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  • Printing an invisible NSView

    - by Rodger Wilson
    Initially I created a simple program with a custom NSView. I drew a picture (certificate) and printed it! beautiful! Everything worked great! I them moved my custom NSView to an existing application. My hope was that when a user hit print it would print this certificate. Simple enough. I figured a could have a NSView pointer in my controller code. Then at initialization I would populate the pointer. Then when someone wanted to print the certificate it would print. The problem is that all of my drawing code is in the "drawRect" method. This method doesn't get called because this view is never displayed in a window. I have heart that others use non-visible NSView objects just for printing. What do I need to do. I really don't want to show this view to the screen. Rodger

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  • OpenGL behaving strangely

    - by Mk12
    OpenGL is acting very strangely for some reason. In my subclass of NSOpenGLView, I have the following code in -prepareOpenGL: - (void)prepareOpenGL { GLfloat lightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; GLfloat lightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat lightPosition[] = { 0.0f, 0.0f, 2.0f }; quality = 0; zCoord = -6; [self loadTextures]; glEnable(GL_LIGHTING); glEnable(GL_TEXTURE_2D); glShadeModel(GL_SMOOTH); glClearColor(0.2f, 0.2f, 0.2f, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glLightfv(GL_LIGHT1, GL_AMBIENT, lightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, lightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, lightPosition); glEnable(GL_LIGHT1); gameState = kGameStateRunning; int i = 0; // HERE ******** [NSTimer scheduledTimerWithTimeInterval:0.03f target:self selector:@selector(processKeys) userInfo:nil repeats:YES]; // Synchronize buffer swaps with vertical refresh rate GLint swapInt = 1; [[self openGLContext] setValues:&swapInt forParameter:NSOpenGLCPSwapInterval]; // Setup and start displayLink [self setupDisplayLink]; } I wanted to assign the timer that processes key input to an ivar so that I could invalidate it when the game is paused (and reinstantiate it on resume), however when I did that (as apposed to leaving it at [NSTimer scheduledTimer…), OpenGL doesn't display the cube I draw. When I take it away, it's fine. So i tried just adding a harmless statement, int i = 0; (maked // HERE *******), and that makes the lighting not work! When I take it away, everything is fine, but when I put it back, everything is dark. Can someone come up with a rational explanation for this? Thanks.

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  • Core Data (NSFetchedResultsController) displaying one row per section

    - by Urizen
    I have a CoreData application which uses NSFetchedResultsController. NSFetchedResultsController is useful in that it allows me to access the fetched objects more easily etc. but I find that I have problems with the following: I get a crash when I display a single row for each section (irrespective of the number of actual rows present) as a summary of the information in that section (e.g. showing a statistical analysis of the data contained in the fetched rows for that section). I understand that the NSFetchedResultsControllerDelegatemethods have to agree with the number of rows reported per section by the UITableView Delegate method but I would like to be able to fetch all of the records for each section without necessarily displaying each of the rows. The above causes me inconsistency crashes, when I try to insert or delete data for a section, which reports that the number of rows for each section is not as it should be given the number of insertions/deletions. Is there any way I can do what I'm trying to achieve? Thanks for any help.

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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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  • 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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  • Line smoothing in Cocoa Touch

    - by Sam Kaplan
    How would I smooth a line (UIBeizerPath) or a set of points? Right now it draws it jagged. I read about spline interpolation, could anyone point me to an implementation of this in cocoa or C or give me an alternate line smoothing algorithm.

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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 implement checkout/basket system

    - by ct2k7
    Hi, I'm making an app for fun and would like to know how to implement a checkout/basket system on the app. Basically, a list of products is pulled in from a web server in form of XML file, which is then displayed in a UITableView controller. A tap on the cell takes the user to a more detailed overview of the product. The app would need to be able to get the product into a basket type thing, and this is where I'm getting stuck. Are there any code samples that I could take a look at?

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  • Unable to load detached NIB in View

    - by Sheehan Alam
    I have two NIB's ParentViewController.xib ChildViewController.xib ParentViewController.xib contains a UIView and a UIViewController. ChildViewController.xib contains a UIButton I want ChildViewController.xib to load in the ParentViewController.xib's UIView I have done the following: Created @property for UIView in ParentViewController Connected File's Owner to UIView in ParentViewController Set UIViewController in ParentViewController's NIB Name property to ChildViewController in Interface Builder Set ChildViewController view property to UIView in ParentViewController I was hoping this would load ChildViewController into my UIView in ParentViewController but no luck. I did get the following warning, which could be the culprit: 'View Controller (Child View)' has both its 'NIB Name' property set and its 'view' outlet connected. This configuration is not supported. I also have added additional code in ParentViewController's viewDidLoad(): - (void)viewDidLoad { [super viewDidLoad]; ChildViewController *childViewController = [[ChildViewController alloc]initWithNibName:@"ChildViewController" bundle:nil]; childViewController.view = self.myView; } Any thoughts on why ChildViewController does not load in the UIView of ParentViewController?

