How to debug when there are no logs? - iphone

I'm working on compas-AR app. I have UIImagePickerViewController so I can have background from device camera. Inside UIView overlay I put all UI buttons/subviews. Every method has a NSLog() at the very beginning, so I can track in logs where app is going. Unfortunatelly I'm stuck. After downloading no data I use this UIView nothingView - which I declared and added with all subviews within viewDidAppear:(BOOL)animated. Here comes the problem: nothingView is shown, but any interaction (rotating device, pressing my action UIButtons etc) is suspending app and all I got in logs is this:
2013-05-29 15:49:53.657 CloudReco copy[6246:707] GeoVC: targetsRequestDidFinishForContent
2013-05-29 15:49:53.659 CloudReco copy[6246:707] GeoVC: there is no data from targets dictionary
2013-05-29 15:49:53.662 CloudReco copy[6246:707] GeoVC: showNothing
2013-05-29 15:49:53.664 CloudReco copy[6246:707] GeoVC: showNothing 2
(gdb)
I did use anylizer, but it didn't point in any direction here. If I did only receive any method's NSLog I could try to follow, but with any trace I'm helpless.
Here is code snippet called when I send notification that nothing was found:
-(void)showNothing:(NSNotification *)notification{
NSLog(#"GeoVC: showNothing");
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"GeoVC: showNothing 2");
loadingView.hidden = YES;
closeButton.hidden = NO;
startView.hidden = YES;
gestrec.enabled = NO;
nothingView.hidden = NO;
[locationManager stopUpdatingLocation];
});
}
After that is ok, unless I rotate device or push any action button...
any help appreciated
note: I'm using iOS 5.1 and Xcode 4.2
update: that's all I got. Somehow dealloc is being called after all operations, despite I don't hide/exit/release any view - at least not "me"
(gdb) bt
#0 0x37de2f78 in CoreLocationVersionNumber ()
#1 0x334b42bc in ?? ()

Insure that you have an ivar or property keeping a strong reference to location objects, and never release them (ie nil them) in a delegate callback, rather dispatch a block to the main queue to release it. Ask me how I know this :-)

Related

iPod Touch iOS 5.1.1 Not calling viewDidDisappear:animated

I've posted this question elsewhere, but as SO is such a great community I'm doing so here as well.
First up, I'm using Cocos2D 2.0-gles20 to put a multiplayer/team oriented game together.
I've been integrating GameKitHelper into the app. To date it's been working just fine on my iPhone4 and iPad2 and in the Simulator, but now when I try to use it on an iPod Touch 4th I'm getting assertions in [CCDirectorIOS startAnimation] because the app is getting a viewWillAppear when it shouldn't and no call to viewDidDisappear when it should.
The reason this matters is that these methods on the CCDirectorIOS class cause Cocos2D to start/stop animation whilst another UIKit view is in front. This is something that I've managed myself with Cocos2D-0.99 but with 2.0 it is handled nicely within the director so that each app doesn't have to handle it specifically.
The GameKitHelper class has the following methods for pushing a GKMatchmakerViewController onto the screen:
-(void) showMatchmakerWithInvite:(GKInvite*)invite
{
GKMatchmakerViewController* inviteVC = [[[GKMatchmakerViewController alloc] initWithInvite:invite] autorelease];
if (inviteVC != nil)
{
inviteVC.matchmakerDelegate = self;
[self presentViewController:inviteVC];
}
}
-(UIViewController*) getRootViewController
{
return [CCDirector sharedDirector];
}
-(void) presentViewController:(UIViewController*)vc
{
UIViewController* rootVC = [self getRootViewController];
[rootVC presentModalViewController:vc animated:YES];
}
-(void) dismissModalViewController
{
UIViewController* rootVC = [self getRootViewController];
[rootVC dismissModalViewControllerAnimated:YES];
}
When I call showMatchmakerWithInvite, on the iPhone4, etc I see a call to viewDidDisappear: on the CCDirectorIOS object which stops animation. This is fine. When the GK view is gone, I see a call to viewWillAppear which restarts the animation. Sweet.
On the iPod Touch however, running exactly the same project, the call to viewDidDisappear is not made, but a call to viewWillAppear is, before the GK view has gone.
I can't fathom why there would be a difference. All devices are running iOS 5.1.1.
It's almost as if the behaviour of UIKit is different on the iPod Touch, but I find that hard to believe. My other thought was that I was looking at a timing issue, but I put some code in to allow the app to keep running even with the problem, but the call to viewDidDisappear never happened.
I can work around this I think by managing the start/stop of animation myself, but I would have preferred not to customise the Cocos2D code.
Does anyone have any ideas?
Thanks
Well, being the impatient person I am, rather than leave it to others and work on something else, I nutted it out.
I turns out that the iPod Touch devices in question had multi player games disabled in the restrictions app. This seems to cause the GK view to not show "properly" and as a result the events like viewDidDisappear: and viewWillAppear: don't occur the way I was expecting.
So I've been able to revert all of my tweaks and instrumentation in the Cocos2D code, and simply apply a correction to the GameKitHelper class to ensure that if features such as multi-player are disabled, the player isn't able to request them.

