Search Results

Search found 18662 results on 747 pages for 'iphone beginner'.

Page 470/747 | < Previous Page | 466 467 468 469 470 471 472 473 474 475 476 477  | Next Page >

  • UIView "suck" animation

    - by igul222
    I'd like to use the UIView "sucking" transition (view is "sucked" into a point) referenced here: http://iphonedevwiki.net/index.php/UIViewAnimationState#Using_suckEffect The method above, however, uses private APIs, which makes it next to useless for an App Store app. How can I recreate a similar effect without relying on private APIs? I'm guessing the answer has to do with OpenGL, although I have zero experience there.

    Read the article

  • how to delete contents from plist programmatically ?

    - by srikanth rongali
    I have a plist file. I want to delete the data from the plist. How can I do it programmatically ? My Plist have an array cells. cells is filled by dictionaries . Each dictionary is filled by string. I used the following way. NSString* plistPath1 = [[NSBundle mainBundle] pathForResource:@"details" ofType:@"plist"]; [cells removeObjectAtIndex:[clickedButtonPath row]]; NSMutableArray *array1 = [[NSMutableArray alloc] initWithCapacity:4]; array1 = cells; [array1 writeToFile:plistPath1 atomically: YES]; But the plist is not taking the changes. Thank you.

    Read the article

  • CryptoExcercise Encryption/Decryption Problem

    - by venkat
    I am using apples "cryptoexcercise" (Security.Framework) in my application to encrypt and decrypt a data of numeric value. When I give the input 950,128 the values got encrypted, but it is not getting decrypted and exists with the encrypted value only. This happens only with the mentioned numeric values. Could you please check this issue and give the solution to solve this problem? here is my code (void)testAsymmetricEncryptionAndDecryption { uint8_t *plainBuffer; uint8_t *cipherBuffer; uint8_t *decryptedBuffer; const char inputString[] = "950"; int len = strlen(inputString); if (len > BUFFER_SIZE) len = BUFFER_SIZE-1; plainBuffer = (uint8_t *)calloc(BUFFER_SIZE, sizeof(uint8_t)); cipherBuffer = (uint8_t *)calloc(CIPHER_BUFFER_SIZE, sizeof(uint8_t)); decryptedBuffer = (uint8_t *)calloc(BUFFER_SIZE, sizeof(uint8_t)); strncpy( (char *)plainBuffer, inputString, len); NSLog(@"plain text : %s", plainBuffer); [self encryptWithPublicKey:(UInt8 *)plainBuffer cipherBuffer:cipherBuffer]; NSLog(@"encrypted data: %s", cipherBuffer); [self decryptWithPrivateKey:cipherBuffer plainBuffer:decryptedBuffer]; NSLog(@"decrypted data: %s", decryptedBuffer); free(plainBuffer); free(cipherBuffer); free(decryptedBuffer); } (void)encryptWithPublicKey:(uint8_t *)plainBuffer cipherBuffer:(uint8_t *)cipherBuffer { OSStatus status = noErr; size_t plainBufferSize = strlen((char *)plainBuffer); size_t cipherBufferSize = CIPHER_BUFFER_SIZE; NSLog(@"SecKeyGetBlockSize() public = %d", SecKeyGetBlockSize([self getPublicKeyRef])); // Error handling // Encrypt using the public. status = SecKeyEncrypt([self getPublicKeyRef], PADDING, plainBuffer, plainBufferSize, &cipherBuffer[0], &cipherBufferSize ); NSLog(@"encryption result code: %d (size: %d)", status, cipherBufferSize); NSLog(@"encrypted text: %s", cipherBuffer); } (void)decryptWithPrivateKey:(uint8_t *)cipherBuffer plainBuffer:(uint8_t *)plainBuffer { OSStatus status = noErr; size_t cipherBufferSize = strlen((char *)cipherBuffer); NSLog(@"decryptWithPrivateKey: length of buffer: %d", BUFFER_SIZE); NSLog(@"decryptWithPrivateKey: length of input: %d", cipherBufferSize); // DECRYPTION size_t plainBufferSize = BUFFER_SIZE; // Error handling status = SecKeyDecrypt([self getPrivateKeyRef], PADDING, &cipherBuffer[0], cipherBufferSize, &plainBuffer[0], &plainBufferSize ); NSLog(@"decryption result code: %d (size: %d)", status, plainBufferSize); NSLog(@"FINAL decrypted text: %s", plainBuffer); } (SecKeyRef)getPublicKeyRef { OSStatus sanityCheck = noErr; SecKeyRef publicKeyReference = NULL; if (publicKeyRef == NULL) { NSMutableDictionary *queryPublicKey = [[NSMutableDictionary alloc] init]; // Set the public key query dictionary. [queryPublicKey setObject:(id)kSecClassKey forKey:(id)kSecClass]; [queryPublicKey setObject:publicTag forKey:(id)kSecAttrApplicationTag]; [queryPublicKey setObject:(id)kSecAttrKeyTypeRSA forKey:(id)kSecAttrKeyType]; [queryPublicKey setObject:[NSNumber numberWithBool:YES] forKey:(id)kSecReturnRef]; // Get the key. sanityCheck = SecItemCopyMatching((CFDictionaryRef)queryPublicKey, (CFTypeRef *)&publicKeyReference); if (sanityCheck != noErr) { publicKeyReference = NULL; } [queryPublicKey release]; } else { publicKeyReference = publicKeyRef; } return publicKeyReference; } (SecKeyRef)getPrivateKeyRef { OSStatus resultCode = noErr; SecKeyRef privateKeyReference = NULL; if(privateKeyRef == NULL) { NSMutableDictionary * queryPrivateKey = [[NSMutableDictionary alloc] init]; // Set the private key query dictionary. [queryPrivateKey setObject:(id)kSecClassKey forKey:(id)kSecClass]; [queryPrivateKey setObject:privateTag forKey:(id)kSecAttrApplicationTag]; [queryPrivateKey setObject:(id)kSecAttrKeyTypeRSA forKey:(id)kSecAttrKeyType]; [queryPrivateKey setObject:[NSNumber numberWithBool:YES] forKey:(id)kSecReturnRef]; // Get the key. resultCode = SecItemCopyMatching((CFDictionaryRef)queryPrivateKey, (CFTypeRef *)&privateKeyReference); NSLog(@"getPrivateKey: result code: %d", resultCode); if(resultCode != noErr) { privateKeyReference = NULL; } [queryPrivateKey release]; } else { privateKeyReference = privateKeyRef; } return privateKeyReference; }