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  • next line character a huge influence on xmlparser?

    - by jovany
    I have question about a basic xml file I'm parsing and just putting in simple nextlines(Enters). I'll try to explain my problem with this next example. I'm( still) building an xml tree and all it has to do ( this is a testtree ) is put the summary in an itemlist. I then export it to a plist so I can see if everything is done correctly. A method that does this is in the parser which looks like this if([elementName isEqualToString:@"Book"]) { [appDelegate.books addObject:aBook]; [aBook release]; aBook = nil; } else { [aBook setValue:currentElementValue forKey:elementName]; NSString *directions = [NSString stringWithFormat:currentElementValue]; [directionTree = setObject:directions forKey:@"directions"]; } [currentElementValue release]; currentElementValue = nil; } the export for the plistfile happens at the endtag of books. Below is the first xmlfile <?xml version="1.0" encoding="UTF-8"?> <Books><Book id="1"><summary>Ero adn the ancient quest to measure the globe.</summary></Book><Book id="2"><summary>how the scientific revolution began.</summary></Book></Books> This is my output http://img139.imageshack.us/img139/9175/picture6rtn.png If I make some adjustments like here <?xml version="1.0" encoding="UTF-8"?> <Books><Book id="1"> <summary>Ero adn the ancient quest to measure the globe.</summary> </Book> <Book id="2"> <summary>how the scientific revolution began.</summary> </Book> </Books> My directions key with type string remains empty... http://img248.imageshack.us/img248/5838/picture7y.png I never knew that if I just put in an enter it would have such an influence. Does anyone know a solution to this since my real xml file looks like this. ps. the funny thing is I can actually see ( when debugging)my directions string (NSString directions ) fill up with the currentElementValue in both cases.

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  • How switch UIViewController by flip from 3 controllers ?

    - by Sergey
    Hello, all. I've got next problem: i've got 3 UIViewController and need to switch controllers by UIModalTransitionStyleFlipHorizontal. Next code working fine: testController.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:testController animated:YES]; where testController - next controller to switch, self - current controller. And when i've set 3rd controller - it's working fine, but i have problem with back to first controller - when i back to first controller - i can't go to second controller. 1 - 2 - 3 - 1 - it's working fine, but - 2 - don't show. what's mistake ?

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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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  • 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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  • iPhone Development: Get images from RSS feed

    - by Matthew Saeger
    I am using the NSXMLParser to get new RSS stories from a feed and am displaying them in a UITableView. However now I want to take ONLY the images, and display them in a UIScrollView/UIImageView (3 images side-by side). I am completely lost. I am using the following code to obtain 1 image from a URL. NSURL *theUrl1=[NSURL URLWithString:@"http://farm3.static.flickr.com/2586/4072164719_0fa5695f59.jpg"]; JImage *photoImage1=[[JImage alloc] init]; [photoImage1 setContentMode:UIViewContentModeScaleAspectFill]; [photoImage1 setFrame:CGRectMake(0, 0, 320, 170)]; [photoImage1 initWithImageAtURL:theUrl1]; [imageView1 addSubview:photoImage1]; [photoImage1 release]; This is all I have accomplished, and it works, for one image, and I have to specify the exact URL. What would you recommend I do to accomplish this?

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  • code to play sound programmatically using a button on the iphone

    - by Brandon
    I am trying to figure out how to hook up a button to play a sound programmatically without using IB. I have the code to play the sound, but have no way of hooking the button up to play the sound? any help? here is my code that I'm using: - (void)playSound { NSString *path = [[NSBundle mainBundle] pathForResource:@"boing_1" ofType:@"wav"]; AVAudioPlayer* myAudio = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:path error:NULL]]; myAudio.delegate = self; myAudio.volume = 2.0; myAudio.numberOfLoops = 1; [myAudio play]; }

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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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  • UITableViewCell checkmark change on select

    - by user333673
    Am I correct in thinking that to change the checkmark for "on" to "off", I must change the CellAccessoryType between none and checkmark on the didSelectRowAtIndexPath? Because I have done this but I have noticed the behaviour is not perfectly identical to like the checkmark cells on the auto lock settings on the iphone. Or is there some other way checkmarks are meant to be handled?

