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  • Why is EXC_BAD_ACCESS so unhelpful?

    - by Dustin
    First let me say I come from a background in Flash/AS3, which I realize is not as strict about most things as iPhone/Objective-C. I suspect my question actually applies to AS3 as well, but let me ask it as pertaining to Obj-c. Why is the error EXC_BAD_ACCESS, and others like it, so unhelpful? I realize that it normally means mismanagement of memory somewhere, but why can't it tell you more about the problem. For instance why doesn't it say "EXC_BAD_ACCESS, you tried to pass pointer suchAndSuch on line 123, however you're an idiot, because you released it on line 69 so it's not available anymore"? I realize I can use the debugger to get more clues about where my error occurred, but many times this is only marginally helpful. For instance sometimes none of the messages in the stack/thread/whatever are even my code. Other times it is my code but on the top of the stack will be a message that has 4+ parameters, ok thanks debugger you narrowed it down to 4 possible pointers by why can't you just tell me which one!? I'm guessing there's just some fundamental explanation that I missed because of the background I came from, not needing to worry about memory and such. Although there is an error that can happen a lot in AS3 development that is equally mysterious and along the same lines. "Error #1009: Cannot access a property or method of a null object reference" which almost always means a variable you were expecting to be holding something is actually null. Why doesn't it tell me WHICH variable?!

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  • Creating Drill-Down Detail UITableView from JSON NSDictionary

    - by Michael Robinson
    I'm have a load of trouble finding out how to do this, I want to show this in a UITableDetailView (Drill-Down style) with each item in a different cell. All of the things I've read all show how to load a single image on the detail instead of showing as a UITableView. Does the dictionary have to have "children" in order to load correctly? Here is the code for the first view creating *dict from the JSON rowsArray. I guess what I'm looking for is what to put in the FollowingDetailViewController.m to see the rest of *dict contents, so when selecting a row, it loads the rest of the *dict. I have rowsArray coming back as follows: '{ loginName = Johnson; memberid = 39; name = Kris; age = ;}, etc,etc... Thanks, // SET UP TABLE & CELLS - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:CellIdentifier] autorelease]; } NSDictionary *dict = [rowsArray objectAtIndex: indexPath.row]; cell.textLabel.text = [dict objectForKey:@"name"]; cell.detailTextLabel.text = [dict objectForKey:@"loginName"]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; return cell; } - (void)viewDidAppear:(BOOL)animated { [super viewDidAppear:animated]; - (void)viewDidLoad { [super viewDidLoad]; //GET JSON FROM WEBSERVICES: NSURL *url = [NSURL URLWithString:@"http://10.0.1.8/~imac/iphone/jsontest.php"]; NSString *jsonreturn = [[NSString alloc] initWithContentsOfURL:url]; NSData *jsonData = [jsonreturn dataUsingEncoding:NSUTF32BigEndianStringEncoding]; NSError *error = nil; NSDictionary * dict = [[CJSONDeserializer deserializer] deserializeAsDictionary:jsonData error:&error]; if (dict) { rowsArray = [dict objectForKey:@"member"]; [rowsArray retain]; } [jsonreturn release]; } //GO TO DETAIL VIEW: - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { FollowingDetailViewController *aFollowDetail = [[FollowingDetailViewController alloc] initWithNibName:@"FollowingDetailView" bundle:nil]; [self.navigationController pushViewController:aFollowDetail animated:YES]; }

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  • How do you keep all your languages straight?

    - by Chris Blackwell
    I think I'm going a little crazy. Right now, I'm working with the following languages (I was just doing a mental inventory): C++ - our game engine Assembler - low level debugging and a few co-processor specific routines Lua - our game engine scripting language HLSL - for shaders Python - our build system and utility tools Objective C/C++ - game engine platform code for Mac and iPhone C# - A few tools developed in our overseas office ExtendScript - Photoshop exporting tools ActionScript - UI scripting VBScript - some spreadsheet related stuff PHP - some web related stuff SQL - some web and tool related stuff On top of this are the plethora of API's that often have many different ways of doing the same thing: std library, boost, .NET, wxWidgets, Cocoa, Carbon, native script libraries for Python, Lua, etc, OpenGL, Direct3d, GDI, Aqua, augh! I find myself inadvertently conflating languages and api's, not realizing what I'm doing until I get syntax errors. I feel like I can't possibly keep up with it, and I can't possibly be proficient in all of these areas. Especially outside the realm of C++ and Python, I find myself programming more by looking at manuals that from memory. Do you have a similar problem? Ideas for compartmentalizing so you're more efficient? Deciding where you want to stay proficient? Organizational tips? Good ways to remember when you switch from Lua to C++ you need to start using semi-colons again? Rants on how complicated we programmers have made things for ourselves? Any ideas welcome!

