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  • How to ask UIImageView if MultipleTouchEnabled is "YES"

    - by Rob
    I have created a few UIImageViews programmatically, but I have a feeling that even though I setMultipleTouchEnabled to YES during the setup, it is not getting set properly and it's leading to multi-touch issues. My question is, within touchesBegan how do I go about asking the UIImageView that was touched if it has MultipleTouchEnabled or not? I am fairly new to this so I'm really stumbling through code and learning as I go (with your help of course). Thank you ahead of time!

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  • Not receiving touchesEnded/Moved/Cancelled after adding subView

    - by Sam
    Title more or less says it all. In response to a touchesBegan event, my UIViewController recolours itself and adds some subviews. It never receives the touchesEnded. I guess because the added subviews are somehow intercepting the event. I tried calling resignFirstResponder on the subviews to no avail. The code works fine when I don't add the child views and the touch events are called as normal. Any ideas? Thanks

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  • How can I draw a shadow beyond a UIView's bounds?

    - by Christian
    I'm using the method described at http://stackoverflow.com/questions/805872/how-do-i-draw-a-shadow-under-a-uiview to draw shadow behind a view's content. The shadow is clipped to the view's bounds, although I disabled "Clip Subviews" in Interface Builder for the view. Is it possible to draw a shadow around a view and not only in a view? I don't want to draw the shadow inside the view because the view would receive touch events for the shadow area, which really belongs to the background.

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  • UIView capturing all events

    - by Josh P.
    I have a UIView that uses several UIGestureRecognizers and this view again has at least one child view that contains a MPMoviePlayerController. When a touch event occurs over the movie player, the main view seems to 'eat' all the events, leaving the media player idle. How can I make sure that the events are delivered correctly to the player?

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  • iPhone - Track three touches

    - by Striker
    Suppose you have three points of contact on the iPhone screen and one of those touches moves... The touchesMoved method will be invoked and the [[event touchesForView:self] count] will be equal to '3' because there are three touches for the event, but how can you distinguish between the touches? For example - find out whether it was the first, second, or third touch which moved? Thanks.

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  • What UIKit elements can be used to replicate the App Store/iTunes Store paged grid?

    - by user350523
    I'm new to Cocoa Touch, so this might be pretty easy, but I can't seem to figure out what UIKit elements were used to create a grid like this? Is this simply a UITableView with a pagination controller? If so, how'd they style it like this? Thanks! PS: I'm not allowed to post images yet, i guess. hopefully the link works... http://img576.imageshack.us/img576/8523/screenshot20100525at941.png

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  • How do you make a UIBarButtonItem animation flip?

    - by Andrew Arrow
    In the iPod app on the iPhone there is a UIBarButtonItem in the upper right toolbar that flips between the song and track listings for the album. When you select the button, the button itself does a flip animation. Is there a way to do this with: CGContextRef context = UIGraphicsGetCurrentContext(); [UIView beginAnimations:nil context:context]; [UIView setAnimationTransition: UIViewAnimationTransitionFlipFromLeft forView:[self superview] cache:YES]; Do I need to make a UIBarButtonItem with initWithCustomView vs. initWithImage to achieve this?

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  • Why are the default UI controls in my iPhone app blurred?

    - by Tom H
    Why would the default iPhone interface elements, specifically the UISwitch (unmodified) and a UISegmentedControl appear slightly blurred? I have not changed them or called any private APIs. This blurring occurs when I run it both in the simulator and when I load it on my iPod Touch, so I don't think it's a one off drawing glitch. These elements were created via some code (initWithFrame:) not in interface builder. Here is a screenshot of the blurring in the simulator: http://drp.ly/14rS6a It looks similar on the actual device. Thanks for your help

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  • VMWare Ubuntu guest multitouch touchpad

    - by Petr Marek
    Related: Use Synaptics Touchpad Scroll in VMware Guest I've read that it's not possible to enable multitouch in vmware guest. What confuses me, is that when I use something special (like two finger scroll) in guest OS, I can see the cursor change to the scrolling one. Is this some kind of virtualization bug or is there a possibility that I can enable multitouch in guest? Host: Windows 7 Guest: Ubuntu 12.04

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  • Is there a way to simulate gestures for non-touchscreen users?

    - by m-y
    How are users able to actually use features such as pinching if they don't have touchscreen monitors? I ask this because: I plan to use Windows 8 on my desktop, and I want to get the full use of any applications I download. I want to ensure that if I ever release any application I develop to the windows store that there is a way for my users to get around this situation (no touchscreen for multitouch events).

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  • Including Microsoft.XNA.Framework.Input.Touch in a project?

