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  • Drag Rotate UIImageView by touch

    - by rockstardev
    I have an UIImageView that is a subview of an UIView. I'm trying to create a drag rotate effect with the UIImageView similar to spinning a bottle but I'm having trouble calculating the radians to rotate the image by. My code below seems like it should work because I've seen a similar calculation in Flash examples. Can anyone shed some light on what I'm doing wrong? Thanks. This is the code contained in my image view subclass: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; lastLocation = [touch locationInView:[self superview]]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint location = [touch locationInView:[self superview]]; CGFloat xDisplacement = location.x - lastLocation.x; CGFloat yDisplacement = location.y - lastLocation.y; CGFloat rad = atan2f(yDisplacement,xDisplacement); self.transform = CGAffineTransformMakeRotation(rad); }

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  • touchesBegan doesnt get detected

    - by Muniraj
    I have a viewcontroller like the following. But the touchsBegan doestnt get detected. Can anyone plz tell me what is wrong. - (id)init { if (self = [super init]) self.view = [[[UIView alloc] initWithFrame:[[UIScreen mainScreen] applicationFrame]] autorelease]; return self; } -(void) viewWillAppear:(BOOL)animated { overlay = [[[UIImageView alloc] initWithImage:[UIImage imageNamed:@"overlay.png"]] autorelease]; [self.view addSubview:overlay]; } - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { // Detect touch anywhere UITouch *touch = [touches anyObject]; // Where is the point touched CGPoint point = [touch locationInView:self.view]; NSLog(@"pointx: %f pointy:%f", point.x, point.y); // Was a tab touched, if so, which one... if (CGRectContainsPoint(CGRectMake(1, 440, 106, 40), point)) NSLog(@"tab 1 touched"); else if (CGRectContainsPoint(CGRectMake(107, 440, 106, 40), point)) NSLog(@"tab 2 touched"); else if (CGRectContainsPoint(CGRectMake(214, 440, 106, 40), point)) NSLog(@"tab 3 touched"); }

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  • Disable animation when moving CALayers

    - by Sean Clark Hess
    The following code animates the movement, even though I didn't use beginAnimations:context. How do I get it to move without animating? This is a new iphone view project, and these are the only updates to it. // Implement viewDidLoad to do additional setup after loading the view, typically from a nib. - (void)viewDidLoad { [super viewDidLoad]; sublayer = [CALayer new]; sublayer.backgroundColor = [[UIColor redColor] CGColor]; sublayer.frame = CGRectMake(0, 0, 100, 100); [self.view.layer addSublayer:sublayer]; } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { sublayer.position = [[touches anyObject] locationInView:self.view]; }

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  • Does Ruby on Rails "has_many" array provide data on a "need to know" basis?

    - by Jian Lin
    On Ruby on Rails, say, if the Actor model object is Tom Hanks, and the "has_many" fans is 20,000 Fan objects, then actor.fans gives an Array with 20,000 elements. Probably, the elements are not pre-populated with values? Otherwise, getting each Actor object from the DB can be extremely time consuming. So it is on a "need to know" basis? So does it pull data when I access actor.fans[500], and pull data when I access actor.fans[0]? If it jumps from each record to record, then it won't be able to optimize performance by doing sequential read, which can be faster on the hard disk because those records could be in the nearby sector / platter layer -- for example, if the program touches 2 random elements, then it will be faster just to read those 2 records, but what if it touches all elements in random order, then it may be faster just to read all records in a sequential way, and then process the random elements. But how will RoR know whether I am doing only a few random elements or all elements in random?

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  • Looping through an array to remove a touched object (iPhone/Cocos2d)

    - by Michael Lowe
    I am using cocos2d to build a game. I have an array of CCSprites and I want to be able to touch them and delete the one that was touched. Right now I have this... -(void) spawn { mySprite = [CCSprite spriteWithFile:@"image.png"]; mySprite.position = ccp(positionX,positionY); [myArray addObject:mySprite]; [self addChild:mySprite]; } - (void) ccTouchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch* touch = [touches anyObject]; CGPoint location = [touch locationInView: [touch view]]; NSUInteger i, count = [myArray count]; for (i = 0; i < count; i++) { mySprite = (CCSprite *)[myArray objectAtIndex:i]; if (CGRectContainsPoint([mySprite boundingBox], location)) { [self removeChild:mySprite cleanup:YES]; } } I have never done this before. Does anyone have a solution? Thanks, Michael

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  • Checking if a touch is within a UIButton's bounds.

