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  • How to control a NSView, located in a dedicated NSWindow, from the main NSWindow designed to support

    - by Michael
    Hi, This is probably a simple problem for the high skilled Cocoa programmers, but I can't find how to control the graph in a separate window. I read carefully the Cocoa related books, go through many web notes,but I can't find a solution to my problem. The purpose is to use a dedicated window to draw the I=F(Vg) curves extracted by the GUI from a specific hardware. All the GUI and the hardware works fine ( thanks to the help provided by several members of stackoverflow) , but no way to send the parameters to the NSView to display the results. So far, the GUI class is based on a NSObject, the graphic class is NSView. Any idea, examples, links will be appreciated. Thank you so much. Michael

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  • Accessing resources in the package of an application created with xcode/cocoa

    - by Michael Minerva
    I am trying to make a simple that needs to create an NSImage and I want to put the .png file in the resources of my package contents. I added the .png file to my resources directory in Xcode and when I create the applicaiton the .png file shows up in my resources inside package contents but I am havhing trouble figuring out how to reference file here is what I tried: [image initWithContentsOfFile:@"resources/draw-button.png"]; I figured that my package contents would be my current directory so I thought this would work, but it does. How do I reference my resources directory?

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  • Help needed with drawRect:

    - by Andrew Coad
    Hi, I'm having a fundamental issue with use of drawRect: Any advice would be greatly appreciated. The application needs to draw a variety of .png images at different times, sometimes with animation, sometimes without. A design goal that I was hoping to adhere to is to have the code inside drawRect: very simple and "dumb" - i.e. just do drawing and no other application logic. To draw the image I am using the drawAtPoint: method of UIImage. Since this method does not take a CGContext as a parameter, it can only be called within the drawRect: method. So I have: - (void)drawRect:(CGRect)rect { [firstImage drawAtPoint:CGPointMake(firstOffsetX, firstOffsetY)]; } All fine and dandy for one image. To draw multiple images (over time) the approach I have taken is to maintain an array of dictionaries with each dictionary containing an image, the point location to draw at and a flag to enable/suppress drawing for that image. I add dictionaries to the array over time and trigger drawing via the setNeedsDisplay: method of UIView. Use of an array of dictionaries allows me to completely reconstruct the entire display at any time. drawRect: now becomes: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } } Still OK. The code is simple and compact. Animating this is where I run into problems. The first problem is where do I put the animation code? Do I put it in UIView or UIViewController? If in UIView, do I put it in drawRect: or elsewhere? Because the actual animation depends on the overall state of the application, I would need nested switch statements which, if put in drawRect:, would look something like this: - (void)drawRect:(CGRect)rect { for (NSMutableDictionary *imageDict in [self imageDisplayList]) { if ([[imageDict objectForKey:@"needsDisplay"] boolValue]) { switch ([self currentState]) { case STATE_1: switch ([[imageDict objectForKey:@"animationID"] intValue]) { case ANIMATE_FADE_IN: [self setAlpha:0.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; [UIView setAnimationDuration:2]; [self setAlpha:1.0]; break; case ANIMATE_FADE_OUT: [self setAlpha:1.0]; [UIView beginAnimations:[[imageDict objectForKey:@"animationID"] intValue] context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationCurve:UIViewAnimationCurveEaseOut]; [UIView setAnimationDuration:2]; [self setAlpha:0.0]; break; case ANIMATE_OTHER: // similar code here break; default: break; } break; case STATE_2: // similar code here break; default: break; } [[imageDict objectForKey:@"image"] drawAtPoint:[[imageDict objectForKey:@"location"] CGPointValue]]; [imageDict setValue:[NSNumber numberWithBool:NO] forKey:@"needsDisplay"]; } } [UIView commitAnimations]; } In addition, to make multiple sequential animations work correctly, there would need to be an outer controlling mechanism involving the animation delegate animationDidStop: callback that would set the needsDisplay entries in the dictionaries to allow/suppress drawing (and animation). The point that we are at now is that it all starts to look very ugly. More specifically: drawRect: starts to bloat quickly and contain code that is not "just drawing" code the UIView needs implicit awareness of the application state the overall process of drawing is now spread across three methods at a minimum And on to the point of this post: how can I do this better? What would the experts out there recommend in terms of overall structure? How can I keep application state information out of the view? Am I looking at this problem from the wrong direction. Is there some completely different approach that I should consider?

