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
}
}
Related
First of all: Is it possible to download a custom font and display it in a UILabel?
I'm using this code to download a custom font from internet and display it in a UILabel but it does not work.
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
#synthesize txt_UserName;
- (void)viewDidLoad {
[super viewDidLoad];
// 1
NSString *dataUrl = #"https://dl.dafont.com/dl/?f=stars_fighters";
NSURL *url = [NSURL URLWithString:dataUrl];
// 2
NSURLSessionDataTask *downloadTask = [[NSURLSession sharedSession] dataTaskWithURL:url completionHandler:^(NSData *data, NSURLResponse *response, NSError *error) {
// 4: Handle response here
if (error == nil) {
NSLog(#"no error!");
if (data != nil) {
NSLog(#"There is data!");
[self loadFont:data];
}
} else {
NSLog(#"%#", error.localizedDescription);
}
}];
// 3
[downloadTask resume];
}
- (void)loadFont:(NSData *)data
{
NSData *inData = data;
CFErrorRef error;
CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data);
CGFontRef font = CGFontCreateWithDataProvider(provider);
if(!CTFontManagerRegisterGraphicsFont(font, &error)){
CFStringRef errorDescription = CFErrorCopyDescription(error);
NSLog(#"Failed to load font: %#", errorDescription);
// CFRelease(errorDescription);
}
// CFRelease(font);
// CFRelease(provider);
CTFontRef ctFont = CTFontCreateWithGraphicsFont(font, 30, NULL, NULL);
UIFont *uiFont = CFBridgingRelease(ctFont);
dispatch_async(dispatch_get_main_queue(), ^{
[self.txt_UserName setFont:uiFont];
});
[self fontTest];
}
- (void)fontTest
{
NSArray *fontFamilies = [UIFont familyNames];
for (int i = 0; i < [fontFamilies count]; i++) {
NSString *fontFamily = [fontFamilies objectAtIndex:i];
NSArray *fontNames = [UIFont fontNamesForFamilyName:[fontFamilies objectAtIndex:i]];
NSLog (#"%#: %#", fontFamily, fontNames);
}
}
#end
Anyway I'm getting this error: Failed to load font: The operation couldn’t be completed. Invalid argument
At the place of the custom font I get a default iOS font.
Of course it's possible to download a custom font and display it in a UILabel,here is my code that works well:
step 1: Assuming the font file has been saved in the sandbox path Documents / StarsFighters.ttf, load the font and get font name(in YOUR_CLASS .m file):
+ (NSString *)loadFontAndReturnFontName {
NSString *imgFilePath = [NSString stringWithFormat:#"%#/Documents/StarsFighters.ttf",NSHomeDirectory()];
NSURL *fontUrl = [NSURL fileURLWithPath:imgFilePath];
CGDataProviderRef fontDataProvider = CGDataProviderCreateWithURL((__bridge CFURLRef)fontUrl);
CGFontRef fontRef = CGFontCreateWithDataProvider(fontDataProvider);
CGDataProviderRelease(fontDataProvider);
CTFontManagerRegisterGraphicsFont(fontRef, NULL);
NSString *fontName = CFBridgingRelease(CGFontCopyPostScriptName(fontRef));
return fontName;
}
step2: use custom font
NSString *fontname = [YOUR_CLASS loadFontAndReturnFontName];
//fontname is #"StarsFighters",best set it to a global variable or save it
YOUR_LABEL.font = [UIFont fontWithName:fontname size:18.0];
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
I'm developing an iOS app using Core Data. And I have a Log entity with one-to-many relationships with Audio, Photo entities, and one-to-one relationship with Status entity. The log also has text, longitude, latitude properties. I can create the log, change its properties, add status entity, these changes would display right, until I quit the App. All the changes would disappear, and I was looking at the sqlite database, all these changes were never persisted in the database. In the database, the status object will just be created, but not linked to the log object.
But if I add an audio or photo object into the log.audioSet or log.photoSet, the changes I made to log, including the changes to text or status, will suddenly be saved into the database.
So it seems the changes are only maintained in the NSManagedObjectContext, until a related one_to_many entity is added and the [[LTLogStore sharedStore] saveChanges] will suddenly start to work.
I am using a singleton to manage the NSManagedObjectContext. Any ideas?
I would post some code if it's relevant. Thanks.
UPDATE: I'm not sure these code is enough. But basically everything works, and displays, it just doesn't save to the database. I'm using the mogenerator to set the text and latitude, but since everything is in the context. I am not sure this is the code you might need.
