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  • Implementing scroll view that is much larger than the screen view with random images

    - by pulegium
    What I'm trying to do is to implement something like the fruit machine scroll view. Basically I have a sequence of images (randomly generated on the fly) and I want to allow the users to scroll through this line. There can fit approx 10 images on the screen, but the line is virtually unlimited. My question is what would be the best approach in implementing this? So far I've thought of having a UIImageView going across the screen (with width equal to the sum of 10 images) and the image associated with it would be a combination of 12 or so images, with two images falling out of the visible area, this would allow for smooth scrolling. If the user scrolls further, then I would reconstruct the image associated with the view so the new images are appended and the old one's are discarded. This image reconstruction business sounds bit complicated, so I was wondering if there's a more logical way to implement this. There's one more thing, I want to have two lines crossing each other with images, bit like conveyor belts crossing. If that makes any sense... Bit like below: V1 V2 H1 H2 H3 H4 H5 V4 V5 So if the vertical belt is moved it'd be like: V2 H3 H1 H2 V4 H4 H5 V5 V6 H1-H5, V1-V6 being automatically generated images. I'm not asking for the implementation code, just the thoughts on the principles how to implement this. Thanks!! :)

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  • UIScrollView - Figuring out where the scroll will stop

    - by spin-docta
    I'm trying to figure out how to calculate where the scrollview will stop when a user does a swipe gesture and the scrollview goes into deceleration. I'm trying to use the delegate functions, but I can't accurately figure it out. Please help! - (void) scrollViewDidScroll:(UIScrollView *)scrollView; - (void) scrollViewWillBeginDecelerating:(UIScrollView *)scrollView; - (void) scrollViewDidEndDecelerating:(UIScrollView *)scrollView;

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  • Is there an easy way to make a horizontally paged UIScrollView wrap around?

    - by rustyshelf
    I notice that in the stocks application, the small graph wraps around, eg: when you get to the end of the scroll view and swipe right again, you go back to the beginning. Before I go ahead and code this myself is there an easy way to do this in the SDK? I can't find any properties or methods that would enable that? I have a paged UIScrollView that scrolls horizontally, pretty much exactly like the stocks application one does.

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  • Is there a way to prevent UIImagePickerController change statusbar style?

    - by Eonil
    UIImagePickerController changes statusbar style to black/opaque. I want to keep status-bar style black/translucent. I'm finding a way to prevent status bar style changing. Or making it transited smoothly. Now, presenting UIImagePickerController changes status-bar style instantly, even -[presentModalViewController:picker animated:YES] specified. Any method, welcome, including hacking or private method. This is an app for AppStore, however I want to even try.

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  • How to stop OpenGL from applying blending to certain content? (see pics)

    - by RexOnRoids
    Supporting Info: I use cocos2d to draw a sprite (graph background) on the screen (z:-1). I then use cocos2d to draw lines/points (z:0) on top of the background -- and make some calls to OpenGL blending functions before the drawing to SMOOTH out the lines. Problem: The problem is that: aside from producing smooth lines/points, calling these OpenGL blending functions seems to "degrade" the underlying sprite (graph background). As you can see from the images below, the "degraded" background seems to be made darker and less sharp in Case 2. So there is a tradeoff: I can either have (Case 1) a nice background and choppy lines/points, or I can have (Case 2) nice smooth lines/points and a degraded background. But obviously I need both. THE QUESTION: How do I set OpenGL so as to only apply the blending to the layer with the Lines/Points in it and thus leave the background alone? The Code: I have included code of the draw() method of the CCLayer for both cases explained above. As you can see, the code producing the difference between Case 1 and Case 2 seems to be 1 or 2 lines involving OpenGL Blending. Case 1 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Commenting out the following two lines induces a problem of making it impossible to have smooth lines/points, but has merit in that it does not degrade the background sprite.*/ //glEnable (GL_BLEND); //glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } } Case 2 -- MainScene.h (CCLayer): -(void)draw{ int lastPointX = 0; int lastPointY = 0; GLfloat colorMAX = 255.0f; GLfloat valR; GLfloat valG; GLfloat valB; if([self.myGraphManager ready]){ valR = (255.0f/colorMAX)*1.0f; valG = (255.0f/colorMAX)*1.0f; valB = (255.0f/colorMAX)*1.0f; NSEnumerator *enumerator = [[self.myGraphManager.currentCanvas graphPoints] objectEnumerator]; GraphPoint* object; while ((object = [enumerator nextObject])) { if(object.filled){ /*Enabling the following two lines gives nice smooth lines/points, but has a problem in that it degrades the background sprite.*/ glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glHint (GL_LINE_SMOOTH_HINT, GL_DONT_CARE); glEnable (GL_LINE_SMOOTH); glLineWidth(1.5f); glColor4f(valR, valG, valB, 1.0); ccDrawLine(ccp(lastPointX, lastPointY), ccp(object.position.x, object.position.y)); lastPointX = object.position.x; lastPointY = object.position.y; glPointSize(3.0f); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); ccDrawPoint(ccp(lastPointX, lastPointY)); } } } }

