Search Results

Search found 13430 results on 538 pages for 'self updating'.

Page 147/538 | < Previous Page | 143 144 145 146 147 148 149 150 151 152 153 154  | Next Page >

  • EXC_BAD_ACCESS when simply casting a pointer in Obj-C

    - by AlexChilcott
    Hi all, Frequent visitor but first post here on StackOverflow, I'm hoping that you guys might be able to help me out with this. I'm fairly new to Obj-C and XCode, and I'm faced with this really... weird... problem. Googling hasn't turned up anything whatsoever. Basically, I get an EXC_BAD_ACCESS signal on a line that doesn't do any dereferencing or anything like that that I can see. Wondering if you guys have any idea where to look for this. I've found a work around, but no idea why this works... The line the broken version barfs out on is the line: LevelEntity *le = entity; where I get my bad access signal. Here goes: THIS VERSION WORKS NSArray *contacts = [self.body getContacts]; for (PhysicsContact *contact in contacts) { PhysicsBody *otherBody; if (contact.bodyA == self.body) { otherBody = contact.bodyB; } if (contact.bodyB == self.body) { otherBody = contact.bodyA; } id entity = [otherBody userData]; if (entity != nil) { LevelEntity *le = entity; CGPoint point = [contact contactPointOnBody:otherBody]; } } THIS VERSION DOESNT WORK NSArray *contacts = [self.body getContacts]; for (NSUInteger i = 0; i < [contacts count]; i++) { PhysicsContact *contact = [contacts objectAtIndex:i]; PhysicsBody *otherBody; if (contact.bodyA == self.body) { otherBody = contact.bodyB; } if (contact.bodyB == self.body) { otherBody = contact.bodyA; } id entity = [otherBody userData]; if (entity != nil) { LevelEntity *le = entity; CGPoint point = [contact contactPointOnBody:otherBody]; } } Here, the only difference between the two examples is the way I enumerate through my array. In the first version (which works) I use for (... in ...), where as in the second I use for (...; ...; ...). As far as I can see, these should be the same. This is seriously weirding me out. Anyone have any similar experience or idea whats going on here? Would be really great :) Cheers, Alex

    Read the article

  • Gesture recognizer for mouse down and up in iPhone SDK

    - by user545201
    I want to catch both mouse down and mouse up using gesture recognizer. However, when the mouse down is caught, mouse up is never caught. Here's what I did: First create a custom MouseGestureRecognizer: @implementation MouseGestureRecognizer -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; self.state = UIGestureRecognizerStateRecognized; } -(void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; self.state = UIGestureRecognizerStateRecognized; } @end Then bind the recognizer to a view in view controller: UIGestureRecognizer *recognizer = [MouseGestureRecognizer alloc] initWithTarget:self action:@selector(handleGesture:)]; [self.view addGestureRecognizer:recognizer]; When I click mouse in the view, the touchesBegan is called, but touchesEnded is never called. Is it because of the UIGestureRecognizerStateRecognized? Any advice will be appreciated! Thanks!

    Read the article

  • Troubles moving a UIView.

    - by Joshua
    I have been trying to move a UIView by following a users touch. I have almost got it to work except for one thing, the UIView keeps flicking between two places. Here's the code I have been using: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchDown"); UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self.view]; lastTouch = [touch locationInView:self.view]; [self.view setNeedsDisplay]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { InSightViewController *contentView = [[InSightViewController alloc] initWithNibName:@"SubView" bundle:[NSBundle mainBundle]]; [contentView loadView]; UITouch *touch = [touches anyObject]; currentTouch = [touch locationInView:self.view]; if (CGRectContainsPoint(contentView.view.bounds, firstTouch)) { NSLog(@"touch in subView/contentView"); sub.frame = CGRectMake(currentTouch.x - 50.0, currentTouch.y, 130.0, 21.0); } NSLog(@"touch moved"); lastTouch = currentTouch; [self.view setNeedsDisplay]; } And here's what's been happening: http://cl.ly/Sjx

    Read the article

  • C# style properties in python

    - by 3D-Grabber
    I am looking for a way to define properties in Python similar to C#, with nested get/set definitions. This is how far I got: #### definition #### def Prop(fcn): f = fcn() return property(f['get'], f['set']) #### test #### class Example(object): @Prop def myattr(): def get(self): return self._value def set(self, value): self._value = value return locals() # <- how to get rid of this? e = Example() e.myattr = 'somevalue' print e.myattr The problem with this is, that it still needs the definition to 'return locals()'. Is there a way to get rid of it? Maybe with a nested decorator?

