Search Results

Search found 1268 results on 51 pages for 'bounds checker'.

Page 42/51 | < Previous Page | 38 39 40 41 42 43 44 45 46 47 48 49  | Next Page >

  • UICollectionView with one static cell and N dynamic ones from a fetchresultscontroller exception

    - by nflacco
    I'm trying to make a UITableView that shows a blog post and comments for that post. My setup is a tableview in storyboard with two dynamic prototype cells. The first cell is for the post and should never change. The second cell represents the 0 to N comments. My cellForRowAtIndexPath method shows the post cell properly, but fails to get the comment at the given index path (though if I comment out the fetch I get the appropriate number of comment cells with a green background that I set as a visual debug thing). let comment = fetchedResultController.objectAtIndexPath(indexPath) as Comment I get the following exception on this line: 2014-08-24 15:06:40.712 MessagePosting[21767:3266409] *** Terminating app due to uncaught exception 'NSRangeException', reason: '*** -[__NSArrayM objectAtIndex:]: index 1 beyond bounds [0 .. 0]' *** First throw call stack: ( 0 CoreFoundation 0x0000000101aa43e5 __exceptionPreprocess + 165 1 libobjc.A.dylib 0x00000001037f9967 objc_exception_throw + 45 2 CoreFoundation 0x000000010198f4c3 -[__NSArrayM objectAtIndex:] + 227 3 CoreData 0x00000001016e4792 -[NSFetchedResultsController objectAtIndexPath:] + 162 Section and cell setup: override func tableView(tableView: UITableView!, numberOfRowsInSection section: Int) -> Int { // #warning Incomplete method implementation. // Return the number of rows in the section. switch section { case 0: return 1 default: if let realPost:Post = post { return fetchedResultController.sections[0].numberOfObjects } else { return 0 } } } override func tableView(tableView: UITableView!, cellForRowAtIndexPath indexPath: NSIndexPath!) -> UITableViewCell! { switch indexPath.section { case 0: let cell = tableView.dequeueReusableCellWithIdentifier(postViewCellIdentifier, forIndexPath: indexPath) as UITableViewCell cell.backgroundColor = lightGrey if let realPost:Post = self.post { cell.textLabel.text = realPost.text } return cell default: let cell = tableView.dequeueReusableCellWithIdentifier(commentCellIdentifier, forIndexPath: indexPath) as UITableViewCell cell.backgroundColor = UIColor.greenColor() let comment = fetchedResultController.objectAtIndexPath(indexPath) as Comment // <---------------------------- :( cell.textLabel.text = comment.text return cell } } FRC: func controllerDidChangeContent(controller: NSFetchedResultsController!) { tableView.reloadData() } func getFetchedResultController() -> NSFetchedResultsController { fetchedResultController = NSFetchedResultsController(fetchRequest: taskFetchRequest(), managedObjectContext: managedObjectContext, sectionNameKeyPath: nil, cacheName: nil) return fetchedResultController } func taskFetchRequest() -> NSFetchRequest { if let realPost:Post = self.post { let fetchRequest = NSFetchRequest(entityName: "Comment") let sortDescriptor = NSSortDescriptor(key: "date", ascending: false) fetchRequest.predicate = NSPredicate(format: "post = %@", realPost) fetchRequest.sortDescriptors = [sortDescriptor] return fetchRequest } else { return NSFetchRequest(entityName: "") } }

    Read the article

  • Drawing line Continous.

    - by japs
    Hi All, How to draw line continuous in uiview? I have used below code and it works fine but after drawing line straght when i draw another line then first one gets clear if i do not clear that then they join each other. Please suggest some solution. (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); //for( Line *eachLine in lineArray ) // [eachLine drawInContext:context]; CGContextSetLineWidth(context, 2.0); CGContextSetStrokeColorWithColor(context, [UIColor redColor].CGColor); CGContextSetFillColorWithColor(context, [UIColor redColor].CGColor); if (firstTouch.x != 0.0 && firstTouch.y != 0.0) { CGRect dotRect = CGRectMake(firstTouch.x - 3, firstTouch.y - 3.0, 5.0, 5.0); CGContextAddEllipseInRect(context, dotRect); CGContextDrawPath(context, kCGPathFillStroke); **CGContextMoveToPoint(context, firstTouch.x, firstTouch.y); for (NSString *onePointString in points) { CGPoint nextPoint = CGPointFromString(onePointString); CGContextAddLineToPoint(context, nextPoint.x, nextPoint.y); }** CGContextStrokePath(context); } else { CGContextSetFillColorWithColor(context, self.backgroundColor.CGColor); CGContextAddRect(context, self.bounds); CGContextFillPath(context); } }

