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  • plupload with webpy.

    - by markus
    Hi, i have a problem. I want to upload a file with plupload with the HML5 runtime. This is my html/js code : jQuery(function(){ jQuery("#uploader").pluploadQueue({ // General settings runtimes : 'html5', name : 'file', url : 'http://server.name/addContent', max_file_size : '${maxSize}$_("GB")', }); jQuery('#form_upload_file').submit(function(e) { var uploader = jQuery('#uploader').pluploadQueue(); // Validate number of uploaded files if (uploader.total.uploaded == 0) { // Files in queue upload them first if (uploader.files.length > 0) { // When all files are uploaded submit form uploader.bind('UploadProgress', function() { if (uploader.total.uploaded == uploader.files.length) jQuery('#form_upload_file').submit(); }); uploader.start(); } else alert('You must at least upload one file.'); e.preventDefault(); } }); }); <form id="form_upload_file" action="#" method="POST"> <div id="uploader"></div> <input type="hidden" name="token" value="token" /> <input type="hidden" name="idUser" value="$idUser" /> </form> So, when i click in the button to upload(the submit() method is not called), it does an OPTIONS HTTP request to my server so i don't know what i must do to save the file? this is my webpy code : def OPTIONS(self): web.header('Content-type', 'text/plain: charset=utf-8') web.header('Cache-Control', 'no-store, no-cache, must-revalidate') web.header('Cache-Control', 'post-check=0, pre-check=0', False) web.header('Pragma', 'no-cache') def POST(self): input = web.input(_unicode=False, file={})#on récupère les input self.copy(input.file.file) etc. any idea ? thanks.

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  • UIView animation only animating some of the things I ask it to

    - by Ben
    I have a series of (say) boxes on the screen in a row, all subviews of my main view. Each is a UIView. I want to shift them all left and have a new view also enter the screen from the right in lockstep. Here's what I'm doing: // First add a dummy view offscreen UIView * stagingView = /* make this view, which sets up its width/height */ CGRect frame = [stagingView frame]; frame.origin.x = /* just off the right side of the screen */; [stagingView setFrame:frame]; [self stagingView]; And then I set up animations in one block for all of my subviews (which includes the one I just added): [UIView beginAnimations:@"shiftLeft" context:NULL]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDelegate:self]; [UIView setAnimationDidStopSelector:@selector(_animationDidStop:context:)]; [UIView setAnimationDuration:0.3]; for (UIView * view in [self subviews]) { CGRect frame = [view frame]; frame.origin.x -= (frame.size.width + viewPadding); [view setFrame:frame]; } [UIView commitAnimations]; Here's what I expect: The (three) views already on screen get shifted left and the newly staged view marches in from the right at the same time. Here's what happens: The newly staged view animates in exactly as expected, and the views already on the screen do not appear to move at all! (Or possibly they jump without animation to their end locations). And! If I comment out the whole business of creating the new subview offscreen... the ones onscreen do animate correctly! Huh? (Thanks!)

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  • The dealloc method is not called in the present modal view contrller.

    - by Madan Mohan
    It is in My view controller -(void)doctorsListAction { if(isFirst == YES) { [self getDoctorsListController]; [[self navigationController] presentModalViewController:doctorListViewNavigationController animated:YES]; [doctorListViewController release]; } } -(void)getDoctorsListController { //DoctorListViewController *doctorListViewController=[[[DoctorListViewController alloc]initWithNibName:nil bundle:nil]autorelease]; doctorListViewController=[[DoctorListViewController alloc]init]; doctorListViewNavigationController=[[UINavigationController alloc]initWithRootViewController:doctorListViewController]; doctorListViewController.doctorList=doctorList; doctorListViewNavigationController.navigationBar.barStyle= UIBarStyleBlackOpaque; [doctorListViewController release]; } It is in DoctorListViewContrller -(void)closeAction { printf("\n hai i am in close action*******************************"); //[doctorList release]; //[myTableView release]; //myTableView=nil; printf("\n myTableView retainCount :%d",[myTableView retainCount]); [[self navigationController] dismissModalViewControllerAnimated:YES]; } //this method is not called I don't know why if it not called i will get memory issues - (void)dealloc { printf("\n hai i am in dealloc of Doctor list view contrller"); [doctorList release]; [myTableView release]; myTableView=nil; [super dealloc]; }

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  • SIGABRT Issues with UIApplication_TVOut and MPVideoView - is there another way??

