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  • iOS6: do we have to set rootViewController in App delegate in order to support different orientations?

    - by Centurion
    The app was perfectly fine working in iOS5 in landscape orientation. However in iOS6, it started to use portrait orientation in all view controllers. The methods shouldAutorotateToInterfaceOrientation are not called anymore. I read the new stuff about changed rotation mechanism in iOS6 and I was able to fix that by adding a line in my AppDelegate: self.window.rootViewController = _viewController _viewControler is the starting screen (Home-menu). All other view controllers implement shouldAutorotateToInterfaceOrientation method and returns YES for landscape orientations only. So, it's perfectly working solution for the app that needs to support only one orientation. However, the problem is I need one view controller (lets call it phone-VC) to be presented in portrait orientation. Now, if I want this view controller would be rotated then I need to return YES in Home-menu controller that is assigned to rootViewControler in appDelegate. However, I can't do that because this rootViewController is starting window that need to presented in landscape only, otherwise the layout with graphics in this window will break. But if I don't return YES from its shouldAutorotateToInterfaceOrientation (Home-menu) then the same method is not called in my view phone-VC that needs to be presented in portrait. Any ideas? Does the assignation of rootViewController is mandatory in AppDelegate? UPDATE: the problem exists on device (at least on iPhone4).

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  • Pass a class as a parameter?

    - by JuBu1324
    I have been lead to believe that it is possible to pass a class as a method parameter, but I'm having trouble implementing the concept. Right now I have something like: - (id)navControllerFromView:(Class *)viewControllerClass title:(NSString *)title imageName:(NSString *)imageName { viewControllerClass *viewController = [[viewControllerClass alloc] init]; UINavigationController *thisNavController = [[UINavigationController alloc] initWithRootViewController: viewController]; thisNavController.tabBarItem = [[UITabBarItem alloc] initWithTitle: title image: [UIImage imageNamed: imageName] tag: 3]; return thisNavController; } and I call it like this: rootNavController = [ self navControllerFromView:RootViewController title:@"Contact" imageName:@"my_info.png" ]; What's wrong with this picture?

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  • Problem with calculating floats

    - by iFloh
    strange situation, when performing the following lines of Code: const float a = 47.848711; const float b = 47.862952; float result = b - a; I get a (NSLog %.10f) result = 0.0142440796. I expected to get 0.0142410000. What's going on?

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  • @property setter for BOOL.

    - by George
    Hi, I'm having problems setting a BOOL using @property and @synthesize. I'm using @property BOOL isPaused; And I can get it by using [myObject isPaused]; but I cannot manage to set it. I'd like to use [myObject setPaused: NO];. I also tried @property (setter=setPaused) BOOL isPaused; but if I'm not mistaking, then I need to write that setter myself.

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  • quartz2d translating the origin

    - by qwertyp96
    My understanding of quartz2d is that the code CGContextTranslateCTM(context, x, y); translates the coordinate system. I have a quartz2d view with lots of shapes on it, and the user needs to be able to pan around and zoom it. However, when using the CGContextScaleCTM(context, scaleX, scaleY); code, everything scales around the origin, not the center of the viewpoint the user is viewing. My solution to this was to use the following code: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 512.0+offset.x, 384.0+offset.y); //(512, 384) is the center of the iPad screen CGContextScaleCTM(context, scale, scale); You can translate around fine, but things still scale into the corner. What's wrong? EDIT: Oh. Wow. Duh. If you move the origin, the shapes move too, so you can't move it relative to the shapes. Now I know what's wrong, but how do I do that?(move the origin independently of the shapes)

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  • Total Size of NSMutableArray object

    - by sj wengi
    Hi Folks, I've got an NSMutableArray that holds a bunch of objects, what I'm trying to figure out is how much memory is the array using. After looking at a couple of places I know about the sizeof call, and when I make it I get 32 bits (which is the size of the NSMutableArray object it self). Example code: NSMutableArray *temp = [[NSMutableArray alloc]init]; [temp addObject:objectxyz]; [temp addObject:objectabc]; [temp addObject:object123]; now I want to know the size :) Thanks, Sj

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  • Adding an Image to the calendar View in Iphone

    - by sadumerry
    I need to add an image at the top of the default calendar view of the iPhone. If any body knows how to implement this please respond.I am using the Tapku library inorder to show the calendar. Kal library also can be used if this can implement there. Below attached the calendar view and i need to put an image at the top of this calendar just below the title bar.The calendar need to see just below the image.

