Search Results

Search found 24765 results on 991 pages for 'iphone developer'.

Page 534/991 | < Previous Page | 530 531 532 533 534 535 536 537 538 539 540 541  | Next Page >

  • How to improve workflow between developer and designer with Expression Blend?

    - by Amenti
    We use WPF and Expression Blend 4. I'm trying to improve our workflow by tutoring one of our designers to use it for styling and animation. Slowly but surely I get the impression Blend in itself is to technical for the designer in question. I myself use it only occasionally (it's great for Visual States for instance) because a lot of things are easier done in code or not possible at all in Blend alone. It seems a developer with design experience is a lot more productive with it than a sole designer. Are there any good online resources or advice you could give me how to improve this situation?

    Read the article

  • How to stop moving the image in objective c?

    - by user1589452
    I have done a coding to check whether the image crossed particular area or not, -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { CGPoint loc=[touch locationInView:self.view]; if (touch.view==img2Obj) { NSLog(@"image2"); img2Obj.center=loc; currentx1=img2Obj.frame.origin.x; currenty1=img2Obj.frame.origin.y; //NSLog(@"top left corner x and y is %.1f and %.1f",img2Obj.frame.origin.x,img2Obj.frame.origin.y); [self isImg1InPos]; }} -(void)isImg1InPos { int dx,dy; dx=currentx1-x1; dy=currenty1-y1; if (abs(dx)<5 && abs(dx)<5) { NSLog(@"Image must stop moving after this!!!"); [img2Obj setUserInteractionEnabled:FALSE]; } //NSLog(@"unsigned int is %d",abs(dx)); } I want the image to stop moving when when it passes the condition. [img2Obj setUserInteractionEnabled:FALSE]; But its not working, can anyone tell me how to solve this problem Many thanks in advance

    Read the article

  • Mapkit +closest annotation

    - by danskcollignon
    Hi all, I am trying to devellopp an app showing the nearest poi to the users location. My app is now capable of: showing a map (Mapkit) with 110 annotations and the user's location. Furthermore, I have a TableView at the bottom of my screen, to choose between the different annotations. However, they're listed by number, and not by proximity to the user's location, which is my wish. My research have led me to think that I should use CLLocation for getting the user's location. I then have really no idea on how to do it next, using getDistancefrom. My annotations are stored on SecondViewController.m, using this form: -(void)loadOurAnnotations { CLLocationCoordinate2D workingCoordinate; workingCoordinate.latitude = XX.XXXXX; workingCoordinate.longitude = XX.XXXXX; SecondViewAnnotation *POI1 = [[SecondViewAnnotation alloc] initWithCoordinate:workingCoordinate]; [POI1 setTitle:@"POI"]; [POI1 setSubtitle:@"StreetName"]; [POI1 setAnnotationType:SecondViewAnnotationTypePOI1]; [mapView addAnnotation:POI1]; , and so on to POI110. Could someone please give me a clue? I'm a total newbie! Thank you in advance for your help,

    Read the article

  • How can we set time delay in animation of images to make them appear smooth ?

    - by srikanth rongali
    Hi, I have 10 CCSprite images. They are continues images. I am using, CCSprite *playerH = [CCSprite spriteWithFile:@"Player_01.png" ]; playerH.position = ccp(playerH.contentSize.width/2, windowSize.height/2); [self addChild:playerH z:1]; CCAnimation* animation = [CCAnimation animationWithName:@"dance" delay:0.20f]; for( int i = 1; i < 11; i++ ) { [animation addFrameWithFilename: [NSString stringWithFormat:@"Player_%02d.png", i]]; } NSLog(@"k VALUE: k: %d",k); id actionA = [CCAnimate actionWithAnimation: animation restoreOriginalFrame:NO]; id actionD = [CCDelayTime actionWithDuration:5.0f]; id actionC = [CCCallFunc actionWithTarget:self selector:@selector(enemyEntranceScreen:)]; id seqActionPlayer = [CCSequence actions:actionA, actionD, actionC, nil]; [playerH runAction: seqActionPlayer]; But the animation is not continues. I have changed the animation delay time. but, I can see only three images appearing. How can we know how much time interval should we keep in animation. Is there any relationship between this and the frame rate [[CCDirector sharedDirector] setAnimationInterval:1.0/60]; [[CCDirector sharedDirector] setDisplayFPS:YES]; Thank you.

