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  • CoreData leak when reading a property

    - by Kamchatka
    Hello, I have the following code in a loop iterating over the different document objects: NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [document primitiveValueForKey:@"data"]; [data writeToFile:filename atomically:NO]; [document.managedObjectContext refreshObject:document mergeChanges:NO]; [pool release]; The "data" property is a large blob (a 1MB image). And as I monitor the memory with the Allocation Instrument memory usage is increasing. I cannot find where the leak is coming from and how to remove it. Thanks!

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  • Quartz 2D animating text?

    - by coure06
    i have to animate text around a circle. The text will also scale up/down. Whats the best approach to accomplish this? (i am using Quartz 2D) My approach is: -- Calculate point using sin and cos methods. -- Move Pen there and draw text with alpha and size. -- Clear the screen -- Calculate next point using sin and cos methods. -- Move pen there and draw text with alpha and size. -- clear the screen so on... any better way?

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  • Repeating animations using the Stop Selector

    - by Tiago
    I'm trying to repeat an animation until a certain condition is met. Something like this: - (void) animateUpdate { if (inUpdate) { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:2.0]; [UIView setAnimationDelegate: self]; [UIView setAnimationDidStopSelector: @selector(animateUpdate)]; button.transform = CGAffineTransformMakeRotation( M_PI ); [UIView commitAnimations]; } } This will run the first time, but it won't repeat. The selector will just be called until the application crashes. How should I do this? Thanks.

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  • Generating a beveled edge for a 2D polygon

    - by Metaphile
    I'm trying to programmatically generate beveled edges for geometric polygons. For example, given an array of 4 vertices defining a square, I want to generate something like this. But computing the vertices of the inner shape is baffling me. Simply creating a copy of the original shape and then scaling it down will not produce the desired result most of the time. My algorithm so far involves analyzing adjacent edges (triples of vertices; e.g., the bottom-left, top-left, and top-right vertices of a square). From there, I need to find the angle between them, and then create a vertex somewhere along that angle, depending on how deep I want the bevel to be. And because I don't have much of a math background, that's where I'm stuck. How do I find that center angle? Or is there a much simpler way of attacking this problem?

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  • Returning a users lat lng as a string iPhone

    - by Joshmattvander
    Is there a way to return the users location as a string from a model? I have a model thats job is to download same JSON data from a web service. When sending in my request I need to add ?lat=LAT_HERE&lng=LNG_HERE to the end of the string. I have seen tons of examples using the map or constantly updating a label. But I cant find out how to explicitly return the lat and lng values. Im only 2 days into iPhone dev so go easy on me :)

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  • How to -accurately- measure size in pixels of text being drawn on a canvas by drawTextOnPath()

    - by Nick
    I'm using drawTextOnPath() to display some text on a Canvas and I need to know the dimensions of the text being drawn. I know this is not feasible for paths composed of multiple segments, curves, etc. but my path is a single segment which is perfectly horizontal. I am using Paint.getTextBounds() to get a Rect with the dimensions of the text I want to draw. I use this rect to draw a bounding box around the text when I draw it at an arbitrary location. Here's some simplified code that reflects what I am currently doing: // to keep this example simple, always at origin (0,0) public drawBoundedText(Canvas canvas, String text, Paint paint) { Rect textDims = new Rect(); paint.getTextBounds(text,0, text.length(), textDims); float hOffset = 0; float vOffset = paint.getFontMetrics().descent; // vertically centers text float startX = textDims.left; / 0 float startY = textDims.bottom; float endX = textDims.right; float endY = textDims.bottom; path.moveTo(startX, startY); path.lineTo(endX, endY); path.close(); // draw the text canvas.drawTextOnPath(text, path, 0, vOffset, paint); // draw bounding box canvas.drawRect(textDims, paint); } The results are -close- but not perfect. If I replace the second to last line with: canvas.drawText(text, startX, startY - vOffset, paint); Then it works perfectly. Usually there is a gap of 1-3 pixels on the right and bottom edges. The error seems to vary with font size as well. Any ideas? It's possible I'm doing everything right and the problem is with drawTextOnPath(); the text quality very visibly degrades when drawing along paths, even if the path is horizontal, likely because of the interpolation algorithm or whatever its using behind the scenes. I wouldnt be surprised to find out that the size jitter is also coming from there.

