glCreateProgram causes segfault? - objective-c

I'm trying to write a Wavefront OBJ file viewer in Objective-C, that is capable of loading meshes/materials/shaders from files. I've created classes for shaders and shader programs, and I'm trying to create an OpenGL shader program object as part of my shader program class's init method:
- (id)initWithVertexShader:(NSString *)vshader FragmentShader:(NSString *)fshader {
self = [super init];
if (self) {
SRShader* shaders[2] = {
[[SRShader alloc] initWithFilename:vshader Type:GL_VERTEX_SHADER Source:nil],
[[SRShader alloc] initWithFilename:fshader Type:GL_FRAGMENT_SHADER Source:nil]
};
program = glCreateProgram();
for (int i = 0; i < 2; i++) {
SRShader* s = shaders[i];
NSError* e = nil;
s.source = [NSString stringWithContentsOfFile:s.filename encoding:NSUTF8StringEncoding error:&e];
if (!e) {
NSLog(#"Failed to read shader file: %#\n", s.filename);
exit(-1);
}
GLuint shader = [s compile];
... and so on.
However, calling glCreateProgram results in EXC_BAD_ACCESS, as does the call to [SRShader compile], which in turn calls glCreateShader. Does anyone know of any issues with these function calls in Objective-C? Maybe something to do with ARC or calling them in an initialization function?

If you're using an NSOpenGLView, you will need to add the following lines of code before you ever call glCreateProgram(), so probably in -(id)initWithCoder if you load the view from Interface Builder:
NSOpenGLContext* context = [self openGLContext];
[context makeCurrentContext];
Very basic, and I know this thread is dated, but maybe it will save someone a minute or two when they Google and find this thread (as I did just now).

As Trevor Answered in another post you should initialize the glew.
glewInit();
source of the answer:
https://gamedev.stackexchange.com/a/22788

Related

Objective C static const in swift

How write this Objective C code in Swift?
#import "FFTViewController.h"
//only this part
static vDSP_Length const FFTViewControllerFFTWindowSize = 4096;
#implementation FFTViewController
My idea is
let vDSP: vDSP_Length = 4096
i'm sure that is not correct, but i have no idea.
thanks for help
Update:
I want port this Objective C code to swift
#import "FFTViewController.h"
static vDSP_Length const FFTViewControllerFFTWindowSize = 4096;
#implementation FFTViewController
- (void)viewDidLoad
{
[super viewDidLoad];
//
// Setup the AVAudioSession. EZMicrophone will not work properly on iOS
// if you don't do this!
//
AVAudioSession *session = [AVAudioSession sharedInstance];
NSError *error;
[session setCategory:AVAudioSessionCategoryPlayAndRecord error:&error];
if (error)
{
NSLog(#"Error setting up audio session category: %#", error.localizedDescription);
}
[session setActive:YES error:&error];
if (error)
{
NSLog(#"Error setting up audio session active: %#", error.localizedDescription);
}
//
// Setup time domain audio plot
//
self.audioPlotTime.plotType = EZPlotTypeBuffer;
self.maxFrequencyLabel.numberOfLines = 0;
//
// Setup frequency domain audio plot
//
self.audioPlotFreq.shouldFill = YES;
self.audioPlotFreq.plotType = EZPlotTypeBuffer;
self.audioPlotFreq.shouldCenterYAxis = NO;
//
// Create an instance of the microphone and tell it to use this view controller instance as the delegate
//
self.microphone = [EZMicrophone microphoneWithDelegate:self];
//
// Create an instance of the EZAudioFFTRolling to keep a history of the incoming audio data and calculate the FFT.
//
self.fft = [EZAudioFFTRolling fftWithWindowSize:FFTViewControllerFFTWindowSize
sampleRate:self.microphone.audioStreamBasicDescription.mSampleRate
delegate:self];
//
// Start the mic
//
[self.microphone startFetchingAudio];
}
This is my beginning
import UIKit
import Accelerate
class ViewController: UIViewController, EZMicrophoneDelegate{
var mic: EZMicrophone!
var fft: EZAudioFFTRolling!
private let FFTViewControllerFFTWindowSize: vDSP_Length = 4096
override func loadView() {
super.loadView()
mic = EZMicrophone(delegate: self, startsImmediately: true)
fft = EZAudioFFTRolling(windowSize: FFTViewControllerFFTWindowSize, sampleRate: mic.audioStreamBasicDescription().mSampleRate, delegate: self)
}
}
I becoming the following error:
compile fails with the following error:
"Cannot invoke initializer for type 'EZAudioFFTRolling' with an argument list of type '(windowSize: vDSP_Length, sampleRate: Float64, delegate: ViewController)'"
How is my problem?
Sorry for this question i have no ObjectiveC background, is little challenge this port for me.
Thanks for Help
The problem you're getting an error is in types. When you start typing EZAudioFFTRolling initializer in XCode, autocompletion helps you by displaying specification. It looks like this:
EZAudioFFTRolling(windowSize: vDSP_Length, sampleRate: Float, delegate: EZAudioFFTDelegate!)
If you compare parameters types from specification with actual values you're passing, you will figure out that mic.audioStreamBasicDescription().mSampleRate has Float64 type but should be Float (they're actually not the same) and self is not conforming to EZAudioFFTDelegate protocol. So after changing your line to this
fft = EZAudioFFTRolling(windowSize: FFTViewControllerFFTWindowSize, sampleRate: Float(mic.audioStreamBasicDescription().mSampleRate), delegate: self)
and adding protocol conformance you will be able to build your code.
Swift is type safety in contradistinction to Objective-C, so it's common issues that all Objective-C developers have when start working with Swift. But errors are actually helping you, so read them attentively.

