My factory method isn't working as intended - objective-c

I'm making a game, which uses large pixel art for graphics. As I would have to declare sprite.scale = 2; and [sprite.texture setAliasTexParameters]; for each and every sprite, I decided to make a factory method. I got it workin, but for some reason it crashes the program at some situations.
This is my factory code in .m file:
#implementation pixelSprite
+ (id) spriteFromFrame:(NSString *)frame setScale:(BOOL)scale resetAnchor:(BOOL)reset {
CCSprite *sprite = [CCSprite spriteWithSpriteFrameName:frame];
[sprite.texture setAliasTexParameters];
if (scale) {sprite.scale = 2;}
if (reset) {sprite.anchorPoint = ccp(0, 0);}
return sprite;
}
#end
And this from .h file:
#interface pixelSprite : CCSprite {}
+ (id)spriteFromFrame:(NSString*)frame setScale:(BOOL)scale resetAnchor:(BOOL)reset;
#end
I made button sprites with it like this and it works flawlessly.
CCSprite *spriteCampaign1 = [pixelSprite spriteFromFrame:#"buttonCampaign1.png" setScale:FALSE resetAnchor:FALSE];
For some reason this for example will crash the program:
CCSprite *bg3 = [pixelSprite spriteFromFrame:#"bgMenu3.png" setScale:TRUE resetAnchor:FALSE];
//bg3.anchorPoint = ccp(0.5, 0);
bg3.position = ccp(240, 210);
[self addChild:bg3 z:1];
I did include the .h file in those .m files I wanted to use the sprite factory.

Verify that the spriteFrameCache contains an entry for your failing sprites. If it does not, your factory will return a nil sprite, and the [self addChild:bg3 z:1] will fail on an NSAssert. Returning nil (from your factory) is not a bad thing, but it is expectable behaviour. You should program defensively around it:
CCSprite *bg3 = [pixelSprite spriteFromFrame:#"bgMenu3.png" setScale:TRUE resetAnchor:FALSE];
if(bg3) {
//bg3.anchorPoint = ccp(0.5, 0);
bg3.position = ccp(240, 210);
[self addChild:bg3 z:1];
} else {
CCLOGERROR(#"whatever your flavor of logging is");
}

Related

MKPolylines-routeLines not showing in my MKMapView, but everything is correct?

I am new to this so it may be that I'm missing something simple or whatever else.
Basically I want to draw a straight line from point to point, in my case I have all of my points in which each line should be drawn in an array of coordinates. And then I use overlay method to draw the line. And all of this in a MKMapView which I already defined and configured (Correctly).
So here is the code that I use to fill my array of coordinates and also create the overlay/polyline:
CLLocationCoordinate2D coordinateArray[arrayOfLatitudes.count];
for (int i = 0; i < arrayOfLatitudes.count; i++) {
double tempLatitude = [[arrayOfLatitudes objectAtIndex:(i)] doubleValue];
double tempLongitude = [[arrayOfLongitudes objectAtIndex:(i)] doubleValue];
coordinateArray[i] = CLLocationCoordinate2DMake(tempLatitude, tempLongitude);
}
self.routeLine = [MKPolyline polylineWithCoordinates:coordinateArray count:arrayOfLatitudes.count];
[self.mapView setVisibleMapRect:[self.routeLine boundingMapRect]]; //If you want the route to be visible
[self.mapView addOverlay:self.routeLine];
and this is my ViewForOverlay method which I asume configures my routeLine:
(MKOverlayView *)mapView:(MKMapView *)mapView viewForOverlay:(id <MKOverlay>)overlay
{
if ([overlay isKindOfClass:[MKPolyline class]])
{
MKPolylineView *mapOverlayView = [[MKPolylineView alloc] initWithPolyline:overlay];
//add autorelease if not using ARC
mapOverlayView.strokeColor = [UIColor redColor];
mapOverlayView.lineWidth = 3;
return mapOverlayView;
}
return nil;
}
I have these declarations in my .h as well:
#property (nonatomic, retain) MKPolyline *routeLine;
#property (nonatomic, retain) MKPolylineView *routeLineView;
I don't know why I can't see my routeLine drawn in my MapView, because I have used the exact logic(order of things) in another class and the lines appear with no problem.
What am I missing here? please help me
thanks in advance
I forgot to mention,The first block of code is inside a method called "waitForMe" (void). Im calling waitForMe from my viewDidLoad method.

