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  • Opening a View with a Table without a NavigationController

    - by Ken
    Hiya, I'm pretty new to developing with Cocoa Touch/XCode and I came across a problem. I'm making a sort of RSS reader for a newssite and I have 5 views of tables navigated with 5 tabs in a TabBarController. If someone selects a newsitem I want another view to open showing the complete newsitem. My problem is that it won't work. This is my code: - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection(NSInteger)section{ return [[[self rssParser]rssItems]count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath{ UITableViewCell * cell = [tableView dequeueReusableCellWithIdentifier:@"rssItemCell"]; if(nil == cell){ cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleSubtitle reuseIdentifier:@"rssItemCell"]autorelease]; } cell.textLabel.text = [[[[self rssParser]rssItems]objectAtIndex:indexPath.row]title]; cell.detailTextLabel.text = [[[[self rssParser]rssItems]objectAtIndex:indexPath.row]description]; cell.accessoryType = UITableViewCellAccessoryDisclosureIndicator; return cell; } - (void)tableView:(UITableView *)tableView didSelectRowAtIndexPath:(NSIndexPath *)indexPath { [[self appDelegate] setCurrentlySelectedBlogItem:[[[self rssParser]rssItems]objectAtIndex:indexPath.row]]; [self.appDelegate loadNewsDetails]; } And it calls this method in my delegate: -(void)loadNewsDetails{ [[self rootController]pushViewController:detailController animated:YES]; } Please tell me what I'm doing wrong. BTW I do not want to use a NavigationController, just the tabbar I'm using. Thanks in advance, Ken

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  • MKMapView loading all annotation views at once (including those that are outside the current rect)

    - by jmans
    Has anyone else run into this problem? Here's the code: - (MKAnnotationView *)mapView:(MKMapView *)mapView viewForAnnotation:(WWMapAnnotation *)annotation { // Only return an Annotation view for the placemarks. Ignore for the current location--the iPhone SDK will place a blue ball there. NSLog(@"Request for annotation view"); if ([annotation isKindOfClass:[WWMapAnnotation class]]){ MKPinAnnotationView *browse_map_annot_view = (MKPinAnnotationView *)[mapView dequeueReusableAnnotationViewWithIdentifier:@"BrowseMapAnnot"]; if (!browse_map_annot_view) { browse_map_annot_view = [[[MKPinAnnotationView alloc] initWithAnnotation:annotation reuseIdentifier:@"BrowseMapAnnot"] autorelease]; NSLog(@"Creating new annotation view"); } else { NSLog(@"Recycling annotation view"); browse_map_annot_view.annotation = annotation; } ... As soon as the view is displayed, I get 2009-08-05 13:12:03.332 xxx[24308:20b] Request for annotation view 2009-08-05 13:12:03.333 xxx[24308:20b] Creating new annotation view 2009-08-05 13:12:03.333 xxx[24308:20b] Request for annotation view 2009-08-05 13:12:03.333 xxx[24308:20b] Creating new annotation view and on and on, for every annotation (~60) I've added. The map (correctly) only displays the two annotations in the current rect. I am setting the region in viewDidLoad: if (center_point.latitude == 0) { center_point.latitude = 35.785098; center_point.longitude = -78.669899; } if (map_span.latitudeDelta == 0) { map_span.latitudeDelta = .001; map_span.longitudeDelta = .001; } map_region.center = center_point; map_region.span = map_span; NSLog(@"Setting initial map center and region"); [browse_map_view setRegion:map_region animated:NO]; The log entry for the region being set is printed to the console before any annotation views are requested. The problem here is that since all of the annotations are being requested at once, [mapView dequeueReusableAnnotationViewWithIdentifier] does nothing, since there are unique MKAnnotationViews for every annotation on the map. This is leading to memory problems for me. One possible issue is that these annotations are clustered in a pretty small space (~1 mile radius). Although the map is zoomed in pretty tight in viewDidLoad (latitude and longitude delta .001), it still loads all of the annotation views at once. Thanks...

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  • Embed Youtube in UIWebView behind transparent img. Wmode transparent and z-index doesn't work

