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  • When I really need to use [NSThread sleepForTimeInterval:1];

    - by Timbo
    Hi there, I have a program that needs to use sleep. Like really needs to. In lieu of spending ages explaining why, suffice to say that it needs it. Now I'm told to split off my code into a separate thread if it requires sleep so I don't lose interface responsiveness, so I've started learning how to use NSThread. I've created a brand new program that is conceptual so to solve the issue for this example will help me in my real program. Short story is I have a class, it has instance variables and I need a loop with a sleep to be depended on the value of that instance variable. Here's what I've put together anyway, your help is very much appreciated :) Cheers Tim /// Start Test1ViewController.h /// #import <UIKit/UIKit.h> @interface Test1ViewController : UIViewController { UILabel* label; } @property (assign) IBOutlet UILabel *label; @end /// End Test1ViewController.h /// /// Start Test1ViewController.m /// #import "Test1ViewController.h" #import "MyClass.h" @implementation Test1ViewController @synthesize label; - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; label.text = @"1"; [NSThread detachNewThreadSelector:@selector(backgroundProcess) toTarget:self withObject:nil]; } - (void)backgroundProcess { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; // Create an instance of a class that will eventually store a whole load of variables MyClass *aMyClassInstance = [MyClass new]; [aMyClassInstance createMyClassInstance:(@"Timbo")]; while (aMyClassInstance.myVariable--) { NSLog(@"blah = %i",aMyClassInstance.myVariable); label.text = [NSString stringWithFormat:@"blah = %d", aMyClassInstance.myVariable]; //how do I pass the new value out to the updateLabel method, or reference aMyClassInstance.myVariable? [self performSelectorOnMainThread:@selector(updateLabel) withObject:nil waitUntilDone:NO]; //the sleeping of the thread is absolutely mandatory and must be worked around. The whole point of using NSThread is so I can have sleeps [NSThread sleepForTimeInterval:1]; } [pool release]; } - (void)updateLabel {label.text = [NSString stringWithFormat:@"blah = %d", aMyClassInstance.myVariable]; // be nice if i could } - (void)didReceiveMemoryWarning {[super didReceiveMemoryWarning];} - (void)viewDidUnload {} - (void)dealloc {[super dealloc];} @end /// End Test1ViewController.m /// /// Start MyClass.h /// #import <Foundation/Foundation.h> @interface MyClass : NSObject { NSString* name; int myVariable; } @property int myVariable; @property (assign) NSString *name; - (void) createMyClassInstance: (NSString*)withName; - (int) changeVariable: (int)toAmount; @end /// End MyClass.h /// /// Start MyClass.h /// #import "MyClass.h" @implementation MyClass @synthesize name, myVariable; - (void) createMyClassInstance: (NSString*)withName{ name = withName; myVariable = 10; } - (int) changeVariable: (int)toAmount{ myVariable = toAmount; return toAmount; } @end /// End MyClass.h ///

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  • Steps in subclassing UINavigationController

    - by RickiG
    Hello I would like to subclass the UINavigationController to get some more freedom in regards to the appearance of the controller. I have some graphics for the different parts, bars, buttons, text etc. Looking at the UINavigationController header file I get little help, I don't know where to start out. I have never subclassed/overridden a UIKit component before, it seems it is a bit like playing Sherlock Holmes. What is the approach? How do I know what to override to get a a specific piece of graphics "injected" the correct place? Do I need to subclass UINavigationBar, UIBarButtonItem etc. etc to get the complete customized look? How do I know if something is off limits in regards to being approved by Apple? Hope someone can point me in the right direction, I have only been able to find examples of changing small parts of the controller, not a full customization by subclassing. Am I going about this the wrong way? Thanks:)

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  • - Default value of variables at the time of declaration -

    - by gotye
    Hey guys, I was wondering what was the default values of variables before I intialize them .. For example, if I do : //myClass.h BOOL myBOOL; // default value ? NSArray *myArray; // default value ? NSUInteger myInteger; // default value ? Some more examples here : //myClass.m // myArray is not initialized, only declared in .h file if ([myArray count] == 0) { // TRUE or FALSE ? // do whatever } More generally, what is returned when I do : [myObjectOnlyDeclaredAndNotInitialized myCustomFunction]; Thank you for your answers. Gotye.

