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  • iPhone - UIViewController not rotating when device orientation changes

    - by Ryu
    I have got my own custom UIViewController, which contains a UIScrollView with an UIImageView as it's subview. I would like to make the image to auto rotate when device orientation changes, but it doesn't seem to be working... In the header file, I've got; @interface MyViewController : UIViewController <UIScrollViewDelegate> { IBOutlet UIScrollView *containerView; UIImageView *imageView; } These components are initialised in the loadView function as below; containerView = [[UIScrollView alloc] initWithFrame:frame]; NSData *data = [NSData dataWithContentsOfURL:[NSURL URLWithString:@"http://..."]]; UIImage *image = [[UIImage alloc] initWithData:data]; imageView = [[UIImageView alloc] initWithImage:image]; [image release]; [containerView addSubview:imageView]; And I have added the following method, assuming that's all I need to make the view auto-rotate... -(BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } MyViewController loads fine with the image I've specified to grab from the URL, and the shouldAutorotate... function is being called, with the correct UIInterfaceOrientation, when I flip the device too. However, didRotateFromInterfaceOrientation method do not get called, and the image doesn't seem to rotate itself... Could someone please point out what I need to add, or what I have done wrong here? Thanks in advance!

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  • Broadcast-style Bluetooth using Sockets on the iPhone?

    - by Kyle
    Is there any way to open a broadcast bluetooth socket, take a listen and send replies? I want a proper peer to peer system where I broadcast and listen for broadcasts in an area. That way, variable clients can mingle. Is this possible? My theory is this: If GameKit can sit around wasting 25 seconds of the users time whilst having access to a broadcast socket, can't I? Or, must I be in kernel mode for such access? I'm not really sure where the proper bluetooth headers are as well. Thanks for reading!

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  • iphone-AVAudio Player Crashes

    - by user2779450
    I have an app that uses an avaudio player for two things. One of them is to play an explosion sound when a uiimageview collision is detected, and the other is to play a lazer sound when a button is pressed. I declared the audioplayer in the .h class, and I call it each time the button is clicked by doing this: NSURL *url = [NSURL fileURLWithPath:[[NSBundle mainBundle] pathForResource:@"/lazer" ofType:@"mp3"]]; NSError *error; audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error]; if (error) { NSLog(@"Error in audioPlayer: %@", [error localizedDescription]); } else { [audioPlayer prepareToPlay]; } [audioPlayer play]; This works fine, but after many uses of the game, the audio will stop play when i hit the button, and when a collision is detected, the game crashes. Here is my crash log: 2013-09-18 18:09:19.618 BattleShip[506:907] 18:09:19.617 shm_open failed: "AppleAudioQueue.41.2619" (23) flags=0x2 errno=24 (lldb) Suggestions? Could there be something to do with repeatedly creating an audio player? Alternatives maybe?

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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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  • iPhone link to map directions using string "current location" not lat and lng for saddr

    - by Nick
    I know there are numerous questions about how to construct a sharedApplication link to the maps app specifying the start and end address with coordinates. I've got that working no problem. Has anyone found a way to link with a source address generically specified as "current location". I ask because the scenario I'm working on having Core Location or a UIMapView would only be necessary in order to determine the user location prior to handing off to the map app where the user locating would seem to just happen again. I've tried throwing UTF8'd "Current Location" and "[Current Location]" into the saddr parameter which amusingly starts from Current Montana. I've also tried simply excluding the saddr param. I know this is often tread territory but this particular situation wasn't covered by anything I found searching here or on mapki. Before I add the core location code I just wanted to make sure there wasn't a more limited way to tackle this. Thanks

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  • iPhone App not saving values to .plist file

