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  • Showing login view controller before main tab bar controller

    - by Padawan
    I'm creating an iPad app with a tab bar controller that requires login. So on launch, I want to show a LoginViewController and if login is successful, then show the tab bar controller. This is how I implemented an initial test version (left out some typical header stuff, etc)... AppDelegate.h: @interface AppDelegate_Pad : NSObject <UIApplicationDelegate, LoginViewControllerDelegate> { UIWindow *window; UITabBarController *tabBarController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet UITabBarController *tabBarController; @end AppDelegate.m: @implementation AppDelegate_Pad @synthesize window; @synthesize tabBarController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { LoginViewController_Pad *lvc = [[LoginViewController_Pad alloc] initWithNibName:@"LoginViewController_Pad" bundle:nil]; lvc.delegate = self; [window addSubview:lvc.view]; //[lvc release]; [window makeKeyAndVisible]; return YES; } - (void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController { [window addSubview:tabBarController.view]; } - (void)dealloc {...} @end LoginViewController_Pad.h: @protocol LoginViewControllerDelegate; @interface LoginViewController_Pad : UIViewController { id<LoginViewControllerDelegate> delegate; } @property (nonatomic, assign) id <LoginViewControllerDelegate> delegate; - (IBAction)buttonPressed; @end @protocol LoginViewControllerDelegate -(void)loginViewControllerDidFinish:(LoginViewController_Pad *)loginViewController; @end LoginViewController_Pad.m: @implementation LoginViewController_Pad @synthesize delegate; ... - (IBAction)buttonPressed { [self.view removeFromSuperview]; [self.delegate loginViewControllerDidFinish:self]; } ... @end So the app delegate adds the login view controller's view on launch and waits for login to call "did finish" using a delegate. The login view controller calls removeFromSuperView before it calls didFinish. The app delegate then calls addSubView on the tab bar controller's view. If you made it up to this point, thanks, and I have three questions: MAIN QUESTION: Is this the right way to show a view controller before the app's main tab bar controller is displayed? Even though it seems to work, is it a proper way to do it? If I comment out the "lvc release" in the app delegate then the app crashes with EXC_BAD_ACCESS when the button on the login view controller is pressed. Why? With the "lvc release" commented out everything seems to work but on the debugger console it writes this message when the app delegate calls addSubView for the tab bar controller: Using two-stage rotation animation. To use the smoother single-stage animation, this application must remove two-stage method implementations. What does that mean and do I need to worry about it?

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  • how to customize navigationbar color of MFMailComposeViewController?

    - by RAGOpoR
    from this code will show in original color how can i change it to another color? maybe it need to be override? MFMailComposeViewController *mail = [[MFMailComposeViewController alloc] init]; mail.mailComposeDelegate = self; if ([MFMailComposeViewController canSendMail]) { [mail setToRecipients:[NSArray arrayWithObjects:@"[email protected]",nil]]; [mail setSubject:@"support"]; [mail setMessageBody:@"enter your message here" isHTML:NO]; [self presentModalViewController:mail animated:YES]; }

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  • Moose::Error::Croak error reporting not from perspective of caller.

    - by crashpoint_zero
    I just recently started out on Moose and its a great OO framework not only to use but also to learn new OO concepts. One of the things I wanted to do was to do error reporting from perspective of caller during object creation. I saw that Moose has the module Moose::Error::Croak which tells Moose to override the default error reporting by croak call. I used it but it did not seem to help Moose code - Foo.pm package Foo; use metaclass ( metaclass => 'Moose::Meta::Class', error_class => 'Moose::Error::Croak', ); use Moose; has 'attr1' => ( is => 'rw', isa => 'Str', required => '1', ); no Moose; 1; Moose code - fooser.pl #!/usr/bin/perl use strict; use warnings; use Foo; my $foobj = Foo->new(); This fails with error: Attribute (attr1) is required at /usr/local/lib/perl/5.8.8/Class/MOP/Class.pm line 364 which is terse than the actual stack trace if Moose::Error::Croak is not used. But it does not report it from perspective of caller. If this were a Perl 5 OO code and I had Foo.pm as: package Foo; use strict; use warnings; use Carp; sub new { my ($class, %args) = @_; my $self = {}; if (! exists $args{'attr1'}) { croak "ERR: did not provide attr1"; } $self->{'attr1'} = $args{attr1}; bless $self, $class; return $self; } 1; And if fooser.pl was executed I would have got the error: "ERR: did not provide attr1 at fooser.pl line 6" which is from the perspective of the caller as it points to line no. 6 of fooser.pl rather than MOP.pm's line no. 364. How can I do this in Moose? Or am I misunderstanding something here?

