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  • iOS Efficiency File Saving Efficiency

    - by Guvvy Aba
    I was working on my iOS app and my goal is to save a file that I am receiving from the internet bit by bit. My current setup is that I have a NSMutableData object and I add a bit of data to it as I receive my file. After the last "packet" is received, I write the NSData to a file and the process is complete. I'm kind of worried that this isn't the ideal way to do it because of the limitations of RAM in a mobile device and it would be problematic to receive large files. My next thought was to implement a NSFileHandle so that as the file arrives, it would be saved to the disk, rather than the virtual memory. In terms of speed and efficiency, which method do you think will work decently on an iOS device. I am currently using the first, NSMutableData approach. Is it worth changing my app to use the NSFileHandle? Thanks in advance, Guvvy

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  • MPMoviePlayerViewController crash on iOS 6.0

    - by user1471568
    I have a trouble in my app for the iOS6.0. It works perfectly fine on iOS 5.1.1 and under, but on the 6.0 shows exc_bad_access. please let me know why. -(void)endAniView{ if (moviePlayer!=nil) { [moviePlayer.moviePlayer stop]; [self removeFromSuperview]; } } this method called when user touches a button. and below are NEW ERROR MESSAGE and I've never seen before ios 6.0 2012-09-18 16:13:22.410 KiKiSong[992:907] [MPAVController] Autoplay: Disabling autoplay for pause 2012-09-18 16:13:22.411 KiKiSong[992:907] [MPAVController] Autoplay: Disabling autoplay 2012-09-18 16:13:22.450 KiKiSong[992:907] [MPAVController] Autoplay: Skipping autoplay, disabled (for current item: 1, on player: 0) please help me. Thanks

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  • Get directory contents in date modified order

    - by nevan
    Is there an method to get the contents of a folder in a particular order? I'd like an array of file attribute dictionaries (or just file names) ordered by date modified. Right now, I'm doing it this way: get an array with the file names get the attributes of each file store the file's path and modified date in a dictionary with the date as a key Next I have to output the dictionary in date order, but I wondered if there's an easier way? If not, is there a code snippet somewhere which will do this for me? Thanks.

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  • Background image for list view still shows white behind text for cells.

    - by MonkeyTroy
    I wanted to put a background image partially visible behind a list view. I created a list view in my nib with an image view behind it and made the list view background 20% opacity. This allows the background image to show thru but my text in the cells show a white background behind and if I create the cells in cellForRowAtIndexPath the cells have a white background too. I am creating and setting the cell textLabel and the detailTextLabel in the cellForRowAtIndexPath event. Not sure how to get rid of that, or if there is a better way to do the background image.

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  • SQLite - a smart way to remove and add new objects

    - by Ilya
    Hi, I have a table in my database and I want for each row in my table to have an unique id and to have the rows named sequently. For example: I have 10 rows, each has an id - starting from 0, ending at 9. When I remove a row from a table, lets say - row number 5, there occurs a "hole". And afterwards I add more data, but the "hole" is still there. It is important for me to know exact number of rows and to have at every row data in order to access my table arbitrarily. There is a way in sqlite to do it? Or do I have to manually manage removing and adding of data? Thank you in advance, Ilya.

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  • NSMutableArray count method show the NSMutableArray is count 0?

    - by Tattat
    This is my init method: -(id)init{ self = [super init]; magicNumber = 8; myMagicArray = [[NSMutableArray alloc] initWithCapacity:(magicNumber*magicNumber)]; NSLog(@"this is the magic Array: %d", [myMagicArray count]); return self; } This is the .h: @interface Magic : NSObject { NSMutableArray *myMagicArray; int magicNumber; } The console shows me that number is 0. instead of 64, wt's happen? I already check out this post: StackOverflow Link: http://stackoverflow.com/questions/633699/nsmutablearray-count-always-returns-zero

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  • Why CABasicAnimation will send the layer's view to back and front?

