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  • Creating a Facebook session for getting page info

    - by Marty Haught
    I am trying to get info on a page that my user is admin for. This user has granted my fb_connect app offline access. I have saved the session_key that allows offline access (it has the user's id in it). I am able to publish to this fan page with this session key. But when I try to access the page's info I get an SessionExpired error. This doesn't make sense. Look at the code and output below: p is is a 'profile' object that holds the three pieces of relevant fb data (user_id, session_key and page id) fb_session = Facebooker::Session.create = # fb_session.secure_with!(p.fb_session_key, p.fb_user_id, 0) = nil fb_session.user.has_permission?("offline_access") = true fb_session.user.has_permission?("publish_stream") = true fb_session.user.has_permission?("read_stream") = true pages = fb_session.fql_query("select fan_count from page where page_id = #{p.fb_page_id}") Facebooker::Session::SessionExpired: Session key invalid or no longer valid ... pages = fb_session.pages(:fields = {:page_ids = p.fb_page_id}) Facebooker::Session::SessionExpired: Session key invalid or no longer valid ... pages = Facebooker::Session.create.fql_query("select fan_count from page where page_id = #{p.fb_page_id}") = [#] Perhaps I'm not creating the session right or maybe offline access doesn't give me access to the user's page even though I have permissions to push to it. As you can see when I just use an anon session I'm able to get the fan count, which I'm guessing is publicly available. Does anyone have an idea on this?

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  • NSDate out of scope

    - by therealtkd
    Having problems with out of scope for NSDate in an iphone app. I have an interface defined like this: @interface MyObject : NSoObject { NSMutableArray *array; BOOL checkThis; NSDate *nextDue; } Now in the implementation I have this: -(id) init { if( (self=[super init]) ) { checkThis = NO; array = [[NSMutableArray alloc] init]; nextDue = [[NSDate date] retain]; NSDate *testDate = [NSDate date]; } return self; } Now, if I trace through the init, before I actually assign the variables checkThis shows as boolean. array shows as pointer 0x0 because it hasn't ben assigned. But the nextDue is showing as 'out of scope'. I don't understand why this is out of scope but the other variables aren't. If I trace through the code until after the variables are assigned, array now shows as being correctly assigned but nextDue is still out of scope. Interestingly, the testDate variable is assigned just fine and the debugger shows this as a valid date. Further interesting point is if I move the mouse over the testDate variable while I am debugging, it shows as an 'NSDate *' type which I would expect since that's its definition. Yet the nextDue, which to me is defined the same way is showing as a '_NSCFDate *'. Any googling I did on the subject said that the retain is the problem, but its actually out of scope before I even try to assign the variable. However, in another class, the same definition for NSDate work ok. It shows as nil before a value is assigned to it. Arghhh

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  • How can i attached iphone image through MFMailComposerView in iphone

    - by Pugal Devan
    Hi, I am new to iphone development. I have created a button in the view. On clicking the button it loads the photolibrary from the Iphone. Now i want to attached the those selected image through mail. I donno how can i attached the image in MFMailComposerView. How can i achieve this, Here my code is, -(IBAction) Pictures:(id)sender { self.imgpicker = [[UIImagePickerController alloc] init]; self.imgpicker.delegate = self; self.imgpicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; [self presentModalViewController:self.imgpicker animated:YES]; } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)img1 editingInfo:(NSDictionary *)editInfo { [[picker parentViewController] dismissModalViewControllerAnimated:NO]; UIView *view = [[UIView alloc] init]; (This view for displaying the images) **imageview** = [[UIImageView alloc] initWithImage:img1]; [imageview setFrame:CGRectMake(0, 0, 320, 420)]; [self.view addSubview:imageview]; [view release]; UIBarButtonItem *rightbutton = [[UIBarButtonItem alloc] initWithTitle:@"Email" style:UIBarButtonItemStyleBordered target:self action:@selector(rightbutton)]; self.navigationItem.rightBarButtonItem = rightbutton; [rightbutton release]; } -(void) rightbutton { ***[self emailImage:(UIImage *)image]***;(I donno how to pass the image instance to mail view) } - (void)emailImage:(UIImage *)image { picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setToRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; NSData *data = UIImagePNGRepresentation(image); [picker addAttachmentData:data mimeType:@"image/png" fileName:@"iPod Library Image"]; [self presentModalViewController:picker animated:YES]; [picker release]; } Plese help me out. Thanks.

