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  • UiTextField events

    - by Mike
    When I create UITextField inside Interface Builder, I can access Events tab for it, which has events like Value changed, Touch cancel, Touch drag, etc. I can assign my own methods to every of those events. How can I do the same, when I create UITextField programmatically with alloc?

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  • Striping Rows of a UITableView

    - by Dan Brown
    Hello, I've read posts here on SO about striping a UITableView's cells, but have not been able to work out the details. My code is: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { // Setup code omitted cell.textLabel.text = @"Blah Blah"; cell.detailTextLabel.text = @"Blah blah blah"; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; if ([indexPath row] % 2 == 1) { cell.contentView.backgroundColor = [UIColor colorWithRed:0.9 green:0.9 blue:0.9 alpha:1.0]; cell.textLabel.backgroundColor = [UIColor colorWithRed:0.9 green:0.9 blue:0.9 alpha:0.0]; cell.detailTextLabel.backgroundColor = [UIColor colorWithRed:0.9 green:0.9 blue:0.9 alpha:1.0]; cell.accessoryView.backgroundColor = [UIColor colorWithRed:0.9 green:0.9 blue:0.9 alpha:1.0]; } return cell; } And my result is: Any ideas why this is happening? Thanks!

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  • current location from CoreLocation

    - by Christian
    I have an App which launches the google Map App. The code is: UIApplication *app = [UIApplication sharedApplication]; [app openURL:[[NSURL alloc] initWithString: @"http://maps.google.com/maps?daddr=Obere+Laube,+Konstanz,+Germany&saddr="]]; The saddr= should be the current location. I get the current location with -(void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { NSLog(@"%f,%f", [newLocation coordinate]); The Log displays the correct coordinates like 2010-04-05 15:33:25.436 deBordeaux[60657:207] 37.331689,-122.030731 I didn't find the right way to transmit the coordinates to the url-string. Does someone can give me a hint how-to?

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  • Re-Apply currency formatting to a UITextField on a change event

    - by Jim Aldes
    Howdy all, I'm working with a UITextField that holds a localized currency value. I've seen lots of posts on how to work with this, but my question is: how do I re-apply currency formatting to the UITextField after every key press? I know that I can set up and use a currency formatter with: NSNumberFormatter *currencyFormatter = [[NSNumberFormatter alloc] init]; [currencyFormatter setNumberStyle:NSNumberFormatterCurrencyStyle]; ... [currencyFormatter stringFromNumber:...]; but I don't know how to hook it up. For instance, if the value in the field reads "$12,345" and the user taps the "6" key, then the value should change to "$123,456". Which callback is the "correct" one to do this in (should I use textField:shouldChangeCharactersInRange:replacementString: or a custom target-action) and how do I use the NSNumberFormatter to parse and re-apply formatting to the UITextField's text property? Any help would be much appreciated! Thanks!

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  • UIpopover is presenting user with a 'done' button that I can't get rid of

    - by nickthedude
    I'm not sure why this is coming up I am porting my app into an ipad version and moving one of my views which happens to be a navigation controller into a uipopover. I did have a uibarbutton item on the view im porting with a "done" button to dismiss the navcontroller but I commented out that code and its still appearing, not sure why. I remember someone mentioning some versions of xcode are wonky with uipopovers anyone know which ones? im using 3.2.3

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  • Custom UIBarButtonItem with quartz

    - by burki
    Hi! How can I draw a button with quartz that has exactly the same style as a UIBarButtonItem. The button should be able to show different colors. I downloaded the Three20 project, but this project is really complex, you'd need a lot of time to overlook the whole framework. I just want to draw a custom UIBarButtonItem. Thanks for help.

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  • Compare NSDate for Today or Yesterday

