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  • Facebook Photo Contest App Against FB's TOS ??

    - by Alex D
    What would be possible/best practice for a Photo Contest app? Saving photos to a database and refreshing the contents with an "infinite session"? Exporting photos to my site getting written consent from my user? I've gathered that it won't be possible to present users with a number of photos to vote on because the permissions for user's photos will often not allow just anyone (the public) to view them. I've looked at SnapIt! Photo Contest on Facebook and it appears they are successful with what I'm trying to do. Are they breaking the Facebook TOS? http://apps.facebook.com/snapitphoto I'm new to Facebook development and want to be sure it is possible to do what I want before I become very invested. Any advice would be much appreciated! Thanks

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  • App engine downtime

    - by DutrowLLC
    I've noticed that google app engine seems to have a fair amount of downtime where they place the datastore into read-only mode. Frequently this downtime is in the middle of the day. Is this something that is happening only during early development, or is this something that I can expect to be always be occurring? I've developing an application that helps small businesses handle their operations. One thing that it does is take appointments, another is route phone calls. I'd like some suggestions on how to handle times when the datastore is in read-only such as: What if our client is on the phone with the customer and is taking down an appointment and the datastore is in read-only? It would not be acceptable to ask the client to come back later to save, especially if its in the middle of the day. What if there is an incoming call and the application can not store the record or properly route the call due to database writes being unavailable? How are these types of issues normally handled?

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  • subversioning ipad app project

    - by MistakesRInevitable
    Hi All, I am currently looking at setting up an Ipad app project into subversion. Ive had a lot of experience with windows based development and .net. With this we have just created a repository in a network folder (by just right clicking - TortiseSVN - create repository) , than all we have done is our developers have checked out from this directory. How do we go about doing this in xcode. I know subversion is integrated with xcode and I am pretty confident of doing everything (from tutorials) except for the creation of the repository. Just wondering how we go about creating a repository in a folder based up on network folder? Thanks in advance

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  • port an iOS (iPhone) app to mac?

    - by William Jockusch
    Is there a preferred way to go about this? The app in question is not too large . . . single-player game that I wrote over the course of a couple of months. EDIT: I should add that I have no experience with mac development . . . outside of what comes naturally with being an iOS developer. EDIT: Classes heavily used in the game: subclasses of NSObject, UIView, and UIViewController. I don't know much about NSView, but I'm pretty sure all the UIView stuff will work in that class. Also some use of UITableViewController. I do also have Game Center, but I can leave that part out for now. There is no multi-touch.

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  • Compress/Decompress NSString in objective-c (iphone) using GZIP or deflate

    - by Steven
    Hi, I have a web-service running on Windows Azure which returns JSON that I consume in my iPhone app. Unfortunately, Windows Azure doesn't seem to support the compression of dynamic responses yet (long story) so I decided to get around it by returning an uncompressed JSON package, which contains a compressed (using GZIP) string. e.g {"Error":null,"IsCompressed":true,"Success":true,"Value":"vWsAAB+LCAAAAAAAB..etc.."} ... where value is the compressed string of a complex object represented in JSON. This was really easy to implement on the server, but for the life of me I can't figure out how to decompress a gzipped NSString into an uncompressed NSString, all the examples I can find for zlib etc are dealing with files etc. Can anyone give me any clues on how to do this? (I'd also be happy for a solution that used deflate as I could change the server-side implementation to use deflate too). Thanks!! Steven Edit 1: Aaah, I see that ASIHTTPRequest is using the following function in it's source code: //uncompress gzipped data with zlib + (NSData *)uncompressZippedData:(NSData*)compressedData; ... and I'm aware that I can convert NSString to NSData, so I'll see if this leads me anywhere!

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  • iPhone: How to write plist array of dictionary object

