I am new to iOS dev,here is my first app-calculator,
But the NSMuteableArray "_numberArrayWaitingForCalculate" always be "nil",I don't know what to do???
Here is the interface
#interface demoViewController ()
#property (strong,nonatomic)NSString *valueString;
#property (strong,nonatomic)NSMutableArray *numberArrayWaitingForCalculate;
#end
here is the implement 1
#implementation demoViewController
#synthesize numberArrayWaitingForCalculate=_numberArrayWaitingForCalculate;
- (NSMutableArray *)numberWaitingForCalculate
{
if(!_numberArrayWaitingForCalculate)
_numberArrayWaitingForCalculate=[[NSMutableArray alloc]init];
return _numberArrayWaitingForCalculate;
}
here is the tapNumber method
- (IBAction)tapNumber:(UIButton *)numberButton {
if(LastButtonWasMode)
{
_valueString=#"";
LastButtonWasMode=NO;
}
NSString *numberAsString = numberButton.currentTitle;
_valueString=[_valueString stringByAppendingString:numberAsString];
result.text=[NSString stringWithFormat:#"%#",_valueString];
}
here is tapPlus method
- (IBAction)tapPlus:(id)sender {
[_numberArrayWaitingForCalculate addObject:[NSNumber numberWithInt:[_valueString intValue]]];
resultOfAllNumberInputBefore +=[_valueString intValue];
[self setMode:1];
}
The following line should be using the property and not the instance variable. i.e. you're not actually calling the getter that allocates the array.
Change this line:
[_numberArrayWaitingForCalculate addObject:[NSNumber numberWithInt:[_valueString intValue]]];
to:
[self.numberArrayWaitingForCalculate addObject:[NSNumber numberWithInt:[_valueString intValue]]];
You created a getter that "lazy loads" the mutable array (meaning that you create it if it doesn't exist already. That's a valid approach.
However, if you do that, you need to ALWAYS use the getter. You're using the iVar directly (_numberArrayWaitingForCalculate). Don't do that. Replace all instances of "_numberArrayWaitingForCalculate" with [self numberArrayWaitingForCalculate] except in the implementation of your getters/setters and probably your dealloc method.
So your tapPlus method should read:
- (IBAction)tapPlus:(id)sender
{
[[self numberArrayWaitingForCalculate] addObject:[NSNumber numberWithInt:[_valueString intValue]]];
resultOfAllNumberInputBefore +=[_valueString intValue];
[self setMode:1];
}
EDIT:
By the way, for something as lightweight as an empty mutable array, I think I would take a different approach. Rather than lazy-loading the array in a getter, I would create an init method for my class that created an empty mutable array and installed it in the iVar.
Objects like view controllers can be initialized more than one way. It might get initialized with initWithNibName:bundle: or with initWithCoder:
What I do in that case is to create a method doInitSetup, and call it from both places.
Related
I have a table view with a search, and search scope buttons with two possible scopes. The table is empty until a search is executed. Each scope has it's own mutable array for the table's data source, we'll say scopeA_array and scopeB_array. To simplify some methods, I'm trying to create a generic pointer reference to whichever array is the currently active scope. So I tried this:
#property (nonatomic, assign) NSMutableArray *tableDataArray;
In viewDidLoad, I assign it to the default selected scope.
_tableDataArray = _scopeA_array;
I can log the memory address of each array, they're both the same.
However, if I execute a search, _scopeA_array gets populated. Then in my numberOfRowsInSection method, I take the count of _tableDataArray but it's empty. I log the addresses again, both are different.
How do I create an array property that just references an array, and always points to the same object in memory even if it changes?
EDIT: A simplified way to test this, with the following lines of code, would like a way for tableDataArray to have the contents of testArray, even though the contents of testArray are assigned after:
NSArray *testArray = [NSArray new];
NSArray *tableDataArray = [testArray copy];
testArray = [NSArray arrayWithObjects:#"my", #"test", #"array", nil];
NSLog(#"table data array: %#", tableDataArray);
// logs empty array
I think the best approach is use a method to return conditionally the array for the current scope. So you just always use this method to populate your UITableView
- (NSMutableArray*) tableArray
{
return [self isScopeA] ? _scopeA_array : _scopeB_array;
}
How do I create an array property that just references an array, and always points to the same object in memory even if it changes?
