I'm new to xcode and I don't understand how I'm supposed to tell why the app is crashing from this report. When I click "Open in project" it takes me to a place in the code with little information to work on.
Picture of crash report
- (void)didTapOnJobTableView:(UIGestureRecognizer *)recognizer {
CGPoint tapLocation = [recognizer
locationInView:self.tableViewJobList];
NSIndexPath *indexPath = [self.tableViewJobList
indexPathForRowAtPoint:tapLocation];
if (indexPath && indexPath.row >= 0 && indexPath.row <
[self.dispatchTable count]) {
SDMobileAppDelegate *appDelegate = [SDMobileAppDelegate me];
Dispatch *d = [self.dispatchTable objectAtIndex:indexPath.row];
<<<<Last exception backtrace here
if (d != nil && ![d isCancelled]) {
JobListTableViewCell *cell = (JobListTableViewCell *)
[self.tableViewJobList cellForRowAtIndexPath:indexPath];
CGPoint tapLocalzied = [recognizer locationInView:cell];
if (CGRectContainsPoint([cell.labelPrts frame], tapLocalzied)) {
if ([d.prtsPckQty integerValue] > 0) {
dispatchForPartsPick = d;
NSMutableString *partsPickText = [NSMutableString
stringWithString:#""];
NSArray *list = [PartsPick getListFromDatabase:self.db
forDispatch:dispatchForPartsPick];
for (PartsPick *p in list) {
NSString *location = #"";
if (![Utilities isEmpty:p.binLoc]) {
location = [NSString stringWithFormat:#"[at %#]", p.binLoc];
}
[partsPickText appendFormat:#"%# %# %# %#\r\n", p.qty,
location, [p.prtNmbr stringByTrimmingCharactersInSet:[NSCharacterSet
whitespaceAndNewlineCharacterSet]], p.dscrptn];
if (![Utilities isEmpty:p.notes]) {
[partsPickText appendFormat:#"%#\r\n", p.notes];
}
[partsPickText appendString:#"\r\n"];
}
[ShowTextViewController show:self request:SEGUE_PARTSPICK_PREVIEW
header:[NSString stringWithFormat:lStr(#"PARTSPICK_PREVIEW"),
dispatchForPartsPick.invNmbr] message:#"" defaultText:partsPickText
editable:NO autoCap:UITextAutocapitalizationTypeNone delegate:nil];
} else {
[Utilities showOkAlertWithTitle:lStr(#"PTA")
andMessage:lStr(#"PARTSPICK_PREVIEW_NONE") onComplete:nil];
}
} else {
if ([Utilities allowedToGoToJob: d]) {
appDelegate.selectedDispatch = [NSNumber
numberWithLong:indexPath.row];
self.tabBarController.selectedIndex = 1;
} else {
[Utilities showOkAlertWithTitle:#"Cannot Continue"
andMessage:#"Cannot select until previous PVR is completed."
onComplete:nil];
}
}
} else {
[Utilities showOkAlertWithTitle:lStr(#"PTA")
andMessage:lStr(#"JOB_CANCELLED_CANNOT_SELECT") onComplete:nil];
}
}
}
Here is the code where this the above is used, specifically the gesture recognizer part:
- (void)viewWillAppear:(BOOL)animated {
[super viewWillAppear:animated];
[self refresh];
XLog(#"Job List View will appear");
UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc]
initWithTarget:self action:#selector(didTapOnJobTableView:)];
[self.tableViewJobList addGestureRecognizer:tap];
// startup the ticker
self.countdownTimer = [NSTimer scheduledTimerWithTimeInterval:1
target:self selector:#selector(countdownTimer:) userInfo:nil
repeats:YES];
SDMobileAppDelegate *appDelegate = [SDMobileAppDelegate me];
NSTimeInterval diff = [[appDelegate.refreshTimer fireDate]
timeIntervalSinceNow];
if (diff > 60) {
self.buttonForceRefresh.enabled = YES;
self.buttonForceRefresh.titleLabel.enabled = YES;
}
[self setTimeCardStatus];
}
That has lots of information to work with; you just don't know what it means yet. Been there - it's frustrating at times...
