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  • delete last character UITextField

    - by Pierre
    Hi ! I have an UITextField and I just would like that every tap on a character, the first character is deleted. So just have one character in my textField every time. Moreover I would to to display every tap in the console log. Have you got an idea? Thanks!

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  • TabBarController NavigationController with black backgroundbar

    - by Simon
    hello I've placed this code my didload method, to get a black Navigationbar. rootTabBarController.navigationController.navigationBar.barStyle = UIBarStyleBlackOpaque; rootTabBarController.moreNavigationController.navigationBar.barStyle = UIBarStyleBlackOpaque; its working fine, but when the user rearranges the Icons in the editmode, i'm getting a default blue navigation bar. Can anyone help me to avid this ? btw: big thanks to the genius crowd!

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  • Variable height UIViews and labels

    - by Bob Spryn
    Ok so I'm not in a table cell at this point. (I've seen a lot of threads regarding the height of cells.) I have a detail view with a title and description at the top of the view, followed by a tableView below it. If the description is going to vary in length, how do I get the tableView to adjust with it accordingly so it always starts directly below it? I see apple doing this in the app store application. If you look at an application description (as if you were going to buy it), they have an application description, and wherever that ends a scrolling pane of screenshots follow. How do they do the varying height on the text description like that? Are they doing this all programmatically or can I use the layout controls in IB to do the same thing?

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  • Where to #include?

    - by fuzzygoat
    In my past applications I have been #importing into my *.h files where needed. I have not really thought much about this before as I have not had any problems, but today I spotted something that got me to thinking that maybe I should be #import-ing into my .m files and using @class where needed in the headers (.h) Can anyone shine any light on the way its supposed to be done or best practice? gary

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  • My object becomes NSCFArray when running on iPhone

    - by cagreen
    I'm really scratching my head on this one: I have an object (MyObject) which I instantiate, and this object has an NSArray member variable. The following simple code working in the sim: MyObject *myObj = [[MyObject alloc] init]; NSArray *arr = [myObj myMemberArray]; When I hover over myObj in XCode the tooltip reads "MyObject". Good! But when I debug it on the device (OS 3.1.3) I get: "[NSCFArray myMemberArray]: unrecognized selector sent to instance ... " When I hover over myObj, sure enough it reads "NSCFArray". Can anyone give me some pointers on where to go next with this? Thanks.

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  • Setting UIActivityIndicatorView while view is prepared

    - by iFloh
    Hi, I have a UITabbBarController with a UITableView. Under certain circumstances the TabBarControllers dataset requires updating when a user arrives from another view, e.g. the initial load when the TabBarController is called the first time, or when the settings are changed. This dataset update takes about 2 seconds and I want to show an UIActivityIndicatorView. Trouble is that when I enter from another view I don't know which view to attach it to, since the loading of the tabbarController is carried out in the viewWillAppear method. Any clues how I can go about this?

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  • iPod library song path access

    - by Narendra Kumar
    I studied a lot but did not find any good answer. My problem is i am calculating beats per minute of song.I used Bass api for that, now problem is i am able to get bpm of a file which i have in my resource folder but i have to get bpm of all songs of iPod library. I am getting path of song from MPMediaItemPropertyAssetURL property of MpMediaItem but when passing this one in api api is saying stream cant load BASS_StreamCreateFile(). In my point of view i am not getting right path of song. How can we access valid path? Did any one access ipod library song with external api? Please help me . Thanks CODE IS THIS NSURL *assetURL = [song valueForProperty:MPMediaItemPropertyAssetURL]; NSString *respath = [NSString stringWithFormat:@"%@",[assetURL absoluteString]]; BASS_SetConfig(BASS_CONFIG_IOS_MIXAUDIO, 0); // Disable mixing. To be called before BASS_Init. if (HIWORD(BASS_GetVersion()) != BASSVERSION) { NSLog(@"An incorrect version of BASS was loaded"); } // Initialize default device. if (!BASS_Init(-1, 44100, 0, NULL, NULL)) { //textView.text = [NSString stringWithFormat:@"%@ CAN'T Load Stream",textView.text]; } DWORD chan1; if(!(chan1=BASS_StreamCreateFile(FALSE, [respath UTF8String], 0, 0, BASS_SAMPLE_LOOP))) { NSLog(@"Can't load stream!"); textView.text = [NSString stringWithFormat:@"%@ not loading...",textView.text]; } mainStream=BASS_StreamCreateFile(FALSE, [respath cStringUsingEncoding:NSUTF8StringEncoding], 0, 0, BASS_SAMPLE_FLOAT|BASS_STREAM_PRESCAN|BASS_STREAM_DECODE); float playBackDuration=BASS_ChannelBytes2Seconds(mainStream, BASS_ChannelGetLength(mainStream, BASS_POS_BYTE)); NSLog(@"Play back duration is %f",playBackDuration); HSTREAM bpmStream=BASS_StreamCreateFile(FALSE, [respath UTF8String], 0, 0, BASS_STREAM_PRESCAN|BASS_SAMPLE_FLOAT|BASS_STREAM_DECODE); //BASS_ChannelPlay(bpmStream,FALSE); BpmValue= BASS_FX_BPM_DecodeGet(bpmStream,0.0, playBackDuration, MAKELONG(45,256), BASS_FX_BPM_MULT2| BASS_FX_BPM_MULT2 | BASS_FX_FREESOURCE, (BPMPROCESSPROC*)proc); textView.text = [NSString stringWithFormat:@"%@ %f",textView.text,BpmValue];

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  • Test iPhone in-app purchases on a different bundle?