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  • SIGABRT Issues with UIApplication_TVOut and MPVideoView - is there another way??

    - by user365920
    Hi there, I am due to do a demo in a week of an app which i have been working on for a company - until now, i have been using code taken from this useful tutorial here The problem is that this no longer seems to be working - causing a SIGABRT inside of the following (see initWithVideoView): - (void) startTVOut; { // you need to have a main window already open when you call start if (!tvoutWindow) { deviceWindow = [self keyWindow]; MPVideoView *vidView = [[MPVideoView alloc] initWithFrame: CGRectZero]; **tvoutWindow = [[MPTVOutWindow alloc] initWithVideoView:vidView];** [tvoutWindow makeKeyAndVisible]; tvoutWindow.userInteractionEnabled = NO; mirrorView = [[UIImageView alloc] initWithFrame: [[UIScreen mainScreen] bounds]]; [self reformatTVOutOrientation]; mirrorView.center = vidView.center; [vidView addSubview: mirrorView]; [deviceWindow makeKeyAndVisible]; [NSThread detachNewThreadSelector:@selector(updateLoop) toTarget:self withObject:nil]; } } Can anyone help at all??? This was all working fine, but seems to have stopped working recently - none of my code has changed, so assuming Apple have removed that API (yes, i know it was a private API in the first place, so im not moaning!) Just need to know if there is an alternative way of displaying the contents of my iPhone screen in my app... Many thanks in advance!

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  • Email Collector / Implementation

    - by Tian
    I am implementing a simple RoR webpage that collect emails from visitors and store them as objects. I'm using it as a mini-project to try RoR and BDD. I can think of 3 features for Cucumber: 1. User submits a valid email address 2. User submits an existing email address 3. User submits an invalid email My question is, for scenarios 2 and 3, is it better to handle this via the controller? or as methods in a class? Perhaps something that throws errors if an instance is instantiated in sceanrio 2 or 3? Implementation is below, love to hear some code reviews in addition to answers to questions above. Thanks! MODEL: class Contact < ActiveRecord::Base attr_accessor :email end VIEW: <h1>Welcome To My Experiment</h1> <p>Find me in app/views/welcome/index.html.erb</p> <%= flash[:notice] %> <% form_for @contact, :url => {:action => "index"} do |f| %> <%= f.label :email %><br /> <%= f.text_field :email %> <%= submit_tag 'Submit' %> <% end %> CONTROLLER: class WelcomeController < ApplicationController def index @contact = Contact.new unless params[:contact].nil? @contact = Contact.create!(params[:contact]) flash[:notice] = "Thank you for your interest, please check your mailbox for confirmation" end end end

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  • How can I fix this clang warning: "Object with +0 retain counts returned to caller where +1 (owning)

    - by mipadi
    I have a piece of Objective-C code that looks like the following: - (NSString *)copyData:(NSData *)data { NSString *path = [[[self outputDirectory] stringByAppendingPathComponent:@"archive"] stringByAppendingPathExtension:@"zip"]; NSLog(@"Copying data to %@", path); [data writeToFile:path atomically:NO]; return path; } The code is called from an initializer that looks like this: - (id)initWithData:(NSData *)data { if ((self = [super init]) != nil) { NSString *path = [self copyData:data]; // Line 41 (referenced in warning, shown below) return [self initWithContentsOfFile:path]; } return self; } When running the clang static analyzer, I get the following warnings for the path variable: Potential leak of an object allocated on line 41 and stored into 'path' Object with +0 retain counts returned to caller where +1 (owning) retain count is expected I'm confused. My understanding is that stringByAppendingPathComponent should not return an autoreleased string, so it should have a net retain count of 0. (Obviously I don't want to retain it.) I've tried altering copyData: to return the following, but it didn't get rid of the warning: return [[path retain] autorelease]; So what's the deal with this warning?

