Strange behaviour when setting property in iPhone app - iphone

- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
PushOnStackViewController *vc = [[PushOnStackViewController alloc] init];
vc.key = [self.keys objectAtIndex:[indexPath row]];
[self.navigationController pushViewController:vc animated:YES];
}
and
in the init method of the PushOnStackViewController class I have
- (id)init {
self.navigationItem.title = key;
NSDictionary *dict = [[NSDictionary alloc] initWithContentsOfFile:[[NSBundle mainBundle] pathForResource:#"texts" ofType:#"plist"]];
self.keys = [dict objectForKey:key];
[dict release];
NSLog(#"%#", self.key);
NSLog(#"%i", [self.keys count]);
return self;
}
But why can't I access the self.key? It returns null, even though it has been set(it is a string).
When I access it in viewDidLoad it returns the correct value...anything I haven't read, or am I doing anything wrong?
Thanks in advance.

You can't access self.key inside the -init function because at that point it hasn't been set yet. you are setting it afterwards:
PushOnStackViewController *vc = [[PushOnStackViewController alloc] init]; // init runs here.
vc.key = [self.keys objectAtIndex:[indexPath row]]; // but you don't set the key property until here.
You might try adding a "key" parameter to the init function, like so:
-(id)initWithKey:(NSString*)key {
self = [super init];
if (self) {
self.key = key;
...etc...
}
return self;
}

Your init method is called before you set the property. Get rid of that init method and move your code into viewDidLoad to ensure that it's called after you've done all the property setup.
Don't create new init method for a UIViewController unless you know what you're doing. It's much easier to create a property (like you've done) and access that property inside the viewDidLoad method.

Related

Inserting Objects into NSMutableArray

Currently, I have edited a delegate function that adds Exercise objects to an NSMutableArray. However, I would not like to add duplicate objects, instead, if the object is already in the array, i'd like to simply access that particular object.
Here is my code:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
UITableViewCell *cell = [tableView cellForRowAtIndexPath:indexPath];
NSString *str = cell.textLabel.text; // Retrieves the string of the selected cell.
Exercise *exerciseView = [[Exercise alloc] initWithExerciseName:str];
WorkoutManager *workoutManager = [WorkoutManager sharedInstance];
if (![[workoutManager exercises] containsObject:exerciseView]) {
[[workoutManager exercises] insertObject:exerciseView atIndex:0];
[self presentModalViewController:exerciseView animated:YES];
NSLog(#"%#", [workoutManager exercises]);
}
else {
[self presentModalViewController:exerciseView animated:YES];
NSLog(#"%#", [workoutManager exercises]);
}
}
I thought this would work, however, when I ran my code and NSLogged my array, it showed that when I clicked on the same cell, two seperate objects were created. Any help?
Each time you call
Exercise *exerciseView = [[Exercise alloc] initWithExerciseName:str];
it create a new (distinct) exerciseView object. So even though the exercise name may be the same as the name for an exercise object in your exercises list, it is a brand new object so when you call containsObject the result will always be false and your new object will be added to the array.
Perhaps you should store a list of the NSString exerciseName in your workout manager instead?
I would say this is your culprit:
Exercise *exerciseView = [[Exercise alloc] initWithExerciseName:str];
You're creating a new object each time so technically, it's not in the array. The containsObject method is just iterating through the array and calling isEqual on each object. I haven't tested this but theoretically, in your custom Exercise object, you could override the isEqual method to compare the exercise name properties and return true if they match. See, EVERYTHING has to match up when you are using containsObject so even if all the properties are the same, the objectid is not.
Easy fix without having to see your Exercise implementation:
Exercise *exerciseView = nil;
For(Exercise *exercise in [[WorkoutManager sharedInstance] exercises]){
if(exercise.exerciseName == str) {
exerciseView = exercise;
break;
}
}
if(exerciseView == nil) {
exerciseView = [[Exercise alloc] initWithExerciseName:str];
[[workoutManager exercises] insertObject:exerciseView atIndex:0];
}
[self presentModalViewController:exerciseView animated:YES];
Hope this helps explain WHY its happening. I didn't test this code since there are some missing pieces but you should get the idea. Have fun!
WorkoutManager *workoutManager = [WorkoutManager sharedInstance];
Exercise *temp = [[Exercise alloc] initWithExerciseName:str];
for(id temp1 in workoutManager)
{
if( [temp isKindOfClass:[Exercise class]])
{
NSLog(#"YES");
// You Can Access your same object here if array has already same object
}
}
[temp release];
[workoutManager release];
Hope, this will help you....

