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  • Objective-C retain counts in dealloc

    - by Michael Waterfall
    I'm seeing something fairly strange here, I've got breakpoints set in various dealloc methods in my app, and on inspection, the retain counts of the object self varies from 1 to 0. When dealloc is called, will the retain count of the object be set to 0 already? I'm using print (int) [self retainCount] in the console to test this. The 0's seem to only appear in the dealloc of my NSOperation's that are being run in an NSOperationQueue. Any idea why this is?

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  • Extra retain counts after initWithNibName

    - by optimisticmonkey
    I have extra retain counts after calling initWithNib. What could cause this? (There are no referencing outlets in the nib) StepViewController *stepViewController = [[StepViewController alloc] initWithNibName:@"StepViewController" bundle:nil]; [self.navigationController pushViewController:stepViewController animated:YES]; [stepViewController release]; NSLog(@"nextStep stepViewController retain count %i", [stepViewController retainCount]); the above results in a retain count of 3... Thanks for any advice on how to troubleshoot

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  • UIView drawRect; class variables out of scope

    - by Toby Wilson
    Short & sweet version of my last question in light of new information. I have a UIVIew with an init and a drawrect method (and another thread and a bunch of other stuff, but I'll keep it short & sweet). All of the class variables that I alloc and init in the -(id)init method are out of scope/nil/0x0 in the drawRect method, and I am unable to access them. For example; In the interface: NSObject* fred; In the implementation: -(id)init { if(self == [super init]) { fred = [[NSObject alloc] init]; } return self; } -(void)drawRect:(CGRect)rect { NSLog(@"Fred is retained %i times",[fred retainCount]); //FAIL NSLog(@"But his variable is actually just pointing at uninitialised 0x0, so you're not reading this in the debugger because the application has crashed before it got here." } Should add that init IS being called before drawRect also. Anyone have any ideas?

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  • release does not free up memory in low-memory condidtion

    - by user322945
    I am trying to follow the Apple's recommendation to handle low-memory warnings (found in Session 416 of WWDC 2009 videos) by freeing up resources used by freeing up my dataController object (referenced in my app delegate) that contains a large number of strings for read from a plist: - (void)applicationDidReceiveMemoryWarning:(UIApplication *)application { [_dataController release]; _dataController = nil; NSLog([NSString stringWithFormat:@"applicationDidReceiveMemoryWarning bottom... retain count:%i", [_dataController retainCount]]); } But when I run ObjectAlloc within Instruments and simulate a Low-Memory Condition, I don't see a decrease in the memory used by my app even though I see the NSLog statements written out and the retain count is zero for the object. I do pass references to the app delegate around to some of the view controllers. But the code above releases the reference to the _dataController object (containing the plist data) so I would expect the memory to be freed. Any help would be appreciated.

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  • What is the difference between these two different lines of Objective-C, and why does one work and n

    - by jrtc27
    If I try and release tempSeedsArray after seedsArray = tempSeedsArray , I get an EXEC_BAD_ACCESS, and Instruments shows that tempSeedsArray has been released twice. Here is my viewWillAppear method: - (void)viewWillAppear:(BOOL)animated { NSString *arrayFilePath = [[NSBundle mainBundle] pathForResource:@"SeedsArray" ofType:@"plist"]; NSLog(@"HIT!"); NSMutableArray *tempSeedsArray = [[NSMutableArray alloc] initWithContentsOfFile:arrayFilePath]; seedsArray = tempSeedsArray; NSLog(@"%u", [seedsArray retainCount]); [seedsArray sortUsingSelector:@selector(localizedCaseInsensitiveCompare:)]; [super viewWillAppear:animated]; } seedsArray is an NSMutableArray set as a nonatomic and a retain property, and is synthesised. However, if I change seedsArray = tempSeedsArray to self.seedsArray = tempSeedsArray (or [self seedsArray] = tempSeedsArray etc.), I can release tempSeedsArray. Could someone please explain simply to me why this is, as I am very confused! Thanks

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  • How can i see if dealloc is being called on a uikit object, or any object not created by myself

    - by Gyozo Kudor
    I think i have an UIImage that has a higher retain count than it should have and i am probably leaking memory. I use this image as a thumbnail, to set a custom background to a uibutton. So the uibutton is holding a reference to it and so do i. But instead of 2, the retainCount is 3. Do i have to create a custom UIImage derived class and override dealloc if I want to place a log message there and then change the class used from UIImage to my class, or is there an easier way. Thanks in advance.

