EXC_BAD_ACCESS when removeAllObject - iphone

I have a class named UICustomLabel with a variable NSMutableString : _text . I created a lot of this objects to display the content as page. Here is code to create :
for (int i = 0; i < linesOfFirstPage; i++) //first page is the special case
{
UICustomLabel * _centerLabel =[[UICustomLabel alloc] initWithFrame:CGRectMake(100.0, 555 + 35 * i, 575.0, 35.0)];//create label in follow kPortraitIpadfirstLabelRect area
if (!_isSmallFont) _centerLabel.frame = CGRectMake(100, 505 + 45 * i, 575, 45);
_centerLabel._textColor=kLabelTextColor;
_centerLabel._backgroundColor=kBackgroundColor;
_centerLabel._font=[UIFont systemFontOfSize:isSmallFont?25:32];
[_contentOfPage addObject:_centerLabel];
[self addSubview:_centerLabel];
[_centerLabel release];
}
After that when i want to remove all Label in my page :
if (_contentOfPage)
{
for (int i = 0; i < [_contentOfPage count]; i++)
{
UICustomLabel * tmp = [_contentOfPage objectAtIndex:i];
[tmp removeFromSuperview];
}
[_contentOfPage removeAllObjects];
}
But i get an error EXC_BAD_ACCESS when command [_contentOfPage removeAllObjects] excuted; When i reject the command [_text release] in the method dealloc of UICustomLabel, the program running fine. So what was the reason?

Related

How Do i create UIimageView Dynamically (XCODE)

Hi everybody I making an Xcode App but have now been stuck for 2 days
in my app I have to create some images (which balls) in the amount stated by the user .
e,g if the user says make 10 10 balls should appear on the same screen at random locations I know to make location random but can't figure how to do it ... how do i connect to the interface builder ???
tried this
1.h
UIImageView *c[100];
1.m
for (int i = 0; i < "users value" ; i++) {
float x = (float)(67 + ((95 + 22) * i));
UIImageView *c[i] = [[UIImageView alloc]
initWithFrame:CGRectMake(x, 20.0f, 95.0f, 149.0f)];
[ballsView[i]setImage:[UIImage imageNamed:#"1.png"]];
ballsView[i].opaque = YES;
ballsView[i].hidden = NO; /* change to YES for distribution */
}
use this. hope helps
for (int i = 0; i < "users value" ; i++)
{
float x = (float)(67 + ((95 + 22) * i));
UIImageView *c[i] = [[UIImageView alloc]
initWithFrame:CGRectMake(x, 20.0f, 95.0f, 149.0f)];
c[i].image=[UIImage imageNamed:#"1.png"]];
[ballsView[i] addSubView:c[i]];
ballsView[i].opaque = YES;
ballsView[i].hidden = NO; /* change to YES for distribution */
}

iPhone:How can I shuffle buttons in view

I have many no. of buttons on my view and I want to shuffle the buttons(change in position) then how can I shuffle the button in my view.
use arc4random()
and change position of your buttons
In your .h file : UIButton *buttonsarray[10];
In your .m file :
// Make array of button using following way.I used this method to creates button and you can use yours.
- (void)viewDidLoad {
[super viewDidLoad];
float y = 5;
int x = 0;
int count = 0;
for (int i = 0 ; i < 10; i++)
{
count ++;
buttonsarray[i] = [UIButton buttonWithType:UIButtonTypeRoundedRect];
buttonsarray[i].frame = CGRectMake(x, y, 100, 100);
[buttonsarray[i] setTitle:[NSString stringWithFormat:#"%d",i+1] forState:UIControlStateNormal];
x = x + 105;
[self.view addSubview:b[i]];
if(count == 3)
{
count = 0;
x = 0;
y = y+ 105;
}
}
}
// This function will soufflé your buttons
- (IBAction)btnClicked:(id)sender
{
int n = 10;
int swaper;
for (int i = 0 ; i < 10 ; i++)
{
int r = arc4random()%n;
if(r != swaper){
swaper = r;
CGRect r1 = buttonsarray[i].frame;
buttonsarray[i].frame = buttonsarray[swaper].frame;
buttonsarray[swaper].frame = r1;
n--;
}
}
}
Hope,this will help you..
You can do this
Make an Array with a group of CGPoints you will need to store the points as strings.
In the layoutSubViews method set something like this:
-(void)layoutSubViews{
[self.subviews enumerateObjectsUsingBlock:^(id object, NSUInteger idx, BOOL *stop) {
CGPoint newPoint = CGPointFromString([positionsArray objectAtIndex:idx]);
object.frame = CGRectMake(newPoint.x,newPoint.y,object.frame.size.width,object.frame.size.height);
}];
}
Then you will need to shuffle the positions in the positions array, you can see an example method here :How to Shuffle an Array
Now every time you need to Shuffle the positions you can call -(void)setNeedsLayout on your view.
There are more options but that was the first I thought of.
Good Luck

