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  • NSDateFormatter, am I doing something wrong or is this a bug?

    - by rustyshelf
    I'm trying to print out the date in a certain format: NSDate *today = [[NSDate alloc] init]; NSDateFormatter *dateFormatter = [[NSDateFormatter alloc] init]; [dateFormatter setDateFormat:@"yyyyMMddHHmmss"]; NSString *dateStr = [dateFormatter stringFromDate:today]; If the iPhone is set to 24 hour time, this works fine, if on the other hand the user has set it to 24 hour time, then back to AM/PM (it works fine until you toggle this setting) then it appends the AM/PM on the end even though I didn't ask for it: 20080927030337 PM Am I doing something wrong or is this a bug with firmware 2.1? Edit 1: Made description clearer Edit 2 workaround: It turns out this is a bug, to fix it I set the AM and PM characters to "": [dateFormatter setAMSymbol:@""]; [dateFormatter setPMSymbol:@""];

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  • Designing DAOs around a JSON API for iPhone Development

    - by Bob Spryn
    So I've been trying to design a clean way of grabbing data for my models in iPhone land. All the data for my application is coming from JSON API's. So right now when a VC needs some models, it does the JSON call itself (asynch) and when it receives the data, it builds the models. It works, but I'm trying to think of a cleaner method whereby the DAO's retrieve the information for me and return the models, all in an async manner. My initial thought is build a protocol for my DAOs, such that the VC would instantiate a DAO and make itself the delegate. When you requested data [DAOinstance getAllUsers] the DAO would do all the network request stuff, and then when it had the data, it would call a method on its delegate (the VC) to pass the data. So I think that's a cool solution, but realized that if I needed to use the same DAO for different purposes in the same VC, my delegate method would have to branch logic depending on which DAO instance initiated the request. So my second thought was to be able to pass 'handler' selectors to the DAO object a la typical javascript patterns. So instead of an official protocol, I would say something like [DAOinstance getAllUsersWithSelector:"TheHandlerFunctionOnMyVC:"] Then when the DAO completed its network activities, it would call the passed selector on the VC, and pass the data back. So am I headed in the wrong direction entirely here? Seems like maybe an ok way to go. Any pointers or articles on designing this kind of data layer would be sweet. Thanks! Bob

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  • Why can't I store a float value - it's always zero!

    - by just_another_coder
    I have a view controller that is created by the app delegate - it's the first one shown in the app. In its interface I declare float lengthOfTime; I also set it as a property: @property (nonatomic) float lengthOfTime; And in it's implemetation: @synthesize lengthOfTime; In the class viewDidLoad method, I set the value: self.lengthOfTime = 3.0f; However, after this, the value is always zero. No errors, no compile warnings, nothing. Just zero. The class is instantiated, it is showing in the view, so I'm pretty sure it's not a nil reference. I've searched all over Google and can't figure it out. What's going on?!? :(

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  • Creating an application that can open files of a given format

    - by Brian Postow
    I've got an app, written in Obj-C. The info.plist has a list of file types that the app can open. I'm pretty sure that this is working because when I try to drag a file of an unacceptable type, the app doesn't highlight, but when I drag a file of an acceptable type, it does highlight, and lets me drop. When I drop, the app starts up, correctly, however, then I get a dialog saying: The document "foo.tiff" could not be opened. DocView cannot open files in the "TIFF File" format. I DO have this in my info.plist <key>CFBundleTypeExtensions</key> <array> <string>tif</string> <string>tiff</string> </array> <key>CFBundleTypeIconFile</key> <string>TIFFFile.icns</string> <key>CFBundleTypeName</key> <string>TIFF File</string> <key>CFBundleTypeOSTypes</key> <array> <string>TIFF</string> </array> <key>CFBundleTypeRole</key> <string>Viewer</string> <key>LSHandlerRank</key> <string>Documents/</string> Thanks.

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  • Function should return float, but it gets messed up!