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  • Objective-C: Getting the True Class of Classes in Class Clusters

    - by TechZen
    Recently while trying to answer a questions here, I ran some test code to see how Xcode/gdb reported the class of instances in class clusters. (see below) In the past, I've expected to see something like: PrivateClusterClass:PublicSuperClass:NSObject Such as this (which still returns as expected): NSPathStore2:NSString:NSObject ... for a string created with +[NSString pathWithComponents:]. However, with NSSet and subclass the following code: - (void)applicationDidFinishLaunching:(UIApplication *)application { NSSet *s=[NSSet setWithObject:@"setWithObject"]; NSMutableSet *m=[NSMutableSet setWithCapacity:1]; [m addObject:@"Added String"]; NSMutableSet *n = [[NSMutableSet alloc] initWithCapacity:1]; [self showSuperClasses:s]; [self showSuperClasses:m]; [self showSuperClasses:n]; [self showSuperClasses:@"Steve"]; } - (void) showSuperClasses:(id) anObject{ Class cl = [anObject class]; NSString *classDescription = [cl description]; while ([cl superclass]) { cl = [cl superclass]; classDescription = [classDescription stringByAppendingFormat:@":%@", [cl description]]; } NSLog(@"%@ classes=%@",[anObject class], classDescription); } ... outputs: // NSSet *s NSCFSet classes=NSCFSet:NSMutableSet:NSSet:NSObject //NSMutableSet *m NSCFSet classes=NSCFSet:NSMutableSet:NSSet:NSObject //NSMutableSet *n NSCFSet classes=NSCFSet:NSMutableSet:NSSet:NSObject // NSString @"Steve" NSCFString classes=NSCFString:NSMutableString:NSString:NSObject The debugger shows the same class for all Set instances. I know that in the past the Set class cluster did not return like this. What has changed? (I suspect it is a change in the bridge from Core Foundation.) What class cluster report just a generic class e.g. NSCFSet and which report an actual subclass e.g. NSPathStore2? Most importantly, when debugging how do you determine the actual class of a NSSet cluster instance?

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  • logging in ad-hoc build

    - by Nava Carmon
    Hi, I have a problem with NSURLConnection in my ad-hoc build I'd like to log the problematic url. In debug version i can just output it to console. The question is how do i track it in ad-hoc? It's not about crashing, so crash logs will not help. Any ideas? TIA

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  • Starting a cocos2d game with initial gameplay as background

    - by boz
    Hi All, Id like to start my game, with the initial game play layout as the background, with a buttons layer over the top with maybe 'Tap to start' and a high score etc. and similarly, when the game finishes, id like to just 'pause' the final game play layout and overlay a game over menu of sorts. I tried calling [[CCDirector sharedDirector] pause] as the last line of the appDidFinishLaunching which didnt seem to have any effect. Is there a better way trying to do this? I dont really like my initial approach.

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  • View doesn't respond to touches after shake

    - by Mike Rychev
    In my app I've implemented a shake event and it shows a UIImageView. When the UIImageView is shown, I hide the Nav Bar with: [self.navigationController setNavigationBarHidden:YES animated:NO]; And after that I want to bring it back when user touches the screen: - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [[self navigationController] setNavigationBarHidden:NO animated:YES]; } But it doesn't work! Like my view doesn't respond to touches. Thanks in advance!

