Save Thread not working NSSavePanel when Sandboxed OSX - objective-c

The following function is called after the savepanel save, the application is basically to splice an image into multiple pictures - this works however when sandboxed it doesn't, I believe it's the save thread which isn't working - does anyone know why this isn't working when sandboxed
- (void)saveThread{
NSLog(#"Save thread started");
#autoreleasepool {
NSImage *image = [[NSImage alloc] initWithContentsOfFile:tileCutterView.filename];
[rowBar setIndeterminate:NO];
[columnBar setIndeterminate:NO];
[rowBar setMaxValue:(double)[image rowsWithTileHeight:[heightTextField floatValue]]];
[rowBar setMinValue:0.];
[rowBar setDoubleValue:0.];
[columnBar setMinValue:0.];
[columnBar setMaxValue:(double)[image columnsWithTileWidth:[widthTextField floatValue]]];
[columnBar setDoubleValue:0.];
progressCol = 0;
progressRow = 0;
tileRowCount = [image rowsWithTileHeight:tileHeight];
tileColCount = [image columnsWithTileWidth:tileWidth];
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
TileCutterOutputPrefs outputFormat = (TileCutterOutputPrefs)[defaults integerForKey:#"OutputFormat"];
for (int row = 0; row < tileRowCount; row++)
{
// Each row operation gets its own ImageRep to avoid contention
NSBitmapImageRep *imageRep = [[NSBitmapImageRep alloc] initWithCGImage:[image CGImageForProposedRect:NULL context:NULL hints:nil]];
TileOperation *op = [[TileOperation alloc] init];
op.row = row;
op.tileWidth = tileWidth;
op.tileHeight = tileHeight;
op.imageRep = imageRep;
op.baseFilename = baseFilename;
op.delegate = self;
op.outputFormat = outputFormat;
[queue addOperation:op];
}
}
}
UPDATE: I've added the other functions relating to this code:
- (IBAction)saveButtonPressed:(id)sender{
NSSavePanel *sp = [NSSavePanel savePanel];
[sp setRequiredFileType:#"jpg"];
[sp beginSheetForDirectory:[NSString stringWithFormat:#"%#/Pictures", NSHomeDirectory()]
file:#"output.jpg"
modalForWindow:window
modalDelegate:self
didEndSelector:#selector(didEndSaveSheet:returnCode:conextInfo:)
contextInfo:nil];
}
-(void)didEndSaveSheet:(NSSavePanel *)savePanel
returnCode:(int)returnCode conextInfo:(void *)contextInfo
{
if (returnCode == NSOKButton)
{
NSURL *fileURL = [savePanel URL];
NSString *filePath = [fileURL path];
self.baseFilename = filePath;
tileHeight = [heightTextField intValue];
tileWidth = [widthTextField intValue];
[self performSelector:#selector(delayPresentSheet) withObject:nil afterDelay:0.1];
}
}
- (void)delayPresentSheet{
[progressLabel setStringValue:#"Splicing imageā€¦"];
[rowBar setIndeterminate:YES];
[columnBar setIndeterminate:YES];
[rowBar startAnimation:self];
[columnBar startAnimation:self];
[NSApp beginSheet: progressWindow
modalForWindow: window
modalDelegate: self
didEndSelector: #selector(didEndSheet:returnCode:contextInfo:)
contextInfo: nil];
[self performSelectorInBackground:#selector(saveThread) withObject:nil];
}
UPDATE: CONSOLE ERROR:
06/05/2015 11:30:49.592 sandboxd[8455]: ([8720]) MyApp(8720) deny file-write-create /Users/Me/Documents/output_1_0.jpg
06/05/2015 11:30:49.592 sandboxd[8455]: ([8720]) MyApp(8720) deny file-write-create /Users/Me/Documents/output_1_1.jpg
06/05/2015 11:30:49.592 sandboxd[8455]: ([8720]) MyApp(8720) deny file-write-create /Users/Me/Documents/output_0_1.jpg

NSSavePanel can not grant you access for several files at once. You need to use a NSOpenPanel and ask the user to grant access for the whole directory. Use then the NSURL from the NSOpenPanel and add your files to this.
More explanation in the answer of your other question and in the Apple Documentation here.

Related

AVAudioPCMBuffer for music files

I've been trying to play music in my SpriteKit game and used the AVAudioPlayerNode class to do so via AVAudioPCMBuffers. Every time I exported my OS X project, it would crash and give me an error regarding audio playback. After banging my head against the wall for the last 24 hours I decided to re-watch WWDC session 501 (see 54:17). My solution to this problem was what the presenter used, which is to break the frames of the buffer into smaller pieces to break up the audio file being read.
NSError *error = nil;
NSURL *someFileURL = ...
