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  • IE 10 Win UI Version Won&rsquo;t Support Flash*

    - by D'Arcy Lussier
    Rabid Gremlin has a blog post up entitled: Did Microsoft just kill Flash? IE 10 won’t run Flash unless your site is on a Microsoft whitelist! Apparently this is true…kind of. There are 2 versions of IE 10 that ship with WIndows 8. One is the Windows UI version (in this article, I’m going to reference this as IE10Metro) and one is the desktop version. These are entirely different apps, different codebases. IE10Metro will *not* serve up Flash content unless the website hosting the content has been whitelisted with Microsoft, as per this Microsoft document. IE10 for the desktop will serve Flash content without any issues. In a broader view, what this means is that web developers now need to consider another browser for testing their sites in – IE 10 Metro, in addition to IE 10 Desktop. D

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  • La Release Candidate de Flash 10.1 devrait annoncer l'arrivée imminente de la version définitive

    Mise à jour du 08/04/10 La RC de Flash 10.1 Annonce l'arrivée imminente de la version définitive Adobe vient de mettre en ligne la RC (Release Candidate) de Flash Player 10.1. Pour mémoire, la future version de Flash introduit l'accélération matériel (en d'autres termes l'utilisation de la carte graphique et non plus du CPU) dans la technologie. Autre nouveauté, le support du format viéo H.264, le seul qui pourra bénéficier de l'accélération matérielle. La liste des cartes supportées est disponibles ici (pdf). Autre b...

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  • Google intègrera Flash en natif à Chrome et travaille avec Mozilla sur "la prochaine génération d'AP

    Google intègre Flash en natif à Chrome Et travaille avec Mozilla sur "la prochaine génération d'APIs de développement de plug-ins" : quid du HTML5 ? Reprenons depuis le début. Chrome et Firefox, les navigateurs de Google et de la Fondation Mozilla, sont - de plus en plus - concurrents. Mozilla n'a pas caché son agacement face aux failles du plug-in Flash, la technologie d'Adobe. Flash qui est pratiquement à l'origine d'une

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  • How a Flash Developer Could Help Your Website

    If you're looking to make your website stand out but you reached your limits at HTML coding, then your best bet is to hire a talented flash developer. Flash is the platform of choice for multimedia online and it's rare to find a popular website that doesn't make some use of the software. It's behind almost every online video service, from YouTube to the BBC's iPlayer and it's what makes most of Facebook's fancier features possible. Even simple display advertisements make use of flash for their animated features.

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  • Adobe confirme l'abandon de Flash Player pour mobiles et le licenciement de 750 employés

    Adobe confirme l'abandon de Flash Player pour mobiles Et le licenciement de 750 employés Mise à jour du 10 novembre 2011 par Idelways Sur un billet de blog, Adobe vient d'officialiser l'abandon du plug-in Flash Player pour mobiles. Une nouvelle qui a fait hier l'objet de rumeurs dans la presse, en même temps que l'annonce de suppression de 750 emplois de l'entreprise. Danny Winokur, vice-président du développement interactif d'Adobe, atteste que son entreprise veut « centrer Flash sur la navigation sur ordinateurs et pour applications mobiles [NDR : avec la plateforme AIR] », confirmant la volonté d'Adobe à « c...

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  • Memory read/write access efficiency

