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  • Manually force touch points to reset in Windows 8?

    - by loyalpenguin
    Hi I developed a HTML5/JAVASCRIPT app that is supported using advertisement for the Win8 store. I just by chance happened to notice that if you touch the screen, drag your finger over the advertisement, and release your finger on top of the advertisement that the specific touch is not released and instead when you touch again it registers as a separate touch. This has caused my app to behave expectantly when the user interacts with the app using touch. I wanted to know if it was possible to force the touches to reset so that when the user touches the screen again it is always using "Touch(0)".

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  • Touch and Drag from one view to another

    - by jollyCocoa
    Hi all! I've search for some clues on this problem without much success. Hope someone can kick me in the right direction. I am prototyping a couple of apps where I need to design my own GUI. The GUI is made up by two separated UIViews where one of them contains a small thumb of an image. I want to be able to drag this thumb from the first view to the other. Simple as that! But I haven't figured out how this is done. Here is the exact flow I am looking for: touch the thumb animate a small enlargement of the thumb drag the thumb to the other UIView drop the thumb animate a shrink of the thumb Not particularly strange, but the thumb remains related to the first view all the time. I've tried to move the thumb via the first views superview and then back to the second view, but with no luck.

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  • How to highlight ListView item on touch?

    - by AndroidNoob
    I have a simple ListView and I want each of it items to be highlighted on user's touch. I thought this should happen by default but it isn't. Can you advice? ListView xml: <ListView android:id="@+id/list_view" android:layout_width="fill_parent" android:layout_height="fill_parent" android:padding="10dp" android:divider="#206600" android:dividerHeight="2dp" android:smoothScrollbar="true" android:background="#ffffff" > </ListView> And code of my Adapter: private class MyAdapter extends ArrayAdapter<Task> { private LayoutInflater mInflater; public MyAdapter(Context context, int resource, List<Task> list) { super(context, resource, list); mInflater = LayoutInflater.from(context); } @Override public View getView(int position, View convertView, ViewGroup parent) { View v = convertView; if (v == null) { v = mInflater.inflate(R.layout.list_item, null); } Task task = taskList.get(position); /* Setup views from your layout using data in Object here */ return v; }

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  • Detecting touch area on Android

    - by HappyAppDeveloper
    Is it possible to detect every pixel being touched? More specifically, when the user touches the screen, is it possible to track all the x-y coordinates of the cluster of points touched by the user? How can I tell the difference between when users are drawing with their thumb and when they are drawing with the tip of a finger? I would like to reflect the brush difference depending on how users touch the screen, and would also like to track x-y coordinates of all the pixels being touched over time. Thanks so much in advance for any help.

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  • Get the co-ordinates of a touch event on Android

    - by Joe
    Hi, I'm new to Android, I've followed the hello world tutorial through and have a basic idea of what's going on. I'm particularly interested in the touch screen of my T-Mobile Pulse so just to get me started I want to be able to write the co-ordinates of a tocuh event on the screen, so say the user touched the co-ordinate 5,2 - a textview on the screen would display that. At present I have a simple program that just loads an xml file which contains the textview I intend to write the co-ordinates in. Thank you in advance, I did Google for help and searched stackoverflow but everything I found either went way over my head or wasn't suitable for this. Cheers.

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  • Making interactive touch objects on Android

    - by Greenhouse_Gases
    I've never built a game before, and I've not programmed for Android before but am looking to do so over the summer by building a game. What type of object do I use for a shape that I want the user to be able to drag around the screen for instance using touch gestures? How do I tie together the MotionEvent, View and Graphics2D to make objects drawn on screen that can be interacted with? I imagine this will use ActionListeners / Handlers but I'm a bit confused at this stage... A simple breakdown of steps would be much appreciated. Thanks

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  • From the Tips Box: Kindle as Raspberry Pi Screen, iPod Control Boxes, and Easy Six Degrees of Kevin Bacon

    - by Jason Fitzpatrick
    Once a week we round up some of the great reader tips that come our way and share them with everyone. Today we’re looking at using the Kindle as a screen for the Raspberry Pi, custom iPod control modules, and an easy way to play the Six Degrees of Kevin Bacon. How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using? HTG Explains: What The Windows Event Viewer Is and How You Can Use It

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  • Google et Blink tournent le dos au W3C et à Pointer Events de Microsoft, au profit de Touch Events d'Apple ?

