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  • How to call a function from another class file

    - by Guy Parker
    I am very familiar with writing VB based applications but am new to Xcode (and Objective C). I have gone through numerous tutorials on the web and understand the basics and how to interact with Interface Builder etc. However, I am really struggling with some basic concepts of the C language and would be grateful for any help you can offer. Heres my problem… I have a simple iphone app which has a view controller (FirstViewController) and a subview (SecondViewController) with associated header and class files. In the FirstViewController.m have a function defined @implementation FirstViewController (void) writeToServer:(const uint8_t ) buf { [oStream write:buf maxLength:strlen((char)buf)]; } It doesn't really matter what the function is. I want to use this function in my SecondViewController, so in SecondViewController.m I import FirstViewController.h import "SecondViewController.h" import "FirstViewController.h" @implementation SecondViewController -(IBAction) SetButton: (id) sender { NSString *s = [@"Fill:" stringByAppendingString: FillLevelValue.text]; NSString *strToSend = [s stringByAppendingString: @":"]; const uint8_t *str = (uint8_t *) [strToSend cStringUsingEncoding:NSASCIIStringEncoding]; FillLevelValue.text = strToSend; [FirstViewController writeToServer:str]; } This last line is where my problem is. XCode tells me that FirstViewController may not respond to writeToServer. And when I try to run the application it crashes when this function is called. I guess I don't fully understand how to share functions and more importantly, the relationship between classes. In an ideal world I would create a global class to place my functions in and call them as required. Any advice gratefully received.

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  • NSOperations or NSThread for bursts of smaller tasks that continuously cancel each other?

    - by RickiG
    Hi I would like to see if I can make a "search as you type" implementation, against a web service, that is optimized enough for it to run on an iPhone. The idea is that the user starts typing a word; "Foo", after each new letter I wait XXX ms. to see if they type another letter, if they don't, I call the web service using the word as a parameter. The web service call and the subsequent parsing of the result I would like to move to a different thread. I have written a simple SearchWebService class, it has only one public method: - (void) searchFor:(NSString*) str; This method tests if a search is already in progress (the user has had a XXX ms. delay in their typing) and subsequently stops that search and starts a new one. When a result is ready a delegate method is called: - (NSArray*) resultsReady; I can't figure out how to get this functionality 'threaded'. If I keep spawning new threads each time a user has a XXX ms. delay in the typing I end up in a bad spot with many threads, especially because I don't need any other search, but the last one. Instead of spawning threads continuously, I have tried keeping one thread running in the background all the time by: - (void) keepRunning { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; SearchWebService *searchObj = [[SearchWebService alloc] init]; [[NSRunLoop currentRunLoop] run]; //keeps it alive [searchObj release]; [pool release]; } But I can't figure out how to access the "searchFor" method in the "searchObj" object, so the above code works and keeps running. I just can't message the searchObj or retrieve the resultReady objects? Hope someone could point me in the right direction, threading is giving me grief:) Thank you.

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  • Unknown and unreproducible crash causes App Store rejection

    - by Daniel Johnson
    After submitting our application several times, we continue to receive the following response: Thank you for submitting My App to the App Store. We've reviewed your application and determined that we cannot post this version of your iPad application to the App Store because My App is crashing on iPad running iPhone OS 3.2 and Mac OS X 10.6.2. My App crashes upon launch. Unfortunately, crash logs have not been generated. However, resigning the same build with the AdHoc entitlements and loading the build onto the device yields no such crash. After a number of attempts, the application simply does not crash as reported by the reviewer. Furthermore, the reviewer does not provide any useful logging that may have been generated by SpringBoard such as an exit status or event if it had worked properly for any other device. There are no calls to explicitly exit or quit the application in the code line and yet the application terminates on startup. What might cause an application to terminate in such a manner? Under what conditions is an application tested that might not be found under a development environment? Could it be a result of a signing issue that the submission validation system is simply unable to catch? Thanks in advance.

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  • UITableView with dynamic cell heights -- what do I need to do to fix scrolling down?

