is of non-class type
'objc_object* const'
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, and is fixed soon after instantiation) in
spite of the fact that I only have a 'const' pointer to the object at the
time I want to access it. Semantically I don't see why it should be unsafe to
attempt to find out the value of that property.
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at all. Just declare and use the variable normally.
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predictable by using AddCurveToPoint in both places, and
to use the same location for both control points (which degenerates a Cubic
curve to a Quadratic one).
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put all this in a view hierarchy
and move the whole thing from side to side. Done, and in far less memory.
Obviously if your scene is more complex this will require more work, but for
many animations of this nature it works well.
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and animated bits, stuff them into views,
move the views.
3) Shrink your image sizes, scale them up for animation. 512x384 for example
cuts the memory usage by 75%.
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expect, but we have no idea what is actually going wrong.
Also, if you think this is a framework bug, file one.
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On Nov 2, 2010, at 9:15 AM, Phillip Mills wrote:
Suggestions for a cleaner approach would be appreciated
-viewWillAppear: or -viewDidAppear: perhaps?
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for object 0x21568580: Non-aligned pointer being freed (2)
How can I avoid this?
Did you perhaps change destination between malloc() and free()?
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doesn't matter – the Finder will still show Part
1/2.jpg.
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(interfaceOrientation);
}
As a rule -shouldAutorotateToInterfaceOrientation: should not have any side
effects, primarily because it may be called in situations other than when your
view controller currently arbitrates the supported orientations (most commonly
this case is a UITabBarController).
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is
already on the stack.
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On Oct 14, 2010, at 1:30 PM, David Duncan wrote:
On Oct 14, 2010, at 1:25 PM, Tito Ciuro wrote:
return [[[self alloc]initWithObjects:someObjects]autorelease];
warning occurs here
-initWithObjects expects a list with a nil terminator, which you have not
provided. If this works
this? About the only thing I know of that might cause
this is trying to call UIGraphicsGetCurrentContext() from outside of -drawRect:
(in which case unless you've pushed or started your own context you get back
NULL, which CG ignores).
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should be causing any problems.
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the layer. Either way your talking
about drawing your path into a plain CALayer.
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define them (by declaring them @dynamic) they cannot be
animated and you will see the symptoms you see. In your -drawInContext: method
you can then query the property to get the current value.
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this? It is not mentioned in the
Core Animation Programming Guide (2010-08-12), and I have got two e-books on
core animation, and it is not mentioned in either of them.
Thanks
Ken
On 21 Sep, 2010,at 09:07 AM, David Duncan david.dun...@apple.com wrote:
On Sep 20, 2010, at 3:42 PM
+[UIView beginAnimations:context:] isn't the new block based animation routines
– those are the +[UIView animateWithDuration:*] and +[UIView trasition*]
methods. +[UIView beginAnimations:context:] is the old method from 2.0.
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context,
CFDataRef metadata) CG_AVAILABLE_STARTING(__MAC_10_7, __IPHONE_4_0);
Obviously something is messed up, but what can I do to fix this?
https://devforums.apple.com/message/287160#287160
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animations?
On Sep 15, 2010, at 9:56 AM, David Duncan wrote:
On Sep 14, 2010, at 9:42 PM, James Miller wrote:
With Apple recommending block-based animation of UIImageViews, I'm not
quite grasping how to take older frame-by-frame animation code like this:
NSArray *playerImagesRight = [NSArray
to unmark
that. Or as an alternative, maybe mark your split view as layer backed instead?
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On Sep 13, 2010, at 7:58 AM, Matt Neuburg wrote:
I would recommend that Apple improve the documentation
https://bugreport.apple.com/ or the feedback links at the bottom of every page
in the documentation. If there isn't a bug, the issue doesn't exist.
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of system memory?
Disk storage and rates should be in base-10. System memory is in base-2.
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on Mac OS X and OpenGL ES on iOS
(technically via CAEAGLLayer, but see the OpenGL template for details).
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Contact
apple forum I cant find the answer for it. I
hope you guyz can help. The following is the code which I used for the
animation.
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nothing: the -(void)display
Read: at any subsequent call, albeit the block is correctly enqueued,
nothing is done: …
Are you sure the block was executed? I've done this before in various
incarnations and never seen what you describe...
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the documentation for
-[CALayer actionForKey:] for more details.
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have to ensure that your layer's drawing is
threadsafe. Should be as simple as this with that precondition met:
dispatch_async(queue, ^{
[layer display];
[CATransaction flush];
}
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On Sep 2, 2010, at 9:40 AM, Chris Parker wrote:
On 2 Sep 2010, at 8:52 AM, David Duncan wrote:
On Sep 2, 2010, at 7:39 AM, Vincent Habchi wrote:
I just wanted to know someone has already tried to successfully send a
CALayer -drawInContext method to a GCD dispatch queue. I suspect
is things mostly working but occasionally your drawing going into the
wrong view. Basically *never* use the context given to you in -drawInContext:
outside of that invocation.
