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  • Conceptual question about NSAutoreleasePools

    - by ryyst
    In my Cocoa program, wouldn't a really simple way of dealing with autoreleased objects be to just create a timer object inside the app delegate that calls the following method e.g. every 10 seconds: if (pool) { // Release & drain the current pool to free the memory. [pool release]; } // Create a new pool. pool = [[NSAutoreleasePool alloc] init]; The only problems I can imagine are: 1) If the above code runs in a separate thread, an object might get autoreleased between the release call to the old pool and the creation of the new pool - that seems highly unlikely though. 2) It's obviously not that efficient, because the pool might get released if there's nothing in it. Likewise, in the 10 second gap, many many objects might be autoreleased, causing the pool to grow a lot. Still, the above solution seems pretty suitable to small and simple projects. Why doesn't anybody use it? What's the best practice of using NSAutoreleasePools?

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  • Recursively find files/directories within a directory

    - by enchilada
    I want to use enumeratorAtURL:includingPropertiesForKeys:options:errorHandler: to do this, as I'm coding under Snow Leopard. I know how to use this method. However, as for my purposes it's not adequate to load the contents lazily, I have the following question: How can I create an object hierarchy (of, say, the custom FileOrDirectory class with the standard children,count,isLeaf attributes) from the information I load from the enumeratorAtURL: method? I need to load this data beforehand, and show it in an outline view, for my purposes.

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  • Graphical glitches when adding cells and scrolling with UITableView

    - by Daniel I-S
    I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I wish to add the latest result to the screen. This is done by adding a new cell to a 'results' section. The UITableViewCell object is added to an array, and then I use the following code to add this new row to what is displayed on the screen: [thisView beginUpdates]; [thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade]; [thisView endUpdates]; This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code: [thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES]; This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings. There is also a problem where, if new cells are added repeatedly and quickly, the new cells stop 'connecting up'. The lowermost cell in a group is supposed to have rounded corners, and when a new cell is added these turn into square corners so that there is a clean join with the next cell in the group. In this case, however, a cell often does not lose its rounded edges despite not being the last cell anymore. This also gets corrected once the affected area moves offscreen and back. This method of adding and scrolling would be perfect for my application if it weren't for these weird glitches. Any ideas as to what I may be doing wrong?

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  • glDrawElements allocating memory and not releasing it

    - by Joshua Weinberg
    Using OpenGLES 1.1 on the iPhone 3G (device, not simulator), I do normal drawing fun. But at points during the run of the application I get giant memory spikes, after a lot of digging with instruments I have found that it is glDrawElements that is grabbing the memory. The buffer being allocated is 4 meg, which to me means its loading a texture into RAM, which I guess could be valid, but its never releasing this buffer, and is allocating multiple of them. How do I make sure that these buffers that GL is creating get destroyed, instead of just hanging around?

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  • xcode project-/target-settings-syntax for linker flag force_load on iPhone

    - by Kaiserludi
    Hi all. I am confronted with the double bind, that on the one hand for one of the 3rd party static libraries, my iPhone application uses, the linker flag -all_load has to be set in the application project- or target settings, otherwise the app crashes at runtime not finding some symbols, called internally from the lib, on the other hand for another 3rd party static lib -all_load must not be set on application level, or the app won't build thanks to a "duplicate symbols"-linker error. To solve this issue I now want to use force_load instant of load_all, as it due to documentation it does the same like all_load, but only for the passed path or lib-file, instead of all libs. The problem with force_load is, I do not have a clue, how to pass a path or file as parameter with it, when passing it via xcode project- or target-settings. All syntax-possibilities coming to my mind either lead into xcode thinking its another linker flag instead of a parameter to the previous one, or the linker is throwing syntax related errors or the flag simply does nothing at all in comparison to not being set. I also opened the .pbxproj-file in a text-editor to edit it to the correct command line syntax manually, but when reloading the project with xcode, it auto changes the syntax into interpreting the parameter to force_load as a separate flag. Anyone having an idea on this issue? Thx, Kaiserludi.

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  • Got problem when uploading the html into the webview in iphone sdk.