    Read the article

  • My 3D object (opengl es) is disappearing behind the iPhone camera view

    - by KLC
    I have an augmented reality iPhone app that I am converting from Core Animation to OpenGL ES 1.1. I have added code that has been modified from the Apple OpenGL template. My problem is that my 3D object , when translating along the negative Z-axis (away from the user), appears to disappear into the camera view, until its completely gone. I have experimented with several solutions, but to no avail. What I have determined: Using the 3D icosahedron from Jeff Lamarche's blog here, the object starts it at 0,0,0 and then translates with decreasing z coordinates. By the time the z value reaches -2.0f, the object is gone. It appears as if it is disappearing behind the camera view. This is how I set my frustrum & viewport (unchanged from Apple's code) glMatrixMode(GL_PROJECTION); size = zNear * tanf(DEGREES_TO_RADIANS(fieldOfView) / 2.0); //Grab the size of the screen CGRect rect = self.bounds; glFrustumf(-size, size, -size / (rect.size.width / rect.size.height), size / (rect.size.width / rect.size.height), zNear, zFar); glViewport(0, 0, rect.size.width, rect.size.height); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); What I have tried: The camera view is the main view and several other views are added to it as subviews, including the openGLView. I have commented those views out for test purposes. I have applied CATransforms to move the openGLView in the z direction -500 and +500, and done the same to the camera view. I have also changed the zFar in the above code to 1.0f, and it still disappears at z position of -2.0, which doesn't make sense (shouldn't it disappear at z=1.0?) My experimentation has got me more confused than when I started ( which usually means I am missing a key piece, but I can't figure out what). Thanks for your help.

    Read the article

  • How i display my scrollView on splash screen?

    - by Rajendra Bhole
    HI, I develop an application in which i want to implement the splash screen, on that splash screen i want to bind the scrollView and UIImage. My code as follow, -(void)splashAnimation{ window = [[UIWindow alloc] initWithFrame:CGRectMake(0, 0, 320, 420)]; //scrollView = [[UIScrollView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; scrollView = [[UIScrollView alloc] initWithFrame:[window bounds]]; scrollView.pagingEnabled = NO; scrollView.bounces = NO; UIImage *image = [UIImage imageNamed:@"splash.png"]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; imageView.userInteractionEnabled = NO; [scrollView addSubview:imageView]; [scrollView setDelegate:self]; //[scrollView release]; } - (void)applicationDidFinishLaunching:(UIApplication *)application { [self splashAnimation]; [self initControllers]; [window addSubview:[mainTabBarController view]]; [window makeKeyAndVisible]; } On my given code the one blank window comes up and stay on. I want to on that blank screen bind my splash.png.

    Read the article

  • Using a UITableViewController with a small-sized table?

    - by rpj
    When using a UITableViewController, the initWithStyle: method automatically creates the underlying UITableView with - according to the documentation - "the correct dimensions". My problem is that these "correct dimensions" seem 320x460 (the iPhone's screen size), but I'm pushing this TableView/Controller pair into a UINavigationController which is itself contained in a UIView, which itself is about half the height of the screen. No frame or bounds wrangling I can come up with seems to correctly reset the table's size, and as such it's "too long", meaning there are a collection of rows that are pushed off the bottom of the screen and are not visible nor reachable by scrolling. So my question comes down to: what is the proper way to tell a UITableViewController to resize its component UITableView to a specified rectangle? Thanks! Update I've tried all the techniques suggested here to no avail, but I did find one interesting thing: if I eschew the UINavigationController altogether (which I'm not yet willing to do for production, but as an experiment), and add the table view as a direct subview of the enclosing view I mentioned, the frame size given is respected. The very moment I re-introduce the UINavigationController into the mix, no matter if it is added as a subview before or after the table view, and no matter if alloc/init it before or after the table view is added as a subview, the result is the same as it was before. I'm beginning to suspect UINavigationController isn't much of a team player... Update 2 The suggestion to check frame size after the table view on screen was a good one: turns out that the navigation controller is in fact resizing it some time in between load and display. My solution, hacky at best, has been to cache the frame given on load and to reset it if changed at the beginning of tableView:cellForRowAtIndexPath:. Why there you ask? Because it's the one place I found that worked, that's why! I don't consider this a solution as it's obviously improper, but for the benefit of anyone else reading, it does seem to work.

