Search Results

Search found 45328 results on 1814 pages for 'iphone developer program'.

Page 624/1814 | < Previous Page | 620 621 622 623 624 625 626 627 628 629 630 631  | Next Page >

  • How to release audio properly? (AVAudioPlayer)

    - by Aluminum
    Hello everyone! I need help with my iOS application ^^,. I want to know if I'm releasing AVAudioPlayer correctly. MyViewController.h #import <UIKit/UIKit.h> @interface MyViewController : UIViewController { NSString *Path; } - (IBAction)Playsound; @end MyViewController.m #import <AVFoundation/AVAudioPlayer.h> #import "MyViewController.h" @implementation MyViewController AVAudioPlayer *Media; - (IBAction)Playsound { Path = [[NSBundle mainBundle] pathForResource:@"Sound" ofType:@"wav"]; Media = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:Path] error:NULL]; [Media play]; } - (void)dealloc { [Media release]; [super viewDidUnload]; } @end

    Read the article

  • Hiding iAds when loading?

    - by Jesper Mansa
    I'm trying to make an ios app with an iAd in the bottom but lifted a little bit. It actually woks ok but when the iAd is loading it shows an white area just below where the iAd should be. When its done loading the iAd jumps up in the right position. I think normaly the button is loaded outside the screen and nthen pop ups when done but because mine add is liftet a little I can see the loading area... Is there a way to make the iAd load in the sides instead and then popin from the side? Here is what I have so far: frame.origin.x = ( _screenWidth - frame.size.width ) / 2; if( calculateForBannerOnBottom ) frame.origin.y = _screenHeight - (frame.size.height/1.2); else frame.origin.y = -_adView.frame.size.height+(frame.size.height/2.4); Hoping 4 help and thanks in advance :-)

    Read the article

  • invoke a method on the click of backbutton

    - by praseed
    hi friends... Does anyone know how can i invoke a method on the click of the backbarButton of a viewcontroller... wat i have are two table view controllers..one list view and another detail view.... the detail view is pushed in to the navigation controller when an item is clicked in the list view. when the Back bar button is clicked i want to invoke a function... Pls any help will be appreciated..

    Read the article

  • Loading Huge Image

    - by japs
    Hi, I Want to load Image size 2550X3300 (i.e 1.7 Mb size), i have loaded the image into UIImageView and application gets crash due to low memory, Now i have loaded into uiWebview it works fine but i have to save this image into an PDF file in local resource. While iam saving UIImage in background same app gets crash due to low memory. Anyone has some suggestion or help to solve this issue. Thank You.

    Read the article

  • Is there a faster way to draw text?

    - by mystify
    Shark complains about a big performance hit with this line, which takes like 80% of CPU time. I have a counter that is updated very frequently and performance seriously sucks. It's an custom UILabel subclass with -drawRect: implemented. Every time the counter value changes, this is used to draw the new text: [self.text drawInRect:textRect withFont:correctedFont lineBreakMode:self.lineBreakMode alignment:self.textAlignment]; When I comment this line out, performance rocks. Its smooth and fast. So Shark isn't wrong about this. But what could I do to improve this? Maybe go a level deeper? Does that make any sense? Probably drawing text is really so incredible heavy...?

    Read the article

  • Make a call in Objective C help!

    - by Henry D'Andrea
    I need to make a call where it says add call here. Can someone help? (BOOL) webView:(UIWebView *)webView shouldStartLoadWithRequest:(NSURLRequest *)request navigationType:(UIWebViewNavigationType)ntype { NSLog(@"Scheme: %@", request.URL.scheme); if ([request.URL.scheme isEqualToString:@"save"]) { //Add Call here } return true; } FROM this code- (void) save { UIGraphicsBeginImageContext(self.view.frame.size); [self.view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil); NSLog(@"TEST"); }

    Read the article

  • How can I make a UIButton "flash" (with a glow, or changing its image for a split second)

    - by marty
    I tried just making the image switch to black and then use sleep(1) and have it go back to the original image, but the sleep doesn't work at the right time, and I can't even see the black flash it goes so fast. [blueButton setImage:[UIImage imageNamed:@"black.png"] forState:UIControlStateNormal]; sleep(3); [blueButton setImage:[UIImage imageNamed:@"blue.png"] forState:UIControlStateNormal]; I just want to make it give a indicator to this button. Any thoughts? Thanks.

    Read the article

  • Edit Mode Delete Spinner Icon for Specific TableView Rows

    - by Michael Bordelon
    I have a grouped tableview. Each section has three rows. I need to be able to delete one section at a time. Using the standard edit mode, I can make it work. However, the delete icon shows up to the left of each cell, not just the first row in each section. Is there a way to suppress the little spinner icon for all rows except the first? I am hoping there is an easy way to do this without subclassing. Thanks for your help. Here is a screenshot to help visualize it: http://picasaweb.google.com/lh/photo/ll-EJY5ACw7oqHH1xKBQ8w?feat=directlink

    Read the article

  • How can I make a UIButton "flash" (with a glow, or changing it's image for a split second)

    - by marty
    I tried just making the image switch to black and then use sleep(1) and have it go back to the original image, but the sleep doesn't work at the right time, and I can't even see the black flash it goes so fast. [blueButton setImage:[UIImage imageNamed:@"black.png"] forState:UIControlStateNormal]; sleep(3); [blueButton setImage:[UIImage imageNamed:@"blue.png"] forState:UIControlStateNormal]; I just want to make it give a indicator to this button. Any thoughts? Thanks.