    - by Monish Kumar
    Hi Guy's NSString* appendString=@""; appendString = [appendString stringByAppendingString:@"<body>"]; appendString =[appendString stringByAppendingString:@"<table background='footer.png' width='320' height='45' style='background-repeat:no-repeat'>"]; appendString =[appendString stringByAppendingString:@"<tr>"]; appendString =[appendString stringByAppendingString:@"<td align='left' width='57' height='31' style='padding: 6px 0 0 0' ><a href='/map/'><img src='details_Back.png'/></a></td>"]; appendString =[appendString stringByAppendingString:@"<td align='left' valign='middle' style='padding: 0 0 0 65px; font-family:Helvetica; font-size:21px ; font-weight:bold ; color:#FFF'>Details</td>"]; appendString =[appendString stringByAppendingString:@"</tr>"]; appendString =[appendString stringByAppendingString:@"</table>"]; appendString =[appendString stringByAppendingString:@"<br>"]; returnString = [returnString stringByReplacingOccurrencesOfString:@"<body>" withString:appendString]; printf("\n return string :%s",[returnString UTF8String]); [myWebView loadHTMLString:returnString baseURL:[NSURL URLWithString:@"http://abc.api.abcdefg.com/"]]; here in the above code the footer.png and details_back.png are the local images stored in my resource folder. Here the problem is I am gettin the background image from the server link I had passed to the webview as baseurl but the images footer.png and details_back.png which were stored in resource is not displayed. if I use the resource bundle as the baseurl then I am not displayed the background image from the server link. Can anyone please give me the suggestions to get rid of rid of this problem. thanks to all guy's, Monish.

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  • How to get call notification using mobile substrate on iphone?

    - by prathumca
    Hi all, I want to use mobile substrate to "hook" some code into IPhone's "MobileCal" app so that the injected code will send a notification to my app MobileCal gets a call notification. But I'm out of luck and no clue which method need to be replaced by my "hooking" method in the "MobileCal" app. For example, the "MobileLog" and "iRealSMS" has the same functionality and they used mobile substrate to hook their code into "MobileCal" app. If any one has any clue, I would definitely appreciate them.

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  • iPhone Adding Controls (UIButton, UILabel etc.) on a Playing Video!

    - by Taimur Hamza
    I have been assigned an 'easy' task of adding a button over a playing video. I m terming it easy as i have got the sample code downloaded from Apple's sample code. http://rapidshare.com/files/393248642/MoviePlayer_iPhone.zip Anybody who wants to reply to my query and intends to help should download this project and run it otherwise it wudnt be easy to understand my problem. Thanks! And now the weird problem i am facing is: In the sample project developer has added the view ( UILabel and UIButton ) in the Appdelegate. And i want it other xib files not the App delegate . Fine i added a view 'myButtonABC' instead of 'My Overlay View'. And added this code in my xib file's implementation file. (void)viewDidLoad { TaimurAppDelegate *appDelegate = (TaimurAppDelegate *)[[UIApplication sharedApplication] delegate]; [appDelegate initAndPlayMovie:[self localMovieURL]]; NSArray *windows = [[UIApplication sharedApplication] windows]; if ([windows count] 1) { UIWindow *moviePlayerWindow = [[UIApplication sharedApplication] keyWindow]; [moviePlayerWindow addSubview:self.myABC]; } } Now my question is do i need to declare a UIWindow object in the header file here. As i am not working in the app delegate class. As i said previously i have to add this button over a video in other screen and not on the main screen. The third question is can anyone, which in fact is the most imp of all. In my view , if i am able to do this one my problem would be solved. As i have spend considerable amount of time on this task so far. The question is " How can i connect myABCButton (which is a view added to my xib file ) to the File's Owner. Thanks for your patience. Replies Appreciated ! Taimur

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  • Issues declaring already existing NSMutableArray in new class

    - by Graeme
    I have a class (DataImporter) which has the code to download an RSS feed. I also have a view and separate class (TableView) which displays the data in a UITableView and starts the parsing process, storing parsed information in an NSMutableArray (items) which is located in the (TableView) subclass. Now I wish to add a UIMapView which displays the items in the (items) NSMutableArray. Herein lies the issue - I need to somehow get the data from the (items) NSMutableArray into the new (mapView) subclass which I'm struggling with - and I preferably don't want to have to create a new class to download the data again for the mapView class when it already is in the applications memory. Is there a way I can transfer the information from the NSMutableArray (items) class to the (mapView) class (i.e. how do I declare the NSMutableArray in the (mapView) class)? Here's a overview of how the system works: App opened Data downloaded (using DataImporter class) when (TableView) viewDidLoad runs Data stored in NSMutableArray accessible by the (TableView) class And from here I need to access and declare the array from a new (mapView) class. Any help greatly appreciated, thanks. Code for viewDidLoad MapKit: Data *data = nil; NSString *ilocation = [data locations]; NSString *ilocation2 = @"New Zealand"; NSString *inewlString; inewlString = [ilocation stringByAppendingString:ilocation2]; NSLog(@"inewlString=%@",inewlString); if(forwardGeocoder == nil) { forwardGeocoder = [[BSForwardGeocoder alloc] initWithDelegate:self]; } // Forward geocode! [forwardGeocoder findLocation: inewlString]; Code for parsing data into original NSMutable Array: - (void)beginParsing { NSLog(@"Parsing has begun"); //self.navigationItem.rightBarButtonItem.enabled = NO; // Allocate the array for song storage, or empty the results of previous parses if (incidents == nil) { NSLog(@"Grabbing array"); self.datas = [NSMutableArray array]; } else { [datas removeAllObjects]; [self.tableView reloadData]; } // Create the parser, set its delegate, and start it. self.parser = [[DataImporter alloc] init]; parser.delegate = self; [parser start]; }

