Search Results

Search found 16124 results on 645 pages for 'iphone simulator'.

Page 94/645 | < Previous Page | 90 91 92 93 94 95 96 97 98 99 100 101  | Next Page >

  • Fast (de)serialization on iPhone

    - by Jacob Kuypers
    I'm developing a game/engine for iPhone OS. It's the first time I'm using Objective-C. I made my own binary format for geometry data and for textures I'm focusing on PVRTC. That should be the optimal approach as far as speed and space are concerned. I really want to keep loading time to a minimum and - if possible - be able to save very fast as well. So now I'm trying to make my "Entity" stuff persistent without sacrificing performance. First I wanted to use NSKeyedArchiver. From what I've heard, it's not very fast. Also, what I want to serialize is mostly structs made of floats with some ints and strings, so there isn't really a need for all that "object graph" overhead. NSArchiver would have been more appropriate, but they kicked that off the iphone for some reason. So now I'm thinking about making my own serialization scheme again. Am I wrong in thinking that NSKeyedArchiver is slow (I only read that, haven't tested it myself)? If so, what's the best way to encode/decode structs (with no pointers, mostly floats) without sacrificing speed?

    Read the article

  • How to Implement Rich Document Editor for iPhone

    - by benjismith
    I'm just getting started on a new iPhone/iPad development project, and I need to display a document with rich styled text (potentially with embedded images). The user will touch the document, dragging to highlight individual words or multiline text spans. When the text is highlighted, a context menu will appear, letting them change the color of highlighting or add margin notes (or other various bits of structured metadata). If you're familiar with adding comments to a Word document (or annotating a PDF), then this is the same sort of thing. But in my case, the typical user will spend many many hours within the app, adding thousands (in some cases, tens of thousands) of small annotations to the central document. All of those bits of metadata will be stored locally awaiting synchronization with a remote web service. I've read other pieces of advice, where developers suggest creating a UIWebView control and passing it an HTML string. But that seems kind of clunky, especially with all the context-sensitivity that I want to include. Anyhow, I'm brand new to iPhone development and Objective-C, though I have ten years of software development experience, using a variety of languages on many different platforms, so I'm not worried about getting my hands dirty writing new functionality from scratch. But if anyone has experience building a similar kind of component, I'm interested in hearing strategies for enabling that kind of rich document markup and annotation.

    Read the article

  • Stil facing the problem in Orientation in iphone

    - by aman-gupta
    Hi, In my application I have 15 screens in that i m using UIViewController for all screens and in all screens i m using the below way to call other screen :- AppDelegate *appRefre = (AppDelegate *)[[UIApplication sharedApplication]delegate]; [self.navigationController pushViewController:appRefre.frmReferencesLink animated:YES]; And the below code is activated in all screen for orientation to control the user to switch from one orientation to other mode (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation { if (interfaceOrientation == UIInterfaceOrientationPortrait) { return YES; } else { return NO; } } But when i run my application in iPhone device my application gets terminated when i physically rotate my iphone device from UIInterfaceOrientationPortrait to UIInterfaceOrientationPortraitUpsideDown or UIInterfaceOrientationLandscapeLeft,UIInterfaceOrientationLandscapeRight. And One more things is that when my application lauch i used following code for launching my appliaction :- 1) I made a pointer in mydelegate.h file: UINavigationController *navigationController; Then synthesize its property @property(nonatomic,retain)UINavigationController *navigationController 2) In mydelegat.m I Wrote @synthesize navigationController; (void)applicationDidFinishLaunching:(UIApplication *)application { navigationController = [[UINavigationController alloc] initWithRootViewController:DefaultViewLink]; [window addSubview:navigationController.view]; [window makeKeyAndVisible]; } 3) In above point DefaultView is launch first and gets remove from view and then actual my appliaction come into picture. So exactly what i want i want my appliaction to be in portrait mode for all screens i dont want my appliaction will switch to other mode.It remains the same as in portrait mode after rotation to any other mode. Please help me out its very urgent. Thanks in Advance and humble request to help me out

    Read the article

  • Objective C iPhone performance issue

    - by Asad Khan
    Ok guys I am developing an iPhone app I have a Model class which follows a Singleton design pattern. Now I have an NSArray in it which is initialized to around some 1000 NSStrings in the init method. Now I need to use this data in some view controller. so I import Model.h, I create an array of NSString objects in view controller & set the data to it. But now the problem is that now I have 2000 NSStrings currently allocated, which I believe is not a good thing on iPhone due to memory considerations. releasing model object wont help because I've overrided release method to release nothing according to the pattern & I cannot change the design now because now a lot of code works on the assumption of model being a singleton. & in future maybe the initial NSStrings may grow to 2000 or even more & then I'll have 4000 NSStrings allocated at one time .... I am a little confused on how to go about it any suggestions

    Read the article

  • Why does my plist file exist even when I've uninstalled an app and wiped the simulator?