    Read the article

  • Reordering fields in Django model

    - by Alex Lebedev
    I want to add few fields to every model in my django application. This time it's created_at, updated_at and notes. Duplicating code for every of 20+ models seems dumb. So, I decided to use abstract base class which would add these fields. The problem is that fields inherited from abstract base class come first in the field list in admin. Declaring field order for every ModelAdmin class is not an option, it's even more duplicate code than with manual field declaration. In my final solution, I modified model constructor to reorder fields in _meta before creating new instance: class MyModel(models.Model): # Service fields notes = my_fields.NotesField() created_at = models.DateTimeField(auto_now_add=True) updated_at = models.DateTimeField(auto_now=True) class Meta: abstract = True last_fields = ("notes", "created_at", "updated_at") def __init__(self, *args, **kwargs): new_order = [f.name for f in self._meta.fields] for field in self.last_fields: new_order.remove(field) new_order.append(field) self._meta._field_name_cache.sort(key=lambda x: new_order.index(x.name)) super(TwangooModel, self).__init__(*args, **kwargs) class ModelA(MyModel): field1 = models.CharField() field2 = models.CharField() #etc ... It works as intended, but I'm wondering, is there a better way to acheive my goal?

    Read the article

  • Django template context not working with imported class

    - by Andy Hume
    I'm using Django's templating on appengine, and am having a problem whereby a class I'm importing from another package is not correctly being made available to the template context. Broadly speaking, this is the code. The prop1 is not available in the template in the first example below, but is in the second. MyClass is identical in both cases. This does not work: from module import MyClass context = MyClass() self.response.out.write(template.render(path, context)) This does: class MyClass(object): def __init__(self): self.prop1 = "prop1" context = MyClass() self.response.out.write(template.render(path, context)) If I log the context in the above code I get: <module.MyClass object at 0x107b1e450> when it's imported, and: <__main__.MyClass object at 0x103759390> when it's defined in the same file. Any clues as to what might cause this kind of behaviour?

    Read the article

  • Need help with a memory management problem in my game model

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. //in the .h file @property(nonatomic,retain) NSMutableArray *fencePoleArray; @property(nonatomic,retain) NSMutableArray *fencePoleImageArray; @property(nonatomic,retain) NSMutableArray *fenceImageArray; //in the .m file - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray. Point is to remove all the objects in the NSMutableArrays but keep the array itself so it can be reused later. -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } So the problem here is, everything works fine until checkFence is called the 2nd time after endOpenState is called. So its like tap_screen - tap_screen - press_button_to_call_endOpenState - tap screen - tap_screen - crash What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

    Read the article

  • iphone animation - catch notification

    - by satyam
    I'm using following lines of code to animate: CATransition *animation = [self getAnimation:dirString]; [[self view] exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [[[self view] layer] addAnimation:animation forKey:kAnimationKey]; After end of animation, I want to play sound. How can I get notification when animation is completed?

    Read the article

  • Get class of caller's method (via inspect) in Python

    - by Slava Vishnyakov
    Is it possible to get reference to class B in this example? class A(object): pass class B(A): def test(self): test2() class C(B): pass import inspect def test2(): frame = inspect.currentframe().f_back cls = frame.[?something here?] # cls here should == B (class) c = C() c.test() Basically, C is child of B, B is child of A. Then we create c of type C. Then the call to c.test() actually calls B.test() (via inheritance), which calls to test2(). test2() can get the parent frame frame; code reference to method via frame.f_code; self via frame.f_locals['self']; but type(frame.f_locals['self']) is C (of course), but not B, where method is defined. Any way to get B?

