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  • Subclassing UIButton but can't access my properties

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

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  • How do you add gestures to a UITableViewController?

    - by mea36
    I want to implement right-to-left and left-to-right gestures on a view that inherits from UITableViewController. I have the code for the gestures implemented in another view (UIViewController) and it works. It does't seem like touchesBegan is even getting called. Does anyone know know to do this? Thanks

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  • Printing Instance ID to NSLog?

    - by fuzzygoat
    In the dealloc method for a class how would I print out the ID (or some other unique identifier) for the instance being deallocated? - (void)dealloc { NSLog(@"_deallocing: ??"); [super dealloc]; } Is this possible? I am just trying to get a little more feedback in the console as an aid to learning. many thanks -gary-

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  • How do I place another attribute to a MKAnnotation?

    - by kevin Mendoza
    for my app each annotation on a map corresponds to a mine locality. each mine has its own unique 7 digit integer identifier. I'm trying to add the property minesEntryNumber to the annotation so when the annotation is clicked on later I can bring up specific information on the selected annotation. This is part of my code: for (id mine in mines) { //NSLog(@"in the loop"); workingCoordinate.latitude = [[mine latitudeInitial] doubleValue]; workingCoordinate.longitude = [[mine longitudeInitial] doubleValue]; iProspectAnnotation *tempMine = [[iProspectAnnotation alloc] initWithCoordinate:workingCoordinate]; [tempMine setTitle:[mine mineName]]; tempMine.minesEntryNumber = [mine entryNumber]; //other code for dealing with mine types and adding the annotation to the mapview } the code works fine without the "tempMine.minesEntryNumber = [mine entryNumber];" part. It loads the map and shows the annotations. however when I try and put this in it brings up an error. So how do I add this property to each annotation and how do I access it later in a different .m file?

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  • How can I create "glass" effect on my own UIViews?

    - by lindes
    Hi there, I'm working on an iPhone app that has some non-rectangular UI elements. Currently, I'm subclassing UIView, and in drawRect I'm using a CGPathRef to draw black border and a color-filled interior. I'd like to make these items look more like "buttons", though, so I'd like to have some of the same sort of "glass effects" that are used on e.g. the icons for an iPhone app (when you don't set UIPrerenderedIcon to true), or in other buttons. I hunted around, and found this, which seems to be close to what I need: http://stackoverflow.com/questions/422066/gradients-on-uiview-and-uilabels-on-iphone But I'm having difficulty figuring out how to clip the gradient to my shape. It seems like the mask property on the view would be the right place to go, which seems like it would call for me to create a new CALayer object, with the clipping somehow applied to it. I'm hoping there's some nice convenience function for doing this, though if I need to write something more complicated, that's OK, too. I'm just having difficulty figuring out how to apply the path as a mask. I'm unsure if I need to create a new drawing context and draw the path into it? And then use CGContextClip? I think I've got a lot of the right pieces figured out, I'm just having difficulty understanding how to assemble them. Could someone please point me in the right direction? (I'm happy to read more in the docs, just point me in the right direction, please.)

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  • Enable access for assistive device programmatically

    - by Dheeraj
    Hi All, I want to enable Access for assistive devices in System Preferences programmatically. But Problem is that my application is not running as root user and i do not want my application to be as root user and also should not ask for any authentication in between. I want to tap all keyboard events globally. I am using CGEventTapCreate() for the same.In the documentation of CGEventTapCreate() API it is mentioned that, Event taps receive key up and key down events if one of the following conditions is true: The current process is running as the root user. Access for assistive devices is enabled. In Mac OS X v10.4 & later, you can enable this feature using System Preferences, Universal Access panel, Keyboard view. I tried manually by checking the Enable Access for assistive devices from System Preference and it gives me expected output. So is there any way to do the same via program without asking for authentication and also application is not running as root user? Thanks, Dheeraj.

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  • Accessing the stringValue from NSTextFields on different NIBs

    - by Kyle Zaragoza
    I'm having an extremely difficult time trying to access information from an object (e.g. an NSTextField) that is located on a NIB other than my "MainMenu.nib". My current setup: I have a MainMenu.xib that contains only a toolbar at the top and an NSView. I have four other .xib files containing custom NSViews and each of their File Owner's are assigned to a NSViewController subclass which I have created for each. My MainMenu.xib contains an object that is set to my WindowController subclass that takes care of swapping the fours views into the NSView on my MainMenu.xib. All of this works fantastic. Where I have a problem: I have another class that acts as the brains to my application which sends and receives data from an online server, all of the methods I have created rely on inputs from the user that are located on the individual .xibs that swap into my MainMenu.xib's NSview. Unfortunately I have no idea on how to grab the information from the NSTextFields, textViews, etc. that are located on my individual .xib files. What I've tried: I have tried setting the File Owner's of the four individual .xibs to my "brains" class and connecting outlets defined in my "brains".h, but when I call [textField stringValue] I receive a NULL response. I'm thinking this is because I'm creating multiple instances of my "brains" class but not totally sure. Any help on accessing information from textFields from other nibs would be a great benefit, thanks in advance.

