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  • UIScrollView does not scroll

    - by Preston Cheung
    I got a problem about UIScrollView. I am making a custom view which inherits UIView. The view has a UIScrollView on which there are lots of buttons which should scroll left and right. The UIScrollView and buttons can show normally. But I cannot scroll the buttons. Could someone give me some suggestions? Thanks a lot! MZMPhotoCalenderSwitcher.h #import <UIKit/UIKit.h> @interface MZMPhotoCalenderSwitcher : UIView <UIScrollViewDelegate> @property (strong, nonatomic) UIScrollView *topSwitcher; @end MZMPhotoCalenderSwitcher.m - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. self.topSwitcher = [[UIScrollView alloc] initWithFrame:CGRectMake(0, LABEL_HEIGHT + VIEW_Y, self.view.bounds.size.width, TOP_SWITCHER_HEIGHT)]; self.topSwitcher.backgroundColor = [UIColor greenColor]; self.topSwitcher.pagingEnabled = YES; self.topSwitcher.showsHorizontalScrollIndicator = NO; self.topSwitcher.showsVerticalScrollIndicator = NO; [self add:3 ButtonsOnView:self.topSwitcher withButtonWidth:44.8f andHeight:20.0f]; } - (void)add:(int)num ButtonsOnView:(UIScrollView *)view withButtonWidth:(CGFloat)width andHeight:(CGFloat)height { CGFloat totalTopSwitcherWidth = num * width; [view setContentSize:CGSizeMake(totalTopSwitcherWidth, view.bounds.size.height)]; CGFloat xOffset = 0.0f; for (int i=1; i<=num; i++) { UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button setFrame:CGRectMake(xOffset, 0, width, height)]; xOffset += width; [button setTitle:[NSString stringWithFormat:@"%d", i] forState:UIControlStateNormal]; button.titleLabel.font = [UIFont systemFontOfSize:10]; [button setTitleColor:[UIColor blueColor] forState:UIControlStateNormal]; [button setTitleColor:[UIColor blackColor] forState:UIControlStateSelected]; [button setTag:i]; [button addTarget:self action:@selector(buttonEvent) forControlEvents:UIControlEventTouchUpInside]; if (i % 2 == 0) [button setBackgroundColor:[UIColor yellowColor]]; else [button setBackgroundColor:[UIColor redColor]]; [view addSubview:button]; } }

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  • Sliding finger UIImageView

    - by NextRev
    How do you detect when you slide your finger across a UIImageView? Say for example you slide your finger across it and it changes color or something. I want to be able to slide across multiple UIImageViews and have something happen...

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  • How to paints a transparent circle like using CGContextClearRect to draw a transparent rectangle

    - by user177946
    Hello All, Do anyone know how I can draw a transparent circle on a CALayer just like using CGContextClearRect to draw a transparent rectangle? My requirements is that I need to draw a mask on a picture, in some cases, I need to erase it, but CGContextClearRect only allow to draw a rectangle, I wonder if there is another way to do the same thing and draw a tranparent circle. Regards, Anto

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  • How to use NSObject subclass?

    - by Jon
    So I've created a subclass of NSObject called Query @interface Query : NSObject @property (nonatomic, assign) NSNumber *weight; @property (nonatomic, assign) NSNumber *bodyFat; @property (nonatomic, assign) NSNumber *activityLevel; @end Is this correct for setting the object's property? In VC1: BodyFatViewController *aViewController = [[BodyFatViewController alloc]init]; aViewController.query = self.query; [self.navigationController pushViewController:aViewController animated:YES]; In VC2: - (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { Query *anQuery = [[Query alloc]init]; anQuery.bodyFat = [self.bodyFatArray objectAtIndex:row]; anQuery.weight = self.query.weight; self.query = anQuery; }

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  • How can I remove the present view when I have added more than one subView ?

    - by srikanth rongali
    How can I remove the present view when I touched the close button. I did [self.view removeFromSuperView] when I added only one subView. It worked. But, I have now added another subView to the previous subView. I need to to get the parent view . How can I do it. My code of adding the subView is here. When I did the following only one view is removed. //FirstViewController: UIViewController -(void)libraryFunction:(id)sender { LibraryController *libraryController = [[LibraryController alloc]init]; [self.view addSubview:libraryController.view]; } //LibraryController: UIViewController -(void)viewDidLoad{ RootViewController *rootViewController = [[RootViewController alloc] initWithStyle:UITableViewStylePlain]; UINavigationController *aNavigationController = [[UINavigationController alloc] initWithRootViewController:rootViewController]; self.navController = aNavigationController; [aNavigationController release]; [rootViewController release]; [self.view addSubview:navController.view]; } //RootViewController: UITableViewController - (void)viewDidLoad { [super viewDidLoad]; self.navigationItem.rightBarButtonItem = [[UIBarButtonItem alloc] initWithTitle:@"Close" style:UIBarButtonItemStyleBordered target:self action:@selector(close:)]; } -(void)close:(id)sender { [self.view removeFromSuperview]; } Thank You.

