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  • NSUserDefaults not saving properly

    - by BWC
    Hey Guys I'm having issues with NSUserDefaults and I don't quite understand what's going on My App has 5 levels and each level does the exact same thing with NSUserDefaults (Retrieves the levels defaults, changes the value as the user plays the level and then sets the defaults and syncronizes at the end of the level) the first 4 levels...work without a hitch but the last level doesn't save the values. The app doesn't crash and the last level isn't the very last thing that happens, And I even have the defaults synchronized when the application terminates. Is there a max size on the NSUserDefaults or is there anything anyone can think of that I haven't, I'll post the code below but like I said the first four levels work perfectly //header NSUserDefaults *userData; @property(nonatomic,retain) NSUserDefaults *userData; //class file //Sets the boolean variables for the class to use userData = [NSUserDefaults standardUserDefaults]; boolOne = [userData boolForKey:@"LevelFiveBoolOne"]; boolTwo = [userData boolForKey:@"LevelFiveBoolTwo"]; boolThree = [userData boolForKey:@"LevelFiveBoolThree"]; boolFour = [userData boolForKey:@"LevelFiveBoolFour"]; boolFive = [userData boolForKey:@"LevelFiveBoolFive"]; boolSix = [userData boolForKey:@"LevelFiveBoolSix"]; boolSeven = [userData boolForKey:@"LevelFiveBoolSeven"]; //End Of Level [userData setBool:boolOne forKey:@"LevelFiveBoolOne"]; [userData setBool:boolTwo forKey:@"LevelFiveBoolTwo"]; [userData setBool:boolThree forKey:@"LevelFiveBoolThree"]; [userData setBool:boolFour forKey:@"LevelFiveBoolFour"]; [userData setBool:boolFive forKey:@"LevelFiveBoolFive"]; [userData setBool:boolSix forKey:@"LevelFiveBoolSix"]; [userData setBool:boolSeven forKey:@"LevelFiveBoolSeven"]; [userData synchronize]; When when I switch to the view that uses these defaults they values are correct but when I terminate the application and restart it, these values aren't saved, every other level does the exact same process this is the only level that doesn't work. I've stared at this for quite awhile and I'm hoping someone out there has run into the same problem and can give me some insight on how they resolved it. Thank you in Advance BWC

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  • How do I send SMS without launching Text application?

    - by Thomas
    Hello all: I am developing a simple application which has to send an SMS message from the app itself instead of launching the native Text app. Here's my action now. What should I change to achieve my desired functionality? -(IBAction)startButtonPressed { NSString *phoneNumber = @"13136296693"; NSString *url = [NSString stringWithFormat: @"sms:%@",phoneNumber]; NSLog(@"Send SMS to: %@ ", url); [[UIApplication sharedApplication] openURL:[NSURL URLWithString:url]]; } Thanks! Thomas

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  • Custom Annotation not showing all

    - by funatsg
    Okay, i have a number of pins on the mapkit. These pins showing different types of attractions. (E.g Parks, Farms and etc) I want to add custom images for these different types of pin. Parks have a park image and vice versa. However, when i added in, not all the images are showing successfully. For example, in parks, it should have 5 pins, but the image only came up in 2 pins, whereas other 3 is in default red pins. But if i used colours to differentiate them. For example, [pinsetPinColor:MKPinAnnotationColorGreen]; It works! Anyone knows what is the problem? Relevant codes below. Tell me if you need more. thanks! - (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(id <MKAnnotation>)annotation{ if ([annotation isKindOfClass:MKUserLocation.class]) { //user location view is being requested, //return nil so it uses the default which is a blue dot... return nil; } //NSLog(@"View for Annotation is called"); MKPinAnnotationView *pin=[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:nil]; pin.userInteractionEnabled=TRUE; MapEvent* event = (MapEvent*)annotation; NSLog(@"thetype: %@", event.thetype); if ([event.thetype isEqualToString:@"adv"]) { //[pin setPinColor:MKPinAnnotationColorGreen]; pin.image = [UIImage imageNamed:@"padv.png"]; } else if ([event.thetype isEqualToString:@"muse"]){ //[pin setPinColor:MKPinAnnotationColorPurple]; pin.image = [UIImage imageNamed:@"pmuse.png"]; } else if ([event.thetype isEqualToString:@"nightlife"]){ pin.image = [UIImage imageNamed:@"pnight.png"]; } else if ([event.thetype isEqualToString:@"parks"]){ pin.image = [UIImage imageNamed:@"ppark.png"]; } else if ([event.thetype isEqualToString:@"farms"]){ pin.image = [UIImage imageNamed:@"pfarm.png"]; } else { [pin setPinColor:MKPinAnnotationColorRed]; } pin.canShowCallout = YES; pin.animatesDrop = YES; UIButton *rightButton = [UIButton buttonWithType:UIButtonTypeDetailDisclosure]; [rightButton addTarget:self action:@selector(clickAnnotation:) forControlEvents:UIControlEventTouchUpInside]; [rightButton setTitle:event.uniqueID forState:UIControlStateNormal]; pin.rightCalloutAccessoryView = rightButton; return pin; }

