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  • Cocoa - calling a VIEW method from the CONTROLLER

    - by eemerge
    Hello everyone, Got a little problem i asked about it before but maybe i didnt ask properly. I have a cocoa application, which amongst other things, must do the following task: - load some images from the disk, store them in an array and display them in a custom view. In the Interface Builder i have a CustomView and an OBJECT that points to TexturesController.h The custom view is a custom class, TextureBrowser. Below is the code for the controller and view: TexturesController #import <Cocoa/Cocoa.h> @class TextureBrowser; @interface TexturesController : NSObject { IBOutlet NSTextField *logWindow; IBOutlet TextureBrowser *textureView; NSMutableArray *textureList; } @property textureView; -(IBAction)loadTextures:(id)sender; -(IBAction)showTexturesInfo:(id)sender; @end TextureBrowser @interface TextureBrowser : NSView { NSMutableArray *textures; } @property NSMutableArray *textures; -(void)loadTextureList:(NSMutableArray *)source; @end These are just the headers. Now , what i need to do is: when loadTextures from the TexturesController is called, after i load the images i want to send this data to the view (TextureBrowser), for example, store it in the NSMutableArray *textures. I tried using the -(void)loadTextureList:(NSMutableArray*)source method from the view, but in the TextureController.m i get a warning : No -loadTextureList method found This is how i call the method : [textureView loadTextureList: textureList]; And even if i run it with the warning left there, the array in the view class doesnt get initialised. Maybe im missing something...maybe someone can give a simple example of what i need to do and how to do it (code). Thanks in advance.

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  • Objective-C: alloc of object within init of another object (memory management)

    - by Stefan Klumpp
    In my .h file I have: NSMutableArray *myArray; @property (nonatomic, retain) NSMutableArray *myArray; My .m file looks basically like this: @synthesize myArray; - (id) init { self = [super init]; if (self != nil) { self.myArray = .... ? // here I want to create an empty array } return self; } - (void) dealloc { [self.myArray release]; [super dealloc]; } What I'm not sure about is what do to in the init. 1) self.myArray = [[NSMutableArray alloc] init]; 2) NSMutableArray *tmp = [[NSMutableArray alloc] init]; self.myArray = tmp; [tmp release]; Solution 1 doesn't seem right to me, because of my @property (retain) setting I automatically increase the retain counter when setting self.myArray, but additionally I have already a "+1 retain" due to the [NSMutableArray alloc]. Thus the second solution seems more correct to me, even though it is cumbersome. Also am I wondering if self.myArray = ... is actually the same as [self setMyArray:...] and thus does increase the retain count.

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  • NSMutableDictionary confused over how to use keys with certain code ?

    - by Jules
    I'm getting data from a database and I need to add the string field value and the record id. However, I need this to work with some existing code... I'm replacing this (see code below) and getting data from my database. NSDictionary *dict = [[NSDictionary alloc] initWithContentsOfFile:path]; self.allCategories = dict; [dict release]; But needs to work with these key and value search functions. - (void)resetSearch { NSMutableDictionary *allCategoriesCopy = [self.allCategories mutableDeepCopy]; self.Categories = allCategoriesCopy; [allCategoriesCopy release]; NSMutableArray *keyArray = [[NSMutableArray alloc] init]; [keyArray addObject:UITableViewIndexSearch]; [keyArray addObjectsFromArray:[[self.allCategories allKeys] sortedArrayUsingSelector:@selector(compare:)]]; self.keys = keyArray; [keyArray release]; } . - (void)handleSearchForTerm:(NSString *)searchTerm { NSMutableArray *sectionsToRemove = [[NSMutableArray alloc] init]; [self resetSearch]; for (NSString *key in self.keys) { NSMutableArray *array = [Categories valueForKey:key]; NSMutableArray *toRemove = [[NSMutableArray alloc] init]; for (NSString *name in array) { if ([name rangeOfString:searchTerm options:NSCaseInsensitiveSearch].location == NSNotFound) [toRemove addObject:name]; } if ([array count] == [toRemove count]) [sectionsToRemove addObject:key]; [array removeObjectsInArray:toRemove]; [toRemove release]; } [self.keys removeObjectsInArray:sectionsToRemove]; [sectionsToRemove release]; [table reloadData]; } Keep getting an error from this code... NSDictionary *arrayTmp= [[NSDictionary alloc] init]; ... loop records int cid = sqlite3_column_int(statementTMP, 0); NSString *category = [[NSString alloc] initWithUTF8String:(char *)sqlite3_column_text(statementTMP, 1)]; [arrayTmp setObject:category forKey:[NSString stringWithFormat:@"%i", cid]]; Error caused by line above * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[NSCFString count]: unrecognized selector sent to instance 0x4d4c500' * Call stack at first throw * ... end loop self.allCategories = arrayTmp; [arrayTmp release];

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  • Collision with CCSprite

    - by Coder404
    I'm making an iOS app based off the code from here In the .m file of the tutorial is this: -(void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; } I am trying to take away the projectiles and have the app know when the CCSprite "Player" and the targets collide. Could someone help me with this? Thanks

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • iPhone: Repeating Rows in Each Section of Grouped UITableview

    - by Rank Beginner
    I'm trying to learn how to use the UITableView in conjunction with a SQLite back end. My issue is that I've gotten the table to populate with the records from the database, however I'm having a problem with the section titles. I am not able to figure out the proper set up for this, and I'm repeating all tasks under each section. The table looks like this. The groups field is where I'm trying to pull the section title from. TaskID groups TaskName sched lastCompleted nextCompleted success 1 Household laundry 3 03/19/2010 03/22/2010 y 1 Automotive Change oil 3 03/20/2010 03/23/2010 y In my viewDidLoad Method, I create an array from each column in the table like below. //Create and initialize arrays from table columns //______________________________________________________________________________________ ids =[[NSMutableArray alloc] init]; tasks =[[NSMutableArray alloc] init]; sched =[[NSMutableArray alloc] init]; lastComplete =[[NSMutableArray alloc] init]; nextComplete =[[NSMutableArray alloc] init]; weight =[[NSMutableArray alloc] init]; success =[[NSMutableArray alloc] init]; group =[[NSMutableArray alloc] init]; // Bind them to the data //______________________________________________________________________________________ NSString *query = [NSString stringWithFormat:@"SELECT * FROM Tasks ORDER BY nextComplete "]; sqlite3_stmt *statement; if (sqlite3_prepare_v2( database, [query UTF8String], -1, &statement, nil) == SQLITE_OK) { while (sqlite3_step(statement) == SQLITE_ROW) { [ids addObject:[NSString stringWithFormat:@"%i",(int*) sqlite3_column_int(statement, 0)]]; [group addObject:[NSString stringWithFormat:@"%s",(char*) sqlite3_column_text(statement, 1)]]; [tasks addObject:[NSString stringWithFormat:@"%s",(char*) sqlite3_column_text(statement, 2)]]; [sched addObject:[NSString stringWithFormat:@"%i",(int*) sqlite3_column_int(statement, 3)]]; [lastComplete addObject:[NSString stringWithFormat:@"%s",(char*) sqlite3_column_text(statement, 4)]]; [nextComplete addObject:[NSString stringWithFormat:@"%s",(char*) sqlite3_column_text(statement, 5)]]; [success addObject:[NSString stringWithFormat:@"%s",(char*) sqlite3_column_text(statement, 6)]]; [weight addObject:[NSString stringWithFormat:@"%i",(int*) sqlite3_column_int(statement, 7)]]; } sqlite3_finalize(statement); } In the table method:cellForRowAtIndexPath, I create controls on the fly and set their text properties to objects in the array. Below is a sample, I can provide more but am already working on a book here... :) /create the task label NSString *tmpMessage; tmpMessage = [NSString stringWithFormat:@"%@ every %@ days, for %@ points",[tasks objectAtIndex:indexPath.row],[sched objectAtIndex:indexPath.row],[weight objectAtIndex:indexPath.row]]; CGRect schedLabelRect = CGRectMake(0, 0, 250, 15); UILabel *lblSched = [[UILabel alloc] initWithFrame:schedLabelRect]; lblSched.textAlignment = UITextAlignmentLeft; lblSched.text = tmpMessage; lblSched.font = [UIFont boldSystemFontOfSize:10]; [cell.contentView addSubview: lblSched]; [lblSched release]; My numberOfSectionsInTableView method looks like this // Figure out how many sections there are by a distinct count of the groups field // The groups are entered by user when creating tasks //______________________________________________________________________________________ NSString *groupquery = [NSString stringWithFormat:@"SELECT COUNT(DISTINCT groups) as Sum FROM Tasks"]; int sum; sqlite3_stmt *statement; if (sqlite3_prepare_v2( database, [groupquery UTF8String], -1, &statement, nil) == SQLITE_OK) { while (sqlite3_step(statement) == SQLITE_ROW) { sum = sqlite3_column_int(statement, 0); } sqlite3_finalize(statement); } if (sum=0) { return 1; } return 2; } I know I'm going wrong here but this is all that's in my numberOfRowsInSection method return [ids count];

