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

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

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  • Execute something on application startup?

    - by Nick Brooks
    I have a class in my application which handles all the controls and all the functions and variables are stored in it. How can I add a function which handles the application startup to it? So basically I need to handle 'applicationDidFinishLaunching' in my class as well as in the application delegate. How do I do that?

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  • Cant access NString after callback in [NSURLConnection sendSynchronousRequest]

    - by John ClearZ
    Hi I am trying to get a cookie from a site which I can do no problem. The problem arises when I try and save the cookie to a NSString in a holder class or anywhere else for that matter and try and access it outside the delegate method where it is first created. - (void)connection:(NSURLConnection *)connection didReceiveResponse:(NSURLResponse *)response { int i; NSString* c; NSArray* all = [NSHTTPCookie cookiesWithResponseHeaderFields:[response allHeaderFields] forURL:[NSURL URLWithString:@"http://johncleary.net"]]; //NSLog(@"RESPONSE HEADERS: \n%@", [response allHeaderFields]); for (i=0;i<[all count];i++) { NSHTTPCookie* cc = [all objectAtIndex: i]; c = [NSString stringWithFormat: @"%@=%@", [cc name], [cc value]]; [Cookie setCookie: c]; NSLog([Cookie cookie]) // Prints the cookie fine. } [receivedData setLength:0]; } I can see and print the cookie when I am in the method but I cant when trying to access it form anywhere else even though it gets stored in the holder class @interface Cookie : NSObject { NSString* cookie; } + (NSString*) cookie; + (void) setCookie: (NSString*) cookieValue; @end int main (void) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; JCLogin* login; login = [JCLogin new]; [login DoLogin]; NSLog([Cookie cookie]); // Crashes the program [pool drain]; return 0; }

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  • Prevent delegate method from being called too often

    - by Lord Zsolt
    How would you add a delay between certain method being called? This is my code that I want to only trigger 30 times per second: - (void) scrollViewDidScroll: (UIScrollView*)scrollView { [self performSelector:@selector(needsDisplay) withObject:nil afterDelay:0.033]; } - (void) needsDisplay { [captureView setNeedsDisplay]; } If I leave it like this, it only gets called after the user stopped scrolling. What I want to do is call the method when the user is scrolling, but with a delay of 33 milliseconds between each call.

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  • Optimize a views drawing code

    - by xon1c
    Hi, in a simple drawing application I have a model which has a NSMutableArray curvedPaths holding all the lines the user has drawn. A line itself is also a NSMutableArray, containing the point objects. As I draw curved NSBezier paths, my point array has the following structure: linePoint, controlPoint, controlPoint, linePoint, controlPoint, controlPoint, etc... I thought having one array holding all the points plus control points would be more efficient than dealing with 2 or 3 different arrays. Obviously my view draws the paths it gets from the model, which leads to the actual question: Is there a way to optimize the following code (inside the view's drawRect method) in terms of speed? int lineCount = [[model curvedPaths] count]; // Go through paths for (int i=0; i < lineCount; i++) { // Get the Color NSColor *theColor = [model getColorOfPath:[[model curvedPaths] objectAtIndex:i]]; // Get the points NSArray *thePoints = [model getPointsOfPath:[[model curvedPaths] objectAtIndex:i]]; // Create a new path for performance reasons NSBezierPath *path = [[NSBezierPath alloc] init]; // Set the color [theColor set]; // Move to first point without drawing [path moveToPoint:[[thePoints objectAtIndex:0] myNSPoint]]; int pointCount = [thePoints count] - 3; // Go through points for (int j=0; j < pointCount; j+=3) { [path curveToPoint:[[thePoints objectAtIndex:j+3] myNSPoint] controlPoint1:[[thePoints objectAtIndex:j+1] myNSPoint] controlPoint2:[[thePoints objectAtIndex:j+2] myNSPoint]]; } // Draw the path [path stroke]; // Bye stuff [path release]; [theColor release]; } Thanks, xonic

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  • Why am I getting a EXC_BAD_ACCESS in a NSTimer selector?

