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  • inconsistent setTexture behavior in cocos2d on iPhone after using CCAnimate/CCAnimation

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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  • How would I go about letting a user add and associate a comma separated list of categories while add

    - by Throlkim
    I've been struggling for quite a while to get this feature working: I want my user to be able to select categories when uploading a photograph, but additionally be able to specify a comma-separated list of categories to create/find and associate with the photograph. I've had this working by using an attr_accessor :new_categories on the photographs model, but having that there without the column existing breaks both Paperclip and Exifr. Obviously, image upload and EXIF data retrieval are pretty important for a photography website, but not being able to add categories while uploading a photograph is a pain in the arse. Methods I've tried so far: Using attr_accessor to add a field for new_categories. Breaks gems. Using an Ajax sub-form to add categories. Formtastic can't handle it. Adding a column for new_categories to the photograph model. It works, but it's horrific. I haven't tried using a nested form, but I'd need to intercept it and stop it from processing it as normal. Here's an example of what I'm trying to accomplish: http://imgur.com/rD0PC.png And the function I use to associate the categories: def process_new_categories unless self.new_categories.nil? for title in self.new_categories.split(",") self.categories << Category.find_or_create_by_title(title.strip.capitalize) end end end Has anyone got any ideas as to how to do this?

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  • queued view updates not happening when performSelector afterDelay:0 used

    - by JosephH
    Hi all, I have an app that performs some calculations based on data arriving on a socket or local user interaction. I want to show an 'activity spinner' whilst the calculation happens. spinner = [[UIActivityIndiactorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleWhiteLarge]; [spinner setCenter:self.view.center]; [self.view addSubview:spinner]; [spinner startAnimating]; [self performSelector:@selector(doCalcs) withObject:nil afterDelay:0]; This works well, except in the case where the code is run as a result of a message arriving over the network. I'm using http://code.google.com/p/cocoaasyncsocket/ to handle sockets and the code is running in the onSocket:didReadData:withTag: method. 'doCalcs' takes a few seconds. The spinner doesn't appear whilst it's running. If I change afterDelay:0 to afterDelay:1 then the spinner does appear the whole time doCalcs is running, but with the downside that it takes an extra second. So it seems the code is all correct, but for whatever reason the spinner isn't getting a chance to get on screen before doCalcs runs. Any suggestions would be most welcome.

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  • inserting time delay with cocos2d

    - by KDaker
    I am trying to add several labels that appear sequentially with a time delay between each. The labels will display either 0 or 1 and the value is calculated randomly. I am running the following code: for (int i = 0; i < 6; i++) { NSString *cowryString; int prob = arc4random()%10; if (prob > 4) { count++; cowryString = @"1"; } else { cowryString = @"0"; } [self runAction:[CCSequence actions:[CCDelayTime actionWithDuration:0.2] ,[CCCallFuncND actionWithTarget:self selector:@selector(cowryAppearWithString:data:) data:cowryString], nil]]; } the method that makes the labels appear is this: -(void)cowryAppearWithString:(id)sender data:(NSString *)string { CCLabelTTF *clabel = [CCLabelTTF labelWithString:string fontName:@"arial" fontSize:70]; CGSize screenSize = [[CCDirector sharedDirector] winSize]; clabel.position = ccp(200.0+([cowries count]*50),screenSize.height/2); id fadeIn = [CCFadeIn actionWithDuration:0.5]; [clabel runAction:fadeIn]; [cowries addObject:clabel]; [self addChild:clabel]; } The problem with this code is that all the labels appear at the same moment with the same delay. I understand that if i use [CCDelayTime actionWithDuration:0.2*i] the code will work. But the problem is that i might also need to iterate this entire for loop and have the labels appear again after they have appeared the first time. how is it possible to have actions appear with delay and the actions dont always follow the same order or iterations???