    - by Andrew Johnson
    We have a group of beta testers for iPhone app. Recently, we added in-app purchases to the app. Before this, we would send out ad hoc builds to beta testers using a separate bundle ID and name so that they could have the store build and the ad hoc build on their phones. However, it seems like we have to build the ad hoc copy with the same Bundle ID to test in-app purchases, and this means we can't send out a seperate beta copy - our beta file (annoyingly) overwrites the user's store-bought app. Is there any way to test in-app purchases in a different bundle ID? Do I need to set up fake, test in-app purchases for the test build too?

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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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  • Dump UIImage on iPhone

    - by Leon
    I wonder how to save the UIImage object from UIImagePickerController into the App Document directory. I tried to use UIImageJPEGRepresentation() method and UIImagePNGRepresentation(), but it seemed the image data was changed. Is there any method to keep the original image content without any compression?

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  • Multiple on-screen view controllers in iPhone apps

    - by Felixyz
    I'm creating a lot of custom views and controllers in a lot of my apps and so far I've mostly set them up programmatically, with adjustments and instantiations being controlled from plists. However, now I'm transitioning to using Interface Builder as much as possible (wish I had done that before, was always on my back-list). Apple is recommending against having many view controllers being simultaneously active in iPhone apps, with a couple of well-known exceptions. I've never fully understood why it should be bad to have different parts of the interface belong to different controllers, if they have no interdependent functionality at all. Does having multiple controllers risk messing up the responder chain, or is there some other reason that it's not recommended, except for the fact that it's usually not needed? What I want to be able to do is design reusable views and controls in IB, but since a nib is not associated with a view, but with a view controller, it seems I'd have to have different parts of the screen be connected to different controllers. I know it's possible to have other objects than view controllers being instantiated from nibs. Should I look into how to create my own alternative more light-weight controllers (that could be sub-controllers of a UIViewController) which could be instantiated from nibs?

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  • Writing asynchronously on a stream in cocoa

    - by Richard Ibarra
    Hi folks I have been trying to find any way for writing asynchronously on a stream in Cocoa. I have a set of events in my applications which will try to send data through the socket but i can't be blocked during this transmission due to design terms. I have tried setting a delegate on the output stream and check the event NSStreamEventHasSpaceAvailable but I don't know how this can be combined with the events that put data into the stream. Is there anyway for doing that? I thought using NSThread but I guess there is a better option. Cheers

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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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  • @property, setter and getter question?

    - by fuzzygoat
    NSString *statusValue; NSString *currentValue; @property(retain, nonatomic) NSString *statusValue; @property(retain, nonatomic) NSString *currentValue; @synthesize statusValue; @sythnesize currentValue; Given the above, if I am setting one variable to another is it work doing ... [self setStatusValue: currentValue]; or should I use the property again and use [self setStatusValue: [self currentValue]]; I suppose the latter (although maybe overkill) does tell the reader that we are using one of the objects instance variables and not some local variable. just curious really ... gary

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  • Adding items to a combo box's internal list programatically.

    - by Andrew
    So, despite Matt's generous explanation in my last question, I still didn't understand and decided to start a new project and use an internal list. - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { codesList = [[NSString alloc] initWithContentsOfFile: @".../.../codelist.txt"]; namesList = [[NSString alloc] initWithContentsOfFile: @".../.../namelist.txt"]; codesListArray = [[NSMutableArray alloc]initWithArray:[codesList componentsSeparatedByString:@"\n"]]; namesListArray = [[NSMutableArray alloc]initWithArray:[namesList componentsSeparatedByString:@"\n"]]; addTheDash = [[NSString alloc]initWithString:@" - "]; flossNames = [[NSMutableArray alloc]init]; [flossNames removeAllObjects]; for (int n=0; n<=[codesListArray count]; n++){ NSMutableString *nameBuilder = [[NSMutableString alloc]initWithFormat:@"%@", [codesListArray objectAtIndex:n]]; [nameBuilder appendString:addTheDash]; [nameBuilder appendString:[namesListArray objectAtIndex:n]]; [comboBoz addItemWithObjectValue:[NSMutableString stringWithString:nameBuilder]]; [nameBuilder release]; } } So this is my latest attempt at this and the list still isn't showing in my combo box. I've tried using the addItemsWithObjectValues outside the for loop along with the suggestions at this question: Is this the right way to add items to NSCombobox in Cocoa ? But still no luck. If you can't tell, I'm trying to combine two strings from the files with a hyphen in between them and then put that new string into the combo box. There are over 400 codes and matching names in the two files, so manually putting them in would be a huge chore, not to mention, I don't see what would be causing this problem. The compiler shows no warnings or errors, and in the IB, I have it set to use the internal list, but when I run it, the list is not populated unless I do it manually. Some things I thought might be causing it: Being in the applicationDidFinishLaunching: method Having the string and array variables declared as instance variables in the header (along with @property and @synth done to them) Messing around with using appendString multiple times with NSMutableArrays Nothing seems to be causing this to me, but maybe someone else will know something I don't. Thanks for the help.

