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  • Why doesen't the number 2 work in this for-loop?

    - by Emil
    Hello. I have a function that runs trough each element in an array. It's hard to explain, so I'll just paste in the code here: NSLog(@"%@", arraySub); for (NSString *string in arrayFav){ int favoriteLoop = [string intValue] + favCount; NSLog(@"%d", favoriteLoop); id arrayFavObject = [array objectAtIndex:favoriteLoop]; [arrayFavObject retain]; [array removeObjectAtIndex:favoriteLoop]; [array insertObject:arrayFavObject atIndex:0]; [arrayFavObject release]; id arraySubFavObject = [arraySub objectAtIndex:favoriteLoop]; [arraySubFavObject retain]; [arraySub removeObjectAtIndex:favoriteLoop]; [arraySub insertObject:arraySubFavObject atIndex:0]; [arraySubFavObject release]; id arrayLengthFavObject = [arrayLength objectAtIndex:favoriteLoop]; [arrayLengthFavObject retain]; [arrayLength removeObjectAtIndex:favoriteLoop]; [arrayLength insertObject:arrayLengthFavObject atIndex:0]; [arrayLengthFavObject release]; } NSLog(@"%@", arraySub); The array arrayFav contains these strings: "3", "8", "2", "10", "40". Array array contains 92 strings with a name. Array arraySub contains numbers 0 to 91, representing a filename with a title from the array array. Array arrayLength contains 92 strings representing the size of each file from array arraySub. Now, the first NSLog shows, as expected, the numbers 0 to 91. The NSLog-s in the loop shows the numbers 3, 8, 2, 10, 40, also as expected. But here's the odd part: the last NSLog shows these numbers: 40, 10, 0, 8, 3, 1, 2, 4, 5, 6, 7, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91 that is 40, 10, 0, 8, 3, and so on. It was not supposed to be a zero in there, it was supposed to be a 2.. Do you have any idea at why this is happening or a way to fix it? Thank you.

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  • On the rootview controller i am not able to c the image

    - by madhavi
    I have made a navigation based application in my rootview controller i have put a text view when i run the app i am able to see that text view but when i navigate on other xib and comes back i am not able to see that text view if i do it programmatically by using view for header than i am able to c that text but why i am not able to do it in design time any idea

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  • What does that mean? "mi_cmd_stack_list_frames: Not enough frames in stack."

    - by HelloMoon
    Debugger is telling me this, when I run my app on device: Program received signal: “EXC_BAD_ACCESS”. mi_cmd_stack_list_frames: Not enough frames in stack. mi_cmd_stack_list_frames: Not enough frames in stack. I don't get information about where in code that happens. That's all I get. Any idea what that could mean? The app crashes after that. When the device is not connected to the mac, it still crashes, so not a debugger problem.

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  • Can you append a NSMutableArray to a file?

    - by Emil
    Hi. I am trying to write some data from an NSMutableArray to a plist, while keep the old plists content. The function writeToFile:atomically: overwrites the old contents with the new, I want to append the objects in the new array to the plist. How can this be done? Thank you.

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  • game currency convert: math efficient

    - by Comradsky
    For variables:4 text views named diamondText, goldText, silverText, and bronzeText;money variable unsigned int money;and an NSTimer, every .1 sec,runs function: -(void)updateMoney{ money++; bronzeText.text = [NSString stringWithFormat:@"%d",money]; silverText.text = [NSString stringWithFormat:@"%d",money%10]; goldText.text = [NSString stringWithFormat:@"%d",money%100]; diamondText.text= [NSString stringWithFormat:@"%d",money%1000]; } Given that my currency is diamond = 10 gold = 10 silver = 10 bronze = 1; What would be most efficient way to calculate and display the money labels? How would you store this variable, with GameCenter and NSDictionary or GameCenter and something else? More details are below if you don't understand. To clarify: bronze has the last 2 numbers, silver has the next 2 numbers, and so on. I understand I could use 4 ints or an array, but i would rather try to use this method, unless theres a much more efficient way. Example: When money = 1000;bronzeText = nothing, silverText = 10,goldText = nothing, diamondText = nothing; What other ways would you do this that you think would be more efficient? I will be calling a function (void)collisionDetector that detects if my player.frame crosses with a flyingObject.frame, and if that object is a coin it gives an added value to money and then calls (void)updateMoney. Im just using the timer to test this and spawn these flying objects.