    - by user365920
    Hi there, I am due to do a demo in a week of an app which i have been working on for a company - until now, i have been using code taken from this useful tutorial here The problem is that this no longer seems to be working - causing a SIGABRT inside of the following (see initWithVideoView): - (void) startTVOut; { // you need to have a main window already open when you call start if (!tvoutWindow) { deviceWindow = [self keyWindow]; MPVideoView *vidView = [[MPVideoView alloc] initWithFrame: CGRectZero]; **tvoutWindow = [[MPTVOutWindow alloc] initWithVideoView:vidView];** [tvoutWindow makeKeyAndVisible]; tvoutWindow.userInteractionEnabled = NO; mirrorView = [[UIImageView alloc] initWithFrame: [[UIScreen mainScreen] bounds]]; [self reformatTVOutOrientation]; mirrorView.center = vidView.center; [vidView addSubview: mirrorView]; [deviceWindow makeKeyAndVisible]; [NSThread detachNewThreadSelector:@selector(updateLoop) toTarget:self withObject:nil]; } } Can anyone help at all??? This was all working fine, but seems to have stopped working recently - none of my code has changed, so assuming Apple have removed that API (yes, i know it was a private API in the first place, so im not moaning!) Just need to know if there is an alternative way of displaying the contents of my iPhone screen in my app... Many thanks in advance!

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  • NSTableView is not showing my data. Why is that happening?

    - by lampShade
    I'm making a "simple" to-do-list project and running into a few bumps in the road. The problem is that my NSTableView is NOT showing the data from the NSMutableArray "myArray" and I don't know why that is. Can someone point out my mistake? /* IBOutlet NSTextField *textField; IBOutlet NSTabView *tableView; IBOutlet NSButton *button; NSMutableArray *myArray; */ #import "AppController.h" @implementation AppController -(IBAction)addNewItem:(id)sender { NSString *myString = [textField stringValue]; NSLog(@"my stirng is %@",myString); myArray = [[NSMutableArray alloc] initWithCapacity:100]; [myArray addObject:myString]; } - (int)numberOfRowsInTableView:(NSTableView *)aTableView { return [myArray count]; } - (id)tableView:(NSTableView *)aTableView objectValueForTableColumn:(NSTableColumn *)aTableColumn row:(int)rowIndex { return [myArray objectAtIndex:rowIndex]; } -(id)init { [super init]; [tableView setDataSource:self]; [tableView setDelegate:self]; NSLog(@"init"); return self; } @end

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  • Base class deleted before subclass during python __del__ processing

    - by Oddthinking
    Context I am aware that if I ask a question about Python destructors, the standard argument will be to use contexts instead. Let me start by explaining why I am not doing that. I am writing a subclass to logging.Handler. When an instance is closed, it posts a sentinel value to a Queue.Queue. If it doesn't, a second thread will be left running forever, waiting for Queue.Queue.get() to complete. I am writing this with other developers in mind, so I don't want a failure to call close() on a handler object to cause the program to hang. Therefore, I am adding a check in __del__() to ensure the object was closed properly. I understand circular references may cause it to fail in some circumstances. There's not a lot I can do about that. Problem Here is some simple example code: explicit_delete = True class Base: def __del__(self): print "Base class cleaning up." class Sub(Base): def __del__(self): print "Sub-class cleaning up." Base.__del__(self) x = Sub() if explicit_delete: del x print "End of thread" When I run this I get, as expected: Sub-class cleaning up. Base class cleaning up. End of thread If I set explicit_delete to False in the first line, I get: End of thread Sub-class cleaning up. Exception AttributeError: "'NoneType' object has no attribute '__del__'" in <bound method Sub.__del__ of <__main__.Sub instance at 0x00F0B698>> ignored It seems the definition of Base is removed before the x._del_() is called. The Python Documentation on _del_() warns that the subclass needs to call the base-class to get a clean deletion, but here that appears to be impossible. Can you see where I made a bad step?