    - by Joshua
    I am trying to make an if statement which will check whether the users touch is within a UIButton's bounds. I thought this would be an easy affair as UIButton is a subclass of UIView, however my code doesn't seem to work. This is the code I have been using. - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { NSArray *array = [touches allObjects]; UITouch *specificTouch = [array objectAtIndex:0]; currentTouch = [specificTouch locationInView:self.view]; if (CGRectContainsPoint(but.bounds, currentTouch)) { //Do something is in bounds. } //Else do nothing. }

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  • Fitts Law, applying it to touch screens

    - by Caylem
    Been reading a lot into UI design lately and Fitts Law keeps popping up. Now from what i gather its basically the larger an item is, and the closer it is to your cursor, the easier it is to click on. So what about touch screen devices where the input comes from multiple touches or just single touches. What are the fundamentals to take into account considering this? Should it be something like, the hands of the user are on the sides of the device so the buttons should be close to the left and right hand sides of the device? Thanks

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  • Manually force touch points to reset in Windows 8?

    - by loyalpenguin
    Hi I developed a HTML5/JAVASCRIPT app that is supported using advertisement for the Win8 store. I just by chance happened to notice that if you touch the screen, drag your finger over the advertisement, and release your finger on top of the advertisement that the specific touch is not released and instead when you touch again it registers as a separate touch. This has caused my app to behave expectantly when the user interacts with the app using touch. I wanted to know if it was possible to force the touches to reset so that when the user touches the screen again it is always using "Touch(0)".

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  • iPhone - UIScrollView is scrolling before UIDatePicker that is placed inside it

    - by Oliver
    Hello, I have a UIDatePicker inside a UIScrollView. But the UIDatePicker does not respond to scroll touches. It's the scrollview that is scrolling. Reading some docs on the net, I've set "Delay Content Touches" to NO, an now I see the datepicker starting a slight scroll, but it's still the scrollview that take the final word. I have some place on the screen where the user can touch to scroll the view. So how may I separate the two kind of scrolls ans make the datepicker scroll in a normal way ? Thank you for your help

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  • iOS iPad Master Detail template can't interact with detail view

    - by CraigularB
    I have an iPad app generated from the Master-Detail template in XCode. The iPad Storyboard has under the Detail View Controller a View that holds a ScrollView which holds an ImageView. In the DetailViewController.m file I added the following code to allow the ScrollView to move and zoom the image: -(UIView *)viewForZoomingInScrollView:(UIScrollView *)scrollView { return self.comicImage; } This works great on the iPhone (it's a universal app) but not the iPad; I can scroll and zoom the image on the iPhone no problem, but on the iPad it's like the ScrollView isn't responding to the touches, and I can't figure out how to pass the touches on to the ScrollView. I've already deactivated the popover controller from appearing with a right swipe like this: self.splitViewController.presentsWithGesture = NO; How do I make it so the user can interact with the ScrollView in the DetailViewController?

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  • How to calculate the touch location with convertToWorldSpace?

    - by Paul
    i would like to convert the touch location as a world coordinate in my tile game. With this code, i clicked on the right of the screen (so that my character walks in the tiled game, and the background goes slowly to the left) : - (void)ccTouchesEnded:(NSSet *)touches withEvent:(UIEvent *)event { for( UITouch *touch in touches ) { CGPoint location = [touch locationInView: [touch view]]; location = [[CCDirector sharedDirector] convertToGL: location]; CGPoint test = [self convertToWorldSpace:location]; CCLOG(@"test : %.2g", test.x); The test log gives me : 50, 72, 1e+02, 2.6e+02, 4.2e+02, (and then goes down) 3.2e+02, 9.5, -1.9e+02, etc. Does anyone know why? I would like to calculate the "real" coordinate of the touch, so that i know when the character has to keep going (click on the right of its actual position) or if he has to turn and go backwards. (click on the left of its actual position) Thanks for your help

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  • How to detect tap on uiview with lots of controls?

    - by kodcu
    My problem is about tap detection. I have a uiviewcontroller and there are some controls on uiview (labels, buttons, tableview, imageview, etc..) When I tap the uibutton I display a small uiview (200x150), if the user taps the uibuttons in smallview I hide the smallview. But I can't hide the uiview if the user taps the background. I tried this code.. -(void) touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event{ //NSLog(@"Touches began."); [self hideShareView]; } It doesn't work if I tap the another button in the uiviewcontrols view. I just want my uiviewcontrol's uiview to react first. I think its about firstResponder but I dont know how to set it first. edit: i want it to work like a uiPopover in ipad.

