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  • Can you force a MPMoviePlayerPlaybackDidFinishNotification ?

    - by Jonathan
    Hi, I have several movies that are played and presented using this code. As you can see I also have removed the default movie controls and have added a custom overlay which essentially just stops the video. Here is my problem... When I stop the movie with my custom overlay button, I don't seem to be getting the 'MPMoviePlayerPlaybackDidFinishNotification' Note: everything works normal if I let the movie play through and it stop by itself. Is the any way of 'forcing' the PlaybackDidFinish notification? Can I do something like this [self moviePlayBackDidFinish:something]; ? Thank You! - (void) playMovie { NSString *path = [[NSBundle mainBundle] pathForResource:@"movie_frog" ofType:@"m4v"]; NSURL *url = [NSURL fileURLWithPath:path]; MPMoviePlayerController *mp = [[MPMoviePlayerController alloc] initWithContentURL:url]; if(mp) { self.myMoviePlayer = mp; [mp release]; //movie view [self.view addSubview:myMoviePlayer.view]; myMoviePlayer.view.frame = CGRectMake(0.0,0.0,480,320); self.myMoviePlayer.controlStyle = MPMovieControlStyleNone; [self.myMoviePlayer play]; //videoNav _videoNav = [[videoNav alloc] initWithNibName:@"videoNav" bundle:nil]; [self.view addSubview:_videoNav.view]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayBackDidFinish:) name:MPMoviePlayerPlaybackDidFinishNotification object:nil]; } }

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  • JQuery tools.scrollable conflict with navbar Ajax in CakePHP

    - by user269098
    In our views/layout/default.ctp file we have an element that's used to implement a cascading combo select box which uses JQuery ajax to update the fields. This selector is part of our navbar and is loaded on every page of the site. The default.ctp has these includes in the : <?php echo $html->charset(); ?> <title><?php echo $title_for_layout; //if(Configure::read('debug')) //echo "cake: " . Configure::version(); ?></title> <?php echo $html->css('style'); echo $javascript->link('jquery', true); echo $javascript->link('jquery.form', true); echo $javascript->link('jquery.url', true); echo $javascript->link('navbar', true); echo $html->script('tools.expose-1.0.3.js', array('inline' => false)); //echo $scripts_for_layout; ?> On the views/cars/index.ctp page we have: echo $javascript->link('tools.tabs-1.0.1', true); echo $javascript->link('tools.overlay-1.0.4', true); echo $javascript->link('jquery.form', true); echo $javascript->link('tools.scrollable-1.0.5', true); The issue is that on every other page the navbar combo box selector works. However, on the cars/index.ctp it doesn't work. It only works when we comment out the 'tools.scrollable' include. Any ideas why there is this conflict? We have been stuck on this problem for months...

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  • Failed to set the initialPlaybackTime for a MPMoviePlayerController when recreating it in the second

    - by vicky
    Hi, everyone. It's really wired. When at the first time a MPMoviePlayerController (e.g., theMovie) is created, its initialPlaybackTime can be set successfully. But when theMoive is released and re-create a new MPMoviePlayerController, its intialPlaybackTime can not be set correctly, actually the movie always plays from the start. The code is as follows. -(void)initAndPlayMovie:(NSURL *)movieURL { MPMoviePlayerController *theMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL]; // create a notification for moviePlaybackFinish [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(moviePlayBackDidFinish:) name:MPMoviePlayerPlaybackDidFinishNotification object:theMovie]; theMovie.initialPlaybackTime = 15; [theMovie setScalingMode:MPMovieScalingModeAspectFill]; [theMovie play];} -(void) moviePlayBackDidFinish:(NSNotification*)notification { MPMoviePlayerController * theMovie = [notification object]; [[NSNotificationCenter defaultCenter] removeObserver:self name:MPMoviePlayerPlaybackDidFinishNotification object:theMovie]; [theMovie release]; [self initAndPlayMovie:[self getMovieURL]]; } With the above code, when the viewcontroller did load and run initAndPlayMovie, the movie starts to play from 15 seconds, but when it plays finished or "Done" is pushed, a new theMovie is created and starts to play from 0 second. Does anybody know what happened with the initialPlaybackTime property of MPMoviePlayerController? And whenever you reload the viewController where the above code is (presentModalViewController from a parent viewcontroller), the movie can start from any playback time. I am really confused what's the difference of the MPMoviePlayerController registration methods between the viewcontroller load and the recreating it after release. Need your help! Thank you!

