Search Results

Search found 15866 results on 635 pages for 'iphone 4g'.

Page 415/635 | < Previous Page | 411 412 413 414 415 416 417 418 419 420 421 422  | Next Page >

  • Using Mapkit to create a local searchable Map

    - by Digital D
    Using MapKit as a base, I'm planning on adding a map to a project with 'local search' capabilities. I think 'local search' describes the feature I want to design into the map. Here is my vision. The map is displayed on the bottom half of a view. The user's current location is highlighted by default. When the user pushes the 'search' button annotation pins drop onto the map. The search is programmatically fixed to a certain item....for example supermarkets. So supermarkets in a 5 mile radius of the user's current location will populate the map. How would I add this local search feature to the already amazing MapKit? I've learned an incredible amount as a new developer in the last few months, and look forward to learning googles...correction googols more. Thanks in anticipation.

    Read the article

  • How to provide an own contentView for using -drawRect?

    - by mystify
    I want to use -drawRect: in an UITableViewCell subclass but it is covered by contentView. So the best option seems to be that I make a UIView subclass with my -drawRect: code and use that as contentView. But how could I feed my UITableViewCell subclass with that contentView? UITableViewCell creates that on its own when the contentView property is accessed. Would I simply override the getter method and then provide my own view there?

    Read the article

  • Play any audio for given time

    - by Dipen
    I want to play any file for 6 seconds. Also suppose the audio is bigger then 6 sec the application will play only for 6 sec.and if it is less then 6 sec then play continuously. So is there any inbuilt option from any framework?

    Read the article

  • Detecting Touches in an OpenGL rendered scene

    - by Icky
    Hey. I was wondering whether there is a way to detect a touch in an OpenGL rendered scene. What I have i a set of images which are being rendered in my main view. Now if the user touches one of these images (or objects) I would like to know which one was touched - similar to the CGRectContainsPoint(frame, [touch locationInView:self.view] method. Is there an easy way to find out? If there is none, this would also help.

    Read the article

  • Appending Dataset in Core Data execution of Update through iTuneStore

    - by Yoon Lee
    So I have completed my code work. This is first time releasing the app through iTuneStore. Current state of reading Core Data (.sqlite) file is already prefetched (already has information like apple's 'Reciepie' program). Assuming I have successfully released through apple store, and decide to update my application to existing users. Say I have sqlite contents but it contains bit more information than previous SQLite file under same structure. Question 1. Every time update held to the existing user, does it removes previous ones and move new updated application? Question 2. if it is not, then HOW can I append the existing sql value?

    Read the article

  • Drawing the UIPicker values from multiple components?

    - by Rob
    I have the UIPicker setup with multiple components and a button below it. Depending on what the user has chosen with the UIPicker determines which new view will be loaded but I am having trouble determining how to extrapolate the information from the picker itself. Right now I have this method being called when the button is pressed: - (IBAction) buttonPressed { if (component:1 == 1 && component:2 == 1) { //Load the view number 1. } else if (component:1 == 2 && component:2 == 1) { //Load the view number 2. } else { //Load the view number 3. } } I obviously know that my code is wrong but I hope it gets the point across. I have multiple components and I need to figure out how to use the information that the user is scrolling to on the picker to determine which view to move to. (I know how to load the views, I just commented those in the code to illuminate the problem areas better.)

    Read the article

  • UIView animation along a round path?

    - by david
    I need to make my little guy (in a UIIamgeView) jump forward and it has to look natural. I want to know is there a way to do it with CoreAnimation (beginAnimation/commitAnimation)? I could do it by setting a point in between in the air but the movement looks not natural :P

    Read the article

  • UIScrollView content visible then bounces away

    - by Travis
    I have a pretty simple UIScrollView defined inside Interface Builder. I've pasted in some UILabels and when I run my app, I can drag to see the UILabels at the bottom but as soon as I let go it bounces away from view. What property controls this sort of setting?

    Read the article

  • Switch between multiple views while respecting orientation

    - by zoul
    Hello! I have an MVC application with a single model and several views (something like skins). I want the user to be able to switch the views and I can’t get it working with interface orientation. The most simple approach looks like this: - (void) switchToADifferentView: (UIView*) newView { // self is a descendant of UIViewController self.view = newView; } This does not work because the incoming view does not get rotated according to current orientation (until the next orientation change, test case). Is there a way to force the orientation on a view? It looks like the system is trying really hard to keep the interface controls for itself. (Or is it as simple as setting the right transform by hand?) I figured I’d better not switch the views directly and switch controllers instead. This makes sense, as it makes the initial code simpler. But how do I switch controllers that have no “navigation relation” between them? I guess I could use presentModalViewController:, but that seems like a hack. Same goes for navigation controller. If I exchange the controllers by hand, I get the wrong orientation again: - (void) switchToAController: (id) incoming { [currentController.view removeFromSuperview]; [window addSubview:incoming.view]; // does not respect current orientation } Now how the heck do I simply exchange the current controller for another one? Again, the controllers are something like “skins” operating above a shared model, so it really makes no sense to pretend that skin A is a “modal” dialog above skin B or that they’re a part of a navigation stack.

