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  • NSStream on Background didn't call

    - by Iphone Developer
    - (void)applicationDidEnterBackground:(UIApplication *)application { NSOutputStream *outputStream; NSInputStream *inputStream; dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{ [inputStream setDelegate:self]; [outputStream setDelegate:self]; [inputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes]; [outputStream scheduleInRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes]; [app endBackgroundTask:bgTask]; bgTask = UIBackgroundTaskInvalid; }); } Input,OutputStream delegate didn't call.What i am doing wrong.

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  • NSOutlineView with Drag and Drop

    - by bob
    I read the other post here on Outlineviews and DND, but I can't get my program to work. At the bottom of this post is a link to a zip of my project. Its very basic with only an outlineview and button. I want it to receive text files being dropped on it, but something is wrong with my code or connections. I tried following Apple's example code of their NSOutline Drag and Drop, but I'm missing something. 1 difference is my program is a document based program and their example isn't. I set the File's Owner to receive delegate actions, since that's where my code to handle drag and drop is, as well as a button action. Its probably a simple mistake, so could someone please look at it and tell me what I'm doing wrong? Here is a link to the file: http://www.4shared.com/file/or1A7aHk/OutlineDragDrop.html

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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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  • Custom UIView using CALayers disappears after 180º rotation or navigation controller pop

    - by Steve Madsen
    I have a created a custom UIView subclass that is exhibiting some strange behavior. It is a spinning wheel selector, and for performance reasons it is drawn entirely into two CALayer instances. The bottom layer is the wheel itself, which is rotated using setAffineTransform: according to touches. The top layer is eye candy. drawRect: is fairly simple. If the control hasn't been drawn yet (or it's been invalidated), it calls a method that creates the images and assigns them to the layer contents property. - (void) drawRect:(CGRect)rect { if (imageLayer == nil) { [self drawIntoImageLayer]; } [self updateWheelRotation]; } When the view controller using this view first appears, everything is fine. There are two instances where the view completely disappears, however: If the device is rotated a full 180°. After a view controller is popped off the navigation stack and the view becomes visible again. drawRect: is not called either time. Interestingly enough, it IS called after a 90° orientation change, and that causes the view to re-appear. How can I ensure that a custom view using CALayers is redrawn properly in these situations?

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  • Navigation Items in UITableViewController are not appearing?

    - by Sheehan Alam
    I am displaying a UITableViewController inside of a UITabBarController that is being presented modally: -(IBAction)arButtonClicked:(id)sender{ //this is a uitableviewcontroller ARViewController* arViewController = [[[ARViewController alloc] initWithNibName:@"ARViewController" bundle:nil]autorelease]; LeaderBoardTableViewController* lbViewController = [[[LeaderBoardTableViewController alloc] initWithNibName:@"LeaderBoardTableViewController" bundle:nil]autorelease]; lbViewController.title = @"Leaderboard"; arTabBarController = [[UITabBarController alloc] initWithNibName:nil bundle:nil]; arTabBarController.viewControllers = [NSArray arrayWithObjects:arViewController, lbViewController, nil]; arTabBarController.selectedViewController = arViewController; [self presentModalViewController:arTabBarController animated:YES]; } In my viewDidLoad for arViewController method I am setting the navigation items: - (void)viewDidLoad { [super viewDidLoad]; // Uncomment the following line to preserve selection between presentations. self.clearsSelectionOnViewWillAppear = NO; self.title = @"AR"; leaderBoardButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemOrganize target:self action:@selector(leaderBoardButtonClicked:)]; self.navigationItem.rightBarButtonItem = leaderBoardButton; } My navigation bar doesn't appear when it is inside of the UITabBarController, but when I push the view itself I am able to see it. What am I missing?

