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  • Detect and handle, or override, clicks on a navigation bar

    - by Henrik Erlandsson
    I have an app where I've pushed two items onto the navigation bar. The top item, which ends up as a 'back' button, should have the function to jump all the way back to the start page, which is a list of web news. The other one simply displays a logo. The boss wants a navigation bar look and feel but with a simple function, so the user can click around the news site, but always be able to jump to the news list page with just the one click. Is the only option to create a fixed navbar with two items in IB, so that I can connect an outlet to the clickable item - or is there some way to intercept clicks to the navbar to make a requestURL? touchesBegan or touchUpInside would be fine, but I've found no way of implementing that so far. It's okay if the whole navbar is clickable, I just need some hint how to make it happen. Add a transparent UIlabel on top and detect clicks for that, maybe? A bonus would be to hide the item in the 'back' position without popping it from the stack.

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  • iOS Core Data migration: moving something from an entity into a file

    - by Tim Sullivan
    I have a scenario where I'm moving the contents of a blob stored in a core data entity into a file. I need a way to export that data during a migration, where I know the entity that's being converted and save the blob to a file, writing the location of that file into the converted entity's appropriate attribute. I can't seem to find a way to do this. The docs regarding the Three Stage Migration seem to indicate what can be done, but I'm not sure where to define things, or what exactly to define.

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  • cocos2d 2.x scene retainCount

    - by Shefy Gur-ary
    I'm pushing a scene to the game I'm working on, after pressing a button in the main menu. This scene is a gameplayScene which should have two layers ad childs: boardLayer and hudLayer. for now I'm testing with the boardLayer, I'm using block to call the gameplayScene to close both itself and the boardLayer, but by the time I get there the retain count of both layer is 3 (seems to be increasing after setting the block to 2, and I'm not sure when it is going up to 3) What cause this, and how should it be handled?

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  • Using NSPredicate to filter on both Core attribute and entity

    - by Ben Thompson
    I have two entities in core data (call them entityOne and entityTwo). I have a entityOne<---entityTwo relationship between them. I am now trying to code an NSPredicate to fetch entityTwo objects on the following basis: Fetch entityTwo objects that have a relationship with a specified entityOne object. Filter out those entityTwo objects which have no value for one of their attributes. I am best doing both of these in an NSPredicate or is there a better way? I am trying the following: NSPredicate *predicate = [NSPredicate predicateWithFormat:@"(attribute <> "") AND (relationship == entityOne"]; [request setPredicate:predicate]; Any pointers on coding great fully received.

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  • UIViewController is popped from view stack and NSURLConnection crashes the application

    - by rickharrison
    I am pushing a UIViewController onto a UINavigationController. This view controller immediately starts a download of an xml feed and then parses it. However, if you hit the back button before it is done downloading, and crashes with EXC_BAD_ACCESS. The line that is crashing it is in parserDidEndDocument and is this line: if (self.delegate && [self.delegate conformsToProtocol:@protocol(ModelDelegate)]) [self.delegate modelDidFinishParsing:self]; I assume it is crashing because it is trying to access self.delegate which is not assigned anymore. How do I get around this? Also, I would release the model object in the modelDidFinishParsing method. How would I release this model if it never reaches this method.

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  • UIPickerView didSelectRow delay

    - by Rob Bonner
    Hello all, I have a UIPickerView implemented in one of my pages that depends on the didSelectRow delegate method. An odd behavior I have noticed is when the user moves a wheel and leaves it between selections, then the wheel will move very slowly to the closest selection. The didSelectRow event will not fire until this is complete, sometimes 3 seconds later. Is there a way to speed this up, or detect when the wheel is being moved, so I can freeze my interface during this time?

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  • Having a problem with reading a file using NSString initWithContents OfFile

    - by srikanth rongali
    In this program when I debug, it is showing the nil for fileNameString. I could not understand what is the problem. Please help me ? @implementation fromFileRead1 NSString *fileNameString; -(id)init { if( (self = [super init]) ) { fileNameString = [[NSString alloc] initWithContentsOfFile: @"enemyDetails.rtf" encoding:NSUTF8StringEncoding error:nil]; NSArray *lines = [fileNameString componentsSeparatedByString:@"\n"]; for (id *line in lines) { NSLog(@"Line1%@", line ); } } return self; } @end Thank You.

