Search Results

Search found 7675 results on 307 pages for 'acrobat sdk'.

Page 141/307 | < Previous Page | 137 138 139 140 141 142 143 144 145 146 147 148  | Next Page >

  • Left with extra UITableViewCell after re-ordering

    - by Mark F
    After going into Edit mode, moving a cell, and leaving edit mode, i am left with one extra cell sitting on top of its duplicate cell while still in edit mode. The problem has to be somewhere in here: - (void)tableView:(UITableView *)tableView moveRowAtIndexPath:(NSIndexPath *)sourceIndexPath toIndexPath:(NSIndexPath *)destinationIndexPath { NSMutableArray *array = [[fetchedResultsController fetchedObjects] mutableCopy]; id objectToMove = [[array objectAtIndex:sourceIndexPath.row] retain]; [array removeObjectAtIndex:sourceIndexPath.row]; [array insertObject:objectToMove atIndex:destinationIndexPath.row]; [objectToMove release]; for (int i=0; i<[array count]; i++) { [(NSManagedObject *)[array objectAtIndex:i] setValue:[NSNumber numberWithInt:i] forKey:@"userOrder"]; } [array release]; } Any guidance greatly appreciated!

    Read the article

  • how to get the camera data

    - by beof
    Hello ,guys, My app needs to get the camera data from Iphone. In my ImagePickerController, there is overlayView drawing realtime indications. I use UIGetScreenImage() to get the screenshot, and I also dump overlayview to image, then I can restore the original Image based on these two images. if the overlayView is still, it works quite well, but if the overlayView keeps changing, UIGetScreenImage() can not keep up with it. For example,if the overlayView changes from a rectangle to a circle, then calling UIGetScreenImage() returns with a rectangle on top of it. Is there a way to get the realtime camera data? I really appreciate if someone could help.

    Read the article

  • Email from an app, but not use a a pop up controller, just text inside a text box.

    - by Sam Jarman
    Hey is there any way to send whats in a text view (im trying to make a suggestion box) to my email address? example user types in the box " I think you should add twitter support" then that is sent in the background to my email address [email protected] then a message is popped up on the screen saying "suggestion sent" just an example of what i mean Any ideas, tutorial links would be greatly appreciated guys Thanks

    Read the article

  • Enhanced Podcasts and MPMoviePlayerViewController

    - by Ben Robinson
    Hi, This is a bit of an odd/specific one - possibly a bug? I'm using MPMoviePlayerViewController to play a variety of files, including Enhanced Podcasts - these are audio files, but with a slideshow of images, often created using GarageBand. Until (i think) iOS 3.2 they weren't supported at all, now they are and play fine in the iPod app, but in my app the slideshow doesn't start, the full screen movie player opens, and the audio begins, but all I see is the QuickTime logo. If I scrub the track the pictures appear - and will continue to play correctly - but I see nothing if I don't scrub! Any ideas?? On a related note, these files also include a small rectangluar button containing an (i) button on the right hand side - anybody know what it is or should do?! It does nothing for me!

    Read the article

  • Andriod Spinner not displaying list items.

    - by user300339
    I think I am going crazy right now. I am trying to create a spinner populated by a datatable but for some reason the dropdown list items text is not being displayed. I have looked all over and have seen other posts with people having this same problem. Can anyone help?? speciesList = (Spinner) findViewById(R.id.speciesList); spinnerCursor = nsfdb.fetchAllSpecies(); startManagingCursor(spinnerCursor); //String []cArrayList = new String[]{"dog", "cat", "horse", "other"}; String[] from = new String[]{"species"}; int[] to = new int[]{R.id.text1}; SimpleCursorAdapter locations = new SimpleCursorAdapter(this, R.layout.loc_row, spinnerCursor, from, to); locations.setDropDownViewResource(android.R.layout.simple_spinner_dropdown_item); speciesList.setAdapter(locations); The spinner gets created just fine and is populated with 4 items but whenever I click on the spinner I see 4 items with no text and just radiobuttons. If I select any of them I am getting the correct selected item value but there is just no data displayed.

    Read the article

  • How can I tell the size of my app during development?