If you want to track changes to a variable then you use a pointer to the variable rather than a pointer to a single array instance. E.g.:
#implementation MyController
{
__strong NSArray* *_currentDataPtr;
NSArray* _dataA;
NSArray* _dataB;
}
- (id)init
{
if (self = [super init])
{
_currentDataPtr = &_dataA; // Ensure _currentDataPtr is never NULL
}
return self;
}
- (void)setSearchScope:(NSInteger)searchScope
{
switch (searchScope)
{
default :
NSAssert(NO, #"");
case 0 :
_currentDataPtr = &_dataA;
break;
case 1 :
_currentDataPtr = &_dataB;
break;
}
}
- (NSInteger)tableView:(UITableView*)tableView numberOfRowsInSection:(NSInteger)section
{
return [*_currentDataPtr count];
}
If you want it to be a property then implement a property getter that dereferences the pointer:
#property (nonatomic, readonly) NSArray* currentData;
- (NSArray*)currentData { return *_currentDataPtr; }
I am trying to add an CCSpriteto an array so I can do stuff with in another method. The array is just simply declared in the #interface like this NSMutableArray *currentBombs;
. I then try to add the (CCSprite*)spriteto the array with [currentBombs addObject:sprite];
The problem is that when I log [currentBombs count] or try to use any objects in it or log it or whatever, its empty. As CCSprite is a subclass of NSObject I would think that you can add it to an array? What am I doing wrong here?
Edit: More detailed code:
-(void)aMethod:(CCSprite*)Sprite{
//...
currentBombs = [[NSMutableArray alloc]init];
[currentBombs addObject:sprite];
}
Then I access it a second after in the method
-(void)checkDamageForBomb{
currentBombs = [[NSMutableArray alloc]init];
int cB = [currentBombs count];
for (int q = 0; q <= cB;q++)
{
CCSprite *bomb = [currentBombs objectAtIndex:q];//Crashes
CGPoint bombPos = [self tileCoordForPosition:bomb.position];//Crashes
//........ }
This happens because every time that you call checkDamageForBomb: you reallocate the array. You should instantiate the object just once.
My suggest is to use a property with lazy initialization, and always call self.currentBombs:
#interface MyClass()
#property (nonatomic) NSMutableArray* currentBombs;
#end
#implementation MyClass
#pragma mark - Accessors
- (NSMutableArray*) currentBombs
{
if(!_currentBombs)
_currentBombs=[NSMutableArray array];
return _currentBombs;
}
This way you have to change your code and always call self.currentBombs:
-(void)checkDamageForBomb{
for(CCSprite* bomb in self.currentBombs) // I find fast enumeration more elegant.
{
CGPoint bombPos = [self tileCoordForPosition:bomb.position];
...
}
...
}
So that you don't care of allocating it, the accessor will do it for you the first time that you call it.
You are initializing the variable currentBombs twice. Initialize it once in e.g. ViewDidLoad
I have a MKPolyline subblass which I want to implement NSCoding, i.e.
#interface RSRoutePolyline : MKPolyline <NSCoding>
I asked a question on the best way to encode the c-array and got an excellent answer. However, there is no init method defined on MKPolyline, i.e. there is no other way to give it data other than its class method polylineWithPoints:points.
Is this code where my comment is ok?
- (void)encodeWithCoder:(NSCoder *)aCoder
{
MKMapPoint *points = self.points;
NSUInteger pointCount = self.pointCount;
NSData *pointData = [NSData dataWithBytes:points length:pointCount * sizeof(MKMapPoint)];
[aCoder encodeObject:pointData forKey:#"points"];
[aCoder encodeInteger:pointCount forKey:#"pointCount"];
}
- (id)initWithCoder:(NSCoder *)aDecoder
{
NSData* pointData = [aDecoder decodeObjectForKey:#"points"];
NSUInteger pointCount = [aDecoder decodeIntegerForKey:#"pointCount"];
// Edit here from #ughoavgfhw's comment
MKMapPoint* points = (MKMapPoint*)[pointData bytes];
// Is this line ok?
self = (RSRoutePolyline*)[MKPolyline polylineWithPoints:points count:pointCount];
return self;
}
You should call an init method on any subclass of NSObject. Since MKPolyline is an NSObject, you should init it.
