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  • Showing/Hiding windows iPhone Dev

    - by Cal S
    In my iPhone app I am developing, I have defined two windows: @interface The_NoteAppDelegate : NSObject <UIApplicationDelegate> { IBOutlet UIWindow *newNoteWindow; IBOutlet UIWindow *homeWindow; } @property (nonatomic, retain) UIWindow *newNoteWindow; @property (nonatomic, retain) UIWindow *homeWindow; and they are linked correctly in IB - but how do I show/hide these windows? [homeWindow makeKeyAndVisible]; works in appDidFinishLaunching but when I try [newNoteWindow makeKeyAndVisible]; again to open the other window (on a button touch event) in front of the other, the app freezes. I know this is a very n00by question but please help me out :)

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  • When i am replacing or inserting an object into nsmutable array, I am getting Exception.

    - by Madan Mohan
    Hi, While replacing or inserting into an nsmutable array, I am getting exception as Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '* -[NSCFArray replaceObjectAtIndex:withObject:]: mutating method sent to immutable object' [list replaceObjectAtIndex:indexRow withObject:editcontacts]; //or [list insertObject:editcontacts atIndex:indexRow]; please help me. Madan, Thank You.

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  • How does Mach-O loader loads different NSString objects?

    - by overboming
    I have known that If you define a bunch of @"" NSString objects in the source code in Mac OS. These NSStrings will be stored in a segment in the Mach-O library. Section sectname __ustring segname __TEXT addr 0x000b3b54 size 0x000001b7 offset 731988 align 2^1 (2) reloff 0 nreloc 0 flags 0x00000000 reserved1 0 reserved2 0 If I hex dump the binary, they are aligned closely one by one with a 0x0000as separator. What I want to know is how does the loader in Mac OS X load these NSStrings when the program runs? Are they loaded simpily by recognize the 0x0000 separator or these is a string offset table elsewhere in the binary pointing to separate NSString objects? Thanks. (What I really want to do is the increase the length of one of the NSString, so I have to know how the loader recognize these separate objects)

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  • Cocoa touch - GameKit GKPeerPickerController devices

    - by teepusink
    Hi, I'm now testing GKPeerPickerController. I have a simple app that just have a button and do GKPeerPickerController on a device. However, all it does is "Looking for other iPhones or iPod touches..." I do have another device nearby with bluetooth turned on BUT without the app installed. Does that other device also need to have the app installed? Thanks, Tee

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  • How can I make my tableview enter editing mode?

    - by Jake
    Hi, for some reason I can't get my tableview to enter editing mode. It's a little harder than it might seem because I'm using some open source code to make a calendar (iCal esque) with a tableview under it, and it's not quite as straightforward as just using a regular tableview. Basically, I have two classes. One (let's say Class A) is a UIViewController and the other (Class B) is that viewController's datasource and tableview delegate. In Class B, I've implemented -(void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath; which works fine, but if I put an edit nav bar item in Class A (the view controller), nothing happens. Am I forgetting certain protocols, or certain special methods that I need to write? Thanks for any help, and apologies if I'm missing something, I'm just learning to work with other people's code.

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  • How to Insert a <a> tag link in a Facebook wall

    - by Diogo Hacka
    How can I insert a html link like the 2 posts below with the Facebook iOS SDK? Link to Image! In Train Conductor and "itunes.apple.com" for The Fleas post they use a bit.ly link. I tried to use the html tag <a href="www.mystuff.com">Whatever<\a but it didn't work. NSMutableDictionary *params = [NSMutableDictionary dictionaryWithObjectsAndKeys: @"My game in iTunes", @"name", @"http://www.mystuff.com", @"link", @"Check out this cool game for iPhone.", @"description", nil]; This code works but that is just a normal post.

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  • Custom URL for the Birdhouse app

    - by bryanjclark
    I'd like to figure out the custom URL scheme for the Birdhouse iPhone app, but there doesn't seem to be any documentation. Birdhouse is an app to store drafts for Twitter. I'd like to send it a string of text, and I know that it's possible: Birdhouse responds to the URL birdhouse:/// The Twitter app sends drafts to Birdhouse if it's installed on your phone. I've figured out the birdhouse:/// part, but how do I send the text?

