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  • Looping through values in NSDictionary throws fault

    - by jud
    I have a plist file that I am loading into an NSDictionary *setDictionary that contains a set of fields, pictureDesc1, pictureDesc2, etc. Once the NSDictionary is loaded, I can retrieve a value using [setDictionary objectForKey:@"pictureDesc1"]; But I cannot do a loop like this: for (int i=1; i<=numberOfPictures; i++) { NSString *keyName = [NSString stringWithFormat:@"pictureDesc%d",i]; NSString *description = [NSString stringWithFormat:@"%@", [setDictionary objectForKey:keyName]]; } Is there a different way to dynamically call keys from within an NSDictionary?

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  • Memory allocation and release for UIImage in iPhone?

    - by rkbang
    Hello all, I am using following code in iPhone to get smaller cropped image as follows: - (UIImage*) getSmallImage:(UIImage*) img { CGSize size = img.size; CGFloat ratio = 0; if (size.width < size.height) { ratio = 36 / size.width; } else { ratio = 36 / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); [img drawInRect:rect]; UIImage *tempImg = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); return [tempImg autorelease]; } - (UIImage*)imageByCropping:(UIImage *)imageToCrop toRect:(CGRect)rect { //create a context to do our clipping in UIGraphicsBeginImageContext(rect.size); CGContextRef currentContext = UIGraphicsGetCurrentContext(); //create a rect with the size we want to crop the image to //the X and Y here are zero so we start at the beginning of our //newly created context CGFloat X = (imageToCrop.size.width - rect.size.width)/2; CGFloat Y = (imageToCrop.size.height - rect.size.height)/2; CGRect clippedRect = CGRectMake(X, Y, rect.size.width, rect.size.height); //CGContextClipToRect( currentContext, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(0, 0, imageToCrop.size.width, imageToCrop.size.height); CGContextTranslateCTM(currentContext, 0.0, drawRect.size.height); CGContextScaleCTM(currentContext, 1.0, -1.0); //draw the image to our clipped context using our offset rect //CGContextDrawImage(currentContext, drawRect, imageToCrop.CGImage); CGImageRef tmp = CGImageCreateWithImageInRect(imageToCrop.CGImage, clippedRect); //pull the image from our cropped context UIImage *cropped = [UIImage imageWithCGImage:tmp];//UIGraphicsGetImageFromCurrentImageContext(); CGImageRelease(tmp); //pop the context to get back to the default UIGraphicsEndImageContext(); //Note: this is autoreleased*/ return cropped; } I am using following line of code in cellForRowAtIndexPath to update the image of the cell: cell.img.image = [self imageByCropping:[self getSmallImage:[UIImage imageNamed:@"goal_image.png"]] toRect:CGRectMake(0, 0, 36, 36)]; Now when I add this table view and pop it from navigation controller, I see a memory hike.I see no leaks but memory keeps climbing. Please note that the images changes for each row and I am creating the controller using lazy initialization that is I create or alloc it whenever I need it. I saw on internet many people facing the same issue, but very rare good solutions. I have multiple views using the same way and I see almost memory raised to 4MB within 20-25 view transitions. What is the good solution to resolve this issue. tnx.

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  • How can I tell when something outside my UITableViewCell has been touched?

    - by kk6yb
    Similar to this question I have a custom subclass of UITableViewCell that has a UITextField. Its working fine except the keyboard for doesn't go away when the user touches a different table view cell or something outside the table. I'm trying to figure out the best place to find out when something outside the cell is touched, then I could call resignFirstResponder on the text field. If the UITableViewCell could receive touch events for touches outside of its view then it could just resignFirstResponder itself but I don't see any way to get those events in the cell. The solution I'm considering is to add a touchesBegan:withEvent: method to the view controller. There I could send a resignFirstResponder to all tableview cells that are visible except the one that the touch was in (let it get the touch event and handle it itself). Maybe something like this pseudo code: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint touchPoint = // TBD - may need translate to cell's coordinates for (UITableViewCell* aCell in [theTableView visibleCells]) { if (![aCell pointInside:touchPoint withEvent:event]) { [aCell resignFirstResponder]; } } } I'm not sure if this is the best way to go about this. There doesn't seem to be any way for the tableviewcell itself to receive event notifications for events outside its view.

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  • xcode collect2: ld returned 1 exit status - how to resolve?

