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  • keyUp event heard?: Overridden NSView method

    - by Old McStopher
    UPDATED: I'm now overriding the NSView keyUp method from a NSView subclass set to first responder like below, but am still not seeing evidence that it is being called. @implementation svsView - (BOOL)acceptsFirstResponder { return YES; } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- NSLog(@"key up'd!"); } @end --ORIGINAL POST-- I'm new to Cocoa and Obj-C and am trying to do a (void)keyUp: from within the implementation of my controller class (which itself is of type NSController). I'm not sure if this is the right place to put it, though. I have a series of like buttons each set to a unique key equivalent (IB button attribute) and each calls my (IBAction)keyInput method which then passes the identity of each key onto another object. This runs just fine, but I also want to track when each key is released. --ORIGINAL [bad] EXAMPLE-- @implementation svsController //init //IBActions - (IBAction)keyInput:(id)sender { //--do key down stuff-- } - (void)keyUp:(NSEvent *)event { //--do key up stuff-- } @end Upon fail, I also tried the keyUp as an IBAction (instead of void), like the user-defined keyInput is, and hooked it up to the appropriate buttons in Interface Builder, but then keyUp was only called when the keys were down and not when released. (Which I kind of figured would happen.) Pardon my noobery, but should I be putting this method in another class or doing something differently? Wherever it is, though, I need it be able to access objects owned by the controller class. Thanks for any insight you may have.

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  • Got problem when uploading the html into the webview in iphone sdk.

    - by Monish Kumar
    Hi Guy's NSString* appendString=@""; appendString = [appendString stringByAppendingString:@"<body>"]; appendString =[appendString stringByAppendingString:@"<table background='footer.png' width='320' height='45' style='background-repeat:no-repeat'>"]; appendString =[appendString stringByAppendingString:@"<tr>"]; appendString =[appendString stringByAppendingString:@"<td align='left' width='57' height='31' style='padding: 6px 0 0 0' ><a href='/map/'><img src='details_Back.png'/></a></td>"]; appendString =[appendString stringByAppendingString:@"<td align='left' valign='middle' style='padding: 0 0 0 65px; font-family:Helvetica; font-size:21px ; font-weight:bold ; color:#FFF'>Details</td>"]; appendString =[appendString stringByAppendingString:@"</tr>"]; appendString =[appendString stringByAppendingString:@"</table>"]; appendString =[appendString stringByAppendingString:@"<br>"]; returnString = [returnString stringByReplacingOccurrencesOfString:@"<body>" withString:appendString]; printf("\n return string :%s",[returnString UTF8String]); [myWebView loadHTMLString:returnString baseURL:[NSURL URLWithString:@"http://abc.api.abcdefg.com/"]]; here in the above code the footer.png and details_back.png are the local images stored in my resource folder. Here the problem is I am gettin the background image from the server link I had passed to the webview as baseurl but the images footer.png and details_back.png which were stored in resource is not displayed. if I use the resource bundle as the baseurl then I am not displayed the background image from the server link. Can anyone please give me the suggestions to get rid of rid of this problem. thanks to all guy's, Monish.

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  • iPhone PopUp RGB colors

    - by McLas
    Hi, I am presenting a UIView with an animation that takes half of the screen. I've seen it in many apps but could not find the appropriate RGB colors: iOS uses it for example in "contacts": http://img98.imageshack.us/img98/9402/image001u.png I'm trying with : bottomLayer.backgroundColor = [[UIColor colorWithRed:80.0/255.0 green:86.0/255.0 blue:97.0/255.0 alpha:1] CGColor]; but it's all whitey. If anyone could get how this popup is designed... Thanks!

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  • glDrawElements allocating memory and not releasing it

    - by Joshua Weinberg
    Using OpenGLES 1.1 on the iPhone 3G (device, not simulator), I do normal drawing fun. But at points during the run of the application I get giant memory spikes, after a lot of digging with instruments I have found that it is glDrawElements that is grabbing the memory. The buffer being allocated is 4 meg, which to me means its loading a texture into RAM, which I guess could be valid, but its never releasing this buffer, and is allocating multiple of them. How do I make sure that these buffers that GL is creating get destroyed, instead of just hanging around?

