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  • Add subview (rows) fast to UIScrollView while scrolling

    - by tikhop
    I have UIScrollView with a lot of rows (~100) and I implemented dequeueReusableRow method for fast allocating and adding my subviews (rows). Everything work fine, but if I scroll very fast with decelerate some view don't added to scrollView on time only later. - (UIView *)dequeueReusableRow { UIView *view = [reusableRows anyObject]; if(view) { [[view retain] autorelease]; [reusableRows removeObject:view]; }else{ view = [[UIView alloc] init.... } return view; } - (void)addVisibleRows { UIView *row = [self dequeueReusableRow]; row.frame = .... [scrollView addSubview:row] } - (void)scrollViewDidScroll:(UIScrollView *)scrollView { [self addVisibleRows]; [self removeInvisibleRows]; } Please, don't propose me use UITableView because structure of accordion looks like: section - section -- section --- row - section section - row

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  • Reranging a uitableview

    - by Nicolay
    Hallo @ All I ran into the same problem as desciped in http://stackoverflow.com/questions/1884491/crashing-while-trying-to-move-uitableview-rows! All I want to do is on specific reranging operations insert a new cell or delet the selected one! Sometimes I get a * Assertion failure in -[_UITableViewUpdateSupport _setupAnimationForReorderingRow], /SourceCache/UIKit/UIKit-963.10/UITableViewSupport.m:295 Attempt to create two animations for cell exception and when I want to reload my data by calling [self.tableView reloadData] I get a * Terminating app due to uncaught exception 'NSRangeException', reason: '* -[NSCFArray objectAtIndex:]: index (0) beyond bounds (0)' This is quiet anoying! Is there anybody out there who knows how to handle this problem? Please help me!

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  • Back Bar button problem

    - by user342804
    I have a Modal View Controller. I would like to navigate to another page and then back. It is not a navigation controller. What should I do now?Should I place an UIButton Item or a Navigation Item on the navigation Bar?

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  • Xcode: How to change Image on Touching at an Image (same Position)?

    - by Markus S.
    Simply, I have placed an image with the Interface Builder in a UIView. Now I want to run a method/function when I am touching that image, for example when another image should be loaded. My Code: - (void)touchesended:(NSSet*) touches withEvent:(UIEvent *)event { // UITouch *touch = [touch anyObject]; bild_1_1.image = [UIImage imageNamed:@"t_1_4.jpg"]; //} }

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  • Button not moving on my interface

    - by user1500134
    First before I say anything I want to announce that i'm fairly new to this kind of stuff so don't get all super techie on me :D ! Ok so i'm making an app and i'm trying to get a button to move to certain coordinates depending on the screen size of the phone (4, 4S, 5, etc...). I have correct syntax but the button will not move at all. Here is the part of my .m ViewController file... - (void)viewDidLoad { if([[UIScreen mainScreen] respondsToSelector:NSSelectorFromString(@"scale")]) { if ([[UIScreen mainScreen] scale] < 1.1) { CGRect frame = done.frame; frame.origin.x = 129; //New x coordinate frame.origin.y = 401; //New y coordinate done.frame = frame; NSLog(@"Standard Resolution"); } if ([[UIScreen mainScreen] scale] > 1.9) { NSLog(@"High Defenition Resolution"); } } [super viewDidLoad]; // Do any additional setup after loading the view from its nib. } The NSLog is triggering int he console saying 'Standard Resolution'but the button doesn't move from where I placed it in the XIB file. This may be a small stupid mistake but hopefully you can help me anyways... Thanks guys! :) P.S. Yes I did link my IBOutlet to the button

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  • Breaking One Big Graphic of MutablePaths into CAShapeLayers

    - by StackOverFlowRider
    I have a class called GraphicView that takes a Graphic object and draws it in its drawRect method. This Graphic object is basically an array of mutablePaths that comprise an icon that I want drawn. For performance and other issues, I was thinking of taking this icon that is comprised of mutablePaths, and dividing it into a bunch of CAShapeLayers. I'm wondering is this possible? Considering the points for the mutablePaths of the icon are all interwoven together (ie the icon was initially an SVG file that I converted to code), is it possible to divide different parts of the icon into CAShapeLayers, and reassemble them all together when assigning to the views layer? If so how would it be done? If I assign them as sublayers to a CALayer or CAShapeLayer, will it understand to mesh them all together?

