I have downloaded the ABC open source And turning source code into cocos2d 1.01.
Now I'm having problems with the init Sprite Subclass. ( my subclass is #interface OrbSprite : CCSprite )
This Code is endless loop and older cocos2d version.
-(id) init {
self = [super init];
if (self)
{
[self initWithFile:#"bubble1.png"];
Animation *bub = [Animation animationWithName:#"bubble" delay:0 images:#"bubble1.png", #"bubble2.png", nil];
self.bubble = bub;
[bub release];
[self addAnimation:bubble];
Label *l = [[Label alloc] initWithString:#"" dimensions:CGSizeMake(45, 45) alignment:UITextAlignmentCenter
fontName:#"Arial Rounded MT Bold" fontSize:18];
self.label = l;
[l release];
}
return self; }
I search of a solution And can be solved by changing the name of init Method.
-(id) initWithBubbleImage {
if ((self = [super initWithFile :#"bubble1.png"]))
{
NSLog(#"OrbSprite init in if self Method");
bubblea = [NSArray arrayWithObjects:#"bubble1.png",#"bubble2.png",nil];
bub = [CCAnimation animationWithFrames:bubblea delay:0 ];
[[CCAnimationCache sharedAnimationCache] addAnimation:bub name:#"bubbleAnim"];
self.bubble = bub;
[bub release];
label = [[CCLabelTTF alloc] initWithString:#"" dimensions:CGSizeMake(45, 45) alignment:UITextAlignmentCenter
fontName:#"Arial Rounded MT Bold" fontSize:18];
}
return self; }
???? The problem is that when change init name already, I found in " -(void) setLabelStr:(NSString ) str " in the same subclass was error to addChild: in Debug area..
" ** Assertion failure in -[OrbSprite addChild:] " and " Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Argument must be non-nil' "
This is method in same subclass
- (void) setLabelStr:(NSString *) str {
[label setString:str];
[self addChild:label];
[label setAnchorPoint:ccp(0, 13)]; }
Anybody help me please.......
Thank you very much.
=====================================================================
E D I T -- E D I T -- E D I T -- E D I T -- E D I T -- E D I T
I've done this as a reply.
but still don't work
Hear's is .h and .m code
OrbSprite.h
this is code
#import "cocos2d.h"
#interface OrbSprite : CCSprite
{
CCLabelTTF *label;
CCAnimation *bubble;
BOOL isBubble;
BOOL isHidden;
int order;
CCSequence *popSequence;
}
#property (nonatomic, retain) CCLabelTTF *label;
#property (nonatomic, retain) CCSequence *popSequence;
#property (nonatomic, retain) CCAnimation *bubble;
#property (nonatomic, retain) NSArray *bubblea;
#property (readwrite) BOOL isBubble;
#property (readwrite) BOOL isHidden;
#property (readwrite) int order;
-(id)initWithBubbleImage;
- (void) pop;
- (void) setLabelStr:(NSString *) str;
- (void) showBubble;
- (void) reset;
#end
OrbSprite.m
this is code
#import "OrbSprite.h"
#implementation OrbSprite
#synthesize bubble;
#synthesize label;
#synthesize isBubble;
#synthesize isHidden;
#synthesize popSequence;
#synthesize order;
#synthesize bubblea;
-(id) initWithBubbleImage {
if ((self = [super initWithFile:#"bubble1.png"]))
{
bubblea = [NSArray arrayWithObjects:#"bubble1.png",#"bubble2.png",nil];
bubble= [CCAnimation animationWithFrames:bubblea delay:0 ];
[[CCAnimationCache sharedAnimationCache] addAnimation:bub name:#"bubbleAnim"];
label = [[CCLabelTTF alloc] initWithString:#"" dimensions:CGSizeMake(45, 45)
alignment:UITextAlignmentCenter fontName:#"Arial Rounded MT Bold" fontSize:18];
}
return self;
}
- (void) pop {
isBubble = NO;
popSequence = [CCSequence actions:[CCScaleTo actionWithDuration:.1 scale:.5],
[CCScaleTo actionWithDuration:.1 scale:2], [CCCallFunc actionWithTarget:self
selector:#selector(finishedPopSequence)], nil];
[self runAction:popSequence];
}
- (void) finishedPopSequence {
self.scale = 1;
[self setDisplayFrameWithAnimationName:#"bubble" index:0]; }
- (void) reset {
self.scale = 1;
[self setDisplayFrameWithAnimationName:#"bubble" index:0]; }
- (void)showBubble {
isBubble = YES;
[self removeChild:label cleanup:NO];
[self setDisplayFrameWithAnimationName:#"bubbleAnim" index:1];
self.scale = .5;
id Orbshowscale = [CCScaleTo actionWithDuration:1 scale:1.5];
id Orbshowscale2= [CCScaleTo actionWithDuration:.1 scale:1];
[self runAction:[CCSequence actions:Orbshowscale,Orbshowscale2 , nil]]; }
- (void) setLabelStr:(NSString *) str {
[label setString:str];
[self addChild:label]; //<<< *** Assertion failure in -[OrbSprite addChild:]
[label setAnchorPoint:ccp(0, 13)]; }
#end
I already fix over-release problem..
but it still dont' work ..
Also found the same problem is
***Assertion failure in -[OrbSprite addChild:]
***Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Argument must be non-nil'
Thanks to everyone who has kindly ...
Looks as if you're over-releasing the variable "bub" in your init method. You don't create it via an alloc or create method call, so you shouldn't be releasing it.
Use Alloc and after that release it.
You've assigned bub to self.bubble and then you release bub. Both point to the same address. The same is happening for self.label. Try it this way:
-(id) init {
self = [super init];
if (self)
{
[self initWithFile:#"bubble1.png"];
Animation *bub = [Animation animationWithName:#"bubble" delay:0 images:#"bubble1.png", #"bubble2.png", nil];
self.bubble = bub;
//[bub release]; <-- This shouldn't be done
[self addAnimation:bubble];
Label *l = [[Label alloc] initWithString:#"" dimensions:CGSizeMake(45, 45) alignment:UITextAlignmentCenter
fontName:#"Arial Rounded MT Bold" fontSize:18];
self.label = l;
//[l release]; <-- This shouldn't be done
}
return self; }
EDIT- Try this-
[self addChild:self.label]; //<<< *** Assertion failure in -[OrbSprite addChild:]
Related
Every selectedSegmentIndex add different view controller.