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  • Cocoa/AppleScript move file

    - by bogdan
    I have a list of file paths and a destination path. I need something (AppleScript, Cocoa) that will move the files from one location to an other. I first tried using the following AppleScript, just to see what happens: set the_folder to (choose folder) tell application "Finder" move selection to the_folder end tell The problem is that it just blindly tries to move a file, nothing like the way Finder actually moves files (i.e. if a file with that name already exists, the AppleScript just throws an error, while Finder would ask you if you want to replace the file). The solution I came up with involved NSFileManager. I won't post the code because it's quite long, but basically I just check if the file already exists before trying to move, and if it exists a NSAlert with Replace/Cancel buttons appear. I have 2 remaining problems: Authorization - if you try to do something to files where you don't have access, the Finder would ask you to authorize. My code just fails... Moving to external drives - when you try to move a file to a different drive, NSFileManager copies the file and then deletes the original. The problem is that NSFileManager doesn't provide anything which I could use to display a progress indicator of what's happening during the copy. Is there anything I could use that is able to move files without these problems? The way I see it, I'm pretty much stuck with checking if the files are writable by the current user and authorize NSFileManager if not (from my understanding of the Authorization Services, this will be quite hard to implement). Oh and, I would also need to check if the destination is on the same drive and if not, implement something with FSCopyObjectAsync so that it shows a progress indicator... Thanks!

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  • Presentmodalviewcontroller method problem with retain count

    - by Infinity
    Hello guys! I am trying to present a modal view controller. I have read the documentation, but something is strange. Here's my code: NSLog(@"rc: %d", [modalViewController retainCount]); UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:modalViewController]; [self presentModalViewController:navigationController animated:YES]; [navigationController release]; NSLog(@"rc: %d", [modalViewController retainCount]); And on the console, appears: rc: 2 rc: 24 And I think 24 is very strange... What do you thin? Why is this happening?

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  • Obj-c categories in static library

    - by Vladimir
    Can you guide me how to properly link static library to iphone project. I use staic library project added to app project as direct dependency (target - general - direct dependecies) and all works OK, but categories. A category defined in static library is not working in app. So my question is how to add static library with some categories into other project? And in general, what is best practice to use in app project code from other projects?

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  • How to configure the framesize using AudioUnit.framework on iOS

    - by Piperoman
    I have an audio app i need to capture mic samples to encode into mp3 with ffmpeg First configure the audio: /** * We need to specifie our format on which we want to work. * We use Linear PCM cause its uncompressed and we work on raw data. * for more informations check. * * We want 16 bits, 2 bytes (short bytes) per packet/frames at 8khz */ AudioStreamBasicDescription audioFormat; audioFormat.mSampleRate = SAMPLE_RATE; audioFormat.mFormatID = kAudioFormatLinearPCM; audioFormat.mFormatFlags = kAudioFormatFlagIsPacked | kAudioFormatFlagIsSignedInteger; audioFormat.mFramesPerPacket = 1; audioFormat.mChannelsPerFrame = 1; audioFormat.mBitsPerChannel = audioFormat.mChannelsPerFrame*sizeof(SInt16)*8; audioFormat.mBytesPerPacket = audioFormat.mChannelsPerFrame*sizeof(SInt16); audioFormat.mBytesPerFrame = audioFormat.mChannelsPerFrame*sizeof(SInt16); The recording callback is: static OSStatus recordingCallback(void *inRefCon, AudioUnitRenderActionFlags *ioActionFlags, const AudioTimeStamp *inTimeStamp, UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData) { NSLog(@"Log record: %lu", inBusNumber); NSLog(@"Log record: %lu", inNumberFrames); NSLog(@"Log record: %lu", (UInt32)inTimeStamp); // the data gets rendered here AudioBuffer buffer; // a variable where we check the status OSStatus status; /** This is the reference to the object who owns the callback. */ AudioProcessor *audioProcessor = (__bridge AudioProcessor*) inRefCon; /** on this point we define the number of channels, which is mono for the iphone. the number of frames is usally 512 or 1024. */ buffer.mDataByteSize = inNumberFrames * sizeof(SInt16); // sample size buffer.mNumberChannels = 1; // one channel buffer.mData = malloc( inNumberFrames * sizeof(SInt16) ); // buffer size // we put our buffer into a bufferlist array for rendering AudioBufferList bufferList; bufferList.mNumberBuffers = 1; bufferList.mBuffers[0] = buffer; // render input and check for error status = AudioUnitRender([audioProcessor audioUnit], ioActionFlags, inTimeStamp, inBusNumber, inNumberFrames, &bufferList); [audioProcessor hasError:status:__FILE__:__LINE__]; // process the bufferlist in the audio processor [audioProcessor processBuffer:&bufferList]; // clean up the buffer free(bufferList.mBuffers[0].mData); //NSLog(@"RECORD"); return noErr; } With data: inBusNumber = 1 inNumberFrames = 1024 inTimeStamp = 80444304 // All the time same inTimeStamp, this is strange However, the framesize that i need to encode mp3 is 1152. How can i configure it? If i do buffering, that implies a delay, but i would like to avoid this because is a real time app. If i use this configuration, each buffer i get trash trailing samples, 1152 - 1024 = 128 bad samples. All samples are SInt16.