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  • Retain Count Question: Some Guidance, Please

    - by yar
    [I'm sure this is not odd at all, but I need just a bit of help] I have two retain properties @property (nonatomic, retain) NSArray *listContent; @property (nonatomic, retain) NSArray *filteredListContent; and in the viewDidLoad method I set the second equal to the first (so now the retainCount is two, I think): self.filteredListContent = self.listContent; and then on every search I do this self.filteredListContent = [listContent filteredArrayUsingPredicate:predicate]; I thought I should do a release right above this assignment -- since the property should cause an extra retain, right? -- but that causes the program to explode the second time I run the search method. The retain counts (without the extra release) are 2 the first time I come into the search method, and 1 each subsequent time (which is what I expected, unfortunately). Some guidance would help, thanks! Is it correct to not release?

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  • Exception if there is IBOutlet in view controller created by initWithNibName

    - by Kail
    When I create a Navigation-based application, the second view controller is created with initWithNibName, if I add a label onto the second view and connect it with IBOutlet in the second view controller. After I navigate to the second view by clicking table cell, and then back to the root view, the application aborts - send message retainCount to a freed object. I know this is caused by the IBOutlet label, which is retained, set nil in viewDidUnload and dealloc in dealloc. But I don't know why, and if I wanna still use IBOutlet, what can I do? Not dealloc it in viewcontroller's dealloc? Anybody could help? Thank you.

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  • release viewcontroller after presenting modally

    - by Jonathan
    I was watching CS193P Stanford course on Itunes, and in one of the lectures a demo was given and There it was said you could present the viewcontroller modally and then release it. Roughly like this (I know this isn't perfect but I'm on my PC atm) [self.view presentcontentmodally:myVC] [myVC release]; However this seems to produce problems. If I put a NSLog(@"%d", [myVC retainCount]) between those two lines then it returns 2 implying it is ok to release. However when I dismiss the myVC the app crashes. Nothing in the NSlog and the debugger won't show where it stopped. But I used malloc-history or something that some blog said would help. And found that it was the myVC. So should I be releasing myVC? (also when the modalVC has been dissmissed should the app's memory usuage go back to before the modalVC was presented?)

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  • iphone @property(retain), init(), and standards

    - by inyourcorner
    I'm new to the memory management of the iphone and had a question about standards/correctness. My header file declares: IBOutlet UITabBarController *tabBarController; @property (nonatomic, retain) UITabBarController *tabBarController; In my init() code I was doing something like the following: self.tabBarController = [[UITabBarController alloc] init]; [tabBarController release]; NSLog(@"Retain count of tbc: %d",[tabBarController retainCount]); to get the retain count back to one. Is this correct from a standardization point of view? It just looked a bit different to me, but again I'm new to this. Thanks

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  • iphone xcode annotation pin drop with slider value change also remove

    - by chirag
    i have to add annotation pin on location with UIslider Value change .... this is code where i add annotation (MKAnnotationView *) mapView:(MKMapView *)mapView1 viewForAnnotation:(id ) annotation{ MKAnnotationView* annotationView = nil; NSString* identifier = @"Pin"; MyAnnotationView* annView = (MyAnnotationView*)[mapView1 dequeueReusableAnnotationViewWithIdentifier:identifier]; // annotationView.leftCalloutAccessoryView = myImage; //myImage = [UIButton buttonWithType:UIButtonTypeCustom]; // [myImage setImage:[UIImage imageNamed:@"mark.png"]forState:UIControlStateNormal]; //Property_Photo UIButton *mybtn = [UIButton buttonWithType:UIButtonTypeCustom]; if([annotation isKindOfClass:[AddressAnnotation class]]){ AddressAnnotation x=(AddressAnnotation)annotation; mybtn.frame = CGRectMake(0, 0, 35, 35); mybtn.contentVerticalAlignment = UIControlContentVerticalAlignmentCenter; mybtn.contentHorizontalAlignment = UIControlContentHorizontalAlignmentCenter; [mybtn setImage:[UIImage imageNamed:@"btn.png"] forState:UIControlStateNormal]; [mybtn setTitle:[NSString stringWithFormat:@"%@",[x getID]] forState:UIControlStateDisabled]; [mybtn addTarget:self action:@selector(btnShowProperty:) forControlEvents:UIControlEventTouchUpInside]; ((IMOVEISAppDelegate*)[[UIApplication sharedApplication]delegate]).strPropertyPrice = [[myTblArray objectAtIndex:imgIndex]valueForKey:@"Property_Price"]; NSLog(@"property price: %@",((IMOVEISAppDelegate*)[[UIApplication sharedApplication]delegate]).strPropertyPrice); if(nil == annView) { ///if(annView!=nil && [annView retainCount]>0){ [annView release]; annView=nil; } annView = [[[MyAnnotationView alloc] initWithAnnotation:x reuseIdentifier:identifier] autorelease]; if(Objslider.value==10){ [myMapView removeAnnotations:myMapView.annotations]; } } NSURL *imgURL = [NSURL URLWithString:[[myTblArray objectAtIndex:imgIndex]valueForKey:@"Property_Photo"]]; UIImage *imgPhoto = [UIImage imageWithData:[NSData dataWithContentsOfURL:imgURL]]; UIImageView *pinImgView = [[UIImageView alloc]initWithFrame:CGRectMake(0, 0,35, 35)]; imgIndex++; [pinImgView setImage:imgPhoto]; annView.rightCalloutAccessoryView = mybtn; annView.leftCalloutAccessoryView = pinImgView; [annView setBackgroundColor:[UIColor clearColor]]; } [annView setEnabled:YES]; annView.canShowCallout = YES; annView.calloutOffset = CGPointMake(-5, 5); annotationView = annView; return annotationView; }

