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  • How to call schedule method in NSObject?

    - by Tattat
    It is my Object.... -(id)init{ if(self = [super init]){ [self schedule:@selector(testCalled:) interval:1.0]; } } -(void)testCalled{ NSLog(@"Called from my Object"); } I already add this line in the .h...: -(void)testCalled; It prompt me that "MyObject" may not respond to -'schedule:interval:', but in my scene, which have a super class CCLayer can call this method,so, I think it is a method from CCLayer, how can I replace it with NSObject default method?

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  • Any ideas on How to search a 2D array quickly?

    - by Tattat
    I jave a 2D array like this, just like a matrix: {{1, 2, 4, 5, 3, 6}, {8, 3, 4, 4, 5, 2}, {8, 3, 4, 2, 6, 2}, //code skips... ... } I want to get all the "4" position, instead of searching the array one by way, and return the position, how can I search it faster / more efficient? thz in advance.

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  • About updating a View using in iPhone using Objective C.

    - by Tattat
    I have a scene, called testScene, it works like this: @interface testScene : myScene { IBOutlet UIView *subview; IBOutlet UIView *drawingCanvasView; IBOutlet UIButton *update; } - (void)updateDrawingCanvas: (id) sender; and when the user click the button, update, it will run the updateDrawingCanvas method. So, I have a drawingCanvasView, which gave a drawingCanvas.h, and .m, it like this: #import <UIKit/UIKit.h> @interface DrawingCanvasView : UIView { CGImageRef image; } -(void)setNeedsDisplayInRect:(CGContextRef)context; @end In the DrawingCanvasView, I have a drawRect method like this: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextMoveToPoint(context, 0.0f, 0.0f); CGContextAddLineToPoint(context, 100.0f, 100.0f); CGContextStrokePath(context); And I want the user click the button, and execute this, so I added a new method called setNeedsDisplayInRect: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor yellowColor].CGColor); CGContextMoveToPoint(context, 0.0f, 0.0f); CGContextAddLineToPoint(context, 200.0f, 200.0f); CGContextStrokePath(context); But I can't called that in my updateDrawingCanvas method, it work like this: - (void)updateDrawingCanvas: (id) sender{ NSLog(@"loaded"); [DrawingCanvasView setNeedsDisplayInRect:UIGraphicsGetCurrentContext()]; } It my logic / concept right? or something I did wrong, thx.

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  • How can I call the iPhone to draw using other method?

    - by Tattat
    I have a view with a class called "drawingViewController", and I have the drawRect method: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextMoveToPoint(context, 0.0f, 0.0f); CGContextAddLineToPoint(context, 100.0f, 100.0f); CGContextStrokePath(context); } But I wanna to define some other drawing method, but it did't work, how can I do so apart from calling drawRect method? thz in advance.

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  • Why I got a "sent to freed object error"?

    - by Tattat
    I have a Table View, and CharTableController, the CharTableController works like this: .h: #import <Foundation/Foundation.h> @interface CharTableController : UITableViewController <UITableViewDelegate, UITableViewDataSource>{ // IBOutlet UILabel *debugLabel; NSArray *listData; } //@property (nonatomic, retain) IBOutlet UILabel *debugLabel; @property (nonatomic, retain) NSArray *listData; @end The .m: #import "CharTableController.h" @implementation CharTableController @synthesize listData; - (void)viewDidLoad { NSArray *array = [[NSArray alloc] initWithObjects:@"Sleepy", @"Sneezy", @"Bashful", @"Happy", @"Doc", @"Grumpy", @"Dopey", @"Thorin", @"Dorin", @"Nori", @"Ori", @"Balin", @"Dwalin", @"Fili", @"Kili", @"Oin", @"Gloin", @"Bifur", @"Bofur", @"Bombur", nil]; self.listData = array; [array release]; [super viewDidLoad]; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [self.listData count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *SimpleTableIdentifier = @"SimpleTableIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: SimpleTableIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:SimpleTableIdentifier] autorelease]; NSUInteger row = [indexPath row]; cell.textLabel.text = [listData objectAtIndex:row]; } return cell; } @end And I Use the IB to link the TableView's dataSource and delegate to the CharTableController. In the CharTableController's view is the TableView in IB obviously. Reference Object in dataSource TableView and delegate TableView. What's wrong with my setting? thz.

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  • How to assign a table view controller to a table view on iPhone?

