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  • dismissModalViewControllerAnimated: crashes in Simulator but not on phone

    - by Jon
    I'm doing the following: [self.parentViewController dismissModalViewControllerAnimated:YES] This code fails using the Simulator but works with no issues on the phone itself. The Simulator's console shows no erros. I used NSLog statements to pinpoint this line of code as the culprit. When running on the phone, however, the console(windoworganizer) shows that the above code is executed and the application proceeds forward with no problem. When running the code in debugger, the following statement appears at the bottom of the Xcode debug window: GDB: Data Formatters temporarily unavailable, will re-try after a 'continue'. (Not safe to call dlopen at this time.) Then a window dispalys stating: Loading 43672 stack frames. (that sounds bad) In the debug window the following line appears numerous times: [UIView(Hierarchy) _makeSubtreePerformSelector:withObject:withObject:copySublayers:] Without getting too deep into my code, does anyone know about or have experience with this type of condition? Thanks

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  • CGPDFContextCreateWithURL not correctly creating context

    - by mjdth
    Using the following code, the ctx is not correctly being created. It remains nil: #import <QuartzCore/QuartzCore.h> @implementation UIView(PDFWritingAdditions) - (void)renderInPDFFile:(NSString*)path { CGRect mediaBox = self.bounds; CGContextRef ctx = CGPDFContextCreateWithURL((CFURLRef)[NSURL URLWithString:path], &mediaBox, NULL); CGPDFContextBeginPage(ctx, NULL); CGContextScaleCTM(ctx, 1, -1); CGContextTranslateCTM(ctx, 0, -mediaBox.size.height); [self.layer renderInContext:ctx]; CGPDFContextEndPage(ctx); CFRelease(ctx); } @end In the console it shows: <Error>: CGPDFContextCreate: failed to create PDF context delegate. I've tried several different paths so I'm fairly certain that is not the problem. Thanks for any advice!

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  • AudioFileWriteBytes fails with error code -40

    - by alexbw
    I'm trying to write raw audio bytes to a file using AudioFileWriteBytes(). Here's what I'm doing: void writeSingleChannelRingBufferDataToFileAsSInt16(AudioFileID audioFileID, AudioConverterRef audioConverter, ringBuffer *rb, SInt16 *holdingBuffer) { // First, figure out which bits of audio we'll be // writing to file from the ring buffer UInt32 lastFreshSample = rb->lastWrittenIndex; OSStatus status; int numSamplesToWrite; UInt32 numBytesToWrite; if (lastFreshSample < rb->lastReadIndex) { numSamplesToWrite = kNumPointsInWave + lastFreshSample - rb->lastReadIndex - 1; } else { numSamplesToWrite = lastFreshSample - rb->lastReadIndex; } numBytesToWrite = numSamplesToWrite*sizeof(SInt16); Then we copy the audio data (stored as floats) to a holding buffer (SInt16) that will be written directly to the file. The copying looks funky because it's from a ring buffer. UInt32 buffLen = rb->sizeOfBuffer - 1; for (int i=0; i < numSamplesToWrite; ++i) { holdingBuffer[i] = rb->data[(i + rb->lastReadIndex) & buffLen]; } Okay, now we actually try to write the audio from the SInt16 buffer "holdingBuffer" to the audio file. The NSLog will spit out an error -40, but also claims that it's writing bytes. No data is written to file. status = AudioFileWriteBytes(audioFileID, NO, 0, &numBytesToWrite, &holdingBuffer); rb->lastReadIndex = lastFreshSample; NSLog(@"Error = %d, wrote %d bytes", status, numBytesToWrite); return;

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  • how to get access subview of UIView?

    - by RAGOpoR
    according to this code if i want to access imageView1 and imageView2 how can i access to it? please show me some example example cell.accessoryView.subviews ? UIImageView *imageView1 = [[[UIImageView alloc] init] autorelease]; UIImageView *imageView2 = [[[UIImageView alloc] init] autorelease]; imageView2.alpha = 0; [cell.accessoryView addSubview:imageView1]; [cell.accessoryView addSubview:imageView2];

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  • Detecting double tap in UIScrollView

    - by william-hu
    Hi, i searched much, the main way is subclass, override -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { } but i use NSL(@"") in this method to display the times ,but can't work ,who can give me a way to detect double click in detail.thank you so much!

