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  • How can I export PDF from InDesign so that transparency renders properly on all platforms?

    - by strangeronyourtrain
    Gradients, including drop shadows, all show up as solid blocks when I view my document on an Android phone. I tried different PDF compression and compatibility settings in an attempt to flatten and rasterize all the graphics, but it's clearly not working, as the Android viewer still identifies the outlines of transparent shapes instead of the blended pixels. Is there any way to truly flatten these PDF graphics, so that it doesn't matter whether a PDF viewer supports transparency, while keeping the text as text?

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  • Where can I report an issue with IIS?

    - by Nathan Taylor
    While working with an ASP.NET application on Chrome for Android I discovered that Request.Browser.Cookies returns False for that browser (despite the browser supporting cookies). Based on what I've read, this indicates a problem with the database which ASP.NET (and, I assume, IIS) uses to look up information about different UserAgents. The fact that it returns False means that the database is either missing Chrome for Android, or has invalid data for it. What is the a proper place to report IIS issues like this?

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  • Best HTPC solution that supports MKV

    - by wag2639
    So it seems like there are many solutions (Boxee, GoogleTV, AppleTV, XMBC, etc) out there for HTPC setups but I can't seem to find a good solution for playing MKV files and I would say the bulk of my video library is encoded in MKVs. Whats a good solution for an HTPC if I want the following: NAS / Samba support to use files from server or Windows share Preferably Linux based solution Cleanish UX Nice to have but not a requirement: - Android Remote App so I can control with my Android device

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  • Building a video wall with devices

    - by machunter
    I am entertaining building a video wall made out of many android devices. But I have to say I have no clue about how to go about it? The fact that these are android devices is not very important I am curious about the general approach to doing video walls with many separated devices. At best the desktop of one machine should be displayed on all the devices. If not I would be also interested in just showing just a video on that wall.

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  • Why is the JVM stack-based and the DalvikVM register based?

    - by aioobe
    I'm curious, why did Sun decide to make the JVM stack-based and Google decide to make the DalvikVM register based? I suppose the JVM can't really assume that a certain number of registers are available on the target platform, since it is supposed to be platform independent. Therefor it just postpones the register-allocation etc, to the JIT compiler. (Correct me if I'm wrong.) So the Android guys thought, "hey, that's inefficient, let's go for a register based vm right away..."? But wait, there are multiple different android devices, what number of registers did the Dalvik target? Are the Dalvik opcodes hardcoded for a certain number of registers? Do all current Android devices on the market have about the same number of registers? Or, is there a register re-allocation performed during dex-loading? How does all this fit together?

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  • AVD Failed to Load ~ Failed to Parse Properties ~ Mac OSX

    - by C.D. OKeefe
    I'm going to say upfront, please forgive me. I'm a newbie to android development and fairly new to programming. Also on a Mac. You're going to have to talk...real...slow. I can't get an AVD to load. I've tried it from Eclipse and from the Android SDK Manager. Failed multiple times. Received the same error each time, "Failed to parse properties from Users/myname/.android/avd/nameIGaveEmulator/config.ini." I've the forum here and saw that others have had similar problems, but of the answers given, no one came back to say if they worked, and I don't see anyone with a similar problem on a Mac. If the path needs to be "changed" what exactly does that mean and how do I go about doing so?

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  • UIViewController presentModalViewController: animated: doing nothing?

