Search Results

Search found 30491 results on 1220 pages for 'iphone applications'.

Page 478/1220 | < Previous Page | 474 475 476 477 478 479 480 481 482 483 484 485  | Next Page >

  • UIButton to intercept UITableView's didSelectRowAtIndexPath method

    - by Michael
    I've got a UIButton on a table cell that is meant to pop up a UIActionSheet but the problem is the didSelectRowAtIndexPath captures that touch and its action takes precedence. Any clever way to override that action when the user touches the button and still have the default action when the user presses elsewhere in the cell? Too bad there is no MoveToFront property.

    Read the article

  • NO such file or directory for the files -----stdarg.h and float.h ?

    - by balraj
    HI all I am using some files on .mm extension in the xcode project for compiling these files we have added the LLVM-GCC 4.2 in the build setting after adding this compiler this showing the error /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/usr/include/stdarg.h:4:25: error: stdarg.h: No such file or directory /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.sdk/usr/include/float.h:8:24: error: float.h: No such file or directory i have no idea how to remove this error any help to remove this error. thanks Balraj

    Read the article

  • uiscrollview not switching image subviews

    - by nickthedude
    I'm building a comic viewer app, that consists of two view controllers, the root viewcontroller basically displays a view where a user decides what comic they want to read by pressing a button. The second viewController actually displays the comic as a uiscrollview with a toolbar and a title at the top. So the problem I am having is that the comic image panels themselves are not changing from whatever the first comic you go to if you select another comic after viewing the first one. The way I set it up, and I admit it's not exactly mvc, so please don't hate, anyway the way I set it up is each comic uiscrollview consists of x number of jpg images where each comic set's image names have a common prefix and then a number like 'funny1.jpg', 'funny2.jpg', 'funny3.jpg' and 'soda1.jpg', 'soda2.jpg', 'soda3.jpg', etc... so when a user selects a comic to view in the root controller it makes a call to the delegate and sets ivars on instances of the comicviewcontroller that belongs to the delegate (mainDelegate.comicViewController.property) I set the number of panels in that comic, the comic name for the title label, and the image prefix. The number of images changes(or at least the number that you can scroll through), and the title changes but for some reason the images are the same ones as whatever comic you clicked on initially. I'm basing this whole app off of the 'scrolling' code sample from apple. I thought if I added a viewWillAppear:(BOOL) animated call to the comicViewController everytime the user clicked the button that would fix it but it didn't, after all that is where the scrollview is laid out. Anyway here is some code from each of the two controllers: RootController: -(IBAction) launchComic2{ AppDelegate *mainDelegate = [(AppDelegate *) [UIApplication sharedApplication] delegate]; mainDelegate.myViewController.comicPageCount = 3; mainDelegate.myViewController.comicTitle.text = @"\"Death by ETOH\""; mainDelegate.myViewController.comicImagePrefix = @"etoh"; [mainDelegate.myViewController viewWillAppear:YES]; [mainDelegate.window addSubview: mainDelegate.myViewController.view]; comicViewController: -(void) viewWillAppear:(BOOL)animated { self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor]; // 1. setup the scrollview for multiple images and add it to the view controller // // note: the following can be done in Interface Builder, but we show this in code for clarity [scrollView1 setBackgroundColor:[UIColor whiteColor]]; [scrollView1 setCanCancelContentTouches:NO]; scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite; scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView1.scrollEnabled = YES; // pagingEnabled property default is NO, if set the scroller will stop or snap at each photo // if you want free-flowing scroll, don't set this property. scrollView1.pagingEnabled = YES; // load all the images from our bundle and add them to the scroll view NSUInteger i; for (i = 1; i <= self.comicPageCount; i++) { NSString *imageName = [NSString stringWithFormat:@"%@%d.jpg", self.comicImagePrefix, i]; NSLog(@"%@%d.jpg", self.comicImagePrefix, 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 [scrollView1 addSubview:imageView]; [imageView release]; } [self layoutScrollImages]; // now place the photos in serial layout within the scrollview } - (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((self.comicPageCount * kScrollObjWidth), [scrollView1 bounds].size.height)]; } Any help would be appreciated on this. Nick

    Read the article

  • table viwe set from textfeilds.?

