Search Results

Search found 102 results on 5 pages for 'didreceivememorywarning'.

Page 5/5 | < Previous Page | 1 2 3 4 5 

  • segmented controls mangled during initial transition animation

    - by dLux
    greetings and salutations folks, i'm relatively new to objective c & iphone programming, so bare with me if i've overlooked something obvious.. i created a simple app to play with the different transition animations, setting up a couple segmented controls and a slider.. (Flip/Curl), (left/right) | (up/down), (EaseInOut/EaseIn/EaseOut/Linear) i created a view controller class, and the super view controller switches between 2 instances of the sub class. as you can see from the following image, the first time switching to the 2nd instance, while the animation is occurring the segmented controls are mangled; i'd guess they haven't had enuff time to draw themselves completely.. http://img689.imageshack.us/img689/2320/mangledbuttonsduringtra.png they're fine once the animation is done, and any subsequent times.. if i specify cache:NO in the setAnimationTransition it helps, but there still seems to be some sort of progressive reveal for the text in the segmented controls; they still don't seem to be pre-rendered or initialized properly.. (and surely there's a way to do this while caching the view being transitioned to, since in this case the view isn't changing and should be cacheable.) i'm building my code based on a couple tutorials from a book, so i updated the didReceiveMemoryWarning to set the instanced view controllers to nil; when i invoke a memory warning in the simulator, i assume it's purging the other view, and it acts like a first transition after loading, the view being transitioned to appears just like the image above.. i guess it can't hurt to include the code (sorry if it's considered spamming), this is basically half of it, with a similar chunk following this in an else statement, for the case of the 2nd side being present, switching back to the 1st..: - (IBAction)switchViews:(id)sender { [UIView beginAnimations:@"Transition Animation" context:nil]; if (self.sideBViewController.view.superview == nil) // sideA is active, sideB is coming { if (self.sideBViewController == nil) { SideAViewController *sBController = [[SideAViewController alloc] initWithNibName:@"SideAViewController" bundle:nil]; self.sideBViewController = sBController; [sBController release]; } [UIView setAnimationDuration:sideAViewController.transitionDurationSlider.value]; if ([sideAViewController.transitionAnimation selectedSegmentIndex] == 0) { // flip: 0 == left, 1 == right if ([sideAViewController.flipDirection selectedSegmentIndex] == 0) [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; else [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:self.view cache:YES]; } else { // curl: 0 == up, 1 == down if ([sideAViewController.curlDirection selectedSegmentIndex] == 0) [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; else [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; } if ([sideAViewController.animationCurve selectedSegmentIndex] == 0) [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 1) [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 2) [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; else if ([sideAViewController.animationCurve selectedSegmentIndex] == 3) [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [sideBViewController viewWillAppear:YES]; [sideAViewController viewWillDisappear:YES]; [sideAViewController.view removeFromSuperview]; [self.view insertSubview:sideBViewController.view atIndex:0]; [sideBViewController viewDidAppear:YES]; [sideAViewController viewDidDisappear:YES]; } any other tips or pointers about writing good clean code is also appreciated, i realize i still have a lot to learn.. thank u for ur time, -- d