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  • Very simple test view in MonoTouch draws a line using Core Graphics but view content is not shown

    - by Krumelur
    Hi, I give up now on this very simple test I've been trying to run. I want to add a subview to my window which does nothing but draw a line from one corner of the iPhone's screen to the other and then, using touchesMoved() it is supposed to draw a line from the last to the current point. The issues: 1. Already the initial line is not visible. 2. When using Interface Builder, the initial line is visible, but drawRect() is never called, even if I call SetNeedsDisplay(). It can't be that hard...can somebody fix the code below to make it work? In main.cs in FinishedLaunching(): oView = new TestView(); oView.AutoresizingMask = UIViewAutoresizing.FlexibleWidth | UIViewAutoresizing.FlexibleHeight; oView.Frame = new System.Drawing.RectangleF(0, 0, 320, 480); window.AddSubview(oView); window.MakeKeyAndVisible (); The TestView.cs: using System; using MonoTouch.UIKit; using MonoTouch.CoreGraphics; using System.Drawing; using MonoTouch.CoreAnimation; using MonoTouch.Foundation; namespace Test { public class TestView : UIView { public TestView () : base() { } public override void DrawRect (RectangleF area, UIViewPrintFormatter formatter) { CGContext oContext = UIGraphics.GetCurrentContext(); oContext.SetStrokeColor(UIColor.Red.CGColor.Components); oContext.SetLineWidth(3.0f); this.oLastPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oLastPoint.Y; this.oCurrentPoint.Y = UIScreen.MainScreen.ApplicationFrame.Size.Height - this.oCurrentPoint.Y; oContext.StrokeLineSegments(new PointF[] {this.oLastPoint, this.oCurrentPoint }); oContext.Flush(); oContext.RestoreState(); Console.Out.WriteLine("Current X: {0}, Y: {1}", oCurrentPoint.X.ToString(), oCurrentPoint.Y.ToString()); Console.Out.WriteLine("Last X: {0}, Y: {1}", oLastPoint.X.ToString(), oLastPoint.Y.ToString()); } private PointF oCurrentPoint = new PointF(0, 0); private PointF oLastPoint = new PointF(320, 480); public override void TouchesMoved (MonoTouch.Foundation.NSSet touches, UIEvent evt) { base.TouchesMoved (touches, evt); UITouch oTouch = (UITouch)touches.AnyObject; this.oCurrentPoint = oTouch.LocationInView(this); this.oLastPoint = oTouch.PreviousLocationInView(this); this.SetNeedsDisplay(); } } }

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  • Kepping object in memory (iPhone SDK)

    - by Chris
    I am trying to create a UIImageView called theImageView in the touchesBegan method that I can then then move to a new location in touchesMoved. Currently I am receiving an "undeclared" error in touchesMoved where I set the new location for theImageView. What can I do to keep theImageView in memory between these two methods? - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { ... UIImageView *theImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; theImageView.frame = CGRectMake(263, 228, 193, 300); [theImageView retain]; ... } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { ... theImageView.frame = CGRectMake(300, 300, 193, 300); ... }

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  • Jquery canvas touch count

    - by user897764
    Can someone help me with a script I'm working with. http://jsfiddle.net/InVAMPED/XsG4e/4/ What I'm trying to achieve is placing a image where the user touches(ipad). There will be say 5 images that will each get attached once only. So first touch places img1, second touch imag2 etc untill all the images have been placed. Problem with my fsfiddle example is that when on ipad it doesnt count the first touch so you place the first image twice. it does duplicate the image on the second time just moves it to the second touches coordinates, then move on to 2, 3, 4, 5 as it should. any advice? or help to do this a better way? thanks

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  • Keeping object in memory (iPhone SDK)

    - by Chris
    I am trying to create a UIImageView called theImageView in the touchesBegan method that I can then then move to a new location in touchesMoved. Currently I am receiving an "undeclared" error in touchesMoved where I set the new location for theImageView. What can I do to keep theImageView in memory between these two methods? - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { ... UIImageView *theImageView = [[UIImageView alloc] initWithImage:[UIImage imageNamed:@"image.png"]]; theImageView.frame = CGRectMake(263, 228, 193, 300); [theImageView retain]; ... } - (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { ... theImageView.frame = CGRectMake(300, 300, 193, 300); ... }

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  • How to reset buttons when using touchesBegan

    - by FireStorm
    When I use touchesBegan on my sprite kit game the buttons press down fine the first time but are unresponsive the second time, how do I "reset" these buttons if you will. Buttons are as follows: - (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [touches anyObject]; CGPoint location = [touch locationInNode:self]; SKNode *node = [self nodeAtPoint:location]; if ([node.name isEqualToString:@"Button"]) { [self runAction:[SKAction playSoundFileNamed:@"sound" waitForCompletion: NO]]; .... Thanks for your help!