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  • Need to Release UIWebView Delegate?

    - by Chris
    I have a UIWebView named wView. I want to use webViewDidFinishLoad: in my class, so I am setting the class as the delegate for wView by using this line: wView.delegate = self; Everything loads properly, but when I close the UIWebView, the App crashes. If I comment out the wView.delegate = self, it works and does not crash, but then I can't use webViewDidFinishLoad: - any ideas? Do I need to release something?

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  • how to save nested form attributes to database

    - by siulamvictor
    I am not really understand how's the nested attributes work in Rails. I have 2 models, Accounts and Users. Accounts has_many Users. When a new user filled in the form, Rails reported User(#2164802740) expected, got Array(#2148376200) Is that Rails cannot read the nested attributes from the form? How can I fix it? How can I save the data from nested attributes form to database? Thanks all~ Here are the MVCs: Account Model class Account < ActiveRecord::Base has_many :users accepts_nested_attributes_for :users validates_presence_of :company_name, :message => "companyname is required." validates_presence_of :company_website, :message => "website is required." end User Model class User < ActiveRecord::Base belongs_to :account validates_presence_of :user_name, :message => "username too short." validates_presence_of :password, :message => "password too short." end Account Controller class AccountController < ApplicationController def new end def created end def create @account = Account.new(params[:account]) if @account.save redirect_to :action => "created" else flash[:notice] = "error!!!" render :action => "new" end end end Account/new View <h1>Account#new</h1> <% form_for :account, :url => { :action => "create" } do |f| %> <% f.fields_for :users do |ff| %> <p> <%= ff.label :user_name %><br /> <%= ff.text_field :user_name %> </p> <p> <%= ff.label :password %><br /> <%= ff.password_field :password %> </p> <% end %> <p> <%= f.label :company_name %><br /> <%= f.text_field :company_name %> </p> <p> <%= f.label :company_website %><br /> <%= f.text_field :company_website %> </p> <% end %> Account Migration class CreateAccounts < ActiveRecord::Migration def self.up create_table :accounts do |t| t.string :company_name t.string :company_website t.timestamps end end def self.down drop_table :accounts end end User Migration class CreateUsers < ActiveRecord::Migration def self.up create_table :users do |t| t.string :user_name t.string :password t.integer :account_id t.timestamps end end def self.down drop_table :users end end Thanks everyone. :)

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  • Odd values/movement with UITouch and CGPoint.

    - by Joshua
    I'm getting odd numbers from UITouch and CGPoint and one is different, I also think this maybe causing a flickering affect in my app when I try to move something by following a touch. This is the code I'm using: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchDown"); UITouch *touch = [touches anyObject]; firstTouch = [touch locationInView:self.view]; if (CGRectContainsPoint(but.frame, firstTouch)) { butContains = YES; NSLog(@"butContains = %d", butContains); } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; currentTouch = [touch locationInView:self.view]; NSInteger x = currentTouch.x; NSInteger y = currentTouch.y; CGFloat CGX = (CGFloat)x; CGFloat CGY = (CGFloat)y; if (butContains == YES) { NSLog(@"touch in subView/contentView"); sub.frame = CGRectMake(CGX, CGY, 130.0, 21.0); } NSLog(@"touch moved"); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; currentTouch = [touch locationInView:self.view]; NSLog(@"User tapped at %@", NSStringFromCGPoint(currentTouch)); NSLog(@"Point %a, %a", currentTouch.x, currentTouch.y); NSInteger x = currentTouch.x; NSInteger y = currentTouch.y; NSLog(@"Point %a, %a", y, x); CGFloat CGX = (CGFloat)x; CGFloat CGY = (CGFloat)y; NSLog(@"Point %g, %g", CGX, CGY); if (butContains == YES) { NSLog(@"touch in subView/contentView"); sub.frame = CGRectMake(CGX, CGY, 130.0, 21.0); } butContains = NO; NSLog(@"touch ended"); } - (IBAction)add:(id)sender{ InSightViewController *contentView = [[InSightViewController alloc] initWithNibName:@"SubView" bundle:[NSBundle mainBundle]]; [contentView loadView]; [self.view insertSubview:contentView.view atIndex:0]; } This is what I get from the touchesEnded method in the Debugger. 2010-04-20 20:06:13.045 InSight[25042:207] User tapped at {50, 78} 2010-04-20 20:06:13.047 InSight[25042:207] Point 0x1.9p+5, 0x1.38p+6 2010-04-20 20:06:13.048 InSight[25042:207] Point 0x1.900000027p-1037, 0x1.38p+6 2010-04-20 20:06:13.048 InSight[25042:207] Point 50, 78 And this is what's happening in the Simulator. fwdr.org/file:y8bd As this is a complicated problem this is the source code of my XCode Project aswell. http://cl.ly/Qjj

