Search Results

Search found 15682 results on 628 pages for 'iphone privateapi'.

Page 420/628 | < Previous Page | 416 417 418 419 420 421 422 423 424 425 426 427  | Next Page >

  • Static variable for communication among like-typed objects

    - by Dan Ray
    I have a method that asynchronously downloads images. If the images are related to an array of objects (a common use-case in the app I'm building), I want to cache them. The idea is, I pass in an index number (based on the indexPath.row of the table I'm making by way through), and I stash the image in a static NSMutableArray, keyed on the row of the table I'm dealing with. Thusly: @implementation ImageDownloader ... @synthesize cacheIndex; static NSMutableArray *imageCache; -(void)startDownloadWithImageView:(UIImageView *)imageView andImageURL:(NSURL *)url withCacheIndex:(NSInteger)index { self.theImageView = imageView; self.cacheIndex = index; NSLog(@"Called to download %@ for imageview %@", url, self.theImageView); if ([imageCache objectAtIndex:index]) { NSLog(@"We have this image cached--using that instead"); self.theImageView.image = [imageCache objectAtIndex:index]; return; } self.activeDownload = [NSMutableData data]; NSURLConnection *conn = [[NSURLConnection alloc] initWithRequest:[NSURLRequest requestWithURL:url] delegate:self]; self.imageConnection = conn; [conn release]; } //build up the incoming data in self.activeDownload with calls to didReceiveData... - (void)connectionDidFinishLoading:(NSURLConnection *)connection { NSLog(@"Finished downloading."); UIImage *image = [[UIImage alloc] initWithData:self.activeDownload]; self.theImageView.image = image; NSLog(@"Caching %@ for %d", self.theImageView.image, self.cacheIndex); [imageCache insertObject:image atIndex:self.cacheIndex]; NSLog(@"Cache now has %d items", [imageCache count]); [image release]; } My index is getting through okay, I can see that by my NSLog output. But even after my insertObject: atIndex: call, [imageCache count] never leaves zero. This is my first foray into static variables, so I presume I'm doing something wrong. (The above code is heavily pruned to show only the main thing of what's going on, so bear that in mind as you look at it.)

    Read the article

  • UIScrollView content visible then bounces away

    - by Travis
    I have a pretty simple UIScrollView defined inside Interface Builder. I've pasted in some UILabels and when I run my app, I can drag to see the UILabels at the bottom but as soon as I let go it bounces away from view. What property controls this sort of setting?

    Read the article

  • Multiple ParticleSystems in cocos2d

    - by Mattias Akerman
    I wonder about what road I should go with ParticleSystem. In this particular case I want to create 1-20 small explosions at the same time but with different positions. Right now I'm creating a new ParticleSystem for each explosion and then release it, but of course this is very punishing to the performance. My question is: Is there a way to create one ParticleSystem with multiple emitting sources. If not should I create an array of ParticleSystem in init and then use a free one when an explosion is needed? Or is there another approach I haven't thought of?

    Read the article

  • Problem generating APN SSL certificate after submitting to apple store

    - by MikeQ
    I'm having trouble getting Apple to generate an APN SSL certificate for my app ID. I've submitted the application to the Apple store, and it is pending review. I tested the application using an Ad Hoc app ID "${bundle_id}.adHoc" and everything went fine. I submitted to the Apple store with app ID "${bundle_id}.release". Now I want to generate my production APN SSL certificate for use with my release application ID - but the developer portal doesn't want to. When I upload my certificate request, it sits for about a minute before telling me: "We are not able to generate your Profile at this time. Please try again later or try using the Provisioning Portal" Is it impossible to generate your certificate while the application is under review or something? Should I have generated it prior to submission?

    Read the article

  • CoreData : store images to DB or not?