Magical Record object for current thread

I'm using Magical Record 2.3.0 beta 5 and I have troubles understanding how to get my NSManagedObjects for the current thread. I have a long running NSOperation where I need my PSPlayer (NSManagedObject).
When I init the NSOperation, I keep an id of my PSPlayer and re-fetch the same object in the operation's main method. According to Apple that the way to do it.
#implementation TAPlayerUpdateOperation
- (instancetype)initWithPlayer:(PSPlayer *)player;
{
self = [super init];
if (self) {
self.playerMD5Id = player.md5Id;
}
}
- (void)main
{
#autoreleasepool {
__block BOOL keepUpdating = YES;
PSPlayer *player = [[PSPlayer MR_findAllWithPredicate:[NSPredicate predicateWithFormat:#"md5Id == %#", self.playerMD5Id]] firstObject];
NSLog(#"player.md5Id = %#", player.md5Id);
// rest of my operation logic
}
}
#end
When I run my app with -com.apple.CoreData.ConcurrencyDebug 1, I get a crash when accessing the property in the NSLog statement.
What is the correct way to get my NSManagedObject so that it is safe for the current thread?
I've pinned the problem down to the following snippet where it crashes as well.
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
PSPlayer *player =[[PSPlayer MR_findAll] firstObject];
NSLog(#"player = %#", player.name);
});
cheers,
Jan
You need to ensure that everything is saved and merged before the fetch would work. If you're using MR then it's better to take the managed object and call inContext: on it supplying the other context and have it do the work (it also avoids a predicate).
I expect the crash is because you use player.md5Id instead of self.playerMD5Id so you're accessinh the managed object on the wrong thread.