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  • How can I create a custom UIToolbar like component in a UITableViewController?

    - by Tony
    I have a UITableViewController. I want a "toolbar-ish" component at the bottom. I started by using a background image and a button. In interface builder, I added them to the bottom of the iPhone screen. The problem I ran into was that the background image and button scrolled with the table. I obviously need this fixed at the bottom. Not finding too much direction online, I decided to customize a UIToolbar to look how I want since the position is fixed by default. In my initWithNibName for my UITableViewController, I have: UIImage *shuffleButtonImage = [UIImage imageNamed:@"shuffle_button.png"]; NSArray* toolbarItems = [NSArray arrayWithObjects: [[UIBarButtonItem alloc] initWithImage:shuffleButtonImage style:UIBarButtonItemStylePlain target:self action:@selector(push:)], nil]; [toolbarItems makeObjectsPerformSelector:@selector(release)]; self.toolbarItems = toolbarItems; The problem I am running into now is that the "shuffleButtonImage" is not showing up properly. The shape of the button shows up fine but it is colored white and therefore does not look like the image. Does anyone know why a "white image" would be showing instead of the actual image? Also does it sound like a good idea to customize a UIToolbar or is there a simple way to ensure a fixed position "toolbar-ish" component. To reiterate - my "toolbar-ish" component only needs to be one button at the button of my UITableView. The single button has a gradient color background that I create with an image.

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  • Objective-C : Sorting NSMutableArray containing NSMutableArrays

    - by Dough
    Hi ! I'm currently using NSMutableArrays in my developments to store some data taken from an HTTP Servlet. Everything is fine since now I have to sort what is in my array. This is what I do : NSMutableArray *array = [[NSMutableArray arrayWithObjects:nil] retain]; [array addObject:[NSArray arrayWithObjects: "Label 1", 1, nil]]; [array addObject:[NSArray arrayWithObjects: "Label 2", 4, nil]]; [array addObject:[NSArray arrayWithObjects: "Label 3", 2, nil]]; [array addObject:[NSArray arrayWithObjects: "Label 4", 6, nil]]; [array addObject:[NSArray arrayWithObjects: "Label 5", 0, nil]]; First column contain a Label and 2nd one is a score I want the array to be sorted descending. Is the way I am storing my data a good one ? Is there a better way to do this than using NSMutableArrays in NSMutableArray ? I'm new to iPhone dev, I've seen some code about sorting but didn't feel good with that. Thanks in advance for your answers !

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  • OCUnit & NSBundle

    - by kpower
    I created OCUnit test in concordance with "iPhone Development Guide". Here is the class I want to test: // myClass.h #import <Foundation/Foundation.h> #import <UIKit/UIKit.h> @interface myClass : NSObject { UIImage *image; } @property (readonly) UIImage *image; - (id)initWithIndex:(NSUInteger)aIndex; @end // myClass.m #import "myClass.m" @implementation myClass @synthesize image; - (id)init { return [self initWithIndex:0]; } - (id)initWithIndex:(NSUInteger)aIndex { if ((self = [super init])) { NSString *name = [[NSString alloc] initWithFormat:@"image_%i", aIndex]; NSString *path = [[NSBundle mainBundle] pathForResource:name ofType:@"png"]; image = [[UIImage alloc] initWithContentsOfFile:path]; if (nil == image) { @throw [NSException exceptionWithName:@"imageNotFound" reason:[NSString stringWithFormat:@"Image (%@) with path \"%@\" for current index (%i) wasn't found.", [name autorelease], path, aIndex] userInfo:nil]; } [path release]; } return self; } - (void)dealloc { [image release]; [super dealloc]; } @end And my unit-test (LogicTests target): // myLogic.m #import <SenTestingKit/SenTestingKit.h> #import <UIKit/UIKit.h> #import "myClass.h" @interface myLogic : SenTestCase { } - (void)testTemp; @end @implementation myLogic - (void)testTemp { STAssertNoThrow([[myClass alloc] initWithIndex:0], "myClass initialization error"); } @end All necessary frameworks, "myClass.m" and images added to target. But on build I have an error: [[myClass alloc] initWithIndex:0] raised Image (image_0) with path \"(null)\" for current index (0) wasn't found.. myClass initialization error This code (initialization) works fine in application itself (main target) and later displays correct image. I've also checked my project folder (build/Debug-iphonesimulator/LogicTests.octest/) - there are LogicTests, Info.plist and necessary image files (image_0.png is one of them). What's wrong?