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  • UIActionSheet cancel button strange behaviour

    - by nevan
    I have a UIBarButtonItem opening an action sheet to offer users choices about what to do. Everything works as expected unless I try to click on the "Cancel" button. The target of the button appears to have moved up from where it should be. I can only activate it by clicking somewhere in the middle of the "Cancel" and "Ok" buttons. I've tried at action sheets in other applications and they work fine, so it's not just my big thumb. The action sheet is opening in a UIViewController - (void)showOpenOptions { UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:NSLocalizedString(@"Open link in external application?", @"Open in external application") delegate:self cancelButtonTitle:NSLocalizedString(@"Cancel", @"Cancel") destructiveButtonTitle:NSLocalizedString(@"Open Link", @"Open Link") otherButtonTitles:nil]; [sheet showInView:self.view]; [sheet release]; }

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  • NSString potencial leak

    - by VansFannel
    Hello. When I build and analyze my project on XCode, I obtain a 'warning' on the following line: NSString *contactEmail = (NSString *)ABMultiValueCopyValueAtIndex(emailInfo, 0); The message is: Potencial leak on object allocated on line ... and stored into contactEmail. Is there any error on that line?

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  • iPhone: AppStore InAppPurchase Connects in Simulator but Not on Device

    - by riteshkumar1905
    I am having trouble connecting to the AppStore from within my application. Everything runs fine in the Simulator but when I run on device the app cannot connect to the Appstore. Here is the code that connects to the Appstore #import "BuyController.h"#import "InAppPurchaseManager.h" #import "SKProducts.h" #define kInAppPurchaseProUpgradeProductId @"com.vigyaapan.iWorkOut1" @implementation BuyController - (IBAction)buy:(id)sender{ /* get the product description (defined in early sections)*/ //[self requestProUpgradeProductData]; if ([SKPaymentQueue canMakePayments]) { InAppPurchaseManager *Observer = [[InAppPurchaseManager alloc] init]; [[SKPaymentQueue defaultQueue] addTransactionObserver:Observer]; //NSURL *sandboxStoreURL = [[NSURL alloc]initWithString:@"http://sandbox.itunes.apple.com/verifyReceipt"]; //[[UIApplication sharedApplication]openURL:[NSURL URLWithString:@"http://sandbox.itunes.apple.com"]]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/ com.vigyaapan.iWorkOut1?id=9820091347&;amp;amp;amp;amp;mt=8"]]; //[[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301349397&;amp;amp;amp;amp;mt=8"]]; SKPayment *payment = [SKPayment paymentWithProductIdentifier:@"com.vigyaapan.iWorkOut1"]; [[SKPaymentQueue defaultQueue] addPayment:payment]; } else { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"MyApp" message:@"You are not authorized to purchase from AppStore" delegate:self cancelButtonTitle:@"OK" otherButtonTitles: nil]; [alert show]; [alert release]; } //return [SKPaymentQueue canMakePayments];} SKPayment *payment = [SKPayment paymentWithProductIdentifier:kInAppPurchaseProUpgradeProductId]; [[SKPaymentQueue defaultQueue] addPayment:payment]; //[self requestProUpgradeProductData]; /* get the product description (defined in early sections)*/ } @end

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  • My cocoa app won't capture key events

    - by Oscar
    Hi, i usually develop for iPhone. But now trying to make a pong game in Cocoa desktop application. Working out pretty well, but i can't find a way to capture key events. Here's my code: #import "PongAppDelegate.h" #define GameStateRunning 1 #define GameStatePause 2 #define BallSpeedX 10 #define BallSpeedY 15 @implementation PongAppDelegate @synthesize window, leftPaddle, rightPaddle, ball; - (void)applicationDidFinishLaunching:(NSNotification *)aNotification { gameState = GameStateRunning; ballVelocity = CGPointMake(BallSpeedX, BallSpeedY); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(gameLoop) userInfo:nil repeats:YES]; } - (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 > window.frame.size.width || ball.frame.origin.x < 0) { ballVelocity.x =- ballVelocity.x; } if(ball.frame.origin.y + 35 > window.frame.size.height || ball.frame.origin.y < 0) { ballVelocity.y =- ballVelocity.y; } } } - (void)keyDown:(NSEvent *)theEvent { NSLog(@"habba"); // Arrow keys are associated with the numeric keypad if ([theEvent modifierFlags] & NSNumericPadKeyMask) { [window interpretKeyEvents:[NSArray arrayWithObject:theEvent]]; } else { [window keyDown:theEvent]; } } - (void)dealloc { [ball release]; [rightPaddle release]; [leftPaddle release]; [super dealloc]; } @end

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