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  • Avaudioplayer problem regarding songs

    - by Arun Sharma
    I am using avaudioplayer for playing mp3 songs. The problem is in being able to catch the instance of the player to control it i.e. Stop it, Play it etc. The code by default creates multiple instances of the same player and overlaps the songs. I am being unable to reference the player specifically. Do you have an idea as to how we can do so? Thanks Arun Sharma

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  • popViewControllerAnimated from back buttton

    - by Goods
    How can I popview from back button pressed, i passed the below code from previous view controller. Thanks self.navigationItem.backBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Back" style:UIBarButtonItemStyleBordered target:nil action:nil];

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  • Defining a Class in Objective C, XCode

    - by Brett
    Hello; I am new to Objective C, and am trying to write a class that defines a complex number. The code seems fine but when I print to the console, my values for instance variables are 0. Here is the code: // // ComplexNumber.h // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> #import <stdio.h> @interface ComplexNumber : NSObject { double real; double imaginary; } // Getters -(double) real; -(double) imaginary; // Setters -(void)setReal: (double) a andImaginary: (double) b; //Function -(ComplexNumber *)squared; @end // // ComplexNumber.m // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ComplexNumber.h" #import <math.h> #import <stdio.h> @implementation ComplexNumber -(double)real{ return self->real; } -(double)imaginary{ return self->imaginary; } -(void)setReal: (double) a andImaginary: (double) b{ self->real=a; self->imaginary=b; } -(ComplexNumber *)squared{ double a = pow(real,2); double b = pow(imaginary, 2); double c = 2*real*imaginary; ComplexNumber *d; [d setReal:(a-b) andImaginary: c]; return d; } @end In the App Delegate for debugging purposes I added: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ComplexNumber *testNumber = [[ComplexNumber alloc] init]; [testNumber setReal:55.0 andImaginary:30.0]; NSLog(@"%d", testNumber.real); // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } But the console returns 0 everytime. Help?

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  • C-array to NSData and back

    - by Thor Frølich
    I'm attempting to save a c-style array of Vertex3D structs to an NSData object and get them back when reloading the app: NSData *vert = [NSData dataWithBytes:&vertices length:(sizeof(Vertex3D) * NUM_OF_VERTICES)]; This data is then saved and attempted to be read back into my c-array thusly: vertices = malloc(sizeof(Vertex3D) * NUM_OF_VERTICES); [vert getBytes:&vertices length:(sizeof(Vertex3D) * NUM_OF_VERTICES)]; The above results in “EXC_BAD_ACCESS” followed by: malloc: * error for object 0x48423c0: pointer being freed was not allocated I'm very new to programming so there's probably some fundamental memory management principle I'm unaware of. I have verified that the loaded NSData is identical to the saved one, but it's clear that the transition from c-array to NSData (and back) is not as I intended.

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  • Refresh a UITableView after loading

    - by Alavoil
    I am trying to load a table view from a cache very quickly and have the cached data in the table view appear. Then I want download new data, and then reload the table. Right now I am downloading the new data on viewDidAppear, but the view still refreshes before it displays. Any idea how I can do this?

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  • Converting NSMutableData to NSString Problem

    - by Sheehan Alam
    initWithData does not convert my data object into a string properly. When I check the length of the data object, it has a value. NSMutableData* receivedData =[[NSMutableData data] retain]; NSString* json_string = [[NSString alloc] initWithData:receivedData encoding:NSUTF8StringEncoding]; Am I doing something wrong creating the string?

