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  • Where should I put code that is supposed to fire AFTER the view has loaded?

    - by Timbo
    I’m writing an objective-c program that does some calculations based on time and will eventually updates UILabels each second. To explain the concept here’s some simplified code, which I’ve placed into the viewDidLoad of the class that handles the view. (void)viewDidLoad { [super viewDidLoad]; // how do i make this stuff happen AFTER the view has loaded?? int a = 1; while (a < 10) { NSLog(@"doing something"); a = a + 1; sleep(1); } } My problem is that the code halts the loading of the view until the loop is all complete (in this case 10 seconds). Where should I put code that I want to fire AFTER the view has finished loading? newbie question I know =/

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  • How can I get the main thread to sleep while waiting for a delgate to be called?

    - by Erik B
    Consider a class with these methods: - (id) initWithFrame: (CGRect) frame { if (!(self = [super init])) return nil; webView = [[UIWebView alloc] initWithFrame:frame]; [webView setDelegate:self]; lock = [[NSConditionLock alloc] initWithCondition:LOCK_WAIT]; return self; } - (void) setHTML: (NSString *) html { [lock lockWhenCondition:LOCK_WAIT]; [webView loadHTMLString:html baseURL:nil]; [lock unlock]; } - (void)webViewDidFinishLoad:(UIWebView *)aWebView { [lock lockWhenCondition:LOCK_WAIT]; // Locking to be able to unlock and change the condition. [lock unlockWithCondition:LOCK_GO]; } - (NSString *) stringByEvaluatingJavaScriptFromString: (NSString *) jsCommand { [lock lockWhenCondition:LOCK_GO]; return [webView stringByEvaluatingJavaScriptFromString:jsCommand]; [lock unlock]; } Let's call this class SynchronousUIWebView. From the main thread I execute: webView = [[SynchronousUIWebView alloc] initWithFrame:frame]; [webView setHTML:html]; [webView stringByEvaluatingJavaScriptFromString:jsCommand]; The problem seems to be that the delegate is not called until I leave the current call stack, which I don't since I'm waiting for the delegate call to happen, aka deadlock. To me it seems like the delegate call is pushed to a queue that is called when the current call is done. So the question is can I modify this behavior? Note: The reason this is needed is that I can't execute the JavaScript until the HTML has loaded.

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  • presenting modal views in a popover

    - by sengbsd
    Hi, Im trying to load a modal view from a view controller that is displayed in a popover. The modal view loads but the problem is that it transitions into the main view and not within the popover. Is it something Im missing? I thought simply initiating it from a vc within a popover would present the modal view within the same popover... The code is nothing special as bellow: - (IBAction)myButton{ ModalVC *controller = [[ModalVC alloc] initWithNibName:@"ModalVC" bundle:nil]; [self presentModalViewController:controller animated:YES]; [controller release]; }

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  • fill UIWebVIew TextInput with custom keyboard

    - by user319097
    For an app I am working on I want a custom keyboard to come up when you tap on an input field in a UIWebview, for example for UITextView i use this code : myText.text = [myText.text stringByAppendingString:@"a"]; but i don't know how can i fill a text field in UIWebVIew Any help would be very much appreciated; thanks!

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  • UISlider won't display

    - by user290295
    I have been having a lot of difficulty adding custom track images to a UISlider. Whenever I do this, whether to a nib created UISlider or a hand programmed UISlider the slider refuses to display. Also, I even commented the track image code out below and the UISlider still refuses to display. There are other nib created sliders in the controlView that display and function fine. if (![self loadView:keyboardControlView intoSuperview:controlView withNib:@"KeyboardControl"]) { NSLog(@"Could not load controlView from nib into synthControlView"); } // nibSlider is an outlet to a UISlider in the above loaded nib file CGRect sliderFrame = nibSlider.frame; float sliderMinimum = nibSlider.minimumValue; float sliderMaximum = nibSlider.maximumValue; float sliderValue = nibSlider.value; // remove from superview, implicitly releasing UISlider [nibSlider removeFromSuperview]; // reuse pointer to allocate new UISlider using rect obtained from nib nibSlider = [[UISlider alloc] initWithFrame:sliderFrame]; nibSlider.backgroundColor = [UIColor clearColor]; nibSlider.minimumValue = sliderMinimum; nibSlider.maximumValue = sliderMaximum; nibSlider.continuous = YES; nibSlider.value = sliderValue; //[nibSlider setMinimumTrackImage:[[UIImage imageNamed:@"violetslider.png"] //stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0] forState:UIControlStateNormal]; // //[nibSlider setMaximumTrackImage:[[UIImage imageNamed:@"violetslider.png"] // stretchableImageWithLeftCapWidth:5.0 topCapHeight:0.0] forState:UIControlStateNormal]; [nibSlider addTarget:delegate action:@selector(sliderUpdate:) forControlEvents:UIControlEventValueChanged]; [controlView addSubview:nibSlider]; // do not release here as slider will need to remain cached. push onto a release stack. [nibSlider setNeedsDisplay];

