im a begginer Objective-c programmer and i stuck at this point. I Created an App from the View Template, then edited the view xib and add a button and assigned it to the showEdicoes function, but when i click it, it does execute the function(i tested with breakpoints) but it doesnt do anything, if i click again it gives an EXEC_BAD_ACESS
Codes:
bipViewController.h (the default one created by the template)
#import <UIKit/UIKit.h>
#import "edicoesVC.h";
#interface bipViewController : UIViewController {
edicoesVC *EdVC;
}
#property(nonatomic,retain)edicoesVC *EdVC;
- (IBAction) showEdicoes:(id)sender;
#end
bipViewController.m
#import "bipViewController.h"
#implementation bipViewController
#synthesize EdVC;
- (IBAction) showEdicoes:(id)sender {
edicoesVC *Edic = [[edicoesVC alloc] initWithNibName:#"edicoesVC" bundle:[NSBundle mainBundle]];
self.EdVC = Edic;
[Edic release];
[self.navigationController pushViewController:self.EdVC animated:YES];
[self.EdVC release];
}
.....
#end
edicoesVC.h and edicoesVC.m are the TableViewController to which i wan to change to.
i didnt changed anything on the appDelegate
what i missed?
Thanks i advance
EDIT: Additional code
bipAppDelegate.h
#import <UIKit/UIKit.h>
#class bipViewController;
#interface bipAppDelegate : NSObject <UIApplicationDelegate> {
UIWindow *window;
bipViewController *viewController;
UINavigationController *navigationController;
}
#property (nonatomic, retain) IBOutlet UIWindow *window;
#property (nonatomic, retain) IBOutlet bipViewController *viewController;
#property (nonatomic, retain) IBOutlet UINavigationController *navigationController;
#end
bipAppDelegate.m
#import "bipAppDelegate.h"
#import "bipViewController.h"
#implementation bipAppDelegate
#synthesize window;
#synthesize viewController;
#synthesize navigationController;
#pragma mark -
#pragma mark Application lifecycle
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
// Override point for customization after application launch.
// Add the view controller's view to the window and display.
[self.window addSubview:viewController.view];
[self.window makeKeyAndVisible];
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application {
/*
Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
*/
}
- (void)applicationDidEnterBackground:(UIApplication *)application {
/*
Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
If your application supports background execution, called instead of applicationWillTerminate: when the user quits.
*/
}
- (void)applicationWillEnterForeground:(UIApplication *)application {
/*
Called as part of transition from the background to the inactive state: here you can undo many of the changes made on entering the background.
*/
}
- (void)applicationDidBecomeActive:(UIApplication *)application {
/*
Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
*/
}
- (void)applicationWillTerminate:(UIApplication *)application {
/*
Called when the application is about to terminate.
See also applicationDidEnterBackground:.
*/
}
#pragma mark -
#pragma mark Memory management
- (void)applicationDidReceiveMemoryWarning:(UIApplication *)application {
/*
Free up as much memory as possible by purging cached data objects that can be recreated (or reloaded from disk) later.
*/
}
- (void)dealloc {
[viewController release];
[window release];
[super dealloc];
}
#end
edicoesVC.h
#import <UIKit/UIKit.h>
#interface edicoesVC : UITableViewController {
}
#end
edicoes.m
#import "edicoesVC.h"
#implementation edicoesVC
#pragma mark -
#pragma mark View lifecycle
- (void)viewDidLoad {
[super viewDidLoad];
}
#pragma mark -
#pragma mark Table view data source
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView {
// Return the number of sections.
return 1;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section {
// Return the number of rows in the section.
return 1;
}
// Customize the appearance of table view cells.
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
if (cell == nil) {
cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease];
}
// Configure the cell...
if(indexPath.row == 0) {[cell setText:#"Janeiro 1918"];}
return cell;
}
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath {
if(indexPath.row == 0)
{
}
}
#pragma mark -
#pragma mark Memory management
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Relinquish ownership any cached data, images, etc. that aren't in use.
