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  • UIView subclass draws background despite completely empty drawRect: - why?

    - by Pascal
    So, I have a custom UIView subclass which enables drawing of rounded edges. The thing draws perfectly, however the background always fills the whole bounds, despite clipping to a path first. The border also draws above the rectangular background, despite the fact that I draw the border in drawRect: before the background. So I removed the whole content of drawRect:, which is now virtually empty - nevertheless the background gets drawn! Anybody an explanation for this? I set the backgroundColor in Interface Builder. Thanks!

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  • Pass Result of ASIHTTPRequest "requestFinished" Back to Originating Method

    - by Intelekshual
    I have a method (getAllTeams:) that initiates an HTTP request using the ASIHTTPRequest library. NSURL *httpURL = [[[NSURL alloc] initWithString:@"/api/teams" relativeToURL:webServiceURL] autorelease]; ASIHTTPRequest *request = [[[ASIHTTPRequest alloc] initWithURL:httpURL] autorelease]; [request setDelegate:self]; [request startAsynchronous]; What I'd like to be able to do is call [WebService getAllTeams] and have it return the results in an NSArray. At the moment, getAllTeams doesn't return anything because the HTTP response is evaluated in the requestFinished: method. Ideally I'd want to be able to call [WebService getAllTeams], wait for the response, and dump it into an NSArray. I don't want to create properties because this is disposable class (meaning it doesn't store any values, just retrieves values), and multiple methods are going to be using the same requestFinished (all of them returning an array). I've read up a bit on delegates, and NSNotifications, but I'm not sure if either of them are the best approach. I found this snippet about implementing callbacks by passing a selector as a parameter, but it didn't pan out (since requestFinished fires independently). Any suggestions? I'd appreciate even just to be pointed in the right direction. NSArray *teams = [[WebService alloc] getAllTeams]; (currently doesn't work, because getAllTeams doesn't return anything, but requestFinished does. I want to get the result of requestFinished and pass it back to getAllTeams:)

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  • getting a tiled image collection on the iPad (deepzoom)

    - by Chris B
    I have a set of tiled image collections created via microsoft's deep zoom composer, and a silverlight app that currently consumes them for display via MultiScaleImage - it's all working pretty well - I'd just like to get some experience with iPad programming and have a couple of ideas for some ipad applications. All my ideas rely on me being able to display/manipulate these tiled image sets (on the iPad). I just picked up a iMac to facilitate this. I'm not seeing any objective-c / cocoa-touch libraries for this though, so am assuming I will have to roll my own. (Saw the seadragon ajax component, which is pretty slick, but I'm dealing with collections here, which it doesn't support. I would also like to roll this as a native app just to get the experience). The only open source project I found for displaying/manipulating the tiled image sets was Openzoom -a flash component. I'm not to familiar with actionscript either (python, java, c#, and c are the only languages I have really used), but briefly inspecting the code I didn't really have any issues with it and can probably use it for hints on how to swap the tiles in and out, etc.. But, as I'm pretty new to obj-c/cocoa-touch, some pointers in the right direction would be appreciated. 1) Are there any other projects out there I am missing, or is openzoom my best bet for some reference? 2) Should I be trying to do this display in the UIKit framework, or should I do it as an OpenGL display? 3) Any other suggestions/pointers that I didn't think to ask.

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  • Prevent subview from scrolling in a UIScrollView

    - by jbrennan
    I have a UIScrollView subclass with a certain subview I'd like to prevent from scrolling (while all the other subviews scroll as normal). The closest example to this I can think of is UITableView's "index strip" on the right side (look in the Contacts app to see an example). I am guessing this is a subview of the table (scrollview) but it does not move as the user scrolls. I can't seem to make my subview stay put! How can I accomplish this?

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  • CoreData : store images to DB or not?

