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  • How do I animate a UIButton in a UITableView?

    - by Ryan Lopez
    I currently have a UITableView with each cell containing four UIButtons. I am placing an image for each button with a downloaded picture from online. I'd like to have the button fade in when the image is finished downloading. I know I can animate in the viewDidLoad, but I assign the image in the cellForRowAtIndex function. How do I go about animating just the UIButton at a later point in time when I update the UIButton with the image?

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  • UITextView or UIWebView with normal words looking like links

    - by diwup
    Hey guys, I was looking at the Twitter for iPhone app and was puzzled. First of all, there are normal words looking like links inside. Second, when I touch those link-like words, the text view (or maybe web view) jumps to the corresponding part below (yes, it doesn't open Safari, it just jumps to the text within that text/web view) Now I want to implement the same effects. I should base my implementation on what? UITextView or UIWebView? How to make normal words look like links? How to make those smooth jumps within such a text/web views? Thanks in advance.

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  • passing variables when calling methon in new thread (iphone)

    - by Mouhamad Lamaa
    dear stacks i need to pass variables to the thread method when creating a new thread my code is the follwing //generating thread [NSThread detachNewThreadSelector:@selector(startThread) toTarget:self withObject:nil]; thread job - (void)startThread:(NSInteger *)var img:(UIImageView *) Img{ NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; [NSThread sleepForTimeInterval:var]; [self performSelectorOnMainThread:@selector(threadMethod) withObject:nil waitUntilDone:NO]; //i need to pass Img to threadMethod: [pool release]; } thread Method - (void)threadMethod:(UIImageView *) Img { //do some coding. } so how i can do this (pass parameter to both of methods

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  • Settings cell selected background view removes backgroundview

    - by Chris
    I'm trying to set up custom UITableViewCells. I can set the backgroundView no problem, but if I set selectedBackgroundView, the cell's background becomes white and only the selected background is seen: - (void) createCell: (UITableViewCell*)cell onRow: (NSUInteger)row { UIImageView* bgImage = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"cell_background_red.png"]]; cell.backgroundView = bgImage; cell.selectedBackgroundView = bgImage; cell.textLabel.hidden = YES; UILabel* titleLabel = [[UILabel alloc] initWithFrame: CGRectMake(20, CGRectGetHeight(cell.frame) / 2, 200, 50)]; titleLabel.text = [[self.ruleList objectAtIndex: row] objectForKey: TitleKey]; titleLabel.backgroundColor = [UIColor clearColor]; [cell.contentView addSubview: titleLabel]; }

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  • Would a pointer to a pointer to nil match against NULL?

    - by dontWatchMyProfile
    Example: A validation method contains this check to see if an NSError object shall be created or not: - (BOOL)validateCompanyName:(NSString *)newName error:(NSError **)outError { if (outError != NULL) { // do it... Now I pass an NSError object, like this: NSError *error = nil; BOOL ok = [self validateCompanyName:@"Apple" error:&error]; I'm not sure if this matches the check for not NULL. I think it's not NULL, since I believe NULL is not nil. Maybe someone can clear this up?

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  • Animation with CGPoint in for loop

    - by user1066524
    I'm trying to do an animation where when a person clicks from point A to Point B on screen the object should slowly slide straight across (horizontally) from point A to Point B. I tried doing a for loop with something like: for (CGFloat i=previousPoint.x; i <= newPoint.x; i++){ [UIView animateWithDuration:10 delay:0 options:nil animations:^ { [magnifier removeFromSuperview]; magnifier = [[MagnifierView alloc] init]; CGPoint np = {i, newPoint.y}; magnifier.viewToMagnify = imageView; magnifier.touchPoint = np; [imageView addSubview:magnifier]; [magnifier setNeedsDisplay]; } completion:^(BOOL finished) { }]; } but for some reason it is moving it way up and then eventually to point B. sort of in a weird curve. how can I do this correctly?

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  • NSArray : release its objects, but keep a pointer to it.

    - by Leo
    Hello, I declare an NSArray in my code then building the array from another array. I process my NSArray and when I'm finished, I would like to release the objects, but I'm reusing this pointer to NSAarray again later to do the same process (creating the array from another array, process then releasing).. So I need to keep the pointer. What should I do ? Here is roughly what I want to do, the buildArray is creating and returning an autoreleased NSArray : NSArray *myArray; for (int i = 0, i < 10, i++){ [myArray arrayWithArray:[self buildArray]]; // Here I process myArray [myArray = nil] // is my guess } I need to keep a pointer to my NSArray, in order to reuse later in the loop, but what is happening to the objects created with [self buildArray]? What is the best to do in order not to keep unused object and arrays ? Or maybe the best solution is simply to removeAllObject of the array..? Thank you!

