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  • Is there a way to get the current UIEvent being handled?

    - by not-
    I'm working in a class that is a delegate of another class; this other class is in a third-party library that I'd like to avoid changing if at all possible. The original class is handling a -touchesEnded event, and is delegating responsibility to me, but it doesn't pass the UIEvent itself to me. Is there a way to get a handle to the current event in progress? It's a double-tap handler, and all that is passed to me is the view being touched, and the point at which the touch occurred. I want to know exactly how many touches are involved in the event. Thanks! randy

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  • How to perform DNS query on iOS

    - by yasirmturk
    i want to perform some DNS queries e.g. to get IP records against a specific domain name, i am looking for a preferred way or some useful snippet for this on iOS 3.2+ SDK. thanx in advance part from other snippets i found this code Boolean result; CFHostRef hostRef; NSArray *addresses; NSString *hostname = @"apple.com"; hostRef = CFHostCreateWithName(kCFAllocatorDefault, (CFStringRef)hostname); if (hostRef) { result = CFHostStartInfoResolution(hostRef, kCFHostAddresses, NULL); // pass an error instead of NULL here to find out why it failed if (result == TRUE) { addresses = (NSArray*)CFHostGetAddressing(hostRef, &result); } } if (result == TRUE) { [addresses enumerateObjectsUsingBlock:^(id obj, NSUInteger idx, BOOL *stop) { NSString *strDNS = [NSString stringWithUTF8String:inet_ntoa(*((struct in_addr *)obj))]; NSLog(@"Resolved %d->%@", idx, strDNS); }]; } else { NSLog(@"Not resolved"); } but this is producing same IP for every host Resolved 0-220.120.64.1 any help??

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  • Writing an AI for a turn-based board game

    - by Cyril
    Hi, i'm currently programming a board game (8x8) in which I need to develop an AI. I have read a lot of articles about AI in board games, minmax with or without alphabeta pruning, but I don't really know how to implements this, I don't know where to start... About my game, this is a turn-based game, each player has pieces on the board, they have to pick one and choose in moving this piece (1 or 2 cells max) or clone the piece (1 cell max). At the moment, I have a really stupid AI which choose a random piece then choose a random move to play... Could you please give me some clues, on how to implement this functionality ? Best regards

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  • Updating UILabel and UIButton immediately

    - by paul simmons
    Hi, In a project, I change a UILabel's text with setText, a UIButton's color and after that do a time consuming calculation, followed by an animation. However, the text's and color's change is reflected after the calculation is executed (and before the animation begins) however I want to reflect the changes immediately before calculation (as you guess it is a waiting text) How can I achieve this?

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  • Adding UIView on top of all views dynamically during runtime?

    - by Easwaramoorthy Kanagaraj
    Team, I am trying to bring a menu in top of all visible views during runtime. This menu should be easily addable and removable dynamically in certain conditions. To do this, I have tried adding a button view to the UIWindow as a subview during runtime. UIButton *button = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [button addTarget:self action:nil forControlEvents:UIControlEventTouchDown]; [button setTitle:@"Show View" forState:UIControlStateNormal]; button.frame = CGRectMake(80.0, 210.0, 160.0, 40.0); [window addSubview:button]; [window makeKeyAndVisible]; [window bringSubviewToFront:button]; But it doesnt worked. Also I have tried to place this button in the root view controller, but no luck again. Edit - Note: This code is not from a UIViewController. I am trying to build a library this will be in that library code. Use case be like you could post NSNotification to enable and disable this menu dynamically during runtime. Please suggest. Thanks !

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  • Core Data-Linking one-to-many relationships

    - by Stelmate
    I have a one-to-many relationship where each department has many employees. When I create a new employee object I just link it to the parent department manually by setting the property to the instance of the department I have fetched from my fetch request. However, this seems to be improper because when I try to access the set of employees from the department by simply accessing the .employees property on my department object instance it returns a 0 count. Isn't the fault suppose to fire once I access a property? Am I linking my parent/child objects incorrectly?