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  • Incorrect value for sum of two NSIntegers

    - by Antonio
    Hi everybody: I'm sure I'm missing something and the answer is very simple, but I can't seem to understand why this is happening. I'm trying to make an average of dates: NSInteger runningSum =0; NSInteger count=0; for (EventoData *event in self.events) { NSDate *dateFromString = [[NSDate alloc] init]; if (event.date != nil) { dateFromString = [dateFormatter dateFromString:event.date]; runningSum += (NSInteger)[dateFromString timeIntervalSince1970]; count += 1; } } if (count>0) { NSLog(@"average is: %@",[NSDate dateWithTimeIntervalSince1970:(NSInteger)((CGFloat)runningAverage/count)]); } Everything seems to work OK, except for runningSum += (NSInteger)[dateFromString timeIntervalSince1970], which gives an incorrect result. If I put a breakpoint when taking the average of two equal dates (2009-10-10, for example, which is a timeInterval of 1255125600), runningSum is -1784716096, instead of the expected 2510251200. I've tried using NSNumber and I get the same result. Can anybody point me in the right direction? Thanks! Antonio

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  • View outlet not set with UINavigationController

    - by Sheehan Alam
    I have a NIB that contains a UINavigationController which has a UIViewController. The UIViewController is being loaded externally from another nib. I am unable to set the view property thus I get the error: *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: '-[UIViewController _loadViewFromNibNamed:bundle:] loaded the "LBRootViewController" nib but the view outlet was not set.' How can I set my view property correctly?

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  • Core data many-to-many relationship - Predicate question

    - by Garry
    In my Core Data model I have two entities: List and Patient. List has an attribute called 'name'. A List can have any number of Patients and each Patient can belong to any number of different lists. I have therefore set a relationship on List called 'patients' that has an inverse to-many relationship to Patient AND a relationship on Patient called 'lists' that has a to-many relationship to List. What I'm struggling to figure out is how to create a Predicate that will select all Patients that belong to a particular List name. How would I go about this? I have never used relationships before in Core Data. Thanks,

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  • How do I support the touch of the navigation bar label?

    - by iaefai
    I have an editor that I am making, and I need a way of editing the document's title. I was considering touching the title of the navigation item and have a custom view appear. I did this in an initial version of the application with a button bar item (and target/action), but I cannot seem to find a way to do it with the managed navigation bar. The alternative I was considering was putting another bar at the bottom with an item to do just that, but it doesn't seem like the best design if I don't need to do it, as it takes away from viewing space. Example image: i.imgur.com/NXAQs.png

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  • Objective-C partial implementation of classes in separate files

    - by Aran Mulholland
    I am using core data and am generating classes from my data model. I implement custom methods in these classes, however when i regenerate i generate over the top so i end up copying and pasting a bit. What i would like to do is split my implementation files ('.m') so i can have one header file with multiple '.m' files. then i can keep my custom methods in one and not have to worry about erasing them when i regenerate. I use this technique in .NET a lot with its partial keyword. Is there anything similar in objective-C

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  • How do you handle developer that has taken an "early retirement"?

    - by Amir Rezaei
    I have worked in many projects and have notice some people just refuse and have no interest in learning new technology. They simply look down to every simple tool and technology. It’s hard to understand how they got here at first place. I have understanding for time for family and social activities. But I don’t understand the lack of any single interest. It’s kind of being in wrong business. I have read this question and I think the problem is the people. How do you handle a developer that has taken "early retirement" (unwilling to learn)? How do you motivate them? What is the term for people who refuses to learn new technology?