    - by Allisone
    I'm using this code: - (void)embedYouTube:(NSString *)urlString frame:(CGRect)frame { NSString *embedHTML = @"\ <html><head>\ <style type=\"text/css\">\ body {\ background-color: black;\ }\ #container{\ position: relative;\ z-index:1;\ }\ #video,#videoc{\ position:absolute;\ z-index: 1;\ border: none;\ }\ #tv{\ background: transparent url(tv.png) no-repeat;\ width: 320px;\ height: 205px;\ position: absolute;\ top: 0;\ z-index: 999;\ }\ </style>\ </head><body style=\"margin:0\">\ <div id=\"tv\"></div>\ <object id=\"videoc\" width=\"240\" height=\"160\">\ <param name=\"movie\" value=\"%@\"></param>\ <param name=\"wmode\" value=\"transparent\"></param>\ <embed wmode=\"transparent\" id=\"video\" src=\"%@\" type=\"application/x-shockwave-flash\" \ width=\"240\" height=\"160\"></embed>\ </object>\ </body></html>"; NSString *path = [[NSBundle mainBundle] bundlePath]; NSURL *baseURL = [NSURL fileURLWithPath:path]; NSString *html = [NSString stringWithFormat:embedHTML, urlString,urlString]; UIWebView *videoView = [[UIWebView alloc] initWithFrame:frame]; [videoView loadHTMLString:html baseURL:baseURL]; [self.view addSubview:videoView]; [videoView release]; } Its the first time that I use UIWebView and the first time that I use video in iPhone. The video plays, so that's working BUT: I want to have an old school tv (round corners) in foreground with switches and so on. The tv is an image with transparent pixels in the middle, so that a video lying behind the tv will shine through as if the video would be shown on the tv. But first of all the video has a border that I can't remove and second it's always in the foreground. In Safari and in Firefox and Mac it's working. So is it an iPhone thing, could it be that it simply won't work on iPhone ? Or do I have some css/html typos ?

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  • why AVAudioplayer doesn't stop/pause when viewWillDisappear?

    - by Rahul Vyas
    I am using avaudioplayer in my app. on viewwilldisappear i want to pause/stop the sound and on viewwill appear i want to play sound again.how do i do this? i'm using this code on viewWillAppear:- if(self.TickPlayer) { [self.TickPlayer play]; } if(self.TickPlayer.volume<0) { self.TickPlayer.volume=1.0; } and this on viewWillDisAppear if(self.TickPlayer) { [self.TickPlayer stop]; } here is the method which plays the sound -(void)PlayTickTickSound:(NSString*)SoundFileName { //Get the filename of the sound file: NSString *path = [NSString stringWithFormat:@"%@%@",[[NSBundle mainBundle] resourcePath],[NSString stringWithFormat:@"/%@",SoundFileName]]; //Get a URL for the sound file NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO]; NSError *error; if(self.TickPlayer==nil) { self.TickPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:filePath error:&error]; // handle errors here. self.TickPlayer.delegate=self; [self.TickPlayer setNumberOfLoops:-1]; // repeat forever [self.TickPlayer play]; } if(self.TickPlayer) { [self.TickPlayer play]; } } and i'm calling it in method which fires every second using a timer in viewDidLoad- self.timer = [NSTimer scheduledTimerWithTimeInterval:1.0 target:self selector:@selector(updateCountdown) userInfo:nil repeats:YES]; -(void) updateCountdown { [self PlayTickTickSound:@"tick.caf"]; } i'm also playing a beep sound using avaudioplayer at a specific condition when alert appears.that works fine but this is not working as expected

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  • Dismiss Popover using Unwind Segue in Xcode Storyboard

    - by AlexR
    I am using Xcode 4.5 and the new iOS 6 feature to unwind segues. I am presenting a navigation view controller inside a popover which is presented programmatically from a bar button item: - (IBAction)configChartTapped:(id)sender { if (self.popover.isPopoverVisible) { [self.popover dismissPopoverAnimated:YES]; } else { UINavigationController *chartConfigNavigationController = [self.storyboard instantiateViewControllerWithIdentifier:@"GrowthChartNavigationController"]; ConfigChartTypeViewController *configChartTypeViewController = (ConfigChartTypeViewController*) chartConfigNavigationController.topViewController; self.popover = [[UIPopoverController alloc]initWithContentViewController:chartConfigNavigationController]; self.popover.popoverContentSize = CGSizeMake(320, 500); self.popover.delegate = self; [self.popover presentPopoverFromBarButtonItem:sender permittedArrowDirections:UIPopoverArrowDirectionAny animated:YES]; } } Next to this method I have defined a target to unwind the segue (i.e. dismissing the popover)... - (IBAction)cancelConfig:(UIStoryboardSegue *)segue { // } ... and connected it to a cancel button in the navigation view controllers's navigation bar. Connecting the cancel bar button to the cancelConfig button worked fine in Xcode. However, when running the code, nothing happens when clicking on the Cancel button despite Xcode 4.5 should be supporting dismissing popovers when unwinding segues (according to the release docs). What did I miss? Thank you!

