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  • UIWebView leak? Can someone confirm?

    - by Shaggy Frog
    I was leak-testing my current project and I'm stumped. I've been browsing like crazy and tried everything except chicken sacrifice. I just created a tiny toy project app from scratch and I can duplicate the leak in there. So either UIWebView has a leak or I'm doing something really silly. Essentially, it boils down to a loadRequest: call to a UIWebView object, given an URLRequest built from an NSURL which references a file URL, for a file in the app bundle, which lives inside a folder that Xcode is including by reference. Phew. The leak is intermittent but still happens ~75% of the time (in about 20 tests it happened about 15 times). It only happens on the device -- this does not leak in the simulator. I am testing targeting both iPhone OS 3.1.2 and 3.1.3, on an original (1st Gen) iPod Touch that is using iPhone OS 3.1.3. To reproduce, just create a project from scratch. Add a UIWebView to the RootViewController's .xib, hook it up via IBOutlet. In the Finder, create a folder named "html" inside your project's folder. Inside that folder, create a file named "dummy.html" that has the word "Test" in it. (Does not need to be valid HTML.) Then add the html folder to your project in Xcode by choosing "Create Folder References for any added folders" Add the following to viewDidLoad NSString* resourcePath = [[NSBundle mainBundle] resourcePath]; NSString* filePath = [[resourcePath stringByAppendingPathComponent:@"html"] stringByAppendingPathComponent:@"dummy.html"]; NSURL* url = [[NSURL alloc] initFileURLWithPath:filePath]; NSURLRequest* request = [NSURLRequest requestWithURL:url]; // <-- this creates the leak! [browserView loadRequest:request]; [url release]; I've tried everything from setting delegate for the UIWebView and implementing UIWebViewDelegate, to not setting a delegate in IB, to not setting a delegate in IB and explicitly setting the web view's delegate property to nil, to using alloc/init instead of getting autoreleased NSURLRequests (and/or NSURLs)... I tried the answer to a similar question (setting the shared URL cache to empty) and that did not help. Can anyone help?

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  • iPhone Key-Value Observer: observer not registering in UITableViewController

    - by Scott
    Hi Fellow iPhone Developers, I am an experienced software engineer but new to the iPhone platform. I have successfully implemented sub-classed view controllers and can push and pop parent/child views on the view controller stack. However, I have struck trouble while trying to update a view controller when an object is edited in a child view controller. After much failed experimentation, I discovered the key-value observer API which looked like the perfect way to do this. I then registered an observer in my main/parent view controller, and in the observer I intend to reload the view. The idea is that when the object is edited in the child view controller, this will be fired. However, I think that the observer is not being registered, because I know that the value is being updated in the editing view controller (I can see it in the debugger), but the observing method is never being called. Please help! Code snippets follow below. Object being observed. I believe that this is key-value compliant as the value is set when called with the setvalue message (see Child View Controller below). X.h: @interface X : NSObject <NSCoding> { NSString *name; ... @property (nonatomic, retain) NSString *name; X.m: @implementation X @synthesize name; ... Main View Controller.h: @class X; @interface XViewController : UITableViewController { X *x; ... Main View Controller.m: @implementation XViewController @synthesize x; ... - (void)viewDidLoad { ... [self.x addObserver:self forKeyPath: @"name" options: (NSKeyValueObservingOptionNew | NSKeyValueObservingOptionOld) context:nil]; [super viewDidLoad]; } ... - (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if ([keyPath isEqual:@"name"]) { NSLog(@"Found change to X"); [self.tableView reloadData]; } [super observeValueForKeyPath:keyPath ofObject:object change:change context:context]; } Child View Controller.m: (this correctly sets the value in the object in the child view controller) [self.x setValue:[[tempValues objectForKey:key] text] forKey:@"name"];

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  • iPhone UIWebView: loadData does not work with certain types (Excel, MSWord, PPT, RTF)

    - by Thomas Tempelmann
    My task is to display the supported document types on an iPhone with OS 3.x, such as .pdf, .rtf, .doc, .ppt, .png, .tiff etc. Now, I have stored these files only encrypted on disk. For security reasons, I want to avoid storing them unencrypted on disk. Hence, I prefer to use loadData:MIMEType:textEncodingName:baseURL: instead of loadRequest: to display the document because loadData allows me to pass the content in a NSData object, i.e. I can decrypt the file in memory and have no need to store it on disk, as it would be required when using loadRequest. The problem is that loadData does not appear to work with all file types: Testing shows that all picture types seem to work fine, as well as PDFs, while the more complex types don't. I get a errors such as: NSURLErrorDomain Code=100 NSURLErrorDomain Code=102 WebView appears to need a truly working URL for accessing the documents as a file, despite me offering all content via the NSData object already. Here's the code I use to display the content: [webView loadData:data MIMEType:type textEncodingName:@"utf-8" baseURL:nil]; The mime-type is properly set, e.g. to "application/msword" for .doc files. Does anyone know how I could get loadData to work with all types that loadRequest supports? Or, alternatively, is there some way I can tell which types do work for sure (i.e. officially sanctioned by Apple) with loadData? Then I can work twofold, creating a temp unencrypted file only for those cases that loadData won't like. Update Looks like I'm not the first one running into this. See here: http://osdir.com/ml/iPhoneSDKDevelopment/2010-03/msg00216.html So, I guess, that's the status quo, and nothing I can do about it. Someone suggested a work-around which might work, though: http://osdir.com/ml/iPhoneSDKDevelopment/2010-03/msg00219.html Basically, the idea is to provide a tiny http server that serves the file (from memory in my case), and then use loadRequest. This is probably a bit more memory-intensive, though, as both the server and the webview will probably both hold the entire contents in memory as two copies then, as opposed to using loadData, where both would rather share the same data object. (Mind you, I'll have to hold the decrypted data in memory, that's the whole point here).

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  • Is this a good way to do a game loop for an iPhone game?

    - by Danny Tuppeny
    Hi all, I'm new to iPhone dev, but trying to build a 2D game. I was following a book, but the game loop it created basically said: function gameLoop update() render() sleep(1/30th second) gameLoop The reasoning was that this would run at 30fps. However, this seemed a little mental, because if my frame took 1/30th second, then it would run at 15fps (since it'll spend as much time sleeping as updating). So, I did some digging and found the CADisplayLink class which would sync calls to my gameLoop function to the refresh rate (or a fraction of it). I can't find many samples of it, so I'm posting here for a code review :-) It seems to work as expected, and it includes passing the elapsed (frame) time into the Update method so my logic can be framerate-independant (however I can't actually find in the docs what CADisplayLink would do if my frame took more than its allowed time to run - I'm hoping it just does its best to catch up, and doesn't crash!). // // GameAppDelegate.m // // Created by Danny Tuppeny on 10/03/2010. // Copyright Danny Tuppeny 2010. All rights reserved. // #import "GameAppDelegate.h" #import "GameViewController.h" #import "GameStates/gsSplash.h" @implementation GameAppDelegate @synthesize window; @synthesize viewController; - (void) applicationDidFinishLaunching:(UIApplication *)application { // Create an instance of the first GameState (Splash Screen) [self doStateChange:[gsSplash class]]; // Set up the game loop displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(gameLoop)]; [displayLink setFrameInterval:2]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode]; } - (void) gameLoop { // Calculate how long has passed since the previous frame CFTimeInterval currentFrameTime = [displayLink timestamp]; CFTimeInterval elapsed = 0; // For the first frame, we want to pass 0 (since we haven't elapsed any time), so only // calculate this in the case where we're not the first frame if (lastFrameTime != 0) { elapsed = currentFrameTime - lastFrameTime; } // Keep track of this frames time (so we can calculate this next time) lastFrameTime = currentFrameTime; NSLog([NSString stringWithFormat:@"%f", elapsed]); // Call update, passing the elapsed time in [((GameState*)viewController.view) Update:elapsed]; } - (void) doStateChange:(Class)state { // Remove the previous GameState if (viewController.view != nil) { [viewController.view removeFromSuperview]; [viewController.view release]; } // Create the new GameState viewController.view = [[state alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; // Now set as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; } - (void) dealloc { [viewController release]; [window release]; [super dealloc]; } @end Any feedback would be appreciated :-) PS. Bonus points if you can tell me why all the books use "viewController.view" but for everything else seem to use "[object name]" format. Why not [viewController view]?

