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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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  • Uncenter MkMapView

    - by Makinitez21
    I am trying to "uncenter" the map view and remove all annotations. the reason for this is that the mapView will be used by different view controllers to display different annotations and locations. What's happening now is that i am using the "remove annotations" method and i removes them, but the map stays centered on the spot and thus when the new annotations come in, it does not move. Is there a way to reset the region and if so, what value do i reset it to. I tried nil, zero and some calculated value but "core animation" says they are all invalid. how do i get that to zoom out and back in on my new annotations? here is some code -(void)recenterMap { NSArray *coordinates = [_mapView valueForKeyPath:@"annotations.coordinate"]; CLLocationCoordinate2D maxCoord = {-90.0f, -180.0f}; CLLocationCoordinate2D minCoord = {90.0f, 180.0f}; //NSLog(@"%@", [coordinates description]); for (NSValue *value in coordinates) { CLLocationCoordinate2D coord = {0.0f, 0.0f}; [value getValue: &coord]; if(coord.longitude > maxCoord.longitude) { maxCoord.longitude = coord.longitude; } if(coord.latitude > maxCoord.latitude){ maxCoord.latitude = coord.latitude; } if(coord.longitude < minCoord.longitude){ minCoord.longitude = coord.longitude; } if(coord.latitude < minCoord.latitude){ minCoord.latitude = coord.latitude; } } MKCoordinateRegion region = {{0.0f, 0.0f}, {0.0f, 0.0f}}; region.center.longitude = (minCoord.longitude + maxCoord.longitude) / 2.0; region.center.latitude = (minCoord.latitude + maxCoord.latitude) / 2.0; region.span.longitudeDelta = maxCoord.longitude - minCoord.longitude; region.span.latitudeDelta = maxCoord.latitude - minCoord.latitude; [_mapView setRegion: region animated: YES]; } Thats the recenter methos i'm using - (MKAnnotationView *)mapView: (MKMapView *)mapView viewForAnnotation: (id <MKAnnotation>)annotation{ MKAnnotationView *view = nil; if(annotation != mapView.userLocation){ Annotation *schoolAnn = (Annotation*)annotation; view = [self.mapView dequeueReusableAnnotationViewWithIdentifier:@"schoolLoc"]; if(nil == view){ view = [[[MKPinAnnotationView alloc] initWithAnnotation:schoolAnn reuseIdentifier:@"schoolLoc"]autorelease]; } [(MKPinAnnotationView *)view setAnimatesDrop:YES]; [view setCanShowCallout:YES]; } else { [self recenterMap]; } return view; } This "else" piece waits until the blue marble drops in then recenters the map. The problem i have with that part is that when i go back to the previous View Controller i remove all annotations, so when i come back in the User location (for some reason) does not pop back in. How do i get this to pop back in? thanks in advance guys

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  • sqlite3 - stringWithUTF8String is leaking!

    - by Darko Hebrang
    I would appreciate if someone could help me solve my leaking problem. The leaks occur at: aImage, aCategory, aDescription, category and categories. I release them in dealloc, but obviously that is not sufficient: -(void) readListFromDatabase:(char *) sqlStatement { // Setup some globals databaseName = @"mydatabase.sql"; // Get the path to the documents directory and append the databaseName NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDir = [documentPaths objectAtIndex:0]; databasePath = [documentsDir stringByAppendingPathComponent:databaseName]; // Setup the database object sqlite3 *database; // Init the categories Array categories = [[NSMutableArray alloc] init]; // Open the database from the users filessytem if(sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK) { // Setup the SQL Statement and compile it for faster access sqlite3_stmt *compiledStatement; if(sqlite3_prepare_v2(database, sqlStatement, -1, &compiledStatement, NULL) == SQLITE_OK) { // Loop through the results and add them to the feeds array while(sqlite3_step(compiledStatement) == SQLITE_ROW) { // Read the data from the result row aImage = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 0)]; aCategory = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 1)]; aDescription = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 2)]; // Create a new category object with the data from the database category=[[Category alloc] initWithName:aImage category_name:aCategory description_text:aDescription]; // Add the category object to the categories Array [categories addObject:category]; [category release]; } } // Release the compiled statement from memory sqlite3_finalize(compiledStatement); } sqlite3_close(database); } - (void)dealloc { [databaseName release]; [databasePath release]; [categories release]; [aImage release]; [aCategory release]; [aDescription release]; [category release]; [super dealloc]; }

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  • Change NSButton Background Image more than once per second

    - by beta
    I am currently working with the iPhone SDK. I have a NSTimer that changes the background image of a NSButton. Once this is complete, it will trigger the same action again (reset the NSTimer) for a predetermined number of times. My problem is that if my NSTimer is set to execute more than once per second. (0.75, say) The background image wont change. I am using NSLog to check that the event fires. But the button image will just remain in its original state. Is there any way to change the background image more often than once per second? Thanks.

