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  • Admob banner not getting remove from superview

    - by Anil gupta
    I am developing one 2d game using cocos2d framework, in this game i am using admob for advertising, in some classes not in all classes but admob banner is visible in every class and after some time game getting crash also. I am not getting how admob banner is comes in every class in fact i have not declare in Rootviewcontroller class. can any one suggest me how to integrate Admob in cocos2d game, i want Admob banner in particular classes not in every class, I am using latest google admob sdk, my code is below: Thanks in advance ` -(void)AdMob{ NSLog(@"ADMOB"); CGSize winSize = [[CCDirector sharedDirector]winSize]; // Create a view of the standard size at the bottom of the screen. if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad){ bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-364, size.height - GAD_SIZE_728x90.height, GAD_SIZE_728x90.width, GAD_SIZE_728x90.height)]; } else { // It's an iPhone bannerView_ = [[GADBannerView alloc] initWithFrame:CGRectMake(size.width/2-160, size.height - GAD_SIZE_320x50.height, GAD_SIZE_320x50.width, GAD_SIZE_320x50.height)]; } if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPad) { bannerView_.adUnitID =@"a15062384653c9e"; } else { bannerView_.adUnitID =@"a15062392a0aa0a"; } bannerView_.rootViewController = self; [[[CCDirector sharedDirector]openGLView]addSubview:bannerView_]; [bannerView_ loadRequest:[GADRequest request]]; GADRequest *request = [[GADRequest alloc] init]; request.testing = [NSArray arrayWithObjects: GAD_SIMULATOR_ID, nil]; // Simulator [bannerView_ loadRequest:request]; } //best practice for removing the barnnerView_ -(void)removeSubviews{ NSArray* subviews = [[CCDirector sharedDirector]openGLView].subviews; for (id SUB in subviews){ [(UIView*)SUB removeFromSuperview]; [SUB release]; } NSLog(@"remove from view"); } //this makes the refreshTimer count -(void)targetMethod:(NSTimer *)theTimer{ //INCREASE OF THE TIMER AND SECONDS elapsedTime++; seconds++; //INCREASE OF THE MINUTOS EACH 60 SECONDS if (seconds>=60) { seconds=0; minutes++; [self removeSubviews]; [self AdMob]; } NSLog(@"TIME: %02d:%02d", minutes, seconds); } `

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  • MVC design patterns

    - by insane-36
    I have an application and it does not use a very good structure. However it seems to me that I have tried to stick to mvc design pattern but a senior engineer claims that I have no design patterns and code are mesh. How I have structured the code : I have couple of nsmanagedobject model classes which represents model in my case and a reskit library which encapsulates the nsurlconnection and url request. I fetch the request from the view controller itself and then when the request get completed I create predicate and then populate it in tableview. Wherever I need custom view either I create it in nib or create in a custom subclass of UIView. I have use delegation pattern and notification to communication to view controller, views and block callback with restkit. But, the senior engineer is very new to ios. He has been doing it for 2 months now but he is a good java programmer. So, what is mvc pattern ? Is core data model not working as a model objects, view controller as controller and views. I dont seem to find any other places or any other cases to create my own model object since the most of the models are used as NSManagedObject subclass.

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  • getting at a UIButton with the tag property IPhone

    - by dubbeat
    Hey There, I'm having a little trouble using the tag property to access a UIButton UIButton *randomButton = [[UIButton buttonWithType:UIButtonTypeRoundedRect ]retain]; randomButton.frame = CGRectMake(205, 145, 90, 22); // size and position of button [randomButton setTitle:@"Random" forState:UIControlStateNormal]; randomButton.backgroundColor = [UIColor clearColor]; randomButton.adjustsImageWhenHighlighted = YES; [randomButton addTarget:self action:@selector(getrandom:) forControlEvents:UIControlEventTouchUpInside]; randomButton.reversesTitleShadowWhenHighlighted=YES; randomButton.toggleButton [self.view addSubview:randomButton]; [randomButton release]; randomButton.tag=333; Then later on in code I try to get at the button in the following manner which gives me an error saying Incompatible Objective-C types initializing 'struct UIView *', expected 'struct UIButton *' UIButton *random = [self.view viewWithTag:333]; random.highlighted=NO;

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  • How to display custom view in UIActionSheet?

