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  • Using MCPKit framework in Cocoa app.

    - by pawz
    I'm trying to integrate the MCPKit MySQL framework available at http://mysql-cocoa.sourceforge.net/ into my cocoa application. I've added the framework and included the header file but when I try to define my first MCPConnection variable it says "MCPConnection undeclared". Is anyone successfully using MCPKit on leopard ? Or is there another framework that people use to access MySQL ?

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  • c++ class in cocoa

    - by joels
    Any ideas why Xcode wont let me define a c++ class in my cocoa project? I am trying to use a C++ class in my cocoa project but I am getting build errors just creating the c++ header file. class SomeClass{ public: int count; } Expected '=', ',', ';', 'asm' or 'attribute' before 'SomeClass' in ..... If I remove all code from the header file, ?the cpp file builds without any errors and is included in the list of compiled sources...

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  • How to recognize touch events and control a script object inside UIWebView?

    - by Markus S.
    Situation: I have an UIView with an UIWebView in it. When the viewDidLoad the Javascript Object inside the UIWebView is called (Microsoft Seadragon AJAX JS). For your Understanding: Seadragon loads a specified megapixel image(JPEG) and in a Desktop Browser like Firefox i can Zoom into the image and I can drag the crop for example from the middle to the left. In the iPhone Simulator (for iPad) only the Zooming Function is working on one single tap but when i try to drag the crop (with left mouse button click and holding it) I'm dragging the whole UIWebView but not the crop of course! Is that feature which the simulator isn't able to handle or what's yout solutin guys? Special Thanks!! P.S.: It's a bit jiggling when the zooming function of Seadragon is called. Is that authentic to the real performance of the iPad or does the simulator not have the power as the iPad has?

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  • How to enable camera feature in a sencha touch application using phonegap?

    - by Fabre
    I have developed one application in sencha touch2. I want to design a page in such a way that The page has a default image and one button below that. By clicking that button device camera should open(device mainly iPad and iPhone) and after capturing the image lets see it stored in a folder named as "capture" in your device. Then that captured image should replace that default image. I want to use Phonegap compulsorily. I have seen phone gap APIs for camera but I don't get it how to use it exactly. I am using MAC and Xcode for development.

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  • Proper method to detect device model (iPhone/iPod Touch)?

    - by Mark
    Is this the proper way to detect which device a user is running? NSString *currentModel = [[UIDevice currentDevice] model]; if ([currentModel isEqualToString:@"iPhone"]) { // The user is running on iPhone so allow Call, Camera, etc. } else { // The user is running on a different device (iPod / iPad / iPhone Simulator) disallow Call. }

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  • Enabling multitouch on an acer 5742?

    - by Ben
    I am trying to get multitouch to work on my touchpad. I am currently trying to run a script to get it to work. It is set to start on boot, saved as .run and has been made executable. here is the code: #!/bin/bash #enable multitouch sleep 10 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Two-Finger Scrolling" 8 1 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Scrolling" 8 1 1 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Pressure" 32 10 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Two-Finger Width" 32 8 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Edge Scrolling" 8 0 0 0 xinput set-int-prop "SynPS/2 Synaptics TouchPad" "Synaptics Jumpy Cursor Threshold" 32 110 synclient TapButton2=2 exit the commands make multi touch work if I enter them in the terminal, but the script itself does not work. any suggestions?

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  • Drag Gestures - fractional delta values

    - by Den
    I have an issue with objects moving roughly twice as far as expected when dragging them. I am comparing my application to the standard TouchGestureSample sample from MSDN. For some reason in my application gesture samples have fractional positions and deltas. Both are using same Microsoft.Xna.Framework.Input.Touch.dll, v4.0.30319. I am running both apps using standard Windows Phone Emulator. I am setting my break point immediately after this line of code in a simple Update method: GestureSample gesture = TouchPanel.ReadGesture(); Typical values in my app: Delta = {X:-13.56522 Y:4.166667} Position = {X:184.6956 Y:417.7083} Typical values in sample app: Delta = {X:7 Y:16} Position = {X:497 Y:244} Have anyone seen this issue? Does anyone have any suggestions? Thank you.

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  • XNA Drag Gestures - fractional delta values

    - by Den
    I have an issue with objects moving roughly twice as far as expected when dragging them. I am comparing my application to the standard TouchGestureSample sample from MSDN. For some reason in my application gesture samples have fractional positions and deltas. Both are using same Microsoft.Xna.Framework.Input.Touch.dll, v4.0.30319. I am running both apps using standard Windows Phone Emulator. I am setting my break point immediately after this line of code in a simple Update method: GestureSample gesture = TouchPanel.ReadGesture(); Typical values in my app: Delta = {X:-13.56522 Y:4.166667} Position = {X:184.6956 Y:417.7083} Typical values in sample app: Delta = {X:7 Y:16} Position = {X:497 Y:244} Have anyone seen this issue? Does anyone have any suggestions? Thank you.

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  • Smoothing touch-based animation in iPhone OpenGL?

