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  • Can I disable UIPickerView scroll sound?

    - by cocoaholic
    Hi, I want to disable the annoying clicks that the UIPickerView generates upon scrolling up and down. Is there a way to do this? I want to play short sounds for each item that the picker view lands upon. It gets ruined by the built in sound. I understand that the picker sounds can be turned off globally by switching off the keyboard sounds in iPhone/iPod settings. But is there a way to programatically do this? Any help will be much appreciated! Thanks

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  • trying to draw scaled UIImage in custom view, but nothing's rendering

    - by Ben Collins
    I've created a custom view class and right now just want to draw an image scaled to fit the view, given a UIImage. I tried just drawing the UIImage.CGImage, but as others have attested to on this site (and in the docs), that renders the image upside down. So, at the suggestion of an answer I found to another question, I'm trying to draw it directly, but nothing is rendering in the view and I'm not sure why. Here's my drawing code: - (void)drawRect:(CGRect)rect { // Drawing code [super drawRect:rect]; if (self.originalImage) { [self drawImage]; } } - (void) drawImage { if (CGSizeEqualToSize(originalImage.size, self.frame.size) == NO) { CGFloat scaleFactor = 1.0; CGFloat scaledWidth = 0.0; CGFloat scaledHeight = 0.0; CGPoint thumbPoint = CGPointMake(0.0, 0.0); CGFloat widthFactor = self.frame.size.width / originalImage.size.width; CGFloat heightFactor = self.frame.size.height / originalImage.size.height; if (widthFactor < heightFactor) { scaleFactor = widthFactor; } else { scaleFactor = heightFactor; } scaledWidth = originalImage.size.width * scaleFactor; scaledHeight = originalImage.size.height * scaleFactor; if (widthFactor < heightFactor) { thumbPoint.y = (self.frame.size.height - scaledHeight) * 0.5; } else if (widthFactor > heightFactor) { thumbPoint.x = (self.frame.size.width - scaledWidth) * 0.5; } UIGraphicsBeginImageContext(self.frame.size); CGRect thumbRect = CGRectZero; thumbRect.origin = thumbPoint; thumbRect.size.width = scaledWidth; thumbRect.size.height = scaledHeight; [originalImage drawInRect:thumbRect]; self.scaledImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); } else { self.scaledImage = originalImage; } } My understanding (after studying this a bit) is that the UIGraphicsBeginImageContext function creates an offscreen for me to draw into, so now how do I render that context on top of the original one?

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  • Best practice for sharing code between OSX and IOS app

    - by Alberto
    I am creating an iOS version of an existing OSX app and am wondering what the best practices are for sharing code between the two. The code in question only depends on the foundation framework and the Sqlite dynamic library, so it should compile and run fine on both platforms. It seems to me there are three possible options: Create a single project with and OSX and an IOS targets, add source files to each target as appropriate. Create two separate projects for the OSX and IOS apps, put shared code in a common location in the workspace and add it as reference to both projects. Create three projects: OSX app, IOS app and a shared static library with an OSX and an IOS targets; add each library target to the respective application. Is there any reason one of the above approaches may be better than the other two? If not, option 2 seems to be the simplest by far.

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  • Using Apple autorelease pools without Objective-C

    - by PierreBdR
    I am developing an application that needs to work on Linux, Windows and Mac OS X. To that purpose, I am using C++ with Qt. For many reasons, on Mac OS X, I need to use CoreFoundation functions (such as CFBundleCopyBundleURL) that creates core objects that need to be released with CFRelease. But doing so generate a lots of these warnings: *** __NSAutoreleaseNoPool(): Object 0x224f7e0 of class NSURL autoreleased with no pool in place - just leaking All the code I've seen concerning these autorelease pools are written in Objective-C. Does anybody know how to create/use autorelease pools in C or C++?

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  • [three20] dynamically add Items to TTLauncher

    - by choise
    Hi guys, in my app i got a TTLauncher Object with some TTLauncherItems in it. Now i want to add some Items dynamically inside my App by pressing a button. Is there a simple way to do that or do i have to create my own methods? In the original facebook application there is already something like that implemented. (You can add your Friends to the Launcher) If not, what would be the best thing to do something like that? Store all "extra items" in a plist oder even in a database and query them, each time TTLauncher object is initialized? Thanks for help :)

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  • Error Playing video from server with MPMoviePlayerController

    - by skiria
    I try to play a video on the server with this code. I have a error. //Play the video from server - (IBAction)playVideo:(id)sender; { NSLog(@"URLVIDEO %@", aVideo.urlVideo); MPMoviePlayerController *VideoPlayer = [[MPMoviePlayerController alloc]initWithContentURL:[NSURL URLWithString:aVideo.urlVideo]]; [VideoPlayer play]; } //Error on con console Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: 'Content URL must not be nil.' aVideo.urlVideo is a NSString and it's correct when I copy the result on the NSLog on the browser.