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  • jQuery call not working after Isotope filter is implemented

    - by user1374796
    I'm currently using the isotope plugin for a fluid layout, I can successfully filter the content, but after the filters have been called, the rest of my jQuery calls fail to work. Bear with me, I'm still new to jQuery but here's my code: jQuery(document).ready(function(){ jQuery(".pics-hidden").hide(); jQuery('.pics').click(function() { jQuery('#div'+jQuery(this).attr('rarget')).addClass('pics').removeClass('pics-hidden').delay(300).fadeIn(100); jQuery('#projectimages').isotope('reloadItems').isotope(); return false; }); var $container = $('#projectimages'); $container.isotope({ itemSelector: '.pics', animationEngine: 'css', masonry: { columnWidth: 4 } }); $('#menu a').click(function(){ var selector = $(this).attr('data-filter'); $container.isotope({ filter: selector }); return false; }); }); The filter works fine, as does the ('pics') click function, BUT after the filter has been called, the ('.pics') click function now fails to work. Is there a reason for this? Or a way to solve it? Tried all sorts, nothing seems to be working. Any suggestions are greatly appreciated!

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  • http stream of baselineh264 doesnt seem to work in my MPMoviePlayerViewController

    - by theprojectabot
    Here is some code... I have a stream that works correctly if I view with safari on the iphone or quicktimex on the mac... but the stream doesnt view in my code for the ipad simulator - (IBAction)clickedOpenMovie:(id)sender { NSString *myString = [NSString stringWithFormat:@"http://myipofstreamingserver:1935/live/aStream/playlist.m3u8"]; //NSString *myString = [[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"720p5994-prores-hq_iPhone_320x240.m4v"]; NSURL *myURL = [NSURL fileURLWithPath:myString]; [self playMovieAtURL:myURL]; } -(void)playMovieAtURL:(NSURL*)theURL { //CGRect moviePlayerFrame = CGRectMake(20, 33, 100, 100); //UIView playerView = [[[UIView alloc] initWithFrame:moviePlayerFrame] autorelease]; MPMoviePlayerViewController* movieViewController = [[MPMoviePlayerViewController alloc] initWithContentURL:theURL]; //theMovie.scalingMode = MPMovieScalingModeNone; //theMovie. = MPMovieControlStyleFullscreen; //movieViewController.controlStyle = MPMovieControlModeDefault; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(myMovieFinishedCallback:) name:MPMoviePlayerPlaybackDidFinishNotification object:movieViewController]; //UIViewController *movieViewController = [[UIViewController alloc] initWithContentURL:theURL]; [self presentMoviePlayerViewControllerAnimated:movieViewController]; //[theMovie play]; }

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  • How can I create a custom UIToolbar like component in a UITableViewController?

    - by Tony
    I have a UITableViewController. I want a "toolbar-ish" component at the bottom. I started by using a background image and a button. In interface builder, I added them to the bottom of the iPhone screen. The problem I ran into was that the background image and button scrolled with the table. I obviously need this fixed at the bottom. Not finding too much direction online, I decided to customize a UIToolbar to look how I want since the position is fixed by default. In my initWithNibName for my UITableViewController, I have: UIImage *shuffleButtonImage = [UIImage imageNamed:@"shuffle_button.png"]; NSArray* toolbarItems = [NSArray arrayWithObjects: [[UIBarButtonItem alloc] initWithImage:shuffleButtonImage style:UIBarButtonItemStylePlain target:self action:@selector(push:)], nil]; [toolbarItems makeObjectsPerformSelector:@selector(release)]; self.toolbarItems = toolbarItems; The problem I am running into now is that the "shuffleButtonImage" is not showing up properly. The shape of the button shows up fine but it is colored white and therefore does not look like the image. Does anyone know why a "white image" would be showing instead of the actual image? Also does it sound like a good idea to customize a UIToolbar or is there a simple way to ensure a fixed position "toolbar-ish" component. To reiterate - my "toolbar-ish" component only needs to be one button at the button of my UITableView. The single button has a gradient color background that I create with an image.

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  • UIImageWriteToSavedPhotosAlbum with malloc_error

    - by lbalves
    I have an NIB file with a button. When I click this button, the setWallpaper: selector is called. Everything works as expected (the image is saved), excepte by the error thrown by malloc. malloc: *** error for object 0x184d000: pointer being freed was not allocated *** set a breakpoint in malloc_error_break to debug I've set a breakpoint at malloc_error_break, but I don't understand anything from the debugger. I couldn't even find the object 0x184d000. Does anyone know why is this happening? I had also tried to retain the UIImage before sending it to UIImageWriteToSavedPhotosAlbum, but without success. My code is below: - (IBAction)setWallpaper:(id)sender { UIImage *image = [UIImage imageNamed:@"wallpaper_01.png"]; UIImageWriteToSavedPhotosAlbum(image, self, @selector(image:didFinishSavingWithError:contextInfo:), nil); } - (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo { UIAlertView *alertView = [[UIAlertView alloc] initWithTitle:NSLocalizedString(@"Galo!!!",@"Saved image message: title") message:NSLocalizedString(@"Now, check your \"saved photos\" group at \"photos\" app in your iPhone and select the actions menu > set as wallpaper.",@"Saved image message") delegate:nil cancelButtonTitle:NSLocalizedString(@"OK",@"OK Button") otherButtonTitles:nil]; [alertView show]; [alertView release]; }

