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  • How to I pass @selector as a parameter?

    - by erotsppa
    For the method [NSThread detachNewThreadSelector:@selector(method:) toTarget:self withObject:(id)SELECTOR]; How do I pass in a @selector? I tried casting it to (id) to make it compile but it crashes in runtime. More specifically, I have a method like this +(void)method1:(SEL)selector{ [NSThread detachNewThreadSelector:@selector(method2:) toTarget:self withObject:selector]; } it crashes, how do I pass in the selector without crashing? So that the new thread can call the selector when the thread is ready?

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos; }

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  • Implement looped movement animation with tap to cancel

    - by Nader
    Hi All; My app is based around a grid and an image that moves within a grid that is contained within a scrollview. I have an imageview that I am animating from one cell to another in time with a slow finger movement and recentering the scrollview. That is rather straight forward. I have also implement the ability to detect a swipe and therefore move the image all the way to the end of the grid and the uiscrollview recentering. I have even implemented the ability to detect a subsequent tap and freeze the swiped movement. The issue with the swipe movement is that the UIScrollView will scroll all the way to the end before the Image reaches the end and so I have to wait for the image to arrive. Also, when I freeze the movement of the image, I have to re-align the image to a cell (which I can do). I have come to the realization that I have to animate the image one cell at a time for swipes and recentering the uiscrollview before moving the image to the next cell. I have attempted to implement this but I cannot come up with a solution that works or works properly. Can anyone suggest how I go about implementing this? Even if you are able to put up code from a different example or sudo code, it would help a lot as I cannot workout how this should be done, should I be using selectors, a listener in delegates, I just simply lack the experience to solve this design pattern. Here is some code: Note that the sprite is an UIImageView - (void)animateViewToPosition:(SpriteView *)sprite Position:(CGPoint)pos Duration:(CFTimeInterval)duration{ CGMutablePathRef traversePath = CGPathCreateMutable(); CGPathMoveToPoint(traversePath, NULL, sprite.center.x, sprite.center.y); CGPathAddLineToPoint(traversePath, NULL, pos.x, pos.y); CAKeyframeAnimation *traverseAnimation = [CAKeyframeAnimation animationWithKeyPath:kAnimatePosition]; traverseAnimation.duration = duration; traverseAnimation.removedOnCompletion = YES; traverseAnimation.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]; traverseAnimation.delegate = sprite; traverseAnimation.path = traversePath; CGPathRelease(traversePath); [sprite.layer addAnimation:traverseAnimation forKey:kAnimatePosition]; sprite.center = pos;

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  • Trying to force redraw of UITableViewCell

    - by Suresh
    I found this post on Beveled UITableViewCells from http://news.selectstartstudios.com/beveled-uitableviewcells/. I'm using the technique to reduce the width of the cells, and for the most part it works great. However, I have a small problem. Sometimes the cells are not redrawn properly. For example, even though a cell is supposed to be a "middle" cell, it is drawn as a "top" cell: yfrog.com/f1screenshot20100424at100 How can I fix this? I have tried forcing the cell to redraw via [cell setNeedsDisplay], [cell setNeedsLayout], [tableView reloadRowAtIndexPath:withAnimation:], [cell drawrect:], and [tableView drawRect:atIndexPath]. I am out of ideas. Thanks again!

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  • how can stop creating duplicates in camera roll while using UISaveVideoAtPathToSavedPhotosAlbum to s

    - by srikanth rongali
    I have a video in applications documents folder. I need it to be saved in camera roll. So, I used UISaveVideoAtPathToSavedPhotosAlbum method to save it in camera roll. It's working and I can see the video added to camera roll. But, the problem is every time I execute the application with same video(with same file name), it is added another time in camera roll instead of replacing the old one. So, it is creating the duplicates of the video. How can I make the application work like if a video is present in camera roll and again added with same file name, then old one is replaced by new video.