    Google et Blink tournent le dos au W3C et à Pointer Events de Microsoft au profit de Touch Events d'Apple ? Google et son moteur de rendu Web Blink ont finalement tranché en défaveur du standard du W3C, en effet à travers un bref communiqué sur la plateforme de développement de Blink, Google vient d'annoncer l'abandon de l'API Pointer Events, jusqu'ici présentée comme le futur standard du W3C en remplacement de Touch Events.Pour rappel Blink est le fork du célèbre moteur de rendu web Webkit actuellement...

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  • Cancel UITouch Events When View Covered By Modal UIViewController

    - by kkrizka
    Hi there, I am writing an application where the user has to move some stuff on the screen using his fingers and drop them. To do this, I am using the touchesBegan,touchesEnded... function of each view that has to be moved. The problem is that sometimes the views are covered by a view displayed using the [UIViewController presentModalViewController] function. As soon as that happens, the UIView that I was moving stops receiving the touch events, since it was covered up. But there is no event telling me that it stopped receiving the events, so I can reset the state of the moved view. The following is an example that demonstrates this. The functions are part of a UIView that is being shown in the main window. It listens to touch events and when I drag the finger for some distance, it presents a modal view that covers everything. In the Run Log, it prints what touch events are received. - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesBegan"); touchStart=[[touches anyObject] locationInView:self]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint touchAt=[[touches anyObject] locationInView:self]; float xx=(touchAt.x-touchStart.x)*(touchAt.x-touchStart.x); float yy=(touchAt.y-touchStart.y)*(touchAt.y-touchStart.y); float rr=xx+yy; NSLog(@"touchesMoved %f",rr); if(rr > 100) { NSLog(@"Show modal"); [viewController presentModalViewController:[UIViewController new] animated:NO]; } } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesEnded"); } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesCancelled"); } But when I test the application and trigger the modal dialog to be displayed, the following is the output in the Run Log. [Session started at 2010-03-27 16:17:14 -0700.] 2010-03-27 16:17:18.831 modelTouchCancel[2594:207] touchesBegan 2010-03-27 16:17:19.485 modelTouchCancel[2594:207] touchesMoved 2.000000 2010-03-27 16:17:19.504 modelTouchCancel[2594:207] touchesMoved 4.000000 2010-03-27 16:17:19.523 modelTouchCancel[2594:207] touchesMoved 16.000000 2010-03-27 16:17:19.538 modelTouchCancel[2594:207] touchesMoved 26.000000 2010-03-27 16:17:19.596 modelTouchCancel[2594:207] touchesMoved 68.000000 2010-03-27 16:17:19.624 modelTouchCancel[2594:207] touchesMoved 85.000000 2010-03-27 16:17:19.640 modelTouchCancel[2594:207] touchesMoved 125.000000 2010-03-27 16:17:19.641 modelTouchCancel[2594:207] Show modal Any suggestions on how to reset the state of a UIView when its touch events are interrupted by a modal view?

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  • where did all the templates in xcode go?

    - by Ayrad
    After the recent update in xcode I seem to have lost all the template for cocoa touch and iphone templates. Under Cocoa Touch Classes in the new file dialog, I only have 3 choices: Objective-C class Objective-C test case class and UIViewController subclass where did the others go? UITableView, UInavigation etc.? I am running xcode 3.1.3. Thanks!