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  • UIAlertView crashing on undocumented method

    - by morticae
    Our app has been crashing with a frequency of roughly 1 in 1,500 launches due to a bug that is proving elusive. The relevant portion of the stack trace is included. It's being fired as a callback so I have no reference for where it's occurring in my own code. It looks like what's going on is there is a UIViewAnimationState object that is calling UIAlertView's private method (_popoutAnimationDidStop:finished:). Only problem is, it appears the UIAlertView has been dealloced by this point. I don't do anything weird with alert views. I throw them up, and I wait for user input. They are all shown before being released. Anyone encountered this? At this point, I'm leaning toward it being an Apple bug. Thread 0 Crashed: 0 libobjc.A.dylib 0x3138cec0 objc_msgSend + 24 1 UIKit 0x326258c4 -[UIAlertView(Private) _popoutAnimationDidStop:finished:] 2 UIKit 0x324fad70 -[UIViewAnimationState sendDelegateAnimationDidStop:finished:] 3 UIKit 0x324fac08 -[UIViewAnimationState animationDidStop:finished:] 4 QuartzCore 0x311db05c run_animation_cal lbacks

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  • Adding a button inside an image.

    - by iSharreth
    CGRect frame = CGRectMake(round((self.view.bounds.size.width - kImageWidth) / 2.0), kTopPlacement, kImageWidth, kImageHeight); self.containerView = [[[UIView alloc] initWithFrame:frame] autorelease]; [self.view addSubview:self.containerView]; // create the initial image view frame = CGRectMake(0.0, 0.0, kImageWidth, kImageHeight); self.mainView = [[[UIImageView alloc] initWithFrame:frame] autorelease]; self.mainView.image = [UIImage imageNamed:imagePath]; I want to put a button inside mainview.image. How can I do it? Any help will be greatly appreciated.

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  • UIViewController dismissModalViewControllerAnimated: causes main window to disappear

    - by Jim
    I want to present a modal mail dialogue like so in the iPad app: MFMailComposeViewController* picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [picker setSubject:title]; [picker setMessageBody:[NSString stringWithFormat:[self emailBody], title, [link absoluteString]] isHTML:YES]; [self.viewController presentModalViewController:picker animated:YES]; The following delegate is called when the user sends/cancels: - (void) mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { [self.viewController dismissModalViewControllerAnimated:YES]; } This works great in portrait mode. In landscape mode the right hand pane of the UISplitViewController completely disappears.

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  • Core Audio on iPhone - any way to change the microphone gain (either for speakerphone mic or headpho

    - by Halle
    After much searching the answer seems to be no, but I thought I'd ask here before giving up. For a project I'm working on that includes recording sound, the input levels sound a little quiet both when the route is external mic + speaker and when it's headphone mic + headphones. Does anyone know definitively whether it is possible to programmatically change mic gain levels on the iPhone in any part of Core Audio? If not, is it possible that I'm not really in "speakerphone" mode (with the external mic at least) but only think I am? Here is my audio session init code: OSStatus error = AudioSessionInitialize(NULL, NULL, audioQueueHelperInterruptionListener, r); [...some error checking of the OSStatus...] UInt32 category = kAudioSessionCategory_PlayAndRecord; // need to play out the speaker at full volume too so it is necessary to change default route below error = AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(category), &category); if (error) printf("couldn't set audio category!"); UInt32 doChangeDefaultRoute = 1; error = AudioSessionSetProperty (kAudioSessionProperty_OverrideCategoryDefaultToSpeaker, sizeof (doChangeDefaultRoute), &doChangeDefaultRoute); if (error) printf("couldn't change default route!"); error = AudioSessionAddPropertyListener(kAudioSessionProperty_AudioRouteChange, audioQueueHelperPropListener, r); if (error) printf("ERROR ADDING AUDIO SESSION PROP LISTENER! %d\n", (int)error); UInt32 inputAvailable = 0; UInt32 size = sizeof(inputAvailable); error = AudioSessionGetProperty(kAudioSessionProperty_AudioInputAvailable, &size, &inputAvailable); if (error) printf("ERROR GETTING INPUT AVAILABILITY! %d\n", (int)error); error = AudioSessionAddPropertyListener(kAudioSessionProperty_AudioInputAvailable, audioQueueHelperPropListener, r); if (error) printf("ERROR ADDING AUDIO SESSION PROP LISTENER! %d\n", (int)error); error = AudioSessionSetActive(true); if (error) printf("AudioSessionSetActive (true) failed"); Thanks very much for any pointers.

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  • problem in adding data to an array in Objective-C!!!