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  • Cocos 2D v1.0.1 : Crash at changing CCMenuItemImage normal image

    - by Max
    I retrieve a crash log file, which, after XCode analysis on my archive show the problematic line of code : Date/Time: 2012-12-08 23:48:08.930 +0100 OS Version: iPhone OS 5.1.1 (9B206) Report Version: 104 Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Last Exception Backtrace: 0 CoreFoundation 0x31a4088f __exceptionPreprocess + 163 1 libobjc.A.dylib 0x3188b259 objc_exception_throw + 33 2 CoreFoundation 0x31a40789 +[NSException raise:format:] + 1 3 Foundation 0x374c73a3 -[NSAssertionHandler handleFailureInMethod:object:file:lineNumber:description:] + 91 4 Killer 0x0017ed35 -[CCSprite initWithFile:] (CCSprite.m:201) 5 Killer 0x0017e419 +[CCSprite spriteWithFile:] (CCSprite.m:93) 6 Killer 0x00123101 -[Player makeZombie] (Player.m:1363) 7 Killer 0x00105a51 -[PlayScene endOfKilling:] (PlayScene.m:1438) Which clearly indicates the second of the two following lines is crashing: NSLog(@"images %@ %@",self.zombieImage,self.zombieImageDown); [self.characterSprite setNormalImage:[CCSprite spriteWithFile:self.zombieImage]]; I know that the crash seem to happend when the user is touching the corresponding CCMeanuItemImage, is there a problem if the user is touching it, while we change the normal et selected images of it ? Is this the right manner to change its image (i do it several times during the game) ? Thanks for your ideas

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  • Troubles moving a UIView.

    - by Joshua
    I have been trying to move a UIView by following a users touch. I have almost got it to work except for one thing, the UIView keeps flicking between two places. Here's the code I have been using: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchDown"); UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self.view]; lastTouch = [touch locationInView:self.view]; [self.view setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { InSightViewController *contentView = [[InSightViewController alloc] initWithNibName:@"SubView" bundle:[NSBundle mainBundle]]; [contentView loadView]; UITouch *touch = [touches anyObject]; currentTouch = [touch locationInView:self.view]; if (CGRectContainsPoint(contentView.view.bounds, firstTouch)) { NSLog(@"touch in subView/contentView"); sub.frame = CGRectMake(currentTouch.x - 50.0, currentTouch.y, 130.0, 21.0); } NSLog(@"touch moved"); lastTouch = currentTouch; [self.view setNeedsDisplay]; } And here's what's been happening: http://cl.ly/Sjx

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  • Is the scope of what Xcode's "Build and Analyze" will catch as a leak supposed to be this limited?

    - by Ranking Stackingblocks
    It doesn't care about this: NSString* leaker() { return [[NSString alloc] init]; } I thought it would have been smart enough to check if any code paths could call that function without releasing its return value (I wouldn't normally code this way, I'm just testing the analyzer). It reports this as a leak: NSString* leaker() { NSString* s = [[NSString alloc] init]; [s retain]; return s; } but NOT this: NSString* leaker() { NSString* s = [[NSString alloc] init]; // [s retain]; return s; } which seems particularly weak to me. Does it only analyze within the local scope? If the tool can't pick up on things like this, how can I expect it to pick up on actual mistakes that I might make?

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  • Autorelease and properties

    - by ganuke
    I have few questions to ask about the following class #import <Cocoa/Cocoa.h> @interface SomeObject { NSString *title; } @property (retain) NSString *title; @end implementation SomeObject @synthesize title; -(id)init { if (self=[super init]) { self.title=[NSString stringWithFormat:@"allyouneed"]; } return self; } -(void)testMethod{ self.title=[[NSString alloc] init] ; } -(void)dealloc { self.title=nil; [super dealloc]; } In the .h file do we need to declare the title and sub when we add the property. is it not enough to add the @property (retain) NSString *title; line. 2.Do i need to autorelease both assignment to title in the init and testMethod. if So why? Can some one explain these things to me.

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  • UIView to Form Sheet flip animation rotation issue

