Search Results

Search found 15755 results on 631 pages for 'iphone uiwebview'.

Page 468/631 | < Previous Page | 464 465 466 467 468 469 470 471 472 473 474 475  | Next Page >

  • Get String Instead of Source - Xcode Cocoa

    - by Kevin
    Hello everyone, I have a program that will scan the contents of a website, and display it in a textbox. The problem is that it shows the html source. For example if my html code was: <html> <body> <p>Hello</p> </body> </html> instead of just showing hello, it'll show the code above... How can I get my objective c program to just read the hello, and not the html source.. I was assuming that it was the encoding when reading the website, but I might be possibly wrong.. I would greatly appreciate it if someone could give me a reasonable answer.. Best Regards, Kevin

    Read the article

  • Copy NSArray and replace text items with bool values

    - by Frank Martin
    I utilize a (nested) plist to populate UITableViews where users can select entries at the deepest levels and set a checkmark (or not). I want to save these selections in a same structured list where at the deepest level the NSArray contains bool values instead the text strings that are displayed in the UITableView. So how can i build from a hierarchy like the following: Root - Item 0 (Dictionary) - Group (Dictionary) - Items (NSArray) - Item 0: @"Please check me" (String) a hierarchy like this? Root - Item 0 (Dictionary) - Group (Dictionary) - Items (NSArray) - Item 0: 0 (NSNumber) // NSNumber for bool values I'm trying to create a deep mutable copy and replace the items at the deepest levels but have somehow the feeling that this can be done easier. Thanks for any help with this in advance. Frank

    Read the article

  • How to increment a value using a C-Preprocessor in Objective-C?

    - by mystify
    Example: I try to do this: static NSInteger stepNum = 1; #define METHODNAME(i) -(void)step##i #define STEP METHODNAME(stepNum++) @implementation Test STEP { // do stuff... [self nextFrame:@selector(step2) afterDelay:1]; } STEP { // do stuff... [self nextFrame:@selector(step3) afterDelay:1]; } STEP { // do stuff... [self nextFrame:@selector(step4) afterDelay:1]; } // ... When building, Xcode complains that it can't increment stepNum. This seems logical to me, because at this time the code is not "alive" and this pre-processing substitution stuff happens before actually compiling the source code. Is there another way I could have an variable be incremented on every usage of STEP macro, the easy way?

    Read the article

  • How to add an extra plist property using CMake?

    - by Jesse Beder
    I'm trying to add the item <key>UIStatusBarHidden</key><true/> to my plist that's auto-generated by CMake. For certain keys, it appears there are pre-defined ways to add an item; for example: set(MACOSX_BUNDLE_ICON_FILE ${ICON}) But I can't find a way to add an arbitrary property. I tried using the MACOSX_BUNDLE_INFO_PLIST target property as follows: I'd like the resulting plist to be identical to the old one, except with the new property I want, so I just copied the auto-generated plist and set that as my template. But the plist uses some Xcode variables, which also look like ${foo}, and CMake grumbles about this: Syntax error in cmake code when parsing string <string>com.bedaire.${PRODUCT_NAME:identifier}</string> syntax error, unexpected cal_SYMBOL, expecting } (47) Policy CMP0010 is not set: Bad variable reference syntax is an error. Run "cmake --help-policy CMP0010" for policy details. Use the cmake_policy command to set the policy and suppress this warning. This warning is for project developers. Use -Wno-dev to suppress it. In any case, I'm not even sure that this is the right thing to do. I can't find a good example or any good documentation about this. Ideally, I'd just let CMake generate everything as before, and just add a single extra line. What can I do?

