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  • Problem with Rotating a UIScrollview

    - by leachianus.gecko
    Hey guys, I am having issues trying to get the pageControl sample code to work with rotation. I managed to get it to rotate but it does not visually loads correctly until I start to scroll (then it works fine). Any Idea on how I can fix this problem? Here is a link to the project if you want to see it in action. This code is based off the PageControl example apple has provided. here is the code: #import "ScrollingViewController.h" #import "MyViewController.h" @interface ScrollingViewController (PrivateMethods) - (void)loadScrollViewWithPage:(int)page; @end @implementation ScrollingViewController @synthesize scrollView; @synthesize viewControllers; - (void)viewDidLoad { amount = 5; [super viewDidLoad]; [self setupPage]; } - (void)didReceiveMemoryWarning { [super didReceiveMemoryWarning]; } - (void)viewDidUnload { [scrollView release]; } - (void)dealloc { [super dealloc]; } - (void)setupPage { NSMutableArray *controllers = [[NSMutableArray alloc] init]; for (unsigned i = 0; i < amount; i++) { [controllers addObject:[NSNull null]]; } self.viewControllers = controllers; [controllers release]; // a page is the width of the scroll view scrollView.pagingEnabled = YES; scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * amount, 200); scrollView.showsHorizontalScrollIndicator = NO; scrollView.showsVerticalScrollIndicator = NO; scrollView.scrollsToTop = NO; scrollView.delegate = self; [self loadScrollViewWithPage:0]; [self loadScrollViewWithPage:1]; } #pragma mark - #pragma mark UIScrollViewDelegate stuff - (void)scrollViewDidScroll:(UIScrollView *)_scrollView { if (pageControlIsChangingPage) { return; } /* * We switch page at 50% across */ CGFloat pageWidth = _scrollView.frame.size.width; int dog = floor((_scrollView.contentOffset.x - pageWidth / 2) / pageWidth) + 1; // pageControl.currentPage = page; [self loadScrollViewWithPage:dog - 1]; [self loadScrollViewWithPage:dog]; [self loadScrollViewWithPage:dog + 1]; } - (void)loadScrollViewWithPage:(int)page { if (page < 0) return; if (page >= amount) return; MyViewController *controller = [viewControllers objectAtIndex:page]; if ((NSNull *)controller == [NSNull null]) { controller = [[MyViewController alloc] initWithPageNumber:page]; [viewControllers replaceObjectAtIndex:page withObject:controller]; [controller release]; } if (nil == controller.view.superview) { CGRect frame = scrollView.frame; frame.origin.x = frame.size.width * page; frame.origin.y = 0; controller.view.frame = frame; [scrollView addSubview:controller.view]; } } - (void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation { [self setupPage]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return YES; } #pragma mark - #pragma mark PageControl stuff @end

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  • Help with search and view using mdfind and qlmanage?

    - by Michael
    Hi, I'm trying to use mdfind and qlmanage to find and display files with quicklook. So far I have this, but am having trouble getting the results from mdfind formatted correctly to pass to qlmanage: tagSearch=$(mdfind -onlyin '/Users/username/Documents/Data' -interpret 'tag:[REFERENCE] Design' | sed -e 's/.*/\"&\" /' | perl -pe 's/\n/ /' ); qlmanage -p $tagSearch Any help would be appreciated!

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  • NSObjectController confusion binding to a class property. Help!

