How to use ios 6 challenge in game centre - objective-c

Firstly,
I am fairly new to objective c / xcode dev so there is a good chance i am being a muppet. I have written a few simple apps to try things and my most recent one has been testing the gamecentre classes / functionality.
i have linked ok to leaderboards and achievements - but i can't get challenges working.
I have added the following code.... which is in my .m
GKLeaderboard *query = [[GKLeaderboard alloc] init];
query.category = LoadLeaderboard;
query.playerScope = GKLeaderboardPlayerScopeFriendsOnly;
query.range = NSMakeRange(1,100);
[query loadScoresWithCompletionHandler:^(NSArray *scores, NSError *error)
{NSPredicate *filter = [NSPredicate predicateWithFormat:#"value < %qi", scoreint];
NSArray *lesserScores = [scores filteredArrayUsingPredicate:filter];
[self presentChallengeWithPreselectedScores: lesserScores];
}
];
this code is basically taken from apple, just replacing the variable names....
this however gives an error on
[self presentChallengeWithPreselectedScores: lesserScores];
error Implicit conversion of an Objective-C pointer to 'int64_t *' (aka 'long long *') is disallowed with ARC
LoadLeaderboard is defined as a string
scoreint is defined as integer, thought this may be issue as not int64_t but that does not seem to make a difference.
I am sure for someone who has any kind of a clue this is a straightforward fix. But i am struggling at the moment. So if anyone can be kind and help a fool in need it would be most appreciated
Thanks,
Matt

welcome to Stack Overflow. I don't know your implementation of presentChallengeWithPreselectedScores method so I can't tell (although it looks like the method is taking a 64 bit integer and you're trying to feed it an array).
There are two ways to issue challenges:
1 - This is the easier way - if you've successfully implemented leader boards and score posting to game center, the challenges work out of the box in iOS6, the user can always view the leader board - select a submitted score (or a completed achievement) and select "Challenge Friend".
2 - The second way is to build a friend picker and let the user issue challenges within your game. But considering you're new to objective-c and game center, it's not so easy. But for your reference here is how you do it:
when you submit a GKScore object for the leaderboards - you can retain and use that GKScore object (call it myScoreObject) like this:
[myScoreObject issueChallengeToPlayers:selectedFriends message:yourMessage];
where selectedFriends is an NSArray (the friend picker should generate this) - the message is optional and can be used only if you want to send a message to challenged friends.

Related

What is a proper paradigm for having a mutable global value in objective-C

So, let's say that I am displaying an integer myInt value in OneViewController. Then, while a different view is showing, AnotherViewController, I need to increment or decrement myInt.
So the scope needs to be global or at least be able to be accessed by other viewControllers and it needs to be mutable.
I know that properties one way to do this but I haven't been able to get them to work. I have been importing the header file of OneViewController into AnotherViewController but that wasn't what I was missing.
I've gone through several introductory books but multi-view controller variable work wasn't explicitly covered in any of them. Clearly I'm a beginner so please excuse any conceptual misunderstandings.
Doesn't have to be view controllers -- any sort of custom classes.
In FirstClass.h:
#property(whatever) int someIntInFirstClass;
-(void) someMethodInFirstClass;
SecondClass.h
#property(whatever) FirstClass* myParent;
FirstClass.m
SecondClass* second = [[SecondClass alloc] init];
second.myParent = self;
[second startSomething];
SecondClass.m:
[self.myParent someMethodInFirstClass];
int x = self.myParent.someIntInFirstClass;
self.myParent.someIntInFirstClass = x + 1;
Have a look at ReactiveCocoa library and check how the signal pattern works. The library has to offer a lot of things including the scenario you have just mentioned.
https://github.com/ReactiveCocoa/ReactiveCocoa
A bit of a learning curve. But worth!

How to dynamically typecast objects to support different versions of an application's ScriptingBridge header files?