    - by quixoto
    I know this is vague, but looking for general tips/help on this, as it's not an area of significant expertise for me. I have some iPhone code that's basically an EAGL view handling a single touch. The app draws (using GL) a circle via triangle fan at the touch point, and moves it when the user moves the touch point, and re-renders the view then. When dragging a finger slowly, the circle keeps up and consistent with the finger as it moves. If I scribble my finger quickly back and forth across the screen, the rendering doesn't keep up with the touch motion, so you see an optical illusion of "multiple" discrete circles on the screen "at once". (Normal persistence of vision illusion). This optical illusion is jarring. How can I make this look more natural? Can I blur the motion of the circle somehow? Is this result the evidence of some bad frame rate issue? I see this artifact even when nothing else is being rendered, so I think this might just be as fast as we can go. Any hints or suggestions? Much appreciated. Thanks.

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  • dialing on iphone/ipod touch not working with documented procedures

    - by dave
    I'm trying to set up an iphone app to the phone number of a various sports store using the tel:// url passing method- I am developing on an ipod touch- usually on the touch you see the error message "Unsupported URL - This URL wasn't loaded tel://99887766" when you try and dial a number. I cant get this message to appear on the simulator or the ipod touch. do I need to do some sort of fancy signing before the app will dial properly? I am using this code: [[UIApplication sharedApplication] openURL:[NSURL URLWithString:[NSString stringWithFormat:@"tel:%@", [selectedBar phoneNumber]]]]; and I've tried adding the slashes: [[UIApplication sharedApplication] openURL:[NSURL URLWithString:[NSString stringWithFormat:@"tel://%@", [selectedBar phoneNumber]]]]; but neither work. I have also tried this way: [[UIApplication application] openURL:[NSURL URLWithString:@"tel://99887766"]]; and this way: NSMutableString *phone = [[@"+ 12 34 567 89 01" mutableCopy] autorelease]; [phone replaceOccurrencesOfString:@" " withString:@"" options:NSLiteralSearch range:NSMakeRange(0, [phone length])]; [phone replaceOccurrencesOfString:@"(" withString:@"" options:NSLiteralSearch range:NSMakeRange(0, [phone length])]; [phone replaceOccurrencesOfString:@")" withString:@"" options:NSLiteralSearch range:NSMakeRange(0, [phone length])]; NSURL *url = [NSURL URLWithString:[NSString stringWithFormat:@"tel:%@", phone]]; [[UIApplication sharedApplication] openURL:url]; No matter what i do i can't get any response from the simulator / ipod touch that it is dealing with a phone number- When I press the button associated with this code, it doesnt crash, it's like its processed it and decided not to do anything. i even put an NSLog(@"button called"); in just before the code to confirm the button was working, which it is.

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  • How to track the touch vector?

    - by mystify
    I need to calculate the direction of dragging a touch, to determine if the user is dragging up the screen, or down the screen. Actually pretty simple, right? But: 1) Finger goes down, you get -touchesBegan:withEvent: called 2) Must wait until finger moves, and -touchesMoved:withEvent: gets called 3) Problem: At this point it's dangerous to tell if the user did drag up or down. My thoughts: Check the time and accumulate calculates vectors until it's secure to tell the direction of touch. Easy? No. Think about it: What if the user holds the finger down for 5 minutes on the same spot, but THEN decides to move up or down? BANG! Your code would fail, because it tried to determine the direction of touch when the finger didn't move really. Problem 2: When the finger goes down and stays at the same spot for a few seconds because the user is a bit in the wind and thinks about what to do now, you'll get a lot of -touchesMoved:withEvent: calls very likely, but with very minor changes in touch location. So my next thought: Do the accumulation in -touchesMoved:withEvent:, but only if a certain threshold of movement has been exceeded. I bet you have some better concepts in place?

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  • UITextView w/ Syntax Highlighting

    - by Travis
    Is there a common library, parser, etc. for Cocoa or Cocoa-Touch that can take a chunk of text and do the proper syntax highlighting? As a simple example, I'd like to have a UITextView that has C/C++ syntax highlighting.

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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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  • use AMF instead of JSON on iPhone?

    - by Henry
    Although iPhone support JSON natively, AMF is a binary protocol and it supposes to use much less bandwidth. Do you think using AMF is a good idea? Just found this AMF library in cocoa (Objective-C): http://github.com/nesium/cocoa-amf/

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  • How to set header and footer in print layout

    - by Miraaj
    I have a very simple requirement: I want to show a header and footer in print layout of a view. One approach I can use is to manipulate the height of the page and display some text fields at appropriate positions as header and footer, but I think there must be smarter way to do this in cocoa. Can any one tell me- is there any default method to achieve this in cocoa or some smarter way to do this?

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  • Key Window for background application

    - by jpoz
    Dear Cocoa Developers, I'm creating a backgrounded cocoa application. The only thing that it's missing is the ability to take text inputs! I'm making the application backgrounded by setting "Application is background only" in the Info.plist But no matter what I do I can't make any window the keyWindow. makeKeyWindow makeKeyAndOrderFront Both don't work... I know apps can do this, anyone have any idea how you can get background application to have a key window? Thanks, JPoz

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  • How do I check to see if my subview is being touched?

