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  • Problem in UITableViewDelegate - RowSelected gives wrong NSIndexPath

    - by vlad259
    I have a UITableViewSource which I have subclassed. I'm overriding GetCell and using my own subclassed cells, like so: public override UITableViewCell GetCell(UITableView tableView, NSIndexPath indexPath) { MarketItem item=_tableItems[indexPath.Section].Items[indexPath.Row]; MarketCell cell=tableView.DequeueReusableCell(_cellIdentifier) as MarketCell; if (cell==null) { cell=new MarketCell(UITableViewCellStyle.Subtitle,_cellIdentifier,item); } // decorate the cell // ... return cell; } This works but when I get events in my UITableViewDelegate, the index path gets me the wrong cell (events like AccessoryButtonTapped, WillSelectRow etc). The Section and Row numbers look correct but when I do a tableView.CellAt(indexPath) I get the wrong cell. (The row and section numbers again look correct.) Things to note: The table is constantly being updated - items arrive in a different thread which are then InvokeOnMainThread'd Although the table is constantly updated, rows and sections are only added - nothing is re-ordered or deleted If I pause the updates when I get a 'WillSelectRow', it doesn't help Most interestingly (but not a shippable solution) if I make a new cell each time rather than doing DequeueReusableCell, it works correctly. I can't help thinking it's a stupid bug of my own making but can't find it. Any help would be most gratefully received!

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  • Add a background image to tables in a navigation view in a tabbed application

    - by padatronic
    Hi people, I have a tabbed application which then has a navigation controller. In each the navigation controller I an a table View Controller which obviously contains a table. I push a new table view controller from this one. I want to put a background to the table but can only add an image infront of the table. I think this may be because I am adding the sub view in the table view controller, but I don't seem to be able to add it anywhere else. Please could you help me, thanks.

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  • How to reference object values from subview?

    - by Frank Martin
    I have a ViewController and add programmatically a subview. During the initialization of the subview (initWithFrame) i want to set some attributes to values according to attributes that belong to another ViewControllers Child-Object (not a view). -(id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // The following is kind of what i want self.myAttribute = [self.viewController.otherObject otherValue]; } return self; } Thanks in advance for any answers and comments how to improve the question. Frank

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  • How do you create an invisible button that covers the whole screen including navigation controller?

    - by Jim
    I have a simple tableview that navigates to a detailed view with a navigation controller. In the detailed view I need to create a button which when pressed isolates all other buttons displayed on the screen including the navigation controller back button. I know how to get the invisible button to cover most of buttons the screen but I can't get it to cover the navigation controller back button as this has been created in the parent view. How do I pop it over the top of the navigation controller from the detail view?

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  • How to unit tests functions which return results asyncronously in XCode?

    - by DevDevDev
    I have something like - (void)getData:(SomeParameter*)param { // Remotely call out for data returned asynchronously // returns data via a delegate method } - (void)handleDataDelegateMethod:(NSData*)data { // Handle returned data } I want to write a unit test for this, how can I do something better than NSData* returnedData = nil; - (void)handleDataDelegateMethod:(NSData*)data { returnedData = data; } - (void)test { [obj getData:param]; while (!returnedData) { [NSThread sleep:1]; } // Make tests on returnedData }

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  • Why does UITableViewCell have a contentView property?

    - by mystify
    What's the point of this contentView property? I mean: Why aren't all the subviews just added to self? Let me get that right: Every cell is a view (UITabvleViewCell is a UIView subclass). And this fat view has another fat view with same bounds sitting on top of it, called contentView. That contentView then carries all those other subviews. Now why didn't they save that extra chunk of memory? Is there any genius logic behind this decision? Would love to understand the reason for this.

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  • Is Core Animation causing my subviews to call -drawRect for every single frame?

    - by mystify
    I made a nice UIView subclass which paints all its stuff in -drawRect:, because people said that's good. That view is a subview of another. This another view is beeing animated with Core Animation: It's scaled down, rotated and moved. However, I encountered this: -drawRect seems to get called trillion of times during animation, and performance sucks. Is that normal or did I do something wrong, probably?