Analyzer claiming an object was released when it wasn't

I am getting a static analysis error in this code which doesn't make any sense to me. The error is:
Reference-counted object is used after it is released
This is glue code to allow for PNG loading in a game originally written in C++.
int pngLoad(const char *filename, pngInfo *info, int format, GLuint *textureName)
{
char fullPath[Engine::Settings::MaxPath];
strcpy(fullPath, filename);
appendAppBundlePath(fullPath);
NSString *path = [NSString stringWithCString:fullPath encoding:NSUTF8StringEncoding];
NSData *data = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:data];
[data release];
Texture2D *loadedTex = [Texture2D alloc];
// ##### Analyzer claims the object is released here: #####
[loadedTex initWithImage:image format:format];
int didLoad;
// ##### Error is here: #####
if (loadedTex.contentSize.width == 0 || loadedTex.contentSize.height == 0)
{
didLoad = 0;
}
else
{
didLoad = 1;
*textureName = loadedTex.name;
// return texture info
info->ScaleFactor = loadedTex.scaleFactor;
info->Width = (float)image.size.width / (float)info->ScaleFactor;
info->Height = (float)image.size.height / (float)info->ScaleFactor;
info->Alpha = 1;
info->PaddedWidth = loadedTex.pixelsWide;
info->PaddedHeight = loadedTex.pixelsHigh;
}
[loadedTex release];
[image release];
return didLoad;
}
If I use Texture2D *loadedTex = [[Texture2D alloc] retain]; this warning is removed, but then an warning that I've leaked an object comes up, so something is seriously weird here.
initWithImage:format: used to contain a [self release] which shouldn't have been there, which I removed when I found this warning. However, even after a full clean and rebuild, I still get the warning. Am I doing something else wrong? Is something not getting properly cleaned up by the Clean command in Xcode?
The analyzer may be right, at least in a general way.
Texture2D *loadedTex = [Texture2D alloc];
[loadedTex initWithImage:image format:format];
In general, "init" might actually discard the object passed in and return a different one. Whether or not this is the case for "Texture2D" is something I don't know, but if the analyzer is going for the general case then it is right.
You should be able to work around that by using
Texture2D *loadedTex = [Texture2D alloc];
loadedTex=[loadedTex initWithImage:image format:format];
Or by simply combining the two calls, as it is done in most Objective-C examples.
You should always combine the alloc and initXXX call when creating objects, in this case
Texture2D *loadedTex = [[Texture2D alloc] initWithImage:image format:format];
An init method need not return the same object it was called with, it is allowed to return a different object.
In this case your result from loadedTex = [Texture2D alloc] would be released and initWithImage would return a different object (which you discard).

Calling Obj-C Code from JavaScript via Console: Arguments get dropped?