    - by Alessandro
    Hello, I'm a young Italian developer for the iPhone. I have a plist file (named "Frase") with this structure: Root Array - Item 0 Dictionary Frase String Preferito Bool - Item 1 Dictionary Frase String Preferito Bool - Item 2 Dictionary Frase String Preferito Bool - Item 3 Dictionary Frase String Preferito Bool exc. An array that contains many elements dictionary, all the same, consisting of "Frase" (string) and "Preferito" (BOOL). The variable "indirizzo", increase or decrease the click of the button Next or Back. The application interface: http://img691.imageshack.us/img691/357/schermata20100418a20331.png When I click on AddPreferito button, the item "Preferito" must be YES. Subsequently, the array must be updated with the new dictionary.The code: (void)addpreferito:(id)sender { NSString *plistPath = [[NSBundle mainBundle] pathForResource:@"Frase" ofType:@"plist"]; MSMutableArray *frase = [[NSMutableArray alloc] initWithContentsOfFile:plistPath]; NSMutableDictionary *dictionary = [frase objectAtIndex:indirizzo]; [dictionary setValue: YES forKey:@"Preferito"]; [frase replaceObjectAtIndex:indirizzo withObject:dictionary]; [frase writeToFile:plistPath atomically:YES]; } Why not work? Thanks Thanks Thanks!

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  • Iphone page curl effect

    - by dragon
    I am using this code for Page curl effect ....Its work fine in simulator and device... But its not (setType:@"pageCurl") apple documented api , this caused it to be rejected by the iPhone Developer Program during the App Store review process: animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; animation.startProgress = 0.5; animation.endProgress = 1; [animation setTimingFunction:UIViewAnimationCurveEaseInOut]; [animation setType:@"pageCurl"]; [animation setSubtype:@"fromRight"]; [animation setRemovedOnCompletion:NO]; [animation setFillMode: @"extended"]; [animation setRemovedOnCompletion: NO]; [[imageView layer] addAnimation:animation forKey:@"pageFlipAnimation"]; So i changed and using like this [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationDelegate:self]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationWillStartSelector:@selector(transitionWillStart:finished:context:)]; [UIView setAnimationDidStopSelector:@selector(transitionDidStop:finished:context:)]; // other animation properties [UIView setAnimationTransition:UIViewAnimationTransitionCurlUp forView:imageView cache:YES]; // set view properties [UIView commitAnimations]; In this above code i want to stop the page curl effect at midway.. But i cant stop it in midway like map applications in ipod... Is this any fix for this? or Is there any apple documented methods used for page curl effect in ipod touch? I am searching lot. but didnt get any answer ? can anyone help me? Thanks in advance..plz

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  • NSString variable out of scope in sub-class (iPhone/Obj-C)

    - by Rich
    I am following along with an example in a book with the code exactly as it is in the example code as well as from the book, and I'm getting an error at runtime. I'll try to describe the life cycle of this variable as good as I can. I have a controller class with a nested array that is populated with string literals (NSArray of NSArrays, the nested NSArrays initialized with arrayWithObjects: where the objects are all string literals - @"some string"). I access these strings with a helper method added via a category on NSArray (to pull strings out of a nested array). My controller gets a reference to this string and assigns it to a NSString property on a child controller using dot notation. The code looks like this (nestedObjectAtIndexPath is my helper method): NSString *rowKey = [rowKeys nestedObjectAtIndexPath:indexPath]; controller.keypath = rowKey; keypath is a synthesized nonatomic, retain property defined in a based class. When I hit a breakpoint in the controller at the above code, the NSString's value is as expected. When I hit the next breakpoint inside the child controller, the object id of the keypath property is the same as before, but instead of showing me the value of the NSString, XCode says that the variable is "out of scope" which is also the error I see in the console. This also happens in another sub-class of the same parent. I tried googling, and I saw slightly similar cases where people were suggesting this had to do with retain counts. I was under the impression that by using dot notation on a synthesized property, my class would be using an "auto generated accessor" that would be increasing my retain count for me so that I wouldn't have this problem. Could there be any implications because I'm accessing it in a sub-class and the prop is defined in the parent? I don't see anything in the book's errata about this, but the book is relatively new (Apress - More iPhone 3 Dev). I also have double checked that my code matches the example 100 times.

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  • iPhone: how do i redraw subviews while pinch zooming a uiscrollview

    - by Mike
    I am developing an iPhone app that places multiple custom UIViews as subviews in a UIScrollView. The subviews are placed on top of each other as transparent views as each view has its own drawing routines that traces parts of the base view. The base view is a UIImageView that is typically a large image that I want the user to be able to pan and zoom in and out of. The problem I am having is that when I zoom in and out of my UIScrollView, the subviews do not redraw themselves while the user is zooming. I can reposition and scale the subviews properly once the zoom is completed, but the user experience is less than desirable. I have not been able to find a way to either hide or redraw the subviews as the zoom is taking place to scale the subviews along with the ImageView. Any ideas? thanks! Here is the code that I have implemented: - (void)scrollViewDidEndZooming:(UIScrollView *)scrollView withView:(UIView *)view atScale:(float)scale { for (UIView *view in subViews) { [view updateView:scale]; } } - (UIView *)viewForZoomingInScrollView:(UIScrollView *) scrollView { return imageView; }