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Please do
GC. The typical idiom for dual mode code is to do
[NSMakeCollectable(foo) autorelease] which will ensure the object will be
released under both RR and GC (NSMakeCollectable is identical to
CFMakeCollectable except for its return value being id instead of void*).
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I would recommend you file a bug.
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On Aug 29, 2010, at 9:38 AM, Matt Neuburg m...@tidbits.com wrote:
On or about 8/28/10 9:31 PM, thus spake David Duncan
david.dun...@apple.com:
In the case of iOS for example, caching contents to CGLayers is rarely useful
because
On Aug 29, 2010, at 11:21 AM, Matt Neuburg wrote:
On or about 8/28/10 9:31 PM, thus spake David Duncan
david.dun...@apple.com:
it is usually far more
useful to use a hardware cache, which means CALayer or UIView, not CGLayer.
Sorry to keep coming back to this, but the documentation
is the error you are getting?
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:]: unrecognized selector sent to instance
0x16fbe0
defaultImageLocation is an NSURL* (because thats what you created at the top of
the method). You want to use -URLByAppendingPathComponent: with it.
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On Aug 28, 2010, at 1:22 PM, Matt Neuburg wrote:
In my UIView's drawRect: I derive a CGLayer from the current context, draw
into it, and then draw the layer into the context (the view).
Out of curiosity is there any particular reason you are taking this approach?
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release];
}
#elif TARGET_OS_IPHONE
// do something here...
#endif
return __sSystemPageSize;
}
There is no reason to use NSTask for this on the desktop. Just call
getpagesize() on either platform.
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On Aug 25, 2010, at 5:08 AM, Mr. Gecko wrote:
I do not do garbage collection because I am building for 10.4. Why, because I
have 10.4 customers.
-drain is still available on 10.4.
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and landscape default pngs) it should
just work from there.
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that NSOperation uses GCD, the threads are
much longer lived and thus Core Animation's state flush doesn't occur (because
you aren't running a run loop).
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of
the watchdog timers and having your application get killed.
Basically you should NEVER block the main thread for any reason.
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makes me wonder if there's a better way.
Unfortunately at this time the clumsy and inelegant solution is also the only
viable one.
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() used a format
that caused Core Animation to make a copy of the data).
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more built in memory, but is almost
certain to fail on older devices that do not. But 24MB is still a huge amount
of memory to consume on a single image that the user can't even see all at once.
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SDK, the simulator supports the modern, non-fragile runtime.
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and in AppKit
under layer backed mode however a layer will retain backing store for its
entire content area (generally bounds.size * contentsScale). You can ask for
partial draws, but if the content isn't going to change then that may not be
worth it.
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the files and folders, to no avail -- they still show up
in iTunes. Is there any way to prevent this?
http://developer.apple.com/iphone/library/qa/qa2010/qa1699.html
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bottlenecks really are,
because I think part of your issue may be due to assumptions about where your
bottlenecks are.
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is a function
of their size – then you could end up blowing past available memory pretty
quickly.
You might try using smaller tiles instead. Fade duration is unlikely to have
any effect (as that is applied after a tile is rendered).
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of layers or views that do your drawing as you scroll through the document.
This allows you to maintain control of memory usage as well.
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is usually sized for the view.
But clipping isn't free (it is usually fairly cheap however). In particular if
clipsToBounds=YES was the default, then all of your views would clip all of
their subviews leading to O(n^2) clipping operations (where n is the depth of
your view hierarchy).
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of the NSAttributedString (probably as strings with
matching attribute dictionaries) and reassemble the NSAttributedString from
that at runtime.
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and setting attributes and characters. You
will have to use those methods along with your own storage scheme to save and
restore the NSAttributedString.
It primarily comes down to reading the documentation and asking more pointed
questions if necessary :).
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draw at its full size. A UIView
(really the CALayer owned by the view) can and will display content larger than
its bounds if given to it.
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On Aug 4, 2010, at 4:46 PM, Jonathon Kuo wrote:
On Aug 4, 2010, at 9:43 AM, David Duncan wrote:
A UIView (really the CALayer owned by the view) can and will display content
larger than its bounds if given to it.
Is there a way to restrict this behavior, i.e., to make it that the UIView
it says. Someone tried to create a CGImage with a size of
0x0.
What can I do about this?
If you are creating CGImages, you should ensure they aren't 0x0 in size. If you
are not creating CGImages then you should file a bug report.
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, and there is a significant amount of data coming in - 30K out of a 200K
image.
It is unclear how you are managing having multiple requests. Do you have
multiple instances of this class, or does -loadAsync just get called 4 times?
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dozens or hundreds of rows that all share a specific type. In
such a case you might have less than a dozen cell instances for those hundreds
of rows, but you still need individual instances for each row.
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from assuming that timers will
always fire on time, every time (neither of which is true).
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? Without knowing what is going wrong it is difficult to
advise...
