Xcode, create two the same MyMoviePlayerController in two ViewController - ios

I have a ViewController:
ReadViewController.h
ReadViewController.m
And I have a MPMoviePlayerController inside ReadViewController:
ReadViewController.h
#interface ReadViewController : UIViewController
#property (nonatomic, strong) MyMoviePlayerController *myPlayView;
#end
ReadViewController.m
- (void)viewDidLoad
{
.....
.....
.....
[self.view addSubview:self.myPlayView.view];
}
I created two objects of ReadViewController which one is small size used for “preview” and another is Screen Size.
I put the two ViewControllers in two place:
ReadViewController *bigSizeReadViewController = [[ReadViewController alloc] init];
//put bigSizeReadViewController inside an UITabBarController
.....
ReadViewController *smallSizeReadViewController = [[ReadViewController alloc] init];
smallSizeReadViewController.view.frame = CGRectMake(200, 300, 400, 600);
[...... addSubView:smallSizeReadViewController.view];
I put the two ViewControllers in two place.
When I run this on IPAD Simulator, self.myPlayView inside small size's ReadViewController can be played normally.
But self.myPlayView inside big size's ReadViewController can not be played normally and show black screen.
Could anyone help me with this issue?
Sorry for my bad English.

You have to initialize and setup each of the myPlayView properties separately, and start playing them each individually.
There will be no guarantees that they will be synchronized as they are independent AVPLayer objects. You;ll have to write the extra code to keep them in sync.

Related

Where to initialize subview?

I am new to iOS development and I am currently reading the book : iOS Programming (Objective C) by Big Nerd Ranch.
I am confused as in where to initialize subviews such as UIButtons, UIImageView while creating views programtically:
Should the intialization be done in the Main UIView i.e in the
initWithFrame method and maintain a additional weak reference to the subview in the UIView.
or
should I do it in the UIViewControllers loadView method and maintain a weak reference to the subview in the uiviewcontroller (Same approach used while creating UIVew using the interface builder).
I have seen both the approaches being used in various stackoverflow posts but no post that explains which approach is the right one.
you can initialize as per your app's requirement. If any view or button or anything is part of initial setup of your app then you should initialize it in viewDidload.
Now, for example there is requirement like user press button and then new view will be created then you can initialize view in button's click method etc.
So, it's depends on your requirement.
Static views which will live from start to and of app should be initialize in viewdidload, because this is the first method getting called of viewcontroller.
hope this will help :)
It dependes on which architecture you are using. Apple raises the flag of Model-View-Controller, but in fact, UIViewControllers are the View.
For Example:
Let's say that you have a pretty LoginViewController. When you instantiate it, you will be doing something like
LoginViewController *loginVC = [[LoginViewController alloc] init];
At this point, no view is loaded. Your ViewController has just executed the init method, nothing else. When the system calls
loginVC.view
the first method to be executed will be
- (void)loadView;
there you should do exactly that, load your view. So, the approach i like is to have an additional LoginView.
- (void)loadView
{
// you should have a property #property (nonatomic, strong) LoginView *loginView;
self.loginView = [[LoginView alloc] init];
self.view = self.loginView;
}
and in the LoginView init method, you should put your code to build up the view.
However, you could eliminate LoginView, and instantiate all your subviews like this:
- (void)loadView
{
self.view = [[UIView alloc] init];
UIButton *button = [[UIButton alloc] initWithTargetBlaBlaBla...];
[self.view addSubview:button];
// add more fancy subviews
}
In my experience, the first approach is much cleaner than the second one. It also makes version control a lot easier (try to merge a xib, I dare you). I always use MyView.m to build the view (a.k.a setup constriants, style) and use MyViewController.m things like animations, lifeCycle. I like to think that MyView.m is the programatic xib, so anything that you can do with xibs, you should me able to do it inside your view.
Hope it helps!!

