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  • What happens if a user jumps over 10 versions before updating, and every version had a new data mode

    - by dontWatchMyProfile
    Example: User installs app v.1.0, adds data. Then the dev submits 10 updates in 10 weeks. After 11 weeks, the user wants v.11.0 and grabs a copy from the app store. Assuming that the app has got 11 .xcdatamodel versions inside, where ***11.xcdatamodel is the current one, what would happen now since the persistent store of the user is ages old? would the migration happen 10 times, step-by-step through every migration iteration? Or does the actual migration of data (lets assume gigabytes of data) happen exactly once, after Core Data (or the persistent store coordinator) has figured out precisely what to do to go from v.1.0 to v.11.0?

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  • Cocos2d score resetting is messing up (long post warning)

    - by Jhon Doe
    The score is not resetting right at all,I am trying to make a high score counter where every time you passed previous high score it will update.However, right now it is resetting during the game. For example if I had high score of 2 during the game it will take 3 points just to put it up to 3 as high score instead of keep going up until it is game over. I have came to the conclusion that I need to reset it in gameoverlayer so it won't reset during game. I have been trying to to do this but no luck. hello world ./h #import "cocos2d.h" // HelloWorldLayer @interface HelloWorldLayer : CCLayer { int _score; int _oldScore; CCLabelTTF *_scoreLabel; } @property (nonatomic, assign) CCLabelTTF *scoreLabel; hello world init ./m _score = [[NSUserDefaults standardUserDefaults] integerForKey:@"score"]; _oldScore = -1; self.scoreLabel = [CCLabelTTF labelWithString:@"" dimensions:CGSizeMake(100, 50) alignment:UITextAlignmentRight fontName:@"Marker Felt" fontSize:32]; _scoreLabel.position = ccp(winSize.width - _scoreLabel.contentSize.width, _scoreLabel.contentSize.height); _scoreLabel.color = ccc3(255,0,0); [self addChild:_scoreLabel z:1]; hello world implement ./m - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [ projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } } - (void)update:(ccTime)dt { NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; CGRect projectileRect = CGRectMake( projectile.position.x - (projectile.contentSize.width/2), projectile.position.y - (projectile.contentSize.height/2), projectile.contentSize.width, projectile.contentSize.height); BOOL monsterHit = FALSE; NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *target in _targets) { CGRect targetRect = CGRectMake( target.position.x - (target.contentSize.width/2), target.position.y - (target.contentSize.height/2), target.contentSize.width, target.contentSize.height); if (CGRectIntersectsRect(projectileRect, targetRect)) { CCParticleFire* explosion = [[CCParticleFire alloc] initWithTotalParticles:200]; explosion.texture =[[CCTextureCache sharedTextureCache] addImage:@"sun.png"]; explosion.autoRemoveOnFinish = YES; explosion.startSize = 20.0f; explosion.speed = 70.0f; explosion.anchorPoint = ccp(0.5f,0.5f); explosion.position = target.position; explosion.duration = 1.0f; [self addChild:explosion z:11]; [explosion release]; monsterHit = TRUE; Monster *monster = (Monster *)target; monster.hp--; if (monster.hp <= 0) { [targetsToDelete addObject:target]; [[SimpleAudioEngine sharedEngine] playEffect:@"splash.wav"]; _score ++; } break; } } for (CCSprite *target in targetsToDelete) { [_targets removeObject:target]; [self removeChild:target cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:projectile]; } [targetsToDelete release]; if (_score > _oldScore) { _oldScore = _score; [_scoreLabel setString:[NSString stringWithFormat:@"score%d", _score]]; [[NSUserDefaults standardUserDefaults] setInteger:_oldScore forKey:@"score"]; _score = 0; } The game overlayer .h file game over @interface GameOverLayer : CCLayerColor { CCLabelTTF *_label; CCSprite * background; int _score; int _oldScore; } @property (nonatomic, retain) CCLabelTTF *label; @end @interface GameOverScene : CCScene { GameOverLayer *_layer; } @property (nonatomic, retain) GameOverLayer *layer; @end .m file gameover #import "GameOverLayer.h" #import "HelloWorldLayer.h" #import "MainMenuScene.h" @implementation GameOverScene @synthesize layer = _layer; - (id)init { if ((self = [super init])) { self.layer = [GameOverLayer node]; [self addChild:_layer]; } return self; } - (void)dealloc { [_layer release]; _layer = nil; [super dealloc]; } @end @implementation GameOverLayer @synthesize label = _label; -(id) init { if( (self=[super initWithColor:ccc4(0,0,0,0)] )) { CGSize winSize = [[CCDirector sharedDirector] winSize]; self.label = [CCLabelTTF labelWithString:@"" fontName:@"Arial" fontSize:32]; _label.color = ccc3(225,0,0); _label.position = ccp(winSize.width/2, winSize.height/2); [self addChild:_label]; [self runAction:[CCSequence actions: [CCDelayTime actionWithDuration:3], [CCCallFunc actionWithTarget:self selector:@selector(gameOverDone)], nil]]; _score=0; }