    - by Remover
    From what I have read this is supposed to be when the linker (not exactly sure how that works) can't find a symbol. the symbol in question is: SCNetworkReachabilityCreateWithAddress as can be seen from the full error message below. the thing is that the correct framework is added to my target. xcode recognises the symbol OK, i.e. there is no error message in the .m file. the .m file is added to the correct target so I'm not at all sure what to do. Any ideas please? "SCNetworkReachabilityCreateWithAddress", referenced from: -[AppWelcomeVC viewDidLoad] in AppWelcomeVC.o ld: symbol(s) not found collect2: ld returned 1 exit status

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  • Objects do not retain the frame that I give then when using CGAffineTransforms with Core Animation

    - by user170030
    Hi, I'm making a game where when a card is touched, it grows so that it is focused, and when you 'let go', it goes back to its original size and place. This seems pretty standard, however, when I add cards and move the hand around to accommodate different numbers of cards, touching the card makes it go to its original place, and not to the new place. This has been stumping me for a while now Any hints would be much appreciated. Thanks !

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  • How to prevent modal view controllers flashing when changing

    - by KP Overflow
    I have three view controllers, let's call them A, B and C. When a button is pressed on view A, view B is shown using presentModalViewController:animated: When the finish button is pressed on screen B, it dismisses itself. View A is notified whereupon it immediately shows view C, again using presentModalViewController:animated: The problem is that view A's content is momentarily flashed on the screen between view B closing and view C opening. I can get around this by making view A blank and moving it's current content to a new view, D. (For various reasons, I don't want view B to own view C, that's why it's not opening it) Am I over-complicating this? I'm sure there is a smarter way to go? ThanksT

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  • sqlite3 crashes for second insert statement

    - by Ayaz Alavi
    My App is crashing on statement (sqlite3_step(insertAlert) == SQLITE_DONE) when executed for i = 1. Can anybody tell me why it is crashing? sqlite3_stmt *insertAlert; textmeAppDelegate *textme = (textmeAppDelegate *)[[UIApplication sharedApplication] delegate]; NSString *insert = @"INSERT INTO alerts (alert_id, email_address, messege_text, when_to_send, how_often_send, recipient_phone_number) VALUES(?, ?, ?, ?, ?, ?)"; if(sqlite3_prepare_v2(textme.dbConn, [insert UTF8String], -1, &insertAlert, NULL) == SQLITE_OK) { NSDictionary *tmpDictionary; NSString *alertId; for(int i=0; i<[keys count]; i++) { alertId = [NSString stringWithFormat:@"%@", [keys objectAtIndex:i]]; tmpDictionary = [NSDictionary dictionaryWithDictionary:[dictionary2 objectForKey:alertId]]; sqlite3_bind_text(insertAlert, 1, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"alert_id"]], -1, SQLITE_TRANSIENT); sqlite3_bind_text(insertAlert, 2, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"email_address"]], -1, SQLITE_TRANSIENT); sqlite3_bind_text(insertAlert, 3, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"messege_text"]], -1, SQLITE_TRANSIENT); sqlite3_bind_text(insertAlert, 4, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"when_to_send"]], -1, SQLITE_TRANSIENT); sqlite3_bind_text(insertAlert, 5, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"how_often_send"]], -1, SQLITE_TRANSIENT); sqlite3_bind_text(insertAlert, 6, [NSString stringWithFormat:@"%@", [tmpDictionary objectForKey:@"recipient_phone_number"]], -1, SQLITE_TRANSIENT); if (sqlite3_step(insertAlert) == SQLITE_DONE) { sqlite3_finalize(insertAlert); sqlite3_clear_bindings(insertAlert); } else { NSAssert1(0, @"Error while creating add statement. '%s'", sqlite3_errmsg(textme.dbConn)); //[textme showError:@"Device Error" errMsg:sqlite3_errmsg(textme.dbConn)]; return FALSE; } } sqlite3_finalize(insertAlert); }

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  • UIButton only responds in a small area

    - by Tom Irving
    I'm trying to add a UIButton to a UIView, but am having some trouble with getting it to respond to touches. I have a method which returns UIButtons after I provide it with a tag: - (UIButton*)niceSizeButtonWithTag:(int)tag { UIButton * aButton = [UIButton buttonWithType:UIButtonTypeCustom]; [aButton setTag:tag]; [aButton addTarget:self action:@selector(buttonWasTapped:) forControlEvents:UIControlEventTouchUpInside]; CGRect newFrame = aButton.frame; newFrame.size.width = 44; newFrame.size.height = 44; [aButton setFrame:newFrame]; return aButton; } As you can see I'm creating a new button and increasing the size. I use this in the following way: UIButton * anotherButton = [self niceSizeButtonWithTag:1]; [anotherButton setImage:[UIImage imageNamed:@"image" withExtension:@"png"] forState:UIControlStateNormal]; [anotherButton setCenter:CGPointMake(middleOfView)]; [aView addSubview:anotherButton]; I create a lot of buttons like this, hence the reason for the method. The buttons are always created and added to the subview perfectly. I can see the image and they're in the correct position. The problem is that they only respond to touches in a tiny strip. In this attached image, The yellow shows the whole frame of the button, The red shows the area that will respond to touches. The grey shows a section of the view the button is added to. If anyone could shed some light on why this is happening, it would be really useful.