    - by Meko
    Hi.I am making an app that it takes photos from web site for some Username and shows it on UITable with username then when clicking user name it shows photos for this user and then clicking to name of photo it shows full screen photo. My question is I am using NSData to get photos from internet.Am I have to save also those data to CoreDAta? I am using like when pressing name of user it again creates NSData and downloads photos from internet and shows them on UTable. And it takes time. What is good approach? and How can save this images to CoreDAta? I am using this method NSData *imageData=[flickr dataForPhotoID:firstPhoto.id fromFarm:firstPhoto.farm onServer:firstPhoto.server withSecret:firstPhoto.secret inFormat: FlickrFetcherPhotoFormatSquare]; and here definition of dataForPtohoID method - (NSData *)dataForPhotoID:(NSString *)photoID fromFarm:(NSString *)farm onServer:(NSString *)server withSecret:(NSString *)secret inFormat:(FlickrFetcherPhotoFormat)format { #if TEST_HIGH_NETWORK_LATENCY sleep(1); #endif NSString *formatString; switch (format) { case FlickrFetcherPhotoFormatSquare: formatString = @"s"; break; case FlickrFetcherPhotoFormatLarge: formatString = @"b"; break; } NSString *photoURLString = [NSString stringWithFormat:@"http://farm%@.static.flickr.com/%@/%@_%@_%@.jpg", farm, server, photoID, secret, formatString]; NSURL *url = [NSURL URLWithString:photoURLString]; return [NSData dataWithContentsOfURL:url]; }

    Read the article

  • Do I need to use decimal places when using floats? Is the "f" suffix necessary?

    - by Paulo Fierro
    I've seen several examples in books and around the web where they sometimes use decimal places when declaring float values even if they are whole numbers, and sometimes using an "f" suffix. Is this necessary? For example: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1.00]; How is this different from: [UIColor colorWithRed:0.8f green:0.914f blue:0.9f alpha:1.00f]; Does the trailing "f" mean anything special? Getting rid of the trailing zeros for the alpha value works too, so it becomes: [UIColor colorWithRed:0.8 green:0.914 blue:0.9 alpha:1]; So are the decimal zeros just there to remind myself and others that the value is a float? Just one of those things that has puzzled me so any clarification is welcome :)

    Read the article

  • set Image to Button

    - by Ivan
    Hello all, Could somebody help me a little bit with my issue below? When I call the myFunction, images which I want to set to buttons appear after 2 sec simultaneously, not one by one with delay of 0.5 sec. More info: generatedNumbers is array with four elements of NSNumber (4,1,3,2) buttons are set in UIView via IB and are tagged (1,2,3,4) -(IBAction) myFunction:(id) sender { int i, value; for (i = 0; i<[generatedNumbers count]; i++) { value = [[generatedNumbers objectAtIndex:i] intValue]; UIButton *button = (UIButton *)[self.view viewWithTag:i+1]; UIImage *img = [UIImage imageNamed:[NSString stringWithFormat:@"%d.png",value]]; [button setImage:img forState:UIControlStateNormal]; [img release]; usleep(500000); } }

