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  • Drawing triangle/arrow on a line with CGContext

    - by Pete
    Hi, I am using the framework of route-me for working with locations. In this code the path between two markers(points) will be drawn as a line. My Question: "What code should I add if I want to add an arrow in the middle(or top) of the line, so that it points the direction" Thanks - (void)drawInContext:(CGContextRef)theContext { renderedScale = [contents metersPerPixel]; float scale = 1.0f / [contents metersPerPixel]; float scaledLineWidth = lineWidth; if(!scaleLineWidth) { scaledLineWidth *= renderedScale; } //NSLog(@"line width = %f, content scale = %f", scaledLineWidth, renderedScale); CGContextScaleCTM(theContext, scale, scale); CGContextBeginPath(theContext); CGContextAddPath(theContext, path); CGContextSetLineWidth(theContext, scaledLineWidth); CGContextSetStrokeColorWithColor(theContext, [lineColor CGColor]); CGContextSetFillColorWithColor(theContext, [fillColor CGColor]); // according to Apple's documentation, DrawPath closes the path if it's a filled style, so a call to ClosePath isn't necessary CGContextDrawPath(theContext, drawingMode); }

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  • touchesBegan / Ended incorrectly identifying second, third, etc. touch

    - by Rob
    I have an issue where touchesBegan and touchesEnded are incorrectly identifying my second, third, etc touch if I continue to hold down my first touch. If I lift my finger up off the first touch, then it will recognize the next touch just fine. It's only when I hold my first touch down continuously and then try and touch a different area with a different finger at the same time. It will then incorrectly register that second touch as being from the first touch again. Any insights into how I can fix this? - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch* touch = [touches anyObject]; NSString* filename = [listOfStuff objectAtIndex:[touch view].tag]; // do something with the filename now } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { ITouch* touch = [touches anyObject]; NSString* buttonPressed = [listOfStuff objectAtIndex:[touch view].tag]; // do something with this info now }

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  • Objective C: Create arrays from first array based on value

    - by Nic Hubbard
    I have an array of strings that are comma separated such as: Steve Jobs,12,CA Fake Name,21,CA Test Name,22,CA Bill Gates,44,WA Bill Nye,21,OR I have those values in an NSScanner object so that I can loop through the values and get each comma seperated value using objectAtIndex. So, what I would like to do, is group the array items into new arrays, based on a value, in this case, State. So, from those, I need to loop through, checking which state they are in, and push those into a new array, one array per state. CA Array: Steve Jobs,12,CA Fake Name,21,CA Test Name,22,CA WA Array: Bill Gates,44,WA OR Array: Bill Nye,21,OR So in the end, I would have 3 new arrays, one for each state. Also, if there were additional states used in the first array, those should have new arrays created also. Any help would be appreciated!

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  • Push different views from a table.

    - by Tanner
    Hello All, Ive been following a tutorial to implement a search bar ( http://www.iphonesdkarticles.com/2009/01/uitableview-searching-table-view.html ) However I cant seem to push different views. Here is what my didsSelectRowAtIndexPath looks like. - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSString *selectedCountry = nil; if(searching) selectedCountry = [copyListOfItems objectAtIndex:indexPath.row]; else { NSDictionary *dictionary = [listOfItems objectAtIndex:indexPath.section]; NSArray *array = [dictionary objectForKey:@"Countries"]; selectedCountry = [array objectAtIndex:indexPath.row]; } //Initialize the detail view controller and display it. if ([[listOfItems objectAtIndex:indexPath.row] isEqual:@"neon"]){ Neon *abo = [[Neon alloc] initWithNibName:@"Neon" bundle:nil]; //dvController.selectedCountry = selectedCountry; [self.navigationController pushViewController:abo animated:YES]; [abo release]; } } And here is the debuger message when I click on neon: 2010-05-09 08:47:27.516 iTeachU[3821:307] * Terminating app due to uncaught exception 'NSRangeException', reason: ' -[NSMutableArray objectAtIndex:]: index 60 beyond bounds [0 .. 0]' ** Call stack at first throw: terminate called after throwing an instance of 'NSException' Program received signal: “SIGABRT”. If anyone has a way to push views based on the cells text it would be greatly appreciated. Thanks

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  • How to make reusable components/classes from existing iPhone project ?