    Read the article

  • Signal "0" error while scrolling a tableview with images

    - by Amitkumar
    Hi, I have a problem while scrolling images on tableview. I am getting a Signal "0" error. I think it is due to some memory issues but I am not able to find out the exact error. The code is as follows, - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [travelSummeryPhotosTable dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier]autorelease]; } //Photo ImageView UIImageView *photoTag = [[UIImageView alloc] initWithFrame:CGRectMake(5.0, 5.0, 85.0, 85.0)]; NSString *rowPath =[[imagePathsDictionary valueForKey:[summaryTableViewDataArray objectAtIndex:indexPath.section]] objectAtIndex:indexPath.row]; photoTag.image = [UIImage imageWithContentsOfFile:rowPath]; [cell.contentView addSubview:photoTag]; [photoTag release]; // Image Caption UILabel *labelImageCaption = [[UILabel alloc] initWithFrame:CGRectMake(110.0, 15.0, 190.0, 50.0)]; labelImageCaption.textAlignment = UITextAlignmentLeft; NSString *imageCaptionText =[ [imageCaptionsDictionary valueForKey:[summaryTableViewDataArray objectAtIndex:indexPath.section]] objectAtIndex:indexPath.row]; labelImageCaption.text = imageCaptionText; [cell.contentView addSubview:labelImageCaption]; [labelImageCaption release]; return cell; } Thanks in advance.

    Read the article

  • How do I blur (ios7 style) a section of an image in a UITableViewCell?

    - by George McKibbin
    I've got a UIImageView that takes up the whole cell and shows an image. I'd like to blur the bottom third of the view in the iOS7 style (we're targeting iOS7). There will be a label over the blurred part. The issue seems to be that I can't "screenshot" the UIImageView right as I am setting up the cell in tableView:cellForRowAtIndexPath: as it hasn't loaded yet. Although i've even tried setting up a timer for a 0.1 second delay and that also doesn't work. I've tried the stuff on http://damir.me/posts/ios7-blurring-techniques I've tried https://github.com/justinmfischer/7blur I'd like to use the new screenshotting API drawViewHierarchyInRect:afterScreenUpdates: I'd also like to use apple's sample code UIImage+ImageEffects The only thing that has worked so far has been to just put a UIToolbar in but the performance is really slow. I don't need dynamic updates. I've managed to get the following effect a few times but it has just tinted the view and hasn't actually blurred anything so I'm a bit confused.

    Read the article

  • Design pattern to keep track UITableView rows correspondance to underlying data in constant time.

    - by DenNukem
    When my model changes I want to animate changes in UITableView by inserting/deleting rows. For that I need to know the ordinal of the given row (so I can construct NSIndexPath), which I find hard to do in better-than-linear time. For example, consider that I have a list of addressbook entries which are manualy sorted by the user, i.e. there is no ordering "key" that represents the sort order. There is also a corresponding UITableView that shows one row per addressbook entry. When UITableView queries the datasource I query the NSMUtableArray populated with my entries and return required data in constant time for each row. However, if there is a change in underlying model I am getting a notification "Joe Smith, id#123 has been removed". Now I have a dilemma. A naive approach would be to scan the array, determine the index at which Joe Smith is and then ask UITableView to remove that precise row from the view, also removing it form the array. However, the scan will take linear time to finish. Now I could have an NSDictionary which allows me to find Joe Smith in constant time, but that doesn't do me a lot of good because I still need to find his ordinal index within the array in order to instruct UITableView to remove that row, which is again a linear search. I could further decide to store each object's ordinal inside the object itself to make it constant, but it will become outdated after first such update as all subsequent index values will have changed due to removal of an object. So what is the correct design pattern to accurately reflect model changes in the UITableView in costant (or at least logarithmic) time?

