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  • Modal View Does Not Appear in Center in Horizontal Orientation

    - by Sheehan Alam
    I have a UIPresentationFormSheet (contains a textview) that appears in the center of the screen when I am in vertical orientation. When I dismiss the modal view, it disappears fine. When I am in horizontal orientation my modal view does not appear in the center of the screen. I have to dismiss my keyboard for the modal view to appear in the center. [self presentModalViewController:composeTweetController animated:TRUE]; When I dismiss the modal view in horizontal orientation the app automatically switches to vertical orientation. -(void)dismissComposeTweetView{ [self dismissModalViewControllerAnimated:TRUE]; } I want the following to happen: Modal view should appear in the center in horizontal orientation Modal view should disappear without switching to vertical orientation

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  • iPad UISPlitViewController Common View

    - by saikamesh
    is it possible to have a common view for both master and detail view controllers. What if I need to add a header image(at top, the very first view) common for both the master and detail view controllers. When the device is in the portrait mode the width of the header image view has to shrink to fit to the detail view controller's view and when the orientation changes to landscape the width of the same header image view has to be expanded that is the width of it has to be 1024. Please tell me whether doing this is possible. or any workaround for this?

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  • Playing animations in sequence in objecive c

    - by Ohmnastrum
    I'm trying to play animations in sequence but i'm having issues playing them as a for loop iterates through the list of objects in an array. it will move through the array but it won't play each one it just plays the last... -(void) startGame { gramma.animationDuration = 0.5; // Repeat forever gramma.animationRepeatCount = 1; int r = arc4random() % 4; [colorChoices addObject:[NSNumber numberWithInt:r]]; int anInt = [[colorChoices objectAtIndex:0] integerValue]; NSLog(@"%d", anInt); for (int i = 0; i < colorChoices.count; i++) { [self StrikeFrog:[[colorChoices objectAtIndex:i] integerValue]]; //NSLog(@"%d", [[colorChoices objectAtIndex:i] integerValue]); sleep(1); } } it moves through the whole cycle really fast and sleep isn't doing anything to allow it to play each animation... any suggestions?

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  • Having an issue while trying to implement In-App Purchase

    - by Raymond
    This is my first time to implement In-App purchase and I am using the tutorial located here: Ray Wenderlich Now I am sure this is something simple, but I am having issues figuring out, so I figured I would ask all of the gurus out here. The compiler is saying that _products is Use of undeclared identifier - (void)productPurchased:(NSNotification *)notification { NSString * productIdentifier = notification.object; [_products enumerateObjectsUsingBlock:^(SKProduct * product, NSUInteger idx, BOOL *stop) { if ([product.productIdentifier isEqualToString:productIdentifier]) { *stop = YES; } }]; }

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  • How to compensate the flipped coordinate system of core graphics for easy drawing?

    - by mystify
    It's really a pain, but always when I draw an UIImage in -drawRect:, it's upside-down. When I flip the coordinates, the image draws correctly, but at the cost of all other CG functions drawing "wrong" (flipped). What's your strategy when you have to draw images and other things? Is there any rule of thumb how to not get stuck in this problem over and over again? Also, one nasty thing when I flip the y-axis is, that my CGRect from the UIImageView frame is wrong. Instead of the origin appearing at 10,10 upper left as expected, it appears at the bottom. But at the same time, all those normal line drawing functions of CGContext take correct coordinates. drawing a line in -drawRect with origin 10,10 upper left, will really start at upper left. But at the same time that's strange, because core graphics actually has a flipped coordinate system with y 0 at the bottom. So it seems like something is really inconsistent there. Drawing with CGContext functions takes coordinates as "expected" (cmon, nobody thinks in coordinates starting from bottom left, that's silly), while drawing any kind of image still works the "wrong" way. Do you use helper methods to draw images? Or is there anything useful that makes image drawing not a pain in the butt?

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  • How do you check to see if a variable has changed every second or less in objective c?

    - by James
    I am using an if statement to check the value of a BOOLEAN when i click on a button. When the button is clicked if the value is false i want to display a UIActivityIndicator and if the value is true i want to push the new view. I can do this fine but i want the view to change automatically when the BOOLEAN Becomes true if the user has already clicked the button. So my question is how do you check to see if a value has changed everysecond or less?

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  • Problem in storing the dynamic data in NSMutableArray?