    Read the article

  • UITextfield and webservice

    - by milanjansari
    Hello everyone, I have one query regarding the (UITextfield and Webservice) for example When i start writing text in UITextfield. Make sure, the app does not query the server(Webservice) for each letter typed. It should wait till I make a pause and then send the request. Is this possible to when using of UITextField? Thanks in advance

    Read the article

  • Core Data object into an NSDictionary with possible nil objects

    - by Chuck
    I have a core data object that has a bunch of optional values. I'm pushing a table view controller and passing it a reference to the object so I can display its contents in a table view. Because I want the table view displayed a specific way, I am storing the values from the core data object into an array of dictionaries then using the array to populate the table view. This works great, and I got editing and saving working properly. (i'm not using a fetched results controller because I don't have anything to sort on) The issue with my current code is that if one of the items in the object is missing, then I end up trying to put nil into the dictionary, which won't work. I'm looking for a clean way to handle this, I could do the following, but I can't help but feeling like there's a better way. *passedEntry is the core data object handed to the view controller when it is pushed, lets say it contains firstName, lastName, and age, all optional. if ([passedEntry firstName] != nil) { [dictionary setObject:[passedEntry firstName] forKey:@"firstName"] } else { [dictionary setObject:@"" forKey:@"firstName"] } And so on. This works, but it feels kludgy, especially if I end up adding more items to the core data object down the road.

    Read the article

  • Autorelease with elements in a UITableViewCell - memory leak

    - by Shaun Budhram
    In my 'cellForRowAtIndexPath' method for a UITableView delegate, I'm allocating a cell if it doesn't exist, and in this cell, I'm creating a new activity spinner like so: UIActivityIndicatorView *actView = [[[UIActivityIndicatorView alloc] initWithActivityIndicatorStyle:UIActivityIndicatorViewStyleGray ] autorelease]; I'm using Leaks to detect memory leaks in my program, and for some reason, this is coming up as a leak, even though it's autoreleasing. The cell itself is also autoreleasing. Has anyone had experience with autoreleasing variables coming up as leaks in the Leaks instrument, and how to tackle these problems? Also, if it helps, this is the history Leaks is displaying for this memory location. It looks like it at some point gets an additional retain message? This is not being done in my code.

    Read the article

  • objective-c releasing uninitialized class members in dealloc method

    - by Dude Man
    Regarding over-releasing. Say I have a instance variable defined in Test.h NSString *mystring; In my implementation Test.m I do not initialize the variable mystring anywhere. But I release it in dealloc: -(void)dealloc { [mystring release]; } Is this now over-released? I've been doing the following in dealloc to avoid any issues, however, is this really necessary? -(void)dealloc { if (mystring) [mystring release]; } It seems that [nil release] shouldn't do anything, can someone verify this with class members?

    Read the article

  • How i store the images pixels in matrix form?

    - by Rajendra Bhole
    Hi, I developing an application in which the pixelize image i want to be store in matrix format. The code is as follows. struct pixel { //unsigned char r, g, b,a; Byte r, g, b; int count; }; (NSInteger) processImage1: (UIImage*) image { // Allocate a buffer big enough to hold all the pixels struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); NSLog(@"1=%d, 2=%d, 3=%d", CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image),CGImageGetBytesPerRow(image)); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; I confusing about how to initialize the 2-D matrix in which the matrix store data of pixels.

    Read the article

  • Interface Builder hang up on retina images

    - by Jim
    In my app I create 2 folders for images "Standard" and "Retina" where I put a lot of images for my app. When I open one of my xib file, Interface Builder hang up... I found that if I remove Retina Image that is used by this xib, then IB will open xib without any problem... This problem occurs only with 1 xib file, another xib files can be opened without any problems. What can be the reason of hang up? Can image be bad? Or maybe I shouldn't put Retina Images to "Retina" folder? What can be the reason? Thanks...

    Read the article

  • How to track the touch vector?

    - by mystify
    I need to calculate the direction of dragging a touch, to determine if the user is dragging up the screen, or down the screen. Actually pretty simple, right? But: 1) Finger goes down, you get -touchesBegan:withEvent: called 2) Must wait until finger moves, and -touchesMoved:withEvent: gets called 3) Problem: At this point it's dangerous to tell if the user did drag up or down. My thoughts: Check the time and accumulate calculates vectors until it's secure to tell the direction of touch. Easy? No. Think about it: What if the user holds the finger down for 5 minutes on the same spot, but THEN decides to move up or down? BANG! Your code would fail, because it tried to determine the direction of touch when the finger didn't move really. Problem 2: When the finger goes down and stays at the same spot for a few seconds because the user is a bit in the wind and thinks about what to do now, you'll get a lot of -touchesMoved:withEvent: calls very likely, but with very minor changes in touch location. So my next thought: Do the accumulation in -touchesMoved:withEvent:, but only if a certain threshold of movement has been exceeded. I bet you have some better concepts in place?