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  • cocoa hello world screensaver

    - by RW
    I have been studying NSView and as such I thought I would give a shot at a screen saver. I have been able to display and image in an NSView but I can't seen to modify this example code to display a simple picture in ScreenSaverView. http://www.mactech.com/articles/mactech/Vol.20/20.06/ScreenSaversInCocoa/ BTW great tutorial that works with Snow Leopard. I would think to simply display an image I would need something that looked like this... What am I doing wrong? // // try_screensaverView.m // try screensaver // #import "try_screensaverView.h" @implementation try_screensaverView - (id)initWithFrame:(NSRect)frame isPreview:(BOOL)isPreview { self = [super initWithFrame:frame isPreview:isPreview]; if (self) { [self setAnimationTimeInterval:1]; //refresh once per sec } return self; } - (void)startAnimation { [super startAnimation]; NSString *path = [[NSBundle mainBundle] pathForResource:@"leaf" ofType:@"JPG" inDirectory:@""]; image = [[NSImage alloc] initWithContentsOfFile:path]; } - (void)stopAnimation { [super stopAnimation]; } - (void)drawRect:(NSRect)rect { [super drawRect:rect]; } - (void)animateOneFrame { ////////////////////////////////////////////////////////// //load image and display This does not scale the image NSRect bounds = [self bounds]; NSSize newSize; newSize.width = bounds.size.width; newSize.height = bounds.size.height; [image setSize:newSize]; NSRect imageRect; imageRect.origin = NSZeroPoint; imageRect.size = [image size]; NSRect drawingRect = imageRect; [image drawInRect:drawingRect fromRect:imageRect operation:NSCompositeSourceOver fraction:1]; } - (BOOL)hasConfigureSheet { return NO; } - (NSWindow*)configureSheet { return nil; } @end

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  • How decode an encoded string?

    - by Madan Mohan
    Whle decoding, I got this as out put.I am getting NSData bytes by decoding a string.I am converting NSData bytes as string then I am getting the following otu put. -(void)decodeAction:(NSString*)str { NSData *data=[NSData base64DataFromString:str]; NSString *stt=[NSString stringWithFormat:@"%@",data]; printf("\n stt %s",[stt UTF8String]); } <4f7c204d 6c204d61 604d6164 61616461 6164616e 24616e20 4d6e204d 6e204d6f 604d6f68 616f6861 6f68616e 28616e

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  • Subclassing UIButton but can't access my properties