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  • Andorid - Display HTML Formatted String

    - by Soren
    I need an example how to display the strings that I have marked up with simple html into a TextView. I have found "Spanned fromHtml(String source)", but I don't know how to plug it into my java code. Here is my Java: package com.SorenWinslow.TriumphHistory; import android.app.ListActivity; import android.os.Bundle; import android.widget.ArrayAdapter; public class TriumphHistory extends ListActivity { String[] HistoryList; /** Called when the activity is first created. */ @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.main); ArrayAdapter<String> adapter; HistoryList = getResources().getStringArray(R.array.history); adapter = new ArrayAdapter<String> (this,R.layout.historylistlayout,HistoryList); setListAdapter(adapter); } } Here is a sample of history: <?xml version="1.0" encoding="utf-8"?> <resources> <string-array name="history"> <item><b>1883</b><br/>Some stuff happened</item> <item><b>1884</b><br/>Some more stuff happened <i>before</i> the other stuff </item> <resources> Here is my historylistlayout.xml: <?xml version="1.0" encoding="utf-8"?> <TextView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/text1" android:layout_width="fill_parent" android:layout_height="wrap_content" android:textAppearance="?android:attr/textAppearanceLarge" android:gravity="center_vertical" android:textColor="#ffffff" android:background="#000050" android:layout_marginTop="5px" android:minHeight="?android:attr/listPreferredItemHeight" android:padding="3px" android:textSize="8pt" android:layout_gravity="top|left"/> And here is my main.xml <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:textColor="#ffffff" android:background="#000080" android:isScrollContainer="true" android:layout_height="fill_parent" android:layout_width="fill_parent" android:scrollbarStyle="insideOverlay"> <ListView xmlns:android="http://schemas.android.com/apk/res/android" android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="wrap_content" android:clickable="true" android:dividerHeight="1px"/> </LinearLayout>

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  • UITableViewCellStyleValue2 edit indicators?

    - by Jason Jardim
    I am using this style of table view UITableViewCellStyleValue2. I set editing, but I cant seem to get the arrows to show up on the right of the cell - like the Contacts app. Also in the contacts app I notice that if I have a Favorite it puts a * (star) to the right. Any info on how to get an image would be appreciated. Thanks!

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  • ListView items not responding to tap

    - by Justin Williams
    I'm just getting my feet wet with Android and have built a UI that contains a TabHost with three tabs. Each tab is powered by its own Activity. The first Tab contains a listview with a prepopulated set of rows and is built from a custom ArrayAdapter. The problem I'm running into is that none of the ListView rows are tappable. In other words, when I tap on them there is no orange selection. If I use the scroll ball on my Nexus One it will select, but any touch gestures don't seem to be responding. All the UI is being handled using XML files with a main.xml housing the TabHost - LinearLayout - TabWidget/FrameLayout and a nearby_activity.xml file containing my ListView UI <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/android:empty" android:layout_width="fill_parent" android:layout_height="fill_parent" android:text="@string/nearby_no_events" /> <ListView android:id="@android:id/list" android:layout_width="fill_parent" android:layout_height="0dip" android:layout_weight="1.0" android:choiceMode="multipleChoice" android:divider="#d9d9d9" android:dividerHeight="1px" android:cacheColorHint="#eee" /> </LinearLayout> And the relevant code from my Activity that is set to show in the selected tab. public class NearbyActivity extends ListActivity { private ArrayList<Event> m_events = null; private EventAdapter m_adapter = null; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.nearby_activity); getEvents(); this.m_adapter = new EventAdapter(this, R.layout.eventrow, m_events); setListAdapter(this.m_adapter); } private void getEvents() { m_events = new ArrayList<Event>(); for (int i = 0; i < 100 ; i++) { Event e = new Event(); e.setEventName("Event " + i); e.setVenueName("Staples Center"); e.setStartDate(new Date()); m_events.add(e); } } private class EventAdapter extends ArrayAdapter<Event> { private ArrayList<Event> items; public EventAdapter(Context context, int textViewResourceId, ArrayList<Event> items) { super(context, textViewResourceId, items); this.items = items; } @Override public View getView (int position, View convertView, ViewGroup parent) { View v = convertView; if (v == null) { LayoutInflater vi = (LayoutInflater)getSystemService(Context.LAYOUT_INFLATER_SERVICE); v = vi.inflate(R.layout.eventrow, null); } Event e = items.get(position); if (e != null) { TextView nameText = (TextView)v.findViewById(R.id.eventName); TextView venueNameText = (TextView)v.findViewById(R.id.venueName); if (nameText != null) { nameText.setText(e.getEventName()); } if(venueNameText != null) { venueNameText.setText(e.getVenueName()); } } return v; } } } My listview row's are populated by an XML file as well. <?xml version="1.0" encoding="utf-8"?> <RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="fill_parent" android:layout_height="?android:attr/listPreferredItemHeight" android:orientation="vertical" android:padding="4dip"> <TextView android:id="@+id/eventName" android:layout_width="fill_parent" android:layout_height="wrap_content" android:layout_alignParentTop="true" android:inputType="text" android:singleLine="true" android:ellipsize="marquee" android:textSize="18sp" android:textColor="#000" /> <TextView android:id="@+id/venueName" android:layout_width="wrap_content" android:layout_height="wrap_content" android:layout_below="@id/eventName" android:layout_alignParentBottom="true" android:layout_marginRight="55dip" android:singleLine="true" android:ellipsize="end" android:scrollHorizontally="true" android:textSize="13sp" android:textColor="#313131" android:layout_alignWithParentIfMissing="true" android:gravity="center_vertical" /> </RelativeLayout> Thanks for any help you can offer.