    Read the article

  • Grayscale image with colored spotlight in JavaFX

    - by DaUltimateTrooper
    I need a way to have a gray scale image in an ImageView and on mouse moved if the cursor position is in the ImageView bounds to show a colored spotlight on the mouse position. I have created a sample to help you understand what I need. This sample negates the colors of a colored image on the onMouseMoved event. package javafxapplication3; import javafx.scene.effect.BlendMode; import javafx.scene.Group; import javafx.scene.image.Image; import javafx.scene.image.ImageView; import javafx.scene.input.MouseEvent; import javafx.scene.paint.Color; import javafx.scene.paint.RadialGradient; import javafx.scene.paint.Stop; import javafx.scene.Scene; import javafx.scene.shape.Circle; import javafx.stage.Stage; var spotlightX = 0.0; var spotlightY = 0.0; var visible = false; var anImage = Image { url: "{__DIR__}picture1.jpg" } Stage { title: "Spotlighting" scene: Scene { fill: Color.WHITE content: [ Group { blendMode: BlendMode.EXCLUSION content: [ ImageView { image: anImage onMouseMoved: function (me: MouseEvent) { if (me.x > anImage.width - 10 or me.x < 10 or me.y > anImage.height - 10 or me.y < 10) { visible = false; } else { visible = true; } spotlightX = me.x; spotlightY = me.y; } }, Group { id: "spotlight" content: [ Circle { visible: bind visible translateX: bind spotlightX translateY: bind spotlightY radius: 60 fill: RadialGradient { centerX: 0.5 centerY: 0.5 stops: [ Stop { offset: 0.1, color: Color.WHITE }, Stop { offset: 0.5, color: Color.BLACK }, ] } } ] } ] }, ] }, } I am a total newbie what can I say...

    Read the article

  • Why doesn't 'Q' unify in this PROLOG program

    - by inspectorG4dget
    Hello SO, I am writing a PROLOG program in which the variable of interest (Q) refuses to unify. I have gotten around this with a hacky solution (include a write statement). But there has to be a way to make this unify, but for the love of me, I am not able to figure it out. I'd really appreciate any help. Thanks in advance. Here is my code (I have annotated wherever I have excluded code for brevity) :- use_module(library(bounds)). :- use_module(library(lists)). solve([17],Q,_,_,_):- write(Q). %this is the hacky workaround solve(L,Q,1,3,2) :- jump(L,Q,N,1,3,2,R), solve(N,R,S,D,M), member([S|[D|[M|[]]]],[[1, 3, 2], [1, 9, 4], [2, 10, 5] this list contains 76 items - all of which are lists of length 3. I have omitted them here for the sake of brevity]). % there are about 75 other definitions for solve, all of which are structured exactly the same. The only difference is that the numbers in the input parameters will be different in each definition jump(L,Q,N,S,D,M,R):- member(S,L), not(member(D,L)), member(M,L), delete(L,S,X), delete(X,M,Y), append(Y,[D],N), append(Q,[[S,D]],R). cross_sol(Q) :- solve([5,9,10,11,17,24],[],S,D,M), member([S,D,M], [ I have edited out this list here for the sake of brevity. It is the same list found in the definition of solve ]). For some reason, Q does not unify. Please help!

    Read the article

  • Is it legal to extend the Class class?

    - by spiralganglion
    I've been writing a system that generates some templates, and then generates some objects based on those templates. I had the idea that the templates could be extensions of the Class class, but that resulted in some magnificent errors: VerifyError: Error #1107: The ABC data is corrupt, attempt to read out of bounds. What I'm wondering is if subclassing Class is even possible, if there is perhaps some case where doing this would be appropriate, and not just a gross misuse of OOP. I believe it should be possible, as ActionScript allows you to create variables of the Class type. This use is described in the LiveDocs entry for Class, yet I've seen no mentions of subclassing Class. Here's a pseudocode example: class Foo extends Class var a:Foo = new Foo(); trace(a is Class) // true, right? var b = new a(); I have no idea what the type of b would be. In summary: can you subclass the Class class? If so, how can you do it without errors, and what type are the instances of the instances of the Class subclass?

    Read the article

  • The Immerman-Szelepcsenyi Theorem

    - by Daniel Lorch
    In the Immerman-Szelepcsenyi Theorem, two algorithms are specified that use non-determinisim. There is a rather lengthy algorithm using "inductive counting", which determines the number of reachable configurations for a given non-deterministic turing machine. The algorithm looks like this: Let m_{i+1}=0 For all configurations C Let b=0, r=0 For all configurations D Guess a path from I to D in at most i steps If found Let r=r+1 If D=C or D goes to C in 1 step Let b=1 If r<m_i halt and reject Let m_{i+1}=m_{i+1}+b I is the starting configuration. m_i is the number of configurations reachable from the starting configuration in i steps. This algorithm only calculates the "next step", i.e. m_i+1 from m_i. This seems pretty reasonable, but since we have nondeterminisim, why don't we just write: Let m_i = 0 For all configurations C Guess a path from I to C in at most i steps If found m_i = m_i + 1 What is wrong with this algorithm? I am using nondeterminism to guess a path from I to C, and I verify reachability I am iterating through the list of ALL configurations, so I am sure to not miss any configuration I respect space bounds I can generate a certificate (the list of reachable configs) I believe I have a misunderstanding of the "power" of non-determinisim, but I can't figure out where to look next. I am stuck on this for quite a while and I would really appreciate any help.

