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  • How to access pixels of an NSBitmapImageRep?

    - by Paperflyer
    I have an NSBitmapImageRep that is created like this: NSBitmapImageRep *imageRep = [[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL pixelsWide:waveformSize.width pixelsHigh:waveformSize.height bitsPerSample:8 samplesPerPixel:4 hasAlpha:YES isPlanar:YES colorSpaceName:NSCalibratedRGBColorSpace bytesPerRow:0 bitsPerPixel:0]; Now I want to access the pixel data so I get a pointer to the pixel planes using unsigned char *bitmapData; [imageRep getBitmapDataPlanes:&bitmapData]; According to the Documentation this returns a C array of five character pointers. But how can it do that? since the type of the argument is unsigned char **, it can only return an array of chars, but not an array of char pointers. So, this leaves me wondering how to access the individual pixels. Do you have an idea how to do that? (I know there is the method – setColor:atX:y:, but it seems to be pretty slow if invoked for every single pixel of a big bitmap.)

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  • iPhone: Speeding up a search that's polling 17,000 Core Data objects

    - by randombits
    I have a class that conforms to UISearchDisplayDelegate and contains a UISearchBar. This view is responsible for allowing the user to poll a store of about 17,000 objects that are currently managed by Core Data. Everytime the user types in a character, I created an instance of a SearchOperation (subclasses NSOperation) that queries Core Data to find results that might match the search. The code in the search controller looks something like: - (void)filterContentForSearchText:(NSString*)searchText scope:(NSString*)scope { // Update the filtered array based on the search text and scope in a secondary thread if ([searchText length] < 3) { [filteredList removeAllObjects]; // First clear the filtered array. [self setFilteredList:NULL]; [self.tableView reloadData]; return; } NSDictionary *searchdict = [NSDictionary dictionaryWithObjectsAndKeys:scope, @"scope", searchText, @"searchText", nil]; [aSearchQueue cancelAllOperations]; SearchOperation *searchOp = [[SearchOperation alloc] initWithDelegate:self dataDict:searchdict]; [aSearchQueue addOperation:searchOp]; } And my search is rather straight forward. SearchOperation is a subclass of NSOperation. I overwrote the main method with the following code: - (void)main { if ([self isCancelled]) { return; } NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"MyEntity" inManagedObjectContext:managedObjectContext]; NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; [fetchRequest setEntity:entity]; NSPredicate *predicate = NULL; predicate = [NSPredicate predicateWithFormat:@"(someattr contains[cd] %@)", searchText]; [fetchRequest setPredicate:predicate]; NSError *error = NULL; NSArray *fetchResults = [managedObjectContext executeFetchRequest:fetchRequest error:&error]; [fetchRequest release]; if (self.delegate != nil) [self.delegate didFinishSearching:fetchResults]; [pool drain]; } This code works, but it has several issues. It's slow. Even though I have the search happening in a separate thread other than the UI thread, querying 17,000 objects is clearly not optimal. If I'm not careful, crashes can happen. I set the max concurrent searches in my NSOperationQueue to 1 to avoid this. What else can I do to make this search faster? I think preloading all 17,000 objects into memory might be risky. There has to be a smarter way to conduct this search to give results back to the user faster.

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  • Fragment shaders on a texture

