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  • View controller/NIB architecture for non-navigation application with transitions?

    - by Ben
    I'm tinkering with an app that doesn't use the UINavigation root view control system, so I don't have natural ownership for each app "view". I essentially have two basic views, a document list view, and a document edit view. I'm playing with UIView animation for getting from a selected document to the edit view. I also have a toolbar that exists in both "views". Because I don't have UINavigation running the show for me, I have a tendency to just throw more and more stuff into one NIB and one view controller that owns the whole container. But now I'm trying to figure out how to segue from the document list view to the edit view if the edit view lives inside a different NIB, preserving the toolbar too. Anyone have thoughts or experience on app structures like this? I find the docs lacking on best practices around code/UI structure for anything except trivial one-screen apps or full-on navigation apps. Thanks!

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  • All UITableCells rendered at once... why?

    - by Greg
    I'm extremely confused by the proper behavior of UITableView cell rendering. Here's the situation: I have a list of 250 items that are loading into a table view, each with an image. To optimize the image download, I followed along with Apple's LazyTableImages sample code... pretty much following it exactly. Really good system... for reference, here's the cell renderer within the Apple sample code: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { // customize the appearance of table view cells // static NSString *CellIdentifier = @"LazyTableCell"; static NSString *PlaceholderCellIdentifier = @"PlaceholderCell"; // add a placeholder cell while waiting on table data int nodeCount = [self.entries count]; if (nodeCount == 0 && indexPath.row == 0) { UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:PlaceholderCellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:PlaceholderCellIdentifier] autorelease]; cell.detailTextLabel.textAlignment = UITextAlignmentCenter; cell.selectionStyle = UITableViewCellSelectionStyleNone; } cell.detailTextLabel.text = @"Loading…"; return cell; } UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier] autorelease]; cell.selectionStyle = UITableViewCellSelectionStyleNone; } // Leave cells empty if there's no data yet if (nodeCount > 0) { // Set up the cell... AppRecord *appRecord = [self.entries objectAtIndex:indexPath.row]; cell.textLabel.text = appRecord.appName; cell.detailTextLabel.text = appRecord.artist; // Only load cached images; defer new downloads until scrolling ends if (!appRecord.appIcon) { if (self.tableView.dragging == NO && self.tableView.decelerating == NO) { [self startIconDownload:appRecord forIndexPath:indexPath]; } // if a download is deferred or in progress, return a placeholder image cell.imageView.image = [UIImage imageNamed:@"Placeholder.png"]; } else { cell.imageView.image = appRecord.appIcon; } } return cell; } So – my implementation of Apple's LazyTableImages system has one crucial flaw: it starts all downloads for all images immediately. Now, if I remove this line: //[self startIconDownload:appRecord forIndexPath:indexPath]; Then the system behaves exactly like you would expect: new images load as their placeholders scroll into view. However, the initial view cells do not automatically load their images without that prompt in the cell renderer. So, I have a problem: with the prompt in the cell renderer, all images load at once. Without the prompt, the initial view doesn't load. Now, this works fine in Apple sample code, which got me wondering what was going on with mine. It's almost like it was building all cells up front rather than just the 8 or so that would appear within the display. So, I got looking into it, and this is indeed the case... my table is building 250 unique cells! I didn't think the UITableView worked like this, I guess I thought it only built as many items as were needed to populate the table. Is this the case, or is it correct that it would build all 250 cells up front? Also – related question: I've tried to compare my implementation against the Apple LazyTableImages sample, but have discovered that NSLog appears to be disabled within the Apple sample code (which makes direct behavior comparisons extremely difficult). Is that just a simple publish setting somewhere, or has Apple somehow locked down their samples so that you can't log output at runtime? Thanks!

