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  • How do you clean Core Data generated models and code from a project?

    - by Hazmit
    I'm having an extremely annoying problem with Core Data in the iPhone SDK. I would say in general Core Data for the most part appears easy to use and nice to implement. I have a sqlite database that is being used as a read only reference to pull data elements out for an iPhone app. It would seem there are really mysterious issues relating to what seems to be migration of the database to the most recent versions of my schema. Why can't you just clean out your stored objects and models and let a project redo all of it when you compile next? You would think if you setup a stored object model there would be a way to just reset it and recompile. I've tried what feels like a thousand 'tips' that have been the results of hours of google searches and documentation prowling to figure out how to do this. My most recent error during compile time is below. 2010-04-07 18:23:51.891 PE[1962:207] * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Can't merge models with two different entities named 'PElement'' All of this code has been working in the simulator and is only causing me troubles now because I made a change to the schema. I also have the database options for automatically migrating set as below. NSMutableDictionary *optionsDictionary = [NSMutableDictionary dictionary]; [optionsDictionary setObject:[NSNumber numberWithBool:YES] forKey:NSMigratePersistentStoresAutomaticallyOption]; [optionsDictionary setObject:[NSNumber numberWithBool:YES] forKey:NSInferMappingModelAutomaticallyOption];

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  • [NSLocale currentLocale] always returns "en_US" not user's current language

    - by Prairiedogg
    I'm in the processes of internationalizing an iPhone app - I need to make programmatic changes to certain views based on what the user's current locale is. I'm going nuts because no matter what the language preference on the iPhone simulator or actual hardware are, locale always evaluates to "en_US": NSString *locale = [[NSLocale currentLocale] localeIdentifier]; NSLog(@"current locale: %@", locale); The crazy thing is that the rest of the application behaves as expected. The correct strings are selected from the Localization.strings file and used in the interface, and the correct .xib files for the selected locale are used. I have also tried the following, to no avail and with the same result: NSString *locale = [[NSLocale autoupdatingCurrentLocale] localeIdentifier]; NSLog(@"current locale: %@", locale); Is there something simple I'm missing? A preference or an import perhaps? Update: As Darren's answer suggests, the preference I'm looking for is not in NSLocale, rather it is here: NSUserDefaults* defs = [NSUserDefaults standardUserDefaults]; NSArray* languages = [defs objectForKey:@"AppleLanguages"]; NSString* preferredLang = [languages objectAtIndex:0]; NSLog(@"preferredLang: %@", preferredLang);

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  • UITableViewCellSeparatorStyleNone does not hide blue separator line when selecting in UITableView

    - by clozach
    Before describing the problem, let me first point out that this is a distinct issue from this question. The Problem This screenshot was taken with a break set at tableView:didSelectRowAtIndexPath:, and as you can see in the simulator (far right of the image), there's a single-pixel blue line at the bottom of the selected cell. This is not the design asked for by the client, nor is it how this app used to behave: there should be no separator, even on selection. How I Got Here I'd initially designed this table view using custom UITableViewCell classes with corresponding nib (.xib) files and had no trouble with selections: the separator was hidden as desired. Predictably, scrolling was sluggish due to all the overhead from the view hierarchy, so I reworked the custom cells to use Loren Brichter's fast scrolling solution. Now scrolling is much faster, but I can't get rid of the separator for the life of me. What I've tried At the time of the screenshot above... the table view has "Separator [None]" in IB. the UIViewController that contains the table view has this line in viewDid Load: self.tableView.separatorStyle = UITableViewCellSeparatorStyleNone; As you can see in the screenshot, I inserted some unused lines to prove that separatorStyle is set as desired. Other testing confirms that tableView and self.tableView are equivalent pointers at that same breakpoint. I've also tried setting tableView.separatorColor to black and to clear, all with the same result: the cells look right until a selection is made.

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  • iPhone: In landscape-only, after first addSubview, UITableViewController doesn't rotate properly

    - by Clay Bridges
    A minimal illustrative Xcode project for this is available on github. On my UIWindow, when I add second (and subsequent) UITableView's as subviews, they do not rotate properly, and thus appear sideways. This is only tested in the Simulator. Here's a little code for you: - (void)applicationDidFinishLaunching:(UIApplication *)application { ShellTVC* viewA = [[ShellTVC alloc] initWithTitle:@"View A"]; ShellTVC* viewB = [[ShellTVC alloc] initWithTitle:@"View B"]; // The first subview added will rotate to landscape correctly. // Any subsequent subview added will not. // You may try this by various commentings and rearranging of these two statements. [window addSubview:[viewA tableView]]; [window addSubview:[viewB tableView]]; [window makeKeyAndVisible]; } viewB appears sideways. Comment out the addSubview for viewB, and viewA appears correctly. Do that for viewA only, and viewB appears correctly. I am not creating these UITableViewControllers via NIBs, though the UIWindow is. In case you are wondering, ShellTVC is-a UITableViewController, and implements this method: - (BOOL) shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationLandscapeLeft); } Also, I have set the UIInterfaceOrientation in the plist file to UIInterfaceOrientationLandscapeLeft. Probably related -- and unanswered -- SO questions here and here.