    - by shishir.bobby
    i hv three textfeilds to,from and message. and a button when user fills these three and hits button,the values in these three textfield should be set in tableview. everytime user hits the button,the value should be set at the top of thetableview,pushing other entries 1 row down, how can i do this? its kind of urjent suggestions are always appreciated hopeing for a quick reply regards shishir

    Read the article

  • Get text from UITextView

    - by John
    Is it possible to get the first line of text from a UITextView. I have looked through the UITextView and NSString Class References and can't find any methods that could accomplish this.

    Read the article

  • UITableViewCellStyleDefault image size

    - by Rob Bonner
    Hello all, I am getting some odd behavior from stock table cells, or maybe not odd, maybe I am making some assumptions. I create the cells as follows: cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; Then I assign an image to the default imageView property. My image usually comes in from a user, so it might be larger than the default size. To take care of this I: [cell.imageView setContentMode:UIViewContentModeScaleAspectFit]; which I expected to scale the image for me within the control, but in reality, the images are all over the map. So, is there a proper way to constrain the image in stock cell types? Thanks in advance!

    Read the article

  • Core Plot never stops asking for data, hangs device

    - by Ben Collins
    I'm trying to set up a core plot that looks somewhat like the AAPLot example on the core-plot wiki. I have set up my plot like this: - (void)initGraph:(CPXYGraph*)graph forDays:(NSUInteger)numDays { self.cplhView.hostedLayer = graph; graph.paddingLeft = 30.0; graph.paddingTop = 20.0; graph.paddingRight = 30.0; graph.paddingBottom = 20.0; CPXYPlotSpace *plotSpace = (CPXYPlotSpace*)graph.defaultPlotSpace; plotSpace.xRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(0) length:CPDecimalFromFloat(numDays)]; plotSpace.yRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(0) length:CPDecimalFromFloat(1)]; CPLineStyle *lineStyle = [CPLineStyle lineStyle]; lineStyle.lineColor = [CPColor blackColor]; lineStyle.lineWidth = 2.0f; // Axes NSLog(@"Setting up axes"); CPXYAxisSet *xyAxisSet = (id)graph.axisSet; CPXYAxis *xAxis = xyAxisSet.xAxis; // xAxis.majorIntervalLength = CPDecimalFromFloat(7); // xAxis.minorTicksPerInterval = 7; CPXYAxis *yAxis = xyAxisSet.yAxis; // yAxis.majorIntervalLength = CPDecimalFromFloat(0.1); // Line plot with gradient fill NSLog(@"Setting up line plot"); CPScatterPlot *dataSourceLinePlot = [[[CPScatterPlot alloc] initWithFrame:graph.bounds] autorelease]; dataSourceLinePlot.identifier = @"Data Source Plot"; dataSourceLinePlot.dataLineStyle = nil; dataSourceLinePlot.dataSource = self; [graph addPlot:dataSourceLinePlot]; CPColor *areaColor = [CPColor colorWithComponentRed:1.0 green:1.0 blue:1.0 alpha:0.6]; CPGradient *areaGradient = [CPGradient gradientWithBeginningColor:areaColor endingColor:[CPColor clearColor]]; areaGradient.angle = -90.0f; CPFill *areaGradientFill = [CPFill fillWithGradient:areaGradient]; dataSourceLinePlot.areaFill = areaGradientFill; dataSourceLinePlot.areaBaseValue = CPDecimalFromString(@"320.0"); // OHLC plot NSLog(@"OHLC Plot"); CPLineStyle *whiteLineStyle = [CPLineStyle lineStyle]; whiteLineStyle.lineColor = [CPColor whiteColor]; whiteLineStyle.lineWidth = 1.0f; CPTradingRangePlot *ohlcPlot = [[[CPTradingRangePlot alloc] initWithFrame:graph.bounds] autorelease]; ohlcPlot.identifier = @"OHLC"; ohlcPlot.lineStyle = whiteLineStyle; ohlcPlot.stickLength = 2.0f; ohlcPlot.plotStyle = CPTradingRangePlotStyleOHLC; ohlcPlot.dataSource = self; NSLog(@"Data source set, adding plot"); [graph addPlot:ohlcPlot]; } And my delegate methods like this: #pragma mark - #pragma mark CPPlotdataSource Methods - (NSUInteger)numberOfRecordsForPlot:(CPPlot *)plot { NSUInteger maxCount = 0; NSLog(@"Getting number of records."); if (self.data1 && [self.data1 count] > maxCount) { maxCount = [self.data1 count]; } if (self.data2 && [self.data2 count] > maxCount) { maxCount = [self.data2 count]; } if (self.data3 && [self.data3 count] > maxCount) { maxCount = [self.data3 count]; } NSLog(@"%u records", maxCount); return maxCount; } - (NSNumber *)numberForPlot:(CPPlot *)plot field:(NSUInteger)fieldEnum recordIndex:(NSUInteger)index { NSLog(@"Getting record @ idx %u", index); return [NSNumber numberWithInt:index]; } All the code above is in the view controller for the view hosting the plot, and when initGraph is called, numDays is 30. I realize of course that this plot, if it even worked, would look nothing like the AAPLot example. The problem I'm having is that the view is never shown. It finished loading because viewDidLoad is the method that calls initGraph above, and the NSLog statements indicate that initGraph finishes. What's strange is that I return a value of 54 from numberOfRecordsForPlot, but the plot asks for more than 54 data points. in fact, it never stops asking. The NSLog statement in numberForPlot:field:recordIndex prints forever, going from 0 to 54 and then looping back around and continuing. What's going on? Why won't the plot stop asking for data and draw itself?