    - by Snowangelic
    Hello stack overflow. I am trying to add some post-processing capabilities to a program. The rendering is done using openGL. I just want to allow the program to load some home made fragment shader and use them on the video stream. I wrote a little piece of shader using "OpenGL Shader Builder" that just turns a texture in grayscale. The shaders works well in the shader builder but I can't make it work in the main program. The screens stays all black. Here is the setup : @implementation PluginGLView - (id) initWithCoder: (NSCoder *) coder { const GLubyte * strExt; if ((self = [super initWithCoder:coder]) == nil) return nil; glLock = [[NSLock alloc] init]; if (nil == glLock) { [self release]; return nil; } // Init pixel format attribs NSOpenGLPixelFormatAttribute attrs[] = { NSOpenGLPFAAccelerated, NSOpenGLPFANoRecovery, NSOpenGLPFADoubleBuffer, 0 }; // Get pixel format from OpenGL NSOpenGLPixelFormat* pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; if (!pixFmt) { NSLog(@"No Accelerated OpenGL pixel format found\n"); NSOpenGLPixelFormatAttribute attrs2[] = { NSOpenGLPFANoRecovery, 0 }; // Get pixel format from OpenGL pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs2]; if (!pixFmt) { NSLog(@"No OpenGL pixel format found!\n"); [self release]; return nil; } } [self setPixelFormat:[pixFmt autorelease]]; /* long swapInterval = 1 ; [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; */ [glLock lock]; [[self openGLContext] makeCurrentContext]; // Init object members strExt = glGetString (GL_EXTENSIONS); texture_range = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE; texture_hint = GL_STORAGE_SHARED_APPLE ; client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE; rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE; // Setup some basic OpenGL stuff glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Loads the shaders shader=LoadShader(GL_FRAGMENT_SHADER,"/Users/alexandremathieu/fragment.fs"); program=glCreateProgram(); glAttachShader(program, shader); glLinkProgram(program); glUseProgram(program); [NSOpenGLContext clearCurrentContext]; [glLock unlock]; image_width = 1024; image_height = 512; image_depth = 16; image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; image_base = (GLubyte *) calloc(((IMAGE_COUNT * image_width * image_height) / 3) * 4, image_depth >> 3); if (image_base == nil) { [self release]; return nil; } // Create and load textures for the first time [self loadTextures:GL_TRUE]; // Init fps timer //gettimeofday(&cycle_time, NULL); drawBG = YES; // Call for a redisplay noDisplay = YES; PSXDisplay.Disabled = 1; [self setNeedsDisplay:true]; return self; } And here is the "render screen" function wich basically...renders the screen. - (void)renderScreen { int bufferIndex = whichImage; glBindTexture(GL_TEXTURE_RECTANGLE_EXT, bufferIndex+1); glUseProgram(program); int loc=glGetUniformLocation(program, "texture"); glUniform1i(loc,bufferIndex+1); glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, image_width, image_height, GL_BGRA, image_type, image[bufferIndex]); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f); glTexCoord2f(0.0f, image_height); glVertex2f(-1.0f, -1.0f); glTexCoord2f(image_width, image_height); glVertex2f(1.0f, -1.0f); glTexCoord2f(image_width, 0.0f); glVertex2f(1.0f, 1.0f); glEnd(); [[self openGLContext] flushBuffer]; [NSOpenGLContext clearCurrentContext]; //[glLock unlock]; } and finally here's the shader. uniform sampler2DRect texture; void main() { vec4 color, texel; color = gl_Color; texel = texture2DRect(texture, gl_TexCoord[0].xy); color *= texel; // Begin Shader float gray=0.0; gray+=(color.r + color.g + color.b)/3.0; color=vec4(gray,gray,gray,color.a); // End Shader gl_FragColor = color; } The loading and using of shaders works since I am able to turn the screen all red with this shader void main(){ gl_FragColor=vec4(1.0,0.0,0.0,1.0); } If the shader contains a syntax error I get an error message from the LoadShader function etc. If I remove the use of the shader, everything works normally. I think the problem comes from the "passing the texture as a uniform parameter" thing. But these are my very firsts step with openGL and I cant be sure of anything. Don't hesitate to ask for more info. Thank you Stack O.

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  • Adding picture in pickerview

    - by iSharreth
    UIImageView *one = [[UIImageView alloc]initWithImage:[[UIImage alloc] initWithContentsOfFile:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"ball1.png"]]] ; UIImageView *two = [[UIImageView alloc]initWithImage:[[UIImage alloc] initWithContentsOfFile:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"ball2.png"]]] ; UIImageView *three = [[UIImageView alloc]initWithImage:[[UIImage alloc] initWithContentsOfFile:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"ball3.png"]]] ; arrayBalls = [[NSArray alloc]initWithObjects:one,two,three,nil]; I used the above code for displaying image in the pickerview. But the application is crashing when executing this code. Anyone please help.