    - by Andre
    Hi guys, I'm going crazy here. I have a function that should return a float number: - (float) getHue:(UIColor *)original { NSLog(@"getHue"); const CGFloat *componentColors = CGColorGetComponents(original.CGColor); float red = componentColors[0]; float green = componentColors[1]; float blue = componentColors[2]; float h = 0.0f; float maxChannel = fmax(red, fmax(green, blue)); float minChannel = fmin(red, fmin(green, blue)); if (maxChannel == minChannel) h = 0.0f; else if (maxChannel == red) h = 0.166667f * (green - blue) / (maxChannel - minChannel) + 0.000000f; else if (maxChannel == green) h = 0.166667f * (blue - red) / (maxChannel - minChannel) + 0.333333f; else if (maxChannel == blue) h = 0.166667f * (red - green) / (maxChannel - minChannel) + 0.666667f; else h = 0.0f; if (h < 0.0f) h += 1.0f; NSLog(@"getHue results: %f", h); return h; } The NSLog will trace it correctly (i.e: 0.005), but the actual return value of the function is NULL. I've tried getting that value in so many ways and it never works. float originalHue = [self getHue:original]; results in a building error, as it says: "incompatible types in initialization" float *originalHue = [self getHue:original]; results in a null return. I've tried other ways, but it never actually gets the value properly. Any thoughts? Cheers guys, Andre

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  • UITabBarController "More" tab issues

    - by codemonkey
    I've got a UITabBarController with 7 tabs. Each of the 7 tabs has its own UINavigationController and customizes its toolbar. When a view is loaded via the UITabBarController's "More" menu its custom toolbar isn't appearing. If i switch the order of the views around so that the same view is now accessible from the UITabBar without going through the "More" menu then the custom toolbar shows up like it's supposed to. Is there a way to customize a NavigationController's toolbar when that NavigationController is loaded via the "More" menu of a TabBarController? I'm actually also interested in replacing the "More" menu navigation controller with my own custom one on views loaded via the "More" menu... not sure whether that's even possible. Any feedback will be appreciated.

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  • libtool failed with exit code 1 on XCode 4.3

    - by Doz
    I have XCode 4.3 and I am getting this frustrating xml-lib related error. I have a feeling its because of the fact that 4.3 is not using /Developer folder but instead the /Applications/XCode.app/... The error message is below: Libtool /Users/dkatz/Library/Developer/Xcode/DerivedData/RWEngines-ewchevfhokeivnffrputdqapsyxu/Build/Products/Release-iphonesimulator/RWEngines.framework/Versions/A/RWEngines normal i386 cd /Users/dkatz/Sites/xCode/RWA/RWEngines setenv MACOSX_DEPLOYMENT_TARGET 10.6 setenv PATH "/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/usr/bin:/Applications/Xcode.app/Contents/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool -static -arch_only i386 -syslibroot /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator5.0.sdk -L/Users/dkatz/Library/Developer/Xcode/DerivedData/RWEngines-ewchevfhokeivnffrputdqapsyxu/Build/Products/Release-iphonesimulator -filelist /Users/dkatz/Library/Developer/Xcode/DerivedData/RWEngines-ewchevfhokeivnffrputdqapsyxu/Build/Intermediates/RWEngines.build/Release-iphonesimulator/RWEngines.build/Objects-normal/i386/RWEngines.LinkFileList -ObjC -Xlinker -no_implicit_dylibs -D__IPHONE_OS_VERSION_MIN_REQUIRED=50000 -framework UIKit /Users/dkatz/Library/Developer/Xcode/DerivedData/RWEngines-ewchevfhokeivnffrputdqapsyxu/Build/Products/Release-iphonesimulator/libCorePlot-CocoaTouch.a -framework SenTestingKit -framework QuartzCore -framework Foundation -framework RWCommon -o /Users/dkatz/Library/Developer/Xcode/DerivedData/RWEngines-ewchevfhokeivnffrputdqapsyxu/Build/Products/Release-iphonesimulator/RWEngines.framework/Versions/A/RWEngines And the actual error: /Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/libtool failed with exit code 1 Thanks guys!

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  • How to get title of UITabBarItem in the More section?

    - by Sheehan Alam
    I have a UITabBarControllerDelegate method that determines the title of the UITabBarItem and does something accordingly. This works well for items in my UITabBar but when I click on the More button the rest of my UITabBarItems are in a UITableView. How can I determine the title in the More section? - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { if ([self.tabBarController.selectedViewController.title isEqualToString:@"All"]) { //do something } }

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  • How i access the array of CGPoints to draw the graph?