ObjectiveC - [self.view viewWithTag] returning null

I am completely stumped and have been researching for days. Probably something really simple that I am missing.
I have a ViewController which contains a custom UIView called GameView, and a UIView called buttonBox which contains a "next level" button. What I am trying to achieve is when the level is completed in GameView, it fires a function in my ViewController which shows the buttonBox so the user can click the "next level" button. It simply will not work.
I have attempted this in 3 ways, neither have worked:
Creating an IBOutlet in the ViewController, connecting it to the hidden UIView (and it was definitely connected) and calling setHidden:NO.
Calling the [self.view viewWithTag:xxx] and then calling setHidden:NO.
Using hidden=NO instead of setHidden:NO.
Relevant code for ViewController as follows:
#interface PlayViewController : UIViewController
#property GameView *gv;
#property (strong, nonatomic) IBOutlet UIView *buttonBox;
-(void) showButtonBox;
#end
#implementation PlayViewController
#synthesize buttonBox;
...
- (IBAction)showButtonBox {
UIView *uiv = (UIView*) [self.view viewWithTag:999];
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"Showing box function");
NSLog(#"%#", uiv);
uiv.hidden = NO;
});
}
#end
And my custom view:
#implementation GameView
...
dispatch_async(bgQueue, ^{
_loopRunning = true;
//NSLog(#"Calling main loop...");
while ([self loopRunning])
{
...
PlayViewController * pvc = [[PlayViewController alloc]init];
[pvc showButtonBox];
...
}
#end
The thing is, the variable uiv is returning null in NSLog, which is obviously why hidden is not working, but I have no idea why. It also didn't work when I was using IBOutlet.
Also, current output from NSLog is as follows:
2015-11-24 00:18:38.612 ib[12579:1264539] Showing box function
2015-11-24 00:18:38.612 ib[12579:1264539] (null)
Thanks in advance.
Correct Answer:
The problem was that I was using StoryBuilder to build my UI, but by using the alloc init method was creating a new view controller (which is never shown) instead of correctly referencing the view controller which was being displayed. This is achieved by passing the view controller being displayed to the view in the viewDidLoad function, see below:
#implementation PlayViewController
#synthesize buttonBox;
#synthesize gv;
- (void)viewDidLoad
{
[super viewDidLoad];
gv = [self.view viewWithTag:777];
[gv setPlayViewController:self];
}
...
Man, it's simple. Let's take a look at:
#implementation GameView
...
dispatch_async(bgQueue, ^{
_loopRunning = true;
//NSLog(#"Calling main loop...");
while ([self loopRunning])
{
...
PlayViewController * pvc = [[PlayViewController alloc]init];
[pvc showButtonBox];
...
}
#end
Here we have the issue:
dispatch_async(bgQueue, ^{
I assume, bgQueue stands for "background queue", which means this is not served by the main thread (the UI thread).
Having that said, it's quite naive to expect
[pvc showButtonBox];
to work properly. Just move this code into the main thread. For instance, you can just wrap the aforementioned line of code into a dispatch_async on the main queue. That should solve your probem, if your outlets and/or tags are OK. Cheers.
[[PlayViewController alloc]init];
This creates a new instance of PlayViewController. Where have you defined your outlets and views?
In a storyboard? You can't use this initialiser - nothing from the storyboard will be picked up, you have to use a segue or initializeViewControllerWithIdentifier:.
In a xib file? Is it called PlayViewController.xib? If not, it won't be picked up by the initialiser. Plain alloc/init of a view controller will only find a nib file as described in the documentation of the nibName property.
Do you really want alloc / init at all? Do you actually want to make a new view controller, or is one already on the screen?
From your comments it seems option 3 is the right answer. The PlayViewController is already on the screen, alloc/init is creating a new instance of it, which is never being put on screen, which never loads any views regardless of storyboards or nibs.
You need to get a reference to the existing instance of PlayViewController. Without knowing the structure of your app it's not too easy to say how that's done - is it presenting the game view? Is the game view a subview of the view controller's view? You may need to pass in a reference (weak) to the game view when it is created, at viewDidLoad, or set up an outlet in the storyboard.

