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  • novice needing help on shuffeling an array

    - by steffen Myklebust
    Please help a TOTAL beginner.! I found this post: http://stackoverflow.com/questions/56648/whats-the-best-way-to-shuffle-an-nsmutablearray And as i try to deploy this in my own code, I cant get it working... :-( Can anyone help me to resolve this code? To me it looks like the shuffle function is not called..? here is my code: // // shuffle2ViewController.h // shuffle2 #import @interface shuffle2ViewController : UIViewController { NSMutableArray *puzzles; int *randomSort; } - (void)shuffle; @end //============================= // shuffle2ViewController.m ´#import "shuffle2ViewController.h" @implementation shuffle2ViewController (void)viewDidLoad { [super viewDidLoad]; NSMutableArray *puzzles = [NSMutableArray arrayWithObjects:@"1",@"2",@"3", @"4",@"5",@"6",@"7",@"8",@"9", @"10",@"11",@"12", nil]; // Call the shuffle function [self shuffle]; // print to log int i; NSLog(@"NEW OLD"); NSLog(@"================="); for (i = 0; i < 12; ++i) NSLog(@" %2i %@", i + 1, [puzzles objectAtIndex:i]); } int randomSort(id obj1, id obj2, void *context ) { // returns random number -1 0 1 return (random()%3 - 1); } (void)shuffle { // call custom sort function [puzzles sortUsingFunction:randomSort context:nil]; } Giving this result: NEW OLD ================= 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10 10 11 11 12 12

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  • How to "flick" a UIImageView?

    - by Meltemi
    I've got some UIViews that I'd like the user to be able to "flick" across the screen. They're not scroll views. They simply contain a raster image (png). Can anyone point me to some sample code, etc to help get me started? Something a little more heavyweight than "MoveMe" out there that helps detect a "flick" (vs a "nudge" or a drag and drop) and then carries the view off in the direction of the "flick"? OpenGL probably overkill. If possible I'd like to stay w/in the realm of Core Graphics/Animation.

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  • Collision detection problems...

    - by thyrgle
    Hi, I have written the following: -(void) checkIfLineCollidesWithAll { float slope = ((160-L1Circle1.position.y)-(160-L1Circle2.position.y))/((240-L1Circle1.position.x)-(240-L1Circle2.position.x)); float b = (160-L1Circle1.position.y) - slope * (240-L1Circle1.position.x); if ((240-L1Sensor1.position.x) < (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) < (240-L1Circle2.position.x) || ((240-L1Sensor1.position.x) > (240-L1Circle1.position.x) && (240-L1Sensor1.position.x) > (240-L1Circle2.position.x))) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } else if (slope == INFINITY || slope == -INFINITY) { if (L1Circle1.position.y + 16 >= L1Sensor1.position.y || L1Circle1.position.y - 16 <= L1Sensor1.position.y) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } else if (160-L1Sensor1.position.y + 12 >= slope*(240-L1Sensor1.position.x) + b && 160-L1Sensor1.position.y - 12 <= slope*(240-L1Sensor1.position.x) + b) { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorBad.png"]]; } else { [L1Sensor1 setTexture:[[CCTextureCache sharedTextureCache] addImage:@"SensorOk.png"]]; } } Basically what this does is finds m and b in the well known equation: y = mx + b and then substitutes coordinates of the L1Sensor1 (the circle I'm trying to detect if it it intersects with the line segment) to see if y = mx + b hold true. But, there are two problems, first, when slope approaches infinity the range of what the L1Sensor1 should "react" to (it "reacts" by changing its image) becomes smaller. Also, the code that should handle infinity is not working. Thanks for the help in advanced.

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  • iTune redeem codes: limited to a single version?

    - by Big Papoo
    Hi, I'm wondering if V1.0 generated redeem codes will be usable on a V1.1 version of my app? BTW, I know redeem codes are valid only 4 weeks and I also know that apps downloaded with a redeem code can be upgraded for free as with paid ones. My concern here is just: do unused redeem codes become invalid when a new version of my app will be available on the store? Apple's doc is not clear about this point. Did someone experience this yet ? Thx. --GQ.

