UILabel and UIProgressView not updated until my communication class finishes - ios

I have both a UILabel and UIProgressView that I'm giving multiple updates to, but nothing is rendered until my communication object is finished.
I've got this ViewController:
#interface UpdateServerViewController : UIViewController <TaskController> {
AgentAssetManager * agentAssetManager;
}
#property (strong, nonatomic) IBOutlet UIButton * updateNowButton;
#property (strong, nonatomic) IBOutlet UILabel * statusLabel;
#property (strong, nonatomic) IBOutlet UILabel * lastUpdateSuccessTimeLabel;
#property (strong, nonatomic) IBOutlet UILabel * lastUpdateAttemptTimeLabel;
#property (strong, nonatomic) IBOutlet UILabel * lastUpdateResultLabel;
#property (strong, nonatomic) IBOutlet UIProgressView * progressView;
- (IBAction) updateNow:(id) sender;
- (void) updateLabels;
- (void) scheduleInNextRunloopSelector:(SEL)selector;
- (void) taskSetStatus:(NSString *)status;
- (void) taskFinishedSuccessfully;
- (void) taskFinishedUnSuccessfully;
#end
The updateNow method calls AgentAssetManager:
[self scheduleInNextRunloopSelector:#selector(updateTime:)];
McDbg(m, d+1, #"Calling AgentAssetManager sendToServer");
// [statusLabel setText:#"Contacting Server"];
[agentAssetManager sendToServer:true taskController:self];
The AgentAssetManager sendToServer is performs a series of steps and sends notifications back to UpdateServerViewController via the TaskController protocol:
- (void) sendToServer:(Boolean) notifyUser
taskController:(id<TaskController>) taskCtlr
{
char * m = "AgentAssetManager.sendToServer";
int d = 0;
int steps = 6; // Total number of steps
McDbg(m, d, #"Send Asset data to server");
McDbg(m, d+1, #"Notify User about status/errors=%s",
(notifyUser) ? "YES" : "NO");
if (taskCtlr != nil) {
[taskCtlr taskSetProgress:(float)1/(float)steps];
[taskCtlr taskSetStatus:#"Checking if server is reachable"];
}
McDbg(m, d+1, #"SLEEPING");
sleep(5); // XXX tmp debug
ServerStatusManager *statusMgr = [[ServerStatusManager alloc] init];
Boolean ready = [statusMgr isServerReady];
McDbg(m, d+1, #"Server Status ready=%s", (ready) ? "YES" : "NO");
if (!ready) {
NSString *msg = #"Server could not be reached";
McLogWarn(m, #"Server Not ready %#", [statusMgr serverUrlBase]);
[self updateResult:false];
if (notifyUser)
[McUiError showMessage:msg];
if (taskCtlr) {
[taskCtlr taskSetStatus:msg];
[taskCtlr taskFinishedUnSuccessfully];
}
return;
}
McDbg(m, d+1, #"Getting Asset data");
if (taskCtlr != nil) {
[taskCtlr taskSetProgress:(float)2/(float)steps];
[taskCtlr taskSetStatus:#"Gathering data"];
}
... etc ....
Here are UpdateServerViewController taskSetProgress and taskSetStatus:
- (void) taskSetStatus:(NSString *) status
{
char * m = "UpdateServerViewController.taskSetStatus";
int d = 0;
McDbg(m, d, #"Status=<%#>", status);
[statusLabel setText:status];
McDbg(m, d+1, #"Finished");
}
- (void) taskSetProgress:(float) percent
{
[progressView setHidden:false];
[progressView setProgress:percent animated:YES];
}
The debug output clearly shows that UpdateServerViewController taskSetProgress and taskSetStatus are called when they are suppose to. The problem is that the new set values don't take effect until the entire agentAssetManager.updateNow method is complete.
Based on searches on this site for similar UILabel problems I added a timer method:
- (void) scheduleInNextRunloopSelector:(SEL)selector
{
char * m = "UpdateServerViewController.scheduleInNext";
int d = 0;
McDbg(m, d, #"Starting");
NSDate *fireDate = [[NSDate alloc] initWithTimeIntervalSinceNow:0.5]; // 500 ms
NSTimer *timer = [[NSTimer alloc]
initWithFireDate:fireDate interval:0.5 target:self
selector:selector userInfo:nil repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:timer forMode:NSDefaultRunLoopMode];
}
- (void)updateTime:(NSTimer *)timer
{
char * m = "UpdateServerViewController.updateTime";
int d = 0;
McDbg(m, d, #"Starting");
[statusLabel setText:#"XXX Timer called"];
}
The problem is the same with or without the timer. With the timer, the debug shows that the timer is scheduled before agentAssetManager.updateNow is called, but the updateTime method is not called until agentAssetManager.updateNow finishes. This is even with a sleep(5) in updateNow to try to avoid a thread race condition.
Debugging shows that all of UpdateServerViewController and AssetAgentManager seems to run in thread 1. I don't do any NSRunLoop other than the above mentioned timer.
I must be missing something basic hear. Any help would really be appreciated!