    - by Newbyman
    My programming decissions are directly related to how much room I have left, or worse perhaps how much I need to shave off in order to get up the 10mb limit. I have read that Apple has quietly increased the 3G & Edge download limit from 10mb up to 20mb in preparation for the iPad in April. Either way, my real question is how can I gauge a rough estimate of how large my app will end while I'm still in the development phase? Is the file size of my development folder roughly 1 to 1 ratio? Is the compressed file size of my development a better approximation? My .xcodeproj file is only a couple hundred kB, but the size of my folder is 11.8 MB. I have a .sqlite database, less than 20 small png images and a Settings.Bundle. The rest are unknown Xcode files related to build, build for iphoneOS, simulator etc.... My source code is rather large with around 1000 lines in most of the major controllers, all in all around 48 .h&.m files. But my classes folder inside my development folder is less than 800kb. Digging around inside my Build file, there is lots of iphone simulator files and debugging files which I don't think will contribute to the final product. The Application file states that it is around 2.3 MB. However, this is such a large difference from the 11.8 MB, I have to wonder if this is just another piece of the equation. I have the app on the my device, I'm in the testing phase. Therefore, I though that I would try to see how large the working version was on the device by checking in iTunes, however my development app is visible on the right-hand the application's iphone screen, but no information about the app most importantly its size. I also checked in Organizer, I used the lower portion of the screen-(Applications), found my application and selected the drop down arrow which gave my "Application Data" and a download arrow button to the right to save a file on my desktop, named with the unique AppleID. Inside the folder it had three folders-(documents, library, tmp) the documents had a copy of my .sqlite database, the library a few more files but not anything obvious or of size, and the tmp was empty. All in all the entire folder was only 164kb-which tells me that this is not the right place to find the size either. I understand that the size is considered to be the size of my binary plus all the additional files and images that I have add. Does anyone have a effective way of guaging how large the binary is or the relating the development folder size to what the final App Store application size will end up. I know that questions have been posted with similar aspects, but I could not find any answered post that really described...what files, or how to determine size specifically. I know that this question looks like a book, but I just wanted to be specific in conveying exactly what I'm looking for and the attempts thus far. *Note all files are unzipped and still in regular working Xcode order of a single app with no brought-in builds or referenced projects. I'm sure that this is straight forward, I just don't know where to look?

    Read the article

  • iphone navigation tutorial with simple form

    - by iamthewit
    Hi All, I'm looking to create quite a basic app with a very simple navigation system but each of the tutorials I've come across so far go into too much depth or just involve lots of different form elements. I want to keep it as straight forward and simple as I can. If anyone knows of any tutorials that can show me how to create a root view with say 5 or 6 sub views each displaying a form for collecting different types of data I would be very grateful. This seems like quite a simple thing to achieve but so far I havent found anything that specifically relates to what I want to do. thanks in advance!

    Read the article

  • ViewController has wrong orientation after Landscape-only has been popped

    - by noroom
    In a navigation-based app, LandscapeViewController only supports landscape mode (all others support both modes). I also have a "loading screen" that advises the user to rotate the phone before continuing. This way I can make sure that when my landscape view loads, that it's in landscape mode. The problem comes when i rotate the phone to portrait mode while still showing LandscapeVC. I press the Back nagivation button to navigate up one level (to a VC that supports both landscape and portrait modes), but the upper level shows in landscape mode even though the phone is in portrait mode. I guess this is because when I left this view I was in portrait mode, I then rotated the phone while in another view, so this view has not received the notification. If I then proceed to rotate the phone to the other landscape mode (say the LandscapeVC was loaded on its right side, so I'd rotate the upper VC from portrait to the left landscape mode), it will update. My question is: how can I notify this upper view that the phone was rotated, so when the user goes up after putting the phone in portrait mode, the upper view shows correctly?

    Read the article

  • UIImageView "Sprite Movement" How?

    - by Tate Allen
    Hi all, I am trying to make a game for the iPhone/iPod Touch. I am somewhat new to iPhone programming and extremely new to iPhone game programming so try to bear with me if this is a stupid question. How to I make my character, a UIImageView, move to the right or left, along the x axis. Just a simple translation across the screen. This is very frustrating so if you could link me to a tutorial or something like that, it would be much appreciated. Thanks in advance, Tate

    Read the article

  • When my UIViewController accesses an NSArray in my AppDelegate from an IBAction it crashes the progr

