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  • How to show button ‘Done’ on number pad on iPhone OS 4?

    - by Will Harris
    I'd like to add a Done button to the iPhone number pad keyboard. There's even a handy space at the bottom left for just such a button. Previously, I was using a similar trick to those described in Question 584538 and Luzian Scherrer's excellent blog post, but that stopped working in iOS 4. I can do it by creating a custom inputView, but I'd prefer to extend Apple's keyboard instead of writing my own. Is there a new way to add a view to the standard keyboard? Has someone published an OSS inputView for this? Is there another way?

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  • MPMoviePlayerController problems on iPad

    - by Infinity
    Hello guys! I'm trying to use the MPMoviePlayerController class on the iPad. here's my code: multimediaPlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:path]]; multimediaPlayer.movieControlMode = MPMovieControlModeDefault; [multimediaPlayer play]; and this works very well on the iPhone but it don't want to run on the iPad. I hear the sound of the video, but the movie doesn't playing. Why it can be this problem?

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  • Speech Recognition.

    - by Arun Thakkar
    Hello Everyone, Hope you all are fine and also in one of your best moods!! I need your help, I need to develop iPhone application which recognize Voice, and based on Result it perform further tasks. I know iPhone 3.0 Doesn't support Speech recognition and i need to implement Speech recognition Software at server side, i know this thing only, Since i am newbie i Don't know How to deal with that. Mean Which software i need to buy and implement it at server side, and how to use that Service ?? So if you have any idea about Speech Recognition and its related softwre and also usage of that, Please post your Reply. Thank You, Regards, Arun Thakkar.

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  • MPMoviePlayerController on large videos causes massive memory spike, and a level 1 memory warning

    - by Shizam
    When viewing images my application hums along nicely with low memory consumption, once I try to watch a video using MPMoviePlayerController memory usage spikes way up, dwarfing the previous memory graph and if I play the video it causes a 'memory warning. Level=1' message. The video files (mp4) aren't even that big, 40MB or so, and it doesn't matter if I play the file streamed from a URL or loaded from a local file, actually the memory spike is even worse if I try to stream it. Here is the code I use to create the player: if (_photo.videoPath != nil) { _movieViewController=[[MPMoviePlayerViewController alloc] initWithContentURL:[NSURL fileURLWithPath:_photo.videoPath]]; } else { _movieViewController=[[MPMoviePlayerViewController alloc] initWithContentURL:[NSURL URLWithString:_photo.videoURL]]; } [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(videoMetaListener:) name:MPMovieDurationAvailableNotification object:_movieViewController.moviePlayer]; _movieViewController.moviePlayer.scalingMode=MPMovieScalingModeAspectFit; _movieViewController.moviePlayer.shouldAutoplay = YES; _movieViewController.moviePlayer.controlStyle = MPMovieControlStyleEmbedded; Anybody else running into issues playing video? Also I checked for leaks, there are none reported.

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  • dismissModalViewControllerAnimated makes my app crash :(

    - by Koning Baard XIV
    I'm creating an iPad app, and I have two classes: NWRootViewController : UITableViewController and UINewFeedViewController : UIViewController. In NWRootViewController I have an UIBarButtonItem, which, when tapped, pops up a modal view controller called NWNewFeedViewController: // THIS CODE IS IN NWROOTVIEWCONTROLLER.M // New Feed -(IBAction)showNewFeedViewAction:(id)sender { [newFeedViewController setModalPresentationStyle:UIModalPresentationFormSheet]; [self presentModalViewController:newFeedViewController animated:YES]; } This works fine. However, in the NWNewFeedViewController's view, I have another UIBarButtonItem which does this when tapped: // THIS CODE IS IN NWNEWFEEDCONTROLLER.M // Buttons -(IBAction)cancelAction:(id)sender { [self dismissModalViewControllerAnimated:YES]; } When I tap this button, the app crashes with: 2010-04-10 12:39:46.703 News[580:207] *** -[NWDetailViewController cancelAction:]: unrecognized selector sent to instance 0x4741110 2010-04-10 12:39:46.705 News[580:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NWDetailViewController cancelAction:]: unrecognized selector sent to instance 0x4741110' 2010-04-10 12:39:46.705 News[580:207] Stack: ( 40878667, 2458187017, 41150267, 40613142, 40609810, 2776006, 4876265, 2776006, 3246293, 3255055, 3250242, 2899304, 2793965, 2825287, 49238396, 40419388, 40415304, 49232029, 49232226, 2817505 ) Can anyone help me? Thanks