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  • Removing a view from it's superview causes memory error - why?

    - by mystify
    Xcode is throwing an error at me: malloc: * error for object 0x103f000: pointer being freed was not allocated * set a breakpoint in malloc_error_break to debug I tracked down the code until a line where I do this: - (void)inputValueCommitted:(NSString *)animationID finished:(BOOL)finished context:(void *)context { // retainCount of myView is 2! (one for the retain-property, one for beeing a subview) [self.myView removeFromSuperview]; // ERROR-LINE !! self.myView = nil; } When I remove that errorful line, the error is gone. So in conclusion: I can't get rid of my view! It's an UIImageView with nothing else inside, just showing an image. What I do is this: I create an UIView Animation Block, create that UIImageView, assign it to an retain-property with self.myView = ..., and after the animation is done, I just want to get rid of that view. So I remove it from it's superview and then set my property to nil, which lets it go away - in theory. Did anyone else encounter such issues? iPhone SDK 3.0.

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  • [CFArray release]: message sent to deallocated instance

    - by arielcamus
    Hi, I'm using the following method in my code: - (NSMutableArray *) newOrderedArray:(NSMutableArray *)array ByKey:(NSString *)key ascending:(BOOL)ascending { NSSortDescriptor *idDescriptor = [[NSSortDescriptor alloc] initWithKey:key ascending:ascending]; NSArray *sortDescriptors = [NSArray arrayWithObject:idDescriptor]; NSArray *orderArray = [array sortedArrayUsingDescriptors:sortDescriptors]; [idDescriptor release]; NSMutableArray *result = [NSMutableArray arrayWithArray:orderArray]; return result; } Is this a well-coded convenience method? As I think, it returns an autoreleased NSMutableArray. This method is called by another one: - (id) otherMethod { NSMutableArray *otherResult = [[[NSMutableArray alloc] initWithCapacity:[otherArray count]] autorelease]; // I add some stuff to otherResult and then... NSMutableArray *result = [dbUtils newOrderedArray:otherResult ByKey:@"objectId" ascending:NO]; return result; } This method (otherMethod) is called in some view controller where I want to store returned array and release it when deallocating the view controller. However, when [result retain] is called in this view controller (because I need it to be available and I can't allow it to be deallocated) I receive the following error: [CFArray release]: message sent to deallocated instance I've tried to log [result retainCount] just before calling retain and it print "1". I don't understand why an error is thrown when calling retain. Thank you, A

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  • How to release a "PopUp" view"?

    - by david
    I have this class that shows a popup. I do a alloc-init on it and it comes up. DarkVader* darkPopUp = [[DarkVader alloc] init:theButton helpMessage:[theButton.titleLabel.text intValue] isADay:NO offset:0]; It shows itself and if the user presses Ok it disappears. When do I release this? I could do a [self release] in the class when the OK button is pressed. Is this correct? If I do this the Analyzer says it has a retain count of +1 and gets leaked in the calling function. If I release it just after the alloc-init the Analyzer says it has a retain count of +0 and i should not release it. DLog(@"DarkVader retain count: %i", [darkPopUp retainCount]); says it has a retain count of 2. I'm confused. In short my question is: How do I release an object that gets initialized does some work and ends but no one is there to release it in the calling function.

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  • Elegant and 'correct' multiton implementation in Objective C?

