesses and any other valuable insights. Its a pretty big financial commitment for me and I want to get the most bang for my buck. Thanks in advance for your input.

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  • Objective-C Lesson in Class Design

    - by Pota Onasys
    I have the following classes: Teacher Student Class (like a school class) They all extend from KObject that has the following code: - initWithKey - send - processKey Teacher, Student Class all use the functions processKey and initWithKey from KObject parent class. They implement their own version of send. The problem I have is that KObject should not be instantiated ever. It is more like an abstract class, but there is no abstract class concept in objective-c. It is only useful for allowing subclasses to have access to one property and two functions. What can I do so that KObject cannot be instantiated but still allow subclasses to have access to the functions and properties of KObject?

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  • Style: Dot notation vs. message notation in Objective-C 2.0

    - by groundhog
    In Objective-C 2.0 we got the "dot" notation for properties. I've seen various back and forths about the merits of dot notation vs. message notation. To keep the responses untainted I'm not going to respond either way in the question. What is your thought about dot notation vs. message notation for property accessing? Please try to keep it focused on Objective-C - my one bias I'll put forth is that Objective-C is Objective-C, so your preference that it be like Java or JavaScript aren't valid. Valid commentary is to do with technical issues (operation ordering, cast precedence, performance, etc), clarity (structure vs. object nature, both pro and con!), succinctness, etc. Note, I'm of the school of rigorous quality and readability in code having worked on huge projects where code convention and quality is paramount (the write once read a thousand times paradigm).

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  • Add an objective @property attribute in objective-c

    - by morticae
    Does anyone know of a way to add additional attribute types to the @property keyword without modifying the compiler? Or can anyone think of another way to genericize getter/setter creation? Basically, I have a lot of cases in a recent project where it's handy for objects to lazily instantiate their array properties. This is because we have "event" objects that can have a wide variety of collections as properties. Subclassing for particular events is undesirable because many properties are shared, and it would become a usability nightmare. For example, if I had an object with an array of songs, I'd write a getter like the following: - (NSMutableArray *)songs { if (!songs) { songs = [[NSMutableArray alloc] init]; } return songs; } Rather than writing dozens of these getters, it would be really nice to get the behavior via... @property (nonatomic, retain, lazyGetter) NSMutableArray *songs; Maybe some fancy tricks via #defines or something? Other ideas?

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  • importing a VCard in the address book , objective C [migrated]

    - by user1044771
    I am designing a QR code reader, and it needs to detect and import contact cards in vCard format. is there a way to add the card data to the system Address Book directly, or do I need to parse the vCard myself and add each field individually? I will be getting the VCArd in a NSString format I tried the code below (from a different post) and didn't work -(IBAction)saveContacts{ NSString *vCardString = @"vCardDataHere"; CFDataRef vCardData = (__bridge_retained CFDataRef)[vCardString dataUsingEncoding:NSUTF8StringEncoding]; ABAddressBookRef book = ABAddressBookCreate(); ABRecordRef defaultSource = ABAddressBookCopyDefaultSource(book); CFArrayRef vCardPeople = ABPersonCreatePeopleInSourceWithVCardRepresentation(defaultSource, vCardData); for (CFIndex index = 0; index < CFArrayGetCount(vCardPeople); index++) { ABRecordRef person = CFArrayGetValueAtIndex(vCardPeople, index); ABAddressBookAddRecord(book, person, NULL); CFRelease(person); } CFRelease(vCardPeople); CFRelease(defaultSource); ABAddressBookSave(book, NULL); CFRelease(book); } I have searched a bit and fixed the code and here how it looks like it doesn t crash anymore but it doesn t save the VCard (NSString format) in the address book , any clues ?

