Change array of images with NSTimer - objective-c

I want to implement a auto change image gallery. here is my code in the controller. i have a uiimageview named image. i want to link the array of image to my image view to let it auto change after a few seconds. What should i do??
- (void)viewDidLoad{
[super viewDidLoad];
[self performSelector:#selector(changeImage) withObject:nil afterDelay:2];
}
-(void)changeImage {
NSArray *images = [NSArray arrayWithObjects:[UIImage imageNamed:#"animated-fish-1.jpg"], [UIImage imageNamed:#"tumblr_7"], [UIImage imageNamed:#"th_nature_4.jpg"],nil];
image.animationImages = images;
// how to let the array of image load and link to the perform selector??
// what should i continue from here?
}

Store the images in an ivar
#interface YourClass : SomeSuperClass
#property (nonatomic, strong) NSArray *images;
#end
Don't start the timer in viewDidLoad as the view will not be on the screen yet so there is no point - move it to viewDidAppear:
- (void)viewDidLoad
{
[super viewDidLoad];
self.images = #[ ... ]; // or pass these into the class
self.imageView.image = self.images[0];
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[NSTimer scheduledTimerWithTimeInterval:2
target:self
selector:#selector(changeImage:)
userInfo:nil
repeats:YES];
}
-(void)changeImage:(NSTimer *)timer
{
NSInteger currentIndex = [self.images indexOfObject:self.imageView.image];
NSInteger nextIndex = (currentIndex + 1) % self.images.count;
self.imageView.image = self.images[nextIndex];
// If for any reason you need to cancel the image rotation
if ([self shouldCancelImageRotation]) {
[timer invalidate];
}
}

To animate the images using timer, try this
- (void)viewDidLoad
{
[super viewDidLoad];
[NSTimer scheduledTimerWithTimeInterval:1
target:self
selector:#selector(animateImages)
userInfo:nil
repeats:YES];
imageCount = 1;
}
-(void)animateImages
{
imageCount = imageCount + 1;
NSString *imageName = [NSString stringWithFormat:#"image%i.png"];
[theImage setImage:[UIImage imageNamed:imageName]];
}

You should use NSTimer, per example, you can use this method :
https://developer.apple.com/library/mac/documentation/Cocoa/Reference/Foundation/Classes/NSTimer_Class/Reference/NSTimer.html#//apple_ref/occ/clm/NSTimer/scheduledTimerWithTimeInterval:target:selector:userInfo:repeats:
This method allow you to define a selector to use and repeats every x seconds

try like this ,
take one global varaible index
- (void)viewDidLoad{
[super viewDidLoad];
index=0;
NSArray *images = [NSArray arrayWithObjects:[UIImage imageNamed:#"animated-fish-1.jpg"], [UIImage imageNamed:#"tumblr_7"], [UIImage imageNamed:#"th_nature_4.jpg"],nil];
imageview.image = [images objectAtIndex:index];
[NSTimer scheduledTimerWithTimeInterval:2.0 target:self selector:#selector(changeImage) userInfo:nil repeats:YES];
}
-(void)changeImage {
index++;
if(index==[images count]){
index=0;
}
imageview.image = [images objectAtIndex:index];
}