    Read the article

  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

    Read the article

  • How does glClear() improve performance?

    - by Jon-Eric
    Apple's Technical Q&A on addressing flickering (QA1650) includes the following paragraph. (Emphasis mine.) You must provide a color to every pixel on the screen. At the beginning of your drawing code, it is a good idea to use glClear() to initialize the color buffer. A full-screen clear of each of your color, depth, and stencil buffers (if you're using them) at the start of a frame can also generally improve your application's performance. On other platforms, I've always found it to be an optimization to not clear the color buffer if you're going to draw to every pixel. (Why waste time filling the color buffer if you're just going to overwrite that clear color?) How can a call to glClear() improve performance?

    Read the article

  • detecting double free object, release or not release ...

    - by mongeta
    Hello, If we have this code in our interface .h file: NSString *fieldNameToStoreModel; NSFetchedResultsController *fetchedResultsController; NSManagedObjectContext *managedObjectContext; DataEntered *dataEntered; In our implementation file .m we must have: - (void)dealloc { [fieldNameToStoreModel release]; [fetchedResultsController release]; [managedObjectContext release]; [dataEntered release]; [super dealloc]; } The 4 objects are assigned from a previous UIViewController, like this: UIViewController *detailViewController; detailViewController = [[CarModelSelectViewController alloc] initWithStyle:UITableViewStylePlain]; ((CarModelSelectViewController *)detailViewController).dataEntered = self.dataEntered; ((CarModelSelectViewController *)detailViewController).managedObjectContext = self.managedObjectContext; ((CarModelSelectViewController *)detailViewController).fieldNameToStoreModel = self.fieldNameToStoreModel; [self.navigationController pushViewController:detailViewController animated:YES]; [detailViewController release]; The objects that now live in the new UIViewController, are the same as the previous UIViewController, and I can't release them in the new UIViewController ? The problems is that sometimes, my app crashes when I leave the new UIViewController and go to the previous one, not always. Normally the error that I'm getting is a double free object. I've used the malloc_error_break but I'm still not sure wich object is. Sometimes I can go from the previous UIViewController to the next one and come back 4 or 5 times, and the double free object appears. If I don't release any object, all is working and Instruments says that there are no memory leaks ... So, the final question, should I release those objects here or not ? Thanks, m.

