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  • Efficient coding in Visual Studio (or another IDE), with touch typing

    - by cheeesus
    Moving the cursor to another position in code is one of the most frequent actions when coding. I don't write my programs from the beginning to the end, like a letter. However, moving the cursor requires me to move my right hand to the key arrows or to the mouse, which feels like an interruption to my writing rhythm, since I'm using touch typing. I want my hands to rest on the keyboard. It's difficult to explain what I mean, but I think every coder using touch typing knows what I mean. I tried many things, like defining some shortcuts as surrogate arrow keys (Shift+Alt+J, K, L, I), or buying a keyboard with a Trackpoint, Trackpad, or Trackball on it, but I have not yet found a satisfying solution to the problem. What is the best solution you know of, regardless of which IDE you use? Edit: Thank you for your answers. I am using a lot of shortkeys, but I think using a Vim plugin in Visual Studio would interfere too much with the shortkeys I am used to. Also, I have a keyboard with a built-in mouse, but I'm still looking for a better solution.

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  • Best multi-platform mobile development tool, or use iPhone tools?

    - by Jesse Millikan
    I may be building a mobile app for a client soon. Their primary focus is the iPhone, but my boss would like to be able to target multiple platforms if it's feasible. The app will probably be a large but technically simple business application backed by a web service. So, here's the question as I see it: What is currently the strongest cross-platform mobile development tool that supports iOS? Would you choose it over native development tools? If you choose native, contrast it with a cross-platform tool you've used. In addition, For a project of the type we're expecting, what's the level of effort for your chosen tool versus other tools? What's the actual level of support of the tool for other platforms and their unique look and feel, capabilities, etc.? How thorough is the documentation of the product? How well do you like the development experience itself, e.g. the language, tools, documentation? Is it something you would choose to do long-term? I'll put a bounty out unless I get fantastic answers.

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  • How can I improve the "smoothness" of a 2D side-scrolling iPhone game?

    - by MrDatabase
    I'm working on a relatively simple 2D side-scrolling iPhone game. The controls are tilt-based. I use OpenGL ES 1.1 for the graphics. The game state is updated at a rate of 30 Hz... And the drawing is updated at a rate of 30 fps (via NSTimer). The smoothness of the drawing is ok... But not quite as smooth as a game like iFighter. What can I do to improve the smoothness of the game? Here are the potential issues I've briefly considered: I'm varying the opacity of up to 15 "small" (20x20 pixels) textures at a time... Apparently varying the opacity in this manner can degrade drawing performance I'm rendering at only 30 fps (via NSTimer)... Perhaps 2D games like iFighter are rendered at a higher frame rate? Perhaps the game state could be updated at a faster rate? Note the acceleration vales are updated at 100 Hz... So I could potentially update part of the game state at 100 hz All of my textures are PNG24... Perhaps PNG8 would help (due to smaller size etc)

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  • touch detection of non-rectangular sprites (cocos2d)

    - by hogni89
    What is the correct way to implement a non-rectangular sprite in Cocos2d? I am working on a jigsaw puzzle. And therefor do our sprites have some strange forms (Jigsaw puzzle bricks). As of now, we have implemented the "detect" this way: - (void)selectSpriteForTouch:(CGPoint)touchLocation { CCSprite * newSprite = nil; // Loop array of sprites for (CCSprite *sprite in movableSprites) { // Check if sprite is hit. // TODO: Swap if with something better. if (CGRectContainsPoint(sprite.boundingBox, touchLocation)) { newSprite = sprite; break; } } if (newSprite != selSprite) { // Move along, nothing to see here // Not the problem } } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; [self selectSpriteForTouch:touchLocation]; return TRUE; } I know that the problem is in the keyword "sprite.boundingBox". Is there a better way of implementing this, OR is it a limit when using sprites based on .png's? If so, how should I proceed? I'm new to iPhone and game development :D

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  • Ubuntu for Phones / Touch vs Android, IOS and BlackBerry OS

    - by Ome Noes
    Currently I have a LG Google Nexus 4 with lots of issues because of the latest android 4.3 update. Since the update my battery drains within 7 hours when in it's standby / idle and even faster when I use it normaly! Before the Nexus 4 I had an Iphone but got sick of IOS because for me it's to much of a closed operating system and I dislike having to work with either Windows or Itunes. At this point neither Google or LG is willing to provide me (and all the others that have similar Nexus 4 problems) with a solution or even a reaction... Also i'm not very fond of the idea that the NSA (and maybe others) can and is currently monitoring millions of Android, IOS and BlackBerry OS devices all over the world. Since i've been using Ubuntu now very happily for almost 5 years I see Ubuntu for Phones / Touch as the only remedy for all this BS. Please be so kind to let me know when you will have a fully functioning version of your Ubuntu for Phones / Touch ready for consumer use. I'm realy sad that the Ubuntu Edge campaign didn't work out and hope to see lots and lots of future smartphones outfitted with Ubuntu a.s.a.p.! Keep up the good work!