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  • Breakpoint pointing out "objc_autoreleaseNoPool"

    - by Andrew
    So I'm debugging an app in preperation for its app so release, and I enabled a universal breakpoint for "All Exceptions". Since then, everytime I run the app, the console prints: Catchpoint 2 (throw)Pending breakpoint 1 - "objc_exception_throw" resolved objc[11765]: Object 0x8f18ff0 of class __NSCFLocale autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug objc[11765]: Object 0x8f190a0 of class __NSCFNumber autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug objc[11765]: Object 0x8f1fef0 of class __NSCFLocale autoreleased with no pool in place - just leaking - break on objc_autoreleaseNoPool() to debug Literally printed 3 times. I have no idea what this means but it looks bad. Any advice would be appreciated.

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  • UIVIewController not released when view is dismissed

    - by Nelson Ko
    I have a main view, mainWindow, which presents a couple of buttons. Both buttons create a new UIViewController (mapViewController), but one will start a game and the other will resume it. Both buttons are linked via StoryBoard to the same View. They are segued to modal views as I'm not using the NavigationController. So in a typical game, if a person starts a game, but then goes back to the main menu, he triggers: [self dismissViewControllerAnimated:YES completion:nil ]; to return to the main menu. I would assume the view controller is released at this point. The user resumes the game with the second button by opening another instance of mapViewController. What is happening, tho, is some touch events will trigger methods on the original instance (and write status updates to them - therefore invisible to the current view). When I put a breakpoint in the mapViewController code, I can see the instance will be one or the other (one of which should be released). I have tried putting a delegate to the mainWindow clearing the view: [self.delegate clearMapView]; where in the mainWindow - (void) clearMapView{ gameWindow = nil; } I have also tried self.view=nil; in the mapViewController. The mapViewController code contains MVC code, where the model is static. I wonder if this may prevent ARC from releasing the view. The model.m contains: static CanShieldModel *sharedInstance; + (CanShieldModel *) sharedModel { @synchronized(self) { if (!sharedInstance) sharedInstance = [[CanShieldModel alloc] init]; return sharedInstance; } return sharedInstance; } Another post which may have a lead, but so far not successful, is UIViewController not being released when popped I have in ViewDidLoad: // checks to see if app goes inactive - saves. [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(resignActive) name:UIApplicationWillResignActiveNotification object:nil]; with the corresponding in ViewDidUnload: [[NSNotificationCenter defaultCenter] removeObserver:self name:UIApplicationWillResignActiveNotification object:nil]; Does anyone have any suggestions? EDIT: - (void) prepareForSegue:(UIStoryboardSegue *)segue sender:(id)sender{ NSString *identifier = segue.identifier; if ([identifier isEqualToString: @"Start Game"]){ gameWindow = (ViewController *)[segue destinationViewController]; gameWindow.newgame=-1; gameWindow.delegate = self; } else if ([identifier isEqualToString: @"Resume Game"]){ gameWindow = (ViewController *)[segue destinationViewController]; gameWindow.newgame=0; gameWindow.delegate = self;

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  • probelem with NSTimer

    - by zp26
    Hi I have a problem with a NSTimer I recived a "SIGABRT" error and "[NSCFTimer intValue]: unrecognized selector sent to instance " These is my code: -(void)detectionMove:(NSNumber*)arrayIndex{ static BOOL notFind = FALSE; static int countVariable = 0; static int countRilevamenti = 0; notFind = FALSE; for(int i = countVariable+1; i<[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]count]; i++){ if(!notFind){ if((actualAccelerometerX+sensibilityMovement) >= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueX] && (actualAccelerometerX-sensibilityMovement) <= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueX] && (actualAccelerometerY+sensibilityMovement) >= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueY] && (actualAccelerometerY-sensibilityMovement) <= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueY] && (actualAccelerometerZ+sensibilityMovement) >= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueZ] && (actualAccelerometerZ-sensibilityMovement) <= [[[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]objectAtIndex:i]valueZ]) { countVariable = i; notFind = TRUE; countRilevamenti++; } } } if(!notFind) return; else if(countVariable+1 == [[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]count]){ if(countRilevamenti + tollerance >= [[[[sharedController arrayMovement]objectAtIndex:[arrayIndex intValue]] arrayPositionMove]count]) movementDetected = [arrayIndex intValue]; else NSLog(@"troppo veloce"); countVariable = 0; notFind = FALSE; countRilevamenti = 0; return; } [NSTimer scheduledTimerWithTimeInterval:timeToCatch target:self selector:@selector(detectionMove:) userInfo:(NSNumber*)arrayIndex repeats:NO]; }

