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  • trouble to connect with AppStore in my InAppPurchase application(iPhone)

    - by riteshkumar1905
    There is problem to connect AppStore in my application. All things run fine in Simulator.But When i go with iPhone then AppStore is not connected.. I am also enclose the code which i call on button....... import "BuyController.h" import "InAppPurchaseManager.h" import "SKProducts.h" define kInAppPurchaseProUpgradeProductId @"com.vigyaapan.iWorkOut1" @implementation BuyController (IBAction)buy:(id)sender { /* get the product description (defined in early sections)*/ //[self requestProUpgradeProductData]; { if ([SKPaymentQueue canMakePayments]) { InAppPurchaseManager *Observer = [[InAppPurchaseManager alloc] init]; [[SKPaymentQueue defaultQueue] addTransactionObserver:Observer]; //NSURL *sandboxStoreURL = [[NSURL alloc]initWithString:@"http://sandbox.itunes.apple.com/verifyReceipt"]; //[[UIApplication sharedApplication]openURL:[NSURL URLWithString:@"http://sandbox.itunes.apple.com"]]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/ com.vigyaapan.iWorkOut1?id=9820091347&;amp;amp;amp;amp;mt=8"]]; //[[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301349397&;amp;amp;amp;amp;mt=8"]]; SKPayment *payment = [SKPayment paymentWithProductIdentifier:@"com.vigyaapan.iWorkOut1"]; [[SKPaymentQueue defaultQueue] addPayment:payment]; } else { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"MyApp" message:@"You are not authorized to purchase from AppStore" delegate:self cancelButtonTitle:@"OK" otherButtonTitles: nil]; [alert show]; [alert release]; } //return [SKPaymentQueue canMakePayments]; } SKPayment *payment = [SKPayment paymentWithProductIdentifier:kInAppPurchaseProUpgradeProductId]; [[SKPaymentQueue defaultQueue] addPayment:payment]; //[self requestProUpgradeProductData]; /* get the product description (defined in early sections)*/ } /* // The designated initializer. Override if you create the controller programmatically and want to perform customization that is not appropriate for viewDidLoad. - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle )nibBundleOrNil { if (self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]) { // Custom initialization } return self; }/ // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } (void)dealloc { [super dealloc]; } @end

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  • Need help with a possible memory management problem(leak) regarding NSMutableArray