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.

Updating NSView asynchronously from a thread

First of all, I'm an Objective-C novice. So I'm not very familiar with OS X or iOS development. My experience is mostly in Java.
I'm creating an agent-based modeling-framework. I'd like to display the simulations and to do that I'm writing a little application. First, a little bit about the framework. The framework has a World class, in which there is a start method, which iterates over all agents and has them perform their tasks. At the end of one "step" of the world (i.e., after all the agents have done their thing), the start method calls the intercept method of an object that implements InterceptorProtocol. This object was previously passed in via the constructor. Using the interceptor, anyone can get a hook into the state of the world. This is useful for logging, or in the scenario that I'm trying to accomplish: displaying the information in a graphical manner. The call to intercept is synchronous.
Now as far as the GUI app is concerned, it is pretty simple. I have a controller that initializes a custom view. This custom view also implements InterceptorProtocol so that it can listen in, to what happens in the world. I create a World object and pass in the view as an interceptor. The view maintains a reference to the world through a private property and so once I have initialized the world, I set the view's world property to the world I have just created (I realize that this creates a cycle, but I need a reference to the world in the drawRect method of the view and the only way I can have it is if I maintain a reference to it from the class).
Since the world's start method is synchronous, I don't start the world up immediately. In the drawRect method I check to see if the world is running. If it is not, I start it up in a background thread. If it is, I examine the world and display all the graphics that I need to.
In the intercept method (which gets called from start running on the background thread), I set setNeedsToDisplay to YES. Since the start method of the world is running in a separate thread, I also have a lock object that I use to synchronize so that I'm not working on the World object while it's being mutated (this part is kind of janky and it's probably not working the way I expect it to - there are more than a few rough spots and I'm simply trying to get a little bit working; I plan to clean up later).
My problem is that the view renders some stuff, and then it pretty much locks up. I can see that the NSLog statements are being called and so the code is running, but nothing is getting updated on the view.
Here's some of the pertinent code:
MasterViewController
#import "MasterViewController.h"
#import "World.h"
#import "InfectableBug.h"
#interface MasterViewController ()
#end
#implementation MasterViewController
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil
{
self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil];
if (self) {
_worldView = [[WorldView alloc] init];
World* world = [[World alloc] initWithName: #"Bhumi"
rows: 100
columns: 100
iterations: 2000
snapshotInterval: 1
interceptor: _worldView];
for(int i = 0; i < 999; i++) {
NSMutableString* name = [NSMutableString stringWithString: #"HealthyBug"];
[name appendString: [[NSNumber numberWithInt: i] stringValue]];
[world addBug: [[InfectableBug alloc] initWithWorld: world
name: name
layer: #"FirstLayer"
infected: NO
infectionRadius: 1
incubationPeriod: 10
infectionStartIteration: 0]];
}
NSLog(#"Added all bugs. Going to add infected");
[world addBug: [[InfectableBug alloc] initWithWorld: world
name: #"InfectedBug"
layer: #"FirstLayer"
infected: YES
