Search Results

Search found 39726 results on 1590 pages for 'iphone development'.

Page 682/1590 | < Previous Page | 678 679 680 681 682 683 684 685 686 687 688 689  | Next Page >

  • Determine if a subview is visible in a UIScrollView

    - by Jools
    Hi all, I've added a view to my app, that contains a UIScrollView, with a number of UITextViews in it's content view. This works perfectly on OS 3.0 and up, but when I test it on my 2.2.1 iPod touch, there is a UITextView bug that stops any text views automatically updating their content when they are scrolled into view - so you have to send them the setNeedsDisplay message. However, I only want to do this when they start to become visible during the scroll - how do I determine, in the UIScrollView's scrollViewDidScroll delegate method, whether a UITextView is visible in the UIScrollView's frame? Ta. Jools.

    Read the article

  • Find the end/finish coordinates you a UISwipeGestureRecognizer

    - by Code
    I can find the start coordinates of where a swipe starts by doing the following - (void)oneFingerSwipeUp:(UISwipeGestureRecognizer *)recognizer { CGPoint point = [recognizer locationInView:[self view]]; NSLog(@"Swipe up - start location: %f,%f", point.x, point.y); } Is it possible to find the coordinates where the swipe ended? I looked into the docs and its not mentioned. Is there some work around for this? Many Thanks, -Code

    Read the article

  • UITableView headings shown on top of MBProgressHUD

    - by Chris Ballinger
    So I have a subclass of UITableViewController that loads some data from the internet and uses MBProgressHUD during the loading process. I use the standard MBProgressHUD initialization. HUD = [[MBProgressHUD alloc] initWithView:self.view]; [self.view addSubview:HUD]; HUD.delegate = self; HUD.labelText = @"Loading"; [HUD show:YES]; This is the result: . Is there any way to resolve this issue, or should I just abandon MBProgressHUD? Thanks!

    Read the article

  • viewForHeaderInSection - create header that would display properly in all cases

    - by sha
    I have an interesting problem/question and i'm not sure if it is even doable. So I have a custom header view for regular UITableView. But it's transparent and it doesn't fill fill table width. So it displayed properly when table is scrolled and this header view is displayed above cell content (sticked to the top). But when same header is displayed between two sections down - it looks ugly, because it's transparent and it's either displayed above black rectangle or above table background. I was wondering is there way to customize header view for when it's stick to the top and when it's not. Or... may be it's possible to specify what needs to be displayed underneath header view when it's between sections. Something like sectionSeparatorView?

    Read the article

  • Converting byte array to image in xcode?

    - by arizah
    I am getting a byte array(I reckon) in NSMutableArray's object.The NSMutableArray i get is from Xml parsing from a service URL..Now I need to convert that byte array to UIImage ..Gone through google and found to convert to NSData and then UIImage but couldn't understand how..? How can I do it ? My array looks like this : ( { Name = "John"; Image = "/9j/4AAQSkZJRgABAQAAAQABAAD//gA7Q1JFQVRPUjogZ2QtanBlZyB2MS4wICh1c2luZyBJS kcgSlBFRyB2NjIpLCBxdWFsaXR5ID0gODAK/9sAQwAGBAUGBQQGBgUGBwcGCAoQCgoJCQoUDg8MEBcUGBgXF BYWGh0lHxobIxwWFiAsICMmJykqKRkfLTAtKDAlKCko/9sAQwEHBwcKCAoTCgoTKBoWGigoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgoKCgo/8AAEQgEKwZAAwEiAAIRAQMRAf/........ //big byte array } ) First of all I need to clear whether it is a byte array ?How can I extract image from this ?