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  • Change ObjectChoiceField Color not working on Blackberry OS 5.0

    - by Ari R. Fikri
    I want to create a custom ObjectChoiceField, the expected behavior is if the data change then upon leavinge the focus the font color will change. I have succeded in BB OS upto 4.7 but when tested on simulator and on real device with BB OS 5.0 the color won't change. This is my class : public class MyObjectChoiceField extends ObjectChoiceField { int color; Object oldValue, newValue; boolean isChanged; public MyObjectChoiceField(){ super(); oldValue = new Object(); newValue = new Object(); } public MyObjectChoiceField(int color, String label, String[] choices, int intP, long styleP){ super(label, choices, intP, styleP); this.color = color; } public void onUnfocus(){ if (getSelectedIndex() != -1){ newValue = getChoice(getSelectedIndex()); if (oldValue != newValue){ isChanged = true; invalidate(); } } super.onUnfocus(); } public void onFocus(int directionInt){ if (getSelectedIndex() != -1) oldValue = getChoice(getSelectedIndex()); super.onFocus(directionInt); } public void paint(Graphics g){ if (isChanged){ g.setColor(this.color); } super.paint(g); } What should I do to make this also work on BB OS 5.0. FYI : The ObjectChoiceField in BB 5.0 is look like a button with a triangle point down in the right side, which is different with BB OS 4.7.

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  • establishing a socket connection from iPhone to MAC/PC

    - by user319572
    Hello, I just started getting into XCode and Co. What I am trying is to send accelerometer data via WLAN to a PC or MAC over a Socket connection. I am trying at the moment with the iPhone simulator, on the other site a netbook with a JAVA program shall receive a test string for starters. Unfortunately my socket will not initialize. What am I doing wrong? NSString *recStr = @"192.168.0.5"; //String with receiver IP NSHost *hoster = [NSHost hostWithName:recStr]; //create a host NSOutputStream *sendData; //create an output stream [NSStream getStreamsToHost:hoster port:8000 inputStream:nil outputStream:&sendData]; [sendData retain]; [sendData setDelegate:self]; [sendData open]; A warning says NSStream may not respond to '+getStreamsToHost:inputSream:outputStream:' So I guess parameters are wrong. But why and how to do it right? The program starts but I don't think I can send anything as long as this warning shows up (have not tried though). Thank you in advance, Andreas

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  • UIImageView size becomes equal to the size of image it holds after autoresizing

    - by abura
    Hello, I faced a strange problem. My task is to provide scaling an image to fill the UIImageView frame. The UIImageView is a subview of another view. The code is following: CGRect frame=CGRectMake(0,0,viewSize.width,viewSize.height); UIView* backView=[[UIView alloc] initWithFrame:frame]; backView.autoresizesSubviews=YES; backView.autoresizingMask=UIViewAutoresizingFlexibleWidth; UIImageView* imgView=[[UIImageView alloc]initWithFrame:viewFrame]; imgView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; imgView.contentMode=UIViewContentModeScaleToFill; [subcellBackView addSubview:imgView]; [imgView release]; When the image arrives, it is assigned the the imgView: imgView.image=img; The image is scaled according to the imgView's size. Everything is all right until the iPhone (simulator) rotation. After first autoresizing the imgView size becomes equal to the image size (which is much greater) and overlaps its superview frame. The superview frame reacts properly to the orientation change. Could you please help?

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  • Trouble getting NSString from NSDictionary key into UILabel

    - by Brian
    I'm attempting to put the value associated with the key called "duration" into a UILabel but I'm getting a blank or "(null)" result showing up in the UILabel. My NSDictionary object with its keys seems to be logging as being full of the data and keys I think I want, as such: the content of thisRecordingsStats is { "12:48:25 AM, April 25" = { FILEPATH = "/Users/brian/Library/Application Support/iPhone Simulator/3.1.3/Applications/97256A91-FC47-4353-AD01-15CD494060DD/Documents/12:48:25 AM, April 25.aif"; duration = "00:04"; applesCountString = 0; ...and so on. Here's the code where I'm trying to put the NSString into the UILabel: cell.durationLabel.text = [NSString stringWithFormat:@"%@",[thisRecordingsStats objectForKey:@"duration"]]; I've also tried these other permutations: cell.durationLabel.text = [thisRecordingsStats objectForKey:@"duration"]; and I've also tried this tag-based approach: label = (UILabel *)[cell viewWithTag:8]; label.text = [[thisRecordingsStats objectForKey:@"duration"] objectAtIndex:1]; and: UILabel *label; label = (UILabel *)[cell viewWithTag:8]; label.text = [NSString stringWithFormat:@"%@",[[thisRecordingsStats objectForKey:@"duration"] objectAtIndex:1]]; I've also tried creating a string from the key's paired value and see a "(null)" value or blankness using that too. What am I missing? I assume it's something with the formatting of the string. Thanks for looking!!