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  • Singleton method not getting called in Cocos2d

    - by jini
    I am calling a Singleton method that does not get called when I try doing this. I get no errors or anything, just that I am unable to see the CCLOG message. Under what reasons would a compiler not give you error and not allow you to call a method? [[GameManager sharedGameManager] openSiteWithLinkType:kLinkTypeDeveloperSite]; The method is defined as follows: -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); //I NEVER SEE THIS MESSAGE NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } HERE IS THE CODE TO MY SINGLETON: #import "GameManager.h" #import "MainMenuScene.h" @implementation GameManager static GameManager* _sharedGameManager = nil; @synthesize isMusicON; @synthesize isSoundEffectsON; @synthesize hasPlayerDied; +(GameManager*) sharedGameManager { @synchronized([GameManager class]) { if (!_sharedGameManager) { [[self alloc] init]; return _sharedGameManager; } return nil; } } +(id)alloc { @synchronized ([GameManager class]) { NSAssert(_sharedGameManager == nil,@"Attempted to allocate a second instance of the Game Manager singleton"); _sharedGameManager = [super alloc]; return _sharedGameManager; } return nil; } -(id)init { self = [super init]; if (self != nil) { //Game Manager initialized CCLOG(@"Game Manager Singleton, init"); isMusicON = YES; isSoundEffectsON = YES; hasPlayerDied = NO; currentScene = kNoSceneUninitialized; } return self; } -(void) runSceneWithID:(SceneTypes)sceneID { SceneTypes oldScene = currentScene; currentScene = sceneID; id sceneToRun = nil; switch (sceneID) { case kMainMenuScene: sceneToRun = [MainMenuScene node]; break; default: CCLOG(@"Unknown Scene ID, cannot switch scenes"); return; break; } if (sceneToRun == nil) { //Revert back, since no new scene was found currentScene = oldScene; return; } //Menu Scenes have a value of < 100 if (sceneID < 100) { if (UI_USER_INTERFACE_IDIOM() != UIUserInterfaceIdiomPad) { CGSize screenSize = [CCDirector sharedDirector].winSizeInPixels; if (screenSize.width == 960.0f) { //iPhone 4 retina [sceneToRun setScaleX:0.9375f]; [sceneToRun setScaleY:0.8333f]; CCLOG(@"GM: Scaling for iPhone 4 (retina)"); } else { [sceneToRun setScaleX:0.4688f]; [sceneToRun setScaleY:0.4166f]; CCLOG(@"GM: Scaling for iPhone 3G or older (non-retina)"); } } } if ([[CCDirector sharedDirector] runningScene] == nil) { [[CCDirector sharedDirector] runWithScene:sceneToRun]; } else { [[CCDirector sharedDirector] replaceScene:sceneToRun]; } } -(void)openSiteWithLinkType:(LinkTypes)linkTypeToOpen { CCLOG(@"WE ARE IN openSiteWithLinkType"); NSURL *urlToOpen = nil; if (linkTypeToOpen == kLinkTypeDeveloperSite) { urlToOpen = [NSURL URLWithString:@"http://somesite.com"]; } if (![[UIApplication sharedApplication]openURL:urlToOpen]) { CCLOG(@"%@%@",@"Failed to open url:",[urlToOpen description]); [self runSceneWithID:kMainMenuScene]; } } -(void) test { CCLOG(@"this is test"); } @end

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  • objectWithFieldNAme Best Practice for CoreData

    - by Rafael
    Hello, I'm trying to implements some methods for my CoreData models and I'm wonndering if the way I'm doing it is a good practice. I want to implement methods of the type getObjectsWithFieldName. This methods could be used by severals views. So the way I'm doing it is implementing a Class method in the model in the following way: +(NSArray *)getObjectWithFieldName:(NSString *)fieldName andContext:(NSManagedObjectContext *) context; Is this a good practice? Or there is another way to do it for iPhone Development? Thanks in advanced.

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  • Incompatible Types in Initialization

    - by jack
    I have the following code in a subroutine that produces an incompatible types in initialization error on the varVal library in the subroutine evaluateExpression: NSDictionary *varVal; for (int i=0; i<varCount; i++) { [varVal setObject:[(i+1)*2 stringValue] forKey:[i stringValue]]; } double result =[[self brain] evaluateExpression:[[self brain] expression] usingVariableValues:varVal]; My subroutine declaration in the brain.h file is: +(double)evaluateExpression:(id)anExpression usingVariableValues:(NSDictionary *)variables; I'd appreciate any help.

