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  • Objective-C(iPhone SDK) - Code for Chemical Equation Balancer help

    - by Evan
    -(IBAction) balancer: (id) sender{ double M[4][4]; M[0][0] = 6.0; M[0][1] = 0.0; M[0][2] = -1.0; M[0][3] = 0.0; M[1][0] = 12.0; M[1][1] = 0.0; M[1][2] = 0.0; M[1][3] = 2.0; M[2][0] = 6.0; M[2][1] = 2.0; M[2][2] = -2.0; M[2][3] = 1.0; M[3][0] = 0.0; M[3][1] = 0.0; M[3][2] = 0.0; M[3][3] = 0.0; int rowCount = 4; int columnCount = 4; int lead = 0; for (int r = 0; r < rowCount; r++) { if (lead = columnCount) break; int i = r; while (M[i][lead] == 0) { i++; if (i == rowCount) { i = r; lead++; if (lead == columnCount){ break; } } } double temp[4] ; temp[0] = M[r][0]; temp[1] = M[r][1]; temp[2] = M[r][2]; temp[3] = M[r][3]; M[r][0] = M[i][0]; M[r][1] = M[i][1]; M[r][2] = M[i][2]; M[r][3] = M[i][3]; M[i][0] = temp[0]; M[i][1] = temp[1]; M[i][2] = temp[2]; M[i][3] = temp[3]; double lv = M[r][lead]; for (int j = 0; j < columnCount; j++) M[r][j] = M[r][j] / lv; for (int f = 0; f < rowCount; f++) { if (f != r) { double l = M[f][lead]; for (int j = 0; j < columnCount; j++) M[f][j] = M[f][j] - l * M[r][j]; } } lead++; } NSString* myNewString = [NSString stringWithFormat:@"%g",M[0][3]]; label1.text = myNewString; } This is returning NaN, while it should be returning .16666667 for M[0][3]. Any suggestions on how to fix this?

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  • UIButton performance in UITableViewCell vs UIView

    - by marcel salathe
    I'd like to add a UIButton to a custom UITableViewCell (programmatically). This is easy to do, but I'm finding that the "performance" of the button in the cell is slow - that is, when I touch the button, there is quite a bit of delay until the button visually goes into the highlighted state. The same type of button on a regular UIView is very responsive in comparison. In order to isolate the problem, I've created two views - one is a simple UIView, the other is a UITableView with only one UITableViewCell. I've added buttons to both views (the UIView and the UITableViewCell), and the performance difference is quite striking. I've searched the web and read the Apple docs but haven't really found the cause of the problem. My guess is that it somehow has to do with the responder chain, but I can't quite put my finger on it. I must be doing something wrong, and I'd appreciate any help. Thanks. Demo code: ViewController.h #import <UIKit/UIKit.h> @interface ViewController : UIViewController <UITableViewDelegate, UITableViewDataSource> @property UITableView* myTableView; @property UIView* myView; ViewController.m #import "ViewController.h" #import "CustomCell.h" @implementation ViewController @synthesize myTableView, myView; - (id)initWithNibName:(NSString *)nibNameOrNil bundle:(NSBundle *)nibBundleOrNil { self = [super initWithNibName:nibNameOrNil bundle:nibBundleOrNil]; if (self) { [self initMyView]; [self initMyTableView]; } return self; } - (void) initMyView { UIView* newView = [[UIView alloc] initWithFrame:CGRectMake(0,0,[[UIScreen mainScreen] bounds].size.width,100)]; self.myView = newView; // button on regularView UIButton* myButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [myButton addTarget:self action:@selector(pressedMyButton) forControlEvents:UIControlEventTouchUpInside]; [myButton setTitle:@"I'm fast" forState:UIControlStateNormal]; [myButton setFrame:CGRectMake(20.0, 10.0, 160.0, 30.0)]; [[self myView] addSubview:myButton]; } - (void) initMyTableView { UITableView *newTableView = [[UITableView alloc] initWithFrame:CGRectMake(0,100,[[UIScreen mainScreen] bounds].size.width,[[UIScreen mainScreen] bounds].size.height-100) style:UITableViewStyleGrouped]; self.myTableView = newTableView; self.myTableView.delegate = self; self.myTableView.dataSource = self; } -(void) pressedMyButton { NSLog(@"pressedMyButton"); } - (void)viewDidLoad { [super viewDidLoad]; [[self view] addSubview:self.myView]; [[self view] addSubview:self.myTableView]; } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { return 1; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { return 1; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { CustomCell *customCell = [tableView dequeueReusableCellWithIdentifier:@"CustomCell"]; if (customCell == nil) { customCell = [[CustomCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:@"CustomCell"]; } return customCell; } @end CustomCell.h #import <UIKit/UIKit.h> @interface CustomCell : UITableViewCell @property (retain, nonatomic) UIButton* cellButton; @end CustomCell.m #import "CustomCell.h" @implementation CustomCell @synthesize cellButton; - (id)initWithStyle:(UITableViewCellStyle)style reuseIdentifier:(NSString *)reuseIdentifier { self = [super initWithStyle:style reuseIdentifier:reuseIdentifier]; if (self) { // button within cell cellButton = [UIButton buttonWithType:UIButtonTypeRoundedRect]; [cellButton addTarget:self action:@selector(pressedCellButton) forControlEvents:UIControlEventTouchUpInside]; [cellButton setTitle:@"I'm sluggish" forState:UIControlStateNormal]; [cellButton setFrame:CGRectMake(20.0, 10.0, 160.0, 30.0)]; [self addSubview:cellButton]; } return self; } - (void) pressedCellButton { NSLog(@"pressedCellButton"); } @end

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  • Multiple Notifications Not Firing