    Read the article

  • App using MonoTouch Core Graphics mysteriously crashes

    - by Stephen Ashley
    My app launches with a view controller and a simple view consisting of a button and a subview. When the user touches the button, the subview is populated with scrollviews that display the column headers, row headers, and cells of a spreadsheet. To draw the cells, I use CGBitmapContext to draw the cells, generate an image, and then put the image into the imageview contained in the scrollview that displays the cells. When I run the app on the iPad, it displays the cells just fine, and the scrollview lets the user scroll around in the spreadsheet without any problems. If the user touches the button a second time, the spreadsheet redraws and continues to work perfectly, If, however, the user touches the button a third time, the app crashes. There is no exception information display in the Application Output window. My first thought was that the successive button pushes were using up all the available memory, so I overrode the DidReceiveMemoryWarning method in the view controller and used a breakpoint to confirm that this method was not getting called. My next thought was that the CGBitmapContext was not getting released and looked for a Monotouch equivalent of Objective C's CGContextRelease() function. The closest I could find was the CGBitmapContext instance method Dispose(), which I called, without solving the problem. In order to free up as much memory as possible (in case I was somehow running out of memory without tripping a warning), I tried forcing garbage collection each time I finished using a CGBitmapContext. This made the problem worse. Now the program would crash moments after displaying the spreadsheet the first time. This caused me to wonder whether the Garbage Collector was somehow collecting something necessary to the continued display of graphics on the screen. I would be grateful for any suggestions on further avenues to investigate for the cause of these crashes. I have included the source code for the SpreadsheetView class. The relevant method is DrawSpreadsheet(), which is called when the button is touched. Thank you for your assistance on this matter. Stephen Ashley public class SpreadsheetView : UIView { public ISpreadsheetMessenger spreadsheetMessenger = null; public UIScrollView cellsScrollView = null; public UIImageView cellsImageView = null; public SpreadsheetView(RectangleF frame) : base() { Frame = frame; BackgroundColor = Constants.backgroundBlack; AutosizesSubviews = true; } public void DrawSpreadsheet() { UInt16 RowHeaderWidth = spreadsheetMessenger.RowHeaderWidth; UInt16 RowHeaderHeight = spreadsheetMessenger.RowHeaderHeight; UInt16 RowCount = spreadsheetMessenger.RowCount; UInt16 ColumnHeaderWidth = spreadsheetMessenger.ColumnHeaderWidth; UInt16 ColumnHeaderHeight = spreadsheetMessenger.ColumnHeaderHeight; UInt16 ColumnCount = spreadsheetMessenger.ColumnCount; // Add the corner UIImageView cornerView = new UIImageView(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.BackgroundColor = Constants.headingColor; CGColorSpace cornerColorSpace = null; CGBitmapContext cornerContext = null; IntPtr buffer = Marshal.AllocHGlobal(RowHeaderWidth * ColumnHeaderHeight * 4); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { cornerColorSpace = CGColorSpace.CreateDeviceRGB(); cornerContext = new CGBitmapContext (buffer, RowHeaderWidth, ColumnHeaderHeight, 8, 4 * RowHeaderWidth, cornerColorSpace, CGImageAlphaInfo.PremultipliedFirst); cornerContext.SetFillColorWithColor(Constants.headingColor.CGColor); cornerContext.FillRect(new RectangleF(0f, 0f, RowHeaderWidth, ColumnHeaderHeight)); cornerView.Image = UIImage.FromImage(cornerContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cornerContext != null) { cornerContext.Dispose(); cornerContext = null; } if (cornerColorSpace != null) { cornerColorSpace.Dispose(); cornerColorSpace = null; } } cornerView.Image = DrawBottomRightCorner(cornerView.Image); AddSubview(cornerView); // Add the cellsScrollView cellsScrollView = new UIScrollView (new RectangleF(RowHeaderWidth, ColumnHeaderHeight, Frame.Width - RowHeaderWidth, Frame.Height - ColumnHeaderHeight)); cellsScrollView.ContentSize = new SizeF (ColumnCount * ColumnHeaderWidth, RowCount * RowHeaderHeight); Size iContentSize = new Size((int)cellsScrollView.ContentSize.Width, (int)cellsScrollView.ContentSize.Height); cellsScrollView.BackgroundColor = UIColor.Black; AddSubview(cellsScrollView); CGColorSpace colorSpace = null; CGBitmapContext context = null; CGGradient gradient = null; UIImage image = null; int bytesPerRow = 4 * iContentSize.Width; int byteCount = bytesPerRow * iContentSize.Height; buffer = Marshal.AllocHGlobal(byteCount); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); float[] components = new float[] {.75f, .75f, .75f, 1f, .25f, .25f, .25f, 1f}; float[] locations = new float[]{0f, 1f}; gradient = new CGGradient(colorSpace, components, locations); PointF