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  • Chipmunk physics: Velocity question

    - by Johannes Jensen
    I'm making an iPhone game where the main actor is a ball that rolls depending on the device's accelerometer rotation. I haven't started on this part of the coding yet, but I was wondering if you guys had a nice way of solving this: I tried looking a little into chipmunk, and I noticed that bodies have the property v, which is a point containing x and y velocities. I was thinking it'd be a bad idea to just do like: playerBody->v = ccp(accelerometer.x * 5, playerBody->v.y); because it'd just roll up of walls and stuff, is there a better solution to do this?

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  • Adding an NSTextField as a subview

    - by Kenny
    I'm trying to add an NSTextField as a subview of a custom view class I have (which subclasses NSView), and then make the text field the first responder. This works fine... the text field shows up and I can start typing in it. However, any mouse events in the text field seem to fall through to its superview. For example, I can't see the mouse cursor when I hover over the text field, and when I click anywhere in the text field, it attempts to resign firstResponder status instead of letting me select text within the text field. I'm not overridding hitTest or anything weird like that, and I only have one window, which is definitely the key window. Any ideas? Thanks in advance! :-)

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  • How to dynamically replace a method implementation in ObjC2?

    - by Abhi
    I am trying to learn how to write plugins using SIMBL. I got my plugin to load with the target application, and also know the method that I wish to override. However, I am not able to use class_getInstanceMethod correctly based on snippets on the Internet. Have things changed in OSX 10.6 and/or ObjC2? The following code from culater.net gives "Dereferencing pointer to incomplete type" on the second-last statement: BOOL DTRenameSelector(Class _class, SEL _oldSelector, SEL _newSelector) { Method method = nil; // First, look for the methods method = class_getInstanceMethod(_class, _oldSelector); if (method == nil) return NO; method->method_name = _newSelector; return YES; } Is there a complete example of how to override a method using SIMBL plugins? Thanks!

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  • Grand Central Strategy for Opening Multiple Files

    - by user276632
    I have a working implementation using Grand Central dispatch queues that (1) opens a file and computes an OpenSSL DSA hash on "queue1", (2) writing out the hash to a new "side car" file for later verification on "queue2". I would like to open multiple files at the same time, but based on some logic that doesn't "choke" the OS by having 100s of files open and exceeding the hard drive's sustainable output. Photo browsing applications such as iPhoto or Aperture seem to open multiple files and display them, so I'm assuming this can be done. I'm assuming the biggest limitation will be disk I/O, as the application can (in theory) read and write multiple files simultaneously. Any suggestions? TIA

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  • iPhone: error: request for member 'table' in something not a structure or union

    - by Jack Griffiths
    Hi there, When it comes to compiling my application, I get the error mentioned in the title. How would I go about remedying this error? Basically, I want to get from one table to the other. Hierarchy, navigation. NextViewController.m #import "RootViewController.h" #import "NextViewController.h" @implementation NextViewController - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; // Releases the view if it doesn't have a superview // Release anything that's not essential, such as cached data } - (void)dealloc { [super dealloc]; } - (IBAction) changeTable:(NSString *)str{ tblCSS.table = str; } The last line contains the error. If you need any more code, just ask. I'll amend this post with it. Cheers, Jack

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  • Why does my program crash when given negative values?