}
- (void)viewDidUnload {
// Relinquish ownership of anything that can be recreated in viewDidLoad or on demand.
// For example: self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
#end
I suspect the EXEC_BAD_ACCESS arises from the line:
[self.EdVC release];
This is because you have declared EdVC as (nonatomic, retain) in the header. This will perform a release followed by a retain when it is assigned a new value but you are performing an extra release. Take out the [self.EdVC release] line and move it to dealloc as:
[EdVC release];
Give this a try as it's the only thing I can think of, based on the code you've posted.
On the problem of nothing happening, I can't tell what's wrong from the code posted. Could you post the startup code of edicoesVC.h/edicoesVC.m?
You are using "self.EdVC" which is what I believe is causing your problem. When you access properties, just use the property name. For example:
[EdVC release];
One more thing, when coding in Objective-C classes are usually capitalized (i.e., BipViewController) and variables are lower case, i.e., eDic).
Related
I have successfully implemented a file-drop functionality in my app. The Application window has a few NSTabView objects where dropping on them does not work. Anywhere else in the window the file-drop works fine.
I have tried to make the app delegate a delegate for the NSTabView, but this did not help.
Anyone have a setup for the NSTabView not to filter out the drop-actions so the whole window can be transparent to the file-drop actions ?
For a more generic solution than olekeh's I made it IB friendly so you can hook it up to any object that complies with the NSDraggingDestination protocol.
#import <Cocoa/Cocoa.h>
#interface DropFilesView : NSView
#property (nullable, assign) IBOutlet id<NSDraggingDestination> dropDelegate;
#end
#implementation DropFilesView
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
}
-(void) awakeFromNib {
[self registerForDraggedTypes:
[NSArray arrayWithObjects:NSFilenamesPboardType,
(NSString *)kPasteboardTypeFileURLPromise,kUTTypeData, NSURLPboardType, nil]]; //kUTTypeData
[super awakeFromNib];
}
-(NSDragOperation)draggingEntered:(id<NSDraggingInfo>)sender{
return [self.dropDelegate draggingEntered:sender];
}
- (BOOL)performDragOperation:(id < NSDraggingInfo >)sender {
return [self.dropDelegate performDragOperation:sender];
}
#end
I found the solution to this !! - I am posting it here for others who might need.
The NSTabView object has for each of its tabs an NSTabViwItem.
Under each of those, there is a regular NSView - that I subclassed with the following code: - The code assumes that you already have "draggingEntered" and "performDragOperation" in your AppDelegate as this class just forwards these messages to the app delegate. You will also need to put the declarations for those methods in you AppDelegate.h
// DropFilesView.h
#import <Cocoa/Cocoa.h>
#import "AppDelegate.h"
#interface DropFilesView : NSView
#end
and the implementation:
// DropFilesView.m
#import "DropFilesView.h"
#implementation DropFilesView
- (void)drawRect:(NSRect)dirtyRect {
[super drawRect:dirtyRect];
}
-(void) awakeFromNib {
[self registerForDraggedTypes:
[NSArray arrayWithObjects:NSFilenamesPboardType,
(NSString *)kPasteboardTypeFileURLPromise,kUTTypeData, NSURLPboardType, nil]]; //kUTTypeData
[super awakeFromNib];
}
-(NSDragOperation)draggingEntered:(id<NSDraggingInfo>)sender
{
AppDelegate* del = [AppDelegate sharedAppDelegate];
return [del draggingEntered:sender];
}
- (BOOL)performDragOperation:(id < NSDraggingInfo >)sender {
AppDelegate* del = [AppDelegate sharedAppDelegate];
return [del performDragOperation:sender];
}
#end
In Interfacebuilder, I set the new class for all the NSView objects covering areas where drop does not work, to this new one.