    - by Rajendra Bhole
    I want to develop an application in which firstly i was develop an structure code for storing X and y axis. struct TCo_ordinates { float x; float y; }; . Then in drawRect method i generating an object of structure like. struct TCo_ordinates *tCoordianates; Now I drawing the graph of Y-Axis its code is. fltX1 = 30; fltY1 = 5; fltX2 = fltX1; fltY2 = 270; CGContextMoveToPoint(ctx, fltX1, fltY1); CGContextAddLineToPoint(ctx, fltX2, fltY2); NSArray *hoursInDays = [[NSArray alloc] initWithObjects:@"1",@"2",@"3",@"4",@"5",@"6",@"7",@"8",@"9",@"10",@"11",@"12", nil]; for(int intIndex = 0 ; intIndex < [hoursInDays count] ; fltY2-=20, intIndex++) { CGContextSetRGBStrokeColor(ctx, 2, 2, 2, 1); //CGContextSetRGBStrokeColor(ctx, 1.0f/255.0f, 1.0f/255.0f, 1.0f/255.0f, 1.0f); CGContextMoveToPoint(ctx, fltX1-3 , fltY2-40); CGContextAddLineToPoint(ctx, fltX1+3, fltY2-40); CGContextSelectFont(ctx, "Helvetica", 14.0, kCGEncodingMacRoman); CGContextSetTextDrawingMode(ctx, kCGTextFill); CGContextSetRGBFillColor(ctx, 0, 255, 255, 1); CGAffineTransform xform = CGAffineTransformMake( 1.0, 0.0, 0.0, -1.0, 0.0, 0.0); CGContextSetTextMatrix(ctx, xform); const char *arrayDataForYAxis = [[hoursInDays objectAtIndex:intIndex] UTF8String]; float x1 = fltX1-23; float y1 = fltY2-37; CGContextShowTextAtPoint(ctx, x1, y1, arrayDataForYAxis, strlen(arrayDataForYAxis)); CGContextStrokePath(ctx); Now i want to store generated the values of x1 and y1 in NSMutableArray dynamically, for that i was written the code. NSMutableArray *yAxisCoordinates = [[NSMutableArray alloc] autorelease]; for(int yObject = 0; yObject < intIndex; yObject++) { [yAxisCoordinates insertObject:(tCoordianates->x = x1,tCoordianates->y = y1) atIndex:yObject]; } But it didn't working. How i store the x1 and y1 values in yAxisCoordinates object. The above code is correct?????????????

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  • iOS6: do we have to set rootViewController in App delegate in order to support different orientations?

    - by Centurion
    The app was perfectly fine working in iOS5 in landscape orientation. However in iOS6, it started to use portrait orientation in all view controllers. The methods shouldAutorotateToInterfaceOrientation are not called anymore. I read the new stuff about changed rotation mechanism in iOS6 and I was able to fix that by adding a line in my AppDelegate: self.window.rootViewController = _viewController _viewControler is the starting screen (Home-menu). All other view controllers implement shouldAutorotateToInterfaceOrientation method and returns YES for landscape orientations only. So, it's perfectly working solution for the app that needs to support only one orientation. However, the problem is I need one view controller (lets call it phone-VC) to be presented in portrait orientation. Now, if I want this view controller would be rotated then I need to return YES in Home-menu controller that is assigned to rootViewControler in appDelegate. However, I can't do that because this rootViewController is starting window that need to presented in landscape only, otherwise the layout with graphics in this window will break. But if I don't return YES from its shouldAutorotateToInterfaceOrientation (Home-menu) then the same method is not called in my view phone-VC that needs to be presented in portrait. Any ideas? Does the assignation of rootViewController is mandatory in AppDelegate? UPDATE: the problem exists on device (at least on iPhone4).

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  • Interface Builder layout ViewController with its own nib

    - by Sean Clark Hess
    I would like to be able to decide where a sub view is placed, when that view is controlled by its own view controller. This happens frequently on the iPad when you have a semi-complicated view that doesn't fill the entire screen. So, imagine that I want the sub view controller's nib to decide its own width, components, connections, etc, while the parent nib would decide where that view/nib would be placed. I'd really like to lay it out visually instead of programatically. How can I?

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  • UIView as dictionary key?

    - by subw
    I want to have a NSDictionary that maps from UIViews to something else. However, since UIViews do not implement the NSCopying protocol, I can't use them directly as dictionary keys.

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  • UIImagePNGRepresentation issues?

    - by disorderdev
    I want to load images from UIImagePickerController, then save the selected photo to my app's document directory. UIImage *image = [info objectForKey:UIImagePickerControllerOriginalImage]; NSData *data1 = UIImagePNGRepresentation(image); NSString *fileName = "1.png"; NSString *path = //get Document path, then add fileName BOOL succ = [data1 writeToFile:path atomically:YES]; but after I save the image to my document, I found that, the image was rotated 90 degree, then I change the method UIImagePNGRepresentation to UIImageJPEGRepresentation, this time it's fine, anyone know what's the problem?