See Ray Wenderlich's site and Apple's docs to get started debugging:
https://www.raywenderlich.com/10209/my-app-crashed-now-what-part-1
https://www.raywenderlich.com/10505/my-app-crashed-now-what-part-2
"Unrecognized Selector" or "Does not respond to selector" means the object being called doesn't understand or can't find the method you're trying to call.
When that message is related to the user interface or interaction, it often means you forgot to hook up the IBOutlet or IBAction from the UI element to the code, or there's a typo in the names somewhere, or the method you're trying to call doesn't exist (or isn't publicly exposed) in the object being called.
Make sure you've hooked up your elements from interface builder to the code for the class, that the names are consistent, and that the method didTapOnJobTableViewactually exists in the class JobListViewController.
Related
I am making a chat application, and when the person logs onto the chat successfully, the server replies with the people that are online at that moment. That string (the server sends a string) gets converted to a NSMutableArray, which is then stored into a NSMutableArray called tableData, which is the data source for a NSTableView. When the online people are stored into tableData, the NSLog output shows that tableData is filled. However, when that method is done, and the login view is closed, in the debugger tableData says 0 Objects, and the NSTableView doesn't fill, which it normally does. Here is are my methods (one calls another):
- (void)getPeople:(NSString *)outputMessage
{
NSArray *newTableData = [outputMessage componentsSeparatedByString:#";"];
self.tableData = [NSMutableArray arrayWithArray:newTableData];
//[self.tableData removeObjectAtIndex:0];;
NSLog(#"Data: %#", self.tableData);
[self.people reloadData];
}
- (void)accessGrantedWithOnlineUsers:(NSString *)users
{
NSLog(#"Access Granted");
self.isLoggedIn = YES;
[self.loginButton setTitle:#"Logout"];
[self getPeople:users];
}
Here is my method that opens and closes the login view:
- (IBAction)loginToChat:(id)sender {
NSLog(#"Called");
if (self.loginPopover == nil) {
NSLog(#"Login Popover is nil");
self.loginPopover = [[NSPopover alloc] init];
self.loginPopover.contentViewController = [[LoginViewController alloc] initWithNibName:#"LoginViewController" bundle:nil];
}
if (!self.loginPopover.isShown) {
NSLog(#"Login Popover is opening");
[self.loginButton setTitle:#"Cancel"];
[self.settingsButton setEnabled:NO];
[self.send setEnabled:NO];
[self.message setEnabled:NO];
[self.loginPopover showRelativeToRect:self.loginButton.frame ofView:self.view preferredEdge:NSMinYEdge];
}
else {
NSLog(#"Login Popover is closing");
if (self.isLoggedIn) {
[self.loginButton setTitle:#"Logout"];
}
else {
[self.loginButton setTitle:#"Login"];
}
[self.settingsButton setEnabled:YES];
[self.send setEnabled:YES];
[self.message setEnabled:YES];
[self.loginPopover close];
}
}
Any help would be greatly appreciated because I have a deadline for this project.
Instead of
self.tableData = [NSMutableArray arrayWithArray:newTableData];
can you try
self.tableData = [newTableData copy];
The only thing i can think of is - is the tableData a strong property?
After this
self.tableData = [NSMutableArray arrayWithArray:newTableData];
write this snippet:
[self setTableData:tableData]
I am trying to write a category for NSTextField which will add a new method setAnimatedStringValue. This method is supposed to nicely fade-out the current text, then set the new text and then fade that in.
