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  • Why is setting queue in a MPMusicPlayerController only adding first track in collection?

    - by prendio2
    I have an Album object containing a MPMediaItemCollection of the album's tracks. When I add this collecton to the queue with the following line of code, only the first track gets added. [iPodMusicPlayer setQueueWithItemCollection:album.mediaItems]; Oddly enough when I add with the following line of code, everything works as expected. [iPodMusicPlayer setQueueWithItemCollection:[MPMediaItemCollection collectionWithItems:[album.mediaItems items]]]; Why would the second line work but not the first?

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  • how to draw a NSString in drawrect of UIView?

    - by senthilmuthu
    hi, the Newline character is not working in draw rect of UIView? can anyone help? - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); UIFont * f = [UIFont systemFontOfSize:20]; [[UIColor darkGrayColor] set]; CGRect b = [self bounds]; NSString * text = @"hi \nr u"; CGSize sz = CGSizeMake(150,200); CGContextScaleCTM(context, b.size.width/sz.width, b.size.height/sz.height); [text drawAtPoint:CGPointMake(0,0) withFont:f]; }

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  • game state singleton cocos2d, initWithEncoder always returns null

    - by taber
    Hi, I'm trying to write a basic test "game state" singleton in cocos2d, but for some reason upon loading the app, initWithCoder is never called. Any help would be much appreciated, thanks. Here's my singleton GameState.h: #import "cocos2d.h" @interface GameState : NSObject <NSCoding> { NSInteger level, score; Boolean seenInstructions; } @property (readwrite) NSInteger level; @property (readwrite) NSInteger score; @property (readwrite) Boolean seenInstructions; +(GameState *) sharedState; +(void) loadState; +(void) saveState; @end ... and GameState.m: #import "GameState.h" #import "Constants.h" @implementation GameState static GameState *sharedState = nil; @synthesize level, score, seenInstructions; -(void)dealloc { [super dealloc]; } -(id)init { if(!(self = [super init])) return nil; level = 1; score = 0; seenInstructions = NO; return self; } +(void)loadState { @synchronized([GameState class]) { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; Boolean saveFileExists = [[NSFileManager defaultManager] fileExistsAtPath:saveFile]; if(!sharedState) { sharedState = [GameState sharedState]; } if(saveFileExists == YES) { [sharedState release]; sharedState = [[NSKeyedUnarchiver unarchiveObjectWithFile:saveFile] retain]; } // at this point, sharedState is null, saveFileExists is 1 if(sharedState == nil) { // this always occurs CCLOG(@"Couldn't load game state, so initialized with defaults"); sharedState = [self sharedState]; } } } +(void)saveState { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *saveFile = [documentsDirectory stringByAppendingPathComponent:kSaveFileName]; [NSKeyedArchiver archiveRootObject:[GameState sharedState] toFile:saveFile]; } +(GameState *)sharedState { @synchronized([GameState class]) { if(!sharedState) { [[GameState alloc] init]; } return sharedState; } return nil; } +(id)alloc { @synchronized([GameState class]) { NSAssert(sharedState == nil, @"Attempted to allocate a second instance of a singleton."); sharedState = [super alloc]; return sharedState; } return nil; } +(id)allocWithZone:(NSZone *)zone { @synchronized([GameState class]) { if(!sharedState) { sharedState = [super allocWithZone:zone]; return sharedState; } } return nil; } ... -(void)encodeWithCoder:(NSCoder *)coder { [coder encodeInt:level forKey:@"level"]; [coder encodeInt:score forKey:@"score"]; [coder encodeBool:seenInstructions forKey:@"seenInstructions"]; } -(id)initWithCoder:(NSCoder *)coder { CCLOG(@"initWithCoder called"); self = [super init]; if(self != nil) { CCLOG(@"initWithCoder self exists"); level = [coder decodeIntForKey:@"level"]; score = [coder decodeIntForKey:@"score"]; seenInstructions = [coder decodeBoolForKey:@"seenInstructions"]; } return self; } @end ... I'm saving the state on app exit, like this: - (void)applicationWillTerminate:(UIApplication *)application { [GameState saveState]; [[CCDirector sharedDirector] end]; } ... and loading the state when the app finishes loading, like this: - (BOOL) application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ... [GameState loadState]; ... } I've tried moving around where I call loadState too, for example in my main CCScene, but that didn't seem to work either. Thanks again in advance.

