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  • NSMutableArray in appdelegate - EXEC_BAD_ACCESS

    - by Tejaswi Yerukalapudi
    Hi, I'm trying to use a global array in the appdelegate as a quick fix for a demo I'm building. The relevant code for this .h file has the declaration { NSMutableArray *trnEntered; } @property (nonatomic, retain) NSMutableArray *trnEntered .m file has the following code - trnEntered = [[NSMutableArray alloc] init]; NSLog(@"%@",[trnEntered count]); // prints null. [trnEntered addObject:@"1"]; NSLog(@"%@",[trnEntered count]); // exec bad access. Not sure where I'm going wrong here. Looks fairly straight forward. Thanks for the help in advance, Teja.

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  • How to read a .sqlite file from objective C

    - by Futur
    Hi All, We have a .sqlite file ported with the app, and i wanted to decrypt the file(not just the contents, the whole file), the code we have is able to read a .txt file and i also tried reading the file in binary mode. This isn't working, is there a way to read a .sqlite file from the code. kindly help

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  • Rapid taps on an OpenGL ES app introducing input delay

    - by Tim R.
    I am starting out writing a 2D game in OpenGL ES, and I have encountered an odd problem: if I rapidly tap the touchscreen, the input starts lagging behind the display. The more times I tap, the more delay it causes between the input and any indication of that input onscreen. It only happens if I intentionally tap very rapidly, but not from tapping and dragging with any number of fingers. What could be causing this? Excessive details follow: Both accelerometer input and taps are delayed by just tapping. The only events I am responding to are touchesBegan (below) in my EAGLView and accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration in my Game object. There doesn't seem to be any upper limit to the amount of delay: I've gotten up to 12 seconds of delay by tapping rapidly with five fingers. I have not seen any drops in framerate (it stays constantly at 60 fps) in the OpenGL ES tool in Instruments or by taking 1/the time between updates. Possibly relevant code: - (void) drawView:(id) sender { [game update:allTouches]; [renderer render:game]; } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { allTouches = [event allTouches]; } allTouches is a pointer that gets passed to my Game every update, which passes it to each GameObject in their update methods.

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  • How to make AVAudioPlayer play once it is stopped?

    - by Viral
    hi friends, I am using AVAudioplayer to play some sound. But once I make it stop using [player stop](where player is the object of AVAudioplayer] It is not starting again to play after some time when I call method [player play], So can any one tell me how to do the same in my application?? The play will again call using NSTimer method, after some delay of time. Thanks in advance...

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  • Is it possible to create a UINavigationController within a ModalPopup?

    - by aloo
    Hi I have a modalViewController that I am popping up using [self presentModalViewController:myController animated:YES]; I have an event occurring within myController which I would like to result in another controller being pushed onto the navigation stack ON TOP OF myController (which again has been presented modally). How can I do this? I have tried the following from within myController: UINavigationController* navController = [[UINavigationController alloc] initWithRootViewController:self]; NewController* n = [[NewController alloc] init]; [navController pushViewController:n animated:YES]; [n release]; This does not work however....

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  • Cell Dequeue problem when table inside another table's cell content view

    - by Shailesh Kanzariya
    I am using two table views (Main Table and Sub Table), one table inside other's cell. I am adding Sub Table in Main Table's cell content view. I am also using different Cell Identifier for both table cells. Now, issue is : When - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath is called, very first time cell of Main Table is generated and when I scroll up/down they all are just dequeued, so it is expected and standard behavior and working fine. But, cell of Sub Table is getting created/allocated every time. It is not dequeued as it should be. I guess, its happening because Sub Table is part of Main Table's Cell Content view. But not sure and don't know how to resolve it. Can somebody help me to find the solution?

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  • Sub-viewController doesn't get autorotation notifications, bug?

    - by Shizam
    If I have a view (and its controller) and I override the willAnimateRotationToInterfaceOrientation method so I can respond to autorotation events everything works fine and dandy. Now if I create another viewController and add its view to the first viewController's view via: [firstViewController.view addSubview:secondViewController.view] The secondViewController's willAnimateRotationToInterfaceOrientation method isn't called. What gives? Thanks, Sam

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  • Fault exception trashes a register causing a crash in [NSInvocation invoke]

    - by Mike Weller
    I have an NSOperation which fetches some objects from a core data persistent store and sums up a few totals. Sometimes an object is deleted while the operation in in progress, so a core data fault exception occurs. I try/catch the exception while summing to ignore it because I just want to skip objects that cannot be faulted in. However, when one of these fault exceptions occurs (and I swallow it) there is a crash after the invocation returns in [NSInvocation invoke]. It's a bad memory access when dereferencing the value in r10 which according to GDB on a successful run points to one of these: (gdb) x 0x38388348 0x38388348 <OBJC_IVAR_$_NSInvocation._retdata>: 0x00000008 If a fault exception occured a value of 0x02 is in the register which causes the crash. A quick google search tells me that r10 should be saved by the callee, meaning it is not being restored by whatever code is changing it when this exception occurs. Can anybody explain this? I'm not an expert when it comes to these kinds of low-level details

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  • Why does Apple create it's views this way

    - by John Smith
    In the hope of fixing a bug of mine from another post i would like to know why apple writes this (for it's Elements example) UIView *localContainerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; self.containerView = localContainerView; [localContainerView release]; instead of the simpler method: containerView = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; ?