Make sure to make any ui changes in the main thread.
You may try something like this:
dispatch_sync(dispatch_get_main_queue(), ^{
[statusLabel setText:#"XXX Timer called"];
}
);

Related

Increasing update rate of CMPedometer [duplicate]

I've found very limited resources on this topic (CMPedometer). I was wondering if anyone here has managed to get this to work properly. My code is fairly simple, and has more than what I'm trying to do. Basically, the step counter does not increment EVERY step a user takes.
It actually is tracking every step the user takes but it updates so slowly and I can't figure out why. I even tried using NSTimer to make a request to update the labels every half a second. I want to try to get the step counter to update as a user takes a step. Here is my code...
#import "ViewController.h"
#import <CoreMotion/CoreMotion.h>
#interface ViewController ()
#property (nonatomic, strong) CMPedometer *pedometer;
#property (nonatomic, weak) IBOutlet UILabel *startDateLabel;
#property (nonatomic, weak) IBOutlet UILabel *endDateLabel;
#property (nonatomic, weak) IBOutlet UILabel *stepsLabel;
#property (nonatomic, weak) IBOutlet UILabel *distanceLabel;
#property (nonatomic, weak) IBOutlet UILabel *ascendedLabel;
#property (nonatomic, weak) IBOutlet UILabel *descendedLabel;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
if ([CMPedometer isStepCountingAvailable]) {
self.pedometer = [[CMPedometer alloc] init];
[NSTimer scheduledTimerWithTimeInterval:0.5f
target:self
selector:#selector(recursiveQuery)
userInfo:nil
repeats:YES];
} else {
NSLog(#"Nothing available");
self.startDateLabel.text = #"";
self.endDateLabel.text = #"";
self.stepsLabel.text = #"";
self.distanceLabel.text = #"";
self.ascendedLabel.text = #"";
self.descendedLabel.text = #"";
}
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self.pedometer startPedometerUpdatesFromDate:[NSDate date]
withHandler:^(CMPedometerData *pedometerData, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"data:%#, error:%#", pedometerData, error);
});
}];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[self.pedometer stopPedometerUpdates];
}
- (NSString *)stringWithObject:(id)obj {
return [NSString stringWithFormat:#"%#", obj];
}
- (NSString *)stringForDate:(NSDate *)date {
NSDateFormatter *formatter = [[NSDateFormatter alloc] init];
formatter.dateStyle = NSDateFormatterShortStyle;
formatter.timeStyle = NSDateFormatterShortStyle;
return [formatter stringFromDate:date];
}
- (void)queryDataFrom:(NSDate *)startDate toDate:(NSDate *)endDate {
[self.pedometer queryPedometerDataFromDate:startDate
toDate:endDate
withHandler:
^(CMPedometerData *pedometerData, NSError *error) {
NSLog(#"data:%#, error:%#", pedometerData, error);
dispatch_async(dispatch_get_main_queue(), ^{
if (error) {
NSLog(#"Error = %#",error.userInfo);
self.startDateLabel.text = #"";
self.endDateLabel.text = #"";
self.stepsLabel.text = #"";
self.distanceLabel.text = #"";
self.ascendedLabel.text = #"";
self.descendedLabel.text = #"";
} else {
self.startDateLabel.text = [self stringForDate:pedometerData.startDate];
self.endDateLabel.text = [self stringForDate:pedometerData.endDate];
self.stepsLabel.text = [self stringWithObject:pedometerData.numberOfSteps];
self.distanceLabel.text = [NSString stringWithFormat:#"%.1f[m]", [pedometerData.distance floatValue]];
self.ascendedLabel.text = [self stringWithObject:pedometerData.floorsAscended];
self.descendedLabel.text = [self stringWithObject:pedometerData.floorsDescended];
}
});
}];
}
- (void)recursiveQuery {
NSDate *to = [NSDate date];
NSDate *from = [to dateByAddingTimeInterval:-(24. * 3600.)];
[self queryDataFrom:from toDate:to];
}
Thanks in advance for any feedback!
EDIT
It seems the appropriate method to use for live updates is the following..
- (void)liveSteps {
[self.pedometer startPedometerUpdatesFromDate:[NSDate date]
withHandler:^(CMPedometerData *pedometerData, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"Steps %#",pedometerData.numberOfSteps);
});
}];
}
However, even this is severely delayed. Does anyone have any idea how to use this properly to essentially update as the user takes a step?
I can only confirm your findings. I also wanted to get "true" realtime information. As it seems at this point, the API is not capable of this; even by forcing the updates into a queue, sync, async, etc.
For references and others with this question, here is the code I use based on Swift 3 and Xcode 8.2. I simply apply this portion of code in the concerned viewcontroller, after checking the CMPedometer.isStepCountingAvailable().
As you can see, I've included a small animation to update the UILabel in a more fluid manner.
// Steps update in near realtime - UILabel
self.pedoMeter.startUpdates(from: midnightOfToday) { (data: CMPedometerData?, error) -> Void in
DispatchQueue.main.async(execute: { () -> Void in
if(error == nil){
self.todaySteps.text = "\(data!.numberOfSteps)"
// Animate the changes of numbers in the UILabel
UILabel.transition(with: self.todaySteps,
duration: 0.50,
options: .transitionCrossDissolve,
animations: nil,
completion: nil)
}
})
}

