I am trying to pass data from one ViewController to another using storyboard.
Please note this log message:
2012-11-13 22:25:41.711 Modern Notes[8991:15d03] DetailView - (null)
2012-11-13 22:25:41.714 Modern Notes[8991:15d03] MainView - {
CurrentDate = "2012-11-13 05:12:46 +0000";
NoteInString = "This is the first note. It will appear here while testing the app.";
}
You will see that DetailView - has nothing and that MainView show the contents off an array.
The Array is passed on from the MainView. Now both log Messages are generated by this line:
NSLog(#"DetailView - %#", _notedict);
and
NSLog(#"MainView - %#", noteDetailViewControler.notedict);
Where notedict is the Dictionary that holds the information. As you can see (i think) in theory both Log messages should display this array right??
Now it seems strange to me that DetailView is being shown in the Log before MainView where I think it should be the other way around??
Cheers for any tips and happy to provide any details if needed.
EDIT:
ok, so this is where I am sorting my details out:
in the method:
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
I have a line
noteDetailViewControler.notedict = [_listNotes objectAtIndex:indexPath.row];
Now I think my problem is that this line is only set locally and is not carried over to another viewcontroller - am I right??
Obviously _notedict is not yet set, or already removed again, when you log it in the DetailView. You need to show us, when (in which method) you initalize the data, when you log it and when you show the mainView / detailView. We can not not help anymore with the information given right now.
If you wanna see the code Im having problem with, here is the link:
Code
My question is connected with my past question.
I'm really having problem with my NSMutableArray, I'm currently using iCarousel for my slotMachine object(slot1 and slot2). My app works this way:
From PhotoViewController I made a view that has thumbnail images, then assign its frame with button. So if 1 image was pressed, it will save that integer via NSUserDefaults.
Then I will retrieve it in my carouselViewController
Im thinking of adjusting the array but I can't.
I also have tried my question here:
Comparing with NSMutableArray
If only I can do it the same as Array 2 it would be much easy, but still not working.
(ADDITIONAL INFO:)
I have done it this way, have a Viewcontroller that contains the UIImageView with a button in it, so when the user taps it, my CustomPicker pops up. My CustomPicker contains the image on what the user have picked on the camera roll. So each button has a specific value sent to my iCarouselView using NSUserDefaults. carousel1 for First slot and carousel2 for Second slot.
Here is what I wanna do: I want to forcefully make it stop to the index the user picks. (Which Im doing in my carouselDidEndScrollingAnimtaion)
In my carouselDidEndScrollingAnimation method i tested all of my condition(individually) it works perfectly in terms of comparing.
Then when I combine the conditions, the first Two comparison or STOP is RIGHT, but the next two are always wrong. Or sometimes Got mixed up.
I need to scroll the two specific indexes/integer which was User Picked( I already done that) was able to scroll 2 pairs of them but then the next two were always wrong because I think there indexes were adjusting.
PICTURES:
Image Below is my PhotoViewController which contained the Comparing Stage SETTING of my game.UIImageVIew with UIButton.Image that will be put in the number according to it will be Forcefully and should be forcefully shown.
When my iCarousel start then it stops for example in the image below(Which is not the same as the above):
Will be forcefully scroll to the inputted image in the PhotoViewController
Into:
Summary:
Its like this. I have a settingsView from there, I will import my images(Multiple) for Slot1 & Slot2.
Then in another View the PhotoViewController that is where the image above is shown. THe first column corresponds to 1st slot followed by the 2nd slot. if a view is pressed (for example No. 1 of Slot 1 it will load a thumbnail of images loading the images picked from Picker for the Slot 1.
You will have to do it 4 times(pair) ----> The displayed here I get their indexes via NSUserDefaults via button.tag then send to iCarouselView.
Then when you are done (pressed Done button) it will go to iCarouselView then, as shown above thats the view of it.
When pressed it will spin for couple of seconds, then when finished but not stop at the user picked in the PhotoView it will forcefully scroll to that index.
QUESTION:
Is there a way to make my array or my iCarousel.view not adjust their indexes when Im deleting. To still retain my indexes the right way. Or are there other solution like adjusting my array, the same as adjusting my PhotoViewController picked indexes too. Because I think that when my array retain their indexes even deleting I would be able to solve this problem. But still can't.
Hope you understand my question.
Is there a way to make my array or my iCarousel.view not adjust their indexes when Im deleting. To still retain my indexes the right way. Or are there other solution like adjusting my array, the same as adjusting my PhotoViewController picked indexes too. Because I think that when my array retain their indexes even deleting I would be able to solve this problem. But still can't.
