EXC BAD ACCESS while using UISearchBar - iphone

I think, I need another good advice. Up to now my solution seemed to run well, but now...
OK, the facts:
I have an ordinary UIViewController
On top a UINavigationBar, behind
that a
UISearchBar, hidden initially
At bottom a UIToolBar
My main view controller supports
UISearchBarDelegate
A switch on UIToolBar toggles the visibility of the UISearchBar
if (show) {
[searchBar setShowsCancelButton:TRUE animated:TRUE];
[navigationBar setHidden:TRUE];
[searchBar becomeFirstResponder];
}
else {
[navigationBar setHidden:FALSE];
[searchBar setShowsCancelButton:FALSE animated:TRUE];
}
searchIsVisible = !searchIsVisible;
There is some animation around, but I have dropped this for example. It works well, I can enter a search string and access it using "searchBarSearchButtonClicked:". I'm also able to react on "searchBarCancelButtonClicked:"
I either didn't notice it before or it happens right now - I'm occasionally catching an EXC BAD ACCESS without further notice. I'm pretty sure, the "[searchBar becomeFirstResponder];" statement is the reason for that, because I can provoke it with tapping into the search line too.
Unfortunately I'm unable to figure out, what the reason is. Do I have to provide another delegate method, as the two I have right now?
Any pointer welcome.

My guess is that searchBar is being deallocated and you don't know it. Probably because your view controller is being deallocated and/or your view hierarchy. Try breaking in your deallocs and seeing whether when they occur makes sense.

Related

simple uiview change not working

I am trying to just do a simple view change for proof of concept.
here is the code
- (void)swipedScreen
{
if (self.secondView.superview == nil) {
[myView removeFromSuperview];
[self.view insertSubview:secondView atIndex:0];
}
}
when I swipe the screen what happens is the view area just goes black... and becomes unresponsive.
I started with a navigatoin app, replaced the tableview with just a standard uiviewcontroller class.. that worked fine..Then i added a secondView (xib only) and changed its class to match the viewcontroller of the first view.
The reason I am finding this difficult is because i am trying to animate the views inside the navigation controller and not push a whole view onto the stack which I am used to doing.
I'll bet that blank unresponsive view is, in reality, your secondView object. I always test by setting [secondView setBackgroundColor:[UIColor greenColor]] and checking if the massive green rectangle actually shows up.
EDIT: having looked at your code, there are multiple problems that arose:
You never actually +alloc or -init anything.
You never actually touch those nibs or make a reference to them in code
You declare two UIView's as IBOutlets and Strong (two exact opposites, as IBOutlets are __weak, __unsafe_unretained, or assign), yet do not link them to anything.
I've taken the liberty of revising it (sans nibs). Take a look.
Did you init the secondView? if init,you can try to set frame for the secondView
Your inserting the view at the bottom of the stack,
[self.view insertSubview:secondView atIndex:0];
Try using addSubview instead. Also you need to set the views frame somewhere.

iPhone UINavigation Issue - nested push animation can result in corrupted navigation bar