On first segmentindex click, present new viewcontroller and second segment index, present another viewcontroller.
and segment control only show bottom.(not add in navigation bar).
segmentcontrol as it is visible every view controller(like tab bar controller).
my problem is that when new controller pop up segment controller disable.
Need help in getting this done.
Try this code
in .h file add
import
#interface SegmentManagingViewController : UIViewController <UINavigationControllerDelegate> {
UISegmentedControl * segmentedControl;
UIViewController * activeViewController;
NSArray * segmentedViewControllers;
IBOutlet UILabel *theLabel;
IBOutlet UIImageView *image;
}
//-(void)setTextColorsForSegmentedControl:(UISegmentedControl*)segmented;
#property (nonatomic, retain, readonly) IBOutlet UISegmentedControl * segmentedControl;
#property (nonatomic, retain, readonly) UIViewController * activeViewController;
#property (nonatomic, retain, readonly) NSArray * segmentedViewControllers;
#end
in .m file add
#import "SegmentManagingViewController.h"
#import "CategoryViewController.h"
#import "AtoZViewController.h"
#interface SegmentManagingViewController ()
#property (nonatomic, retain, readwrite) IBOutlet UISegmentedControl * segmentedControl;
#property (nonatomic, retain, readwrite) UIViewController * activeViewController;
#property (nonatomic, retain, readwrite) NSArray * segmentedViewControllers;
- (void)didChangeSegmentControl:(UISegmentedControl *)control;
- (NSArray *)segmentedViewControllerContent;
#end
#implementation SegmentManagingViewController
#synthesize segmentedControl, activeViewController, segmentedViewControllers;
- (void)viewDidLoad {
[super viewDidLoad];
self.navigationItem.title =#"Breadworks";
//self.navigationItem.
[image release];
theLabel = [[UILabel alloc] initWithFrame:CGRectMake(140,-40,180,60)];
theLabel.backgroundColor = [UIColor colorWithRed:120.0f/255.0f green:69.0f/255.0f blue:53.0f/255.0f alpha:1.0f ];
[theLabel setFont:[UIFont fontWithName:#"Noteworthy " size:15]];
//[self.view addSubview:theLabel];
self.segmentedViewControllers = [self segmentedViewControllerContent];
//self.navigationController.navigationBarHidden=YES;
NSArray * segmentTitles = [self.segmentedViewControllers arrayByPerformingSelector:#selector(title)];
self.segmentedControl = [[UISegmentedControl alloc] initWithItems:segmentTitles];
self.segmentedControl.tintColor = [UIColor colorWithRed:255.0f/255.0f green:252.0f/255.0f blue:235.0f/255.0f alpha:1.0f];
self.navigationController.navigationBar.tintColor = [UIColor colorWithRed:120.0f/255.0f green:69.0f/255.0f blue:53.0f/255.0f alpha:1.0f ];
self.segmentedControl.frame=CGRectMake(0,0,768, 73);
self.segmentedControl.selectedSegmentIndex = 0;
self.segmentedControl.segmentedControlStyle = UISegmentedControlStyleBar;
//self.navigationController.navigationBar.frame = CGRectMake(0, 0,760, 100);
[self.segmentedControl addTarget:self
action:#selector(didChangeSegmentControl:)
forControlEvents:UIControlEventValueChanged];
self.view.frame = CGRectMake(0,4,330, 53);
self.view.backgroundColor = [UIColor colorWithRed:255.0f/255.0f green:252.0f/255.0f blue:235.0f/255.0f alpha:1.0f];
[segmentedControl setTitle:#"1" forSegmentAtIndex:0]
[segmentedControl setTitle:#"2" forSegmentAtIndex:1];
[self.view addSubview:segmentedControl];
[self.segmentedControl release];
[self didChangeSegmentControl:self.segmentedControl]; // kick everything off
}
- (NSArray *)segmentedViewControllerContent {
UIViewController * controller1 = [[CategoryViewController alloc] initWithParentViewController:self];
UIViewController * controller2 =[[AtoZViewController alloc] initWithParentViewController:self] ;
NSArray * controllers = [NSArray arrayWithObjects:controller1, controller2, nil];
[controller1 release];
[controller2 release];
return controllers;
}
#pragma mark -
#pragma mark Segment control
- (void)didChangeSegmentControl:(UISegmentedControl *)control {
if (self.activeViewController) {
[self.activeViewController viewWillDisappear:NO];
[self.activeViewController.view removeFromSuperview];
[self.activeViewController viewDidDisappear:NO];
}
//self.segmentedControl.frame=CGRectMake(5,4,300, 50);
self.activeViewController = [self.segmentedViewControllers objectAtIndex:control.selectedSegmentIndex];
[self.activeViewController viewWillAppear:NO];
[self.view addSubview:self.activeViewController.view];
[self.activeViewController viewDidAppear:NO];
NSString * segmentTitle = [control titleForSegmentAtIndex:control.selectedSegmentIndex];
self.navigationItem.backBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:segmentTitle style:UIBarButtonItemStylePlain target:nil action:nil];
/*if(self.segmentedControl.selectedSegmentIndex == 0)
{
segmentedControl.tintColor = [UIColor colorWithRed:255.0f/255.0f green:252.0f/255.0f blue:235.0f/255.0f alpha:10.0f];
}
else
{
//self.segmentedControl.tintColor = [UIColor redColor];
}*/
}
#pragma mark -
#pragma mark View life cycle
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self.activeViewController viewWillAppear:animated];
}
- (void)viewDidAppear:(BOOL)animated {
[super viewDidAppear:animated];
[self.activeViewController viewDidAppear:animated];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[self.activeViewController viewWillDisappear:animated];
}
- (void)viewDidDisappear:(BOOL)animated {
[super viewDidDisappear:animated];
[self.activeViewController viewDidDisappear:animated];
}
#pragma mark -
#pragma mark Memory management
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
for (UIViewController * viewController in self.segmentedViewControllers) {
[viewController didReceiveMemoryWarning];
}
}
- (void)viewDidUnload {
self.segmentedControl = nil;
self.segmentedViewControllers = nil;
self.activeViewController = nil;
//[self.segmentedControl release];
[super viewDidUnload];
}
#end
I am another rookie in iPhone programming and I have a very basic question which I can not answer.