Problem with Objective-C for loop

I have two methods, the generateRandomCard method gets called within the testMethod, where there is a for loop that runs 100 times. That way it works perfect, but if I set the for loop limit to 1000 or any other number greater than 100 it crashes. Can you see what's wrong??
- (void)testMethod {
Globals *myGlobals = [Globals sharedInstance];
int rankOfFirst = 0;
int rankOfSecond = 0;
int playerOneWin = 0;
int playerTwoWin = 0;
int ties = 0;
float firstPercent = 0;
float secondPercent = 0;
float tiePercent = 0;
FiveEval *evaluator = [FiveEval theEvaluator];
for (int i = 0; i < 100; i++) {
short fPF = [self generateRandomCard];
short fPS = [self generateRandomCard];
short sPF = [self generateRandomCard];
short sPS = [self generateRandomCard];
short fFlop = [self generateRandomCard];
short sFlop = [self generateRandomCard];
short tFlop = [self generateRandomCard];
short tur = [self generateRandomCard];
short riv = [self generateRandomCard];
rankOfFirst = [evaluator getRankOfSeven:fFlop
:sFlop
:tFlop
:tur
:riv
:fPF
:fPS];
rankOfSecond = [evaluator getRankOfSeven:fFlop
:sFlop
:tFlop
:tur
:riv
:sPF
:sPS];
if (rankOfFirst > rankOfSecond) {
playerOneWin++;
} else if (rankOfSecond > rankOfFirst) {
playerTwoWin++;
} else {
ties++;
}
[myGlobals.alreadyPickedCards removeAllObjects];
}
firstPercent = ((float)playerOneWin/(float)10000)*100;
secondPercent = ((float)playerTwoWin/(float)10000)*100;
tiePercent = ((float)ties/(float)10000)*100;
NSLog(#"First Player Equity: %f", firstPercent);
NSLog(#"Second Player Equity: %f", secondPercent);
NSLog(#"Tie Equity: %f", tiePercent);
}
- (short)generateRandomCard {
Globals *myGlobals = [Globals sharedInstance];
short i = arc4random()%51;
for (int j = 0; j < [myGlobals.alreadyPickedCards count]; j++) {
if (i == [[myGlobals.alreadyPickedCards objectAtIndex:j] shortValue]) {
[self generateRandomCard];
}
}
[myGlobals.alreadyPickedCards addObject:[NSNumber numberWithShort:i]];
return i;
}
You're probably overflowing your stack in the recursive call to -generateRandomCard. If you generate a card that's already been picked, you call yourself recursively (and ignore the result, which is a different bug). So, if your random number stream gave you an unlucky sequence that kept returning cards you've already picked, then you'll recurse infinitely until the stack overflows.
Change your card selection algorithm so that instead of using rejection sampling with the potential for infinite looping/recursion, it uses an algorithm with a bounded runtime such as the Fisher-Yates shuffle.
Not sure if this could in any way lead to the crash - It may be unrelated. However, it does look like you have a bug in the way you recursively call generateRandomCard when a card is found in the alreadyPickedCards array. Instead of
[self generateRandomCard];
I think you should have
return [self generateRandomCard];
You have in -testMethod:
[myGlobals.alreadyPickedCards removeAllObjects];
and in -generateRandomCard you have:
for (int j = 0; j < [myGlobals.alreadyPickedCards count]; j++) {
if (i == [[myGlobals.alreadyPickedCards objectAtIndex:j] shortValue]) {
[self generateRandomCard];
}
}
I can't bet for sure, but this looks like a situation where you removeAllObjects in 1 loop and access an out of bound index in another loop.
If you wanna play like this with arrays, I suggest you make copies of arrays and remove items from those copied arrays.