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  • NSThread shared object issue

    - by Chris Beeson
    Hi, I'm getting an “EXC_BAD_ACCESS” but just can't work out why, any help would be massive - thank you in advance. The user takes a picture and I want to do some processing on it in another thread... - (void)imagePickerController:(UIImagePickerController *)picker didFinishPickingMediaWithInfo:(NSDictionary *)info { ... NSString *uid = [Asset stringWithUUID]; [_imageQueue setObject:img forKey:uid]; [NSThread detachNewThreadSelector:@selector(createAssetAsyncWithImage:) toTarget:self withObject:uid]; } Then the new thread -(void) createAssetAsyncWithImage:(NSString *)uid { NSAutoreleasePool * pool =[[NSAutoreleasePool alloc] init]; if ([_imageQueue objectForKey:uid]) { Asset *asset = [Asset createAssetWithImage:[_imageQueue objectForKey:uid]]; asset.uid = uid; [self performSelectorOnMainThread:@selector(asyncAssetCreated:) withObject:asset waitUntilDone:YES]; } [pool release]; } Which calls +(Asset *)createAssetWithImage:(UIImage *)img { .... UIImage *masterImg = [GraphicSupport createThumbnailFromImage:img pixels:img.size.height/2]; .... return newAsset; } And then this is where I keep getting the BAD_ACCESS +(UIImage *)createThumbnailFromImage:(UIImage *)inImage pixels:(float)pixels{ CGSize size = image.size; CGFloat ratio = 0; if (size.width > size.height) { ratio = pixels / size.width; } else { ratio = pixels / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); //NSAssert(image,@"image NULL"); [image drawInRect:rect]; return UIGraphicsGetImageFromCurrentImageContext(); } It's image that is giving me all the complaints... What am I doing wrong?? Many thanks in advance

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  • Rendering UIImage/CGImage into CGPDFContext results in... blankness!

    - by quixoto
    Hi all, I'm trying to take an image that I have in a image object and render into a Core Graphics PDF context-- happens to be on an iPhone but this question surely applies equally to desktop Quartz. This UIImage is a simple color-on-white image at about 600x800 resolution. If I (say) turn it into a PNG file, that file looks exactly as expected-- so the data is OK. Here's what I'm doing to generate the PDF: NSMutableData * outputData = [[NSMutableData alloc] init]; CGDataConsumerRef dataConsumer = CGDataConsumerCreateWithCFData((CFMutableDataRef)outputData); CFMutableDictionaryRef attrDictionary = NULL; attrDictionary = CFDictionaryCreateMutable(NULL, 0, &kCFTypeDictionaryKeyCallBacks, &kCFTypeDictionaryValueCallBacks); CFDictionarySetValue(attrDictionary, kCGPDFContextTitle, @"My Awesome Document"); CGContextRef pdfContext = CGPDFContextCreate(dataConsumer, NULL, attrDictionary); CFRelease(dataConsumer); CFRelease(attrDictionary); CGImageRef pageImage = [myUIImage CGImage]; CGPDFContextBeginPage(pdfContext, NULL); CGContextDrawImage(pdfContext, CGRectMake(0, 0, [myUIImage size].width, [myUIImage size].height), pageImage); CGPDFContextEndPage(pdfContext); CGContextRelease(pdfContext); Resulting PDF, which ends up in outputData, seems like a valid PDF file (opens correctly, document title is present in metadata), but it consists of precisely one blank page. What am I doing wrong? Thanks.

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  • drawing different quartz 2d

    - by Cosizzle
    Hello, I'm trying to make a small application or demo thats a tab bar application. Each bar item loads in a new view. I've created a quartzView class that is called on by the controller: - (void)viewDidLoad { quartzView *drawingView = [[quartzView alloc] initWithFrame:CGRectMake(0,0,320,480)]; [self.view addSubview:drawingView]; [super viewDidLoad]; } From my understanding, the drawRect method must be triggered in order to render the object and to draw it. This is my quartzView class: #import "quartzView.h" @implementation quartzView #pragma mark shapes // Blue Circle - (void)drawRect:(CGRect)rect { NSLog(@"Trying to draw..."); CGContextRef ctx = UIGraphicsGetCurrentContext(); //get the current context CGContextClearRect(ctx, rect); //clear off the screen //draw a red square CGContextSetRGBFillColor(ctx, 255, 0, 0, 1); CGContextFillRect(ctx, CGRectMake(10, 10, 50, 50)); } // ==================================================================================================== #pragma mark - - (id)initWithFrame:(CGRect)frame { if (self = [super initWithFrame:frame]) { // Initialization code } return self; } - (void)dealloc { [super dealloc]; } @end So how would I go about to say, if the view is view one, draw a square if it's view two draw a circle. And so on.