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  • How can I use a pre-populated core data DB on my device.

    - by KingAndrew
    Hi all, I have developed my app using core data. It works fine in the simulator. When I deploy it to the device the DB is empty. It is 49k where it should be 484k. Basically it is not populated. Since I don't write to the DB when the app is running I need to provide a populated DB to the App. So I copied the populated DB from the simulator to resources and then deploy. Still no luck. the populated DB is in MyApp.app and the AppDelegate is reading from the Documents directory. How do I either get it in the documents directory or get the app delegate to look in the app? Thanks in advance, Andrew

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  • Save from viewController?

    - by fuzzygoat
    I have a very small bit of data that I would like to archive from my apps view. My question is, its far easier to save this data from the viewController, but should I really be pushing it back into my model and saving it there? BTW: I also need to do a quick load of this data when the app starts up.

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  • Find out when all processes in (void) is done?

    - by Emil
    Hey. I need to know how you can find out when all processes (loaded) from a - (void) are done, if it's possible. Why? I'm loading in data for a UITableView, and I need to know when a Loading... view can be replaced with the UITableView, and when I can start creating the cells. This is my code: - (void) reloadData { NSAutoreleasePool *releasePool = [[NSAutoreleasePool alloc] init]; NSLog(@"Reloading data."); NSURL *urlPosts = [NSURL URLWithString:[NSString stringWithFormat:@"%@", URL]]; NSError *lookupError = nil; NSString *data = [[NSString alloc] initWithContentsOfURL:urlPosts encoding:NSUTF8StringEncoding error:&lookupError]; postsData = [data componentsSeparatedByString:@"~"]; [data release], data = nil; urlPosts = nil; self.numberOfPosts = [[postsData objectAtIndex:0] intValue]; self.postsArrayID = [[postsData objectAtIndex:1] componentsSeparatedByString:@"#"]; self.postsArrayDate = [[postsData objectAtIndex:2] componentsSeparatedByString:@"#"]; self.postsArrayTitle = [[postsData objectAtIndex:3] componentsSeparatedByString:@"#"]; self.postsArrayComments = [[postsData objectAtIndex:4] componentsSeparatedByString:@"#"]; self.postsArrayImgSrc = [[postsData objectAtIndex:5] componentsSeparatedByString:@"#"]; NSMutableArray *writeToPlist = [NSMutableArray array]; NSMutableArray *writeToNoImagePlist = [NSMutableArray array]; NSMutableArray *imagesStored = [NSMutableArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]; int loop = 0; for (NSString *postID in postsArrayID) { if ([imagesStored containsObject:[NSString stringWithFormat:@"%@.png", postID]]){ NSLog(@"Allready stored, jump to next. ID: %@", postID); continue; } NSLog(@"%@.png", postID); NSData *imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[postsArrayImgSrc objectAtIndex:loop]]]; // If image contains anything, set cellImage to image. If image is empty, try one more time or use noImage.png, set in IB if (imageData == nil){ NSLog(@"imageData is empty before trying .jpeg"); // If image == nil, try to replace .jpg with .jpeg, and if that worked, set cellImage to that image. If that is also nil, use noImage.png, set in IB. imageData = [NSData dataWithContentsOfURL:[NSURL URLWithString:[[postsArrayImgSrc objectAtIndex:loop] stringByReplacingOccurrencesOfString:@".jpg" withString:@".jpeg"]]]; } if (imageData != nil){ NSLog(@"imageData is NOT empty when creating file"); [fileManager createFileAtPath:[rootPath stringByAppendingPathComponent:[NSString stringWithFormat:@"images/%@.png", postID]] contents:imageData attributes:nil]; [writeToPlist addObject:[NSString stringWithFormat:@"%@.png", postID]]; } else { [writeToNoImagePlist addObject:[NSString stringWithFormat:@"%@", postID]]; } imageData = nil; loop++; NSLog(@"imagePlist: %@\nnoImagePlist: %@", writeToPlist, writeToNoImagePlist); } NSMutableArray *writeToAllPlist = [NSMutableArray arrayWithArray:writeToPlist]; [writeToPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:nowPlist]]; [writeToAllPlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"]]]; [writeToNoImagePlist addObjectsFromArray:[NSArray arrayWithContentsOfFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"]]]; [writeToPlist writeToFile:nowPlist atomically:YES]; [writeToAllPlist writeToFile:[rootPath stringByAppendingPathComponent:@"imagesStored.plist"] atomically:YES]; [writeToNoImagePlist writeToFile:[rootPath stringByAppendingPathComponent:@"noImage.plist"] atomically:YES]; [releasePool release]; }