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  • Using Singleton synchronized array with NSThread

    - by hmthur
    I have a books app with a UISearchBar, where the user types any book name and gets search results (from ext API call) below as he types. I am using a singleton variable in my app called retrievedArray which stores all the books. @interface Shared : NSObject { NSMutableArray *books; } @property (nonatomic, retain) NSMutableArray *books; + (id)sharedManager; @end This is accessed in multiple .m files using NSMutableArray *retrievedArray; ...in the header file retrievedArray = [[Shared sharedManager] books]; My question is how do I ensure that the values inside retrievedArray remain synchronized across all the classes. Actually the values inside retrievedArray gets added through an NSXMLParser (i.e. through external web service API). There is a separate XMLParser.m file, where I do all the parsing and fill the array. The parsing is done on a separate thread. - (void) run: (id) param { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSXMLParser *parser = [[NSXMLParser alloc] initWithContentsOfURL: [self URL]]; [parser setDelegate: self]; [parser parse]; [parser release]; NSString *tmpURLStr = [[self URL]absoluteString]; NSRange range_srch_book = [tmpURLStr rangeOfString:@"v1/books"]; if (range_srch_book.location != NSNotFound) [delegate performSelectorOnMainThread:@selector(parseDidComplete_srch_book) withObject:nil waitUntilDone:YES]; [pool release]; } - (void) parseXMLFile: (NSURL *) url { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; [self setURL: url]; NSThread* myThread = [[NSThread alloc] initWithTarget:self selector:@selector(run:) object: nil]; [retrievedArray removeAllObjects]; [myThread start]; [pool release]; } There seems to be some synchronization issues if the user types very quickly (It seems to be working fine if the user types slowly)....So there are 2 views in which the content of an object in this shared array item is displayed; List and Detail. If user types fast and clicks on A in List view, he is shown B in detail view...That is the main issue. I have tried literally all the solutions I could think of, but am still unable to fix the issue. Please suggest some suitable fixes.

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  • how to update UI controls in cocoa application from background thread

    - by AmitSri
    following is .m code: #import "ThreadLabAppDelegate.h" @interface ThreadLabAppDelegate() - (void)processStart; - (void)processCompleted; @end @implementation ThreadLabAppDelegate @synthesize isProcessStarted; - (void)awakeFromNib { //Set levelindicator's maximum value [levelIndicator setMaxValue:1000]; } - (void)dealloc { //Never called while debugging ???? [super dealloc]; } - (IBAction)startProcess:(id)sender { //Set process flag to true self.isProcessStarted=YES; //Start Animation [spinIndicator startAnimation:nil]; //perform selector in background thread [self performSelectorInBackground:@selector(processStart) withObject:nil]; } - (IBAction)stopProcess:(id)sender { //Stop Animation [spinIndicator stopAnimation:nil]; //set process flag to false self.isProcessStarted=NO; } - (void)processStart { int counter = 0; while (counter != 1000) { NSLog(@"Counter : %d",counter); //Sleep background thread to reduce CPU usage [NSThread sleepForTimeInterval:0.01]; //set the level indicator value to showing progress [levelIndicator setIntValue:counter]; //increment counter counter++; } //Notify main thread for process completed [self performSelectorOnMainThread:@selector(processCompleted) withObject:nil waitUntilDone:NO]; } - (void)processCompleted { //Stop Animation [spinIndicator stopAnimation:nil]; //set process flag to false self.isProcessStarted=NO; } @end I need to clear following things as per the above code. How to interrupt/cancel processStart while loop from UI control? I also need to show the counter value in main UI, which i suppose to do with performSelectorOnMainThread and passing argument. Just want to know, is there anyother way to do that? When my app started it is showing 1 thread in Activity Monitor, but when i started the processStart() in background thread its creating two new thread,which makes the total 3 thread until or unless loop get finished.After completing the loop i can see 2 threads. So, my understanding is that, 2 thread created when i called performSelectorInBackground, but what about the thrid thread, from where it got created? What if thread counts get increases on every call of selector.How to control that or my implementation is bad for such kind of requirements? Thanks