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  • Add a smaller subView with new origin

    - by ReachWest
    I can't get my head around this - I know it must be simple.. I'm starting to feel pretty stupid. I have two viewControllers. MainViewController.h/m and LevelsViewController.h/m I want to add a subView from the LevelsViewController class and a view that is built in IB called levelsView. I am calling this from the MainViewController.m file. The levelsView is only 200x200 pixels and I want to offset it from the frame origin of the superView by x=140 pixels and y=50 pixels. I have this working - the view displays, but I can't figure out how to offset it. It only shows up at the 0,0 superView frame origin. (The superView shows below it, which is what I want). Here is the code I call in the method in the MainViewController.m that displays the levelsView.(I have commented out some of the things I have tried - but throws this error: error: request for member 'frame' in 'myLevelsView', which is of non-class type 'LevelsViewController*' ) - (void) displayLevelsPage { if (self.theLevelsView == nil) // Does not yet exist - therefore create { LevelsViewController * myLevelsView = [[LevelsViewController alloc] initWithNibName:@"levelsView" bundle:[NSBundle mainBundle]]; NSLog(@"NEW theLevelsView instance created!"); CGRect frame2 = CGRectMake(140, 50, 200, 200); //myLevelsView.frame = frame2; self.theLevelsView = myLevelsView; [myLevelsView release]; } [self.view addSubview: theLevelsView.view]; NSLog(@"Levels View has been activated"); } Any insight would be appreciated.

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  • (iOS) UI Automation AlertPrompt button/textField accessiblity

    - by lipd
    I'm having a bit of trouble with UI Automation (the built in to iOS tool) when it comes to alertView. First off, I'm not sure where I can set the accessibilityLabel and such for the buttons that are on the alertView. Secondly, although I am not getting an error, I can't get my textField to actually set the value of the textField to something. I'll put up my code for the alertView and the javaScript I am using for UI Automation. UIATarget.onAlert = function onAlert(alert) { // Log alerts and bail, unless it's the one we want var title = alert.name(); UIALogger.logMessage("Alert with title '" + title + "' encountered!"); alert.logElementTree(); if (title == "AlertPrompt") { UIALogger.logMessage(alert.textFields().length + ''); target.delay(1); alert.textFields()["AlertText"].setValue("AutoTest"); target.delay(1); return true; // Override default handler } else return false; } var target = UIATarget.localTarget(); var application = target.frontMostApp(); var mainWindow = application.mainWindow(); mainWindow.logElementTree(); //target.delay(1); //mainWindow.logElementTree(); //target.delay(1); var tableView = mainWindow.tableViews()[0]; var button = tableView.buttons(); //UIALogger.logMessage("Num buttons: " + button.length); //UIALogger.logMessage("num Table views: " + mainWindow.tableViews().length); //UIALogger.logMessage("Number of cells: " + tableView.cells().length); /*for (var currentCellIndex = 0; currentCellIndex < tableView.cells().length; currentCellIndex++) { var currentCell = tableView.cells()[currentCellIndex]; UIALogger.logStart("Testing table option: " + currentCell.name()); tableView.scrollToElementWithName(currentCell.name()); target.delay(1); currentCell.tap();// Go down a level target.delay(1); UIATarget.localTarget().captureScreenWithName(currentCell.name()); //mainWindow.navigationBar().leftButton().tap(); // Go back target.delay(1); UIALogger.logPass("Testing table option " + currentCell.name()); }*/ UIALogger.logStart("Testing add item"); target.delay(1); mainWindow.navigationBar().buttons()["addButton"].tap(); target.delay(1); if(tableView.cells().length == 5) UIALogger.logPass("Successfully added item to table"); else UIALogger.logFail("FAIL: didn't add item to table"); Here's what I'm using for the alertView #import "AlertPrompt.h" @implementation AlertPrompt @synthesize textField; @synthesize enteredText; - (id)initWithTitle:(NSString *)title message:(NSString *)message delegate:(id)delegate cancelButtonTitle:(NSString *)cancelButtonTitle okButtonTitle:(NSString *)okayButtonTitle withOrientation:(UIInterfaceOrientation) orientation { if ((self == [super initWithTitle:title message:message delegate:delegate cancelButtonTitle:cancelButtonTitle otherButtonTitles:okayButtonTitle, nil])) { self.isAccessibilityElement = YES; self.accessibilityLabel = @"AlertPrompt"; UITextField *theTextField; if(orientation == UIInterfaceOrientationPortrait) theTextField = [[UITextField alloc] initWithFrame:CGRectMake(12.0, 45.0, 260.0, 25.0)]; else theTextField = [[UITextField alloc] initWithFrame:CGRectMake(12.0, 30.0, 260.0, 25.0)]; [theTextField setBackgroundColor:[UIColor whiteColor]]; [self addSubview:theTextField]; self.textField = theTextField; self.textField.isAccessibilityElement = YES; self.textField.accessibilityLabel = @"AlertText"; [theTextField release]; CGAffineTransform translate = CGAffineTransformMakeTranslation(0.0, 0.0); [self setTransform:translate]; } return self; } - (void)show { [textField becomeFirstResponder]; [super show]; } - (NSString *)enteredText { return [self.textField text]; } - (void)dealloc { //[textField release]; [super dealloc]; } @end Thanks for any help!

