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  • How to add a view on cell.contentview of uitableview iphone sdk

    - by neha
    Hi all, In my application I'm creating a .xib of a class and loading that .xib on cells of uitableview of another class. I want to add this .xib to cell.contentView and not cell. How shall I do that? - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString* cellIdentifier = @"testTableCell"; testTableCell * cell = (testTableCell *)[tableView dequeueReusableCellWithIdentifier:cellIdentifier]; if (cell == nil) { [[NSBundle mainBundle] loadNibNamed:@"testTableCell" owner:self options:nil]; cell = tCell; } return cell; } testTableCell is my another class in which I have two labels and two buttons, of which I have created a .xib and loading it to tableview's cell as above. tCell is an object of class testTableCell. Thanks in advance.

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  • iPhone: Remove annotation from MKMapView which is in another view

    - by Nic Hubbard
    I have two views. The first is a MKMapView with some annotations. Clicking a UIButton pushes a second view on the stack. This has a UITableView with a list of annotations which correspond to the map annotations. So, when you click the delete button, how can I call my MKMapView which is in another view, so that I can remove the annotation. My MKMapView is declared in my app delegate, as well as my current class. I am trying to use the following, but it is not working: RideAppDelegate *appDelegate = (RideAppDelegate *)[[UIApplication sharedApplication] delegate]; Annotation *ano; CLLocationCoordinate2D anoPoint; anoPoint.latitude = [[eventToDelete valueForKey:@"latitude"] doubleValue]; anoPoint.longitude = [[eventToDelete valueForKey:@"longitude"] doubleValue]; ano = [[[Annotation alloc] init] autorelease]; ano.coordinate = anoPoint; [appDelegate.ridesMap removeAnnotation: ano]; [appDelegate release]; I must be trying to access the MKMapView of my other view incorrectly?

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  • app icon not showing in iphone simulator

    - by Ben Collins
    I have a 57x57 PNG file in the root of my bundle, and the "Icon file" setting in my .plist file has the correct filename, but when the app is installed to the simulator, the icon is the default grey/white one. I've tried deleting my app from the simulator (both through the simulator and through rm -rf on the app directory from the console), I've tried cleaning my target, and I've tried renaming my app icon, all to no avail. What do I have to do to get the icon showing?

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  • Access to iPhone music library

    - by ken yaseu
    Hi. I'm planning to develop kind of DJ application which loads musics from music library. And of course it'll sell in app store. So question is, does it possible distribute in AppStore? I found it was forbidden at least about 6 month ago... But I hope it is possible now...

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  • XML Parsing need help iphone sdk

    - by neha
    Hi all, How do you get "MayurS123" from following xml tag by parsing? <eletitle lnk="http://192.168.10.2/justmeans/trunk/newsfeed/mayurs">MayurS123 Sharma</eletitle> My file is getting parsed properly. Here I'm able to retrieve the lnk component by doing: if([elementName isEqualToString:@"eletitle"]) { aGoodwork.lnk = [attributeDict objectForKey:@"lnk"]; } But I'm not getting how to get in actual title. Thanx in advance.

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  • iPhone OS: Tap status bar to scroll to top doesn't work after remove/add back

    - by avocade
    Using this method to hide the status bar: [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; When setting "hidden" back to NO, the tap-to-scroll-to-top (in UIWebView, UITableView, whatever) doesn't work any more, and requires a restart of the app to get the functionality back. Is this a bug (I filed a rdar anyhow) or have I missed a step? Should I perhaps expect this behavior since the statusBar "loses touch" somehow with the respective view?

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  • How to handle JSON response using SBJSON iPhone?

