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  • Small gaps in section headers with custom headers - iPhone / Objective-C

    - by zhar
    Hi there! Since I wanted to use the standard section header with a different font size, I just made custom section headers by using an UIImageView with the standard section header as an image. It looks fine at first, but when I scroll the table, there are small gaps below and above the section headers: Since I am not allowed to post images or more than one hyperlink yet, I will have to provide you with one link to those images: Click me! Picture: How it looks like without touching anything Picture: Dragging the table down Picture: Dragging/Scrolling the table up So as you can hopefully see, there is a small empty gap under (2nd pic) and above (3rd pic) the section header. Another thing to mention is, that the standard behaviour of non-custom section headers is, that they don't become transparent when I drag the table down (making the table offset < 0.0). Is there a way to make custom section headers mimic the same behaviour without those annoying gaps? Greetings, Zhar

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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 in-app purchases not working after rejection

    - by Joey
    I recently had an issue with my in-app purchases, so had them rejected. I found that upon creating new ones and approving them, I am getting no products back from my SKProductsRequest. Do new in-app purchases require some delay to be updated on their servers or is there some common reason that they stop working when an app is rejected?

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  • Using Quartz to draw every second via NSTimer (iPhone)

    - by stuartloxton
    Hi, I'm relatively new to Objective-C + Quartz and am running into what is probably a very simple issue. I have a custom UIView sub class which I am using to draw simple rectangles via Quartz. However I am trying to hook up an NSTimer so that it draws a new object every second, the below code will draw the first rectangle but will never draw again. The function is being called (the NSLog is run) but nothing is draw. Code: - (void)drawRect:(CGRect)rect { context = UIGraphicsGetCurrentContext(); [self step:self]; [NSTimer scheduledTimerWithTimeInterval:(NSTimeInterval)(2) target:self selector:@selector(step:) userInfo:nil repeats:TRUE]; } - (void) step:(id) sender { static double trans = 0.5f; CGContextSetRGBFillColor(context, 1, 0, 0, trans); CGContextAddRect(context, CGRectMake(10, 10, 10, 10)); CGContextFillPath(context); NSLog(@"Trans: %f", trans); trans += 0.01; } context is in my interface file as: CGContextRef context; Any help will be greatly appreciated!

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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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  • xCode Distribution error {iPhone SDK}

    - by Momeks
    Hi , when i want compile my app with the Distribution or Release method i get 140 ERRORS, i am using facebook connect on my app , and the path is right [my errors refer to fbconnect] , xcode runs my app fine on the debug !!!!!!! what's the problem ?

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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 - adding views and landscape orientation

    - by Franz
    I got a problem with Cocoa touch and landscape orientation. I instantiate my view from a .xib; i added in my view controller - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return interfaceOrientation == UIInterfaceOrientationLandscapeRight; } to only allow landscape orientation. This works find for the first view i add.. if I add a second view however it is rotated again like the landscape view is shown in portrait mode (rotated 90 degree counterclockwise). I really don't know what is going on and can't find a workaround. I even tried to get behind what is happening just adding my view twice: MainMenuViewController* controller = [[MainMenuViewController alloc] initWithNibName:@"MainMenu" bundle:nil]; [window addSubview: controller.view]; MainMenuViewController* controller2 = [[MainMenuViewController alloc] initWithNibName:@"MainMenu" bundle:nil]; [window addSubview: controller2.view]; [window makeKeyAndVisible]; The view of controller is displayed correctly, while the view of controller2 is rotated by 90 degrees. Does anyone have an idea how this can happen? Thanks for your help.

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  • iPhone Localization: simple project not working

    - by gonso
    Hello Im doing my first localized project and I've been fighting with it for several hours with no luck. I have to create an app that, based on the user selection, shows texts and images in different languages. I've read most of Apple's documents on the matter but I cant make a simple example work. This are my steps so far: 1) Create a new project. 2) Manually create a "en.lproj" directory in the projects folder. 3) Using TexEdit create file called "Localizable.strings" and store it in Unicode UTF-16. The file looks like this: /* Localizable.strings Multilanguage02 Created by Gonzalo Floria on 5/6/10. Copyright 2010 __MyCompanyName__. All rights reserved. */ "Hello" = "Hi"; "Goodbye" = "Bye"; 4) I drag this file to the Resources Folder on XCode and it appear with the "subdir" "en" underneath it (with the dropdown triangle to the left). If I try to see it on XCode it looks all wrong, whit lots of ? symbols, but Im guessing thats because its a UTF-16 file. Right? 5) Now on my view did load I can access this strings like this: NSString *translated; translated = NSLocalizedString(@"Hello", @"User greetings"); NSLog(@"Translated text is %@",translated); My problem is allowing the user to switch language. I have create an es.lproj with the Localizable.strings file (in Spanish), but I CANT access it. I've tried this line: [[NSUserDefaults standardUserDefaults] setObject: [NSArray arrayWithObjects:@"es", nil] forKey:@"AppleLanguages"]; But that only works the NEXT time you load the application. Is there no way to allow the user to switch languages while running the application?? Do I have to implement my own Dictionary files and forget all about NSLocalizableString family? Thanks for ANY advice or pointers. Gonso

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  • iPhone PopUp RGB colors

    - by McLas
    Hi, I am presenting a UIView with an animation that takes half of the screen. I've seen it in many apps but could not find the appropriate RGB colors: iOS uses it for example in "contacts": http://img98.imageshack.us/img98/9402/image001u.png I'm trying with : bottomLayer.backgroundColor = [[UIColor colorWithRed:80.0/255.0 green:86.0/255.0 blue:97.0/255.0 alpha:1] CGColor]; but it's all whitey. If anyone could get how this popup is designed... Thanks!

