Objective-c block synchronizing data - objective-c

I'm developing a program that gets feed from Instagram. I'm really new to objective-c so please be patient with my question. I have a button that calls a method to get the feeds, but it is a block so when the method finishes sometimes the block still continues loading images. The problem occurs when I change the user. I clear the media array but the method fired fills the array with old user data. I tried to use a property userchanged but it seems that it cancels the current user data too. How should I synchronize these methods? I can't figure it out.
#property (nonatomic, copy) NSMutableArray *mediaArray;
#property (nonatomic, assign) BOOL currentUserChanged;
- (void)getInstagramSelfFeed
{
if (self.currentPaginationInfo.nextMaxId != self.requestedPaginationInfo)
{
self.requestedPaginationInfo = self.currentPaginationInfo.nextMaxId;
[[InstagramEngine sharedEngine] getSelfFeedWithCount:15 maxId:self.currentPaginationInfo.nextMaxId success:^(NSArray *media, InstagramPaginationInfo *paginationInfo){
self.currentPaginationInfo = paginationInfo;
if ([self checkIfCurrentUserChanged])
{
return;
}
[self.mediaArray addObjectsFromArray:media];
[[NSNotificationCenter defaultCenter] postNotificationName:#"finishGettingSelfFeed" object:self];
} failure:^(NSError *error) {
NSLog(#"Request Self Feed Failed %#", error);
}];
}
}
- (void)setCurrentUser:(User *)currentUser
{
if (_currentUser != currentUser)
{
_currentUser = currentUser;
[[InstagramEngine sharedEngine] setAccessToken:self.currentUser.accessToken];
[self.mediaArray removeAllObjects];
if ([self.currentViewController isKindOfClass:[TimelineViewController class]])
{
self.currentUserChanged = YES;
}
MenuController *menuController = [MenuController sharedManager];
[menuController updateAllViews];
}
}
- (User *)currentUser
{
return _currentUser;
}
- (BOOL)checkIfCurrentUserChanged
{
if (self.currentUserChanged)
{
self.currentUserChanged = false;
return YES;
}
return NO;
}

OK, I solved the problem. Now I'm sending the user that made the request and compare both.
- (void)getInstagramSelfFeed: (User *)user
{
if (self.currentPaginationInfo.nextMaxId != self.requestedPaginationInfo)
{
self.requestedPaginationInfo = self.currentPaginationInfo.nextMaxId;
self.executingGetSelfFeed = true;
[[InstagramEngine sharedEngine] getSelfFeedWithCount:15 maxId:self.currentPaginationInfo.nextMaxId success:^(NSArray *media, InstagramPaginationInfo *paginationInfo){
self.currentPaginationInfo = paginationInfo;
if (user != self.currentUser)
{
[[NSNotificationCenter defaultCenter] postNotificationName:#"gettingSelfFeedCancelled" object:self];
return;
}
[self.mediaArray addObjectsFromArray:media];
[[NSNotificationCenter defaultCenter] postNotificationName:#"finishGettingSelfFeed" object:self];
} failure:^(NSError *error) {
NSLog(#"Request Self Feed Failed %#", error);
}];
}
}

A big problem is that you have a mutable array, and it is a "copy" property. That's just wrong. When you access self.mediaArray, a copy of the instance variable is made, and then you modify the copy. The instance variable itself is never modified.

