Heeelp! Debugger says "out of scope"! - iphone

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.

Related

NSMutableArray Difficulty

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).

Why isn't my update function for my UISlider working to set current playback time in MPMusicPlayerController?

Setup
I'm currently developing a music app and I'm having problems with the progress bar slider.
self.musicPlayer is the [MPMusicPlayerController applicationMusicPlayer]
self.currentlyPlayingTotalDuration is an NSNumber
self.currentlyPlayingTimeSlider is a UISlider
Overview
The below code is executed when a new song is picked in the MPMusicPlayerController. In this method (not all of which is shown), I set my music player to play the picked song (working) and play it (working). Then I set the total duration of the song to the maximum value of the slider (working)
self.currentlyPlayingTotalDuration = [[NSNumber alloc] initWithFloat:(int)[NSValue valueWithPointer:[self.musicPlayer.nowPlayingItem valueForKey:MPMediaItemPropertyPlaybackDuration]]];
[self.currentlyPlayingTimeSlider setMaximumValue:self.currentlyPlayingTotalDuration.floatValue];
I've logged the values to see if the values are setting correctly (they are)
NSLog(#"Number:%#", [NSNumber numberWithFloat:(int)[NSValue valueWithPointer:[self.musicPlayer.nowPlayingItem valueForKey:MPMediaItemPropertyPlaybackDuration]]]);
NSLog(#"Max:%f", self.currentlyPlayingTimeSlider.maximumValue);
Log output is below, looking as it should
2011-08-24 13:38:25.004 App [1241:707] Number:1107392
2011-08-24 13:38:25.009 App [1241:707] Max:1400544.000000
And then I set my currentlyPlayingTimeSlider value to 0 to start (working)
self.currentlyPlayingTimeSlider.value = 0.0;
Next, I set my updateSliderTime method to call once per second to move the progress bar farther by one second (working)
[NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:#selector(updateSliderTime:) userInfo:nil repeats:YES];
Problems
The full method code is below for the updateSliderTime method, which is not working, even though it is being called every second
- (void)updateSliderTime:(NSTimer *)timer {
[self.currentlyPlayingTimeSlider setValue:[[NSNumber numberWithDouble:self.musicPlayer.currentPlaybackTime] floatValue]];
}
Also, the method I call for a valueChanged event that I've setup in Interface Builder is below. It also is not working
- (IBAction)sliderChanged:(id)sender {
[self.musicPlayer setCurrentPlaybackTime:[[NSNumber numberWithFloat:self.currentlyPlayingTimeSlider.value] doubleValue]];
}
Can anyone help me figure out what I'm doing wrong? It has to be something in these last two methods, as the first one calls fine. I do no other customization/messing with the slider anywhere else.
Did you check your IBAction is being called (perhaps with NSLog)? If not, make sure you set the delegate of the Slider.
Otherwise, check my answer to this question which is very similar.
Figured it out. Everything was actually working how it should except setting the maximum value for the slider. I converted it oddly. Instead of:
self.currentlyPlayingTotalDuration = [[NSNumber alloc] initWithFloat:(int)[NSValue valueWithPointer:[self.musicPlayer.nowPlayingItem valueForKey:MPMediaItemPropertyPlaybackDuration]]];
I should be using:
self.currentlyPlayingTotalDuration = [self.musicPlayer.nowPlayingItem valueForKey:MPMediaItemPropertyPlaybackDuration];
The value is already a number. Thanks to Mundi for motivating me to log the value. When I did, I realized it was already a float. Silly me :)

NSFetchedResultsController not updating UITableView's section indexes

I am populating a UITableViewController with an NSFetchedResultsController with results creating sections that populate section headers and a section index. I am using the following method to populate the section index:
- (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView {
return [fetchedResultsController_ sectionIndexTitles];
}
and now I've run into a problem. When I add a new element to the NSManagedObjectContext associated with the NSFetchedResultsController, the new element is saved and appropriately displayed as a cell in the UITableView ... except for one thing. If the new element creates a new SECTION, the new section index does not show up in the right hand margin unless I pop the UINavigationController's stack and reload the UITableViewController.
I have conformed to the NSFetchedResultsControllerDelegate's interface and manually invoke
[self.tableView reloadSectionIndexTitles];
at the end of both these delegate methods:
controller:didChangeSection...
controller:didChangeObject...
and while I can debug and trace the execution into the methods and see the reload call invoked, the UITableView's section index never reflects the section changes.
Again, the data shows up - new sections are physically visible (or removed) in the UITableView but the section indexes are not updated.
Am I missing something?
Looks like this is a bug we're all having. See http://iphonedevelopment.blogspot.com/2009/11/i-know-youre-tired-of-hearing-about.html for what looks to me like a fairly nasty too-many-lines-of-code solution. I went with this:
- (void)viewWillAppear:(BOOL)animated; {
// This is a dumb hack required by this bug: http://iphonedevelopment.blogspot.com/2009/11/i-know-youre-tired-of-hearing-about.html
[self.tableView reloadData];
}
It may be inefficient but unless you have reams and reams of data it probably won't do any harm. And it's only 1 line of code. So, when apple fixes their bug, you can easily take it out.
Question already 2 months old, but I ran into the same problem today. It seems like -reloadSectionIndexTitles is not working at all, so I tried a couple of potential hacks which of the following works for me:
#implementation UITableView (JKAdditions)
- (UIView *)indexView {
Class indexClass = NSClassFromString(#"UITableViewIndex");
for(UIView *subview in self.subviews){
if([subview isKindOfClass:indexClass]) return subview;
}
return nil;
}
- (void)reloadSectionIndexTitles {
UIView *indexView = [self indexView];
[indexView performSelector:#selector(setTitles:) withObject:[self.dataSource sectionIndexTitlesForTableView:self]];
[indexView setNeedsDisplay];
}
#end
I really have no idea if Apple would reject your App because of this hack, but it seems like the only option for me. Reloading the whole tableView is simply not what I want since I then have to deal with all kinds of animation problems.
I hope this helps anyone having the same problems!
To combine the accepted answer with Alex Reynolds's answer with the delay, just call reloadData with a delay that corresponds to the animation duration, so 0.4 or 0.3 seconds.
In my case, I stick the delayed method call into controller:didChangeSection:atIndex:forChangeType: (it's a Core Data app).
The result, when a section is added or deleted, is the standard animation of the cell, followed by the index being updated when the data is reloaded.
It's ugly and makes me cringe, but I am okay with the result. I also submitted a bug to Apple, #8589547.
Try putting it at the end of -controllerDidChangeContent:, somewhere after [self.tableView endUpdates].
Another thing I do (that works for me, can't guarantee it will work for you) is perform a selector after a very short delay, e.g.:
[self performSelector:(#selector(refreshSectionIndex)) withObject:nil afterDelay:0.2];
// ...
- (void) refreshSectionIndex {
[self.tableView reloadSectionIndexTitles];
}
Core Data and NSFetchedResultsController in particular seem buggy as hell, where delegate table view updates get out of sync with the fetched data, causing the application to crash. I really hope Apple is taking steps to fix the bugs in these frameworks in the 4.0 SDK. It's pretty frustrating.