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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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  • UIButton as a subview in UILable

    - by Jayshree
    hi. i am trying to dynamically add a UIbutton as a subview to UIlable. but i am not able to click the button. it seems that the lable doesnt allow the buttonTapped event to occur. can somebody explain what exactly is happening here. and can anybody give me an alternative for this. thnx

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  • UIButton setBackgroundImage consumes doesn't release memory?

    - by just_another_coder
    My UIButton has it's background image set like this: [myImageButton setBackgroundImage:[UIImage imageNamed:myImageName] forState:UIControlStateNormal]; myImageButton is a retained property of the class, and is setup with IB. No where else is it accessed in the app. myImageName is simply an NSString with a filename like @"myImage_number_1.png" I am loading large images, 1024 x 1024 in size. When the view is shown, it changes the image with the above statement, then available memory decreases. After I see the view about 7-9 different times, the app crashes with a memory warning. I thought the method would free up the loaded image. The view itself is only instantiated and allocated one time, so it's not in the retain/release cycle if the view controller. Is there something about this setBackgroundImage I don't know that causes it to not release memory?

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  • create CLLocationCoordinate2D from array

    - by shani
    I have a plist with dictionary of array's with coordinates (stored as strings). I want to create a CLLocationCoordinate2D from every array and crate an overlay for the map. I did that - NSString *thePath = [[NSBundle mainBundle] pathForResource:@"Roots" ofType:@"plist"]; NSDictionary *pointsDic = [[NSDictionary alloc] initWithContentsOfFile:thePath]; NSArray *pointsArray = [NSArray arrayWithArray:[pointsDic objectForKey:@"roade1"]]; CLLocationCoordinate2D pointsToUse[256]; for(int i = 0; i < 256; i++) { CGPoint p = CGPointFromString([pointsArray objectAtIndex:i]); pointsToUse[i] = CLLocationCoordinate2DMake(p.x,p.y); NSLog(@"coord %f",pointsToUse [i].longitude); NSLog(@"coord %f",pointsToUse [i].latitude); } MKPolyline *myPolyline = [MKPolyline polylineWithCoordinates:pointsToUse count:256]; [[self mv] addOverlay:myPolyline]; but the app is crashing without any error. (BTW when i remove the addOverLay method the app does not crash). I have 2 questions- What am i doing wrong? I have tried to set the pointsArray count as the argument for the CLLocationCoordinate2D like that - CLLocationCoordinate2D pointsToUse[pointsArray count]; And i am getting an error. How can i set the CLLocationCoordinate2D dynamically ? Thanks for any help. Shani

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  • How can I play video by touching the button on the video image of the video in tableviewcell ?

    - by srikanth rongali
    I have a table view in which if each cell is touched video plays. Each cell have image of the video cell.imageView.image. And on the image I have a button (UIButton) with play symbol. If I touch the play button the corresponding video should be played same like the when cell is touched. I have a selector for the play button. How can I relate the corresponding cell to the play button. Thank You.

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  • Find out when all processes in (void) is done?