    Read the article

  • I'm trying to pass a string from my first ViewController to my second ViewController but it returns NULL

    - by Dashony
    In my first view controller I have 3 input fields each of them take the user input into and saves it into a string such as: address, username and password as NSUserDefaults. This part works fine. In my second view controller I'm trying to take the 3 strings from first controller (address, username and password) create a html link based on the 3 strings. I've tried many ways to access the 3 strings with no luck, the result I get is NULL. Here is my code: //.h file - first view controller with the 3 input fields CamSetup.h #import <UIKit/UIKit.h> @interface CamSetup : UIViewController <UITextFieldDelegate> { NSString * address; NSString * username; NSString * password; IBOutlet UITextField * addressField; IBOutlet UITextField * usernameField; IBOutlet UITextField * passwordField; } -(IBAction) saveAddress: (id) sender; -(IBAction) saveUsername: (id) sender; -(IBAction) savePassword: (id) sender; @property(nonatomic, retain) UITextField *addressField; @property(nonatomic, retain) UITextField *usernameField; @property(nonatomic, retain) UITextField *passwordField; @property(nonatomic, retain) NSString *address; @property(nonatomic, retain) NSString *username; @property(nonatomic, retain) NSString *password; @end //.m file - first view controller CamSetup.m #import "CamSetup.h" @interface CamSetup () @end @implementation CamSetup @synthesize addressField, usernameField, passwordField, address, username, password; -(IBAction) saveAddress: (id) sender { address = [[NSString alloc] initWithFormat:addressField.text]; [addressField setText:address]; NSUserDefaults *stringDefaultAddress = [NSUserDefaults standardUserDefaults]; [stringDefaultAddress setObject:address forKey:@"stringKey1"]; NSLog(@"String [%@]", address); } -(IBAction) saveUsername: (id) sender { username = [[NSString alloc] initWithFormat:usernameField.text]; [usernameField setText:username]; NSUserDefaults *stringDefaultUsername = [NSUserDefaults standardUserDefaults]; [stringDefaultUsername setObject:username forKey:@"stringKey2"]; NSLog(@"String [%@]", username); } -(IBAction) savePassword: (id) sender { password = [[NSString alloc] initWithFormat:passwordField.text]; [passwordField setText:password]; NSUserDefaults *stringDefaultPassword = [NSUserDefaults standardUserDefaults]; [stringDefaultPassword setObject:password forKey:@"stringKey3"]; NSLog(@"String [%@]", password); } - (void)viewDidLoad { [addressField setText:[[NSUserDefaults standardUserDefaults] objectForKey:@"stringKey1"]]; [usernameField setText:[[NSUserDefaults standardUserDefaults] objectForKey:@"stringKey2"]]; [passwordField setText:[[NSUserDefaults standardUserDefaults] objectForKey:@"stringKey3"]]; [super viewDidLoad]; } @end //.h second view controller LiveView.h #import <UIKit/UIKit.h> #import "CamSetup.h" @interface LiveView : UIViewController { NSString *theAddress; NSString *theUsername; NSString *thePassword; CamSetup *camsetup; //here is an instance of the first class } @property (nonatomic, retain) NSString *theAddress; @property (nonatomic, retain) NSString *theUsername; @property (nonatomic, retain) NSString *thePassword; @end //.m second view LiveView.m file #import "LiveView.h" @interface LiveView () @end @implementation LiveView @synthesize theAddress, theUsername, thePassword; - (void)viewDidLoad { [super viewDidLoad]; theUsername = camsetup.username; //this is probably not right? NSLog(@"String [%@]", theUsername); //resut here is NULL NSLog(@"String [%@]", camsetup.username); //and here NULL as well } @end

    Read the article

  • Mobile Safari Youtube opened via javascript

    - by Squeegy
    We have a youtube player embedded in a plage in Mobile Safari and it works great. But we need to be able to launch the youtube player by a means other than user tapping the video itself, for various reasons. So I am trying to figure out what event to trigger in javascript to make it happen with no luck. None of the following appear to work. var vid = document.getElementById('vid'); vid.click(); vid.onclick(); vid.ontouchend(); vid.ontouchstart(); vid.focus(); I tried to find an event handler added to the embedded object with this snippet, but didn't find anything. for (var key in vid) { if (typeof vid[key] == 'function') console.log(key +': '+ vid[key]); } Is this just so wrapped up in a custom plugin there is no way?

