rehold

Discover rehold, include the articles, news, trends, analysis and practical advice about rehold on alibabacloud.com

Adding a gesture to a view does not retain the current view

After a gesture B is added to view a, view a Will rehold gesture B. Therefore, if this gesture B is global, you should remove gesture B when releasing view A. Otherwise, gesture B cannot be release. Of course, if we use gestures like the following, we do not need to remove this gesture when releasing view. MVI = [[msviewalloc] initwithframe: cgrectmake (50,150,100,(100)]; Uitapgesturerecognizer * tapgue = [[uitapgesturerecognizeralloc] initwithtarge

[Reprinted] tips for iPhone uinavigationcontroller

. leftbarbuttonitem = callmodalviewbutton; [callmodalviewbutton release]; // Because the local view will rehold it, We can release it. As you can see, it is quite simple. 3 , Other common methods and attributes:Local view. navigationitem. leftbarbuttonitem // Local Project view on the left sidebar. navigationitem. rightbarbuttonitem // Local view of the right sidebar. navigationitem. backbarbuttonitem // Local Project view in the back bar.

Arc Q &

[^ {dosomethingmagical ();} copy]; If you pass the block as the ID parameter, You need to explicitly copy the block: [Myarray addobject: [^ {dosomethingmagical ();} copy]; Fortunately, this is just a small bug that won't cause a crash and may be corrected soon. If you are not at ease, it is no problem to add an additional copy. There is also a huge change in Arc: _ block variable. _ Block modifier allows the block to modify variables outside the block: Id X; _ Block ID y; Void (^ block) (void)

Cocos2dx Memory Management Mechanism

principle is similar to the above example. We have created a ccarray object which is not added to other layers at this time, so at the end of this frame, the reference count will be reduced by 1 to 0. Therefore, when you use this frame again, an error will occur! When using cocos2dx memory management, if we create it through the factory method and add it to other layers, we don't have to worry about it, however, if you create a ccobject subclass object through the new method, remember to releas

Prevents nstimer retain from serving as the target's self

First, let's vomit this title. It's a little bit of space. It doesn't look like Chinese, but it looks more strange if you don't write a space. Please find a solution ...... Nstimer will rehold its target, so if a nstimer is defined in the controller and the target is set to self, it will cause loop reference. The solution is the same as preventing block references from self. The first step is to encapsulate the nstimer action into a block. The second

Tiled map in cocos2d-x

Bool helloworld: Init () {If (! Cclayer: Init () {return false;} // Add the button to the scene to avoid the button moving along with the map. btnmenu = buttonmenu: Create (); SC-> addchild (btnmenu, 5); // load map _ tilemap = cctmxtiledmap: Create ("mymap. tmx "); addchild (_ tilemap); // Add hero addhero (); // Add layer touch ccdirector: shareddirector ()-> gettouchdispatcher () -> addtargeteddelegate (this, 1, false); // obtain the layer (wall and other obstacles) that cannot be walked in

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