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  • How to change image and disable UIBarButtonItem

    - by Alex
    I have a NavigationBar app with two views: a parent and a sub view. In the sub view I'm adding a button to the right corner as follows: - (void)viewDidLoad { UIBarButtonItem *tempButton = [[UIBarButtonItem alloc] initWithImage:[UIImage imageNamed:@"lock-unlocked.png"] style:UIBarButtonItemStylePlain target:self action:@selector(lockScreen)]; self.navigationItem.rightBarButtonItem = tempButton; [tempButton release]; } When that button is clicked I want to change the image of this rightBarButtonItem and disable the leftBarButtonItem (which was added automatically by the controller). Basically have two states of a button, locked and unlocked. Question 1: The only way I can find how to change the image is to create a new UIButtonItem with a new image and replace rightBarButtonItem with that new one. But I'm wondering if there's a way to just change the image without creating a new UIBarButtonItem. Am I creating a memory leak if I keep creating new UIBarButtonItem? Question 2: How can I get a hold of self.navigationItem.leftBarButtonItem and disable/enable it? I don't create that one manually, it's created automatically for me by the controller. I don't see any method/property on UIBarButtonItem to enable/disable user interaction with it.

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  • Access UIButton's titleLabel with custom background image

    - by Meltemi
    Quick one: I have a custom button image that I want to use but I still want to change the text of the button with setTitle:forState:. When I use a "custom" button in IB I lose the Title view. When I use Rounded Rect in IB the custom image appears scrunched w/in the Rounded Rect button. Why is this so difficult?

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  • CATiledLayer: Determining levelsOfDetail when in drawLayer

    - by Russell Quinn
    I have a CATiledLayer inside a UIScrollView and all is working fine. Now I want to add support for showing different tiles for three levels of zooming. I have set levelsOfDetail to 3 and my tile size is 300 x 300. This means I need to provide three sets of tiles (I'm supplying PNGs) to cover: 300 x 300, 600 x 600 and 1200 x 1200. My problem is that inside "(void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx" I cannot work out which levelOfDetail is currently being drawn. I can retrieve the bounds currently required by using CGContextGetClipBoundingBox and usually this requests a rect for one of the above sizes, but at layer edges the tiles are usually smaller and therefore this isn't a good method. Basically, if I have set levelsOfDetail to 3, how do I find out if drawLayer is requesting level 1, 2 or 3 when it's called? Thanks, Russell.

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  • how to display image in MFMailComposer?

    - by Rahul Vyas
    Hello all i want to display an image in mfmailcomposer it shows when i add it to attachment but not at the exact place where i want to show it how do i show image in mfmailcomposer. also does someone knows how to launch safari when click on a url in mfmailcomposer?

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  • How can we add text in cocos2d by using UITextView ?

    - by srikanth rongali
    I want a UITextView in cocos2d. I used in init method UITextView *textView = [[UITextView alloc] initWithFrame:CGRectMake(0,0, windowSize.height/2,windowSize.width/2)]; textView.backgroundColor = [UIColor clearColor]; textView.text = @"I am First enemy"; [textView setEditable:NO]; [[[CCDirector sharedDirector]openGLView]addSubview:textView]; the orientation is [[CCDirector sharedDirector] setDeviceOrientation:CCDeviceOrientationLandscapeLeft]; I need the text to appear in landscape mode, but I am getting the text in following way. How can I make the text to appear in the landScape mode. I am working in cocos2d. CanOI scroll the text ? What should i add to make the text scroll up and down. Thank you.

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  • Hitting the Done button does not dismiss the View of a MPMoviePlayerController on OS 4.0 beta

    - by Hakim
    Hi All Hope someone can help me on this, on the old OS version 3.0 and down , hitting the done button one playing a Video would automatically dismiss the view, but now since we have to control the view appearance, hitting the Done just stops the movie but does not dismiss the view, I tried to check if it was linked to any notification and found that each time the Done button was hit, MPMoviePlayerPlaybackStateDidChangeNotification is triggered the problem is that the same notification is received for any change of state pausing /playing... so dismissing the view when MPMoviePlayerPlaybackStateDidChangeNotification is triggered is not an option. does anyone have an answer for this problem Thx for your help

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  • Where to change data for a "list" datasource in dashcode?