AVAudioFile *audioFile = [[AVAudioFile alloc] initForReading: someFileURL commonFormat: AVAudioPCMFormatFloat32 interleaved: NO error:&error];
const AVAudioFrameCount kBufferFrameCapacity = 128 * 1024L;
AVAudioFramePosition fileLength = audioFile.length;
AVAudioPCMBuffer *readBuffer = [[AvAudioPCMBuffer alloc] initWithPCMFormat: audioFile.processingFormat frameCapacity: kBufferFrameCapacity];
while (audioFile.framePosition < fileLength) {
AVAudioFramePosition readPosition = audioFile.framePosition;
if (![audioFile readIntoBuffer: readBuffer error: &error])
return NO;
if (readBuffer.frameLength == 0) //end of file reached
break;
}
My current problem is that the player only plays the last frame read into the buffer. The music that I'm playing is only 2 minutes long. Apparently, this is too long to just read into the buffer outright. Is the buffer being overwritten every time the readIntoBuffer: method is called inside the loop? I'm such a noob at this stuff...how can I get the entire file played?
If I can't get this to work, what is a good way to play music (2 different files) across multiple SKScenes?
This is the solution that I came up with. It's still not perfect, but hopefully it will help someone who is in the same predicament that I've found myself in. I created a singleton class to handle this job. One improvement that can be made in the future is to only load sound effects and music files needed for a particular SKScene at the time they are needed. I had so many issues with this code that I don't want to mess with it now. Currently, I don't have too many sounds, so it's not using an excessive amount of memory.
Overview
My strategy was the following:
Store the audio file names for the game in a plist
Read from that plist and create two dictionaries (one for music and one for short sound effects)
The sound effect dictionary is composed of a AVAudioPCMBuffer and a AVAudioPlayerNode for each of the sounds
The music dictionary is compose of an array of AVAudioPCMBuffers, an array of timestamps for when those buffers should be played in queue, a AVAudioPlayerNode and the sample rate of the original audio file
The sample rate is necessary for figuring out the time at which each buffer should be played (you'll see the calculations done in code)
Create an AVAudioEngine and get the main mixer from the engine and attach all AVAudioPlayerNodes to the mixer (as per usual)
Play sound effects or music using their various methods
sound effect playing is straightforward...call method -(void) playSfxFile:(NSString*)file;
and it plays a sound
for music, I just couldn't find a good solution without invoking the help of the scene trying to play the music. The scene will call -(void) playMusicFile:(NSString*)file;and it will schedule the buffers to play in order that they were created. I couldn't find a good way to get the music to repeat once completed within my AudioEngine class so I decided to get the scene to check in its update: method whether or not the music was playing for a particular file and if not, play it again (not a very slick solution, but it works)
AudioEngine.h
#import <Foundation/Foundation.h>
#interface AudioEngine : NSObject
+(instancetype)sharedData;
-(void) playSfxFile:(NSString*)file;
-(void) playMusicFile:(NSString*)file;
-(void) pauseMusic:(NSString*)file;
-(void) unpauseMusic:(NSString*)file;
-(void) stopMusicFile:(NSString*)file;
-(void) setVolumePercentages;
-(bool) isPlayingMusic:(NSString*)file;
#end
AudioEngine.m
#import "AudioEngine.h"
#import <AVFoundation/AVFoundation.h>
#import "GameData.h" //this is a class that I use to store game data (in this case it is being used to get the user preference for volume amount)
#interface AudioEngine()
#property AVAudioEngine *engine;
#property AVAudioMixerNode *mixer;
#property NSMutableDictionary *musicDict;
#property NSMutableDictionary *sfxDict;
#property NSString *audioInfoPList;
#property float musicVolumePercent;
#property float sfxVolumePercent;
#property float fadeVolume;
#property float timerCount;
#end
#implementation AudioEngine
int const FADE_ITERATIONS = 10;
static NSString * const MUSIC_PLAYER = #"player";
static NSString * const MUSIC_BUFFERS = #"buffers";
static NSString * const MUSIC_FRAME_POSITIONS = #"framePositions";
static NSString * const MUSIC_SAMPLE_RATE = #"sampleRate";
static NSString * const SFX_BUFFER = #"buffer";
static NSString * const SFX_PLAYER = #"player";
+(instancetype) sharedData {
static AudioEngine *sharedInstance = nil;
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