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  • Objective-c Cocos2d moving a sprite

    - by marcg11
    I hope someone knows how to do the following with cocos2d: I want a sprite to move but not in a single line by using [cocosGuy runAction: [CCMoveTo actionWithDuration:1 position:location]]; What I want is the sprite to do some kind of movements that I preestablish. For example in some point i want the sprirte to move for instance up and then down but in a curve. Do I have to do this with flash like this documents says? http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:animation Does animation in this page means moving sprites or what? thanks

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  • Objective - Gestures while finger touches screen

    - by marcg11
    I'm creating a space cocos2d game with objetive-c. I have in the bottom left 2 arrows to move the sprite left or right. I also implemented a swipe gesture to change weapon, however it only happens when I'm not touching the screen. I would like the player to change weapons while he's moving the sprite and not have to lift the finger from the arrows and stop moving the sprite to change weapons. Is there any way I can detect Gestures while having a finger pressed un a buton in thes screen?

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  • Objective-C Moving UIView along a curved path

    - by PruitIgoe
    I'm not sure if I am approaching this the correct way. In my app, when a user touches the screen I capture the point and create an arc from a fixed point to that touch point. I then want to move a UIView along that arc. Here's my code: ViewController.m //method to "shoot" object - KIP_Projectile creates the arc, KIP_Character creates the object I want to move along the arc ... //get arc for trajectory KIP_Projectile* vThisProjectile = [[KIP_Projectile alloc] initWithFrame:CGRectMake(51.0, fatElvisCenterPoint-30.0, touchPoint.x, 60.0)]; vThisProjectile.backgroundColor = [UIColor clearColor]; [self.view addSubview:vThisProjectile]; ... KIP_Character* thisChar = [[KIP_Character alloc] initWithFrame:CGRectMake(51, objCenterPoint-5, imgThisChar.size.width, imgThisChar.size.height)]; thisChar.backgroundColor = [UIColor clearColor]; thisChar.charID = charID; thisChar.charType = 2; thisChar.strCharType = @"Projectile"; thisChar.imgMyImage = imgThisChar; thisChar.myArc = vThisProjectile; [thisChar buildImage]; [thisChar traceArc]; in KIP_Projectile I build the arc using this code: - (CGMutablePathRef) createArcPathFromBottomOfRect : (CGRect) rect : (CGFloat) arcHeight { CGRect arcRect = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height - arcHeight, rect.size.width, arcHeight); CGFloat arcRadius = (arcRect.size.height/2) + (pow(arcRect.size.width, 2) / (8*arcRect.size.height)); CGPoint arcCenter = CGPointMake(arcRect.origin.x + arcRect.size.width/2, arcRect.origin.y + arcRadius); CGFloat angle = acos(arcRect.size.width / (2*arcRadius)); CGFloat startAngle = radians(180) + angle; CGFloat endAngle = radians(360) - angle; CGMutablePathRef path = CGPathCreateMutable(); CGPathAddArc(path, NULL, arcCenter.x, arcCenter.y, arcRadius, startAngle, endAngle, 0); return path; } - (void)drawRect:(CGRect)rect { CGContextRef currentContext = UIGraphicsGetCurrentContext(); _myArcPath = [self createArcPathFromBottomOfRect:self.bounds:30.0]; CGContextSetLineWidth(currentContext, 1); CGFloat red[4] = {1.0f, 0.0f, 0.0f, 1.0f}; CGContextSetStrokeColor(currentContext, red); CGContextAddPath(currentContext, _myArcPath); CGContextStrokePath(currentContext); } Works fine. The arc is displayed with a red stroke on the screen. In KIP_Character, which has been passed it's relevant arc, I am using this code but getting no results. - (void) traceArc { CGMutablePathRef myArc = _myArc.myArcPath; // Set up path movement CAKeyframeAnimation *pathAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; pathAnimation.calculationMode = kCAAnimationPaced; pathAnimation.fillMode = kCAFillModeForwards; pathAnimation.removedOnCompletion = NO; pathAnimation.path = myArc; CGPathRelease(myArc); [self.layer addAnimation:pathAnimation forKey:@"savingAnimation"]; } Any help here would be appreciated.