    - by 4thSpace
    I have a UIView with a date picker that I'd like to display in an action sheet. I'm using the following code: -(IBAction) button_click:(id)sender{ //UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:@"the title" delegate:nil cancelButtonTitle:@"Cancel" destructiveButtonTitle:@"Destructive" otherButtonTitles:@"other", nil]; UIActionSheet *sheet = [[UIActionSheet alloc] init]; ActionSheetController *actionSheet = [[ActionSheetController alloc] initWithNibName:@"ActionSheetView" bundle:nil]; [sheet addSubview:actionSheet.view]; [sheet showInView:self.view]; } What I get is a little bit of the top part of the new view coming up from the bottom and that's it. If I comment the two middle lines of code and uncomment the top part to display a regular action sheet, it works fine. Any ideas what I might be doing wrong?

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  • Ho can I tell when the background is touched on a UICollectionView?

    - by Mason Cloud
    I've tried subclassing UICollectionView and overriding touchesBegan:withEvent: and hitTest:WithEvent:, and both of those methods trigger when I touch a cell. However, if I touch the space between the cells, nothing happens at all. Here's what I've created: @interface WSImageGalleryCollectionView : UICollectionView @end ..and.. @implementation WSImageGalleryCollectionView - (void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { NSLog(@"Touches began"); [super touchesBegan:touches withEvent:event]; } - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event { NSLog(@"Hit test reached"); return [super hitTest:point withEvent:event]; } @end

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  • iPhone Gameloop render update from a separate thread

    - by Rich
    Hi, I'm new to iPhone development. I have a game loop setup as follows. (void)CreateGameTick:(NSTimeInterval) in_time { [NSThread detachNewThreadSelector:@selector(GameTick) toTarget:self withObject:nil]; } My basic game tick/render looks like this (void)GameTick { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; CGRect wrect = [self bounds]; while( m_running ) { [self drawRect: wrect]; } [pool release]; } My render function gets called. However nothing gets drawn (I am using Core Graphics to draw some lines on a derived UIView). If I call my update via a timer then all is well and good. Can you tell me why the render fails when done via threads? And is it possible to make it work via threads? Thanks Rich

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  • MPMoviePlayerController fullscreen quirk in iPad

    - by hgpc
    I want to show a MPMoviePlayerController in a view controller and let the user toggle full screen with the default controls, like the YouTube app. I'm using the following code in a bare-bones example: - (void)viewDidLoad { [super viewDidLoad]; self.player = [[MPMoviePlayerController alloc] init]; self.player.contentURL = theURL; self.player.view.frame = self.viewForMovie.bounds; self.player.view.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight; [self.viewForMovie addSubview:player.view]; [self.player play]; } This works well until the user makes the video full screen, rotates the device and taps on the screen. The status bar is shown in the wrong position, as shown in the screenshot below. http://yfrog.com/5fimg0006ryp I'm working with the template Tab Bar Application for iPad. I've only added the viewDidLoad above, the view variables and an UIView in the XIB to show the movie player. What am I doing wrong?

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  • Optimized Image Loading in a UIScrollView