    - by motionpotion
    I'm scheduling two notifications as shown below. The app is a long-lived app. One local notification is scheduled to run every hour. The other is scheduled to run once per day. Only the second scheduled notification (the hourly notifcation) fires. - (void)scheduleNotification { LogInfo(@"IN scheduleNotification - DELETEYESTERDAY NOTIFICATION SCHEDULED."); UILocalNotification *notif = [[UILocalNotification alloc] init]; NSDictionary *deleteDict = [NSDictionary dictionaryWithObject:@"DeleteYesterday" forKey:@"DeleteYesterday"]; NSCalendar *calendar = [NSCalendar currentCalendar]; NSDateComponents *components = [[NSDateComponents alloc] init]; components = [[NSCalendar currentCalendar] components:NSDayCalendarUnit | NSMonthCalendarUnit | NSYearCalendarUnit fromDate:[NSDate date]]; NSInteger day = [components day]; NSInteger month = [components month]; NSInteger year = [components year]; [components setDay: day]; [components setMonth: month]; [components setYear: year]; [components setHour: 00]; [components setMinute: 45]; [components setSecond: 0]; [calendar setTimeZone: [NSTimeZone systemTimeZone]]; NSDate *dateToFire = [calendar dateFromComponents:components]; notif.fireDate = dateToFire; notif.timeZone = [NSTimeZone systemTimeZone]; notif.repeatInterval = NSDayCalendarUnit; notif.userInfo = deleteDict; [[UIApplication sharedApplication] scheduleLocalNotification:notif]; } and then I schedule this after above: - (void)scheduleHeartBeat { LogInfo(@"IN scheduleHeartBeat - HEARTBEAT NOTIFICATION SCHEDULED."); UILocalNotification *heartbeat = [[UILocalNotification alloc] init]; NSDictionary *heartbeatDict = [NSDictionary dictionaryWithObject:@"HeartBeat" forKey:@"HeartBeat"]; heartbeat.userInfo = heartbeatDict; NSCalendar *calendar = [NSCalendar currentCalendar]; NSDateComponents *components = [[NSDateComponents alloc] init]; components = [[NSCalendar currentCalendar] components:NSDayCalendarUnit | NSMonthCalendarUnit | NSYearCalendarUnit fromDate:[NSDate date]]; NSInteger day = [components day]; NSInteger month = [components month]; NSInteger year = [components year]; [components setDay: day]; [components setMonth: month]; [components setYear: year]; [components setHour: 00]; [components setMinute: 50]; [components setSecond: 0]; [calendar setTimeZone: [NSTimeZone systemTimeZone]]; NSDate *dateToFire = [calendar dateFromComponents:components]; heartbeat.fireDate = dateToFire; heartbeat.timeZone = [NSTimeZone systemTimeZone]; heartbeat.repeatInterval = NSHourCalendarUnit; [[UIApplication sharedApplication] scheduleLocalNotification:heartbeat]; } The above are scheduled when the app launches in the viewDidLoad of the main view controller. - (void)viewDidLoad { [self scheduleNotification]; [self scheduleHeartBeat]; [super viewDidLoad]; //OTHER CODE HERE } Then in the appdelegate I have the following: - (void)application:(UIApplication *)application didReceiveLocalNotification:(UILocalNotification *)notification { LogInfo(@"IN didReceiveLocalNotification NOTIFICATION RECEIVED."); NSString *notificationHeartBeat = nil; NSString *notificationDeleteYesterday = nil; application.applicationIconBadgeNumber = 0; if (notification) { notificationHeartBeat = [notification.userInfo objectForKey:@"HeartBeat"]; notificationDeleteYesterday = [notification.userInfo objectForKey:@"DeleteYesterday"]; LogInfo(@"IN didReceiveLocalNotification HEARTBEAT NOTIFICATION TYPE: %@", notificationHeartBeat); LogInfo(@"IN didReceiveLocalNotification DELETEYESTERDAY NOTIFICATION TYPE: %@", notificationDeleteYesterday); } if ([notificationHeartBeat isEqualToString:@"HeartBeat"]) { //CREATE THE HEARTBEAT LogInfo(@"CREATING THE HEARTBEAT."); //CALL THE FUNCTIONALITY HERE THAT CREATES HEARTBEAT. } if ([notificationDeleteYesterday isEqualToString:@"DeleteYesterday"]) { //DELETE YESTERDAYS RECORDS LogInfo(@"DELETING YESTERDAYS RECORDS."); } } The notification that is scheduled last (scheduleHeartBeat) is the only notification that is fired. Could somebody help me figure out why this is happening?

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  • Setting custom UITableViewCells height

    - by Vijayeta
    I am using a custum UITableViewCell which has some labels, buttons and imageviews to be displayed. There is one label in the cell whose text is a NSString object and the length of string could be variable. Due to this, I cannot set a constant height to the cell in the UITableViews: heightForCellAtIndex method. The cell's height depends on the labels height which can be determined using the NSStrings sizeWithFont method. I tried using it, but it looks like I'm going wrong somewhere. How can it be fixed? Here is the code used for initializing the cell. if (self = [super initWithFrame:frame reuseIdentifier:reuseIdentifier]) { self.selectionStyle = UITableViewCellSelectionStyleNone; UIImage *image = [UIImage imageNamed:@"dot.png"]; imageView = [[UIImageView alloc] initWithImage:image]; imageView.frame = CGRectMake(45.0,10.0,10,10); headingTxt = [[UILabel alloc] initWithFrame: CGRectMake(60.0,0.0,150.0,post_hdg_ht)]; [headingTxt setContentMode: UIViewContentModeCenter]; headingTxt.text = postData.user_f_name; headingTxt.font = [UIFont boldSystemFontOfSize:13]; headingTxt.textAlignment = UITextAlignmentLeft; headingTxt.textColor = [UIColor blackColor]; dateTxt = [[UILabel alloc] initWithFrame:CGRectMake(55.0,23.0,150.0,post_date_ht)]; dateTxt.text = postData.created_dtm; dateTxt.font = [UIFont italicSystemFontOfSize:11]; dateTxt.textAlignment = UITextAlignmentLeft; dateTxt.textColor = [UIColor grayColor]; NSString * text1 = postData.post_body; NSLog(@"text length = %d",[text1 length]); CGRect bounds = [UIScreen mainScreen].bounds; CGFloat tableViewWidth; CGFloat width = 0; tableViewWidth = bounds.size.width/2; width = tableViewWidth - 40; //fudge factor //CGSize textSize = {width, 20000.0f}; //width and height of text area CGSize textSize = {245.0, 20000.0f}; //width and height of text area CGSize size1 = [text1 sizeWithFont:[UIFont systemFontOfSize:11.0f] constrainedToSize:textSize lineBreakMode:UILineBreakModeWordWrap]; CGFloat ht = MAX(size1.height, 28); textView = [[UILabel alloc] initWithFrame:CGRectMake(55.0,42.0,245.0,ht)]; textView.text = postData.post_body; textView.font = [UIFont systemFontOfSize:11]; textView.textAlignment = UITextAlignmentLeft; textView.textColor = [UIColor blackColor]; textView.lineBreakMode = UILineBreakModeWordWrap; textView.numberOfLines = 3; textView.autoresizesSubviews = YES; [self.contentView addSubview:imageView]; [self.contentView addSubview:textView]; [self.contentView addSubview:webView]; [self.contentView addSubview:dateTxt]; [self.contentView addSubview:headingTxt]; [self.contentView sizeToFit]; [imageView release]; [textView release]; [webView release]; [dateTxt release]; [headingTxt release]; } textView = [[UILabel alloc] initWithFrame:CGRectMake(55.0,42.0,245.0,ht)]; this is the label whose height and width are going wrong.