How to create RTMP/RTSP player using FFMpeg for ios

I am working on an app using RTMP/RTSP links to broadcast/play live audio/video.As iOS devices support HTTP , but my requirement is to play RTMP/RTSP Links.
I want to create my custom player using FFMpeg framework.I have searched over internet , ried many solutions but did not find any solution.
there's a Xcode project based on ffmpeg. It's possible to play RTSP links. Have a look at it:
https://github.com/durfu/DFURTSPPlayer
If you want to know more about RTSP, I can highly recommend you the following link:
https://www.rfc-editor.org/rfc/rfc2326
Here is an overview of current solutions for rtsp on iOS:
https://gist.github.com/oc2pcoj/e55795550984d205d109
I use ijkplayer at current project for playing video stream from IP-cam. It works fine.
To play an rtsp stream on iOS using ffmpeg I recommend https://github.com/teocci/RTSP-Client-iOS
For reference, here is an Objective-C interface to RTSP-Client-iOS/FFMpegDecoder/RTSPPlayer.m based on RTSP-Client-iOS/RtspClient/ViewController.swift;
//
// ViewController.h
//
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
#property (weak, nonatomic) IBOutlet UIImageView *imageViewInstance1;
#end
//
// ViewController.m
//
#import "ViewController.h"
#import "RTSPPlayer.h"
RTSPPlayer *rtspPlayer;
int frameIndex;
NSTimer *timerRefresh;
#define CAMERA_RTSP_ADDRESS "rtsp://..."
#define CAMERA_FPS (30.0)
#define TIMER_INTERVAL_SECONDS (1.0/CAMERA_FPS)
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
NSString* address = #CAMERA_RTSP_ADDRESS;
rtspPlayer = [[RTSPPlayer alloc] initWithVideo:address usesTcp:false];
rtspPlayer.outputWidth = 640;
rtspPlayer.outputHeight = 480;
[rtspPlayer seekTime:0.0];
timerRefresh = [NSTimer scheduledTimerWithTimeInterval:TIMER_INTERVAL_SECONDS target:self selector:#selector(run:) userInfo:nil repeats:YES];
}
-(void) run:(NSTimer *) timer
{
if(![rtspPlayer stepFrame])
{
[timerRefresh invalidate];
[rtspPlayer closeAudio];
}
UIImage* uiImage = rtspPlayer.currentImage;
_imageViewInstance1.image = uiImage;
frameIndex++;
}
#end
To create an ImageView object in the user interface (_imageViewInstance1);
Project Navigator (left pane) - [INSERTAPPLICATIONNAME]
Open Main.storyboard
Select View Controller Scene - View Controller - View
Select the Library button (top right: circle with inside square)
Search for 'Image View'
Drag and drop a new View Image Object into View Controller Scene - View Controller - View (adjacent 'Safe Area')
Create an outlet connection for the new Image View object
Select the Assistant Editor button (top right: two intersecting circles)
Select file ViewController.h in the Project Navigator
If necessary hide the left and right panes to create more space (top right: blue box with left vertical bar, blue box with right vertical bar)
hold the Ctrl key and drag the new image view object to the ViewController.h file (immediately below #interface ViewController: UIViewController) - name the object reference as imageViewInstance1

Changing label color of a label in a different view (delegates?) [Spritebuilder]

I have two scenes that I made in SpriteBuilder, one is Shop and the other is UpgradesNew. Shop is a CCNode layer and UpgradesNew is a CCNode layer. I have two CCScrollViews in the MainScene that load Shop and UpgradesNew respectively.
When one button in Shop is tapped, the label in UpgradesNew should change colors. I have been trying to implement this using delegates but it's not working.
Here's what I did...
In shop.h I set the protocol:
#protocol changeColorProtocol <NSObject>
#required
-(void)changeColor;
#end
Then I set the id
#property (nonatomic, retain) id <changeColorProtocol> delegate;
Here is the button that when clicked, should use changeColor. This is in shop.m
-(void) buyDiggerShibe {
[self.delegate changeColor];
[self didLoadFromCCB];
}
Now in UpgradesNew.h I made it adopt the protocol like this
#interface UpgradesNew : CCNode <changeColorProtocol>
And in UpgradesNew.m
I set delegate to self in ViewDidLoad.
Shop *shop = [[Shop alloc]init];
shop.delegate = self;
.
-(void)changeColor {
if (hasDigger == YES) {
shovelRequires.color = [CCColor greenColor];
NSLog(#"HEY HEY HEY");
}
}
I probably have parts of the delegate placed in the wrong area because I was trying to switch them around when it wasn't working, I'm not sure where they are supposed to go. I've watched multiple delegate tutorials and it just seems overly complicated, at least with what I am trying to do.
Any ideas?
EDIT:
Tried this.
I created a property in UpgradesNew
#property (strong, nonatomic) Shop *shop;
Then I synthesized it in the implementation and allocated it like this in didLoadFromCCB, instead of creating a new object:
self.shop = [[Shop alloc]init];
shop.delegate = self;
EDIT: This is how I am creating objects.
Drag a label into a layer. Identify it then define it in header as CCLabelTTF *label; That's it, thats all I do to create any object on the layer.
To create a layer like Shop or UpgradesNew, I hit New -> File -> Layer. That creates a new CCNode. Then I set the class of the CCNode, as shown in the picture the CCNode that is highlighted has a class of MainScene. If I want to establish a #property to that CCNode I just type the name in the box right below custom class and set it as doc root var, and then put it in the header as CCNode *MainScene. I don't do anything other than that.
I don't know anything about SpriteBuilder, so it's a bit hard to address your question. You might want to add SpriteBuilder to the title of your post so people who use that framework are likely to read it.
You need to explain how the 2 "CCNode layer"s are created, and how you link them together. In order for one object to have another object as a delegate, the delegate property has to be set somewhere. Where is that setup being done? Have you set a breakpoint at the line
[self.delegate changeColor];
To make sure that self.delegate is not nil?
Have you set a breakpoint in your changeColor method, or added a log statement, to see if it's being called? My guess is that self.delegate is nil, so the messages is being dropped on the floor (it's legal to send messages to nil in Objective-C. It just doesn't do anything.)

