I am starting to learning Cocos2D for iPhone. I see the basic template has a viewController but when it runs it loads HelloWorldLayer, instead of the viewController view.
When you work with a viewController, you used to have the main logic for that controller on the .m, but as Cocos2D works in another way I wonder where should I put the main logic code.
What I mean is this. Developing with Cocos2D I will have a bunch of these "layer" files and as I pass the scenes, one of these files will be active at one time but now imagine that I am building an app that has in-app purchases or coredata. I have to have one central place where this common logic to handle sales and the database should reside. Where is the best practice? To put it on the viewController Cocos2D creates or what? How do you do that?
Where do I put the code so it will initialize when the app runs and before showing the first scene?
thanks
The startup code in Cocos2D is in the app delegate applicationDidFinishLaunching method. So you may want to initialize your loading code there.
The issue you're experiencing may be due to the incorrect setup of the view controller by Cocos2D, which leads to the view controller's viewDidLoad method not to be called. You can call that manually from applicationDidFinishLaunching however, after the line: rootViewController.view = glView
You'll find plenty of Tutorials that shed more light on this here: http://www.raywenderlich.com/
Related
I was using Xcode 4.1 and after upgrading to 4.2, things started to become out of date. I am using many examples from different books, such as Big Nerd Ranch Guides, which do not use Storyboards and the Windows-Based Application had been changed to "Empty" Application.
With these new changes, I feel like the books and tutorials I had been using to start have become outdated. In many of these examples, they say to write the methods and variables in the delegate header files for 4.1. With the new 4.2 Xcode, there is an AppDelegate and ViewController. Should I still be writing the methods and class members in the AppDelegate, or should I be now writing them in the Controller file?
I am confused. Does Apple now want us to create our controller and reference it through the delegate?
When your app is run, it creates an instance of UIApplication. You want to know things that only the UIApplication object knows (did we just get switched to the background? did we just open?) so you use the delegate pattern to get it. When you start a new project Apple starts you off with an already-assigned App Delegate. You can open up MainWindow.nib and inspect your App Delegate to see how it is connected to your UIApplication instance (File's Owner, in this case).
In general you only want to put code in there that has to do with the basic functionality of your app. Launch, quit, go to background and come to foreground are when you'll be doing things in the App Delegate.
Most everything else should go in your view controllers or model objects. Since 'delegate' is just a design pattern, your view controllers can be delegates of other objects. For example, if you present a UITableView, you will assign a view controller as it's delegate in order to respond to events such as selection and scrolling. Your app has many delegates, but it only has one App Delegate.
The AppDelegate is really just a "launcher" for your app. Ie: You shouldn't be writing much code in it at all.
If you're concerned with "set up" code, do it in your View Controller, under viewDidLoad.
Now,I gonna Develop an App ,which wants to switch from many different Views irregularly,also the views need to load large resources,AKA,it's hard to manage memory.Are there any good solustion?
PS:I created a ViewController as RootViewController,and When a button was Touch,run the code as
"ViewController=newController"
.The problem came,The new View loaded wrong way,it rotate so that couldn't show in a correct way.
I google for the solution,some one said ,I should replace the rootViewController,just like that,
[UIApplication sharedApplication].delegate.window.rootViewController=newController;
But I can't get/set the rootViewController in other class though it's a singleton.
Why not having a class that handles all the view switches ?
This article describes an architecture that might be helpfull: http://www.mikeziray.com/2010/01/27/handling-your-initial-view-controllers-for-iphone/comment-page-1/#comment-607
Ok hopefully this is an easy question:
I have a main viewcontroller that is loaded by the app delegate at application startup.
This viewcontroller has some code in 'viewDidLoad' to create some non view type based objects (some sound/data objects). Aside from that it also loads a UIView.
The sound/data objects take a while to create, but the app is quite functional without them for a start - so I want to load these objects after the UIView has loaded, but can't seem to figure out how.
I have tried moving the appropriate code to viewDidAppear, but this is still called before the UIView actually appears on screen. Is there a function that is called after the viewcontroller actually starts displaying UIViews, or any other way to achieve what I want?
Any help would be much appreciated - thanks!
In case anyone else has a similar problem, I found a way to solve it: use NSThread to load things in the background without pausing everything else.
There's a good simple example here: http://www.iphoneexamples.com/.
I'm playing around with the iPad SplitView template and it was working fine before I started swapping out view objects in my RootViewController. When it was working fine, the application:didFinishLaunchingWithOptions method would be called and would setup my persistant store objects, then the RootViewController:viewDidLoad method would be called to populate my rootView with data from my store. I opened up IB and started swapping out view objects in my RootView and now the application:didFinishLaunchingWithOptions method never gets called, but the RootViewController:viewDidLoad method still does. Obviously, the app crashes because the viewDidLoad method depends on the successful execution of the didFinishLauchingWIthOptions method to setup the persistent store objects. Does anyone have any thoughts on what is causing this or how I can go about investigating what's causing this?
I'm obviously new to iPhone OS development, so I apologize if this questions is absurd in any way. Thanks so much in advance for your help!
This is propabaly caused by the fact that in MainWindow.xib, your application delegate object is not connected to File's Owner (UIApplication). You can open the MainWindow.xib and right click on your App Delegate to see if it has a connection in Referencing Outlet to File's Owner. If not, set it to. And this will fix your problem.
-viewDidLoad is not called from -application:didFinishLaunchingWithOptions:. They are independent. The call hierarchy could be summarized as:
load app; call -application:didFinishLaunchingWithOptions:
window is visible, load views of view controllers.
call -viewDidLoad.
Hey all, I'm completely stumped with this iPhone problem.
This is my first time building a view programmatically, without a nib. I can get the view displaying things just fine, but the darn ViewController isn't responding to touches the way it used to in programs where I used a nib. I should add that in the past, I started with the View-Based Application template, and this time I used the Window-Based Application template.
My thinking is that the View-Based template does something magical to let the iPhone know where to send the touch events, but I can't figure out what that would be even after several hours of bumbling around Google. Or I could be looking in an entirely wrong place and my troubles are related to something else entirely. Any thoughts?
There's nothing magical in the view-based template. The most likely reasons for failure to respond to touches are:
You've messed with touchesBegan:withEvent:, userInteractionEnabled, exclusiveTouch or something else, thinking you need to mess with these (generally you don't; the defaults are generally correct)
You created a second UIWindow
You put something over the view (even if it's transparent)
Simplify your code down to just creating a view programatically that responds to a touch and nothing else. It should be just a few lines of code. If you can't get that working, post the code and we'll look at what's going on.
Problem solved. touchesEnded != touchedEnded.
That'll teach me to program without my glasses on.
Another possible scenario for failure in response to touches is when your VC frame is not predefined and its boundaries are actually exceeding the window placeholder. It happens a lot when you just forget to define the frame property for the VC.
Once you define it correctly - User interaction returns to normal.
Good luck !