views:

273

answers:

2

Hello again!

so this is basically like a slot machine type thing, very basic, but the problem Im having is that when you click the spin button the movement of the components is not animated, even though i have sent the animated argument a YES BOOL. I have no idea what I am doing wrong, any help would be appreciated.

Nick

ps download the entire project here: http://files.me.com/knyck2/dcca9y

  //
       //  CustomPickerViewController.m
  //  Pickers
  //
  //  Created by Nicholas Iannone on 1/29/10.
  //  Copyright 2010 Apple Inc. All rights reserved.
  //

  #import "CustomPickerViewController.h"


  @implementation CustomPickerViewController

  @synthesize column1, column2, column3, column4, column5, picker, winLabel;

  -(IBAction) spin : (id) sender {

 NSLog(@"even got here");

 BOOL win = NO;

 int numInRow = 1;

 int lastVal = -1;

 for (int i = 0; 1 < 5; i++) {
 int newValue = random() % [self.column1 count];

 if (newValue == lastVal) {
    NSLog(@"even got here");

numInRow++;
}
else 
    numInRow = 1;

    lastVal = newValue;
[picker selectRow:newValue inComponent:i animated:YES];
[picker reloadComponent:i];
if (numInRow >= 3) 
    win = YES;

NSLog(@"even got here");

 }

 if (win) 
winLabel.text = @"winner!";

          else {
winLabel.text = @"";
          NSLog(@"even got here");
          }

  }

  /*
   // 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 {
 UIImage *seven = [UIImage imageNamed:@"seven.png"];
 UIImage *bar = [UIImage imageNamed:@"bar.png"];
 UIImage *crown = [UIImage imageNamed:@"crown.png"];
 UIImage *cherry = [UIImage imageNamed:@"cherry.png"];
 UIImage *lemon = [UIImage imageNamed:@"lemon.png"];
 UIImage *apple = [UIImage imageNamed:@"apple.png"];

for (int i = 1; i <= 5 ;  i++) {
    UIImageView *sevenView = [[UIImageView alloc] initWithImage: seven];
    UIImageView *barView = [[UIImageView alloc] initWithImage: bar];
    UIImageView *crownView = [[UIImageView alloc] initWithImage: crown];
    UIImageView *cherryView = [[UIImageView alloc] initWithImage:      cherry];
    UIImageView *lemonView = [[UIImageView alloc] initWithImage: lemon];
    UIImageView *appleView = [[UIImageView alloc] initWithImage: apple];


    NSArray *imageViewArray = [[NSArray alloc] initWithObjects:      sevenView, barView, crownView, cherryView, lemonView, appleView, nil];
    NSString *fieldName =[[NSString alloc] initWithFormat:@"column%d",      i];
    [self setValue:imageViewArray forKey:fieldName];
    [fieldName release];
    [imageViewArray release];

    [sevenView release];
    [crownView release];
    [barView release];
    [cherryView release];
    [lemonView release];
    [appleView release];

     }

 srandom(time(NULL));
 [super viewDidLoad];
  }



  /*
  // Override to allow orientations other than the default portrait orientation.
  -     (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {
 // Return YES for supported orientations
 return (interfaceOrientation == UIInterfaceOrientationPortrait);
  }
  */

  - (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 {
 [picker release];
 [winLabel release];
 [column1 release];
 [column2 release];
 [column3 release];
 [column4 release];
 [column5 release];


 [super dealloc];
  }


  #pragma mark -
  #pragma mark Picker Data Source Methods

  -(NSInteger) numberOfComponentsInPickerView: (UIPickerView *)  pickerView {

 return 5;
  }


  -(NSInteger) pickerView: (UIPickerView *) pickerView numberOfRowsInComponent:           (NSInteger) component {

 return [self.column1 count];

  }

  #pragma mark Picker Delegate Methods

  -(UIView *) pickerView:(UIPickerView *)pickerView viewForRow:(NSInteger)row forComponent: (NSInteger) component reusingView : (UIView *)view {

 NSString *arrayName = [[NSString alloc] initWithFormat:@"column%d", component + 1];
 NSArray *array = [self valueForKey:arrayName];
 NSLog(@"got here yo");
 return [array objectAtIndex: row];
 NSLog(@"holyshit");


  }

  @end
A: 

It's probably not animating because you do [picker reloadComponent:i] right after selecting a row with animation. Reloading probably causes any animation to stop, and shouldn't be necessary since you're not actually changing the contents of the picker.

Daniel Dickison
i got rid of it and still the same, any other ideas? is it maybe something in the nib?
nickthedude
A: 

I went back and compared my code to the book that this project is listed in and I noticed that my code would perform as expected (with animation) if I were to build into a 3.1.2 sdk and iphone sim. So something in the new xcode is skanking the animation, at least that is the way it appears.

nickthedude