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  • Xcode puts Default.png in my plist as an Icon file when I assign a Launch Image

    - by xcode_nooob
    When I set a Launch Image, Xcode creates a copy as Default.png and creates an entry in my plist in Icon Files (IOS 5) / Primary Icon / Icon Items -- Item 1 : Default.png Item 0 : MyIcon.png is the app icon which I have already placed through the Target. The reason this is a problem is that the launch image then takes precedence over the actual icon and as a result, it shows as the primary icon instead of my actual icon image. Why is Xcode doing this? Can I safely delete the Default.png entry from my .plist? (this seems to fix the problem) Do I need to copy Default.png somewhere else? Thanks!

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  • Problems with UITableView when loading the view into the main window

    - by GuidoMB
    I've created a sub class of UITableViewController named LoginViewController with the XIB file using XCode. Then I opened the XIB file with IB and set the table's style to grouped. Finally I wrote the following code: - (void)applicationDidFinishLaunching:(UIApplication *)application { LoginViewController *loginViewController = [[LoginViewController alloc] initWithNibName:@"LoginViewController" bundle:[NSBundle mainBundle]]; [window addSubview: loginViewController.view]; window.backgroundColor = [UIColor blueColor]; [window makeKeyAndVisible]; [window layoutSubviews]; } I set the window's background color to blue for you to see what the problem is. I put a link to the screenshot If I don't use the table style grouped the problem does not occur

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  • question related to UITextView

    - by user177893
    I have n number of UITextview and that are added to UIScrollview.and uiscrollview is added to self.view.Now,I want that 1If user enter text in first UITextview ,then as lenth increase os UITextview ,another UITextviews which are below it also reinitialize and maintain properly according to the size of first UITextView.inshort another UITextviews go more below then it was. 2It should work in any of the case ,wether user presses return key after entering text into UITextView or may be not till end

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  • Is it possible to change UIBarButtonItem title and style in runtime?

    - by user262325
    Hello everyone In one project, I hope to change UIBarButtonItem and style in runtime editBarItemButton links to a UIBarButtonItem which original status are style:UIBarButtonItemStyleBordered title:Edit if I press the bar item button, it will execute the codes below: [editBarItemButton setStyle: UIBarButtonItemStyleDone]; [editTarBarItemButton setTitle:@"Done" ]; but neither the style nor title has changed. Welcome any comment Thanks interdev

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  • OpenGL 2D editor ?

    - by Fevos
    I want to draw different 2D objects in OpenGL for example a path/Road ,is there any program i could draw them using a GUI then transfer them to points so i could use them in my program ?

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  • How to get rid of a JQUERY APPEND GIve the following code...

    - by nobosh
    Given the following lines of code which is using JQTOUCH: $('#customers').bind('pageAnimationEnd', function(e, info){ if (!$(this).data('loaded')) { $('.loadingscreen').css({'display':'block'}); $(this).append($('<div> </div>'). load('/mobile/ajax/customers/ .info', function() { $(this).parent().data('loaded', true); $('.loadingscreen').css({'display':'none'}); })); } }); How can I get ride of the .append($(' '). It used to be append($('loading') but I didn't need that and now it seems like a waste of processing time to have in the function. Is it possible?

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  • UIWebView goBack method acts differently on different devices

    - by maxpower
    First Device: 8gb 2nd gen Version: 3.1.3 (7E18) Model: MB528LL Second Device: 32gb 3rd gen Version: 3.1.3 (7E18) Model: MC008LL When I call goBack on the 8gb device, shouldStartLoadWithRequest:navigationType: is called When I call goBack on the 32gb device, shouldStartLoadWithRequest:navigationType: is not called I am not doing any caching (not like it works anyway). To make sure it wasn't caching I removed any possible caching via the request object's cache policy and removing all cache whenever webViewDidFinishLoading is called. Same app, same url, everything is the same but the device itself. Why? FYI: shouldStartLoadWithRequest:navigationType: is called on the simulator when goBack is called

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  • 'Unable to read symbols' error

    - by cannyboy
    When I 'Build and Go' on the device, the console shows: warning: Unable to read symbols for ""/Users/Steve/Blue/build/Debug-iphoneos"/Blue.app/Blue" (file not found). warning: Unable to read symbols for ""/Users/Steve/Blue/build/Debug-iphoneos"/Blue.app/Blue" (file not found). Is this something I should worry about? If so, where should I look to find the root of the issue? The app works OK, but I'm just worried that this might be an AppStore approval issue.

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  • How do I get the users location latitude and longitude?