    - by scottw
    Hi, I'm teaching myself cocoa and enjoying the experience most of the time. I have been struggling all day with a simple problem that google has let me down on. I have read the Cocoa Bindings Program Topics and think I grok it but still can't solve my issue. I have a very simple class called MTSong that has various properties. I have used @synthesize to create getter/setters and can use KVC to change properties. i.e in my app controller the following works: mySong = [[MTSong alloc]init]; [mySong setValue:@"2" forKey:@"version"]; In case I am doing something noddy in my class code MTSong.h is: #import <Foundation/Foundation.h> @interface MTSong : NSObject { NSNumber *version; NSString *name; } @property(readwrite, assign) NSNumber *version; @property(readwrite, assign) NSString *name; @end and MTSong.m is: #import "MTSong.h" @implementation MTSong - (id)init { [super init]; return self; } - (void)dealloc { [super dealloc]; } @synthesize version; @synthesize name; @end In Interface Builder I have a label (NSTextField) that I want to update whenever I use KVC to change the version of the song. I do the following: Drag NSObjectController object into the doc window and in the Inspector-Attributes I set: Mode: Class Class Name: MTSong Add a key called version and another called name Go to Inspector-Bindings-Controller Content Bind To: File's Owner (Not sure this is right...) Model Key Path: version Select the cell of the label and go to Inspector Bind to: Object Controller Controller Key: mySong Model Key Path: version I have attempted changing the Model Key Path in step 2 to "mySong" which makes more sense but the compiler complains. Any suggestions would be greatly appreciated. Scott Update Post Comments I wasn't exposing mySong property so have changed my AppController.h to be: #import <Cocoa/Cocoa.h> @class MTSong; @interface AppController : NSObject { IBOutlet NSButton *start; IBOutlet NSTextField *tf; MTSong *mySong; } -(IBAction)convertFile:(id)sender; @end I suspect File's owner was wrong as I am not using a document based application and I need to bind to the AppController, so step 2 is now: Go to Inspector-Bindings-Controller Content Bind To: App Controller Model Key Path: mySong I needed to change 3. to Select the cell of the label and go to Inspector Bind to: Object Controller Controller Key: selection Model Key Path: version All compiles and is playing nice!

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  • Why does ICEfaces send dispose-window request on page unload when using view-scoped bean?

    - by woflrevo
    in our application ICEfaces always sends a dispose-window request just before navigating to another JSF Page. as much as i understand this should not happen when having org.icefaces.lazyWindowScope set to true and there is no window-scoped bean involved in current request. but it happens on each link and makes our UI less responsive. but we don't have any window-scoped bean in our application. is that a bug in icefaces that the dispose request is sent when using view-scoped beans? Is it possible to disable? ViewScope is defined in JSF not in ICEfaces, it should work without this dispose request i guess... @ManagedBean(name="viewScopeBean") @ViewScoped public class ViewScopeBean { public void doSomething(){ // } } And here the example jsf: <ice:form> <ice:commandButton value="doSomething" action="#{viewScopeBean.doSomething}"/> <h:link outcome="index" value="Link to same page"/> </ice:form> To reproduce do the following using the code above: open firebug's net tab and activate persist option click doSomething-Button click "link to same page" = dispose-window will be send before navigation Dispose Request Parameters: ice.submit.type=ice.dispose.window ice.window=4guthcbue javax.faces.ViewState=-8138151632882151449%3A-6709064564386098402 Environment: ICEfaces-EE 2.0.0.GA ICEpush-EE 2.0.0.GA Mojarra 2.1.1 JRockit 1.6.0_22 WebLogic Server 10.3.4.0 ICEfaces Configuration: org.icefaces.render.auto: true [default] org.icefaces.autoid: true [default] org.icefaces.aria.enabled: true [default] org.icefaces.blockUIOnSubmit: false [default] org.icefaces.compressDOM: false [default] org.icefaces.compressResources: true [default] org.icefaces.connectionLostRedirectURI: /pages/main.jsf org.icefaces.deltaSubmit: false [default] org.icefaces.lazyPush: true [default] org.icefaces.sessionExpiredRedirectURI: /pages/main.jsf org.icefaces.standardFormSerialization: false [default] org.icefaces.strictSessionTimeout: false [default] org.icefaces.windowScopeExpiration = 1000 [default] org.icefaces.mandatoryResourceConfiguration: null [default] org.icefaces.uniqueResourceURLs: true [default] org.icefaces.lazyWindowScope: true [default] org.icefaces.disableDefaultErrorPopups: false [default]

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  • Issues getting a Cisco WLC 5508 to find AIR-LAP1142N

