[UIImage circleBrushTexture]: unrecognized selector sent to class 0x10a426a50 - ios

I'm using bridging header to do use the JotUI framework, but I gots a problem.
I get the error from my title question and the culprit is within this function:
- (JotSharedBrushTexture*)brushTexture {
JotGLContext* currContext = (JotGLContext*)[JotGLContext currentContext];
if (!currContext) {
#throw [NSException exceptionWithName:#"NilGLContextException" reason:#"Cannot bind texture to nil gl context" userInfo:nil];
}
if (![currContext isKindOfClass:[JotGLContext class]]) {
#throw [NSException exceptionWithName:#"JotGLContextException" reason:#"Current GL Context must be JotGLContext" userInfo:nil];
}
JotSharedBrushTexture* texture = [currContext.contextProperties objectForKey:#"brushTexture"];
if (!texture) {
// PROBLEM
NSLog(#"Creating a texture");
texture = [[JotSharedBrushTexture alloc] initWithImage:[UIImage circleBrushTexture]];
NSLog(#"After creating texture"); // doesn't log from here.
[currContext.contextProperties setObject:texture forKey:#"brushTexture"];
}
return texture;
}
and the function being called:
+ (UIImage*)circleBrushTexture {
NSLog(#"HELLO");
if (!circleBrush) {
UIGraphicsBeginImageContext(CGSizeMake(64, 64));
CGContextRef defBrushTextureContext = UIGraphicsGetCurrentContext();
UIGraphicsPushContext(defBrushTextureContext);
size_t num_locations = 3;
CGFloat locations[3] = {0.0, 0.2, 1.0};
CGFloat components[12] = {1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0};
CGColorSpaceRef myColorspace = CGColorSpaceCreateDeviceRGB();
CGGradientRef myGradient = CGGradientCreateWithColorComponents(myColorspace, components, locations, num_locations);
CGPoint myCentrePoint = CGPointMake(32, 32);
float myRadius = 30;
CGContextDrawRadialGradient(UIGraphicsGetCurrentContext(), myGradient, myCentrePoint,
0, myCentrePoint, myRadius,
kCGGradientDrawsAfterEndLocation);
CGGradientRelease(myGradient);
CGColorSpaceRelease(myColorspace);
UIGraphicsPopContext();
circleBrush = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
}
return circleBrush;
}
Not sure why this is happening. I tried deleting and reputting the .m file in compile sources, clean project, and compiling the framework but nothing.

Check, if for file with circleBrushTexture method selected target is correct (for *.m file)

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Black to White radial gradient is giving whole black screen

It should be very simple to create a black to white radial gradient using Core Graphics, but even after many tries I am not able to figure where I am going wrong.
I want something like this:
This is my code:
CGFloat radius = shapeRect.size.width/2.0;
CGPoint center = CGPointMake(shapeRect.origin.x+shapeRect.size.width/2, shapeRect.origin.y+shapeRect.size.height/2);
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CGFloat locations[] = {0.0, 1.0};
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[maskedView setImage:[UIImage imageWithCGImage:img]];
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ShapeRect here has self.view bounds.
I am getting a whole black screen with no gradient as output.
I am using iPhone 7 simulator.
Your suggestions can save my day
Thank you.
Please check this snippet. You can change components and locations values to get what you want and to understand how the drawing works. Refer to CGGradientCreateWithColorComponentsdescription
#import "TestView.h"
#implementation TestView {
CGGradientRef _gradient;
}
-(void)drawRect:(CGRect)rect
{
CGFloat radius = self.frame.size.width / 2.0;
CGPoint center = CGPointMake(CGRectGetMidX(self.bounds), CGRectGetMidY(self.bounds));
CGContextRef context = UIGraphicsGetCurrentContext();
CGGradientRef gradient = [self createGradient];
CGContextDrawRadialGradient(context, gradient, center, 10, center, radius, kCGGradientDrawsBeforeStartLocation);
}
-(CGGradientRef)createGradient
{
if (!_gradient) {
CGFloat components[] = { 0.0, 1.0, 0.5, 0.5, 1.0, 0.3 };
CGFloat locations[] = { 0.0, 0.6, 1.0 };
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceGray();
_gradient = CGGradientCreateWithColorComponents(colorSpace, components, locations, 3);
CGColorSpaceRelease(colorSpace);
}
return _gradient;
}
- (void)layoutSubviews
{
self.backgroundColor = [UIColor whiteColor];
self.layer.borderColor = [UIColor lightGrayColor].CGColor;
self.layer.borderWidth = 1.;
}
#end
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I need to draw over an image graffiti style, as below. My problem is that I need to have the capability to erase the lines I've drawn without erasing sections of the UIImage. At the moment I'm considering using one image for the background image and another image, with a transparent background, for the graffiti drawing, then combining the two once the drawing is complete. Is there a better way?
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{
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NSLog(#"%f %f",self.viewRect.size.width,self.viewRect.size.width);
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CGContextScaleCTM(layerContext, 1.0, -1.0);
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Fast way to redraw gradient?

