WaveForm on IOS - objective-c

I'm looking for how to draw the sound amplitude.
I found http://supermegaultragroovy.com/2009/10/06/drawing-waveforms/ but i have some problems. How get a list of floating-point values representing the audio?

Thank all.
I found this example here: Drawing waveform with AVAssetReader , changed it and developed a new class based on.
This class returns UIImageView.
//.h file
#import <UIKit/UIKit.h>
#interface WaveformImageVew : UIImageView{
}
-(id)initWithUrl:(NSURL*)url;
- (NSData *) renderPNGAudioPictogramLogForAssett:(AVURLAsset *)songAsset;
#end
//.m file
#import "WaveformImageVew.h"
#define absX(x) (x<0?0-x:x)
#define minMaxX(x,mn,mx) (x<=mn?mn:(x>=mx?mx:x))
#define noiseFloor (-50.0)
#define decibel(amplitude) (20.0 * log10(absX(amplitude)/32767.0))
#define imgExt #"png"
#define imageToData(x) UIImagePNGRepresentation(x)
#implementation WaveformImageVew
-(id)initWithUrl:(NSURL*)url{
if(self = [super init]){
AVURLAsset * urlA = [AVURLAsset URLAssetWithURL:url options:nil];
[self setImage:[UIImage imageWithData:[self renderPNGAudioPictogramLogForAssett:urlA]]];
}
return self;
}
-(UIImage *) audioImageLogGraph:(Float32 *) samples
normalizeMax:(Float32) normalizeMax
sampleCount:(NSInteger) sampleCount
channelCount:(NSInteger) channelCount
imageHeight:(float) imageHeight {
CGSize imageSize = CGSizeMake(sampleCount, imageHeight);
UIGraphicsBeginImageContext(imageSize);
CGContextRef context = UIGraphicsGetCurrentContext();
CGContextSetFillColorWithColor(context, [UIColor blackColor].CGColor);
CGContextSetAlpha(context,1.0);
CGRect rect;
rect.size = imageSize;
rect.origin.x = 0;
rect.origin.y = 0;
CGColorRef leftcolor = [[UIColor whiteColor] CGColor];
CGColorRef rightcolor = [[UIColor redColor] CGColor];
CGContextFillRect(context, rect);
CGContextSetLineWidth(context, 1.0);
float halfGraphHeight = (imageHeight / 2) / (float) channelCount ;
float centerLeft = halfGraphHeight;
float centerRight = (halfGraphHeight*3) ;
float sampleAdjustmentFactor = (imageHeight/ (float) channelCount) / (normalizeMax - noiseFloor) / 2;
for (NSInteger intSample = 0 ; intSample < sampleCount ; intSample ++ ) {
Float32 left = *samples++;
float pixels = (left - noiseFloor) * sampleAdjustmentFactor;
CGContextMoveToPoint(context, intSample, centerLeft-pixels);
CGContextAddLineToPoint(context, intSample, centerLeft+pixels);
CGContextSetStrokeColorWithColor(context, leftcolor);
CGContextStrokePath(context);
if (channelCount==2) {
Float32 right = *samples++;
float pixels = (right - noiseFloor) * sampleAdjustmentFactor;
CGContextMoveToPoint(context, intSample, centerRight - pixels);
CGContextAddLineToPoint(context, intSample, centerRight + pixels);
CGContextSetStrokeColorWithColor(context, rightcolor);
CGContextStrokePath(context);
}
}
// Create new image
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
// Tidy up
UIGraphicsEndImageContext();
return newImage;
}
- (NSData *) renderPNGAudioPictogramLogForAssett:(AVURLAsset *)songAsset {
NSError * error = nil;
AVAssetReader * reader = [[AVAssetReader alloc] initWithAsset:songAsset error:&error];
AVAssetTrack * songTrack = [songAsset.tracks objectAtIndex:0];
NSDictionary* outputSettingsDict = [[NSDictionary alloc] initWithObjectsAndKeys:
[NSNumber numberWithInt:kAudioFormatLinearPCM],AVFormatIDKey,
// [NSNumber numberWithInt:44100.0],AVSampleRateKey, /*Not Supported*/
// [NSNumber numberWithInt: 2],AVNumberOfChannelsKey, /*Not Supported*/
[NSNumber numberWithInt:16],AVLinearPCMBitDepthKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsBigEndianKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsFloatKey,
[NSNumber numberWithBool:NO],AVLinearPCMIsNonInterleaved,
nil];
AVAssetReaderTrackOutput* output = [[AVAssetReaderTrackOutput alloc] initWithTrack:songTrack outputSettings:outputSettingsDict];
[reader addOutput:output];
[output release];
UInt32 sampleRate,channelCount;
NSArray* formatDesc = songTrack.formatDescriptions;
for(unsigned int i = 0; i < [formatDesc count]; ++i) {
CMAudioFormatDescriptionRef item = (CMAudioFormatDescriptionRef)[formatDesc objectAtIndex:i];
const AudioStreamBasicDescription* fmtDesc = CMAudioFormatDescriptionGetStreamBasicDescription (item);
if(fmtDesc ) {
sampleRate = fmtDesc->mSampleRate;
channelCount = fmtDesc->mChannelsPerFrame;
// NSLog(#"channels:%u, bytes/packet: %u, sampleRate %f",fmtDesc->mChannelsPerFrame, fmtDesc->mBytesPerPacket,fmtDesc->mSampleRate);
}
}
UInt32 bytesPerSample = 2 * channelCount;
Float32 normalizeMax = noiseFloor;
NSLog(#"normalizeMax = %f",normalizeMax);
NSMutableData * fullSongData = [[NSMutableData alloc] init];
[reader startReading];
UInt64 totalBytes = 0;
Float64 totalLeft = 0;
Float64 totalRight = 0;
Float32 sampleTally = 0;
NSInteger samplesPerPixel = sampleRate / 50;
while (reader.status == AVAssetReaderStatusReading){
AVAssetReaderTrackOutput * trackOutput = (AVAssetReaderTrackOutput *)[reader.outputs objectAtIndex:0];
CMSampleBufferRef sampleBufferRef = [trackOutput copyNextSampleBuffer];
if (sampleBufferRef){
CMBlockBufferRef blockBufferRef = CMSampleBufferGetDataBuffer(sampleBufferRef);
size_t length = CMBlockBufferGetDataLength(blockBufferRef);
totalBytes += length;
NSAutoreleasePool *wader = [[NSAutoreleasePool alloc] init];
NSMutableData * data = [NSMutableData dataWithLength:length];
CMBlockBufferCopyDataBytes(blockBufferRef, 0, length, data.mutableBytes);
SInt16 * samples = (SInt16 *) data.mutableBytes;
int sampleCount = length / bytesPerSample;
for (int i = 0; i < sampleCount ; i ++) {
Float32 left = (Float32) *samples++;
left = decibel(left);
left = minMaxX(left,noiseFloor,0);
totalLeft += left;
Float32 right;
if (channelCount==2) {
right = (Float32) *samples++;
right = decibel(right);
right = minMaxX(right,noiseFloor,0);
totalRight += right;
}
sampleTally++;
if (sampleTally > samplesPerPixel) {
left = totalLeft / sampleTally;
if (left > normalizeMax) {
normalizeMax = left;
}
// NSLog(#"left average = %f, normalizeMax = %f",left,normalizeMax);
[fullSongData appendBytes:&left length:sizeof(left)];
if (channelCount==2) {
right = totalRight / sampleTally;
if (right > normalizeMax) {
normalizeMax = right;
}
[fullSongData appendBytes:&right length:sizeof(right)];
}
totalLeft = 0;
totalRight = 0;
sampleTally = 0;
}
}
[wader drain];
CMSampleBufferInvalidate(sampleBufferRef);
CFRelease(sampleBufferRef);
}
}
NSData * finalData = nil;
if (reader.status == AVAssetReaderStatusFailed || reader.status == AVAssetReaderStatusUnknown){
// Something went wrong. Handle it.
}
if (reader.status == AVAssetReaderStatusCompleted){
// You're done. It worked.
NSLog(#"rendering output graphics using normalizeMax %f",normalizeMax);
UIImage *test = [self audioImageLogGraph:(Float32 *) fullSongData.bytes
normalizeMax:normalizeMax
sampleCount:fullSongData.length / (sizeof(Float32) * 2)
channelCount:2
imageHeight:100];
finalData = imageToData(test);
}
[fullSongData release];
[reader release];
return finalData;
}
#end