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  • Left with extra UITableViewCell after re-ordering

    - by Mark F
    After going into Edit mode, moving a cell, and leaving edit mode, i am left with one extra cell sitting on top of its duplicate cell while still in edit mode. The problem has to be somewhere in here: - (void)tableView:(UITableView *)tableView moveRowAtIndexPath:(NSIndexPath *)sourceIndexPath toIndexPath:(NSIndexPath *)destinationIndexPath { NSMutableArray *array = [[fetchedResultsController fetchedObjects] mutableCopy]; id objectToMove = [[array objectAtIndex:sourceIndexPath.row] retain]; [array removeObjectAtIndex:sourceIndexPath.row]; [array insertObject:objectToMove atIndex:destinationIndexPath.row]; [objectToMove release]; for (int i=0; i<[array count]; i++) { [(NSManagedObject *)[array objectAtIndex:i] setValue:[NSNumber numberWithInt:i] forKey:@"userOrder"]; } [array release]; } Any guidance greatly appreciated!

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  • How to check whether a CGPoint is inside a UIImageView?

    - by Horace Ho
    In touchesBegan: CGPoint touch_point = [[touches anyObject] locationInView:self.view]; There are tens of UIImageView around, stored in a NSMutableArray images. I'd like to know is there a built-in function to check if a CGPoint (touch_point) is inside one of the images, e.g.: for (UIImageView *image in images) { // how to test if touch_point is tapped on a image? } Thanks Follow up: For unknown reason, pointInside never returns true. Here is the full code. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; touch_point = [touch locationInView:self.view]; for (UIImageView *image in piece_images) { if ([image pointInside:touch_point withEvent:event]) { image.hidden = YES; } else { image.hidden = NO; } NSLog(@"image %.0f %.0f touch %.0f %.0f", image.center.x, image.center.y, touch_point.x, touch_point.y); } } although I can the two points are sometimes identical in the NSLog output ... I also tried: if ([image pointInside:touch_point withEvent:nil]) the result is the same. never returns a true. To eliminate the chance of anything goes with with the images. I tried the following: if (YES or [image pointInside:touch_point withEvent:event]) all images are hidden ater the first click on screen.

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  • OpenGL ES - how to keep some object at a fixed size?

    - by OMH
    I'm working on a little game in OpenGL ES. In the background, there is a world/map. The map is just a large texture. Zoom/pinch/pan is used to move around. And I'm using glOrthof (left, right, bottom, top, zNear, zFar) to implement the zoom/pinch. When I zoom in, the sprites on top of the map is also zoomed in. But I would like to have some sprites stay at a fixed size. I could probably calculate a scale factor, depending on the parameters to glOrthof, but there must be a more natural and straightforward way of doing that, instead of scaling the sprites down when I zoom in. If I add some text or some GUI elements on top of the map, they should definately have a fixed size. Is there a solution to do this, or do I have to leave fixed values in glOrthof and implement zoom/pinch in another way? EDIT: To be more clear: I want sprites that zoom in/out along with the map, but stay at the same size. I have some elements that are like the pins on the iPhone's map application. When you zoom, the pins stay the same size, but move around on the screen to stay on the same spot on the map. That is mainly what I want a solution for. Solutions for this already came below, thanks!