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  • Ongoing confusion about ivars and properties in objective C

    - by Earl Grey
    After almost 8 months being in ios programming, I am again confused about the right approach. Maybe it is not the language but some OOP principle I am confused about. I don't know.. I was trying C# a few years back. There were fields (private variables, private data in an object), there were getters and setters (methods which exposed something to the world) ,and properties which was THE exposed thing. I liked the elegance of the solution, for example there could be a class that would have a property called DailyRevenue...a float...but there was no private variable called dailyRevenue, there was only a field - an array of single transaction revenues...and the getter for DailyRevenue property calculated the revenue transparently. If somehow the internals of daily revenue calculation would change, it would not affect somebody who consumed my DailyRevenue property in any way, since he would be shielded from getter implementation. I understood that sometimes there was , and sometimes there wasn't a 1-1 relationship between fields and properties. depending on the requirements. It seemed ok in my opinion. And that properties are THE way to acces the data in object. I know the difference betweeen private, protected, and public keyword. Now lets get to objectiveC. On what factor should I base my decision about making someting only an ivar or making it as a property? Is the mental model the same as I describe above? I know that ivars are "protected" by default, not "private" asi in c#..But thats ok I think, no big deal for my presnet level of understanding the whole ios development. The point is ivars are not accesible from outside (given i don't make them public..but i won't). The thing that clouds my clear understanding is that I can have IBOutlets from ivars. Why am I seeing internal object data in the UI? *Why is it ok?* On the other hand, if I make an IBOutlet from property, and I do not make it readonly, anybody can change it. Is this ok too? Let's say I have a ParseManager object. This object would use a built in Foundation framework class called NSXMLParser. Obviously my ParseManager will utilize this nsxmlparser's capabilities but will also do some additional work. Now my question is, who should initialize this NSXMLParser object and in which way should I make a reference to it from the ParseManager object, when there is a need to parse something. A) the ParseManager -1) in its default init method (possible here ivar - or - ivar+ppty) -2) with lazyloading in getter (required a ppty here) B) Some other object - who will pass a reference to NSXMLParser object to the ParseManager object. -1) in some custom initializer (initWithParser:(NSXMLPArser *) parser) when creating the ParseManager object.. A1 - the problem is, we create a parser and waste memory while it is not yet needed. However, we can be sure that all methods that are part ot ParserManager object, can use the ivar safely, since it exists. A2 - the problem is, the nsxmlparser is exposed to outside world, although it could be read only. Would we want a parser to be exposed in some scenario? B1 - this could maybe be useful when we would want to use more types of parsers..i dont know... I understand that architectural requirements and and language is not the same. But clearly the two are in relation. How to get out of that mess of my? Please bear with me, I wasn't able to come up with a single ultimate question. And secondly, it's better to not scare me with some superadvanced newspeak that talks about some crazy internals (what the compiler does) and edge cases.

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  • C-Objective Function

    - by nimbus
    I'm unsure about how to make MWE with C-Obective, so if you need anything else let me know. I am trying running through a tutorial on building an iPhone app and have gotten stuck defining a function. I keep getting an error message saying "use of undeclared indentifer." However I believe I have initiated the function. In the view controller I have: if (scrollAmount > 0) { moveViewUp = YES; [scrollTheView:YES]; } else{ moveViewUp = NO; } with the function under it - (void)scrollTheView:(BOOL)movedUp { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; CGRect rect = self.view.frame; if (movedUp){ rect.origin.y -= scrollAmount; } else { rect.origin.y += scrollAmount; } self.view.frame = rect; [UIView commitAnimations]; } I have initiated the function in the header file (that I have imported). - (void)scrollTheView:(BOOL)movedUp; Any help would be appreciated, thank you in advanced

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  • Objective C - Aggro with Images

    - by Will
    I have three UIImageViews. enemy1, enemy1AggroBox and mainSprite. What I want to do is when mainSprite and enemy1AggroBox interect, I want enemy1 to start moving towards mainSprite. Basically creating aggro for a game. if(CGRectIntersectsRect(mainSprite.frame, enemy1AggroBox.frame)){ //Code here// } My plan would be to call this method in viewDidLoad. I'm not using any sort of framework like cocos2d or OpenGLES. If you need to see any more code just ask.