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  • Android 2.2 and "Bad address family" on Socket Connect

    - by Josh
    I have a fairly simple game that works perfectly on every version now up through 2.1, but with the new 2.2 (Froyo) release I am unable to create a socket. I am using the mina package for nio, and get this exception: W/System.err( 263): java.net.SocketException: Bad address family W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connectStreamWithTimeoutSocketImpl(Native Method) W/System.err( 263): at org.apache.harmony.luni.platform.OSNetworkSystem.connect(OSNetworkSystem.java:115) W/System.err( 263): at org.apache.harmony.nio.internal.SocketChannelImpl.connect(SocketChannelImpl.java:272) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl$SinkChannelImpl.finishConnect(PipeImpl.java:164) W/System.err( 263): at org.apache.harmony.nio.internal.PipeImpl.(PipeImpl.java:48) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openPipe(SelectorProviderImpl.java:51) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.(SelectorImpl.java:141) W/System.err( 263): at org.apache.harmony.nio.internal.SelectorProviderImpl.openSelector(SelectorProviderImpl.java:58) W/System.err( 263): at java.nio.channels.Selector.open(Selector.java:48) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.startupWorker(SocketConnector.java:248) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:210) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) Later in the log, usually immediately following I get this: W/System.err( 263): java.lang.NullPointerException W/System.err( 263): at org.apache.harmony.nio.internal.SelectorImpl.wakeup(SelectorImpl.java:418) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:222) W/System.err( 263): at org.apache.mina.transport.socket.nio.SocketConnector.connect(SocketConnector.java:137) W/System.err( 263): at org.apache.mina.common.support.BaseIoConnector.connect(BaseIoConnector.java:40) I have done all the googling and looking around I can think of and found nothing. The closest I have come seems to be an old JDK bug with ipv6 support on XP and Vista machines (I'm running Vista). Recommendations included disabling ipv6 (that did not work) and disabling ipv4 and leaving ipv6 (will not work for me as my router and ISP don't support it and so could not test anyway). Any thoughts, suggestions, things I have not tried? Thanks, Josh

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  • Having problems with uploading photos to TwitPic using OAuth in Objective C on the iPhone

    - by M. Bedi
    I have been working on an iPhone app that has a feature of uploading photos to TwitPic. I have it working with basic authentication. I am trying to get it working with OAuth. I am getting authentication errors. I have studied very carefully the TwitPic documentation. I am authorising the app by displaying a UI Web View and the it returns a PIN value. I enter the PIN value in the app and request the token. I am able to upload status updates to Twitter but not photos. My code is based on some example code from here: Example iPhone app using OAuth Here is my code: NSString *url = @"http://api.twitpic.com/2/upload.json"; NSString *oauth_header = [oAuth oAuthHeaderForMethod:@"POST" andUrl:url andParams:nil]; NSLog(@"OAuth header : %@\n\n", oauth_header); ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:[NSURL URLWithString:url]]; [request addRequestHeader:@"User-Agent" value:@"ASIHTTPRequest"]; request.requestMethod = @"POST"; [request addRequestHeader:@"X-Auth-Service-Provider" value:@"https://api.twitter.com/1/account/verify_credentials.json"]; [request addRequestHeader:@"X-Verify-Credentials-Authorization" value:oauth_header]; NSData *imageRepresentation = UIImageJPEGRepresentation(imageToUpload, 0.8); [request setData:imageRepresentation forKey:@"media"]; [request setPostValue:@"Some Message" forKey:@"message"]; [request setPostValue:TWITPIC_API_KEY forKey:@"key"]; [request setDelegate:self]; [request setDidFinishSelector:@selector(requestDone:)]; [request setDidFailSelector:@selector(requestFailed:)]; [request start]; Here is the OAuth Header: OAuth realm="http://api.twitter.com/", oauth_timestamp="1275492425", oauth_nonce="b686f20a18ba6763ac52b689b2ac0c421a9e4013", oauth_signature_method="HMAC-SHA1", oauth_consumer_key="zNbW3Xi3MuS7i9cpz6fw", oauth_version="1.0", oauth_token="147275699-jmrjpwk3B6mO2FX2BCc9Ci9CRBbBKYW1bOni2MYs", oauth_signature="d17HImz6VgygZgbcp845CD2qNnI%3D"

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  • iPhone: Memory leak when using NSOperationQueue...