CODE:
#interface LTLogStore : NSObject{
}
+ (LTLogStore *)sharedStore;
- (void)removeItem:(Log *)p;
- (Log *)createItem;
- (BOOL)saveChanges;
#property(nonatomic, strong) NSFetchedResultsController *resultsController;
#property(nonatomic, strong) NSManagedObjectModel *model;
#property(nonatomic, strong) NSManagedObjectContext *context;
#end
#implementation LTLogStore
#synthesize resultsController;
#synthesize context, model;
+ (LTLogStore *)sharedStore
{
static LTLogStore *sharedStore = nil;
if(!sharedStore){
sharedStore = [[super allocWithZone:nil] init];
}
return sharedStore;
}
+ (id)allocWithZone:(NSZone *)zone
{
return [self sharedStore];
}
- (id)init
{
self = [super init];
if(self) {
model = [NSManagedObjectModel mergedModelFromBundles:nil];
NSPersistentStoreCoordinator *psc =
[[NSPersistentStoreCoordinator alloc] initWithManagedObjectModel:model];
// Where does the SQLite file go?
NSString *path = [self itemArchivePath];
NSURL *storeURL = [NSURL fileURLWithPath:path];
NSError *error = nil;
if (![psc addPersistentStoreWithType:NSSQLiteStoreType
configuration:nil
URL:storeURL
options:nil
error:&error]) {
[NSException raise:#"Open failed"
format:#"Reason: %#", [error localizedDescription]];
}
// Create the managed object context
context = [[NSManagedObjectContext alloc] init];
[context setPersistentStoreCoordinator:psc];
// The managed object context can manage undo, but we don't need it
[context setUndoManager:nil];
}
return self;
}
- (NSFetchedResultsController *)resultsController {
if (resultsController !=nil) {
return resultsController;
}
NSFetchRequest *request = [[NSFetchRequest alloc] init];
NSEntityDescription *e = [[model entitiesByName] objectForKey:#"Log"];
[request setEntity:e];
NSSortDescriptor *sd = [NSSortDescriptor
sortDescriptorWithKey:#"created_at"
ascending:NO];
[request setSortDescriptors:[NSArray arrayWithObject:sd]];
[request setReturnsObjectsAsFaults:NO];
NSFetchedResultsController *fetchedResultsController = [[NSFetchedResultsController alloc]
initWithFetchRequest:request
managedObjectContext:context
sectionNameKeyPath:nil cacheName:#"Root"];
NSError *error;
BOOL success = [fetchedResultsController performFetch:&error];
if (!success) {
//handle the error
}
return fetchedResultsController;
}
- (NSString *)itemArchivePath
{
NSArray *documentDirectories =
NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,
NSUserDomainMask, YES);
// Get one and only document directory from that list
NSString *documentDirectory = [documentDirectories objectAtIndex:0];
NSString *storePath = [documentDirectory stringByAppendingPathComponent:#"store.data"];
return storePath;
}
- (BOOL)saveChanges
{
NSError *err = nil;
BOOL successful = [context save:&err];
NSLog(#"Saving changes to the database");
if (!successful) {
NSLog(#"Error saving: %#", [err localizedDescription]);
}
return successful;
}
- (void)removeItem:(Log *)l
{
[context deleteObject:l];
[self saveChanges];
}
- (Log *)createItem
{
Log *p = [NSEntityDescription insertNewObjectForEntityForName:#"Log"
inManagedObjectContext:context];
[self saveChanges];
return p;
}
#end
#interface Log : _Log {
}
//these two are some custom convenience methods for location attributes, but it does the work of setting the longitude and latitude value in the log object, but calling the [[LTLogStore sharedStore] saveChanges] still won't save it into the database.
-(CLLocation*)location;
-(void)setLocation:(CLLocation*)location;
//this all works
-(Audio*)newAudio;
-(Audio*)newAudioWithPath:(NSString*)audioPath;
//after calling this method, even the log.text changes will be saved to the database.
-(void)addAudioWithPath:(NSString*)audioPath;
-(void)removeAudio:(Audio*)audio;
#end
#import "Log.h"
#import "Audio.h"
#import "LTLogStore.h"
#implementation Log
-(CLLocation*)location{
if (!self.longitude || !self.latitude) {
return nil;
}
CLLocation *l = [[CLLocation alloc] initWithLatitude:[self.latitude doubleValue] longitude:[self.longitude doubleValue]];
return l;
}
-(void)setLocation:(CLLocation*)location{
if (location==nil) {
self.latitude = nil;
self.longitude = nil;
}
self.latitude = [NSNumber numberWithDouble: location.coordinate.latitude];
self.longitude = [NSNumber numberWithDouble:location.coordinate.longitude];
[[LTLogStore sharedStore] saveChanges];
}
-(Audio*)newAudio{
Audio *a = [Audio new];
a.log = self;
return a;
}
-(Audio*)newAudioWithPath:(NSString*)audioPath{
Audio *new = [self newAudio];
[new setKey:audioPath];
return new;
}
-(void)addAudioWithPath:(NSString*)audioPath{
Audio *new = [self newAudio];
[new setKey:audioPath];
[[LTLogStore sharedStore] saveChanges];
}
-(void)removeAudio:(Audio*)audio{
[self.audiosSet removeObject:audio];
[[[LTLogStore sharedStore] context] deleteObject:audio];
[[LTLogStore sharedStore] saveChanges];
}
#end
UPDATE:
Problem solved, see answer.
