SegmentedControl Always Zero - objective-c

I am trying to build an application that rolls dice. Nothing fancy at all. However, I'm using a segmented control to determine the number of dice and the sides of the dice.
Here is the RollPressed code.
#import "DiceBrain.h"
#import "ViewController.h"
#interface ViewController ()
#property (readonly) DiceBrain *brain;
#end
#implementation ViewController
- (DiceBrain *) brain {
if (!brain) brain = [[DiceBrain alloc] init];
return brain;
}
- (IBAction)RollPressed:(id)sender {
int num_dice = dice.selectedSegmentIndex;
int num_sides = sides.selectedSegmentIndex;
NSLog(#"Number of Dice is %u and Number of Sides is %u", num_dice, num_sides);
int result = [self.brain RollDice:num_dice Sides: num_sides];
display.text = [NSString stringWithFormat:#"%g", result];
}
#end
According to NSLog there, I'm always using a zero. Of course, actuating using this logic to roll the dice results in the display showing me something like 3.82652e-308.
The logic used to roll the dice is
- (int)RollDice:(int)dice Sides:(int)num_sides{
total = 0;
for (int i = 0; i < dice; i++) {
total += (arc4random() % num_sides) + 1;
}
return total;
}
What could cause the segmented control to give me such funky results?

Sounds like your IBOutlets for sides and dice are not connected.
Check their value; it's probably NULL.

Related

Adding NSImage to IKimagerowserview

I am able to add NSImages to my NSCollectionView without having to first save them on disk. The images are fed into the collection view from an NSMutableArray. This way people can see the images without first having to save them.
Is there something similar that I can achieve with IKImageBrowserView? NSCollectionView is functional when it comes to representing images, but I would like to see if I can do something similar with IKImageBrowserView.
I can easily implement IKImageBrowserView with images saved on disk (Apple docs cover how this works) but can't figure out exactly where to look or how to go about adding images to the browser view directly from NSMutableArray instead of first saving them images to disk.
I'm at a loss here. Apart from the docs, I'm not really sure where else to look for direction. Or what to even call what I'm looking to do.
EDIT: (Here's some of the code)
// The data object -- if it is possible to represent an image object, this is where I am probably going wrong.
#interface ImageObject : NSObject
#property (readwrite, copy) NSImage *image;
#property (readwrite, copy) NSString *imageID;
- (id)initWithImage:(NSImage *)anImage;
- (NSString *)imageUID;
- (NSString *)imageRepresentationType;
- (id)imageRepresentation;
#end
#implementation ImageObject
#synthesize image = _image;
#synthesize imageID = _imageID;
- (id)initWithImage:(NSImage *)anImage
{
if (self = [super init]) {
_image = [anImage copy];
}
return self;
}
- (NSString *)imageUID
{
return _imageID;
}
- (NSString *)imageRepresentationType
{
return IKImageBrowserNSImageRepresentationType;
}
- (id)imageRepresentation
{
return _image;
}
#end
// This is how objects are supposed to be added to the browserView. All of this is straight from Apple.
- (void)updateDatasource
{
[_browserImages addObjectsFromArray:_importedImages];
[_importedImages removeAllObjects];
[imageBrowser reloadData];
}
- (NSUInteger)numberOfItemsInImageBrowser:(IKImageBrowserView *)aBrowser
{
return [_browserImages count];
}
- (id)imageBrowser:(IKImageBrowserView *)aBrowser itemAtIndex:(NSUInteger)index
{
return [_browserImages objectAtIndex:index];
}
This is where I try to add NSImages to the browserView but nothing happens. The array gets populated (which means the images are generated without any errors) but nothing happens on the screen.
AVURLAsset *asset = [[AVURLAsset alloc] initWithURL:[oPanel URL] options:nil];
NSMutableArray *timesArray = [self generateTimeForSpecifiedNumberOfFramesInVideo:10 UsingAsset:asset];
self.imageGenerator = [AVAssetImageGenerator assetImageGeneratorWithAsset:asset];
[[self imageGenerator] generateCGImagesAsynchronouslyForTimes:timesArray completionHandler:^(CMTime requestedTime, CGImageRef image, CMTime actualTime, AVAssetImageGeneratorResult result, NSError *error) {
NSImage *testImage = [[NSImage alloc] initWithCGImage:image size:NSZeroSize];
if (result == AVAssetImageGeneratorSucceeded) {
ImageObject *objects = [[ImageObject alloc] initWithImage:testImage];
[_importedImages addObject:objects];
}
}
As for exploring the rest of the search results...been there done that. If I did miss anything, kindly mark this question as duplicate indicating what post already existed where this issue has been addressed.
EDIT:
I have accepted the answer below. Along with the unique IDs problem. I had overlooked a simple thing which was the requirement to call the updateDatasource method.
The most important point of using IKImageBrowser is create a unique image ID for each element. The following is an example. In fact, it comes from the project that I'm currently working on. I have just implemented IKImageBrowser in it. The code below assumes that you have 36 images (Image01.png, Image02.png..., Image36.png) imported into the project.
// .h
#interface AppDelegate : NSObject {
IBOutlet IKImageBrowserView *browserView;
NSMutableArray *imageArray;
}
// .m
#import "IKBBrowserItem.h"
#import <QuartzCore/QuartzCore.h>
- (void)applicationWillFinishLaunching:(NSNotification *)notification {
imageArray = [[NSMutableArray alloc]init];
}
- (void)populateImage {
for (NSInteger i2 = 1; i2 <= 36 ; i2++) {
NSString *name;
if (i2 < 10) {
name = [NSString stringWithFormat:#"Image0%ld",(long)i2];
} else {
name = [NSString stringWithFormat:#"Image%ld",(long)i2];
}
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
NSImage *Image0 = [NSImage imageNamed:name];
NSInteger ran = [self genRandom:1000000:9999999];
NSString *imageID = [NSString stringWithFormat:#"%#%li",name,ran];
IKBBrowserItem *item = [[IKBBrowserItem alloc] initWithImage:Image0 imageID:imageID:name];
[imageArray addObject:item];
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
}
[browserView reloadData];
}
- (NSInteger)genRandom: (NSInteger)min :(NSInteger)max {
int num1;
do {
num1 = arc4random() % max;
} while (num1 < min);
return num1;
}
You don't need to use a random integer generator (genRandom) above, but just make sure that no imageID is the same.
This web site has a sample project, which should get you going. (I have no affiliation.) So make sure you download and run it. Then take a closer look and improve it for your needs.