    - by ohho
    There are two UIViews of similar size. UIView one (A) is originally on top of UIView two (B). When I try to perform a CABasicAnimation transform.rotation.y on A's layer: CABasicAnimation *rotateAnimation = [CABasicAnimation animationWithKeyPath:@"transform.rotation.y"]; CGFloat startValue = 0.0; CGFloat endValue = M_PI; rotateAnimation.fromValue = [NSNumber numberWithDouble:startValue]; rotateAnimation.toValue = [NSNumber numberWithDouble:endValue]; rotateAnimation.duration = 5.0; [CATransaction begin]; [imageA.layer addAnimation:rotateAnimation forKey:@"rotate"]; [CATransaction commit]; During the animation, the animating layer's UIView (A) will be: sent back (A is suddenly behind B) rotating ... passed second half of the animation sent front (A is now on top of B again) Is there a way to keep A on top of B for the whole animation period? Thanks! UPDATE: project source is attached: FlipLayer.zip

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  • NSString stringWithFormat swizzled to allow missing format numbered args

    - by coneybeare
    Based on this SO question asked a few hours ago, I have decided to implement a swizzled method that will allow me to take a formatted NSString as the format arg into stringWithFormat, and have it not break when omitting one of the numbered arg references (%1$@, %2$@) I have it working, but this is the first copy, and seeing as this method is going to be potentially called hundreds of thousands of times per app run, I need to bounce this off of some experts to see if this method has any red flags, major performance hits, or optimizations #define NUMARGS(...) (sizeof((int[]){__VA_ARGS__})/sizeof(int)) @implementation NSString (UAFormatOmissions) + (id)uaStringWithFormat:(NSString *)format, ... { if (format != nil) { va_list args; va_start(args, format); // $@ is an ordered variable (%1$@, %2$@...) if ([format rangeOfString:@"$@"].location == NSNotFound) { //call apples method NSString *s = [[[NSString alloc] initWithFormat:format arguments:args] autorelease]; va_end(args); return s; } NSMutableArray *newArgs = (NSMutableArray *)[NSMutableArray arrayWithCapacity:NUMARGS(args)]; id arg = nil; int i = 1; while (arg = va_arg(args, id)) { NSString *f = (NSString *)[NSString stringWithFormat:@"%%%d\$\@", i]; i++; if ([format rangeOfString:f].location == NSNotFound) continue; else [newArgs addObject:arg]; } va_end(args); char *newArgList = (char *)malloc(sizeof(id) * [newArgs count]); [newArgs getObjects:(id *)newArgList]; NSString* result = [[[NSString alloc] initWithFormat:format arguments:newArgList] autorelease]; free(newArgList); return result; } return nil; } The basic algorithm is: search the format string for the %1$@, %2$@ variables by searching for %@ if not found, call the normal stringWithFormat and return else, loop over the args if the format has a position variable (%i$@) for position i, add the arg to the new arg array else, don't add the arg take the new arg array, convert it back into a va_list, and call initWithFormat:arguments: to get the correct string. The idea is that I would run all [NSString stringWithFormat:] calls through this method instead. This might seem unnecessary to many, but click on to the referenced SO question (first line) to see examples of why I need to do this. Ideas? Thoughts? Better implementations? Better Solutions?

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  • Declaring CustomViewController?

    - by fuzzygoat
    I have noticed in some of my older apps that in situations where I have added a custom View Controller I have not changed the View Controller class in the application delegate. For example, below I have created a CustomViewController class but have declared viewController as UIViewController. @interface ApplicationAppDelegate: NSObject <UIApplicationDelegate> { UIWindow *window; UIViewController *viewController; } My question is, both work, but for correctness should I be writing this as follows: @class CustomViewController; @interface ApplicationAppDelegate: NSObject <UIApplicationDelegate> { UIWindow *window; CustomViewController *viewController; } gary

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  • EXC_BAD_ACCESS signal received

    - by Hector Ramos
    When deploying the application to the device, the program will quit after a few cycles with the following error: Program received signal: "EXC_BAD_ACCESS". The program runs without any issue on the iPhone simulator, it will also debug and run as long as I step through the instructions one at a time. As soon as I let it run again, I will hit the EXC_BAD_ACCESS signal. In this particular case, it happened to be an error in the accelerometer code. It would not execute within the simulator, which is why it did not throw any errors. However, it would execute once deployed to the device. Most of the answers to this question deal with the general EXC_BAD_ACCESS error, so I will leave this open as a catch-all for the dreaded Bad Access error. EXC_BAD_ACCESS is typically thrown as the result of an illegal memory access. You can find more information in the answers below. Have you encountered the EXC_BAD_ACCESS signal before, and how did you deal with it?