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  • Format string, integer with leading zeros

    - by ghiboz
    Hi all! I Use this code: NSString* strName = [NSString stringWithFormat:@"img_00%d.jpg", pp]; and works fine, but if pp took the value of 10 for example I wish have img_010.jpg as result, and not img_0010.jpg... how can I format the string?? thanks

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  • how to play an audio soundclip when a nib is loaded - welcome screen - xcode

    - by Pavan
    I would like to do the following two things: 1) I would like to play an audio file qhen a nib is loaded 2) After that i would like to switch views when the audio file has finished playing. This will be easy as i just need to call the event that initiates the change of view by using the delegate method -(void) audioPlayerDidFinishPlaying{ //code to change view } I dont know how to to play the audio file when a nib is loaded. Using the AVFoundation framework, I tried doing the following after setting up the audio player and the variables associated with it in the appropriate places i wrote the following: - (void)viewDidLoad { [super viewDidLoad]; NSString *soundFilePath = [[NSBundle mainBundle] pathForResource: @"sound" ofType: @"mp3"]; NSURL *fileURL = [[NSURL alloc] initFileURLWithPath: soundFilePath]; AVAudioPlayer *newPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL: fileURL error:nil]; [fileURL release]; self.player = newPlayer; [newPlayer release]; [player prepareToPlay]; [player setDelegate: self]; [player play]; } Although this does not play the file as the viewdidload method gets called before the nib is shown so the audio is never played or heard. What do i need to do so that i can play the audio file AFTER the nib has loaded and is shown on the screen? can someone please help me as ive been working on this for 3 hours now. Thanks in advance.

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  • UITableView becomes invisible after changing data in it

    - by Alexander Shemshurenko
    Hi I have application with TabBar that control several views. In one view i control connection to different servers.Each server provides different set of items. I display these items in UITableView on other view. I create table view like this UITableView * aTableView = [[UITableView alloc] initWithFrame:CGRectMake(X,Y,Width,Height) style:UITableViewStyleGrouped]; [[self view] addSubview:aTableView]; aTableView.da taSource = self; The problem is that Table view displayed ok first time , but if i go back to view number one and change server(changing list of items that should be displayed in table view), table view becomes invisible for some reason. If i tap on the screen in place where it should be, its becomes visible again. Ive tried to call to reloadData and setNeedDisplay in viewWillAppear of the UIViewController that hosts this table view, but without success. Any advice? Thanks

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  • MPMoviePlayerController not setting the bounds for background image

    - by VXtreme
    I am using MPMoviePlayerController for playing the media . I want to set the image at the background of the player.The image is set accordingly but when i set the bounds for the image then the image is not set according to bounds . I have tried following code: UIImageView *imageView=[[UIImageView alloc]initWithImage:[operationControl getCoverImage:stringId]]; imageView.bounds=CGRectMake(0, 100, 200, 200); [moviePlayer.backgroundView addSubview:imageView]; [moviePlayer.backgroundView setBackgroundColor:[UIColor purpleColor]]; moviePlayer.controlStyle = MPMovieControlStyleDefault; moviePlayer.shouldAutoplay = YES; [moviePlayer setScalingMode:MPMovieScalingModeAspectFit]; [self.view addSubview:moviePlayer.view]; [moviePlayer setFullscreen:YES animated:YES];

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  • Need unicode characters in UITableView from SQLlite database

    - by Lee Armstrong
    I have some NSString varibales that incude items like Ð and Õ and if I do cell.textLabel.text = person.name; and if it contains one of those characters the cell.textlabel is blank! I have discovered that if I use NSString *col1 = [NSString stringWithUTF8String:(char *)sqlite3_column_text(compiledStatement, 0)]; To pull my data back it pulls back null, however using the deprectared method NSString *col1 = [NSString stringWithCString:(char *)sqlite3_column_text(compiledStatement, 0)]; Shows the characters! Any ideas?

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  • Get Object ID of UI element from code.