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  • How can I make a view get bigger again, as soon as the status bar goes back to normal height after a

    - by Thanks
    In the simulator I went to Hardware menu and activated the simulation of bigger status bar during phone call. Now, I tried to make a view in my nib that takes up the whole screen. As soon as the status bar gets smaller, I want my view to get bigger, so it uses that space up there. But regardless of any autoresizing settings, my view will keep pressed down after that status bar gets smaller. There is a empty slot left where the status bar was after hanging up the call. What's that actually supposed to be? Is my app recognizing the status bar as a view, or is the status bar indeed making my screen smaller? I mean...does it mess around with my views as if it was a view itself, or do my views not know about a status bar, but about a smaller screen size when the status bar gets bigger? How do you get your views big again when the status bar returns to normal height?

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  • Can I add a custom method to Core Data-generated classes?

    - by Andy
    I've got a couple of Core Data-generated class files that I'd like to add custom methods to. I don't need to add any instance variables. How can I do this? I tried adding a category of methods: // ContactMethods.h (my category on Core Data-generated "Contact" class) #import "Contact.h" @interface Contact (ContactMethods) -(NSString*)displayName; @end ... // ContactMethods.m #import "ContactMethods.h" @implementation Contact (ContactMethods) -(NSString*)displayName { return @"Some Name"; // this is test code } @end This doesn't work, though. I get a compiler message that "-NSManagedObject may not respond to 'displayName' " and sure enough, when I run the app, I don't get "Some Name" where I should be seeing it.

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • Which kind of changes can't I do with lightweight migration in Core Data?

    - by dontWatchMyProfile
    I recently tried a lot of different stuff with lightweight migration. These all work: 1) Rename attributes (with renaming identifier specified) 2) Add attributes 3) Add new entity + new attribute + inverse relationship to an already existing entity 4) remove existing entity + relationships to that entity = It almost looks like just about anything can be handled with LM. Did I miss something? In which cases am I getting into trouble and need an some more complex approach?

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  • aspectRatio = backingWidth / backingHeight ???

    - by carrots
    What am I doing wrong here, I can't get the result of this division: aspectRatio = backingWidth / backingHeight; I've thought I might try casting to (GLfloat) but that didn't do anything. As I step through the code I see that aspectRatio is 0 after the operation, while backingWidth is clearly 768 and backingHeight is 1029. Here are the types: GLfloat aspectRatio; and // The pixel dimensions of the CAEAGLLayer GLint backingWidth; GLint backingHeight; It must be something basic I'm doing wrong here..

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  • Get notified when UITableView has finished asking for data?

    - by kennethmac2000
    Hi everyone, Is there some way to find out when a UITableView has finished asking for data from its data source? None of the viewDidLoad/viewWillAppear/viewDidAppear methods of the associated view controller (UITableViewController) are of use here, as they all fire too early. None of them (entirely understandably) guarantee that queries to the data source have finished for the time being (eg, until the view is scrolled). One workaround I have found is to call reloadData in viewDidAppear, since, when reloadData returns, the table view is guaranteed to have finished querying the data source as much as it needs to for the time being. However, this seems rather nasty, as I assume it is causing the data source to be asked for the same information twice (once automatically, and once because of the reloadData call) when it is first loaded. The reason I want to do this at all is that I want to preserve the scroll position of the UITableView - but right down to the pixel level, not just to the nearest row. When restoring the scroll position (using scrollRectToVisible:animated:), I need the table view to already have sufficient data in it, or else the scrollRectToVisible:animated: method call does nothing (which is what happens if you place the call on its own in any of viewDidLoad, viewWillAppear or viewDidAppear). Thanks in advance for your assistance!

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  • Should repeated use of the camera crash an app?

    - by Sam
    I have an app that builds a slideshow from user images. They can grab from their library or take a picture. I have found that repeated use of grabbing an image from the library is fine. But repeated use of taking a picture causes erratic behavior. I have been getting crashes but mostly what happens seems to be a reloading of the view after "didFinishPickingMediaWithInfo", which messes things up. I have no leaks and it seems to be releasing properly after each picture is taken. I am resizing the image and saving it in a data base. Is anyone else running into this situation? Was the camera not designed to be called this often?

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  • if (self = [super init]) vs. if ((self = [super init]))

    - by JOM
    Was just doing a code review and started to wonder: I thought if (self = [super init]) checks whether assigning return value of [super init] to variable self was successful or not (value of operation). Thus (self = nil) would actually be TRUE. I thought if ((self = [super init])) checks what is the value of self after assignment (value of variable). Thus ((self = nil)) would be FALSE. Which one is the correct way to use when initializing your own classes? Apple documentation uses the former one (for example here), which style I'm actually using now.

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