    Read the article

  • NSMutableArray can't be added to

    - by Dan Ray
    I've had this sort of problem before, and it didn't get a satisfactory answer. I have a viewcontroller with a property called "counties" that is an NSMutableArray. I'm going to drill down a navigation screen to a view that is about selecting the counties for a geographical search. So the search page drills down to the "select counties" page. I pass NSMutableArray *counties to the second controller as I push the second one on the navigation stack. I actually set that second controller's "selectedCounties" property (also an NSMutableArray) with a pointer to my first controller's "counties", as you'll see below. When I go to addObject to that, though, I get this: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '*** -[NSCFArray insertObject:atIndex:]: mutating method sent to immutable object' Here's my code: in SearchViewController.h: @interface SearchViewController : UIViewController { .... NSMutableArray *counties; } .... @property (nonatomic, retain) NSMutableArray *counties; in SearchViewController.m: - (void)getLocationsView { [keywordField resignFirstResponder]; SearchLocationsViewController *locationsController = [[SearchLocationsViewController alloc] initWithNibName:@"SearchLocationsView" bundle:nil]; [self.navigationController pushViewController:locationsController animated:YES]; [locationsController setSelectedCounties:self.counties]; [locationsController release]; } in SearchLocationsViewController.h: @interface EventsSearchLocationsViewController : UIViewController <UITableViewDelegate, UITableViewDataSource> { ... NSMutableArray *selectedCounties; } ... @property (nonatomic, retain) NSMutableArray *selectedCounties; in SearchLocationsViewController.m (the point here is, we're toggling each element of a table being active or not in the list of selected counties): -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { UITableViewCell *cell = [tableView cellForRowAtIndexPath:indexPath]; if ([self.selectedCounties containsObject:[self.counties objectAtIndex:indexPath.row]]) { //we're deselcting! [self.selectedCounties removeObject:[self.counties objectAtIndex:indexPath.row]]; cell.accessoryView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"red_check_inactive.png"]]; } else { [self.selectedCounties addObject:[self.counties objectAtIndex:indexPath.row]]; cell.accessoryView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"red_check_active.png"]]; } [tableView deselectRowAtIndexPath:indexPath animated:YES]; } We die at [self.selectedCounties addObject.... there. Now, when I NSLog myself [self.selectedCounties class], it tells me it's an NSCFArray. How does this happen? I understand about class bundles (or I THINK I do anyway), but this is explicitly a specific type, and it's losing it subclassing at some point in a way that kills the whole thing. I just completely don't understand why that would happen.

    Read the article

  • Running out of memory with UIImage creation on an offscreen Bitmap Context by NSOperation

    - by sigsegv
    I have an app with multiple UIView subclasses that acts as pages for a UIScrollView. UIViews are moved back and forth to provide a seamless experience to the user. Since the content of the views is rather slow to draw, it's rendered on a single shared CGBitmapContext guarded by locks by NSOperation subclasses - executed one at once in an NSOperationQueue - wrapped up in an UIImage and then used by the main thread to update the content of the views. -(void)main { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc]init]; if([self isCancelled]) { return; } if(nil == data) { return; } // Buffer is the shared instance of a CG Bitmap Context wrapper class // data is a dictionary CGImageRef img = [buffer imageCreateWithData:data]; UIImage * image = [[UIImage alloc]initWithCGImage:img]; CGImageRelease(img); if([self isCancelled]) { [image release]; return; } NSDictionary * result = [[NSDictionary alloc]initWithObjectsAndKeys:image,@"image",id,@"id",nil]; // target is the instance of the UIView subclass that will use // the image [target performSelectorOnMainThread:@selector(updateContentWithData:) withObject:result waitUntilDone:NO]; [result release]; [image release]; [pool release]; } The updateContentWithData: of the UIView subclass performed on the main thread is just as simple -(void)updateContentWithData:(NSDictionary *)someData { NSDictionary * data = [someData retain]; if([[data valueForKey:@"id"]isEqualToString:[self pendingRequestId]]) { UIImage * image = [data valueForKey:@"image"]; [self setCurrentImage:image]; [self setNeedsDisplay]; } // If the image has not been retained, it should be released together // with the dictionary retaining it [data release]; } The drawLayer:inContext: method of the subclass will just get the CGImage from the UIImage and use it to update the backing layer or part of it. No retain or release is involved in the process. The problem is that after a while I run out of memory. The number of the UIViews is static. CGImageRef and UIImage are created, retained and released correctly (or so it seems to me). Instruments does not show any leaks, just the free memory available dip constantly, rise a few times, and then dip even lower until the application is terminated. The app cycles through about 2-300 of the aforementioned pages before that, but I would expect to have the memory usage reach a more or less stable level of used memory after a bunch of pages have been already skimmed at fast speed or, since the images are up to 3MB in size, deplete way earlier. Any suggestion will be greatly appreciated.