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  • How to include other controls in a scrollbar?

    - by Paperflyer
    I want to create a scrollview with a zooming control and a button next to the scrollbar. Sort of like the "tile window" button in XCode (top right corner of the editor), it should be in the same box that usually is used by the scrollbar only. Do you have an idea of how to approach this? I was thinking to use an NSScrollView and set the scrollbars to a custom subclass of NSScroller which includes the other widgets. What kinds of buttons use the same style as the scrollbar?

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  • OpenGl es view and uitableview

    - by Mel
    I have written an application using opengl es view. Now I want to add a uitableview to display on the screen. However I am needing some guidance on how opengl es view and the other views play together nice. For example I have read some things that would lead me to think I need to pause the opengl view when the table is displayed. Can anyone point me to a tutorial on how to make these things work together or just point me to the stackoverflow question that I can't find where some guy asked the same exact thing and got an answer :-)

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  • What could cause this difference in behaviour from iphone OS3.0 to iOS4.0?

    - by frankodwyer
    I am getting a strange EXC_BAD_ACCESS error when running my app on iOS4. The app has been pretty solid on OS3.x for some time - not even seeing crash logs in this area of the code (or many at all) in the wild. I've tracked the error down to this code: main class: - (void) sendPost:(PostRequest*)request { NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init]; NSURLResponse* response; NSError* error; NSData *serverReply = [NSURLConnection sendSynchronousRequest:request.request returningResponse:&response error:&error]; ServerResponse* serverResponse=[[ServerResponse alloc] initWithResponse:response error:error data:serverReply]; [request.objectToNotifyWhenDone performSelectorOnMainThread:request.targetToNotifyWhenDone withObject:serverResponse waitUntilDone:YES]; [pool drain]; } (Note: sendPost is run on a separate thread for each invocation of it. PostRequest is just a class to encapsulate a request and a selector to notify when complete) ServerResponse.m: @synthesize response; @synthesize replyString; @synthesize error; @synthesize plist; - (ServerResponse*) initWithResponse:(NSURLResponse*)resp error:(NSError*)err data:(NSData*)serverReply { self.response=resp; self.error=err; self.plist=nil; self.replyString=nil; if (serverReply) { self.replyString = [[[NSString alloc] initWithBytes:[serverReply bytes] length:[serverReply length] encoding: NSASCIIStringEncoding] autorelease]; NSPropertyListFormat format; NSString *errorStr; plist = [NSPropertyListSerialization propertyListFromData:serverReply mutabilityOption:NSPropertyListImmutable format:&format errorDescription:&errorStr]; } return self; } ServerResponse.h: @property (nonatomic, retain) NSURLResponse* response; @property (nonatomic, retain) NSString* replyString; @property (nonatomic, retain) NSError* error; @property (nonatomic, retain) NSDictionary* plist; - (ServerResponse*) initWithResponse:(NSURLResponse*)response error:(NSError*)error data:(NSData*)serverReply; This reliably crashes with a bad access in the line: self.error=err; ...i.e. in the synthesized property setter! I'm stumped as to why this should be, given the code worked on the previous OS and hasn't changed since (even the binary compiled with the previous SDK crashes the same way, but not on OS3.0) - and given it is a simple property method. Any ideas? Could the NSError implementation have changed between releases or am I missing something obvious?

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  • How to programmatically bind to a Core Data model?

    - by Dave Gallagher
    Hello. I have a Core Data model, and was wondering if you know how to create a binding to an Entity, programmatically? Normally you use bind:toObject:withKeyPath:options: to create a binding. But I'm having a little difficulty getting this to work with Core Data, and couldn't find anything in Apple's docs regarding doing this programmatically. The Core Data model is simple: An Entity called Book An Attribute of Book called author (NSString) I have an object called BookController. It looks like so: @interface BookController : NSObject { NSString *anAuthor; } @property (nonatomic, retain) NSString *anAuthor; // @synthesize anAuthor; inside @implementation I'd like to bind anAuthor inside BookController, to author inside a Book entity. This is how I'm attempting to wrongly do it (it partially works): // A custom class I made, providing an interface to the Core Data database CoreData *db = [[CoreData alloc] init]; // Creating a Book entity, saving it [db addMocObject:@"Book"]; [db saveMoc]; // Fetching the Book entity we just created NSArray *books = [db fetchObjectsForEntity:@"Book" withPredicate:nil withSortDescriptors:nil]; NSManagedObject *book = [books objectAtIndex:0]; // Creating the binding BookController *bookController = [[BookController alloc] init]; [bookController bind:@"anAuthor" toObject:book withKeyPath:@"author" options:nil]; // Manipulating the binding [bookController setAnAuthor:@"Bill Gates"]; Now, when updating from the perspective of bookController, things don't work quite right: // Testing the binding from the bookController's perspective [bookController setAnAuthor:@"Bill Gates"]; // Prints: "bookController's anAuthor: Bill Gates" NSLog(@"bookController's anAuthor: %@", [bookController anAuthor]); // OK! // ERROR HERE - Prints: "bookController's anAuthor: (null)" NSLog(@"Book's author: %@", [book valueForKey:@"author"]); // DOES NOT WORK! :( When updating from the perspective of the Book entity, things work fine: // ------------------------------ // Testing the binding from the Book's (Entity) perspective (this works perfect) [book setValue:@"Steve Jobs" forKey:@"author"]; // Prints: "bookController's anAuthor: Steve Jobs" NSLog(@"bookController's anAuthor: %@", [bookController anAuthor]); // OK! // Prints: "bookController's anAuthor: Steve Jobs" NSLog(@"Book's author: %@", [book valueForKey:@"author"]); // OK! It appears that the binding is partially working. I can update it on the side of the Model and it propagates up to the Controller via KVO, but if I update it on the side of the Controller, it doesn't trickle down to the Model via KVC. Any idea on what I'm doing wrong? Thanks so much for looking! :)