A similar approach can be used for NSImageView and the WebView classes. However, for the last one, do not use [super awakeFromNib] to prevent the default drag-and drop handling for the web view object.
I'm having troubles with the master viewController not showing any cells. This is the situation:
The app uses storyboard.
When the app launches, it goes to the navigationController
A button is pressed and connected to the table ViewController and it's set to "push" to it.
I've added the object and made a cell/detailView or whatever.
For some reason, the cell won't show up!!!
Here's the files:
MasterViewController.h:
#import <UIKit/UIKit.h>
#import "CraftingDetail.h"
#import "Crafting.h"
#class CraftingList;
#interface CraftingMaster : UITableViewController
#property (strong, nonatomic) CraftingDetail *detailViewController;
#property (strong, nonatomic) CraftingList *CL;
#end
MasterViewController.m:
#import "CraftingMaster.h"
#import "CraftingList.h"
#interface CraftingMaster ()
#end
#implementation CraftingMaster
#synthesize detailViewController = _detailViewController;
#synthesize CL;
- (id)initWithStyle:(UITableViewStyle)style
{
self = [super initWithStyle:style];
if (self) {
// Custom initialization
self.CL = [[CraftingList alloc] init];
}
return self;
}
- (void)viewDidLoad
{
[super viewDidLoad];
// Uncomment the following line to preserve selection between presentations.
// self.clearsSelectionOnViewWillAppear = NO;
// Uncomment the following line to display an Edit button in the navigation bar for this view controller.
self.navigationItem.rightBarButtonItem = self.editButtonItem;
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation == UIInterfaceOrientationPortrait);
}
- (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView
{
// Return the number of sections.
return self.CL.count;
}
- (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section
{
// Return the number of rows in the section.
return self.CL.count;
}
- (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath: (NSIndexPath *)indexPath
{
static NSString *CellIdentifier = #"Cell";
UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier];
// Configure the cell...
cell.textLabel.text = [self.CL craftingAtIndex:indexPath.row].Title;
return cell;
}
/*
// Override to support conditional editing of the table view.
- (BOOL)tableView:(UITableView *)tableView canEditRowAtIndexPath:(NSIndexPath *)indexPath
{
// Return NO if you do not want the specified item to be editable.
return YES;
}
*/
/*
// Override to support editing the table view.
- (void)tableView:(UITableView *)tableView commitEditingStyle: (UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath
{
if (editingStyle == UITableViewCellEditingStyleDelete) {
// Delete the row from the data source
[tableView deleteRowsAtIndexPaths:#[indexPath] withRowAnimation:UITableViewRowAnimationFade];
}
else if (editingStyle == UITableViewCellEditingStyleInsert) {
// Create a new instance of the appropriate class, insert it into the array, and add a new row to the table view
}
}
*/
/*
// Override to support rearranging the table view.
- (void)tableView:(UITableView *)tableView moveRowAtIndexPath:(NSIndexPath *)fromIndexPath toIndexPath:(NSIndexPath *)toIndexPath
{
}
*/
/*
// Override to support conditional rearranging of the table view.
- (BOOL)tableView:(UITableView *)tableView canMoveRowAtIndexPath:(NSIndexPath *)indexPath
{
// Return NO if you do not want the item to be re-orderable.
return YES;
}
*/
#pragma mark - Table view delegate
- (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath
{
// Navigation logic may go here. Create and push another view controller.
/*
<#DetailViewController#> *detailViewController = [[<#DetailViewController#> alloc] initWithNibName:#"<#Nib name#>" bundle:nil];
// ...
// Pass the selected object to the new view controller.
[self.navigationController pushViewController:detailViewController animated:YES];
*/
}
#end
DetailViewController.h:
#import <UIKit/UIKit.h>
#interface CraftingDetail : UIViewController
#property (strong, nonatomic) IBOutlet UIImageView *Image;
#property (strong, nonatomic) IBOutlet UITextView *Description;
#end
This is an old question, but having an unexpectedly empty table view is a common issue when starting to develop with table views so hopefully this answer will be of use to someone.
