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  • NSData in CoreData is not saving properly

    - by abisson
    I am currently trying to store images I download from the web into an NSManagedObject class so that I don't have to redownload it every single time the application is opened. I currently have these two classes. Plant.h @property (nonatomic, retain) NSString * name; @property (nonatomic, retain) PlantPicture *picture; PlantPicture.h @property (nonatomic, retain) NSString * bucketName; @property (nonatomic, retain) NSString * creationDate; @property (nonatomic, retain) NSData * pictureData; @property (nonatomic, retain) NSString * slug; @property (nonatomic, retain) NSString * urlWithBucket; Now I do the following: - (UICollectionViewCell *)collectionView:(UICollectionView *)collectionView cellForItemAtIndexPath:(NSIndexPath *)indexPath { PlantCollectionCell *cell = [collectionView dequeueReusableCellWithReuseIdentifier:CellIdentifier forIndexPath:indexPath]; Plant *plant = [self.fetchedResultsController objectAtIndexPath:indexPath]; cell.plantLabel.text = plant.name; if(plant.picture.pictureData == nil) { NSLog(@"Downloading"); NSMutableString *pictureUrl = [[NSMutableString alloc]initWithString:amazonS3BaseURL]; [pictureUrl appendString:plant.picture.urlWithBucket]; NSURLRequest *request = [NSURLRequest requestWithURL:[NSURL URLWithString:pictureUrl]]; AFImageRequestOperation *imageOperation = [AFImageRequestOperation imageRequestOperationWithRequest:request success:^(UIImage *image) { cell.plantImageView.image = image; plant.picture.pictureData = [[NSData alloc]initWithData:UIImageJPEGRepresentation(image, 1.0)]; NSError *error = nil; if (![_managedObjectContext save:&error]) { NSLog(@"Unresolved error %@, %@", error, [error userInfo]); } }]; [imageOperation start]; } else { NSLog(@"Already"); cell.plantImageView.image = [UIImage imageWithData:plant.picture.pictureData]; } NSLog(@"%@", plant.name); return cell; } The plant information is present, as well as the picture object. However, the NSData itself is NEVER saved throughout the application opening and closing. I always have to REDOWNLOAD the image! Any ideas!? [Very new to CoreData... sorry if it is easy!] thanks!

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  • NSNull isEqualToString Issue With JSON Response

    - by IconicDigital
    I am getting the following error -[NSNull isEqualToString:]: unrecognized selector sent to instance 0x3c168090 on this line of code cell.offerTitle.text = [voucherData objectForKey:@"offer_title"]; Could someone help me correct the problem please? Thanks Oliver * Update ** NSlog [voucherData objectForKey:@"offer_title"] and I get the following 2012-12-05 16:50:17.512 app.co.uk - Vouchers and Deals[6350:907] <null> 2012-12-05 16:50:17.514 app.co.uk - Vouchers and Deals[6350:907] -[NSNull isEqualToString:]: unrecognized selector sent to instance 0x3c168090 Checked the JSON and there was a null value, I have done the following to check if null but this isn't working if([voucherData objectForKey:@"offer_title"] == NULL){ cell.offerTitle.text = @"INVALID"; }else{ cell.offerTitle.text = [voucherData objectForKey:@"offer_title"]; }

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  • Animate screen while loading textures