monitoredRegions empty even though startMonitoringForRegion:desiredAccuracy: is called

I am developing a iPhone app running on iOS5, and am unable to set up geofences when I call the startMonitoringForRegion:desiredAccuracy: method on click of a button.
It works fine in the simulator when I print out the regions in monitoredRegions, but when running on an actual iPhone 4, the monitoredRegions is always empty. Expectedly, the didEnterRegion: and didExitRegion: methods are not called as well.
Another puzzling fact is that on BOTH the simulator and the iPhone 4 device, the CLLocationManagerDelegate method didStartMonitoringForRegion: is never called as well.
Would appreciate some help here, thank you!
EDIT:
this is method that I call on click of a button:
-(void) queueGeofence: (CLLocationCoordinate2D)selectedBranch userCoordinate:(CLLocationCoordinate2D)userCoordinate radius: (CLLocationDegrees)radius {
geofence = [[CLRegion alloc] initCircularRegionWithCenter:selectedBranch radius:radius identifier:#"geofence"];
CLLocationAccuracy acc = kCLLocationAccuracyNearestTenMeters;
[locationManager startMonitoringForRegion:geofence desiredAccuracy:acc];
[CLLocationManager regionMonitoringEnabled];
NSLog([CLLocationManager regionMonitoringEnabled] ? #"regionMonitoringEnabled:Yes" : #"regionMonitoringEnabled:No");
NSLog([CLLocationManager regionMonitoringAvailable] ? #"regionMonitoringAvailable:Yes" : #"regionMonitoringAvailable:No");
NSLog(#"LOCATIONMANAGER monitored regions: %#", [locationManager monitoredRegions]});
}
Region monitoring is both enabled and available, but monitoredRegions is still giving me back nothing.
If you look in CLLocationManager.h, the comments in the header for startMonitoringForRegion:desiredAccuracy: state that
If a region with the same identifier is already being monitored for this application, it
will be removed from monitoring. This is done asynchronously and may not be immediately reflected in monitoredRegions.
Therefore, you shouldn't necessarily expect that [locationManager monitoredRegions] would include your newly added region since it is added asynchronously.
Are you implementing the delegate method for locationManager:monitoringDidFailForRegion:withError:? Maybe that's getting called instead of locationManager:didStartMonitoringForRegion:. Also note that a region with the same identifier as an existing region will get removed, so you might be running into some unexpected problems because you're reusing "geofence" as your identifier.
First of all, you should be sure, that your app has a permission to use LocationManager. Check it when you alloc your manager.
[CLLocationManager authorizationStatus];
I had the same trouble when start app and decline a permission. And after deleting and rebuilding app. I had a flag, that user didn't accept it. Turn it on.
If you are just going by your NSLog, it probably isn't going to work. [locationManager monitoredRegions] returns an NSSet of CLRegions. They won't display to your log that way. Try this:
NSSet *setOfRegions = [locationManager monitoredRegions];
for (CLRegion *region in setOfRegions) {
NSLog (#"region info: %#", region);
}

