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  • Problem with Landscape and Portrait view in a TabBar Application

    - by JoshD
    I have an TabBar app that I would like to be in landscape and portrait. The issue is when I go to tab 2 make a selection from my table then select tab 1 and rotate the device, then select tab 2 again the content does not know that the device rotated and will not display my custom orientated content correctly. I am trying to write a priovate method that tells the view what orientation it is currently in. IN viewDidLoad I am assuming it is in portrait but in shouldAutoRotate I have it looking in the private method for the correct alignment of the content. Please Help!! Here is my code: #import "DetailViewController.h" #import "ScheduleTableViewController.h" #import "BrightcoveDemoAppDelegate.h" #import "Constants.h" @implementation DetailViewController @synthesize CurrentLevel, CurrentTitle, tableDataSource,logoName,showDescription,showDescriptionInfo,showTime, showTimeInfo, tableBG; - (void)layoutSubviews { showLogo.frame = CGRectMake(40, 20, 187, 101); showDescription.frame = CGRectMake(85, 140, 330, 65); showTime.frame = CGRectMake(130, 10, 149, 119); tableBG.frame = CGRectMake(0, 0, 480, 320); } /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } */ /* // Implement loadView to create a view hierarchy programmatically, without using a nib. - (void)loadView { } */ // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; self.navigationItem.title = CurrentTitle; [showDescription setEditable:NO]; //show the description showDescription.text = showDescriptionInfo; showTime.text = showTimeInfo; NSString *Path = [[NSBundle mainBundle] bundlePath]; NSString *ImagePath = [Path stringByAppendingPathComponent:logoName]; UIImage *tempImg = [[UIImage alloc] initWithContentsOfFile:ImagePath]; [showLogo setImage:tempImg]; [tempImg release]; [self masterView]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration { isLandscape = UIInterfaceOrientationIsLandscape(toInterfaceOrientation); if(isLandscape = YES){ [self layoutSubviews]; } } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [logoName release]; [showLogo release]; [showDescription release]; [showDescriptionInfo release]; [super dealloc]; } @end

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  • whats the diference between train, validation and test set, in neural networks?

    - by Daniel
    Im using this library http://pastebin.com/raw.php?i=aMtVv4RZ to implement a learning agent. I have generated the train cases, but i dont know for sure what are the validation and test sets, the teacher says: 70% should be train cases, 10% will be test cases and the rest 20% should be validation cases. Thanks. edit i have this code, for training.. but i have no ideia when to stop training.. def train(self, train, validation, N=0.3, M=0.1): # N: learning rate # M: momentum factor accuracy = list() while(True): error = 0.0 for p in train: input, target = p self.update(input) error = error + self.backPropagate(target, N, M) print "validation" total = 0 for p in validation: input, target = p output = self.update(input) total += sum([abs(target - output) for target, output in zip(target, output)]) #calculates sum of absolute diference between target and output accuracy.append(total) print min(accuracy) print sum(accuracy[-5:])/5 #if i % 100 == 0: print 'error %-14f' % error if ? < ?: break

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  • Root view controllers and modal dialogs

    - by Tony
    In a custom UIViewController, if I have a member UINavigationController that I initialize with self as the root view, like this: navController = [[UINavigationController alloc] initWithRootViewController:self]; then presenting a modal dialog does not hide the tab bar at the bottom of the screen. The result is that if the user switches to a different tab while a modal dialog is displayed, when they pop back to the tab that was displaying a modal dialog then subsequent calls to presentModalViewController do not display a modal dialog at all, even if I call dismissModalViewControllerAnimated as a result of the tab switch. If I initialize the UINavigationController with out setting self as the root controller, navigationController = [[UINavigationController alloc] init]; then the tab bar is hidden as expected. I've changed things in my program so that this isn't really an issue for me anymore, but I'm not sure that I understand why this is happening. Is it considered bad practice to have a navigation controller with self as the root, if the nav controller is going to be displaying modal dialogs?

