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  • iPhone NSTimer OpenGL problem

    - by Toby Wilson
    I've got a problem that only seems to occur on the device, not in the simulator. My app's animation is started and stopped using these methods: NSTimer* animationTimer; -(void)startAnimation { if(animationTimer = nil) animationTimer = [NSTimer scheduledTimerWithTimeInterval:1.0f/60.0f target:self selector:@selector(drawView) userInfo:nil repeats:YES]; } -(void)stopAnimation { [animationTimer invalidate]; animationTimer = nil; } In the simulator this works fine and drawView starts being called at 60fps. On the device (testing on iPod Touch), the scheduleTimerWithTimeInterval method doesn't seem to work. Furthermore, [animationTimer invalidate] causes EXC_BAD_ACCESS. I've spotted an obvious but minor flaw; adding if(animationTimer != nil) to the stopAnimation method will prevent the crash, but doesn't solve the problem of the animation timer not being properly initialised. Edit: The above doesn't prevent a crash. animationTimer != nil yet calling invalidate causes EXC_BAD_ACCESS. Should also add, this problem doesn't occur all the time on the device. Maybe 40% of the time.

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  • iPhone: Can't animate contentInset while animating Nav Bar show/hide

    - by Cuzog
    In my app, I have a table view. When the user clicks a button, a UIView overlays part of that table view. It's essentially a partial modal. That table view is intentionally still scrollable while that modal is active. To allow the user to scroll to the bottom of the table view, I change the contentInset and scrollIndicatorInsets values to adjust for the smaller area above the modal. When the modal is taken away, I reset those inset values. The problem is that when the user has scrolled to the bottom of the newly adjusted inset and then dismisses the modal, the table view jumps abruptly to a new scroll position because the inset is changed instantly. I would like to animate it so there is a transition, but the beginAnimation/commitAnimations methods aren't affecting it for some reason. Edit: More info. I found the conflict. When presenting the modal, I also hide the navigation bar. The navigation bar natively animates the table view up and down as it shows and hides. When I stop animating the navigation bar, the inset animation works fine. Does anyone know what I can do to work around this conflict? Do I have to wait for the navigation bar animation to finish before adjusting the inset? If so, how to I hook onto that? Any help is greatly appreciated! The relevant code from the table view controller is here: - (void)viewDidLoad { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(modalOpened) name:@"ModalStartedOpening" object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(modalDismissed) name:@"ModalStartedClosing" object:nil]; [super viewDidLoad]; } - (void)modalOpened { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationDelegate:self]; self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 201, 0); self.tableView.scrollIndicatorInsets = UIEdgeInsetsMake(0, 0, 201, 0); [UIView commitAnimations]; } - (void)modalDismissed { [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationDelegate:self]; self.tableView.contentInset = UIEdgeInsetsMake(0, 0, 0, 0); self.tableView.scrollIndicatorInsets = UIEdgeInsetsMake(0, 0, 0, 0); [UIView commitAnimations]; }

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  • iPad/iPhone Dev: displayViewController Is Rendering Portrait in Landscape Orientation

    - by Holly
    -(void)displayFirstScreen { UIViewController *displayViewController=[[UIViewController alloc] init]; displayViewController.view = displaySplash; [self presentModalViewController:displayViewController animated:NO]; [self performSelector:@selector(removeScreen) withObject:nil afterDelay:2.0]; [displayViewController release]; } -(void)removeScreen { [[self modalViewController] dismissModalViewControllerAnimated:YES]; } The above code works but my orientation is landscape and the view comes and goes in portrait. Any ideas? Thanks in advance!