    - by elementsense
    Hi Well I guess this has been asked a thousand times, but for some reason the answeres dont really work or had other problems,.... Anyway here is what I have "working" : NSCalendar *calendar = [NSCalendar currentCalendar]; NSDate *currentDate = [NSDate date]; NSDateComponents *comps = [[NSDateComponents alloc] init]; // set tomorrow (0: today, -1: yesterday) [comps setDay:0]; NSDate *dateToday = [calendar dateByAddingComponents:comps toDate:currentDate options:0]; [comps setDay:-1]; NSDate *dateYesterday = [calendar dateByAddingComponents:comps toDate:currentDate options:0]; [comps release]; NSString *todayString = [self.dateFormatter stringFromDate:dateToday] ; NSString *yesterdayString = [self.dateFormatter stringFromDate:dateYesterday] ; NSString *refDateString = [self.dateFormatter stringFromDate:info.date]; if ([refDateString isEqualToString:todayString]) { cell.title.text = @"Today"; } else if ([refDateString isEqualToString:yesterdayString]) { cell.title.text = @"Yesterday"; } else { cell.title.text = [self.dateFormatter stringFromDate:info.date]; } Now to the problem(s) : That seems to be an awefull lot of code for just a date comparinson, is there an easier way ? And the most important question is the release of all the objects. As might have guessed, I use this in a UITableViewController. I also have these lines in my code : //[calendar release]; //[currentDate release]; //[dateToday release]; //[dateYesterday release]; //[todayString release]; //[yesterdayString release]; //[refDateString release]; The problem is that as soon that I uncomment one of these lines, my app crashes and I have no idea why ?! I hope someone can enlighten me here. Thanks lot.

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  • UISegmentedControl tint color on touch

    - by gotye
    Hey everyone, I have a UISegmentedControl in my app (see code below) : // --------------- SETTING NAVIGATION BAR RIGHT BUTTONS NSArray *segControlItems = [NSArray arrayWithObjects:[UIImage imageNamed:@"up.png"],[UIImage imageNamed:@"down.png"], nil]; segControl = [[UISegmentedControl alloc] initWithItems:segControlItems]; segControl.segmentedControlStyle = UISegmentedControlStyleBar; segControl.momentary = YES; segControl.frame = CGRectMake(25.0, 7, 65.0, 30.0); segControl.tintColor = [UIColor blackColor]; [segControl addTarget:self action:@selector(segAction:) forControlEvents:UIControlEventValueChanged]; if (current == 0) [segControl setEnabled:NO forSegmentAtIndex:0]; if (current == ([news count]-1)) [segControl setEnabled:NO forSegmentAtIndex:1]; // --------------- But I can't make it to show something when you click on it ... It functionnally works perfectly but I would like it to tint to gray when you click on it (but just when you click) ... would that be possible ? Thank you, Gotye.

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  • UIButton not firing selector if I draw it using CALayer

    - by Horatiu Paraschiv
    Hi everybody I create this button like this: _myButton = [[UIButton buttonWithType:UIButtonTypeCustom] retain]; DLBadgeLayerDelegate *layerDelegate = [[DLBadgeLayerDelegate alloc] init]; _myButton.frame = CGRectMake(0.0 , 0.0, 100.0, 100.0); [_myButton addTarget:self action:@selector(myButtonTapped:) forControlEvents:UIControlEventTouchUpInside]; _myButton.layer.backgroundColor = [[UIColor redColor] CGColor]; _myButton.center = CGPointMake(10.0, 10.0); [self addSubview:_myButton]; [_myButton release]; The button appears on the screen but if I tap on it nothing happens. If I just create a Rounded rect button instead with no custom drawing on its layer or if I just leave the layer line of code out all works well. Do you have any Idea why do I get this behaviour as I would like to do some custom drawing in the button's layer?

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  • NSArray in NSArray do not return the image I want