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  • UITableView titleForHeaderInSection prints headers to console twice then crashes

    - by joec
    In the method below titleForHeaderInSection, for some reason the NSLog prints out the headers twice and then the app crashes in objc_msgSend. I can't understand why this would cause the app to crash? It would seem from research that crashes in objc_msgSend are caused by sending messages to already freed objects, but is that the case here? My sectionNames array is populated in viewDidLoad. - (NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSString *title = nil; title=[sectionNames objectAtIndex:section]; NSLog(title); return title; } Thanks

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  • Cocos2D: Problem Rotating a CCMenu

    - by srikanth rongali
    If I try to do actions over menuItems but the actions are not running as expected. I think code below should make the menuItem rotate by 90 degrees but when I run it, the menuItem translates from its coordinates to another coordinate then returns to its original coordinate. The complete translation takes 3 seconds. What I need is for the menuItem to rotate by 90 degrees in place within a 3 seconds duration. Please explain where I have done wrong? CCMenuItemImage *targetE;//Globally declared CCMenu *menu;//Globally declared -(id)init { if( (self = [super init]) ) { isTouchEnabled = YES; CGSize windowSize = [[CCDirector sharedDirector] winSize]; targetE = [CCMenuItemImage itemFromNormalImage:@"grossinis_sister1.png" selectedImage:@"grossinis_sister1.png" target:self selector:@selector(touch:)]; menu = [CCMenu menuWithItems:targetE,nil]; id action4 = [CCRotateBy actionWithDuration:3.0 angle:90]; [menu runAction: [CCSequence actions: action4, nil]]; menu.position = ccp(windowSize.width/2 + 200, windowSize.height/2); [self addChild: menu z:10]; } return self; } @end Thank You.

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  • Distance between Long Lat coord using SQLITE

    - by munchine
    I've got an sqlite db with long and lat of shops and I want to find out the closest 5 shops. So the following code works fine. if(sqlite3_prepare_v2(db, sqlStatement, -1, &compiledStatement, NULL) == SQLITE_OK) { while (sqlite3_step(compiledStatement) == SQLITE_ROW) { NSString *branchStr = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 0)]; NSNumber *fLat = [NSNumber numberWithFloat:(float)sqlite3_column_double(compiledStatement, 1)]; NSNumber *fLong = [NSNumber numberWithFloat:(float)sqlite3_column_double(compiledStatement, 2)]; NSLog(@"Address %@, Lat = %@, Long = %@", branchStr, fLat, fLong); CLLocation *location1 = [[CLLocation alloc] initWithLatitude:currentLocation.coordinate.latitude longitude:currentLocation.coordinate.longitude]; CLLocation *location2 = [[CLLocation alloc] initWithLatitude:[fLat floatValue] longitude:[fLong floatValue]]; NSLog(@"Distance i meters: %f", [location1 getDistanceFrom:location2]); [location1 release]; [location2 release]; } } I know the distance from where I am to each shop. My question is. Is it better to put the distance back into the sqlite row, I have the row when I step thru the database. How do I do that? Do I use the UPDATE statement? Does someone have a piece of code to help me. I can read the sqlite into an array and then sort the array. Do you recommend this over the above approach? Is this more efficient? Finally, if someone has a better way to get the closest 5 shops, love to hear it.

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  • UIScrollView works as expected but scrollRectToVisible: does nothing

    - by mahboudz
    HI. I have used UIScrollView before, and am using it now, and never had a problem. I'm now adding it to an old app, and while it works as expected (I can look at the contents, scroll around with my finger, all the bounds and sizes are setup right so there is no empty space in the content, etc.), I just can't get scrollToRectVisible to work. I have even simplified the call so that it merely moves to the 0,0 position: [scrollView scrollRectToVisible:CGRectMake(0, 0, 10, 10) animated:YES]; or move it to 0,200: [scrollView scrollRectToVisible:CGRectMake(0, 200, 10, 10) animated:YES]; I even made a quick app to test this and I can get scrollRectToVisible to work there as I expect. But in my old app, I can't seem to make it do anything. I can make the scrollView scroll with setContentOffset:, but that's not what I want. This scrollView and its contents are defined in the nib by IB and used with an IBOutlet. The only code I am using in my app to handle the scrollView is [scrollView setContentSize:CGSizeMake(scrollView.contentSize.width, imageView.frame.size.height)]; (I'm only interested in vertical scrolling not horizontal). Has anyone run into a problem like this? I have compared the scrollView attributes in both apps and they are identical. ADDENDUM: My scrollViews frame is: 0.000000 0.000000 480.000000 179.000000 My scrollViews contentSize is: 0.000000 324.000000 It still acts like the rect I want to scroll to is already visible and no scrolling is needed. Not sure if that is what is happening. This is just the darnest thing. Seems like such an easy thing to resolve... ADDENDUM #2: This is how I am making do without scrollRectToVisible: CGPoint point = myRect.origin; if (![clefScrollView pointInside:point withEvent:nil]) { point.x = 0; if (point.y > clefScrollView.contentSize.height - clefScrollView.bounds.size.height) point.y = clefScrollView.contentSize.height - clefScrollView.bounds.size.height; [clefScrollView setContentOffset:point animated: YES]; } Everything else about this scrollView works as expected, but scrollRectToVisible. WHY?!? Any wild guesses?

