I have a litle problem with ARC which I understand why it does what it does but not how to prevent it. This code is part of a sample "Tick tac toe" game.
The problem is allocating a new UIView inside a loop subclassed with the name Tile. Once it's setup I will add the Tile (the UIView) to the current view and add it to the gamecontroller array of tiles later on used for reference.
Now the problem is that with every iteration of the loop, the tile object(s) get auto released, and I want them to be retained so I can store them in the gamecontroler's tile container. How do I make it remember the tiles?
This is the code on the gameDelegate:
- (void) addTile:(Tile *)tile {
NSLog(#"Add tile %#", self.tiles);
[tiles addObject:tile];
}
The output of the last add is here:
Posted on pastebin.com for better formatting
At this point, as expected, the whole local tiles array inside the game controller will be outputted and that's as expected; there is a list with Tile objects.
New download link
This is the code in board.m (subclass of UIView).
-(void) drawBoard
{
NSLog(#"Drawboard called");
for (int j =0; j < 3; j++) {
for (int i = 0; i < 3; i++) {
CGRect frame = CGRectMake(tilex, tiley, hlineDistance-1, vlineDistance-1);
Tile* tile = [[Tile alloc] initWithFrame:frame];
[self addSubview:tile];
// ...
[self.gameDelegate addTile:tile];
}
// ...
}
// ...
}
ARC is not the problem here. For instance, the super view (self) retains the tiles when you add them using:
[self addSubview:tile];
Verify that gameDelegate is not nil at the line:
[self.gameDelegate addTile:tile];
and that it actually adds the tiles to the array.
Related
So I had this working for a 12 button (4x3) grid of buttons.
I'd like all of the buttons to be equal size, common distances above and to the side of each other, and the entire grid to be centered on the device, like so:
The problem is, it looks like a jumbled mess when I build the project.
I have no problem getting the segmented control, score, or reset buttons positioned correctly, but the grid just messes everything up.
I've been using the middle tool to set up the constraints on the grid, which worked fine for the 12 button grid:
However, using this only creates infinite conflicting constraints that cannot be resolved by xcode.
I am very new to iOS and could be missing something simple, but I've been trying my best to match up to the blue auto suggested lines as much as possible here.
Thanks for any advice.
It would be a lot simpler just to use a UICollectionView with a UICollectionViewFlowLayout and let the flow layout create the grid for you.
But even if you're not going to do that, then still, my advice is: don't set this up in Xcode / Interface Builder; make the entire grid (and constraints if you want them) in code. It's much simpler (and more fun and less boring and, of course, less error-prone).
1.) Instead of setting each button up in the interface builder just create the container (a UIView) that the whole grid should fit inside. Add constraints to that container for how you would want that to expand and contract with screen size.
2.) Link that container UIView to your .h view controller class and name it gridContainer or whatever.
3.) Create a property in your .h class:
#property (strong, nonatomic) NSMutableArray *twoDimensionalArrayContainingRowsOfCardButtons;
4.) Then:
- (void)viewDidLoad {
// other stuff you're doing to set up your app
self.twoDimensionalArrayContainingRowsOfCardButtons = [NSMutableArray new];
//Do this inside the main thread to make sure all your other views are laid out before this starts
//Sometimes when you do layout stuff before the rest of the view is set up from Interface Builder you will get weird results.