    - by user95917
    hoping someone can help me with a problem here. I'm attempting to setup a test (loan from Cisco) wireless network. Here's what i've got/done: 5508 Controller - Service Port IP set to 10.74.5.2 /24. Management IP set to 10.74.6.2 /24 with a default gateway of 10.74.6.1. Virtual IP set to 1.1.1.1. Copper SFP in slot 7, CAT5 (known good) going from there to port 1/0/47 on the switch. Green lights on both ends. 2960-S Switch - Vlan1 - 10.74.6.1 /24. dhcp pool 10.74.6.0 /24, default router 10.74.6.1. excluded-address 10.74.6.1, 10.74.6.2. 1/0/4 on the switch is set to switchport mode access and no shut. 1/0/47 on the switch is setup to switchport mode trunk and no shut. 1/0/4 has a CAT5 (known good) cable going from there to the AP. When I do a sh cdp nei from the switch, i can see the AP and Controller listed. When i configure my PC's nic to 10.74.5.5, and plug a cable from my nic to the SP port on the controller i can get on the device via the gui. In there, the only errors/info that show up in the trap are: Link Up: Slot: 0 Port: 7 Controller time base status - Controller is out of sync with the central timebase. I've manually set the time but apparently that's not quite the problem (or at least not the entire problem). When i plug the AP in, i see on the switch console that it grants it power, it sees it connect...but the controller won't see it for some reason. From what i've read you shouldn't have to do anything to the AP as it's managed by the controller...but i'm not sure what setting I'm missing for it to work. The AP light on top is continually cycling green, red, yellow. When I first start it up, it blinks green for 20 or so seconds, then goes to solid green for another 20 seconds or so, then flashes blue, green, red for awhile...but always ends up goinn back to the standard, green, red, yellow. Does anyone see any obvious issues with my setup or have any suggestions as to why i might be having a problem? Thanks for your help!

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  • Hiding a UINavigationController's UIToolbar during viewWillDisappear:

    - by Nathan de Vries
    I've got an iPhone application with a UITableView menu. When a row in the table is selected, the appropriate view controller is pushed onto the application's UINavigationController stack. My issue is that the MenuViewController does not need a toolbar, but the UIViewControllers which are pushed onto the stack do. Each UIViewController that gets pushed calls setToolbarHidden:animated: in viewDidAppear:. To hide the toolbar, I call setToolbarHidden:animated: in viewWillDisappear:. Showing the toolbar works, such that when the pushed view appears the toolbar slides up and the view resizes correctly. However, when the back button is pressed the toolbar slides down but the view does not resize. This means that there's a black strip along the bottom of the view as the other view transitions in. I've tried adding the toolbar's height to the height of the view prior to hiding the toolbar, but this causes the view to be animated during the transition so that there's still a black bar. I realise I can manage my own UIToolbar, but I'd like to use UINavigationControllers built in UIToolbar for convenience. This forum post mentions the same issue, but no workaround is mentioned.

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  • Why is 1px sometimes 2px when specified in Android XML?

    - by Daniel Lew
    I've got a desire for a one-pixel divider line, just for looks. I thought I could accomplish this using a View of height 1px, with a defined background. However, I'm getting some very odd behavior on different devices - sometimes the 1px ends up as 2px. Take this sample layout for example: <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:orientation="vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> <View android:layout_width="fill_parent" android:layout_height="1px" android:background="@android:color/white" android:layout_marginBottom="4dp" /> </LinearLayout> When run on my G1, this comes out fine. But on the Nexus One, it alternates between 1px lines and 2px lines. Does anyone know where this is going awry? Why does Android sometimes make 1px into 2px?

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  • Can you disable your Gmail account but still view the messages?

    - by Keith Sirmons
    Howdy, Is there a way to disable a Gmail account but still be able to login and see the messages. I would also like to send an auto responder to any messages that may be addressed to that account. I have setup a filter on all incoming mail with a * for the From search term and am able to delete them. But it appears that the auto-responder does not work for messages that do not go through the inbox. Any other ideas? Thank you, Keith

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  • iPhone: TableView inside UIScrollview, show vaccillating scrollbars around