    Read the article

  • can't able to integrate base64decode in my class

    - by MaheshBabu
    Hi folks, i am getting the image that is in base64 encoded format. I need to decode it. i am writing the code for decoding is + (NSData *) base64DataFromString: (NSString *)string { unsigned long ixtext, lentext; unsigned char ch, input[4], output[3]; short i, ixinput; Boolean flignore, flendtext = false; const char *temporary; NSMutableData *result; if (!string) return [NSData data]; ixtext = 0; temporary = [string UTF8String]; lentext = [string length]; result = [NSMutableData dataWithCapacity: lentext]; ixinput = 0; while (true) { if (ixtext >= lentext) break; ch = temporary[ixtext++]; flignore = false; if ((ch >= 'A') && (ch <= 'Z')) ch = ch - 'A'; else if ((ch >= 'a') && (ch <= 'z')) ch = ch - 'a' + 26; else if ((ch >= '0') && (ch <= '9')) ch = ch - '0' + 52; else if (ch == '+') ch = 62; else if (ch == '=') flendtext = true; else if (ch == '/') ch = 63; else flignore = true; if (!flignore) { short ctcharsinput = 3; Boolean flbreak = false; if (flendtext) { if (ixinput == 0) break; if ((ixinput == 1) || (ixinput == 2)) { ctcharsinput = 1; else ctcharsinput = 2; ixinput = 3; flbreak = true; } input[ixinput++] = ch; if (ixinput == 4) ixinput = 0; output[0] = (input[0] << 2) | ((input[1] & 0x30) >> 4); output[1] = ((input[1] & 0x0F) << 4) | ((input[2] & 0x3C) >> 2); output[2] = ((input[2] & 0x03) << 6) | (input[3] & 0x3F); for (i = 0; i < ctcharsinput; i++) [result appendBytes: &output[i] length: 1]; } if (flbreak) break; } return result; } i am calling this in my method like this NSData *data = [base64DataFromString:theXML]; theXML is encoded data. but it shows error decodeBase64 undeclared. How can i use this method. can any one pls help me. Thank u in advance.

    Read the article

  • So where is this calling super?

    - by dontWatchMyProfile
    From the Core Data docs: Inheritance If you have two subclasses of NSManagedObject where the parent class implements a dynamic property and its subclass (the grandchild of NSManagedObject) overrides the methods for the property, those overrides cannot call super. @interface Parent : NSManagedObject @property(nonatomic, retain) NSString* parentString; @end @implementation Parent @dynamic parentString; @end @interface Child : Parent @end @implementation Child - (NSString *)parentString { // this throws a "selector not found" exception return parentString.foo; } @end very, very funny, because: I see nobody calling super. Or are they? Wait... parentString.foo results in ... a crash ??? it's a string. How can that thing have a .foo suffixed to it? Just another documentation bug?

    Read the article

  • 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.

    Read the article

  • Is there a simple way to let a layer throw an smooth shadow?

    - by mystify
    I was drawing a path into a layer. Lets say I can't access that drawing code in any way, because it comes from a compiled lib. Now I want to let that layer throw a shadow which matches the shape of its irregular content shape. Is there an easy way to do it? Or must I draw like 20 of those layers and scale them up on every iteration, adjusting their alpha and letting the GPU do the extraordinarily heavy compositing?

    Read the article

  • How to set UITableViewCell highlighted image

    - by SmartTree
    I want to launch a method every time when user just highlights a cell (doesn't select it) in UITableView. Could you tell me please, how is it possible to do this ? I want to do it because I have a custom cell with a pictures on it and I want to change pictures every time when user highlights the cell. UPD: By highlight I mean that user just highlights a cell and don't release the finger from it. By select I mean when didSelectRowAtIndexPath is being launched (so the user releases the finger from the cell after he presses on it)

    Read the article

  • UITableView is getting interaction when changing rows with animation

    - by Tiago
    Hi, I have a tableview on a nib file with the interaction setting turned off. I'm animating a section change like this: [myTableView beginUpdates]; [myTableView deleteSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView insertSections:[NSIndexSet indexSetWithIndex:0] withRowAnimation:YES]; [myTableView endUpdates]; The problem is that, when I do this, the rows become selectable. How do I keep the interaction disabled while keeping the animation?