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  • Core Data Migration - "Can't add source store" error

    - by Tofrizer
    Hi, In my iPhone app I'm using Core Data and I've made changes to my data model that cannot be automatically migrated over (i.e. added new relationships). I added the data model version (Design - Data Model - Add Model Version) and applied my new data model changes to the new version 2. I then created a mapping object model and set the Source and Destination models to their correct data models (old and new respectively). When I run the app and call the persistentStoreCoordinator, my app barfs with the following: 2010-02-27 02:40:30.922 XXXX[73578:20b] Unresolved error Error Domain=NSCocoaErrorDomain Code=134110 UserInfo=0xfc2240 "Operation could not be completed. (Cocoa error 134110.)", { NSUnderlyingError = Error Domain=NSCocoaErrorDomain Code=134130 UserInfo=0xfbb3a0 "Operation could not be completed. (Cocoa error 134130.)"; reason = "Can't add source store"; } FWIW (not much i think) I've also made the usual code changes in persistentStoreCoordinator to use the NSMigratePersistentStoresAutomaticallyOption and NSInferMappingModelAutomaticallyOption (for future data model changes that can be automatically migrated). More relevantly, my managedObjectModel is created by calling initWithContentsOfURL where the file/resource type is "momd". I've tried updating both the source and destination model in the mapping model (Design - Mapping Model - Update XXX Model) as well as deleted the mapping model and recreated it. I've cleaned and re-built but all to no avail. I still get the above error message. Any pointers/thoughts on how I can further debug or resolve this problem please? I haven't posted any code snippets because this feels much more like a build environment issue (and my code is very standard - just the usual core data code to handle migrations using a mapping model but I'm happy to show the code if it helps). Appreciate any help. Thanks

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  • How do I check to see if my subview is being touched?

    - by Amy
    I went through this tutorial about how to animate sprites: http://icodeblog.com/2009/07/24/iphone-programming-tutorial-animating-a-game-sprite/ I've been attempting to expand on the tutorial by trying to make Ryu animate only when he is touched. However, the touch is not even being registered and I believe it has something to do with it being a subview. Here is my code: -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ UITouch *touch = [touches anyObject]; if([touch view] == ryuView){ NSLog(@"Touch"); } else { NSLog(@"No touch"); } } -(void) ryuAnims{ NSArray *imageArray = [[NSArray alloc] initWithObjects: [UIImage imageNamed:@"1.png"], [UIImage imageNamed:@"2.png"], [UIImage imageNamed:@"3.png"], [UIImage imageNamed:@"4.png"], [UIImage imageNamed:@"5.png"], [UIImage imageNamed:@"6.png"], [UIImage imageNamed:@"7.png"], [UIImage imageNamed:@"8.png"], [UIImage imageNamed:@"9.png"], [UIImage imageNamed:@"10.png"], [UIImage imageNamed:@"11.png"], [UIImage imageNamed:@"12.png"], nil]; ryuView.animationImages = imageArray; ryuView.animationDuration = 1.1; [ryuView startAnimating]; } -(void)viewDidLoad { [super viewDidLoad]; UIImageView *image = [[UIImageView alloc] initWithFrame: CGRectMake(100, 125, 150, 130)]; ryuView = image; ryuView.image = [UIImage imageNamed:@"1.png"]; ryuView.contentMode = UIViewContentModeBottomLeft; [self.view addSubview:ryuView]; [image release]; } This code compiles fine, however, when touching or clicking on ryu, nothing happens. I've also tried if([touch view] == ryuView.image) but that gives me this error: "Comparison of distinct Objective-C type 'struct UIImage *' and 'struct UIView *' lacks a cast." What am I doing wrong?

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  • NSXMLParser: how do I wait until loading has finished?

    - by Archagon
    Let's say I'm using NSXMLParser to load a level (stored as an XML document, obviously) into my iPhone game. NSXMLParser works by assigning a delegate and sending it messages at key moments. How do I ensure that my entire level is loaded before doing anything else? I know I can make my main class the delegate and implement parserDidEndDocument, but this feels very hacky. My main class shouldn't have to know anything about the way the parsing is done! On the other hand, if I make a separate class/delegate for parsing my level, my main class has no way of knowing when the parsing is finished, unless it queries the parsing class continuously or the parsing class sends it a message. Either way, the main class would be tied to the implementation of the parsing class. Can I hide all this event-driven business from the main class and simply make the parser return the level object when it's done? (i.e., newLevel = [[GameLevel alloc] initFromXML:xmlfile], which would in turn use NSXMLParser to load the level and then somehow return when finished.) At the moment, I'm using an external DOM parser, but I'm curious how this would be done with NSXMLParser. Sorry if this is a stupid question -- I'm a bit new to this!

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  • OpenGL-ES: Change (multiply) color when using color arrays?