dispatch_async(dispatch_get_main_queue(), ^{
[self createTwoMentionalArrayHoldingCardButtons];
[self displayCardGrid];
});
}
- (void)createTwoMentionalArrayHoldingCardButtons {
NSMutableArray *arrayWithRowsOfButtons= [NSMutableArray new];
for (int x = 0; x < 6; x++) {
NSMutableArray *arrayOfButtonsAtRowX = [NSMutableArray new];
for (int i = 0; i < 6; i++) {
CGRect rect = self.gridContainer.bounds;
CGSize cellSize = CGSizeMake(rect.size.width / 6, rect.size.height / 6);
UIButton *buttonInColumnI = [UIButton alloc] initWithFrame:CGRectMake(cellSize.width * i, cellSize.height * x, cellSize.width, cellSize.height);
[buttonInColumnI setImage:[UIImage imageNamed:#"yourCardImage"] forState:UIControlStateNormal];
[buttonInColumnI addTarget:self action:#selector(yourButtonAction:) forControlEvents:UIControlEventTouchUpInside];
[arrayOfButtonsAtRowX addObject:buttonInColumnI];
}
[arrayOfRowsOfButtons addObject:arrayOfButtonsAtRowX];
}
self.twoDimensionalArrayContainingRowsOfCardButtons = arrayWithRowsOfButtons;
}
- (void)displayCardGrid {
for (int x = 0; x < self.twoDimensionalArrayContainingRowsOfCardButtons.count; x++) {
NSMutableArray *arrayOfButtonsAtColumnsAtRowX = self.twoDimensionalArrayContainingRowsOfCardButtons[x];
for (int i = 0; i < arrayOfButtonsAtColumnsAtRowX.count; i++) {
UIButton *buttonAtColumnI = arrayOfButtonsAtColumnsAtRowX[i];
[self.gridContainer addSubview:buttonAtColumnI];
}
}
}
- (void)yourButtonAction:(UIButton *)tappedCard {
//To swap the card image on your tapped button
for (int x = 0; x < self.twoDimensionalArrayContainingRowsOfCardButtons.count; x++) {
NSMutableArray *arrayOfButtonsAtColumnsAtRowX = self.twoDimensionalArrayContainingRowsOfCardButtons[x];
for (int i = 0; i < arrayOfButtonsAtColumnsAtRowX.count; i++) {
UIButton *buttonAtColumnI = arrayOfButtonsAtColumnsAtRowX[i];
if (tappedCard == buttonAtColumnI) {
int row = x;
int column = i;
//Now you can save that the user has tapped something at this row and column.
//While you're here, you can update the card image.
[tappedCard setImage:[UIImage imageNamed:#"CardExposedImage"];
}
}
}
}
I'm writing this all in the box here without running it, so hopefully that works for you. Ended up being a few more lines than expected.
Edit: forgot to add that I separated the building of the card buttons and the displaying of them so that you could call the display method separately. With the property, you also have a retained source of all the cards so you can just fetch them out of the array and change what you need, as needed.
I need to take the current value of mtype and pass it forward to Mselect so that the image pushed forward is the same as the one rotating in the animation.
here is the code sample
- (void)viewDidLoad
{
//Array to hold Images
NSMutableArray *imageArray = [[NSMutableArray alloc] initWithCapacity:Mush_Count];
for (mtype = 1; mtype < Mush_Count; mtype++)
{
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"Mush%i.png", mtype]]];
//make button
SelectBt.imageView.animationImages = [NSArray arrayWithArray:imageArray];
SelectBt.imageView.animationDuration = 5;
[SelectBt.imageView startAnimating];
Mselect = mtype;
}
}
-(IBAction)Selection:(id)sender{
[self Placement];
}
-(void)Placement{
if (Place1Occ == NO) {
[self Place1];
}
}
-(void)Place1{
if (Place1Occ == NO) {
Place1.image =[UIImage imageNamed:[NSString stringWithFormat:#"Mush%i.png", Mselect]];
Place1Occ = YES;
}
}
The animation loops just fine and the selection of the images works but it's not selecting the image the is currently on the screen it selects the last image on the Array.
Any suggestions?
for (mtype = 1; mtype < Mush_Count; mtype++)
{
[imageArray addObject:[UIImage imageNamed:[NSString stringWithFormat:#"Mush%i.png", mtype]]];
}
That loop is enough to build the array of images - you don't need to set the imageView's animation images until this loop completes and the array is populated.