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  • UIAlertViewDelegate method didDismissWithButtonIndex gets called while the phone is sleeping/locked.

    - by Rob
    I have a UIAlertView who's didDismissWithButtonIndex delegate method calls pops the view controller (same class, it's the alertview delegate and the viewcontroller) to return the user to the previous screen. The issue is that when you lock the phone before the [alert show]; is called, something is calling didDismissWithButtonIndex while the phone is locked. Since the response to that is to pop the view controller, which releases and deallocs it, I crash on the callback. What is causing this phantom button press? Seems like a framework bug, but I hate jumping to that conclusion. I'm definitely not hitting the button, because I hit a breakpoint in my code right before it's displayed. Then I lock the phone. Then I continue. I see it do the show, return to the event loop, and then, while the phone is still locked, hit my breakpoint in didDismissWithButtonIndex. There are a few internet/forum postings about similar spurious delegate calls, but no concrete answers. This is on the simulator, and the device, both OS 2.2 and OS 3.0. I'm assuming I'm missing something, but what? Update: Yeah, I created a simple project with just two view controllers, where when the 2nd view controller displays it creates the alert, and shows it. Then I NSLog in the delegate method, and when the phone is locked, it fires once while locked, and then again when it's unlocked and the button is clicked...2 log messages. But when not locked, there's only one. I guess I'll open an issue, but it seems awfully obvious to have survived this long without anyone complaining. :-) I'm going to try and work around it by making an isActive flag value when the willResignActive/didBecomeActive notifications arrive, and if the app isn't active skipping the delegate body. Update I went ahead in July after I posted this and created radar 7097363 for this issue. There's been no response. The workaround in practice works quite well, checking the active status when processing the delegate, and skipping the action if the the app is inactive.

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  • Scheme homework Black jack help....

    - by octavio
    So I need to do a game of blackjack simulator, butt can't seem to figure out whats wrong with the shuffle it's suppose to take a card randomly from the pack the put it on top of the pack. The delete it from the rest. so : (ace)(2)(3)(4)(5)...(k) if random card is let say 5 (5)(ace)(2)(3)(4)(5)...(k) then it deletes the 2nd 5 (5)(ace)(2)(3)(4)(6)...(k) here is the code: (define deck '((A . C) (2 . C) (3 . C) (4 . C) (5 . C) (6 . C) (7 . C) (8 . C) (9 . C) (10 . C) (V . C) (Q . C) (K . C))) ;auxilliary function for shuffle let you randomly select a card. (define shuffAux (lambda (t) (define cardR (lambda (t) (list-ref t (random 13)))) (cardR t))) ;auxilliary function used to remove the card after the car to prevent you from removing the randomly selected from the car(begining of the deck). (define (removeDupC card deck) (delete card (cdr deck)) ) (define shuffle2ndtry (lambda (deck seed) (define do-shuffle (lambda (deck seed) (if (> seed 0)( (cons (shuffAux deck) deck) (removeDupC (car deck) deck) (- 1 seed)) (write deck) ) ) ) (do-shuffle deck seed))) (define (shuffle deck seed) (define cards (cons (shuffAux deck) deck)) (write cards) (case (> seed 0) [(#t) (removeDupC (car cards) (cdr cards)) (shuffle cards (- seed 1))] [(#f) (write cards)])) (define random (let ((seed 0) (a 3141592653) (c 2718281829) (m (expt 2 35))) (lambda (limit) (cond ((and (integer? limit)) (set! seed (modulo (+ (* seed a) c) m)) (quotient (* seed limit) m)) (else (/ (* limit (random 34359738368)) 34359738368)))))) ;function in which you can delete an element from the list. (define delete (lambda (item list) (cond ((equal? item (car list)) (cdr list)) (else (cons (car list) (delete item (cdr list))))))) (

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  • NSFILEMANAGER CRASHING IN APP DELEGATE