Here are some things to check when your table view is devoid of cells and you expected otherwise:
Are your data source object(s) (self.CL in this case) valid? (ie. Are they != nil and point to the correct object?)
Does numberOfSectionsInTableView: return an integer value greater than zero?
Does tableView:numberOfRowsInSection: return an integer value greater than zero?
Here are a couple of problems in MasterViewController.m above that need attention:
InitWithStyle: will not be executed when the view controller is instantiated in a storyboard. Instead, initWithCoder: should be used. I suspect this was the source of JomanJi's pain as this resulted in self.CL not being instantiated. (As an aside, the data source object/property: CL should be instantiated by assigning the value to the _CL ivar directly, not to the property. See "Initializing a property, dot notation" to learn why).
Due to returning (what is likely) the same value for numberOfSectionsInTableView: as tableView:numberOfRowsInSection: (ie. "return self.CL.count;"), the table view will display the same number of sections as there are cells in each section with each sections' cells containing the same data as the other sections. I doubt this effect was what the developer intended. (This is of course unless the count accessor method in CraftingList does something really strange).
Without seeing the code for CraftingList it is impossible to determine exactly what the problem is. However, given the age of the question, I suspect JomanJi has since figured it out on his/her own.
Good day everyone,
I am not able to call the method refresh in my ViewController when using a Storyboad. However it works if I create the project without the Storyboard, just a NIB. Why it doesn't work and how to overcome this issue?
Here is my code:
AppDelegate.h
#import <UIKit/UIKit.h>
#class ViewController;
#interface AppDelegate : NSObject <UIApplicationDelegate>
{
UIWindow *window;
ViewController *viewController;
}
#property (nonatomic, retain) IBOutlet UIWindow *window;
#property (nonatomic, retain) IBOutlet ViewController *viewController;
#end
AppDelegate.m
#import "AppDelegate.h"
#import "ViewController.h"
#implementation AppDelegate
#synthesize window;
#synthesize viewController;
- (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions
{
// Override point for customization after application launch.
return YES;
}
- (void)applicationWillResignActive:(UIApplication *)application
{
// Sent when the application is about to move from active to inactive state. This can occur for certain types of temporary interruptions (such as an incoming phone call or SMS message) or when the user quits the application and it begins the transition to the background state.
// Use this method to pause ongoing tasks, disable timers, and throttle down OpenGL ES frame rates. Games should use this method to pause the game.
}
- (void)applicationDidEnterBackground:(UIApplication *)application
{
// Use this method to release shared resources, save user data, invalidate timers, and store enough application state information to restore your application to its current state in case it is terminated later.
// If your application supports background execution, this method is called instead of applicationWillTerminate: when the user quits.
}
- (void)applicationWillEnterForeground:(UIApplication *)application
{
// Called as part of the transition from the background to the inactive state; here you can undo many of the changes made on entering the background.
NSLog(#"app will enter foreground");
[viewController refresh:NULL];
}
- (void)applicationDidBecomeActive:(UIApplication *)application
{
// Restart any tasks that were paused (or not yet started) while the application was inactive. If the application was previously in the background, optionally refresh the user interface.
}
- (void)applicationWillTerminate:(UIApplication *)application
{
// Called when the application is about to terminate. Save data if appropriate. See also applicationDidEnterBackground:.
}
#end
ViewController.h
#import <UIKit/UIKit.h>
#interface ViewController : UIViewController
-(IBAction) refresh:(id)sender;
#end
ViewController.m
#import "ViewController.h"
#interface ViewController ()
#end
#implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
- (void)loadData {
// contains information the ViewController makes use of
}
-(IBAction)refresh:(id) sender {
[self loadData];
}
#end
The viewController property in your app delegate are not populated when using a storyboard. Include the value in your log statement for confirmation - it will be null.