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  • How do I integrate popToRootViewControllerAnimated with my tabs?

    - by Adam Storr
    Hello! I am trying to make one of my tab buttons go to the root using popToRootViewControllerAnimated. My question is: where do I put this code for it to work? I have my tabs created through Interface Builder... do they have to be hard coded for this to work? Here is the code that I'm looking to use: [self.navigationController popToRootViewControllerAnimated:YES]; New code in AppDelegate: - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { if (viewController = HomeViewController) { [HomeViewController popToRootViewControllerAnimated:NO]; } }

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  • NSDictionary with specific property of plist

    - by Leonardo
    Hi, I have a plist with key values. Each key represent a language, let's say 'it' 'en' ....ecc The value of each key is another key/value(=array) set. At startup I would like to create a dictionary by reading only a specific key. Let's say the locale of my iphone is 'it', then the init method would only parse it key, because the only way I found by now is to make a dictionary from the whole plist file and then another dictionary. But I can imagine this can become quite cpu consuming if I add more language in the future. thanks Leonardo

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  • Text encoding problem between NSImage, NSData, and NSXMLDocument

    - by andyvn22
    I'm attempting to take an NSImage and convert it to a string which I can write in an XML document. My current attempt looks something like this: [xmlDocument setCharacterEncoding: @"US-ASCII"]; NSData* data = [image TIFFRepresentation]; NSString* string = [[NSString alloc] initWithData:data encoding:NSASCIIStringEncoding]; //Put string inside of NSXMLElement, write out NSXMLDocument. Reading back in looks something like this: NSXMLDocument* newXMLDocument = [[NSXMLDocument alloc] initWithData:data options:0 error:outError]; //Here's where it fails. I get: //Error Domain=NSXMLParserErrorDomain Code=9 UserInfo=0x100195310 "Line 7: Char 0x0 out of allowed range" I assume I'm missing something basic. What's up with this encoding issue?

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  • How do I Call a method from other Class

    - by balexandre
    Hi guys, I'm having some trouble figuring out to call methods that I have in other classes #import "myNewClass.h" #import "MainViewController.h" @implementation MainViewController @synthesize txtUsername; @synthesize txtPassword; @synthesize lblUserMessage; - (IBAction)calculateSecret { NSString *usec = [self calculateSecretForUser:txtUsername.text withPassword:txtPassword.text]; [lblUserMessage setText:usec]; [usec release]; } ... myNewClass.h #import <Foundation/Foundation.h> @interface myNewClass : NSObject { } - (NSString*)CalculateSecretForUser:(NSString *)user withPassword:(NSString *)pwd; @end myNewClass.m #import "myNewClass.h" @implementation myNewClass - (NSString*)CalculateSecretForUser:(NSString *)user withPassword:(NSString *)pwd { NSString *a = [[NSString alloc] initWithFormat:@"%@ -> %@", user, pwd]; return a; } @end the method CalculateSecretForUser always says 'MainViewController' may not respond to '-calculateSecretForUser:withPassword:' what am I doing wrong here?

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  • GDB says that a KVO observer is registered even though it is not (or is it?).

    - by Paperflyer
    When my application is closed, the main controller class removes itself as Observer from the model and then releases the model. Like this: - (void)dealloc { [theModel removeObserver:self forKeyPath:@"myValue"]; [theModel release]; [super dealloc]; } And right after that, the debugger says: 2010-04-29 14:07:40.294 MyProgram[13678:a0f] An instance 0x116f2e880 of class TheModel was deallocated while key value observers were still registered with it. Observation info was leaked, and may even become mistakenly attached to some other object. Set a breakpoint on NSKVODeallocateBreak to stop here in the debugger. Here's the current observation info: <NSKeyValueObservationInfo 0x100288450> ( <NSKeyValueObservance 0x1002aca90: Observer: 0x116f40ec0, Key path: myValue, Options: <New: YES, Old: NO, Prior: NO> Context: 0x0, Property: 0x116f80430> ) where 0x116f2e880 is indeed the model and 0x116f40ec0 is indeed the controller. How can the controller still be an observer when it just removed itself as an observer?