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  • Adding a UIBarButtonItem to a programattically allocated UINavigationBar

    - by iamdadude
    I have a cameraoverlayview that allocates a UINavigationBar to the top of the screen like this - CGRect navbarFrame = CGRectMake(0, 0, 320, 44); navigationBar = [[UINavigationBar alloc] initWithFrame:navbarFrame]; navigationBar.delegate = self; Now I want to add a UIBarButtonItem as the left button to the navigation bar, but the standard navigationbar.leftitem doesn't work. So I tried doing this - closebutton = [[UIBarButtonItem alloc] initWithTitle:closebuttontext style:UIBarButtonItemStylePlain target:self action:@selector(close)]; navigationBar.topItem.leftBarButtonItem = closebutton; But it doesn't work either. Can anyone point me in the right direction? As far as the navigation bar loading up correctly in the cameraoverlayview, it works 100%.

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  • Numeric keyboard dismiss???

    - by shishir.bobby
    HI all, I am having a 2 textFeild and 1 textview. out of 2 textfeild,one textfield requires number to be filled in there. so for that i hv provided numeric keyboard. i m not able to dismiss numeric keyboard,since i cant c any option to hit the numeric keyboard dismiss. is it possible to dismiss numeric keyboard ?? if yes than can anyone guide me through. regards shishir

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  • Adding UIView animation mysteriously changes starting frame

    - by clozach
    I'm working on an app that shows a thumbnail of a photo taken by the user. In order to show a seemless transition from the full-screen image shown in the UIImagePickerController to the thumbnail, I set the frame on my copy of the image to [[UIScreen mainScreen] bounds] and then change the frame to match the frame of an invisible button. (The button allows users to re-take their photo by tapping the thumbnail image.) The trouble is that the starting x-origin of my UIImageView (imageView) is mysteriously starting nearly offscreen to the left: As you can see from the alert, the imageView purports to be located at (0,0), yet it's displaying at something like (-255,0). Here's the code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:1000]; [UIView setAnimationDelay:.5]; imageView.frame = pictureButton.frame; [UIView commitAnimations]; As if to taunt me, the image actually does go full screen if I comment out the animation code: CGRect frame = [[UIScreen mainScreen] bounds]; imageView.frame = frame; [[[[UIAlertView alloc] initWithTitle:@"Yo!" message:[NSString stringWithFormat:@"starting frame:%@",NSStringFromCGRect(imageView.frame)] delegate:nil cancelButtonTitle:@"K." otherButtonTitles:nil] autorelease] show]; // Slide the enlarged image seamlessly "onto" the photo button // [UIView beginAnimations:nil context:nil]; // [UIView setAnimationDuration:1000]; // [UIView setAnimationDelay:.5]; // // imageView.frame = pictureButton.frame; // // [UIView commitAnimations]; (Note: animationDuration will of course be set to something more like .5 in production, not 1000 seconds.) Update — Other weirdness worth mentioning in case it's relevant: It turns out the offset changes depending on the orientation of the camera when the photo was taken. If I take the picture with the phone upside-down, for instance, then the image gets offset vertically as well as horizontally. The picker seems to be filling the image's imageOrientation incorrectly: I have to hold the phone sideways, Home button on the left, to get an image with UIImageOrientationUp. At one point I experimented with setting imageView.clipsToBounds = YES;, which revealed that my image view's frame is in fact correct. Rather, it's the UIImage's placement within the UIImageView that gets offset. Fwiw, the image view's contentMode is the default, UIViewContentModeScaleToFill.