UPDATE QUESTION: Why is my overriding causing the problem? Can someone explain the cause behind the magic of Core Data or maybe KVO behind scene?
Problem solved, I overrode the willChangeValueForKey method in the Log class, which caused the problem, I thought the code is irrelevant. But it IS:
- (void)willChangeValueForKey:(NSString *)key{
//I added the following line to fix my problem
[super willChangeValueForKey:key];
//this is the original line, I want to have this
//because I want to have a isBlank property
//so I can see if the user modified the log
_isBlank = false;
//I tried to also add the following line to be safe.
//turns out this line is not needed, and it will make the problem occur again
//[super didChangeValueForKey:key];
}
I want to load multiple languages to use IVONA SDK with SSML for iPhone.
There is no documentation for use in Xcode/objective-C, only the SDK itself is given and several C/java examples.
How can you load multiple languages for text to speach with IVONA SDK for iOS?
EDIT 1: see my code below
load the voices at first:
- (NSInteger) loadVoice: (NSString*) vox {
if(voice != nil) {
XLog(#"(voice != nil)");
[voice unload];
voice = nil;
}
NSString *pathIvona = [[NSString alloc] initWithFormat:#"%#", vox];
self.paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
self.documentsDirectory = [self.paths objectAtIndex:0];
self.path = [self.documentsDirectory stringByAppendingPathComponent:[NSString stringWithFormat:#"%#", pathIvona]];
voice = [[IvonaVoice alloc] init:instance withLibrary:self.path withVox:self.path];
[pathIvona release];
if (voice == nil) {
XLog(#"Cannot load voice");
[self setTtsError: #"Cannot load voice"];
return 0;
}
[voice setParam:#"vol" withInteger: 99];
return 1;
}
trying to load multiple languages to one streamer with (the streamer is still nil, it doesnt change):
NSArray *allVoices = [self getAvaliableVoxes];
/**
* Here the streamer is still nil,
* i cant find the mistake here.
*
*/
IvonaStreamer *streamer = [[IvonaStreamer alloc] initWithVoices:allVoices
withText:[NSString stringWithContentsOfFile:self.path
encoding:NSUTF8StringEncoding error:&error] atSpeed:[NSNumber numberWithFloat:-1]];
Method getAvailableVoices:
- (NSArray*)getAvaliableVoxes {
XLog(#"-----------------------------------entered");
self.paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
self.documentsDirectory = [self.paths objectAtIndex:0];
NSFileManager *manager = [NSFileManager defaultManager];
NSArray *fileList = [manager contentsOfDirectoryAtPath:[self.paths objectAtIndex:0] error:nil];
for (NSString *s in fileList){
//XLog(#"s: %#", s);
}
NSMutableArray *pathsIvona = [[NSMutableArray alloc] init];
NSEnumerator *e = [fileList objectEnumerator];
NSString *vox;
while (vox = [e nextObject]) {
if([[vox lastPathComponent] hasPrefix:#"vox_"]) {
XLog(#"vox: %#", vox);
[pathsIvona addObject: [vox lastPathComponent]];
XLog(#"pathsIvona: %#", pathsIvona);
}
}
XLog(#"pathsIvona: %#", pathsIvona);
return [pathsIvona autorelease];
}
How can you load multiple languages in one streamer on iOS with IVONA SDK?
perhaps the objects added to the array allVoices do not conform to the expected array of initWithVoices: ...
I am trying to downloading more then 600 images in loop with a progress meter on the top of the screen to the user. I blocked my screen with a fade layer for showing activity and progress.
I am getting the memory warning message in between and app getting crashes.
My steps to reach the loop are :
On app delegate, I check first core data table for all rows which is having "0" value in isImageAvailable bool field.
If shows me some count (say 600), and I show and alert with YES and NO option.