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  • Subclassing NSArrayController in order to limit size of arrangedObjects

    - by Simone Manganelli
    I'm trying to limit the number of objects in an array controller, but I still want to be able to access the full array, if necessary. A simple solution I came up with was to subclass NSArrayController, and define a new method named "limitedArrangedObjects", that returns a limited number of objects from the real set of arranged objects. (I've seen http://stackoverflow.com/questions/694493/limiting-the-number-of-objects-in-nsarraycontroller , but that doesn't address my problem.) I want this property to be observable via bindings, so I set a dependency to arrangedObjects on it. Problem is, when arrangedObjects is updated, limitedArrangedObjects seems not to be observing the value change in arrangedObjects. I've hooked up an NSCollectionView to limitedArrangedObjects, and zero objects are being displayed. (If I bind it to arrangedObjects instead, all the objects show up as expected.) What's the problem? Here's the relevant code: @property (readonly) NSArray *limitedArrangedObjects; - (NSArray *)limitedArrangedObjects; { NSArray *arrangedObjects = [super arrangedObjects]; NSUInteger upperLimit = 10000; NSUInteger count = [arrangedObjects count]; if (count > upperLimit) count = upperLimit; arrayToReturn = [arrangedObjects subarrayWithRange:NSMakeRange(0, count)]; return arrayToReturn; } + (NSSet *)keyPathsForValuesAffectingValueForKey:(NSString *)key; { NSSet *keyPaths = [super keyPathsForValuesAffectingValueForKey:key]; if ([key isEqualToString:@"limitedArrangedObjects"]) { NSSet *affectingKeys = [NSSet setWithObjects:@"arrangedObjects",nil]; keyPaths = [keyPaths setByAddingObjectsFromSet:affectingKeys]; } return keyPaths; }

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  • How can i attached iphone image through mail in iphone

    - by Pugal Devan
    Hi, I am new to iphone development. I have created a button in the view. On clicking the button it loads the photolibrary from the Iphone. Now i want to attached the those selected image through mail. I donno how to attach the image in MFMailComposerView. How can i achieve this, Here my code is, -(IBAction) Pictures:(id)sender { self.imgpicker = [[UIImagePickerController alloc] init]; self.imgpicker.delegate = self; self.imgpicker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; [self presentModalViewController:self.imgpicker animated:YES]; } - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)img1 editingInfo:(NSDictionary *)editInfo { [[picker parentViewController] dismissModalViewControllerAnimated:NO]; UIView *view = [[UIView alloc] init]; (This view for displaying the images) imageview = [[UIImageView alloc] initWithImage:img1]; [imageview setFrame:CGRectMake(0, 0, 320, 420)]; [self.view addSubview:imageview]; [view release]; UIBarButtonItem *rightbutton = [[UIBarButtonItem alloc] initWithTitle:@"Email" style:UIBarButtonItemStyleBordered target:self action:@selector(rightbutton)]; self.navigationItem.rightBarButtonItem = rightbutton; [rightbutton release]; } -(void) rightbutton { [self emailImage:(UIImage *)image];( how to pass the image to mail view) } - (void)emailImage:(UIImage *)image { picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setToRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; NSData *data = UIImagePNGRepresentation(image); [picker addAttachmentData:data mimeType:@"image/png" fileName:@"iPod Library Image"]; [self presentModalViewController:picker animated:YES]; [picker release]; } Please help me out. Thanks.

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  • Confused about definition of a 'median' when constructing a kd-Tree

    - by user352636
    Hi there. Im trying to build a kd-tree for searching through a set of points, but am getting confused about the use of 'median' in the wikipedia article. For ease of use, the wikipedia article states the pseudo-code of kd-tree construction as: function kdtree (list of points pointList, int depth) { if pointList is empty return nil; else { // Select axis based on depth so that axis cycles through all valid values var int axis := depth mod k; // Sort point list and choose median as pivot element select median by axis from pointList; // Create node and construct subtrees var tree_node node; node.location := median; node.leftChild := kdtree(points in pointList before median, depth+1); node.rightChild := kdtree(points in pointList after median, depth+1); return node; } } I'm getting confused about the "select median..." line, simply because I'm not quite sure what is the 'right' way to apply a median here. As far as I know, the median of an odd-sized (sorted) list of numbers is the middle element (aka, for a list of 5 things, element number 3, or index 2 in a standard zero-based array), and the median of an even-sized array is the sum of the two 'middle' elements divided by two (aka, for a list of 6 things, the median is the sum of elements 3 and 4 - or 2 and 3, if zero-indexed - divided by 2.). However, surely that definition does not work here as we are working with a distinct set of points? How then does one choose the correct median for an even-sized list of numbers, especially for a length 2 list? I appreciate any and all help, thanks! -Stephen