infectionRadius: 1
incubationPeriod: 10
infectionStartIteration: 0]];
[_worldView setWorld: world];
//[world start];
}
return self;
}
- (NSView*) view {
return self.worldView;
}
#end
WorldView
#import "WorldView.h"
#import "World.h"
#import "InfectableBug.h"
#implementation WorldView
#synthesize world;
- (id) initWithFrame:(NSRect) frame {
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
}
return self;
}
- (void) drawRect:(NSRect) dirtyRect {
CGContextRef myContext = [[NSGraphicsContext currentContext] graphicsPort];
CGContextClearRect(myContext, CGRectMake(0, 0, 1024, 768));
NSUInteger rows = [world rows];
NSUInteger columns = [world columns];
NSUInteger cellWidth = 1024 / columns;
NSUInteger cellHeight = 768 / rows;
if([world running]) {
#synchronized (_lock) {
//Ideally we would need layers, but for now let's just get this to display
NSArray* bugs = [world bugs];
NSEnumerator* enumerator = [bugs objectEnumerator];
InfectableBug* bug;
while ((bug = [enumerator nextObject])) {
if([bug infected] == YES) {
CGContextSetRGBFillColor(myContext, 128, 0, 0, 1);
} else {
CGContextSetRGBFillColor(myContext, 0, 0, 128, 1);
}
NSLog(#"Drawing bug %# at %lu, %lu with width %lu and height %lu", [bug name], [bug x] * cellWidth, [bug y] * cellHeight, cellWidth, cellHeight);
CGContextFillRect(myContext, CGRectMake([bug x] * cellWidth, [bug y] * cellHeight, cellWidth, cellHeight));
}
}
} else {
[world performSelectorInBackground: #selector(start) withObject: nil];
}
}
- (BOOL) isFlipped {
return YES;
}
- (void) intercept: (World *) aWorld {
struct timespec time;
time.tv_sec = 0;
time.tv_nsec = 500000000L;
//nanosleep(&time, NULL);
#synchronized (_lock) {
[self setNeedsDisplay: YES];
}
}
#end
start method in World.m:
- (void) start {
running = YES;
while(currentIteration < iterations) {
#autoreleasepool {
[bugs shuffle];
NSEnumerator* bugEnumerator = [bugs objectEnumerator];
Bug* bug;
while((bug = [bugEnumerator nextObject])) {
NSString* originalLayer = [bug layer];
NSUInteger originalX = [bug x];
NSUInteger originalY = [bug y];
//NSLog(#"Bug %# is going to act and location %i:%i is %#", [bug name], [bug x], [bug y], [self isOccupied: [bug layer] x: [bug x] y: [bug y]] ? #"occupied" : #"not occupied");
[bug act];
//NSLog(#"Bug has acted");
if(![originalLayer isEqualToString: [bug layer]] || originalX != [bug x] || originalY != [bug y]) {
//NSLog(#"Bug has moved");
[self moveBugFrom: originalLayer atX: originalX atY: originalY toLayer: [bug layer] atX: [bug x] atY: [bug y]];
//NSLog(#"Updated bug position");
}
}
if(currentIteration % snapshotInterval == 0) {
[interceptor intercept: self];
}
currentIteration++;
}
}
//NSLog(#"Done.");
}
Please let me know if you'd like to see any other code. I realize that the code is not pretty; I was just trying to get stuff to work and I plan on cleaning it up later. Also, if I'm violating an Objective-C best practices, please let me know!
Stepping out for a bit; sorry if I don't respond immediately!
Whew, quiet a question for probably a simple answer: ;)
UI updates have to be performed on the main thread
If I read your code correctly, you call the start method on a background thread. The start method contains stuff like moveBugFrom:... and also the intercept: method. The intercept method thus calls setNeedsDisplay: on a background thread.
Have all UI related stuff perform on the main thread. Your best bet is to use Grand Central Dispatch, unless you need to support iOS < 4 or OS X < 10.6 (or was it 10.7?), like this:
dispatch_async(dispatch_get_main_queue(), ^{
// perform UI updates
});

Instantiating global object in objective C when they're passed to a function. Confusion regarding object scope