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  • Find out when all processes in (void) is done?

    - by Emil
    Hey. I need to know how you can find out when all processes (loaded) from a - (void) are done, if it's possible. Why? I'm loading in data for a UITableView, and I need to know when a Loading... view can be replaced with the UITableView, and when I can start creating the cells. This is my code: - (void) reloadData { NSAutoreleasePool *releasePool = [[NSAutoreleasePool alloc] init]; NSLog(@"Reloading data."); NSURL *urlPosts = [NSURL URLWithString:[NSString stringWithFormat:@"%@", URL]]; NSError *lookupError = nil; NSString *data = [[NSString alloc] initWithContentsOfURL:urlPosts encoding:NSUTF8StringEncoding error:&lookupError]; postsData = [data componentsSeparatedByString:@"~"]; [data release], data = nil; urlPosts = nil; self.numberOfPosts = [[postsData objectAtIndex:0] intValue]; self.postsArrayID = [[postsData objectAtIndex:1] componentsSeparatedByString:@"#"]; self.postsArrayDate = [[postsData objectAtIndex:2] componentsSeparatedByString:@"#"]; self.postsArrayTitle = [[postsData objectAtIndex:3] componentsSeparatedByString:@"#"]; self.postsArrayComments = [[postsData objectAtIndex:4] componentsSeparatedByString:@"#"]; self.postsArrayImgSrc = [[postsData objectAtIndex:5] componentsSeparatedByString:@"#"]; NSMutableArray *writeToPlist = [NSMutableArray array]; NSMutableArray *writeToNoImagePlist = [NSMutableArray array]; NSMutableArray *imagesStored = [NSMutableArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]; int loop = 0; for (NSString *postID in postsArrayID) { if ([imagesStored containsObject:[NSString stringWithFormat:@"%@.png", postID]]){ NSLog(@"Allready stored, jump to next. ID: %@", postID); continue; } NSLog(@"%@.png", postID); NSData *imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[postsArrayImgSrc objectAtIndex:loop]]]; // If image contains anything, set cellImage to image. If image is empty, try one more time or use noImage.png, set in IB if (imageData == nil){ NSLog(@"imageData is empty before trying .jpeg"); // If image == nil, try to replace .jpg with .jpeg, and if that worked, set cellImage to that image. If that is also nil, use noImage.png, set in IB. imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[[postsArrayImgSrc objectAtIndex:loop] stringByReplacingOccurrencesOfString:@".jpg" withString:@".jpeg"]]]; } if (imageData != nil){ NSLog(@"imageData is NOT empty when creating file"); [fileManager createFileAtPath:[rootPath stringByAppendingPathComponent:[NSString stringWithFormat:@"images/%@.png", postID]] contents:imageData attributes:nil]; [writeToPlist addObject:[NSString stringWithFormat:@"%@.png", postID]]; } else { [writeToNoImagePlist addObject:[NSString stringWithFormat:@"%@", postID]]; } imageData = nil; loop++; NSLog(@"imagePlist: %@\nnoImagePlist: %@", writeToPlist, writeToNoImagePlist); } NSMutableArray *writeToAllPlist = [NSMutableArray arrayWithArray:writeToPlist]; [writeToPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:nowPlist]]; [writeToAllPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]]; [writeToNoImagePlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"]]]; [writeToPlist writeToFile:nowPlist atomically:YES]; [writeToAllPlist writeToFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"] atomically:YES]; [writeToNoImagePlist writeToFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"] atomically:YES]; [releasePool release]; }

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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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  • Crash: iPhone Threading with Blocks