    - by andoriyu.mp
    I'm trying link 40 buttons to one event handler method and then do the processing work from one method instead of 40. I know how to link it but once I get there I don't know how to distinguish what button was pressed. Does anyone know how to reference the button object sender id or is there another way to solve this problem? Any help would be greatly appreciated.

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  • How do I return the entire set / array using NSPredicate?

    - by Prairiedogg
    I'm building a carArray and want to filter the contents conditionally, using an NSPredicate, like so: NSPredicate *pred; switch (carType) { case FreeCar: pred = [NSPredicate predicateWithFormat:@"premium = NO"]; break; case PremiumCar: pred = [NSPredicate predicateWithFormat:@"premium = YES"]; break; default: pred = [NSPredicate predicateWithFormat:@"SOME PREDICATE THAT RETURNS EVERYTHING"]; break; } self.carArray = [aCarArrayIGotFromSomewhere filteredArrayUsingPredicate:pred]; My question is, what is the correct syntax for the value I've stubbed in as SOME PREDICATE THAT RETURNS EVERYTHING which returns all of the instances in the array / set? PS - I know the answer and will post it immediately, just sharing it for everyone's reference as an earlier search on SO did not yield the result.

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  • Why does my UIScrollView change it's original content offset when I scroll?

    - by Tony
    Before I scroll, my UIScrollView is laid out perfectly. See here However if I scroll up, the view bounces as I go out of bounds and then resets too high. See here I am going to guess this has to do with a hack that I did earlier to get the view to originally show like in the first screen shot. For some reason, to get my view to look like the second screen shot, I do: [scrollView setContentOffset:CGPointMake(0,-50) animated:YES]; in viewDidLoad But if I set the content offset to 0,0 in viewDidLoad, I get something that looks like the second screen shot when the view loads. This doesn't make much sense to me because if the content offset is 0,0 I would think the content should begin in the upper right corner of the screen. Does anyone know what could be going on here? Thanks!

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  • touchesBegan doesnt get detected

    - by Muniraj
    I have a viewcontroller like the following. But the touchsBegan doestnt get detected. Can anyone plz tell me what is wrong. - (id)init { if (self = [super init]) self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease]; return self; } -(void) viewWillAppear:(BOOL)animated { overlay = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"overlay.png"]] autorelease]; [self.view addSubview:overlay]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { // Detect touch anywhere UITouch *touch = [touches anyObject]; // Where is the point touched CGPoint point = [touch locationInView:self.view]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); // Was a tab touched, if so, which one... if (CGRectContainsPoint(CGRectMake(1, 440, 106, 40), point)) NSLog(@"tab 1 touched"); else if (CGRectContainsPoint(CGRectMake(107, 440, 106, 40), point)) NSLog(@"tab 2 touched"); else if (CGRectContainsPoint(CGRectMake(214, 440, 106, 40), point)) NSLog(@"tab 3 touched"); }

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  • objective-c over-releasing in dealloc

    - by Dude Man
    Is mystring over-released? -(void)dealloc { [mystring release]; [mystring release]; [super dealloc]; } I assume this will not based on [nil release] does nothing: -(void)dealloc { [mystring release]; mystring = nil; [mystring release]; [super dealloc]; }

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  • How to get title of UITabBarItem in the More section?

    - by Sheehan Alam
    I have a UITabBarControllerDelegate method that determines the title of the UITabBarItem and does something accordingly. This works well for items in my UITabBar but when I click on the More button the rest of my UITabBarItems are in a UITableView. How can I determine the title in the More section? - (void)tabBarController:(UITabBarController *)tabBarController didSelectViewController:(UIViewController *)viewController { if ([self.tabBarController.selectedViewController.title isEqualToString:@"All"]) { //do something } }

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  • How to save objects using Multi-Threading in Core Data?

    - by Konstantin
    I'm getting some data from the web service and saving it in the core data. This workflow looks like this: get xml feed go over every item in that feed, create a new ManagedObject for every feed item download some big binary data for every item and save it into ManagedObject call [managedObjectContext save:] Now, the problem is of course the performance - everything runs on the main thread. I'd like to re-factor as much as possible to another thread, but I'm not sure where I should start. Is it OK to put everything (1-4) to the separate thread?

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  • [ipad] Is there a SDK for the photo gallery?

    - by Rafael Steil
    The "Photos.app" in iPad has a gallery that you can browse all photos, including support for slideshow and other things. I'd like to know if this API is available (aka, not private) and which one it is (so I won't need to implement one photo gallery from scratch). I looked at http://github.com/facebook/three20, but I'm not sure if it is the same thing. Thank.

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