    Read the article

  • iPad popover - resignFirstResponder issue

    - by mosdev
    I have two text fields email and password. The following code works fine when the fields are presented on a regular view but when they are on a popover, the resignFirstResponder does not work (becomeFirstResponder works). textFieldsShouldReturn was called for both fields. Any idea if I am missing something? Thanks! - (BOOL)textFieldShouldReturn:(UITextField *)theTextField { if (theTextField == email) { [password becomeFirstResponder]; return NO; } [theTextField resignFirstResponder]; return NO; }

    Read the article

  • How to tile the contents of a CALayer?

    - by iaefai
    I would like to tile a CGImage across a CALayer, but it seems to only want to stretch it. The example code: self.background = [UIImage imageNamed: @"Background.png"]; [documentDisplay.layer setContents: self.background.CGImage]; I would like to avoid subclassing if I could.

    Read the article

  • take images from a cell , into next view controller

    - by richard Stephenson
    hi guys , i asked this question yesterday but it doesnt seem to have asked properly so im trying again in my app im parsing in an xml file , in that file there is a path for an image to download an in my tableview controler i have this to download the image and display it in the cell NSURL *url = [NSURL URLWithString:aStory.picture]; NSData *data = [NSData dataWithContentsOfURL:url]; UIImage *img = [[UIImage alloc] initWithData:data]; im then pushing another view controller on the top and displaying some text in a text view , but i also want to take the image from the cell selected and put that in there too , but everything i try does not work. any ideas on how i can do this Thanks in advance Richard

    Read the article

  • How to remove NSString Related Memory Leaks?

    - by Rahul Vyas
    in my application this method shows memory leak how do i remove leak? -(void)getOneQuestion:(int)flashcardId categoryID:(int)categoryId { flashCardText = [[NSString alloc] init]; flashCardAnswer=[[NSString alloc] init]; //NSLog(@"%s %d %s", __FILE__, __LINE__, __PRETTY_FUNCTION__, __FUNCTION__); sqlite3 *MyDatabase; sqlite3_stmt *CompiledStatement=nil; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask,YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *MyDatabasePath = [documentsDirectory stringByAppendingString:@"/flashCardDatabase.sqlite"]; if(sqlite3_open([MyDatabasePath UTF8String],&MyDatabase) == SQLITE_OK) { sqlite3_prepare_v2(MyDatabase, "select flashCardText,flashCardAnswer,flashCardTotalOption from flashcardquestionInfo where flashCardId=? and categoryId=?", -1, &CompiledStatement, NULL); sqlite3_bind_int(CompiledStatement, 1, flashcardId); sqlite3_bind_int(CompiledStatement, 2, categoryId); while(sqlite3_step(CompiledStatement) == SQLITE_ROW) { self.flashCardText = [NSString stringWithUTF8String:(char *)sqlite3_column_text(CompiledStatement,0)]; self.flashCardAnswer= [NSString stringWithUTF8String:(char *)sqlite3_column_text(CompiledStatement,1)]; flashCardTotalOption=[[NSNumber numberWithInt:sqlite3_column_int(CompiledStatement,2)] intValue]; } sqlite3_reset(CompiledStatement); sqlite3_finalize(CompiledStatement); sqlite3_close(MyDatabase); } } this method also shows leaks.....what's wrong with this method? -(void)getMultipleChoiceAnswer:(int)flashCardId { if(optionsList!=nil) [optionsList removeAllObjects]; else optionsList = [[NSMutableArray alloc] init]; sqlite3 *MyDatabase; sqlite3_stmt *CompiledStatement=nil; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask,YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSString *MyDatabasePath = [documentsDirectory stringByAppendingString:@"/flashCardDatabase.sqlite"]; if(sqlite3_open([MyDatabasePath UTF8String],&MyDatabase) == SQLITE_OK) { sqlite3_prepare_v2(MyDatabase,"select OptionText from flashCardMultipleAnswer where flashCardId=?", -1, &CompiledStatement, NULL); sqlite3_bind_int(CompiledStatement, 1, flashCardId); while(sqlite3_step(CompiledStatement) == SQLITE_ROW) { [optionsList addObject:[NSString stringWithUTF8String:(char *)sqlite3_column_text(CompiledStatement,0)]]; } sqlite3_reset(CompiledStatement); sqlite3_finalize(CompiledStatement); sqlite3_close(MyDatabase); } }