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  • Why my own UIViewController can't detect touch?

    - by Tattat
    I have my OwnViewController, the viewDidLoad is like this: - (void)viewDidLoad { [super viewDidLoad]; UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImg" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); UIImageView *imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; self.view = imageView; CGImageRelease(imageRef); } It works, and I have detect touches method like this: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesBegan"); } But my UIView can't detect any touches. My Own UIViewController is a subclass of UIViewController. It is a little square view on the IB, why that can't detect touches? thx u.

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  • Fragment shaders on a texture

    - by Snowangelic
    Hello stack overflow. I am trying to add some post-processing capabilities to a program. The rendering is done using openGL. I just want to allow the program to load some home made fragment shader and use them on the video stream. I wrote a little piece of shader using "OpenGL Shader Builder" that just turns a texture in grayscale. The shaders works well in the shader builder but I can't make it work in the main program. The screens stays all black. Here is the setup : @implementation PluginGLView - (id) initWithCoder: (NSCoder *) coder { const GLubyte * strExt; if ((self = [super initWithCoder:coder]) == nil) return nil; glLock = [[NSLock alloc] init]; if (nil == glLock) { [self release]; return nil; } // Init pixel format attribs NSOpenGLPixelFormatAttribute attrs[] = { NSOpenGLPFAAccelerated, NSOpenGLPFANoRecovery, NSOpenGLPFADoubleBuffer, 0 }; // Get pixel format from OpenGL NSOpenGLPixelFormat* pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs]; if (!pixFmt) { NSLog(@"No Accelerated OpenGL pixel format found\n"); NSOpenGLPixelFormatAttribute attrs2[] = { NSOpenGLPFANoRecovery, 0 }; // Get pixel format from OpenGL pixFmt = [[NSOpenGLPixelFormat alloc] initWithAttributes:attrs2]; if (!pixFmt) { NSLog(@"No OpenGL pixel format found!\n"); [self release]; return nil; } } [self setPixelFormat:[pixFmt autorelease]]; /* long swapInterval = 1 ; [[self openGLContext] setValues:&swapInterval forParameter:NSOpenGLCPSwapInterval]; */ [glLock lock]; [[self openGLContext] makeCurrentContext]; // Init object members strExt = glGetString (GL_EXTENSIONS); texture_range = gluCheckExtension ((const unsigned char *)"GL_APPLE_texture_range", strExt) ? GL_TRUE : GL_FALSE; texture_hint = GL_STORAGE_SHARED_APPLE ; client_storage = gluCheckExtension ((const unsigned char *)"GL_APPLE_client_storage", strExt) ? GL_TRUE : GL_FALSE; rect_texture = gluCheckExtension((const unsigned char *)"GL_EXT_texture_rectangle", strExt) ? GL_TRUE : GL_FALSE; // Setup some basic OpenGL stuff glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); // Loads the shaders shader=LoadShader(GL_FRAGMENT_SHADER,"/Users/alexandremathieu/fragment.fs"); program=glCreateProgram(); glAttachShader(program, shader); glLinkProgram(program); glUseProgram(program); [NSOpenGLContext clearCurrentContext]; [glLock unlock]; image_width = 1024; image_height = 512; image_depth = 16; image_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; image_base = (GLubyte *) calloc(((IMAGE_COUNT * image_width * image_height) / 3) * 4, image_depth >> 3); if (image_base == nil) { [self release]; return nil; } // Create and load textures for the first time [self loadTextures:GL_TRUE]; // Init fps timer //gettimeofday(&cycle_time, NULL); drawBG = YES; // Call for a redisplay noDisplay = YES; PSXDisplay.Disabled = 1; [self setNeedsDisplay:true]; return self; } And here is the "render screen" function wich basically...renders the screen. - (void)renderScreen { int bufferIndex = whichImage; glBindTexture(GL_TEXTURE_RECTANGLE_EXT, bufferIndex+1); glUseProgram(program); int loc=glGetUniformLocation(program, "texture"); glUniform1i(loc,bufferIndex+1); glTexSubImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, image_width, image_height, GL_BGRA, image_type, image[bufferIndex]); glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f); glTexCoord2f(0.0f, image_height); glVertex2f(-1.0f, -1.0f); glTexCoord2f(image_width, image_height); glVertex2f(1.0f, -1.0f); glTexCoord2f(image_width, 0.0f); glVertex2f(1.0f, 1.0f); glEnd(); [[self openGLContext] flushBuffer]; [NSOpenGLContext clearCurrentContext]; //[glLock unlock]; } and finally here's the shader. uniform sampler2DRect texture; void main() { vec4 color, texel; color = gl_Color; texel = texture2DRect(texture, gl_TexCoord[0].xy); color *= texel; // Begin Shader float gray=0.0; gray+=(color.r + color.g + color.b)/3.0; color=vec4(gray,gray,gray,color.a); // End Shader gl_FragColor = color; } The loading and using of shaders works since I am able to turn the screen all red with this shader void main(){ gl_FragColor=vec4(1.0,0.0,0.0,1.0); } If the shader contains a syntax error I get an error message from the LoadShader function etc. If I remove the use of the shader, everything works normally. I think the problem comes from the "passing the texture as a uniform parameter" thing. But these are my very firsts step with openGL and I cant be sure of anything. Don't hesitate to ask for more info. Thank you Stack O.