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  • UIImagePickerController Crash after 5 to 7 pictures - again

    - by Sophtware
    OK, I know this one has been beaten to death on this forum, but I'm still having the memory problem and I have tried all the techniques on the web to get around this. I have an application that uses the UIImagePickerController to capture an image from the camera. I've tried both creating and destroying the controller for each picture, and keeping it around for the life of the app. Both are failing. The first way crashes the phone almost immediately. While the second, leaving the controller around, crashes the app after about 5 to 7 pictures. My original app used an undocumented API to get around this issue, but Apple rejected it because of this. I really need to get my app to the store. Does anyone have code showing how they got around the issue? I know there is a way because there are apps on the store using the camera, but I just can't seem to get it. Any help is greatly appreciated! I can post my code here too, if needed.

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  • Add subview (rows) fast to UIScrollView while scrolling

    - by tikhop
    I have UIScrollView with a lot of rows (~100) and I implemented dequeueReusableRow method for fast allocating and adding my subviews (rows). Everything work fine, but if I scroll very fast with decelerate some view don't added to scrollView on time only later. - (UIView *)dequeueReusableRow { UIView *view = [reusableRows anyObject]; if(view) { [[view retain] autorelease]; [reusableRows removeObject:view]; }else{ view = [[UIView alloc] init.... } return view; } - (void)addVisibleRows { UIView *row = [self dequeueReusableRow]; row.frame = .... [scrollView addSubview:row] } - (void)scrollViewDidScroll:(UIScrollView *)scrollView { [self addVisibleRows]; [self removeInvisibleRows]; } Please, don't propose me use UITableView because structure of accordion looks like: section - section -- section --- row - section section - row

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  • Breaking One Big Graphic of MutablePaths into CAShapeLayers

    - by StackOverFlowRider
    I have a class called GraphicView that takes a Graphic object and draws it in its drawRect method. This Graphic object is basically an array of mutablePaths that comprise an icon that I want drawn. For performance and other issues, I was thinking of taking this icon that is comprised of mutablePaths, and dividing it into a bunch of CAShapeLayers. I'm wondering is this possible? Considering the points for the mutablePaths of the icon are all interwoven together (ie the icon was initially an SVG file that I converted to code), is it possible to divide different parts of the icon into CAShapeLayers, and reassemble them all together when assigning to the views layer? If so how would it be done? If I assign them as sublayers to a CALayer or CAShapeLayer, will it understand to mesh them all together?

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  • Create Static Library iOS Error

    - by bit-whacker
    This is FIrst time i try to create Cocoa Touch Static Library and follow these steps. Create New Project with Cocoa Touch Static Library named it By default i got single class with Demo.h and Demo.m. 2.Create a public function in .h and implement it in .m. 3.Select iOS Device and press cmd + B. 4.Copy Demo.a from products and the .h file drop it in my iOS App where i want to use it. 5.Then Import Demo.h and try to call the function that i wrote. Issue When try to Run the project showing this error. ld: warning: ignoring file /Users/Zenga/Documents/iOS/Static Library/myAppwithLib/Demo.a, file was built for archive which is not the architecture being linked (i386): /Users/Zenga/Documents/iOS/Static Library/myAppwithLib/Demo.a Undefined symbols for architecture i386: "_OBJC_CLASS_$_Demo", referenced from: objc-class-ref in ViewController.o ld: symbol(s) not found for architecture i386 clang: error: linker command failed with exit code 1 (use -v to see invocation) Please help if anyone have any idea about it.

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  • What happens if a user jumps over 10 versions before updating, and every version had a new data mode

    - by dontWatchMyProfile
    Example: User installs app v.1.0, adds data. Then the dev submits 10 updates in 10 weeks. After 11 weeks, the user wants v.11.0 and grabs a copy from the app store. Assuming that the app has got 11 .xcdatamodel versions inside, where ***11.xcdatamodel is the current one, what would happen now since the persistent store of the user is ages old? would the migration happen 10 times, step-by-step through every migration iteration? Or does the actual migration of data (lets assume gigabytes of data) happen exactly once, after Core Data (or the persistent store coordinator) has figured out precisely what to do to go from v.1.0 to v.11.0?