    - by Tibi
    Hi there, I've got a code snippet here that I can't make working. NSUInteger i; //NSMutableArray *textures = [[NSMutableArray alloc] initWithCapacity:kNumTextures]; //NSMutableArray *texturesHighlighted = [[NSMutableArray alloc] initWithCapacity:kNumTextures]; NSMutableArray *textures= [[NSMutableArray alloc] init]; for (i = 1; i <= kNumTextures; i++) { NSString *imageName = [NSString stringWithFormat:@"texture%d.png", i]; NSString *imageNameHighlighted = [NSString stringWithFormat:@"texture%d_select.png", i]; UIImage *image = [UIImage imageNamed:imageName]; UIImage *imageHighlighted = [UIImage imageNamed:imageNameHighlighted]; //NSArray *pics = [[NSArray alloc] initWithObjects:(UIImage)image,(UIImage)imageHighlighted,nil]; NSArray *pics = [NSArray arrayWithObjects:image,imageHighlighted,nil]; [textures addObject:pics]; [pics release]; } //select randomly the position of the picture that will be represented twice on the board NSInteger randomTexture = arc4random()%([textures count]+1); //extract image corresponding to the randomly selected index //remove corresponding pictures from textures array NSArray *coupleTexture = [textures objectAtIndex:randomTexture]; [textures removeObjectAtIndex:randomTexture]; //create the image array containing 1 couple + all other pictures NSMutableArray *texturesBoard = [[NSMutableArray alloc] initWithCapacity:kNumPotatoes]; [texturesBoard addObject:coupleTexture]; [texturesBoard addObject:coupleTexture]; [coupleTexture release]; NSArray *pics = [[NSArray alloc] init]; for (pics in textures) { [texturesBoard addObject:pics]; } [pics release]; //shuffle the textures //[texturesBoard shuffledMutableArray]; //Array with masks NSMutableArray *masks= [[NSMutableArray alloc] init]; for (i = 1; i <= kNumMasks; i++) { NSString *maskName = [NSString stringWithFormat:@"mask%d.png", i]; UIImage *mask = [UIImage imageNamed:maskName]; //NSArray *pics = [[NSArray alloc] initWithObjects:mask,nil]; [masks addObject:mask]; //[pics release]; [maskName release]; [mask release]; } //Now mask all images in texturesBoard NSMutableArray *list = [[NSMutableArray alloc] init]; for (i = 0; i <= kNumMasks-1; i++) { //take on image couple from textures NSArray *imgArray = [texturesBoard objectAtIndex:i]; UIImage *mask = [masks objectAtIndex:i]; //mask it with the mask un the array at corresponding index UIImage *img1 =(UIImage *) [imgArray objectAtIndex:0]; UIImage *img2 =(UIImage *) [imgArray objectAtIndex:1]; UIImage *picsMasked = [self maskImage:(UIImage *)img1 withMask:(UIImage *)mask]; UIImage *picsHighlightedMasked = [self maskImage:(UIImage *)img2 withMask:(UIImage *)mask]; //Init image with highlighted status TapDetectingImageView *imageView = [[TapDetectingImageView alloc] initWithImage:picsMasked imageHighlighted:picsHighlightedMasked]; [list addObject:imageView]; } The problem here is that : img1 and img2, are not images but rather NSArray with multiple entries. Ican't figure why... dos any fresh spirit here could provide me with some clue to fix. maaany thanks.

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  • How does UIImage work in low-memory situations?

    - by kubi
    According to the UIImage documentation: In low-memory situations, image data may be purged from a UIImage object to free up memory on the system. Does anyone know how this works? It appears that this process is completely transparent and will occur in the background with no input from me, but I can't find any definitive documentation one way or the other. Second, will this data-purge occur when the image is not loaded by me? (I'm getting the image from UIImagePicker). Here's the situation: I'm taking a picture with the UIImagePickerController and and immediately taking that image and sending it to a new UIViewController for display. Sending the raw image to the new controller crashes my app with memory warnings about 30% of the time. Resizing the image takes a few moments, time that I'd rather not spend if there's a 3rd option available to me.

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  • NSPredicate that is the equivalent of SQL's LIKE

    - by randombits
    I'm looking for a way to use NSPredicate to set a LIKE condition to fetch objects. In addition to that, an OR would be useful as well. I'm trying to do something where if a user searches "James" I can write an NSPredicate that will do the equivalent of: select * from users where firstname LIKE '%James%' OR lastname LIKE '%James%';

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  • how to load multiple images in iCarousel using this code?

