Search Results

Search found 3887 results on 156 pages for 'processor simulator'.

Page 131/156 | < Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >

  • What could possibly cause my computer to power down at random times?

    - by geoffreydv
    I have recently bought a new Power Supply and a new graphics card. My PC ran smoothly for a few months now but since a couple of days I'm having a strange problem. I am trying to isolate the problem to a specific piece of hardware (because if it's either the Power Supply or the Graphics card they are still under warranty). The problem started when I was playing a game (diablo 3). My PC suddenly powered down. I was unable to turn it on again by pressing the power button. I unplugged the power cable for a few seconds and plugged it back in. This time the pc powered on but the indication light turned orange instead of white as it normally does. The fans were not spinning and I did not see anything on my screen. After trying a couple of times I gave up. Two days later I tried again and this time the PC did boot up as usual. Everything looked okay until I tested if the problem was resolved by starting Diablo again. After about two minutes it powered down again as it did the first time. If I don't run any games my PC does power down after about 3-5 hours. Another fact that might be relevant: One time the PC did not shut down immediatly, instead first my graphics "powered down" but the music I was playing kept on playing. After about 20 seconds the pc powered down completely as usual. What I also noticed is that when I boot instantly after a power down, the chance of another power down occuring is much higher. Does anyone have an idea what could be causing this kind of behaviour or has a certain tool to diagnose the specific hardware parts? Thanks Specs: Memory: 6GB Processor: Intel i5 OS: Windows 7 64 bit The PC is a Dell Studio XPS 8100 with a replaced PSU and Graphics card: PSU: Corsair CX500 (500 watt) Graphics card: AMD Radeon 6850

    Read the article

  • Allow more websocket connections

    - by Switz
    I want to load balance my node.js (DerbyJS to be specific) application on a basic Linode (512MB ram). It can probably take more than one process running at once. The querys/database does not concern me as I'm not doing anything intensive. The problem at the moment is that it can only handle up to ~40 websocket connections at once. I would love if I could get that number in the few hundred+ range. I anticipate a lot of traffic on launch due to the fact that it's a highly niche community with an engaged audience, but after it should be fine with just ~20-40 connections at once, which it handles perfectly as of now. I don't mind spending a bit of money for a week or two worth of running, but I also don't want to switch production environments. How can I test the process to see how many instances I am able to run on the box? Will increasing the number of processes increase the amount of websockets I can handle, or is that a limitation of the server's network? I have an old Macbook Pro running Linux sitting next to me that has 2GB ram and a 2.8 Dual Core Processor. Could I use this to handle some of the extra load? I could probably load balance with nginx to its IP. I'm on a FiOS home network. If you have any suggestions, I'd really appreciate it. Thanks

    Read the article

  • Eclipse Hell . . . Failed to read the project description file (.project)

    - by Kobojunkie
    I think Eclipse is trying to make me miserable. A couple of hours ago, my project was working and compiling well. Suddenly that all changed. Eclipse somehow wipes out all changes I have made to my files(activity, manifest etc.) I make sure to save often but when I go to run the project, I get the error that I have a build error. I checked and there was none, so I go to close Eclipse, so I can reopen and see if the errors will go away. Instead what happens is Eclipse wipes clean all my files and I end up with a project on disk with lots of blank code files. I try to run anyway, and I get the error message below. Failed to read the project description file (.project) for 'com.example.android.nfc.simulator.FakeTagsActivity.FakeTagsActivity'. The file has been changed on disk, and it now contains invalid information. The project will not function properly until the description file is restored to a valid state. Anyone have an idea what in the world this is about and how I can rectify this?

    Read the article

  • managing images in an iphone/ipad universal app

    - by taber
    Hi, I'm just curious as to what methods people are using to dynamically use larger or smaller images in their universal iPhone/iPad apps. I created a large test image and I tried scaling down (using cocos2d) by 0.46875. After viewing that in the iPhone 4.0 simulator I found the results were pretty crappy... rough pixel edges, etc. Plus, loading huge image files for iPhone users when they don't need them is pretty lame. So I guess what I will probably have to do is save out two versions of every sprite... large (for the iPad side) and small (for iPhone/iPod Touch) then detect the user's device and spit out the proper sprite like so: NSString *deviceType = [UIDevice currentDevice].model; CCSprite *test; if([deviceType isEqualToString:@"iPad"]) { test = [CCSprite spriteWithFile:@"testBigHuge.png"]; } else { test = [CCSprite spriteWithFile:@"testRegularMcTiny.png"]; } [self addChild: test]; How are you guys doing this? I'd rather avoid sprinkling all of my code with if statements like this. I want to also avoid using .xib files since it's an OpenGL-based app. Thanks!