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  • Pushing View from UITableView Problem

    - by golfromeo
    Basically, what I want is to be able to press a record in a table, and have it push to another view. To do this, I created a nib file and a UIViewController subclass (for the "pushed" view). I set the nib file's "File Owner" to be the controller I created. Then, in the view controller of the table that will push that view, I set the didSelectRowIndexAtPath: method to include the following: SearchTableController *vc = [[SearchTableController alloc] initWithNibName:@"SearchTable" bundle:[NSBundle mainBundle]]; [self.navigationController pushViewController:vc animated:YES]; [vc release]; (where "SearchTableController" is the name of the UIViewController subclass and "SearchTable" is the name of the nib file) However, when I run this code and click on the record, nothing happens- the app doesn't crash, but the view doesn't get pushed. The code is getting run, because it works when I NSLog(), but it doesn't seem to be pushing the view. Thanks for any help in advance.

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  • difference among NSthread and NStimer and NSNotifcation?

    - by senthilmuthu
    What is the difference among following codes 1) [NSThread detachNewThreadSelector:@selector(myFunction) toTarget:self withObject:thename]; 2) [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(myFunction:) userInfo:nil repeats:NO]; 3) [self performSelector:@selector(myFunction) withObject:nil afterDelay:myDelay]; 4) [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(myFunction:) name:thename object:nil];

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  • save data when back button is tapped

    - by iamthewit
    Hi Al, I have a simple navigation based app which has a bunch fo forms in it, I have a method connected to a button that saves data when the button is tapped but I was wondering if I could call the same method when the back button is tapped in the navigation? Just incase a user fails to use the save button. If it is possible, how would I go about it? thanks in advance!

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  • Determining the number of objects in an NSArray

    - by Viral
    Hi friends, I am making a book application. To move to the next topic I am using a button. The Button works as it moves to the next topic, but at the end of the file my application gets the message obj_fatal and it crashes. If I knew how many objects there are in my NSArray then the problem will be solved. I am getting the details from a .plist file and storing it in to a array. So if any one knows how, please let me know. Thanks in advance. Viral.

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  • To stop CALayer from overlapping each other

    - by gbf.sara
    I've an image placed over the CALayer.. When there are multiple images in screen, the images in the layer overlaps each other.. But it shudn't overlap actually. Cud anyone help me in fixing this??? Is there any block of code to prevent them from overlapping??? Tanx in advance for ur help...

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  • Length of data returned from CGImageGetDataProvider is larger than expected

    - by jcoplan
    I'm loading a grayscale png image and I want to access the underlying pixel data. However after I load get the pixel data via CGImageGetDataProvider, the length of the data returned is longer than expected. CCGDataProviderRef provider = CGDataProviderCreateWithFilename(cStr); CGImageRef image = CGImageCreateWithPNGDataProvider(provider, NULL, FALSE, kCGRenderingIntentDefault); mapWidth = CGImageGetWidth(image); mapHeight = CGImageGetHeight(image); lookupMap = CGDataProviderCopyData(CGImageGetDataProvider(image)); mapWidth comes out to 1804 and mapHeight comes out to 1005. The product of which is 1813020 When I call CFDataGetLength(lookupMap) the response is 1833120. Where are these extra 20100 bytes coming from? Any help here is much appreciated. Am I missing something about the underlying format of the image?

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  • Cycle backwards through NSArray

    - by dot
    Hello! I'm trying to cycle backwards through an array by clicking a button. My current code is close, but doesn't quite work. - (void)viewDidLoad { self.imageNames = [NSArray arrayWithObjects:@"MyFirstImage", @"AnotherImage", nil]; currentImageIndex = 0; [super viewDidLoad]; } ...what works: - (IBAction)change { UIImage* imageToShow = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[imageNames objectAtIndex:currentImageIndex] ofType:@"png"]; currentImageIndex++; if (currentImageIndex >= imageNames.count) { currentImageIndex = 0; } } ...and what isn't working: - (IBAction)changeBack { UIImage* imageToShow = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[imageNames objectAtIndex:currentImageIndex] ofType:@"png"]; currentImageIndex--; if (currentImageIndex >= imageNames.count) { currentImageIndex = 0; } } Any help is gladly appreciated! Thanks!

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  • How to split Code for iOS 3.0 and iOS 3.2 so I can use MPMoviePlayerViewController if OS 3.2++

    - by Allisone
    I have a video that I play. To use full screen in iOS 3.2 I use the MPMoviePlayerViewController (seems to only work with that Class). But if I want to build for iOS 3.0 I obviously get several errors, because this class is not known in iOS 3.0. I also know how to get what I want with MPMoviePlayerController in iOS 3.0, but I can only have one, either the code for iOS 3.0 or the code for iOS 3.2. How to cope with that ? I guess I have to use multiple targets, do you have suggestions on how to do that (always when I tried multiple targets I got errors and gave up :) ) ?

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