    - by Jay Mehta
    I am receiving the below response from my web service? Can any one has idea how to handle it using SBJSON? { "match_details" : { "score" : 86-1 "over" : 1.1 "runrate" : 73.71 "team_name" : England "short_name" : ENG "extra_run" : 50 } "players" : { "key_0" : { "is_out" : 2 "runs" : 4 "balls" : 2 "four" : 1 "six" : 0 "batsman_name" : Ajmal Shahzad * "wicket_info" : not out } "key_1" : { "is_out" : 1 "runs" : 12 "balls" : 6 "four" : 2 "six" : 0 "batsman_name" : Andrew Strauss "wicket_info" : c. Kevin b.Kevin } "key_2" : { "is_out" : 2 "runs" : 20 "balls" : 7 "four" : 4 "six" : 0 "batsman_name" : Chris Tremlett * "wicket_info" : not out } } "fow" : { "0" : 40-1 } } I have done something like this:

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  • Disabling home button on iPhone/iPad

    - by alku83
    First of all, I'm completely aware that doing this will get my app rejected by Apple, that it's a poor user experience, and so on. My question is fairly simple, is there a way using private APIs to disable the home button? The aim is to effectively put an iPad into kiosk mode.

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  • Dynamically create sprite images for Cocos2d-iPhone

    - by AlexChilcott
    Hey guys, I'm working on a platformer, and looking for a way to create a sprite for an arbitrarily sized platform. For example, I may know I have a platform that should appear 200 pixels wide by 32 pixels high, and, say, I have a texture of bricks that I can tile to fill that area. I may also want to draw a black border around the platform. Is this possible at all? Anyone have any ideas for how I might go about doing this? I could always try generating the image on the fly and building a sprite with that image, but I sincerely doubt (hope) that this isn't the most efficient way of doing something like this. Cheers, Alex

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  • iPhone UIImage initWithData fails

    - by DD
    Hello all, I'm trying to code up an async image downloader. I use NSURLConnection to get the data into an NSMutableData and use that data once it is complete to initialize a UIImage. I checked the bytes and it downloads the entire image correctly (right number of bytes at least), however; when I call [UIImage imageWithData:data] and then check the properties of the image, it is zero width and a garbage number for height, in fact, same number no matter what the image is. I tried with bunch of different images, png, jpg, different urls, it always downloads the image completely but UIImage can't initialize with that data. What could I be doing wrong here? Thanks.

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  • iPhone OpenGL and NSTimer issues

    - by Kyle
    I have an NSTimer that runs at 60hz. With an OpenGL scene loaded and rendering, my game can get 60fps, solid, all day long.. Then if I go and recompile the app, or reload it, it will get 40fps. Same resources loaded. I've been running into this problem for years, and I just want to know why. It's crazy, and I want to know if I should just abandon this stupid Timer. Conditions are not different on my 3GS between loads. It will just get 40fps sometimes. Obviously the clockrate is not different between loads, so the performance figures should be constant given a constant scene. Here is a log of my framerates: A good load: :-) FrameRate: 61 FrameRate: 61 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 60 FrameRate: 61 FrameRate: 60 FrameRate: 61 Now, I'll go ahead and do nothing, recompile, and run: FrameRate: 43 FrameRate: 50 FrameRate: 45 FrameRate: 48 FrameRate: 40 FrameRate: 45 FrameRate: 42 FrameRate: 41 FrameRate: 42 FrameRate: 44 FrameRate: 41 FrameRate: 46 ^- Massive difference visually. What the flying heck could cause this? SAME area of the scene, SAME camera setup. No variables are different.

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  • How does autosize work in iPhone SDK?

    - by bresc
    Hi, I'm trying to do the following: I need to do a lot of custom things, so I subclassed everything. I'm having issues with autoresize and positioning. For instance the UIToolBar is not at the correct position. So here is the question: If you don't use UITableViewController or any other Controller, that takes care of all the positioning and sizing, then you have to do it yourself. Can someone someone tell me how this works? What do I need to understand?

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  • Optimising local image loading/rendering on iPhone

    - by Tricky
    Hi, I'm looking to create an interface where the user can navigate through large volumes of images. Each image has a thumbnail of 128x128 that I wish to display and will be kind of similar to coverflow in operation. I have this all working in principle but am becoming stuck when navigating through content at speed. The interface begins to stutter and becoming jerky. I believe this is primarily because of disk i/o and the cost of rendering each image. Is there anyway this can be handed over to a seperate thread simply? Defaulting to a greyed out thumbnail until the image has loaded? How have Apple managed to achieve this in coverflow? Many thanks,

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  • iphone maps GPS icon

    - by Alex L
    I would like to make a button that centers the map on the current GPS location. Google Maps app has that icon on bottom left. Where can I get that icon. Is it embedded in the SDK?