    Read the article

  • Hard crash when drawing content for CALayer using quartz

    - by Lukasz
    I am trying to figure out why iOS crash my application in the harsh way (no crash logs, immediate shudown with black screen of death with spinner shown for a while). It happens when I render content for CALayer using Quartz. I suspected the memory issue (happens only when testing on the device), but memory logs, as well as instruments allocation logs looks quite OK. Let me past in the fatal function: - (void)renderTiles{ if (rendering) { //NSLog(@"====== RENDERING TILES SKIP ======="); return; } rendering = YES; CGRect b = tileLayer.bounds; CGSize s = b.size; CGFloat imageScale = [[UIScreen mainScreen] scale]; s.height *= imageScale; s.width *= imageScale; dispatch_async(queue, ^{ NSLog(@""); NSLog(@"====== RENDERING TILES START ======="); NSLog(@"1. Before creating context"); report_memory(); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSLog(@"2. After creating color space"); report_memory(); NSLog(@"3. About to create context with size: %@", NSStringFromCGSize(s)); CGContextRef ctx = CGBitmapContextCreate(NULL, s.width, s.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); NSLog(@"4. After creating context"); report_memory(); CGAffineTransform flipTransform = CGAffineTransformMake(1.0, 0.0, 0.0, -1.0, 0.0, s.height); CGContextConcatCTM(ctx, flipTransform); CGRect tileRect = CGRectMake(0, 0, tileImageScaledSize.width, tileImageScaledSize.height); CGContextDrawTiledImage(ctx, tileRect, tileCGImageScaled); NSLog(@"5. Before creating cgimage from context"); report_memory(); CGImageRef cgImage = CGBitmapContextCreateImage(ctx); NSLog(@"6. After creating cgimage from context"); report_memory(); dispatch_sync(dispatch_get_main_queue(), ^{ tileLayer.contents = (id)cgImage; }); NSLog(@"7. After asgning tile layer contents = cgimage"); report_memory(); CGColorSpaceRelease(colorSpace); CGContextRelease(ctx); CGImageRelease(cgImage); NSLog(@"8. After releasing image and context context"); report_memory(); NSLog(@"====== RENDERING TILES END ======="); NSLog(@""); rendering = NO; }); } Here are the logs: ====== RENDERING TILES START ======= 1. Before creating context Memory in use (in bytes): 28340224 / 519442432 (5.5%) 2. After creating color space Memory in use (in bytes): 28340224 / 519442432 (5.5%) 3. About to create context with size: {6324, 5208} 4. After creating context Memory in use (in bytes): 28344320 / 651268096 (4.4%) 5. Before creating cgimage from context Memory in use (in bytes): 153649152 / 651333632 (23.6%) 6. After creating cgimage from context Memory in use (in bytes): 153649152 / 783159296 (19.6%) 7. After asgning tile layer contents = cgimage Memory in use (in bytes): 153653248 / 783253504 (19.6%) 8. After releasing image and context context Memory in use (in bytes): 21688320 / 651288576 (3.3%) ====== RENDERING TILES END ======= Application crashes in random places. Sometimes when reaching en of the function and sometime in random step. Which direction should I look for a solution? Is is possible that GDC is causing the problem? Or maybe the context size or some Core Animation underlying references?

    Read the article

  • Scroll UITableViewCell above keyboard for small tableview

    - by JK
    I have a tableview which is added to a UIViewController as the tableview only fills the bottom 3/4 of the screen.The rows contain editable UITextFields. When a field is tapped, the keyboard appears but the table does not scroll upwards as would normally be the case. Consequently, the keyboard obscures the field being edited. I have tried calling [tableView scrollToRowAtIndexPath:(NSIndexPath *)indexPath atScrollPosition:(UITableViewScrollPosition)scrollPosition animated:(BOOL)animated] but this has no effect if the table contains only a few rows. How can I get the table to scroll a specific cell above the keyboard? Thank you