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  • Loading...Please wait for UIWebView - iPhone

    - by niha7229
    Hi guys, In Safari and other browsers, there is a bar that would indicate the percentage of the loading progress, and I, myself, trying to implement something similiar on iPhone, when loading some content in UIWebView, I would like the app to indicate the percentage of the page being loaded. I tried some google search and realize we could use NSURLConnection to read only the header and get the Content-Length ( but don't know how to, I read the Apple's NSURLConnection docs but probably I missed something ... ). And the size ( kb ) which UIWebView had loaded, seem like UIWebView don't support it for the public API... I hope this would be complete in some other ways than I thought, so if you have any ideas, please throw it out, thanks for your patient reading. P.S : I could just show an Activities Indicator for users with the long loading progress actions of the UIWebView but I just want to go further with the loading percentage bar :). Regards.

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  • Upgraded to Xcode 4 -- Endless stream of duplicate symbol errors causing build errors

    - by D-Nice
    Everything was working perfectly fine in Xcode 3 yesterday before I upgraded. So I completed the upgrade, restarted my computer, and opened my old project. I had to reconfigure a few settings like the header paths so that I could begin to compile. I'm using AdWhirl for ad mediation, and at this point my errors begin to read something like duplicate symbol _OBJC_METACLASS_$_SBJSON in /Users/Admin/Desktop/TMapLiteAdwhirl/AdWhirl/MMSDK/libMMSDK.a(SBJSON.o) and /Users/Admin/Library/Developer/Xcode/DerivedData/TruxMapLite-bgpylibztethnlhkfkdumpvrjvgy/Build/Intermediates/TruxMapLite.build/Debug-iphoneos/TruxMapLite.build/Objects-normal/armv6/SBJSON.o for architecture armv6 The library it's referring to is the SDK for one of the ad networks I'm including in AdWhirl. Both of the 'duplicate symbols' refer to the SAME FILE, but they use different paths. If I had still had XCode 3, I would simply try excluding these libraries from the build path, but I have no idea how that can be done in Xcode 4. I've tried everything all the way down to deleting the library and all associated files from my project, but when I do this, i will simply get the same type of error for a different library in the AdWhirl directory. This is incredibly frustrating because before my upgrade everything was working smoothly and I was prepared to submit my binary. If anyone has any advice, id be more than happy to give it a try. Thanks!

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  • TextField Covering UIAlertView's Button.

    - by XcodeDev
    Hi, I am using a UIAlertView with three buttons: "Dismiss", "Submit Score" and @"View Leaderboard". The UIAlertView also contains a UITextField called username. At the moment the UITextField "username" is covering one of the buttons in the UIAlertView. I just wanted to know how I could stop the UITextField from covering one of the buttons, i.e move the buttons down. Here is an image of what is happening: And here is my code: [username setBackgroundColor:[UIColor whiteColor]]; [username setBorderStyle:UITextBorderStyleRoundRect]; username.backgroundColor = [UIColor clearColor]; username.returnKeyType = UIReturnKeyDone; username.keyboardAppearance = UIKeyboardAppearanceAlert; username.placeholder = @"Enter your name here"; username = [[UITextField alloc] initWithFrame:CGRectMake(20.0, 45.0, 245.0, 25.0)]; username.borderStyle = UITextBorderStyleRoundedRect; [username resignFirstResponder]; UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Congratulations" message:[NSString stringWithFormat:@"You tapped %i times in %i seconds!\n", tapAmount, originalCountdownTime] delegate:self cancelButtonTitle:@"Dismiss" otherButtonTitles:@"Submit To High Score Leaderboard", @"View Leaderboard", nil]; alert.tag = 01; [alert addSubview:username]; [alert show]; [alert release];

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  • glReadPixels and save to image

    - by Julius Petraška
    I have app, where user drags and drops image, and it is being redrawn with OpenGL for some aviable processing. Everything works. And when user wants to save his image it works like that: glReadPixels -> NSBitmapImageRep -> NSData -> Write to file This works too. Almost. With some images it is not working as it should work. For example: .png when I open and save this image: I get: And if I open and save this image: I get: .jpg If I open and save: I get: And when I open and save: I get: So sometimes images saves badly. Why is it happening?

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