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  • How to get the location (x,y) of a CCLabel that is a child of a CCScene?

    - by RexOnRoids
    (learning Cocos2D) After creating a CCLabel and adding it to a CCLayer like this: //From HelloWorldScene.m // create and initialize a Label CCLabel* label1 = [CCLabel labelWithString:@"Hello" fontName:@"Marker Felt" fontSize:10]; label1.position = ccp(35, 435); // add the label as a child to this Layer [self addChild: label1]; How do I determine when a user has TOUCHED the label on the screen?

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  • TableView problem with Tab Bar!?!?!

    - by Daniel Granger
    I created a tableView which worked fine in a single view app but as soon as I changed the view controller for a Tab Bar Controller and tapped the tab for the view with the table view in I suddenly get this! What has gone wrong? [Session started at 2010-03-28 15:30:15 +0100.] 2010-03-28 15:30:17.763 LogbookTable[13473:207] *** -[UIViewController tableView:numberOfRowsInSection:]: unrecognized selector sent to instance 0x3b14d10 2010-03-28 15:30:17.765 LogbookTable[13473:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIViewController tableView:numberOfRowsInSection:]: unrecognized selector sent to instance 0x3b14d10' 2010-03-28 15:30:17.766 LogbookTable[13473:207] Stack: ( 29303899, 2465178889, 29685819, 29255286, 29107906, 4372518, 4379894, 4378891, 3095430, 3035941, 3077376, 3065931, 55820976, 55820399, 55818438, 55817530, 2739877, 2763572, 2745983, 2773089, 37399897, 29088640, 29084744, 2739733, 2777007, 10496, 10350 )

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  • How can I set different sound for different players by using [[SimpleAudioEngine sharedEngine] playE

    - by srikanth rongali
    I need to set sounds for different players in my game. There are 10 players. And I have 10 sounds. The players are loaded int his way for( int i = 1; i <5; i++ ) { [playerAnimation addFrameWithFilename: [NSString stringWithFormat:@"Player %02d gun draw_%02d.png", playerNumber, i]]; } How can I set the sounds in this way by giving the filenames. And player1 shoots player1sound should play. How can I do it using [[SimpleAudioEngine sharedEngine] playEffect:@"player1.sound.wav"];

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  • Why do I have memory problems?

    - by Tattat
    I got this error from XCode: objc[8422]: FREED(id): message release sent to freed object=0x3b120c0 I googled and find that is related to the memory. But I don't know which line of code I go wrong, any ideas? After I launch my app in simulator, it prompts a second, than, no other error except the error above. @implementation MyAppDelegate @synthesize window; @synthesize viewController; - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; [self changeScene:[MainGameMenuScene class]]; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } - (void) changeScene: (Class) scene { BOOL animateTransition = true; if(animateTransition){ [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:window cache:YES]; //does nothing without this line. } if( viewController.view != nil ) { [viewController.view removeFromSuperview]; //remove view from window's subviews. [viewController.view release]; //release gamestate } viewController.view = [[scene alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; //now set our view as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; if(animateTransition){ [UIView commitAnimations]; } }

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  • identifying Button selection of each row in Tableview?

    - by senthilmuthu
    hi,i coded like - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { UIButton *btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(230.0f, 4.0f, 60.0f, 36.0f); [btn setTitle:@"OK" forState:UIControlStateNormal]; [btn setTitle:@"OK" forState:UIControlStateSelected]; [btn addTarget:self action:@selector(onClickRename:) forControlEvents:UIControlEventTouchUpInside]; [cell addSubview:btn]; return cell; } but if the user selects the button on particular row, i can change that image through onClickRename...but can i get inwhich row's image has been touched through (void)tableView:(UITableView )tableView didSelectRowAtIndexPath:(NSIndexPath)indexPath ?

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  • Cannot change UIImageView frame in a custom table cell.

    - by jkally
    I have a custom table cell. In it I have put (via the IB) an image view of a certain frame In 'cellForRowAtIndexPath', under certain conditions, I would like to modify the frame of this UIImageView, so I write something like: UIImageView *imgv = (UIImageView *)[cell viewWithTag:1]; CGRect r = CGRectMake(20.0, 20.0, 10.0, 10.0); imgv.frame = r; But nothing expected happens (The frame does move a little though not to where I want, but doesn't change its size at all);

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  • CADisplayLink stops updating when UIScrollView scrolled

    - by Tricky
    Title is quite self explanatory, but I have some animation being done in a loop triggered by CADisplayLink. However, as soon as I scroll a UIScrollView I have added to my view hierarchy, the animation stops immediately, only to return again when scrolling has completely stopped and come to a standstill.... Anyway to cancel this behaviour?

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  • Creating a JSONRepresentation of my NSDictionary messes up the order?