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  • Showing value of UISlider inside App Prefs?

    - by Garrett H
    I have a settings bundle, working perfectly, that I would like to customize a bit. I have, among other things, a PSSliderSpecifier and a PSTitleValueSpecifier. What I would like to do is change the value of the PSTitleValueSpecifier to show the current value of the slider, preferably updating every time the slider's value changes (Actually, what I'd like even more would be displaying the slider's value on the same row as the slider). I know the settings bundle is rather strict about what you're allowed to do in it, but is there any way of doing this?

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  • How can I render an in-memory UIViewController's view Landscape?

    - by Aaron
    I'm trying to render an in-memory (but not in hierarchy, yet) UIViewController's view into an in-memory image buffer so I can do some interesting transition animations. However, when I render the UIViewController's view into that buffer, it is always rendering as though the controller is in Portrait orientation, no matter the orientation of the rest of the app. How do I clue this controller in? My code in RootViewController looks like this: MyUIViewController* controller = [[MyUIViewController alloc] init]; int width = self.view.frame.size.width; int height = self.view.frame.size.height; int bitmapBytesPerRow = width * 4; unsigned char *offscreenData = calloc(bitmapBytesPerRow * height, sizeof(unsigned char)); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef offscreenContext = CGBitmapContextCreate(offscreenData, width, height, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast); CGContextTranslateCTM(offscreenContext, 0.0f, height); CGContextScaleCTM(offscreenContext, 1.0f, -1.0f); [(CALayer*)[controller.view layer] renderInContext:offscreenContext]; At that point, the offscreen memory buffers contents are portrait-oriented, even when the window is in landscape orientation. Ideas?

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  • How much difference you find between scrollview offset and contentview offset of table?

    - by neha
    Hi all, In my application, I want to detect the end of the entire table with scrollview. Since there're no sections in my scrollview, I'm using noOfRows*rowHeight to reach the end. I'm using scrollview.contentOffset.y to detect the y offset, but this contentOffset isn't matching the multiplication result i.e. I have 20 rows and with height as 250. So it comes as 5000, but my scrollview.offset.y at the end of last cell is nearly about 4650. What's this difference? Thanx in advance.

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  • How to load a NIB inside of a view in another NIB?

    - by Sheehan Alam
    I have two NIB's ParentViewController.xib ChildViewController.xib ParentViewController.xib contains a UIView and a UIViewController. ChildViewController.xib contains a UIButton I want ChildViewController.xib to load in the ParentViewController.xib's UIView I have done the following: Created @property for UIView in ParentViewController Connected File's Owner to UIView in ParentViewController Set UIViewController in ParentViewController's NIB Name property to ChildViewController in Interface Builder Set ChildViewController view property to UIView in ParentViewController I was hoping this would load ChildViewController into my UIView in ParentViewController but no luck. I did get the following warning, which could be the culprit: 'View Controller (Child View)' has both its 'NIB Name' property set and its 'view' outlet connected. This configuration is not supported. I also have added additional code in ParentViewController's viewDidLoad(): - (void)viewDidLoad { [super viewDidLoad]; ChildViewController *childViewController = [[ChildViewController alloc]initWithNibName:@"ChildViewController" bundle:nil]; childViewController.view = self.myView; } Any thoughts on why ChildViewController does not load in the UIView of ParentViewController?