Currently I'm trying to implement support for multiple versions of iTunes via ScriptingBridge.
For example the method signature of the property playerPosition changed from (10.7)
#property NSInteger playerPosition; // the player’s position within the currently playing track in seconds.
to (11.0.5)
#property double playerPosition; // the player’s position within the currently playing track in seconds
With the most current header file in my application and an older iTunes version the return value of this property would always be 3. Same thing goes the other way around.
So I went ahead and created three different iTunes header files, 11.0.5, 10.7 and 10.3.1 via
sdef /path/to/application.app | sdp -fh --basename applicationName
For each version of iTunes I adapted the basename to inlcude the version, e.g. iTunes_11_0_5.h.
This results in the interfaces in the header files to be prefixed with their specific version number.
My goal is/was to typecast the objects I'd use with the interfaces of the correct version.
The path to iTunes is fetched via a NSWorkspace method, then I'm creating a NSBundle from it and extract the CFBundleVersion from the infoDictionary.
The three different versions (11.0.5, 10.7, 10.3.1) are also declared as constants which I compare to the iTunes version of the user via
[kiTunes_11_0_5 compare:versionInstalled options:NSNumericSearch]
Then I check if each result equals NSOrderedSame, so I'll know which version of iTunes the user has installed.
Implementing this with if statement got a bit out of hand, as I'd need to do these typecasts at many different places in my class and I then started to realize that this will result in a lot of duplicate code and tinkered around and thought about this to find a different solution, one that is more "best practice".
Generally speaking, I'd need to dynamically typecast the objects I use, but I simply can't find a solution which wouldn't end in loads of duplicated code.
Edit
if ([kiTunes_11_0_5 compare:_versionString options:NSNumericSearch] == NSOrderedSame) {
NSLog(#"%#, %#", kiTunes_11_0_5, _versionString);
playerPosition = [(iTunes_11_0_5_Application*)_iTunes playerPosition];
duration = [(iTunes_11_0_5_Track*)_currentTrack duration];
finish = [(iTunes_11_0_5_Track*)_currentTrack finish];
} else if [... and so on for each version to test and cast]
[All code directly entered into answer.]
You could tackle this with a category, a proxy, or a helper class, here is a sketch of one possible design for the latter.
First create a helper class which takes and instance of your iTunes object and the version string. Also to avoid doing repeated string comparisons do the comparison once in the class setup. You don't give the type of your iTunes application object so we'll randomly call it ITunesAppObj - replace with the correct type:
typedef enum { kEnumiTunes_11_0_5, ... } XYZiTunesVersion;
#implementation XYZiTunesHelper
{
ITunesAppObj *iTunes;
XYZiTunesVersion version;
}
- (id) initWith:(ITunesAppObj *)_iTunes version:(NSString *)_version
{
self = [super self];
if (self)
{
iTunes = _iTunes;
if ([kiTunes_11_0_5 compare:_version options:NSNumericSearch] == NSOrderedSame)
version = kEnumiTunes_11_0_5;
else ...
}
return self;
}
Now add an item to this class for each item which changes type between versions, declaring it with whatever "common" type you pick. E.g. for playerPosition this might be:
#interface XYZiTunesHelper : NSObject
#property double playerPosition;
...
#end
#implementation XYZiTunesHelper
// implement getter for playerPosition
- (double) playerPosition
{
switch (version)
{
case kEnumiTunes_11_0_5:
return [(iTunes_11_0_5_Application*)_iTunes playerPosition];
// other cases - by using an enum it is both fast and the
// compiler will check you cover all cases
}
}
// now implement the setter...
Do something similar for track type. Your code fragment then becomes:
XYZiTunesHelper *_iTunesHelper = [[XYZiTunesHelper alloc] init:_iTunes
v ersion:_versionString];
...
playerPosition = [_iTunesHelper playerPosition];
duration = [_currentTrackHelper duration];
finish = [_currentTrackHelper finish];
The above is dynamic as you requested - at each call there is a switch to invoke the appropriate version. You could of course make the XYZiTunesHelper class abstract (or an interface or a protocol) and write three implementations of it one for each iTunes version, then you do the test once and select the appropriate implementation. This approach is more "object oriented", but it does mean the various implementations of, say, playerPosition are not together. Pick whichever style you feel most comfortable with in this particular case.
HTH
Generating multiple headers and switching them in and out based on the application's version number is a really bad 'solution': aside from being horribly complicated, it is very brittle since it couples your code to specific iTunes versions.
Apple events, like HTTP, were designed by people who understood how to construct large, flexible long-lived distributed systems whose clients and servers could evolve and change over time without breaking each other. Scripting Bridge, like a lot of the modern 'Web', was not.
...
The correct way to retrieve a specific type of value is to specify your required result type in the 'get' event. AppleScript can do this:
tell app "iTunes" to get player position as real
Ditto objc-appscript, which provides convenience methods specifically for getting results as C numbers:
ITApplication *iTunes = [ITApplication applicationWithBundleID: #"com.apple.itunes"];
NSError *error = nil;
double pos = [[iTunes playerPosition] getDoubleWithError: &error];
or, if you'd rather get the result as an NSNumber:
NSNumber *pos = [[iTunes playerPosition] getWithError: &error];
SB, however, automatically sends the 'get' event for you, giving you no what to tell it what type of result you want before it returns it. So if the application decides to return a different type of value for any reason, SB-based ObjC code breaks from sdp headers onwards.
...
In an ideal world you'd just ditch SB and go use objc-appscript which, unlike SB, knows how to speak Apple events correctly. Unfortunately, appscript is no longer maintained thanks to Apple legacying the original Carbon Apple Event Manager APIs without providing viable Cocoa replacements, so isn't recommended for new projects. So you're pretty much stuck with the Apple-supplied options, neither of which is good or pleasant to use. (And then they wonder why programmers hate everything AppleScript so much...)
One solution would be to use AppleScript via the AppleScript-ObjC bridge. AppleScript may be a lousy language, but at least it knows how to speak Apple events correctly. And ASOC, unlike Cocoa's crappy NSAppleScript class, takes most of the pain out of gluing AS and ObjC code together in your app.
For this particular problem though, it is possible to monkey-patch around SB's defective glues by dropping down to SB's low-level methods and raw four-char codes to construct and send the event yourself. It's a bit tedious to write, but once it's done it's done (at least until the next time something changes...).
Here's a category that shows how to do this for the 'player position' property:
#implementation SBApplication (ITHack)
-(double)iTunes_playerPosition {
// Workaround for SB Fail: older versions of iTunes return typeInteger while newer versions
// return typeIEEE64BitFloatingPoint, but SB is too stupid to handle this correctly itself
// Build a reference to the 'player position' property using four-char codes from iTunes.sdef
SBObject *ref = [self propertyWithCode:'pPos'];
// Build and send the 'get' event to iTunes (note: while it is possible to include a
// keyAERequestedType parameter that tells the Apple Event Manager to coerce the returned
// AEDesc to a specific number type, it's not necessary to do so as sendEvent:id:parameters:
// unpacks all numeric AEDescs as NSNumber, which can perform any needed coercions itself)
NSNumber *res = [self sendEvent:'core' id:'getd' parameters: '----', ref, nil];
// The returned value is an NSNumber containing opaque numeric data, so call the appropriate
// method (-integerValue, -doubleValue, etc.) to get the desired representation
return [res doubleValue];
}
#end
Notice I've prefixed the method name as iTunes_playerPosition. Unlike objc-appscript, which uses static .h+.m glues, SB dynamically creates all of its iTunes-specific glue classes at runtime, so you can't add categories or otherwise patch them directly. All you can do is add your category to the root SBObject/SBApplication class, making them visible across all classes in all application glues. Swizzling the method names should avoid any risk of conflict with any other applications' glue methods, though obviously you still need to take care to call them on the right objects otherwise you'll likely get unexpected results or errors.
Obviously, you'll have to repeat this patch for any other properties that have undergone the same enhancement in iTunes 11, but at least once done you won't have to change it again if, say, Apple revert back to integers in a future release or if you've forgotten to include a previous version in your complicated switch block. Plus, of course, you won't have to mess about generating multiple iTunes headers: just create one for the current version and remember to avoid using the original -playerPosition and other broken SB methods in your code and use your own robust iTunes_... methods instead.