    - by jtbandes
    I have some convenience methods set up for threading with blocks (using PLBlocks). Then in the main portion of my code, I call the method -fetchArrivalsForLocationIDs:callback:errback:, which runs some web API calls in the background. Here's the problem: when I comment out the 2 NSAutoreleasePool-related lines in JTBlockThreading.m, of course I get lots of Object 0x6b31280 of class __NSArrayM autoreleased with no pool in place - just leaking errors. However, if I uncomment them, the app frequently crashes on the [pool release]; line, sometimes saying malloc: *** error for object 0x6e3ae10: pointer being freed was not allocated" *** set a breakpoint in malloc_error_break to debug. I assume I've made a horrible mistake/assumption in threading somewhere, but can anyone figure out what exactly the problem is? // JTBlockThreading.h #import <Foundation/Foundation.h> #import <PLBlocks/Block.h> #define JT_BLOCKTHREAD_BACKGROUND [self invokeBlockInBackground:^{ #define JT_BLOCKTHREAD_MAIN [self invokeBlockOnMainThread:^{ #define JT_BLOCKTHREAD_END }]; #define JT_BLOCKTHREAD_BACKGROUND_END_WAIT } waitUntilDone:YES]; @interface NSObject (JTBlockThreading) - (void)invokeBlockInBackground:(void (^)())block; - (void)invokeBlockOnMainThread:(void (^)())block; - (void)invokeBlockOnMainThread:(void (^)())block waitUntilDone:(BOOL)wait; - (void)invokeBlock:(void (^)())block; @end // JTBlockThreading.m #import "JTBlockThreading.h" @implementation NSObject (JTBlockThreading) - (void)invokeBlockInBackground:(void (^)())block { [self performSelectorInBackground:@selector(invokeBlock:) withObject:[block copy]]; } - (void)invokeBlockOnMainThread:(void (^)())block { [self invokeBlockOnMainThread:block waitUntilDone:NO]; } - (void)invokeBlockOnMainThread:(void (^)())block waitUntilDone:(BOOL)wait { [self performSelectorOnMainThread:@selector(invokeBlock:) withObject:[block copy] waitUntilDone:wait]; } - (void)invokeBlock:(void (^)())block { //NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; block(); [block release]; //[pool release]; } @end - (void)fetchArrivalsForLocationIDs:(NSString *)locIDs callback:(JTWSCallback)callback errback:(JTWSErrback)errback { JT_PUSH_NETWORK(); JT_BLOCKTHREAD_BACKGROUND NSError *error = nil; // Create API call URL NSURL *url = [NSURL URLWithString: [NSString stringWithFormat:@"%@/arrivals/appID/%@/locIDs/%@", TRIMET_BASE_URL, appID, locIDs]]; if (!url) { JT_BLOCKTHREAD_MAIN errback(@"That’s not a valid Stop ID!"); JT_POP_NETWORK(); JT_BLOCKTHREAD_END return; } // Call API NSData *data = [NSData dataWithContentsOfURL:url options:0 error:&error]; if (!data) { JT_BLOCKTHREAD_MAIN errback([NSString stringWithFormat: @"Had trouble downloading the arrival data! %@", [error localizedDescription]]); JT_POP_NETWORK(); JT_BLOCKTHREAD_END return; } CXMLDocument *doc = [[CXMLDocument alloc] initWithData:data options:0 error:&error]; if (!doc) { JT_BLOCKTHREAD_MAIN // TODO: further error description // (TouchXML doesn't provide information with the error) errback(@"Had trouble reading the arrival data!"); JT_POP_NETWORK(); JT_BLOCKTHREAD_END return; } NSArray *nodes = nil; CXMLElement *resultSet = [doc rootElement]; // Begin building the response model JTWSResponseArrivalData *response = [[[JTWSResponseArrivalData alloc] init] autorelease]; response.queryTime = [NSDate JT_dateWithTriMetWSTimestamp: [[resultSet attributeValueForName:@"queryTime"] longLongValue]]; if (!response.queryTime) { // TODO: further error check? NSLog(@"Hm, query time is nil in %s... response %@, resultSet %@", __PRETTY_FUNCTION__, response, resultSet); } nodes = [resultSet nodesForXPath:@"//arrivals:errorMessage" namespaceMappings:namespaceMappings error:&error]; if ([nodes count] > 0) { NSString *message = [[nodes objectAtIndex:0] stringValue]; response.errorMessage = message; // TODO: this probably won't be used... JT_BLOCKTHREAD_MAIN errback([NSString stringWithFormat: @"TriMet error: “%@”", message]); JT_POP_NETWORK(); JT_BLOCKTHREAD_END return; } // Build location models nodes = [resultSet nodesForXPath:@"/arrivals:location" namespaceMappings:namespaceMappings error:&error]; if ([nodes count] <= 0) { NSLog(@"Hm, no locations returned in %s... xpath error %@, response %@, resultSet %@", __PRETTY_FUNCTION__, error, response, resultSet); } NSMutableArray *locations = [NSMutableArray arrayWithCapacity:[nodes count]]; for (CXMLElement *loc in nodes) { JTWSLocation *location = [[[JTWSLocation alloc] init] autorelease]; location.desc = [loc attributeValueForName:@"desc"]; location.dir = [loc attributeValueForName:@"dir"]; location.position = [[[CLLocation alloc] initWithLatitude:[[loc attributeValueForName:@"lat"] doubleValue] longitude:[[loc attributeValueForName:@"lng"] doubleValue]] autorelease]; location.locID = [[loc attributeValueForName:@"locid"] integerValue]; } // Build arrival models nodes = [resultSet nodesForXPath:@"/arrivals:arrival" namespaceMappings:namespaceMappings error:&error]; if ([nodes count] <= 0) { NSLog(@"Hm, no arrivals returned in %s... xpath error %@, response %@, resultSet %@", __PRETTY_FUNCTION__, error, response, resultSet); } NSMutableArray *arrivals = [[NSMutableArray alloc] initWithCapacity:[nodes count]]; for (CXMLElement *arv in nodes) { JTWSArrival *arrival = [[JTWSArrival alloc] init]; arrival.block = [[arv attributeValueForName:@"block"] integerValue]; arrival.piece = [[arv attributeValueForName:@"piece"] integerValue]; arrival.locID = [[arv attributeValueForName:@"locid"] integerValue]; arrival.departed = [[arv attributeValueForName:@"departed"] boolValue]; // TODO: verify arrival.detour = [[arv attributeValueForName:@"detour"] boolValue]; // TODO: verify arrival.direction = (JTWSRouteDirection)[[arv attributeValueForName:@"dir"] integerValue]; arrival.estimated = [NSDate JT_dateWithTriMetWSTimestamp: [[arv attributeValueForName:@"estimated"] longLongValue]]; arrival.scheduled = [NSDate JT_dateWithTriMetWSTimestamp: [[arv attributeValueForName:@"scheduled"] longLongValue]]; arrival.fullSign = [arv attributeValueForName:@"fullSign"]; arrival.shortSign = [arv attributeValueForName:@"shortSign"]; NSString *status = [arv attributeValueForName:@"status"]; if ([status isEqualToString:@"estimated"]) { arrival.status = JTWSArrivalStatusEstimated; } else if ([status isEqualToString:@"scheduled"]) { arrival.status = JTWSArrivalStatusScheduled; } else if ([status isEqualToString:@"delayed"]) { arrival.status = JTWSArrivalStatusDelayed; } else if ([status isEqualToString:@"canceled"]) { arrival.status = JTWSArrivalStatusCanceled; } else { NSLog(@"Unknown arrival status %s in %@... response %@, arrival %@", status, __PRETTY_FUNCTION__, response, arv); } NSArray *blockPositions = [arv nodesForXPath:@"/arrivals:blockPosition" namespaceMappings:namespaceMappings error:&error]; if ([blockPositions count] > 1) { // The schema allows for any number of blockPosition elements, // but I'm really not sure why... NSLog(@"Hm, more than one blockPosition in %s... response %@, arrival %@", __PRETTY_FUNCTION__, response, arv); } if ([blockPositions count] > 0) { CXMLElement *bpos = [blockPositions objectAtIndex:0]; JTWSBlockPosition *blockPosition = [[JTWSBlockPosition alloc] init]; blockPosition.reported = [NSDate JT_dateWithTriMetWSTimestamp: [[bpos attributeValueForName:@"at"] longLongValue]]; blockPosition.feet = [[bpos attributeValueForName:@"feet"] integerValue]; blockPosition.position = [[[CLLocation alloc] initWithLatitude:[[bpos attributeValueForName:@"lat"] doubleValue] longitude:[[bpos attributeValueForName:@"lng"] doubleValue]] autorelease]; NSString *headingStr = [bpos attributeValueForName:@"heading"]; if (headingStr) { // Valid CLLocationDirections are > 0 CLLocationDirection heading = [headingStr integerValue]; while (heading < 0) heading += 360.0; blockPosition.heading = heading; } else { blockPosition.heading = -1; // indicates invalid heading } NSArray *tripData = [bpos nodesForXPath:@"/arrivals:trip" namespaceMappings:namespaceMappings error:&error]; NSMutableArray *trips = [[NSMutableArray alloc] initWithCapacity:[tripData count]]; for (CXMLElement *tripDatum in tripData) { JTWSTrip *trip = [[JTWSTrip alloc] init]; trip.desc = [tripDatum attributeValueForName:@"desc"]; trip.destDist = [[tripDatum attributeValueForName:@"destDist"] integerValue]; trip.direction = (JTWSRouteDirection)[[tripDatum attributeValueForName:@"dir"] integerValue]; trip.pattern = [[tripDatum attributeValueForName:@"pattern"] integerValue]; trip.progress = [[tripDatum attributeValueForName:@"progress"] integerValue]; trip.route = [[tripDatum attributeValueForName:@"route"] integerValue]; [trips addObject:trip]; [trip release]; } blockPosition.trips = trips; [trips release]; NSArray *layoverData = [bpos nodesForXPath:@"/arrivals:layover" namespaceMappings:namespaceMappings error:&error]; NSMutableArray *layovers = [[NSMutableArray alloc] initWithCapacity:[layoverData count]]; for (CXMLElement *layoverDatum in layoverData) { JTWSLayover *layover = [[JTWSLayover alloc] init]; layover.start = [NSDate JT_dateWithTriMetWSTimestamp: [[layoverDatum attributeValueForName:@"start"] longLongValue]]; layover.end = [NSDate JT_dateWithTriMetWSTimestamp: [[layoverDatum attributeValueForName:@"end"] longLongValue]]; // TODO: it seems the API can send a <location> inside a layover (undocumented)... support? [layovers addObject:layover]; [layover release]; } blockPosition.layovers = layovers; [layovers release]; arrival.blockPosition = blockPosition; [blockPosition release]; } [arrivals addObject:arrival]; [arrival release]; } // Add arrivals to corresponding locations for (JTWSLocation *loc in locations) { loc.arrivals = [arrivals selectWithBlock:^BOOL (id arv) { return loc.locID == ((JTWSArrival *)arv).locID; }]; } [arrivals release]; response.locations = locations; [locations release]; // Build route status models (used in inclement weather) nodes = [resultSet nodesForXPath:@"/arrivals:routeStatus" namespaceMappings:namespaceMappings error:&error]; NSMutableArray *routeStatuses = [NSMutableArray arrayWithCapacity:[nodes count]]; for (CXMLElement *stat in nodes) { JTWSRouteStatus *status = [[JTWSRouteStatus alloc] init]; status.route = [[stat attributeValueForName:@"route"] integerValue]; NSString *statusStr = [stat attributeValueForName:@"status"]; if ([statusStr isEqualToString:@"estimatedOnly"]) { status.status = JTWSRouteStatusTypeEstimatedOnly; } else if ([statusStr isEqualToString:@"off"]) { status.status = JTWSRouteStatusTypeOff; } else { NSLog(@"Unknown route status type %s in %@... response %@, routeStatus %@", status, __PRETTY_FUNCTION__, response, stat); } [routeStatuses addObject:status]; [status release]; } response.routeStatuses = routeStatuses; [routeStatuses release]; JT_BLOCKTHREAD_MAIN callback(response); JT_POP_NETWORK(); JT_BLOCKTHREAD_END JT_BLOCKTHREAD_END }

