Block inside block = EXC_BAD_ACCESS - iphone

I have a singleton class the handle all the Game Center logic:
typedef void (^GameCenterCallbackFinishUpdating)();
- (void)getAllMatches:(GameCenterCallbackFinishUpdating)onComplete
{
[GKTurnBasedMatch loadMatchesWithCompletionHandler:^(NSArray *matches, NSError *error)
{
//Do stuff here...
onComplete();
}];
}
From another viewController I use:
[[GameCenterHelper sharedHelper] getAllMatches:^{
[self.myTableView reloadData];
}];
It works great when I'm in the app, but once I close the app (background) and then start it up again, I get:
onComplete(); ---- Thread 1: EXC_BAD_ACCESS (code=2, address=0xc)
What am I doing wrong here?

some background info: the blocks are objects and if any block is nil and you try to call them, it crashes the application.
somewhere and somehow the block onComplete becomes nil before you call it. the following if (...) statement helps you to prevent to call a nil pointer, so the application won't crash.
if (onComplete) onComplete();

Thanks to #holex and #Paul.s for explaining it well.
I had the similar situation where I was sending block as method parameter(completionHandler).
- (void)callX:(NSString *)xyz withCompletionHandler:(void (^)(NSString *response))completion
{
completion(something);
}
And there are two situations either I am using this block like:
[MyClass sharedInstance] callX:#"abc" withCompletionHandler:^(NSString *response) {
if (response) {
//do something
}
}];
or this block could be nil as method parameter:
[MyClass sharedInstance] callX:#"abc" withCompletionHandler:nil];
In second case when block was being passed nil as method parameter this caused EXC_BAD_ACCESS on completion(). So as #holex states that the blocks are objects and if any block is nil and you try to call them, it crashes the application.
A single if saves lot of my time
- (void)callX:(NSString *)xyz withCompletionHandler:(void (^)(NSString *response))completion
{
if (completion)
completion(something);
}
P.S: this explanation only for NERDS like me. | ' L ' |

Related

Implement game center, and "missed method" error [duplicate]

Apologies ahead of time if this is a completely off-the-mark question, or if I'm not including enough information - I'm very new to iOS development (and Objective-C), and have a habit of jumping into the deep end...
I'm having trouble understanding the "callDelegate" code in GameCenterManager.m that's in the GKTapper Sample Code and also provided in this tuts+ tutorial: http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-game-center-achievements-and-leaderboards-part-2/
This is the code:
- (void) callDelegate: (SEL) selector withArg: (id) arg error: (NSError*) err
{
assert([NSThread isMainThread]);
if([delegate respondsToSelector: selector])
{
if(arg != NULL)
{
[delegate performSelector: selector withObject: arg withObject: err];
}
else
{
[delegate performSelector: selector withObject: err];
}
}
else
{
NSLog(#"Missed Method");
}
}
My app always logs that "Missed Method" line, but I'm not sure what this callDelegate code is actually doing (so I can't fix it). I figure the best way forward is to learn what this is actually doing, and get better output than 'Missed Method'...
One caveat is that my app is currently using Game Center in sandbox mode, since I'm still developing it. This 'Missed Method' line might be expected in this situation - I'm not sure of that, either.
Would anybody be able to translate this code into paragraph form? I'm particularly unsure about the '[delegate respondsToSelector: selector]' piece.
Alternatively, would anybody be able to rewrite the NSLog line so that it outputs more/relevant detail about the problem? I tried this in the hopes of seeing which selector is not going through 'respondsToSelector' properly, but it didn't seem to work:
NSLog(#"Missed Method, %#", selector);
T'he best way to see exactly what is happening is putting a breakpoint at the beginning of callDelegate and then debugging your program, instead of simply running it. You can debug by pressing cmd-y.
Doing like this, each time your program enters the callDelegate function, it stops and the debugger window pops up. There you will be able to inspect where the call came from and what the parameters are.
As to a plain description of this function I would say that it is an helper function that wraps a call to a selector by preceding it with a check of existence of that selector. Instead of checking each time and the performing the selector, you call the helper function that will do both things for you.
So, the reason you always see the log line is that the function you would like to call is not there. By using the debugger you will be able to see which function it is, which class is missing it, and who attempted the operation.
Some comments requested further details about what I commented out to resolve this issue. I didn't think this was good to add as an edit to the question, since it specifically goes over the resolution. It's been a while since I've worked on this project, so it's not all at the top of my head & I'm not sure I've done everything correctly ... I'll do my best to explain it, though.
In the file GameCenterManager.h, it looks like authenticateLocalUser is being initialized:
- (void) authenticateLocalUser;
In the file App_NameViewController.m, viewDidLoad is checking to see if Game Center is available:
self.currentLeaderBoard = kLeaderboardID;
if ([GameCenterManager isGameCenterAvailable]) {
self.gameCenterManager = [[[GameCenterManager alloc] init] autorelease];
[self.gameCenterManager setDelegate:self];
[self.gameCenterManager authenticateLocalUser];
} else {
// The current device does not support Game Center.
}
In the file GameCenterManager.m
- (void) authenticateLocalUser
{
if([GKLocalPlayer localPlayer].authenticated == NO)
{
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error)
{
// report any unreported scores or achievements
[self retrieveScoresFromDevice];
[self retrieveAchievementsFromDevice];
//[self callDelegateOnMainThread: #selector(processGameCenterAuth:) withArg: NULL error: error];
}];
}
}
The line that I commented out, which moved me past the Missed Method error, was:
[self callDelegateOnMainThread: #selector(processGameCenterAuth:) withArg: NULL error: error];
I hope this helps!
Add this code to Game_CenterViewController.m you will see the error
- (void)processGameCenterAuth:(NSError *)error{
NSLog(#"error %#", error);
}