Related

xmppstream delegate methods not getting called on my custom class

I started with xmppframework recently,but i am stuck with an issue.i am able to connect to my server on my local network but the xmppstreamdelegate methods are not getting called on my custom class,but works absolutely fine on appdelegate class .Can anyone pls help me on this.Is the delegate only supported on the appdelegate class ?
Header:
#interface XmppClass : NSObject<XMPPStreamDelegate>{
XMPPStream *xmppStream;
Login * loginDetail;
BOOL allowSelfSignedCertificates;
BOOL allowSSLHostNameMismatch;
}
#property (nonatomic, strong, readonly) XMPPStream *xmppStream;
#property (nonatomic, strong) Login *loginDetail;
- (id)initWithLogin:(Login *) loginrefernce;
- (BOOL)connect;
- (void)disconnect;
- (void)setupStream;
#end
Implementation:
#implementation XmppClass
#synthesize xmppStream;
#synthesize loginDetail;
- (id)initWithLogin:(Login *) loginrefernce
{
self = [super init];
if (self) {
self.loginDetail=loginrefernce;
[DDLog addLogger:[DDTTYLogger sharedInstance]];
[self setupStream];
[self connect];
}
return self;
}
- (void)setupStream
{
NSAssert(xmppStream == nil, #"Method setupStream invoked multiple times");
// Setup xmpp stream
//
// The XMPPStream is the base class for all activity.
// Everything else plugs into the xmppStream, such as modules/extensions and delegates.
xmppStream = [[XMPPStream alloc] init];
#if !TARGET_IPHONE_SIMULATOR
{
// Want xmpp to run in the background?
//
// P.S. - The simulator doesn't support backgrounding yet.
// When you try to set the associated property on the simulator, it simply fails.
// And when you background an app on the simulator,
// it just queues network traffic til the app is foregrounded again.
// We are patiently waiting for a fix from Apple.
// If you do enableBackgroundingOnSocket on the simulator,
// you will simply see an error message from the xmpp stack when it fails to set the property.
xmppStream.enableBackgroundingOnSocket = YES;
}
#endif
NSLog(#"setup stream");
[xmppStream addDelegate:self delegateQueue:dispatch_get_main_queue()];
[xmppStream setHostName:#"10.68.202.123"];
//[xmppStream setHostPort:8070];
allowSelfSignedCertificates = NO;
allowSSLHostNameMismatch = NO;
// You may need to alter these settings depending on the server you're connecting to
}
- (BOOL)connect
{
NSLog(#"connect");
if (![xmppStream isDisconnected]) {
return YES;
}
//
// If you don't want to use the Settings view to set the JID,
// uncomment the section below to hard code a JID and password.
//
// myJID = #"user#gmail.com/xmppframework";
// myPassword = #"";
if (self.loginDetail.emailId == nil || self.loginDetail.password == nil) {
return NO;
}
[xmppStream setMyJID:[XMPPJID jidWithString:[self.loginDetail.emailId stringByAppendingString:#"/pc"]]];
NSError *error = nil;
if (![xmppStream connect:&error])
{
NSLog(#"Error connecting: %#", error);
return NO;
}
return YES;
}
- (void)disconnect
{
[xmppStream disconnect];
}
- (void)xmppStream:(XMPPStream *)sender socketDidConnect:(GCDAsyncSocket *)socket
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
}
- (void)xmppStream:(XMPPStream *)sender willSecureWithSettings:(NSMutableDictionary *)settings
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
NSLog(#"some security thing");
if (allowSelfSignedCertificates)
{
[settings setObject:[NSNumber numberWithBool:YES] forKey:(NSString *)kCFStreamSSLAllowsAnyRoot];
}
if (allowSSLHostNameMismatch)
{
[settings setObject:[NSNull null] forKey:(NSString *)kCFStreamSSLPeerName];
}
else
{
// Google does things incorrectly (does not conform to RFC).
// Because so many people ask questions about this (assume xmpp framework is broken),
// I've explicitly added code that shows how other xmpp clients "do the right thing"
// when connecting to a google server (gmail, or google apps for domains).
NSString *expectedCertName = nil;
NSString *serverDomain = xmppStream.hostName;
NSString *virtualDomain = [xmppStream.myJID domain];
if ([serverDomain isEqualToString:#"talk.google.com"])
{
if ([virtualDomain isEqualToString:#"gmail.com"])
{
expectedCertName = virtualDomain;
}
else
{
expectedCertName = serverDomain;
}
}
else if (serverDomain == nil)
{
expectedCertName = virtualDomain;
}
else
{
expectedCertName = serverDomain;
}
if (expectedCertName)
{
[settings setObject:expectedCertName forKey:(NSString *)kCFStreamSSLPeerName];
}
}
}
- (void)xmppStreamDidSecure:(XMPPStream *)sender
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
}
- (void)xmppStreamDidConnect:(XMPPStream *)sender
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
NSLog(#"connected");
NSError *error = nil;
if (![[self xmppStream] authenticateWithPassword:self.loginDetail.password error:&error])
{
DDLogError(#"Error authenticating: %#", error);
}
}
- (void)xmppStreamDidAuthenticate:(XMPPStream *)sender
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
NSLog(#"authenticated");
}
- (void)xmppStream:(XMPPStream *)sender didNotAuthenticate:(NSXMLElement *)error
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
NSLog(#"did not authenticate");
}
- (BOOL)xmppStream:(XMPPStream *)sender didReceiveIQ:(XMPPIQ *)iq
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
return NO;
}
- (void)xmppStream:(XMPPStream *)sender didReceiveMessage:(XMPPMessage *)message
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
// A simple example of inbound message handling.
}
- (void)xmppStream:(XMPPStream *)sender didReceivePresence:(XMPPPresence *)presence
{
DDLogVerbose(#"%#: %# - %#", THIS_FILE, THIS_METHOD, [presence fromStr]);
}
- (void)xmppStream:(XMPPStream *)sender didReceiveError:(id)error
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
}
- (void)xmppStreamDidDisconnect:(XMPPStream *)sender withError:(NSError *)error
{
DDLogVerbose(#"%#: %#", THIS_FILE, THIS_METHOD);
NSLog(#"%#",error);
}
#end
Most probably the problem is that your class instance, that is a delegate for your XMPPStream is released before the delegate method is called on it. Make it more persistent by making this class a property or instance variable of other class or by using dispatch_once. For example,
Change
YourClass *instance = [[YourClass alloc] init];
instance.xmppStream = ....
by
#property(nonatomic, strong) YourClass *instance;
self.instance = [[YourClass alloc] init];
self.instance.xmppStream = ....
Here YourClass contains XMPPStream and is delegate for it.
I've written a big blog post on this problem. This is pretty common situation.
http://blog.alwawee.com/2013/07/31/on-xmppframework-delegate-method-not-being-called/
you can use the multicast,sth like this
[[self appDelegate].xmppStream addDelegate:self delegateQueue:dispatch_get_main_queue()];
I had same problem... this helped me. Hope it works for you, just make following Changes in your code.
Static XmppClass *selfRef = nil;
#implementation XmppClass
#synthesize xmppStream;
- (void)setupStream
{
// Setup xmpp stream
selfRef = [[XmppClass alloc] init];
xmppStream = [[XMPPStream alloc] init];
[xmppStream addDelegate:selfRef delegateQueue:dispatch_get_main_queue()];