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  • I-Phone: Trying to check an Array for an item based on a string produced

    - by MB
    Hello! I'm writing a program that will concatenate a string based on letters, and then check an array to see if that string exists. If it does, then it will print a line in IB saying so. I've got all the ins-and-outs worked out, save for the fact that the simulator keeps crashing on me! Here's the code: -(IBAction)checkWord:(id)sender { NSMutableArray *wordList = [NSMutableArray arrayWithObjects:@"BIKE", @"BUS", @"BILL", nil]; if([wordList containsObject:theWord]) { NSString *dummyText = [[NSString alloc] initWithFormat:@"%@ is a real word.", theWord]; checkText.text = dummyText; [dummyText release]; } } "theWord" is the string that is being referenced against the Array to see if it matches an item contained within it. In this case "BIKE" is 'theWord'. Thank you for your help in advance! -MB

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  • Help - Three20 Distribution Build

    - by Lukas
    Hey there, I just wanted to build my App for submitting it to the AppStore - it includes the widely used three20 framework. As the Debug Versions on the Dev-Devices worked great, i'm having trouble compiling the project for distribution. XCode says: No architectures to compile for (ONLY_ACTIVE_ARCH=YES, active arch=armv6, VALID_ARCHS=i386). Any idea what's happening there? I've tried to google it, but i haven't found a solution yet. Thanks!

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  • iPad SDK, how to handle orientation with an UIImageView

    - by Salah
    Hello I'm developing an app for iPad and I try to handle multiple orientation. My app contains a webview and a loading UIImageView that appears when my webview is loading content. This UIImageView has a background image that I set in InterfaceBuilder. When I change orientation to landscape, the image is cut. I'd like the UIImageView to set image-portrait.png when the ipad is in portrait mode and image-landscape.png when it's in landscape mode. Thank you for your help and advices! Screenshots :

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  • How can I fill a rect with an alpha color using CoreGraphics?

    - by Rits Plasman
    In my drawRect method, I am drawing a PNG image. On top of that, I want to draw a rect with a 20% alpha color, like this: [[UIColor colorWithWhite:0.0 alpha:0.2] set]; UIRectFill(rect); The problem is, that the alpha property seems to get ignored. No alpha is applied at all, just a black rectangle is drawn. How can I fix this? Thanks in advance!

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  • detecting double free object, release or not release ...

    - by mongeta
    Hello, If we have this code in our interface .h file: NSString *fieldNameToStoreModel; NSFetchedResultsController *fetchedResultsController; NSManagedObjectContext *managedObjectContext; DataEntered *dataEntered; In our implementation file .m we must have: - (void)dealloc { [fieldNameToStoreModel release]; [fetchedResultsController release]; [managedObjectContext release]; [dataEntered release]; [super dealloc]; } The 4 objects are assigned from a previous UIViewController, like this: UIViewController *detailViewController; detailViewController = [[CarModelSelectViewController alloc] initWithStyle:UITableViewStylePlain]; ((CarModelSelectViewController *)detailViewController).dataEntered = self.dataEntered; ((CarModelSelectViewController *)detailViewController).managedObjectContext = self.managedObjectContext; ((CarModelSelectViewController *)detailViewController).fieldNameToStoreModel = self.fieldNameToStoreModel; [self.navigationController pushViewController:detailViewController animated:YES]; [detailViewController release]; The objects that now live in the new UIViewController, are the same as the previous UIViewController, and I can't release them in the new UIViewController ? The problems is that sometimes, my app crashes when I leave the new UIViewController and go to the previous one, not always. Normally the error that I'm getting is a double free object. I've used the malloc_error_break but I'm still not sure wich object is. Sometimes I can go from the previous UIViewController to the next one and come back 4 or 5 times, and the double free object appears. If I don't release any object, all is working and Instruments says that there are no memory leaks ... So, the final question, should I release those objects here or not ? Thanks, m.

