Infinite loop and access error on app startup on model init - ios

Please help....I'm losing my mind trying to figure out this problem.
I'm fairly new to iOS so don't go too hard on me if it's something obvious! ;)
I'm using xcode 4.6 and targeting iPhone6.1 Simulator.
I get the following error when starting up my app:
EXC_BAD_ACCESS code = 2
There are hundres of threads appearing in Debug Navigator which leads to to believe there is some sort of infinite loop somewhere (I just cannot see where).
The error occurs beside (id)init in PlayingCardDeck.m after entering it from ViewController.m at line:
Card *card = [self.deck drawRandonCard];
ViewConrtoller:
#import "ViewController.h"
#import "PlayingCardDeck.h"
#interface ViewController ()
#property (weak, nonatomic) IBOutlet UILabel *flipsLabel;
#property (nonatomic) int flipCount;
#property (strong, nonatomic) Deck *deck;
#property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardButtons;
#end
#implementation ViewController
#synthesize deck = _deck;
- (IBAction)flipCard:(UIButton *)sender {
sender.selected = !sender.isSelected;
self.flipCount++;
}
- (void)setFlipCount:(int)flipCount
{
_flipCount = flipCount;
self.flipsLabel.text = [NSString stringWithFormat:#"Flips: %d", self.flipCount];
}
- (Deck *)deck
{
if (!_deck) _deck = [[PlayingCardDeck alloc] init];
return _deck;
}
- (void)setCardButtons:(NSArray *)cardButtons
{
_cardButtons = cardButtons;
for (UIButton *cardButton in cardButtons)
{
Card *card = [self.deck drawRandonCard];
[cardButton setTitle:card.contents forState:UIControlStateSelected];
}
}
#end
Deck.m
#import "Deck.h"
#interface Deck()
#property (strong, nonatomic) NSMutableArray *cards;
#end
#implementation Deck
- (NSMutableArray *)cards
{
if (!_cards) _cards = [[NSMutableArray alloc] init];
return _cards;
}
- (void)addCard:(Card *)card atTop:(BOOL)atTop
{
if (atTop)
{
[self.cards insertObject:card atIndex:0];
}
else
{
[self.cards addObject:card];
}
}
- (Card *)drawRandonCard
{
Card *randomCard = nil;
if (self.cards.count)
{
unsigned index = arc4random() % self.cards.count;
randomCard = self.cards[index];
[self.cards removeObjectAtIndex:index];
}
return randomCard;
}
#end
PlayingCardDeck.m
#import "PlayingCardDeck.h"
#import "PlayingCard.h"
#implementation PlayingCardDeck
- (id)init
{
self = [self init];
if (self)
{
for (NSString *suit in [PlayingCard validSuits])
{
for (NSUInteger rank=1; rank <= [PlayingCard maxRank]; rank++)
{
PlayingCard *card = [[PlayingCard alloc] init];
card.suit = suit;
card.rank = rank;
[self addCard:card atTop:YES];
}
}
}
return self;
}
#end

In PlayerCardDeck.m self = [self init] should be self = [super init]. That's causing the infinite loop.

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The problem is when trying to execute [_eventsArray addObject:eventModel]; error is occurred.
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How can I solve this problem ?
#import "ViewController.h"
#interface ViewController ()
#property (nonatomic, strong) NSMutableArray *eventsArray;
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#interface EventsModel : NSObject
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you use EventsModel *model = [EvenntsModel new]; and create object
try this code

KVO on NSObject not working for some reason

I'm trying to implement KVOController in my app. I managed to get it working on custom UISliders, but I can't seem to get it working on a custom NSObject. This is the object:
Restaurant.h
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#interface Restaurant : NSObject
#property (nonatomic, copy, readonly) NSString *name, *tagline;
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Restaurant.m
#implementation Restaurant
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if (self)
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_name = main;
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_name = title;
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So, I introduced this listener into my code:
- (void)viewDidLoad {
[super viewDidLoad];
self.restaurant = [[Restaurant alloc] initWithName:#"test"];
[self.restaurant changeColor:[UIColor blueColor]];
FBKVOController *KVOController = [FBKVOController controllerWithObserver:self];
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[self.restaurant setName:#"Another test"];
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However, this isn't logging anything for this, nor when I change the keyPath to #"uicolor". What am I doing wrong?