    - by just_another_coder
    I am trying to detect the existence of a plist file on application start. When my data class (descendant of NSObject) is initialized, it loads the plist file. Before it loads, it checks to see if the file exists, and if it doesn't, it sets the data = nil instead of trying to process the array of data in the plist file. However, every time it starts it indicates the file exists. Even when I uninstall the app in the organizer and when wiping the simulator directory (iPhone Simulator/3.0/Applications). I have the following static method in a library class named FileIO: +(BOOL) fileExists:(NSString *)fileName { NSString *path = [FileIO getPath:fileName]; // gets the path to the docs directory if ([[NSFileManager defaultManager] fileExistsAtPath:path]) return YES; else return NO; } In my data class: //if( [FileIO fileExists:kFavorites_Filename] ) [FileIO deleteFile:kFavorites_Filename]; if ([FileIO fileExists:kFavorites_Filename]) {NSLog(@"exists"); The "exists" is logged every time unless I un-comment the method to delete the file. How can the file exist if I've deleted the app? I've deleted the simulator directory and uninstalled on the device but both say it still exists. What gives???

    Read the article

  • Detailstext in TableView from Coredata Iphone

    - by user554867
    Hey, that is my first question here at stackoverflow. Let me try to be specific as I can. The project is as follows: I am trying to parse an xml file in an iphone app, which works already. I am saving the parsed data into the CoreData of the Iphone. So far so good: I have two elements of the xml file which I want to show in the tableview as the text and the detailtext. Now the strange behaviour occurs: If I take the data of the Core Data and trying to visualize them in the tableview, then both elements are displayed in seperate cells and not as detailtext of the element. If I am just taking a constant string for the detailtext, then it works, but if I am trying to take for every cell a specific element from the Core Data then it is shown seperately in the tableview. I googled a lot, reading here and there. I dont know which code I should show because I dont have a clue where exactly the mistake could be. Maybe someone can answer that immediately because it is a stupid mistake somewhere, which is common. Thanks for your help.

    Read the article

  • Designing for varying mobile device resolutions, i.e. iPhone 4 & iPhone 3G

    - by Josh
    As the design community moves to design applications & interfaces for mobile devices, a new problem has arisen: Varying Screen DPI's. Here's the situation: Touch: * iPhone 3G/S ~ 160 dpi * iPhone 4 ~ 300 dpi * iPad ~ 126 dpi * Android device @ 480p ~ 200 dpi Point / click: * Laptop @ 720p ~ 96 dpi * Desktop @ 720p ~ 72 dpi There is certainly a clear distinction between desktop and mobile so having two separate front-ends to the same app is logical, especially when considering one is "touch"-based and the other is "point/click"-based. The challenge lies in designing static graphical elements that will scale between, say, 160 dpi and 300+ dpi, and get consistent and clean design across zoom levels. Any thoughts on how to approach this? Here are some scenarios, but each has drawbacks as well: * Design a single set of assets (high resolution), then adjust zoom levels based on detected resolution / device o Drawbacks: Performance caused by code layering, varying device support of Zoom * Develop & optimize multiple variations of image and CSS assets, then hide / show each based on device o Drawbacks: Extra work in design & QA. Anyone have thoughts or experience on how to deal with this? We should certainly be looking at methods that use / support HTML5 and CSS3.

    Read the article

  • iphone app working on most devices but not a few

    - by Matt Facer
    Hi there. I have recently been rewriting some of my iphone app because a couple of users have said it was crashing on certain events. The event in question is when I add a new XIB to the view using the following code AddItemViewController * add_item = [[AddItemViewController alloc] initWithNibName:@"AddItem" bundle:[NSBundle mainBundle]]; [self presentModalViewController:add_item animated:YES]; [add_item setViewFormat:2]; [add_item release]; it works perfectly on my iphone and a mate's ipod touch (both running 3.1.3) but another user on an ipod touch also with 3.1.3 says it crashes when the function above is called. Why could this be happening? Surely if it works on one device it should work on another?! Is there a better way to add a view which maybe doesnt crash? I have also disabled all the code on the loading xib - so it literally is loading a near blank page. It's SO annoying!! Thanks for any help.