    Read the article

  • Saving data - does work on Simulator, not on Device

    - by Peter Hajas
    I use NSData to persist an image in my application. I save the image like so (in my App Delegate): - (void)applicationWillTerminate:(UIApplication *)application { NSLog(@"Saving data"); NSData *data = UIImagePNGRepresentation([[viewController.myViewController myImage]image]); //Write the file out! NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *path_to_file = [documentsDirectory stringByAppendingString:@"lastimage.png"]; [data writeToFile:path_to_file atomically:YES]; NSLog(@"Data saved."); } and then I load it back like so (in my view controller, under viewDidLoad): NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *path_to_file = [documentsDirectory stringByAppendingString:@"lastimage.png"]; if([[NSFileManager defaultManager] fileExistsAtPath:path_to_file]) { NSLog(@"Found saved file, loading in image"); NSData *data = [NSData dataWithContentsOfFile:path_to_file]; UIImage *temp = [[UIImage alloc] initWithData:data]; myViewController.myImage.image = temp; NSLog(@"Finished loading in image"); } This code works every time on the simulator, but on the device, it can never seem to load back in the image. I'm pretty sure that it saves out, but I have no view of the filesystem. Am I doing something weird? Does the simulator have a different way to access its directories than the device? Thanks!

    Read the article

  • How UIWindow#addSubview can make memory leak?

    - by Jakub
    Hello, I started to learn using Instrument, but I cannot figure it out. After I start my application, the UI shows up, I do nothing and after few seconds I can see memory leak detected: When I have a look at the second leak I can see the following stack: When I double click on the cell related to my code I can see that it is pointing to the following line of code: [window addSubview:newPostUIViewController.view]; from the method: - (void)applicationDidFinishLaunching:(UIApplication *)application { //creating view controller newPostUIViewController = [[NewPostUIViewController alloc] initWithNibName:@"NewPostView" bundle:nil]; newPostUIViewController.title = @"Post it!"; [window addSubview:newPostUIViewController.view]; // Override point for customization after application launch [window makeKeyAndVisible]; } I wonder, how this can be a reason of a leak? I release newPostUIViewController in the dealloc method of PostItAppDelegate class. Any ideas how this could be explained?

    Read the article

  • how to delete contents from plist programmatically ?

    - by srikanth rongali
    I have a plist file. I want to delete the data from the plist. How can I do it programmatically ? My Plist have an array cells. cells is filled by dictionaries . Each dictionary is filled by string. I used the following way. NSString* plistPath1 = [[NSBundle mainBundle] pathForResource:@"details" ofType:@"plist"]; [cells removeObjectAtIndex:[clickedButtonPath row]]; NSMutableArray *array1 = [[NSMutableArray alloc] initWithCapacity:4]; array1 = cells; [array1 writeToFile:plistPath1 atomically: YES]; But the plist is not taking the changes. Thank you.