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as renderInContext does
not implement the full Core Animation compositing model.
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On Jul 5, 2010, at 12:01 PM, Chaitanya Pandit chaita...@expersis.com wrote:
Hi, List
I'm trying to create an image out of a UITableView using the layer's
renderInContext Method, however my problem
you are on pretty good footing.
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over, and thus you get no subpixel smoothing.
You can get subpixel smoothing in CATextLayer by subclassing and overriding
-drawInContext: to first draw an opaque color into the target context before
calling -[super drawInContext:].
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1.5s for all of it to display :).
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this couldn't be declared in the property itself.
2010-06-17 02:49:13.464 Revapp[4838:a0f] expecting model layer not copy:
MRWorkspaceItemLayer[(125,125)]
What version of Mac OS X are you on?
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Is your application 32-bit? Are you trying to load the entire file into memory
if you are? If so that would be why you are getting that error.
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On Jun 9, 2010, at 12:56 PM, Pascal Harris 45rpmli...@googlemail.com wrote:
Weird one this - especially since I can't find any
it the way you think you should. Then perhaps someone can
recommend a better solution.
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it? (Or does the RTF import/export category on NSAttributedString not exist
in UIKit?)
It doesn't exist in UIKit.
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, this would preclude the client logging objects, but from the sounds of
your specification, any escaping you did would have the same effect.
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Please do
cases (for example line art). Getting pixel perfect zooming however is
difficult and to rather performance intensive for something like PDF.
You could also try just using a UIWebView for displaying PDF if it does what
you need.
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.
What's the code look like here? Are you getting any warnings?
More than likely this is something along the lines of a type mismatch on the
message send, but without seeing the code it is hard to know how or why that
might happen.
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or messages. Where are you getting the wrong
value and where is that code being called from with the correct value?
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was recently
updated to show this technique.
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);
Are you sure the context was actually created? Specifically for float contexts,
you need the kCGImageAlpha[Premultilied | None]Last flag as well.
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animation that is created when you assign the transform
to the layer. In this example I use the CAValueFunction rather than the
extended keypath as this is more efficient and much more predictable, but doing
so requires 10.6.
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on the views move however.
Have you filed a bug?
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pressure gets high enough this cache should be flushed however. What
problem are you trying to solve and how are you determining memory usage?
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Please
. I'm not saying that
you're a moron for accidentally forgetting to document it, but if you want to
say (as you seem to be doing) that it's OK to consciously leave it out, then
you're just a moron.
Insulting people is not a good way to get help on a public mailing list.
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and go
through the normal CG drawing path, so it would definitely be recommended to
specify the never redraw policy.
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in the current API. I would recommend filing a
bug report asking for this capability.
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it, but it is hard and
there are much easier ways to go about the task.
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Contact
On May 12, 2010, at 12:52 PM, sebi s...@happyhappyboy.de wrote:
hello,
sorry, this is probably a very simple thing, but i am quite puzzled right now.
when i do this in my view controller:
-
(void)didRotateFromInterfaceOrientation:(UIInterfaceOrientation)fromInterfaceOrientation
{
. This is to prevent AppKit from
overwriting the content you may have assigned to the layer. And if you don't
enabling layer backing, then AppKit won't display the layer and thus won't
display your animation.
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(in which case you do not want to unload it).
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over audio, but in terms of memory impact
on the system this is likely to be the correct choice.
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by about half. If the cache is under a certain size (say 5MB) just
purge the entire thing.
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, then draw the first into the second? This should do the
premultiplication for you as well as cover any format that NSBitmapImageRep
supports, rather than the ones that you manually code (as well as being more
efficient since we've spent the effort to performance optimize those
conversions).
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]
initWithDictionary:printInfoDictionary] autorelease];
NSPrintOperation *operation = [NSPrintOperation printOperationWithView:view
printInfo:printInfo];
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.
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. The analyzer won't
recognize one where the other is proper. There are also adornments you can use
to override the analyzer's understanding, but I can't recall them right now.
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orientation here. It
is sufficient to simply return YES for the orientations that you want (assuming
that you've done everything else correctly).
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Please
the timing information provided to you by -drawInCGLContext: to
drive your animation. An exceptionally simple version of this is demonstrated
in the CALayerEssentials sample's example CAOpenGLLayer.
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, not modifications
necessary to the sample (sample code is designed to be self contained and built
without modification as a general case).
What am I missing?
From what I can tell, your doing too much.
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on this
list.
You can copy from the Extended Detail pane where the stack trace is shown.
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0x3198e348
100 1 36.00 KB 0x319802e4
Do you happen to know what these frames are from?
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On Apr 15, 2010, at 12:32 PM, Tino Rachui wrote:
2010/4/15 David Duncan david.dun...@apple.com
On Apr 15, 2010, at 11:50 AM, Tino Rachui wrote:
Well, yes but only one line at a time if I'm not wrong(?) which makes
copying the whole stack a rather cumbersome task.
Shift-click to extend
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