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  • add animation to layer's path in cocos2d

    - by greg rock
    so i'm on cocos2d but before I was on a normal ios app and I had this code : -(void)viewDidLoad{ rootLayer = [[CALayer alloc] init]; [imageView.layer addSublayer:rootLayer]; roundPath = CGPathCreateMutable(); CGPathMoveToPoint(roundPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 35); CGPathAddArcToPoint(roundPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 35); CGPathCloseSubpath(roundPath); //Box Path boxPath = CGPathCreateMutable(); CGPathMoveToPoint(boxPath, nil, center.x , center.y - 35); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y - 35, center.x + 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x + 35, center.y + 35, center.x - 35, center.y + 35, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y + 35, center.x - 35, center.y, 4.7); CGPathAddArcToPoint(boxPath, nil, center.x - 35, center.y - 35, center.x, center.y - 35, 4.7); CGPathCloseSubpath(boxPath); shapeLayer = [CAShapeLayer layer]; shapeLayer.path = boxPath; [rootLayer addSublayer:shapeLayer]; } -(void)startAnimation { CABasicAnimation *animation = [CABasicAnimation animationWithKeyPath:@"path"]; animation.duration = 2.0; animation.repeatCount = HUGE_VALF; animation.autoreverses = YES; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.fromValue = (id)boxPath; animation.toValue = (id)roundPath; [shapeLayer addAnimation:animation forKey:@"animatePath"]; } But I didn't found a way to do the animation fromboxpath toroundpath on cocos2d, I don't know what CCAction use . Can anybody help me ? sorry for my english I'm french :/

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  • Adding BarButtons to a UINavigationBar after presenting a modal view controller.

    - by yujean
    I'm using the template for a "Utility Application". In the "FlipSideViewController", I added an IBOutlet for a UINavigationController, navController. In the code, I added the navController just fine. The rootViewController loads perfectly: navController.viewControllers = [[NSArray arrayWithObject:rootViewController] retain]; [self.view addSubview:navController.view]; I changed the color of the navController just fine: navController.navigationBar.tintColor = [UIColor colorWithRed:0.6 green:0.75 blue:0.6 alpha:1.0]; navController.navigationBar.translucent = NO; I make a button (note: "done" refers to a IBAction that dismisses the modalviewcontroller): UIBarButtonItem *backButton = [[UIBarButtonItem alloc] initWithTitle:@"TEST" style:UIBarButtonItemStyleDone target:self action:@selector(done:)]; I make a navItem using that button: UINavigationItem *backNavItem = [[UINavigationItem alloc] initWithTitle:@"TESTTEST"]; [backNavItem setRightBarButtonItem:backButton animated:YES]; I try to add that button: [navController.navigationBar pushNavigationItem:backNavItem animated:YES]; This above code fails miserably. I apparently can't add buttons to the navController because: * Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Cannot call pushNavigationItem:animated: directly on a UINavigationBar managed by a controller.' Do I have to make a separate UINavigationBar that's somehow connected to my navController? I tried going that route but with no avail.

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  • Int or NSInteger as object for method argument. Objective-C

    - by sergiobuj
    Hi. I'm having some trouble passing a number as an argument for a method: -(void) meth2:(int)next_int; And to call that method i need this: int next_int = 1; [self performSelectorOnMainThread:@selector(meth2:) withObject:next_int waitUntilDone:NO]; //update next_int and call meth2 again at this point i get a "pointer from integer without a cast" error, and would happen the same with a NSInteger. A NSNumber is not useful because it's immutable and i need to change the value constantly. Any Idea how can i do this? Thanks.

