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  • Can draw on only half of UIView

    - by ydlee777
    Hello. I am trying to draw grid on a UIView on a UIScrollView. The width of UIView is about 1000 pixels. However, I can draw lines only about first 340 pixels of the UIView. Can anyone help me on this? The drawGrid function is - (void)drawRect:(CGRect)rect { NSInteger width = 25 * 5 * 10; NSInteger height = (10 * 2 + 10) * 12; NSInteger i; //Get the CGContext from this view CGContextRef context = UIGraphicsGetCurrentContext(); // Draw rectangle with a blue stroke color and white fill color CGContextSetRGBStrokeColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetLineWidth(context, 2.0); CGContextAddRect(context, CGRectMake(0.0, 0.0, width, height)); CGContextFillPath(context); // Draw grid with red color CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); // Set the width of the pen mark CGContextSetLineWidth(context, 0.2); for (i = 0; i < height; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); } } for (i = 0; i < width; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); } } } I am also setting up the UIScrollView and UIView as follows: - (void)viewDidLoad { [super viewDidLoad]; CGRect frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height); waveScrollView = [[WaveScrollView alloc] initWithFrame:frame]; CGRect waveframe = CGRectMake(0, 0, 25 * 5 * 10, (10 * 2 + 10) * 12); EKGWaveView *ekgWaveView = [[EKGWaveView alloc] initWithFrame:waveframe]; waveScrollView.contentSize = CGSizeMake(waveframe.size.width, waveframe.size.height); waveScrollView.maximumZoomScale = 4.0; waveScrollView.minimumZoomScale = 0.75; waveScrollView.clipsToBounds = YES; waveScrollView.aView = ekgWaveView; [waveScrollView addSubview:ekgWaveView]; waveScrollView.delegate = self; [self.view addSubview:waveScrollView]; } I appreciate any help. Thanks.

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  • How to tell if a user updated my app or installed a new one

    - by user310318
    I need a way to tell if the app being used by a user is a fresh new install (new user), or was a pre-existing user who updated. The previous app version did not track UDID's, and didn't save anything (it just ran as a simple app). Is there a way for an update to tell if the user previously installed the app? Even if that app didn't save anything into the documents folder, and the app didnt communicate with a server (UDID post)? (id like to be able to offer bonus features to my existing loyal users who had already installed the original app and updated) thanks!!

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  • UITextField placeholder looks strange when UITableViewCellSelectionStyleGray

    - by mongeta
    Hello, I've set the background color of my UITableViewCells to Gray. But if there's a UITextField in the cell, the placeholder doesn't change their color to white/black and it's almost impossible to read it, and look stranges. The UILabel from the cell changes their color when it's selected or not, but the placeholder remains always the same. There's a simple solution ? I don't want to add some UILabel and use it as a placeholder, etc. etc. Thanks, r.

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  • Can't get rid of this warning?

    - by NextRev
    I'm getting this warning "Format not a string literal and no format arguments? Any ideas? -(BOOL)isFirstPointReached{ NSString *firstPoint = [NSString stringWithFormat:[pointsToFillArray objectAtIndex:0]]; NSString *lastPoint = [NSString stringWithFormat:[pointsToFillArray lastObject]]; if([firstPoint isEqualToString:lastPoint]){ return YES; } else{ return NO; } }

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  • A question related to initWithNibName

    - by user217572
    hi These are the steps i'm following 1on click of home button i had set 1 value 2so i'm clicking on home button 3now i again click on application 4so my applicationdidfinishlaunching method calls 5i'm getting that value 1 6now in applicationdidfinishlaunching method i check wether the value is 1 or not 7now as per discussion value is 1 8in that condition i load the 1 view which is the view of rootviewcontroller 9but after complete execution of this viewdidload method it executes the initwithnibname of some another view my questuon is all about why 9 number executes if it executes how to debug it?

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  • APNS Sending Frequent Notifications to Device

    - by user564447
    I'm trying to mimic a pager with my app by sending push notifications to the user until he or she responds. My thought was to send a push every few seconds and play the default sound on arrival. Not perfect, but better than nothing. It's working all right. However, I am finding that the sound starts to stutter/interrupt a bit after a few notifications have been sent -- as if it's trying to play the sound more than once. This happens even if I only send the push every 10 seconds. I just tested it at 20 second intervals and even then it starts to sound interrupted after about 10 times. Any idea how to resolve this so each message plays the sound crisply? p.s. Testing performed on an iPad.