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  • Dynamically creating subviews of similar type

    - by Akki
    My code for above view is: -(void)viewWillAppear:(BOOL)animated{ float yh = 0; while (yh<200) { //UIView CGRect myFrame = CGRectMake(0, yh, 320, 30); UIView *myFirstView = [[UIView alloc] initWithFrame:myFrame]; myFirstView.backgroundColor = [UIColor orangeColor]; //IUILabel in UIView CGRect mylblFrame = CGRectMake(5, yh, 60, 15); UILabel *lblsize = [[UILabel alloc] initWithFrame:mylblFrame]; lblsize.text = @"Hello"; [myFirstView addSubview:lblsize]; CGRect mylbl_hi = CGRectMake(80, yh, 60, 15); UILabel *lbl_hi = [[UILabel alloc] initWithFrame:mylbl_hi]; lbl_hi.text = @"Hii"; [myFirstView addSubview:lbl_hi]; [self.view addSubview:myFirstView]; [lbl_hi release]; [lblsize release]; [myFirstView release]; yh=yh+40; } [super viewWillAppear:YES]; } I can't understand reason of it being like this...i wanted labels to be attached with my subviews of orange color...this may be odd day for me to understand what's wrong with my code...if any of you can tell me where i ma doing wrong would be great to me. This is my first time creating view programmatically..so please excuse me if all this is silly question

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  • autorelease object not confirming protocol does not give any warning

    - by Sahil Wasan
    I have a class "ABC" and its method which returns non autoreleases object of that class. @interface ABC:NSObject +(ABC *)aClassMethodReturnsObjectWhichNotAutoreleased; @end @implementation ABC +(ABC *)aClassMethodReturnsObjectWhichNotAutoreleased{ ABC *a = [[ABC alloc]init]; return a; } @end If I have a protocol Foo. @Protocol Foo @required -(void)abc; @end My ABC class is "not" confirming Foo protocols. 1st call id<Foo> obj = [ABC aClassMethodReturnsObjectWhichNotAutoreleased]; //show warning It shows warning "Non Compatible pointers.." thats good.Abc did not confirm protocol Foo BUT 2nd call id<Foo> obj = [NSArray arrayWithObjects:@"abc",@"def",nil]; // It will "not" show warning as it will return autorelease object.NSArray don't confirm protocol Foo In first call compiler gives warning and in second call compiler is not giving any warning.I think that is because i am not returning autorelease object. Why is compiler not giving warning in 2nd call as NSArray is also not confirming FOO Thanks in advance

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  • Can I stop UIImageView Animation at last frame?

    - by Ivan
    Hello, I have an animation using a UIImageView myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 1; myAnimatedView.animationRepeatCount = 1; [myAnimatedView startAnimating]; How can I tell to animation to stop at the last frame or to be visible last frame of the series of images? Thank you in advance

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  • Code is exectuting but the view is not loading when called form a function?

    - by wolverine
    I have a viewBased application with the viewController class mainView. In it I am loading various views(different nibs) depending upon certain actions that I do. I have added a popoverController with a barbutton in the mainView. Its intialized with a tableviewController class named popClass. When I select certain row in the popover, I want the view in my mainView to load someother view(as I do when i do certain actions). For that I have written a function in mainView Controller class and is calling it from the popOver class. Function and the lines of code are executing but nothing is happening. Even the log lines are printed but no action takes place. What is the problem? OR is there anyother way to make the view change in mainView by using the popover?

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  • Is there a leak in this copy code?

    - by Don Wilson
    Is there a leak in this code? // Move the group Group *movedGroup = [[Group alloc] init]; movedGroup = [[[[GroupList sharedGroupList] groups] objectAtIndex:fromIndex] copy]; [[GroupList sharedGroupList] deleteGroup:fromIndex]; [[GroupList sharedGroupList] insertGroup:movedGroup atIndex:toIndex]; // Update the loadedGroupIndex pointer if (loadedGroupIndex < fromIndex & loadedGroupIndex >= toIndex) { loadedGroupIndex = loadedGroupIndex + 1; } else if (loadedGroupIndex > fromIndex & loadedGroupIndex < toIndex) { loadedGroupIndex = loadedGroupIndex - 1; } else if (loadedGroupIndex == fromIndex) { loadedGroupIndex = toIndex; } [movedGroup release]

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  • Question related to UITextView

    - by user217572
    How to adjust height of textview programetically as we are typing the text textview should increase upwards with no limit.UIScrollview for textview is disable in our case.We are giving scroll for entire view to see upward contents in textview

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  • UITableView Reusable cells

    - by Michael
    Can someone explain me the way reusable cells works for single table view? How many reusable cells a datasource should create? So far in all samples I've seen only one. Would one even need more?

