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  • First and last UITableViewCell keep changing while scrolling.

    - by W Dyson
    I have a tableView with cells containing one UITextField as a subview for each cell. My problem is that when I scroll down, the text in the first cell is duplicated in the last cell. I can't for the life if me figure out why. I have tried loading the cells from different nibs, having the textFields as ivars. The UITextFields don't seem to be the problem, I'm thinking it has something to do with the tableView reusing the cells. The textFields all have a data source that keeps track of the text within the textField and the text is reset each time the cell is shown. Any ideas? UPDATE: Thanks guys, here's a sample: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"Section %i, Row %i", indexPath.section, indexPath.row); static NSString *JournalCellIdentifier = @"JournalCellIdentifier"; UITableViewCell *cell = (UITableViewCell *)[self.tableView dequeueReusableCellWithIdentifier:JournalCellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:JournalCellIdentifier] autorelease]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; } if (indexPath.section == 0) { UITextField *textField = (UITextField *)[self.authorCell viewWithTag:1]; [cell addSubview:textField]; self.authorTextField = textField; self.authorTextField.text = [self.textFieldDictionary objectForKey:@"author"]; NSLog(@"Reading Author:%@", [self.textFieldDictionary objectForKey:@"author"]); } else if (indexPath.section == 1) { UITextField *textField = (UITextField *)[self.yearCell viewWithTag:1]; [cell addSubview:textField]; self.yearTextField = textField; self.yearTextField.text = [self.textFieldDictionary objectForKey:@"year"]; NSLog(@"Reading Year:%@", [self.textFieldDictionary objectForKey:@"year"]); } else if (indexPath.section == 2) { UITextField *textField = (UITextField *)[self.volumeCell viewWithTag:1]; [cell addSubview:textField]; self.volumeTextField = textField; self.volumeTextField.text = [self.textFieldDictionary objectForKey:@"volume"]; NSLog(@"Reading Volume:%@", [self.textFieldDictionary objectForKey:@"volume"]); } return cell; }

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  • What things must I know about OpenAL memory management?

    - by mystify
    I am playing sound with OpenAL, and it seems to increase memory footprint dramatically for every little sound I play. It seems that OpenAL never frees memory itself and that playing a Source causes memory footprint to grow. I couldn't find any good resources about OpenAL memory management, but I bet I must do a lot of stuff myself. Maybe someone knows a ressource for that?

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  • 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);

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  • Correct way to switch between UIView with ARC. My way leads to memory leaks :( (iOS)

    - by Andrei Golubev
    i use xcode 4.4 with ARC on.. I have dynamically created UIViews in the ViewController.m: UIView*myviews[10]; Then in the - (void)viewDidLoad function i fill each of it with pictures i need myviews[viewIndex] = [[UIView alloc]initWithFrame:myrec]; UIImage *testImg; UIImageView * testImgView; testImg = [UIImage imageNamed:[NSString stringWithFormat:@"imgarray%d.png", viewIndex]; testImgView.image = testImg; viewindex++; So all seems to be fine, when i want to jump from one view to another i do with two buttons next: [self.view addSubview:views[viewIndex]]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; [animation setType:@"rippleEffect"]; [animation setSubtype:kCATransitionFromTop]; //[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [self.view.layer addAnimation:animation forKey:@"transitionViewAnimation"]; Nothing seems to be bad, but the memory consumption grows with huge speed when i switch between views.. and then i get low memory warning or sometimes application will just crash. I have tried to use UIViewController array and was switching between the controllers: nothing changes, the memory low warning is what i end up with.. Maybe i need to clean the memory somehow? But how? ARC does not allow to use release and so on.. last what i have tried (sorry, maybe not very professional) before to add new subview is this NSArray *viewsToRemove = [self.view subviews]; for (UIView *views in viewsToRemove) { [views removeFromSuperview]; } But this does not help either.. Please don't judge too strong, i am still new to iOS and Objective-c..

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  • Performselector not call in NSThread

    - by abdulsamad
    Hi all, I have a problem that i want to call a function when one of my functions that is running into a seperate thread comes to an end. its like that [NSThread detachNewThreadSelector:@selector(fetchFeaturedFreeApps) toTarget:self withObject:nil]; here is my fetchFeaturedFreeApps function -(void)fetchFeaturedFreeApps { ////all my code [self performSelector:@selector(closeView) withObject:nil afterDelay:4.0]; } My problem is that the close view methods doesnt run after the 4 seconds. Hoew if i call the fetchFeaturedFreeApps method with perform selector then my closeview metod is called properly. Your valuable help is highly appreciated.