    - by Ian Terrell
    I am building a teensy tiny little Twitter client on the iPhone. Naturally, I'm displaying the tweets in a UITableView, and they are of course of varying lengths. I'm dynamically changing the height of the cell based on the text quite fine: - (CGFloat)heightForTweetCellWithString:(NSString *)text { CGFloat height = Buffer + [text sizeWithFont:Font constrainedToSize:Size lineBreakMode:LineBreakMode].height; return MAX(height, MinHeight); } - (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { NSString *text = // get tweet text for this indexpath return [self heightForTweetCellWithString:text]; } } I'm displaying the actual tweet cell using the algorithm in the PragProg book: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"TweetCell"; TweetCell *cell = (TweetCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [self createNewTweetCellFromNib]; } cell.tweet.text = // tweet text // set other labels, etc return cell; } When I boot up, all the tweets visible display just fine. However, when I scroll down, the tweets below are quite mussed up -- it appears that once a cell has scrolled off the screen, the cell height for the one above it gets resized to be larger than it should be, and obscures part of the cell below it. When the cell reaches the top of the view, it resets itself and renders properly. Scrolling up presents no difficulties. Here is a video that shows this in action: http://screencast.com/t/rqwD9tpdltd I've tried quite a bit already: resizing the cell's frame on creation, using different identifiers for cells with different heights (i.e. [NSString stringWithFormat:@"Identifier%d", rowHeight]), changing properties in Interface Builder... If there are additional code snippets I can post, please let me know. Thanks in advance for your help!

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  • Basic question on retain/release semantics from Apple's reference library

    - by davetron5000
    I have done Objective-C way back when, and have recently (i.e. just now) read the documentation on Apple's site regarding the use of retain and release. However, there is a bit of code in their Creating an iPhone Application page that has me a bit confused: - (void)setUpPlacardView { // Create the placard view -- it calculates its own frame based on its image. PlacardView *aPlacardView = [[PlacardView alloc] init]; self.placardView = aPlacardView; [aPlacardView release]; // What effect does this have on self.placardView?! placardView.center = self.center; [self addSubview:placardView]; } Not seeing the entire class, it seems that self.placardView is also a PlacardView * and the assignment of it to aPlacardView doesn't seem to indicate it will retain a reference to it. So, it appears to me that the line I've commented ([aPlacardView release];) could result in aPlacardView having a retain count of 0 and thus being deallocated. Since self.placardView points to it, wouldn't that now point at deallocated memory and cause a problem?

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  • Using Reachability for Internet *or* local WiFi?

    - by randallmeadows
    I've searched SO for the answer to this question, and it's not really addressed, at least not to a point where I can make it work. I was originally only checking for Internet reachability, using: self.wwanReach = [Reachability reachabilityWithHostName:@"www.apple.com"]; [wwanReach startNotifer]; I now need to support a local WiFi connection (in the absence of reaching the Internet in general), and when I found +reachabilityForLocalWiFi, I also noticed there was +reachabilityForInternetConnection. I figured I could use these, instead of hard-coding "www.apple.com" in there, but alas, when I use self.wwanReach = [Reachability reachabilityForInternetConnection]; [wwanReach startNotifer]; self.wifiReach = [Reachability reachabilityForLocalWiFi]; [wifiReach startNotifer]; the reachability callback that I've set up "never" gets called, for values of "never" up to 10, 12, 15 minutes or so (which was as long as my patience lasted. (User's patience will be much less, I'm sure.) Switching back to +reachabilityWithHostName: works within seconds. I also tried each "pair" individually, in case there was an issue with two notifiers in progress simultaneously, but that made no difference. So: what is the appropriate way to determine reachability to either the Internet/WWAN or a local Wifi network (either one, or both)? [This particular use case is an iPhone or iPad connecting to a Mac mini computer-to-computer network; I'm sure other situations apply.]