    - by submachine
    Would you call this implementation of a multiton in objective-c 'elegant'? I have programmatically 'disallowed' use of alloc and allocWithZone: because the decision to allocate or not allocate memory needs to be done based on a key. I know for sure that I need to work with only two instances, so I'm using 'switch-case' instead of a map. #import "Multiton.h" static Multiton *firstInstance = nil; static Multiton *secondInstance = nil; @implementation Multiton + (Multiton *) sharedInstanceForDirection:(char)direction { return [[self allocWithKey:direction] init]; } + (id) allocWithKey:(char)key { return [self allocWithZone:nil andKey:key]; } + (id)allocWithZone:(NSZone *)zone andKey:(char)key { Multiton **sharedInstance; @synchronized(self) { switch (key) { case KEY_1: sharedInstance = &firstInstance; break; case KEY_2: sharedInstance = &secondInstance; break; default: [NSException raise:NSInvalidArgumentException format:@"Invalid key"]; break; } if (*sharedInstance == nil) *sharedInstance = [super allocWithZone:zone]; } return *sharedInstance; } + (id) allocWithZone:(NSZone *)zone { //Do not allow use of alloc and allocWithZone [NSException raise:NSObjectInaccessibleException format:@"Use allocWithZone:andKey: or allocWithKey:"]; return nil; } - (id) copyWithZone:(NSZone *)zone { return self; } - (id) retain { return self; } - (unsigned) retainCount { return NSUIntegerMax; } - (void) release { return; } - (id) autorelease { return self; } - (id) init { [super init]; return self; } PS: I've not tried out if this works as yet, but its compiling cleanly :)

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  • object not getting released in iphone

    - by Jaimin
    i m writing this code in my code to store the data in database.. Search *objSearchDetail = [[Search alloc] init]; objSearchDetail = [xmlResponseDetail objectAtIndex:i]; sql = "INSERT INTO tblsearchdetail(tblrecentsearch_id,name,address,email,url,street,postcode,city,telephone,mobile) VALUES(?,?,?,?,?,?,?,?,?,?)"; returnValue = sqlite3_prepare_v2(database, sql, -1, &insertStatement, NULL); if(returnValue == SQLITE_OK){ sqlite3_bind_int(insertStatement, 1, intLastRecentSearchId); sqlite3_bind_text(insertStatement, 2, [objSearchDetail.strName UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 3, [objSearchDetail.strAddress UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 4, [objSearchDetail.strEmail UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 5, [objSearchDetail.strUrl UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 6, [objSearchDetail.strStreet UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 7, [objSearchDetail.strPostCode UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 8, [objSearchDetail.strPlace UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 9, [objSearchDetail.strTelephone UTF8String], -1,SQLITE_TRANSIENT); sqlite3_bind_text(insertStatement, 10, [objSearchDetail.strMobile UTF8String], -1,SQLITE_TRANSIENT); if(sqlite3_step(insertStatement)==SQLITE_DONE) { //Data; } } NSLog(@"count %d",[objSearchDetail retainCount]); [objSearchDetail release]; now the nslog shows refrence count as 2 so even if i release the refrence count will still be one and the object will not be destroyed.. plz help me....

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  • Instance of method leaking, iPhone

    - by Wolfert
    The following method shows up as leaking while performing a memory-leaks test with Instruments: - (NSDictionary*) initSigTrkLstWithNiv:(int)pm_SigTrkNiv SigTrkSig:(int)pm_SigTrkSig SigResIdt:(int)pm_SigResIdt SigResVal:(int)pm_SigResVal { NSArray *objectArray; NSArray *keyArray; if (self = [super init]) { self.SigTrkNiv = [NSNumber numberWithInt:pm_SigTrkNiv]; self.SigTrkSig = [NSNumber numberWithInt:pm_SigTrkSig]; self.SigResIdt = [NSNumber numberWithInt:pm_SigResIdt]; self.SigResVal = [NSNumber numberWithInt:pm_SigResVal]; objectArray = [NSArray arrayWithObjects:SigTrkNiv,SigTrkSig,SigResIdt,SigResVal, nil]; keyArray = [NSArray arrayWithObjects:@"SigTrkNiv", @"SigTrkSig", @"SigResIdt", @"SigResVal", nil]; self = [NSDictionary dictionaryWithObjects:objectArray forKeys:keyArray]; } return self; } code that invokes the instance: NSDictionary *lv_SigTrkLst = [[SigTrkLst alloc]initSigTrkLstWithNiv:[[tempDict objectForKey:@"SigTrkNiv"] intValue] SigTrkSig:[[tempDict objectForKey:@"SigTrkSig"] intValue] SigResIdt:[[tempDict objectForKey:@"SigResIdt"] intValue] SigResVal:[[tempDict objectForKey:@"SigResVal"] intValue]]; [[QBDataContainer sharedDataContainer].SigTrkLstArray addObject:lv_SigTrkLst]; [lv_SigTrkLst release]; Instruments informs that 'SigTrkLst' is leaking. Even though I have released the instance? (I know that adding it to the array increments the retainCount by 1 but releasing it twice removes it from the array?)