Register your view controller for the notification instead, and let it handle it's own refreshing.
In viewDidLoad:
[super viewDidLoad];
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(refresh:)
name:UIApplicationDidBecomeActiveNotification
object: nil];
You'll want to remove this observer in dealloc / viewDidUnload as well.
I have a very simple project. Extremely watered down. All it does is load some text into an NSTableView. That's it. But it's using a new window and controller, called "Revisions."
As soon as the new window becomes active, it crashes or just locks up. No errors in the console. If it sits in the background, behind the AppDelegate's window, it appears to load the information fine. I can see the table is populated perfectly. But as soon as I click on the window and make it active, it crashes/locks.
This is driving me nuts. I know it has to do with memory management, but I can't figure out where or how or why.
Note, I'm in XCode 4.2, where there's no more releasin' (unless I change some settings, of course).
All connections in
AppDelegate.h
#import <Cocoa/Cocoa.h>
#interface AppDelegate : NSObject <NSApplicationDelegate>
#property (assign) IBOutlet NSWindow *window;
#end
AppDelegate.m
#import "AppDelegate.h"
#import "Revisions.h"
#implementation AppDelegate
#synthesize window = _window;
- (void)applicationDidFinishLaunching:(NSNotification *)aNotification
{
Revisions *rev = [[Revisions alloc] initWithWindowNibName:#"Revisions"];
[rev loadWindow];
}
Revisions.h
#import <Cocoa/Cocoa.h>
#interface Revisions : NSWindowController
{
IBOutlet NSTableView *quicktimesList;
IBOutlet NSTableView *unusedDataList;
}
#end
Revisions.m
#import "Revisions.h"
#implementation Revisions
- (id)initWithWindow:(NSWindow *)window
{
self = [super initWithWindow:window];
if (self) {
// Initialization code here.
}
return self;
}
- (void)windowDidLoad
{
[super windowDidLoad];
// Implement this method to handle any initialization after your window controller's window has been loaded from its nib file.
}
- (NSInteger)numberOfRowsInTableView:(NSTableView *)aTableView
{
NSLog(#"Creating number of rows.");
return 10;
}
- (id)tableView:(NSTableView *)aTableView objectValueForTableColumn:(NSTableColumn *)aTableColumn row:(NSInteger)rowIndex
{
NSLog(#"Starting Loop.");
NSString *words = [[NSString alloc] initWithFormat:#"Row %i", rowIndex];
NSLog(#"Looping %i", (int)rowIndex);
return words;
}
#end
Ok. I'm going to give you a couple of tips when dealing with potential memory leaks in Xcode 4.2.
When writing software for Mac it is advisable to enable garbage collection in your build settings. Just simply search for "garbage collection" in the search bar of your build settings and set it to "required".
If you have memory leaks in your project just press the "product" menu and hit "Analyze".This does as the menu item states, it analyses your project for potential memory leaks and helps you track them down.
Hope this helps!
Ok, so I'm a relative noob with Objective-C/iOS programming, so hopefully someone with more knowledge here can help me out.
I have an iPad application using the SplitViewController template (with Core Data). I created another UIViewController (with xib file) called PlayerViewController. This View has several UILabel components on it.
I have a list of players that show up in the RootViewController (UITableView) and when you select a player, I programmatically create a PlayerViewController (in DetailViewController), pass it the NSManagedObject that was passed to the DetailViewController, try to set the text of one of the labels on the PlayerViewController's view, and then add it as a subview to the DetailViewController.
All of this works great except for the setting the text of the label on the PlayerViewController's view. I'm not sure what I'm doing wrong. I have used NSLog to confirm that the NSManagedObject is not nil and that the NSManagedObject property I'm trying to use has the correct text.
I'm at a loss here. Any help would be greatly appreciated. (Code follows):
This method is in the DetailViewController.m file:
- (void)configureView {
// Update the user interface for the detail item.