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  • problem downloading movie to iphone for storage and playback

    - by padatronic
    I am basically making a video library where you download videos and I then write them to the applications documents folder. This all works fine and if i stream the video from online it plays fine. Or indeed I can stream it from the resource folder fine. However, after downloading it and saving to the documents folder then attempting to stream I get the error 'movie format not supported' any ideas? thanks very much

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  • iphone NSMutableArray loses objects at end of method

    - by Brodie4598
    Hello - in my app, an NSMutableArray is populated with an object in viewDidLoad (eventually there will be many objects but I'm just doing one til I get it working right). I also start a timer that starts a method that needs to access the NSMutableArray every few seconds. The NSMutableArray works fine in viewDidLoad, but as soon as that method is finished, it loses the object. myApp.h @interface MyApp : UIViewController { NSMutableArray *myMutableArray; NSTimer *timer; } @property (nonatomic, retain) NSMutableArray *myMutableArray; @property (nonatomic, retain) NSTimer *timer; @end myApp.m #import "MyApp.h" @implementation MyApp @synthesize myMutableArray; - (void) viewDidLoad { cycleTimer = [NSTimer scheduledTimerWithTimeInterval:4.0 target:self selector:@selector(newCycle) userInfo: nil repeats:YES]; MyObject *myCustomUIViewObject = [[MyObject alloc]init]; [myMutableArray addObject:myCustomUIViewObject]; [myCustomUIViewObject release]; NSLog(@"%i",[myMutableArray count]); /////outputs "1" } -(void) newCycle { NSLog(@"%i",[myMutableArray count]); /////outputs "0" ?? why is this?? }

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  • iPhone - UIView Animation not looping correctly

    - by Robert
    Hey all, got a little problem here and can't figure out what I am doing wrong. I am trying to animate a UIView up and down repeatedly. When I start it, it goes down correctly and then back up but then immediately shoots to the "final" position of the animation. Code is as follows: UIImageView *guide = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; guide.frame = CGRectMake(250, 80, 30, 30); [self.view addSubview:guide]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationDuration:2]; [UIView setAnimationRepeatAutoreverses:YES]; [UIView setAnimationBeginsFromCurrentState:YES]; guide.frame = CGRectMake(250, 300, 30, 30); [UIView setAnimationRepeatCount:10]; [UIView commitAnimations]; Thanks in advance!

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  • iphone simulator crashes when it tries to access user location

    - by kevin Mendoza
    for some reason my code causes my program to crash. does anyone know why or how to fix it? NSLog(@"here"); CLLocation *location = [locationManager location]; [mapView removeAnnotations:mapView.annotations]; NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; CLLocationCoordinate2D workingCoordinate = [location coordinate]; NSLog(@" this is %@", workingCoordinate.latitude); it makes it to the first NSLog, but somewhere between the first and second it crashes. My guess is that it has to do with the CLLocation *location line.

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  • Play Animation with specefic Time [iPhone Animation]

    - by Momeks
    Hi , iam trying play animation with xcode,in specefic Time for example after 3 minutes play an animation .. i don't know how coding with NSTimer ! here is my animation codes : NSArray *myImages = [NSArray arrayWithObjects: [UIImage imageNamed:@"myImage1.png"], [UIImage imageNamed:@"myImage2.png"], [UIImage imageNamed:@"myImage3.png"], [UIImage imageNamed:@"myImage4.gif"], nil]; UIImageView *myAnimatedView = [UIImageView alloc]; [myAnimatedView initWithFrame:[self bounds]]; myAnimatedView.animationImages = myImages; myAnimatedView.animationDuration = 0.25; myAnimatedView.animationRepeatCount = 0; [myAnimatedView startAnimating]; [self addSubview:myAnimatedView]; [myAnimatedView release];

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  • iphone core data loop array and save each

    - by Matt Facer
    I have a core data model with two tables (meal and ingredients). I am trying to save ONE meal with MANY ingredients. I have the code below which loops through an array of ingredients. I'm trying to save it, but I cannot redeclare the "entity" below. How do I do it? I've tried releasing it, but that didn't work! Thanks for any help. for (x=0;x<ingredients;x++) { NSEntityDescription *entity = [NSEntityDescription insertNewObjectForEntityForName:@"Ingredient" inManagedObjectContext:managedObjectContext]; entity.name = @"test"; } (this method does work saving ONE record out of the loop.. so that's not the problem)