    Read the article

  • iPhone Icon file in bundle blank when building for App store distribution

    - by Boiler Bill
    I have been spinning my wheels for a couple hours on why when I build my app with my distribution cert with the device as the target the Icon.png file in the bundle is empty. If I build with my developer cert or against the simulator the Icon.png in the bundle matches the one in my project file. I have verified my Icon.png is 57X57, has no alpha channel, had extra finder attributes removed. I even took one of the Icon.png files from my first application that is in the store today, and it didn't work either. Here is the output from the build results: CopyPNGFile build/Distribution-iphoneos/myApp.app/Icon.png Icon.png cd /Users/wrbarbour/projects/myAppTWO/myApp setenv COPY_COMMAND /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp setenv PATH "/Developer/Platforms/iPhoneOS.platform/Developer/usr/bin:/Developer/usr/bin:/usr/bin:/bin:/usr/sbin:/sbin" "/Developer/Platforms/iPhoneOS.platform/Developer/Library/Xcode/Plug-ins/iPhoneOS Build System Support.xcplugin/Contents/Resources/copypng" -compress "" /Users/wrbarbour/projects/myAppTWO/myApp/Icon.png /Users/wrbarbour/projects/myAppTWO/myApp/build/Distribution-iphoneos/myApp.app/Icon.png Can someone get me pointed in the right direction?

    Read the article

  • NSNumberFormatter crashing iPhone SDK 4.0b2

    - by Ward
    Hey there, I've got an app that's been in the app store for a while and functions perfectly on OS 3.1 - 3.13. However, when tested on 4.0b2 I noticed that it crashes in the same place every time, but only on the device, never on the simulator. I'm using a 3GS to test. On loadView I initialize an NSNumberFormatter object which is declared and retained in the interface so I have access to it everywhere. In my method I call it several times to convert string values into nsnumbers to be stored in a mutable dictionary. Here's an example: [myDictionary setObject:[myStyleFormatter numberFromString:@"1"] forKey:@"hours"]; [myDictionary setObject:[myStyleFormatter numberFromString:@"30"] forKey:@"minutes"]; [myDictionary setObject:[myStyleFormatter numberFromString:@"10"] forKey:@"seconds"]; For some reason it crashes as soon as it tries to set hours. The error is "attempt to insert nil value (key: hours)" Have I been doing something wrong all along? Has the api changed for 4.0b2? Thanks, Howie

    Read the article

  • saving the videos and photos in iPhone Simultor 4.0

    - by Mohammed Sadiq
    Hi All, From 4.0 apple has extended their api support to access the videos and photos from the phone. I am using only iPhone 4.0 simulator to test my application. When I try to save the video as apple has mentioned in their api docs, its giving the error something like "Error Saving the Asset". The way I try to store the video is as follows : ALAssetsLibraryWriteVideoCompletionBlock _videoCompblock = ^(NSURL *assetURL, NSError *error){ if(assetURL) { NSLog(@"Video AssetUrl : %@", [assetURL absoluteString]); } else if(error) { NSLog(@"The Error occured : %@", [error localizedDescription]); } }; BOOL isSupported = [library deoAtPathIsCompatibleWithSavedPhotosAlbum:videoFileUrl]; if(isSupported) { [library writeVideoAtPathToSavedPhotosAlbum:videoFileUrl completionBlock:_videoCompblock]; } The above methods should print the url of the video on successful saving of the video file. But its printing the error message as "ERROR SAVING THE ASSET". Any idea or help on this topic will be greatly appreciated. Best Regards, Mohammed Sadiq.

