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  • Loading Huge Image

    - by japs
    Hi, I Want to load Image size 2550X3300 (i.e 1.7 Mb size), i have loaded the image into UIImageView and application gets crash due to low memory, Now i have loaded into uiWebview it works fine but i have to save this image into an PDF file in local resource. While iam saving UIImage in background same app gets crash due to low memory. Anyone has some suggestion or help to solve this issue. Thank You.

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  • initWithContentsOfURL seems to have issues with "long" URLs

    - by samsam
    Hi there I'm facing a rather strange Issue when trying to load data from an XML-Webservice. The webservice allows me to pass separated identifiers within the URL-Request. It is therefore possible for the URL to become rather long (240 characters). If I open said URL in firefox the response arrives as planned, if I execute the following code xmlData remains empty. NSString *baseUrl = [[NSString alloc] initWithString:[[[[kSearchDateTimeRequestTV stringByReplacingOccurrencesOfString:@"{LANG}" withString:appLanguageCode] stringByReplacingOccurrencesOfString:@"{IDENTIFIERS}" withString:myIdentifiers] stringByReplacingOccurrencesOfString:@"{STARTTICKS}" withString:[NSString stringWithFormat:@"%@", [[startTime getTicks] descriptionWithLocale:nil]]] stringByReplacingOccurrencesOfString:@"{ENDTICKS}" withString:[NSString stringWithFormat:@"%@", [[endTime getTicks] descriptionWithLocale:nil]]]]; NSLog(baseUrl); //looks good, if openend in browser, returnvalue is ok urlRequest = [NSURL URLWithString:baseUrl]; NSString *xmlData = [NSString stringWithContentsOfURL:urlRequest encoding:NSUTF8StringEncoding error:&err]; //err is nil, therefore i guess everything must be ok... :( NSLog(xmlData); //nothing... is there any sort of URL-Length restriction, does the same problem happened to anyone of you as well? whats a good workaround? thanks for your help sam

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  • How to store array of NSManagedObjects in an NSManagedObject

    - by David Tay
    I am loading my app with a property list of data from a web site. This property list file contains an NSArray of NSDictionaries which itself contains an NSArray of NSDictionaries. Basically, I'm trying to load a tableView of restaurant menu categories each of which contains menu items. My property list file is fine. I am able to load the file and loop through the nodes structure creating NSEntityDescriptions and am able to save to Core Data. Everything works fine and expectedly except that in my menu category managed object, I have an NSArray of menu items for that category. Later on, when I fetch the categories, the pointers to the menu items in a category is lost and I get all the menu items. Am I suppose to be using predicates or does Core Data keep track of my object graph for me? Can anyone look at how I am loading Core Data and point out the flaw in my logic? I'm pretty good with either SQL and OOP by themselves, but am a little bewildered by ORM. I thought that I should just be able to use aggregation in my managed objects and that the framework would keep track of the pointers for me, but apparently not. NSError *error; NSURL *url = [NSURL URLWithString:@"http://foo.com"]; NSArray *categories = [[NSArray alloc] initWithContentsOfURL:url]; NSMutableArray *menuCategories = [[NSMutableArray alloc] init]; for (int i=0; i<[categories count]; i++){ MenuCategory *menuCategory = [NSEntityDescription insertNewObjectForEntityForName:@"MenuCategory" inManagedObjectContext:[self managedObjectContext]]; NSDictionary *category = [categories objectAtIndex:i]; menuCategory.name = [category objectForKey:@"name"]; NSArray *items = [category objectForKey:@"items"]; NSMutableArray *menuItems = [[NSMutableArray alloc] init]; for (int j=0; j<[items count]; j++){ MenuItem *menuItem = [NSEntityDescription insertNewObjectForEntityForName:@"MenuItem" inManagedObjectContext:[self managedObjectContext]]; NSDictionary *item = [items objectAtIndex:j]; menuItem.name = [item objectForKey:@"name"]; menuItem.price = [item objectForKey:@"price"]; menuItem.image = [item objectForKey:@"image"]; menuItem.details = [item objectForKey:@"details"]; [menuItems addObject:menuItem]; } [menuCategory setValue:menuItems forKey:@"menuItems"]; [menuCategories addObject:menuCategory]; [menuItems release]; } if (![[self managedObjectContext] save:&error]) { NSLog(@"An error occurred: %@", [error localizedDescription]); }

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  • Why is QuartzCore reported as leaking in my app?

    - by glutz78
    When I view my app's memory in the xcode memory tool, i see that something called QuartzCore is reported as leaking many times. Each leak ranges from 16-80 bytes. My code is not referencing this. it's all from withing UIApplicationMain(). So I'm not sure how to control this. Any ideas? Thank you.