    - by karim
    Hi, I have added some table and other vies in a scrollview. scrolling in tables are working fine. But in the parent scrollview, when scrolling, a vacillating vertical scrollbars are shown, sometimes it even come to the middle of the screen. sometime show at the left side of the screen. and not limited to the vertical scrollbar region. When I set tje showsVerticalScrollIndicator = NO, it is not shown. But do you know why the scrollbar is moving around. DashboardView is a subclass of UIScrollView. dashboard=[[DashboardView alloc] initWithFrame:fullScreenRect]; dashboard.contentSize = CGSizeMake(320,700); // must do! dashboard.showsVerticalScrollIndicator = YES; dashboard.bounces = YES; self.view = dashboard; @implementation DashboardView (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } (void)drawRect:(CGRect)rect { // Drawing code } (void) layoutSubviews{ NSArray *views = self.subviews; [UIView beginAnimations:@"CollapseExpand" context:nil]; [UIView setAnimationDuration:0.5]; [UIView setAnimationBeginsFromCurrentState:YES]; [UIView setAnimationCurve:UIViewAnimationCurveEaseIn]; UIView *view = [views objectAtIndex: 0]; CGRect rect = view.frame; for (int i = 1; i < [views count]; i++ ) { view = [views objectAtIndex:i]; view.frame = CGRectMake(rect.origin.x, rect.origin.y + rect.size.height, view.frame.size.width, view.frame.size.height); rect = view.frame; } [UIView commitAnimations]; }

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  • Scrolling screen upward to expose TextView above keyboard

    - by Matt Winters
    I think I'm missing something obvious and would appreciate an answer. I have a view with a 2-section grouped tableView, each section having one row and a textView, the heights of the rows 335 and 140. This allows for a box with nicely rounded corners to type text into when the keyboard appears (140 height section) and when the keyboard is dismissed, a nice box to read more text (notes); most of the time, use is without the keyboard. I also added a toolbar at the bottom of the screen to scroll up above the keyboard. A button on the toolbar dismisses the keyboard. This last part works fine with the keyboard going up and down using a notification and the following code in a keyboardWillShow method: [UIView beginAnimations:@"showKeyboardAnimation" context:nil]; [UIView setAnimationDuration:0.50]; self.view.frame = CGRectMake(self.view.frame.origin.x, self.view.frame.origin.y, self.view.frame.size.width, self.view.frame.size.height - 216); [UIView commitAnimations]; But with the above code, the 2 sections of the tableView remain unscrolled, only the toolbar and the keyboard move. With the following code (found both in previous posts), both the toolbar and the tableView sections move. [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.50]; CGRect rect = self.view.frame; rect.origin.y -= 216; self.view.frame = rect; [UIView commitAnimations]; Now I know that I have to tweak the numbers to get the everything as I want it but my first question is what is substantively different between the 2 sets of code that the sections move in the 2nd but not in the 1st? The toolbar also moves with the 2nd code. The second question is, am I going to be able to scroll the smaller height section from off the screen to above the keyboard while at the same time moving the toolbar up just 216? Thanks

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  • How does overlayViewTouched notification work in the MoviePlayer sample code

    - by Jonathan
    Hi, I have a question regarding the MoviePlayer sample code provided by apple. I don't understand how the overlayViewTouch notification works. The NSlog message I added to it does not get sent when I touch the view (not button). // post the "overlayViewTouch" notification and will send // the overlayViewTouches: message - (void)overlayViewTouches:(NSNotification *)notification { NSLog(@"overlay view touched"); // Handle touches to the overlay view (MyOverlayView) here... } I can, however, get the NSlog notification if I place it in -(void)touchesBegan in "MyOverlayView.m". Which makes me think it is recognizing touches but not sending a notification. // Handle any touches to the overlay view - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch* touch = [touches anyObject]; if (touch.phase == UITouchPhaseBegan) { NSLog(@"overlay touched(from touchesBegan") // IMPORTANT: // Touches to the overlay view are being handled using // two different techniques as described here: // // 1. Touches to the overlay view (not in the button) // // On touches to the view we will post a notification // "overlayViewTouch". MyMovieViewController is registered // as an observer for this notification, and the // overlayViewTouches: method in MyMovieViewController // will be called. // // 2. Touches to the button // // Touches to the button in this same view will // trigger the MyMovieViewController overlayViewButtonPress: // action method instead. NSNotificationCenter *nc = [NSNotificationCenter defaultCenter]; [nc postNotificationName:OverlayViewTouchNotification object:nil]; } } Can anyone shed light on what I am missing or doing wrong? Thank you.