    Read the article

  • Downloading large files with AFNetworking

    - by goodfella
    I'm trying to implement downloading of a large file and show to user current progress, but block in: -[AFURLConnectionOperation setDownloadProgressBlock:] returns incorrect bytesRead and totalBytesRead values (they are smaller than they should be). For example: If I have a 90MB file and when it downloads completely, latest block invocation in setDownloadProgressBlock: gives me totalBytesRead value about 30MB. On other side, if file is 2MB large, latest block invocation gives correct totalBytesRead 2MB value. AFNetworking is updated to the latest version from github. If AFNetworking can't do it correctly, what solution can I use? Edit: I've determined that even if file is not downloaded completely (and this happens every time with relatively big file) AFNetworking calls success block in: -[AFHTTPRequestOperation setCompletionBlockWithSuccess:failure] I asked a similar question here about this situation, but didn't get any answers. I can check in code downloaded and real file sizes, but AFNetworking has no API for continuation of partial download.

    Read the article

  • OpenGL ES functions not accepting values originating outside of it's view

    - by Josh Elsasser
    I've been unable to figure this out on my own. I currently have an Open GLES setup where a view controller both updates a game world (with a dt), fetches the data I need to render, passes it off to an EAGLView through two structures (built of Apple's ES1Renderer), and draws the scene. Whenever a value originates outside of the Open GL view, it can't be used to either translate objects using glTranslatef, or set up the scene using glOrthof. If I assign a new value to something, it will work - even if it is the exact same number. The two structures I have each contain a variety of floating-point numbers and booleans, along with two arrays. I can log the values from within my renderer - they make it there - but I receive errors from OpenGL if I try to do anything with them. No crashes result, but the glOrthof call doesn't work if I don't set the camera values to anything different. Code used to set up scene: [EAGLContext setCurrentContext:context]; glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer); //clears the color buffer bit glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_PROJECTION); //sets up the scene w/ ortho projection glViewport(0, 0, 320, 480); glLoadIdentity(); glOrthof(320, 0, dynamicData.cam_x2, dynamicData.cam_x1, 1.0, -1.0); glClearColor(1.0, 1.0, 1.0, 1.0); /*error checking code here*/ "dynamicData" (which is replaced every frame) is created within my game simulation. From within my controller, I call a method (w/in my simulation) that returns it, and pass the result on to the EAGLView, which passes it on to the renderer. I haven't been able to come up with a better solution for this - suggestions in this regard would be greatly appreciated as well. Also, this function doesn't work as well (values originate in the same place): glTranslatef(dynamicData.ship_x, dynamicData.ship_y, 0.0); Thanks in advance. Additional Definitions: Structure (declared in a separate header): typedef struct { float ship_x, ship_y; float cam_x1, cam_x2; } dynamicRenderData; Render data getter (and builder) (every frame) - (dynamicData)getDynRenderData { //d_rd is an ivar, zeroed on initialization d_rd.ship_x = mainShip.position.x; d_rd.ship_y = mainShip.position.y; d_rd.cam_x1 = d_rd.ship_x - 30.0f; d_rd.cam_x2 = d_rd.cam_x1 + 480.0f; return d_rd; } Zeroed at start. (d_rd.ship_x = 0;, etc…) Setting up the view. Prototype (GLView): - (void)draw: (dynamicRenderData)dynamicData Prototype (Renderer): - (void)drawView: (dynamicRenderData)dynamicData How it's called w/in the controller: //controller [glview draw: [world getDynRenderData]]; //glview (within draw) [renderer drawView: dynamicData];

    Read the article

  • Cocoa - does CGDataProviderCopyData() actually copy the bytes? Or just the pointer?