    - by Omega
    My RPG-like game has random battles. When the player enters a random battle, it is necessary for my game to load the textures used within that battle (animated monsters, animations, etc). The textures are quite a lot, and rather big (the battles are very graphical intensive). Such process consumes significant time. And while it is loading, the whole screen freezes. The game's map freezes, and the wait time is significant - I personally find it annoying. I can't afford to preload the textures because, after doing some math, I realized: If I preload all the textures at the beginning of the game, the application will definitely crash. If I preload the textures that are used in a specific map when the player enters the map, the application is very likely to crash as well. I can only afford to load the textures when I need them, and dispose of them as soon as the battle ends. I'd prefer to not use a "loading screen" image because it affects my game's design and concept. I want to avoid this approach. If I could do some kind of animation while loading the textures, it would be great, which leads to my question: is that possible? What kind of animation, you ask? Well, how about... you remember when Final Fantasy used to distort the screen while apparently loading the textures? Something like that. But well, distorting is quite a time-consuming process as well, so maybe just a cool frame-by-frame animation or something. While writing this, I realized that I could make small pauses between textures (there are multiple textures), and during such pauses, I update the screen to represent the animation's state. However, this is very unlikely to happen, because each texture is 2048x2048, so the animation would be refreshed at a rather laggy (and annoying) rate. I'd prefer to avoid this as well.

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  • Putting data from SONObjectWithData to UITableView

    - by user2966615
    i am building a app in which i am getting data from a php file and already NSLoging it in xcode and it is showing data in this format: jsonObject=( ( 1, abc, "[email protected]", "501 B3 Town" ), ( 2, sam, "[email protected]", "502 B3 Town" ), ( 3, jhon, "[email protected]", "503 B Town" ) ) and here is my viewdidload - (void)viewDidLoad { [super viewDidLoad]; statuses=[[NSMutableArray alloc]init]; NSURL *myURL = [NSURL URLWithString:@"http://url/result.php"]; NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:myURL cachePolicy:NSURLRequestReloadIgnoringLocalCacheData timeoutInterval:60]; [NSURLConnection sendAsynchronousRequest:request queue:[NSOperationQueue mainQueue] completionHandler:^(NSURLResponse *response, NSData *data, NSError *error) { NSLog(@"Finished with status code: %i", [(NSHTTPURLResponse *)response statusCode]); id jsonObject = [NSJSONSerialization JSONObjectWithData:data options:NSJSONReadingAllowFragments error:nil]; NSLog(@"jsonObject=%@",jsonObject); statuses = [NSJSONSerialization JSONObjectWithData:data options:kNilOptions error:&error]; }]; } now i want to display all records in uitableview. can anyone tell me how can i do that. Thanks

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  • CoreData leak when reading a property

    - by Kamchatka
    Hello, I have the following code in a loop iterating over the different document objects: NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init]; [document primitiveValueForKey:@"data"]; [data writeToFile:filename atomically:NO]; [document.managedObjectContext refreshObject:document mergeChanges:NO]; [pool release]; The "data" property is a large blob (a 1MB image). And as I monitor the memory with the Allocation Instrument memory usage is increasing. I cannot find where the leak is coming from and how to remove it. Thanks!

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  • how to make a tableview to be grouped style without indenting cells

    - by Ying
    Hi, I want a tableview without floating headers and footers, but in the UITableViewStylePlain style. When I used a grouped style tableview, it draws this rounded rectangle around my cells, and it is annoying!! Is there a setting to turn this off? I have tried tableView.backgroundView = nil; tableView.separatorStyle = UITableViewCellSeparatorStyleNone; tableView.autoresizingMask = UIViewAutoresizingNone; All don't work. Does anyone have any idea how to do this? Thanks

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  • Search pattern in string using regex in obj-c

    - by manileo86
    I'm working on a string pattern match algorithm. I use NSRegularExpression for finding the matches. For ex: I've to find all words starting with '#' in a string.. Currently I use the following regex function: static NSRegularExpression *_searchTagRegularExpression; static inline NSRegularExpression * SearchTagRegularExpression() { if (!_searchTagRegularExpression) { _searchTagRegularExpression = [[NSRegularExpression alloc] initWithPattern:@"(?<!\\w)#([\\w\\._-]+)? options:NSRegularExpressionCaseInsensitive error:nil]; } return _searchTagRegularExpression; } and I use it as below: NSRegularExpression *regexp = SearchTagRegularExpression(); [regexp enumerateMatchesInString:searchString options:0 range:stringRange usingBlock:^(NSTextCheckingResult *result, NSMatchingFlags flags, BOOL *stop) { // comes here for every match with range }]; This works properly. But i just want to know if this is the best way. suggest if there's any better alternative...