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  • iPhone UI layout debugging

    - by Cruinh
    I have this chronic issue with iPhone UI development where views sometimes seem to appear on the screen in a location different than what is reported by their frame property. Here is what I am doing to try to debug the issue: UIView *currentView = self.view; while (currentView!=nil) { NSLog(@"frame: %f,%f,%f,%f", currentView.frame.origin.x, currentView.frame.origin.y, currentView.frame.size.width, currentView.frame.size.height); currentView = currentView.superview; } I expect this should show me the coordinates and size of each element up the hierarchy from the given view to the app's root UIWindow element, with the coordinates for each element relative to its parent. However, that does not seem to be the case. In my current situation, I have a UI I'm trying to debug where every other time I rotate the device, the whole UI shifts up or down 20 pixels, yet the code block above reports exactly the same numbers every time. I tried calling the above code after as much as a second delay, but that the numbers still come out the same each time. Does anyone know a better way to inspect the screen coordinates of UI elements? If I can detect when one is wrong, I can compensate for the problem when it appears.

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  • UIViewController parentViewController access properties

    - by Dave
    I know this question has been asked several times and I did read existing posts on this topic but I still need help. I have 2 UIViewControllers - Parent and Child. I display the child view using the presentModalViewController as below: ChildController *child = [[ChildController alloc[ initWithNibName:@"ChildView" bundle:nil]; [self presentModalViewController:child animated:YES]; [child release]; The child view has a UIPickerView. When user selects an item from UIPickerView and clicks done, I have to dismiss the modal view and display the selected item on a text field in the parent view. In child's button click delegate, I do the following: ParentController *parent = (ParentController *)[self.navigationController parentViewController]; [parent.myTextField setText:selectedText]; [self dismissModalViewControllerAnimated:YES]; Everything works without errors. But I don't know how to load the Parent View so that it displays the updated text field. I tried [parent reloadInputViews]; doesn' work. Please help.

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  • Custom UIView using CALayers disappears after 180º rotation or navigation controller pop

    - by Steve Madsen
    I have a created a custom UIView subclass that is exhibiting some strange behavior. It is a spinning wheel selector, and for performance reasons it is drawn entirely into two CALayer instances. The bottom layer is the wheel itself, which is rotated using setAffineTransform: according to touches. The top layer is eye candy. drawRect: is fairly simple. If the control hasn't been drawn yet (or it's been invalidated), it calls a method that creates the images and assigns them to the layer contents property. - (void) drawRect:(CGRect)rect { if (imageLayer == nil) { [self drawIntoImageLayer]; } [self updateWheelRotation]; } When the view controller using this view first appears, everything is fine. There are two instances where the view completely disappears, however: If the device is rotated a full 180°. After a view controller is popped off the navigation stack and the view becomes visible again. drawRect: is not called either time. Interestingly enough, it IS called after a 90° orientation change, and that causes the view to re-appear. How can I ensure that a custom view using CALayers is redrawn properly in these situations?

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  • Resize view on iPhone when rotating