    - by theiphoneguy
    I have this code in a method called from applicationDidFinishLaunching. It works in the simulator, but crashes on the iPhone. There are about 1,600 2KB mp3 files being copied in this operation. If I try to instantiate the app multiple times, it will eventually copy more each time until the app eventually will start without crashing. I am releasing everything I allocate. I have about 20GB disk space free on the iPhone. If I progressively comment out code and run it on the iPhone, the copyItemAtPath seems to be the suspect. (void)createCopyOfAudioFiles:(BOOL)force { @try { NSError *error; NSString *component; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *fileManager = [[NSFileManager alloc] init]; NSEnumerator *enumerator = [[[NSBundle mainBundle]pathsForResourcesOfType:@"mp3" inDirectory:nil] objectEnumerator]; while ((component = [enumerator nextObject]) != nil) { NSArray *temp = [component componentsSeparatedByString:@".app/"]; NSString *file = [NSString stringWithFormat:@"%@", [temp objectAtIndex:1]]; NSString *writableAudioPath = [documentsDirectory stringByAppendingPathComponent:file]; BOOL success = [fileManager fileExistsAtPath:writableAudioPath]; if (success &amp;&amp; !force) { continue; } else if (success &amp;&amp; force) { success = [fileManager removeItemAtPath:writableAudioPath error:&amp;error]; } success = [fileManager copyItemAtPath:component toPath:writableAudioPath error:&amp;error]; if (!success) { @throw [NSException exceptionWithName:[error localizedDescription] reason:[error localizedFailureReason] userInfo:nil]; } } [fileManager release]; } @catch (NSException *exception) { NSLog(@"%@", exception); @throw [NSException exceptionWithName:exception.name reason:exception.reason userInfo:nil]; } @finally { } }

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  • Can AVAudioSession do full duplex?

    - by Eric Christensen
    It would seem like it should be able to, but the following breakout test code can't do both: //play a file: NSArray *pathsArray = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [pathsArray objectAtIndex:0]; NSString* playFilePath=[documentsDirectory stringByAppendingPathComponent:@"testplayfile.wav"]; AVAudioPlayer *tempplayer = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:playFilePath] error:nil]; [tempplayer prepareToPlay]; [tempplayer play]; //and record a file: NSString* recFilePath=[documentsDirectory stringByAppendingPathComponent:@"testrecordfile.wav"]; AVAudioRecording *soundrecording = [[AVAudioRecorder alloc] initWithURL:[NSURL fileURLWithPath:recFilePath] settings:nil error:nil]; [soundrecording prepareToRecord]; [soundrecording record]; This is the minimum I can think of to individually play one file and record another. And this works just fine in the simulator. I can play back a file and record at the same time. But it doesn't work on the iphone itself. If I comment out either function, the other performs fine. The playback plays fine either alone or with both, if it's first. If I comment out the playback, the record records fine. (There's additional code to stop the recording not shown here.) So each works fine, but not together. I know audioQueue has a setting to allow both, but I don't see an analogue for AVAudioSessions. Any idea if it's possible, and if so, what I need to add? Thanks!

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  • Changing UITableViewCell textLabel background color to clear

    - by SorinA.
    In my app i have a table view with customViewCells. i subclassed the UITableViewCell class and added an image that will load async and for the text i use cell.textLabel.text = @"someThext". for the cells the background color is set alternatively to [UIColor darkGrayColor] and whitecolor. When i run the app in the simulator and on the pone the textLabel of the cell has the background white. I want to set it to be clear, because i want the background color of the cell to be full not a strip then white then another strip. in the init method of my custom cell i added hoping that the white will turn into red but it doesn't have any effect. [self.textLabel setBackgroundColor:[UIColor redColor]]; i tried also self.textLabel.backgroundColor = [UIColor redColor]; but this also didn't work...if i add a UILabel as a subview the background color of the label can be set..but i don't want to do that because when i rotate the phone i want my labels to auto enlarge... any ideas why setting the background color of cell.textLabel doesn't work? thank you

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  • Setting corelocation results to NSNumber object parameters

    - by Dan Ray
    This is a weird one, y'all. - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { CLLocationCoordinate2D coordinate = newLocation.coordinate; self.mark.longitude = [NSNumber numberWithDouble:coordinate.longitude]; self.mark.latitude = [NSNumber numberWithDouble:coordinate.latitude]; NSLog(@"Got %f %f, set %f %f", coordinate.latitude, coordinate.longitude, self.mark.latitude, self.mark.longitude); [manager stopUpdatingLocation]; manager.delegate = nil; if (self.waitingForLocation) { [self completeUpload]; } } The latitude and longitude in that "mark" object are synthesized parameters referring to NSNumber iVars. In the simulator, my NSLog output for that line in the middle there reads: 2010-05-28 15:08:46.938 EverWondr[8375:207] Got 37.331689 -122.030731, set 0.000000 -44213283338325225829852024986561881455984640.000000 That's a WHOLE lot further East than 1 Infinite Loop! The numbers are different on the device, but similar--lat is still zero and long is a very unlikely high negative number. Elsewhere in the controller I'm accepting a button press and uploading a file (an image I just took with the camera) with its geocoding info associated, and I need that self.waitingForLocation to inform the CLLocationManager delegate that I already hit that button and once its done its deal, it should go ahead and fire off the upload. Thing is, up in the button-click-receiving method, I test see if CL is finished by testing self.mark.latitude, which seems to be getting set zero...