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  • Memory Leaks - Objective-C

    - by reising1
    Can anyone help point out memory leaks? I'm getting a bunch within this method and I'm not sure exactly how to fix it. - (NSMutableArray *)getTop5AndOtherKeysAndValuesFromDictionary:(NSMutableDictionary *)dict { NSLog(@"get top 5"); int sumOfAllValues = 0; NSMutableArray *arr = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict){ NSString *value = [[dict objectForKey:key] retain]; [arr addObject:value]; sumOfAllValues += [value intValue]; } //sort values NSArray *sorted = [[arr sortedArrayUsingFunction:sort context:NULL] retain]; [arr release]; //top 5 values int sumOfTop5 = 0; NSMutableArray *top5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < 5; i++) { int proposedIndex = [sorted count] - 1 - i; if(proposedIndex >= 0) { [top5 addObject:[sorted objectAtIndex:([sorted count] - i - 1)]]; sumOfTop5 += [[sorted objectAtIndex:([sorted count] - i - 1)] intValue]; } } [sorted release]; //copy of all keys NSMutableArray *copyOfKeys = [[[NSMutableArray alloc] init] retain]; for(NSString *key in dict) { [copyOfKeys addObject:key]; } //copy of top 5 values NSMutableArray *copyOfTop5 = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { [copyOfTop5 addObject:[top5 objectAtIndex:i]]; } //get keys with top 5 values NSMutableArray *outputKeys = [[[NSMutableArray alloc] init] retain]; for(int i = 0; i < [top5 count]; i++) { NSString *targetValue = [top5 objectAtIndex:i]; for(int j = 0; j < [copyOfKeys count]; j++) { NSString *key = [copyOfKeys objectAtIndex:j]; NSString *val = [dict objectForKey:key]; if([val isEqualToString:targetValue]) { [outputKeys addObject:key]; [copyOfKeys removeObjectAtIndex:j]; break; } } } [outputKeys addObject:@"Other"]; [top5 addObject:[[NSString stringWithFormat:@"%d",(sumOfAllValues - sumOfTop5)] retain]]; NSMutableArray *output = [[NSMutableArray alloc] init]; [output addObject:outputKeys]; [output addObject:top5]; NSMutableArray *percents = [[NSMutableArray alloc] init]; int sum = sumOfAllValues; float leftOverSum = sum * 1.0f; int count = [top5 count]; float val1, val2, val3, val4, val5; if(count >= 1) val1 = ([[top5 objectAtIndex:0] intValue] * 1.0f)/sum; else val1 = 0.0f; if(count >=2) val2 = ([[top5 objectAtIndex:1] intValue] * 1.0f)/sum; else val2 = 0.0f; if(count >= 3) val3 = ([[top5 objectAtIndex:2] intValue] * 1.0f)/sum; else val3 = 0.0f; if(count >= 4) val4 = ([[top5 objectAtIndex:3] intValue] * 1.0f)/sum; else val4 = 0.0f; if(count >=5) val5 = ([[top5 objectAtIndex:4] intValue] * 1.0f)/sum; else val5 = 0.0f; if(val1 >= .00001f) { NSMutableArray *a1 = [[NSMutableArray alloc] init]; [a1 addObject:[outputKeys objectAtIndex:0]]; [a1 addObject:[top5 objectAtIndex:0]]; [a1 addObject:[NSString stringWithFormat:@"%.01f",(val1*100)]]; [percents addObject:a1]; leftOverSum -= ([[top5 objectAtIndex:0] intValue] * 1.0f); } if(val2 >= .00001f) { NSMutableArray *a2 = [[NSMutableArray alloc] init]; [a2 addObject:[outputKeys objectAtIndex:1]]; [a2 addObject:[top5 objectAtIndex:1]]; [a2 addObject:[NSString stringWithFormat:@"%.01f",(val2*100)]]; [percents addObject:a2]; leftOverSum -= ([[top5 objectAtIndex:1] intValue] * 1.0f); } if(val3 >= .00001f) { NSMutableArray *a3 = [[NSMutableArray alloc] init]; [a3 addObject:[outputKeys objectAtIndex:2]]; [a3 addObject:[top5 objectAtIndex:2]]; [a3 addObject:[NSString stringWithFormat:@"%.01f",(val3*100)]]; [percents addObject:a3]; leftOverSum -= ([[top5 objectAtIndex:2] intValue] * 1.0f); } if(val4 >= .00001f) { NSMutableArray *a4 = [[NSMutableArray alloc] init]; [a4 addObject:[outputKeys objectAtIndex:3]]; [a4 addObject:[top5 objectAtIndex:3]]; [a4 addObject:[NSString stringWithFormat:@"%.01f",(val4*100)]]; [percents addObject:a4]; leftOverSum -= ([[top5 objectAtIndex:3] intValue] * 1.0f); } if(val5 >= .00001f) { NSMutableArray *a5 = [[NSMutableArray alloc] init]; [a5 addObject:[outputKeys objectAtIndex:4]]; [a5 addObject:[top5 objectAtIndex:4]]; [a5 addObject:[NSString stringWithFormat:@"%.01f",(val5*100)]]; [percents addObject:a5]; leftOverSum -= ([[top5 objectAtIndex:4] intValue] * 1.0f); } float valOther = (leftOverSum/sum); if(valOther >= .00001f) { NSMutableArray *a6 = [[NSMutableArray alloc] init]; [a6 addObject:[outputKeys objectAtIndex:5]]; [a6 addObject:[top5 objectAtIndex:5]]; [a6 addObject:[NSString stringWithFormat:@"%.01f",(valOther*100)]]; [percents addObject:a6]; } [output addObject:percents]; NSLog(@"mu - a"); //[arr release]; NSLog(@"mu - b"); //[copyOfKeys release]; NSLog(@"mu - c"); //[copyOfTop5 release]; NSLog(@"mu - c"); //[outputKeys release]; //[top5 release]; //[percents release]; return output; }

