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  • UIPickerview filter list from a user previous textfield input

    - by user1547180
    int variabla; - (NSInteger)numberOfComponentsInPickerView:(UIPickerView *)pickerView { return 1; } - (NSInteger)pickerView:(UIPickerView *)pickerView numberOfRowsInComponent:(NSInteger)component { if (variabla == 1) return list4.count; else if(variabla == 2) return list3.count; if (variabla == 3) return list1.count; if (variabla == 4) return list2.count; return YES; [pickerView reloadAllComponents]; } - (void)pickerView:(UIPickerView *)pickerView didSelectRow:(NSInteger)row inComponent:(NSInteger)component { if (variabla == 1) { subjectField.text = [list4 objectAtIndex:row]; } else if (variabla == 2) { gradeField.text = [list3 objectAtIndex:row]; } else if (variabla == 3) { mathField.text = [list1 objectAtIndex:[pickerView selectedRowInComponent:0]]; selectedRow = [pickerView selectedRowInComponent:0]; coreTView.text = [mathMeaning objectAtIndex:selectedRow]; } if (variabla == 4) { elaField.text = [list2 objectAtIndex:[pickerView selectedRowInComponent:0]]; selectedRow = [pickerView selectedRowInComponent:0]; coreTView.text = [elaMeaning objectAtIndex:selectedRow]; } [pickerView reloadAllComponents]; NSLog(@"row selected is %d", selectedRow); } - (NSString *)pickerView:(UIPickerView *)pickerView titleForRow:(NSInteger)row forComponent:(NSInteger)component { if (variabla == 1) return [list4 objectAtIndex:row]; if (variabla == 2) return [list3 objectAtIndex:row]; if (variabla == 3) return [list1 objectAtIndex:row]; if (variabla == 4) return [list2 objectAtIndex:row]; return NO; [pickerView reloadAllComponents]; } Hey I would like to know or pointed in the right direction on how to load a UIPickerView based on the user input from a previous uitextfield so if they type in the previous textfield apple I would like red, green, blue to show in the UIPickerView or if they type orange I would like to see orange, yellow grape thanks for the help in advance.

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  • iTune redeem codes: limited to a single version?

    - by Big Papoo
    Hi, I'm wondering if V1.0 generated redeem codes will be usable on a V1.1 version of my app? BTW, I know redeem codes are valid only 4 weeks and I also know that apps downloaded with a redeem code can be upgraded for free as with paid ones. My concern here is just: do unused redeem codes become invalid when a new version of my app will be available on the store? Apple's doc is not clear about this point. Did someone experience this yet ? Thx. --GQ.

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  • Why does initWithFrame have the wrong frame value?

    - by greypoint
    I have a subclass of UIButton called INMenuCard and I am overriding the initWithFrame to include an activity indicator. The menuCard places correctly but any internal reference to "frame" give me "inf,inf,0,0" which means my activityIndicator subview is not placed correctly. What might I be missing? @implementation INMenuCard - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { CGRect innerFrame = CGRectInset(frame, 50.0f, 100.0f); activityIndicator = [[UIActivityIndicatorView alloc] initWithFrame:innerFrame]; activityIndicator.activityIndicatorViewStyle = UIActivityIndicatorViewStyleWhite; [self addSubview:activityIndicator]; } return self; } I am instantiating INMenuCard with (debugging shows the CGRect values are correct): CGRect cardFrame = CGRectMake(cardX, cardStartY, cardWidth, cardHeight); INMenuCard *menuCard = [[INMenuCard buttonWithType:UIButtonTypeCustom] initWithFrame:cardFrame]; [theView addSubView:menuCard];

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  • Help with a loop to return UIImage from possible matches

    - by Canada Dev
    I am parsing a list of locations and would like to return a UIImage with a flag based on these locations. I have a string with the location. This can be many different locations and I would like to search this string for possible matches in an NSArray, and when there's a match, it should find the appropriate filename in an NSDictionary. Here's an example of the NSDictionary and NSArray: NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys: @"franceFlag", @"france", @"greeceFlag", @"greece", @"spainFlag", @"spain", @"norwayFlag", @"norway", nil]; NSArray *array = [NSArray arrayWithObjects: @"france" @"greece" @"spain" @"portugal" @"ireland" @"norway", nil]; Obviously I'll have a lot more countries and flags in both. Here's what I have got to so far: -(UIImage *)flagFromOrigin:(NSString *)locationString { NSRange range; for (NSString *arrayString in countryArray) { range = [locationString rangeOfString:arrayString]; if (range.location != NSNotFound) { return [UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:[dictionary objectForKey: arrayString] ofType:@"png"]]; } } return nil; } Now, the above doesn't actually work. I am missing something (and perhaps not even doing it right in the first place) The issue is, the locationString could have several locations in the same country, described something like this "Barcelona, Spain", "Madrid, Spain", "North Spain", etc., but I just want to retrieve "Spain" in this case. (Also, notice caps for each country). Basically, I want to search the locationString I pass into the method for a possible match with one of the countries listed in the NSArray. If/When one is found, it should continue into the NSDictionary and grab the appropriate flag based on the correct matched string from the array. I believe the best way would then to take the string from the array, as this would be a stripped-out version of the location. Any help to point me in the right direction for the last bit is greatly appreciated.