    Read the article

  • Problem trying to move a CCSprite circle in Cocos2d

    - by thyrgle
    Hi, So I am trying to move a CCSprite (which has the picture of a circle and is 32 by 32 pixels) with ccTouchesBegan. I have tried the following: -(void) ccTouchesBegan:(UITouch *)touch withEvent:(UIEvent *)event { CGPoint location = [touch locationInView:touch.view]; if ((location.x <= L1Circle1.position.x + 32 && location.x >= L1Circle2.position.x - 32) && (location.y <= L1Circle1.position.y + 32 || location.y >= L1Circle2.position.y - 32)) { L1Circle1.position = ccp(location.x, location.y); } } But, when I touch the screen in the simulator nothing happens... What am I doing wrong?

    Read the article

  • Presenting a Popover From a Rect Problem

    - by Sheehan Alam
    I have a UITableViewCell that has some labels and images that can be clicked. I want to present a popover whenever a user clicks on any part of the cell. How can I achieve this without interfering with the click actions of the labels & images? I am currently creating an invisible button ontop of some other clickable items in the cell and calling the popover: [replyPopover presentPopoverFromRect:CGRectMake(77, 25, 408, 68) inView:self permittedArrowDirections: UIPopoverArrowDirectionDown animated:YES]; Unfortunately, because the button is on top of the labels & images I am unable to click them. How can I show a popover by clicking on the background of a cell, so that there is no interference when clicking images & labels inside the cell?

    Read the article

  • NSString stringWithFormat

    - by Leo
    Hi Guys, I don't know what I am missing here. I am trying to concatenate strings using NSString stringWithFormat function. This is what I am doing. NSString *category = [row objectForKey:@"category"]; NSString *logonUser = [row objectForKey:@"username"]; user.text = [NSString stringWithFormat:@"In %@ by %@", category, logonUser]; The problem here is that it always print only one variable. Say if there is "Sports" in category and "Leo" in logonUser it will print "In Sports" and skip the remaining text. It should print "In Sports by Leo". Thanks

    Read the article

  • Unrecognised selector sent to instance uitableview

    - by ct2k7
    I'm getting error: Unrecognised selector sent to instance, upon inspection, I see there is an issue in this section of code, and more specifically: [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; - (void) searchBarTextDidBeginEditing:(UISearchBar *)theSearchBar { if(searching) return; //Add the overlay view. ovController = [[OverlayViewController alloc] initWithNibName:@"OverlayView" bundle:[NSBundle mainBundle]]; CGFloat yaxis = self.navigationController.navigationBar.frame.size.height; CGFloat width = self.view.frame.size.width; CGFloat height = self.view.frame.size.height; //Parameters x = origion on x-axis, y = origon on y-axis. CGRect frame = CGRectMake(0, yaxis, width, height); ovController.view.frame = frame; ovController.view.backgroundColor = [UIColor grayColor]; ovController.view.alpha = 0.5; ovController.rvController = self; [self.tableView insertSubview:ovController.view aboveSubview:self.parentViewController.view]; searching = YES; letUserSelectRow = NO; //self.tableView.scrollEnabled = NO; } Looks like there's an issue with tableview?

    Read the article

  • Foundation framework. No NSString.h file

    - by pawelini1
    Hello I'm getting a few errors just after I updated my working copy via SVN. /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSCharacterSet.h:8:0 /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSCharacterSet.h:8:32: error: Foundation/NSString.h: No such file or directory /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSCharacterSet.h:45:0 /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSCharacterSet.h:45: error: expected ')' before 'unichar' /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSPathUtilities.h:10:0 /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.2.sdk/System/Library/Frameworks/Foundation.framework/Headers/NSPathUtilities.h:10: error: cannot find interface declaration for 'NSString' All that errors tell that compiler is unable to find NSString.h file in Foundation framework and I have opened the Foundation framework in Xcode/Frameworks/Foundation.framework/Headers and noticed that there is no NSString header file there. Could anyone tell me what happened? I tried to delete the framework and add it again but it failed to. Still I don't have NSString header file.

    Read the article

  • UIView: how to do non-destructive drawing?