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  • removing objects from arrays

    - by Sam Jarman
    Hey All I have an array(NSMutableArray) with 8 objects. I then remove number 5 (removeObjectAtIndex:4) does the array now count only 7 objects? or 8 with a space? I need to know. I plan to 'drain the array' after doing a thing with each object. Cheers Guys Sam

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  • how to delete contents from plist programmatically ?

    - by srikanth rongali
    I have a plist file. I want to delete the data from the plist. How can I do it programmatically ? My Plist have an array cells. cells is filled by dictionaries . Each dictionary is filled by string. I used the following way. NSString* plistPath1 = [[NSBundle mainBundle] pathForResource:@"details" ofType:@"plist"]; [cells removeObjectAtIndex:[clickedButtonPath row]]; NSMutableArray *array1 = [[NSMutableArray alloc] initWithCapacity:4]; array1 = cells; [array1 writeToFile:plistPath1 atomically: YES]; But the plist is not taking the changes. Thank you.

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  • iPad UIColor Saturation Issues

    - by Carter Allen
    I am trying to draw a UIColor on the screen of a view-based app, and I am trying to do so using HSB. It is absolutely necessary for me to use HSB in this case. I can create a UIColor object with any S value from 0.0f to 0.75f, but past that the numerical changes have no effect on the actual saturation displayed. I need it to be 1.0f, but it is still using 0.75f. Any ideas on why it is doing that, and how I can make it work?

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  • UISearchDisplayController - how to display search result with only by scope button selected but empt

    - by billibala
    The UISearchDisplayController is very handy and implementing search is pretty straightforward. However, I bump into problem when, in my app, I want to display search result with empty search string but selected scope button. It seems like it's a must to enter some search string in order to get the search result table being initialized and displayed. Is there any ways to display search result immediately after user has picked a scope but not entered search word yet? Thanks Bill

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  • Core Data + Core Animation/CALayer together??

    - by ivanTheTerrible
    I am making an Cocoa app with custom interfaces. So far I have implemented one version of the app using CALayer doing the rendering, which has been great given the hierarchical structure of CALayers, and its [hitTest:] function for handling mouse events. In this early version, the model of the app are my custom classes. However, as the program grows I feel the urge of using Core Data for the model, not just for the ease of binding/undo management, but also want to try out the new technology. My method so far: In Core Data: creating a Block entity, with attributes xPos, yPos, width, height...etc. Then, creating a BlockView : CALayer class for drawing, which uses methods such as self.position.x = [self valueForKey:@"xPos"] to fetch the values from the model. In this case, every BlockView object has to also keep a local copy of xPos, which is NOT good. Do any of you guys have better suggestions? Edit: This app is a information visualization tool. So the positions, dimensions of the blocks are important, and should be persisted for later analysis.

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  • Need to upload binary to test in-app purchase?

    - by psychotik
    Opinion seems to be split on whether an app binary is required to be uploaded to iTunes Connect before a testing an in-app purchase. I've created the app (no binary uploaded yet), created the in-app purchase, enabled by App ID for in-app purchase and marked the purchase "available for sale". I've followed the instructions in the guide as far as I can tell. However, when I try it on my device I am unable to retrieve the products - SKProductRequest returns my request product as invalid. Any suggestions what I need to do? Does the in-app purchase product need to "Developer Approved" for this to work? Any definitive answer on whether a binary needs to be uploaded? I would like to avoid that if possible but am willing to do it if required.

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  • Why Is Bottom Half of Custom UIActionSheet with UIDatePicker Disabled?