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  • Figuring Out Memory Leaks without Clang

    - by RoLYroLLs
    I'm trying to see if I can find some leaks myself in Apple's TopSongs app. Can someone help me out in at least one and how to identify what is in the Leaks reports and how I can get an idea on finding them? ie: I got one like this: # Category Event Type Timestamp Address Size Responsible Library Responsible Caller 0 GeneralBlock-448 Malloc 00:02.185 0x3f41220 448 libxml2.2.dylib xmlNewParserCtxt From what I can tell, the method xmlNewParserCtxt is the problem, and it's not releasing an object, hence Malloc. The responsible library tells me it's the libxml2.2.dylib library with the problem, which I can't edit. Am I heading in the right direction? If so, half the leaks are in that library and well, i can't edit that.

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  • iPod/iPhone OpenGL ES UIView flashes when updating

    - by Dave Viner
    I have a simple iPhone application which uses OpenGL ES (v1) to draw a line based on the touches of the user. In the XCode Simulator, the code works perfectly. However, when I install the app onto an iPod or iPhone, the OpenGL ES view "flashes" when drawing the line. If I disable the line drawing, the flash disappears. By "flash", I mean that the background image (which is an OpenGL texture) disappears momentarily, and then reappears. It appears as if the entire scene is completely erased and redrawn. The code which handles the line drawing is the following: renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end { static GLfloat* vertexBuffer = NULL; static NSUInteger vertexMax = 64; NSUInteger vertexCount = 0, count, i; //Allocate vertex array buffer if(vertexBuffer == NULL) vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat)); //Add points to the buffer so there are drawing points every X pixels count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1); for(i = 0; i < count; ++i) { if(vertexCount == vertexMax) { vertexMax = 2 * vertexMax; vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat)); } vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count); vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count); vertexCount += 1; } //Render the vertex array glVertexPointer(2, GL_FLOAT, 0, vertexBuffer); glDrawArrays(GL_POINTS, 0, vertexCount); //Display the buffer [context presentRenderbuffer:GL_RENDERBUFFER_OES]; } (This function is based on the function of the same name from the GLPaint sample application.) For the life of me, I can not figure out why this causes the screen to flash. The line is drawn properly (both in the Simulator and in the iPod). But, the flash makes it unusable. Anyone have ideas on how to prevent the "flash"?

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  • UITextView autoscroll to last line

    - by MihaiD
    Hi *, When writing in a UITextView more text than can fit entirely inside it, the text will scroll up and the cursor will often place itself one or two lines above the view's bottom line. This is a bit frustrating as I want my application to make good use of the entire height of the text view. Basically what I want is to configure the UITextView to write up to it's lowest part and not use it just for scrolling. I've seen some similar questions here, here and here. However I've not seen a proper solution yet. Thanks

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  • iphone: Help with AudioToolbox Leak: Stack trace/code included here...