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  • Problems with Developer [closed]

    - by Concerned Client
    I engaged a developer who is developing a website for me. I am not happy with him and would like that once the website is ready, I transfer the duties of further development, seo and web admin to another developer. What do I need to be aware of? and what information do i need in terms of passwords etc? The website has been developed in word press and I have access to the CMS but I am not technical so i am not sure if there are security levels for the more technical people. thanks

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  • How to change the UIImageView image content by code?

    - by Tattat
    I use this to assign image: UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImage" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; [self addSubview:imageView]; CGImageRelease(imageRef); Now, I want to change the image from myImage to myImage2, so I do that: UIImage *img = [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource:@"myImage2" ofType:@"png"]]; CGRect cropRect = CGRectMake(175, 0, 175, 175); CGImageRef imageRef = CGImageCreateWithImageInRect([img CGImage], cropRect); imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 175, 175)]; imageView.image = [UIImage imageWithCGImage:imageRef]; [self addSubview:imageView]; It works, but not the way I want, I want to change the image, not add a imageView on top of the pervious one. How can I modify my code? thx u.

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  • Back button of Navigation Controller does not work!

    - by JosephH
    For some reason, if I try to go back to the main menu using the back button on the upper left corner, only the title returns to the previous menu, but not the view controller. View controller would return to the previous menu only if I explicitly call popViewControllerAnimated using some other button. Is there anyway to solve this? I think I've coded something wrong. Tried googling but couldn't find any cases like mine.

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  • Other class view cannot be loaded into TabBar Controller

    - by SkyEagle888
    Hi, I am making a project with 3 child views that are switched by a TabBar. What I did Create a project (Window-Based) Add 3 child classes (Window-Based too) Add a Tab Bar Controller to MainWindow.xib For each view under Tab Bar Controller, the 'Class', 'Name', 'Title' and 'NIB Name' are all set to connect to the corresponding class Add @class, IBOutlet are done in AppDelegate.h and AppDelegate.m In didFinishLaunchingWithOptions, I called [window addSubView: tabBarController.view]; Save and Run -- Tab Bar with 3 items can be seen But ... the 3 child views ARE NOT LOADED and SHOWN ... :( Anything that I missed ? Million Thanks

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  • Few iPhone noob questions

    - by mshsayem
    Why should I declare local variables as 'static' inside a method? Like: static NSString *cellIdentifier = @"Cell"; Is it a performance advantage? (I know what 'static' does; in C context) What does this syntax mean?[someObj release], someObj = nil; Two statements? Why should I assign nil again? Is not 'release' enough? Should I do it for all objects I allocate/own? Or for just view objects? Why does everyone copy NSString, but retains other objects (in property declaration)? Yes, NSStrings can be changed, but other objects can be changed also, right? Then why 'copy' for just NSString, not for all? Is it just a defensive convention? Shouldn't I release constant NSString? Like here:NSString *CellIdentifier = @"Cell"; Why not? Does the compiler allocate/deallocate it for me? In some tutorial application I observed these (Built with IB): Properties(IBOutlet, with same ivar name): window, someLabel, someTextField, etc etc... In the dealloc method, although the window ivar was released, others were not. My question is: WHY? Shouldn't I release other ivars(labels, textField) as well? Why not? Say, I have 3 cascaded drop-down lists. I mean, based on what is selected on the first list, 2nd list is populated and based on what is selected on the second list, 3rd list is populated. What UI components can reflect this best? How is drop-down list presented in iPhone UI? Tableview with UIPicker? When should I update the 2nd, 3rd list? Or just three labels which have touch events? Can you give me some good example tutorials about Core-Data? (Not just simple data fetching and storing on 2/3 tables with 1/2 relationship) How can I know whether my app is leaking memory? Any tools?

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  • touchesMoved QuartzDemo application

    - by BittenApple
    I am modifying the QuartzDemo application to include swipe detection while UIView is active (a PDF page being displayed in it via Quartz). This will not work, the event never gets to the QuartzView.m because it sits under scrollview? touchesBegan works fine and I can use single tap. How can I go about with catching touchesMoved while PDF page is being displayed? I need a simple example with code that does nothing on touchesMoved, I'll build up on that later. Please keep in mind that I still want to use the UIScrollview as it is and show PDF content based on selection in that scrollview.