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  • Core data storage is repeated...

    - by Kamlesh
    Hi all, I am trying to use Core Data in my application and I have been succesful in storing data into the entity.The data storage is done in the applicationDidFinishLaunchingWithOptions() method.But when I run the app again,it again gets saved.So how do I check if the data is already present or not?? Here is the code(Saving):-`NSManagedObjectContext *context = [self managedObjectContext]; NSManagedObject *failedBankInfo = [NSEntityDescription insertNewObjectForEntityForName:@"FailedBankInfo" inManagedObjectContext:context]; [failedBankInfo setValue:@"Test Bank" forKey:@"name"]; [failedBankInfo setValue:@"Testville" forKey:@"city"]; [failedBankInfo setValue:@"Testland" forKey:@"state"]; NSError *error; if (![context save:&error]) { NSLog(@"Whoops, couldn't save: %@", [error localizedDescription]); } (Retrieving):- NSFetchRequest *fetchRequest = [[NSFetchRequest alloc] init]; NSEntityDescription *entity = [NSEntityDescription entityForName:@"FailedBankInfo" inManagedObjectContext:context]; [fetchRequest setEntity:entity]; NSArray *fetchedObjects = [context executeFetchRequest:fetchRequest error:&error]; for (NSManagedObject *info in fetchedObjects) { NSLog(@"Name: %@", [info valueForKey:@"name"]); } `

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  • Getting a UIImage from MySQL using PHP and jSON

    - by Daniel
    I'm developing a little news reader that retrieves the info from a website by doing a POST request to a URL. The response is a jSON object with the unread-news. E.g. the last news on the App has a timeStamp of "2013-03-01". When the user refreshes the table, it POSTS "domain.com/api/api.php?newer-than=2013-03-01". The api.php script goes to the MySQL database and fetches all the news posted after 2013-03-01 and prints them json_encoded. This is // do something to get the data in an array echo $array_of_fetched_data; for example the response would be [{"title": "new app is coming to the market", "text": "lorem ipsum dolor sit amet...", image: XXX}] the App then gets the response and parses it, obtaining an NSDictionary and adds it to a Core Data db. NSDictionary* obtainedNews = [NSJSONSerialization JSONObjectWithData:responseData options:kNilOptions error:&error]; My question is: How can I add an image to the MySQL database, store it, pass it using jSON trough a POST HTTP Request and then interpret it as an UIImage. It's clear that to store an UIImage in CoreData, they must be transform into/from NSData. How can I pass the NSData back and forth to a MySQL db using php and jSON? How should I upload the image to the db? (Serialized, as a BLOB, etc)

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  • CGAL replacement for iOS

    - by Aleks N.
    I have a set of nodes that define streets. Each node has latitude and longitude. Also I have user location with latitude and longitude. My intention is to build Voronoi diagram for segments defined by each pair of nodes, and then find which node user location is closest to. Looks like this task can be accomplished with CGAL library. While I'm in the process of compiling it for iOS environment, probably you guys will be able to give links to libs that are already compiled against iOS, or were intended to be used in Objective C environment from the very beginning... Because I'm afraid that even if CGAL compiles for me, I might get into trouble when using it. Thanks!

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  • Custom UITableView headerView disappears after memory warning

    - by psychotik
    I have a UITableViewController. I create a custom headerView for it's tableView in the loadView method like so: (void)loadView { [super loadView]; UIView* containerView = [[UIView alloc] initWithFrame:CGRectMake(0, 0, width, height * 2 )]; containerView.tag = 'cont'; containerView.autoresizingMask = UIViewAutoresizingFlexibleLeftMargin | UIViewAutoresizingFlexibleRightMargin | UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleTopMargin; UIButton* button = [UIButton buttonWithType:UIButtonTypeCustom]; button.frame = CGRectMake(padding, height, width, height); ... //configure UIButton and events UIImageView* imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"] highlightedImage:[UIImage imageNamed:@"highlight.png"]]; imageView.frame = CGRectMake(0, 0, width, height ); ... //configure UIImageView [containerView addSubview:button]; [containerView addSubview:imageView]; self.tableView.tableHeaderView = containerView; [imageView release]; [containerView release]; } None of the other methods (viewDidLoad/Unload, etc) are overloaded. This controller is hosted in a tab. When I switch to another tab and simulate a memory warning, and then come back to this tab, my UITableView is missing my custon header. All the rows/section are visible as I would expect. Putting a BP in the loadView code above, I see it being invoked when I switch back to the tab after the memory warning, and yet I can't actually see the header. Any ideas about what I'm missing here? EDIT: This happens on the device and the simulator. On the device, I just let a memory warning occur by opening a bunch of different apps while mine is in the background.