    - by Michael Gaylord
    I have a UIScrollView that has a set of images loaded side-by-side inside it. You can see an example of my app here: http://www.42restaurants.com. My problem comes in with memory usage. I want to lazy load the images as they are about to appear on the screen and unload images that aren't on screen. As you can see in the code I work out at a minimum which image I need to load and then assign the loading portion to an NSOperation and place it on an NSOperationQueue. Everything works great apart from a jerky scrolling experience. I don't know if anyone has any ideas as to how I can make this even more optimized, so that the loading time of each image is minimized or so that the scrolling is less jerky. - (void)scrollViewDidScroll:(UIScrollView *)scrollView{ [self manageThumbs]; } - (void) manageThumbs{ int centerIndex = [self centerThumbIndex]; if(lastCenterIndex == centerIndex){ return; } if(centerIndex >= totalThumbs){ return; } NSRange unloadRange; NSRange loadRange; int totalChange = lastCenterIndex - centerIndex; if(totalChange > 0){ //scrolling backwards loadRange.length = fabsf(totalChange); loadRange.location = centerIndex - 5; unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex + 6; }else if(totalChange < 0){ //scrolling forwards unloadRange.length = fabsf(totalChange); unloadRange.location = centerIndex - 6; loadRange.length = fabsf(totalChange); loadRange.location = centerIndex + 5; } [self unloadImages:unloadRange]; [self loadImages:loadRange]; lastCenterIndex = centerIndex; return; } - (void) unloadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(thumbView.loaded){ UnloadImageOperation *unloadOperation = [[UnloadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:unloadOperation]; [unloadOperation release]; } } } } - (void) loadImages:(NSRange)range{ UIScrollView *scrollView = (UIScrollView *)[[self.view subviews] objectAtIndex:0]; for(int i = 0; i < range.length && range.location + i < [scrollView.subviews count]; i++){ UIView *subview = [scrollView.subviews objectAtIndex:(range.location + i)]; if(subview != nil && [subview isKindOfClass:[ThumbnailView class]]){ ThumbnailView *thumbView = (ThumbnailView *)subview; if(!thumbView.loaded){ LoadImageOperation *loadOperation = [[LoadImageOperation alloc] initWithOperableImage:thumbView]; [queue addOperation:loadOperation]; [loadOperation release]; } } } } EDIT: Thanks for the really great responses. Here is my NSOperation code and ThumbnailView code. I tried a couple of things over the weekend but I only managed to improve performance by suspending the operation queue during scrolling and resuming it when scrolling is finished. Here are my code snippets: //In the init method queue = [[NSOperationQueue alloc] init]; [queue setMaxConcurrentOperationCount:4]; //In the thumbnail view the loadImage and unloadImage methods - (void) loadImage{ if(!loaded){ NSString *filename = [NSString stringWithFormat:@"%03d-cover-front", recipe.identifier, recipe.identifier]; NSString *directory = [NSString stringWithFormat:@"RestaurantContent/%03d", recipe.identifier]; NSString *path = [[NSBundle mainBundle] pathForResource:filename ofType:@"png" inDirectory:directory]; UIImage *image = [UIImage imageWithContentsOfFile:path]; imageView = [[ImageView alloc] initWithImage:image andFrame:CGRectMake(0.0f, 0.0f, 176.0f, 262.0f)]; [self addSubview:imageView]; [self sendSubviewToBack:imageView]; [imageView release]; loaded = YES; } } - (void) unloadImage{ if(loaded){ [imageView removeFromSuperview]; imageView = nil; loaded = NO; } } Then my load and unload operations: - (id) initWithOperableImage:(id<OperableImage>) anOperableImage{ self = [super init]; if (self != nil) { self.image = anOperableImage; } return self; } //This is the main method in the load image operation - (void)main { [image loadImage]; } //This is the main method in the unload image operation - (void)main { [image unloadImage]; }

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  • Attempting to set a view's property results in an error: Request for Member … not a structure or …

    - by Mark McDonald
    I've declared a property in a view (created by interface builder, if it matters) and am trying to set the value from the view's controller – like so: self.view.url = someURL; That gives this error: Request for Member 'url' in something not a structure or union I have included the header for the view in the controller's .m file, but I'm probably just doing something wrong, but I don't know what – any ideas? The view code: @interface PDFView : UIView { NSURL *url; } @property (nonatomic, retain) NSURL *url; @end @implementation PDFView @synthesize url;

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  • UIButton of type UIButtonTypeCustom will not display Title (iPhone)

    - by RickiG
    Hi I must have overlooked something completely obvious?? but my button displays its image and size correctly, but I simply can't get the Title to show up. I did a really simple test, the Title does not even show up when I do this: CGRect frameBtn = CGRectMake(160.0f, 150.0f, 144.0f, 42.0f); UIButton *button = [UIButton buttonWithType:UIButtonTypeCustom]; [button setImage:[UIImage imageNamed:@"left_halfscreen_button.png"] forState:UIControlStateNormal]; [button setTitle:@"Hello" forState:UIControlStateNormal]; [button setFrame:frameBtn]; NSLog(@"Title:%@", [button currentTitle]); //prints "Title:Hello [self addSubview:button]; I have a factory class that generates custom buttons for me and I thought I messed some detail up there, so I moved the above code directly into my UIView, the title is still blank. Is this a bug or am I simply missing something right in front of my eyes. Thank you for the extra set of eyes:)