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  • Parsing nested JSON objects with JSON Framework for Objective-C

    - by Sheehan Alam
    I have the following JSON object: { "response": { "status": 200 }, "messages": [ { "message": { "user": "value" "pass": "value", "url": "value" } ] } } I am using JSON-Framework (also tried JSON Touch) to parse through this and create a dictionary. I want to access the "message" block and pull out the "user", "pass" and "url" values. In Obj-C I have the following code: // Create new SBJSON parser object SBJSON *parser = [[SBJSON alloc] init]; // Prepare URL request to download statuses from Twitter NSURLRequest *request = [NSURLRequest requestWithURL:[NSURL URLWithString:myURL]]; // Perform request and get JSON back as a NSData object NSData *response = [NSURLConnection sendSynchronousRequest:request returningResponse:nil error:nil]; // Get JSON as a NSString from NSData response NSString *json_string = [[NSString alloc] initWithData:response encoding:NSUTF8StringEncoding]; //Print contents of json-string NSArray *statuses = [parser objectWithString:json_string error:nil]; NSLog(@"Array Contents: %@", [statuses valueForKey:@"messages"]); NSLog(@"Array Count: %d", [statuses count]); NSDictionary *results = [json_string JSONValue]; NSArray *tweets = [[results objectForKey:@"messages"] objectForKey:@"message"]; for (NSDictionary *tweet in tweets) { NSString *url = [tweet objectForKey:@"url"]; NSLog(@"url is: %@",url); } I can pull out "messages" and see all of the "message" blocks, but I am unable to parse deeper and pull out the "user", "pass", and "url".

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  • UINavigationController inside tabbar loading a child root view

    - by Doug
    Hi guys, Firstly i'll preface by saying that i am a complete Cocoa touch/objective c noob (.Net dev having a dabble) I have searched on Google as well as here but cannot seem to find an easy solution. I have a UItabbarcontroller view with a UINavigationController inside its first tab I have the root view for this UINavigationController stored in a seperate class and NIB as i am trying to seperate the data viewing from the data loading (i'm going to reuse the table list in multiple places in my database) and simply pass the root view its data using a loading method and have it take it from there. What i want to happen: App loads and loads the first view of the tab bar (A UINavigationController) The UINavigationController inside the first view loads a root view (a UIViewController with a table view) and sets its title The UINavigationController loads the data from a web service and parses it The UINavigationController sends the data to a loading method inside the UIViewController Am i thinking about this completely wrongly? What currently happens: the first tab bar loads with an empty uinavigationcontroller (no table view) the data methods fire and get the webservice data this child view gets sent its data using the loading method the tableview delegate events fail to fire inside the child view telling it to load the data into the table I just can't seem how to load my second view inside the root view of the navigation controller and then send it my data?

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  • How can I use removeFromSuperView and dismissModalViewControllerAnimated at same time ?

    - by srikanth rongali
    I have a UIViewController *view1 and another UIViewController *view2; I used presentModelViewController to navigate from view1 to view2. -(void)function:(id)sender { NSLog(@"The libraryFunction entered"); LibraryController *libraryController = [[LibraryController alloc]init]; [self presentModalViewController:libraryController animated:YES]; } I have another view UITableViewController *tableView; I added it to view2 as a subView. -(void)viewDidLoad { RootViewController *rootViewController = [[RootViewController alloc] initWithStyle:UITableViewStylePlain]; UINavigationController *aNavigationController = [[UINavigationController alloc] initWithRootViewController:rootViewController]; self.navController = aNavigationController; [aNavigationController release]; [rootViewController release]; navController.view.frame = CGRectMake(0, 0, 320, 460); [self.view addSubview:navController.view]; } In RootViewController.m I have - (void)viewDidLoad { [super viewDidLoad]; self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Close" style:UIBarButtonItemStyleBordered target:self action:@selector(close:)]; } -(void)close:(id)sender { [self.view removeFromSuperview]; [self dismissModalViewControllerAnimated:YES]; } WhenI touch close button I need to return the view1. So, I removed the tableView by using removeFromSuperView. But, I am not able to get to the first view. I do not get where to use - (void)dismissModalViewControllerAnimated:(BOOL)animated; to navigate to first view1 where I have started ? How can I do this ? Thank You.