    - by Caffeine Coma
    My original question: I'm creating a simple drawing application and need to be able to draw over existing, previously drawn content in my drawRect. What is the proper way to draw on top of existing content without entirely replacing it? Based on answers received here and elsewhere, here is the deal. You should be prepared to redraw the entire rectangle whenever drawRect is called. You cannot prevent the contents from being erased by doing the following: [self setClearsContextBeforeDrawing: NO]; This is merely a hint to the graphics engine that there is no point in having it pre-clear the view for you, since you will likely need to re-draw the whole area anyway. It may prevent your view from being automatically erased, but you cannot depend on it. To draw on top of your view without erasing, do your drawing to an off-screen bitmap context (which is never cleared by the system.) Then in your drawRect, copy from this off-screen buffer to the view. Example: - (id) initWithCoder: (NSCoder*) coder { if (self = [super initWithCoder: coder]) { self.backgroundColor = [UIColor clearColor]; CGSize size = self.frame.size; drawingContext = [self createDrawingBufferContext: size]; } return self; } - (CGContextRef) createOffscreenContext: (CGSize) size { CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); CGContextRef context = CGBitmapContextCreate(NULL, size.width, size.height, 8, size.width*4, colorSpace, kCGImageAlphaPremultipliedLast); CGColorSpaceRelease(colorSpace); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0, -1.0); return context; } - (void)drawRect:(CGRect) rect { UIGraphicsPushContext(drawingContext); CGImageRef cgImage = CGBitmapContextCreateImage(drawingContext); UIImage *uiImage = [[UIImage alloc] initWithCGImage:cgImage]; UIGraphicsPopContext(); CGImageRelease(cgImage); [uiImage drawInRect: rect]; [uiImage release]; } TODO: can anyone optimize the drawRect so that only the (usually tiny) modified rectangle region is used for the copy?

    Read the article

  • Maintaining integrity of Core Data Entities with many incoming one-to-many relationships

    - by Henry Cooke
    Hi all. I have a Core Data store which contains a number of MediaItem entities that describe, well, media items. I also have NewsItems, which have one-to-many relationships to a number of MediaItems. So far so good. However, I also have PlayerItems and GalleryItems which also have one-to-many relationships to MediaItems. So MediaItems are shared across entities. Given that many entities may have one-to-many relationships, how can I set up reciprocal relationships from a MediaItem to all (1 or more) of the entities which have relationships to it and, furthermore, how can I implement rules to delete MediaItems when the number of those reciprocal relationships drops to 0?

    Read the article

  • Should I release NSString before assigning a new value to it?

    - by Elliot Chen
    Hi, Please give me some suggestions about how to change a NSString variable. At my class, I set a member var: NSString *m_movieName; ... @property(nonatomic, retain) NSString *m_movieName; At viewDidLoad method, I assign a default name to this var: -(void)viewDidLoad{ NSString *s1 = [[NSString alloc] initWithFormat:@"Forrest Gump"]; self.m_movieName = s1; ... [s1 release]; [super viewDidLoad] } At some function, I want to give a new name to this var, so I did like: -(void)SomeFunc{ NSString *s2 = [[NSString alloc] initWithFormat:@"Brave Heart"]; //[self.movieName release]; // ??????? Should perform here? self.m_moiveName = s2; [s2 release]; } I know, NSString* var is just a pointer to an allocated memory block, and 'assign' operation will increment this memory block's using count. For my situation, should I release m_movieName before assigning a value to it? If I do not release it (via [self.movieName release]), when and where will the previous block be released? Thanks for your help very much!

    Read the article

  • Change position of navigationItem.title

    - by ludo
    Hi, In my ViewDidLoad I use : self.navigation.title = @"test"; It will display my title in the middle of my UINavigationController, how can I change the position and put this title on the left. Or maybe create a label and put it on the left? Thanks,