    - by Meko
    Hi.I am making an app that it takes photos from web site for some Username and shows it on UITable with username then when clicking user name it shows photos for this user and then clicking to name of photo it shows full screen photo. My question is I am using NSData to get photos from internet.Am I have to save also those data to CoreDAta? I am using like when pressing name of user it again creates NSData and downloads photos from internet and shows them on UTable. And it takes time. What is good approach? and How can save this images to CoreDAta? I am using this method NSData *imageData=[flickr dataForPhotoID:firstPhoto.id fromFarm:firstPhoto.farm onServer:firstPhoto.server withSecret:firstPhoto.secret inFormat: FlickrFetcherPhotoFormatSquare]; and here definition of dataForPtohoID method - (NSData *)dataForPhotoID:(NSString *)photoID fromFarm:(NSString *)farm onServer:(NSString *)server withSecret:(NSString *)secret inFormat:(FlickrFetcherPhotoFormat)format { #if TEST_HIGH_NETWORK_LATENCY sleep(1); #endif NSString *formatString; switch (format) { case FlickrFetcherPhotoFormatSquare: formatString = @"s"; break; case FlickrFetcherPhotoFormatLarge: formatString = @"b"; break; } NSString *photoURLString = [NSString stringWithFormat:@"http://farm%@.static.flickr.com/%@/%@_%@_%@.jpg", farm, server, photoID, secret, formatString]; NSURL *url = [NSURL URLWithString:photoURLString]; return [NSData dataWithContentsOfURL:url]; }

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  • Calling UIGetScreenImage() on manually-spawned thread prints "_NSAutoreleaseNoPool():" message to lo

    - by jtrim
    This is the body of the selector that is specified in NSThread +detachNewThreadSelector:(SEL)aSelector toTarget:(id)aTarget withObject:(id)anArgument NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; while (doIt) { if (doItForSure) { NSLog(@"checking"); doItForSure = NO; (void)gettimeofday(&start, NULL); /* do some stuff */ // the next line prints "_NSAutoreleaseNoPool():" message to the log CGImageRef screenImage = UIGetScreenImage(); /* do some other stuff */ (void)gettimeofday(&end, NULL); elapsed = ((double)(end.tv_sec) + (double)(end.tv_usec) / 1000000) - ((double)(start.tv_sec) + (double)(start.tv_usec) / 1000000); NSLog(@"Time elapsed: %e", elapsed); [pool drain]; } } [pool release]; Even with the autorelease pool present, I get this printed to the log when I call UIGetScreenImage(): 2010-05-03 11:39:04.588 ProjectName[763:5903] *** _NSAutoreleaseNoPool(): Object 0x15a2e0 of class NSCFNumber autoreleased with no pool in place - just leaking Has anyone else seen this with UIGetScreenImage() on a separate thread?

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  • Adding a UIPickerView over a UITabBarController

    - by Kai
    I'm trying to have a UIPickerView slide from the bottom of the screen (over the top of a tab bar) but can't seem to get it to show up. The actual code for the animation is coming from one of Apple's example code projects (DateCell). I'm calling this code from the first view controller (FirstViewController.m) under the tab bar controller. - (IBAction)showModePicker:(id)sender { if (self.modePicker.superview == nil) { [self.view.window addSubview:self.modePicker]; // size up the picker view to our screen and compute the start/end frame origin for our slide up animation // // compute the start frame CGRect screenRect = [[UIScreen mainScreen] applicationFrame]; CGSize pickerSize = [self.modePicker sizeThatFits:CGSizeZero]; CGRect startRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height, pickerSize.width, pickerSize.height); self.modePicker.frame = startRect; // compute the end frame CGRect pickerRect = CGRectMake(0.0, screenRect.origin.y + screenRect.size.height - pickerSize.height, pickerSize.width, pickerSize.height); // start the slide up animation [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:0.3]; // we need to perform some post operations after the animation is complete [UIView setAnimationDelegate:self]; self.modePicker.frame = pickerRect; // shrink the vertical size to make room for the picker CGRect newFrame = self.view.frame; newFrame.size.height -= self.modePicker.frame.size.height; self.view.frame = newFrame; [UIView commitAnimations]; // add the "Done" button to the nav bar self.navigationItem.rightBarButtonItem = self.doneButton; }} Whenever this action fires via a UIBarButtonItem that lives in a UINavigationBar (which is all under the FirstViewController) nothing happens. Can anyone please offer some advice?