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  • Increase content size of UIWebView using Javascript

    - by Sam
    Hi folks, I have a translucent toolbar over the bottom of my UIWebView. The trouble is, if there is a link at the bottom of the page, I can't press it because the webview will always bounce back down to the bottom. I don't want to shrink the webview and use a solid colour toolbar, and UIWebViews interface doesn't open much up. What I would like to do, ideally, is to actually increase the size of the web page by one toolbar height, so that I can scroll that extra bit and have all the content above the toolbar, but when scrolling down I will be able to see the page content through the toolbar. I could use the stringByEvaluatingJavaScriptFromString: function of UIWebView. I'm very rusty on JavaScript- is it possible for me to do this? Increase the window height or something? I tried: [webView stringByEvaluatingJavaScriptFromString: [NSString stringWithFormat:@"window.resizeBy(0,%d);", TOOLBAR_HEIGHT] ]; but it didn't do anything. Any pointers welcome. Thanks.

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  • Struggling to "clear" a CGLayer -- can it even be done?

    - by Joe Blow
    So I'm doing this repetitively - making a CGLayer, doing some processing, and then releasing it. This happens a lot in real time -- so surely there is a lot of overhead in making a whole new CGLayer each time? Surely it would be better to just keep lair around, and start fresh each time? However, I do not know any way, at all, to "erase" or "start from blank" a CGLayer?? Can anyone help on this? There is a function CGContextBeginPath(cc) but it's confusing: it seems to only clear out "that" path, it does not erase all of the CGLayer back to a blank canvas. how to return a CGLayer to a blank canvas????? Does anyone know? CGLayerRef lair = CGLayerCreateWithContext( UIGraphicsGetCurrentContext(), CGSizeMake(1024,768), NULL); CGContextRef cc = CGLayerGetContext(ether); // various processing here CGContextAddPath(cc, somePath); // various processing here CGLayerRelease(lair); Any ideas?!

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  • bounding a sprite in cocos2d

    - by Srinivas
    am making a canon to fire objects. back of the canon the plunger is attached. plunger acts for set speed and angle. canon rotates 0-90 degree and plunger moves front and back for adjust speed. when am rotates the canon by touches moved its working fine. when plunger is pull back by touches moved and it rotates means the plunger is bounds outside of the canon. how to control this:- my code for plunger and canon rotation on touches moved. ( para3 is the canon , para6 is my plunger):- CGPoint touchLocation = [self convertTouchToNodeSpace:touch]; CGPoint oldTouchLocation = [touch previousLocationInView:touch.view]; oldTouchLocation = [[CCDirector sharedDirector] convertToGL:oldTouchLocation]; oldTouchLocation = [self convertToNodeSpace:oldTouchLocation]; if (CGRectContainsPoint(CGRectMake(para6.position.x-para6.contentSize.width/2, para6.position.y-para6.contentSize.height/2, para6.contentSize.width, para6.contentSize.height), touchLocation) && (touchLocation.y-oldTouchLocation.y == 0)) { CGPoint diff = ccpSub(touchLocation, oldTouchLocation); CGPoint currentpos = [para6 position]; NSLog(@"%d",currentpos); CGPoint destination = ccpAdd(currentpos, diff); if (destination.x < 90 && destination.x >70) { [para6 setPosition:destination]; speed = (70 + (90-destination.x))*3.5 ; } } if(CGRectIntersectsRect((CGRectMake(para6.position.x-para6.contentSize.width/8, (para6.position.y+30)-para6.contentSize.height/10, para6.contentSize.width, para6.contentSize.height/10)),(CGRectMake(para3.position.x-para3.contentSize.width/2, para3.position.y-para3.contentSize.height/2, para3.contentSize.width, para3.contentSize.height)))) { [para3 runAction:[CCSequence actions: [CCRotateTo actionWithDuration:rotateDuration angle:rotateDiff], nil]]; CGFloat plungrot = (rotateDiff); CCRotateTo *rot = [CCRotateTo actionWithDuration:rotateDuration angle:plungrot]; [para6 runAction:rot]; } }