sharedInstance = [[self alloc] init];
[sharedInstance startEngine];
});
return sharedInstance;
}
-(instancetype) init {
if (self = [super init]) {
_engine = [[AVAudioEngine alloc] init];
_mixer = [_engine mainMixerNode];
_audioInfoPList = [[NSBundle mainBundle] pathForResource:#"AudioInfo" ofType:#"plist"]; //open a plist called AudioInfo.plist
[self setVolumePercentages]; //this is created to set the user's preference in terms of how loud sound fx and music should be played
[self initMusic];
[self initSfx];
}
return self;
}
//opens all music files, creates multiple buffers depending on the length of the file and a player
-(void) initMusic {
_musicDict = [NSMutableDictionary dictionary];
_audioInfoPList = [[NSBundle mainBundle] pathForResource: #"AudioInfo" ofType: #"plist"];
NSDictionary *audioInfoData = [NSDictionary dictionaryWithContentsOfFile:_audioInfoPList];
for (NSString *musicFileName in audioInfoData[#"music"]) {
[self loadMusicIntoBuffer:musicFileName];
AVAudioPlayerNode *player = [[AVAudioPlayerNode alloc] init];
[_engine attachNode:player];
AVAudioPCMBuffer *buffer = [[_musicDict[musicFileName] objectForKey:MUSIC_BUFFERS] objectAtIndex:0];
[_engine connect:player to:_mixer format:buffer.format];
[_musicDict[musicFileName] setObject:player forKey:#"player"];
}
}
//opens a music file and creates an array of buffers
-(void) loadMusicIntoBuffer:(NSString *)filename
{
NSURL *audioFileURL = [[NSBundle mainBundle] URLForResource:filename withExtension:#"aif"];
//NSURL *audioFileURL = [NSURL URLWithString:[[NSBundle mainBundle] pathForResource:filename ofType:#"aif"]];
NSAssert(audioFileURL, #"Error creating URL to audio file");
NSError *error = nil;
AVAudioFile *audioFile = [[AVAudioFile alloc] initForReading:audioFileURL commonFormat:AVAudioPCMFormatFloat32 interleaved:NO error:&error];
NSAssert(audioFile != nil, #"Error creating audioFile, %#", error.localizedDescription);
AVAudioFramePosition fileLength = audioFile.length; //frame length of the audio file
float sampleRate = audioFile.fileFormat.sampleRate; //sample rate (in Hz) of the audio file
[_musicDict setObject:[NSMutableDictionary dictionary] forKey:filename];
[_musicDict[filename] setObject:[NSNumber numberWithDouble:sampleRate] forKey:MUSIC_SAMPLE_RATE];
NSMutableArray *buffers = [NSMutableArray array];
NSMutableArray *framePositions = [NSMutableArray array];
const AVAudioFrameCount kBufferFrameCapacity = 1024 * 1024L; //the size of my buffer...can be made bigger or smaller 512 * 1024L would be half the size
while (audioFile.framePosition < fileLength) { //each iteration reads in kBufferFrameCapacity frames of the audio file and stores it in a buffer
[framePositions addObject:[NSNumber numberWithLongLong:audioFile.framePosition]];
AVAudioPCMBuffer *readBuffer = [[AVAudioPCMBuffer alloc] initWithPCMFormat:audioFile.processingFormat frameCapacity:kBufferFrameCapacity];
if (![audioFile readIntoBuffer:readBuffer error:&error]) {
NSLog(#"failed to read audio file: %#", error);
return;
}
if (readBuffer.frameLength == 0) { //if we've come to the end of the file, end the loop
break;
}
[buffers addObject:readBuffer];
}
[_musicDict[filename] setObject:buffers forKey:MUSIC_BUFFERS];
[_musicDict[filename] setObject:framePositions forKey:MUSIC_FRAME_POSITIONS];
}
-(void) initSfx {
_sfxDict = [NSMutableDictionary dictionary];
NSDictionary *audioInfoData = [NSDictionary dictionaryWithContentsOfFile:_audioInfoPList];
for (NSString *sfxFileName in audioInfoData[#"sfx"]) {
AVAudioPlayerNode *player = [[AVAudioPlayerNode alloc] init];
[_engine attachNode:player];
[self loadSoundIntoBuffer:sfxFileName];
AVAudioPCMBuffer *buffer = [_sfxDict[sfxFileName] objectForKey:SFX_BUFFER];
[_engine connect:player to:_mixer format:buffer.format];
[_sfxDict[sfxFileName] setObject:player forKey:SFX_PLAYER];
}
}
//WARNING: make sure that the sound fx file is small (roughly under 30 sec) otherwise the archived version of the app will crash because the buffer ran out of space
-(void) loadSoundIntoBuffer:(NSString *)filename
{
NSURL *audioFileURL = [NSURL URLWithString:[[NSBundle mainBundle] pathForResource:filename ofType:#"mp3"]];
NSAssert(audioFileURL, #"Error creating URL to audio file");
NSError *error = nil;
AVAudioFile *audioFile = [[AVAudioFile alloc] initForReading:audioFileURL commonFormat:AVAudioPCMFormatFloat32 interleaved:NO error:&error];
NSAssert(audioFile != nil, #"Error creating audioFile, %#", error.localizedDescription);
AVAudioPCMBuffer *readBuffer = [[AVAudioPCMBuffer alloc] initWithPCMFormat:audioFile.processingFormat frameCapacity:(AVAudioFrameCount)audioFile.length];