    - by steven_desu
    So after running through tutorials by both Microsoft and www.xnadevelopment.com I feel very confident in my ability to get to work on my first game using the XNA Framework. I've manipulated sprites, added audio, changed game states, and even went a step further to apply the knowledge I had and figure out how to make animations and basic 2-dimensional physics (including impulses, force, acceleration, and speed calculations) But then shortly into the project I hit a curious bump that I've been unable to figure out. In wanting to implement menus, pause screens, and several different aspects of play (a "pre-level" prep screen, the level itself, and a screen after the level to review how well you did) I took a look at Microsoft's Game State Management sample. I understood the concept, although it was admittedly quite a lot to take in. Not wanting to recreate the entire concept by scratch (after all- what purpose would that serve?) I tried copying and pasting the sample code into my own ScreenManager class (as well as InputState and GameScreen classes) to try and borrow their ingenuity. When I did this, however, my project stopped compiling. I was getting the following error: The type or namespace name 'Touch' does not exist in the namespace 'Microsoft.Xna.Framework.Input' (are you missing an assembly reference?) Having read through their sample code already, I realized that this namespace and every function and class within it could be safely ripped from the code without losing functionality. It's a namespace simply for integrating with touchscreen devices (presumably Windows Phone 7, but maybe also tablets). But then I began to wonder- how come Microsoft's sample compiled but mine didn't? I copied their code exactly so there must be a setting somewhere that I need to change in Visual Studio in order to correct this. I tried creating a new project as a Windows Phone 7 game rather than a Windows game, however that only forced it to compile to a Windows Phone emulator and denied me the ability to change the resolution and other features which I clearly had the power to do in the sample code. So my question is simple - how do I properly use the namespace Microsoft.XNA.Framework.Input.Touch?

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  • Objective C HTML escape/unescape

    - by Squeegy
    Wondering if there is an easy way to do a simple HTML escape/unescape in Objective C. What I want is something like this psuedo code: NSString *string = @"&lt;span&gt;Foo&lt;/span&gt;"; [string stringByUnescapingHTML]; Which returns <span>Foo</span> Hopefully unescaping all other HTML entities as well and even ASCII codes like Ӓ and the like. Is there any methods in Cocoa Touch/UIKit to do this?

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  • How To Disable Inertia in ScatterView

    - by jack-amble
    Using ScatterView control shipped in Windows Touch WPF. I want to prevent inertia from happening on a scatterview item. But I still want to allow user to move, scale and rotate the item. So I try this... ScatterviewItem svi = new ScatterviewItem(); svi.ManipulationDelta += OnManipulationDelta; ... void OnManipulationDelta(object sender, ManipulationDeltaEventArgs args) { if (args.IsInertial) { args.Complete(); args.Handled = true; } } But the event is never firing. Am I doing something wrong, or is there another way to do this, or is preventing inertia simply not possible with scatterview?

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  • moviePlayBackDidFinish: is not called in application.

    - by srikanth rongali
    In my application I have used these notifications when playing a video. But, The problem is the control of the program is not entering in to the first two methods(moviePreLoadDidFinish and moviePlayBackDidFinish). It is entering into last method. So, after the video is played and I pressed Done button in the video, I cannot touch any object in screen. I mean I used play button for video to play in a view. After the video played the play button is deactivated. - (void) moviePreloadDidFinish:(NSNotification*)notification { } // Notification called when the movie finished playing. - (void) moviePlayBackDidFinish:(NSNotification*)notification { } // Notification called when the movie scaling mode has changed. - (void) movieScalingModeDidChange:(NSNotification*)notification { } I could not get where I was wrong ? Thank You.

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  • Speed Problem - Animating Height Change in UITableView

    - by Travis
    So I have a huge UITableView, between 1000 and 3000 rows. Each row needs to, when selected, expand to include several buttons. I do this by rendering the buttons below the cell, enabling clipping on the cells, and then just animating a change in height when they're selected. So I have heightForRowAtIndex checking if the row is selected, if so it gives a different height value. To do the animation, I have the following: - (void) tableView: (UITableView *) tableView didSelectRowAtIndexPath: (NSIndexPath *) indexPath { [self.tableView beginUpdates]; [self.tableView endUpdates]; } This all works wonderfully until I get around 1000 rows, at which point the animations still work and are still quite smooth, but they lag by a second or two. My first thought was a memory problem, but everything is being autoreleased and upon inspection my application isn't even receiving a memory warning message. So...any ideas on what this might be and how I can erase this lag between selection and change in cell height? Oh, and one last thing - right now I'm testing this on the iPad, so if this is a problem there, I expect it to be worse on our other target devices (iPhone and iPod).

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  • iPhone UIScrollView - How to animate scrolling with steady contents?