Determine if an object is being accessed by more than one thread?

I'm getting sporadic EXC_BAD_ACCESS crashes which I'm thinking has to do with multi-threading issues. (I tried profiling with Zombies, but the app doesn't crash when profiling). So I'm wondering if there is any sort of mechanism, for debugging purposes, to determine if an object is being simultaneously accessed by more than one thread? Maybe somehow print a log statement if that is the case?
A simple and dirty method of telling if you are the only one executing on a thread would rely on unguarded static variables:
-(void)concurrentMethod {
static NSThread *runningThread = nil;
NSThread *myThread = [NSThread currentThread];
if (runningThread != nil) {
NSLog(#"Thread %#: running concurrently with %#", runningThread, myThread);
}
runningThread = myThread;
... // Do the useful stuff here
if (runningThread != myThread) {
NSLog(#"Thread %#: pre-empted by %#", myThread, runningThread);
}
runningThread = nil;
}

Identify thread of current scope

How does one determine the thread a given function call is running on?
I want to make sure a method is called on the main thread in order to update some UI elements.
Can I for example do something like this?
- (void) myMethod {
if (<current thread is not main thread>) {
[self performSelectorOnMainThread: #selector(myMethod) withObject: nil waitUntilDone: NO];
} else {
// my code here
}
}
Check out [NSThread isMainThread].
http://developer.apple.com/library/ios/documentation/Cocoa/Reference/Foundation/Classes/NSThread_Class/Reference/Reference.html#//apple_ref/occ/clm/NSThread/isMainThread

What causes "Missed Method" in this code?