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  • Multiple View App shows Blank Screen in Simulator

    - by Brett Coburn
    Hello; I am developing a simple app that first shows a menu screen, and when a button is pressed, a game screen appears. I was able to develop the game screen without any issues, but when I changed the code to first display the menu, the simulator showed a blank screen. I've read all the articles on connecting views with IB but I can't figure this out. Any help would be appreciated. This is my code: // Pong_Multiple_ViewAppDelegate.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import <UIKit/UIKit.h> @class MenuViewController; @interface Pong_Multiple_ViewAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; MenuViewController *navigationController; } @property (nonatomic, retain) IBOutlet UIWindow *window; @property (nonatomic, retain) IBOutlet MenuViewController *navigationController; @end // // Pong_Multiple_ViewAppDelegate.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright __MyCompanyName__ 2010. All rights reserved. // #import "Pong_Multiple_ViewAppDelegate.h" #import "MenuViewController.h" @implementation Pong_Multiple_ViewAppDelegate @synthesize window; @synthesize navigationController; - (void)application:(UIApplication *)application{ // Override point for customization after application launch [window addSubview:[navigationController view]]; [window makeKeyAndVisible]; } - (void)dealloc { [navigationController release]; [window release]; [super dealloc]; } @end // // MenuViewController.h // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <UIKit/UIKit.h> #import "GameViewController.h" @interface MenuViewController : UIViewController { GameViewController *gameViewController; IBOutlet UIButton *gameButton; } @property(nonatomic, retain) GameViewController *gameViewController; @property(nonatomic, retain) UIButton *gameButton; -(IBAction)switchPage:(id)sender; @end // // MenuViewController.m // Pong Multiple View // // Created by Brett on 10-05-19. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "MenuViewController.h" #import "GameViewController.h" @implementation MenuViewController @synthesize gameViewController; @synthesize gameButton; -(IBAction)switchPage:(id)sender{ if (self.gameViewController==nil) { GameViewController *gameView = [[GameViewController alloc]initWithNibName:@"GameView" bundle:[NSBundle mainBundle]]; self.gameViewController= gameView; [gameView release]; } [self.navigationController pushViewController:self.gameViewController animated:YES]; } .... @end My code also includes classes: GameViewController.h, GameViewController.m, and nib files: MenuView.xib, and GameView.xib Thanks, B

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  • Defining a Class in Objective C, XCode

