This question already has answers here:
Mixing C Structs and Objective-C Properties
(2 answers)
Closed 8 years ago.
I have class A with a header that looks something like this:
typedef struct {
int x;
int y;
} Position;
#interface ClassA : NSObject
#property Position currentPosition;
#end
And I try to assign individual values of the position struct from the property in another class like this:
ClassA * classA = [ClassA new];
classA.currentPosition.x = 10;
Which gives an error "expression is not assignable" and won't compile.
I can set it like this:
ClassA * classA = [ClassA new];
Position position = {
.x = 1,
.y = 2
};
classA.currentPosition = position;
And I can even alter individual "properties" of position variable like this:
ClassA * classA = [ClassA new];
Position position = {
.x = 1,
.y = 2
};
// WORKS
position.x = 4;
// DOESN'T WORK
// classA.currentPosition.x = 4;
classA.currentPosition = position;
Why can't I set values individually when they are a property?
This expression:
classA.currentPosition
returns a temporary copy of your struct, not the struct itself. The compiler error is telling you that you can't assign a value to some member of that temporary copy (because it's an rvalue, technically). But you don't want to assign a value to that member anyway, because it would just disappear along with the struct itself.
So why are you only getting a copy of the struct in the first place?
Because
#property Position currentPosition
is actually just shorthand for:
-(Position)currentPosition;
-(void)setCurrentPosition(Position value);
and in C-family languages, the first line (the getter) indicates that it's returning a Position struct by-value, or as a copy.
You could make your own accessor that returns a reference, but you probably shouldn't. This isn't a common idiom in Objective-C -- at least not in this context -- and you should generally try to stick with common idioms for a language.
Instead, you should use position like the following;
Position pos = classA.position;
pos.x = 4;
classA.position = pos;
Lastly, if you really want to be able to set currentPosition using the syntax you originally desired, while maintaing Objective-C idioms, you could just make Position a class rather than a struct. Then, the property can return a Position * and the rest of the syntax would work. Make sure to initialize the pointer in your init function (or when appropriate).
Properties don't work for C structs.
You can do it like:
#property Position *currentPosition;
Basically, using a pointer.
Now you actually need to initialize that pointer so:
- (id) init {
self = [super init];
if(self){
self.currentPosition = malloc(sizeof(Position));
}
return self;
}
Then, don't forget to use arrow notation, since you're dealing with a pointer:
classA.currentPosition->x = 5;
And don't forget to free the memory you requested!
-(void)dealloc{
free(self.currentPosition);
}
Related
I currently have this code:
#interface Matrix4 : NSObject
{
float mat[16];
}
#property (readonly) float mat[1];
I want the property to either give me the mat array or have multiple properties giving me readonly access to mat[1], mat[2], etc.
I current have "Property cannot have array of function type float[1]" as an error message
Arrays cannot be return values, so the property cannot have an array type. Instead you must return a pointer, so declare the property as a pointer to the element type of the array:
#property (readonly) float *mat;
Keep the instance variable as float mat[16] as you have now. Then implement the accessor to return a pointer to the array:
- (float *)mat {
return mat; // array decays to pointer automatically
}
Alternatively, you could have an accessor directly for the individual elements:
- (float)matIndex:(NSUInteger)i {
// maybe check bounds here?
return mat[i];
}
The problem with these approaches is that the information about the size of the array is lost, so you would probably want to put the size of the array in a macro or const variable. If you need something a bit more object-oriented, make the array an NSArray and store NSNumbers in it.
edit: One option would also be to wrap the array in a struct to preserve the size info, though you still probably want to pass it around by reference:
struct matrixf16 {
float f[16];
};
#interface Matrix4 : NSObject {
struct matrixf16 mat;
}
#property (readonly) struct matrixf16 *mat;
(Also, if I'm guessing correctly that the size is 16 because it's meant to hold a 4×4 matrix, why not make the array float f[4][4].)
As the compiler is telling you, properties cannot have array or function type.
You can manually implement the getter, like
#interface Matrix4 : NSObject {
float mat[16];
}
- (float *)mat;
#implementation
- (float *)mat {
return mat;
}
or you can consider using an NSArray instead, depending on your requirements. NSArray is definitely more overweight than a native C array, but it allows you to use properties.