    - by ryyst
    Hi, I recently started a project, using Apple's Utility Application example project. In the example project, there's an info button that shows an instance of FlipSideView. If you know the Weather.app, you know what the button acts like. I then changed the MainWindow.xib to contain a scrollview in the middle of the window and a page-control view at the bottom of the window (again, like the Weather.app). The scrollview gets filled with instances of MainView. When I then clicked the info button, the FlipSideView would show, but only in the area that was previously filled by the MainView instance – this means that the page-control view on the bottom of the page still showed when the FlipSideView instance got loaded. So, I thought that I would simply add a UIViewController for the top-most window, which is the one declared inside the AppDelegate created along side with the project. So, I created a subclass of UIViewController, put an instance of it inside MainWindow.xib and connected it's view outlet to the UIWindow declared as window inside the app delegate. I also changed the button's action, so that it know sends a message to the MainWindowController instance. The message does get sent (I checked with NSLog() statements), but the FlipSideView doesn't get shown. Here's the relevant (?) code: FlipsideViewController *controller = [[FlipsideViewController alloc] initWithNibName:@"FlipsideView" bundle:nil]; controller.delegate = self; controller.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:controller animated:YES]; [controller release]; Why's this not working? I've uploaded the entire project here for you to be able to see the whole thing. Thanks for help! -- Ry

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  • iPhone: how do i redraw subviews while pinch zooming a uiscrollview

    - by Mike
    I am developing an iPhone app that places multiple custom UIViews as subviews in a UIScrollView. The subviews are placed on top of each other as transparent views as each view has its own drawing routines that traces parts of the base view. The base view is a UIImageView that is typically a large image that I want the user to be able to pan and zoom in and out of. The problem I am having is that when I zoom in and out of my UIScrollView, the subviews do not redraw themselves while the user is zooming. I can reposition and scale the subviews properly once the zoom is completed, but the user experience is less than desirable. I have not been able to find a way to either hide or redraw the subviews as the zoom is taking place to scale the subviews along with the ImageView. Any ideas? thanks! Here is the code that I have implemented: - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { for (UIView *view in subViews) { [view updateView:scale]; } } - (UIView *)viewForZoomingInScrollView:(UIScrollView *) scrollView { return imageView; }

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  • Fully-loaded UIViewController losing all it's data after adding to scroll view

    - by clozach
    Summary I'm repurposing Apple's Page Control project. In loadScrollViewWithPage:, the view controllers that I'm adding to the scroll view appear on screen without their initialized values, as if displayed directly from the nib. Specifics Here's the code that appears to be working when I step through it: CBFullScreenViewController *controller = [viewControllers objectAtIndex:page]; if ((NSNull *)controller == [NSNull null]) { controller = [[CBFullScreenViewController alloc] init]; // Populate the view from the corresponding CBImage object CBImage *imageObject = [imageArray objectAtIndex:page]; BOOL bookmarked = [imageObject.bookmarked boolValue]; controller.bookmarkButton.highlighted = bookmarked; NSString *subtitle = imageObject.subtitle; controller.closedSubtitleLabel.text = subtitle; // <-- snip...more initialization --> // controller.delegate = self; [viewControllers replaceObjectAtIndex:page withObject:controller]; [controller release]; } // add the controller's view to the scroll view if (nil == controller.view.superview) { CGRect frame = scrollView.frame; frame.origin.x = frame.size.width * page; frame.origin.y = 0; controller.view.frame = frame; [scrollView addSubview:controller.view];//<< controller and subviews } // all have non-null, seemingly // valid values at this point Here's the init method in CBFullScreenViewController: - (id)init { if ((self = [super initWithNibName:@"CBFullScreenViewController" bundle:nil])) { self.cover = [[UIImageView alloc] init]; self.homeButton = [[UIButton alloc] init]; self.tabView = [[UIButton alloc] init]; self.closedSubtitleLabel = [[UILabel alloc] init]; self.openSubtitleLabel = [[UILabel alloc] init]; // <-- snip...more initialization --> // } return self; } While troubleshooting this for the last 2 hours has helped me track down some unrelated memory leaks, I can't for the life of me figure out what's happening to the values I'm putting into my view! Oh, it's probably worth mentioning that I've got @synthesize for each of my outlets, and they're all hooked up in IB. Screenshot here.

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  • Initialization of controllers in a for loop - leaking problem ?