    Read the article

  • Reload a UITable on the fly when editing a UITextField inside one of the cells

    - by Saze
    I have a UITable containing some customs UITableCells. Those cells contain a few UILabels and a UITextField. The datasource of the table comes from a main controller's property. (This controller is also the delegate and the dataSource for the table). Here's a simplified screenshot of the UI: Now, I need to update "on the fly" the content of all the UILabels when the user edits one of the UITextFields. To do so, at the I am listening to the "Editing Changed" event at the UITextField level. This triggers the following action: - (IBAction) editChangeHandler: (id) sender { MyAppDelegate *delegate = [[UIApplication sharedApplication] delegate]; [[delegate.viewController.myDataSourceArray objectAtIndex:self.rowIndex] setANumber: [theTextField.text intValue]]; [delegate.viewController reloadRows]; } The reloadRows method in the viewController is as such: - (void) reloadRows { NSLog(@"called reloadRows"); //perform some calculations on the data source objects here... [theUITable reloadData]; } My problem here is that whenever the user changes the value in the field, the reloadRows method is successfully called, so is apparently the reloadData but it also causes the keyboard to be dismissed. So in the end, the user can only touch one key when editing the TextField before the keyboard is dismissed and the table reloaded. Does anybody knows a solution to this or have experienced the same issue?

    Read the article

  • sqlite 3 opening issue

    - by anonymous
    I'm getting my data ,with several similar methods, from sqlite3 file like in following code: -(NSMutableArray *) getCountersByID:(NSString *) championID{ NSMutableArray *arrayOfCounters; arrayOfCounters = [[NSMutableArray alloc] init]; @try { NSFileManager *fileManager = [NSFileManager defaultManager]; NSString *databasePath = [[[NSBundle mainBundle] resourcePath ]stringByAppendingPathComponent:@"DatabaseCounters.sqlite"]; BOOL success = [fileManager fileExistsAtPath:databasePath]; if (!success) { NSLog(@"cannot connect to Database! at filepath %@",databasePath); } else{ NSLog (@"SUCCESS getCountersByID!!"); } if(sqlite3_open([databasePath UTF8String], &database) == SQLITE_OK){ NSString *tempString = [NSString stringWithFormat:@"SELECT COUNTER_ID FROM COUNTERS WHERE CHAMPION_ID = %@",championID]; const char *sql = [tempString cStringUsingEncoding:NSASCIIStringEncoding]; sqlite3_stmt *sqlStatement; int ret = sqlite3_prepare(database, sql, -1, &sqlStatement, NULL); if (ret != SQLITE_OK) { NSLog(@"Error calling sqlite3_prepare: %d", ret); } if(sqlite3_prepare_v2(database, sql, -1, &sqlStatement, NULL) == SQLITE_OK){ while (sqlite3_step(sqlStatement)==SQLITE_ROW) { counterList *CounterList = [[counterList alloc]init]; CounterList.counterID = [NSString stringWithUTF8String:(char *) sqlite3_column_text(sqlStatement,0)]; [arrayOfCounters addObject:CounterList]; } } else{ NSLog(@"problem with database prepare"); } sqlite3_finalize(sqlStatement); } else{ NSLog(@"problem with database openning %s",sqlite3_errmsg(database)); } } @catch (NSException *exception){ NSLog(@"An exception occured: %@", [exception reason]); } @finally{ sqlite3_close(database); return arrayOfCounters; } //end } then i'm getting access to data with this and other similar lines of code: myCounterList *MyCounterList = [[myCounterList alloc] init]; countersTempArray = [MyCounterList getCountersByID:"2"]; [countersArray addObject:[NSString stringWithFormat:@"%@",(((counterList *) [countersTempArray objectAtIndex:i]).counterID)]]; I'm getting a lot of data like image name and showing combination of them that depends on users input with such code: UIImage *tempImage = [UIImage imageNamed:[NSString stringWithFormat:@"%@_0.jpg",[countersArray objectAtIndex:0]]]; [championSelection setBackgroundImage:tempImage forState:UIControlStateNormal]; My problem: When i'm run my app for some time and get a lot of data it throws error: " problem with database openning unable to open database file - error = 24 (Too many open files)" My guess is that i'm opening my database every time when getCountersByID is called but not closing it. My question: Am i using right approach to open and close database that i use? Similar questions that have not helped me to solve this problem: unable to open database Sqlite Opening Error : Unable to open database UPDATE: I made assumption that error is showing up because i use this lines of code too much: NSFileManager *fileManager = [NSFileManager defaultManager]; NSString *databasePath = [[[NSBundle mainBundle] resourcePath ]stringByAppendingPathComponent:@"DatabaseCounters.sqlite"]; BOOL success = [fileManager fileExistsAtPath:databasePath]; and ending up with error 24. So i made them global but sqlite3_errmsg shows same err 24, but app runs much faster now I'll try to debug my app, see what happens