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  • NSFetchedResultsController sections localized sorted

    - by Gerd
    How could I use the NSFetchedResultsController with translated sort key and sectionKeyPath? Problem: I have ID in the property "type" in the database like typeA, typeB, typeC,... and not the value directly because it should be localized. In English typeA=Bird, typeB=Cat, typeC=Dog in German it would be Vogel, Katze, Hund. With a NSFetchedResultController with sort key and sectionKeyPath on "type" I receive the order and sections - typeA - typeB - typeC Next I translate for display and everything is fine in English: - Bird - Cat - Dog Now I switch to German and receive a wrong sort order - Vogel - Katze - Hund because it still sorts by typeA, typeB, typeC So I'm looking for a way to localize the sort for the NSFetchedResultsController. I tried the transient property approach, but this doesn't work for the sort key because the sort key need to be in the entity. I have no other idea. But I can't believe that's not possible to use NSFetchedResultsController on a derived attribute required for localization? There are related discussions like http://stackoverflow.com/questions/1384345/using-custom-sections-with-nsfetchedresultscontroller but the difference is that the custom section names and the sort key have probably the same order. Not in my case and this is the main difference. At the end I would need a sort order for the necessary NSSortDescriptor on a derived attribute, I guess. This sort order has also to serve for the sectionKeyPath. Thanks for any hint.

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  • Giving another object a NSManagedObject

    - by Wayfarer
    Alright, so I'm running into an issue with my code. What I have done is subclassed UIButton so I can give it some more infomormation that pertain to my code. I have been able to create the buttons and they work great. Capiche. However, one of the things I want my subclass to hold is a reference to a NSMangedObject. I have this code in my header file: @interface ButtonSubclass : UIButton { NSManagedObjectContext *context; NSManagedObject *player; } @property (nonatomic, retain) NSManagedObject *player; @property (nonatomic, retain) NSManagedObjectContext *context; - (id)initWithFrame:(CGRect)frame andTitle:(NSString*)title; //- (void)setPlayer:(NSManagedObject *)aPlayer; @end As you can see, it has a instance variable to the NSMangedobject I want it to hold (as well as the Context). But for the life of me, I can't get it to hold that NSManagedObject. I run both the @synthesize methods in the Implementation file. @synthesize context; @synthesize player; So I'm not sure what I'm doing wrong. This is how I create my button: ButtonSubclass *playerButton = [[ButtonSubclass alloc] initWithFrame:frame andTitle:@"20"]; //works playerButton.context = self.context; //works playerButton.player = [players objectAtIndex:i]; //FAILS And I have initilaized the players array earlier, where I get the objects. Another weird thing is that when it gets to this spot in the code, the app crashes (woot) and the the console output stops. It doesn't give me any error, and notification at all that the app has crashed. It just... stops. So I don't even know what the error is that is crashing the code, besides it has to do with that line up there setting the "player" variable. Thoughts and ideas? I'd love your wisdom!

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  • How to detect changes on UIPickerView ?

    - by tristaf
    I want to detect changes of UIPickerView value. If UIPickerView respond to addTarget i used a code like this: -(void) valueChange:(id)sender { change = YES; } UIPickerView *questionPicker = [[UIPickerView alloc] init]; [questionPicker addTarget:self action:@selector(valueChange:) forControlEvents:UIControlEventValueChanged]; How can i do same things but in a correct way ? Thanks

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  • How to delete table rows programmatically?

    - by Donal O'Danachair
    I have a table which I am manipulating with a tableViewController (no nib, and the controller is creating the table behind the scenes) I'm trying to delete a row from the table based on its row number; I can delete it from the array I use to create the cell in cellForRowAtIndexPath, but I get a strange error if I try to do the following, which is the same code as in tableView:commitEditingStyle:forRowAtIndexPath: where it works fine NSIndexPath *indexPath = [NSIndexPath indexPathForRow:i+1 inSection:1] [self.tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationFade]; It gives an error -[_WebSafeForwarder forwardInvocation:] and then jumps out of the method but does not crash the app Can anyone help?