    - by Gorgando
    Everything seems to be working great with my UIActionSheet that contains a UIDatePicker except that the bottom half of the DatePicker is disabled. Visually there is a shadow that makes the bottom half of the picker darker than the top half. Everything in the bottom half is disabled and I can't for the life of me figure out how to enable it. I also noticed in my other "normal" UIActionSheets that just contain buttons, the bottom half of the cancel buttons are disabled. This is the code for my custom UIActionSheet: self.datePickerView = [[UIDatePicker alloc] init]; self.datePickerView.datePickerMode = UIDatePickerModeDate; self.actionSheet = [[UIActionSheet alloc] initWithTitle:@"Choose a Follow-up Date" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:@"Done", nil]; [self.actionSheet showInView:self.view]; [self.actionSheet addSubview:self.datePickerView]; [self.actionSheet sendSubviewToBack:self.datePickerView]; [self.actionSheet setBounds:CGRectMake(0,0,320, 500)]; CGRect pickerRect = self.datePickerView.bounds; pickerRect.origin.y = -95; self.datePickerView.bounds = pickerRect; I've tried several things including sendSubviewToBack, BringSubviewToFront, etc but I have not had any luck. I appreciate your help!

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  • Issue with CAAnimation and CALayer Transforms

    - by Brian
    I have a CALayer that I want to animate across the screen. I have created two methods: one slide open the layer and one to slide close. These both work by assigning a property to the layer's transform property. Now I want to use a CAKeyFrameAnimation to slide open the layer. I got this working so the layer slides open, but now I can't slide the layer close using my old method. I am trying to figure out why this is. Any help would be great. Code: - (id)init { if( self = [super init] ) { bIsOpen = NO; closeTransform = self.transform; openTransform = CATransform3DMakeTranslation(-235.0, 0.0, 0.0); } return self; } - (void)closeMenu { if( bIsOpen ) { self.transform = closeTransform; bIsOpen = !bIsOpen; } } - (void)openMenu { if( !bIsOpen ) { CAKeyframeAnimation *closeAnimation = [CAKeyframeAnimation animationWithKeyPath:@"transform"]; closeAnimation.duration = 1.0; closeAnimation.removedOnCompletion = NO; closeAnimation.fillMode = kCAFillModeForwards; closeAnimation.values = [NSArray arrayWithObjects:[NSValue valueWithCATransform3D:closeTransform],[NSValue valueWithCATransform3D:openTransform],nil]; closeAnimation.timingFunctions = [NSArray arrayWithObject:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionLinear]]; [self addAnimation:closeAnimation forKey:@"transform"]; bIsOpen = !bIsOpen; } }

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  • How to efficiently save changes made in UI/main thread with Core Data?

    - by Jaanus
    So, there have been several posts here about importing and saving data from an external data source into Core Data. Apple documents a reasonable pattern for this: "import and save on background thread, merge saved objects to main thread." All fine and good. I have a related but different problem: the user is modifying data in the UI and main thread, and thus modifies state of some objects in the managed object context (MOC). I would like to save these changes from time to time. What is a good way to do that? Now, you could say that I could do the same: create a background thread with its own MOC and pass the changed objectID-s there. The catch-22 for me with this is that an object's ID changes when it is saved, and I cannot guarantee the order of things happening. I may end up passing a different objectID into the background thread for the same object, based on whether the object has been previously saved or not, and I don't know if Core Data can resolve this and see that different objectID-s are pointing to the same object and not create duplicates for me. (I could test this, but I'm lazywebbing with this question first.) One thought I had: I could always do MOC saves on a background thread, and queue them up with operationqueue, so that there is always only one save in progress. I would not create a new MOC, I would just use the same MOC as in main thread. Now, this is not thread safe and when someone modifies the MOC in main thread while it is being saved in background thread, the results will probably be catastrophic. But, minus the thread safety, you can see what kind of solution I'd wish for. To be clear, the problem I need to fix is that if I just do the save in main thread, it blocks the UI for an unacceptably long period of time, I want to move the save to background thread. So, questions: what about the reasoning of an object ID changing during saving, and Core Data being able to resolve them to the same object? Would this be the right way of addressing this problem? any other good ways of doing this?