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  • LLVM/Clang bug found in convenience method and NSClassFromString(...) alloc/release

    - by pirags
    I am analyzing Objective-C iPhone project with LLVM/Clang static analyzer. I keep getting two reported bugs, but I am pretty sure that the code is correct. 1) Convenience method. + (UILabel *)simpleLabel { UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(100, 10, 200, 25)]; label.adjustsFontSizeToFitWidth = YES; [label autorelease]; // Object with +0 retain counts returned to caller where a +1 (owning) retain count is expected. return label; } 2) The [NSClassFromString(...) alloc] returns retainCount + 1. Am I right? Class detailsViewControllerClass = NSClassFromString(self.detailsViewControllerName); UIViewController *detailsViewController = [[detailsViewControllerClass alloc] performSelector:@selector(initWithAdditive:) withObject:additive]; [self.parentController.navigationController pushViewController:detailsViewController animated:YES]; [detailsViewController release]; // Incorrect decrement of the reference count of an object is not owned... Are these some Clang issues or I am totally mistaken in these both cases?

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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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  • iPhone noob - setting NSMutableDictionary entry inside Singleton?

    - by codemonkey
    Yet another iPhone/Objective-C noob question. I'm using a singleton to store app state information. I'm including the singleton in a Utilities class that holds it (and eventually other stuff). This utilities class is in turn included and used from various view controllers, etc. The utilities class is set up like this: // Utilities.h #import <Foundation/Foundation.h> @interface Utilities : NSObject { } + (id)GetAppState; - (id)GetAppDelegate; @end // Utilities.m #import "Utilities.h" #import "CHAPPAppDelegate.h" #import "AppState.h" @implementation Utilities CHAPPAppDelegate* GetAppDelegate() { return (CHAPPAppDelegate *)[UIApplication sharedApplication].delegate; } AppState* GetAppState() { return [GetAppDelegate() appState]; } @end ... and the AppState singleton looks like this: // AppState.h #import <Foundation/Foundation.h> @interface AppState : NSObject { NSMutableDictionary *challenge; NSString *challengeID; } @property (nonatomic, retain) NSMutableDictionary *challenge; @property (nonatomic, retain) NSString *challengeID; + (id)appState; @end // AppState.m #import "AppState.h" static AppState *neoAppState = nil; @implementation AppState @synthesize challengeID; @synthesize challenge; # pragma mark Singleton methods + (id)appState { @synchronized(self) { if (neoAppState == nil) [[self alloc] init]; } return neoAppState; } + (id)allocWithZone:(NSZone *)zone { @synchronized(self) { if (neoAppState == nil) { neoAppState = [super allocWithZone:zone]; return neoAppState; } } return nil; } - (id)copyWithZone:(NSZone *)zone { return self; } - (id)retain { return self; } - (unsigned)retainCount { return UINT_MAX; //denotes an object that cannot be released } - (void)release { // never release } - (id)init { if (self = [super init]) { challengeID = [[NSString alloc] initWithString:@"0"]; challenge = [NSMutableDictionary dictionary]; } return self; } - (void)dealloc { // should never be called, but just here for clarity [super dealloc]; } @end ... then, from a view controller I'm able to set the singleton's "challengeID" property like this: [GetAppState() setValue:@"wassup" forKey:@"challengeID"]; ... but when I try to set one of the "challenge" dictionary entry values like this: [[GetAppState() challenge] setObject:@"wassup" forKey:@"wassup"]; ... it fails giving me an "unrecognized selector sent..." error. I'm probably doing something really obviously dumb? Any insights/suggestions will be appreciated.

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  • How to implement Cocoa copyWithZone on derived object in MonoMac C#?