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  • Determining when stringByEvaluatingJavaScriptFromString has finished

    - by alku83
    I have a UIWebView which loads up an HTML page. This page has two buttons on it, say Exit and Submit. I don't want users to be able to click the Exit button, so once the page has finished loading (ie. webViewDidFinishLoad is called), I use stringByEvaluatingJavaScriptFromString to remove one of these buttons, by manipulating the HTML. I also disable user interaction on the UIWebView on webViewDidStartLoad, and enable it again on webViewDidFinishLoad. The problem I am finding is that stringByEvaluatingJavaScriptFromString takes a second or two to complete, and it seems to be done in it's own thread. So what is happening is that webViewDidFinishLoad is called, user interaction is enabled on the UIWebView, and if the user is quick, they can click the Exit button before stringByEvaluatingJavaScriptFromString has finished. As stringByEvaluatingJavaScriptFromString seems to be on it's own thread with no way to know when it's finished (it doesnt call webViewDidFinishLoad), the only way to completely prevent users from tapping the Exit button that I can see is to only enable user interaction on the UIWebView after some delay, which is unreliable (how can I really know how long to delay for?). Am I correct in that stringByEvaluatingJavaScriptFromString is done on it's on thread, and I have no way of being able to tell when it's finished? Any other suggestions for how to get around this problem? EDIT: In short, what I want to know is if it is possible to disable a UIWebView while stringByEvaluatingJavaScriptFromString is executing, and re-enable the UIWebView when the javascript is finished. EDIT 2: There's an article here which seems to imply you can somehow poll the JS engine to see when it's finished, but I can't find any other references saying the same thing: http://drnicwilliams.com/2008/11/10/to-webkit-or-not-to-webkit-within-your-iphone-app/ EDIT 3 Based on the answer from Brad Smith, it seems that I actually need to know when the UIWebView has finished loading itself after the javascript has executed. It's looking more and more like I just need to put a delay of sorts in there.

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  • Convert NSString to fetch synthesized information.

    - by Max
    //COPY THIS CODE IN A FRESH PROJECT!!! //THIS 2 LINES ARE JUST EXAMPLES, IN REAL THEY ARE NOT STATIC! NSString *messagelevel1 = @"45"; NSString *messagelevel = @"1"; NSString *HuidigLevel = messagelevel; NSDecimalNumber *huidigleveldec = [[NSDecimalNumber alloc] initWithString: HuidigLevel]; float HuidigLevelRek = [huidigleveldec floatValue]; //HERE IS THE PROBLEM NSString* LevelTotaal=[[NSString alloc] initWithFormat:@"messagelevel%.f",HuidigLevelRek]; NSString*result = LevelTotaal; NSLog(@"%@",result); // THIS RESULT SHOULD RETURN THE SAME VALUE AS THE LINE UNDER THIS LINE! NSLog(@"%@",messagelevel1); I want the *result string behaves like the *huidiglevel string and fetch some information, but because the LevelTotaal is a NSString, It doesn't fetch this information. I really got no idea where to google for this problem, searching the Developer docs didn't helped either . Maybe you guys can help me out? Actually the second NSLog returns the value and to first NSLog just returns messagelevel1. To tell you in short ;) I hope you guys get what I'm saying!

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  • Rotating UIWebView with transform, content partially off screen, how to get it to stick on screen?

    - by jarmod
    I have a 320x416 portrait-shaped UIWebView filling a UIViewController's view. I also have a 90 degree rotate button that will transform the UIWebView through 90 degrees each time the button is touched. The code is basically: webView.transform = CGAffineTransformMakeRotation(touches%4 * M_PI/2.0); After rotation through 90 degrees, the now-landscape transformed UIWebView extends beyond both the left and right edges of the screen. In the process of applying the transformation, iPhone OS has changed the UIWebView's frame from {{0,0}, {320,416}} to {{-48,48}, {416,320}}. Don't have a problem with that. I then tweak the UIWebView's frame origin to (0,0) so that it starts top-left, but extends a little further beyond the right edge of the screen. Now, I can touch the UIWebView and pull it left to view the hidden information on the right but I cannot get the right-hand end to to stay on the screen -- the moment I untouch it, the right side bounces back off the screen. What is it that causes the view to bounce back off-screen? In other words, what is it that I need to tweak to allow either the left edge or the right edge to stick on the screen and remain visible (only one at a time, obviously)? Thanks.