    - by editor guy
    Part of this app is a "Scream" button that plays random screams from cast members of a TV show. I have to bang on the app quite a while to see a memory leak in Instruments, but it's there, occasionally coming up (every 45 seconds to 2 minutes.) The leak is 3.50kb when it occurs. Haven't been able to crack it for several hours. Any help appreciated. Instruments says this is the offending code line: [appSoundPlayer play]; that's linked to from line 9 of the below stack trace: 0 libSystem.B.dylib malloc 1 libSystem.B.dylib pthread_create 2 AudioToolbox CAPThread::Start() 3 AudioToolbox GenericRunLoopThread::Start() 4 AudioToolbox AudioQueueNew(bool, AudioStreamBasicDescription const*, TCACallback const&, CACallbackTarget const&, unsigned long, OpaqueAudioQueue*) 5 AudioToolbox AudioQueueNewOutput 6 AVFoundation allocAudioQueue(AVAudioPlayer, AudioPlayerImpl*) 7 AVFoundation prepareToPlayQueue(AVAudioPlayer*, AudioPlayerImpl*) 8 AVFoundation -[AVAudioPlayer prepareToPlay] 9 Scream Queens -[ScreamViewController scream:] /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/Classes/../ScreamViewController.m:210 10 CoreFoundation -[NSObject performSelector:withObject:withObject:] 11 UIKit -[UIApplication sendAction:to:from:forEvent:] 12 UIKit -[UIApplication sendAction:toTarget:fromSender:forEvent:] 13 UIKit -[UIControl sendAction:to:forEvent:] 14 UIKit -[UIControl(Internal) _sendActionsForEvents:withEvent:] 15 UIKit -[UIControl touchesEnded:withEvent:] 16 UIKit -[UIWindow _sendTouchesForEvent:] 17 UIKit -[UIWindow sendEvent:] 18 UIKit -[UIApplication sendEvent:] 19 UIKit _UIApplicationHandleEvent 20 GraphicsServices PurpleEventCallback 21 CoreFoundation CFRunLoopRunSpecific 22 CoreFoundation CFRunLoopRunInMode 23 GraphicsServices GSEventRunModal 24 UIKit -[UIApplication _run] 25 UIKit UIApplicationMain 26 Scream Queens main /Users/laptop2/Desktop/ScreamQueens Versions/ScreamQueens25/Scream Queens/main.m:14 27 Scream Queens start Here's .h: #import <UIKit/UIKit.h> #import <AVFoundation/AVFoundation.h> #import <MediaPlayer/MediaPlayer.h> #import <AudioToolbox/AudioToolbox.h> #import <MessageUI/MessageUI.h> #import <MessageUI/MFMailComposeViewController.h> @interface ScreamViewController : UIViewController <UIApplicationDelegate, AVAudioPlayerDelegate, MFMailComposeViewControllerDelegate> { //AudioPlayer related AVAudioPlayer *appSoundPlayer; NSURL *soundFileURL; BOOL interruptedOnPlayback; BOOL playing; //Scream button related IBOutlet UIButton *screamButton; int currentScreamIndex; NSString *currentScream; NSMutableArray *screams; NSMutableArray *personScreaming; NSMutableArray *photoArray; int currentSayingsIndex; NSString *currentButtonSaying; NSMutableArray *funnyButtonSayings; IBOutlet UILabel *funnyButtonSayingsLabel; IBOutlet UILabel *personScreamingField; IBOutlet UIImageView *personScreamingImage; //Mailing the scream related IBOutlet UILabel *mailStatusMessage; IBOutlet UIButton *shareButton; } //AudioPlayer related @property (nonatomic, retain) AVAudioPlayer *appSoundPlayer; @property (nonatomic, retain) NSURL *soundFileURL; @property (readwrite) BOOL interruptedOnPlayback; @property (readwrite) BOOL playing; //Scream button related @property (nonatomic, retain) UIButton *screamButton; @property (nonatomic, retain) NSMutableArray *screams; @property (nonatomic, retain) NSMutableArray *personScreaming; @property (nonatomic, retain) NSMutableArray *photoArray; @property (nonatomic, retain) UILabel *personScreamingField; @property (nonatomic, retain) UIImageView *personScreamingImage; @property (nonatomic, retain) NSMutableArray *funnyButtonSayings; @property (nonatomic, retain) UILabel *funnyButtonSayingsLabel; //Mailing the scream related @property (nonatomic, retain) IBOutlet UILabel *mailStatusMessage; @property (nonatomic, retain) IBOutlet UIButton *shareButton; //Scream Button - (IBAction) scream: (id) sender; //Mail the scream - (IBAction) showPicker: (id)sender; - (void)displayComposerSheet; - (void)launchMailAppOnDevice; @end Here's the top of .m: #import "ScreamViewController.h" //top of code has Audio session callback function for responding to audio route changes (from Apple's code), then my code continues... @implementation ScreamViewController @synthesize appSoundPlayer; // AVAudioPlayer object for playing the selected scream @synthesize soundFileURL; // Path to the scream @synthesize interruptedOnPlayback; // Was application interrupted during audio playback @synthesize playing; // Track playing/not playing state @synthesize screamButton; //Press this button, girls