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  • UITableView not getting populated

    - by jayshree430
    Hi. I have a peculiar problem. I created a normal Objective c class called SampleTable. I then extended UITableView instead of NSObject. Then in the initWithFrame constructor i initialized the table. I also made a NSMutableArray object for the datasource. I also conformed UITableViewDelegate and UITableViewDatasource. I have overridden the necessary methods also. Now i made an object of this class in another class, and added the object as a subview. The tableView is getting drawn according to the CGRectMake() coordinates i gave to the initWithFrame constructor. But it is not getting populated with the data. I dnt know what the problem is . Can plz someone help me. SampleTable.h #import @interface SampleTable : UITableView { NSMutableArray *ItemArray; } @property (nonatomic,retain) NSMutableArray *ItemArray; -(NSMutableArray *) displayItemArray; @end SampleTable.m #import "SampleTable.h" @implementation SampleTable @synthesize ItemArray; -(id)initWithFrame:(CGRect)frm { [super initWithFrame:frm]; self.delegate=self; self.dataSource=self; [self reloadData]; return self; } -(NSMutableArray *) displayItemArray { if(ItemArray==nil) { ItemArray=[[NSMutableArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",nil]; } return ItemArray; } (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [ItemArray count]; } (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell= [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell==nil) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier]; [cell autorelease]; } NSString *temp=[self.ItemArray objectAtIndex:indexPath.row]; cell.textLabel.text = temp; return cell; } (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"didselect"); } -(void) dealloc { [ItemArray release]; [super dealloc]; } @end

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  • unarchiveObjectWithFile retain / autorelease needed?

    - by fuzzygoat
    Just a quick memory management question if I may ... Is the code below ok, or should I be doing a retain and autorelease, I get the feeling I should. But as per the rules unarchiveObjectWithFile does not contain new, copy or alloc. -(NSMutableArray *)loadGame { if([[NSFileManager defaultManager] fileExistsAtPath:[self pathForFile:@"gameData.plist"]]) { NSMutableArray *loadedGame = [NSKeyedUnarchiver unarchiveObjectWithFile:[self pathForFile:@"gameData.plist"]]; return loadedGame; } else return nil; } or -(NSMutableArray *)loadGame { if([[NSFileManager defaultManager] fileExistsAtPath:[self pathForFile:@"gameData.plist"]]) { NSMutableArray *loadedGame = [[NSKeyedUnarchiver unarchiveObjectWithFile:[self pathForFile:@"gameData.plist"]] retain]; return [loadedGame autorelease]; } else return nil; } gary

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  • Model Object called in NSOutlineView DataSource Method Crashing App

    - by Alec Sloman
    I have a bewildering problem, hoping someone can assist: I have a model object, called Road. Here's the interface. @@@ @interface RoadModel : NSObject { NSString *_id; NSString *roadmapID; NSString *routeID; NSString *title; NSString *description; NSNumber *collapsed; NSNumber *isRoute; NSString *staff; NSNumber *start; NSArray *staffList; NSMutableArray *updates; NSMutableArray *uploads; NSMutableArray *subRoads; } @property (nonatomic, copy) NSString *_id; @property (nonatomic, copy) NSString *roadmapID; @property (nonatomic, copy) NSString *routeID; @property (nonatomic, copy) NSString *title; @property (nonatomic, copy) NSString *description; @property (nonatomic, copy) NSNumber *collapsed; @property (nonatomic, copy) NSNumber *isRoute; @property (nonatomic, copy) NSString *staff; @property (nonatomic, copy) NSNumber *start; @property (nonatomic, copy) NSArray *staffList; @property (nonatomic, copy) NSMutableArray *updates; @property (nonatomic, copy) NSMutableArray *uploads; @property (nonatomic, copy) NSMutableArray *subRoads; - (id)initWithJSONObject:(NSDictionary *)JSONObject; @end This part is fine. To give you some background, I'm translating a bunch of JSON into a proper model object so it's easier to work with. Now, I'm trying to display this in an NSOutlineView. This is where the problem is. In particular, I have created the table and a datasource. - (id)initWithRoads:(NSArray *)roads { if (self = [super init]) root = [[NSMutableArray alloc] initWithArray:roads]; return self; } - (NSInteger)outlineView:(NSOutlineView *)outlineView numberOfChildrenOfItem:(id)item { if (item == nil) return root.count; return 0; } - (BOOL)outlineView:(NSOutlineView *)outlineView isItemExpandable:(id)item { return NO; } - (id)outlineView:(NSOutlineView *)outlineView child:(NSInteger)index ofItem:(id)item { if (item == nil) item = root; if (item == root) return [root objectAtIndex:index]; return nil; } - (id)outlineView:(NSOutlineView *)outlineView objectValueForTableColumn:(NSTableColumn *)tableColumn byItem:(id)item { return [item title]; } In the final datasource method, it attempts to return the "title" string property of the model object, but for some reason crashes each time. I have checked that the method is taking in the correct object (I checked [item class] description], and it is the right object), but for some reason if I call any of the objects accessors the app immediately crashes. This is totally puzzling because in the init method, I can iterate through root (an array of RoadModel objects), and print any of its properties without issue. It is only when I'm trying to access the properties in any of the datasource methods that this occurs. I wonder if there is something memory-wise that is going on behind the scenes and I am not providing for it. If you can shed some light on to this situation, it would be greatly appreciated! Thanks in advance!