    - by anurag
    I am grappling with adding an NSData object to a NSMutable array. The code is executing fine but it is not adding the objects in the array.The code is as follows: NSData * imageData = UIImageJPEGRepresentation(img, 1.0); int i=0; do{ if([[tempArray objectAtIndex:i] isEqual:imageData]) { [tempArray removeObjectAtIndex:i]; } else { [tempArray addObject:imageData]; //NSLog(@"ANURAG %@",[tempArray objectAtIndex:0]); } }while(i<[tempArray count]) ; The NSLog statement shows the object added is null however the value of imageData is not null. I have defined the tempArray as a static memeber of the class in which this code is written. Is it because of the size of the data object as it is the data of an image????

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  • Pre-drawing a UIView

    - by LK
    There is information that is only available after drawRect that I need to access when loading a UIView. Is there any way to do a "pre-draw" or offscreen in order to get this information earlier?

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  • Items mixed up after scrolling in UITableView

    - by jean
    When I scroll in my UITableView, the cells become mixed up. What am I doing wrong? This is my method: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } [cell insertSubview:[itemArray objectAtIndex:indexPath.row] atIndex:indexPath.row]; return cell; } Update It now works by using cell.contentView, but now when I select an item, the selected one is overlayed with the content of a different cell...

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  • Multiple NSURLDownloads with Progress

    - by David Schiefer
    Hello, I'm trying to build a small app which allows downloading of multiple files at the same time while displaying them in a custom NSTableView. This works, i've done this by using an NSEnumerator, but I struggle at getting the progress right. It's calculated correctly, but it's not done individually for every download, instead they're added up. The way I've tried to set the subtitles containing the progress is by loading them into a separate array and then inserting/replacing objects containing the progress, but here I run into another problem - I don't know how to get the index of the object that's being downloaded, so I can't differentiate between the progresses. I hope you understand what I mean :P I've uploaded the source code to my server, I'd be really grateful if someone could have a look and help me out: http://web.me.com/david.schiefer/MyController.m

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  • Iphone SDk inString Function

    - by Skeep
    Hi All, Im trying to write a method that will pull out the ID from a URI String. My code below seems inefficient, what would be a better way of finding the id string? NSString *aID = [[[NSString alloc] initWithString:@"http://www.example.com/id368907840?mt=8&uo=4"] autorelease]; NSArray *arrStr = [aID componentsSeparatedByString:@"/id"]; aID = [arrStr objectAtIndex:1]; arrStr = [aID componentsSeparatedByString:@"?mt="]; aID = [arrStr objectAtIndex:0]; The above leaves me with the NSString = 368907840

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  • Why would delaying a thread response fix view corruption?

    - by Beth S
    6 times out of 10 my very simple iPhone app is getting a corrupted display on launch or crashes randomly. But it behaves fine in the simulator. The display corruption looks like mis-colored fonts, out of place font text, wrong background colors, etc. I've found a strange work-around.. when my thread delays by 2 seconds before calling the "done" notification, everything works swimmingly. The thread reads a web page and the "done" notification loads up a PickerView with strings. So what gives? Can I not safely initiate a threaded task from viewDidLoad? - (void) loadWebPage:(NSString *)urlAddition { NSAutoreleasePool *subPool = [[NSAutoreleasePool alloc] init]; NSString *pageSource; NSError *err; NSString *urlString = [NSString stringWithString:@"http://server/%@", urlAddition]; pageSource = [NSString stringWithContentsOfURL:[NSURL URLWithString: urlString] encoding:NSUTF8StringEncoding error:&err]; [NSThread sleepForTimeInterval:2.0]; // THIS STOPS THE DISPLAY CORRUPTION [[NSNotificationCenter defaultCenter] postNotificationName:@"webDoneNotification" object:nil]; [subPool drain]; } - (void) webDoneNotification: (NSNotification *)pNotification { [mediaArray release]; mediaArray = [[NSArray arrayWithObjects: [NSString stringWithString:@"new pickerview text"], nil] retain]; [mediaPickerView reloadAllComponents]; [mediaPickerView selectRow:0 inComponent:0 animated:NO]; } - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { mediaArray = [[NSArray arrayWithObjects: [NSString stringWithString:@"init pickerview text"], nil] retain]; if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; } - (void)viewDidLoad { [super viewDidLoad]; myWebThread = [[WebThread alloc] initWithDelegate:self]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(webDoneNotification:) name:@"webDoneNotification" object:nil]; [myWebThread performSelectorInBackground:@selector(loadWebPage:) withObject:@""]; } Thanks! Update: Even a delay of 0.1 seconds is enough to completely fix the problem.