However I suspect you have a design issue: it looks like you are trying to implement a squared matrix, but you are exposing the internal representation, most likely so that the client can set the matrix elements.
You should instead hide the internal representation and only expose methods to perform matrix operations. For instance, you can think of exposing a method which sets the matrix value, as:
- (void)setValue:(float)value forRow:(int)row column:(int)col {
NSParameterAssert(row >= 0 && row < 4 && col >= 0 && col < 4)
mat[row * 4 + col] = value;
}
and one that gives you an element back
- (float)valueForRow:(int)row column:(int)col {
NSParameterAssert(row >= 0 && row < 4 && col >= 0 && col < 4)
return mat[row * 4 + col];
}
and make the mat ivar private. This gives you also the flexibility of changing the internal representation at will, without breaking the client's code.
The above implementation is also very easy to generalize to a squared matrix of size, by providing a dimension parameter and using a NSArray or dynamic memory allocation (since variable-length arrays cannot be ivars).
I'd like to create an NSObject subclass that contains a few member vars:
#interface PointMass : NSObject
{
CGPoint mCurPosition;
CGPoint mLastPosition;
CGPoint mAcceleration;
}
-(id) initWithPosition:(CGPoint*) pos;
#import "PointMass.h"
#implementation PointMass
-(id) initWithPosition:(CGPoint*)pos
{
mCurPosition = *pos;
mLastPosition = *pos;
mAcceleration = ccp(0,0);
return self;
}
#end
And I would like to create a C-style array to hold a bunch of them within a cocos2d class:
// mNumPoint declared in interface, I've set it to 100
PointMass *pointMassList;
pointMassList = malloc(sizeof(PointMass*) * mNumPointMass);
for (int = 0; i < mNumPointMass; i++)
{
CGPoint point = ccp(100,100);
PointMass *p = [[PointMass alloc] initWithPosition: &point];
pointMassList[i] = p;
}
But I get an error
Expected method to write array element not found on object of type 'PointMass *'
Do I need to tell the compiler more about my PointMass Object if I want to store pointers to it in a C array?
I'm basically trying to have a play around with some particle math on iPhone without needing to unpack points from an NSArray constantly if it isn't clear what I'm trying to achieve here.
If I've gone about this in a backwards way I'd love to be corrected - it has been a while since I wrote vanilla C and I'm a little rusty!
it has been a while since I wrote vanilla C
You should still be able to make the distinction between a pointer-to-T and a pointer-to-pointer-to-T (T being PointMass in this case). You want to store an array of PointMass *, and not an array of PointMass (which you couldn't do anyway). So change the declaration of pointMassList to
PointMass **pointMassList;
and it will work. However, if you're using Objective-C anyway, why don't you simply store the instances into an NSArray?
I'm implementing a objective C wrapper for Box2d (which is written in c++). The b2Body keeps a reference to its wrapper B2Body in its userData field. GetUserData returns a void*. I'm now implementing fast iteration for getting the B2Bodies out of the B2World.
I get an 'Assigning to 'id' from incompatible type 'B2Body *' error at the line indicated below. Why?
#import "B2Body.h"
#import "B2World.h"
#import "Box2d.h"
#implementation B2World
-(id) initWithGravity:(struct B2Vec2) g
{
if (self = [super init])
{
b2Vec2 *gPrim = (b2Vec2*)&g;
_world = new b2World(*gPrim);
}
return self;
}
- (NSUInteger)countByEnumeratingWithState:(NSFastEnumerationState *)state objects:(id __unsafe_unretained [])buffer count:(NSUInteger)len;
{
if(state->state == 0)
{
state->mutationsPtr = (unsigned long *)self;
state->extra[0] = (long) ((b2World*)_world)->GetBodyList();
state->state = 1;
}
// pull the box2d body out of extra[0]
b2Body *b = (b2Body*)state->extra[0];
// if it's nil then we're done enumerating, return 0 to end
if(b == nil)
{
return nil;
}
// otherwise, point itemsPtr at the node's value
state->itemsPtr = ((B2Body*)b->GetUserData()); // ERROR
state->extra[0] = (long)b->GetNext();
// we're returning exactly one item
return 1;
}
`
B2Body.h looks like this:
#import
#interface B2Body : NSObject
{
int f;
}
-(id) init;
#end
NSFastEnumerationState is a C structure, and the itemsPtr field is:
id __unsafe_unretained *itemsPtr;
In earlier versions, the __unsafe_unretained specifier was obviously missing.