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  • How can I dial GPRS/EDGE in Win CE

    - by brontes
    Hello all. I am developing application in python on Windows CE which needs connection to the internet (via GPRS/EDGE). When I turn on the device, the internet connection is not active. It becomes active if I open internet explorer. I would like to activate connection in my application. I'm trying to do this with RasDial function over ctypes library, but I can't get it to work. Is this the right way or I should do something else? Below is my current code. The ResDial function keeps returning error 87 – Invalid parameter. I don't know anymore what is wrong with it. I would really appreciate any kind of help. Thanks in advance. encoding: utf-8 import ppygui as gui from ctypes import * import os class MainFrame(gui.CeFrame): def init(self, parent = None): gui.CeFrame.init(self, title=u"Zgodovina dokumentov", menu="Menu") DWORD = c_ulong TCHAR = c_wchar ULONG_PTR = c_ulong class RASDIALPARAMS(Structure): _fields_ = [("dwSize", DWORD), ("szEntryName", TCHAR*21), ("szPhoneNumber", TCHAR*129), ("szCallbackNumber", TCHAR*49), ("szUserName", TCHAR*257), ("szPassword", TCHAR*257), ("szDomain", TCHAR*16), ] try: param = RASDIALPARAMS() param.dwSize = 1462 # also tried 1464 and sizeof(RASDIALPARAMS()). Makes no difference. param.szEntryName = u"My Connection" param.szPhoneNumber = u"0" param.szCallbackNumber = u"0" param.szUserName = u"0" param.szPassword = u"0" param.szDomain = u"0" iNasConn = c_ulong(0) ras = windll.coredll.RasDial(None, None, param, c_ulong(0xFFFFFFFF), c_voidp(self._w32_hWnd), byref(iNasConn)) print ras, repr(iNasConn) #this prints 87 c_ulong(0L) except Exception, e: print "Error" print e if name == 'main': app = gui.Application(MainFrame(None)) # create an application bound to our main frame instance app.run() #launch the app !

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  • Print UITableView that has content off screen?

    - by Daniel
    Hi I have an iOS app that has the ability to print a UITableView. However, only th part of the tableview that is shown is printed. Is there a way to print the whole tableview, even if it has not been drawn yet? Here is the code I am using to print: UIGraphicsBeginImageContext(self.mainTableView.contentSize); [self.mainTableView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIPrintInteractionController *printer = [UIPrintInteractionController sharedPrintController]; printer.printingItem = viewImage; UIPrintInfo *info = [UIPrintInfo printInfo]; printer.printInfo = info; UIPrintInteractionCompletionHandler completionHandler = ^(UIPrintInteractionController *pic, BOOL completed, NSError *error) { if (!completed && error) NSLog(@"FAILED! due to error in domain %@ with error code %u: %@", error.domain, error.code, [error localizedDescription]); }; UIButton * printButton = (UIButton *)sender; if(UIUserInterfaceIdiomPad == [[UIDevice currentDevice] userInterfaceIdiom]){ [printer presentFromRect:printButton.frame inView:self.view animated:YES completionHandler:completionHandler]; } else { [printer presentAnimated:YES completionHandler:completionHandler]; }

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  • Get value of selected field from a dropdown list

    - by 47
    I have this class in my model: class ServiceCharge(models.Model): name = models.CharField(max_length=30) amount = models.PositiveIntegerField() extends_membership = models.BooleanField(default=False) def __unicode__(self): return str(self.name) What I want to have is in the form for charging users a service charge, when a charge is selected from the dropdown menu, the two values for amount and extends_membership are updated on the form depending on the selected charge. My forms.py: class vModelChoiceField(forms.ModelChoiceField): def label_from_instance(self, obj): return "%s" % obj.name class PayServiceChargeForm(PaymentsForm): service_charge = vModelChoiceField(queryset=ServiceCharge.objects.all(), empty_label=" ") class Meta(PaymentsForm.Meta): exclude = ('member', 'payment_type', 'transacted_by', 'description') Then the form template: <table border="0"> <tr> <td><strong>{% trans "Service Charge" %}</strong></td> <td>{{ form.service_charge }}</td> <td><strong>{% trans "Extends Membership" %}</strong></td> <td>{{ form.extends_membership }}</td> </tr> <tr> <td valign="top"><strong>{% trans "Expiry Date" %}</strong></td> <td valign="top">{{ form.expiry_date }}</td> <td valign="top"><strong>{% trans "Amount" %}</strong></td> <td>{{ form.amount }}</td> </tr> </table> I was trying out some jQuery but I got stuck after getting the currently selected charge: <script type="text/javascript"> $(document).ready(function(){ $("#id_service_charge").change(onSelectChange); }); function onSelectChange(){ var selected = $("#id_service_charge option:selected"); var output = ""; if(selected.val() != 0){ charge = selected.val(); .... (update values) .... } } </script>