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  • iPhone nextResponder switching keyboards

    - by Steve
    iPhone SDK 3.2 Beta 4 (I am downloading B5 to see if this clears this up) To me this seems like a bug, but maybe I am missing something. The linked test program illustrates this problem. I have several UITextFields that I am linking together using the Tag property. In textFieldShouldReturn I get the next UITextField and set it as the active responder. The problem arises with the IB settings for the keyboard type. In the test program I have the first two text fields set to default. The next three text fields are set to numeric and symbols. As you move into the set (bottom three) that use the numeric/symbol keyboard the keyboard will toggle between numeric/symbol and the default. What I mean is the third field will display the numeric/symbol. The second Default. The third numeric/symbol. If you add more text fields setup as numeric/symbol this will continue on. Now if you tab into the forth field (it should bring up the default) and then manually select the numeric/symbol. The problem will disappear. I have tried various things to track down why the problem disappears. No luck so far. Sample Project

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  • UIToolBar and iPhone Interface Orientation Problem

    - by Leo
    I am developing an application in iPhone. One view support orientation in portrait and landscape. I have two separate views for both orientation. This view has a UIToolbar at the top. Problem is when I change view back from landscape to portrait, UIToolbar at the top disappears. I want toolbar to come back in its original position when it is rotated back to portrait. This is what I am doing in my program. - (void)willAnimateRotationToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation duration:(NSTimeInterval)duration { if (interfaceOrientation == UIInterfaceOrientationPortrait) { self.view = self.portrait; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(0)); self.view.bounds = CGRectMake(0.0, 0.0, 300.0, 480.0); } else if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft) { self.view = self.landscape; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(-90)); self.view.bounds = CGRectMake(0.0, 0.0, 460.0, 320.0); } else if (interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown) { self.view = self.portrait; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(180)); self.view.bounds = CGRectMake(0.0, 0.0, 300.0, 480.0); } else if (interfaceOrientation == UIInterfaceOrientationLandscapeRight) { self.view = self.landscape; self.view.transform = CGAffineTransformIdentity; self.view.transform = CGAffineTransformMakeRotation(degreesToRadian(90)); self.view.bounds = CGRectMake(0.0, 0.0, 460.0, 320.0); } } I don't know what am I missing here? Any help would be really appreciated.

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  • Nested UIScrollView-iPhone photos application

    - by abhishek trivedi
    Hi, I have been facing the same nested UIScrollView problem for long time.I tried some open source codes like Scrolling madness ,three-20 and others but all fails finaly.I am trying to make a photo Viewer application same as iPhone.For that I have created the structure like this:- 1)one View controller. 2)on view of view controller one UIScrollView (i.e inner/parent scroll view) as a child. 3)on inner/parent scroll view number of child scroll views(i.e. outer/child scroll views) ,each represents one page of photos application. 4)On each scroll view one image View on which i am displaying my image. So what I want is when user scrolls the outer scroll view it should scroll horizontally with all the child views so I will get the look and feel of paging in photos application.Also when user is on one specific image(i.e. child/outer scroll view) he should be able to zoom in/out,swipes and perform single/double tapping.I was able to make it work in sdk 2.1,but it dosnt work since sdk 3.0.Please tell me the idea behind your project.Means which scroll view you are subclassing ,in which view to detect touches.How this completely child - parent relation should be. If possible provide any sample code also.