Been reading your question and created a control for this. Looks like this:
Code here:
https://github.com/fulldecent/FDWaveformView
Discussion here:
https://www.cocoacontrols.com/controls/fdwaveformview
UPDATE 2015-01-29: This project is going strong and making consistent releases. Thanks for SO for all the exposure!

I can give you reference of the one that I have implemented in my application. It was apple's example. Here is the example of AurioTouch which analyzes 3 types of sound audio. Apple has still not provided to analyse directly the audio waves... so this example also uses the Mic to analyse the sound...
Amongst 3 I have used only Oscilloscope for analysing the amplitude effect. I have to change that code drastically to match my requirement, so best of luck if you are going to use...
You can also see one more example using such amplitude : SpeakHere of Apple

This is the code I have used to convert my audio data (audio file ) into floating point representation and saved into an array.
-(void) PrintFloatDataFromAudioFile {
NSString * name = #"Filename"; //YOUR FILE NAME
NSString * source = [[NSBundle mainBundle] pathForResource:name ofType:#"m4a"]; // SPECIFY YOUR FILE FORMAT
const char *cString = [source cStringUsingEncoding:NSASCIIStringEncoding];
CFStringRef str = CFStringCreateWithCString(
NULL,
cString,
kCFStringEncodingMacRoman
);
CFURLRef inputFileURL = CFURLCreateWithFileSystemPath(
kCFAllocatorDefault,
str,
kCFURLPOSIXPathStyle,
false
);
ExtAudioFileRef fileRef;
ExtAudioFileOpenURL(inputFileURL, &fileRef);
AudioStreamBasicDescription audioFormat;
audioFormat.mSampleRate = 44100; // GIVE YOUR SAMPLING RATE
audioFormat.mFormatID = kAudioFormatLinearPCM;
audioFormat.mFormatFlags = kLinearPCMFormatFlagIsFloat;
audioFormat.mBitsPerChannel = sizeof(Float32) * 8;
audioFormat.mChannelsPerFrame = 1; // Mono
audioFormat.mBytesPerFrame = audioFormat.mChannelsPerFrame * sizeof(Float32); // == sizeof(Float32)
audioFormat.mFramesPerPacket = 1;
audioFormat.mBytesPerPacket = audioFormat.mFramesPerPacket * audioFormat.mBytesPerFrame; // = sizeof(Float32)
// 3) Apply audio format to the Extended Audio File
ExtAudioFileSetProperty(
fileRef,
kExtAudioFileProperty_ClientDataFormat,
sizeof (AudioStreamBasicDescription), //= audioFormat
&audioFormat);
int numSamples = 1024; //How many samples to read in at a time
UInt32 sizePerPacket = audioFormat.mBytesPerPacket; // = sizeof(Float32) = 32bytes
UInt32 packetsPerBuffer = numSamples;
UInt32 outputBufferSize = packetsPerBuffer * sizePerPacket;
// So the lvalue of outputBuffer is the memory location where we have reserved space
UInt8 *outputBuffer = (UInt8 *)malloc(sizeof(UInt8 *) * outputBufferSize);
AudioBufferList convertedData ;//= malloc(sizeof(convertedData));
convertedData.mNumberBuffers = 1; // Set this to 1 for mono
convertedData.mBuffers[0].mNumberChannels = audioFormat.mChannelsPerFrame; //also = 1
convertedData.mBuffers[0].mDataByteSize = outputBufferSize;
convertedData.mBuffers[0].mData = outputBuffer; //
UInt32 frameCount = numSamples;
float *samplesAsCArray;
int j =0;
double floatDataArray[882000] ; // SPECIFY YOUR DATA LIMIT MINE WAS 882000 , SHOULD BE EQUAL TO OR MORE THAN DATA LIMIT
while (frameCount > 0) {
ExtAudioFileRead(
fileRef,
&frameCount,
&convertedData
);
if (frameCount > 0) {
AudioBuffer audioBuffer = convertedData.mBuffers[0];
samplesAsCArray = (float *)audioBuffer.mData; // CAST YOUR mData INTO FLOAT
for (int i =0; i<1024 /*numSamples */; i++) { //YOU CAN PUT numSamples INTEAD OF 1024
floatDataArray[j] = (double)samplesAsCArray[i] ; //PUT YOUR DATA INTO FLOAT ARRAY
printf("\n%f",floatDataArray[j]); //PRINT YOUR ARRAY'S DATA IN FLOAT FORM RANGING -1 TO +1
j++;
}
}
}}