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  • next line character a huge influence on xmlparser?

    - by jovany
    I have question about a basic xml file I'm parsing and just putting in simple nextlines(Enters). I'll try to explain my problem with this next example. I'm( still) building an xml tree and all it has to do ( this is a testtree ) is put the summary in an itemlist. I then export it to a plist so I can see if everything is done correctly. A method that does this is in the parser which looks like this if([elementName isEqualToString:@"Book"]) { [appDelegate.books addObject:aBook]; [aBook release]; aBook = nil; } else { [aBook setValue:currentElementValue forKey:elementName]; NSString *directions = [NSString stringWithFormat:currentElementValue]; [directionTree = setObject:directions forKey:@"directions"]; } [currentElementValue release]; currentElementValue = nil; } the export for the plistfile happens at the endtag of books. Below is the first xmlfile <?xml version="1.0" encoding="UTF-8"?> <Books><Book id="1"><summary>Ero adn the ancient quest to measure the globe.</summary></Book><Book id="2"><summary>how the scientific revolution began.</summary></Book></Books> This is my output http://img139.imageshack.us/img139/9175/picture6rtn.png If I make some adjustments like here <?xml version="1.0" encoding="UTF-8"?> <Books><Book id="1"> <summary>Ero adn the ancient quest to measure the globe.</summary> </Book> <Book id="2"> <summary>how the scientific revolution began.</summary> </Book> </Books> My directions key with type string remains empty... http://img248.imageshack.us/img248/5838/picture7y.png I never knew that if I just put in an enter it would have such an influence. Does anyone know a solution to this since my real xml file looks like this. ps. the funny thing is I can actually see ( when debugging)my directions string (NSString directions ) fill up with the currentElementValue in both cases.

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  • Making a Grid in an NSView

    - by Hooligancat
    I currently have an NSView that draws a grid pattern (essentially a guide of horizontal and vertical lines) with the idea being that a user can change the spacing of the grid and the color of the grid. The purpose of the grid is to act as a guideline for the user when lining up objects. Everything works just fine with one exception. When I resize the NSWindow by dragging the resize handle, if my grid spacing is particularly small (say 10 pixels). the drag resize becomes lethargic in nature. My drawRect code for the grid is as follows: -(void)drawRect:(NSRect)dirtyRect { NSRect thisViewSize = [self bounds]; // Set the line color [[NSColor colorWithDeviceRed:0 green:(255/255.0) blue:(255/255.0) alpha:1] set]; // Draw the vertical lines first NSBezierPath * verticalLinePath = [NSBezierPath bezierPath]; int gridWidth = thisViewSize.size.width; int gridHeight = thisViewSize.size.height; int i; while (i < gridWidth) { i = i + [self currentSpacing]; NSPoint startPoint = {i,0}; NSPoint endPoint = {i, gridHeight}; [verticalLinePath setLineWidth:1]; [verticalLinePath moveToPoint:startPoint]; [verticalLinePath lineToPoint:endPoint]; [verticalLinePath stroke]; } // Draw the horizontal lines NSBezierPath * horizontalLinePath = [NSBezierPath bezierPath]; i = 0; while (i < gridHeight) { i = i + [self currentSpacing]; NSPoint startPoint = {0,i}; NSPoint endPoint = {gridWidth, i}; [horizontalLinePath setLineWidth:1]; [horizontalLinePath moveToPoint:startPoint]; [horizontalLinePath lineToPoint:endPoint]; [horizontalLinePath stroke]; } } I suspect this is entirely to do with the way that I am drawing the grid and am open to suggestions on how I might better go about it. I can see where the inefficiency is coming in, drag-resizing the NSWindow is constantly calling the drawRect in this view as it resizes, and the closer the grid, the more calculations per pixel drag of the parent window. I was thinking of hiding the view on the resize of the window, but it doesn't feel as dynamic. I want the user experience to be very smooth without any perceived delay or flickering. Does anyone have any ideas on a better or more efficient method to drawing the grid? All help, as always, very much appreciated.

