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  • How can I click a button behind a transparent UIView?

    - by Sean Clark Hess
    Let's say we have a view controller with one sub view. the subview takes up the center of the screen with 100 px margins on all sides. We then add a bunch of little stuff to click on inside that subview. We are only using the subview to take advantage of the new frame ( x=0, y=0 inside the subview is actually 100,100 in the parent view). Then, imagine that we have something behind the subview, like a menu. I want the user to be able to select any of the "little stuff" in the subview, but if there is nothing there, I want touches to pass through it (since the background is clear anyway) to the buttons behind it. How can I do this? It looks like touchesBegan goes through, but buttons don't work.

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  • How to convert an NSString to an unsigned int in Cocoa?

    - by Dave Gallagher
    My application gets handed an NSString containing an unsigned int. NSString doesn't have an [myString unsignedIntegerValue]; method. I'd like to be able to take the value out of the string without mangling it, and then place it inside an NSNumber. I'm trying to do it like so: NSString *myUnsignedIntString = [self someMethodReturningAString]; NSInteger myInteger = [myUnsignedIntString integerValue]; NSNumber *myNSNumber = [NSNumber numberWithInteger:myInteger]; // ...put |myNumber| in an NSDictionary, time passes, pull it out later on... unsigned int myUnsignedInt = [myNSNumber unsignedIntValue]; Will the above potentially "cut off" the end of a large unsigned int since I had to convert it to NSInteger first? Or does it look OK to use? If it'll cut off the end of it, how about the following (a bit of a kludge I think)? NSString *myUnsignedIntString = [self someMethodReturningAString]; long long myLongLong = [myUnsignedIntString longLongValue]; NSNumber *myNSNumber = [NSNumber numberWithLongLong:myLongLong]; // ...put |myNumber| in an NSDictionary, time passes, pull it out later on... unsigned int myUnsignedInt = [myNSNumber unsignedIntValue]; Thanks for any help you can offer! :)

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  • change fillColor of selected CAShapeLayer

    - by Frank
    I'm trying to change the fillColor of a CAShapeLayer when the layer it's contained in is touched. I'm able to change the background color of the tapped layer like this: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CALayer *layer = [(CALayer *)self.view.layer.presentationLayer hitTest:point]; layer = layer.modelLayer; layer.backgroundColor = [UIColor blueColor].CGColor; } This turns the background of "layer" blue as expected. My problem is how do I change the color of the CAShapelayer inside "layer"? Thanks!

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  • NSScanner scanFloat returning unexpected results

    - by E-Madd
    I'm trying to build a UIColor from a comma-delimited list of values for RGB, which is "0.45,0.53,0.65", represented here by the colorConfig object... NSScanner *scanner = [NSScanner scannerWithString:colorConfig]; [scanner setCharactersToBeSkipped:[NSCharacterSet characterSetWithCharactersInString:@"\n, "]]; float red, green, blue; return [UIColor colorWithRed:[scanner scanFloat:&red] green:[scanner scanFloat:&green] blue:[scanner scanFloat:&blue] alpha:1]; But my color is always coming back as black. So I logged the values to my console and I'm seeing Red = -1.988804, Green = -1.988800, Blue = -1.988796 What am I doing wrong?

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  • uikeyboard animation problem

    - by Allen
    i have a modelview controller with more than 20 views and imageviews. im navigating to other controller while loading this controller textfiled bocomefirst responder and keyboard will be there.Here the push navigation is very slow and not smooth. when i pop previoius controller the keyboard moving very fast to right and then only controller moving. if anybody know the reason please help me. i have to keep the keybord with tht controller.

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  • iPhone Development: Get images from RSS feed

    - by Matthew Saeger
    I am using the NSXMLParser to get new RSS stories from a feed and am displaying them in a UITableView. However now I want to take ONLY the images, and display them in a UIScrollView/UIImageView (3 images side-by side). I am completely lost. I am using the following code to obtain 1 image from a URL. NSURL *theUrl1=[NSURL URLWithString:@"http://farm3.static.flickr.com/2586/4072164719_0fa5695f59.jpg"]; JImage *photoImage1=[[JImage alloc] init]; [photoImage1 setContentMode:UIViewContentModeScaleAspectFill]; [photoImage1 setFrame:CGRectMake(0, 0, 320, 170)]; [photoImage1 initWithImageAtURL:theUrl1]; [imageView1 addSubview:photoImage1]; [photoImage1 release]; This is all I have accomplished, and it works, for one image, and I have to specify the exact URL. What would you recommend I do to accomplish this?