The only way you have to modify the way iCarousel manages its indexes is by modifying the code. Indeed, if you look at the removeViewAtIndex method in iCarousel.m, you will see that indexes are managed through an NSDictionary, and at the moment of deleting, the dictionary is rearranged (items are reordered). You could take that method:
- (void)removeViewAtIndex:(NSInteger)index
{
NSMutableDictionary *newItemViews = [NSMutableDictionary dictionaryWithCapacity:[itemViews count] - 1];
for (NSNumber *number in [self indexesForVisibleItems])
{
NSInteger i = [number integerValue];
if (i < index)
{
[newItemViews setObject:[itemViews objectForKey:number] forKey:number];
}
else if (i > index)
{
[newItemViews setObject:[itemViews objectForKey:number] forKey:[NSNumber numberWithInteger:i - 1]];
}
}
self.itemViews = newItemViews;
}
You could apply the same logic to your array, so that the carousel and your array keep in sync. Of course, if you store the indexes somewhere (slot1/slot2/slot2/slot4?), you should also update their values after removing an element.
On the other hand, I think that what you are asking here is how to do something that you believe would solve the problem you have, but you are not really explaining what the problem is. Indeed, if I understand you correctly, what you do is:
spinning the carousel;
when the carousel stops, if it is not by chance on the desired item, you "force" it to scroll to that item.
There is no reason why this should not work after deleting some elements (unless iCarousel has some bugs, then the solution would be catching the bug). The only part is knowing which index is the one you would like to move to.
As a suggestion, I would start off by simplifying your delegate carouselDidEndScrollingAnimation method. Indeed, your carouselDidEndScrollingAnimation has a parameter called carousel, well, I think this is the only carousel you should ever be referring to in that method. If you don't see it, this is the reasoning: each of your carousel will stop scrolling and the carouselDidEndScrollingAnimation will be called; so that method will be called twice. Each time that method is executed you will modify the state of both carousel1 and carousel2 (by calling scrollToItemAtIndex); therefore, on each carousel you will call scrollToItemAtIndex twice.
This does no sound very correct to me. So you should find a way to scroll only carousel1 when carouselDidEndScrollingAnimation is called for carousel1 and to scroll only carousel2 when carouselDidEndScrollingAnimation is called for carousel2.
More generally, another point I would like to raise is that the idea of:
letting a carousel stop;
scrolling it again so that it reaches the desired position;
does not seem the best implementation possible since the user would see the carousel stopping and then starting over again.
The way I would approach this is by modifying directly iCarousel implementation so that it supports this specific behavior you need.
Concretely, give a look at the step method in iCarousel.m. This is called at each frame to produce the carousel animation. Now, in this method there is decelerating branch:
else if (decelerating)
{
CGFloat time = fminf(scrollDuration, currentTime - startTime);
CGFloat acceleration = -startVelocity/scrollDuration;
CGFloat distance = startVelocity * time + 0.5f * acceleration * powf(time, 2.0f);
scrollOffset = startOffset + distance;
[self didScroll];
if (time == (CGFloat)scrollDuration)
{
decelerating = NO;
if ([delegate respondsToSelector:#selector(carouselDidEndDecelerating:)])
{
[delegate carouselDidEndDecelerating:self];
}
if (scrollToItemBoundary || (scrollOffset - [self clampedOffset:scrollOffset]) != 0.0f)
{
if (fabsf(scrollOffset/itemWidth - self.currentItemIndex) < 0.01f)
{
//call scroll to trigger events for legacy support reasons
//even though technically we don't need to scroll at all
[self scrollToItemAtIndex:self.currentItemIndex duration:0.01];
}
else
{
[self scrollToItemAtIndex:self.currentItemIndex animated:YES];
}
}
else
{
CGFloat difference = (CGFloat)self.currentItemIndex - scrollOffset/itemWidth;
if (difference > 0.5)
{
difference = difference - 1.0f;
}
else if (difference < -0.5)
{
difference = 1.0 + difference;
}
toggleTime = currentTime - MAX_TOGGLE_DURATION * fabsf(difference);
toggle = fmaxf(-1.0f, fminf(1.0f, -difference));
}
}
}
and you see that when the carousel stops decelerating, it is scrolled again. This is exactly the same as you are doing, so you might find a way to modify this code and have the carousel scrolls exactly to the index you need. In this way you would get a far smoother spinning of the carousel.
Hope this helps and apologies for the lengthy reply.
Its a little difficult to know what the issue is here. Are you using a single NSMutableArray for the images and using the NSUserDefaults value to get the object at the index in the array?
Im not 100% sure on what is happening. What does the user do(and in what view) and what is triggered after that(which view is presented).
Are you trying to stop the "spinning" images on the image that is the same as the one picked from the previous view?