    Read the article

  • ObjC: Alloc instance of Class and performing selectors on it leads to __CFRequireConcreteImplementat

    - by Arakyd
    Hi, I'm new to Objective-C and I'd like to abstract my database access using a model class like this: @interface LectureModel : NSMutableDictionary { } -(NSString*)title; -(NSDate*)begin; ... @end I use the dictionary methods setValue:forKey: to store attributes and return these in the getters. Now I want to read these models from a sqlite database by using the Class dynamically. + (NSArray*)findBySQL:(NSString*)sql intoModelClass:(Class)modelClass { NSMutableArray* models = [[[NSMutableArray alloc] init] autorelease]; sqlite3* db = sqlite3_open(...); sqlite3_stmt* result = NULL; sqlite3_prepare_v2(db, [sql UTF8String], -1, &result, NULL); while(sqlite3_step(result) == SQLITE_ROW) { id modelInstance = [[modelClass alloc] init]; for (int i = 0; i < sqlite3_column_count(result); ++i) { NSString* key = [NSString stringWithUTF8String:sqlite3_column_name(result, i)]; NSString* value = [NSString stringWithUTF8String:(const char*)sqlite3_column_text(result, i)]; if([modelInstance respondsToSelector:@selector(setValue:forKey:)]) [modelInstance setValue:value forKey:key]; } [models addObject:modelInstance]; } sqlite3_finalize(result); sqlite3_close(db); return models; } Funny thing is, the respondsToSelector: works, but if I try (in the debugger) to step over [modelInstance setValue:value forKey:key], it will throw an exception, and the stacktrace looks like: #0 0x302ac924 in ___TERMINATING_DUE_TO_UNCAUGHT_EXCEPTION___ #1 0x991d9509 in objc_exception_throw #2 0x302d6e4d in __CFRequireConcreteImplementation #3 0x00024d92 in +[DBManager findBySQL:intoModelClass:] at DBManager.m:114 #4 0x0001ea86 in -[FavoritesViewController initializeTableData:] at FavoritesViewController.m:423 #5 0x0001ee41 in -[FavoritesViewController initializeTableData] at FavoritesViewController.m:540 #6 0x305359da in __NSFireDelayedPerform #7 0x302454a0 in CFRunLoopRunSpecific #8 0x30244628 in CFRunLoopRunInMode #9 0x32044c31 in GSEventRunModal #10 0x32044cf6 in GSEventRun #11 0x309021ee in UIApplicationMain #12 0x00002988 in main at main.m:14 So, what's wrong with this? Presumably I'm doing something really stupid and just don't see it... Many thanks in advance for your answers, Arakyd :..

    Read the article

  • Accessing XML data online?

    - by fuzzygoat
    I am just testing an app to get data off our web server, previously I had been using: NSURL, NSURLRequest, NSURLConnection etc. to get the data that I wanted. But I have just noticed that if I swap to using XML I can simply do the following and pass the results to NSXMLParser: NSURL *url = [NSURL URLWithString:@"https://www.fuzzygoat.com/turbine?nbytes=1&fmt=xml"]; Am I right in thinking that if your just after XML this is an acceptable method? It just seems strongly short compared to what I was doing before? gary

    Read the article

  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

    Read the article

  • using PHP to create multidimensional array from simple JSON array

    - by Michael Robinson
    I have a php query the returns the following JSON format from a table. [{"memberid":"18", "useridFK":"30", "loginName":"Johnson", "name":"Frank", "age":"23", "place":"School", }, It needs the following format: [{"memberid":"18" { "useridFK":"30", "loginName":"Johnson", "name":"Frank", "age":"23", "place":"School",} }, I was told in another question that PHP would work and it looks like "Transversing" might be appropriate, I'm looking to find out what to put in the Php before it returns the JASON. My Array.plist will look like the following: Root: Dictionary V Rows: Array V Item 0: Dictionary Title: String 18 V Children Array V Item 0 Dictionary Title String 30 etc. Thanks in advance.

    Read the article

  • where should we send notification for updating many views?