Related

Change NSTimer interval after a certain number of fires

In the following code, the NSTimer interval is set at 1 second between each picture. My goal is to change the interval after the first two pictures, hello.png and bye.png, to 4 seconds.
- (void)viewDidLoad {
[super viewDidLoad];
NSArray *imageNames = #[#"hello.png",#"bye.png",#"helloagain.png",#"bye again"];
self.images = [[NSMutableArray alloc] init];
for (int i = 0; i < imageNames.count; i++) {
[self.images addObject:[UIImage imageNamed:[imageNames objectAtIndex:i]]];
}
self.animationImageView = [[UIImageView alloc] initWithFrame:CGRectMake(60, 95, 86, 90)];
self.animationImageView.image = self.images[0];
[self.view addSubview:self.animationImageView];
self.animationImageView.userInteractionEnabled = TRUE;
[NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(changeImage:) userInfo:nil repeats:YES];
}
-(void)changeImage:(NSTimer *) timer {
if (counter == self.images.count - 1 ) {
counter = 0;
}else {
counter ++;
}
self.animationImageView.image = self.images[counter];
}
my goal is to change the interval
You cannot change a timer in any way. To change the firing interval, invalidate and destroy the timer and make a new timer with the new interval.
To do that, you will need to have kept a reference to the timer, as a property of your view controller (something that you have fatally failed to do in your implementation - you would have had no way to stop the timer, and you would have crashed if your view controller ever went out of existence, or else your view controller would have leaked because the timer retains it).
Make the timer object a member variable. Initially set animation time as 1 second. In the callback invalidate the timer and create a new one with 1 or 4 seconds depending on the counter.
#interface ViewController ()
#property (strong,nonatomic) NSMutableArray *images;
#property (strong,nonatomic) UIImageView *animationImageView;
{
NSTimer *_timer;
}
#end
#implementation ViewController {
NSInteger counter;
}
- (void)viewDidLoad {
[super viewDidLoad];
NSArray *imageNames = #[#"hello.png",#"bye.png",#"helloagain.png",#"bye again"];
self.images = [[NSMutableArray alloc] init];
for (int i = 0; i < imageNames.count; i++) {
[self.images addObject:[UIImage imageNamed:[imageNames objectAtIndex:i]]];
}
self.animationImageView = [[UIImageView alloc] initWithFrame:CGRectMake(60, 95, 86, 90)];
self.animationImageView.image = self.images[0];
[self.view addSubview:self.animationImageView];
self.animationImageView.userInteractionEnabled = TRUE;
UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:#selector(bannerTapped:)];
singleTap.numberOfTapsRequired = 1;
singleTap.numberOfTouchesRequired = 1;
[self.animationImageView addGestureRecognizer:singleTap];
_timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(changeImage:) userInfo:nil repeats:YES];
}
-(void)changeImage:(NSTimer *) timer {
[_timer invalidate];
if (counter == self.images.count - 1 ) {
counter = 0;
}else {
counter ++;
}
if(counter == 0 || counter == 1)
{
_timer = [NSTimer scheduledTimerWithTimeInterval:1 target:self selector:#selector(changeImage:) userInfo:nil repeats:YES];
}
else if(counter == 2 || counter == 3)
{
_timer = [NSTimer scheduledTimerWithTimeInterval:4 target:self selector:#selector(changeImage:) userInfo:nil repeats:YES];
}
self.animationImageView.image = self.images[counter];
}
The best/simpliest way :
-(void)Timer{
// Do what you want here
// modify the frequency value if you want.
[NSTimer scheduledTimerWithTimeInterval:frequence target:self selector:#selector(Timer) userInfo:nil repeats:NO];
}
Frequence is a variable that contains the interval.
You just need to call Timer method by yourself the first time ;)
For you, it would give
-(void)changeImage{
if (counter == self.images.count - 1 )
counter = 0;
else
counter ++;
frequence = (counter < 2)?1:4;
self.animationImageView.image = self.images[counter];
[NSTimer scheduledTimerWithTimeInterval:frequence target:self selector:#selector(changeImage) userInfo:nil repeats:NO];
}

