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  • Implementing Multitasking on an iPhone/iOS4 Web App

    - by Peter Watts
    I am looking to build a web app that implements background audio and fast app switching. These features work out of the box, when run as regular Safari web pages, but as soon as you add the web-app-capable tag, and try to run in full screen mode, this functionality breaks. I did some testing and even the most basic web app will reload every time when you switch back to it. And seeing as it's a web app, we can't exactly implement the multitasking API. Has anyone found a work around? This isn't a deal-breaker, as you can just avoid full screen mode, but then you also lose the ability to use your own icon in the app switch tray. Perhaps this explains a lack of full screen mode in YouTube's new web app....

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  • zoomfactor value in CGAffineTransformMakeScale in iPhone

    - by suse
    Hello, 1) I'm doing pinch zoom on the UIImageView , how should i decide upon the zoomfactor value, because when the zoomfactor value goes beyond 0[i.e negative value]the image is gettig tilted, which i dont want it to happen. how to avoid this situation. 2) Y is the flickring kind of rotationis happening, Y not the smooth rotation? ll this be taken care by CGAffineTransformMakeScale(zoomfactor,zoomfactor);method? This is what i'm doing in my code: zoomFactor = 0;// Initially zoomfactor is set to zero - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@" Inside touchesBegan .................."); NSArray *twoTouches = [touches allObjects]; UITouch *first = [twoTouches objectAtIndex:0]; OPERATION = [self identifyOperation:touches :first]; NSLog(@"OPERATION : %d",OPERATION); if(OPERATION == OPERATION_PINCH){ //double touch pinch UITouch *second = [twoTouches objectAtIndex:1]; f_G_initialDistance = distanceBetweenPoints([first locationInView:self.view],[second locationInView:self.view]); } NSLog(@" leaving touchesBegan .................."); } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@" Inside touchesMoved ................."); NSArray *twoTouchPoints = [touches allObjects]; if(OPERATION == OPERATION_PINCH){ CGFloat currentDistance = distanceBetweenPoints([[twoTouchPoints objectAtIndex:0] locationInView:self.view],[[twoTouchPoints objectAtIndex:1] locationInView:self.view]); int pinchOperation = [self identifyPinchOperation:f_G_initialDistance :currentDistance]; G_zoomFactor = [self calculateZoomFactor:pinchOperation :G_zoomFactor]; [uiImageView_G_obj setTransform:CGAffineTransformMakeScale(G_zoomFactor, G_zoomFactor)]; [self.view bringSubviewToFront:resetButton]; [self.view bringSubviewToFront:uiSlider_G_obj]; f_G_initialDistance = currentDistance; } NSLog(@" leaving touchesMoved .................."); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@" Inside touchesEnded .................."); NSArray *twoTouches = [touches allObjects]; UITouch *first = [twoTouches objectAtIndex:0]; if(OPERATION == OPERATION_PINCH){ //do nothing } NSLog(@" Leaving touchesEnded .................."); } Thank You.

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  • iPhone OS: making a switch statement that uses string literals as comparators instead of integers

    - by nickthedude
    So i'd like to do this: switch (keyPath) { case @"refreshCount": //do stuff case @"timesLaunched": //do other stuff } but apparently you can only use integers as the switch quantity. Is the only way to do this parse the string into an integer identifier and then run the switch statement? like this: nsinteger num = nil; if (keyPath isEqual:@"refreshCount") { num = 0 } if (keyPath isEqual:@"timesLaunched") { num = 1 } I'm trying to optimize this code to be as quick as possible because its going to get called quite often. thanks, Nick

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  • iphone problem receiving UDP packets

    - by SooDesuNe
    I'm using sendto() and recvfrom() to send some simple packets via UDP over WiFI. I've tried using two phones, and a simulator, the results I'm getting are: Packets sent from phones - recieved by simulator Packets sent from simulator - simulator recvfrom remains blocking. Packets sent from phones - other phone recvfrom remains blocking. I'm not sure how to start debugging this one, since the simulator/mac is able to receive the the packets, but the phones don't appear to be getting the message. A slight aside, do I need to keep my packets below the MTU for my network? Or is fragmentation handled by the OS or some other lower level software? UPDATE: I forgot to include the packet size and structure. I'm transmitting: typedef struct PacketForTransmission { int32_t packetTypeIdentifier; char data[64]; // size to fit my biggest struct } PacketForTransmission; of which the char data[64] is: typedef struct PacketHeader{ uint32_t identifier; uint32_t datatype; } PacketHeader; typedef struct BasePacket{ PacketHeader header; int32_t cardValue; char sendingDeviceID[41]; //dont forget to save room for the NULL terminator! } BasePacket; typedef struct PositionPacket{ BasePacket basePacket; int32_t x; int32_t y; } PositionPacket; sending packet is like: PositionPacket packet; bzero(&packet, sizeof(packet)); //fill packet with it's associated data PacketForTransmission transmissionPacket; transmissionPacket.packetTypeIdentifier = kPositionPacketType; memcpy(&transmissionPacket.data, (void*)&packet, sizeof(packet)); //put the PositionPacket into data[64] size_t sendResult = sendto(_socket, &transmissionPacket, sizeof(transmissionPacket), 0, [address bytes], [address length]); NSLog(@"packet sent of size: %i", sendResult); and recieving packets is like: while(1){ char dataBuffer[8192]; struct sockaddr addr; socklen_t socklen = sizeof(addr); ssize_t len = recvfrom(_socket, dataBuffer, sizeof(dataBuffer), 0, &addr, &socklen); //continues blocking here NSLog(@"packet recieved of length: %i", len); //do some more stuff }