    - by Justin Aquadro
    I'm currently porting a small Winforms-based .NET application to use a native Mac front-end with MonoMac. The application has a TreeControl with icons and text, which does not exist out of the box in Cocoa. So far, I've ported almost all of the ImageAndTextCell code in Apple's DragNDrop example: https://developer.apple.com/library/mac/#samplecode/DragNDropOutlineView/Listings/ImageAndTextCell_m.html#//apple_ref/doc/uid/DTS40008831-ImageAndTextCell_m-DontLinkElementID_6, which is assigned to an NSOutlineView as a custom cell. It seems to be working almost perfectly, except that I have not figured out how to properly port the copyWithZone method. Unfortunately, this means the internal copies that NSOutlineView is making do not have the image field, and it leads to the images briefly vanishing during expand and collapse operations. The objective-c code in question is: - (id)copyWithZone:(NSZone *)zone { ImageAndTextCell *cell = (ImageAndTextCell *)[super copyWithZone:zone]; // The image ivar will be directly copied; we need to retain or copy it. cell->image = [image retain]; return cell; } The first line is what's tripping me up, as MonoMac does not expose a copyWithZone method, and I don't know how to otherwise call it. Update Based on current answers and additional research and testing, I've come up with a variety of models for copying an object. static List<ImageAndTextCell> _refPool = new List<ImageAndTextCell>(); // Method 1 static IntPtr selRetain = Selector.GetHandle ("retain"); [Export("copyWithZone:")] public virtual NSObject CopyWithZone(IntPtr zone) { ImageAndTextCell cell = new ImageAndTextCell() { Title = Title, Image = Image, }; Messaging.void_objc_msgSend (cell.Handle, selRetain); return cell; } // Method 2 [Export("copyWithZone:")] public virtual NSObject CopyWithZone(IntPtr zone) { ImageAndTextCell cell = new ImageAndTextCell() { Title = Title, Image = Image, }; _refPool.Add(cell); return cell; } [Export("dealloc")] public void Dealloc () { _refPool.Remove(this); this.Dispose(); } // Method 3 static IntPtr selRetain = Selector.GetHandle ("retain"); [Export("copyWithZone:")] public virtual NSObject CopyWithZone(IntPtr zone) { ImageAndTextCell cell = new ImageAndTextCell() { Title = Title, Image = Image, }; _refPool.Add(cell); Messaging.void_objc_msgSend (cell.Handle, selRetain); return cell; } // Method 4 static IntPtr selRetain = Selector.GetHandle ("retain"); static IntPtr selRetainCount = Selector.GetHandle("retainCount"); [Export("copyWithZone:")] public virtual NSObject CopyWithZone (IntPtr zone) { ImageAndTextCell cell = new ImageAndTextCell () { Title = Title, Image = Image, }; _refPool.Add (cell); Messaging.void_objc_msgSend (cell.Handle, selRetain); return cell; } public void PeriodicCleanup () { List<ImageAndTextCell> markedForDelete = new List<ImageAndTextCell> (); foreach (ImageAndTextCell cell in _refPool) { uint count = Messaging.UInt32_objc_msgSend (cell.Handle, selRetainCount); if (count == 1) markedForDelete.Add (cell); } foreach (ImageAndTextCell cell in markedForDelete) { _refPool.Remove (cell); cell.Dispose (); } } // Method 5 static IntPtr selCopyWithZone = Selector.GetHandle("copyWithZone:"); [Export("copyWithZone:")] public virtual NSObject CopyWithZone(IntPtr zone) { IntPtr copyHandle = Messaging.IntPtr_objc_msgSendSuper_IntPtr(SuperHandle, selCopyWithZone, zone); ImageAndTextCell cell = new ImageAndTextCell(copyHandle) { Image = Image, }; _refPool.Add(cell); return cell; } Method 1: Increases the retain count of the unmanaged object. The unmanaged object will persist persist forever (I think? dealloc never called), and the managed object will be harvested early. Seems to be lose-lose all-around, but runs in practice. Method 2: Saves a reference of the managed object. The unmanaged object is left alone, and dealloc appears to be invoked at a reasonable time by the caller. At this point the managed object is released and disposed. This seems reasonable, but on the downside the base type's dealloc won't be run (I think?) Method 3: Increases the retain count and saves a reference. Unmanaged and managed objects leak forever. Method 4: Extends Method 3 by adding a cleanup function that is run periodically (e.g. during Init of each new ImageAndTextCell object). The cleanup function checks the retain counts of the stored objects. A retain count of 1 means the caller has released it, so we should as well. Should eliminate leaking in theory. Method 5: Attempt to invoke the copyWithZone method on the base type, and then construct a new ImageAndTextView object with the resulting handle. Seems to do the right thing (the base data is cloned). Internally, NSObject bumps the retain count on objects constructed like this, so we also use the PeriodicCleanup function to release these objects when they're no longer used. Based on the above, I believe Method 5 is the best approach since it should be the only one that results in a truly correct copy of the base type data, but I don't know if the approach is inherently dangerous (I am also making some assumptions about the underlying implementation of NSObject). So far nothing bad has happened "yet", but if anyone is able to vet my analysis then I would be more confident going forward.

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  • iPhone SDK Tableview Datasource singleton error