Having a heck of a time with this one.
I've got a super-simple Cocoa app containing one WebView, a WebScripting API defined in the page, and a single NSObject defined on that API. When I turn on the debugger tools (in the embedded WebView), I can see the API on the JavaScript window object, and I can see my "api" property defined on that -- but when I call the API's "get" method, the arguments aren't being serialized -- when the Obj-C method gets called, the arguments are missing. See below, which hopefully illustrates:
I've combed through the docs, I've (apparently) set the appropriate methods to expose everything that needs to be exposed, and I can see the method being called. There has to be something stupid I'm missing, but as a relative newbie to this environment, I'm not seeing it.
Thanks in advance for your help!
Have you set WebKitDeveloperExtras to YES in your default user defaults when you send -[NSUserDefaults registerDefaults:]?
Depending on what version of Xcode you're using you could be getting a known error. If you're using LLDB on anything but the most recent version, it might not be giving you the right variables in the debugger. The solution has been to use GDB instead of LLDB until Apple fixes the problem. But I think they fixed the problem in the latest version. I'd change the debugger to use GDB and see if you're getting the right variables in Xcode. (Product-> Edit Scheme...-> Run -> Debugger). I came across this problem in iOS, though, so I don't know its applicability to OSX. Worth a try anyway.
I originally came across the problem here: https://stackoverflow.com/a/9485349/1147934
I process javascript in the main thread of my app from a local file stored in the apps directory. I check for beginning and ending tokens for the js functions I am executing and whether the function contains a variable.
Hopefully this can give you some good ideas for your issue. You could also do alerts in the js to see if the values post correctly as you run the app (I am sure you thought of that already, but it's worth mentioning.) Happy coding! I hope this helps!
in the .h file define:
NSMutableString *processedCommand;
NSArray *commandArguments;
In the .m file:
// tokens
#define kOpenToken #"<%%"
#define kCloseToken #"%%>"
// this will throw
-(void)executeJScriptCommand:(NSString *)aCommand {
[self performSelectorOnMainThread:#selector(executeThisCommand:) withObject:aCommand waitUntilDone:YES];
}
// this will throw
-(NSString *)executeCommand:(NSString *)command {
NSString *aCommand = [[[command stringByReplacingOccurrencesOfString:kOpenToken withString:#""]
stringByReplacingOccurrencesOfString:kCloseToken withString:#""]
stringByTrimmingLeadingAndTrailingWhitespaces];
if ([aCommand hasPrefix:#"="])
{
// variable. get value
[self getVariableFromCommand:aCommand];
}
else {
[self executeThisCommand:aCommand];
}
NSString *returnValue = [NSString stringWithString:processedCommand];
self.processedCommand = nil;
self.commandArguments = nil;
return returnValue;
}
-(void)executeThisCommand:(NSString *)aCommand {
BOOL hasError = NO;
// clear result
self.processedCommand = nil;
self.commandArguments = nil;
BOOL isFromJS = NO;
NSString *function = nil;
NSMutableArray *commandParts = nil;
#try {
// first, break the command into its parts and extract the function that needs to be called, and the (optional) arguments
commandParts = [[NSMutableArray alloc] initWithArray:[aCommand componentsSeparatedByString:#":"]];
if ([[[commandParts objectAtIndex:0] lowercaseString] isEqualToString:#"js-call"]) {
isFromJS = YES;
[commandParts removeObjectAtIndex:0];
}
// get our function, arguments
function = [[commandParts objectAtIndex:0] retain];
[commandParts removeObjectAtIndex:0];
if ([commandParts count] > 0){
if (isFromJS == YES) {
NSString *arguments = [[commandParts objectAtIndex:0] stringByReplacingPercentEscapesUsingEncoding:NSUTF8StringEncoding];
if ([arguments length] > 0) {
self.commandArguments = [arguments JSONValue];
}
}
else {
self.commandArguments = [NSArray arrayWithArray:commandParts];
}
}
// build invoke
SEL sel = NSSelectorFromString(function);
if ([self respondsToSelector:sel]) {
[self performSelectorOnMainThread:sel withObject:nil waitUntilDone:YES];
// using invocation causes a SIGABORT because the try/catch block was not catching the exception.
// using perform selector fixed the problem (i.e., the try/catch block now correctly catches the exception, as expected)
}
else {
[appDelegate buildNewExceptionWithName:#"" andMessage:[NSString stringWithFormat:#"Object does not respond to selector %#", function]];
}
}
#catch (NSException * e) {
hasError = YES;
[self updateErrorMessage:[NSString stringWithFormat:#"Error processing command %#: %#", aCommand, [e reason]]];
}
#finally {
[function release];
[commandParts release];
}
if (hasError == YES) {
[appDelegate buildNewExceptionWithName:#"executeThisCommand" andMessage:self.errorMessage];
}
}
// this can return nil
-(NSString *)getQueryStringValue:(NSString *)name {
NSString *returnValue = nil;
if (queryString != nil) {
returnValue = [queryString objectForKey:[name lowercaseString]];
}
return returnValue;
}

