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  • iOS Development: Should the "playersToInvite" property contain an array of strings or an array of GKPlayer objects?

    - by BeachRunnerJoe
    Should the playersToInvite property of the GKMatchRequest object contain an array of NSString objects that hold the player id's or should it contain an array of GKPlayer objects? The documentation on this critical property is not clear at all and I've tried both ways, but my code isn't working, so I can't tell by experimentation. Here's the description for that property in the docs... A list of players to invite to the match. Why did they even bother writing that? Thanks for your help!

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  • Problem with accessing classes from another class.

    - by srikanth rongali
    I have a classA, classB,classC. I have another class classABC; All are CCLayer inherited. I need to call all the classA, classB, classC from classABC. #import <Foundation/Foundation.h> #import "cocos2d.h" @interface classABC : CCLayer { classA *aClass; } @property(nonatomic, retain)classA *aClass; @end #import "classABC" #import "classA.h" #import "classB.h" #import "classC.h" @implementation classABC -(id)init { if( (self = [super init]) ) { ClassA *aClass = [[ClassA alloc]init]; CCScene *aClassS = [CCScene node]; CCLayer * aClassL = [aClass node]; [aClassS addChild: aClassL]; [[CCDirector sharedDirector] setAnimationInterval:60.0/60]; [[CCDirector sharedDirector] replaceScene: aClass]; } return self; } @end But I am not getting the classA displayed. How should I do it ? Thank You.

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  • Why are my lines getting thicker and thicker?

    - by mystify
    I try to draw some lines with different colors. This code tries to draw two rectangles with 1px thin lines. However, the second rectangle is drawn with 2px width lines, while the first one is drawn with 1px width. - (void)addLineFrom:(CGPoint)p1 to:(CGPoint)p2 context:(CGContextRef)context { // set the current point CGContextMoveToPoint(context, p1.x, p1.y); // add a line from the current point to the wanted point CGContextAddLineToPoint(context, p2.x, p2.y); } - (void)drawRect:(CGRect)rect { CGContextRef context = UIGraphicsGetCurrentContext(); CGPoint from, to; // ----- draw outer black frame (left, bottom, right) ----- CGContextBeginPath(context); // set the color CGFloat lineColor[4] = {26.0f * colorFactor, 26.0f * colorFactor, 26.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor); // left from = CGPointZero; to = CGPointMake(0.0f, rect.size.height); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width, rect.size.height); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width, 0.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); CGContextClosePath(context); // ----- draw the middle light gray frame (left, bottom, right) ----- CGContextSetLineWidth(context, 1.0f); CGContextBeginPath(context); // set the color CGFloat lineColor2[4] = {94.0f * colorFactor, 94.0f * colorFactor, 95.0f * colorFactor, 1.0f}; CGContextSetStrokeColor(context, lineColor2); // left from = CGPointMake(200.0f, 1.0f); to = CGPointMake(200.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // bottom from = to; to = CGPointMake(rect.size.width - 2.0f, rect.size.height - 2.0f); [self addLineFrom:from to:to context:context]; // right from = to; to = CGPointMake(rect.size.width - 2.0f, 1.0f); [self addLineFrom:from to:to context:context]; // top from = to; to = CGPointMake(1.0f, 1.0f); [self addLineFrom:from to:to context:context]; CGContextStrokePath(context); }

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  • Do we need to release an UIImage object even not allocated memory?

    - by Madan Mohan
    Hi Guys, I added an image to button UIImage* deleteImage = [UIImage imageNamed:@"Delete.png"]; CGRect imageFrame=CGRectMake(-4,-4, 310, 55); [btn setFrame:imageFrame]; btn.backgroundColor=[UIColor clearColor]; [btn setBackgroundImage:deleteImage forState:UIControlStateNormal]; [btn setTitle:@"Delete" forState:UIControlStateNormal]; [btn addTarget:self action:@selector(editDeleteAction) forControlEvents:UIControlEventTouchUpInside]; [elementView addSubview:btn]; [deleteImage release];// do we need to release the image here If I release here its working fine but in object allocations no.of image count is increasing.