    - by MacTouch
    Hi, I'm sitting here for at least half an hour to find a memory leak in my code. I just replaced an synchronous call to a (touch) method with an asynchronous one using NSOperationQueue. The Leak Inspector reports a memory leak after I did the change to the code. What's wrong with the version using NSOperationQueue? Version without a MemoryLeak -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } [[self touch:path]; return data; } Version with a MemoryLeak (I do not see any) -(NSData *)dataForKey:(NSString*)ressourceId_ { NSString *path = [self cachePathForKey:ressourceId_]; // returns an autoreleased NSString* NSString *cacheKey = [self cacheKeyForRessource:ressourceId_]; // returns an autoreleased NSString* NSData *data = [[self memoryCache] valueForKey:cacheKey]; if (!data) { data = [self loadData:path]; // returns an autoreleased NSData* if (data) { [[self memoryCache] setObject:data forKey:cacheKey]; } } NSInvocationOperation *touchOp = [[NSInvocationOperation alloc] initWithTarget:self selector:@selector(touch:) object:path]; [[self operationQueue] addOperation:touchOp]; [touchOp release]; return data; } And of course, the touch method does nothing special too. Just change the date of the file. -(void)touch:(id)path_ { NSString *path = (NSString *)path_ NSFileManager *fm = [NSFileManager defaultManager]; if ([fm fileExistsAtPath:path]) { NSDictionary *attributes = [NSDictionary dictionaryWithObjectsAndKeys:[NSDate date], NSFileModificationDate, nil]; [fm setAttributes: attributes ofItemAtPath:path error:nil]; } }

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  • Shake based application

    - by Sid
    hii frnz, i am developing an application which deletes rows from a table view when the user shakes the iPhone.i have created a navigation based project. now when the user shakes the iPhone i want that the title of navigation bar should change to "DELETE" and a delete button should appear on the navigation bar on the same view (but this operation should take place only when the user shakes the iPhone )otherwise when a user selects a particular row then it should move to next view.I have written the followin code but its not working.plz help me out..... (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //NSLog(@"hiiiii"); if (isShaked == NO) { //logic to move to next view goes here. } else { self.title = @"Delete Rows"; delete=[[UIBarButtonItem alloc] initWithTitle:@"Delete rows" style: UIBarButtonItemStyleBordered target:self action:@selector(deleteItemsSelected)] ; self.navigationItem.rightBarButtonItem=self.delete; MyTableCell *targetCustomCell = (MyTableCell *)[tableView cellForRowAtIndexPath:indexPath]; [targetCustomCell checkAction]; [self.tempArray addObject: [myModal.listOfStates objectAtIndex:indexPath.row]]; //[delete addTarget:self action:@selector(deleteItemsSelected:) forControlEvents:UIControlEventTouchUpInside]; self.tempTableView = tableView; } } -(void)deleteItemsSelected { //for(int i = 0; i <= [tempArray count]; i++) //{ //} [myModal.listOfStates removeObjectsInArray:tempArray]; [tempTableView reloadData]; } checkAction method is a custom cell method which is used to put a tickmark on the row selected

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  • why AVAudioplayer doesn't stop/pause when viewWillDisappear?

    - by Rahul Vyas
    I am using avaudioplayer in my app. on viewwilldisappear i want to pause/stop the sound and on viewwill appear i want to play sound again.how do i do this? i'm using this code on viewWillAppear:- if(self.TickPlayer) { [self.TickPlayer play]; } if(self.TickPlayer.volume<0) { self.TickPlayer.volume=1.0; } and this on viewWillDisAppear if(self.TickPlayer) { [self.TickPlayer stop]; } here is the method which plays the sound -(void)PlayTickTickSound:(NSString*)SoundFileName { //Get the filename of the sound file: NSString *path = [NSString stringWithFormat:@"%@%@",[[NSBundle mainBundle] resourcePath],[NSString stringWithFormat:@"/%@",SoundFileName]]; //Get a URL for the sound file NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO]; NSError *error; if(self.TickPlayer==nil) { self.TickPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:filePath error:&error]; // handle errors here. self.TickPlayer.delegate=self; [self.TickPlayer setNumberOfLoops:-1]; // repeat forever [self.TickPlayer play]; } if(self.TickPlayer) { [self.TickPlayer play]; } } and i'm calling it in method which fires every second using a timer in viewDidLoad- self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateCountdown) userInfo:nil repeats:YES]; -(void) updateCountdown { [self PlayTickTickSound:@"tick.caf"]; } i'm also playing a beep sound using avaudioplayer at a specific condition when alert appears.that works fine but this is not working as expected

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  • NSThread shared object issue