Check if an animation image is in an image view at a given time

I have an image view that has two animation images, occuring in 1-second intervals. I want to run some methods when my image view is displaying one of those two images
I already tried doing:
if(self.imageViewThatPerformsAnimation.image == [UIImage imageNamed: #"someImage"])
[self doSomeMethod];
but when I tried this and ran it, [self doSomeMethod]; always ran, and not just when the image view was displaying that one image.
I'm thinking about having a timer that changes a boolean value every one second then saying
if (booleanValue==YES)
[self doSomeMethod]
It's just that I feel there may be a better way.
If you wanted to use a NSTimer, it might look like:
#interface MyViewController ()
{
NSTimer *_timer;
NSArray *_images;
NSInteger _currentImageIndex;
}
#end
#implementation MyViewController
#synthesize imageview = _imageview;
- (void)viewDidLoad
{
[super viewDidLoad];
_images = [NSArray arrayWithObjects:
[UIImage imageNamed:#"imgres-1.jpg"],
[UIImage imageNamed:#"imgres-2.jpg"],
[UIImage imageNamed:#"imgres-3.jpg"],
[UIImage imageNamed:#"imgres-4.jpg"],
nil];
_currentImageIndex = -1;
[self changeImage];
// Do any additional setup after loading the view.
}
- (void)changeImage
{
_currentImageIndex++;
if (_currentImageIndex >= [_images count])
_currentImageIndex = 0;
self.imageview.image = [_images objectAtIndex:_currentImageIndex];
if (_currentImageIndex == 0)
[self doSomething];
}
- (void)startTimer
{
if (_timer) {
[_timer invalidate];
_timer = nil;
}
_timer = [NSTimer timerWithTimeInterval:1.0
target:self
selector:#selector(changeImage)
userInfo:nil
repeats:YES];
[[NSRunLoop currentRunLoop] addTimer:_timer forMode:NSDefaultRunLoopMode];
}
- (void)stopTimer
{
[_timer invalidate];
_timer = nil;
}
- (void)viewDidAppear:(BOOL)animated
{
[super viewDidAppear:animated];
[self startTimer];
}
- (void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:animated];
[self stopTimer];
}

