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  • UIViewController takes up entire screen in Interface Builder

    - by Sheehan Alam
    I have a NIB with a UIView that contains some UILabels, UIButtons etc. and a UIViewController that is loading a detached NIB. I want the UIViewController to be positioned below my UIView, but whenever I add it in Interface Builder it takes up the whole screen, and my UIView becomes part of the UIViewController. How can I make sure UIViewController appears below the UIView?

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  • Disable link in UIWebView in appearance and function

    - by Peter
    Hello, I wish to disable the href links on a UIWebView. First, I want the look of the link to change so the user doesn't think it is clickable. Second, I want the actual link to not be able to be tapped. I do not want to try webView:shouldStartLoadWithRequest:navigationType: since that not change the appearance of my links. I found this answer: Disabling visible links in UIWebView But the above hasn't worked for me. This is my code: NSString* s=[[NSString alloc] initWithFormat:@"for (a in document.getElementsByTagName(\"a\")) {a.href = \"\";}"]; [myWebView stringByEvaluatingJavaScriptFromString:s]; I've been working on this for hours, any suggestions are appreciated! Thanks!

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  • Question about memory usage

    - by sudo rm -rf
    Hi there. I have the following method: +(NSMutableDictionary *)getTime:(float)lat :(float)lon { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSMutableDictionary *dictionary = [[NSMutableDictionary alloc] init]; [dictionary setObject:hour forKey:@"hour"]; [dictionary setObject:minute forKey:@"minute"]; [dictionary setObject:ampm forKey:@"ampm"]; return dictionary; } A lot of the method is chopped off, so I think I need the pool for some other stuff in the method. Here's my question. I know that I need to release the following objects: [dictionary release]; [pool release]; However, I can't release the dictionary before I return it, but as soon as I return it the rest of the method isn't performed. What should I do?

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  • UISearchBar Not appearing

    - by joec
    Hi I have view controller, into the view i have put a table view, and a search bar into the table's header... the search bar is not showing up, just the empty table view. Do i need to do something additional? I'm pretty sure its to do with the view outlet of the UIViewController, set to View... Thanks

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • novice needing help on shuffeling an array

    - by steffen Myklebust
    Please help a TOTAL beginner.! I found this post: http://stackoverflow.com/questions/56648/whats-the-best-way-to-shuffle-an-nsmutablearray And as i try to deploy this in my own code, I cant get it working... :-( Can anyone help me to resolve this code? To me it looks like the shuffle function is not called..? here is my code: // // shuffle2ViewController.h // shuffle2 #import @interface shuffle2ViewController : UIViewController { NSMutableArray *puzzles; int *randomSort; } - (void)shuffle; @end //============================= // shuffle2ViewController.m ´#import "shuffle2ViewController.h" @implementation shuffle2ViewController (void)viewDidLoad { [super viewDidLoad]; NSMutableArray *puzzles = [NSMutableArray arrayWithObjects:@"1",@"2",@"3", @"4",@"5",@"6",@"7",@"8",@"9", @"10",@"11",@"12", nil]; // Call the shuffle function [self shuffle]; // print to log int i; NSLog(@"NEW OLD"); NSLog(@"================="); for (i = 0; i < 12; ++i) NSLog(@" %2i %@", i + 1, [puzzles objectAtIndex:i]); } int randomSort(id obj1, id obj2, void *context ) { // returns random number -1 0 1 return (random()%3 - 1); } (void)shuffle { // call custom sort function [puzzles sortUsingFunction:randomSort context:nil]; } Giving this result: NEW OLD ================= 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12

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  • unclear use of @property in window app using core data

    - by Matt
    Looking through a Window based application ive used to experiment with as a way of getting my head around core data, ive noticed that the appdelegate has the following code myAppDelegate.h #import <UIKit/UIKit.h> #import <CoreData/CoreData.h> @interface iCaptureFreeAppDelegate : NSObject <UIApplicationDelegate> { NSManagedObjectModel *managedObjectModel; NSManagedObjectContext *managedObjectContext; NSPersistentStoreCoordinator *persistentStoreCoordinator; UIWindow *window; UITabBarController *tabBarController; } myAppDelegate.m #import "myAppDelegate.h" @interface iCaptureFreeAppDelegate (PrivateCoreDataStack) @property (nonatomic, retain, readonly) NSManagedObjectModel *managedObjectModel; @property (nonatomic, retain) NSManagedObjectContext *managedObjectContext; @property (nonatomic, retain, readonly) NSPersistentStoreCoordinator *persistentStoreCoordinator; @end @implementation iCaptureFreeAppDelegate @synthesize window, tabBarController; // code .... // - (NSManagedObjectContext *) managedObjectContext { } - (NSManagedObjectModel *)managedObjectModel { } - (NSPersistentStoreCoordinator *)persistentStoreCoordinator { } // etc..... i want to understand a few things about what this project is doing why the properties in the category declaration? (if i delete the privateCoreDataStack category everything still works...) why the properties appear to be linked with the methods in the implementation ... managedObjectContext {} etc why the members in the .h file have the same name as the properties and the methods why code completion lets me use dot '.' to access the members but then fails on compilation say it cant find a getter thanks !

