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  • view .txt, .pdf files in iphone

    - by Ekra
    Hi friends, I am getting the data of the file from network and receiving it in NSData(not saving it any were). I want to view the files without saving it anywere. I tried it with UIWebView but with no success [webView loadData:data_ MIMEType:@"text" textEncodingName:@"UTF-8" baseURL:nil]; Any hint in right direction would be highly appreciated.

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  • Stop UITextView from jumping when programatically setting text

    - by Michael Waterfall
    Hi there, I have to update a small amount of text in a scrolling UITextView. I'll only be inserting a character where the cursor currently is, and I'll be doing this on a press of a button on my navigation bar. My problem is that whenever I call the setText method of the text view, it jumps to the bottom of the text. I've tried using contentOffset and resetting the selectedRange but it doesn't work! Here's my example: // Remember offset and selection CGPoint contentOffset = [entryTextView contentOffset]; NSRange selectedRange = [entryTextView selectedRange]; // Update text entryTextView.text = entryTextView.text; // Try and reset offset and selection [entryTextView setContentOffset:contentOffset animated:NO]; [entryTextView setSelectedRange: selectedRange]; Is there any way you can update the text without any scroll movement at all... as if they'd just typed something on the keyboard? Many thanks, Michael Edit: I've tried using the textViewDidChange: delegate method but it's still not scrolling up to the original location. - (void)textViewDidChange:(UITextView *)textView { if (self.programChanged) { [textView setSelectedRange:self.selectedRange]; [textView setContentOffset:self.contentOffset animated:NO]; self.programChanged = NO; } } - (void)changeButtonPressed:(id)sender { // Remember position self.programChanged = YES; self.contentOffset = [entryTextView contentOffset]; self.selectedRange = [entryTextView selectedRange]; // Update text entryTextView.text = entryTextView.text; }

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  • ListView items not responding to tap

    - by Justin Williams
    I'm just getting my feet wet with Android and have built a UI that contains a TabHost with three tabs. Each tab is powered by its own Activity. The first Tab contains a listview with a prepopulated set of rows and is built from a custom ArrayAdapter. The problem I'm running into is that none of the ListView rows are tappable. In other words, when I tap on them there is no orange selection. If I use the scroll ball on my Nexus One it will select, but any touch gestures don't seem to be responding. All the UI is being handled using XML files with a main.xml housing the TabHost - LinearLayout - TabWidget/FrameLayout and a nearby_activity.xml file containing my ListView UI <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/android:empty" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="@string/nearby_no_events" /> <ListView android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1.0" android:choiceMode="multipleChoice" android:divider="#d9d9d9" android:dividerHeight="1px" android:cacheColorHint="#eee" /> </LinearLayout> And the relevant code from my Activity that is set to show in the selected tab. public class NearbyActivity extends ListActivity { private ArrayList<Event> m_events = null; private EventAdapter m_adapter = null; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.nearby_activity); getEvents(); this.m_adapter = new EventAdapter(this, R.layout.eventrow, m_events); setListAdapter(this.m_adapter); } private void getEvents() { m_events = new ArrayList<Event>(); for (int i = 0; i < 100 ; i++) { Event e = new Event(); e.setEventName("Event " + i); e.setVenueName("Staples Center"); e.setStartDate(new Date()); m_events.add(e); } } private class EventAdapter extends ArrayAdapter<Event> { private ArrayList<Event> items; public EventAdapter(Context context, int textViewResourceId, ArrayList<Event> items) { super(context, textViewResourceId, items); this.items = items; } @Override public View getView (int position, View convertView, ViewGroup parent) { View v = convertView; if (v == null) { LayoutInflater vi = (LayoutInflater)getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.eventrow, null); } Event e = items.get(position); if (e != null) { TextView nameText = (TextView)v.findViewById(R.id.eventName); TextView venueNameText = (TextView)v.findViewById(R.id.venueName); if (nameText != null) { nameText.setText(e.getEventName()); } if(venueNameText != null) { venueNameText.setText(e.getVenueName()); } } return v; } } } My listview row's are populated by an XML file as well. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="?android:attr/listPreferredItemHeight" android:orientation="vertical" android:padding="4dip"> <TextView android:id="@+id/eventName" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:inputType="text" android:singleLine="true" android:ellipsize="marquee" android:textSize="18sp" android:textColor="#000" /> <TextView android:id="@+id/venueName" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_below="@id/eventName" android:layout_alignParentBottom="true" android:layout_marginRight="55dip" android:singleLine="true" android:ellipsize="end" android:scrollHorizontally="true" android:textSize="13sp" android:textColor="#313131" android:layout_alignWithParentIfMissing="true" android:gravity="center_vertical" /> </RelativeLayout> Thanks for any help you can offer.