    - by BCBomb47
    I have an application with many views. I want only a couple of the views to be able to rotate to landscape when the device is rotated. I found out that I couldn't use (BOOL)shouldAutorotateToInterfaceOrientation because that would rotate every view in my app. I found a solution to this problem here on Stack Overflow but now I have another issue to deal with. The view rotates when I turn the device but it still shows the view as if it were still in portrait mode (straight up and down). The top and bottom of the view is cut off. Is there a way to have the view rotate and also adjust its size to fit the new orientation? I also found this but wasn't able to get it to work. Here's my code for that view: @implementation businessBank @synthesize webView, activityIndicator; - (void)viewDidLoad { [super viewDidLoad]; NSString *urlAddress = @"website_url"; NSURL *url = [NSURL URLWithString:urlAddress]; NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; [webView loadRequest:requestObj]; [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(didRotate:) name:UIDeviceOrientationDidChangeNotification object:nil]; } - (void)didRotate:(NSNotification *)notification { UIDeviceOrientation orientation = [[notification object] orientation]; if (orientation == UIDeviceOrientationLandscapeLeft) { [self.view setTransform:CGAffineTransformMakeRotation(M_PI / 2.0)]; } else if (orientation == UIDeviceOrientationLandscapeRight) { [self.view setTransform:CGAffineTransformMakeRotation(M_PI / -2.0)]; } else if (orientation == UIDeviceOrientationPortraitUpsideDown) { [self.view setTransform:CGAffine TransformMakeRotation(M_PI)]; } else if (orientation == UIDeviceOrientationPortrait) { [self.view setTransform:CGAffineTransformMakeRotation(0.0)]; } }

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  • Loading 2 Singletons With Dependencies when an app is opened (appDelegate / appDidBecomeActive) iPhone SDK

    - by taber
    I'm trying to load two standard-issue style singletons: http://cocoawithlove.com/2008/11/singletons-appdelegates-and-top-level.html when my iPhone app is loaded. Here's my code: - (void) applicationDidFinishLaunching:(UIApplication *)application { // first, restore user prefs [AppState loadState]; // then, initialize the camera [[CameraModule sharedCameraModule] initCamera]; } My "camera module" has code that checks a property of the AppState singleton. But I think what's happening is a race condition where the camera module singleton is trying to access the AppState property while it's in the middle of being initialized (so the property is nil, and it's re-initializing AppState). I'd really like to keep these separate, instead of just throwing one (or both) into the App Delegate. Has anyone else seen something like this? What kind of workaround did you use, or what would you suggest? Thanks in advance! Here's the loadState method: + (void)loadState { @synchronized([AppState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *file = [documentsDirectory stringByAppendingPathComponent:@"prefs.archive"]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:file]; if(saveFileExists) { sharedAppState = [[NSKeyedUnarchiver unarchiveObjectWithFile:file] retain]; } else { [AppState sharedAppState]; } } }

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  • Dynamically populated NSPopUpButtonCell menu in an NSOutlineView

    - by Mo
    I’m working with an NSOutlineView which has two columns. My dataSource supplies the outline view with a tree of items of a custom class which represents file types (that is, you initialise it with a UTI). The first column is the display name of the file type (e.g., “Source code”, “Interface Builder NIB document”, etc.). The second column is an NSPopUpButtonCell which is supposed to allow the user to pick a handler for the given document type (think of Xcode’s “File Types” preference pane, and you’re pretty much there). I can generate an NSMenu for a given item in the tree, populated with options based upon the Launch Services database entries for the UTI, complete with the relevant application icon and and so on. In fact, the menu itself works wonderfully, populated by way of NSPopUpButtonCellWillPopUpNotification. The problem is, try as I might, the cell when the menu isn’t popped up always contains precisely one of two things: either an empty string, or the default text for the cell, the former if the result of -handlerName on the item (the attribute assigned to the column) is non-nil, the latter otherwise. Moreover, I’m manually calling -selectItem: on the NSPopUpButtonCell instance, which just seems Wrong. In contrast, the left-hand column, which is just an NSTextFieldCell, everything just works (although granted, all it’s got to do is read the value from the item and present it). (Disclaimer: I’m fairly new at Cocoa UI stuff; I know Objective-C, and lots of other programming languages, but I’ve not a huge amount of experience of building Mac OS X UIs, so be gentle).

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  • Setting default language for iPhone app on first run

    - by RaYell
    I'm developing an application that should support two languages: English and French. However because English translation is not done yet we want to deploy it in French only and later on add English translation later on. The problem is that I don't want to strip English language out of my code since some parts are already done, there are different NIBs for that language etc. Instead I'd just want english language to be temporary disabled in my app. What I did is I put this code as the first instruction of - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; [defaults setObject:[NSArray arrayWithObjects:@"fr", nil] forKey:@"AppleLanguages"]; [defaults synchronize]; It works fine except for one thing. When you launch the application for the first time after installation it's still in English. That's probably because AppleLanguages preference was not yet set for it. After I quit the application and start it again it's being displayed correctly in French. Does anyone knows a fix so that French language was applied also on the first run?