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  • How to check if a BOOL is null?

    - by Sheehan Alam
    Is there a way I can check to see if a value is NULL/Nil before assigning it to a BOOL? For example, I have a value in a NSDictionary that can be either TRUE/FALSE/NULL mySTUser.current_user_following = [[results objectForKey:@"current_user_following"]boolValue]; When the value is NULL I get the following error *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSNull boolValue]: unrecognized selector sent to instance I would like to be able to handle the NULL case.

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  • UISegmentedControl - how to toggle between 2 UITableViews

    - by embedded
    I have a tab bar based application. What is the best way to toggle between 2 different UITableView views? Should I use a wrapper view and add those 2 views to it and depending on which segment was chosen I will show the correct view? Using only one tableView will not work because the layout is different between those 2 tableviews. Thanks

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  • Problem with accessing classes from another class.

    - by srikanth rongali
    I have a classA, classB,classC. I have another class classABC; All are CCLayer inherited. I need to call all the classA, classB, classC from classABC. #import <Foundation/Foundation.h> #import "cocos2d.h" @interface classABC : CCLayer { classA *aClass; } @property(nonatomic, retain)classA *aClass; @end #import "classABC" #import "classA.h" #import "classB.h" #import "classC.h" @implementation classABC -(id)init { if( (self = [super init]) ) { ClassA *aClass = [[ClassA alloc]init]; CCScene *aClassS = [CCScene node]; CCLayer * aClassL = [aClass node]; [aClassS addChild: aClassL]; [[CCDirector sharedDirector] setAnimationInterval:60.0/60]; [[CCDirector sharedDirector] replaceScene: aClass]; } return self; } @end But I am not getting the classA displayed. How should I do it ? Thank You.

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  • If my application doesn't use a lot of memory, can I ignore viewDidUnload:?

    - by iPhoneToucher
    My iPhone app generally uses under 5MB of living memory and even in the most extreme conditions stays under 8MB. The iPhone 2G has 128MB of RAM and from what I've read an app should only expect to have 20-30MB to use. Given that I never expect to get anywhere near the memory limit, do I need to care about memory warnings and setting objects to nil in viewDidUnload:? The only way I see my app getting memory warnings is if something else on the phone is screwing with the memory, in which case the entire phone would be acting silly. I built my app without ever using viewDidUnload:, so there's more than a hundred classes that I'd need to inspect and add code to if I did need to implement it.

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  • Xcode: Is there a location/flag to prevent a Class from compiling?

    - by Meltemi
    Is there a place (or flag) in Xcode for files that you don't want to compile? There are some classes that are/may become part of a project but currently won't compile. The main project doesn't link to them but Xcode still tries to compile them. Is there a way to prevent blocking the rest of project from compiling until these new Classes are "ready"?

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  • UILabel with custom font displays *wrong* custom font

    - by winsmith
    I'm using this method to embed custom fonts in my iPhone app. The embedding works: When I run the following code, the fonts are listed. (Currently, I'm embedding all family members of Myriad Pro in OTF format) for( NSString *familyName in [UIFont familyNames] ){ for( NSString *fntName in [UIFont fontNamesForFamilyName:familyName] ){ NSLog(@"%@", fntName); }} When I try to set the font of a label to MyriadPro or MyriadPro-Bold, this works just as expected. However, when I set the font to MyriadPro-BoldCond, the label is still set in MyriadPro-Bold instead of the condensed version. (The font names are correct, I checked.) My Code: [recommendationLabel setFont:[UIFont fontWithName:@"MyriadPro-BoldCond" size:140]]; recommendationLabel.adjustsFontSizeToFitWidth = YES; What's the deal?