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  • How to add Button in UINavigationController

    - by Ali
    Hi all , navigator=[[UINavigationController alloc]initWithRootViewController:contacts]; UIBarButtonItem *nextButton = [[UIBarButtonItem alloc] initWithTitle:@"Delete" style:UIBarButtonItemStyleBordered target:self action:@selector(makeCall)]; //[[self.navigator navigationItem] setLeftBarButtonItem:nextButton]; self.navigator.navigationBar.items=[NSArray arrayWithObject:nextButton]; I am adding a button to UINavigationController and got following exception please help me 2011-01-03 11:46:26.626 Appointment[2243:207] *** Terminating app due to uncaught exception 'NSInternalInconsistencyException', reason: 'Cannot call setItems:animated: directly on a UINavigationBar managed by a controller.' 2011-01-03 11:46:26.634 Appointment[2243:207] Stack: ( 3040

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  • Building a complex view with Three20 - resources?

    - by psychotik
    I'm using three20 for most of my iPhone app. One of the views I need to create is relatively complex. It needs a top bar (under the nav bar) with some controls and label, an image view below this bar (which occupies most of the body) and another bottom bar with more controls and labels (above the tab bar control). I don't have much UI experience - my only experience with anything UI is laying stuff out using CSS, etc on websites. Apple's online doc seems to assume that the reader knows a bunch about rectangles, layouts, frames, etc or is using InterfaceBuilder. And three20 isn't too well documented either. So my question is: Is it possible to design something like what I describe in IB and then still have a three20-based app use it? If so, any tips/pointers on how would be much appreciated. Can you point me to some documentation that explain how views/controls etc are rendered. I'm pretty sure I can figure it out if I find some decent explanation/tutorial for it.

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  • asyncsocket Write Issue

    - by James
    I am attempting to use asyncsocket to communicate GPS data from a server app on my iPhone to a client app on my macbook. The two devices connect without any problems, and when the first data is sent from the iPhone to the laptop in asyncsocket's didConnectToHost method, the data is sent without hiccup. When I subsequently try to write additional data to the laptop from the locationManager method, however, no data is written. Here is the code: - (void)locationManager:(CLLocationManager *)manager didUpdateToLocation:(CLLocation *)newLocation fromLocation:(CLLocation *)oldLocation { lat = [NSNumber numberWithFloat:newLocation.coordinate.latitude]; [lat retain]; NSLog(@"lat: %1.0f", [lat floatValue]); NSString *msg = [NSString stringWithFormat:@"%1.0f", [lat floatValue]]; NSData *msgData = [msg dataUsingEncoding:NSUTF8StringEncoding]; [listenSocket writeData:msgData withTimeout:-1 tag:0]; } listensocket is my instance of ASyncSocket. I know that no data is being sent because after the initial successful transfer, the didWriteDataWithTag method is not called. Can anyone explain this? Thanks! James

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  • slide-in uitoolbar

    - by alexeyndru
    I would like to add a uitoolbar able to slide -in from the top of the screen when some button is pushed. With all the research done this week-end I am still stuck. Please help.

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  • How to auto-scroll UITableView?

    - by Sheehan Alam
    I am trying to do something interesting. I am pulling some JSON data and populating cells in a UITableView. How can I make the UITableView scroll ever second or so? I want to give the effect that as new data is coming in, the table is scrolling, so it is streaming. Any ideas?

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  • How-to build a droplet application in Xcode4?