    Read the article

  • UIView Login screen to tabbar logic

    - by Benjamin De Bos
    Folks, i'm having trouble with some navigation logic. Currently i have a simple two tabbed tabbar application. But i want to show a loginscreen in front. So that would be an UIView. Currently the code is as follows: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { self.window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]]; UIViewController *viewController1 = [[roosterViewController alloc] initWithNibName:@"roosterViewController" bundle:nil]; UIViewController *viewController2 = [[SecondViewController alloc] initWithNibName:@"SecondViewController" bundle:nil]; self.tabBarController = [[UITabBarController alloc] init]; self.tabBarController.viewControllers = @[viewController1, viewController2]; self.window.rootViewController = self.tabBarController; [self.window makeKeyAndVisible]; return YES; } SO this pushes a simple tabcontroller. Well, now i want to have a login screen. So that would be a simple UIView which pushes the tabbar controller. But i can't seem to see the logic on how to do this. I've been trying to present a modal view controller, but the thing is: the tabbar will be loaded on the background. Since i need the username/password information to work on the tabbarview, this won't work. My Logic would be: delegate load loginViewController load tabbar controller But, then i need to be able to "logout". So i need to destroy the tabbar controller and present the login screen. Any thoughts on this?

    Read the article

  • Displaying Plist data into UItableview

    - by Christien
    I have a plist with Dictionary and numbers of strings per dictionary.show into the url below.and this list of items is in thousands in the plist. I need to display these plist data into the UItableview . How to do this? My Code: - (void)viewWillAppear:(BOOL)animated { // get paths from root direcory NSArray *documentPaths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [documentPaths objectAtIndex:0]; NSString *documentPlistPath = [documentsDirectory stringByAppendingPathComponent:@"p.plist"]; NSDictionary *dict = [NSDictionary dictionaryWithContentsOfFile:documentPlistPath]; valueArray = [dict objectForKey:@"title"]; self.mySections=[valueArray copy]; NSLog(@"value array %@",self.mySections); } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return [self.mySections count]; } -(NSString *)tableView:(UITableView *)tableView titleForHeaderInSection:(NSInteger)section { NSString *key = [[self.mySections objectAtIndex:section]objectForKey:@"pass"]; return [NSString stringWithFormat:@"%@", key]; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 5; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[UITableViewCell alloc] initWithStyle:UITableViewCellStyleValue1 reuseIdentifier:CellIdentifier]; } // Configure the cell... NSUInteger section = [indexPath section]; NSUInteger row = [indexPath row]; cell.textLabel.text = [[self.mySections objectAtIndex:row] objectForKey:@"title"]; cell.detailTextLabel.text=[[self.mySections objectAtIndex:section] objectForKey:[allKeys objectAtIndex:1]]; return cell; } Error is 2012-12-17 16:21:07.372 Project[2076:11603] * Terminating app due to uncaught exception 'NSRangeException', reason: '-[__NSCFArray objectAtIndex:]: index (4) beyond bounds (4)' * First throw call stack: (0x1703052 0x1523d0a 0x16aba78 0x16ab9e9 0x16fcc60 0x1d03a 0x391e0f 0x392589 0x37ddfd 0x38c851 0x337301 0x1704e72 0x277592d 0x277f827 0x2705fa7 0x2707ea6 0x2707580 0x16d79ce 0x166e670 0x163a4f6 0x1639db4 0x1639ccb 0x1505879 0x150593e 0x2f8a9b 0x2158 0x20b5) terminate called throwing an exceptionkill

    Read the article

  • Using CSS max-height on an outer div to force scroll on an inner-div.

    - by Jay Neely
    I have an outer div with a variable height (and max-height) that's set with a specific pixel amount by JavaScript, containing two divs within. The 1st div is intended to hold a variable amount of content, e.g. a list of links. It has no height set. The 2nd div is intended to hold a fixed amount of content, and has a specific height set. Right now, the max-height isn't working. The 1st div keeps growing, even with overflow: auto; set, and pushes the 2nd div below it outside the bounds of the outer div. How can I make it so that when the 1st div gets too large for the outer div to contain both it and the fixed-height 2nd div, the 1st div will start to scroll? Example page: http://thevastdesign.com/scrollTest.html Thanks for any help. I'd appreciate a CSS solution the most, even if it requires some hacks. It only has to work in Firefox 3+, IE8, and IE7. Ideas?