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  • Why am I getting a EXC_BAD_ACCESS in a NSTimer selector?

    - by AngeDeLaMort
    I've got quite a weird problem. To make it short, i'll write some pseudo-code: init: create a dictionary and insert n elements. create a "repeat timer" and add it to the currentRunLoop using the timerRefresh selector. timerRefresh: using a list of keys, find the items in the dictionary if the item exists -> call a function So, for an unknown reason, I get an EXC_BAD_ACCESS when I do: [item function]; But I traced the address I got from the dictionary items and it's ok. The ref count of the items in the dictionary is still 1. The {release, dealloc} of the items in the dictionary aren't called. Everything seems fine. Also, to make it worst, it works for some items. So, I'm wondering if there is a threading problem? or something else obscure? The callstack is quite simple: #0 0x93e0604b in objc_msgSend_fpret #1 0x00f3e6b0 in ?? #2 0x0001cfca in -[myObject functionm:] at myObject.m:000 #3 0x305355cd in __NSFireTimer #4 0x302454a0 in CFRunLoopRunSpecific #5 0x30244628 in CFRunLoopRunInMode #6 0x32044c31 in GSEventRunModal #7 0x32044cf6 in GSEventRun #8 0x309021ee in UIApplicationMain #9 0x000027e0 in main at main.m:14 So, any suggestion where to look would be appreciated.

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  • When I select any segment in segmentControll it doesnot show highlighted

    - by rathodrc
    NSArray *itemArray = [NSArray arrayWithObjects:@"one", @"Two", @"Three", nil]; segmentControl = [[UISegmentedControl alloc] initWithItems:itemArray]; segmentControl.frame = CGRectMake(5, 5, 325, 35); segmentControl.segmentedControlStyle = UISegmentedControlStyleBar; segmentControl.tintColor = [UIColor blackColor]; [self changeUISegmentFont:segmentControl]; //[self.view addSubview:segmentControl]; self.navigationItem.titleView = segmentControl; [segmentControl addTarget:self action:@selector(segmentAction:) forControlEvents:UIControlEventValueChanged]; This is my code of segment control and my problem is .. When I select any segment it does not show me that that segment is selected.. I mean it is not shown highlighted.. can Anyone tell me what the problem is??

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  • How to call a view on click of each UITableViewCell programatically?

    - by Cathy
    Hi, I have created a UITableViewcontroller and a UINavigationController in a TableController.m with UITableviewCell set to say @"CellOne" @"CellTwo". Now i also created two other files `ImageView1.m` ImageView2.m where if i click on CellOne i should be able to get the view placed on ImageView1.m, same applied to the ImageView2.m.How should i achieve this programatically without using nib file?

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  • View Loading Problem

    - by riteshkumar1905
    Hello I Using a tab bar with navigation bar with navigation bar.We have a list of songs in song list no navigation bar and no tab bar. when i select a song and then load xib with (tab bar+navigation bar) in this xib i creat a segment for going to list. - (void)segmentAction:(id)sender{ if([sender selectedSegmentIndex] == 0) { [MainController1 release]; songs *mainController=[[songs alloc]init]; [self.navigationController pushViewController:mainController animated:NO]; [mainController release]; } } this code load list of song but navigation bar and tab bar is still there. so, how i load our list.

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  • Problem with calculating floats

    - by iFloh
    strange situation, when performing the following lines of Code: const float a = 47.848711; const float b = 47.862952; float result = b - a; I get a (NSLog %.10f) result = 0.0142440796. I expected to get 0.0142410000. What's going on?

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  • A question related to UIButton

    - by vikas Savardekar
    I have taken customview in my code for UIButton. UIButton *button= [[UIButton buttonWithType:UIButtonTypeRoundedRect] retain]; //(UIButton *)newCell.accessoryView; [button addTarget:self action:@selector(checkedimage:) forControlEvents:UIControlEventTouchUpInside]; -(IBAction)checkedimage:(id)sender { NSLog(@"checkedimage"); if(checkImage == NO) { newImage = [UIImage imageNamed:@"a.png"]; checkImage=YES; } else if(checkImage==YES) { newImage = [UIImage imageNamed:@"b.png"]; checkImage=NO; } } but when i click on UIButton it is not going to action checkedimage why?

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