I'm new to Objective-C and C in general. I've been looking around and I couldn't find the solution to this issue. Any help would be appreciated.
I have the following global variables
CCSprite* BackgroundImage;
CCSprite* BackgroundGhost;
CCSprite* Globe;
CCSprite* Logo;
in my init I call a function and pass the global variables as parameters.
if(_ourDevice == iPad)
{
[self CustomCodeSetAssetForIpad:BackgroundImage ghost:BackgroundGhost TheGlobe:Globe AndTheLogo:Logo];
}
Here is the code for CustomCodeSetAssetForIpad:
-(void) CustomCodeSetAssetForIpad:(CCSprite*) _Background ghost:(CCSprite*) _BackgroundGhosts TheGlobe:(CCSprite*)_Globes AndTheLogo:(CCSprite*) _Logos
{
_Background = [CCSprite spriteWithFile:#"1028-768-sunray.png"];
_BackgroundGhosts = [CCSprite spriteWithFile:#"1028-768-sunray.png"];
_Globes = [CCSprite spriteWithFile:#"BigGlobe.png"];
_Logos = [CCSprite spriteWithFile:#"DefaultLogo.png"];
[_BackgroundGhosts setAnchorPoint:CGPointMake(0.5, 0)];
[_BackgroundGhosts setScale:2];
[_BackgroundGhosts setOpacity:120];
//[BackgroundGhost setPosition: CGPointMake(BackgroundGhost.position.x, BackgroundGhost.position.y-500)];
[_BackgroundGhosts setPosition:CGPointMake([[CCDirector sharedDirector]winSize].width/2, -100)];
[_Globes setAnchorPoint:CGPointMake(0.5, 0.5)];
[_Globes setScale:0.7];
[_Globes setPosition:CGPointMake([[CCDirector sharedDirector]winSize].width/2, -260)];
[_Logos setPosition:CGPointMake([self CenterOfTheScreen].x, [[CCDirector sharedDirector]winSize].height-[[CCDirector sharedDirector]winSize].height*0.2)];
[_Logos setScale:0.05];
}
The first few lines instantiate the global variables that were passed. However when the function is done, the reference to those objects are lost. I thought when you pass a pointer to a function, as the object is instantiated, it would retain its reference to the instantiated object. Am I missing something here?
Ah... Variables of type classname * are effectively references to instances of that class. So in your case, _Background is an instance reference passed in as an argument to your function. If you are trying to return multiple results from a function (via pointers), your arguments should really of type classname **, which is a pointer to a reference.
So the calling code would look like this:
CCSprite * background = nil ;
CCSprite * ghosts = nil ;
CCSprite * globes = nil ;
CCSprite * logos = nil ;
[ self customCodeSetAssetForIpad:&background ghosts:&ghosts globes:&globes logos:&logos ] ;
And your method looks like this:
-(void)customCodeSetAssetForIPad:(CCSprite**)background ghosts:(CCSprite**)backgroundhosts globe:globes logos:(CCSprite**)logos
{
*background = [CCSprite spriteWithFile:#"1028-768-sunray.png"];
// ... the rest of your code ...
}
Also, I took the liberty of making your method name and variable names more objective-c like (methods and variables begin with lowercase letters)
EDIT: I'd personally structure it like this:
//
// World... global things go in here
//
#interface World
#property ( nonatomic, readonly, strong ) CCSprite * background ;
+(id)theWorld // accessor to get the global world object
#end
#implementation World
#synthesize CCSprite * background = _background ;
static World * __theWorld = nil ; // global variable to hold our shared global World instance
+(void)load
{
// when this class is loaded, create our global world object
__theWorld = [ [ [ self class ] alloc ] init ] ;
}
+(id)theWorld
{
return __theWorld ;
}
// return the background sprite, creating it if it hasn't be created yet
-(CCSprite*)background
{
if ( !_background) { _background = [ CCSprite spriteWithFile:[CCSprite spriteWithFile:#"1028-768-sunray.png"] ; }
return _background ;
}
#end