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  • What is the proper way to change the UINavigationController transition effect

    - by Felipe Sabino
    I have seen lots of people asking on how to push/pop UINavigationControllers using other animations besides the default one, like flip or curl. The problem is that either the question/answer was relative old, which means the have some things like [UIView beginAnimations:] (example here) or they use two very different approaches. The first is to use UIView's transitionFromView:toView:duration:options:completion: selector before pushing the controller (with the animation flag set to NO), like the following: UIViewController *ctrl = [[UIViewController alloc] init]; [UIView transitionFromView:self.view toView:ctrl.view duration:1 options:UIViewAnimationOptionTransitionFlipFromTop completion:nil]; [self.navigationController pushViewController:ctrl animated:NO]; Another one is to use CoreAnimation explicitly with a CATransaction like the following: // remember you will have to have the QuartzCore framework added to your project for this approach and also add <QuartzCore/QuartzCore.h> to the class this code is used CATransition* transition = [CATransition animation]; transition.timingFunction = [CAMediaTimingFunction functionWithName:kCAMediaTimingFunctionEaseIn]; transition.duration = 1.0f; transition.type = @"flip"; transition.subtype = @"fromTop"; [self.navigationController.view.layer removeAllAnimations]; [self.navigationController.view.layer addAnimation:transition forKey:kCATransition]; UIViewController *ctrl = [[UIViewController alloc] init]; [self.navigationController pushViewController:ctrl animated:NO]; There are pros and cons for both approaches. The first approach gives me a much cleaner code but restricts me from using animations like "suckEffect", "cube" and others. The second approach feels wrong just by looking at it. It starts by using undocumented transitions types (i.e. not present in the Common transition types documentation from CATransition Class Reference) which might get your app rejected from App Store (I mean might as I could not found any reference of apps being rejected because it was using this transactions, which I would also appreciate any clarification on this matter), but it gives you much more flexibility on your animations, as I can use other animation types such as "cameraIris", "rippleEffect" and so on. Regarding all that, do I really need to appeal for QuartzCore and CoreAnimation whenever I need a fancier UINavigationController transition? Is there any other way to accomplish the same effect using only UIKit? If not, will the use of string values like "flip" and "cube" instead of the pre-defined constants (kCATransitionFade, kCATransitionMoveIn, etc...) be an issue regarding my app approval in the App Store? Also, are there other pros and cons regarding both approaches that could help me deciding whether to choose each one of them?

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  • GameKit server disconnect makes session invalid

    - by Markus
    Hi everyone, I'm trying to build a 4 player multiplayer game using GameKit. I tried many things and I'm currently using client/server mode, meaning that I have 1 session in GKSessionModeServer and 3 other sessions connecting to this one in GKSessionModeClient. My goal is, that when a user leaves the game or gets disconnected for whatever reason, that the others can continue their game. So far this works if any of the Clients leave the game, but if the Sevrer leaves the game, send and receive calls are not reaching the other peers anymore. I tried the same with 4 peers in GKSessionModePeer with the same result (where the player who accepts connections cannot quit). Does anyone had better success in making this work? Any help is highly appreciated. Thanks!

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  • Two UITableView in one UIViewController problem

    - by georgij
    I considered to use two UITableView in one UIViewController which is also do data source for them but encountered the problem that while both tables visit numberOfRowsInSection only one visit cellForRowAtIndexPath at the start and both tables contain empty rows. Do someone know why this happens?