    - by user309030
    Hi, I'm a beginner level programmer trying to make a game app for the iphone and I've encountered a possible issue with the memory management (exc_bad_access) of my program so far. I've searched and read dozens of articles regarding memory management (including apple's docs) but I still can't figure out what exactly is wrong with my codes. So I would really appreciate it if someone can help clear up the mess I made for myself. - (void)viewDidLoad { [super viewDidLoad]; self.gameState = gameStatePaused; fencePoleArray = [[NSMutableArray alloc] init]; fencePoleImageArray = [[NSMutableArray alloc] init]; fenceImageArray = [[NSMutableArray alloc] init]; mainField = CGRectMake(10, 35, 310, 340); .......... [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } So basically, the player touches the screen to set up the fences/poles -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if(.......) { ....... } else { UITouch *touch = [[event allTouches] anyObject]; currentTapLoc = [touch locationInView:touch.view]; NSLog(@"%i, %i", (int)currentTapLoc.x, (int)currentTapLoc.y); if(CGRectContainsPoint(mainField, currentTapLoc)) { if([self checkFence]) { onFencePole++; //this 3 set functions adds their respective objects into the 3 NSMutableArrays using addObject: [self setFencePole]; [self setFenceImage]; [self setFencePoleImage]; ....... } } else { ....... } } } } The setFence function (setFenceImage and setFencePoleImage is similar to this) -(void)setFencePole { Fence *fencePole; if (!elecFence) { fencePole = [[Fence alloc] initFence:onFencePole fenceType:1 fencePos:currentTapLoc]; } else { fencePole = [[Fence alloc] initFence:onFencePole fenceType:2 fencePos:currentTapLoc]; } [fencePoleArray addObject:fencePole]; [fencePole release]; and whenever I press a button in the game, endOpenState is called to clear away all the extra images(fence/poles) on the screen and also to remove all existing objects in the 3 NSMutableArray -(void)endOpenState { ........ int xMax = [fencePoleArray count]; int yMax = [fenceImageArray count]; for (int x = 0; x < xMax; x++) { [[fencePoleImageArray objectAtIndex:x] removeFromSuperview]; } for (int y = 0; y < yMax; y++) { [[fenceImageArray objectAtIndex:y] removeFromSuperview]; } [fencePoleArray removeAllObjects]; [fencePoleImageArray removeAllObjects]; [fenceImageArray removeAllObjects]; ........ } The crash happens here at the checkFence function. -(BOOL)checkFence { if (onFencePole == 0) { return YES; } else if (onFencePole >= 1 && onFencePole < currentMaxFencePole - 1) { CGPoint tempPoint1 = currentTapLoc; CGPoint tempPoint2 = [[fencePoleArray objectAtIndex:onFencePole-1] returnPos]; // the crash happens at this line if ([self checkDistance:tempPoint1 point2:tempPoint2]) { return YES; } else { return NO; } } else if (onFencePole == currentMaxFencePole - 1) { ...... } else { return NO; } } What I'm thinking of is that fencePoleArray got messed up when I used [fencePoleArray removeAllObjects] because it doesn't crash when I comment it out. It would really be great if someone can explain to me what went wrong. And thanks in advance.

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  • Popping multiple levels in UITableViewController

    - by LavaSlider
    I would like to be able to pop multiple views from a UITableViewController stack. For example in the Apple DrillDownSave example, when viewing Level 3 to go back to Level 1 or when viewing an Item to go back to Level 2 when a button is pushed. I tried: [self.navigationController.parentViewController.navigationController popViewControllerAnimated: NO]; [self.navigationController popViewControllerAnimated: NO]; and [self.navigationController popViewControllerAnimated: NO]; [self.navigationController.parentViewController.navigationController popViewControllerAnimated: NO]; but these leave me the same place as just a single popViewControllerAnimated:. Is there an easy way to do this?

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  • Crashing when masking an image

    - by shameer
    I am trying to mask an image with a 'mask image". its work fine at first time. but when i try one more time with in the application with same mask image . Application crashed. but when trying with another mask image it works fine. Why this happens? pls help? Console shows ": CGImageMaskCreate: invalid mask bits/component: 4294967295." (UIImage*) maskImage:(UIImage *)image withMask:(UIImage *)maskImage { CGImageRef maskRef = maskImage.CGImage; CGImageRef mask = CGImageMaskCreate(CGImageGetWidth(maskRef), CGImageGetHeight(maskRef), CGImageGetBitsPerComponent(maskRef), CGImageGetBitsPerPixel(maskRef), CGImageGetBytesPerRow(maskRef), CGImageGetDataProvider(maskRef), NULL, false); CGImageRef masked = CGImageCreateWithMask([image CGImage], mask); UIImage *img2=[UIImage imageWithCGImage:masked]; CGImageRelease(maskRef); CGImageRelease(mask); CGImageRelease(masked); return img2; } fun1() { view.image=[self maskImage:image1 withMask:[UIImage imageNamed:@"image2.png"]]; } fun2() { view.image=[self maskImage:image1 withMask:[UIImage imageNamed:@"image2.png"]]; view.image=[self maskImage:image1 withMask:[UIImage imageNamed:@"image3.png"]]; } fun3() { view.image=[self maskImage:image1 withMask:[UIImage imageNamed:@"image2.png"]]; view.image=[self maskImage:image1 withMask:[UIImage imageNamed:@"image2.png"]]; } When calling fun1 and fun2 apllication works fine. Application crashing when calling fun3.