    Read the article

  • collision with moving objects

    - by blacksheep
    tried to write a collision with the moving "floats" but did not succeed. maybe wrong place of the "collision" code? thanx 4 help! // // FruitsView.m // import "FruitsView.h" import "Constants.h" import "Utilities.h" define kFloat1Speed 0.15 define kFloat2Speed 0.3 define kFloat3Speed 0.2 @interface FruitsView (Private) - (void) stopTimer; @end @implementation FruitsView @synthesize apple, float1, float2, float3, posFloat1, posFloat2, posFloat3; -(void)onTimer { float1.center = CGPointMake(float1.center.x+posFloat1.x,float1.cen ter.y+posFloat1.y); if(float1.center.x 380 || float1.center.x < -60) posFloat1.x = -posFloat1.x; if(float1.center.y 100 || float1.center.y < -40) posFloat1.y = -posFloat1.y; float2.center = CGPointMake(float2.center.x+posFloat2.x,float2.cen ter.y+posFloat2.y); if(float2.center.x 380 || float2.center.x < -50) posFloat2.x = -posFloat2.x; if(float2.center.y 150 || float2.center.y < -30) posFloat2.y = -posFloat2.y; float3.center = CGPointMake(float3.center.x+posFloat3.x,float3.cen ter.y+posFloat3.y); if(float3.center.x 380 || float3.center.x < -70) posFloat3.x = -posFloat3.x; if(float3.center.y 100 || float3.center.y < -20) posFloat3.y = -posFloat3.y; if(CGRectIntersectsRect(apple.frame,float1.frame)) { if(apple.center.y float1.center.y) { posApple.y = -posApple.y; } } if(CGRectIntersectsRect(apple.frame,float2.frame)) { if(apple.center.y float2.center.y) { posFloat2.y = -posFloat2.y; } } if(CGRectIntersectsRect(apple.frame,float3.frame)) { if(apple.center.y float3.center.y) { posFloat3.y = -posFloat3.y; } } } pragma mark Initialisation/destruction (void)awakeFromNib { [NSTimer scheduledTimerWithTimeInterval:0.0001 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; posFloat1 = CGPointMake(kFloat1Speed, 0); posFloat2 = CGPointMake(kFloat2Speed, 0); posFloat3 = CGPointMake(kFloat3Speed, 0); timer = nil; modeLock = lockNotYetChosen; defaultSize = self.bounds.size.width; modal = self.tag; [[UIAccelerometer sharedAccelerometer] setDelegate:self]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; eadbea.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; [UIView beginAnimations:nil context:nil]; [UIView setAnimationRepeatCount:1]; apple.transform = CGAffineTransformMakeScale(0.5,0.5); [UIView commitAnimations]; } pragma mark Background animation processing (void) startTimer { if (!timer) { timer = [[NSTimer scheduledTimerWithTimeInterval:1.0/60.0 target:self selector:@selector(timerTick:) userInfo:nil repeats:YES] retain]; } } (void) stopTimer { [timer invalidate]; [timer release]; timer = nil; } (void) check:(CGPoint*)position delta:(CGSize*)delta halfSize:(CGSize)halfSize forBouncingAgainst:(CGSize)containerSize { if ((position-x - halfSize.width)<0) { delta-width = fabsf(delta-width)*BOUNCE_DAMPING; position-x = halfSize.width; } if ((position-x + halfSize.width)containerSize.width) { delta-width = fabsf(delta-width)*-BOUNCE_DAMPING; position-x = containerSize.width - halfSize.width; } if ((position-y - halfSize.height)<0) { delta-height = fabsf(delta-height)*BOUNCE_DAMPING; position-y = halfSize.height; } if ((position-y + halfSize.height)containerSize.height) { delta-height = fabsf(delta-height)*-BOUNCE_DAMPING; position-y = containerSize.height - halfSize.height; } } (void) timerTick: (NSTimer*)timer { dragDelta = CGSizeScale(dragDelta, INERTIAL_DAMPING); if ((fabsf(dragDelta.width)DELTA_ZERO_THRESHOLD) || (fabsf(dragDelta.height)DELTA_ZERO_THRESHOLD)) { CGPoint ctr = CGPointApplyDelta(self.center, dragDelta); CGSize halfSize = CGSizeMake(self.bounds.size.width/4, self.bounds.size.height/4); [self check:&ctr delta:&dragDelta halfSize:halfSize forBouncingAgainst:self.superview.bounds.size]; self.center = ctr; } else { [self stopTimer]; } } pragma mark Input Handling (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent )event { NSSet allTouches = [event touchesForView:self]; if ([allTouches count]==1) { if (modeLocklockNotYetChosen) return; UITouch* anyTouch = [touches anyObject]; lastMove = anyTouch.timestamp; CGPoint now = [anyTouch locationInView: self.superview]; CGPoint then = [anyTouch previousLocationInView: self.superview]; dragDelta = CGPointDelta(now, then); self.center = CGPointApplyDelta(self.center, dragDelta); [self stopTimer]; } } (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { NSSet* allTouches = [event touchesForView:self]; if ([touches count]==[allTouches count]) { modeLock = lockNotYetChosen; if ((event.timestamp - lastMove) MOVEMENT_PAUSE_THRESHOLD) return; if ((fabsf(dragDelta.width)INERTIA_THRESHOLD) || (fabsf(dragDelta.height)INERTIA_THRESHOLD)) { [self startTimer]; } } } (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { modeLock = lockNotYetChosen; [self stopTimer]; } (void)dealloc { [float1 release]; [float2 release]; [float3 release]; [apple release]; [bear_head release]; [self stopTimer]; [super dealloc]; } @end

    Read the article

< Previous Page | 411 412 413 414 415 416 417 418 419 420 421 422  | Next Page >