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  • Very simple test view in MonoTouch draws a line using Core Graphics but view content is not shown

    - by Krumelur
    Hi, I give up now on this very simple test I've been trying to run. I want to add a subview to my window which does nothing but draw a line from one corner of the iPhone's screen to the other and then, using touchesMoved() it is supposed to draw a line from the last to the current point. The issues: 1. Already the initial line is not visible. 2. When using Interface Builder, the initial line is visible, but drawRect() is never called, even if I call SetNeedsDisplay(). It can't be that hard...can somebody fix the code below to make it work? In main.cs in FinishedLaunching(): oView = new TestView(); oView.AutoresizingMask = UIViewAutoresizing.FlexibleWidth | UIViewAutoresizing.FlexibleHeight; oView.Frame = new System.Drawing.RectangleF(0, 0, 320, 480); window.AddSubview(oView); window.MakeKeyAndVisible (); The TestView.cs: using System; using MonoTouch.UIKit; using MonoTouch.CoreGraphics; using System.Drawing; using MonoTouch.CoreAnimation; using MonoTouch.Foundation; namespace Test { public class TestView : UIView { public TestView () : base() { } public override void DrawRect (RectangleF area, UIViewPrintFormatter formatter) { CGContext oContext = UIGraphics.GetCurrentContext(); oContext.SetStrokeColor(UIColor.Red.CGColor.Components); oContext.SetLineWidth(3.0f); this.oLastPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oLastPoint.Y; this.oCurrentPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oCurrentPoint.Y; oContext.StrokeLineSegments(new PointF[] {this.oLastPoint, this.oCurrentPoint }); oContext.Flush(); oContext.RestoreState(); Console.Out.WriteLine("Current X: {0}, Y: {1}", oCurrentPoint.X.ToString(), oCurrentPoint.Y.ToString()); Console.Out.WriteLine("Last X: {0}, Y: {1}", oLastPoint.X.ToString(), oLastPoint.Y.ToString()); } private PointF oCurrentPoint = new PointF(0, 0); private PointF oLastPoint = new PointF(320, 480); public override void TouchesMoved (MonoTouch.Foundation.NSSet touches, UIEvent evt) { base.TouchesMoved (touches, evt); UITouch oTouch = (UITouch)touches.AnyObject; this.oCurrentPoint = oTouch.LocationInView(this); this.oLastPoint = oTouch.PreviousLocationInView(this); this.SetNeedsDisplay(); } } }

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  • Best practice - Accessing preferences globally

    - by JK
    User preferences for my app is store in NSUserDefaults. This includes a "theme" preference, which needs to be accessed frequently by multiple classes. I would prefer not to call "[[NSUserDefaults standardUserDefaults] objectForKey:..." repeatedly as it makes for inconcise code and I assume will incur overhead. What is the preferred and most concise method for accessing preferences in any class?

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  • Core data fetch only returns unique managed objects

    - by JK
    I execute a core data fetch which specifies a predicate as follows: NSPredicate *predicate = [NSPredicate predicateWithFormat:@"identifier IN %@", favoritesIDs]; When there are duplicate items in the favoriteIDs array, the fetch request only returns 1 managed object. How can I ensure that more than one instance is fetched? Thank you.

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  • Detect if NSString contains a URL and generate a "link" to open inside the app a Safari View

    - by Cy
    I have am reading a twitter feed in my iPhone application and can do it correctly, but I'd like to evolve it in a way to detect if the whole NSString contains any URL or URLs and create a "link" that will open a UIWebView within the same application. Can you guide me on how to perform this task? -(void) setTextTwitter:(NSString *)text WithDate:(NSString*)date { [text retain]; [textTwitter release], textTwitter = nil; textTwitter = text; [date retain]; [dateTwitter release], dateTwitter = nil; dateTwitter = date; [self setNeedsDisplay]; }

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • Returning back to the viewController with segues

    - by umar
    This is my Hierarchy Navigation Controller --> Login Controller View --- > Register Controller View --> My Small Internal LeaderBoard View Now I am using segues (Push) to go to either LoginControllerView or LeaderBoardView Once I am on LoginControllerView and then RegisterControllerView I am using this code [self dismissViewControllerAnimated:YES completion:nil] However instead of returning me to LoginControllerView it is returning me back to NavigationController. How can I return to my LoginController

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  • How to invert arrow image placed before the first cell when tableview cells are swiped beyond first

    - by neha
    Hi all, In my application, I need to add this functionality that there should be an arrow image upside down placed before first cell and some text like "Pull down to refresh" and when user pulls the table beyond this then this arrow gets inverted and text changes to "Release to refresh" and when the user releases his finger, the data is refreshed and rows get added to that point So now this initial arrow and text moves upwards before the first cell again. Can anybody tell me wheather there's any event that does this? Or else which event I need to capture in order to add this functionality? Thanks in advance.

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