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  • how to generate random bubbles from array of sprites in cocos2d?

    - by prakash s
    I am devoloping the bubble shooter game in cocos2d how to generate random bubbles from array of sprites here is my code (void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); [self addChild:target]; [movableSprites addObject:target]; //[target runAction:]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; This code generating bubbles with *.png colour bubbles but i want to generate randomly because for shooting the bubbles by shooter class help me please id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } }

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  • how to give action to the CCArray which contain bubbles(sprites)

    - by prakash s
    I am making bubbles shooter game in cocos2d I have taken one array in that i have inserted number of different color bubbles and i showing on my game scene also , but if give some move action to that array ,it moving down but it displaying all the bubbles at one position and automatically destroying , what is the main reason behind this please help me here is my code: -(void)addTarget { CGSize winSize = [[CCDirector sharedDirector] winSize]; //CCSprite *target = [CCSprite spriteWithFile:@"3.png" rect:CGRectMake(0, 0, 256, 256)]; NSMutableArray * movableSprites = [[NSMutableArray alloc] init]; NSArray *images = [NSArray arrayWithObjects:@"1.png", @"2.png", @"3.png", @"4.png",@"5.png",@"1.png",@"5.png", @"3.png", nil]; for(int i = 0; i < images.count; ++i) { NSString *image = [images objectAtIndex:i]; // generate random number based on size of array (array size is larger than 10) CCSprite*target = [CCSprite spriteWithFile:image]; float offsetFraction = ((float)(i+1))/(images.count+1); //target.position = ccp(winSize.width*offsetFraction, winSize.height/2); target.position = ccp(350*offsetFraction, 460); // [[CCActionManager sharedManager ] pauseAllActionsForTarget:target ] ; [self addChild:target]; [movableSprites addObject:target]; //[target runAction:[CCMoveTo actionWithDuration:20.0 position:ccp(0,0)]]; id actionMove = [CCMoveTo actionWithDuration:10 position:ccp(winSize.width/2,winSize. height/2)]; id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)]; [target runAction:[CCSequence actions:actionMove, actionMoveDone, nil]]; } } after the move at certain position i want to display all the bubbles in centre of my window

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  • Change collision action

    - by PatrickR
    I have a collision detection and its working fine, the problem is, that whenever my "bird" is hitting a "cloud", the cloud dissapers and i get some points. The same happens for the "sol" which it should, but not with the clouds. How can this be changed ? ive tryed a lot, but can seem to figger it out. Collision Code - (void)update:(ccTime)dt { bird.position = ccpAdd(bird.position, skyVelocity); NSMutableArray *projectilesToDelete = [[NSMutableArray alloc] init]; for (CCSprite *bird in _projectiles) { bird.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(bird.position.x, bird.position.y, [bird boundingBox].size.width, [bird boundingBox].size.height); NSMutableArray *targetsToDelete = [[NSMutableArray alloc] init]; for (CCSprite *cloudSprite in _targets) { cloudSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(cloudSprite.position.x, cloudSprite.position.y, [cloudSprite boundingBox].size.width, [cloudSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [cloudSprite boundingBox])) { [targetsToDelete addObject:cloudSprite]; } } for (CCSprite *solSprite in _targets) { solSprite.anchorPoint = ccp(0, 0); CGRect absoluteBox = CGRectMake(solSprite.position.x, solSprite.position.y, [solSprite boundingBox].size.width, [solSprite boundingBox].size.height); if (CGRectIntersectsRect([bird boundingBox], [solSprite boundingBox])) { [targetsToDelete addObject:solSprite]; score += 50/2; [scoreLabel setString:[NSString stringWithFormat:@"%d", score]]; } } // NÅR SKYEN BLIVER RAMT AF FUGLEN for (CCSprite *cloudSprite in targetsToDelete) { //[_targets removeObject:cloudSprite]; //[self removeChild:cloudSprite cleanup:YES]; } // NÅR SOLEN BLIVER RAMT AF FUGLEN for (CCSprite *solSprite in targetsToDelete) { [_targets removeObject:solSprite]; [self removeChild:solSprite cleanup:YES]; } if (targetsToDelete.count > 0) { [projectilesToDelete addObject:bird]; } [targetsToDelete release]; } // NÅR FUGLEN BLIVER RAMT AF ALT ANDET for (CCSprite *bird in projectilesToDelete) { //[_projectiles removeObject:bird]; //[self removeChild:bird cleanup:YES]; } [projectilesToDelete release]; }

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  • CCSpriteHole in cocos2d 2.0?