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  • What should I do when the managed object context fails to save?

    - by dontWatchMyProfile
    Example: I have an Cat entity with an catAge attribute. In the data modeler, I configured catAge as int with a max of 100. Then I do this: [newManagedObject setValue:[NSNumber numberWithInt:125] forKey:@"catAge"]; // Save the context. NSError *error = nil; if (![context save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); } I'm getting an error in the console, like this: 2010-06-12 11:40:41.947 CatTest[2250:207] Unresolved error Error Domain=NSCocoaErrorDomain Code=1610 UserInfo=0x10164d0 "Operation could not be completed. (Cocoa error 1610.)", { NSLocalizedDescription = "Operation could not be completed. (Cocoa error 1610.)"; NSValidationErrorKey = catAge; NSValidationErrorObject = <NSManagedObject: 0x10099f0> (entity: Cat; id: 0x1006a90 <x-coredata:///Cat/t3BCBC34B-8405-4F16-B591-BE804B6811562> ; data: { catAge = 125; catName = "No Name"; }); NSValidationErrorPredicate = SELF <= 100; NSValidationErrorValue = 125; } Well, so I have an validation error. But the odd thing is, that it seems the MOC is broken after this. If I just tap "add" to add another invalid Cat object and save that, I'm getting this: 2010-06-12 11:45:13.857 CatTest[2250:207] Unresolved error Error Domain=NSCocoaErrorDomain Code=1560 UserInfo=0x1232170 "Operation could not be completed. (Cocoa error 1560.)", { NSDetailedErrors = ( Error Domain=NSCocoaErrorDomain Code=1610 UserInfo=0x1215f00 "Operation could not be completed. (Cocoa error 1610.)", Error Domain=NSCocoaErrorDomain Code=1610 UserInfo=0x1209fc0 "Operation could not be completed. (Cocoa error 1610.)" ); } That seems to report two errors now. BUT: When I try to delete now an valid, existing object from the table view (using the default core data template in a navigation-based app), then the app crashes! All I get in the console is: 2010-06-12 11:47:18.931 CatTest[2250:207] Unresolved error Error Domain=NSCocoaErrorDomain Code=1560 UserInfo=0x123eb30 "Operation could not be completed. (Cocoa error 1560.)", { NSDetailedErrors = ( Error Domain=NSCocoaErrorDomain Code=1610 UserInfo=0x1217010 "Operation could not be completed. (Cocoa error 1610.)", Error Domain=NSCocoaErrorDomain Code=1610 UserInfo=0x123ea80 "Operation could not be completed. (Cocoa error 1610.)" ); } ...so no idea where or why it crashes, but it does. So the question is, what are the neccessary steps to take when there's an validation error?

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  • Problems with makeObjectsPerformSelector inside and outside a class?

    - by QuakAttak
    A friend and I are creating a card game for the iPhone, and in these early days of the project, I'm developing a Deck class and a Card class to keep up with the cards. I'm wanting to test the shuffle method of the Deck class, but I am not able to show the values of the cards in the Deck class instance. The Deck class has a NSArray of Card objects that have a method called displayCard that shows the value and suit using console output(printf or NSLog). In order to show what cards are in a Deck instance all at once, I am using this, [deck makeObjectsPerformSelector:@selector(displayCard)], where deck is the NSArray in the Deck class. Inside of the Deck class, nothing is displayed on the console output. But in a test file, it works just fine. Here's the test file that creates its own NSArray: #import <Foundation/Foundation.h> #import "card.h" int main (int argc, char** argv) { NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; Card* two = [[Card alloc] initValue:2 withSuit:'d']; Card* three = [[Card alloc] initValue:3 withSuit:'h']; Card* four = [[Card alloc] initValue:4 withSuit:'c']; NSArray* deck = [NSArray arrayWithObjects:two,three,four,nil]; //Ok, what if we release the objects in the array before they're used? //I don't think this will work... [two release]; [three release]; [four release]; //Ok, it works... I wonder how... //Hmm... how will this work? [deck makeObjectsPerformSelector:@selector(displayCard)]; //Yay! It works fine! [pool release]; return 0; } This worked beautifully, so I created an initializer around this idea, creating 52 card objects one at a time and adding them to the NSArray using deck = [deck arrayByAddingObject:newCard]. Is the real problem with how I'm using makeObjectsPerformSelector or something before/after it?

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  • I get EXC_BAD_ACCESS when MaxConcurrentOperationCount > 1

    - by kudorgyozo
    Hello i am using NSOperationQueue to download images in the background. I have created a custom NSOperation to download the images. I put the images in table cells. The problem is if I do [operationQueue setMaxConcurrentOperationCount: 10] and i scroll down several cells the program crashes with EXC_BAD_ACCESS. Every time it crashes at the same place in the table. There are 3 cells one after the other which are for the same company and have the same logo so basically it should download the images 3 times. Every other time it works fine. - (void) main { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; NSURL *url = [[NSURL alloc] initWithString:self.imageURL]; debugLog(@"downloading image: %@", self.imageURL); //NSError *error = nil; NSData *data = [[NSData alloc] initWithContentsOfURL:url]; [url release]; UIImage *image = [[UIImage alloc] initWithData:data]; [data release]; if (image) { if (image.size.width != ICONWIDTH && image.size.height != ICONHEIGHT) { UIImage *resizedImage; CGSize itemSize = CGSizeMake(ICONWIDTH, ICONHEIGHT); UIGraphicsBeginImageContext(itemSize); CGRect imageRect = CGRectMake(0.0, 0.0, itemSize.width, itemSize.height); [image drawInRect:imageRect]; resizedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); self.theImage = resizedImage; } else { self.theImage = image; } [image release]; } [delegate didFinishDownloadingImage: self]; [pool release]; } This is how i handle downloading the images. If i comment out [delegate didFinishDownloadingImage: self]; in the function above it doesn't crash but of course it is useless. -(void) didFinishDownloadingImage:(ImageDownloadOperation *) imageDownloader { [self performSelectorOnMainThread: @selector(handleDidFinishDownloadingImage:) withObject: imageDownloader waitUntilDone: FALSE]; } -(void) handleDidFinishDownloadingImage:(ImageDownloadOperation *)imageDownloadOperation { NSArray *visiblePaths = [self.myTableView indexPathsForVisibleRows]; CompanyImgDownloaderState *stateObject = (CompanyImgDownloaderState *)[imageDownloadOperation stateObject]; if ([visiblePaths containsObject: stateObject.indexPath]) { //debugLog(@"didFinishDownloadingImage %@ %@", imageDownloader.theImage); UITableViewCell *cell = [self.myTableView cellForRowAtIndexPath: stateObject.indexPath]; UIImageView *imageView = (UIImageView *)[cell viewWithTag: 1]; if (imageDownloadOperation.theImage) { imageView.image = imageDownloadOperation.theImage; stateObject.company.icon = imageDownloadOperation.theImage; } else { imageView.image = [(TestWebServiceAppDelegate *)[[UIApplication sharedApplication] delegate] getCylexIcon]; stateObject.company.icon = [(TestWebServiceAppDelegate *)[[UIApplication sharedApplication] delegate] getCylexIcon]; } } }