this is my answer, thx all geek
obj-c
here is code:
-(void) listenerData:(NSNotification *) notify
{
int resnum=112222;
unsigned int bitsum=0;
for(int i=0;i<4;i++)
{
bitsum+=(resnum>>(i*8))&0xff;
}
bitsum=bitsum&0xff;
NSString * check=[NSString stringWithFormat:#"%x %x",resnum,bitsum];
check=nil;
self.drawData=notify.object;``
[self setNeedsDisplay];
}
-(void)drawRect:(CGRect)rect
{
NSArray *data=self.drawData;
NSData *tdata=[data objectAtIndex:0];
double *srcdata=(double*)tdata.bytes;
int datacount=tdata.length/sizeof(double);
tdata=[data objectAtIndex:1];
double *coveddata=(double*)tdata.bytes;
CGContextRef context=UIGraphicsGetCurrentContext();
CGRect bounds=self.bounds;
CGContextClearRect(context, bounds);
CGFloat midpos=bounds.size.height/2;
CGContextBeginPath(context);
const double scale=1.0/100;
CGFloat step=bounds.size.width/(datacount-1);
CGContextMoveToPoint(context, 0, midpos);
CGFloat xpos=0;
for(int i=0;i<datacount;i++)
{
CGContextAddLineToPoint(context, xpos, midpos-srcdata[i]*scale);
xpos+=step;
}
CGContextAddLineToPoint(context, bounds.size.width, midpos);
CGContextClosePath(context);
CGContextSetRGBFillColor(context, 1.0, 0.0, 0.0, 1.0);
CGContextFillPath(context);
CGContextBeginPath(context);
const double scale2=1.0/100;
CGContextMoveToPoint(context, 0, midpos);
xpos=0;
for(int i=0;i<datacount;i++)
{
CGContextAddLineToPoint(context, xpos, midpos+coveddata[i]*scale2);
xpos+=step;
}
CGContextAddLineToPoint(context, bounds.size.width, midpos);
CGContextClosePath(context);
CGContextSetRGBFillColor(context, 1.0, 0.0, 1.0, 1.0);
CGContextFillPath(context);
}