    Read the article

  • Navigation view system with webview problem with touches!

    - by Gonçalo Falcão
    Hello i have search everything and i didn't figure this out! I have a tab bar controller with 5 navigation controlls, in one of the navigation control, i have a view, with a table view inside, and when i click that item i push a new view, that view have view -webview -view i create that second view(is transperant) because i need to handle a single tap to hide my toolbar and navigation bar, and the webview was eating all the touches! I put that view and implement on the view controller -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch* touch = [touches anyObject]; if(touch.tapCount == 2){ [NSObject cancelPreviousPerformRequestsWithTarget:self]; } [[wv.subviews objectAtIndex:0] touchesBegan:touches withEvent:event]; [super touchesBegan:touches withEvent:event]; } -(void) touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event{ [[wv.subviews objectAtIndex:0] touchesMoved:touches withEvent:event]; [super touchesMoved:touches withEvent:event]; } -(void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch* touch = [touches anyObject]; if(touch.tapCount == 1){ [self performSelector:@selector(hideBars) withObject:nil afterDelay:0.3]; } [[wv.subviews objectAtIndex:0] touchesEnded:touches withEvent:event]; [super touchesEnded:touches withEvent:event]; } -(void) touchesCancelled:(NSSet *)touches withEvent:(UIEvent *)event{ [[wv.subviews objectAtIndex:0] touchesCancelled:touches withEvent:event]; [super touchesCancelled:touches withEvent:event]; } wv is my UIWebView IBOutlet now i can get the the touches in my controller and send them to my webview. So i thought everything was working, i'm able to scroll, but now when i have links i'm not able to click them. And the webview is detecting the links i have made that test. So any other way to implements this to get the touches in the links, or i should change this workaround to hide the toolbars so i can have the full functionability of the webview? Thks for the help in advance.

    Read the article

  • differing methods of alloc / init / retaining an object in objective-c

    - by taber
    In several pieces of sample objective-c code I've seen people create new objects like this: RootViewController *viewController = [[RootViewController alloc] init]; self.rootViewController = viewController; // self.rootViewController is a (nonatomic,retain) synthesized property [viewController release]; [window addSubview: [self.rootViewController view]]; Is that any different "behind the scenes" than doing it like this instead? self.rootViewController = [[RootViewController alloc] init]; [window addSubview: [self.rootViewController view]]; Seems a bit more straightforward/streamlined that way so I'm wondering why anyone would opt for the first method. Thanks!

    Read the article

  • Why isn't my UITableView in a popover appearing in the correct scroll position?

    - by zbrimhall
    I have a split view-based app that presents a master-detail interface, and uses a popover to present the master list when in portrait mode. The popover presents a sectioned table view that ultimately gets populated by a subclass of NSFetchedResultsController. I can tap the tool bar button to present the master list, scroll to whatever row, and tap the row to dismiss the popover. My problem is that if the table is scrolled past the top of the second section, when I dismiss the popover and then later tap the toolbar button to re-present it, the table's scroll position is always set such that the first row of the second section is at the top of the list. If I haven't scrolled past the top of the second section, it correctly remembers its scroll position when the table is presented again. Similarly, in landscape mode, if I scroll the table past the top of the third section and then rotate to portrait, when I come back to landscape the scroll position is always set such that the first row of the third section is at the top of the list. I tried calling -scrollToNearestSelectedRowAtScrollPosition:animated in both the master view controller's -viewWillAppear, as well as in the split view delegate's splitViewController:popoverController:willPresentViewController:, to no effect. Anybody have a clue what I might be doing wrong?