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  • UITableView: NSMutableArray not appearing in table

    - by Michael Orcutt
    I'm new to objective c and iPhone programming. I can't seem to figure out why no cells will fill when I run this code. The xml content displays in the console log and xcode displays no errors. Can any help? - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict { if(![elementName compare:@"Goal"] ) { tempElement = [[xmlGoal alloc] init]; } else if(![elementName compare:@"Title"]) { currentAttribute = [NSMutableString string]; } else if(![elementName compare:@"Progress"]) { currentAttribute = [NSMutableString string]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if(![elementName compare:@"Goal"]) { [xmlElementObjects addObject:tempElement]; } else if(![elementName compare:@"Title"]) { NSLog(@"The Title of this event is %@", currentAttribute); [tempElement setTitled:currentAttribute]; } else if(![elementName compare:@"Progress"]) { NSLog(@"The Progress of this event is %@", currentAttribute); [tempElement setProgressed:currentAttribute]; } } - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string { if(self.currentAttribute) { [self.currentAttribute appendString:string]; } } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return [xmlElementObjects count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [mtableview dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier] autorelease]; } // Set up the cell... cell.textLabel.text = [xmlElementObjects objectAtIndex:indexPath.row]; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { }

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  • How do I call an Obj-C method from Javascript?

    - by gnfti
    Hi all, I'm developing a native iPhone app using Phonegap, so everything is done in HTML and JS. I am using the Flurry SDK for analytics and want to use the [FlurryAPI logEvent:@"EVENT_NAME"]; method to track events. Is there a way to do this in Javascript? So when tracking a link I would imagine using something like <a onClick="flurryTrackEvent("Click_Rainbows")" href="#Rainbows">Rainbows</a> <a onClick="flurryTrackEvent("Click_Unicorns")" href="#Unicorns">Unicorns</a> "FlurryAPI.h" has the following: @interface FlurryAPI : NSObject { } + (void)startSession:(NSString *)apiKey; + (void)logEvent:(NSString *)eventName; + (void)logEvent:(NSString *)eventName withParameters:(NSDictionary *)parameters; + (void)logError:(NSString *)errorID message:(NSString *)message exception:(NSException *)exception; + (void)setUserID:(NSString *)userID; + (void)setEventLoggingEnabled:(BOOL)value; + (void)setServerURL:(NSString *)url; + (void)setSessionReportsOnCloseEnabled:(BOOL)sendSessionReportsOnClose; @end I'm only interested in the logEvent method(s). If it's not clear by now, I'm comfortable with JS but a recovering Obj-C noob. I've read the Apple docs but the examples described there are all for newly declared methods and I imagine this could be simpler to implement because the Obj-C method(s) are already defined. Thank you in advance for any input.

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  • Rotate using a transform, then change frame origin, and view expands??

    - by ZaBlanc
    This is quite the iPhone quandry. I am working on a library, but have narrowed down my problem to very simple code. What this code does is create a 50x50 view, applies a rotation transform of a few degrees, then shifts the frame down a few times. The result is the 50x50 view is now much larger looking. Here's the code: // a simple 50x50 view UIView *redThing = [[UIView alloc] initWithFrame:CGRectMake(50, 50, 50, 50)]; redThing.backgroundColor = [UIColor redColor]; [self.view addSubview:redThing]; // rotate a small amount (as long as it's not 90 or 180, etc.) redThing.transform = CGAffineTransformRotate(redThing.transform, 0.1234); // move the view down 2 pixels CGRect newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; // move the view down another 2 pixels newFrame = CGRectMake(redThing.frame.origin.x, redThing.frame.origin.y + 2, redThing.frame.size.width, redThing.frame.size.height); redThing.frame = newFrame; So, what the heck is going on? Now, if I move the view by applying a translation transform, it works just fine. But that's not what I want to do and this should work anyway. Any ideas?

