Mac OS X Text-To-Speech Genders - objective-c

I'm making an application, in which I am trying to get all the different voices in Mac OS X, and then sort them by gender. I've created three mutable arrays to put the voices of each gender (Male, Female, Novelty) in, and I'm using enumeration to go through each one and put it in the correct array. Unfortunately, It's not working. All but the novelty arrays come up empty, and the novelty array only has one voice, Zarvox. Does anybody see what I'm doing wrong? I've posted the code below:
NSArray* voices = [NSSpeechSynthesizer availableVoices];
for(NSString* x in voices){
NSDictionary* voiceInfo = [NSSpeechSynthesizer attributesForVoice:x];
NSString* voiceName = [voiceInfo objectForKey:NSVoiceName];
NSString* voiceGender = [voiceInfo objectForKey:NSVoiceGender];
maleVoices = [[NSMutableArray alloc] init];
femaleVoices = [[NSMutableArray alloc] init];
noveltyVoices = [[NSMutableArray alloc] init];
if (voiceGender == NSVoiceGenderMale){
[maleVoices addObject:voiceName];
} else if (voiceGender == NSVoiceGenderFemale) {
[femaleVoices addObject:voiceName];
} else {
[noveltyVoices addObject:voiceName];
}
}

Allocate maleVoices, femaleVoices, and noveltyVoices outside of the for loop. You're just creating a new, empty array with each iteration of the loop.

Direct equality comparison with strings is usually unreliable. Use the -isEqualToString: method:
if([voiceGender isEqualToString:NSVoiceGenderMale]){
// etc.

Related

PHPhotoLibrary getting album and photo info

I am trying to get info on all the albums/photos using the PHPhotoLibrary. I barely know objective C, and i've looked at some tutorial/sample but couldn't find everything that I needed.
Here is a link to the sample code I based my code on.
https://developer.apple.com/library/ios/samplecode/UsingPhotosFramework/Introduction/Intro.html#//apple_ref/doc/uid/TP40014575-Intro-DontLinkElementID_2
So far I was able to get the albums name and identifier. And I am getting a list of photos, I am able to get their identifier as well, but not the filename. But if I put a break point in my fonction and look at my PHAsset pointer values, I can see the filename there (inside _filename), but if I try to call the variable with the filename in it, the variable does not exist.
So if anyone can provide a sample code to get all info on albums/photos/thumbnail that would be awesome. Or just getting the filename would be a good help.
Here is the code I have tried so far:
-(void)awakeFromNib{
NSMutableArray *allPhotos = self.getAllPhotos;
for (int x = 0; x < allPhotos.count; x ++)
{
PHAsset *photo = [self getPhotoAtIndex:x];
PHAssetSourceType source = photo.sourceType;
NSString *id = photo.localIdentifier;
NSString *description = photo.description;
NSUInteger height = photo.pixelHeight;
NSUInteger width = photo.pixelWidth;
NSLog(#"Test photo info");
}
}
-(PHAsset*) getPhotoAtIndex:(NSInteger) index
{
return [self.getAllPhotos objectAtIndex:index];
}
-(NSMutableArray *) getAllPhotos
{
NSMutableArray *photos = [[NSMutableArray alloc] init];
PHFetchOptions *allPhotosOptions = [[PHFetchOptions alloc] init];
allPhotosOptions.sortDescriptors = #[[NSSortDescriptor sortDescriptorWithKey:#"creationDate" ascending:YES]];
PHFetchResult *allPhotos = [PHAsset fetchAssetsWithOptions:allPhotosOptions];
PHFetchResult *fetchResult = #[allPhotos][0];
for (int x = 0; x < fetchResult.count; x ++) {
PHAsset *asset = fetchResult[x];
photos[x] = asset;
}
return photos;
}
As you can see, I can get the image height and width, its id, but cannot get the url to it.
I have found a way to get the url of my photo.
-(void)getImageURL:(PHAsset*) asset
{
PHContentEditingInputRequestOptions *options = [[PHContentEditingInputRequestOptions alloc] init];
[options setCanHandleAdjustmentData:^BOOL(PHAdjustmentData *adjustmentData) {
return [adjustmentData.formatIdentifier isEqualToString:AdjustmentFormatIdentifier] && [adjustmentData.formatVersion isEqualToString:#"1.0"];
}];
[asset requestContentEditingInputWithOptions:options completionHandler:^(PHContentEditingInput *contentEditingInput, NSDictionary *info)
{
NSURL* url = contentEditingInput.fullSizeImageURL;
}];
}
Filenames in the Photos library are an implementation detail and subject to change. There are various private API for discovering them (or ways to use valueForKey or other public introspection APIs to find where they're hidden), they aren't something to be relied upon. In particular, an asset that's been edited is likely to have a different filename than the original.
What do you need a filename/URL for? If you're just uniquely identifying the asset across launches of your app, use localIdentifier. If you're showing it to the user... why? Something like IMG_0234.jpg vs IMG_5672.jpg has little meaning to the average user.
To fetch the assets in a specific album, use fetchAssetsInAssetCollection:options:. To fetch the album(s) containing a specific asset, use fetchAssetCollectionsContainingAsset:withType:options:. To discover the list(s) of albums, use other APIs on PHAssetCollection and its superclass PHCollection.