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  • UITableViewCells appear behind backgroundView

    - by Khanzor
    I am having a problem setting the background of UITableView to a UIImageView (see below for why I am doing this), once the view is set, it works fine, and scrolls with the UITableView, but it hides the elements of the Table View. I need to have a UIImageView as the background for a UITableView. I know this has been answered before, but the answers are to use: [UIColor colorWithPatternImage:[UIImage imageNamed:@"myImage.png"]]; Or something like (which I need to use): UIImageView *background = [MainWindow generateBackgroundWithFrame:tableView.bounds]; [tableView addSubview:background]; [tableView sendSubviewToBack:background]; The reason I need to use the latter is because of my generateBackgroundWithFrame method, which takes a large image, and draws a border around that image to the dimensions specified, and clips the remainder of the image: + (UIImageView *) generateBackgroundWithFrame: (CGRect)frame { UIImageView *background = [[[UIImageView alloc] initWithFrame:frame] autorelease]; background.image = [UIImage imageNamed:@"globalBackground.png"]; [background.layer setMasksToBounds:YES]; [background.layer setCornerRadius:10.0]; [background.layer setBorderColor:[[UIColor grayColor] CGColor]]; [background.layer setBorderWidth:3.0]; return background; } Please note: I understand that this might poorly effect performance, but I don't have the resources to go through and make those images for each potential screen in the app. Please do not answer this question with a mindless "you shouldn't do this" response. I am aware that it is possibly the wrong thing to do. How do I show my UITableView control elements? Is there something that I am doing wrong in my delegate? Here is a simplified version: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectMake(20, 20, 261, 45) reuseIdentifier:CellIdentifier] autorelease]; cell.accessoryType = UITableViewCellAccessoryDetailDisclosureButton; UIImage *rowBackground; NSString *imageName = @"standAloneTVButton.png"; rowBackground = [UIImage imageNamed:imageName]; UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(0, 5, 300, 200)]; textView.backgroundColor = [UIColor clearColor]; textView.textColor = [UIColor blackColor]; textView.font = [UIFont fontWithName:@"Helvetica" size:18.0f]; Purchase *purchase = [[PurchaseModel productsPurchased] objectAtIndex:indexPath.row]; textView.text = [purchase Title]; selectedTextView.text = textView.text; UIImageView *normalBackground = [[[UIImageView alloc] init] autorelease]; normalBackground.image = rowBackground; [normalBackground insertSubview:textView atIndex:0]; cell.backgroundView = normalBackground; [textView release]; } return cell; }

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  • copied the reachability-test from apple, but the linker gives a failure

    - by nico
    i have tried to use the reachability-project published by apple to detect a reachability in an own example. i copied the most initialization, but i get this failure in the linker: Ld build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test normal armv6 cd /Users/uid04100/Documents/TEST setenv IPHONEOS_DEPLOYMENT_TARGET 3.1.3 setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 -arch armv6 -isysroot /Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.1.3.sdk -L/Users/uid04100/Documents/TEST/build/Debug-iphoneos -F/Users/uid04100/Documents/TEST/build/Debug-iphoneos -filelist /Users/uid04100/Documents/TEST/build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test.LinkFileList -dead_strip -miphoneos-version-min=3.1.3 -framework Foundation -framework UIKit -framework CoreGraphics -o /Users/uid04100/Documents/TEST/build/switchViews.build/Debug-iphoneos/test.build/Objects-normal/armv6/test Undefined symbols: "_SCNetworkReachabilitySetCallback", referenced from: -[Reachability startNotifer] in Reachability.o "_SCNetworkReachabilityCreateWithAddress", referenced from: +[Reachability reachabilityWithAddress:] in Reachability.o "_SCNetworkReachabilityScheduleWithRunLoop", referenced from: -[Reachability startNotifer] in Reachability.o "_SCNetworkReachabilityGetFlags", referenced from: -[Reachability connectionRequired] in Reachability.o -[Reachability currentReachabilityStatus] in Reachability.o "_SCNetworkReachabilityUnscheduleFromRunLoop", referenced from: -[Reachability stopNotifer] in Reachability.o "_SCNetworkReachabilityCreateWithName", referenced from: +[Reachability reachabilityWithHostName:] in Reachability.o ld: symbol(s) not found collect2: ld returned 1 exit status my delegate.h: import @class Reachability; @interface testAppDelegate : NSObject { UIWindow *window; UINavigationController *navigationController; Reachability* hostReach; Reachability* internetReach; Reachability* wifiReach; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet UINavigationController *navigationController; @end my delegate.m: import "testAppDelegate.h" import "SecondViewController.h" import "Reachability.h" @implementation testAppDelegate @synthesize window; @synthesize navigationController; (void) updateInterfaceWithReachability: (Reachability*) curReach { if(curReach == hostReach) { BOOL connectionRequired= [curReach connectionRequired]; if(connectionRequired) { //in these brackets schould be some code with sense, if i´m getting it to run } else { } } if(curReach == internetReach) { } if(curReach == wifiReach) { } } //Called by Reachability whenever status changes. - (void) reachabilityChanged: (NSNotification* )note { Reachability* curReach = [note object]; NSParameterAssert([curReach isKindOfClass: [Reachability class]]); [self updateInterfaceWithReachability: curReach]; } (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch // Observe the kNetworkReachabilityChangedNotification. When that notification is posted, the // method "reachabilityChanged" will be called. // [[NSNotificationCenter defaultCenter] addObserver: self selector: @selector(reachabilityChanged:) name: kReachabilityChangedNotification object: nil]; //Change the host name here to change the server your monitoring hostReach = [[Reachability reachabilityWithHostName: @"www.apple.com"] retain]; [hostReach startNotifer]; [self updateInterfaceWithReachability: hostReach]; internetReach = [[Reachability reachabilityForInternetConnection] retain]; [internetReach startNotifer]; [self updateInterfaceWithReachability: internetReach]; wifiReach = [[Reachability reachabilityForLocalWiFi] retain]; [wifiReach startNotifer]; [self updateInterfaceWithReachability:wifiReach]; [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end

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  • iPhone MailComposer class UIViewController dismissModalViewControllerAnimated issues