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  • Consequent attribute calculations with a queuing system

    - by vrinek
    For all of the following assume these: rails v3.0 ruby v1.9 resque We have 3 models: Product belongs_to :sku, belongs_to :category Sku has_many :products, belongs_to :category Category has_many :products, has_many :skus When we update the product (let's say we disable it) we need to have some things happen to the relevant sku and category. The same is true for when a sku is updated. The proper way of achieving this is have an after_save on each model that triggers the other models' update events. example: products.each(&:disable!) # after_save triggers self.sku.products_updated # and self.category.products_updated (self is product) Now if we have 5000 products we are in for a treat. The same category might get updated hundreds of times and hog the database while doing so. We also have a nice queueing system, so the more realisting way of updating products would be products.each(&:queue_disable!) which would simply toss 5000 new tasks to the working queue. The problem of 5000 category updates still exists though. Is there a way to avoid all those updates on the db? How can we concatenate all the category.products_updated for each category in the queue?

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  • Using before_create in Rails to normalize a many to many table

    - by weotch
    I am working on a pretty standard tagging implementation for a table of recipes. There is a many to many relationship between recipes and tags so the tags table will be normalized. Here are my models: class Recipe < ActiveRecord::Base has_many :tag_joins, :as => :parent has_many :tags, :through => :tag_joins end class TagJoin < ActiveRecord::Base belongs_to :parent, :polymorphic => true belongs_to :tag, :counter_cache => :usage_count end class Tag < ActiveRecord::Base has_many :tag_joins, :as => :parent has_many :recipes, :through => :tag_joins, :source => :parent , :source_type => 'Recipe' before_create :normalizeTable def normalizeTable t = Tag.find_by_name(self.name) if (t) j = TagJoin.new j.parent_type = self.tag_joins.parent_type j.parent_id = self.tag_joins.parent_id j.tag_id = t.id return false end end end The last bit, the before_create callback, is what I'm trying to get working. My goal is if there is an attempt to create a new tag with the same name as one already in the table, only a single row in the join table is produced, using the existing row in tags. Currently the code dies with: undefined method `parent_type' for #<Class:0x102f5ce38> Any suggestions?

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  • Python NameError when attempting to use a user-defined class

    - by Michael Herold
    I'm getting a weird instance of a NameError when attempting to use a class I wrote. In a directory, I have the following file structure: dir/ ReutersParser.py test.py reut-xxx.sgm Where my custom class is defined in ReutersParser.py and I have a test script defined in test.py. The ReutersParser looks something like this: from sgmllib import SGMLParser class ReutersParser(SGMLParser): def __init__(self, verbose=0): SGMLParser.__init__(self, verbose) ... rest of parser if __name__ == '__main__': f = open('reut2-short.sgm') s = f.read() p = ReutersParser() p.parse(s) It's a parser to deal with SGML files of Reuters articles. The test works perfectly. Anyway, I'm going to use it in test.py, which looks like this: from ReutersParser import ReutersParser def main(): parser = ReutersParser() if __name__ == '__main__': main() When it gets to that parser line, I'm getting this error: Traceback (most recent call last): File "D:\Projects\Reuters\test.py", line 34, in <module> main() File "D:\Projects\Reuters\test.py", line 19, in main parser = ReutersParser() File "D:\Projects\Reuters\ReutersParser.py", line 38, in __init__ SGMLParser.__init__(self, verbose) NameError: global name 'sgmllib' is not defined For some reason, when I try to use my ReutersParser in test.py, it throws an error that says it cannot find sgmllib, which is a built-in module. I'm at my wits' end trying to figure out why the import won't work. What's causing this NameError? I've tried importing sgmllib in my test.py and that works, so I don't understand why it can't find it when trying to run the constructor for my ReutersParser.

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  • How to create a tabbar on clicking a row in table in iphone?