    - by Brett
    Hello; I am new to Objective C, and am trying to write a class that defines a complex number. The code seems fine but when I print to the console, my values for instance variables are 0. Here is the code: // // ComplexNumber.h // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import <Foundation/Foundation.h> #import <stdio.h> @interface ComplexNumber : NSObject { double real; double imaginary; } // Getters -(double) real; -(double) imaginary; // Setters -(void)setReal: (double) a andImaginary: (double) b; //Function -(ComplexNumber *)squared; @end // // ComplexNumber.m // Mandelbrot Set // // Created by Brett on 10-06-02. // Copyright 2010 __MyCompanyName__. All rights reserved. // #import "ComplexNumber.h" #import <math.h> #import <stdio.h> @implementation ComplexNumber -(double)real{ return self->real; } -(double)imaginary{ return self->imaginary; } -(void)setReal: (double) a andImaginary: (double) b{ self->real=a; self->imaginary=b; } -(ComplexNumber *)squared{ double a = pow(real,2); double b = pow(imaginary, 2); double c = 2*real*imaginary; ComplexNumber *d; [d setReal:(a-b) andImaginary: c]; return d; } @end In the App Delegate for debugging purposes I added: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { ComplexNumber *testNumber = [[ComplexNumber alloc] init]; [testNumber setReal:55.0 andImaginary:30.0]; NSLog(@"%d", testNumber.real); // Override point for customization after app launch [window addSubview:viewController.view]; [window makeKeyAndVisible]; return YES; } But the console returns 0 everytime. Help?

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  • UITableViewCellStyleDefault image size

    - by Rob Bonner
    Hello all, I am getting some odd behavior from stock table cells, or maybe not odd, maybe I am making some assumptions. I create the cells as follows: cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; Then I assign an image to the default imageView property. My image usually comes in from a user, so it might be larger than the default size. To take care of this I: [cell.imageView setContentMode:UIViewContentModeScaleAspectFit]; which I expected to scale the image for me within the control, but in reality, the images are all over the map. So, is there a proper way to constrain the image in stock cell types? Thanks in advance!

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  • Benchmarking a particular method in Objective-C

    - by Jasconius
    I have a critical method in an Objective-C application that I need to optimize as much as possible. I first need to take some easy benchmarks on this one single method so I can compare my progress as I optimize. What is the easiest way to track the execution time of a given method in, say, milliseconds, and print that to console.

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  • CCLabelAtlas setString doesn't update label

    - by JonnyFunFun
    Hello! I have a CCLabelAtlas that I have on a layer to display the current score within my game...the problem that I am having with it is that it does not update when I use [scoreLabel setString:]. Here's how I have it laid out: In the header: @interface GameScene : CCLayer { ... CCLabelAtlas* scoreLabel; } And in the init: scoreLabel = [[CCLabelAtlas alloc] initWithString:@"0" charMapFile:@"scoreCharMap.png" itemWidth:6 itemHeight:8 startCharMap:'.']; [scoreLabel setPosition:ccp(105, 414)]; [self addChild:scoreLabel z: 6]; scoreCharMap.png is a custom map that includes ./0123456789 of my desired font. When the score is changed, I attempt to do this to get the label to update with the current score: NSString* str = [[NSString alloc] initWithFormat:@"%d", [[GameRunner sharedInstance] currentScore]]; [scoreLabel setString: str]; [str release]; [scoreLabel draw]; Problem is that it doesn't ever update - it just sits there and displays 0. I know for a fact due to breakpoints and debugging that setString is being called, and that the string that it should be displaying is correct - but it just doesn't update. Hard-coding the value and saying [scoreLabel setString:@"1234"] does nothing, either. What am I doing wrong here? I am using Cocos2d 0.99 - thanks in advance!

