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  • Problem with writeData

    - by zp26
    Hi, I have a problem with my code. I want to create a XML file like this: <name>myName<name> <x>myX<x> <y>myY<y> <z>myZ<z> but my file is: <name>myName<name><x>myX<x><y>myY<y><z>myZ<z> Can i have this text formatting? This is my code: -(void)salvataggioInXML:(NSString*)name:(float)x:(float)y:(float)z{ NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectoryPath = [paths objectAtIndex:0]; NSString *filePath = [documentsDirectoryPath stringByAppendingPathComponent:@"filePosizioni.xml"]; NSFileHandle *myHandle = [NSFileHandle fileHandleForUpdatingAtPath:filePath]; [myHandle seekToEndOfFile]; NSString *tagName = [NSString stringWithFormat:@"<name>%@<name>", name]; NSString *tagX = [NSString stringWithFormat:@"<x>%f<x>", name]; NSString *tagY = [NSString stringWithFormat:@"<y>%f<y>", name]; NSString *tagZ = [NSString stringWithFormat:@"<z>%f<z>", name]; NSData* dataName = [tagName dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataX = [tagX dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataY = [tagY dataUsingEncoding: NSASCIIStringEncoding]; NSData* dataZ = [tagZ dataUsingEncoding: NSASCIIStringEncoding]; [myHandle writeData:dataName]; NSLog(@"writeok"); [myHandle seekToEndOfFile]; [myHandle writeData:dataX]; NSLog(@"writeok"); [myHandle seekToEndOfFile]; [myHandle writeData:dataY]; NSLog(@"writeok"); [myHandle seekToEndOfFile]; [myHandle writeData:dataZ]; NSLog(@"writeok"); [myHandle seekToEndOfFile]; NSLog(@"zp26 %@",filePath); }

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  • Perform selector on parent NSOperation

    - by user326943
    I extend NSOperation (call it A) which contains NSOperationQueue for other NSOperations (which is another extended class different from A, call these operations B). When operation A is running (executing B operations) how do i call a specific function/method on operation A when certain event takes place on B operations? For example every operation B that finishes it calls a function on operation A returning itself? *Nested NSOperation and NSOperationQueue(s) Hope this mockup pseudo code can help to draw the picture. //My classes extended from NSOperation NSOperation ClassA NSOperation ClassB //MainApp -(void)applicationDidFinishLaunching:(NSNotification *)aNotification { ClassA A1; ClassA A2; NSOperationQueue Queue; Queue AddOperation: A1; Queue AddOperation: A2; } //Main of ClassA -(void)main { ClassB B1; ClassB B2; NSOperationQueue Queue; Queue AddOperation: B1; Queue AddOperation: B2; } //Main of ClassB -(void)main { //Do some work and when done call selector on ClassA above }

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  • How to paint background of specific range of text in NSTextView

    - by Rui Pacheco
    Hi, This is not a specific bug, its more about not knowing how to do something. I've an NSTextView and I need to paint the background of specific ranges of text when the user clicks on a specific part of the text view. I've tried this but I just get erratic behaviour in the sense that sometimes text loses the foreground color or the background doesn't span the whole range: NSLayoutManager *layoutManager = [myTextView layoutManager]; [layoutManager removeTemporaryAttribute:NSBackgroundColorAttributeName forCharacterRange:range]; [[myTextView layoutManager] setTemporaryAttributes:attributes forCharacterRange:range]; For the sake of simplicity assume that range is always a valid string (it is in my testing environment).

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  • Memory Leak question

    - by franz
    I am having a memory leak issue with the following code. As much as I can tell I don't see why the problem persists but it still does not release when called. I am detecting the problem in instruments and the following code is keeping its "cards" classes alive even when it should had released them. Any help welcome. ... ... -(id)initDeckWithCardsPicked: (NSMutableArray*)cardsPicked andColors:(NSMutableArray*)cardColors { self = [self init]; if (self != nil) { int count = [cardsPicked count]; for (int i=0; i<count; i++) { int cardNum = [[cardsPicked objectAtIndex:i] integerValue]; Card * card = [[MemoryCard alloc] initWithSerialNumber:cardNum position: CGPointZero color:[cardColors objectAtIndex:i]]; [_cards addObject: card]; [card release]; } } return self; } - (id) init { self = [super init]; if (self != nil) { self.bounds = (CGRect){{0,0},[Card cardSize]}; self.cornerRadius = 8; self.backgroundColor = kAlmostInvisibleWhiteColor; self.borderColor = kHighlightColor; self.cards = [NSMutableArray array]; } return self; } ... ...