Received memory warning. Level=1 when showing a UIImagePickerController

This is driving me crazy!!!
I'm getting a "Received memory warning. Level=1" whenever I attempt to show a UIImagePickerController with a sourceType = UIImagePickerControllerSourceTypeCamera.
Here is the code from my viewDidLoad where I set things up:
- (void)viewDidLoad {
[super viewDidLoad];
// Set card table green felt background
self.view.backgroundColor = [UIColor colorWithPatternImage: [UIImage imageNamed:#"green_felt_bg.jpg"]];
// Init UIImagePickerController
// Instantiate a UIImagePickerController for use throughout app and set delegate
self.playerImagePicker = [[UIImagePickerController alloc] init];
self.playerImagePicker.delegate = self;
self.playerImagePicker.sourceType = UIImagePickerControllerSourceTypeCamera;
}
And here is how I present it modally ..
- (IBAction) addPlayers: (id)sender{
[self presentModalViewController:self.playerImagePicker animated:YES];
}
The result ... UIImagePicker starts to show and then boom ... I get the memory warning ... EVERY TIME! Interestingly enough, if I switch to sourceType = UIImagePickerControllerSourceTypePhotoLibrary ... everything works fine.
What in the heck am I missing or doing wrong? All I want to do is show the camera, take and save a picture.
FYI - I'm testing on my 3GS device.
Thanks to anyone who can help :)
This is very common. As long as you handle the memory warning without crashing and have enough space to keep going, don't let it drive you crazy.
It is not about how much memory your app has used, because it will probably happen even when you write a very simple app which have only one view with one button, clicking the button and then open camera.
I have tested on iPhone 3GS, iPad 2 and iPod touch 3G. It only happened in iPhone 3GS.
I found it will not happen anymore if you restart you device before you execute you app.
Another real solution is to comment the code, [super didReceiveMemoryWarning], in your viewController.
- (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.
}
After lots of test on iPhone 3GS with iOS 4.3.2, I found the logic might like that:
-> Open as much as app running on background
-> Presenting a imagePicker of UIImagePickerController, clicking "Back" or "Save" from imagePicker
-> ApplicationDelegate's method, applicationDidReceiveMemoryWarning:(UIApplication *)application, will be invoked
-> Then ViewController's method, didReceiveMemoryWarning:, will be invoked
-> Then viewDidUnload
-> Then viewDidLoad
Then you could find some views have been released and the current view has been pointed to a unexpected one.
By default, [super didReceiveMemoryWarning] will run when ViewController's didReceiveMemoryWarning method is invoked. Commenting it, and viewDidUnload: and viewDidLoad: methods will not be invoked. It means the mem warning has been totally ignored. That's what we expected.
Now after I upgraded to 4.0 it happens to my app too - before in 3.1 there were no warnings.
Actually as you said before, there should be no issue. However, this causes the view that comes after it to load again and viewDidLoad is being called. This messes up my app, since I initialize the view in viewDidLoad - now it gets initialized all over again - even though it shouldn't.
Just as a comment, this might also happen to many other apps that rely on loading the view only once!
It did happen in my app Did I Do That on iOS 4.0 too. It was not consistent, but the most common cause was creating a UIImagePickerController instance and navigating to some large photo stored in one of the albums.
Fixed by persisting state in the didReceiveMemoryWarning method, and loading from state in the viewDidLoad method. One caveat is to remember to clear the state-persisted file in the correct point for your application. For me it was leaving the relevant UIViewController under normal circumstances.
I'm getting the memory warning when opening a UIImagePickerController as well. I'm on 4.01 as well.
But in addition, the UIImagePickerController is running the close shutter animation and stalling there, with the closed shutter on screen.
It seems like the UIImagePickerController's behavior on memory warnings is to close itself.
I could dismiss the UIImagePickerController from the parent ViewController in the didReceiveMemoryWarning method, but that would make for a terrible user experience.
Has anyone seen this problem?
Is there a way to handle the memory warning so that the UIImagePickerController doesn't shut itself down?
I have been struggling with the same problem for some days now. However, resetting my iPhone 4 (clearing out memory) solves the problem so it's not really an app problem.
It appears that a level 1 or 2 memory warning triggers the UIimgPickerController delegate to offload itself. The same happens in my app with the delegate of the delegate (yes it can). After the memory warning however, it will load the delegate (and it's delegate) again causing the viewDidLoad to execute any code that's in there.
I am not sure this happens only while using the UIimgPickerController because testing all that is very time consuming.
I could write some extra code to prevent the code in viewDidLoad en viewWillAppear from execuring while showing the UIimgPickerController but that's not classy, right?
Here's food for thought: it could be
that you are running out of memory
because you are testing your app. With
some memoryleaks it is very well
possible that you are working towards
this problem every time you debug.
The UIImagePickerControllerDelegate is a memory hog because you are capturing high memory assets, be that an image or video. So from the start be sure to specify the medium capture settings, as a start point, reduce this if you don't need the quality:
UIImagePickerController *picker = [[UIImagePickerController alloc] init];
picker.delegate = self;
picker.videoQuality=UIImagePickerControllerQualityTypeMedium;
Then after capturing and using these assets. Remove any temp files from the applications temp folder. Could be an extra obsessive step but its a good habit:
NSFileManager *fileManager = [NSFileManager defaultManager];
if ([fileManager fileExistsAtPath:[lastCapturedFile substringFromIndex:7] ]) {
NSError *error;
// Attempt to delete the folder containing globalDel.videoPath
if ([fileManager removeItemAtPath:[lastCapturedFile substringFromIndex:7] error:&error] != YES) {
NSLog(#"Unable to delete recorded file: %#", [error localizedDescription]);
} else {
NSLog(#"deleted file");
}
}
With above it is clearing the file that was created by the delegate. In some instances if you are transcoding or creating you own assets delete the folder with that file. Note above I am removing the 'file://' part of the url string as the file manager doesn't like it:
[lastCapturedFile substringFromIndex:7]
Other things to consider are covered in the various documentation for what you are doing with that asset - transcoding, image size reduction and more. Beware that any transcoding using the AVFoundation will crash if the UIImagePickerViewController is displaying.

