Bear with me, this one is hard to explain. I hope some hero out there knows what’s going on here. Some history needed;
One of my cocoa objects, “Ball” represents a small graphic. It only makes sense within a view. In some of the Ball’s methods, it asks the view to redraw. Most importantly, it asks the view to redraw whenever the Ball’s position parameter is set. This is achieved in the setter.
Here’s the mouthful, as suggested:
In View.m
- (void)mouseUp:(NSEvent *)theEvent {
if (![runnerPath isEmpty]) {
[walkPath removeAllPoints];
[walkPath appendBezierPath:runnerPath];
[runnerPath removeAllPoints];
[[self held] setStep:0];
[[self held] setPath:walkPath];
[NSTimer scheduledTimerWithTimeInterval:.01 target:[self held] selector:@selector(pace) userInfo:nil repeats:YES];
}
}
In Ball.m
- (void)pace {
CGFloat juice = 10;
BOOL loop = YES;
while (loop) {
if ([self step] == [[self path] elementCount]) {
if ([[self timer] isValid]) {
[[self timer] invalidate];
}
[[self path] removeAllPoints];
// @throw([NSException exceptionWithName:@"test" reason:@"reason" userInfo:nil]);
}
if (loop) {
CGFloat distance;
NSPoint stepPoint;
if ([[self path] elementCount] > 0) {
NSPoint returnPoints[2];
[[self path] elementAtIndex:[self step] associatedPoints:returnPoints];
stepPoint = returnPoints[0];
distance = pixelDistance([self position], stepPoint);
}
if (distance <= juice) {
[self setPosition:stepPoint];
if (distance < juice) {
juice -= distance;
loop = YES;
[self setStep:[self step]+1];
} else {
loop = NO;
}
} else {
NSPoint cutPoint = moveAlongBetween([self position], stepPoint, juice);
[self setPosition:cutPoint];
loop = NO;
}
}
}
}
could you also tell how you handle exceptions? since normally an unrecognized selector will end your program. Maybe you need an exception rather than an unrecognized selector. Try:
If this would fix it as well, you’re doing something after this code which freezes the app.
edit: thanks for the code update.
There’s some weird stuff going on here! I’m not going to rewrite the whole thing, so here’s some pointers:
while()loop, so it will happen in a blink anyway. You would need to keep some state information in the class. E.g. adding a loop counter every timepaceis called.-(void)pace:(NSTimer*)timer, and usetimer, not[self timer](the latter will not be your timer anyway, if you don’t assign it!)-(void)pace:(NSTimer*)timer, don’t forget to use@selector(pace:)(i.e. don’t forget the:)fix those things, and if it’s still broken, update your question again and put in comment so we will know. Good luck!