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  • iphone quartz drawing 2 lines on top of each other causes worm effect

    - by Leonard
    I'm using Quartz-2D for iPhone to display a route on a map. The route is colored according to temperature. Because some streets are colored yellow, I am using a slightly thicker black line under the route line to create a border effect, so that yellow parts of the route are spottable on yellow streets. But, even if the black line is as thick as the route line, the whole route looks like a worm (very ugly). I tought this was because I was drawing lines from waypoint to waypoint, instead using the last waypoint as the next starting waypoint. That way if there is a couple of waypoints missing, the route will still have no cuts. What do I need to do to display both lines without a worm effect? -(void) drawRect:(CGRect) rect { CSRouteAnnotation* routeAnnotation = (CSRouteAnnotation*)self.routeView.annotation; // only draw our lines if we're not int he moddie of a transition and we // acutally have some points to draw. if(!self.hidden && nil != routeAnnotation.points && routeAnnotation.points.count > 0) { CGContextRef context = UIGraphicsGetCurrentContext(); Waypoint* fromWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:0]]; Waypoint* toWaypoint; for(int idx = 1; idx < routeAnnotation.points.count; idx++) { toWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:idx]]; CLLocation* fromLocation = [fromWaypoint getLocation]; CGPoint fromPoint = [self.routeView.mapView convertCoordinate:fromLocation.coordinate toPointToView:self]; CLLocation* toLocation = [toWaypoint getLocation]; CGPoint toPoint = [self.routeView.mapView convertCoordinate:toLocation.coordinate toPointToView:self]; routeAnnotation.lineColor = [fromWaypoint.weather getTemperatureColor]; CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, routeAnnotation.lineColor.CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); fromWaypoint = toWaypoint; } [fromWaypoint release]; [toWaypoint release]; } } Also, I get a <Error>: CGContextClosePath: no current point. error, which I think is bullshit. Please hint me! :)

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  • Getting Unit Tests to work with Komodo IDE for Python

    - by devoured elysium
    I've tried to run the following code on Komodo IDE (for python): import unittest class MathLibraryTests(unittest.TestCase): def test1Plus1Equals2(self): self.assertEqual(1+1, 2) Then, I created a new test plan, pointing to this project(file) directory and tried to run it the test plan. It seems to run but it doesn't seem to find any tests. If I try to run the following code with the "regular" run command (F7) class MathLibraryTests(unittest.TestCase): def testPlus1Equals2(self): self.assertEqual(1+1, 2) if __name__ == "__main__": unittest.main() it works. I get the following output: ---------------------------------------------------------------------- Ran 1 test in 0.000s OK What might I be doing wrong?

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  • How do I set default values on new properties for existing entities after light weight core data migration?

    - by Moritz
    I've successfully completed light weight migration on my core data model. My custom entity Vehicle received a new property 'tirePressure' which is an optional property of type double with the default value 0.00. When 'old' Vehicles are fetched from the store (Vehicles that were created before the migration took place) the value for their 'tirePressure' property is nil. (Is that expected behavior?) So I thought: "No problem, I'll just do this in the Vehicle class:" - (void)awakeFromFetch { [super awakeFromFetch]; if (nil == self.tirePressure) { [self willChangeValueForKey:@"tirePressure"]; self.tirePressure = [NSNumber numberWithDouble:0.0]; [self didChangeValueForKey:@"tirePressure"]; } } Since "change processing is explicitly disabled around" awakeFromFetch I thought the calls to willChangeValueForKey and didChangeValueForKey would mark 'tirePresure' as dirty. But they don't. Every time these Vehicles are fetched from the store 'tirePressure' continues to be nil despite having saved the context.

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  • Help with ZK component development

    - by Lucas
    I'm developing a simple component. My jar structure is: br/netsoft/zkComponents/Tef.class META-INF/MANIFEST.MF metainfo/zk/lang-addon.xml web/js/br/netsoft/zkComponents.js web/zkComponents/tef.dsp My dsp file is: <c:set var="self" value="${requestScope.arg.self}"/> <span z.type="br.netsoft.zkComponents.Tef" id="${self.uuid}" ${self.outerAttrs}${self.innerAttrs}> <applet archive="tef.jar" id="tefApplet" code="br.netsoft.applets.tef.TEFProxy" width="0px" height="0px" /> <span/> and the language-addon.xml is: <language-addon> <addon-name>componentes</addon-name> <language-name>xul/html</language-name> <component> <component-name>tef</component-name> <component-class>br.netsoft.zkComponents.Tef</component-class> <mold> <mold-name>default</mold-name> <mold-uri>~./zkComponents/tef.dsp</mold-uri> </mold> </component> </language-addon> When i try to test this component, appears a pop-up showing : " /js/br/netsoft/zkComponents.js not found" what is wrong?