    - by Tattat
    I have a CharTableController, View and TableView on my IB. The CharTableController is using "CharTableController" in class identity. And this is how I implemented in the .h, and I want use the "CharTableController" to control the table only: @interface CharTableController : UITableViewController <UITableViewDelegate, UITableViewDataSource>{ // IBOutlet UILabel *debugLabel; NSArray *listData; } //@property (nonatomic, retain) IBOutlet UILabel *debugLabel; @property (nonatomic, retain) NSArray *listData; @end It is the .m: #import "CharTableController.h" @implementation CharTableController @synthesize listData; - (void)viewDidLoad { //NSLog(@"bulll"); // [debugLabel setText:@"success"]; NSArray *array = [[NSArray alloc] initWithObjects:@"A", @"B", @"C", @"D", @"E", nil]; self.listData = array; [array release]; [super viewDidLoad]; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [self.listData count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *SimpleTableIdentifier = @"SimpleTableIdentifier"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier: SimpleTableIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:SimpleTableIdentifier] autorelease]; NSUInteger row = [indexPath row]; cell.textLabel.text = [listData objectAtIndex:row]; } return cell; } @end In the IB, I already assign the CharTableController's view to Table View in IB. And Table View is under the View, in IB. After I run the program, I can see the table view, but I can't see any char in the table view, why? What's wrong with my code? thz.

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  • Naming convention in Objective C /C , start with "_"?

    - by Tattat
    Something I see ppl define the variable like this: b2World *_world; b2Body *_body; CCSprite *_ball; instead of b2World *world; b2Body *body; CCSprite *ball; I familiar with the second one, but not the first one. So, I checked the Wikipedia about naming convention: Names beginning with double underscore or an underscore and a capital letter are reserved for implementation (compiler, standard library) and should not be used (e.g. __reserved or _Reserved). So, is that any special meaning which is start with "_"? The wiki page.

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  • How to simplify this code or a better design?

    - by Tattat
    I am developing a game, the game have different mode. Easy, Normal, and Difficult. So, I'm thinking about how to store the game mode. My first idea is using number to represent the difficulty. Easy = 0 Normal = 1 Difficult = 2 So, my code will have something like this: switch(gameMode){ case 0: //easy break; case 1: //normal break; case 3: //difficult break; } But I think it have some problems, if I add a new mode, for example, "Extreme", I need to add case 4... ... it seems not a gd design. So, I am thinking making a gameMode object, and different gameMode is sub class of the super class gameMode. The gameMode object is something like this: class GameMode{ int maxEnemyNumber; int maxWeaponNumber; public static GameMode init(){ GameMode gm = GameMode(); gm.maxEnemyNumber = 0; gm.maxWeaponNumber = 0; return gm; } } class EasyMode extends GameMode{ public static GameMode init(){ GameMode gm = super.init(); gm.maxEnemyNumber = 10; gm.maxWeaponNumber = 100; return gm; } } class NormalMode extends GameMode{ public static GameMode init(){ GameMode gm = super.init(); gm.maxEnemyNumber = 20; gm.maxWeaponNumber = 80; return gm; } } But I think it seems too "bulky" to create an object to store gameMode, my "gameMode" only store different variables for game settings.... Is that any simple way to store data only instead of making an Object? thz u.

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  • Which design is better (OO Design)?

    - by Tattat
    I have an "Enemy" object, that have many "gun" . Each "gun" can fire "bullet". Storing "gun" is using an array. when the "gun" is fired, the "bullet" will be created. And the enemy object will have an array to store the "bullet". So, I am thinking about the fire method. I am think making a firebulletFromGun in the "enemy". It need have a parameter: "gun". while this method is called. The "enemy" 's bullet will be added in the Array. Another design is writing the fire method in the "gun". The "enemy" use the "gun"'s fire method. And the "gun" will return a "bullet" object, and it will be added in the Array of "enemy". Both method can work, but which way is better? or they are similar the same? plx drop ur ideas/suggestions. thz.

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  • How to change the UIImageView image content by code?

    - by Tattat
    I use this to assign image: UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImage" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; [self addSubview:imageView]; CGImageRelease(imageRef); Now, I want to change the image from myImage to myImage2, so I do that: UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImage2" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; [self addSubview:imageView]; It works, but not the way I want, I want to change the image, not add a imageView on top of the pervious one. How can I modify my code? thx u.