    - by Lewion
    Hi all, To pass data to my webservice, I create an NSDictionary with the objects and keys I need, and use JSONRepresentation to format it nicely so I can post it to my service. It all worked fine with the previous version where only 2 parameters were required. An array with listitems, and a UDID. No I also need to pass a version number because we need to provide more data for people with the application at this new version. Only problem is when I create my JSONRepresentation now, the order of things are all messed up. NSMutableDictionary *rowDict = [[NSMutableDictionary alloc] initWithObjectsAndKeys:arrayDict,@"basketListV2",sharedData.udid,@"UDID",@"1.4",@"version",nil]; It prints out version first, then UDID and then basketListV2. Anyone know what I can do to maintain the order of my NSDict? I tried both NSDictionary and NSMutableDictionary (Probably doesn't have to do anything with it but for testing purposes I had to try it.) Thanks in advance. Lewion

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  • Invoking [SKProductsRequest start] hangs on iOS 4.0

    - by figelwump
    Encountering an issue with SKProductsRequest that is specific to iOS 4.0. The problematic code: - (void)requestProductData { NSSet *productIdentifiers = [NSSet setWithObjects:kLimitedDaysUpgradeProductId, kUnlimitedUpgradeProductId, nil]; self.productsRequest = [[SKProductsRequest alloc] initWithProductIdentifiers:productIdentifiers]; self.productsRequest.delegate = self; [self.productsRequest start]; } - (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response { NSLog(@"didReceiveResponse"); } When [SKProductsRequest start] is invoked, the productsRequest:didReceiveResponse: delegate method is never invoked; further, the entire app hangs and is completely unresponsive to input. Obviously, this is a huge issue for our iOS 4.0 users as it not only breaks payments but makes the app completely unusable. Some other things to note: this only happens on iOS 4.0; iOS 4.2, 3.x are fine. Also: if the delegate is not set on the SKProductsRequest (i.e. comment out the line "self.productsRequest.delegate = self;"), the app doesn't hang (but of course in that case we have no way of getting the product info). Also, the problem still reproduces with everything stripped out of the productsRequest:didReceiveResponse: callback (that method never actually gets called). Finally, if the productIdentifiers NSSet object is initialized to an empty set, the hang doesn't occur. Has anybody else experienced this? Any ideas/thoughts on what could be going on here, and how we might be able to work around this?

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  • Optimal way to initialize varying objects

    - by John Smith
    I have to initialize a lot of different types of objects based on an integer parameter. They all have the same overall initialization methods. At the moment I have the following code #def APPLE 1 #def PEAR 2 switch (t) { case APPLE: newobj = [[FApple alloc] init]; break; case PEAR: newobj = [[FPear] alloc] init]; break; default: retobj = nil; } I believe there must be a better way to do this. When I add FOrange I have to go and add another line here. What would be a better way?

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  • buttons and menu items in cocos2d/objective-c

    - by peter61
    In my app, I'd like a method called whenever the user taps the screen (anywhere on the screen). Normally, I'd make a transparent UIButton that covers the whole screen. If I'm using the cocos2d framework, what's the best way to do this? Is it good practice to still use UIButtons? I've been reading about MenuItems but haven't found an easy way to make one giant fully transparent menu item? Thanks.

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  • UINavigationController's back button disappears?

    - by QAD
    I notice something strange happens to one of my view controller: the back button disappears, yet it's possible to go back to previous view controller by tapping the top left corner (i.e where the button should reside). In my entire file there's no line that set self.navigationItem.hidesBackButton to YES; also NSLog prints 0 as self.navigationItem.hidesBackButton's value in viewDidLoad. This occurs in both the simulator and real device. Any ideas?

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  • How To Draw line on touch event ?

    - by AJPatel
    Hey i m beginner of objective C Please Help me i make following code but not work..... -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; if ([touch view] == self.view) { CGPoint location = [touch locationInView:self.view]; loc1 = location; CGContextMoveToPoint(context, location.x, location.y); NSLog(@"x:%d y:%d At Touch Begain", loc1.x, loc1.y); } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; if ([touch view] == self.view) { CGPoint location = [touch locationInView:self.view]; CGContextMoveToPoint(context, loc1.x, loc1.y); NSLog(@"x:%d y:%d At Touch Move", loc1.x, loc1.y); CGContextAddLineToPoint(context, location.x, location.y); NSLog(@"x:%d y:%d", location.x, location.y); } }

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  • Customized annotation problem

    - by user128647
    I want my custom UIView (.Xib View) to appear when user tabs on pins (not apple's callOutBubble) and in that UIView there should be a button which fires an IBAction on touched down event. Therefore I have added an AddObserver method to MKAnnotationView. which responds to touch events over pin in MKMapView. I have also added 3 buttons over that XIB view, which have also assigned IBActions. But when I run my application, buttons in the customized annotation view are not responding to IBAction (Touch Down). Why does this happen, and how can I fix it? I need to call a method when those 3 buttons are tabbed.

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