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  • viewDidLoad never called in Sub-classed UIViewController

    - by Steve
    I've run into some trouble with loading a sub-classed UIViewController from a nib. My viewDidLoad function is never called. The super-class has no nib, but the sub-classes each have their own. i.e. @interface SuperClass : UIViewController { } @end @interface SubClass : SuperClass{ } @end @implementation SubClass - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { } return self; } - (void)viewDidLoad{ // Never called } The view is loaded from a nib as follows: SubClass *scvc = [[SubClass alloc] initWithNibName:@"SubClass" bundle:nil]; [self.navigationController pushViewController:scvc animated:YES]; [scvc release]; There is a nib file with this name and it has it's file owner's class set properly. viewDidLoad is not called in the child or super. Any ideas?

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  • How can I modify a scalar reference passed to a subroutine reference

    - by Mark
    I have a function to convert documents into different formats, which then calls another function based on the type document. It's pretty straight forward for everything aside from HTML documents which require a bit of cleaning up, and that cleaning up is different based on where it's come from. So I had the idea that I could pass a reference to a subroutine to the convert function so the caller has the opportunity to modify the HTML, kinda like so (I'm not at work so this isn't copy-and-pasted): package Converter; ... sub convert { my ($self, $filename, $coderef) = @_; if ($filename =~ /html?$/i) { $self->_convert_html($filename, $coderef); } } sub _convert_html { my ($self, $filename, $coderef) = @_; my $html = $self->slurp($filename); $coderef->(\$html); #this modifies the html $self->save_to_file($filename, $html); } which is then called by: Converter->new->convert("./whatever.html", sub { s/<html>/<xml>/i }); I've tried a couple of different things along these lines but I keep on getting 'Use of uninitialized value in substitution (s///)'. Is there any way of doing what I'm trying to do? Thanks

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  • Getting Unit Tests to work with Komodo IDE for Python

    - by devoured elysium
    I've tried to run the following code on Komodo IDE (for python): import unittest class MathLibraryTests(unittest.TestCase): def test1Plus1Equals2(self): self.assertEqual(1+1, 2) Then, I created a new test plan, pointing to this project(file) directory and tried to run it the test plan. It seems to run but it doesn't seem to find any tests. If I try to run the following code with the "regular" run command (F7) class MathLibraryTests(unittest.TestCase): def testPlus1Equals2(self): self.assertEqual(1+1, 2) if __name__ == "__main__": unittest.main() it works. I get the following output: ---------------------------------------------------------------------- Ran 1 test in 0.000s OK What might I be doing wrong?

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  • iPad: CoreData FetchedRequest Ignores Changes in Predicate

    - by Michael
    Hi there, While programming an iPad-app, I'm just running into trouble using a fetchedResultsController with a "dynamic" predicate. it seems the changes to the predicate get ignored. No matter how the predicate changes, I always get the result of the first fetch ... same code runs without no problems on iphone-env (3.1.x) !! sample : - (void)performSearch:(NSString *)searchText { self.displaySearchResults = TRUE; NSPredicate *predicate = [NSPredicate predicateWithFormat:@"searchWords contains[cd] %@", searchText]; [self.fetchedSearchResultsController.fetchRequest setPredicate:predicate]; NSError *error = nil; if (![self.fetchedSearchResultsController performFetch:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } if(deviceIsIPad) { [self showSearchResults]; } else { [cookBookOverview reloadData]; } } can anyone help plz ? btw.: excuse my painful english ;-)

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  • Cast an instance of a class to a @protocol in Objective-C

    - by Ford
    I have an object (a UIViewController) which may or may not conform to a protocol I've defined. I know I can determine if the object conforms to the protocol, then safely call the method: if([self.myViewController conformsToProtocol:@protocol(MyProtocol)]) { [self.myViewController protocolMethod]; // <-- warning here } However, XCode shows a warning: warning 'UIViewController' may not respond to '-protocolMethod' What's the right way to prevent this warning? I can't seem to cast self.myViewController as a MyProtocol class. Update Andy's answer below is close, but includes an unneccesary '*'. The following works: [(id<MyProtocol>)self.myViewController protocolMethod];