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  • Issue in exec method

    - by mukul sharma
    Hi all, I am a having two python files file1.py and file2.py. I am using exec() to get the method/Variables defined in the file2.py. file1.py have a class as given below class one: def init(self): self.HOOK = None exec(file2.py) self.HOOK = Generate ### call the hook method #### self.HOOK() file2.py looks like as (There is no class define in file2.py) def Generate() do 1 do 2 Hello() def hello() print "hello" Now the problem is as When i run script it is giving a error global name Hello not found. If i remove Hello() from Generate method in file2.py then its work fine. I cant use import file2.py in file1.py,because in file2.py the only one method name (Generate) is fix (its taken as requirement). So apart from Genarate method user can define any method and can call this in generate method, because this approach is not working so i have to write whole code into generate method only and code is also repetitive. Any help is really appreciable...

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  • Multiprogramming in Django, writing to the Database

    - by Marcus Whybrow
    Introduction I have the following code which checks to see if a similar model exists in the database, and if it does not it creates the new model: class BookProfile(): # ... def save(self, *args, **kwargs): uniqueConstraint = {'book_instance': self.book_instance, 'collection': self.collection} # Test for other objects with identical values profiles = BookProfile.objects.filter(Q(**uniqueConstraint) & ~Q(pk=self.pk)) # If none are found create the object, else fail. if len(profiles) == 0: super(BookProfile, self).save(*args, **kwargs) else: raise ValidationError('A Book Profile for that book instance in that collection already exists') I first build my constraints, then search for a model with those values which I am enforcing must be unique Q(**uniqueConstraint). In addition I ensure that if the save method is updating and not inserting, that we do not find this object when looking for other similar objects ~Q(pk=self.pk). I should mention that I ham implementing soft delete (with a modified objects manager which only shows non-deleted objects) which is why I must check for myself rather then relying on unique_together errors. Problem Right thats the introduction out of the way. My problem is that when multiple identical objects are saved in quick (or as near as simultaneous) succession, sometimes both get added even though the first being added should prevent the second. I have tested the code in the shell and it succeeds every time I run it. Thus my assumption is if say we have two objects being added Object A and Object B. Object A runs its check upon save() being called. Then the process saving Object B gets some time on the processor. Object B runs that same test, but Object A has not yet been added so Object B is added to the database. Then Object A regains control of the processor, and has allready run its test, even though identical Object B is in the database, it adds it regardless. My Thoughts The reason I fear multiprogramming could be involved is that each Object A and Object is being added through an API save view, so a request to the view is made for each save, thus not a single request with multiple sequential saves on objects. It might be the case that Apache is creating a process for each request, and thus causing the problems I think I am seeing. As you would expect, the problem only occurs sometimes, which is characteristic of multiprogramming or multiprocessing errors. If this is the case, is there a way to make the test and set parts of the save() method a critical section, so that a process switch cannot happen between the test and the set?

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  • Rails routing problem

    - by Steve
    I am new to Rails routing and I currently have a problem and hope someone can explain it to me. I am using Rails 2.3.5 Firstly, let me describe my working-fine code: I have a text example, which has a controller (cars_controller) with an update action (along with some other actions). The update action needs the :id parameter. The edit.html.erb has a form: <% form_for :car, :url = {:controller = 'cars', :action = 'update' } % ... # rest of the form content. In the configuration/routes.rb, I have a self-defined routing rule for update: map.connect 'car/update/:id', :controller = 'cars', :action = 'update' This works fine. Secondly, I change the code. All I change is the self-defined routing rule to map.connect 'car/:action/:id, :controller = 'cars' To me, this rule covers the self-written routing rule. Of course, this rule is also used by other actions such as edit. But the edit.html.erb doesn't work. It complains that update action misses the :id parameter. I have to change the form_for helper to: <% form_for :car, :url = {:controller = 'cars', :action = 'update', :id = @car }% ... # @car is the instance passed to edit view. I know that if missing the :id parameter, update action will complain. What I don't understand is why my first code works (with my self-defined routing rule) but my second code fails. It seems to me that I didn't provide :id parameter in my self-defined routing rule. Anyone has an idea?