scream. @synthesize screams; //Mutable array holding strings pointing to sound files of screams. @synthesize personScreaming; //Mutable array tracking the person doing the screaming @synthesize photoArray; //Mutable array holding strings pointing to photos of screaming girls @synthesize personScreamingField; //Field updates to announce which girl is screaming. @synthesize personScreamingImage; //Updates to show image of the screamer. @synthesize funnyButtonSayings; //Mutable array holding the sayings @synthesize funnyButtonSayingsLabel; //Label that updates with the funnyButtonSayings @synthesize mailStatusMessage; //did the email go out @synthesize shareButton; //share scream via email Next line begins the block with the offending code: - (IBAction) scream: (id) sender { //Play a click sound effect SystemSoundID soundID; NSString *sfxPath = [[NSBundle mainBundle] pathForResource:@"aClick" ofType:@"caf"]; AudioServicesCreateSystemSoundID((CFURLRef)[NSURL fileURLWithPath:sfxPath],&soundID); AudioServicesPlaySystemSound (soundID); // Because someone may slam the scream button over and over, //must stop current sound, then begin next if ([self appSoundPlayer] != nil) { [[self appSoundPlayer] setDelegate:nil]; [[self appSoundPlayer] stop]; [self setAppSoundPlayer: nil]; } //after selecting a random index in the array (did that in View Did Load), //we move to the next scream on each click. //First check... //Are we past the end of the array? if (currentScreamIndex == [screams count]) { currentScreamIndex = 0; } //Get the string at the index in the personScreaming array currentScream = [screams objectAtIndex: currentScreamIndex]; //Get the string at the index in the personScreaming array NSString *screamer = [personScreaming objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"playing scream: %@", screamer); // Display the string in the personScreamingField field NSString *listScreamer = [NSString stringWithFormat:@"scream by: %@", screamer]; [personScreamingField setText:listScreamer]; // Gets the file system path to the scream to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: currentScream ofType: @"caf"]; // Converts the sound's file path to an NSURL object NSURL *newURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = newURL; [newURL release]; [[AVAudioSession sharedInstance] setDelegate: self]; [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayback error: nil]; // Registers the audio route change listener callback function AudioSessionAddPropertyListener ( kAudioSessionProperty_AudioRouteChange, audioRouteChangeListenerCallback, self ); // Activates the audio session. NSError *activationError = nil; [[AVAudioSession sharedInstance] setActive: YES error: &activationError]; // Instantiates the AVAudioPlayer object, initializing it with the sound AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error: nil]; //Error check and continue if (newPlayer != nil) { self.appSoundPlayer = newPlayer; [newPlayer release]; [appSoundPlayer prepareToPlay]; [appSoundPlayer setVolume: 1.0]; [appSoundPlayer setDelegate:self]; //NEXT LINE IS FLAGGED BY INSTRUMENTS AS LEAKY [appSoundPlayer play]; playing = YES; //Get the string at the index in the photoArray array NSString *screamerPic = [photoArray objectAtIndex:currentScreamIndex]; //Log the string to the console NSLog (@"displaying photo: %@", screamerPic); // Display the image of the person screaming personScreamingImage.image = [UIImage imageNamed:screamerPic]; //show the share button shareButton.hidden = NO; mailStatusMessage.hidden = NO; mailStatusMessage.text = @"share!"; //Get the string at the index in the funnySayings array currentSayingsIndex = random() % [funnyButtonSayings count]; currentButtonSaying = [funnyButtonSayings objectAtIndex: currentSayingsIndex]; NSString *theSaying = [funnyButtonSayings objectAtIndex:currentSayingsIndex]; [funnyButtonSayingsLabel setText: theSaying]; currentScreamIndex++; } } Here's my dealloc: - (void)dealloc { [appSoundPlayer stop]; [appSoundPlayer release], appSoundPlayer = nil; [screamButton release], screamButton = nil; [mailStatusMessage release], mailStatusMessage = nil; [personScreamingField release], personScreamingField = nil; [personScreamingImage release], personScreamingImage = nil; [funnyButtonSayings release], funnyButtonSayings = nil; [funnyButtonSayingsLabel release], funnyButtonSayingsLabel = nil; [screams release], screams = nil; [personScreaming release], personScreaming = nil; [soundFileURL release]; [super dealloc]; } @end Thanks so much for reading this far! Any input appreciated.