startPoint = new PointF(0f, (float)iContentSize.Height); PointF endPoint = new PointF((float)iContentSize.Width, 0f); context.DrawLinearGradient(gradient, startPoint, endPoint, 0); context.SetLineWidth(Constants.lineWidth); context.BeginPath(); for (UInt16 i = 1; i <= RowCount; i++) { context.MoveTo (0f, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); context.AddLineToPoint((float)iContentSize.Width, iContentSize.Height - i * RowHeaderHeight + (Constants.lineWidth/2)); } for (UInt16 j = 1; j <= ColumnCount; j++) { context.MoveTo((float)j * ColumnHeaderWidth - Constants.lineWidth/2, (float)iContentSize.Height); context.AddLineToPoint((float)j * ColumnHeaderWidth - Constants.lineWidth/2, 0f); } context.StrokePath(); image = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (gradient != null) { gradient.Dispose(); gradient = null; } if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } UIImage finalImage = ActivateCell(1, 1, image); finalImage = ActivateCell(0, 0, finalImage); cellsImageView = new UIImageView(finalImage); cellsImageView.Frame = new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height); cellsScrollView.AddSubview(cellsImageView); } private UIImage ActivateCell(UInt16 column, UInt16 row, UIImage backgroundImage) { UInt16 ColumnHeaderWidth = (UInt16)spreadsheetMessenger.ColumnHeaderWidth; UInt16 RowHeaderHeight = (UInt16)spreadsheetMessenger.RowHeaderHeight; CGColorSpace cellColorSpace = null; CGBitmapContext cellContext = null; UIImage cellImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * ColumnHeaderWidth * RowHeaderHeight); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()"); try { cellColorSpace = CGColorSpace.CreateDeviceRGB(); // Create a bitmap the size of a cell cellContext = new CGBitmapContext (buffer, ColumnHeaderWidth, RowHeaderHeight, 8, 4 * ColumnHeaderWidth, cellColorSpace, CGImageAlphaInfo.PremultipliedFirst); // Paint it white cellContext.SetFillColorWithColor(UIColor.White.CGColor); cellContext.FillRect(new RectangleF(0f, 0f, ColumnHeaderWidth, RowHeaderHeight)); // Convert it to an image cellImage = UIImage.FromImage(cellContext.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (cellContext != null) { cellContext.Dispose(); cellContext = null; } if (cellColorSpace != null) { cellColorSpace.Dispose(); cellColorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } // Draw the border on the cell image cellImage = DrawBottomRightCorner(cellImage); CGColorSpace colorSpace = null; CGBitmapContext context = null; Size iContentSize = new Size((int)backgroundImage.Size.Width, (int)backgroundImage.Size.Height); buffer = Marshal.AllocHGlobal(4 * iContentSize.Width * iContentSize.Height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: ActivateCell()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); // Set up a bitmap context the size of the whole grid context = new CGBitmapContext (buffer, iContentSize.Width, iContentSize.Height, 8, 4 * iContentSize.Width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); // Draw the original grid into the bitmap context.DrawImage(new RectangleF(0f, 0f, iContentSize.Width, iContentSize.Height), backgroundImage.CGImage); // Draw the cell image into the bitmap context.DrawImage(new RectangleF(column * ColumnHeaderWidth, iContentSize.Height - (row + 1) * RowHeaderHeight, ColumnHeaderWidth, RowHeaderHeight), cellImage.CGImage); // Convert the bitmap back to an image backgroundImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null) { context.Dispose(); context = null; } if (colorSpace != null) { colorSpace.Dispose(); colorSpace = null; } // GC.Collect(); //GC.WaitForPendingFinalizers(); } return backgroundImage; } private UIImage DrawBottomRightCorner(UIImage image) { int width = (int)image.Size.Width; int height = (int)image.Size.Height; float lineWidth = Constants.lineWidth; CGColorSpace colorSpace = null; CGBitmapContext context = null; UIImage returnImage = null; IntPtr buffer = Marshal.AllocHGlobal(4 * width * height); if (buffer == IntPtr.Zero) throw new OutOfMemoryException("Out of memory: DrawBottomRightCorner()."); try { colorSpace = CGColorSpace.CreateDeviceRGB(); context = new CGBitmapContext (buffer, width, height, 8, 4 * width, colorSpace, CGImageAlphaInfo.PremultipliedFirst); context.DrawImage(new RectangleF(0f, 0f, width, height), image.CGImage); context.BeginPath(); context.MoveTo(0f, (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), (int)(lineWidth/2f)); context.AddLineToPoint(width - (int)(lineWidth/2f), height); context.SetLineWidth(Constants.lineWidth); context.SetStrokeColorWithColor(UIColor.Black.CGColor); context.StrokePath(); returnImage = UIImage.FromImage(context.ToImage()); } finally { Marshal.FreeHGlobal(buffer); if (context != null){ context.Dispose(); context = null;} if (colorSpace != null){ colorSpace.Dispose(); colorSpace = null;} // GC.Collect(); //GC.WaitForPendingFinalizers(); } return returnImage; } }

    Read the article

< Previous Page | 1 2 3 4 5