    - by AngeDeLaMort
    I've got quite a weird problem. To make it short, i'll write some pseudo-code: init: create a dictionary and insert n elements. create a "repeat timer" and add it to the currentRunLoop using the timerRefresh selector. timerRefresh: using a list of keys, find the items in the dictionary if the item exists -> call a function So, for an unknown reason, I get an EXC_BAD_ACCESS when I do: [item function]; But I traced the address I got from the dictionary items and it's ok. The ref count of the items in the dictionary is still 1. The {release, dealloc} of the items in the dictionary aren't called. Everything seems fine. Also, to make it worst, it works for some items. So, I'm wondering if there is a threading problem? or something else obscure? The callstack is quite simple: #0 0x93e0604b in objc_msgSend_fpret #1 0x00f3e6b0 in ?? #2 0x0001cfca in -[myObject functionm:] at myObject.m:000 #3 0x305355cd in __NSFireTimer #4 0x302454a0 in CFRunLoopRunSpecific #5 0x30244628 in CFRunLoopRunInMode #6 0x32044c31 in GSEventRunModal #7 0x32044cf6 in GSEventRun #8 0x309021ee in UIApplicationMain #9 0x000027e0 in main at main.m:14 So, any suggestion where to look would be appreciated.

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  • How to make an NSURL that contains a | (pipe character)?

    - by aks
    Hi all, I am trying to access google maps' forward geocoding service from my iphone app. When i try to make an NSURL from a string with a pipe in it I just get a nil pointer. NSURL *searchURL = [NSURL URLWithString:@"http://maps.google.com/maps/api/geocode/json?address=6th+and+pine&bounds=37.331689,-122.030731|37.331689,-122.030731&sensor=false"]; I dont see any other way in the google api to send bounds coordinates with out a pipe. Any ideas about how I can do this?

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  • iPhone keyboard, Done button and resignFirstResponder

    - by nevan
    This is probably a dumb question, but I can't find the answer in the docs. Did the "Done" button on the pop-up keyboard always cause the keyboard to disappear? I see a lot of code around the web like this: - (BOOL)textFieldShouldReturn:(UITextField *)theTextField { [theTextField resignFirstResponder]; return YES; } When I press the "Done" button, the keyboard pops down and the UITextField resigns first responder. I'm presuming that pressing the "Done" button didn't used to cause a UITextField to resignFirstResponder, but that behavior changed at some time. I'm debugging on OS 3.0 - 3.1.3

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  • Trouble setting FIrst view controller which will appear on App Startup

    - by Matte.Car
    I'm setting setting FIrst view controller which will appear on my App Startup. It should appear an UIView first time as a tutorial and, from second time, another standard view. In AppDelegate I wrote this: #import "AppDelegate.h" #import "TabBarController.h" #import "TutorialController.h" @implementation AppDelegate TabBarController * viewControllerStandard; // standard view TutorialController * viewControllerFirst; // tutorial view @synthesize window; - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { if ([@"1" isEqualToString:[[NSUserDefaults standardUserDefaults] objectForKey:@"Startup"]]) { window.rootViewController = viewControllerStandard; } else { window.rootViewController = viewControllerFirst; } [window makeKeyAndVisible]; return YES; } It doesn't return any alert but, launching app, after splashscreen, it appear only a black screen. Without that codes everything works fine. What could be wrong? Thank you!

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  • Iphone sdk - How to setup a 'template'

    - by Dave
    I've been working on a Cook Book App and I've been making each page individually which takes a really long time to do, I asked a question similar to this and it was brought to my attention that you can setup a way to automate the design process so all you need to do is input your data. Can someone please explain in as much detail as possible how you setup your xcode files/code to automate this process Thanks

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  • UIActionSheet Cancel button keeps crashing my app