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  • iphone integer multiplication

    - by Rob
    I don't understand why this doesn't work: [abc = ([def intValue] - 71) * 6]; '*' should be the viable way of doing multiplication and 'abc' is defined as an NSInteger. ('def' is an NSString)

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  • Resizing Tab Bar Controller Views (iPhone dev)

    - by damiandawber
    Hello, I have an application set up where the window contains a tab bar controller and one of the tabs loads a NIB called 'ShowCaseView.xib': this file is owned by a custom ShowcaseViewController class. In the ShowcaseViewcontroller class I have added a UIScrollView object, like so: imageScrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; [[self view] addSubview:imageScrollView]; The issue I am having is that this UIScrollView object extends beneath my tab bar controller. So I have had to reduce its insets manually: #define TAB_BAR_HEIGHT 48 . . UIEdgeInsets edgeInsets = UIEdgeInsetsMake(0, 0, TAB_BAR_HEIGHT, 0); [imageScrollView setScrollIndicatorInsets:edgeInsets]; So, Is it common to have to manually deduct the tab bar height from a view (whether this be by reducing the size of subviews or the View NIB in inspector)? Is there a way that I can tell a NIB's view loaded from a tab bar to resize itself automatically to NOT sit behind the tab bar? Cheers

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  • iphone: accessing the preferences localization file from code

    - by phonecoddy
    I was just facing the following problem and couldn't find a solution for it. Hopefully someone could help. The app I am working on has some preferences, which are using a localization file. Now I want to use labels in my app, which display the exact names, which are used in the localization file for the preferences. But I couldn't find a way to access the information which is stored in Settings.bundle - en.lproj - localizationfile.strings. to make this clear: If you open your preferences for your app, the display shows the localized string of the title and the value of the setting. I need to access the localized string of the title of each preference from my code. Does any know how to do this?

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  • How to Promote iPhone App

    - by Ricibald
    I published my app. I request a review to more than 150 sites but only 8 of them give me a (good) review. I can't reach the most famous blogs because I have to pay to bring on top of their queue. Now, my app seems to be nice but I have only 65 users playing it. This 65 users seems to really like it because I can see there are a lot of games played tracked in my stats. A lot of users say that my app is "fun like Doodle Jump and very addictive". So, what's the problem? Why only 65 people? In a word, how can simple games such "Doodle Jump" or "Flight Control" enter in top 10? What's their secret? What's my mistake? UPDATE: I have a site describing my app.

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  • Android-iPhone single codebase

    - by Lorenzo
    Is there a way, apart from using HTML and JavaScript on a web control, to have an (almost) single codebase for an application that should run on iOS and Android? The big issue is of course that they use a different language (Java for Android, Objective-C for iOS) for application development. It would be nice to have some sort of meta-language that will be translated in Java and in Objective-C. What about Flash? Adobe wasn't supposed to release a tool to create flash-based apps in iOS?

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  • iPhone: detect "touch-and-drag" gesture from UIBarButtonItem?

    - by Greg Maletic
    I have an "add" button that's represented by a UIBarButtonItem. Hitting the "add" button adds an object into a list that represents a moment in time. By default, that time is "now"...but I'd like to be able to use dragging behavior to let the user specify earlier times for the object. Here's the behavior I want to implement: If the user touches on the UIBarButtonItem and lets go quickly, an object is added to the list that represents "now." If the user touches on the UIBarButtonItem and drags, a little UI pops up that shows the time that the distance of their drag represents. The further they drag, the further back in time their touch will represent. When they let go, the object representing an earlier time will get added to the list. (Though the description of the behavior is complicated, I'm convinced this will be pretty intuitive for users of the app.) I haven't implemented code for anything but the most simple touches in the past, and I'm at a loss as to the best way to try this. Does anyone have any suggestions, or could point me towards some sample code that implements something like this? Thanks very much.

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