    - by Trent
    Hey everyone. I am working on an app that displays a modal the first time the consumer uses it. I have a .plist file that will store the information I request once the Save button is pressed. I can read from the .plist file fine and when I run my save method it SEEMS to work fine but the .plist file is not updating. I'm not so sure of the problem here. I show the modal like this. - (void) getConsumerInfo { NSString *filePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"consumer.plist"]; NSMutableDictionary *plistConsumerInfo = [[NSMutableDictionary alloc] initWithContentsOfFile:filePath]; NSString *hasAppeared = [plistConsumerInfo objectForKey:@"HasAppeared"]; if(hasAppeared != kHasAppeared) { ConsumerInfoViewController *tmpConsumerInfoVC = [[ConsumerInfoViewController alloc] initWithNibName:@"ConsumerInfoView" bundle:nil]; self.consumerInfoViewController = tmpConsumerInfoVC; [self presentModalViewController:consumerInfoViewController animated:YES]; [tmpConsumerInfoVC release]; } } This is called by the viewDidLoad method in the first view phone when the app is started. Within the consumerInfoViewController I have textfields that have data entered and when the Save button is pressed it calls this method. - (IBAction)saveConsumerInfo:(id)sender { NSString *filePath = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"consumer.plist"]; NSMutableDictionary *plistDict = [[NSMutableDictionary alloc] initWithContentsOfFile:filePath]; NSString *tmpDiversName = txtDiversName.text; NSString *tmpLicenseType = txtLicenseType.text; NSString *tmpLicenseNum = txtLicenseNumber.text; NSString *tmpHasAppeared = @"1"; NSString *tmpNumJumps = @"3"; [plistDict setValue:[[NSString alloc] initWithFormat:@"%@", tmpDiversName] forKey:@"ConsumerName"]; [plistDict setValue:[[NSString alloc] initWithFormat:@"%@", tmpLicenseType] forKey:@"LicenseType"]; [plistDict setValue:[[NSString alloc] initWithFormat:@"%@", tmpLicenseNum] forKey:@"LicenseNumb"]; [plistDict setValue:[[NSString alloc] initWithFormat:@"%@", tmpNumJumps] forKey:@"NumJumps"]; [plistDict setValue:[[NSString alloc] initWithFormat:@"%d", tmpHasAppeared] forKey:@"Show"]; [plistDict writeToFile:filePath atomically: YES]; NSLog([[NSString alloc] initWithContentsOfFile:filePath]); [self dismissModalViewControllerAnimated:YES]; } This all runs fine with no hiccups but the file is never updated. I would like it to update so I can use this information throughout the app and update the flag so it will not show the view again once the data is entered. Please let me know if there is anymore information you need. Thanks in advance!

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  • iPhone scrollView won't scroll after keyboard is closed

    - by Rob
    I was trying to implement a way to have the UITextField move up when the keyboard opened so that the user could see what they were typing but after implementing the code - it locks my scroll. The view will scroll when the user first gets to that view but after inputting text and closing the keyboard it locks the view. I suspect that it is a problem somewhere in this code: - (void) viewWillAppear:(BOOL)animated { [super viewWillAppear:animated]; NSLog(@"Registering for keyboard events"); // Register for the events [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector (keyboardDidShow:) name: UIKeyboardDidShowNotification object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector (keyboardDidHide:) name: UIKeyboardDidHideNotification object:nil]; // Setup content size scrollView.contentSize = CGSizeMake(SCROLLVIEW_CONTENT_WIDTH, SCROLLVIEW_CONTENT_HEIGHT); //Initially the keyboard is hidden keyboardVisible = NO; } -(void) viewWillDisappear:(BOOL)animated { NSLog (@"Unregister for keyboard events"); [[NSNotificationCenter defaultCenter] removeObserver:self]; } //**-------------------------------** - (void) keyboardDidShow: (NSNotification *)notif { NSLog(@"Keyboard is visible"); // If keyboard is visible, return if (keyboardVisible) { NSLog(@"Keyboard is already visible. Ignore notification."); return; } // Get the size of the keyboard. NSDictionary* info = [notif userInfo]; NSValue* aValue = [info objectForKey:UIKeyboardBoundsUserInfoKey]; CGSize keyboardSize = [aValue CGRectValue].size; // Save the current location so we can restore // when keyboard is dismissed offset = scrollView.contentOffset; // Resize the scroll view to make room for the keyboard CGRect viewFrame = scrollView.frame; viewFrame.size.height -= keyboardSize.height; scrollView.frame = viewFrame; CGRect textFieldRect = [activeField frame]; textFieldRect.origin.y += 10; [scrollView scrollRectToVisible:textFieldRect animated:YES]; NSLog(@"ao fim"); // Keyboard is now visible keyboardVisible = YES; } -(void) keyboardDidHide: (NSNotification *)notif { // Is the keyboard already shown if (!keyboardVisible) { NSLog(@"Keyboard is already hidden. Ignore notification."); return; } // Reset the frame scroll view to its original value scrollView.frame = CGRectMake(0, 0, SCROLLVIEW_CONTENT_WIDTH, SCROLLVIEW_CONTENT_HEIGHT); // Reset the scrollview to previous location scrollView.contentOffset = offset; // Keyboard is no longer visible keyboardVisible = NO; } -(BOOL) textFieldShouldBeginEditing:(UITextField*)textField { activeField = textField; return YES; } I defined the size above the #imports as: #define SCROLLVIEW_CONTENT_HEIGHT 1000 #define SCROLLVIEW_CONTENT_WIDTH 320 Really not sure what the issue is.