    - by Ross Ellerington
    Hi, I've created a sub class of UIButton: // // DetailButton.h #import <Foundation/Foundation.h> #import <MapKit/MapKit.h> @interface MyDetailButton : UIButton { NSObject *annotation; } @property (nonatomic, retain) NSObject *annotation; @end // // DetailButton.m // #import "MyDetailButton.h" @implementation MyDetailButton @synthesize annotation; @end I figured that I can then create this object and set the annotation object by doing the following: MyDetailButton* rightButton = [MyDetailButton buttonWithType:UIButtonTypeDetailDisclosure]; rightButton.annotation = localAnnotation; localAnnotation is an NSObject but it is really an MKAnnotation. I can't see why this doesn't work but at runtime I get this error: 2010-05-27 10:37:29.214 DonorMapProto1[5241:207] *** -[UIButton annotation]: unrecognized selector sent to instance 0x445a190 2010-05-27 10:37:29.215 DonorMapProto1[5241:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIButton annotation]: unrecognized selector sent to instance 0x445a190' ' I can't see why it's even looking at UIButton because I've subclassed that so it should be looking at the MyDetailButton class to set that annotation property. Have I missed something really obvious. It feels like it :) Thanks in advance for any help you can provide Ross

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  • Snap to Grid UI in Cappuccino

    - by Grnbeagle
    Does anyone know how to do snap-to-grid in Cappuccino? Basically, I have draggable objects which I can drag into a target area. The target view needs to be set up with snap-to-grid feature. I've seen it with Mockingbird, so it's definitely possible. Any info is appreciated. Thanks!

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  • IOS where to put the configuration of facebook sdk

    - by Carol Smith
    I am trying to integrated my IOS 7 application with Facebook SDK I following this official tutorial https://developers.facebook.com/docs/ios/getting-started which states Configure the .plist Follow these three steps: Create a key called FacebookAppID with a string value, and add the app ID there. Create a key called FacebookDisplayName with a string value, and add the Display Name you configured in the App Dashboard. Create an array key called URL types with a single array sub-item called URL Schemes. Give this a single item with your app ID prefixed with fb. This is used to ensure the application will receive the callback URL of the web-based OAuth flow. The finished .plist should look something like this: My question is where to put these values? They already put this image, maybe it helps you to answer me Edit The problem that I don't have any plist file in my framework in xcode and I can't add a new one because if i did, I would have to add all the variables that you see in the image but the tutorial just stated about some of them

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  • [Cocoa] Binding CoreData Managed Object to NSTextFieldCell subclass

    - by ndg
    I have an NSTableView which has its first column set to contain a custom NSTextFieldCell. My custom NSTextFieldCell needs to allow the user to edit a "desc" property within my Managed Object but to also display an "info" string that it contains (which is not editable). To achieve this, I followed this tutorial. In a nutshell, the tutorial suggests editing your Managed Objects generated subclass to create and pass a dictionary of its contents to your NSTableColumn via bindings. This works well for read-only NSCell implementations, but I'm looking to subclass NSTextFieldCell to allow the user to edit the "desc" property of my Managed Object. To do this, I followed one of the articles comments, which suggests subclassing NSFormatter to explicitly state which Managed Object property you would like the NSTextFieldCell to edit. Here's the suggested implementation: @implementation TRTableDescFormatter - (BOOL)getObjectValue:(id *)anObject forString:(NSString *)string errorDescription:(NSString **)error { if (anObject != nil){ *anObject = [NSDictionary dictionaryWithObject:string forKey:@"desc"]; return YES; } return NO; } - (NSString *)stringForObjectValue:(id)anObject { if (![anObject isKindOfClass:[NSDictionary class]]) return nil; return [anObject valueForKey:@"desc"]; } - (NSAttributedString*)attributedStringForObjectValue:(id)anObject withDefaultAttributes:(NSDictionary *)attrs { if (![anObject isKindOfClass:[NSDictionary class]]) return nil; NSAttributedString *anAttributedString = [[NSAttributedString alloc] initWithString: [anObject valueForKey:@"desc"]]; return anAttributedString; } @end I assign the NSFormatter subclass to my cell in my NSTextFieldCell subclass, like so: - (void)awakeFromNib { TRTableDescFormatter *formatter = [[[TRTableDescFormatter alloc] init] autorelease]; [self setFormatter:formatter]; } This seems to work, but is extremely patch. On occasion, clicking to edit a row will cause its value to nullify. On other occasions, the value you enter on one row will populate other rows within the table. I've been doing a lot of reading on this subject and would really like to get to the bottom of this. What's more frustrating is that my NSTextFieldCell is rendering exactly how I would like it to. This editing issue is my last obstacle! If anyone can help, that would be greatly appreciated.