Sum two NSInteger gives incorrect result

Im haveing a problem suming two NSInteger, I have tried with simple int but cant find the answer. I Have this on my header file:
#interface ViewController : UIViewController {
NSMutableArray *welcomePhotos;
NSInteger *photoCount; // <- this is the number with the problem
//static int photoCount = 1;
}
The on my implementation fiel I have:
-(void)viewDidLoad{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
photoCount = 0;
welcomePhotos = [NSMutableArray array];
int sum = photoCount + 1;
NSLog(#"0 + 1 = %i", sum);
}
The las NSLog always prints 0 + 1 = 4
Also if if do:
if (photoCount < [welcomePhotos count]){
photoCount++;
NSLog(#"%i", photoCount);
}else{
photoCount = 0;
}
Several times i get: 4, 8, 12.
So it is skiping by four, but I can't get to understand why.
You are declaring your photoCount instance var as pointer to NSInteger. But NSInteger is a scalar type.
Remove the asterisk in your .h file and try again.
Replace
NSInteger *photoCount;
with
NSInteger photoCount;
You're printing out a pointer object I believe as you've declared it as
NSInteger* photocount;
Try changing it to
int photocount;
doing a variable++ on an integer adds the size of a pointer which is 4 bytes on iOS.
You used pointer to NSInteger...
Change it to NSInteger photoCount;
NSInteger is just an int, and you are treating it as an wrapper object. Pointer in not required.

Trouble with NSString: using a controller to set an NSTextField?