First of all, I am writing code in xcode 3.1.4, so that I can learn the basics on an old platform and hopefully in the near future this will allow me to create portable apps (in the sense that I will be supporting iPhone 3 as well). Unfortunately though, from what I understand, apple has stripped the documentation that came with xcode 3.1.4 and this makes it hard to guess what is the right way of doing things, since the current documentation and examples suggest routes more relevant to iOS 5 (e.g. storyboard). So, even though I appear to understand the whole concept of MVC, and although my first real toy app is actually functioning it is certainly not managing the memory correctly as the relevant dealloc methods are not used (the relevant NSLogs that I have are not shown). For the learning process I am following the course material that is online from CS193P in Winter of 2010.
To the specifics now.
I want to create a single-window app (Polygon, Assignment 3). Let's forget about the interface builder; all views/subviews will be created programmatically. For that I create a custom UIViewController. I also create a custom UIView in order to describe a custom subview of my single view that I want to present. (It is very likely that we disagree with my approach here already but for now I seriously believe that what I am trying here is conceptually right). In the app delegate (.h) I declare my mainController and this is all I really declare. The file is the following:
#import <UIKit/UIKit.h>
#import "MainViewController.h"
#interface MySimpleHelloPolyAppDelegate : NSObject <UIApplicationDelegate> {
UIWindow *window;
MainViewController * mainController;
}
#property (nonatomic, retain) IBOutlet UIWindow * window;
#property (nonatomic, assign) IBOutlet MainViewController * mainController;
#end
On runtime, I want mainController to allocate the necessary memory for the main view presented to the user and also add a subview of my custom UIView (this will be the canvas for drawing polygons). So, essentially I want to treat window as a container, the view of mainController to actually present the main view to the user, and to that view I will also have attached a subview with an instance of our custom canvas (custom view). Below is the AppDelegate.m file:
#import "MySimpleHelloPolyAppDelegate.h"
#implementation MySimpleHelloPolyAppDelegate
#synthesize window, mainController;
- (void)applicationDidFinishLaunching:(UIApplication *)application {
[window setBackgroundColor:[UIColor blueColor]]; // I do not want to see 'blue' on runtime
// On the creation of the MainViewController subclass I indicated that I want a nib for my new controller
// simply because this is the recommended way by apple. Apparently this should be an overkill for a simple
// one-window app, but nevertheless it should be ok.
mainController = [[MainViewController alloc] initWithNibName:nil bundle:nil];
[window addSubview:mainController.view];
[window makeKeyAndVisible];
}
- (void)dealloc {
NSLog(#"(AppDelegate): Dealloc is called");
[mainController.view removeFromSuperview];
[mainController release];
[window release];
[super dealloc];
}
#end
Let's see the MainViewController.h:
#import <UIKit/UIKit.h>
#import "Polygon.h"
#import "Canvas.h"
#interface MainViewController : UIViewController {
IBOutlet UILabel * numSidesTextLabel;
IBOutlet UILabel * numSidesValueLabel;
IBOutlet UILabel * advancedOptionsLabel;
IBOutlet UILabel * polygonNameLabel;
IBOutlet UISwitch * advancedOptionsSwitch; // Not supported yet
IBOutlet UIButton * increaseButton;
IBOutlet UIButton * decreaseButton;
IBOutlet Canvas * myCanvas;
Polygon * myPolygon;
}
#property (nonatomic, retain) IBOutlet UILabel * numSidesTextLabel;
#property (nonatomic, retain) IBOutlet UILabel * numSidesValueLabel;
#property (nonatomic, retain) IBOutlet UIButton * increaseButton;
#property (nonatomic, retain) IBOutlet UIButton * decreaseButton;
#property (nonatomic, retain) IBOutlet UIView * myCanvas;
#property (nonatomic, retain) IBOutlet Polygon * myPolygon;
- (IBAction) increase;
- (IBAction) decrease;
- (void) updateInterface;
#end
Now let's see the MainViewController.m:
#import "MainViewController.h"
#implementation MainViewController
#synthesize numSidesTextLabel, numSidesValueLabel, decreaseButton, increaseButton, myCanvas, myPolygon;
- (IBAction) decrease {
[myPolygon setNumberOfSides:([myPolygon numberOfSides]-1)];
[self updateInterface];
}
- (IBAction) increase {
[myPolygon setNumberOfSides:([myPolygon numberOfSides]+1)];
[self updateInterface];
}
- (void) updateInterface {
int sides = [myPolygon numberOfSides];
UIColor * myOceanColor = [UIColor colorWithRed:0.00 green:0.333 blue:0.557 alpha:1.00];
[increaseButton setTitleColor:myOceanColor forState:UIControlStateNormal];
[increaseButton setTitleColor:[UIColor darkGrayColor] forState:UIControlStateDisabled];
[decreaseButton setTitleColor:myOceanColor forState:UIControlStateNormal];
[decreaseButton setTitleColor:[UIColor darkGrayColor] forState:UIControlStateDisabled];
numSidesValueLabel.text = [NSString stringWithFormat:#"%d", sides];
decreaseButton.enabled = YES; increaseButton.enabled = YES;
if (sides == MAX_NUM_SIDES_CONSTANT) increaseButton.enabled = NO;
else if (sides == MIN_NUM_SIDES_CONSTANT) decreaseButton.enabled = NO;
[myCanvas updateState:sides withName:[myPolygon name]];
[myCanvas setNeedsDisplay];
}
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) {
// Custom initialization
}
return self;
}
- (void)loadView {
self.view = [[UIView alloc] initWithFrame:CGRectMake(0.0, 20.0, 320.0, 460.0)];
self.view.backgroundColor = [UIColor whiteColor];