    Read the article

  • Set scaleX property on a Sprite without altering the child inside

    - by grammar
    Is this possible? My site is set up with next and prev buttons on the right and left sides respectively, and as you roll over either of the hit areas around the buttons a Sprite fades in which contains a TextField that describes the next page. Said Sprite calls the StartDrag() method, so it follows the mouse within the bounds, which is all fine and dandy on the left side of the page. Adobe, however, seems to have forgotten to put a way to dynamically alter the registration point of a Sprite, MC, whatever else, so when you roll over the right side of the page, the sprite is displayed from the top left and is mostly off the stage. Trying to hack this problem I have tried numerous things ( classes written by others, other hacks) and the best that I have found is to use the scaleX method on the Sprite, changing the scale to -1. This, of course, makes the Sprite seem like it's reflected from its normal point, which means all its children show up backwards. Is there anyway I can use this hack without it altering the text? OR Does anyone know a different way to go about displaying a Sprite from another corner? Any way to make a Sprite fade in and follow the mouse on the LEFT HAND side of the mouse pointer? Thank you very much in advance. Here is a snippet to give an idea of what's happening: naxtPage.labelBG.scaleX = -1; nextPage.labelBG.startDrag( true, nextHitRect ); nextPage.labelBG.x = nextPage.labelBG.parent.mouseX; nextPage.labelBG.y = nextPage.labelBG.parent.mouseY; Cheers

    Read the article

  • Why does my MPMoviePlayerController disappear when I press play?

    - by Digital Robot
    I have a MPMoviePlayerController in a view, something like myMovie = [[MPMoviePlayerController alloc] initWithContentURL:URLfilme]; if (myMovie) { [myMovie setRepeatMode:MPMovieRepeatModeNone]; [myMovie setShouldAutoplay: NO]; [myMovie setScalingMode:MPMovieScalingModeAspectFit]; myMovie.view.frame = vFilme.bounds; [vFilme addSubview:[myMovie view]]; } The movie appears fine, I can scrub it, but when I press play, boooom, it vanishes. I have tried to retain myMovie but nothing changed. I have tried to play a video fullscreen and even using MPMoviePlayerViewController and is still disappears once I tap on play. Even the video player sample by Apple is not working. Is this a bug or what? EDIT Things are getting more interesting. If instead of playing the video manually by tapping on the play button I insert two timers, one to play the video and another one to pause it after 3 seconds, what I see is this: when the play is fired the video disappears and when the pause is fired the video reappears but when it does it has no controls. It is totally frozen, but the app continues to run normally. It is not anything related to video encoding, because I have tried with different videos, including one shot on the iPhone 4 and another shot on 3GS.

    Read the article

  • Is there a workaround for Linux mono's refusal to acknowledge that I have resized the columns of my

    - by fantius
    When I resize a column, it does not redraw the data with the updated alignment. I've tried Invalidating, Refreshing, and a few other things. Nothing has worked. Does anyone know a workaround? I have not tried this in mono for Windows. To see what I mean, drop this control on a form, and run it in mono for Linux: using System; using System.Collections.Generic; using System.Text; using System.Windows.Forms; using System.Drawing; class MyListView : ListView { private readonly List<ListViewItem> items_ = new List<ListViewItem>(); public MyListView() { VirtualMode = true; Columns.Add("Col 1"); Columns.Add("Col 2"); Columns.Add("Col 3"); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); Add(new ListViewItem(new[] { "a", "b", "c" })); } protected override void OnRetrieveVirtualItem(RetrieveVirtualItemEventArgs e) { e.Item = items_[e.ItemIndex]; base.OnRetrieveVirtualItem(e); } public void Add(ListViewItem item) { items_.Add(item); VirtualListSize = items_.Count; } protected override void OnDrawColumnHeader(DrawListViewColumnHeaderEventArgs e) { e.DrawText(); base.OnDrawColumnHeader(e); } protected override void OnDrawSubItem(DrawListViewSubItemEventArgs e) { var text = ((ListViewItem.ListViewSubItem)e.SubItem).Text; using (var brush = new SolidBrush(e.SubItem.ForeColor)) { e.Graphics.DrawString(text, Font, brush, e.Bounds); } base.OnDrawSubItem(e); } protected override void OnColumnWidthChanged(ColumnWidthChangedEventArgs e) { base.OnColumnWidthChanged(e); Invalidate(true); // Nope, that didn't work Refresh(); // Nope, that didn't work } }

    Read the article

  • Writing a VM - well formed bytecode?