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  • UITableView Section Headers Drawing Above Front Subview

    - by hadronzoo
    I have a UITableView whose data have sections. I display an overlay view on top of tableView that dims it when searching: - (UIView *)blackOverlay { if (!blackOverlay) { blackOverlay = [[UIView alloc] initWithFrame:[self overlayFrame]]; blackOverlay.alpha = 0.75; blackOverlay.backgroundColor = UIColor.blackColor; [tableView insertSubview:blackOverlay aboveSubview:self.parentViewController.view]; } return blackOverlay; } This works perfectly as long as tableView does not contain sections. When tableView does contain sections and the tableView updates (such as when the view reappears after popping a view off of the navigation controller stack), the section headers are rendered above blackOverlay. This leaves tableView dimmed except for the section headers. I've tried calling [tableView bringSubviewToFront:self.blackOverlay] from within viewWillAppear:, but I get the same behavior. My current work-around is returning nil for tableView section headers while the overlay is present, but this leaves whitespace gaps in the overlaid tableView where the section headers were previously. How can I insure that tableView section headers are never drawn above blackOverlay? Or, is it possible to create a view in front of tableView from within a UITableViewController subclass that is not a subview of tableView?

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  • Game of life in F# with accelerator

    - by jpalmer
    I'm trying to write life in F# using accelerator v2, but for some odd reason my output isn't square despite all my arrays being square - It appears that everything but a rectangular area in the top left of the matrix is being set to false. I've got no idea how this could be happening as all my operations should treat the entire array equally. Any ideas? open Microsoft.ParallelArrays open System.Windows.Forms open System.Drawing type IPA = IntParallelArray type BPA = BoolParallelArray type PAops = ParallelArrays let RNG = new System.Random() let size = 1024 let arrinit i = Array2D.init size size (fun x y -> i) let target = new DX9Target() let threearr = new IPA(arrinit 3) let twoarr = new IPA(arrinit 2) let onearr = new IPA(arrinit 1) let zeroarr = new IPA(arrinit 0) let shifts = [|-1;-1|]::[|-1;0|]::[|-1;1|]::[|0;-1|]::[|0;1|]::[|1;-1|]::[|1;0|]::[|1;1|]::[] let progress (arr:BPA) = let sums = shifts //adds up whether a neighbor is on or not |> List.fold (fun (state:IPA) t ->PAops.Add(PAops.Cond(PAops.Rotate(arr,t),onearr,zeroarr),state)) zeroarr PAops.Or(PAops.CompareEqual(sums,threearr),PAops.And(PAops.CompareEqual(sums,twoarr),arr)) //rule for life let initrandom () = Array2D.init size size (fun x y -> if RNG.NextDouble() > 0.5 then true else false) type meform () as self= inherit Form() let mutable array = new BoolParallelArray(initrandom()) let timer = new System.Timers.Timer(1.0) //redrawing timer do base.DoubleBuffered <- true do base.Size <- Size(size,size) do timer.Elapsed.Add(fun _ -> self.Invalidate()) do timer.Start() let draw (t:Graphics) = array <- array |> progress let bmap = new System.Drawing.Bitmap(size,size) target.ToArray2D array |> Array2D.iteri (fun x y t -> if not t then bmap.SetPixel(x,y,Color.Black)) t.DrawImageUnscaled(bmap,0,0) do self.Paint.Add(fun t -> draw t.Graphics) do Application.Run(new meform())

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  • Rails preventing duplicates in polymorphic has_many :through associations