    Read the article

  • Why are all my masked views unmasked in my view snapshot?

    - by mystify
    I'm taking a snapshot of an view. This view has got some subviews which have layer masks applied to them. For some reason, those masks take no effect in the snapshot and the masked parts are completely visible. UIGraphicsBeginImageContext(theView.frame.size); [theView.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); I assume this is a bug in the framework. But maybe it's not? Did I do anything wrong here?

    Read the article

  • Fatsest way to edit alpha of CGImage (or UIImage) with touch and then display?

    - by Pankaj
    I have two image views, one on top of the another, with two different images. As the user touches the image and moves his/her finger, the top image should become transparent along the touch points with a fixed radius. (Like the PhotoChop app). Currently I am doing it this way... For each touch. Get a copy of the image buffer from CGImage of the top image. Edit the alpha channel of the buffer to create a transparent circle centered at the touch point. Create new CGImage from the buffer. Create UIImage from the CGImage and use the new UIImage as the top image view's image. This works but as you can see too many copy, creates are involved and it is slow. Can somebody please suggest me a faster way of doing the same thing?

    Read the article

  • how do I get the program to Know which annotation is selected and be able to access properties of it

    - by kevin Mendoza
    So far my program can display a database of custom annotation views. Eventually I want my program to be able to display extra information after a button on the annotation bubble is clicked. Each element in the database has a unique entry Number, so I thought it would be a good idea to add this entry number as a property of the custom annotation. The problem I am having is that after the button is clicked and the program switches to a new view I am unable to retrieve the entry number of the annotation I selected. Below is the code that assigns the entry Number property to the annotation: for (id mine in mines) { workingCoordinate.latitude = [[mine latitudeInitial] doubleValue]; workingCoordinate.longitude = [[mine longitudeInitial] doubleValue]; iProspectAnnotation *tempMine = [[iProspectAnnotation alloc] initWithCoordinate:workingCoordinate]; [tempMine setTitle:[mine mineName]]; [tempMine setAnnotationEntryNumber:[mine entryNumber]]; } [mines dealloc]; When the button on an annotation is selected, this is the code that initializes the new view: - (void)mapView:(MKMapView *)mapView annotationView:(MKAnnotationView *)view calloutAccessoryControlTapped:(UIControl *)control { mineInformationController *controller = [[mineInformationController alloc] initWithNibName:@"mineInformationController" bundle:nil]; controller.modalTransitionStyle = UIModalTransitionStyleCrossDissolve; [self presentModalViewController:controller animated:YES]; [controller release]; } and lastly is my attempt at retrieving the entryNumber property from the new view so that I can compare it to the mines database and retrieve more information on the array element. iProspectFresno_LiteAppDelegate *appDelegate = (iProspectFresno_LiteAppDelegate *)[[UIApplication sharedApplication] delegate]; NSMutableArray* mines = [[NSMutableArray alloc] initWithArray:(NSMutableArray *)appDelegate.mines]; for(id mine in mines) { if ([[mine entryNumber] isEqualToNumber: /*the entry Number of the selected annotation*/]) { /* display the information in the mine object */ } } So how do I access this entry number property in this new view controller?

    Read the article

  • Correct way to switch between UIView with ARC. My way leads to memory leaks :( (iOS)

    - by Andrei Golubev
    i use xcode 4.4 with ARC on.. I have dynamically created UIViews in the ViewController.m: UIView*myviews[10]; Then in the - (void)viewDidLoad function i fill each of it with pictures i need myviews[viewIndex] = [[UIView alloc]initWithFrame:myrec]; UIImage *testImg; UIImageView * testImgView; testImg = [UIImage imageNamed:[NSString stringWithFormat:@"imgarray%d.png", viewIndex]; testImgView.image = testImg; viewindex++; So all seems to be fine, when i want to jump from one view to another i do with two buttons next: [self.view addSubview:views[viewIndex]]; CATransition *animation = [CATransition animation]; [animation setDelegate:self]; [animation setDuration:1.0f]; [animation setType:@"rippleEffect"]; [animation setSubtype:kCATransitionFromTop]; //[animation setTimingFunction:[CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseInEaseOut]]; [self.view.layer addAnimation:animation forKey:@"transitionViewAnimation"]; Nothing seems to be bad, but the memory consumption grows with huge speed when i switch between views.. and then i get low memory warning or sometimes application will just crash. I have tried to use UIViewController array and was switching between the controllers: nothing changes, the memory low warning is what i end up with.. Maybe i need to clean the memory somehow? But how? ARC does not allow to use release and so on.. last what i have tried (sorry, maybe not very professional) before to add new subview is this NSArray *viewsToRemove = [self.view subviews]; for (UIView *views in viewsToRemove) { [views removeFromSuperview]; } But this does not help either.. Please don't judge too strong, i am still new to iOS and Objective-c..

