Search Results

Search found 16854 results on 675 pages for 'iphone ipad'.

Page 46/675 | < Previous Page | 42 43 44 45 46 47 48 49 50 51 52 53  | Next Page >

  • CAScrollLayer doesn't scroll!

    - by Cliff
    Maybe it's because it's late. Whatever the reason I can't figure out why I'm having trouble with a simple CSScrollLayer example I'm trying. I add a 50 pixel Eclipse icon to a view based project and in my initialize method (called from initWithNibName:bundle:) I have this: -(void) initialize { CAScrollLayer *scrollLayer = [CAScrollLayer layer]; scrollLayer.backgroundColor = [[UIColor blackColor] CGColor]; CGRect bounds = self.view.bounds; scrollLayer.bounds = CGRectMake(0, 0, bounds.size.width, bounds.size.height); scrollLayer.contentsRect = CGRectMake(0, 0, bounds.size.width + 800, bounds.size.height + 800); scrollLayer.borderWidth = 2.5; scrollLayer.borderColor = [[UIColor redColor] CGColor]; scrollLayer.position = CGPointMake(self.view.center.x, self.view.center.y - 20); scrollLayer.scrollMode = kCAScrollBoth; [self.view.layer addSublayer:scrollLayer]; UIImage *image = [UIImage imageNamed:@"eclipse32.gif"]; for(int i=0; i<6; i++) { layer = [CALayer layer]; layer.backgroundColor = [[UIColor blackColor] CGColor]; layer.bounds = CGRectMake(0, 0, 100, 100); layer.contents = (id)[image CGImage]; layer.position = CGPointMake(layer.bounds.size.width * i, self.view.center.y); [scrollLayer addSublayer:layer]; } // [button removeFromSuperview]; // [self.view addSubview:button]; // self.view.userInteractionEnabled = YES; [image release]; } The scroll layer shows, the icon is repeated on the layer I have a border around the edge of the screen. Everything is lovely except I can't scroll the icons. I've tried with/without setting scroll mode. I've tried with a single stretched icon that falls off screen. I've tried everything. What am I doing wrong?

    Read the article

  • MPMusicPlayerController stops sending notifications

    - by jasongullickson
    I have a MPMusicPlayerController playing the entire iPod library and I'm subscribed to the notifications when tracks change etc. This is all working correctly When the end of the playlist is reached, MPMusicPlayerController sends a change of state notification and stops. When I re-start the player, music begins to play again but MPMusicPlayerController no longer sends notifications when tracks change, etc. Thoughts?

    Read the article

  • Signature invalid only for ad hoc

    - by brettr
    I'm not sure what changed on my ad hocs but I get this error when trying to install: Application failed codesign verification. The signature was invalid, or it was not signed with an Apple submission certificate. (-19011) Device debug builds fine. The cert that is associated with my ad hoc provisioning profile doesn't expire until 2011. I've searched Google but haven't found any applicable solution, except some mention about deleting and recreating the certs. Before I go down that rode, has any one experienced and resolved this issue? I'm using Xcode 3.2.3 and building against sdk 3.0.

    Read the article

  • Cannot hide a UIButton - Please help!

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton SetAnimationDidStopSelector:@selector(nowHideThisSiteButton:finished:context:)]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; } and the stop selector below: -(void)nowHideThisSiteButton:(NSString *)animationID finished:(BOOL *)finished context:(void *)context { visitSite.hidden = YES; } I've also tried [visitSite setHidden:YES]; and that fails as well. ALSO I've noticed that the setAnimationDidStopSelector does not get called at all. Also, visitSite (when NSLogged) equals: <UIButton: 0x1290f0; frame = (0 0; 320 460); opaque = NO; autoresize = RM+BM; layer = <CALayer: 0x1290f0>> visitSite.hidden (when NSLogged) equals: NULL Any more ideas? :(

    Read the article

  • UIPickerView not displaying

    - by 4thSpace
    I have a UIPickerView on a UIView. I've implemented its protocol and delegates in the .m file: <UIPickerViewDataSource, UIPickerViewDelegate> In IB, I've connected the above to the picker, which I also have an IBoutlet for. The methods look like this: - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)thePickerView { return 1; } - (NSInteger)pickerView:(UIPickerView *)thePickerView numberOfRowsInComponent:(NSInteger)component { return [self.arr count]; } - (NSString *)pickerView:(UIPickerView *)thePickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { return @"test"; } - (void)pickerView:(UIPickerView *)thePickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { //do something } Any ideas which piece I'm missing to get the picker working?