    - by Warrior
    My first view consist of table with 7 rows of data.When i click each row it should navigate to a view with tab bar with 4 tabitems .In this what is the proper approac of creating a tab bar. When should i create it.Should i create in didSelectRowAtIndexPath of the table in first view like this UITabBarController *tabbar=[[UITabBarController alloc] init]; Homepageview* vc1 = [[Homepageview alloc] initWithNibName:@"Homepageview" bundle:nil] ; vc1.tabBarItem.title=@"Home"; vc1.tabBarItem.image = [UIImage imageNamed:@"home.png"]; ShoppingView* vc2 = [[ShoppingView alloc] initWithNibName:@"ShoppingView" bundle:nil]; vc2.tabBarItem.title=@"Shopping"; vc2.tabBarItem.image = [UIImage imageNamed:@"shopping.png"]; Checkout* vc3 = [[Checkout alloc] initWithNibName:@"Checkout" bundle:nil] ; vc3.tabBarItem.title=@"Checkout"; vc3.tabBarItem.image = [UIImage imageNamed:@"checkout1.png"]; Settings *vc4=[[SlSettings alloc] initWithNibName:@"Settings" bundle:nil] ; vc4.tabBarItem.title=@"Settings"; vc4.tabBarItem.image = [UIImage imageNamed:@"setting1.png"]; tabbar.delegate = self; tabbar.viewControllers = [NSArray arrayWithObjects:vc1, vc2, vc3,vc4,nil]; //self.navigationItem.title=@"Snhopping list"; //[tabbar.selectedViewController viewDidAppear:YES]; [self.navigationController pushViewController:tabbar animated:YES]; [vc1 release]; [vc2 release]; [vc3 release]; [vc4 release]; [tabbar release]; Or is there any alternate to do it. If i do it by the above method , when i navigate from the home page view of tabbar to another view then i am not able to get tab bar.Please help me out.Thanks.

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  • Pass Arguments to Included Module in Ruby?

    - by viatropos
    I'm hoping to implement something like all of the great plugins out there for ruby, so that you can do this: acts_as_commentable has_attached_file :avatar But I have one constraint: That helper method can only include a module; it can't define any variables or methods. The reason for this is because, I want the options hash to define something like type, and that could be converted into one of say 20 different 'workhorse' modules, all of which I could sum up in a line like this: def dynamic_method(options = {}) include ("My::Helpers::#{options[:type].to_s.camelize}").constantize(options) end Then those 'workhorses' would handle the options, doing things like: has_many "#{options[:something]}" Here's what the structure looks like, and I'm wondering if you know the missing piece in the puzzle: # 1 - The workhorse, encapsuling all dynamic variables module My::Module def self.included(base) base.extend ClassMethods base.class_eval do include InstanceMethods end end module InstanceMethods self.instance_eval %Q? def #{options[:my_method]} "world!" end ? end module ClassMethods end end # 2 - all this does is define that helper method module HelperModule def self.included(base) base.extend(ClassMethods) end module ClassMethods def dynamic_method(options = {}) # don't know how to get options through! include My::Module(options) end end end # 3 - send it to active_record ActiveRecord::Base.send(:include, HelperModule) # 4 - what it looks like class TestClass < ActiveRecord::Base dynamic_method :my_method => "hello" end puts TestClass.new.hello #=> "world!" That %Q? I'm not totally sure how to use, but I'm basically just wanting to somehow be able to pass the options hash from that helper method into the workhorse module. Is that possible? That way, the workhorse module could define all sorts of functionality, but I could name the variables whatever I wanted at runtime.

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  • Getting errors in my appdelegate when I make my masterview declared it as globally.