    Read the article

  • Iphone page curl effect

    - by dragon
    I am using this code for Page curl effect ....Its work fine in simulator and device... But its not (setType:@"pageCurl") apple documented api , this caused it to be rejected by the iPhone Developer Program during the App Store review process: animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; animation.startProgress = 0.5; animation.endProgress = 1; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; [animation setType:@"pageCurl"]; [animation setSubtype:@"fromRight"]; [animation setRemovedOnCompletion:NO]; [animation setFillMode: @"extended"]; [animation setRemovedOnCompletion: NO]; [[imageView layer] addAnimation:animation forKey:@"pageFlipAnimation"]; So i changed and using like this [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationDelegate:self]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationWillStartSelector:@selector(transitionWillStart:finished:context:)]; [UIView setAnimationDidStopSelector:@selector(transitionDidStop:finished:context:)]; // other animation properties [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:imageView cache:YES]; // set view properties [UIView commitAnimations]; In this above code i want to stop the page curl effect at midway.. But i cant stop it in midway like map applications in ipod... Is this any fix for this? or Is there any apple documented methods used for page curl effect in ipod touch? I am searching lot. but didnt get any answer ? can anyone help me? Thanks in advance..plz

    Read the article

  • Decoding ima4 audio format

    - by MrDatabase
    To reduce the download size of an iPhone application I'm compressing some audio files. Specifically I'm using afconvert on the command line to change .wav format to .caf format w/ ima4 compression. I've read this (wooji-juice.com) awesome post about this exact topic. I'm having trouble w/ the "decoding ima4 packets" step. I've looked at their sample code and I'm stuck. Please help w/ some pseudo code or sample code that can guide me in the right direction. Thanks! Additional info: Here is what I've completed and where I'm having trouble... I can play .wav files in both the simulator and on the phone. I can compress .wav files to .caf w/ ima4 compression using afconvert on the command line. I'm using the SoundEngine that came w/ CrashLanding (I fixed one memory leak). I modified the SoundEngine code to look for the mFormatID 'ima4'. I don't understand the blog post linked above starting w/ "Calculating the size of the unpacked data". Why do I need to do this? Also, what does the term "packet" refer to? I'm very new to any sort of audio programming.

    Read the article

  • iPhone mapView / mapKit using removeAnnotation & addAnnotation results in memory leak?

    - by user266618
    To update the location of a GPS indicator on mapView... [mapView removeAnnotation:myGpsAnnotation]; [myGpsAnnotation release]; myGpsAnnotation = nil; myGpsAnnotation = [[MapLocationAnnotation alloc] initWithCoordinate:region.center annotationType:MapAnnotationTypeGps title:MAP_ANNOTATION_TYPE_GPS]; [mapView addAnnotation:myGpsAnnotation]; ...I see net memory slowly climbing in Instruments (simulator). No "Leak" blip, but "Net Bytes" and "# Net" slowly incrementing... unless this code is commented out. So I'm 100% certain this is the offending code. BUT if I do the following... [mapView removeAnnotation:myGpsAnnotation]; [myGpsAnnotation release]; myGpsAnnotation = nil; myGpsAnnotation = [[MapLocationAnnotation alloc] initWithCoordinate:region.center annotationType:MapAnnotationTypeGps title:MAP_ANNOTATION_TYPE_GPS]; [mapView addAnnotation:myGpsAnnotation]; [mapView removeAnnotation:myGpsAnnotation]; [mapView addAnnotation:myGpsAnnotation]; [mapView removeAnnotation:myGpsAnnotation]; [mapView addAnnotation:myGpsAnnotation]; ...then the "Net Bytes" and "# Net" increase much faster. Is it possible this isn't my mistake, and I'm trying to track down a leak in MapKit? Am I really leaking memory? Again, nothing appears under "Leaks", but then I don't see why Net values would be continually climbing. Thanks for any help, -Gord

    Read the article

  • Image not showing in UIImageView in Interface Builder / iPhone

    - by dbonneville
    I have a UIView with an UIImageView dragged onto the view. All of a sudden, for all my xibs, the image no longer shows up. There is a blue X. However, when it builds, the image is there. At one point, I deleted and regenerated all my images and moved some into a subfolder in XCode. Normally, when you go to select an image for an UIImageView, IB allows you to pick from any image in the project. But, I can't see any of the images I had put in the folder anymore in the dropdown. All I see in the dropdown on the Inspector is the one image I want, but that is also the one that is not showing up. And like I said, if I build it on the device or simulator, it all works. There is some cache or something screwed up somewhere. Everything builds with no errors. I cleared the caches and rebuilt. It all works. No error or warnings. But...I can't see any other images and IB still thinks it's missing the image that is clearly selected in the dropdown. So how do I get XCode and IB back on track and see what assets it properly should be seeing in the XIBs?