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  • Is it possible to change 2-3 times f->SetSensor() ?

    - by Asen
    Hello there ! i use cocos2d-iphone-0.99.2 and integrated in it box2d. i have 2 kind of sprites with tags 1 and 2. Also i created bodies and shape definitions for them. what i'm trying to do is to make sprite1 kinds to act as solid or act as not solid when sprite2 colides with them. i tried this code : for(b2Body *b = _world->GetBodyList(); b; b=b->GetNext()) { if (b-GetUserData() != NULL) { CCSprite *sprite = (CCSprite )b-GetUserData(); if (sprite.tag == 1) { b2Fixture f = b-GetFixtureList(); f-SetSensor(solid); } } } Where solid is bool. The first time when i change fixture to sensor everything is just fine but when i try to revert and change again to solid my app crashes with the following error : Assertion failed: (manifold-pointCount 0), function b2ContactSolver, file /Documents/myapp/libs/Box2D/Dynamics/Contacts/b2ContactSolver.cpp, line 58. Is it possible somehow to change fixture-SetSensor several times and if so ... how ? Any help is highly appreciated.

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  • ObjectiveC - Releasing objects added as parameters

    - by NobleK
    Ok, here goes. Being a Java developer I'm still struggling with the memory management in ObjectiveC. I have all the basics covered, but once in a while I encounter a challenge. What I want to do is something which in Java would look like this: MyObject myObject = new MyObject(new MyParameterObject()); The constructor of MyObject class takes a parameter of type MyParameterObject which I initiate on-the-fly. In ObjectiveC I tried to do this using following code: MyObject *myObject = [[MyObject alloc] init:[[MyParameterObject alloc] init]]; However, running the Build and Analyze tool this gives me a "Potential leak of an object" warning for the MyParameter object which indeed occurs when I test it using Instruments. I do understand why this happens since I am taking ownership of the object with the alloc method and not relinquishing it, I just don't know the correct way of doing it. I tried using MyObject *myObject = [[MyObject alloc] init:[[[MyParameterObject alloc] init] autorelease]]; but then the Analyze tool told me that "Object sent -autorelease too many times". I could solve the issue by modifying the init method of MyParameterObject to say return [self autorelease]; in stead of just return self;. Analyze still warnes about a potential leak, but it doesn't actually occur. However I believe that this approach violates the convention for managing memory in ObjectiveC and I really want to do it the right way. Thanx in advance.

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  • Memory efficient collection class

    - by Joe
    I'm building an array of dictionaries (called keys) in my iphone application to hold the section names and row counts for a tableview. the code looks like this: [self.results removeAllObjects]; [self.keys removeAllObjects]; NSUInteger i,j = 0; NSString *key = [NSString string]; NSString *prevKey = [NSString string]; if ([self.allResults count] > 0) { prevKey = [NSString stringWithString:[[[self.allResults objectAtIndex:0] valueForKey:@"name"] substringToIndex:1]]; for (NSDictionary *theDict in self.allResults) { key = [NSString stringWithString:[[theDict valueForKey:@"name"] substringToIndex:1]]; if (![key isEqualToString:prevKey]) { NSDictionary *newDictionary = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithInt:i],@"count", prevKey,@"section", [NSNumber numberWithInt:j], @"total",nil]; [self.keys addObject:newDictionary]; prevKey = [NSString stringWithString:key]; i = 1; } else { i++; } j++; } NSDictionary *newDictionary = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithInt:i],@"count", prevKey,@"section", [NSNumber numberWithInt:j], @"total",nil]; [self.keys addObject:newDictionary]; } [self.tableview reloadData]; The code works fine first time through but I sometimes have to rebuild the entire table so I redo this code which orks fine on the simulator, but on my device the program bombs when I execute the reloadData line : malloc: *** mmap(size=3772944384) failed (error code=12) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug malloc: *** mmap(size=3772944384) failed (error code=12) *** error: can't allocate region *** set a breakpoint in malloc_error_break to debug Program received signal: “EXC_BAD_ACCESS”. If I remove the reloadData line the code works on the device. I'm wondering if this is something to do with the way I've built the keys array (ie using autoreleased strings and dictionaries).