    - by jtrim
    I'm running that method in quick succession as fast as I can, and the faster the better, so obviously if CGDataProviderCopyData() is actually copying the data byte-for-byte, then I think there must be a faster way to directly access that data...it's just bytes in memory. Anyone know for sure if CGDataProviderCopyData() actually copies the data? Or does it just create a new pointer to the existing data?

    Read the article

  • Received memory warning on setimage

    - by Sam Budda
    This problem has completely stumped me. This is for iOS 5.0 with Xcode 4.2 What's going on is that in my app I let user select images from their photo album and I save those images to apps document directory. Pretty straight forward. What I do then is that in one of the viewController.m files I create multiple UIImageViews and I then set the image for the image view from one of the picture that user selected from apps dir. The problem is that after a certain number of UIImage sets I receive a "Received memory warning". It usually happens when there are 10 pictures. If lets say user selected 11 pictures then the app crashes with Error (GBC). NOTE: each of these images are at least 2.5 MB a piece. After hours of testing I finally narrowed down the problem to this line of code [button1AImgVw setImage:image]; If I comment out that code. All compiles fine and no memory errors happen. But if I don't comment out that code I receive memory errors and eventually a crash. Also note it does process the whole CreateViews IBAction but still crashes at the end. I cannot do release or dealloc since I am running this on iOS 5.0 with Xcode 4.2 Here is the code that I used. Can anyone tell me what did I do wrong? - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view, typically from a nib. [self CreateViews]; } -(IBAction) CreateViews { paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask ,YES); documentsPath = [paths objectAtIndex:0]; //here 15 is for testing purposes for (int i = 0; i < 15; i++) { //Lets not get bogged down here. The problem is not here UIImageView *button1AImgVw = [[UIImageView alloc] initWithFrame:CGRectMake(10*i, 10, 10, 10)]; [self.view addSubview:button1AImgVw]; NSMutableString *picStr1a = [[NSMutableString alloc] init]; NSString *dataFile1a = [[NSString alloc] init]; picStr1a = [NSMutableString stringWithFormat:@"%d.jpg", i]; dataFile1a = [documentsPath stringByAppendingPathComponent:picStr1a]; NSData *potraitImgData1a =[[NSData alloc] initWithContentsOfFile:dataFile1a]; UIImage *image = [[UIImage alloc] initWithData:potraitImgData1a]; // This is causing my app to crash if I load more than 10 images! //[button1AImgVw setImage:image]; } NSLog(@"It went to END!"); } //Error I get when 10 images are selected. App does launch and work 2012-10-07 17:12:51.483 ABC-APP[7548:707] It went to END! 2012-10-07 17:12:51.483 ABC-APP [7531:707] Received memory warning. //App crashes with this error when there are 11 images 2012-10-07 17:30:26.339 ABC-APP[7548:707] It went to END! (gdb)

    Read the article

  • Is there an easy way to merge Localizable.strings files?

    - by mystify
    Problem: Using genstrings to create Localizable.strings files from a project. A few weeks later, some things changed and I run genstrings again. 75% of the new file is already in the old file. How could I merge the new file with the old file, so that the old file contains all of those 25% new key-value-pairs?

    Read the article

  • cancelPreviousPerformRequestWithTarget is not canceling my previously delayed thread started with pe

    - by jmurphy
    Hello, I've launched a delayed thread using performSelector but the user still has the ability to hit the back button on the current view causing dealloc to be called. When this happens my thread still seems to be called which causes my app to crash because the properties that thread is trying to write to have been released. To solve this I am trying to call cancelPreviousPerformRequestsWithTarget to cancel the previous request but it doesn't seem to be working. Below are some code snippets. - (void) viewDidLoad { [self performSelector:@selector(myStopUpdatingLocation) withObject:nil afterDelay:6]; } (void)viewWillDisappear:(BOOL)animated { [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(myStopUpdatingLocation) object:nil]; } Am I doing something incorrect here? The method myStopUpdatingLocation is defined in the same class that I'm calling the perform requests. A little more background. The function that I'm trying to implement is to find a users location, search google for some locations around that location and display several annotations on the map. On viewDidLoad I start updating the location with CLLocationManager. I've build in a timeout after 6 seconds if I don't get my desired accuracy within the timeout and I'm using a performSelector to do this. What can happen is the user clicks the back button in the view and this thread will still execute even though all my properties have been released causing a crash. Thanks in advance! James