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  • How to show/open/bringToFront a Window that is inside the MainMenu.xib File?

    - by 0SX
    This is a stupid question that I should be able to answer myself but I can't seem to get it to work. I have a window inside my MainMenu.xib file that I want to show or bring to front. Right now I have it visible at launch and it works but if I close it with orderOut: and do another instance of it, buttons quit working. How can I reopen the same window that the NSApplication launched at the beginning of the app? I've spent 2+ days trying to figure a way to make it work but no luck. I've even tried to split the window out to it's own xib file but when I do that my methods from the appDelegate fail to respond/work. Any help would be much appreciated. I feel stupid for even asking such a simplistic question. lol Thanks.

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  • NSFetchedResultsControllerDelegate in a second view controller (not firing?)

    - by MTBPatriot
    I am running into an issue similar to the one described here: http://stackoverflow.com/questions/1319940/nsfetchedresultscontrollerdelegate-not-firing (the delegate for my NSFetchedResultsControllerDelegate are not being called on my second view controller) I can't seem to get the proposed solutions to work. I have a main view that loads information from Core Data just fine, but when it pushes a separate controller (and passes the managed object to it), the delegate methods won't fire. I've read about 'mergeChangesFromContextDidSaveNotification' but I don't understand how to synchronize the two manage objects and/or get the delegate methods to be called. Any help would be greatly appreciated. Thank you, Mike

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  • Passcode functionality for iPhone app?

    - by David Liu
    I was thinking about putting in PIN number functionality within my iPhone app (various examples can be seen here http://forums.mint.com/showthread.php?t=5956 ), but I was kinda stumped how to go about it. Should I just go with a hidden textfield and simulate the inputs with images?

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  • How do I get a UIView to appear instantly?

    - by matsgrip
    I'm trying to create an activity indicator in iPhone app. The problem is that I cannot get it to appear before the actual task i want it to diplay during is already done. Is there something funky about the order in which the iPhone does stuff? Here is my problematic code (in my app delegate): -(BOOL)showProgressView: (NSString *) message { self.progress = [[UIView alloc] initWithFrame:window.frame]; UIImageView *img = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"squircle.png"]]; [img setAlpha:0.5]; [img setFrame:CGRectMake(94, 173, 133, 133)]; UIActivityIndicatorView *spinner = [[UIActivityIndicatorView alloc] initWithFrame:CGRectMake(51.5, 51.5, 30, 30)]; spinner.activityIndicatorViewStyle = UIActivityIndicatorViewStyleWhiteLarge; [img addSubview:spinner]; [self.progress addSubview:img]; [spinner startAnimating]; [img release]; [spinner release]; [window addSubview:self.progress]; return YES; } I then call this code like this: if ([appDelegate showProgressView:@"Loading..:"]) { //My actual code loads data and stuff here but that is not important //drawCtrl is a UIViewController subclass that is instantiated here UINavigationController *navController = [appDelegate navigationController]; [navController pushViewController:drawCtrl animated:YES]; [drawCtrl release]; } The problem is that my activity indicator does not appear until the new view controller is pushed onto the navController's stack. Can I control this in some way? Thanks in advance! -Mats

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  • CATransitionFade not working on newly added subviews

    - by David Liu
    For some reason, fading in new buttons using CATransition isn't working for me when it's a newly added button. The fade animation, however, is working on existing subviews. Code: // Add new button. CATransition *animation = [CATransition animation]; [animation setDuration:0.5]; [animation setType:kCATransitionFade]; [[button layer] addAnimation:animation forKey:@"fadeIn"]; [self.view addSubview:button]; // Enable previous button (Enabling fades in different type of background) if(toolbar.buttons.count != 0){ UIButton * prevButton = [toolbar.buttons objectAtIndex:(toolbar.buttons.count - 1)]; prevButton.enabled = YES; [[prevButton layer] addAnimation:animation forKey:@"fadeIn"]; }

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  • Check if UINavigationItem title is truncated