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  • Debugging a basic OpenGL texture fail? (iphone)

    - by Ben
    Hey all, I have a very basic texture map problem in GL on iPhone, and I'm wondering what strategies there are for debugging this kind of thing. (Frankly, just staring at state machine calls and wondering if any of them is wrong or misordered is no way to live-- are there tools for this?) I have a 512x512 PNG file that I'm loading up from disk (not specially packed), creating a CGBitmapContext, then calling CGContextDrawImage to get bytes out of it. (This code is essentially stolen from an Apple sample.) I'm trying to map the texture to a "quad", with code that looks essentially like this-- all flat 2D stuff, nothing fancy: glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vertices[8] = { viewRect.origin.x, viewRect.size.height, viewRect.origin.x, viewRect.origin.y, viewRect.size.width, viewRect.origin.y, viewRect.size.width, viewRect.size.height }; GLfloat texCoords[8] = { 0, 1.0, 0, 0, 1.0, 0, 1.0, 1.0 }; glBindTexture(GL_TEXTURE_2D, myTextureRef); // This was previously bound to glVertexPointer(2, GL_FLOAT , 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); My supposedly textured area comes out just black. I see no debug output from the CG calls to set up the texture. glGetError reports nothing. If I simplify this code block to just draw the verts, but set up a pure color, the quad area lights up exactly as expected. If I clear the whole context immediately beforehand to red, I don't see the red-- which means something is being rendered there, but not the contents of my PNG. What could I be doing wrong? And more importantly, what are the right tools and techniques for debugging this sort of thing, because running into this kind of problem and not being able to "step through it" in a debugger in any meaningful way is a bummer. Thanks!

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  • UITextView disabling text selection

    - by dizy
    I'm having a hard time getting the UITextView to disable the selecting of the text. I've tried: canCancelContentTouches = YES; I've tried subclassing and overwriting: - (BOOL)canPerformAction:(SEL)action withSender:(id)sender (But that gets called only After the selection) - (BOOL)touchesShouldCancelInContentView:(UIView *)view; (I don't see that getting fired at all) - (BOOL)touchesShouldBegin:(NSSet *)touches withEvent:(UIEvent *)event inContentView:(UIView *)view; (I don't see that getting fired either) What am I missing ?

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  • Problem with UITextView

    - by user367039
    I have a strange problem with trying to pass a string from one viewcontroller to another view controller if the string originates from a UITextview instead of UITextfield. Both UITextview.text and UITextfield.text are of type NSString. The following code takes either Textfield.text or Textview.text depending on the fieldType and puts it into a string called aString. NSString *aString = [[NSString alloc] init]; if (fieldType == 3) { aString = textView.text; } else { aString = textField.text; } When I examine aString on either cases, I can see that it has successfully assigned the text into aString. I then pass the string to the other view controller using this code. [delegate updateSite:aString :editedFieldKey :fieldType]; [self.navigationController popViewControllerAnimated:YES]; This works fine if aString originated from textfield.text but nothing happens except the view controller is popped if aString was from textview.text This is the code that takes aString and does stuff with it, however it doesn't even execute the first line of code "NSLog(@"Returned object: %@, field type:%@", aString,editedFieldKey);" if aString was from textview.text Any help will be appreciated. -(void)updateSite:(NSString *)aString :(NSString *)editedFieldKey :(int)fieldType { NSLog(@"Returned object: %@, field type:%@", aString,editedFieldKey); switch (fieldType) { case 0: //string [aDiveSite setValue:aString forKey:editedFieldKey] ; NSLog(@"String set %@",[aDiveSite valueForKey:editedFieldKey] ); break; case 1: //int [aDiveSite setValue:[NSNumber numberWithInt:aString.intValue] forKey:editedFieldKey]; NSLog(@"Integer set"); break; case 2: //float NSLog(@"Saving floating value"); [aDiveSite setValue:[NSNumber numberWithFloat:aString.floatValue] forKey:editedFieldKey]; NSLog(@"Float set"); break; case 3: //Text view [aDiveSite setValue:aString forKey:editedFieldKey]; NSLog(@"Textview text saved"); default: break; } [self.tableView reloadData]; }