    - by Scott Pendleton
    I created a class to launch the MailComposer so that my iPhone app would only have one place to go when generating various kinds of e-mail: some with attachments, some not. Some with pre-filled addresses, some not. I didn't want my class implement UIViewController, but it has to so it can be the delegate for the MailComposer. Otherwise, the view controllers that call my class would themselves have to be delegates for the MailComposer, which defeats the purpose. The downside of having my class be a view controller is that it has to load to the screen before it can modally bring up the MailComposer. Unfortunately, view controllers can't be transparent. The effect is, whatever is on screen gets covered by a solid white view controller for a moment before the MailComposer appears. I could maybe live with that, but not this: after the MailComposer goes away, I'm left with my blank view controller occupying the screen. I ought to be able to get rid of it from within itself by calling this: [self.parentViewController dismissModalViewControllerAnimated:NO]; But that dies a horrible death: "Loading 43365 stack frames..." Has my class -- a UIViewController that pre-fills and then launches a MailComposer -- lost track of its parentViewController? It isn't nil, because I've tested for that. As launched from within the current view controller... // My class is called Email. Email *oEmail = [[[Email alloc] init] retain]; // Red, to remind myself that I'd like to someday learn to make it transparent. oEmail.view.backgroundColor = [UIColor redColor]; // Pre-fill whatever fields you want, and specify attachments. oEmail.EmailSubject = @"I am truly stumped"; // This has to go on screen first. [self presentModalViewController:oEmail animated:NO]; // Then this can happen, which brings up the MailComposer. [oEmail f_SendEmail]; // Commenting out the next line didn't help, so I turned it back on. [oEmail release]; Inside the class, you need the mailComposeController:didFinishWithResult:error: method to make the MailComposer go away, and for that to happen, the class has to be the MFMailComposeViewControllerDelegate. Here's what happens in there: // This gets rid of the mail composer. [self dismissModalViewControllerAnimated:YES]; // This never fails to get rid of other modal view controllers when called // from within those controllers, but boy does it not work here. [self.parentViewController dismissModalViewControllerAnimated:NO]; If you can help me, I will be truly thankful!

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  • Using will_paginate with AJAX live search with jQuery in Rails

    - by Mark Richman
    I am using will_paginate to successfully page through records. I am also using AJAX live search via jQuery to update my results div. No problem so far. The issue I have is when trying to paginate through those live search results. I simply get "Page is loading..." with no div update. Am I missing something fundamental? # index.html.erb <form id="searchform" accept-charset="utf-8" method="get" action="/search"> Search: <input id="search" name="search" type="text" autocomplete="off" title="Search location, company, description..." /> <%= image_tag("spinner.gif", :id => "spinner", :style =>"display: none;" ) %> </form> # JobsController#search def search if params[:search].nil? @jobs = Job.paginate :page => params[:page], :order => "created_at desc" elsif params[:search] and request.xhr? @jobs = Job.search params[:search], params[:page] end render :partial => "jobs", :layout => false, :locals => { :jobs => @jobs } end # Job#search def self.search(search, page) logger.debug "Job.paginate #{search}, #{page}" paginate :per_page => @@per_page, :page => page, :conditions => ["description LIKE ? or title LIKE ? or company LIKE ?", "%#{search}%", "%#{search}%", "%#{search}%"], :order => 'created_at DESC' end # search.js $(document).ready(function(){ $("#search").keyup(function() { $("#spinner").show(); // show the spinner var form = $(this).parents("form"); // grab the form wrapping the search bar. var url = form.attr("action"); // grab the URL from the form's action value. var formData = form.serialize(); // grab the data in the form $.get(url, formData, function(html) { // perform an AJAX get, the trailing function is what happens on successful get. $("#spinner").hide(); // hide the spinner $("#jobs").html(html); // replace the "results" div with the result of action taken }); }); });

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  • How to correctly use ABPersonViewController with ABPeoplePickerNavigationController to view Contact

    - by Maha
    I'm attempting to add a feature to my app that allows the user to select a contact from an ABPeoplePickerNavigationController, which then displays an ABPersonViewController corresponding to the contact they picked. At that point, I want the user to be able to click on a contact's phone number and have my app respond with custom behavior. I've got the ABPeoplePickerNavigationController working fine, but I'm running into a problem displaying the ABPersonViewController. I can get the ABPersonViewController to animate onto the screen just fine, but it only displays the contact's photo, name, and company name. None of the contact's other fields are displayed. I'm using the 'displayedProperties' element in the ABPersonViewController to tell the program to display phone numbers. This creates some strange behavior; when I select a contact that has no phone numbers assigned, the contact shows up with "No Phone Numbers" written in the background (as you'd expect), but when selecting a contact that does have a phone number, all I get is a blank contact page (without the "No Phone Numbers" text). Here's the method in my ABPeoplePickerNavigationController delegate class that I'm using to create my PersonViewController class, which implements the ABPersonViewController interface: - (BOOL) peoplePickerNavigationController:(ABPeoplePickerNavigationController *)peoplePicker shouldContinueAfterSelectingPerson:(ABRecordRef)person { BOOL returnState = NO; PersonViewController *personView = [[PersonViewController alloc] init]; [personView displayContactInfo:person]; [peoplePicker pushViewController:personView animated:YES]; [personView release]; return returnState; } Here's my PersonViewController.h header file: #import <UIKit/UIKit.h> #import <Foundation/Foundation.h> #import <AddressBookUI/AddressBookUI.h> @interface PersonViewController : UIViewController <ABPersonViewControllerDelegate> { } - (void) displayContactInfo: (ABRecordRef)person; @end Finally, here's my PersonViewController.m that's creating the ABPersonViewController to view the selected contact: #import "PersonViewController.h" @implementation PersonViewController - (void) displayContactInfo: (ABRecordRef)person { ABPersonViewController *personController = [[ABPersonViewController alloc] init]; personController.personViewDelegate = self; personController.allowsEditing = NO; personController.displayedPerson = person; personController.addressBook = ABAddressBookCreate(); personController.displayedProperties = [NSArray arrayWithObjects: [NSNumber numberWithInt:kABPersonPhoneProperty], nil]; [self setView:personController.view]; [[self navigationController] pushViewController:personController animated:YES]; [personController release]; } - (BOOL) personViewController:(ABPersonViewController*)personView shouldPerformDefaultActionForPerson:(ABRecordRef)person property:(ABPropertyID)property identifier:(ABMultiValueIdentifier)identifierForValue { return YES; } @end Does anyone have any idea as to why I'm seeing this blank Contact screen instead of one with clickable phone number fields?