    Read the article

  • willAnimateSecondHalfOfRotationFromInterfaceOrientation not called in root view controller

    - by pJosh
    I have created the one rootviewcontroller , and then make that geosensitive by writing - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } In rootviewcontroller willAnimateSecondHalfOfRotationFromInterfaceOrientation method is called and images are resizing. I also have some views on it, but when I rotate the screen the view will be rotate but the images are not resizing though I have used the same -(void)willAnimateSecondHalfOfRotationFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation duration:(NSTimeInterval)duration { UIInterfaceOrientation toOrientation = self.interfaceOrientation; } method but it cannot called. So, what can I do? Please help me.

    Read the article

  • Memory allocation in detached NSThread to load an NSDictionary in background?

    - by mobibob
    I am trying to launch a background thread to retrieve XML data from a web service. I developed it synchronously - without threads, so I know that part works. Now I am ready to have a non-blocking service by spawning a thread to wait for the response and parse. I created an NSAutoreleasePool inside the thread and release it at the end of the parsing. The code to spawn and the thread are as follows: Spawn from main-loop code: . . [NSThread detachNewThreadSelector:@selector(spawnRequestThread:) toTarget:self withObject:url]; . . Thread (inside 'self'): -(void) spawnRequestThread: (NSURL*) url { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; parser = [[NSXMLParser alloc] initWithContentsOfURL:url]; [self parseContentsOfResponse]; [parser release]; [pool release]; } The method parseContentsOfResponse fills an NSMutableDictionary with the parsed document contents. I would like to avoid moving the data around a lot and allocate it back in the main-loop that spawned the thread rather than making a copy. First, is that possible, and if not, can I simply pass in an allocated pointer from the main thread and allocate with 'dictionaryWithDictionary' method? That just seems so inefficient. Are there perferred designs?

    Read the article

  • How to Make URLs clickable inside of UITableViewCell ?

    - by Chris
    I know how to use UIWebView and can invoke a WebView if it is associated with a specific button or UITableViewCell. What I am trying to achieve is to have a UITableViewCell with a chunk of text. That chunk of text might contain a URL. I want to make the URL into a clickable link and have that link open into a WebView. My thought so far has been that I need to detect a link and insert it as a UIButton within the cell... but I don't know if that is the right way to go about this. Any ideas or input would be much appreciated.

    Read the article

  • Prevent subview from scrolling in a UIScrollView

    - by jbrennan
    I have a UIScrollView subclass with a certain subview I'd like to prevent from scrolling (while all the other subviews scroll as normal). The closest example to this I can think of is UITableView's "index strip" on the right side (look in the Contacts app to see an example). I am guessing this is a subview of the table (scrollview) but it does not move as the user scrolls. I can't seem to make my subview stay put! How can I accomplish this?

    Read the article

  • Sorting array containing strings in objective c

    - by jakob
    Hello experts! I have an array named 'names' with strings looking like this: ["name_23_something", "name_25_something", "name_2_something"]; Now I would like to sort this array in ascending order so it looks like this: ["name_25_something", "name_23_something", "name_2_something"]; I guess that should start of with extracting the numbers since I want that the sorting is done by them: for(NSString *name in arr) { NSArray *nameSegments = [name componentsSeparatedByString:@"_"]; NSLog("number: %@", (NSString*)[nameSegments objectAtIndex:1]); } I'm thinking of creating a dictionary with the keys but I'm not sure if that is the correct objective-c way, maybe there some some methods I could use instead? Could you please me with some tips or example code how this sorting should be done in a proper way. Thank you

    Read the article

  • UITableViewCellStyleDefault label width

    - by Rob Bonner
    Hello all, I am getting some odd behavior from stock table cells, or maybe not odd, maybe I am making some assumptions. I create the cells as follows: cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; Then I assign an image to the default imageView property. My image usually comes in from a user, so it might be larger than the default size. To take care of this I: [cell.imageView setContentMode:UIViewContentModeScaleAspectFit]; which I expected to scale the image for me within the control, but in reality, the images are all over the map. So, is there a proper way to constrain the image in stock cell types? Thanks in advance!

