I am facing such strange issue right now, I am trying to implement calculator in my project the demo. The place I want to implement is ARC enable and my project ARC disable everything is working perfectly in that demo its working perfect in my project tOO but when i try to do operation on float values then my application crashes says EXC_BAD_ACCESS(code 1.... below is my code
_currentValue and _previousValue are like this in .h file
#property (retain,nonatomic) NSNumber* currentValue;
#property (retain,nonatomic) NSNumber* previousValue;
in my .m file there are 2 methods where i face problem
- (NSString *)calculateValueToString:(NSString *)valueString ForType:(enum State)type{
_currentValue = [numberFormatterFormal numberFromString:valueString];
NSLog(#"%#",_currentValue); //whatever number i input it get prints here
[self calculateValue]; // this method get called
state = type;
if (state != Equal){
_previousValue = _currentValue;
NSLog(#"%#",_previousValue); // get print
_currentValue = #0 ;
}
NSLog(#"_previousValue%#",_previousValue); // get print
NSLog(#"_currentValue%#",_currentValue); // get print
return [numberFormatterFormal stringFromNumber:_currentValue];
}
- (void)calculateValue{
switch (state) {
case Plus:
_currentValue = [NSNumber numberWithDouble:[_previousValue doubleValue] + [_currentValue doubleValue]];
break;
case Minus: //GET ONLY EXECUTE ONLY IF OPERATION IS -
NSLog(#"%#",_currentValue); // it has value
--->>>>>>> HERE APP CRASH NSLog(#"%#",_previousValue); // app crashes here
_currentValue = [NSNumber numberWithDouble:[_previousValue doubleValue] - [_currentValue doubleValue]];
NSLog(#"%#",_currentValue);
// THIS ALL WORK PERFECTLY IN THAT DEMO WHICH IS ARC ENABLE
break;
case Multiple:
_currentValue = [NSNumber numberWithDouble:[_previousValue doubleValue] * [_currentValue doubleValue]];
break;
case Divide:
_currentValue = [NSNumber numberWithDouble:[_previousValue doubleValue] / [_currentValue doubleValue]];
break;
default:
break;
}
}
You're accessing your instance variables directly, and using manual reference counting. This isn't going to work.
All of the memory management is done in the synthesised accessor methods, so you must use the property accessors, e.g:
self.currentValue = ....;
Never
_currentValue = ...;
Or you will be bypassing all of the retain / release calls that the accessors are doing for you.
Related
I'm following the Stanford course, and we had to build a method for the app that checks for 2 cards matching, this is how the model that have the logic looks like (the method to look there is flipCardAtIndex):
#import "CardMatchingGame.h"
#import "PlayingCardsDeck.h"
#interface CardMatchingGame()
#property (readwrite, nonatomic) int score;
#property (strong, nonatomic) NSMutableArray *cards;
#property (strong, nonatomic) NSString *notification;
#end
#implementation CardMatchingGame
-(NSMutableArray *) cards {
if (!_cards) _cards = [[NSMutableArray alloc] init];
return _cards;
}
-(id)initWithCardCount:(NSUInteger)count usingDeck:(Deck *)deck {
self = [super init];
if (self) {
for (int i = 0; i < count; i++) {
Card *card = [deck drawRandonCard];
if (!card) {
self = nil;
} else {
self.cards[i] = card;
}
}
}
return self;
}
-(Card *) cardAtIndex:(NSUInteger)index {
return (index < self.cards.count) ? self.cards[index] : nil;
}
#define FLIP_COST 1
#define MISMATCH_PENALTY 2
#define BONUS 4
-(void) flipCardAtIndex:(NSUInteger)index {
Card *card = [self cardAtIndex:index];
if (!card.isUnplayable) {
if (!card.isFaceUp) {
for (Card *otherCard in self.cards) {
if (otherCard.isFaceUp && !otherCard.isUnplayable) {
int matchScore = [card match:#[otherCard]];
if (matchScore) {
otherCard.unplayble = YES;
card.unplayble = YES;
self.notification = [NSString stringWithFormat:#"%# & %# match!", card.contents, otherCard.contents];
self.score += matchScore * BONUS;
} else {
otherCard.faceUp = NO;
self.score -= MISMATCH_PENALTY;
self.notification = [NSString stringWithFormat:#"%# did not matched to %#", card.contents, otherCard.contents];
}
break;
}
}
self.score -= FLIP_COST;
}
card.faceUp = !card.isFaceUp;
}
}
#end
And this is the class model of the whole game, that got the actual matching method:
#import "PlayingCards.h"
#implementation PlayingCards
#synthesize suit = _suit;
//overriding the :match method of cards to give different acore if its only a suit match or a number match
-(int)match:(NSArray *)cardToMatch {
int score = 0;
if (cardToMatch.count == 1) {
PlayingCards *aCard = [cardToMatch lastObject];
if ([aCard.suit isEqualToString: self.suit]) {
score = 1;
} else if (aCard.rank == self.rank) {
score = 4;
}
}
return score;
}
//more stuff...