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  • A simple way to put a UIImage in a UIButton

    - by Alice
    I have a UIButton in my iPhone app. I set its size to 100x100. I have an image that is 400x200 that I wish to display in the button. The button STILL needs to stay at 100x100... and I want the image to downsize to fit... but keep the correct aspect ratio. I thought that's what "Aspect Fit" was used for. Do I include my image with setImage, or setBackgroundImage? Do I set AspectFit for the button? or the image? or the background image? (I need the smaller images to INCREASE in size. While larger images should DESCREASE in size. Always keeping the button at 100x100.) I've tried countless combinations of all of the above... and I just can't seem to get everything to work at the same time: Don't change the button's size of 100x100. Don't destroy the image's aspect ratio. Always increase small images to fit the button. Always decrease large images to fit the button. Never clip any of the image edges. Never require the "put UIButtons over all your UIimages" hack. Don't require everyone to upgrade to v4.2.1 just to use new framework methods. I see so many apps, with so many fully-working image-buttons... that I can't believe I can't figure out this very simple, very common thing. Ugh.

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  • Two Problems I'm having with UIButton and UIView.

    - by Andy
    Hi all, I haven't been programming on the iPhone for very long, but I'm picking it up slowly by googling problems I get. Unfortunately I haven't been able to find an answer for these. I have started a new View-based application in Xcode 3.2.2 and immediately added the following files: myUIView.m and myUIView.h, which are subclasses of UIView. In Interface Builder, I set the subclass of the default UIView to be myUIView. I made a button in the drawRect method. Problem one: The title of the button only appears AFTER I click the screen, why? Problem two: I want the button to produce the modalview - is this possible? The code is as follow: #import "myUIView.h" @implementation myUIView - (void)drawRect:(CGRect)rect { // Drawing code button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; button.frame = CGRectMake(0,0,100,100); [button setTitle:@"butty" forState:UIControlStateNormal]; [button addTarget:self action:@selector(buttonPressed:) forControlEvents:UIControlEventTouchUpInside]; [self addSubview:button]; } -(void)buttonPressed:(id)sender{ NSLog(@"Button pressed"); //present modal view somehow..? } I can't see how to post attachments, but if anyone thinks it will help I can upload the source. Many thanks, Andy

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  • In App Purchase Unique Identifying Data

    - by dageshi
    O.K so I'm writing a iPhone travel guide, you purchase a subscription to a travel guide for 3 months, it downloads a fairly hefty database and for 3 months that database gets updated weekly with new stuff. Now what I'd like to do is make the user enter their email address as a one off action before they purchase their first guide, for China say. The purpose for doing this is 1) To allow me to contact the user by email when they add a note/tip for a particular place (the app will allow them to send notes & information to me) 2) To Uniquely identify who has purchased the subscription so that if they wipe their device and reinstall the app they can plug the email address in and pickup their subscriptions again. Or so they can use the same subscription on another device they own. My concerns are 1) Will Apple allow the email method of restoring functionality to a second or restored device? 2) As long as I tell the user what I'm using their email address for (aka I won't sell it to anyone else and use it for X purposes) will it be o.k to ask for said email address? And as a side note, can I tack the devices unique id onto my server comms to track devices or is apple going to through a hissy fit about that as well?

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  • UIImageView Centering Problem.