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  • zoomfactor value in CGAffineTransformMakeScale in iPhone

    - by suse
    Hello, 1) I'm doing pinch zoom on the UIImageView , how should i decide upon the zoomfactor value, because when the zoomfactor value goes beyond 0[i.e negative value]the image is gettig tilted, which i dont want it to happen. how to avoid this situation. 2) Y is the flickring kind of rotationis happening, Y not the smooth rotation? ll this be taken care by CGAffineTransformMakeScale(zoomfactor,zoomfactor);method? This is what i'm doing in my code: zoomFactor = 0;// Initially zoomfactor is set to zero - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ NSLog(@" Inside touchesBegan .................."); NSArray *twoTouches = [touches allObjects]; UITouch *first = [twoTouches objectAtIndex:0]; OPERATION = [self identifyOperation:touches :first]; NSLog(@"OPERATION : %d",OPERATION); if(OPERATION == OPERATION_PINCH){ //double touch pinch UITouch *second = [twoTouches objectAtIndex:1]; f_G_initialDistance = distanceBetweenPoints([first locationInView:self.view],[second locationInView:self.view]); } NSLog(@" leaving touchesBegan .................."); } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@" Inside touchesMoved ................."); NSArray *twoTouchPoints = [touches allObjects]; if(OPERATION == OPERATION_PINCH){ CGFloat currentDistance = distanceBetweenPoints([[twoTouchPoints objectAtIndex:0] locationInView:self.view],[[twoTouchPoints objectAtIndex:1] locationInView:self.view]); int pinchOperation = [self identifyPinchOperation:f_G_initialDistance :currentDistance]; G_zoomFactor = [self calculateZoomFactor:pinchOperation :G_zoomFactor]; [uiImageView_G_obj setTransform:CGAffineTransformMakeScale(G_zoomFactor, G_zoomFactor)]; [self.view bringSubviewToFront:resetButton]; [self.view bringSubviewToFront:uiSlider_G_obj]; f_G_initialDistance = currentDistance; } NSLog(@" leaving touchesMoved .................."); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@" Inside touchesEnded .................."); NSArray *twoTouches = [touches allObjects]; UITouch *first = [twoTouches objectAtIndex:0]; if(OPERATION == OPERATION_PINCH){ //do nothing } NSLog(@" Leaving touchesEnded .................."); } Thank You.

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  • How to create "cachedXAuthAccessTokenKey" using XAuthTwitterEngine in Twitter in iphone

    - by Pugal Devan
    Hi, I am working on login page validation for twitter application. I have downloaded the sample code of "XAuthTwitterEngineDemo". Now i have created kOAuthConsumerKey and kOAuthConsumerSecret keys and implemented in my code. But i donno, how to create "cachedXAuthAccessTokenKey". #define kCachedXAuthAccessTokenStringKey @"cachedXAuthAccessTokenKey" Is need to create that key?. If yes, Please guide me to how to create?. If i run that program, i entered the correct user name and pass word into the text fields, it shown the message as Incorrect user name/Pass word. I donno why its happened?. so please guide me. Thanks.

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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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  • 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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  • CCAnimate/CCAnimation cause inconsistent setTexture behavior in cocos2d on iPhone

    - by chillid
    Hi, I have a character that goes through multiple states. The state changes are reflected by means of a sprite image (texture) change. The state change is triggered by a user tapping on the sprite. This works consistently and quite well. I then added an animation during State0. Now, when the user taps - setTexture gets executed to change the texture to reflect State1, however some of the times (unpredictable) it does not change the texture. The code flows as below: // 1. // Create the animation sequence CGRect frame1Rect = CGRectMake(0,32,32,32); CGRect frame2Rect = CGRectMake(32,32,32,32); CCTexture2D* texWithAnimation = [[CCTextureCache sharedTextureCache] addImage:@"Frames0_1_thinkNthickoutline32x32.png"]; id anim = [[[CCAnimation alloc] initWithName:@"Sports" delay:1/25.0] autorelease]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame1Rect offset:ccp(0,0)]]; [anim addFrame:[CCSpriteFrame frameWithTexture:texWithAnimation rect:frame2Rect offset:ccp(0,0)]]; // Make the animation sequence repeat forever id myAction = [CCAnimate actionWithAnimation: anim restoreOriginalFrame:NO]; // 2. // Run the animation: sports = [[CCRepeatForever alloc] init]; [sports initWithAction:myAction]; [self.sprite runAction:sports]; // 3. stop action on state change and change texture: NSLog(@"Stopping action"); [sprite stopAction:sports]; NSLog(@"Changing texture for kCJSports"); [self setTexture: [[CCTextureCache sharedTextureCache] addImage:@"SportsOpen.png"]]; [self setTextureRect:CGRectMake(0,0,32,64)]; NSLog(@"Changed texture for kCJSports"); Note that all the NSLog lines get logged - and the texture RECT changes - but the image/texture changes only some of the times - fails for around 10-30% of times. Locking/threading/timing issue somewhere? My app (game) is single threaded and I only use the addImage and not the Async version. Any help much appreciated.

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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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  • Count files in directories AND subdirectories? iPhone

    - by AWright4911
    I am trying to count entire files in a directory, including subdirectories. This is what I have to count files in the first folder: -(NSString *)numberOfPhotos { NSString *MyPath = @"/rootdirectory/"; NSArray *directoryContent = [[NSFileManager defaultManager] directoryContentsAtPath:MyPath]; return [NSString stringWithFormat:@"%d", [directoryContent count]]; } I was thinking maybe something like for (file in folder){ [file count] { but doesnt seem to work.

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