Related

NSRulerView how to correctly align line numbers with main text

I am using a NSRulerView in MacOS in order to display line numbers next to a NSTextView.
Both views share the same font and the same font size, however while in NSTextView string rendering is automatically managed, in the NSRulerView I need to compute correct line number (and this part works fine) and then render the string inside a drawHashMarksAndLabelsInRect.
My issue is that I am unable to correctly align text between the two views. For some font it works fine while for other fonts there are visible differences.
The code I am actually using is:
#define BTF_RULER_WIDTH 40.0f
#define BTF_RULER_PADDING 5.0f
static inline void drawLineNumber(NSUInteger lineNumber, CGFloat y, NSDictionary *attributes, CGFloat ruleThickness) {
NSString *string = [[NSNumber numberWithUnsignedInteger:lineNumber] stringValue];
NSAttributedString *attString = [[NSAttributedString alloc] initWithString:string attributes:attributes];
NSUInteger x = ruleThickness - BTF_RULER_PADDING - attString.size.width;
[attString drawAtPoint:NSMakePoint(x, y)];
}
static inline NSUInteger countNewLines(NSString *s, NSUInteger location, NSUInteger length) {
CFStringInlineBuffer inlineBuffer;
CFStringInitInlineBuffer((__bridge CFStringRef)s, &inlineBuffer, CFRangeMake(location, length));
NSUInteger counter = 0;
for (CFIndex i=0; i < length; ++i) {
UniChar c = CFStringGetCharacterFromInlineBuffer(&inlineBuffer, i);
if (c == (UniChar)'\n') ++counter;
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#implementation BTFRulerView
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self = [super initWithScrollView:textView.enclosingScrollView orientation:NSVerticalRuler];
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// default settings
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self.textColor = [NSColor grayColor];
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- (void)drawHashMarksAndLabelsInRect:(NSRect)rect {
// do not use drawBackgroundInRect for background color otherwise a 1px right border with a different color appears
if (_backgroundColor) {
[_backgroundColor set];
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}
BTFTextView *textView = (BTFTextView *)self.clientView;
if (!textView) return;
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NSString *textString = textView.string;
if ((!textString) || (textString.length == 0)) return;
CGFloat insetHeight = textView.textContainerInset.height;
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NSUInteger glyphLineCount = 0;
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++lineNumber;
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// draw line number for the extra line at the end of the text
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CGFloat y = NSMinY(layoutManager.extraLineFragmentRect) + relativePoint.y + insetHeight;
drawLineNumber(lineNumber, y, lineNumberAttributes, self.ruleThickness);
}
}
I think that the issue is the y computation then passed to the drawLineNumber function. Any idea about how to correctly compute it?
I found a solution and I think it could be quite useful to others:
#define BTF_RULER_WIDTH 40.0f
#define BTF_RULER_PADDING 5.0f
static inline void drawLineNumberInRect(NSUInteger lineNumber, NSRect lineRect, NSDictionary *attributes, CGFloat ruleThickness) {
NSString *string = [[NSNumber numberWithUnsignedInteger:lineNumber] stringValue];
NSAttributedString *attString = [[NSAttributedString alloc] initWithString:string attributes:attributes];
NSUInteger x = ruleThickness - BTF_RULER_PADDING - attString.size.width;
// Offetting the drawing keeping into account the ascender (because we draw it without NSStringDrawingUsesLineFragmentOrigin)
NSFont *font = attributes[NSFontAttributeName];
lineRect.origin.x = x;
lineRect.origin.y += font.ascender;
[attString drawWithRect:lineRect options:0 context:nil];
}
static inline NSUInteger countNewLines(NSString *s, NSUInteger location, NSUInteger length) {
CFStringInlineBuffer inlineBuffer;
CFStringInitInlineBuffer((__bridge CFStringRef)s, &inlineBuffer, CFRangeMake(location, length));
NSUInteger counter = 0;
for (CFIndex i=0; i < length; ++i) {
UniChar c = CFStringGetCharacterFromInlineBuffer(&inlineBuffer, i);
if (c == (UniChar)'\n') ++counter;
}
return counter;
}
#implementation BTFRulerView
- (instancetype)initWithBTFTextView:(BTFTextView *)textView {
self = [super initWithScrollView:textView.enclosingScrollView orientation:NSVerticalRuler];
if (self) {
self.clientView = textView;
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self.textColor = [NSColor grayColor];
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// do not use drawBackgroundInRect for background color otherwise a 1px right border with a different color appears
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[_backgroundColor set];
[NSBezierPath fillRect:rect];
}
BTFTextView *textView = (BTFTextView *)self.clientView;
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NSLayoutManager *layoutManager = textView.layoutManager;
if (!layoutManager) return;
NSString *textString = textView.string;
if ((!textString) || (textString.length == 0)) return;
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// Gettign text attributes from the textview
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lineNumberAttributes[NSForegroundColorAttributeName] = self.textColor;
NSRange visibleGlyphRange = [layoutManager glyphRangeForBoundingRect:textView.visibleRect inTextContainer:textView.textContainer];
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NSUInteger lineNumber = countNewLines(textString, 0, firstVisibleGlyphCharacterIndex)+1;
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glyphIndexForGlyphLine = NSMaxRange(effectiveRange);
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I use drawWithRect instead of drawAtPoint and I use the attributes directly from the connected textView.

How to rapidly create an NSMutableArray with CFDataRef image pixel data in Xcode for iOS