Apologies ahead of time if this is a completely off-the-mark question, or if I'm not including enough information - I'm very new to iOS development (and Objective-C), and have a habit of jumping into the deep end...
I'm having trouble understanding the "callDelegate" code in GameCenterManager.m that's in the GKTapper Sample Code and also provided in this tuts+ tutorial: http://mobile.tutsplus.com/tutorials/iphone/ios-sdk-game-center-achievements-and-leaderboards-part-2/
This is the code:
- (void) callDelegate: (SEL) selector withArg: (id) arg error: (NSError*) err
{
assert([NSThread isMainThread]);
if([delegate respondsToSelector: selector])
{
if(arg != NULL)
{
[delegate performSelector: selector withObject: arg withObject: err];
}
else
{
[delegate performSelector: selector withObject: err];
}
}
else
{
NSLog(#"Missed Method");
}
}
My app always logs that "Missed Method" line, but I'm not sure what this callDelegate code is actually doing (so I can't fix it). I figure the best way forward is to learn what this is actually doing, and get better output than 'Missed Method'...
One caveat is that my app is currently using Game Center in sandbox mode, since I'm still developing it. This 'Missed Method' line might be expected in this situation - I'm not sure of that, either.
Would anybody be able to translate this code into paragraph form? I'm particularly unsure about the '[delegate respondsToSelector: selector]' piece.
Alternatively, would anybody be able to rewrite the NSLog line so that it outputs more/relevant detail about the problem? I tried this in the hopes of seeing which selector is not going through 'respondsToSelector' properly, but it didn't seem to work:
NSLog(#"Missed Method, %#", selector);
T'he best way to see exactly what is happening is putting a breakpoint at the beginning of callDelegate and then debugging your program, instead of simply running it. You can debug by pressing cmd-y.
Doing like this, each time your program enters the callDelegate function, it stops and the debugger window pops up. There you will be able to inspect where the call came from and what the parameters are.
As to a plain description of this function I would say that it is an helper function that wraps a call to a selector by preceding it with a check of existence of that selector. Instead of checking each time and the performing the selector, you call the helper function that will do both things for you.
So, the reason you always see the log line is that the function you would like to call is not there. By using the debugger you will be able to see which function it is, which class is missing it, and who attempted the operation.
Some comments requested further details about what I commented out to resolve this issue. I didn't think this was good to add as an edit to the question, since it specifically goes over the resolution. It's been a while since I've worked on this project, so it's not all at the top of my head & I'm not sure I've done everything correctly ... I'll do my best to explain it, though.
In the file GameCenterManager.h, it looks like authenticateLocalUser is being initialized:
- (void) authenticateLocalUser;
In the file App_NameViewController.m, viewDidLoad is checking to see if Game Center is available:
self.currentLeaderBoard = kLeaderboardID;
if ([GameCenterManager isGameCenterAvailable]) {
self.gameCenterManager = [[[GameCenterManager alloc] init] autorelease];
[self.gameCenterManager setDelegate:self];
[self.gameCenterManager authenticateLocalUser];
} else {
// The current device does not support Game Center.
}
In the file GameCenterManager.m
- (void) authenticateLocalUser
{
if([GKLocalPlayer localPlayer].authenticated == NO)
{
[[GKLocalPlayer localPlayer] authenticateWithCompletionHandler:^(NSError *error)
{
// report any unreported scores or achievements
[self retrieveScoresFromDevice];
[self retrieveAchievementsFromDevice];
//[self callDelegateOnMainThread: #selector(processGameCenterAuth:) withArg: NULL error: error];
}];
}
}
The line that I commented out, which moved me past the Missed Method error, was:
[self callDelegateOnMainThread: #selector(processGameCenterAuth:) withArg: NULL error: error];
I hope this helps!
Add this code to Game_CenterViewController.m you will see the error
- (void)processGameCenterAuth:(NSError *)error{
NSLog(#"error %#", error);
}

Cocoa thread synchronisation when using [ALAssetsLibrary enumerateGroupsWithTypes:]

I have recently, like a few people, discovered that [ALAssetsLibrary enumerateGroupsWithTypes] likes to run its blocks on another thread. What a shame that Apple didn't document that :-)
In my current circumstance I need to wait for the enumeration to complete, before the main thread returns any results. I clearly need some sort of thread synchronisation.
I've read about NSLock & NSConditionLock, but nothing yet seems to fit the requirement of 'signal a blocked thread that this worker thread has completed'. It seems like a simple enough need - can anyone point me in the right direction?
Your clue & boos, are most welcome as always,
M.
The framework doesn't run these blocks on a separate thread. It just runs them as additional events in the same run-loop. To prove it, try this
[library enumerateGroupsWithTypes:ALAssetsGroupAll
usingBlock:[^(ALAssetsGroup * group, BOOL * stop)
{
if([NSThread isMainThread])
{
NSLog(#"main");
}
else
{
NSLog(#"non-main");
}
} copy]
failureBlock:^(NSError * err)
{NSLog(#"Erorr: %#", [err localizedDescription] );}];
[library release];
if([NSThread isMainThread])
{
NSLog(#"main");
}
else
{
NSLog(#"non-main");
}
My output from this was
main
main
main
Meaning that the block was being called in the main thread. It's just a separate event.
To solve your problem, you just need to return your value somehow from within the block when you reach the last step. You can tell it's the last step because your block will be called with nil for the group object.
EDIT: for instance use this block
^(ALAssetsGroup * group, BOOL * stop)
{
if(group == nil)
{
// we've enumerated all the groups
// do something to return a value somehow (maybe send a selector to a delegate)
}
}
The answer is to use the NSConditionLock class thusly ...
typedef enum {
completed = 0,
running = 1
} threadState;
...
NSConditionLock *lock = [[NSConditionLock alloc] initWithCondition:running];
Then spin off your thread, or in my case a call to [ALAssetsLibrary enumerateGroupsWithTypes:]. Then block the parent thread with this ...
// Await completion of the worker threads
[lock lockWhenCondition:completed];
[lock unlockWithCondition:completed];
When all work is done in the child/worker thread, unblock the parent with this ...
// Signal the waiting thread
[lock lockWhenCondition:running];
[lock unlockWithCondition:completed];
Simply use this:
[library enumerateGroupsWithTypes:ALAssetsGroupAll
usingBlock:[^(ALAssetsGroup * group, BOOL * stop)
{
if(group == nil)
{
// this is end of enumeration
}
}
.
.
.