    - by erotsppa
    I created a new project in dashcode and it automatically generated a mobile web app for me with a list and sample datasources. I see two datasources, one is labeled as "datasource" and the other is "list". However I can see that the actual data in datasources is in a js file, everything is good but where is the actual data stored for "list"? The sample application came with a bunch of data for "list" and I am unable to change it. Any ideas?

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  • CGContextDrawPDFPage taking up large amounts of memory

    - by Ed Marty
    I have a PDF file that I want to draw in outline form. I want to draw the first several pages on the document each in their own UIImage to use on a button so that when clicked, the main display will navigate to the clicked page. However, CGContextDrawPDFPage seems to be using copious amounts of memory when attempting to draw the page. Even though the image is only supposed to be around 100px tall, the application crashes while drawing one page in particular, which according to Instruments, allocates about 13 MB of memory just for the one page. Here's the code for drawing: //Note: This is always called in a background thread, but the autorelease pool is setup elsewhere + (void) drawPage:(CGPDFPageRef)m_page inRect:(CGRect)rect inContext:(CGContextRef) g { CGPDFBox box = kCGPDFMediaBox; CGAffineTransform t = CGPDFPageGetDrawingTransform(m_page, box, rect, 0,YES); CGRect pageRect = CGPDFPageGetBoxRect(m_page, box); //Start the drawing CGContextSaveGState(g); //Clip to our bounding box CGContextClipToRect(g, pageRect); //Now we have to flip the origin to top-left instead of bottom left //First: flip y-axix CGContextScaleCTM(g, 1, -1); //Second: move origin CGContextTranslateCTM(g, 0, -rect.size.height); //Now apply the transform to draw the page within the rect CGContextConcatCTM(g, t); //Finally, draw the page //The important bit. Commenting out the following line "fixes" the crashing issue. CGContextDrawPDFPage(g, m_page); CGContextRestoreGState(g); } Is there a better way to draw this image that doesn't take up huge amounts of memory?

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  • Using NSXMLParser with CDATA

    - by Robb
    I'm parsing an RSS feed with NSXMLParser and it's working fine for the title and other strings but one of the elements is an image thats like <!CDATA <a href="http:image..etc> How do I add that as my cell image in my table view? Would I define that as an image type? This is what i'm using to do my parsing: - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName attributes:(NSDictionary *)attributeDict{ //NSLog(@"found this element: %@", elementName); currentElement = [elementName copy]; if ([elementName isEqualToString:@"item"]) { // clear out our story item caches... item = [[NSMutableDictionary alloc] init]; currentTitle = [[NSMutableString alloc] init]; currentDate = [ [NSMutableString alloc] init]; currentSummary = [[NSMutableString alloc] init]; currentLink = [[NSMutableString alloc] init]; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName{ //NSLog(@"ended element: %@", elementName); if ([elementName isEqualToString:@"item"]) { // save values to an item, then store that item into the array... [item setObject:currentTitle forKey:@"title"]; [item setObject:currentLink forKey:@"link"]; [item setObject:currentSummary forKey:@"description"]; [item setObject:currentDate forKey:@"date"]; [stories addObject:[item copy]]; NSLog(@"adding story: %@", currentTitle); } } - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string{ //NSLog(@"found characters: %@", string); // save the characters for the current item... if ([currentElement isEqualToString:@"title"]) { [currentTitle appendString:string]; } else if ([currentElement isEqualToString:@"link"]) { [currentLink appendString:string]; } else if ([currentElement isEqualToString:@"description"]) { [currentSummary appendString:string]; } else if ([currentElement isEqualToString:@"pubDate"]) { [currentDate appendString:string]; } }

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  • How to follow user location with MapKit

    - by Bloudermilk
    I'm using MapKit to display the user's location relative to pins around them. I'd like to be able to mimic the functionality that Maps provides via the crosshair button in the lower left-hand corner of the screen. I'm already aware that MapKit provides a CLLocation object with the user's location via MKUserLocation, I just wanted to seek advice on how I should keep focus on that location. My initial inclination was to use an NSTimer to center the map on that coordinate every 500ms or so. Is there a better way to do this? Is there something built in to MapKit that I'm missing that will accomplish this? Thanks so much, Brendan

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  • cellForRowAtIndexPath not being called on tableView reloadData