    Read the article

  • armv6 / armv7 errors when compiling for iPhone

    - by Chris
    I am having problems trying to compile my App to my iPhone. I upgraded to the new SDK and have 4.0 on my phone... which I did not do that. I am compiling for 3.1.2 - It works fine in the simulator but when I "build" for the Device, it gives me this line of errors: Link /Users/me/Apps/myapp/build/app.build/Debug-iphoneos/app.build/objects-normal/armv7/appname In /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator3.1.3.sdk/user/lib/libz.dylib, missing required architecture armv7 in file then the actual failure occurs on: Command /Developer/Platforms/iPhoneOS.platform/Developer/usr/bin/gcc-4.2 failed with exit code 1 Any help would be greatly appreciated

    Read the article

  • iPhone keyboard doesn't appear when entering a UITextField

    - by Norm
    This has to be some kind of newbie blunder that I just can’t see, and I’d be grateful for hints as to what to check or where to look. I've followed an iPhone tutorial that has a UITextField, making sure I connected the IBOutlet for the text field, and it seems to compile properly (no errors or warnings). But when I run it under the simulator, and click in the field, I don’t get the keyboard, so I can’t enter anything into the field. I’ve tried searching the site for similar questions, and all I’ve found is a few questions where the developer is trying to set up some complex UI with multiple controllers, and one that seemed to be the same issue, but the original poster simply said that he solved it by starting a new project and porting the code over. I’d like to find an actual solution, so I don’t have to try randomly rebuilding projects when this issue comes up again. Thanks!

    Read the article

  • iPhone image app not releasing memory as in instruments using imageNamed

    - by Tankista
    hi, im building iPhone app that downloads images (UIImageView) from internet and adding them to UIScrollView. This scroll view could contain 20 or more UIImageViews. Iam adding UIImages to UIImageView like this: UIImageView *newView = [[UIImageView alloc] initWithImage: image]; Then I just scroll these images like in photo app. Problem is, when I put just 3 UIImageViews in UIScrollView everything works fine, but when I put more images, more memory is used, so that app can crash after 15 or more images. I can understand it that more images alloc more memory, but in Instruments i get allocated max 2-3 MB, but in device memory raises until it crashes. When I use simulator for OS 3.0 i can see memory rising like on device. On higher versions I dont see this memory raise, why is that?

    Read the article

  • Display a number on the screen Iphone SDK

    - by Ni
    does anyone know how to display a number on the screen/iphone simulator? I can load the data and create a x/y graph. Now instead of showing the graph, I load a data value from a text file, and I want to display that number on the screen. Does anyone know what function i can use? ....... NSString *data =[myText objectAtIndex:1]; ....... so now data = 1, i want to display the value of the 'data' which is 1 on the screen.

    Read the article

  • Texture allocations being doubled in iPhone OpenGL ES

    - by Kyle
    The below couple lines are called 15 times during initialization. The tx-size is reported at 512 everytime, so this will allocate a 1mb image in memory 15 times, for a total of 15mb used.. However, I noticed instruments is reporting a total of 31 allocations! (15*2)+1 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tx-size, tx-size, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); Likewise in another area of my program that allocates 6 256x256x4 (256kB) textures.. I see 13 sitting there. (6*2)+1 Anyone know what's going on here? It seems like awful memory management, and I really hope it's my fault. Just to let everyone know, I'm on the simulator.

    Read the article

  • iphone Memory gets freed in debug mode but not in release mode

    - by gdr
    I have been testing my iPhone debug build on both my device and simulator with activity monitor, leaks, and object allocations. The code is pretty well optimized so I have decided to test the release build. I went into the project Menu and set the target build to be release, I then added the necessary header paths that my app is using to the headers search paths and ran the release build on the device with the above mentioned instruments. What I have noticed now is that memory that was freed when I used the debug build does not get freed when using release version. There is one place in my App that I remove a scroll view with some images which frees up a significant amount of memory when I use the debug build, but no memory is freed up in that place when I use the release version. Does someone have any ideas where I need to start looking at? did I setup my release build wrong?

    Read the article

  • My app crashes on Iphone SDK 3.2

    - by Mladen
    Hi Guys, My app worked ok on iPhone SDK 3.1. However, when I try to run it in 3.2 simulator, I get the following error and it crashes: bool _WebTryThreadLock(bool), 0x5148280: Tried to obtain the web lock from a thread other than the main thread or the web thread. This may be a result of calling to UIKit from a secondary thread. Crashing now... Program received signal: “EXC_BAD_ACCESS”. When I debug it, it leads me to this peace of code: - (void)LoginViewToCheckView:(id)sender { CheckViewController *tempTestController = [[CheckViewController alloc] initWithStyle:UITableViewStyleGrouped]; [tempTestController setDelegate:self]; [self setCheckViewController: tempTestController]; [tempTestController release]; [navigationController pushViewController:checkViewController animated:YES];} Other thing worth mentioning is maybe that I am calling this function from a separate thread. Any ideas what could be wrong?