    - by wolfPack88
    I've heard conflicting information from different sources, and I'm not really sure which one to believe. As such, I'll post what I understand and ask for corrections. Let's say I want to use a 2D matrix. There are three ways that I can do this (at least that I know of). 1: int i; char **matrix; matrix = malloc(50 * sizeof(char *)); for(i = 0; i < 50; i++) matrix[i] = malloc(50); 2: int i; int rowSize = 50; int pointerSize = 50 * sizeof(char *); int dataSize = 50 * 50; char **matrix; matrix = malloc(dataSize + pointerSize); char *pData = matrix + pointerSize - rowSize; for(i = 0; i < 50; i++) { pData += rowSize; matrix[i] = pData; } 3: //instead of accessing matrix[i][j] here, we would access matrix[i * 50 + j] char *matrix = malloc(50 * 50); In terms of memory usage, my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient, for the reasons below: 3: There is only one pointer and one allocation, and therefore, minimal overhead. 2: Once again, there is only one allocation, but there are now 51 pointers. This means there is 50 * sizeof(char *) more overhead. 1: There are 51 allocations and 51 pointers, causing the most overhead of all options. In terms of performance, once again my understanding is that 3 is the most efficient, 2 is next, and 1 is least efficient. Reasons being: 3: Only one memory access is needed. We will have to do a multiplication and an addition as opposed to two additions (as in the case of a pointer to a pointer), but memory access is slow enough that this doesn't matter. 2: We need two memory accesses; once to get a char *, and then to the appropriate char. Only two additions are performed here (once to get to the correct char * pointer from the original memory location, and once to get to the correct char variable from wherever the char * points to), so multiplication (which is slower than addition) is not required. However, on modern CPUs, multiplication is faster than memory access, so this point is moot. 1: Same issues as 2, but now the memory isn't contiguous. This causes cache misses and extra page table lookups, making it the least efficient of the lot. First and foremost: Is this correct? Second: Is there an option 4 that I am missing that would be even more efficient?

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  • Adobe contourne le bannissement du Flash par Apple en proposant aux annonceurs de convertir leurs co

    Mise à jour du 08/06/10 Adobe contourne le bannissement du Flash par Apple En proposant aux annonceurs de convertir leurs contenus en HTML 5 Adobe contourne le bannissement du Flash par Apple en signant un partenariat avec une société qui va lui permettre de convertir les contenus Flash des annonceurs publicitaire en HTML 5. Les technologies de Greystripe sont incluses dans une page web. Elles détectent quel type de plateforme demande à visionner les contenus. Dans le cas où il s'agit de Safari et de

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  • Flash Player 10.3 disponible en beta, confidentialité et statistiques sur les contenus à l'honneur

    Player 10.3 disponible en beta Confidentialité et statistiques sur les contenus à l'honneur Pour respecter son nouveau programme d'incubation pour Flash Player et Air axé sur un cycle de développement plus court et recentré sur l'ajout continue de nouvelles fonctionnalités, Adobe vient de mettre à la disposition des développeurs la beta de la version 10.3 de Flash Player. Adobe a ajouté à cette version une nouvelle fonctionnalité,baptisée « Media Measurement » qui offre la possibilité aux fournisseurs de contenus d'obtenir plus d'informations et de retours, comme les statistiques en temps réel sur les vidéos diffusées. Coté vie privée, Flash Player 10.3 intègre les ...

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  • Running Ubuntu Server from a USB key / thumb drive (being mindful of flash's write limitations)

    - by andybjackson
    Having become disillusioned with hacking Buffalo NAS devices, I've decided to roll my own home server. After some research, I have settled on an HP Proliant Microserver with Ubuntu Server and a ZFS RAID-Z array for data. I settled on this configuration after trying and regretfully rejecting FreeNAS because the Logitech Media Server (LMS) software isn't available on the AMD64 flavour of this platform and because I think Debian/Ubuntu server is a better future-proof platform. I considered Open Media Vault, but concluded that it isn't quite yet ready for my purposes. That said, FreeNAS does include the option to run itself off a 2GB+ flash device like USB key or thumb drive. Apparently FreeNAS is mindful of the write limitations of flash devices and so creates virtual disks for running the OS, writing only the required configuration information back to flash. This would give me an extra data drive slot. Q: Can Ubuntu Server be configured sensibly to run off a flash device such as a USB key/thumb drive? If so, how? The write limitations of flash should be accounted for.

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  • Sortie de Flash Player 11.4, parallélisation des tâches et accélération 3D au premier plan

    Sortie de Flash Player 11.4 Parallélisation des tâches et accélération 3D au premier plan Adobe vient d'annoncer la sortie de Flash Player 11.4. Diverses anomalies et failles ont été corrigés, dont le bogue rencontré par les utilisateurs de Firefox sous Windows 7, qui occasionnait la perte du focus sous certaines circonstances. Adobe a publié un bulletin de sécurité recensant 6 vulnérabilités critiques (corruption de mémoire, buffer overflow et fuite d'informations interdomaines). [IMG]http://flash.developpez.com/ressources/logo_accueil.gif[/IMG] Côté fonctionnalités, cette nouvelle mise à jour apporte les améliorations suivantes ...