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  • Create a screen like the iPhone home screen with Scrollview and Buttons

    - by Anthony Chan
    Hi, I'm working on a project and need to create a screen similar to the iPhone home screen: A scrollview with multiple pages A bunch of icons When not in edit mode, swipe through different pages (even I started the touch on an icon) When not in edit mode, tap an icon to do something When in edit mode, drag the icon to swap places, and even swap to different pages When in edit mode, tap an icon to remove it Previously I read from several forums that I have to subclass UIScrollview in order to have touch input for the UIViews on top of it. So I subclassed it overriding the methods to handle touches: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { //If not dragging, send event to next responder if (!self.dragging) [self.nextResponder touchesBegan:touches withEvent:event]; else [super touchesBegan:touches withEvent:event]; } In general I've override the touchesBegan:, touchesMoved: and touchesEnded: methods similarly. Then in the view controller, I added to following code: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; UIView *hitView = (UIView *)touch.view; if ([hitView isKindOfClass:[UIView class]]) { [hitView doSomething]; NSLog(@"touchesBegan"); } } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { // Some codes to move the icons NSLog(@"touchesMoved"); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"touchesEnded"); } When I run the app, I have the touchesBegan method detected correctly. However, when I tried to drag the icon, the icon just moved a tiny bit and then the page started to scroll. In console, it logged with 2 or 3 "touchesMoved" message only. However, I learned from another project that it should logged tonnes of "touchesMoved" message as long as I'm still dragging on the screen. (I'm suspecting I have the delaysContentTouches set to YES, so it delays a little bit when I tried to drag the icons. After that minor delay, it sends to signal back to the scrollview to scroll through the page. Please correct me if I'm wrong.) So if any help on the code to perform the above tasks would be greatly appreciated. I've stuck in this place for nearly a week with no hope. Thanks a lot.

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  • Detecting Touches in an OpenGL rendered scene

    - by Icky
    Hey. I was wondering whether there is a way to detect a touch in an OpenGL rendered scene. What I have i a set of images which are being rendered in my main view. Now if the user touches one of these images (or objects) I would like to know which one was touched - similar to the CGRectContainsPoint(frame, [touch locationInView:self.view] method. Is there an easy way to find out? If there is none, this would also help.

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  • Looking for marg_setValue in UIKit

    - by John Smith
    I am trying to compile a library originally written for Cocoa. Things are good until it looks for the function marg_setValue(). It says it can't find it. I have googled and found it is defined in How can I use this file in cocoa-touch? Or does cocoa-touch not support runtime.

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  • how to use store define in store folder

    - by Kevin Morfin
    I'm new to sencha-touch. I was wondering how to properly use the file structure in sencha-touch. For example, under the app folder there's your controller, model, profile, store, view folders. If I define a store, for example under the the store folder I create a file named search.js Ext.define('Volunteer.store.search'{ extend: 'Ext.data.Store', requires: ['Volunteer.model.person'], config:{ model: 'Volunteer.model.person' } }); How do I use this store in a different file?

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  • Testcase with multitouch on Android?

    - by makke
    The TouchUtils class in the android documentation has functions like drag() [http://developer.android.com/intl/de/reference/android/test/TouchUtils.html#drag(android.test.InstrumentationTestCase,%20float,%20float,%20float,%20float,%20int)], but they do not support multi touch gestures, like a two finger swipe. Looking at the MotionEvent.obtain() methods, there does not seem to be any way of invoking a "virtual" multi touch event from a testcase. Anyone has got it working?

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  • Xcode: How to change Image on Touching at an Image (same Position)?

    - by Markus S.
    Simply, I have placed an image with the Interface Builder in a UIView. Now I want to run a method/function when I am touching that image, for example when another image should be loaded. My Code: - (void)touchesended:(NSSet*) touches withEvent:(UIEvent *)event { // UITouch *touch = [touch anyObject]; bild_1_1.image = [UIImage imageNamed:@"t_1_4.jpg"]; //} }

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  • Blackberry storm 9530 tracing touch events while scrolling