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  • Read binary file into a struct C#

    - by Robert Höglund
    I'm trying to read binary data using C#. I have all information about the layout of the data in the files I want to read. I'm able to read the data "chunk by chunk", i.e. getting the first 40 bytes of data converting it to a string, get the next 40 bytes, ... Since there are at least three slighlty different version of the data, I would like to read the data directly into a struct. It just feels so much more right than by reading it "line by line". I have tried the following approach but to no avail:StructType aStruct; int count = Marshal.SizeOf(typeof(StructType)); byte[] readBuffer = new byte[count]; BinaryReader reader = new BinaryReader(stream); readBuffer = reader.ReadBytes(count); GCHandle handle = GCHandle.Alloc(readBuffer, GCHandleType.Pinned); aStruct = (StructType) Marshal.PtrToStructure(handle.AddrOfPinnedObject(), typeof(StructType)); handle.Free(); The stream is an opened FileStream from which I have began to read from. I get an AccessViolationException when using Marshal.PtrToStructure. The stream contains more information than I'm trying to read since I'm not interested in data at the end of the file. The struct is defined like:[StructLayout(LayoutKind.Explicit)] struct StructType { [FieldOffset(0)] public string FileDate; [FieldOffset(8)] public string FileTime; [FieldOffset(16)] public int Id1; [FieldOffset(20)] public string Id2; } The examples code is changed from original to make this question shorter. How would I read binary data from a file into a struct?

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  • UIWebView not loading URL

    - by jerincbus
    I'm having trouble getting a UIWebView to load a URL that I'm sending to it. Before I get into my code I was wondering if URL has to start with "http://" or can it start with "www."? I'm using an IBAction to push a UIView on to the stack: (IBAction)goToWebView { WebViewController *webController = [[WebViewController alloc] initWithNibName:@"WebViewController" bundle:[NSBundle mainBundle]]; //set the strings webController.webTitle = [self Title]; webController.webURL = [self website]; //Push the new view on the stack [[self navigationController] pushViewController:webController animated:YES]; [webController release]; webController = nil; } Then here is my WebViewController.h file: @interface WebViewController : UIViewController { IBOutlet UIWebView *webView; NSString *webTitle; NSString *webURL; } @property (nonatomic, retain) IBOutlet UIWebView *webView; @property (nonatomic, retain) NSString *webTitle; @property (nonatomic, retain) NSString *webURL; here And my WebViewController.m file: - (void)viewDidLoad { [super viewDidLoad]; NSString *urlAddress = webURL; //Create a URL object. NSURL *url = [NSURL URLWithString:urlAddress]; //URL Requst Object NSURLRequest *requestObj = [NSURLRequest requestWithURL:url]; //Load the request in the UIWebView. [webView loadRequest:requestObj]; }

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  • How do I get google protocol buffer messages over a socket connection without disconnecting the clie

    - by Dan
    Hi there, I'm attempting to send a .proto message from an iPhone application to a Java server via a socket connection. However so far I'm running into an issue when it comes to the server receiving the data; it only seems to process it after the client connection has been terminated. This points to me that the data is getting sent, but the server is keeping its inputstream open and waiting for more data. Would anyone know how I might go about solving this? The current code (or at least the relevant parts) is as follows: iPhone: Person *person = [[[[Person builder] setId:1] setName:@"Bob"] build]; RequestWrapper *request = [[[RequestWrapper builder] setPerson:person] build]; NSData *data = [request data]; AsyncSocket *socket = [[AsyncSocket alloc] initWithDelegate:self]; if (![socket connectToHost:@"192.168.0.6" onPort:6666 error:nil]){ [self updateLabel:@"Problem connecting to socket!"]; } else { [self updateLabel:@"Sending data to server..."]; [socket writeData:data withTimeout:-1 tag:0]; [self updateLabel:@"Data sent, disconnecting"]; //[socket disconnect]; } Java: try { RequestWrapper wrapper = RequestWrapper.parseFrom(socket.getInputStream()); Person person = wrapper.getPerson(); if (person != null) { System.out.println("Persons name is " + person.getName()); socket.close(); } On running this, it seems to hang on the line where the RequestWrapper is processing the inputStream. I did try replacing the socket writedata method with [request writeToOutputStream:[socket getCFWriteStream]]; Which I thought might work, however I get an error claiming that the "Protocol message contained an invalid tag (zero)". I'm fairly certain that it doesn't contain an invalid tag as the message works when sending it via the writedata method. Any help on the matter would be greatly appreciated! Cheers! Dan (EDIT: I should mention, I am using the metasyntactic gpb code; and the cocoaasyncsocket implementation)

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  • UItextfield text alignment issue in cocos2D iPhone

    - by shreya
    Hi All, Please take a look of the following screen shot. Here is my code, I am using cocos2D CGAffineTransform transform = CGAffineTransformMakeRotation(3.14159/2); _view = [[CCDirector sharedDirector]openGLView]; // Input the user name _nameField = [[UITextField alloc]initWithFrame:CGRectMake(130.0, 270.0, 200.0, 30.0)]; _nameField.transform = transform; _nameField.adjustsFontSizeToFitWidth = YES; _nameField.textColor = [UIColor blackColor]; [_nameField setFont:[UIFont fontWithName:@"Arial" size:14]]; _nameField.placeholder = @"<Enter Your Name>"; _nameField.backgroundColor = [UIColor clearColor]; _nameField.autocorrectionType = UITextAutocorrectionTypeNo; _nameField.autocapitalizationType = UITextAutocapitalizationTypeAllCharacters; _nameField.textAlignment = UITextAlignmentCenter; _nameField.keyboardType = UIKeyboardTypeDefault; _nameField.returnKeyType = UIReturnKeyDone; _nameField.tag = 0; _nameField.delegate = self; _nameField.clearButtonMode = UITextFieldViewModeNever; _nameField.borderStyle = UITextBorderStyleRoundedRect; [_view addSubview:_nameField]; The problem is the text is typing on the top of the text field. I want it to be in the middle not to top.

