Search Results

Search found 19130 results on 766 pages for 'tariq iphone programmer'.

Page 507/766 | < Previous Page | 503 504 505 506 507 508 509 510 511 512 513 514  | Next Page >

  • Tab Bar disappears below the bottom of the screen

    - by Manu
    Hi, In my application I'm using a Navigation Controller to push one view that loads a Tab Bar Controller and a custom Navigation Bar as well. The problem is that the Tab Bar disappears below the bottom of the screen, and I don't know what's causing the problem. If I load a simple Tab Bar in the next view, it positions itself correctly... but what I need is a Tab Bar Controller, and in that case the Tab Bar disappears below the bottom. I have tried changing the view and size properties of the Tab Bar, but that did not solve the problem. I also realised that the images and text of the tabs don't show (I have set up the "favourites" and "contacts" images and text, and they are big enough and should be visible on the top side of the tab, but they are not). Both tabs work perfectly, by the way. There is an image here. I load the Tab Bar with the following code: - (void)viewDidLoad { [super viewDidLoad]; myTabBarController = [[UITabBarController alloc] init]; SettingsViewController* tab1 = [[SettingsViewController alloc] init]; AboutViewController* tab2 = [[AboutViewController alloc] init]; NSArray* controllers = [NSArray arrayWithObjects:tab1, tab2, nil]; myTabBarController.viewControllers = controllers; [self.view insertSubview:myTabBarController.view belowSubview:myNavigationBar]; } It doesn't matter if I remove the Navigation Bar or not. I have tested using this instead: [self.view addSubview:myTabBarController.view]; ... forgetting about the Navigation Bar, but the Tab Bar still goes under the bottom. I don't know if the problem is in one of my NIB files or in how I load the view (although I do this as I read in the Apple's SDK documentation). Any ideas? Another question would be... do you know how could I change the title of my Navigation Bar when I select the second tab? I imagine I would have to do it in viewDidLoad in AboutViewController.m, would that be correct? Thanks for you time!

    Read the article

  • xml parser not able to read all the nodes of the xml

    - by pankaj
    Hi i am trying to get values from all the nodes of a xml returned from a web service. But my code only reads first node, it does not read it further. code: -(void)parseData{ NuanceAppDelegate *appDel = (NuanceAppDelegate *)[[UIApplication sharedApplication] delegate]; NSString *url = @"http://cmweb.bpomatrix.net/SmartPhoneService.svc/login/"; url = [[[url stringByAppendingString:UserName] stringByAppendingString:@"/"] stringByAppendingString:Password]; url = [[url stringByAppendingString:@"/"] stringByAppendingString:appDel.CPAID]; NSLog(@"log: @%",url); NSURL *loginURL = [NSURL URLWithString:url]; NSXMLParser *home_Parser = [[NSXMLParser alloc] initWithContentsOfURL:loginURL]; [home_Parser setDelegate:self]; dict = [[NSMutableDictionary alloc] init]; [home_Parser parse]; } - (void)parser:(NSXMLParser *)parser didStartElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qualifiedName attributes:(NSDictionary *)attributeDict{ if([elementName isEqualToString:@"Address"]) addressFound = TRUE; if([elementName isEqualToString:@"Name"]) nameFound = TRUE; if([elementName isEqualToString:@"LoyaltyNum"]) loyaltyNumFound = TRUE; if([elementName isEqualToString:@"City"]) cityFound = TRUE; if([elementName isEqualToString:@"Province"]) proFound = TRUE; if([elementName isEqualToString:@"Zip"]) zipFound = TRUE; //NSLog(@"Response %@",responseFound); } - (void)parser:(NSXMLParser *)parser foundCharacters:(NSString *)string{ if(addressFound) { [dict setObject:string forKey:@"address"]; addressFound = FALSE; } else if(nameFound) { [dict setObject:string forKey:@"name"]; nameFound = FALSE; } else if(loyaltyNumFound) { [dict setObject:string forKey:@"loyaltyNum"]; loyaltyNumFound = FALSE; } else if(cityFound) { [dict setObject:string forKey:@"city"]; cityFound = FALSE; } else if(proFound) { [dict setObject:string forKey:@"province"]; proFound = FALSE; } else if(zipFound) { [dict setObject:string forKey:@"zip"]; zipFound = FALSE; } } - (void)parser:(NSXMLParser *)parser didEndElement:(NSString *)elementName namespaceURI:(NSString *)namespaceURI qualifiedName:(NSString *)qName { if([elementName isEqualToString:@"clsUserProfile"]) { [self parsingOver]; } } -(void)parsingOver { NuanceAppDelegate *appDel = (NuanceAppDelegate *)[[UIApplication sharedApplication] delegate]; appDel.dictProfile = dict; }

    Read the article

  • Interface Builder hang up on retina images

    - by Jim
    In my app I create 2 folders for images "Standard" and "Retina" where I put a lot of images for my app. When I open one of my xib file, Interface Builder hang up... I found that if I remove Retina Image that is used by this xib, then IB will open xib without any problem... This problem occurs only with 1 xib file, another xib files can be opened without any problems. What can be the reason of hang up? Can image be bad? Or maybe I shouldn't put Retina Images to "Retina" folder? What can be the reason? Thanks...

