Why is QTMovieLoadStateDidChangeNotification not firing? - cocoa

I'm seeing that setting up a notification on QTMovieLoadStateDidChangeNotification has no effect and the target selector never gets called. Am I missing something?
In awakeFromNib:
[[NSNotificationCenter defaultCenter] addObserver:self
selector:#selector(movieLoadStateDidChange:)
name:QTMovieLoadStateDidChangeNotification
object:nil];
On loading movie:
NSNumber *num = [NSNumber numberWithBool:YES];
NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:
url, QTMovieURLAttribute,
nil];
self.mQTMovie1 = [[QTMovie alloc] initWithAttributes:attributes
error:&error];
Also
- (void)movieLoadStateDidChange:(NSNotification *)notification {
NSLog(#"movieLoadStateDidChange got called");
}

I'm not sure this is the answer but I've encountered this before. The cause in my case was a file whose codec was supported only by a third-party plugin (Flip4Mac in my case).
The load state notification isn't called until the movie finishes after it auto-plays (to nowhere). For long media files, it effectively looks like the notification is never called, since we rarely wait 5 minutes or an hour for a load notification when testing our code. To the user, it looks like the app simply isn't loading the file.
Having the user disable the plugin's auto-play-on-load in System Preferences resolves the issue but unfortunately this one support FAQ I can't get around since users of the app in question frequently use Flip4Mac to support files from common digital voice recorders.

Related

_UIImagePickerControllerUserDidCaptureItem not called xcode 6

Is it just me or _UIImagePickerControllerUserDidCaptureItem notification from uiimagepickercontroller stopped working on iOS 8 and XCode 6. I use it to rotate the camera overlay after the user taked a picture.
PLease help
It's pretty strange, but in iOS 8 setting observer using
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(imagePickerControllerDidCapture) name:#"_UIImagePickerControllerUserDidCaptureItem" object:nil];
doesn't work for UIImagePickerController, but using block works fine:
self.imagePickerControllerDidCaptureObserver = [[NSNotificationCenter defaultCenter] addObserverForName:#"_UIImagePickerControllerUserDidCaptureItem" object:nil queue:nil usingBlock:^(NSNotification *note) {
[self removeCameraOverlay];
}];
Please notice that in this approach you should store observer object to detach it later using
[[NSNotificationCenter defaultCenter] removeObserver:imagePickerControllerDidCaptureObserver];
In situations like that it very useful to use
[[NSNotificationCenter defaultCenter] addObserverForName:nil object:nil queue:nil usingBlock:^(NSNotification *note) {
NSLog(#"Notification: %#", note.name);
}];
to monitor all notifications, see names and moments it fires.
I also see the same issue with iOS 8 but using block works as mentioned by Amoneron in his answer.
Here's how to do it in Swift:
NSNotificationCenter.defaultCenter().addObserverForName("_UIImagePickerControllerUserDidCaptureItem", object:nil, queue:nil, usingBlock: { note in
// do something here
})
It still works for me, though I am using the notification center for that.
NSNotificationCenter.DefaultCenter.AddObserver (new NSString ("_UIImagePickerControllerUserDidCaptureItem"), HandleUserCapturedItem);
the code is in c# as I am using xamarin to develop, there should be something similar in objective-c since I'm basically using wrapper classes (built by xamarin).

Warning: Attempted to present * whose not in the window hierarchy

I have tried to deal with this issue for too long. Please give me any of your thoughts.
I am presenting a View Controller from an SKScene by sending a Local Notification. [[NSNotificationCenter defaultCenter] postNotificationName:#"closeScene" object:nil];
The notification is handled in the beginning view controller.
- (void)viewDidLoad{ [[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(closeScene) name:#"closeScene" object:Nil];
[super viewDidLoad];}
Then:
-(void)closeScene {
//Remove the SKView, or present another viewController here.
constructionViewController *view = [[constructionViewController alloc] init];
[self presentViewController:view animated:YES completion:nil];
[[NSNotificationCenter defaultCenter] removeObserver:self name:#"closeScene" object:nil];
}
And every time the notification is sent, I get the warning:
Warning: Attempt to present <constructinoViewController: 0x10ae64160> on <constructinoViewController: 0x10ab329d0> whose view is not in the window hierarchy!
Any help would more than appreciated. Thank you in advance!
When is closeScene called, exactly - before or after viewDidAppear gets called?
The error you're seeing usually happens when you try to present a view controller before the parent is actually displayed on screen. Typically this is because you've called presentViewController before the parent's viewDidAppear method has been called.
Try adding a logging statement to viewDidAppear and see whether it appears in the logs before or after your 'view is not in the window hierarchy' error. If it appears after you'll know what the problem is, and how to fix it (make sure presentViewController is only called after the parent view controller has been displayed). If it's before you probably have an altogether different problem...