    - by Rajendra Bhole
    Hi, I have the code in which i want to develop the graph.The code is, NSArray *coordinate = [[NSArray alloc] initWithObjects: @"42,213", @"75,173", @"108,153", @"141,133", @"174,113", @"207,73", @"240,33", nil]; CGContextSetRGBFillColor(ctx, 255, 0, 0, 1.0); CGContextSetLineWidth(ctx, 8.0); for(int intIndex = 0; intIndex < [coordinate count]; fltX1+=33, intIndex++) { CGContextMoveToPoint(ctx, fltX1+37, fltY2+18); CGPoint point = [[coordinate objectAtIndex:intIndex] CGPointValue]; CGContextAddLineToPoint(ctx, point); CGContextStrokePath(ctx); } The problem is that the function of CGContextAddLineToPoint(ctx, point); not working properly. How i drawing the line in the graph using above code????????

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  • iPad orientation on launch problem in portrait (bottom home button)

    - by edie
    Hi.... I've an iPad app that supports all orientation... my problem was on the start up of the application. In case of landScapeRight and landScapeLeft and portrait(top home button) the views shows correctly but when the app start in portrait (bottom home button) the views show in landscape mode... I've implemented the - (void) willRotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation duration:(NSTimeInterval)duration - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation When I change the apps orientation the views shows correctly.

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  • CLLocationManager class method not calling in iPodTouch

    - by Siddharth
    HI all, I was using a sample code which uses CLLocationManager class to determine the current location of user. when i run this app on iPad i am getting the correct location but when i run the same app on iPod Touch i am getting a blank label i.e nothing is displayed on the label .although wi-fi signal strength is good in both iPod and iPad.The code looks like... - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation{ int degrees = newLocation.coordinate.latitude; double decimal = fabs(newLocation.coordinate.latitude - degrees); int minutes = decimal * 60; double seconds = decimal * 3600 - minutes * 60; NSString *lat = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; latLabel.text = lat; [latLocationArray addObject:lat]; degrees = newLocation.coordinate.longitude; decimal = fabs(newLocation.coordinate.longitude - degrees); minutes = decimal * 60; seconds = decimal * 3600 - minutes * 60; NSString *longt = [NSString stringWithFormat:@"%d° %d' %1.4f\"", degrees, minutes, seconds]; longLabel.text = longt; [longLocationArray addObject:longt]; }

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  • PLCameraController is not adding in viewcontroller

    - by sujyanarayan
    Hi, I've declared PLCameraContoller instance in my AppDelegate class as:- self.cameraController = [PLCameraController performSelector:@selector(sharedInstance)];[cameraController setDelegate:self]; And I'm accessing it in one of my viewcontroller class as:- del = [[UIApplication sharedApplication] delegate]; UIView previewView = [del.cameraController performSelector:@selector(previewView)]; previewView.frame = CGRectMake(0,0, 320, 480); self.view = previewView; [del.cameraController performSelector:@selector(startPreview)]; [del.cameraController performSelector:@selector(setCameraMode:) withObject:(NSNumber)1]; Where "del" is an instance of my AppDelegate class. But i can see only black background in my viewcontroller view in iphone device. Also if i remove "self" from the appdelegate.m code of cameracontroller it also showing blank. How can i get camera in my view controller? I'm pretty much struggling with it. Thanks in Adv.

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  • Load a UIView from a NIB

    - by Winder
    I have been using UIViewControllers and initWithNibName with much success, basically using them as a convenient way to design the view with Interface Builder. Unfortunately I have built a hierarchy of views before noticing this line in the UIViewController documentation: Note: You should not use view controllers to manage views that fill only a part of their window My question is this: Having a very simple NIB that only has a UIView in addition to the default First Responder and Owning Object, what is the simplest way to load the UIView into my code? I have not been able to get loadNibNamed:owner:options: to work at this point, but suspect the answer will involve it somehow.