    - by BotskoNet
    I have a UITableView on one view that loads in data at the start of the application, and then later when a user enters text into a box and hits a button, I re-query the database, re-populate the original NSMutableArray that stores the data for the table. All of that is working perfectly. In some logging statements I can tell that the array has the correct information, the numberOfRowsInSection method is returning the proper count, and is being called after the reload is called. However, the cellForRowAtIndexPath is never called the second time (after the reload) and the table data is never updated. I've spent hours searching the net and I've found nothing that helps. Can anyone help? All code is at: http://github.com/botskonet/inmyspot The specific reload is being called at: http://github.com/botskonet/inmyspot/blob/master/Classes/InMySpotViewController.m Roughly Line 94 From: http://github.com/botskonet/inmyspot/blob/master/Classes/PlateFormViewController.m Roughly line 101 A bit more info: once the new data has been added to the mutablearray, if I try to start scrolling the table, it eventually dies with: "Terminating app due to uncaught exception 'NSRangeException', reason: '* -[NSCFArray objectAtIndex:]: index (29) beyond bounds (29)'" Which I assume means the table cells can't find any data in the array to match the scroll position, which seems to be because the array has the new data, but the table doesn't.

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  • How can I debug VGA Out on an iPad?

    - by Elliot
    The Dock Connector to VGA Adapter (required for VGA out on the iPad) uses the Dock Connector, so I can't have my laptop connected at the same time. I remember reading something about a Remote debugger, but despite lots of searching, I'm unable to find it. How can I run the debugger to test VGA output of my iPad app?

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  • Using UIScreen to drive a VGA display - doesn't seem to show the UIWindow?

    - by Peter Hajas
    HI there, I'm trying to use UIScreen to drive a separate screen with the VGA dongle on my iPad. Here's what I've got in my root view controller's viewDidLoad: //Code to detect if an external display is connected to the iPad. NSLog(@"Number of screens: %d", [[UIScreen screens]count]); //Now, if there's an external screen, we need to find its modes, itereate through them and find the highest one. Once we have that mode, break out, and set the UIWindow. if([[UIScreen screens]count] > 1) //if there are more than 1 screens connected to the device { CGSize max; UIScreenMode *maxScreenMode; for(int i = 0; i < [[[[UIScreen screens] objectAtIndex:1] availableModes]count]; i++) { UIScreenMode *current = [[[[UIScreen screens]objectAtIndex:1]availableModes]objectAtIndex:i]; if(current.size.width > max.width); { max = current.size; maxScreenMode = current; } } //Now we have the highest mode. Turn the external display to use that mode. UIScreen *external = [[UIScreen screens] objectAtIndex:1]; external.currentMode = maxScreenMode; //Boom! Now the external display is set to the proper mode. We need to now set the screen of a new UIWindow to the external screen external_disp = [externalDisplay alloc]; external_disp.drawImage = drawViewController.drawImage; UIWindow *newwindow = [UIWindow alloc]; [newwindow addSubview:external_disp.view]; newwindow.screen = external; }

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  • How to release MPMoviePlayerController?

    - by 4thSpace
    I have a couple of views that access the movie player. I've put the following code in a method in AppDelegate for these views. They send in the filename to play. The code works fine but I know a release is required somewhere. If I add the last line as a release or autorelease, the app will crash once the user presses done on the movieplayer. MPMoviePlayerController *moviePlayer = [[MPMoviePlayerController alloc] initWithContentURL:[NSURL fileURLWithPath:moviePath]]; moviePlayer.movieControlMode = MPMovieControlModeDefault; [moviePlayer play]; //[moviePlayer release]; I get this error: objc[51051]: FREED(id): message videoViewController sent to freed object=0x1069b30 Program received signal: “EXC_BAD_INSTRUCTION”. How should I be releasing the player?