    Read the article

  • How to load a table view when coming to back with out selection index

    - by ratnasomu
    Hellow all, I am using navigation controller and have table views inside views. when i select any cell it it will navigate to another view. so,from there if i click back button it come sto previous view.But,it showing the cell which is selected previously. I dnt want this .it should not show which cell we selected previously. Could any one help me how to get this. Thanks.

    Read the article

  • Why are all my masked views unmasked in my view snapshot?

    - by mystify
    I'm taking a snapshot of an view. This view has got some subviews which have layer masks applied to them. For some reason, those masks take no effect in the snapshot and the masked parts are completely visible. UIGraphicsBeginImageContext(theView.frame.size); [theView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); I assume this is a bug in the framework. But maybe it's not? Did I do anything wrong here?

    Read the article

  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

    Read the article

  • performSelectorInBackground, notify other viewcontroller when done.

    - by Michiel
    Hi, I have a method used to save an image when the user clicks Save. I use performSelectorInBackground to save the image, the viewcontroller is popped and the previous viewcontroller is shown. I want the table (on the previousUIViewController) to reload its data when the imagesaving is done. How can I do this? The save method is called like this: [self performSelectorInBackground:@selector(saveImage) withObject:nil]; [self.navigationController popViewControllerAnimated:YES];

    Read the article

  • How to track the touch vector?

    - by mystify
    I need to calculate the direction of dragging a touch, to determine if the user is dragging up the screen, or down the screen. Actually pretty simple, right? But: 1) Finger goes down, you get -touchesBegan:withEvent: called 2) Must wait until finger moves, and -touchesMoved:withEvent: gets called 3) Problem: At this point it's dangerous to tell if the user did drag up or down. My thoughts: Check the time and accumulate calculates vectors until it's secure to tell the direction of touch. Easy? No. Think about it: What if the user holds the finger down for 5 minutes on the same spot, but THEN decides to move up or down? BANG! Your code would fail, because it tried to determine the direction of touch when the finger didn't move really. Problem 2: When the finger goes down and stays at the same spot for a few seconds because the user is a bit in the wind and thinks about what to do now, you'll get a lot of -touchesMoved:withEvent: calls very likely, but with very minor changes in touch location. So my next thought: Do the accumulation in -touchesMoved:withEvent:, but only if a certain threshold of movement has been exceeded. I bet you have some better concepts in place?

    Read the article

  • More 'Edit' navigation item

    - by lennox_19
    I am using a UITabBarController as well as a UINavigationController on my app. In my UITabBarController I am using more than 5 items so I automatically get the 'More' item. I've managed to add a saving procedure so the order of those items will be kept in case somebody changes the order etc. With 'More' active I get the More navigation controller with the 'Edit' item positioned under my UINavigationController. Both navigation controller are visible. When I click on 'Edit though the More navigation controller disappears and seem to be hiding under my UINavigationController and therefore I can't see/use the 'Done' function to save my new order What did I miss? Cheers

    Read the article

  • how do I get the program to Know which annotation is selected and be able to access properties of it

    - by kevin Mendoza
    So far my program can display a database of custom annotation views. Eventually I want my program to be able to display extra information after a button on the annotation bubble is clicked. Each element in the database has a unique entry Number, so I thought it would be a good idea to add this entry number as a property of the custom annotation. The problem I am having is that after the button is clicked and the program switches to a new view I am unable to retrieve the entry number of the annotation I selected. Below is the code that assigns the entry Number property to the annotation: for (id mine in mines) { workingCoordinate.latitude = [[mine latitudeInitial] doubleValue]; workingCoordinate.longitude = [[mine longitudeInitial] doubleValue]; iProspectAnnotation *tempMine = [[iProspectAnnotation alloc] initWithCoordinate:workingCoordinate]; [tempMine setTitle:[mine mineName]]; [tempMine setAnnotationEntryNumber:[mine entryNumber]]; } [mines dealloc]; When the button on an annotation is selected, this is the code that initializes the new view: - (void)mapView:(MKMapView *)mapView annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control { mineInformationController *controller = [[mineInformationController alloc] initWithNibName:@"mineInformationController" bundle:nil]; controller.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [self presentModalViewController:controller animated:YES]; [controller release]; } and lastly is my attempt at retrieving the entryNumber property from the new view so that I can compare it to the mines database and retrieve more information on the array element. iProspectFresno_LiteAppDelegate *appDelegate = (iProspectFresno_LiteAppDelegate *)[[UIApplication sharedApplication] delegate]; NSMutableArray* mines = [[NSMutableArray alloc] initWithArray:(NSMutableArray *)appDelegate.mines]; for(id mine in mines) { if ([[mine entryNumber] isEqualToNumber: /*the entry Number of the selected annotation*/]) { /* display the information in the mine object */ } } So how do I access this entry number property in this new view controller?