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  • How do you jump to a particular row in a DataGridView by typing (a la Windows Explorer details view)

    - by russcollier
    I have a .NET Winforms app in C# with a DataGridView that's read-only and populated with some number of rows. I'd like to have functionality similar to Windows Explorer's (and many other applications) details view for example. I'd like the DataGridView to behave such that when it has focus if you start typing, the current row selection will jump to the row where the (string) value of cell 0 (i.e. the first column in the row) starts with the characters you typed in. For example, if I have a DataGridView with 1 column and the following rows: Bob Jane Jason John Leroy Sam If the DataGridView has focus and I hit the 'b' key on my keyboard, the selected row is now "Bob". If I quickly type in the keys 'ja', the selected row is Jane. If I quickly type in the letters 'jas', the selected row is Jane. If I hit the 'z' key, nothing is selected (since nothing starts with Z). Likewise if Jane is currently selected and I keep typing the letter 'j', the selection will cycle through to Jason, then John, then back to Jane, each time I hit the 'j' key. I've been doing some Googling (and "stackoverflowing" :-)) for awhile and cannot find any examples of this type of functionality. I have a rough idea in my head to do this via some sort of short lived timer thread, collecting the keystrokes on KeyPress events for the DataGridView, and selecting rows based on those collected keystrokes matching a Cells[0].Value.StartsWith() type of condition. But it seems like there has to be an easier way that I'm just not seeing. Any ideas would be much appreciated. Thanks!

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  • PoptorootViewController fails then removes all Viewcontrollers

    - by Spyker
    Trying to fix a very strange error, i have 3 view controllers that start from the app delegate and push each other accordingly. The 3rd view controller then has a toolbar button that calls the code here: -(void)showEventBrowser; { accelManeger.delegate = nil; NSLog(@"%u",[self.navigationController.viewControllers count]); [self.navigationController popToRootViewControllerAnimated:NO]; } This works the first time round but when i come back to this view controller and try again. Firstly it reports that there are 3 view controllers on the stack. It then deallocs the 2nd view controller in the stack and doesnt crash but will not go any further. If i hit the button again it says there are no view controllers on the stack and fails to respond. I have logs for all the viewdid, viewwill, e.t.c in each view controller and there appears to be no odd behaviour. Also no memory warnings from any view controllers. Why would this work once through but not the second time ?

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  • Should I have different models and views for no user data than for some user data?

    - by Sam Holder
    I'm just starting to learn asp.net mvc and I'm not sure what the right thing to do is. I have a user and a user has a collection of (0 or more) reminders. I have a controller for the user which gets the reminders for the currently logged in user from a reminder service. It populates a model which holds some information about the user and the collection of reminders. My question is should I have 2 different views, one for when there are no reminders and one for when there are some reminders? Or should I have 1 view which checks the number of reminders and displays different things? Having one view seems wrong as then I end up with code in my view which says if (Model.Reminders.Count==0){//do something} else {do something else}, and having logic in the view feels wrong. But if I want to have 2 different views then I'd like to have some code like this in my controller: [Authorize] public ActionResult Index() { MembershipUser currentUser = m_membershipService.GetUser(); IList<Reminder> reminders = m_reminderRepository.GetReminders(currentUser); if (reminders.Count == 0) { var model = new EmptyReminderModel { Email = currentUser.Email, UserName = currentUser.UserName }; return View(model); } else { var model = new ReminderModel { Email = currentUser.Email, UserName = currentUser.UserName, Reminders = reminders }; return View(model); } but obviously this doesn't compile as the View can't take both different types. So if I'm going to do this should I return a specific named view from my controller, depending on the emptiness of the reminders, or should my Index() method redirect to other actions like so: [Authorize] public ActionResult Index() { MembershipUser currentUser = m_membershipService.GetUser(); IList<Reminder> reminders = m_reminderRepository.GetReminders(currentUser); if (reminders.Count == 0) { return RedirectToAction("ShowEmptyReminders"); } else { return RedirectToAction("ShowReminders"); } } which seems nicer but then I need to re-query the reminders for the current user in the ShowReminders action. Or should I be doing something else entirely?

