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Shannon Appelcline
Berkeley, CA
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I haven't done any work yet with iOS4. However, the most general advice for supporting both resolutions is to have your 480x320 graphic be called whatever.png and then create a 960x640 version of it called whatever@2x.png The iPhone 4 should pick up the latter. (Mind you, I'm becoming increasingly skeptical about filling a program with 2 or 3 copies of large PNG files, but that's a different topic.)
Presume that you have a 1 or 0 in your data file. You can extract its boolean value like this: BOOL myBoolValue = [[dataElements objectAtIndex:n] boolValue]; NSString has a lot of convenient instance methods that let you extract various numerical values for a string. You then just set the Core Data property to an appropriate NSNumber: [object setProperty:[NSNumber numberWithBool:myBoolValue]]; NSNumber is similarly full of class methods that let you create an NSNumber from various sorts of numbers.
I think so. It's really easy to do. You just do a compile with different options, zip up the results, and email them, and then they drag to iTunes and everything works. All you need to do is have them get their UUID out of their iTunes.
I created an entity class, which is explained under a major head in Part 2. Otherwise, I just would have referenced a standard managed object class object.
It's an arbitrary variable that came in from outside the function. Somewhere, something else in the program, thus, got a handle for a "CardStack" object ... probably from a "select" or by looking up a property.
Thank you for the kind words. I do plan to write something on NSFetchedResultsController based on your requests. Probably next week, if my programming schedule allows.
Glad it's been useful! Part 4 will be posted sometime this week, then I expect to have Part 5 up next Tuesday, and that's as far as I've planned at the moment.
You're talking Apples and oranges here. The above shows how to add UILabels and is what you should use for what sounds like a three row cell. detailTextLabels are a pre-existing property in 3.0 cells ... which happens to point to a UILabel. You either use them as laid out or else you you create your own UILabels as discussed in this article.
Not included a required delegate is fundamentally a programming error, not a runtime error, so I'm not convinced you need to be very polite about it. However, including an NSLog (before you error out) might help a programmer with debugging, so if you're making something for more public consumption, I don't see why not.
That sounds like you didn't check the box that says to copy the file into the bundle when you added it to your program; thus, it exists on your local computer, but not on your iPhone.
(You should now see a comments feed if your browser supports auto-detection of them.)
The black screen is a result of you having to wait for your app to get loaded. Make sure that your splash screen is called Default.png, as I suggest above, and you'll get it showing up as soon as it's possible (though you'll probably want to tune time your splashView timer at the backend).
(There should be angle brackets around those delegate links, see p.179)
Let me try that again, as the delegation protocol link got eaten as HTML: @interface _E_XP_CalculatorAppDelegate : NSObject UIApplicationDelegate,splashViewDelegate {
The first warning, about the table cells, doesn't come from the Splash Screen, but rather from something internal to your program (which uses cells). If you're writing a new program, it's probably worth using 3.0 standards from the start, as there's very good adoption rates. See: The second warning means that you didn't mark the SplashViewDelegate protocol in the header file of your app delegate class (where you're presumably using the protocol). Here's an example from one of my programs: @interface _E_XP_CalculatorAppDelegate : NSObject {
Now that it's officially released, I'm going to try and get the 3.0 build over the weekend, and will look at the warnings next week.
In retrospective, those errors are what I'd expect to see if you forgot to include the QuartzCore framework. In any case, I've now released an updated version of this class, so I'm closing up comments on this older version.
Great to hear the answer about the earlier mystery problem. I unfortunately can't offer much on 3.0, as I'm still working with 2.2.1 for purposes of release. It generally looks like 3.0 can't find a couple of the basic Core Animation elements, either because they're not correctly incorporated in 3.0 or they've been moved to a different library, and as a result the dismissSplash function (which is all that uses CA) is failing. That's very distressing to hear from a 3.0-compatibility point of view, since splashView only uses documented features. I'm going to release a small revision next week, but I don't expect it to actually fix *that* problem. I expect we'll have to wait and see if 3.0 improves as it matures. In any case, do let me know if there's any change with the next version.
I think my error was in a SELECT too. I'd update the article to note that, but it's probably sufficiently recorded by these comments. Glad you got the problem fixed!
Great to hear. At the moment we've had to put it on hold, after discovering that 3.0 is under NDA (a problem we also had last year with the release of the original book). However, hopefully it'll be out of NDA by summer and we can get back on track for these top topics.
Toggle Commented May 12, 2009 on A Preview of iPhone OS 3.0 at iPhone in Action
The framework you should include is indeed QuartzCore". I've never seen any of the issues you describe with CoreVideo.h. Are you by any chance using the 3.0 beta? Everything on the blog is 2.2.1 currently, since that's what you can use for real releases.