    - by arberg
    Following the ideas in OpenGL ES iPhone - drawing anti aliased lines, I am trying to draw stroked anti-aliased lines and I am successful so far. After line is draw by the finger, I wish to fade the path, that is I need to change the opacity (color) of the entire path. I have computed a large array of vertex positions, vertex colors, texture coordinates, and indices and then I give these to opengl but I would like reduce the opacity of all the drawn triangles without having to change each of the color coordinates. Normally I would use glColor4f(r,g,b,a) before calling drawElements, but it has no effect due to the color array. I am working on Android, but I believe it shouldn't make the big difference, as long as it is OpenGL-ES 1.1 (or 1.0). I have the following code : gl.glEnable(GL10.GL_BLEND); gl.glBlendFunc(GL10.GL_ONE, GL10.GL_ONE_MINUS_SRC_ALPHA); gl.glEnableClientState(GL10.GL_COLOR_ARRAY); gl.glShadeModel(GL10.GL_SMOOTH); gl.glEnableClientState(GL10.GL_VERTEX_ARRAY); gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY); gl.glEnable(GL10.GL_TEXTURE_2D); // Should set rgb to greyish, and alpha to half-transparent, the greyish is // just there to make the question more general its the alpha i'm interested in gl.glColor4f(.75f, .75f, .75f, 0.5f); gl.glVertexPointer(mVertexSize, GL10.GL_FLOAT, 0, mVertexBuffer); gl.glColorPointer(4, GL10.GL_FLOAT, 0, mColorBuffer); gl.glTexCoordPointer(2, GL10.GL_FLOAT, 0, mTexCoordBuffer); gl.glDrawElements(GL10.GL_TRIANGLES, indexCount, GL10.GL_UNSIGNED_SHORT, mIndexBuffer.position(startIndex)); If I disable the color array gl.glEnableClientState(GL10.GL_COLOR_ARRAY);, then the glColor4f works, if I enable the color array it does nothing. Is there any way in OpenGl-ES to change the coloring without changing all the color coordinates? I think that in OpenGl one might use a fragment shader, but it seems OpenGL does not have a fragment shader (not that I know how to use one).

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  • Ideas for networking project

    - by Chris Thompson
    Hi all, I'm a graduating senior in computer science taking a computer networks class and I'm trying to figure out my final project. I normally am not at a loss for ideas but be it senioritis or straight burn out, I've got nothing. I've done some fun stuff in the past, but I just can't seem to come up with a good idea. Given the mass of brilliance on this site, I figured it would be a good place to request some suggestions. To give you an idea of scope, it's due in about a month and I would consider myself proficient with mobile architectures like Android (although I have no iPhone experience) along with Java, C++, etc. If you can suggest an idea, I'd be happy to make it work in whatever language I know. Like I said, I'm a senior and will be graduating so I'd rather not take on something that would kill me... Also, I'd be happy to make it open source if it's an idea you'd always wanted to work on but didn't have the time to start. Thanks in advance for the help! Chris Edit 1: Thanks so much for the suggestions everyone! Unfortunately I've actually already written a chat client (for a network security class) and I think I'd run into some honor code issues if I did that again, although that's always a great option. I like the game idea and that's actually something I've never attempted before (in any capacity) although given that, I'm a little scared about time...

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  • SIGABRT error when running MonoTouch application

    - by hambonious
    I'm new to MonoTouch and 9 times out of 10, when I try to run my MonoTouch app on the iPhone simulator (debug mode and regular), I receive a long error output that begins with the following message: Error connecting stdout and stderr (127.0.0.1:10001) Couldn't register com.yourcompany.[appnamehere] with the bootstrap server. Error: unknown error code. This generally means that another instance of this process was already running or is hung in the debugger.Stacktrace: at (wrapper managed-to-native) MonoTouch.UIKit.UIApplication.UIApplicationMain (int,string[],intptr,intptr) <0x00004 at (wrapper managed-to-native) MonoTouch.UIKit.UIApplication.UIApplicationMain (int,string[],intptr,intptr) <0x00004 at MonoTouch.UIKit.UIApplication.Main (string[],string,string) <0x00089 at MonoTouch.UIKit.UIApplication.Main (string[]) <0x00014 at PodcastManager.Application.Main (string[]) <0x00010 at (wrapper runtime-invoke) .runtime_invoke_void_object (object,intptr,intptr,intptr) <0x00043 And ends with: ================================================================= Got a SIGABRT while executing native code. This usually indicates a fatal error in the mono runtime or one of the native libraries used by your application. ================================================================= The weird thing is it will work some of the time. Once, a reboot of my machine did it. Others, just restarting MonoDevelop and/or the simulator. I can provide the entire error output if you think that may help. Any ideas?