Below is my implementation:-
- (void) setAnimatedStringValue:(NSString *)aString {
if ([[self stringValue] isEqualToString:aString]) {
return;
}
NSMutableDictionary *dict = Nil;
NSViewAnimation *fadeOutAnim;
dict = [NSDictionary dictionaryWithObjectsAndKeys:self, NSViewAnimationTargetKey,
NSViewAnimationFadeOutEffect, NSViewAnimationEffectKey, nil];
fadeOutAnim = [[NSViewAnimation alloc] initWithViewAnimations:[NSArray arrayWithObjects:
dict, nil]];
[fadeOutAnim setDuration:2];
[fadeOutAnim setAnimationCurve:NSAnimationEaseOut];
[fadeOutAnim setAnimationBlockingMode:NSAnimationBlocking];
NSViewAnimation *fadeInAnim;
dict = [NSDictionary dictionaryWithObjectsAndKeys:self, NSViewAnimationTargetKey,
NSViewAnimationFadeInEffect, NSViewAnimationEffectKey, nil];
fadeInAnim = [[NSViewAnimation alloc] initWithViewAnimations:[NSArray arrayWithObjects:
dict, nil]];
[fadeInAnim setDuration:3];
[fadeInAnim setAnimationCurve:NSAnimationEaseIn];
[fadeInAnim setAnimationBlockingMode:NSAnimationBlocking];
[fadeOutAnim startAnimation];
[self setStringValue:aString];
[fadeInAnim startAnimation];
}
Needless to say, but the above code does not work at all. The only effect I see is the flickering of a progress bar on the same window. That is possibly because I am blocking the main runloop while trying to "animate" it.
Please suggest what is wrong with the above code.
Additional note:
setAnimatedStringValue is always invoked by a NSTimer, which is added to the main NSRunLoop.
I was poking around a bit after posting the previous answer. I'm leaving that answer because it corresponds closely to the code you posted, and uses NSViewAnimation. I did, however, come up with a considerably more concise, albeit slightly harder to read (owing to block parameter indentation) version that uses NSAnimationContext instead. Here 'tis:
#import <QuartzCore/QuartzCore.h>
#interface NSTextField (AnimatedSetString)
- (void) setAnimatedStringValue:(NSString *)aString;
#end
#implementation NSTextField (AnimatedSetString)
- (void) setAnimatedStringValue:(NSString *)aString
{
if ([[self stringValue] isEqual: aString])
{
return;
}
[NSAnimationContext runAnimationGroup:^(NSAnimationContext *context) {
[context setDuration: 1.0];
[context setTimingFunction: [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseOut]];
[self.animator setAlphaValue: 0.0];
}
completionHandler:^{
[self setStringValue: aString];
[NSAnimationContext runAnimationGroup:^(NSAnimationContext *context) {
[context setDuration: 1.0];
[context setTimingFunction: [CAMediaTimingFunction functionWithName: kCAMediaTimingFunctionEaseIn]];
[self.animator setAlphaValue: 1.0];
} completionHandler: ^{}];
}];
}
#end
Note: To get access to the CAMediaTimingFunction class used here for specifying non-default timing functions using this API, you'll need to include QuartzCore.framework in your project.
Also on GitHub.
For Swift 3, here are two convenient setText() and setAttributedText() extension methods that fade over from one text to another:
import Cocoa
extension NSTextField {
func setStringValue(_ newValue: String, animated: Bool = true, interval: TimeInterval = 0.7) {
guard stringValue != newValue else { return }
if animated {
animate(change: { self.stringValue = newValue }, interval: interval)
} else {
stringValue = newValue
}
}
func setAttributedStringValue(_ newValue: NSAttributedString, animated: Bool = true, interval: TimeInterval = 0.7) {
guard attributedStringValue != newValue else { return }
if animated {
animate(change: { self.attributedStringValue = newValue }, interval: interval)
}
else {
attributedStringValue = newValue
}
}
private func animate(change: #escaping () -> Void, interval: TimeInterval) {
NSAnimationContext.runAnimationGroup({ context in
context.duration = interval / 2.0
context.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
animator().alphaValue = 0.0
}, completionHandler: {
change()
NSAnimationContext.runAnimationGroup({ context in
context.duration = interval / 2.0
context.timingFunction = CAMediaTimingFunction(name: kCAMediaTimingFunctionEaseOut)
self.animator().alphaValue = 1.0
}, completionHandler: {})
})
}
}
Call them as following:
var stringTextField: NSTextField
var attributedStringTextField: NSTextField
...
stringTextField.setStringValue("New Text", animated: true)
...
let attributedString = NSMutableAttributedString(string: "New Attributed Text")
attributedString.addAttribute(...)
attributedStringTextField.setAttributedStringValue(attributedString, animated: true)
I'll take a stab:
I found a couple problems here. First off, this whole thing is set up to be blocking, so it's going to block the main thread for 5 seconds. This will translate to the user as a SPOD/hang. You probably want this to be non-blocking, but it'll require a little bit of extra machinery to make that happen.