Live Updates with CMPedometer (CoreMotion)

I've found very limited resources on this topic (CMPedometer). I was wondering if anyone here has managed to get this to work properly. My code is fairly simple, and has more than what I'm trying to do. Basically, the step counter does not increment EVERY step a user takes.
It actually is tracking every step the user takes but it updates so slowly and I can't figure out why. I even tried using NSTimer to make a request to update the labels every half a second. I want to try to get the step counter to update as a user takes a step. Here is my code...
#import "ViewController.h"
#import <CoreMotion/CoreMotion.h>
#interface ViewController ()
#property (nonatomic, strong) CMPedometer *pedometer;
#property (nonatomic, weak) IBOutlet UILabel *startDateLabel;
#property (nonatomic, weak) IBOutlet UILabel *endDateLabel;
#property (nonatomic, weak) IBOutlet UILabel *stepsLabel;
#property (nonatomic, weak) IBOutlet UILabel *distanceLabel;
#property (nonatomic, weak) IBOutlet UILabel *ascendedLabel;
#property (nonatomic, weak) IBOutlet UILabel *descendedLabel;
#end
#implementation ViewController
- (void)viewDidLoad {
[super viewDidLoad];
if ([CMPedometer isStepCountingAvailable]) {
self.pedometer = [[CMPedometer alloc] init];
[NSTimer scheduledTimerWithTimeInterval:0.5f
target:self
selector:#selector(recursiveQuery)
userInfo:nil
repeats:YES];
} else {
NSLog(#"Nothing available");
self.startDateLabel.text = #"";
self.endDateLabel.text = #"";
self.stepsLabel.text = #"";
self.distanceLabel.text = #"";
self.ascendedLabel.text = #"";
self.descendedLabel.text = #"";
}
}
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self.pedometer startPedometerUpdatesFromDate:[NSDate date]
withHandler:^(CMPedometerData *pedometerData, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"data:%#, error:%#", pedometerData, error);
});
}];
}
- (void)viewWillDisappear:(BOOL)animated {
[super viewWillDisappear:animated];
[self.pedometer stopPedometerUpdates];
}
- (NSString *)stringWithObject:(id)obj {
return [NSString stringWithFormat:#"%#", obj];
}
- (NSString *)stringForDate:(NSDate *)date {
NSDateFormatter *formatter = [[NSDateFormatter alloc] init];
formatter.dateStyle = NSDateFormatterShortStyle;
formatter.timeStyle = NSDateFormatterShortStyle;
return [formatter stringFromDate:date];
}
- (void)queryDataFrom:(NSDate *)startDate toDate:(NSDate *)endDate {
[self.pedometer queryPedometerDataFromDate:startDate
toDate:endDate
withHandler:
^(CMPedometerData *pedometerData, NSError *error) {
NSLog(#"data:%#, error:%#", pedometerData, error);
dispatch_async(dispatch_get_main_queue(), ^{
if (error) {
NSLog(#"Error = %#",error.userInfo);
self.startDateLabel.text = #"";
self.endDateLabel.text = #"";
self.stepsLabel.text = #"";
self.distanceLabel.text = #"";
self.ascendedLabel.text = #"";
self.descendedLabel.text = #"";
} else {
self.startDateLabel.text = [self stringForDate:pedometerData.startDate];
self.endDateLabel.text = [self stringForDate:pedometerData.endDate];
self.stepsLabel.text = [self stringWithObject:pedometerData.numberOfSteps];
self.distanceLabel.text = [NSString stringWithFormat:#"%.1f[m]", [pedometerData.distance floatValue]];
self.ascendedLabel.text = [self stringWithObject:pedometerData.floorsAscended];
self.descendedLabel.text = [self stringWithObject:pedometerData.floorsDescended];
}
});
}];
}
- (void)recursiveQuery {
NSDate *to = [NSDate date];
NSDate *from = [to dateByAddingTimeInterval:-(24. * 3600.)];
[self queryDataFrom:from toDate:to];
}
Thanks in advance for any feedback!
EDIT
It seems the appropriate method to use for live updates is the following..
- (void)liveSteps {
[self.pedometer startPedometerUpdatesFromDate:[NSDate date]
withHandler:^(CMPedometerData *pedometerData, NSError *error) {
dispatch_async(dispatch_get_main_queue(), ^{
NSLog(#"Steps %#",pedometerData.numberOfSteps);
});
}];
}
However, even this is severely delayed. Does anyone have any idea how to use this properly to essentially update as the user takes a step?
I can only confirm your findings. I also wanted to get "true" realtime information. As it seems at this point, the API is not capable of this; even by forcing the updates into a queue, sync, async, etc.
For references and others with this question, here is the code I use based on Swift 3 and Xcode 8.2. I simply apply this portion of code in the concerned viewcontroller, after checking the CMPedometer.isStepCountingAvailable().
As you can see, I've included a small animation to update the UILabel in a more fluid manner.
// Steps update in near realtime - UILabel
self.pedoMeter.startUpdates(from: midnightOfToday) { (data: CMPedometerData?, error) -> Void in
DispatchQueue.main.async(execute: { () -> Void in
if(error == nil){
self.todaySteps.text = "\(data!.numberOfSteps)"
// Animate the changes of numbers in the UILabel
UILabel.transition(with: self.todaySteps,
duration: 0.50,
options: .transitionCrossDissolve,
animations: nil,
completion: nil)
}
})
}