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  • Showing login view controller before main tab bar controller

    - by Padawan
    I'm creating an iPad app with a tab bar controller that requires login. So on launch, I want to show a LoginViewController and if login is successful, then show the tab bar controller. This is how I implemented an initial test version (left out some typical header stuff, etc)... AppDelegate.h: @interface AppDelegate_Pad : NSObject <UIApplicationDelegate, LoginViewControllerDelegate> { UIWindow *window; UITabBarController *tabBarController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet UITabBarController *tabBarController; @end AppDelegate.m: @implementation AppDelegate_Pad @synthesize window; @synthesize tabBarController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { LoginViewController_Pad *lvc = [[LoginViewController_Pad alloc] initWithNibName:@"LoginViewController_Pad" bundle:nil]; lvc.delegate = self; [window addSubview:lvc.view]; //[lvc release]; [window makeKeyAndVisible]; return YES; } - (void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController { [window addSubview:tabBarController.view]; } - (void)dealloc {...} @end LoginViewController_Pad.h: @protocol LoginViewControllerDelegate; @interface LoginViewController_Pad : UIViewController { id<LoginViewControllerDelegate> delegate; } @property (nonatomic, assign) id <LoginViewControllerDelegate> delegate; - (IBAction)buttonPressed; @end @protocol LoginViewControllerDelegate -(void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController; @end LoginViewController_Pad.m: @implementation LoginViewController_Pad @synthesize delegate; ... - (IBAction)buttonPressed { [self.view removeFromSuperview]; [self.delegate loginViewControllerDidFinish:self]; } ... @end So the app delegate adds the login view controller's view on launch and waits for login to call "did finish" using a delegate. The login view controller calls removeFromSuperView before it calls didFinish. The app delegate then calls addSubView on the tab bar controller's view. If you made it up to this point, thanks, and I have three questions: MAIN QUESTION: Is this the right way to show a view controller before the app's main tab bar controller is displayed? Even though it seems to work, is it a proper way to do it? If I comment out the "lvc release" in the app delegate then the app crashes with EXC_BAD_ACCESS when the button on the login view controller is pressed. Why? With the "lvc release" commented out everything seems to work but on the debugger console it writes this message when the app delegate calls addSubView for the tab bar controller: Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. What does that mean and do I need to worry about it?

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  • Drawing performance with CGImageCreateWithJPEGDataProvider?

    - by Rnegi
    I've actually curious about this for the iPhone. I am getting an MJPEG stream from a server and trying to render it natively on the iphone (without the use of safari class). Reasons for this is because the safari class while CAN render MJPEG natively, does not do so at the framerate I would like. So I tried drawing it natively, but I've come up with performance issues, namely a syncing issue between what I'm getting from the server and what I am able to draw onto the screen of the phone. (There should be a little lag, but the drift gets really bad, which is what I want to avoid). So I have a connection set up to my server and I do get the JPEGS. It's just data I insert into a NSMutableArray buffer CFMutableDataRef _t_data_ref = (CFMutableDataRef)[_buffer_array objectAtIndex:0]; //CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData (_cf_buffer_data); CGDataProviderRef imgDataProvider = CGDataProviderCreateWithCFData(_t_data_ref); CGImageRef image = CGImageCreateWithJPEGDataProvider(imgDataProvider, NULL, true, kCGRenderingIntentDefault); CGImageRef imgRef = image; CGContextDrawImage(context, CGRectMake(0, 17, 380, 285), imgRef); CGImageRelease(image); CGDataProviderRelease(imgDataProvider); please note this is the gist of my code, but it should summarize what I am trying to accomplish with regards to drawing. Also in order to get the framerate in sync, I had to detach a separate thread that sleeps X seconds and calls [self setNeedsDisplay]. NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Top-level pool while(1) { //[NSThread sleepForTimeInterval:TIMER_REFRESH_VALUE]; //sleep(unsigned int ); usleep(MICRO_REFRESH_VALUE); if ([_buffer_array count] > 10) { //NSLog(@"stuff %d", [_buffer_array count]); //[self setNeedsDisplay]; [self performSelectorOnMainThread:@selector(setNeedsDisplay) withObject:nil waitUntilDone:NO]; } } [pool release]; // Release the objects in the pool. My buffer of jpeg data actually fills up quite quick, but I can't seem to actually consume what i'm getting at the same rate, actually much slower. Are there any documents that can describe what kind of performance tuning I can do to make it go faster when rendering the JPEG to the screen? Or am I kind of stuck here? Thanks!

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  • My block is not retaining some of its objects

    - by Drew Crawford
    From the Blocks documentation: In a reference-counted environment, by default when you reference an Objective-C object within a block, it is retained. This is true even if you simply reference an instance variable of the object. I am trying to implement a completion handler pattern, where a block is given to an object before the work is performed and the block is executed by the receiver after the work is performed. Since I am being a good memory citizen, the block should own the objects it references in the completion handler and then they will be released when the block goes out of scope. I know enough to know that I must copy the block to move it to the heap since the block will survive the stack scope in which it was declared. However, one of my objects is getting deallocated unexpectedly. After some playing around, it appears that certain objects are not retained when the block is copied to the heap, while other objects are. I am not sure what I am doing wrong. Here's the smallest test case I can produce: typedef void (^ActionBlock)(UIView*); In the scope of some method: NSObject *o = [[[NSObject alloc] init] autorelease]; mailViewController = [[[MFMailComposeViewController alloc] init] autorelease]; NSLog(@"o's retain count is %d",[o retainCount]); NSLog(@"mailViewController's retain count is %d",[mailViewController retainCount]); ActionBlock myBlock = ^(UIView *view) { [mailViewController setCcRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; [o class]; }; NSLog(@"mailViewController's retain count after the block is %d",[mailViewController retainCount]); NSLog(@"o's retain count after the block is %d",[o retainCount]); Block_copy(myBlock); NSLog(@"o's retain count after the copy is %d",[o retainCount]); NSLog(@"mailViewController's retain count after the copy is %d",[mailViewController retainCount]); I expect both objects to be retained by the block at some point, and I certainly expect their retain counts to be identical. Instead, I get this output: o's retain count is 1 mailViewController's retain count is 1 mailViewController's retain count after the block is 1 o's retain count after the block is 1 o's retain count after the copy is 2 mailViewController's retain count after the copy is 1 o (subclass of NSObject) is getting retained properly and will not go out of scope. However mailViewController is not retained and will be deallocated before the block is run, causing a crash.

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  • RIA Services Repository Save does not work!?

    - by Savvas Sopiadis
    Hello everybody! Doing my first SL4 MVVM RIA based application and i ran into the following situation: updating a record (EF4,NO-POCOS!!) in the SL-client seems to take place, but values in the dbms are unchanged. Debugging with Fiddler the message on save is (amongst others): EntityActions.nil? b9http://schemas.microsoft.com/2003/10/Serialization/Arrays^HasMemberChanges?^Id?^ Operation?Update I assume that this says only: hey! the dbms should do an update on this record, AND nothing more! Is that right?! I 'm using a generic repository like this: public class Repository<T> : IRepository<T> where T : class { IObjectSet<T> _objectSet; IObjectContext _objectContext; public Repository(IObjectContext objectContext) { this._objectContext = objectContext; _objectSet = objectContext.CreateObjectSet<T>(); } public IQueryable<T> AsQueryable() { return _objectSet; } public IEnumerable<T> GetAll() { return _objectSet.ToList(); } public IEnumerable<T> Find(Expression<Func<T, bool>> where) { return _objectSet.Where(where); } public T Single(Expression<Func<T, bool>> where) { return _objectSet.Single(where); } public T First(Expression<Func<T, bool>> where) { return _objectSet.First(where); } public void Delete(T entity) { _objectSet.DeleteObject(entity); } public void Add(T entity) { _objectSet.AddObject(entity); } public void Attach(T entity) { _objectSet.Attach(entity); } public void Save() { _objectContext.SaveChanges(); } } The DomainService Update Method is the following: [Update] public void UpdateCulture(Culture currentCulture) { if (currentCulture.EntityState == System.Data.EntityState.Detached) { this.cultureRepository.Attach(currentCulture); } this.cultureRepository.Save(); } I know that the currentCulture-Entity is detached. What confuses me (amongst other things) is this: is the _objectContext still alive? (which means it "will be"??? aware of the changes made to record, so simply calling Attach() and then Save() should be enough!?!?) What am i missing? Development Environment: VS2010RC - Entity Framework 4 (no POCOs) Thanks in advance

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  • What should I do or don't do to avoid Delphi "push dword" bug.