Cocos2D iPhone Effect

trying to play around with the Cocos2d effects and created to methods to display and stop the Liquid action. My application however drops from 60fps down to 30fps when the effect is applied but the fps doesnt increase again when the scheduled stop action is called.
I originally thought that while the action has been completed the effect is still being rendered but after reading through the EffectsTest.h/.m in the Cocos2D 0.8 zip I cant find any reference to how this is achieved. Can anyone shed some light on this issue?
// effects
-(void)enableLiquidEffect
{
id liquid = [Liquid actionWithWaves:6 amplitude:20 grid:ccg(15, 10) duration:3];
[self schedule:#selector(disableLiquidEffect) interval:(3.0)];
[self runAction:liquid];
}
-(void)disableLiquidEffect
{
[self unschedule:#selector(disableLiquidEffect)];
[self stopAllActions];
}
Cheers,
AntonMills
Just a little tip here i know this was asked years ago, but someone might still come here
the code is a little bit overkill, here's how to do it:
// effects
-(void)enableLiquidEffect
{
id liquid = [Liquid actionWithWaves:6 amplitude:20 grid:ccg(15, 10) duration:3];
//No need to unschedule after 3 seconds since you already set duration-^ to 3 seconds.
[self runAction:liquid];
}
-(void)disableLiquidEffect
{
[self stopAllActions];
}
besides that the code is perfect
Just a guess but since the item will still have a transform set to liquid that it is still trying to apply a more complex transform then needed after its done. Save off your transform prior to starting and then when it stops set it back. You could try just setting it to nil.

iPhone UIImage - Image Randomizer Crashes If It Comes Across the Same Image Twice

I am building a game that pulls images randomly. After doing some testing I have realized if the same image is called twice, it crashes. I learned this by after completing the first game, I returned to the games main menu and selected to play again. I ended up getting an image which was already displayed to me in my previous game and a second later my app crashed. I did some testing and made the same image show up twice during my first game, and it crashed a second after the image was displayed a second time.
Here is a sample code. "idNum" and "timer" are declared in the .h file so they are global. As you can see I have NSTimer that runs every second to randomize a new image to be pulled. Works find until an image is trying to be shown for a second time. Say I get a random order of 1,3,2,5,3. It will crash on the second 3.
Can you not call an image twice? I can only think that this is a caching issue, I am not sure how to release the image cache. I get the error objc_msgSend. Sorry not very good at debugging crashes.
//idNum = the randomly generated integer
//pictures are called by numbers ex(1.jpg, 5.jpg)
timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(timeCounter) userInfo:nil repeats:YES];
-(void)timeCounter {
time = time + 1;
idNum = (arc4random() % 5);
NSString * imgIDnum = [[NSString alloc] initWithFormat:#"%d", idNum];
imgMain = [NSString stringWithFormat:#"%#%#", imgIDnum, #".jpg"];
[imgIDnum release];
UIImage * daImg = [UIImage imageNamed:imgMain];
[imgView setImage:daImg];
}
You should provide more information about the crash. Is it in the +imageNamed: line above, or perhaps in -setImage:?
The most likely cause is that you are over-releasing the UIImage. For instance, if you're calling [daImg release] after the above code, then you would get this behavior because you would be over-releasing something that the UIImage class is caching. This wouldn't cause a crash until the situation you describe.
I've seen a really entertaining version of this bug: a teammate of mine was over-releasing an NSNumber (it happened to be for the integer 2 most of the time). NSNumbers are cached internally, so the next time he created an NSNumber for the integer 2, in an unrelated part of the program, it would crash. Any other number was fine, but try to NSLog() a 2, and boom.
Well I am sorry to say that I have fixed the issue and have no idea how. I ended up re-writing majority of that code, adding, removing and changing some snippets around to be more memory management friendly. When I went to run it again things were perfectly fine. Sorry for no solution. If someone else comes across this problem, let me know I will try and help.