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  • Big problems on iPhone ad hoc build -

    - by phil swenson
    No matter what I do I can't get my ad hoc provisioning profile to work. In Organizer, I always get "A valid signing identity matching this profile cannot be found in your keychain" for my adhoc profile. I have my distribution cert installed in my login keychain. I dragged the adhoc mobileprovision file to XCode... that's pretty much all there is to it, right? I searched around and found suggestions like re-creating the cert/profile. Did that, same thing. Also make sure your login keychain is default. It is. Even tried a different computer. Same result. In XCode AdHoc target I don't have a distribution target to pick. This all used to work, but obviously I messed something up..... Perhaps my process is just wrong (it's been months since I did this). Does someone have a step by step list of how to set up for adhoc distribution?

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  • iPhone - adding views and landscape orientation

    - by Franz
    I got a problem with Cocoa touch and landscape orientation. I instantiate my view from a .xib; i added in my view controller - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return interfaceOrientation == UIInterfaceOrientationLandscapeRight; } to only allow landscape orientation. This works find for the first view i add.. if I add a second view however it is rotated again like the landscape view is shown in portrait mode (rotated 90 degree counterclockwise). I really don't know what is going on and can't find a workaround. I even tried to get behind what is happening just adding my view twice: MainMenuViewController* controller = [[MainMenuViewController alloc] initWithNibName:@"MainMenu" bundle:nil]; [window addSubview: controller.view]; MainMenuViewController* controller2 = [[MainMenuViewController alloc] initWithNibName:@"MainMenu" bundle:nil]; [window addSubview: controller2.view]; [window makeKeyAndVisible]; The view of controller is displayed correctly, while the view of controller2 is rotated by 90 degrees. Does anyone have an idea how this can happen? Thanks for your help.

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  • iPhone: detect "touch-and-drag" gesture from UIBarButtonItem?

    - by Greg Maletic
    I have an "add" button that's represented by a UIBarButtonItem. Hitting the "add" button adds an object into a list that represents a moment in time. By default, that time is "now"...but I'd like to be able to use dragging behavior to let the user specify earlier times for the object. Here's the behavior I want to implement: If the user touches on the UIBarButtonItem and lets go quickly, an object is added to the list that represents "now." If the user touches on the UIBarButtonItem and drags, a little UI pops up that shows the time that the distance of their drag represents. The further they drag, the further back in time their touch will represent. When they let go, the object representing an earlier time will get added to the list. (Though the description of the behavior is complicated, I'm convinced this will be pretty intuitive for users of the app.) I haven't implemented code for anything but the most simple touches in the past, and I'm at a loss as to the best way to try this. Does anyone have any suggestions, or could point me towards some sample code that implements something like this? Thanks very much.

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  • iPhone - UIView Animation not looping correctly

    - by Robert
    Hey all, got a little problem here and can't figure out what I am doing wrong. I am trying to animate a UIView up and down repeatedly. When I start it, it goes down correctly and then back up but then immediately shoots to the "final" position of the animation. Code is as follows: UIImageView *guide = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; guide.frame = CGRectMake(250, 80, 30, 30); [self.view addSubview:guide]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:2]; [UIView setAnimationRepeatAutoreverses:YES]; [UIView setAnimationBeginsFromCurrentState:YES]; guide.frame = CGRectMake(250, 300, 30, 30); [UIView setAnimationRepeatCount:10]; [UIView commitAnimations]; Thanks in advance!

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  • About hide toolbar in iphone app

    - by Jagie
    I have a navigationController which root viewController has no toolbar,but the root viewController navigates to a viewController which has a always visible toolbar.I must assure the root viewController's toolbar is hidden whether it is presented first or its above viewController is poped in the navigationController stack.So,I use the following code in the root viewController: - (void)viewWillAppear:(BOOL)animated{ [super viewWillAppear:animated]; [self.navigationController setToolbarHidden:YES animated:YES]; } is this the best sulotion?or I should use "hidesBottomBarWhenPushed" etc?