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  • Python PyQT4 - Adding an unknown number of QComboBox widgets to QGridLayout

    - by ZZ
    Hi all, I want to retrieve a list of people's names from a queue and, for each person, place a checkbox with their name to a QGridLayout using the addWidget() function. I can successfully place the items in a QListView, but they just write over the top of each other rather than creating a new row. Does anyone have any thoughts on how I could fix this? self.chk_People = QtGui.QListView() items = self.jobQueue.getPeopleOffQueue() for item in items: QtGui.QCheckBox('%s' % item, self.chk_People) self.jobQueue.getPeopleOffQueue() would return something like ['Bob', 'Sally', 'Jimmy'] if that helps.

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  • iPhone: Problems releasing UIViewController in a multithreaded environment

    - by bart-simpson
    Hi! I have a UIViewController and in that controller, i am fetching an image from a URL source. The image is fetched in a separate thread after which the user-interface is updated on the main thread. This controller is displayed as a page in a UIScrollView parent which is implemented to release controllers that are not in view anymore. When the thread finishes fetching content before the UIViewController is released, everything works fine - but when the user scrolls to another page before the thread finishes, the controller is released and the only handle to the controller is owned by the thread making releaseCount of the controller equals to 1. Now, as soon as the thread drains NSAutoreleasePool, the controller gets releases because the releaseCount becomes 0. At this point, my application crashes and i get the following error message: bool _WebTryThreadLock(bool), 0x4d99c60: Tried to obtain the web lock from a thread other than the main thread or the web thread. This may be a result of calling to UIKit from a secondary thread. Crashing now... The backtrace reveals that the application crashed on the call to [super dealloc] and it makes total sense because the dealloc function must have been triggered by the thread when the pool was drained. My question is, how i can overcome this error and release the controller without leaking memory? One solution that i tried was to call [self retain] before the pool is drained so that retainCount doesn't fall to zero and then using the following code to release controller in the main thread: [self performSelectorOnMainThread:@selector(autorelease) withObject:nil waitUntilDone:NO]; Unfortunately, this did not work out. Below is the function that is executed on a thread: - (void)thread_fetchContent { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSURL *imgURL = [NSURL URLWithString:@"http://www.domain.com/image.png"]; // UIImage *imgHotspot is declared as private - The image is retained // here and released as soon as it is assigned to UIImageView imgHotspot = [[[UIImage alloc] initWithData: [NSData dataWithContentsOfURL: imgURL]] retain]; if ([self retainCount] == 1) { [self retain]; // increment retain count ~ workaround [pool drain]; // drain pool // this doesn't work - i get the same error [self performSelectorOnMainThread:@selector(autorelease) withObject:nil waitUntilDone:NO]; } else { // show fetched image on the main thread - this works fine! [self performSelectorOnMainThread:@selector(showImage) withObject:nil waitUntilDone:NO]; [pool drain]; } } Please help! Thank you in advance.

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  • conceptual question : what do performSelectorOnMainThread do?

    - by hib
    Hello all, I just come across this strange situation . I was using the technique of lazy image loading from apple examples . when I was used the class in my application it gave me topic to learn but don't what was actually happening there . So here goes the scenario : I think everybody has seen the apple lazytableimagesloading . I was reloading my table on finishing the parsing of data : - (void)didFinishParsing:(NSMutableArray *)appList { self.upcomingArray = [NSMutableArray arrayWithArray:loadedApps]; // we are finished with the queue and our ParseOperation [self.upcomingTableView reloadData]; self.queue = nil; // we are finished with the queue and our ParseOperation } but as a result the the connection was not starting and images were not loading . when I completely copy the lazyimageloading and I replaced the above code with the following code it works fine - (void)didFinishParsing:(NSMutableArray *)appList { [self performSelectorOnMainThread:@selector(handleLoadedApps:) withObject:appList waitUntilDone:NO]; self.queue = nil; // we are finished with the queue and our ParseOperation } So I want to know what is the concept behind this . Please let me know if you can not understand the question or details are not enough because I desperately want to know why it is like this ?