    - by David Titarenco
    Hi, I'm writing a virtual machine in C just for fun. Lame, I know, but luckily I'm on SO so hopefully no one will make fun :) I wrote a really quick'n'dirty VM that reads lines of (my own) ASM and does stuff. Right now, I only have 3 instructions: add, jmp, end. All is well and it's actually pretty cool being able to feed lines (doing it something like write_line(&prog[1], "jmp", regA, regB, 0); and then running the program: while (machine.code_pointer <= BOUNDS && DONE != true) { run_line(&prog[machine.cp]); } I'm using an opcode lookup table (which may not be efficient but it's elegant) in C and everything seems to be working OK. My question is more of a "best practices" question but I do think there's a correct answer to it. I'm making the VM able to read binary files (storing bytes in unsigned char[]) and execute bytecode. My question is: is it the VM's job to make sure the bytecode is well formed or is it just the compiler's job to make sure the binary file it spits out is well formed? I only ask this because what would happen if someone would edit a binary file and screw stuff up (delete arbitrary parts of it, etc). Clearly, the program would be buggy and probably not functional. Is this even the VM's problem? I'm sure that people much smarter than me have figured out solutions to these problems, I'm just curious what they are!

    Read the article

  • How to calculate the height of the text rectangle from an NSString?

    - by mystify
    I know there is this one: sizeWithFont:minFontSize:actualFontSize:forWidth:lineBreakMode: But since the CGSize always has the same height and doesn't adjust to any shrinked text or whatsoever, the CGSize is not telling how heigh the text is. Example: Make a UILabel with 320 x 55 points and put a loooooooooooooong text in there. Let the label shrink the text down. Surprise: CGSize.height remains the same height even if the text is so tiny that you need a microscope. Ok so after banging my head against my macbook pro which is half way broken now, the only think that can help is that nasty actualFontSize. But the font size is in pica I think, it's not really what you get on the screen, isn't it? When that font size is 10, is my text really 10 points heigh at maximum? Once in a while I tried exactly that, and as soon as the text had a y or some character that extends to below (like that tail of an y does), it is out of bounds and the whole text is bigger than 10 points. So how would you calculate the real text height for a single line uilabel without getting a long beard and some hospital experience?

    Read the article

  • Can't draw UImage in UIView::drawRect

    - by Joel
    I know this seems like a simple task, which is why I don't understand why I can't get the image to render. When I set up my UIView, I do the following: myUiView.backgroundColor = [UIColor clearColor]; myUiView.opaque = NO; I create and retain the UIImage in the init function of my UIView: image = [[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:@"test" ofType:@"png"]] retain]; then my drawRect looks like this: - (void) drawRect:(CGRect) rect { [image drawInRect:self.bounds]; } Ultimately I'll be manipulating that UIImage via bitmap context, and then in drawRect create a CGImage out of the context, and render that, but for now I'm just trying to get it rendering a known image. I've been digging through this site, as well as the documentation. I've gone down the CG path and tried drawing it with CGContextDrawImage by following the numerous examples other people have posted, but that didn't work either. So I've come back to what seems to be the most straightforward way to draw an image, but it isn't working. Any help would be greatly appreciated. Thanks in advance.

    Read the article

  • Cryptography: best practices for keys in memory?

    - by Johan
    Background: I got some data encrypted with AES (ie symmetric crypto) in a database. A server side application, running on a (assumed) secure and isolated Linux box, uses this data. It reads the encrypted data from the DB, and writes back encrypted data, only dealing with the unencrypted data in memory. So, in order to do this, the app is required to have the key stored in memory. The question is, is there any good best practices for this? Securing the key in memory. A few ideas: Keeping it in unswappable memory (for linux: setting SHM_LOCK with shmctl(2)?) Splitting the key over multiple memory locations. Encrypting the key. With what, and how to keep the...key key.. secure? Loading the key from file each time its required (slow and if the evildoer can read our memory, he can probably read our files too) Some scenarios on why the key might leak: evildoer getting hold of mem dump/core dump; bad bounds checking in code leading to information leakage; The first one seems like a good and pretty simple thing to do, but how about the rest? Other ideas? Any standard specifications/best practices? Thanks for any input!