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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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  • What's the correct way to represent a linear process in CocoaTouch (UIKit)?

    - by UloPe
    I need to represent a linear process (think wizard) in an iPad app. In principle I could use a UINavigationController and just keep pushing new controllers for each step of the process. But this seems rather inefficient since the process I'm modeling has no notion of navigating backwards so all previous views would pointlessly stay around and use up resources. At the moment I keep adding and removing a subview to one "master" viewcontroller and basically swapping out the contents. This works but feels rather clunky and I hope there is some nicer way to achieve this. Additionally there needs to be an animated transition between the views. (I have this working at the moment via beginAnimations / commitAnimations)

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  • Edit Mode Delete Spinner Icon for Specific TableView Rows

    - by Michael Bordelon
    I have a grouped tableview. Each section has three rows. I need to be able to delete one section at a time. Using the standard edit mode, I can make it work. However, the delete icon shows up to the left of each cell, not just the first row in each section. Is there a way to suppress the little spinner icon for all rows except the first? I am hoping there is an easy way to do this without subclassing. Thanks for your help. Here is a screenshot to help visualize it: http://picasaweb.google.com/lh/photo/ll-EJY5ACw7oqHH1xKBQ8w?feat=directlink

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  • How can I make a UIButton "flash" (with a glow, or changing it's image for a split second)

    - by marty
    I tried just making the image switch to black and then use sleep(1) and have it go back to the original image, but the sleep doesn't work at the right time, and I can't even see the black flash it goes so fast. [blueButton setImage:[UIImage imageNamed:@"black.png"] forState:UIControlStateNormal]; sleep(3); [blueButton setImage:[UIImage imageNamed:@"blue.png"] forState:UIControlStateNormal]; I just want to make it give a indicator to this button. Any thoughts? Thanks.

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  • How can I make a UIButton "flash" (with a glow, or changing its image for a split second)

    - by marty
    I tried just making the image switch to black and then use sleep(1) and have it go back to the original image, but the sleep doesn't work at the right time, and I can't even see the black flash it goes so fast. [blueButton setImage:[UIImage imageNamed:@"black.png"] forState:UIControlStateNormal]; sleep(3); [blueButton setImage:[UIImage imageNamed:@"blue.png"] forState:UIControlStateNormal]; I just want to make it give a indicator to this button. Any thoughts? Thanks.

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  • Sharing NSMutableArray

    - by Lucas Veiga
    Hey everbody, im trying to share a NSMutableArray to another xib. The cartList.codigo is a NSMutableArray from a shared class, according to James Brannan's tutorial (http://www.vimeo.com/12164589). When i count it, it gives me 1. But when i load the another view, gives me 0. Whats wrong? View that adds: self.produtoCodigo = [[NSMutableArray alloc]init]; [self.produtoCodigo addObject:@"aa"]; CartViewController *carrinho = [[CartViewController alloc] initWithNibName:@"CartViewController" bundle:[NSBundle mainBundle]]; CartList *lista = [[CartList alloc] init]; carrinho.cartList = lista; carrinho.cartList.codigo = self.produtoCodigo; NSLog(@"QTD %i", [carrinho.cartList.codigo count]); View that wants to load the item added: - (void) viewDidAppear:(BOOL)animated { self.produtoCodigo = self.cartList.codigo; NSLog(@"%i", [self.produtoCodigo count]); [super viewDidLoad]; } Im loading the CartList class in both. Thanks!

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  • UIScrollView message handler

