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我做了一个小的“加载器”,我可以在需要时粘贴在 UI 上。很像 UISpinnerView。

它有一些逻辑(我为这篇文章简化了代码块中的代码)需要递归调用它。我这样做:

- (void) blink {

    tick++;

    if (tick > kNumberOfLights)
        tick = 0;

    UIView *lightOne = [self viewWithTag:kLightStartIndex];
    UIView *lightTwo = [self viewWithTag:kLightStartIndex+1];   

    [UIView animateWithDuration:0.5
                          delay: 0.0
                        options: UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionCurveEaseOut
                     animations:^{

                         if (tick == 0) {

                             [lightOne setAlpha:kLightOn];
                             [lightTwo setAlpha:kLightOff];                            

                         } else if (tick == 1) {

                             [lightOne setAlpha:kLightOff];
                             [lightTwo setAlpha:kLightOn];    
                         }
                     }
                     completion:^(BOOL finished){
                             [self blink];    
                     }];

}

[self blink]当视图添加到超级视图时调用该方法。

Loader 类中没有保留任何对象,因此当我在超级视图中删除它时,它会被释放。问题是如果我释放视图时动画块正在运行,完成块将调用一个已释放的对象并导致错误:

(20380,0xa0a29540) malloc: * mmap(size=2097152) failed (error code=12) * error: can't allocate region

在控制台和错误中:

__[LoaderClass 闪烁]_block_invoke_2

在调试导航器中。

从超级视图中删除视图时,如何确保正确拆除视图?

4

1 回答 1

1

覆盖发布通常是一个坏主意,但这种情况可能是规则的例外。

实例变量:

BOOL isBlinking;
BOOL releaseWhenDoneAnimating;

初始化 isBlinking = NO 和 releaseWhenDoneAnimating = NO。

- (void)release
{
    if(!isBlinking) {
        [super release];
        return;
    }

    releaseWhenDoneAnimating = YES;
}

- (void) blink {

    isBlinking = YES;

    if(releaseWhenDoneAnimating) {
        [super release];
        return;
    }

    tick++;

    if (tick > kNumberOfLights)
        tick = 0;

    UIView *lightOne = [self viewWithTag:kLightStartIndex];
    UIView *lightTwo = [self viewWithTag:kLightStartIndex+1];   

    [UIView animateWithDuration:0.5
                      delay: 0.0
                    options: UIViewAnimationOptionAllowUserInteraction | UIViewAnimationOptionCurveEaseOut
                 animations:^{

                     if (tick == 0) {

                         [lightOne setAlpha:kLightOn];
                         [lightTwo setAlpha:kLightOff];                            

                     } else if (tick == 1) {

                         [lightOne setAlpha:kLightOff];
                         [lightTwo setAlpha:kLightOn];    
                     }
                 }
                 completion:^(BOOL finished){
                     [self blink];    
                 }];

}
于 2011-09-06T17:26:18.587 回答