Obj-C design pattern : parallel task launcher

I currently have a shell script that process many images one after the other, with the help of GraphicsMagick. It works fine, all calculations are correct, everything works. (that's not a "simple" script, it involves reading dimensions from a JSON file, converting a bunch of images with respect to many constraints).
As we're working with dual-core or quad-core computer, I'd like to parallelize it. And as I'm an iPhone developer liking to introduce myself to Mac development, I'd like to create it with XCode and Objective-C using the "command-line tool" template.
So far so good, but now I'm face with the design of the "task dispatcher" object. I'm fairly lost between running NSTasks in a run loop, in separate threads, using blocks, with or without GCD, with or without ARC.
How would one achieve this? I was thinking of using simple threads to spawn NSTasks, having them report when they're done, and notify my dispatcher's delegate so that it can upgrade its progress bar. But I'd really like to get in touch with Grand Central Dispatch. Does anyone have any thoughts, ideas, advice about what to do and what not?
Edit: I'm reading Apple's docs, and have found the NSOperationQueue class. Could it be that this is precisely what I'm needing here?
A good class to use to launch independant processes including parameters and environment variables is NSTask. See the documentation for the gory details. Here is a little commandline tool that starts 10 concurrent processes and waits for them to finish. NSOperationQueue would be redundant here because the tasks are already launched concurrently.
-- Edit: Improved Version With Limited Concurrency --
int main (int argc, const char * argv[])
{
#autoreleasepool {
// Let's not have more than 5 parallel processes
dispatch_semaphore_t limit = dispatch_semaphore_create(5);
dispatch_semaphore_t done = dispatch_semaphore_create(0);
for (int i=0; i<10; i++) {
// Setup the taks as you see fit including the environment variables.
// See docs on NSTask for more on how to use this object.
NSTask *task = [[NSTask alloc] init];
task.launchPath = #"/bin/ls";
task.arguments = [NSArray arrayWithObject:#"-la"];
task.terminationHandler = ^(NSTask *task) {
dispatch_semaphore_signal(limit);
if (i==9) dispatch_semaphore_signal(done);
};
dispatch_semaphore_wait(limit, DISPATCH_TIME_FOREVER);
[task launch];
}
dispatch_semaphore_wait(done, DISPATCH_TIME_FOREVER);
dispatch_release(limit);
dispatch_release(done);
}
return 0;
}
-- Original Version --
int main (int argc, const char * argv[])
{
#autoreleasepool {
NSObject *lock = [[NSObject alloc] init];
int __block counter = 10;
for (int i=0; i<10; i++) {
// Setup the taks as you see fit including the environment variables.
// See docs on NSTask for more on how to use this object.
NSTask *task = [[NSTask alloc] init];
task.launchPath = #"/bin/ls";
task.arguments = [NSArray arrayWithObject:#"-la"];
task.terminationHandler = ^(NSTask *task) {
#synchronized(lock) { counter--; }
};
[task launch];
}
while (counter)
usleep(50);
[lock release];
}
return 0;
}
In your case you might want to hold the NSTask objects in an array for easier management.
yes - NSOperation/NSOperationQueue are good for this task.
i'd start with something like this:
#protocol MONTaskRequestDelegate
- (void)taskRequestDidComplete:(MONTaskRequest *)taskRequest;
#end
#interface MONTaskRequest : NSOperation
{
#private
NSTask * task;
NSObject<MONTaskRequestDelegate>* delegate; /* strong reference. cleared on cancellation and completion, */
}
- (id)initWithTask:(NSTask *)task delegate:(NSObject<MONTaskRequestDelegate>*)delegate;
// interface to access the data from the task you are interested in, whether the task completed, etc.
#end
#implementation MONTaskRequest
// ...
- (void)performDelegateCallback
{
[self.delegate taskRequestDidComplete:self];
self.delegate = nil;
}
- (void)main
{
NSAutoreleasePool * pool = [NSAutoreleasePool new];
[self runTheTask];
// grab what is needed and handle errors
[self performDelegateCallback];
[pool release];
}
- (void)cancel
{
[super cancel];
[self stopTaskIfPossible];
[self performDelegateCallback];
}
#end
then you can use NSOperationQueue to limit the number of active tasks to a reasonable number.
I use for this purpose the [myObj performSelectorInBackground:#selector(doSomething) withObject:nil]; functionality of an NSObject.
The idea is quite simple: you write a method that does the work, call it from the main thread using the aforementioned method, then call some callback selector if you need to somehow process the results from different threads.