    - by cs221313
    Hi, all, I want to create a scroll view and put thumbnail view in that scroll view. but I can not get the touchBegan message in my program. My source code is like following. - (void)viewDidLoad { [super viewDidLoad]; NSError* error; NSString *bundleRoot = [[NSBundle mainBundle] bundlePath]; dirContents = [[[NSFileManager defaultManager] contentsOfDirectoryAtPath:bundleRoot error: &error] copy]; scrollView = [[UIScrollView alloc] initWithFrame:[[self view] bounds]]; scrollView.pagingEnabled = YES; scrollView.showsHorizontalScrollIndicator = NO; scrollView.userInteractionEnabled = YES; scrollView.clipsToBounds = YES; // default is NO, we want to restrict drawing within our scrollview scrollView.scrollEnabled = YES; [scrollView setDelegate:self]; [[self view] addSubview:scrollView]; DLog(@"scroll frame top = %d, left = %d, width = %d, height = %d", scrollView.frame.origin.x, scrollView.frame.origin.y, scrollView.frame.size.width, scrollView.frame.size.height); int i, j; UIView* onePageView = [[UIView alloc] init]; int pageNumber = 0; int iconNumber = 0; for (NSString *tString in dirContents) { if ([tString hasSuffix:@"_chess.png"]) { if(iconNumber == 9) { onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; onePageView = [[UIView alloc] init]; pageNumber++; iconNumber = 0; } j = iconNumber % 3; i = iconNumber / 3; const float WIDTH = 150.0; const float HEIGHT = 150.0; CGRect imageRect = CGRectMake(j * 200 + 50.0, i * 200 + 50.0, WIDTH, HEIGHT); //remove the charactors of "_chess.png". NSString* sgfName = [tString substringToIndex: tString.length - 10]; sgfName = [sgfName stringByAppendingString: @".sgf"]; ThumbnailView *thumbnailImage = [[ThumbnailView alloc] initWithFilename: sgfName frame: imageRect]; thumbnailImage.delegate = self; [thumbnailImage setImage:[UIImage imageNamed: tString]]; thumbnailImage.opaque = YES; // explicitly opaque for performance //[self.view addSubview:thumbnailImage]; [onePageView addSubview:thumbnailImage]; [thumbnailImage release]; iconNumber++; } } pageControl.numberOfPages = pageNumber + 1; pageControl.currentPage = 0; onePageView.tag = pageNumber + 1; [scrollView addSubview: onePageView]; [self layoutScrollPages]; } ThumbnailView class is like following. // // ThumbnailView.m // go // // Created by David Li on 2/18/11. // Copyright 2011 __MyCompanyName__. All rights reserved. // #import "common.h" #import "ThumbnailView.h" #import "ipad_goViewController.h" @implementation ThumbnailView @synthesize delegate; @synthesize sgfName; -(id) initWithFilename: (NSString*)filename frame: (CGRect)frame { sgfName = [[NSString alloc] initWithString: filename]; return [self initWithFrame: frame]; } - (id)initWithFrame:(CGRect)frame { self = [super initWithFrame:frame]; if (self) { // Initialization code. self.userInteractionEnabled = YES; } return self; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; [self becomeFirstResponder]; } /* refer to http://stackoverflow.com/questions/855095/how-can-i-detect-the-touch-event-of-an-uiimageview */ -(BOOL)canBecomeFirstResponder { return YES; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { DLog(@"touched"); [[self delegate] loadGame: sgfName]; } /* // Only override drawRect: if you perform custom drawing. // An empty implementation adversely affects performance during animation. - (void)drawRect:(CGRect)rect { // Drawing code. } */ - (void)dealloc { [super dealloc]; } @end I can not catch the touchesBegan message in my program. Can anyone help me? I stucked by this problem by couple days. Thanks so much.

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  • Is there a faster way to draw text?

    - by mystify
    Shark complains about a big performance hit with this line, which takes like 80% of CPU time. I have a counter that is updated very frequently and performance seriously sucks. It's an custom UILabel subclass with -drawRect: implemented. Every time the counter value changes, this is used to draw the new text: [self.text drawInRect:textRect withFont:correctedFont lineBreakMode:self.lineBreakMode alignment:self.textAlignment]; When I comment this line out, performance rocks. Its smooth and fast. So Shark isn't wrong about this. But what could I do to improve this? Maybe go a level deeper? Does that make any sense? Probably drawing text is really so incredible heavy...?

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  • Setting UITabBarItem title from UINavigationController?

    - by fuzzygoat
    I have setup a UITabBarController with two tabs, one is a simple UIViewController and the other is a UINavigationController using second UIViewController as its rootController to set up a UITableView. My question is with regard to naming the tabs (i.e. UITabBarItem) For the first tab (simple UIViewController) I have added the following (see below) to the controllers -init method. - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [self tabBarItem]; [tabBarItem setTitle:@"ONE"]; } return self; } For the other tab I have added (see below) to the second controllers init (rootController). - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [[self navigationController] tabBarItem]; [tabBarItem setTitle:@"TWO"]; } return self; } Am I setting the second tabBarItem title in the right place as currently it is not showing? EDIT: I can correctly set the UITabBarItem from within the AppDelegate when I first create the controllers, ready for adding to the UITabBarController. But I really wanted to do this in the individual controller -init methods for neatness. // UITabBarController UITabBarController *tempRoot = [[UITabBarController alloc] init]; [self setRootController:tempRoot]; [tempRoot release]; NSMutableArray *tabBarControllers = [[NSMutableArray alloc] init]; // UIViewController ONE MapController *mapController = [[MapController alloc] init]; [tabBarControllers addObject:mapController]; [mapController release]; // UITableView TWO TableController *rootTableController = [[TableController alloc] init]; UINavigationController *tempNavController = [[UINavigationController alloc] initWithRootViewController:rootTableController]; [rootTableController release]; [tabBarControllers addObject:tempNavController]; [tempNavController release]; [rootController setViewControllers:tabBarControllers]; [tabBarControllers release]; [window addSubview:[rootController view]]; [window makeKeyAndVisible];

