Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Welcome To Ask or Share your Answers For Others

Categories

0 votes
338 views
in Technique[技术] by (71.8m points)

objective c - Why is XCode archive acting different than XCode build/run on iPhone

I have an app for the iPhone developed on XCode 4. It works correctly in the following environments:

  1. iPhone Simulator (iOS version 5)
  2. iOS 5 device (executed from Archive)
  3. iOS 5 device (executed from XCode build)
  4. iOS 4 device (execute from XCode build)
  5. iOS 3 device (executed from XCode build)

However, when I put the archive that works in iOS 5 on a iOS 3 or 4 device it acts funny. The exact same code works fine when run from XCode on the same device though.

When I say it acts funny, it is animating a sliding UIView in the wrong axis. I do perform a rotation transformation on the UIView before I animate it though. But again, it works fine when run directly from XCode, even on iOS 3 and 4 devices. It is only acting up in the archive and only for iOS 3 and 4. The archive works fine in iOS 5.

The rotation is done by a static call in a helper class:

+ (UIImage*)rotateImage:(UIImage *)image {
CGRect             bnds = CGRectZero;
UIImage*           copy = nil;
CGContextRef       ctxt = nil;
CGImageRef         imag = image.CGImage;
CGRect             rect = CGRectZero;
CGAffineTransform  tran = CGAffineTransformIdentity;

rect.size.width  = CGImageGetWidth(imag);
rect.size.height = CGImageGetHeight(imag);

bnds = rect;

bnds = swapWidthAndHeight(bnds);
tran = CGAffineTransformMakeTranslation(rect.size.height, 0.0);
tran = CGAffineTransformRotate(tran, M_PI / 2.0);

UIGraphicsBeginImageContext(bnds.size);
ctxt = UIGraphicsGetCurrentContext();

CGContextScaleCTM(ctxt, -1.0, 1.0);
CGContextTranslateCTM(ctxt, -rect.size.height, 0.0);

CGContextConcatCTM(ctxt, tran);
CGContextDrawImage(UIGraphicsGetCurrentContext(), rect, imag);

copy = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();

return copy;
}

The animation is done by:

// The first image should fall from top.
CGRect rect = boardView.frame;
rect.origin = CGPointMake(VIEW_IMAGE_X_POS, 0);
boardView.frame = rect;
[myView addSubview:boardView];

// The starting image comes down.  Then passes control to the next animation routine for the clones.
[UIView beginAnimations:@"addStartingImage" context:boardView];
[UIView setAnimationDuration:1.2];
[UIView setAnimationDelegate:self];
[UIView setAnimationDidStopSelector:@selector(startingImageDidStop:finished:context:)];

// Add the new image
rect = boardView.frame;
rect.origin = CGPointMake(VIEW_IMAGE_X_POS, myView.contentSize.height - 108);
boardView.frame = rect;

// End the animation
[UIView commitAnimations];

Everything else runs fine. Any thoughts?

See Question&Answers more detail:os

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
Welcome To Ask or Share your Answers For Others

1 Reply

0 votes
by (71.8m points)

Try to turn off compiler optimizations.

Something is going wrong with UI on old iOS 3.x and 4.x ARMv6 devices when compiling a release build. I have no idea why, but turning off compiler optimizations will help.

Turning off Thumb may also help you with this issue, you can go to your build settings and mouse over the "Other C Flags" option. Click on the little plus button that appears to the right of this option and add a condition for the ARMv6 architecture. Do this again to create one for the ARMv7 architecture. Under the ARMv6 architecture, add the extra compiler flag of -mno-thumb.

Thumb turned off for ARMv6


与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
OGeek|极客中国-欢迎来到极客的世界,一个免费开放的程序员编程交流平台!开放,进步,分享!让技术改变生活,让极客改变未来! Welcome to OGeek Q&A Community for programmer and developer-Open, Learning and Share
Click Here to Ask a Question

...