    - by Maksee
    I found that Delphi 5 generates invalid assembly code in specific cases. I can't understand in what cases in general. The example below produces access violation since a very strange optimization occurs. For a byte in a record or array Delphi generates push dword [...], pop ebx, mov .., bl that works correctly if there are data after this byte (we need at least three to push dword correctly), but fails if the data is inaccessible. I emulated the strict boundaries here with win32 Virtual* functions Specifically the error occurs when the last byte from the block accessed inside FeedBytesToClass procedure. And if I try to change something like using data array instead of object property of remove actionFlag variable, Delphi generates correct assembly instructions. const BlockSize = 4096; type TSomeClass = class private fBytes: PByteArray; public property Bytes: PByteArray read fBytes; constructor Create; destructor Destroy;override; end; constructor TSomeClass.Create; begin inherited Create; GetMem(fBytes, BlockSize); end; destructor TSomeClass.Destroy; begin FreeMem(fBytes); inherited; end; procedure FeedBytesToClass(SrcDataBytes: PByteArray; Count: integer); var j: integer; Ofs: integer; actionFlag: boolean; AClass: TSomeClass; begin AClass:=TSomeClass.Create; try actionFlag:=true; for j:=0 to Count-1 do begin Ofs:=j; if actionFlag then begin AClass.Bytes[Ofs]:=SrcDataBytes[j]; end; end; finally AClass.Free; end; end; procedure TForm31.Button1Click(Sender: TObject); var SrcDataBytes: PByteArray; begin SrcDataBytes:=VirtualAlloc(Nil, BlockSize, MEM_COMMIT, PAGE_READWRITE); try if VirtualLock(SrcDataBytes, BlockSize) then try FeedBytesToClass(SrcDataBytes, BlockSize); finally VirtualUnLock(SrcDataBytes, BlockSize); end; finally VirtualFree(SrcDataBytes, MEM_DECOMMIT, BlockSize); end; end; Initially the error occured when I used access to RGB data of bitmap bits, but the code there is too complex so I narrowed it to this fragment. So the question is what is here so specific that makes Delphi produce push,pop,mov optimization. I need to know this in order to avoid such side effects in general.

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  • UIScrollView works as expected but scrollRectToVisible: does nothing

    - by mahboudz
    HI. I have used UIScrollView before, and am using it now, and never had a problem. I'm now adding it to an old app, and while it works as expected (I can look at the contents, scroll around with my finger, all the bounds and sizes are setup right so there is no empty space in the content, etc.), I just can't get scrollToRectVisible to work. I have even simplified the call so that it merely moves to the 0,0 position: [scrollView scrollRectToVisible:CGRectMake(0, 0, 10, 10) animated:YES]; or move it to 0,200: [scrollView scrollRectToVisible:CGRectMake(0, 200, 10, 10) animated:YES]; I even made a quick app to test this and I can get scrollRectToVisible to work there as I expect. But in my old app, I can't seem to make it do anything. I can make the scrollView scroll with setContentOffset:, but that's not what I want. This scrollView and its contents are defined in the nib by IB and used with an IBOutlet. The only code I am using in my app to handle the scrollView is [scrollView setContentSize:CGSizeMake(scrollView.contentSize.width, imageView.frame.size.height)]; (I'm only interested in vertical scrolling not horizontal). Has anyone run into a problem like this? I have compared the scrollView attributes in both apps and they are identical. ADDENDUM: My scrollViews frame is: 0.000000 0.000000 480.000000 179.000000 My scrollViews contentSize is: 0.000000 324.000000 It still acts like the rect I want to scroll to is already visible and no scrolling is needed. Not sure if that is what is happening. This is just the darnest thing. Seems like such an easy thing to resolve... ADDENDUM #2: This is how I am making do without scrollRectToVisible: CGPoint point = myRect.origin; if (![clefScrollView pointInside:point withEvent:nil]) { point.x = 0; if (point.y > clefScrollView.contentSize.height - clefScrollView.bounds.size.height) point.y = clefScrollView.contentSize.height - clefScrollView.bounds.size.height; [clefScrollView setContentOffset:point animated: YES]; } Everything else about this scrollView works as expected, but scrollRectToVisible. WHY?!? Any wild guesses?

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  • NSObject release destroys local copy of object's data

    - by Spider-Paddy
    I know this is something stupid on my part but I don't get what's happening. I create an object that fetches data & puts it into an array in a specific format, since it fetches asynchronously (has to download & parse data) I put a delegate method into the object that needs the data so that the data fetching object copies it's formatted array into an array in the calling object. The problem is that when the data fetching object is released, the copy it created in the caller is being erased, code is: In .h file @property (nonatomic, retain) NSArray *imagesDataSource; In .m file // Fetch item details ImagesParser *imagesParserObject = [[ImagesParser alloc] init:self]; [imagesParserObject getArticleImagesOfArticleId:(NSInteger)currentArticleId]; [imagesParserObject release] <-- problematic release // Called by parser when images parsing is finished -(void)imagesDataTransferComplete:(ImagesParser *)imagesParserObject { self.imagesDataSource = [ImagesParserObject.returnedArray copy]; // copy array to local variable // If there are more pics, they must be assembled in an array for possible UIImageView animation NSInteger picCount = [imagesDataSource count]; if(picCount > 1) // 1 image is assumed to be the pic already displayed { // Build image array NSMutableArray *tempPicArray = [[NSMutableArray alloc] init]; // Temp space to hold images while building for(int i = 0; i < picCount; i++) { // Get Nr from only article in detailDataSource & pic name (Small) from each item in imagesDataSource NSString *picAddress = [NSString stringWithFormat:@"http://some.url.com/shopdata/image/article/%@/%@", [[detailDataSource objectAtIndex:0] objectForKey:@"Nr"], [[imagesDataSource objectAtIndex:i] objectForKey:@"Small"]]; NSURL *picURL = [NSURL URLWithString:picAddress]; NSData *picData = [NSData dataWithContentsOfURL:picURL]; [tempPicArray addObject:[UIImage imageWithData:picData]]; } imagesArray = [tempPicArray copy]; // copy makes immutable copy of array [tempPicArray release]; currentPicIndex = 0; // Assume first pic is pic already being shown } else imagesArray = nil; // No need for a needless pic array // Remove please wait message [pleaseWaitViewControllerObject.view removeFromSuperview]; } I put in tons of NSLog lines to keep track of what was going on & self.imagesDataSource is populated with the returned array but when the parser object is released self.imagesDataSource becomes empty. I thought self.imagesDataSource = [ImagesParserObject.returnedArray copy]; is supposed to make an independant object, like as if it was alloc, init'ed, so that self.imagesDataSource is not just a pointer to the parser's array but is it's own array. So why does the release of the parser object clear the copy of the array. (I checked & double checked that it's not something overwriting self.imagesDataSource, commenting out [imagesParserObject release] consistently fixes the problem) Also, I have exactly the same problem with self.detailDataSource which is declared & populated in the exact same way as self.imagesDataSource I thought that once I call the parser I could release it because the caller no longer needs to refer to it, all further activity is carried out by the parser object through it's delegate method, what am I doing wrong?