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  • Big time Leaking in Objective-C Category

    - by Daniel Amitay
    I created a custom NSString Category which lets me find all strings between two other strings. I'm now running into the problem of finding that there are a lot of kBs leaking from my script. Please see code below: #import "MyStringBetween.h" @implementation NSString (MyStringBetween) -(NSArray *)mystringBetween:(NSString *)aString and:(NSString *)bString; { NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init]; NSArray *firstlist = [self componentsSeparatedByString:bString]; NSMutableArray *finalArray = [[NSMutableArray alloc] init]; for (int y = 0; y < firstlist.count - 1 ; y++) { NSString *firstObject = [firstlist objectAtIndex:y]; NSMutableArray *secondlist = [firstObject componentsSeparatedByString:aString]; if(secondlist.count > 1){ [finalArray addObject:[secondlist objectAtIndex:secondlist.count - 1]]; } } [autoreleasepool release]; return finalArray; } @end I admit that I'm not super good at releasing objects, but I had believed that the NSAutoreleasePool handled things for me. The line that is leaking: NSMutableArray *secondlist = [firstObject componentsSeparatedByString:aString]; Manually releasing secondlist raises an exception. Thanks in advance!

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  • Delete/move a UITableView row that's attached to a web service.

    - by Kevin L.
    Deleting or moving rows for a UITableView that is backed with local data (e.g., NSArray) is easy and instantaneous: Remove the value from the array. Call deleteRowsAtIndexPaths:withRowAnimation:. Profit! But my table view communicates with a web service, which means once the "Delete" button on that row gets tapped, I have to forward a request on to the server (via ASIHTTPRequest, of course), get the response, and then tell the table view to run its little delete-row animation, all with a few seconds of latency in between. From a high-level, what's the best way to do that? Throw some callback selector into ASIHTTPRequest's userInfo dictionary? KVO? Bonus points for some nice UI touch, like some kind of spinner on the soon-to-be-deleted cell.

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  • Problem in creating another thread

    - by Avinash
    Hi, I am using NSThread to create different thread and displaying images in my application on a new thread instead of main thread. On main thread i am working with a table view which is displaying data from XML file, In the same view I am displaying images below. But, displaying images on new thread is not working properly. Did i made any mistake in creating Here below is my code. Please help me its urgent. Thanks in advance...................... - (void)viewDidLoad { [super viewDidLoad]; [NSThread detachNewThreadSelector:@selector(startTheBackgroundJob) toTarget:self withObject:nil]; } - (void)startTheBackgroundJob { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; currentLocationImageView = [[UIImageView alloc] init]; NSArray *images = [NSArray arrayWithObjects:img1, img2, nil]; [currentLocationImageView setAnimationImages:images]; [currentLocationImageView setAnimationRepeatCount:0]; [currentLocationImageView setAnimationDuration:5.0]; [self.view addSubview:currentLocationImageView]; [pool release]; }

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  • How to align a UITableView's text?

    - by Knodel
    In my app I have a UITableView and I want to change the text's alignment to center (not only from the sides like this cell.textAlignment = UITextAlignmentCenter; but from up and down, as well). Can you help me? thanks in advance!

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  • How to reset keyboard for an entry field?

    - by David.Chu.ca
    I am using tag field as a flag for text fields text view fields for auto-jumping to the next field: - (BOOL)findNextEntryFieldAsResponder:(UIControl *)field { BOOL retVal = NO; for (UIView* aView in mEntryFields) { if (aView.tag == (field.tag + 1)) { [aView becomeFirstResponder]; retVal = YES; break; } } return retVal; } It works fine in terms of auto-jumping to the next field when Next key is pressed. However, my case is that the keyboards are different some fields. For example, one fields is numeric & punctuation, and the next one is default (alphabetic keys). For the numeric & punctuation keyboard is OK, but the next field will stay as the same layout. It requires user to press 123 to go back ABC keyboard. I am not sure if there is any way to reset the keyboard for a field as its keyboard defined in xib? Not sure if there is any APIs available? I guess I have to do something is the following delegate? -(void)textFieldDidBegingEditing:(UITextField*) textField { // reset to the keyboard to request specific keyboard view? .... } OK. I found a solution close to my case by slatvik: -(void) textFieldDidBeginEditing:(UITextField*) textField { textField.keyboardType = UIKeybardTypeAlphabet; } However, in the case of the previous text fields is numeric, the keyboard stays numeric when auto-jumped to the next field. Is there any way to set keyboard to alphabet mode?

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  • Do properties need to be deallocated?

    - by Sheehan Alam
    I subclassed NSObject: #import <Foundation/Foundation.h> @interface STObject : NSObject { NSString *message_type; NSString *twitter_in_reply_to_screen_name; } @property(nonatomic, copy) NSString *message_type; @property(nonatomic, copy) NSString *twitter_in_reply_to_screen_name; @end My implementation looks like: #import "STObject.h" @implementation STObject @synthesize message_type, twitter_in_reply_to_screen_name; @end Do I need to create a dealloc method for my two properties where I release the strings?