    Read the article

  • getting data from tableviewcell to 2nd view

    - by chubsta
    I am very new to this and am trying to learn by creating a few little apps for myself. I have a navigation-based app where the user taps the row to select a film title - i then want the second view to show details of the film. Thanks to a very helpful person here i am getting the results of the row pressed as 'rowTitle' as follows : (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { NSString *key = [keys objectAtIndex:indexPath.section]; NSArray *nameSection = [names objectForKey:key]; NSString *rowTitle = [nameSection objectAtIndex:indexPath.row]; NSLog(@"rowTitle = %@", rowTitle); [tableView deselectRowAtIndexPath:indexPath animated:YES]; I am, however, struggling to make the data at 'rowTitle' available to the 2nd view - basically, if i can get the info - for example rowTitle is "aliens2" - i want to be able to add a new extension to the end of the string returned by 'rowTitle' in order to point to an image (if that makes sense) in the second view... something like tempImageName=[** this is where the info from rowTitle needs to be i suppose**]; tempImageType=@".png"; finalImageName=[tempImageName stringByAppendingString:tempImageType]; does this make sense to anyone (apologies if it doesnt - i know what i want but how to explain it is a little more awkward!) Thanks again for any help anyone can give (and any help as to formatting these questions would be useful too obviously!!)!

    Read the article

  • How can I consolidate deferred/delayed calls in Objective-C ?

    - by thrusty
    I'd like to ensure that certain maintenance tasks are executed "eventually". For example, after I detect that some resources might no longer be used in a cache, I might call: [self performSelector:@selector(cleanupCache) withObject:nil afterDelay:0.5]; However, there might be numerous places where I detect this, and I don't want to be calling cleanupCache continuously. I'd like to consolidate multiple calls to cleanupCache so that we only periodically get ONE call to cleanupCache. Here's what I've come up with do to this-- is this the best way? [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(cleanupCache) object:nil]; [self performSelector:@selector(cleanupCache) withObject:nil afterDelay:0.5];

    Read the article

  • Corrupted image if variable is not static

    - by Jaka Jancar
    I'm doing the following: static GLfloat vertices[3][3] = { {0.0, 1.0, 0.0}, {1.0, 0.0, 0.0}, {-1.0, 0.0, 0.0} }; glColor4ub(255, 0, 0, 255); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices); glDrawArrays(GL_TRIANGLES, 0, 9); glDisableClientState(GL_VERTEX_ARRAY); This works ok: However, if I remove static from vertices and therefore re-create the data on the stack on each rendering, I get the following: This happens both on the simulator and on the device. Should I be keeping the variables around after I call glDrawArrays?

    Read the article

  • Interface Builder only allows one button to be "touchable"

    - by STLMikey
    I'm making a clone of the classic game simon, the memory matching game. My (iPad) app will load fine, i tap start, the game screen loads, and only one of my four buttons will respond to touch commands. To troubleshoot, I tried creating a second unrelated nib and just populating it with four buttons not linked to anything. However, only one of those four buttons would respond to touch! There are no IBActions being called, nothing. Both the view itself, and all four buttons are touch enabled in the inspector...I'm stumped. I'm moreso asking if anyone has encountered anything simillar, as I'd rather not burden potential help with app-specific questions if it's avoidable. Thank you!

    Read the article

< Previous Page | 464 465 466 467 468 469 470 471 472 473 474 475  | Next Page >