restart object in objective c - Matchismo Assignment 2 - Restart game

I was trying to solve assignment 2 from Stanford iOS7 development (Matchismo card game)
The game works fine. Now I have to add the Restart function. If the user press on the restart button, the game restarts (it deals new cards and it resets the score)
my game model is the #property (nonatomic, strong) CardMatchingGame *game;
this is the code for the CardMatchingGame.m:
#import "CardMatchingGame.h"
#import "PlayingCardDeck.h"
#interface CardMatchingGame()
#property (nonatomic, readwrite) NSInteger score;
#property (nonatomic, strong) NSMutableArray *cards;
#end
#implementation CardMatchingGame
static const int MATCH_BONUS = 4;
static const int MATCH_PENALTY = 2;
static const int COST_TO_CHOOSE = 1;
-(NSMutableArray *)cards{
if(!_cards) _cards = [[NSMutableArray alloc]init];
return _cards;
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-(instancetype)initWithCardCount:(NSUInteger)count usingDeck:(Deck *)deck{
self = [super init];
if(self){
for(int i=0; i < count; i++){
Card *card = [deck drawRandomCard];
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} else{
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break;
}
}
}
return self;
}
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if(otherCard.isChosen && !otherCard.isMatched){
int matchScore = [card match:#[otherCard]];
if(matchScore){
self.score += matchScore * MATCH_BONUS;
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otherCard.matched = YES;
} else{
self.score -= MATCH_PENALTY;
otherCard.chosen = NO;
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break;
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self.score -= COST_TO_CHOOSE;
card.chosen = YES;
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}
}
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return (index < [self.cards count]) ? self.cards[index] : nil;
}
#end
here is my CardGameViewController.m:
#import "CardGameViewController.h"
#import "PlayingCardDeck.h"
#import "CardMatchingGame.h"
#interface CardGameViewController ()
#property (nonatomic, strong) Deck *deck;
#property (nonatomic, strong) CardMatchingGame *game;
#property (strong, nonatomic) IBOutletCollection(UIButton) NSArray *cardsCollection;
#property (weak, nonatomic) IBOutlet UILabel *scoreLabel;
#end
#implementation CardGameViewController
#synthesize game = _game;
-(CardMatchingGame *)game{
if(!_game) _game = [[CardMatchingGame alloc] initWithCardCount:[self.cardsCollection count]
usingDeck:self.deck];
return _game;
}
-(Deck *)deck{
if(!_deck) _deck = [[PlayingCardDeck alloc] init];
return _deck;
}
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self.game = nil;
[self updateUI];
}
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int chosenButtonIndex = [self.cardsCollection indexOfObject:sender];
[self.game chooseCardAtIndex:chosenButtonIndex];
[self updateUI];
}
-(void)updateUI{
for(UIButton *cardButton in self.cardsCollection){
int buttonIndex = [self.cardsCollection indexOfObject:cardButton];
Card *card = [self.game cardAtIndex:buttonIndex];
[cardButton setTitle:[self titleForCard:card] forState:UIControlStateNormal];
[cardButton setBackgroundImage:[self backgroundImageForCard:card] forState:UIControlStateNormal];
cardButton.enabled = !card.isMatched;
}
self.scoreLabel.text = [NSString stringWithFormat:#"Score: %d", self.game.score];
}
-(NSString *)titleForCard:(Card *)card{
return card.isChosen ? card.contents : #"";
}
-(UIImage *)backgroundImageForCard:(Card *)card{
return [UIImage imageNamed: card.isChosen ? #"cardfront" : #"cardback"];
}
#end
In order to restart the game, I think I should simply re-initialize the property CardMatchingGame *game.
This is what I tried to do, by setting self.game = nil; Then it should automatically be re-initialized in the getter of game.
This is, indeed, the solution that I found on the internet. However, in my program it doesn't work. *game is set to nil and never restored, so the game ends when you click restart.
Could you please help me to figure out why self.game = nil doesn't work in my case?
- (IBAction)startover:(UIButton *)sender {
self.game= [[CardMatchingGame alloc] initWithCardCount:[self.cardButtons count] usingDeck:[self createDeck]];
[self updateUI];
}
If your program has the lazy init style recommended, there is no need for a new method such as start over. You are correct to set self.game to nil, now a call the the getter will start a new instance of the game. I did it by making a call to UIUpdate right after the self.game = nil. That has a call to the getter and lazily inits a new instance of the game.