    Read the article

  • Problems with MediaRecorder class setting audio source - setAudioSource() - unsupported parameter

    - by arakn0
    Hello everybody, I'm new in Android development and I have the next question/problem. I'm playing around with the MediaRecorder class to record just audio from the microphone. I'm following the steps indicated in the official site: http://developer.android.com/reference/android/media/MediaRecorder.html So I have a method that initializes and configure the MediaRecorder object in order to start recording. Here you have the code: this.mr = new MediaRecorder(); this.mr.setAudioSource(MediaRecorder.AudioSource.MIC); this.mr.setOutputFormat(MediaRecorder.OutputFormat.THREE_GPP); this.mr.setAudioEncoder(MediaRecorder.AudioEncoder.AMR_NB); this.mr.setOutputFile(this.path + this.fileName); try { this.mr.prepare(); } catch (IllegalStateException e) { Log.d("Syso", e.toString()); e.printStackTrace(); } catch (IOException e) { Log.d("Syso", e.toString()); e.printStackTrace(); } When I execute this code in the simulator, thanks to logcat, I can see that the method setAudioSource(MediaRecorder.AudioSource.MIC) gives the next error (with the tag audio_ipunt) when it is called: ERROR/audio_input(34): unsupported parameter: x-pvmf/media-input-node/cap-config-interface;valtype=key_specific_value ERROR/audio_input(34): VerifyAndSetParameter failed And then when the method prepare() is called, I get the another error again: ERROR/PVOMXEncNode(34): PVMFOMXEncNode-Audio_AMRNB::DoPrepare(): Got Component OMX.PV.amrencnb handle If I start to record bycalling the method start()... I get lots of messages saying: AudioFlinger(34):RecordThread: buffer overflow Then...after stop and release,.... I can see that a file has been created, but it doesn't seem that it been well recorderd. Anway, if i try this in a real device I can record with no problems, but I CAN'T play what I just recorded. I gues that the key is in these errors that I've mentioned before. How can I fix them? Any suggestion or help?? Thanks in advanced!!

    Read the article

  • MKMapKit custom annotations being added to map, but are not visible on the map

    - by culov
    I learned a lot from the screencast at http://icodeblog.com/2009/12/21/introduction-to-mapkit-in-iphone-os-3-0/ , and ive been trying to incorporate the way he creates a custom annotation into my iphone app. He is hardcoding annotations and adding them individually to the map, whereas i want to add them from my data source. So i have an array of objects with a lat and a lng (ive checked that the values are within range and ought to be appearing on the map) that i iterate through and do [mapView addAnnotation:truck] once this process is completed, i check the number of annotations on the map with [[mapView annotations] count] and its equal to the number it ought to be, so all the annotations are getting added onto the mapView, but for some reason I cant see any annotations in the simulator. I've compared my code with his in all the pertinent places many times, but nothing seems to stand out as being incorrect. Ive also reviewed my code for the last several hours trying to find a point where I do something wrong, but nothing is coming to mind. The images are named just as they are assigned in the custom AnnotationView, the loadAnnotation function is done properly, etc... i dont know what it could be. so i suppose if i could have the answer to one question it would be, what are possible causes for a mapView to contain several annotations, but to not show any on the map? Thanks

    Read the article

  • iPhone Device 3.1 SDK Breaks vertical alignment of UITableViewCellStyleValue1 textLabel

    - by user171089
    Can anyone provide an explanation for the following phenomenon? As of the iPhone Device 3.1 SDK, I've found that if a UITableViewCell is of style UITableViewCellStyleValue1 and its detailTextLabel.text is unassigned, then the textLabel does not display in the center of the cell as would be expected. One notable caveat is that this only happens for me when I'm testing on the Device – the iPhone Simulator 3.1 SDK displays the cells correctly. Also, this is not a problem when using the iPhone Device 3.0 SDK. Below is a simple UITableView subclass implementation that demonstrates the problem. @implementation BuggyTableViewController #pragma mark Table view methods // Customize the number of rows in the table view. - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 3; } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleValue1 reuseIdentifier:CellIdentifier] autorelease]; } switch (indexPath.row) { case 0: cell.textLabel.text = @"detailTextLabel.text unassigned"; break; case 1: cell.textLabel.text = @"detailTextLabel.text = @\"\""; cell.detailTextLabel.text = @""; break; case 2: cell.textLabel.text = @"detailTextLabel.text = @\"A\""; cell.detailTextLabel.text = @"A"; break; default: break; } return cell; } @end

    Read the article

  • http stream of baselineh264 doesnt seem to work in my MPMoviePlayerViewController