How to pass variable to other method?

I know this is a very beginner question, but I've been struggling to figure it out.
I'm trying to build an iOS game (using cocos2d) and so I have 2 sets of files
GameScene.h and gameScene.m
MainMenu1.h and MainMenu1.m
GameScene has the sharedcode I've leaned to put in.
I call my MainMenu1 - the user chooses how many players from a MenuItemwithImage and that calls ChoosePlayers
I can figure out which menu item was touched, but I need to pass the number of players back to GameScene
in GameScene I put in
-(void) setPlayers (nsinteger*) players
{
totalplayers = players;
}
so in mainmenu1 chooseplayers i did
[[GameScene SharedGameData] setPlayers : 2];
but that doesn't work.
I'm sorry, I don't have the code in front of me (not until tonight); i've been searching for hours and can't figure it out.
Your method format is incorrect. It should be:
-(void)setPlayers:(NSInteger)players;
NSInteger is not a pointer either.
To pass multiplie values, you coud either pass in an array, or:
-(void)setPlayers:(NSInteger)firstValue withSecondValue:(NSInteger)secondValue; and when you want to call it, it would look like this:
[[GameScene SharedGameData] setPlayers:2 withSecondValue:4];
Hi it would be good if you could post some more detail about the errors you are receiving (if any?), this would helpt to diagnose the problem but looking at you code it i think that you need to change the
-(void) setPlayers (nsinteger*) players
to
-(void) setPlayers :(nsinteger*) players
hope this helps!

How do I make a button play sounds in a certain order using an array?