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  • Photo gallery not open in titanium 1.0

    - by user291247
    Hello, I am developing new app. using titanium 1.0 In that I am opening phtogallery in new window but I am not able to open it why this was happened? Code to open photogallery in app.js Titanium.App.addEventListener('recordvideo', function(e) { win1.close(); var w = Titanium.UI.createWindow({ backgroundColor:'#336699', title:'Modal Window', barColor:'black', url:'xhr_testfileupload.js' }); w.open({animated:true}); }); xhr_testfileupload.js code: var win = Titanium.UI.currentWindow; var ind=Titanium.UI.createProgressBar({ width:200, height:50, min:0, max:1, value:0, style:Titanium.UI.iPhone.ProgressBarStyle.PLAIN, top:10, message:'Uploading Image', font:{fontSize:12, fontWeight:'bold'}, color:'#888' }); win.add(ind); ind.show(); Titanium.Media.openPhotoGallery({ success:function(event) { Ti.API.info("success! event: " + JSON.stringify(event)); var image = event.media; var xhr = Titanium.Network.createHTTPClient(); xhr.onerror = function(e) { Ti.API.info('IN ERROR ' + e.error); }; xhr.onload = function() { Ti.API.info('IN ONLOAD ' + this.status + ' readyState ' + this.readyState); }; xhr.onsendstream = function(e) { ind.value = e.progress ; Ti.API.info('ONSENDSTREAM - PROGRESS: ' + e.progress); } // open the client xhr.open('POST','https://twitpic.com/api/uploadAndPost'); // send the data xhr.send({media:image,username:'fgsandford1000',password:'sanford1000',message:'check me out'}); }, cancel:function() { }, error:function(error) { }, allowImageEditing:true, });

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  • How important is managing memory in Objective-C?

    - by Alex Mcp
    Background: I'm (jumping on the bandwagon and) starting learning about iPhone/iPad development and Objective-C. I have a great background in web development and most of my programming is done in javascript (no libraries), Ruby, and PHP. Question: I'm learning about allocating and releasing memory in Objective-C, and I see it as quite a tricky task to layer on top of actually getting the farking thing to run. I'm trying to get a sense of applications that are out there and what will happen with a poorly memory-managed program. A) Are apps usually released with no memory leaks? Is this a feasible goal, or do people more realistically just excise the worst offenders and that's ok? B) If I make an NSString for a title of a view, let's say, and forget to deallocate it it, does this really only become a problem if I recreate that string repeatedly? I imagine what I'm doing is creating an overhead of the memory needed to store that string, so it's probably quite piddling (a few bytes?) However if I have a rapidly looping cycle in a game that 'leaks' an int every cycle or something, that would overflow the app quite quickly. Are these assumptions correct? Sorry if this isn't up the community-wiki alley, I'm just trying to get a handle on how to think about memory and how careful I'll need to be. Any anecdotes or App Store-submitted app experiences would be awesome to hear as well.

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  • UIScrollView only works if the child views aren't hit

    - by dny238
    I have a scroll view that doesn't scroll right, I've simplified the code for below. It draws the view and some horizontal buttons that i add more stuff to in the real code. If you drag the whitespace between the buttons the view scrolls. If you happen to put your finger on a button, it won't scroll. After a related suggestion, I tried to add the delaysContentTouches = YES line, but it doesn't seem to make a difference. http://stackoverflow.com/questions/650437/iphone-uiscrollview-with-uibuttons-how-to-recreate-springboard What am I doing wrong? TIA, Rob Updated the code - (void)viewDidLoad { l = [self landscapeView]; [self.view addSubview:l]; [l release]; } - (UIScrollView *) landscapeView { // LANDSCAPE VIEW UIScrollView *landscapeView = [[UIScrollView alloc] initWithFrame:CGRectMake(0, 0, 320, 325)]; landscapeView.backgroundColor = [UIColor whiteColor]; landscapeView.delaysContentTouches = YES; NSInteger iMargin, runningY, n; iMargin = 3; runningY = iMargin; for (n = 1; n <= 38; n++) { //add day labels UIButton *templabel = [[UIButton alloc] initWithFrame:CGRectMake(iMargin,runningY,320 - ( 2 * iMargin),20)]; templabel.backgroundColor = [UIColor grayColor]; [landscapeView addSubview:templabel]; [templabel release]; runningY = runningY + 30; } landscapeView.contentSize = CGSizeMake( 320, runningY); return landscapeView; }

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  • Source Control - XCode - Visual Studio 2005/2008 / 2010

