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Search found 6745 results on 270 pages for 'objective c 2 0'.

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  • sending image in a faceless email

    - by anurag
    I am trying to send a faceless(without showing the interface)email by using the code below: I also want to attach an image to this email can anybody suggest is it possible??? (void) sendEmailTo:(NSString *)toStr withSubject:(NSString *)subjectStr withBody:(NSString *)bodyStr { NSString *emailString=[[NSString alloc] initWithFormat:@"mailto:?to=%@&subject=%@&body=%@", [toStr stringByAddingPercentEscapesUsingEncoding:NSASCIIStringEncoding], [subjectStr stringByAddingPercentEscapesUsingEncoding:NSASCIIStringEncoding], [bodyStr stringByAddingPercentEscapesUsingEncoding:NSASCIIStringEncoding]]; [[UIApplication sharedApplication] openURL:[NSURL URLWithString:emailString]]; [emailString release]; }

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  • How do I call a variable from another class?

    - by squeezemylime
    I have a class called 'Constants' that I am storing a String variable in. This class contains a few global variables used in my app. I want to be able to reference this class and call the variable (called profileId) in other Views of my app. I looked around and found a few examples, but am not sure how to do this. Currently my setup is: Constants.h @interface Constants : UIViewController { NSString *profileId; } @property (nonatomic, retain) NSString *profileId; @end Constants.m #import "Constants.h" @implementation Constants @synthesize profileId; - (void)dealloc { [profileId release]; [super dealloc]; } And I am trying to call the variable profileId in a new View via this way: NewView.h file @class Constants; NewView.m file NSLog(@"ProfileId is:", [myConstants profileId]); Is there something I'm missing? It is coming up null, even though I am properly storing a value in it in another function via this way: Constants *Constant; Constant = [[Constants alloc] init]; Constant.profileId = userId;

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  • Potential leak of an object allocated

    - by idober
    Using the build and analyze of XCode I saw i have a memory leak in my code: - (NSString *) doIt { NSString *var = [[NSString alloc] init]; return var; } This is of course a simplified snippet of my problem where do i release the object?

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  • UITabBarController not showing all view controllers

    - by rounak
    My UITabBarcontroller has two view controllers -Favorites -Keypad I add these two controllers in an array in the order Favorites,Keypad,nil. When the app is launched only the Favorites tab appears in the tabbar, I have to click the second tab for the "Keypad" (Title of the viewController) text to appear on the tabbar. How do I make the tabbar have the title of both the view controllers at startup itself?

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  • iOS dynamic object creation

    - by Abdul Ahmad
    I've worked with Xcode and iOS on a few personal projects and have always used non-object-oriented designs for everything... just because I've been doing mostly learning/experimenting with things. Now I've been trying to implement some object oriented design into one game I've made previously. The idea is, I have a space ship that can shoot bullets. In the past I basically added the UIImageView to the storyboard and then connected it to the .h file and from there did things on it like move it around or whatever (using CGPointMake). The idea now is to make a method (and a whole other class soon) that will create a UIImageView programmatically, allocate it, add it to the superview etc... I've got this working so far, easy stuff, but the next part is a bit harder. Where do I store this local variable "bullet"? I've been saving it to an NSMutableArray and doing the following: (actually here are the methods that I have) -(void)movement { for (int i = 0; i < [array1 count]; i ++) { UIImageView *a = [array1 objectAtIndex:i]; a.center = CGPointMake(a.center.x + 2, a.center.y); if (a.center.x > 500) { [array1 removeObjectAtIndex:i]; [a removeFromSuperview]; } } } -(void)getBullet { UIImageView *bullet = [[UIImageView alloc] initWithFrame:CGRectMake(ship.center.x + 20, ship.center.y - 2, 15, 3)]; bullet.image = [UIImage imageNamed:@"bullet2.png"]; bullet.hidden = NO; [self.view addSubview:bullet]; [array1 addObject:bullet]; } (by the way, array1 is declared in the .h file) and theres a timer that controls the movement method timer = [NSTimer scheduledTimerWithTimeInterval:0.5 target:self selector:@selector(movement) userInfo:nil repeats:YES]; first question is: what is the correct way of doing this? Storing a bullet for example until it is removed from the superview, should I store it another way? and another question is, when I remove a UIImageView from the superview, does that remove it from memory so its not using up system resources? Thank you for the help! (will update if I Think of other questions

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  • FJSTransitionController setup and use in View Controller not main app delegate

    - by elliotrock
    I am trying to set up Corey Floyd's FJSTransitionController. My app uses a main view controller to manage the main view navigation. I also went through the source to fix it for ARC. Followed instructions and in my main delegate .h I have in the usual spots: FJTransitionController* mainTransitionController; @property (nonatomic,retain) FJTransitionController* mainTransitionController; delegate .m has the following @synthesize mainTransitionController And in the - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions mainTransitionController=[[FJTransitionController alloc] init]; // do I need to instantise? [self.window addSubview:mainTransitionController.view]; [mainTransitionController setViewControllerClass:[[mainViewController sendMissionsPanelViewController] class] forKey:@"missionView"]; The last line is complaining that there is no @interface for FJTransitionController? Any help please.