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  • Cocoa Key event problem

    - by Oscar
    I'm trying to build my first cocoa application. done some iPhone developing before. I have a hard time understanding how to layout my project. i making a Pong game and my current design is to allocate an NSWindowController from my appDelegate. I then use custom view to act as paddles and ball. My problem is that i can't get the window controller to capture key events. Am i thinking wrong here? My idea is to have a controller class with all the logic, should i subclass another class for that?

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  • UITableView : detecting click on '-' button in edit mode

    - by synthez84
    Hi all, On my iphone app, I have a UITableView in edit mode, containing custom UITableViewCell. I would like to detect when user has clicked on the left button of each cell (minus circular red button, the one that is animated with a rotation), just before the "Delete" button appears. I would like to be able to change my cell content in that case... Is that possible ? Thanks !

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  • getting started with libmms

    - by Vnuce
    Actually, the title explains it all... I want to read a stream, but have no idea from where to start. I've searched the web for some documentation/tutorial/whatever with no luck. Any help using this lib would be very appreciated.

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  • NSCFString leak inVolving NSString

    - by Srilakshmi Manthena
    Hi, I am getting leak at NSString *firstNameStr = [NSString stringWithFormat:@"%s",firstNameString]; CODE: +(NSString *)getValueForProperty:(ABPropertyID)propertyId forContact:(NSString *)contactId { if (addressBook == nil) { addressBook = ABAddressBookCreate(); } ABRecordID contactIntId = [contactId intValue]; ABRecordRef person = ABAddressBookGetPersonWithRecordID(addressBook, contactIntId); CFStringRef firstName; char *firstNameString; firstName = ABRecordCopyValue(person, propertyId); // Paso a char* los datos para que se puedan escribir static char* fallback = ""; int fbLength = strlen(fallback); int firstNameLength = fbLength; bool firstNameFallback = true; if (firstName != NULL) { firstNameLength = (int) CFStringGetLength(firstName); firstNameFallback = false; } if (firstNameLength == 0) { firstNameLength = fbLength; firstNameFallback = true; } firstNameString = malloc(sizeof(char)*(firstNameLength+1)); if (firstNameFallback == true) { strcpy(firstNameString, fallback); } else { CFStringGetCString(firstName, firstNameString, 10*CFStringGetLength(firstName), kCFStringEncodingASCII); } if (firstName != NULL) { CFRelease(firstName); } NSString *firstNameStr = [NSString stringWithFormat:@"%s",firstNameString]; free(firstNameString); return firstNameStr; }

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  • Creating iPhoto albums using Cocoa Scripting Bridge

    - by robinjam
    I'm tearing my hair out trying to create a new album from a Cocoa Application. In applescript it's a nice simple procedure: tell application "iPhoto" new album name "Album" end tell But I can't work out how this is done in Cocoa via the Scripting Bridge. I've tried this: iPhotoApplication *iPhoto = [SBApplication applicationWithBundleIdentifier:@"com.apple.iPhoto"]; iPhotoAlbum *newAlbum = [[[[iPhoto classForScriptingClass:@"album"] alloc] initWithProperties:[NSDictionary dictionaryWithObject:@"Album" forKey:@"name"]] autorelease]; [[iPhoto albums] addObject:newAlbum]; But that had no effect. Please help!

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  • Assigning a view controller to be the delegate of a subview which is not directly descendent?

    - by ambertch
    I am writing an iphone app where in numerous cases a subview needs to talk to its superview. For example: View A has a table view that contains photos A has a subview B which allows users to add photos, upon which I want to auto append them to A's table view So far I have been creating a @protocol in B, and registering A as the delegate. The problem in my case is that B has a subview C that allows users to add content, and I want actions in C to invoke changes in its grandparent, A. Currently I am working around this by passing around a self pointer to my base view controller (C.delegate = B.delegate), but it doesn't seem very proper to me. Any thoughts? (and/or general advice on code organization when all sort of subviews needs to talk to superviews would be greatly appreciated) Thanks!