    - by Mick Walker
    My apologies if this has been asked before, I wasnt quite sure if this question should be asked on a programming forum, as it more relates to programming environment than a particular technology, so please accept my (double) appologies if I am posting this in the wrong place, my logic in this case was if it effects the code I write, then this is the place for it. At home, I do a lot of my development on a Mac Pro, I do development for the Mac, iPhone and Windows on this machine (Xcode & Visual Studio - (multiple versions installed in bootcamp, but generally I run it via Parallels)). When visiting a client, I have a similar setup, but on my MacBook Pro. What I want is a source control solution to install on the Mac Pro, that will support both XCode and multiple versions of visual studio, so that when I visit a client, I can simply grab the latest copy from source control via the MacBook Pro. Whilst visiting the client, he / she may suggest changes, and minor ones I would tend to make on site, so I need the ability to merge any modified code back into the trunk of the project / solution when I return home. At the moment, I am using no source control at all, and rely on simply coping folders and overwriting them when I return from a client- thats my 'merge'!!! I was wondering if anyone had any ideas of a source provider I could use, which would support both Windows and Mac development environments, and is cheap (free would be better).

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  • iOS iPad UIActionSheet Issue

    - by hart1994
    I am currently developing an application which needs an option to 'share' using multiple services; such as email, twitter. To to this, I have a UIBarButtonItem coded in and when touched, it triggers this: UIActionSheet *sheet = [[UIActionSheet alloc] initWithTitle:@"" delegate:self cancelButtonTitle:nil destructiveButtonTitle:nil otherButtonTitles:nil]; [sheet addButtonWithTitle:@"Email"]; [sheet addButtonWithTitle:@"Tweet"]; [sheet addButtonWithTitle:@"Cancel"]; sheet.cancelButtonIndex = sheet.numberOfButtons-1; [sheet showFromRect:self.view.bounds inView:self.view animated:YES]; [sheet release]; In conjunction with this to detect which button is selected: clickedButtonAtIndex:(NSInteger)buttonIndex { if (buttonIndex == actionSheet.cancelButtonIndex) { return; } switch (buttonIndex) { case 0: { [self emailThis]; break; } case 1: { [self tweetThis]; break; } } This works a treat on the iPhone. But unfortunately it displays incorrectly on the iPad. It looks like it is trying to display the UIPopoverController, but it is positioned center of the navbar with practically no height. I have looked into using the UIPopoverController, but I cannot seem to find out how to use it with buttons. Is there anyway I can adapt the code above to properly display the buttons, as it's trying to already. Many thanks, Ryan PS: I'm new to objective-c/iOS coding, so please be specific. Thank you :)

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  • iPad + OpenGL ES2. Why the Puzzling Virtual Memory Spike During Device Reorientation?

    - by dugla
    I've been spending the afternoon starring at Xcode Instruments memory monitor trying to decipher the following memory issue. I have a fullscreen OpenGL ES2 app running on iPad. I am fanatical about memory issues so my retains/releases are all nicely balanced. I closely monitor memory leaks. My app is basically squeeky clean. Except occassionally when I reorient the device. Portrait to Landscape. Back and forth I rock the device stress testing my discarding and rebuilding of the OpenGL framebuffer. The ambient memory footprint of my app is about 70MB Real Mems and 180MB Virtual Mems. Real memory hardly varies at all during device rotations. However the virtual mems reading sometimes briefly spikes up to 250MB and then recedes back to 180MB. No real pattern. But clearly related discarding/rebuilding the framebuffer. I see random memory warnings in my NSlogs but the app just hums along, no worries. 1) Since iPhone OS devices don't have VM could someone explain to me what the VM reading actually means? 2) My app totally leak free and generally bulletproof dispite the VM spikes. Never crashes. Rock solid. Should I be concerned about this? 3) There is clearly something happening in OpenGL framebuffer land that is causing this but I am using the API in the proper way: paraphrasing: Discarding the framebuffer: glDeleteRenderbuffers(1, &m_colorbuffer); glDeleteFramebuffers(1, &m_framebuffer); Rebuilding the framebuffer: glGenFramebuffers(1, &m_framebuffer); glGenRenderbuffers(1, &m_colorbuffer); Is there some other memory flushing trick I have missed? Thanks for any insight. Cheers, Doug

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  • HTTP Basic authentication using Authlogic or authenticate_or_request_with_http_basic for API call?