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  • iPhone Development: Get images from RSS feed

    - by Matthew Saeger
    I am using the NSXMLParser to get new RSS stories from a feed and am displaying them in a UITableView. However now I want to take ONLY the images, and display them in a UIScrollView/UIImageView (3 images side-by side). I am completely lost. I am using the following code to obtain 1 image from a URL. NSURL *theUrl1=[NSURL URLWithString:@"http://farm3.static.flickr.com/2586/4072164719_0fa5695f59.jpg"]; JImage *photoImage1=[[JImage alloc] init]; [photoImage1 setContentMode:UIViewContentModeScaleAspectFill]; [photoImage1 setFrame:CGRectMake(0, 0, 320, 170)]; [photoImage1 initWithImageAtURL:theUrl1]; [imageView1 addSubview:photoImage1]; [photoImage1 release]; This is all I have accomplished, and it works, for one image, and I have to specify the exact URL. What would you recommend I do to accomplish this?

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  • sqlite3_prepare_v2 throws SQLITE_ERROR in iPhone code

    - by incognitii
    I have a piece of code that used to work, and other iterations of it that DO work within the same app, and have compared code, and they are identical in structure. This is driving me INSANE!!!!!! In this instance, sqlite3_prepare_v2 is throwing one of those useless SQLITE_ERROR exceptions. Apparently, it can FIND the database, and OPEN the database, but it can't prepare a statement for it. Does ANYONE have any ideas? I'm desperate here. second_maindatabaseName = @"database.db"; NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDir = [documentPaths objectAtIndex:0]; second_maindatabasePath = [documentsDir stringByAppendingPathComponent:second_maindatabaseName]; // Setup the database object sqlite3 *database; // Init the entry requirements Array BOOL success; NSFileManager *fileManager = [NSFileManager defaultManager]; success = [fileManager fileExistsAtPath:second_maindatabasePath]; if(!success) { NSString *databasePathFromApp = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:second_maindatabaseName]; [fileManager copyItemAtPath:databasePathFromApp toPath:second_maindatabasePath error:nil]; [fileManager release]; } if(sqlite3_open([second_maindatabasePath UTF8String], &database) == SQLITE_OK) { NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; value1 = [defaults stringForKey:kConst1]; value2 = [defaults stringForKey:kConst2]; value3 = [defaults stringForKey:kConst3]; value4 = [defaults stringForKey:kConst4]; const char *sqlStatement = "SELECT * FROM myTable WHERE Field1 = ? AND Field2 = ? AND Field3 = ? AND Field4 = ?"; sqlite3_stmt *compiledStatement; int error_code = sqlite3_prepare_v2(database, sqlStatement, -1, &compiledStatement, NULL); if(error_code == SQLITE_OK) { // Loop through the results and add them to the feeds array sqlite3_bind_text(compiledStatement,1,[value1 UTF8String],-1,SQLITE_TRANSIENT); sqlite3_bind_text(compiledStatement,2,[value2 UTF8String],-1,SQLITE_TRANSIENT); sqlite3_bind_text(compiledStatement,3,[value3 UTF8String],-1,SQLITE_TRANSIENT); sqlite3_bind_text(compiledStatement,4,[value4 UTF8String],-1,SQLITE_TRANSIENT); while(sqlite3_step(compiledStatement) == SQLITE_ROW) { // Read the data from the result row NSString *aNewValue = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 1)]; } } sqlite3_finalize(compiledStatement); } sqlite3_close(database);

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  • Append data to file in iPhone app