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  • Android 2.2 supportera Flash annonce le responsable de l'OS chez Google, qui répond également aux pr

    Mise à jour du 28/04/10 Android 2.2 supportera Flash C'est ce qu'annonce le responsable de l'OS chez Google, qui répond également à Steve Jobs et à ses propos sur Android L'ingénieur en charge du projet Android chez Google, Andy Rubin, vient d'accorder une interview au New York Times dans laquelle il annonce que Froyo (pour « Frozen Yourt » - nom de code de la prochaine version de l'OS mobile) assurera le « support total » ("full support") de Flash. Reste à savoir ce que ce « full support » recouvre : support d'une version Flash entière (différente de la version Lite généralement présente dans l'univers du développemen...

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  • What are the benefits of Android way of "saving memory" - explicitly passing Context objects everywhere?

    - by Sarge Borsch
    Turned out, this question is not easy to formulate for me, but let's try. In Android, pretty much any UI object depends on a Context, and has defined lifetime. It also can destroy and recreate UI objects and even whole application process at any time, and so on. This makes coding asynchronous operations correctly not straightforward. (and sometimes very cumbersome) But I never have seen a real explanation, why it's done that way? There are other OSes, including mobile OSes (iOS, for example), that don't do such things. So, what are the wins of Android way (Activities & Contexts)? Does that allow Android applications to use much less RAM, or maybe there are other benefits?

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  • AdWords : Google ajoute une fonction pour convertir les annonces Flash en HTML5

    AdWords : Google ajoute une fonction pour convertir les annonces Flash en HTML5 Google a récemment intégré à AdWords, le système publicitaire de son moteur de recherche, une nouvelle fonctionnalité qui permet aux annonceurs de convertir les publicités Flash en HTML5. [IMG]http://ftp-developpez.com/gordon-fowler/Google%20Ad%20Words.png[/IMG] L'accès au Web se fait de nos jours à partir d'un nombre assez diversifié de dispositifs (PC, tablettes, smartphones, etc.). Cependant, les contenus publicitaires en Flash ne sont pas supportés par certains dispositifs, en particulier les tablettes, et le développement de nouvelles annonce...

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  • Could it be more efficient for systems in general to do away with Stacks and just use Heap for memory management?

    - by Dark Templar
    It seems to me that everything that can be done with a stack can be done with the heap, but not everything that can be done with the heap can be done with the stack. Is that correct? Then for simplicity's sake, and even if we do lose a little amount of performance with certain workloads, couldn't it be better to just go with one standard (ie, the heap)? Think of the trade-off between modularity and performance. I know that isn't the best way to describe this scenario, but in general it seems that simplicity of understanding and design could be a better option even if there is a potential for better performance.

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  • Flash 11 : Adobe lance un programme d'incubation pour les développeurs, la « vraie 3D » arrive dans Flash Player

    Flash 11 : Adobe lance un programme d'incubation Pour les développeurs, la « vraie 3D » arrive dans Flash Player La devise : « sortir tôt et sortir vite », si chère à Google, séduit de plus en plus. Après Mozilla, c'est au tour d'Adobe de s'essayer aux cycles de développement plus courts centrés sur les fonctionnalités, avec son nouveau programme d'incubation pour Flash Player et Air. Ce programme devrait permettre aux développeurs de tester et de donner leurs feed-backs sur les nouvelles fonctionnalités des technologies Adobe très tôt dans leurs cycles de développement (avant la bêta habituelle, donc). Première nouveauté annoncée de Flash 11 : Moleh...

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  • Ubuntu not saving files and settings when running from flash drive

    - by user81217
    How can I make Ubuntu run completely off of a flash drive? I have downloaded Ubuntu onto a 4gb flash drive but no changes I make are saved between sessions. I want to be able to run and save everything I do to the flash drive. I don't want it interfering with my hard drive at all. I just want to be able to plug my flash drive in the computer boot Ubuntu, and for it to save my changes. E.g. When I install Google Chrome, when I reboot it isn't there.

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  • Can Flash Survive HTML5?

    <b>Linux Magazine:</b> "Is HTML5 going to put the hurt on Flash? Rumors of Flash's demise may be greatly exaggerated, but the long term prospects for Adobe Flash seem pretty dim indeed."