    - by GSD
    I have this view to form sheet flip animation that works great in portrait mode but not in any other orientations. In my code, I use it with a UIView embedded in another UIView, which is in the root view. The animation will be rotated. Anyone has an idea why? - (void)presentModalViewControllerWithFlipAnimation:(UIViewController *)modalViewController fromView:(UIView *)fromView { UIWindow* window = [[UIApplication sharedApplication] windows][0]; _fromViewSnapshot = [[UIImageView alloc] initWithFrame:fromView.bounds]; UIGraphicsBeginImageContext(fromView.bounds.size); [fromView.layer renderInContext:UIGraphicsGetCurrentContext()]; [_fromViewSnapshot setImage:UIGraphicsGetImageFromCurrentImageContext()]; [_fromViewSnapshot sizeToFit]; UIGraphicsEndImageContext(); _fromViewSnapshot.autoresizesSubviews = YES; _fromViewSnapshot.frame = [fromView.superview convertRect:fromView.frame toView:window]; [window addSubview:_fromViewSnapshot]; fromView.hidden = YES; modalViewController.modalPresentationStyle = UIModalPresentationFormSheet; [self presentViewController:modalViewController animated:NO completion:nil]; UIView __weak *presentedView = modalViewController.view.superview; UIGraphicsBeginImageContext(presentedView.bounds.size); [presentedView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage* modalSnapshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIView __weak *presentationSuperview = presentedView.superview; [presentedView removeFromSuperview]; UIImageView* presentationSnapshotView = [[UIImageView alloc] initWithImage:modalSnapshot]; presentationSnapshotView.autoresizingMask = UIViewAutoresizingNone; [_fromViewSnapshot.superview bringSubviewToFront:_fromViewSnapshot]; [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionBeginFromCurrentState animations: ^{ [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations: ^{ _fromViewSnapshot.frame = [_fromViewSnapshot.superview convertRect:presentedView.frame fromView:presentationSuperview]; } completion:nil]; } completion:^(BOOL finished) { [UIView setAnimationBeginsFromCurrentState:YES]; [UIView transitionWithView:_fromViewSnapshot duration:kFlipAnimationSpeed options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionTransitionFlipFromRight animations: ^{ presentationSnapshotView.frame = _fromViewSnapshot.bounds; [_fromViewSnapshot addSubview:presentationSnapshotView]; } completion:^(BOOL finished) { [presentationSuperview addSubview:presentedView]; [presentationSnapshotView removeFromSuperview]; [_fromViewSnapshot removeFromSuperview]; }]; }]; } - (void)dismissViewControllerWithFlipAnimation:(UIView*)fromView completion:(void (^)(void))completion { UIWindow* window = [[UIApplication sharedApplication] windows][0]; UIView __weak *presentedView = self.presentedViewController.view.superview; UIGraphicsBeginImageContext(presentedView.bounds.size); [presentedView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage* modalSnapshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [presentedView removeFromSuperview]; UIImageView* presentationSnapshotView = [[UIImageView alloc] initWithImage:modalSnapshot]; presentationSnapshotView.autoresizingMask = UIViewAutoresizingNone; presentationSnapshotView.frame = presentedView.frame; [window addSubview:presentationSnapshotView]; [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionBeginFromCurrentState animations: ^{ [UIView animateWithDuration:kFlipAnimationScaleSpeed delay:0 options:UIViewAnimationOptionBeginFromCurrentState animations: ^{ presentationSnapshotView.frame = [fromView.superview convertRect:fromView.frame toView:window]; } completion:nil]; } completion:^(BOOL finished) { [UIView setAnimationBeginsFromCurrentState:YES]; [UIView transitionWithView:presentationSnapshotView duration:kFlipAnimationSpeed options:UIViewAnimationOptionCurveEaseIn|UIViewAnimationOptionTransitionFlipFromLeft animations: ^{ _fromViewSnapshot.frame = presentationSnapshotView.bounds; [presentationSnapshotView setImage:[(UIImageView*)_fromViewSnapshot image]]; [self dismissViewControllerAnimated:NO completion:nil]; } completion:^(BOOL finished) { [presentationSnapshotView removeFromSuperview]; _fromViewSnapshot = nil; completion(); }]; }]; }

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  • Reading data from a plist file

    - by K2Digital
    I'm trying to implement a Save State for my iPhone App. I've got a plist file called SaveData.plist and I can read it in via the following NSString *pListPath2 = [bundle pathForResource:@"SaveData" ofType:@"plist"]; NSDictionary *dictionary2 = [[NSDictionary alloc] initWithContentsOfFile:pListPath2]; self.SaveData = dictionary2; [dictionary release]; The Plist file has members SavedGame which is a Boolean to tell the app if there really is valid data here (if they did not exit the app in the middle of a game, I don't want their to be a Restore Point. Score which is an NSNumber. Time which is an NSNumber Playfield which is a 16 element array of NSNumbers How do I access those elements inside of the NSDictionary?

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  • How to tell a UITableView to preload all Rows?