    - by Amy
    I went through this tutorial about how to animate sprites: http://icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/ I've been attempting to expand on the tutorial by trying to make Ryu animate only when he is touched. However, the touch is not even being registered and I believe it has something to do with it being a subview. Here is my code: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [touches anyObject]; if([touch view] == ryuView){ NSLog(@"Touch"); } else { NSLog(@"No touch"); } } -(void) ryuAnims{ NSArray *imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], [UIImage imageNamed:@"6.png"], [UIImage imageNamed:@"7.png"], [UIImage imageNamed:@"8.png"], [UIImage imageNamed:@"9.png"], [UIImage imageNamed:@"10.png"], [UIImage imageNamed:@"11.png"], [UIImage imageNamed:@"12.png"], nil]; ryuView.animationImages = imageArray; ryuView.animationDuration = 1.1; [ryuView startAnimating]; } -(void)viewDidLoad { [super viewDidLoad]; UIImageView *image = [[UIImageView alloc] initWithFrame: CGRectMake(100, 125, 150, 130)]; ryuView = image; ryuView.image = [UIImage imageNamed:@"1.png"]; ryuView.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuView]; [image release]; } This code compiles fine, however, when touching or clicking on ryu, nothing happens. I've also tried if([touch view] == ryuView.image) but that gives me this error: "Comparison of distinct Objective-C type 'struct UIImage *' and 'struct UIView *' lacks a cast." What am I doing wrong?

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  • touchesBegan and other touch events not getting detected in UINavigationController

    - by SaltyNuts
    In short, I want to detect a touch on the navigation controller titlebar, but having trouble actually catching any touches at all! Everything is done without IB, if that makes a difference. My app delegate's .m file contains: MyViewController *viewController = [[MyViewController alloc] init]; navigationController = [[UINavigationController alloc] initWithRootViewController:viewController]; [window addSubview:navigationController.view]; There are a few other subviews added to this window in a way that overlays navigationController leaving only the navigation bar visible. MyViewController is a subclass of UIViewController and its .m file contains: - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for (UITouch *touch in touches) { NSLog(@"ended\n"); } } -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { for (UITouch *touch in touches) { NSLog(@"began\n"); } } I also tried putting these functions directly into app delegate's .m file, but the console remains blank. What am I doing wrong?

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  • Detect if touch device

    - by Kilnr
    Hello, I'm writing a MIDlet using the Kuix UI toolkit, and I want to make changes to the toolkit depending on whether the current device is a touch screen device. (These changes include making buttons bigger, for easier tapping.) Is there a way to detect whether the device has a touch screen using J2ME (MIDP 2)? [edit] as a (crappy) workaround I check for the screen height instead. A screen width a height of higher than 240 is likely a touch screen... Please let me know if there are any more effective ways.

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  • Touch event missing when pushing new view

    - by Milu
    Hello, I am new in iPhone programming. At the moment I am trying to recognize a constant touch. For example I want the user to leave his finger on the screen for the whole application. I use a navigationcontroller which holds the different views. If the user now touches the screen in view1 and then the view is changed to view2 by pushing it on the stack (with pushviewcontroller) with still touching the screen then there are no touch events recognized by view2. If the user then releases his finger (no touch event) and touches the screen again then all events are recognized. Is this a bug or am I doing something totally wrong? I haven't found any answer on this. Could someone help me?

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  • Jquery canvas touch count

    - by user897764
    Can someone help me with a script I'm working with. http://jsfiddle.net/InVAMPED/XsG4e/4/ What I'm trying to achieve is placing a image where the user touches(ipad). There will be say 5 images that will each get attached once only. So first touch places img1, second touch imag2 etc untill all the images have been placed. Problem with my fsfiddle example is that when on ipad it doesnt count the first touch so you place the first image twice. it does duplicate the image on the second time just moves it to the second touches coordinates, then move on to 2, 3, 4, 5 as it should. any advice? or help to do this a better way? thanks

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  • continueTrackingWithTouch: withEvent: not being called continuously.

    - by Steven Noyes
    I have a very simply subclass of UIButton that will fire off a custom event when the button has been held for 2 seconds. To accomplish this, I overrode: // // Mouse tracking // - (BOOL)beginTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super beginTrackingWithTouch:touch withEvent:event]; [self setTimeButtonPressed:[NSDate date]]; return (YES); } - (BOOL)continueTrackingWithTouch:(UITouch *)touch withEvent:(UIEvent *)event { [super continueTrackingWithTouch:touch withEvent:event]; if ([[self timeButtonPressed] timeIntervalSinceNow] > 2.0) { // // disable the button. This will eventually fire the event // but this is just stubbed to act as a break point area. // [self setEnabled:NO]; [self setSelected:NO]; } return (YES); } My problem is (this is in the simulator, can't do on device work quite yet) "continueTrackingWithTouch: withEvent:" is not being called unless the mouse is actually moved. It does not take much motion, but it does take some motion. By returning "YES" in both of these, I should be setup to receive continuous events. Is this an oddity of the simulator or am I doing something wrong? NOTE: userInteractionEnabled is set to YES. NOTE2: I could setup a timer in beginTrackingWithTouch: withEvent: but that seems like more effort for something that should be simple.

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