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  • Bring a subview to the top on mouseDown: AND keep receiving events (for dragging)

    - by d11wtq
    Ok, basically I have a view with a series of slightly overlapping subviews. When a subview is clicked, it moves to the top (among other things), by a really simple two-liner: -(void)mouseDown:(NSEvent *)theEvent { if (_selected) { // Don't do anything this subview is already in the foreground return; } NSView *superview = [self superview]; [self removeFromSuperview]; [superview addSubview:self position:NSWindowAbove relativeTo:nil]; } This works fine and seems to be the "normal" way to do this. The problem is that I'm now introducing some drag logic to the view, so I need to respond to -mouseDragged:. Unfortunately, since the view is removed from the view hierarchy and re-added in the process, I can have the view come to the foreground and be dragged in the same mouse action. It only drags if I leave go of the mouse and click on the view again, since the second click doesn't do any view hierarchy juggling. Is there anything I can do that will allow the view to move to the foreground like this, AND continue to receive the subsequent -mouseDragged: and -mouseUp: events that follow? I started along the lines of thinking of overriding -hitTest: in the superview and intercepting the mouseDown event in order to bring the view to the foreground before it actually receives the event. The problem here is, from within -hitTest:, how do I distinguish what type of event I'm actually performing the hit test for? I wouldn't want to move the subview to the foreground for other mouse events, such as mouseMoved etc.

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  • Wizard style navigation, dismissing a view and showing another one

    - by Robin Jamieson
    I'm making a set of screens similar to a wizard and I'd like to know how to make a view dismiss itself and its parent view and immediately show a 'DoneScreen' without worrying about resource leaks. My views look like the following: Base -> Level1 -> DoneScreen -> Level2 -> DoneScreen The Level1 controller is a navigation controller created with a view.xib and shown with [self presentModalViewController ...] by the Base controller. The Level1 controller is also responsible for creating the 'DoneScreen' which may be shown instead of the Level2 Screen based on a certain criteria. When the user taps a button on the screen, the Level1 controller instantiates the the Level2 controller and it displays it via [self.navigationController pushViewController ..] and Level2 controller's view has a 'Next' button. When the use hits the 'Next' button in the Level2 screen, I need to dismiss the current Level2's view as well as the Level1's view and display the 'DoneScreen', which would have been created and passed in to the Level2 controller from Level1. (partly to reduce code duplication, and partly to separate responsibilities among the controllers) In the Level2 controller, if I show the 'DoneScreen' first and dismiss itself with [self.navigationController popViewControllerAnimated:YES]; then the Level1 controller's modal view is still present above the 'Base' but under the Done screen. What's a good way to clear out all of these views except the Base and then show the 'DoneScreen'? Any good suggestions on how to get this done in a simple but elegant manner?

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  • Python __subclasses__() not listing subclasses

    - by Mridang Agarwalla
    I cant seem to list all derived classes using the __subclasses__() method. Here's my directory layout: import.py backends __init__.py --digger __init__.py base.py test.py --plugins plugina_plugin.py From import.py i'm calling test.py. test.py in turn iterates over all the files in the plugins directory and loads all of them. test.py looks like this: import os import sys import re sys.path.append(os.path.join(os.path.abspath(os.path.dirname(os.path.abspath( __file__ ))))) sys.path.append(os.path.join(os.path.abspath(os.path.dirname(os.path.abspath( __file__ ))), 'plugins')) from base import BasePlugin class TestImport: def __init__(self): print 'heeeeello' PLUGIN_DIRECTORY = os.path.join(os.path.abspath(os.path.dirname(os.path.abspath( __file__ ))), 'plugins') for filename in os.listdir (PLUGIN_DIRECTORY): # Ignore subfolders if os.path.isdir (os.path.join(PLUGIN_DIRECTORY, filename)): continue else: if re.match(r".*?_plugin\.py$", filename): print ('Initialising plugin : ' + filename) __import__(re.sub(r".py", r"", filename)) print ('Plugin system initialized') print BasePlugin.__subclasses__() The problem us that the __subclasses__() method doesn't show any derived classes. All plugins in the plugins directory derive from a base class in the base.py file. base.py looks like this: class BasePlugin(object): """ Base """ def __init__(self): pass plugina_plugin.py looks like this: from base import BasePlugin class PluginA(BasePlugin): """ Plugin A """ def __init__(self): pass Could anyone help me out with this? Whatm am i doing wrong? I've racked my brains over this but I cant seem to figure it out Thanks.