Objective C: Adding Images on different pages

I am new to trying to create a book app adapting the page-based application of the new xcode just using the single view app, because it is quite confusing learning the template.
i found this code and i am trying to replace the HTML content of this work to UIImageView but i failed.
- (void) createContentPages
{
NSMutableArray *pageStrings = [[NSMutableArray alloc] init];
for (int i = 1; i < 11; i++)
{
NSString *contentString = [[NSString alloc]
initWithFormat:#"<html><head></head><body><h1>Chapter %d</h1><p>This is the page %d of content displayed using UIPageViewController in iOS 5.</p></body></html>", i, i];
[pageStrings addObject:contentString];
}
pageContent = [[NSArray alloc] initWithArray:pageStrings];
}
what i am trying to is to display different images per page.
here is what i did. (i know it is so wrong i just tried it)
- (void) createContentPages
{
NSMutableArray *pageStrings = [[NSMutableArray alloc] init];
for (int i = 1; i < 11; i++)
{
NSArray *photos = [[NSArray arrayWithObjects:
[UIImage imageNamed:#"p1.png"],
[UIImage imageNamed:#"p2.png"],
[UIImage imageNamed:#"p3.png"],
[UIImage imageNamed:#"p4.png"],
nil];
[pageStrings addObject:photos];
}
pageContent = [[NSArray alloc] initWithArray:pageStrings];
}
and it has UIWebView in each page. is it possible that if i replace it with UIImageView it will run?
Here's the rest of the code:
- (void)viewDidLoad
{
[super viewDidLoad];
[self createContentPages];
NSDictionary *options =
[NSDictionary dictionaryWithObject:
[NSNumber numberWithInteger:UIPageViewControllerSpineLocationMin]
forKey: UIPageViewControllerOptionSpineLocationKey];
self.pageController = [[UIPageViewController alloc]
initWithTransitionStyle:UIPageViewControllerTransitionStylePageCurl
navigationOrientation:UIPageViewControllerNavigationOrientationHorizontal
options: options];
pageController.dataSource = self;
[[pageController view] setFrame:[[self view] bounds]];
contentViewController *initialViewController =
[self viewControllerAtIndex:0];
NSArray *viewControllers =
[NSArray arrayWithObject:initialViewController];
[pageController setViewControllers:viewControllers
direction:UIPageViewControllerNavigationDirectionForward
animated:NO
completion:nil];
[self addChildViewController:pageController];
[[self view] addSubview:[pageController view]];
[pageController didMoveToParentViewController:self];
}
- (contentViewController *)viewControllerAtIndex:(NSUInteger)index
{
// Return the data view controller for the given index.
if (([self.pageContent count] == 0) ||
(index >= [self.pageContent count])) {
return nil;
}
// Create a new view controller and pass suitable data.
contentViewController *dataViewController =
[[contentViewController alloc]
initWithNibName:#"contentViewController"
bundle:nil];
dataViewController.dataObject =
[self.pageContent objectAtIndex:index];
return dataViewController;
}
- (NSUInteger)indexOfViewController:(contentViewController *)viewController
{
return [self.pageContent indexOfObject:viewController.dataObject];
}
- (UIViewController *)pageViewController:
(UIPageViewController *)pageViewController viewControllerBeforeViewController:
(UIViewController *)viewController
{
NSUInteger index = [self indexOfViewController:
(contentViewController *)viewController];
if ((index == 0) || (index == NSNotFound)) {
return nil;
}
index--;
return [self viewControllerAtIndex:index];
}
- (UIViewController *)pageViewController:
(UIPageViewController *)pageViewController viewControllerAfterViewController:(UIViewController *)viewController
{
NSUInteger index = [self indexOfViewController:
(contentViewController *)viewController];
if (index == NSNotFound) {
return nil;
}
index++;
if (index == [self.pageContent count]) {
return nil;
}
return [self viewControllerAtIndex:index];
}
on subclass
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[webView loadHTMLString:dataObject
baseURL:[NSURL URLWithString:#""]];
}
All time you may use the pictures inside HTML page using the HTML tag <IMG>. So, no the reason to use UIImageView.
Use your createContentPages() method with this one small change (UIImage alone don't represent anything you can put on a "view" Instead you need to use a UIImageView which holds UIImages):
- (void) createContentPages
{
NSMutableArray *pageStrings = [[NSMutableArray alloc] init];
for (int i = 1; i < 11; i++)
{
NSArray *photos = [[NSArray arrayWithObjects:
[[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"p1.png"] autorelease],
[[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"p2.png"] autorelease],
[[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"p3.png"] autorelease],
[[[UIImageView alloc] initWithImage:[UIImage imageNamed:#"p4.png"] autorelease],
nil];
[pageStrings addObject:photos];
}
pageContent = [[NSArray alloc] initWithArray:pageStrings];
}
You can use the code from the main controller (the big block of code that you posted).
The only changes you'll need to make are in what you're calling the "subclass." (really it's the UIPageViewController that handles showing the actual pages).
In that UIPageViewController remove the "webView" (UIWebView). This is probably done in the .xib file (doesn't look like it's added in the code). Then make, viewWillAppear in the UIPageViewController look like this:
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
self.view = dataObject;
}
That should do the trick. Basically, we are no longer using the UIWebView to show HTML data, and instead just adding the dataObject (a UIImageView) as a subview of the UIPageViewController. Hope this helps!

Why is my UIPickerView not animating like it should be?