    Read the article

  • fix a columns width when a list is bound to a datagridview

    - by Andy
    I have a list that I have bound to a datagridview. I want the first column to be a fixed size. The data is bound to the dataGridView and I can't seem to find a way to access an individual colums properties. if I try myDatagridview.colums[0] I get an index out of bounds, since it says the columns count is 0. private DataGridView setUpDataGrid(List<NVRlineVal> _NVRData) { //setup dataGridView DataGridView NVRDataGridView = new System.Windows.Forms.DataGridView(); NVRDataGridView.ColumnHeadersHeightSizeMode = System.Windows.Forms.DataGridViewColumnHeadersHeightSizeMode.AutoSize; NVRDataGridView.Dock = System.Windows.Forms.DockStyle.Fill; NVRDataGridView.AutoSizeColumnsMode = DataGridViewAutoSizeColumnsMode.Fill; NVRDataGridView.Location = new System.Drawing.Point(3, 3); NVRDataGridView.Name = "NVRDataGridView" + nvrIndex; NVRDataGridView.RowHeadersWidthSizeMode = System.Windows.Forms.DataGridViewRowHeadersWidthSizeMode.AutoSizeToDisplayedHeaders; NVRDataGridView.Size = new System.Drawing.Size(380, 401); NVRDataGridView.TabIndex = 0; NVRDataGridView.DataSource = _NVRData; var test = NVRDataGridView.Columns; NVRDataGridView.DataMember = "devState"; DataGridViewAutoSizeColumnMode.None; } Any ideas on how to have a fixed column width for only one of these columns, the rest will autosize?

    Read the article

  • How Can I Compress Texture in OpenGL on iPhone/iPad?

    - by nonamelive
    Hi, I'm making an iPad app which needs OpenGL to do a flip animation. I have a front image texture and a back image texture. Both the two textures are screenshots. // Capture an image of the screen UIGraphicsBeginImageContext(view.bounds.size); [view.layer renderInContext:UIGraphicsGetCurrentContext()]; image = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); // Allocate some memory for the texture GLubyte *textureData = (GLubyte*)calloc(maxTextureSize*4, maxTextureSize); // Create a drawing context to draw image into texture memory CGContextRef textureContext = CGBitmapContextCreate(textureData, maxTextureSize, maxTextureSize, 8, maxTextureSize*4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(textureContext, CGRectMake(0, maxTextureSize-size.height, size.width, size.height), image.CGImage); CGContextRelease(textureContext); // ...done creating the texture data [EAGLContext setCurrentContext:context]; glGenTextures(1, &textureToView); glBindTexture(GL_TEXTURE_2D, textureToView); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, maxTextureSize, maxTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData); // free texture data which is by now copied into the GL context free(textureData); Each of the texture takes up about 8MB memory, which is unacceptable for an iPhone/iPad app. Could anyone tell me how can I compress the texture to reduce the memory. I'm a complete newbie to OpenGL. Any help would be appreciated!

    Read the article

  • I tried everyhing, I just can't put my uiview behind my status bar ....

    - by gotye
    Hey guys, I have been trying every tips you already gave to other mates that where having the same issue but I just can't manage to do it ... My app isn't even special, it is a basic app with a tab bar and nav bar ... I currently got something like this in the controller I push (that i want to be fullscreen) : - (void)viewDidLoad { [super viewDidLoad]; self.view.autoresizingMask = 0; self.view.superview.autoresizingMask = 0; [[UIApplication sharedApplication] setStatusBarStyle: UIStatusBarStyleBlackTranslucent]; //[[UIApplication sharedApplication] setStatusBarHidden:YES animated:YES]; [self.navigationController.navigationBar setBarStyle:UIBarStyleBlackTranslucent]; CGRect test = CGRectMake(0.0,0.0,320,44); //[self.navigationController.navigationBar setFrame:test]; //[self setWantsFullScreenLayout:YES]; [self.view.superview setBounds:CGRectMake(0,-20.0,320,480)]; //[self.view setBounds:[[UIScreen mainScreen] bounds]]; [self.view setBounds:CGRectMake(0,-20.0,320,480)]; //CGRect rect4 = CGRectMake(0.0,0.0,320.0,500.0); //[self.view setFrame:rect4]; [self.view setBackgroundColor:[UIColor redColor]]; } As you can see I tried a lot of stuff :D but my red background isn't going under my status bar ... I am using the iphone simulator (in case it has to do with it ..) Thank you for any help ;) Gotye.