Also, you're using NSAnimationEaseOut for the fade out effect, which is effected by a known bug where it causes the animation to run backwards. (Google for "NSAnimationEaseOut backwards" and you can see that many have hit this problem.) I used NSAnimationEaseIn for both curves for this example.
I got this working for a trivial example with non-blocking animations. I'm not going to say that this is the ideal approach (I posted a second answer that arguably better), but it works, and can hopefully serve as a jumping off point for you. Here's the crux of it:
#interface NSTextField (AnimatedSetString)
- (void) setAnimatedStringValue:(NSString *)aString;
#end
#interface SOTextFieldAnimationDelegate : NSObject <NSAnimationDelegate>
- (id)initForSettingString: (NSString*)newString onTextField: (NSTextField*)tf;
#end
#implementation NSTextField (AnimatedSetString)
- (void) setAnimatedStringValue:(NSString *)aString
{
if ([[self stringValue] isEqual: aString])
{
return;
}
[[[SOTextFieldAnimationDelegate alloc] initForSettingString: aString onTextField: self] autorelease];
}
#end
#implementation SOTextFieldAnimationDelegate
{
NSString* _newString;
NSAnimation* _fadeIn;
NSAnimation* _fadeOut;
NSTextField* _tf;
}
- (id)initForSettingString: (NSString*)newString onTextField: (NSTextField*)tf
{
if (self = [super init])
{
_newString = [newString copy];
_tf = [tf retain];
[self retain]; // we'll autorelease ourselves when the animations are done.
_fadeOut = [[NSViewAnimation alloc] initWithViewAnimations: #[ (#{
NSViewAnimationTargetKey : tf ,
NSViewAnimationEffectKey : NSViewAnimationFadeOutEffect})] ];
[_fadeOut setDuration:2];
[_fadeOut setAnimationCurve: NSAnimationEaseIn];
[_fadeOut setAnimationBlockingMode:NSAnimationNonblocking];
_fadeOut.delegate = self;
_fadeIn = [[NSViewAnimation alloc] initWithViewAnimations: #[ (#{
NSViewAnimationTargetKey : tf ,
NSViewAnimationEffectKey : NSViewAnimationFadeInEffect})] ];
[_fadeIn setDuration:3];
[_fadeIn setAnimationCurve:NSAnimationEaseIn];
[_fadeIn setAnimationBlockingMode:NSAnimationNonblocking];
[_fadeOut startAnimation];
}
return self;
}
- (void)dealloc
{
[_newString release];
[_tf release];
[_fadeOut release];
[_fadeIn release];
[super dealloc];
}
- (void)animationDidEnd:(NSAnimation*)animation
{
if (_fadeOut == animation)
{
_fadeOut.delegate = nil;
[_fadeOut release];
_fadeOut = nil;
_tf.hidden = YES;
[_tf setStringValue: _newString];
_fadeIn.delegate = self;
[_fadeIn startAnimation];
}
else
{
_fadeIn.delegate = nil;
[_fadeIn release];
_fadeIn = nil;
[self autorelease];
}
}
#end
It would be really nice if there were block-based API for this... it'd save having to implement this delegate object.
I put the whole project up on GitHub.
I am displaying a UITableView modally, but it takes about two seconds for it to appear, below is the code that is holding up the transition.
ModalViewController.m:
- (void)viewDidLoad
{
[super viewDidLoad];
// get all songs from iTunes library
MPMediaQuery *songQuery = [MPMediaQuery songsQuery];
// put the songs into an array
self.songsArray = [songQuery items];
// create a sectioned array where songs are sectioned by title
self.sectionedSongsArray = [self partitionObjects:self.songsArray collationStringSelector:#selector(title)];
}
- (NSArray *)partitionObjects:(NSArray *)array collationStringSelector:(SEL)selector
{
UILocalizedIndexedCollation *collation = [UILocalizedIndexedCollation currentCollation];
NSInteger sectionCount = [[collation sectionTitles] count];
NSMutableArray *unsortedSections = [NSMutableArray arrayWithCapacity:sectionCount];
for(int i = 0; i < sectionCount; i++)
{
[unsortedSections addObject:[NSMutableArray array]];
}
for (id object in array)
{
NSInteger index = [collation sectionForObject:object collationStringSelector:selector];
[[unsortedSections objectAtIndex:index] addObject:object];
}
NSMutableArray *sections = [NSMutableArray arrayWithCapacity:sectionCount];
for (NSMutableArray *section in unsortedSections)
{
[sections addObject:[collation sortedArrayFromArray:section collationStringSelector:selector]];
}
return sections;
}
The above code works fine, but its slow to load the modal view first time, is there a better way to do this? Thanks.
