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  • Optimising local image loading/rendering on iPhone

    - by Tricky
    Hi, I'm looking to create an interface where the user can navigate through large volumes of images. Each image has a thumbnail of 128x128 that I wish to display and will be kind of similar to coverflow in operation. I have this all working in principle but am becoming stuck when navigating through content at speed. The interface begins to stutter and becoming jerky. I believe this is primarily because of disk i/o and the cost of rendering each image. Is there anyway this can be handed over to a seperate thread simply? Defaulting to a greyed out thumbnail until the image has loaded? How have Apple managed to achieve this in coverflow? Many thanks,

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  • View load methods not firing.

    - by 4thSpace
    I'm loading a view like this: if(commentSubmissionView == nil){ commentSubmissionView = [[CommentSubmissionController alloc] initWithNibName:@"CommentSubmissionView" bundle:nil]; } [self.view addSubview:commentSubmissionView.view]; viewDidLoad and viewWillAppear in commentSubmissionView do not fire. Is there something else I need to do?

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  • Two PickerViews in save View issue?

    - by NextRev
    I'm trying to have 2 pickerviews in the same view. It works except for two things. If one pickerview has more rows than the other the app crashes when picking an item from the pickerview with more items. Also I created an NSLog for the pickerviews and the console shows that I'm picking two items at once when in fact i'm only dealing with one pickerview. I know it sounds a bit confusing but I'm including all the code. Thank you in advance. list and list2 are NSMutableArrays list has 4 items list2 has 5 items There error: * Terminating app due to uncaught exception 'NSRangeException', reason: '* -[NSCFArray objectAtIndex:]: index (4) beyond bounds (4)' -(NSInteger)numberOfComponentsInPickerView:(UIPickerView *)thePickerView{ if([thePickerView isEqual:pickerView1 ]){ return 1; } else if([thePickerView isEqual:pickerView2]){ return 1; } else{ return 0; } } -(NSInteger)pickerView:(UIPickerView *)thePickerView numberOfRowsInComponent:(NSInteger)component{ if([thePickerView isEqual:pickerView1 ]){ return [list count]; } else if([thePickerView isEqual:pickerView2]){ return [list2 count]; } else{ return 0; } } -(NSString *)pickerView:(UIPickerView *)thePickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component{ if([thePickerView isEqual:pickerView1 ]){ return [list objectAtIndex:row]; } else if([thePickerView isEqual:pickerView2]){ return [list2 objectAtIndex:row]; } else{ return 0; } } - (void)pickerView:(UIPickerView *)thePickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { NSLog(@"Selected item %@. Index of selected item:%i", [list objectAtIndex:row], row); NSLog(@"Selected item %@. Index of selected item:%i", [list2 objectAtIndex:row], row); NSLog(@"Selected item %@. Index of selected item:%i", [list3 objectAtIndex:row], row); if([thePickerView isEqual:pickerView1 ]){ //Do Something } else if([thePickerView isEqual:pickerView2 ]){ //Do Something } else if([thePickerView isEqual:pickerView3 ]){ //Do Something } }

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  • Core Audio on iPhone - any way to change the microphone gain (either for speakerphone mic or headpho

    - by Halle
    After much searching the answer seems to be no, but I thought I'd ask here before giving up. For a project I'm working on that includes recording sound, the input levels sound a little quiet both when the route is external mic + speaker and when it's headphone mic + headphones. Does anyone know definitively whether it is possible to programmatically change mic gain levels on the iPhone in any part of Core Audio? If not, is it possible that I'm not really in "speakerphone" mode (with the external mic at least) but only think I am? Here is my audio session init code: OSStatus error = AudioSessionInitialize(NULL, NULL, audioQueueHelperInterruptionListener, r); [...some error checking of the OSStatus...] UInt32 category = kAudioSessionCategory_PlayAndRecord; // need to play out the speaker at full volume too so it is necessary to change default route below error = AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(category), &category); if (error) printf("couldn't set audio category!"); UInt32 doChangeDefaultRoute = 1; error = AudioSessionSetProperty (kAudioSessionProperty_OverrideCategoryDefaultToSpeaker, sizeof (doChangeDefaultRoute), &doChangeDefaultRoute); if (error) printf("couldn't change default route!"); error = AudioSessionAddPropertyListener(kAudioSessionProperty_AudioRouteChange, audioQueueHelperPropListener, r); if (error) printf("ERROR ADDING AUDIO SESSION PROP LISTENER! %d\n", (int)error); UInt32 inputAvailable = 0; UInt32 size = sizeof(inputAvailable); error = AudioSessionGetProperty(kAudioSessionProperty_AudioInputAvailable, &size, &inputAvailable); if (error) printf("ERROR GETTING INPUT AVAILABILITY! %d\n", (int)error); error = AudioSessionAddPropertyListener(kAudioSessionProperty_AudioInputAvailable, audioQueueHelperPropListener, r); if (error) printf("ERROR ADDING AUDIO SESSION PROP LISTENER! %d\n", (int)error); error = AudioSessionSetActive(true); if (error) printf("AudioSessionSetActive (true) failed"); Thanks very much for any pointers.