so this is basically like a slot machine type thing, very basic, but the problem Im having is that when you click the spin button the movement of the components is not animated, even though i have sent the animated argument a YES BOOL. I have no idea what I am doing wrong, any help would be appreciated.
Nick
ps download the entire project here: http://files.me.com/knyck2/dcca9y
//
// CustomPickerViewController.m
// Pickers
//
// Created by Nicholas Iannone on 1/29/10.
// Copyright 2010 Apple Inc. All rights reserved.
//
#import "CustomPickerViewController.h"
#implementation CustomPickerViewController
#synthesize column1, column2, column3, column4, column5, picker, winLabel;
-(IBAction) spin : (id) sender {
NSLog(#"even got here");
BOOL win = NO;
int numInRow = 1;
int lastVal = -1;
for (int i = 0; 1 < 5; i++) {
int newValue = random() % [self.column1 count];
if (newValue == lastVal) {
NSLog(#"even got here");
numInRow++;
}
else
numInRow = 1;
lastVal = newValue;
[picker selectRow:newValue inComponent:i animated:YES];
[picker reloadComponent:i];
if (numInRow >= 3)
win = YES;
NSLog(#"even got here");
}
if (win)
winLabel.text = #"winner!";
else {
winLabel.text = #"";
NSLog(#"even got here");
}
}
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) {
// Custom initialization
}
return self;
}
*/
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
UIImage *seven = [UIImage imageNamed:#"seven.png"];
UIImage *bar = [UIImage imageNamed:#"bar.png"];
UIImage *crown = [UIImage imageNamed:#"crown.png"];
UIImage *cherry = [UIImage imageNamed:#"cherry.png"];
UIImage *lemon = [UIImage imageNamed:#"lemon.png"];
UIImage *apple = [UIImage imageNamed:#"apple.png"];
for (int i = 1; i <= 5 ; i++) {
UIImageView *sevenView = [[UIImageView alloc] initWithImage: seven];
UIImageView *barView = [[UIImageView alloc] initWithImage: bar];
UIImageView *crownView = [[UIImageView alloc] initWithImage: crown];
UIImageView *cherryView = [[UIImageView alloc] initWithImage: cherry];
UIImageView *lemonView = [[UIImageView alloc] initWithImage: lemon];
UIImageView *appleView = [[UIImageView alloc] initWithImage: apple];
NSArray *imageViewArray = [[NSArray alloc] initWithObjects: sevenView, barView, crownView, cherryView, lemonView, appleView, nil];
NSString *fieldName =[[NSString alloc] initWithFormat:#"column%d", i];
[self setValue:imageViewArray forKey:fieldName];
[fieldName release];
[imageViewArray release];
[sevenView release];
[crownView release];
[barView release];
[cherryView release];
[lemonView release];
[appleView release];
}
srandom(time(NULL));
[super viewDidLoad];
}
/*
// Override to allow orientations other than the default portrait orientation.
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
*/
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[picker release];
[winLabel release];
[column1 release];
[column2 release];
[column3 release];
[column4 release];
[column5 release];
[super dealloc];
}
#pragma mark -
#pragma mark Picker Data Source Methods
-(NSInteger) numberOfComponentsInPickerView: (UIPickerView *) pickerView {
return 5;
}
-(NSInteger) pickerView: (UIPickerView *) pickerView numberOfRowsInComponent: (NSInteger) component {
return [self.column1 count];
}
#pragma mark Picker Delegate Methods
-(UIView *) pickerView:(UIPickerView *)pickerView viewForRow:(NSInteger)row forComponent: (NSInteger) component reusingView : (UIView *)view {
NSString *arrayName = [[NSString alloc] initWithFormat:#"column%d", component + 1];
NSArray *array = [self valueForKey:arrayName];
NSLog(#"got here yo");
return [array objectAtIndex: row];
NSLog(#"holyshit");
}
#end
I went back and compared my code to the book that this project is listed in and I noticed that my code would perform as expected (with animation) if I were to build into a 3.1.2 sdk and iphone sim. So something in the new xcode is skanking the animation, at least that is the way it appears.
It's probably not animating because you do [picker reloadComponent:i] right after selecting a row with animation. Reloading probably causes any animation to stop, and shouldn't be necessary since you're not actually changing the contents of the picker.

pickerview app crashing due to NSRangeException NSCFArray objectAtIndex: index (5)...beyond bounds (5)