    Read the article

  • Receive data in same order as that of NSOperationQueue

    - by Nishit
    Hi, I have an NSOperationQueue, in which I keep on adding NSOperation objects that hit server and brings data. Is there a way to store the received data in the order in which they were fired? For example, suppose the A, B and C objects are added in NSOperationQueue in the order ABC. Now each of the three A, B and C will bring data in their corresponding threads. I want to store the results in the same order in an array so that the contents of array becomes "Result A", "Result B" and "Result C". Please provide a solution or a direction towards the right answer for this problems. Thanks Guys Basically, I want to design an autosuggest component which brings data from server (same as in google app), and I thought NSOperationQueue to be the best method to implement this. Currently I set the maxConcurrentOperationCount to 1, but I want to set it to more than 1, as data comes from the server very slowly. Please point out the right dolution or direction towards this question. Thanks

    Read the article

  • wheel of fortune collision detection

    - by Andrew
    Hey, I have a wheel segmented into 8 pie pieces, and a picker that is pointing at the currently selected segment (think wheel of fortune). I want to highlight the currently selected segment, and so have started to use Chipmunk to construct the 8 segments, attached to a rotating body, and then the picker that is put in a position to collide with each of the segments. The trick is, how do you allow the picker to pass over top of the segments, while still getting the collision, but not actually colliding and slowing down the wheel? I haven't started down this path yet, but thought this may solve the problem: removing the colliding segment and then putting it back after the picker has started colliding with another segment a bit away (like two segments away). There may be a much simpler solution not even involving Chipmunk that I haven't thought of. Thanks, Andrew

    Read the article

  • OpenGLES mix and match blending options complicated question

    - by DevDevDev
    So I have a background line drawing, black and white. I want to be able to draw over this, keeping the black lines in there, and drawing only where it is white. I can do this by using glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); And the black stays black and white gets whatever color I want. However in the white areas, I want to be able to draw some color, pick to another color and then blend. However this doesn't work because the blend function is messed up. So what I was thinking is having a linedrawing framebuffer, and a user-drawing framebuffer. The user draws into the userdrawing framebuffer, with a different blending, and then I switch blending options and draw into the linedrawing framebuffer. But i don't know enough OpenGL to say whether or not this will work or is a stupid idea. Thanks a lot

    Read the article

  • Why does my UITableView change from UITableViewStyleGrouped to UITableViewStylePlain

    - by casper
    My application has a view controller that extends UITableViewController. The initialization method looks like this: - (id)initWithCoder:(NSCoder*)coder { if (self = [super initWithCoder:coder]) { self.tableView = [[UITableView alloc] initWithFrame:self.tableView.frame style:UITableViewStyleGrouped]; } return self; } When the view is initially loaded, it's displayed as UITableViewStyleGrouped. However, if my app ever receives a low memory warning, the above view changes to UITableViewStylePlain. There is no associated xib file with the View/Controller. The viewDidUnload and didReceiveMemoryWarning methods are straightforward: - (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; } My question is, why does the table style change when I receive a memory warning?

    Read the article

  • Referencing Entity from external data model - Core Data

    - by Ben Reeves
    I have a external library which includes a core data model, I would like to add a new entity to this model which has a relationship with one of the entities from the library. I know I could modify the original, but is there a way to without needing to pollute the library? I tried just creating a new model with an entity named the same, but that doesn't work: * Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Can't merge models with two different entities named 'Host''