    - by monish
    Hi Guys, Here I am fighting with a problem couple of hours. My problem is Here is my code in appdelegate didFinishLaunching method. #import "CorkItAppDelegate.h" @implementation CorkItAppDelegate @synthesize window,isPicker,isFirstTime,winTyp,winTypId,wineCatName,wineRegName,theViewController,catId,regId,facebookObject,isGetWineName,getNewWineName,isNewWine,getNewWineReg,isNewReg,wineDetPk,currentLocation,internetConnectionStatus; static NSString* mapCurrentLocationUrlArg = @"http://maps.google.com/maps?q=%s@"; - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch //facebookObject=[[FacebookMyLib alloc]init]; [self createEditableCopyOfDatabaseIfNeeded]; [self initializeDataStructures]; [MyCLController sharedInstance].delegate = self; [[MyCLController sharedInstance].locationManager startUpdatingLocation]; isGetWineName = NO; facebookObject = [[FacebookMyLib alloc] init]; theViewController = [[[MasterViewController alloc] init]autorelease]; UINavigationController* controller = [[UINavigationController alloc] initWithRootViewController:theViewController]; controller.navigationBar.barStyle = UIBarStyleBlackOpaque; [window addSubview:controller.view]; [window makeKeyAndVisible]; } here in this code I declared the MasterView controller globally in .h class. and it written property and synthesize for that. But when I run the build I am getting two errors at #import "MasterViewController" like error:expected specifier-qualifier-list before 'MasterViewController'. can anyone suggest me how to get rid of this. Anyone's help will be much Appreciated. Thank you, Monish.

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  • Loading a UIView from a UITableview

    - by Michael Robinson
    I can firgure out how to push a UIView from a Tableview and have the "child" details appear. Here is the view I'm trying to load: Here is the code that checks for children and either pushes a itemDetail.xib or an additional UITable, I want to use the above .xib but load the correct contents "tableDataSource" into the UItable: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //Get the dictionary of the selected data source. NSDictionary *dictionary = [self.tableDataSource objectAtIndex:indexPath.row]; //Get the children of the present item. NSArray *Children = [dictionary objectForKey:@"Children"]; if([Children count] == 0) { ItemDetailViewController *dvController = [[ItemDetailViewController alloc] initWithNibName:@"ItemDetailView" bundle:[NSBundle mainBundle]]; [self.navigationController pushViewController:dvController animated:YES]; [dvController release]; } else { //Prepare to tableview. FirstTab *rvController = [[FirstTab alloc] initWithNibName:@"FirstView" bundle:[NSBundle mainBundle]]; //Increment the Current View rvController.CurrentLevel += 1; //Set the title; rvController.CurrentTitle = [dictionary objectForKey:@"Title"]; //Push the new table view on the stack [self.navigationController pushViewController:rvController animated:YES]; rvController.tableDataSource = Children; [rvController release]; } } Thanks for the help. I see lots of stuff on this but can't find the correct push instructions.

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  • Adding fields to Django form dynamically (and cleanly)

    - by scott
    Hey guys, I know this question has been brought up numerous times, but I'm not quite getting the full implementation. As you can see below, I've got a form that I can dynamically tell how many rows to create. How can I create an "Add Row" link that tells the view how many rows to create? I would really like to do it without augmenting the url... # views.py def myView(request): if request.method == "POST": form = MyForm(request.POST, num_rows=1) if form.is_valid(): return render_to_response('myform_result.html', context_instance=RequestContext(request)) else: form = MyForm(num_rows=1) return render_to_response('myform.html', {'form':form}, context_instance=RequestContext(request)) # forms.py class MyForm(forms.Form): def __init__(self, *args, **kwargs): num_rows = kwargs.pop('num_rows',1) super(MyForm, self).__init__(*args, **kwargs) for row in range(0, num_rows): field = forms.CharField(label="Row") self.fields[str(row)] = field # myform.html http://example.com/myform <form action="." method="POST" accept-charset="utf-8"> <ul> {% for field in form %} <li style="margin-top:.25em"> <span class="normal">{{ field.label }}</span> {{ field }} <span class="formError">{{ field.errors }}</span> </li> {% endfor %} </ul> <input type="submit" value="Save"> </form> <a href="ADD_ANOTHER_ROW?">+ Add Row</a>

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  • remove 2 subviews in one go.