    Read the article

  • First and last UITableViewCell keep changing while scrolling.

    - by W Dyson
    I have a tableView with cells containing one UITextField as a subview for each cell. My problem is that when I scroll down, the text in the first cell is duplicated in the last cell. I can't for the life if me figure out why. I have tried loading the cells from different nibs, having the textFields as ivars. The UITextFields don't seem to be the problem, I'm thinking it has something to do with the tableView reusing the cells. The textFields all have a data source that keeps track of the text within the textField and the text is reset each time the cell is shown. Any ideas? UPDATE: Thanks guys, here's a sample: - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { NSLog(@"Section %i, Row %i", indexPath.section, indexPath.row); static NSString *JournalCellIdentifier = @"JournalCellIdentifier"; UITableViewCell *cell = (UITableViewCell *)[self.tableView dequeueReusableCellWithIdentifier:JournalCellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:JournalCellIdentifier] autorelease]; cell.selectionStyle = UITableViewCellSelectionStyleNone; cell.accessoryType = UITableViewCellAccessoryNone; } if (indexPath.section == 0) { UITextField *textField = (UITextField *)[self.authorCell viewWithTag:1]; [cell addSubview:textField]; self.authorTextField = textField; self.authorTextField.text = [self.textFieldDictionary objectForKey:@"author"]; NSLog(@"Reading Author:%@", [self.textFieldDictionary objectForKey:@"author"]); } else if (indexPath.section == 1) { UITextField *textField = (UITextField *)[self.yearCell viewWithTag:1]; [cell addSubview:textField]; self.yearTextField = textField; self.yearTextField.text = [self.textFieldDictionary objectForKey:@"year"]; NSLog(@"Reading Year:%@", [self.textFieldDictionary objectForKey:@"year"]); } else if (indexPath.section == 2) { UITextField *textField = (UITextField *)[self.volumeCell viewWithTag:1]; [cell addSubview:textField]; self.volumeTextField = textField; self.volumeTextField.text = [self.textFieldDictionary objectForKey:@"volume"]; NSLog(@"Reading Volume:%@", [self.textFieldDictionary objectForKey:@"volume"]); } return cell; }

    Read the article

  • Print out the variable name objective-C

    - by vodkhang
    Continued from the last question here: Log method name in Obj-C . I just wondered if there is a way to print out the variable name as well. For example: NSString *name = "vodkhang"; NCLog(@"%@", name); and I hope that the output should be: name: vodkhang Just to summarize the previous post, currently, I can print out the class name, method name and the line number when I call NCLog(@"Hello World"); <ApplicationDelegate:applicationDidFinishLaunching:10>Hello world with #define NCLog(s, ...) NSLog(@"<%@:%d> %@", __FUNCTION__, __LINE__, [NSString stringWithFormat:(s), ##__VA_ARGS__])

    Read the article

  • NSDecimalNumber multiplication strangeness

    - by rein
    ExclusivePrice, quantity are both NSDecimalNumbers. NSDecimalNumber *price = [exclusivePrice decimalNumberByMultiplyingBy:quantity]; NSLog(@"%@ * %@ = %@", exclusivePrice, quantity, price); The result I get: 2010-04-05 00:22:29.111 TestApp[13269:207] 65 * 2 = -0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000007169919476068871316457914368 What I expected: 2010-04-05 00:22:29.111 TestApp[13269:207] 65 * 2 = 130 Can anyone explain this please?

    Read the article

  • NSContextManagedObject - Problem Accessing it

    - by Jacob
    I have tab bar navigation application and The problem is that in my root controller I am able to set its NSContextManagedObject to the app delegates...However when I try to do the same on the other controller the application freezes... This only happens in the ViewDidLoad but thats where I need to set it so I can fetch the data

    Read the article

< Previous Page | 530 531 532 533 534 535 536 537 538 539 540 541  | Next Page >