    Read the article

  • CoreLocation on iPod Touch, location caching and other conundrums...

    - by Moshe
    I have a few questions about Core Location. 1) Should the user refuse permission for my app to use core location, or core location is unavailable for some reason, is there a fallback? (Device Locale, for example?) 2)Can I cache a device's location for next time? Does Core Location do this itself? 3)I really need the sunset time in the user's area during the mid-spring season and I have a function to do that, once I have the Latitude and Longitude of the device. Perhaps I can just make an assumption about the time based on Locale? (Example: In the US, assume approximately 7:00pm.)

    Read the article

  • Cannot hide a UIButton

    - by Neurofluxation
    Hey again, I have the following code: visitSite.hidden = YES; For some reason, when I click a UIButton and call this piece of code, the visitSite button does not hide. The code is within this block: -(IBAction)welcomeButtonPressed:(id)sender { [UIButton beginAnimations:@"welcomeAnimation" context:NULL]; [UIButton setAnimationDuration:1.5]; [UIButton setAnimationTransition:UIViewAnimationTransitionCurlUp forView:self.view cache:YES]; ((UIView *)sender).hidden = YES; [UIButton commitAnimations]; visitWebsite.hidden = YES; //THIS DOESN'T WORK! } Help!!

    Read the article

  • forwarding a notification to another class

    - by Mike
    I am using this method - (void)keyboardWillShow:(NSNotification *)notification that is triggered when the keyboard shows. When this method is triggered, it receives a notification that contains several parameters about the keyboard, as the animation duration, animation curve and frame. I need to forward this notification and all its parameters to another class. So, I've tried to do this inside keyboardWillShow: [[NSNotificationCenter defaultCenter] postNotificationName:@"doSomething" object:notification userInfo:nil]; the doSomething notification runs doSomething method on another class, and it has this form: - (void) doSomething:(NSNotification *)notification { but when I try to read the notification values on this other class, using, for example, myRect = [[[notification userInfo] objectForKey:UIKeyboardFrameEndUserInfoKey] CGRectValue]; I obtain zero for all values. The notification is losing its parameters and not being forwarded. How can I do that? thanks.

    Read the article

  • How to get a UIScrollView embedded within a UITableCellView to scroll?

    - by Zan
    I have a scroll view containing several images embedded within a custom cell view, it sometimes scrolls horizontally if I keep holding the cell for a while. I tried a lot of things and it doesn't seem to work, please help? Here's part of the CustomCell : UITableViewCell code: -(void) layoutSubviews { CGRect scrollViewFrame = CGRectMake(0, 0, 320, 200); self.scrollView.frame = scrollViewFrame; self.scrollView.backgroundColor = [UIColor whiteColor]; self.scrollView.contentSize = CGSizeMake((320*3), 200); self.scrollView.scrollEnabled = YES; self.scrollView.clipsToBounds = YES; self.scrollView.pagingEnabled = YES; self.scrollView.showsHorizontalScrollIndicator = NO; self.scrollView.showsVerticalScrollIndicator = NO; self.scrollView.scrollsToTop = NO; self.scrollView.delegate = self; self.scrollView.userInteractionEnabled = YES; // add 3 images to subview here pageControl.backgroundColor = [UIColor colorWithRed:0 green:0 blue:0 alpha:0.7]; pageControl.frame = CGRectMake(0, 170, 320, 30); pageControl.numberOfPages = 8;} I tested the code on a UIViewController and it works just fine, I'm guessing that this is caused by cell selection and I tried returning nil when the cell gets selected and that didn't work. I also tried passing touches to the scrollview and that didn't work either, please help?

    Read the article

  • Where can I find a list of pushViewController transitions?

    - by barfoon
    Hey everyone, Where can I find a list of transitions for bringing a new Viewcontroller onto the stack. My line of code is: [peoplePicker pushViewController:myDetail transition:6]; after selecting a contact. Where can I find a list of transitions, and why does "6" work correctly? Also I get a warning with this code saying it may not respond to transition, even though it produces the transition correctly. What is the proper way to do these animations? Thanks,

    Read the article

  • UIImageWriteToSavedPhotosAlbum showing memory leak with iPhone connected to Instruments