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  • how to format date when i load data from google-app-engine..

    - by zjm1126
    i use remote_api to load data from google-app-engine. appcfg.py download_data --config_file=helloworld/GreetingLoad.py --filename=a.csv --kind=Greeting helloworld the setting is: class AlbumExporter(bulkloader.Exporter): def __init__(self): bulkloader.Exporter.__init__(self, 'Greeting', [('author', str, None), ('content', str, None), ('date', str, None), ]) exporters = [AlbumExporter] and i download a.csv is : the date is not readable , and the date in appspot.com admin is : so how to get the full date ?? thanks i change this : class AlbumExporter(bulkloader.Exporter): def __init__(self): bulkloader.Exporter.__init__(self, 'Greeting', [('author', str, None), ('content', str, None), ('date', lambda x: datetime.datetime.strptime(x, '%m/%d/%Y').date(), None), ]) exporters = [AlbumExporter] but the error is :

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  • iPhone: Tracking/Identifying individual touches

    - by FlorianZ
    I have a quick question regarding tracking touches on the iPhone and I seem to not be able to come to a conclusion on this, so any suggestions / ideas are greatly appreciated: I want to be able to track and identify touches on the iphone, ie. basically every touch has a starting position and a current/moved position. Touches are stored in a std::vector and they shall be removed from the container, once they ended. Their position shall be updated once they move, but I still want to keep track of where they initially started (gesture recognition). I am getting the touches from [event allTouches], thing is, the NSSet is unsorted and I seem not to be able to identify the touches that are already stored in the std::vector and refer to the touches in the NSSet (so I know which ones ended and shall be removed, or have been moved, etc.) Here is my code, which works perfectly with only one finger on the touch screen, of course, but with more than one, I do get unpredictable results... - (void) touchesBegan:(NSSet*)touches withEvent:(UIEvent*)event { [self handleTouches:[event allTouches]]; } - (void) touchesEnded:(NSSet*)touches withEvent:(UIEvent*)event { [self handleTouches:[event allTouches]]; } - (void) touchesMoved:(NSSet*)touches withEvent:(UIEvent*)event { [self handleTouches:[event allTouches]]; } - (void) touchesCancelled:(NSSet*)touches withEvent:(UIEvent*)event { [self handleTouches:[event allTouches]]; } - (void) handleTouches:(NSSet*)allTouches { for(int i = 0; i < (int)[allTouches count]; ++i) { UITouch* touch = [[allTouches allObjects] objectAtIndex:i]; NSTimeInterval timestamp = [touch timestamp]; CGPoint currentLocation = [touch locationInView:self]; CGPoint previousLocation = [touch previousLocationInView:self]; if([touch phase] == UITouchPhaseBegan) { Finger finger; finger.start.x = currentLocation.x; finger.start.y = currentLocation.y; finger.end = finger.start; finger.hasMoved = false; finger.hasEnded = false; touchScreen->AddFinger(finger); } else if([touch phase] == UITouchPhaseEnded || [touch phase] == UITouchPhaseCancelled) { Finger& finger = touchScreen->GetFingerHandle(i); finger.hasEnded = true; } else if([touch phase] == UITouchPhaseMoved) { Finger& finger = touchScreen->GetFingerHandle(i); finger.end.x = currentLocation.x; finger.end.y = currentLocation.y; finger.hasMoved = true; } } touchScreen->RemoveEnded(); } Thanks!

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  • Please explain this Rails method to me like I'm a little kid.