    - by rakkarage
    i was using this cocos2d class CCSpriteHole in cocos2d 1.0 fine... http://jpsarda.tumblr.com/post/15779708304/new-cocos2d-iphone-extensions-a-progress-bar-and-a i am trying to convert it to cocos2d 2.0... i got it to compile by changing glVertexPointer to glVertexAttribPointer like in the 2.0 version of CCSpriteScale9 here http://jpsarda.tumblr.com/post/9162433577/scale9grid-for-cocos2d and changing contentSizeInPixels_ to contentSize_... -(id) init { if( (self=[super init]) ) { opacityModifyRGB_ = YES; opacity_ = 255; color_ = colorUnmodified_ = ccWHITE; capSize=capSizeInPixels=CGSizeZero; //Not used blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; // update texture (calls updateBlendFunc) [self setTexture:nil]; // default transform anchor anchorPoint_ = ccp(0.5f, 0.5f); vertexDataCount=24; vertexData = (ccV2F_C4F_T2F*) malloc(vertexDataCount * sizeof(ccV2F_C4F_T2F)); [self setTextureRectInPixels:CGRectZero untrimmedSize:CGSizeZero]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture rect:(CGRect)rect { NSAssert(texture!=nil, @"Invalid texture for sprite"); // IMPORTANT: [self init] and not [super init]; if( (self = [self init]) ) { [self setTexture:texture]; [self setTextureRect:rect]; } return self; } -(id) initWithTexture:(CCTexture2D*)texture { NSAssert(texture!=nil, @"Invalid texture for sprite"); CGRect rect = CGRectZero; rect.size = texture.contentSize; return [self initWithTexture:texture rect:rect]; } -(id) initWithFile:(NSString*)filename { NSAssert(filename!=nil, @"Invalid filename for sprite"); CCTexture2D *texture = [[CCTextureCache sharedTextureCache] addImage: filename]; if( texture ) return [self initWithTexture:texture]; return nil; } +(id)spriteWithFile:(NSString*)f { return [[self alloc] initWithFile:f]; } - (void) dealloc { if (vertexData) free(vertexData); } -(void) updateColor { ccColor4F color4; color4.r=(float)color_.r/255.0f; color4.g=(float)color_.g/255.0f; color4.b=(float)color_.b/255.0f; color4.a=(float)opacity_/255.0f; for (int i=0; i<vertexDataCount; i++) { vertexData[i].colors=color4; } } -(void)updateTextureCoords:(CGRect)rect { CCTexture2D *tex = texture_; if(!tex) return; float atlasWidth = (float)tex.pixelsWide; float atlasHeight = (float)tex.pixelsHigh; float left,right,top,bottom; left = rect.origin.x/atlasWidth; right = left + rect.size.width/atlasWidth; top = rect.origin.y/atlasHeight; bottom = top + rect.size.height/atlasHeight; // // |/|/|/| // CGSize capTexCoordsSize=CGSizeMake(capSizeInPixels.width/atlasWidth, capSizeInPixels.height/atlasHeight); // From left to right //Top band // Left vertexData[0].texCoords=(ccTex2F){left,top}; vertexData[1].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[2].texCoords=(ccTex2F){left+capTexCoordsSize.width,top}; vertexData[3].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[4].texCoords=(ccTex2F){right-capTexCoordsSize.width,top}; vertexData[5].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[6].texCoords=(ccTex2F){right,top}; vertexData[7].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Center band // Left vertexData[8].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[9].texCoords=(ccTex2F){left,top+capTexCoordsSize.height}; vertexData[10].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[11].texCoords=(ccTex2F){left+capTexCoordsSize.width,top+capTexCoordsSize.height}; // Center vertexData[12].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; vertexData[13].texCoords=(ccTex2F){right-capTexCoordsSize.width,top+capTexCoordsSize.height}; // Right vertexData[14].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; vertexData[15].texCoords=(ccTex2F){right,top+capTexCoordsSize.height}; //Bottom band //Left vertexData[16].texCoords=(ccTex2F){left,bottom}; vertexData[17].texCoords=(ccTex2F){left,bottom-capTexCoordsSize.height}; vertexData[18].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom}; vertexData[19].texCoords=(ccTex2F){left+capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Center vertexData[20].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom}; vertexData[21].texCoords=(ccTex2F){right-capTexCoordsSize.width,bottom-capTexCoordsSize.height}; // Right vertexData[22].texCoords=(ccTex2F){right,bottom}; vertexData[23].texCoords=(ccTex2F){right,bottom-capTexCoordsSize.height}; } -(void) updateVertices { float left=0; //-spriteSizeInPixels.width*0.5f; float right=left+contentSize_.width; float bottom=0; //-spriteSizeInPixels.height*0.5f; float top=bottom+contentSize_.height; float holeLeft=holeRect.origin.x*CC_CONTENT_SCALE_FACTOR(); float holeRight=holeLeft+holeRect.size.width*CC_CONTENT_SCALE_FACTOR(); float holeBottom=holeRect.origin.y*CC_CONTENT_SCALE_FACTOR(); float holeTop=holeBottom+holeRect.size.height*CC_CONTENT_SCALE_FACTOR(); // // |/|/|/| // // From left to right //Top band // Left vertexData[0].vertices=(ccVertex2F){left,top}; vertexData[1].vertices=(ccVertex2F){left,holeTop}; vertexData[2].vertices=(ccVertex2F){holeLeft,top}; vertexData[3].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[4].vertices=(ccVertex2F){holeRight,top}; vertexData[5].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[6].vertices=(ccVertex2F){right,top}; vertexData[7].vertices=(ccVertex2F){right,holeTop}; //Center band // Left vertexData[8].vertices=(ccVertex2F){left,holeBottom}; vertexData[9].vertices=(ccVertex2F){left,holeTop}; vertexData[10].vertices=(ccVertex2F){holeLeft,holeBottom}; vertexData[11].vertices=(ccVertex2F){holeLeft,holeTop}; // Center vertexData[12].vertices=(ccVertex2F){holeRight,holeBottom}; vertexData[13].vertices=(ccVertex2F){holeRight,holeTop}; // Right vertexData[14].vertices=(ccVertex2F){right,holeBottom}; vertexData[15].vertices=(ccVertex2F){right,holeTop}; //Bottom band //Left vertexData[16].vertices=(ccVertex2F){left,bottom}; vertexData[17].vertices=(ccVertex2F){left,holeBottom}; vertexData[18].vertices=(ccVertex2F){holeLeft,bottom}; vertexData[19].vertices=(ccVertex2F){holeLeft,holeBottom}; // Center vertexData[20].vertices=(ccVertex2F){holeRight,bottom}; vertexData[21].vertices=(ccVertex2F){holeRight,holeBottom}; // Right vertexData[22].vertices=(ccVertex2F){right,bottom}; vertexData[23].vertices=(ccVertex2F){right,holeBottom}; } -(void) setHole:(CGRect)r inRect:(CGRect)totalSurface { holeRect=r; self.contentSize=totalSurface.size; holeRect.origin=ccpSub(holeRect.origin,totalSurface.origin); CGPoint holeCenter=ccp(holeRect.origin.x+holeRect.size.width*0.5f,holeRect.origin.y+holeRect.size.height*0.5f); self.anchorPoint=ccp(holeCenter.x/contentSize_.width,holeCenter.y/contentSize_.height); //[self updateTextureCoords:rectInPixels_]; [self updateVertices]; [self updateColor]; } -(void) draw { BOOL newBlend = NO; if( blendFunc_.src != CC_BLEND_SRC || blendFunc_.dst != CC_BLEND_DST ) { newBlend = YES; glBlendFunc( blendFunc_.src, blendFunc_.dst ); } glBindTexture(GL_TEXTURE_2D, [texture_ name]); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[0].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[8].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].vertices); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].texCoords); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_FLOAT, GL_FALSE, sizeof(ccV2F_C4F_T2F), &vertexData[16].colors); glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); if( newBlend ) glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST); } -(void)setTextureRectInPixels:(CGRect)rect untrimmedSize:(CGSize)untrimmedSize { rectInPixels_ = rect; rect_ = CC_RECT_PIXELS_TO_POINTS( rect ); //[self setContentSizeInPixels:untrimmedSize]; [self updateTextureCoords:rectInPixels_]; } -(void)setTextureRect:(CGRect)rect { CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS( rect ); [self setTextureRectInPixels:rectInPixels untrimmedSize:rectInPixels.size]; } // // RGBA protocol // #pragma mark CCSpriteHole - RGBA protocol -(GLubyte) opacity { return opacity_; } -(void) setOpacity:(GLubyte) anOpacity { opacity_ = anOpacity; // special opacity for premultiplied textures if( opacityModifyRGB_ ) [self setColor: (opacityModifyRGB_ ? colorUnmodified_ : color_ )]; [self updateColor]; } - (ccColor3B) color { if(opacityModifyRGB_){ return colorUnmodified_; } return color_; } -(void) setColor:(ccColor3B)color3 { color_ = colorUnmodified_ = color3; if( opacityModifyRGB_ ){ color_.r = color3.r * opacity_/255; color_.g = color3.g * opacity_/255; color_.b = color3.b * opacity_/255; } [self updateColor]; } -(void) setOpacityModifyRGB:(BOOL)modify { ccColor3B oldColor = self.color; opacityModifyRGB_ = modify; self.color = oldColor; } -(BOOL) doesOpacityModifyRGB { return opacityModifyRGB_; } #pragma mark CCSpriteHole - CocosNodeTexture protocol -(void) updateBlendFunc { if( !texture_ || ! [texture_ hasPremultipliedAlpha] ) { blendFunc_.src = GL_SRC_ALPHA; blendFunc_.dst = GL_ONE_MINUS_SRC_ALPHA; [self setOpacityModifyRGB:NO]; } else { blendFunc_.src = CC_BLEND_SRC; blendFunc_.dst = CC_BLEND_DST; [self setOpacityModifyRGB:YES]; } } -(void) setTexture:(CCTexture2D*)texture { // accept texture==nil as argument NSAssert( !texture || [texture isKindOfClass:[CCTexture2D class]], @"setTexture expects a CCTexture2D. Invalid argument"); texture_ = texture; [self updateBlendFunc]; } -(CCTexture2D*) texture { return texture_; } @end but now positioning and scaling seem to not work? and it starts in the wrong position... but changing the opacity still works. so i was wondering if anyone can see why my 2.0 version is not working? or if maybe there is a better way to do a sprite hole with cocos2d/opengl 2.0? shaders? thanks