    - by sagar
    To understand my problem let's follow this steps. Open - XCode - New Project - View based application. Open View Controller.xib file. Drag an image-view into viewController's view. Place that image view on center of viewController's view. Apply size of 125x125 to image-view. Take any image with dimension of 320 width & 460 height. Drag that image into your application resources directory. Now, Again back to .xib File & select image-view Set image (which is in your resources) to image-view Set Image-view Mode to - Center Ok. Let me explain the situation now. after performing all above steps - image-view has an image which is larger than image-view's size. However, Image-view places that image on center & in View controller image-view is looking proper ( not scaled ). But When you run your application, image-view will be displayed in size of 320x460. ( but it is not actually scaled. ) Now, I can't find the reason, why interface builder is displaying something else & simulator/iphone is displaying something else ? My Query. I want the image's center portion within image-view no matter what image size is. Thanks in advance for sharing your knowledge. Sagar.

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  • Reload images in a UIWebView after they have been downloaded by a background thread

    - by dantastic
    I have an application that frequently checks in with a server and downloads a batch of articles to the iphone. The articles are in html and just stored using core data. An article has 0-n images on the page. Downloading all associated images at the same time as the text will be too slow and take too much bandwidth. Users are not likely to open every article. If they open an article once it is likely they will open it several times. So I want to download and store the images locally when they are needed. These articles are listed in a UITableView. When you tap an article you pop open a UIWebView that displays the article. I have a function that checks if I have downloaded the images associated with the article already. If I have I just pop open the the UIWebView - everything works fine. If I don't have the images downloaded I go off and download them and store them to my Documents directory. Although this i working, the app is hanging while the images are downloading. Not very tidy. I want the article to open in a snap and download the images with the article open. So what I've done is I check if the images are downloaded, if they aren't I go ahead and just "touch" the files I need and load the webview. The UIWebView opens up but the images referenced contain no data. Then in a background thread I download the images and overwrite the "dummy" ones. This will save the images and everything but it won't reload the images in my current UIWebView. I have to go back out of the article back back in again to see the images. Are there any ways around this? reloading just an image in a UIWebView?

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  • I tried everyhing, I just can't put my uiview behind my status bar ....

    - by gotye
    Hey guys, I have been trying every tips you already gave to other mates that where having the same issue but I just can't manage to do it ... My app isn't even special, it is a basic app with a tab bar and nav bar ... I currently got something like this in the controller I push (that i want to be fullscreen) : - (void)viewDidLoad { [super viewDidLoad]; self.view.autoresizingMask = 0; self.view.superview.autoresizingMask = 0; [[UIApplication sharedApplication] setStatusBarStyle: UIStatusBarStyleBlackTranslucent]; //[[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; [self.navigationController.navigationBar setBarStyle:UIBarStyleBlackTranslucent]; CGRect test = CGRectMake(0.0,0.0,320,44); //[self.navigationController.navigationBar setFrame:test]; //[self setWantsFullScreenLayout:YES]; [self.view.superview setBounds:CGRectMake(0,-20.0,320,480)]; //[self.view setBounds:[[UIScreen mainScreen] bounds]]; [self.view setBounds:CGRectMake(0,-20.0,320,480)]; //CGRect rect4 = CGRectMake(0.0,0.0,320.0,500.0); //[self.view setFrame:rect4]; [self.view setBackgroundColor:[UIColor redColor]]; } As you can see I tried a lot of stuff :D but my red background isn't going under my status bar ... I am using the iphone simulator (in case it has to do with it ..) Thank you for any help ;) Gotye.

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  • Error while compiling pjsip 2 for cxode 4.3.2 and SDK 5.1

    - by Linus Persson
    I'm trying to compile pjsip version 2 using the terminal and I'm getting constant error no matter what I try. Been looking for the answer all over the internet including stackoverflow. I downloaded pjsip version 2 using their subversion repository today so all files should be up to date. When following this guide: http://trac.pjsip.org/repos/wiki/Getting-Started/iPhone I get this error after running "make dep && make clean && make": ld: symbol(s) not found for architecture armv7 collect2: ld returned 1 exit status make[2]: *** [../bin/pjsua-arm-apple-darwin9] Error 1 make[1]: *** [pjsua] Error 2 make: *** [all] Error 1 When using the above guide combined with this guide: http://lists.pjsip.org/pipermail/pjsip_lists.pjsip.org/2011-October/013481.html I get this error after running "make dep && make clean && make": ld: symbol(s) not found for architecture arm collect2: ld returned 1 exit status make[2]: *** [../bin/pjsua-arm-apple-darwin10] Error 1 make[1]: *** [pjsua] Error 2 make: *** [all] Error 1 I've included /pjlib/include/pj/config_site.h with the following code: #define PJ_CONFIG_IPHONE 1 #include <pj/config_site_sample.h> How do I get pjsip to compile without errors? Please consider that I'm new to this, thank you!