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  • Async call Objective C iphone

    - by Sam
    Hi guys, I'm trying to get data from a website- xml. Everything works fine. But the UIButton remains pressed until the xml data is returned and thus if theres a problem with the internet service, it cant be corrected and the app is virtually unusable. here are the calls: { AppDelegate *appDelegate = (AppDelegate *)[[UIApplication sharedApplication] delegate]; if(!appDelegate.XMLdataArray.count > 0){ [UIApplication sharedApplication].networkActivityIndicatorVisible = YES; [appDelegate GetApps]; //function that retrieves data from Website and puts into the array - XMLdataArray. } XMLViewController *controller = [[XMLViewController alloc] initWithNibName:@"MedGearsApps" bundle:nil]; [self.navigationController pushViewController:controller animated:YES]; [controller release]; } It works fine, but how can I make the view buttons functional with getting stuck. In other words, I just want the UIButton and other UIButtons to be functional whiles the thing works in the background. I heard about performSelectorInMainThread but i cant put it to practice correctly any help is appreciated :)

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • iphone core data loop array and save each

    - by Matt Facer
    I have a core data model with two tables (meal and ingredients). I am trying to save ONE meal with MANY ingredients. I have the code below which loops through an array of ingredients. I'm trying to save it, but I cannot redeclare the "entity" below. How do I do it? I've tried releasing it, but that didn't work! Thanks for any help. for (x=0;x<ingredients;x++) { NSEntityDescription *entity = [NSEntityDescription insertNewObjectForEntityForName:@"Ingredient" inManagedObjectContext:managedObjectContext]; entity.name = @"test"; } (this method does work saving ONE record out of the loop.. so that's not the problem)

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  • Cached/offline maps for iPhone?

    - by Konstantin
    I'd like to use use maps in my application, so that there will be as less as possible traffic. Perfect solution would be caching of map slices. I know it's not possible with google maps (license). I took a look on OpenStreetMaps and it seems as good solution. The next: SDK. The only one I've found is from CloudMade. The problem is, I found no related API methods for caching/offline calls. Are there any alternative solutions?

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  • iphone integer multiplication

    - by Rob
    I don't understand why this doesn't work: [abc = ([def intValue] - 71) * 6]; '*' should be the viable way of doing multiplication and 'abc' is defined as an NSInteger. ('def' is an NSString)

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  • iPhone: How to Determine Average Light/Dark of an Area of an UIImage

    - by TechZen
    I need to place labels with a transparent background over a variable-content UIImage. Readability will vary significantly depending on the relationship between the color of the label's text and the color/luminosity of the area of the image displayed under the label. Since the image will be constantly changing, the color of the label's text needs to change in sync. I have found several techniques for determining the color, perceived luminosity etc of a single pixel. However, I need to rather quickly (while a view loads) determine the rough perceived color/luminosity of an area of the UIImage under the frame of the UILabel. I presume I will also need to measure the alpha because the same color/luminosity looks different at different alpha values. Is there a way to calculate such a value for an area? Will I be reduced to simply summing pixels? If it comes to that, is there an algorithm to accomplish this? I've thought of two possible approaches: Perform some "folding" operations i.e. combining pixels from one half of the area to the other half. Then repeat until I get a single value. Would this be practical? How would you logically combine pixels to average their perceived color/luminosity? Sample a statistically significant number of pixels in the area and then combine them (somehow) to get a rough measure. I think this problem comes up a lot these days with people being so found of customizing backgrounds. Seems like something that would be worth my time to bang out a category or class to handle this and then share it around.

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  • Loading an NSArray on iPhone from a dynamic data base url in PHP or ASP

    - by Brad
    I have a database online that I would like to be able to load into an NSArray in my app. I can use arrayWithContentsOfURL with a static file, but I really need to go to a url that generates a plist file from the database and loading it into the array. I can use ASP or PHP. I tried setting the response type to "text/xml", but that doesn't help. Any thoughts?

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  • iPad/iPhone Dev: displayViewController Is Rendering Portrait in Landscape Orientation

    - by Holly
    -(void)displayFirstScreen { UIViewController *displayViewController=[[UIViewController alloc] init]; displayViewController.view = displaySplash; [self presentModalViewController:displayViewController animated:NO]; [self performSelector:@selector(removeScreen) withObject:nil afterDelay:2.0]; [displayViewController release]; } -(void)removeScreen { [[self modalViewController] dismissModalViewControllerAnimated:YES]; } The above code works but my orientation is landscape and the view comes and goes in portrait. Any ideas? Thanks in advance!

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