[audioFile readIntoBuffer:readBuffer error:&error];
[_sfxDict setObject:[NSMutableDictionary dictionary] forKey:filename];
[_sfxDict[filename] setObject:readBuffer forKey:SFX_BUFFER];
}
-(void)startEngine {
[_engine startAndReturnError:nil];
}
-(void) playSfxFile:(NSString*)file {
AVAudioPlayerNode *player = [_sfxDict[file] objectForKey:#"player"];
AVAudioPCMBuffer *buffer = [_sfxDict[file] objectForKey:SFX_BUFFER];
[player scheduleBuffer:buffer atTime:nil options:AVAudioPlayerNodeBufferInterrupts completionHandler:nil];
[player setVolume:1.0];
[player setVolume:_sfxVolumePercent];
[player play];
}
-(void) playMusicFile:(NSString*)file {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
if ([player isPlaying] == NO) {
NSArray *buffers = [_musicDict[file] objectForKey:MUSIC_BUFFERS];
double sampleRate = [[_musicDict[file] objectForKey:MUSIC_SAMPLE_RATE] doubleValue];
for (int i = 0; i < [buffers count]; i++) {
long long framePosition = [[[_musicDict[file] objectForKey:MUSIC_FRAME_POSITIONS] objectAtIndex:i] longLongValue];
AVAudioTime *time = [AVAudioTime timeWithSampleTime:framePosition atRate:sampleRate];
AVAudioPCMBuffer *buffer = [buffers objectAtIndex:i];
[player scheduleBuffer:buffer atTime:time options:AVAudioPlayerNodeBufferInterrupts completionHandler:^{
if (i == [buffers count] - 1) {
[player stop];
}
}];
[player setVolume:_musicVolumePercent];
[player play];
}
}
}
-(void) stopOtherMusicPlayersNotNamed:(NSString*)file {
if ([file isEqualToString:#"menuscenemusic"]) {
AVAudioPlayerNode *player = [_musicDict[#"levelscenemusic"] objectForKey:MUSIC_PLAYER];
[player stop];
}
else {
AVAudioPlayerNode *player = [_musicDict[#"menuscenemusic"] objectForKey:MUSIC_PLAYER];
[player stop];
}
}
//stops the player for a particular sound
-(void) stopMusicFile:(NSString*)file {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
if ([player isPlaying]) {
_timerCount = FADE_ITERATIONS;
_fadeVolume = _musicVolumePercent;
[self fadeOutMusicForPlayer:player]; //fade out the music
}
}
//helper method for stopMusicFile:
-(void) fadeOutMusicForPlayer:(AVAudioPlayerNode*)player {
[NSTimer scheduledTimerWithTimeInterval:0.1 target:self selector:#selector(handleTimer:) userInfo:player repeats:YES];
}
//helper method for stopMusicFile:
-(void) handleTimer:(NSTimer*)timer {
AVAudioPlayerNode *player = (AVAudioPlayerNode*)timer.userInfo;
if (_timerCount > 0) {
_timerCount--;
AVAudioPlayerNode *player = (AVAudioPlayerNode*)timer.userInfo;
_fadeVolume = _musicVolumePercent * (_timerCount / FADE_ITERATIONS);
[player setVolume:_fadeVolume];
}
else {
[player stop];
[player setVolume:_musicVolumePercent];
[timer invalidate];
}
}
-(void) pauseMusic:(NSString*)file {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
if ([player isPlaying]) {
[player pause];
}
}
-(void) unpauseMusic:(NSString*)file {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
[player play];
}
//sets the volume of the player based on user preferences in GameData class
-(void) setVolumePercentages {
NSString *musicVolumeString = [[GameData sharedGameData].settings objectForKey:#"musicVolume"];
_musicVolumePercent = [[[musicVolumeString componentsSeparatedByCharactersInSet:
[[NSCharacterSet decimalDigitCharacterSet] invertedSet]]
componentsJoinedByString:#""] floatValue] / 100;
NSString *sfxVolumeString = [[GameData sharedGameData].settings objectForKey:#"sfxVolume"];
_sfxVolumePercent = [[[sfxVolumeString componentsSeparatedByCharactersInSet:
[[NSCharacterSet decimalDigitCharacterSet] invertedSet]]
componentsJoinedByString:#""] floatValue] / 100;
//immediately sets music to new volume
for (NSString *file in [_musicDict allKeys]) {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
[player setVolume:_musicVolumePercent];
}
}
-(bool) isPlayingMusic:(NSString *)file {
AVAudioPlayerNode *player = [_musicDict[file] objectForKey:MUSIC_PLAYER];
if ([player isPlaying])
return YES;
return NO;
}
#end

iOS 7 NSURLSession Download multiple files in Background

I want to download a List of files using NSUrlSession.
I have a variable for counting the successful downloads #property (nonatomic) int downloadsSuccessfulCounter;. While the files are being downloaded I disable the Download Button. When the counter is equal to the download list size, I enable the button again and set the counter to 0. I do this in the method:
-(void)URLSession:(NSURLSession *)session downloadTask:(NSURLSessionDownloadTask *)downloadTask didFinishDownloadingToURL:(NSURL *)location {
...