    - by hib
    Hello all, I on the doorstep of a new learning curve . I want to make reusable components / classes from my completed iphone project and with the mention of the following questions , If anyone want to redirect me to some useful reusable components or classes it will be useful to me . http://stackoverflow.com/questions/843167/is-there-a-gallery-of-reusable-iphone-components-on-the-web http://stackoverflow.com/questions/640805/open-source-iphone-components-reusable-views-controllers-buttons-table-cells http://stackoverflow.com/questions/200850/are-there-any-open-source-iphone-applications-around Thanks .

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  • TableView frame not resizing properly when pushing a new view controller and the keyboard is hiding

    - by Pete
    Hi, I must be missing something fundamental here. I have a UITableView inside of a NavigationViewController. When a table row is selected in the UITableView (using tableView:didSelectRowAtIndexPath:) I call pushViewController to display a different view controller. The new view controller appears correctly, but when I pop that view controller and return the UITableView is resized as if the keyboard was being displayed. I need to find a way to have the keyboard hide before I push the view controller so that the frame is restored correctly. If I comment out the code to push the view controller then the keyboard hides correctly and the frame resizes correctly. The code I use to show the keyboard is as follows: - (void) keyboardDidShowNotification:(NSNotification *)inNotification { NSLog(@"Keyboard Show"); if (keyboardVisible) return; // We now resize the view accordingly to accomodate the keyboard being visible keyboardVisible = YES; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height -= bounds.size.height; // subtract the keyboard height if (self.tabBarController != nil) { tableFrame.size.height += 48; // add the tab bar height } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; } The keyboard is hidden using: - (void) keyboardWillHideNotification:(NSNotification *)inNotification { if (!keyboardVisible) return; NSLog(@"Keyboard Hide"); keyboardVisible = FALSE; CGRect bounds = [[[inNotification userInfo] objectForKey:UIKeyboardFrameBeginUserInfoKey] CGRectValue]; bounds = [self.view convertRect:bounds fromView:nil]; CGRect tableFrame = tableViewNewEntry.frame; tableFrame.size.height += bounds.size.height; // add the keyboard height if (self.tabBarController != nil) { tableFrame.size.height -= 48; // subtract the tab bar height } tableViewNewEntry.frame = tableFrame; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_shrinkDidEnd:finished:contextInfo:)]; tableViewNewEntry.frame = tableFrame; [UIView commitAnimations]; [tableViewNewEntry scrollToNearestSelectedRowAtScrollPosition:UITableViewScrollPositionMiddle animated:YES]; NSLog(@"Keyboard Hide Finished"); } I trigger the keyboard being hidden by resigning first responser for any control that is the first responder in ViewWillDisappear. I have added NSLog statements and see things happening in the log file as follows: Show Keyboard ViewWillDisappear: Hiding Keyboard Hide Keyboard Keyboard Hide Finished PushViewController (an NSLog entry at the point I push the new view controller) From this trace, I can see things happening in the right order, but It seems like when the view controller is pushed that the keyboard hide code does not execute properly. Any ideas would be really appreciated. I have been banging my head against the keyboard for a while trying to find out what I am doing wrong.

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  • How to add UIView to MKMap ??

    - by user128647
    How to add UIView to MKMap so that when we move map around, UIView also moves with map, i mean to say that generally when we add UIView (or any UI component) to MKMap and then if we either zoom / move map around, UIView remain fixed at its initial position, i need as map moves UIView also moves with it.

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  • Dismissing a modal view in horizontal orientation?