Image replacement in iphone

I have added some sprite by using the following code and then by checking the rect
intersection I want to replace these sprites with another one.Can you help me out by providing code
to replace these random images.Problem is that the image to be replaced is also taken
randomly.........
yp = 40;
//CCSprite *spr;
movableSprites = [[NSMutableArray alloc] init];
for(int m=0; m<4; m++)
{
do
{
i = 'a';
//NSLog(#"valueeeeeeeee %d",i);
next = arc4random()%maxalphabets;
//NSLog(#"valueeeeeeeeenexttttt %d",next);
i+=next;
//NSLog(#"valueeeeeeeee %d",i);
spr = (CCSprite*)[self getChildByTag:i];//checks if found alreadyyyyyy
NSLog(#"Strrrrrrrr is:%#",spr);
}while(spr);
spNameStr = [NSString stringWithFormat:#"%c3.png",i];
NSLog(#"tagggg %d",i);
NSLog(#"spNameStr is:%#",spNameStr);
spr = [CCSprite spriteWithFile:spNameStr ];
spr.tag = i;
//NSLog(#"tagiiiiii %d",i);
spr.position = ccp(60,yp);
[self addChild:spr z:2];
[movableSprites addObject:spr];
yp+=spr.contentSize.height+35;
}
yp = 40;
NSMutableArray *answerimagesCopy = [NSMutableArray arrayWithArray:movableSprites];
NSLog(#"answer image copy elements areeeee %#",answerimagesCopy);
for(k = 0; k < movableSprites.count; ++k)
{
NSLog(#"inside forrrr");
int j=arc4random()%([answerimagesCopy count]);
NSLog(#"valueee of jjjjjjjj %d",j);
CCSprite *ansimage = [answerimagesCopy objectAtIndex:j];
//NSLog(#"................ %#",ansimage);
p=ansimage.tag;
NSLog(#"tagg..... %d",p);
[answerimagesCopy removeObjectAtIndex:j];
//NSLog(#"tagg..... %d",j);
spNameStr = [NSString stringWithFormat:#"%c4.png",p];
NSLog(#"spNameStr is:%#",spNameStr);
//NSLog(#"tagggg %d",j);
spr = [CCSprite spriteWithFile:spNameStr ];
spr.tag = p+100;
spr.position = ccp(260,yp);
[self addChild:spr z:1];
yp+=spr.contentSize.height+35;
}
I have did this using sprite sheet. if you can create a sprite sheet and then assign that sprite sheet to CCSpriteBatchNode's object like
$ CCSpriteBatchNod * m_meteoritesSprites =[CCSpriteBatchNode batchNodeWithFile:#"Meteo.pvr.ccz"];
and then load plist
$[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:#"Meteo.plist"];
and then use sprite frames to assign images to your sprite like
$ m_meteoritesSprites =[CCSpriteBatchNode batchNodeWithFile:#"Meteo.pvr.ccz"];
i used TexrturePacker to make sprite sheets
hope this helps you.