[[NSOperationQueue mainQueue] addOperationWithBlock:^ {
downloadsSuccessfulCounter++;
if(downloadsSuccessfulCounter == self.downloadList.count) {
NSLog(#"All downloads finished");
[self.syncButton setEnabled:YES];
downloadsSuccessfulCounter = 0;
}
}];
}
Everything is working fine, but when I open again the ViewController I get the message A background URLSession with identifier com.myApp already exists!. The counter is not set to 0 and the UI elements (UIButtons, UILabels) are not responding.
I guess the problem is because the NSURLSession is still open but I'm not really sure about how it works.
I have tried all the tutorials, but 99% of them are only for downloading 1 file, not more than 1...
Any ideas?
Here is my code:
...
#property (nonatomic, strong) NSURLSession *session;
...
- (void)viewDidLoad {
[super viewDidLoad];
appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate];
self.downloadList = [[NSMutableArray alloc] init];
NSURLSessionConfiguration *sessionConfiguration = [NSURLSessionConfiguration backgroundSessionConfiguration:#"com.myApp"];
sessionConfiguration.HTTPMaximumConnectionsPerHost = 5;
self.session = [NSURLSession sessionWithConfiguration:sessionConfiguration delegate:self delegateQueue:nil];
}
When I press the Download ButtonI call this method (
I have a Downloadable object which contains a NSURLSessionDownloadTask):
-(void)startDownload {
for (int i=0; i<[self.downloadList count]; i++) {
Downloadable *d = [self.downloadList objectAtIndex:i];
if (!d.isDownloading) {
if (d.taskIdentifier == -1) {
d.downloadTask = [self.session downloadTaskWithURL:[NSURL URLWithString:d.downloadSource]];
}else {
d.downloadTask = [self.session downloadTaskWithResumeData:fdi.taskResumeData];
}
d.taskIdentifier = d.downloadTask.taskIdentifier;
[d.downloadTask resume];
d.isDownloading = YES;
}
}
}
When the app is in Background:
-(void)URLSessionDidFinishEventsForBackgroundURLSession:(NSURLSession *)session{
AppDelegate *appDelegate = [UIApplication sharedApplication].delegate;
[self.session getTasksWithCompletionHandler:^(NSArray *dataTasks, NSArray *uploadTasks, NSArray *downloadTasks) {
if ([downloadTasks count] == 0) {
if (appDelegate.backgroundTransferCompletionHandler != nil) {
void(^completionHandler)() = appDelegate.backgroundTransferCompletionHandler;
appDelegate.backgroundTransferCompletionHandler = nil;
[[NSOperationQueue mainQueue] addOperationWithBlock:^{
completionHandler();
UILocalNotification *localNotification = [[UILocalNotification alloc] init];
localNotification.alertBody = #"All files downloaded";
[[UIApplication sharedApplication] presentLocalNotificationNow:localNotification];
}];
}
}
}];
}
So, as I mentioned in my comments, the issue is that each File requires a unique NSURLSession, and each NSURLSession requires a NSURLSessionConfiguration with a unique identifier.
I think that you were close - and probably more proper than me in certain aspects...
You just need to create a structure to pass unique IDs into unique Configurations, to populate unique Sessions (say that 10x fast).
Here's what I did:
/*
* Retrieves the List of Files to Download
* Also uses the size of that list to instantiate items
* In my case, I load a character returned text file with the names of the files that I want to download
*/
- (void) getMediaList {
NSString *list = #"http://myserver/media_list.txt";
NSURLSession *session = [NSURLSession sharedSession]; // <-- BASIC session
[[session dataTaskWithURL:[NSURL URLWithString:list]
completionHandler:^(NSData *data, NSURLResponse *response, NSError *error) {
NSString *stringFromData = [[NSString alloc] initWithData: data encoding: NSUTF8StringEncoding];
// Populate Arrays
REMOTE_MEDIA_FILE_PATHS = [stringFromData componentsSeparatedByString:#"\n"];
[self instantiateURLSessions:[REMOTE_MEDIA_FILE_PATHS count]];
// Start First File
[self getFile:[REMOTE_MEDIA_FILE_PATHS objectAtIndex:downloadCounter]:downloadCounter]; // this variable is 0 at the start
}]
resume];
}
/*
* This sets Arrays of Configurations and Sessions to the proper size
* It also gives a unique ID to each one
*/
- (void) instantiateURLSessions : (int) size {
NSMutableArray *configurations = [NSMutableArray array];
NSMutableArray *sessions = [NSMutableArray array];
for (int i = 0; i < size; i++) {
NSString *index = [NSString stringWithFormat:#"%i", i];
NSString *UniqueIdentifier = #"MyAppBackgroundSessionIdentifier_";
UniqueIdentifier = [UniqueIdentifier stringByAppendingString:index];