    - by Chris Beeson
    Hi, I'm getting an “EXC_BAD_ACCESS” but just can't work out why, any help would be massive - thank you in advance. The user takes a picture and I want to do some processing on it in another thread... - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { ... NSString *uid = [Asset stringWithUUID]; [_imageQueue setObject:img forKey:uid]; [NSThread detachNewThreadSelector:@selector(createAssetAsyncWithImage:) toTarget:self withObject:uid]; } Then the new thread -(void) createAssetAsyncWithImage:(NSString *)uid { NSAutoreleasePool * pool =[[NSAutoreleasePool alloc] init]; if ([_imageQueue objectForKey:uid]) { Asset *asset = [Asset createAssetWithImage:[_imageQueue objectForKey:uid]]; asset.uid = uid; [self performSelectorOnMainThread:@selector(asyncAssetCreated:) withObject:asset waitUntilDone:YES]; } [pool release]; } Which calls +(Asset *)createAssetWithImage:(UIImage *)img { .... UIImage *masterImg = [GraphicSupport createThumbnailFromImage:img pixels:img.size.height/2]; .... return newAsset; } And then this is where I keep getting the BAD_ACCESS +(UIImage *)createThumbnailFromImage:(UIImage *)inImage pixels:(float)pixels{ CGSize size = image.size; CGFloat ratio = 0; if (size.width > size.height) { ratio = pixels / size.width; } else { ratio = pixels / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); //NSAssert(image,@"image NULL"); [image drawInRect:rect]; return UIGraphicsGetImageFromCurrentImageContext(); } It's image that is giving me all the complaints... What am I doing wrong?? Many thanks in advance

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  • Schedule multiple events with NSTimer?

    - by AWright4911
    I have a schedule cache stored in a pList. For the example below, I have a schedule time of April 13, 2010 2:00PM and Aril 13, 2010 2:05PM. How can I add both of these to a queue to fire on their own? item 0 -Hour --14 -Minute --00 -Month --04 -Day --13 -Year --2010 item 1 -Hour --14 -Minute --05 -Month --04 -Day --13 -Year --2010 this is how I am attempting to schedule multiple events to fire at specific date / time. -(void) buildScheduleCache { MPNotifyViewController *notifier = [MPNotifyViewController alloc] ; [notifier setStatusText:@"Rebuilding schedule cache, this will only take a moment."]; [notifier show]; NSCalendarDate *now = [NSCalendarDate calendarDate]; NSFileManager *manager = [[NSFileManager defaultManager] autorelease]; path = @"/var/mobile/Library/MobileProfiles/Custom Profiles"; theProfiles = [manager directoryContentsAtPath:path]; myPrimaryinfo = [[NSMutableArray arrayWithCapacity:6] retain]; keys = [NSArray arrayWithObjects:@"Profile",@"MPSYear",@"MPSMonth",@"MPSDay",@"MPSHour",@"MPSMinute",nil]; for (NSString *profile in theProfiles) { plistDict = [[[NSMutableDictionary alloc] initWithContentsOfFile:[NSString stringWithFormat:@"%@/%@",path,profile]] autorelease]; [myPrimaryinfo addObject:[NSDictionary dictionaryWithObjects: [NSArray arrayWithObjects: [NSString stringWithFormat:@"%@",profile], [NSString stringWithFormat:@"%@",[plistDict objectForKey:@"MPSYear"]], [NSString stringWithFormat:@"%@",[plistDict objectForKey:@"MPSMonth"]], [NSString stringWithFormat:@"%@",[plistDict objectForKey:@"MPSDay"]], [NSString stringWithFormat:@"%@",[plistDict objectForKey:@"MPSHour"]], [NSString stringWithFormat:@"%@",[plistDict objectForKey:@"MPSMinute"]], nil]forKeys:keys]]; profileSched = [NSCalendarDate dateWithYear:[plistDict objectForKey:@"MPSYear"] month:[plistDict objectForKey:@"MPSMonth"] day:[plistDict objectForKey:@"MPSDay"] hour:[plistDict objectForKey:@"MPSHour"] minute:[plistDict objectForKey:@"MPSMinute"] second:01 timeZone:[now timeZone]]; [self rescheduleTimer]; } NSString *testPath = @"/var/mobile/Library/MobileProfiles/Schedules.plist"; [myPrimaryinfo writeToFile:testPath atomically:YES]; } -(void) rescheduleTimer { timer = [[NSTimer alloc] initWithFireDate:profileSched interval:0.0f target:self selector:@selector(theFireEvent) userInfo:nil repeats:YES]; NSRunLoop *runLoop = [NSRunLoop currentRunLoop]; [runLoop addTimer:timer forMode:NSDefaultRunLoopMode]; }

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  • iPhone SDK: Memory leak on picker

    - by bbftsoftware
    I have created a picker for my users to pick from a list of countries. The problem is that repeated opening and closing of the picker is resulting in “EXC_BAD_ACCESS” error. I suspect it might be a memory leak but I am not sure. I was hoping someone could shed some insight into why this might be happening? //data source for UIPicker NSArray *arrayCountryChoices; arrayCountryChoices = [[NSArray alloc] initWithObjects:@"TK=TOKELAU", @"TJ=TAJIKISTAN", @"TH=THAILAND", @"TG=TOGO", @"TF=FRENCH SOUTHERN TERRITORIES", @"GY=GUYANA", @"TD=CHAD", nil]; //opening the picker CountryViewController *countryVC = [[CountryViewController alloc] initWithNibName:@"CountryView" bundle:nil]; countryVC.delegate = self; [self presentModalViewController:countryVC animated:YES]; [countryVC release]; //here is where I grab the data //close country selector [self dismissModalViewControllerAnimated:YES]; //parse out code NSString *strCode = [chosenCountry substringToIndex:2]; //set the gui txtCountry.text = strCode; I think it may be because I am trying to release the Country Selector before the delegate has a chance to get its data? Also I am wondring if I should not release the picker until the screen that calls it is released. Thanks in advance.