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  • Initial selected Item in an UITabBar without a UITabBarController

    - by juan.xavier
    Hello, How do I set the default selected UITabBarItem in an UITabBar that is within an UIView, not an UITabBarController? Just to clarify, the UIView does implement the protocol and the didSelectItem method works. At run-time, the tabbar works and the tabbaritems selected when the user touches them. My problem is setting the default selected item. If i use [myTabbar setSelectedItem] within the didSelectItem method it works. But outside of it, it doesn't (for example, in the viewDidLoad method of my UIView). Thanks!

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  • Change UIImageView Center - iPhone

    - by CccTrash
    I am trying to make a little ball that rolls around based on the accelerometer values in the iPhone. This code will not build: -(void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration { if(difficulty == @"easy") { CGFloat newX = (CGFloat)(ball.center.x + (CGFloat)acceleration.x); CGFloat newY = (CGFloat)(ball.center.y + (CGFloat)acceleration.y); ball.center.x = newX; ball.center.y = newY; } } It gives me an lvalue required as left operand of assignment error. I've tried 100 different things and I fail every time...This is just the latest failure. Anyone have any insight?

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  • How do I zoom an MKMapView to the users current location without CLLocationManager?

    - by Danny Tuppeny
    With the MKMapView there's an option called "Show users current location" which will automatically show a users location on the map. I'd like to zoom into this location without adding a CLLocationManager (this seems silly if the map is already taking care of this). The problem is, I can't find a nice event that fires when the map has figured out the users location, so I don't know where to put the code that will zoom/scroll. I tried using the viewForAnnotation method like this: - (MKAnnotationView *) mapView:(MKMapView *)map viewForAnnotation:(id <MKAnnotation>)annotation { if ([annotation class] == [MKUserLocation class] ) { NSLog(@"UserLocation annotation"); return [map viewForAnnotation:annotation]; } return nil; } However it doesn't fire if the users location is off the screen. Is there a way to be notified when an MKMapView has got the user location so I can zoom in to it, or do I just have to add a CLLocationManager for this?

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  • UISplitViewController in a TabBar?

    - by Madhup
    Hi all, I am in kind of situation that I need to start with a tab based application and in that I need a split view for one or more tabs. But it seems that split view controller object can not be added to the tabbarController. (Although tabbar object can be added to the splitviewcontroller). The problem can be seen otherways: I have a full screen in the left part I have a table view when any row is selected in the table a popover should come out pointing that row. I think I am clear in what I explained. So guys any ideas or work arounds? Please let me know if I am not clear in my question. Thanks, Madhup

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  • game state singleton cocos2d, initWithEncoder always returns null

    - by taber
    Hi, I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks. Here's my singleton GameState.h: #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end ... and GameState.m: #import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn't load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end ... I'm saving the state on app exit, like this: - (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; } ... and loading the state when the app finishes loading, like this: - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... } I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either. Thanks again in advance.