    - by JasonClark
    I have a couple UIViewControllers that I am trying to access an array inside my AppDelegate. When I use an IBAction UIButton and in that method I access my AppDelegate my program dies silently. Nothing in output or the debugger, it just stops. If I run it several times I can see that it is failing to access the array properly. To investigate this problem I created a very basic app. In my AppDelegate.h I declared and set properties for the array #import <UIKit/UIKit.h> @class MyViewController; @interface MyAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MyViewController *viewController; NSArray *images; } @property (nonatomic, retain) NSArray *images; @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MyViewController *viewController;` In the AppDelegate.m I synthesised and initialized the NSArray (Also made sure the images were added to the Resources folder). @synthesize images; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { images = [NSArray arrayWithObjects: [[NSBundle mainBundle] pathForResource:@"bamboo_nw" ofType:@"jpg"], ..... nil]; NSLog(@"init images size:%i",[images count]); [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } In my UIViewController.h I added class, imported header file, declared, and set properties for my AppDelegate pointer. #import <UIKit/UIKit.h> #import "MyAppDelegate.h" @class MyAppDelegate; @interface MyViewController : UIViewController { MyAppDelegate *mainDelegate; IBOutlet UIButton mybutton; } @property (nonatomic, retain) MyAppDelegate mainDelegate; @property (nonatomic, retain) UIButton *mybutton; -(IBAction) doSomething;` In my UIViewController.m I synthesize and assign my AppDelegate. I set up an IBAction that will log the same count of the NSArray from the AppDelegate. #import "MyViewController.h" #import "MyAppDelegate.h" @implementation MyViewController @synthesize mybutton; - (void)viewDidLoad { mainDelegate = (MyAppDelegate *)[[UIApplication sharedApplication] delegate]; NSLog(@"vdl images size:%i",[mainDelegate.images count]); [super viewDidLoad]; } -(IBAction) doSomething { NSLog(@"ds images size:%i",[mainDelegate.images count]); } I print the size of the NSArray in the AppDelegate when I create it, in the ViewController when I first assign my AppDelegate pointer, and then as a result of my IBAction. I find that everytime I hit the button the program dies. On the third time I hit the button, I saw that it ran my IBAction but printed my array size as 1 instead of 8. Am I missing something? Also, why don't I get stack traces or anything, the debugger just dies silently? Thanks in advance for any help! Debugger Console output for 3 runs: [Session started at 2010-05-10 06:21:32 -0700.] 2010-05-10 06:21:44.865 My[59695:207] init images size:8 2010-05-10 06:21:47.246 My[59695:207] vdl images size:8 [Session started at 2010-05-10 06:22:15 -0700.] 2010-05-10 06:22:18.920 My[59704:207] init images size:8 2010-05-10 06:22:19.043 My[59704:207] vdl images size:8 [Session started at 2010-05-10 06:22:23 -0700.] 2010-05-10 06:22:25.966 My[59707:207] init images size:8 2010-05-10 06:22:26.017 My[59707:207] vdl images size:8 2010-05-10 06:22:27.814 My[59707:207] ds images size:1

    Read the article

  • Extended SurfaceView onDraw never called

    - by Gab Royer
    Hi, I'm trying to modify the SurfaceView I use for doing a camera preview in order to display an overlaying square. However, the onDraw method of the extended SurfaceView is never called. Here is the source : public class CameraPreviewView extends SurfaceView { protected final Paint rectanglePaint = new Paint(); public CameraPreviewView(Context context, AttributeSet attrs) { super(context, attrs); rectanglePaint.setARGB(255, 200, 0, 0); rectanglePaint.setStyle(Paint.Style.FILL); rectanglePaint.setStrokeWidth(2); } @Override protected void onDraw(Canvas canvas){ canvas.drawRect(new Rect(10,10,200,200), rectanglePaint); Log.w(this.getClass().getName(), "On Draw Called"); } } public class CameraPreview extends Activity implements SurfaceHolder.Callback{ private SurfaceHolder holder; private Camera camera; @Override protected void onCreate(Bundle savedInstanceState){ super.onCreate(savedInstanceState); // We remove the status bar, title bar and make the application fullscreen requestWindowFeature(Window.FEATURE_NO_TITLE); getWindow().setFlags(WindowManager.LayoutParams.FLAG_FULLSCREEN, WindowManager.LayoutParams.FLAG_FULLSCREEN); // We set the content view to be the layout we made setContentView(R.layout.camera_preview); // We register the activity to handle the callbacks of the SurfaceView CameraPreviewView surfaceView = (CameraPreviewView) findViewById(R.id.camera_surface); holder = surfaceView.getHolder(); holder.addCallback(this); holder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS); } public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { Camera.Parameters params = camera.getParameters(); params.setPreviewSize(width, height); camera.setParameters(params); try { camera.setPreviewDisplay(holder); } catch (IOException e) { e.printStackTrace(); } camera.startPreview(); } public void surfaceCreated(SurfaceHolder holder) { camera = Camera.open(); } public void surfaceDestroyed(SurfaceHolder holder) { camera.stopPreview(); camera.release(); } }

    Read the article

  • Facebook writing on a wall problem - retrieves only null value.