    Read the article

  • White bar at the bottom of root view!

    - by Sam
    Hi, I have two view controllers in the app. When the app starts, the layout of the root view controller's view is just fine. When a button is clicked, the view controller switches to the other one - which shows fine too. However, when the view is switched back to the root view, the contents are shifted UP by about 20 pixels, leaving a white bar at the bottom! - and it was not there when the app had started. Has anyone seen this? Any idea what's going on there? Thanks, Sam.

    Read the article

  • Calling UIGetScreenImage() on manually-spawned thread prints "_NSAutoreleaseNoPool():" message to lo

    - by jtrim
    This is the body of the selector that is specified in NSThread +detachNewThreadSelector:(SEL)aSelector toTarget:(id)aTarget withObject:(id)anArgument NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; while (doIt) { if (doItForSure) { NSLog(@"checking"); doItForSure = NO; (void)gettimeofday(&start, NULL); /* do some stuff */ // the next line prints "_NSAutoreleaseNoPool():" message to the log CGImageRef screenImage = UIGetScreenImage(); /* do some other stuff */ (void)gettimeofday(&end, NULL); elapsed = ((double)(end.tv_sec) + (double)(end.tv_usec) / 1000000) - ((double)(start.tv_sec) + (double)(start.tv_usec) / 1000000); NSLog(@"Time elapsed: %e", elapsed); [pool drain]; } } [pool release]; Even with the autorelease pool present, I get this printed to the log when I call UIGetScreenImage(): 2010-05-03 11:39:04.588 ProjectName[763:5903] *** _NSAutoreleaseNoPool(): Object 0x15a2e0 of class NSCFNumber autoreleased with no pool in place - just leaking Has anyone else seen this with UIGetScreenImage() on a separate thread?

    Read the article

  • Does Apple's Reachability work with 3G connectivity?

    - by rickharrison
    I am developing an iPad application, and I am trying to figure out the best way to decide if a user can connect to the Internet. If the user has no connectivity, I will load cached data, otherwise I will load new data. I am trying to use Apple's reachability class for this, and I wanted to see if I am doing this correctly. In applicationDidFinishLaunchingWithOptions, I am doing this: [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(reachabilityChanged:) name: kReachabilityChangedNotification object: nil]; Reachability hostReach = [[Reachability reachabilityWithHostName: @"www.apple.com"] retain]; [hostReach startNotifer]; Then my reachabilityChanged: looks like this: - (void)reachabilityChanged:(NSNotification* )note { Reachability *curReach = [note object]; self.internetConnectionStatus = [curReach currentReachabilityStatus]; if (internetConnectionStatus == NotReachable) { [viewController getDataOffline]; } else { if (![[NSUserDefaults standardUserDefaults] objectForKey:kFIRST_LAUNCH]) [viewController getCurrentLocation]; else [viewController getData]; } } Right now, this is working perfectly for WiFi iPads. I just want to make sure that this will work for 3G iPads. Could you please let me know if I am doing this correctly or not?

    Read the article

  • How to make a big switch control structure with variable check values?

    - by mystify
    For example, I have a huge switch control structure with a few hundred checks. They're an animation sequence, which is numbered from 0 to n. Someone said I can't use variables with switch. What I need is something like: NSInteger step = 0; NSInteger i = 0; switch (step) { case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; } The point of this is, that the animation system calls a method with this big switch structure, giving it a step number. I want to be able to simply cut-copy-paste large blocks and put them in a different position inside the switch. for example, the first 50 blocks to the end. I could do that easily with a huge if-else structure, but it would look ugly and something tells me switch is much faster. How to?

    Read the article

< Previous Page | 416 417 418 419 420 421 422 423 424 425 426 427  | Next Page >