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  • cant show MBProgressHUD

    - by dejoong
    In here said that using MBProgressHUD is easy. But i cant make it. Here my code: - (IBAction)save{ HUD = [[MBProgressHUD alloc] initWithView:self.navigationController.view]; [self.navigationController.view addSubview:HUD]; HUD.delegate = self; [HUD show:YES]; NSString *title = [page stringByEvaluatingJavaScriptFromString:@"document.title"]; SavePageAs *savePage = [[SavePageAs alloc] initWithUrl:self.site directory:title]; [savePage save]; [HUD hide:YES]; } the progress indicator not show during [savePage save] method run, but show after the page completely saved (the indicator show for less than 1 second). I also tried this way: - (IBAction)save { HUD = [[MBProgressHUD alloc] initWithView:self.navigationController.view]; [self.navigationController.view addSubview:HUD]; HUD.delegate = self; HUD.labelText = @"Saving..."; [HUD showWhileExecuting:@selector(performFetchOnMainThread) onTarget:self withObject:nil animated:YES]; } - (void) savingPage{ NSString *title = [page stringByEvaluatingJavaScriptFromString:@"document.title"]; SavePageAs *savePage = [[SavePageAs alloc] initWithUrl:self.site directory:title]; [savePage save]; } -(void) performFetchOnMainThread { [self performSelectorOnMainThread:@selector(savingPage) withObject:nil waitUntilDone:YES]; } but still no luck. Anyone let me know where im lack here?? P.S [savePage save] is saving all website contents to local directory. I wish once the saving is complete the progressHUD disappear. Thanks

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  • Hiding keyboard in iPad with UITextView , can do this in iphone not iPad.

    - by user271753
    Hey the code below when written in HelloWorldAppDelegate.m in an iPhone app having UITextView hides the keyboard when the app starts : The UITextView is editable thats what I want in iPad Also But how can do the same in iPad its not working at all ! ! ! ! ! ! ! And also I have checked that I can use Subviews if I want to keep this to my app itself - (void)applicationDidFinishLaunching:(UIApplication *)application { //For hiding the Keyboard [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWillShow:) name:UIKeyboardWillShowNotification object:nil]; [window addSubview:viewController.view]; [window makeKeyAndVisible]; } /// /// Hiding the Keyboard /// - (void)keyboardWillShow:(NSNotification *)note { //The UIWindow that contains the keyboard view UIWindow* tempWindow; //Because we cant get access to the UIKeyboard throught the SDK we will just use UIView. //UIKeyboard is a subclass of UIView anyways UIView* keyboard; //Check each window in our application for(int c = 0; c < [[[UIApplication sharedApplication] windows] count]; c ++) { //Get a reference of the current window tempWindow = [[[UIApplication sharedApplication] windows] objectAtIndex:c]; //Get a reference of the current view for(int i = 0; i < [tempWindow.subviews count]; i++) { keyboard = [tempWindow.subviews objectAtIndex:i]; if (!strcmp(object_getClassName(keyboard), "UIKeyboard")) { NSLog(@"hide keyboard"); [keyboard setHidden:YES]; return; } } } } Regards

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  • How to customize the pop up menu in iPhone?

    - by Allen Dang
    The application I'm creating needs a function like user selects some text, a pop up menu shows, and user clicks "search" menu to perform a search directly. Problem is the current pop up menu provided by UIMenuController doesn't support to be extended. So my thought is to subscribe "UIMenuControllerDidShowMenuNotification", get the frame of pop up menu, and display the "search" button right aside. But during the implementation, I met a strange problem, the notification seems never be sent, means after the menu shown, I still cannot be notified, following are the key section of code. - (void)viewDidLoad { [super viewDidLoad]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(menuDidShow:) name:UIMenuControllerWillShowMenuNotification object:nil]; } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; [[NSNotificationCenter defaultCenter] removeObserver:self name:UIMenuControllerDidShowMenuNotification object:nil]; self.textView = nil; self.searchBar = nil; } - (void)menuDidShow:(NSNotification *)notification { NSLog(@"menu did show!"); } The code is too simple to make mistake, can someone help me to understand what's going on? Or what did I miss?

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  • NSUndoManager grouping problem?