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  • Few iPhone noob questions

    - by mshsayem
    Why should I declare local variables as 'static' inside a method? Like: static NSString *cellIdentifier = @"Cell"; Is it a performance advantage? (I know what 'static' does; in C context) What does this syntax mean?[someObj release], someObj = nil; Two statements? Why should I assign nil again? Is not 'release' enough? Should I do it for all objects I allocate/own? Or for just view objects? Why does everyone copy NSString, but retains other objects (in property declaration)? Yes, NSStrings can be changed, but other objects can be changed also, right? Then why 'copy' for just NSString, not for all? Is it just a defensive convention? Shouldn't I release constant NSString? Like here:NSString *CellIdentifier = @"Cell"; Why not? Does the compiler allocate/deallocate it for me? In some tutorial application I observed these (Built with IB): Properties(IBOutlet, with same ivar name): window, someLabel, someTextField, etc etc... In the dealloc method, although the window ivar was released, others were not. My question is: WHY? Shouldn't I release other ivars(labels, textField) as well? Why not? Say, I have 3 cascaded drop-down lists. I mean, based on what is selected on the first list, 2nd list is populated and based on what is selected on the second list, 3rd list is populated. What UI components can reflect this best? How is drop-down list presented in iPhone UI? Tableview with UIPicker? When should I update the 2nd, 3rd list? Or just three labels which have touch events? Can you give me some good example tutorials about Core-Data? (Not just simple data fetching and storing on 2/3 tables with 1/2 relationship) How can I know whether my app is leaking memory? Any tools?

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  • How to call a method of a specific class from another class (created in this specific class) ?

    - by choise
    I created a TTModelViewController. in the createModel Method i created a TTURLRequestModel. after Loading content in the TTURLRequestModel i want to call a method in my TTModelViewController. TTModelViewController - (void) createModel { requestModel = [[singlePostModel alloc] initWithId:@"54"]; } - (void)didLoadModel:(BOOL)firstTime { NSLog(@"loaded"); } TTURLRequestModel (singlePostModel) - (void)requestDidFinishLoad:(TTURLRequest*)request { //doing something [super requestDidFinishLoad:request]; } first i thought "didLoadModel" gets called after requestDidFinishLoad was called, but its before. So, how can i call a method in my TTModelViewController after request is finished loading? is there a method that already does that and i only have to overwrite this? or something else? thanks // if knowbody knows how to do this with three20, anybody can tell me how to do this in general?

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  • ipad simulator rotating

    - by Mike
    I am testing an application on iPad Simulator and I need it to start my app in the position the simulator is but every time I run the app, the simulator rotates the simulator to portrait. Is there a way to stop this behavior? thanks.

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  • All UITableCells rendered at once... why?

    - by Greg
    I'm extremely confused by the proper behavior of UITableView cell rendering. Here's the situation: I have a list of 250 items that are loading into a table view, each with an image. To optimize the image download, I followed along with Apple's LazyTableImages sample code... pretty much following it exactly. Really good system... for reference, here's the cell renderer within the Apple sample code: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { // customize the appearance of table view cells // static NSString *CellIdentifier = @"LazyTableCell"; static NSString *PlaceholderCellIdentifier = @"PlaceholderCell"; // add a placeholder cell while waiting on table data int nodeCount = [self.entries count]; if (nodeCount == 0 && indexPath.row == 0) { UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:PlaceholderCellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:PlaceholderCellIdentifier] autorelease]; cell.detailTextLabel.textAlignment = UITextAlignmentCenter; cell.selectionStyle = UITableViewCellSelectionStyleNone; } cell.detailTextLabel.text = @"Loading…"; return cell; } UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier] autorelease]; cell.selectionStyle = UITableViewCellSelectionStyleNone; } // Leave cells empty if there's no data yet if (nodeCount > 0) { // Set up the cell... AppRecord *appRecord = [self.entries objectAtIndex:indexPath.row]; cell.textLabel.text = appRecord.appName; cell.detailTextLabel.text = appRecord.artist; // Only load cached images; defer new downloads until scrolling ends if (!appRecord.appIcon) { if (self.tableView.dragging == NO && self.tableView.decelerating == NO) { [self startIconDownload:appRecord forIndexPath:indexPath]; } // if a download is deferred or in progress, return a placeholder image cell.imageView.image = [UIImage imageNamed:@"Placeholder.png"]; } else { cell.imageView.image = appRecord.appIcon; } } return cell; } So – my implementation of Apple's LazyTableImages system has one crucial flaw: it starts all downloads for all images immediately. Now, if I remove this line: //[self startIconDownload:appRecord forIndexPath:indexPath]; Then the system behaves exactly like you would expect: new images load as their placeholders scroll into view. However, the initial view cells do not automatically load their images without that prompt in the cell renderer. So, I have a problem: with the prompt in the cell renderer, all images load at once. Without the prompt, the initial view doesn't load. Now, this works fine in Apple sample code, which got me wondering what was going on with mine. It's almost like it was building all cells up front rather than just the 8 or so that would appear within the display. So, I got looking into it, and this is indeed the case... my table is building 250 unique cells! I didn't think the UITableView worked like this, I guess I thought it only built as many items as were needed to populate the table. Is this the case, or is it correct that it would build all 250 cells up front? Also – related question: I've tried to compare my implementation against the Apple LazyTableImages sample, but have discovered that NSLog appears to be disabled within the Apple sample code (which makes direct behavior comparisons extremely difficult). Is that just a simple publish setting somewhere, or has Apple somehow locked down their samples so that you can't log output at runtime? Thanks!