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  • Draw to offscreen renderbuffer in OpenGL ES (iPhone)

    - by David Ensminger
    I'm trying to create an offscreen render buffer in OpenGL ES on the iPhone. I've created the buffer like this: glGenFramebuffersOES(1, &offscreenFramebuffer); glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer); glGenRenderbuffersOES(1, &offscreenRenderbuffer); glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer); glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, offscreenRenderbuffer); But I'm confused on how to render the storage. Apple's documentation says to use the EAGLContext renderBufferStorage:fromDrawable: method, but this seems to only work for one render buffer (the main one being displayed). If I use the normal OpenGL function glRenderBufferStorageOES, then I can't seem to get it to display. Here's the code: // this is in the initialization section: glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGB8_OES, backingWidth, backingHeight); // and this is when I'm trying to draw to it and display it: glBindFramebufferOES(GL_FRAMEBUFFER_OES, offscreenFramebuffer); GLfloat vc[] = { 0.0f, 0.0f, 0.0f, 10.0f, 10.0f, 10.0f, 0.0f, 0.0f, 0.0f, -10.0f, -10.0f, -10.0f, }; glLoadIdentity(); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vc); glDrawArrays(GL_LINES, 0, 4); glDisableClientState(GL_VERTEX_ARRAY); glBindRenderbufferOES(GL_RENDERBUFFER_OES, offscreenRenderbuffer); [context presentRenderbuffer:GL_RENDERBUFFER_OES]; Doing it this way, nothing is displayed on the screen. However, if I switch out the references to "offscreen...Buffer" to the buffers that were created with the renderBufferStorage method, it works fine. Any suggestions?

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  • Core Animation problem on iPhone

    - by Mac
    I'm new to iPhone development, and doing some experimentation with Core Animation. I've run into a small problem regarding the duration of the animation I'm attempting. Basically, Ive got a view with two subviews, and I'm trying to animate their opacity so that one fades in while the other fades out. Problem is, instead of a gradual fade in/out, the subviews simply switch instantly to/from full/zero opacity. I've tried to adjust the animation duration with CATransaction with no noticable effect. It's also not specific to animating opacity - animating position shows the same problem. The code I'm using (inside a method of the superview) follows: CALayer* oldLayer = ((UIView*) [[self subviews] objectAtIndex:0]).layer; CALayer* newLayer = ((UIView*) [[self subviews] objectAtIndex:1]).layer; [CATransaction begin]; [CATransaction setAnimationDuration:1.0f]; oldLayer.opacity = 0.0; newLayer.opacity = 1.0; [CATransaction commit]; Does anyone have an idea what the problem might be?

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  • iPhone UnitTesting UITextField value and otest error 133

    - by Justin Galzic
    Are UITextFields not meant to be part of the LogicTests and instead part of the ApplicationTest target? I have a factory class that is responsible for creating and returning an (iPhone) UITextField and I'm trying to unit test it. It is part of my Logic Test target and when I try to build and run the tests, I get a build error about: /Developer/Tools/RunPlatformUnitTests.include:451:0 Test rig '/Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.2.sdk/ 'Developer/usr/bin/otest' exited abnormally with code 133 (it may have crashed). In the build window, this points to the following line in: "RunPlatformUnitTests.include" RPUTIFail ${LINENO} "Test rig '${TEST_RIG}' exited abnormally with code ${TEST_RIG_RESULT} (it may have crashed)." My unit test looks like this: #import <SenTestingKit/SenTestingKit.h> #import <UIKit/UIKit.h> // Test-subject headers. #import "TextFieldFactory.h" @interface TextFieldFactoryTests : SenTestCase { } @end @implementation TextFieldFactoryTests #pragma mark Test Setup/teardown - (void) setUp { NSLog(@"%@ setUp", self.name); } - (void) tearDown { NSLog(@"%@ tearDown", self.name); } #pragma mark Tests - (void) testUITextField_NotASecureField { NSLog(@"%@ start", self.name); UITextField *textField = [TextFieldFactory createTextField:YES]; NSLog(@"%@ end", self.name); } The class I'm trying to test: // Header file #import <Foundation/Foundation.h> #import <UIKit/UIKit.h> @interface TextFieldFactory : NSObject { } +(UITextField *)createTextField:(BOOL)isSecureField; @end // Implementation file #import "TextFieldFactory.h" @implementation TextFieldFactory +(UITextField *)createTextField:(BOOL)isSecureField { // x,y,z,w are constants declared else where UITextField *textField = [[[UITextField alloc] initWithFrame:CGRectMake(x, y, z, w)] autorelease]; // some initialization code return textField; } @end

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  • Conversion from Iphone Core Surface RGB Frame into ffmepg AVFarme