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  • iphone sdk - UITableView - cannot assign a table to the table view

    - by kossibox
    hello, this is a part of my code. My application crashes when i try to load the view including the uitableview. i think there's a problem with the table i'm tryin to use but can't find it. help please gameTimingTable=[NSArray arrayWithObjects:@"2min + 10sec/coup",@"1min + 15sec/coup",@"5min",nil]; declared in .h as NSArray *gameTimingTable; this is the code i'm using to assign the table to the uitableview - (void)viewDidLoad { gameTimingTable=[NSArray arrayWithObjects:@"2min + 10sec/coup",@"1min + 15sec/coup",@"5min",nil]; } - (NSInteger)numberOfSectionsInTableView:(UITableView *)tableView { // There is only one section. return 1; } - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { // Return the number of time zone names. return [gameTimingTable count]; } - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *MyIdentifier = @"MyIdentifier"; // Try to retrieve from the table view a now-unused cell with the given identifier. UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:MyIdentifier]; // If no cell is available, create a new one using the given identifier. if (cell == nil) { // Use the default cell style. cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:MyIdentifier] autorelease]; } // Set up the cell. NSString *cadence = [gameTimingTable objectAtIndex:indexPath.row]; cell.textLabel.text = cadence; return cell; } /* To conform to Human Interface Guildelines, since selecting a row would have no effect (such as navigation), make sure that rows cannot be selected. */ - (NSIndexPath *)tableView:(UITableView *)tableView willSelectRowAtIndexPath:(NSIndexPath *)indexPath { return nil; } thanks a lot

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  • Multithreaded search with UISearchDisplayController

    - by Kulpreet
    I'm sort of new to any sort of multithreading and simply can't seem to get a simple search method working on a background thread properly. Everything seems to be in order with an NSAutoreleasePool and the UI being updated on the main thread. The app doesn't crash and does perform a search in the background but the search results yield the several of the same items several times depending on how fast I type it in. The search works properly without the multithreading (which is commented out), but is very slow because of the large amounts of data I am working with. Here's the code: - (void)filterContentForSearchText:(NSString*)searchText { NSAutoreleasePool *apool = [[NSAutoreleasePool alloc] init]; isSearching = YES; //[self.filteredListContent removeAllObjects]; // First clear the filtered array. for (Entry *entry in appDelegate.entries) { NSComparisonResult result = [entry.item compare:searchText options:(NSCaseInsensitiveSearch|NSDiacriticInsensitiveSearch) range:NSMakeRange(0, [searchText length])]; if (result == NSOrderedSame) { [self.filteredListContent addObject:entry]; } } isSearching=NO; [self.searchDisplayController.searchResultsTableView performSelectorOnMainThread:(@selector(reloadData)) withObject:nil waitUntilDone:NO]; //[self.searchDisplayController.searchResultsTableView reloadData]; [apool drain]; } - (BOOL)searchDisplayController:(UISearchDisplayController *)controller shouldReloadTableForSearchString:(NSString *)searchString { [NSObject cancelPreviousPerformRequestsWithTarget:self selector:@selector(filteredListContent:) object:searchString]; [self.filteredListContent removeAllObjects]; // First clear the filtered array. [self performSelectorInBackground:(@selector(filterContentForSearchText:)) withObject:searchString]; //[self filterContentForSearchText:searchString]; // Return YES to cause the search result table view to be reloaded. return NO; }

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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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  • Grouped UITableView shows blank space when section is empty

    - by christo16
    Hello, I have a grouped UITableView where not all sections may be displayed at once, the table is driven by some data that not every record may have. My trouble is that the records that don't have certain sections show up as blank spaces in the table (see picture) There are no footers/headers. Anything I've missed? - (NSInteger)tableView:(UITableView *)tableView numberOfRowsInSection:(NSInteger)section { // Return the number of rows in the section. return [self getRowCount:section]; } // Customize the appearance of table view cells. - (UITableViewCell *)tableView:(UITableView *)tableView cellForRowAtIndexPath:(NSIndexPath *)indexPath { static NSString *CellIdentifier = @"Cell"; UITableViewCell *cell = [tableView dequeueReusableCellWithIdentifier:CellIdentifier]; if (cell == nil) { cell = [[[UITableViewCell alloc] initWithStyle:UITableViewCellStyleDefault reuseIdentifier:CellIdentifier] autorelease]; } cell.textLabel.text = [NSString stringWithFormat:@"section: %d row: %d",indexPath.section,indexPath.row]; // Configure the cell... return cell; } - (CGFloat)tableView:(UITableView *)tableView heightForRowAtIndexPath:(NSIndexPath *)indexPath { float height = 0.0; if([self getRowCount:indexPath.section] != 0){ height = kDefaultRowHeight; } return height; }