    - by gotye
    Hey, I am creating a kinda gallery and for each gallery I created a view controller whose view is added to a scrollview (see code below) : GalleryViewController *galViewController; for (NSUInteger i = 0 ; i < [galleries count]; i++) { galViewController = [[GalleryViewController alloc] init]; galViewController.record = [galleries objectAtIndex:i]; //galViewController.position = i; galViewController.view.frame = CGRectMake(i%3*100,i/3*150,100,150); [galViewController setDelegate:self]; [self.scrollView addSubview:galViewController.view]; //[galViewController release]; } Is this code leaking ? I think so ... but the thing is that I don't know what to do with these controllers ... i can't release them (cause I got some code to use in the future like touches event) and I don't need to save them somewhere ... Is this a problem to have this kind of code ? Thks, Gotye

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  • iPhone: TableView inside UIScrollview, show vaccillating scrollbars around

    - by karim
    Hi, I have added some table and other vies in a scrollview. scrolling in tables are working fine. But in the parent scrollview, when scrolling, a vacillating vertical scrollbars are shown, sometimes it even come to the middle of the screen. sometime show at the left side of the screen. and not limited to the vertical scrollbar region. When I set tje showsVerticalScrollIndicator = NO, it is not shown. But do you know why the scrollbar is moving around. DashboardView is a subclass of UIScrollView. dashboard=[[DashboardView alloc] initWithFrame:fullScreenRect]; dashboard.contentSize = CGSizeMake(320,700); // must do! dashboard.showsVerticalScrollIndicator = YES; dashboard.bounces = YES; self.view = dashboard; @implementation DashboardView (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code } (void) layoutSubviews{ NSArray *views = self.subviews; [UIView beginAnimations:@"CollapseExpand" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; UIView *view = [views objectAtIndex: 0]; CGRect rect = view.frame; for (int i = 1; i < [views count]; i++ ) { view = [views objectAtIndex:i]; view.frame = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height, view.frame.size.width, view.frame.size.height); rect = view.frame; } [UIView commitAnimations]; }

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  • UIScrollView notifications

    - by ryyst
    Hi, I'm coding an app that works much like Apple's Weather.app: There's a UIPageControl at the bottom and a UIScrollView in the middle of the screen. In my code, I implemented the - (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView method to figure out when the user did move to a new page. If they move to a new page, I load the adjacent pages' data, as to make further page-switching faster. (In one of Apple's examples, the - (void)scrollViewDidScroll:(UIScrollView *)sender is used, but that causes my app to shortly hang when loading a new page, so it's not suitable.) That code works very well. I'm using scrollRectToVisible:: to programmatically scroll inside the scrollview when the user clicks the UIPageControl. The problem is that the scrollRectToVisible: doesn't post a notification to the UIScrollViewDelegate when it's done scrolling - so the code responsible for loading adjacent pages never get's called when using the UIPageControl. Is there any way to make the UIScrollView notify its delegate when it gets called by the scrollRectToVisible: method? Or will I have to use threads in order to prevent my app from freezing? Thanks! -- Ry

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  • NSOperation for animation loop causes strange scrolling behaviour

    - by Tricky
    Hi, I've created an animation loop which I run as an operation in order to keep the rest of my interface responsive. Whilst almost there, there is still one remaining issue. My UIScrollViews don't seem to be reliably picking up when a user touch ends. What this means is, for example, if a user drags down on a scroll view, when they lift their fingers the scrollview doesn't bounce back into place and the scrollbar remains visible. As if the finger hasn't left the screen. It takes another tap on the scrollview for it to snap to its correct position and the scrollbar to fade away... Here's the loop I created in a subclassed NSOperation: (void)main { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; _displayLink = [[CADisplayLink displayLinkWithTarget: self selector: @selector(animationLoop:)] retain]; [_displayLink setFrameInterval: 1.0f]; [_displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode: NSRunLoopCommonModes]; while (![self isCancelled]) { NSAutoreleasePool *loopPool = [[NSAutoreleasePool alloc] init]; [runLoop runMode:NSDefaultRunLoopMode beforeDate:[NSDate distantFuture]]; [loopPool drain]; } [_displayLink invalidate]; [pool release]; } DOes anyone have any idea what might be going on here, and even better how to fix it... Thanks!