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  • Any chance to get Core Data using Tokyo Cabinet as the persistent store?

    - by dontWatchMyProfile
    I watched a free high quality video with Aaron Hillegass about Core Data vs Tokyo Cabinet. Besides that this guy is amazingly funny (really, if you want to laugh now, watch it!), he shows off Tokyo Cabinet beeing about 40x faster than Core Data. I wonder if it's worth thinking about how to attach this to Core Data? Does that make any sense? Maybe as a custom atomic store or something like this?

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  • How to hide graph on button click ?

    - by aman-gupta
    Hi, In my application I m using following codes to draw a graph but I want that graph will be displayed on button click :- import @interface frmGraphView : UIView { } @end ///////////////////// // // frmGraphView.m // UV Alarm // // Created by Aman on 4/4/10. // Copyright 2010 MyCompanyName. All rights reserved. // import "frmGraphView.h" @implementation frmGraphView struct TCo_ordinates { float x; float y; }; (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } /* // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; } */ /* // Override to allow orientations other than the default portrait orientation. - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { // Return YES for supported orientations return (interfaceOrientation == UIInterfaceOrientationPortrait); } */ -(void)drawHGrid { //struct gridForXYaxis *gridForX = (struct gridForX *) calloc(sizeof(struct gridFor)) } (void)drawRect:(CGRect)rect { ifdef _DEBUG NSLog(@"frmGraph_drawRect_start"); endif CGContextRef ctx = UIGraphicsGetCurrentContext(); struct TCo_ordinates *tCoordianates; //creating the object of structure. float fltX1,fltX2,fltY1,fltY2=0; //Dividing the Y-axis ifdef _DEBUG NSLog(@"Start drawing Y-Axis"); endif fltX1 = 25; fltY1 = 2; fltX2 = fltX1; fltY2 = 254; //CGContextSetRGBStrokeColor(ctx, 2.0, 2.0, 2.0, 1.0); CGContextSetLineWidth(ctx, 2.0); CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); NSArray *hoursInDays = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"11",@"12", nil]; NSMutableArray *yAxisCoordinates = [[[NSMutableArray alloc] init] autorelease]; for(int intIndex = 0 ; intIndex < [hoursInDays count] ; fltY2-=20, intIndex++) { ifdef _DEBUG NSLog(@"Start of the partition of y axis"); endif //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); //CGContextSetRGBStrokeColor(ctx, 1.0f/255.0f, 1.0f/255.0f, 1.0f/255.0f, 1.0f); //to draw the black line. CGContextMoveToPoint(ctx, fltX1-3 , fltY2-20); CGContextAddLineToPoint(ctx, fltX1+3, fltY2-20); CGContextSelectFont(ctx, "Helvetica", 12.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); //CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGContextSetStrokeColorWithColor(ctx, [UIColor blueColor].CGColor); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForYAxis = [[hoursInDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx,fltX1-20 , fltY2-15, arrayDataForYAxis, strlen(arrayDataForYAxis)); CGContextStrokePath(ctx); ifdef _DEBUG NSLog(@"End of the partition of graph"); endif //NSValue *yAxis = [NSValue valueWithCGPoint:CGPointMake((tCoordianates-x = fltX1-21), (tCoordianates-y = fltY2-20))]; // [yAxisCoordinates addObject:yAxis]; ifdef _DEBUG // NSLog(@"The value of yAxisCoordintes: %@", yAxisCoordinates); endif } ifdef _DEBUG NSLog(@"End