    - by Sheehan Alam
    I have a modal view that is presented and dismissed fine when my device is in vertical orientation. I have problems when my modal view is presented in the vertical orientation, but dismissed in horizontal orientation. The entire app switches back to vertical orientation automatically. How can I ensure that if I am in horizontal orientation, the view should dismiss properly?

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  • Strange crashes on the iPad device with core graphics functions

    - by toastie
    I am getting a lot of strange EXC_BAD_ACCESS crashes on the iPad that only happen on the device and not in the simulator. I am assuming that they are somehow memory related, but I am not sure. They all happen with image context related functions. One strange example is using CGImageCreateWithImageInRect. For example, if i run through a bunch of UIImages and crop them with CGImageCreateWithImageInRect, it will always crash at specific arbitrary sizes. Like, if I crop them all to 200x200, it crashes out after processing 12 images. If i crop them to 210x210, it works no problem. The EXC_BAD_ACCESS happens inside of "memmove" called from "CGBlt_copyBytes". That is all the debugger shows me strangely enough. I can't see the callstack going up to any of my methods. All of this works fine in the simulator! I know this is all very vague, but if anyone has any ideas, they would be greatly appreciated.

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  • UIImagePickerController causing sqlite errors (Simulator only)

    - by MrHen
    When I display a UIImagePickerController in a UIPopoverController the console outputs the following warnings: sqlite error 8 [attempt to write a readonly database] sqlite error 8 [attempt to write a readonly database] sqlite error 8 [attempt to write a readonly database] sqlite error 1 [no such column: duration] sqlite error 1 [no such column: duration] sqlite error 8 [attempt to write a readonly database] sqlite error 8 [attempt to write a readonly database] sqlite error 8 [attempt to write a readonly database] Here is the code that displays the picker: - (void)openImagePickerController:(id)sender { //TODO only open one at a time UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; //imagePicker.sourceType = UIImagePickerControllerSourceTypeCamera; imagePicker.delegate = self; [self presentViewController:imagePicker sender:sender animated:YES modal:YES]; [imagePicker release]; } - (void)presentViewController:(UIViewController *)vc sender:(id)sender animated:(BOOL)animated modal:(BOOL)modal { BOOL useNavController = NO; //if((void *)UI_USER_INTERFACE_IDIOM() != NULL && if(UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { //are we on an iPad? Class popoverClass = NSClassFromString(@"UIPopoverController"); if(!popoverClass) { useNavController = YES; } else { if(currentPopover == nil || currentPopover.contentViewController != vc) { if(currentPopover != nil) { [currentPopover dismissPopoverAnimated:animated]; [currentPopover.delegate popoverControllerDidDismissPopover:currentPopover]; } UIPopoverController *popover = [[popoverClass alloc] initWithContentViewController:vc]; currentPopover = popover; currentPopover.delegate = self; [popover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:animated]; } } //[aPopover release]; } else { useNavController = YES; } if(useNavController) { if(modal) { [self presentModalViewController:vc animated:animated]; } else { [self.view addSubview:vc.view]; } } } Stepping with the debugger shows that the errors occur after [UIPopoverController presentPopoverFromBarButtonItem:permittedArrowDirections:animated: runs. Of note: The program continues running just fine No noticeable weirdness in UIImagePickerController's behavior when selecting an image or canceling Happens in Simulator 3.2 Unable to reproduce on iPad running 3.2 Is this just another simulator bug?

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  • Insert new relationship data in core data

    - by michael
    Hoping someone can shed some light on what I might be doing wrong here. Trying to add an "event" to a list of events, represented by a one to many (inverse) relationship: MyEvents <--- Event This is the code: MyEvents *myEvents = (MyEvents *)[NSEntityDescription insertNewObjectForEntityForName:@"MyEvents" inManagedObjectContext:context]; NSLog(@"MYEVENTS: %@", myEvents); NSLog(@"EVENT: %@", event); [myEvents addEventObject:event]; My context is fine, and both the myEvents and event print perfectly valid information. When I try to add the event that I have (which is passed into this view controller, having been retrieved from core data previously) with this code [myEvents addEventObject:event]; It falls over with *** -[NSComparisonPredicate evaluateWithObject:]: message sent to deallocated instance MyEvents and Event are just the default generated code. MyEvents contains only the relationship to event. Thanks.

