Int value becoming larger when sent to method - objective-c

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.

Related

method to return the intersection of 2 rectangles

I'm new to programming and objective-c (so i could be way off here) and i'm working my way through programming in objective c 4th edition text book and have become stuck on one of the exercises.
Can anyone tell what's wrong with the method below? In my program there is a rectangle class which has methods to set it's width, height and it's origin (from a class called XYPoint).
The containsPoint method checks to see if a rectangle's origin is within another rectangle. When i test this method it always returns 'No' even when the rectangle does contain the point.
The intersects method takes a rectangle as an argument (aRect) and uses the containsPoint method in an if statement to check if it intersects with the reciever and if it does, return a rectangle with an origin at the intersect and the correct width and height.
-(BOOL) containsPoint:(XYPoint *) aPoint
{
//create two variables to be used within the method
float upperX, upperY;
//assign them values, add the height and width to the origin values to range which the XYPoint must fall into
upperX = origin.x + height;
upperY = origin.y + width;
//if the value of aPoint's x and y points fall between the object's origin and the upperX or upperY values then the rectangle must contain the XYPoint and a message is sent to NSLog
if ((aPoint.x >= origin.x) && (aPoint.x <= upperX) && (aPoint.y >= origin.y) && (aPoint.y <= upperY) )
{
NSLog(#"Contains point");
return YES;
}
else
{
NSLog(#"Does not contain point");
return NO;
}
}
-(Rectangle *) intersects: (Rectangle *) aRect
{
//create new variables, Rectangle and XYPoint objects to use within the method
Rectangle *intersectRect = [[Rectangle alloc] init];
XYPoint *aRectOrigin = [[XYPoint alloc] init];
float wi, he; //create some variables
if ([self containsPoint:aRect.origin]) { //send the containsPoint method to self to test if the intersect
[aRectOrigin setX:aRect.origin.x andY:origin.y]; //set the origin for the new intersecting rectangle
[intersectRect setOrigin:aRectOrigin];
wi = (origin.x + width) - aRect.origin.x; //determine the width of the intersecting rectangle
he = (origin.y + height) - aRect.origin.y; //determine the height of the intersecting rectangle
[intersectRect setWidth:wi andHeight:he]; //set the rectangle's width and height
NSLog(#"The shapes intersect");
return intersectRect;
}
//if the test returned NO then send back these values
else {
[intersectRect setWidth:0. andHeight:0.];
[aRectOrigin setX:0. andY:0.];
[intersectRect setOrigin:aRectOrigin];
NSLog(#"The shapes do not intersect");
return intersectRect;
}
}
when i test with the following code
int main (int argc, char * argv [])
{
#autoreleasepool {
Rectangle *aRectangle = [[Rectangle alloc] init];
Rectangle *bRectangle = [[Rectangle alloc] init];
Rectangle *intersectRectangle = [[Rectangle alloc] init];
XYPoint *aPoint = [[XYPoint alloc] init];
XYPoint *bPoint = [[XYPoint alloc] init];
[aPoint setX:200.0 andY:420.00];
[bPoint setX:400.0 andY:300.0];
[aRectangle setWidth:250.00 andHeight:75.00];
[aRectangle setOrigin:aPoint];
[bRectangle setWidth:100.00 andHeight:180.00];
[bRectangle setOrigin:bPoint];
printf("Are the points within the rectangle's borders? ");
[aRectangle containsPoint: bPoint] ? printf("YES\n") : printf("NO\n");
intersectRectangle = [aRectangle intersects:bRectangle];
}
return 0;
}
i get the following output
Contains point
The origin is at 0.000000,0.000000, the width is 250.000000 and the height is 75.000000
Here is the code (I'm currently using "Programming in Objective-C 5th edition by Stephen Kochan) and judging by your variables and syntax, it looks like you are too.
// Use Floats for XYPoint and Rectangular exercise 8.4 on pg. 166
import "Rectangle.h"
import "XYPoint.h"
int main(int argc, const char * argv[])
{
#autoreleasepool {
Rectangle *myRect = [[Rectangle alloc] init];
Rectangle *yourRect = [[Rectangle alloc] init];
XYPoint *myPoint = [[XYPoint alloc] init];
XYPoint *yourPoint = [[XYPoint alloc] init];
// For first Rectangle set w, h, origin
[myRect setWidth:250 andHeight:75];
[myPoint setX:200 andY:420];
myRect.origin = myPoint;
// Second Rectangle
[yourRect setWidth:100 andHeight:180];
[yourPoint setX:400 andY:300];
yourRect.origin = yourPoint;
// Find Points of intersection
float x1, x2, y1, y2;
x1 = MAX(myRect.origin.x, yourRect.origin.x);
x2 = MIN(myRect.origin.x + myRect.width, yourRect.origin.x + yourRect.width);
y1 = MAX(myRect.origin.y, yourRect.origin.y);
y2 = MIN(myRect.origin.y + myRect.height, yourRect.origin.y + yourRect.height);
// Make Intersecting Rectangle
Rectangle *intrRect = [[Rectangle alloc] init];
[intrRect setWidth: abs(x2 - x1) andHeight: abs(y2 - y1)];
// Print Intersecting Rectangle's infor for a check
NSLog(#"Width = %g, Height = %g, Bottom point = (%g, %g), Top point = (%g, %g)", intrRect.width, intrRect.height, x1, y1, x2, y2);
}
return 0;
}
Why not just use the included functions for determining intersection and/or containment:
if (CGRectContainsPoint(CGRect rect, CGPoint point))
{
// Contains point...
}
or
if (CGRectIntersectsRect(CGRect rectOne, CGRect rectTwo))
{
// Rects intersect...
}
or
if (CGRectContainsRect(CGRect rectOne, CGRect rectTwo))
{
// RectOne contains rectTwo...
}
You have made a number of errors, both in geometry and Objective-C, but this is how you learn!
Geometry: for two rectangles to intersect the origin of one does not need to be within the area of the other. Your two rectangles intersect but the intersection does not contain either origin. So your containsPoint: will return NO.
You only allocate objects if you create them, not if code which you call creates and returns them. So your allocation in Rectangle *intersectRectangle = [[Rectangle alloc] init]; creates an object which is then discarded by your assignment intersectRectangle = [aRectangle intersects:bRectangle];
For simple classes such as these it is usual to create init methods which set the properties, as creating an object without setting the properties is not useful. E.g. for your XYPoint class you would normally have an initialisation method - (id) initWithX:(float)x andY:(float)y;. You then use [[XYPoint alloc] initWithX:200.0 andY:420.0]] to create and initialise in one go.
As you are experimenting this is not important, but in real code for very simple and small classes which have value semantics - which means they behave much like integers and floats - it is common to use structures (struct) and functions and not objects and methods. Look up the definitions of NSRect and NSPoint as examples.
HTH
//intersect function
-(Rectangle *)intersect:(Rectangle *)secondRec
{
int intersectRectWidth;
int intersectRectHeight;
int intersectRectOriginX;
int intersectRectOriginY;
Rectangle * intersectRec =[[Rectangle alloc]init];
intersectRectOriginX = MAX(self.origin.x,secondRec.origin.x);
intersectRectOriginY = MAX((self.origin.y) , (secondRec.origin.y));
int myWidth=self.width+self.origin.x;
int secondRecWidth=secondRec.width+secondRec.origin.x;
int tempWidth=secondRecWidth - myWidth;
if (tempWidth > 0) {
intersectRectWidth=secondRec.width - tempWidth;
}
else
{
tempWidth=abs(tempWidth);
intersectRectWidth = self.width - tempWidth;
}
//height
int myHeight=self.height+self.origin.y;
int secondRecHeight=secondRec.height +secondRec.origin.y;
int tempHeight=secondRecHeight - myHeight;
if (tempHeight > 0) {
intersectRectHeight=secondRec.height - tempHeight;
}
else
{
tempHeight=abs(tempHeight);
intersectRectHeight = self.height - tempHeight;
}
intersectRec.width=intersectRectWidth;
intersectRec.height=intersectRectHeight;
XYPoint * intersectOrigin =[[XYPoint alloc]init];
[intersectOrigin setX:intersectRectOriginX andY:intersectRectOriginY];
[intersectRec setOrigin:intersectOrigin];
return intersectRec;
}
//main
XYPoint * org1=[[XYPoint alloc]init];
XYPoint * org2=[[XYPoint alloc]init];
Rectangle * firstRec=[[Rectangle alloc]init];
Rectangle * secondRec=[[Rectangle alloc]init];
Rectangle * intersectRec=[[Rectangle alloc]init];
[org1 setX:400 andY:300];
[org2 setX:200 andY:420];
[firstRec setOrigin:org1];
[secondRec setOrigin:org2];
[firstRec setWidth:100 andHeight:180];
[secondRec setWidth:250 andHeight:75];
intersectRec=[firstRec intersect:secondRec];
NSLog(#"intersect rectangle origin.x= %i origin.y=%i width=%i height=%i",intersectRec.origin.x,intersectRec.origin.y,intersectRec.width,intersectRec.height);