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  • drawRect gets called on UIView subclass but not on UIViewController

    - by HotFudgeSunday
    My code is working so far but I had to create a Class for the UIView. This is a bit inconvenient because I need to interact with the ViewController too. BTW, I did try [self setNeedsDisplay] on the ViewDidLoad of the UIViewController subclass file but it didn't work. Here's the code, which works on UIView Subclass but doesn't get called on a UIViewController one: - (void)drawRect:(CGRect)rect { UIColor *currentColor = [UIColor redColor]; CGContextRef context = UIGraphicsGetCurrentContext(); someNum = 1; CGContextBeginPath(context); CGContextMoveToPoint(context, 30, 40); [self addDotImageX:30 andY:40]; CGContextSetLineWidth(context, 2); CGContextSetStrokeColorWithColor(context, currentColor.CGColor); CGContextStrokePath(context); } Any ideas on what to try? BTW, this is a TabBar App. I know those can somehow block the calls to drawRect. The Tabs where created programatically, not through a Nib. Eg: NSMutableArray *listOfViewControllers = [[NSMutableArray alloc] init]; UIViewController *vc; vc = [[Education alloc] init]; vc.title = @"Education"; [listOfViewControllers addObject:vc]; vc.tabBarItem.image = [UIImage imageNamed:@"info.png"]; [vc release]; I would appreciate any ideas. I've been through the answers on this site related to setNeedsDisplay not calling drawRect and haven't found an answer for my particular case. Thanks.

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  • Custom URL for the Birdhouse app

    - by bryanjclark
    I'd like to figure out the custom URL scheme for the Birdhouse iPhone app, but there doesn't seem to be any documentation. Birdhouse is an app to store drafts for Twitter. I'd like to send it a string of text, and I know that it's possible: Birdhouse responds to the URL birdhouse:/// The Twitter app sends drafts to Birdhouse if it's installed on your phone. I've figured out the birdhouse:/// part, but how do I send the text?

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  • Vertically align UILabel

    - by Ashish Agarwal
    I am trying to vertically align the text in the UILabel view of my app. The problem is that I want the text to be vertically aligned to the top and the size of the label to be 280 x 150. I am only able to achieve one of these 2 things. If I remove the line [myLabel sizeToFit]; then the alignment of the text is alright but the size is messed up. But if I add the above line, then the alignment is messed up but the size is alright. How do I fix this problem. I've added the code below - CGRect labelFrame = CGRectMake(22, 50, 280, 150); UILabel *myLabel = [[UILabel alloc] initWithFrame:labelFrame]; [myLabel setText:finalRecipe]; [myLabel setBackgroundColor: [UIColor lightGrayColor]]; [myLabel setNumberOfLines:0]; [myLabel sizeToFit]; [self.view addSubview:myLabel];

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  • Issue with GCD and too many threads

    - by dariaa
    I have an image loader class which provided with NSURL loads and image from the web and executes completion block. Code is actually quite simple - (void)downloadImageWithURL:(NSString *)URLString completion:(BELoadImageCompletionBlock)completion { dispatch_async(_queue, ^{ // dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{ UIImage *image = nil; NSURL *URL = [NSURL URLWithString:URLString]; if (URL) { image = [UIImage imageWithData:[NSData dataWithContentsOfURL:URL]]; } dispatch_async(dispatch_get_main_queue(), ^{ completion(image, URLString); }); }); } When I replace dispatch_async(_queue, ^{ with commented out dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0), ^{ Images are loading much faster, wich is quite logical (before that images would be loaded one at a time, now a bunch of them are loading simultaneously). My issue is that I have perhaps 50 images and I call downloadImageWithURL:completion: method for all of them and when I use global queue instead of _queue my app eventually crashes and I see there are 85+ threads. Can the problem be that my calling dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_HIGH, 0) 50 times in a row makes GCD create too many threads? I thought that gcd handles all the treading and makes sure the number of threads is not huge, but if it's not the case is there any way I can influence number of threads?