W already created it with an array so we will be able to extend it for more objects, but now i'm trying to figure out how do I extend it :/
This is my github for the project https://github.com/NirOhayon/Matchismo
i'm new to objective C and would appreciate it munch if you could help me to figure it out.
Thanks a bunch
You can chain these with a loop to check them all. Very basic way of doing it. Just loop through each card and check it against the "self" card that you have and increment the score instead of setting it.
-(int)match:(NSArray *)cardToMatch {
int score = 0;
for(int i = 0; i < cardToMatch.count; i++) {
PlayingCards *aCard = cardToMatch[i];
if ([aCard.suit isEqualToString: self.suit]) {
score += 1;
} else if (aCard.rank == self.rank) {
score += 4;
}
}
return score;
}
For flipCardAtIndex: , I would change it to flipCardsAtIndexes:(NSArray*)indexes, where indexes is an NSArray of NSNumbers. Then I would run a for loop checking and removing any cards that are unplayable or faceup, and pass through the remaining cards at those indexes to check match, and retrieve the match score.
To tell your view controller to add another card depends on how you have your view controller set up. You could do a protocol in a method that your view controller becomes the delegate of, and through a protocol method, tell it to switch. It could also be simpler than that, depending on how it checks your model of cards to decide what to show, if it sees three cards available instead of two, it could switch.
As the point of this exercise is to learn iOS programming, I want to give you a good head start and you should tweak and figure some stuff out on your own. I have a feeling you're a novice at programming, and if you are, you'll be surprised how much programming at your stage is trial and error. Eventually it will become second nature.
I have a calculator in which i would like to put the decimal point according to the button press for the decimal point. I get the decimal point but if I enter another digit the decimal pint vanishes and is overwritten .
The code is mentioned below for the decimal press:-
-(IBAction)decimalPressed:(id)sender{
calculatorScreen.text = [calculatorScreen.text stringByAppendingString:#"."];
}
For the digit press it is :-
-(IBAction)buttonDigitPressed:(id)sender{
currentNumber = currentNumber*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"%g",currentNumber];
}
How can i do something like 23 then "." then 45. The result would be 23.45
I've recently done a calculator app and could understand your problem. Another thing you want to take note about the point is that you do not want to have multiple point in your calculation, e.g. 10.345.1123.5. Simply put, you want it to be a legal float number as well.
With that said, you can use a IBAction (remember to link it to your storyboard or xib file)
-(IBAction)decimalPressed:(UIButton *)sender
{
NSRange range = [self.display.text rangeOfString:#"."];
if (range.location ==NSNotFound){
self.display.text = [ self.display.text stringByAppendingString:#"."];
}
self.userIsInTheMiddleOfEnteringANumber = YES;
}
While it might be possible we are doing on the same project, it could also be entirely different (you starting from scratch by yourself) so i will go through some of the codes
you could replace UIButton with the default id, but it is better to static replace it to make clear clarification for yourself, or anyone else who view your code.
NSRange as the name implies, mark the range, and the range will be ur display text of calculation (e.g. 1235.3568), and the range of string it is targeting in this case is "."
therefore, if NSNotfound (rangeOfString "." is not found in the text range) you will append the current display text with "." with the function stringByAppendingString:#".", there is no else, so no function will take place if "." is already found, which solve the problem of multiple point on the display.
userIsInTheMiddleOfEnteringANumber is a BOOL to solve the problem of having 0 in ur display (e.g. 06357), if you have a method to change it, then replace my method name with your own.