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  • Codesign returns exit code of 11 for xcode iphone project -- can't find documentation on exit code 1

    - by Larry Freeman
    Hi Everyone, I'm new to iPhone development. I am trying to get Xcode to run an application on a phone. The app works fine in the simulator. Initially I hit the error: The executable was signed with invalid entitlements I followed the steps here: http://stackoverflow.com/questions/1074546/the-executable-was-signed-with-invalid-entitlements But now I am getting an exit code of 11. I checked the documentation on codesign but I can't find any mention of an exit code 11 (http://gemma.apple.com/mac/library/documentation/Darwin/Reference/ManPages/man1/codesign.1.html) Below is the log I am getting. Any help is greatly appreciated. I am using iPhone OS 3.1.3. Build HubPages of project HubPages with configuration Debug CodeSign build/Debug-iphoneos/HubPages.app cd /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone setenv IGNORE_CODESIGN_ALLOCATE_RADAR_7181968 /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/codesign_allocate setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /usr/bin/codesign -f -s "iPhone Developer: Larry Freeman (LT6G4W62Z2)" --resource-rules=/Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/Debug-iphoneos/HubPages.app/Entitlements.plist --entitlements /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/HubPages.build/Debug-iphoneos/HubPages.build/HubPages.xcent /Users/larryfreeman/src/hub/mobile/HubPages/build/iphone/build/Debug-iphoneos/HubPages.app Command /usr/bin/codesign failed with exit code 11 Thanks! -Larry

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  • ERROR: iPhone Private Frameworks "No such file or directory"

    - by WrightsCS
    I have added Private Frameworks To my project. When I build in DEVICE | RELEASE everything works fine and I am able to ldid -S the application and it successfully launches on my device. However, when trying to BUILD AND GO in Simulator, I get the error "No such file or directory" as indicated below: (I also get the error twice which is strange too.) Line Location HomeProfileViewController.h:10: error: BluetoothManager/BluetoothManager.h: No such file or directory Below are the project and build settings that I currently have, maybe someone can find a mistake and let me know, that would be awesome! PROJECT SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" PUBLIC_HEADERS_FOLDER_PATH = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" TARGET BUILD SETTINGS: PRIVATE_HEADERS_FOLDER_PATH = "/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks" FRAMEWORK_SEARCH_PATHS = "$(inherited) $(SDKROOT)$(SYSTEM_LIBRARY_DIR)/PrivateFrameworks" USER_HEADER_SEARCH_PATHS = "/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include/**" OTHER_CFLAGS = "-I/Developer/SDKs/iPhoneOS.sdk/Versions/iPhoneOS3.0.sdk/include-I/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/usr/include-I/Developer/Platforms/iPhoneOS.platform/Developer/usr/lib/gcc/arm-apple-darwin9/4.0.1/include-F/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/Frameworks-F/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS3.0.sdk/System/Library/PrivateFrameworks-DMAC_OS_X_VERSION_MAX_ALLOWED=1050" Note: The quotation marks in the paths aren't actually in my project, I put them in so the site will syntax them better. Cydia

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  • Can I embed a custom font in an iPhone application?

    - by Airsource Ltd
    I would like to have an app include a custom font for rendering text, load it, and then use it with standard UIKit elements like UILabel. Is this possible? I found these links: http://discussions.apple.com/thread.jspa?messageID=8304744 http://forums.macrumors.com/showthread.php?t=569311 but these would require me to render each glyph myself, which is a bit too much like hard work, especially for multi-line text. I've also found posts that say straight out that it's not possible, but without justification, so I'm looking for a definitive answer. EDIT - failed -[UIFont fontWithName:size:] experiment I downloaded Harrowprint.tff (downloaded from here) and added it to my Resources directory and to the project. I then tried this code: UIFont* font = [UIFont fontWithName:@"Harrowprint" size:20]; which resulted in an exception being thrown. Looking at the TTF file in Finder confirmed that the font name was Harrowprint. EDIT - there have been a number of replies so far which tell me to read the documentation on X or Y. I've experimented extensively with all of these, and got nowhere. In one case, X turned out to be relevant only on OS X, not on iPhone. Consequently I am setting a bounty for this question, and I will award the bounty to the first person who provides an answer (using only documented APIs) who responds with sufficient information to get this working on the device. Working on the simulator too would be a bonus. EDIT - it appears that the bounty auto-awards to the answer with the highest nunber of votes. Interesting. No one actually provided an answer that solved the question as asked - the solution that involves coding your own UILabel subclass doesn't support word-wrap, which is an essential feature for me - though I guess I could extend it to do so.

