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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • OpenGLES mix and match blending options complicated question

    - by DevDevDev
    So I have a background line drawing, black and white. I want to be able to draw over this, keeping the black lines in there, and drawing only where it is white. I can do this by using glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); And the black stays black and white gets whatever color I want. However in the white areas, I want to be able to draw some color, pick to another color and then blend. However this doesn't work because the blend function is messed up. So what I was thinking is having a linedrawing framebuffer, and a user-drawing framebuffer. The user draws into the userdrawing framebuffer, with a different blending, and then I switch blending options and draw into the linedrawing framebuffer. But i don't know enough OpenGL to say whether or not this will work or is a stupid idea. Thanks a lot

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  • Pass NSMutableArray between two UIViewController's

    - by aahrens
    I have two view controllers name RootViewController and SecondViewController. In the FirstViewController I have this NSMutableArray @interface RootViewController : UITableViewController { NSMutableArray *allClasses;}@property (nonatomic,retain) NSMutableArray *allClasses; In the RootViewController I populate the UITableView with all the objects within allClasses In my SecondViewController I have @interface SecondViewController : UIViewController <UITextFieldDelegate,UIPickerViewDelegate> { NSMutableArray *arrayStrings;} I have a method that adds new NSStrings to the arrayStrings. My goal is to be able to pass the arrayStrings to the RootViewController by trying something similar to allClasses = arrayStrings. That way when the RootViewController is loaded it can populate with new information. How would I got about accomplishing that task?

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  • Why does my UITableView change from UITableViewStyleGrouped to UITableViewStylePlain

    - by casper
    My application has a view controller that extends UITableViewController. The initialization method looks like this: - (id)initWithCoder:(NSCoder*)coder { if (self = [super initWithCoder:coder]) { self.tableView = [[UITableView alloc] initWithFrame:self.tableView.frame style:UITableViewStyleGrouped]; } return self; } When the view is initially loaded, it's displayed as UITableViewStyleGrouped. However, if my app ever receives a low memory warning, the above view changes to UITableViewStylePlain. There is no associated xib file with the View/Controller. The viewDidUnload and didReceiveMemoryWarning methods are straightforward: - (void)didReceiveMemoryWarning { // Releases the view if it doesn't have a superview. [super didReceiveMemoryWarning]; // Release any cached data, images, etc that aren't in use. } - (void)viewDidUnload { // Release any retained subviews of the main view. // e.g. self.myOutlet = nil; } My question is, why does the table style change when I receive a memory warning?

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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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  • 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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  • AVAudioPlayer via Speakers

    - by Mark
    I got the following code: - (id)init { if (self = [super init]) { UInt32 sessionCategory = kAudioSessionCategory_MediaPlayback; AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory); UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker; AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride); [[AVAudioSession sharedInstance] setDelegate:self]; [[AVAudioSession sharedInstance] setCategory:AVAudioSessionCategoryPlayAndRecord error:nil]; [[AVAudioSession sharedInstance] setActive:YES error:nil]; } return self; } But somehow the sound does not want to come out of the speakers, can someone see what I am doing wrong? The code I use for playing is: AVAudioPlayer *player = [[AVAudioPlayer alloc] initWithContentsOfURL:soundFilePathURL error:nil]; [player prepareToPlay]; [player setVolume:1.0]; [player play];

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  • ASIHTTPRequest - HTTPS

    - by Tejaswi Yerukalapudi
    Does ASIHTTPRequest support HTTPS connections? My connection right now works for a HTTP connection and errors if I try a HTTPS Connection. (Goes into requestFailed and gives me a ASIHTTPErrorRequestDomain) -(void) getPatientsList { av.hidden = NO; [av startAnimating]; NSString *urlString = [IP stringByAppendingString:@"Method1"]; NSURL *url = [NSURL URLWithString:urlString]; ASIFormDataRequest *request = [ASIFormDataRequest requestWithURL:url]; NSLog(@"URL = %@",url); [request setRequestMethod:@"POST"]; [request setPostValue:@"val1" forKey:@"key1"]; [request setPostValue:@"val2" forKey:@"key2"]; [request setDelegate:self]; [request startAsynchronous]; } - (void)requestFinished:(ASIHTTPRequest *)request { // Use when fetching text data //NSString *responseString = [request responseString]; // Use when fetching binary data NSData *responseData = [request responseData]; [self parsePatients:responseData]; [av stopAnimating]; av.hidden = YES; } - (void)requestFailed:(ASIHTTPRequest *)request { NSError *error = [request error]; [av stopAnimating]; av.hidden = YES; } Thanks, Teja