    Read the article

  • Removing random object from parent CCprite

    - by Natty
    probably this is a simple problem to solve, since I'm quite new. I have a scene with a waiter holding a tray of food (the food is a random CCSprite choosen from an array) each time he comes onscreen he holds a new piece of food (the user touches the food and the waiter walks off to return again with a new piece of food however I cant seem to delete the old peice of food from the screen as it says the child is already added... any help would be great -(id) init { ///other code then... waiterOnSCreen = [CCSprite spriteWithSpriteFrameName:@"CatUP.png"]; waiterOnSCreen.position = ccp(CatOffSCreenPosX, catXpos); [self addChild:waiterOnSCreen z:0]; //moving the waiter // the random food sprite is added later to the waiter // [waiterOnSCreen addChild:myRandomSprite]; } -(void)LoadRandomFood { ///I make my array here then... int i = arc4random() % [RandomFood count]; myRandomSprite = (CCSprite *)[RandomFood objectAtIndex:i]; //waiterOnSCreen is a CCSprite added on the init [waiterOnSCreen addChild:myRandomSprite]; myRandomSprite.position=ccp(290,220); myRandomSprite.tag = RandomFoodTag; } } later in if(CGRectContainsPoint(waiterOnSCreen.boundingBox, location)) { //trying to remove the food here //Ive already tried to remove the sprite using [self removeChildByTag:RandomeObjectTag]; //and also CCSprite *wantedSprite = (CCSprite *)[self getChildByTag:RandomFoodTag]; [wantedSprite removeFromParentAndCleanup:YES]; } }

    Read the article

  • What causes a UIViewController to become active?

    - by Rob Bonner
    I am sure this is an easy question, but one that has escaped me for some time now. Say I have a UIViewController, either defined as a root in an XIB or on a stack. At some point in my code I want to replace it with another view controller. Just flat out replace it. How would I do that? I have tried defining the controller and assigning, but not sure what actually makes it push on the screen with the absence of a navigation controller.

    Read the article

  • Extending a view to the left side, animated

    - by Heinrich
    Hi, I have a view that I want to extend on the left side using an animation. All borders but the left one should remain the same, so the x position and the width of the view are changing. I use this code: [UIView beginAnimations:nil context:nil]; [UIView setAnimationDuration:5.0]; self.frame = CGRectMake(self.frame.origin.x-100, self.frame.origin.y, self.frame.size.width+100, self.frame.size.height); [UIView commitAnimations]; If I run this code, the width of the view is set to the new value immediately and then the view is moved to the new x point, but why? How can I change this behaviour? Thanks for your ideas!

    Read the article

  • 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; } }

    Read the article

  • UIImagePickerController Crash after 5 to 7 pictures - again

    - by Sophtware
    OK, I know this one has been beaten to death on this forum, but I'm still having the memory problem and I have tried all the techniques on the web to get around this. I have an application that uses the UIImagePickerController to capture an image from the camera. I've tried both creating and destroying the controller for each picture, and keeping it around for the life of the app. Both are failing. The first way crashes the phone almost immediately. While the second, leaving the controller around, crashes the app after about 5 to 7 pictures. My original app used an undocumented API to get around this issue, but Apple rejected it because of this. I really need to get my app to the store. Does anyone have code showing how they got around the issue? I know there is a way because there are apps on the store using the camera, but I just can't seem to get it. Any help is greatly appreciated! I can post my code here too, if needed.

    Read the article

< Previous Page | 678 679 680 681 682 683 684 685 686 687 688 689  | Next Page >