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  • Creating Gun objects with upgrades?

    - by zardon
    I have a series of guns in my game. I use the Gun class/object like this: (Just an example) @interface Gun : NSObject { NSString *name; // Six-shooter NSNumber *cost; NSNumber *clipPrice; // ie: 700 NSNumber *clipCapacity; // 6 NSNumber *ammoCapacity; // 6 NSNumber *damage; // 0-10 NSNumber *accuracy; // 0-10 NSNumber *fireRate; // 0-10 NSNumber *range; // 0-10 // Not sure if I have all the stats, but this is fine for now } Lets say I want to have 3 upgrades per gun. My problem is I am not sure how to do this. Examples: increase fire-rate increase range increase accuracy silencer double ammo capacity (ie: Drum) double clip capacity (ie: Taped magazine) Thus my question is, I'd like to implement an upgrade system to guns but I am not sure how to do it. Would there be an Upgrade object which is a child to the Gun class, or would it be seperate class altogether. Thanks for your time.

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  • UIImagePickerController, UIImage, Memory and More!

    - by Itay
    I've noticed that there are many questions about how to handle UIImage objects, especially in conjunction with UIImagePickerController and then displaying it in a view (usually a UIImageView). Here is a collection of common questions and their answers. Feel free to edit and add your own. I obviously learnt all this information from somewhere too. Various forum posts, StackOverflow answers and my own experimenting brought me to all these solutions. Credit goes to those who posted some sample code that I've since used and modified. I don't remember who you all are - but hats off to you! How Do I Select An Image From the User's Images or From the Camera? You use UIImagePickerController. The documentation for the class gives a decent overview of how one would use it, and can be found here. Basically, you create an instance of the class, which is a modal view controller, display it, and set yourself (or some class) to be the delegate. Then you'll get notified when a user selects some form of media (movie or image in 3.0 on the 3GS), and you can do whatever you want. My Delegate Was Called - How Do I Get The Media? The delegate method signature is the following: - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info; You should put a breakpoint in the debugger to see what's in the dictionary, but you use that to extract the media. For example: UIImage* image = [info objectForKey:UIImagePickerControllerOriginalImage]; There are other keys that work as well, all in the documentation. OK, I Got The Image, But It Doesn't Have Any Geolocation Data. What gives? Unfortunately, Apple decided that we're not worthy of this information. When they load the data into the UIImage, they strip it of all the EXIF/Geolocation data. Can I Get To The Original File Representing This Image on the Disk? Nope. For security purposes, you only get the UIImage. How Can I Look At The Underlying Pixels of the UIImage? Since the UIImage is immutable, you can't look at the direct pixels. However, you can make a copy. The code to this looks something like this: UIImage* image = ...; // An image NSData* pixelData = (NSData*) CGDataProviderCopyData(CGImageGetDataProvider(image.CGImage)); unsigned char* pixelBytes = (unsigned char *)[pixelData bytes]; // Take away the red pixel, assuming 32-bit RGBA for(int i = 0; i < [pixelData length]; i += 4) { pixelBytes[i] = 0; // red pixelBytes[i+1] = pixelBytes[i+1]; // green pixelBytes[i+2] = pixelBytes[i+2]; // blue pixelBytes[i+3] = pixelBytes[i+3]; // alpha } However, note that CGDataProviderCopyData provides you with an "immutable" reference to the data - meaning you can't change it (and you may get a BAD_ACCESS error if you do). Look at the next question if you want to see how you can modify the pixels. How Do I Modify The Pixels of the UIImage? The UIImage is immutable, meaning you can't change it. Apple posted a great article on how to get a copy of the pixels and modify them, and rather than copy and paste it here, you should just go read the article. Once you have the bitmap context as they mention in the article, you can do something similar to this to get a new UIImage with the modified pixels: CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; Do remember to release your references though, otherwise you're going to be leaking quite a bit of memory. After I Select 3 Images From The Camera, I Run Out Of Memory. Help! You have to remember that even though on disk these images take up only a few hundred kilobytes at most, that's because they're compressed as a PNG or JPG. When they are loaded into the UIImage, they become uncompressed. A quick over-the-envelope calculation would be: width x height x 4 = bytes in memory That's assuming 32-bit pixels. If you have 16-bit pixels (some JPGs are stored as RGBA-5551), then you'd replace the 4 with a 2. Now, images taken with the camera are 1600 x 1200 pixels, so let's do the math: 1600 x 1200 x 4 = 7,680,000 bytes = ~8 MB 8 MB is a lot, especially when you have a limit of around 24 MB for your application. That's why you run out of memory. OK, I Understand Why I Have No Memory. What Do I Do? There is never any reason to display images at their full resolution. The iPhone has a screen of 480 x 320 pixels, so you're just wasting space. If you find yourself in this situation, ask yourself the following question: Do I need the full resolution image? If the answer is yes, then you should save it to disk for later use. If the answer is no, then read the next part. Once you've decided what to do with the full-resolution image, then you need to create a smaller image to use for displaying. Many times you might even want several sizes for your image: a thumbnail, a full-size one for displaying, and the original full-resolution image. OK, I'm Hooked. How Do I Resize the Image? Unfortunately, there is no defined way how to resize an image. Also, it's important to note that when you resize it, you'll get a new image - you're not modifying