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  • Opening a View with a Table without a NavigationController

    - by Ken
    Hiya, I'm pretty new to developing with Cocoa Touch/XCode and I came across a problem. I'm making a sort of RSS reader for a newssite and I have 5 views of tables navigated with 5 tabs in a TabBarController. If someone selects a newsitem I want another view to open showing the complete newsitem. My problem is that it won't work. This is my code: - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection(NSInteger)section{ return [[[self rssParser]rssItems]count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{ UITableViewCell * cell = [tableView dequeueReusableCellWithIdentifier:@"rssItemCell"]; if(nil == cell){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:@"rssItemCell"]autorelease]; } cell.textLabel.text = [[[[self rssParser]rssItems]objectAtIndex:indexPath.row]title]; cell.detailTextLabel.text = [[[[self rssParser]rssItems]objectAtIndex:indexPath.row]description]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { [[self appDelegate] setCurrentlySelectedBlogItem:[[[self rssParser]rssItems]objectAtIndex:indexPath.row]]; [self.appDelegate loadNewsDetails]; } And it calls this method in my delegate: -(void)loadNewsDetails{ [[self rootController]pushViewController:detailController animated:YES]; } Please tell me what I'm doing wrong. BTW I do not want to use a NavigationController, just the tabbar I'm using. Thanks in advance, Ken

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  • Cocos2D: Problem Rotating a CCMenu

    - by srikanth rongali
    If I try to do actions over menuItems but the actions are not running as expected. I think code below should make the menuItem rotate by 90 degrees but when I run it, the menuItem translates from its coordinates to another coordinate then returns to its original coordinate. The complete translation takes 3 seconds. What I need is for the menuItem to rotate by 90 degrees in place within a 3 seconds duration. Please explain where I have done wrong? CCMenuItemImage *targetE;//Globally declared CCMenu *menu;//Globally declared -(id)init { if( (self = [super init]) ) { isTouchEnabled = YES; CGSize windowSize = [[CCDirector sharedDirector] winSize]; targetE = [CCMenuItemImage itemFromNormalImage:@"grossinis_sister1.png" selectedImage:@"grossinis_sister1.png" target:self selector:@selector(touch:)]; menu = [CCMenu menuWithItems:targetE,nil]; id action4 = [CCRotateBy actionWithDuration:3.0 angle:90]; [menu runAction: [CCSequence actions: action4, nil]]; menu.position = ccp(windowSize.width/2 + 200, windowSize.height/2); [self addChild: menu z:10]; } return self; } @end Thank You.

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  • I need to load a video stored in Applications folder in to a UITableView ?

    - by srikanth rongali
    I need to load a video stored in Applications folder in to a table view. When I touched the cell the video plays. I used the following code to get all the video files in to an array. NSFileManager *fileManager = [NSFileManager defaultManager]; NSArray* contents = [fileManager directoryContentsAtPath:@"/Users/srikanth/Desktop/Projects/UF/Table2/Videos"]; for(a = 1; a < [contents count]; a++) NSLog(@"Array contents: %@", [contents objectAtIndex:a]); cells = [[NSMutableArray alloc]initWithCapacity:[contents count]]; But how can I load the videos into UITableView. I used NSBundle for loading videos by giving path. It worked. But, now I need the videos to load from the array contents. When I touch the cell of the table the corresponding file from the array contents si to be loaded. How can I make it? Thank you.

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  • How to dismiss the MFMailComposeViewController in cocos2d ?