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  • Is This a Valid Way to Use Blocks in Objective-C?

    - by Carter
    I've been building a HTTP client that uses web services to synchronize information between the client and server. I've been using Blocks and NSURLConnection to achieve this on the client side, but I'm getting frequent EXC_BAD_ACCESS crashes in objc_msgSend(). From what I understand, this usually means that a stored block that has fallen off the stack has been called. I think I've coded things correctly to avoid this, but I'm still stuck. Here is conceptually what my code is doing. It starts by calling "synchronizeWithWebServer". That method invokes "listRootObjectsOnServerWithBlock:" which takes in a block to be called when the method returns. "listRootObjectsOnServersWithBlock:" initiates a NSURLConnection to the web server asynchronously. It to expects a block to be called when it returns. Inside that block I want to be able to execute the original Block (so aptly named 'block'). This is only a simplified version of my code. The real synchronization process is more complex but it's mostly more of the same as what you see below. Sometimes the code works perfectly, but about 80% of the time it crashes very early on in the routine. It seems to be more vulnerable to crashing when my data set gets larger. - (void)synchronizeWithWebServer { [self listRootObjectsOnServerWithBlock:^(NSArray *results, NSError *error) { //Iterate over result objects and perform some other similar routines. }]; } - (void)listRootObjectsOnServerWithBlock:(void (^)(NSArray *results, NSError *error))block { //Create NSURLRequest Here //Create connection asynchronously. block = [block copy]; [NSURLConnection sendAsynchronousRequest:urlRequest queue:[NSOperationQueue currentQueue] completionHandler:^(NSURLResponse *response, NSData *data, NSError *error){ //Parse response from web server (stored in NSData *data) NSArray *results = ..... //Call 'block' block(results, error); [block release]; }]; }

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  • Bad Blocks Exist in Virtual Device PERC H700 Integrated

    - by neoX
    I have a DELL server with PERC H700 Integrated controller. I've made RAID5 with 12 harddrives and the virtual device is in Optimal state, but I receive such errors under linux: sd 0:2:0:0: [sda] Unhandled error code sd 0:2:0:0: [sda] Result: hostbyte=0x07 driverbyte=0x00 sd 0:2:0:0: [sda] CDB: cdb[0]=0x88: 88 00 00 00 00 07 22 50 bd 98 00 00 00 08 00 00 end_request: I/O error, dev sda, sector 30640487832 sd 0:2:0:0: [sda] Unhandled error code sd 0:2:0:0: [sda] Result: hostbyte=0x07 driverbyte=0x00 sd 0:2:0:0: [sda] CDB: cdb[0]=0x88: 88 00 00 00 00 07 22 50 bd 98 00 00 00 08 00 00 end_request: I/O error, dev sda, sector 30640487832 sd 0:2:0:0: [sda] Unhandled error code sd 0:2:0:0: [sda] Result: hostbyte=0x07 driverbyte=0x00 sd 0:2:0:0: [sda] CDB: cdb[0]=0x88: 88 00 00 00 00 07 22 50 bc e0 00 00 01 00 00 00 end_request: I/O error, dev sda, sector 30640487648 But all disk are in Firmware state: Online, Spun Up. Also there is not a single ATA read or write error in any disk in the raid (I check them with smartctl -a -d sat+megaraid,N -H /dev/sda). The only strange thing is in the output in megacli: megacli -LDInfo -L0 -a0 ... Bad Blocks Exist: Yes How could there be bad blocks in a Virtual Drive, which is in optimal state and no disk is broken or even with a single error? I tried "Consistency Check", but it finished successfully and the errors are still in dmesg. Could Someone help me to figure it out what is wrong with my raid?

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