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  • Quartz 2D Layers

    - by coure06
    I want to create 2 separate layers using quartz 2D. Can i handle there redraw methods separately? so that i can redraw 1 layer without redrawing the whole screen or other layers. Is it possible? any code sample?

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  • What's wrong with how I'm using NSDateFormatter?

    - by Thom Mahoney
    dateFormatter = [[NSDateFormatter alloc] init]; dateFormatter.locale = [[[NSLocale alloc] initWithLocaleIdentifier:@"en_US"] autorelease]; [dateFormatter setDateFormat:@"EEE, d MMM yyyy HH:mm:ss zzz"]; NSString dateString = @"Tue, 08 Jun 2010 17:00:00 EDT"; NSDate eventDate = [dateFormatter dateFromString:dateString]; In this case the eventDate object is nil. Can somebody clue me in? This code used to work.

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  • Applescript from Mac App says "Expected end of line but found \U201c\"\U201d."

    - by Rasmus Styrk
    I am trying to perform a copy/paste for my to the the last active app, here's my code: NSString *appleScriptSource = [NSString stringWithFormat:@"\ntell application \"%@\" to activate\ntell application \"System Events\" to tell process \"%@\"\nkeystroke \"v\" using command down\nend tell", [lastApp localizedName], [lastApp localizedName]]; NSDictionary *error; NSAppleScript *aScript = [[NSAppleScript alloc] initWithSource:appleScriptSource]; NSAppleEventDescriptor *aDescriptor = [aScript executeAndReturnError:&error]; The problem is that on some computers it works just fine, but on others it fails. My error output from error that is returned by executeAndReturnError is: 2012-06-13 17:43:19.875 Mini Translator[1206:303] (null) (error: { NSAppleScriptErrorBriefMessage = "Expected end of line but found \U201c\"\U201d."; NSAppleScriptErrorMessage = "Expected end of line but found \U201c\"\U201d."; NSAppleScriptErrorNumber = "-2741"; NSAppleScriptErrorRange = "NSRange: {95, 1}"; }) I can't seem to figure out what it means or why it happens. We tried copying the generated apple-script code into the Apple Script editor, and here it works just fine. My App is sandboxed - i have added the bundle identifiers for the key "com.apple.security.temporary-exception.apple-events" for the apps i want to support. Any suggestions?

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  • uikeyboard animation problem

    - by Allen
    i have a modelview controller with more than 20 views and imageviews. im navigating to other controller while loading this controller textfiled bocomefirst responder and keyboard will be there.Here the push navigation is very slow and not smooth. when i pop previoius controller the keyboard moving very fast to right and then only controller moving. if anybody know the reason please help me. i have to keep the keybord with tht controller.

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  • How do I implement AABB ray cast hit checking for opengl es on the iPhone