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  • Currency Mask

    - by Helena
    I need to create a currency mask. I did lines of command and it's works fine, but when i set the value in textfield, occurred infinit loop. I monitoring the textfield with Editing Changed behavior, to catch each caracter that the user set, but when i try to change the text value, the infinity loop happens. :( Somebody have a simple code?

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  • Printing Pdf using AirPrint causes cut-off content

    - by Jatin Patel
    Here i am printing pdf with size 'pageSize = CGSizeMake(640, 832);'. this size is larget then A4 size page aspected. so i will cut-off some text(means it will not print whole page). while printing same pdf using MAC, it will print whole page with help of option (scale to fit). so can any one help me to come out from this problem.. is there any option in IOS sdk for scale to fit. here is my code.. -(void)printItem { NSArray *aArrPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) ; NSString *aStr = [[aArrPaths objectAtIndex:0] stringByAppendingPathComponent:[NSString stringWithFormat:@"PropertyReport_%d.pdf",self.propertyId]]; // NSString *aStr = [[NSBundle mainBundle] pathForResource:@"TRADUZIONE HELP SECTIONS REV2" ofType:@"pdf"]; NSURL *url=[[NSURL alloc] initFileURLWithPath:aStr]; NSData *data=[[NSData alloc] initWithContentsOfURL:url]; printController = [UIPrintInteractionController sharedPrintController]; if(printController && [UIPrintInteractionController canPrintData:data]) { printController.delegate = self; UIPrintInfo *printInfo = [UIPrintInfo printInfo]; printInfo.outputType = UIPrintInfoOutputGeneral; //printInfo.jobName = [NSString stringWithFormat:@"New Image"]; printInfo.duplex = UIPrintInfoDuplexLongEdge; printController.printInfo = printInfo; printController.showsPageRange = YES; printController.printingItem = data; void (^completionHandler)(UIPrintInteractionController *, BOOL, NSError *) = ^(UIPrintInteractionController *printController, BOOL completed, NSError *error) { if (!completed && error) { //NSLog(@"FAILED! due to error in domain %@ with error code %u", error.domain, error.code); } }; // aWebViewPDF.hidden=FALSE; [printController presentAnimated:YES completionHandler:completionHandler]; } } Thanks Jatin Patel

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  • MFMailComposeViewController hangs my app

    - by Neal L
    Hi, I am trying to add email functionality to my app. I can get the MFMailComposeViewController to display correctly and pre-populate its subject and body, but for some reason when the user clicks on the "Cancel" or "Send" buttons in the nav bar the app just hangs. I inserted a NSLog() statement into the first line of mailComposeController"didFinishWithResult:error and it doesn't even print that line out to the console. Does anybody have an idea what would cause the MFMailComposeViewController to hang like that? Here is my code from the header: #import "ManagedObjectEditor.h" #import <MessageUI/MessageUI.h> @interface MyManagedObjectEditor : ManagedObjectEditor <MFMailComposeViewControllerDelegate, UIImagePickerControllerDelegate, UINavigationControllerDelegate> { } - (IBAction)emailObject; @end from the implementation file: if ([MFMailComposeViewController canSendMail]) { MFMailComposeViewController *mailComposer = [[MFMailComposeViewController alloc] init]; mailComposer.delegate = self; [mailComposer setSubject:NSLocalizedString(@"An email from me", @"An email from me")]; [mailComposer setMessageBody:emailString isHTML:YES]; [self presentModalViewController:mailComposer animated:YES]; [mailComposer release]; } [error release]; [emailString release]; and here is the code from the callback: #pragma mark - #pragma mark Mail Compose Delegate Methods - (void)mailComposeController:(MFMailComposeViewController *)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError *)error { NSLog(@"in didFinishWithResult:"); switch (result) { case MFMailComposeResultCancelled: NSLog(@"cancelled"); break; case MFMailComposeResultSaved: NSLog(@"saved"); break; case MFMailComposeResultSent: NSLog(@"sent"); break; case MFMailComposeResultFailed: { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Error sending email!",@"Error sending email!") message:[error localizedDescription] delegate:nil cancelButtonTitle:NSLocalizedString(@"Bummer",@"Bummer") otherButtonTitles:nil]; [alert show]; [alert release]; break; } default: break; } [self dismissModalViewControllerAnimated:YES]; } Thanks!