    - by anonymous
    I'm working on a barebones drawing app. I'm attempting to implement undo/redo capability, so I tell the view's undoManager to save the current image before updating the display. This works perfectly (yes, I understand that redrawing/saving the entire view is not incredibly efficient, but to solve this problem before attempting to optimize the code). However, as expected, when I 'undo' or 'redo', only the minute change is reflected. My goal is to have the whole finger stroke undone/redone. To do that, I told the undoManager to [beginUndoGrouping] in the [touchesBegan] method, and to [endUndoGrouping] in [touchesEnded]. That works for a bit, but after drawing a few strokes, the app crashes, and gdb exits with exc_bad_access. I'm very grateful for any insight you can give me. - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { mouseDragged = YES; currentPoint = [[touches anyObject] locationInView:self]; UIGraphicsBeginImageContext(drawingImageView.bounds.size); [drawingImageView.image drawInRect:drawingImageView.bounds]; CGContextRef ctx = UIGraphicsGetCurrentContext(); CGContextSetLineCap(ctx, kCGLineCapRound); CGContextSetLineWidth(ctx, drawingWidth); [drawingColor setStroke]; CGContextBeginPath(ctx); CGContextMoveToPoint(ctx, previousPoint.x, previousPoint.y); CGContextAddLineToPoint(ctx, currentPoint.x, currentPoint.y); CGContextStrokePath(ctx); [self.undoManager registerUndoWithTarget:drawingImageView selector:@selector(setImage:) object:drawingImageView.image]; drawingImageView.image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); previousPoint = currentPoint; }

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  • UINavigationBar is getting buttons from another view

    - by Rafael Oliveira
    I have three Views, Splash, Login and List. From Splash I just wait and then Push Login View, with the Navigation Bar hidden. In Login I Show the NavigationBar, hide the BackButton1 and add a new RightButton1, then I check if Settings.bundle "login" and "pass" are set. If so, I push List View. Otherwise I stay in the Login view waiting for the user to fill the form and press a button. In List View I add a new RightButton2 and a new BackButton2. The problem is that if Settings.bundle data is not null, and in Login View I quickly push List View the RightButton1 appears in List View, or no buttons appear at all, or only BackButton2 doesn't appear... The most strange thing of all is that everything was OK and all of sudden it started to get messy. Login View: // Making the Navigation Bar Visible [self.navigationController setNavigationBarHidden:NO animated:NO]; // Hiding the Back Button in THIS view (Login) [self.navigationItem setHidesBackButton:YES]; // Inserting the Logout Button for the Next View (List) UIBarButtonItem *backButton = [[UIBarButtonItem alloc] initWithTitle:@"Logout" style:UIBarButtonItemStylePlain target:nil action:nil]; self.navigationItem.backBarButtonItem = backButton; [backButton release]; UIBarButtonItem* newAccountButton = [[UIBarButtonItem alloc] initWithTitle:@"New Account" style:UIBarButtonItemStylePlain target:self action:@selector(newAccountButtonPressed)]; self.navigationItem.rightBarButtonItem = newAccountButton; [newAccountButton release]; List View // Making the Navigation Bar Visible [self.navigationController setNavigationBarHidden:NO animated:NO]; UIBarButtonItem* aboutButton = [[UIBarButtonItem alloc] initWithTitle:@"About" style:UIBarButtonItemStylePlain target:self action:@selector(aboutButtonPressed)]; self.navigationItem.rightBarButtonItem = aboutButton; [aboutButton release]; Any ideas ?

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  • Objective-C Protocols within Protocols

    - by LucasTizma
    I recently began trying my hand at using protocols in my Objective-C development as an (obvious) means of delegating tasks more appropriately among my classes. I completely understand the basic notion of protocols and how they work. However, I came across a roadblock when trying to create a custom protocol that in turn implements another protocol. I since discovered the solution, but I am curious why the following DOES NOT work: @protocol STPickerViewDelegate < UIPickerViewDelegate > - ( void )customCallback; @end @interface STPickerView : UIPickerView { id < STPickerViewDelegate > delegate; } @property ( nonatomic, assign ) id < STPickerViewDelegate > delegate; @end Then in a view controller, which conforms to STPickerViewDelegate: STPickerView * pickerView = [ [ STPickerView alloc ] init ]; pickerView.delegate = self; - ( void )customCallback { ... } - ( NSString * )pickerView:( UIPickerView * )pickerView titleForRow:( NSInteger )row forComponent:( NSInteger )component { ... } The problem was that pickerView:titleForRow:forComponent: was never being called. On the other hand, customCallback was being called just fine, which isn't too surprising. I don't understand why STPickerViewDelegate, which itself conforms to UIPickerViewDelegate, does not notify my view controller when events from UIPickerViewDelegate are supposed to occur. Per my understanding of Apple's documentation, if a protocol (A) itself conforms to another protocol (B), then a class (C) that conforms to the first protocol (A) must also conform to the second protocol (B), which is exactly the behavior I want and expected. What I ended up doing was removing the id< STPickerViewDelegate > delegate property from STViewPicker and instead doing something like the following in my STViewPicker implementation where I want to evoke customCallback: if ( [ self.delegate respondsToSelector:@selector( customCallback ) ] ) { [ self.delegate performSelector:@selector( customCallback ) ]; } This works just fine, but I really am puzzled as to why my original approach did not work.