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  • active_scaffold routing error

    - by Elizabeth Buckwalter
    If you haven't seen my question yesterday, this is my second rails app. The first went nice and smooth, but this one keeps giving me one random error after another. I installed active_scaffold for this app as well as the last app (the first error, instead of using script/install plugin git://active_scaffold repository, I did script/install plugin http://active_scaffold repository.) I didn't want to spell out basic CRUD on minor models. After the install problems, (before I found the http solution from a windows user when I'm on Linux) I thought I'd try out Hobo. Well, Hobo updated actionmailer, actionpack, activerecord, activeresource, and installed rack. Rails isn't even using the updated versions. But as you can see at the bottom of the trace it's using rack. I have a feeling it has something to do with my futzing around with installing Hobo which I uninstalled. Thanks in advanced. [Edit] I had asked the question over at the ActiveScaffold Group the answer (if you don't want to follow the link) was that this line needed to be added to routes: map.resources :modelName, :active_scaffold => true It doesn't entirely answer my question, since the documentation said nothing about changing routes. But, it works. [/Edit] ActionController::RoutingError in Departments#index Showing vendor/plugins/active_scaffold/frontends/default/views/_list_header.html.erb where line #8 raised: No route matches {:_method=:get, :action="show_search", :controller="departments"} Extracted source (around line #8): 5: <% next if controller.respond_to? link.security_method and !controller.send(link.security_method) -%> 6: <% next if link.action == 'new' && params[:nested].nil? && active_scaffold_config.list.always_show_create %> 7: <% next if link.action == 'show_search' && active_scaffold_config.list.always_show_search %> 8: <%= render_action_link(link, new_params) -%> 9: <% end -%> 10: 11: <%= loading_indicator_tag(:action => :table) %> Trace of template inclusion: vendor/plugins/active_scaffold/frontends/default/views/list.html.erb Full Trace It was taking forever to format it. I'm still not fully conversant in SO's formatting (sometimes the server is down. reboots are reinstalls. it's a play server)

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  • Integers not properly returned from a property list (plist) array in Objective-C

    - by Gaurav
    In summary, I am having a problem where I read what I expect to be an NSNumber from an NSArray contained in a property list and instead of getting a number such as '1', I get what looks to be a memory address (i.e. '61879840'). The numbers are clearly correct in the property list. Below is my process for creating the property list and reading it back. Creating the property list I have created a simple Objective-C property list with arrays of integers within one root array: <array> <array> <integer>1</integer> <integer>2</integer> </array> <array> <integer>1</integer> <integer>2</integer> <integer>5</integer> </array> ... more arrays with integers ... </array> The arrays are NSArray objects and the integers are NSNumber objects. The property list has been created and serialized using the following code: // factorArray is an NSArray that contains NSArrays of NSNumbers as described above // serialize and compress factorArray as a property list, Factors-bin.plist NSString *error; NSString *rootPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; NSString *plistPath = [rootPath stringByAppendingPathComponent:@"Factors-bin.plist"]; NSData *plistData = [NSPropertyListSerialization dataFromPropertyList:factorArray format:NSPropertyListBinaryFormat_v1_0 errorDescription:&error]; Inspecting the created plist, all values and types are correct. Reading the property list The property list is read in as Data and then converted to an NSArray: NSString *path = [[NSBundle mainBundle] pathForResource:@"Factors" ofType:@"plist"]; NSData *plistData = [[NSData alloc] initWithContentsOfFile:path]; NSPropertyListFormat format; NSString *error = nil; NSArray *factorData = (NSArray *)[NSPropertyListSerialization propertyListFromData:plistData mutabilityOption:NSPropertyListImmutable format:&format errorDescription:&error]; Cycling through factorData to see what it contains is where I see the erroneous integers: for (int i = 0; i < 10; i++) { NSArray *factorList = (NSArray *)[factorData objectAtIndex:i]; NSLog(@"Factors of %d\n", i + 1); for (int j = 0; j < [factorList count]; j++) { NSLog(@" %d\n", (NSNumber *)[factorList objectAtIndex:j]); } } I see all the correct number of values, but the values themselves are incorrect, i.e.: Factors of 3 61879840 (should be 1) 61961200 (should be 3) Factors of 4 61879840 (should be 1) 61943472 (should be 2) 61943632 (should be 4) Factors of 5 61879840 (should be 1) 61943616 (should be 5)

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  • Can a View Controller manage more than 1 nib based view?

    - by Hugo Brynjar
    I have a VC controlling a screen of content that has 2 modes; a normal mode and an edit mode. Can I create a single VC with 2 views, each from separate nibs? In many situations on the iphone, you have a VC which controls an associated view. Then on a button press or other event, a new VC is loaded and its view becomes the top level view etc. But in this situation, I have 2 modes that I want to use the same VC for, because they are closely related. So I want a VC which can swap in/out 2 views. As per here: http://stackoverflow.com/questions/863321/iphone-how-to-load-a-view-using-a-nib-file-created-with-interface-builder/2683153#2683153 I have found that I can load a VC with an associated view from a nib and then later on load a different view from another nib and make that new view the active view. NSArray *nibObjects = [[NSBundle mainBundle] loadNibNamed:@"EditMode" owner:self options:nil]; UIView *theEditView = [nibObjects objectAtIndex:0]; self.editView = theEditView; [self.view addSubview:theEditView]; The secondary nib has outlets wired up to the VC like the primary nib. When the new nib is loaded, the outlets are all connected up fine and everything works nicely. Unfortunately when this edit view is then removed, there doesn't seem to be any elegant way of getting the outlets hooked up again to the (normal mode) view from the original nib. Nib loading and outlet setting seems a once only thing. So, if you want to have a VC that swaps in/out 2 views without creating a new VC, what are the options? 1) You can do everything in code, but I want to use nibs because it makes creating the UI simpler. 2) You have 1 nib for your VC and just hide/show elements using the hidden property of UIView and its subclasses. 3) You load a new nib as described above. This is fine for the new nib, but how do you sort the outlets when you go back to the original nib. 4) Give up and accept having a 1:1 between VCs and nibs. There is a nib for normal mode, a nib for edit mode and each mode has a VC that subclasses a common superclass. In the end, I went with 4) and it works, but requires a fair amount of extra work, because I have a model class that I instantiate in normal mode and then have to pass to the edit mode VC because both modes need access to the model. I'm also using NSTimer and have to start and stop the timer in each mode. It is because of all this shared functionality that I wanted a single VC with 2 nibs in the first place.