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  • Setting the UIImagePickerController delegate throws a warning about UINavigationControllerDelegate

    - by synic
    The code: UIImagePickerController *picker = [[UIImagePickerController alloc] init]; picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypeCamera; [self.navigationController presentModalViewController:picker animated:YES]; [picker release]; The warning, which shows up on the picker.delegate = self; line: Class 'CardEditor' does not implement the 'UINavigationControllerDelegate' protocol Why does the UIImagePickerController care if my class implements the UINavigationControllerDelegate protocol?

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  • Understanding Ruby class vs instance methods

    - by randombits
    I have the following code: #!/usr/bin/ruby class Person def self.speak p = self.new puts "Hello" p.chatter end private def chatter puts "Chattering" end end p = Person.new Person.speak I'd like to make chatter private, accessible only within p.. but I want p to be able to access it within the class method. Is there a better way to design this so chatter isn't available to the public, but a "factory" method like self.speak can call chatter?

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  • handle when callback to a dealloced delegate?

    - by athanhcong
    Hi all, I implemented the delegate-callback pattern between two classes without retaining the delegate. But in some cases, the delegate is dealloced. (My case is that I have a ViewController is the delegate object, and when the user press back button to pop that ViewController out of the NavigationController stack) Then the callback method get BAD_EXE: if (self.delegate != nil && [self.delegate respondsToSelector:selector]) { [self.delegate performSelector:selector withObject:self withObject:returnObject]; } I know the delegate-callback pattern is implemented in a lot of application. What is your solution for this?

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  • Second call to AVAudioPlayer -> EXC_BAD_ACCESS (code posted, what did I miss?)

    - by Jordan
    I'm using this code to play a different mp3 files with every call. The first time through works great. The second time crash, as indicated below. .h AVAudioPlayer *player; @property (nonatomic, retain) AVAudioPlayer *player; .m -(void)load:(NSURL *)aFileURL { if (aFileURL) { AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: aFileURL error: nil]; [aFileURL release]; self.player = newPlayer; // CRASHES HERE EXC_BAD_ACCESS with second MP3a [newPlayer release]; [self.player prepareToPlay]; [self.player setDelegate:self]; } } I know I must have missed something, any ideas?

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  • inheritance from str or int

    - by wiso
    Why I have problem creating a class the inherite from str (or also int) class C(str): def __init__(self, a, b): str.__init__(self,a) self.b = b C("a", "B") TypeError: str() takes at most 1 argument (2 given) tha same appened if I try to use int instead of str, but it works with custom classes. I need to use __new__ instead of __init__? why?

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  • Python: circular imports needed for type checking

    - by phild
    First of all: I do know that there are already many questions and answers to the topic of the circular imports. The answer is more or less: "Design your Module/Class structure properly and you will not need circular imports". That is true. I tried very hard to make a proper design for my current project, I in my opinion I was successful with this. But my specific problem is the following: I need a type check in a module that is already imported by the module containing the class to check against. But this throws an import error. Like so: foo.py: from bar import Bar class Foo(object): def __init__(self): self.__bar = Bar(self) bar.py: from foo import Foo class Bar(object): def __init__(self, arg_instance_of_foo): if not isinstance(arg_instance_of_foo, Foo): raise TypeError() Solution 1: If I modified it to check the type by a string comparison, it will work. But I dont really like this solution (string comparsion is rather expensive for a simple type check, and could get a problem when it comes to refactoring). bar_modified.py: from foo import Foo class Bar(object): def __init__(self, arg_instance_of_foo): if not arg_instance_of_foo.__class__.__name__ == "Foo": raise TypeError() Solution 2: I could also pack the two classes into one module. But my project has lots of different classes like the "Bar" example, and I want to seperate them into different module files. After my own 2 solutions are no option for me: Has anyone a nicer solution for this problem?

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  • How to set the button created in the navigation bar as custom in iphone?