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  • Is that possible using "setAutoresizingMask" to make the view autoresizing after hiding/showing navi

    - by Mickey Shine
    I am doing this with the following: [[self navigationController] setNavigationBarHidden:YES animated:YES]; and also I didn't use IB to create view objects. But my view did not auto-resize after hiding navigation bar(there was a blank area where the navigation bar used to be) I am wondering if I could make it auto-resize only by "setAutoresizingMask", or do I have to use some hand-writing animation stuff?

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  • OutOfMemoryError what to increase and how?

    - by Pentium10
    I have a really long collection with 10k items, and when running a toString() on the object it crashes. I need to use this output somehow. 05-21 12:59:44.586: ERROR/dalvikvm-heap(6415): Out of memory on a 847610-byte allocation. 05-21 12:59:44.636: ERROR/dalvikvm(6415): Out of memory: Heap Size=15559KB, Allocated=12932KB, Bitmap Size=613KB 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): Uncaught handler: thread main exiting due to uncaught exception 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): java.lang.OutOfMemoryError 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.enlargeBuffer(AbstractStringBuilder.java:97) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.AbstractStringBuilder.append0(AbstractStringBuilder.java:155) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.lang.StringBuilder.append(StringBuilder.java:202) 05-21 12:59:44.636: ERROR/AndroidRuntime(6415): at java.util.AbstractCollection.toString(AbstractCollection.java:384) I need step by step guide how to increase the heap for and Android application. I don't run the command line.

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos; }

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos;

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  • Memory leak with NSData

    - by Kamchatka
    I'm having a leak with this code without being able to find where it's coming from. This function get called within an autorelease pool. I release the IplImage* image argument. When I run the ObjAlloc tool, it tells me that "NSData* data" is leaking. If I try to manually release the UIImage returned by this function, I get an EXC_BAD_ACCESS error, probably because this UIImage is autoreleased. I'm a bit confused, any hint would be appreciated. Thanks! UIImage *UIImageFromIplImage(IplImage *image) { NSLog(@"IplImage (%d, %d) %d bits by %d channels, %d bytes/row %s", image->width, image->height, image->depth, image->nChannels, image->widthStep, image->channelSeq); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSData *data = [NSData dataWithBytes:image->imageData length:image->imageSize]; CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data); CGImageRef imageRef = CGImageCreate(image->width, image->height, image->depth, image->depth * image->nChannels, image->widthStep, colorSpace, kCGImageAlphaNone|kCGBitmapByteOrderDefault, provider, NULL, false, kCGRenderingIntentDefault); UIImage *ret = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGDataProviderRelease(provider); CGColorSpaceRelease(colorSpace); return ret; }

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  • How to customize the pop up menu in iPhone?