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  • Calculating Connection/Download Speed

    - by kdbdallas
    I have a client and server program (both in Obj-C) and I am transferring files between two devices using the programs. The transferring is working fine, but I would like to display to the user what transfer rate they are getting. So I know the total size of the file, and how much of the file has been transferred, is there a way to figure out the transfer rate from this information, and if not, what information do I need to calculate the transfer rate? Thanks

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  • keyDown works but i get beeps

    - by Oscar
    I just got my keydown method to work. But i get system beep everytime i press key. i have no idea whats wrong. Googled for hours and all people say is that if you have your keyDown method you should also implement the acceptsFirstResponder. did that to and it still doesn't work. #import <Cocoa/Cocoa.h> #import "PaddleView.h" #import "BallView.h" @interface GameController : NSView { PaddleView *leftPaddle; PaddleView *rightPaddle; BallView * ball; CGPoint ballVelocity; int gameState; int player1Score; int player2Score; } @property (retain) IBOutlet PaddleView *leftPaddle; @property (retain) IBOutlet PaddleView *rightPaddle; @property (retain) IBOutlet BallView *ball; - (void)reset:(BOOL)newGame; @end #import "GameController.h" #define GameStateRunning 1 #define GameStatePause 2 #define BallSpeedX 0.2 #define BallSpeedY 0.3 #define CompMoveSpeed 15 #define ScoreToWin 5 @implementation GameController @synthesize leftPaddle, rightPaddle, ball; - (id)initWithCoder:(NSCoder *)aDecoder { self = [super initWithCoder:aDecoder]; if(self) { gameState = GameStatePause; ballVelocity = CGPointMake(BallSpeedX, BallSpeedY); [NSTimer scheduledTimerWithTimeInterval:0.001 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } return self; } - (void)gameLoop { if(gameState == GameStateRunning) { [ball setFrameOrigin:CGPointMake(ball.frame.origin.x + ballVelocity.x, ball.frame.origin.y + ballVelocity.y)]; if(ball.frame.origin.x + 15 > self.frame.size.width || ball.frame.origin.x < 0) { ballVelocity.x =- ballVelocity.x; } if(ball.frame.origin.y + 35 > self.frame.size.height || ball.frame.origin.y < 0) { ballVelocity.y =- ballVelocity.y; } } if(CGRectIntersectsRect(ball.frame, leftPaddle.frame)) { if(ball.frame.origin.x > leftPaddle.frame.origin.x) { ballVelocity.x =- ballVelocity.x; } } if(CGRectIntersectsRect(ball.frame, rightPaddle.frame)) { if(ball.frame.origin.x +15 > rightPaddle.frame.origin.x) { ballVelocity.x =- ballVelocity.x; } } if(ball.frame.origin.x <= self.frame.size.width / 2) { if(ball.frame.origin.y < leftPaddle.frame.origin.y + 75 && leftPaddle.frame.origin.y > 0) { [leftPaddle setFrameOrigin:CGPointMake(leftPaddle.frame.origin.x, leftPaddle.frame.origin.y - CompMoveSpeed)]; } if(ball.frame.origin.y > leftPaddle.frame.origin.y +75 && leftPaddle.frame.origin.y < 700 - leftPaddle.frame.size.height ) { [leftPaddle setFrameOrigin:CGPointMake(leftPaddle.frame.origin.x, leftPaddle.frame.origin.y + CompMoveSpeed)]; } } if(ball.frame.origin.x <= 0) { player2Score++; [self reset:(player2Score >= ScoreToWin)]; } if(ball.frame.origin.x + 15 > self.frame.size.width) { player1Score++; [self reset:(player1Score >= ScoreToWin)]; } } - (void)reset:(BOOL)newGame { gameState = GameStatePause; [ball setFrameOrigin:CGPointMake((self.frame.size.width + 7.5) / 2, (self.frame.size.height + 7.5)/2)]; if(newGame) { if(player1Score > player2Score) { NSLog(@"Player 1 Wins!"); } else { NSLog(@"Player 2 Wins!"); } player1Score = 0; player2Score = 0; } else { NSLog(@"Press key to serve"); } NSLog(@"Player 1: %d",player1Score); NSLog(@"Player 2: %d",player2Score); } - (void)moveRightPaddleUp { if(rightPaddle.frame.origin.y < 700 - rightPaddle.frame.size.height) { [rightPaddle setFrameOrigin:CGPointMake(rightPaddle.frame.origin.x, rightPaddle.frame.origin.y + 20)]; } } - (void)moveRightPaddleDown { if(rightPaddle.frame.origin.y > 0) { [rightPaddle setFrameOrigin:CGPointMake(rightPaddle.frame.origin.x, rightPaddle.frame.origin.y - 20)]; } } - (BOOL)acceptsFirstResponder { return YES; } - (void)keyDown:(NSEvent *)theEvent { if ([theEvent modifierFlags] & NSNumericPadKeyMask) { NSString *theArrow = [theEvent charactersIgnoringModifiers]; unichar keyChar = 0; if ( [theArrow length] == 0 ) { return; // reject dead keys } if ( [theArrow length] == 1 ) { keyChar = [theArrow characterAtIndex:0]; if ( keyChar == NSLeftArrowFunctionKey ) { gameState = GameStateRunning; } if ( keyChar == NSRightArrowFunctionKey ) { } if ( keyChar == NSUpArrowFunctionKey ) { [self moveRightPaddleUp]; } if ( keyChar == NSDownArrowFunctionKey ) { [self moveRightPaddleDown]; } [super keyDown:theEvent]; } } else { [super keyDown:theEvent]; } } - (void)drawRect:(NSRect)dirtyRect { } - (void)dealloc { [ball release]; [rightPaddle release]; [leftPaddle release]; [super dealloc]; } @end

