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  • Core data setReturnsDistinctResult not working

    - by Moze
    So i'm building a small application, it uses core data database of ~25mb size with 4 entities. It's for bus timetables. In one table named "Stop" there are have ~1300 entries of bus stops with atributes "name", "id", "longitude", "latitude" and couple relationships. Now there are many stops with same name but different coordinates and id. Search is implemented using NSPredicate. So I want to show all distinct stop names in table view, i'm using setReturnsDistinctResults with NSDictionaryResultType and setPropertiesToFetch. But setReturnsDistinctResult is not working and I'm still getting all entries. Heres code: - (NSFetchRequest *)fetchRequest { if (fetchRequest == nil) { fetchRequest = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Stop" inManagedObjectContext:managedObjectContext]; [fetchRequest setEntity:entity]; NSArray *sortDescriptors = [NSArray arrayWithObject:[[[NSSortDescriptor alloc] initWithKey:@"name" ascending:YES] autorelease]]; [fetchRequest setSortDescriptors:sortDescriptors]; [fetchRequest setResultType:NSDictionaryResultType]; [fetchRequest setPropertiesToFetch:[NSArray arrayWithObject:[[entity propertiesByName] objectForKey:@"name"]]]; [fetchRequest setReturnsDistinctResults:YES]; DebugLog(@"fetchRequest initialized"); } return fetchRequest; } ///////////////////// - (NSFetchedResultsController *)fetchedResultsController { if (self.predicateString != nil) { self.predicate = [NSPredicate predicateWithFormat:@"name CONTAINS[cd] %@", self.predicateString]; [self.fetchRequest setPredicate:predicate]; } else { self.predicate = nil; [self.fetchRequest setPredicate:predicate]; } fetchedResultsController = [[NSFetchedResultsController alloc] initWithFetchRequest:self.fetchRequest managedObjectContext:managedObjectContext sectionNameKeyPath:sectionNameKeyPath cacheName:nil]; return fetchedResultsController; } ////////////// - (UITableViewCell *)tableView:(UITableView *)table cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [[fetchedResultsController objectAtIndexPath:indexPath] valueForKey:@"name"]; return cell; }

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  • Object C casting

    - by ct2k7
    Hi, I'm trying to cast this statement: [self handError:noConnectionError]; basically, this statement is in a class, which is not the app delegate, but is the .m file of a view, specifically a view after uitableview, which contains its own uiviewtable. The warning that statement gives me is that the error produced may not be apparent to the UIView (view control container).

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  • Setting UITableViewCell button image values during scrolling

    - by Rob
    I am having an issue where I am trying to save whether a repeat image will show selected or not (it is created as a UIButton on a UITableViewCell created in IB). The issue is that since the cell gets re-used randomly, the image gets reset or set somewhere else after you start scrolling. I've looked all over and the advice was to setup an NSMutableArray to store the button's selection state and I am doing that in an array called checkRepeatState My question is: where do I put the if-then-else statement in the code to where it will actually change the button image based on if the checkRepeatState is set to 0 or 1 for the given cell that is coming back into view? Right now, the if-then-else statement I am using has absolutely no effect on the button image when it comes into view. I'm very confused at this point. Thank you ahead of time for any insight you can give!!! My code is as follows: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { // set up the cell static NSString *CellIdentifier = @"PlayerCell"; PlayerCell *cell = (PlayerCell *)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (!cell) { [[NSBundle mainBundle] loadNibNamed:@"PlayerNibCells" owner:self options:nil]; cell = tmpCell; self.tmpCell = nil; NSLog(@"Creating a new cell"); } // Display dark and light background in alternate rows -- see tableView:willDisplayCell:forRowAtIndexPath:. cell.useDarkBackground = (indexPath.row % 2 == 0); // Configure the data for the cell. NSDictionary *dataItem = [soundCategories objectAtIndex:indexPath.row]; UILabel *label; label = (UILabel *)[cell viewWithTag:1]; label.text = [dataItem objectForKey:@"AnimalName"]; label = (UILabel *)[cell viewWithTag:2]; label.text = [dataItem objectForKey:@"Description"]; UIImageView *img; img = (UIImageView *)[cell viewWithTag:3]; img.image = [UIImage imageNamed:[dataItem objectForKey:@"Icon"]]; NSInteger row = indexPath.row; NSNumber *checkValue = [checkRepeatState objectAtIndex:row]; NSLog(@"checkValue is %d", [checkValue intValue]); // Reusing cell; make sure it has correct image based on checkRepeatState value UIButton *repeatbutton = (UIButton *)[cell viewWithTag:4]; if ([checkValue intValue] == 1) { NSLog(@"repeatbutton is selected"); [repeatbutton setImage:[UIImage imageNamed:@"repeatselected.png"] forState:UIControlStateSelected]; [repeatbutton setNeedsDisplay]; } else { NSLog(@"repeatbutton is NOT selected"); [repeatbutton setImage:[UIImage imageNamed:@"repeat.png"] forState:UIControlStateNormal]; [repeatbutton setNeedsDisplay]; } cell.accessoryType = UITableViewCellAccessoryNone; return cell; }