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  • Initialization problem

    - by zp26
    I have a problem. This is my code. When i try to use the IBAction SavePosition the "arrayPosition" isn't update. Else if i initialize the "arrayPosition" in "SavePosition" the value is stored in the array. Why this anomaly? #import <UIKit/UIKit.h> @interface AccelerometroViewController : UIViewController <UIAccelerometerDelegate, UITextFieldDelegate, UIAlertViewDelegate>{ //..... NSMutableArray *arrayPosizioni; NSMutableArray *arrayPosizioniCorrenti; NSString *nomePosizioneCorrente; } -(IBAction)salvaPosizione; //... @property (nonatomic, assign) NSMutableArray *arrayPosizioni; @property (nonatomic, assign) NSMutableArray *arrayPosizioniCorrenti; @property (nonatomic, assign) NSString *nomePosizioneCorrente; @end #import "AccelerometroViewController.h" #import "Position.h" @implementation AccelerometroViewController float actualX; float actualY; float actualZ; @synthesize arrayPosition; @synthesize arrayCurrentPosition; @synthesize nameCurrentPosition; -(id)init { self = [super init]; if (self != nil) { arrayPosition = [[NSMutableArray alloc]init]; arrayCurrentPosition = [[NSMutableArray alloc]init]; nameCurrentPosition = [NSString stringWithFormat:@"noPosition"]; actualX = 0; actualY = 0; actualZ = 0; } return self; } -(void)updateTextView:(NSString*)nomePosizione { NSString *string = [NSString stringWithFormat:@"%@", nameCurrentPosition]; textEvent.text = [textEvent.text stringByAppendingString:@"\n"]; textEvent.text = [textEvent.text stringByAppendingString:string]; } -(IBAction)savePosition{ Posizione *newPosition; newPosition = [[Position alloc]init]; if([newPosition setValue:(NSString*)fieldNomePosizione.text:(float)actualX:(float)actualY:(float)actualZ]){ //setValue is a method of Position. I'm sure that this method is correct UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Salvataggio Posizione" message:@"Posizione salvata con successo" delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:nil]; [alert show]; [alert release]; [arrayPosition addObject:newPosition]; } else{ UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Salvataggio osizione" message:@"Errore nel salvataggio" delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:nil]; [alert show]; [alert release]; } }

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  • Retain count = 0 in other function? memory-management problem?

    - by rdesign
    Hey guys, I declared a NSMutableArray in the header-file with: NSMutableArray *myMuArr; and @property (nonatomic, retain) NSMutableArray *myMuArr; In the .m file I've got a delegate from an other class: -(void)didGrabData:(NSArray*)theArray { self.myMuArr = [[[NSMutableArray alloc] initWithArray:myMuArr]retain]; } If I want to access the self.myMuArr in cellForRowAtIndexPath it's empty (I checked the retain count of the array and it's 0) What am I doing wrong? Of course it's released in the dealloc, no where else. I would be very thankfull for any help :0)

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  • save and play recorded sound

    - by blacksheep
    i'd like to save and play again this recorded sounds: @interface Recorder : NSObject { NSMutableArray *times; NSMutableArray *samples; } @end @implementation Recorder – (id) init { [super init]; times = [[NSMutableArray alloc] init]; samples = [[NSMutableArray alloc] init]; return self; } – (void) recordSound: (id) someSound { CFAbsoluteTime now = CFAbsoluteTimeGetCurrent(); NSNumber *wrappedTime = [NSNumber numberWithDouble:now]; [times addObject:wrappedTime]; [samples addObject:someSound]; } @end thanx blacksheep

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  • NSTableView don't display data

    - by Tomas Svoboda
    HI, I have data in NSMutableArray and I want to display it in NSTableView, but only the number of cols has changed. This use of NSTableView is based on tutorial: http://www.youtube.com/watch?v=5teN5pMf-rs FinalImageBrowser is IBOutlet to NSTableView @implementation AppController NSMutableArray *listData; - (void)awakeFromNib { [FinalImageBrowser setDataSource:self]; } - (IBAction)StartReconstruction:(id)sender { NSMutableArray *ArrayOfFinals = [[NSMutableArray alloc] init]; //Array of list with final images NSString *FinalPicture; NSString *PicNum; int FromLine = [TextFieldFrom intValue]; //read number of start line int ToLine = [TextFieldTo intValue]; //read number of finish line int RecLine; for (RecLine = FromLine; RecLine < ToLine; RecLine++) //reconstruct from line to line { Start(RecLine); //start reconstruction //Create path of final image FinalPicture = @"FIN/final"; PicNum = [NSString stringWithFormat: @"%d", RecLine]; FinalPicture = [FinalPicture stringByAppendingString:PicNum]; FinalPicture = [FinalPicture stringByAppendingString:@".bmp"]; [ArrayOfFinals addObject:FinalPicture]; // add path to array } listData = [[NSMutableArray alloc] init]; [listData autorelease]; [listData addObjectsFromArray:ArrayOfFinals]; [FinalImageBrowser reloadData]; NSBeep(); //make some noise NSImage *fin = [[NSImage alloc] initWithContentsOfFile:FinalPicture]; [FinalImage setImage:fin]; } - (int)numberOfRowsInTableView:(NSTableView *)tv { return [listData count]; } - (id)tableView:(NSTableView *)tv objectValueFromTableColumn:(NSTableColumn *)tableColumn row:(int)row { return (NSString *)[listData objectAtIndex:row]; } @end when the StartReconstruction end the number of cols have changed right, but they're empty. When I debug app, items in listData is rigth. Thanks

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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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  • Cocoa memory management - object going nil on me

    - by SirRatty
    Hi all, Mac OS X 10.6, Cocoa project, with retain/release gc I've got a function which: iterates over a specific directory, scans it for subfolders (included nested ones), builds an NSMutableArray of strings (one string per found subfolder path), and returns that array. e.g. (error handling removed for brevity). NSMutableArray * ListAllSubFoldersForFolderPath(NSString *folderPath) { NSMutableArray *a = [NSMutableArray arrayWithCapacity:100]; NSString *itemName = nil; NSFileManager *fm = [NSFileManager defaultManager]; NSDirectoryEnumerator *e = [fm enumeratorAtPath:folderPath]; while (itemName = [e nextObject]) { NSString *fullPath = [folderPath stringByAppendingPathComponent:itemName]; BOOL isDirectory; if ([fm fileExistsAtPath:fullPath isDirectory:&isDirectory]) { if (isDirectory is_eq YES) { [a addObject: fullPath]; } } } return a; } The calling function takes the array just once per session, keeps it around for later processing: static NSMutableArray *gFolderPaths = nil; ... gFolderPaths = ListAllSubFoldersForFolderPath(myPath); [gFolderPaths retain]; All appears good at this stage. [gFolderPaths count] returns the correct number of paths found, and [gFolderPaths description] prints out all the correct path names. The problem: When I go to use gFolderPaths later (say, the next run through my event loop) my assertion code (and gdb in Xcode) tells me that it is nil. I am not modifying gFolderPaths in any way after that initial grab, so I am presuming that my memory management is screwed and that gFolderPaths is being released by the runtime. My assumptions/presumptions I do not have to retain each string as I add it to the mutable array because that is done automatically, but I do have to retain the the array once it is handed over to me from the function, because I won't be using it immediately. Is this correct? Any help is appreciated.