}
- (void)viewDidLoad {
CGRect tempFrame;
UIColor * oceanColor = [UIColor colorWithRed:0.000 green:0.333 blue:0.557 alpha:1.000];
// Draw the labels
tempFrame = CGRectMake(20.0, 20.0, 150.0, 20.0);
numSidesTextLabel = [[UILabel alloc] initWithFrame:tempFrame];
numSidesTextLabel.text = #"Number of sides:";
numSidesTextLabel.textAlignment = UITextAlignmentLeft;
[self.view addSubview:numSidesTextLabel];
[numSidesTextLabel release];
tempFrame = CGRectMake(160.0, 20.0, 40.0, 20.0);
numSidesValueLabel = [[UILabel alloc] initWithFrame:tempFrame];
numSidesValueLabel.text = #"-----";
numSidesValueLabel.textAlignment = UITextAlignmentLeft;
[self.view addSubview:numSidesValueLabel];
[numSidesValueLabel release];
tempFrame = CGRectMake(20.0, 125.0, 160.0, 20.0);
advancedOptionsLabel = [[UILabel alloc] initWithFrame:tempFrame];
advancedOptionsLabel.text = #"Advanced options";
advancedOptionsLabel.textAlignment = UITextAlignmentLeft;
[self.view addSubview:advancedOptionsLabel];
[advancedOptionsLabel release];
// Draw the advanced switch
tempFrame = CGRectMake(205.0, 120.0, 120.0, 60.0);
advancedOptionsSwitch = [[UISwitch alloc] initWithFrame:tempFrame];
[advancedOptionsSwitch setOn:NO animated:YES];
[self.view addSubview:advancedOptionsSwitch];
[advancedOptionsSwitch release];
// Decrease Button
decreaseButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; // autoreleased
[decreaseButton setTitle:#"Decrease" forState:UIControlStateNormal];
[decreaseButton setTitleColor:oceanColor forState:UIControlStateNormal];
[decreaseButton setTitleColor:[UIColor darkGrayColor] forState:UIControlStateDisabled];
decreaseButton.frame = CGRectMake(20.0, 60.0, 110.0, 40.0);
[decreaseButton addTarget:self action:#selector(decrease) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:decreaseButton];
// Increase Button
increaseButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; // autoreleased
[increaseButton setTitle:#"Increase" forState:UIControlStateNormal];
[increaseButton setTitleColor:oceanColor forState:UIControlStateNormal];
[increaseButton setTitleColor:[UIColor darkGrayColor] forState:UIControlStateDisabled];
increaseButton.frame = CGRectMake(190.0, 60.0, 110.0, 40.0);
[increaseButton addTarget:self action:#selector(increase) forControlEvents:UIControlEventTouchUpInside];
[self.view addSubview:increaseButton];
// Initialize the polygon
myPolygon = [[Polygon alloc] init];
numSidesValueLabel.text = [NSString stringWithFormat:#"%d", [myPolygon numberOfSides]];
// Prepare the canvas
CGRect myCanvasFrame = CGRectMake(20.0, 160.0, 280.0, 280.0);
myCanvas = [[Canvas alloc] initWithFrame:myCanvasFrame withNumSides:[myPolygon numberOfSides] withPolygonName:[myPolygon name]];
[self.view addSubview:myCanvas];
[myCanvas release];
[super viewDidLoad];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
numSidesTextLabel = nil;
numSidesValueLabel = nil;
advancedOptionsLabel = nil;
myPolygon = nil;
myCanvas = nil;
[self.view release]; self.view = nil;
}
- (void)dealloc {
NSLog(#"(MainViewController): Dealloc is called");
[numSidesTextLabel removeFromSuperview];
[numSidesValueLabel removeFromSuperview];
[advancedOptionsLabel removeFromSuperview];
[myPolygon release];
[myCanvas removeFromSuperview]; // This should generate additional output
[super dealloc];
}
#end
Now let's have a look on the Canvas.h file:
#import <UIKit/UIKit.h>
#import "PrepDefs.h"
#interface Canvas : UIView {
IBOutlet UILabel * polygonNameLabel;
int currentStateNumSides;
CGPoint center;
}
#property (nonatomic, retain) UILabel * polygonNameLabel;
#property (nonatomic, assign) int currentStateNumSides;
#property (nonatomic, assign) CGPoint center;
+ (NSArray *) pointsForPolygonInRect:(CGRect) rect numberOfSides:(int) numberOfSides;
- (id) initWithFrame:(CGRect)frame withNumSides:(int)sides withPolygonName:(NSString *) name;
- (void) updateState:(int)sides withName:(NSString *)name;
#end
The Canvas.m file:
#import "Canvas.h"
#implementation Canvas
#synthesize polygonNameLabel, currentStateNumSides, center;
+ (NSArray *) pointsForPolygonInRect:(CGRect)rect numberOfSides:(int)numberOfSides {
CGPoint center = CGPointMake(rect.size.width / 2.0, rect.size.height / 2.0);
float radius = 0.9 * center.x;
NSMutableArray *result = [NSMutableArray array];
float angle = (2.0 * M_PI) / numberOfSides;
float exteriorAngle = M_PI - angle;
float rotationDelta = angle - (0.5 * exteriorAngle);
for (int currentAngle = 0; currentAngle < numberOfSides; currentAngle++) {
float newAngle = (angle * currentAngle) - rotationDelta;
float curX = cos(newAngle) * radius;
float curY = sin(newAngle) * radius;
[result addObject:[NSValue valueWithCGPoint:CGPointMake(center.x + curX, center.y + curY)]];
}
return result;
}
- (id) initWithFrame:(CGRect)frame withNumSides:(int)sides withPolygonName:(NSString *)name {
if (self = [super initWithFrame:frame]) {
// Initialization code
[self setBackgroundColor:[UIColor brownColor]];
currentStateNumSides = sides;
center = CGPointMake ([self bounds].size.width / 2.0, [self bounds].size.height / 2.0);
polygonNameLabel = [[UILabel alloc] initWithFrame:CGRectMake(0.0, center.y - 10.0, [self bounds].size.width, 20.0)];
polygonNameLabel.text = name;
polygonNameLabel.textAlignment = UITextAlignmentCenter;
polygonNameLabel.backgroundColor = [UIColor clearColor];
[self addSubview:polygonNameLabel];
[polygonNameLabel release];
}
return self;
}
- (id)initWithFrame:(CGRect)frame {
NSLog(#"(Canvas, -initWithFrame): You should always use initWithFrame:withNumSides:withPolygonName:");
return [self initWithFrame:frame withNumSides:DEFAULT_NUM_SIDES withPolygonName:DEFAULT_POLYGON_NAME];