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  • Use VersionControlExt.Explorer outside Visual Studio

    - by Ian
    Hi All, I'm developing a TFS tool to assist the developers in our company. This said tool needs to be able to "browse" the TFS server like in the Source Control Explorer. I believe that by using VersionControlExt.Explorer.SelectedItems, a UI will pop-up that will enable the user to browse the TFS server (please correct me if I'm wrong). However, VersionControlExt is only accessible when developing inside Visual Studio (aka Plugin). Unfortunately, I am developing a Windows Application that won;t run inside VS. So the question is, Can I use VersionControlExt outside of Visual Studio? If yes, how? Here's an attempt on using the Changset Details Dialog outside of Visual Studio string path = System.IO.Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location); Assembly vcControls = Assembly.LoadFile(path + @"\Microsoft.TeamFoundation.VersionControl.Controls.dll"); Assembly vcClient = Assembly.LoadFile(path + @"\Microsoft.TeamFoundation.VersionControl.Client.dll"); Type dialogChangesetDetailsType = vcControls.GetType("Microsoft.TeamFoundation.VersionControl.Controls.DialogChangesetDetails",true); Type[] ctorTypes = new Type[3] {vcClient.GetType("Microsoft.TeamFoundation.VersionControl.Client.VersionControlSever"), vcClient.GetType("Microsoft.TeamFoundation.VersionControl.Client.Changeset"), typeof(System.Boolean)}; ConstructorInfo ctorInfo = dialogChangesetDetailsType.GetConstructor(ctorTypes); Object[] ctorObjects = new Object[3] {VersionControlHelper.CurrentVersionControlServer, uc.ChangeSet, true}; Object oDialog = ctorInfo.Invoke(ctorObjects); dialogChangesetDetailsType.InvokeMember("ShowDialog", BindingFlags.InvokeMethod, null, oDialog, null);

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  • AudioQueue recording as float

    - by niklassaers
    Hi guys, I would like to have the result from my recording as a float in the range [0.0, 1.0], alternatively [-1.0, 1.0] because of a bit of math I want to do on it. When I set my recordingformat to be in float, like this: mRecordFormat.mFormatFlags = kLinearPCMFormatFlagIsFloat; I get: Error: AudioQueueNewInput failed ('fmt?') Does this mean the hardware doesn't support recording to floats? If not, how do I set it to record in floats? If so, are there any processor-friendly ways I can convert a signed integer array to a float array? Cheers Nik

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  • Memory leak with NSData

    - by Kamchatka
    I'm having a leak with this code without being able to find where it's coming from. This function get called within an autorelease pool. I release the IplImage* image argument. When I run the ObjAlloc tool, it tells me that "NSData* data" is leaking. If I try to manually release the UIImage returned by this function, I get an EXC_BAD_ACCESS error, probably because this UIImage is autoreleased. I'm a bit confused, any hint would be appreciated. Thanks! UIImage *UIImageFromIplImage(IplImage *image) { NSLog(@"IplImage (%d, %d) %d bits by %d channels, %d bytes/row %s", image->width, image->height, image->depth, image->nChannels, image->widthStep, image->channelSeq); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSData *data = [NSData dataWithBytes:image->imageData length:image->imageSize]; CGDataProviderRef provider = CGDataProviderCreateWithCFData((CFDataRef)data); CGImageRef imageRef = CGImageCreate(image->width, image->height, image->depth, image->depth * image->nChannels, image->widthStep, colorSpace, kCGImageAlphaNone|kCGBitmapByteOrderDefault, provider, NULL, false, kCGRenderingIntentDefault); UIImage *ret = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGDataProviderRelease(provider); CGColorSpaceRelease(colorSpace); return ret; }

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  • Anti-aliasing not working when resizing a UIWebView

    - by nickcartwright
    I'd like to add a Web View to my app at 60% scale (like seen in Safari in the browse other windows view): Notice how the content looks nice and Aliased! If I try and add the same Web view to my app: NSURL *url = [NSURL URLWithString:@"http://www.google.co.uk?q=hello"]; NSURLRequest *request = [NSURLRequest requestWithURL:url]; UIWebView *webView = [[UIWebView alloc] initWithFrame:CGRectMake(0, 0, 320, 400)]; webView.delegate=self; [webView loadRequest:request]; [self.view addSubview:webView]; Using the following transformation: [webView setTransform:CGAffineTransformMakeScale(0.6, 0.6)]; ..the scale is really bad quality and there appears to be no anti-aliasing. Does anyone know why this is happening or have a suggestion on how it could be fixed? Thanks! Nick.