    - by Sridhar
    Hello, I am trying to convert Core Surface RGB frame buffer(Iphone) to ffmpeg Avfarme to encode into a movie file. But I am not getting the correct video output (video showing colors dazzling not the correct picture) I guess there is something wrong with converting from core surface frame buffer into AVFrame. Here is my code : Surface *surface = [[Surface alloc]initWithCoreSurfaceBuffer:coreSurfaceBuffer]; [surface lock]; unsigned int height = surface.height; unsigned int width = surface.width; unsigned int alignmentedBytesPerRow = (width * 4); if (!readblePixels) { readblePixels = CGBitmapAllocateData(alignmentedBytesPerRow * height); NSLog(@"alloced readablepixels"); } unsigned int bytesPerRow = surface.bytesPerRow; void *pixels = surface.baseAddress; for (unsigned int j = 0; j < height; j++) { memcpy(readblePixels + alignmentedBytesPerRow * j, pixels + bytesPerRow * j, bytesPerRow); } pFrameRGB->data[0] = readblePixels; // I guess here is what I am doing wrong. pFrameRGB->data[1] = NULL; pFrameRGB->data[2] = NULL; pFrameRGB->data[3] = NULL; pFrameRGB->linesize[0] = pCodecCtx->width; pFrameRGB->linesize[1] = 0; pFrameRGB->linesize[2] = 0; pFrameRGB->linesize[3] = 0; sws_scale (img_convert_ctx, pFrameRGB->data, pFrameRGB->linesize, 0, pCodecCtx->height, pFrameYUV->data, pFrameYUV->linesize); Please help me out. Thanks, Raghu

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  • MonoTouch: using embedded resx files on iPhone build

    - by bright
    I'm able to load and access resx files in Simulator builds of my iPhone app built using MonoTouch. The resx file entry in the csproj file looks like: <ItemGroup> <EmbeddedResource Include="MapMenu\Resources\MapMenu.resx"> <Generator>ResXFileCodeGenerator</Generator> <LastGenOutput>MapMenu.Designer.cs</LastGenOutput> </EmbeddedResource> </ItemGroup> The .resx file itself has an entry like this: <data name="Main_Menu" type="System.Resources.ResXFileRef, System.Windows.Forms"> <value>Main Menu.mm;System.String, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value> </data> and the generated MapMenu.Designer.cs file has this: internal static string Main_Menu { get { return ResourceManager.GetString("Main_Menu", resourceCulture); } } As mentioned above, calling the Main_Menu accessor works fine on the simulator. On the device, however, it produces: <Notice>: Unhandled Exception: System.MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream) <Notice>: at System.Activator.CreateInstance (System.Type type, BindingFlags bindingAttr, System.Reflection.Binder binder, System.Object[] args, System.Globalization.CultureInfo culture, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0 <Notice>: at System.Activator.CreateInstance (System.Type type, System.Object[] args, System.Object[] activationAttributes) [0x00000] in <filename unknown>:0 <Notice>: at System.Activator.CreateInstance (System.Type type, System.Object[] args) [0x00000] in <filename unknown>:0 <Notice>: at System.Resources.ResourceManager.InternalGetResourceSet (System.Globalization.CultureInfo culture, Boolean createIfNotExists, Boolean tryParents) [0x00000] in <filename unknown>:0 <Notice>: at System.Resources.ResourceManager.GetString (System.String name, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 <Notice>: at MapMenu.Resources.MapMenu.get_Main_Menu () [0x00000] in <filename unknown>:0 Did a few sanity checks, and am wondering at this point if this really is missing functionality in Monotouch. Thanks,

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  • Why is my app delegate's didFinishLaunchingWithOptions method all of sudden being called AFTER my Ro

    - by BeachRunnerJoe
    Hi. I've been playing with the iPad's SplitView template in Xcode. Here are two of the many important methods that are auto-generated for you by the Split View-based Application template... AppNameAppDelegate.m #pragma mark - #pragma mark Application lifecycle - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after app launch rootViewController.managedObjectContext = self.managedObjectContext; // Add the split view controller's view to the window and display. [window addSubview:splitViewController.view]; [window makeKeyAndVisible]; return YES; } RootViewController.m #pragma mark - #pragma mark View lifecycle - (void)viewDidLoad { [super viewDidLoad]; self.clearsSelectionOnViewWillAppear = NO; self.contentSizeForViewInPopover = CGSizeMake(320.0, 600.0); NSError *error = nil; if (![[self fetchedResultsController] performFetch:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); abort(); } } When you build and run the project before making any changes at all, the application:didFinishLaunchingWithOptions method is called before the RootViewController:viewDidLoad method is called. I'm new to iPhone development, but I'm assuming this is the correct and typical sequence. However, as soon as I changed the RootViewController code and set it as a subclass of UIViewController (instead of UITableViewController by default), and made the respective adjustments in Interface Builder, suddenly the RootViewController:viewDidLoad is being called before the application:didFinishLaunchingWithOptions method. I need to get it back to the way it was working before because, as you can see in the code, the viewDidLoad method depends on didFinishLauchingWithOptions method to execute so it can set the rootViewController's managedObjectContext that it uses to perform the fetch request. Any ideas what caused this? Any ideas how I can fix this? Thanks so much in advance for your help! I'm gonna keep researching and playing with the code.