    - by Allen Dang
    The application I'm creating needs a function like user selects some text, a pop up menu shows, and user clicks "search" menu to perform a search directly. Problem is the current pop up menu provided by UIMenuController doesn't support to be extended. So my thought is to subscribe "UIMenuControllerDidShowMenuNotification", get the frame of pop up menu, and display the "search" button right aside. But during the implementation, I met a strange problem, the notification seems never be sent, means after the menu shown, I still cannot be notified, following are the key section of code. - (void)viewDidLoad { [super viewDidLoad]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(menuDidShow:) name:UIMenuControllerWillShowMenuNotification object:nil]; } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; [[NSNotificationCenter defaultCenter] removeObserver:self name:UIMenuControllerDidShowMenuNotification object:nil]; self.textView = nil; self.searchBar = nil; } - (void)menuDidShow:(NSNotification *)notification { NSLog(@"menu did show!"); } The code is too simple to make mistake, can someone help me to understand what's going on? Or what did I miss?

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  • Android insertImage and the Gallery Application

    - by Steve Jones
    I am adding a bmp file to the media store using the line below ContentResolver cr = getContentResolver(); Uri uri = Uri.parse(MediaStore.Images.Media.insertImage(cr, bmp, "name", "now")); I then go to the gallery application and it shows the image, but shows it under "Camera Pictures". Is there a way to change this to its own group, perhaps to its own group? Do I need a custom content provider for this? Thanks.

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  • Using socket API on IPhone

    - by dl3nar
    Hi, for a little project I have to do the following task on my IPhone: open a TCP socket send a command to the server shutdown the WRITE part of the connection read the response from the server close the connection I'm not experienced with socket programming - I've just started with network programming and I've already used the CFStream interface. But obviously streams are not adequate for this task. Who can point me in the right direction? I tried to find a tutorial on Apples website about sockets, but there is nothing. Regards, Thomas

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  • View Controller's viewDidLoad method finishing before applicationDidFinishLaunching

    - by mwt
    I'm creating a fairly complex iPhone app using Core Data. Up until now, things have been working fine. As the app has been getting more complex, however, a new problem has come up: the first view controller is finishing its viewDidLoad method before the AppDelegate gets even halfway through its applicationDidFinishLaunching method. The view controller is not the root, which is a tab bar controller. The VC in question is the one for the default selected tab on the tab bar. It's getting instantiated by IB. Nothing like this has occurred before in my experience, and it's throwing off the important initialization I'm doing in the AppDelegate (getting objects from Core Data and preparing them for use) . Furthermore, it's intermittent -- sometimes the delegate does finish first. Has anyone else noticed a difficulty like this? Any sample code that deals with such an issue? I suppose that the answer is to make the VC load the data that the AppDelegate is getting ready only when the AppDelegate sends a message that it's ready. I'm a bit concerned that this is adding something that will just end up biting me in the butt later on.

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  • how can stop creating duplicates in camera roll while using UISaveVideoAtPathToSavedPhotosAlbum to s

    - by srikanth rongali
    I have a video in applications documents folder. I need it to be saved in camera roll. So, I used UISaveVideoAtPathToSavedPhotosAlbum method to save it in camera roll. It's working and I can see the video added to camera roll. But, the problem is every time I execute the application with same video(with same file name), it is added another time in camera roll instead of replacing the old one. So, it is creating the duplicates of the video. How can I make the application work like if a video is present in camera roll and again added with same file name, then old one is replaced by new video.

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  • How to set up a user Quartz2D coordinate system with scaling that avoids fuzzy drawing?

    - by jdmuys
    This topic has been scratched once or twice, but I am still puzzled. And Google was not friendly either. Since Quartz allows for arbitrary coordinate systems using affine transform, I want to be able to draw things such as floorplans using real-life coordinate, e.g. feet. So basically, for the sake of an example, I want to scale the view so that when I draw a 10x10 rectangle (think a 1-inch box for example), I get a 60x60 pixels rectangle. It works, except the rectangle I get is quite fuzzy. Another question here got an answer that explains why. However, I'm not sure I understood that reason why, and moreover, I don't know how to fix it. Here is my code: I set my coordinate system in my awakeFromNib custom view method: - (void) awakeFromNib { CGAffineTransform scale = CGAffineTransformMakeScale(6.0, 6.0); self.transform = scale; } And here is my draw routine: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGRect r = CGRectMake(10., 10., 11., 11.); CGFloat lineWidth = 1.0; CGContextStrokeRectWithWidth(context, r, lineWidth); } The square I get is scaled just fine, but totally fuzzy. Playing with lineWidth doesn't help: when lineWidth is set smaller, it gets lighter, but not crisper. So is there a way to set up a view to have a scaled coordinate system, so that I can use my domain coordinates? Or should I go back and implementing scaling in my drawing routines? Note that this issue doesn't occur for translation or rotation. Thanks