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  • passing info from facebook to UITabBarController

    - by EquinoX
    When my app first start, it shows up a main page showing to login to facebook and then it goes to the UITabBarController. The code that I have in my app delegate is the following: //this is the .h @interface NMeAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MainViewController *controller; UITabBarController *tabBar; } @property (nonatomic, retain) IBOutlet UITabBarController *tabBar; @property (nonatomic, retain) MainViewController *controller; @property (nonatomic, retain) IBOutlet UIWindow *window; @end //this is the .m of the app delegate #import "NMeAppDelegate.h" @implementation NMeAppDelegate @synthesize window; @synthesize tabBar; @synthesize controller; #pragma mark - #pragma mark Application lifecycle - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // Override point for customization after application launch. controller = [[MainViewController alloc] init]; [window addSubview:tabBar.view]; [window addSubview:controller.view]; [window makeKeyAndVisible]; return YES; } Inside of MainViewController, I actually have a Facebook * facebook object, which basically has all of the information that I need. Every information that I need for this apps is queried in the MainViewController. The problem is that after getting this info and now I am in the UITabViewController... how do I get those information that I already queried facebook for? I have a class called UserInfo as well, which basically has everything essential I need. I need to have the info from UserInfo so that the other ViewController in the UITabBarController have access to it.... I hope my question makes sense

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  • Having a UITextField in a UITableViewCell

    - by Mathieu
    Hi! I'm trying to do that for a couple of days now, and after reading tons of messages of people trying to do that too, I'm still unable to have a fully working UITextField in some of my UITableViewCells, just like in this example: http://img231.imageshack.us/img231/4858/picture4za3.png Either I have the form working but the text is not visible (although I set its color to blue), the keyboard goes on the field when I click on it and I haven't been able to correctly implement the keyboard events. I tried with a bunch of examples from Apple (mainly UICatalog, where there is a kinda similar control) but it's still not working correctly. Can somebody help me (and all the people trying to realize this control) and post a simple implementation of a UITextField in a UITableViewCell, that works fine? Thank you very much.

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  • [iPhone Obj-C] How to move a label with the wave of the iPhone?

    - by Didi
    The code below is from the book Beginning iPhone 3 Development, chapter 15, using the accelerometer to control a ball. I want to use a label instead of the ball, and only move in the x direction. However, I donno how to revise the code to achieve this goal. Can anyone please help me? THX so much!!!! (id)initWithCoder:(NSCoder *)coder { if (self = [super initWithCoder:coder]) { self.image = [UIImage imageNamed:@"ball.png"]; self.currentPoint = CGPointMake((self.bounds.size.width / 2.0f) + (image.size.width / 2.0f), (self.bounds.size.height / 2.0f) + (image.size.height / 2.0f)); ballXVelocity = 0.0f; ballYVelocity = 0.0f; } return self; } (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code [image drawAtPoint:currentPoint]; } (void)dealloc { [image release]; [acceleration release]; [super dealloc]; } //#pragma mark - - (CGPoint)currentPoint { return currentPoint; } - (void)setCurrentPoint:(CGPoint)newPoint { previousPoint = currentPoint; currentPoint = newPoint; if (currentPoint.x < 0) { currentPoint.x = 0; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y < 0){ currentPoint.y = 0; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } if (currentPoint.x > self.bounds.size.width - image.size.width) { currentPoint.x = self.bounds.size.width - image.size.width; //ballXVelocity = 0; ballXVelocity = - (ballXVelocity / 2.0); } if (currentPoint.y > self.bounds.size.height - image.size.height) { currentPoint.y = self.bounds.size.height - image.size.height; //ballYVelocity = 0; ballYVelocity = - (ballYVelocity / 2.0); } CGRect currentImageRect = CGRectMake(currentPoint.x, currentPoint.y, currentPoint.x + image.size.width, currentPoint.y + image.size.height); CGRect previousImageRect = CGRectMake(previousPoint.x, previousPoint.y, previousPoint.x + image.size.width, currentPoint.y + image.size.width); [self setNeedsDisplayInRect:CGRectUnion(currentImageRect, previousImageRect)]; } (void)draw { static NSDate *lastDrawTime; if (lastDrawTime != nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballYVelocity = ballYVelocity + -(acceleration.y * secondsSinceLastDraw); ballXVelocity = ballXVelocity + acceleration.x * secondsSinceLastDraw; CGFloat xAcceleration = secondsSinceLastDraw * ballXVelocity * 500; CGFloat yAcceleration = secondsSinceLastDraw * ballYVelocity * 500; self.currentPoint = CGPointMake(self.currentPoint.x + xAcceleration, self.currentPoint.y +yAcceleration); } // Update last time with current time [lastDrawTime release]; lastDrawTime = [[NSDate alloc] init]; }

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  • fastest in objC: IsEqualToString:@"" or length > 0?