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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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  • Android Keep Activity from Dieing

    - by GuyNoir
    The main Activity I use in my Android application uses a fair amount of memory, meaning that on a less powerful phone, it is susceptible to being killed off when not at the front. Normally this is fine, but it also happens when I am still inside my application, but have a different activity at the top of the stack (such as a preference activity). Obviously it's a problem if my application is killed while the user is still running it. Is there any way to disable the OS's ability to kill off the application for low memory problems? Thanks.

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  • iphone - using NSInvocation: constant value

    - by Mike
    I am dealing with an old iPhone OS 2.x project and I want to keep compatibility, while designing for 3.x. I am using NSInvocation, is a code like this NSInvocation* invoc = [NSInvocation invocationWithMethodSignature: [cell methodSignatureForSelector: @selector(initWithStyle:reuseIdentifier:)]]; [invoc setTarget:cell]; [invoc setSelector:@selector(initWithStyle:reuseIdentifier:)]; int arg2 = UITableViewCellStyleDefault; //???? [invoc setArgument:&arg2 atIndex:2]; [invoc setArgument:&identificadorNormal atIndex:3]; [invoc invoke]; to call 3.0 APIs on 2.0. I am having a problem on the line I marked with question marks. The problem there is that I am trying to assing to arg2, a constant that has not been defined in OS 2.0. As everything with NSInvocation is to do stuff indirectly to avoid compiler errors, how do I set this constant to a variable in an indirect way? Some sort of performSelector "assign value to variable"... is that possible? thanks for any help.

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  • AddObjectsFromArray does not work properly

    - by Sheehan Alam
    I have two NSMutableArrays: NSMutableArray* currentMessages NSMutableArray* items I am trying to copy the contents of items into currentMessages as such: [self.currentMessages addObjectsFromArray:self.items]; When I am debugging self.items contains 30 objects. After this operation self.currentMessages contains 0 objects. Why is the copy not working?

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  • Weirdest occurence ever, UIButton @selector detecting right button, doing wrong 'else_if'?

    - by Scott
    So I dynamically create 3 UIButtons (for now), with this loop: NSMutableArray *sites = [[NSMutableArray alloc] init]; NSString *one = @"Constution Center"; NSString *two = @"Franklin Court"; NSString *three = @"Presidents House"; [sites addObject: one]; [one release]; [sites addObject: two]; [two release]; [sites addObject: three]; [three release]; NSString *element; int j = 0; for (element in sites) { UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; //setframe (where on screen) //separation is 15px past the width (45-30) button.frame = CGRectMake(a, b + (j*45), c, d); [button setTitle:element forState:UIControlStateNormal]; button.backgroundColor = [SiteOneController myColor1]; [button addTarget:self action:@selector(showCCView:) forControlEvents:UIControlEventTouchUpInside]; [button setTag:j]; [self.view addSubview: button]; j++; } The @Selector method is here: - (void) showCCView:(id) sender { UIButton *button = (UIButton *)sender; int whichButton = button.tag; NSString* myNewString = [NSString stringWithFormat:@"%d", whichButton]; self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; self.view.backgroundColor = [UIColor whiteColor]; UINavigationBar *cc = [SiteOneController myNavBar1:@"Constitution Center Content"]; UINavigationBar *fc = [SiteOneController myNavBar1:@"Franklin Court Content"]; UINavigationBar *ph = [SiteOneController myNavBar1:@"Presidents House Content"]; if (whichButton = 0) { NSLog(myNewString); [self.view addSubview:cc]; } else if (whichButton = 1) { NSLog(myNewString); [self.view addSubview:fc]; } else if (whichButton = 2) { NSLog(myNewString); [self.view addSubview:ph]; } } Now, it is printing the correct button tag to NSLog, as shown in the method, however EVERY SINGLE BUTTON is displaying a navigation bar with "Franklin Court" as the title, EVERY SINGLE ONE, even though when I click button 0, it says "Button 0 clicked" in the console, but still performs the else if (whichButton = 1) code. Am I missing something here?