I need to draw (a bit) complex gradients programmatically. Here is my params.
#define SHADOW_OPACITY 0.35
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const CGFloat components[num_locations * 2] = { 0.0, 1.0 * SHADOW_OPACITY,
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Three rings with opacity and a dashed ring inside. All works just fine.
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[super drawRect:rect];
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[self drawGradientInContext:context];
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self.layer.shouldRasterize = YES;
self.layer.rasterizationScale = [UIScreen mainScreen].scale;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
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gradient,
gradientCenter,
self.circleRadius - 1,
gradientCenter,
self.circleRadius + SHADOW_WIDTH,
kCGGradientDrawsAfterEndLocation);
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Well, I need to apply zoom.
- (void)zoom:(UIPinchGestureRecognizer *)sender
{
effectiveScale = beginGestureScale * sender.scale;
self.circleRadius = effectiveScale * BASE_RADIUS;
}
- (BOOL)gestureRecognizerShouldBegin:(UIGestureRecognizer *)gestureRecognizer
{
if ([gestureRecognizer isKindOfClass:[UIPinchGestureRecognizer class]]) {
beginGestureScale = effectiveScale ? effectiveScale : 1.0;
}
return YES;
}
Well, since that things are screwed up: it glitches as the hell!
What could I do there?

CGContext donesn't work correctly in thread

I'm trying to make infinite drawing in custom UIView from another thread using Core Graphics. It's impossible to obtain current CGContext so I try to create a new one. But I have no idea how to apply it to the view.
Here is the code I use in my custom view:
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[self.layer renderInContext:context];
[self drawSymbolsInContext:context];
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NSLog(#"lol %d", y);
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Here is code I use to run thead(in ViewController):
- (void)viewDidLoad
{
[super viewDidLoad];
[NSThread detachNewThreadSelector:#selector(SomeAction:) toTarget:self withObject:self.view];
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- (void) SomeAction:(id)anObject
{
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DrawView *drawView = (DrawView *)anObject;
while (1)
{
COLOR col;
col.blue = 100;
col.red = 100;
col.green = 200;
int cellX = 0;
int cellY = [[rowsArray objectAtIndex:0] count];
CELL cel;
cel.x = cellX;
cel.x = cellY;
SymbolAlive *s = [[SymbolAlive alloc] initWithColor:col andFrame:cel];
[[rowsArray objectAtIndex:0] addObject:s];
[drawView drawRect:drawView.bounds];
[NSThread sleepForTimeInterval: 0.1];
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[NSThread exit];
[autoreleasepool release];
}
Loop runs correctly. But nothing is displayed on the screen.
Any ideas?
I'm guessing you have to do your drawing on the main thread. Instead of
[drawView drawRect:drawView.bounds];
Do this
[self performSelectorOnMainThread:#selector(doDraw:) withObject:nil waitUntilDone:NO];
and then create a draw function like
- (void)doDraw:(id)notused
{
[drawView drawRect:drawView.bounds];
}
That will allow you to do the processing in the background but do the drawing on the main thread.
Also, you should be using the standard graphics context in this case.
One more comment, you can probably also move all your drawing-into-the-context into the background thread, but then call renderInContext on the main thread.

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Thanks
It turns out that my counter was not incrementing properly and the problem was simply down to not giving the image a unique key in the following line
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