    - by srikanth rongali
    I have changed my code to this way. Now mail controller is opening in landscape mode. But the problem is If I touch on cancel button or send button the mail controller is not dismissing its view. How can I do it ? -(void)goToFirstScreen:(id)sender { NSLog(@"goToFirstScreen: "); CCScene *Scene = [CCScene node]; CCLayer *Layer = [EmailScene node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] pushScene: Scene]; } Th EmailScene class is #import "EmailScene.h" #import "testOfEnd.h" @implementation EmailScene - (id) init { self = [super init]; if (self != nil) { [self displayComposerSheet]; } return self; } -(void)displayComposerSheet { [[CCDirector sharedDirector] pause]; picker = [[MFMailComposeViewController alloc] init]; picker.mailComposeDelegate = self; [[[CCDirector sharedDirector] openGLView] addSubview:picker.view]; [[CCDirector sharedDirector] stopAnimation]; [picker presentModalViewController:picker animated:YES]; [picker release]; } - (void)mailComposeController:(MFMailComposeViewController*)controller didFinishWithResult:(MFMailComposeResult)result error:(NSError*)error { [[CCDirector sharedDirector] resume]; //dismiss view after otherwise the code is not executed [picker.view removeFromSuperview]; [[CCDirector sharedDirector] startAnimation]; [picker dismissModalViewControllerAnimated:YES]; //return to previous scene CCScene *Scene = [CCScene node]; CCLayer *Layer = [testOfEnd node]; [Scene addChild:Layer]; [[CCDirector sharedDirector] replaceScene:Scene]; } @end Thank You.

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  • Memory Leaks when touching UITableViewCells and poping off view.

    - by Falcon
    Hi All, I'm currently having a problem where the leaks tool is reporting a slew of memory leaks after clicking on cells within a UITableView and then hitting the back button and popping off the view. Majority of the leaks reported can not be traced back to any specific location in my code, they are: Leaked Object # Address Size Responsible Library Responsible Frame NSCFArray 2 < multiple > 64 UIKit -[UITouch(UITouchInternal) UITouch 2 < multiple > 128 GraphicsServices PurpleEventCallback Malloc 48 Bytes 2 < multiple > 96 Foundation -[NSCFArray insertObject:atIndex:] UIDelayedAction 2 < multiple > 96 UIKit -[UILongPressGestureRecognizer startTimer] NSCFArray 2 < multiple > 64 UIKit -[UILongPressGestureRecognizer touchesBegan:withEvent:] Malloc 32 Bytes 2 < multiple > 64 Foundation -[NSCFArray insertObject:atIndex:] Malloc 16 Bytes 2 < multiple > 32 Foundation -[NSCFSet unionSet:] Now I have commented out all my code in any touch event functions that I have written and it still leaks if I click on the cell a few times and then hit the back button to return to the previous view. Any ideas on what might actually be the problem here? Thanks,

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  • UITouch Events and Table Views

    - by Andy
    I'm working on a navigation-based iPhone-only app that serves two main purposes: One, to present data in a hierarchical view, allowing users to drill down and eventually edit said data, and, two, to all users to perform a default action when the table view cell is tapped. I now need to offer a small set of options tied to the same data; however, both the didSelectRowAtIndexPath: and accessoryButtonTappedForRowAtIndexPath: methods are obviously taken. So, my options seem to be to implement a double-tap method, wherein the small list of additional options would be presented after (you guessed it) a double-tap on said table row; or, preferably, a tap-and-hold method. From what I can tell, tap-and-hold seems like the way to go in SDK 4.0 - which does me no good right this red-hot minute. I decided to go with the double-tap option, but I'm having a little trouble. First and foremost, the touchesBegan:withEvent: method does not seem to be getting called at all; a breakpoint placed within the method is never called while the application runs, and the table view responds exactly as it did before I inserted the method (which is to say, it performs the default action): - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *aTouch = [touches anyObject]; if (aTouch.tapCount == 2) { [NSObject cancelPreviousPerformRequestsWithTarget:self]; } } Second, I don't really need to handle a single-tap - the didSelectRowAtIndexPath: method can handle the single-tap just fine. The double-tap is the funky one I want to handle. I suspect the answer is going to contain the phrase, "You can't have the table view handle the single-tap and the touchesBegan: method handle the double-tap. The touch handling methods have to handle all of them." I would really appreciate some guidance from some of you who've dealt with this issue. Thanks in advance.