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  • Objective-C why doesn't my array of array works?

    - by Quetsche
    This is probably a completely stupid question, but i'm pretty new at objective-C and programing in general. i'm trying to make an array of arrays but can't manage to make it work : @interface ArraysAndDicts : NSObject { NSMutableArray * mySimpleArray; NSMutableArray * myComplicatedArray; } the implementation : -(void)generateValueForArrayOfArrays { [self generateValueForArray]; //this generates an array with 5 elements 'mySimpleArray' [myComplicatedArray addObject:mySimpleArray]; NSMutableArray * mySecondaryArray = [[NSMutableArray alloc] init]; [mySecondaryArray addObject:@"twoone"]; [mySecondaryArray addObject:@"twotwo"]; [myComplicatedArray addObject:mySecondaryArray]; (i edited out all the NSLogs for clarity) When running my app, the console tells me : mySecondaryArray count = 2 mySimpleArray count = 5 myComplicatedArraycount = 0 So, i know there are other ways to make multidimensional arrays, but i'd really like to know why this doesn't work. Thank you.

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  • xCode Adding two arrays together

    - by Frames84
    I call two feeds that both return an NSMutableArray, I then need to make the two arrays into one. NSMutableArray *array1 = [JSONWrapper downloadFeed]; NSMutableArray *array2 = [JSONWrapper downloadFeed]; // something like: array1 += array2 Thanks

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  • iphone: Help with AudioToolbox Leak: Stack trace/code included here...

    - by editor guy
    Part of this app is a "Scream" button that plays random screams from cast members of a TV show. I have to bang on the app quite a while to see a memory leak in Instruments, but it's there, occasionally coming up (every 45 seconds to 2 minutes.) The leak is 3.50kb when it occurs. Haven't been able to crack it for several hours. Any help appreciated. Instruments says this is the offending code line: [appSoundPlayer play]; that's linked to from line 9 of the below stack trace: 0 libSystem.B.dylib malloc 1 libSystem.B.dylib pthread_create 2 AudioToolbox CAPThread::Start() 3 AudioToolbox GenericRunLoopThread::Start() 4 AudioToolbox AudioQueueNew(bool, AudioStreamBasicDescription const*, TCACallback const&, CACallbackTarget const&, unsigned long, OpaqueAudioQueue*) 5 AudioToolbox AudioQueueNewOutput 6 AVFoundation allocAudioQueue(AVAudioPlayer, AudioPlayerImpl*) 7 AVFoundation prepareToPlayQueue(AVAudioPlayer*, AudioPlayerImpl*) 8 AVFoundation -[AVAudioPlayer prepareToPlay] 9 Scream Queens -[ScreamViewController scream:] /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/Classes/../ScreamViewController.m:210 10 CoreFoundation -[NSObject performSelector:withObject:withObject:] 11 UIKit -[UIApplication sendAction:to:from:forEvent:] 12 UIKit -[UIApplication sendAction:toTarget:fromSender:forEvent:] 13 UIKit -[UIControl sendAction:to:forEvent:] 14 UIKit -[UIControl(Internal) _sendActionsForEvents:withEvent:] 15 UIKit -[UIControl touchesEnded:withEvent:] 16 UIKit -[UIWindow _sendTouchesForEvent:] 17 UIKit -[UIWindow sendEvent:] 18 UIKit -[UIApplication sendEvent:] 19 UIKit _UIApplicationHandleEvent 20 GraphicsServices PurpleEventCallback 21 CoreFoundation CFRunLoopRunSpecific 22 CoreFoundation CFRunLoopRunInMode 23 GraphicsServices GSEventRunModal 24 UIKit -[UIApplication _run] 25 UIKit UIApplicationMain 26 Scream Queens main /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/main.m:14 27 Scream Queens start Here's .h: #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> #import <MediaPlayer/MediaPlayer.h> #import <AudioToolbox/AudioToolbox.h> #import <MessageUI/MessageUI.h> #import <MessageUI/MFMailComposeViewController.h> @interface ScreamViewController : UIViewController <UIApplicationDelegate, AVAudioPlayerDelegate, MFMailComposeViewControllerDelegate> { //AudioPlayer related AVAudioPlayer *appSoundPlayer; NSURL *soundFileURL; BOOL interruptedOnPlayback; BOOL playing; //Scream button related IBOutlet UIButton *screamButton; int currentScreamIndex; NSString *currentScream; NSMutableArray *screams; NSMutableArray *personScreaming; NSMutableArray *photoArray; int currentSayingsIndex; NSString *currentButtonSaying; NSMutableArray *funnyButtonSayings; IBOutlet UILabel *funnyButtonSayingsLabel; IBOutlet UILabel *personScreamingField; IBOutlet UIImageView *personScreamingImage; //Mailing the scream related IBOutlet UILabel *mailStatusMessage; IBOutlet UIButton *shareButton; } //AudioPlayer related @property (nonatomic, retain) AVAudioPlayer *appSoundPlayer; @property (nonatomic, retain) NSURL *soundFileURL; @property (readwrite) BOOL interruptedOnPlayback; @property (readwrite) BOOL playing; //Scream button related @property (nonatomic, retain) UIButton *screamButton; @property (nonatomic, retain) NSMutableArray *screams; @property (nonatomic, retain) NSMutableArray *personScreaming; @property (nonatomic, retain) NSMutableArray *photoArray; @property (nonatomic, retain) UILabel *personScreamingField; @property (nonatomic, retain) UIImageView *personScreamingImage; @property (nonatomic, retain) NSMutableArray *funnyButtonSayings; @property (nonatomic, retain) UILabel *funnyButtonSayingsLabel; //Mailing the scream related @property (nonatomic, retain) IBOutlet UILabel *mailStatusMessage; @property (nonatomic, retain) IBOutlet UIButton *shareButton; //Scream Button - (IBAction) scream: (id) sender; //Mail the scream - (IBAction) showPicker: (id)sender; - (void)displayComposerSheet; - (void)launchMailAppOnDevice; @end Here's the top of .m: #import "ScreamViewController.h" //top of code has Audio session callback function for responding to audio route changes (from Apple's code), then my code continues... @implementation ScreamViewController @synthesize appSoundPlayer; // AVAudioPlayer object for playing the selected scream @synthesize soundFileURL; // Path to the scream @synthesize interruptedOnPlayback; // Was application interrupted during audio playback @synthesize playing; // Track playing/not playing state @synthesize screamButton; //Press this button, girls scream. @synthesize screams; //Mutable array holding strings pointing to sound files of screams. @synthesize personScreaming; //Mutable array tracking the person doing the screaming @synthesize photoArray; //Mutable array holding strings pointing to photos of screaming girls @synthesize personScreamingField; //Field updates to announce which girl is screaming. @synthesize personScreamingImage; //Updates to show image of the screamer. @synthesize funnyButtonSayings; //Mutable array holding the sayings @synthesize funnyButtonSayingsLabel; //Label that updates with the funnyButtonSayings @synthesize mailStatusMessage; //did the email go out @synthesize shareButton; //share scream via email Next line begins the block with the offending code: - (IBAction) scream: (id) sender { //Play a click sound effect SystemSoundID soundID; NSString *sfxPath = [[NSBundle mainBundle] pathForResource:@"aClick" ofType:@"caf"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:sfxPath],&soundID); AudioServicesPlaySystemSound (soundID); // Because someone may slam the scream button over and over, //must stop current sound, then begin next if ([self appSoundPlayer] != nil) { [[self appSoundPlayer] setDelegate:nil]; [[self appSoundPlayer] stop]; [self setAppSoundPlayer: nil]; } //after selecting a random index in the array (did that in View Did Load), //we move to the next scream on each click. //First check... //Are we past the end of the array? if (currentScreamIndex == [screams count]) { currentScreamIndex = 0; } //Get the string at the index in the personScreaming array currentScream = [screams objectAtIndex: currentScreamIndex]; //Get the string at the index in the personScreaming array NSString *screamer = [personScreaming objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"playing scream: %@", screamer); // Display the string in the personScreamingField field NSString *listScreamer = [NSString stringWithFormat:@"scream by: %@", screamer]; [personScreamingField setText:listScreamer]; // Gets the file system path to the scream to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: currentScream ofType: @"caf"]; // Converts the sound's file path to an NSURL object NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = newURL; [newURL release]; [[AVAudioSession sharedInstance] setDelegate: self]; [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: nil]; // Registers the audio route change listener callback function AudioSessionAddPropertyListener ( kAudioSessionProperty_AudioRouteChange, audioRouteChangeListenerCallback, self ); // Activates the audio session. NSError *activationError = nil; [[AVAudioSession sharedInstance] setActive: YES error: &activationError]; // Instantiates the AVAudioPlayer object, initializing it with the sound AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error: nil]; //Error check and continue if (newPlayer != nil) { self.appSoundPlayer = newPlayer; [newPlayer release]; [appSoundPlayer prepareToPlay]; [appSoundPlayer setVolume: 1.0]; [appSoundPlayer setDelegate:self]; //NEXT LINE IS FLAGGED BY INSTRUMENTS AS LEAKY [appSoundPlayer play]; playing = YES; //Get the string at the index in the photoArray array NSString *screamerPic = [photoArray objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"displaying photo: %@", screamerPic); // Display the image of the person screaming personScreamingImage.image = [UIImage imageNamed:screamerPic]; //show the share button shareButton.hidden = NO; mailStatusMessage.hidden = NO; mailStatusMessage.text = @"share!"; //Get the string at the index in the funnySayings array currentSayingsIndex = random() % [funnyButtonSayings count]; currentButtonSaying = [funnyButtonSayings objectAtIndex: currentSayingsIndex]; NSString *theSaying = [funnyButtonSayings objectAtIndex:currentSayingsIndex]; [funnyButtonSayingsLabel setText: theSaying]; currentScreamIndex++; } } Here's my dealloc: - (void)dealloc { [appSoundPlayer stop]; [appSoundPlayer release], appSoundPlayer = nil; [screamButton release], screamButton = nil; [mailStatusMessage release], mailStatusMessage = nil; [personScreamingField release], personScreamingField = nil; [personScreamingImage release], personScreamingImage = nil; [funnyButtonSayings release], funnyButtonSayings = nil; [funnyButtonSayingsLabel release], funnyButtonSayingsLabel = nil; [screams release], screams = nil; [personScreaming release], personScreaming = nil; [soundFileURL release]; [super dealloc]; } @end Thanks so much for reading this far! Any input appreciated.