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  • How do I rotate only some views when working with a uinavigationcontroller as a tab of a uitabbarcon

    - by maxpower
    Here is a flow that I can not figure out how to work. ( when I state (working) it means that in that current state the rules for orientation for that view are working correctly) First View: TableView on the stack of a UINavigationController that is a tab of UITabBarController. TableView is only allowed to be portrait. (working) When you rotate the TableView to landscape a modal comes up with a custom UIView that is like a coverflow (which i'll explain the problem there in a moment). A Selection made on tableview pushes a UIScrollview on to the stack. UIScrollView is allowed all orientations. (working) When UIScrollView is in landscape mode and the user hits back they are taken to the custom UIView that is like the coverflow and only allows landscape. The problem is here. Because the UIScrollView allows full rotation it permitted the TableView to rotate as well to landscape. I have a method attached to a notification "UIDeviceOrientationDidChangeNotification" that checks to see if the custom view is the current controller and if it is and if the user has rotated back to portrait I need to pop the custom view and show the table view. The table view has to rotate back to portrait, which really is okay as long as the user doesn't see it. When I create custom animations it works pretty good except for some odd invisible black box that seems to rotate with the device right before I fade out the customview to the tableview. Further inorder to ensure that my tableview will rotate to portrait I have to allow the customview to support all orientations because the system looks to the current view (in my code) as to whether or not that app is allowed to rotate to a certain orientation. Because of this I many proposed solutions will show the customview rotating to portrait as the table view comes back to focus. My other problem is very similar. If you are viewing the tableview and rotate the modalview of the customview is presented. When you make a selection on this view it pushes the UIScrollview onto the stack, but because the Tableview only supports portrait the UIScrollview comes in in portrait while the device is in landscape mode. How can I overcome these awful blocks? This is my current attempt: When it comes to working with UITabBarController the system really only cares what the tabbarcontroller has to say about rotation. Currently whenever a view loads it reports it supported orientations. TabBarController.m - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { switch (self.supportedOrientation) { case SupportPortraitOrientation: [[UIApplication sharedApplication] setStatusBarHidden:NO animated:YES]; return (interfaceOrientation == UIInterfaceOrientationPortrait); break; case SupportPortraitUpsideDownOrientation: [[UIApplication sharedApplication] setStatusBarHidden:NO animated:YES]; return (interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown); break; case SupportPortraitAllOrientation: [[UIApplication sharedApplication] setStatusBarHidden:NO animated:YES]; return (interfaceOrientation == UIInterfaceOrientationPortrait || interfaceOrientation == UIInterfaceOrientationPortraitUpsideDown); break; case SupportLandscapeLeftOrientation: [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; return (interfaceOrientation == UIInterfaceOrientationLandscapeLeft); break; case SupportLandscapeRightOrienation: [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; return (interfaceOrientation == UIInterfaceOrientationLandscapeRight); break; case SupportLandscapeAllOrientation: [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; return (interfaceOrientation == UIInterfaceOrientationLandscapeLeft || interfaceOrientation == UIInterfaceOrientationLandscapeRight); break; case SupportAllOrientation: if (interfaceOrientation == UIInterfaceOrientationLandscapeLeft || interfaceOrientation == UIInterfaceOrientationLandscapeRight) { [[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; }else { //[[UIApplication sharedApplication] setStatusBarHidden:NO animated:YES]; } return YES; break; default: return (interfaceOrientation == UIInterfaceOrientationPortrait); break; } } This block of code is part of my UINavigationController and is in a method that responds to the UIDeviceOrientationDidChangeNotification Notification. It is responsible for poping the customview and showing the tableview. There are two different versions in place that originally were for two different versions of the SDK but both are pretty close to solutions. The reason the first is not supported on 3.0 is for some reason you can't have a view showing and then showen as a modal view. Not sure if that is a bug or a feature. The second solution works pretty good except that I see an outer box rotating around the iphone. if ([[self topViewController] isKindOfClass:FlowViewController.class]) { NSString *iphoneVersion = [[UIDevice currentDevice] systemVersion]; double version = [iphoneVersion doubleValue]; if(version > 3.0){ //1st solution //if the delivered app is not built with the 3.1 SDK I don't think this will happen anyway //we need to test this [self presentModalViewController:self.flowViewController animated:NO]; //[self toInterfaceOrientation:UIDeviceOrientationPortrait animated:NO]; [self popViewControllerAnimated:NO]; [self setNavigationBarHidden:NO animated:NO]; [self dismissModalViewControllerAnimated:YES]; }else{ //2nd solution DLog(@"3.0!!"); //[self toInterfaceOrientation:UIDeviceOrientationPortrait animated:NO]; CATransition *transition = [CATransition animation]; transition.duration = 0.50; transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; transition.type = kCATransitionPush; transition.subtype = kCATransitionFade; CATransition *tabBarControllerLayer = [CATransition animation]; tabBarControllerLayer.duration = 0.50; tabBarControllerLayer.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]; tabBarControllerLayer.type = kCATransitionPush; tabBarControllerLayer.subtype = kCATransitionFade; [self.tabBarController.view.layer addAnimation:transition forKey:kCATransition]; [self.view.layer addAnimation:transition forKey:kCATransition]; [self popViewControllerAnimated:NO]; [self setNavigationBarHidden:NO animated:NO]; } [self performSelector:@selector(resetFlow) withObject:nil afterDelay:0.75]; } I'm near convinced there is no solution except for manual rotation which messes up the keyboard rotation. Any advice would be appreciated! Thanks.