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  • Changing color of the titlebar, background and text of MFMailComposeViewController

    - by iSharreth
    I am sending email from my iPhone application. Everything working fine, but I want to change the color of the title bar that appears from blue to black and the background color from white to black. Also, all the text to white color. What should I do? Anyone please help! I used the below code: (IBAction)sendMail{ MFMailComposeViewController *mailComposer = [[MFMailComposeViewController alloc]init]; mailComposer.mailComposeDelegate = self; if([MFMailComposeViewController canSendMail]){ [mailComposer setToRecipients: [NSArray arrayWithObjects:@"[email protected]",nil]]; [mailComposer setSubject: nil]; [mailComposer setMessageBody: nil isHTML:NO]; [self presentModalViewController:mailComposer animated: YES]; }

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  • Problem when loading image from google chart api URL

    - by user304839
    I want to show concentric charts of google api in iphone, but the imageData varible returns null value and image does not loaded from url to image view this is code: NSData *imageData = [[NSData alloc] initWithContentsOfURL:[NSURL URLWithString:@"http://chart.apis.google.com/chart?cht=pc&chd=t:120,45|120,60,50,70,60&chs=300x200&chl=||helo|wrd|india|pak|ban&chco=FFFFFF|FFFFFF,e72a28|a9d331|ffce08|8a2585|184a7d"]]; NSLog(@"%@",imageData); UIImage *myimage = [[UIImage alloc] initWithData:imageData]; self.myImageView.image=myimage; please any one help me to overcome on this problem

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  • View controllers inside tab bar controller not auto-resizing on rotation

    - by Padawan
    (Correction: the view controllers are not auto-resizing instead of not auto-rotating.) In an iPad app, I have five regular view controllers (not navigation controllers or anything like that) inside a tab bar controller. The tab bar controller is just a plain UITabBarController declared in the app delegate. All the view controllers return YES in the shouldAutorotateToInterfaceOrientation method. On both the simulator and device, on rotation, the tab bar and the current view controller rotate but the currently selected view controller (call it A) does not resize properly. It keeps its portrait width and height (but it is rotated). If I switch to another view controller B and then back to A (without rotating the device again), A appears correctly resized. This happens with any of the five view controllers Why doesn't the currently selected view controller resize immediately on rotation and how do I fix it? Thanks.

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  • Why there is an invalid context error?

    - by Tattat
    Here is the code I use to draw: - (void) drawSomething { CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBStrokeColor(context, 1, 0, 0, 1); CGContextSetLineWidth(context, 6.0); CGContextMoveToPoint(context, 100.0f, 100.0f); CGContextAddLineToPoint(context, 200.0f, 200.0f); CGContextStrokePath(context); NSLog(@"draw"); } But I got the error like this: [Session started at 2010-04-03 17:51:07 +0800.] Sat Apr 3 17:51:09 MacBook.local MyApp[12869] <Error>: CGContextSetRGBStrokeColor: invalid context Sat Apr 3 17:51:09 MacBook.local MyApp[12869] <Error>: CGContextSetLineWidth: invalid context Sat Apr 3 17:51:09 MacBook.local MyApp[12869] <Error>: CGContextMoveToPoint: invalid context Sat Apr 3 17:51:09 MacBook.local MyApp[12869] <Error>: CGContextAddLineToPoint: invalid context Sat Apr 3 17:51:09 MacBook.local MyApp[12869] <Error>: CGContextDrawPath: invalid context Why it prompt me to say that the context is invalided?