    - by seaneshbaugh
    Is there an easy or at least elegant way to prevent duplicate entries in polymorphic has_many through associations? I've got two models, stories and links that can be tagged. I'm making a conscious decision to not use a plugin here. I want to actually understand everything that's going on and not be dependent on someone else's code that I don't fully grasp. To see what my question is getting at, if I run the following in the console (assuming the story and tag objects exist in the database already) s = Story.find_by_id(1) t = Tag.find_by_id(1) s.tags << t s.tags << t My taggings join table will have two entries added to it, each with the same exact data (tag_id = 1, taggable_id = 1, taggable_type = "Story"). That just doesn't seem very proper to me. So in an attempt to prevent this from happening I added the following to my Tagging model: before_validation :validate_uniqueness def validate_uniqueness taggings = Tagging.find(:all, :conditions => { :tag_id => self.tag_id, :taggable_id => self.taggable_id, :taggable_type => self.taggable_type }) if !taggings.empty? return false end return true end And it works almost as intended, but if I attempt to add a duplicate tag to a story or link I get an ActiveRecord::RecordInvalid: Validation failed exception. It seems that when you add an association to a list it calls the save! (rather than save sans !) method which raises exceptions if something goes wrong rather than just returning false. That isn't quite what I want to happen. I suppose I can surround any attempts to add new tags with a try/catch but that goes against the idea that you shouldn't expect your exceptions and this is something I fully expect to happen. Is there a better way of doing this that won't raise exceptions when all I want to do is just silently not save the object to the database because a duplicate exists?

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  • Python Process won't call atexit

    - by Brian M. Hunt
    I'm trying to use atexit in a Process, but unfortunately it doesn't seem to work. Here's some example code: import time import atexit import logging import multiprocessing logging.basicConfig(level=logging.DEBUG) class W(multiprocessing.Process): def run(self): logging.debug("%s Started" % self.name) @atexit.register def log_terminate(): # ever called? logging.debug("%s Terminated!" % self.name) while True: time.sleep(10) @atexit.register def log_exit(): logging.debug("Main process terminated") logging.debug("Main process started") a = W() b = W() a.start() b.start() time.sleep(1) a.terminate() b.terminate() The output of this code is: DEBUG:root:Main process started DEBUG:root:W-1 Started DEBUG:root:W-2 Started DEBUG:root:Main process terminated I would expect that the W.run.log_terminate() would be called when a.terminate() and b.terminate() are called, and the output to be something likeso (emphasis added)!: DEBUG:root:Main process started DEBUG:root:W-1 Started DEBUG:root:W-2 Started DEBUG:root:W-1 Terminated! DEBUG:root:W-2 Terminated! DEBUG:root:Main process terminated Why isn't this working, and is there a better way to log a message (from the Process context) when a Process is terminated? Thank you for your input - it's much appreciated.

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  • Why does setting this member in C fail?

    - by Lee Crabtree
    I'm writing a Python wrapper for a C++ library, and I'm getting a really weird when trying to set a struct's field in C. If I have a struct like this: struct Thing { PyOBJECT_HEAD unsigned int val; }; And have two functions like this: static PyObject* Thing_GetBit(Thing* self, PyObject* args) { unsigned int mask; if(!PyArg_ParseTuple(args, "I", &mask) Py_RETURN_FALSE; if((self->val & mask) != 0) Py_RETURN_TRUE; Py_RETURN_FALSE; } static PyObject* Thing_SetBit(Thing* self, PyObject* args) { unsigned int mask; bool on; if(!PyArg_ParseTuple(args, "Ii", &mask, &on)) Py_RETURN_FALSE; if(on) thing->val |= mask; else thing->val &= ~mask; Py_RETURN_TRUE; } Python code that calls the first method works just fine, giving back the value of the struct member. Calls to the SetBit method give an error about an object at address foo accessing memory at address bar, which couldn't be "written". I've poked around the code, and it's like I can look at the value all I want, both from C and Python, but the instant I try to set it, it blows up in my face. Am I missing something fundamental here?

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  • Detect if certain UIView was touched amongst other UIViews

    - by Rudiger
    HI Guys, Sorry if this has been answered elsewhere but I can't seem to get it to work. I have 3 UIViews, layered on top of one large uiview. I want to know if the user touches the top one and not care about the other ones. I will have a couple of buttons in the second UIView and a UITable in the 3rd UIView. Problem is I turn userInteractionEngabled on on the first view and that works, but all the other views respond in the same way even if I turn it off. If I disable userInteractionEnabled on self.view none of them respond. I also can't detect which view was touched in the touchesBegan delegate method. my code: UIView *aView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, 320, 150)]; aView = userInteractionEnabled = YES; [self.view addSubview:aView]; UIView *bView = [[UIView alloc] initWithFrame:CGRectMake(0, 150, 320, 50)]; bView.userInteractionEnabled = NO; [self.view addSubview:bView]; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //This gets called for a touch anywhere } Thanks for any help.