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  • rendering a new line in a string (\n) with drawRect

    - by Mrwolfy
    I am trying to render a string with a new line (line break \n), using drawRect. The code below renders the my string as a single line, with no line break, even though I am using the \n character. See the second to last line. UIFont *font = [UIFont fontWithName:@"HelveticaNeue-CondensedBlack" size:fontSize]; CGPoint point = CGPointMake(0,0); CGContextRef context = UIGraphicsGetCurrentContext(); CGContextSetRGBFillColor(context, 1.0, 1.0, 1.0, 1.0); CGContextSetRGBStrokeColor(context, 0.0, 0.0, 0.0, 1.0); CGContextSetLineWidth(context, 4.0); CGContextSetTextDrawingMode(context, kCGTextFillStroke); CGContextSaveGState(context); [@"test \n test" drawAtPoint:point withFont:font]; CGContextRestoreGState(context);

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  • Users adding views

    - by adamprocter
    I have created a main page (myAppViewController) and a add page rect button I have also created a page template (TemplateAViewController) all set up in Interface builder. I would like users to be able to add as many templates themselves and then page through them. I am not sure where to start. I can create views programmatic like so -(IBAction)createnewpage : (id) sender { myAppViewController *viewcontroller = [[myAppViewController alloc] initWithNibName:@"TemplateAViewController" bundle:[NSBundle mainBundle]]; [[self view] addSubview:viewcontroller.view]; } I then want to be able to navigate through these views- I guess I need to create a navigation controller to do this ?

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  • Get nul value from one ViewController to one ViewController

    - by sovannarith
    I have 2 ViewControllers namely V1 and V2. I want to pass value from V2 to V1 but I get value 0 for countV1 in V1. I saw more questions in stackoverflow but I can't deal with this small problem. I use ARC. In V1 .h file @property(nonatomic,unsafe_unretained) int countV1; .m file @synthesize countV1; In V2 .m file int countV2 = 1; V1 *v1 = [V1 alloc] initWithNibName:@"V1" bundle:nil]; v1.countV1 = countV2;

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  • Refreshing a MKMapView when the user location is updated or using default values

    - by koichirose
    I'm trying to refresh my map view and load new data from the server when the device acquires the user location. Here's what I'm doing: - (void)viewDidLoad { CGRect bounds = self.view.bounds; mapView = [[MKMapView alloc] initWithFrame:bounds]; mapView.showsUserLocation=YES; mapView.delegate=self; [self.view insertSubview:mapView atIndex:0]; [self refreshMap]; } - (void)mapView:(MKMapView *)theMapView didUpdateUserLocation:(MKUserLocation *)userLocation { //this is to avoid frequent updates, I just need one position and don't need to continuously track the user's location if (userLocation.location.horizontalAccuracy > self.myUserLocation.location.horizontalAccuracy) { self.myUserLocation = userLocation; CLLocationCoordinate2D centerCoord = { userLocation.location.coordinate.latitude, userLocation.location.coordinate.longitude }; [theMapView setCenterCoordinate:centerCoord zoomLevel:10 animated:YES]; [self refreshMap]; } } - (void)refreshMap { [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:YES]; [self.mapView removeAnnotations:self.mapView.annotations]; //default position NSString *lat = @"45.464161"; NSString *lon = @"9.190336"; if (self.myUserLocation != nil) { lat = [[NSNumber numberWithDouble:myUserLocation.coordinate.latitude] stringValue]; lon = [[NSNumber numberWithDouble:myUserLocation.coordinate.longitude] stringValue]; } NSString *url = [[NSString alloc] initWithFormat:@"http://myserver/geo_search.json?lat=%@&lon=%@", lat, lon]; NSURLRequest *theRequest=[NSURLRequest requestWithURL:[NSURL URLWithString:url] cachePolicy:NSURLRequestUseProtocolCachePolicy timeoutInterval:60.0]; [[NSURLConnection alloc] initWithRequest:theRequest delegate:self]; [url release]; [[UIApplication sharedApplication] setNetworkActivityIndicatorVisible:NO]; } I also have a - (void)connection:(NSURLConnection *)connection didReceiveData:(NSData *)data, to create and add the annotations. Here's what happens: sometimes I get the location after a while, so I already loaded data close to the default location. Then I get the location and it should remove the old annotations and add the new ones, instead I keep seeing the old annotations and the new ones are added anyway (let's say I receive 10 annotations each time, so it means that I have 20 on my map when I should have 10). What am I doing wrong?