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  • Fetching Core Data for Tableview on iPhone - Tutorial leaves me with crashes when adding items to a

    - by Gordon Fontenot
    Been following the Core Data tutorial on Apple's developer site, and all is good until I have to add something to the fetched store. I am getting this error after a successful build and load when I try to add a new item to the list: Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Invalid update: invalid number of rows in section 0. The number of rows contained in an existing section after the update (0) must be equal to the number of rows contained in that section before the update (0), plus or minus the number of rows inserted or deleted from that section (1 inserted, 0 deleted). Due to the fact that the fetch goes through fine, and that if I replace the fetching with eventList = [[NSMutableArray alloc] init] it works as expected (without persistance, of course), I am led to believe that the problem comes from not creating the Mutable Array correctly. Here's the problematic part of the code: NSFetchRequest *request = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"Event" inManagedObjectContext:managedObjectContext]; [request setEntity:entity]; NSSortDescriptor *sortDescriptor = [[NSSortDescriptor alloc] initWithKey:@"creationDate" ascending:NO]; NSArray *sortDescriptors = [[NSArray alloc] initWithObjects:sortDescriptor, nil]; [request setSortDescriptors:sortDescriptors]; [sortDescriptors release]; [sortDescriptor release]; NSError *error; NSMutableArray *mutableFetchResults = [[managedObjectContext executeFetchRequest:request error:&error] mutableCopy]; if (mutableFetchResults = nil) { //Handle the error } [self setEventList:mutableFetchResults]; [mutableFetchResults release]; [request release]; I have tried switching the NSArrays in the second chunk out with NSMutableArrays, but I still get the same error. For reference, the section of code that is throwing the error when I try adding an entry is here: [eventList insertObject:event atIndex:0]; NSIndexPath *indexPath = [NSIndexPath indexPathForRow:0 inSection:0]; [self.tableView insertRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade]; [self.tableView scrollToRowAtIndexPath:[NSIndexPath indexPathForRow:0 inSection:0] atScrollPosition:UITableViewScrollPositionTop animated:YES]; it errors out at the insertRowsAtIndexPaths call. Thanks in advance for any help

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  • UITableViewCell imageView images loading small even when they are the correct size!

    - by Alex Barlow
    Im having an issue whilst loading images into a UITableViewCell after an asynchronous download and placement into an UIImage variable.. The images appear smaller than they actually are! But when scrolled down and scrolled back up to the image, or the whole table is reloaded, they appear at the correct size... Here is a code excerpt... - (void)reviewImageDidLoad:(NSIndexPath *)indexPath { ThumbDownloader *thumbDownloader = [imageDownloadsInProgress objectForKey:indexPath]; if (thumbDownloader != nil) { UITableViewCell *cell = [self.tableView cellForRowAtIndexPath:thumbDownloader.indexPathInTableView]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; [self.tableView cellForRowAtIndexPath:indexPath].imageView.alpha = 0.0; [UIView commitAnimations]; cell.imageView.image = thumbDownloader.review.thumb; [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:0.4]; [self.tableView cellForRowAtIndexPath:indexPath].imageView.alpha = 1.0; [UIView commitAnimations]; } } Here is an image of the app just after calling this method.. http://www.flickr.com/photos/arbarlow/5288563627/ After calling tableView reloadData or scrolling around the appear correctly, go the the next flickr image, to see the normal result, but im sure you can guess that.. Does anyone have an ideas as to make the images appear correctly? im absolutely stumped?! Regards, Alex iPhone noob

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  • Why does my iOS app crash when trying presentModalViewController?