    - by Pavan
    hi, I am trying to remove two viewcontrollers (that have been added on top of each other) with one method. I have made the views in interfacebuilder. they all have their own .h and .m files to go with it. Scenario I am in: I have a main menu which has the view2 header file imported. In a method I add the second view on top of the superview like so view2ViewController * view2 = [[view2ViewController alloc] initWithNibName:@"view2ViewController" bundle:nil]; [self.view addSubview:view2.view]; then in view 2 I have added the view 3 header file so i can add view 3 as a subview ontop of view2. i have another method which is connected again to interface builder to a UIButton so upon button press a method gets called in view2 which adds view 3 on top in exactly the same way like so: view3ViewController * view3 = [[view3ViewController alloc] initWithNibName:@"view3ViewController" bundle:nil]; [self.view addSubview:view3.view]; What im trying to solve: I have a button in view 3 which should remove view 3.... and then it should also remove view 2 aswell so the main screen is visible. How can this be achieved? What I have so far: [self.view removeFromSuperview]; This however only removes View 3... but leaves view 2 in place. What needs to be modified so that i can remove view 2 as well?? Any help is appreciated.

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  • UIWebview :: Text :: HTML :: JS

    - by user306089
    hello, 1- i load a text from a txt file 2- i show it into a html "file" 3- problem : 3-a : this code works : i create my page by code and i insert my text myText = ... loaded from an array of texts ...; NSString *myDescriptionHTML = [NSString stringWithFormat:@"<html> \n" "<head> \n" "<style type=\"text/css\"> \n" "body {font-family: \"%@\"; font-size: 1.0f + 'em'; color:#FFF;}\n" "</style> \n" "</head> \n" "<body id=\"myid\">%@</body> \n" "</html>", @"Arial", myText]; [self.myWebView loadHTMLString:myDescriptionHTML baseURL:nil]; 3-b but this one does not work : i load a html page already created and i inject my text into using JS : myText = ... loaded from an array of texts ...; [self.myWebView stringByEvaluatingJavaScriptFromString:[NSString stringWithFormat:@"document.getElementById(\"myid\").innerHTML = \"%@\";", myText]]; 3-c but this one working : same as 3-b but i init my text with a string in the code itself : myText = @"hello all"; [self.myWebView stringByEvaluatingJavaScriptFromString:[NSString stringWithFormat:@"document.getElementById(\"myid\").innerHTML = \"%@\";", myText]]; any help to understand what's wrong with 3-b ? thank you

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  • NSMutableArray accessing issue.

    - by Danegraphics
    I've searched and have no answer. I've created an NSMutableArray and am getting an EXC_BAD_ACCESS error in one place of access. Here. This is declaring in the .h file: NSMutableArray *buttons; ... @property (nonatomic, retain)NSMutableArray *buttons; And this is the synthesizing and implimenting: @synthesize buttons; ... - (id)init { self = [super init]; if(self != nil) { buttons = [[NSMutableArray alloc] init]; } return self; } ... -(void)addButtonWithImage:(Image*)image { Image *button = image; [buttons addObject:button]; [button release]; } ... -(void)replaceButtonAt:(int)num with:(Image*)image { Image *button = image; [buttons replaceObjectAtIndex:num withObject:button]; <<===EXC_BAD_ACCESS [button release]; } But when I use this: -(void)renderButton:(int)num atPoint:(CGPoint)point center:(BOOL)center{ Image *button = [buttons objectAtIndex:num]; [button renderAtPoint:point centerOfImage:center]; } It works

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  • Magic Method __set() on a Instanciated Object

    - by streetparade
    Ok i have a problem, sorry if i cant explaint it clear but the code speaks for its self. i have a class which generates objects from a given class name; Say we say the class is Modules: public function name($name) { $this->includeModule($name); try { $module = new ReflectionClass($name); $instance = $module->isInstantiable() ? $module->newInstance() : "Err"; $this->addDelegate($instance); } catch(Exception $e) { Modules::Name("Logger")->log($e->getMessage()); } return $this; } The AddDelegate Method: protected function addDelegate($delegate) { $this->aDelegates[] = $delegate; } The __call Method public function __call($methodName, $parameters) { $delegated = false; foreach ($this->aDelegates as $delegate) { if(class_exists(get_class($delegate))) { if(method_exists($delegate,$methodName)) { $method = new ReflectionMethod(get_class($delegate), $methodName); $function = array($delegate, $methodName); return call_user_func_array($function, $parameters); } } } The __get Method public function __get($property) { foreach($this->aDelegates as $delegate) { if ($delegate->$property !== false) { return $delegate->$property; } } } All this works fine expect the function __set public function __set($property,$value) { //print_r($this->aDelegates); foreach($this->aDelegates as $k=>$delegate) { //print_r($k); //print_r($delegate); if (property_exists($delegate, $property)) { $delegate->$property = $value; } } //$this->addDelegate($delegate); print_r($this->aDelegates); } class tester { public function __set($name,$value) { self::$module->name(self::$name)->__set($name,$value); } } Module::test("logger")->log("test"); // this logs, it works echo Module::test("logger")->path; //prints /home/bla/test/ this is also correct But i cant set any value to class log like this Module::tester("logger")->path ="/home/bla/test/log/"; The path property of class logger is public so its not a problem of protected or private property access. How can i solve this issue? I hope i could explain my problem clear.