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  • CAScrollLayer doesn't scroll!

    - by Cliff
    Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this: -(void) initialize { CAScrollLayer *scrollLayer = [CAScrollLayer layer]; scrollLayer.backgroundColor = [[UIColor blackColor] CGColor]; CGRect bounds = self.view.bounds; scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height); scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800); scrollLayer.borderWidth = 2.5; scrollLayer.borderColor = [[UIColor redColor] CGColor]; scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20); scrollLayer.scrollMode = kCAScrollBoth; [self.view.layer addSublayer:scrollLayer]; UIImage *image = [UIImage imageNamed:@"eclipse32.gif"]; for(int i=0; i<6; i++) { layer = [CALayer layer]; layer.backgroundColor = [[UIColor blackColor] CGColor]; layer.bounds = CGRectMake(0, 0, 100, 100); layer.contents = (id)[image CGImage]; layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y); [scrollLayer addSublayer:layer]; } // [button removeFromSuperview]; // [self.view addSubview:button]; // self.view.userInteractionEnabled = YES; [image release]; } The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?

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  • What's a good way to remove all of the subviews of a UIScrollView?

    - by Moshe
    I have a scroll view and I need to reload the contents often while my app is running. Right now, I'm using the following line of code to remove the subviews before adding them back again: [scrollView.subviews makeObjectsPerformSelector:@selector(removeFromSuperview)]; Should I be using the following instead? scrollView.subviews = nil; For some reason, the (first) above line of code seems to crash the app every 16 times it is run. Am I leaking memory somewhere? The following method takes an array of views, the scroller (which is a constant) and the direction. Edit: - (void)loadViews:(NSArray *)views IntoScroller:(UIScrollView *)scroller withDirection:(NSString *)direction{ //Set up the scrollView [scrollView.subviews makeObjectsPerformSelector:@selector(removeFromSuperview)]; if([direction isEqualToString:@"horizontal"]){ scrollView.frame = CGRectMake(0, 0, 1024, 768); scrollView.contentSize = CGSizeMake(scrollView.frame.size.width * [[NSNumber numberWithUnsignedInt:[views count]] floatValue], scrollView.frame.size.height); }else if([direction isEqualToString:@"vertical"]){ scrollView.frame = CGRectMake(0, 0, 1024, 768); scrollView.contentSize = CGSizeMake(scrollView.frame.size.width, scrollView.frame.size.height * [[NSNumber numberWithUnsignedInt:[views count]] floatValue]); } for (int i=0; i<[[NSNumber numberWithUnsignedInt:[views count]] intValue]; i++) { [[[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view] setFrame:scrollView.frame]; if([direction isEqualToString:@"horizontal"]){ [[[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view] setFrame:CGRectMake(i * [[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view].frame.size.width, 0, scrollView.frame.size.width, scrollView.frame.size.height)];//CGRectMake(i * announcementView.view.frame.size.width, -scrollView.frame.origin.x, scrollView.frame.size.width, scrollView.frame.size.height)]; }else if([direction isEqualToString:@"vertical"]){ [[[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view] setFrame:CGRectMake(0, i * [[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view].frame.size.height, scrollView.frame.size.width, scrollView.frame.size.height)]; } [scrollView addSubview:[[views objectAtIndex:[[NSNumber numberWithInt:i] unsignedIntValue]] view]]; } }

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  • How to avoid an asp:Multiview to load all the views