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  • Why does Raphael's framerate slow down on this code?

    - by Bob
    So I'm just doing a basic orbit simulator using Raphael JS, where I draw one circle as the "star" and another circle as the "planet". It seems to be working just fine, with the one snag that as the simulation continues, its framerate progressively slows down until the orbital motion no longer appears fluid. Here's the code (note: uses jQuery only to initialize the page): $(function() { var paper = Raphael(document.getElementById('canvas'), 640, 480); var star = paper.circle(320, 240, 10); var planet = paper.circle(320, 150, 5); var starVelocity = [0,0]; var planetVelocity = [20.42,0]; var starMass = 3.08e22; var planetMass = 3.303e26; var gravConstant = 1.034e-18; function calculateOrbit() { var accx = 0; var accy = 0; accx = (gravConstant * starMass * ((star.attr('cx') - planet.attr('cx')))) / (Math.pow(circleDistance(), 3)); accy = (gravConstant * starMass * ((star.attr('cy') - planet.attr('cy')))) / (Math.pow(circleDistance(), 3)); planetVelocity[0] += accx; planetVelocity[1] += accy; planet.animate({cx: planet.attr('cx') + planetVelocity[0], cy: planet.attr('cy') + planetVelocity[1]}, 150, calculateOrbit); paper.circle(planet.attr('cx'), planet.attr('cy'), 1); // added to 'trace' orbit } function circleDistance() { return (Math.sqrt(Math.pow(star.attr('cx') - planet.attr('cx'), 2) + Math.pow(star.attr('cy') - planet.attr('cy'), 2))); } calculateOrbit(); }); It doesn't appear, to me anyway, that any part of that code would cause the animation to gradually slow down to a crawl, so any help solving the problem will be appreciated!

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  • how to load multiple images in iCarousel using this code?

    - by Dany
    i'm loading bunch of images in coverflow using i carousel but i'm not getting it?..initially i got Signal sigabart issue..after i edited some of the code the view gets displayed...Am i missing something?... #import "CollectionViewController.h" @interface CollectionViewController () @property (nonatomic, retain) NSMutableArray *items; @end @implementation CollectionViewController @synthesize carousel; @synthesize items; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization } return self; } - (void)dealloc { carousel.delegate = nil; carousel.dataSource = nil; [items release]; [carousel release]; [super dealloc]; } - (void)viewDidLoad { [super viewDidLoad]; carousel.type = iCarouselTypeCoverFlow2; } - (void)viewDidUnload { [super viewDidUnload]; self.carousel = nil; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait); } #pragma mark - #pragma mark iCarousel methods - (NSUInteger)numberOfItemsInCarousel:(iCarousel *)carousel { return [items count]; } - (NSUInteger)numberOfVisibleItemsInCarousel:(iCarousel *)carousel { return 29; } - (UIView *)carousel:(iCarousel *)carousel viewForItemAtIndex:(NSUInteger)index reusingView:(UIView *)view { //create new view if no view is available for recycling if (view == nil) { view = [NSArray arrayWithObjects:[UIImage imageNamed:@"gal1.jpg"], [UIImage imageNamed:@"gal2.jpg"], [UIImage imageNamed:@"gal3.jpg"], [UIImage imageNamed:@"gal5.jpg"], [UIImage imageNamed:@"gal6.jpg"], [UIImage imageNamed:@"gal7.jpg"], [UIImage imageNamed:@"gal8.jpg"], [UIImage imageNamed:@"gal9.jpg"], [UIImage imageNamed:@"gal10.jpg"], [UIImage imageNamed:@"gal11.jpg"], [UIImage imageNamed:@"gal12.jpg"], [UIImage imageNamed:@"gal13.jpg"], [UIImage imageNamed:@"gal14.jpg"], [UIImage imageNamed:@"gal15.jpg"], [UIImage imageNamed:@"gal16.jpg"], [UIImage imageNamed:@"gal17.jpg"], [UIImage imageNamed:@"gal18.jpg"], [UIImage imageNamed:@"gal19.jpg"], [UIImage imageNamed:@"gal20.jpg"], [UIImage imageNamed:@"gal21.jpg"], [UIImage imageNamed:@"gal22.jpg"], [UIImage imageNamed:@"gal23.jpg"], [UIImage imageNamed:@"gal24.jpg"], [UIImage imageNamed:@"gal25.jpg"], [UIImage imageNamed:@"gal26.jpg"], [UIImage imageNamed:@"gal27.jpg"], [UIImage imageNamed:@"gal28.jpg"], } else { } return view; } @end while running on simulator i just get the screen not images?...i got stuck here....