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  • Python byte per byte XOR decryption

    - by neurino
    I have an XOR encypted file by a VB.net program using this function to scramble: Public Class Crypter ... 'This Will convert String to bytes, then call the other function. Public Function Crypt(ByVal Data As String) As String Return Encoding.Default.GetString(Crypt(Encoding.Default.GetBytes(Data))) End Function 'This calls XorCrypt giving Key converted to bytes Public Function Crypt(ByVal Data() As Byte) As Byte() Return XorCrypt(Data, Encoding.Default.GetBytes(Me.Key)) End Function 'Xor Encryption. Private Function XorCrypt(ByVal Data() As Byte, ByVal Key() As Byte) As Byte() Dim i As Integer If Key.Length <> 0 Then For i = 0 To Data.Length - 1 Data(i) = Data(i) Xor Key(i Mod Key.Length) Next End If Return Data End Function End Class and saved this way: Dim Crypter As New Cryptic(Key) 'open destination file Dim objWriter As New StreamWriter(fileName) 'write crypted content objWriter.Write(Crypter.Crypt(data)) Now I have to reopen the file with Python but I have troubles getting single bytes, this is the XOR function in python: def crypto(self, data): 'crypto(self, data) -> str' return ''.join(chr((ord(x) ^ ord(y)) % 256) \ for (x, y) in izip(data.decode('utf-8'), cycle(self.key)) I had to add the % 256 since sometimes x is 256 i.e. not a single byte. This thing of two bytes being passed does not break the decryption because the key keeps "paired" with the following data. The problem is some decrypted character in the conversion is wrong. These chars are all accented letters like à, è, ì but just a few of the overall accented letters. The others are all correctly restored. I guess it could be due to the 256 mod but without it I of course get a chr exception... Thanks for your support

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  • Ruby on Rails script/console printing more than expected

    - by Lloyd
    I have a simple model setup in my Ruby on Rails app. (User {name, username, lat, lon}) and am writing a basic extension to the model. I would like the method to return users within a certain distance. It all works just fine in the page view, but as I am debugging I would like to work through some testing using the script/console. My question: It seems to be printing to the screen the entire result set when I run it from the command line and script/console. My model: class User < ActiveRecord::Base def distance_from(aLat, aLon) Math.sqrt((69.1*(aLat - self.lat))**2 + (49*(aLon - self.lon))**2 ) end def distance_from_user(aUser) distance_from(aUser.lat, aUser.lon) end def users_within(distance) close_users = [] users = User.find(:all) users.each do |u| close_users << u if u.distance_from_user(self) < distance end return close_users end end and from the command line I am running >> u = User.find_by_username("someuser") >> print u.users_within(1) So, I guess I would like to know why it's printing the whole result set, and if there is a way to suppress it so as to only print what I want?

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  • How do I start up an NSRunLoop, and ensure that it has an NSAutoreleasePool that gets emptied?

    - by Nick Forge
    I have a "sync" task that relies on several "sub-tasks", which include asynchronous network operations, but which all require access to a single NSManagedObjectContext. Due to the threading requirements of NSManagedObjectContexts, I need every one of these sub-tasks to execute on the same thread. Due to the amount of processing being done in some of these tasks, I need them to be on a background thread. At the moment, I'm launching a new thread by doing this in my singleton SyncEngine object's -init method: [self performSelectorInBackground:@selector(initializeSyncThread) withObject:nil]; The -initializeSyncThread method looks like this: - (void)initializeSyncThread { self.syncThread = [NSThread currentThread]; self.managedObjectContext = [(MyAppDelegate *)[UIApplication sharedApplication].delegate createManagedObjectContext]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop run]; } Is this the correct way to start up the NSRunLoop for this thread? Is there a better way to do it? The run loop only needs to handle 'performSelector' sources, and it (and its thread) should be around for the lifetime of the process. When it comes to setting up an NSAutoreleasePool, should I do this by using Run Loop Observers to create the autorelease pool and drain it after every run-through?