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  • How to push a modal view from didFinishPickingMediaWithInfo

    - by Andiih
    I've got an imagePickerController which allows the user to take or select an image. In - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; I would like to trigger opening another modal view to capture the caption. I have a call for that purpose... -(void) getcaption:(id) obj { textInput * ti = [[textInput alloc] initWithContent:@"" header:@"Caption for photo" source:2]; ti.delegate = self; [self presentModalViewController:ti animated:YES]; [ti release]; } The question is how to call getcaption without triggering a spiral of #6663 0x324abb18 in -[UIView(Hierarchy) _makeSubtreePerformSelector:withObject:withObject:copySublayers:] () At the moment I do [self performSelector:@selector(getcaption:) withObject:nil afterDelay:(NSTimeInterval)1]; in didFinishPickingMediaWithInfo which is nasty, and only 95% reliable

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  • Preload/predisplay tiles in a CATiledLayer?

    - by jemmons
    On the iPhone (though I imagine it's an equally valid question in Cocoa) I have a UIScrollView around a UIView backed by a CATiledLayer. The way it works by default is to load any uncached/unfetched tiles when my viewport scrolls over a blank section of the CATiledLayer. What I would like to know is if there's a way to trigger CATiledLayer to load a tile that's not actively being displayed? I would like to, for example, preload all tiles contiguous to the currently displayed tile while they are still offscreen, thus avoiding flashing a blank screen that fades in to the image once it's loaded asynchronously. Any ideas?

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  • UIScrollView setZoomScale not working ?

    - by iFloh
    Hi, I am struggeling with my UIScrollview to get it to zoom-in the underlying UIImageView. In my view controller I set - (UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return myImageView; } In the viewDidLoad method I try to set the zoomScale to 2 as follows (note the UIImageView and Image is set in Interface Builder): - (void)viewDidLoad { [super viewDidLoad]; myScrollView.contentSize = CGSizeMake(myImageView.frame.size.width, myImageView.frame.size.height); myScrollView.contentOffset = CGPointMake(941.0, 990.0); myScrollView.minimumZoomScale = 0.1; myScrollView.maximumZoomScale = 10.0; myScrollView.zoomScale = 0.7; myScrollView.clipsToBounds = YES; myScrollView.delegate = self; NSLog(@"zoomScale: %.1f, minZoolScale: %.3f", myScrollView.zoomScale, myScrollView.minimumZoomScale); } I tried a few variations of this, but the NSLog always shows a zoomScale of 1.0. Any ideas where I screw this one up?