Wierd behaviour of a singleton object

I'm having really weird situation. I create a singletone object of a class named "Profile like this:
static Profile *currentProfile;
+ (Profile *)currentProfile
{
#synchronized(self)
{
if (currentProfile == nil)
currentProfile = [[Profile alloc] init];
}
return currentProfile;
}
- (id)init
{
self = [super init];
if (self)
{
// Initialization code here.
isChecked = [[[NSUserDefaults standardUserDefaults] objectForKey:#"isChecked"] boolValue];
if (isChecked)
{
NSLog(#"isChecked block is called");
NSData *data = [[NSUserDefaults standardUserDefaults] objectForKey:#"myEncodedObjectKey"];
self = (Profile *) [NSKeyedUnarchiver unarchiveObjectWithData:data];
[self retain];
for (int i = 0; i < self.avatar.count; i++)
[self.avatar replaceObjectAtIndex:i withObject:[UIImage imageWithData:[self.avatar objectAtIndex:i]]];
}
else
{
password = #"";
pfefferID = #"";
email = #"";
avatar = [[NSMutableArray alloc] initWithObjects:
[UIImage imageNamed:#"empty_image.png"],
[UIImage imageNamed:#"empty_image.png"],
[UIImage imageNamed:#"empty_image.png"],
[UIImage imageNamed:#"empty_image.png"],
[UIImage imageNamed:#"empty_image.png"],nil];
isBoy = YES;
friends = [[NSMutableDictionary alloc] init];
rating = 0;
}
}
return self;
}
In init method i check a certain condition stored in NSUserDefaults by using BOOL variable named "isChecked". isChecked is equal to YES and everything works fine. But... i create this Profile object in AppDelegate file like this
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
users = [[NSMutableDictionary alloc] init];
usersForLeaderboardFromServer = [[NSMutableDictionary alloc] init];
listOfFriendsFromServer = [[NSMutableDictionary alloc] init];
currentProfile = [Profile currentProfile];
sessionID = 0;
if (!currentProfile.isChecked)//why????
NSLog(#"not checked");
if (currentProfile.isChecked)
{
[self getUsersForLeaderboardFromServer];
MainMenuView *mainMenu = [[[MainMenuView alloc] init] autorelease];
[self.navigationController pushViewController:mainMenu animated:YES];
}
}
So the same isChecked variable which a moment (far less than a moment actually) ago was equal to YES gets equal to NO when being used in application didFinishLaunchingWithOptions method by accessing it via dot. What's going on? I'm able to handle it but i'm just curious about this situation. Do you know what's wrong with it?
You're reassigning self in init, so you're returning the new object rather than the one you set isChecked on. See this code:
self = (Profile *) [NSKeyedUnarchiver unarchiveObjectWithData:data];
[self retain];
It's slightly awkward to do things like you've got - I would certainly not recommend replacing it in the way you have. For a start, the value you set to the static currentProfile is not being updated when you reassign self so that's still the old one. And also you're not releasing the old self when you reassign.
To fix it you could do something like this:
id newSelf = (Profile *) [NSKeyedUnarchiver unarchiveObjectWithData:data];
newSelf.isChecked = isChecked;
[self release];
self = [newSelf retain];
But I don't really advocate that personally. I suggest you load in the object from your archive and then proceed to update yourself with it rather than reassigning self.

When should I release my array?