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  • Custom URL Scheme from settings.bundle

    - by S-T-R-E-G-A
    Is it possible to set a custom URL scheme to launch my app from a link but make this a user defined setting? My app relies on a user defined server url and I would like to be able to set a URL scheme to launch my app using the users custom URL from lets say an email link. I noticed the info.plist has these references ${EXECUTABLE_NAME} can I define my own custom reference maybe?

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  • UIImage imageNamed not autoreleasing correctly

    - by MrHen
    For some reason, the retain/release behavior in the following code has me completely baffled. selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; This should break but does not. Why? I thought imageNamed autoreleased itself which means the release here is redundant and should break when the autorelease occurs. Here are snippets relevant to selectedImage from the .h and .m files: @property (nonatomic, readonly) UIImage *selectedImage; @synthesize delegate, selectedImage, spacerBottom, currentIndex; Other notes, this does break: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; [selectedImage release]; //objc[55541]: FREED(id): message release sent to freed object=0x59245b0 //Program received signal: “EXC_BAD_INSTRUCTION”. As does this: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage release]; [selectedImage autorelease]; //objc[55403]: FREED(id): message autorelease sent to freed object=0x59b54c0 //Program received signal: “EXC_BAD_INSTRUCTION”. And so does the following: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage autorelease]; [selectedImage release]; //objc[55264]: FREED(id): message release sent to freed object=0x592c9a0 //Program received signal: “EXC_BAD_INSTRUCTION”. And so does this: selectedImage = [UIImage imageNamed:@"icon_72.png"]; [selectedImage autorelease]; [selectedImage autorelease]; //objc[55635]: FREED(id): message release sent to freed object=0x5b305d0 //Program received signal: “EXC_BAD_INSTRUCTION”.

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  • Presentmodalviewcontroller method problem with retain count

    - by Infinity
    Hello guys! I am trying to present a modal view controller. I have read the documentation, but something is strange. Here's my code: NSLog(@"rc: %d", [modalViewController retainCount]); UINavigationController *navigationController = [[UINavigationController alloc] initWithRootViewController:modalViewController]; [self presentModalViewController:navigationController animated:YES]; [navigationController release]; NSLog(@"rc: %d", [modalViewController retainCount]); And on the console, appears: rc: 2 rc: 24 And I think 24 is very strange... What do you thin? Why is this happening?

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  • What could cause a button on a UIActionSheet to "miss" on touches?

    - by Alex Gosselin
    I have a UIActionSheet as follows: UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:[NSString stringWithFormat: @"Cancel New %@? Changes will be lost.", [creator propertyName]] delegate:self cancelButtonTitle:@"Stay Here" destructiveButtonTitle:@"Discard and Close" otherButtonTitles:@"Save and Close", nil]; [sheet showInView:self.view]; [sheet release]; It creates the action sheet, The buttons display, the Destructive button is on top, cancel button is on the bottom, other button (save and close) shows up in the middle, the top two buttons, (destructive and other) work fine, but the bottom button has a gap, so it is farther down than the other buttons. For some reason though, in order to press the button I need to touch where it would be if there was no gap. Touching the actual button doesn't work. Sorry if this isn't super clear, has anyone encountered something like this? I don't like to whip out the "I found a bug" card too fast, maybe I'm doing something wrong here.