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  • Debugging NSoperation BAD ACCESS within graphics context

    - by Joe
    I tried everything to debug this one but I can't get to the bottom of it. This code lives in a subclass of NSOperation which is processed from a queue: (borders is an ivar NSArray containing 5 UIimage objects) NSMutableArray *images = [[NSMutableArray alloc] init]; for (unsigned i = 0; i < 5; i++) { CGSize size = CGSizeMake(60, 60); UIGraphicsBeginImageContext(size); CGPoint thumbPoint = CGPointMake(6, 6); [controller.image drawAtPoint:thumbPoint]; CGPoint borderPoint = CGPointMake(0, 0); [[borders objectAtIndex:i] drawAtPoint:borderPoint]; [images addObject:UIGraphicsGetImageFromCurrentImageContext()]; UIGraphicsEndImageContext(); } [images release]; The code works fine most of the time but when I push the iphone by access subviews and pressing lots of buttons on the UI I either get this exception which is trapped by the operation: Exception Load view: *** -[NSCFArray insertObject:atIndex:]: attempt to insert nil or I get this: Program received signal: “EXC_BAD_ACCESS”. The exception is caused because UIGraphicsGetImageFromCurrentImageContext() return nil. I don't know how to debug the EXC_BAD_ACCESS but I'm guessing that this error (in fact both of these errors) is caused by low memory. The debugger stops at the line: [controller.image drawAtPoint:thumbPoint]; As I mentioned I've trapped the exception so I can live with that but the EXC_BAD_ACCESS is more serious. IF this is memory related how can I tell and is it possible to increase the memory available to NSOperation?

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  • On iPhone, how do I show a login screen to get username and password before giving access to iPhone

    - by MikeN
    On iPhone, how do I show a login screen to get username and password before giving access to iPhone app? Also, does the iPhone store a cookie to the secure website like a web browser? I was thinking of giving users to my website a long API key to store in the settings of their iPhone instead of asking them to login with a username/password (seems to be the Slicehost iPhone app approach.) Which is the best way to get a user to login securely? I have full control over the design of the iPhone app and website so have a lot of flexibility.

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  • NSScrollView frame and flipped documentView

    - by StrAbZ
    Hi, I have problems with NSScrollView, It is not displayed the way I want. Yes I know there is a lot of post about it around the web, I need to override the isFlipped, in order to make it return YES, in my NSView subclass. Ok, it's done, so now, my scrollView scroll from top to bottom, and not in the reverse way, as it was before overriding isFlipped. But, this is the second part, my real problem, which I didn't found any answer on the web, how the hell I'm supposed to code, or create my view in interface builder, if everything is flipped? If I put something at the top, it is displayed a the bottom… do you have any magic trick to handle that? And my last problem, is the NSScrollView frame. before setting the documentView of my scroll view, everything is fine, the scrollView is displayed at the place I choose, but, when I set the document view, it looks like the scrollview frame looks bigger, so I have to resize it…. is this a normal behavior? Thank you very much.

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  • iPhone SDK background thread image loading problem

    - by retailevolved
    I have created a grid view that displays six "cells" of content. In each cell, an image is loaded from the web. There are a multiple pages of this grid (the user moves through them by swiping up / down to see the next set of cells). Each cell has its own view controller. When these view controllers load, they use an ImageLoader class that I made to load and display an image. These view controllers implement an ImageLoaderDelegate that has a single method that gets called when the image is finished loading. ImageLoader does its work on a background thread and then simply notifies its delegate when it is done loading, passing the image to the delegate method. Trouble is that if the user moves on to the next page of grid content before the image has finished loading (releasing the GridCellViewControllers that use the ImageLoaders), the app crashes. I suspect that this is because along the line, an asynchronous method finishes and attempts to notify its delegate but can't because it's been released. Here's some code to give a better picture: GridCellViewController.m: - (void)viewDidLoad { [super viewDidLoad]; // ImageLoader _loader = [[ProductImageLoader alloc] init]; _loader.delegate = self; if(_boundObject) [_loader loadImageForProduct:_boundObject]; } //ImageLoaderDelegate method - (void) imageDidFinishLoading: (UIImage *)image { [_imgController setImage:image]; } ProductImageLoader.m - (void) loadImageForProduct: (Product *) product { // Get image on another thread [NSThread detachNewThreadSelector:@selector(getImageForProductInBackground:) toTarget:self withObject:product]; } - (void) getImageForProductInBackground: (Product *) product { NSAutoreleasePool *tempPool = [[NSAutoreleasePool alloc] init]; HttpRequestLoader *tempLoader = [[HttpRequestLoader alloc] init]; NSURL *tempUrl = [product getImageUrl]; NSData *imageData = tempUrl ? [tempLoader loadSynchronousDataFromAddress:[tempUrl absoluteString]] : nil; UIImage *image = [[UIImage alloc] initWithData:imageData]; [tempPool release]; if(delegate) [delegate imageDidFinishLoading:image]; } The app crashes with EXC_BAD_ACCESS. Disclaimer: The code has been slightly modified to focus on the issue at hand.