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  • Setting the default stack size on Linux globally for the program

    - by wowus
    So I've noticed that the default stack size for threads on linux is 8MB (if I'm wrong, PLEASE correct me), and, incidentally, 1MB on Windows. This is quite bad for my application, as on a 4-core processor that means 64 MB is space is used JUST for threads! The worst part is, I'm never using more than 100kb of stack per thread (I abuse the heap a LOT ;)). My solution right now is to limit the stack size of threads. However, I have no idea how to do this portably. Just for context, I'm using Boost.Thread for my threading needs. I'm okay with a little bit of #ifdef hell, but I'd like to know how to do it easily first. Basically, I want something like this (where windows_* is linked on windows builds, and posix_* is linked under linux builds) // windows_stack_limiter.c int limit_stack_size() { // Windows impl. return 0; } // posix_stack_limiter.c int limit_stack_size() { // Linux impl. return 0; } // stack_limiter.cpp int limit_stack_size(); static volatile int placeholder = limit_stack_size(); How do I flesh out those functions? Or, alternatively, am I just doing this entirely wrong? Remember I have no control over the actual thread creation (no new params to CreateThread on Windows), as I'm using Boost.Thread.

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  • IPhone memory problems...

    - by jAmi
    Hi, I am working on an App that is already been made but Memory Management was not considered in the development stages. So what can I do to keep the App memory usage low as soon as I get a memory warning? Is there any general tool or some piece of code that I can use to release any unused memory?

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  • delete in tableView..

    - by totato
    I just add this methods in .h file : - (IBAction)EditTable:(id)sender; - (IBAction)DeleteButtonAction:(id)sender; and in .m file : (IBAction)DeleteButtonAction:(id)sender{ [tableList removeLastObject]; [Table reloadData]; } (IBAction) EditTable:(id)sender{ if(self.editing) { [super setEditing:NO animated:NO]; [Table setEditing:NO animated:NO]; [Table reloadData]; [self.navigationItem.leftBarButtonItem setTitle:@"Edit"]; [self.navigationItem.leftBarButtonItem setStyle:UIBarButtonItemStylePlain]; } else { [super setEditing:YES animated:YES]; [Table setEditing:YES animated:YES]; [Table reloadData]; [self.navigationItem.leftBarButtonItem setTitle:@"Done"]; [self.navigationItem.leftBarButtonItem setStyle:UIBarButtonItemStyleDone]; } } when I run the program and click the delete button (red button) the program is stop ! whats the problem ? please any help ?

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  • How to recognize the touch of a non regular sprite image ?

    - by srikanth rongali
    I have a sprite and if it is touched the touch should be recognized. I used the coordinates to do so. I took the coordinates (min x, min y, max x , max y)of the sprite image. But The sprite image is not a rectangular shape. So, even if I touch the coordinates outside the sprite and inside the rectangular bounds the sprite is recognized. But for my application I need only the sprite to be recognized. So, I have to take only the coordinates of the sprite, but it is not regular shape. I am using CCSprite in my program. So, what can I do to for only the sprite to be selected ? Which classes should use for this? Thank You.

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  • NavBar displaying back twice when app changed to landscape mode

    - by Graeme
    Hi, Not sure what's going on here, but my iPhone apps nav bar shows back and the title of my detail view controller even when I'm back to the original view. It wasn't happening earlier, it has changed recently (but not sure when exactly). E.g. I click on a row, view the didSelectRow XIB and then click back on the NavBar controller, but it still shows back even though the view does change back to the original table view. I then have to press back again and then it clears. Update: It's as if its trying to go back three times instead of two. Because, if you visit another row without removing the back button, it stores it as if you need to go back twice. It works fine in portrait mode. Any ideas?

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  • Cocoa-Touch framework for speaking to a TCP socket?

    - by Coocoo4Cocoa
    I have a daemon running on a server that's latched onto a TCP/IP port. I'm looking to see if there's currently any support iPhone/Cocoa-touch frameworks that gives a nice OO wrapper for speaking to the daemon over an IP socket. I need to be able to interactively query the daemon with commands and retrieve back information. If there isn't any OO wrappers for such a task, what's the next best bet?

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  • How much difference you find between scrollview offset and contentview offset of table?

    - by neha
    Hi all, In my application, I want to detect the end of the entire table with scrollview. Since there're no sections in my scrollview, I'm using noOfRows*rowHeight to reach the end. I'm using scrollview.contentOffset.y to detect the y offset, but this contentOffset isn't matching the multiplication result i.e. I have 20 rows and with height as 250. So it comes as 5000, but my scrollview.offset.y at the end of last cell is nearly about 4650. What's this difference? Thanx in advance.