    - by Warrior
    I am new to iphone development.I have created a UIBarButtonItem on the navigation bar.I want to set the proper to custom. There is no property as custom for "style:" attribute.Please help me out.Thanks. leftbutton = [[UIBarButtonItem alloc] initWithImage:[UIImage imageNamed:@"LEFT.png"] style:UIBarButtonItemStylePlain target:self action:@selector(leftbutton)]; self.navigationItem.leftBarButtonItem = leftbutton; [self.navigationItem] [leftbutton release];

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  • Reloading the model of a TTTableViewController

    - by user341338
    My problem is that I have a Register Controller and a Login Controller. The Login Screen displays a Login Screen or a Logout Screen depending if a user is logged in. Now when a user registers, does not close the app, and then goes to the Login Screen it will still display a Login Screen, although there is a logged in user already. This is because the Screen is created when the application loads and does not change afterwards. I tried doing this: - (id)init { if (self = [super init]) { [self invalidateModel]; [self reload]; but that did not work, since it is only called on the first init. then i tried: - (void)viewDidLoad { [self invalidateModel]; [self reload]; } But that method had the same problem. Then I found this method: - (TTNavigationMode)navigationModeForURL:(NSString*)URL; with the following options: typedef enum { TTNavigationModeNone, TTNavigationModeCreate, // a new view controller is created each time TTNavigationModeShare, // a new view controller is created, cached and re-used TTNavigationModeModal, // a new view controller is created and presented modally TTNavigationModeExternal, // an external app will be opened } TTNavigationMode; It seems like TTNavigationModeCreate would be the right thing to use, but I have no clue how to use it. Any help? Thnx.

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  • viewDidLoad never called in Sub-classed UIViewController

    - by Steve
    I've run into some trouble with loading a sub-classed UIViewController from a nib. My viewDidLoad function is never called. The super-class has no nib, but the sub-classes each have their own. i.e. @interface SuperClass : UIViewController { } @end @interface SubClass : SuperClass{ } @end @implementation SubClass - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { } return self; } - (void)viewDidLoad{ // Never called } The view is loaded from a nib as follows: SubClass *scvc = [[SubClass alloc] initWithNibName:@"SubClass" bundle:nil]; [self.navigationController pushViewController:scvc animated:YES]; [scvc release]; There is a nib file with this name and it has it's file owner's class set properly. viewDidLoad is not called in the child or super. Any ideas?

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  • unique items from an observableArray of object properties

    - by Joe
    I'm trying to extract unique properties from a knockout.js observableArray of objects, to populate a drop menu. Being new to knockout, I'm really struggling with this! I want to iterate over a contacts list, and populate a drop menu with a unique value from each person object within the observableArray. So in my code example below, I wish to populate my drop menu with a list of people 'type' - family, friend etc. Looking on Google, I found a similar function, but it does not return any values, even if I console.log the results? //dummy data more rows in actual code... var people = [ { name: "Contact 1", address: "1, a street, a town, a city, AB12 3CD", tel: "0123456789", email: "[email protected]", type: "family" }, { name: "Contact 2", address: "1, a street, a town, a city, AB12 3CD", tel: "0123456789", email: "[email protected]", type: "friend" } ]; function ContactsViewModel(people) { var self = this; self.contacts = ko.observableArray(people); self.uniqueSelect = ko.dependentObservable(function() { return( ko.utils.arrayGetDistinctValues(self.contacts().type).sort()); }, self); }; ko.applyBindings(new ContactsViewModel()); And HTML template <p>Show me: <select data-bind="options: ContactsViewModel.uniqueSelect"></select></p> Any help appreciated, as a noob I'm lost! Thanks

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  • iPhone: Problems releasing UIViewController in a multithreaded environment