    - by user168739
    Hi, I'm using version 3.0.1 of the SDK. With the iPhone connected to Instruments I'm getting a memory leak when I call UIImageWriteToSavedPhotosAlbum. Below is my code: NSString *gnTmpStr = [NSString stringWithFormat:@"%d", count]; UIImage *ganTmpImage = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:gnTmpStr ofType:@"jpg"]]; // Request to save the image to camera roll UIImageWriteToSavedPhotosAlbum(ganTmpImage, self, @selector(imageSavedToPhotosAlbum:didFinishSavingWithError:contextInfo:), nil); and the selector method - (void)imageSavedToPhotosAlbum:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo { NSString *message; NSString *title; if (!error) { title = @"Wallpaper"; message = @"Wallpaper Saved"; } else { title = @"Error"; message = [error description]; } UIAlertView *alert = [[UIAlertView alloc] initWithTitle:title message:message delegate:self cancelButtonTitle:@"OK" otherButtonTitles:nil]; [alert show]; [alert release]; } Am I forgetting to release something once the image has been saved and the selector method imageSavedToPhotosAlbum is called? Or is there a possible known issue with UIImageWriteToSavedPhotosAlbum? Here is the stack trace from Instruments: Leaked Object: GeneralBlock-3584 size: 3.50 KB 30 MyApp start 29 MyApp main /Users/user/Desktop/MyApp/main.m:14 28 UIKit UIApplicationMain 27 UIKit -[UIApplication _run] 26 GraphicsServices GSEventRunModal 25 CoreFoundation CFRunLoopRunInMode 24 CoreFoundation CFRunLoopRunSpecific 23 GraphicsServices PurpleEventCallback 22 UIKit _UIApplicationHandleEvent 21 UIKit -[UIApplication sendEvent:] 20 UIKit -[UIWindow sendEvent:] 19 UIKit -[UIWindow _sendTouchesForEvent:] 18 UIKit -[UIControl touchesEnded:withEvent:] 17 UIKit -[UIControl(Internal) _sendActionsForEvents:withEvent:] 16 UIKit -[UIControl sendAction:to:forEvent:] 15 UIKit -[UIApplication sendAction:toTarget:fromSender:forEvent:] 14 UIKit -[UIApplication sendAction:to:from:forEvent:] 13 CoreFoundation -[NSObject performSelector:withObject:withObject:] 12 UIKit -[UIBarButtonItem(Internal) _sendAction:withEvent:] 11 UIKit -[UIApplication sendAction:to:from:forEvent:] 10 CoreFoundation -[NSObject performSelector:withObject:withObject:] 9 MyApp -[FlipsideViewController svPhoto] /Users/user/Desktop/MyApp/Classes/FlipsideViewController.m:218 8 0x317fa528 7 0x317e3628 6 0x317e3730 5 0x317edda4 4 0x3180fc74 3 Foundation +[NSThread detachNewThreadSelector:toTarget:withObject:] 2 Foundation -[NSThread start] 1 libSystem.B.dylib pthread_create 0 libSystem.B.dylib malloc I did a test with a new project and only added this code below in the viewDidLoad: NSString *gnTmpStr = [NSString stringWithFormat:@"DefaultTest"]; UIImage *ganTmpImage = [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:gnTmpStr ofType:@"png"]]; // Request to save the image to camera roll UIImageWriteToSavedPhotosAlbum(ganTmpImage, nil, nil, nil); The same leak shows up right after the app loads Thank you for the help. Bryan

    Read the article

  • A view "transparent" to touches in some areas

    - by Mike
    I have this transparent view that covers the whole screen. I using this view to group objects because I need to run them together around a specific anchor point. Lets call this view transparentView. At some point, transparentView contains two subviews. Two vertical bars full of icons, one on the left and one on the right of the screen. I need these bars and their icons to respond to touches, so I have to set transparentView setUserInteraction to YES. The area between the two vertical bars are totally transparent. transparentView is on top of other views and I need these other views to respond to taps but, the transparent area of transparentView are intercepting the taps and not letting them go thru to the view below. This transparent view is a UIImageView based class. I have tried to forward taps on that class, using - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesBegan: touches withEvent:event]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesMoved: touches withEvent:event]; } - (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { [self.nextResponder touchesEnded: touches withEvent:event]; } - (void)touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event { [self touchesEnded:touches withEvent:event]; } but this is not working. How can I do that? thanks.

    Read the article

  • cocoa - IF failing for double?