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  • Calling popToRootViewControllerAnimated causing crash. How should I be doing this?

    - by Lewis42
    The app is for taking body measurements. The user can say I want to measure: legs, arms and neck, in the settings tab and in the main tab there is a view which loops round to take each measurement. This is achieved like so: i have tab controller the first tab has a navigation controller the first view controller on the storyboard and has one segue to itself the board loops round until it has all the measurements then it segues to a different controller the problem is: if the user changes which measurements they are taking in the settings tab, the first tab needs to completely reload, as if the app was just starting up, clearing down the whole nav stack etc. at the moment the tab controller calls popToRootViewControllerAnimated on the navigation controller in the measurements tab, but this is causing a crash. Each screen has a slider control and a call to titleForRow:forComponent: is being called on a deleted view causing it to crash. What am I doing wrong?! Here's the tab bar controller code // TabBarController.m // #import "TabBarController.h" #import "TodaysMeasurementObject.h" #import "AppDelegateProtocol.h" #import "AddMeasurementViewController.h" #import "ReadPerson.h" #import "AppDelegate.h" @interface TabBarController () <UITabBarControllerDelegate> @end @implementation TabBarController bool resetWizardView = false; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { } return self; } - (void)viewDidLoad { [super viewDidLoad]; // Do any additional setup after loading the view. self.delegate = self; [[UIDevice currentDevice] beginGeneratingDeviceOrientationNotifications]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(orientationChanged:) name:UIDeviceOrientationDidChangeNotification object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(measurementsSettingsUpdated:) name:@"MeasurementsSettingsUpdated" object:nil]; } - (void) measurementsSettingsUpdated:(NSNotification *) notification { // UINavigationController *navigationController = [self.viewControllers objectAtIndex:0]; // AddMeasurementViewController *addMeasurement = [[AddMeasurementViewController alloc] init]; // [navigationController setViewControllers: [[NSArray alloc] initWithObjects:addMeasurement, nil]]; resetWizardView = YES; } - (void) viewDidAppear:(BOOL)animated { if (![ReadPerson userHasRecords]) { [self setSelectedIndex:3]; } } - (void)orientationChanged:(NSNotification *)notification { // We must add a delay here, otherwise we'll swap in the new view // too quickly and we'll get an animation glitch [self performSelector:@selector(showGraphs) withObject:nil afterDelay:0]; } - (void)showGraphs { UIDeviceOrientation deviceOrientation = [UIDevice currentDevice].orientation; if (deviceOrientation == UIDeviceOrientationLandscapeLeft && !isShowingLandscapeView) { [self performSegueWithIdentifier: @"toGraph" sender: self]; isShowingLandscapeView = YES; } else if (deviceOrientation != UIDeviceOrientationLandscapeLeft && isShowingLandscapeView) { [self dismissModalViewControllerAnimated:YES]; isShowingLandscapeView = NO; } } - (void)viewDidUnload { [super viewDidUnload]; // Release any retained subviews of the main view. } - (void)dealloc { [[NSNotificationCenter defaultCenter] removeObserver:self]; [[UIDevice currentDevice] endGeneratingDeviceOrientationNotifications]; } - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { if(interfaceOrientation == UIInterfaceOrientationLandscapeRight) { [self performSegueWithIdentifier: @"toGraph" sender: self]; } return false; } - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { int tbi = tabBarController.selectedIndex; if (tbi == 0) { [[viewController view] setNeedsDisplay]; if (resetWizardView) { [(UINavigationController*)[self.viewControllers objectAtIndex:0] popToRootViewControllerAnimated: NO]; // ******* POP CALLED HERE ****** resetWizardView = false; } } } - (TodaysMeasurementObject*) theAppDataObject { id<AppDelegateProtocol> theDelegate = (id<AppDelegateProtocol>) [UIApplication sharedApplication].delegate; TodaysMeasurementObject* theDataObject; theDataObject = (TodaysMeasurementObject*) theDelegate.theAppDataObject; return theDataObject; } - (BOOL)shouldAutorotate { return NO; } - (NSUInteger)supportedInterfaceOrientations { return UIInterfaceOrientationMaskPortrait; } @end UPDATED - (void) measurementsSettingsUpdated:(NSNotification *) notification { NSMutableArray *viewControllers = [[NSMutableArray alloc] initWithArray: self.viewControllers]; UINavigationController *navigationController = [viewControllers objectAtIndex:0]; AddMeasurementViewController *addMeasurement = [[AddMeasurementViewController alloc] init]; [navigationController setViewControllers: [[NSArray alloc] initWithObjects:addMeasurement, nil]]; [viewControllers setObject:navigationController atIndexedSubscript:0]; self.viewControllers = viewControllers; } and removed the code from - tabBarController:didSelectViewController: but still the same error. I think the problem is that it's trying to get a value for the slide control after the view has been deleted. But some part of the view must still be alive...? Anyway to kill that off? Or leave it all alive??