    - by zp26
    I have a problem. I want to create a file like XML. I have create a code for this but the file not append the information but rewrite and save only the last NSData. Can you help me/ This is my code -(void)salvataggioInXML:(NSString*)name:(float)x:(float)y:(float)z{ NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectoryPath = [paths objectAtIndex:0]; NSString *filePath = [documentsDirectoryPath stringByAppendingPathComponent:@"filePosizioni.xml"]; NSFileHandle *myHandle = [NSFileHandle fileHandleForUpdatingAtPath:filePath]; [myHandle seekToEndOfFile]; NSString *tagName = [NSString stringWithFormat:@"<name>%@<name>", name]; NSString *tagX = [NSString stringWithFormat:@"<x>%f<x>", name]; NSString *tagY = [NSString stringWithFormat:@"<y>%f<y>", name]; NSString *tagZ = [NSString stringWithFormat:@"<z>%f<z>", name]; NSData* dataName = [tagName dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataX = [tagX dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataY = [tagY dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataZ = [tagZ dataUsingEncoding: NSASCIIStringEncoding]; if ([dataName writeToFile:filePath atomically:YES]) NSLog(@"writeok"); [myHandle seekToEndOfFile]; if ([dataX writeToFile:filePath atomically:YES]) NSLog(@"writeok"); [myHandle seekToEndOfFile]; if ([dataY writeToFile:filePath atomically:YES]) NSLog(@"writeok"); [myHandle seekToEndOfFile]; if ([dataZ writeToFile:filePath atomically:YES]) NSLog(@"writeok"); [myHandle seekToEndOfFile]; NSLog(@"zp26 %@",filePath); }

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  • code to play sound programmatically using a button on the iphone

    - by Brandon
    I am trying to figure out how to hook up a button to play a sound programmatically without using IB. I have the code to play the sound, but have no way of hooking the button up to play the sound? any help? here is my code that I'm using: - (void)playSound { NSString *path = [[NSBundle mainBundle] pathForResource:@"boing_1" ofType:@"wav"]; AVAudioPlayer* myAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path error:NULL]]; myAudio.delegate = self; myAudio.volume = 2.0; myAudio.numberOfLoops = 1; [myAudio play]; }

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  • Problem using NSXMLParser with NOAA data on iPhone

    - by Amagrammer
    Can anyone help me see why NSXMLParser is not causing these methods parser:didStartElement:namespaceURI:qualifiedName:attributes: parser:didEndElement:namespaceURI:qualifiedName:attributes: to fire for the part of the following data: <?xml version="1.0" encoding="ISO-8859-1"?><SOAP-ENV:Envelope SOAP-ENV:encodingStyle="http://schemas.xmlsoap.org/soap/encoding/" xmlns:SOAP-ENV="http://schemas.xmlsoap.org/soap/envelope/" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:SOAP-ENC="http://schemas.xmlsoap.org/soap/encoding/"><SOAP-ENV:Body><ns1:NDFDgenResponse xmlns:ns1=""><dwmlOut xsi:type="xsd:string"><?xml version="1.0"?> <dwml version="1.0" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="http://www.nws.noaa.gov/forecasts/xml/DWMLgen/schema/DWML.xsd"> (body excluded) </dwml> </dwmlOut></ns1:NDFDgenResponse></SOAP-ENV:Body></SOAP-ENV:Envelope> I'm not an XML expert, but to me, the part looks like just a regular element, to be parsed just like the parts before it. I do get two parser:parseErrorOccurred: errors, #200 and #201, but they occur during the parsing of the <SOAP-ENV:Body> element, not the element, so I'm not sure if they are relevant. Thanks for any help you can give me.

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  • i cannot see movie playing in iphone simulator

    - by Neelam Roy
    Hi, i have created a application that plays movie on button click..my application is running without any warning or error. But i am not able to see the movie don't know why? I have added the Media player framework and also imported the #import in viewController.h my button action code is as follow... -(IBAction)playMyMovie:(id)sender{ NSBundle *bundle =[NSBundle mainBundle]; NSString *moviePath = [bundle pathForResource:@"jumps" ofType:@"mov"]; NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain]; MPMoviePlayerController *theMovie =[[MPMoviePlayerController alloc] initWithContentURL:movieURL]; theMovie.scalingMode = MPMovieScalingModeAspectFill; [theMovie play]; } Please tell me what i am missing..