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  • How to avoid user keep trying login using Ruby on Rails?

    - by Tattat
    I want to create a login page, it can easy implement using Ruby on Rails. But the login is very simple, but I want more security. I want to stop the user keep trying the password. So, I have some ideas on that. First, stop login feature if the user keep trying the password for 15 mins. After the user login fail 5 times in 15 mins, the system should not allow the user login again in next 15 mins, ever his/her password is correct. Second, I want to add a human verification, after the user tried 5 times. After the user wait for 15 mins to login, I want to add an addition verification to the user. I want the user click the password, and the CAPTCHA image. If one of them is failed, they still can't login the system. He/She have 5 times to try, if he / she failed again, he/she need to want another 15 mins. Third, After the user tried 15 times, and still can't get into the system. I want to lock the user account, the user will receive an email, with a link to assign the password again. So, the question is "Is there any library to implement such authorization easily?" I know it can be implemented using code, but using library is much convenient. Also, I want to ask is there any security suggestion for that? thank u.

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  • Why I can't draw in a loop? (Using UIView in iPhone)

    - by Tattat
    I can draw many things using this : NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = 0; double y = 0; for (int k=0; k<someValue; k++) { x += k; y += k; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); } } CGImageRelease(img.CGImage); So, it works, so, I put it into a command object's execute method. Then, I want to do similar thing, but this time, my execute method only do this: NSString *imagePath = [[NSBundle mainBundle] pathForResource:@"dummy2.png" ofType:nil]; UIImage *img = [UIImage imageWithContentsOfFile:imagePath]; image = CGImageRetain(img.CGImage); CGRect imageRect; double x = inComingX; double y = inComingY; imageRect.origin = CGPointMake(x, y); imageRect.size = CGSizeMake(25, 25); CGContextDrawImage(UIGraphicsGetCurrentContext(), imageRect, image); CGImageRelease(img.CGImage); This time, this is also a Command, and it is the execute method. But I take the for loop away. I will have another method that pass the inComingX , and inComingY into my Command object. My Drawing method is simply execute the Cmd that passed in my drawingEngine: -(void)drawInContext:(CGContextRef)context { [self.cmdToBeExecuted execute]; } I also have the assign method to assign the command,: -(void)assignCmd:(Command* )cmd{ self.cmdToBeExecuted = cmd; } And this is the way I called the drawingEngine for(int k=0; k<5; k++){ [self.drawingEngine assignCmd:[DrawingCmd setDrawingInformation:(10*k):0:@"dummy.png"]]; [self.drawingEngine setNeedsDisplay]; } It can draw, but the sad thing is it only draw the last one. Why? and how to fix it? I can draw all the things in my First code, but after I take the loop outside, and use the loop in last code, it just only draw the last one. Plz help

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  • How to simplify my code... 2D NSArray in Objective C...?

    - by Tattat
    self.myArray = [NSArray arrayWithObjects: [NSArray arrayWithObjects: [self d], [self generateMySecretObject],nil], [NSArray arrayWithObjects: [self generateMySecretObject], [self generateMySecretObject],nil],nil]; for (int k=0; k<[self.myArray count]; k++) { for(int s = 0; s<[[self.myArray objectAtIndex:k] count]; s++){ [[[self.myArray objectAtIndex:k] objectAtIndex:s] setAttribute:[self generateSecertAttribute]]; } } As you can see this is a simple 2*2 array, but it takes me lots of code to assign the NSArray in very first place, because I found that the NSArray can't assign the size at very beginning. Also, I want to set attribute one by one. I can't think of if my array change to 10*10. How long it could be. So, I hope you guys can give me some suggestions on shorten the code, and more readable. thz

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  • Best practice to pass a value from pop up control on iPad.

    - by Tattat
    It is an iPad app based on SDK 3.2. I have a MainUIView, that is subclass from UIView, it have a UIButton and a UILabel. When user press the UIButton, the pop up control will be appeared with a table view. When the user select a cell from the table view, the UILabel changes content base on the user click, and the pop up table view will disappear. The question is, how can I pass the "selected cell" to the UILabel. I am thinking making a "middle man" object. When the user click the UIButton, and the "middle man" will pass to the table. When the cell is selected, the "middle man" will store the idx, and call the UILabel change content from the value of "middle man". But I think it is pretty complex to implement, is there any easier way to implement it? thz u.

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