Xcode seems to not want to include my class

So, I have a class called MazeCell which is declared in "MazeCell.h"
#import <Foundation/Foundation.h>
enum {
MazeCellEdgeWall = 0,
MazeCellEdgeGate = 1,
MazeCellEdgeExit = 2
};
typedef NSUInteger MazeCellEdge;
#interface MazeCell : NSObject {
MazeCellEdge left;
MazeCellEdge right;
MazeCellEdge down;
MazeCellEdge up;
NSUInteger drawCount;
NSUInteger row;
NSUInteger column;
}
#property MazeCellEdge left;
#property MazeCellEdge right;
#property MazeCellEdge down;
#property MazeCellEdge up;
#property NSUInteger drawCount;
#property NSUInteger row;
#property NSUInteger column;
- (id)initWithLeft:(MazeCellEdge)newLeft
right:(MazeCellEdge)newRight
up:(MazeCellEdge)newUp
down:(MazeCellEdge)newDown
row:(NSUInteger)newRow
column:(NSUInteger)newColumn;
#end
Xcode keeps displaying warnings like "warning: 'MazeView' may not respond to '-left'" for all the methods. The funny thing is that the code runs fine on the simulator, it's just that XCode doesn't know the methods.
I was content to ignore the messages until XCode wouldn't let me use MazeCellEdgeWall because it hadn't been declared earlier (all these warnings and errors are in different classes).
So I was wondering if anyone saw any blatant errors that I may have missed because I'm new to programming in general.
Edit: I didn't originally include the code since it is long, but here is the code giving errors.
Here is "MazeCell.m":
#import "MazeCell.h"
#implementation MazeCell
#synthesize left;
#synthesize right;
#synthesize down;
#synthesize up;
#synthesize drawCount;
#synthesize row;
#synthesize column;
-(id) init {
if (self = [super init]) {
right = MazeCellEdgeWall;
up = MazeCellEdgeWall;
left = MazeCellEdgeWall;
down = MazeCellEdgeWall;
drawCount = 0;
}
return self;
}
- (id)initWithLeft:(MazeCellEdge)newLeft
right:(MazeCellEdge)newRight
up:(MazeCellEdge)newUp
down:(MazeCellEdge)newDown
row:(NSUInteger)newRow
column:(NSUInteger)newColumn
{
if (self = [super init]) {
left = newLeft;
right = newRight;
up = newUp;
down = newDown;
drawCount = 0;
row = newRow;
column = newColumn;
}
return self;
}
#end
Here is MazeView.h:
#import "MazeView.h"
#import "MazeCell.h"
#import "NSMutableArray+Stack.h"
#define kCellSidesSize 80.0
#implementation MazeView
#synthesize maze;
#synthesize controller;
#synthesize interfaceOrientation;
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
interfaceOrientation = UIInterfaceOrientationPortrait;
[self setBackgroundColor:[UIColor greenColor]];
[self setUserInteractionEnabled:YES];
[self setMaze:[[Maze alloc] initWithSize:MazeSizeMake(4, 6)]];
}
return self;
}
- (void)setMaze:(Maze *)newMaze {
maze = newMaze;
CGRect newFrame = [self frame];
newFrame.size = CGSizeMake([newMaze size].width * kCellSidesSize,
[newMaze size].height * kCellSidesSize);
[self setFrame:newFrame];
}
- (void)setInterfaceOrientation:(UIInterfaceOrientation)newOrientation {
if (interfaceOrientation != newOrientation) {
interfaceOrientation = newOrientation;
CGRect oldFrame = [self frame];
[self setFrame:CGRectMake(oldFrame.origin.y, oldFrame.origin.x,
oldFrame.size.height, oldFrame.size.width)];
[[self superview] setContentSize:[self frame].size];
}
}
- (void)setController:(UIViewController *)newController {
if (controller != newController) {
controller = newController;
}
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
NSUInteger columns = [[self maze] size].width;
NSUInteger rows = [[self maze] size].height;
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextSetLineWidth(context, kCellSidesSize - 2.0);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineCap(context, kCGLineCapRound);
BOOL isDrawing = NO;
MazeCell *aCell;
NSMutableArray *aStack = [[NSMutableArray alloc] init];