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  • UISearchbar clearButton forces the keyboard to appear

    - by DASKAjA
    I have a UISearchBar which acts as a live filter for a table view. When the keyboard is dismissed via endEditing:, the query text and the gray circular "clear" button remain. From here, if I tap the gray "clear" button the keyboard reappears as the text is cleared. How do I prevent this? If the keyboard is not currently open I want that button to clear the text without reopening the keyboard. There is a protocol method that gets called when I tap the clear button. But sending the UISearchBar a resignFirstResponder message doesn't have any effect on the keyboard.

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  • Design view disappeared from Interface Builder

    - by skywalker168
    All of a sudden, the visual design window disappeared from my Interface Builder. It is a regular UIView, has some UIImageView, UILabel, and UIButtons on it. When I open IB, I can see the document window (with File's Owner, First Responder and View in it), Library and Inspector, but the visual design window disappeared. Double click on "View" in the document window doesn't do anything. If I go to List mode, I can see all the components on the view, but just can no longer find the visual design window. All other XIB can open just fine, only this XIB lost its design window. First I thought maybe it was hidden somewhere on the screen. Tried all kinds of things, even rebooting the computer, but nothing helped. Can anyone help? Thanks in advance! By the way, I'm running SDK 3.2 Beta 3.

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  • XCode 3.2 does not mark unit test assert failures in the editor

    - by Cliff
    I've been off in Java land for about a month or so and now, upon returning to XCode I feel lost. I've upgraded 1st to 3.1.2 then recently to 3.2 and also got a new Mac with Snow Leopard so I'm not exactly sure when the problem surfaced. I just know that I used to get little red bubbles in my unit test next to the failing asserts and that no longer seems to happen. Is there a way to restore this? I've been trying to use Apple's own SenTesting framework instead of GoogleTools for mac like I used to. Should I revert to Google Tools? Does anyone have an answer?

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  • Why do i get exc bad access in cases when object is not nil?

    - by DixieFlatline
    I have an app that receives remote notifications. My view controller that is shown after push has a tableview. App crashes very randomly (1 in 20 tries) at line setting frame: if (!myTableView) { NSLog(@"self.myTableView is nil"); } myTableView.frame=CGRectMake(0, 70, 320, 376); This only happens when i open the app, then open some other apps and then receive the push notification. I guess it has something to do with memory. I use ARC (ios 5). The strange thing is that nslog is not displayed, so tableview is not nil. Crash log: Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x522d580c Crashed Thread: 0 Thread 0 name: Dispatch queue: com.apple.main-thread Thread 0 Crashed: 0 libobjc.A.dylib 0x352b1f7e objc_msgSend + 22 1 Foundation 0x37dc174c NSKVOPendingNotificationCreate + 216 2 Foundation 0x37dc1652 NSKeyValuePushPendingNotificationPerThread + 62 3 Foundation 0x37db3744 NSKeyValueWillChange + 408 4 Foundation 0x37d8a848 -[NSObject(NSKeyValueObserverNotification) willChangeValueForKey:] + 176 5 Foundation 0x37e0ca14 _NSSetPointValueAndNotify + 76 6 UIKit 0x312af25a -[UIScrollView(Static) _adjustContentOffsetIfNecessary] + 1890 7 UIKit 0x312cca54 -[UIScrollView setFrame:] + 548 8 UIKit 0x312cc802 -[UITableView setFrame:] + 182 9 POViO 0x000913cc -[FeedVC viewWillAppear:] (FeedVC.m:303) Dealloc is not called because it is not logged: - (void)dealloc { NSLog(@"dealloc"); }