the old one. There are a couple of methods to do the resizing. I'll present them both here, and explain the pros and cons of each. Method 1: Using UIKit + (UIImage*)imageWithImage:(UIImage*)image scaledToSize:(CGSize)newSize; { // Create a graphics image context UIGraphicsBeginImageContext(newSize); // Tell the old image to draw in this new context, with the desired // new size [image drawInRect:CGRectMake(0,0,newSize.width,newSize.height)]; // Get the new image from the context UIImage* newImage = UIGraphicsGetImageFromCurrentImageContext(); // End the context UIGraphicsEndImageContext(); // Return the new image. return newImage; } This method is very simple, and works great. It will also deal with the UIImageOrientation for you, meaning that you don't have to care whether the camera was sideways when the picture was taken. However, this method is not thread safe, and since thumbnailing is a relatively expensive operation (approximately ~2.5s on a 3G for a 1600 x 1200 pixel image), this is very much an operation you may want to do in the background, on a separate thread. Method 2: Using CoreGraphics + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSize:(CGSize)newSize; { CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } if (sourceImage.imageOrientation == UIImageOrientationLeft) { CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(0, 0, targetWidth, targetHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The benefit of this method is that it is thread-safe, plus it takes care of all the small things (using correct color space and bitmap info, dealing with image orientation) that the UIKit version does. How Do I Resize and Maintain Aspect Ratio (like the AspectFill option)? It is very similar to the method above, and it looks like this: + (UIImage*)imageWithImage:(UIImage*)sourceImage scaledToSizeWithSameAspectRatio:(CGSize)targetSize; { CGSize imageSize = sourceImage.size; CGFloat width = imageSize.width; CGFloat height = imageSize.height; CGFloat targetWidth = targetSize.width; CGFloat targetHeight = targetSize.height; CGFloat scaleFactor = 0.0; CGFloat scaledWidth = targetWidth; CGFloat scaledHeight = targetHeight; CGPoint thumbnailPoint = CGPointMake(0.0,0.0); if (CGSizeEqualToSize(imageSize, targetSize) == NO) { CGFloat widthFactor = targetWidth / width; CGFloat heightFactor = targetHeight / height; if (widthFactor > heightFactor) { scaleFactor = widthFactor; // scale to fit height } else { scaleFactor = heightFactor; // scale to fit width } scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the image if (widthFactor > heightFactor) { thumbnailPoint.y = (targetHeight - scaledHeight) * 0.5; } else if (widthFactor < heightFactor) { thumbnailPoint.x = (targetWidth - scaledWidth) * 0.5; } } CGImageRef imageRef = [sourceImage CGImage]; CGBitmapInfo bitmapInfo = CGImageGetBitmapInfo(imageRef); CGColorSpaceRef colorSpaceInfo = CGImageGetColorSpace(imageRef); if (bitmapInfo == kCGImageAlphaNone) { bitmapInfo = kCGImageAlphaNoneSkipLast; } CGContextRef bitmap; if (sourceImage.imageOrientation == UIImageOrientationUp || sourceImage.imageOrientation == UIImageOrientationDown) { bitmap = CGBitmapContextCreate(NULL, targetWidth, targetHeight, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } else { bitmap = CGBitmapContextCreate(NULL, targetHeight, targetWidth, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, bitmapInfo); } // In the right or left cases, we need to switch scaledWidth and scaledHeight, // and also the thumbnail point if (sourceImage.imageOrientation == UIImageOrientationLeft) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(90)); CGContextTranslateCTM (bitmap, 0, -targetHeight); } else if (sourceImage.imageOrientation == UIImageOrientationRight) { thumbnailPoint = CGPointMake(thumbnailPoint.y, thumbnailPoint.x); CGFloat oldScaledWidth = scaledWidth; scaledWidth = scaledHeight; scaledHeight = oldScaledWidth; CGContextRotateCTM (bitmap, radians(-90)); CGContextTranslateCTM (bitmap, -targetWidth, 0); } else if (sourceImage.imageOrientation == UIImageOrientationUp) { // NOTHING } else if (sourceImage.imageOrientation == UIImageOrientationDown) { CGContextTranslateCTM (bitmap, targetWidth, targetHeight); CGContextRotateCTM (bitmap, radians(-180.)); } CGContextDrawImage(bitmap, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), imageRef); CGImageRef ref = CGBitmapContextCreateImage(bitmap); UIImage* newImage = [UIImage imageWithCGImage:ref]; CGContextRelease(bitmap); CGImageRelease(ref); return newImage; } The method we employ here is to create a bitmap with the desired size, but draw an image that is actually larger, thus maintaining the aspect ratio. So We've Got Our Scaled Images - How Do I Save Them To Disk? This is pretty simple. Remember that we want to save a compressed version to disk, and not the uncompressed pixels. Apple provides two functions that help us with this (documentation is here): NSData* UIImagePNGRepresentation(UIImage *image); NSData* UIImageJPEGRepresentation (UIImage *image, CGFloat compressionQuality); And if you want to use them, you'd do something like: UIImage* myThumbnail = ...; // Get some image NSData* imageData = UIImagePNGRepresentation(myThumbnail); Now we're ready to save it to disk, which is the final step (say into the documents directory): // Give a name to the file NSString* imageName = @"MyImage.png"; // Now, we have to find the documents directory so we can save it // Note that you might want to save it elsewhere, like the cache directory, // or something similar. NSArray* paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString* documentsDirectory = [paths objectAtIndex:0]; // Now we get the full path to the file NSString* fullPathToFile = [documentsDirectory stringByAppendingPathComponent:imageName]; // and then we write it out [imageData writeToFile:fullPathToFile atomically:NO]; You would repeat this for every version of the image you have. How Do I Load These Images Back Into Memory? Just look at the various UIImage initialization methods, such as +imageWithContentsOfFile: in the Apple documentation.