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  • [iPhone] UIScrollView notifications

    - by ryyst
    Hi, I'm coding an app that works much like Apple's Weather.app: There's a UIPageControl at the bottom and a UIScrollView in the middle of the screen. In my code, I implemented the - (void)scrollViewDidEndDecelerating:(UIScrollView *)scrollView method to figure out when the user did move to a new page. If they move to a new page, I load the adjacent pages' data, as to make further page-switching faster. (In one of Apple's examples, the - (void)scrollViewDidScroll:(UIScrollView *)sender is used, but that causes my app to shortly hang when loading a new page, so it's not suitable.) That code works very well. I'm using scrollRectToVisible:: to programmatically scroll inside the scrollview when the user clicks the UIPageControl. The problem is that the scrollRectToVisible: doesn't post a notification to the UIScrollViewDelegate when it's done scrolling - so the code responsible for loading adjacent pages never get's called when using the UIPageControl. Is there any way to make the UIScrollView notify its delegate when it gets called by the scrollRectToVisible: method? Or will I have to use threads in order to prevent my app from freezing? Thanks! -- Ry

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  • Confused about UIView frame property

    - by slowfungus
    I'm building a prototype iPad app that draws diagrams. I have the following view hierarchy: UIView UIScrollView DiagramView : UIView TabBar NavigationBar And a UIViewController subclass holding all that together. Before drawing the diagram the first time I calculate the dimensions of the diagram, and set the DiagramView frame to that size, and the content size of the scrollview as well. -(void)recalculateBounds { [renderer diagram:diagram shouldDraw:NO]; SQXRect diagramRect = SQXMakeRect(0.0,0.0,[diagram bounds].size.width,[diagram bounds].size.height); self.frame = diagramRect; [(UIScrollView*)[self superview] setContentSize:diagramRect.size]; } I should disclose that the frame is being set to about 1500 x 3500 which i know is ridiculous. I just want to focus on some other parts of the app before I get into optimizing the render code. This works beautifully, except that the rect being passed to drawRect is not the size that I set, and my drawing is getting clipped at the bottom. Its close the size i set, but bigger in width, and shorter in height. Also of note, is the fact that if I force the frame to be much bigger than what I know the diagram needs, then the drawRect:rect is big enough, and no clipping occurs. Of course this has me wondering if the frame size needs to take into account some other screen real estate like the toolbars but my reading of the docs tells me the frame is in superview coordinates, which would be the scrollview so I reckon I need to worry about such things. Any idea what is causing this discrepancy?

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  • Having trouble hiding keyboard using invisible button which sits on top of uiscrollview

    - by phil
    I have 3 items in play... 1) UIView sits at the base of the hierarchy and contains the UIScrollview. 2) UIScrollview that is presenting a lengthy user form. 3) An invisible button on the UIScrollview that I'm using to provide "hide the keyboard" features. Notice in the code below that I'm registering to be notified when the keyboard is going to appear and again when it's going to disappear. These are working great. My problem is seemingly one of "layers". See below where I insert the button into the view atIndex:0. This causes the button to be activated and "stuffed" behind the scrollview so that when you click on it, the scrollview grabs the touch and the button is unaware. There is no way to "reach" the button and suppress the keyboard. However, if I insert atIndex:1, the button gets super imposed on top of the text entry fields and so any touch at all is acted upon by the button, which immediately suppresses the keyboard and then disappears. How do I insert the button on top of the UIScrollview but behind the UITextfields that sit there? other logistics: I have a -(void) hidekeyboard function that I have setup with the UIButtion as an IBAction(). And I have the UIButton connected to "files owner" via a ctrl-drag/drop. (Do I need both of those conventions?) This code in ViewDidLoad()... [[NSNotificationCenter defaultCenter] addObserverForName:UIKeyboardWillShowNotification object:nil queue:nil usingBlock:^(NSNotification *notification){ [self.view insertSubview:self.keyboardDismissalButton atIndex:0]; }];