I keep getting the following errors:
2011-04-02 14:55:23.350 AppName[42430:207] nested push animation can result in corrupted navigation bar
2011-04-02 14:55:23.352 AppName[42430:207] nested push animation can result in corrupted navigation bar
2011-04-02 14:55:23.729 AppName[42430:207] Finishing up a navigation transition in an unexpected state. Navigation Bar subview tree might get corrupted.
2011-04-02 14:55:23.729 AppName[42430:207] Finishing up a navigation transition in an unexpected state. Navigation Bar subview tree might get corrupted.
Here is what I am doing. From a view controller, I call the following when a certain button is pushed:
EventsViewController *viewController = [[EventsViewController alloc] init];
UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:viewController];
navController.navigationBar.tintColor = [UIColor blackColor];
[self presentModalViewController:navController animated:YES];
[viewController release];
[navController release];
Then, if a certain button is pushed in EventsController, I call:
SingleEventViewController *viewController = [[SingleEventViewController alloc] initWithEvent:[currentEvents objectAtIndex:indexPath.row]];
[self.navigationController pushViewController:viewController animated:YES];
[viewController release];
Then, if a certain button is pushed in SingleEventViewController, I call:
EventMapView* viewController = [[EventMapView alloc] initWithCoordinates];
[[self navigationController] pushViewController:viewController animated:YES];
[viewController release];
So yea, it's obvious that there's nested push animations, but isn't this the right way to go about it? I checked out Apple's DrillDownSave code and this appears to be how they're doing it. Does it matter that I use init methods instead of viewDidLoad methods?
Calling pushViewController before viewDidAppear is unsafe.
ACCIDENTLY TRIGGERING THE SAME SEGUE TWICE
Once in code, and once from interface builder, but both at the same time...
I was getting the same error as the rest of you. Only my problem was I was accidentally firing the same segue, twice. Once from interface builder, and once from within my code.
I have a UITableView. When a cell is selected, a segue in interface builder fires. Heres my problem, I had the segue set up to be directly fired off clicking the CELL ITSELf, inside interface builder, then in my code, I had under didSelectRowAtIndexPath, code that would fire that same segue... like so...
[self performSegueWithIdentifier:#"MySegue" sender:tableView];
That means when didSelectRowAtIndexPath gets called because a row was selected, it fires the segue with the above line of code. Then interface builder, also triggers the segue, because its connected directly to the cell object in interface builder. To stop interface builder from directly firing the segue. You have to connect the segue from the top of the view controller, not nested down inside coming off of the cell itself.
So if you are having this problem for the same reason as me, that is, you are calling the same segue twice, you can fix this by unlinking the connection from the CELL DIRECTLY, to your segue, and having the segue connection originate at the top of the table hierarchy in IB, rather than nested inside the cell. Connect the segue from you View Controller itself, to the segue. If you have done this correct, when you select the segue, it should highlight the ENTIRE view it is coming from, not just the cell.
Now Apples documentation states thus under the performSegueWithIdentifier:sender: reference:
Apps normally do not need to trigger segues directly. Instead, you configure an object in Interface Builder associated with the view controller, such as a control embedded in its view hierarchy, to trigger the segue. However, you can call this method to trigger a segue programmatically, perhaps in response to some action that cannot be specified in the storyboard resource file. For example, you might call it from a custom action handler used to process shake or accelerometer events.
In my case, I have a search button for my UITableView, and whether the segue is called when the search results table is present, or the normal table view is present, had to be determined. So I needed to trigger the segue directly.
So remove the embedded control from interface builder, and just stick it on the view controller itself, then trigger the segue in your code!
Now, no more double segues! And no more errors.
I had the same problem / error message as you did just now, was looking for a solution and ended up at this thread, however, for me I found that the solution is actually having only one animated:YES when doing a nested push (I put animated:YES only for the final push), hope this helps
cheers.
I've figured it out. Apparently if you call -pushViewController from outside of the -didSelectRowAtIndexPath method of a UITableViewDelegate, it doesn't work. Moving the call into that function worked. Weird.
I happened upon this same problem that resulted from a button in a nib being connected to two different actions. It tried loading both view controllers, thereby corrupting the stack.
What do you mean when you say you use init methods instead of viewDidLoad methods?
If you're pushing a new view controller before the old push has bad a chance to be actioned, you will get this sort of error. So putting certain code into init and doing things prematurely could certainly get you the error being reported.
At the point where init is being run on a view controller, the view hasn't been loaded yet!
Um I had this issue, and Im new to the whole iOS dev scene. But after looking at my connections inspector (with file's owner) in the interface builder i saw that as I had copied a button it had the previous buttons method assigned to it as well as the new method I had created. I guess that was where the nested aspect of my problem came from, as it was executing 2 different methods both of which pushed a view onto the Nav Controller. I know this has already been answered but I figured I would put this up just in case anyone else had a silly mistake like mine.