    Read the article

  • IOS center bottom position view

    - by Ben_hawk
    I do the following to a loading animation, to place it at the bottom center of the screen. CGPoint bottomCenter = CGPointMake((self.imageView.bounds.size.width / 2), (self.imageView.bounds.size.height * 0.8)); self.activityView.center = bottomCenter; (imageView is the full screen splash image) If the orientation is portrait, it is positioned perfectly, however turning on its side, in landscape or upside down portrait and the animation ends up miles away :S Does anyone know the correct way to position this loading animation, its for the splash screen.

    Read the article

  • Is it inefficient to access a python class member container in a loop statement?

    - by Dave
    Hi there. I'm trying to adopt some best practices to keep my python code efficient. I've heard that accessing a member variable inside of a loop can incur a dictionary lookup for every iteration of the loop, so I cache these in local variables to use inside the loop. My question is about the loop statement itself... if I have the following class: class A(object): def init(self) self.myList = [ 'a','b','c', 'd', 'e' ] Does the following code in a member function incur one, or one-per-loop-iteration (5) dictionary lookups? for letter in self.myList: print letter IE, should I adopt the following pattern, if I am concerned about efficiency... localList = self.myList for letter in localList: print letter or is that actually LESS efficient due to the local variable assign? Note, I am aware that early optimization is a dangerous pitfall if I'm concerned about the overall efficiency of code development. Here I am specifically asking about the efficiency of the code, not the coding. Thanks in advance! D

    Read the article

  • How to remove statusbar from messageviewcontroller?

    - by hckr
    I am sending sms programmatically from my view controller but now it is showing me statusbar and vertical black line my code: - (IBAction)SendTextBtnTapped:(id)sender { [self sendSMS:@"Body of SMS..." recipientList:[NSArray arrayWithObjects: nil]]; } - (void)sendSMS:(NSString *)bodyOfMessage recipientList:(NSArray *)recipients { MFMessageComposeViewController *controller = [[MFMessageComposeViewController alloc] init]; if([MFMessageComposeViewController canSendText]) { controller.body = bodyOfMessage; controller.recipients = recipients; controller.messageComposeDelegate = self; [self presentModalViewController:controller animated:YES]; } } - (void)messageComposeViewController:(MFMessageComposeViewController *)controller didFinishWithResult:(MessageComposeResult)result { [self dismissModalViewControllerAnimated:YES]; if (result == MessageComposeResultCancelled) NSLog(@"Message cancelled"); else if (result == MessageComposeResultSent) NSLog(@"Message sent"); else NSLog(@"Message failed"); } and my screen look like this:

    Read the article

  • Global NSMutableArray doesn't seem to be holding values

    - by diatrevolo
    I have a Cocos2D iPhone application that requires a set of CGRects overlaid on an image to detect touches within them. "Data" below is a class that holds values parsed from an XML file. "delegateEntries" is a NSMutableArray that contains several "data" objects, pulled from another NSMutableArray called "entries" that lives in the application delegate. For some strange reason, I can get at these values without problems in the init function, but further down the class in question, I try to get at these values, and the application crashes without an error message (as an example, I put in the "ccTouchBegan" method which accessess this data through the "populateFieldsForTouchedItem" method. Can anyone see why these values would not be accessible from other methods? No objects get released until dealloc. Thanks in advance! @synthesize clicked, delegate, data, image, blurImage, normalImage, arrayOfRects, delegateEntries; - (id)initWithTexture:(CCTexture2D *)aTexture { if( (self=[super initWithTexture:aTexture] )) { arrayOfRects = [[NSMutableArray alloc] init]; delegateEntries = [[NSMutableArray alloc] init]; delegate = (InteractivePIAppDelegate *)[[UIApplication sharedApplication] delegate]; delegateEntries = [delegate entries]; data = [delegateEntries objectAtIndex:0]; NSLog(@"Assigning %@", [[delegateEntries objectAtIndex:0] backgroundImage]); NSLog(@"%@ is the string", [[data sections] objectAtIndex:0]); //CGRect rect; NSLog(@"Count of array is %i", [delegateEntries count]); //collect as many items as there are XML entries for(int i=0; i<[delegateEntries count]; i++) { if([[delegateEntries objectAtIndex:i] xPos]) { NSLog(@"Found %i items", i+1); [arrayOfRects addObject:[NSValue valueWithCGRect:CGRectMake([[[delegateEntries objectAtIndex:i] xPos] floatValue], [[[delegateEntries objectAtIndex:i] yPos] floatValue], [[[delegateEntries objectAtIndex:i] xBounds] floatValue], [[[delegateEntries objectAtIndex:i] yBounds] floatValue])]]; } else { NSLog(@"Nothing"); } } //remove the following once the NSMutableArray from above works (legacy) blurImage = [[NSString alloc] initWithString:[data backgroundBlur]]; NSLog(@"5"); normalImage = [[NSString alloc] initWithString:[data backgroundImage]]; clicked = NO; } return self; } And then: - (void)populateFieldsForTouchedItem:(TouchedRect)touchInfo { Data *touchDatum = [[Data alloc] init]; touchDatum = [[self delegateEntries] objectAtIndex:touchInfo.recordNumber]; NSLog(@"Assigning %@", [[[self delegateEntries] objectAtIndex:touchInfo.recordNumber] backgroundImage]); rect = [[arrayOfRects objectAtIndex:touchInfo.recordNumber] CGRectValue]; image = [[NSString alloc] initWithString:[[touchDatum sections] objectAtIndex:0]]; [touchDatum release]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { TouchedRect touchInfo = [self containsTouchLocation:touch]; NSLog(@"Information pertains to %i", touchInfo.recordNumber); if ( !touchInfo.touched && !clicked ) { //needed since the touch location changes when zoomed NSLog(@"NOPE"); return NO; } [self populateFieldsForTouchedItem:touchInfo]; NSLog(@"YEP"); return YES; }

    Read the article

  • Iphone app getting crashing when i enter the iphone mail sheet

    - by Gopinath
    In my iphone app. I'm Creating Iphone Mail Chat Sheet using MFMailComposeViewController. Now when I enter the second time,the mail sheet, my app is getting crashed. I searched in Google. But I couldn't find the solution. Anybody help me to solve my issue. PLease see this below code and help me where am I doing wrong. if ([MFMailComposeViewController canSendMail]) { controller = [[MFMailComposeViewController alloc] init]; controller.mailComposeDelegate = self; [controller setSubject:@""]; [controller setToRecipients:array1]; [controller setMessageBody:@"" isHTML:NO]; [controller setMailComposeDelegate: self]; [controller setModalTransitionStyle:UIModalTransitionStyleCrossDissolve]; [self.navigationController presentModalViewController:controller animated:NO]; [controller release]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { if(result == MFMailComposeResultSent) { [[self parentViewController] dismissModalViewControllerAnimated:YES]; } else if (result == MFMailComposeResultCancelled) { [[self parentViewController] dismissModalViewControllerAnimated:YES]; } }

    Read the article

  • Python's string.translate() doesn't fully work?

    - by Rhubarb
    Given this example, I get the error that follows: print u'\2033'.translate({2033:u'd'}) C:\Python26\lib\encodings\cp437.pyc in encode(self, input, errors) 10 11 def encode(self,input,errors='strict'): ---> 12 return codecs.charmap_encode(input,errors,encoding_map) 13 14 def decode(self,input,errors='strict'): UnicodeEncodeError: 'charmap' codec can't encode character u'\x83' in position 0

    Read the article

  • Navigating between 2 ViewControllers

    - by Kobe.o4
    Im using Navigation Controller for my ViewControllers,I set my importantViewController as something like this to be its RootView: UINavigationController *navControl = [[UINavigationController alloc] initWithRootViewController: vc]; [self presentModalViewController: navControl animated: YES]; Then, I pushView anotherView the FrontViewController like this: [self.navigationController pushViewController:vc animated:YES]; After a button is pressed in FrontViewController another view will be pushed ViewA but it is connected with another ViewController ViewB the same way as this AGAIN: [self.navigationController pushViewController:vc animated:YES]; (Which I think Im doing wrong when dismissing either of them with [self.navigationController popViewControllerAnimated:YES];) This is an illustration: My problem is, I need to navigate between View A and View B then when I dismiss either of them it will got back to FrontViewController. Like a child of a child View. Thanks.