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  • UITextView inside UIScrollView is not First Responder

    - by Sheehan Alam
    I have a UITextView on a View that becomes the first responder. When I embed the UITextView inside of a UIScrollView in Interface Builder the UITextView is no longer the first responder. I am not sure what has changed? - (void)viewDidLoad { [super viewDidLoad]; [scrollView setContentSize:CGSizeMake(540,620)]; composeTextView.delegate = self; [composeTextView becomeFirstResponder]; }

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  • Multiple View App shows Blank Screen in Simulator

    - by Brett Coburn
    Hello; I am developing a simple app that first shows a menu screen, and when a button is pressed, a game screen appears. I was able to develop the game screen without any issues, but when I changed the code to first display the menu, the simulator showed a blank screen. I've read all the articles on connecting views with IB but I can't figure this out. Any help would be appreciated. This is my code: // Pong_Multiple_ViewAppDelegate.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class MenuViewController; @interface Pong_Multiple_ViewAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MenuViewController *navigationController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MenuViewController *navigationController; @end // // Pong_Multiple_ViewAppDelegate.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "Pong_Multiple_ViewAppDelegate.h" #import "MenuViewController.h" @implementation Pong_Multiple_ViewAppDelegate @synthesize window; @synthesize navigationController; - (void)application:(UIApplication *)application{ // Override point for customization after application launch [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } - (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end // // MenuViewController.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> #import "GameViewController.h" @interface MenuViewController : UIViewController { GameViewController *gameViewController; IBOutlet UIButton *gameButton; } @property(nonatomic, retain) GameViewController *gameViewController; @property(nonatomic, retain) UIButton *gameButton; -(IBAction)switchPage:(id)sender; @end // // MenuViewController.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "MenuViewController.h" #import "GameViewController.h" @implementation MenuViewController @synthesize gameViewController; @synthesize gameButton; -(IBAction)switchPage:(id)sender{ if (self.gameViewController==nil) { GameViewController *gameView = [[GameViewController alloc]initWithNibName:@"GameView" bundle:[NSBundle mainBundle]]; self.gameViewController= gameView; [gameView release]; } [self.navigationController pushViewController:self.gameViewController animated:YES]; } .... @end My code also includes classes: GameViewController.h, GameViewController.m, and nib files: MenuView.xib, and GameView.xib Thanks, B

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  • Using malloc/free in Objective-C object

    - by Itamar Katz
    I have a class AudioManager with a member of type AudioBufferList *. (This is a struct declared in the CoreAudio framework). Since AudioBufferList is not a NSObject, I cannot retain it, so I have to alloc/free it (correct me if I'm wrong). My question is, where is the 'right' place to free it? Currently I am doing it in the dealloc method of AudioManager. If I understand correctly, this method is invoked automatically once the release message is sent to the instance of AudioManager --- is that true? Is there any other recommended practice regarding using alloc/free on non-objects members of Objective-C objects? Edit: From Apples documentation: Subclasses must implement their own versions of dealloc to allow the release of any additional memory consumed by the object—such as dynamically allocated storage for data or object instance variables owned by the deallocated object. After performing the class-specific deallocation, the subclass method should incorporate superclass versions of dealloc through a message to super: Which makes things a little bit clearer - but more insights are appreciated.

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