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  • Declare in .h file? iPhone SDK

    - by Henry D'Andrea
    How would I declare this code in the header file (.h) in iPhone SDK? (void) save { UIGraphicsBeginImageContext(self.view.frame.size);  [self.view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil); }

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  • Custom NSView in NSMenuItem not receiving mouse events

    - by Dennis
    I have an NSMenu popping out of an NSStatusItem using popUpStatusItemMenu. These NSMenuItems show a bunch of different links, and each one is connected with setAction: to the openLink: method of a target. This arrangement has been working fine for a long time. The user chooses a link from the menu and the openLink: method then deals with it. Unfortunately, I recently decided to experiment with using NSMenuItem's setView: method to provide a nicer/slicker interface. Basically, I just stopped setting the title, created the NSMenuItem, and then used setView: to display a custom view. This works perfectly, the menu items look great and my custom view is displayed. However, when the user chooses a menu item and releases the mouse, the action no longer works (i.e., openLink: isn't called). If I just simply comment out the setView: call, then the actions work again (of course, the menu items are blank, but the action is executed properly). My first question, then, is why setting a view breaks the NSMenuItem's action. No problem, I thought, I'll fix it by detecting the mouseUp event in my custom view and calling my action method from there. I added this method to my custom view: - (void)mouseUp:(NSEvent *)theEvent { NSLog(@"in mouseUp"); } No dice! This method is never called. I can set tracking rects and receive mouseEntered: events, though. I put a few tests in my mouseEntered routine, as follows: if ([[self window] ignoresMouseEvents]) { NSLog(@"ignoring mouse events"); } else { NSLog(@"not ignoring mouse events"); } if ([[self window] canBecomeKeyWindow]) { dNSLog((@"canBecomeKeyWindow")); } else { NSLog(@"not canBecomeKeyWindow"); } if ([[self window] isKeyWindow]) { dNSLog((@"isKeyWindow")); } else { NSLog(@"not isKeyWindow"); } And got the following responses: not ignoring mouse events canBecomeKeyWindow not isKeyWindow Is this the problem? "not isKeyWindow"? Presumably this isn't good because Apple's docs say "If the user clicks a view that isn’t in the key window, by default the window is brought forward and made key, but the mouse event is not dispatched." But there must be a way do detect these events. HOW? Adding: [[self window] makeKeyWindow]; has no effect, despite the fact that canBecomeKeyWindow is YES.

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  • Declaring object type as NSManagedObject or class name

    - by Don Fulano
    In Core Data, if I have a Person entity is there any difference between: NSManagedObject *aPerson = [NSEntityDescription insertNewObjectForEntityForName:@"Person" inManagedObjectContext:[self managedObjectContext]]; or Person *aPerson = [NSEntityDescription insertNewObjectForEntityForName:@"Person" inManagedObjectContext:[self managedObjectContext]]; Should aPerson be of type Person or NSManagedObject? Is there a difference?

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  • problem with showing modalviewcontroller in landscape mode in iphone?

    - by abhiTouchmagic
    hey hello... my application consist of a landscape view where i want to put a modalview but the problem is with modalview. it doesn't get load on presenting it.. code is: --------------------code here---------------------- UIViewController *modalViewController = [[UIViewController alloc] init]; modalViewController.view = modelView1; [self presentModalViewController:modalViewController animated:NO]; [self performSelector:@selector(hideSplash) withObject:nil afterDelay:5.0]; plz kindly help me with this....