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  • How do I debug production push notifications using Xcode?

    - by richcollins
    I would like to be able to debug handling of push notifications that originate from the production environment using Xcode. However, it appears that only distribution provisioning profiles can be used with an aps-environment entitlement value of "production". Is there a way to debug production messages on the device using Xcode?

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  • coredate data not show at tableView

    - by pengwang
    hello,i used coredate at the tableView,when i enter the viewControl i will call: dispatch_queue_t downloadQueue = dispatch_queue_create("socket login", NULL); dispatch_async(downloadQueue, ^{ NSManagedObjectContext *managedObjectContext =[self getManagedObjectContext]; noticListArr=[[CoreDataManager sharedInstance] readEvent:@"NotificationEntity" SortDescriptor:nil managedObjectContext:managedObjectContext]; NSLog(@"refreshData.count:%d ",noticListArr.count); for(int i=0;i<noticListArr.count;i++){ NotificationEntity *notificationEntity=[noticListArr objectAtIndex:i]; NSLog(@"notificationEntity.name:%@ ",notificationEntity.name); NSLog(@"notificationEntity.describeString:%@ ",notificationEntity.describeString); NSLog(@"notificationEntity.source:%@", notificationEntity.source); } }); dispatch_async(dispatch_get_main_queue(), ^{ [self.tableView1 reloadData]; }); dispatch_release(downloadQueue); all log have value but when i used - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"NotificationViewCell"; NotificationViewCell *cell = (NotificationViewCell*)[tableView dequeueReusableCellWithIdentifier:CellIdentifier]; NotificationEntity *notificationEntity=(NotificationEntity *)[noticListArr objectAtIndex:indexPath.row]; NSLog(@"tableViewnoticListArr.count:%d ",noticListArr.count); NSLog(@"indexPath.row:%d ",indexPath.row); NSLog(@"notificationTable.avatarsmall:%@", notificationEntity.avatarsmall); NSLog(@"notificationTable.source:%@", notificationEntity.source); NSLog(@"notificationTable.name:%@", notificationEntity.name); NSLog(@"notificationTable.describeString:%@ ",notificationEntity.describeString); } only NSLog(@"tableViewnoticListArr.count:%d ",noticListArr.count); NSLog(@"indexPath.row:%d ",indexPath.row); can give me correct result.but all notificationEntity.name notificationEntity.describeString is null.i donot know why at the tabelview cell all value of notificationEntity is null.

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  • Is "self" necessary?

    - by Rob
    Is using "self" ever necessary in Objective-C or maybe just a good practice? I have gone from using it all the time to not using it at all and I don't seem to really notice any difference. Isn't it just implied anyway?

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  • On the rootview controller i am not able to c the image

    - by madhavi
    I have made a navigation based application in my rootview controller i have put a text view when i run the app i am able to see that text view but when i navigate on other xib and comes back i am not able to see that text view if i do it programmatically by using view for header than i am able to c that text but why i am not able to do it in design time any idea

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  • Incompatible type in assignment

    - by coure06
    Getting error: Incompatible type in assignment at fValue = ..., see the code static float t = 0; float d = .5; static float fValue = 0; fValue = [self easeOutBounce:t andB:0 andC:30 andD:d]; here is the method -(float) easeOutBounce:(float)t andB:(float)b andC:(float)c andD:(float)d { if ((t/=d) < (1/2.75)) { return c*(7.5625*t*t) + b; } else if (t < (2/2.75)) { return c*(7.5625*(t-=(1.5/2.75))t + .75) + b; } else if (t < (2.5/2.75)) { return c(7.5625*(t-=(2.25/2.75))t + .9375) + b; } else { return c(7.5625*(t-=(2.625/2.75))*t + .984375) + b; } }

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  • Objective C: Using UIImage for Stroking

    - by SeongHo
    I am trying to apply a texture for my brush but i'm really having a hard time figuring how it is done. Here's the image of my output. I used an UIImage that just follows the touch on the screen but when i swipe it faster the result is on the right side "W", and on the left side that's the result when i swipe it slow. i tried using the CGContextMoveToPoint and CGContextAddLineToPoint i don't know how apply the texture. Is it possible to use UIImage for the stroke texture? Here's my code UIImage * brushImageTexture = [UIImage imageNamed:@"brushImage.png"]; [brushImagetexture drawAtPoint:CGPointMake(touchCurrentPosition.x, touchVurrentPosition.y) blendMode:blendMode alpha:1.0f];