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  • Issue scrolling table view with content inset

    - by Rog
    Hi all, I am experiencing a weird scrolling issue and I was hoping someone could give me a hand in trying to identify why this is happening. I have included the part of my code that I think is relevant to the question but am happy to update this post with whatever else is needed. I have implemented a pull to refresh view in the tableview's content inset area. The refresh fires an Async NSURLConnection that pulls data from a webserver, parses the relevant information and refreshes the table as required. This is where the refresh process kicks off: - (void)scrollViewDidEndDragging:(UIScrollView *)scrollView willDecelerate:(BOOL)decelerate{ if (scrollView.contentOffset.y <= - 65.0f && !self.reloading) { self.reloading = YES; [self reloadTableViewDataSource]; [refreshHeaderView setState:EGOOPullRefreshLoading]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.2]; self.tableView.contentInset = UIEdgeInsetsMake(60.0f, 0.0f, 0.0f, 0.0f); [UIView commitAnimations]; } } Problem is if I start to scroll whilst the content inset is "visible" (i.e. during reload) I get this weird behaviour where my table sections do not scroll all the way to the top - see screenshot for a clear visual of what I am trying to describe here. I have included a couple of screenshots below that clearly identify what is happening at the moment. Has anyone experienced this before? Any ideas on what I should be looking at to try and fix it? Many thanks in advance, Rog And this is the result if I start scrolling the table. The orange bit at the top of the image is the actual navigation bar, where I would expect the table section (date 1 December 2010) to be.

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  • Scroll view to bottom while keyboard is hiding

    - by Manu
    Hi! I'm using a scroll view to move my view and show certain text fields (that otherwise would be hidden) when the keyboard shows. I basically resize the scroll view to make room for the keyboard, and then scroll up the view smoothly with "scrollRectToVisible", which works perfectly. After that, I can scroll and edit the rest of the text fields without lowering the keyboard, which is what I intend. The problem comes when I want to hide the keyboard again. I have been able to lower the keyboard and scroll down the view to its original position without a problem, but I have been unable to make that transition smooth. At the moment I use the following: - (void)keyboardWillHide: (NSNotification *)notif { CGRect topRect = CGRectMake(0, 0, 1, 1); [scrollview scrollRectToVisible:topRect animated:YES]; scrollview.frame = CGRectMake(0, 0, scrollviewWidth, scrollviewHeight); } I create a CGRect at the top, which I then move into view with "scrollRectToVisible". That works fine and commences the scrolling right when the keyboard is hiding (I use "keyboardWillHide" and not "keyboardDidHide" because the scroll view frame is still missing its lower part). The problem comes when I resize the scroll view frame back to its original dimensions (which I need to do), because then the scrolling is interrupted and the view drops to the bottom suddenly (as there is nothing else to scroll). This causes a glitch, which is why I cannot complete the transition smoothly. Any ideas on how could I lower the keyboard while scrolling the view down smoothly? Should I be scrolling up a bigger view, instead of resizing it? That way I would not have to restore the scroll view frame dimensions when lowering the keyboard, or would I? Thanks very much in advance!