Note, that the field itemsPtr is a pointer-to-id. Since id is essentially a pointer, itemsPtr is a pointer to an object pointer. Actually, this field is what holds the array of objects that allows the fast enumeration. Basically, it trolls through this array of object pointers.
Since I know nothing about Box2d, that's about all I can say. Assuming b->GetUserData() returns a pointer to an array of objects, you should be able to do this:
state->itemsPtr = (__unsafe_unretained id *)b->GetUserData();
While a bit dated, Mike Ash's article is still a great source for implementing fast enumeration.
EDIT
Just noticed that you are returning a single object. So, I assume GetUserData just returns a single object pointer. Since you need to return a pointer to object pointers, you would need to do something like this:
id object = (__bridge id)b->GetUserData();
state->itemsPtr = &object;
However, that stack object will be gone once you return from this method, which is why you are passed a stack buffer you can use. Thus, you should probably stuff that single pointer into the provided stack buffer:
*buffer = (__bridge id)b->GetUserData()
state->itemsPtr = buffer;
This question already has an answer here:
Closed 10 years ago.
Possible Duplicate:
Scoring System In Cocos2D
I got a reply from a question I asked earlier but I am new to coding and have no idea how to do it. Here is the reply:
"#synthesize a "score" property of type int, and a "scoreLabel" property of type CCLabelTTF.
initialize your score property to "0" in -(void)init
On line 126, increment your "score" property by 1, and set that value into your CCLabelTTF."
Can you tell me how to do this? plz. link to my other post
----- Scoring System In Cocos2D
When you synthesize a private variable (other classes cannot see it) you allow a way for other classes to see and/or modify the value of that variable.
First, you want to create the variable:
NSMutableArray *_targets;
NSMutableArray *_projectiles;
int _score;
CCLabelTTF *_scoreLabel;
Then in your init method to set the _score to 0:
-(id) init
{
if( (self=[super init] )) {
[self schedule:#selector(update:)];
_score = 0;
Then increment (add 1 to) your _score variable and set the string (the text content) of your _scoreLabel to that value.
if (CGRectIntersectsRect(projectileRect, targetRect)) {
[targetsToDelete addObject:target];
_score++;
[_scoreLabel setString:[NSString stringWithFormat:#"%d", _score]];
}
The line [_scoreLabel setString:[NSString stringWithFormat:#"%d", _score]]; is a way to convert the integer of _score to a string (NSString). It's an old C way of doing it, the %d means that whatever is going to be there should be displayed as an integer as opposed to a float (having decimal points).
It also looks like you need to "instantiate" your label and add it as a child to the layer. Instantiation is just a fancy term for creating a instance of something. Think of a "class" as a blueprint for a chair, and an "instance" as a chair created from that blueprint. Once you have the chair created (an instance), you can modify it (paint it, add/remove legs, etc).
So, to instantiate your label and add it to the layer (itself):
-(id) init
{
if( (self=[super init] )) {
[self schedule:#selector(update:)];
_score = 0;
//Create label
_scoreLabel = [CCLabelTTF labelWithString:#"0" fontName:#"Marker Felt" fontSize:16];
//Add it to a layer (itself)
[self addChild:_scoreLabel];
Create a score property in HelloWorldLayer.h after the interface declaration, like
#property (nonatomic, retain) int score;
Then synthesize it in your .m file just after the #implementation HelloWorldLayer line.
Create methods for setting and getting scores:
-(int)getScore {
return self.score;
}
-(void)setScore:(int)newScore {
self.score = newScore;
}
In the init method, set the value of the property to zero,
if( (self=[super init] )) {
//... other stuff
[self setScore:0]
}
You can update the score with the setScore method, but I suggest having another method for this that calls setScore so that you can use it at different places with a single line call, and make any changes like assigning more score in certain situations, like two collisions within half-a-second etc..