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  • Simple libxml2 HTML parsing example, using Objective-c, Xcode, and HTMLparser.h

    - by Stu
    Please can somebody show me a simple example of parsing some HTML using libxml. #import <libxml2/libxml/HTMLparser.h> NSString *html = @"<ul><li><input type=\"image\" name=\"input1\" value=\"string1value\" /></li><li><input type=\"image\" name=\"input2\" value=\"string2value\" /></li></ul><span class=\"spantext\"><b>Hello World 1</b></span><span class=\"spantext\"><b>Hello World 2</b></span>"; 1) Say I want to parse the value of the input whose name = input2. Should output "string2value". 2) Say I want to parse the inner contents of each span tag whose class = spantext. Should output: "Hello World 1" and "Hello World 2".

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  • iPhone SDK: subFolders inside the main bundle

    - by codemercenary
    Hi, in the current project I have a number of folders, with subfolders, and these contain images: 01.png, 02.png. Folder1/FolderA/f1.png Folder1/FolderB/F1.png When I compile the app, I looked inside the the .app and noticed that all the images are placed in the top level, with no sub-folders. So clearly when trying to load the image this doesn't work: NSString *filePath = [[NSBundle mainBundle] pathForResource:@"f1" ofType:@"png" inDirectory:@"Folder1/FolderA"]; But even more strangely, when loading image "f1", the image actually loads "F1" UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"f1.png"]]; Anyone have ideas on how to get around this problem? Is there a compile option to create the folders in the app bundle? TIA.

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  • iPhone SDK: subFolders inside the main bundle

    - by codemercenary
    Hi, in the current project I have a number of folders, with subfolders, and these contain images: 01.png, 02.png. Folder1/FolderA/f1.png Folder1/FolderB/F1.png When I compile the app, I looked inside the the .app and noticed that all the images are placed in the top level, with no sub-folders. So clearly when trying to load the image this doesn't work: NSString *filePath = [[NSBundle mainBundle] pathForResource:@"f1" ofType:@"png" inDirectory:@"Folder1/FolderA"]; But even more strangely, when loading image "f1", the image actually loads "F1" UIImageView *imageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"f1.png"]]; Anyone have ideas on how to get around this problem? Is there a compile option to create the folders in the app bundle? TIA.

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  • Multi-line strings in objective-c localized strings file

    - by chrispix
    I have a template for an email that I've put in a localized strings file, and I'm loading the string with the NSLocalizedString macro. I'd rather not make each line its own string with a unique key. In Objective-C, I can create a human-readable multiline string like so: NSString *email = @"Hello %@,\n" "\n" "Check out %@.\n" "\n" "Sincerely,\n" "\n" "%@"; I tried to put that in a .strings file with: "email" = "Hello %@,\n" "\n" "Check out %@.\n" "\n" "Sincerely,\n" "\n" "%@"; But I get the following error at build time: CFPropertyListCreateFromXMLData(): Old-style plist parser: missing semicolon in dictionary. email-template.strings: Unexpected character " at line 1 Command /Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources/copystrings failed with exit code 1 I can concatenate it all together like this: "email" = "Hello %@,\n\nCheck out %@.\n\nSincerely,\n\n%@"; But that will be a mess to maintain, particularly as the email gets longer. Is there a way to do this in a localized strings file? I've already tried adding backslashes at the end of each line, to no avail.

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  • iPad UIWebView PDF rendering is giving me weird visual artifacts

    - by ashwhite
    I am having some difficulty using a UIWebView to render PDF files on the iPad. Everything works fine in portrait mode, but turning the device to landscape produces strange visual quirkiness. Zooming in (but not out) even the slightest will correct it, but obviously that's not an ideal workaround. The issue occurs with any PDF file (I have tried several, all stored locally in the bundle, not retrieved from the web). I also created a clone of the project for iPhone, which seems to work just fine, so the problem is iPad-specific. The problem occurs both in the simulator as well as on a physical iPad. Screenshot http://dev.boxkite.net/images/ipad/ipad-pdf.png Code NSString* filePath = [[NSBundle mainBundle] pathForResource:@"test" ofType:@"pdf"]; NSData* data = [NSData dataWithContentsOfFile:filePath]; [self.webView loadData:data MIMEType:@"application/pdf" textEncodingName:@"UTF-8" baseURL:nil]; Thanks so much for your time.

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  • How to change an UILabel/UIFont's letter spacing?

    - by Andre
    Hi, I've searched loads already and couldn't find an answer. I have a normal UILabel, defined this way: UILabel *totalColors = [[[UILabel alloc] initWithFrame:CGRectMake(5, 7, 120, 69)] autorelease]; totalColors.text = [NSString stringWithFormat:@"%d", total]; totalColors.font = [UIFont fontWithName:@"Arial-BoldMT" size:60]; totalColors.textColor = [UIColor colorWithRed:221/255.0 green:221/255.0 blue:221/255.0 alpha:1.0]; totalColors.backgroundColor = [UIColor clearColor]; [self addSubview:totalColors]; And I wanted the horizontal spacing between letters, to be tighter, whilst mantaining the font size. Is there a way to do this? It should be a pretty basic thing to do. Cheers guys, Andre

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  • Resizing an image with stretchableImageWithLeftCapWidth

    - by Stephan Burlot
    I'm trying to resize an image using stretchableImageWithLeftCapWidth: it works on the simulator, but on the device, vertical green bars appears. I've tried to use imageNamed, imageWithContentOfFile and imageWithData lo load the image, it doesnt change. UIImage *bottomImage = [[UIImage imageWithData: [NSData dataWithContentsOfFile: [NSString stringWithFormat:@"%@/bottom_part.png", [[NSBundle mainBundle] resourcePath]]]] stretchableImageWithLeftCapWidth:27 topCapHeight:9]; UIImageView *bottomView = [[UIImageView alloc] initWithFrame:CGRectMake(10, 200+73, 100, 73)]; [self.view addSubview:bottomView]; UIGraphicsBeginImageContext(CGSizeMake(100, 73)); [bottomImage drawInRect:CGRectMake(0, 0, 100, 73)]; UIImage *bottomResizedImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); bottomView.image = bottomResizedImage; See the result: the green bars shouldn't be there, they dont appear on the simulator.