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  • How can I retain the editing in the tableView of the search result with UISearchDisplayController?

    - by wal
    I want to search a table in editing mode, but when I type a letter the variable tableView.editing is changed to NO. And when I cancel the search, the tableView.editing return to YES. I'd like to retain the editing YES in the result of the search. I put breakpoint in several methods. Until the filterContentForSearchText method, the variable is YES, but in the cellForRowAtIndexPath, it is NO. Image of the table in editing mode just before type a letter in the search bar. Image of the search Image of the table after the searching (editing mode again)

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  • How to set the back groung color to the UIActionSheet in iPhone?

    - by Madan Mohan
    Hi Guys, I need to change the back ground colour of the action sheet, UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:@"" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:@"Create Estimate", @"Record Expense",@"Add Credit",@"Delete Customer", @"Cancel", nil]; actionSheet.actionSheetStyle = UIActionSheetStyleDefault; actionSheet.destructiveButtonIndex=3; [actionSheet showInView:appDelegate.window]; // show from our table view (pops up in the middle of the table) [actionSheet release]; please tell how to set the back ground color for action sheet.

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  • How do I MOVE a circle drawn in a subclass of UIView by overwriting the method "drawRect"??

    - by Christoph v
    hi, I'm trying to figure out what i'm doing wrong but i just don't get it. Here is what i want to do: I want to draw a circle somewhere on the screen of the iphone and then i want the circle always to be displayed at the position where the user currently taps on the screen. I started by creating a subclass of UIView and adding the following lines into the "drawRect" method: - (void)drawRect:(CGRect)rect { //Create the main view! CGContextRef mainscreen = UIGraphicsGetCurrentContext(); //Draw the dot //will be a circle cause rectangle is a square CGRect dotRect = CGRectMake(50, 80, 100, 100); [[UIColor blueColor] set]; CGContextStrokeEllipseInRect(mainscreen, dotRect); CGContextFillEllipseInRect(mainscreen, dotRect); } The appears just fine but now i have no idea how to make it move around on the screen i've tried serveral things and nothing worked pls help!

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  • How to know a device's name from its device ID in OS X?

    - by yangumi
    Hi all, I'm writing a program in OS X that receives click events from a mouse and a touchpad. When the user clicks at somewhere, the OS sends the device ID, which is just an int, and the position of the cursor to my callback function. I want to know if the click event comes from mouse or touchpad. So, how can I know the device's name from its device ID? Thank you! (I'm sorry for my poor English.)

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  • Calculate NSString size to adjust UITextField frame

    - by Bernd Plontsch
    I have issues calculating the accurate size of a NSString displayed in a UITextField. My goal is to update the textfield frame size according to the string size programmatically (without using sizeToFit). I am using the sizeWithFont function. -(void)resizeTextFieldAccordingToText:(NSString*)textFieldString { CGPoint originalCenter = self.textField.center; UIFont* currentFont = [textField font]; CGSize newSize = [textFieldString sizeWithFont:currentFont]; //Same incorrect results with the extended version of sizeWithFont, e.g. //[textFieldString sizeWithFont:currentFont constrainedToSize:CGSizeMake(300.0, 100.0) lineBreakMode:NSLineBreakByClipping]; [self.textField setFrame:(CGRectMake(self.textField.frame.origin.x, self.textField.frame.origin.y, newSize.width, newSize.height))]; [self.textField setCenter:originalCenter]; } Problem: While this return correct size results at first its becomes more and more unprecise by adding characters therefore finally starts clipping the string (as seen in the right screenshot). How do I get the accurate size of the textField string for correctly adjusting its size?

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • Follow up viewDidUnload vs. dealloc question...

    - by entaroadun
    Clarification question as a follow up to: http://stackoverflow.com/questions/2261972/what-exactly-must-i-do-in-viewdidunload http://stackoverflow.com/questions/1158788/when-should-i-release-objects-in-voidviewdidunload-rather-than-in-dealloc So let's say there's a low memory error, and the view is hidden, and viewDidUnload is called. We do the release and nil dance. Later the entire view stack is not needed, so dealloc is called. Since I already have the release and nil stuff in viewDidUnload, I don't have it in dealloc. Perfect. But if there's no low memory error, viewDidUnload is never called. dealloc is called and since I don't have the release and nil stuff, there's a memory leak. In other words, will dealloc ever be called without viewDidUnload being called first? And the practical follow up to that is, if I alloc and set something in viewDidLoad, and I release it and set to nil in viewDidUnload, do I leave it out of dealloc, or do I do a defensive nil check in dealloc and release/nil it if it's not nil?