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  • How to scroll the content without scrolling the image in the background using UIScrollView ?

    - by Raymond Choong
    I am trying to scroll the content without scrolling the image in the background using UIScrollView. I am using IB and setting the FileOwner View to point to the Scroll View (Image View is a child of the Scroll view). I have made the image height to be 960 pixels. I have also set scrolling content size in the vierController that owns this UIView (void)viewDidLoad { UIScrollView *tempScrollView = (UIScrollView *)self.view; tempScrollView.contentSize=CGSizeMake(320, 960); } My problem is that the Image only appears moves along with the content. I have tried taking out the settings in viewDidLoad, but the scrolling cease to function. I have also tried changing the location of the image and have it placed under VIEW instead of Scoll View (by the way Scroll View is a child of VIEW), but that resulted in the app breaking (termination error). Any advice would be appreciated.

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  • Update a portion UIView

    - by Brett
    Hi; I'm using -setNeedsDisplayinRect to update only a part of my UIView. However, all of my drawing done previously to calling this method is erased. Here is my code in the UIView subclass: -(void)drawRect:(CGRect)rect{ CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, r, g, b, 1); CGContextSetRGBStrokeColor(context, r, g, b, 1); CGRect arect = CGRectMake(x,y,1,1); CGContextFillRect(context, arect); NSLog(@"drawing"); } and in the view controller: -(void)drawView{ drawingView = [[DrawingView alloc]init]; x=10; y=10; r=0; g=0; b=0; [drawingView setNeedsDisplayInRect:CGRectMake(x, y, 1, 1)]; x=20; y=20; r=0; g=0; b=0; [drawingView setNeedsDisplayInRect:CGRectMake(x, y, 1, 1)]; } I end up with a screen where there is only one pixel at 20,20. Any help with this is so much appreciated. I am a beginner with XCode and am trying to complete a class project asap.

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  • question related to UITextView

    - by user177893
    I have n number of UITextview and that are added to UIScrollview.and uiscrollview is added to self.view.Now,I want that 1If user enter text in first UITextview ,then as lenth increase os UITextview ,another UITextviews which are below it also reinitialize and maintain properly according to the size of first UITextView.inshort another UITextviews go more below then it was. 2It should work in any of the case ,wether user presses return key after entering text into UITextView or may be not till end

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  • Identify html tags for image, video in text and convert them into images, videos while laying dynami

    - by neha
    Hi all, In my app I need to lay some text which I'm getting from a parsed data. Currently I'm currently laying it in a label. The problem is there are going to be some html tags indicating an image [along with its url] and videos etc in that plaintext. What is a good way to handle this identifying images and videos tags and laying corresponding images and videos along with rest of the plaintext dynamically? Thanx in advance.

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • ccfollow actions in cocos2d

    - by Srinivas
    ccfollow actions is following my projectile correctly. when, double tap recognised. see the below code. were am mistaken. here is my code:- - (void)update:(ccTime)dt { if (numTaps==1 ) { [self runAction:[CCFollow actionWithTarget:nextProjectile worldBoundary:CGRectMake(0,0,1050,350)]]; } } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { numTaps = [[touches anyObject] tapCount]; printf("Tapcount : %d",numTaps); if (numTaps ==1) { nextProjectile = [[CCSprite spriteWithFile:@"Weapon.png"] retain]; nextProjectile.position = ccp(nextprojectile .contentSize.width/2+65, nextprojectile.contentSize.height/2+70); [nextProjectile runAction:[CCSequence actions: [here's my nextprojectile actions],nil]]; } } after seen the above code. a question raised by you. why am mentioning the ccfollow action in if condition. answer is here, ordinarily, am mention in update function it will not works, when i set this if condition it works after double tap recognised. how to rectify this issue? any help would be highly appreciated.

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  • How do you update a secondary view?