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
});

SegmentedControl Always Zero

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.

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.

I have a problem using NSSize

I'm doing the challenge exercises in Aaron Hillegass' book Cocoa Programming for Mac.
What I'm trying to do is have a window resize to twice the height of the width. Here is my code so far.
#import "AppController.h"
#implementation AppController
-(id) init
{
[super init];
NSLog(#"init");
[window setDelegate:self];
return self;
}
-(NSSize) windowWillResize:(NSWindow*) sender
toSize:(NSSize)frameSize
{
int x;
NSSize mySize;
mySize.width = x;
mySize.height = 2*x;
NSLog(#"mySize is %f wide and %f tall",mySize.width,mySize.height);
return mySize;
}
This does not work as intended I'm sure I'm not using the NSSize type correctly. I don't know a lot of C so using the struct is where I think I'm making my mistake.
ADDENDUM: I changed the above code to the following.I know that I'm being passed an NSSize so there is no reason to create another one (i.e. mySize).However, I don't understand why this works. Can someone explain.
#import "AppController.h"
#implementation AppController
-(id) init
{
[super init];
NSLog(#"init");
[window setDelegate:self];
return self;
}
-(NSSize) windowWillResize:(NSWindow*) sender
toSize:(NSSize)frameSize
{
//float x = 100;
//NSSize mySize;
//mySize.width = x;
//mySize.height = x * 2;
//NSLog(#"mySize is %f wide and %f tall",mySize.width,mySize.height);
NSLog(#"mySize is %f wide and %f tall",frameSize.width,frameSize.height);
return NSMakeSize(frameSize.width, frameSize.width * 2);
}
#end
Let's think about what you want mySize to be.
You want its width to be the same as frameSize.width
You want its height to be frameSize.width * 2.
Now let's look at what you do with x:
You set mySize.width to be equal to it
You set mySize.height to be x * 2
From this we can conclude:
You want to set x to frameSize.width.
Alternatively, the entire method could just be return NSMakeSize(frameSize.width, frameSize.width * 2).
You should assign an initial value to x:
int x = 100;
Otherwise, outcome is undefined.