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  • How do I start up an NSRunLoop, and ensure that it has an NSAutoreleasePool that gets emptied?

    - by Nick Forge
    I have a "sync" task that relies on several "sub-tasks", which include asynchronous network operations, but which all require access to a single NSManagedObjectContext. Due to the threading requirements of NSManagedObjectContexts, I need every one of these sub-tasks to execute on the same thread. Due to the amount of processing being done in some of these tasks, I need them to be on a background thread. At the moment, I'm launching a new thread by doing this in my singleton SyncEngine object's -init method: [self performSelectorInBackground:@selector(initializeSyncThread) withObject:nil]; The -initializeSyncThread method looks like this: - (void)initializeSyncThread { self.syncThread = [NSThread currentThread]; self.managedObjectContext = [(MyAppDelegate *)[UIApplication sharedApplication].delegate createManagedObjectContext]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop run]; } Is this the correct way to start up the NSRunLoop for this thread? Is there a better way to do it? The run loop only needs to handle 'performSelector' sources, and it (and its thread) should be around for the lifetime of the process. When it comes to setting up an NSAutoreleasePool, should I do this by using Run Loop Observers to create the autorelease pool and drain it after every run-through?

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  • How do I pass a LuaTable between two Lua states using LuaInterface?

    - by user316675
    I've been trying to pass a LuaTable class between two Lua states, like so: LuaManager L1 = new Lua(); LuaManager L2 = new Lua(); LuaTable table = L1.DoString("return {apple = 25}")[0]; L2["tbl"] = table; double results = L2.DoString("return tbl[\"apple\"]")[0]; Assert.AreEqual(25.0, results); The above test fails; I receive a return value of nil. Using the Immediate Window confirms that "table" is a non-null object, and that table["apple"] returns 25; it's something that's being lost in translation to L2. Interestingly, when the object is loaded back into the same state, the test works, like so: //Succeeds LuaManager lua = new Lua(); LuaTable table = lua.DoString("return {apple = 25}")[0]; lua["tbl"] = table; double results = lua.DoString("return tbl[\"apple\"]")[0]; Assert.AreEqual(25.0, results); How can I safely pass the LuaTables without hassles? Thanks in advance!

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  • iPad: Detecting External Keyboard

    - by StuartW
    My app uses a UIAccessoryView to provide additional keyboard functionality (such as forward/backward tabs and arrows keys) for the virtual keyboard, but that causes UIKeyboardDidShowNotification to fire even when a physical keyboard is present (the accessory appears at the bottom of the screen). I'd like to check if a physical keyboard is attached when handling UIKeyboardWillShowNotification, to prevent the accessory view from appearing and to prevent my custom view from scrolling up (to make room for the non-existent virtual keyboard). I've tried examining the UIKeyboardFrameEndUserInfoKey key, but it returns a real size for the virtual keyboard, in spite of nothing being displayed. Is there any way to detect the presence of a physical keyboard to prevent this unwanted behaviour? Hmm, the plot thickens. I tried disabling the input accessory by returning nil from the inputAccessoryView property of the Responder object which triggers the keyboard. That suppresses UIKeyboardWillShowNotification and UIKeyboardDidShowNotification when there is a physical keyboard present, but keeps these notifications when there is no such keyboard. All good so far. Then I tried re-enabling inputAccessoryView only after UIKeyboardWillShowNotification had been received. This only fires when a virtual keyboard is needed, so it should allow me to reintroduce the accessory view in those circumstances. Or so I thought. Unfortunately, it seems the OS doesn't check inputAccessoryView after UIKeyboardWillShowNotification, so it fails to show the accessory view when it is needed :o( That leaves me with two options: Include the input accessory view, giving extra functionality for virtual keyboard users, but lose the ability to detect a physical keyboard and hence not supporting physical devices; or Exclude the input accessory altogether, preventing most users from accessing the extra keys, but allowing the app to work with a physical keyboard. Not a great choice, so I'm still keen to see if anyone else has addressed this problem!