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  • UIImageView doesn't update with my image

    - by Sheehan Alam
    I am trying to set my image: detailedEventViewController.thumbnail.image = [UIImage imageNamed:@"amnesia.png"]; But the imageview appears blank. amnesia.png is in my resources group. The file exists. Results of my log: 2011-01-08 10:52:32.822 HD Pocket Vacations[25271:207] Image: <UIImage: 0x66203b0> 2011-01-08 10:52:32.823 HD Pocket Vacations[25271:207] dEVC: <DetailedEventViewController: 0x6628340> 2011-01-08 10:52:32.824 HD Pocket Vacations[25271:207] thumbnail: (null)

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  • iOS - Open an app with a URL Scheme from Chrome

    - by Brett
    I've read many many blogs and examples of how to open an app from an URL scheme (for example, this blog), and it seems to work great when I call my app from mobile safari. For instance, when I call testapp://some.data.here in mobile safari, it opens my testapp and I can parse out the some.data.here. However, when I call testapp://some.data.here in iOS-Chrome, it just googles the term instead of calling the app. Is there a way to have iOS Chrome recognize the URL as a registered app the way mobile safari does? When I google this topic, I see a lot of comments on how to open a url in chrome from an app, but not the other way around. Has anyone encountered this? Thanks!

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  • What's the best/easiest way to compare two times in Objective-C?

    - by Andy
    I've got a string representation of a time, like "11:13 AM." This was produced using an NSDateFormatter and the stringFromDate: method. I'd like to compare this time to the current time, but when I use the dateFromString: method to turn the string back into a date, a year, month and day are added - which I don't want. I just need to know if right now is < or the time stored in the string. What's going to be the best way to handle that? Thanks in advance for your help.

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  • How can I optimize this loop?

    - by Moshe
    I've got a piece of code that returns a super-long string that represents "search results". Each result is represented by a double HTML break symbol. For example: Result1<br><br>Result 2<br><br>Result3 I've got the following loop that takes each result and puts it into an array, stripping out the break indicator, "kBreakIndicator" (<br><br>). The problem is that this lopp takes way too long to execute. With a few results it's fine, but once you hit a hundred results, it's about 20-30 seconds slower. It's unacceptable performance. What can I do to improve performance? Here's my code: content is the original NSString. NSMutableArray *results = [[NSMutableArray alloc] init]; //Loop through the string of results and take each result and put it into an array while(![content isEqualToString:@""]){ NSRange rangeOfResult = [content rangeOfString:kBreakIndicator]; NSString *temp = (rangeOfResult.location != NSNotFound) ? [content substringToIndex:rangeOfResult.location] : nil; if (temp) { [results addObject:temp]; content = [[[content stringByReplacingOccurrencesOfString:[NSString stringWithFormat:@"%@%@", temp, kBreakIndicator] withString:@""] mutableCopy] autorelease]; }else{ [results addObject:[content description]]; content = [[@"" mutableCopy] autorelease]; } } //Do something with the results array. [results release];

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  • UIWebView goBack method acts differently on different devices

    - by maxpower
    First Device: 8gb 2nd gen Version: 3.1.3 (7E18) Model: MB528LL Second Device: 32gb 3rd gen Version: 3.1.3 (7E18) Model: MC008LL When I call goBack on the 8gb device, shouldStartLoadWithRequest:navigationType: is called When I call goBack on the 32gb device, shouldStartLoadWithRequest:navigationType: is not called I am not doing any caching (not like it works anyway). To make sure it wasn't caching I removed any possible caching via the request object's cache policy and removing all cache whenever webViewDidFinishLoading is called. Same app, same url, everything is the same but the device itself. Why? FYI: shouldStartLoadWithRequest:navigationType: is called on the simulator when goBack is called

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  • Leftover Nav Bar in Landscape View