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  • iPhone app memory leak with UIImage animation? Problem testing on device

    - by user157733
    I have an animation which works fine in the simulator but crashes on the device. I am getting the following error... Program received signal: “0”. The Debugger has exited due to signal 10 (SIGBUS) A bit of investigating suggests that the UIImages are not getting released and I have a memory leak. I am new to this so can someone tell me if this is the likely cause? If you could also tell me how to solve it then that would be amazing. The images are 480px x 480px and about 25kb each. My code is below... NSArray *rainImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"rain-loop0001.png"], [UIImage imageNamed:@"rain-loop0002.png"], [UIImage imageNamed:@"rain-loop0003.png"], [UIImage imageNamed:@"rain-loop0004.png"], [UIImage imageNamed:@"rain-loop0005.png"], [UIImage imageNamed:@"rain-loop0006.png"], //more looping images [UIImage imageNamed:@"rain-loop0045.png"], [UIImage imageNamed:@"rain-loop0046.png"], [UIImage imageNamed:@"rain-loop0047.png"], [UIImage imageNamed:@"rain-loop0048.png"], [UIImage imageNamed:@"rain-loop0049.png"], [UIImage imageNamed:@"rain-loop0050.png"], nil]; rainImage.animationImages = rainImages; rainImage.animationDuration = 4.15/2; rainImage.animationRepeatCount = 0; [rainImage startAnimating]; [rainImage release]; Thanks

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  • How to show AdMob ads in real iPhone device?

    - by iPhoney
    I want to integrate AdMob ads in my iPhone app. I'm using IB way to add the view and follow AdMob's pdf guide: 1. Add AdMob group(AdMobView.h,AdMobDelegateProtocol.h,libAdMob.a) 2. Add required frameworks(AudioToolbox,MediaPlayer,MessageUI,QuartzCore) 3. Add TouchJSON group 4. Add IBSupport group(AdViewController.h,AdViewController.m) 5. Add a 320*48 UIView in IB, add NSObject and change its class to AdViewController, link AdViewController's view to the 320*48 UIView and link AdViewController's viewController to current view controller. Now the iPhone simulator can show ads from AdMob, but when I test it on real device, I get the error "AdMob: Did fail to receive ad". I've tried to add test device's UDID to testDevices array, but still get the same error. - (NSArray *)testDevices { return [NSArray arrayWithObjects: ADMOB_SIMULATOR_ID, DEVICE_UDID, nil]; } Is there any problem in the above steps? Does anybody know why can't I get the ads in real device? By the way, what should be changed to build for real for-sale app, not just for test?

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  • AVAudioRecorder Won't Record On Device

    - by Dyldo42
    This is my method: -(void) playOrRecord:(UIButton *)sender { if (playBool == YES) { NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:fileUrl error:&error]; [player setNumberOfLoops:0]; [player play]; } else if (playBool == NO) { if ([recorder isRecording]) { [recorder stop]; [nowRecording setImage:[UIImage imageNamed:@"NormalNormal.png"] forState:UIControlStateNormal]; [nowRecording setImage:[UIImage imageNamed:@"NormalSelected.png"] forState:UIControlStateSelected]; } if (nowRecording == sender) { nowRecording = nil; return; } nowRecording = sender; NSError *error = nil; NSString *filePath = [[NSBundle mainBundle] pathForResource:[NSString stringWithFormat: @"%d", [sender tag]] ofType:@"caf"]; NSURL *fileUrl = [NSURL fileURLWithPath:filePath]; [sender setImage:[UIImage imageNamed:@"RecordingNormal.png"] forState:UIControlStateNormal]; [sender setImage:[UIImage imageNamed:@"RecordingSelected.png"] forState:UIControlStateSelected]; recorder = [[AVAudioRecorder alloc] initWithURL:fileUrl settings:recordSettings error:&error]; [recorder record]; } } Most of it is self explanatory; playBool is a BOOL that is YES when it is in play mode. Everything works in the simulator however, when I run it on a device, [recorder record] returns NO. Does anyone have a clue as to why this is happening?