    - by Josh
    In Xcode3 there used to be a template to build "Droplet" Applications (head/nibless apps that would throw whatever dropped at them at an "on open" Applescript method). In Xcode4 this template is unfortunately gone. What are the required steps to setup an xcode4 droplet project? modify the info.plist i guess to make the app handle drops get rid of the nib (also involves changes in main.m and both AppDelegate.h and AppDelegate.m i guess) Maybe somebody even still has Xcode3 installed and could create an empty applescript droplet app and upload it somewhere? that would be very interesting. thanks! (or is there maybe even a way to export an app bundle created with the AppleScript Editor to Xcode?)

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  • UIImagePickerController camera preview is portrait in landscape app

    - by Jane Sales
    In my landscape-only iPhone application, I launch a UIImagePickerController to take a photo, but the live image displayed from the camera is in portrait orientation, with blank space around it. The image is rotated. Once the camera button is pressed, the preview is very messy, with most of the preview off screen, and views not correctly aligned. Apple has acknowledged that this is defect, and is working on it. My question is, does anyone have a work-around (legal or illegal) that would allow me to get this working now. I wouldn't release to the App Store with an illegal fix, but I would have a much better app for user testing - currently the camera is pretty much unusable in landscape. I will attach a simple test project and images if I can. Edit - just to clarify, the image I get is correctly landscape. I want the camera & preview UIs to look right!

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  • How to change a grouped UITableView cell's background to black (or non-white)?

    - by Meltemi
    Just want to make sure I'm not overlooking something obvious... It seems like it should be trivial to set the background color (black is fine) of a UITableView's cell to something other than white or completely transparent so that you can display your data with white text. However, with my attempts I lose the corners on my grouped table view and it all looks like crap. I've seen & understand the methods described by Matt Gallagher about customizing TableView cells with exotic gradients, etc. but wanted to be certain before heading down that path...

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  • Analyzing bitmaps produced by NSAffineTransform and CILineOverlay filters

    - by Adam
    I am trying to manipulate an image using a chain of CIFilters, and then examine each byte of the resulting image (bitmap). Long term, I do not need to display the resulting image (bitmap) -- I just need to "analyze" it in memory. But near-term I am displaying it on screen, to help with debugging. I have some "bitmap examination" code that works as expected when examining the NSImage (bitmap representation) I use as my input (loaded from a JPG file into an NSImage). And it SOMETIMES works as expected when I use it on the outputBitmap produced by the code below. More specifically, when I use an NSAffineTransform filter to create outputBitmap, then outputBitmap contains the data I would expect. But if I use a CILineOverlay filter to create the outputBitmap, none of the bytes in the bitmap have any data in them. I believe both of these filters are working as expected, because when I display their results on screen (via outputImageView), they look "correct." Yet when I examine the outputBitmaps, the one created from the CILineOverlay filter is "empty" while the one created from NSAffineTransfer contains data. Furthermore, if I chain the two filters together, the final resulting bitmap only seems to contain data if I run the AffineTransform last. Seems very strange, to me??? My understanding (from reading the CI programming guide) is that the CIImage should be considered an "image recipe" rather than an actual image, because the image isn't actually created until the image is "drawn." Given that, it would make sense that the CIimage bitmap doesn't have data -- but I don't understand why it has data after I run the NSAffineTransform but doesn't have data after running the CILineOverlay transform? Basically, I am trying to determine if creating the NSCIImageRep (ir in the code below) from the CIImage (myResult) is equivalent to "drawing" the CIImage -- in other words if that should force the bitmap to be populated? If someone knows the answer to this please let me know -- it will save me a few hours of trial and error experimenting! Finally, if the answer is "you must draw to a graphics context" ... then I have another question: would I need to do something along the lines of what is described in the Quartz 2D Programming Guide: Graphics Contexts, listing 2-7 and 2-8: drawing to a bitmap graphics context? That is the path down which I am about to head ... but it seems like a lot of code just to force the bitmap data to be dumped into an array where I can get at it. So if there is an easier or better way please let me know. I just want to take the data (that should be) in myResult and put it into a bitmap array where I can access it at the byte level. And since I already have code that works with an NSBitmapImageRep, unless doing it that way is a bad idea for some reason that is not readily apparent to me, then I would prefer to "convert" myResult into an NSBitmapImageRep. CIImage * myResult = [transform valueForKey:@"outputImage"]; NSImage *outputImage; NSCIImageRep *ir = [NSCIImageRep alloc]; ir = [NSCIImageRep imageRepWithCIImage:myResult]; outputImage = [[[NSImage alloc] initWithSize: NSMakeSize(inputImage.size.width, inputImage.size.height)] autorelease]; [outputImage addRepresentation:ir]; [outputImageView setImage: outputImage]; NSBitmapImageRep *outputBitmap = [[NSBitmapImageRep alloc] initWithCIImage: myResult]; Thanks, Adam

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