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  • How to call schedule method in NSObject?

    - by Tattat
    It is my Object.... -(id)init{ if(self = [super init]){ [self schedule:@selector(testCalled:) interval:1.0]; } } -(void)testCalled{ NSLog(@"Called from my Object"); } I already add this line in the .h...: -(void)testCalled; It prompt me that "MyObject" may not respond to -'schedule:interval:', but in my scene, which have a super class CCLayer can call this method,so, I think it is a method from CCLayer, how can I replace it with NSObject default method?

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  • Quartz 2D Layers

    - by coure06
    I want to create 2 separate layers using quartz 2D. Can i handle there redraw methods separately? so that i can redraw 1 layer without redrawing the whole screen or other layers. Is it possible? any code sample?

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  • changing cell background on click on cell in iphone

    - by swap
    How to change cell background image on click on cell in iphone????I have tried following but it is not working.... if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectMake(0,0,320,50) reuseIdentifier:myid] autorelease]; cell.selectedBackgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"myImage.png"]]; }

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  • Adding a UIPickerView over a UITabBarController

    - by Kai
    I'm trying to have a UIPickerView slide from the bottom of the screen (over the top of a tab bar) but can't seem to get it to show up. The actual code for the animation is coming from one of Apple's example code projects (DateCell). I'm calling this code from the first view controller (FirstViewController.m) under the tab bar controller. - (IBAction)showModePicker:(id)sender { if (self.modePicker.superview == nil) { [self.view.window addSubview:self.modePicker]; // size up the picker view to our screen and compute the start/end frame origin for our slide up animation // // compute the start frame CGRect screenRect = [[UIScreen mainScreen] applicationFrame]; CGSize pickerSize = [self.modePicker sizeThatFits:CGSizeZero]; CGRect startRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height, pickerSize.width, pickerSize.height); self.modePicker.frame = startRect; // compute the end frame CGRect pickerRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height - pickerSize.height, pickerSize.width, pickerSize.height); // start the slide up animation [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // we need to perform some post operations after the animation is complete [UIView setAnimationDelegate:self]; self.modePicker.frame = pickerRect; // shrink the vertical size to make room for the picker CGRect newFrame = self.view.frame; newFrame.size.height -= self.modePicker.frame.size.height; self.view.frame = newFrame; [UIView commitAnimations]; // add the "Done" button to the nav bar self.navigationItem.rightBarButtonItem = self.doneButton; }} Whenever this action fires via a UIBarButtonItem that lives in a UINavigationBar (which is all under the FirstViewController) nothing happens. Can anyone please offer some advice?

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  • How can I use this downloaded Class(es) on my Prototype Routine?

    - by O.C.
    I'm a newbie and I'm in need of some help. I'm working on a prototype for an app, but I'm learning at the same time. I want to display a popup image over a given UIView, but I would like it to behave like the UIAlertView or like the Facebook Connect for iPhone modal popup window, in that it has a bouncy, rubbber-band-like animation to it. I was able to find the following class(es) on the net, from someone who was trying to do something similar. He/she put this together, but there was no Demo, no instructions nor a way to contact them. Being that I am so new, I don't have any idea as to how to incorporate this into my code. This is the routine where I need the bouncy image to appear... //======================================================== // // productDetail // - (void) showProductDetail { _productDetailIndex++; if (_productDetailIndex > 7) { return; } else if (_productDetailIndex == 1) { NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.transform = CGAffineTransformMakeScale(0.1,0.1); [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; // other animations goes here _productDetail.transform = CGAffineTransformMakeScale(1,1); // other animations goes here [UIView commitAnimations]; } NSString* filename = [NSString stringWithFormat:@"images/ICS_CatalogApp_0%d_ProductDetailPopup.png", _productDetailIndex]; [_productDetail setImageWithName:filename]; _productDetail.x = (self.width - _productDetail.width); _productDetail.y = (self.height - _productDetail.height); } and here is the code I found... float pulsesteps[3] = { 0.2, 1/15., 1/7.5 }; - (void) pulse { self.transform = CGAffineTransformMakeScale(0.6, 0.6); [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:pulsesteps[0]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseGrowAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(1.1, 1.1); [UIView commitAnimations]; } - (void)pulseGrowAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[1]]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(pulseShrinkAnimationDidStop:finished:context:)]; self.transform = CGAffineTransformMakeScale(0.9, 0.9); [UIView commitAnimations]; } - (void)pulseShrinkAnimationDidStop:(NSString *)animationID finished:(NSNumber *)finished context:(void *)context { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:pulsesteps[2]]; self.transform = CGAffineTransformIdentity; [UIView commitAnimations]; } My routine is based on the Prototyping class given by Apple during WWDC 09. It may not be "correct" but it works as is. I just would like to add the animation to this image/screen to really make the concept clear.