    - by GigaPr
    Hi I have a multiview control on my page and a menu to create a tab control <asp:Menu ID="tabMenu" Orientation="Horizontal" StaticMenuItemStyle-CssClass="tab" StaticSelectedStyle-CssClass="selectedTab" CssClass="tabs" OnMenuItemClick="Menu1_MenuItemClick" runat="server"> </asp:Menu><asp:MultiView ID="multiViewTab" ActiveViewIndex="0" runat="server"> <asp:View ID="viewDetails" runat="server"> <uc:ViewDetails runat="server" ID="ucViewDetails" /> </asp:View> <asp:View ID="viewJobs" runat="server"> <uc:ViewJob ID="ucViewJob" runat="server" /> </asp:View> <asp:View ID="viewJobList" runat="server"> <uc:ViewJobList ID="ucViewJobList" runat="server" /> </asp:View> </asp:MultiView> and i set the current view as follow protected void Menu1_MenuItemClick(object sender, MenuEventArgs e) { int index = Int32.Parse(e.Item.Value); if (index != 0) { tabMenu.FindItem("0").Selected = false; } multiViewTab.ActiveViewIndex = index; } it works well ... the only problem is that each time i click on a view all the views are loaded.while i would like to load only the one which is active Do you know any way to avoid the loading of all the views?

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  • Why I got some memory problems?

    - by Tattat
    I got this error from XCode: objc[8422]: FREED(id): message release sent to freed object=0x3b120c0 I googled and find that is related to the memory. But I don't know which line of code I go wrong, any ideas? @implementation MyAppDelegate @synthesize window; @synthesize viewController; - (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; [self changeScene:[MainGameMenuScene class]]; } - (void)dealloc { [viewController release]; [window release]; [super dealloc]; } - (void) changeScene: (Class) scene { BOOL animateTransition = true; if(animateTransition){ [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.5]; [UIView setAnimationTransition:UIViewAnimationTransitionFlipFromLeft forView:window cache:YES]; //does nothing without this line. } if( viewController.view != nil ) { [viewController.view removeFromSuperview]; //remove view from window's subviews. [viewController.view release]; //release gamestate } viewController.view = [[scene alloc] initWithFrame:CGRectMake(0, 0, IPHONE_WIDTH, IPHONE_HEIGHT) andManager:self]; //now set our view as visible [window addSubview:viewController.view]; [window makeKeyAndVisible]; if(animateTransition){ [UIView commitAnimations]; } }

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  • How can I load a view based on how long I hold a UIButton?

    - by Thomas
    Hello all, I've searched the net and documentation, but haven't found anything quite like what I'm trying to do. I'm working on an app where I want to load one view if a UIButton is held for x seconds, another if it's held for x+y seconds, etc. I found this tutorial. The problem I'm running into is, how do I switch the length of the button press? The tutorial switched the number of taps. -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSSet *allTouches = [event allTouches]; switch ([allTouches count]) { case 1: // Single touch { // Get the first touch. UITouch *touch = [[allTouches allObjects] objectAtIndex:0]; switch ([touch tapCount]) { case 1: // Single Tap. { // Start a timer timer = [NSTimer scheduledTimerWithTimeInterval:2 target:self selector:@selector(showAlertView:) userInfo:nil repeats:NO]; [timer retain]; } break; case 2: // Double tap. break; } } break; case 2: // Double touch { } break; default: break; } } Any suggestions? Thanks! Thomas

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  • Getting a variable into another class through properties or button tags with Iphone SDK?

    - by MarcZero
    Hello. I have been pounding my head against a wall trying to figure out what I think is a simple thing to do, but I have, so far, been unable to figure it out with the iPhone SDK. I have a view with 4 buttons. When I push the buttons, I have another view called and come up to take over the screen. I want to have a simple variable passed from the old view to the new view. The purpose of this is to know what button was pressed out of the four identical ones. (trying to get an int value of 1 through 4) Here is what I have tried so far: I initially tried to call the variable from the class itself. My understanding was that my new view was only sitting on top of the old view, so it should not have been released. I could not get access to the variable as the variable was said to not be declared. I then tried to create a method that would return the int value. Again, the view class was not seen and was being declared as a "first use" of it. I then attempted to follow another similar post on here that suggested to try and send the button tag number to some part of the new view. I attempted to do this by setting the new views button title but I still cannot figure out a way to code it without coming up with errors. I am just looking for what method would be the best for me to pursue. I have no problem going back and reading the books on Objective-C, but I'm just trying to figure out which way I should concentrate on. Thank you for any insight.

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  • How to create users and view reports in TFS 2010?