    - by Troy Sartain
    Perhaps there's a better way to set this up so I'm open to suggestions. But here's what I'm doing. I have a main UIView. On top of that I have a UIImageView and another UIView. When the UIImageView changes, I want to change the second UIView. So I have a class for it and the IB object's type is set to the class. In the .m of that class is a drawRect method that draws some rectangles. Also in the .m is a NSMutableArray property that is synthesized. I created an instance of that class in the controller of the main view. The problem: despite the fact that the drawRect works fine when the app starts (as traced in the debugger,) when the UIImageView changes I call a "setNeedsDisplay" on the instance variable of the second view after updating the @synthesize'd array but the drawRect does not get called. I think it has to do with instances. I wouldn't think threading would be an issue here. I just want to draw in a separate area of the screen based on an image also displayed.

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • Objective-C: how to allocate array of GLuint

    - by sashaeve
    I have an array of GLuint with fixed size: GLuint textures[10]; Now I need to set a size of array dynamically. I wrote something like this: *.h: GLuint *textures; *.m: textures = malloc(N * sizeof(GLuint)); where N - needed size. Then it used like this: glGenTextures(N, &textures[0]); // load texture from image -(GLuint)getTexture:(int)index{ return textures[index]; } I used the answer from here, but program fell in runtime. How to fix this? Program is written on Objective-C and uses OpenGL ES.

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  • Can't get rid of this warning?

    - by NextRev
    I'm getting this warning "Format not a string literal and no format arguments? Any ideas? -(BOOL)isFirstPointReached{ NSString *firstPoint = [NSString stringWithFormat:[pointsToFillArray objectAtIndex:0]]; NSString *lastPoint = [NSString stringWithFormat:[pointsToFillArray lastObject]]; if([firstPoint isEqualToString:lastPoint]){ return YES; } else{ return NO; } }

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  • Xcode puts Default.png in my plist as an Icon file when I assign a Launch Image

    - by xcode_nooob
    When I set a Launch Image, Xcode creates a copy as Default.png and creates an entry in my plist in Icon Files (IOS 5) / Primary Icon / Icon Items -- Item 1 : Default.png Item 0 : MyIcon.png is the app icon which I have already placed through the Target. The reason this is a problem is that the launch image then takes precedence over the actual icon and as a result, it shows as the primary icon instead of my actual icon image. Why is Xcode doing this? Can I safely delete the Default.png entry from my .plist? (this seems to fix the problem) Do I need to copy Default.png somewhere else? Thanks!

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  • How to tell if leaving iOS app entered foreground from fast-app switching or manually?

    - by JPK
    Is there a way to tell if an iOS app enters the foreground from fast-app switching or manually? I need to know by the time applicationWillEnterForeground is called, so some specific code can be executed (or not executed) depending on the condition in which the app entered the foreground. EDIT: It turned out that this was more of a design issue for me. I moved my code to applicationDidBecomeActive. I also added a BOOL property to the appDelegate called fastAppSwitching (probably the wrong name for it). I set this to YES in application:handleOpenURL and application:openURL:sourceApplication:annotation. Then I added the following code to application:didFinishLaunchingWithOptions: if (launchOptions) { self.fastAppSwitching = YES; } else { self.fastAppSwitching = NO; } In applicationDidBecomeActive, I used the following code: if (fastAppSwitching == YES) { self.fastAppSwitching = NO; //stop, don't go any further } else { ... } EDIT2: MaxGabriel makes a good point below: "Just a warning to others taking the solution described here, applicationDidBecomeActive: is called when the user e.g. ignores a phone call or text message, unlike applicationWillEnterForeground". This is actually also true for in-app purchases and Facebook in-app authorization (new in iOS 6). So, with some further testing, this is the current solution: Add a new Bool called passedThroughWillEnterForeground. In applicationWillResignActive: self.passedThroughWillEnterForeground = NO; In applicationDidEnterBackground: self.passedThroughWillEnterForeground = NO; In applicationWillEnterForeground: self.passedThroughWillEnterForeground = YES; In applicationDidBecomeActive: if (passedThroughWillEnterForeground) { //we are NOT returning from 6.0 (in-app) authorization dialog or in-app purchase dialog, etc //do nothing with this BOOL - just reset it self.passedThroughWillEnterForeground = NO; } else { //we ARE returning from 6.0 (in-app) authorization dialog or in-app purchase dialog - IE //This is the same as fast-app switching in our book, so let's keep it simple and use this to set that self.fastAppSwitching = YES; } if (fastAppSwitching == YES) { self.fastAppSwitching = NO; } else { ... } EDIT3: I think we also need a bool to tell if app was launched from terminated.