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  • touchesBegan and other touch events not getting detected in UINavigationController

    - by SaltyNuts
    In short, I want to detect a touch on the navigation controller titlebar, but having trouble actually catching any touches at all! Everything is done without IB, if that makes a difference. My app delegate's .m file contains: MyViewController *viewController = [[MyViewController alloc] init]; navigationController = [[UINavigationController alloc] initWithRootViewController:viewController]; [window addSubview:navigationController.view]; There are a few other subviews added to this window in a way that overlays navigationController leaving only the navigation bar visible. MyViewController is a subclass of UIViewController and its .m file contains: - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for (UITouch *touch in touches) { NSLog(@"ended\n"); } } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { for (UITouch *touch in touches) { NSLog(@"began\n"); } } I also tried putting these functions directly into app delegate's .m file, but the console remains blank. What am I doing wrong?

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  • first app - wrong language is shown in appstore

    - by Sean
    hi all last week i distributed my first app to the appstore. what i've to see was, that the app language which is shown in appstore is not the right one. my app is just in german, but in appstore english is shown up. can somebody tell me what i've exactly got to do, that the language in the appstore is german? i know i ned a "de.lproj" folder, but i don't know what this folder should contain and what i've got to do step by step to realize that the right way. thanks in advance sean

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  • moving a sprite causes jerky movement

    - by mac_55
    I've got some jerky movement of my sprite. Basically, when the user touches a point on the screen, the sprite should move to that point. This is working mostly fine... it's even taking into account a delta - because frame rate may not be consistant. However, I notice that the y movement usually finishes before the x movement (even when the distances to travel are the same), so it appears like the sprite is moving in an 'L' shape rather than a smooth diagonal line. Vertical and horizontal velocity (vx, vy) are both set to 300. Any ideas what's wrong? How can I go about getting my sprite to move in a smooth diagonal line? - (void)update:(ccTime)dt { int x = self.position.x; int y = self.position.y; //if ball is to the left of target point if (x<targetx) { //if movement of the ball won't take it to it's target position if (x+(vx *dt) < targetx) { x += vx * dt; } else { x = targetx; } } else if (x>targetx) //same with x being too far to the right { if (x-(vx *dt) > targetx) { x -= vx * dt; } else { x = targetx; } } if (y<targety) { if (y+(vy*dt)<targety) { y += vy * dt; } else { y = targety; } } else if (y>targety) { if (y-(vy*dt)>targety) { y -= vy * dt; } else { y = targety; } } self.position = ccp(x,y); }

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  • document directory problem?

    - by senthilmuthu
    When i write Data(53MB ) to Document directory ,the data is not written when i check directly through application support path.i coded like this, - (BOOL)writeApplicationData:(NSData *)data toFile:(NSString *)fileName { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; if (!documentsDirectory) { NSLog(@"Documents directory not found!"); return NO; } NSString *appFile = [documentsDirectory stringByAppendingPathComponent:fileName]; return ([data writeToFile:appFile atomically:YES]); } it works fine, but when i read the data using follwing code, the data is null, anyhelp pls? - (NSData *)applicationDataFromFile:(NSString *)fileName { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *appFile = [documentsDirectory stringByAppendingPathComponent:fileName]; NSData *myData = [[[NSData alloc] initWithContentsOfFile:appFile] autorelease]; return myData; }

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  • Debuging to simulator crashes with "exited with status 5" unless I have breakpoint

    - by tigermain
    For some reason the app I am working on has very bad PMT! Literally! Most of the time I cannot debug using the simulator without putting a breakpoint in my AppDelegate. If I don't it exists with "status 5". If I put a break point in and simple continue it works perfectly well, it also works if I run the app in the simulator when not connected to the GDB. I have tried the source on a second machine with exactly the same results. I dont have this issue building to the device?!?!?! Thanks

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  • Animating removeFromSuperview

    - by brettr
    I'd like to animate the transition from a subview back to the super view. I display the subview using: [UIView beginAnimations:@"curlup" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [self.view addSubview:self.mysubview.view]; [UIView commitAnimations]; The above works fine. It's going back to the super view that I don't get any animation: [UIView beginAnimations:@"curldown" context:nil]; [UIView setAnimationDelegate:self]; [UIView setAnimationDuration:.5]; [UIView setAnimationTransition:UIViewAnimationTransitionCurlDown forView:self.view cache:YES]; [self.view removeFromSuperview]; [UIView commitAnimations]; Is there something different I should be doing to get the subview to animate when removed?