    - by SWATI
    hey in my screen there is a an edit field and 2 custom button fields as "OK" and "CANCEL" Below buttonfield there are some more focussable label fields when i write a name in edit field and press enter then focus comes to "OK" button but how to set focus on "CANCEL" button. Moreover while scrolling the focus does not automatically move ahead??? what to do may be i m confused with touch events and their handling!!! Kindly help!!!!!!!!!!!! Code: txt_Name = new EditField(TextField.NO_NEWLINE) { public void paint(net.rim.device.api.ui.Graphics g) { g.setColor(Color.MAROON); super.paint(g); } }; txt_Name.setFont(font); v1 = new VerticalFieldManager(); v1.add(txt_Name ); ButtonField btn1 = new ButtonField("OK",ButtonField.CONSUME_CLICK); ButtonField btn2 = new ButtonField("CANCEL",ButtonField.CONSUME_CLICK); v2 = new VerticalFieldManager(); v2.add(btn1); v2.add(btn2); LabelField l1 = new LabelField("Hello Moon ",Field.Focussable); LabelField l2 = new LabelField("Hello Citizen",Field.Focussable); LabelField l3 = new LabelField("Hello People",Field.Focussable); LabelField l4 = new LabelField("Hello world",Field.Focussable); v3 = new VerticalFieldManager(); v3.add(l1); v3.add(l2); v3.add(l3); v3.add(l4); add(v1); add(v2); add(v3); } protected boolean navigationClick(int status, int time) { if(OK.isFocus()) { //execute some code return true; } if(CANCEL.isFocus()) { //execute some code return true; } }

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  • How to pass touch from a UITextView to a UITableViewCell

    - by Martin
    I have a UITextView in a custom UITableViewCell. The textview works properly (scrolls, shows text, etc.) but I need the users to be able to tap the table cell and go to another screen. Right now, if you tap the edges of the table cell (i.e. outside the UItextView) the next view is properly called. But clearly inside the uitextview the touches are being captured and not forwarded to the table cell. I found a post that talked about subclassing UITextView to forward the touches. I tried that without luck. The implementation is below. I'm wondering if maybe a) the super of my textview isn't the uitableviewcell and thus I need to pass the touch some other way or b) If the super is the uitableviewcell if I need to pass something else? Any help would be much appreciated. #import "ScrollableTextView.h" @implementation ScrollableTextView - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { if (parentScrollView) { [parentScrollView touchesBegan:touches withEvent:event]; } [super touchesBegan:touches withEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { if (parentScrollView) { [parentScrollView touchesCancelled:touches withEvent:event]; } [super touchesCancelled:touches withEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { if (parentScrollView) { [parentScrollView touchesEnded:touches withEvent:event]; } [super touchesEnded:touches withEvent:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { if (parentScrollView) { [parentScrollView touchesMoved:touches withEvent:event]; } [super touchesMoved:touches withEvent:event]; } - (BOOL)canBecomeFirstResponder { return YES; } @end

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  • Suggestions for entering mobile development -- pure iPhone SDK, Android SDK, Mono Touch or Titanium

    - by Tom Cabanski
    I am entering mobile development. I have been working primarily in .NET since 1.0 came out in beta. Before that, I was mostly a C++ and Delphi guy and still dabble in C++ from time to time. I do web apps quite a bit so I am reasonably proficient with Javascript, JQuery and CSS. I have also done a few Java applications. I started web programming with CGI and live mostly in the ASP.NET MVC world these days. I am trying to decide on which platform/OS and tool to select. I am concerned with the size of the market available for my applications as well as the marketibility of the skills I will pick up. The apps I have in mind would work on both phones and pads. Some aspects of what I have in mind will play better on the bigger screens that will be available on pads. Here are the options I am considering: Apple iPhone/iPad using pure Apple SDK (Objective-C) Apple iPhone/iPad using Mono Touch (C#) Android using pure Android SDK (Java) Multiple platforms using something like Titanium to generate native apps from web technologies (HTML, CSS and Javascript) Multiple platforms using HTML5 web applications that run in the browser (HTML, CSS and Javascript). Which option would you choose? Do you have a different suggestion? What are the pros and cons?