}
- (void)drawRect:(CGRect)rect {
// Drawing code
NSArray * points = [Canvas pointsForPolygonInRect:[self bounds] numberOfSides:[self currentStateNumSides]];
CGContextRef currentContext = UIGraphicsGetCurrentContext();
[[UIColor blackColor] set];
UIRectFrame ([self bounds]);
CGContextBeginPath (currentContext);
for (int i = 0; i < [points count]; i++) {
CGPoint currentPoint;
NSValue * currentValue;
currentValue = [points objectAtIndex:i];
currentPoint = [currentValue CGPointValue];
//NSLog(#"(%.1f, %.1f)", currentPoint.x, currentPoint.y);
if (i == 0)
CGContextMoveToPoint(currentContext, currentPoint.x, currentPoint.y);
else
CGContextAddLineToPoint(currentContext, currentPoint.x, currentPoint.y);
}
CGContextClosePath(currentContext);
[[UIColor yellowColor] setFill];
[[UIColor blackColor] setStroke];
CGContextDrawPath(currentContext, kCGPathFillStroke);
}
- (void) updateState:(int)sides withName:(NSString *)name {
currentStateNumSides = sides;
polygonNameLabel.text = name;
}
- (void)dealloc {
NSLog(#"(Canvas): Calling dealloc");
[polygonNameLabel removeFromSuperview]; polygonNameLabel = nil;
[super dealloc];
}
#end
The PrepDefs.h file:
#ifndef __PREP_DEFS_H__
#define __PREP_DEFS_H__
#define MIN_NUM_SIDES_CONSTANT 3
#define DEFAULT_NUM_SIDES 5
#define MAX_NUM_SIDES_CONSTANT 12
#define DEFAULT_POLYGON_NAME #"Pentagon"
#endif
Finally the files for the Polygon class. The Polygon.h file:
#import <Foundation/Foundation.h>
#import "PrepDefs.h"
#interface Polygon : NSObject {
int numberOfSides;
int minimumNumberOfSides;
int maximumNumberOfSides;
}
#property int numberOfSides;
#property int minimumNumberOfSides;
#property int maximumNumberOfSides;
#property (readonly) float angleInDegrees;
#property (readonly) float angleInRadians;
#property (readonly) NSString * name;
- (void) setNumberOfSides:(int)numSides;
- (void) setMinimumNumberOfSides:(int)minNumSides;
- (void) setMaximumNumberOfSides:(int)maxNumSides;
- (id) initWithNumberOfSides:(int)sides minimumNumberOfSides:(int)min maximumNumberOfSides:(int)max;
#end
The Polygon.m file:
#import "Polygon.h"
#implementation Polygon
#synthesize numberOfSides, minimumNumberOfSides, maximumNumberOfSides, angleInDegrees, angleInRadians, name;
- (void) setNumberOfSides:(int)numSides {
if ((numSides >= [self minimumNumberOfSides]) && (numSides <= [self maximumNumberOfSides])) numberOfSides = numSides;
else NSLog(#"PolygonShape [setNumberOfSides]: Assignment out of bounds");
}
- (void) setMinimumNumberOfSides:(int)minNumSides {
if (minNumSides >= MIN_NUM_SIDES_CONSTANT) minimumNumberOfSides = minNumSides;
else NSLog(#"PolygonShape [setMinimumNumberOfSides]: Assignment out of bounds");
}
- (void) setMaximumNumberOfSides:(int)maxNumSides {
if (maxNumSides <= MAX_NUM_SIDES_CONSTANT) maximumNumberOfSides = maxNumSides;
else NSLog(#"PolygonShape [setMaximumNumberOfSides]: Assignment out of bounds");
}
- (float) angleInDegrees {
int sides = [self numberOfSides];
return ((float) (180.0 * ((double) (sides - 2)) / ((double) sides)));
}
- (float) angleInRadians {
int sides = [self numberOfSides];
return ((double) M_PI) * ((double) (sides - 2.0)) / ((double) sides);
}
- (NSString *) name {
NSString * s;
switch ([self numberOfSides]) {
case 3: s = [NSString stringWithString:#"Triangle"]; break;
case 4: s = [NSString stringWithString:#"Square"]; break;
case 5: s = [NSString stringWithString:#"Pentagon"]; break;
case 6: s = [NSString stringWithString:#"Hexagon"]; break;
case 7: s = [NSString stringWithString:#"Heptagon"]; break;
case 8: s = [NSString stringWithString:#"Octagon"]; break;
case 9: s = [NSString stringWithString:#"Enneagon"]; break;
case 10: s = [NSString stringWithString:#"Decagon"]; break;
case 11: s = [NSString stringWithString:#"Hendecagon"]; break;
case 12: s = [NSString stringWithString:#"Dodecagon"]; break;
default: NSLog(#"PolygonShape [name]: I should never enter here."); s = nil; break;
}
return s;
}
- (id) init {
return [self initWithNumberOfSides:DEFAULT_NUM_SIDES minimumNumberOfSides:MIN_NUM_SIDES_CONSTANT maximumNumberOfSides:MAX_NUM_SIDES_CONSTANT];
}
- (id) initWithNumberOfSides:(int)sides minimumNumberOfSides:(int)min maximumNumberOfSides:(int)max {
if (self = [super init]) {
// Cautiously initialize everything to zero
numberOfSides = 0;
minimumNumberOfSides = 0;
maximumNumberOfSides = 0;
// Attempt the actual assignment
[self setMaximumNumberOfSides:max];
[self setMinimumNumberOfSides:min];
[self setNumberOfSides:sides];
}
return self;
}
- (NSString *) description {
return [NSString stringWithFormat:#"Hello I am a %d-sided polygon (aka a %#) with angles of %.3f degrees (%.6f radians)", [self numberOfSides], [self name], [self angleInDegrees], [self angleInRadians]];
}
- (void) dealloc {
NSLog(#"(Polygon): Dealloc is called");
[super dealloc];
}
#end
After all the above, I believe the questions are:
Why dealloc functions are not used? Where do I actually have leaks?
When I initialize my mainController, should I pass as parameter the name of the nib file that was created when I created the custom class for the mainController?
Should I initialize the mainController and its view differently?
Should I use awakeFromNib instead of loadView or viewDidLoad?
Other comments that you have regarding the entire approach? Such as good or bad programming practices for one-screen applications? It really is a small program, so, I believe this is not an open-ended question. If however you think that this is an open-ended question, feel free not to answer. This is probably a naive question by a rookie to some veterans.