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  • Regular Expression doesn't match

    - by dododedodonl
    Hi All, I've got a regular expression in my cocoa-touch app (using RegexKitLite). NSString *week = [[NSString alloc] initWithFormat:@"%@", [pageContent stringByReplacingOccurrencesOfRegex:@"<select name=\"week\" class=\"selectbox\" style='width:134' onChange=\"doDisplayTimetable(NavBar, topDir);\">(.+?)<option value=\"(.+?)\">(.+?)</option>" withString:@"$2"]]; I expect it to match with the section of this (what is in NSString pageContent): <span class="selection"> <nobr> Periode<br> <span class="absatz"> &nbsp;<br> </span> <select name="week" class="selectbox" style='width:134' onChange="doDisplayTimetable(NavBar, topDir);"> <option value="14">17-5 - 16-7</option> </select> </nobr> </span> But it doesn't... I need the value of the option, it is possible that there is more than one (in that case I need them both separated by a ,. Can someone help me out? Regards, Dodo

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  • Reload a UITable on the fly when editing a UITextField inside one of the cells

    - by Saze
    I have a UITable containing some customs UITableCells. Those cells contain a few UILabels and a UITextField. The datasource of the table comes from a main controller's property. (This controller is also the delegate and the dataSource for the table). Here's a simplified screenshot of the UI: Now, I need to update "on the fly" the content of all the UILabels when the user edits one of the UITextFields. To do so, at the I am listening to the "Editing Changed" event at the UITextField level. This triggers the following action: - (IBAction) editChangeHandler: (id) sender { MyAppDelegate *delegate = [[UIApplication sharedApplication] delegate]; [[delegate.viewController.myDataSourceArray objectAtIndex:self.rowIndex] setANumber: [theTextField.text intValue]]; [delegate.viewController reloadRows]; } The reloadRows method in the viewController is as such: - (void) reloadRows { NSLog(@"called reloadRows"); //perform some calculations on the data source objects here... [theUITable reloadData]; } My problem here is that whenever the user changes the value in the field, the reloadRows method is successfully called, so is apparently the reloadData but it also causes the keyboard to be dismissed. So in the end, the user can only touch one key when editing the TextField before the keyboard is dismissed and the table reloaded. Does anybody knows a solution to this or have experienced the same issue?

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  • Any point in subclassing UIButton to create a custom looking button?

    - by glitch
    I want to create a set of buttons that would work and feel very much like the Metro-style tiles that are available on Windows Phones. I would like to allow the user to tap them to access their underlying functionality (open a modal or something or that sort). I'm concerned that subclassing UIButton will not get me there. I need square corners and dynamic content inside the tiles themselves. The posts I've found around SO seem to suggest that subclassing a UIButton would not be a good idea for several reasons and that I should instead use UIView. That reply is from 2010, and I have no idea if in the 2+ years since then there have been considerable changes to how one would achieve that effect. Most users these days will have iOS 5.1+ if not 6.0 soon. Let's say I do go the UIView route. Should I implement UIResponder's touch events or should I instead go the UITapGestureRecognizer route? What's the better practice in 2012? Thank you!

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  • How to create array with unique sprites? in cocos2d iphone

    - by prakash s
    I write the code like this. This displays only one sprite (red colour bubble) with number of times and moving down, but actually I want to display different sprites (different colour bubble) every time and moving down. I also add no of .png images in resource folder of my project. Here I used only 3.png, but I need to display all *.png images (different colour bubbles) in my project but I don't know how to get this. Please help me Thank you. Here is the code: -(void)addTarget { CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; CGSize winSize = [[CCDirector sharedDirector] winSize]; int minY = target.contentSize.height/2; int maxY = winSize.height - target.contentSize.height/2; int rangeY = maxY - minY; int actualY = (arc4random() % rangeY) + minY; // Create the target slightly off-screen along the right edge, // and along a random position along the Y axis as calculated above target.position = ccp(winSize.width + (target.contentSize.width/2), actualY); [self addChild:target]; // Determine speed of the target int minDuration = 4.0; int maxDuration = 12.0; int rangeDuration = maxDuration - minDuration; int actualDuration = (arc4random() % rangeDuration) + minDuration; // Create the actions id actionMove = [CCMoveTo actionWithDuration:actualDuration position:ccp(-target.contentSize.width/2,actualY)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; // Add to targets array target.tag = 2; [_targets addObject:target]; } -(void)gameLogic:(ccTime)dt { [self addTarget]; } -(id) init { if( (self=[super initWithColor:ccc4(255,255,255,255)] )) { // Enable touch events self.isTouchEnabled = YES; // Initialize arrays _targets = [[NSMutableArray alloc] init]; _projectiles = [[NSMutableArray alloc] init]; // Get the dimensions of the window for calculation purposes CGSize winSize = [[CCDirector sharedDirector] winSize]; [self schedule:@selector(gameLogic:) interval:1.0]; [self schedule:@selector(update:)]; } return self; } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *projectile in _projectiles) { CGRect projectileRect = CGRectMake(projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake(target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { [targetsToDelete addObject:target]; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; _projectilesDestroyed++; if (_projectilesDestroyed > 30) { //GameOverScene *gameOverScene = [GameOverScene node]; // [gameOverScene.layer.label setString:@"You Win!"]; // [[CCDirector sharedDirector] replaceScene:gameOverScene]; } } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; } for (CCSprite *projectile in projectilesToDelete) { [_projectiles removeObject:projectile]; [self removeChild:projectile cleanup:YES]; } [projectilesToDelete release]; }