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  • Can't add to NSMutableArray from SecondaryView

    - by Antonio
    Hi guys, I've searched and read and still haven't found a concrete answer. Brief: I have an application where I declare an NSMutableArray in my AppDelegate to synthesize when the application loads. (code below). I have a SecondaryViewController call this function, and I have it output a string to let me know what the array size is. Every time I run it, it executes but it does not add any objects to the array. How do I fix this? AppDelegate.h file #import <UIKit/UIKit.h> @class arrayTestViewController; @interface arrayTestAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; arrayTestViewController *viewController; NSMutableArray *myArray3; } @property (nonatomic, retain) NSMutableArray *myArray3; @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet arrayTestViewController *viewController; -(void)addToArray3; @end AppDelegate.m file #import "arrayTestAppDelegate.h" #import "arrayTestViewController.h" @implementation arrayTestAppDelegate @synthesize window; @synthesize viewController; @synthesize myArray3; #pragma mark - #pragma mark Application lifecycle - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { myArray3 = [[NSMutableArray alloc] init]; // Override point for customization after application launch. // Add the view controller's view to the window and display. [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } -(void)addToArray3{ NSLog(@"Array Count: %d", [myArray3 count]); [myArray3 addObject:@"Test"]; NSLog(@"Array triggered from SecondViewController"); NSLog(@"Array Count: %d", [myArray3 count]); } SecondViewController.m file #import "SecondViewController.h" #import "arrayTestAppDelegate.h" @implementation SecondViewController -(IBAction)addToArray{ arrayTestAppDelegate *object = [[arrayTestAppDelegate alloc] init]; [object addToArray3]; }

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  • How to call another class's method from my app delegate

    - by Jared
    I have an application that utilizes UILocalNotifications to pop-up UIAlertViews. When the notification fires, the user chooses to go into the app, and this method is called from my app delegate: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {...} Where I can handle it and where I also prompt another alertview for more information. So when the app launches, it is displaying view A, and then the alertview pops up and prompts for input. This alertview, however, is originating from my app delegate. I need to be able to reload view A when the user hits Yes/No on the alertview. How can I do that from within my app delegate? Any help is appreciated!!

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  • Using drawAtPoint with my CIImage not doing anything on screen

    - by Adam
    Stuck again. :( I have the following code crammed into a procedure invoked when I click on a button on my application main window. I'm just trying to tweak a CIIMage and then display the results. At this point I'm not even worried about exactly where / how to display it. I'm just trying to slam it up on the window to make sure my Transform worked. This code seems to work down through the drawAtPoint message. But I never see anything on the screen. What's wrong? Thanks. Also, as far as displaying it in a particular location on the window ... is the best technique to put a frame of some sort on the window, then get the coordinates of that frame and "draw into" that rectangle? Or use a specific control from IB? Or what? Thanks again. // earlier I initialize a NSImage from JPG file on disk. // then create NSBitmapImageRep from the NSImage. This all works fine. // then ... CIImage * inputCIimage = [[CIImage alloc] initWithBitmapImageRep:inputBitmap]; if (inputCIimage == Nil) NSLog(@"could not create CI Image"); else { NSLog (@"CI Image created. working on transform"); CIFilter *transform = [CIFilter filterWithName:@"CIAffineTransform"]; [transform setDefaults]; [transform setValue:inputCIimage forKey:@"inputImage"]; NSAffineTransform *affineTransform = [NSAffineTransform transform]; [affineTransform rotateByDegrees:3]; [transform setValue:affineTransform forKey:@"inputTransform"]; CIImage * myResult = [transform valueForKey:@"outputImage"]; if (myResult == Nil) NSLog(@"Transformation failed"); else { NSLog(@"Created transformation successfully ... now render it"); [myResult drawAtPoint: NSMakePoint ( 0,0 ) fromRect: NSMakeRect ( 0,0,128,128 ) operation: NSCompositeSourceOver fraction: 1.0]; //100% opaque [inputCIimage release]; } }

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  • My UITableView has duplicated rows