On YES : [self performSelector:#selector(myDownload:) withObject:nil afterDelay:0.2];
in myDownload
NSOperationQueue *queue = [NSOperationQueue new];
// Create our NSInvocationOperation to call loadDataWithOperation, passing in nil
NSInvocationOperation *operation = [[NSInvocationOperation alloc] initWithTarget:self
selector:#selector(startUpdatingRecords:) object:nil];
// Add the operation to the queue
[queue addOperation:operation];
[operation release];
[queue release];
in startUpdatingRecords :
-(void)startUpdatingRecords:(id)sender
{
[self performSelectorInBackground:#selector(updateProgressMeter:) withObject: [NSString stringWithFormat:#"%d",self.loopStartIndex]];
// Variable declarations
CGSize newSizeLarge ;
NSPredicate *predicate;
NSMutableArray *MatchingID;
Image_DB *data;
// Cache Directory path
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSCachesDirectory, NSUserDomainMask, YES);
NSData *responseData; // = [[NSData alloc]init] ;
NSURL *url = [[[NSURL alloc]init] autorelease];
NSMutableURLRequest *request = [[[NSMutableURLRequest alloc]init] autorelease];
UIImage *imgSelected_Large = [[[UIImage alloc]init] autorelease];
// Loop through all IDs
for (int i = 0; i < [self.arrayOfID count]; i++) //for (int i = loopStart; i < loopEnd; i++)
{
if (self.abortDownload)
{
break;
}
NSString *documentsDirectory = [[[NSString alloc] initWithFormat:#"%#",[paths objectAtIndex:0]] autorelease];
documentsDirectory = [paths objectAtIndex:0];
documentsDirectory = [documentsDirectory stringByAppendingFormat:#"/ImageFolder"]; // Image folder path
myClass *classObj = [self.arrayOfID objectAtIndex:i];
NSString *strURl = [[[NSString alloc] initWithFormat:#"%#%#", self.MyURL,recipeObj.recipeImageStr] autorelease];
//NSLog(#"URL = %#",strURl);
url = [NSURL URLWithString:strURl];
request = [NSMutableURLRequest requestWithURL:url];
responseData = [NSURLConnection sendSynchronousRequest:request returningResponse:NULL error:NULL]; // Get Image Data into NSData
//imgSelected_Large = [UIImage imageWithData:[NSData dataWithContentsOfURL:[NSURL URLWithString:strURl]]];
NSLog(#"Download Count = %d",i+1);
if (responseData != nil)
{
imgSelected_Large = [UIImage imageWithData:responseData];
// Resizining image
newSizeLarge.width = 320;
newSizeLarge.height = 180;
imgSelected_Large = [self imageWithImage:imgSelected_Large scaledToSize:newSizeLarge]; // New sized image
NSData *dataPhoto; // no need to release it because UIImageJPEGRepresentation gives autoreleased NSData obj.
dataPhoto = UIImageJPEGRepresentation(imgSelected_Large, 0.6); // Set new image representation and its Compression Quality
documentsDirectory = [documentsDirectory stringByAppendingPathComponent:[NSString stringWithFormat:#"Image_%d", classObj.nodeID]];
[dataPhoto writeToFile:documentsDirectory atomically:YES]; //Write file to local folder at default path
predicate = [NSPredicate predicateWithFormat: #"(image_ID = %d )",recipeObj.nodeID];
MatchingID = [CoreDataAPIMethods searchObjectsInContext:#"Image_DB" :predicate :#"image_ID" :YES :self.managedObjectContext];
// Setting flag variable for available image
for (int j = 0; j< [MatchingID count]; j++)
{
//Assign the Authors Records in Class Object and save to Database
data = (Image_DB*) [MatchingID objectAtIndex:j];
// data.image_large = dataPhoto; // Code for storing BLOB object to DB
data.extra_1 = #"1";
//NSLog(#"Flag updated");
}
}
// Exit out code
if ( i == [self.arrayOfID count] - 1 || i == [self.arrayOfID count]) // Its the last record to be stored
{
NSError *error;
if (![self.managedObjectContext save:&error])
{
// Handle the error...
NSLog(#"Error in updating %#",error);
}
self.isUpdateImageCalled = NO;
[self performSelectorOnMainThread:#selector(removeProgressMeter) withObject:nil waitUntilDone:NO];
}
// Update UI screen while in downloading process
[self performSelectorInBackground:#selector(updateProgressMeter:) withObject:[NSString stringWithFormat:#"%d",self.loopStartIndex+i+1]];
}
}
If I didn't release responseData then my app shows me memory warning and got crashed. If I released then, [NSConcreteMutableData release]: message sent to deallocated instance 0x1e931de0 error occures.
How to refine my code. Can any one suggest me on my code and rework and make a refined code.
Please please help me out.
Your responseData returned by sendSynchronousRequest is autoreleased thus you shouldn't release it yourself. For the first sight I don't see a memory leak in your code. It is possible that your application actually uses too much memory, without leaking it. Try to place an autorelease pool inside your for cycle:
for (...) {
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// your original code with a lot of autoreleased objects
[pool release];
}
If you wrap your code within an autorelease pool, all objects that are sent the autorelease message inside the wrap will be actually released when the pool itself is released: this way you purge the memory in every for cycle.
See also Using Autorelease Pools in the doc, it specifically mentions that you should use them in the case "if you write a loop that creates many temporary objects".