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  • Problem with migrating from Texture2D to CCTexture2D (Setting CCSprite texture)

    - by marie
    My problem is that whenever I change the texture of a sprite, the new texture will retain the size of the original sprite's texture. I have this code: mySprite = [CCSprite spriteWithFile:@"mySprite.png"]]; ... // change current stage here CCTexture2D *newTexture=[[[CCTexture2D alloc]initWithImage:[UIImage imageNamed:[NSString stringWithFormat:@"stage number %d.png",currentStageNumber]]]autorelease]; [mySprite setTexture:newTexture]; The new sprite is stretched or compressed depending on the size of the original sprite. If the original sprite is larger, the new texture is stretched. I didn't have this problem when I was using cocos2d v0.8 What am I doing wrong?

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  • Completely uninstalling both versions of XCode

    - by Mugunth Kumar
    As usual I typed sudo Library/uninstall-devtools --mode=all It uninstalled the first version (Beta) properly. Tried the same thing on the older Stable Version which I have installed to "XCode Stable" Getting this error Use of uninitialized value $dir_name in substitution (s///) at Library/uninstall-devtools line 153. Use of uninitialized value $developer_dir in concatenation (.) or string at Library/uninstall-devtools line 120 Anyone else facing this problem? Can I just trash the installation folder?

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  • Unselected UIPickerView value

    - by morticae
    According to the documentation, if a UIPickerView has no selected value, the expected return from selectedRowInComponent: should be: "A zero-indexed number identifying the selected row, or -1 if no row is selected." However, if I check the value the very line after initializing one, its value is 0. Even if I then manually set it to -1, it still returns 0. I would like to be able to detect whether the user has chosen a value yet or not, without recording it in a local variable. Is this possible? example: UIPickerView *picker = [[UIPickerView alloc] initWithFrame:CGRectMake(0.0, 46.0, 320.0, 216.0)]; [picker selectRow:-1 inComponent:0 animated:NO]; NSLog(@"SELECTED %d", [picker selectedRowInComponent:0]); expected output: SELECTED -1 actual output: SELECTED 0

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  • 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.

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  • Background image for list view still shows white behind text for cells.

    - by MonkeyTroy
    I wanted to put a background image partially visible behind a list view. I created a list view in my nib with an image view behind it and made the list view background 20% opacity. This allows the background image to show thru but my text in the cells show a white background behind and if I create the cells in cellForRowAtIndexPath the cells have a white background too. I am creating and setting the cell textLabel and the detailTextLabel in the cellForRowAtIndexPath event. Not sure how to get rid of that, or if there is a better way to do the background image.

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  • copy array from one class to another class array

    - by shishir.bobby
    hi all, i hv an array ("array A", which contains 3 objects, fox ex, to,from,message) in class "A". and in class "B",i m having another array ("array B"),which fills tableview,of class "B" only. i need to fill tableview,with the values of class A's array (i.e array A,with the object values, to,from,message). how can i do it?? how to copy array from another class ? i hope i m clear with my question regards shishir

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  • How to use NSObject to URLs with three20 properly

    - by Frank
    Basically i map my controllers to accept the address class to be passed into the listingpage controller. Which is done here: [map from:@"tt://listingPage/(initWithResult:)" toViewController:[ListingPageController class]]; [map from:[Address class] name:@"result" toURL:@"tt://listingPage/(initWithResult:)"]; This url is being used in my table item which I am has been invoked here: for (Address *result in [(id<SearchResultsModel>)self.model results]) { NSString* url = [result URLValueWithName:@"result"]; TTTableImageItem* tii = [TTTableMessageItem itemWithTitle:[result addressText] caption:[result addressText] text:[result subText] imageURL:[result image] URL:url]; [self.items addObject:tii]; } My app crashes, I am not sure why, seems to be getting an invalidate view. any help would be much appreciated.

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