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  • Using GKPeerPickerController within a selector from a Cocos2D CCMenuItem

    - by Mark Hazlett
    Hey everyone, So i'm trying to use GameKit along with Cocos2D so that when a user clicks on the multiplayer menu item it will display the GKPeerPickerController. I'm however, running into some snags. It doesn't seem to want to compile. However, it doesn't give me an error inside of the code that's in my selector. Anyways here's the code... @implementation GameOverLayer - (id) init { self = [super init]; if (self != nil) { [CCMenuItemFont setFontSize:20]; [CCMenuItemFont setFontName:@"Helvetica"]; CCMenuItem *start = [CCMenuItemFont itemFromString:@"Play Again!" target:self selector:@selector(startGame:)]; CCMenuItem *connect = [CCMenuItemFont itemFromString:@"Multiplayer" target:self selector:@selector(connect:)]; CCMenu *menu = [CCMenu menuWithItems:start,connect, nil]; [menu alignItemsVertically]; [self addChild:menu]; } return self; } -(void)startGame: (id)sender { [[CCDirector sharedDirector] replaceScene: [HelloWorld scene]]; } -(void)connect: (id)sender { GKPeerPickerController *peerPicker; peerPicker = [[GKPeerPickerController alloc] init]; peerPicker.delegate = self; peerPicker.connectionTypesMask = GKPeerPickerConnectionTypeOnline | GKPeerPickerConnectionTypeNearby; [peerPicker show]; } @end The error message i'm getting is... ".obj_class_name_GKPeerPickerController", referenced from: Literal-Pointer@_OBJC@_cls_refs@GKPeerPickerController in GameOverScene.o Symbol(s) not found Collect2: id returned 1 exit status Any ideas?

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  • How to tile the contents of a CALayer?

    - by iaefai
    I would like to tile a CGImage across a CALayer, but it seems to only want to stretch it. The example code: self.background = [UIImage imageNamed: @"Background.png"]; [documentDisplay.layer setContents: self.background.CGImage]; I would like to avoid subclassing if I could.

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  • differing methods of alloc / init / retaining an object in objective-c

    - by taber
    In several pieces of sample objective-c code I've seen people create new objects like this: RootViewController *viewController = [[RootViewController alloc] init]; self.rootViewController = viewController; // self.rootViewController is a (nonatomic,retain) synthesized property [viewController release]; [window addSubview: [self.rootViewController view]]; Is that any different "behind the scenes" than doing it like this instead? self.rootViewController = [[RootViewController alloc] init]; [window addSubview: [self.rootViewController view]]; Seems a bit more straightforward/streamlined that way so I'm wondering why anyone would opt for the first method. Thanks!

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  • Using malloc/free in Objective-C object

    - by Itamar Katz
    I have a class AudioManager with a member of type AudioBufferList *. (This is a struct declared in the CoreAudio framework). Since AudioBufferList is not a NSObject, I cannot retain it, so I have to alloc/free it (correct me if I'm wrong). My question is, where is the 'right' place to free it? Currently I am doing it in the dealloc method of AudioManager. If I understand correctly, this method is invoked automatically once the release message is sent to the instance of AudioManager --- is that true? Is there any other recommended practice regarding using alloc/free on non-objects members of Objective-C objects? Edit: From Apples documentation: Subclasses must implement their own versions of dealloc to allow the release of any additional memory consumed by the object—such as dynamically allocated storage for data or object instance variables owned by the deallocated object. After performing the class-specific deallocation, the subclass method should incorporate superclass versions of dealloc through a message to super: Which makes things a little bit clearer - but more insights are appreciated.

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  • UIWebView memory management

    - by wolfrevo
    Hello, I have a problem with memory management. I am developing an application that makes heavy use of UIWebView. This app generates dynamically lots of UIWebViews while loading content from my server. Some of these UIWebViews are quite large and have a lot of pictures. If I use instruments to detect leaks, I do not detect any. However, lots of objects are allocated and I suspect that has to do with the UIWebViews. When the webviews release because no longer needed, it appears that not all memory is released. I mean, after a request to my server the app creates an UITableView and many webviews (instruments say about 8Mb). When user tap back, all of them are released but memory usage only decrements about 2-3 Mb, and after 5-10 minutes using the app it crashes. Am I missing something? Anyone know what could be happening? Thank you!

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