    - by Cœur
    I'd like to know which one is fastest for testing a non-empty NSString for iOS 4.0+ (iPhone 3G). Note: the strings to test will be 99% of the time from 2 to 100 chars length. if ([foo length] > 0) or if ([foo isEqualToString:@""] == NO && foo != nil) I think it depends if isEqualToString: compares the length first (and in that case first way is faster) or if isEqualToString: compares first character of strings first (and in that case second way might be faster). ps: I already know isEqualToString: is faster than isEqual: which is itself faster than compare:.

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  • Using iPhone Core Data to many Relationship

    - by BLeB
    When I define a to many relationship between entities in Xcode and then generate the data class from the entity I get a header with the following methods defined: @interface PriceList (CoreDataGeneratedAccessors) - (void)addItemsObject:(PriceListItem *)value; - (void)removeItemsObject:(PriceListItem *)value; - (void)addItems:(NSSet *)value; - (void)removeItems:(NSSet *)value; @end When I attempt to call addItemsObject with the following code a doesNotRecognizeSelector exception is thrown. PriceListItem *item = [NSEntityDescription insertNewObjectForEntityForName:@"PriceListItem" inManagedObjectContext:managedObjectContext]; item.cat = [attributeDict valueForKey:@"c"]; item.sel = [attributeDict valueForKey:@"s"]; [self addItemsObject:item]; From what I have read I do not have to implement these methods and that they are generated at runtime. Any ideas?

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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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  • Best way to import a pack or "system" of new classes??

    - by Joe Blow
    Here's an Advanced question for Advanced developers. So I've written a largish "subsystem". It is essentially a UIViewController called CleverViewController which is a UIViewController. Now, there are a large number of supporting classes (about ten) that do the hard work: perform math functions, image processing, purely logical functions, build images or what have you with thousands of lines of code. (To do this, I simply started a new XCode project / app "Scratchpad" which does little other than load and launch the CleverViewController. So currently it works as an app, which launches CleverViewController. The ten or so classes I mention that are part of the "subsystem" simply sit there in that project/app.) So now, we will use CleverViewController, the new technology generally, in various apps. (Or perhaps friends would want to use it, etc.) What's the best way to "do" this? Have I screwed everything up, and really it should just be ONE (pretty big) class rather than a dozen classes? (I could understand that then as I would simply add that new (big) class where needed, like adding any other class.) Do I have to make a "framework" like the Apple frameworks? (If so, what the hell are they, how do you do it, etc?!?) In fact, do you just have to lamely include all of the dozen classes and that's that (obviously perhaps putting them in a grouped subfolder). What about all the headers and so on? (Currently I just have the dozen includes in the pch file of the scratchpad project.) Shouldn't it be easy to "maintain" this "subsystem" separately and so on? I'm afraid I know nothing about this: if the answer is obvious, hit me over the head and let me know. Thank you for any info on this !

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  • Writing an AI for a turn-based board game

    - by Cyril
    Hi, i'm currently programming a board game (8x8) in which I need to develop an AI. I have read a lot of articles about AI in board games, minmax with or without alphabeta pruning, but I don't really know how to implements this, I don't know where to start... About my game, this is a turn-based game, each player has pieces on the board, they have to pick one and choose in moving this piece (1 or 2 cells max) or clone the piece (1 cell max). At the moment, I have a really stupid AI which choose a random piece then choose a random move to play... Could you please give me some clues, on how to implement this functionality ? Best regards

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  • Manage more Images to move in View