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  • How can I fix this NavigationController and UIToolbar offset issue in Objective-C?

    - by editor
    I'm adding a couple of buttons to an already-existing NavigationController. The two buttons are added to a UIView, which is pushed onto the NavigationItem. The buttons stop and reload a UIWebView. Problem is that there's a slight offset issue that is making it all look pretty ugly. I wish I could set the UIToolbar to transparent or clear background but that doesn't seem to be an option. Can't seem to use negative offsets either. I've got color matching, but if you look closely there's 1px or 2px of highlighting up top that's causing a visual mismatch and then a slight offset at the bottom. Some relevant code below (based on this, inbound Googlers). What are my options to resolve this? // create a toolbar for the buttons UIToolbar* toolbar = [[UIToolbar alloc] initWithFrame:CGRectMake(0, 0, 100, 45)]; [toolbar setBarStyle: UIBarStyleDefault]; UIColor *colorForBar = [[UIColor alloc] initWithRed:.72 green:0 blue:0 alpha:0]; toolbar.tintColor = colorForBar; [colorForBar release]; //[toolbar setTranslucent:YES]; // create an array for the buttons NSMutableArray* buttons = [[NSMutableArray alloc] initWithCapacity:3]; // create a standard reload button UIBarButtonItem *reloadButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemRefresh target:self action:@selector(reload)]; reloadButton.style = UIBarButtonItemStyleBordered; [buttons addObject:reloadButton]; [reloadButton release]; // create a spacer between the buttons UIBarButtonItem *spacer = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemFixedSpace target:nil action:nil]; [buttons addObject:spacer]; [spacer release]; // create a standard delete button with the trash icon UIBarButtonItem *stopButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemStop target:self action:@selector(stopLoading)]; stopButton.style = UIBarButtonItemStyleBordered; [buttons addObject:stopButton]; [stopButton release]; // put the buttons in the toolbar and release them [toolbar setItems:buttons animated:NO]; [buttons release]; // place the toolbar into the navigation bar self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithCustomView:toolbar]; [toolbar release];

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  • Strange problem with NSMutableArray - Possibly some memory corruption

    - by user210504
    Hi! I am trying to update data in a table view using a NSMutableArray. Quite simple :( What is happening is that I get my data from a NSURLConnection Callback, which I parse and store it in an array and call reload data on the table view. The problem is that when cellForRowAtIndexPath is called back by the framework. The array still shows the correct count of the elements but all string objects I had stored earlier are shown as invalid. Any pointers

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  • UIButton that cycles through images when clicked

    - by dot
    I have three images that I want to cycle through when clicking on a UIButton. How would I go about doing this? This is what I have so far, but it's not really working. //the images NSString* imageNames[] = {"MyFirstImage", "AnotherImage", whatever else}; int currentImageIndex = 0; and - (IBAction)change{ UIImage* imageToShow = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource: imageNames[currentImageIndex] ofType:@"png"]; if( currentImageIndex++ == sizeof(imageNames)/sizeof(NSString)) //check to see if you hit the last image { currentImageIndex = 0; //start over } } Ideas? Any help will be greatly appreciated! Thanks!

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  • UINavigationBar BarButtonItem with Plain Style

    - by choise
    Hi, i got the following code: - (id)init { if (self = [super init]) { self.title = @"please wait"; UIBarButtonItem *favorite = [[UIBarButtonItem alloc] initWithImage:[UIImage imageNamed:@"star.png"] style:UIBarButtonItemStylePlain target:self action:@selector(buttonFavoriteClicked:)]; self.navigationItem.rightBarButtonItem = favorite; } return self; } but my button looks still like a Button with UIBarButtonItemStyleBordered is there a way to set a button with plain style at this position?

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  • Checking the time in Objective-c?

    - by Moshe
    how can I get the current time in hh:mm format? I need to be able to tell between AM and PM and compare between the current time and a second time as well. I'm sure it's a silly function but i can't seem to figure it out.

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