Need help with a memory management problem in my game model

I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself.
//in the .h file
#property(nonatomic,retain) NSMutableArray *fencePoleArray;
#property(nonatomic,retain) NSMutableArray *fencePoleImageArray;
#property(nonatomic,retain) NSMutableArray *fenceImageArray;
//in the .m file
- (void)viewDidLoad {
[super viewDidLoad];
self.gameState = gameStatePaused;
fencePoleArray = [[NSMutableArray alloc] init];
fencePoleImageArray = [[NSMutableArray alloc] init];
fenceImageArray = [[NSMutableArray alloc] init];
mainField = CGRectMake(10, 35, 310, 340);
..........
[NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:#selector(gameLoop) userInfo:nil repeats:YES];
}
So basically, the player touches the screen to set up the fences/poles
-(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event {
if(.......) {
.......
}
else {
UITouch *touch = [[event allTouches] anyObject];
currentTapLoc = [touch locationInView:touch.view];
NSLog(#"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y);
if(CGRectContainsPoint(mainField, currentTapLoc)) {
if([self checkFence]) {
onFencePole++;
//this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject:
[self setFencePole];
[self setFenceImage];
[self setFencePoleImage];
.......
}
}
else {
.......
}
}
}
}
The setFence function (setFenceImage and setFencePoleImage is similar to this)
-(void)setFencePole {
Fence *fencePole;
if (!elecFence) {
fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc];
}
else {
fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc];
}
[fencePoleArray addObject:fencePole];
[fencePole release];
and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later.
-(void)endOpenState {
........
int xMax = [fencePoleArray count];
int yMax = [fenceImageArray count];
for (int x = 0; x < xMax; x++) {
[[fencePoleImageArray objectAtIndex:x] removeFromSuperview];
}
for (int y = 0; y < yMax; y++) {
[[fenceImageArray objectAtIndex:y] removeFromSuperview];
}
[fencePoleArray removeAllObjects];
[fencePoleImageArray removeAllObjects];
[fenceImageArray removeAllObjects];
........
}
The crash happens here at the checkFence function.
-(BOOL)checkFence {
if (onFencePole == 0) {
return YES;
}
else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) {
CGPoint tempPoint1 = currentTapLoc;
CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line
if ([self checkDistance:tempPoint1 point2:tempPoint2]) {
return YES;
}
else {
return NO;
}
}
else if (onFencePole == currentMaxFencePole - 1) {
......
}
else {
return NO;
}
}
So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen -> tap_screen -> press_button_to_call_endOpenState -> tap screen -> tap_screen -> crash
What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.
First, a couple of suggestions:
if (!elecFence) {
fencePole = [[Fence alloc] initFence:onFencePole
fenceType:1 fencePos:currentTapLoc];
}
else {
fencePole = [[Fence alloc] initFence:onFencePole
fenceType:2 fencePos:currentTapLoc];
}
You’re making this too hard, how about this:
const int fenceType = elecFence ? 2 : 1;
Fence *fencePole = [[Fence alloc] initFence:onFencePole
fenceType:fenceType fencePos:currentTapLoc];
And this:
int xMax = [fencePoleArray count];
int yMax = [fenceImageArray count];
for (int x = 0; x < xMax; x++) {
[[fencePoleImageArray objectAtIndex:x] removeFromSuperview];
}
for (int y = 0; y < yMax; y++) {
[[fenceImageArray objectAtIndex:y] removeFromSuperview];
}
Could be shortened using makeObjectsPerformSelector:
const SEL remove = #selector(removeFromSuperview);
[fencePoleImageArray makeObjectsPerformSelector:remove];
[fenceImageArray makeObjectsPerformSelector:remove];
This is shorter and safer, as the xMax bound in your code is computed from fencePoleArray and used to iterate over fencePoleImageArray. (Could be right, could be wrong.)
Now to the objectAtIndex: call. If the array is still in memory and you tried to access an object beyond the array bounds, you would get an exception. So that I guess that either the array or some of the objects in it got released without you knowing it. You could try to NSLog the array and the object on given index and try to log their retainCount. If the logging line crashes, you have found the object that’s been released and can start looking for the cause.
(And one more thing: You should split the game logic into a separate model class. This simplifies the code and makes it easier to reason about.)
If you want to use properties, you should use self.propertyName = ... instead of propertyName = ....
Hope this will help.