    - by Thanh-Cong Vo
    Hi all, I want to ask about software design. I have a task, the view controller handles UI event for calling a model manger to perform that task. After finishing, the model manager will callback to update the view. There have also other views who care about that task, and also want to update its own view when that task is finished. So I register a Notification for that task in each views. The problem is defining where should I send Notification, in Model manager or in the View who handles event and receives the callback from Model manager? What is better design? Shoud the model care about send this "common" task, or shoud the view? Thanks

    Read the article

  • Declaring CustomViewController?

    - by fuzzygoat
    I have noticed in some of my older apps that in situations where I have added a custom View Controller I have not changed the View Controller class in the application delegate. For example, below I have created a CustomViewController class but have declared viewController as UIViewController. @interface ApplicationAppDelegate: NSObject <UIApplicationDelegate> { UIWindow *window; UIViewController *viewController; } My question is, both work, but for correctness should I be writing this as follows: @class CustomViewController; @interface ApplicationAppDelegate: NSObject <UIApplicationDelegate> { UIWindow *window; CustomViewController *viewController; } gary

    Read the article

  • lazy loading images in UIScrollView

    - by idober
    I have an application the requires scrolling of many images. because I can not load all the images, and save it in the memory, I am lazy loading them. The problem is if I scroll too quickly, there are "black images" showing (images that did not manage to load). this is the lazy loading code: int currentImageToLoad = [self calculateWhichImageShowing] + imageBufferZone; [(UIView*)[[theScrollView subviews] objectAtIndex:0]removeFromSuperview]; PictureObject *pic = (PictureObject *)[imageList objectAtIndex:currentImageToLoad]; MyImageView *iv = [[MyImageView alloc] initWithFrame:CGRectMake(currentImageToLoad * 320.0f, 20.0f, 320.0f, 460)]; NSData *imageData = [NSData dataWithContentsOfFile:[pic imageName]]; [iv setupView:[UIImage imageWithData: imageData] :[pic imageDescription]]; [theScrollView insertSubview:iv atIndex:5]; [iv release]; this is the code inside scrollViewWillBeginDecelerating: [NSThread detachNewThreadSelector:@selector(lazyLoadImages) toTarget:self withObject:nil];

    Read the article

  • First Letter Section Headers with Core Data

    - by Cory Imdieke
    I'm trying to create a list of people sorted in a tableView of sections with the first letter as the title for each section - a la Address Book. I've got it all working, though there is a bit of an issue with the sort order. Here is the way I'm doing it now: NSFetchRequest *request = [[NSFetchRequest alloc] init]; [request setEntity:[NSEntityDescription entityForName:@"Contact" inManagedObjectContext:context]]; NSSortDescriptor *fullName = [[NSSortDescriptor alloc] initWithKey:@"fullName" ascending:YES]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:fullName, nil]; [request setSortDescriptors:sortDescriptors]; [fullName release]; [sortDescriptors release]; NSError *error = nil; [resultController release]; resultController = [[NSFetchedResultsController alloc] initWithFetchRequest:request managedObjectContext:context sectionNameKeyPath:@"firstLetter" cacheName:nil]; [resultController performFetch:&error]; [request release]; fullName is a standard property, and firstLetter is a transient property which returns - as you'd expect - the first letter of the fullName. 95% of the time, this works perfectly. The problem is the result controller expects these two "lists" (the sorted fullName list and the sorted firstLetter list) to match exactly. If I have 2 contacts like John and Jack, my fullName list would sort these as Jack, John every time but my firstLetter list might sort them as John, Jack sometimes as it's only sorting by the first letter and leaving the rest to chance. When these lists don't match up, I get a blank tableView with 0 items in it. I'm not really sure how I should go about fixing this issue, but it's very frustrating. Has anyone else run into this? What did you guys find out?