    Read the article

  • "Warning reaching end of non-void fuction" with Multiple Sections that pull in multiple CustomCells

    - by Newbyman
    I'm getting "Reaching end of non-void function" warning, but don't have anything else to return for the compiler. How do I get around the warning?? I'm using customCells to display a table with 3 Sections. Each CustomCell is different, linked with another viewcontroller's tableview within the App, and is getting its data from its individual model. Everything works great in the Simulator and Devices, but I would like to get rid of the warning that I have. It is the only one I have, and it is pending me from uploading to App Store!! Within the - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath {, I have used 3 separate If() statements-(i.e.==0,==1,==2) to control which customCells are displayed within each section throughout the tableview's cells. Each of the customCells were created in IB, pull there data from different models, and are used with other ViewController tableViews. At the end of the function, I don't have a "cell" or anything else to return, because I already specified which CustomCell to return within each of the If() statements. Because each of the CustomCells are referenced through the AppDelegate, I can not set up an empty cell at the start of the function and just set the empty cell equal to the desired CustomCell within each of the If() statements, as you can for text, labels, etc... My question is not a matter of fixing code within the If() statements, unless it is required. My Questions is in "How to remove the warning for reaching end of non-void function-(cellForRowAtIndexPath:) when I have already returned a value for every possible case: if(section == 0); if(section == 1); and if(section == 2). *Code-Reference: The actual file names were knocked down for simplicity, (section 0 refers to M's, section 1 refers to D's, and section 2 refers to B's). Here is a sample Layout of the code: //CELL FOR ROW AT INDEX PATH: -(UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { //Reference to the AppDelegate: MyAppDelegate *appDelegate = (MyAppDelegate *)[[UIApplication sharedApplication] delegate]; //Section 0: if(indexPath.section == 0) { static NSString *CustomMCellIdentifier = @"CustomMCellIdentifier"; MCustomCell *mCell = (MCustomCell *)[tableView dequeueReusableCellWithIdentifier:CustomMCellIdentifier]; if (mCell == nil) { NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@"MCustomCell" owner:tableView options:nil]; for (id oneObject in nib) if ([oneObject isKindOfClass:[MCustomCell class]]) mCell = (MCustomCell *)oneObject; } //Grab the Data for this item: M *mM = [appDelegate.mms objectAtIndex:indexPath.row]; //Set the Cell [mCell setM:mM]; mCell.selectionStyle =UITableViewCellSelectionStyleNone; mCell.root = tableView; return mCell; } //Section 1: if(indexPath.section == 1) { static NSString *CustomDCellIdentifier = @"CustomDCellIdentifier"; DCustomCell *dCell = (DCustomCell *)[tableView dequeueReusableCellWithIdentifier:CustomDaddyCellIdentifier]; if (dCell == nil) { NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@"DCustomCell" owner:tableView options:nil]; for (id oneObject in nib) if ([oneObject isKindOfClass:[DCustomCell class]]) dCell = (DCustomCell *)oneObject; } //Grab the Data for this item: D *dD = [appDelegate.dds objectAtIndex:indexPath.row]; //Set the Cell [dCell setD:dD]; //Turns the Cell's SelectionStyle Blue Highlighting off, but still permits the code to run! dCell.selectionStyle =UITableViewCellSelectionStyleNone; dCell.root = tableView; return dCell; } //Section 2: if(indexPath.section == 2) { static NSString *CustomBCellIdentifier = @"CustomBCellIdentifier"; BCustomCell *bCell = (BCustomCell *)[tableView dequeueReusableCellWithIdentifier:CustomBCellIdentifier]; if (bCell == nil) { NSArray *nib = [[NSBundle mainBundle] loadNibNamed:@"BCustomCell" owner:tableView options:nil]; for (id oneObject in nib) if ([oneObject isKindOfClass:[BCustomCell class]]) bCell = (BCustomCell *)oneObject; } //Grab the Data for this item: B *bB = [appDelegate.bbs objectAtIndex:indexPath.row]; //Set the Cell [bCell setB:bB]; bCell.selectionStyle =UITableViewCellSelectionStyleNone; bCell.root = tableView; return bCell; } //** Getting Warning "Control reaches end of non-void function" //Not sure what else to "return ???" all CustomCells were specified within the If() statements above for their corresponding IndexPath.Sections. } Any Suggestions ??

    Read the article

  • iPhone screen rotates at random !