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  • Executing codes in viewDidLoad

    - by iSharreth
    In my .m file : (void)viewDidLoad { [super viewDidLoad]; /* Some codes for picker view and slider */ } I used a button to navigate to second view by using the below code: (IBAction)goToPlay{ [self presentModalViewController: secondViewController animated: YES]; } I used another button to go back to first view by using below code: (IBAction)goBack{ [self dismissModalViewControllerAnimated:YES]; } Now the viewDidLoad method is not calling. I had written some codes in viewDidLoad in first view and I want to execute it when pressing goBack button in second view. What should I do? Anyone please help.

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  • cannot upgrade current target for ipad

    - by choise
    Hi everyone, i try to upgrade my old existing app to make it a universal application for iphone and ipad. i clicked on my target and tryed to select "upgrade current target for ipad", but i cannot click it, because its not clickable. my project settings are: The Base SDK is set to iPhone Device 3.2 The iPhone OS Deployment Target is set to iPhone OS 3.1 The Targeted Device Family is set to iPhone/iPad are there any other things i have to pay attention? please help, to get my application upgraded.

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  • Xcode 5 - remove storyboard and start app with a .xib

    - by Lucy
    I've tried to follow the instructions on this Question. But I must not be doing something correctly because I am still getting a SIGABRT before I even get into the ViewController methods. Here are the steps: Copied all items on the view in the story board and pasted into the new xib view. Copied all contents of .h and .m view controller files into the new ones for the xib. Changed the Main nib file base name to the new xib name in the info.plist file. Tried to change the owner but I don't know if I'm doing that correctly. Edited the appdelegate didFinishLaunchingWithOptions file as follows: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] ; // Override point for customization after application launch. TestViewController *test = [[TestViewController alloc] initWithNibName:@"TestViewController" bundle:nil]; UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:test]; self.window.rootViewController = nav; [self.window makeKeyAndVisible]; return YES; } I even tried to start with an empty project like one of the last posts suggested and still get a SIGABRT when I try to run. Has Apple made it impossible to remove the storyboard? I'm creating an SDK. I don't want a storyboard. But I do need one xib that is rotatable. Help?

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  • Line smoothing in Cocoa Touch

    - by Sam Kaplan
    How would I smooth a line (UIBeizerPath) or a set of points? Right now it draws it jagged. I read about spline interpolation, could anyone point me to an implementation of this in cocoa or C or give me an alternate line smoothing algorithm.

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  • How to set that compiler flag?

    - by mystify
    Shark told me this: This instruction is the start of a loop that is not aligned to a 16-byte address boundary. For optimal performance, you should align the start of a hot loop using a compiler directive. With gcc 3.3 or later, use the -falign-loops=16 compiler flag. for (int i=0; i < 4; i++) { // line with the info //...code } How would I set that flag, and does it really improve performance?

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  • iPhone Dev: Animating PNG Sequences

    - by Franky
    What is the best or recommended technique for animating PNG Sequences. Heres what I've learned: Do it Manually Using MutableArrays containing Strings, you can animate a UIImageView with a timer which increments an index number UIImage - animation methods This works, the only problem is to find if an image has completed its animation, you have to check the isAnimating BOOL, and to do that you need a timer. What is the best and recommended? Looking to do Oldschool game sprite animations, ie: Idle Animation Attack Animation Walk Animation ect... Let me know if any one has something. @lessfame

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  • NSMutableArray Vs Stack

    - by Chandan Shetty SP
    I am developing 2D game for iphone in Objectice-C.In this project I need to use stack, I can do it using STL(Standard template library) stacks or NSMutableArray, since this stack is widely used in the game which one is more efficient? @interface CarElement : NSObject { std::stack<myElement*> *mBats; } or @interface CarElement : NSObject { NSMutableArray *mBats; } Thanks,

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  • Replacing text in NSTextFieldCell inside NSTableView

    - by earl.ct
    Whenever a user would type a number, my app would automatically prepend a currency sign before that number. For example, when the user types "1" in a text field, the text inside it becomes "$1.00". All is good when I use an NSNumberFormatter, an NSTextField, and its delegate method control:didFailToFormatString:errorDescription:. - (BOOL)control:(NSControl *)control didFailToFormatString:(NSString *)string errorDescription:(NSString *)error { if ([[control formatter] isKindOfClass:[NSNumberFormatter class]]) { NSNumberFormatter *formatter = [control formatter]; if ([formatter numberStyle] == NSNumberFormatterCurrencyStyle && ! [string hasPrefix:[formatter currencySymbol]]) { NSDecimalNumber *new = [NSDecimalNumber decimalNumberWithString:string]; if (new == [NSDecimalNumber notANumber]) { new = [NSDecimalNumber zero]; } [control setObjectValue:new]; } } return YES;} Now I would like to have this functionality when a user types a number in a cell inside an NSTableView. I tried using control:didFailToFormatString:errorDescription: but the cell would erase the text instead.

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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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  • Is this a good KVO-compliant way to model a mutable to-many relationship?