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  • 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!

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  • how to capture the clicked url on UIWebView

    - by user262325
    Hello everyone I hope to capture the clicked url on an UIWebView - (BOOL)webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)navigationType { if (navigationType == UIWebViewNavigationTypeLinkClicked) { NSURL *URL = [request URL]; NSString *s=[URL absoluteString]; } but I noticed that this URL is not the url which is clicked and will be displayed on UIWebView, normally it is the url of current web page display on UIWebView. Welcome any comment Thanks interdev

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  • Manually changing keyboard orientation for a view that's on top of a camera view

    - by XKR
    I'm basically trying to reproduce the core functionality of the "At Once" app. I have a camera view and another view with a text view on it. I add both views to the window. All is well so far. [window addSubview:imagePicker.view]; [window addSubview:textViewController.view]; I understand that the UIImagePickerController does not support autorotation, so I handle it manually by watching UIDeviceOrientationDidChangeNotifications and applying the necessary transforms to the textViewController.view. Now, the problem here is the keyboard. If I do nothing, it just stays in portrait mode. I can get it to rotate by adding the following code to the notification handler. [[UIApplication sharedApplication] setStatusBarOrientation:interfaceOrientation]; [textView resignFirstResponder]; [textView becomeFirstResponder]; However, the following simple test produces weird behavior. Start the app in portrait mode. Rotate the device 90 degrees clockwise. Rotate the device 90 degrees counterclockwise (back to the initial position). Rotate the device 90 degrees clockwise. After step 4, instead of the landscape-mode keyboard, the portrait-style keyboard is shown, skewed to fit in the landscape keyboard frame. Perhaps my approach is wrong from the start. I was wondering if anyone has been able to reliably make the keyboard change its orientation in response to setStatusBarOrientation.

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  • NSContextManagedObject - Problem Accessing it

    - by Jacob
    I have tab bar navigation application and The problem is that in my root controller I am able to set its NSContextManagedObject to the app delegates...However when I try to do the same on the other controller the application freezes... This only happens in the ViewDidLoad but thats where I need to set it so I can fetch the data

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  • Touch draw in Quatz 2D/Core Graphics

    - by OgreSwamp
    Hello, I'm trying to implement "hand draw tool". At the moment algorythm looks like that (I don't insert any code because methods are quite big, will try to explain an idea): Drawing In touchesStarted: method I create NSMutableArray *pointsArray and add point into it. Call setNeedsDisplay: method. In touchesMoved: method I calculate points between last added point from the pointsArray and current point. Add all points to the pointsArray. Call setNeedsDisplay: method. In touchesFinished: event I calculate points between last added point from the array and current point. Set flag touchesWereFinished. Call setNeedsDisplay:. Render: drawRect: method checks is pointsArray != nil and is there any data in it. If there is - it starts to traw circles in each point of this array. If flag touchesWereFinished is set - save current context to the UIImage, release pointsArray, set it to nil and reset the flag. There are a lot disadvantages of this method: It is slow It becomes extremely slow when user touches and move finger for long time. Array becomes enormous "Lines" composed by circles are ugly I would like to change my algorithm to make it bit faster and line smoother. In result I would like to have lines like on the picture at following URL (sorry, not enough reputation to insert an image): http://2.bp.blogspot.com/_r5VzEAUYXJ4/SrOYp8tJCPI/AAAAAAAAAMw/ZwDKXiHlhV0/s320/SketchBook+Mobile(4).png Can you advice me, ho I can draw lines this way (smooth and slim on the edges)? I thought to draw circles with alpha gradient on the edges (to make lines smoother), but it will be extremely slowly IMHO. Thanks for help

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  • NSDecimalNumber multiplication strangeness

    - by rein
    ExclusivePrice, quantity are both NSDecimalNumbers. NSDecimalNumber *price = [exclusivePrice decimalNumberByMultiplyingBy:quantity]; NSLog(@"%@ * %@ = %@", exclusivePrice, quantity, price); The result I get: 2010-04-05 00:22:29.111 TestApp[13269:207] 65 * 2 = -0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007169919476068871316457914368 What I expected: 2010-04-05 00:22:29.111 TestApp[13269:207] 65 * 2 = 130 Can anyone explain this please?

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  • 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...

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  • Fatsest way to edit alpha of CGImage (or UIImage) with touch and then display?