    - by Mike
    I have a set of NSTimeIntervals like this: NSArray *mySet = [NSArray arrayWithObjects: [NSNumber numberWithDouble: time1], // [NSNumber numberWithDouble: time2], [NSNumber numberWithDouble: time3], nil]; // suppose that at this time // time1 = 0.00000 // time2 = 18.3200 // time3 = 21.6500 at some point in my code I want to test if currentTime is greater or equal to one of the times on the array, so I do // currentTime = 18.32 right now for (int i=0; i<[mySet count]; i++) { if (currentTime >= [[mySet objectAtIndex:i] doubleValue]) { NSLog(@"%d...", i); } } The output should be "1...2..." but the output is just "1..." when i = 1, it is comparing 18.32 to 18.32 and failing to recognize that the value is equal or greater than the other? WTF??? How can that be? thanks for any help.

    Read the article

  • Navigation bat not displayed at top of page. What's wrong?

    - by Eytan
    I'm having what appears to be a simple problem. I declare a navigation controller but the navigation bar that comes up is not displayed at the top of the page. http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs410.snc3/24784_889732028002_28110599_54506042_4580563_n.jpg I declare the navigation controller like so... UINavigationController *navController = [[UINavigationController alloc] initWithRootViewController:setupViewController]; [self.view addSubview:navController.view]; Any ideas?

    Read the article

  • which touch event to use to slide an image??

    - by hemant
    i am using the following function to move a ball from one location to another wherever user touches the screen..right now i dont have an i-phone to test my application and i am new to i-phone application programming so i wanted to know does this event will also make the ball slide from one point to another wen user maintains the touch?? -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch=[[event allTouches] anyObject]; CGPoint location=[touch locationInView:touch.view]; fball.center=location; }

    Read the article

  • Change the background image in cocos2d

    - by Viral
    Hi all, I am making a game using cocos2d. in that I want to change the background after each second of time. I don't know how to do this in cocos2d. I am having 15 different images and one by one each image will be shown, i.e. after1 second next image will appear. I am new to cocos2d so, If any one can help me??? thank you in advance to all.

    Read the article

  • Subclassing NSObject, can it cause problems?

    - by Sheehan Alam
    I have a very basic data class that is subclassed from NSObject. I declare a few strings, make sure they have properties (nonatomic, copy), and synthesize them. The only method I implemented was dealloc() which releases my strings. Can any memory problems arise from just this? Are there any other methods I need to implement?

    Read the article

  • accessing view controller's view

    - by Mike
    I am inside a class on a view-based app, one that was creating with one view controller. WHen I am inside the view controller I can access its view using self.view, but how do I access the same view if I am inside a class? [[UIApplication sharedApplication] delegate]... //??? what do I put here? thanks

    Read the article

  • int vs NSNumber vs NSInteger

    - by Moshe
    I have a line of code that will work differently depending on the datatypes "day" and "1". I believe it is the following although I will check my source code later. day = day + 1; Does this make sense? What would the differences be?

    Read the article

  • NSData release is not reclaiming memory

    - by ctpenrose
    iPhoneOS 3.2 I use NSKeyedUnarchiver's unarchiveObjectWithFile: to load a custom object that contains a single large NSData and another much smaller object. The dealloc method in my custom object gets called, the NSData object is released, its retainCount == 1 just before. Physical memory does not decrement by any amount, let alone a fraction of the NSData size, and with repetition memory warnings are reliably generated: I have test until I actually received level 2 warnings. =( NSString *archivePath = [[[NSBundle mainBundle] pathForResource:@"lingering"] ofType:@"data"] retain]; lingeringDataContainer = [[NSKeyedUnarchiver unarchiveObjectWithFile:archivePath] retain]; [archivePath release]; [lingeringDataContainer release]; and now the dealloc.... - (void) dealloc { [releasingObject release]; [lingeringData release]; [super dealloc]; } Before release: (gdb) p (int) [(NSData *) lingeringData retainCount] $1 = 1 After: (gdb) p (int) [(NSData *) lingeringData retainCount] Target does not respond to this message selector.

    Read the article

  • Only Integrating Box2D collision detection in my 2d engine?

    - by Mr.Gando
    I have integrated box2d in my engine, ( Debug Draw, etc. ) and with a world I can throw in some 2d squares/rectangles etc. I saw this post, where the user is basically not using a world for collision detection, however the user doesn't explain anything about how he's using the manifold (b2Manifold), etc. Another post, is in the cocos2d forum, ( scroll down to the user Lam in the third reply ) Could anyone help me a bit with this?, basically want to add collision detection without the need of using b2World ,etc etc. Thanks a lot!

    Read the article

< Previous Page | 42 43 44 45 46 47 48 49 50 51 52 53  | Next Page >