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  • UIImageView and UIScrollView load lot of pictures

    - by Allan.Chen
    In my app, i use UIImageView and UIScrollView to show lot of pictures(Every time there are about 20 pictures and every pictures about 600px*500px and size is about 600KB ), i use for this code to do this function. Here is code: //Here is pictures Data; self.klpArry = self.pictureData; CGSize size = self.klpScrollView1.frame.size; for (int i=0; i < [klpArr count]; i++) { UIImageView *iv = [[UIImageView alloc] initWithFrame:CGRectMake((size.width * i)+300, 20, 546, 546)]; NSString *filePath = [[NSBundle mainBundle] pathForResource:[klpArr objectAtIndex:i] ofType:@"jpg"]; UIImage *imageData = [[UIImage alloc]initWithData:[NSData dataWithContentsOfFile:filePath]]; [iv setImage:imageData]; iv.backgroundColor = [UIColor grayColor]; [self.klpScrollView1 addSubview:iv]; imageData = nil; iv = nil; iv.image = nil; filePath = nil; [imageData release]; [filePath release]; [iv release]; } // show the picture in scrollview; [self.klpScrollView1 setContentSize:CGSizeMake(size.width * numImage, size.height)]; self.klpScrollView1.pagingEnabled = YES; self.klpScrollView1.showsHorizontalScrollIndicator = NO; self.klpScrollView1.backgroundColor = [UIColor grayColor]; But everytime i init this function, the memory will increase about 5MB, Actually i release UIImageView, UIimage and UIScrollView (vi.image=nil,[vi release]) but i doesn't work, it can't release the memory. BTW, i use my friend code first vi.image=nil then vi=nil; but the pictures not to show on scrollview. any one can help me ?? Thx ~~

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  • iPhone app. Creating a custom UIView that contains UITextField and UIButton.

    - by Dmitry Burchik
    Hi all. I am new to iPhone programming. And I have an issue. I need to create a custom user control that I will add to my UIScrollView dinamically. The control has an UITextField and an UIButton. See the code below: #import <UIKit/UIKit.h> @interface FieldWithValueControl : UIView { UITextField *txtTagName; UIButton *addButton; } @property (nonatomic, readonly) UITextField *txtTagName; @property (nonatomic, readonly) UIButton *addButton; @end #import "FieldWithValueControl.h" #define ITEM_SPACING 10 #define ITEM_HEIGHT 20 #define SWITCHBOX_WIDTH 100 #define SCREEN_WIDTH 320 #define ITEM_FONT_SIZE 14 #define TEXTBOX_WIDTH 150 @implementation FieldWithValueControl @synthesize txtTagName; @synthesize addButton; - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code txtTagName = [[UITextField alloc] initWithFrame:CGRectMake(0, 0, TEXTBOX_WIDTH, ITEM_HEIGHT)]; txtTagName.borderStyle = UITextBorderStyleRoundedRect; addButton = [UIButton buttonWithType:UIButtonTypeContactAdd]; [addButton setFrame:CGRectMake(ITEM_SPACING + TEXTBOX_WIDTH, 0, ITEM_HEIGHT, ITEM_HEIGHT)]; [addButton addTarget:self action:@selector(addButtonTouched:) forControlEvents:UIControlEventTouchUpInside]; [self addSubview:txtTagName]; [self addSubview:addButton]; } return self; } - (void)addButtonTouched:sender { UIButton *button = (UIButton*)sender; NSString *title = [button titleLabel].text; } - (void)drawRect:(CGRect)rect { // Drawing code } - (void)dealloc { [txtTagName release]; [addButton release]; [super dealloc]; } @end In my code I create an object of that class and add it to scrollView on form. FieldWithValueControl *newTagControl = (FieldWithValueControl*)[[FieldWithValueControl alloc] initWithFrame:CGRectMake(ITEM_SPACING, currentOffset + ITEM_SPACING, 0, 0)]; [scrollView addSubview:newTagControl]; The control looks fine, but if I click to the textbox or to the button nothing happens. Keyboard doesn't appear, the button is not clickable etc.

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  • Loading more than 10 images on iPhone??