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  • UIImagePickerController dismissModalViewController

    - by Deepak Sharma
    I am trying to invoke UIImagePickerController to select a movie on iPhone 3GS and when the movie is selected, i just dismiss it and present MyViewController modally with a configured delay of 1.0 seconds. What I notice is 10% of the times, presentModalViewController on MyViewController does nothing whereas it works 90% of the times. I want to understand why is this behavior and what is the remedy. Here is the sample code: (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { NSURL *videoURL = nil; NSString *mediaType = [info objectForKey:UIImagePickerControllerMediaType]; if ([mediaType isEqualToString:@"public.movie"]) { videoURL = [info objectForKey:UIImagePickerControllerMediaURL]; } picker.delegate = nil; [[picker parentViewController] dismissModalViewControllerAnimated:YES]; [self performSelector:@selector(launchMyViewController:) withObject:nil afterDelay:1.0]; } -(void) launchMyViewController:(id) obj { MyViewController *myCtrl = [[MyViewController alloc] initWithNibName:@"MyViewController" bundle:[NSBundle mainBundle] controller:self]; [self presentModalViewController:myCtrl animated:YES]; [myCtrl release]; NSLog(NSStringFromClass([self.modalViewController class])); [path release]; } I have put NSLog statement to print the self.modalViewController class name and what I notice is that 10% of the times when myCtrl is not fired modally, the self.modalViewController.class is UIImagePickerController. Otherwise, the self.modalViewController.class is MyViewController. I want to know why is the behavior so unpredictable and what is the workaround or other way to achieve the same thing I intend.

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  • Action sheet doesn't show Cancel button on iPad

    - by Padawan
    On the iphone, this code shows the cancel button: - (IBAction)buttonPressed { UIActionSheet *actionSheet = [[UIActionSheet alloc] initWithTitle:@"Are you sure?" delegate:self cancelButtonTitle:@"No way!" destructiveButtonTitle:@"Yes, I'm sure!" otherButtonTitles:nil]; [actionSheet showInView:self.view]; [actionSheet release]; } But on the iPad, only the destructive button shows. What's the problem?

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  • how to draw a NSString in drawrect of UIView?

    - by senthilmuthu
    hi, the Newline character is not working in draw rect of UIView? can anyone help? - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); UIFont * f = [UIFont systemFontOfSize:20]; [[UIColor darkGrayColor] set]; CGRect b = [self bounds]; NSString * text = @"hi \nr u"; CGSize sz = CGSizeMake(150,200); CGContextScaleCTM(context, b.size.width/sz.width, b.size.height/sz.height); [text drawAtPoint:CGPointMake(0,0) withFont:f]; }

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  • viewDidLoad not being called by parent UITabBarController

    - by Adam Bishop
    Sample: I've created a minimal set of files that highlight the issue here: http://uploads.omega.org.uk/Foo3.zip If viewDidLoad/viewInitWithNibName are called, a message box is displayed. The message box is not displayed, therefore, the methods are not being called. Details: I have an application that is attempting to use a UITabBarController to switch between multiple views. The views are linked up to the UITabBarController using interface builder (select the tab page, open Attributes (Option-1), and fill in the NIB Name field), and so are displayed "automatically" with no extra code-behind to make them appear. Is it intended behaviour that views loaded like this do not have their viewDidLoad method executed? If not, how am I doing it wrong, and what do I need to change. If it is intended behaviour, I can think of a few work-arounds, but any suggestions are appreciated: Scrap the UITabBarController and implement the view switching myself (using initWithNibName and add/insert/push/Subview). Call each of the children's viewDidLoad method manually in the UITabBarController's own viewDidLoad method. Thank you in advance for any help you can offer.