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  • iPhone - openAL stops playing if I record with AVAudioRecorder

    - by Oscar Peli
    Hi there, this is an iPhone-related question: I use openAL to play some sound (I have to manage gain, pitch, etc.). I want to record what I'm playing and I use AVAudioRecorder but when I "prepareToRecord" openAL stops to play audio. What's the problem? Here is the record IBAction I use: - (IBAction) record: (id) sender { NSError *error; NSMutableDictionary *settings = [NSMutableDictionary dictionary]; [settings setValue: [NSNumber numberWithInt:kAudioFormatLinearPCM] forKey:AVFormatIDKey]; [settings setValue: [NSNumber numberWithFloat:8000.0] forKey:AVSampleRateKey]; [settings setValue: [NSNumber numberWithInt: 1] forKey:AVNumberOfChannelsKey]; [settings setValue: [NSNumber numberWithInt:16] forKey:AVLinearPCMBitDepthKey]; [settings setValue: [NSNumber numberWithBool:NO] forKey:AVLinearPCMIsBigEndianKey]; [settings setValue: [NSNumber numberWithBool:NO] forKey:AVLinearPCMIsFloatKey]; NSURL *url = [NSURL fileURLWithPath:FILEPATH]; self.recorder = [[AVAudioRecorder alloc] initWithURL:url settings:settings error:&error]; self.recorder.delegate = self; self.recorder.meteringEnabled = YES; [self.recorder prepareToRecord]; [self.recorder record]; } Thanks

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  • Clear UIWebView content upon dismissal of modal view (iPhone OS 3.0)

    - by Ricky
    I currently have a UIWebView that is displayed within a modal view. It is basically a detail view that provides a view of a page when the user clicks a link. When the view is dismissed and then brought up again (when the user clicks another link), the previously-loaded content is still visible and the new content loads "on top" of the last content. This makes sense because the instance of the UIWebView persists between sessions and is only released when the memory is needed. However, I would like to completely clear the UIWebView when the modal view is dismissed so that 1) content is cleared and 2) memory is freed. Thus far my research and attempts have not found an answer. These links haven't worked for me: http://stackoverflow.com/questions/2184688/is-it-possible-to-free-memory-of-uiwebview http://stackoverflow.com/questions/2311564/reused-uiwebview-showing-previous-loaded-content-for-a-brief-second-on-iphone I've tried [[NSURLCache sharedURLCache] removeAllCachedResponses]; and setting the webView to nil and manually releasing the webView upon modal-view-dismiss to no avail. Any thoughts from the wizened masses?

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  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

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  • establishing a socket connection from iPhone to MAC/PC

    - by user319572
    Hello, I just started getting into XCode and Co. What I am trying is to send accelerometer data via WLAN to a PC or MAC over a Socket connection. I am trying at the moment with the iPhone simulator, on the other site a netbook with a JAVA program shall receive a test string for starters. Unfortunately my socket will not initialize. What am I doing wrong? NSString *recStr = @"192.168.0.5"; //String with receiver IP NSHost *hoster = [NSHost hostWithName:recStr]; //create a host NSOutputStream *sendData; //create an output stream [NSStream getStreamsToHost:hoster port:8000 inputStream:nil outputStream:&sendData]; [sendData retain]; [sendData setDelegate:self]; [sendData open]; A warning says NSStream may not respond to '+getStreamsToHost:inputSream:outputStream:' So I guess parameters are wrong. But why and how to do it right? The program starts but I don't think I can send anything as long as this warning shows up (have not tried though). Thank you in advance, Andreas

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  • iPhone User Interface Design