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  • 3 embedded UIScrollView problem

    - by Infinity
    Hello guys! I have 3 UIScrollView. Here is a sample code, about how they are added in eachother: UIScrollView main; UIScrollView page1; UIScrollView page2; UIScrollView doublePage; UIView pageContent1; UIView pageContent2; UIView doublePageContent; int nrPages = 1; sw2 = 0; main = [[UIScrollView alloc] initWithFrame:CGRectMake(0.0, 0.0, 768, 980)]; main.contentSize = CGSizeMake(768 * (nrPages - 1 + sw2), 980); page1.frame = CGRectMake(0, 0, 768, 980); page2.frame = CGRectMake(768, 0, 768, 980); pageNumber = i - 1 + sw2; (i is a variable in a for loop) doublePage.frame = CGRectMake(768 * (pageNumber - 1), 0, 768 * 2, 980); CGFloat contentWidth = [page1 bounds].size.width + [page2 bounds].size.width; CGFloat contentHeight = page1 ? self.page1.bounds.size.height : self.page2.bounds.size.height; doublePageContent = [[UIView alloc] initWithFrame:CGRectMake(0, 0, contentWidth, contentHeight)]; [page1 addSubview:pageContent1]; [page2 addSubview:pageContent2]; [doublePageContent addSubview:page1]; [doublePageContent addSubview:page2]; [doublePage addSubview:doublePageContent]; [main addSubview:doublepage]; And with this structure the main scrollview don't want to scroll. Without the doublepage scrollview it is working good. What do you think? What's the problem? I know this structure is a little weird, but I need this structure because other parts of the code. Edited, added the information about the sizes. If you need something more please tell me. And one more thing.. If I add 1 pixel to the width of the doublePage contentSize.width it scrolls, but a bit hard, so it scrolls first in the doublePage and then in the main.

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  • How to hide parent tabbar when pushing controller in navigationController

    - by Yannis
    Hi all, I have an application with a tab bar controller and each view contains a navigation controller. My MainWindow looks as follows: Everything works fine as it is but I noticed a problem when pushing a details view to the navigation controller. In the didSelectRowAtIndexPath for a tableviewcontroller that belongs to the tab bar controller (the one called Latest in the image) I am doing this: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { ArticleViewController *articleController = [[ArticleViewController alloc] initWithNibName:@"ArticleView" bundle:nil]; [self.navigationController pushViewController:articleController animated:YES]; [articleController release]; articleController = nil; } The ArticleViewController has its own tabbar because it needs to display different things. The problem is that when I push the ArticleViewController into the navigationController I see both tabbars at the bottom of the view. Is there any way I can solve this problem? Thanks in advance

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • UITabBarController "More" tab issues

    - by codemonkey
    I've got a UITabBarController with 7 tabs. Each of the 7 tabs has its own UINavigationController and customizes its toolbar. When a view is loaded via the UITabBarController's "More" menu its custom toolbar isn't appearing. If i switch the order of the views around so that the same view is now accessible from the UITabBar without going through the "More" menu then the custom toolbar shows up like it's supposed to. Is there a way to customize a NavigationController's toolbar when that NavigationController is loaded via the "More" menu of a TabBarController? I'm actually also interested in replacing the "More" menu navigation controller with my own custom one on views loaded via the "More" menu... not sure whether that's even possible. Any feedback will be appreciated.

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  • conceptual question : what do performSelectorOnMainThread do?

    - by hib
    Hello all, I just come across this strange situation . I was using the technique of lazy image loading from apple examples . when I was used the class in my application it gave me topic to learn but don't what was actually happening there . So here goes the scenario : I think everybody has seen the apple lazytableimagesloading . I was reloading my table on finishing the parsing of data : - (void)didFinishParsing:(NSMutableArray *)appList { self.upcomingArray = [NSMutableArray arrayWithArray:loadedApps]; // we are finished with the queue and our ParseOperation [self.upcomingTableView reloadData]; self.queue = nil; // we are finished with the queue and our ParseOperation } but as a result the the connection was not starting and images were not loading . when I completely copy the lazyimageloading and I replaced the above code with the following code it works fine - (void)didFinishParsing:(NSMutableArray *)appList { [self performSelectorOnMainThread:@selector(handleLoadedApps:) withObject:appList waitUntilDone:NO]; self.queue = nil; // we are finished with the queue and our ParseOperation } So I want to know what is the concept behind this . Please let me know if you can not understand the question or details are not enough because I desperately want to know why it is like this ?