    - by Dany
    i'm loading bunch of images in coverflow using i carousel but i'm not getting it?..initially i got Signal sigabart issue..after i edited some of the code the view gets displayed...Am i missing something?... #import "CollectionViewController.h" @interface CollectionViewController () @property (nonatomic, retain) NSMutableArray *items; @end @implementation CollectionViewController @synthesize carousel; @synthesize items; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization } return self; } - (void)dealloc { carousel.delegate = nil; carousel.dataSource = nil; [items release]; [carousel release]; [super dealloc]; } - (void)viewDidLoad { [super viewDidLoad]; carousel.type = iCarouselTypeCoverFlow2; } - (void)viewDidUnload { [super viewDidUnload]; self.carousel = nil; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait); } #pragma mark - #pragma mark iCarousel methods - (NSUInteger)numberOfItemsInCarousel:(iCarousel *)carousel { return [items count]; } - (NSUInteger)numberOfVisibleItemsInCarousel:(iCarousel *)carousel { return 29; } - (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view { //create new view if no view is available for recycling if (view == nil) { view = [NSArray arrayWithObjects:[UIImage imageNamed:@"gal1.jpg"], [UIImage imageNamed:@"gal2.jpg"], [UIImage imageNamed:@"gal3.jpg"], [UIImage imageNamed:@"gal5.jpg"], [UIImage imageNamed:@"gal6.jpg"], [UIImage imageNamed:@"gal7.jpg"], [UIImage imageNamed:@"gal8.jpg"], [UIImage imageNamed:@"gal9.jpg"], [UIImage imageNamed:@"gal10.jpg"], [UIImage imageNamed:@"gal11.jpg"], [UIImage imageNamed:@"gal12.jpg"], [UIImage imageNamed:@"gal13.jpg"], [UIImage imageNamed:@"gal14.jpg"], [UIImage imageNamed:@"gal15.jpg"], [UIImage imageNamed:@"gal16.jpg"], [UIImage imageNamed:@"gal17.jpg"], [UIImage imageNamed:@"gal18.jpg"], [UIImage imageNamed:@"gal19.jpg"], [UIImage imageNamed:@"gal20.jpg"], [UIImage imageNamed:@"gal21.jpg"], [UIImage imageNamed:@"gal22.jpg"], [UIImage imageNamed:@"gal23.jpg"], [UIImage imageNamed:@"gal24.jpg"], [UIImage imageNamed:@"gal25.jpg"], [UIImage imageNamed:@"gal26.jpg"], [UIImage imageNamed:@"gal27.jpg"], [UIImage imageNamed:@"gal28.jpg"], } else { } return view; } @end while running on simulator i just get the screen not images?...i got stuck here....

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  • Cancel UITouch Events When View Covered By Modal UIViewController

    - by kkrizka
    Hi there, I am writing an application where the user has to move some stuff on the screen using his fingers and drop them. To do this, I am using the touchesBegan,touchesEnded... function of each view that has to be moved. The problem is that sometimes the views are covered by a view displayed using the [UIViewController presentModalViewController] function. As soon as that happens, the UIView that I was moving stops receiving the touch events, since it was covered up. But there is no event telling me that it stopped receiving the events, so I can reset the state of the moved view. The following is an example that demonstrates this. The functions are part of a UIView that is being shown in the main window. It listens to touch events and when I drag the finger for some distance, it presents a modal view that covers everything. In the Run Log, it prints what touch events are received. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesBegan"); touchStart=[[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint touchAt=[[touches anyObject] locationInView:self]; float xx=(touchAt.x-touchStart.x)*(touchAt.x-touchStart.x); float yy=(touchAt.y-touchStart.y)*(touchAt.y-touchStart.y); float rr=xx+yy; NSLog(@"touchesMoved %f",rr); if(rr > 100) { NSLog(@"Show modal"); [viewController presentModalViewController:[UIViewController new] animated:NO]; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesEnded"); } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesCancelled"); } But when I test the application and trigger the modal dialog to be displayed, the following is the output in the Run Log. [Session started at 2010-03-27 16:17:14 -0700.] 2010-03-27 16:17:18.831 modelTouchCancel[2594:207] touchesBegan 2010-03-27 16:17:19.485 modelTouchCancel[2594:207] touchesMoved 2.000000 2010-03-27 16:17:19.504 modelTouchCancel[2594:207] touchesMoved 4.000000 2010-03-27 16:17:19.523 modelTouchCancel[2594:207] touchesMoved 16.000000 2010-03-27 16:17:19.538 modelTouchCancel[2594:207] touchesMoved 26.000000 2010-03-27 16:17:19.596 modelTouchCancel[2594:207] touchesMoved 68.000000 2010-03-27 16:17:19.624 modelTouchCancel[2594:207] touchesMoved 85.000000 2010-03-27 16:17:19.640 modelTouchCancel[2594:207] touchesMoved 125.000000 2010-03-27 16:17:19.641 modelTouchCancel[2594:207] Show modal Any suggestions on how to reset the state of a UIView when its touch events are interrupted by a modal view?