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  • Getting EXC_BAD_ACCESS without any helpful msg from NSZombieEnabled

    - by nefsu
    Hello guys. I'm a newbie to iphone development and I've been struggling with an EXC_BAD_ACCESS error I got a couple of days ago. I'm basically taking the Stanford iphone class independently and I am trying to pass an array of NSManagedObjects to a TableViewController that's supposed to display them. The application launches in the simulator and displays the data in the tableView but it immediately errors out with an EXC_BAD_ACCESS. I followed instructions here and other places on how to use NSZombieEnabled to identify prematurely released objects but this one comes without any helpful msgs even with NSZombieEnabled. My guess is it must be caused by something trying to access unassigned memory that wasn't released through release/autorelease. Or else it would have been picked up as zombie object like the other errors I have been able to fix. I'm not a c expert but does that mean something like that could happen if I were to declare an object and send it a message without ever instantiating it? I looked through my code to see if I had anything like that and I came up empty. I have the stack trace in the debugger for this but I'm not sure how to make use of it. I'm a little frustrated because I can't use breakpoints in the code to narrow down the problem any further since it seems to happen after the app has finished loading. I thought the app would just stay idle if there was no possible user interaction. Is it failing at the tail end of the load where I can't easy see it or is jut doing stuff in the background after it's done loading. And I would much appreciate any tips on how to read the stacktrace for this. Thanks for the help guys.

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  • presentModalViewController does not want to work when called from a protocol method

    - by johnbdh
    I have a subview that when double tapped a protocol method on the subview's parent view controller is called like this... - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *theTouch = [touches anyObject]; if (theTouch.tapCount == 1) { } else if (theTouch.tapCount == 2) { if ([self.delegate respondsToSelector:@selector(editEvent:)]) { [self.delegate editEvent:dictionary]; } } } Here is the protocol method with the dictionary consuming code removed... - (void)editEvent:(NSDictionary){ EventEditViewController *eventEditViewController = [[EventEditViewController alloc] initWithNibName:@"EventEditViewController" bundle:nil]; eventEditViewController.delegate = self; navigationController = [[UINavigationController alloc] initWithRootViewController:eventEditViewController]; [self presentModalViewController:navigationController animated:YES]; [eventEditViewController release]; } The protocol method is called and runs without any errors but the modal view does not present itself. I temporarily copied the protocol method's code to an IBAction method for one of the parent's view button's to isolate it from the subview. When I tap this button the modal view works fine. Can anyone tell me what I am doing wrong? Why does it work when executed from a button on the parent view, and not from a protocol method called from a subview. Here is what I have tried so far to work around the problem... Restarted xCode and the simulator Ran on the device (iTouch) Presenting eventEditViewController instead of navigationController Using Push instead of presentModal. delaying the call to the protocol with performSelector directly to the protocol, to another method in the subview which calls the protocol method, from the protocol method to another method with the presentModal calls. Using a timer. I have it currently setup so that the protocol method calls a known working method that presents a different view. Before calling presentModalViewController it pops a UIAlertView which works every time, but the modal view refuses to display when called via the protocol method. I'm stumped. Perhaps it has something to do with the fact that I am calling the protocol method from a UIView class instead of a UIViewController class. Maybe I need to create a UIViewController for the subView?? Thanks, John

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  • video streaming over http in blackberry

    - by ysnky
    hi all, while i was searching video player over http, i found the article which is located at this url; http://www.blackberry.com/knowledgecenterpublic/livelink.exe/fetch/2000/348583/800332/1089414/Stream ing_media_-_Start_to_finish.html?nodeid=2456737&ve rnum=0 i can run by adding ";deviceside=true" at the end of url. it works fine in the jde4.5 simulator. it gets 3gp videos from my local server. i tested with 580kb files and works fine. but when i get the same file from my server (not local, real server) i have problems with big files (e.g 580 kb). it plays 180kb files (but sometimes it does not play this file either) but not plays 580kb file. and also i deployed my application to my 9000 device it sometimes plays small file (180kb) but never plays big file (580kb). why it plays if it is on my local file, not play in real world? i ve stucked for days. hope you help me. and also the code at the url given below is not work, the only code i ve found is the above. blackberry.com/knowledgecenterpublic/livelink.exe/fetch/2000/348583/800332/1089414/How_To _-_Play_video_within_a_BlackBerry_smartphone_appli cation.html?nodeid=1383173&vernum=0 btw, there is no method such as resize(long param) of CircularByteBuffer class. so i comment relavent line (buffer.resize(buffer.getSize() + (buffer.getSize() * percent / 100)); as shown below. public void increaseBufferCapacity(int percent) { if(percent < 0){ log(0, "FAILED! SP.setBufferCapacity() - " + percent); throw new IllegalArgumentException("Increase factor must be positive.."); } synchronized(readLock){ synchronized(connectionLock){ synchronized(userSeekLock){ synchronized(mediaIStream){ log(0, "SP.setBufferCapacity() - " + percent); //buffer.resize(buffer.getSize() + (buffer.getSize() * percent / 100)); this.bufferCapacity = buffer.getSize(); } } } } } thanks in advance.

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