Yeah: don’t do it in -viewDidLoad. A better place would be in the view controller’s -init or -initWithNibNamed:bundle: or whatever, and in the background. Example:
- (id)init
{
self = [super init];
if(self)
{
// ...
dispatch_async(dispatch_get_global_queue(DISPATCH_PRIORITY_DEFAULT, 0), ^{
// since it's not on the main thread, you need to create your own autorelease pool to prevent leaks
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
MPMediaQuery *songQuery = [MPMediaQuery songsQuery];
self.songsArray = [songQuery items];
self.sectionedSongsArray = [self partitionObjects:self.songsArray collationStringSelector:#selector(title)];
// UI calls have to be on the main thread, so we go back to that here
dispatch_async(dispatch_get_main_queue(), ^{
if([self isViewLoaded])
{
[self.tableView reloadData];
}
});
// this releases any objects that got autoreleased earlier in the block
[pool release];
});
}
return self;
}
Your -tableView:numberOfRowsInSection: method should of course now check whether sectionedSongsArray is non-nil and in that case return 0 (or 1 if you want to display a “loading” cell, which you probably should).
I am trying to remove all the annotations of a map. The class that contains the MKMapView implements the MKMapViewDelegate. I am calling the remove all annotations method when a button (displayed in a modal view) is clicked. I am using the next code to remove all the annotations.
- (void)removeAllAnnotations {
NSMutableArray *annotationsToRemove = [NSMutableArray arrayWithCapacity:[self.mapView.annotations count]];
for (int i = 0; i < [self.mapView.annotations count]; i++) {
if ([[self.mapView.annotations objectAtIndex:i] isKindOfClass:[AddressAnnotation class]]) {
[annotationsToRemove addObject:[self.mapView.annotations objectAtIndex:i]];
}
}
[self.mapView removeAnnotations:annotationsToRemove];
}
The code works right but after calling the method, and when I try to add new annotations to the empty map, the class does not call to the viewForAnnotations method and the annotations do not drop down and do not show a disclosure button into the annotation view. Why is this happening?
Thanks for reading.
Edited:
The annotations are shown but with out calling the view for annotation method (with out dropping down and with out including a disclosure button into the annotation view). Here is the method that I use to add the annotations and the viewForAnnotation method.
- (void)loadAnnotations:(NSString *)type {
NSString *path = [[NSBundle mainBundle] pathForResource:#"PlacesInformation" ofType:#"plist"];
NSMutableArray *tmpArray = [[NSMutableArray alloc] initWithContentsOfFile:path];
for (int i = 0; i < tmpArray.count; i++) {
// Breaks the string down even further to latitude and longitude fields.
NSString *coordinateString = [[tmpArray objectAtIndex:i] objectForKey:#"coordinates"];
NSString *option = [[tmpArray objectAtIndex:i] objectForKey:#"type"];
if ([option isEqualToString:type]) {
CLLocationCoordinate2D currentCoordinate = [self stringToCoordinate:coordinateString];
AddressAnnotation *annotation = [[[AddressAnnotation alloc] initWithCoordinate:currentCoordinate] autorelease];
[self.mapView addAnnotation:annotation];
}
}
}
- (MKAnnotationView *)mapView:(MKMapView *)theMapView viewForAnnotation:(id <MKAnnotation>)annotation {
// If it's the user location, just return nil.
if ([annotation isKindOfClass:[MKUserLocation class]])
return nil;
else { // Handles the other annotations.