    - by user337174
    I am really puzzeled by this one. I have set up two UIActionSheets in my application. They work perfectly fine until you use the cancel button in the UIActionSheets. When i navigate away from the page the UIAactionSheet returns too it crashes my app. Does anyone have any ideas as too why? -(IBAction) phoneButtonClicked:(id)sender { // open a dialog with just an OK button phoneActionSheet = [[UIActionSheet alloc] initWithTitle:nil delegate:self cancelButtonTitle:@"Cancel" destructiveButtonTitle:nil otherButtonTitles:[NSString stringWithFormat:@"Phone: %@",phone],nil]; phoneActionSheet.actionSheetStyle = UIActionSheetStyleDefault; [phoneActionSheet showInView:self.view]; // show from our table view (pops up in the middle of the table) [phoneActionSheet release]; } -(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (actionSheet == phoneActionSheet) { if(buttonIndex == 0){ NSString *callPhone = [NSString stringWithFormat:@"tel:%@",phone]; NSLog(@"Calling: %@", callPhone); [[UIApplication sharedApplication] openURL:[NSURL URLWithString:callPhone]]; } } }

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  • How to make a private property?

    - by mystify
    I tried to make a private property in my *.m file: @interface MyClass (Private) @property (nonatomic, retain) NSMutableArray *stuff; @end @implementation MyClass @synthesize stuff; // not ok Compiler claims that there's no stuff property declared. But there's a stuff. Just in an anonymous category. Let me guess: Impossible. Other solutions?

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  • EXC_MEMORY_ACCESS when trying to delete from Core Data ($cash solution)

    - by llloydxmas
    I have an application that downloads an xml file, parses the file, and creates core data objects while doing so. In the parse code I have a function called 'emptydatacontext' that removes all items from Core Data before creating replacements items from the xml data. This method looks like this: -(void) emptyDataContext { NSFetchRequest * allCon = [[NSFetchRequest alloc] init]; [allCon setEntity:[NSEntityDescription entityForName:@"Condition" inManagedObjectContext:managedObjectContext]]; NSError * error = nil; NSArray * conditions = [managedObjectContext executeFetchRequest:allCon error:&error]; DebugLog(@"ERROR: %@",error); DebugLog(@"RETRIEVED: %@", conditions); [allCon release]; for (NSManagedObject * condition in conditions) { [managedObjectContext deleteObject:condition]; } // Update the data model effectivly removing the objects we removed above. //NSError *error; if (![managedObjectContext save:&error]) { DebugLog(@"%@", [error domain]); } } The first time this runs it deletes all objects and functions as it should - creating new objects from the xml file. I created a 'update' button that starts the exact same process of retrieving the file the proceeding with the parse & build. All is well until its time to delete the core data objects. This 'deleteObject' call creates a "EXC_BAD_ACCESS" error each time. This only happens on the second time through. Captured errors return null. If I log the 'conditions' array I get a list of NSManagedObjects on the first run. On the second this log request causes a crash exactly as the deleteObject call does. I have a feeling it is something very simple I'm missing or not doing correctly to cause this behavior. The data works great on my tableviews - its only when trying to update I get the crashes. I have spent days & days on this trying numerous alternative methods. Whats left of my hair is falling out. I'd be willing to ante up some cash for anyone willing to look at my code and see what I'm doing wrong. Just need to get past this hurdle. Thanks in advance for the help!

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  • Code Interaction with Quartz Composition

    - by Alberto MQO
    Hi, i have a Quartz Composition with a Cube, and X/Y/Z rotation inputs are published. On Interface Builder i made a QCView and a QCPatchController with the previous Quartz Composition loaded. In QCView the Patch Controller is binded, and the rotation published ports are binded too to three NSSlider, so when i change the value of the NSSlider's then the cube rotates. All this works fine, but i want to change the rotation values of the cube from the App Delegate on XCode. I tried to change the value of the NSSliders with IBoulets pointing to them, but this change doesnt apply to the cube, like it does when i change the Sliders directly with my mouse. What should i instanciate and/or how to access and change this Input_Ports.value throught the CQPatchController? Thank you very much for reading, i really need help!