    - by Big Fizzy
    Basically, I draw a 3D cube, I can spin it around but I want to be able to touch it and know where on my cube's surface the user touched. I'm using for setting up, generating and spinning. Its based on the Molecules code and NeHe tutorial #5. Any help, links, tutorials and code would be greatly appreciated. I have lots of development experience but nothing much in the way of openGL and 3d. // // GLViewController.h // NeHe Lesson 05 // // Created by Jeff LaMarche on 12/12/08. // Copyright Jeff LaMarche Consulting 2008. All rights reserved. // #import "GLViewController.h" #import "GLView.h" @implementation GLViewController - (void)drawBox { static const GLfloat cubeVertices[] = { -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f }; static const GLubyte cubeNumberOfIndices = 36; const GLubyte cubeVertexFaces[] = { 0, 1, 5, // Half of top face 0, 5, 4, // Other half of top face 4, 6, 5, // Half of front face 4, 6, 7, // Other half of front face 0, 1, 2, // Half of back face 0, 3, 2, // Other half of back face 1, 2, 5, // Half of right face 2, 5, 6, // Other half of right face 0, 3, 4, // Half of left face 7, 4, 3, // Other half of left face 3, 6, 2, // Half of bottom face 6, 7, 3, // Other half of bottom face }; const GLubyte cubeFaceColors[] = { 0, 255, 0, 255, 255, 125, 0, 255, 255, 0, 0, 255, 255, 255, 0, 255, 0, 0, 255, 255, 255, 0, 255, 255 }; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, cubeVertices); int colorIndex = 0; for(int i = 0; i < cubeNumberOfIndices; i += 3) { glColor4ub(cubeFaceColors[colorIndex], cubeFaceColors[colorIndex+1], cubeFaceColors[colorIndex+2], cubeFaceColors[colorIndex+3]); int face = (i / 3.0); if (face%2 != 0.0) colorIndex+=4; glDrawElements(GL_TRIANGLES, 3, GL_UNSIGNED_BYTE, &cubeVertexFaces[i]); } glDisableClientState(GL_VERTEX_ARRAY); } //move this to a data model later! - (GLfixed)floatToFixed:(GLfloat)aValue; { return (GLfixed) (aValue * 65536.0f); } - (void)drawViewByRotatingAroundX:(float)xRotation rotatingAroundY:(float)yRotation scaling:(float)scaleFactor translationInX:(float)xTranslation translationInY:(float)yTranslation view:(GLView*)view; { glMatrixMode(GL_MODELVIEW); GLfixed currentModelViewMatrix[16] = { 45146, 47441, 2485, 0, -25149, 26775,-54274, 0, -40303, 36435, 36650, 0, 0, 0, 0, 65536 }; /* GLfixed currentModelViewMatrix[16] = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65536 }; */ //glLoadIdentity(); //glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -10.0f, 4.0f); // Reset rotation system if (isFirstDrawing) { //glLoadIdentity(); glMultMatrixx(currentModelViewMatrix); [self configureLighting]; isFirstDrawing = NO; } // Scale the view to fit current multitouch scaling GLfixed fixedPointScaleFactor = [self floatToFixed:scaleFactor]; glScalex(fixedPointScaleFactor, fixedPointScaleFactor, fixedPointScaleFactor); // Perform incremental rotation based on current angles in X and Y glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); GLfloat totalRotation = sqrt(xRotation*xRotation + yRotation*yRotation); glRotatex([self floatToFixed:totalRotation], (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[1] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[0]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[5] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[4]), (GLfixed)((xRotation/totalRotation) * (GLfloat)currentModelViewMatrix[9] + (yRotation/totalRotation) * (GLfloat)currentModelViewMatrix[8]) ); // Translate the model by the accumulated amount glGetFixedv(GL_MODELVIEW_MATRIX, currentModelViewMatrix); float currentScaleFactor = sqrt(pow((GLfloat)currentModelViewMatrix[0] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[1] / 65536.0f, 2.0f) + pow((GLfloat)currentModelViewMatrix[2] / 65536.0f, 2.0f)); xTranslation = xTranslation / (currentScaleFactor * currentScaleFactor); yTranslation = yTranslation / (currentScaleFactor * currentScaleFactor); // Grab the current model matrix, and use the (0,4,8) components to figure the eye's X axis in the model coordinate system, translate along that glTranslatef(xTranslation * (GLfloat)currentModelViewMatrix[0] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[4] / 65536.0f, xTranslation * (GLfloat)currentModelViewMatrix[8] / 65536.0f); // Grab the current model matrix, and use the (1,5,9) components to figure the eye's Y axis in the model coordinate system, translate along that glTranslatef(yTranslation * (GLfloat)currentModelViewMatrix[1] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[5] / 65536.0f, yTranslation * (GLfloat)currentModelViewMatrix[9] / 65536.0f); // Black background, with depth buffer enabled glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); [self drawBox]; } - (void)configureLighting; { const GLfixed lightAmbient[] = {13107, 13107, 13107, 65535}; const GLfixed lightDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed matAmbient[] = {65535, 65535, 65535, 65535}; const GLfixed matDiffuse[] = {65535, 65535, 65535, 65535}; const GLfixed lightPosition[] = {30535, -30535, 0, 0}; const GLfixed lightShininess = 20; glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_COLOR_MATERIAL); glMaterialxv(GL_FRONT_AND_BACK, GL_AMBIENT, matAmbient); glMaterialxv(GL_FRONT_AND_BACK, GL_DIFFUSE, matDiffuse); glMaterialx(GL_FRONT_AND_BACK, GL_SHININESS, lightShininess); glLightxv(GL_LIGHT0, GL_AMBIENT, lightAmbient); glLightxv(GL_LIGHT0, GL_DIFFUSE, lightDiffuse); glLightxv(GL_LIGHT0, GL_POSITION, lightPosition); glEnable(GL_DEPTH_TEST); glShadeModel(GL_SMOOTH); glEnable(GL_NORMALIZE); } -(void)setupView:(GLView*)view { const GLfloat zNear = 0.1, zFar = 1000.0, fieldOfView = 60.0; GLfloat size; glMatrixMode(GL_PROJECTION); glEnable(GL_DEPTH_TEST); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); CGRect rect = view.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glScissor(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glTranslatef(0.0f, 0.0f, -6.0f); isFirstDrawing = YES; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)dealloc { [super dealloc]; } @end