    Read the article

  • NSUserDefaults not saving properly

    - by BWC
    Hey Guys I'm having issues with NSUserDefaults and I don't quite understand what's going on My App has 5 levels and each level does the exact same thing with NSUserDefaults (Retrieves the levels defaults, changes the value as the user plays the level and then sets the defaults and syncronizes at the end of the level) the first 4 levels...work without a hitch but the last level doesn't save the values. The app doesn't crash and the last level isn't the very last thing that happens, And I even have the defaults synchronized when the application terminates. Is there a max size on the NSUserDefaults or is there anything anyone can think of that I haven't, I'll post the code below but like I said the first four levels work perfectly //header NSUserDefaults *userData; @property(nonatomic,retain) NSUserDefaults *userData; //class file //Sets the boolean variables for the class to use userData = [NSUserDefaults standardUserDefaults]; boolOne = [userData boolForKey:@"LevelFiveBoolOne"]; boolTwo = [userData boolForKey:@"LevelFiveBoolTwo"]; boolThree = [userData boolForKey:@"LevelFiveBoolThree"]; boolFour = [userData boolForKey:@"LevelFiveBoolFour"]; boolFive = [userData boolForKey:@"LevelFiveBoolFive"]; boolSix = [userData boolForKey:@"LevelFiveBoolSix"]; boolSeven = [userData boolForKey:@"LevelFiveBoolSeven"]; //End Of Level [userData setBool:boolOne forKey:@"LevelFiveBoolOne"]; [userData setBool:boolTwo forKey:@"LevelFiveBoolTwo"]; [userData setBool:boolThree forKey:@"LevelFiveBoolThree"]; [userData setBool:boolFour forKey:@"LevelFiveBoolFour"]; [userData setBool:boolFive forKey:@"LevelFiveBoolFive"]; [userData setBool:boolSix forKey:@"LevelFiveBoolSix"]; [userData setBool:boolSeven forKey:@"LevelFiveBoolSeven"]; [userData synchronize]; When when I switch to the view that uses these defaults they values are correct but when I terminate the application and restart it, these values aren't saved, every other level does the exact same process this is the only level that doesn't work. I've stared at this for quite awhile and I'm hoping someone out there has run into the same problem and can give me some insight on how they resolved it. Thank you in Advance BWC

    Read the article

  • How to efficiently save changes made in UI/main thread with Core Data?

    - by Jaanus
    So, there have been several posts here about importing and saving data from an external data source into Core Data. Apple documents a reasonable pattern for this: "import and save on background thread, merge saved objects to main thread." All fine and good. I have a related but different problem: the user is modifying data in the UI and main thread, and thus modifies state of some objects in the managed object context (MOC). I would like to save these changes from time to time. What is a good way to do that? Now, you could say that I could do the same: create a background thread with its own MOC and pass the changed objectID-s there. The catch-22 for me with this is that an object's ID changes when it is saved, and I cannot guarantee the order of things happening. I may end up passing a different objectID into the background thread for the same object, based on whether the object has been previously saved or not, and I don't know if Core Data can resolve this and see that different objectID-s are pointing to the same object and not create duplicates for me. (I could test this, but I'm lazywebbing with this question first.) One thought I had: I could always do MOC saves on a background thread, and queue them up with operationqueue, so that there is always only one save in progress. I would not create a new MOC, I would just use the same MOC as in main thread. Now, this is not thread safe and when someone modifies the MOC in main thread while it is being saved in background thread, the results will probably be catastrophic. But, minus the thread safety, you can see what kind of solution I'd wish for. To be clear, the problem I need to fix is that if I just do the save in main thread, it blocks the UI for an unacceptably long period of time, I want to move the save to background thread. So, questions: what about the reasoning of an object ID changing during saving, and Core Data being able to resolve them to the same object? Would this be the right way of addressing this problem? any other good ways of doing this?

    Read the article

  • Remove clear button (grey x) to the right of UISearchBar when cancel button tapped

    - by David Foster
    Right, to begin my question, here's some screenies of the problem already solved by the Spotify app: Spotify's Step 1: Standard UISearchBar not in editing mode. Spotify's Step 2: UISearchBar now in editing mode. Search term entered. Cancel button slides in from the right, and the clear button (grey x) appears. Spotify's Step 3: Cancel button pressed; keyboard slides out and the search bar is no longer in editing mode. Search term remains and the grey x button is now hidden. At present, the following code fires off when my cancel button is pressed: - (void)searchBarCancelButtonClicked:(UISearchBar *)searchBar { [searchBar resignFirstResponder]; [searchBar setShowsCancelButton:NO animated:YES]; } Which results in: My Step 3: Search bar now not in editing mode. Cancel button and keyboard has slid out. Search term remains but so does the grey x. So, my question is this: given that -resignFirstResponder (and -endEditing:, FYI) does not hide the grey x button when a search bar has had text entered into it, how does one hide it? Thanks again, friends.

    Read the article

< Previous Page | 466 467 468 469 470 471 472 473 474 475 476 477  | Next Page >