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  • Line breaks in "NSString"s returned from PList don't work.

    - by Moshe
    I've seen this post: http://stackoverflow.com/questions/2035567/nsstring-newline-escape-in-plist but I'd like to know if there's a way to pragmatically render \n line breaks. I'm currently using: decisionText.text = [NSString stringWithFormat: (@"%@", [replies objectAtIndex:(arc4random() % [replies count])])]; Which randomly grabs a String from the replies array. The array was loaded from a plist like so: replies = [[NSMutableArray alloc] initWithContentsOfFile:[[NSBundle mainBundle]pathForResource:@"AdviceList" ofType:@"plist"]]; What am I missing? The answer can't be to manually enter line breaks. That's not programming! (Sounds like word processing to me.)

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  • Can I detect if higher subview has been touched?

    - by Kevin Beimers
    I've got a big UIView that responds to touches, and it's covered with lots of little UIViews that respond differently to touches. Is it possible to touch anywhere on screen and slide around, and have each view know if it's being touched? For example, I put my finger down on the upper left and slide toward the lower right. The touchesBegan/Moved is collected by the baseView. As I pass over itemView1, itemView2, and itemView3, control passes to them. If I lift my finger while over itemView2, it performs itemView2's touchesEnded method. If I lift my finger over none of the items, it performs baseView's touchesEnded. At the moment, if I touch down on baseView, touchEnded is always baseView and the higher itemViews are ignored. Any ideas?

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  • How would one use Cocos2d to create a game like this.

    - by John Stewart
    http://itunes.apple.com/us/app/angry-birds/id343200656?mt=8&ign-mpt=uo%3D6 So I am getting started with this all game dev thing on iphone and I decided that I will start playing with Cocos2d as my starting engine. Now just so i have a goal in mind, I picked angry birds as my initial target of what sort of game play would I like to learn to build. This is not going to be a market release game. This is totally going to be learning purposes only. So to start off my question is: Would something like this be achievable using Cocos2d? How would I go about building the physics for this? How can one do a screen scroll like the way they do in cocos2d? (any example code would be great) This is just to start off. If you have any particular questions please do add to this question.

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  • TTTabItem in three20 icon not working?

    - by Frank
    I have been trying to get TTTabItem to work with images. And I dug up that you can set the icon to an image file. This is my implemenation: TTTabItem *tab1 = [[[TTTabItem alloc] initWithTitle:@"Item 1"] autorelease]; tab1.icon = @"bundle://icon_eat_min.png"; filterBar.tabItems = [NSArray arrayWithObjects: tab1, nil]; [scrollView addSubview:filterBar]; However, my icon doesn't even appear. I even search through this group: http://groups.google.com/group/three20/browse_thread/thread/f879f6643... and override the rounded style. But I am just contemplating why would you have an something you can set and not have it work? or am i doing this badly

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  • Animating multiple UIViews at once using CoreAnimation

    - by Thomas
    Hi, I'm using a UIImageView as a background-image and placed multiple UIButtons on it. Now I want to move the UIImageView (with all the buttons on it) out of sight with a smooth animation. I couldn't find a container or grouping element in IB, so is there a way to move all the Views at once? Thank you in advance and sorry for my english!

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  • Core Plot causing crash on device but not simulator.