Try with below code:
-(IBAction)buttonDigitPressed:(id)sender
{
UIButton *pressedButton = (UIButton *)sender;
calculatorScreen.text = [calculatorScreen.text stringByAppendingFormat:#"%d",pressedButton.tag];
currentNumber = [calculatorScreen.text floatValue];
}
-(IBAction)ButtonDot
{
decimalChecker = 10;
calculatorScreen.text = [NSString stringWithFormat:#"$ %g.", currentSavings];
decimalChecker=1;
}
-(IBAction)buttonDigitPressed:(id)sender
{
if (decimalChecker ==1)
{
currentDecimal = currentDecimal*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"$ %g.%g", currentSavings,currentDecimal];
}
else
{
currentSavings = currentSavings*10 + (float)[sender tag];
calculatorScreen.text = [NSString stringWithFormat:#"$ %g",currentSavings];
}
}
This is my solution:
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController {
float result;
IBOutlet UILabel *TextInput;
int currentOperation;
float currentNumber;
BOOL userInTheMiddleOfEnteringDecimal;
}
- (IBAction)buttonDigitPressed:(id)sender;
- (IBAction)buttonOperationPressed:(id)sender;
- (IBAction)cancelInput;
- (IBAction)cancelOperation;
- (IBAction)dotPressed;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
- (IBAction)buttonDigitPressed:(id)sender {
if(!userInTheMiddleOfEnteringDecimal)
{
currentNumber = currentNumber*10 + (float)[sender tag];
TextInput.text = [NSString stringWithFormat:#"%d",(int)currentNumber];
}
else{
TextInput.text= [TextInput.text stringByAppendingString:[NSString stringWithFormat:#"%d",[sender tag]]];
currentNumber = [TextInput.text floatValue];
}
}
- (IBAction)buttonOperationPressed:(id)sender {
if (currentOperation == 0) result = currentNumber;
else {
switch (currentOperation) {
case 1:
result = result + currentNumber;
break;
case 2:
result = result - currentNumber;
break;
case 3:
result = result * currentNumber;
break;
case 4:
result = result / currentNumber;
break;
case 5:
currentOperation = 0;
break;
default:
break;
}
}
currentNumber = 0;
TextInput.text = [NSString stringWithFormat:#"%.2f",result];
if ([sender tag] == 0) result = 0;
currentOperation = [sender tag];
userInTheMiddleOfEnteringDecimal = NO;
}
-(IBAction)cancelInput{
currentNumber = (int)(currentNumber/10);
TextInput.text = [NSString stringWithFormat:#"%.2f",currentNumber];;
}
-(IBAction)cancelOperation{
currentNumber = 0;
TextInput.text = #"0";
userInTheMiddleOfEnteringDecimal = NO;
}
- (IBAction)dotPressed{
if(!userInTheMiddleOfEnteringDecimal){
userInTheMiddleOfEnteringDecimal = YES;
TextInput.text= [TextInput.text stringByAppendingString:#"."];
}
}
#end
Hope this helps.. Another way of solution...
after pressing the "." all values after will be divided as following
the first number ur press after pressing "." will be divided by 10 the second by 100 and so on
so editing ur function it would be like this
-(IBAction)buttonDigitPressed:(id)sender{
currentNumber = currentNumber + (float)[sender tag] / 10.0;
calculatorScreen.text = [NSString stringWithFormat:#"%g",currentNumber];
}
i think in that solve your problem
http://www.datasprings.com/resources/articles-information/iphone-sdk-getting-started-example-code
There is sample code of calculator.
I have the following method in my app :
- (void) loadModel {
// Runs in a seperate thread so we need to create an additional NSAutoreleasePool
pool = [[NSAutoreleasePool alloc] init];
NSData *getData = [activeModelInfo getFileData];
if (getData) {
if ([activeModel loadFromFileData:daeData]) {
[activeModel reset];
[mainViewController performSelectorOnMainThread:#selector(showModelView) withObject:nil waitUntilDone:NO];
}
else {
}
}
else {
}
[pool release];
}
The loadFromFileData method calls the following code which loads data. :
- (void) loadVerticesFromSource:(NSString*)verticesSourceId meshNode:(TBXMLElement*)meshNode intoMesh: (Mesh3D*) mesh {
NSLog(#"Getting Vertices for Source %#",verticesSourceId);
FloatArray *floatArray = [self getFloatArrayFromSource: verticesSourceId meshNode: meshNode];
if (floatArray) {
[daeFloatArray addObject:floatArray];
}
if (floatArray) {
if ([floatArray.array count] % 3 != 0) {
NSLog(#"Float array length not divisible by 3!");
}
else {
mesh->verticesCount = [floatArray.array count] / 3;
mesh->vertices = malloc(sizeof(Vector3D) * mesh->verticesCount);
for (int i=0; i<mesh->verticesCount; i++) {
mesh->vertices[i].x = [[floatArray.array objectAtIndex:(i*3)] floatValue];
mesh->vertices[i].y = [[floatArray.array objectAtIndex:(i*3)+1] floatValue];
mesh->vertices[i].z = [[floatArray.array objectAtIndex:(i*3)+2] floatValue];
// update extents information
if (!extents.pointDefined || mesh->vertices[i].x < extents.minX) extents.minX = mesh->vertices[i].x;
else if (!extents.pointDefined || mesh->vertices[i].x > extents.maxX) extents.maxX = mesh->vertices[i].x;
if (!extents.pointDefined || mesh->vertices[i].y < extents.minY) extents.minY = mesh->vertices[i].y;
else if (!extents.pointDefined || mesh->vertices[i].y > extents.maxY) extents.maxY = mesh->vertices[i].y;
if (!extents.pointDefined || mesh->vertices[i].z < extents.minZ) extents.minZ = mesh->vertices[i].z;
else if (!extents.pointDefined || mesh->vertices[i].z > extents.maxZ) extents.maxZ = mesh->vertices[i].z;
if (!extents.pointDefined) extents.pointDefined = YES;
[pointerStorageArray addObject:[NSValue valueWithPointer:mesh->vertices]];
}
}
}
}
Since this method is called several times while the data loads, each time mallocing memory for the mesh->vertices struct, I have created a pointerStorage array where I store the pointer to the malloced memory.