Once again working through beginning iphone development and I am putting together a bunch of UIPicker type apps, the last one of which is a slot machine type of game, super simple. Anyway I am not really understanding why this error is coming up. to my understanding the picker view is asking its delegate for an object in the array that is past the range available to that array.
That being said I have no idea why it is doing this or how to fix it, any help would be appreciated, heres the code from the particular .m file( get the full project here: http://files.me.com/knyck2/89q3w3 ):
//
// CustomPickerViewController.m
// Pickers
//
// Created by Nicholas Iannone on 1/29/10.
// Copyright 2010 Apple Inc. All rights reserved.
//
#import "CustomPickerViewController.h"
#implementation CustomPickerViewController
#synthesize column1, column2, column3, column4, column5, picker, winLabel;
-(IBAction) spin : (id) sender {
NSLog(#"even got here");
BOOL win = NO;
int numInRow = 1;
int lastVal = -1;
for (int i = 0; 1 < 5; i++) {
int newValue = random() % [self.column1 count];
if (newValue == lastVal) {
NSLog(#"even got here");
numInRow++;
}
else
numInRow = 1;
lastVal = newValue;
[picker selectRow:newValue inComponent:i animated:YES];
[picker reloadComponent:i];
if (numInRow >= 3)
win = YES;
NSLog(#"even got here");
}
if (win)
winLabel.text = #"winner!";
else {
winLabel.text = #"";
NSLog(#"even got here");
}
}
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) {
// Custom initialization
}
return self;
}
*/
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
UIImage *seven = [UIImage imageNamed:#"seven.png"];
UIImage *bar = [UIImage imageNamed:#"bar.png"];
UIImage *crown = [UIImage imageNamed:#"crown.png"];
UIImage *cherry = [UIImage imageNamed:#"cherry.png"];
UIImage *lemon = [UIImage imageNamed:#"lemon.png"];
UIImage *apple = [UIImage imageNamed:#"apple.png"];
for (int i = 1; i <= 5 ; i++) {
UIImageView *sevenView = [[UIImageView alloc] initWithImage: seven];
UIImageView *barView = [[UIImageView alloc] initWithImage: bar];
UIImageView *crownView = [[UIImageView alloc] initWithImage: crown];
UIImageView *cherryView = [[UIImageView alloc] initWithImage: cherry];
UIImageView *lemonView = [[UIImageView alloc] initWithImage: lemon];
UIImageView *appleView = [[UIImageView alloc] initWithImage: apple];
NSArray *imageViewArray = [[NSArray alloc] initWithObjects: sevenView, barView, crownView, cherryView, lemonView, appleView, nil];
NSString *fieldName =[[NSString alloc] initWithFormat:#"column%d", i];
[self setValue:imageViewArray forKey:fieldName];
[fieldName release];
[imageViewArray release];
[sevenView release];
[crownView release];
[barView release];
[cherryView release];
[lemonView release];
[appleView release];
}
srandom(time(NULL));
[super viewDidLoad];
}
/*
// Override to allow orientations other than the default portrait orientation.
-(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Return YES for supported orientations
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
*/
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[picker release];
[winLabel release];
[column1 release];
[column2 release];
[column3 release];
[column4 release];
[column5 release];
[super dealloc];
}
#pragma mark -
#pragma mark Picker Data Source Methods
-(NSInteger) numberOfComponentsInPickerView: (UIPickerView *) pickerView {
return 5;
}
-(NSInteger) pickerView: (UIPickerView *) pickerView numberOfRowsInComponent: (NSInteger) component {
return [self.column1 count];
}
#pragma mark Picker Delegate Methods
-(UIView *) pickerView:(UIPickerView *)pickerView viewForRow:(NSInteger)row forComponent: (NSInteger) component reusingView : (UIView *)view {
NSString *arrayName = [[NSString alloc] initWithFormat:#"column%d", component + 1];
NSArray *array = [self valueForKey:arrayName];
NSLog(#"got here yo");
return [array objectAtIndex: row];
NSLog(#"holyshit");
}
#end
The reason why it's breaking is this loop. Take a look at your for loop condition:
1 < 5. Yes, 1 is always less than 5. This means that you have an infinite loop. I'm sure you meant i < 5.
for (int i = 0; 1 < 5; i++) {
int newValue = random() % [self.column1 count];
if (newValue == lastVal) {
NSLog(#"even got here");
numInRow++;
}
else
numInRow = 1;
lastVal = newValue;
[picker selectRow:newValue inComponent:i animated:YES];
[picker reloadComponent:i];
if (numInRow >= 3)
win = YES;
NSLog(#"even got here");
}
You're testing if 1 < 5, which is always true. You want i < 5.