    - by kevin Mendoza
    I need to access the users location in this method contained in the mainViewController -(void)loadAnnotations{ [mapView removeAnnotations:mapView.annotations]; CLLocationCoordinate2D workingCoordinate; workingCoordinate.latitude= //here i need the users latitude workingCoordinate.longitude= //here i need the users longitude NSLog(@" this is %@", workingCoordinate.latitude); iProspectLiteAnnotation *tempMine = [[iProspectLiteAnnotation alloc] initWithCoordinate:workingCoordinate]; [tempMine setTitle:@"Present Location"]; [tempMine setAnnotationType:iProspectLiteAnnotationTypeUser]; [mapView addAnnotation:tempMine]; } however the mainViewController is already set to <fipsideViewControllerDelegate> What should I add to the header file and the implementation file to poll the location Manager for the users current latitude and longitude?

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  • Recieveing "EXC_BAD_ACCESS" before any UI elements load (on device only)

    - by morgancodes
    Everything works fine on the simulator, but I gete EXC_BAD_ACCESS when I try to load my app on the device. I've put in a bunch of NSLogs to try and catch where it happens, but the log statements are never reached. Also, the UI doesn't load. So, seems the problem is happening before any of my code is reached. I tried a clean build, no luck. Also tried building and installing a different app, which works fine. So, looks like there's something wrong with my app, but it's something that happens before any of my code gets called. So, any ideas?

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  • Can't get rid of this warning?

    - by NextRev
    I'm getting this warning "Format not a string literal and no format arguments? Any ideas? -(BOOL)isFirstPointReached{ NSString *firstPoint = [NSString stringWithFormat:[pointsToFillArray objectAtIndex:0]]; NSString *lastPoint = [NSString stringWithFormat:[pointsToFillArray lastObject]]; if([firstPoint isEqualToString:lastPoint]){ return YES; } else{ return NO; } }

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  • Save Values AUTOMATICALLY with NSUserDefaults

    - by Edouard Tarter
    I have an app with two UITextFields, where the user enters an integer, and then a method is called with the values the user enters. But when I completely close the app, the values are deleted. I want to change it to save the value the user entered when it closes, and loads it up when the app is re-opened. I tried this with NSUserDefault, and it worked fine (with save and load button), but I want it to make it automatically, without pressing any buttons. I saw some other people do it with the basic methods in the AppDelegate.m, but I don't know anything about that, therefore I didn't understand it at all. I saw MANY tutorials online, but I didn't understand any of them, please help, and give a detailed answer, thanks :)

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  • App Crashing Inspite of Being ARC Enabled

    - by proctr
    I have been working on an iOS App for sometime now and its almost ready to submit. However, when I gave it to few people for testing purposes (running iOS 5)..they reported cases where the app crashes and the home screen is displayed on the phone OR a frozen app screen appears with no response whatsoever The app is ARC enabled and Xcode shows no warnings. So, I'm relli tensed about what's going wrong. I have declared properties in the following fashion: @property (nonatomic) IBOutlet UILabel *devCountLabel; @property (nonatomic) IBOutlet UIView *splashView; Likewise other properties are declared. Could anyone provide a solution ASAP. It is mainly a network based app and thus, CoreData usage is minimum.. Anyway, I'm running out of time..So Please provide a fix asap..oh and thanks a ton for it. PS: The App doesn't crash in the simulator, so I'm guessing it has something related to memory. And the crashes are random. So, repeating a set of steps to reproduce the crash doesn't help either. For Eg. When I click a button, modalViewControllerAnimation results in normal case. Now this occurs as expected most of the time and freezes the app other times.

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  • How do you update a secondary view?

    - by Troy Sartain
    Perhaps there's a better way to set this up so I'm open to suggestions. But here's what I'm doing. I have a main UIView. On top of that I have a UIImageView and another UIView. When the UIImageView changes, I want to change the second UIView. So I have a class for it and the IB object's type is set to the class. In the .m of that class is a drawRect method that draws some rectangles. Also in the .m is a NSMutableArray property that is synthesized. I created an instance of that class in the controller of the main view. The problem: despite the fact that the drawRect works fine when the app starts (as traced in the debugger,) when the UIImageView changes I call a "setNeedsDisplay" on the instance variable of the second view after updating the @synthesize'd array but the drawRect does not get called. I think it has to do with instances. I wouldn't think threading would be an issue here. I just want to draw in a separate area of the screen based on an image also displayed.

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