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  • pull down notification panel in iOS help for iPad

    - by Priya Chhabra
    I have developed an iPad application. In which I am using left/right swipes from corner of screen. The problem is when device is in landscape mode, (though the application is always in portrait orientation) and user wants to swipe left, it opens the notification panel instead of going to swipeAction that I had defined. Note that it works fine when device is kept in portrait mode. Is there any way to make pull down notification panel application orientation specific ? Any kind of help will be appreciated.

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  • How do Apple code level support requests work?

    - by JustinXXVII
    I'm having an issue with a build that I can't figure out, and I'm considering filing a support request. It says I'll get contacted in about 3 days usually. Can anyone explain the process this takes, because I don't want to burn one of these by screwing up! Should I include a zip file of my entire project, or will the source file I'm having issues with be enough? Do I have to be at my computer when they contact me? Thanks for your help, generous ones!

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  • Cocos2d - smooth sprite movement in tile map RPG

    - by Lendo92
    I've been working on a 2-D Gameboy style RPG for a while now, and the game logic is mostly all done so I'm starting to try to make things look good. One thing I've noticed is that the walking movement / screen movement is a little bit choppy. Technically, it should work fine, but either it seems to be having some quirks, either due to taking up a lot of processing power or just timing inconsistencies between moving the screen and moving the sprite. To move the sprite, once I know where I want to move it, I call: tempPos.y += 3*theHKMap.tileSize.width/5; id actionMove = [CCMoveTo actionWithDuration:0.1 position:tempPos]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(orientOneMove)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; [self setCenterOfScreen:position]; Then, in orientOneMove, I call: [self.guy setTexture:[[CCTextureCache sharedTextureCache] addImage:@"guysprite07.png"]]; //the walking picture-I change texture back at the end of the movement id actionMove = [CCMoveTo actionWithDuration:0.15 position:self.tempLocation2]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(toggleTouchEnabled)]; [guy runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; The code for the concurrently running setCenterOfScreen:position method is: id actionMove = [CCMoveTo actionWithDuration:0.25 position:difference]; [self runAction: [CCSequence actions:actionMove, nil, nil]]; So the setCenterOfScreen moves the camera in one clean move while the guy moving is chopped into two actions to animate it (which I believe might be inefficient.) It's hard to tell what is making the movement not perfectly clean from looking at it, but essentially the guy isn't always perfectly in the center of the screen -- during movement, he's often times a pixel or two off for an instant. Any ideas/ solutions?

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  • Textview not able to move up when begin editing

    - by Jason lau
    I am having problem moving up my UITextview at the bottom. The UITextField is working properly but the UITextView is not working. Here is my code when press the TextView it pop up the toolbar. Please help - (IBAction)HideKeyboard:(id)sender { [self.myTextField resignFirstResponder]; [self.myTextView resignFirstResponder]; [self.myScrollView setContentOffset:CGPointZero animated:YES]; }

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  • Objective-C subclasses question

    - by Johannes Jensen
    I have a class called Level, which is a subclass of NSObject. Then I have a class called Level_1_1 which is a subclass of Level. Is it allowed to type like Level* aLevel = [Level_1_1 alloc]; instead of Level_1_1* theLevel = [Level_1_1 alloc]; ? :) I try it and I don't get any warnings, just wondering if it's okay to do?

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  • save and play recorded sound

    - by blacksheep
    i'd like to save and play again this recorded sounds: @interface Recorder : NSObject { NSMutableArray *times; NSMutableArray *samples; } @end @implementation Recorder – (id) init { [super init]; times = [[NSMutableArray alloc] init]; samples = [[NSMutableArray alloc] init]; return self; } – (void) recordSound: (id) someSound { CFAbsoluteTime now = CFAbsoluteTimeGetCurrent(); NSNumber *wrappedTime = [NSNumber numberWithDouble:now]; [times addObject:wrappedTime]; [samples addObject:someSound]; } @end thanx blacksheep

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  • Not receiving touchesEnded/Moved/Cancelled after adding subView

    - by Sam
    Title more or less says it all. In response to a touchesBegan event, my UIViewController recolours itself and adds some subviews. It never receives the touchesEnded. I guess because the added subviews are somehow intercepting the event. I tried calling resignFirstResponder on the subviews to no avail. The code works fine when I don't add the child views and the touch events are called as normal. Any ideas? Thanks

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  • Is it true that one should not use NSLog() on production code?

    - by jpm
    I was told this a few times in this very site, but I wanted to make sure this is really the case. I was expecting to be able to sprinkle NSLog function calls throughout my code, and that Xcode/gcc would automatically strip those calls out when building my Release/Distribution builds. Should I avoid using this? If so, what alternatives are most common between experienced Objective-C programmers?

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