    Read the article

  • Getting Memory allocation problem at UIBarButtonItem in Iphone sdk.

    - by monish
    Hi guys, Here I am getting memory allocation problem at UIBarButtonItem and the related code for that is: toolbar = [UIToolbar new]; toolbar.barStyle = UIBarStyleBlackOpaque; [toolbar setFrame:CGRectMake(0, 350,320,20)]; [self.view addSubview:toolbar]; UIBarButtonItem* barItem1 = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace target:self action:@selector(categoryConfig:)] ; rightBarItem = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemBookmarks target:self action:@selector(dialogOtherAction:)] ; UIBarButtonItem* barItem2 = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFlexibleSpace target:self action:@selector(categoryConfig:)] ; NSArray *items = [NSArray arrayWithObjects: barItem1,rightBarItem,barItem2, nil]; [barItem1 release]; [barItem2 release]; [rightBarItem release]; [toolbar setItems:items animated:NO]; after adding UIBarButtonItems into the array items I released them.even though its showing allocations at barbuttons. can any help me for this? Thank you, Monish.

    Read the article

  • iphone selecting a row to change view

    - by Rob J
    I have created the view Controllers and attached those to control their respective views. I can't figure out how to make the following code to go the right views though. (This is in the root view controller:) - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { RunViewController *runViewController = [[RunViewController alloc] initWithNibName:@"RunView" bundle:[NSBundle mainBundle]]; CalcViewController *calcViewController = [[CalcViewController alloc] initWithNibName:@"CalcView" bundle:[NSBundle mainBundle]]; PushViewController *pushViewController = [[PushViewController alloc] initWithNibName:@"PushView" bundle:[NSBundle mainBundle]]; SitViewController *sitViewController = [[SitViewController alloc] initWithNibName:@"SitView" bundle:[NSBundle mainBundle]]; TimerViewController *timerViewController = [[TimerViewController alloc] initWithNibName:@"TimerView" bundle:[NSBundle mainBundle]]; [self.navigationController pushViewController:runViewController animated:YES]; [runViewController release]; [self.navigationController pushViewController:pushViewController animated:YES]; [pushViewController release]; [self.navigationController pushViewController:sitViewController animated:YES]; [sitViewController release]; [self.navigationController pushViewController:timerViewController animated:YES]; [timerViewController release]; [self.navigationController pushViewController:calcViewController animated:YES]; [calcViewController release]; runViewController = nil; pushViewController = nil; sitViewController = nil; timerViewController = nil; calcViewController = nil; } Each time I select any of the rows in the table - all of the views come up. How do I arrange them to only open the view that it is supposed to?

    Read the article

  • Python style: if statements vs. boolean evaluation

    - by mkscrg
    One of the ideas of Python's design philosophy is "There should be one ... obvious way to do it." (PEP 20), but that can't always be true. I'm specifically referring to (simple) if statements versus boolean evaluation. Consider the following: if words: self.words = words else: self.words = {} versus self.words = words or {} With such a simple situation, which is preferable, stylistically speaking? With more complicated situations one would choose the if statement for readability, right?

    Read the article

  • Fail to save a managed object to core-data after its properties were updated.