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  • NSNotification for UIMenuControllerWillShowMenuNotification

    - by Bob Keathley
    I am trying to use the NSNotificationCenter to get UIMenuControllerDidShowMenuNotification from a UIWebView. I have the following code in my ViewDidLoad method: [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(menuControllerWillHide:) name:UIMenuControllerWillHideMenuNotification object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(menuControllerWillShow:) name:UIMenuControllerWillShowMenuNotification object:nil]; And methods: - (void)menuControllerWillHide:(NSNotification *)notification { } (void)menuControllerWillShow:(NSNotification *)notification { [[self navigationItem] setRightBarButtonItem:highlightBtn animated:NO]; } But I never get the Notifications? Any help would be helpful

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  • Android multiple screen sizes with same density

    - by droidy
    I'm confused regarding the densities. I see that with medium density, the screen resolution could be either 320x480, 480x800, or 480x854. So if I have an image thats 300px wide in the mdpi folder, how is it going to look the same size on all 3 different screen sizes (mainly 320x480 vs the other 2)? And by look the same size, I mean scale to be bigger or smaller depending upon the screen size. Thanks.

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  • iPhone modal View with alpha transparency?

    - by Moshe
    I am adding a modal view using the following code: [self presentModalViewController:phrasesEditor animated:YES]; How can I make the modal view semi-transparent so that the superview "shines" through? My complete method/function looks like this: -(IBAction)showEditPhrases:(id)sender{ PhrasesViewController *phrasesEditor = [[PhrasesViewController alloc] initWithNibName:@"PhrasesViewController" bundle:nil]; phrasesEditor.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [phrasesEditor.view setAlpha: 0.5]; [phrasesEditor.view setBackgroundColor: [UIColor clearColor]]; [self presentModalViewController:phrasesEditor animated:YES]; [phrasesEditor release]; }

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  • Quartz 2D's drawing text and NSTimer in custom method

    - by coure06
    i want to show text using quartz 2d. Text will be drawing randomly on different position after each 1 seconds. I am not sure how i can use NSTimer with quartz 2D text. I can draw text in drawRect method where graphics context is already available. How i will draw text using my custom method myDraw which will be called after 1 second using NSTimer? If i create my custom Method the graphics context is not available in that method.

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  • UIView animation not working

    - by Daniel
    I have the following code to do a UIView animation: [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.0]; [UIView setAnimationDelegate:self]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromRight forView:mapView.view cache:NO]; [self addSubview:detailView]; [mapView removeFromSuperview]; [UIView commitAnimations]; It works when I dont add the detailView. What actually happens is the equivalent of this: [self addSubview:detailView]; [mapView removeFromSuperview]; Please help.

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  • Passing Activity to non-activity object properly

    - by rayman
    In my app ive got a non-activity object which it's role is being a manager class. many times i need to pass "source activity" to methods as parameter to that manager class in order to make some operations on that activity. for exaple let's assume we have MyActivity which gotta do some toast. so i have this manager class called MyManager, and i have this method in it raiseToast(Activity sourceActivity) { Toast.makeText(sourceActivity, demo, Toast.LENGTH_LONG).show(); } and from Myactivity class we calling that method this way: MyManager manager=new MyManager(); manager.raitetoast(MyActivity.this); it works fine. what I'm asking here, is this a proper way to pass an Activity as parameter to a non-activity object? I'm having a memory leaks on real device(not the emulator), I wonder if this could also causing any reason for that? Thanks Idan.

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  • Placement/Positioning/Alignment of UIScrollView w.r.t. length of Title NSString

    - by Shoaibi
    I have a scenario where i show stuff like: ----------------------------------- titleview (UITextView) ______________ tArea (UIScrollView) ttextview (UITextView) ----------------------------------- Now here is the condition: Length of titleview's text is dynamic, varies based on user input. Because of the condition I have trouble placing tArea e.g. UIScrollView on the screen, it either appears way too below than the titleview, or overlaps it. Previously what i did: Count the number of characters in titleview.text.length and divide them by 27 (e.g. characters in one line when using boldSystemFontOfSize:20) and multiply by 10 to get the starting X of tArea e.g. UIScrollView. But that sucked. Because i had to duplicate code for rotation to landscape. What do i have now? : CGSize titlesize = [title sizeWithFont:[UIFont systemFontOfSize:20] constrainedToSize:CGSizeMake(5, 90) lineBreakMode:UILineBreakModeWordWrap]; ttitleview = [[UITextView alloc] initWithFrame:CGRectMake(5, 5, 310,titlesize.height)]; ttitleview.text = title; ttitleview.font = [UIFont boldSystemFontOfSize:20]; ttitleview.backgroundColor = [UIColor clearColor]; ttitleview.editable = NO; [self.view addSubview:ttitleview]; CGSize textsize = [ttext sizeWithFont:[UIFont systemFontOfSize:20] constrainedToSize:CGSizeMake(5, 350) lineBreakMode:UILineBreakModeWordWrap]; tArea = [[UIScrollView alloc] initWithFrame:CGRectMake(5, titlesize.height, 310, 230)]; tArea.contentSize = CGSizeMake(310, textsize.height+20); tArea.pagingEnabled = FALSE; tArea.scrollEnabled = TRUE; tArea.backgroundColor = [UIColor clearColor]; [self.view addSubview:tArea]; ttextview = [[UITextView alloc] initWithFrame:CGRectMake(0, 0, 310, textsize.height + 20)]; ttextview.text = ttext; ttextview.font = [UIFont systemFontOfSize:20]; ttextview.backgroundColor = [UIColor clearColor]; ttextview.editable = NO; [tArea addSubview:ttextview]; But its no use. Looking for an elegant solution than this.