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  • NSFetchedResultsController not updating UITableView's section indexes

    - by Luther Baker
    I am populating a UITableViewController with an NSFetchedResultsController with results creating sections that populate section headers and a section index. I am using the following method to populate the section index: - (NSArray *)sectionIndexTitlesForTableView:(UITableView *)tableView { return [fetchedResultsController_ sectionIndexTitles]; } and now I've run into a problem. When I add a new element to the NSManagedObjectContext associated with the NSFetchedResultsController, the new element is saved and appropriately displayed as a cell in the UITableView ... except for one thing. If the new element creates a new SECTION, the new section index does not show up in the right hand margin unless I pop the UINavigationController's stack and reload the UITableViewController. I have conformed to the NSFetchedResultsControllerDelegate's interface and manually invoke [self.tableView reloadSectionIndexTitles]; at the end of both these delegate methods: controller:didChangeSection... controller:didChangeObject... and while I can debug and trace the execution into the methods and see the reload call invoked, the UITableView's section index never reflects the section changes. Again, the data shows up - new sections are physically visible (or removed) in the UITableView but the section indexes are not updated. Am I missing something?

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  • Allow horizontal scrolling only in the core-plot barchart?

    - by Madhup
    Hi all, I am using core-plot lib to draw bar charts in my app like this My problem is that i want the enabling of grapgh movement only in horizontal direction so that I can see the records for a long period of time, But the problem is that i just wnt to keep the y axis fixed to its place, How can i do this? Waiting for help....

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  • Font Anti-Aliasing on iPad SDK

    - by Felix Khazin
    I'm using a custom pixel font on the iPad SDK, and I'm trying to find a way to disable font anti-aliasing for UIFont. Pixel fonts usually work best when they don't have Anti-aliasing. I disable it easily in Photoshop when I create static resources, but this time I need a dynamic output with the custom font. Any ideas? Thanks.

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  • iPad: Tables in Popover Views do not Scroll to Show Selected Row

    - by mahboudz
    I am having two problems with viewcontrollerss in landscape orientation on the iPad. (1) I have two popups which hold tables. The tables should scroll to a specific row to reflect a selection in the main view. Instead, the tables do scroll down some but the actual selected row remains off screen. (2) All my action sheets come up with a width of 320. In Interface Builder, all my views are created in landscape orientation. Only the main Window is not, but I don't see a way to change that. My Configuration: Upon launch, I get the following coordinates for my main window and the main viewcontroller view: Window frame {{0, 0}, {768, 1024}} mainView frame {{0, 0}, {748, 1024}} All other views after that show these coordinates when summoned (when loaded but before being presented): frame of keysig {{0, 0}, {1024, 768}} frame of instrumentSelect {{20, 0}, {1024, 768}} frame of settings {{0, 0}, {467, 300}} In all my viewControllers, i respond to shouldAutorotateToInterfaceOrientation with: return ((interfaceOrientation == UIInterfaceOrientationLandscapeLeft) || (interfaceOrientation == UIInterfaceOrientationLandscapeRight)); Everything (almost) functions as expected. The app launches into one of the two landscape modes. The views (and viewcontrollers) display everything where it belongs and taps work all across the screen as expected. However, I still have the two problems. Problem 1: I have two popups containing tables long enough to run off screen. The tables should scroll to a selected row. They do scroll i.e. they don't start visually at row 1 but they don't scroll enough to actually show the selected row. It almost seems like a UITable internal rect gets created with the wrong number and stays that way but I've checked both of the UITableView's scrollView content coordinates and they seemed reasonable. Problem 2: I think this is related to problem 1 because my actionsheets come up with a width of 320. I can only assume that the iPad allows actionSheets in only 320 or 480 widths and since it somehow thinks that the screen is oriented in portrait mode, it uses the narrower width. There you have it. I can't believe I am still getting hung up on orientation issues. I swear Apple doesn't make it easy to have a landscape app. Any ideas?

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  • bigger UITableViewCellStyleValue1 detailTextLabel

    - by Ziga Kranjec
    I am trying to make a UITableView. Table cells are done in style UITableViewCellStyleValue1. When text in either textLabel or detailTextLabel is too long, it gets shortened with ellipsis... This happens for both labels; the problem really occurs, when both labels are too long. What is a preferred way to disable this or make detailTextLabel slightly wider? I want detailTextLabel to always show the entire label (it will be max 6 chars long, so it will fit); textLabel is fine as it is.

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  • Any alternative or other option for anchor point in cocos2d ?

    - by Srinivas
    I have game application (cocos2d) in which, a ball is to be shooted from a cannon, this ball travels through a trajectory path and land on a building. Now the problem is that according to the requirement I have to increase the size of the background image due to which I have to set the Building image with anchor point now I have to put fire image on the building dynamically on different window locations, for this should I use same anchor point option or there are some alternative options to accomplish this task.

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