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  • Defining a Class in Objective C, XCode

    - by Brett
    Hello; I am new to Objective C, and am trying to write a class that defines a complex number. The code seems fine but when I print to the console, my values for instance variables are 0. Here is the code: // // ComplexNumber.h // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> #import <stdio.h> @interface ComplexNumber : NSObject { double real; double imaginary; } // Getters -(double) real; -(double) imaginary; // Setters -(void)setReal: (double) a andImaginary: (double) b; //Function -(ComplexNumber *)squared; @end // // ComplexNumber.m // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ComplexNumber.h" #import <math.h> #import <stdio.h> @implementation ComplexNumber -(double)real{ return self->real; } -(double)imaginary{ return self->imaginary; } -(void)setReal: (double) a andImaginary: (double) b{ self->real=a; self->imaginary=b; } -(ComplexNumber *)squared{ double a = pow(real,2); double b = pow(imaginary, 2); double c = 2*real*imaginary; ComplexNumber *d; [d setReal:(a-b) andImaginary: c]; return d; } @end In the App Delegate for debugging purposes I added: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ComplexNumber *testNumber = [[ComplexNumber alloc] init]; [testNumber setReal:55.0 andImaginary:30.0]; NSLog(@"%d", testNumber.real); // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } But the console returns 0 everytime. Help?

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  • Multiple View App shows Blank Screen in Simulator

    - by Brett Coburn
    Hello; I am developing a simple app that first shows a menu screen, and when a button is pressed, a game screen appears. I was able to develop the game screen without any issues, but when I changed the code to first display the menu, the simulator showed a blank screen. I've read all the articles on connecting views with IB but I can't figure this out. Any help would be appreciated. This is my code: // Pong_Multiple_ViewAppDelegate.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class MenuViewController; @interface Pong_Multiple_ViewAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MenuViewController *navigationController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MenuViewController *navigationController; @end // // Pong_Multiple_ViewAppDelegate.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "Pong_Multiple_ViewAppDelegate.h" #import "MenuViewController.h" @implementation Pong_Multiple_ViewAppDelegate @synthesize window; @synthesize navigationController; - (void)application:(UIApplication *)application{ // Override point for customization after application launch [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } - (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end // // MenuViewController.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> #import "GameViewController.h" @interface MenuViewController : UIViewController { GameViewController *gameViewController; IBOutlet UIButton *gameButton; } @property(nonatomic, retain) GameViewController *gameViewController; @property(nonatomic, retain) UIButton *gameButton; -(IBAction)switchPage:(id)sender; @end // // MenuViewController.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "MenuViewController.h" #import "GameViewController.h" @implementation MenuViewController @synthesize gameViewController; @synthesize gameButton; -(IBAction)switchPage:(id)sender{ if (self.gameViewController==nil) { GameViewController *gameView = [[GameViewController alloc]initWithNibName:@"GameView" bundle:[NSBundle mainBundle]]; self.gameViewController= gameView; [gameView release]; } [self.navigationController pushViewController:self.gameViewController animated:YES]; } .... @end My code also includes classes: GameViewController.h, GameViewController.m, and nib files: MenuView.xib, and GameView.xib Thanks, B

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  • Go back to main window once secondView is loaded

    - by Ruthy
    Hi, I have a Tableview on AppDelegate That calls a SecondView (dvController) when DidSelectRowAtIndexPath using: [self.window addSubview:[dvController view]]; On SecondView I defined a button linked to IBAction that should go back to previous view. It works great but when row selected but, How could then go back to previous view if main one is AppDelegate? self.window addSubview:[?? view]]; Should be basic concept but I am quite new and unable to get the solution. Thanx :)

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  • Unit Testing a Django Form with a FileField

    - by Jason Christa
    I have a form like: #forms.py from django import forms class MyForm(forms.Form): title = forms.CharField() file = forms.FileField() #tests.py from django.test import TestCase from forms import MyForm class FormTestCase(TestCase) def test_form(self): upload_file = open('path/to/file', 'r') post_dict = {'title': 'Test Title'} file_dict = {} #?????? form = MyForm(post_dict, file_dict) self.assertTrue(form.is_valid()) How do I construct the *file_dict* to pass *upload_file* to the form?