I am parsing some JSON from the internet and then adding them to an array which is the datasource for my UITableView. I am not sure when I should be releasing my array?
.h: items
#property(nonatomic,retain)NSMutableArray* items;
.m: connectionDidFinishLoading
// fetch succeeded
NSString* json_string = [[NSString alloc] initWithData:retrievedData encoding:NSUTF8StringEncoding];
//Check ST status
int status = [[[[json_string objectFromJSONString] valueForKey:#"response"] valueForKey:#"status"]intValue];
//NSLog(#"Status: %d", status);
items = [[NSMutableArray alloc] init];
NSDictionary* messages = [[NSDictionary alloc] init];
switch (status) {
case 200:
messages = [[[json_string objectFromJSONString] valueForKey:#"messages"] valueForKey:#"message"];
for (NSDictionary *message in messages)
{
[items addObject:message];
}
[self.tableView reloadData];
break;
default:
break;
}
One, you might want to declare items as an instance of NSMutableArray if you intend to call addObject: on it.
Two, declare it as a property so that if you end up getting it multiple times the older value will be released when you do.
self.items = [NSMutableArray array];
And the correct point of releasing it would be dealloc.
Probably you don't want to release it immediately if you:
use didSelectRowAtIndexPath: method for detail views and pass this data to them
define custom UITableViewCell styles in cellForRowAtIndexPath: method
use this data elsewhere
Best practice is declare an instance variable and synthesize it in .m, use in appropriate operations and release in dealloc method.
One possible release point that you could use is where you refresh your data that shown on table.
Example:
I get dictionaries in an array from an API in my app and use something like that.
MyTableViewController.h
#interface MyTableViewController {
NSMutableArray *items;
}
#property (nonatomic, retain) NSMutableArray *items;
#end
MyTableViewController.m
#implementation MyTableViewController
#synthesize items;
- (void)dealloc
{
[items release];
[super dealloc];
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
return [items count];
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *cellIdentifier = #"FilesCellIdentifier";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:cellIdentifier] autorelease];
}
cell.textLabel.text = [[items objectAtIndex:indexPath.row] valueForKey:#"name"];
cell.imageView.image = [UIImage imageNamed:[[NSString alloc] initWithFormat:#"filetype_%#.png", [[items objectAtIndex:indexPath.row] valueForKey:#"type"]]];
return cell;
}
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
MyDetailViewController *detailViewController = [[MyDetailViewController alloc] initWithNibName:#"MyDetailViewController" bundle:[NSBundle mainBundle]];
detailViewController.item = [items objectAtIndex:indexPath.row];
[self.navigationController pushViewController:detailViewController animated:YES];
[detailViewController release];
detailViewController = nil;
}
}
- (void)getItems
{
[items release];
items = [[NSMutableArray alloc] init];
//Do some requests here
for (NSDictionary *dict in results)
{
[items insertObject:dict atIndex:0];
}
[self.tableView reloadData];
[self stopLoading];
}
#end
Releasing at wrong places some time lead to memory leaks, before allocation itself u can have a condition like if() { [...release]}.Not tested but this kind of release avoid leaks.
The most common is to have the items variable as an attribute of your class, once you will probably need it to use in your tableView:cellForRowAtIndexPath: method.
So, having it as an attribute variable you can release it on the dealloc method.
It's clear that your array item will be used by UITableView to show data.
First declare it as instance variable in your .h class.
.h class
#interface MyClass
{
MSMutableArray* items;
}
#property(nonatomic,retain) MSMutableArray* items;
#end
In your .m class.
#synthesis iMyArray;
And you code for filling the array should be
NSMutabelArray* itemsTemp = [[NSMutabelArray alloc] initWithCapacity:1];
messages = [[[json_string objectFromJSONString] valueForKey:#"messages"] valueForKey:#"message"];
[json_string release];
for (NSDictionary *message in messages) {
NSLog(#"%#",[message valueForKey:#"body"]);
[itemsTemp addObject:message];
}
self.items= itemsTemp;
[itemsTemp release];
itemsTemp = nil;
[self.tableView reloadData];
Now in dealloc release your array instance.
-(void) dealloc
{
if(items )
{
[items release];
items = nil ;
}
[super dealloc];
}
Proper way is make it property in .h class, since you have declared it as property: remember one thing always alloc a property by using self.
your statement items=[[NSMutableArray alloc] init];
is wrong.(use self) also since your property is retain type the using alloc on it increase retain count.that gives you a leak.
so use in this way in viewDidLoad
NSMutableArray *tempArray=[[NSMutableArray alloc] init];
self.items=tempArray;
[tempArray release];
then release your items array in dealloc and set it nil in viewDidUnload
- (void)viewDidUnload {
[super viewDidUnload];
self.items=nil;
}
- (void)dealloc {
[self.items release];
[super dealloc];
}
Hope now you can understand how you should use this.
According to Apple's documentation of UITableView reloadData method:
"[...] For efficiency, the table view redisplays only those rows that are visible"
That means yo should not release the items array as long as the table is being used, i.e. you have to declare the array as a property.
First because if you scroll the view, you will still need the items information to display the rows below or above.
And second, because by being a property you ensure that a previous value is going to be released if you happen to assign a new value to items.
Finally, the common place to release a property is in the dealloc method and depending on your implementation in viewDidUnload method.