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  • Debugging an unresponsive iPhone UI

    - by buggles
    I have an application that needs to update its display every minute or so. To achieve this I was using performSelector:withObject:afterDelay, calling the selector that most of the time just changes some text in a label based on a very simple (and quick) calculation. [self performSelector:@selector(updateDisplay) withObject:nil afterDelay:60]; Occasionally during an update, I have to go off and get some data from the web, and so I do that in another thread using detachNewThreadSelector. That all worked and the "performSelector after Delay" call completes in a tiny fraction of a second, and only runs once a minute. Despite this, and despite running fine on the simulator, the single button in the app is largely unresponsive, not responding to multiple stabs. So, I had assumed peformSelector:afterDelay would not block, but I'm now wondering if it is blocking in some way? I even tried NOT doing the web-look-up incase this was somehow still impacting the responsiveness. No joy. [NSThread detachNewThreadSelector:@selector(updateFromURL) toTarget:self withObject:nil]; I then pushed it through shark to see if I could see anything obvious. From here I can see the web-lookup is the only thing taking any time, but it is only being done every couple of minutes, and then clearly not running on the main thread. The app itself is consuming a tiny fraction of 1% of the CPU (0.0000034%) over 20 minutes, so it just must be a blocking issue. So, am I missing something about performSelector:afterDelay? What other common newbie mistakes might I be making. If it helps, although I've been developing applications for over 20 years, the previous 10 have been largely Java. Perhaps I have a Java assumption loaded :-) Essentially I have assumed the main thread is like the EDT (only do UI stuff on it, but keep everything else off it).

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  • Iphone: TabView + TableView

    - by OneTrickPonySoft
    I think I'm missing something simple, but I can't figure out exactly what it is. I'm trying to set up an App with a UITabViewController, and one of the Tabs will have a UITableView and UISearchBar (but no Navigation Controller). I set up the UITabViewController with all the tabs in interface builder, and the views are in their own xib files. The xib file for the tab with the UITableView is set up and connected as follows. Stuff in the browser: File's owner (Class is my custom class that is a child of UITableViewController) view - View View (class UIView, reference view - File's owner) contains: UITableView (if i try and set references to the data source / delegate, the app breaks) UISearchBar (unconfigured at the moment) This setup displays all the items and doesn't lock up, but I can't assign a DataSource without it crashing when i try and load the tab with the UITableView. What should I do to get data into this table, either in IB or code? My ideas are as follows: Implement custom UITableView class, hook up to table view in IB or to custom tableviewcontroller in Xcode. Pound head or laptop against the wall until it works. Update: Here's the error the simulator pushes to the console when I connect the Tableview's data source and delegate to File Owner (who's class is my custom tableviewcontroller). 2/14/09 6:59:12 PM TabBarWillbeRight[33172] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '* -[UIViewController tableView:numberOfRowsInSection:]: unrecognized selector sent to instance 0x523760'

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  • Iphone CATextLayer doesn't show it's text.

    - by lovecactus
    Here is my new bee issue: I was simply trying to add a CATextlayer in an UIView layer. However, according to the following code, I only get the CATextlayer's background color be displayed in the UIView, without any text. Just wonder what did I missed to display the text. Could anyone ofter a hint/sample how to use CATextlayer? Thanks. (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { if ((self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil])) { // Custom initialization CATextLayer *TextLayer = [CATextLayer layer]; TextLayer.bounds = CGRectMake(0.0f, 0.0f, 100.0f, 100.0f); TextLayer.string = @"Test"; TextLayer.font = [UIFont boldSystemFontOfSize:18].fontName; TextLayer.backgroundColor = [UIColor whiteColor].CGColor; TextLayer.wrapped = NO; //TextLayer.backgroundColor = [UIColor blueColor]; self.view = [[UIView alloc] initWithFrame:CGRectMake(0.0f, 0.0f, 100.0f, 100.0f)]; self.view.backgroundColor = [UIColor blueColor]; [self.view.layer addSublayer:TextLayer]; [self.view.layer layoutSublayers]; } return self; }

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • ping to web server from iphone

    - by Sreelal
    Hi , I am developing an aplication which needs to download some data from webserver.So i need to first ping to the web server to check whether the service is available after checking the internet connectivity .I used the following code to check server availability ` BOOL success = NO; const char *host_name = [@"http://192.168.1.7:8080/TestWeb/webresources/" cStringUsingEncoding:NSASCIIStringEncoding]; SCNetworkReachabilityRef reachability = SCNetworkReachabilityCreateWithName(NULL, host_name); SCNetworkReachabilityFlags flags; success = SCNetworkReachabilityGetFlags(reachability, &flags); BOOL isAvailable = success && (flags & kSCNetworkFlagsReachable) && !(flags & kSCNetworkFlagsConnectionRequired); return isAvailable; ` where my server is uploaded locally.But this code always return an invalid result,but it works correctly if i gave some exixting sites like google.com.Please let me know whats i am doing wrong..