    - by Baldoph
    I use a tabBar Controller as root controller. It has 4 tabs and each of its ViewControllers has - (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)toInterfaceOrientation { return YES; } as long as the tabBarController itself. But when I rotate the device (real or simulator), the screen turns at random! If it doesn't turn when I open the application it would have the same behavior until I quit the app. I tried to add the 4 viewControllers one by one in IB to see if one was problematic, but I obtained the same issue. It only always works when there is no tabs at all! Please tell me if you have any ideas. Thanks!

    Read the article

  • iPhone OpenGL Template is cheating?

    - by carrots
    XCode's OpenGL template seems to be cheating to solve this "stretched" viewport problem I've been trying to understand for the last 3 hours. In the iphone "OpenGL ES Application" template, the colorful square that bounces up and down on the screen is not really a square at all! ES1Renderer.m (the ES2 file as well) static const GLfloat squareVertices[] = { -0.5f, -0.33f, 0.5f, -0.33f, -0.5f, 0.33f, 0.5f, 0.33f, }; But it comes out looking square on the device/simulator due to the stretching/squashing effect of a non-square viewport. I tried to fix it by fiddling with glFrustumf() but that doesn't seem to change the aspect ratio. I was able to get things looking good (not-stretched) when I fed glViewport() with a 1:1 widht:height.. But this doesn't seem like the answer because it offsets the viewport placement. What's the right way to correct for this stretching and why doesn't XCode do it that way?

    Read the article

  • iphone best practice, how to load multiple high quality images

    - by bennythemink
    Hi guys and girls, I have about 20-ish high quality images (~3840x5800 px) that I need to load in a simple gallery type app. The user clicks a button and the next image is loaded into the UIImageView. I currently use [UIImage imageWithContentsOfFile:] which takes about 6 seconds to load each image in the simulator :( if I use [UIImage imageNamed:] it takes even longer to load but caches the images which means its quicker if the user wishes to see the same images again. But it may cause memory problems later with all that caching crashing my app. I want to know whats the best practice for loading these? I'm experimenting with reducing image file size as much as is possible but I really need them to be high quality image for the purpose of the app (zoomable, etc.). Thanks for any advice

    Read the article

  • iPhone : Primitives getters and setters

    - by Burf2000
    I feel a bit miffed at the moment, I done a few iPhone projects that use floats and ints etc and all is fine. I now using OpenGL and GLFloat[] C arrays etc and it seems unless I make methods to set / get them it crashes on the device (not the simulator). Now as these are not setup as properties (I don't think c arrays can) it kind of makes sense. However the project has been working for months without them. It seems something in the code is wiping out anything float / ints to the point that the debugger can see an assigned value but accessing it crashes the phone. As soon as I think I know something for this platform, something changes my mind lol.

    Read the article

  • Image impending other elements in iphone app view!

    - by wayne
    Hi. If someone could help I have a view in my iphone app with an image, a label and a button. I have positioned the image at the back however when I run the simulator the image is all that is showing. I have done exactly the same thing with other views and they work fine but can't get this one to work. I have checked that the image is "send to back" and other elements are at the front. Still no good. Any advice would be much appreciated. Thanks

    Read the article

  • UIWebView is ignoring cookies?!

    - by A. Miladinovic
    Hello everybody, I am creating an app for the iPhone that fetches a specific page from a website, but to be able to view this site you need to log in with a username and a password. I've created this code: NSString *urlAddress = @"http://www.wdg-hamburg.de"; NSURL *url = [NSURL URLWithString:urlAddress]; NSString *post = @"name=loginname&pass=pass&form_id=user_login&op=Anmelden"; NSData *postData = [post dataUsingEncoding:NSASCIIStringEncoding]; NSString *postLength = [NSString stringWithFormat:@"%d", [postData length]]; NSMutableURLRequest *request = [NSMutableURLRequest requestWithURL:url]; [request setHTTPMethod: @"POST"]; [request setValue:postLength forHTTPHeaderField:@"Content-Length"]; [request setValue:@"application/x-www-form-urlencoded" forHTTPHeaderField:@"Content-Type"]; [request setHTTPBody:postData]; [vPlan loadRequest:request]; But I am not logged in at the UIWebView! I am logging NSHTTPCookieStorage to the console and it shows me the necessary cookie, but I dont get logged in. Does anybody knows how I can fix that? Kind regards, A. Miladinovic

    Read the article

< Previous Page | 90 91 92 93 94 95 96 97 98 99 100 101  | Next Page >