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  • Pop Over Control on iPad Problem !

    - by Momeks
    Hi , i try to load a view via UIPopover but my app crash after tap the popover button , i tried to solve it but i don't understand ! here is my code : - (IBAction)calendarPopUp:(id)sender { PopViewController *cal = [[PopViewController alloc]init]; //The compiler tells me the problem comes from this line : UIPopoverController *popOver = [[UIPopoverController alloc] initWithContentViewController:cal]; [popOver setDelegate:self]; [popOver presentPopoverFromRect:CGRectMake(113, 64, 226, 129) inView:self permittedArrowDirections:UIPopoverArrowDirectionDown animated:YES]; [popOver setPopoverContentSize:CGSizeMake(226, 129)]; }

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  • How to tile the contents of a CALayer?

    - by iaefai
    I would like to tile a CGImage across a CALayer, but it seems to only want to stretch it. The example code: self.background = [UIImage imageNamed: @"Background.png"]; [documentDisplay.layer setContents: self.background.CGImage]; I would like to avoid subclassing if I could.

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  • class composition instead of object composition?

    - by fayer
    I want a class property to be reference to another class, not its object and then use this property to call the class's static methods. class Database { private static $log; public static function addLog($LogClass) { self::$log = $LogClass; } public static function log() { self::$log::write(); // seems not possible to write it like this } } any suggestions how i can accomplish this? cause i have no reason making them objects, i want to use the classes for it.

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  • Django: customizing the message after a successful form save

    - by chiurox
    Hello, whenever I save a model in my Admin interface, it displays the usual "successfully saved message." However, I want to know if it's possible to customize this message because I have a situation where I want to warn the user about what he just saved and the implications of these actions. class PlanInlineFormset(forms.models.BaseInlineFormset): def clean(self): ### How can I detect the changes? ### (self.changed_data doesn't work because it's an inline) ### and display what he/she just changed at the top AFTER the successful save? class PlanInline(admin.TabularInline): model = Plan formset = PlanInlineFormset

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  • question regarding rails framework code

    - by Joseph Misiti
    I noticed that the code in the rails framework is using the following convention all over the place: class SomeClass class << self def some function end end end rather than class SomeClass end def SomeClass.function end and class SomeClass def self.somefunction end end What is the reason for this design choice? They all seem to accomplish them same thing

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  • tmpfile and gzip combination problem

    - by Vojtech R.
    I have problem with this code: file = tempfile.TemporaryFile(mode='wrb') file.write(base64.b64decode(data)) file.flush() os.fsync(file) # file.seek(0) f = gzip.GzipFile(mode='rb', fileobj=file) print f.read() I dont know why it doesn't print out anything. If I uncomment file.seek then error occurs: File "/usr/lib/python2.5/gzip.py", line 263, in _read self._read_gzip_header() File "/usr/lib/python2.5/gzip.py", line 162, in _read_gzip_header magic = self.fileobj.read(2) IOError: [Errno 9] Bad file descriptor Just for information this version works fine: x = open("test.gzip", 'wb') x.write(base64.b64decode(data)) x.close() f = gzip.GzipFile('test.gzip', 'rb') print f.read()

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  • Datamapper, defining your own object methods, how?

    - by Dublinclontarf
    So lets say I have a class like below class List include DataMapper::Resource property :id, Serial property :username, String def self.my_username return self[:username] end end list=List.create(:username=>,'jim') list.my_username When I run this it tells me that the method cannot be found, and on more investigation that you can only define class methods(not object methods) and that class methods don't have access to objects data. Is there any way to have these methods included as object methods and get access to object data? I'm using Ruby 1.8.6 and the latest version of datamapper.

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  • Python mistaking float for string

    - by wrongusername
    I receive TypeError: Can't convert 'float' object to str implicitly while using Gambler.pot += round(self.bet + self.money * 0.1) where pot, bet, and money are all doubles (or at least are supposed to be). I'm not sure if this is yet another Eclipse thing, but how do I get the line to compile? Code where bet and money are initialized: money = 0 bet = 0

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