of drawing Y-Axis"); endif //Dividing the X-axis ifdef _DEBUG NSLog(@"Start drawing X-Axis"); endif fltX1 = 25; fltY1 = 255; fltX2 = 320; fltY2 = fltY1; CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); CGContextSetLineWidth(ctx, 2.0); NSArray *weekDays =[[NSArray alloc] initWithObjects:@"Sun", @"Mon", @"Tue", @"Wed", @"Thu", @"Fri", @"Sat", nil]; NSMutableArray *xAxisCoordinates = [[[NSMutableArray alloc] init] autorelease]; for(int intIndex = 0 ; intIndex < [weekDays count] ; fltX1+=40, intIndex++) { //CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); //CGContextSetStrokeColorWithColor(ctx, [UIColor orangeColor].CGColor); CGContextMoveToPoint(ctx, fltX1+40 , fltY2-3); CGContextAddLineToPoint(ctx, fltX1+40, fltY2+3); CGContextSelectFont(ctx, "Italic", 12.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetStrokeColorWithColor(ctx, [UIColor blueColor].CGColor); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForXAxis = [[weekDays objectAtIndex:intIndex] UTF8String]; CGContextShowTextAtPoint(ctx, fltX1+27, fltY2+20 , arrayDataForXAxis, strlen(arrayDataForXAxis)); CGContextStrokePath(ctx); ifdef _DEBUG NSLog(@"End of drawing X-Axis"); endif //NSValue *xAxis = [NSValue valueWithCGPoint:CGPointMake((tCoordianates->x = fltX1+40), (tCoordianates->y = fltY2+18))]; // [xAxisCoordinates addObject:xAxis]; ifdef _DEBUG //NSLog(@"The value of xAxisCoordintes: %@", xAxisCoordinates); NSLog(@"frmGraph_drawRect_end"); endif } CGContextSetLineWidth(ctx, 10.0); fltX1 = 25; fltY1 = 235; fltX2 = 320; fltY2 = fltY1; NSArray *coordinate1 = [[NSArray alloc] initWithObjects:@"65",@"105",@"145",@"185",@"225",@"265",@"305",nil]; NSArray *coordinate2 = [[NSArray alloc] initWithObjects:@"214",@"174",@"154",@"134",@"114",@"74",@"34",nil]; ifdef _DEBUG NSLog(@"Fuction of Bar_start"); endif for(int intIndex = 0; intIndex < [coordinate1 count], intIndex < [coordinate2 count]; fltX1+=40, intIndex++) { //CGContextSetRGBFillColor(ctx, 0, 0, 245, 1); CGContextMoveToPoint(ctx, fltX1+40, fltY2+19); const char *arrayDataForCoordinate1 = [[coordinate1 objectAtIndex:intIndex] UTF8String]; const char *arrayDataForCoordinate2 = [[coordinate2 objectAtIndex:intIndex] UTF8String]; CGContextAddLineToPoint(ctx, (atof(arrayDataForCoordinate1)), atof(arrayDataForCoordinate2)); } ifdef _DEBUG NSLog(@"Fuction of Bar_end"); endif CGContextClosePath(ctx); CGContextStrokePath(ctx); [hoursInDays release]; [weekDays release]; [coordinate1 release]; [coordinate2 release]; hoursInDays = nil; weekDays = nil; coordinate1 = nil; coordinate2 = nil; } - (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; } (void)dealloc { [super dealloc]; } @end please help me out its urgent

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  • Overflow on UILabels

    - by jkeesh
    I have a table view that I am customizing and I am adding a UILabel as a subview of the contentView, and I want the number of lines to be relatively consistent. I set the numberOfLines property to be 3 so it can't go more than that, but there are still some that overflow onto the 4th line. If it overflows, I want to add a a trailing ... How can I figure out if it overflows? I've tried truncating at different character counts of my string, but since I am using lineBreakMode = UILineBreakModeWordWrap the number of characters doesn't really predict the number of lines. Is there a way to find out the number of lines your UILabel is using?