iPhone UIImageView setting UIImages

I'm making a Card game and trying to call UIImages from an object's instance variable to update a UIImageView
I have a Deck object, which has an NSArray instance variable of Card objects.
Each Card object has a few instance variables, one of which is an UIImage that I'm trying to display in a UIImageView....and this is where I'm having a problem
The storyboard isn't displaying the UIImageView and i'm not getting any compile errors
The UIImageView that I'm trying to update is cardDisplay (ViewController.h)
Here's some snippets from my code
ViewController.h
#import "Deck.h"
#import "Card.h"
#interface ViewController : UIViewController
{
UIImageView *cardDisplay;
}
#property (nonatomic, retain) IBOutlet UIImageView *cardDisplay;
#end
ViewController.m
#import "ViewController.h"
#import "Deck.h"
#import "Card.h"
#implementation ViewController
#synthesize cardDisplay;
- (void)viewDidLoad
{
[super viewDidLoad];
Deck *deck = [[Deck alloc]init];
NSLog(#"%#", deck);
for (id cards in deck.cards) {
NSLog(#"%#", cards);
}
self.cardDisplay = [[UIImageView alloc] initWithImage:
[[deck.cards objectAtIndex:0 ] cardImage]];
}
#end
Card.h
#interface Card : NSObject
{
NSString *valueAsString, *suitAsString;
NSInteger faceValue, countValue;
Suit suit;
UIImage *cardImage;
}
#property (nonatomic, retain) NSString *valueAsString;
#property (nonatomic, retain) NSString *suitAsString;
#property (nonatomic) NSInteger faceValue;
#property (nonatomic) NSInteger countValue;
#property (nonatomic) Suit suit;
#property (nonatomic) UIImage *cardImage;
- (id) initWithFaceValue:(NSInteger)aFaceValue countValue:(NSInteger)aCountValue
suit:(Suit)aSuit cardImage:(UIImage*)aCardImage;
#end
Deck.h
#import "Card.h"
#interface Deck : NSObject
{
NSMutableArray *cards;
}
#property(nonatomic, retain)NSMutableArray *cards;
#end
Deck.m
#import "Deck.h"
#import "Card.h"
#implementation Deck
#synthesize cards;
- (id) init
{
if(self = [super init])
{
cards = [[NSMutableArray alloc] init];
NSInteger aCount, picNum = 0;
for(int suit = 0; suit < 4; suit++)
{
for(int face = 1; face < 14; face++, picNum++)
{
if (face > 1 && face < 7)
aCount = 1;
else if (face > 6 && face < 10)
aCount = 0;
else
aCount = -1;
NSString *path = [[NSBundle mainBundle] bundlePath];
NSString *imagePath = [path stringByAppendingPathComponent:
[NSString stringWithFormat:#"/cards/card_%d.png",picNum]];
UIImage *output = [UIImage imageNamed:imagePath];
Card *card = [[Card alloc] initWithFaceValue:(NSInteger)face
countValue:(NSInteger)aCount
suit:(Suit)suit
cardImage:(UIImage *)output];
[cards addObject:card];
}
}
}
return self;
}
#end
This line:
self.cardDisplay = [[UIImageView alloc] initWithImage:
[[deck.cards objectAtIndex:0 ] cardImage]];
should be:
self.cardDisplay.image = [[deck.cards objectAtIndex:0 ] cardImage];
You need to set the image on the image view you created in IB, not create a new one. Doing it this way doesn't keep you from doing what you want with the timer later.

Three20 TTPhotoViewController is not displaying photos

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Below is the code I have. Any thoughts on why images will not load
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// A TTPhoto class
// Photo.h
#import <Foundation/Foundation.h>
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NSString *_caption;
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NSString *_urlSmall;
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#property (nonatomic, copy) NSString *caption;
#property (nonatomic, copy) NSString *urlLarge;
#property (nonatomic, copy) NSString *urlSmall;
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*)urlLarge urlSmall:(NSString *)urlSmall urlThumb:(NSString *)urlThumb
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// Photo.m
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#synthesize caption = _caption;
#synthesize urlLarge = _urlLarge;
#synthesize urlSmall = _urlSmall;
#synthesize urlThumb = _urlThumb;
#synthesize photoSource = _photoSource;
#synthesize size = _size;
#synthesize index = _index;
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size:(CGSize)size {
if ((self = [super init])) {
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self.urlLarge = urlLarge;
self.urlSmall = urlSmall;
self.urlThumb = urlThumb;
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return self;
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self.caption = nil;
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#pragma mark TTPhoto
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case TTPhotoVersionLarge:
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case TTPhotoVersionMedium:
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case TTPhotoVersionSmall:
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case TTPhotoVersionThumbnail:
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// A TTPhotoSource class
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// PhotoSet.m
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#synthesize title = _title;
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urlLarge:#"http://farm5.static.flickr.com/
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urlSmall:#"http://farm5.static.flickr.com/
4066/4653156849_0d15f0e3f0_s.jpg"
urlThumb:#"http://farm5.static.flickr.com/
4066/4653156849_0d15f0e3f0_s.jpg"
size:CGSizeMake(220, 112)] autorelease],
[[[Photo alloc] initWithCaption:#"coming soon 2"
urlLarge:#"http://farm5.static.flickr.com/
4023/4653774402_05e6acd995_o.jpg"
urlSmall:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
urlThumb:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
size:CGSizeMake(220, 112)] autorelease],
[[[Photo alloc] initWithCaption:#"coming soon 2"
urlLarge:#"http://farm5.static.flickr.com/
4023/4653774402_05e6acd995_o.jpg"
urlSmall:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
urlThumb:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
size:CGSizeMake(220, 112)] autorelease],
[[[Photo alloc] initWithCaption:#"coming soon 2"
urlLarge:#"http://farm5.static.flickr.com/
4023/4653774402_05e6acd995_o.jpg"
urlSmall:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
urlThumb:#"http://farm5.static.flickr.com/
4009/4653157237_c2f5f59e0d_s.jpg"
size:CGSizeMake(220, 112)] autorelease],
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NSLog(#"in here 65434");
photo.photoSource = self;
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return NO;
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#property (nonatomic, retain) PhotoSet *photoSet;
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// EventDetailViewController.m
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#import "Event.h"
#import "PhotoSet.h"
#import "Photo.h"
#implementation EventDetailViewController
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self.photoSet = [[PhotoSet alloc] init];
self.photoSource = self.photoSet;
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if (self) {
self.event = e;
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You may find an answer here: http://www.raywenderlich.com/1430/how-to-use-the-three20-photo-viewer

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