about sharedInstance SOMotionDetector and SOStepDetector objective-c

I'm working on the following code, which has the steps of a person walking. but every time I step from one view to another the counter stops. I am working with SOMotionDetector.
NOTE: when printing to console the steps that continues to function even changing views.
#import "SOMotionDetector.h"
#import "SOStepDetector.h"
#interface ContarPasos ()<SOMotionDetectorDelegate>
{
int stepCount;
}
#property (weak, nonatomic) IBOutlet UILabel *speedLabel;
#property (weak, nonatomic) IBOutlet UILabel *stepCountLabel;
#property (weak, nonatomic) IBOutlet UILabel *motionTypeLabel;
#property (weak, nonatomic) IBOutlet UILabel *isShakingLabel;
#end
#implementation ContarPasos
- (void)viewDidLoad
{
[super viewDidLoad];
__strong ContarPasos *weakSelf = self;
[SOMotionDetector sharedInstance].motionTypeChangedBlock = ^(SOMotionType motionType) {
NSString *type = #"";
switch (motionType) {
case MotionTypeNotMoving:
type = #"No estas moviendote";
break;
case MotionTypeWalking:
type = #"Caminando";
break;
case MotionTypeRunning:
type = #"Corriendo";
break;
case MotionTypeAutomotive:
type = #"Automotive";
break;
}
weakSelf.motionTypeLabel.text = type;
};
[SOMotionDetector sharedInstance].locationChangedBlock = ^(CLLocation *location) {
weakSelf.speedLabel.text = [NSString stringWithFormat:#"%.2f km/h", [SOMotionDetector sharedInstance].currentSpeed * 3.6f];
};
[SOMotionDetector sharedInstance].accelerationChangedBlock = ^(CMAcceleration acceleration) {
BOOL isShaking = [SOMotionDetector sharedInstance].isShaking;
weakSelf.isShakingLabel.text = isShaking ? #"Corriendo":#"No corriendo";
};
if (SYSTEM_VERSION_GREATER_THAN_OR_EQUAL_TO(#"7.0")) {
[SOMotionDetector sharedInstance].useM7IfAvailable = YES; //Use M7 chip if available, otherwise use lib's algorithm
}
[[SOMotionDetector sharedInstance] startDetection];
[[SOStepDetector sharedInstance] startDetectionWithUpdateBlock:^(NSError *error) {
if (error) {
NSLog(#"%#", error.localizedDescription);
return;
}
stepCount++;
weakSelf.stepCountLabel.text = [NSString stringWithFormat:#"Pasos: %d", stepCount];
NSLog(#"always printed on console but not in the view: %d", stepCount);
}];
}