I really appreciate all the time that you spend on this and I am looking forward to your feedback.
If I run Build and Analyze this loads without errors according to the Analyzer but the app crashes. If I remove the [myStates release]; analyzer complains about possible leak but the nib loads and runs just fine. MyStateList is a nib which has a pickerview inside that loads a plist if this helps. Please help.
Main TrialViewControllerViewController Implementation File
#import "TrialViewControllerViewController.h"
#import "MyStateList.h"
#implementation TrialViewControllerViewController
- (void)viewDidLoad {
[super viewDidLoad];
MyStateList *myStates = [[MyStateList alloc] initWithNibName:#"MyStateList" bundle:nil];
[self.view addSubview:[myStates view]];
//[myStates release];
}
- (void)didReceiveMemoryWarning {
[super didReceiveMemoryWarning];
}
- (void)viewDidUnload {
}
- (void)dealloc {
[super dealloc];
}
#end
Here is what i am trying to load
MyStateList.h
#import <UIKit/UIKit.h>
#interface MyStateList : UIViewController <UIPickerViewDelegate, UIPickerViewDataSource> {
UIPickerView *pickerView;
NSMutableArray *statesArray; // Written array
NSDictionary *stateListDictionary,*stateListDictionaries;
NSArray *firstDisplayArray,*updateDisplayArray,*switchDisplayArray;
NSInteger dTag;
NSString *nott,*verify,*notes;
IBOutlet UILabel *labelOne,*labelTwo,*labelThree,*labelName;
}
#property (nonatomic, retain) UIPickerView *pickerView;
#property (nonatomic, retain) NSDictionary *stateListDictionary,*stateListDictionaries;
#property (nonatomic, retain) NSArray *firstDisplayArray,*updateDisplayArray,*switchDisplayArray;
#property (nonatomic, retain) IBOutlet UILabel *labelOne,*labelTwo,*labelThree,*labelName;
#property (nonatomic, retain) NSString *nott,*verify,*notes;
- (void)loadData;
- (void)placeData;
- (void)createPicker;
#end
MyStateList.m
#import "MyStateList.h"
#implementation MyStateList
#synthesize pickerView;
#synthesize stateListDictionary,stateListDictionaries,firstDisplayArray,updateDisplayArray,switchDisplayArray ;
#synthesize labelOne,labelTwo,labelThree,labelName;
#synthesize nott,verify,notes;
- (void)viewDidLoad
{
[super viewDidLoad];
[self createPicker];
}
-(NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView{
return 1;
}
-(NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component
{
return [statesArray count];
}
-(UIView *)pickerView:(UIPickerView *)pickerViewCust viewForRow:(NSInteger)row forComponent: (NSInteger)component reusingView:(UIView *)view
{
NSString *rowItem = [statesArray objectAtIndex: row];
UILabel *lblRow = [[[UILabel alloc] initWithFrame:CGRectMake(0.0f, 0.0f, [pickerViewCust bounds].size.width, 44.0f)]autorelease];
[lblRow setTextAlignment:UITextAlignmentCenter];
[lblRow setTextColor: [UIColor blueColor]];
[lblRow setText:rowItem];
[lblRow setBackgroundColor:[UIColor clearColor]];
return lblRow;
}
- (void)createPicker
{
NSString *path = [[NSBundle mainBundle] pathForResource:
#"StateArray" ofType:#"plist"];
stateListDictionary = [NSDictionary dictionaryWithContentsOfFile:path];
labelName.text = [NSString stringWithFormat:#"Arizona"];
[self loadData];
float screenWidth = [UIScreen mainScreen].bounds.size.width;
float pickerWidth = screenWidth * 1 / 2;
float xPoint = screenWidth / 2 - pickerWidth / 1;
pickerView = [[UIPickerView alloc] init];
[pickerView setDataSource: self];
[pickerView setDelegate: self];
[pickerView setFrame: CGRectMake(xPoint, 280.0f, pickerWidth, 180.0f)];
pickerView.showsSelectionIndicator = YES;
[pickerView selectRow:2 inComponent:0 animated:YES];
[self.view addSubview: pickerView];
}
- (void)loadData
{
firstDisplayArray = [stateListDictionary objectForKey:#"Arizona"];
dTag = 1;
[self placeData];
stateListDictionary = nil; // kill the list
statesArray = [[NSMutableArray alloc] init];
[statesArray addObject:#"Alabama"];
[statesArray addObject:#"Alaska"];
[statesArray addObject:#"Arizona"];
[statesArray addObject:#"Arkansas"];
[statesArray addObject:#"California"];
}
- (void)placeData
{
if (dTag == 1)
{
switchDisplayArray = firstDisplayArray;
dTag = 0;
} else {
switchDisplayArray = updateDisplayArray;
}
nott = [switchDisplayArray objectAtIndex:0];
verify = [switchDisplayArray objectAtIndex:1];
notes = [switchDisplayArray objectAtIndex:2];
labelOne.text = nott;
labelTwo.text = verify;
labelThree.text = notes;
}
- (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent: (NSInteger)component
{
NSString *path = [[NSBundle mainBundle] pathForResource:
#"StateArray" ofType:#"plist"];
stateListDictionaries = [NSDictionary dictionaryWithContentsOfFile:path];
labelName.text = [statesArray objectAtIndex: row];
updateDisplayArray = [stateListDictionaries objectForKey:labelName.text];
[self placeData];
}
- (void)dealloc
{
[pickerView release];
[stateListDictionary release];
[stateListDictionaries release];
[statesArray release];
[super dealloc];
}
#end
If I had to guess, MyStatesList is a subclass of UIViewController.
If you release myStates at the end of the block, you're essentially removing the brain from your view controller, but leaving its body there. You need to keep the controller itself around as well as the view, as the view is owned by the controller. Not the other way around.
The view from your view controller is retained by the view, but you killed the view controller itself. The bigger problem is you CAN'T just add views from UIViewControllers in this manner. On iOS5 you have the ability to use addChildViewController: and prior to that you can use one of the provided container controllers.
You do indeed need to release your MyStateList object.
Here's what's happening:
You initialize a new MyStateList, which has a retain count of 1
You add a subview to your view, and that subview is NOT the MyStateList object, but the ivar view of your MyStateList object.