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  • word after the space NSlog

    - by DD007
    I am new bie to xcode may be question is silly but I am lagging with my home work. In a file I want to read a specific character after the string. I want to read all the character after the space. ex: asasasasasas wewewewewewe qwqwqwqwqwqw xyz_ 22 aaaaaaaaaaa bbbbbbbbbbb ccccccccccccccc ddddddddddddd fgfgfgfgfgfgfg ererererererer abc_ 12 bbbbbbbbbb dddddddd jkjkjkjkjkjkjk lalallalalalal everything is fine .. but i want to print after "xyz_ 22" as aaaaaaa then bbbb ccc

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  • is there any way to terminate UIImagePickerViewController while taking video?

    - by wadelim
    Hello! It's the first time to ask a question! until now, I don't need to ask qestion about my problem because Here is the rellay good place to share and solve my programming error(problem?)! now, I'm having a big problem at UIImagePickerViewController Fisrt, while My app is enconding Video Image on pckerViewcontroller, If I push the home button to go background, My app is terminated T_T(EXC_BAD_ACCESS) I want to keep my app alive(living) or close safely pickerview controller to be back I'm going crazy if there is anyone to help me, I would really appreciated Thank you! // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// // in Init Method [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(enterBackgound:) name:UIApplicationDidEnterBackgroundNotification object:nil]; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// UIImagePickerController *pickerController = [UIImagePickerController new]; i_pc = pickerController; // "i_pc" is member instance .... [self presentModalViewController:pickerController animated:YES]; [pickerController release]; // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// while encoding some video in pckerview Contrller, Push homeButton! and return back then my app is killed // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *// // this is my code to try to solve above problem.. But It's not working -(void)enterBackground:(NSNotification *)notification{ [self dismissModalViewControllerAnimated:YES]; } // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *//

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  • Three20/TTStyle.h No such file or directory error.

    - by mac
    Hi I have project, this contains header files like. #import "Three20/TTButton.h" #import "Three20/TTStyle.h" #import "Three20/TTStyleSheet.h" #import "Three20/TTView.h" #import "Three20/TTShape.h" but i am getting no such file, directory error. But i can see those TTButton.h,TTStyle.h... are inside the Three20 Folder. Please Help me, thanks in advance.

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  • Display TableViews corresponding to segmentedControl in a single tableview without pushing a new view

    - by user1727927
    I have a tableViewController where I have used the Interface Builder to insert a Segmented Controller having two segments. Since by default, first segment is always selected, I am not facing any problem in displaying the tableview corresponding to first segment. However, when I click on the second segment, I want to display another tableView. Here goes the problem. I am calling newTableViewController class on clicking the second segment. Hence, this view is getting pushed instead. Please suggest me a method to have these two tableViews in the main tableView upon clicking the segments. I have used switch case for switching between the segments. Here's the relevant part of the code: This method is in the FirstTableViewController since first segment is by default selected. -(IBAction) segmentedControlChanged { switch(segmentedControl.selectedSegmnentIndex) { case 0: //default first index selected. [tableView setHidden:NO]; break; case 1: NewViewController *controller=[[NewViewController alloc] initWithNibName:@"NewViewController" bundle:nil]; self.navigationController pushViewController:controller animated:YES]; [controller release]; break; default: break; } }