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  • iPhone SDK: How to generate a random time of day

    - by bigdave
    Hello all, I am having some problems trying to figure out the best way of generating a random time of day. For instance, if I want to choose a random time between the hours of 9am and 5pm, what would be the best way with the least amount of overhead on the device? I guess I need someone to point me in the right direction. Thanks!

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  • CMBufferQueueCreate fail, required parameters?

    - by Agustin
    Reading the documentation about iOS SDK CMBufferQueueCreate, it says that getDuration and version are required, all the others callbacks can be NULL. but running the following code: CFAllocatorRef allocator; CMBufferCallbacks *callbacks; callbacks = malloc(sizeof(CMBufferCallbacks)); callbacks->version = 0; callbacks->getDuration = timeCallback; callbacks->refcon = NULL; callbacks->getDecodeTimeStamp = NULL; callbacks->getPresentationTimeStamp = NULL; callbacks->isDataReady = NULL; callbacks->compare = NULL; callbacks->dataBecameReadyNotification = NULL; CMItemCount capacity = 4; OSStatus s = CMBufferQueueCreate(allocator, capacity, callbacks, queue); NSLog(@"QUEUE: %x", queue); NSLog(@"STATUS: %i", s); with timeCallback: CMTime timeCallback(CMBufferRef buf, void *refcon){ return CMTimeMake(1, 1); } and queue is: CMBufferQueueRef* queue; queue creations fails (queue = 0) and returns a status of: kCMBufferQueueError_RequiredParameterMissing = -12761, The callbacks variable is correctly initialized, at least the debugger says so. Somebody have played arround with CMBufferQueue? google doesn't know about that! Thanks

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  • NSThread terminating too early

    - by JustinXXVII
    I have an app that uploads to Google Spreadsheets via the GData ObjC client for Mac/iPhone. It works fine as is. I'm trying to get the upload portion on its own thread and I'm attempting to call the upload method on a new thread. Look: -(void)establishNewThreadToUpload { [NSThread detachNewThreadSelector:@selector(uploadToGoogle) toTarget:self withObject:nil]; } -(void)uploadToGoogle { NSAutoReleasePool *pool = [[NSAutoReleasePool alloc] init]; //works fine [helper setNewServiceWithName:username password:password]; //works fine [helper fetchUserSpreadsheetFeed]; //inside the helper class, fetchUserSpreadsheet feed calls ANOTHER method, which //calls ANOTHER METHOD and so on, until the object is either uploaded or fails //However, once the class gets to the end of fetchUserSpreadsheetFeed //control is passed back to this method, and [pool release]; //is called. The thread terminates and nothing ever happens. } If I forget about using a separate thread, everything works like it's supposed to. I'm new to thread programming, so if there's something I'm missing, please clue me in! Thanks!

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  • changing cell background on click on cell in iphone

    - by swap
    How to change cell background image on click on cell in iphone????I have tried following but it is not working.... if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectMake(0,0,320,50) reuseIdentifier:myid] autorelease]; cell.selectedBackgroundView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"myImage.png"]]; }

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  • How can I click a button behind a transparent UIView?

    - by Sean Clark Hess
    Let's say we have a view controller with one sub view. the subview takes up the center of the screen with 100 px margins on all sides. We then add a bunch of little stuff to click on inside that subview. We are only using the subview to take advantage of the new frame ( x=0, y=0 inside the subview is actually 100,100 in the parent view). Then, imagine that we have something behind the subview, like a menu. I want the user to be able to select any of the "little stuff" in the subview, but if there is nothing there, I want touches to pass through it (since the background is clear anyway) to the buttons behind it. How can I do this? It looks like touchesBegan goes through, but buttons don't work.

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  • Is it dangerous to set off an autoreleased NSOperationQueue?