    - by afsharm
    Hi, Recently I have installed a new instance of TFS 2010 on a MS Windows 2008. But it seems that some parts in not installed or configured properly. I'm going to define users and roles according to a specific process template but I don't know where I can do this. There is same problems with reports.

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  • WPF : Multiple views, one DataContext

    - by zapho
    Hi, I'm working on a WPF application which must handle multiple screens (two at this this time). One view can be opened on several screens and user actions must be reflected consistently on all screens. To achieve this, for a given type of view, a single DataContext is instantiated. Then, when a view is displayed on a screen, the unique DataContext is attached to it. So, one DataContext, several views (same type of view/xaml). So far so good. It works quite well in most cases. I do have a problem with a specific view which relies on ItemsControl. These ItemsControl are used to display UIElements dynamically build in the ViewModel/DataContext (C# code). These UIElements are mostly Path objects. Example : <ItemsControl ItemsSource="{Binding WindVectors}"> <ItemsControl.Template> <ControlTemplate TargetType="{x:Type ItemsControl}"> <Canvas IsItemsHost="True" /> </ControlTemplate> </ItemsControl.Template> </ItemsControl> Here, WindVectors is a ObservableCollection<UIElement>. When the view is opened the first time, everything is fine. The problem is that when the view is opened one another screen, all ItemsControl are removed from the first screen and displayed one the second screen. Other WPF components (TextBlock for instance) on this view react normally and are displayed on both screens. Any help would be greatly appreciated. Thanks. Fabrice

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  • C#: Windows Forms: What could cause Invalidate() to not redraw?

    - by Rosarch
    I'm using Windows Forms. For a long time, pictureBox.Invalidate(); worked to make the screen be redrawn. However, it now doesn't work and I'm not sure why. this.worldBox = new System.Windows.Forms.PictureBox(); this.worldBox.BackColor = System.Drawing.SystemColors.Control; this.worldBox.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle; this.worldBox.Location = new System.Drawing.Point(170, 82); this.worldBox.Name = "worldBox"; this.worldBox.Size = new System.Drawing.Size(261, 250); this.worldBox.TabIndex = 0; this.worldBox.TabStop = false; this.worldBox.MouseMove += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseMove); this.worldBox.MouseDown += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseDown); this.worldBox.MouseUp += new System.Windows.Forms.MouseEventHandler(this.worldBox_MouseUp); Called in my code to draw the world appropriately: view.DrawWorldBox(worldBox, canvas, gameEngine.GameObjectManager.Controllers, selectedGameObjects, LevelEditorUtils.PREVIEWS); View.DrawWorldBox: public void DrawWorldBox(PictureBox worldBox, Panel canvas, ICollection<IGameObjectController> controllers, ICollection<IGameObjectController> selectedGameObjects, IDictionary<string, Image> previews) { int left = Math.Abs(worldBox.Location.X); int top = Math.Abs(worldBox.Location.Y); Rectangle screenRect = new Rectangle(left, top, canvas.Width, canvas.Height); IDictionary<float, ICollection<IGameObjectController>> layers = LevelEditorUtils.LayersOfControllers(controllers); IOrderedEnumerable<KeyValuePair<float, ICollection<IGameObjectController>>> sortedLayers = from item in layers orderby item.Key descending select item; using (Graphics g = Graphics.FromImage(worldBox.Image)) { foreach (KeyValuePair<float, ICollection<IGameObjectController>> kv in sortedLayers) { foreach (IGameObjectController controller in kv.Value) { // ... float scale = controller.View.Scale; float width = controller.View.Width; float height = controller.View.Height; Rectangle controllerRect = new Rectangle((int)controller.Model.Position.X, (int)controller.Model.Position.Y, (int)(width * scale), (int)(height * scale)); // cull objects that aren't intersecting with the canvas if (controllerRect.IntersectsWith(screenRect)) { Image img = previews[controller.Model.HumanReadableName]; g.DrawImage(img, controllerRect); } if (selectedGameObjects.Contains(controller)) { selectionRectangles.Add(controllerRect); } } } foreach (Rectangle rect in selectionRectangles) { g.DrawRectangle(drawingPen, rect); } selectionRectangles.Clear(); } worldBox.Invalidate(); } What could I be doing wrong here?

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