    Read the article

  • How to perform kCATransitionPush animation without any transparency / fade effects

    - by Anthony
    I'm trying to duplicate the "slide up from the bottom" animation that [UIViewController presentModalViewController:animated:] performs but without calling it because I don't want a modal view. The below core animation code comes very close but appears to be changing transparency values of the views during it. At the start of the animation you can partially see through the view sliding up. By the middle/end of the animation the view we are sliding over is fully transparent so we can see behind it. I'd like both to remain fully opaque during this animation. Any ideas on how to stop transparency changes in this code or to otherwise get the "slide up animation" I am looking for without requiring a modal view? UIViewController *nextViewController = [[UIViewController alloc] autorelease]; nextViewController.view.backgroundColor = [UIColor redColor]; CATransition *animation = [CATransition animation]; animation.duration = 3.5; animation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; animation.type = kCATransitionPush; animation.subtype = kCATransitionFromTop; [self.navigationController pushViewController:nextViewController animated:NO]; [self.navigationController.view.layer addAnimation:animation forKey:nil];

    Read the article

  • Updating UIView subclass contents

    - by Brett
    Hi; I am trying to update a UIView subclass to draw individual pixels (rectangles) after calculating if they are in the mandelbrot set. I am using the following code but am getting a blank screen: //drawingView.h ... -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); } ... //viewController.m ... - (void)viewDidLoad { [drawingView setX:10]; [drawingView setY:10]; [drawingView setR:0.0]; [drawingView setG:0.0]; [drawingView setB:0.0]; [super viewDidLoad]; [drawingView setNeedsDisplay]; } Once I figure out how to display one pixel, I'd like to know how to go about updating the view by adding another pixel (once calculated). Once all the variables change, how do I keep the current view as is but add another pixel? Thanks, Brett

    Read the article

  • How can I fill a rect with an alpha color using CoreGraphics?

    - by Rits Plasman
    In my drawRect method, I am drawing a PNG image. On top of that, I want to draw a rect with a 20% alpha color, like this: [[UIColor colorWithWhite:0.0 alpha:0.2] set]; UIRectFill(rect); The problem is, that the alpha property seems to get ignored. No alpha is applied at all, just a black rectangle is drawn. How can I fix this? Thanks in advance!

    Read the article

  • Error: CLLocationManager headingAvailable

    - by Bubu4711
    I have the following code: In my .h-Header-File: #import <UIKit/UIKit.h> #import <CoreLocation/CoreLocation.h> @interface Compass : UIViewController <CLLocationManagerDelegate> { [...] CLLocationManager *locationManager; } [...] @property(nonatomic, retain) CLLocationManager *locationManager; @end And my .m-File: #import "[FILENAME].h" [...] @synthesize locationManager; - (void)viewDidLoad { [super viewDidLoad]; self.locationManager = [[[CLLocationManager alloc] init] autorelease]; if(locationManager.headingAvailable == NO) { [...] } [...] } And I get the following error Message for "locationManager.headingAvailable": error:request for member 'headingAvailable' in something not a structure or union I've added the CoreLocation framework to my app... Who can help me?

    Read the article

  • CCLabelAtlas setString doesn't update label

    - by JonnyFunFun
    Hello! I have a CCLabelAtlas that I have on a layer to display the current score within my game...the problem that I am having with it is that it does not update when I use [scoreLabel setString:]. Here's how I have it laid out: In the header: @interface GameScene : CCLayer { ... CCLabelAtlas* scoreLabel; } And in the init: scoreLabel = [[CCLabelAtlas alloc] initWithString:@"0" charMapFile:@"scoreCharMap.png" itemWidth:6 itemHeight:8 startCharMap:'.']; [scoreLabel setPosition:ccp(105, 414)]; [self addChild:scoreLabel z: 6]; scoreCharMap.png is a custom map that includes ./0123456789 of my desired font. When the score is changed, I attempt to do this to get the label to update with the current score: NSString* str = [[NSString alloc] initWithFormat:@"%d", [[GameRunner sharedInstance] currentScore]]; [scoreLabel setString: str]; [str release]; [scoreLabel draw]; Problem is that it doesn't ever update - it just sits there and displays 0. I know for a fact due to breakpoints and debugging that setString is being called, and that the string that it should be displaying is correct - but it just doesn't update. Hard-coding the value and saying [scoreLabel setString:@"1234"] does nothing, either. What am I doing wrong here? I am using Cocos2d 0.99 - thanks in advance!

    Read the article

< Previous Page | 474 475 476 477 478 479 480 481 482 483 484 485  | Next Page >