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  • Why do I not get low memory issues until images are draw on the screen?

    - by maxpower
    I am able to load over 200 UIImage objects into a NSMutableDictionary without any memorry warning issues. When I start displaying them on the screen (after about showing 10-20 images) I get low memory warnings and an eventual crash. Only about 8 images are displayed at anyone time. Does it take additional memory to actually draw a UIImage on the screen? No memory leaks are showing up and i've reviewed code for leaks many many times.

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  • Memory Allocation increases in didSelectRowAtIndexPath

    - by mongeta
    Hello, I'm testing my App and in a very simple view, each time a tap on a UITableView row, my allocation overall bytes get higher and higher and never go downs. I don't have any special code there, so I created a new project from scratch with a very simple view, force one section and just three rows. In the didSelectRowAtIndexPath code do nothing, and fire it with instruments and memory allocation and, the memory goes up with every cell selection ... Is this normal behaviour ? thanks, regards, m.

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  • quartz 2d multiple UIViews

    - by coure06
    I want to create two UIViews in quartz 2D application. First UIView for static text, it will redraw automatically after each one second. Second UIView for animated text, it will be redrawn automatically after each .1 second. How can i create multiple Views/Layers? Is there drawRect methods will be different?

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  • Releasing Autoreleasepool crashes on iOS 4.0 (and only on 4.0)

    - by samsam
    Hi there. I'm wondering what could cause this. I have several methods in my code that i call using performSelectorInBackground. Within each of these methods i have an Autoreleasepool that is being alloced/initialized at the beginning and released at the end of the method. this perfectly works on iOS 3.1.3 / 3.2 / 4.2 / 4.2.1 but it fataly crashes on iOS 4.0 with a EXC_BAD_ACCESS Exception that happens after calling [myPool release]. After I noticed this strange behaviour I was thinking about rewriting portions of my code and to make my app "less parallel" in case that the client os is 4.0. After I did that, the next point where the app crashed was within the ReachabilityCallback-Method from Apples Reachability "Framework". well, now I'm not quite sure what to do. The things i do within my threaded methods is pretty simple xml parsing (no cocoa calls or stuff that would affect the UI). After each method finishes it posts a notification which the coordinating-thread listens to and once all the parallelized methods have finished, the coordinating thread calls viewcontrollers etc... I have absolutely no clue what could cause this weird behaviour. Especially because Apples Code fails as well. any help is greatly appreciated! thanks, sam

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  • Why I cant be able to change the UITableViewCell detailTextLabel's frame?

    - by Simon
    Hi.. I am having a table view with default UITableViewCell of style UITableViewCellStyleValue2. I just want to move detailTextLabel few pixels to the right. I know it makes no sense to adjust its width and height :). I am trying to set detailTextLabel's frame with my x and y value. But its not affecting the its frame. I prefer to use default UITableViewCell, in this case, over a customized cell because the default UITableViewCell automatically manages the text alignment and centering of the labels.. How to change UITableViewCell detailTextLabel's frame? Am I allowed to change its frame? Thanks everyone..

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  • Manually Adjusting UI for Rotation

    - by Driss Zouak
    In my view I have some number-pad type buttons that I want to manually adjust their X and Y when the view is rotated. I'm having trouble figuring out how to support this. I have added in my ViewDidLoad NSNotificationCenter.DefaultCenter.AddObserver("UIDeviceOrientationDidChangeNotification", DeviceRotated ); And I defined my DeviceRotated but the breakpoint is never hit. I thought this might be because of the Autorotate, so I overrided the ShouldAutorotateToInterfaceOrientation and set that to false (true didn't work either). I figured there should be some WillRotate (but that's a void return type) or something that would allow me to indicate that I want the View to rotate, and whatever is set to auto adjust I'd like it to do that, but that I would like to be able to manually adjust any other items that I need. If I have to do everything myself, that's fine as well. Any advice would be appreciated, Driss.

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  • How to animate stuff when using -drawRect: ?

    - by mystify
    I didn't use subviews but painted my things with -drawRect: inside an UIView subclass. Now I want to do some animations in there. I guess that I can't count on core animation now since I have no subviews. So how would I animate then? Would I set up a timer which fires like 30 times per second? How would I know the animation step? Would I make an ivar which counts the frame of the animation so that I can do my stuff in -drawRect as it gets called?

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