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  • Compare NSDate for Today or Yesterday

    - by elementsense
    Hi Well I guess this has been asked a thousand times, but for some reason the answeres dont really work or had other problems,.... Anyway here is what I have "working" : NSCalendar *calendar = [NSCalendar currentCalendar]; NSDate *currentDate = [NSDate date]; NSDateComponents *comps = [[NSDateComponents alloc] init]; // set tomorrow (0: today, -1: yesterday) [comps setDay:0]; NSDate *dateToday = [calendar dateByAddingComponents:comps toDate:currentDate options:0]; [comps setDay:-1]; NSDate *dateYesterday = [calendar dateByAddingComponents:comps toDate:currentDate options:0]; [comps release]; NSString *todayString = [self.dateFormatter stringFromDate:dateToday] ; NSString *yesterdayString = [self.dateFormatter stringFromDate:dateYesterday] ; NSString *refDateString = [self.dateFormatter stringFromDate:info.date]; if ([refDateString isEqualToString:todayString]) { cell.title.text = @"Today"; } else if ([refDateString isEqualToString:yesterdayString]) { cell.title.text = @"Yesterday"; } else { cell.title.text = [self.dateFormatter stringFromDate:info.date]; } Now to the problem(s) : That seems to be an awefull lot of code for just a date comparinson, is there an easier way ? And the most important question is the release of all the objects. As might have guessed, I use this in a UITableViewController. I also have these lines in my code : //[calendar release]; //[currentDate release]; //[dateToday release]; //[dateYesterday release]; //[todayString release]; //[yesterdayString release]; //[refDateString release]; The problem is that as soon that I uncomment one of these lines, my app crashes and I have no idea why ?! I hope someone can enlighten me here. Thanks lot.

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  • iPhone - return from an NSOperation

    - by lostInTransit
    Hi I am using a subclass of NSOperation to do some background processes. I want the operation to be cancelled when the user clicks a button. Here's what my NSOperation subclass looks like - (id)init{ self = [super init]; if(self){ //initialization code goes here _isFinished = NO; _isExecuting = NO; } return self; } - (void)start { if (![NSThread isMainThread]) { [self performSelectorOnMainThread:@selector(start) withObject:nil waitUntilDone:NO]; return; } [self willChangeValueForKey:@"isExecuting"]; _isExecuting = YES; [self didChangeValueForKey:@"isExecuting"]; //operation goes here } - (void)finish{ //releasing objects here [self willChangeValueForKey:@"isExecuting"]; [self willChangeValueForKey:@"isFinished"]; _isExecuting = NO; _isFinished = YES; [self didChangeValueForKey:@"isExecuting"]; [self didChangeValueForKey:@"isFinished"]; } - (void)cancel{ [self willChangeValueForKey:@"isCancelled"]; [self didChangeValueForKey:@"isCancelled"]; [self finish]; } And this is how I am adding objects of this class to a queue and listening for KVO notifications operationQueue = [[NSOperationQueue alloc] init]; [operationQueue setMaxConcurrentOperationCount:5]; [operationQueue addObserver:self forKeyPath:@"operations" options:0 context:&OperationsChangedContext]; - (void)observeValueForKeyPath:(NSString *)keyPath ofObject:(id)object change:(NSDictionary *)change context:(void *)context { if (context == &OperationsChangedContext) { NSLog(@"Queue size: %u", [[operationQueue operations] count]); } else { [super observeValueForKeyPath:keyPath ofObject:object change:change context:context]; } } To cancel an operation (on a button click for instance), I tried calling -cancel but it doesn't make a difference. Also tried calling -finish but even that doesn't change anything. Every time I add an operation to the queue, the queue size only increases. finish is called (checked using NSLog statements) but it doesn't really end the operation. I'm still not very confident I'm doing this right Can someone please tell me where I am going wrong? Thanks a lot

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  • iOS5: Confusion with loadview and init and instance variables