    - by user555807
    I've been banging my head against this all day, it seems like something simple but I can't figure it out. I've got an iOS app that I created using the "View-based Application" template in XCode. Here is essentially the code I have: AppDelegate.h: #import <UIKit/UIKit.h> @interface AppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MainViewController *viewController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MainViewController *viewController; @end AppDelegate.m: #import "AppDelegate.h" #import "MainViewController.h" @implementation AppDelegate @synthesize window, viewController; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { [self.window addSubview:viewController.view]; [self.window makeKeyAndVisible]; return YES; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } @end MainViewController.h: #import <UIKit/UIKit.h> @interface MainViewController : UIViewController { } -(IBAction) button:(id)sender; @end MainViewController.m: #import "MainViewController.h" #import "ModalViewController.h" @implementation MainViewController ... -(IBAction) button:(id)sender { ModalViewController *mvc = [[[ModalViewController alloc] initWithNibName:NSStringFromClass([ModalViewController class]) bundle:nil] autorelease]; [self presentModalViewController:mvc animated:YES]; } @end There's nothing of interest in the ModalViewController. So the modal view should display when the button is pressed. When I press the button, it hangs for a second then crashes back to the home screen with no error message. I am stumped, please show me what I'm doing wrong!

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  • Problem pushing multiple view controllers onto navigation controller stack

    - by Jim
    Hi, I am trying to push three view controllers onto the navigation controller. [self.navigationController pushViewController:one animated:YES]; [self.navigationController pushViewController:two animated:YES]; [self.navigationController pushViewController:three animated:YES]; The desired behavior is that view three will show, and when the back button is pressed it will go to view two and then to view one... What actually happens is that view one is visible and pressing back goes to view two and then back again it goes to view one. Which is to say that view one is shown instead of view three. Very strangely, looking at the viewController array of the navigationController after the calls above show the right entries, and looking at the visibleViewController property shows that it has view three in it... even though view one is visible. If i navigate to a sub view from the visible view one (that shows in the place of view three) and press back from that sub view... it goes to view three. It looks like it is showing view one, but knows it is on view three... I am completely confused... any ideas? Jim

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  • iPhone: AppStore InAppPurchase Connects in Simulator but Not on Device

    - by riteshkumar1905
    I am having trouble connecting to the AppStore from within my application. Everything runs fine in the Simulator but when I run on device the app cannot connect to the Appstore. Here is the code that connects to the Appstore #import "BuyController.h"#import "InAppPurchaseManager.h" #import "SKProducts.h" #define kInAppPurchaseProUpgradeProductId @"com.vigyaapan.iWorkOut1" @implementation BuyController - (IBAction)buy:(id)sender{ /* get the product description (defined in early sections)*/ //[self requestProUpgradeProductData]; if ([SKPaymentQueue canMakePayments]) { InAppPurchaseManager *Observer = [[InAppPurchaseManager alloc] init]; [[SKPaymentQueue defaultQueue] addTransactionObserver:Observer]; //NSURL *sandboxStoreURL = [[NSURL alloc]initWithString:@"http://sandbox.itunes.apple.com/verifyReceipt"]; //[[UIApplication sharedApplication]openURL:[NSURL URLWithString:@"http://sandbox.itunes.apple.com"]]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/ com.vigyaapan.iWorkOut1?id=9820091347&;amp;amp;amp;amp;mt=8"]]; //[[UIApplication sharedApplication] openURL:[NSURL URLWithString:@"http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=301349397&;amp;amp;amp;amp;mt=8"]]; SKPayment *payment = [SKPayment paymentWithProductIdentifier:@"com.vigyaapan.iWorkOut1"]; [[SKPaymentQueue defaultQueue] addPayment:payment]; } else { UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"MyApp" message:@"You are not authorized to purchase from AppStore" delegate:self cancelButtonTitle:@"OK" otherButtonTitles: nil]; [alert show]; [alert release]; } //return [SKPaymentQueue canMakePayments];} SKPayment *payment = [SKPayment paymentWithProductIdentifier:kInAppPurchaseProUpgradeProductId]; [[SKPaymentQueue defaultQueue] addPayment:payment]; //[self requestProUpgradeProductData]; /* get the product description (defined in early sections)*/ } @end

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  • Why is my UIWebView not scrollable?