    - by Blaenk
    Hey guys, I've just had a nagging question for a while regarding iPhone app user interfaces. For example, consider WeightBot's User Interface. I am wondering, how are most of these user interfaces created? In general, of course. Is there a way to simply design controls (that is, the images) in a program like Photoshop, then use that 'skin' for controls in UIKit? I realize that there are some controls that are probably created by the programmer (custom controls), but I'm referring to the ready-made ones that come in UIKit. In other words, is the concept similar to 'splicing' web site designs? Where a designer draws out the design of the website in something like Photoshop, and then it is cut up into pieces which can be applied to form the actual website? I know this can be done for UIButtons, can this also be done for other controls, and is this how it is usually done? Or perhaps this is done with Core Animation? I've heard this from time to time, so does this mean that the User Interfaces are 'hard-coded'? Or is Core Animation only use for the 'effects', such as applying the glowing effect to the numbers in WeightBot? If there are any resources you can point me to I would really appreciate it. Thanks!

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  • Iphone SQLite Databse with german umlauts results in NULL value

    - by Daniel
    Hi guys, I'm quite new to the Iphone development and after search for an answer for 3 hours now, I hope that you guys can give me a hand. My problem is that I have a SQLite Database with german umlauts. Looking at it with a SQLite browser tool shows me that the data is stored with german umlauts, correctly. But selecting fields with german umlauts in it results in a NULL value. I'm already using "stringWithUTF8String", so I don't get the point where the problem is placed. Here is my code: -(void) readSearchFromDatabase { searchFlag = YES; // Setup the database object sqlite3 *database; // Init the SCode Array searchSCodes = [[NSMutableArray alloc] init]; // Open the database from the users filessytem if(sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK) { NSString *wildcard =@"%"; // Setup the SQL Statement and compile it NSString *sql = [NSString stringWithFormat:@"SELECT * FROM scode WHERE ta LIKE '%@%@%@' OR descriptionde LIKE '%@%@%@' OR descriptionen LIKE '%@%@%@'", wildcard, searchBar.text, wildcard, wildcard, searchBar.text, wildcard, wildcard, searchBar.text, wildcard, wildcard, searchBar.text, wildcard]; //Creating a const char SQL Statement especially for SQLite const char *sqlStatement = [sql UTF8String]; sqlite3_stmt *compiledStatement; if(sqlite3_prepare_v2(database, sqlStatement, -1, &compiledStatement, NULL) == SQLITE_OK) { // Loop through the results and add them to the feeds array while(sqlite3_step(compiledStatement) == SQLITE_ROW) { // Read the data from the result row NSString *aTa = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 0)]; NSString *aReport = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 1)]; NSString *aDescriptionDE = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 2)]; NSString *aDescriptionEN = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 3)]; //Results a NULL value NSLog(@"Output: %@", aDescriptionDE); // Create a new SCode object with the data from the database SCode *searchSCode = [[SCode alloc] initWithTa:aTa report:aReport descriptionDE:aDescriptionDE descriptionEN:aDescriptionEN]; // Add the SCode object to the SCodes Array [searchSCodes addObject:searchSCode]; [searchSCode release]; } } // Release the compiled statement from memory sqlite3_finalize(compiledStatement); } sqlite3_close(database); }

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  • IPhone SDK - Transition to NavigationController display problem

    - by Steblo
    Hi, I am nearly finished with my first IPhone app and everything works fine - except of one very little display bug: My starscreen is an UIView (Fullscreen) without Navigationbar or Toolbar. If I tap on a start button, there is an UIViewAnimationTransitionFlipFromRight animation that flips to the main navigation controller: -(IBAction) switchViewToMainMenu { [UIView beginAnimations:@"Flip View" context:nil]; [UIView setAnimationDuration:1.25]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromRight forView:self.window cache:YES]; [self.navController viewWillAppear:YES]; [self.startScreenViewController viewWillDisappear:YES]; [self.startScreenViewController.view removeFromSuperview]; [self.window addSubview:navController.view]; [self.startScreenViewController viewDidDisappear:YES]; [self.navController viewDidAppear:YES]; [UIView commitAnimations]; self.startScreenViewController=nil; [startScreenViewController release]; } This works fine except of one little problem: When the navigation controller view appears (flips in), the Navigationbar on top is some pixels too high (the is a white bar where the Navigationbar should be). When the animation finished, the Navigationbar drops down to the right position. This doesn't look very beautiful... Any ideas how to fix that problem ?

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