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  • Detect when home button is pressed iOS

    - by nick
    I have several iOS apps that all use the same port to listen for a network beacon. On the main view I use viewWillDisappear to close the port when another view is opened, which was working great. Then I noticed if I pressed the home button from the main view controller without opening another view to close the port, then the port stays open and non of my other apps can listen on that port any more. I then tried using viewWillUnload, but that doesn't seem to get called when I press the home button. -(void)viewWillUnload { //[super viewWillUnload]; NSLog(@"View will unload"); [udpSocket close]; udpSocket = nil; } View will unload is never displayed in the console, which leads me to believe that the method is never getting called. Is there a way to detect when the home button is pressed so I can close my port?

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  • Is it okay for multiple objects to retain the same object in Objective-C/Cocoa?

    - by Andrew Arrow
    Say I have a tableview class that lists 100 Foo objects. It has: @property (nonatomic, retain) NSMutableArray* fooList; and I fill it up with Foos like: self.fooList = [NSMutableArray array]; while (something) { Foo* foo = [[Foo alloc] init]; [fooList addObject:foo]; [foo release]; } First question: because the NSMutableArray is marked as retain, that means all the objects inside it are retained too? Am I correctly adding the foo and releasing the local copy after it's been added to the array? Or am I missing a retain call? Then if the user selects one specific row in the table and I want to display a detail Foo view I call: FooView* localView = [[FooView alloc] initWithFoo:[self.fooList objectAtIndex:indexPath.row]]; [self.navigationController pushViewController:localView animated:YES]; [localView release]; Now the FooView class has: @property (nonatomic, retain) Foo* theFoo; so now BOTH the array is holding on to that Foo as well as the FooView. But that seems okay right? When the user hits the back button dealloc will be called on FooView and [theFoo release] will be called. Then another back button is hit and dealloc is called on the tableview class and [fooList release] is called. You might argue that the FooView class should have: @property (nonatomic, assign) Foo* theFoo; vs. retain. But sometimes the FooView class is called with a Foo that's not also in an array. So I wanted to make sure it was okay to have two objects holding on to the same other object.

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  • Remove Email-signature

    - by f0rz
    Hi ! Is it possible to remove user mail signature programmaticly? When I using MFMailComposeViewController, I dont want to have the usersignature at the bottom of the mailpage. Regards.

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  • Autorelease vs. Release

    - by Sheehan Alam
    Given the two scenarios, which code is best practice and why? Autorelease loginButton = [[[UIBarButtonItem alloc] initWithTitle:@"Login" style:UIBarButtonItemStylePlain target:self action:@selector(loginButtonClicked:)] autorelease]; self.navigationItem.rightBarButtonItem = loginButton; or Release loginButton = [[UIBarButtonItem alloc] initWithTitle:@"Login" style:UIBarButtonItemStylePlain target:self action:@selector(loginButtonClicked:)]; self.navigationItem.rightBarButtonItem = loginButton; [loginButton release];

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  • Validation for textfield is not working

    - by MaheshBabu
    Hi folks, I am using 4 Textfields in my application. I need to validate those textfields like,These 4 textfields Allow only o,1,....9 and . For that i use the code like this. - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { static NSCharacterSet *charSet = nil; if(!charSet) { charSet = [[[NSCharacterSet characterSetWithCharactersInString:@"0123456789."] invertedSet] retain]; } NSRange location = [string rangeOfCharacterFromSet:charSet]; return (location.location == NSNotFound); And first textfield allows digits 10,second third and fourth textfields allows less than 100. For that my code is if (textField.tag == 1) { NSString *newString = [textField.text stringByReplacingCharactersInRange:range withString:string]; double homevaluedouble = [newString doubleValue]; return !(homevaluedouble > 10000000000); } if (textField.tag == 2) { NSString *newString = [textField.text stringByReplacingCharactersInRange:range withString:string]; double validate = [newString doubleValue]; return !(validate > 100); } if (textField.tag == 3) { NSString *newString = [textField.text stringByReplacingCharactersInRange:range withString:string]; double validate = [newString doubleValue]; return !(validate > 100); } I write this code in - (BOOL)textField:(UITextField *)textField shouldChangeCharactersInRange:(NSRange)range replacementString:(NSString *)string { But textfields allows 0,1,..9 and . but digit limit is not working, if i remove 0,1,...9 then limit to textfield working. i am getting confuse with it. can any one pls help me,How can i resolve it. Thank u in advance.

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