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  • UITableViewCell with UITableViewCellStyleValue1, adding new line to detailTextLabel at cell at botto

    - by slim
    on my tableview i have the last cell that is not initially visible as seen in the first image, when i scroll the list up, you can see in the second image that the price or my detailTextLabel is put on a new line not maintaining the right justification. Here is the code, i can't figure out why its doing this, any direction or help would be much appreciated - (UITableViewCell *)tableView:(UITableView *)ltableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [ltableView dequeueReusableCellWithIdentifier:CellIdentifier]; // Configure the cell. NSUInteger indexRow = [indexPath row]; switch (indexRow) { case 0:{ NSCharacterSet *set = [NSCharacterSet whitespaceCharacterSet]; NSString *description = [[currentData objectForKey:@"Description"] stringByTrimmingCharactersInSet:set]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier] autorelease]; } cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; cellShift = 1; if (![description isEqualToString:@""]) { cell.textLabel.text = @""; cell.detailTextLabel.text = description; cell.detailTextLabel.numberOfLines = 2; } else { cell.textLabel.text = @""; cell.detailTextLabel.text = @""; cell.detailTextLabel.numberOfLines = 0; } break; } default:{ if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleValue1 reuseIdentifier:CellIdentifier] autorelease]; } NSDictionary *item = [tableData objectAtIndex:(indexRow-cellShift)]; NSString *name = [item objectForKey:@"Name"]; if ([name length] > MaxVendorsLength ) { name = [NSString stringWithFormat:@"%@ ...",[name substringToIndex:MaxVendorsLength]]; } cell.textLabel.text = name; cell.textLabel.minimumFontSize = 12; NSString *priceString; float price = [[item objectForKey:@"Price"] floatValue]; //NSLog(@"| %@ | : | %@ |",[item objectForKey:@"Name"], [item objectForKey:@"Price"]); if (price != 0) { priceString = [[NSString alloc] initWithFormat:@"$%.2f",price]; } else { priceString = [[NSString alloc] initWithString:@"--"]; } cell.detailTextLabel.text = priceString; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; [priceString release]; break; } } cell.textLabel.font = [UIFont boldSystemFontOfSize:15]; cell.textLabel.minimumFontSize = 14; cell.detailTextLabel.font = [UIFont boldSystemFontOfSize:15]; cell.detailTextLabel.minimumFontSize = 14; return cell; } Let me know if i need to post anything else to get help with this ???

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  • "wait_fences: failed to receive reply: 10004003"?

    - by Michael
    I get this cryptic error the first time (and only the first time) my view is loaded due to the following line of code: - (void)viewWillAppear:(BOOL)animated { [textField becomeFirstResponder]; } There is a noticeable (~3 – 4 second, even on the simulator) delay due to this that makes my app feel unresponsive. Does anyone know how to fix this? I can't find any documentation on it on Apple's site, or any solutions here or on Google. Strangely, the opposite situation happens if I put the line in -viewDidAppear: instead of -viewWillAppear:; that is, instead of printing the error only the first time the keyboard is shown and never again, the error is not printed the first time but every time after. This is causing a major headache for me.

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  • autoscrolling for UIScrollView

    - by thndrkiss
    Hi, I used the setContentOffset method to scroll to a particular point automatically without user interaction. [menuScrollView setContentOffset:CGPointMake(600.0,0) animated:YES] but when i try to call the same method in a looping fashion inorder to slow down the speed of scrolling the scrolling never happens for (int i = 1; i<=30; i++) { [menuScrollView setContentOffset:CGPointMake(600.0-i*10,0.0) animated:YES]; NSLog(@"%f",600.0-i*10); } During the above piece of code the scrolling of UIScrollview happens only once (1st iteration( and it does not scroll for remaining 29 interations. What is the problem here ?

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  • UITableViewCell no userInteraction but on cell.accessoryView

    - by Simon
    hello genius and nerds I have a TableViewCell with a UISwitch in accessoryView. I don't want that blue background if someone selected it. There fore i used cell.userInteractionEnabled = NO; but then the whole cell isnt accessable so i tried that cell.userInteractionEnabled = NO; cell.accessoryView.userInteractionEnabled = YES; i think this wont work because cell is the parent of the accessoryView. but how can i manage this issue ? A hint in the right direction would be great. Simon Here is the complete cellForRowAtIndexPath method: cell.textLabel.text = @"dasda"; cell.userInteractionEnabled = NO; cell.accessoryType = UITableViewCellAccessoryNone; UISwitch *mySwitch = [[[UISwitch alloc] initWithFrame:CGRectZero] autorelease]; mySwitch.tag = row; [cell addSubview:mySwitch]; cell.accessoryView = mySwitch; cell.accessoryView.userInteractionEnabled = YES; [(UISwitch *)cell.accessoryView setOn: YES]; [(UISwitch *)cell.accessoryView addTarget:self action:@selector(someAction:) forControlEvents:UIControlEventValueChanged]; return cell;

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