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  • Loading...Please wait for UIWebView - iPhone

    - by niha7229
    Hi guys, In Safari and other browsers, there is a bar that would indicate the percentage of the loading progress, and I, myself, trying to implement something similiar on iPhone, when loading some content in UIWebView, I would like the app to indicate the percentage of the page being loaded. I tried some google search and realize we could use NSURLConnection to read only the header and get the Content-Length ( but don't know how to, I read the Apple's NSURLConnection docs but probably I missed something ... ). And the size ( kb ) which UIWebView had loaded, seem like UIWebView don't support it for the public API... I hope this would be complete in some other ways than I thought, so if you have any ideas, please throw it out, thanks for your patient reading. P.S : I could just show an Activities Indicator for users with the long loading progress actions of the UIWebView but I just want to go further with the loading percentage bar :). Regards.

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  • Cocoa Touch best practice for capturing/logging/diagnosing crashes

    - by Dylan
    As I get closer to releasing my first public iPhone app I'm concerned about catching crashes in the field. I'm curious to hear how others have gone about this. I'm not sure what's possible outside of the debugger. Is all lost with an EXC_BAD_ACCESS or can I still catch it and get something useful into a log? Is the program main() the spot to put a @try/@catch?

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  • how do i scroll through 100 photos in UIScrollView in IPhone

    - by mwangima
    I'm trying to scroll through images being downloaded from a users online album (like in the facebook iphone app) since i can't load all images into memory, i'm loading 3 at a time (prev,current & next). then removing image(prev-1) & image (next +1) from the uiscroller subviews. my logic works fine in the simulator but fails in the device with this error: [CALayer retain]: message sent to deallocated instance what could be the problem below is my code sample - (void)scrollViewDidEndDecelerating:(UIScrollView *)_scrollView { pageControlIsChangingPage = NO; CGFloat pageWidth = _scrollView.frame.size.width; int page = floor((_scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1; if (page1 && page<=(pageControl.numberOfPages-3)) { [self removeThisView:(page-2)]; [self removeThisView:(page+2)]; } if(page0) { NSLog(@"<< PREVIOUS"); [self showPhoto:(page-1)]; } [self showPhoto:page]; if(page<(pageControl.numberOfPages-1)) { //NSLog(@"NEXT "); [self showPhoto:page+1]; NSLog(@"FINISHED LOADING NEXT "); } } -(void) showPhoto:(NSInteger)index { CGFloat cx = scrollView.frame.size.width*index; CGFloat cy = 40; CGRect rect=CGRectMake( 0, 0,320, 480); rect.origin.x = cx; rect.origin.y = cy; AsyncImageView* asyncImage = [[AsyncImageView alloc] initWithFrame:rect]; asyncImage.tag = 999; NSURL *url = [NSURL URLWithString:[pics objectAtIndex:index]]; [asyncImage loadImageFromURL:url place:CGRectMake(150, 190, 30, 30) member:memberid isSlide:@"Yes" picId:[picsIds objectAtIndex:index]]; [scrollView addSubview:asyncImage]; [asyncImage release]; } -(void) removeThisView:(NSInteger)index { if(index<[[scrollView subviews] count] && [[scrollView subviews] objectAtIndex:index]!=nil){ if ([[[scrollView subviews] objectAtIndex:index] isKindOfClass:[AsyncImageView class]] || [[[scrollView subviews] objectAtIndex:index] isKindOfClass:[UIImageView class]]) { [[[scrollView subviews] objectAtIndex:index] removeFromSuperview]; } } } For the record it works OK in the simulator, but not the iphone device itself. any ideas will be appreciated. cheers, fred.