    - by PartiallyFinite
    I want to check whether the title of a UINavigationItem is truncated. I set the title like this: self.navigationItem.title = whatever. I know I can check if the text in a UILabel is truncated like this: CGSize size = [label.text sizeWithFont:[UIFont fontWithName:@"myfont" size:18.0]]; if (size.width > label.bounds.size.width) { // set a shorter title } And I can even find the UINavigationItemView object in which the title is displayed like so: UIView *navItemView; for (UIView *view in self.navigationController.navigationBar.subviews) { if ([view isKindOfClass:NSClassFromString(@"UINavigationItemView")]) { navItemView = view; } } But I cannot apply this method to the navItemView because is always seems to have a width of exactly 58, which is much less than the title in it, so according to that, it would appear that the title is truncated, even when it isn't. So, my question comes down to this: How do I find the width of the title displayed in the UINavigationItem? UPDATE: I have found a solution to my problem, but it isn't exactly ideal, perfect, or reliable, so I am not marking it as an answer yet. If anyone has any better solutions, please share them.

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  • CAScrollLayer doesn't scroll!

    - by Cliff
    Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this: -(void) initialize { CAScrollLayer *scrollLayer = [CAScrollLayer layer]; scrollLayer.backgroundColor = [[UIColor blackColor] CGColor]; CGRect bounds = self.view.bounds; scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height); scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800); scrollLayer.borderWidth = 2.5; scrollLayer.borderColor = [[UIColor redColor] CGColor]; scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20); scrollLayer.scrollMode = kCAScrollBoth; [self.view.layer addSublayer:scrollLayer]; UIImage *image = [UIImage imageNamed:@"eclipse32.gif"]; for(int i=0; i<6; i++) { layer = [CALayer layer]; layer.backgroundColor = [[UIColor blackColor] CGColor]; layer.bounds = CGRectMake(0, 0, 100, 100); layer.contents = (id)[image CGImage]; layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y); [scrollLayer addSublayer:layer]; } // [button removeFromSuperview]; // [self.view addSubview:button]; // self.view.userInteractionEnabled = YES; [image release]; } The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?

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  • Cannot hide a UIButton - Please help!

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton SetAnimationDidStopSelector:@selector(nowHideThisSiteButton:finished:context:)]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; } and the stop selector below: -(void)nowHideThisSiteButton:(NSString *)animationID finished:(BOOL *)finished context:(void *)context { visitSite.hidden = YES; } I've also tried [visitSite setHidden:YES]; and that fails as well. ALSO I've noticed that the setAnimationDidStopSelector does not get called at all. Also, visitSite (when NSLogged) equals: <UIButton: 0x1290f0; frame = (0 0; 320 460); opaque = NO; autoresize = RM+BM; layer = <CALayer: 0x1290f0>> visitSite.hidden (when NSLogged) equals: NULL Any more ideas? :(

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  • getting error when using mapkit in xcode?

    - by Rahul Vyas
    'NSInvalidUnarchiveOperationException', reason: '*** -[NSKeyedUnarchiver decodeObjectForKey:]: cannot decode object of class (MKMapView)' i am getting this error.am i missed something.i don't know from where to add MApkit.framework first i tried with target-getInfo and then from the bottom + sign added framework but that did not wrked.then i search in spotlight and added another framework.by adding this it removed previous error but gives the above one.what is the exact location of mapkit framework. i want to test it in simulator.

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  • Using Mapkit to create a local searchable Map

    - by Digital D
    Using MapKit as a base, I'm planning on adding a map to a project with 'local search' capabilities. I think 'local search' describes the feature I want to design into the map. Here is my vision. The map is displayed on the bottom half of a view. The user's current location is highlighted by default. When the user pushes the 'search' button annotation pins drop onto the map. The search is programmatically fixed to a certain item....for example supermarkets. So supermarkets in a 5 mile radius of the user's current location will populate the map. How would I add this local search feature to the already amazing MapKit? I've learned an incredible amount as a new developer in the last few months, and look forward to learning googles...correction googols more. Thanks in anticipation.

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