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  • What are the basics of dealing with user input events in Android?

    - by user279112
    Hello. I thought I had understood this question, but something is quite wrong here. When the user (me, so far) tries to press keys, nothing really happens, and I am having a lot of trouble understanding what it is that I've missed. Consider this before I present some code to help clarify my problem: I am using Android's Lunar Lander example to make my first "real" Android program. In that example, of course, there exist a class LunarView, and class nested therein LunarThread. In my code the equivalents of these classes are Graphics and GraphicsThread, respectively. Also I can make sprite animations in 2D just fine on Android. I have a Player class, and let's say GraphicsThread has a Player member referred to as "player". This class has four coordinates - x1, y1, x2, and y2 - and they define a rectangle in which the sprite is to be drawn. I've worked it out so that I can handle that perfectly. Whenever the doDraw(Canvas canvas) method is invoked, it'll just look at the values of those coordinates and draw the sprite accordingly. Now let's say - and this isn't really what I'm trying to do with the program - I'm trying to make the program where all it does is display the Player sprite at one location of the screen UNTIL the FIRST time the user presses the Dpad's left button. Then the location will be changed to another set position on the screen, and the sprite will be drawn at that position for the rest of the program invariably. Also note that the GraphicsThread member in Graphics is called "thread", and that the SurfaceHolder member in GraphicsThread is called "mSurfaceHolder". So consider this method in class Graphics: @Override public boolean onKeyDown(int keyCode, KeyEvent msg) { return thread.keyDownHandler(keyCode, msg); } Also please consider this method in class GraphicsThread: boolean keyDownHandler(int keyCode, KeyEvent msg) { synchronized (mSurfaceHolder) { if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) { player.x1 = 100; player.y1 = 100; player.x2 = 120; player.y2 = 150; } } return true; } Now then assuming that player's coordinates start off as (200, 200, 220, 250), why won't he do anything different when I press Dpad: Left? Thanks!

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  • Further explanation of IntentService

    - by rayman
    Hi all, I was trying to get the purpose of the IntentService, and when should I use it? I tried to understand from the API, but not enough details on that one. Is there any analogy between this and running long-task on a working thread? Any further explanation and samples on why I would use IntentService would be very welcome. Thanks, ray.

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  • SubViewTwoController undeclared (first use in this function) (obj-c)

    - by benny
    Ahoy hoy everyone :) Here is a list of links. You will need it when reading the post. I am a newbie to Objective-C and try to learn it for iPhone-App-Development. I used the tutorial linked in the link list to create a standard app with a simple basic Navigation. This app contains a "RootView" that is displayed at startup. The startup screen itself contains three elements wich all link to SubViewOne. I have got it to work this far. So what i want to change is to make the second element link to SubViewTwo. When i "Build and Go" it, i get the following errors: RootViewController.m: SubViewTwoController *subViewTwoController = [[SubViewTwoController alloc] init]; // SubViewTwoController undeclared (first use in this function) and in SubViewTwoController.m [super didReceiveMemoryWarning]; // Releases the view if it doesn't have a superview no superclass declared in @interface for ´SubViewTwoController´ and the same thing after - (void)dealloc { [super dealloc]; I think you will also need the header files, so here they are! RootViewController.h #import <UIKit/UIKit.h> @interface RootViewController : UITableViewController { IBOutlet NSMutableArray *views; } @property (nonatomic, retain) IBOutlet NSMutableArray *views; @end SubViewOneController.h #import <UIKit/UIKit.h> @interface SubViewOneController : UIViewController { IBOutlet UILabel *label; IBOutlet UIButton *button; } @property (retain,nonatomic) IBOutlet UILabel *label; @property (retain,nonatomic) IBOutlet UIButton *button; - (IBAction) OnButtonClick:(id) sender; @end and SubViewTwoController.h #import <UIKit/UIKit.h> @interface SubViewTwo : UIViewController { IBOutlet NSMutableArray *views; } @end I would be really great if you would leave your ideas with a short explanation. Thanks a lot in advance! benny

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