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  • iPhone -- initialization partly by NSKeyedUnarchiver and partly by other means

    - by William Jockusch
    I have an object myObj, which is an instance of a class MyClass. Some of its instance variables always have their initial values passed in by the calling code. Other instance variables will be initialized in one of two ways. For an instanceArray of type NSMutableArray, the possibilities are either instanceArray = [[NSMutableArray alloc]init]; or instanceArray = [someKeyedUnarchiver decodeObjectForKey: kInstanceArrayKey]; The calling code should determine which of the above will be used. Any particular design pattern I should prefer?

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  • create custom pdf viewer for iphone

    - by Ankit Sachan
    I want to develop a custom pdf viewer, in which I can add features like: bookmarks jump to specific page take some notes page flipping effect Can you suggest some libraries in Cocoa touch to fullfill my requirements? I followed the PDF viewing tutorial in which a webview was used but it only provides basic scrolling and zoom facilities. I have seen some apps in which bookmarks and page flipping is possible. Kindly suggest me something so that I can integrate more features.

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  • Prompting user for multiple selections in an iphone app

    - by Matt Delves
    I'm currently looking for a way to provide the user with being able to select multiple items from a collection of values. I know this is done in the mail app whereby you can go into the edit mode of a folder and select multiple items by clicking on the circle on the left hand side. What I'm unsure about is how this is achievable. Is anyone familiar with how to reproduce such functionality? Thanks, Matt Delves

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  • iPhone dev - viewDidUnload subviews

    - by Mk12
    I'm having a hard time undestand a couple of the methods in UIViewController, but first I'll say what I think they are meant for (ignoring interface builder because I'm not using it): -init: initialize non view-related stuff that won't need to be released in low memory situations (i.e. not objects or objects that can't be recreated easily). -loadView: create the view set the [self view] property. -viewDidLoad: Create all the other view elements -viewDidUnload: Release objects created in -viewDidLoad. didReceiveMemoryWarning: Low-memory situation, release unnecessary things such as cached data, if this view doesn't have a superview then the [super didReceiveMemoryWarning] will go on to release (unload) the view and call -viewDidUnload. -dealloc: release everything -viewWillAppear:, -viewDidAppear:, -viewWillDisappear:, -viewDidDisappear: self-explanatory, not necessary unless you want to respond (do something) to those events. I'm not sure about a couple of things. First, the Apple docs say that when -viewDidUnload is called, the view has already been released and set to nil. Will -loadView get called again to recreate the view later on? There's a few things I created in -viewDidLoad that I didn't make a ivar/property for because there is no need and it will be retained by the view (because they are subviews of it). So when the view is released, it will release those too, right? When the view is released, will it release all its subviews? Because all the objects I created in -viewDidLoad are subviews of [self view]. So if they already get released why release them again in -viewDidUnload? I can understand data that is necessary when the view is visible being loaded and unloaded in these methods, but like I asked, why release the subviews if they already get released? EDIT: After reading other questions, I think I might have got it (my 2nd question). In the situation where I just use a local variable, alloc it, make it a subview and release, it will have a retain count of 1 (from adding it as a subview), so when the view is released it is too. Now for the view elements with ivars pointing to them, I wasn't using properties because no outside class would need to access them. But now I think that that's wrong, because in this situation: // MyViewController.h @interface MyViewController : UIViewController { UILabel *myLabel; } // MyViewController.m . . . - (void)viewDidLoad { myLabel = [[UILabel alloc] initWithFrame:CGRectMake(0, 0, 40, 10)]; [myLabel setText:@"Foobar"]; [[self view] addSubview:myLabel]; } - (void)viewDidUnload [ // equivalent of [self setMyLabel:nil]; without properties [myLabel release]; myLabel = nil; } In that situation, the label will be sent the -release message after it was deallocated because the ivar didn't retain it (because it wasn't a property). But with a property the retain count would be two: the view retaining it and the property. So then in -viewDidUnload it will get deallocated. So its best to just always use properties for these things, am I right? Or not? EDIT: I read somewhere that -viewDidLoad and -viewDidUnload are only for use with Interface Builder, that if you are doing everything programmatically you shouldn't use them. Is that right? Why?

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