    - by Thomas
    In my most frustrating roadblock to date, I've come across a UIWebView that will NOT scroll! I call it via this IBAction: -(IBAction)session2ButtonPressed:(id)sender { Session2ViewController *session2View = [[Session2ViewController alloc]initWithNibName:@"Session2ViewController" bundle:nil]; self.addictionViewController = session2View; [self.view insertSubview:addictionViewController.view atIndex:[self.view.subviews count]]; [session2View release]; } In the viewDidLoad of Session2ViewController.m, I have - (void)viewDidLoad { [super viewDidLoad]; // TRP - Grab data from plist // TRP - Build file path to the plist NSString *filePath = [[NSBundle mainBundle] pathForResource:@"Addiction" ofType:@"plist"]; // TRP - Create NSDictionary with contents of the plist NSDictionary *addictionDict = [NSDictionary dictionaryWithContentsOfFile:filePath]; // TRP - Create an array with contents of the dictionary NSArray *addictionData = [addictionDict objectForKey:@"Addiction1"]; NSLog(@"addictionData (array): %@", addictionData); // TRP - Create a string with the contents of the array NSString *addictionText = [NSString stringWithFormat:@"<DIV style='font-family:%@;font-size:%d;'>%@</DIV>", @"Helvetica", 18, [addictionData objectAtIndex:1]]; addictionInfo.backgroundColor = [UIColor clearColor]; // TRP - Load the string created and stored into addictionText and display in the UIWebView [addictionInfo loadHTMLString:addictionText baseURL:nil]; // TODO: MAKE THIS WEBVIEW SCROLL!!!!!! } In the nib, I connected my web view to the delegate and to the outlet. When I run my main project, the plist with my HTML code shows up, but does not scroll. I copied and pasted this code into a new project, wired the nib the exact same way, and badda-boom badda-bing. . . it works. I even tried to create a new nib from scratch in this project, and the exact same code would not work. Whiskey Tango Foxtrot Any ideas?? Thanks! Thomas

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  • Django sitemap intermittent www

    - by Jen Z
    The automatic sitemap for my Django site fluctuates between including the www on urls and leaving it out (I'm aiming to have it in all the time). This has ramifications in google not indexing my pages properly so I'm trying to narrow down what would be causing this issue. I have set PREPEND_WWW = True and my site record in the sites framework is set to include the www e.g. it's set to www.example.com as opposed to example.com. I'm using memcached but pages should expire from the cache after 48 hours so I wouldn't have thought that would be causing the issue? You can see the problem in effect at http://www.livingspaceltd.co.uk/sitemap.xml (refresh the page a few times). My sitemaps setup is fairly prosaic so I'm doubtful that that is the issue, but in case it's something obvious I'm missing here's the code: ***urls.py*** sitemaps = { 'subpages': Subpages_Sitemap, 'standalone_pages': Standalone_Sitemap, 'categories': Categories_Sitemap, } urlpatterns = patterns('', (r'^sitemap\.xml$', 'django.contrib.sitemaps.views.sitemap', {'sitemaps': sitemaps}), ... ***sitemaps.py*** # -*- coding: utf-8 -*- from django_ls.livingspace.models import Page, Category, Standalone_Page, Subpage from django.contrib.sitemaps import Sitemap class Subpages_Sitemap(Sitemap): changefreq = "monthly" priority = 0.4 def items(self): return Subpage.objects.filter(restricted_to__isnull=True) class Standalone_Sitemap(Sitemap): changefreq = "weekly" priority = 1 def items(self): return Standalone_Page.objects.all() class Categories_Sitemap(Sitemap): changefreq = "weekly" priority = 0.7 def items(self): return Category.objects.all()

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  • uniimageview not updating after views tranistion

    - by Fabio Ricci
    Hi I have one main view where I display an image, in the method viewDidLoad: ballRect = CGRectMake(posBallX, 144, 32.0f, 32.0f); theBall = [[UIImageView alloc] initWithFrame:ballRect]; [theBall setImage:[UIImage imageNamed:@"ball.png"]]; [self.view addSubview:theBall]; [laPalla release]; Obviously, the value of posBallX is defined and then update via a custom method call many times in the same class. theBall.frame = CGRectMake(posBallX, 144, 32, 32); Everything works, but when I go to another view with [self presentModalViewController:viewTwo animated:YES]; and come back with [self presentModalViewController:viewOne animated:YES]; the image is displayed correctly after the method viewDidLoad is called (I retrieve the values with NSUserDefaults) but no more in the second method. In the NSLog I can even see the new posBallX updating correctly, but the Image is simply no more shown... The same happens with a Label as well, which should print the value of posBallX. So, things are just not working if I come back to the viewOne from the viewTwo... Any idea??????? Thanks so much!