    Read the article

  • Displaying menus on image

    - by Snehal
    Hi all, Here is what i am doing: I have a viewcontroller screen1 to which I have added long press gesture. On longPress, user will get draw menu. On selecting that menu, i am creating another uiviewcontroller class object which has a rectangle image. This instance i am adding as a subview to screen1. Now what i want is that once the image is displayed on the screen1, i want to display UImenuItems Done and cancel above the image drawn so that on tapping on done menu, the image is saved. I tried making the new viewcontroller as firstResponder after adding image to screen1 but the menus are not visible. Any one please help

    Read the article

  • How to stop moving the image in objective c?

    - by user1589452
    I have done a coding to check whether the image crossed particular area or not, -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint loc=[touch locationInView:self.view]; if (touch.view==img2Obj) { NSLog(@"image2"); img2Obj.center=loc; currentx1=img2Obj.frame.origin.x; currenty1=img2Obj.frame.origin.y; //NSLog(@"top left corner x and y is %.1f and %.1f",img2Obj.frame.origin.x,img2Obj.frame.origin.y); [self isImg1InPos]; }} -(void)isImg1InPos { int dx,dy; dx=currentx1-x1; dy=currenty1-y1; if (abs(dx)<5 && abs(dx)<5) { NSLog(@"Image must stop moving after this!!!"); [img2Obj setUserInteractionEnabled:FALSE]; } //NSLog(@"unsigned int is %d",abs(dx)); } I want the image to stop moving when when it passes the condition. [img2Obj setUserInteractionEnabled:FALSE]; But its not working, can anyone tell me how to solve this problem Many thanks in advance

    Read the article

  • NavigationController does not set view properties correctly when pushed

    - by Sheehan Alam
    I have a UITabBarControllerDelegate that pushes a new view controller when a certain tab is pressed: - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { MyView* myView = [[[MyView alloc] initWithNibName:@"MyView" bundle:nil]autorelease]; if([self.tabBarController.selectedViewController.title isEqualToString:@"Friends"]){ NSLog(@"Clicked Friends"); myView.reloadFriends = TRUE; [self.navigationController myView animated:YES]; } } However, if I change my code to set the tabbar's selected view controller to myView everything works, but I don't get my navigation bar: if([self.tabBarController.selectedViewController.title isEqualToString:@"Friends"]){ NSLog(@"Clicked Friends"); myView.reloadFriends = TRUE; self.tabBarController.selectedViewController = myView; } How can I set the reloadFriends property in MyView and have the navigation bar at the top?

    Read the article

  • Proper two-level iPad UITableView

    - by Knodel
    I have an iPad app with split view. In the root view I need to make a two-level UITableView, so the UIWebView in the DetailView shows corresponding content. What I need is to make a two-level UITableView without editing, moving etc, so it can send the name of the selected row in the second level of the table to the DetailViewController. What is the best way to do it? Thanks in advance!

    Read the article

  • In App Purchase Resources Security.

    - by jAmi
    Hi I am setting up in app purchase where user can buy different Sounds. Once bought, he can play those sounds in the App. The Sound files are all present in my Resources Folder and I just keep a record(in a plist) of the files that have been purchased. No If I right click on the IAP file and see its content I can see the Resources, hence any one can have those sounds without actually buying them. Is there a protected Bundle or something?

    Read the article

  • how can i set mTextView to show on button click

    - by Ajay Pandey
    i have a UITextView object which i have created in interface builder with it's hidden property unmarked.Now i want this textView to be invisible when my application launches and first view appears.Further i want it to be displayed when a particular method is called.Now this is what i have written in view did load [mTextView setHidden:YES]; self.mTextView=[[UITextView alloc] init]; it hides the textView ats the first view appears but when my desired method is called and i write [mTextView setHidden:NO]; it does not show it again.. Is it like we cant change the appearance of a textView once it is assigned because after assigning memory as self.mTextView=[[UITextView alloc] init]; and then writing [mTextView setHidden:YES]; it does not hide textView in viwDidLoad either.....

    Read the article

  • Dynamic title like in the Notes app

    - by Fran
    Hi, when the user enters text in a uitextview I would that the title of the navigation bar changed dynamically like it happens in the Notes app. How can I achieve this? I think a label is used, don't I? Thanks Fran EDIT: I know how change the title of a navigation bar, but how do this in a such way that the textview is tied to the title, so while user enters the first line of text in the same moment the title changes (letter by letter)?