    - by timbos
    Hi all, I'm wondering if anyone knows how to prevent the contents of a uiscrollview from moving unsteadily when scrolling manually by setting the content offset. When scrolling by touch the text remains clear and steady. I would like to recreate this by animating with the animated option set to false. I'm using a timer to scroll at a given interval. The text is being drawn to a view in the contents, but it vibrates and it becomes more difficult to read clearly when animating at a greater speed. The speed varies and the scrolling must respond to changes in speed quickly. Here's some code - - (void) scrollIncrAmt:(float) amt { _currentSpeedIncr = amt; NSArray* arr = [SharedTickerInfo sharedTickerInfo].sDataArray; DataObj* tdObj = [arr objectAtIndex:_row]; if ( ![tdObj isDirLeft] ) { amt = -amt; } float scrollTo = self.scrollView.contentOffset.x + amt; [scrollView setContentOffset:CGPointMake(scrollTo, 0.0f) animated:NO]; }

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  • File bug for iPhone SDK

    - by leolobato
    Hello guys, How exactly filling bugs for the iPhone SDK with Apple works? I've always seen people mentioning we should fill bugs and duplicates is their way of measuring priority, but it's not clear to me: How to actually fill the bug; How to flag someone else's bug as a duplicate, and; What do I need to tell people I've filled that bug and they should help me get it fixed by posting duplicates, if they're interested. I couldn't find this process detailed anywhere - just snippets of information, so I figure you guys could help me (and all other developers fresh in Cocoa / Cocoa-touch development) by detailing it here. Thanks!

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  • How do I size a UITextView to it's content?

    - by drewh
    Is there a good way to adjust the size of a UITextView to conform to it's content? Say for instance I have a UITextView that contains one line of text: "Hello world" I then add another line of text: "Goodbye world" Is there a good way in Cocoa Touch to get the rect that will hold all of the lines in the text view so that I can adjust the parent view accordingly? As another example, look at the Notes field for events in the Calendar application--note how the cell (and the UITextView it contains) expands to hold all lines of text in the notes string.

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  • Source of UIView Implicit Animation delay?

    - by iPhoneToucher
    I have a block of UIView animation code that looks like this: [UIView beginAnimations:@"pushView" context:nil]; [UIView setAnimationDelay:0]; [UIView setAnimationDuration:.5]; [UIView setAnimationDelegate:self]; [UIView setAnimationWillStartSelector:@selector(animationWillStart)]; view.frame = CGRectMake(0, 0, 320, 416); [UIView commitAnimations]; The code basically mimics the animation of a ModalView presentation and is tied to a button on my interface. When the button is pressed, I get a long (.5 sec) delay (on iPod Touch...twice as fast on iPhone 3GS) before the animationWillStart: actually gets called. My app has lots going on besides this, but I've timed various points of my code and the delay definitely occurs at this block. In other words, a timestamp immediately before this code block and a timestamp when animationWillStart: gets called shows a .5 sec difference. I'm not too experienced with Core Animation and I'm just trying to figure out what the cause of the delay is...Memory use is stable when the animation starts and CoreAnimation FPS seems to be fine in Instruments. The view that gets animated does have upwards of 20 total subviews, but if that were the issue wouldn't it cause choppiness after the animation starts, rather than before? Any ideas?

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  • Dialing a command prefix on the iPhone

    - by tewha
    Our application lets users call phone numbers. Users would like to be able to block their caller ID. On other platforms, we let the user specify a custom dialing prefix. For instance, on my cell provider it's #31#. I've tried two approaches so far. First: id url = [NSURL URLWithString: @"tel:#31#0000000"] // produces nil Second: id encoder = ["#31#0000000" stringByAddingPercentEscapesUsingEncoding: NSUTF8StringEncoding]; // produces %2331%230000000 id url = [NSURL URLWithString: [NSString stringWithFormat: @"tel:%@", encoded]]; // produces a valid-looking NSURL which doesn't do anything I'm thinking at this point that I'm just not allowed to dial # and *, even from a Cocoa touch application. (I know it's not allowed from a web app.) Is this true, or am I missing something obvious?

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  • Blackberry custom slideshow-style BitmapField manager

    - by Diego Tori
    Right now, I'm trying to figure out how to implement the following: Suppose I have a custom Manager that has about 10 or so BitmapFields layed out in a horizontal manner (similar to a slideshow contained in a HFM ) . What I want to achieve is to be able to move the image HFM via touchEvent horizontally, where a BitmapField would take focus on the left-hand side of the custom Manager. In other words, will I have to give a value to setHorizontalScroll and if so, is it a matter of just incrementing that value when the user makes a left or right touch event. Also, how can I get the focus of a Field within a given position on the screen (i.e. the left-most Field on the HFM) when the HFM is scrolling sideways via touchEvent?

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  • Can't resignFirstResponder with UITextView

    - by Calvin L
    I have a UITextView. I implemented a navigationBar UIBarButtonItem to respond to a touch and resign the firstResponder for my UITextView. But, when the selector method is called, the keyboard doesn't get dismissed. I checked the UITextView's responder status with isFirstResponder and it returns YES. I also checked it with canResignFirstResponder and the return value is NO. I must be missing something here...why is it returning NO? I get that I can override canResignFirstResponder by subclassing UITextView, but I'd like to avoid that if possible. Here's a code snippet: - (void) commentCancelButtonTouched:(id)sender { NSLog(@"Cancel button touched"); [self.navigationBar popNavigationItemAnimated: NO]; if ([self.textInput.textView canResignFirstResponder] == NO) { NSLog(@"I don't want to resign!"); } [self.textInput.textView resignFirstResponder]; }

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