// Try to dequeue an existing pin view first.
static NSString *AnnotationIdentifier = #"AnnotationIdentifier";
MKPinAnnotationView *pinView = (MKPinAnnotationView *)[self.mapView dequeueReusableAnnotationViewWithIdentifier:AnnotationIdentifier];
if (!pinView) {
// If an existing pin view was not available, creates one.
MKPinAnnotationView *customPinView = [[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:AnnotationIdentifier] autorelease];
customPinView.animatesDrop = YES;
customPinView.canShowCallout = YES;
// Adds a detail disclosure button.
UIButton *rightButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure];
[rightButton addTarget:self action:#selector(showDetails:) forControlEvents:UIControlEventTouchUpInside];
customPinView.rightCalloutAccessoryView = rightButton;
return customPinView;
} else
pinView.annotation = annotation;
}
return nil;
}
In viewForAnnotation, in the case where you are reusing a view, you are currently returning nil.
This else part:
} else
pinView.annotation = annotation;
Should probably be:
} else {
pinView.annotation = annotation;
return pinView;
}
I have a TTLauncherView with some TTLauncherItems. These show badges, representing messages from the network. I set the badges in viewWillAppear:, so if I switch to another view and then return, the correct badges are shown. But I want to update the badges as soon a message comes in.
Calling setNeedsDisplay on TTLauncherView doesn't help?
How can I refresh the TTLauncherView?
in my MessageReceiver class I do this:
TTNavigator* navigator = [TTNavigator navigator];
[(OverviewController *)[navigator viewControllerForURL:#"tt://launcher"] reloadLauncherView] ;
My TTViewController-derived OverviewController
#implementation OverviewController
- (id)init {
if (self = [super init]) {
self.title = OverviewTitle;
}
return self;
}
- (void)dealloc {
[items release];
[overView release];
[super dealloc];
}
-(void)viewDidLoad
{
[super viewDidLoad];
overView = [[TTLauncherView alloc] initWithFrame:self.view.bounds];
overView.backgroundColor = [UIColor whiteColor];
overView.delegate = self;
overView.columnCount = 4;
items = [[NSMutableArray alloc] init];
for(int i = 1; i <= NumberOfBars; ++i){
NSString *barID = [NSString stringWithFormat:NameFormat, IDPrefix, i];
TTLauncherItem *item = [[[TTLauncherItem alloc] initWithTitle:barID
image:LogoPath
URL:[NSString stringWithFormat:#"tt://item/%d", i]
canDelete:NO] autorelease];
[barItems addObject: item];
}
overView.pages = [NSArray arrayWithObject:items];
[self.view addSubview:overView];
}
-(void)viewWillAppear:(BOOL)animated
{
for(int i = 0; i <[barItems count]; i++){
TTLauncherItem *item = [items objectAtIndex:i];
NSString *barID = [NSString stringWithFormat:NameFormat, IDPrefix, i+1];
P1LOrderDispatcher *dispatcher = [OrderDispatcher sharedInstance];
P1LBarInbox *barInbox = [dispatcher.barInboxMap objectForKey:barID];
item.badgeNumber = [[barInbox ordersWithState:OrderState_New]count];
}
[super viewWillAppear:animated];
}
- (void)launcherView:(TTLauncherView*)launcher didSelectItem:(TTLauncherItem*)item
{
TTDPRINT(#"%#", item);
TTNavigator *navigator = [TTNavigator navigator];
[navigator openURLAction:[TTURLAction actionWithURLPath:item.URL]];
}
-(void)reloadLauncherView
{
[overView setNeedsDisplay];//This doesn't work
}
#end
I register my Controller with the LauncherView at the AppDelegate. In my messaging class I call [appDelegate reloadLauncherView]; that again will call this
-(void)reloadLauncherView
{
[self viewWillAppear:NO ];
}
on the Controller that contains the LauncherView.
I was having a very similar problem today, (modifying a TTLauncherItem, and not seeing my changes directly) and was able to solve it by making a call to [myLauncherView layoutSubviews]; BEFORE I modified the TTLauncherItem. I actually tracked it down in the code, and this was because layoutSubviews will re-create the LauncherView's _buttons array (which is what needed to happen, in my case).