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  • I deployed Flash Player via a Software Installation policy. How to upgrade?

    - by eleven81
    I have a Windows Server 2008 machine as my DC. Earlier this year I created a Software Installation GPO to deploy Adobe Flash Player plugin MSI. I assigned the policy to the computers, about half run Windows XP x86 and the other half Windows 7 x64. That all works like clockwork. When I created the Software Installation Policy, I disabled the Flash Player plugin's automatic update feature by editing the MSI in Orca. I did this because I wanted all of my machines to run the exact same version of the plugin. Now, some time has passed and a newer version of the Flash Player plugin has been released. It is time for me to push out the updated version of the plugin. I already have the new MSI, but I am lost on what to do next. I see the upgrades tab in the Software Installation GPO, but everything there reads like that would be used for add-ons to a larger master program and not for updates that are released over time. I have read that it is best to create a new Software Installation policy with the new MSI, revoke the old GPO, and assign the new GPO. I feel as though, over time, I will wind up with more revoked policies than active ones. I have also read that some people have had success by replacing the old MSI with the new MSI and simply telling the GPO to redeploy. This seems like a backdoor method that will only get me in to trouble. In short, what is the correct, best-practice, or preferred way to roll out the new version via Group Policy?

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  • Can't install flash on Firefox or Chrome (but works fine on IE...)

    - by WP
    I'm using a work computer (Lenovo) that I recently got from my IT department to replace an old machine. When I installed Firefox and Chrome, I needed to install Adobe Flash. However, the installation has failed on several occasions. I've taken all the usual steps: closing all programs and windows, installing updates and restarting machine, etc, but still the installation does not work. The download manager and status bars say that installation is complete, but I still can't view flash sites on FF or Chrome. Flash is working fine on IE though. Last thing: when I reboot the first dialog box that comes up is from Adobe Download Manager, and it says "Please shut down Internet Explorer before uninstall can complete". I'm confused since a) I've just rebooted so have yet to start IE and b) why UNinstall? My company does not support non-IE browsers so I'm not getting much help from our IT department. If necessary I can post screenshots of error messages and stuff if it comes to that, but hopefully someone will be able to diagnose the problem before that's necessary as I'm not the most tech savvy (despite being a huge fan of reddit...)

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  • Need help with memory leaks in RSS Reader

    - by Stilton
    I'm trying to write a simple RSS reader for the iPhone, and it appeared to be working fine, until I started working with Instruments, and discovered my App is leaking massive amounts of memory. I'm using the NSXMLParser class to parse an RSS feed. My memory leaks appear to be originating from the overridden delegate methods: - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string and - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName I'm also suspicious of the code that populates the cells from my parsed data, I've included the code from those methods and a few other key ones, any insights would be greatly appreciated. - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if ([self.currentElement isEqualToString:@"title"]) { [self.currentTitle appendString:string]; } else if ([self.currentElement isEqualToString:@"link"]) { [self.currentURL appendString:string]; } else if ([self.currentElement isEqualToString:@"description"]) { [self.currentSummary appendString:string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if ([elementName isEqualToString:@"item"]) { //asdf NSMutableDictionary *item = [[NSMutableDictionary alloc] init]; [item setObject:currentTitle forKey:@"title"]; [item setObject:currentURL forKey:@"URL"]; [item setObject:currentSummary forKey:@"summary"]; [self.currentTitle release]; [self.currentURL release]; [self.currentSummary release]; [self.stories addObject:item]; [item release]; } } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } // Configure the cell. // Set up the cell int index = [indexPath indexAtPosition: [indexPath length] - 1]; CGRect contentRect = CGRectMake(8.0, 4.0, 260, 20); UILabel *textLabel = [[UILabel alloc] initWithFrame:contentRect]; if (self.currentLevel == 0) { textLabel.text = [self.categories objectAtIndex: index]; } else { textLabel.text = [[self.stories objectAtIndex: index] objectForKey:@"title"]; } textLabel.textColor = [UIColor blackColor]; textLabel.font = [UIFont boldSystemFontOfSize:14]; [[cell contentView] addSubview: textLabel]; //[cell setText:[[stories objectAtIndex: storyIndex] objectForKey: @"title"]]; [textLabel autorelease]; return cell; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if ([elementName isEqualToString:@"item"]) { self.currentTitle = [[NSMutableString alloc] init]; self.currentURL = [[NSMutableString alloc] init]; self.currentSummary = [[NSMutableString alloc] init]; } if (currentElement != nil) { [self.currentElement release]; } self.currentElement = [elementName copy]; } - (void)dealloc { [currentElement release]; [currentTitle release]; [currentURL release]; [currentSummary release]; [currentDate release]; [stories release]; [rssParser release]; [storyTable release]; [super dealloc]; } // Override to support row selection in the table view. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { // Navigation logic may go here -- for example, create and push another view controller. // AnotherViewController *anotherViewController = [[AnotherViewController alloc] initWithNibName:@"AnotherView" bundle:nil]; int index = [indexPath indexAtPosition: [indexPath length] - 1]; if (currentLevel == 1) { StoryViewController *storyViewController = [[StoryViewController alloc] initWithURL:[[stories objectAtIndex: index] objectForKey:@"URL"] nibName:@"StoryViewController" bundle:nil]; [self.navigationController pushViewController:storyViewController animated:YES]; [storyViewController release]; } else { RootViewController *rvController = [[RootViewController alloc] initWithNibName:@"RootViewController" bundle:nil]; rvController.currentLevel = currentLevel + 1; rvController.rssIndex = index; [self.navigationController pushViewController:rvController animated:YES]; [rvController release]; } }