    - by David Pollak
    hi everyone, I'm creating an app which has more UIImageView on a View, they should move normally from a side to the other. I have an issue: after entering the second image, the two UIImageView start to behave crazy (!) because they don' move freely, but they are like restricted in two different areas not touching each other even if I said different things the first thing that I want to do, is to let them move normally; this is the code I am using: `- (void)viewDidLoad { [super viewDidLoad]; pos = CGPointMake(14.0, 7.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; }` - (void) onTimer { pallone.center = CGPointMake(pallone.center.x+pos.x, pallone.center.y+pos.y); if(pallone.center.x > 320 || pallone.center.x < 0) pos.x = -pos.x; if(pallone.center.y > 480 || pallone.center.y < 0) pos.y = -pos.y; } and for the other image that has to enter after: - (IBAction)spara{ cos = CGPointMake(8.0, 4.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(inTimer) userInfo:nil repeats:YES]; } - (void)inTimer{ bomba.center = CGPointMake(bomba.center.x+pos.x, bomba.center.y+pos.y); if(bomba.center.x > 50 || bomba.center.x < 0) pos.x = -pos.x; if(bomba.center.y > 480 || bomba.center.y < 0) pos.y = -pos.y; } what should I change ? and if I'd like the images to move only in one way (y) ? how do I do this ? I know, I'm a newbie thanks in advance

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  • Convert a NSString

    - by zp26
    My situation is explained in the code below. I need to send via a socket NSString drawn from a TextBox Thank you very much NSString *string = fieldTesto.txt; // I Find an istruction for insert s string in to the CFSocketSend UInt8 message[] = "Hello world"; CFDataRef data = CFDataCreate(NULL, message, sizeof(message)); CFSocketSendData(s, NULL, data, 0); CFRelease(data);

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  • How to set UITableViewCell highlighted image

    - by SmartTree
    I want to launch a method every time when user just highlights a cell (doesn't select it) in UITableView. Could you tell me please, how is it possible to do this ? I want to do it because I have a custom cell with a pictures on it and I want to change pictures every time when user highlights the cell. UPD: By highlight I mean that user just highlights a cell and don't release the finger from it. By select I mean when didSelectRowAtIndexPath is being launched (so the user releases the finger from the cell after he presses on it)

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  • Display TableViews corresponding to segmentedControl in a single tableview without pushing a new view

    - by user1727927
    I have a tableViewController where I have used the Interface Builder to insert a Segmented Controller having two segments. Since by default, first segment is always selected, I am not facing any problem in displaying the tableview corresponding to first segment. However, when I click on the second segment, I want to display another tableView. Here goes the problem. I am calling newTableViewController class on clicking the second segment. Hence, this view is getting pushed instead. Please suggest me a method to have these two tableViews in the main tableView upon clicking the segments. I have used switch case for switching between the segments. Here's the relevant part of the code: This method is in the FirstTableViewController since first segment is by default selected. -(IBAction) segmentedControlChanged { switch(segmentedControl.selectedSegmnentIndex) { case 0: //default first index selected. [tableView setHidden:NO]; break; case 1: NewViewController *controller=[[NewViewController alloc] initWithNibName:@"NewViewController" bundle:nil]; self.navigationController pushViewController:controller animated:YES]; [controller release]; break; default: break; } }

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  • iPhone rotation woes

    - by skooter500
    I have been spending many frustrating hours trying to get rotations working on the iPhone version of Tunepal. Firstly, I have a tab bar controller, with a navigation controller controlling each of the views. I actually only want one of my views to be able to rotate and that is the TuneDisplay. I have a subclassed the UITabBarController and overridden theshouldAutorotateToInterfaceOrientation: (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation) interfaceOrientation { if (self.selectedViewController != nil) { return [self.selectedViewController shouldAutorotateToInterfaceOrientation:interfaceOrientation]; } else { return (interfaceOrientation == UIInterfaceOrientationPortrait); } } In each of the view controllers for each of the tabs I have overridden the method and returned YES for each orientation I want to support. All well and good and everything works as it should. If I try and do a rotation on a tab that doesn’t support the rotation, nothing happens. The problem occurs if I move from a tab thats rotated to a tab that isnt supposed to support that rotation. The new tab is displayed rotated too! Screenshots for all this are included here: http://tunepal.wordpress.com/2010/04/20/rotation-woes/ Is there any way I can make it rotate back to portrait on tapping the tab? I have tried the unsupported setOrientation trick, but firstly it doesnt work correctly and secondly I received a warning from Apple for including it in my last build. If (as I suspect) there is no way to limit this behavior: How do I make the microphone image scale when I rotate the device? How do I make the buttons and the progress bar expand to fit the witdh of the toolbar? Also, one of the tabs that rotates ok has a table, with a search bar. The first time I rotate to the right or to the left, I get a black bar to the right of the search bar. If I subsequently rotate back and rotate again, the bar disappears! I have enabled the struts and springs things on the search bar in the interface builder and it looks like it should behave correctly. Any ideas about how to fix this? Ideas, feedback much appreciated Bryan

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