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  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

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  • Load local Html file doesn't refer the js file in UIWebView

    - by Hero Vs Zero
    I am working with UIWebView project and I want to load an HTML file from a project resource. It is working fine when I run from the URL, but when I view the HTML file locally, JS files are not loaded. Loading the local HTML local file doesn't refer to js files in UIWebView. Here's my code to load the HTML file project local resource and does't refer the js file: NSString *path = [[NSBundle mainBundle] pathForResource:@"textfile" ofType:@"txt"]; NSError *error = nil; NSString *string = [[NSString alloc] initWithContentsOfFile:path encoding:NSUTF8StringEncoding error:&error]; NSString *path1 = [[NSBundle mainBundle] bundlePath]; NSURL *baseURL = [NSURL fileURLWithPath:path1]; NSLog(@"%@ >>> %@",baseURL,path); [webview loadHTMLString:string baseURL:baseURL]; This code doesn't find JS files in UIWebView, even though it loads image files from the project resource successfully.

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  • Using resources with the same name in Xcode

    - by Roberto
    Is there a way to add multiple resources with the same name to an Xcode project and have 1 of them take priority over the others? Example: I added 2 files, both called icon.png, to an Xcode project. They are on different folders in the file system (Folder1/icon.png and Folder2/icon.png) and on different groups in Xcode. Is there a way to tell Xcode to have Folder2/icon.png take priority over Folder1/icon.png? And if only 1 icon.png exists, then use that one. Thanks. EDIT (2010-12-23): You can have multiple files with the same name in an Xcode project even if they are not in separate folder references, but they are in separate groups. Once compiled, the app bundle (which will be flat with no folders in it), will only have one copy of the file (icon.png). How do you pick which copy of the file to use? I was told that you can do this for BlackBerry. It works something like this: The compiler will go down the list of files in the project and start adding them to the app bundle. If it sees a duplicate, it will overwrite it (or not), so the files at the bottom (or at the top) will have higher precedence and will be the final bundle.