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  • Strange iPhone application icon view in the iTunes's Applications section

    - by Spiel
    When I drag 'My iPhone App' application's file into iTunes it has proper view. Rounded corners and transparent background. Then I close iTunes and open it again. Corners are still rounded but... What has happened with the background? http://www.freeimagehosting.net/uploads/15fee337bc.png Icon is a project's resource file named 'iTunesArtwork' with dimension 512x512, PNG format.

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  • Is it possible to achieve MAX(As,Ad) openGL blending?

    - by Jeff B
    I am working on a game where I want to create shadows under a series of sprites on a grid. The shadows are larger than the sprites themselves and the sprites are animated (i.e. move and rotate). I cannot simply render them into the sprite png, or the shadows will overlap adjacent sprites. I also cannot simply put shadows on a lower layer by themselves, because when they overlap, they will create dark bands at their intersection. These sprites are animated, so it is not feasible to render these en masse. Basically, I want the sprites' shadows to blend together such that they max out at a set opacity. Example: I believe this is equivalent to an openGL blending of (Rs,Gs,Bs,Max(As,Ds)), where I don't really care about R,G, and B, as it will always be the same color in src and dst. However, this is not a valid openGL blending mode. Is there an easy way to accomplish this, especially in cocos2d-iphone? I would be able to approximate this by making the shadow sprites opaque, then applying them both to a parent sprite, and making the parent sprite 40% opacity. However, the way cocos2d works, this only sets the opacity of each child to 40%, rather than the combined sprite image, which results in the same stripe.

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  • Can draw on only half of UIView

    - by ydlee777
    Hello. I am trying to draw grid on a UIView on a UIScrollView. The width of UIView is about 1000 pixels. However, I can draw lines only about first 340 pixels of the UIView. Can anyone help me on this? The drawGrid function is - (void)drawRect:(CGRect)rect { NSInteger width = 25 * 5 * 10; NSInteger height = (10 * 2 + 10) * 12; NSInteger i; //Get the CGContext from this view CGContextRef context = UIGraphicsGetCurrentContext(); // Draw rectangle with a blue stroke color and white fill color CGContextSetRGBStrokeColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetRGBFillColor(context, 0.0, 0.0, 1.0, 1.0); CGContextSetLineWidth(context, 2.0); CGContextAddRect(context, CGRectMake(0.0, 0.0, width, height)); CGContextFillPath(context); // Draw grid with red color CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); // Set the width of the pen mark CGContextSetLineWidth(context, 0.2); for (i = 0; i < height; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, i, 0.0); CGContextAddLineToPoint(context, i, width); CGContextStrokePath(context); } } for (i = 0; i < width; i += 5) { if (i % 25 == 0) { CGContextSetLineWidth(context, 0.4); // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); CGContextSetLineWidth(context, 0.2); } else { // Draw a line CGContextMoveToPoint(context, 0.0, i); CGContextAddLineToPoint(context, height, i); CGContextStrokePath(context); } } } I am also setting up the UIScrollView and UIView as follows: - (void)viewDidLoad { [super viewDidLoad]; CGRect frame = CGRectMake(0, 0, self.view.frame.size.width, self.view.frame.size.height); waveScrollView = [[WaveScrollView alloc] initWithFrame:frame]; CGRect waveframe = CGRectMake(0, 0, 25 * 5 * 10, (10 * 2 + 10) * 12); EKGWaveView *ekgWaveView = [[EKGWaveView alloc] initWithFrame:waveframe]; waveScrollView.contentSize = CGSizeMake(waveframe.size.width, waveframe.size.height); waveScrollView.maximumZoomScale = 4.0; waveScrollView.minimumZoomScale = 0.75; waveScrollView.clipsToBounds = YES; waveScrollView.aView = ekgWaveView; [waveScrollView addSubview:ekgWaveView]; waveScrollView.delegate = self; [self.view addSubview:waveScrollView]; } I appreciate any help. Thanks.

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  • How does Photoshop (Or drawing programs) blit?