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  • iPhone SDK: How to generate a random time of day

    - by bigdave
    Hello all, I am having some problems trying to figure out the best way of generating a random time of day. For instance, if I want to choose a random time between the hours of 9am and 5pm, what would be the best way with the least amount of overhead on the device? I guess I need someone to point me in the right direction. Thanks!

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  • iPhone Advanced table view cells example

    - by Rob
    I have been going through and re-creating Apple's "Advanced Table View Cells" example to better understand everything. I have done everything, but somehow missed one detail and I can't figure it out. If you launch their example (http://developer.apple.com/iphone/library/samplecode/AdvancedTableViewCells/Introduction/Intro.html) and open up the RootViewController.xib file, they have a "tableView" outlet on the inspector that is linked to File's Owner. For whatever reason, I can't get that to show up on my version. My code is almost verbatim of Apple's, so what am I missing? Did I not declare that somewhere or doesn't that get taken from the RootViewController.m file?

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  • OpenGL ES clarifying question regarding FBOs -- sorry can't find this info anywhere else?

    - by DevDevDev
    If I instantiate an FBO without binding a rendering buffer or a texture to it, what happens when I draw to it, nothing? Do I need to associate a rendering target (renderbuffer or texture) to have an FBO do anything? What I'm trying to do is precache some buffers and then merge them later, but that doesn't seem to work at all. Ideally I'd like to do something like glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo1); // Draw some stuff to fbo1 glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo2); // Draw some stuff to fbo2 // ... // ... // glRenderFbo(fbo1); -- Not a func // Set blending, etc. etc. // glRenderFbo(fbo2); -- Not a func

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  • Loading a UITableView From A Nib

    - by Garry
    Hi, I keep getting a crash when loading a UITableView. I am trying to use a cell defined in a nib file. I have an IBOutlet defined in the view controller header file: UITableViewCell *jobCell; @property (nonatomic, assign) IBOutlet UITableViewCell *jobCell; This is synthesised in the implementation file. I have a UITableViewCell created in IB and set it's identifier to JobCell. Here is the cellForRowAtIndexPath method: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *cellIdentifier = @"JobCell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:cellIdentifier]; if (cell == nil) { [[NSBundle mainBundle] loadNibNamed:@"JobsRootViewController" owner:self options:nil]; cell = jobCell; self.jobCell = nil; } // Get this job Job *job = [fetchedResultsController objectAtIndexPath:indexPath]; // Job title UILabel *jobTitle; jobTitle = (UILabel *)[cell viewWithTag:tagJobTitle]; jobTitle.text = job.title; // Job due date UILabel *dueDate; dueDate = (UILabel *)[cell viewWithTag:tagJobDueDate]; dueDate.text = [self.dateFormatter stringFromDate:job.dueDate]; // Notes icon UIImageView *notesImageView; notesImageView = (UIImageView *)[cell viewWithTag:tagNotesImageView]; if ([job.notes length] > 0) { // This job has a note attached to it - show the notes icon notesImageView.hidden = NO; } else { // Hide the notes icon notesImageView.hidden = YES; } // Job completed button // Return the cell return cell; } When I run the app - I get a hard crash and the console reports the following: objc[1291]: FREED(id): message style sent to freed object=0x4046400 I have hooked up all the outlets in IB correctly. What is the issue? Thanks,

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  • How to check whether Application is Busy or not

    - by Chandan Shetty SP
    Hi, I am using "networkActivityIndicatorVisible" in UIApplication for showing network spinning gear in status bar if my WebView( I am setting "networkActivityIndicatorVisible = YES" in "webViewDidStartLoad" and reseting in "webViewDidFinishLoad" ) is busy. It works fine for single UIWebView. For Multiple UIWebViews i have used a "stack" to trace which webview is busy and which one is idle and it is working fine. My question is there is any way to know whether an application is busy or idle in application level(in UIApplication) instead of checking each webview so i can remove stack. Thanks.

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