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  • NavigationControllers navigationbar hidden problem

    - by Infinity
    Hello guys! I would like to hide the navigationbar with this code: [self.navigationController setNavigationBarHidden:navbarAndToolbarHidden animated:YES]; Do you see? It is animated, but it doesn't animated when I check... Also I tried to do this with toolbar with this code [self.navigationController setToolbarHidden:navbarAndToolbarHidden animated:YES]; and it works perfectly. Any idea how to fix this?

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  • Build a Drill Down TableView with arrays

    - by skiria
    I'm trying to build a Drill down tableview to show the information that I have in a hierachy of arrays and classes. I have 3 classes: class Video { nameVideo, id, description, user... } class Topic {nameTopic, topicID, NSMutableArray videos; } class Category {nameCategory, categoryID, NSMUtableArray topics} And then in my app delegate I defined //AppDelegate.h NSMutableArray categories; The app display the tableView with nameCategory, but then, when I select a row it shows a tableview with 0 rows. If I check, for the second view the NumberOfRowsInSection, it returns me 0. I supose that the error is that I don't build correctly the provisional array called tableDataSource, I don't know the reason why it doesn't copy the new information on this array. ` - (void)viewDidLoad { [super viewDidLoad]; appDelegate = (TSCAppDelegate *)[[UIApplication sharedApplication] delegate]; //self.title = @"Categoria"; if(CurrentLevel == 0) { //Initialize our table data source NSArray *tempArray = [[NSArray alloc] init]; self.tableDataSource = tempArray; [tempArray release]; self.tableDataSource = appDelegate.categories; self.navigationItem.title = @"Categoria"; CurrentTitle = @"Categoria"; } else { self.navigationItem.title = CurrentTitle; } } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } // Customize the number of rows in the table view. - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { NSLog (@"contador_ %i,", [self.tableDataSource count]); //--> On the second view it is 0! return [self.tableDataSource count]; } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithFrame:CGRectZero reuseIdentifier:CellIdentifier]autorelease]; } // Configure the cell. if (CurrentLevel == 0) { Category *aCategory = [self.tableDataSource objectAtIndex:indexPath.row]; cell.text = aCategory.nameCategory; } if (CurrentLevel == 1) { Topic *aTopic = [self.tableDataSource objectAtIndex:indexPath.row]; cell.text = aTopic.nameTopic; } else if ([CurrentLevel == 0]){ Topic *aTopic = [self.tableDataSource objectAtIndex:indexPath.row]; cell.text = aTopic.nameTopic; //NSLog(@"inside!!"); } cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { //Get the actual Category Category *aCategory = [self.tableDataSource objectAtIndex:indexPath.row]; //NSLog (@" CATEGORY: %@", aCategory.nameCategory); //NSLog (@" CATEGORY: %i", aCategory.categoryID); //NSLog (@" TOPICS OF CATEGORY: %i", [aCategory.topics count]); //Prepare to tableview. navegaTableViewController *nvController = [[navegaTableViewController alloc] initWithNibName:@"navegaTableView" bundle:[NSBundle mainBundle]]; //Increment the Current View nvController.CurrentLevel += 1; //Set the title; nvController.CurrentTitle = @"Topic"; nvController.tableDataSource = aCategory.topics; //Push the new table view on the stack [self.navigationController pushViewController:nvController animated:YES]; [nvController release]; } `

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  • UIScrollview disable transparency

    - by Frank
    It seems that UIScrollview has a transparency set by default. I have a background image set as a subview in self.view. but the image is showing on my scrollview that's also on the subview layer. I want it to cover up the background image so the scrollview transparency is disable.

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  • Hiding iAds when loading?