    - by Senthil
    I found this in Ryan Bates' railscast site, but not sure how it works. #models/comment.rb def req=(request) self.user_ip = request.remote_ip self.user_agent = request.env['HTTP_USER_AGENT'] self.referrer = request.env['HTTP_REFERER'] end #blogs_controller.rb def create @blog = Blog.new(params[:blog]) @blog.req = request if @blog.save ... I see he is saving the user ip, user agent and referrer, but am confused with the req=(request) line. Any help is appreciated. Thanks

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  • Understanding Ruby class vs instance methods

    - by randombits
    I have the following code: #!/usr/bin/ruby class Person def self.speak p = self.new puts "Hello" p.chatter end private def chatter puts "Chattering" end end p = Person.new Person.speak I'd like to make chatter private, accessible only within p.. but I want p to be able to access it within the class method. Is there a better way to design this so chatter isn't available to the public, but a "factory" method like self.speak can call chatter?

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  • How do I find the "concrete class" of a django model baseclass

    - by Mr Shark
    I'm trying to find the actual class of a django-model object, when using model-inheritance. Some code to describe the problem: class Base(models.model): def basemethod(self): ... class Child_1(Base): pass class Child_2(Base): pass If I create various objects of the two Child classes and the create a queryset containing them all: Child_1().save() Child_2().save() (o1, o2) = Base.objects.all() I want to determine if the object is of type Child_1 or Child_2 in basemethod, I can get to the child object via o1.child_1 and o2.child_2 but that reconquers knowledge about the childclasses in the baseclass. I have come up with the following code: def concrete_instance(self): instance = None for subclass in self._meta.get_all_related_objects(): acc_name = subclass.get_accessor_name() try: instance = self.__getattribute__(acc_name) return instance except Exception, e: pass But it feels brittle and I'm not sure of what happens when if I inherit in more levels.

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  • iphone quartz drawing 2 lines on top of each other causes worm effect

    - by Leonard
    I'm using Quartz-2D for iPhone to display a route on a map. The route is colored according to temperature. Because some streets are colored yellow, I am using a slightly thicker black line under the route line to create a border effect, so that yellow parts of the route are spottable on yellow streets. But, even if the black line is as thick as the route line, the whole route looks like a worm (very ugly). I tought this was because I was drawing lines from waypoint to waypoint, instead using the last waypoint as the next starting waypoint. That way if there is a couple of waypoints missing, the route will still have no cuts. What do I need to do to display both lines without a worm effect? -(void) drawRect:(CGRect) rect { CSRouteAnnotation* routeAnnotation = (CSRouteAnnotation*)self.routeView.annotation; // only draw our lines if we're not int he moddie of a transition and we // acutally have some points to draw. if(!self.hidden && nil != routeAnnotation.points && routeAnnotation.points.count > 0) { CGContextRef context = UIGraphicsGetCurrentContext(); Waypoint* fromWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:0]]; Waypoint* toWaypoint; for(int idx = 1; idx < routeAnnotation.points.count; idx++) { toWaypoint = [[Waypoint alloc] initWithDictionary:[routeAnnotation.points objectAtIndex:idx]]; CLLocation* fromLocation = [fromWaypoint getLocation]; CGPoint fromPoint = [self.routeView.mapView convertCoordinate:fromLocation.coordinate toPointToView:self]; CLLocation* toLocation = [toWaypoint getLocation]; CGPoint toPoint = [self.routeView.mapView convertCoordinate:toLocation.coordinate toPointToView:self]; routeAnnotation.lineColor = [fromWaypoint.weather getTemperatureColor]; CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, [UIColor blackColor].CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); CGContextBeginPath(context); CGContextSetLineWidth(context, 3.0); CGContextSetStrokeColorWithColor(context, routeAnnotation.lineColor.CGColor); CGContextMoveToPoint(context, fromPoint.x, fromPoint.y); CGContextAddLineToPoint(context, toPoint.x, toPoint.y); CGContextStrokePath(context); CGContextClosePath(context); fromWaypoint = toWaypoint; } [fromWaypoint release]; [toWaypoint release]; } } Also, I get a <Error>: CGContextClosePath: no current point. error, which I think is bullshit. Please hint me! :)

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  • Why is the destructor called when the CPython garbage collector is disabled?