    - by bart-simpson
    Hi! I have a UIViewController and in that controller, i am fetching an image from a URL source. The image is fetched in a separate thread after which the user-interface is updated on the main thread. This controller is displayed as a page in a UIScrollView parent which is implemented to release controllers that are not in view anymore. When the thread finishes fetching content before the UIViewController is released, everything works fine - but when the user scrolls to another page before the thread finishes, the controller is released and the only handle to the controller is owned by the thread making releaseCount of the controller equals to 1. Now, as soon as the thread drains NSAutoreleasePool, the controller gets releases because the releaseCount becomes 0. At this point, my application crashes and i get the following error message: bool _WebTryThreadLock(bool), 0x4d99c60: Tried to obtain the web lock from a thread other than the main thread or the web thread. This may be a result of calling to UIKit from a secondary thread. Crashing now... The backtrace reveals that the application crashed on the call to [super dealloc] and it makes total sense because the dealloc function must have been triggered by the thread when the pool was drained. My question is, how i can overcome this error and release the controller without leaking memory? One solution that i tried was to call [self retain] before the pool is drained so that retainCount doesn't fall to zero and then using the following code to release controller in the main thread: [self performSelectorOnMainThread:@selector(autorelease) withObject:nil waitUntilDone:NO]; Unfortunately, this did not work out. Below is the function that is executed on a thread: - (void)thread_fetchContent { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSURL *imgURL = [NSURL URLWithString:@"http://www.domain.com/image.png"]; // UIImage *imgHotspot is declared as private - The image is retained // here and released as soon as it is assigned to UIImageView imgHotspot = [[[UIImage alloc] initWithData: [NSData dataWithContentsOfURL: imgURL]] retain]; if ([self retainCount] == 1) { [self retain]; // increment retain count ~ workaround [pool drain]; // drain pool // this doesn't work - i get the same error [self performSelectorOnMainThread:@selector(autorelease) withObject:nil waitUntilDone:NO]; } else { // show fetched image on the main thread - this works fine! [self performSelectorOnMainThread:@selector(showImage) withObject:nil waitUntilDone:NO]; [pool drain]; } } Please help! Thank you in advance.

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  • How can I modify a scalar reference passed to a subroutine reference

    - by Mark
    I have a function to convert documents into different formats, which then calls another function based on the type document. It's pretty straight forward for everything aside from HTML documents which require a bit of cleaning up, and that cleaning up is different based on where it's come from. So I had the idea that I could pass a reference to a subroutine to the convert function so the caller has the opportunity to modify the HTML, kinda like so (I'm not at work so this isn't copy-and-pasted): package Converter; ... sub convert { my ($self, $filename, $coderef) = @_; if ($filename =~ /html?$/i) { $self->_convert_html($filename, $coderef); } } sub _convert_html { my ($self, $filename, $coderef) = @_; my $html = $self->slurp($filename); $coderef->(\$html); #this modifies the html $self->save_to_file($filename, $html); } which is then called by: Converter->new->convert("./whatever.html", sub { s/<html>/<xml>/i }); I've tried a couple of different things along these lines but I keep on getting 'Use of uninitialized value in substitution (s///)'. Is there any way of doing what I'm trying to do? Thanks

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  • setContentOffset only works if animated is set to YES

    - by Sheehan Alam
    I have a UITableView which I would like to be displayed 100px down. For some reason this only works when animated is set to YES. Why is this? - (void)viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; /*[self.tableView scrollToRowAtIndexPath:[NSIndexPath indexPathForRow:1 inSection:0] atScrollPosition:UITableViewScrollPositionNone animated:NO];*/ /*[self.tableView scrollToRowAtIndexPath:[NSIndexPath indexPathWithIndex:1] atScrollPosition:UITableViewScrollPositionNone animated:NO];*/ [self.tableView setContentOffset:CGPointMake(0,100) animated:YES]; }

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • How do I find the "concrete class" of a django model baseclass

    - by Mr Shark
    I'm trying to find the actual class of a django-model object, when using model-inheritance. Some code to describe the problem: class Base(models.model): def basemethod(self): ... class Child_1(Base): pass class Child_2(Base): pass If I create various objects of the two Child classes and the create a queryset containing them all: Child_1().save() Child_2().save() (o1, o2) = Base.objects.all() I want to determine if the object is of type Child_1 or Child_2 in basemethod, I can get to the child object via o1.child_1 and o2.child_2 but that reconquers knowledge about the childclasses in the baseclass. I have come up with the following code: def concrete_instance(self): instance = None for subclass in self._meta.get_all_related_objects(): acc_name = subclass.get_accessor_name() try: instance = self.__getattribute__(acc_name) return instance except Exception, e: pass But it feels brittle and I'm not sure of what happens when if I inherit in more levels.

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