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  • iPhone hitTest broken after rotation

    - by Adam
    Hi all, I have a UIView that contains a number of CALayer subclasses. I am using the following code to detect which layer a touch event corresponds to: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint touchPoint = [touch locationInView:self]; NSLog(@"%@,%@",NSStringFromCGPoint(point),[self.layer hitTest:point].name); } This works fine until the device is rotated. When the device is rotated all current layers are removed from the superlayer, and new CALayers are created to fit the new orientation. The new layers are correctly inserted and viewable in the correct orientation. After the rotation the hitTest method consistently returns nil when clearly clicking on the newly created layers and registers for locations of layers which are incorrect. The coordinates of the hit test are correct, but no layers are found. Am I missing a function call or something after handling the rotation? Cheers, Adam

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  • How to get UIScrollView contentOffset during an animation

    - by user249488
    I am trying to get the contentOffset property of a UIScrollView in the middle of a setContentOffset animation. Note I am not using the animated property of the method, but instead enclosing the setContentOffset operation within a UIView animation block so I can have finer control. When I try to read the value of contentOffset in the middle of the animation, it returns the final value rather than the value at that moment. I know that you can use the presentationLayer to get the current layer, but is there any way you can get the current offset in the middle of an animation?

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  • Double title bar issue iPhone app

    - by Nick Brunch
    I have noticed that whenever a phone call comes in while my app is in use (Or I simulate in-call status bar using the simulator), and the phone call ends, I end up with a double status bar in my app. The status bar goes away if I click any other tab and come back to the original tab (my app has a UITTabBar in it). I have tried so many options that I am losing track now. The most I have read are to set your UIView's size to be flexible in interface builder but nothing seems to work. Please look at the screenshots. I am pasting a default view of the sizing options in interface builder but believe me I have tried every single configuration option there.

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  • customize uipopovercontroller in ipad

    - by Jaimin
    i want to change the image of popover. it is having blue tint at the top so i want it to be of different color. how can i do it... - (void)presentPopoverFromRect:(CGRect)rect inView:(UIView *)view permittedArrowDirections:(UIPopoverArrowDirection)arrowDirections animated:(BOOL)animated can i do it with this method.. make my own view and place a image in that view. i read in some posts that it is not possible to change color and also i didnt fine any instance method of UIPopOverController class to do this.. thanks in advance.

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  • Intercept UITableView scroll touches

    - by Jonesy
    Is it possible to control when the UITableView scrolls in my own code. I am trying to get behaviour where a vertical swipe scrolls and a horizontal swipe gets passed through to my code (of which there are many example) BUT I want a DIAGONAL swipe to do nothing, i.e the UITableView should not even begin scrolling. I tried catching it in here - (void)scrollViewWillBeginDragging:(UIScrollView *)scrollView but the scrollView.contentOffset.x is always 0 so I cannot detect a horizontal movement. I also tried subclassing UITableView and implementing - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event - (UIView *)hitTest:(CGPoint)point withEvent:(UIEvent *)event etc.. but the UITableView (and I guess it's parent UIScrollView) start to scroll before the touches are notified? To re-iterate, I want the UITableView scrolling to be locked if a diagonal swipe is made, but to scroll vertically normally. (This behaviour can be seen in Tweetie(Twitter) for the iPhone) Thanks for any help!