    Read the article

  • Navigationcontroller, why isnt this working?

    - by f0rz
    Hi ! Why wont this work? View1 loads View2. In view2: - (void) goToView { View3 *plainText = [[Tabview_testViewController alloc] initWithNibName:@"View3" bundle:nil]; [self.navigationController pushViewController:plainText animated: NO]; [plainText release]; } - (void)viewDidLoad { [self goToView]; [super viewDidLoad]; } This will not trigger navigationController to pushView, but if I add a button and setAction (goToView) it works perfectly. What kind of problem do I missing here? Regards

    Read the article

  • Set text equal to string and pass to receipt printer at a different size on iOS

    - by Max Roper
    I am using the StarIO SDK to print text to a receipt printer and I am trying to get a certain line of text larger than the rest. I have some help from their support but I can't really get it to go. -(void)print{ NSMutableString *final=[NSMutableString stringWithFormat:@"-----"]; [final appendFormat:@"\n\nLevel:%@ Section:%@ Row:%@ Seat:%@", [response_dict objectForKey:@"level"], [response_dict objectForKey:@"section"],[response_dict objectForKey:@"row"],[response_dict objectForKey:@"seat"]]; There is a bunch of other stuff that is printing, but that is the line that I would like to be a different size than the rest. The StarIO support said that I should try and pass that to this... -(IBAction)PrintText { NSString *portName = [IOS_SDKViewController getPortName]; NSString *portSettings = [IOS_SDKViewController getPortSettings]; [PrinterFunctions PrintTextWithPortname:portName portSettings:portSettings heightExpansion:heightExpansion widthExpansion:widthExpansion textData:textData textDataSize:[textNSData length]]; free(textData); } Would love some help if possible. :) Thanks so much. This is the main bit I think I would need from the StarIO Text formatting doc... - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { array_hieghtExpansion = [[NSMutableArray alloc] init]; [array_hieghtExpansion addObject:@"1"]; [array_hieghtExpansion addObject:@"2"]; [array_hieghtExpansion addObject:@"3"]; [array_hieghtExpansion addObject:@"4"]; [array_hieghtExpansion addObject:@"5"]; [array_hieghtExpansion addObject:@"6"]; array_widthExpansion = [[NSMutableArray alloc] init]; [array_widthExpansion addObject:@"1"]; [array_widthExpansion addObject:@"2"]; [array_widthExpansion addObject:@"3"]; [array_widthExpansion addObject:@"4"]; [array_widthExpansion addObject:@"5"]; [array_widthExpansion addObject:@"6"]; array_alignment = [[NSMutableArray alloc] init]; [array_alignment addObject:@"Left"]; [array_alignment addObject:@"Center"]; [array_alignment addObject:@"Right"]; } return self; } and int heightExpansion = [pickerpopup_heightExpansion getSelectedIndex]; int widthExpansion = [pickerpopup_widthExpansion getSelectedIndex];

    Read the article

  • How can we make the video play in a small view and also filling that whole view?

    - by wolverine
    I have added an imageView of size 300*300 into the interface in my ipad project. I can play the video fullscreen using MPMOviePlayerController. And I am trying to make it play in the imageView by using the following code. [imageView1 addSubview:moviePlayer.view]; [self.moviePlayer play]; Its playing but not as fullscreen and also not filling the whole imageview. Its kind of playing on the top quarter of the view and that too not the whole movie view - about lower right 60% only. How can I fix this? How can I make the movie play on the whole imageview like it plays on the full screen?

    Read the article

  • How to apply a force which should not be continuos

    - by sohan
    I have a body which I move with the help of a button,here is what Im doing -(void) step: (ccTime) delta { int steps = 2; CGFloat dt = delta/(CGFloat)steps; for(int i=0; iactiveShapes, &eachShape, nil); cpSpaceHashEach(space-staticShapes, &eachShape, nil); if(MoveBody) { cpFloat movementPadding = 0.1; cpBodyApplyForce(body, cpvmult(ccp( 10, 0), movementPadding), cpvzero); } else cpBodyResetForces(body); } I just want to stop the body moving whenever the condition fails,I am trying to reset all forces to 0 with cpBodyResetForces(body),but this never work,it just keep on moving. can anyone help me how can I stop the body moving?

    Read the article

  • Why am I seeing an error about _OBJC_CLASS_$_CPGraphHostingView with Core Plot?