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  • singleton factory connection pdo

    - by Scarface
    Hey guys I am having a lot of trouble trying to understand this and I was just wondering if someone could help me with some questions. I found some code that is supposed to create a connection with pdo. The problem I was having was having my connection defined within functions. Someone suggested globals but then pointed to a 'better' solution http://stackoverflow.com/questions/130878/global-or-singleton-for-database-connection. My questions with this code are. PS I cannot format this code on this page so see the link if you cannot read What is the point of the connection factory? What goes inside new ConnectionFactory(...) When the connection is defined $db = new PDO(...); why is there no try or catch (I use those for error handling)? Does this then mean I have to use try and catch for every subsequent query? class ConnectionFactory { private static $factory; public static function getFactory() { if (!self::$factory) self::$factory = new ConnectionFactory(...); return self::$factory; } private $db; public function getConnection() { if (!$db) $db = new PDO(...); return $db; } } function getSomething() { $conn = ConnectionFactory::getFactory()-getConnection(); . . . }

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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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  • Problem in encoding and decoding the string in Iphone sdk

    - by monish
    HI Guys, Here I am having a problem In encoding/decoding the strings. Actually I had a string which I am encoding it using the base64.which was working fine. And now I need to decode the string that was encoded before and want to print it. I code I written as: I imported the base64.h and base64.m files into my application which contains the methods as: + (NSData *) dataWithBase64EncodedString:(NSString *) string; - (id) initWithBase64EncodedString:(NSString *) string; - (NSString *) base64EncodingWithLineLength:(unsigned int) lineLength; And the code in my view controller where I encode the String is: - (id)init { if (self = [super init]) { // Custom initialization userName = @"Sekhar"; password = @"Bethalam"; } return self; } -(void)reloadView { NSString *authStr = [NSString stringWithFormat:@"%@:%@",userName,password]; NSData *authData = [authStr dataUsingEncoding:NSASCIIStringEncoding]; NSString *authValue = [NSString stringWithFormat:@"%@", [authData base64EncodingWithLineLength:30]]; NSLog(authValue); //const char *str = authValue; //NSString *decStr = [StringEncryption DecryptString:authValue]; //NSLog(decStr); //NSData *decodeData = [NSData decode:authValue]; //NSString *decStr = [NSString stringWithFormat:@"%@",decodeData]; //NSStr //NSLog(decStr); } -(void)viewWillAppear:(BOOL)animated { [self reloadView]; } and now I want to decode the String that I encoded. But I dont know How to do that.can anyone suggest me with code how to get it. Anyone's help will be much appreciated. Thank you, Monish.

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  • Memory allocation in detached NSThread to load an NSDictionary in background?

    - by mobibob
    I am trying to launch a background thread to retrieve XML data from a web service. I developed it synchronously - without threads, so I know that part works. Now I am ready to have a non-blocking service by spawning a thread to wait for the response and parse. I created an NSAutoreleasePool inside the thread and release it at the end of the parsing. The code to spawn and the thread are as follows: Spawn from main-loop code: . . [NSThread detachNewThreadSelector:@selector(spawnRequestThread:) toTarget:self withObject:url]; . . Thread (inside 'self'): -(void) spawnRequestThread: (NSURL*) url { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; parser = [[NSXMLParser alloc] initWithContentsOfURL:url]; [self parseContentsOfResponse]; [parser release]; [pool release]; } The method parseContentsOfResponse fills an NSMutableDictionary with the parsed document contents. I would like to avoid moving the data around a lot and allocate it back in the main-loop that spawned the thread rather than making a copy. First, is that possible, and if not, can I simply pass in an allocated pointer from the main thread and allocate with 'dictionaryWithDictionary' method? That just seems so inefficient. Are there perferred designs?