    - by Gaius Parx
    I have a Rails 2.3.x app that implements the act_as_authentic in User model and a UserSession model as per Authlogic Github example. I am implementing an API to allow access from iPhone. Will be using HTTP Basic authentication via https (will not implement single access token). Each API call requires a username/password for the access. I am able to access the API by calling http://username:password@localhost:3000/books.xml for example. Authlogic will not persist if using the single access token. But I am using HTTP Basic which I think Authlogic will create session for the API calls, which is not used for my API methods. So for each API call I made, new session object is created. Thus appear to me that this would load up the server resource pretty quickly. Sounds like a bad idea. The alternative is to use the Rails authenticate_or_request_with_http_basic for API controllers. Example adding a before_filter: def require_http_auth_user authenticate_or_request_with_http_basic do |username, password| if @current_user = User.find_by_email(username) @current_user.valid_password?(password) else false end end end This will bypass the Authlogic UserSession and just use the User model. But this will involve using separate authentication codes in the app. Anyone has any comments and can share their experience? Thanks

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  • uitableview reloadData issue

    - by CocoaNewBee
    I've been debugging my iphone app and found something interesting. I have a UIViewControllers with TabBarcontroller( 6 tabs). each tab is a UIViewController and it has a UITtableview. The viewDidLoad works and brings the initial data. On of the UITableView has a search bar. After the user touchs presses search some magic happens and I get an array with data. I cant see the new data in the tableview and the [tableView reloadData] has no effect outside viewDidLoad (first time). I can see the array holding the data and the dataSource is set to self. Yet, no displaying of data! so I 've tried [self.tableView reloadData] & [self.tableView setNeedsDisplay] Funny enough, the new data is not being displayed. However if I move the table up or down the cellForRowAtIndexPath is being fired and the first row shows data. can anyone shed some light on this mystery??? if there a [self.view refreshscreen] ??

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  • Problems playing multiple sounds using AVPlayer (NOT AVAudioPlayer)

    - by myetter37
    I'm trying to play a background song in my iPhone game and also have sound effects, using the AVFoundation framework and AVPlayerItem. I've scoured the Internet for help with AVPlayerItem and AVPlayer but I'm only finding stuff about AVAudioPlayer. The background song plays fine, but when the character jumps, I have 2 problems: 1) On the initial jump ([player play] inside jump method), the jump sound effect interrupts the background music. 2) If I try to jump again, the game crashes with the error "AVPlayerItem cannot be associated with more than one instance of AVPlayer" My professor told me to create a new instance of AVPlayer for each sound I want to play, so I'm confused. I'm doing data driven design, so my sound files are listed in a .txt and then loaded into a NSDictionary. Here's my code: - (void) storeSoundNamed:(NSString *) soundName withFileName:(NSString *) soundFileName { NSURL *assetURL = [[NSURL alloc] initFileURLWithPath:[[NSBundle mainBundle] pathForResource:soundName ofType:soundFileName]]; AVURLAsset *mAsset = [[AVURLAsset alloc] initWithURL:assetURL options:nil]; AVPlayerItem *mPlayerItem = [AVPlayerItem playerItemWithAsset:mAsset]; [soundDictionary setObject:mPlayerItem forKey:soundName]; NSLog(@"Sound added."); } - (void) playSound:(NSString *) soundName { // from .h: @property AVPlayer *mPlayer; // from .m: @synthesize mPlayer = _mPlayer; _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; [_mPlayer play]; NSLog(@"Playing sound."); } If I move this line from the second method into the first: _mPlayer = [[AVPlayer alloc] initWithPlayerItem:[soundDictionary valueForKey:soundName]]; The game does not crash, and the background song will play perfectly, but the jump sound effect does not play, even though the console is showing "Playing sound." on each jump. Thank you

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  • Is there a better way to create a generic convert string to enum method or enum extension?

    - by Kelsey
    I have the following methods in an enum helper class (I have simplified it for the purpose of the question): static class EnumHelper { public enum EnumType1 : int { Unknown = 0, Yes = 1, No = 2 } public enum EnumType2 : int { Unknown = 0, Dog = 1, Cat = 2, Bird = 3 } public enum EnumType3 : int { Unknown = 0, iPhone = 1, Andriod = 2, WindowsPhone7 = 3, Palm = 4 } public static EnumType1 ConvertToEnumType1(string value) { return (string.IsNullOrEmpty(value)) ? EnumType1.Unknown : (EnumType1)(Enum.Parse(typeof(EnumType1), value, true)); } public static EnumType2 ConvertToEnumType2(string value) { return (string.IsNullOrEmpty(value)) ? EnumType2.Unknown : (EnumType2)(Enum.Parse(typeof(EnumType2), value, true)); } public static EnumType3 ConvertToEnumType3(string value) { return (string.IsNullOrEmpty(value)) ? EnumType3.Unknown : (EnumType3)(Enum.Parse(typeof(EnumType3), value, true)); } } So the question here is, can I trim this down to an Enum extension method or maybe some type of single method that can handle any type. I have found some examples to do so with basic enums but the difference in my example is all the enums have the Unknown item that I need returned if the string is null or empty (if no match is found I want it to fail). Looking for something like the following maybe: EnumType1 value = EnumType1.Convert("Yes"); // or EnumType1 value = EnumHelper.Convert(EnumType1, "Yes"); One function to do it all... how to handle the Unknown element is the part that I am hung up on.