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  • Are these AVAudioSettings right?

    - by Dyldo42
    self.recordSettings = [NSMutableDictionary dictionary]; [recordSettings setValue:[NSNumber numberWithInt:kAudioFormatAppleIMA4] forKey:AVFormatIDKey]; [recordSettings setValue:[NSNumber numberWithFloat:44100.0] forKey:AVSampleRateKey]; [recordSettings setValue:[NSNumber numberWithInt:1] forKey:AVNumberOfChannelsKey]; recordSettings is declared in my view's header file and initialised in its viewDidLoad method. For some reason, everything is working in the simulator, but on a device, the [recorder record] method is returning NO. The only theory I have is that something in the recordSettings isn't compatible with an actual device. Any ideas?

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  • NSXMLParser rss issue NSXMLParserInvalidCharacterError

    - by Chris Van Buskirk
    NSXMLParserInvalidCharacterError # 9 This is the error I get when I hit a weird character (like quotes copied and pasted from word to the web form, that end up in the feed). The feed I am using is not giving an encoding, and their is no hope for me to get them to change that. This is all I get in the header: < ?xml version="1.0"? < rss version="2.0" What can I do about illegal characters when parsing feeds? Do I sweep the data prior to the parse? Is there something I am missing in the API? Has anyone dealt with this issue?

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  • How to recreate the default UIView the same as the default tableView:viewForHeaderInSection:?

    - by Hoang Pham
    I tried to implement the - (UIView *)tableView:(UITableView *)tableView viewForHeaderInSection:(NSInteger)section to get the text label of the header in section of black color instead of the white color, but it looks so different from the default one created by the SDK, mine is so ugly. How to recreate the UIView with exactly the same as the one from the SDK? From Apple documentation: Discussion The table view uses a fixed font style for section header titles. If you want a different font style, return a custom view (for example, a UILabel object) in the delegate method tableView:viewForHeaderInSection: instead.

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  • UIButtons work when rotated right, but not when rotated left. Huh?

    - by Ben Collins
    I have a view that is added to the current view when the device is rotated to a LandscapeLeft or LandscapeRight orientation. This view has 4 buttons on it that are all connected to outlets and each have the "touch up inside" event hooked up to the same action. If rotated to a LandscapeLeft orientation, I transform my added view to rotate -90 degrees, and everything works fine. If rotated to a LandscapeRight orientation, I transform the added view to rotate 90 degrees, and the buttons don't work! Highlighting doesn't happen, and the action isn't called. I am at a bit of a loss as to why this might be. Any ideas?

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  • Dashcode code translation

    - by Alex Mcp
    Hi, a quick, probably easy question whose answer is probably "best practice" I'm following a tutorial for a custom-template mobile Safari webapp, and to change views around this code is used: function btnSave_ClickHandler(event) { var views = document.getElementById('stackLayout'); var front = document.getElementById('mainScreen'); if (views && views.object && front) { views.object.setCurrentView(front, true); } } My question is just about the if conditional statement. What is this triplet saying, and why do each of those things need to be verified before the view can be changed? Does views.object just test to see if the views variable responds to the object method? Why is this important? EDIT - This is/was the main point of this question, and it regards not Javascript as a language and how if loops work, but rather WHY these 3 things specifically need to be checked: Under what scenarios might views and front not exist? I don't typically write my code so redundantly. If the name of my MySQL table isn't changing, I'll just say UPDATE 'mytable' WHERE... instead of the much more verbose (and in my view, redundant) $mytable = "TheSQLTableName"; if ($mytable == an actual table && $mytable exists && entries can be updated){ UPDATE $mytable; } Whereas if the table's name (or in the JS example, the view's names) ARE NOT "hard coded" but are instead a user input or otherwise mutable, I might right my code as the DashCode example has it. So tell me, can these values "go wrong" anyhow? Thanks!