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  • iPhone, special characters in JSON Response

    - by eddit
    Writing an iphone app, and I'm getting my data from a REST API that returns JSON. My problem is, some of the data has special characters embedded and Im getting errors. Example: MartÌn Petite-RiviËre-Saint-FranÁois Here is my current code: NSString *jsonString = [[NSString alloc] initWithData:receivedData encoding:NSUTF8StringEncoding]; NSMutableArray *tempResults = [[[jsonString JSONValue] objectForKey:@"getRegionResortsLastUpdatedResponse"] objectForKey:@"return"]; Whenever the data has special characters in it "jsonString" return "(null)", otherwise everything works fine. Is this something I can handle on my end, or does the API need to be modified to output the character codes?

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  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

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  • iOS iPad Master Detail template can't interact with detail view

    - by CraigularB
    I have an iPad app generated from the Master-Detail template in XCode. The iPad Storyboard has under the Detail View Controller a View that holds a ScrollView which holds an ImageView. In the DetailViewController.m file I added the following code to allow the ScrollView to move and zoom the image: -(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return self.comicImage; } This works great on the iPhone (it's a universal app) but not the iPad; I can scroll and zoom the image on the iPhone no problem, but on the iPad it's like the ScrollView isn't responding to the touches, and I can't figure out how to pass the touches on to the ScrollView. I've already deactivated the popover controller from appearing with a right swipe like this: self.splitViewController.presentsWithGesture = NO; How do I make it so the user can interact with the ScrollView in the DetailViewController?

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  • How to manage orientation in iPad app

    - by Annie
    I have added a image on navigationcontroller in appdelagte class. and set yes in - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { loginViewController = [[LoginViewController alloc]initWithNibName:@"LoginViewController" bundle:nil]; [self.window addSubview:_navController.view]; _navController.navigationBarHidden = NO; navimage = [[UIImageView alloc] init]; navimage.frame = CGRectMake(300, 18, 177, 47); navimage.image = [UIImage imageNamed: @"logo.png"]; [_navController.view addSubview:navimage]; [self.window makeKeyAndVisible]; return YES; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation{ return YES; } But navigation image position is not changing. The frame remains same in both modes. Please give me idea how it will be solved in the case of navigation controller image.

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  • Is there a more efficient way to do this?

    - by garethdn
    I'm hoping there is a better way to the following. I'm creating a jigsaw-type application and this is the current code i'm using: -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == img1) { [self animateFirstTouch:img1 withLocation:location]; } else if ([touch view] == img2) { [self animateFirstTouch:img2 withLocation:location]; } else if ([touch view] == img3) { [self animateFirstTouch:img3 withLocation:location]; } else if ([touch view] == img4) { [self animateFirstTouch:img4 withLocation:location]; } else if { ...... ...... } else if ([touch view] == img40) { [self animateFirstTouch:img40 withLocation:location]; return; } } I'm hoping that there is a better, more efficieny way to do this, rather than naming every image. I'm thinking something like, if touch view is equal to a UIImageView, then perform some task. The same for touchesEnded: -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; //location of current touch CGPoint location = [touch locationInView:self.view]; if ([touch view] == image1) { [self animateReleaseTouch:image1 withLocation:location]; } else if ([touch view] == image2) { [self animateReleaseTouch:image2 withLocation:location]; } else if ([touch view] == image3) { [self animateReleaseTouch:image3 withLocation:location]; } else if ([touch view] == image4) { [self animateReleaseTouch:image4 withLocation:location]; } else if{ ...... ...... } else if ([touch view] == image40) { [self animateReleaseTouch:image40 withLocation:location]; } return; } Any help please?

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  • preventing selection on MKPointAnnotation

    - by Derek
    Is there a way to prevent an annotation in a MKMapView instance from being enabled. In other words, when the user taps the red pin on the map, is there a way to prevent it from highlighting the pin. Right now the pin turns dark when touched... Edit: I'm using the following code to return the MKPinAnnotationView // To future MKMapView users - Don't forget to set _mapView's delegate _mapView.delegate = self; _annotation = [[MKPointAnnotation alloc] init]; _annotation.coordinate = myLocation; [_mapView addAnnotation:_annotation]; -(MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id<MKAnnotation>)annotation{ MKPinAnnotationView *pin = [[MKPinAnnotationView alloc] initWithAnnotation:_annotation reuseIdentifier:@"id"]; pin.enabled = NO; return pin; }

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