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  • Why does my UITableView change from UITableViewStyleGrouped to UITableViewStylePlain

    - by casper
    My application has a view controller that extends UITableViewController. The initialization method looks like this: - (id)initWithCoder:(NSCoder*)coder { if (self = [super initWithCoder:coder]) { self.tableView = [[UITableView alloc] initWithFrame:self.tableView.frame style:UITableViewStyleGrouped]; } return self; } When the view is initially loaded, it's displayed as UITableViewStyleGrouped. However, if my app ever receives a low memory warning, the above view changes to UITableViewStylePlain. There is no associated xib file with the View/Controller. The viewDidUnload and didReceiveMemoryWarning methods are straightforward: - (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; } My question is, why does the table style change when I receive a memory warning?

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  • Convert UIViews made programmatically to UIScrollViews

    - by Scott
    So I have a bunch of UIViews that I made programmatically and placed a bunch of content on (UIButtons, UILabels, UINavigationBars, etc.), and most of these views are going to need to actually be UIScrollViews instead. Now keep in mind I made all these through code not the Interface Builder. What I first tried was to just change each declaration of a UIView to a UIScrollView instead, and that compiled and ran fine, however, they were not scrollable. It's REALLY weird. Here is the code that I change into UIScrollViews, although it doesn't scroll: - (void)loadView { //allocate the view self.view = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; //self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; //set the view's background color self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"MainBG.jpg"]]; [self.view addSubview:[SiteOneController myNavBar1:@"Sites"]]; NSMutableArray *sites = [[NSMutableArray alloc] init]; NSString *one = @"Constution Center"; NSString *two = @"Franklin Court"; NSString *three = @"Presidents House"; [sites addObject: one]; [one release]; [sites addObject: two]; [two release]; [sites addObject: three]; [three release]; NSString *element; int j = 0; for (element in sites) { UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; UIFont *myBoldFont = [UIFont boldSystemFontOfSize:20.0]; UILabel *label = [[UILabel alloc] initWithFrame:CGRectMake(20, b + (j*45), c, d)]; [label setBackgroundColor:[UIColor clearColor]]; label.text = element; label.font = myBoldFont; UIImage *img = [UIImage imageNamed:@"ButtonBase.png"]; [button setImage:img forState:UIControlStateNormal]; //setframe (where on screen) //separation is 15px past the width (45-30) button.frame = CGRectMake(a, b + (j*45), c, d); // [button setTitle:element forState:UIControlStateNormal]; button.backgroundColor = [SiteOneController myColor1]; [button addTarget:self action:@selector(showCCView:) forControlEvents:UIControlEventTouchUpInside]; [button setTag:j]; [self.view addSubview: button]; [self.view addSubview:label]; j++; } } What am I doing wrong?

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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • Accessing XML data online?

    - by fuzzygoat
    I am just testing an app to get data off our web server, previously I had been using: NSURL, NSURLRequest, NSURLConnection etc. to get the data that I wanted. But I have just noticed that if I swap to using XML I can simply do the following and pass the results to NSXMLParser: NSURL *url = [NSURL URLWithString:@"https://www.fuzzygoat.com/turbine?nbytes=1&fmt=xml"]; Am I right in thinking that if your just after XML this is an acceptable method? It just seems strongly short compared to what I was doing before? gary

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  • OpenGLES mix and match blending options complicated question

    - by DevDevDev
    So I have a background line drawing, black and white. I want to be able to draw over this, keeping the black lines in there, and drawing only where it is white. I can do this by using glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); And the black stays black and white gets whatever color I want. However in the white areas, I want to be able to draw some color, pick to another color and then blend. However this doesn't work because the blend function is messed up. So what I was thinking is having a linedrawing framebuffer, and a user-drawing framebuffer. The user draws into the userdrawing framebuffer, with a different blending, and then I switch blending options and draw into the linedrawing framebuffer. But i don't know enough OpenGL to say whether or not this will work or is a stupid idea. Thanks a lot

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