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - 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. - (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 -(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; } } 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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  • 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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  • Do classes which have a vector has a member have memory issues

    - by user263766
    I am just starting out C++, so sorry if this is a dumb question. I have a class Braid whose members are vectors. I have not written an assignment operator. When I do a lot of assignments to an object of the type Braid, I run into memory issues :- 0 0xb7daff89 in _int_malloc () from /lib/libc.so.6 #1 0xb7db2583 in malloc () from /lib/libc.so.6 #2 0xb7f8ac59 in operator new(unsigned int) () from /usr/lib/libstdc++.so.6 #3 0x0804d05e in __gnu_cxx::new_allocator<int>::allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/ext/new_allocator.h:89 #4 0x0804cb0e in std::_Vector_base<int, std::allocator<int> >::_M_allocate (this=0xbf800204, __n=1) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:140 #5 0x0804c086 in _Vector_base (this=0xbf800204, __n=1, __a=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:113 #6 0x0804b4b7 in vector (this=0xbf800204, __x=...) at /usr/lib/gcc/i686-pc-linux-gnu/4.4.3/../../../../include/c++/4.4.3/bits/stl_vector.h:242 #7 0x0804b234 in Braid (this=0xbf800204) at braid.h:13 #8 0x080495ed in Braid::cycleBraid (this=0xbf8001b4) at braid.cpp:191 #9 0x080497c6 in Braid::score (this=0xbf800298, b=...) at braid.cpp:251 #10 0x08049c46 in Braid::evaluateMove (this=0xbf800468, move=1, pos=0, depth=2, b=...) I suspect that these memory issues are because the vectors are getting resized. What I want to know is whether objects of type Braid automatically expand when its members expand? he code I am writing is really long so I will post the section which is causing the problems. Here is the relevant section of the code :- class Braid { private : vector<int> braid; //Stores the braid. int strands; vector < vector<bool> > history; vector < vector<bool> > CM; public : Braid () : strands(0) {} Braid operator * (Braid); Braid* inputBraid(int,vector<int>); int printBraid(); int printBraid(vector<vector<int>::iterator>); vector<int>::size_type size() const; ..... ..... } Here is the function which causes the issue :- int Braid::evaluateMove(int move,int pos,int depth,Braid b) { int netscore = 0; Braid curr(*this); curr = curr.move(move,pos); netscore += curr.score(b); while(depth > 1) { netscore += curr.evaluateMove(1,0,depth,b); netscore += curr.evaluateMove(2,0,depth,b); for(int i = 0; i < braid.size();++i) { netscore += curr.evaluateMove(3,i,depth,b); netscore += curr.evaluateMove(4,i,depth,b); netscore += curr.evaluateMove(5,i,depth,b); curr = curr.cycleBraid(); netscore += curr.evaluateMove(6,0,depth,b); } --depth; } return netscore; }

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