When you don't release your myStates object, you are indeed leaking this object, since nothing has a reference to this object anymore, and the memory was never deallocated. (Its retain count never reached 0.)
That having been said, what kind of error occurs when your application crashes? I'm guessing that MyStateList is a UIViewController, and the view is then attempting to access/communicate with its parent, which has been released/deallocated.
In your -(void)dealloc; you are calling [super dealloc] first, this is wrong. Make it the last call in the method. This should fix your crash.
- (void)dealloc
{
// Wrong Way
[super dealloc];
[pickerView release];
[stateListDictionary release];
[stateListDictionaries release];
[statesArray release];
}
`
- (void)dealloc
{
// Right way
[pickerView release];
[stateListDictionary release];
[stateListDictionaries release];
[statesArray release];
[super dealloc];
}
you add the view [myStates view], to the controller's view, so the view is hold by the controller's view.
then you release "myStates" for avoid memeory leak, it is removed.
and I guess in your view [myStates view], there must be some delegates related to the object "myState", but it was removed just before. So, the app crash.
To avoid both problems, memory leak and crash. I think you should make the "myStates" hold by your controller as a member variable. And you could release "myState" when your viewUnloaded.
I am using an NSMutableArray defined in a CCLayer subclass as follows:
//
// GameOverScene.h
// Cocos2DSimpleGame
//
// Created by Ray Wenderlich on 2/10/10.
// Copyright 2010 Ray Wenderlich. All rights reserved.
//
#import "cocos2d.h"
#interface scoLayer : CCColorLayer {
CCLabelTTF *_label;
CCLabelTTF *_howtoplay;
NSMutableArray *highscores;
}
#property (nonatomic, retain) CCLabelTTF *label;
#property (nonatomic, retain) NSMutableArray *highscores;
#property (nonatomic, retain) CCLabelTTF *back;
+ (id)initWithScore:(int)lastScore;
+(void)print_label:(int)lb;
+(void)menu;
#end
#interface sco : CCScene {
scoLayer *_layer;
}
#property (nonatomic, retain) scoLayer *layer;
#end
Here is the .m file for the class:
#implementation sco
#synthesize layer = _layer;
- (id)init {
if ((self = [super init])) {
self.layer = [scoLayer node];
[self addChild:_layer];
}
return self;
}
- (void)dealloc {
[_layer release];
_layer = nil;
[super dealloc];
}
#end
#implementation scoLayer
#synthesize label = _label;
#synthesize highscores ;
//#synthesize how_to_play ;
#synthesize back;
-(id) init
{
if( (self=[super initWithColor:ccc4(255,255,255,255)] )) {
CGSize winSize = [[CCDirector sharedDirector] winSize];
self.label = [CCLabelTTF labelWithString:#"" fontName:#"Arial" fontSize:16];
//self.how_to_play = [CCLabelTTF labelWithString:#"" fontName:#"Arial" fontSize:32];
self.highscores = [[NSMutableArray alloc] initWithObjects:nil ];
// [highscores addObject:#"asdf"];
// NSLog(#"hig %#", [highscores objectAtIndex:0]);
_label.color = ccc3(0,0,0);
_label.position = ccp(winSize.width/2, winSize.height/2);
[self addChild:_label z:100];
[self runAction:[CCSequence actions:
[CCDelayTime actionWithDuration:3],
[CCCallFunc actionWithTarget:self selector:#selector(gameOverDone)],
nil]];
CCSprite *bk1 =[CCSprite spriteWithFile:#"bg3.png" ];//rect: CGRectMake(0, 0, 40, 480)];
[bk1 setPosition:ccp(160, 239)];
[self addChild:bk1 z:0];
CCMenuItem *back = [CCMenuItemImage
itemFromNormalImage:#"gameBackButton.png" selectedImage:#"gameBackButton.png"
target:self selector:#selector(back_game:)];
CCMenu *menu1 = [CCMenu menuWithItems:back,nil];
menu1.position = ccp(70, 100);
[menu1 alignItemsVerticallyWithPadding: 40.0f];
// [self addChild:menu z: 2];
[self addChild:menu1 z: 0];
}
return self;
}
In this function:
+(id)initWithScore:(int)lastScore
{
NSLog(#"score %d", lastScore);
//NSMutableArray *highscores = [[NSMutableArray alloc] initWithObjects:nil ];
//[highscores addObject:#"asdf"];
if([highscores count] == 0)
}
I want to use the highscores array and insert the data (lastScore), but when I do this the application exits with an EXC_BAD_ACCESS signal. How can I fix this error?
The + before the method declaration indicates, that this is a class method. So you have no access to instance variables.
I think this is more what you want:
-(id)initWithScore:(int)lastScore
{
NSLog(#"score %d", lastScore);
if(!self = [super init])
return nil;
highscores = [[NSMutableArray alloc] init];
[highscores addObject:lastScore];
return self;
}
You're on the right track, but unless you have many different highscore tables you don't need to make it a separate class, as you've tried to do now. (I.e. 'create many highscore table instances with a class'.) You can of course use a class and create an object of class highscoretable at [[alloc] init] (as yan kun shows), but if all you need is a mutable array to add highscores to in your game, just allocate one in the app delegate, or use other methods for variables shared between viewcontrollers, I think.
I have looked at a few guides for CAKeyFrameAnimation and I am failing to see how to trigger them. The only thing I can think of is that I have to use it as a return, but that doesn't make much sense to me.
-H File-
#import <UIKit/UIKit.h>
#import <QuartzCore/QuartzCore.h>
#interface ImageSequenceViewController : UIViewController
<UIGestureRecognizerDelegate>{
UISwipeGestureRecognizer *swipeLeftRecognizer;
NSMutableArray *myImages;
IBOutlet UIImageView *imageView;
IBOutlet UIImageView *bView;
IBOutlet UISegmentedControl *segmentedControl;
}
#property (nonatomic, retain) UISwipeGestureRecognizer *swipeLeftRecognizer;
#property (nonatomic, retain) UIImageView *imageView;
#property (nonatomic, retain) IBOutlet UISegmentedControl *segmentedControl;
-(IBAction)takeLeftSwipeRecognitionEnabledFrom:(UISegmentedControl *)aSegmentedControl;
-(IBAction)ButtonPressed1: (id)sender;
#end
-M File-
#import "ImageSequenceViewController.h"
#implementation ImageSequenceViewController
#synthesize swipeLeftRecognizer;
#synthesize imageView;
#synthesize segmentedControl;
/*
// The designated initializer. Override to perform setup that is required before the view is loaded.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
// Custom initialization
}
return self;
}
*/
/*
// Implement loadView to create a view hierarchy programmatically, without using a nib.