According to your images above, the images are off by a single index. Is this the case every time? Maybe there is an issue with your fetching from the array.
If you give me some more info I can help.
I looked through the code you pasted again and I think this might be your issue
if (twoSlot1 > [(UIImageView*)[self.carousel2 currentItemView] tag]){
[self.carousel1 scrollToItemAtIndex:(-twoSlot1)-2 duration: 3.5f];
} else {
[self.carousel1 scrollToItemAtIndex:-twoSlot1 duration: 3.5f];
}
On all other code blocks like that you have this where you call each carousel. In the above code you call carousel 1 twice.
if (slot2 > [(UIImageView*)[self.carousel1 currentItemView] tag]){
[self.carousel1 scrollToItemAtIndex:(-slot2)-2 duration: 3.0f];
} else {
[self.carousel1 scrollToItemAtIndex:-slot2 duration: 3.0f];
}
if (twoSlot2 > [(UIImageView*)[self.carousel2 currentItemView] tag]){
[self.carousel2 scrollToItemAtIndex:(-twoSlot2)-2 duration: 3.5f];
} else {
[self.carousel2 scrollToItemAtIndex:-twoSlot2 duration: 3.5f];
}
You call self.carousel1 when you should be calling number 2.
Is this correct?
Referring to your question. You want an array that does not change its members' indexes when a member is deleted from the array.
I guess you could use an NSMutableDictionary. It is an associative array so to say, where the indexes are of your choice and they remain unchanged when you delete a member from in between.
You may still use 0..n as your Index. You can still use some methods that you are familiar with from NSArray, such as count. You can use an enumerator to go through all members of the dictionary. On the other hand you can still use your for-loops as you are used to use them with arrays. Just be prepared that a) objectForKey:i may return nil if the key/index does not exist (e.g. was deleted) and that count retuns the number of the objects but not the highest index+1 as it does with arrays.
Not sure if I understand completely, but when one of the elements in your mutable array is deleted, rather than just deleting it, maybe insert it with another "dummy" place holder object? That way your indexes won't change at all when a delete occurs
I'm having a hard time understanding your overall problem, but from what I can gather the crux of your question is this:
Is there a way to make my array or my iCarousel.view not adjust their indexes when Im deleting.
I don't know whether it will solve your bigger issue, but using an NSMutableDictionary to simulate an array should allow you to do this. You can simply use the indices as the keys to the dictionary, and then when you remove the item associated with an index, no other indices will be adjusted as a result. For example:
NSMutableDictionary *arrayDict = [[NSMutableDictionary alloc] init];
[arrayDict setValue:foo forKey:[NSNumber numberWithInt:[arrayDict count]]];
[arrayDict setValue:bar forKey:[NSNumber numberWithInt:[arrayDict count]]];
[arrayDict setValue:fooBar forKey:[NSNumber numberWithInt:[arrayDict count]]];
And then you can access the object an at index with [arrayDict objectForKey:[NSNumber numberWithInt:index]].
Note that using an NSNumber for the key parameter of setValue:forKey: will generate a warning, but you can safely ignore this (or use the string representation if it bothers you).
My app has a UITableViewController that is getting an "Invalid Update: invalid number of rows in section 0..." after appending rows. Thing is, it happens only in %0.2 of sessions. Our app, has millions of sessions so the crashes are adding up.
The flow is simple. It's part of a feature that matches a user's music with our catalog of videos. A background thread makes a series of requests. A request goes out, response comes back with results, then those results get appended to a tableView within one of our tabs. The requests go in batches and can add up to lots of resulting rows. So rather than call reloadData after a batch comes in, I wanted to append them properly. Works awesome, but occasionally crashes.
I was able to reproduce this one time on a device. It has never happened on simulator. As far as I know, the crash is reasonably random, although it mostly happens on 3gs. The fewest # of crashes come from 4s.
Here's the code. A response comes back. In this case, allMatches is every match so far (the data source for the table). batchMatches is the number of new artists. Both are arrays:
[self.tableView beginUpdates];
NSMutableArray *paths = [[NSMutableArray alloc] init];
for (int i = [allMatches count] - [batchMatches count]; i < [allMatches count]; ++i) {
NSIndexPath *indexPath = [NSIndexPath indexPathForRow:i inSection:0];
[paths addObject: indexPath];
}
[self.tableView insertRowsAtIndexPaths:paths withRowAnimation:NO];
[self.tableView endUpdates];
[paths release];
Code is pretty simple. It just appends rows to the end, one for each result. Never deletes. An example of full exception message is "Invalid update: invalid number of rows in section 0. The number of rows contained in an existing section after the update (131) must be equal to the number of rows contained in that section before the update (131), plus or minus the number of rows inserted or deleted from that section (20 inserted, 0 deleted) and plus or minus the number of rows moved into or out of that section (0 moved in, 0 moved out)." Numbers are all over the place in actual crash reports, so it's not a specific batch number.