My question is simple, I have the following code, it creates an array of Hues got from a function that returns the UIColor of an image (this is not important, just context). So, I need to create this array as fast as possible, this test runs with only a 5x5 pixels image and it takes about 3sec, I want to be able to run a 50x50 pixels image (at least) in about 2 secods (tops), any ideas?
- (void)createArrayOfHues: (UIImage *)imageScaned{
if (imageScaned != nil) {
NSLog(#"Creating Array...");
UIImageView *img = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 5, 5)];
img.contentMode = UIViewContentModeScaleToFill;
img.image = imageScaned;
img.contentMode = UIViewContentModeRedraw;
img.hidden = YES;
int i = 0;
CGFloat hue = 0;
CGFloat sat = 0;
CGFloat brit = 0;
CGFloat alph = 0;
CGFloat hue2 = 0;
CGFloat sat2 = 0;
CGFloat brit2 = 0;
CGFloat alph2 = 0;
[_colorsArray removeAllObjects];
[_satForHue removeAllObjects];
[_britForHue removeAllObjects];
[_alphForHue removeAllObjects];
_colorsArray = [[NSMutableArray alloc] initWithCapacity:(25)];
_satForHue = [[NSMutableArray alloc] initWithCapacity:(25)];
_britForHue = [[NSMutableArray alloc] initWithCapacity:(25)];
_alphForHue = [[NSMutableArray alloc] initWithCapacity:(25)];
while (i<25) {
for (int y=1; y <= 5; y++){
for (int x = 1; x <= 2.5; x++){
if (x != (5-x)){
UIColor *color = [self colorMatch:imageScaned :x :y];
UIColor *color2 = [self colorMatch:imageScaned :(5-x) :y];
if([color getHue:&hue saturation:&sat brightness:&brit alpha:&alph] && [color2 getHue:&hue2 saturation:&sat2 brightness:&brit2 alpha:&alph2]){
NSNumber *hueId = [NSNumber numberWithFloat:(float)hue];
NSNumber *satId = [NSNumber numberWithFloat:(float)sat];
NSNumber *britId = [NSNumber numberWithFloat:(float)brit];
NSNumber *alphId = [NSNumber numberWithFloat:(float)alph];
NSNumber *hueId2 = [NSNumber numberWithFloat:(float)hue2];
NSNumber *satId2 = [NSNumber numberWithFloat:(float)sat2];
NSNumber *britId2 = [NSNumber numberWithFloat:(float)brit2];
NSNumber *alphId2 = [NSNumber numberWithFloat:(float)alph2];
[_colorsArray insertObject:hueId atIndex:i];
[_satForHue insertObject:satId atIndex:i];
[_britForHue insertObject:britId atIndex:i];
[_alphForHue insertObject:alphId atIndex:i];
[_colorsArray insertObject:hueId2 atIndex:(i+1)];
[_satForHue insertObject:satId2 atIndex:(i+1)];
[_britForHue insertObject:britId2 atIndex:(i+1)];
[_alphForHue insertObject:alphId2 atIndex:(i+1)];
}
NSLog(#"color inserted at %i with x: %i and y: %i" , i , x, y);
i++;
}else {
UIColor *color = [self colorMatch:imageScaned :x :y];
if([color getHue:&hue saturation:&sat brightness:&brit alpha:&alph]){
NSNumber *hueId = [NSNumber numberWithFloat:(float)hue];
NSNumber *satId = [NSNumber numberWithFloat:(float)sat];
NSNumber *britId = [NSNumber numberWithFloat:(float)brit];
NSNumber *alphId = [NSNumber numberWithFloat:(float)alph];
[_colorsArray insertObject:hueId atIndex:i];
[_satForHue insertObject:satId atIndex:i];
[_britForHue insertObject:britId atIndex:i];
[_alphForHue insertObject:alphId atIndex:i];
}
}
}
}
}
NSLog(#"Returns the array");
}else{
NSLog(#"Returns nothing");
}
}
The code for colorMatch:
- (UIColor *) colorMatch: (UIImage *)image :(int) x :(int) y {
isBlackColored = NO;
if (image == nil){
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
BOOL customColor = [defaults boolForKey:#"custom_color"];
if (customColor){
float red = [defaults floatForKey:#"custom_color_slider_red"];
float green = [defaults floatForKey:#"custom_color_slider_green"];
float blue = [defaults floatForKey:#"custom_color_slider_blue"];
return [UIColor colorWithRed:red green:green blue:blue alpha:1];
}else
isDefaultS = YES;
}
else{
CFDataRef pixelData = CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage));
const UInt8* data = CFDataGetBytePtr(pixelData);
int pixelInfo = ((image.size.width * y) + x ) * 4;
UInt8 red = data[pixelInfo];
UInt8 green = data[(pixelInfo + 1)];
UInt8 blue = data[pixelInfo + 2];
UInt8 alpha = data[pixelInfo + 3];
CFRelease(pixelData);
float redC = red/255.0f;
float greenC = green/255.0f;
float blueC = blue/255.0f;
UIColor* color = [UIColor colorWithRed:redC green:greenC blue:blueC alpha:alpha/255.0f];
return color;
}
return nil;
}
I think your main performance bottleneck is not the initialization of NSMutableArray instances, but the way you index your image:
UIColor *color = [self colorMatch:imageScaned :x :y];
I guess this method converts the UIImage to a CGImageRef, copies its data, indexes it, then destroys/releases these temporary objects, or something like this - for every single pixel...
You should refactor this code to get hold of the image buffer only once, and then work with it like a regular C pointer/array. If that doesn't solve your performance problem, you should do some profiling.