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  • Network Connection NSNotification for OSX?

    - by Andrew
    I simply need to have a notification post when a valid IP address is assigned. I have tried polling via SCReachability, but that seems to be inefficient. Any suggestions? This seems like it should be simple, but I've been struggling for several hours to get anything working.

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  • AppDelegate viewController memory leak?

    - by fuzzygoat
    I am just curious with regards to the correct way to create a view controller programatically. When I compile this code with the static analyser I get a leak (as you would expect) from the alloc. Should I just leave it as it needs to stay until the app exits anyways, or is there a cleaner way? - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { NSLog(@"UIApplication application:"); RectViewController *myController = [[RectViewController alloc] init]; [window addSubview:[myController view]]; [window makeKeyAndVisible]; return YES; } cheers Gary

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  • Popup NSColorPanel?

    - by MT
    Hi, Is it possible to make an NSColorPanel 'Pop Up', almost like a popup menu, from the NSColorWell? I don't like how it's implemented as a palette, as it's sometimes not obvious which NSColorWell it's associated with. Thanks! MT

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  • Why are alloc and init called separately in Objective-C?

    - by André Hoffmann
    Note: I'm relatively new to Objective-C and am coming from Java and PHP. Could someone explain to me why I always have to first allocate and then initialize an instance? Couldn't this be done in the init methods like this: + (MyClass*)init { MyClass *instance = [MyClass alloc]; [instance setFoo:@"bla"]; return instance; } + (MyClass*)initWithString:(NSString*)text { MyClass *instance = [MyClass init]; [instance setFoo:text]; return instance; } ... Is this just a relict from the old C days or is there something that I'm not seeing? I know this isn't a problem as I could as well always call alloc and init, but since it's a bit tedious I'd like to at least know why I'm doing it. I'm liking the expressiveness of the language so far, but this is something that I want to fully understand in order to think the Objective-C way. Thank you!

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  • Debugging unexpected error message - possible memory management problem?

    - by Ben Packard
    I am trying to debug an application that is throwing up strange (to my untutored eyed) errors. When I try to simply log the count of an array... NSLog(@"Array has %i items", [[self startingPlayers] count]); ...I sometimes get an error: -[NSCFString count]: unrecognized selector sent to instance 0x1002af600 or other times -[NSConcreteNotification count]: unrecognized selector sent to instance 0x1002af600 I am not sending 'count' to any NSString or NSNotification, and this line of code works fine normally. A Theory... Although the error varies, the crash happens at predictable times, immediately after I have run through some other code where I'm thinking I might have a memory management issue. Is it possible that the object reference is still pointing to something that is meant to be destroyed? Sorry if my terms are off, but perhaps it's expecting the array at the address it calls 'count' on, but finds another previous object that shouldn't still be there (eg an NSString)? Would this cause the problem? If so, what is the most efficient way to debug and find out what is that address? Most of my debugging up until now involves inserting NSLogs, so this would be a good opportunity to learn how to use the debugger.

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  • How to customize the appearance of a tab bar?

    - by Dan Harrelson
    I am looking to customize the appearance of a tab bar. Specifically I want to: Change the default tabBar color Add a custom image on top of the tabBar Add custom images to tabBarButtons Change the font of tabBarButtons In a nutshell, I want all of the functionality of a tab bar but with a completely custom look. Should I start subclassing elements, or using categories or what?

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  • How to make a big switch control structure with variable check values?

    - by mystify
    For example, I have a huge switch control structure with a few hundred checks. They're an animation sequence, which is numbered from 0 to n. Someone said I can't use variables with switch. What I need is something like: NSInteger step = 0; NSInteger i = 0; switch (step) { case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; case i++: // do stuff break; } The point of this is, that the animation system calls a method with this big switch structure, giving it a step number. I want to be able to simply cut-copy-paste large blocks and put them in a different position inside the switch. for example, the first 50 blocks to the end. I could do that easily with a huge if-else structure, but it would look ugly and something tells me switch is much faster. How to?

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