[configurations addObject: [NSURLSessionConfiguration backgroundSessionConfigurationWithIdentifier:UniqueIdentifier]];
[sessions addObject:[NSURLSession sessionWithConfiguration: [configurations objectAtIndex:i] delegate: self delegateQueue: [NSOperationQueue mainQueue]]];
}
NSURL_BACKGROUND_CONFIGURATIONS = [NSArray arrayWithArray:configurations];
NSURL_BACKGROUND_SESSIONS = [NSArray arrayWithArray:sessions];
}
/*
* This sets up the Download task for each file, based off of the index of the array
* It also concatenates the path to the actual file
*/
- (void) getFile : (NSString*) file :(int) index {
NSString *fullPathToFile = REMOTE_MEDIA_PATH; // Path To Server With Files
fullPathToFile = [fullPathToFile stringByAppendingString:file];
NSURL *url = [NSURL URLWithString:fullPathToFile];
NSURLSessionDownloadTask *downloadTask = [[NSURL_BACKGROUND_SESSIONS objectAtIndex:index ] downloadTaskWithURL: url];
[downloadTask resume];
}
/*
* Finally, in my delegate method, upon the completion of the download (after the file is moved from the temp data), I check if I am done and if not call the getFiles method again with the updated counter for the index
*/
-(void)URLSession:(NSURLSession *)session downloadTask:(NSURLSessionDownloadTask *)downloadTask didFinishDownloadingToURL:(NSURL *)location
{
// Get the documents directory URL
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
NSString *dataPath = [documentsDirectory stringByAppendingPathComponent:LOCAL_MEDIA_PATH];
NSURL *customDirectory = [NSURL fileURLWithPath:dataPath];
// Get the file name and create a destination URL
NSString *sendingFileName = [downloadTask.originalRequest.URL lastPathComponent];
NSURL *destinationUrl = [customDirectory URLByAppendingPathComponent:sendingFileName];
// Move the file
NSError *error = nil;
NSFileManager *fileManager = [NSFileManager defaultManager];
if ([fileManager moveItemAtURL:location toURL:destinationUrl error: &error]) {
// List
[self listCustomDirectory];
if(downloadCounter < [REMOTE_MEDIA_FILE_PATHS count] -1) {
// Increment Counter
downloadCounter++;
// Start Next File
[self getFile:[REMOTE_MEDIA_FILE_PATHS objectAtIndex:downloadCounter]:downloadCounter];
}
else {
// FINISH YOUR OPERATION / NOTIFY USER / ETC
}
}
else {
NSLog(#"Damn. Error %#", error);
// Do Something Intelligent Here
}
}

How Can I Save This Array of Images?

I'm very new to programming, and I jumped right into a project (I know thats not the smartest thing to do, but I'm learning as I go). The app that I'm writing has 10 UIImageViews that display a picture from the users camera roll. The code I'm using needs each of the UIImageViews to have tags. I'm currently using NSData to save the array images, and it works great, but I can't use this method anymore because NSData doesn't support the use of tags. I also can't use NSUserDefaults, because I can't save images to a plist. Here is how I'm attempting to do this (using the NSData method, which works but I have to edit this so that my tags work.)
This is my current code:
- (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)img editingInfo:(NSDictionary *)editInfo {
if (imageView.image == nil) {
imageView.image = img;
[self.array addObject:imageView.image];
[picker dismissModalViewControllerAnimated:YES];
[self.popover dismissPopoverAnimated:YES];
return;
}
if (imageView2.image == nil) {
imageView2.image = img;
NSLog(#"The image is a %#", imageView);
[self.array addObject:imageView2.image];
[picker dismissModalViewControllerAnimated:YES];
[self.popover dismissPopoverAnimated:YES];
return;
}
...
- (void)applicationDidEnterBackground:(UIApplication*)application {
NSLog(#"Image on didenterbackground: %#", imageView);
[self.array addObject:imageView.image];
[self.array addObject:imageView2.image];
[self.user setObject:self.array forKey:#"images"];
[user synchronize];
}
- (void)viewDidLoad
{
self.user = [NSUserDefaults standardUserDefaults];
NSLog(#"It is %#", self.user);
self.array = [[self.user objectForKey:#"images"]mutableCopy];
imageView.image = [[self.array objectAtIndex:0] copy];
imageView2.image = [[self.array objectAtIndex:1] copy];
UIApplication *app = [UIApplication sharedApplication];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(applicationDidEnterBackground:)
name:UIApplicationDidEnterBackgroundNotification
object:app];
[super viewDidLoad];
}
Any help or suggestions on how to edit this code so that I can save the images, while using tags is much appreciated, thanks!