UIPicker View subclassed not working IOS

Being new to objective-C coding I started out writing a basic app, fully programmatically (not using storyboards or xib) in one file, my AppViewController h and m files.
Everything worked lovely.
So then I wanted to break up the mass of code by subclassing sections, and everything went well apart from the UIPickerView. In fact simply commenting out the [background addSubview:colorPicker]; seemed to totally fix the issue. I never found the answer online so I proceeded to make a new document to replicate said issue.
So here goes:
UIPickerViewController.h
#import <UIKit/UIKit.h>
#import "Picker.h"
#interface UIPickerViewController : UIViewController
#end
Simply imports my new class.
UIPickerViewController.m
#import "UIPickerViewController.h"
#interface UIPickerViewController ()
#end
#implementation UIPickerViewController
- (void)viewDidLoad
{
[super viewDidLoad];
UIView *superview = self.view;
int height = superview.bounds.size.height;
int width = superview.bounds.size.width;
CGRect popupRect = CGRectMake(0, 0, width, height);
UIView *popup = [[UIView alloc]initWithFrame:popupRect];
popup.tag = 8;
[superview addSubview:popup];
Picker *picker = [[Picker alloc]initWithFrame:popupRect];
[picker viewAddTypeScreenToView:superview];
}
- (void)didReceiveMemoryWarning
{
[super didReceiveMemoryWarning];
}
#end
Sets up a new view with a tag (so that i could reference it later with my new class)
Then actions a method from my new class to populate my new view.
Picker.h
#import <UIKit/UIKit.h>
#interface Picker : UIView
<UIPickerViewDataSource,UIPickerViewDelegate>
{
UIPickerView *colorPicker;
NSMutableArray *colorsArray;
}
#property (nonatomic, retain) UIPickerView *colorPicker;
#property (nonatomic, retain) NSMutableArray *colorsArray;
#property (strong,nonatomic) UILabel *myValue;
-(void)viewAddTypeScreenToView:(UIView*)superview;
#end
Setting up my variables and accessible method.
Picker.m
#import "Picker.h"
#implementation Picker
#synthesize colorsArray;
#synthesize colorPicker;
- (id)initWithFrame:(CGRect)frame
{
self = [super initWithFrame:frame];
if (self) {
}
return self;
}
-(void)viewAddTypeScreenToView:(UIView*)superview
{
UIView *baseView =[superview viewWithTag:8];
int height = baseView.bounds.size.height;
int width = baseView.bounds.size.width;
CGRect fullScreen = CGRectMake(0, 0, width, height);
UIView *background = [[UIView alloc]initWithFrame:fullScreen];
background.backgroundColor = [UIColor blackColor];
colorsArray = [[NSMutableArray alloc] initWithObjects:#"Red",#"Blue",#"Yellow",#"Green",nil];
CGRect myPickerRect = CGRectMake(10, 70, (width/2)-40, 200);
colorPicker = [[UIPickerView alloc]initWithFrame:myPickerRect];
colorPicker.dataSource = self;
colorPicker.delegate = self;
colorPicker.showsSelectionIndicator = YES;
[colorPicker selectRow:2 inComponent:0 animated:YES];
CGRect labelFrame = CGRectMake(10, 10, 180, 50);
_myValue = [[UILabel alloc]initWithFrame:labelFrame];
_myValue.textColor = [UIColor redColor];
_myValue.text = #"select colour";
[background addSubview:_myValue];
[background addSubview:colorPicker];
[baseView addSubview:background];
}
-(NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView{
return 1;
}
-(NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component{
return colorsArray.count;;
}
-(NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component
{
return colorsArray[row];
}
-(void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component{
_myValue.text = [NSString stringWithString:colorsArray[row]];
}
#end
And finally the initiation called by the method in the picker class file.
This gives me an error along these lines
-[UITableViewCellContentView pickerView:titleForRow:forComponent:]: unrecognized selector sent to instance 0x8f2b000
2014-03-19 10:29:48.407 Briefcase[1800:60b] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[UITableViewCellContentView pickerView:titleForRow:forComponent:]: unrecognized selector sent to instance 0x8f2b000'
Which i've read is to do with either the datasource, or ARC systems, however none of the responses that I have found relate to or work with the type of set up that I have above. I'm sure it's something really simple but after a few days of failed searching, it's officially driving me crazy.