    - by user743550
    I'm new to iOS5 and storyboarding. I noticed that if I declare an instance variables inside my viewcontroller .h file and set the values inside my init of .m file of my viewcontroller, whe the view of the viewcontroller is displayed, my instance variables show null inside viewDidLoad. In order for me to get myvariables, I'd need to do [self init] inside viewDidLoad. My questions are: @interface tableViewController : UITableViewController { NSMutableArray *myvariable; } @end @implementation tableViewController -(id)init { myvariable = [[NSMutableArray alloc]initWithObjects:@"Hi2",@"Yo2",@"whatsup2", nil]; } - (void)viewDidLoad { NSLog(@"%@",myvariable); // DISPLAYS NULL [super viewDidLoad]; } Why isn't my variables available in viewdidLoad when I declared and implemented in my .h and .m files? If that's the case, is viewDidLoad or viewWillAppear the common places to load the data for the viewcontroller? It looks like even if you instantiate a viewcontroller, the init function gets called but the viewDidLoad doesn't necessarily have the variables to be displayed. Where's the right place/methods to load the model(data) for my viewcontroller? Thanks in advance

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  • UITableViewController not redrawing new cell text label after popViewControllerAnimated

    - by crunchyt
    I have a problemetic UITableViewController fails to redraw an updated cell after a child view is removed. Here's what's happening. After changing data in a child view, the parent view controller reloads the source data array and runs [tableView reloadData] via a PostNotification. After this triggers, I use popViewControllerAnimated to return to the parent UITableViewController (this pops the child view off the stack, and reveals the controller one level up). However, my updated data does not appear in the parent view controller! According to the debugger, the cell's label has been updated, but the visible label does not change. However, if I scroll-flick the table, momentarily moving the updated cell out of view, when it reappears the label is updated! I also try calling [tableView reloadData] via viewWillAppear but the issue still persists. Here is some additional info that may be helpful. I have a 3 views structured like this: 1/ SettingsViewController : UITableViewController 2/ -- UserView : UITableViewController 3/ ---- UserDetailsView : UIViewController <UIActionSheetDelegate> I am calling UserDetailsView from inside UserView as follows: UserDetailsView *userDetailsView = [[UserDetailsView alloc] init]; [self.navigationController pushViewController:userDetailsView animated:YES]; If I return to the top-most controller (SettingsViewController) and then load the problematic controller (UserView), everything is drawn correctly. It is only when returning from a child view that this issue occurs. Thank you in advance for your suggestions.

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  • Passing a NSArray between classes

    - by Althane
    So, my second question based off of this application I'm teaching myself Objective C with. I have a Data Source class, which for now looks mostly like: - (id) init { if (self = [super init]){ listNames = [[NSArray alloc] initWithObjects: @"Grocery", @"Wedding", @"History class",@"CS Class",@"Robotics",@"Nuclear Sciences", @"Video",@"Library",@"Funeral", nil]; NSLog(@"%@",listNames); } return self; } The .h looks as follows: @interface MainViewDataSource : NSObject { NSArray *listNames; } @property (nonatomic, retain) NSArray *listNames; -(NSArray *)getListNames; So that's where I make it. Now the problem is that when I try to get the array listNames, it returns nothing. The following piece: NSArray* data = [listData listNames]; Is supposed to put the information in listNames in data, but... isn't. Since I'm rather used to JAva, I'm betting this is an Objective C quirk that I don't know how to fix. Which is why I'd be here asking for help. What's the proper way to pass around NSArrays like this?

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  • NSFILEMANAGER CRASHING IN APP DELEGATE

    - by theiphoneguy
    I have this code in a method called from applicationDidFinishLaunching. It works in the simulator, but crashes on the iPhone. There are about 1,600 2KB mp3 files being copied in this operation. If I try to instantiate the app multiple times, it will eventually copy more each time until the app eventually will start without crashing. I am releasing everything I allocate. I have about 20GB disk space free on the iPhone. If I progressively comment out code and run it on the iPhone, the copyItemAtPath seems to be the suspect. (void)createCopyOfAudioFiles:(BOOL)force { @try { NSError *error; NSString *component; NSArray *paths = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES); NSString *documentsDirectory = [paths objectAtIndex:0]; NSFileManager *fileManager = [[NSFileManager alloc] init]; NSEnumerator *enumerator = [[[NSBundle mainBundle]pathsForResourcesOfType:@"mp3" inDirectory:nil] objectEnumerator]; while ((component = [enumerator nextObject]) != nil) { NSArray *temp = [component componentsSeparatedByString:@".app/"]; NSString *file = [NSString stringWithFormat:@"%@", [temp objectAtIndex:1]]; NSString *writableAudioPath = [documentsDirectory stringByAppendingPathComponent:file]; BOOL success = [fileManager fileExistsAtPath:writableAudioPath]; if (success &amp;&amp; !force) { continue; } else if (success &amp;&amp; force) { success = [fileManager removeItemAtPath:writableAudioPath error:&amp;error]; } success = [fileManager copyItemAtPath:component toPath:writableAudioPath error:&amp;error]; if (!success) { @throw [NSException exceptionWithName:[error localizedDescription] reason:[error localizedFailureReason] userInfo:nil]; } } [fileManager release]; } @catch (NSException *exception) { NSLog(@"%@", exception); @throw [NSException exceptionWithName:exception.name reason:exception.reason userInfo:nil]; } @finally { } }