EDIT: Here is my updated code:
-(IBAction)saveButtonPressed:(id)sender {
NSString *docsDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask,YES) objectAtIndex:0];
for (UIImageView *imageView in self.array) {
NSInteger tag = self.imageView.tag;
UIImage *image = self.imageView.image;
NSString *imageName = [NSString stringWithFormat:#"Image%i.png",tag];
NSString *imagePath = [docsDir stringByAppendingPathComponent:imageName];
[UIImagePNGRepresentation(image) writeToFile:imagePath atomically:YES];
}
NSLog(#"Saved Button Pressed");
}
- (void)applicationDidEnterBackground:(UIApplication*)application {
}
-(void)viewDidLoad {
NSString *docsDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask,YES) objectAtIndex:0];
NSArray *docFiles = [[NSFileManager defaultManager]contentsOfDirectoryAtPath:docsDir error:NULL];
for (NSString *fileName in docFiles) {
if ([fileName hasSuffix:#".png"]) {
NSString *fullPath = [docsDir stringByAppendingPathComponent:fileName];
UIImage *loadedImage = [UIImage imageWithContentsOfFile:fullPath];
if (!imageView.image) {
imageView.image = loadedImage;
} else {
imageView2.image = loadedImage;
}
}
}
}
You need to use "Fast Enumeration" to parse the array's objects, and write each object to disk sequentially. First, you're going to need to add the UIImageView objects to the array instead of the UIImage property of the UIImageView, so you can recover the tag. So instead of writing
[self.array addObject:imageView.image];
It will be
[self.array addObject:imageView];
Try to follow along with my code. I inserted comments on each line to help.
-(void)applicationDidEnterBackground:(UIApplication *)application {
//Obtain the documents directory
NSString *docsDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainmask,YES) objectAtIndex:0];
//begin fast enumeration
//this is special to ObjC: it will iterate over any array one object at a time
//it's easier than using for (i=0;i<array.count;i++)
for (UIImageView *imageView in self.array) {
//get the imageView's tag to append to the filename
NSInteger tag = imageView.tag;
//get the image from the imageView;
UIImage *image = imageView.image;
//create a filename, in this case "ImageTAGNUM.png"
NSString *imageName = [NSString stringWithFormat:#"Image%i.png",tag];
//concatenate the docsDirectory and the filename
NSString *imagePath = [docsDir stringByAppendingPathComponent:imageName];
[UIImagePNGRepresentation(image) writeToFile:imagePath atomically:YES];
}
}
To load the images from disk, you'll have to look at your viewDidLoad method
-(void)viewDidLoad {
//get the contents of the docs directory
NSString *docsDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainmask,YES) objectAtIndex:0];
//Get the list of files from the file manager
NSArray *docFiles = [[NSFileManager defaultManager]contentsOfDirectoryAtPath:docsDir error:NULL]);
//use fast enumeration to iterate the list of files searching for .png extensions and load those
for (NSString *fileName in docFiles) {
//check to see if the file is a .png file
if ([fileName hasSuffix:#".png"]) {
NSString *fullPath = [docsDir stringByAppendingPathComponent:fileName];
UIImage *loadedImage = [UIImage imageWithContentsOfFile:fullPath];
//you'll have to sort out how to put these images in their proper place
if (!imageView1.image) {
imageView1.image = loadedImage;
} else {
imageView2.image = loadedImage;
}
}
}
}
Hope this helps
One thing you need to be aware of is that when an app enters the background it has about 5 seconds to clean up its act before it's suspended. The UIPNGRepresentation() function takes a significant amount of time and is not instantaneous. You should be aware of this. It would probably be better to write some of this code in other places and do it earlier than at app backgrounding. FWIW
You can use the [NSbundle Mainbundel] to store that images.
To get path
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
NSString *documentsDirectory = [paths objectAtIndex:0];
First, there's still a problem in your for loop.
for (UIImageView *imageView in self.array) {
NSInteger tag = self.imageView.tag;
UIImage *image = self.imageView.image;
// ...
}
Before you make any other changes, you must understand why. imageView is your for loop control variable, which changes on each iteration through the loop. self.imageView is a different thing. It is the first of the 10 imageViews attached to your viewController. Every time this loop cycles, it looks at the first imageView, and only the first.
As for why saving doesn't work, it's probably because the arrays elsewhere aren't working. Add some logging to make sure there's something in the array, and that it has as many elements as you expect.
-(IBAction)saveButtonPressed:(id)sender {
NSString *docsDir = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask,YES) objectAtIndex:0];
// Log to make sure the views expected have previously been stored.
// If the array is empty, or shorter than expected, the problem is elsewhere.
NSLog(#"Image view array before saving = %#", self.array);
for (UIImageView *imageViewToSave in self.array) {
NSInteger tag = imageViewToSave.tag;
UIImage *image = imageViewToSave.image;
NSString *imageName = [NSString stringWithFormat:#"Image%i.png",tag];
NSString *imagePath = [docsDir stringByAppendingPathComponent:imageName];
// Log the image and path being saved. If either of these are nil, nothing will be written.
NSLog(#"Saving %# to %#", image, imagePath);
[UIImagePNGRepresentation(image) writeToFile:imagePath atomically:NO];
}
NSLog(#"Save Button Pressed");
}

if loop that running asynchoursly

Hello everyone, I want to create if loop that running asynchoursly with this code:
NSString *care = [[NSString alloc] initWithContentsOfURL:[NSURL URLWithString:#"http://localhost/untitled.txt"]];
if (care == #"ONRED") { //untitled.txt = ONRED
[red_on setHidden:NO];
[red_off setHidden:YES];
}
How I can run the if statement like a loop?