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  • renderInContext creating memory that is not promptly released

    - by iworkinprogress
    While debugging in instruments using 'ObjectAlloc' I'm noticing 7megs of memory being allocated for the renderInContext call, but it never is released. When I comment out the renderInContext call this doesn't happen, and future renderInContext calls does not continue to increase the memory allotment. UIGraphicsBeginImageContext(contentHolder.bounds.size); [contentHolder.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); Is there a way to force this memory to be released?

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  • willAnimateSecondHalfOfRotationFromInterfaceOrientation not called in root view controller

    - by pJosh
    I have created the one rootviewcontroller , and then make that geosensitive by writing - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { return YES; } In rootviewcontroller willAnimateSecondHalfOfRotationFromInterfaceOrientation method is called and images are resizing. I also have some views on it, but when I rotate the screen the view will be rotate but the images are not resizing though I have used the same -(void)willAnimateSecondHalfOfRotationFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation duration:(NSTimeInterval)duration { UIInterfaceOrientation toOrientation = self.interfaceOrientation; } method but it cannot called. So, what can I do? Please help me.

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  • Inactive area after device rotation

    - by Sébastien
    Hi all, I don't understand what's wrong in my very simple application with device rotation : I built my view with interface builder. (See screen capture here) I specified <key>UIInterfaceOrientation</key><string>UIInterfaceOrientationLandscapeRight</string> in my info.plist file. I had a (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation {return YES;} in my root view controller. The area on the left (shown in red on the capture), around 20 pixel width, keeps inactive (nothing append if I hit a button in this area). In fact the full screen is active only in portrait mode, in landscape right mode there is this 20 pixels width inactive area, in landscape left mode this inactive area is on the right, in portrait upside down mode this area is on the bottom. I read lots of posts and documentation about UIView rotation, but I did not find anything to solve this problem (I tried to play with view.frame and view.bounds without any success). Anybody has an idea ? Thanks a lot. Regards. Sébastien.

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  • Preserving alpha issues with loaded UIImages - how to avoid discarding alpha values on import?

    - by Peter Hajas
    My application lets the user save/load images with alpha values to the camera roll on the device. I can see in the Photos application that these images are appropriately alpha'd, as alpha'd areas just appear black. However, when I load these images back into the application using the valueForKey:UIImagePickerControllerOriginalImage message to the info dictionary from (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info, the alpha values are turned to just white, making those sections opaque. Is there a way to preserve these alpha values?

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  • Pre-drawing a UIView

    - by LK
    There is information that is only available after drawRect that I need to access when loading a UIView. Is there any way to do a "pre-draw" or offscreen in order to get this information earlier?

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  • Access variables from a number of sources

    - by mac_55
    I'm creating my first game, and I've currently set up a 'GameState' class, to store player health etc. inside. This class is currently instantiated from the AppDelegate as I need to access it from all over my game. This is fine. For each class I'm working in, I can access the app delegate, and then find the GameState object... however, it seems very messy. I'm tempted to find a way (I'm still a newbie) to define the GameState instance as being some sort of global variable so that I can access it from all over with ease... but my little bit of reading on variable scope makes me uneasy about doing this, even if I knew how. Any ideas of the best way to define and access this class? It'll be used for everything from player health, to items they've found, any personalisation etc. Thanks!