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  • How can I change 'self.view' within a button method created outside of 'loadView'

    - by Scott
    Hey guys. So I am creating buttons dynamically within loadView. Each of these buttons is given an action using the @Selector method, such as : [button addTarget:self action:@selector(showCCView) forControlEvents:UIControlEventTouchUpInside]; Now that showCCView method is defined outside of loadView, where this above statement is located. The point of the method is to change the view currently on the screen (so set self.view = ccView). It gives me an error every time I try and access self.view outside of loadView, and even sometimes when I try and access it at random places within loadView, it just has been acting really weird. I tried to change it around so I wouldn't have to deal with this either. I had made a function + (void) showView: (UIView*) oldView: (UIView*) newView; but this didn't work out either because the @Selector was being real prissy about using it with a function that needed two parameters. Any help please? Here is my code: // // SiteOneController.m // InstantNavigator // // Created by dni on 2/22/10. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "SiteOneController.h" @implementation SiteOneController + (UIView*) ccContent { UIView *ccContent = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; ccContent.backgroundColor = [UIColor whiteColor]; [ccContent addSubview:[SiteOneController myNavBar1:@"Constitution Center Content"]]; return ccContent; } // Button Dimensions int a = 62; int b = 80; int c = 200; int d = 30; // NPSIN Green Color + (UIColor*)myColor1 { return [UIColor colorWithRed:0.0f/255.0f green:76.0f/255.0f blue:29.0f/255.0f alpha:1.0f]; } // Creates Nav Bar with default Green at top of screen with given String as title + (UINavigationBar*)myNavBar1: (NSString*)input { UIView *test = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; UINavigationBar *navBar = [[UINavigationBar alloc] initWithFrame:CGRectMake(0.0, 0.0, test.bounds.size.width, 45)]; navBar.tintColor = [SiteOneController myColor1]; UINavigationItem *navItem; navItem = [UINavigationItem alloc]; navItem.title = input; [navBar pushNavigationItem:navItem animated:false]; return navBar; } //-------------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------------// // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { //hard coded array of content for each site // CC NSMutableArray *allccContent = [[NSMutableArray alloc] init]; NSString *cc1 = @"House Model"; NSString *cc2 = @"James Dexter History"; [allccContent addObject: cc1]; [cc1 release]; [allccContent addObject: cc2]; [cc2 release]; // FC NSMutableArray *allfcContent = [[NSMutableArray alloc] init]; NSString *fc1 = @"Ghost House"; NSString *fc2 = @"Franklins Letters"; NSString *fc3 = @"Franklins Business"; [allfcContent addObject: fc1]; [fc1 release]; [allfcContent addObject: fc2]; [fc2 release]; [allfcContent addObject: fc3]; [fc3 release]; // PC NSMutableArray *allphContent = [[NSMutableArray alloc] init]; NSString *ph1 = @"Changing Occupancy"; NSString *ph2 = @"Sketches"; NSString *ph3 = @"Servant House"; NSString *ph4 = @"Monument"; NSString *ph5 = @"Virtual Model"; [allphContent addObject: ph1]; [ph1 release]; [allphContent addObject: ph2]; [ph2 release]; [allphContent addObject: ph3]; [ph3 release]; [allphContent addObject: ph4]; [ph4 release]; [allphContent addObject: ph5]; [ph5 release]; // Each content page's view //UIView *ccContent = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; UIView *fcContent = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; UIView *phContent = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; //ccContent.backgroundColor = [UIColor whiteColor]; fcContent.backgroundColor = [UIColor whiteColor]; phContent.backgroundColor = [UIColor whiteColor]; //[ccContent addSubview:[SiteOneController myNavBar1:@"Constitution Center Content"]]; [fcContent addSubview:[SiteOneController myNavBar1:@"Franklin Court Content"]]; [phContent addSubview:[SiteOneController myNavBar1:@"Presidents House Content"]]; //allocate the view self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; //set the view's background color self.view.backgroundColor = [UIColor whiteColor]; [self.view addSubview:[SiteOneController myNavBar1:@"Sites"]]; NSMutableArray *sites = [[NSMutableArray alloc] init]; NSString *one = @"Constution Center"; NSString *two = @"Franklin Court"; NSString *three = @"Presidents House"; [sites addObject: one]; [one release]; [sites addObject: two]; [two release]; [sites addObject: three]; [three release]; NSString *ccName = @"Constitution Center"; NSString *fcName = @"Franklin Court"; NSString *element; int j = 0; for (element in sites) { UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; //setframe (where on screen) //separation is 15px past the width (45-30) button.frame = CGRectMake(a, b + (j*45), c, d); [button setTitle:element forState:UIControlStateNormal]; button.backgroundColor = [SiteOneController myColor1]; /*- (void) fooFirstInput:(NSString*) first secondInput:(NSString*) second { NSLog(@"Logs %@ then %@", first, second); } - (void) performMethodsViaSelectors { [self performSelector:@selector(fooNoInputs)]; [self performSelector:@selector(fooOneInput:) withObject:@"first"]; [self performSelector;@selector(fooFirstInput:secondInput:) withObject:@"first" withObject:@"second"];*/ //UIView *old = self.view; if (element == ccName) { [button addTarget:self action:@selector(showCCView) forControlEvents:UIControlEventTouchUpInside]; } else if (element == fcName) { } else { } [self.view addSubview: button]; j++; } } // This method show the content views for each of the sites. /*+ (void) showCCView { self.view = [SiteOneController ccContent]; }*/

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • How to have two UIPickerViews together in one ViewController?