PlayerViewController *player = [[PlayerViewController alloc] init];
player.player = detailItem;
[self.view addSubview:player.view];
}
This method is called when the user selects an item from the RootViewController (This functionality, calling of configureView, is setup by the template and I haven't changed it).
Setting the player property of the PlayerViewController to object detailItem is handled in the setPlayer method of that class.
- (void)setPlayer:(NSManagedObject *)managedObject {
if (player != managedObject) {
[player release];
player = [managedObject retain];
// Update the view.
[self configureView];
}
}
I then have a configureView method as well in PlayerViewController that sets the text of the label:
- (void)configureView {
nickName.text = [[player valueForKey:#"Nickname"] description];
NSLog(#"Nickname %#", [[player valueForKey:#"Nickname"] description]);
NSLog(#"Nickname %#", nickName.text);
}
Ok, so the first NSLog statement prints the desired value, but the text of the UILabel (called nickName) returns nil.
The following is the full PlayerViewController.h & .m files:
PlayerViewController.h:
#import <UIKit/UIKit.h>
#import <CoreData/CoreData.h>
#interface PlayerViewController : UIViewController {
NSManagedObject *player;
IBOutlet UILabel *nickName;
IBOutlet UILabel *goalCount;
IBOutlet UILabel *assistCount;
IBOutlet UILabel *timeInGame;
}
#property (nonatomic, retain) IBOutlet UILabel *nickName;
#property (nonatomic, retain) IBOutlet UILabel *goalCount;
#property (nonatomic, retain) IBOutlet UILabel *assistCount;
#property (nonatomic, retain) IBOutlet UILabel *timeInGame;
#property (nonatomic, retain) NSManagedObject *player;
#end
PlayerViewController.m:
#import "PlayerViewController.h"
#implementation PlayerViewController
#synthesize nickName, goalCount, assistCount, timeInGame, player;
#pragma mark -
#pragma mark Managing the detail item
/*
When setting the player item, update the view
*/
- (void)setPlayer:(NSManagedObject *)managedObject {
if (player != managedObject) {
[player release];
player = [managedObject retain];
// Update the view.
[self configureView];
}
}
- (void)configureView {
nickName.text = [[player valueForKey:#"Nickname"] description];
NSLog(#"Nickname %#", [[player valueForKey:#"Nickname"] description]);
NSLog(#"Nickname %#", nickName.text);
}
/*
// The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad.
- (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil {
if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) {
// Custom initialization
}
return self;
}
*/
/*
// Implement viewDidLoad to do additional setup after loading the view, typically from a nib.
- (void)viewDidLoad {
[super viewDidLoad];
}
*/
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
// Overriden to allow any orientation.
return YES;
}
- (void)didReceiveMemoryWarning {
// Releases the view if it doesn't have a superview.
[super didReceiveMemoryWarning];
// Release any cached data, images, etc that aren't in use.
}
- (void)viewDidUnload {
[super viewDidUnload];
// Release any retained subviews of the main view.
// e.g. self.myOutlet = nil;
}
- (void)dealloc {
[super dealloc];
}
#end
I'm sure I'm just missing something trivial, but I can't figure it out, and haven't been able to find any answers searching the web.
Thanks for any help!
Ok, so after playing with this for a bit and searching and searching around, I have gotten the answer to my problem. It turns out all the code I had was fine except the location of one statement. My call to configureView in PlayerViewController.m needed to be in viewDidLoad() not in the setPlayer() method. It all works great now.
Change the configureView method to that :
- (void)configureView {
nickName.text = (NSString*)[player valueForKey:#"Nickname"];
}
Yes, better place to call method is
- (void)viewWillAppear:(BOOL)animated
{
[super viewWillAppear:animated];
[self configureView];
}
(void)setPlayer:(NSManagedObject *)managedObject called before your nib files loaded.