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  • How To Read A Remote Text File

    - by XcodeDev
    Hi, I would like to read a remote text file called posts.txt on my website. An example of the insides of the posts.txt file would be this: <div style="width : 300px; position : relative"><font face="helvetica, geneva, sans serif" size="6"><b>2</b></font><font face="helvetica, geneva, sans serif" size="4"><i> scored by iSDK</i></font><br><img src="Bar.png" /></div><div style="width : 300px; position : relative"><font face="helvetica, geneva, sans serif" size="6"><b>2</b></font><font face="helvetica, geneva, sans serif" size="4"><i> scored by martin</i></font><br><img src="Bar.png" /></div> What I wanted to know is how can I get the score, and scored by text from the .txt file? The score is (in this case) the: <b>2</b>, and the scored by text in this case would be: "scored by iSDK". Any code telling me how to do this is twice as helpful! Thanks in advanced XcodeDev

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  • MFMessageComposeViewControllerDelegate error - black screen

    - by user1053839
    I'm using the following code to show in-app sms. My app don't have a status bar. (I'm using 320x480 pixels screen in portrait view). the problem is that when I load the controller, the screen becomes black as you can see from the image... http://desmond.imageshack.us/Himg211/scaled.php?server=211&filename=schermata092456187alle1.png&res=landing this is the code: MFMessageComposeViewController *picker = [[MFMessageComposeViewController alloc] init]; picker.messageComposeDelegate = self; picker.recipients = [NSArray arrayWithObject:@"123456789"]; // your recipient number or self for testing picker.body = @"test"; [self presentModalViewController:picker animated:YES];

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  • My UITabBarController isn't appearing, but its first view is?

    - by E-Madd
    I've done some reorganizing of my project recently and now I'm not seeing my tab bar controller, but its first view controller's view is appearing. Here's a breakdown of everything that happens prior to the problem. App Delegate loads FirstViewController with nib. FirstViewController loads the application data from my server and then presents MainViewController with a modal transition. MainViewController is where the UITabBarController is supposed to be appearing. It's a very simple class. The .h @interface MainViewController : UIViewController <UITabBarControllerDelegate> { IBOutlet UITabBarController *tabBarController; } @property (nonatomic, retain) UITabBarController *tabBarController; @end The .m @implementation MainViewController @synthesize tabBarController; - (void)viewDidLoad { NSLog(@"MainViewController viewDidLoad"); //set tab bar controller delegate to self tabBarController.delegate = self; // home view HomeViewController *home = [[HomeViewController alloc] initWithTab]; // menu view MenuViewController *menu = [[MenuViewController alloc] initWithTab]; // special offers view SpecialOffersViewController *so = [[SpecialOffersViewController alloc] initWithTab]; // events view EventsViewController *events = [[EventsViewController alloc] initWithTab]; // info view InfoViewController *info = [[InfoViewController alloc] initWithTab]; //populate the tab bar controller with view controllers NSArray *controllers = [NSArray arrayWithObjects:home, menu, so, events, info, nil]; tabBarController.viewControllers = controllers; //release view controllers [home release]; [menu release]; [so release]; [events release]; [info release]; [controllers release]; //add tab bar controller to view [self.view addSubview:tabBarController.view]; [super viewDidLoad]; } and here's the bit from FirstViewController that modally presents the MainViewController... MainViewController *controller = [[MainViewController alloc] initWithNibName:@"MainViewController" bundle:nil]; controller.modalTransitionStyle = UIModalTransitionStyleFlipHorizontal; [self presentModalViewController:controller animated:YES]; [controller release]; I'm not getting any compiler errors or warnings and the app runs swell... no crashing. It just isn't showing the darned TabBar, and it used to when I was creating it on my AppDelegate. I checked everything in my NIB and my outlets seem to be hooked up ok. I have no idea what's happened. Help!

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  • Loading local html pages in UIWebView

    - by mwt
    I'm working with a UIWebView loading local (i.e. in the source bundle) html pages, ala Apple's Transweb example. Loading the first page is trivial. However, I have added a second html page and linked to it from the first. Attempting to link to a second page doesn't seem to work. Anyone know how to make this work? Thanks.