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  • How to update non-scalar entity properties in EF 4.0?

    - by Mike
    At first I was using this as an extension method to update my detached entities... Public Sub AttachUpdated(ByVal obj As ObjectContext, ByVal objectDetached As EntityObject) If objectDetached.EntityState = EntityState.Detached Then Dim original As Object = Nothing If obj.TryGetObjectByKey(objectDetached.EntityKey, original) Then obj.ApplyCurrentValues(objectDetached.EntityKey.EntitySetName, objectDetached) Else Throw New ObjectNotFoundException() End If End If End Sub Everything has been working great until I had to update non-scalar properties. Correct me if I am wrong but that is because "ApplyCurrentValues" only supports scalars. To get around this I was just saving the FK_ID field instead of the entity object relation. Now I am faced with a many to many relationship so its not that simple. I would like to do something like this... Dim Resource = RelatedResource.GetByID(item.Value) Condition.RelatedResources.Add(Resource) But when I call SaveChanges the added Resources aren't saved. I started to play around with self-tracking entities (not sure if they will help solve my prob) but it seems they cannot be serialized to ViewState and this is a requirement for me. I guess one solution would be to add the xRef table as an entity and add the fks myself but I would rather it just work how I expect it too. I am open to any suggestions on how to either save my many to many relationships or serialize self-tracking entities (if self-trackingwould even solve my problem). Thanks!

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  • Playing video and audio in iPhone not working...

    - by Scott
    So we have buttons linked up to display images/videos/audio on click depending on a check we do earlier. That part works fine. It knows which one to play, however, when we click the buttons for video and audio, nothing happens. The image one works fine. The video and audio are being taken for a URL online, they are not local, but everywhere said this was still possible. Here is a little snippet of the code where we play the two files: if ( [fName hasSuffix:@".png"]) { NSLog(@"PICTURE"); NSURL *url = [NSURL URLWithString: fName]; UIImage *image = [UIImage imageWithData: [NSData dataWithContentsOfURL:url]]; self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; // self.view.backgroundColor = [[UIColor alloc] initWithPatternImage:[UIImage imageNamed:@"MainBG.jpg"]]; [self.view addSubview:[[UIImageView alloc] initWithImage:image]]; } if ( [fName hasSuffix:@".mp4"]) { NSLog(@"VIDEO"); //NSString *path = [[NSBundle mainBundle] pathForResource:fName ofType:@"mp4"]; //NSLog(path); NSURL *url = [NSURL fileURLWithPath:fName]; MPMoviePlayerController *player = [[MPMoviePlayerController alloc] initWithContentURL:url]; [player play]; } if ( [fName hasSuffix:@".mp3"]) { NSLog(@"AUDIO"); NSURL *url = [NSURL fileURLWithPath:fName]; NSData *soundData = [NSData dataWithContentsOfURL:url]; AVAudioPlayer *avPlayer = [[AVAudioPlayer alloc] initWithData:soundData error: nil]; [avPlayer play]; } See anything wrong? By the way it compiles and runs, but nothing happens when we hit the button that executes that code.

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  • Getting broken link error whle Using App Engine service accounts

    - by jade
    I'm following this tutorial https://developers.google.com/bigquery/docs/authorization#service-accounts-appengine Here is my main.py code import httplib2 from apiclient.discovery import build from google.appengine.ext import webapp from google.appengine.ext.webapp.util import run_wsgi_app from oauth2client.appengine import AppAssertionCredentials # BigQuery API Settings SCOPE = 'https://www.googleapis.com/auth/bigquery' PROJECT_NUMBER = 'XXXXXXXXXX' # REPLACE WITH YOUR Project ID # Create a new API service for interacting with BigQuery credentials = AppAssertionCredentials(scope=SCOPE) http = credentials.authorize(httplib2.Http()) bigquery_service = build('bigquery', 'v2', http=http) class ListDatasets(webapp.RequestHandler): def get(self): datasets = bigquery_service.datasets() listReply = datasets.list(projectId=PROJECT_NUMBER).execute() self.response.out.write('Dataset list:') self.response.out.write(listReply) application = webapp.WSGIApplication( [('/listdatasets(.*)', ListDatasets)], debug=True) def main(): run_wsgi_app(application) if __name__ == "__main__": main() Here is my app.yaml file code application: bigquerymashup version: 1 runtime: python api_version: 1 handlers: - url: /favicon\.ico static_files: favicon.ico upload: favicon\.ico - url: .* script: main.py And yes i have added app engine service account name in google api console Team tab with can edit permissions. When upload the app and try to access the link it says Oops! This link appears to be broken. Ealier i ran this locally and tried to access it using link localhost:8080.Then i thought may be running locally might be giving the error so i uploaded my code to http://bigquerymashup.appspot.com/ but still its giving error.