    - by Eric
    I'm using core plot to create a small plot in one of my view controllers. I have been pulling my hair out trying to track down this error. I install on the simulator and it works fine but as soon as I put it on my device I get the following error: 2010-02-04 22:15:37.394 Achieve[127:207] *** -[NSCFString drawAtPoint:withTextStyle:inContext:]: unrecognized selector sent to instance 0x108530 2010-02-04 22:15:37.411 Achieve[127:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[NSCFString drawAtPoint:withTextStyle:inContext:]: unrecognized selector sent to instance 0x108530' 2010-02-04 22:15:37.427 Achieve[127:207] Stack: ( 843263261, 825818644, 843267069, 842763033, 842725440, 253481, 208187, 823956912, 823956516, 823956336, 823953488, 823952500, 823985628, 842717233, 843010887, 843009055, 860901832, 843738160, 843731504, 8797, 8692 ) terminate called after throwing an instance of 'NSException' Program received signal: “SIGABRT”. Debugger Output (as requested): #0 0x33b3db2c in __kill #1 0x33b3db20 in kill #2 0x33b3db14 in raise #3 0x33b54e3a in abort #4 0x33c5c398 in __gnu_cxx::__verbose_terminate_handler #5 0x313918a0 in _objc_terminate #6 0x33c59a8c in __cxxabiv1::__terminate #7 0x33c59b04 in std::terminate #8 0x33c59c2c in __cxa_throw #9 0x3138fe5c in objc_exception_throw #10 0x32433bfc in -[NSObject doesNotRecognizeSelector:] #11 0x323b8b18 in ___forwarding___ #12 0x323af840 in __forwarding_prep_0___ #13 0x0003de28 in -[CPTextLayer renderAsVectorInContext:] at CPTextLayer.m:117 #14 0x00032d3a in -[CPLayer drawInContext:] at CPLayer.m:146 #15 0x311c95b0 in -[CALayer _display] #16 0x311c9424 in -[CALayer display] #17 0x311c9370 in CALayerDisplayIfNeeded #18 0x311c8850 in CA::Context::commit_transaction #19 0x311c8474 in CA::Transaction::commit #20 0x311d05dc in CA::Transaction::observer_callback #21 0x323ad830 in __CFRunLoopDoObservers #22 0x323f5346 in CFRunLoopRunSpecific #23 0x323f4c1e in CFRunLoopRunInMode #24 0x335051c8 in GSEventRunModal #25 0x324a6c30 in -[UIApplication _run] #26 0x324a5230 in UIApplicationMain #27 0x0000225c in main at main.m:14 Here is my viewDidLoad method: - (void)viewDidLoad { [super viewDidLoad]; self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"bg.png"]]; [self loadData]; self.graph = [[CPXYGraph alloc] initWithFrame: self.plotView.frame]; CPLayerHostingView *hostingView = self.plotView; hostingView.hostedLayer = graph; graph.paddingLeft = 50; graph.paddingTop = 10; graph.paddingRight = 10; graph.paddingBottom = 10; percentFormatter = [[NSNumberFormatter alloc] init]; [percentFormatter setPercentSymbol:@"%"]; [percentFormatter setNumberStyle:NSNumberFormatterPercentStyle]; [percentFormatter setLocale: [NSLocale currentLocale]]; [percentFormatter setMultiplier:[NSNumber numberWithInt:1]]; [percentFormatter setMaximumFractionDigits:0]; CPXYPlotSpace *plotSpace = (CPXYPlotSpace *)graph.defaultPlotSpace; plotSpace.xRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(0) length:CPDecimalFromFloat(maxX)]; plotSpace.yRange = [CPPlotRange plotRangeWithLocation:CPDecimalFromFloat(minY) length:CPDecimalFromFloat(maxY-minY)]; CPLineStyle *lineStyle = [[CPLineStyle lineStyle]retain]; lineStyle.lineColor = [CPColor grayColor]; lineStyle.lineWidth = 1.0f; CPTextStyle *whiteText = [CPTextStyle textStyle]; whiteText.color = [CPColor whiteColor]; CPXYAxisSet *axisSet = (CPXYAxisSet *)graph.axisSet; // axisSet.xAxis.majorIntervalLength = [[NSDecimalNumber decimalNumberWithString:@"0"]decimalValue]; axisSet.xAxis.minorTicksPerInterval = 0; axisSet.xAxis.majorTickLineStyle = nil; axisSet.xAxis.minorTickLineStyle = nil; axisSet.xAxis.axisLineStyle = lineStyle; axisSet.xAxis.minorTickLength = 0; axisSet.xAxis.majorTickLength = 0; axisSet.xAxis.labelFormatter = nil; axisSet.xAxis.labelTextStyle = nil; axisSet.yAxis.majorIntervalLength = [[NSDecimalNumber decimalNumberWithString:intY]decimalValue]; axisSet.yAxis.minorTicksPerInterval = 5; axisSet.yAxis.majorTickLineStyle = lineStyle; axisSet.yAxis.minorTickLineStyle = lineStyle; axisSet.yAxis.axisLineStyle = lineStyle; axisSet.yAxis.minorTickLength = 2.0f; axisSet.yAxis.majorTickLength = 4.0f; axisSet.yAxis.labelFormatter = percentFormatter; axisSet.yAxis.labelTextStyle = whiteText; CPScatterPlot *xSquaredPlot = [[[CPScatterPlot alloc]initWithFrame:graph.defaultPlotSpace.graph.bounds] autorelease]; xSquaredPlot.identifier = @"Plot"; xSquaredPlot.dataLineStyle.lineWidth = 4.0f; xSquaredPlot.dataLineStyle.lineColor = [CPColor yellowColor]; xSquaredPlot.dataSource = self; [graph addPlot:xSquaredPlot]; } Any help would be appreciated!

