Search Results

Search found 16124 results on 645 pages for 'iphone simulator'.

Page 35/645 | < Previous Page | 31 32 33 34 35 36 37 38 39 40 41 42  | Next Page >

  • 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

    Read the article

  • 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.

    Read the article

  • 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.

    Read the article

  • 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?

    Read the article

  • 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,

    Read the article

  • 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?

    Read the article

  • 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]; }

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

  • iphone - gesture not working on animated view

    - by Mike
    I have this animated view and a gesture assigned to it... [self.view setUserInteractionEnabled:YES]; UIImageView *sequence = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"frame0.png"]]; [sequence setUserInteractionEnabled:YES]; sequence.center = CGPointMake(centroX, centroY); NSMutableArray *array = [[NSMutableArray alloc] init] ; for (int i=0; i<30; i++) { UIImage *oneImage = [UIImage imageNamed:[NSString stringWithFormat:@"frame%d.png",i]]; [array addObject:oneImage]; } sequence.animationImages = array; sequence.animationDuration = 1.0; sequence.animationRepeatCount = 1; [self.view addSubview:sequence]; [sequence release]; sequence.startAnimating; sequence.image = [UIImage imageNamed:@"frame29.png"]; // doSomething never runs when I tap the image... why? UITapGestureRecognizer *singleTap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(doSomething)]; [singleTap setDelegate:self]; [singleTap setCancelsTouchesInView:NO]; [singleTap setDelaysTouchesEnded:NO]; [sequence addGestureRecognizer:singleTap]; [singleTap release]; The gesture is never called... why? I have no other gesture associated anywhere. thanks for any help.

    Read the article

  • iPhone SDK - UITextField with + Button for Contacts

    - by Isaac Waller
    Hello, In some applications like Mail, when you have a UITextField, there is a little + button to the right. When you tap it, a modal view controller comes up which you can select a phone number, address, etc from, and it will appear in the text field. I was wondering how to implement this in my own app. Thanks, Isaac

    Read the article

  • 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 :-)

    Read the article

  • iphone - passing an object on an UIToolbarButton action

    - by Mike
    Is that possible to make a UIToolbarButton pass an object to its target by using some exoteric method (as it seems not to be possible using regular button use)? I mean something like UIBarButtonItem *Button = [[UIBarButtonItem alloc] initWithImage:buttonImage style:UIBarButtonItemStylePlain target:self action:@selector(doSomething:) **withObject:usingThis**]; I know I can trigger a method that will launch the full method with the object, but for the sake of elegance I was trying to minimize the code... I suspect it is not possible, but as you guys out there are insanely good you may come with an transcendental answer... who knows...

    Read the article

  • iPhone. UITableView and pushing view controller

    - by Jacek
    Hello. I have a working UITableView in my view controller. It is being successfully populated and seems to be fine. However, when I try using following function, new view is not loaded (function is called, I get output from NSLog): - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"asf"); [self.navigationController pushViewController:sendRequestFavoriteController animated:YES]; } What might be a problem? I get no compilation or debugging errors/warnings. Maybe UITabBar's navigation controller?

    Read the article

  • Need Help With Simple Counting Bug in iPhone SDK

    - by seanny94
    So I'm basically making an app that adds a count to a number and then displays it each time you tap the button. However, the first tap issued doesn't take any action but adds one (just as planned) on the second tap. I've searched to the ends of the earth looking for the solution with no luck, so I'll see what you guys can make of this. :) #import "MainView.h" @implementation MainView int count = 0; -(void)awakeFromNib { counter.text = @"0"; } - (IBAction)addUnit { if(count >= 999) return; NSString *numValue = [[NSString alloc] initWithFormat:@"%d", count++]; counter.text = numValue; [numValue release]; } - (IBAction)subtractUnit { if(count <= 0) return; NSString *numValue = [[NSString alloc] initWithFormat:@"%d", count--]; counter.text = numValue; [numValue release]; } @end

    Read the article

  • Adding More Than 2 Delegates in iPhone App

    - by golfromeo
    This is a simple question that can be answered fast by someone who's more familiar with Objective-C than I am- how can one add more than 2 delegates to a Class? To clarify, I'm used to putting delegates in classes like this: @interface ViewController : UIViewController <UIWebViewDelegate> { ... When I try to put two delegates: @interface ViewController : UIViewController <UIWebViewDelegate> <UITextFieldDelegate> { ... ...the app gives many errors, none of which help with the situation. Is there a separator that I need to put between the delegates, or is it possible at all to have more than two? Thanks for any help in advance.

    Read the article

  • UITableView performance difference between Iphone 3G and 3GS ?

    - by gotye
    Hey guys, I managed to put my new app on an adhoc distribution but I just noticed that I only have 3GS's ... It is working quite good on the 3GS (could be a bit faster but that's fine) ... but do you think I should test it on the 3G ? I know there has been a lot of improvements between 3G and 3GS but would that infer on my uitableview performance ? Thanks, Gotye.

    Read the article

  • iPhone modal View with parent view semi-visible?

    - 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]; }

    Read the article

  • iPhone: UITableView with custom cells for settings

    - by Nic Hubbard
    I want to use a UITableView for my settings screen. So that my settings view will look like apple does it, with a group table view, and then the UI elements to let you change settings. So, it does not seem like the cells are loaded from an array, but seems like each one is customized. Ideas on how to do this?

    Read the article

  • should variable be released or not? iphone-sdk

    - by psebos
    Hi, In the following piece of code (from a book) data is an NSDictionary *data; defined in the header (no property). In the viewDidLoad of the controller the following occurs: - (void)viewDidLoad { [super viewDidLoad]; NSArray *keys = [NSArray arrayWithObjects:@"home", @"work", nil]; NSArray *homeDVDs = [NSArray arrayWithObjects:@"Thomas the Builder", nil]; NSArray *workDVDs = [NSArray arrayWithObjects:@"Intro to Blender", nil]; NSArray *values = [NSArray arrayWithObjects:homeDVDs, workDVDs, nil]; data = [[NSDictionary alloc] initWithObjects:values forKeys:keys]; } Since I am really new to objective-c can someone explain to me why I do not have to retain the variables keys,homeDVDs,workDVDs and values prior exiting the function? I would expect prior the data allocation something like: [keys retain]; [homeDVDs retain]; [workDVDs retain]; [values retain]; or not? Does InitWithObjects copies (recursively) all objects into a new table? Assuming we did not have the last line (data allocation) should we release all the NSArrays prior exiting the function (or we could safely assumed that all NSArrays will be autoreleased since there is no alloc for each one?) Thanks!!!!

    Read the article

  • iPhone: Using plist to populate a grouped table

    - by Jack Griffiths
    Hi there, I was wanting to use a plist to populate my grouped table. I've had a look at the DrillDownSave sample project, and I'm still none-the-wiser. Although, I did learn that I could store hierarchies and suchlike in there. So here's the questions: How can I use my plist to add new items to my grouped table? I'm currently feeding the table with an array, and I've noticed that an array isn't going to be the best thing for me. When a user taps on an item in the plist, how can I push the view to the corresponding item? In other words, how can I push the view based on the selected row (which was generated by the plist) to it's next "view"? If that makes any sense, please reply. Thanks, Jack.

    Read the article

  • Iphone sdk 4 home button minimizes the app

    - by sukitha
    Hi, i have created a small app using the sdk 4, app works perfectly fine, but when the user hits the home button to exit and when he comes back, the app doesn't go to the home screen, it continues from the state (screen) which the user hit the home button. How can I reset it?

    Read the article

< Previous Page | 31 32 33 34 35 36 37 38 39 40 41 42  | Next Page >