    - by Tzur Gazit
    I have to trouble to create the object, but updating it fails. Here is the creation code: // Save data from pList to core data fro the first time - (void) saveToCoreData:(NSDictionary *)plistDictionary { // Create system parameter entity SystemParameters *systemParametersEntity = (SystemParameters *)[NSEntityDescription insertNewObjectForEntityForName:@"SystemParameters" inManagedObjectContext:mManagedObjectContext]; //// // GPS SIMULATOR //// NSDictionary *GpsSimulator = [plistDictionary valueForKey:@"GpsSimulator"]; [systemParametersEntity setMGpsSimulatorEnabled:[[GpsSimulator objectForKey:@"Enabled"] boolValue]]; [systemParametersEntity setMGpsSimulatorFileName:[GpsSimulator valueForKey:@"FileName"]]; [systemParametersEntity setMGpsSimulatorPlaybackSpeed:[[GpsSimulator objectForKey:@"PlaybackSpeed"] intValue]]; [self saveAction]; } During execution the cached copy is changed and then it is saved (or trying) to the database. Here is the code to save the changed copy: // Save data from pList to core data fro the first time - (void) saveSystemParametersToCoreData:(SystemParameters *)theSystemParameters { // Step 1: Select Data NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"SystemParameters" inManagedObjectContext:mManagedObjectContext]; [fetchRequest setEntity:entity]; NSError *error = nil; NSArray *items = [self.managedObjectContext executeFetchRequest:fetchRequest error:&error]; [fetchRequest release]; if (error) { NSLog(@"CoreData: saveSystemParametersToCoreData: Unresolved error %@, %@", error, [error userInfo]); abort(); } // Step 2: Update Object SystemParameters *systemParameters = [items objectAtIndex:0]; //// // GPS SIMULATOR //// [systemParameters setMGpsSimulatorEnabled:[theSystemParameters mGpsSimulatorEnabled]]; [systemParameters setMGpsSimulatorFileName:[theSystemParameters mGpsSimulatorFileName]]; [systemParameters setMGpsSimulatorPlaybackSpeed:[theSystemParameters mGpsSimulatorPlaybackSpeed]]; // Step 3: Save Updates [self saveAction]; } As to can see, I fetch the object that I want to update, change its values and save. Here is the saving code: - (void)saveAction { NSError *error; if (![[self mManagedObjectContext] save:&error]) { NSLog(@"ERROR:saveAction. Unresolved Core Data Save error %@, %@", error, [error userInfo]); exit(-1); } } The Persistent store method: - (NSPersistentStoreCoordinator *)persistentStoreCoordinator { if (mPersistentStoreCoordinator != nil) { return mPersistentStoreCoordinator; } NSString *path = [self databasePath]; NSURL *storeUrl = [NSURL fileURLWithPath:path]; NSError *error = nil; mPersistentStoreCoordinator = [[NSPersistentStoreCoordinator alloc] initWithManagedObjectModel:[self managedObjectModel]]; if (![mPersistentStoreCoordinator addPersistentStoreWithType:NSSQLiteStoreType configuration:nil URL:storeUrl options:nil error:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } return mPersistentStoreCoordinator; } There is no error but the sqLite file is not updated, hence the data is not persistent. Thanks in advance.

    Read the article

  • UIGraphicsBeginImageContext question in Objective C

    - by Henry D'Andrea
    I need the UIGraphicsBeginImageContext(self.view.frame.size); changed to where the .frame part pulls from webView - (void) save { UIGraphicsBeginImageContext(self.view.frame.size); [self.view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil); NSLog(@"TEST"); } WEBVIEW CODE: -(BOOL) webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)ntype { NSLog(@"Scheme: %@", request.URL.scheme); if ([request.URL.scheme isEqualToString:@"save"]) { [self save]; } return true; }