    - by Jesper Mansa
    I'm trying to make an ios app with an iAd in the bottom but lifted a little bit. It actually woks ok but when the iAd is loading it shows an white area just below where the iAd should be. When its done loading the iAd jumps up in the right position. I think normaly the button is loaded outside the screen and nthen pop ups when done but because mine add is liftet a little I can see the loading area... Is there a way to make the iAd load in the sides instead and then popin from the side? Here is what I have so far: frame.origin.x = ( _screenWidth - frame.size.width ) / 2; if( calculateForBannerOnBottom ) frame.origin.y = _screenHeight - (frame.size.height/1.2); else frame.origin.y = -_adView.frame.size.height+(frame.size.height/2.4); Hoping 4 help and thanks in advance :-)

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  • Set text equal to string and pass to receipt printer at a different size on iOS

    - by Max Roper
    I am using the StarIO SDK to print text to a receipt printer and I am trying to get a certain line of text larger than the rest. I have some help from their support but I can't really get it to go. -(void)print{ NSMutableString *final=[NSMutableString stringWithFormat:@"-----"]; [final appendFormat:@"\n\nLevel:%@ Section:%@ Row:%@ Seat:%@", [response_dict objectForKey:@"level"], [response_dict objectForKey:@"section"],[response_dict objectForKey:@"row"],[response_dict objectForKey:@"seat"]]; There is a bunch of other stuff that is printing, but that is the line that I would like to be a different size than the rest. The StarIO support said that I should try and pass that to this... -(IBAction)PrintText { NSString *portName = [IOS_SDKViewController getPortName]; NSString *portSettings = [IOS_SDKViewController getPortSettings]; [PrinterFunctions PrintTextWithPortname:portName portSettings:portSettings heightExpansion:heightExpansion widthExpansion:widthExpansion textData:textData textDataSize:[textNSData length]]; free(textData); } Would love some help if possible. :) Thanks so much. This is the main bit I think I would need from the StarIO Text formatting doc... - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { array_hieghtExpansion = [[NSMutableArray alloc] init]; [array_hieghtExpansion addObject:@"1"]; [array_hieghtExpansion addObject:@"2"]; [array_hieghtExpansion addObject:@"3"]; [array_hieghtExpansion addObject:@"4"]; [array_hieghtExpansion addObject:@"5"]; [array_hieghtExpansion addObject:@"6"]; array_widthExpansion = [[NSMutableArray alloc] init]; [array_widthExpansion addObject:@"1"]; [array_widthExpansion addObject:@"2"]; [array_widthExpansion addObject:@"3"]; [array_widthExpansion addObject:@"4"]; [array_widthExpansion addObject:@"5"]; [array_widthExpansion addObject:@"6"]; array_alignment = [[NSMutableArray alloc] init]; [array_alignment addObject:@"Left"]; [array_alignment addObject:@"Center"]; [array_alignment addObject:@"Right"]; } return self; } and int heightExpansion = [pickerpopup_heightExpansion getSelectedIndex]; int widthExpansion = [pickerpopup_widthExpansion getSelectedIndex];

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  • Do, custom fonts work in UITextView that was loaded in cocos2d layer ?

    - by srikanth rongali
    Do, custom fonts work in UITextView ? I loaded UITextView *textView in cocos2d layer. And I trying to set the font of the text as Copperplate Gothic Bold. I downloaded the font file Coprgtb.TTF. But, the text is not adjusting to this font. The system fonts are working, but the custom fonts are not working ? I added the font file in resources folder. what can I do to make them work ? Thank You.

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  • [self removeFromSuperview] not doing dealloc

    - by jonydep
    i have this in the superview: mySubView = [[MySubView alloc] init]; [self addSubview:mySubView]; [mySubView release]; then at some point later, in the sub view, this: [self removeFromSuperview]; when i debug it, i notice that the dealloc for the subview is never called, even though i'm fairly sure the reference count should be 0. any ideas why this might be? thanks.

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  • Keeping User-Input UITextVIew Content Constrained to Its Own Frame

    - by siglesias
    Trying to create a large textbox of fixed size. This problem is very similar to the 140 character constraint problem, but instead of stopping typing at 140 characters, I want to stop typing when the edge of the textView's frame is reached, instead of extending below into the abyss. Here is what I've got for the delegate method. Seems to always be off by a little bit. Any thoughts? - (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text { BOOL edgeBump = NO; CGSize constraint = textView.frame.size; CGSize size = [[textView.text stringByAppendingString:text] sizeWithFont:textView.font constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; CGFloat height = size.height; if (height > textView.frame.size.height) { edgeBump = YES; } if([text isEqualToString:@"\b"]){ return YES; } else if(edgeBump){ NSLog(@"EDGEBUMP!"); return NO; } return YES; } EDIT: As per Max's suggestion below, here is the code that works: - (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text { CGSize constraint = textView.frame.size; NSString *whatWasThereBefore = textView.text; textView.text = [textView.text stringByReplacingCharactersInRange:range withString:text]; if (textView.contentSize.height >= constraint.height) { textView.text = whatWasThereBefore; } return NO; }

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