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  • Optimising local image loading/rendering on iPhone

    - by Tricky
    Hi, I'm looking to create an interface where the user can navigate through large volumes of images. Each image has a thumbnail of 128x128 that I wish to display and will be kind of similar to coverflow in operation. I have this all working in principle but am becoming stuck when navigating through content at speed. The interface begins to stutter and becoming jerky. I believe this is primarily because of disk i/o and the cost of rendering each image. Is there anyway this can be handed over to a seperate thread simply? Defaulting to a greyed out thumbnail until the image has loaded? How have Apple managed to achieve this in coverflow? Many thanks,

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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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  • How to get a volume measurement of iPhone recording in dB, with a limit of at least 120dB

    - by Cyber
    Hello, I am trying to make a simple volume meter for the iPhone. I want the volume displayed in dB. When using this turorial, I am only getting measurements up to 78 dB. I've read that that is because the dBFS spectrum for 16 bit audio recordings is only 96 dB. I tried modifying this piece of code in the init funcyion: dataFormat.mSampleRate = 44100.0f; dataFormat.mFormatID = kAudioFormatLinearPCM; dataFormat.mFramesPerPacket = 1; dataFormat.mChannelsPerFrame = 1; dataFormat.mBytesPerFrame = 2; dataFormat.mBytesPerPacket = 2; dataFormat.mBitsPerChannel = 16; dataFormat.mReserved = 0; I changed the value of mBitsPerChannel, hoping to increase the bit value of the recording. dataFormat.mBitsPerChannel = 32; With that variable set to 32, the "mAveragePower" function returns only 0. So, how can i measure more decibels? All my code is practically the same as in the tutorial i posted above. Thanks in advance, Thomas

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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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  • Crash in Reachability API

    - by Marc
    I'm using the Reachability sample code provided by Apple to check the network connectivity and get notified of changes (Reachability Sample code). I had a look at some crash locks of my app. It seems that some crashes are due to the Reachability/SystemConfiguration Reachablity API stuff (see below). SCNetworkReachabilityGetFlags is only used in the Reachability class provided by Apple. Or am I misinterpreting the crash log? Exception Type: EXC_CRASH (SIGABRT) Exception Codes: 0x00000000, 0x00000000 Crashed Thread: 0 Thread 0 Crashed: 0 libSystem.B.dylib 0x00000e70 mach_msg_trap + 20 1 libSystem.B.dylib 0x00003354 mach_msg + 60 2 SystemConfiguration 0x0001f480 configopen + 168 3 SystemConfiguration 0x00004d08 SCDynamicStoreCreateWithOptions + 272 4 SystemConfiguration 0x00004e54 SCDynamicStoreCreate + 24 5 SystemConfiguration 0x00015244 updateReachabilityStoreInfo + 152 6 SystemConfiguration 0x00016f04 updateCommCenterStatus + 32 7 SystemConfiguration 0x00017678 checkAddress + 1368 8 SystemConfiguration 0x0001a260 __SCNetworkReachabilityGetFlags + 1992 9 SystemConfiguration 0x0001b00c rlsPerform + 132 10 CoreFoundation 0x00058266 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__ + 8 11 CoreFoundation 0x00028692 __CFRunLoopDoSources0 + 214 12 CoreFoundation 0x00027f62 __CFRunLoopRun + 258 13 CoreFoundation 0x00027d74 CFRunLoopRunSpecific + 220 14 CoreFoundation 0x00027c82 CFRunLoopRunInMode + 54 15 GraphicsServices 0x00004e84 GSEventRunModal + 188 16 UIKit 0x00004f8c -[UIApplication _run] + 564 17 UIKit 0x000024cc UIApplicationMain + 964 18 MyApp 0x0000f80c main (main.m:21) 19 MyApp 0x0000f77c start + 44

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