iOS MPMoviePlayer (resume playback after app become Active)

I have App, playing Videos from web
everything works fine
but when user leave the app for reading email or anything
and come back the player gone!! big problem
so, I want user resume watching after come back to app
here is my code so far
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didEnterBackground) name:UIApplicationDidEnterBackgroundNotification object:nil];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(didEnterforground) name:UIApplicationWillEnterForegroundNotification object:nil];
the Methods
- (void) didEnterBackground
{
[theMovie.moviePlayer pause];
NSLog(#"Playing pause");
}
- (void) didEnterforground
{
[theMovie.moviePlayer play];
NSLog(#"Playing resume");
}
for know I use [self presentMoviePlayerViewControllerAnimated:theMovie]; NOT playing in view
should that's code works but, nothing works
Please Help
Thanks in advance
The answer is very simple, edit info.plist.
Add background competence, required background modes, set category App plays audio
Try it!

AVAudioPlayer is releasing before playing?

I'm making a soundboard app and I use this code to play mp3 files:
-(IBAction)playSound
{
NSString *path = [[NSBundle mainBundle] pathForResource:#"mysound" ofType:#"mp3"];
AVAudioPlayer* theAudio=[[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path] error:NULL];
theAudio.delegate=self;
[theAudio play];
[theAudio release];
}
When I include [theAudio release]; the sound doesn't play. If I take it out it plays but I don't want to have memory leaks. How can I fix this?
It would be very helpful if you could include whatever code I need to add. I'm new to programming (besides TrueBasic I've used in school) so I'm unfamiliar with Objective-C.
wait til the audio finishes via a delegate to release the audio. I believe there are a number of posts exactly like this on the site if you search, they will have the specific delegate code.
This is only because you use local variable. so theAudio will released immediately.
You should define it as class member and assignment it here. so when this function finished, it still work too.

Why is app crashing in iPhone simulator; how can I fix this?

I'm working on an app that uses a navigation controller. When I build, I get no errors or warnings. I've defined a method myMethod in FirstViewController.m file, then in viewDidLoad I call the method with [self myMethod];.
When I built and ran from the Console, I got nothing. So I put NSLog() statements like so:
-(void) viewDidLoad {
NSLog(#"Entering viewDidLoad");
[self myMethod];
NSLog(#"Called myMethod");
[super viewDidLoad];
}
The Console never returns the second NSLog statement, leading me to believe that the app crashes while calling the method.
I've tried this with the simulator set to iOS 4.0.1 as well as iOS 4.1. I'm building against the iOS 4.1 SDK. I really appreciate any help you can offer.
Update: I ran the Debugger, which seems to show the problem being in myMethod. I only make it through a few lines of code in that method before I receive "EXC_BAD_ACCESS". The lines of code are:
-(void)myMethod {
NSMutableArray *someStuff;
NSMutableArray *someMoreStuff;
stuffSections=[[NSMutableArray alloc] initWithObjects:#"Some Stuff",#"Some More Stuff",nil];
someStuff=[[NSMutableArray alloc] init];
someMoreStuff=[[NSMutableArray alloc] init];
[someStuff addObject:[[NSMutableDictionary alloc]initWithObjectsAndKeys:#"Item Name",#"name",#"Item Picture.png",#"picture",#"http://theurl.net/",#"url",#"1",#"itemCode",nil]];
But it appears that I can't get past this first attempt to add something to the someStuff array.
Looks like there is a problem in "myMethod". If I had to guess, I would say you are trying to reference an object that was auto-released and not retained.
You're missing the alloc when initializing someStuff and someMoreStuff. It should be
someStuff = [[NSMutableArray alloc] init];
someMoreStuff = [[NSMutableArray alloc] init];
Have you cross checked the two MutableArrays? Do they have been allocated successfully? You get "EXC_BAD_ACCESS" when the app got into a corrupted state that is usually due to a memory management issue. I guess the arrays are not allocated.
Try allocating this way.
NSMutableArray * someStuff = [[NSMutableArray alloc]initWithCapacity:3];
NSMutableArray * someMoreStuff = [[NSMutableArray alloc]initWithCapacity:3];
add a breakpoint there are check in the debug area and confirm whether they are being allocated successfully. If there is a memory to each of these array, then they are allocated.

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