Block does not react to outside property change

After some questions here I decided to run a server like this:
#implementation Server
-(id)init
{
if (self = [super init])
{
shouldRun = true;
__block Server* blocksafeSelf = self; // should prevent retain cycle
myServer = ^() {
dispatch_async(dispatch_get_main_queue(), ^{
NSString* currentText = controller.output.text;
controller.outputTextField.text = [currentText stringByAppendingString:#"Server ready. \n"];
});
while (blocksafeSelf.shouldRun) {
int bytes_received = recvfrom(...);
if (bytes_received > 0) {
switch (TYPE OF RECEIVED PACKET) {
case 1: {
dispatch_async(dispatch_get_main_queue(), ^{
NSString* currentText = controller.outputTextField.text;
controller.outputTextField.text = [currentText stringByAppendingString:#"S: Received Typ 1 "];
});
[blocksafeSelf methodToDealWithPacket:(PACKETTYPE*) buffer];
break;
}
...
default: {
...
}
}
}
}
return self;
}
#synthesize shouldRun;
the corresponding .h file:
#interface Server : NSObject {
ServerBlock myServer;
....
}
#property BOOL shouldRun;
....
#end
Now I have a ViewController, which has the Server as a property and following method in its implementation:
// called when the user clicks the stop button
- (IBAction) clickedStop
{
if(theServer != nil) {
theServer.shouldRun = false;
}
}
When I click the stop button however, the server does not exit his while loop. Why?
edit: Here is, how the server is started in the ViewController:
// called when the user clicks the start button
- (IBAction) clickedStart
{
dispatch_queue_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT,0);
if (...) { // all needed data has been entered
// start server here
if(theServer == nil) {
theServer = [[SNPTServer alloc] initWithHost:serverIP.text AndPort: [serverPort.text intValue] AndViewController:self];
dispatch_async(queue, theServer.myServer);
}
}
}
As you see, I have altered the constructor above a bit.
My answer will only work if the body of your while loop looks similar to the following (I will assume it does)
while (blocksafeSelf.shouldRun) {
[[NSRunLoop currentRunLoop] runMode:NSDefaultRunLoopMode
beforeDate:[NSDate distantFuture]];
}
In this case, just setting shouldRun to NO is not enough. That while loop is running on a different thread/runLoop so an event must happen to cause the run loop to pop so that the condition is checked again.
The easiest way to do that is to set shouldRun to NO from the thread that server is running on. I would do something like this:
myServer = ^() {
self.runThread = [NSThread currentThread]; // runThread declared elsewhere
while (blocksafeSelf.shouldRun) {
....
}
}
And then when you want to cancel it do:
- (IBAction) clickedStop
{
if ([NSThread currentThread] == theServer.runThread) {
if(theServer != nil) {
theServer.shouldRun = NO;
}
} else if (theServer.runThread) {
[self performSelector:_cmd
onThread:theServer.runThread
withObject:nil
waitUntilDone:NO];
}
}

