所以,我有一個名爲MazeCell類,這是在「MazeCell.h」Xcode中似乎不希望包括我的課
#import <Foundation/Foundation.h>
enum {
MazeCellEdgeWall = 0,
MazeCellEdgeGate = 1,
MazeCellEdgeExit = 2
};
typedef NSUInteger MazeCellEdge;
@interface MazeCell : NSObject {
MazeCellEdge left;
MazeCellEdge right;
MazeCellEdge down;
MazeCellEdge up;
NSUInteger drawCount;
NSUInteger row;
NSUInteger column;
}
@property MazeCellEdge left;
@property MazeCellEdge right;
@property MazeCellEdge down;
@property MazeCellEdge up;
@property NSUInteger drawCount;
@property NSUInteger row;
@property NSUInteger column;
- (id)initWithLeft:(MazeCellEdge)newLeft
right:(MazeCellEdge)newRight
up:(MazeCellEdge)newUp
down:(MazeCellEdge)newDown
row:(NSUInteger)newRow
column:(NSUInteger)newColumn;
@end
Xcode中保存所有的方法顯示像"warning: 'MazeView' may not respond to '-left'"
警告聲明。有趣的是,代碼在模擬器上運行良好,只是XCode不知道這些方法。
直到XCode不會讓我使用MazeCellEdgeWall
,因爲它之前沒有聲明過(所有這些警告和錯誤都在不同的類中),我很滿意忽略這些消息。
所以我想知道是否有人看到我可能錯過的任何明顯的錯誤,因爲我是一般的編程新手。
編輯:我最初沒有包含的代碼,因爲它是漫長的,但這裏是給錯誤的代碼。
這裏是 「MazeCell.m」:
#import "MazeCell.h"
@implementation MazeCell
@synthesize left;
@synthesize right;
@synthesize down;
@synthesize up;
@synthesize drawCount;
@synthesize row;
@synthesize column;
-(id) init {
if (self = [super init]) {
right = MazeCellEdgeWall;
up = MazeCellEdgeWall;
left = MazeCellEdgeWall;
down = MazeCellEdgeWall;
drawCount = 0;
}
return self;
}
- (id)initWithLeft:(MazeCellEdge)newLeft
right:(MazeCellEdge)newRight
up:(MazeCellEdge)newUp
down:(MazeCellEdge)newDown
row:(NSUInteger)newRow
column:(NSUInteger)newColumn
{
if (self = [super init]) {
left = newLeft;
right = newRight;
up = newUp;
down = newDown;
drawCount = 0;
row = newRow;
column = newColumn;
}
return self;
}
@end
這裏是MazeView.h:
#import "MazeView.h"
#import "MazeCell.h"
#import "NSMutableArray+Stack.h"
#define kCellSidesSize 80.0
@implementation MazeView
@synthesize maze;
@synthesize controller;
@synthesize interfaceOrientation;
- (id)initWithFrame:(CGRect)frame {
if (self = [super initWithFrame:frame]) {
interfaceOrientation = UIInterfaceOrientationPortrait;
[self setBackgroundColor:[UIColor greenColor]];
[self setUserInteractionEnabled:YES];
[self setMaze:[[Maze alloc] initWithSize:MazeSizeMake(4, 6)]];
}
return self;
}
- (void)setMaze:(Maze *)newMaze {
maze = newMaze;
CGRect newFrame = [self frame];
newFrame.size = CGSizeMake([newMaze size].width * kCellSidesSize,
[newMaze size].height * kCellSidesSize);
[self setFrame:newFrame];
}
- (void)setInterfaceOrientation:(UIInterfaceOrientation)newOrientation {
if (interfaceOrientation != newOrientation) {
interfaceOrientation = newOrientation;
CGRect oldFrame = [self frame];
[self setFrame:CGRectMake(oldFrame.origin.y, oldFrame.origin.x,
oldFrame.size.height, oldFrame.size.width)];
[[self superview] setContentSize:[self frame].size];
}
}
- (void)setController:(UIViewController *)newController {
if (controller != newController) {
controller = newController;
}
}
- (void)drawRect:(CGRect)rect {
CGContextRef context = UIGraphicsGetCurrentContext();
NSUInteger columns = [[self maze] size].width;
NSUInteger rows = [[self maze] size].height;
CGContextSetRGBStrokeColor(context, 1.0, 1.0, 1.0, 1.0);
CGContextSetLineWidth(context, kCellSidesSize - 2.0);
CGContextSetLineJoin(context, kCGLineJoinRound);
CGContextSetLineCap(context, kCGLineCapRound);
BOOL isDrawing = NO;
MazeCell *aCell;
NSMutableArray *aStack = [[NSMutableArray alloc] init];
NSUInteger row = 0;
NSUInteger column = 0;
while (YES) {
aCell = [maze getCellInRow:row andColumn:column ofOrientation:interfaceOrientation];
if (isDrawing) {
CGContextAddLineToPoint(context, row * kCellSidesSize + kCellSidesSize/2.0,
column * kCellSidesSize + kCellSidesSize/2.0);
} else {
isDrawing = YES;
CGContextMoveToPoint(context, row * kCellSidesSize + kCellSidesSize/2.0,
column * kCellSidesSize + kCellSidesSize/2.0);
}
if ([aCell left] == MazeCellEdgeExit && [aCell drawCount] < 1) {
//Warnings and errors
[aCell setDrawCount:1]; //Warning
column--;
} else if ([aCell right] == MazeCellEdgeExit && [aCell drawCount] < 2) {
//Warnings and errors
[aCell setDrawCount:2]; //Warning
column++;
} else if ([aCell up] == MazeCellEdgeExit && [aCell drawCount] < 3) {
//Warnings and errors
[aCell setDrawCount:3]; //Warning
row--;
} else if ([aCell down] == MazeCellEdgeExit && [aCell drawCount] < 4) {
//Warnings and errors
[aCell setDrawCount:4]; //Warning
row++;
} else if ([aStack count] > 0) {
aCell = [aStack pop];
row = [aCell row]; //Warning
column = [aCell column]; //Warning
isDrawing = NO;
} else {
break;
}
}
CGContextStrokePath(context);
[aStack release];
}
@end
再次,這是提供給證明我有編碼的東西。這個程序正常工作,正如我所說的,迷宮單元方法實際上起作用,只不過Xcode給我的警告我不在乎,除了它說我沒有定義MazeCellEdgeExit,所以不再編譯,但它確實編譯。
現在這很奇怪。但是我發現複製MazeCell.h和MazeCell.m文件並將它們重命名爲MzCell.h和MzCell.m,然後用MzCell替換對MazeCell的每一個引用都可以運行該程序。
雖然打開了比它解決的問題多...
在格式化你的答案清晰,並確保我的理解它的過程中,我做了一些小的調整,其可能對你有用。我還沒有改變的是 - [MazeCell init]幾乎不做任何事情,因爲在創建對象時,Objective-C實例變量將被初始化爲零。 (而且,您會注意到,0是牆的枚舉值,這是您的默認值 - 即使只是偶然發生,也是很好的選擇。) – 2009-08-04 05:58:09