As it stands, you reset the animation images each loop and set Mselect to type each iteration: this is why you always get the last image index stored in Mselect
This code should be after the for loop:
SelectBt.imageView.animationImages = [NSArray arrayWithArray:imageArray];
SelectBt.imageView.animationDuration = 5;
[SelectBt.imageView startAnimating];
As far as I know, you can't get the current frame of the animation directly - you have to create a timer when you start the animation and have this count the number of frames (by increasing your Mselect value. Then use that to load the current image
Is SelectBT a subclass of UIButton? if so is it the (id)sender coming from your IBAction?
If so then you can just grab the image directly from the SelectBT instance by calling sender.imageView.image
As an aside, objective-C convention is to capitalize ClassNames, but start instances with lowerCase like this ClassName *instanceOfClassName and you're likely to take flack for it around here if you don't adhere to that convention
Update
Could you bump your imageArray into a class variable or a property? It already contains all the fully loaded UIImages, which you can get back out by calling [imageArray objectAtIndex:i]
Then you just have to keep track of which numeric index is facing your user, or which index they tapped and pull the corresponding image.
Feel free to post your whole class if you'd like us to explain more.
Even though I’m writing in Objective C, most of my code is still written in a procedural style. However, now I want to do something where that approach will not work. So I need some advice on how to deal with an indeterminate number of objects on the screen at the same time. I’m sure that this problem has been solved, I just haven’t been able to find out how.
I have a bunch of games where I put two or four pictures on the screen and then the user interacts with the picture. When they are done with a page they swipe to the next one and I use a transition to slide the pictures off the screen. I can control the movement of the pictures because when they were created I name them self.picture_1 and self.picture_2. The movement method knows about them even though that method didn’t create them.
Now suppose I want to have an indeterminate number of pictures on the screen. I can’t call them self.picture_1. through self.picture_n because ObjectiveC won’t let you dynamically create variable names. But I still need to move them in a method where they weren’t created.
I can make it work with two techniques, neither of which seem ideal. First, I look at all the objects on the screen and then do something with the ones that I want to target. Note: pictures are in buttons.
for ( id subview in self.parentView.subviews ) {
if ( [subview isKindOfClass:[UIButton class]] ) {
UIButton *pictureButton = subview;
for (NSUInteger i=0; i<self.totalItems; i++) {
NSUInteger row = (i % 2) + 1;
NSUInteger column = (i/2) + 1;
NSString *pictureTitle = [NSString stringWithFormat:#"pictureR%iC%i", row, column];
if ( [pictureButton.titleLabel.text isEqualToString:pictureTitle] ) [pictureButton removeFromSuperview];
}
}
}
This works for removing them from the view, but gets cumbersome when I try to make the pictures slide off the screen.
The second way is to make an array that holds the picture objects when they are created. I’ve been playing with something like this.
self.gridImages = [NSMutableArray arrayWithCapacity:4];
for (NSUInteger i = 0; i < itemsOnScreen; i++) {
Word *word = [wordListArray objectAtIndex:i];
self.gridImages[i] = word.image;
}
And then to do things with the pictures I loop through the array.
for (NSUInteger i = 0; i < itemsOnScreen; i++) {
Picture *picture = self.gridImages[i];
// do something with picture
}
Neither of these methods seems ‘right’ so I’m wondering if there is a preferred method for manipulating an indeterminate number of objects on the screen?
#Hot Licks, that works, so I put you answer into an answer.
I have it working for checkBoxes. They are created by the main view controller and it passes in a tag. I'm using tags starting at 1000 for checkboxes, 2000 for pictures, etc. Just before I put the checkBox on the screen, I assign it the tag.
[self.checkBox setTag:checkBoxTag];
You could also use: self.checkbox.tag = checkBoxTag;
When it is time to remove the checkBoxes, I loop through all of the tags starting at 1000 up to the total number of items on the screen. I have warnings turned up to 11 so I need to cast the counter to an NSInteger.