-(void)updateScore:(int)increment {
int currentScore = [self getScore];
[self setScore:(currentScore + increment)];
}
Similarly, for label,
#property (nonatomic, retain) CCLabelTTF scoreLabel; // in header
and
#synthesize scoreLabel; // in .m file
Again, in your init method, initialize the label with position, layer and initial text etc. Then you can update that text in the updateScore method.
-(void)updateScore:(int)increment {
int currentScore = [self getScore];
[self setScore:(currentScore + increment)];
[scoreLabel setString:[NSString stringWithFormat:#"Score: %i", [self getScore]]];
}
Make sure you read through the tutorial before going ahead in order to avoid confusion regarding common tasks.
I wanted to create 2 global arrays which can be updated during the run of the programme.In each update i add one element to zeroth position and deleted the last number
I created the arrays as....
In the .h file..........
//////////////
#interface Shared : NSObject{
NSMutableArray *x;
NSMutableArray *y;
}
#property (nonatomic,retain) NSMutableArray *x;
#property (nonatomic,retain) NSMutableArray *y;
+(Shared*)sharedInstance;
#end
In .m file
staticShared* sharedInstance;
#implementation Shared
#synthesize x;
#synthesize y;
+(Shared*)sharedInstance
{
if (!sharedInstance) {
sharedInstance=[[Sharedalloc]init];
}
returnsharedInstance;
}
-(Shared*)init
{
self = [superinit];
if(self)
{
x=[[NSMutableArrayalloc] init];
x=[NSMutableArrayarrayWithObjects:#"0",#"0",#"0",#"0",#"0",#"0",#"0",nil];
y=[[NSMutableArrayalloc] init];
y=[NSMutableArrayarrayWithObjects:#"0",#"0",#"0",#"0",#"0",#"0",nil];
}
returnself;
}
#end
Then i used to call them and re,ove and added elements using the following code....
[[shared sharedInstance].y removeLastObject];
[[shared sharedInstance].y insertObject:new_element atIndex:0];
[[shared sharedInstance].x removeLastObject];
[[shared sharedInstance].x insertObject:new_element atIndex:0];
In the mean time i call these values and calculate an arithmetic value using an expression.
This seems to work well. But it seems to be an inefficient way to handle floating point numbers which i store in it. As these arrays creates objects. Is there any easy method that i can create a global array containing specified amount of floating point numbers and update it during the run of the programm(array size is fixed) by deleting the last object, and call them back to do calculation?
Please help me!
EDIT 1
To sir deanWombourne
.................................
I implement as you instructed! Can you please go through this and help me to correct 2 errors i get.
IN the .h file
#interface Shared : NSObject{
#private
float input[7];
float output[6];
}
+(Shared*)sharedInstance;
-(void)addNewInput:(float)input1;
-(float *)input;
-(void)addNewOutput:(float)output1;
-(float *)output;
#end
in .m file............
#implementation Shared
-(id)init{
if((self =[superinit])){
for(int n=0; n<7 ;++n)
input[n]=0.00f;
for(int n=0; n<6 ;++n)
output[n]=0.00f;
}
returnself;
}
-(void)addNewInput:(float)input1{
input[0]=input[1];
input[1]=input[2];
input[2]=input[3];
input[3]=input[4];
input[4]=input[5];
input[5]=input[6];
input[6]=input1;
}
-(float *)input {
returninput;
}
-(void)addNewOutput:(float)output1{
output[0]=output[1];
output[1]=output[2];
output[2]=output[3];
output[3]=output[4];
output[4]=output[5];
input[5]=output1;
}
-(float *)output {
returnoutput;
}
#end
When calling it
float reading= (accel_reading)/(1.165969038*1e5f);
[[SharedsharedInstance] addNewInput:reading];
Problems i get
1. In the implementation, it says incomplete implementation (it's a warning not an error)
2. How can i used a for loop to fill array values or is this way ok?
Major problem i get,
When i call it as shown above, program stops running telling
Terminating application due to uncaught exception 'NSInvalidArgumentException', reason '+[SharedsharedInstance]: unrecognized selector sent to class 0x5780'
Please help me through this...............
Your code Smells (and I mean that in the nicest possible way!)
Using two parallel arrays and keeping in sync is a bad design pattern (and a performance hit in quite a few ways!). Especially as there is already a struct that handles storing an x and y at the same time - CGPoint).