    - by Pankaj
    I have two image views, one on top of the another, with two different images. As the user touches the image and moves his/her finger, the top image should become transparent along the touch points with a fixed radius. (Like the PhotoChop app). Currently I am doing it this way... For each touch. Get a copy of the image buffer from CGImage of the top image. Edit the alpha channel of the buffer to create a transparent circle centered at the touch point. Create new CGImage from the buffer. Create UIImage from the CGImage and use the new UIImage as the top image view's image. This works but as you can see too many copy, creates are involved and it is slow. Can somebody please suggest me a faster way of doing the same thing?

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  • Combining multiple UIImageViews and preserve resolution

    - by plspl
    I am designing an application where a user places multiple UIImageViews one over another. When the user decides to save this to photo album, I have to combine all these UIImageViews and save it to Photo Library. While combining them I need to preserve their positions, resolutions, zorder. The approach I tried I was to have a parent UIView which acts like a container. The user places all the UIImageViews inside this UIView. While saving, I take a screenshot of the UIView and save it. Although this approach works, it does not preserve the resolution. The resolution of the final image is same as the resolution of the parent UIView size (width and height being 300 pixels). Is there way to preserve the resolution? or atleast have a higher resolution like upto 1024* 1024 pixels? Any pointers/code examples would be appreciated!

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  • Can I do this?? Trying to load an object from within itself.

    - by Smikey
    Hi all! I have an object which conforms to the NSCoding protocol. The object contains a method to save itself to memory, like so: - (void)saveToFile { NSMutableData *data = [[NSMutableData alloc] init]; NSKeyedArchiver *archiver = [[NSKeyedArchiver alloc] initForWritingWithMutableData:data]; [archiver encodeObject:self forKey:kDataKey]; [archiver finishEncoding]; [data writeToFile:[self dataFilePath] atomically:YES]; [archiver release]; [data release]; } This works just fine. But I would also like to initialise an empty version of this object and then call its own 'Load' method to load whatever data exists on file into its variables. So I've created the following: - (void)loadFromFile { NSString *filePath = [self dataFilePath]; if ([[NSFileManager defaultManager] fileExistsAtPath:filePath]) { NSData *data = [[NSMutableData alloc] initWithContentsOfFile:[self dataFilePath]]; NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; self = [unarchiver decodeObjectForKey:kDataKey]; [unarchiver finishDecoding]; } } Now this second method doesn't manage to load any variables. Is this line not possible perhaps? self = [unarchiver decodeObjectForKey:kDataKey]; Ultimately I would like to use the code like this: One viewController takes user entered input, creates an object and saves it to memory using [anObject saveToFile]; And a second viewController creates an empty object, then initialises its values to those stored on file by calling: [emptyObject loadFromFile]; Any suggestions on how to make this work would be hugely appreciated. Thanks :) Michael

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  • 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.

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  • UIView animation problem

    - by FoJjen
    I try to make a UIImageView open like a hatch, and under the "hatchView" its anoter imageView but when I start the animation its like the view under gets over and cover the animation, When the animation gets over the imageView the its getting visibel. its works fine if a remove the imageView thats under. Here is the code for animation view. - (void) touchesEnded:(NSSet *)touches withEvent:(UIEvent *) event { if (!isHatchOpen) { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInView:hatchView]; [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveEaseInOut]; [UIView setAnimationBeginsFromCurrentState:YES]; float pct = location.x / 320.0f; float rad = acosf(pct); CATransform3D transform = CATransform3DMakeRotation(-rad+5, 0.0f, -1.0f, 0.0f); transform.m14 = (1.0 / -2000) * acosf(pct); hatchView.layer.transform = transform; [UIView commitAnimations]; isHatchOpen = YES; } else { if (hatchView.layer.anchorPoint.x != 0.0f) { hatchView.layer.anchorPoint = CGPointMake(0.0f, 0.5f); hatchView.center = CGPointMake(hatchView.center.x - hatchView.bounds.size.width/2.0f, hatchView.center.y); } [UIView beginAnimations:nil context:NULL]; [UIView setAnimationDuration:1]; [UIView setAnimationCurve:UIViewAnimationCurveLinear]; [UIView setAnimationBeginsFromCurrentState:YES]; CATransform3D transform = CATransform3DMakeRotation(0, 0.0f, -1.0f, 0.0f); transform.m14 = 0; hatchView.layer.transform = transform; // Commit the changes [UIView commitAnimations]; isHatchOpen = NO; } } And here a add the Views hatchView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 1, frame.size.width-1, frame.size.height-2)]; [self addSubview:hatchView]; imageView = [[UIImageView alloc] initWithFrame:CGRectMake(1, 1, frame.size.width-2, frame.size.height-2)]; imageView.contentMode = UIViewContentModeScaleAspectFit; [self insertSubview:imageView belowSubview:hatchView];

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