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  • Memory management in iphone cocos2d

    - by muthu
    i am iphone developer very new to this field....i am developing a ebook app in iphone using cocos2d...i use more than 150 images(i guess) the problem while turning from one page to another images get hanged randomly...... i tried this also [[TextureMgr sharedTextureMgr] removeAllTextures]; but went in vain...i guess the the problem is with the memory.....this my coding for all the pages -(id)init { if( (self=[super init] )) { self.isTouchEnabled = YES; [SimpleAudioEngine sharedEngine]; NSLog(@"b4 cover"); Sprite *bg1 = [Sprite spriteWithFile:@"a.jpg"]; bg1.anchorPoint = CGPointZero; [self addChild:bg1 z:-1]; once = TRUE; soundId = [[SimpleAudioEngine sharedEngine] playEffect:@".mp3"]; } return self; } -(void) transitionfront:(id) sender { [[SimpleAudioEngine sharedEngine] stopEffect:soundId]; soundId1 = [[SimpleAudioEngine sharedEngine] playEffect:@"page_turn.mp3"]; flip = [[Sprite spriteWithFile:@"a.jpg"] retain]; [self addChild: flip z:1]; [flip setPosition:ccp(160,240)]; Animation* animation1 = [Animation animationWithName:@"Page1" delay:0.09]; for( int i=1;i<4;i++) [animation1 addFrameWithFilename: [NSString stringWithFormat:@".jpg", i]]; id action = [Animate actionWithAnimation: animation1]; //id action = [RepeatForever actionWithAction:[Animate actionWithAnimation: animation1]]; [flip runAction:action]; [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(moveforward) userInfo:nil repeats:NO]; } -(void) moveforward { [[SimpleAudioEngine sharedEngine] stopEffect:soundId1]; [[Director sharedDirector] replaceScene: [ [Scene node] addChild: [nextpage node] z:0] ]; } -(void) transitionback:(id) sender { [[SimpleAudioEngine sharedEngine] stopEffect:soundId]; soundId1 = [[SimpleAudioEngine sharedEngine] playEffect:@".mp3"]; flip = [[Sprite spriteWithFile:@".jpg"] retain]; [self addChild: flip z:1]; [flip setPosition:ccp(160,240)]; Animation* animation1 = [Animation animationWithName:@"Page1" delay:0.09]; for( int i=3;i>0;i--) [animation1 addFrameWithFilename: [NSString stringWithFormat:@".jpg", i]]; id action = [Animate actionWithAnimation: animation1]; //id action = [RepeatForever actionWithAction:[Animate actionWithAnimation: animation1]]; [flip runAction:action]; [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:@selector(movebackward) userInfo:nil repeats:NO]; } -(void) movebackward{ //[[SimpleAudioEngine sharedEngine]stopEffect:@".mp3"]; [[Director sharedDirector]replaceScene:[[Scene node]addChild:[b4page node] z:0]]; } -(void) glossary :(id) sender { [[SimpleAudioEngine sharedEngine]stopEffect:soundId]; [[Director sharedDirector]replaceScene:[[Scene node]addChild:[ node] z:0]]; } -(BOOL)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint cocosTouchPoint = [touch locationInView: [touch view]]; CGPoint point = [[Director sharedDirector] convertToGL:cocosTouchPoint]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); // Was a tab touched, if so, which one... if (CGRectContainsPoint(CGRectMake(220, 0, 100, 70), point)) { if(once) { NSLog(@"enterred page1"); [self transitionfront:nil]; once = FALSE; } } if (CGRectContainsPoint(CGRectMake(0,0,60,60), point)) { if(once) { NSLog(@"enterred cover"); [self transitionback:nil]; once = FALSE; } } if (CGRectContainsPoint(CGRectMake(100, 15, 30, 30), point)) { if(once){ [self glossary :nil]; once = FALSE; } } return kEventHandled; } -(void)playEffect:(NSString*)sound{ if(effectPlayer!=nil){ [effectPlayer release]; } NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:sound ofType:@"mp3"]]; effectPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:nil]; [effectPlayer setDelegate:self]; [effectPlayer play]; } -(void)stopEffect { [effectPlayer stop]; } -(void) dealloc{ [super dealloc]; } do pls help me........ do give me a exact coding this is the err..... *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFDictionary setObject:forKey:]: attempt to insert nil value (key: aesop.mp3)' 2010-05-27 10:43:09.834 abc[276:20b] Stack: ( 11674715, 2476006971, 11758651, 11758490, 5126917, 660698, 660881, 661061, 131577, 448857, 120432, 153433, 630890, 23694899, 23603228, 23630005, 47120081, 11459456, 11455560, 47114125, 47114322, 23633923, 9928, 9814 )

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  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

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