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  • Is it possible to hide the tabbar when a button is pressed to allow a full screen view of the conten

    - by Jonah
    I have a UITabBar in the detail view of my navigation based application. I am storing text and images in a tableview and would like the user to be able to tap on a cell to hide the navigation controller and the tabbar for full screen viewing of the content. I found this code for hiding the top bars, but it does not seem as easy to hide the tabbar. [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; [self.navigationController setNavigationBarHidden:YES animated:YES]; Does anyone know how to do this? This code does not work to hide the tabBar once the view is already loaded. yourTabViewController.hidesBottomBarWhenPushed = YES;

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  • Changing color of the titlebar, background and text of MFMailComposeViewController

    - by iSharreth
    I am sending email from my iPhone application. Everything working fine, but I want to change the color of the title bar that appears from blue to black and the background color from white to black. Also, all the text to white color. What should I do? Anyone please help! I used the below code: (IBAction)sendMail{ MFMailComposeViewController *mailComposer = [[MFMailComposeViewController alloc]init]; mailComposer.mailComposeDelegate = self; if([MFMailComposeViewController canSendMail]){ [mailComposer setToRecipients: [NSArray arrayWithObjects:@"[email protected]",nil]]; [mailComposer setSubject: nil]; [mailComposer setMessageBody: nil isHTML:NO]; [self presentModalViewController:mailComposer animated: YES]; }

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  • CATiledLayer blanking tiles before drawing contents

    - by Greg Plesur
    All, I'm having trouble getting behavior that I want from CATiledLayer. Is there a way that I can trigger the tiles to redraw without having the side-effect that their areas are cleared to white first? I've already subclassed CATiledLayer to set fadeDuration to return 0. To be more specific, here are the details of what I'm seeing and what I'm trying to achieve: I have a UIScrollView with a big content size...~12000x800. Its content view is a UIView backed by a CATiledLayer. The UIView is rendered with a lot of custom-drawn lines Everything works fine, but the contents of the UIView sometimes change. When that happens, I'd like to redraw the tiles as seamlessly as possible. When I use setNeedsDisplay on the view, the tiles redraw but they are first cleared to white and there's a fraction-of-a-second delay before the new content is drawn. I've already subclassed CATiledLayer so that fadeDuration is set to 0. The behavior that I want seems like it should be possible...when you zoom in on the scrollview and the content gets redrawn at a higher resolution, there's no blanking before the redraw; the new content is drawn right on top of the old one. That's what I'm looking for. Thanks; I appreciate your ideas. Update: Just to follow up - I realized that the tiles weren't being cleared to white before the redraw, they're being taken out entirely; the white that I was seeing is the color of the view that's beneath my CATiledLayer-backed view. As a quick hack/fix, I put a UIImageView beneath the UIScrollView, and before triggering a redraw of the CATiledLayer-backed view I render its visible section into the UIImageView and let it show. This smooths out the redraw significantly. If anyone has a better solution, like keeping the redraw-targeted tiles from going away before being redrawn in the first place, I'd still love to hear it.

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  • iPhone to iPhone communication

    - by Dan
    Hi, I have been looking into communication methods between two iPhone devices and as I understand it there are two main methods to do this: Bluetooth and WiFi. However I wanted to know if anyone knows of any other way of sharing information between two iPhones? If I were in an area with no WiFi or mobile signal, and couldn't use Bluetooth for whatever reason, is there anything that could be done to broadcast data from one iPhone to another? I'm sure its a bit of a silly question, but if you don't ask, you don't get; and if someone knows of anything I might be able to look into with regards to this, I would be very appreciative. Thanks, Dan

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  • How to persist options selected in AlertDialog spawned from ItemizedOverlay onTap method