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  • ViewController has wrong orientation after Landscape-only has been popped

    - by noroom
    In a navigation-based app, LandscapeViewController only supports landscape mode (all others support both modes). I also have a "loading screen" that advises the user to rotate the phone before continuing. This way I can make sure that when my landscape view loads, that it's in landscape mode. The problem comes when i rotate the phone to portrait mode while still showing LandscapeVC. I press the Back nagivation button to navigate up one level (to a VC that supports both landscape and portrait modes), but the upper level shows in landscape mode even though the phone is in portrait mode. I guess this is because when I left this view I was in portrait mode, I then rotated the phone while in another view, so this view has not received the notification. If I then proceed to rotate the phone to the other landscape mode (say the LandscapeVC was loaded on its right side, so I'd rotate the upper VC from portrait to the left landscape mode), it will update. My question is: how can I notify this upper view that the phone was rotated, so when the user goes up after putting the phone in portrait mode, the upper view shows correctly?

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  • Using system Sound to play sounds

    - by Shoaibi
    Here is the code: -(void)stop { NSLog(@"Disposing Sounds"); AudioServicesDisposeSystemSoundID (soundID); //AudioServicesRemoveSystemSoundCompletion (soundID); } static void completionCallback (SystemSoundID mySSID, void* myself) { NSLog(@"completion Callback"); } - (void) playall: (id) sender { [self stop]; AudioServicesAddSystemSoundCompletion (soundID,NULL,NULL, completionCallback, (void*) self); OSStatus err = kAudioServicesNoError; NSString *aiffPath = [[NSBundle mainBundle] pathForResource:@"slide1" ofType:@"m4a"]; NSURL *aiffURL = [NSURL fileURLWithPath:aiffPath]; err = AudioServicesCreateSystemSoundID((CFURLRef) aiffURL, &soundID); AudioServicesPlaySystemSound (soundID); NSLog(@"Done Playing"); } Output: Disposing Sounds Done Playing In actual no sound gets play at all and completion call back isn't called as well. Any idea what could be wrong here? I want to stop any previous sound before playing current.

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  • Why didn't Apple initially implement copy and paste in the iPhone?

    - by Howiecamp
    Why didn't Apple implement copy and paste prior to iPhone OS 3.0? The answers I don't think are correct (but I could certainly be wrong) are: They couldn't figure out how to do it and provide a good user experience Some crazy multi-tasking or battery limitation iPhone users didn't want or need it (this was Microsoft's argument and is totally specious) Thoughts?

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  • Why my buttons OnClick event fails to fire?

    - by Pentium10
    I have an activity, where the ListView holds customized linear layout elements for each row. One of the rows has a button defined as: <Button android:text="Pick a contact" android:id="@+id/btnPickContact" android:layout_width="wrap_content" android:gravity="center_vertical" android:layout_height="wrap_content"></Button> Then in java, I have this code: ((Button) row.findViewById(R.id.btnPickContact)).setOnClickListener(new View.OnClickListener() { @Override public void onClick(View v) { Intent intent = new Intent(Intent.ACTION_PICK, ContactsContract.Contacts.CONTENT_URI); intent.putExtra(EXTRA_ONLINE_ID, (String)v.getTag(TAG_ONLINE_ID)); act.startActivityForResult(intent, PICK_CONTACT); } }); In this setup the event fails to start. Also I've tried by implementing the interface: @Override public void onClick(View v) { Intent intent = new Intent(Intent.ACTION_PICK, ContactsContract.Contacts.CONTENT_URI); intent.putExtra(EXTRA_ONLINE_ID, (String)v.getTag(TAG_ONLINE_ID)); startActivityForResult(intent, PICK_CONTACT); } still no luck, the event doesn't fire. What to do?

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  • Rotation of ViewController in TabbarController

    - by hanno
    I have a custom UIViewController in a UITabbarController and want to respond to rotation events. When a rotation occurs, the tabbarcontroller and the viewcontroller get rotated. However, the view in the viewcontroller doesn't get redrawn properly: the layout doesn't autoresize and it is black on parts of the screen. The strange thing is that it works when I go to another tab and the back again to my original viewcontroller. What could possibly be wrong? I checked that didRotateFromInterfaceOrientation:fromInterfaceOrientation is being called. However, the view.frame.size values are still the old ones from before the rotation. That's probably not correct.

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