    Read the article

  • WCF Custom SOAP Header Issues

    - by WayneC
    I'm trying to implement an endpoint behavior which injects a custom SOAP header into all messages to and from a service. I've gotten pretty close by implementing the approach from the accepted answer of this question: http://stackoverflow.com/questions/986455/wcf-wsdl-soap-header-on-all-operations/995951#995951 After implementing that solution, my custom SOAP header does indeed show up in the WSDL; however, when I try to call the methods on my service, I get the following exception/fault: <ExceptionDetail xmlns="http://schemas.datacontract.org/2004/07/System.ServiceModel" xmlns:i="http://www.w3.org/2001/XMLSchema-instance"> <HelpLink i:nil="true" /> <InnerException i:nil="true" /> <Message>Index was outside the bounds of the array.</Message> <StackTrace> at System.ServiceModel.Dispatcher.DataContractSerializerOperationFormatter.AddHeadersToMessage(Message message, MessageDescription messageDescription, Object[] parameters, Boolean isRequest) at System.ServiceModel.Dispatcher.OperationFormatter.SerializeReply(MessageVersion messageVersion, Object[] parameters, Object result) at System.ServiceModel.Dispatcher.DispatchOperationRuntime.SerializeOutputs(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.DispatchOperationRuntime.InvokeBegin(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.ImmutableDispatchRuntime.ProcessMessage5(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.ImmutableDispatchRuntime.ProcessMessage4(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.ImmutableDispatchRuntime.ProcessMessage3(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.ImmutableDispatchRuntime.ProcessMessage2(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.ImmutableDispatchRuntime.ProcessMessage1(MessageRpc&amp; rpc) at System.ServiceModel.Dispatcher.MessageRpc.Process(Boolean isOperationContextSet)</StackTrace> <Type>System.IndexOutOfRangeException</Type> </ExceptionDetail> Looking in Reflector at the DataContractSerializerOperationFormatter.AddHeadersToMessage method thats throwing the exception, leads me to believe that the following snippet is causing the problem...but I'm not sure why. MessageHeaderDescription description = (MessageHeaderDescription) headerPart.Description; object parameterValue = parameters[description.Index]; I think the last line above is throwing the exception. The parameters variable is from IDispatchFormatter.SerializeReply What's going on?!?!! Any help would be greatly appreciated...

    Read the article

  • Is it good choice to move a Sublayer around a view using UIPanGestureRecognizer?

    - by Pranjal Bikash Das
    I have a CALayer and as sublayer to this CALayer i have added an imageLayer which contains an image of resolution 276x183. I added a UIPanGestureRecognizer to the main view and calculation the coordinates of the CALayer as follows: - (void)panned:(UIPanGestureRecognizer *)sender{ subLayer.frame=CGRectMake([sender locationInView:self.view].x-138, [sender locationInView:self.view].y-92, 276, 183); } in viedDidLoad i have: subLayer.backgroundColor=[UIColor whiteColor].CGColor; subLayer.frame=CGRectMake(22, 33, 276, 183); imageLayer.contents=(id)[UIImage imageNamed:@"A.jpg"].CGImage; imageLayer.frame=subLayer.bounds; imageLayer.masksToBounds=YES; imageLayer.cornerRadius=15.0; subLayer.shadowColor=[UIColor blackColor].CGColor; subLayer.cornerRadius=15.0; subLayer.shadowOpacity=0.8; subLayer.shadowOffset=CGSizeMake(0, 3); [subLayer addSublayer:imageLayer]; [self.view.layer addSublayer:subLayer]; It is giving desired output but a bit slow in the simulator. I have not yet tested it in Device. so my question is - Is it OK to move a CALayer containing an image??

    Read the article

  • Splitting a set of object into several subsets of 'similar' objects

    - by doublep
    Suppose I have a set of objects, S. There is an algorithm f that, given a set S builds certain data structure D on it: f(S) = D. If S is large and/or contains vastly different objects, D becomes large, to the point of being unusable (i.e. not fitting in allotted memory). To overcome this, I split S into several non-intersecting subsets: S = S1 + S2 + ... + Sn and build Di for each subset. Using n structures is less efficient than using one, but at least this way I can fit into memory constraints. Since size of f(S) grows faster than S itself, combined size of Di is much less than size of D. However, it is still desirable to reduce n, i.e. the number of subsets; or reduce the combined size of Di. For this, I need to split S in such a way that each Si contains "similar" objects, because then f will produce a smaller output structure if input objects are "similar enough" to each other. The problems is that while "similarity" of objects in S and size of f(S) do correlate, there is no way to compute the latter other than just evaluating f(S), and f is not quite fast. Algorithm I have currently is to iteratively add each next object from S into one of Si, so that this results in the least possible (at this stage) increase in combined Di size: for x in S: i = such i that size(f(Si + {x})) - size(f(Si)) is min Si = Si + {x} This gives practically useful results, but certainly pretty far from optimum (i.e. the minimal possible combined size). Also, this is slow. To speed up somewhat, I compute size(f(Si + {x})) - size(f(Si)) only for those i where x is "similar enough" to objects already in Si. Is there any standard approach to such kinds of problems? I know of branch and bounds algorithm family, but it cannot be applied here because it would be prohibitively slow. My guess is that it is simply not possible to compute optimal distribution of S into Si in reasonable time. But is there some common iteratively improving algorithm?

    Read the article

< Previous Page | 38 39 40 41 42 43 44 45 46 47 48 49  | Next Page >