NSUInteger row = 0;
NSUInteger column = 0;
while (YES) {
aCell = [maze getCellInRow:row andColumn:column ofOrientation:interfaceOrientation];
if (isDrawing) {
CGContextAddLineToPoint(context, row * kCellSidesSize + kCellSidesSize / 2.0,
column * kCellSidesSize + kCellSidesSize / 2.0);
} else {
isDrawing = YES;
CGContextMoveToPoint(context, row * kCellSidesSize + kCellSidesSize / 2.0,
column * kCellSidesSize + kCellSidesSize / 2.0);
}
if ([aCell left] == MazeCellEdgeExit && [aCell drawCount] < 1) {
//Warnings and errors
[aCell setDrawCount:1]; //Warning
column--;
} else if ([aCell right] == MazeCellEdgeExit && [aCell drawCount] < 2) {
//Warnings and errors
[aCell setDrawCount:2]; //Warning
column++;
} else if ([aCell up] == MazeCellEdgeExit && [aCell drawCount] < 3) {
//Warnings and errors
[aCell setDrawCount:3]; //Warning
row--;
} else if ([aCell down] == MazeCellEdgeExit && [aCell drawCount] < 4) {
//Warnings and errors
[aCell setDrawCount:4]; //Warning
row++;
} else if ([aStack count] > 0) {
aCell = [aStack pop];
row = [aCell row]; //Warning
column = [aCell column]; //Warning
isDrawing = NO;
} else {
break;
}
}
CGContextStrokePath(context);
[aStack release];
}
#end
Again, this is provided to prove that I have coded things. This program works and, as I said, the maze cell methods actually do work, it's just that Xcode is giving me warnings which I wouldn't care about, except that it says I haven't defined MazeCellEdgeExit and so doesn't compile anymore, but it does compile otherwise.
Now this is quite strange. But I have discovered that duplicating the MazeCell.h and MazeCell.m files and renaming them to MzCell.h and MzCell.m, and then replacing every reference to MazeCell with MzCell got this program to run.
Although that opens up more questions than it answers...
Everything looks good to me. Try a clean and build. It's quite possible that outdated object files are floating around, confusing the compiler or linker.
I haven't been able to detect a bug that would prevent compilation, although there are a number of apparent memory leaks, such as in setMaze: where you don't release the old maze. (You definitely allocate a maze in -initWithFrame: so you leak at least that one.) Also, the default setter semantic is "assign", not "retain" or "copy" — in this case, it would seem that one of the latter two behaviors would make more sense. I realize you're new to Objective-C, so these are meant by way of constructive feedback, not criticism. :-)
You neglect to include the code that's actually generating the warnings, but it sounds like wherever it is, you haven't imported the MazeCell.h header file.
It's possible that the object ('MazeView') you're alloc'ing and init'ing might not be a 'MazeCell' object. This may be caused by neglecting to import the MazeCell.h as Chuck mentioned or your simply creating the 'MazeView' object with the wrong class, maybe as a result of copy and pasting your own code (just a guess, as it seems counter-intuitive to create an object of a MazeCell type and name it 'MazeView').
I also suspect, though don't have access right now to Xcode to test, that your typedef might be declared incorrectly (or I'm simply not familiar with that syntax style). Try replacing your 6 lines of the typedef with this.
typedef enum {
MazeCellEdgeWall = 0,
MazeCellEdgeGate = 1,
MazeCellEdgeExit = 2
} MazeCellEdge;
EDIT:
Since you have just included the implementation file, I noticed that it's for MazeView (line 7), but your original header file is for MazeCell. So as of right now, you actually haven't written any code (or not posted any) that is actually for a MazeCell object.
I'm also suspecting that you haven't #synthesize'ed (or written methods for them) any of your instance variables.