Objective-c - Getting least used and most used color in a image

Im trying to get the least used color, and the most used color from MP3 file's album artwork for a music playing application. I need the colors to do an effect like the new itunes 11. Where the background color of the menu is the most used color, and the least used color is the color for song labels and artist name.
I am using
`- (UIColor*) getPixelColorAtLocation:(CGPoint)point {
UIColor* color = nil;
CGImageRef inImage = self.image.CGImage;
// Create off screen bitmap context to draw the image into. Format ARGB is 4 bytes for each pixel: Alpa, Red, Green, Blue
CGContextRef cgctx = [self createARGBBitmapContextFromImage:inImage];
if (cgctx == NULL) { return nil; /* error */ }
size_t w = CGImageGetWidth(inImage);
size_t h = CGImageGetHeight(inImage);
CGRect rect = {{0,0},{w,h}};
// Draw the image to the bitmap context. Once we draw, the memory
// allocated for the context for rendering will then contain the
// raw image data in the specified color space.
CGContextDrawImage(cgctx, rect, inImage);
// Now we can get a pointer to the image data associated with the bitmap
// context.
unsigned char* data = CGBitmapContextGetData (cgctx);
if (data != NULL) {
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((w*round(point.y))+round(point.x));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
NSLog(#"offset: %i colors: RGB A %i %i %i %i",offset,red,green,blue,alpha);
color = [UIColor colorWithRed:(red/255.0f) green:(green/255.0f) blue:(blue/255.0f) alpha:(alpha/255.0f)];
}
// When finished, release the context
CGContextRelease(cgctx);
// Free image data memory for the context
if (data) { free(data); }
return color;
}
- (CGContextRef) createARGBBitmapContextFromImage:(CGImageRef) inImage {
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = CGImageGetWidth(inImage);
size_t pixelsHigh = CGImageGetHeight(inImage);
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Allocate memory for image data. This is the destination in memory
// where any drawing to the bitmap context will be rendered.
bitmapData = malloc( bitmapByteCount );
if (bitmapData == NULL)
{
fprintf (stderr, "Memory not allocated!");
CGColorSpaceRelease( colorSpace );
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (bitmapData,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst);
if (context == NULL)
{
free (bitmapData);
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}`
to get the color at the bottom of the image to make it blend in my view controller which uses the color for its background, and has a shadow to make it blended.
Question: So, as it says: How do I get the least and most used color from an image?
The method below takes an image and analyses it for its main colours, in the following steps:
1.) scale down the image and determine the main pixel colours.
2.) add some colour flexibility to allow for the loss during scaling
3.) distinguish colours, removing similar ones
4.) return the colours as an ordered array or with their percentages
You could adapt it to return a specific number of colours, e.g. top 10 colours in image if you needed a guaranteed number of colours returned, or just use the "detail" variable if you don't.
Larger images will take a long time to analyse at high detail.
No doubt the method could be cleaned up a bit but could be a good starting point.
Use like this:
NSDictionary * mainColours = [s mainColoursInImage:image detail:1];
-(NSDictionary*)mainColoursInImage:(UIImage *)image detail:(int)detail {
//1. determine detail vars (0==low,1==default,2==high)
//default detail
float dimension = 10;
float flexibility = 2;
float range = 60;
//low detail
if (detail==0){
dimension = 4;
flexibility = 1;
range = 100;
//high detail (patience!)
} else if (detail==2){
dimension = 100;
flexibility = 10;
range = 20;
}
//2. determine the colours in the image
NSMutableArray * colours = [NSMutableArray new];
CGImageRef imageRef = [image CGImage];
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = (unsigned char*) calloc(dimension * dimension * 4, sizeof(unsigned char));
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * dimension;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, dimension, dimension, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, dimension, dimension), imageRef);
CGContextRelease(context);
float x = 0;
float y = 0;
for (int n = 0; n<(dimension*dimension); n++){
int index = (bytesPerRow * y) + x * bytesPerPixel;
int red = rawData[index];
int green = rawData[index + 1];
int blue = rawData[index + 2];
int alpha = rawData[index + 3];
NSArray * a = [NSArray arrayWithObjects:[NSString stringWithFormat:#"%i",red],[NSString stringWithFormat:#"%i",green],[NSString stringWithFormat:#"%i",blue],[NSString stringWithFormat:#"%i",alpha], nil];
[colours addObject:a];
y++;
if (y==dimension){
y=0;
x++;
}
}
free(rawData);
//3. add some colour flexibility (adds more colours either side of the colours in the image)
NSArray * copyColours = [NSArray arrayWithArray:colours];
NSMutableArray * flexibleColours = [NSMutableArray new];
float flexFactor = flexibility * 2 + 1;
float factor = flexFactor * flexFactor * 3; //(r,g,b) == *3
for (int n = 0; n<(dimension * dimension); n++){
NSArray * pixelColours = copyColours[n];
NSMutableArray * reds = [NSMutableArray new];
NSMutableArray * greens = [NSMutableArray new];
NSMutableArray * blues = [NSMutableArray new];
for (int p = 0; p<3; p++){
NSString * rgbStr = pixelColours[p];
int rgb = [rgbStr intValue];
for (int f = -flexibility; f<flexibility+1; f++){
int newRGB = rgb+f;
if (newRGB<0){
newRGB = 0;
}
if (p==0){
[reds addObject:[NSString stringWithFormat:#"%i",newRGB]];
} else if (p==1){
[greens addObject:[NSString stringWithFormat:#"%i",newRGB]];
} else if (p==2){
[blues addObject:[NSString stringWithFormat:#"%i",newRGB]];
}
}
}
int r = 0;
int g = 0;
int b = 0;
for (int k = 0; k<factor; k++){
int red = [reds[r] intValue];
int green = [greens[g] intValue];
int blue = [blues[b] intValue];
NSString * rgbString = [NSString stringWithFormat:#"%i,%i,%i",red,green,blue];
[flexibleColours addObject:rgbString];
b++;
if (b==flexFactor){ b=0; g++; }
if (g==flexFactor){ g=0; r++; }
}
}
//4. distinguish the colours
//orders the flexible colours by their occurrence
//then keeps them if they are sufficiently disimilar
NSMutableDictionary * colourCounter = [NSMutableDictionary new];
//count the occurences in the array
NSCountedSet *countedSet = [[NSCountedSet alloc] initWithArray:flexibleColours];
for (NSString *item in countedSet) {
NSUInteger count = [countedSet countForObject:item];
[colourCounter setValue:[NSNumber numberWithInteger:count] forKey:item];
}
//sort keys highest occurrence to lowest