    - by Frederik
    I'm trying to understand the internals of the CPython garbage collector, specifically when the destructor is called. So far, the behavior is intuitive, but the following case trips me up: Disable the GC. Create an object, then remove a reference to it. The object is destroyed and the __del__ method is called. I thought this would only happen if the garbage collector was enabled. Can someone explain why this happens? Is there a way to defer calling the destructor? import gc import unittest _destroyed = False class MyClass(object): def __del__(self): global _destroyed _destroyed = True class GarbageCollectionTest(unittest.TestCase): def testExplicitGarbageCollection(self): gc.disable() ref = MyClass() ref = None # The next test fails. # The object is automatically destroyed even with the collector turned off. self.assertFalse(_destroyed) gc.collect() self.assertTrue(_destroyed) if __name__=='__main__': unittest.main() Disclaimer: this code is not meant for production -- I've already noted that this is very implementation-specific and does not work on Jython.

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  • Can't modify constant item in scalar assignment

    - by joe
    sub new { my $class = shift; my $ldap_obj = Net::LDAP->new( 'test.company.com' ) or die "$@"; my $self = { _ldap = $ldap_obj, _dn ='dc=users,dc=ldap,dc=company,dc=com', _dn_login = 'dc=login,dc=ldap,dc=company,dc=com', _description ='company', }; # Print all the values just for clarification. bless $self, $class; return $self; } what is wrong on this code : i got this error Can't modify constant item in scalar assignment at Core.pm line 12, near "$ldap_obj,"

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  • Modal view becomes partly transparent when dismissing?

    - by Jaanus
    A completely ordinary setup: UIViewController where I push another UIVC: BlahVc *blah = [[BlahVc alloc] initWithNibName:@"Blah" bundle:nil]; UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:blah]; blah.delegate = self; [self presentModalViewController:nav animated:YES]; [nav release]; [blah release]; Details about Blah: to support both landscape and portrait with least effort, I built Blah.xib so that inside Blah's main view, call it view A, there is another view B, with width fixed to 320px, that positions itself in the centre of the screen. With portrait iPhone it fills up the whole screen, with landscape there are margins on the side. So far, so good. Autorotate etc works well. Now, to dismiss blah, I use the recommended setup: inside Blah, I do: [self.delegate blahDidCancel:self]; And in the parent VC, I have: - (void)blahDidCancel:(Blah *)blah { [self dismissModalViewControllerAnimated:YES]; } Both view A's and B's backgrounds are opaque white. Problem: as soon as it hits the dismissModalViewControllerAnimated line, view A seems to become transparent, while view B remains white. This is not a problem in portrait since view B still fills up the screen. But in landscape, the result is that view B is still opaque, but has see-through transparent margins on the side (where view A used to be that has now mysteriously become transparent), from where the parent view contents comes through during the dismissing animation. Why does it seem like view A becomes transparent upon dismissing the modal VC?

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  • PLCameraController is not adding in viewcontroller

    - by sujyanarayan
    Hi, I've declared PLCameraContoller instance in my AppDelegate class as:- self.cameraController = [PLCameraController performSelector:@selector(sharedInstance)];[cameraController setDelegate:self]; And I'm accessing it in one of my viewcontroller class as:- del = [[UIApplication sharedApplication] delegate]; UIView previewView = [del.cameraController performSelector:@selector(previewView)]; previewView.frame = CGRectMake(0,0, 320, 480); self.view = previewView; [del.cameraController performSelector:@selector(startPreview)]; [del.cameraController performSelector:@selector(setCameraMode:) withObject:(NSNumber)1]; Where "del" is an instance of my AppDelegate class. But i can see only black background in my viewcontroller view in iphone device. Also if i remove "self" from the appdelegate.m code of cameracontroller it also showing blank. How can i get camera in my view controller? I'm pretty much struggling with it. Thanks in Adv.