You're solving the 'only objects go in arrays' problem by converting your float' primitives toNSString` objects, which is horrendously inefficient - take a look instead at the NSValue class, it's designed to put native C primitives into an object without expensive parsing operations :)
You might also want to look into malloc (and free etc) and deal with the whole problem at the C level - this will mean no objects at all and would be blindingly fast (at the cost of more complicated code).
Hope this helps, if you have any questions just add a comment to this answer :)
EDIT
If all you want to do is store 4 x and y values, then this is probably the easiest way to do it :
#interface Shared : NSObject {
#private
CGPoint points[4];
}
+(Shared *)sharedInstance;
- (void)addNewPoint:(CGPoint)point;
- (CGPoint *)points;
#end
#implementation
- (id)init {
if ((self = [super init])) {
// Start with 0,0 for all your points
for (int n = 0; n < 4; ++n)
points[n] = CGPointZero;
}
return self;
}
- (void)addNewPoint:(CGPoint)point {
// Just move all the points along one and add the new one to the end
// (yes, this could be done in a loop but there's not that much point for 4 points!)
points[0] = points[1];
points[1] = points[2];
points[2] = points[3];
points[3] = point;
}
- (CGPoint *)points {
return points;
}
#end
This gives you a method addNewPoint that removes the first point and adds the new point to the end of your array.
You also get the method points that returns the 4 points. Use it something like :
// To add a point
CGPoint newPoint = CGPointMake(100, 100);
[[Shared sharedInstance] addNewPoint:newPoint];
// To do something with the points (in this case, NSLog them)
CGPoint *points = [[Shared sharedInstance] points];
for (int n = 0; n < 4; ++n)
NSLog(#" Point %i : %#", n, NSStringFromCGPoint(points[n]));
EDIT #2
From your comments, you need two arrays, one with input data and one with output data. Try something like this :
#interface Shared : NSObject {
float inputs[4];
float outputs[5];
}
...
This will give you two arrays to read/write to - one called inputs and the other called outputs. Access them in pretty much the same way you did the ones in my first edit :
float *inputs = [[Shared sharedInstance] inputs];
for (int n = 0; n < 4; ++n)
NSLog(#" Input %i : %f", n, inputs[n]);
float *outputs = [[Shared sharedInstance] outputs];
for (int n = 0; n < 5; ++n)
NSLog(#" Output %i : %f", n, output[n]);
Would a linked list be overkill for what you're trying to achieve? It's not quite as simple as a static array of floats, but makes the removal of the last object and insertion of the zeroth object reasonably simple and fast.
If you want an array containing a specific number of Objects, you can use NSArray, which is static, opposed to NSMutableArray.
As for the array being Global, just implement a singleton class that contains the 2 arrays and provides the associated methods.
in Globals.h:
#interface Globals : NSObject
+ (Globals *) sharedGlobals;
#end
in Globals.m:
#implementation Globals
static Globals *sharedGlobals = nil;
+ (Globals *) sharedGlobals{
#synchronized(self){
if (sharedGlobals == nil){
sharedGlobals = [[self alloc] init];
}
}
return sharedGlobals;
}
you then can access the arrays (after you implemented them) with the following line:
[[Globals sharedGlobals] getArrayX];
Here is a sketch to get you going.
Your array size is fixed and only contains floating point numbers, start with a C array:
double x[] = {0, 0, 0, 0, 0, 0, 0};
double y[] = {0, 0, 0, 0, 0, 0};
The number of elements in these arrays can be calculated rather than hard-coded:
int xCount = sizeof(x)/sizeof(double);
int yCount = sizeof(y)/sizeof(double);
Now use these arrays as a circular buffer, declare a cursor and initialise:
int xCursor = 0;
The item at the front of the queue is at the cursor:
valueAtFrontOfQueue = x[xCursor]; // get the current front item
To remove the value at front and add a new one to the rear replace the value at the cursor with the new value and increment the cursor:
x[xCursor] = newValueForBackOfQueue; // replace it with new item for back of queue
xCursor = (xCursor + 1) % xCount; // and advance cursor using mod arithmetic to it cycles around
No wrapping doubles as objects, no dynamic allocation at all.
Wrap the above up as you see fit, maybe as a class, and you're done.