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  • word after the space NSlog

    - by DD007
    I am new bie to xcode may be question is silly but I am lagging with my home work. In a file I want to read a specific character after the string. I want to read all the character after the space. ex: asasasasasas wewewewewewe qwqwqwqwqwqw xyz_ 22 aaaaaaaaaaa bbbbbbbbbbb ccccccccccccccc ddddddddddddd fgfgfgfgfgfgfg ererererererer abc_ 12 bbbbbbbbbb dddddddd jkjkjkjkjkjkjk lalallalalalal everything is fine .. but i want to print after "xyz_ 22" as aaaaaaa then bbbb ccc

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • Extending a view to the left side, animated

    - by Heinrich
    Hi, I have a view that I want to extend on the left side using an animation. All borders but the left one should remain the same, so the x position and the width of the view are changing. I use this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:5.0]; self.frame = CGRectMake(self.frame.origin.x-100, self.frame.origin.y, self.frame.size.width+100, self.frame.size.height); [UIView commitAnimations]; If I run this code, the width of the view is set to the new value immediately and then the view is moved to the new x point, but why? How can I change this behaviour? Thanks for your ideas!

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  • UITableView is getting interaction when changing rows with animation

    - by Tiago
    Hi, I have a tableview on a nib file with the interaction setting turned off. I'm animating a section change like this: [myTableView beginUpdates]; [myTableView deleteSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView insertSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView endUpdates]; The problem is that, when I do this, the rows become selectable. How do I keep the interaction disabled while keeping the animation?

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  • viewForHeaderInSection - create header that would display properly in all cases

    - by sha
    I have an interesting problem/question and i'm not sure if it is even doable. So I have a custom header view for regular UITableView. But it's transparent and it doesn't fill fill table width. So it displayed properly when table is scrolled and this header view is displayed above cell content (sticked to the top). But when same header is displayed between two sections down - it looks ugly, because it's transparent and it's either displayed above black rectangle or above table background. I was wondering is there way to customize header view for when it's stick to the top and when it's not. Or... may be it's possible to specify what needs to be displayed underneath header view when it's between sections. Something like sectionSeparatorView?

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  • Display selectedAnnotation info

    - by elife_iPhone
    When I use this: - (void)mapView:(MKMapView *)myMapView annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control { NSLog(@"SelectedAnnotations is %@", myMapView.selectedAnnotations); } It Displays this in the log. "<Annotation: 0x586cdb0>" Now this is a weird question, but how do I get the info from this Annotation? I have lost my mind. This is what is in the annotation. myAnnotation = [[Annotation alloc] init]; myAnnotation.dealName=[NSString stringWithFormat:@"%@",[tempValue objectForKey:@"name"]]; myAnnotation.subName=[NSString stringWithFormat:@"Price: $%@",[tempValue objectForKey:@"price"]]; myAnnotation.latitude = [NSNumber numberWithDouble:[[tempValue objectForKey:@"dealLatitude"] doubleValue]]; myAnnotation.longitude = [NSNumber numberWithDouble:[[tempValue objectForKey:@"dealLongitude"] doubleValue]]; myAnnotation.dealId = [NSNumber numberWithInt:[ [tempValue objectForKey:@"dId"] intValue ]]; Thanks for your help.

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  • A question is related to exception

    - by user217572
    * -[UIDeviceRGBColor size]: unrecognized selector sent to instance 0x31e520 2010-03-18 12:36:48.511 IChitMe[4012:207] Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '** -[UIDeviceRGBColor size]: unrecognized selector sent to instance 0x31e520' I'm getting this exception when I'm clicking on back button of UIToolBar

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  • Objective C: Can't find .js file in my mainBundle?!

    - by Nic Hubbard
    This is driving me crazy as I cannot figure out what in the world is going on. I load up files form you main bundle all the time, xml files, html files, etc. But, now I am trying to get the contents of a javascript file but it can never find it. I am using: NSData *jsData = [NSData dataWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"global" ofType:@"js"]]; if (jsData) { NSLog(@"%@", jsData); } else { NSLog(@"Can't find file"); return; } Even checking the [[NSBundle mainBundle] pathForResource:@"global" ofType:@"js"] string returns null. My activity.js file is in my Resources folder, the exact location where my other files are location that work totally fine using the above method. Why can't it find my js file?

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