    - by Rob Bonner
    Hello, I am working to force a view into landscape mode, and have picked up all kinds of cool tips to make this happen, but am stuck on one item that is left on the screen. I have my XIB file laid out in landscape, and in my code I create the view controller normally: RedeemViewController *aViewController = [[RedeemViewController alloc] initWithNibName:@"RedeemViewController" bundle:nil]; aViewController.hidesBottomBarWhenPushed = YES; aViewController.wantsFullScreenLayout = YES; [[self navigationController] pushViewController:aViewController animated:YES]; Inside the controller viewDidLoad I complete the following: [[UIApplication sharedApplication] setStatusBarOrientation:UIInterfaceOrientationLandscapeRight]; [[self navigationController] setNavigationBarHidden:YES animated:YES]; [UIView beginAnimations:@"View Flip" context:nil]; [UIView setAnimationDuration:.75]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; if (self.interfaceOrientation == UIInterfaceOrientationPortrait) { self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); self.view.bounds = CGRectMake(0.0, 0.0, 480, 320); } [UIView commitAnimations]; What I end up with is a perfectly rotated view, with a grey vertical bar on the left side (see pic). So to the question, how do I get rid of the bar? Edit: I am pretty sure this is the navigation bar that is not being hidden. This is a duplicate of another post, with some modified code, the other question was being answered with the bug.

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  • Keeping Velocity Constant and Player in Position - Sidescrolling

    - by user2904951
    I'm working on a Little Mobile Game with Cocos2D-X and Box2D. The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to : move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards keep the body nearly sticking to the ground on which it's rolling keep the Body and the according Sprite in the Center of the Screen. What I tried : in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y)) First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen. Well... ...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen. ... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground.... ... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen.... So my question is : Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ? Cheers, Seb

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  • inserting time delay with cocos2d

    - by KDaker
    I am trying to add several labels that appear sequentially with a time delay between each. The labels will display either 0 or 1 and the value is calculated randomly. I am running the following code: for (int i = 0; i < 6; i++) { NSString *cowryString; int prob = arc4random()%10; if (prob > 4) { count++; cowryString = @"1"; } else { cowryString = @"0"; } [self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:0.2] ,[CCCallFuncND actionWithTarget:self selector:@selector(cowryAppearWithString:data:) data:cowryString], nil]]; } the method that makes the labels appear is this: -(void)cowryAppearWithString:(id)sender data:(NSString *)string { CCLabelTTF *clabel = [CCLabelTTF labelWithString:string fontName:@"arial" fontSize:70]; CGSize screenSize = [[CCDirector sharedDirector] winSize]; clabel.position = ccp(200.0+([cowries count]*50),screenSize.height/2); id fadeIn = [CCFadeIn actionWithDuration:0.5]; [clabel runAction:fadeIn]; [cowries addObject:clabel]; [self addChild:clabel]; } The problem with this code is that all the labels appear at the same moment with the same delay. I understand that if i use [CCDelayTime actionWithDuration:0.2*i] the code will work. But the problem is that i might also need to iterate this entire for loop and have the labels appear again after they have appeared the first time. how is it possible to have actions appear with delay and the actions dont always follow the same order or iterations???

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  • How to change text on a back button

    - by Ilya
    Hi, By default the back button uses as a text on it a title of a viewcontroller. Can I change text on the back button without changing a title of a view controller? I need this because I have a view controller which title is too long to display and in this case I would like to display just "Back" as a caption for back button. I tried the following which didn't work: self.navigationItem.leftBarButtonItem.title = @"Back"; Thanks.

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  • Objective-C Definedness

    - by Dan Ray
    This is an agonizingly rookie question, but here I am learning a new language and framework, and I'm trying to answer the question "What is Truth?" as pertains to Obj-C. I'm trying to lazy-load images across the network. I have a data class called Event that has properties including: @property (nonatomic, retain) UIImage image; @property (nonatomic, retain) UIImage thumbnail; in my AppDelegate, I fetch up a bunch of data about my events (this is an app that shows local arts event listings), and pre-sets each event.image to my default "no-image.png". Then in the UITableViewController where I view these things, I do: if (thisEvent.image == NULL) { NSLog(@"Going for this item's image"); UIImage *tempImage = [UIImage imageWithData:[NSData dataWithContentsOfURL: [NSURL URLWithString: [NSString stringWithFormat: @"http://www.mysite.com/content_elements/%@_image_1.jpg", thisEvent.guid]]]]; thisEvent.image = tempImage; } We never get that NSLog call. Testing thisEvent.image for NULLness isn't the thing. I've tried == nil as well, but that also doesn't work.

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  • iTune redeem codes: limited to a single version?

    - by Big Papoo
    Hi, I'm wondering if V1.0 generated redeem codes will be usable on a V1.1 version of my app? BTW, I know redeem codes are valid only 4 weeks and I also know that apps downloaded with a redeem code can be upgraded for free as with paid ones. My concern here is just: do unused redeem codes become invalid when a new version of my app will be available on the store? Apple's doc is not clear about this point. Did someone experience this yet ? Thx. --GQ.

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