The app then displays a 3D object using OpenGL ES. When the user presses a Main Menu button, I then free up the pointerStorageArray as follows :
- (void) freeUpMallocedMemory
for (NSValue * value in pointerStorageArray) {
free(value);
}
The problem is that the app then crashes during this process. All I get is the EXC_BAD_ACCESSS error message and a pointer to the following line of code in the loadModel method above :
[pool release];
Nothing in the stack trace. I have also tried turning on NSZombie, NSAutoreleaseTrackFreedObjectCheck and NSDebugEnabled, but I still don't get any additional information.
The odd thing is that if I put a delay on the button of 2 seconds (i.e only trigger the freeUpMallocedMemory method after 2 seconds), the app no longer crashes and works fine.
Can anyone suggest what might be causing this - really confused and have already spent a few days troubleshooting.
Thank you !
You are over-releasing... the values in pointerStorageArray are created via a convenience method and as such don't need releasing, simply removing them from the array will dispose of them.
I'm dealing with some very weird issues by simply trying to pass a float parameter in obj-c.
I have a method which is called via an NSNotification:
- (void)presetChanged:(NSNotification*)notification {
float newValue = [[S76PresetManager sharedManager] getValueForKey:symbol];
[self setValue:newValue animated:YES];
[PdBase sendFloat:newValue toReceiver:symbol];
}
When I run this through the debugger, a float (say 0.5) will remain the same and get sent to the [PdBase sendFloat:] line. However, in the [self setValue:animated:] call, I get a garbage value of 3.68934881e+19. This is very strange. Any suggestions?
Thanks in advance
EDIT: Nothing special was happening in [self setValue:animated:], just doing some bounds checking before sending it to another method...
- (void)setValue:(float)newValue animated:(BOOL)animated {
float oldValue = value;
if (newValue < 0.0)
value = 0.0;
else if (newValue > maxValue)
value = maxValue;
else
value = newValue;
[self valueDidChangeFrom:oldValue to:value animated:animated];
}
Assuming you aren't doing anything strange in [self setValue:newValue animated:YES]...
How about:
NSNumber *newValue = [NSNumber numberWithFloat:[[S76PresetManager sharedManager] getValueForKey:symbol]];
[self setValue:newValue animated:YES];
[PdBase sendFloat:[newValue floatValue] toReceiver:symbol];
-(void) setupMyLocation {
NSArray *viewControllerArray = [navigationUpdateFromDetail.navigationController viewControllers];
NSUInteger parentViewControllerIndex = [viewControllerArray count] - 2;
NSLog(#"Parent view controller: %#", [viewControllerArray objectAtIndex:parentViewControllerIndex]);
switch(parentViewControllerIndex){
case 0:
self.myLocation = navigationUpdateFromDetail.currentLocation;
break;
case 1:
YANAVAppDelegate *currentObject = (YANAVAppDelegate*)[[UIApplication sharedApplication]delegate];
// self.myLocation = currentObject.givenLocation;
break;
default: break;
}
}
I cannot seem to figure out why i keep getting an error "expecting expression before YANAVAppdelegate".
I cannot seem to put my finger on why this will not compile. any input is appreciated.. thanks in advance.
Don't define the variable (currentObject) inside the switch statement.
If you need to define a variable inside a case statement, you can do it using curly brackets (this technique also works in C++, by the way):
-(void) setupMyLocation {
NSArray *viewControllerArray = [navigationUpdateFromDetail.navigationController viewControllers];
NSUInteger parentViewControllerIndex = [viewControllerArray count] - 2;
NSLog(#"Parent view controller: %#", [viewControllerArray objectAtIndex:parentViewControllerIndex]);
switch(parentViewControllerIndex) {
case 0:
self.myLocation = navigationUpdateFromDetail.currentLocation;
break;
case 1:
{
YANAVAppDelegate *currentObject = (YANAVAppDelegate*)[[UIApplication sharedApplication]delegate];
// self.myLocation = currentObject.givenLocation;
break;
}
default:
break;
}
}
A C++ guru explained me once that this gives your variables a context stack for them to exist, which the switch / case statement does not provide automatically. Remember to delete / release objects if you create any in that context, otherwise it's an easy way to have a memory leak.
I personally always use curly brackets in my case statements, if you ask me ;) you never know if in the future you'll need them, it makes things easier to understand.