But MKPolyline has no methods and no init. This is Objective C's was of telling you that you can't subclass it.
Instead, as WDUK suggested, define your own class. It keeps track of your list point points, and manages NSCoding to save and restore them as needed.
#interface RSPolyline: NSObject<NSCoding>
- (id) initWithPoints: (NSArray*) points;
- (id) initWithCoder:(NSCoder *)aDecoder;
- (void) encodeWithCoder:(NSCoder *)aCoder;
- (MKPolyline*) polyLine;
#end
Your class can generate a polyline on request, perhaps caching the result if performance is an issue.
As a rule, don't reach for inheritance first. When you want to extend and improve a class, think first of composition.
It's dirty not to call [super init], and it doesn't bode well with my idea of good programming. Without calling super yourself, it isn't a true subclass; just a bastardization of composition that relies on a side effect of calling a convenience constructor. Saying this, I believe your method described will work OK, but it goes against the grain of good Objective-C programming and its conventions.
What I would suggest is to use MKPolyLine as an MKPolyLine instance, and use a category to add the extra bells and whistles you need. As for adding extra instance variables and such, you can use associated objects. An introduction to this concept can be found here, and this SO question addresses the use of them with categories: How do I use objc_setAssociatedObject/objc_getAssociatedObject inside an object?
While it is generally allowed to create and return a different object in an init method, there are three problems with that line (explained below). Instead of this, I would suggest overriding the points and pointCount properties so that you can return values stored in an instance variable, and call the super implementation there if the instance variable is empty. Then, your initializer just sets these instance variables so that they will be used.
- (MKMapPoint *)points {
if(myPointsIvar == NULL) return [super points];
else return myPointsIvar;
}
// similarly for pointCount
The first problem is that you are creating a new object, but not releasing the old one, which means you are leaking it. You should store the result in a different variable, then release self, then return the result (you don't need to store it in self).
Second, polylineWithPoints:count: returns an autoreleased object, but initWithCoder: should return a retained one. Unless there is another retain on it, it could be deallocated while you are still using it.
If these were the only problems, you could solve both like this:
MKPolyline *result = [MKPolyline polylineWithPoints:points count:pointCount];
[self release];
return [result retain];
However, there is a third problem which cannot be solved so easily. polylineWithPoints:count: does not return a RSRoutePolyline object, and the object it returns may not be compatible with your subclass's methods (e.g. it probably won't support NSCoding). There really isn't a way to fix this, so you can't use polylineWithPoints:count:.
Could someone share some knowledge on whats best practice / code convention on using #property iVars in init methods or designated initializers?
please see my example:
#interface MyClass ()
#property(nonatomic,strong) nsstring *tempString;
#property(nonatomic,strong) NSMutableArray *arrItems;
#end
#implementation ViewController
- (id)init
{
if (self = [super init]) {
//Is this best practice / correct
_tempString = #"";
_arrItems = [[NSMutableArray alloc] initWithCapacity:0];
...
...
//Or this
self.tempString = #"";
self.arrItems = [[NSMutableArray alloc] initWithCapacity:0];
}
return self;
}
#end
Any advice on why one or the other should be used?
Thanks...
Apple's guidance on this topic is included in the aptly named section Don’t Use Accessor Methods in Initializer Methods and dealloc.
Read this thread: Why shouldn't I use Objective C 2.0 accessors in init/dealloc?
In other words if you are not goiung to use KVO you can use second approach:
//Or this
self.tempString = #"";
self.arrItems = [[NSMutableArray alloc] initWithCapacity:0];
But be care full with alloc-init, don't forget about autorelease.
It's typically better to use property notation when you define it, partly(mostly?) for the reason Jeremy mentioned.
Debugging a particular variable is a whole lot easier when you can set a breakpoint in method setter override and have it apply to ALL code paths that modify the variable.
Another reason is to keep a consistent memory management model, although it is less important since you are using ARC. If you weren't however, and strong was retain, then you would make sure that the object you are setting to the property is autoreleased everywhere you set the property, and not have to deal with releasing the current value if you are directly setting the variable.
Consistency is important for maintenance/readability and debugging, no matter what practices you use.
I prefer the lazy instantiation method for properties.