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  • UIViewController: setToolbarItems vs navigationItem

    - by Paul Sanwald
    my application has a UIViewController subclass which is being managed by a UINavigationController. In the viewDidLoad of my UIViewController subclass, I was attempting to add a UIBarButtonItem to the toolbar like this: settingsButton = [[UIBarButtonItem alloc] initWithTitle:@"Settings" style:UIBarButtonItemStylePlain target:self action:@selector(viewSettings:)]; [self setToolbarItems:[NSArray arrayWithObject:settingsButton]]; this wasn't working out for me, so after some googling around, I tried this: [[self navigationItem] setRightBarButtonItem:settingsButton]; which worked out fine. from reading the UIViewController documentation, I'm still confused about why setToolbarItems wasn't working. I verified in the debugger that the button was in the toolbarItems array in the viewDidAppear method. the button itself just wasn't appearing on my toolbar. so, my question is, why didn't setToolbarItems work for me in the first code snippet? I don't have the toolbar configured in my xib for this view controller at all, if that makes a difference.

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  • Using [self method] or @selector(method)?

    - by fuzzygoat
    Can anyone enlighten me as to the differences between the two statements below. [self playButtonSound]; AND: [self performSelector:@selector(playButtonSound)]; I am just asking as I had some old code that used @selector, now with a little more knowledge I can't think why I did not use [self playButtonSound] instead, they both seem to do the same as written here. gary

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  • Accessing multiple view controllers in page controller

    - by Apple Delegates
    I am showing view in ipad like a book, single view shows two view. I want to add more views so that when view flipped third and fourth view appears and further. I am using the code below to do so. I am adding ViewControllers to array it got kill at orientation method at this line " ContentViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0];". - (void)viewDidLoad { [super viewDidLoad]; //Instantiate the model array self.modelArray = [[NSMutableArray alloc] init]; for (int index = 1; index <= 12 ; index++) { [self.modelArray addObject:[NSString stringWithFormat:@"Page %d",index]]; } //Step 1 //Instantiate the UIPageViewController. self.pageViewController = [[UIPageViewController alloc] initWithTransitionStyle:UIPageViewControllerTransitionStylePageCurl navigationOrientation:UIPageViewControllerNavigationOrientationHorizontal options:nil]; //Step 2: //Assign the delegate and datasource as self. self.pageViewController.delegate = self; self.pageViewController.dataSource = self; //Step 3: //Set the initial view controllers. ViewOne *one = [[ViewOne alloc]initWithNibName:@"ViewOne" bundle:nil]; viewTwo *two = [[viewTwo alloc]initWithNibName:@"ViewTwo" bundle:nil]; ContentViewController *contentViewController = [[ContentViewController alloc] initWithNibName:@"ContentViewController" bundle:nil]; contentViewController.labelContents = [self.modelArray objectAtIndex:0]; // NSArray *viewControllers = [NSArray arrayWithObject:contentViewController]; viewControllers = [NSArray arrayWithObjects:contentViewController,one,two,nil]; [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:NO completion:nil]; //Step 4: //ViewController containment steps //Add the pageViewController as the childViewController [self addChildViewController:self.pageViewController]; //Add the view of the pageViewController to the current view [self.view addSubview:self.pageViewController.view]; //Call didMoveToParentViewController: of the childViewController, the UIPageViewController instance in our case. [self.pageViewController didMoveToParentViewController:self]; //Step 5: // set the pageViewController's frame as an inset rect. CGRect pageViewRect = self.view.bounds; pageViewRect = CGRectInset(pageViewRect, 40.0, 40.0); self.pageViewController.view.frame = pageViewRect; //Step 6: //Assign the gestureRecognizers property of our pageViewController to our view's gestureRecognizers property. self.view.gestureRecognizers = self.pageViewController.gestureRecognizers; } - (UIPageViewControllerSpineLocation)pageViewController:(UIPageViewController *)pageViewController spineLocationForInterfaceOrientation:(UIInterfaceOrientation)orientation { if(UIInterfaceOrientationIsPortrait(orientation)) { //Set the array with only 1 view controller UIViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0]; NSArray *viewControllers = [NSArray arrayWithObject:currentViewController]; [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:YES completion:NULL]; //Important- Set the doubleSided property to NO. self.pageViewController.doubleSided = NO; //Return the spine location return UIPageViewControllerSpineLocationMin; } else { // NSArray *viewControllers = nil; ContentViewController *currentViewController = [self.pageViewController.viewControllers objectAtIndex:0]; NSUInteger currentIndex = [self.modelArray indexOfObject:[(ContentViewController *)currentViewController labelContents]]; if(currentIndex == 0 || currentIndex %2 == 0) { UIViewController *nextViewController = [self pageViewController:self.pageViewController viewControllerAfterViewController:currentViewController]; viewControllers = [NSArray arrayWithObjects:currentViewController, nextViewController, nil]; } else { UIViewController *previousViewController = [self pageViewController:self.pageViewController viewControllerBeforeViewController:currentViewController]; viewControllers = [NSArray arrayWithObjects:previousViewController, currentViewController, nil]; } //Now, set the viewControllers property of UIPageViewController [self.pageViewController setViewControllers:viewControllers direction:UIPageViewControllerNavigationDirectionForward animated:YES completion:NULL]; return UIPageViewControllerSpineLocationMid; } }