I'm coding in Objective-C for the iPhone and I am trying create an array that plays a series of sounds. For example the first time I press the button I want it play sound "0.wav", but the second time I want it to play "1.wav", then "2.wav", "3.wav", etc. Then when I've played a total of 14 sounds (up to "13.wav") I want the loop to start over playing with 0.wav. I've looked around Google and the Apple development documentation for almost 4 days without much luck. So if someone could help me generate a code for this that would be greatly appreciated and if you wouldn't mind could you attempt to explain the code briefly so that I can learn what each part does.
Thank you, Joey
EDIT
Okay I've gotten the Array part down (thanks to Thomas) however neither of us are sure how to implement the soundID from the array to the action where I play the sound and how to play that sound. I used the format Thomas used for his array below if that helps you with your answer.
Thanks, Joey
First, create the array of your different sounds and a variable to hold the current index:
NSArray *sounds = [[NSArray alloc] initWithObjects:#"0.wav", #"1.wav", nil]; // add all your files here
NSUInteger currentSound = 0;
Then, when you handle your button tapped event, go to the next sound, and play it. If it's at the end of your NSArray, go back to index 0:
currentSound++;
if (currentSound >= [sounds count]) {
currentSound = 0;
}
// play the sound. Just call your own method here
[self playSoundWithFilename:[sounds objectAtIndex:currentSound]];

Cocoa QTKit and recording movies

I'm new with the whole QTKit and I was looking for some feedback on the following code that I am attempting to use to display the camera's image and record movies.
- (void)initializeMovie {
NSLog(#"Hi!");
QTCaptureSession* mainSession = [[QTCaptureSession alloc] init];
QTCaptureDevice* deviceVideo = [QTCaptureDevice defaultInputDeviceWithMediaType:#"QTMediaTypeVideo"];
QTCaptureDevice* deviceAudio = [QTCaptureDevice defaultInputDeviceWithMediaType:#"QTMediaTypeSound"];
NSError* error;
[deviceVideo open:&error];
[deviceAudio open:&error];
QTCaptureDeviceInput* video = [QTCaptureDeviceInput deviceInputWithDevice:deviceVideo];
QTCaptureDeviceInput* audio = [QTCaptureDeviceInput deviceInputWithDevice:deviceAudio];
[mainSession addInput:video error:&error];
[mainSession addInput:audio error:&error];
QTCaptureMovieFileOutput* output = [[QTCaptureMovieFileOutput alloc] init];
[output recordToOutputFileURL:[NSURL URLWithString:#"Users/chasemeadors/Desktop/capture1.mov"]];
[mainSession addOutput:output error:&error];
[movieView setCaptureSession:mainSession];
[mainSession startRunning];
}
Also, I'm not sure about the whole error parameter that the methods keep calling for, I saw the "&error" symbol in an example but I don't know what it means.
I'm also getting an error "cannot initialize a device that is not open" when I explicitly open the devices.
If anyone could help me sort this out, it'd be a great help, thanks.
QTCaptureDevice* deviceVideo = [QTCaptureDevice defaultInputDeviceWithMediaType:#"QTMediaTypeVideo"];
QTCaptureDevice* deviceAudio = [QTCaptureDevice defaultInputDeviceWithMediaType:#"QTMediaTypeSound"];
Pass the actual constants here, not string literals containing their names. There's no guarantee that QTMediaTypeVideo is defined to #"QTMediaTypeVideo"; it could be #"Ollie ollie oxen free", and even if it is what you expect now, it could change at any time.
[output recordToOutputFileURL:[NSURL URLWithString:#"Users/chasemeadors/Desktop/capture1.mov"]];
Don't assume that the current working directory is /. Always use absolute paths. (I know this is test code; in real code, of course, you would have run an NSSavePanel and gotten the path from there.)
Also, I'm not sure about the whole error parameter that the methods keep calling for, I saw the "&error" symbol in an example but I don't know what it means.
The & means you're taking the address of a variable, which in this case is error. You're passing this address (a.k.a. pointer) to the error: argument of one of QTKit's methods. The method will, if it encounters an error, create an NSError object and store it at that address—i.e., in your variable. This is called “return-by-reference” (the “reference” being the pointer you provided).
I'm also getting an error "cannot initialize a device that is not open" when I explicitly open the devices.
Which method returns the error? Are you talking about an NSError, or just a Console message? If the latter, check your NSError variable and see what the problem method left behind.
This, incidentally, is why you should bail out if any of the QTKit methods returns an error: one of the subsequent messages may clobber it with a new error if you don't.
Also, you may want to look at the MyRecorder sample code. It's a fully functional video recorder based on the QTKit Capture API. The code is reasonably simple and should be easy to understand.