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  • Why doesn't `stdin.read()` read entire buffer?

    - by Shookie
    I've got the following code: def get_input(self): """ Reads command from stdin, returns its JSON form """ json_string = sys.stdin.read() print("json string is: "+json_string) json_data =json.loads(json_string) return json_data It reads a json string that was sent to it from another process. The json is read from stdin. For some reason I get the following output: json string is: <Some json here> json string is: Traceback (most recent call last): File "/Users/Matan/Documents/workspace/ProjectSH/addonmanager/addon_manager.py", line 63, in <module> manager.accept_commands() File "/Users/Matan/Documents/workspace/ProjectSH/addonmanager/addon_manager.py", line 49, in accept_commands json_data = self.get_input() File "/Users/Matan/Documents/workspace/ProjectSH/addonmanager/addon_manager.py", line 42, in get_input json_data =json.loads(json_string) File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/json/__init__.py", line 338, in loads return _default_decoder.decode(s) File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/json/decoder.py", line 365, in decode obj, end = self.raw_decode(s, idx=_w(s, 0).end()) File "/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/json/decoder.py", line 383, in raw_decode raise ValueError("No JSON object could be decoded") So for some reason it reads an empty string from stdin instead of reading only the json. I've checked, and the code that writes to this process's stdin writes to it only once. What's wrong here?

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  • Deleting object in NSMutableSet Core Data

    - by Luke
    Hi I am having trouble deleting an object in an NSMutableSet using core Data... I am trying to delete a "player" object in the second section of my tableview. I am getting the error Invalid update: invalid number of rows in section 1. The number of rows contained in an existing section after the update (6) must be equal to the number of rows contained in that section before the update (6), plus or minus the number of rows inserted or deleted from that section (0 inserted, 1 deleted) and plus or minus the number of rows moved into or out of that section (0 moved in, 0 moved out Take a look at my code. - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { if (editingStyle == UITableViewCellEditingStyleDelete) { if (indexPath.section==0){ }else{ Player *p = [self.fetchedResultsController.fetchedObjects objectAtIndex: indexPath.section]; [_team removePlayersObject:p]; [_team.players removeObject:p]; AppDelegate *delegate = [[UIApplication sharedApplication] delegate]; _managedObjectContext = delegate.managedObjectContext; [_managedObjectContext deleteObject:p]; [self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationTop]; } } } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { switch(section){ case 0: return 7; case 1: return [self.fetchedResultsController.fetchedObjects count]; } return 0; }

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  • Frame sizing of tableview within nested child controllers/subviews

    - by jwoww
    I'm a bit confused by the proper frame sizing of a table view to fit within my screen. Here's my setup of view controllers within view controllers: UITabBarController UINavigationController as one of the tab bar viewcontrollers; title bar hidden ViewController - a container view controller because I need the option to place some controls beneath the UITableView, sometimes (but not in the current scenario) UITableViewController Now, my question is what the proper frame dimensions of the UITableview should be. Here's what I've got in the ViewController viewDidLoad method. I used subtracted 49.0 (the size of the tab bar) from 480.0. However, this leaves a black bar at the bottom. 20.0 appears to do it (coincidentally?) the size of the status bar, but I don't understand why that would be. Wouldn't the true pixel dimensions of the tableview be 480-49? // MessageTableViewController is my subclass of UITableViewController MessagesTableViewController *vcMessagesTable = [[MessagesTableViewController alloc] init]; CGRect tableViewFrame = CGRectMake(0, 0, 320.0, 480.0 - 49.0); [[vcMessagesTable view] setFrame:tableViewFrame]; self.tableViewController = vcMessagesTable; [self addChildViewController:vcMessagesTable]; [[self view] addSubview:vcMessagesTable.view]; Here's how it looks:

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  • ViewController Navigating

    - by Kobe.o4
    I have 4 ViewControllers, startViewController as the initial View Controller. This contains my intro. After its finish, it will [self presentViewController:vc animated:YES completion:NULL]; into my menuViewController. startViewController ------> menuViewController ------> C1ViewController \ \ ------> ImportantViewController In my menuViewController are buttons for the two ViewController like the above illustration. Also I presented them in the View with this: [self presentViewController:vc animated:YES completion:NULL]; I return tomenuViewController with this [self dismissModalViewControllerAnimated:YES]; What I wanted is to make the ImportantViewController to be the like the parent view or the mainVIew even if I go to other Views. What I need is when ImportantViewController is presented when I go to either C1ViewController or menuViewController it wont be deallocated, or its content there will still be retained. Is it possible? And How? I don't know much about what parent and child view controllers for so I dont know what to implement in my problem. Thank you. BTW, Im using Storyboard.

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  • Highlighting a custom UIButton

    - by Dan Ray
    The app I'm building has LOTS of custom UIButtons laying over top of fairly precisely laid out images. Buttonish, controllish images and labels and what have you, but with a clear custom-style UIButton sitting over top of it to handle the tap. My client yesterday says, "I want that to highlight when you tap it". Never mind that it immediately pushes on a new uinavigationcontroller view... it didn't blink, and so he's confused. Oy. Here's what I've done to address it. I don't like it, but it's what I've done: I subclassed UIButton (naming it FlashingUIButton). For some reason I couldn't just configure it with a background image on control mode highlighted. It never seemed to hit the state "highlighted". Don't know why that is. So instead I wrote: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self setBackgroundImage:[UIImage imageNamed:@"grey_screen"] forState:UIControlStateNormal]; [self performSelector:@selector(resetImage) withObject:nil afterDelay:0.2]; [super touchesBegan:touches withEvent:event]; } -(void)resetImage { [self setBackgroundImage:nil forState:UIControlStateNormal]; } This happily lays my grey_screen.png (a 30% opaque black box) over the button when it's tapped and replaces it with happy emptyness .2 of a second later. This is fine, but it means I have to go through all my many nibs and change all my buttons from UIButtons to FlashingUIButtons. Which isn't the end of the world, but I'd really hoped to address this as a UIButton category, and hit all birds with one stone. Any suggestions for a better approach than this one?

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  • How can I differentiate two different touches on a layer ?

    - by srikanth rongali
    I am writing an app in cocos2d. I hava a sprite and a text in my scene. I have written two separate classes for sprite and text. And I added both of them to another class. In sprite class I have written - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event And in text class I have written -(void) registerWithTouchDispatcher { [[CCTouchDispatcher sharedDispatcher]addTargetedDelegate:self priority:0 swallowsTouches:YES]; } -(BOOL) ccTouchBegan:(UITouch *)touch withEvent:(UIEvent *)event { return YES; } -(void) ccTouchEnded:(UITouch *)touch withEvent:(UIEvent *)event { NSLog(@"Recognized tOuches in Instructions");// CGSize windowSize = [[CCDirector sharedDirector] winSize]; CCNode *node = [self getChildByTag:kTagNode]; [node setPosition: ccp(text1.contentSize.width/2,text1.contentSize.height/2 - windowSize.height)]; } -(void) ccTouchMoved:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint touchLocation = [touch locationInView: [touch view]]; CGPoint prevLocation = [touch previousLocationInView: [touch view]]; touchLocation = [[CCDirector sharedDirector] convertToGL: touchLocation]; prevLocation = [[CCDirector sharedDirector] convertToGL: prevLocation]; CGPoint diff = ccpSub(touchLocation,prevLocation); CCNode *node = [self getChildByTag:kTagNode]; CGPoint currentPos = [node position]; [node setPosition: ccpAdd(currentPos, diff)]; } But, only touches in the text are recognized and touch of sprite is not recognized ? How can I differentiate the two touches.

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