    - by user146780
    I'm getting ready to make a drawing application in Windows. I'm just wondering, do drawing programs have a memory bitmap which they lock, then set each pixel, then blit? I don't understand how Photoshop can move entire layers without lag or flicker without using hardware acceleration. Also in a program like Expression Design, I could have 200 shapes and move them around all at once with no lag. I'm really wondering how this can be done without GPU help. I don't think super efficient algorithms could justify that? Thanks

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  • Which OpenGL functions are not GPU-accelerated?

    - by Xavier Ho
    I was shocked when I read this (from the OpenGL wiki): glTranslate, glRotate, glScale Are these hardware accelerated? No, there are no known GPUs that execute this. The driver computes the matrix on the CPU and uploads it to the GPU. All the other matrix operations are done on the CPU as well : glPushMatrix, glPopMatrix, glLoadIdentity, glFrustum, glOrtho. This is the reason why these functions are considered deprecated in GL 3.0. You should have your own math library, build your own matrix, upload your matrix to the shader. For a very, very long time I thought most of the OpenGL functions use the GPU to do computation. I'm not sure if this is a common misconception, but after a while of thinking, this makes sense. Old OpenGL functions (2.x and older) are really not suitable for real-world applications, due to too many state switches. This makes me realise that, possibly, many OpenGL functions do not use the GPU at all. So, the question is: Which OpenGL function calls don't use the GPU? I believe knowing the answer to the above question would help me become a better programmer with OpenGL. Please do share some of your insights.

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  • BlackBerry - Convert EncodedImage to byte []

    - by user324884
    I am using below code where i don't want to use JPEGEncodedImage.encode because it increases the size. So I need to directly convert from EncodedImage to byte array. FileConnection fc= (FileConnection)Connector.open(name); is=fc.openInputStream(); byte[] ReimgData = IOUtilities.streamToBytes(is); EncodedImage encode_image = EncodedImage.createEncodedImage(ReimgData, 0, (int)fc.fileSize()); encode_image = sizeImage(encode_image, (int)maxWidth,(int)maxHeight); JPEGEncodedImage encoder=JPEGEncodedImage.encode(encode_image.getBitmap(),50); ReimgData=encoder.getData(); is.read(ReimgData); HttpMultipartRequest( content[0], content[1], content[2], params, "image",txtfile.getText(), "image/jpeg", ReimgData );

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  • fastest engine to convert PDF into PNG

    - by skyde
    I would like to know which of the opensource PDF engine can convert a pdf into a image the fastest. I don't care about the quality of the result (antialiasing ...) For my project it need to be very very fast. I would probably need to build my own but i dont wan't to start from scratch.

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  • Can XCode draw the call graph of a program?

    - by Werner
    Hi, I am new to Mac OSX, and I wonder if Xcode can generate , for a given C++ source code, the call graph of the program in a visual way. I also wonder if for each function, and after a run, whether it can also print the %time spent on the function If so, I would thank really some links with tutorials or info, after googling I did not find anything relevant Thanks

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  • How to animate line-drawing in iPhone development?

    - by david
    I have been searching around, but there seems no good answer for this simple question. So I am asking again: how to animate line-drawing in iphone dev? Basically what I want is something like this: @implementation MyUIView - (void) triggerLineDrawing: (CGPathRef) path { ... // animate line drawing here } Can it be done?

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  • quartz2d translating the origin

    - by qwertyp96
    My understanding of quartz2d is that the code CGContextTranslateCTM(context, x, y); translates the coordinate system. I have a quartz2d view with lots of shapes on it, and the user needs to be able to pan around and zoom it. However, when using the CGContextScaleCTM(context, scaleX, scaleY); code, everything scales around the origin, not the center of the viewpoint the user is viewing. My solution to this was to use the following code: CGContextRef context = UIGraphicsGetCurrentContext(); CGContextTranslateCTM(context, 512.0+offset.x, 384.0+offset.y); //(512, 384) is the center of the iPad screen CGContextScaleCTM(context, scale, scale); You can translate around fine, but things still scale into the corner. What's wrong? EDIT: Oh. Wow. Duh. If you move the origin, the shapes move too, so you can't move it relative to the shapes. Now I know what's wrong, but how do I do that?(move the origin independently of the shapes)

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