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  • iPhone, confusing memory leak.

    - by fuzzygoat
    Can anyone tell me what I am doing wrong with the bottom section of code. I was sure it was fine but "Leaks" says it is leaking which quickly changing it o the top version stops, just not sure as to why the bottom variation fails? // Leaks says this is OK if([elementName isEqualToString:@"rotData-requested"]) { int myInt = [[self elementValue] intValue]; NSNumber *valueAsNumber = [NSNumber numberWithInt:myInt]; [self setRotData:valueAsNumber]; return; } . // Leaks says this LEAKS if([elementName isEqualToString:@"rotData-requested"]) { NSNumber *valueAsNumber = [NSNumber numberWithInt:[[self elementValue] intValue]]; [self setRotData:valueAsNumber]; return; } any help would be appreciated. gary

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  • Background color remaining when switching views

    - by Guy
    Hi Guys. I have a UIViewController named equationVC who's user interface is being programmatically created from another NSObject class called equationCon. Upon loading equationVC, a method called chooseInterface is called from the equationCon class. I have a global variable (globalVar) that points to a user defined string. chooseInterface finds a method in the equationCon class that matches the string globalVar points to. In this case, let's say that globalVar points to a string that is called "methodThatMatches." In methodThatMatches, another view controller needs to show the results of what methodThatMatches did. methodThatMatches creates a new equationVC that calls upon methodThatMatches2. As a test, each method changes the color of the background. When the application starts up, I get a purple background, but as soon as I hit backwards I get another purple screen, which should be yellow. I do not think that I am release the view properly. Can anyone help? -(void)chooseInterface { NSString* equationTemp = [globalVar stringByReplacingOccurrencesOfString:@" " withString:@""]; equationTemp = [equationTemp stringByReplacingOccurrencesOfString:@"'" withString:@""]; SEL equationName = NSSelectorFromString(equationTemp); NSLog(@"selector! %@",NSStringFromSelector(equationName)); if([self respondsToSelector:equationName]){ [self performSelector:equationName]; } } -(void)methodThatMatches{ self.equationVC.view.backgroundColor = [UIColor yellowColor]; [setGlobalVar:@"methodThatMatches2"]; EquationVC* temp = [[EquationVC alloc] init]; [[self.equationVC navigationController] pushViewController:temp animated:YES ]; [temp release]; } -(void)methodThatmatches2{ self.equationVC.view.backgroundColor = [UIColor purpleColor]; }

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  • UINaviagtionBar not displaying?

    - by Rajendra Bhole
    Hi, I developing an application in which initially choose UINavigationController based application. In rooViewController xib i added two more UIView, the code is written as follows. @implementation RootViewController @synthesize introductionView, WheelView; (void)viewDidLoad { [super viewDidLoad]; [self.navigationController setNavigationBarHidden:YES]; } pragma mark pragma mark strart up screen: -(void)startIntroductionScreen{ if(window == nil) { window = [[UIWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 480)]; } [window addSubview: introductionView]; [window makeKeyAndVisible]; } -(void)WheelScreen{ [window addSubview:carnivalWheelView]; [window makeKeyAndVisible]; self.navigationController.navigationBar.hidden = NO; [self.navigationItem setLeftBarButtonItem:[[UIBarButtonItem alloc] initWithTitle:@"Setting" style:UIBarButtonItemStylePlain target:nil action:nil] animated:YES]; } pragma mark pragma mark IBAction: -(IBAction)breakGlass:(id)sender{ [self startIntroductionScreen]; } -(IBAction)anotherView:(id)sender{ [self WheelScreen]; } In above code, when the -(void)WheelScreen method on the IBAction anotherView of invoke the UINaviagtionBar is not displaying. Thank's in advance.

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