If I get you right, you can put those statements in a method and call performSelectorInBackground:
(void)asyncMethod {
NSString *care = [[NSString alloc] initWithContentsOfURL:[NSURL URLWithString:#"http://localhost/untitled.txt"]];
if (care == #"ONRED") { //untitled.txt = ONRED
[red_on setHidden:NO];
[red_off setHidden:YES];
}
}
// in some other method
[self performSelectorInBackground:#selector(asyncMethod) withObject:nil];
Another option is to use the grand central dispatch (as described in this answer):
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,
(unsigned long)NULL), ^(void) {
NSString *care = [[NSString alloc] initWithContentsOfURL:[NSURL URLWithString:#"http://localhost/untitled.txt"]];
if (care == #"ONRED") { //untitled.txt = ONRED
[red_on setHidden:NO];
[red_off setHidden:YES];
}
});

playing second Sound

am trying to do a simple AVAudioPlayer based application to play 2 different music upon button pressed, there is 2 views, the first is the home view contains 2 buttons,each button set a song which is named as integer(1.mp3, 2.mp3.....etc)and here'e the code
#import "podHome.h"
#import "podMusic.h"
#import "ArabAppDelegate.h"
#implementation podHome
#synthesize song1;
#synthesize tabi;
int CurrentPlay;
NSString *Currenttxt;
-(IBAction)uae{
CurrentPlay=1;
Currenttxt=#"uae";
podMusic *newContro=[[podMusic alloc] init];
[newContro setCurrentPlay1:CurrentPlay setCurrentText:Currenttxt];
ArabAppDelegate *theDelegate = (ArabAppDelegate*)[[UIApplication sharedApplication] delegate];
tabi = theDelegate.tabcontrolPod;
tabi.selectedIndex = 1;
[newContro release];
}
-(IBAction)libya{
CurrentPlay=2;
Currenttxt=#"uae";
podMusic *newContro=[[podMusic alloc] init];
[newContro setCurrentPlay1:CurrentPlay setCurrentText:Currenttxt];
ArabAppDelegate *theDelegate = (ArabAppDelegate*)[[UIApplication sharedApplication] delegate];
tabi = theDelegate.tabcontrolPod;
tabi.selectedIndex = 1;
[newContro release];
}
these tow (IBActions) are linked to the two buttons when pressing on one of them it will change to the other view and start playing the song
- (void)viewWillAppear:(BOOL)animated {
if((played == 1)&&(isBacked==FALSE)){
NSString *filePath = [[NSBundle mainBundle] pathForResource:texting
ofType:#"txt"];
NSString *filenameString = [NSString stringWithContentsOfFile:filePath usedEncoding:nil error:nil];
CurrentTex.text = filenameString;
AudioSessionInitialize(NULL, NULL, NULL, NULL);
UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback;
AudioSessionSetProperty(kAudioSessionProperty_AudioCategory,sizeof(sessionCategory), &sessionCategory);
AudioSessionSetActive(YES);
playBtnBG = [[UIImage imageNamed:#"play-pod.png"] retain];
pauseBtnBG = [[UIImage imageNamed:#"pause-pod.png"] retain];
[playButton setBackgroundImage:pauseBtnBG forState:UIControlStateNormal];
[self registerForBackgroundNotifications];
updateTimer = nil;
duration.adjustsFontSizeToFitWidth = YES;
currentTime.adjustsFontSizeToFitWidth = YES;
progressBar.minimumValue = 0.0;
NSString *path=[[NSBundle mainBundle] pathForResource:[NSString stringWithFormat:#"%d",CurrentPlay] ofType:#"mp3"];
self.player=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
[player stop];
//self.player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileURL error:nil];
if (self.player)
{
[self updateViewForPlayerInfo:player];
[self updateViewForPlayerState:player];
player.numberOfLoops = 0;
player.delegate = self;
}
[self startPlaybackForPlayer:player];
fileName.text= [[NSString alloc]initWithFormat:#"%#", songName];
// [fileURL release];
// CurrentPlay = 0;
isBacked = TRUE;
}
[super viewWillAppear:animated];
}
- (void)setCurrentPlay1:(int)varP setCurrentText:(NSString *)varT{
CurrentPlay = varP;
texting = varT;
played = 1;
isBacked = FALSE;
}
but the problem is that when the song is playing and am back to home view and pressing on the other song's button, it starts to play with the first one at the same time, i think the first should stop to begin the other, what should i release to do that???
My guess is that you have two instances of the AVAudioPlayer, and when you set them both to play, they both do!
One solution would be to tell other players to stop when you activate a new one, but that will quickly become troublesome as the number of players increases.
Instead you;'d be better of just setting up one player, and change it's song in accordance to what button was pressed. That way, there is no chance that two music tracks will play at the same time.
In your first button action write like this.
if(player2.isPlaying)
{
[player2 stop];
}
in the same way do the same thing in second button action like this.
if(player1.isPlaying)
{
[player1 stop];
}