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  • Should I return an NSMutableString in a method that returns NSString

    - by Casey Marshall
    Ok, so I have a method that takes an NSString as input, does an operation on the contents of this string, and returns the processed string. So the declaration is: - (NSString *) processString: (NSString *) str; The question: should I just return the NSMutableString instance that I used as my "work" buffer, or should I create a new NSString around the mutable one, and return that? So should I do this: - (NSString *) processString: (NSString *) str { NSMutableString *work = [NSMutableString stringWithString: str]; // process 'work' return work; } Or this: - (NSString *) processString: (NSString *) str { NSMutableString *work = [NSMutableString stringWithString: str]; // process 'work' return [NSString stringWithString: work]; // or [work stringValue]? } The second one makes another copy of the string I'm returning, unless NSString does smart things like copy-on-modify. But the first one is returning something the caller could, in theory, go and modify later. I don't care if they do that, since the string is theirs. But are there valid reasons for preferring the latter form over the former? And, is either stringWithString or stringValue preferred over the other?

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  • MPMoviePlayerController not setting the bounds for background image

    - by VXtreme
    I am using MPMoviePlayerController for playing the media . I want to set the image at the background of the player.The image is set accordingly but when i set the bounds for the image then the image is not set according to bounds . I have tried following code: UIImageView *imageView=[[UIImageView alloc]initWithImage:[operationControl getCoverImage:stringId]]; imageView.bounds=CGRectMake(0, 100, 200, 200); [moviePlayer.backgroundView addSubview:imageView]; [moviePlayer.backgroundView setBackgroundColor:[UIColor purpleColor]]; moviePlayer.controlStyle = MPMovieControlStyleDefault; moviePlayer.shouldAutoplay = YES; [moviePlayer setScalingMode:MPMovieScalingModeAspectFit]; [self.view addSubview:moviePlayer.view]; [moviePlayer setFullscreen:YES animated:YES];

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  • Strange behaviour when posting CGEvent to PSN

    - by Ben Packard
    If I set up a loop that posts some keyboard events to a PSN, I find that it works fine except for when first launched. The event only seems to post when i do something with the mouse manually - even just moving it slightly. Here's the details, if they help. An external application has a list box of text lines, which I am reading by posting copy commands (and checking the pasteboard). Unfortunately this is my only way to get this text. Sometimes, the application pulls focus away from the list, which I can detect. When this happens, the most reliable way to return focus is by sending a mouse event to click on a text field directly above the list, then send a 'tab' keyboard event to shift the focus onto the list. So at launch, the loop runs fine, scrolling down the list and copying the text. When focus is shifted away, its is detected fine, and the events are sent to move focus back to the list. But nothing seems to happen. The loop continues detecting that focus has changed, but the events only work once I move the mouse. Or even just use the scroll wheel. Strange. Once this has happened the first time, it works fine - each time focus moves, the PSN events switch it back without me having to do anything at all. Here's the code that runs in the loop - verified as working: //copy to pasteboard - CMD-V e3 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)8, true); CGEventSetFlags(e3, kCGEventFlagMaskCommand); CGEventPostToPSN(&psn, e3); CFRelease(e3); e4 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)8, false); CGEventPostToPSN(&psn, e4); CFRelease(e4); //move cursor down e1 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)125, true); CGEventPostToPSN(&psn, e1); CFRelease(e1); e2 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)125, false); CGEventPostToPSN(&psn, e2); CFRelease(e2); And here's where I switch focus, also working (except when first required): //click in text input box - point is derived earlier e6 = CGEventCreateMouseEvent(NULL, kCGEventLeftMouseDown, point, 0); CGEventPostToPSN(&psn, e6); CFRelease(e6); e7 = CGEventCreateMouseEvent(NULL, kCGEventLeftMouseUp, point, 0); CGEventPostToPSN(&psn, e7); CFRelease(e7); //press tab key to move to chat log table CGEventRef e = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)48, true); //CGEventPost(kCGSessionEventTap, e); CGEventPostToPSN(&psn, e); CFRelease(e); CGEventRef e11 = CGEventCreateKeyboardEvent(NULL, (CGKeyCode)48, false); CGEventPostToPSN(&psn, e11); CFRelease(e11);