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  • Adding ivars to NSManagedObject subclass

    - by The Crazy Chimp
    When I create an entity using core data then generate a subclass of NSManagedObject from it I get the following output (in the .h): @class Foo; @interface Foo : NSManagedObject @property (nonatomic, retain) NSString *name; @property (nonatomic, retain) NSSet *otherValues; @end However, in my .m file I want to make use of the name and otherValues values. Normally I would simply create a couple of ivars and then add the properties for them as I required. That way I can access them in my .m file easily. In this situation would it be acceptable to do this? Would adding ivars to the .h (for name and otherValues) cause any unusual behaviour in the persistance & retrieval of objects?

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  • http-post request for a long String in iOS

    - by onkar
    I am looking to send a very long String, which is an image that is encoded into a String. I need to send that information using POST method. I have implemented the same in Android using key-value pair, I need to implement the same in iOS using key-value pair. Please help me with useful resources/approach. EDIT 1 What have I tried [dictionnary setObject:@"admin" forKey:@"username"]; [dictionnary setObject:@"123123" forKey:@"password"]; NSError *error = nil; NSData *jsonData = [NSJSONSerialization dataWithJSONObject:dictionnary options:kNilOptions error:&error]; NSString *urlString = @"MY CALL URL"; NSURL *url = [NSURL URLWithString:urlString]; NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:url]; [request setHTTPMethod:@"POST"]; [request setHTTPBody:jsonData]; NSURLResponse *response = NULL; NSError *requestError = NULL; NSData *responseData = [NSURLConnection sendSynchronousRequest:request returningResponse:&response error:&requestError]; NSLog(@"response is obtained"); NSString *responseString = [[NSString alloc] initWithData:responseData encoding:NSUTF8StringEncoding] ; NSLog(@"%@", responseString); EDIT 2 Error I am getting Request Error Error Domain=kCFErrorDomainCFNetwork Code=303 "The operation couldn’t be completed. (kCFErrorDomainCFNetwork error 303.)" UserInfo=0x7ba0120 {NSErrorFailingURLKey=http://yahoo.com/, NSErrorFailingURLStringKey=http://yahoo.com/}

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  • How do I layout an image that will be dynamically sized in interface builder?

    - by Tony
    I am having trouble laying out scrollable view in interface builder. A screen shot of my layout is here. As you can see the layout is pretty simple. The UIImageView above the text will not have a specific height. It may be 100px high or 300px high. This is why the view is scrollable. I am experiencing two problems with this layout: 1) For some reason the image will sit behind the text instead of pushing it down. Take a look here. 2) The obvious other problem is that the upper most UIImage and UILabel are getting pushed up off of the screen. I am thinking this has to do with the UIScrollView but I haven't been able to figure out why. Thanks!

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  • casting needed?

    - by Joo Park
    what is the difference between these two lines of code? Is there a difference? NSManagedObject* object = (NSManagedObject*)[self.fetchedResults objectAtIndexPath:indexPath]; NSManagedObject* object = [self.fetchedResults objectAtIndexPath:indexPath];

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