    - by mrburns05
    I basically followed apple "TheElements" sample and changed "PeriodicElements" .h & .m to my own "SortedItems" .h & .m During compile I get this error: "Undefined symbols: "_OBJC_CLASS_$_SortedItems", referenced from: __objc_classrefs__DATA@0 in SortedByNameTableDataSource.o ld: symbol(s) not found collect2: ld returned 1 exit status " here is my SortedItems.m file #import "SortedItems.h" #import "item.h" #import "MyAppDelegate.h" @interface SortedItems(mymethods) // these are private methods that outside classes need not use - (void)presortItemsByPhysicalState; - (void)presortItemInitialLetterIndexes; - (void)presortItemNamesForInitialLetter:(NSString *)aKey; - (void)presortItemsWithPhysicalState:(NSString *)state; - (NSArray *)presortItemsByNumber; - (NSArray *)presortItemsBySymbol; - (void)setupItemsArray; @end @implementation SortedItems @synthesize statesDictionary; @synthesize itemsDictionary; @synthesize nameIndexesDictionary; @synthesize itemNameIndexArray; @synthesize itemsSortedByNumber; @synthesize itemsSortedBySymbol; @synthesize itemPhysicalStatesArray; static SortedItems *sharedSortedItemsInstance = nil; + (SortedItems*)sharedSortedItems { @synchronized(self) { if (sharedSortedItemsInstance == nil) { [[self alloc] init]; // assignment not done here } } return sharedSortedItemsInstance; // note: Xcode (3.2) static analyzer will report this singleton as a false positive // '(Potential leak of an object allocated') } + (id)allocWithZone:(NSZone *)zone { @synchronized(self) { if (sharedSortedItemsInstance == nil) { sharedSortedItemsInstance = [super allocWithZone:zone]; return sharedSortedItemsInstance; // assignment and return on first allocation } } return nil; //on subsequent allocation attempts return nil } - (id)copyWithZone:(NSZone *)zone { return self; } - (id)retain { return self; } - (unsigned)retainCount { return UINT_MAX; //denotes an object that cannot be released } - (void)release { //do nothing } - (id)autorelease { return self; } // setup the data collection - init { if (self = [super init]) { [self setupItemsArray]; } return self; } - (void)setupItemsArray { NSDictionary *eachItem; // create dictionaries that contain the arrays of Item data indexed by // name self.itemsDictionary = [NSMutableDictionary dictionary]; // physical state self.statesDictionary = [NSMutableDictionary dictionary]; // unique first characters (for the Name index table) self.nameIndexesDictionary = [NSMutableDictionary dictionary]; // create empty array entries in the states Dictionary or each physical state [statesDictionary setObject:[NSMutableArray array] forKey:@"Solid"]; [statesDictionary setObject:[NSMutableArray array] forKey:@"Liquid"]; [statesDictionary setObject:[NSMutableArray array] forKey:@"Gas"]; [statesDictionary setObject:[NSMutableArray array] forKey:@"Artificial"]; MyAppDelegate *ad = (MyAppDelegate *)[[UIApplication sharedApplication]delegate]; NSMutableArray *rawItemsArray = [[NSMutableArray alloc] init]; [rawItemsArray addObjectsFromArray:ad.items]; // iterate over the values in the raw Items dictionary for (eachItem in rawItemsArray) { // create an atomic Item instance for each Item *anItem = [[Item alloc] initWithDictionary:eachItem]; // store that item in the Items dictionary with the name as the key [itemsDictionary setObject:anItem forKey:anItem.title]; // add that Item to the appropriate array in the physical state dictionary [[statesDictionary objectForKey:anItem.acct] addObject:anItem]; // get the Item's initial letter NSString *firstLetter = [anItem.title substringToIndex:1]; NSMutableArray *existingArray; // if an array already exists in the name index dictionary // simply add the Item to it, otherwise create an array // and add it to the name index dictionary with the letter as the key if (existingArray = [nameIndexesDictionary valueForKey:firstLetter]) { [existingArray addObject:anItem]; } else { NSMutableArray *tempArray = [NSMutableArray array]; [nameIndexesDictionary setObject:tempArray forKey:firstLetter]; [tempArray addObject:anItem]; } // release the Item, it is held by the various collections [anItem release]; } // release the raw Item data [rawItemsArray release]; // create the dictionary containing the possible Item states // and presort the states data self.itemPhysicalStatesArray = [NSArray arrayWithObjects:@"something",@"somethingElse",@"whatever",@"stuff",nil]; [self presortItemsByPhysicalState]; // presort the dictionaries now // this could be done the first time they are requested instead [self presortItemInitialLetterIndexes]; self.itemsSortedByNumber = [self presortItemsByNumber]; self.itemsSortedBySymbol = [self presortItemsBySymbol]; } // return the array of Items for the requested physical state - (NSArray *)itemsWithPhysicalState:(NSString*)aState { return [statesDictionary objectForKey:aState]; } // presort each of the arrays for the physical states - (void)presortItemsByPhysicalState { for (NSString *stateKey in itemPhysicalStatesArray) { [self presortItemsWithPhysicalState:stateKey]; } } - (void)presortItemsWithPhysicalState:(NSString *)state { NSSortDescriptor *nameDescriptor = [[NSSortDescriptor alloc] initWithKey:@"title" ascending:YES selector:@selector(localizedCaseInsensitiveCompare:)] ; NSArray *descriptors = [NSArray arrayWithObject:nameDescriptor]; [[statesDictionary objectForKey:state] sortUsingDescriptors:descriptors]; [nameDescriptor release]; } // return an array of Items for an initial letter (ie A, B, C, ...) - (NSArray *)itemsWithInitialLetter:(NSString*)aKey { return [nameIndexesDictionary objectForKey:aKey]; } // presort the name index arrays so the items are in the correct order - (void)presortItemsInitialLetterIndexes { self.itemNameIndexArray = [[nameIndexesDictionary allKeys] sortedArrayUsingSelector:@selector(localizedCaseInsensitiveCompare:)]; for (NSString *eachNameIndex in itemNameIndexArray) { [self presortItemNamesForInitialLetter:eachNameIndex]; } } - (void)presortItemNamesForInitialLetter:(NSString *)aKey { NSSortDescriptor *nameDescriptor = [[NSSortDescriptor alloc] initWithKey:@"title" ascending:YES selector:@selector(localizedCaseInsensitiveCompare:)] ; NSArray *descriptors = [NSArray arrayWithObject:nameDescriptor]; [[nameIndexesDictionary objectForKey:aKey] sortUsingDescriptors:descriptors]; [nameDescriptor release]; } // presort the ItemsSortedByNumber array - (NSArray *)presortItemsByNumber { NSSortDescriptor *nameDescriptor = [[NSSortDescriptor alloc] initWithKey:@"acct" ascending:YES selector:@selector(compare:)] ; NSArray *descriptors = [NSArray arrayWithObject:nameDescriptor]; NSArray *sortedItems = [[itemsDictionary allValues] sortedArrayUsingDescriptors:descriptors]; [nameDescriptor release]; return sortedItems; } // presort the itemsSortedBySymbol array - (NSArray *)presortItemsBySymbol { NSSortDescriptor *symbolDescriptor = [[NSSortDescriptor alloc] initWithKey:@"title" ascending:YES selector:@selector(localizedCaseInsensitiveCompare:)] ; NSArray *descriptors = [NSArray arrayWithObject:symbolDescriptor]; NSArray *sortedItems = [[itemsDictionary allValues] sortedArrayUsingDescriptors:descriptors]; [symbolDescriptor release]; return sortedItems; } @end I followed the sample exactly - don't know where I went wrong. Here is my "SortedByNameTableDataSource.m" #import "SortedByNameTableDataSource.h" #import "SortedItems.h" #import "Item.h" #import "ItemCell.h" #import "GradientView.h" #import "UIColor-Expanded.h" #import "MyAppDelegate.h" @implementation SortedByNameTableDataSource - (NSString *)title { return @"Title"; } - (UITableViewStyle)tableViewStyle { return UITableViewStylePlain; }; // return the atomic element at the index - (Item *)itemForIndexPath:(NSIndexPath *)indexPath { return [[[SortedItems sharedSortedItems] itemsWithInitialLetter:[[[SortedItems sharedSortedItems] itemNameIndexArray] objectAtIndex:indexPath.section]] objectAtIndex:indexPath.row]; } // UITableViewDataSource methods - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *MyIdentifier = @"ItemCell"; ItemCell *itemCell = (ItemCell *)[tableView dequeueReusableCellWithIdentifier:MyIdentifier]; if (itemCell == nil) { itemCell = [[[ItemCell alloc] initWithFrame:CGRectZero reuseIdentifier:MyIdentifier] autorelease]; itemCell = CGRectMake(0.0, 0.0, 320.0, ROW_HEIGHT); itemCell.backgroundView = [[[GradientView alloc] init] autorelease]; } itemCell.todo = [self itemForIndexPath:indexPath]; return itemCell; } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { // this table has multiple sections. One for each unique character that an element begins with // [A,B,C,D,E,F,G,H,I,K,L,M,N,O,P,R,S,T,U,V,X,Y,Z] // return the count of that array return [[[SortedItems sharedSortedItems] itemNameIndexArray] count]; } - (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView { // returns the array of section titles. There is one entry for each unique character that an element begins with // [A,B,C,D,E,F,G,H,I,K,L,M,N,O,P,R,S,T,U,V,X,Y,Z] return [[SortedItems sharedSortedItems] itemNameIndexArray]; } - (NSInteger)tableView:(UITableView *)tableView sectionForSectionIndexTitle:(NSString *)title atIndex:(NSInteger)index { return index; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { // the section represents the initial letter of the element // return that letter NSString *initialLetter = [[[SortedItems sharedSortedItems] itemNameIndexArray] objectAtIndex:section]; // get the array of elements that begin with that letter NSArray *itemsWithInitialLetter = [[SortedItems sharedSortedItems] itemsWithInitialLetter:initialLetter]; // return the count return [itemsWithInitialLetter count]; } - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { // this table has multiple sections. One for each unique character that an element begins with // [A,B,C,D,E,F,G,H,I,K,L,M,N,O,P,R,S,T,U,V,X,Y,Z] // return the letter that represents the requested section // this is actually a delegate method, but we forward the request to the datasource in the view controller return [[[SortedItems sharedSortedItems] itemNameIndexArray] objectAtIndex:section]; } @end

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