Like I said, it almost always works. And it crashes usually on 3GS. I'm wondering if this could possibly be a framework bug. I could always call reloadData after each batch returns but it results in ugly flashing of table cells each time. On purpose I triggered the exception and it seems after that the table is dead, so I couldn't do a try/catch with a reloadData as a fallback in the catch block.
Can anyone out there shed some light? Apologies for length of this post.
EDIT: The server requests are done using NSOperationQueue, so they are on a background thread. When the response returns, I post a notification on the main thread, which causes the table code to run. The notification is posted like this:
NSNotification *notification = [NSNotification notificationWithName:notificationName object:self];
[self performSelectorOnMainThread:#selector(postNotification:) withObject:notification waitUntilDone:NO];
Post notificiation is simply a wrapper around [[NSNotificationCenter defaultCenter] postNotification:notification]. So the table code should be on the main thread.
My guess is, you are executing the table view update in a background thread. You should do that on the main thread instead.
Place your code inside a dispatch_async block.
dispatch_async(dispatch_get_main_queue(), ^(void) {
// ..
});
BACKGROUND:
Within my viewDidLoad I am loading test calendar data (via EventKit) to the iPhone. I am noting that when the table view loads the first time it does not see this data.
When I look at the sequence of log messages I see that it goes something like this:
Logging here:
[AppointmentListController viewDidLoad] Starting
[AppointmentListController populateTestData] Populating the test data now
[AppointmentListController tableView:numberOfRowsInSection:] Number of rows = 0
[AppointmentListController viewDidLoad] Loading the existing calendar events
[AppointmentListController viewDidLoad] Ending
QUESTION(S)
Why does "numberOrRowsInSection" get called mid-way through "viewDidLoad"? I ask this as this is what I am seeing (is this what should happen?).
If this is normal that you can't be sure viewDidLoad will complete before numberOrRowsInSection, then this would imply you need a "[self.tableView reloadData]" at the end of your "viewDidLoad" method to make sure it does update?
The tableView:numberOfRowsInSection: method is likely called because you configured something on your table view (maybed you've added it to its superview) and it therefor needed to know its metrics. It does not magically trigger by itself out of the blue. Either make sure to prepare your data before you configure the UI elements or call reloadData near the end, but I'd find the former to be "cleaner".
This is perfectly normal....
Call [self.tableView reloadData]
; at the end of viewdidload
I just cannot imagine what the hell the problem could be.
I made a pretty app, and decided to use only CALayers to "render".
When I saw that the changes in the position property gets animated, decided to implement a custom getter-setter "abstract" property called tanCenter to set the position without animating.
-(void) setTanCenter: (CGPoint) sentCenter
{
//Remove any transactions.
[CATransaction begin];
[CATransaction setValue:(id)kCFBooleanTrue forKey:kCATransactionDisableActions];
//Set position.
self.position = sentCenter;
[CATransaction commit];
//Set value.
tanCenter = sentCenter;
}
-(CGPoint) tanCenter { return tanCenter; }
Since I merged this into the project, it crashes without any "understandable" (for me) error message. I can see only those "out of scope"-s. I cant even get this tanCenter property NSLog-ged without crash.
Help me, Obi-Wan Kenobi; you're my only hope.
If you run in the debugger (Command-Y) and make sure you have global breakpoints enabled, the debugger should stop at the place where the crash occurred giving you an idea of what is nil or over-released.
hey I had the same problem till now. Finally I have found my bug after investigating 2 weeks of bug tracking (it really sucks)
maybe my problem helps you:
I started with a TableView that opens on click another view. So I created in:
-(void)tableView:didSelectRowAtIndexPath:
first the controller for the other view and set the value for a global variable:
SomeView *dtview = [[SomeView alloc] initWithNibName:#"SomeView" bundle:nil];
dtview.lblTitle = cl.textLabel.text; // cl is the cell
[self presentModalViewController:dtview animated:NO];
[dtview release];
So opened the other view and done much functions with much memory usage :)
When I after that close the other view and go back to the table and scroll some times the App terminates with the message "out of scope"
I searched really, really long to find out what was the effect. It seems that when the other view is released also the text of the first table is released.
After putting a copy to the call it worked for me:
dtview.lblTitle = [cl.textLabel.text copy];
For int and bool the first solutions works fine, because these aren't objects but for NSObject's you should copy the values to another view.