    - by theprojectabot
    Here is some code... I have a stream that works correctly if I view with safari on the iphone or quicktimex on the mac... but the stream doesnt view in my code for the ipad simulator - (IBAction)clickedOpenMovie:(id)sender { NSString *myString = [NSString stringWithFormat:@"http://myipofstreamingserver:1935/live/aStream/playlist.m3u8"]; //NSString *myString = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"720p5994-prores-hq_iPhone_320x240.m4v"]; NSURL *myURL = [NSURL fileURLWithPath:myString]; [self playMovieAtURL:myURL]; } -(void)playMovieAtURL:(NSURL*)theURL { //CGRect moviePlayerFrame = CGRectMake(20, 33, 100, 100); //UIView playerView = [[[UIView alloc] initWithFrame:moviePlayerFrame] autorelease]; MPMoviePlayerViewController* movieViewController = [[MPMoviePlayerViewController alloc] initWithContentURL:theURL]; //theMovie.scalingMode = MPMovieScalingModeNone; //theMovie. = MPMovieControlStyleFullscreen; //movieViewController.controlStyle = MPMovieControlModeDefault; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(myMovieFinishedCallback:) name:MPMoviePlayerPlaybackDidFinishNotification object:movieViewController]; //UIViewController *movieViewController = [[UIViewController alloc] initWithContentURL:theURL]; [self presentMoviePlayerViewControllerAnimated:movieViewController]; //[theMovie play]; }

    Read the article

  • How to download a wav file from the web to a location on iPhone using NSFileHandle and NSURLConnecti

    - by Jinru
    Hi all, I want to download a wav file from a web service, cache it on the iphone and playback it using AVAudioPlayer. Using NSFileHandle and NSURLConnection seems a viable solution when dealing with relatively large files. However, after running the app in the simulator I don't see any saved file under the defined directory (NSHomeDirectory/tmp). Below is my basic code. Where am I doing wrong? Any thoughts are appreciated! #define TEMP_FOLDER [NSHomeDirectory() stringByAppendingPathComponent:@"tmp"] - (void)downloadToFile:(NSString*)name { NSString* filePath = [[NSString stringWithFormat:@"%@/%@.wav", TEMP_FOLDER, name] retain]; self.localFilePath = filePath; // set up FileHandle self.audioFile = [[NSFileHandle fileHandleForWritingAtPath:localFilePath] retain]; [filePath release]; // Open the connection NSURLRequest* request = [NSURLRequest requestWithURL:self.webURL cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; NSURLConnection* connection = [[NSURLConnection alloc] initWithRequest:request delegate:self]; } #pragma mark - #pragma mark NSURLConnection methods - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData*)data { [self.audioFile writeData:data]; } - (void)connection:(NSURLConnection *)connection didFailWithError:(NSError*)error { NSLog(@"Connection failed to downloading sound: %@", [error description]); } - (void)connectionDidFinishLoading:(NSURLConnection *)connection { [connection release]; [audioFile closeFile]; }

    Read the article

  • 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];

    Read the article

  • [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);

    Read the article

  • Debugging StoreKit functionality without a device

    - by Rolf Staflin
    Hi! I'm porting an app with in-app purchase functionality from the iPhone to the iPad, but the simulator doesn't handle any StoreKit calls (they fail immediately with a warning). Since there are no iPads available yet, I can't use a device for debugging. I have thought of a few alternatives: Use the iPhone code as is. This is the safe bet since everything already works on the iPhone, but it will not feel right on the iPad (there are several ViewControllers in a NavigationController involved on the iPhone, but everything could fit on one screen on the pad). Write a test framework for StoreKit. I actually started doing this, but I won't be able to finish it in time. Submit untested code and pray. Nah, just kidding -- that's not an option :) So, any thoughts? Has anyone else written a test framework for this kind of thing? I googled a bit but couldn't find anything. I'm grateful for any thoughts on this!

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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

    Read the article

  • 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!!

    Read the article

  • 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))))))) (

    Read the article

  • 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.

    Read the article

  • shouldAutorotateToInterfaceOrientation won't work!

    - by Dror Sabbag
    Hey. I've been writing my Universal application in portrait mode, and now after about 15 nib files, many many viewCotnrollers, i'd like to implement the shouldAutorotateToInterfaceOrientation and desing some screens in Landscape mode. adding : - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } to ALL of my viewControllers, does not do the work. During Debug, i see that this method is called, but it just won't work! not in the simulator, not in the device, not in Iphone, not in Ipad! i've searched some answers in the forum, and saw some advises to use: - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationLandscapeLeft || interfaceOrientation == UIInterfaceOrientationLandscapeRight || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown ); } Didn't worked either, adding: [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; and [[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications]; to my viewDidLoad and viewDidUnload respectively didn't worked either. I'm lost.. Any help will do! just one more info... all my Views are of type UIControl, as i needed the TuchUpInside to work. Appriciate your help.

    Read the article

< Previous Page | 127 128 129 130 131 132 133 134 135 136 137 138  | Next Page >