After you #synthesize you can override your getter to lazily instantiate your property
For Example:
-(NSString *)tempString {
if(!tempString) {
_tempString = #"";
}
return _tempString;
}
and
-(NSMutableArray *)arrItems {
if(!_arrItems) {
_arrItems = [[NSMutableArray alloc] initWithCapacity:0];
}
return _arrItems;
}
If you do want to set your property in the init method, use dot notation self.myProperty so that it uses the defined setter for the property and not the private class method directly.
According to Apple, you should not use accessors in init... or dealloc methods:
You should always access the instance variables directly from within
an initialization method because at the time a property is set, the
rest of the object may not yet be completely initialized. Even if you
don’t provide custom accessor methods or know of any side effects from
within your own class, a future subclass may very well override the
behavior.
Taken from this doc: Encapsulating Data.
My app crashed after I called addImageToQueue. I added initWithObjects: forKeys: count: but it doesn't helped me.
Terminating app due to uncaught exception 'NSInvalidArgumentException',
reason: '*** -[NSDictionary initWithObjects:forKeys:count:]:
method only defined for abstract class.
Define -[DictionaryWithTag initWithObjects:forKeys:count:]!'
my code
- (void)addImageToQueue:(NSDictionary *)dict
{
DictionaryWithTag *dictTag = [DictionaryWithTag dictionaryWithDictionary:dict];
}
#interface DictionaryWithTag : NSDictionary
#property (nonatomic, assign) int tag;
- (id)initWithObjects:(id *)objects forKeys:(id *)keys count:(NSUInteger)count;
#end
#implementation DictionaryWithTag
#synthesize tag;
- (id)initWithObjects:(id *)objects forKeys:(id *)keys count:(NSUInteger)count
{
return [super initWithObjects:objects forKeys:keys count:count];
}
#end
Are you subclassing NSDictionary? That's not a common thing to do in Cocoa-land, which might explain why you're not seeing the results you expect.
NSDictionary is a class cluster. That means that you never actually work with an instance of NSDictionary, but rather with one of its private subclasses. See Apple's description of a class cluster here. From that doc:
You create and interact with instances of the cluster just as you would any other class. Behind the scenes, though, when you create an instance of the public class, the class returns an object of the appropriate subclass based on the creation method that you invoke. (You don’t, and can’t, choose the actual class of the instance.)
What your error message is telling you is that if you want to subclass NSDictionary, you have to implement your own backend storage for it (for example by writing a hash table in C). It's not just asking you to declare that method, it's asking you to write it from scratch, handling the storage yourself. That's because subclassing a class cluster directly like that is the same as saying you want to provide a new implementation for how dictionaries work. As I'm sure you can tell, that's a significant task.
Assuming you definitely want to subclass NSDictionary, your best bet is to write your subclass to contain a normal NSMutableDictionary as a property, and use that to handle your storage. This tutorial shows you one way to do that. That's not actually that hard, you just need to pass the required methods through to your dictionary property.
You could also try using associative references, which "simulate the addition of object instance variables to an existing class". That way you could associate an NSNumber with your existing dictionary to represent the tag, and no subclassing is needed.
Of course, you could also just have tag as a key in the dictionary, and store the value inside it like any other dictionary key.
From https://stackoverflow.com/a/1191351/467588, this is what I did to make a subclass of NSDictionary works. I just declare an NSDictionary as an instance variable of my class and add some more required methods. It's called "Composite Object" - thanks #mahboudz.
#interface MyCustomNSDictionary : NSDictionary {
NSDictionary *_dict;
}
#end
#implementation MyCustomNSDictionary
- (id)initWithObjects:(const id [])objects forKeys:(const id [])keys count:(NSUInteger)cnt {
_dict = [NSDictionary dictionaryWithObjects:objects forKeys:keys count:cnt];
return self;
}
- (NSUInteger)count {
return [_dict count];
}
- (id)objectForKey:(id)aKey {
return [_dict objectForKey:aKey];
}
- (NSEnumerator *)keyEnumerator {
return [_dict keyEnumerator];
}
#end
I just did a little trick.
I'm not sure that its the best solution (or even it is good to do it).
#interface MyDictionary : NSDictionary
#end
#implementation MyDictionary
+ (id) allocMyDictionary
{
return [[self alloc] init];
}
- (id) init
{
self = (MyDictionary *)[[NSDictionary alloc] init];
return self;
}
#end
This worked fine for me.