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  • Iphone: UIWebview and double taps

    - by Eyal
    I would like to trap a double tap event in a UIWebView. I have derived a class from UIWebController. When I double tap it seams that the UIWebController itself is responding to my double taps instead of my class. The weird thing is that when I change the inheritance to inherit from UIView everything works just fine. Below are snippets from my code which is supposed to invoke a pop-up when double tapped. In the init function: //Setup action for double tap UITapGestureRecognizer *tap = [[UITapGestureRecognizer alloc] initWithTarget:self action:@selector(handleDoubleTap:)]; tap.numberOfTapsRequired = 2; [super addGestureRecognizer:tap]; [tap release]; And Also: - (void)handleDoubleTap:(UIGestureRecognizer *)gestureRecognizer { UIAlertView *someError = [[UIAlertView alloc] initWithTitle: @"Network error" message: @"Hello" delegate: self cancelButtonTitle: @"Ok" otherButtonTitles: nil]; [someError show]; [someError release]; //[[NSNotificationCenter defaultCenter] postNotificationName:NOTIFICATION_FLIP_TO_PAGE_VIEW object:nil]; }

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  • UIPickerView selectedRowInComponent: returns stale data after code adjusts it

    - by Eric Lloyd
    I have a UIPickerView with multiple components. Some values are grayed out, and my pickerView:didSelectRow:inComponent honors this by shifting the picker component in question to the nearest valid value, much as UIDatePicker moves from "30" to "28" when you select "February". Then it calls a delegate method to announce the adjusted value. When my adjuster method calls my UIPickerView's selectRow:inComponent:animated:YES, the value on screen is correct, but the values from selectedRowInComponent: are stale (from before the adjustment for gray values). However, if I call selectRow:inComponent:animated:NO, the returned values are correct, but the lack of animation is jarring. I've tried wrapping the adjustment in a beginAnimations:/commitAnimations block and catching the values in UIView's +animationDidStopSelector, but I still get stale values. Has anyone run into this before?

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  • KeyboardWillShow with UITextView

    - by Philip J
    Here's the setup: I have a textView (txtReply) where the user puts information I have a UIView that contains a scroll view and some labels, as well as the textView (ChatView) When the user selects the textView, then it brings the keyboard up. I use 'keyboardWillAppear' to move the 'ChatView' up so that the text view is still visible. I then have a reply button that submits the message, draws it into the ChatView, and calls [textView resignFirstResponder]. However, when I do this, it calls the keyboardWillHide, my view resizes, then the it brings the keyboard back up again. Is there something special you have to do to get the keyboard to stay hidden? Thanks

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  • What way to use the CGContext to draw is suitable?

    - by Tattat
    I know that the CGContext cannot call it to draw directly, and it needs to fill the drawing logic in the drawInContext, and call the CGContext to draw using "setNeedsDisplay", so, I designed a cmd to execute, but it cause some problems... like this : http://stackoverflow.com/questions/2617827/why-i-cant-draw-in-a-loop-using-uiview-in-iphone I think the CGContext is very different from my previous programming experience....(I used HTML5 canvas, that allow me add more details, after I draw, so do the Java Swing) Actually, I want to know what is the suitable to implement these kind of thing in Apples' programmer mind. Thz.

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  • Scrollable div on iPhone without using 2 fingers?

    - by Brad Parks
    Hi there; I've got a UIWebView embedded in my iPhone app, and I'd like to keep a locked header and footer DIV on the page at all times, with a scrollable center DIV. I know that I could do this using a header/footer that are UIView controls, but I want the header and footer to be HTML divs, as a pure HTML/JS/CSS solution will be easier to port to Android/PalmPre/AdobeAir, which is going to be on my todo list relatively soon. I can do this using techniques like the one mentioned here: http://defunc.com/blog/?p=94 But this requires that the user use 2 fingers to scroll the div, which is not satisfactory to me... Any suggestions on how to do this? Thanks, Brad

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  • iPhone – Best method to import/drawing UI graphic elements? CGContextDrawPDFPage?

    - by Ross
    Hello, What is the best way to use the custom UI graphics on the iPhone? I've come across CGContextDrawPDFPage and Panic's Shrinkit. Should I be using storing my vector ui graphics as PDF's and loading them using CGContextDrawPDFPage to draw them. I did previously asked what way Apple store their UI graphics and was answered crushed png. The options as I see it, but I would really want to know what technique other people use. This question is for vector graphics only. Looking for what is standard / most effective / most efficient. PNG (bitmapped image) Custom UIView drawing code (generated from Opacity) PDF (I've not used this method, is it with CGContextDrawPDFPage?) Many thanks Ross

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