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  • SIGABRT on any UIView touch

    - by bitcruncher
    Hi. I'm afraid no amount of Googling has been able to save my hyde on this. I seem to be getting SIGABRT error anytime I touch the screen of the phone, on any UIView. The debugger console posts this error before the SIGABRT: .... [310:207] *** -[UIView _exclusiveTouchView]: unrecognized selector sent to instance 0x14c0c0 .... [310:207] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIView _exclusiveTouchView]: unrecognized selector sent to instance 0x14c0c0' (this is not my specific call to _exclusiveTouchView, of course.) I would gladly post some code, but the truth is I cannot find (or guess) where this problem may be coming from. This is not happening on any ONE UIView but on all the UIViews in my stack. I can summarize the display logic, though, perhaps that will shed some light. So the application is created and a UIWindow is alloc'd. A single viewcontroller is then alloc'd, which makes and adds its own blank self.view, to which the other UIViews, representing the different game states, are attached. Interestingly enough, this error is does NOT happen on the Simulator, but happens consistently on the device. And I should also mention that the application has yet to override/use any of the touchesBegan:/Ended:/Moved: etc... In other words, this error happens without these methods in the code. I'm really not understanding where this error is coming from... Any suggestions?

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  • Can't touch UITextField on UIScrollView

    - by Chris B
    Hey guys, I know this has been talked about a lot. I think I've gone thru every question on this site, and still have not been able to get this working. I'm new to developing but I have a good sense of what's going on with all of my code. I definitely don't have a lot of experience though, this is my first iPhone app. I'm making a data entry field that is comprised of multiple UITextFields within a UIScrollView. I'll avoid explaining the other details for now, as it seems its a very basic problem. Without a scrollview, the textfields work perfectly. I can touch the textfield and the keyboard or picker view show up appropriately. When I add the textfields to a scrollview, the scrollview works, but then the text fields don't receive my touches. Here's the key: When 'User Interaction' is ENABLED, the scrollview works but the textfield touches are NOT registered. When 'User Interaction' is DISABLED, the scrollview doesn't work, but the textfield touches ARE registered and the keyboard/picker pops up. From the other posts I have seen people creating subclasses and overriding the touches in a separate implementation. I've seen people using custom content views (subviews?), I've seen some solutions that are now obsolete since the APIs have changed in newer versions of the SDK, and I am just completely stuck. I will leave out my code for now, because maybe there is a solution that someone has without requiring my code. If someone needs to see my code, I will put it up. My app is being written in the 3.1.3 SDK. If anyone has ANY information that could help, it would be so greatly appreciated.

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  • iPodMusicPlayer playbackState inaccurate after odd conditions

    - by Shane Costello
    I have a simple music player app that runs into a really weird problem. First of all, while playing music and in the locked state, I allow the user to double click the Home button and use the locked iPod music controls. I did notice however that while in the locked state, my app doesn't receive any of its registered notifications. For the most part, this is fine anyway. But, if the user is playing music for at least 15 minutes (I'm not sure why but any less and this problem doesn't occur) while in the locked state, and using some kind of headphone or aux jack, then unplugs the headphone/aux jack while the device is still playing music, the iPodMusicPlayer will auto-pause. Which is exactly what I would want it to do, but after this happens, when the user unlocks their device and gives focus to the app again, the iPodMusicPlayer's playbackState is inaccurate. - (IBAction)playPause:(id)sender { if ([musicPlayer playbackState] == MPMusicPlaybackStatePlaying) { [musicPlayer pause]; } else { [musicPlayer play]; } } where musicPlayer = [MPMusicPlayerController iPodMusicPlayer]. Under normal circumstances, this runs perfectly fine. But after these conditions, my breakpoint will hit the condition for MPMusicPlaybackStatePlaying while the music is paused, and vice versa. The only way I've been able to fix this is to either make a new selection of music or to terminate the app and reopen. I've tried tons of a workarounds to fix this problem programmatically, but nothing turns out a 100% bug free fix. Does anyone have any clue as to why this happens in the first place?

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  • Disable Windows 8 edge gestures/hot corners for multi-touch applications while running in full screen