AVCaptureSession "startRunning" crash

So here's my problem: I've created a custom AVCaptureSession that takes pictures. I'm not sure why, but the third time you call startRunning, it crashes. I implemented didReceiveMemoryWarning, and it wasn't called before it crashed. I also ran instruments on it and there were no memory leaks associated with the AVCaptureSession. There were also no logs via console in XCode.
So my question is... is it a memory problem even though the didReceiveMemoryWarning wasn't called? Here's some of my code.
viewWillDisappear (ViewController)
- (void)viewWillDisappear:(BOOL)animated {
if (cameraFlashButton) { [cameraFlashButton release]; }
if (switchCamera) { [switchCamera release]; }
if (cameraBadgeBack) { [cameraBadgeBack release]; }
if (cameraBadgeNumber) { [cameraBadgeNumber release]; }
if (cameraUseButton) { [cameraUseButton release]; }
if (cameraOverlayView) { [cameraOverlayView release]; }
if (blackOverlay) { [blackOverlay release]; }
if (loadingIndicator) { [loadingIndicator release]; }
if (cameraPickButton) { [cameraPickButton release]; }
if (whiteOverlay) { [whiteOverlay release]; }
if (imageOverlay) { [imageOverlay release]; }
if (captureManager) { [captureManager release], captureManager = nil; }
if (theCaptureSession) { [theCaptureSession release], theCaptureSession = nil; }
[super viewWillDisappear:YES];
}
dealloc (CaptureSessionManager)
- (void)dealloc {
if ([self captureSession]) { [[self captureSession] stopRunning]; }
if (previewLayer) { [previewLayer release], previewLayer = nil; }
if (captureSession) { [captureSession release], captureSession = nil; }
if (stillImageOutput) { [stillImageOutput release], stillImageOutput = nil; }
if (stillImage) { [stillImage release], stillImage = nil; }
[super dealloc];
}
Ideas? If you need to see anything else, just ask! Thanks in advance.
If didReceiveMemoryWarning was properly implemented and it was never called, your problem is likely not due to running out of memory. There are many other ways you can get a crash when you start your capture session running. You'd need to post more of your implementation along with details of the crash to help debug this.
However, the code you posted has a number of inefficiencies and style problems. Note in Objective-C messages to nil are perfectly fine. So in your viewWillDisappear and dealloc methods you can and should remove every if test readability. For example, instead of:
if (cameraFlashButton) { [cameraFlashButton release]; }
just use:
[cameraFlashButton release];
If you are using properly synthesized accessors it is also much better to replace lines like
if (previewLayer) { [previewLayer release], previewLayer = nil; }
with simply
self.previewLayer = nil;