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  • NSURLConnection on simulator and iphone performance issues

    - by Nava Carmon
    I'm experiencing a weird problem and i wonder if anybody else has noticed this: I'm using NSURLConnection as it appears in apple's examples to get xml files from a certain server - pretty straight forward. And most of time it works, but sometimes it's just stuck after initialing and don't get into connection's delegate methods. I'm working with WiFi & 3G and the same server all the time. When it comes to didFailWithError i see that mostly it was a timeout error. When I enter same link in Safari it takes a second to bring data. And after another trial I can access the link. What might be the reason for such a weird behavior? How can I improve it? What is the role of cache policy with NSURLConnection? Thanks, Nava

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  • iPhone modal View with alpha transparency?

    - by Moshe
    I am adding a modal view using the following code: [self presentModalViewController:phrasesEditor animated:YES]; How can I make the modal view semi-transparent so that the superview "shines" through? My complete method/function looks like this: -(IBAction)showEditPhrases:(id)sender{ PhrasesViewController *phrasesEditor = [[PhrasesViewController alloc] initWithNibName:@"PhrasesViewController" bundle:nil]; phrasesEditor.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [phrasesEditor.view setAlpha: 0.5]; [phrasesEditor.view setBackgroundColor: [UIColor clearColor]]; [self presentModalViewController:phrasesEditor animated:YES]; [phrasesEditor release]; }

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  • Save a camera photo with an overlayed image - iphone SDK

    - by user157733
    I think this should be simple but I am having some difficulty implementing it. I take a photo from the camera, the user can then move and scale it. They then choose "use" and they get a preview of their image. Now what I want to do is overlay an image on top of this preview image - which is also ok. But the part I am having difficulty is then I want to save the photo taken WITH the image that is over it into the library. I just have a UIView with my overlay image about the UIView where my camera photo is previewed. I guess I just need to take a screen capture of these? I don't want to loose resolution OR end up with my UI buttons etc in the final image. Any suggestions or links would be really useful. Thanks :-)

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  • iPhone OS: Strategies for high density image work

    - by Jasconius
    I have a project that is coming around the bend this summer that is going to involve, potentially, an extremely high volume of image data for display. We are talking hundreds of 640x480-ish images in a given application session (scaled to a smaller resolution when displayed), and handfuls of very large (1280x1024 or higher) images at a time. I've already done some preliminary work and I've found that the typical 640x480ish image is just a shade under 1MB in memory when placed into a UIImageView and displayed... but the very large images can be a whopping 5+ MB's in some cases. This project is actually be targeted at the iPad, which, in my Instruments tests seems to cap out at about 80-100MB's of addressable physical memory. Details aside, I need to start thinking of how to move huge volumes of image data between virtual and physical memory while preserving the fluidity and responsiveness of the application, which will be high visibility. I'm probably on the higher ends of intermediate at Objective-C... so I am looking for some solid articles and advice on the following: 1) Responsible management of UIImage and UIImageView in the name of conserving physical RAM 2) Merits of using CGImage over UIImage, particularly for the huge images, and if there will be any performance gain 3) Anything dealing with memory paging particularly as it pertains to images I will epilogue by saying that the numbers I have above maybe off by about 10 or 15%. Images may or may not end up being bundled into the actual app itself as opposed to being loaded in from an external server.

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  • Iphone SDk inString Function

    - by Skeep
    Hi All, Im trying to write a method that will pull out the ID from a URI String. My code below seems inefficient, what would be a better way of finding the id string? NSString *aID = [[[NSString alloc] initWithString:@"http://www.example.com/id368907840?mt=8&uo=4"] autorelease]; NSArray *arrStr = [aID componentsSeparatedByString:@"/id"]; aID = [arrStr objectAtIndex:1]; arrStr = [aID componentsSeparatedByString:@"?mt="]; aID = [arrStr objectAtIndex:0]; The above leaves me with the NSString = 368907840

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