    - by 0SX
    I'm trying to put 2 UIPickerViews together in one ViewController. Each UIPickerView has different data arrays. I'm using interface builder to link the pickers up. I know I'll have to use separate delegates and dataSources but I can't seem to hook everything up with interface builder correctly. Here's all my code: pickerTesting.h #import <UIKit/UIKit.h> #import "picker2DataSource.h" @interface pickerTestingViewController : UIViewController <UIPickerViewDelegate, UIPickerViewDataSource>{ IBOutlet UIPickerView *picker; IBOutlet UIPickerView *picker2; NSMutableArray *pickerViewArray; } @property (nonatomic, retain) IBOutlet UIPickerView *picker; @property (nonatomic, retain) IBOutlet UIPickerView *picker2; @property (nonatomic, retain) NSMutableArray *pickerViewArray; @end pickerTesting.m #import "pickerTestingViewController.h" @implementation pickerTestingViewController @synthesize picker, picker2, pickerViewArray; - (void)viewDidLoad { [super viewDidLoad]; pickerViewArray = [[NSMutableArray alloc] init]; [pickerViewArray addObject:@" 100 "]; [pickerViewArray addObject:@" 200 "]; [pickerViewArray addObject:@" 400 "]; [pickerViewArray addObject:@" 600 "]; [pickerViewArray addObject:@" 1000 "]; [picker selectRow:1 inComponent:0 animated:NO]; picker2.delegate = self; picker2.dataSource = self; } - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)picker; { return 1; } - (void)pickerView:(UIPickerView *)picker didSelectRow:(NSInteger)row inComponent:(NSInteger)component { } - (NSInteger)pickerView:(UIPickerView *)picker numberOfRowsInComponent:(NSInteger)component; { return [pickerViewArray count]; } - (NSString *)pickerView:(UIPickerView *)picker titleForRow:(NSInteger)row forComponent:(NSInteger)component; { return [pickerViewArray objectAtIndex:row]; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end And I have a separate class for the other datasource. picker2DataSource.h @interface picker2DataSource : NSObject <UIPickerViewDataSource, UIPickerViewDelegate> { NSMutableArray *customPickerArray; } @property (nonatomic, retain) NSMutableArray *customPickerArray; @end picker2DataSource.m #import "picker2DataSource.h" @implementation picker2DataSource @synthesize customPickerArray; - (id)init { // use predetermined frame size self = [super init]; if (self) { customPickerArray = [[NSMutableArray alloc] init]; [customPickerArray addObject:@" a "]; [customPickerArray addObject:@" b "]; [customPickerArray addObject:@" c "]; [customPickerArray addObject:@" d "]; [customPickerArray addObject:@" e "]; } return self; } - (void)dealloc { [customPickerArray release]; [super dealloc]; } - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)picker2; { return 1; } - (void)pickerView:(UIPickerView *)picker2 didSelectRow:(NSInteger)row inComponent:(NSInteger)component { } - (NSInteger)pickerView:(UIPickerView *)picker2 numberOfRowsInComponent:(NSInteger)component; { return [customPickerArray count]; } - (NSString *)pickerView:(UIPickerView *)picker2 titleForRow:(NSInteger)row forComponent:(NSInteger)component; { return [customPickerArray objectAtIndex:row]; } @end Any help or code examples would be great. Thanks.

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  • NSOperation unable to load data on the TableView

    - by yeohchan
    I have a problem in NSOperation. I tried many ways but it would run behind the screen, but will not make it appear on the my table view. Can anyone help me out with this. I am new to NSOperation. Recents.h #import <UIKit/UIKit.h> #import "FlickrFetcher.h" @interface Recents : UITableViewController { FlickrFetcher *fetcher; NSString *name; NSData *picture; NSString *picName; NSMutableArray *names; NSMutableArray *pics; NSMutableArray *lists; NSArray *namelists; NSOperationQueue *operationQueue; } @property (nonatomic,retain)NSString *name; @property (nonatomic,retain)NSString *picName; @property (nonatomic,retain)NSData *picture; @property (nonatomic,retain)NSMutableArray *names; @property (nonatomic,retain)NSMutableArray *pics; @property(nonatomic,retain)NSMutableArray *lists; @property(nonatomic,retain)NSArray *namelists; @end Recents.m #import "Recents.h" #import "PersonList.h" #import "PhotoDetail.h" @implementation Recents @synthesize picName,picture,name,names,pics,lists,namelists; // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization self.title=@"Recents"; } return self; } - (void)beginLoadingFlickrData{ NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(synchronousLoadFlickrData) object:nil]; [operationQueue addOperation:operation]; [operation release]; } - (void)synchronousLoadFlickrData{ fetcher=[FlickrFetcher sharedInstance]; NSArray *recents=[fetcher recentGeoTaggedPhotos]; [self performSelectorOnMainThread:@selector(didFinishLoadingFlickrDataWithResults:) withObject:recents waitUntilDone:NO]; } - (void)didFinishLoadingFlickrDataWithResults:(NSArray *)recents{ for(NSDictionary *dic in recents){ [names addObject:[fetcher usernameForUserID:[dic objectForKey:@"owner"]]]; if([[dic objectForKey:@"title"]isEqualToString:@""]){ [pics addObject:@"Untitled"]; }else{ [pics addObject:[dic objectForKey:@"title"]]; } NSLog(@"OK!!"); } [self.tableView reloadData]; [self.tableView flashScrollIndicators]; } // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; operationQueue = [[NSOperationQueue alloc] init]; [operationQueue setMaxConcurrentOperationCount:1]; [self beginLoadingFlickrData]; self.tableView.rowHeight = 95; } /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } #pragma mark - #pragma mark Table View Data Source Methods - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return[names count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *SimpleTableIdentifier = @"SimpleTableIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:SimpleTableIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc]initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:SimpleTableIdentifier] autorelease]; } cell.detailTextLabel.text=[names objectAtIndex:indexPath.row]; cell.textLabel.text=[pics objectAtIndex:indexPath.row]; //UIImage *image=[UIImage imageWithData:[self.lists objectAtIndex:indexPath.row]]; //cell.imageView.image=image; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { fetcher=[[FlickrFetcher alloc]init]; PhotoDetail *scroll=[[PhotoDetail alloc]initWithNibName:@"PhotoDetail" bundle:nil]; scroll.titleName=[self.pics objectAtIndex:indexPath.row]; scroll.picture = [UIImage imageWithData:[self.lists objectAtIndex:indexPath.row]]; [self.navigationController pushViewController:scroll animated:YES]; }

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