This has already been answered, but I thought this might help others as I got the same error but without using table views. I finally figured out the problem.
I had an existing button whose IBAction invoked a pushViewController. I had created a new button by copying the existing button. The new button also had an action that invoked pushViewController. When the new button was tapped (touch up inside) and the view controller was pushed, I got this error. I deleted the new button, created it from scratch, bound it to the existing outlets and actions, and the error went away.
Ran into the same problem. In my case I was missing a break in the switch statement so two segues were fired at the same time. Easy fix for me.
My problem had to do with the keyboard being active.
This was caused for me by pushing a ViewController from a textField's delegate method:
-(void)textFieldDidBeginEditing:(UITextField *)textField{
FilterLocationViewController *destViewController = (FilterLocationViewController *)[self.storyboard instantiateViewControllerWithIdentifier:#"FilterLocationViewController"];
[self.navigationController pushViewController:destViewController animated:YES];
}
By changing the code to this:
-(void)textFieldDidBeginEditing:(UITextField *)textField{
[_textFieldLocation resignFirstResponder]; //adding this line
FilterLocationViewController *destViewController = (FilterLocationViewController *)[self.storyboard instantiateViewControllerWithIdentifier:#"FilterLocationViewController"];
[self.navigationController pushViewController:destViewController animated:YES];
}
(adding the line [textField resignFirstResponder];) the problem went away.
Basically the lesson is that you shouldn't modify the navigationController stack if the keyboard is out.
Recently, I've faced the same problem. The reason was: -I was trying to pop view controller twice by mistake. you can check this crash by setting breakpoints on push and pop View controllers
1) Perhaps you could try passing the necessary variables as properties before pushing the UIViewController rather than using the init methods with parameters. Most likely you will need these parameters beyond your init method anyway.
Also, in your initWithCoordinates: method you are missing the parameters. Possibly your custom init methods are a part of the problem.
2) Just because you mentioned viewDidLoad -- this method is for initialization after a view has loaded . If you create the UIViewController in code, as it seems you do, you should use loadView to set up your subviews.
This was happening for me because of my UIControlEvents
[button addTarget:self action:#selector(callSecondView) forControlEvents:UIControlEventAllTouchEvents];
I had to change the UIControlEventAllTouchEvents to UIControlEventTouchUpInside or however you want your button to work if you had the issue because of a UIButton call.
My Solution was
[self performSelector:#selector(moveTo) withObject:nil
afterDelay:0.5];
Don't know about other's. I think most of the People using StoryBoard is facing such Problem. I am using XIB.
In my case The Problem Was, when I was moving to another view using push,
I was also using
[self.navigationController popViewControllerAnimated:YES];
in the ViewWillDisappear of the current View at the same time. Just remove it and it works fine.
I was using POP, because of the requirement and the Flow.
The Hierarchy was 1 -> 2 ->3
I was on view 2 and wanted to move to view 3. In that case I encountered this error.
In my case I was both setting the push segue from the storyboard and programatically. Hopefully that'll help anyone
I had this error message too, and the navigation bar and navigation controller transitions were weird. My setup was a bunch of Navigation Controllers embedded in a Tab bar Controller. The problem was that I didn't call super.viewDidLoad() in my Tab bar Controller implementation of viewDidLoad.
Calling super is something the docs clearly point out that you should do when overriding viewDidLoad, and I learned this the hard way.
Maybe this can help someone else too!
I know that this was answered, but it could help others.
I had the same problem, but it was caused because I was using a bad event for an info button.
I was using "UIControlEventAllTouchEvents" and this generated two push of the same view into the navigation controller. The correct event was "UIControlEventTouchUpInside". I'm new to iOS.
This resolves the problem:
https://github.com/nexuspod/SafeTransition
If you push (or pop) a view controller with animation(animated:YES) it doesn't complete right away, and bad things happen if you do another push or pop before the animation completes.
To reproduce this bug, try pushing or popping two view controllers at the same time. Example:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
UIViewController *vc = [[UIViewController alloc] init];
[self.navigationController pushViewController:vc animated:YES];
}
You will receive this error:
2014-07-03 11:54:25.051 Demo[2840:60b] nested push animation can
result in corrupted navigation bar 2014-07-03 11:54:25.406
Demo[2840:60b] Finishing up a navigation transition in an unexpected
state. Navigation Bar subview tree might get corrupted.
Just add the code files into your project and makes your navigation controller as a subclass of APBaseNavigationController, and you'll be good to do.
Just to complete the list, here is another reason which can cause "nested push animation can result in corrupted navigation bar":
I did setup several NavigationController within a TabBarController and set
the selectedIndex within the storyboard Identifiy Properties. After moving active Tab to Code error disappeared.