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  • Glitch when moving camera in OpenGL

    - by CG
    I am writing a tile-based game engine for the iPhone and it works in general apart from the following glitch. Basically, the camera will always keep the player in the centre of the screen, and it moves to follow the player correctly and draws everything correctly when stationary. However whilst the player is moving, the tiles of the surface the player is walking on glitch as shown: Compared to the stationary (correct): Does anyone have any idea why this could be? Thanks for the responses so far. Floating point error was my first thought also and I tried slightly increasing the size of the tiles but this did not help. Changing glClearColor to red still leaves black gaps so maybe it isn't floating point error. Since the tiles in general will use different textures, I don't know if vertex arrays can be used (I always thought that the same texture had to be applied to everything in the array, correct me if I'm wrong), and I don't think VBO is available in OpenGL ES. Setting the filtering to nearest neighbour improved things but the glitch still happens every ten frames or so, and the pixelly result means that this solution is not viable anyway. The main difference between what I'm doing now and what I've done in the past is that this time I am moving the camera rather than the stationary objects in the world (i.e. the tiles, the player is still being moved). The code I'm using to move the camera is: void Camera::CentreAtPoint( GLfloat x, GLfloat y ) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); glOrthof(x - size.x / 2.0f, x + size.x / 2.0f, y + size.y / 2.0f, y - size.y / 2.0f, 0.01f, 5.0f); glMatrixMode(GL_MODELVIEW); } Is there a problem with doing things this way and if so is there a solution?

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  • I'm having an issue to use GLshort for representing Vertex, and Normal.

    - by Xylopia
    As my project gets close to optimization stage, I notice that reducing Vertex Metadata could vastly improve the performance of 3D rendering. Eventually, I've dearly searched around and have found following advices from stackoverflow. Using GL_SHORT instead of GL_FLOAT in an OpenGL ES vertex array How do you represent a normal or texture coordinate using GLshorts? Advice on speeding up OpenGL ES 1.1 on the iPhone Simple experiments show that switching from "FLOAT" to "SHORT" for vertex and normal isn't tough, but what troubles me is when you're to scale back verticies to their original size (with glScalef), normals are multiplied by the reciprocal of the scale. Natural remedy for this is to multiply the normals w/ scale before you submit to GPU. Then, my short normals almost become 0, because the scale factor is usually smaller than 0. Duh! How do you use "short" for both vertex and normal at the same time? I've been trying this and that for about a full day, but I could only go for "float vertex w/ byte normal" or "short vertex w/ float normal" so far. Your help would be truly appreciated.

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  • Facebook SSO authorize in safari but not in facebook app

    - by Pedro Calero
    My problem: I has developed an app with Facebook SSO in my iPhone/iPad. It was working OK. But I have changed the certificate of my app (so now it has new app ID). I also have changed the "iOS pack ID" property in Facebook: I deleted the old app ID and I added the new one. But now my app doesn't do the Facebook SSO when Facebook app is installed. It does it OK when Facebook app is not installed and it uses Safari. I have read this question and this question that say the problem is the "iOS pack ID" and app ID don't match. I have checked it a lot of times, and it is the same. I have put the old app ID in the "iOS pack ID" property of Facebook, but it still doesn't work. I don't know if Facebook take a time to check if my app ID is valid, and how they show the result. I have been a lot of time with this issue. It seem like the problem is the iOS pack ID is not exactly the app ID, but it is not the problem: they are exactly the same. Thank you very much.

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