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  • Android how to use checkedtextview

    - by erdomester
    the title speaks for itself. I am over several articles, topics and still haven't figured out how to use checkedtextview. I want a listview with checkable items. In the following code i am using a listview and populating it with a string array. But how to change it to checkedtextview? delete.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:paddingTop="4dip" android:layout_width="fill_parent" android:layout_height="wrap_content" android:orientation="horizontal" android:id="@+id/linlay0" android:background="@color/list_bg"> <TextView android:id="@+id/TextView00" android:layout_width="fill_parent" android:layout_height="wrap_content" android:background="#D8D8D8" android:textColor="#424242" android:gravity="center_horizontal|center_vertical" android:textSize="20px" android:height="40px" android:textStyle="bold" /> <ListView android:id="@+id/ListView01" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> delete_lv.xml: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:gravity="center_vertical" android:layout_width="fill_parent" android:layout_height="fill_parent"> <TextView android:id="@+id/list_content" android:textColor="#222222" android:gravity="center" android:text="sample" android:layout_margin="4dip" android:layout_width="wrap_content" android:layout_height="wrap_content" /> </LinearLayout> Delete.java: public class Delete extends Activity { ListView lv1; ArrayAdapter<String> adapter1; private String lv_items[] = { "Android", "iPhone", "BlackBerry", "AndroidPeople", "J2ME", "Listview", "ArrayAdapter", "ListItem", "Us", "UK", "India" }; @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.delete); TextView tv0 = (TextView)findViewById(R.id.TextView00); tv0.setText("Deletes"); lv1 = (ListView) findViewById(R.id.ListView01); adapter1 = new ArrayAdapter<String>(Delete.this,R.layout.list_black_text,R.id.list_content, lv_items); lv1.setAdapter(adapter1); adapter1.notifyDataSetChanged(); } }

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  • php refresh on 2nd page refresh

    - by cnotethegr8
    i have this function that gives me an output of a number. (the number is my total amount of downloads from my iphone themes.) because the code has to make so many requests, it loads the page very slowly. what would be the best way for me to go about the code loading into a variable and than calling it on the second page refresh. so it dosnt take so long to load? or any other method will do. i just want it to not take so long to load! also this isnt on my server so i cant use $.ajax <?php function all_downloads() { $allThemes = array( 'com.modmyi.batterytheme', 'com.modmyi.connectiontheme', 'com.modmyi.icontheme', 'com.modmyi.percenttheme', 'com.modmyi.statusnotifiertheme', 'com.modmyi.cnote', 'com.modmyi.iaccescnotekb', 'com.modmyi.cnotelite', 'com.modmyi.multibrowsericon', 'com.modmyi.changeappstoreiconwithinstallous' ); $total = 0; foreach($allThemes as $com_modmyi){ $theme = file_get_contents( "http://modmyi.com/cstats/index.php?package=".$com_modmyi.'&output=number'); $theme = str_replace(",","", $theme); $almost_done += $theme; $rock_your_phone = 301; //From c-note and Multi Lock Screen Theme on Rock Your Phone $total = ($almost_done + $rock_your_phone); } echo number_format($total); } ?>

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  • Android: how to tell if a view is scrolling

    - by Dave
    in iPhone, this would be simple---each view has a scrollViewDidScroll method. I am trying to find the equivalent in Android. My code works, but it isn't giving me what I want. I need to execute code the entire duration that a view is scrolling. So, even though I use OnGestureListener's onScroll method, it only fires when the finger is on the screen (it's not really named correctly---it should be called "onSlide" or "onSwipe", focusing on the gesture rather than the UI animation). It does not continue to fire if the user flicks the view and it is still scrolling for a few moments after the user lifts his finger. is there a method that is called at every step of the scroll? public class Scroll extends Activity implements OnGestureListener { public WebView webview; public GestureDetector gestureScanner; public int currentYPosition; public int lastYPosition; public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); webview = new WebView(this); setContentView(webview); webview.loadUrl("file:///android_asset/Scroll.html"); gestureScanner = new GestureDetector(this); currentYPosition = 0; lastYPosition = 0; } public boolean onTouchEvent(final MotionEvent me) { return gestureScanner.onTouchEvent(me); } public boolean onScroll(MotionEvent e1, MotionEvent e2, float distanceX, float distanceY) { // I do stuff here. return true; }

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