    - by SeniorLee
    I'm trying to add more than 10 pictures on ScrollView. NSUInteger i; for (i = 1; i <= numberOfImage; i++) { NSString *imageName = [NSString stringWithFormat:@"d%dimage%d.png", imageSection, i]; UIImage *image = [UIImage imageNamed:imageName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; // setup each frame to a default height and width, it will be properly placed when we call "updateScrollList" CGRect rect = imageView.frame; rect.size.height = kScrollObjHeight; rect.size.width = kScrollObjWidth; imageView.frame = rect; imageView.tag = i; // tag our images for later use when we place them in serial fashion [scrollView addSubview:imageView]; [imageView release]; } This code is from Apple example and it works fine. But if the variable 'i' is bigger than 10, 'UIImage *image' is empty. The imageName seems to correct. But I don't know why it does not load image. Does anybody sees the problem?? And one more thing. If I do like that, does iOS controls memory automatically? I mean it's kind of wasting memory if all (more than 10) images are loaded on memory even they are not displayed. I've heard that iOS loads images only displayed on screen and free images those are not displayed. Is that right? Thanks for reading.

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  • Bug on submitted app binary but not in the simulator - CALayer position contains NaN

    - by Jonathan Thurft
    I submitted my app to the App Store where is ready to download. I've since then received some interesting crash reports when people select an image from the ImagePicker in one of my views. This bug (see below) makes the app crash. I was wondering 2 things. Can anyone spot the problem in the code below? How do you deal with bugs that are only in the App Binary but do not show up when trying to recreate them on the dev environment? - I can make the app crash with the Binary that is on the app store but when I do the same on the simulator or on my test phone the app works perfectly.. The Crash report in BugSense CALayer position contains NaN: [798 nan] Class: CALayerInvalidGeometry 0x00120e99 -[imageCroppingViewController imagePickerController:didFinishPickingMediaWithInfo:] (imageCroppingViewController.m:126) + 163481 The Code - (void) imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; imageView.image = image; CGRect rect; rect.size.width = image.size.width; rect.size.height = image.size.height; imageView.center = scrollView.center; [imageView setFrame:rect]; scrollView.contentSize = imageView.frame.size; self.navigationController.navigationBar.hidden = NO; [myPicker.view removeFromSuperview]; }

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  • Working for Bluetooth MultiPlayer game in Unity for windows Phone 8

    - by Seven 007
    I created a small racing game and i try to implement bluetooth multiplayer in to the game, By using multiplayer plugins for Android I completed for Android Platform. I don't even find any plugins for windows phone 8. So, I tried to do it on myself. msdn Example: Bluetooth App to App Communication But, that's not much useful. If anyone did the bluetooth multiplayer game for windows phone. Just guide me to achive the target. or else give some brief explanation/ links to do the bluetooth multiplayer games for windows phone 8 that may be helpful. Thanks, Seven 007

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  • LEGO Lord of the Rings Cut Scenes Spliced into a Full Length Movie [Video]

    - by Jason Fitzpatrick
    If you take all the cut scenes from the LEGO Lord of the Rings video game and splice them end-to-end, the result is an hour and a half LEGO Lord of the Rings movie. Check out the full video here. Courtesy of SpaceTopGames, this mega splice includes every cut scene from the video game, weighs in at one hour and thirty one minutes, and actually works really well as a movie when strung all together. LEGO Lord of the Rings – All Cutscenes [via Freeware Genius] HTG Explains: Does Your Android Phone Need an Antivirus? How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder?

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  • Preparing for Those ‘Requests for Tech Help’ Ahead of Time Can Pay Off [Humorous Image]

    - by Asian Angel
    We have all been there…waiting for the inevitable ‘repeat request’ for help, but ‘sometimes’ you can save the day ahead of time with a little bit of preparation! Then there are the times when it is just best to admit defeat… Found this today while working on a clients completely hosed PC… [Reddit IIIIIIITTTTTTTTTTTT] [via Fail Desk] How To Use USB Drives With the Nexus 7 and Other Android Devices Why Does 64-Bit Windows Need a Separate “Program Files (x86)” Folder? Why Your Android Phone Isn’t Getting Operating System Updates and What You Can Do About It

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