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  • Cocos2D: Problem Rotating a CCMenu

    - by srikanth rongali
    If I try to do actions over menuItems but the actions are not running as expected. I think code below should make the menuItem rotate by 90 degrees but when I run it, the menuItem translates from its coordinates to another coordinate then returns to its original coordinate. The complete translation takes 3 seconds. What I need is for the menuItem to rotate by 90 degrees in place within a 3 seconds duration. Please explain where I have done wrong? CCMenuItemImage *targetE;//Globally declared CCMenu *menu;//Globally declared -(id)init { if( (self = [super init]) ) { isTouchEnabled = YES; CGSize windowSize = [[CCDirector sharedDirector] winSize]; targetE = [CCMenuItemImage itemFromNormalImage:@"grossinis_sister1.png" selectedImage:@"grossinis_sister1.png" target:self selector:@selector(touch:)]; menu = [CCMenu menuWithItems:targetE,nil]; id action4 = [CCRotateBy actionWithDuration:3.0 angle:90]; [menu runAction: [CCSequence actions: action4, nil]]; menu.position = ccp(windowSize.width/2 + 200, windowSize.height/2); [self addChild: menu z:10]; } return self; } @end Thank You.

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  • remove an ASIHTTPRequest thread when it is done

    - by user262325
    Hello everyone I have a project in which it runs 5 download threads - (void)fetchThisURLFiveTimes:(NSURL *)url { [myProgressIndicator setProgress:0]; NSLog(@"Value: %f", [myProgressIndicator progress]); [myQueue cancelAllOperations]; [myQueue setDownloadProgressDelegate:myProgressIndicator]; [myQueue setDelegate:self]; [myQueue setRequestDidFinishSelector:@selector(queueComplete:)]; int i; for (i=0; i<5; i++) { ASIHTTPRequest *request = [ASIHTTPRequest requestWithURL:url]; [request setDidFinishSelector:@selector(requestDone:)]; [request setDelegate:self]; [myQueue addOperation:request]; } [myQueue go]; } - (void)requestWentDone:(ASIHTTPRequest *)request { //.. } - (void)queueComplete:(ASINetworkQueue *)queue { NSLog(@"Value: %f", [myProgressIndicator progress]); } I hope to remove a thread when it is done. I do not know where I need to place my codes: requestWentDone:(ASIHTTPRequest *)request or queueComplete:(ASINetworkQueue *)queue I noticed there is no tag property for request, so I added it to ASIHTTPRequest to help me recognize which thread prompts the function reuqestWentDone, I can get the tag of different request, but I do not know how to remove the ASIHTTPRequest thread from myQueue. Welcome any comment Thanks interdev

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  • TinyMCE Image Alignment

    - by will.earp.co.uk
    TinyMCE has always been a little difficult to align images. Either the align tag, or adding style="float: left;" has been it solution. Ideally I would just like to add class="left" or class="right" so that I can set the border and margins of the image. Up until now the only way to do this without using the advimage plugin was to insert the image, then select it, the select a style from the style menu. Ideally I should be able to use the align control in the image dialogue to set the alignment class or use the alignment controls on the toolbar when in the main editing window. I have just again started looking at a solution to this, now that IE6 is finally starting to die, I can use CSS attributes in selectors, so IMG[style="float: left;"] {} Works, but I would rather use a class incase there are any other style attributes which will cause the selector to fail. And it doesn't work in IE6, and you know some corporate clients will still be running the bloody thing! So I looked through the TinyMCE documentation and found the formats configuration option, that seems to allow you to specify how tinyMCE applies code for various operations. Here I can add the IMG tag as a selector, and have classes: "left" for the alignleft function. This applies the class correctly when the alignment is selected from the toolbar, but it still writes an inline style when the alignment is selected through the image dialogue. Am I doing something wrong or is there a better way of doing this that will allow my clients to select image alignment from both the image dialogue and the toolbar, whilst applying a class to the image?

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  • sIFR3 and line-height/leading

    - by stephaniesullivan.mp
    I've successfully implemented sIFR3 using the nightlies from the end of Oct. All is well and much easier to work with than sIFR2 except where it comes to line-height. I was able to deal with my headings fine. But I have a pullquote that needs more line-height/leading and though I've read through support and see that it needs to be applied to the .sIFR-root, it's not working. Is there something funky I don't know about? Here's my code: sIFR.replace(fedraBook, { selector: '.callout p', css: '.sIFR-root { background-color: #FFFFFF; color: #968b85; leading: 3.5;}' }); I had the leading at 1.5 but changed to 3.5 just to see if I could get it to vary at all. It does not. I tried also affecting it with this CSS selector with no joy: .sIFR-active .callout p { font-size: 1.6em; padding-top: 7px; line-height: 2.5em; } Does anyone have any ideas here? What am I missing?

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