    - by Emil
    Hey. I need to know how you can find out when all processes (loaded) from a - (void) are done, if it's possible. Why? I'm loading in data for a UITableView, and I need to know when a Loading... view can be replaced with the UITableView, and when I can start creating the cells. This is my code: - (void) reloadData { NSAutoreleasePool *releasePool = [[NSAutoreleasePool alloc] init]; NSLog(@"Reloading data."); NSURL *urlPosts = [NSURL URLWithString:[NSString stringWithFormat:@"%@", URL]]; NSError *lookupError = nil; NSString *data = [[NSString alloc] initWithContentsOfURL:urlPosts encoding:NSUTF8StringEncoding error:&lookupError]; postsData = [data componentsSeparatedByString:@"~"]; [data release], data = nil; urlPosts = nil; self.numberOfPosts = [[postsData objectAtIndex:0] intValue]; self.postsArrayID = [[postsData objectAtIndex:1] componentsSeparatedByString:@"#"]; self.postsArrayDate = [[postsData objectAtIndex:2] componentsSeparatedByString:@"#"]; self.postsArrayTitle = [[postsData objectAtIndex:3] componentsSeparatedByString:@"#"]; self.postsArrayComments = [[postsData objectAtIndex:4] componentsSeparatedByString:@"#"]; self.postsArrayImgSrc = [[postsData objectAtIndex:5] componentsSeparatedByString:@"#"]; NSMutableArray *writeToPlist = [NSMutableArray array]; NSMutableArray *writeToNoImagePlist = [NSMutableArray array]; NSMutableArray *imagesStored = [NSMutableArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]; int loop = 0; for (NSString *postID in postsArrayID) { if ([imagesStored containsObject:[NSString stringWithFormat:@"%@.png", postID]]){ NSLog(@"Allready stored, jump to next. ID: %@", postID); continue; } NSLog(@"%@.png", postID); NSData *imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[postsArrayImgSrc objectAtIndex:loop]]]; // If image contains anything, set cellImage to image. If image is empty, try one more time or use noImage.png, set in IB if (imageData == nil){ NSLog(@"imageData is empty before trying .jpeg"); // If image == nil, try to replace .jpg with .jpeg, and if that worked, set cellImage to that image. If that is also nil, use noImage.png, set in IB. imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[[postsArrayImgSrc objectAtIndex:loop] stringByReplacingOccurrencesOfString:@".jpg" withString:@".jpeg"]]]; } if (imageData != nil){ NSLog(@"imageData is NOT empty when creating file"); [fileManager createFileAtPath:[rootPath stringByAppendingPathComponent:[NSString stringWithFormat:@"images/%@.png", postID]] contents:imageData attributes:nil]; [writeToPlist addObject:[NSString stringWithFormat:@"%@.png", postID]]; } else { [writeToNoImagePlist addObject:[NSString stringWithFormat:@"%@", postID]]; } imageData = nil; loop++; NSLog(@"imagePlist: %@\nnoImagePlist: %@", writeToPlist, writeToNoImagePlist); } NSMutableArray *writeToAllPlist = [NSMutableArray arrayWithArray:writeToPlist]; [writeToPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:nowPlist]]; [writeToAllPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]]; [writeToNoImagePlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"]]]; [writeToPlist writeToFile:nowPlist atomically:YES]; [writeToAllPlist writeToFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"] atomically:YES]; [writeToNoImagePlist writeToFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"] atomically:YES]; [releasePool release]; }

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  • iPad: How can I implement a scrolling timeline using a static image?

    - by BeachRunnerJoe
    I'm diving into iOS development and I'm building a simple timeline app using a static timeline image that I already have. The timeline image won't fit on the screen. The width of the image is about five times the width of the iPad screen, so I have to allow the user to scroll the image horizontally. Here's a mockup... For each item on the timeline, the user can tap it to receive a description at the bottom of the screen. My questions are... I was planning to use a UIScrollView with a PageControl at the bottom. Can a UIScrollView hold a single view that holds the entire timeline image or do I have to break the the timeline image up into multiple views? Are there any performance issues I need to consider when implementing this with a UIScrolLView, using a static image? Are there other approaches to implementing this scrollable timeline that I should consider other than using a UIScrollView? Thanks so much in advance for your wisdom!

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  • What's wrong with my self-defined init method?

    - by user313439
    In ClassA: - (ClassA *)initWithID:(NSString *) cID andTitle:(NSString *) cTitle { ClassAID = cID; ClassATitle = cTitle; return self; } In ClassB: - (void)cellDidSelected { ClassA *classAController = [[ClassA alloc] init]; //Program received signal: “EXC_BAD_ACCESS” when executing the following line. classAController = [classAController initWithClassAID:ClassAID andClassATitle:ClassATitle]; NSLog(@"I want to get the value of ID:%@ and Title:%@ here.", [classAController ClassATitle], [classAController ClassAID]) } Could anyone point where is wrong? Thanks a lot.

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  • how to change uibutton title at runtime in objective c?

    - by Sarah
    Hello, I know this question is asked many a times,and i am also implementing the same funda for chanding the title of the uibutton i guess. Let me clarify my problem first. I have one uibutton named btnType, on clicking of what one picker pops up and after selecting one value,i am hitting done button to hide the picker and at the same time i am changing the the title of the uibutton with code [btnType setTitle:btnTitle forState:UIControlEventTouchUpInside]; [btnType setTitleColor:[UIColor redColor] forState:UIControlEventAllEvents]; But with my surpriaze,it is not changed and application crashes with signal EXC_BAD_ACCESS. I am not getting where i am making mistake.I have allocated memory to the btnType at viewdidLoad. Also I am using -(IBAction)pressAddType { toolBar.hidden = FALSE; dateTypePicker.hidden = FALSE; } event on pressing the button to open the picker. Also i would like to mention that i have made connection with IB with event TouchUpInside for pressAddType. Any guesses? I will be grateful if you could help me. Thanks.

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  • How to make an custom button with an self-stretching image?

    - by mystify
    I slightly remember that there is an class which is capable of stretching an image in such a way, that the first x pixels and the last y pixels won't get stretched. For example if you have an button image with round corners, you would want those round corners to stay intact while the middle part of that image gets stretched.

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