- (void)removeCheckboxes {
for (NSUInteger i = 0; i < self.totalItems; i++) {
NSInteger tagNumber = 1000 + (NSInteger)i;
[ [self.parentView viewWithTag:tagNumber] removeFromSuperview];
}
}
I have 10 UIImageViews on the screen. They are all in an array called posArray. I also have another UIImageView that is dragged by user and can hit those other 10. What is the easies way of displaying a simple NSlog message if the one object hits any of the other 10?
Right now i'm using touchesBegin, touchesMoved to move my one object and this array below to test if the one objects hits any of the other ten.
I'm just thinking that there is an easier, less memory spending way, way of doing this for some reason.
for (int i = 0; i < [posArray count]; i++) {
UIImageView *tempPos;
tempPos = [posArray objectAtIndex:i];
if (CGRectIntersectsRect(red1.frame, tempPos.frame)) {
red1.center = CGPointMake(tempPos.center.x, tempPos.center.y);
NSLog(#"position piece touched");
}
}
You can also use fast enumeration to get some more speed. Also you can add a break statement after you found one match (if you just need one match):
for (UIImageView * tempPos in posArray){
if (CGRectIntersectsRect(red1.frame, tempPos.frame)) {
red1.center = CGPointMake(tempPos.center.x, tempPos.center.y);
NSLog(#"position piece touched");
break;
}
}
upon a tap, I want to let a few UIImageView objects appear on an underlaying UIView.
So I created the following action:
- (IBAction)startStars: (id) sender
{
UIView* that = (UIView*) sender; // an UIButton, invisible, but reacting to Touch Down events
int tag = that.tag;
UIView* page = [self getViewByTag:mPages index:tag]; // getting a page currently being viewed
if ( page != nil )
{
int i;
UIImage* image = [UIImage imageNamed:#"some.png"];
for ( i = 0 ; i < 10 ; ++i )
{
// create a new UIImageView at the position of the tapped UIView
UIImageView* zap = [[UIImageView alloc] initWithFrame:that.frame];
// assigning the UIImage
zap.image = image;
// make a modification to the position so we can see all instances
CGPoint start = that.layer.frame.origin;
start.x += i*20;
zap.layer.position = start;
[page addSubview:zap]; // add to the UIView
[zap setNeedsDisplay]; // please please redraw
[zap release]; // release, since page will retain zap
}
[image release];
}
}
Unfortunately, nothing shows up. The code gets called, the objects created, the image is loaded, even the properties are as expected.
Page itself is a real basic UIView, created with interface builder to contain other views and controls.
Still, nothing of this can be seen....
Has anyone an idea what I am doing wrong? Do I need to set the alpha property (or others)?
Thanks
Zuppa
A couple of things I would check:
Logging to make sure this section of code is actually being called.
Use the designated initializer for UIImageView:
[[UIImageView alloc] initWithImage:image];
This will ensure that your new view has the correct size for the image - what are the relative sizes of zap and your image? It could be out of the frame.
Ensure that the image actually exists and is created
Try not adjusting the layer properties, but setting the center of the image view instead. In fact, in the first instance don't adjust it at all and just see if you can see anything. I'm not sure but I think position might be moving the layer within the view so could be moving your image out of sight. Try:
CGPoint newCenter = that.frame.origin;
newCenter.y += zap.bounds.size.height/2;
newCenter.x += i*20;
zap.center = origin;
setNeedsDisplay is not required. Obviously from your comments it was an act of desparation!
Is your UIImage nil?
You don't need to have the .png extension for imageNamed: to work. It might not even work correctly if you put it in, I'm not sure. You're also overreleasing your image. imageNamed: returns an autoreleased image so there is no reason to call release on the image unless you're also calling retain on it somewhere.
I see a potential error: on second invocation you will re-add another copy, so take care about removing subviews before adding anew copy. Yu can alternatively move a previous view.
99% of my cases about non-visible views with images are wrong names, so as suggested, load using a temp var:
UIImage img = [UIImage imageNamed..];
and test img.