    - by Bondye
    I have a full screen AS3 game maby with Adobe AIR that runs in Windows 7. In this game it may not be easy to exit (think about kiosk mode, only exit by pressing esc and enter a password). Now I want this game to run in Windows 8. The game is working like expected but the anoying things are these edge gestures/hot corners (left, top, right, bottom) and the shortcuts. I've read articles but none helped me. People talk about registery edits, but I dont get this working + the user needs to restart his/hers computer. I want to open my game, turn off gestures/hot corners and when the game closes the gestures/hot corners need to come back available again. I have seen some applications doing the same what I want to accomplish. I found this so I am able to detect the gestures. But how to ignore they're actions? I also read ASUS Smart Gestures but this is for the touch-pad. And I have tried Classic Shell but I need to disable the edge gestures/hot corners without such programs, just on-the-fly. I also found this but I don't know how to implement this. HRESULT SetTouchDisableProperty(HWND hwnd, BOOL fDisableTouch) { IPropertyStore* pPropStore; HRESULT hrReturnValue = SHGetPropertyStoreForWindow(hwnd, IID_PPV_ARGS(&pPropStore)); if (SUCCEEDED(hrReturnValue)) { PROPVARIANT var; var.vt = VT_BOOL; var.boolVal = fDisableTouch ? VARIANT_TRUE : VARIANT_FALSE; hrReturnValue = pPropStore->SetValue(PKEY_EdgeGesture_DisableTouchWhenFullscreen, var); pPropStore->Release(); } return hrReturnValue; } Does anyone know how I can do this? Or point me into the right direction? I have tried some in C# and C++, but I aint a skilled C#/C++ developer. Also the game is made in AS3 so it will be hard to implement this in C#/C++. I work on the Lenovo aio (All in one) with Windows 8.

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  • Inconsistency in modified/created/accessed time on mac

    - by Seth Johnson
    I'm having trouble using os.utime to correctly set the modification time on the mac (Mac OS X 10.6.2, running Python 2.6.1 from /usr/bin/python). It's not consistent with the touch utility, and it's not consistent with the properties displayed in the Finder's "get info" window. Consider the following command sequence. The 'created' and 'modified' times in the plain text refer to the "get info" window attributes. As a reminder, os.utime takes arguments (filename, (atime, mtime)). >>> import os >>> open('tempfile','w').close() 'created' and 'modified' are both the current time. >>> os.utime('tempfile', (1000000000, 1500000000) ) 'created' is the current time, 'modified' is July 13, 2017. >>> os.utime('tempfile', (1000000000, 1000000000) ) 'created' and 'modified' are both September 8, 2001. >>> os.path.getmtime('tempfile') 1000000000.0 >>> os.path.getctime('tempfile') 1269021939.0 >>> os.path.getatime('tempfile') 1269021951.0 ...but the os.path.get?time and os.stat don't reflect it. >>> os.utime('tempfile', (1500000000, 1000000000) ) 'created' and 'modified' are still both September 8, 2001. >>> os.utime('tempfile', (1500000000, 1500000000) ) 'created' is September 8, 2001, 'modified' is July 13, 2017. I'm not sure if this is a Python problem or a Mac stat problem. When I exit the Python shell and run touch -a -t 200011221234 tempfile neither the modification nor the creation times are changed, as expected. Then I run touch -m -t 200011221234 tempfile and both 'created' and 'modified' times are changed. Does anyone have any idea what's going on? How do I change the modification and creation times consistently on the mac? (Yes, I am aware that on Unixy systems there is no "creation time.")

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  • Detecting UITableView scrolling

    - by Xeph
    Hi I've subclassed UITableView (as KRTableView) and implemented the four touch-based methods (touchesBegan, touchesEnded, touchesMoved, and touchesCancelled) so that I can detect when a touch-based event is being handled on a UITableView. Essentially what I need to detect is when the UITableView is scrolling up or down. However, subclassing UITableView and creating the above methods only detects when scrolling or finger movement is occuring within a UITableViewCell, not on the entire UITableView. As soon as my finger is moved onto the next cell, the touch events don't do anything. This is how I'm subclassing UITableView: #import "KRTableView.h" @implementation KRTableView - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesBegan:touches withEvent:event]; NSLog(@"touches began..."); } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesMoved:touches withEvent:event]; NSLog(@"touchesMoved occured"); } - (void)touchesCancelled:(NSSet*)touches withEvent:(UIEvent *)event { [super touchesCancelled:touches withEvent:event]; NSLog(@"touchesCancelled occured"); } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [super touchesEnded:touches withEvent:event]; NSLog(@"A tap was detected on KRTableView"); } @end How can I detect when the UITableView is scrolling up or down?

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