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  • Object sent -autorelease too many times

    - by mongeta
    I have this code that simple returns Today's date as a string formatted: +(NSString*) getTodayString_YYYY_MM_DD { NSDate * today = [NSDate date]; NSDateFormatter *formatter = [[NSDateFormatter alloc] init]; [formatter setDateFormat:@"yyyy-MM-dd"]; return [[formatter stringFromDate:today] autorelease]; } With instruments I'm not getting a memory leak, but when I Analyze, XCode says: Object sent -autorelease too many times If I understand correctly, I have to release manually the formatter as I'm creating it using 'alloc', but I can't release here because I have to return the value, so I add the autorelease. How I can do it better to improve it ? thanks, r.

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  • Create a dictionary property list programmatically

    - by jovany
    I want to programatically create a dictionary which feeds data to my UITableView but I'm having a hard time with it. I want to create a dictionary that resembles this property list (image) give or take a couple of items. I've looked at "Property List Programming Guide: Creating Property Lists Programmatically" and I came up with a small sample of my own: //keys NSArray *Childs = [NSArray arrayWithObjects:@"testerbet", nil]; NSArray *Children = [NSArray arrayWithObjects:@"Children", nil]; NSArray *Keys = [NSArray arrayWithObjects:@"Rows", nil]; NSArray *Title = [NSArray arrayWithObjects:@"Title", nil]; //strings NSString *Titles = @"mmm training"; //dictionary NSDictionary *item1 = [NSDictionary dictionaryWithObject:Childs, Titles forKey:Children , Title]; NSDictionary *item2 = [NSDictionary dictionaryWithObject:Childs, Titles forKey:Children , Title]; NSDictionary *item3 = [NSDictionary dictionaryWithObject:Childs, Titles forKey:Children , Title]; NSArray *Rows = [NSArray arrayWithObjects: item1, item2, item3, nil]; NSDictionary *Root = [NSDictionary dictionaryWithObject:Rows forKey:Keys]; // NSDictionary *tempDict = [[NSDictionary alloc] //initWithContentsOfFile:DataPath]; NSDictionary *tempDict = [[NSDictionary alloc] initWithDictionary: Root]; I'm trying to use this data of hierachy for my table views. I'm actually using this article as an example. So I was wondering how can I can create my property list (dictionary) programmatically so that I can fill it with my own arrays. I'm still new with iPhone development so bear with me. ;)

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  • presentModalViewController NOT animating when showing a TTMessageController

    - by wgpubs
    I have a subclass of TTMessageController that shows ... BUT it is not animated even though it should be. The code that displays the modal view looks like this (where PostToWebMessageController is the subclass of TTMessageController: if (self.toWebMsgController == nil) { self.toWebMsgController = [[PostToWebMessageController alloc] init]; } UINavigationController *navController = [[UINavigationController alloc] init]; [navController pushViewController:self.toWebMsgController animated:NO]; [self presentModalViewController:navController animated:YES]; What happens though is this: The screen goes black ... the keyboard scrolls up into view ... and THEN the TTMessageController view shows up (not animated). When I dismiss the view via a Cancel button the screen goes black and then just disappears (no animation again). Any ideas why this is happening? I've this with a number of other TT* controllers and I can't get one to animate right with showing modally. Thanks

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