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  • popViewControllerAnimated doesn't update info iPhone SDK

    - by WrightsCS
    When I try to pop a view controller, it doesnt update info for the previous view. Example: I have a cell that displays text in a label in View1. When you click on the cell it goes to View2 (for example) When I choose an option in View2, popViewControllerAnimated is used to go back to View1, however, I want the label to now be updated with the new option in View1. My dilemma is that when I pop View2, the label in View1 does not update. Any ideas? I've tried adding a [view1 reloadData]; before the view pops, but no luck. //VIEW1 the cell that displays the label. ringLabel = [[UILabel alloc] initWithFrame: CGRectMake(25, 12.7f, 250, 20)]; ringLabel.adjustsFontSizeToFitWidth = YES; ringLabel.textColor = [UIColor blackColor]; ringLabel.font = [UIFont systemFontOfSize:17.0]; ringLabel.backgroundColor = [UIColor clearColor]; ringLabel.textAlignment = UITextAlignmentLeft; ringLabel.tag = 0; ringLabel.text = [plistDict objectForKey:@"MYOPTION"]; [ringLabel setEnabled:YES]; [cell addSubview: ringLabel]; [ringLabel release]; //VIEW2 when cell clicked CustomProfileViewController *cpvc = [CustomProfileViewController alloc]; cpvc.ringtone = [ringList objectAtIndex:indexPath.row]; [cpvc.tblCustomTable reloadData]; [self.navigationController popViewControllerAnimated:YES];

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  • Presenting an EKCalendarChooser modally

    - by pmb
    I'm trying to present the new EKCalendarChooser in my app as a modal view. I'm doing it using the following code: EKCalendarChooser *calendarChooser = [[EKCalendarChooser alloc] initWithSelectionStyle:EKCalendarChooserSelectionStyleMultiple displayStyle:EKCalendarChooserDisplayAllCalendars eventStore:self.ekDataSource.eventStore]; calendarChooser.showsDoneButton = YES; calendarChooser.showsCancelButton = NO; calendarChooser.modalTransitionStyle = UIModalTransitionStyleCoverVertical; calendarChooser.delegate = self; [[self navigationController] presentViewController:calendarChooser animated:YES completion:nil]; The problem I'm having is that when the view is displayed, it is missing the done button. If however, I display the view using the following code: [[self navigationController] pushViewController:calendarChooser animated:YES]; It works just fine. The done button is displayed. Shouldn't the done button be shown with the presentViewController call as well? Thanks in advance for any help! pmb

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  • Restore and preserve UIViewController pushed from UINavigationController, no storyboard

    - by user2908112
    I try to restore a simple UIViewController that I pushed from my initial view controller. The first one is preserved, but the second one just disappear when relaunched. I don't use storyboard. I implement the protocol in every view controller and add the restorationIdentifier and restorationClass to each one of them. The second viewController inherit from a third viewController and is initialized from a xib file. I'm not sure if I need to implement the UIViewControllerRestoration to this third since I don't use it directly. My code looks like typically like this: - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { // Custom initialization self.restorationIdentifier = @"EditNotificationViewController"; self.restorationClass = [self class]; } return self; } -(void)encodeRestorableStateWithCoder:(NSCoder *)coder { } -(void)decodeRestorableStateWithCoder:(NSCoder *)coder { } +(UIViewController *)viewControllerWithRestorationIdentifierPath:(NSArray *)identifierComponents coder:(NSCoder *)coder { EditNotificationViewController* envc = [[EditNotificationViewController alloc] initWithNibName:@"SearchFormViewController" bundle:nil]; return envc; } Should perhaps the navigationController be subclassed so it too can inherit from UIViewControllerRestoration?

