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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 - 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...

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  • 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.

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  • 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

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  • 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?

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  • 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

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  • 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.

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  • 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.

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  • 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]; }

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  • 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.

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  • 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?

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  • 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!!!!

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  • 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?

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  • iPhone dev: Recurse all project resoureces and collect paths

    - by thomax
    I have a bunch of HTML resources in my app organized in a hierarchy like so: dirA |---> index.html |---> a1.html |---> a2.html |---> dirB |---> b1.html |---> b2.html |---> dirC |---> c5.html |---> c19.html I'm trying to collect the absolute paths of all HTML resources however deep down, but can't seem to figure out how. So far I've tried: NSArray myPaths = [[NSBundle mainBundle] pathsForResourcesOfType:@"html" inDirectory:nil]; This returns an empty array, because I have no HTML files at the root of my project. Then there is: NSArray myPaths = [[NSBundle mainBundle] pathsForResourcesOfType:@"html" inDirectory:@"dirA"]; This returns an array containing only the paths for the three HTML resources directly below dirA. If I read the doc correctly, I guess this is to be expected; pathsForResourcesOfType does not traverse subdirectories. But is there a (preferably nice) way to do it?

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  • How to add a TabBar to NavigationController based iPhone app

    - by Alex
    I have a simple NavigationController based app. The main window shows a TableView and selecting an item loads a sub-view. I used Interface Builder for UI views. Now I want to add a TabBar to the app. Where do I put it? Do I need a TabBarController? Should it go in the MainWindow.xib, or RootViewController.xib? How do I tie it together with my NavigationController?

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  • Setting default language for iPhone app on first run

    - by RaYell
    I'm developing an application that should support two languages: English and French. However because English translation is not done yet we want to deploy it in French only and later on add English translation later on. The problem is that I don't want to strip English language out of my code since some parts are already done, there are different NIBs for that language etc. Instead I'd just want english language to be temporary disabled in my app. What I did is I put this code as the first instruction of - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults]; [defaults setObject:[NSArray arrayWithObjects:@"fr", nil] forKey:@"AppleLanguages"]; [defaults synchronize]; It works fine except for one thing. When you launch the application for the first time after installation it's still in English. That's probably because AppleLanguages preference was not yet set for it. After I quit the application and start it again it's being displayed correctly in French. Does anyone knows a fix so that French language was applied also on the first run?

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  • IPHONE - number of row being shown

    - by Mike
    I have a table inside a UIImageView. The table occupies the entire UIImageView. The table contains a series of images. Scroll and paging are enabled. As the table size is the same of its parent view, I can see just one cell of the table at a time. When I roll the table, I see the next or previous cell. I have a variable that must contain the number of the row being shown, but how can I make this table update the variable. I can see that I can use the didSelectRowAtIndexPath to change the variable when the cell is selected, but this is not the case. I need to update the variable when the table is rolled. I want to do the same thing I could do using a UISCrollView and scrollViewDidScroll:, but even if this is possible, I would have to know the number of the row that is visible. How can I do that? thanks.

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  • Calling method on category included from iPhone static library causes NSInvalidArgumentException

    - by Corey Floyd
    I have created a static library to house some of my code like categories. I have a category for UIViews in "UIView-Extensions.h" named Extensions. In this category I have a method called: - (void)fadeOutWithDelay:(CGFloat)delay duration:(CGFloat)duration; Calling this method works fine on the simulator on Debug configuration. However, if try to run the app on the device I get a NSInvalidArgumentException: [UIView fadeOutWithDelay:duration:]: unrecognized selector sent to instance 0x1912b0 *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '*** -[UIView fadeOutWithDelay:duration:]: unrecognized selector sent to instance 0x1912b0 It seems for some reason UIView-Extensions.h is not being included in the device builds. What I have checked/tried I did try to include another category for NSString, and had the same issue. Other files, like whole classes and functions work fine. It is an issue that only happens with categories. I did a clean all targets, which did not fix the problem. I checked the static library project, the categories are included in the target's "copy headers" and "compile sources" groups. The static library is included in the main projects "link binary with library" group. Another project I have added the static library to works just fine. I deleted and re-added the static library with no luck -ObjC linker flag is set Any ideas? nm output libFJSCodeDebug.a(UIView-Extensions.o): 000004d4 t -[UIView(Extensions) changeColor:withDelay:duration:] 00000000 t -[UIView(Extensions) fadeInWithDelay:duration:] 000000dc t -[UIView(Extensions) fadeOutWithDelay:duration:] 00000abc t -[UIView(Extensions) firstResponder] 000006b0 t -[UIView(Extensions) hasSubviewOfClass:] 00000870 t -[UIView(Extensions) hasSubviewOfClass:thatContainsPoint:] 000005cc t -[UIView(Extensions) rotate:] 000002d8 t -[UIView(Extensions) shrinkToSize:withDelay:duration:] 000001b8 t -[UIView(Extensions) translateToFrame:delay:duration:] U _CGAffineTransformRotate 000004a8 t _CGPointMake U _CGRectContainsPoint U _NSLog U _OBJC_CLASS_$_UIColor U _OBJC_CLASS_$_UIView U ___CFConstantStringClassReference U ___addsf3vfp U ___divdf3vfp U ___divsf3vfp U ___extendsfdf2vfp U ___muldf3vfp U ___truncdfsf2vfp U _objc_enumerationMutation U _objc_msgSend U _objc_msgSend_stret U dyld_stub_binding_helper