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  • Cannot show scene with Cocos2D when using UITabBarController

    - by gw1921
    Hi I'm new to Cocos2D but am having serious issues when trying to load a cocos scene in one of the UIViewControllers mixed with other normal UIKit UIViewControllers. My project uses a UITabBarController to manage four view controllers. Three are normal UIKit view controllers while one of them I want to use cocos2D for (to draw some sprites and animate them). The following is what I've done so far. In the applicationDidFinishLaunching method, I initialize cocos2D to use the window and take the first tabbarcontroller view: - (void)applicationDidFinishLaunching:(UIApplication *)application { if( ! [CCDirector setDirectorType:CCDirectorTypeDisplayLink] ) { [CCDirector setDirectorType:CCDirectorTypeDefault]; } [[CCDirector sharedDirector] setPixelFormat:kPixelFormatRGBA8888]; [CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; [[CCDirector sharedDirector] setDisplayFPS:YES]; [[CCDirector sharedDirector] attachInView: window]; [[[CCDirector sharedDirector] openGLView] addSubview: tabBarController.view]; [window makeKeyAndVisible]; } Then in the third UIViewController code (where I want to use cocos2D) I do this (note: the view is being loaded from a NIB file which has a blank UIView and nothing else):\ - (void)viewDidLoad { [super viewDidLoad]; // 'scene' is an autorelease object. CCScene *myScene = [CCScene node]; // 'layer' is an autorelease object. MyLayer *myLayer = [MyLayer node]; // add layer as a child to scene [myScene addChild: myLayer]; [[CCDirector sharedDirector] runWithScene: myScene]; } However all I see is a blank white view and nothing else. If I call the following in viewdidLoad: [[CCDirector sharedDirector] attachInView: self.view]; The app crashes complaining that CCDirector is already attached. Please help!

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  • How do you tell what object is being touched in touchesBegan?

    - by Flafla2
    I know that this is a very commonly asked question, but all of the answers on every website don't work! If you still don't know what I mean, then maybe this line of code will help you understand. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:self.view]; if (touch.view == nextbutton) [self performSelector:@selector(next)]; if (touch.view == prevbutton) [self performSelector:@selector(previous)]; if (touch.view == moreoptionsbutton) [self performSelector:@selector(moresettings)]; } It doesn't do anything when you touch nextbutton, prevbutton, and more optionsbutton, which are UIImageViews by the way. I have also tried using isEqual: instead of ==, but that hasn't worked out either. Any suggestions?

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  • iPad/iPod: autoRotate resizes view in window

    - by Jasconius
    Developing an iPad interface, I have a scenario where I have a UIViewController which manages a view that gets placed directly as a subview of the main UIWindow. Before being placed in the UIWindow, that view gets resized to a non-standard size, let's say, 768x460, and positioned at the bottom of the screen. When rotating the device, the autoRotate feature of the UIViewController causes the view to be resized so that it fills the entire UIWindow space. I thought this might be because in the XIB, the view is set to window size, but when I changed it to reflect the desired size, it still expanded it to the window size. Then I went into the MainWindow XIB and turned off autoresizeSubviews, and it still happens. This is a very frustrating problem, I am hoping that there is merely something obvious that I am missing out on. Anyone have any bright ideas?

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  • [three20] dynamically add Items to TTLauncher

    - by choise
    Hi guys, in my app i got a TTLauncher Object with some TTLauncherItems in it. Now i want to add some Items dynamically inside my App by pressing a button. Is there a simple way to do that or do i have to create my own methods? In the original facebook application there is already something like that implemented. (You can add your Friends to the Launcher) If not, what would be the best thing to do something like that? Store all "extra items" in a plist oder even in a database and query them, each time TTLauncher object is initialized? Thanks for help :)

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