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  • Singleton Issues in iOS http client

    - by Andrew Lauer Barinov
    I implemented an HTTP client is iOS that is meant to be a singleton. It is a subclass of AFNetworking's excellent AFHTTPClient My access method is pretty standard: + (LBHTTPClient*) sharedHTTPClient { static dispatch_once_t once = 0; static LBHTTPClient *sharedHTTPClient = nil; dispatch_once(&once, ^{ sharedHTTPClient = [[LBHTTPClient alloc] initHTTPClient]; }); return sharedHTTPClient; } // my init method - (id) initHTTPClient { self = [super initWithBaseURL:[NSURL URLWithString:kBaseURL]]; if (self) { // Sub class specific initializations } return self; } Super's init method is very long, and can be found here However the problem I experience is when the dispatch_once queue is run, the app locks and become unresponsive. When I step through code, I notice that it locks on dispatch_once and then remains frozen. Is this something to do with the main thread locking down? How come it stays locked like that? Also, none of the HTTP client methods fire. Stepping through the code some more, I find this line in dispatch/once.h is where the app locks down: DISPATCH_INLINE DISPATCH_ALWAYS_INLINE DISPATCH_NONNULL_ALL DISPATCH_NOTHROW void _dispatch_once(dispatch_once_t *predicate, dispatch_block_t block) { if (DISPATCH_EXPECT(*predicate, ~0l) != ~0l) { dispatch_once(predicate, block); // App locks here } }

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  • UIViewController parentViewController access properties

    - by Dave
    I know this question has been asked several times and I did read existing posts on this topic but I still need help. I have 2 UIViewControllers - Parent and Child. I display the child view using the presentModalViewController as below: ChildController *child = [[ChildController alloc[ initWithNibName:@"ChildView" bundle:nil]; [self presentModalViewController:child animated:YES]; [child release]; The child view has a UIPickerView. When user selects an item from UIPickerView and clicks done, I have to dismiss the modal view and display the selected item on a text field in the parent view. In child's button click delegate, I do the following: ParentController *parent = (ParentController *)[self.navigationController parentViewController]; [parent.myTextField setText:selectedText]; [self dismissModalViewControllerAnimated:YES]; Everything works without errors. But I don't know how to load the Parent View so that it displays the updated text field. I tried [parent reloadInputViews]; doesn' work. Please help.

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  • Custom UITableviewcell, CGGradient still shows when cell is selected?

    - by Burnsoft Ltd
    I'm using a custom tableview cell (like Tweetie's fast scrolling) i've added a gradient to the context, which looks really nice, but when I select the cell, the gradient is still visible. I'm not sure how to go about removing the gradient when the cell is selected? any ideas? cheers Nik - (void)drawContentView:(CGRect)r { CGContextRef context = UIGraphicsGetCurrentContext(); UIColor *backgroundColor = [UIColor whiteColor]; UIColor *textColor = [UIColor blackColor]; UIColor *dateColor = [UIColor colorWithRed:77.f/255.f green:103.f/255.f blue:155.f/255.f alpha:1]; if(self.selected) { backgroundColor = [UIColor clearColor]; textColor = [UIColor whiteColor]; } [backgroundColor set]; CGContextFillRect(context, r); //add gradient CGGradientRef myGradient; CGColorSpaceRef myColorspace; size_t num_locations = 2; CGFloat locations[2] = {0.0, 1.0}; CGFloat components[8] = {0.9f, 0.9f, 0.9f, 0.7f, // Bottom Colour: Red, Green, Blue, Alpha. 1.0f, 1.0f, 1.0f, 1.0}; // Top Colour: Red, Green, Blue, Alpha. myColorspace = CGColorSpaceCreateDeviceRGB(); myGradient = CGGradientCreateWithColorComponents (myColorspace, components, locations, num_locations); CGColorSpaceRelease(myColorspace); CGPoint startPoint, endPoint; startPoint.x = 0; startPoint.y = self.frame.size.height; endPoint.x = 0; endPoint.y = self.frame.size.height-15; // just keep the gradient static size, never mind how big the cell is CGContextDrawLinearGradient (context, myGradient, startPoint, endPoint, 0); CGGradientRelease(myGradient); //gradient end //rest of custom drawing goes here.... } Should I be doing something in the if cell selected code?