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  • Multiple View App shows Blank Screen in Simulator

    - by Brett Coburn
    Hello; I am developing a simple app that first shows a menu screen, and when a button is pressed, a game screen appears. I was able to develop the game screen without any issues, but when I changed the code to first display the menu, the simulator showed a blank screen. I've read all the articles on connecting views with IB but I can't figure this out. Any help would be appreciated. This is my code: // Pong_Multiple_ViewAppDelegate.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class MenuViewController; @interface Pong_Multiple_ViewAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MenuViewController *navigationController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MenuViewController *navigationController; @end // // Pong_Multiple_ViewAppDelegate.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "Pong_Multiple_ViewAppDelegate.h" #import "MenuViewController.h" @implementation Pong_Multiple_ViewAppDelegate @synthesize window; @synthesize navigationController; - (void)application:(UIApplication *)application{ // Override point for customization after application launch [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } - (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end // // MenuViewController.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> #import "GameViewController.h" @interface MenuViewController : UIViewController { GameViewController *gameViewController; IBOutlet UIButton *gameButton; } @property(nonatomic, retain) GameViewController *gameViewController; @property(nonatomic, retain) UIButton *gameButton; -(IBAction)switchPage:(id)sender; @end // // MenuViewController.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "MenuViewController.h" #import "GameViewController.h" @implementation MenuViewController @synthesize gameViewController; @synthesize gameButton; -(IBAction)switchPage:(id)sender{ if (self.gameViewController==nil) { GameViewController *gameView = [[GameViewController alloc]initWithNibName:@"GameView" bundle:[NSBundle mainBundle]]; self.gameViewController= gameView; [gameView release]; } [self.navigationController pushViewController:self.gameViewController animated:YES]; } .... @end My code also includes classes: GameViewController.h, GameViewController.m, and nib files: MenuView.xib, and GameView.xib Thanks, B

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  • Help needed with AES between Java and Objective-C (iPhone)....

    - by Simon Lee
    I am encrypting a string in objective-c and also encrypting the same string in Java using AES and am seeing some strange issues. The first part of the result matches up to a certain point but then it is different, hence when i go to decode the result from Java onto the iPhone it cant decrypt it. I am using a source string of "Now then and what is this nonsense all about. Do you know?" Using a key of "1234567890123456" The objective-c code to encrypt is the following: NOTE: it is a NSData category so assume that the method is called on an NSData object so 'self' contains the byte data to encrypt. - (NSData *)AESEncryptWithKey:(NSString *)key { char keyPtr[kCCKeySizeAES128+1]; // room for terminator (unused) bzero(keyPtr, sizeof(keyPtr)); // fill with zeroes (for padding) // fetch key data [key getCString:keyPtr maxLength:sizeof(keyPtr) encoding:NSUTF8StringEncoding]; NSUInteger dataLength = [self length]; //See the doc: For block ciphers, the output size will always be less than or //equal to the input size plus the size of one block. //That's why we need to add the size of one block here size_t bufferSize = dataLength + kCCBlockSizeAES128; void *buffer = malloc(bufferSize); size_t numBytesEncrypted = 0; CCCryptorStatus cryptStatus = CCCrypt(kCCEncrypt, kCCAlgorithmAES128, kCCOptionPKCS7Padding, keyPtr, kCCKeySizeAES128, NULL /* initialization vector (optional) */, [self bytes], dataLength, /* input */ buffer, bufferSize, /* output */ &numBytesEncrypted); if (cryptStatus == kCCSuccess) { //the returned NSData takes ownership of the buffer and will free it on deallocation return [NSData dataWithBytesNoCopy:buffer length:numBytesEncrypted]; } free(buffer); //free the buffer; return nil; } And the java encryption code is... public byte[] encryptData(byte[] data, String key) { byte[] encrypted = null; Security.addProvider(new org.bouncycastle.jce.provider.BouncyCastleProvider()); byte[] keyBytes = key.getBytes(); SecretKeySpec keySpec = new SecretKeySpec(keyBytes, "AES"); try { Cipher cipher = Cipher.getInstance("AES/ECB/PKCS7Padding", "BC"); cipher.init(Cipher.ENCRYPT_MODE, keySpec); encrypted = new byte[cipher.getOutputSize(data.length)]; int ctLength = cipher.update(data, 0, data.length, encrypted, 0); ctLength += cipher.doFinal(encrypted, ctLength); } catch (Exception e) { logger.log(Level.SEVERE, e.getMessage()); } finally { return encrypted; } } The hex output of the objective-c code is - 7a68ea36 8288c73d f7c45d8d 22432577 9693920a 4fae38b2 2e4bdcef 9aeb8afe 69394f3e 1eb62fa7 74da2b5c 8d7b3c89 a295d306 f1f90349 6899ac34 63a6efa0 and the java output is - 7a68ea36 8288c73d f7c45d8d 22432577 e66b32f9 772b6679 d7c0cb69 037b8740 883f8211 748229f4 723984beb 50b5aea1 f17594c9 fad2d05e e0926805 572156d As you can see everything is fine up to - 7a68ea36 8288c73d f7c45d8d 22432577 I am guessing I have some of the settings different but can't work out what, I tried changing between ECB and CBC on the java side and it had no effect. Can anyone help!? please....

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  • Intermittent fillMode=kCAFillModeForwards bug using CAKeyframeAnimation with path

    - by Mark24x7
    I'm having an intermittent problem when I move a UIImageView around the screen using CAKeyframeAnimation. I want the position of the UIImageView to remain where the animation ends when it is done. This bug only happens for certain start and end points. When I use random points it works correctly most of the time, but about 5-15% of the time it fails and snaps back to the pre-animation position. The problem only appears when using CAKeyframeAnimation using the path property. If I use the values property the bug does not appear. I am setting removedOnCompletion = NO, and fillMode = kCAFillModeForwards. I have posted a link to a test Xcode below. Here is my code for setting up the animation. I have a property usePath. When this is YES, the bug appears. When I set usePath to NO, the snap back bug does not happen. In this case I am using a path that is a simple line, but once I resolve this bug with a simple path, I will use a more complex path with curves in it. // create the point CAKeyframeAnimation *moveAnimation = [CAKeyframeAnimation animationWithKeyPath:@"position"]; if (self.usePath) { CGMutablePathRef path = CGPathCreateMutable(); CGPathMoveToPoint(path, NULL, startPt.x, startPt.y); CGPathAddLineToPoint(path, NULL, endPt.x, endPt.y); moveAnimation.path = path; CGPathRelease(path); } else { moveAnimation.values = [NSArray arrayWithObjects: [NSValue valueWithCGPoint:startPt], [NSValue valueWithCGPoint:endPt], nil]; } moveAnimation.calculationMode = kCAAnimationPaced; moveAnimation.duration = 0.5f; moveAnimation.removedOnCompletion = NO; // leaves presentation layer in final state; preventing snap-back to original state moveAnimation.fillMode = kCAFillModeForwards; moveAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseOut]; // moveAnimation.delegate = self; // start the animation [ball.layer addAnimation:moveAnimation forKey:@"moveAnimation"]; To dl and view my test project goto test project (http://www.24x7digital.com/downloads/PathFillModeBug.zip) Tap the 'Move Ball' button to start the animation of the ball. I have hard coded a start and end point which causes the bug to happen every time. Use the switch to change usePath to YES or NO. When usePath is YES, you will see the snap back bug. When usePath is NO, you will not see the snap back bug. I'm using SDK 3.1.3, but I have seen this bug using SDK 3.0 as well, and I have seen the bug on the Sim and on my iPhone. Any idea on how to fix this or if I am doing something wrong are appreciated. Thanks, Mark.

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