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  • Help with a compiler warning: Initialization from distinct Objective-C type when types match

    - by Alex Gosselin
    Here is the function where I get the compiler warning, I can't seem to figure out what is causing it. Any help is appreciated. -(void)displaySelector{ //warning on the following line: InstanceSelectorViewController *controller = [[InstanceSelectorViewController alloc] initWithCreator:self]; [self.navController pushViewController:controller animated:YES]; [controller release]; } Interface and implementation for the initWithCreator: method -(InstanceSelectorViewController*)initWithCreator:(InstanceCreator*)creator; -(InstanceSelectorViewController*)initWithCreator:(InstanceCreator*)crt{ if (self = [self initWithNibName:@"InstanceSelectorViewController" bundle:nil]) { creator = crt; } return self; }

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  • UIGraphicsGetImageFromCurrentImageContext gives poor quality / low resolution image, how do I get be

    - by user157733
    Ok so I am taking a screen shot of a photo I took with my camera on the iPhone. I put the camera photo into UIImageView and grab a screenshot of it using this sort of code (this is from http://www.skylarcantu.com/blog/2009/10/16/saving-a-view-as-an-image/)... - (void)takeScreenshot { UIWindow *theScreen = [[UIApplication sharedApplication].windows objectAtIndex:0]; UIGraphicsBeginImageContext(theScreen.frame.size); [[theScreen layer] renderInContext:UIGraphicsGetCurrentContext()]; UIImage *screenshot = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); [self doSomethingWith:screenshot]; } I have it working as I want but the image quality of the screenshot is much worse than the image I take with my camera. Is there a way to overcome this? I guess it is because this takes a screenshot which captures the resolution of the iPhone screen rather than the resolution of the camera - maybe?! Any suggestions would be great :-)

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  • How to change image and disable UIBarButtonItem

    - by Alex
    I have a NavigationBar app with two views: a parent and a sub view. In the sub view I'm adding a button to the right corner as follows: - (void)viewDidLoad { UIBarButtonItem *tempButton = [[UIBarButtonItem alloc] initWithImage:[UIImage imageNamed:@"lock-unlocked.png"] style:UIBarButtonItemStylePlain target:self action:@selector(lockScreen)]; self.navigationItem.rightBarButtonItem = tempButton; [tempButton release]; } When that button is clicked I want to change the image of this rightBarButtonItem and disable the leftBarButtonItem (which was added automatically by the controller). Basically have two states of a button, locked and unlocked. Question 1: The only way I can find how to change the image is to create a new UIButtonItem with a new image and replace rightBarButtonItem with that new one. But I'm wondering if there's a way to just change the image without creating a new UIBarButtonItem. Am I creating a memory leak if I keep creating new UIBarButtonItem? Question 2: How can I get a hold of self.navigationItem.leftBarButtonItem and disable/enable it? I don't create that one manually, it's created automatically for me by the controller. I don't see any method/property on UIBarButtonItem to enable/disable user interaction with it.

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  • Problems with video playback in iPad.

    - by Leg10n
    I'm trying to implement a MPMoviePlayerView but I can't play the video files, I don't have a device yet to try it on, now I'm testing with simulator, I don't know if this is the cause. So far I've been able to present the view and it shows the first frame of the video, but if I click play, it doesn't play I can move the progress bar and it shows the images, but there's no movement, it stays still. Has anyone experienced something like this? The code of my UIViewController goes like this: NSURL *movieURL=[NSURL fileURLWithPath:@"video.mp4"]; MPMoviePlayerViewController *playerView=[[MPMoviePlayerViewController alloc] initWithContentURL:movieURL]; [self presentMoviePlayerViewControllerAnimated:playerView]; As I said, it shows up, I can move the progress bar back and forth, I see a still image, but no movement. Am I missing something here? or is it the simulator? Thank you

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