    - by ahsteele
    In the description of how to add a list of options to an AlertDialog the official Android documentation alludes to saving a users preferences with one of the "data storage techniques." The examples assume the AlertDialog has been spawned within an Activity class. In my case I've created a class that extends ItemizedOverlay. This class overrides the onTap method and uses an AlertDialog to prompt the user to make a multi-choice selection. I would like to capture and persist the selections for each OverlayItem they tap on. The below code is the onTap method I've written. It functions as written but doesn't yet do what I'd hope. I'd like to capture and persist each selection made by the user to be used later. How do I do that? Is using an AlertDialog in this manner a good idea? Are there better options? protected boolean onTap(int index) { OverlayItem item = _overlays.get(index); final CharSequence[] items = { "WiFi", "BlueTooth" }; final boolean[] checked = { false, false }; AlertDialog.Builder builder = new AlertDialog.Builder(_context); builder.setTitle(item.getTitle()); builder.setMultiChoiceItems(items, checked, new DialogInterface.OnMultiChoiceClickListener() { @Override public void onClick(DialogInterface dialog, int item, boolean isChecked) { // for now just show that the user touched an option Toast.makeText(_context, items[item], Toast.LENGTH_SHORT).show(); } }); builder.setPositiveButton("Okay", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int id) { // should I be examining what was checked here? dialog.dismiss(); } }); builder.setNegativeButton("Cancel", new DialogInterface.OnClickListener() { @Override public void onClick(DialogInterface dialog, int id) { dialog.cancel(); } }); AlertDialog alert = builder.create(); alert.show(); return true; }

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  • Core Location Best Placement and User Interruption

    - by b.dot
    Hi All, My application uses Core Location in three different views. It's working perfectly. In my first view, I subclass the CLLocationManager and use protocol methods for location updates to my calling class. Before I install the framework and code in my other classes, I was wondering: Is the protocol method the best way? What happens to the Core Location execution if the user exits the view or quits the app while it's trying to get a location fix? Is the location task terminated with the GPS system turned off immediately? If the user simply switches to another view, is it OK to assume that I can start Core Location in the next view without regard to the last? Where should the first update location call be placed. Should the application delegate instantiate the CLLocation Manager class using protocol so that it can update any of the views chosen or should each class instantiate the manager. Any feedback would be appreciated. Thanks.

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  • UILabel over a UIToolBar

    - by paul simmons
    Hi, I have put a UILabel over a UIToolbar. It works fine (changing colors & text) but when I click something on the toolbar, from that moment on, UILabel's text color is like 'faded'. I have tried bringing UILabel to front but that did not work. Any suggestions?.

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  • VU meter implementaion in iphone

    - by Sreelal
    Hi, I am developing an aplication for iphone which records audio and save that audio file .I need to create a UI similar to that in Voice Memo app with VU meter .I implemented codes to record audio,but i have no idea about VU meter implementation.Looking forward for a reply ......Thanks in advance

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  • How to set up a user Quartz2D coordinate system with scaling that avoids fuzzy drawing?

    - by jdmuys
    This topic has been scratched once or twice, but I am still puzzled. And Google was not friendly either. Since Quartz allows for arbitrary coordinate systems using affine transform, I want to be able to draw things such as floorplans using real-life coordinate, e.g. feet. So basically, for the sake of an example, I want to scale the view so that when I draw a 10x10 rectangle (think a 1-inch box for example), I get a 60x60 pixels rectangle. It works, except the rectangle I get is quite fuzzy. Another question here got an answer that explains why. However, I'm not sure I understood that reason why, and moreover, I don't know how to fix it. Here is my code: I set my coordinate system in my awakeFromNib custom view method: - (void) awakeFromNib { CGAffineTransform scale = CGAffineTransformMakeScale(6.0, 6.0); self.transform = scale; } And here is my draw routine: - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGRect r = CGRectMake(10., 10., 11., 11.); CGFloat lineWidth = 1.0; CGContextStrokeRectWithWidth(context, r, lineWidth); } The square I get is scaled just fine, but totally fuzzy. Playing with lineWidth doesn't help: when lineWidth is set smaller, it gets lighter, but not crisper. So is there a way to set up a view to have a scaled coordinate system, so that I can use my domain coordinates? Or should I go back and implementing scaling in my drawing routines? Note that this issue doesn't occur for translation or rotation. Thanks

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  • how to remove seperator from tableview

    - by thndrkiss
    Hi, I used interface builder and changed my tableview style as grouped and seperator as none. I was able to see the change in the display style which is grouped right now. But The seperator change is not getting reflected. Kindly help me how to remove the seperator.

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