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  • NSCFArray leak in the NSMutablearray allocation

    - by Srilakshmi Manthena
    Hi, I am getting the leak at this allocation filteredListContent = [[NSMutableArray alloc] initWithCapacity: [showList count]]; CODE: -(void)reloadTable { EventListAppDelegate *appDelegate = (EventListAppDelegate *)[[UIApplication sharedApplication] delegate]; contactList = [appDelegate getAllContactsList]; inviteeList = [appDelegate getInviteeListForEvent:event.primaryKey]; if (isInvited == YES) { showList=[appDelegate getInviteeListForEvent:event.primaryKey]; } else { showList =[appDelegate getAllContactsList]; } filteredListContent = [[NSMutableArray alloc] initWithCapacity: [showList count]]; [filteredListContent addObjectsFromArray: showList]; [self organizeContactItemsIntoIndexes]; self.title = [event.name capitalizedString]; [self getToolbar]; [theTableView reloadData]; } (void)searchBar:(UISearchBar *)searchBar textDidChange:(NSString *)searchText { [filteredListContent removeAllObjects]; ContactDTO *currentElement; NSRange range; for (currentElement in showList) { range = [currentElement.lastName rangeOfString:searchText options:NSCaseInsensitiveSearch]; if(range.location==0) { [filteredListContent addObject:currentElement]; } } [self organizeContactItemsIntoIndexes]; [theTableView reloadData]; } (void)dealloc { [filteredListContent release]; [super dealloc]; }

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  • Graphical glitches when adding cells and scrolling with UITableView

    - by Daniel I-S
    I am using a UITableView to display the results of a series of calculations. When the user hits 'calculate', I wish to add the latest result to the screen. This is done by adding a new cell to a 'results' section. The UITableViewCell object is added to an array, and then I use the following code to add this new row to what is displayed on the screen: [thisView beginUpdates]; [thisView insertRowsAtIndexPaths:[NSArray arrayWithObject:newIndexPath] withRowAnimation: UITableViewRowAnimationFade]; [thisView endUpdates]; This results in the new cell being displayed. However, I then want to immediately scroll the screen down so that the new cell is the lowermost cell on-screen. I use the following code: [thisView scrollToRowAtIndexPath:newIndexPath atScrollPosition:UITableViewScrollPositionBottom animated:YES]; This almost works great. However, the first time a cell is added and scrolled to, it appears onscreen only briefly before vanishing. The view scrolls down to the correct place, but the cell is not there. Scrolling the view by hand until this invisible new cell's position is offscreen, then back again, causes the cell to appear - after which it behaves normally. This only happens the first time a cell is added; subsequent cells don't have this problem. It also happens regardless of the combination of scrollToRowAtIndexPath and insertRowsAtIndexPath animation settings. There is also a problem where, if new cells are added repeatedly and quickly, the new cells stop 'connecting up'. The lowermost cell in a group is supposed to have rounded corners, and when a new cell is added these turn into square corners so that there is a clean join with the next cell in the group. In this case, however, a cell often does not lose its rounded edges despite not being the last cell anymore. This also gets corrected once the affected area moves offscreen and back. This method of adding and scrolling would be perfect for my application if it weren't for these weird glitches. Any ideas as to what I may be doing wrong?

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  • Public class: The best way to store and access NSMutableDictionary?