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  • Android Html.fromHtml

    - by user3688154
    hi take from database a String like this: "Frog Revolution <\strong<\span<\p\r\nUn mix perfetto di design e praticità, che stimola il piacere dello sguardo.<\span<\p\r\nLa Frog è una macchina da caffè espresso a cialde destinata sia al mercato domestico che quello aziendale. <\span<\p\r\nIl suo design innovativo, la sua semplicità e la qualità delle sue componenti, la rendono un bene strumentale affidabile a cui puntare in tutta tranquillità. <\span<\p\r\nDIMENSIONI:<\strong<\span<\p\r\n\r\nLarghezza: 22 cm <\span<\li\r\nAltezza: 40 cm<\span<\li\r\nProfondità: 32 cm<\span<\li\r\nPeso: 6.5 Kg<\span<\li\r\n<\ul\r\nCARATTERISTICHE TECNICHE<\strong<\span<\p\r\n\r\nPotenza normale 650 W <\span<\li\r\nVoltaggio 230 V<\span<\li\r\nSistema di decalcificazione rapido <\span<\li\r\nAlloggio bottiglia d'acqua <\span<\li\r\n<\ul\r\nACCESSORI<\strong<\span<\p\r\n\r\nVano porta cialde e bicchieri<\span<\li\r\n<\ul" now i try to put it in a TextView with Html.fromHtml() method…but without success..Can you help me?

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  • iPhone dev: Recurse all project resoureces and collect paths

    - by thomax
    I have a bunch of HTML resources in my app organized in a hierarchy like so: dirA |---> index.html |---> a1.html |---> a2.html |---> dirB |---> b1.html |---> b2.html |---> dirC |---> c5.html |---> c19.html I'm trying to collect the absolute paths of all HTML resources however deep down, but can't seem to figure out how. So far I've tried: NSArray myPaths = [[NSBundle mainBundle] pathsForResourcesOfType:@"html" inDirectory:nil]; This returns an empty array, because I have no HTML files at the root of my project. Then there is: NSArray myPaths = [[NSBundle mainBundle] pathsForResourcesOfType:@"html" inDirectory:@"dirA"]; This returns an array containing only the paths for the three HTML resources directly below dirA. If I read the doc correctly, I guess this is to be expected; pathsForResourcesOfType does not traverse subdirectories. But is there a (preferably nice) way to do it?

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  • How to dismiss the MFMailComposeViewController in cocos2d ?

    - by srikanth rongali
    I have changed my code to this way. Now mail controller is opening in landscape mode. But the problem is If I touch on cancel button or send button the mail controller is not dismissing its view. How can I do it ? -(void)goToFirstScreen:(id)sender { NSLog(@"goToFirstScreen: "); CCScene *Scene = [CCScene node]; CCLayer *Layer = [EmailScene node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] pushScene: Scene]; } Th EmailScene class is #import "EmailScene.h" #import "testOfEnd.h" @implementation EmailScene - (id) init { self = [super init]; if (self != nil) { [self displayComposerSheet]; } return self; } -(void)displayComposerSheet { [[CCDirector sharedDirector] pause]; picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [[[CCDirector sharedDirector] openGLView] addSubview:picker.view]; [[CCDirector sharedDirector] stopAnimation]; [picker presentModalViewController:picker animated:YES]; [picker release]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { [[CCDirector sharedDirector] resume]; //dismiss view after otherwise the code is not executed [picker.view removeFromSuperview]; [[CCDirector sharedDirector] startAnimation]; [picker dismissModalViewControllerAnimated:YES]; //return to previous scene CCScene *Scene = [CCScene node]; CCLayer *Layer = [testOfEnd node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] replaceScene:Scene]; } @end Thank You.