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  • Admob banner not getting remove from superview

    - by Gamer
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • How to make that the LanguageBinder take precedence over the DynamicBinder

    - by rudimenter
    Hi I Have a class which implement IDynamicMetaObjectProvider I implement the BindGetMember Method from DynamicMetaObject. Now when i Generate a dynamic Object and Access a property every call gets implicit passed through the BindGetMember Method. I want that at first the language Binder get his chance before my code comes in. It is somehow doable with "binder.FallbackGetMember" but i am not sure how the expression has to look like. I call here dynamic com=CommandFactory.GetCommand(); com.testprop; //expected: "test"; but "test2" comes back public class Command : System.Dynamic.IDynamicMetaObjectProvider { public string testprop { get { return "test"; } } public object GetValue(string name) { return "test2"; } System.Dynamic.DynamicMetaObject System.Dynamic.IDynamicMetaObjectProvider.GetMetaObject(System.Linq.Expressions.Expression parameter) { return new MetaCommand(parameter, this); } private class MetaCommand : System.Dynamic.DynamicMetaObject { public MetaCommand(Expression expression, Command value) : base(expression, System.Dynamic.BindingRestrictions.Empty, value) { } public override System.Dynamic.DynamicMetaObject BindGetMember(System.Dynamic.GetMemberBinder binder) { var self = this.Expression; var bag = (Command)base.Value; Expression target; target = Expression.Call( Expression.Convert(self, typeof(Command)), typeof(Command).GetMethod("GetValue"), Expression.Constant(binder.Name) ); var restrictions = BindingRestrictions .GetInstanceRestriction(self, bag); return new DynamicMetaObject(target, restrictions); } #endregion } }

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  • iPhone SDK math - pythagorean theorem problem!

    - by Flafla2
    Just as a practice, I am working on an app that solves the famous middle school pythagorean theorem, a squared + b squared = c squared. Unfortunately, the out-coming answer has, in my eyes, nothing to do with the actual answer. Here is the code used during the "solve" action. - (IBAction)solve { int legoneint; int legtwoint; int hypotenuseint; int lonesq = legoneint * legoneint; int ltwosq = legtwoint * legtwoint; int hyposq = hypotenuseint * hypotenuseint; hyposq = lonesq + ltwosq; if ([legone.text isEqual:@""]) { legtwoint = [legtwo.text intValue]; hypotenuseint = [hypotenuse.text intValue]; answer.text = [NSString stringWithFormat:@"%d", legoneint]; self.view.backgroundColor = [UIColor blackColor]; } if ([legtwo.text isEqual:@""]) { legoneint = [legone.text intValue]; hypotenuseint = [hypotenuse.text intValue]; answer.text = [NSString stringWithFormat:@"%d", legtwoint]; self.view.backgroundColor = [UIColor blackColor]; } if ([hypotenuse.text isEqual:@""]) { legoneint = [legone.text intValue]; legtwoint = [legtwo.text intValue]; answer.text = [NSString stringWithFormat:@"%d", hypotenuseint]; self.view.backgroundColor = [UIColor blackColor]; } } By the way, legone, legtwo, and hypotenuse all represent the UITextField that corresponds to each mathematical part of the right triangle. Answer is the UILabel that tells, you guessed it, the answer. Does anyone see any flaws in the program? Thanks in advance!