    - by meridimus
    I have a class to help me store persistent data across sessions. The problem is I want to store a running sample of the property list or "plist" file in an NSMutableArray throughout the instance of the Persistance class so I can read and edit the values and write them back when I need to. The problem is, as the methods are publicly defined I cannot seem to access the declared NSMutableDictionary without errors. The particular error I get on compilation is: warning: 'Persistence' may not respond to '+saveData' So it kind of renders my entire process unusable until I work out this problem. Here is my full persistence class (please note, it's unfinished so it's just to show this problem): Persistence.h #import <UIKit/UIKit.h> #define kSaveFilename @"saveData.plist" @interface Persistence : NSObject { NSMutableDictionary *saveData; } @property (nonatomic, retain) NSMutableDictionary *saveData; + (NSString *)dataFilePath; + (NSDictionary *)getSaveWithCampaign:(NSUInteger)campaign andLevel:(NSUInteger)level; + (void)writeSaveWithCampaign:(NSUInteger)campaign andLevel:(NSUInteger)level withData:(NSDictionary *)saveData; + (NSString *)makeCampaign:(NSUInteger)campaign andLevelKey:(NSUInteger)level; @end Persistence.m #import "Persistence.h" @implementation Persistence @synthesize saveData; + (NSString *)dataFilePath { NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; return [documentsDirectory stringByAppendingPathComponent:kSaveFilename]; } + (NSDictionary *)getSaveWithCampaign:(NSUInteger)campaign andLevel:(NSUInteger)level { NSString *filePath = [self dataFilePath]; if([[NSFileManager defaultManager] fileExistsAtPath:filePath]) { NSLog(@"File found"); [[self saveData] setDictionary:[[NSDictionary alloc] initWithContentsOfFile:filePath]]; // This is where the warning "warning: 'Persistence' may not respond to '+saveData'" occurs NSString *campaignAndLevelKey = [self makeCampaign:campaign andLevelKey:level]; NSDictionary *campaignAndLevelData = [[self saveData] objectForKey:campaignAndLevelKey]; return campaignAndLevelData; } else { return nil; } } + (void)writeSaveWithCampaign:(NSUInteger)campaign andLevel:(NSUInteger)level withData:(NSDictionary *)saveData { NSString *campaignAndLevelKey = [self makeCampaign:campaign andLevelKey:level]; NSDictionary *saveDataWithKey = [[NSDictionary alloc] initWithObjectsAndKeys:saveData, campaignAndLevelKey, nil]; //[campaignAndLevelKey release]; [saveDataWithKey writeToFile:[self dataFilePath] atomically:YES]; } + (NSString *)makeCampaign:(NSUInteger)campaign andLevelKey:(NSUInteger)level { return [[NSString stringWithFormat:@"%d - ", campaign+1] stringByAppendingString:[NSString stringWithFormat:@"%d", level+1]]; } @end I call this class like any other, by including the header file in my desired location: @import "Persistence.h" Then I call the function itself like so: NSDictionary *tempSaveData = [[NSDictionary alloc] [Persistence getSaveWithCampaign:currentCampaign andLevel:currentLevel]];

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  • Remove a toolbar when pushing a new view

    - by nevan
    In the iPhone maps app there's a toolbar at the bottom of the map view (it contains the Search/Directions segment control and others). When moving from the map view by clicking on a callout, the toolbar slides out with the map view, leaving the next view (a table controller) with no toolbar. I've tried to do the same thing with [self.navigationController setToolbarHidden:YES animated:YES] in the second view controller, but this gives a strange toolbar sliding down animation, while the map view is sliding to the left. Using [self.navigationController setToolbarHidden:YES] in viewDidLoad:animated also causes a bad effect (it makes the toolbar disappear the moment the push animation starts, leaving an ugly white space). I'm assuming the answer to this is to use a nib file, but I'd prefer to do it programatically (if possible). How can I get the toolbar to "stick" to the map view and slide out with it when I push a new view controller? Thanks.

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  • Conceptual question about NSAutoreleasePools

    - by ryyst
    In my Cocoa program, wouldn't a really simple way of dealing with autoreleased objects be to just create a timer object inside the app delegate that calls the following method e.g. every 10 seconds: if (pool) { // Release & drain the current pool to free the memory. [pool release]; } // Create a new pool. pool = [[NSAutoreleasePool alloc] init]; The only problems I can imagine are: 1) If the above code runs in a separate thread, an object might get autoreleased between the release call to the old pool and the creation of the new pool - that seems highly unlikely though. 2) It's obviously not that efficient, because the pool might get released if there's nothing in it. Likewise, in the 10 second gap, many many objects might be autoreleased, causing the pool to grow a lot. Still, the above solution seems pretty suitable to small and simple projects. Why doesn't anybody use it? What's the best practice of using NSAutoreleasePools?

