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iOS

Animation Crystall ball application

I'm getting a runtime error. I tried to debug the way Amit has explained in Debugging basics. When I went into the connections inspector of the View Controller, all my connections seem to be proper and the connection that Amit deletes in the video was never there. I'm still getting a runtime error. This is the exact error: CrystalBall[622:60b] -[UIView setAnimationImages:]: unrecognized selector sent to instance 0x9236160

Can anyone help?

Could you show us some code?

by mistake I have posted my code as an answer, do check it. Thanks!

2 Answers

viewcontroller.h: @interface AAViewController : UIViewController @property (strong, nonatomic) IBOutlet UILabel *predictionLabel; @property (strong, nonatomic) AACrystalBall *crystalBall; @property (weak, nonatomic) IBOutlet UIImageView *backgroundImageView;

viewcontroller.m

import "AAViewController.h"

import "AACrystalBall.h"

import <AudioToolbox/AudioToolbox.h>

@interface AAViewController ()

@end

@implementation AAViewController{ SystemSoundID soundEffect; }

//@end

//@implementation AAViewController

  • (void)viewDidLoad { [super viewDidLoad];

    NSString *soundPath = [[NSBundle mainBundle] pathForResource:@"crystal_ball" ofType:@"mp3"]; NSURL *soundURL = [NSURL fileURLWithPath:soundPath]; AudioServicesCreateSystemSoundID(CFBridgingRetain(soundURL), &soundEffect);

self.crystalBall = [[AACrystalBall alloc] init]; self.backgroundImageView.animationImages = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"CB00001"]..images till CB0060, nil]

self.backgroundImageView.animationDuration = 2.5f; self.backgroundImageView.animationRepeatCount = 1; }

  • (void) didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Dispose of any resources that can be recreated. }

pragma mark - Prediction

  • (void) makePrediction{ [self.backgroundImageView startAnimating]; self.predictionLabel.text = [self.crystalBall randomPrediction]; }

pragma mark - Motion Events

-(void) motionBegan:(UIEventSubtype)motion withEvent:(UIEvent *)event{ self.predictionLabel.text = nil; } -(void) motionEnded:(UIEventSubtype)motion withEvent:(UIEvent *)event{ if (motion == UIEventSubtypeMotionShake){ [self makePrediction]; } }

  • (void) motionCancelled:(UIEventSubtype)motion withEvent:(UIEvent *)event{ NSLog(@"Motion Cancelled"); }

pragma mark - Touch Events

  • (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ self.predictionLabel.text = nil; }
  • (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ [self makePrediction]; }
  • (void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@"Touches cancelled"); }

I added this line: self.backgroundImageView = [[UIImageView alloc] init]; above the backgroundImages.animationImages array since I thought i'm not allocating memory for the backgroundImageView object. Now the main bug doesn't appear, but now the problem is that the crystal ball won't animate. Any solutions?