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  • How To perform a SQL Query to DataTable Operation That Can Be Cancelled

    - by David W
    I tried to make the title as specific as possible. Basically what I have running inside a backgroundworker thread now is some code that looks like: SqlConnection conn = new SqlConnection(connstring); SqlCommand cmd = new SqlCommand(query, conn); conn.Open(); SqlDataAdapter sda = new SqlDataAdapter(cmd); sda.Fill(Results); conn.Close(); sda.Dispose(); Where query is a string representing a large, time consuming query, and conn is the connection object. My problem now is I need a stop button. I've come to realize killing the backgroundworker would be worthless because I still want to keep what results are left over after the query is canceled. Plus it wouldn't be able to check the canceled state until after the query. What I've come up with so far: I've been trying to conceptualize how to handle this efficiently without taking too big of a performance hit. My idea was to use a SqlDataReader to read the data from the query piece at a time so that I had a "loop" to check a flag I could set from the GUI via a button. The problem is as far as I know I can't use the Load() method of a datatable and still be able to cancel the sqlcommand. If I'm wrong please let me know because that would make cancelling slightly easier. In light of what I discovered I came to the realization I may only be able to cancel the sqlcommand mid-query if I did something like the below (pseudo-code): while(reader.Read()) { //check flag status //if it is set to 'kill' fire off the kill thread //otherwise populate the datatable with what was read } However, it would seem to me this would be highly ineffective and possibly costly. Is this the only way to kill a sqlcommand in progress that absolutely needs to be in a datatable? Any help would be appreciated!

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  • Plug-in jQuery RoyalSlider de Dmitry Semenov : tutoriel et révision du code par Alex Young, traduction de vermine

    Je vous propose une traduction d'un tutoriel et d'une révision de code d'Alex Young à propos du plugin jQuery (payant) RoyalSlider de Dmitry Semenov. Ce plugin a reçu beaucoup de retours positifs. Il y a beaucoup de plugins du style des carrousels (slide), et ils ont tous des forces et des faiblesses différentes. Cependant, RoyalSlider est une très bonne galerie d'images jQuery réactive et activable également via les touches du clavier. Cet article montre que ce plugin est bien conçu et qu'il est performant.

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  • How to attach an object to a rotating circle?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in Cocos2d Box2d?

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  • C# Programming Tips and Tricks

    Volume 2 of tips and tricks that touches on tips related to some of the new features of C# 4.0 along with other beneficial tips and tricks. In addition, it mentions some tools that are worth knowing as well.

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  • How to cleanly add after-the-fact commits from the same feature into git tree

    - by Dennis
    I am one of two developers on a system. I make most of the commits at this time period. My current git workflow is as such: there is master branch only (no develop/release) I make a new branch when I want to do a feature, do lots of commits, and then when I'm done, I merge that branch back into master, and usually push it to remote. ...except, I am usually not done. I often come back to alter one thing or another and every time I think it is done, but it can be 3-4 commits before I am really done and move onto something else. Problem The problem I have now is that .. my feature branch tree is merged and pushed into master and remote master, and then I realize that I am not really done with that feature, as in I have finishing touches I want to add, where finishing touches may be cosmetic only, or may be significant, but they still belong to that one feature I just worked on. What I do now Currently, when I have extra after-the-fact commits like this, I solve this problem by rolling back my merge, and re-merging my feature branch into master with my new commits, and I do that so that git tree looks clean. One clean feature branch branched out of master and merged back into it. I then push --force my changes to origin, since my origin doesn't see much traffic at the moment, so I can almost count that things will be safe, or I can even talk to other dev if I have to coordinate. But I know it is not a good way to do this in general, as it rewrites what others may have already pulled, causing potential issues. And it did happen even with my dev, where git had to do an extra weird merge when our trees diverged. Other ways to solve this which I deem to be not so great Next best way is to just make those extra commits to the master branch directly, be it fast-forward merge, or not. It doesn't make the tree look as pretty as in my current way I'm solving this, but then it's not rewriting history. Yet another way is to wait. Maybe wait 24 hours and not push things to origin. That way I can rewrite things as I see fit. The con of this approach is time wasted waiting, when people may be waiting for a fix now. Yet another way is to make a "new" feature branch every time I realize I need to fix something extra. I may end up with things like feature-branch feature-branch-html-fix, feature-branch-checkbox-fix, and so on, kind of polluting the git tree somewhat. Is there a way to manage what I am trying to do without the drawbacks I described? I'm going for clean-looking history here, but maybe I need to drop this goal, if technically it is not a possibility.

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  • How to attach an object to a rotating circle in box2d cocos2d?

    - by armands
    I am trying to make an object get attached on a collision point to a circle that is rotating, but the player needs to get attached with a constant point on the player. For example the player is moving back and forth and when the user touches the screen and the player jumps up but what I need is that when the player collides with the circle it attaches it's legs to it and continues rotating with the circle. So I wanted to know how to make this kind of collision joint in cocos2d box2d?

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