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  • Leak in managedObjectContext save:

    - by Kamchatka
    Hi I have the following piece of code and when I use Instruments/Object Allocations, it tells me that there is a leak there (which goes down to sqlite3MemMalloc). Is there something that I should release? if (![managedObjectContext save:&error]) { NSLog(@"Error while saving."); } The save works well and doesn't trigger an error.

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  • Moving An Object With Touch

    - by Arman
    for(touch in iPhoneInput.touches) { if(touch.phase == iPhoneTouchPhase.Moved || touch.phase == iPhoneTouchPhase.Began) { transform.position = Camera.main.ScreenToWorldPoint(new Vector3 (touch.position.x, touch.position.y, 10)); } } I have found the above code from tutorial Moving An Object With Touch but its not working when I play game in Unity3D. Can some one please help me.

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  • How to set image on EAGL VIEW

    - by Viral
    hi, I want to put images from my photo library in to the EAGL view for some further processing. The image that are already in our resources folder will be taken by itself but mltiple or images from photo library can't. So any one knows how to put image on EAGL view in open GLES. Regtards viral

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  • UITextField blurred text

    - by Mike Weller
    I am having a problem with a UITextField's text being blurred/anti-aliased even with a standard font size. The text will appear crisp when the control is the first responder, but blurred again when it loses focus: Does anybody know how to fix this?

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  • Cannot copying tables when compiling on Device

    - by Amarpreet
    Hi guys, I am working on sqlite application with around 10 tables in database. it works fine when i run on simulator. And when i open the sqlite file from Applications folder of simulator it shows me all the tables and data. the problem arises when i run app on device. I downloaded the application from device and i checked the sqlite database files there were no tables in it. please help me solving this problem. thanks.

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  • Persist UIWebView content and address after changing views

    - by Momeks
    I am using UIWebView as a web browser on my application and when I open an url with my browser and return back to the main view, then go to browser view, my webview doesn't save the content. So, if I go to google.com and switch views, then again go to the browser view, I have to type the url again to open the webpage! How can I save the web browser's content?

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  • Drawing many images inside UIImageView

    - by dusker
    Hi all, i'm looking for a way to draw multiple images (downloaded from a webservice) inside a single uiimageview. So it'd go like i downloaded image #1, and i'd like to draw it inside rect (0,0,100,100) then #2 at (0,100,100,100) etc. I'd like to then be able to take the entire composition and save it as an image in camera roll. thanks in advance for help greetings peter

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  • UIButton Transition Curl Up problem

    - by Neurofluxation
    Hello again SO peeps! Basically, I am trying to UIViewAnimationTransitionCurlUp a UIButton. The animation works perfectly but the button stays there. i.e. The button curls up, but there is another instance of the button still underneath. My code as follows: [UIButton beginAnimations:nil context:nil]; [UIButton setAnimationDuration:0.5]; [UIButton setAnimationBeginsFromCurrentState:YES]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; [UIButton commitAnimations];

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  • UINavigationController as child view of UIViewController

    - by Gregg
    I have an application that isn't nav based. So there is no UINavigationController in the App Delegate. However, I need to switch to a UINavigationController for a piece of the application. Steps I currently took... Create a new Class that extends UIViewController Added a UINavigationController via IB Told IB that the new UIViewController's view is the view for the UINavigationController The problem now is that the File's Owner needs it's view set. But via IB there is no way to specify this. So obviously, I'm not going about this the right way. Any tips in the right direction are much appreciated.

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