    - by Paperflyer
    I have a task that takes a rather long time and should run in the background. According to the documentation, this can be done using an NSOperationQueue. However, I do not want to keep a class-global copy of the NSOperationQueue since I really only use it for that one task. Hence, I just set it to autorelease and hope that it won't get released before the task is done. It works. like this: NSInvocationOperation *theTask = [NSInvocationOperation alloc]; theTask = [theTask initWithTarget:self selector:@selector(doTask:) object:nil]; NSOperationQueue *operationQueue = [[NSOperationQueue new] autorelease]; [operationQueue addOperation:theTask]; [theTask release]; I am kind of worried, though. Is this guaranteed to work? Or might operationQueue get deallocated at some point and take theTask with it?

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  • Behavior of retained property while holder is retained

    - by Aurélien Vallée
    Hello everyone, I am a beginner ObjectiveC programmer, coming from the C++ world. I find it very difficult to understand the memory management offered by NSObject :/ Say I have the following class: @interface User : NSObject { NSString* name; } @property (nonatomic,retain) NSString* name; - (id) initWithName: (NSString*) theName; - (void) release; @end @implementation User @synthesize name - (id) initWithName: (NSString*) theName { if ( self = [super init] ) { [self setName:theName]; } return self; } - (void) release { [name release]; [super release]; } @end No considering the following code, I can't understand the retain count results: NSString* name = [[NSString alloc] initWithCString:/*C string from sqlite3*/]; // (1) name retainCount = 1 User* user = [[User alloc] initWithName:name]; // (2) name retainCount = 2 [whateverMutableArray addObject:user]; // (3) name retainCount = 2 [user release]; // (4) name retainCount = 1 [name release]; // (5) name retainCount = 0 At (4), the retain count of name decreased from 2 to 1. But that's not correct, there is still the instance of user inside the array that points to name ! The retain count of a variable should only decrease when the retain count of a referring variable is 0, that is, when it is dealloced, not released.

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  • change fillColor of selected CAShapeLayer

    - by Frank
    I'm trying to change the fillColor of a CAShapeLayer when the layer it's contained in is touched. I'm able to change the background color of the tapped layer like this: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CALayer *layer = [(CALayer *)self.view.layer.presentationLayer hitTest:point]; layer = layer.modelLayer; layer.backgroundColor = [UIColor blueColor].CGColor; } This turns the background of "layer" blue as expected. My problem is how do I change the color of the CAShapelayer inside "layer"? Thanks!

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  • How to call schedule method in NSObject?

    - by Tattat
    It is my Object.... -(id)init{ if(self = [super init]){ [self schedule:@selector(testCalled:) interval:1.0]; } } -(void)testCalled{ NSLog(@"Called from my Object"); } I already add this line in the .h...: -(void)testCalled; It prompt me that "MyObject" may not respond to -'schedule:interval:', but in my scene, which have a super class CCLayer can call this method,so, I think it is a method from CCLayer, how can I replace it with NSObject default method?

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  • NSMutableArray Vs Stack

    - by Chandan Shetty SP
    I am developing 2D game for iphone in Objectice-C.In this project I need to use stack, I can do it using STL(Standard template library) stacks or NSMutableArray, since this stack is widely used in the game which one is more efficient? @interface CarElement : NSObject { std::stack<myElement*> *mBats; } or @interface CarElement : NSObject { NSMutableArray *mBats; } Thanks,

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  • iPhone SDK Internet connection detection

    - by givp
    I'm working on an iPhone application that makes a few calls to web services. I posted this application on the Apple store but it got rejected (and rightly so) since there was no error message displayed to the user if no Internet connection is available. Since obviously the application would not work without it. So I just wanted to know how to best achieve this? I'm guessing something needs to go in the viewDidLoad method that will throw an alert box saying something like "You need an Internet connection to use this application". Any ideas would be appreciated.

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  • Rotate image in Quartz? Image is upside down! (iPhone)

    - by Johannes Jensen
    I don't want to transform the ENTIRE context. I'm making a game with Quartz, and I'm drawing my player with lines, rects and ellipses. And then I have diamong.png which I rendered at 0,0 in the top left of the screen. Problem is... It renders upside down! How would I rotate it 180 degrees? Here's some of my code: CGImageRef diamondImage = CGImageRetain([UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"Diamond.png" ofType:nil]].CGImage); CGContextDrawImage(context, CGRectMake(0, 0, 32, 24), diamondImage); If it's of any help, I'm using Landscape mode, with home button to the right. It's defined both in my .plist, and in my ViewController's -shouldAutorotateToInterfaceOrientation:interfaceOrientation: How would I rotate/transform it?