Issue adding strings to a NSMutableArray using addObject

I've searched other questions and can't seem to find a similar problem. Either I am something completely wrong or I am blind. But here goes the code:
#autoreleasepool {
NSMutableString *sense = [[NSMutableString alloc] init];
NSMutableArray *senses = [[NSMutableArray alloc] init];
....... other code which initializes rL and count/length .......
for (index=0;index<count;index++) {
for (j=0;j<length;j++) {
c = [rL characterAtIndex:j];
switch (c) {
case '.':
[senses addObject:sense];
[sense setString:#""];
break;
default:
[sense appendFormat:#"%c",c];
break;
}
}
}
}
When I do this, and iterate, in debug mode, I see that all objects in senses are same as whatever the last value of sense was.
what am I doing wrong?
"sense" is always the same object. It is a mutable string, so the contents can change, but it is always the same object. So senses will contain that single object, multiple times. You could instead use
[senses addObject:[sense copy]];
The immediate solution could be to change:
[senses addObject:sense];
to:
[senses addObject:[NSString stringWithString:sense]];
This will add unique instances instead of adding the same mutable string over and over.
But it appears you are splitting a string up using the "." characters as a delimiter.
There's an easier way:
NSArray *senses = [rl componentsSeparatedByString:#"."];
That's it - one line.

Bug in my code using NSArray crashes

I'm making a code which shows the names of people on a list.
The list is different for each date, so my problem is when there is only like 1 or no people signed and I make an array with index beyond the limit of people, it crashed. I know that this happens because the array is empty, but how do I make the code ignore empty arrays?
I have tried to make an "if" that count the number of arrays and then decide to post the array or just post no name. But it doesn't work like this, I still get the out of bounds exception.
How should I manage empty arrays?
My code:
NSString *html = [request2 responseString];
NSMutableArray *arr2 = [html componentsSeparatedByString:#"vagter"];
NSString *html1 = [arr2 objectAtIndex:1];
//name1
NSMutableArray *arr3 = [html1 componentsSeparatedByString:#"<td><font color=#ffffff>"];
NSString *html2 = [arr3 objectAtIndex:1];
NSMutableArray *arr4 = [html2 componentsSeparatedByString:#"</font></td>"];
NSString *html3 = [arr4 objectAtIndex:0];
_name.text = html3;
//name 2
NSMutableArray *arr5 = [html1 componentsSeparatedByString:#"<td><font color=#ffffff>"];
if ([arr5 count] > 4) {
NSString *html4 = [arr5 objectAtIndex:5];
NSMutableArray *arr6 = [html4 componentsSeparatedByString:#"</font></td>"];
NSString *html5 = [arr6 objectAtIndex:0];
_name.text = html5;
}
else
{
_name1.text = #"No name";
}
It should be:
if ([arr5 count] > 5) {
NSString *html4 = [arr5 objectAtIndex:5];
...
Indeed, index 5 will correspond to the sixth array item, so you have to have at least 6 objects in it.
Use the same pattern, if you want to check for the array bounds, in all cases.
The problem is that you expect the return from componentsSeparatedByString to return consistent results according to your expectations.
Clearly thats not working.
Array handling is simple. Dont ask for objects that arent there.
Check the count and only access indexes from 0 to count - 1;
If count is zero dont access anything.