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  • New line and returns ignored in setMessageBody

    - by Magic Bullet Dave
    Am I doing something dumb? I can pre-fill and email ok but the "\r\n" is ignored in the emailBody: - (void) sendEventInEmail { MFMailComposeViewController *picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; NSString *emailSubject = [eventDictionary objectForKey:EVENT_NAME_KEY]; [picker setSubject:emailSubject]; // Fill out the email body text NSString *iTunesLink = @"http://itunes.apple.com/gb/app/whats-on-reading/id347859140?mt=8"; // Link to iTune App link NSString *content = [eventDictionary objectForKey:@"Description"]; NSString *emailBody = [NSString stringWithFormat:@"%@\r\nSent using <a href = '%@'>What's On Reading</a> for the iPhone.", content, iTunesLink]; [picker setMessageBody:emailBody isHTML:YES]; picker.navigationBar.barStyle = UIBarStyleBlack; [self presentModalViewController:picker animated:YES]; [picker release]; } Regards Dave

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  • iPhone niche applications

    - by user104295
    Hi there, we want to develop a small utility for the iPhone for a very small set of users... We're thinking about developing it with PhoneGap/html/javascript as we want to make it available under other mobile platforms. Given that it's only for a small number of users within a particular organisation, would we submit that to AppStore? Is App Store meant for general public applications? Any recommendations on how to approach this? thanks

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  • Animation on the iPhone - use image sequence or rotation?

    - by user157733
    I am creating a basic animation for my iPhone app. I have a choice to make between 2 different types of animation. I can use this... NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"myImage1.png"], [UIImage imageNamed:@"myImage2.png"], [UIImage imageNamed:@"myImage3.png"], [UIImage imageNamed:@"myImage4.gif"], nil]; UIImageView *myAnimatedView = [UIImageView alloc]; [myAnimatedView initWithFrame:[self bounds]]; myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 0.25; [self addSubview:myAnimatedView]; [myAnimatedView release]; or something like this... [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1.5]; // other animations goes here myImage.transform = CGAffineTransformMakeRotation(M_PI*0.5); // other animations goes here [UIView commitAnimations]; I have quite a few of these parts to animate so I want to choose an option which uses the least amount of memory and runds the quickest. Any advice would be great, thanks

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  • CATiledLayer blanking tiles before drawing contents

    - by Greg Plesur
    All, I'm having trouble getting behavior that I want from CATiledLayer. Is there a way that I can trigger the tiles to redraw without having the side-effect that their areas are cleared to white first? I've already subclassed CATiledLayer to set fadeDuration to return 0. To be more specific, here are the details of what I'm seeing and what I'm trying to achieve: I have a UIScrollView with a big content size...~12000x800. Its content view is a UIView backed by a CATiledLayer. The UIView is rendered with a lot of custom-drawn lines Everything works fine, but the contents of the UIView sometimes change. When that happens, I'd like to redraw the tiles as seamlessly as possible. When I use setNeedsDisplay on the view, the tiles redraw but they are first cleared to white and there's a fraction-of-a-second delay before the new content is drawn. I've already subclassed CATiledLayer so that fadeDuration is set to 0. The behavior that I want seems like it should be possible...when you zoom in on the scrollview and the content gets redrawn at a higher resolution, there's no blanking before the redraw; the new content is drawn right on top of the old one. That's what I'm looking for. Thanks; I appreciate your ideas. Update: Just to follow up - I realized that the tiles weren't being cleared to white before the redraw, they're being taken out entirely; the white that I was seeing is the color of the view that's beneath my CATiledLayer-backed view. As a quick hack/fix, I put a UIImageView beneath the UIScrollView, and before triggering a redraw of the CATiledLayer-backed view I render its visible section into the UIImageView and let it show. This smooths out the redraw significantly. If anyone has a better solution, like keeping the redraw-targeted tiles from going away before being redrawn in the first place, I'd still love to hear it.

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