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  • Flash like animation editing and container format for OpenGL environment?

    - by tbarbe
    Are there ANY tools that lets an animator / designer create scripted animations that can export to an OpenGL compatible format -- that are similar to the timeline editing in Flash or After Effects? Does OpenGL ES have some kind of animation playback or container format? ( is there something similar to .swf for OpenGL? ) Im looking for something that lets a designer / animator do his work with a timeline and in a traditional animation environment... meanwhile still having integration with OpenGL.

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  • Swapping UIImages causing 'unrecognized selector sent to instance' ?

    - by user158103
    Error: [__NSCFDate drawAtPoint:]: unrecognized selector sent to instance 0xd251e0 Termininating app due to uncaught exception 'NSInvalidArgumentException' Scenario: for the most part this works. But I notice this error, even on the simulator, when I swapping UIImages, slowly, but consistently. For example, I have a retained reference to a UIImage that im drawing. By the click of a picker control I am changing the face image (this occurs in another view-controller). I can consistently recreate this error by continuously changing the faces. It usually crashes at about the 4th swap or more. My theory: It's not loading the image, therefore the image reference is nil. I know ive read a bit about UIImage being cached, so I wouldnt think im running out of memory. Any ideas? Thanks!

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  • initializer not constant?

    - by fuzzygoat
    Quick question if I may: I am just curious about the following (see below) Xcode says "initializer element is not constant" why this does not work, I guess its the NSArray ... static NSArray *stuffyNames = [NSArray arrayWithObjects:@"Ted",@"Dog",@"Snosa",nil]; and this does ... static NSString *stuffyNames[3] = {@"Ted",@"Dog",@"Snosa"}; gary

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  • Object sent -autorelease too many times

    - by mongeta
    I have this code that simple returns Today's date as a string formatted: +(NSString*) getTodayString_YYYY_MM_DD { NSDate * today = [NSDate date]; NSDateFormatter *formatter = [[NSDateFormatter alloc] init]; [formatter setDateFormat:@"yyyy-MM-dd"]; return [[formatter stringFromDate:today] autorelease]; } With instruments I'm not getting a memory leak, but when I Analyze, XCode says: Object sent -autorelease too many times If I understand correctly, I have to release manually the formatter as I'm creating it using 'alloc', but I can't release here because I have to return the value, so I add the autorelease. How I can do it better to improve it ? thanks, r.

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  • NSString writeToFile operation couldn't be completed

    - by Chonch
    Hey, I have an xml file in my application bundle. I want to copy it to the documents folder at installation and then, every time the app launches, get the newest version of this file from the Internet. I use this code: // Check if the file exists in the documents folder NSString *documentsPath = [NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES) objectAtIndex:0]; if (![[NSFileManager defaultManager] fileExistsAtPath:[documentsPath stringByAppendingPathComponent:@"fileName.xml"]]) // If not, copy it there (from the bundle) [[NSFileManager defaultManager] copyItemAtPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"OriginalFile.xml"] toPath:[documentsPath stringByAppendingPathComponent:@"fileName.xml"] error:nil]; // Get the newest version of the file from the server NSURL *url=[[NSURL alloc] initWithString:@"http://www.sitename.com/webservice.asmx/webserviceName"]; NSString *results = [[NSString alloc] initWithContentsOfURL:url]; // Replace the current version with the newest one, only if it is valid if (results != nil) [results writeToFile:[documentsPath stringByAppendingPathComponent:@"fileName.xml"] atomically:NO encoding:NSStringEncodingConversionAllowLossy error:nil]; The problem is that the writeToFile command always returns NO and the file's contents remain identical to the original file I included in my app bundle. I checked the value of results and it's correct. I also made sure that the app does perform the writeToString command, but still, it always returns NO. Can anybody tell me what I'm doing wrong? Thanks,

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