    - by Viral
    hi all friends, I am making a game application in that I want to pass my score on wall of face book. I've completed all the things (the log in and message passing part) but when I passes the score via global variable, I am getting only null as a value and not the score that I want. Is there any way to pass data or string to Face book and write on a wall? My code is (void)viewDidLoad { static NSString* kApiKey = @"be60415be308e2b44c0ac1db83fe486b"; static NSString* kApiSecret = @"4f880c7e100321f808c41b1d3c813dfa"; _session = [[FBSession sessionForApplication:kApiKey secret:kApiSecret delegate:self] retain]; score = [NSString stringWithFormat:@"%@",appDelegate.myTextView]; [_session resume]; [super viewDidLoad]; } whre score is NSString and myTextView is NSString in other viewcontrollerfile, And appDelegate is global variable. Any help?? thanks in advance.

    Read the article

  • Why didn't Apple initially implement copy and paste in the iPhone?

    - by Howiecamp
    Why didn't Apple implement copy and paste prior to iPhone OS 3.0? The answers I don't think are correct (but I could certainly be wrong) are: They couldn't figure out how to do it and provide a good user experience Some crazy multi-tasking or battery limitation iPhone users didn't want or need it (this was Microsoft's argument and is totally specious) Thoughts?

    Read the article

  • Good way to cache data during Android application lifecycle?

    - by sniurkst
    Hello, keeping my question short, I have creating application with 3 activities, where A - list of categories, B - list of items, C - single item. Data displayed in B and C is parsed from online XML. But, if I go trough A - B1 - C, then back to A and then back to B1 I would like to have it's data cached somewhere so I wouldn't have to request XML again. I'm new to Android and Java programming, I've googled a lot and still can't find (or simply do not have an idea where to look) a way to do what I want. Would storing all received data in main activity A (HashMaps? ContentProviders?) and then passing to B and C (if they get same request that was before) be a good idea?

    Read the article

  • Keyboard blocking my view

    - by John Smith
    I have a UIView with another UIView inside it. On the inside UIView there is a textbox which I want to fill in. When I try to fill it in the keyboard blocks my view: The UIViewController has the following containerView = [[UIView alloc] initWithFrame:[UIScreen mainScreen].bounds]; self.view=containerView; //The apropriate releases etc are further on... When I touch it, the keyboard comes up as expected, but blocks the textbox I'm trying to fill in. How can I force the view to slide up? The front view OptionsFront * fv = [[OptionsFront alloc] initWithFrame:[UIScreen mainScreen].bounds]; [containerView addSubview:frontView]; In the front view is a subview CGRect bounds = CGRectMake(0.0f, 210.0f, 280.0f, 130.0f); sv = [[UIView alloc] initWithFrame:bounds]; [self addSubview:sv]; //added to frontView In sv is a textbox near the botton: rect = CGRectMake(70.0f, 20.0f, 100.0f, 27.0f); cf = [self createTextField_Rounded:rect holder:@"+ve"]; [sv addSubview:cf]; So cf happens to be near the bottom of the page. I expected that when I select it, the whole display would move up, but the keyboard just moves up and blocks it. What can I do? Appendix: - (UITextField *)createTextField_Rounded:(CGRect) frame holder:(NSString *) ph { UITextField *returnTextField = [[UITextField alloc] initWithFrame:frame]; returnTextField.borderStyle = UITextBorderStyleRoundedRect; returnTextField.textColor = [UIColor blackColor]; returnTextField.font = [UIFont systemFontOfSize:17.0]; returnTextField.delegate = self; returnTextField.keyboardType = UIKeyboardTypeNumbersAndPunctuation; returnTextField.returnKeyType = UIReturnKeyDone; returnTextField.clearButtonMode = UITextFieldViewModeWhileEditing; return returnTextField; }

    Read the article

  • Don't launch application from widget

    - by Brian515
    Hi all, I'm trying to make an appwidget where I have a dialog pop up on top of the home screen. (Ex the Facebook widget). I have button on the widget and an activity that I run when the button is clicked. I have the activity set to the Theme.Translucent.NoTitleBar theme so that the dialog and/or toast I have should pop up over the home screen. Anyways, whenever I have the transparent activity open, it opens the application instead of staying on the home screen. Any help would be appreciated! Thanks in advance!

    Read the article

  • How to detect when UITextField become empty

    - by Jakub
    Hello, I would like to perform a certain action when UITextField becomes empty (user deletes everything one sign after another or uses the clear option). I thought about using two methods - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string; and - (BOOL)textFieldShouldClear:(UITextField *)textField; from UITextFieldDelegate I'm not sure how to detect the situation when the text field becomes empty? I tried with: if ([textField.text length] == 0) but it does't work as the fisrt of the above methods is called before the sign is deleted from the text field. Any ideas?

    Read the article

< Previous Page | 137 138 139 140 141 142 143 144 145 146 147 148  | Next Page >