I am using Xcode 4 writing a simple program to generate text based on user input. Im reading from two text fields successfully, but I am unable to send the result to a separate NSTextField. I'm confident I've made all the right connections in IB, and I'm sending the NSTextField the setStringValue method. I have created a ScaleGenerator object that I believe may be improperly creating the string itself. My Controller header looks like this:
#import <Cocoa/Cocoa.h>
#interface Controller : NSObject
{
IBOutlet NSTextField * notesField;
IBOutlet NSTextField * midiField;
IBOutlet NSTextField * resultField;
IBOutlet id scalegenerator;
}
- (IBAction) generate: (id) sender;
#end // Controller
The Controller implementation looks like this:
#import "Controller.h"
#import "ScaleGenerator.h"
#import <Foundation/foundation.h>
#implementation Controller
- (IBAction) generate: (id) sender
{
int midinote;
int notes;
NSString * scale;
midinote = [midiField intValue];
if(midinote < 0 || midinote > 127) {
NSRunAlertPanel(#"Bad MIDI", #"That MIDI note is out of range! (0 - 127)", #"OK", nil, nil);
return;
}
notes = [notesField intValue];
if(notes < 2 || notes > 24) {
NSRunAlertPanel(#"Bad Scale Size", #"You must have at least two notes in your scale, and no more than 25 notes!", #"OK", nil, nil);
return;
}
scale = [scalegenerator generateScale: midinote and: notes];
[resultField setStringValue:scale];
}
#end
My ScaleGenerator code looks like this:
#import "ScaleGenerator.h"
#import <math.h>
#implementation ScaleGenerator
- (NSMutableString *) generateScale: (int) midinote and: (int) numberOfNotes
{
double frequency, ratio;
double c0, c5;
double intervals[24];
int i;
NSMutableString * result;
/* calculate standard semitone ratio in order to map the midinotes */
ratio = pow(2.0, 1/12.0); // Frequency Mulitplier for one half-step
c5 = 220.0 * pow(ratio, 3); // Middle C is three semitones above A220
c0 = c5 * pow(0.5, 5); // Lowest MIDI note is 5 octaves below middle C
frequency = c0 * pow(ratio, midinote); // the first frequency is based off of my midinote
/* calculate ratio from notes and fill the frequency array */
ratio = pow(2.0, 1/numberOfNotes);
for(i = 0; i < numberOfNotes; i++) {
intervals[i] = frequency;
frequency *= ratio;
}
for(i = 0; i < n; i++){
[result appendFormat: #"#%d: %f", numberOfNotes + 1, intervals[i]];
}
return (result);
}
#end // ScaleGenerator
My ScaleGenerator object has one function, which is where I believe I may be messing things up. What kind of string can I iteratively append formatted text to?? And what method do I call??
You have not allocated/initialized your NSMutableString. Therefore the message appendFormat: goes to nil. Replace the line
NSMutableString * result;
with
NSMutableString * result = [[NSMutableString alloc] init];

Create an global array containing floating numbers

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.

Int value becoming larger when sent to method

SOLUTION:
Simply separating the method call
Tile *tile = [[Tile alloc] initWithX:x Y:y];
into two separate lines such as:
Tile *tile = [Tile alloc];
[tile initWithX:x Y:y];
caused the method to stop receiving the ints as memory pointers. I'm baffled as to why this occurred but it fixed the problems. Any explanations as to why this happened would be appreciated. Thanks to all for the help!
ORIGINAL POST:
This is a bit of a weird question as I've run into this problem while doing a tutorial at: http://www.iphonegametutorials.com/2010/09/23/cocos2d-game-tutorial-building-a-slide-image-game/.
The program I have typed out works except for the switching of tiles, and I have looked in the XCode debugger and it seems that my x and y values for the Tile class are being set way to absurdly high values. The weird thing is, when the values are passed to the method (initWithX:Y:) from the original method (initWithSize:imgSize:) they are what they should be, but when they arrive at the method they are huge (for example: in one instance an x passed as '1' becomes '1065353216' when it arrives at the method.)
I have a feeling that it may be pointing to the memory location of the passed int, but I don't see any reason why it should be in my code. See below.
-(id)initWithSize:(CGSize)aSize imgSize:(int)aImgValue {
self = [super init];
imgValue = aImgValue;
size = aSize;
OutBorderTile = [[Tile alloc] initWithX:-1 Y:-1];
content = [NSMutableArray arrayWithCapacity:size.height];
readyToRemoveTiles = [NSMutableSet setWithCapacity:50];
for(int y = 0; y < size.height; y++) {
NSMutableArray *rowContent = [NSMutableArray arrayWithCapacity:size.width];
for (int x = 0; x < size.width; x++) {
Tile *tile = [[Tile alloc] initWithX:x Y:y];
[rowContent addObject:tile];
[readyToRemoveTiles addObject:tile];
[tile release];
}
[content addObject:rowContent];
[content retain];
}
[readyToRemoveTiles retain];
return self;
}
-(id)initWithX:(int)posX Y:(int)posY {
self = [super init];
x = posX;
y = posY;
return self;
}
Everything should be the same as in the linked tutorial, but I can't see anybody else complaining of the same problem.
I have also noted that if I go into the debugger and manually change the posX and posY values in the initWithX method that the tile switching code works, so my problem definitely lies with the really large int values forming in that method.
Edit for Jim: Hopefully this shows a more complete picture of the layout I have for the Tile object.
#interface Tile : NSObject {
int x, y, value;
CCSprite *sprite;
}
#property(nonatomic, readonly) int x, y;
#property(nonatomic) int value;
#property(nonatomic, retain) CCSprite *sprite;
#end
#implementation Tile
#synthesize x, y, value, sprite;
// Code is logged in below.
-(id)initWithX:(int)posX Y:(int)posY {
self = [super init];
x = posX;
y = posY;
return self;
}
#end
Somewhere, the x and/or y value are being assigned to a pointer. One thing I would check is to make sure you aren't declaring your ints as pointers to ints. I.e. int *x, etc.