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  • Processing potentially large STDIN data, more than once

    - by d11wtq
    I'd like to provide an accessor on a class that provides an NSInputStream for STDIN, which may be several hundred megabytes (or gigabytes, though unlikely, perhaps) of data. When I caller gets this NSInputStream it should be able to read from it without worrying about exhausting the data it contains. In other words, another block of code may request the NSInputStream and will expect to be able to read from it. Without first copying all of the data into an NSData object which (I assume) would cause memory exhaustion, what are my options for handling this? The returned NSInputStream does not have to be the same instance, it simply needs to provide the same data. The best I can come up with right now is to copy STDIN to a temporary file and then return NSInputStream instances using that file. Is this pretty much the only way to handle it? Is there anything I should be cautious of if I go the temporary file route?

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  • random generator to obtain data from array not displaying

    - by Yang Jie Domodomo
    I know theres a better solution using arc4random (it's on my to-try-out-function list), but I wanted to try out using the rand() and stand(time(NULL)) function first. I've created a NSMutableArray and chuck it with 5 data. Testing out how many number it has was fine. But when I tried to use the button function to load the object it return me with object <sampleData: 0x9a2f0e0> - (IBAction)generateNumber:(id)sender { srand(time(NULL)); NSInteger number =rand()% ds.count ; label.text = [NSString stringWithFormat:@"object %@", [ds objectAtIndex:number] ]; NSLog(@"%@",label.text); } While I feel the main cause is the method itself, I've paste the rest of the code below just incase i made any error somewhere. ViewController.h #import <UIKit/UIKit.h> #import "sampleData.h" #import "sampleDataDAO.h" @interface ViewController : UIViewController @property (weak, nonatomic) IBOutlet UILabel *label; @property (weak, nonatomic) IBOutlet UIButton *onHitMePressed; - (IBAction)generateNumber:(id)sender; @property(nonatomic, strong) sampleDataDAO *daoDS; @property(nonatomic, strong) NSMutableArray *ds; @end ViewController.m #import "ViewController.h" @interface ViewController () @end @implementation ViewController @synthesize label; @synthesize onHitMePressed; @synthesize daoDS,ds; - (void)viewDidLoad { [super viewDidLoad]; daoDS = [[sampleDataDAO alloc] init]; self.ds = daoDS.PopulateDataSource; // Do any additional setup after loading the view, typically from a nib. } - (void)viewDidUnload { [self setLabel:nil]; [self setOnHitMePressed:nil]; [super viewDidUnload]; // Release any retained subviews of the main view. } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown); } - (IBAction)generateNumber:(id)sender { srand(time(NULL)); NSInteger number =rand()% ds.count ; label.text = [NSString stringWithFormat:@"object %@", [ds objectAtIndex:number] ]; NSLog(@"%@",label.text); } @end sampleData.h #import <Foundation/Foundation.h> @interface sampleData : NSObject @property (strong,nonatomic) NSString * object; @end sampleData.m #import "sampleData.h" @implementation sampleData @synthesize object; @end sampleDataDAO.h #import <Foundation/Foundation.h> #import "sampleData.h" @interface sampleDataDAO : NSObject @property(strong,nonatomic)NSMutableArray*someDataArray; -(NSMutableArray *)PopulateDataSource; @end sampleDataDAO.m #import "sampleDataDAO.h" @implementation sampleDataDAO @synthesize someDataArray; -(NSMutableArray *)PopulateDataSource { someDataArray = [[NSMutableArray alloc]init]; sampleData * myData = [[sampleData alloc]init]; myData.object= @"object 1"; [someDataArray addObject:myData]; myData=nil; myData = [[sampleData alloc] init]; myData.object= @"object 2"; [someDataArray addObject:myData]; myData=nil; myData = [[sampleData alloc] init]; myData.object= @"object 3"; [someDataArray addObject:myData]; myData=nil; myData = [[sampleData alloc] init]; myData.object= @"object 4"; [someDataArray addObject:myData]; myData=nil; myData = [[sampleData alloc] init]; myData.object= @"object 5"; [someDataArray addObject:myData]; myData=nil; return someDataArray; } @end

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  • iOS App with OCMaps crashes when using the phone in chinese Language

    - by Pedro Morte Rolo
    I've been given the task of doing maintenance to a iOS application that uses OCMapView. I have just realized that when using the application in chinese language, it blows up when the selector doClustering is invoked on a OCMapView instance. This is for me a very puzzling behaviour, because I thought that regardless of the environment language, the OCMapView class should allways have the same methods. Am I wrong? Do you have any recomentations about how to find a solution to this problem? Thank you, Pedro

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