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  • Core Animation bad access on device

    - by user1595102
    I'm trying to do a frame by frame animation with CAlayers. I'm doing this with this tutorial http://mysterycoconut.com/blog/2011/01/cag1/ but everything works with disable ARC, when I'm try to rewrite code with ARC, it's works on simulator perfectly but on device I got a bad access memory. Layer Class interface #import <Foundation/Foundation.h> #import <QuartzCore/QuartzCore.h> @interface MCSpriteLayer : CALayer { unsigned int sampleIndex; } // SampleIndex needs to be > 0 @property (readwrite, nonatomic) unsigned int sampleIndex; // For use with sample rects set by the delegate + (id)layerWithImage:(CGImageRef)img; - (id)initWithImage:(CGImageRef)img; // If all samples are the same size + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; // Use this method instead of sprite.sampleIndex to obtain the index currently displayed on screen - (unsigned int)currentSampleIndex; @end Layer Class implementation @implementation MCSpriteLayer @synthesize sampleIndex; - (id)initWithImage:(CGImageRef)img; { self = [super init]; if (self != nil) { self.contents = (__bridge id)img; sampleIndex = 1; } return self; } + (id)layerWithImage:(CGImageRef)img; { MCSpriteLayer *layer = [(MCSpriteLayer*)[self alloc] initWithImage:img]; return layer ; } - (id)initWithImage:(CGImageRef)img sampleSize:(CGSize)size; { self = [self initWithImage:img]; if (self != nil) { CGSize sampleSizeNormalized = CGSizeMake(size.width/CGImageGetWidth(img), size.height/CGImageGetHeight(img)); self.bounds = CGRectMake( 0, 0, size.width, size.height ); self.contentsRect = CGRectMake( 0, 0, sampleSizeNormalized.width, sampleSizeNormalized.height ); } return self; } + (id)layerWithImage:(CGImageRef)img sampleSize:(CGSize)size; { MCSpriteLayer *layer = [[self alloc] initWithImage:img sampleSize:size]; return layer; } + (BOOL)needsDisplayForKey:(NSString *)key; { return [key isEqualToString:@"sampleIndex"]; } // contentsRect or bounds changes are not animated + (id < CAAction >)defaultActionForKey:(NSString *)aKey; { if ([aKey isEqualToString:@"contentsRect"] || [aKey isEqualToString:@"bounds"]) return (id < CAAction >)[NSNull null]; return [super defaultActionForKey:aKey]; } - (unsigned int)currentSampleIndex; { return ((MCSpriteLayer*)[self presentationLayer]).sampleIndex; } // Implement displayLayer: on the delegate to override how sample rectangles are calculated; remember to use currentSampleIndex, ignore sampleIndex == 0, and set the layer's bounds - (void)display; { if ([self.delegate respondsToSelector:@selector(displayLayer:)]) { [self.delegate displayLayer:self]; return; } unsigned int currentSampleIndex = [self currentSampleIndex]; if (!currentSampleIndex) return; CGSize sampleSize = self.contentsRect.size; self.contentsRect = CGRectMake( ((currentSampleIndex - 1) % (int)(1/sampleSize.width)) * sampleSize.width, ((currentSampleIndex - 1) / (int)(1/sampleSize.width)) * sampleSize.height, sampleSize.width, sampleSize.height ); } @end I create the layer on viewDidAppear and start animate by clicking on button, but after init I got a bad access error -(void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; NSString *path = [[NSBundle mainBundle] pathForResource:@"mama_default.png" ofType:nil]; CGImageRef richterImg = [UIImage imageWithContentsOfFile:path].CGImage; CGSize fixedSize = animacja.frame.size; NSLog(@"wid: %f, heigh: %f", animacja.frame.size.width, animacja.frame.size.height); NSLog(@"%f", animacja.frame.size.width); richter = [MCSpriteLayer layerWithImage:richterImg sampleSize:fixedSize]; animacja.hidden = 1; richter.position = animacja.center; [self.view.layer addSublayer:richter]; } -(IBAction)animacja:(id)sender { if ([richter animationForKey:@"sampleIndex"]) {NSLog(@"jest"); } if (! [richter animationForKey:@"sampleIndex"]) { CABasicAnimation *anim = [CABasicAnimation animationWithKeyPath:@"sampleIndex"]; anim.fromValue = [NSNumber numberWithInt:0]; anim.toValue = [NSNumber numberWithInt:22]; anim.duration = 4; anim.repeatCount = 1; [richter addAnimation:anim forKey:@"sampleIndex"]; } } Have you got any idea how to fix it? Thanks a lot.

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