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  • ruby comma operator and step question

    - by ryan_m
    so, i'm trying to learn ruby by doing some project euler questions, and i've run into a couple things i can't explain, and the comma ?operator? is in the middle of both. i haven't been able to find good documentation for this, maybe i'm just not using the google as I should, but good ruby documentation seems a little sparse . . . 1: how do you describe how this is working? the first snippet is the ruby code i don't understand, the second is the code i wrote that does the same thing only after painstakingly tracing the first: #what is this doing? cur, nxt = nxt, cur + nxt #this, apparently, but how to describe the above? nxt = cur + nxt cur = nxt - cur 2: in the following example, how do you describe what the line with 'step' is doing? from what i can gather, the step command works like (range).step(step_size), but this seems to be doing (starting_point).step(ending_point, step_size). Am i right with this assumption? where do i find good doc of this? #/usr/share/doc/ruby1.9.1-examples/examples/sieve.rb # sieve of Eratosthenes max = Integer(ARGV.shift || 100) sieve = [] for i in 2 .. max sieve[i] = i end for i in 2 .. Math.sqrt(max) next unless sieve[i] (i*i).step(max, i) do |j| sieve[j] = nil end end puts sieve.compact.join(", ")

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  • iPhone Multithreaded Search

    - by Kulpreet
    I'm sort of new to any sort of multithreading and simply can't seem to get a simple search method working on a background thread properly. Everything seems to be in order with an NSAutoreleasePool and the UI being updated on the main thread. The app doesn't crash and does perform a search in the background but the search results yield the several of the same items several times depending on how fast I type it in. The search works properly without the multithreading (which is commented out), but is very slow because of the large amounts of data I am working with. Here's the code: - (void)filterContentForSearchText:(NSString*)searchText { isSearching = YES; NSAutoreleasePool *apool = [[NSAutoreleasePool alloc] init]; /* Update the filtered array based on the search text and scope. */ //[self.filteredListContent removeAllObjects]; // First clear the filtered array. for (Entry *entry in appDelegate.entries) { NSComparisonResult result = [entry.gurmukhiEntry compare:searchText options:(NSCaseInsensitiveSearch|NSDiacriticInsensitiveSearch) range:NSMakeRange(0, [searchText length])]; if (result == NSOrderedSame) { [self.filteredListContent addObject:entry]; } } [self.searchDisplayController.searchResultsTableView performSelectorOnMainThread:(@selector(reloadData)) withObject:nil waitUntilDone:NO]; //[self.searchDisplayController.searchResultsTableView reloadData]; [apool drain]; isSearching = NO; } - (BOOL)searchDisplayController:(UISearchDisplayController *)controller shouldReloadTableForSearchString:(NSString *)searchString { if (!isSearching) { [self.filteredListContent removeAllObjects]; // First clear the filtered array. [self performSelectorInBackground:(@selector(filterContentForSearchText:)) withObject:searchString]; } //[self filterContentForSearchText:searchString]; return NO; // Return YES to cause the search result table view to be reloaded. }

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  • cocoa hello world screensaver

    - by RW
    I have been studying NSView and as such I thought I would give a shot at a screen saver. I have been able to display and image in an NSView but I can't seen to modify this example code to display a simple picture in ScreenSaverView. http://www.mactech.com/articles/mactech/Vol.20/20.06/ScreenSaversInCocoa/ BTW great tutorial that works with Snow Leopard. I would think to simply display an image I would need something that looked like this... What am I doing wrong? // // try_screensaverView.m // try screensaver // #import "try_screensaverView.h" @implementation try_screensaverView - (id)initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview { self = [super initWithFrame:frame isPreview:isPreview]; if (self) { [self setAnimationTimeInterval:1]; //refresh once per sec } return self; } - (void)startAnimation { [super startAnimation]; NSString *path = [[NSBundle mainBundle] pathForResource:@"leaf" ofType:@"JPG" inDirectory:@""]; image = [[NSImage alloc] initWithContentsOfFile:path]; } - (void)stopAnimation { [super stopAnimation]; } - (void)drawRect:(NSRect)rect { [super drawRect:rect]; } - (void)animateOneFrame { ////////////////////////////////////////////////////////// //load image and display This does not scale the image NSRect bounds = [self bounds]; NSSize newSize; newSize.width = bounds.size.width; newSize.height = bounds.size.height; [image setSize:newSize]; NSRect imageRect; imageRect.origin = NSZeroPoint; imageRect.size = [image size]; NSRect drawingRect = imageRect; [image drawInRect:drawingRect fromRect:imageRect operation:NSCompositeSourceOver fraction:1]; } - (BOOL)hasConfigureSheet { return NO; } - (NSWindow*)configureSheet { return nil; } @end

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