Singleton method not getting called in Cocos2d

I am calling a Singleton method that does not get called when I try doing this.
I get no errors or anything, just that I am unable to see the CCLOG message.
Under what reasons would a compiler not give you error and not allow you to call a method?
[[GameManager sharedGameManager] openSiteWithLinkType:kLinkTypeDeveloperSite];
The method is defined as follows:
-(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen
{
CCLOG(#"WE ARE IN openSiteWithLinkType"); //I NEVER SEE THIS MESSAGE
NSURL *urlToOpen = nil;
if (linkTypeToOpen == kLinkTypeDeveloperSite)
{
urlToOpen = [NSURL URLWithString:#"http://somesite.com"];
}
if (![[UIApplication sharedApplication]openURL:urlToOpen])
{
CCLOG(#"%#%#",#"Failed to open url:",[urlToOpen description]);
[self runSceneWithID:kMainMenuScene];
}
}
HERE IS THE CODE TO MY SINGLETON:
#import "GameManager.h"
#import "MainMenuScene.h"
#implementation GameManager
static GameManager* _sharedGameManager = nil;
#synthesize isMusicON;
#synthesize isSoundEffectsON;
#synthesize hasPlayerDied;
+(GameManager*) sharedGameManager
{
#synchronized([GameManager class])
{
if (!_sharedGameManager)
{
[[self alloc] init];
return _sharedGameManager;
}
return nil;
}
}
+(id)alloc
{
#synchronized ([GameManager class])
{
NSAssert(_sharedGameManager == nil,#"Attempted to allocate a second instance of the Game Manager singleton");
_sharedGameManager = [super alloc];
return _sharedGameManager;
}
return nil;
}
-(id)init
{
self = [super init];
if (self != nil)
{
//Game Manager initialized
CCLOG(#"Game Manager Singleton, init");
isMusicON = YES;
isSoundEffectsON = YES;
hasPlayerDied = NO;
currentScene = kNoSceneUninitialized;
}
return self;
}
-(void) runSceneWithID:(SceneTypes)sceneID
{
SceneTypes oldScene = currentScene;
currentScene = sceneID;
id sceneToRun = nil;
switch (sceneID)
{
case kMainMenuScene:
sceneToRun = [MainMenuScene node];
break;
default:
CCLOG(#"Unknown Scene ID, cannot switch scenes");
return;
break;
}
if (sceneToRun == nil)
{
//Revert back, since no new scene was found
currentScene = oldScene;
return;
}
//Menu Scenes have a value of < 100
if (sceneID < 100)
{
if (UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad)
{
CGSize screenSize = [CCDirector sharedDirector].winSizeInPixels;
if (screenSize.width == 960.0f)
{
//iPhone 4 retina
[sceneToRun setScaleX:0.9375f];
[sceneToRun setScaleY:0.8333f];
CCLOG(#"GM: Scaling for iPhone 4 (retina)");
}
else
{
[sceneToRun setScaleX:0.4688f];
[sceneToRun setScaleY:0.4166f];
CCLOG(#"GM: Scaling for iPhone 3G or older (non-retina)");
}
}
}
if ([[CCDirector sharedDirector] runningScene] == nil)
{
[[CCDirector sharedDirector] runWithScene:sceneToRun];
}
else
{
[[CCDirector sharedDirector] replaceScene:sceneToRun];
}
}
-(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen
{
CCLOG(#"WE ARE IN openSiteWithLinkType");
NSURL *urlToOpen = nil;
if (linkTypeToOpen == kLinkTypeDeveloperSite)
{
urlToOpen = [NSURL URLWithString:#"http://somesite.com"];
}
if (![[UIApplication sharedApplication]openURL:urlToOpen])
{
CCLOG(#"%#%#",#"Failed to open url:",[urlToOpen description]);
[self runSceneWithID:kMainMenuScene];
}
}
-(void) test
{
CCLOG(#"this is test");
}
#end
Perhaps sharedGameManager is returning nil? This won't cause an error.
Edit: The issue is in the new code you posted:
if (!_sharedGameManager) {
[[self alloc] init];
return _sharedGameManager;
}
return nil;
If _sharedGameManager is non-nil, this will return nil. You want:
if (!_sharedGameManager) {
[[self alloc] init];
}
return _sharedGameManager;
Check this Cocoa With Love article on how to make a proper singleton.

Objective C Class Method to control all existing instances?

Is it possible to use the class methods of some NSObject I've made to controls all existing instances?
I want a delegate class to be able to send messages to the Object's class methods which can then react appropriately with everything out there.
Sure. Just have all the objects register for notifications when they're created. For example:
- (id)init {
self = [super init];
if (!self) return nil;
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(announceYourself:)
name:#"MYCLASS_ANNOUNCE"
object:nil];
return self;
}
+ (void)identifyInstances {
[[NSNotificationCenter defaultCenter] postNotificationName:#"MYCLASS_ANNOUNCE" object:self];
}
- (void)announceYourself:(id)notification {
NSLog(#"Instance %p reporting in!", self);
}
- (void)dealloc {
[[NSNotificationCenter defaultCenter] removeObserver:self]; // VERY IMPORTANT -- IT WILL CRASH WITHOUT THIS
[super dealloc];
}
Not without using some collection of the objects. The simplest way to do it would be to store the objects in an array and send them all a message when you want something to happen. Specifically:
static NSMutableArray *allObjects = nil;
+ (void) initialize {
if (!allObjects) {
allObjects = [NSMutableArray new];
}
}
- (id) init {
if (self = [super init]) {
//Each object gets held in an array
[allObjects addObject:self];
}
return self;
}
+ (void) doSomethingToEveryObject {
[allObjects makeObjectsPerformSelector:#selector(doSomethingToThisObject)];
}
- (void) doSomethingToThisObject {
NSLog(#"Did something to %#",self];
}
- (void) release {
[super release];
//When the retain count reaches 1, then all external references have disappeared,
//and the only remaining reference is in the objects array.
if (self.retainCount == 1) {
[allObjects removeObject:self];
}
}