    - by Wayfarer
    Alright, I am very confused, so I hope you friends can help me out. I'm working on a project using Cocos2D, the most recent version (.99 RC 1). I make some player objects and some buttons to change the object's life. But the weird thing is, the code crashes when I try to change their life by -5. Or any negative value for that matter, besides -1. NSMutableArray *lifeButtons = [[NSMutableArray alloc] init]; CCTexture2D *buttonTexture = [[CCTextureCache sharedTextureCache] addImage:@"Button.png"]; LifeChangeButtons *button = nil; //top left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , size.height - 30); [button buttonText:-5]; [lifeButtons addObject:button]; //top right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , size.height - 30); [button buttonText:1]; [lifeButtons addObject:button]; //bottom left button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(50 , 30); [button buttonText:5]; [lifeButtons addObject:button]; //bottom right button = [LifeChangeButtons lifeButton:buttonTexture ]; button.position = CGPointMake(size.width - 50 , 30); [button buttonText:-1]; [lifeButtons addObject:button]; for (LifeChangeButtons *theButton in lifeButtons) { [self addChild:theButton]; } This is the code that makes the buttons. It simply makes 4 buttons, puts them in each corner of the screen (size is the screen) and adds their life change ability, 1,-1,5, or -5. It adds them to the array and then goes through the array at the end and adds all of them to the screen. This works fine. Here is my code for the button class: (header file) // // LifeChangeButtons.h // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "cocos2d.h" @interface LifeChangeButtons : CCSprite <CCTargetedTouchDelegate> { NSNumber *lifeChange; } @property (nonatomic, readonly) CGRect rect; @property (nonatomic, retain) NSNumber *lifeChange; + (id)lifeButton:(CCTexture2D *)texture; - (void)buttonText:(int)number; @end Implementation file: // // LifeChangeButtons.m // Coco2dTest2 // // Created by Ethan Mick on 3/14/10. // Copyright 2010 Wayfarer. All rights reserved. // #import "LifeChangeButtons.h" #import "cocos2d.h" #import "CustomCCNode.h" @implementation LifeChangeButtons @synthesize lifeChange; //Create the button +(id)lifeButton:(CCTexture2D *)texture { return [[[self alloc] initWithTexture:texture] autorelease]; } - (id)initWithTexture:(CCTexture2D *)atexture { if ((self = [super initWithTexture:atexture])) { //NSLog(@"wtf"); } return self; } //Set the text on the button - (void)buttonText:(int)number { lifeChange = [NSNumber numberWithInt:number]; NSString *text = [[NSString alloc] initWithFormat:@"%d", number]; CCLabel *label = [CCLabel labelWithString:text fontName:@"Times New Roman" fontSize:20]; label.position = CGPointMake(35, 20); [self addChild:label]; } - (CGRect)rect { CGSize s = [self.texture contentSize]; return CGRectMake(-s.width / 2, -s.height / 2, s.width, s.height); } - (BOOL)containsTouchLocation:(UITouch *)touch { return CGRectContainsPoint(self.rect, [self convertTouchToNodeSpaceAR:touch]); } - (void)onEnter { [[CCTouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:0 swallowsTouches:YES]; [super onEnter]; } - (void)onExit { [[CCTouchDispatcher sharedDispatcher] removeDelegate:self]; [super onExit]; } - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; if ( ![self containsTouchLocation:touch] ) return NO; NSLog(@"Button touch event was called returning yes. "); //this is where we change the life to each selected player NSLog(@"Test1"); NSMutableArray *tempArray = [[[UIApplication sharedApplication] delegate] selectedPlayerObjects]; NSLog(@"Test2"); for (CustomCCNode *aPlayer in tempArray) { NSLog(@"we change the life by %d.", [lifeChange intValue]); [aPlayer changeLife:[lifeChange intValue]]; } NSLog(@"Test3"); return YES; } - (void)ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchPoint = [touch locationInView:[touch view]]; touchPoint = [[CCDirector sharedDirector] convertToGL:touchPoint]; NSLog(@"You moved in a button!"); } - (void)ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"You touched up in a button"); } @end Now, This function: - (BOOL)ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event Is where all the shit goes down. It works for all of the buttons except the -5 one. And then, it gets to: NSLog(@"we change the life by %d.", [lifeChange integerValue]); And it crashes at that statement. It only crashes when given anything less than -1. -1 works, but nothing smaller does. Here is the code in the CustomCCNode Class, "changeLife" that is being called. - (void)changeLife:(int)lifeChange { NSLog(@"change life in Custom Class was called"); NSLog(@"wtf is lifechange: %d", lifeChange); life += lifeChange; lifeString = [[NSString alloc] initWithFormat:@"%d",life]; [text setString:lifeString]; } Straight forward, but when the NSnumber is -5, it doesn't even get called, it crashes at the NSlog statement. So... what's up with that?

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  • How to manually throw a compiler error in GCC and Xcode

    - by coneybeare
    In xcode, while compiling apps with gcc, I want to throw compilation time errors if things like NSZombieEnabled is on for a distribution release, thus ensuring that compilation will fail and I won't accidentally do something stupid. I did some googling, but could not figure out how to cause the compiler to bail if a certain condition is met. Surely it must be easy, am I just not finding it?

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  • How do I enable spell checking within an NSTextField on Mac OS X?

    - by Luke
    I have an NSTextField that I would like to enable "as-you-type" spell checking. When I load my application I can do this from the Menu Bar Edit Spelling and Grammar Check Spelling While Typing. I would like this option to be enabled by default. Within IB I can enable this for a NSTextView but I would like to use NSTextField for this part of the UI. Thank you.

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  • How to set up single array or dictionary for use in multiple datasources?