Objective-c: Dynamic Class Names

I'm not sure if I worded the subject correctly. I am looping through an array, within each loop I am trying to instantiate a class, but I want to dynamically create the name. Like so:
int i = 0;
for(NSString* thisdatarow in filedata) {
i++;
NSString* thisad = [NSString stringWithFormat:#"ad%d", i];
NSLog(#"%#", thisad);
AdData* thisad = [AdData new];
}
In the example above I want AdData* thisad... to be named dynamically - "ad1", "ad2", "ad3"...and so on. I get a conflicting type error.
This code also generated an error:
int i = 0;
for(NSString* thisdatarow in filedata) {
i++;
AdData* [NSString stringWithFormat:#"ad%d", i] = [AdData new];
}
Is there a way to do this?
You can't do that in Objective-C.
Use a NSString to AdData map--it'll do basically the same thing!
**edit: To clarify, use an:
NSMutableDictionary *dict;
with keys that are NSString* objects containing the ad names, and values that are the AdData* objects.
i.e.
[dict setValue:ad1 forKey:#"ad1"];
to set the values, and
[dict valueForKey:#"ad1"];
to get the values. (ignore the obvious memory leaks there with the strings...)
This isn't possible. While Objective-C is very dynamic, it's not that dynamic.
The suggested way to do this would be to create your instances and put them into an array, not assigning them to explicitly named variables.
You can then refer to them individually using their index in the array.
Something like this:
NSMutableArray *ads = [NSMutableArray array];
for(NSString* thisdatarow in filedata) {
AdData* thisad = [[[AdData alloc] init] autorelease];
[ads addObject:thisad];
}
// get third ad:
AdData *ad = [ads objectAtIndex:2];
Alternatively you could create an NSDictionary, if you really want to refer to them by a name, like this:
NSMutableDictionary *ads = [NSMutableDictionary dictionary];
int i = 0;
for(NSString* thisdatarow in filedata) {
i++;
AdData* thisad = [[[AdData alloc] init] autorelease];
NSString *keyName = [NSString stringWithFormat:#"ad%d", i];
[ads setObject:thisad forKey:keyName];
}
// get third ad
AdData *ad = [ads objectForKey:#"ad2"];
Cant be done Without using a C array, which would look like this:
AdData **ad = malloc(sizeof(AdData) * numberOfAds);
ad[1] = [AdData new];
// etc.
if (ad)
free(ad);
But I don't know how that would work because of how Objective-C classes are stored....
Local variable names are a purely compile-time concept. So you cannot do anything "dynamic" (i.e. at runtime) with it. The compiler is free to rename the variables and add or remove variables as it sees fit.
If you think about it, what is the point of dynamically manipulating local variable names? In order to use the dynamically-named variable again, you must either 1) explicitly refer to the variable name, in which case you have hard-coded the name (not so dynamic), or 2) dynamically construct the name again. If it's (1), then there is only a fixed set of variable names, so dynamic-ness is unnecessary. If it's (2), you're missing the point of local variable names (the whole point of which is so they can be referred to explicitly).

Best way to implement multiple levels within Objective-C roguelike?