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  • Is there any seriously good reason why a view can not completely manage itself?

    - by mystify
    Example: I have an warning triangle icon, which is a UIImageView subclass. That warning is blended in with an animation, pulses for 3 seconds and then fades out. it always has a parent view! it's always only used this way: alloc, init, add as subview, kick off animation, when done:remove from superview So I want this: [WarningIcon warningAtPosition:CGPointMake(50.0f, 100.0f) parentView:self]; BANG! That's it. Call and forget. The view adds itself as subview to the parent, then does it's animations. And when done, it cuts itself off from the branch with [self removeFromSupeview];. Now some nerd a year ago told me: "Never cut yourself off from your own branch". In other words: A view should never ever remove itself from superview if it's no more referenced anywhere. I want to get it, really. WHY? Think about this: The hard way, I would do actually the exact same thing. Create an instance and hang me in as delegate, kick off the animation, and when the warning icon is done animating, it calls me back "hey man i'm done, get rid of me!" - so my delegate method is called with an pointer to that instance, and I do the exact same thing: [thatWarningIcon removeFromSuperview]; - BANG. Now I'd really love to know why this sucks. Life would be so easy.

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  • Why do touches only get detected ABOVE my CCBitmapFontAtlas and not ON it? (cocos2d)

    - by RexOnRoids
    I am detecting touches for CCBitmapFontAtlas (just text labels) as shown in the code below. But it seems that touches are only detected slightly ABOVE the CCBitmapFontAtlases? Did something get screwed when converting between coordinate systems? (*Note objects label1, label2, etc are CCBitmapFontAtlas) - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView:[touch view]]; location = [[CCDirector sharedDirector] convertToGL:location]; self.myGraphManager.isSliding = NO; CGRect rectLabel1 = CGRectMake(label1.position.x, label1.position.y, label1.contentSize.width, label1.contentSize.height); CGRect rectLabel2 = CGRectMake(label2.position.x, label2.position.y, label2.contentSize.width, label2.contentSize.height); CGRect rectLabel3 = CGRectMake(label3.position.x, label3.position.y, label3.contentSize.width, label3.contentSize.height); CGRect rectLabel4 = CGRectMake(label4.position.x, label4.position.y, label4.contentSize.width, label4.contentSize.height); CGRect rectLabel5 = CGRectMake(label5.position.x, label5.position.y, label5.contentSize.width, label5.contentSize.height); CGRect rectLabel6 = CGRectMake(label6.position.x, label6.position.y, label6.contentSize.width, label6.contentSize.height); if(CGRectContainsPoint(rectLabel1, location)){ NSLog(@"Label 1 Touched"); }else if(CGRectContainsPoint(rectLabel2, location)){ NSLog(@"Label 2 Touched"); }else if(CGRectContainsPoint(rectLabel3, location)){ NSLog(@"Label 3 Touched"); }else if(CGRectContainsPoint(rectLabel4, location)){ NSLog(@"Label 4 Touched"); }else if(CGRectContainsPoint(rectLabel5, location)){ NSLog(@"Label 5 Touched"); }else if(CGRectContainsPoint(rectLabel6, location)){ NSLog(@"Label 6 Touched"); } } }

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