    Read the article

  • Keeping Velocity Constant and Player in Position - Sidescrolling

    - by user2904951
    I'm working on a Little Mobile Game with Cocos2D-X and Box2D. The Point where I got stuck is the movement of a box2d-body (the main actor) and the according Sprite. Now I want to : move this Body with a constant velocity along the x-axis, no matter if it's rolling (it's a circleshape) upwards or downwards keep the body nearly sticking to the ground on which it's rolling keep the Body and the according Sprite in the Center of the Screen. What I tried : in the update()- method I used body->SetLinearVelocity(b2Vec2(x,y)) to higher/lower values, if the Body was passing a constant value for his velocity I used to set very high y-Values in body->SetLinearVelocity(b2Vec2(x,y)) First tried to use CCFollow with my playerSprite, which was also Scrolling along the y-axis, as i only need to scroll along the x-axis, so I decided to move the whole layer which is containing the ambience (platforms etc.) to the left of my Screen and my Player Body & Player sprite to the right of the Screen, adjusting the speed values to Keep the Player in the Center of the Screen. Well... ...didn't work as i wanted it to, because each time i set the velocity manually (I also tried to use body->applyLinearImpulse(...) when the Body is moving upwards just as playing around with the value of velocityIterations in world->Step(...)) there's a small delay, which pushes the player Body more or less further of the Center of the Screen. ... didn't also work as I expected it to, because I needed to adjust the x-Values, when the Body was moving upwards to Keep it not getting slowed down, this made my Body even less sticky to the ground.... ... CCFollow did a good Job, except that I didn't want to scroll along the y-axis also and it Forces the overgiven sprite to start in the Center of the Screen. Moving the whole Layer even brought no good results, I have tried a Long time to adjust values of the movement Speed of the layer and the Body to Keep it negating each other, that the player stays nearly in the Center of the Screen.... So my question is : Does anyone of you have any Kind of new Approach for me to solve this cohesive bunch of Problems ? Cheers, Seb

    Read the article

  • NSMutableArray memory management

    - by chicken
    NSMutableArray *a1 = [[NSMutableArray alloc] init]; NSMutableArray *a2 = [NSMutableArray array]; TempObj *obj = [[TempObj alloc] init]; //assume this line is repeated for each obj [a1 addObject:obj]; [a1 addObject:obj2]; [a1 addObject:obj3]; [a1 addObject:obj4]; [obj release]; [obj2 release]; [obj3 release]; [obj4 release]; [a1 release]; Ok so a2 is an autorelease obj so i dont have to call release on it? Also how do you know when you get an autorelease object? And for a1, i dont have to loop through the array and release each object first? What if i called [a1 removeAllObjects]; does that call [[a1 objectAtIndex:#] release]; Am i supposed to release those objects after ive added them to the array?

    Read the article

  • App is fast on 3GS but slow on 3G

    - by Anthony Chan
    Hi all, I'm new to computer coding and have just finished coding an app and tested it on both 3G and 3GS. On 3GS, it worked as normal as on the simulator. However, when I tried to run it on 3G, the app becomes extremely slow. I'm not sure what's the reason and I hope someone could shed some light on me. Generally, my app has a couple of view controller classes, with one of them being the title page, one being the main page, one is setting, etc. I used a dissolve to transition from the title page to the main page. But even this simple transition shows un-smooth performance on a 3G! My other part of the app involves zooming in to some images by scaling up the images, switching images by push or dissolve upon receiving touch events, saving photos into photo library and storing and retrieving some photos in a folder and some data in a SQlite database, each showing un-smooth actions. Compared with some heavy graphic or heavy maths app, I think mine is pretty simple. I totally have no clue why the app would behave so slow and un-smooth that it is barely useful on a 3G. Any help/ direction would be much appreciated. Thanks for helping out.

    Read the article

  • How to get X,Y,Z rotations of vertices on a sphere at the origin?

    - by Stoff81
    Hey, I have a sphere in my game world and i would like to place a plane at each vertex on this sphere for debugging purposes. The planes should be orientated so that they lie flat against the sphere (perpendicular to the normals). The sphere is located at the origin, so all the vertices are relative to that. If my thinking is correct, i should be able to do this using the positions of the vertices and some simple trigonometry. I have tried a few combinations but have had no joy yet. I would greatly appreciate some help on this. Thanks. Here is my code: float xRot = RADIANS_TO_DEGREES(sinf(vertex.x/PLANET_RADIUS)); float yRot = RADIANS_TO_DEGREES(cosf(vertex.y/PLANET_RADIUS)); glRotatef(xRot, 1.0, 0, 0); glRotatef(yRot, 0, 1.0, 0);

    Read the article

< Previous Page | 503 504 505 506 507 508 509 510 511 512 513 514  | Next Page >