Get all object properties from delegate array

I am successfully retrieving an array from my delegate, however I am struggling to get all of the objects properties, so in my AppDelegate:
arrayOne = [[NSMutableArray alloc] init];
NSMutableArray *tempArray1 = [self myArray];
// Add names to arrayOne
for (MyInfo *info in tempArray1) {
[arrayOne addObject:info.name];
}
I then retrieve this in my MainView:
cell.textLabel.text = [delegate.currentlyUsedArray objectAtIndex:row];
This works fine, but myArray contains other properties such as: info.age and info.height — how do I get these to another textLabel? Do I have to do the same approach as above or is there a more efficeint way?
Why can't you just add info to the array.
for (MyInfo *info in tempArray1) {
[arrayOne addObject:info];
}
and later where you are setting it.
MyInfo *info = (MyInfo*)[delegate.currentlyUsedArray objectAtIndex:row];
cell.textLabel.text = info.name;
// Other fields should also accessible directly such as info.age and info.height.
medley,
You can make method of appDelegate myArray public and get your info values right from where you need it, in this case in cellForRowAtIndexPath: method.
Following Zapko's answer, your code in MainView would look like this to access the various properties of a MyInfo object in the myArray property of your delegate object:
cell.textLabel.text = [(MyInfo *)[delegate.myArray objectAtIndex:row] name];
cell.ageLabel.text = [(MyInfo *)[delegate.myArray objectAtIndex:row] age];
cell.heigtLabel.text = [(MyInfo *)[delegate.myArray objectAtIndex:row] height];

Setting dictionary in singleton causing EXC_BAD_ACCESS

I'm having issues with a singleton I've created. It contains two NSMutableDictionary's, which are read and used in three views (and some modal views) throughout the app.
I've added an MKMapView t plot some of the venues inside the dictionaries on a map. When I use the exact same method/function used in every other view to access the data, I receive an EXC_BAD_ACCESS error pertaining to a deallocated dictionary. This comes from NSZombieEnabled:
CFDictionary retain: message sent to deallocated instance
In a dsym'ed trace, it is the replacement of one dictionary with another that is causing grief. The code I'm using to call the function comes from a MKAnnotationView click:
UIControl *tempButton = sender;
NSString *selectedEventsString = [self.eventsArray objectAtIndex:tempButton.tag];
NSLog(#"eventString: %#", selectedEventsString);
[[EventsManager eventsManager] changeSelectedEventsDictionaryTo:selectedEventsString];
[tempButton release];
[selectedEventsString release];
"selectedEventsString" is coming out to a perfectly corresponding event.
The corresponding code in EventsManager:
-(void)changeSelectedEventsDictionaryTo:(NSString *)eventName {
NSLog(#"singleton: %#", eventName);
self.eventString = eventName;
self.selectedEventsDictionary = [self.eventsDictionary objectForKey:eventName];
}
Both selectedEventsDictionary and eventsDictionary are set as #property (nonatomic, retain) in the .H file, and this is the init function:
+ (EventsManager*)eventsManager {
if (eventsManager == nil) {
eventsManager = [[super allocWithZone:NULL] init];
eventsManager.eventsDictionary = [[NSMutableDictionary alloc] init];
eventsManager.selectedEventsDictionary = [[NSMutableDictionary alloc] init];
eventsManager.eventString = [[NSString alloc] init];
eventsManager.mode = [[NSString alloc] init];
}
return eventsManager;
}
This is an example of code used in other views that works fine:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
NSUInteger row = [indexPath row];
NSString *eventString = [self.eventsArray objectAtIndex:row];
[[EventsManager eventsManager] changeSelectedEventsDictionaryTo:eventString];
//Modal display code here
}
Any help would be greatly appreciated! I think I've provided all relevant code but let me know if more is needed.
Cheers!
Where to start! I will point out some things that I do see wrong.
First Example. Do not release tempButton and selectedEventString as you never explicitly called retain/copy or alloc and init on them.
UIControl *tempButton = sender;
NSString *selectedEventsString = [self.eventsArray objectAtIndex:tempButton.tag];
NSLog(#"eventString: %#", selectedEventsString);
[[EventsManager eventsManager] changeSelectedEventsDictionaryTo:selectedEventsString];
//DO NOT RELEASE THESE YOU NEVER RETAINED THEM!
[tempButton release];
[selectedEventsString release];
Your static eventsManager is not thread safe which may not be a issue for you but should definitely be looked into.
Read the comments for the following code example
+ (EventsManager*)eventsManager {
if (eventsManager == nil) { //<-- Not thread safe
//DO NOT CALL SUPER USE self
//eventsManager = [[self alloc] init];
eventsManager = [[super allocWithZone:NULL] init];
//You need to autorelease these values or use an autoreleased static method
//eventsManager.eventsDictionary = [NSMutableDictionary dictionary];
//eventsManager.selectedEventsDictionary = [NSMutableDictionary dictionary];
eventsManager.eventsDictionary = [[NSMutableDictionary alloc] init];
eventsManager.selectedEventsDictionary = [[NSMutableDictionary alloc] init];
//Do not bother setting these at all or just set them to nil
eventsManager.eventString = [[NSString alloc] init];
eventsManager.mode = [[NSString alloc] init];
}
return eventsManager;
}
Make sure all of those properties are set to retain or copy and that may fix your problem. If you still have an issue after these fixes you can update your question and I will update my answer.