I'm working on a roguelike using Objective-C/Cocoa to learn more. I've gotten most of the basic functionality out of the way, but I still have one problem I've been trying to figure out.
Here's a breakdown of the process:
First, the map is loaded:
NSString* mapPath = [[NSBundle mainBundle] pathForResource:mapFileName ofType:mapFileType];
NSURL* mapURL = [NSURL fileURLWithPath: mapPath];
currentMap_ = [[Map alloc] initWithContentsOfURL: mapURL];
worldArray = [[NSMutableArray alloc] init];
itemArray = [[NSMutableArray alloc] init];
[self populateMap];
return;
Then, in the populateMap function, it goes through each cell of the loaded map, using NSPoints and a loop, and creates objects based on the data from the map in WorldArray. For items, normal floor is put in where the item is, and an item is then made in itemArray. Both arrays are 30x30, as determined by the height of the map.
Here is the populateMap code:
- (void)populateMap
{
NSPoint location;
for ( location.y = 0; location.y < [currentMap_ height]; location.y++ )
{
for ( location.x = 0; location.x < [currentMap_ width]; location.x++ )
{
char mapData = [currentMap_ dataAtLocation: location];
for ( GameObject *thisObject in worldDictionary )
{
//NSLog(#"char: <%c>", [thisObject single]);
if ( mapData == [thisObject single])
{
NSString* world = [thisObject className];
//NSLog(#"(%#) object created",thisObject);
[self spawnObject:world atLocation:location];
}
}
for ( Item *thisObject in itemDictionary )
{
//NSLog(#"char: <%c>", [thisObject single]);
if ( mapData == [thisObject single] )
{
NSString* item = [thisObject className];
NSString* floor = [NormalFloor className];
//NSLog(#"(%#) object created",thisObject);
[self spawnItem:item atLocation:location];
[self spawnObject:floor atLocation:location];
}
}
if ( mapData == '1'
&& [player_ stepsTaken] <= 0)
{
//NSLog(#"player spawned at (%f, %f)",location.x,location.y);
player_ = [[Player alloc] initAtLocation: location];
}
if ( mapData == '1' )
{
//NSLog(#"floor created at (%f, %f)",location.x,location.y);
[worldArray addObject:[[NormalFloor alloc] initAtLocation: location]];
}
}
}
[self setNeedsDisplay:YES];
}
This is what is called when things are spawned:
- (void)spawnObject: (NSString*) object atLocation: (NSPoint) location
{
//NSLog(#"(%#) object created",thisObject);
[worldArray addObject:[[NSClassFromString(object) alloc] initAtLocation: location]];
}
- (void)spawnItem: (NSString*) item atLocation: (NSPoint) location
{
//NSLog(#"(%#) object created",thisObject);
[itemArray addObject:[[NSClassFromString(item) alloc] initAtLocation: location]];
}
worldArray and itemArray are what the game works on from that moment onwards, including the drawing. The player is inside of worldArray as well. I'm considering splitting the player into another array of characterArray, to make it easier when I add things like monsters in the not so distant future.
Now, when I load a new level, I had first considered methods like saving them to data and loading them later, or some sort of savestate function. Then I came to the realization that I would need to be able to get to everything at the same time, because things can still happen outside of the player's current scope, including being chased by monsters for multiple floors, and random teleports. So basically, I need to figure out a good way to store worldArray and itemArray in a way that I will be able to have levels of them, starting from 0 and going onward. I do need a savestate function, but there's no point touching that until I have this done, as you shouldn't actually be allowed to save your game in roguelikes.
So to reiterate, I need to have one set of these arrays per level, and I need to store them in a way that is easy for me to use. A system of numbers going from 0-upward are fine, but if I could use something more descriptive like a map name, that would be much better in the long run.
I've figured out my problem, I'm using an NSMutableDictionary for each and storing them with the keys that correspond to each level. Works like a charm. Bigger problems elsewhere now.
I figured it out, I'm using NSMutableDictionaries, one for each array (objects, items, eventually characters). They're stored using the name of the level. Works like a charm.