    - by Roman
    I have multiple TableViewDatasources that need to display list of objects form same pool depending of certain property. E.g. object.flag1 is set- it will show up in TableView1 object.flag2 is set- it will show up in TableView2 The obvious way would be to have separate arrays for each TableView, But same object may appear in different arrays. Also I need to update objects very often or access all objects through same array. How do I setup a single dictionary or array to have all objects in one structure? To put it in another way: When table view or selection changes, application need to redraw TableViews with the new data. Application have to access the pool of objects and search through them using iterator and accessing each object and its properties. I think that this is an expensive operation and want to avoid that. Perhaps maybe by making a global pool of objects a dictionary and exposing objects properties as dictionary fields. So instead of iterating global pool of objects I could access global pool Dicitonary in a manner of database by selecting objects that has fields that match particular criteria. Anyone know any example of doing that?

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  • How can I save an NSDocument concurrently?

    - by Paperflyer
    I have a document based application. Saving the document can take a few seconds, so I want to enable the user to continue using the program while it saves the document in the background. Due to the document architecture, my application is asked to save to a temporary location and that temporary file is then copied over the old file. However, this means that I can not just run my file saving code in the background and return way before it is done, since the temporary file has to be written completely before it can be copied. Is there a way to disable this temporary-file-behavior or otherwise enable file saving in the background?

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  • plist vs static array

    - by morticae
    Generally, I use static arrays and dictionaries for containing lookup tables in my classes. However, with the number of classes creeping quickly into the hundreds, I'm hesitant to continue using this pattern. Even if these static collections are initialized lazily, I've essentially got a bounded memory leak going on as someone uses my app. Most of these are arrays of strings so I can convert strings into NSInteger constants that can be used with switch statements, etc. I could just recreate the array/dictionary on every call, but many of these functions are used heavily and/or in tight loops. So I'm trying to come up with a pattern that is both performant and not persistent. If I store the information in a plist, does the iphoneOS do anything intelligent about caching those when loaded? Do you have another method that might be related?

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  • Can't set text label in table view in Xcode for the iPhone

    - by Dave
    I have this code: tableList = [[NSMutableArray alloc] initWithObjects:@"First View",@"Second View",nil]; I have synthesized it and set the property, the problem is when I add this line under the configure the cell comment to set the text of each row, the app opens in the simulator but instantly closes: // Configure the cell. cell.textLabel.text = [tableList objectAtIndex:indexPath.row]; return cell; Any ideas on what is causing this ?

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  • A way to enable a LaunchDaemon to output sound?

    - by Varun Mehta
    I have a small Foundation application that checks a website and plays a sound if it sees a certain value. This application successfully plays a sound when I run it as my user from the Terminal. I've configured this app to run as a LaunchDaemon, with the following plist: <?xml version="1.0" encoding="UTF-8"?> <!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd"> <plist version="1.0"> <dict> <key>Label</key> <string>org.myorg.appidentifier</string> <key>ProgramArguments</key> <array> <string>/Users/varunm/path/to/cli/application</string> </array> <key>KeepAlive</key> <true/> <key>RunAtLoad</key> <true/> </dict> </plist> When I have this service launched I can see it successfully read in and log values from the website, but it never generates any sound. The sound files are located in the same directory as the binary, and I use the following code: NSSound *soundToPlay = [[NSSound alloc] initWithContentsOfFile:@"sound.wav" byReference:NO]; [soundToPlay setDelegate:stopper]; [soundToPlay play]; while (g_keepRunning) { [[NSRunLoop currentRunLoop] runUntilDate:[NSDate dateWithTimeIntervalSinceNow:1.0]]; } [soundToPlay setCurrentTime:0.0]; Is there any way to get my LaunchDaemon application to play sound? This machine gets run by different people, and sometimes has no one logged in, which is why I have to configure it as a LaunchDaemon.

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  • iPhone: Creating a hierarchy-based table navigation.

    - by Jack Griffiths
    Hi there, I've tried to ask this before, but nothing got answered. Basically, I would like someone to explain to me how to create a table, which when a cell is tapped, pushes the user to the next view for that cell. I have this so far: Click here to view what I have. I would further like to, say when CSS is tapped, it goes to a new view which has another table in it. This table would then take the user to a detail view, which is scrollable and you can switch pages through it. I would appreciate longer, more structured tutorials on how to do each and every bit to get it to work. Here's my array in my implementation file: - (void)viewDidLoad { arryClientSide = [[NSArray alloc] initWithObjects:@"CSS", @"HTML", @"JavaScript", @"XML", nil]; arryServerSide = [[NSArray alloc] initWithObjects:@"Apache", @"PHP", @"SQL", nil]; self.title = @"Select a Language"; [super viewDidLoad]; } and my .h: @interface RootViewController : UITableViewController <UITableViewDelegate, UITableViewDataSource> { IBOutlet UITableView *tblSimpleTable; NSArray *arryClientSide; NSArray *arryServerSide; } My current code crashes the script, and this error is returned in the console: Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '-[UITableViewController loadView] loaded the "NextView" nib but didn't get a UITableView.' If that error is the source of why it's not pushing, then an explanation of how to remedy that would also be appreciated Many thanks, Jack

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