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  • Rotation of ViewController in TabbarController

    - by hanno
    I have a custom UIViewController in a UITabbarController and want to respond to rotation events. When a rotation occurs, the tabbarcontroller and the viewcontroller get rotated. However, the view in the viewcontroller doesn't get redrawn properly: the layout doesn't autoresize and it is black on parts of the screen. The strange thing is that it works when I go to another tab and the back again to my original viewcontroller. What could possibly be wrong? I checked that didRotateFromInterfaceOrientation:fromInterfaceOrientation is being called. However, the view.frame.size values are still the old ones from before the rotation. That's probably not correct.

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  • awakeFromNib and loadView execute for different instances

    - by Kamchatka
    Hi, I'm trying to understand why: NSLog(@"self = %p", self); in awakeFromNib prints a different value than the same NSLog in viewDidLoad? This isn't a huge problem because I don't need the awakeFromNib but I would like to understand how it works. The code that creates the controller is the following: MyViewController *myViewController = [[MyViewController alloc] initWithNibName:@"MyViewController" bundle:nil]; myViewController.image = tmpImage; [self.navigationController pushViewController:myViewController animated:YES]; [myViewController release]; Thanks for any advices!

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  • Persist UIWebView content and address after changing views

    - by Momeks
    I am using UIWebView as a web browser on my application and when I open an url with my browser and return back to the main view, then go to browser view, my webview doesn't save the content. So, if I go to google.com and switch views, then again go to the browser view, I have to type the url again to open the webpage! How can I save the web browser's content?

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  • stop execution of process for miliseconds.

    - by Viral
    hi friends, I m creating a Tic tac toe game, in that after click made by user automatically the cpu will respond. I want the cpu response after 0.50 seconds, the sleep() function takes too many time, i don't want that much time, is there any other way to do so???

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  • Performing selectors on main thread with NSInvocation

    - by kpower
    I want to perform animation on main thread (cause UIKit objects are not thread-safe), but prepare it in some separate thread. I have (baAnimation - is CABasicAnimation allocated & inited before): SEL animationSelector = @selector(addAnimation:forKey:); NSString *keyString = @"someViewAnimation"; NSInvocation *inv = [NSInvocation invocationWithMethodSignature:[workView.layer methodSignatureForSelector:animationSelector]]; [inv setTarget:workView.layer]; [inv setSelector:animationSelector]; [inv setArgument:baAnimation atIndex:2]; [inv setArgument:keyString atIndex:3]; [inv performSelectorOnMainThread:@selector(invoke) withObject:nil waitUntilDone:NO]; I get: *** +[NSCFString length]: unrecognized selector sent to class 0x1fb36a0 Calls: > #0 0x020984e6 in objc_exception_throw > #1 0x01f7e8fb in +[NSObject doesNotRecognizeSelector:] > #2 0x01f15676 in ___forwarding___ > #3 0x01ef16c2 in __forwarding_prep_0___ > #4 0x01bb3c21 in -[CALayer addAnimation:forKey:] > #5 0x01ef172d in __invoking___ > #6 0x01ef1618 in -[NSInvocation invoke] But [workView.layer addAnimation:baAnimation forKey:@"someViewAnimation"]; works fine. What am I doing wrong?

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  • Why would a "view" object in Interface Builder prevent my didFinishLaunchingWithOptions method from

    - by BeachRunnerJoe
    You may have already come across some of my other questions related to question, but I was having an issue with a SplitView iPad app where my application:didFinishLaunchingWithOptions method stopped executing after I went into Interface Builder and changed around the structure of my apps interface. I couldn't figure out what was preventing my didFinishLauchingWithOptions method from executing, but then I removed a "view" object I had in my view heirarchy (shown below) and suddenly my didFinishLauchingWithOptions method started executing again. I've moved passed it now, but I'm still unclear why that would cause the problem. Any ideas why that "view" object would prevent the didFinishLaunchingWithOptions method from executing?

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