Releasing a view controller after a CATransition: Am I doing this right?

My application is loading a first view (used to login into a Web service). When the login is successful, it performs a CATransition (basic kCATransitionFromRight) to show a second view and hides the first view. I've set the delegate of the transition to self so I can use -(void)animationDidStop:(CATransition *)theAnimation finished:(BOOL)flag.
When that method is called (right after the transition is over) I want to release the first view since I won't need it anymore. However, when I call [firstView release] (in animationDidStop:) the retain count doesn't seem to change. I used [loginView retainCount] to check this and since I know it's not always reliable I was wondering: am I doing this right?
Thank you.
taken from the book "Cocoa Touch for iPhone OS 3" is a similar approach.
They set up an animation remove the old subview, add the new one and then commit the animation.
Jilouc in his comment is right, forget to check "retaincount"...
if you want to be sure that your object view firstView just add a
NSLog(#"i'm removing myFirstView");
in its
-(void)dealloc{
}
method...
if you get that NSLog in debugger console window then be sure you had it removed/released in the right way...
btw... the right way could be something like this:
in animationDidStop:
if (firstView!=nil){
[firstView.view removeFromSuperview];
[firstView release];
firstView=nil;
}

resignFirstResponder causing EXC_BAD_ACCESS

I've got a UITextField on UITableViewCell, and a button on another cell.
I click on UITextField (keyboard appears).
UITextField has the following method called:
- (BOOL)textFieldShouldBeginEditing:(UITextField *)textField {
NSLog(#"yes, it's being called");
owner.activeTextField = textField;
return YES;
};
Where owner.activeTextField is a (retain, nonatomic) property.
The problem
When the keyboard is visible I scroll the cell out of the view.
I then click a button that is on a different cell. The button calls:
[owner.activeTextField resignFirstResponder]
And that causes EXC_BAD_ACCESS.
Any idea? The cell is most definitely in the memory. My guess is that once it disappears it is removed from the view and one of it's properties (parent view?) becomes nil and that causes the said error..
Am I right?
TL;DR; How can I remove the keyboard (resign first responder) when UITextField is removed from the view?
Sometimes the problem can be another level deep... Check and make sure that the next object in the responder chain (the one that's subsequently receiving the becomeFirstResponder message) isn't garbage. Just a thought.
Have you checked owner.activeTextField to see if it has been deallocated / set to nil? Not sure if that would call a EXC_BAD_ACCESS but worth a try.
Also do you have any calls to NSNotificationCenter? I was struggling with something similar today which was causing an EXC_BAD_ACCESS on becomeFirstResponder, which was due to me calling [[NSNotificationCenter defaultCenter] removeObserver:keyboardObserver]; on the incorrect delegate.
A bit old, but since I just had the same problem with a legacy manual reference counting app, I'll give it a try. Note: this problem shouldn't happen with ARC anymore (and if it does, my solution most definitely doesn't fit there...).
What seems to happen is that:
the textfield is saved into the cell and is (possibly over)retained
when you scroll the cell with the textfield, the cell get's recycled (which is good), but the textfield is not (which is why the textfield is still in memory when the bug happens)
at that point, dismissing the keyboard correctly resign the first responder for the textfield, but as the call travels down the view hierarchy, it hits the cell, which is not in memory anymore.
a simple (and imo elegant) solution for the problem would be to
fix the over retention of uitextfield if any
subclass UITextField to resign first responder status before being deallocated
a single method,like this:
- (void) dealloc {
[self resignFirstResponder];
[super dealloc];
}
would be required, which will have the side-effect benefit of removing the keyboard as soon as the cell gets out of view.
Another solution (which is the one I chose, for various reasons) would be to manually retain and recycle the cell with the textfield until the table is deallocated.
i'm sure you already solved your problem, but I hope this will help someone else...

Objective-C/iPhone: Windows' view not responding to button clicks!

So in my app delegate I add a call add the myViewController.view to the main window:
1. [window addSubview:myViewController.view];
In myViewController I do the following code in the viewDidAppear method:
2. [self presentModalViewController: yourViewController animated: YES];
In my yourViewController class I do the following to try and go back to the main window
3. [self dismissModalViewControllerAnimated:YES];
My main windows view appears with buttons in all, but the buttons won't react to any click or anything. It's like there is something over them that I can't see.
Also, the main windows button works before this process but doesn't after the process.
Any help would be appreciated.
If the dismiss method call is in the modal view controller (not the parent that presents it), then you actually want to call [self.parentController dismissModalViewControllerAnimated:YES];
There are a number of reasons why things might not be responding to your touches. Here are two that have happened to me:
The frame of the view you want to touch is too small. UIViews can draw outside of their frames, so it might look ok, but not respond if the touch is technically outside of the frame -- you also have to check that all the superview's up the hierarchy also have a large enough frame.
If anything in your view is a UIImageView or child thereof, it won't respond to user touches because UIImageView has userInteractionEnabled set to NO by default. You can fix this just by setting myImageView.userInteractionEnabled = YES;
Edit: Oli pointed out in the comments that dismissModalViewControllerAnimated: should work if called on either self.parentController or simply self, since that method is smart enough to call the parent if needed, according to the docs. The docs also make it sound like this might behave differently if you have multiple model views open at once, though, so I would still consider it cleaner code to call the method on self.parentController directly.