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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - 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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  • Using Quartz to draw every second via NSTimer (iPhone)

    - by stuartloxton
    Hi, I'm relatively new to Objective-C + Quartz and am running into what is probably a very simple issue. I have a custom UIView sub class which I am using to draw simple rectangles via Quartz. However I am trying to hook up an NSTimer so that it draws a new object every second, the below code will draw the first rectangle but will never draw again. The function is being called (the NSLog is run) but nothing is draw. Code: - (void)drawRect:(CGRect)rect { context = UIGraphicsGetCurrentContext(); [self step:self]; [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)(2) target:self selector:@selector(step:) userInfo:nil repeats:TRUE]; } - (void) step:(id) sender { static double trans = 0.5f; CGContextSetRGBFillColor(context, 1, 0, 0, trans); CGContextAddRect(context, CGRectMake(10, 10, 10, 10)); CGContextFillPath(context); NSLog(@"Trans: %f", trans); trans += 0.01; } context is in my interface file as: CGContextRef context; Any help will be greatly appreciated!

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  • Accessing ViewController's variables from UIActionSheet delegate

    - by VansFannel
    Hello. I have the following code: @implementation SendMapViewController NSMutableArray *emails; At this method I create emails array and I add some NSStrings: - (BOOL) peoplePickerNavigationController: (ABPeoplePickerNavigationController *)peoplePicker shouldContinueAfterSelectingPerson: (ABRecordRef)person { ABMultiValueRef emailInfo = ABRecordCopyValue(person, kABPersonEmailProperty); NSUInteger emailCount = ABMultiValueGetCount(emailInfo); if (emailCount > 1) { UIActionSheet *emailsAlert = [[UIActionSheet alloc] initWithTitle:@"Select an email" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:nil]; emails = [NSMutableArray arrayWithCapacity: emailCount]; for (NSUInteger i = 0; i < emailCount; i++) { NSString *emailFromContact = (NSString *)ABMultiValueCopyValueAtIndex(emailInfo, i); [emails addObject: emailFromContact]; [emailsAlert addButtonWithTitle:emailFromContact]; [emailFromContact release]; } [emailsAlert addButtonWithTitle:@"Cancel"]; [emailsAlert showInView:self.view]; [emailsAlert release]; } else { ... } CFRelease(emailInfo); [self dismissModalViewControllerAnimated:YES]; return NO; } As you can see in code, if there are more than one email I show and UIActionSheet. When user clicks on a button representing and email, I want to execute the following code: - (void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if ([emails count] >= buttonIndex) { NSString *contactEmail = (NSString *)[emails objectAtIndex:buttonIndex]; ... } } But emails array hasn't got any email. What I'm doing wrong? I'm developing for iPhone.

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  • Change title of UINavigationBar

    - by Lemmy
    I've created a view-based application. I've placed a Navigation Bar on the view and two buttons. I'd like to change the title of the nav bar after pressing the buttons. In IB I've connected the buttons with the corresponding actions. Debugging shows that the actions are getting called but the title of the nav bar is not changed. Kindly help! // // NavBarViewController.h #import <UIKit/UIKit.h> @interface NavBarViewController : UIViewController { } -(IBAction) clickedOne: (id)sender; -(IBAction) clickedTwo: (id)sender; @end // // NavBarViewController.m #import "NavBarViewController.h" @implementation NavBarViewController -(IBAction) clickedOne: (id)sender { self.navigationItem.title = @"1"; } -(IBAction) clickedTwo: (id)sender { self.navigationItem.title = @"2"; } - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } - (void)dealloc { [super dealloc]; } @end

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  • Removing UITextField from superview does not make it disappear on screen

    - by moshy
    I have the following code // Breakpoint here [label removeFromSuperview]; [label release]; label = nil; stepping through it with the debugger outputs (gdb) po [self subviews] <NSCFArray 0x476af70>( <UIImageView: 0x47581a0; frame = (0 0; 232 81); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b3d0>>, <UILabel: 0x4758870; frame = (15 11; 202 56); text = 'Test'; clipsToBounds = YES; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b590>> ) (gdb) po label <UILabel: 0x4758870; frame = (15 11; 202 56); text = 'Test'; clipsToBounds = YES; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b590>> (gdb) n (gdb) n (gdb) n (gdb) po [self subviews] <NSCFArray 0x478c4e0>( <UIImageView: 0x47581a0; frame = (0 0; 232 81); opaque = NO; autoresize = W+H; userInteractionEnabled = NO; layer = <CALayer: 0x476b3d0>> ) Yet it is still visible, it does not disappear. Not even if I do [self setNeedsDisplay] immediately after. Has anyone else come across this? Is it a bug in the SDK or am I missing something?