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  • - (void)keyboardWasShown not called when switching to another UITextField

    - by Shawn
    I'm having a strange problem that I don't understand. I have a UIScrollView with several UITextField objects. When I switch to the view, I set the first UITextField as firstresponder, and the keyboardWasShown method gets called due to the UIKeyboardDidShowNotification that the view is registered for. The weird thing is, when I touch the next UITextField, the keyboardWasShown method is not called. I don't understand this, since Apple's documentation says "If your interface has multiple text fields, the user can tap between them to edit the values in each one. When that happens, however, the keyboard does not disappear but the system does still generate UIKeyboardDidShowNotification notifications each time editing begins in a new text field." My code I've copied directly from Apple's documentation as well, and it works properly, but it only gets called the first time. What am I missing? - (void)registerForKeyboardNotifications { [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWasShown:) name:UIKeyboardDidShowNotification object:nil]; [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(keyboardWasHidden:) name:UIKeyboardDidHideNotification object:nil]; } - (void)keyboardWasShown:(NSNotification *)aNotification { //if (keyboardShown) return; NSDictionary* info = [aNotification userInfo]; CGSize kbSize = [[info objectForKey:UIKeyboardBoundsUserInfoKey] CGRectValue].size; CGRect bkgndRect = activeField.superview.frame; bkgndRect.size.height += kbSize.height; [activeField.superview setFrame:bkgndRect]; [scrollView setContentOffset:CGPointMake(0.0, activeField.frame.origin.y) animated:YES]; keyboardShown = YES; UIBarButtonItem *doneButton = [[UIBarButtonItem alloc] initWithBarButtonSystemItem:UIBarButtonSystemItemDone target:self action:@selector(done)]; self.navigationItem.rightBarButtonItem = doneButton; [doneButton release]; }

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  • iPhone JSON object releasing itself?

    - by MidnightLightning
    I'm using the JSON Framework addon for iPhone's Objective-C to catch a JSON object that's an array of Dictionary-style objects via HTTP. Here's my connectionDidFinishLoading function: - (void)connectionDidFinishLoading:(NSURLConnection *)connection { [connection release]; NSString *responseString = [[NSString alloc] initWithData:responseData encoding:NSUTF8StringEncoding]; [loadingIndicator stopAnimating]; NSArray *responseArray = [responseString JSONValue]; // Grab the JSON array of dictionaries NSLog(@"Response Array: %@", responseArray); if ([responseArray respondsToSelector:@selector(count)]) { NSLog(@"Returned %@ items", [responseArray count]); } [responseArray release]; [responseString release]; } The issue is that the code is throwing a EXC_BAD_ACCESS error on the second NSLog line. The EXC_BAD_ACCESS error I think indicates that the variable got released from memory, but the first NSLog command works just fine (and shows that the data is all there); it seems that only when calling the count message is causing the error, but the respondsToSelector call at least thinks that the responseArray should be able to respond to that message. When running with the debugger, it crashes on that second line, but the stack shows that the responseArray object is still defined, and has 12 objects in it (so the debugger at least is able to get an accurate count of the contents of that variable). Is this a problem with the JSON framework's creation of that NSArray, or is there something wrong with my code?

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  • Setting an NSMutableArray in AppDelegate to be an NSMutableArray in

    - by aahrens
    What i'm trying to accomplish is to have an NSMutableArray defined in the AppDelegate. I then have two UIViewControllers. One view is responsible for displaying the array from the AppDelegate. The other view is used to add items to the array. So the array starts out to be empty. View1 doesn't display anything because the array is empty. The User goes to View2 and adds an item to the array in AppDelegate. Then when the user goes back to View1 it now displays one item. Here is how I'm trying to accomplish this @interface CalcAppDelegate : NSObject <UIApplicationDelegate> { UIWindow *window; UITabBarController *tabBarController; NSMutableArray *globalClasses; } @property (nonatomic,retain) NSMutableArray *globalClasses; My other view In the viewDidload I set the array in my View to be the one in the AppDelegate. In an effort to retain values. allCourses = [[NSMutableArray alloc]init]; CalcAppDelegate *appDelegate = (CalcAppDelegate *)[[UIApplication sharedApplication] delegate]; allCourses = appDelegate.globalClasses; Then I would update my allCourses array by adding a new item. Then try to set the array in the AppDelegate to be equal to the modified one. CalcAppDelegate *appDel = (CalcAppDelegate *)[[UIApplication sharedApplication] delegate]; NSLog(@"Size before reset %d",[appDel.globalClasses count]); appDel.globalClasses = allCourses; NSLog(@"Size after reset %d",[appDel.globalClasses count]); What I'm seeing that's returned is 2 in the before, and 2 after. So it doesn't appear to be getting updated properly. Any suggestions?

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