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  • Iphone page curl effect

    - by dragon
    I am using this code for Page curl effect ....Its work fine in simulator and device... But its not (setType:@"pageCurl") apple documented api , this caused it to be rejected by the iPhone Developer Program during the App Store review process: animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; animation.startProgress = 0.5; animation.endProgress = 1; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; [animation setType:@"pageCurl"]; [animation setSubtype:@"fromRight"]; [animation setRemovedOnCompletion:NO]; [animation setFillMode: @"extended"]; [animation setRemovedOnCompletion: NO]; [[imageView layer] addAnimation:animation forKey:@"pageFlipAnimation"]; So i changed and using like this [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationDelegate:self]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationWillStartSelector:@selector(transitionWillStart:finished:context:)]; [UIView setAnimationDidStopSelector:@selector(transitionDidStop:finished:context:)]; // other animation properties [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:imageView cache:YES]; // set view properties [UIView commitAnimations]; In this above code i want to stop the page curl effect at midway.. But i cant stop it in midway like map applications in ipod... Is this any fix for this? or Is there any apple documented methods used for page curl effect in ipod touch? I am searching lot. but didnt get any answer ? can anyone help me? Thanks in advance..plz

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  • UIWebView frame resize does not resize the inner content...

    - by Markus Gömmel
    Hi, if I change the frame of a UIWebView (scalesPageToFit property is YES), what do I have to do that the zooming level of a currently displayed webpage persists? Let's say I have a UIWebView frame with a width of 200 pixels, and has zoomed into a website so that only one column is visible. After changing the width to 300, I still see the column with the same size, and additional space at the left and right. But what I would need is that I still only see this column, but bigger. Any ideas what I have to do to achive this? I tried a lot of things, but nothing worked so far. By the way, the iPhone built in Safari browser does exactly this thing (with the same website, so it's not content related) when rotating the iPhone... I see the same content, bug bigger, NOT more content as it happens with my current version of code. Thanks for helping! Markus

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  • HTTP Live Streaming, FFMPEG & FFSERVER, and iPhone OS 3

    - by jcnnghm
    In iPhone OS 3, Apple has introduced HTTP Live Streaming which should allow live streaming of video from the internet. I am currently operating a webcam, which feeds into my server, and is then converted into a flv stream by ffmpeg, and streamed back out using ffserver. Does anyone know how to setup a video stream the iPhone can use using ffmpeg and ffserver? I should be able to re-encode into just about any format on the fly.

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  • HowTo: iPhone Web Service call to WCF Service with Certificate Authentication

    - by Maike9
    We are a .Net shop currently developing a iPhone app that requires the app to call a WCF web service. Our WCF Services are secured with a x509 certificate for authentication purposes. I have been searching the internet for an example on how to do the following: Deploy a certificate with an iPhone app. Use that certificate in a web service call to a WCF Service. Any insight on how this might be accomplished would be greatly appreciated.

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  • Android equivalent to iphone indexed UITableView

    - by MattC
    I am porting an iPhone app over to the Android platform. One of the views has a very large list of data and on the iPhone app, there's a scrollbar of sorts on the right hand side that displays the letters of the alphabet and allows the user to quickly scroll through the list this way. I am having trouble finding such functionality in Android. Is there a simple way to implement this?

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  • iPhone/Cocoa Coding Standards

    - by greypoint
    Are there any generally-accepted coding standards (naming, casting etc) that apply specifically to iPhone/Cocoa/Objective-C? I know Microsoft has published similar standards as they relate to .Net and C# but haven't run across anything related to the iPhone world.

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