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  • UIImage in UIView and display image parts out of bounds

    - by Mpampinos Holmens
    I have an image in a subview that is bigger than the subview it self, is it possible to display parts of the image that are out of the subview! have tried the view.clipsToBounds=NO; but no lack still. here is part of my code so far. xRayView = [[XRayView alloc] initWithFrame: CGRectMake((1024 - 800) / 2, self.device.frame.origin.y - 26, 800,530)]; xRayView.clipsToBounds=NO; [xRayView setForgroundImage: [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource: @"xray_foreground_01" ofType: @"png"]]]; [xRayView setBackgroundImage: [UIImage imageWithContentsOfFile: [[NSBundle mainBundle] pathForResource: @"xray_background_01" ofType: @"png"]]]; the foreground and the background images are bigger than the xray view

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • UILabel with custom font displays *wrong* custom font

    - by winsmith
    I'm using this method to embed custom fonts in my iPhone app. The embedding works: When I run the following code, the fonts are listed. (Currently, I'm embedding all family members of Myriad Pro in OTF format) for( NSString *familyName in [UIFont familyNames] ){ for( NSString *fntName in [UIFont fontNamesForFamilyName:familyName] ){ NSLog(@"%@", fntName); }} When I try to set the font of a label to MyriadPro or MyriadPro-Bold, this works just as expected. However, when I set the font to MyriadPro-BoldCond, the label is still set in MyriadPro-Bold instead of the condensed version. (The font names are correct, I checked.) My Code: [recommendationLabel setFont:[UIFont fontWithName:@"MyriadPro-BoldCond" size:140]]; recommendationLabel.adjustsFontSizeToFitWidth = YES; What's the deal?

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  • How can I get touch co-ordinates in cocos2d?

    - by Nouman
    Hi, I am a newbee in iPhone game development. What I want is that wherever user touches on iPhone screen, where I will display a pic at that place. Can anyone help me how to get co-ordinates of the area everytime when user touches the screen? Regards, Nouman

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  • How Is This Done?? (iPhone)

    - by Stumf
    Hello all, There is an application available for jailbroken iPhones called YourTube which adds extra functionality to the stock YouTube application. Info here: http://forums.macrumors.com/showthread.php?t=754439 My question is... how is this possible and how could I do something similar? Many thanks, Stuart

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  • Change Interval Of CADisplayLink

    - by user3679109
    I have replaced an NSTimer with a CADisplayLink. I have it working properly but it is running too slowly. How could I go about speeding this up? This is the code that I'm using: ViewController.h (In {} with @interface: CADisplayLink *displayLink; ViewController.m (viewDidLoad): displayLink = [CADisplayLink displayLinkWithTarget:self selector:@selector(onTimer)]; [displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSRunLoopCommonModes]; onTimer is the method that it is calling. So my question is how do I speed up how often this is being called? Thanks

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  • Most Efficient way to deal with multiple CCSprites?

    - by nardsurfer
    I have four different types of objects within my environment(box2d), each type of object having multiple instances of itself, and would like to find the most efficient way to deal with adding and manipulating all the CCSprites. The sprites are all from different files, so would it be best to create each sprite and add it to a data structure (NSMutableArray) or would I use a CCSpriteBatchNode even though each CCSprite file is different (for each type of object)? Thanks. @interface LevelScene : CCLayer { b2World* world; GLESDebugDraw *m_debugDraw; CCSpriteBatchNode *ballBatch; CCSpriteBatchNode *blockBatch; CCSpriteBatchNode *springBatch; CCSprite *goal; } +(id) scene; // adds a new sprite at a given coordinate -(void) addNewBallWithCoords:(CGPoint)p; // loads the objects (blocks, springs, and the goal), returns the Level Object -(Level) loadLevel:(int)level; @end or using NSMutableArray objects within the Level object... @interface zLevel : zThing { NSMutableArray *springs; NSMutableArray *blocks; NSMutableArray *balls; zGoal *goal; int levelNumber; } @property(nonatomic,retain)NSMutableArray *springs; @property(nonatomic,retain)NSMutableArray *blocks; @property(nonatomic,retain)NSMutableArray *balls; @property(nonatomic,retain)zGoal *goal; @property(nonatomic,assign)int levelNumber; -(void)initWithLevel:(int)level; -(void)loadLevelThings; @end