    - by Infinite
    Is there a way to tell a UITableView to preload all rows? The tableView is supposed to show several comments (up to 80 comments). So my CommentCell uses a Setter to adapt the cell to a specific comment. -(void)setComment:(Comment *)newComment { if (newComment != comment) { [comment release]; comment = [newComment retain]; /* * set the cells view variables here */ } } This specific setter takes quite a bunch of processing resources and scrolling gets kinda laggy. I am using a comment-specific reuseIdentifier instead of a static cellIdentifier when calling dequeueReusableCellWithIdentifier: in order to assure, that "newComment" equals the old "comment". And in fact this does work great when scrolling over cells which have already been loaded. But when scrolling through the comments for the first time, it still lags like hell. Which leads me to my question: Is there a way to tell the tableview to preload all cells? (which I doubt) or Do I have to implement my own cache instead of relying on "dequeueReusableCellWithIdentifier:"?

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  • UINavigationController: How do I delete a view of a stack

    - by Harry Pham
    Let say here is my stack layout View3 --> Top of the stack View2 View1 HomeView --> Bottom of the stack So I am in View3 now, if I click the Home button, I want to load HomeView, meaning that I need to pop View3, View2, and View1. But if I pop View3, View2 will be displayed. I dont want that. I want View3, View2, and View1 be removed, and HomeView will be displayed. Any idea how?

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  • How to replace an object in an NSMutableArray at a given index with a new object

    - by shakeelw
    Hi guys. I have an NSMutableArray object(retained, synthesized as all) that is initiated just fine and I can easily add objects to it using the 'addObject:' method. But if I want to replace an object at a certain index with a new one in that NSMutableArray, it doesn't work. For example: ClassA.h @interface ClassA : NSObject { NSMutableArray *list; } @property (nonatomic, copy, readwrite) NSMutableArray *list; end ClassA.m import "ClassA.h" @implementation ClassA @synthesize list; (id)init { [super init]; NSMutableArray *localList = [[NSMutableArray alloc] init]; self.list = localList; [localList release]; //Add initial data [list addObject:@"Hello "]; [list addObject:@"World"]; } // Custom set accessor to ensure the new list is mutable (void)setList:(NSMutableArray *)newList { if (list != newList) { [list release]; list = [newList mutableCopy]; } } -(void)updateTitle:(NSString *)newTitle:(NSString *)theIndex { int i = [theIndex intValue]-1; [self.list replaceObjectAtIndex:i withObject:newTitle]; NSLog((NSString *)[self.list objectAtIndex:i]); // gives the correct output } However, the change remains true only inside the method. from any other method, the NSLog((NSString *)[self.list objectAtIndex:i]); gives the same old value. How can I actually get the old object replaced with the new one at a specific index so that the change can be noticed from within any other method as well. I even modified the method like this, but the result is the same: -(void)updateTitle:(NSString *)newTitle:(NSString *)theIndex { int i = [theIndex intValue]-1; NSMutableArray *localList = [[NSMutableArray alloc] init]; localList = [localList mutableCopy]; for(int j = 0; j < [list count]; j++) { if(j == i) { [localList addObject:newTitle]; NSLog(@"j == 1"); NSLog([NSString stringWithFormat:@"%d", j]); } else { [localList addObject:(NSString *)[self.list objectAtIndex:j]]; } } [self.list release]; //self.list = [localList mutableCopy]; [self setList:localList]; [localList release]; } Please help out guys :)

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  • image is not getting loaded in view.

    - by anurag
    I have created 2 views named "FirstView" and "SecondView".SecondView's nib file has an UIImage view object as its IBOtlet.Now I am getting an UIImage object from some FirstViewController's method.Now I am setting the SecondViewController's imageView property with that image and then I am pushing my SecondView Controller's object in Navigation Controller.The SecondView gets loaded but that image is not shown in that view. The code is as follows:..... - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingImage:(UIImage *)img editingInfo:(NSDictionary *)editInfo { [[picker parentViewController] dismissModalViewControllerAnimated:YES]; SecondViewController *secondView=[[SecondViewController alloc] initWithNibName:@"SecondViewController" bundle:[NSBundle mainBundle]]; secondView.imageView.image=img; [self.navigationController pushViewController:secondView animated:YES]; }

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  • Cocoa touch - creating view template for iPad

    - by teepusink
    Hi, This is kinda a hard question to describe. I'm just starting to make an iPad app. Now with the amount of real estate I have, I'm planning to have different but similar "views" to populate the space. (might be easier to think a newspaper site, where many of the columns are similar) I would like to create a "view template" so I can reuse the view in the different spots. Is it possible to design the view template in Interface Builder? (meaning I design the UIView in Interface Builder and then somehow I can just do [window addSubview:viewController.viewTemplate1]; multiple times? If so how would I load that view template in the different places? If you know of an example code / tutorial that does something similar, that would work too. Thanks, Tee

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