    - by andyvn22
    Say I'd like a mutable, unordered to-many relationship. For internal optimization reasons, it'd be best to store this in an NSMutableDictionary rather than an NSMutableSet. But I'd like to keep that implementation detail private. I'd also like to provide some KVO-compliant accessors, so: - (NSSet*)things; - (NSUInteger)countOfThings; - (void)addThings:(NSSet*)someThings; - (void)removeThings:(NSSet*)someThings; Now, it'd be convenient and less evil to provide accessors (private ones, of course, in my implementation file) for the dictionary as well, so: @interface MYClassWithThings () @property (retain) NSMutableDictionary* keyedThings; @end This seems good to me! I can use accessors to mess with my keyedThings within the class, but other objects think they're dealing with a mutable, unordered (, unkeyed!) to-many relationship. I'm concerned that several things I'm doing may be "evil" though, according to good style and Apple approval and whatnot. Have I done anything evil here? (For example, is it wrong not to provide setThings, since the things property is supposedly mutable?)

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  • UIAlertView with subview animating to new view crashes app

    - by William
    UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Congratulations" message:message delegate:self cancelButtonTitle:@"Cancel" otherButtonTitles:@"View", nil]; UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(110, 100, 80, 80)]; NSString *imagePath = [NSString stringWithFormat:@"%@", [Array objectAtIndex:x]]; UIImage *bkgImg = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:imagePath ofType:@"png"]]; imageView.image = bkgImg; [bkgImg release]; [alert addSubview:imageView]; [imageView release]; [alert show]; [alert release]; That is the code that I am using to create the alert view. Currently, I have it set up so if the user presses one of the buttons, it will load up a new viewcontroller. It worked fine until I added a subview to the UIAlertView. Now, whenever it animates to the new screen, it just crashes the program. I am fairly new to iPhone development and any help would be appreciated.

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  • UIImage from NSDocumentDirectory leaking memory

    - by Emil
    Hey. I currently have this code: UIImage *image = [[UIImage alloc] initWithContentsOfFile:[imagesPath stringByAppendingPathComponent:[NSString stringWithFormat:@"/%@.png", [postsArrayID objectAtIndex:indexPath.row]]]]; It's loading in an image to set in a UITableViewCell. This obviously leaks a lot of memory (I do release it, two lines down after setting the cells image to be that image), and I'm not sure if it caches the image at all. Is there another way, that doesen't leak so much, I can use to load in images multiple times, like in a tableView, from the Documents-directory of my app? Thanks.

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  • Process touches behind the UINavigationBar

    - by Reed Olsen
    In my application, I'm displaying a fullscreen image in a 320 x 480 frame. After I display the image, I fade the navigation bar out to allow the user to see the whole picture. When the user taps in the area where the navigation bar was, I would like to bring the navigation bar back. This is very similar to what happens in the iPhone Photos app. Unfortunately, after I've hidden the UINavigationBar, I can't process touches on the screen where the navigation bar once was. I believe this is because the origin of the parent view is right below the navigation bar: How can I process touches in this area to bring the nav bar back?

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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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  • Easy XPath question for iPhone

    - by Sam
    Hey guys! This is driving me NUTS! Here's my XML document <?xml version="1.0" encoding="UTF-8"?> <container version="1.0" xmlns="urn:oasis:names:tc:opendocument:xmlns:container"> <rootfiles> <rootfile full-path="content.opf" media-type="application/oebps-package+xml"/> </rootfiles> </container> All I want to do is get the root file element. I'm using TouchXML on the iPhone and here is my xPath query: /container/rootfiles/rootfile It doesn't work! I've tried everything. Any help would be appreciated... Sam

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  • How switch UIViewController by flip from 3 controllers ?

    - by Sergey
    Hello, all. I've got next problem: i've got 3 UIViewController and need to switch controllers by UIModalTransitionStyleFlipHorizontal. Next code working fine: testController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:testController animated:YES]; where testController - next controller to switch, self - current controller. And when i've set 3rd controller - it's working fine, but i have problem with back to first controller - when i back to first controller - i can't go to second controller. 1 - 2 - 3 - 1 - it's working fine, but - 2 - don't show. what's mistake ?

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  • Location of the object after scrolling in UIScrollView

    - by ludo
    Hi, I have a scrollView (width:320px height:100px) on my UIView, inside it I add 10 images with width:106.5px each. After that I use this function to have 3 different parts inside my scrollView, so everytime I scroll, an image will automatically be center. -(void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate { [self returnToPosition:self.scrollView]; } -(void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView { [self returnToPosition:self.scrollView]; } -(void)returnToPosition:(UIScrollView *)scrollView { CGFloat itemWidth = 106.5f; CGFloat position = [self.scrollView contentOffset].x; CGFloat newPosition = 0.0f; CGFloat offSet = position / itemWidth; NSUInteger target = (NSUInteger)(offSet + 0.5f); newPosition = target * itemWidth; [self.scrollView setContentOffset:CGPointMake(newPosition, 0.0f) animated:YES]; } Here is my question, I want to be able to know which image will be in the middle position after the user scroll the View, because I want to display on my UIView a text, specific to that image. But I don't know how to do that. Some Ideas?

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