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  • iPhone producing strange results on 'if' statement

    - by Rob
    I have a UIPicker where the user inputs a specified time (i.e. 13:00, 13:01, 13:02, etc.) - which determines their score. Once they hit the button an alert comes up with the score that is determined through this 'if-else' statement. Everything seems to work great MOST of the time - but I am getting some erratic behavior. This is the code: //Gets my value from the UIPicker and then converts it into a format that can be used in the 'if' statement. NSInteger runRow = [runTimePicker selectedRowInComponent:2]; NSString *runSelected = [runTimePickerData objectAtIndex:runRow]; NSString *runSelectedFixed = [runSelected stringByReplacingOccurrencesOfString:@":" withString:@"."]; //The actual 'if' statment. if ([runSelectedFixed floatValue] <= 13.00) { runScore = 100; } else if ([runSelectedFixed floatValue] <= 13.06) { runScore = 99; } else if ([runSelectedFixed floatValue] <= 13.12) { runScore = 97; } else if ([runSelectedFixed floatValue] <= 13.18) { runScore = 96; } else if ([runSelectedFixed floatValue] <= 13.24) { runScore = 94; } else if ([runSelectedFixed floatValue] <= 13.30) { runScore = 93; } else if ([runSelectedFixed floatValue] <= 13.36) { runScore = 92; } else if ([runSelectedFixed floatValue] <= 13.42) { runScore = 90; } else if ([runSelectedFixed floatValue] <= 13.48) { runScore = 89; } else if ([runSelectedFixed floatValue] <= 13.54) { runScore = 88; } Now, when I test the program, I will get the expected result when I choose '13:00' which is '100'. I also get the expected result of '99' when I choose all of the times between '13:01 and 13:05'. BUT, when I choose '13:06' it gives me a score of '97'. I also get a score of '97' on '13:07 through 13:12' - which is the desired result. Why would I get a '97' right on '13:12' but not get a '99' right on '13:06'???? Could this be a memory leak or something???

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  • how to create an object using self?

    - by Nick
    I thought I understood the use of self while referring to anything in the current class. After encountering this warning and subsequent run failure, I have googled many variants of "define self" or "usage of self" and gotten nowhere. This problem is how to create an object without the warning, and understand why. #import <Cocoa/Cocoa.h> @interface Foo : NSObject { Foo *obj; } -(void)beta; @end #import "Foo.h" @implementation Foo -(void)beta{ obj = [self new]; // 'Foo' may not respond to '-new' } @end Note, if I substitute Foo for self, there's no problem. I thought the class name and self were equivalent, but obviously the compiler doesn't think so. Perhaps an explanation of what's wrong here will not only solve my problem but also enlighten my understanding of the usage of self. Are there any tutorials about proper usage of self? I couldn't find anything beyond something like "self is the receiver of the message," which I didn't help me at all.

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  • Language restrictions on iPhone lifted?

    - by John Smith
    Apparently Apple has changed some term in the agreement again. From http://www.appleoutsider.com/2010/06/10/hello-lua/ section 3.3.2 is now Unless otherwise approved by Apple in writing, no interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). Notwithstanding the foregoing, with Apple’s prior written consent, an Application may use embedded interpreted code in a limited way if such use is solely for providing minor features or functionality that are consistent with the intended and advertised purpose of the Application. instead of the original No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple’s Documented APIs and built-in interpreter(s). I am more interested in embedding Lua, but other people have other embeddings they want to make. I am wondering how you ask for permission, and what they mean by the terms "minor features" and "consistent" and how will Apple interpret this section? It seems to have enough loopholes to drive a real firetruck through.

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  • Where to initialize a NSMutableArray?

    - by eco_bach
    Hi having an issue using a NSMutableArray; In my implementation file applicationDidFinishLaunching method I have _imgArray = [NSMutableArray array]; and _imgArray is defined in my .h file as NSMutableArray *_imgArray; After populating it, it traces out correctly. The problem is, in another method in my implementation file, I can't seem to acces the _imgArray array. It traces out to _imgArray= ar.lproj What gives?

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  • Forcing Reload of View when returning from FlipSideView of Utility Application

    - by Chris McCall
    I've got a Utility Application for iPhone 3.1.3. I have my main view loading fine. I flip over to the flipside view of the utility app and change some settings. How can I call the code I've currently got in viewDidLoad in the main view to refresh it, as settings have changed? Do I create a public method and call it from the viewDidUnload method of the flipside view? Do I call viewDidLoad directly? What's the best way to do this?

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