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  • BeautifulSoup HTMLParseError. What's wrong with this?

    - by user1915496
    This is my code: from bs4 import BeautifulSoup as BS import urllib2 url = "http://services.runescape.com/m=news/recruit-a-friend-for-free-membership-and-xp" res = urllib2.urlopen(url) soup = BS(res.read()) other_content = soup.find_all('div',{'class':'Content'})[0] print other_content Yet an error comes up: /Library/Python/2.7/site-packages/bs4/builder/_htmlparser.py:149: RuntimeWarning: Python's built-in HTMLParser cannot parse the given document. This is not a bug in Beautiful Soup. The best solution is to install an external parser (lxml or html5lib), and use Beautiful Soup with that parser. See http://www.crummy.com/software/BeautifulSoup/bs4/doc/#installing-a-parser for help. "Python's built-in HTMLParser cannot parse the given document. This is not a bug in Beautiful Soup. The best solution is to install an external parser (lxml or html5lib), and use Beautiful Soup with that parser. See http://www.crummy.com/software/BeautifulSoup/bs4/doc/#installing-a-parser for help.")) Traceback (most recent call last): File "web.py", line 5, in <module> soup = BS(res.read()) File "/Library/Python/2.7/site-packages/bs4/__init__.py", line 172, in __init__ self._feed() File "/Library/Python/2.7/site-packages/bs4/__init__.py", line 185, in _feed self.builder.feed(self.markup) File "/Library/Python/2.7/site-packages/bs4/builder/_htmlparser.py", line 150, in feed raise e I've let two other people use this code, and it works for them perfectly fine. Why is it not working for me? I have bs4 installed...

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  • How do I control the background color during the iPhone flip view animation transition?

    - by Rob S.
    I have some pretty standing flipping action going on: [UIView beginAnimations:@"swapScreens" context:nil]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:self.view cache:YES]; [UIView setAnimationDuration:1.0]; [self.view exchangeSubviewAtIndex:0 withSubviewAtIndex:1]; [UIView commitAnimations]; To Apple's credit, this style of animation is amazingly easy to work with. Very cool, and I've been able to animate transitions, flips, fades etc. throughout the app very easily. Question: During the flip transition, the background visible 'behind' the two views during the flip is white and I'd like it to be black. I've: Set the background of the containing view (self.view above) - no dice. I really thought that would work. Set the background of each view to black - no dice. I didn't think this would work although you give different things a shot to understand better :) Google'd like crazy; keep landing on Safari-related listings. Thanks in advance!

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  • How can I get the main thread to sleep while waiting for a delgate to be called?

    - by Erik B
    Consider a class with these methods: - (id) initWithFrame: (CGRect) frame { if (!(self = [super init])) return nil; webView = [[UIWebView alloc] initWithFrame:frame]; [webView setDelegate:self]; lock = [[NSConditionLock alloc] initWithCondition:LOCK_WAIT]; return self; } - (void) setHTML: (NSString *) html { [lock lockWhenCondition:LOCK_WAIT]; [webView loadHTMLString:html baseURL:nil]; [lock unlock]; } - (void)webViewDidFinishLoad:(UIWebView *)aWebView { [lock lockWhenCondition:LOCK_WAIT]; // Locking to be able to unlock and change the condition. [lock unlockWithCondition:LOCK_GO]; } - (NSString *) stringByEvaluatingJavaScriptFromString: (NSString *) jsCommand { [lock lockWhenCondition:LOCK_GO]; return [webView stringByEvaluatingJavaScriptFromString:jsCommand]; [lock unlock]; } Let's call this class SynchronousUIWebView. From the main thread I execute: webView = [[SynchronousUIWebView alloc] initWithFrame:frame]; [webView setHTML:html]; [webView stringByEvaluatingJavaScriptFromString:jsCommand]; The problem seems to be that the delegate is not called until I leave the current call stack, which I don't since I'm waiting for the delegate call to happen, aka deadlock. To me it seems like the delegate call is pushed to a queue that is called when the current call is done. So the question is can I modify this behavior? Note: The reason this is needed is that I can't execute the JavaScript until the HTML has loaded.

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