    - by user616281
    I downloaded the Core Plot example application, but when I compile it I saw a few errors. I then added the Core Plot SDK, but in this SDK there is no class named CPGraphHostingView. Therefore, I added the class manually from this link. However, I now see the following error: ERROR - "_OBJC_CLASS_$_CPGraphHostingView", referenced from: How can I work around this to get the sample application to compile?

    Read the article

  • Setting UITabBarItem title from UINavigationController?

    - by fuzzygoat
    I have setup a UITabBarController with two tabs, one is a simple UIViewController and the other is a UINavigationController using second UIViewController as its rootController to set up a UITableView. My question is with regard to naming the tabs (i.e. UITabBarItem) For the first tab (simple UIViewController) I have added the following (see below) to the controllers -init method. - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [self tabBarItem]; [tabBarItem setTitle:@"ONE"]; } return self; } For the other tab I have added (see below) to the second controllers init (rootController). - (id)init { self = [super init]; if(self) { UITabBarItem *tabBarItem = [[self navigationController] tabBarItem]; [tabBarItem setTitle:@"TWO"]; } return self; } Am I setting the second tabBarItem title in the right place as currently it is not showing? EDIT: I can correctly set the UITabBarItem from within the AppDelegate when I first create the controllers, ready for adding to the UITabBarController. But I really wanted to do this in the individual controller -init methods for neatness. // UITabBarController UITabBarController *tempRoot = [[UITabBarController alloc] init]; [self setRootController:tempRoot]; [tempRoot release]; NSMutableArray *tabBarControllers = [[NSMutableArray alloc] init]; // UIViewController ONE MapController *mapController = [[MapController alloc] init]; [tabBarControllers addObject:mapController]; [mapController release]; // UITableView TWO TableController *rootTableController = [[TableController alloc] init]; UINavigationController *tempNavController = [[UINavigationController alloc] initWithRootViewController:rootTableController]; [rootTableController release]; [tabBarControllers addObject:tempNavController]; [tempNavController release]; [rootController setViewControllers:tabBarControllers]; [tabBarControllers release]; [window addSubview:[rootController view]]; [window makeKeyAndVisible];

    Read the article

  • 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; }

    Read the article

  • Problems with CoreDataBooks Example from Apple

    - by eemceebee
    Hi I am currently playing with CoreData and have a problem with the CoreDataBooks Example from Apple. Basically I just wanted to extend the data model. I updated the model class aswell and no compiler error, butr a crash when I want to start the example. Unresolved error Error Domain=NSCocoaErrorDomain Code=134130 UserInfo=0x1316ce0 "Operation could not be completed. (Cocoa error 134130.)", { URL = file://localhost/.../CoreDataBooks.sqlite; ...some nonsense info ... reason = "Can't find model for source store"; } Do I need to updat the sqlite database ? Thanks

    Read the article

  • What is the best way to declare a property?

    - by Simon
    Hi. We declare properties using the @property keyword and synthesize it in the implementation file. My question is, What if I declare a property using the @property keyword and also declare a variable in the interface block with the same name? For example, consider the following code, Interface: @interface myClass : NSObject { NSString *myClass_name; // LINE 1 } @property(nonatomic, retain) NSString *myClass_name; // LINE 2 @end Implementation: @implementation myClass @synthesize myClass_name // LINE 3 @end Declaring myClass_name in LINE 1 will make any problem? Like any reference problem or any unnecessary memory consumption problem?

    Read the article

  • ccfollow actions in cocos2d

    - by Srinivas
    ccfollow actions is following my projectile correctly. when, double tap recognised. see the below code. were am mistaken. here is my code:- - (void)update:(ccTime)dt { if (numTaps==1 ) { [self runAction:[CCFollow actionWithTarget:nextProjectile worldBoundary:CGRectMake(0,0,1050,350)]]; } } - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { numTaps = [[touches anyObject] tapCount]; printf("Tapcount : %d",numTaps); if (numTaps ==1) { nextProjectile = [[CCSprite spriteWithFile:@"Weapon.png"] retain]; nextProjectile.position = ccp(nextprojectile .contentSize.width/2+65, nextprojectile.contentSize.height/2+70); [nextProjectile runAction:[CCSequence actions: [here's my nextprojectile actions],nil]]; } } after seen the above code. a question raised by you. why am mentioning the ccfollow action in if condition. answer is here, ordinarily, am mention in update function it will not works, when i set this if condition it works after double tap recognised. how to rectify this issue? any help would be highly appreciated.

    Read the article

  • Passing a pointer to a function in objective-c

    - by Chiodo
    Hi, i've a stupid questiona about passing pointer. I've this: @interface MyClass : NSObject myobj* foo; -(void)doSomething:(myobj*)aObj; @end @implementation MyClass -(void)doSomething:(myobj*)aObj { cFuncCall(&aObj); //alloc memory and init the object } -(id)init { //init stuff... [self doSomething:foo]; // foo retun 0x0!!! } @end why foo return nil??? It should be initialized by cFuncCall!

    Read the article

< Previous Page | 620 621 622 623 624 625 626 627 628 629 630 631  | Next Page >