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  • Crash on replacing map annotations

    - by Alwin
    Solved it, see below code I'm trying to replace annotations on my MapView depending on the distance between user location and annotation. The annotations are getting replaced like they should, but when I touch te mapview my app crashes. This is de code I have so far: NSMutableArray *tempArray = [[NSMutableArray alloc] init]; for (id object in self.mapAnnotations) { if([object isKindOfClass:[ClosedAnnotation class]]) { ClosedAnnotation *ann = (ClosedAnnotation *)object; CLLocation *tempLocation = [[CLLocation alloc] initWithLatitude:ann.coordinate.latitude longitude:ann.coordinate.longitude]; double distance = [self.currentLocation getDistanceFrom: tempLocation] / 1000; [tempLocation release]; if(distance <= 1.0){ [mapView removeAnnotation:object]; OpenAnnotation *openAnnotation = [[OpenAnnotation alloc] initWithLatitude:ann.coordinate.latitude longitude:ann.coordinate.longitude imageSrc:[ann getImageSrcForAnnotation] title:ann.title tekst:[ann getTextForAnnotation] imageSize:[ann getSizeForImage] username:[ann getUserNameForAnnotation] usertext:[ann getUserTextForAnnotation]]; [mapView addAnnotation:openAnnotation]; [tempArray addObject:openAnnotation]; [openAnnotation release]; } else { [tempArray addObject:object]; } } else if([object isKindOfClass:[OpenAnnotation class]]){ OpenAnnotation *ann = (OpenAnnotation *)object; CLLocation *tempLocation = [[[CLLocation alloc] initWithLatitude:ann.coordinate.latitude longitude:ann.coordinate.longitude] autorelease]; double distance = [self.currentLocation getDistanceFrom: tempLocation] / 1000; [tempLocation release]; if(distance > 1.0){ [mapView removeAnnotation:object]; ClosedAnnotation *closedAnnotation = [[ClosedAnnotation alloc] initWithLatitude:ann.coordinate.latitude longitude:ann.coordinate.longitude imageSrc:[ann getImageSrcForAnnotation] title:ann.title tekst:[ann getTextForAnnotation] imageSize:[ann getSizeForImage] username:[ann getUserNameForAnnotation] usertext:[ann getUserTextForAnnotation]]; [mapView addAnnotation:closedAnnotation]; [tempArray addObject:closedAnnotation]; [closedAnnotation release]; } else { [tempArray addObject:object]; } } } [self.mapAnnotations removeAllObjects]; [self.mapAnnotations addObjectsFromArray:tempArray]; [tempArray release]; I solved it by getting rid of the complete "two-class"-structure and handling everything within one annotation class. Works like a charm now.

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  • Change UIImagePicker Navigation Bar style to blue

    - by vodkhang
    All of my view has a blue navigation bar but when I want user to choose a photo, the UIImagePicker is black. I tried to set the navigation bar of UIImagePickerController to blue using UIBarStyleDefault but it does not work for me, the color is still black. I tried with other UIBarStyle like UIBarStyleBlack and UIBarStyleOpaque as well but it doesn't change the navigation bar of the picker anyway. Here is my code // Let the user choose a new photo. UIImagePickerController *imagePicker = [[UIImagePickerController alloc] init]; imagePicker.delegate = self; imagePicker.navigationBar.barStyle = UIBarStyleDefault; [self presentModalViewController:imagePicker animated:YES]; [imagePicker release];

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  • Task Management - How important it is for a entry level developer?

    - by Naveen Kumar
    I hold masters in CS & now I'm mobile apps developer (Entry Level) , I always start to plan things when starting or doing any project both at work & projects i do at Home (for passion) - as I can deliver the project on time but sometimes i m running out of time like 10 tasks a day vs my time forecast will take 2 on that day? As I'm beginner level, I want your suggestions on How important is Task Management for a person like me & for achieving my goals? My target for the next 3 year will be a Project Manager or Similiar Role - i belive which these time managing skills will be a needed quality.

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  • Random number generation

    - by Chandan Shetty SP
    I am using below code to generate random numbers in range... int randomNumberWithinRange(int min,int max) { int snowSize = 0; do { snowSize = rand()%max; } while( snowSize < min || snowSize > max ); return snowSize; } for(int i = 0; i < 10 ; i++) NSlog("@"%d",\t", randomNumberWithinRange(1,100)); If I quit my application and restart, same set of numbers are generated. How to generate different set of random numbers for every launching.

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