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  • Loading views dynamically

    - by Dan
    Case 1: I have created View-based sample application and tried execute below code. When I press on "Job List" button it should load another view having "Back Btn" on it. In test function, if I use [self.navigationController pushViewController:jbc animated:YES]; nothing gets loaded, but if I use [self presentModalViewController:jbc animated:YES]; it loads another view haveing "Back Btn" on it. Case 2: I did create another Navigation Based Applicaton and used [self.navigationController pushViewController:jbc animated:YES]; it worked as I wanted. Can someone please explain why it was not working in Case 1. Does it has something to do with type of project that is selected? @interface MWViewController : UIViewController { } -(void) test; @end @interface JobViewCtrl : UIViewController { } @end @implementation MWViewController (void)viewDidLoad { UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(80, 170, 150, 35); [btn setTitle:@"Job List!" forState:UIControlStateNormal]; [btn addTarget:self action:@selector(test) forControlEvents:UIControlEventTouchUpInside]; [self.view addSubview:btn]; [super viewDidLoad]; } -(void) test { JobViewCtrl* jbc = [[JobViewCtrl alloc] init]; [self.navigationController pushViewController:jbc animated:YES]; //[self presentModalViewController:jbc animated:YES]; [jbc release]; } (void)dealloc { [super dealloc]; } @end @implementation JobViewCtrl -(void) loadView { self.view = [[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]]; self.view.backgroundColor = [UIColor grayColor]; UIButton* btn = [UIButton buttonWithType:UIButtonTypeRoundedRect]; btn.frame = CGRectMake(80, 170, 150, 35); [btn setTitle:@"Back Btn!" forState:UIControlStateNormal]; [self.view addSubview:btn]; } @end

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  • How to resize a UISwitch?

    - by mshsayem
    I have made a custom UISwitch (from this post). But the problem is, my custom texts are a bit long. Is there any way to resize the switch? [I tried setBounds, did not work] Edit: Here is the code I used: @interface CustomUISwitch : UISwitch - (void) setLeftLabelText: (NSString *) labelText; - (void) setRightLabelText: (NSString *) labelText; @end @implementation CustomUISwitch - (UIView *) slider { return [[self subviews] lastObject]; } - (UIView *) textHolder { return [[[self slider] subviews] objectAtIndex:2]; } - (UILabel *) leftLabel { return [[[self textHolder] subviews] objectAtIndex:0]; } - (UILabel *) rightLabel { return [[[self textHolder] subviews] objectAtIndex:1]; } - (void) setLeftLabelText: (NSString *) labelText { [[self leftLabel] setText:labelText]; } - (void) setRightLabelText: (NSString *) labelText { [[self rightLabel] setText:labelText]; } @end mySwitch = [[CustomUISwitch alloc] initWithFrame:CGRectZero]; //Tried these, but did not work //CGRect aFrame = mySwitch.frame; //aFrame.size.width = 200; //aFrame.size.height = 100; //mySwitch.frame = aFrame; [mySwitch setLeftLabelText: @"longValue1"]; [mySwitch setRightLabelText: @"longValue2"];

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  • UIActionSheet Cancel button keeps crashing my app

    - by user337174
    I am really puzzeled by this one. I have set up two UIActionSheets in my application. They work perfectly fine until you use the cancel button in the UIActionSheets. When i navigate away from the page the UIAactionSheet returns too it crashes my app. Does anyone have any ideas as too why? -(IBAction) phoneButtonClicked:(id)sender { // open a dialog with just an OK button phoneActionSheet = [[UIActionSheet alloc] initWithTitle:nil delegate:self cancelButtonTitle:@"Cancel" destructiveButtonTitle:nil otherButtonTitles:[NSString stringWithFormat:@"Phone: %@",phone],nil]; phoneActionSheet.actionSheetStyle = UIActionSheetStyleDefault; [phoneActionSheet showInView:self.view]; // show from our table view (pops up in the middle of the table) [phoneActionSheet release]; } -(void)actionSheet:(UIActionSheet *)actionSheet clickedButtonAtIndex:(NSInteger)buttonIndex { if (actionSheet == phoneActionSheet) { if(buttonIndex == 0){ NSString *callPhone = [NSString stringWithFormat:@"tel:%@",phone]; NSLog(@"Calling: %@", callPhone); [[UIApplication sharedApplication] openURL:[NSURL URLWithString:callPhone]]; } } }

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  • How to get colliding effect or bouncy when ball hits the track.