Why doesn't the undo/redo panel appear when I start a shake gesture in iPhone Simulator?

I've created an NSUndoManager for the Managed Object Context of Core Data, like this:
NSUndoManager *undoManager = [[NSUndoManager alloc] init];
[undoManager setLevelsOfUndo:10];
[managedObjectContext setUndoManager:undoManager];
[undoManager release];
In the app delegate where the didFinishLaunching method is called, I did this:
application.applicationSupportsShakeToEdit = YES;
For some reason, I never get that undo/redo panel when I make a shake gesture in iPhone Simulator (from the menu). Must I enable undo/redo somewhere else, maybe in the Info.plist file?
As lukya pointed out, you already asked this question back in March.

iphone opengl backing becomes w=0 h=0 after MFMessageComposeViewController

I have an opengl game for iPhone/iPad (universal). I added the ability to send an SMS message using MFMessageComposeViewController. Testing in a real iPhone. The SMS composer sheet animates up over my view, I can send the message or not, didFinishWithResult gets called, and when I [self dismissModalViewControllerAnimated:YES] it goes away and my glview is asked to layoutSubviews. At that point the backing width and height are now zero, and my frame buffer status check fails. The self.layer.frame.size.width is still 320x460.
- (void)layoutSubviews
{
NSLog(#"layoutSubviews");
[EAGLContext setCurrentContext:context];
[self destroyFramebuffer];
[self createFramebuffer];
[self drawView];
}
I do have a UIViewController for my glView which is where I handle orientation changes for the iPad and where I also put the MFMessage stuff. (Technically I guess since it's universal there are two different viewControllers, two app Delegates and two nibs - but I'm working in the iPhone set here because the iPad doesn't sms). On the iPad layoutSubviews gets called when the orientation changes, we destroy and re-create the framebuffers at the new size and everything is fine. But here when coming back from sending the SMS it fails on the re-creating. I can post the code if necessary but its the standard creating framebuffer code.
Another important point is that I'm using a notification to tell the method inside of the viewcontroller to start the sms stuff. I tried just having those methods in my glview and making it the MFMessageComposeViewControllerDelegate but then I was getting errors because glview is a UIView and not a UIViewController.
Any ideas?
Not sure if it's a bug or what the deal is but I had to create another view, make self.view = anotherView, retain my glview and removeFromSuperview before presenting the modal. And then wait to bring my glview back until everything was animated back into place.
If anyone wants more info please let me know.
Edit with actual answer:
It is a bug and as I suspected it has to do with the status bar. My app has no status bar. But when I
[self presentModalViewController:controller animated:YES];
the SMS message composer view does show the iphone status bar. When it is dismissed and my app showed through underneath my framebuffer was getting borked. I had figured out a weird work around of switching views to protect my glview framebuffer - but then figured out to add a statusBarHidden before the dismiss and all is well now. Here's the dismiss code:
- (void)messageComposeViewController:(MFMessageComposeViewController *)controller
didFinishWithResult:(MessageComposeResult)result {
// Notifies users about errors associated with the interface
switch (result)
{ ... }
[[UIApplication sharedApplication] setStatusBarHidden:YES withAnimation:UIStatusBarAnimationSlide];
[self dismissModalViewControllerAnimated:YES];
}