    - by Mark
    Im not sure why, but my UITableView, which isnt anything fancy, is showing repeating rows when it shouldnt be. It seems that the rows that get added when the user scrolls (i.e. the rows that are off the screen to start with) are getting the data for the wrong row index. Its almost like when a new cell is de-queued, it's using a cell that 'was' used, but wasn't cleaned up correctly. Do you need to 'clean up' cells that are de-queue so that new cells dont use cells that are already created? my code is as below: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CustomCellIdentifier = @"CustomCellIdentifier"; MyDayCell *cell = (MyDayCell *)[tableView dequeueReusableCellWithIdentifier: CustomCellIdentifier]; if (cell == nil) { NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@"MyDayCell" owner:self options:nil]; for (id oneObject in nib) if ([oneObject isKindOfClass:[MyDayCell class]]) cell = (MyDayCell *)oneObject; } NSUInteger section = [indexPath section]; NSUInteger row = [indexPath row]; NSArray *thisSectionItems = (NSArray*)[self.listData objectForKey: [[NSNumber alloc] initWithInt:section]]; MyDayDetails *rowData = [thisSectionItems objectAtIndex:row]; //setup my cells data here... return cell; } Is there anything wrong with this code? has anyone seen anything like this before?

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  • Unable to open executable - xcode

    - by Filipe Mota
    I'm getting this error...any idea how to solve it? GenerateDSYMFile /Users/fmota/Library/Developer/Xcode/DerivedData/PBTest-gvudadeakgzklbekugyiqyfyprlt/Build/Products/Debug-iphonesimulator/PBTest.app.dSYM /Users/fmota/Library/Developer/Xcode/DerivedData/PBTest-gvudadeakgzklbekugyiqyfyprlt/Build/Products/Debug-iphonesimulator/PBTest.app/PBTest cd /Users/fmota/Documents/Developer/Protobuf/PBTest setenv PATH "/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/usr/bin/dsymutil /Users/fmota/Library/Developer/Xcode/DerivedData/PBTest-gvudadeakgzklbekugyiqyfyprlt/Build/Products/Debug-iphonesimulator/PBTest.app/PBTest -o /Users/fmota/Library/Developer/Xcode/DerivedData/PBTest-gvudadeakgzklbekugyiqyfyprlt/Build/Products/Debug-iphonesimulator/PBTest.app.dSYM error: unable to open executable '/Users/fmota/Library/Developer/Xcode/DerivedData/PBTest-gvudadeakgzklbekugyiqyfyprlt/Build/Products/Debug-iphonesimulator/PBTest.app/PBTest'

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  • NSTableView don't display data

    - by Tomas Svoboda
    HI, I have data in NSMutableArray and I want to display it in NSTableView, but only the number of cols has changed. This use of NSTableView is based on tutorial: http://www.youtube.com/watch?v=5teN5pMf-rs FinalImageBrowser is IBOutlet to NSTableView @implementation AppController NSMutableArray *listData; - (void)awakeFromNib { [FinalImageBrowser setDataSource:self]; } - (IBAction)StartReconstruction:(id)sender { NSMutableArray *ArrayOfFinals = [[NSMutableArray alloc] init]; //Array of list with final images NSString *FinalPicture; NSString *PicNum; int FromLine = [TextFieldFrom intValue]; //read number of start line int ToLine = [TextFieldTo intValue]; //read number of finish line int RecLine; for (RecLine = FromLine; RecLine < ToLine; RecLine++) //reconstruct from line to line { Start(RecLine); //start reconstruction //Create path of final image FinalPicture = @"FIN/final"; PicNum = [NSString stringWithFormat: @"%d", RecLine]; FinalPicture = [FinalPicture stringByAppendingString:PicNum]; FinalPicture = [FinalPicture stringByAppendingString:@".bmp"]; [ArrayOfFinals addObject:FinalPicture]; // add path to array } listData = [[NSMutableArray alloc] init]; [listData autorelease]; [listData addObjectsFromArray:ArrayOfFinals]; [FinalImageBrowser reloadData]; NSBeep(); //make some noise NSImage *fin = [[NSImage alloc] initWithContentsOfFile:FinalPicture]; [FinalImage setImage:fin]; } - (int)numberOfRowsInTableView:(NSTableView *)tv { return [listData count]; } - (id)tableView:(NSTableView *)tv objectValueFromTableColumn:(NSTableColumn *)tableColumn row:(int)row { return (NSString *)[listData objectAtIndex:row]; } @end when the StartReconstruction end the number of cols have changed right, but they're empty. When I debug app, items in listData is rigth. Thanks

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