    - by Chandan Shetty SP
    I am using below formula to move the ball circular, where accelX and accelY are the values from accelerometer, it is working fine. But the problem in this code is mRadius (I fixed its value to 50), i need to change mRadius according to accelerometer values and also i need bouncing effect when it touches the track. Currently i am developing code by assuming only one ball is on the board. float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); Here is the snap of the game i want to develop: Updated: I am sending the updated code... mRadius = 5; mRange = NSMakeRange(0,60); -(void) updateBall: (UIAccelerationValue) accelX withY:(UIAccelerationValue)accelY { float degrees = -atan2(accelX, accelY) * 180 / 3.14159; int x = cCentrePoint.x + mRadius * cos(degreesToRadians(degrees)); int y = cCentrePoint.y + mRadius * sin(degreesToRadians(degrees)); //self.targetRect is rect of ball Object self.targetRect = CGRectMake(newX, newY, 8, 9); self.currentRect = self.targetRect; //http://books.google.co.in/books?id=WV9glgdrrrUC&pg=PA455#v=onepage&q=&f=false static NSDate *lastDrawTime; if(lastDrawTime!=nil) { NSTimeInterval secondsSinceLastDraw = -([lastDrawTime timeIntervalSinceNow]); ballXVelocity = ballXVelocity + (accelX * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; ballYVelocity = ballYVelocity + -(accelY * secondsSinceLastDraw) * [self isTouchedTrack:mRadius andRange:mRange]; distXTravelled = distXTravelled + secondsSinceLastDraw * ballXVelocity * 50; distYTravelled = distYTravelled + secondsSinceLastDraw * ballYVelocity * 50; CGRect temp = self.targetRect; temp.origin.x += distXTravelled; temp.origin.y += distYTravelled; int radius = (temp.origin.x - cCentrePoint.x) / cos(degreesToRadians(degrees)); if( !NSLocationInRange(abs(radius),mRange)) { //Colided with the tracks...Need a better logic here ballXVelocity = -ballXVelocity; } else { // Need a better logic here self.targetRect = temp; } //NSLog(@"angle = %f",degrees); } [lastDrawTime release]; lastDrawTime = [ [NSDate alloc] init]; } In the above code i have initialized mRadius and mRange(indicate track) to some constant for testing, i am not getting the moving of the ball as i expected( bouncing effect when Collided with track ) with respect to accelerometer. Help me to recognize where i went wrong or send some code snippets or links which does the similar job. I am searching for better logic than my code, if you found share with me.

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  • Keeping User-Input UITextVIew Content Constrained to Its Own Frame

    - by siglesias
    Trying to create a large textbox of fixed size. This problem is very similar to the 140 character constraint problem, but instead of stopping typing at 140 characters, I want to stop typing when the edge of the textView's frame is reached, instead of extending below into the abyss. Here is what I've got for the delegate method. Seems to always be off by a little bit. Any thoughts? - (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text { BOOL edgeBump = NO; CGSize constraint = textView.frame.size; CGSize size = [[textView.text stringByAppendingString:text] sizeWithFont:textView.font constrainedToSize:constraint lineBreakMode:UILineBreakModeWordWrap]; CGFloat height = size.height; if (height > textView.frame.size.height) { edgeBump = YES; } if([text isEqualToString:@"\b"]){ return YES; } else if(edgeBump){ NSLog(@"EDGEBUMP!"); return NO; } return YES; } EDIT: As per Max's suggestion below, here is the code that works: - (BOOL)textView:(UITextView *)textView shouldChangeTextInRange:(NSRange)range replacementText:(NSString *)text { CGSize constraint = textView.frame.size; NSString *whatWasThereBefore = textView.text; textView.text = [textView.text stringByReplacingCharactersInRange:range withString:text]; if (textView.contentSize.height >= constraint.height) { textView.text = whatWasThereBefore; } return NO; }

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