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  • Manage more Images to move in View

    - by David Pollak
    hi everyone, I'm creating an app which has more UIImageView on a View, they should move normally from a side to the other. I have an issue: after entering the second image, the two UIImageView start to behave crazy (!) because they don' move freely, but they are like restricted in two different areas not touching each other even if I said different things the first thing that I want to do, is to let them move normally; this is the code I am using: `- (void)viewDidLoad { [super viewDidLoad]; pos = CGPointMake(14.0, 7.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(onTimer) userInfo:nil repeats:YES]; }` - (void) onTimer { pallone.center = CGPointMake(pallone.center.x+pos.x, pallone.center.y+pos.y); if(pallone.center.x > 320 || pallone.center.x < 0) pos.x = -pos.x; if(pallone.center.y > 480 || pallone.center.y < 0) pos.y = -pos.y; } and for the other image that has to enter after: - (IBAction)spara{ cos = CGPointMake(8.0, 4.0); [NSTimer scheduledTimerWithTimeInterval:0.05 target:self selector:@selector(inTimer) userInfo:nil repeats:YES]; } - (void)inTimer{ bomba.center = CGPointMake(bomba.center.x+pos.x, bomba.center.y+pos.y); if(bomba.center.x > 50 || bomba.center.x < 0) pos.x = -pos.x; if(bomba.center.y > 480 || bomba.center.y < 0) pos.y = -pos.y; } what should I change ? and if I'd like the images to move only in one way (y) ? how do I do this ? I know, I'm a newbie thanks in advance

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  • UIBezierPath too many paths = too slow?

    - by HHHH
    I have a loop in which I'm adding many (10000+) lines to a UIBezierPath. This seems to be fine, but once I try and render the bezierpath, my device becomes extremely slow and jerky. Is this because I've added too many lines to my path? Adding lines to UIBezierPath - simplified: (this seems fine) [path moveToPoint:CGPointZero]; for (int i = 0; i < 10000; i++ ) { [path addLineToPoint:CGPointMake(i, i)]; } Rendering BeizerPath (Suggested by Rob) - this seems slow. - (void)drawBezierAnimate:(BOOL)animate { UIBezierPath *bezierPath = path; CAShapeLayer *bezier = [[CAShapeLayer alloc] init]; bezier.path = bezierPath.CGPath; bezier.strokeColor = [UIColor blueColor].CGColor; bezier.fillColor = [UIColor clearColor].CGColor; bezier.lineWidth = 2.0; bezier.strokeStart = 0.0; bezier.strokeEnd = 1.0; [self.layer addSublayer:bezier]; if (animate) { CABasicAnimation *animateStrokeEnd = [CABasicAnimation animationWithKeyPath:@"strokeEnd"]; animateStrokeEnd.duration = 100.0; animateStrokeEnd.fromValue = [NSNumber numberWithFloat:0.0f]; animateStrokeEnd.toValue = [NSNumber numberWithFloat:1.0f]; [bezier addAnimation:animateStrokeEnd forKey:@"strokeEndAnimation"]; } } Qs: 1) Is this because I'm adding too many paths too quickly? 2) I want to eventually draw many different lines of different colors, so I assume I would need to create multiple (10000+) UIBezierPaths - would this help or greatly slow the device as well? 3) How would I get around this? Thanks in advance for your help.

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  • how can I store the current status of the game in cocos2d ?

    - by srikanth rongali
    I am writing a shooting game in cocos2d. And each enemy enters the screen after the current one is dead. I have stores the enemies and their properties in plist. I need to save the current state of the game. If any phone call comes the game should be started from the current state. So, I usedNsUserDefaults in this way, - (void) applicationDidFinishLaunching:(UIApplication*)application { ... NSUserDefaults *myDefaultOptions = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; //tempCount4 is the current Enemy number. It was declared in another class. I am using extern and using the value here. tempCount4 = [[myDefaultOptions stringForKey:@"enemyNumber"]intValue] ; } - (void)applicationWillTerminate:(UIApplication *)application { [[CCDirector sharedDirector] end]; [myDefaultOptions setObject:tempCount4 forKey:@"enemyNumber"]; } The control is not entering in to the (void)applicationWillTerminate:(UIApplication *)application when I pressed the Home button. And when I touched the game icon on the screen the game is running from first screen and in log (terminal )it is not showing any values. And what should I store to resume my game from stored state. Can you explain where I was wrong ? Thank You.

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