The problem is most likely that the instance of Picker that is being created in UIPickerViewController is never added to the view hierarchy and thus gets released prematurely (provided we're talking about a project using ARC here).
This leads to the pickerview's delegate and datasource becoming invalid and, basically, pointing at any random object. That's what is causing your crash: A message to your delegate cannot be delivered because the delegate is dead already. The picker still keeps a pointer which used to point at the delegate, but which has become invalid and points at a random object now, in this case a table view cell, which basically doesn't know what to do with this message and crashes.
The problem should go away if you add Picker *picker as an ivar or a retaining / strong property to UIPickerViewController.h - this will retain the picker beyond the scope of the viewDidLoad method and should keep it alive.
But that would be just a workaround, the real problem is your overall design. You said you're new to objective-c and indeed, it looks like you lack a basic understanding of iOS view and view controller hierarchies and, to some degree, the concept of object oriented programming. You might want to dig into something more basic before trying to fix your code because, quite frankly, it should be rather re-written than fixed.
I'd be happy to provide you with suggestions about how to structure your code, but please provide some information about what functionality you'd like to achieve first.
Edit (in response to your comment):
As a rule of thumb, do not spread functionality over several classes unless necessary. For objects, which serve a rather infrastructural purpose, like a specialized textfield or a pickerview, always ask yourself: "If I would like to reuse that object in another project, would that be as easy as using any other existing object, like, for example, UILabel?" If the answer is "No", then something is wrong. Ideally, interface objects are self-contained and to use them, you just invoke them, add them to a view and tell them, which text to display or which options to offer. If that information is subject to change or if the object needs to interact with other parts of your code, make use of delegation and protocols. Under no circumstances should the functionality of your object be tied to hard coded values or rely to some view to have a certain tag.
If you subclass UIView, the resulting object should behave like any other instance of UIView. It should be added to the view hierarchy by you or some object, but it shouldn't add or remove itself. If it works without being added to the view hierarchy at all, something is wrong. A view serves the purpose of being a part in your interface and all the logic it contains should work to that end, not more, not less.
Normally, interface objects should not interfere with one another. If something happens to one object (button pressed, option selected, text changed...) and another object is supposed to reflect that change, it is the view controllers responsibility to make that happen. The view controller is the place where the logic happens. If there is a task which requires a lot of complex logic, it might be a good idea to encapsule that logic into a purpose build class. One such example would be a class which manages network connections. This class should be again self contained: If the view controller needs some remote information, it asks your network class. Once your network class has that information (or failed to retrieve it), it reports back to your view controller. The view controller then updates the interface - under no circumstance should the networking class contain code which affects the interface.
It is important to understand that you could very well ignore these rules and still end up with a working app. And in some cases, the "direct" way may appear to be easier to implement and thus may look very tempting. But you'll pay the price later - once you start debugging your code. If your picker does not behave the way it should, you need to look into several places and wrap your mind around several objects, just to make one interface object behave right. And likely you will break one functionality while fixing the other.
So, try to make it right from the start, even though it requires more planning and learning. Trust me, it pays out, I started out just like you several years ago ;)

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