    Read the article

  • UIViewController maintains state after being nilled

    - by Eric
    In my app, I made a BookViewController class that displays and animates the pages of a book and a MainMenuViewController class that displays a set of books the user can read. In the latter class, when the user taps on one of the books, a function is called that should create a completely new instance of BookViewController, but for some reason the instance maintains its state (i.e. it resumes from the page the user left off). How can this be if I set it to nil? What am I missing here? (Note that I'm using ARC). MainMenuViewController.m @interface MainMenuViewController () @property (strong) BookViewController *bookViewController; @end @implementation MainMenuViewController @synthesize bookViewController; -(void)bookTapped:(UIButton *)sender{ NSString *bookTitle; if(sender == book1button) bookTitle = @"book1"; else if(sender == book2button) bookTitle = @"book2"; bookViewController = nil; bookViewController = [[BookViewController alloc] initWithBookTitle:bookTitle]; [self presentViewController:bookViewController animated:YES completion:nil]; } BookViewController.h @interface BookViewController : UIViewController -(id)initWithBookTitle:(NSString *)bookTitle; @end BookViewController.m @implementation BookViewController -(id)initWithBookTitle:(NSString *)theBookTitle{ self = [super init]; if(self){ bookTitle = [NSString stringWithFormat:@"%@", theBookTitle]; [self setModalTransitionStyle:UIModalTransitionStyleCrossDissolve]; NSLog(@"init a BookViewController with bookTitle: %@", bookTitle); } return self; } Every time a book is tapped, bookTapped: is called, and thee console always prints: 2012-08-31 16:29:51.750 AppName[25713:c07] init a BookViewController with bookTitle: book1 So if a new instance of BookViewController is being created, how come it seems to be returning the old one?

    Read the article

  • Python Threading, loading one thread after another

    - by Michael
    Hi, I'm working on a media player and am able to load in a single .wav and play it. As seen in the code below. foo = wx.FileDialog(self, message="Open a .wav file...", defaultDir=os.getcwd(), defaultFile="", style=wx.FD_MULTIPLE) foo.ShowModal() queue = foo.GetPaths() self.playing_thread = threading.Thread(target=self.playFile, args=(queue[0], 'msg')) self.playing_thread.start() But the problem is, when I try to make the above code into a loop for multiple .wav files. Such that while playing_thread.isActive == True, create and .start() the thread. Then if .isActive == False, pop queue[0] and load the next .wav file. Problem is, my UI will lock up and I'll have to terminate the program. Any ideas would be appreciated.

    Read the article

  • How to call a method in init method ?

    - by srikanth rongali
    My program looks like this: -(id)init { if ( (self = [super init]) ) { //TargetWithActions *targetActions= [[TargetWithActions alloc] init]; [self countDownSpeed123]; } return self; } -(void)countDownSpeed123 { countDownSpeed = 5.0f; } @end warning: 'TargetWithActions' may not respond to '-countDownSpeed123' I am getting the warning in this way. Where I am wrong in my program. Please explain ? Thank You.

    Read the article

  • Python class structure ... prep() method?

    - by Adam Nelson
    We have a metaclass, a class, and a child class for an alert system: class AlertMeta(type): """ Metaclass for all alerts Reads attrs and organizes AlertMessageType data """ def __new__(cls, base, name, attrs): new_class = super(AlertMeta, cls).__new__(cls, base, name, attrs) # do stuff to new_class return new_class class BaseAlert(object): """ BaseAlert objects should be instantiated in order to create new AlertItems. Alert objects have classmethods for dequeue (to batch AlertItems) and register (for associated a user to an AlertType and AlertMessageType) If the __init__ function recieves 'dequeue=True' as a kwarg, then all other arguments will be ignored and the Alert will check for messages to send """ __metaclass__ = AlertMeta def __init__(self, **kwargs): dequeue = kwargs.pop('dequeue',None) if kwargs: raise ValueError('Unexpected keyword arguments: %s' % kwargs) if dequeue: self.dequeue() else: # Do Normal init stuff def dequeue(self): """ Pop batched AlertItems """ # Dequeue from a custom queue class CustomAlert(BaseAlert): def __init__(self,**kwargs): # prepare custom init data super(BaseAlert, self).__init__(**kwargs) We would like to be able to make child classes of BaseAlert (CustomAlert) that allow us to run dequeue and to be able to run their own __init__ code. We think there are three ways to do this: Add a prep() method that returns True in the BaseAlert and is called by __init__. Child classes could define their own prep() methods. Make dequeue() a class method - however, alot of what dequeue() does requires non-class methods - so we'd have to make those class methods as well. Create a new class for dealing with the queue. Would this class extend BaseAlert? Is there a standard way of handling this type of situation?

    Read the article

< Previous Page | 143 144 145 146 147 148 149 150 151 152 153 154  | Next Page >