- (void)loadView {
}
*/
//CUSTOM CODE
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
-(void)loadLeft {
//aView = [[UIImageView alloc] initWithFrame:self.view.frame];
CALayer *layer = [CALayer layer];
[layer setFrame:CGRectMake(0.0,
0.0,
[[self view] frame].size.height,
[[self view] frame].size.width)];
myImages = [[NSMutableArray alloc] init];
for(NSUInteger count=0; count<100; count++){
NSString *fileName;
if (count < 10)
{
fileName = [NSString stringWithFormat:#"trailerRotation_000%d", count];
}
else if (10 <= count < 100)
{
fileName = [NSString stringWithFormat:#"trailerRotation_00%d", count];
}
else
{
fileName = [NSString stringWithFormat:#"trailerRotation_0%d", count];
}
NSString *path = [[NSBundle mainBundle] pathForResource:fileName ofType:#"jpg"];
//UIImage *image = [[UIImage alloc] initWithContentsOfFile:fileName];
//[myImages addObject:image];
[myImages addObject:[UIImage imageWithContentsOfFile:path]];
}
CAKeyframeAnimation *anim = [CAKeyframeAnimation animationWithKeyPath:#"Contents"];
[anim setDuration:0.10];
[anim setCalculationMode:kCAAnimationDiscrete];
[anim setRepeatCount:1];
[anim setValues:myImages];
[self.view.layer addSublayer:layer];
[layer addAnimation:anim forKey:#"images"];
//aView.animationImages = myImages;
//aView.animationDuration = 10.00;
//aView.animationRepeatCount = 1;
}
-(void)loadRight {
bView = [[UIImageView alloc] initWithFrame:self.view.frame];
myImages = [[NSMutableArray alloc] init];
for(NSUInteger count=99; count>0; count--){
NSString *countString;
if (count < 10)
{
countString = #"000";
countString = [countString stringByAppendingFormat:#"%d", count];
}
else if (10 <= count < 100)
{
countString = #"00";
countString = [countString stringByAppendingFormat:#"%d", count];
}
else if (100 <= count < 1000)
{
countString = #"00";
countString = [countString stringByAppendingFormat:#"%d", count];
}
NSLog(#"%d", count);
NSString *fileName = #"trailerRotation_";
fileName = [fileName stringByAppendingFormat:countString];
fileName = [fileName stringByAppendingFormat:#".jpg"];
[myImages addObject:[UIImage imageNamed:fileName]];
}
bView.animationImages = myImages;
bView.animationDuration = 10.00;
bView.animationRepeatCount = 1;
}
- (void)viewDidLoad {
[super viewDidLoad];
imageView = [[UIImageView alloc] initWithFrame:self.view.frame];
[imageView setImage:[UIImage imageNamed:#"trailerRotation_0000.jpg"]];
//[self.view addSubview:imageView];
[self loadLeft];
[self loadRight];
UIGestureRecognizer *recognizer;
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeFrom:)];
[self.view addGestureRecognizer:recognizer];
[recognizer release];
recognizer = [[UISwipeGestureRecognizer alloc] initWithTarget:self action:#selector(handleSwipeFrom:)];
self.swipeLeftRecognizer = (UISwipeGestureRecognizer *) recognizer;
swipeLeftRecognizer.direction = UISwipeGestureRecognizerDirectionLeft;
if ([segmentedControl selectedSegmentIndex] == 0) {
[self.view addGestureRecognizer:swipeLeftRecognizer];
}
self.swipeLeftRecognizer = (UISwipeGestureRecognizer *) recognizer;
[recognizer release];
}
- (void)viewDidUnload {
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
self.segmentedControl = nil;
self.swipeLeftRecognizer = nil;
self.imageView = nil;
}
- (BOOL)canBecomeFirstResponder {
return YES;
}
- (void)viewDidAppear:(BOOL)animated {
[self becomeFirstResponder];
}
-(void)startItLeft {
NSLog(#"Left");
//[aView startAnimating];
//[self.view addSubview:aView];
//[aView release];
[bView release];
}
-(void)startItRight {
NSLog(#"Right");
[bView startAnimating];
[self.view addSubview:bView];
//[aView release];
[bView release];
}
//- (void)motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event {
//}
//- (void)motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event {
//}
//- (void)motionCancelled:(UIEventSubtype)motion withEvent:(UIEvent *)event {
//}
-(IBAction)ButtonPressed1:(id)sender
{
NSLog(#"Button");
//[aView stopAnimating];
[bView stopAnimating];
//[self loadLeft];
[self loadRight];
}
-(IBAction)takeLeftSwipeRecognitionEnabledFrom:(UISegmentedControl *) aSegmentControl {
if ([aSegmentControl selectedSegmentIndex] == 0) {
[self.view addGestureRecognizer:swipeLeftRecognizer];
}
else {
[self.view removeGestureRecognizer:swipeLeftRecognizer];
}
}
-(void)handleSwipeFrom:(UISwipeGestureRecognizer *) recognizer {
//CGPoint location = [recognizer locationInView:self.view];
//[self showImageWithText:#"swipe" atPoint:location];
if (recognizer.direction == UISwipeGestureRecognizerDirectionLeft) {
//[self startItLeft];
}
else {
[self startItRight];
}
}
//CUSTOM CODE
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
return YES;
}
- (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)dealloc {
[super dealloc];
}
#end
I'm rather new to iOS development so any advice is helpful.
Thanks.
Try:
[myImages addObject:(id)[UIImage imageWithContentsOfFile:path].CGImage];
Since the CAKeyFrameAnimation expects CGImageRef objects.
It looks like you're trying to load up 100 images and cycle them all within the space of 0.1 second. Not only is that pretty ridiculous (that's 1000fps right there, and CoreAnimation is capped at 60fps), but it's likely to take longer than 0.1 seconds for CoreAnimation to copy all the images before it even starts, which means that it will have finished before it started (and therefore no animation will occur).
I'll admit it was a PEBKAC error.
Thanks all for your help.