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  • uiscrollview not switching image subviews

    - by nickthedude
    I'm building a comic viewer app, that consists of two view controllers, the root viewcontroller basically displays a view where a user decides what comic they want to read by pressing a button. The second viewController actually displays the comic as a uiscrollview with a toolbar and a title at the top. So the problem I am having is that the comic image panels themselves are not changing from whatever the first comic you go to if you select another comic after viewing the first one. The way I set it up, and I admit it's not exactly mvc, so please don't hate, anyway the way I set it up is each comic uiscrollview consists of x number of jpg images where each comic set's image names have a common prefix and then a number like 'funny1.jpg', 'funny2.jpg', 'funny3.jpg' and 'soda1.jpg', 'soda2.jpg', 'soda3.jpg', etc... so when a user selects a comic to view in the root controller it makes a call to the delegate and sets ivars on instances of the comicviewcontroller that belongs to the delegate (mainDelegate.comicViewController.property) I set the number of panels in that comic, the comic name for the title label, and the image prefix. The number of images changes(or at least the number that you can scroll through), and the title changes but for some reason the images are the same ones as whatever comic you clicked on initially. I'm basing this whole app off of the 'scrolling' code sample from apple. I thought if I added a viewWillAppear:(BOOL) animated call to the comicViewController everytime the user clicked the button that would fix it but it didn't, after all that is where the scrollview is laid out. Anyway here is some code from each of the two controllers: RootController: -(IBAction) launchComic2{ AppDelegate *mainDelegate = [(AppDelegate *) [UIApplication sharedApplication] delegate]; mainDelegate.myViewController.comicPageCount = 3; mainDelegate.myViewController.comicTitle.text = @"\"Death by ETOH\""; mainDelegate.myViewController.comicImagePrefix = @"etoh"; [mainDelegate.myViewController viewWillAppear:YES]; [mainDelegate.window addSubview: mainDelegate.myViewController.view]; comicViewController: -(void) viewWillAppear:(BOOL)animated { self.view.backgroundColor = [UIColor viewFlipsideBackgroundColor]; // 1. setup the scrollview for multiple images and add it to the view controller // // note: the following can be done in Interface Builder, but we show this in code for clarity [scrollView1 setBackgroundColor:[UIColor whiteColor]]; [scrollView1 setCanCancelContentTouches:NO]; scrollView1.indicatorStyle = UIScrollViewIndicatorStyleWhite; scrollView1.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView1.scrollEnabled = YES; // pagingEnabled property default is NO, if set the scroller will stop or snap at each photo // if you want free-flowing scroll, don't set this property. scrollView1.pagingEnabled = YES; // load all the images from our bundle and add them to the scroll view NSUInteger i; for (i = 1; i <= self.comicPageCount; i++) { NSString *imageName = [NSString stringWithFormat:@"%@%d.jpg", self.comicImagePrefix, i]; NSLog(@"%@%d.jpg", self.comicImagePrefix, i); UIImage *image = [UIImage imageNamed:imageName]; UIImageView *imageView = [[UIImageView alloc] initWithImage:image]; // setup each frame to a default height and width, it will be properly placed when we call "updateScrollList" CGRect rect = imageView.frame; rect.size.height = kScrollObjHeight; rect.size.width = kScrollObjWidth; imageView.frame = rect; imageView.tag = i; // tag our images for later use when we place them in serial fashion [scrollView1 addSubview:imageView]; [imageView release]; } [self layoutScrollImages]; // now place the photos in serial layout within the scrollview } - (void)layoutScrollImages { UIImageView *view = nil; NSArray *subviews = [scrollView1 subviews]; // reposition all image subviews in a horizontal serial fashion CGFloat curXLoc = 0; for (view in subviews) { if ([view isKindOfClass:[UIImageView class]] && view.tag 0) { CGRect frame = view.frame; frame.origin = CGPointMake(curXLoc, 0); view.frame = frame; curXLoc += (kScrollObjWidth); } } // set the content size so it can be scrollable [scrollView1 setContentSize:CGSizeMake((self.comicPageCount * kScrollObjWidth), [scrollView1 bounds].size.height)]; } Any help would be appreciated on this. Nick

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  • On-screen keyboard not appearing when editing text fields in a UIWebView

    - by andrewebling
    I have a web view which displays a simple login form, containing username and password fields. However when the user clicks in one of the text fields, although the cursor appears in the text field, the on-screen keyboard does not appear. I've tried registering for UIKeyboardWillShowNotifications notifications and I see this notification arrive, however the keyboard doesn't actually appear on the screen. I've also tried sending the web view to the back of the view hierarchy and changing it's frame so it doesn't occupy the whole screen. However neither of these measures have solved the problem. What would people recommend trying next?

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