NSArray *orderedKeys = [colourCounter keysSortedByValueUsingComparator:^NSComparisonResult(id obj1, id obj2){
return [obj2 compare:obj1];
}];
//checks if the colour is similar to another one already included
NSMutableArray * ranges = [NSMutableArray new];
for (NSString * key in orderedKeys){
NSArray * rgb = [key componentsSeparatedByString:#","];
int r = [rgb[0] intValue];
int g = [rgb[1] intValue];
int b = [rgb[2] intValue];
bool exclude = false;
for (NSString * ranged_key in ranges){
NSArray * ranged_rgb = [ranged_key componentsSeparatedByString:#","];
int ranged_r = [ranged_rgb[0] intValue];
int ranged_g = [ranged_rgb[1] intValue];
int ranged_b = [ranged_rgb[2] intValue];
if (r>= ranged_r-range && r<= ranged_r+range){
if (g>= ranged_g-range && g<= ranged_g+range){
if (b>= ranged_b-range && b<= ranged_b+range){
exclude = true;
}
}
}
}
if (!exclude){ [ranges addObject:key]; }
}
//return ranges array here if you just want the ordered colours high to low
NSMutableArray * colourArray = [NSMutableArray new];
for (NSString * key in ranges){
NSArray * rgb = [key componentsSeparatedByString:#","];
float r = [rgb[0] floatValue];
float g = [rgb[1] floatValue];
float b = [rgb[2] floatValue];
UIColor * colour = [UIColor colorWithRed:(r/255.0f) green:(g/255.0f) blue:(b/255.0f) alpha:1.0f];
[colourArray addObject:colour];
}
//if you just want an array of images of most common to least, return here
//return [NSDictionary dictionaryWithObject:colourArray forKey:#"colours"];
//if you want percentages to colours continue below
NSMutableDictionary * temp = [NSMutableDictionary new];
float totalCount = 0.0f;
for (NSString * rangeKey in ranges){
NSNumber * count = colourCounter[rangeKey];
totalCount += [count intValue];
temp[rangeKey]=count;
}
//set percentages
NSMutableDictionary * colourDictionary = [NSMutableDictionary new];
for (NSString * key in temp){
float count = [temp[key] floatValue];
float percentage = count/totalCount;
NSArray * rgb = [key componentsSeparatedByString:#","];
float r = [rgb[0] floatValue];
float g = [rgb[1] floatValue];
float b = [rgb[2] floatValue];
UIColor * colour = [UIColor colorWithRed:(r/255.0f) green:(g/255.0f) blue:(b/255.0f) alpha:1.0f];
colourDictionary[colour]=[NSNumber numberWithFloat:percentage];
}
return colourDictionary;
}
Not sure about finding most color or least color, but here is a method to find out the average color.
- (UIColor *)averageColor {
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char rgba[4];
CGContextRef context = CGBitmapContextCreate(rgba, 1, 1, 8, 4, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGContextDrawImage(context, CGRectMake(0, 0, 1, 1), self.CGImage);
CGColorSpaceRelease(colorSpace);
CGContextRelease(context);
if(rgba[3] > 0) {
CGFloat alpha = ((CGFloat)rgba[3])/255.0;
CGFloat multiplier = alpha/255.0;
return [UIColor colorWithRed:((CGFloat)rgba[0])*multiplier
green:((CGFloat)rgba[1])*multiplier
blue:((CGFloat)rgba[2])*multiplier
alpha:alpha];
}
else {
return [UIColor colorWithRed:((CGFloat)rgba[0])/255.0
green:((CGFloat)rgba[1])/255.0
blue:((CGFloat)rgba[2])/255.0
alpha:((CGFloat)rgba[3])/255.0];
}
}
You can probably follow a similar approach to find out the most used color.
Also check this answer about counting red color pixels in an image.
Thanks a lot for your code, #JohnnyRockex. It was really helpful in getting me started towards my goal (finding accent colors depending on the most predominant color in an image).
After going through it, I found the code could be simplified and made easier to read, so I'd like to give back to the community my own version; the -colors selector is in a UIImage extension.
- (NSArray *)colors {
// Original code by Johnny Rockex http://stackoverflow.com/a/29266983/825644
// Higher the dimension, the more pixels are checked against.
const float pixelDimension = 10;
// Higher the range, more similar colors are removed.
const float filterRange = 60;
unsigned char *rawData = (unsigned char*) calloc(pixelDimension * pixelDimension * kBytesPerPixel, sizeof(unsigned char));
NSUInteger bytesPerRow = kBytesPerPixel * pixelDimension;
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(rawData, pixelDimension, pixelDimension, kBitsInAByte, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, pixelDimension, pixelDimension), [self CGImage]);
CGContextRelease(context);
NSMutableArray * colors = [[NSMutableArray alloc] init];
float x = 0;
float y = 0;
const int pixelMatrixSize = pixelDimension * pixelDimension;
for (int i = 0; i < pixelMatrixSize; i++){
int index = (bytesPerRow * y) + x * kBytesPerPixel;
int red = rawData[index];
int green = rawData[index + 1];
int blue = rawData[index + 2];
int alpha = rawData[index + 3];
UIColor * color = [UIColor colorWithRed:(red / 255.0f) green:(green / 255.0f) blue:(blue / 255.0f) alpha:alpha];
[colors addObject:color];
y++;
if (y == pixelDimension){
y = 0;
x++;
}
}
free(rawData);
NSMutableDictionary * colorCounter = [[NSMutableDictionary alloc] init];
NSCountedSet *countedSet = [[NSCountedSet alloc] initWithArray:colors];
for (NSString *item in countedSet) {
NSUInteger count = [countedSet countForObject:item];
[colorCounter setValue:[NSNumber numberWithInteger:count] forKey:item];
}
NSArray *orderedColors = [colorCounter keysSortedByValueUsingComparator:^NSComparisonResult(id obj1, id obj2){
return [obj2 compare:obj1];
}];
NSMutableArray *filteredColors = [NSMutableArray new];
for (UIColor *color in orderedColors){
bool filtered = false;
for (UIColor *rangedColor in filteredColors){
if (abs(color.redRGBComponent - rangedColor.redRGBComponent) <= filterRange &&
abs(color.greenRGBComponent - rangedColor.greenRGBComponent) <= filterRange &&
abs(color.blueRGBComponent - rangedColor.blueRGBComponent) <= filterRange) {
filtered = true;
break;
}
}
if (!filtered) {
[filteredColors addObject:color];
}
}
return [filteredColors copy];
The code for UIColor's extension adding the -rgbComponent function can be found underneath, but I wrote it in Swift (trying to write all new classes in Swift, but this wasn't the case for the -colors selector):
extension UIColor {
open func redRGBComponent() -> UInt8 {
let colorComponents = cgColor.components!
return UInt8(colorComponents[0] * 255)
}
open func greenRGBComponent() -> UInt8 {
let colorComponents = cgColor.components!
return UInt8(colorComponents[1] * 255)
}
open func blueRGBComponent() -> UInt8 {
let colorComponents = cgColor.components!
return UInt8(colorComponents[2] * 255)
}
}
Enjoy!
I wrote this tool to do that.
https://github.com/623637646/UIImageColorRatio
// replace the UIImage() to yourself's UIImage.
let theMostUsedColor = UIImage().calculateColorRatio(deviation: 0)?.colorRatioArray.first?.color
let theLeastUsedColor = UIImage().calculateColorRatio(deviation: 0)?.colorRatioArray.last?.color