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  • How To Make iPhone App For Multiple Firmwares

    - by Dyldo42
    With iOS4 coming out soon, I have already planned to include an iAd in a future update of an app of mine. I assume that this will make my app unusable for anyone on a firmware lower than 4.0. Is there a way to change that variables and the .xib file based on the user's firmware? Cheers.

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  • Is any EXIF data stored within 3rd party Camera apps on the iPhone?

    - by 3rdparty
    I'm confused as to if any EXIF data is available when taking photos within 3rd party camera apps on the iPhone. My understanding is that Apple is currently not allowing any apps to save EXIF data to photos, and this is a limitation of saving to the camera roll on the phone. The last FAQ on this page indicates this, but appears to be out of date: http://www.codegoo.com/page/support I love some of the camera apps I've downloaded (Camera Genius, Best Camera, CameraBag) but don't want to continue using them if they aren't saving any/all EXIF data for the image. Anyone aware what the status of this 'limitation' is?

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  • Is it possible to accept a button tag to be in some range iphone sdk

    - by neha
    Hi all, In my application I'm doing dynamic resizing of cells and label in it depending upon the text in it. I'm adding button to cells in uitableview. I'm taking the label instance and button instance in a new label and button variable respectively and setting their frames to arrange them properly after resizing. if(cel==nil) { //some code original_label=[[UILabel alloc]init]; original_label.tag=111; //SOME MORE CODE GOES HERE original_button=[[UIButton alloc]init]; original_button.tag=222; //SOME MORE CODE GOES HERE } new_label=(UILabel *) [cell viewWithTag:111]; //This' how I'm taking the label instance on cell and below button instance on cell in new variables new_button = (UIButton * ) [cell viewWithTag:222]; Earlier I kept the tags of all the buttons on cells same, so it was easier to get button instances on cells properly and were being arranged properly. But now I want to recognize these buttons separately as I'm adding some functionality on button_click. I'm giving the buttons that are added to the cells incremental tags[1,2,3...9 and so on]. Now, how can I take these button tags in some range like[suppose 1-9]? Can anybody help? Thanks in advance.

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  • iphone cocos2d sprites disappearing

    - by jer
    I've been working on a game and implementing the physics stuff with chipmunk. All was going fine on the cocos2d part until the integration with chipmunk. A bit of background: The game is a game with blocks. Levels are defined in a property list, where positions, size of the blocks, gravitational forces, etc., are all defined for each block to be shown in the level. The problem is with the blocks showing up. I have a method on my BlockLayer class which is part of my game's main scene. Upon creation of the layer, the property list is read, and all the blocks are created. The following method is called to create the blocks: - (void)createBlock:(Block*)block withAssets:(NSBundle*)assets { Sprite* sprite; switch(block.blockColour) { case kBlockColourGreen: sprite = [Sprite spriteWithFile:[assets pathForResource:@"green" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourOrange: sprite = [Sprite spriteWithFile:[assets pathForResource:@"orange" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourRed: sprite = [Sprite spriteWithFile:[assets pathForResource:@"red" ofType:@"png" inDirectory:@"Blocks"]]; break; case kBlockColourBlue: sprite = [Sprite spriteWithFile:[assets pathForResource:@"blue" ofType:@"png" inDirectory:@"Blocks"]]; break; } sprite.position = block.bounds.origin; [self addChild:sprite]; if(block.blockColour == kBlockColourGreen || block.blockColour == kBlockColourRed) space-gravity = cpvmult(cpv(0, 10), 1000); cpVect verts[] = { cpv(-block.bounds.size.width, -block.bounds.size.height), cpv(-block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, block.bounds.size.height), cpv(block.bounds.size.width, -block.bounds.size.height) }; cpBody* blockBody = cpBodyNew([block.mass floatValue], INFINITY); blockBody-p = cpv(block.bounds.origin.x, block.bounds.origin.y); blockBody-v = cpvzero; cpSpaceAddBody(space, blockBody); cpShape* blockShape = cpPolyShapeNew(blockBody, 4, verts, cpvzero); blockShape-e = 0.9f; blockShape-u = 0.9f; blockShape-data = sprite; cpSpaceAddShape(space, blockShape); } With the above code, the sprites never show up. However, if I comment out the "cpSpaceAddBody(space, blockBody);" line, the sprites show up. The position and size of the blocks are stored in the "bounds" property of instances of the Block class, which is a CGRect. Not sure if it's important, but the orientation of the app is in landscape left, and all the coordinates are based on that orientation. Any help would be greatly appreciated.

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