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  • Creating UIButton using helper method

    - by ddawber
    I have a subclass of UITableView and in it I want to generate number of labels that share the same properties (font, textColor, backgroundColor, etc.). I decided the easiest way to achieve this would be to create a helper method which creates the label with some common properties set: - (UILabel *)defaultLabelWithFrame:(CGRect)frame { UILabel *label = [[UILabel alloc] initWithFrame:frame]; label.font = [UIFont fontWithName:@"Helvetica" size:14]; label.textColor = [UIColor colorWithWhite:128.0/255.0 alpha:1.0]; label.backgroundColor = [UIColor clearColor]; return label; } I use the method like this: UILabel *someLabel = [self defaultLabelWithFrame:CGRectMake(0,0,100,100)]; [self addSubview:someLabel]; [someLabel release]; My concern here is that when creating the label in the method it is retained, but when I then assign it to someLabel, it is retained again and I have no way of releasing the memory when created in the method. What would be best the best approach here? I fee like I have two options: Create a subclass of UILabel for the default label type. Create an NSMutableArray called defaultLabels and store the labels in this: - (UILabel *)defaultLabelWithFrame:(CGRect)frame { UILabel *label = [[UILabel alloc] initWithFrame:frame]; label.font = [UIFont fontWithName:@"Helvetica" size:14]; label.textColor = [UIColor colorWithWhite:128.0/255.0 alpha:1.0]; label.backgroundColor = [UIColor clearColor]; [defaultLabels addObject:label]; [labels release]; //I can release here return [defaultLabels lastObject]; //I can release defaultLabels when done } I appreciate your thoughts. Cheers.

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  • Autorelease and properties

    - by ganuke
    I have few questions to ask about the following class #import <Cocoa/Cocoa.h> @interface SomeObject { NSString *title; } @property (retain) NSString *title; @end implementation SomeObject @synthesize title; -(id)init { if (self=[super init]) { self.title=[NSString stringWithFormat:@"allyouneed"]; } return self; } -(void)testMethod{ self.title=[[NSString alloc] init] ; } -(void)dealloc { self.title=nil; [super dealloc]; } In the .h file do we need to declare the title and sub when we add the property. is it not enough to add the @property (retain) NSString *title; line. 2.Do i need to autorelease both assignment to title in the init and testMethod. if So why? Can some one explain these things to me.

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  • UITableViewRowAnimationBottom doesn't work for last row

    - by GendoIkari
    I've come across a very similar question here: Inserting row to end of table with UITableViewRowAnimationBottom doesn't animate., though no answers have been given. His code was also a little different than mine. I have an extremely simple example, built from the Navigation application template. NSMutableArray *items; - (void)viewDidLoad { [super viewDidLoad]; items = [[NSMutableArray array] retain]; self.navigationItem.rightBarButtonItem = [[[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemAdd target:self action:@selector(addItem)] autorelease]; } - (void)addItem{ [items insertObject:@"new" atIndex:0]; [self.tableView insertRowsAtIndexPaths:[NSArray arrayWithObject:[NSIndexPath indexPathForRow:0 inSection:0]] withRowAnimation:UITableViewRowAnimationBottom]; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return items.count; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [items objectAtIndex:indexPath.row]; return cell; } - (void)tableView:(UITableView *)tableView commitEditingStyle:(UITableViewCellEditingStyle)editingStyle forRowAtIndexPath:(NSIndexPath *)indexPath { if (editingStyle == UITableViewCellEditingStyleDelete) { [items removeObjectAtIndex:indexPath.row]; [tableView deleteRowsAtIndexPaths:[NSArray arrayWithObject:indexPath] withRowAnimation:UITableViewRowAnimationBottom]; } } The problem is, when I either insert or delete the very last row in the table, the animation doesn't work at all; the row just appears or disappears instantly. This only happens with UITableViewRowAnimationBottom, but that's the animation that makes the most sense for creating or deleting table cells in this way. Is this a bug in Apple's framework? Or does it do this on purpose? Would it make sense to add an extra cell to the count, and then setup this cell so that it looks like it's not there at all, just to get around this behavior?

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