Assigning message to UILabel infinite times

I have one SKLableNode and i want to assign it different messages with 10 seconds time interval
NSString *strMessage1=#"Message1";
NSString *strMessage2=#"Message2";
NSString *strMessage3=#"Message3";
NSString *strMessage4=#"Message4";
NSString *strMessage5=#"Message5";
NSString *strMessage6=#"Message6";
NSString *strMessage7=#"Message7";
NSString *strMessage8=#"Message8";
NSString *strMessage9=#"Message9";
NSString *strMessage10=#"Message10";
What is the best solution for it.
Thanks
Declare the variable globaly in .m
#import "MyScene.h"
#implementation MyScene
SKLabelNode *lblMessage;
NSTimer *timerForMessage;
int i;
NSArray *arrMessageToUser;
Now initialise the variable i and arrMessageToUser in -(id)initWithSize:(CGSize)size
-(id)initWithSize:(CGSize)size {
if (self = [super initWithSize:size]) {
i=0;
arrMessageToUser=[[NSArray alloc]initWithObjects:#"Message1",#"Message2",#"Message3",#"Message4",#"Message5",#"Message6",#"Message7",#"Message8",#"Message9",#"Message10", nil];
}
}
Now on Button tap call the Method messageToUser and initialise the time with 10 seconds time interval
-(void)buttonClick{
[self messageToUser];
timerForMessage=[NSTimer scheduledTimerWithTimeInterval:10 target:self selector:#selector(messageToUser) userInfo:nil repeats:YES];
}
Now here assign the message from arrMessageToUser to lblMessage
-(void)messageToUser{
NSString *msg=arrMessageToUser[i];
lblMessage.text=msg;
i++;
if (i==10) {
i=0;
}
}
#interface MyClass
#property (strong, nonatomic) NSTimer *timer;
#property (strong, nonatomic) NSUInteger numberOfTimerEventsFired;
#property (strong, nonatomic) SKLabelNode labelNode;
#end
#implementation MyClass
- (void)viewDidLoad
{
[super viewDidLoad];
self.timer = [NSTimer scheduledTimerWithTimeInterval:1.f
target:self
selector:#selector(updateLabel)
userInfo:nil
repeats:YES];
}
- (void)updateLabel
{
self.numberOfTimerEventsFired++;
NSUInteger eventsFired = self.numberOfTimerEventsFired;
self.labelNode.text = [NSString stringWithFormat:#"Message%lu", eventsFired];
if (eventsFired == 10)
{
[self.timer invalidate];
}
}
#end
Please forgive any typos as this was written from a windows machine but this should give you a rough idea about how to use a NSTimer to schedule a repeating action using target/selector

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;
}
-(instancetype)initWithCardCount:(NSUInteger)count usingDeck:(Deck *)deck{
self = [super init];
if(self){
for(int i=0; i < count; i++){
Card *card = [deck drawRandomCard];
if(card){
[self.cards addObject:card];
} else{
self = nil;
break;
}
}
}
return self;
}
-(void)chooseCardAtIndex:(NSUInteger)index{
Card *card = [self cardAtIndex:index];
if(!card.isMatched){
if(card.isChosen){
card.chosen = NO;
} else{
for(Card *otherCard in self.cards){
if(otherCard.isChosen && !otherCard.isMatched){
int matchScore = [card match:#[otherCard]];
if(matchScore){
self.score += matchScore * MATCH_BONUS;
card.matched = YES;
otherCard.matched = YES;
} else{
self.score -= MATCH_PENALTY;
otherCard.chosen = NO;
}
break;
}
}
self.score -= COST_TO_CHOOSE;
card.chosen = YES;
}
}
}
-(Card *)cardAtIndex:(NSUInteger)index{
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;
}
- (IBAction)touchRestartButton:(id)sender {
self.game = nil;
[self updateUI];
}
- (IBAction)touchCardButton:(UIButton *)sender {
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.

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