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  • Xcode 5 - remove storyboard and start app with a .xib

    - by Lucy
    I've tried to follow the instructions on this Question. But I must not be doing something correctly because I am still getting a SIGABRT before I even get into the ViewController methods. Here are the steps: Copied all items on the view in the story board and pasted into the new xib view. Copied all contents of .h and .m view controller files into the new ones for the xib. Changed the Main nib file base name to the new xib name in the info.plist file. Tried to change the owner but I don't know if I'm doing that correctly. Edited the appdelegate didFinishLaunchingWithOptions file as follows: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]] ; // Override point for customization after application launch. TestViewController *test = [[TestViewController alloc] initWithNibName:@"TestViewController" bundle:nil]; UINavigationController *nav = [[UINavigationController alloc] initWithRootViewController:test]; self.window.rootViewController = nav; [self.window makeKeyAndVisible]; return YES; } I even tried to start with an empty project like one of the last posts suggested and still get a SIGABRT when I try to run. Has Apple made it impossible to remove the storyboard? I'm creating an SDK. I don't want a storyboard. But I do need one xib that is rotatable. Help?

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  • Perceptron Classification and Model Training

    - by jake pinedo
    I'm having an issue with understanding how the Perceptron algorithm works and implementing it. cLabel = 0 #class label: corresponds directly with featureVectors and tweets for m in range(miters): for point in featureVectors: margin = answers[cLabel] * self.dot_product(point, w) if margin <= 0: modifier = float(lrate) * float(answers[cLabel]) modifiedPoint = point for x in modifiedPoint: if x != 0: x *= modifier newWeight = [modifiedPoint[i] + w[i] for i in range(len(w))] w = newWeight self._learnedWeight = w This is what I've implemented so far, where I have a list of class labels in answers and a learning rate (lrate) and a list of feature vectors. I run it for the numbers of iterations in miter and then get the final weight at the end. However, I'm not sure what to do with this weight. I've trained the perceptron and now I have to classify a set of tweets, but I don't know how to do that. EDIT: Specifically, what I do in my classify method is I go through and create a feature vector for the data I'm given, which isn't a problem at all, and then I take the self._learnedWeight that I get from the earlier training code and compute the dot-product of the vector and the weight. My weight and feature vectors include a bias in the 0th term of the list so I'm including that. I then check to see if the dotproduct is less than or equal to 0: if so, then I classify it as -1. Otherwise, it's 1. However, this doesn't seem to be working correctly.

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  • AVAudioPlayer not unloading cached memory after each new allocation

    - by Rob
    I am seeing in Instruments that when I play a sound via the standard "AddMusic" example method that Apple provides, it allocates 32kb of memory via the prepareToPlay call (which references the AudioToolBox framework's Cache_DataSource::ReadBytes function) each time a new player is allocated (i.e. each time a different sound is played). However, that cached data never gets released. This obviously poses a huge problem if it doesn't get released and you have a lot of sound files to play, since it tends to keep allocating memory and eventually crashes if you have enough unique sound files (which I unfortunately do). Have any of you run across this or what am I doing wrong in my code? I've had this issue for a while now and it's really bugging me since my code is verbatim of what Apple's is (I think). How I call the function: - (void)playOnce:(NSString *)aSound { // Gets the file system path to the sound to play. NSString *soundFilePath = [[NSBundle mainBundle] pathForResource:aSound ofType:@"caf"]; // Converts the sound's file path to an NSURL object NSURL *soundURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; self.soundFileURL = soundURL; [soundURL release]; AVAudioPlayer * newAudio=[[AVAudioPlayer alloc] initWithContentsOfURL: soundFileURL error:nil]; self.theAudio = newAudio; // automatically retain audio and dealloc old file if new m4a file is loaded [newAudio release]; // release the audio safely // this is where the prior cached data never gets released [theAudio prepareToPlay]; // set it up and play [theAudio setNumberOfLoops:0]; [theAudio setVolume: volumeLevel]; [theAudio setDelegate: self]; [theAudio play]; } and then theAudio gets released in the dealloc method of course.

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