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  • iphone - UIImagePickerController compressing video?

    - by Mike
    I am using a UIImagePickerController to get a video from the library. So, I am using this picker = [[UIImagePickerController alloc] init]; picker.delegate = self; picker.sourceType = UIImagePickerControllerSourceTypePhotoLibrary; picker.mediaTypes = [UIImagePickerController availableMediaTypesForSourceType:picker.sourceType]; picker.allowsEditing = NO; picker.mediaTypes = [NSArray arrayWithObject:(NSString *)kUTTypeMovie]; [self presentModalViewController:picker animated:YES]; [picker release]; As soon as I select the video and tap on CHOOSE, I see the message "Compressing Video" and it stays ages stuck... I waited for 5 minutes and the message was still there. Is there a way to prevent this? Why I cannot simply take a copy of the move as it is. I do not want any compressing... is there a way to solve this? thanks.

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  • Strange problem with UIDocumentInteractionController

    - by Tùng Ð?
    I don't know what wrong with this code but everytime when I run the app, after the Menu is shown, the app crash. NSString * path = [[NSBundle mainBundle] pathForResource:@"tung" ofType:@"doc"]; UIDocumentInteractionController *docController = [UIDocumentInteractionController interactionControllerWithURL:[NSURL fileURLWithPath:path]]; docController.delegate = self; //[docController presentPreviewAnimated:YES]; CGRect rect = CGRectMake(0, 0, 300, 300); [docController presentOptionsMenuFromRect:rect inView:self.view animated:YES]; Error I got: * Terminating app due to uncaught exception 'NSGenericException', reason: '-[UIPopoverController dealloc] reached while popover is still visible.' What should I do now ?

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  • Why does fileURLWithPath: give me a file://localhost/ URL?

    - by jxpx777
    I have a project I'm working on and this seems like the simplest thing in the world, but the +[NSURL fileURLWithPath:] factory method is returning a strange URL. I created an empty sample project to isolate the problem and in my app delegate's applicationDidFinishLaunching: method I have this simple code: NSString *path = [@"~/Documents" stringByExpandingTildeInPath]; NSURL *url = [NSURL fileURLWithPath:path]; NSLog(@"%@ | %@", path, url); and the NSLog result looks like this: /Users/myusername/Documents | file://localhost/Users/myusername/Documents/ when I would expect the URL to be file:///Users/myusername/Documents. Any thoughts on why this is behaving like this? (10.6.3 in case it matters.)

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  • iPhone StoreKit - invalid product id's

    - by Achim
    I'm trying to test the in App purchase within the sandbox environment. In order to test the code I a) created a In App Purchase Test User account under 'Manage Users' in iTunes Connect b) created some in app purchase products under 'Manage Your In App Purchases'. I used numeric values and alpha-numeric values for the Product ID's. c) Loaded the app onto the iPhone, went to Settings-Store and logged out of the regular store and into the under a) created test account d) set a breakpoint in the (void)productsRequest:(SKProductsRequest *)request didReceiveResponse:(SKProductsResponse *)response callback All the submitted Product ID's are in the response.invalidProductIdentifiers category. When submitting the request I use either the Product ID's used under b) directly or I tried to prefix them with the Bundle ID: NSString *id2 = @"com.super.duper.8"; NSSet *productList = [NSSet setWithObjects:id2, @"8", nil]; SKProductsRequest *request= [[SKProductsRequest alloc] initWithProductIdentifiers:productList]; Am I missing something obvious? Any help is appreciated. Achim

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  • Objective C HTML escape/unescape

    - by Squeegy
    Wondering if there is an easy way to do a simple HTML escape/unescape in Objective C. What I want is something like this psuedo code: NSString *string = @"&lt;span&gt;Foo&lt;/span&gt;"; [string stringByUnescapingHTML]; Which returns <span>Foo</span> Hopefully unescaping all other HTML entities as well and even ASCII codes like Ӓ and the like. Is there any methods in Cocoa Touch/UIKit to do this?

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  • my apostrophe turns into ‚Äô

    - by Bryce Naron
    i'm trying to send the iOS device name along with the deviceToken to my server in didRegisterForRemoteNotificationsWithDeviceToken.. my device has an apostrophe in it and the request string shows as ....&name=John+Doe’s+iPhone ... I've tried replacing "'" with "" and "’" with "" .. but neither fix it.. i assume i need to convert the encoding? NSString *string = [[UIDevice currentDevice] name]; output-> John Doe’s iPhone EDIT output is from NSLog(string);

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  • MPMoviePlayerController problem when play a movie

    - by Momeks
    hi .. i put a movie when my application will lunch . just like gameloft games . so when application has lunched , movie plays fine but before the move plays .. my FirstViewController xib file show first then moview start to play ! why ? here is my code : - (void)applicationDidFinishLaunching:(UIApplication *)application { NSBundle *bundle = [NSBundle mainBundle]; NSString *moviePath = [bundle pathForResource:@"movie" ofType:@"m4v"]; NSURL *movieURL = [[NSURL fileURLWithPath:moviePath] retain]; MPMoviePlayerController *IntroMovie = [[MPMoviePlayerController alloc] initWithContentURL:movieURL]; IntroMovie.movieControlMode = MPMovieControlModeHidden; [IntroMovie play]; }

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  • iPhone: ASIFormDataRequest Returns NULL from PHP Server

    - by meetS
    Hi, I have PHP script link, which responds YES or NO when we set post userName and emailID. I have used ASI framework. When I try to connect with the following code, I get a null return. NSURL *url = [NSURL URLWithString:@"https://abc.com/abctest/registration.php"]; ASIFormDataRequest *request = [[ASIFormDataRequest alloc] initWithURL:url]; [request setPostValue:@"[email protected]" forKey:@"email"]; [request setPostValue:@"pqr" forKey:@"userName"]; [request start]; NSError *error = [request error]; if (!error) { NSString *response = [request responseString]; printf("\n\n\n Responce %s",[response UTF8String]); response = [response stringByTrimmingCharactersInSet:[NSCharacterSet whitespaceAndNewlineCharacterSet]]; if ([response isEqualToString:@"YES"]) { printf("\n\n YES"); } } What am I doing wrong?

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