nsattributedstring tappable iOS

I figured out how to make in core text a url tappable but i can not figure out how to make other words tappable like 'my name is #george' . I would like #george to be tappable in core text. Is there a way? I am trying like this to make it tappable:
CFAttributedStringSetAttribute(string, CFRangeMake( 0, mystring.length ), kCTFontAttributeName, ctFontBold );
CFAttributedStringSetAttribute(string, CFRangeMake( mystring.length, linestring.length ), kCTFontAttributeName, ctFont);
CFAttributedStringSetAttribute(string, CFRangeMake( mystring.length, linestring.length ), kCTParagraphStyleAttributeName, paragraphStyle);
CFAttributedStringSetAttribute(string, CFRangeMake(0, mystring.length), kCTForegroundColorAttributeName, [UIColor blackColor].CGColor);
CFAttributedStringSetAttribute(string, CFRangeMake(0, mystring.length),
(CFStringRef)#"CustomLink",mystring);
Then when i tap on the word i retrieve it like this:
NSString* myString = [attributes objectForKey:#"CustomLink"];
but i get (null) all the time. This does not happen when it is a URL!
Any help appreciated!
Thanks.
I detect the touch by a gesture recogniser:
CTFrameRef ctFrame = CTFramesetterCreateFrame( framesetter, CFRangeMake(0, text.length),path, NULL );
CFArrayRef lines = CTFrameGetLines(ctFrame);
CGPoint* lineOrigins = malloc(sizeof(CGPoint)*CFArrayGetCount(lines));
NSInteger index=0;
int ii=0;
for(CFIndex i = 0; i < CFArrayGetCount(lines); i++)
{
CGFloat y;
CTFrameGetLineOrigins( ctFrame, CFRangeMake(0, 0), lineOrigins);
CTLineRef line = (CTLineRef)CFArrayGetValueAtIndex(lines, i);
CGPoint origin = lineOrigins[i];
y = bottomLabel.bounds.origin.y + bottomLabel.bounds.size.height - origin.y;
ii=i;
if (reversePoint.y > origin.y) {
index = CTLineGetStringIndexForPosition(line, reversePoint);
CFArrayRef runs = CTLineGetGlyphRuns(line);
for(CFIndex j = 0; j < CFArrayGetCount(runs); j++)
{
CTRunRef run = CFArrayGetValueAtIndex(runs, j);
CGRect runBounds;
CGFloat ascent;//height above the baseline
CGFloat descent;//height below the baseline
runBounds.size.width = CTRunGetTypographicBounds(run, CFRangeMake(0, 0), &ascent, &descent, NULL);
runBounds.size.height = ascent + descent;
CGFloat xOffset = CTLineGetOffsetForStringIndex(line, CTRunGetStringRange(run).location, NULL);
runBounds.origin.x = origin.x + rect.origin.x + xOffset;
runBounds.origin.y = y;//+ rect.origin.y;
runBounds.origin.y -= (descent+ascent)-5;
NSDictionary* attributes = (NSDictionary*)CTRunGetAttributes(run);
NSString* urlString = [attributes objectForKey:#"CustomLink"];
if(urlString && ![urlString isEqualToString:#""])
{
[NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:#selector(showwebview:) userInfo:urlString repeats:NO];
return;
}
}
}
Use TTTAttributedLabel. It supports hyperlink.
Refer TTTAttributedLabel-string-as-text-and-links) for example how to use.

Doesn't draw my grid properly in objective C

I have a problem with counting my module. I am doing the following.
- (void)makeGrid:withData:(NSDictionary * )data
{
NSLog(#"aantal is: %d",[data count]);
int xStart = 0;
int yStart = 0;
int xCurrent = xStart;
int yCurrent = yStart;
int xStepSize = 165;
int yStepSize = 251;
int xCnt = 3 ;
int yCnt = [data count] % 3;
int cellCounter = 0;
UIView * gridContainerView = [[UIView alloc] init];
[keeperView addSubview:gridContainerView];
for (int y = 0; y < yCnt; y++) {
for (int x = 0; x < xCnt; x++) {
printf("xCurrent %d yCurrent %d \n", xCurrent, yCurrent);
NSString *url1 = #"player_imgUrl";
NSString *url2 = [NSString stringWithFormat:#"%i", x];
NSString *url3 = [url1 stringByAppendingString:url2];
NSData* imageData = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:[data objectForKey:url3]]];
UIImage* myImage = [[UIImage alloc] initWithData:imageData];
UIImageView * myView = [[UIImageView alloc] initWithImage:myImage];
CGRect rect = myView.frame;
rect.origin.x = xCurrent;
rect.origin.y = yCurrent;
myView.frame = rect;
myView.tag = cellCounter;
[gridContainerView addSubview:myView];
//just label stuff
UILabel * myLabel = [[UILabel alloc] init];
[gridContainerView addSubview:myLabel];
//--------------------------------
xCurrent += xStepSize;
cellCounter++;
}
xCurrent = xStart;
yCurrent += yStepSize;
}
CGRect repositionRect = gridContainerView.frame;
repositionRect.origin.y = 100;
gridContainerView.frame = repositionRect;
}
My NSLog says that in my data object are 16 values. And when I run it, it only shows 3 imageviews. Does anybody know what I am doing wrong?
Please help,
Kind regads.
After reading your code, the number of imageviews should be (xCnt * yCnt).
Your problem is here:
int yCnt = [data count] % 3;
the yCnt is 1 when your data is 16, that's why your result is 3 imageviews only.
to overcome this issue, you should do the following:
yCnt = (data.count / xCnt) + 1;
for (int y = 0 ; y < yCnt; y++)
{
for (int x = 0; x < xCnt; x++)
{
if ((y == (yCnt - 1)) && (x > (data.count % xCnt)))
{
break;
}
else {
// Your Grid code here
}
}
}
Hope This helps.
int yCnt = [data count] % 3;
gives 1 when [data count] == 16;